Hey folks,
I’ve been hammering out a scenario based on a Third World War breaking out in 1946. Please try it out and let me know what you think.
COLD WAR GOES HOT SCENARIO
Turn Order
Ussr
Usa
Nato
Uk
Anzac
Communist China
Nationalist China
First a few notes before the setup:
National Objectives – All of the Global objectives are in play with a few revisions. First, the Soviet Union will not get the National Objective for controlling Archangel and zone 125, as the allies will not be sending them any lend lease. Second, the UK national objective regarding German submarines now requires that no Soviet submarines be present on the board. Third, the anzac objectives can be met even if NATO controls Dutch New Guinea. Fourth, the US gets its +30 ipcs national objective once it goes to war with the USSR. Fifth, Nato will get the French and German national objectives. Finally, communist China has a national objective. They will receive 6 ipcs and the end of their turn as long as both Amur and Manchuria remain in communist hands.
Victory – The allies win by conquering Moscow. The communist win by holding 12 victory cities and at least 2 allied capitals while still controlling Moscow at the end of any round.
Neutrals – Almost Every unoccupied Neutral territory in the game is considered to be pro allied. The one exception is strictly neutral Switzerland.
Political Situation – Nationalist China and Communist China are at war when the game starts. The USSR or the US may declare war on one another during their turn. It costs 60 ipcs to declare war on the other bloc. Whoever attacks first gets a first turn surprise attack advantage. Their surprised enemies will only hit at a one or less during the aggressor’s first combat turn. Once a war breaks out between the superpowers the nationalist Chinese will join the allies and the communist Chinese will join the Soviets.
Allied Faction – USA, United Kingdom, NATO (technically NATO hadn’t been formed yet, so sue me), Anzacs, and Nationalist China
Communist Faction – Soviet union, Communist China
Special note on Chinese factions – both Chinese factions may now build every unit type. Infantry and artillery may be built in any starting Chinese territory (including Formosa), but other units may only be built at an industrial complex. Industrial complexes captured by the Chinese are no longer destroyed. Infantry build by the Chinese don’t count towards the build cap of industrial complexes. Neither Chinese faction has a capital and both may continue purchasing and placing units until they are completely wiped off the board.
Pieces – I don’t like seeing t34 on t34 violence, so I suggest using French markers and German pieces for NATO, French pieces for communist China, and Italian pieces for Nationalist China.
Note on placement of Industrial Complexes – Some complexes have been preplaced on territories that they could not be built on in the rules. It is not my fault that Larry didn’t give Amur or Novosibirsk enough ipcs. Additionally, some territories that had major industrial complexes in 1940 have been downgraded to minors because of the damage inflicted during the Second World War and demilitarization policies carried out during the occupation.
Note on technologies – This scenario uses the same technologies as global. Each player will be able to pick a certain number of technologies to begin the game with. The number of free technologies varies by country and are given in the Country Setup section below.
