• Expansions for the Cold War Arms Race by Militarized Milkmen and GEN-MANSTEIN


  • Here is part one to the Cuban Missile Crisis Expansion. Parts are still incomplete.

    Bay of Pigs Invasion Scenario
    Overview:

    Contents:
    NATO-
    Brigade 2506 Marker (x1)
    B-26 Bombers Marker (x1)

    Cuban-
    Cuban Revolutionary Armed Forces Marker (x1)
    Cuban Revolutionary Armed Forces Sheet (x1)
    Fidel Castro Marker (x1)

    Setup:
    On the 5th round of play: Remove all Pro-Communist units from Cuba and place them on the Cuban Revolutionary Armed Forces Sheet. For the remaining period of the game they will be referred to as Cuban Revolutionary Armed Forces units. Place the Cuban Revolutionary Armed Forces Marker in Cuba. Place the Fidel Castro Marker in Cuba. Place the Brigade 2506 and CIA B-26 Bombers Markers in NA- 22.

    Objective:
    The Bay of Pigs Invasion sees NATO attempting to oust Castro from power. During the Conduct Combat phase of NATO’s turn, NATO will move Brigade 2506 and the CIA B-26 Bombers into Cuba to attack the Cuban Revolutionary Armed Forces and bomb the Cuban airbase. Combat will last one round. Victory is determined by the amount of damage inflicted by either side.

    NATO Major Victory: All Cuban Revolutionary Armed Forces units are destroyed. Remove the Fidel Castro Marker from the game and place a NATO roundel on Cuba. NATO will control Cuba for the rest of the game. Brigade 2506 will remain in Cuba, but may not leave. Remove the CIA B-26 Bombers from the game.
    NATO Minor Victory: NATO inflicts more damage than the Cuban Revolutionary Armed Forces. Remove the Fidel Castro Marker and all remaining Cuban Revolutionary Armed Forces units from the game. Cuba becomes strict neutral. Brigade 2506 will remain in Cuba, but may not leave. Remove the CIA B-26 Bomber’s from the game.
    Cuban Major Victory: Brigade 2506 is destroyed. Replace all Cuban Revolutionary Armed Forces losses and add 2 rocket artillery and 1 tank. Remove the CIA Supplied B-26 Bombers from the game. Increase Warsaw Pact morale by 20 and decrease NATO morale by 40.
    Cuban Minor Victory: The Cuban Revolutionary Armed Forces inflicts more damage than Brigade 2506 and the CIA B-26 Bombers. Replace all Cuban Revolutionary Armed Forces losses. Remove Brigade 2506 and the CIA B-26 Bombers from the game. Increase Warsaw Pact morale by 10 and decrease NATO morale by 20.
    Both a Cuban Major or Minor Victory will start the Cuban Missile Crisis scenario.

    Overview of Units:
    Brigade 2506- Brigade 2506 was a CIA sponsored of Cuban exiles. It was formed in 1960 to attempt to overthrow the Cuban government led by Fidel Castro. It consisted of 5 infantry battalions and 1 paratrooper battalion.
    Stats- Rolls 6 dice when attacking and defending. Attack- 2. Defence- 2. Move- 0 (1 when moving into Cuba). Cost- Cannot be rebuilt.

    CIA B-26 Bombers- The CIA supplied 8 B-26, which attacked the Cuban airfields two days before the invasion.
    Stats- The CIA B-26 Bombers do a pre-emptive attack before actual combat begins. 8 dice are rolled and hits are scored on rolls of 5 or 6. The number of success hits scored is combined with the damage inflicted by Brigade 2506 for a final result. In addition, if the amount of successful hits is 6 or greater, the Cuban Revolutionary Armed Forces may not commit any air units to their defence.

    Cuban Revolutionary Armed Forces Marker and Sheet- The Cuban Revolutionary has been the most powerful institution in Cuba. It consists of ground, naval, air, air defence, and other paramilitary forces.
    Stats- The Cuban Revolutionary Armed Forces Sheet keeps track of the amount of units represented by the Cuban Revolutionary Armed Forces Marker. Units are added and removed from the sheet.

