@SS-GEN said in Is anybody playing Xeno World at War?:
@Imperious-Leader Where’s all the info for this game ?
Here’s a link to the rules
War Plan Orange-Red (or it could have been Red-Orange), was a US Navy plan for a two ocean war against both Britain and Japan. As conflict with Britain became increasingly less likely, the plans were operated merely as a training exercise for planning officers. It gets its name from the plan for war against Japan (War Plan Orange) and the plan against Britain (War Plan Red). A variation of this plan which assumed the US was allied with Britain and France became the basis for US strategy during World War 2.
This is for the Global 1940 game, although this idea (just UK and Japan vs the US) can be adapted for other games.
Rules:
This assumes all other nations are neutral besides ANZAC, UK, Japan, and the US.
No units from either side can invade any neutral territory, country, or power.
Japan, ANZAC, and the UK are at war against the US at the start of the game.
Turn order:
Japan
US
UK
ANZAC
Setup changes:
Due to the game being set in 1940 without World War 2 or the Second Sino Japanese War happening, the following setup changes are made:
All Chinese territories except Manchuria are controlled by China. Japan may never control them.
Japan (home islands): 20 infantry, 6 artillery, 1 tank, 2 strategic bombers, 3 fighters, 3 tactical bombers
This represents the forces that were historically fighting in China all in the Home Islands. The IJN’s dispositions remain unchanged. All other Japanese territories have the same units.
New Japanese National Objectives:
10 IPCs per territory if Japan controls the following territories: Western United States, Central United States, or Eastern United States. Theme: Japan controls some of the most important manufacturing hubs in the world.
5 IPCs if Japan controls Alaska. Theme: Control of a resource rich territory.
5 IPCs if Japan, Britain, or ANZAC controls Hawaii. Theme: Major American power center.
These override the original Japanese National Objectives from the game.
Japanese starting income: 18 IPCs.
Because the war in Europe didn’t happen either, the French infantry and fighter in the territory United Kingdom are not there. To represent the equipment lost in the Battle of France, two artillery are also in that territory. The British units in the territory France (one artillery and one tank) are also in the territory United Kingdom.
In summary:
United Kingdom: 2 infantry, 1 mechanised infantry, 3 artillery, 1 tank, 1 strategic bomber, 2 fighters
UK Europe starting income: 27 IPCs
This represents the Belgian Congo not being taken over by the UK.
The rest of the UK and ANZAC’s starting dispositions are the same. The UK Pacific and ANZAC’s starting income is also the same.
New National Objectives:
5 IPCs if the UK controls all the following territories: Quebec, New Brunswick Nova Scotia, Newfoundland Labrador, Ontario, Western Canada (or for those using the other map, Yukon territory and British Columbia, Alberta Manitoba Saskatchewan. Theme: Control of an important springboard for the invasion of the US.
10 IPCs per territory if the UK controls the following territories: Western United States, Central United States, or Eastern United States. Theme: The UK recaptured their old colony after 250 years. Well done.
Note:
If Western United States is captured, the bonus goes to UK Pacific. If Eastern United States or Central United States is captured, the bonus goes to UK Europe. If ANZAC forces capture any of the territories, ANZAC gets the bonus. The Canada National Objective bonus is given the UK Europe.
There are no other National Objectives for ANZAC, UK Pacific, and UK Europe.
All the US National Objectives are the same.
No powers may occupy any Dutch or Belgian colonies.
The rest of the setup for all other territories are the same.
Victory conditions:
Expect a long war. It isn’t over until all the territories of either side have been captured.
Optional Rule 1:
To represent not losing the aircraft carriers Courageous and Glorious, the UK gets an extra aircraft carrier with one fighter and one tactical bomber onboard in sea zone 110.
Optional Rule 2:
Instead of two artillery on the territory United Kingdom, switch them out for two mechanised infantry.
TripleA Compatability:
Use edit mode to change the political relationships and starting setup.
Use the do nothing AI for all other powers besides the US, UK, ANZAC, and Japan.
You would need to use edit mode to change the IPCs of the powers to add the new national objectives and use edit mode to edit out the out of box national objectives.
If you have any questions, feel free to contact me!
Added Optional Rule 2.
Added new rule:
Greenland and Iceland are neutral. No power will control them over the course of the game.
Changed UK starting setup.
Fixed United Kingdom starting setup.
Changed some Japanese National Objectives so they will apply if Japan’s allies powers also control those territories.
Finished first test game. Very unbalanced in favour of the UK and Japan. I’m working on a sole War Plan Red game, excluding Japan.
I finished War Plan Red some time ago, but I still remember the main results:
The game is ridicoulously biased in two extremes.
On turn 1 the UK has a good chance of capturing the Eastern United States if the fighter in that territory scrambles to defend against a UK attack against the cruiser.
This leaves the territory with a small enough force that gives the Canadian units a good chance of capturing the Eastern US.
If the attack succeeds, the US instantly loses the game and cannot make a comeback even if it recaptures the capital.
Conversely, if the British fail to capture the Eastern US, there is no chance for the British to achieve a victory. All the British can do is delay the inevitable (and they can delay the US quite a bit) while the US pushes through the massive British Empire.
Added TripleA compatibility.