Now, without further ado…
COUNTRY SETUP
USA
Cash on Hand: 42 ipcs
Starting IPC value: 84
Capital: Eastern United States (Victory City: Washington)
Starting Territories: All original US territories plus all of the South American neutrals, Iceland, Greece, turkey, Western Germany, Iwo Jima, Marshall islands, Caroline Islands, Paulau island, Marianas, Okinawa, Japan, Korea, Saudi Arabia, and Liberia
Starting Technology: Player may pick 8 technologies to begin the game with
Starting Forces:
Iceland – 1 infantry, 1 airbase
Chile – 2 infantry
Argentina – 4 infantry
Brazil – 3 infantry
Venezuela – 2 infantry
Saudi Arabia – 2 infantry
Central America – 2 infantry
West indies – 1 infantry, 1 naval base
Eastern US – Major industrial complex, Naval Base, airbase, 2 infantry, 1 artillery, 1 armor, 1 fighter
Central USA – Major industrial complex, 2 infantry
Sea zone 91 – 2 Aircraft Carriers, 6 transports, 2 fighters, 2 fighters, 2 tactical bombers, 3 cruisers, 3 destroyers, 1 Battleship, 2 submarines
United Kingdom – 2 infantry, 2 bombers
Western Germany – 6 mechanized infantry, 2 armor, 2 infantry, 1 artillery, 2 fighters, 2 tactical bombers, 1 minor industrial complex, 1 anti aircraft gun
Northern Italy – 2 infantry, 1 artillery, 1 fighter
Greece – 4 infantry, 1 fighter
Turkey – 8 infantry, 1 fighter, 1 minor industrial complex
Korea – 2 infantry
Alaska – 2 infantry, 1 airbase, 1 naval base
Western USA – 1 major Industrial complex, 1 naval base, 1 airbase, 2 infantry
Midway – 1 infantry, 1 airbase
Hawaiian Islands – 2 infantry, 1 airbase, 1 naval base
Marshall islands – 1 infantry
Caroline Islands – 1 infantry
Marianas – 1 infantry
Guam – 1 air base, 1 infantry
Iwo jima – 1 infantry
Okinawa – 1 infantry, 1 air base
Kiangsu – 1 infantry
Philippines – 2 infantry, 1 air base, 1 naval base
Paulau – 1 infantry
Japan – 1 minor industrial complex, 1 anti aircraft gun, 1 naval base, 1 airbase, 2 infantry, 1 mechanized infantry, 1 artillery, 1 armor, 2 fighters, 2 bombers
Sea zone 6 – 2 aircraft carriers, 2 fighters, 2 tactical bombers, 2 submarines, 6 transports, 3 cruisers, 3 destroyers, 2 Battleships
Sea zone 26 – 1 aircraft carrier, 2 fighters, 1 battleship, 3 cruisers, 3 destroyers, 2 transports
Sea zone 10 – 1 aircraft carrier, 2 fighters, 1 destroyer, 2 transports
Sea zone 101 – 1 aircraft carrier, 2 fighters, 1 cruiser, 1 destroyer, 2 transports
ANZACS
Cash on Hand: 10 ipcs
Starting IPC value: 10
Capital: New South Wales (Victory City: Sydney)
Starting Territories: All original Anzac Territories
Starting Technology: Player may pick 2 technologies to begin the game with
Starting Forces:
New South Wales – 1 minor industrial complex, 2 infantry, 1 armor, 1 naval base
Queensland – 1 naval base, 1 airbase
Sea zone 62 – 3 cruisers, 2 destroyers, 2 transports
New Zealand – 1 airbase, 1 naval base, 1 tactical bomber, 1 fighter
UNITED KINGDOM
Cash on Hand: 22 ipcs (Europe) 17 ipcs (Pacific)
Starting IPC value: 34 in Europe and 17 in Pacific
Capital: United Kingdom (Victory City: London)/India (Victory City: Calcutta)
Starting Technology: Player may pick 6 technologies to begin the game with
Starting Territories: All original British territories (except Belgian Congo) plus siam, Ethiopia, Italian Somaliland, Iraq, Persia, Eastern Persia, Tobruk, Libya, and Sierra Leone
Starting Forces:
Gibralter – 1 infantry, 1 naval base, 1 airbase
Borneo – 1 infantry
Malaya – 1 infantry, 1 naval base
Siam – 1 infantry
Shan State – 1 infantry
Kwangtung – 2 infantry, 1 naval base, 1 airbase
Sea zone 20 – 2 transports, 1 submarine, 1 destroyer, 2 cruisers, 1 aircraft carrier, 1 fighter, 1 tactical bomber
