DerLeiter wrote: ↑Wed May 20, 2015 5:46 pmDATE: September 1, 1939 until ... the war ends. Each turn is 30 days, limit is 100 turns.
SETTING: Russia, Europe, Africa, Middle East, part of India.
WEATHER: Usually clear, sometimes cloudy. Perhaps once per game it'll be muddy or a turn.
NATIONS: All nations in game are used; Republican Spain is used for Portugal, Blue Team for Iraq, and Red Team for an Axis-aligned Turkey.
Screen Shot: Attacking the Moscow Defence : Defence of Poland : Allied Fleet : 1943 Allied Invasion of Norway : Axis Invasion of Russia : Axis hold onto Tripoli
This began as a scenario vs AI, which due to limitations ended up being far more interesting as a multiplayer game. Also it was just an excuse to pretty much use everything! I've had to make a few changes to make it a bit more playable, and later in the war I have to make allowances for things being completely different (eg will England have fallen or not? The Dieppe Raid never happens since everyone fortifies Dieppe, etc etc). Also in the end for me game play and fun trump realism. It still has what I, and everyone else who's played it so far, feels like an epic war with campaigns occuring all over the place and where decisions on where to reinforce, or how hard to keep pushing come into play all the time. It's also been interesting having to deal with the limited availability windows for some nations, but then that usually helps keep the first months flowing smoothly.
CHANGES (ausf U1)
- There is a lot of randomness in the game, firstly to give it a lot of replayability, but also to keep it difficult to predict exactly when events will occur. For example the Axis allies (Romania, Bulgaria, Hungary) might join early or wait for war with Russia; Spain might decide to throw in with the Axis but probably not, Some games Italy hasn't joined with Germany until well into 1941.
- The moves will go fast at first, but once North Africa and especially Russia open up it will start taking some time for the moves; I've had to cut back the amount of units several times to make it easier and less of a slugfest, though a degree of that is unavoidable.
- All the special features of the game are now fully explained in game unless they are meant as a surprise. For example Capital Ships (BB, BC, CA, CL) have -2 range and +1 sight (I didn't want them firing from one side of England to the other nor did I want them stumbling around blindly by themselves).
- Ships are provided for you at semi-random intervals throughout the game. Roughly every 5 turns a few new ships will become available, and have a %chance of being deployed. Allied ships tend to deploy in the Atlantic and around England as do German submarines; most other German ships deploy around Germany with a small chance of "coming on" from a map edge. The rest usually start near their country for origin.
- The Axis navy is larger than it should be in comparison to the Allied navy (though still much smaller) -- previous games showed that it was just more interesting.
- Captured units are possible, as are special named units which will have heroes modifying them to various degrees. Nearly all of the Special named units have only a 1% chance of appearing per turn, and have a limited window of availability.
- Minor allies/axis will mobilize forces as long as you control their home territory; ANZAC counts Egypt as its home territory and Free France uses Casablanca. Due to it being a mod-less game unfortunately a lot of them can't be upgraded.
- You will occasionally notice units popping up in Neutral Zones; this means they're beginning to mobilize and won't be neutral for long. I had to do it this way otherwise either the defenders would deploy and attack first OR the attacks would move in and there'd be no defenders.. until they popped up the turn after.
- Huge changes to Africa; North Africa becomes Vichy instead of Free French, as is more appropriate. They get a few initial garrison units and the occasional French aircraft. Reduction to the amount of Italian, DAK, Free French, and ANZAC forces that deploy there.
- French West Africa is split up semi-randomly by the Free French and Vichy French.
- HMS Devonshire rewards fixed (trigger was mistakenly looking for >1, instead of =1).
- 7. Flieger-Division replaces the previous FSJ for the invasion of Norway; they begin with some extra ammo and DFS 230s. Initial deployment moved.
- Field Marshal Auchinleck is no longer insanely powerful.
- Russian Guards (Infantry and Tanks) revamped; they now have the same chance to deploy as SS forces, 12/12 strength, and a bonus to make them equivalent to SE forces (as the Russians have no SE units).
- Russian reinforcements start farther west, and gain more units. However the Allies now get less Core Unit slots when Operations Barbarosa or Suvorov are launched.
- Number of European airfields reduced.
- The Regia Marina now gains ships at a reduced rate.
- When Meteors become available the RAF will gain some veteran auxiliaries over time. If the Luftwaffe is large, the RAF gains additional meteors. This is to help offset the fact that German aircraft continue to advance while Allied ones do not.
- Port of London added.
- Portugese, Spanish & Turkish forces gain a few new units over time, but nowhere on the scale of other minor powers (assuming they still control their territory).
- D-Day Forces; two US Divisions given trucks, and one Halftracks.
- Additional escort ships given to the Western Task Force.
- Polish navy begins closer to Germany; they also begin with limited ammo and fuel (previously no ammo, but full fuel).
- Many of the Polish forces will begin at 5/10 strength (and still suppressed).
- Some primary objectives added or moved; objective amount remains the same though (eg Dakar is now a primary objective).
- Prestige penalties added for violating neutral territories.
- Iraq starts with a few more units when activated.
- Added Surprise, Betrayal, and Menace.