    Fidel Castro- Fidel Castro was a Cuban revolutionary and politician, serving as the Cuban Prime Minister from 1959 to 1976. He also served as First Secretary from of the Communist Party of Cuba from 1961 to 2011. Under Castro’s administration, the Republic of Cuba became a one party communist state.
    Stats- Fidel Castro provides benefits to the communist powers in the game. As long as Fidel Castro is in Cuba:
    NATO’s income will lose 30 IPCs for the rest of the game.
    +1 Defence will be added to all Cuban Revolutionary Armed Forces and Warsaw Pact infantry units in Cuba.


  • Please understand that this thread has been created so that the creators of the game can collectively organize their ideas for expansions. However, this does not mean feedback is unappreciated, as long as it’s not rude or extremely criticizing.


  • This is my outline for what I envision in a cuba oriented expansion do with it as you like. Cheers and all that!

    El Cuban Expansions

    Contents:
    1 Fidel Castro Piece (Looks like a special looking pro communist infantry)

    1 Che Guevara Piece (Looks like a special looking pro communist infantry)

    1 Brigada Asalto 2506 piece (looks like a special nato Infantry)

    Setup:
    On the 5th round of play, as long as the minor power, Cuba is not Pro-Capitalist, the minor power, cuba becomes pro communist, replace all strict neutral units in territories controlled by the minor power, cuba, with pro communist ones under their control. Place the Fidel Castro and Che Guevara pieces in the territory Cuba. Place the Brigada Asalto 2506 piece in the territory, Yucatan, as long as it is Pro-Capitalist. The IPC value of Whatever territory florida is in increases by two (mass immigration).

    On the seventh round of play, the Warsaw Pact make make, long range, nuclear, ballistic missiles attacks from air bases in territories controlled by the minor power, Cuba, as long as it is Pro-Communist.

    On turn ten, there is no longer a limit on how many pro communist units may be built by major powers in Cuba for as long as it is pro communist.

    Fidel Castro Piece: functions as Infantry, IPC value of Cuba increases by 3.

    Che Guevara Piece: functions as Infantry with a defense if 3. All communist and pro communist infantry in the territory if cuba gain a air defense value of one, and a surface defense value of three if they do not already have a value that is higher.

    Brigada Asalto 2506: functions as Infantry. Gains a plus one bonus to all combat values when conducting combat in cuba. Takes two hits to be destroyed.

    CAPITALST SIDE STILL NEEDS SOMETHING, OTHERWISE MIGHT U BALLANCE THE GAME IN FAVOR OF COMMIES.


  • Alright, here is the revision for the expansion. The timeframe has been cut down to incorporate only the Cuban Revolution and Bay of Pigs.

    Cuban Revolution Expansion
    Overview:

    Contents:
    NATO-
    Brigade Asalto 2506 Marker (x1)

    Cuban-
    Fidel Castro Marker (x1)
    Che Guevara Marker (x1)
    Cuban Guerrillas (x5)

    Setup #1:
    At the beginning of the 3rd round play, the minor power Cuba will not be a Pro-Communist minor power. Instead, it starts the game as a Strict Neutral minor power. Cuba’s starting setup remains the same, except the units will be Strict Neutral units. Place the Fidel Castro and Che Guevara Markers along with the Cuban Guerrillas in Cuba.

    Objective:
    On the Warsaw Pact’s Combat phase, the Cuban Guerrillas may attack the Strict Neutral army in Cuba. Combat will last for one round. Victory is determined by the amount of damage inflicted by each side.

    Strict Neutral Army Victory: The Strict Neutral army in Cuba wins if they inflict more damage than the Cuban Guerrillas. Remove the Fidel Castro and Che Guevara Markers along with the remaining Cuban Guerrillas. Cuba remains a Strict Neutral minor power for the remainder of the game.

    Cuban Guerrilla Victory: The Cuban Guerrilla units win if they inflict more damage than the Strict Neutral army. Remove the remaining Strict Neutral units in Cuba from the game. Cuba will be a Pro-Communist minor power for the rest of the game. Replace the remaining Cuban Guerrilla units with Pro-Communist units in the configuration of Cuba’s original setup.

