• @all-encompassing-goose

    Perhaps it’ll be easier to influence some nations if you capture territory close to them or you make a show of force by sailing through their territorial waters. Winning should also make it easier to influence nations.


  • @superbattleshipyamato @hengst

    Will be adding this to the 0.2 rulebook to check for playtesting this weekend. Sorry if it’s hard to understand right now.

    DIPLOMACY RULES:

    To align a green country, on our board there’s a number track that goes from 1 to 40. 1-20 will be NATO aligned (1 being you are now apart of the NATO alliance) and same with 21-40 but with the USSR alliance being at 40. I recommend using a -20 to 20 number track with “0” being our “20”.

    And all of those green countries are aligned based on how historically they were in 1964. So some countries might be closer to 1 on the number track (NATO aligned) which will make it easier to align them to the NATO side. Warsaw Pact / NATO can choose either to give it to themselves or to align it with the eastern/western aligned economy-military.

    To influence a non-aligned country, only NATO (West) and the Warsaw Pact (East) can influence. You need to spend 2 action points but there are other ways to influence a non-aligned country. When spending 2 action points, you will be given 1 d6. You can spend as many action points as you have on d6’s to roll. Choose what country you choose to influence and what number you roll is how many points will be going to the direction to your side (to 1 or 40; West to East)

    How you can influence non-aligned nations to join your side depends on some factors. When there is a + with a number, it means that the country you are influencing will go towards your side (either towards 1 or 40).
    +3 to the West if the neighboring aligned province is invaded by Eastern forces.
    +10 to the West for Spain and Ireland if Paris is captured by Eastern forces.
    +3 added to the West automatically if the West rolls for influence on a country. The East, however, gets to choose 1 other country to roll for influence for free.
    +2 added if the West or East chooses to spend 5 IPC’s if they have already spent 2 action points for an influence roll.
    +12 to the West for Brazil if West Indies is captured by NATO.

    You can also choose to invade any non-aligned (green) country in your combat phase. Remember that a “country” is one territory excluding Libya + Tobruk. The non-aligned power is not its own faction. You may choose anything that differentiates each non-aligned country on the number track (or however you do your diplomacy)

    ALL COUNTRIES START AT 20 BESIDES::
    Spain (12)
    Brazil (25)
    Ireland (18)
    Sweden (15)


  • @all-encompassing-goose

    So to be clear, one action point allows you one dice and you haven’ decided on how many action points each power has?


  • @all-encompassing-goose

    By the way, which powers will be independent? I have a feeling both France and UK should be independent powers instead of subordinate to NATO.


  • @superbattleshipyamato Paris is 2 turns away from the Soviet army. In my opinion, having an independent France would be kind of boring unless maybe someone divided the NATO faction into 2 people (one playing the American forces while one playing the European forces) if you have more than 4 players to play with. I may consider putting that in the rulebook in some sort of suggestion category


  • @all-encompassing-goose

    You’re right. Making France independent depends on whether you plan on Paris being captured early.


  • Just set up the board and ready to playtest! The Italian roundels are the non-aligned countries and will be removed for each “country” with their units replaced with the side they have been influenced to be on. The green pieces are the “recruitment bases.” The blue pieces are the “naval bases”

    20230212_142726.jpg 20230212_142723.jpg 20230212_142711.jpg 20230212_142703.jpg 20230212_142705.jpg 20230212_142659.jpg 20230212_142655.jpg

  • 2024 2023 '22

    @all-encompassing-goose

    Well, it’s certainly funky for a World War 2 map simulate 1962.

    Quick notices:

    What are the German roundels for?

    What are the British roundels for?

    Funny using Shermans to represent Pattons, and all the other World War 2 units representing equipment 20 years later.

    Overall, the game looks doable and playable, if a bit cluttered without chips, which I never use.

    By the way, the US mechanised infantry in Southern France is upside down.


  • @superbattleshipyamato the German roundels are for the Eastern-aligned minor powers and the British are for the Western-aligned minor powers. I can’t afford custom units for this game lol. What do you use other than chips? The game is very crowded but will clear up after the first round. My next addition will be adding flight stands so it will help you lessen the clutter on my behalf.


  • @all-encompassing-goose

    I just buy more pieces and limit the amount of units at any given time to those that are available.

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