    Setup #2
    At the beginning of the 4th round of play, as long as the minor power Cuba is not Pro-Capitalist, under Capitalist control, or Strict Neutral, place the Brigade Asalto 2506 Marker in Yucatan. Increase the IPC value of Southeast America by 2 for the rest of the game.

    Objective:
    The Bay of Pigs is the one-time attempt by NATO to gain control of Cuba. During NATO’s Combat Move on the fifth round of play, NATO will move Brigade Asalto 2506 into Cuba from Yucatan. Combat will last one round. Victory is determined by the amount of damage inflicted by each side. Fidel Castro will not be involved in combat. Che Guevara can be involved in combat and can be taken as a casualty.

    NATO Victory- NATO wins if the all Pro-Communist units are destroyed or if NATO inflicts more damage. Remove the Fidel Castro and Che Guevara Markers from the game. Brigade Asalto 2506 will become the new standing army of Cuba and may not leave Cuba. Cuba will be a Pro-Capitalist minor power for the rest of the game. Increase NATO’s morale by 10 and add 5 additional IPC’s to NATO’s income each round of play for the remainder of the game.

    Cuba Victory- Cuba wins if Brigade Asalto 2506 is destroyed or if Cuba inflicts more damage. Remove the Brigade Asalto 2506 Marker from the game. Replace all Pro-Communist casualties with fresh units and add +3 infantry, +2 mechanized infantry and +2 rocket artillery to Cuba. Decrease NATO morale by 10 and increase Warsaw Pact morale by 10.

    Overview of Units:

    Brigade 2506- Brigade 2506 was a CIA sponsored of Cuban exiles. It was formed in 1960 to attempt to overthrow the Cuban government led by Fidel Castro. It consisted of 5 infantry battalions and 1 paratrooper battalion.
    Stats- Attack @ 2. Defence @ 2. Move @ 0. Cannot be built/rebuilt. Rolls 6 dice when attacking and defending. Takes 6 hits to destroy.

    Fidel Castro- Fidel Castro was a Cuban revolutionary and politician, serving as the Cuban Prime Minister from 1959 to 1976. He also served as First Secretary from of the Communist Party of Cuba from 1961 to 2011. Under Castro’s administration, the Republic of Cuba became a one party communist state.
    Stats- Attack @ 0. Defence @ 0. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. Is removed from game when Cuba is occupied by an enemy power.
    As long as Fidel Castro is in Cuba, Cuba’s IPC value is increased by 3 and NATO’s income cannot exceed 80 for the rest of game.

    Che Guevara- An Argentine Marxist revolutionary, physician, author, guerrilla leader, diplomat, and military theorist, Che Guevara was a major figure of the Cuban Revolution.
    Stats- Attack @ 2. Defence @ 2. Move @ 1. Cannot be built/rebuilt. Can take part in combat.
    As long as Che Guevara is in Cuba, all Pro-Communist units in Cuba will gain +1 defence and one Pro-Communist infantry will be added to Cuba per turn for the remainder of the game. On the Combat Move of the Warsaw Pact turn, Che Guevara can move from Cuba into Belgian Congo. When this happens, Belgian Congo will become a Pro-Communist minor power. Place 3 Pro-Communist infantry in Belgian Congo. Che Guevara can move back to Cuba or remain in Belgian Congo.

    Cuban Guerrillas- Fidel Castro used guerrillas to attack parts of the Cuban military.
    Stats- Attack @ 3. Defence @ 1. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. When the Cuban Guerrillas attack, the defending units defence receives a -1.


  • @MonsieurMurdoch

    "At the beginning of the 3rd round play, the minor power Cuba will not be a Pro-Communist minor power. Instead, it starts the game as a Strict Neutral minor power. Cuba’s starting setup remains the same, except the units will be Strict Neutral units. Place the Fidel Castro and Che Guevara Markers along with the Cuban Guerrillas in Cuba. "

    This makes it sound like cuba only stops being communist on turn three. You might want to say, the minor power cuba starts the game Strict Neutral, on turn three… and then say the rest.


  • @MonsieurMurdoch said in Cold War Expansions.:

    " Cuban Guerrillas- Fidel Castro used guerrillas to attack parts of the Cuban military.
    Stats- Attack @ 3. Defence @ 1. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. When the Cuban Guerrillas attack, the defending units defence receives a -1."

    I’m just bringing stuff up as I find issue with it. Why do the guerillas have so low defense powers. I also feel like the composition of castro’s and ches armies were a little more diverse then just a cluster of guerillas. Also, I think a lot of them werent cuban. I’ll look into it in a bit and then post about the exact composition of his army.


  • @Militarized-Milkmen
    I read through what you’ve suggested, and made some changes to the rules. Here is the second revised edition.

    Cuban Revolution Expansion
    Contents:
    NATO-
    Brigade Asalto 2506 Marker (x1)

    Cuban-
    Fidel Castro Marker (x1)
    Che Guevara Marker (x1)
    26th of July Movement Marker (x1)

    Setup #1:
    The minor power Cuba starts the game as Strict Neutral minor power. Cuba’s starting setup remains the same, except the units will be Strict Neutral units. Place the Fidel Castro and Che Guevara Markers in Yucatan, and the 26th of July Movement Marker in Cuba, at the start of the game. These markers will not be used, and cannot be touched, until the third round of play.

    Objective:
    On the Warsaw Pact’s Combat phase of the third round of play, move Fidel Castro and Che Guevara into Cuba. This activates the 26th of July Movement. The 26th of July Movement will attack the Strict Neutral army in Cuba on the Combat Phases of the Warsaw Pact, China, and SEATO turn. Combat will last for one round each time. Victory is determined by the amount of damage inflicted by each side. The Strict Neutral army in Cuba cannot attack, only defend against, the 26th of July Movement.

    Strict Neutral Cuban Victory: The Strict Neutral army in Cuba wins if they inflict more damage or eliminate the 26th of July Movement. Remove the Fidel Castro, Che Guevara, and 26th of July Movement Markers from the game. Cuba will remain a Strict Neutral minor power for the remainder of the game. Replace all Strict Neutral casualties.

    26th of July Movement Victory: The 26th of July Movement win if they inflict more damage or eliminate the Strict Neutral army. Remove any remaining Strict Neutral units in Cuba from the game. Cuba will be a Pro-Communist minor power for the rest of the game. Replace the 26th of July Movement Marker with Pro-Communist units in the configuration of Cuba’s original setup.

    Setup #2
    At the beginning of the 4th round of play, as long as the minor power Cuba is not Pro-Capitalist, under Capitalist control, or Strict Neutral, place the Brigade Asalto 2506 Marker in Yucatan. Increase the IPC value of Southeast America by 2 for the rest of the game.

    Objective:
    The Bay of Pigs is the one-time attempt by NATO to gain control of Cuba. During NATO’s Combat Move on the fifth round of play, NATO will move Brigade Asalto 2506 into Cuba from Yucatan. Combat will last one round. Victory is determined by the amount of damage inflicted by each side. Fidel Castro will not be involved in combat. Che Guevara will be involved in combat and can be taken as a casualty.

    NATO Victory- NATO wins if the all Pro-Communist units are destroyed or if NATO inflicts more damage. Remove the Fidel Castro and Che Guevara Markers from the game. Brigade Asalto 2506 will become the new standing army of Cuba and may not leave Cuba. Cuba will be a Pro-Capitalist minor power for the rest of the game. Increase NATO’s morale by 10 and add an 5 additional IPC’s to NATO’s income each round of play for the remainder of the game.

    Cuba Victory- Cuba wins if Brigade Asalto 2506 is destroyed or if Cuba inflicts more damage. Remove the Brigade Asalto 2506 Marker from the game. Replace all Pro-Communist casualties with fresh units and add +3 infantry, +2 mechanized infantry and +2 rocket artillery to Cuba. Decrease NATO morale by 10 and increase Warsaw Pact morale by 10.

    Overview of Units:

    Brigade 2506- Brigade 2506 was a CIA sponsored of Cuban exiles. It was formed in 1960 to attempt to overthrow the Cuban government led by Fidel Castro. It consisted of 5 infantry battalions and 1 paratrooper battalion.
    Stats- Attack @ 2. Defence @ 2. Move @ 0. Cannot be built/rebuilt. Rolls 6 dice when attacking and defending. Takes 6 hits to destroy.

    Fidel Castro- Fidel Castro was a Cuban revolutionary and politician, serving as the Cuban Prime Minister from 1959 to 1976. He also served as First Secretary from of the Communist Party of Cuba from 1961 to 2011. Under Castro’s administration, the Republic of Cuba became a one party communist state.
    Stats- Attack @ 0. Defence @ 0. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. Is removed from game when Cuba is occupied by an enemy power.
    As long as Fidel Castro is in Cuba, Cuba’s IPC value is increased by 3 and NATO’s income cannot exceed 80 for the rest of game.

    Che Guevara- An Argentine Marxist revolutionary, physician, author, guerrilla leader, diplomat, and military theorist, Che Guevara was a major figure of the Cuban Revolution.
    Stats- Attack @ 2. Defence @ 2. Move @ 1. Cannot be built/rebuilt. Can take part in combat.
    As long as Che Guevara is in Cuba, all Pro-Communist units in Cuba will gain +1 defence and one Pro-Communist infantry will be added to Cuba per turn for the remainder of the game. On the Combat Move of the Warsaw Pact turn, Che Guevara can move from Cuba into Belgian Congo. When this happens, Belgian Congo will become a Pro-Communist minor power. Place 3 Pro-Communist infantry in Belgian Congo. Che Guevara can move back to Cuba or remain in Belgian Congo.

    26th of July Movement- The 26th of July Movement was a Cuban vanguard revolutionary organization and later a political party led by Fidel Castro. The name commemorates the it’s 26th of July 1953 attack on the army barracks on Santiago de Cuba in the attempt to overthrow the Cuban dictator Fulgencio Batista.
    Stats- Attack @ 3. Defence @ 0. Move @ 0. Cannot be built/rebuilt. Rolls 4 dice when attacking. Takes 15 hits to destroy.


  • @Militarized-Milkmen
    I changed the Cuban Guerrillas to the 26th of July Movement. Definitely more historically accurate. Since the 26th of July Movement only attacks, and cannot be attacked, I don’t see a reason for them to have a defence value. I think I’m going to make a separate expansion for Guerrillas. Or, I’ll start working on a Vietnam War expansion and make Guerrillas playable for the rest of the game. OR, I’ll make separate Guerrillas and Vietnam War expansions and they’ll have their own unique units. What do you think?


  • Well I’ve realised a few things. First of all, I thought the military power of cuba was much bigger than it actually was. It was barely an infantry. Both Cuban and Batista. I’m going to greatly decrease their military power. Also, the military power of Castro, at it’s height, was 10000 people, less than an infantry. When I started writing this I thought that maybe you could just havev the che and Fidel units take on an infantry, but the problem with that is if america’s smart, they will just invade, annex and highly militarize cuba turn one, and then just smash Fidel. Even if Fidel wins america will just nuke them. So I’m not sure what to do with that. I will be changing the starting units in cuba, and just know that neither side had all that much. You should also know that cuba got involved in a list of proxy wars. One idea I had was whenever a card is drawn related to a proxy war they got involved in, the communist side of the war would get an extra infantry, and one of the communist players could choose to automatically move the che guevara piece there. Which is what happened in bolivia and the congo. Just an idea. I could make a list of all the ones they got involved in that there are cards for if you want.


  • I thought about it and I may have some solutions:

    1. Make Cuba it’s own separate power. Then the game can include the Cuban player/the player controlling Cuba working through the revolution. This in turn could also lead to other countries working through similar experiences.
    2. Align Cuba with the Warsaw Pact immediately after the Bay of Pigs. Then, any declaration of war against Cuba by NATO will allow the Warsaw Pact to support Cuba off the bat.

    I’ll go back and revise the unit stats after you’ve changed the setup. If you don’t mind, could you post the Cuban setup on the thread? Easier to refer to. I’ll take into account the strength of both Cuban forces.
    Also, I was thinking that maybe you should categorize the Event Cards by the year they occurred? It also allows for the game to have a historic time limit and could also help with incorporating other in game events.


  • I thought about doing the time things the problem with that is then people see stuff coming and then they can prep for stuff. The whole purpose of them is to destabilize and shake up the game. This encourages people to do stuff instead of just build nukes and mice tanks to the border.


  • While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.

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