India – 1 major industrial complex, 1 airbase, 1 anti aircraft gun, 1 naval base, 6 infantry, 1 fighter, 1 armor, 1 mechanized infantry, 2 artillery, 1 bomber
Eastern Persia – 1 infantry, 1 artillery
Persia – 2 infantry
Iraq – 3 infantry
Cyprus – 1 infantry, 1 fighter
Egypt – 2 infantry, 1 armor, 1 naval base
Malta – 1 infantry, 1 fighter, 1 naval base, 1 airbase
Ethiopia – 2 infantry
Union of South Africa – 1 minor industrial complex, 1 naval base, 1 air base, 2 infantry
Quebec – 1 minor factory, 2 mechanized infantry
New Brunswick and Nova Scotia – 1 naval base, 1 air base, 1 fighter
Western Germany – 2 mechanized infantry, 1 armor
United Kingdom – 3 bombers, 1 major industrial complex, 1 anti aircraft gun, 1 air base, 1 naval base, 2 fighters, 2 infantry
Scotland – 2 infantry
Sea zone 110 – 2 destroyers, 1 battleship, 2 transports, 3 cruisers, 1 submarine, 1 Aircraft carrier, 1 fighter, 1 tactical bomber
NATO
Cash on Hand: 23 ipcs
Starting IPC value: 46
Capital: France (Victory City: Paris)
Starting Territories: All original French territories plus Sumatra, java, Celebes, Dutch new guinea, Belgian Congo, Sicily, Sardinia, southern Italy, northern Italy, Holland- Belgium, Denmark, and Norway
Starting Technology: Player may pick 5 technologies to begin the game with
Starting Forces:
Norway – 3 infantry
Denmark – 1 infantry
Western Germany – 1 armor, 1 infantry, 1 mechanized
Holland/Belgium – 3 infantry, 1 minor industrial complex
Normandy/Bordeaux – 2 infantry, 1 naval base, 1 minor industrial complex
France – 1 major industrial complex, 1 airbase, 6 infantry, 1 tactical bomber, 1 artillery, 1 armor, 1 anti aircraft gun, 1 mechanized, 1 bomber, 1 fighter
Northern Italy – 6 infantry, 1 artillery, 1 minor factory
Southern Italy – 1 minor factory, 1 anti aircraft gun, 2 infantry, 1 fighter, 1 airbase, 1 naval base
Sea zone 93 – 1 destroyer, 1 submarine, 1 aircraft carrier, 2 fighters, 1 Battleship, 1 cruiser, 2 transports
Algeria – 3 infantry and 1 artillery
Belgian Congo – 1 infantry
Syria – 1 infantry
French Indochina – 2 infantry
Sumatra – 1 infantry
Java – 1 infantry
Celebes – 1 infantry
COMMUNIST CHINA
Cash on Hand: 30 ipcs
Starting IPC value: 12
Capital: NA
Starting Technology: Player may pick 1 technology to begin the game with
Starting Territories: Sikiang, Tsinghai, Kansu, Suiyuyan, Jehol, Manchuria, Shantung, Kiangsi, Kwangsi
Starting Forces:
Sikang – 1 infantry
Tsinghai – 1 infantry
Kansu – 1 infantry
Suiyuyan – 2 infantry
Jehol – 1 infantry
Shantung – 2 infantry
Kiangsi – 1 infantry
Kwangsi – 1 infantry
Manchuria – 1 major industrial complex, 1 anti aircraft gun, 2 infantry, 1 fighter, 2 artillery, 1 air base, 1 naval base
NATIONALIST CHINA
Cash on Hand: 18 ipcs
Starting IPC value: 12
Capital: NA
Starting Territories: Formosa plus all Chinese national territories (marked with the Chinese roundel) that are not under communist control.
Starting Technology: Player may pick 1 technology to begin the game with
Starting Forces:
Szechwan – 2 infantry, 1 artillery
Kiangsu – 2 infantry, 2 artillery, 1 fighter, 1 major industrial complex, 1 anti aircraft gun, 1 naval base
Formosa – 1 infantry, 1 air base
Shensi – 2 infantry, 1 artillery
Chahar – 2 infantry
USSR
Cash on Hand: 120 ipcs
Starting IPC value: 60
Capital: Russia (Victory City: Moscow)
Starting Territories: All original Soviet territories plus finland, all of Mongolia, northwest Persia, Bulgaria, Albania, Yugoslavia, Romania, Slovakia-Hungary, Poland, Germany, and Greater Southern Germany
Starting Technology: Player may pick 7 technologies to begin the game with
Starting Forces:
Northwest Persia – 3 infantry
Turkmenistan – 2 infantry
Caucus – 3 infantry, 1 artillery, 2 armor
Volgograd – 1 minor industrial complex, 1 anti aircraft gun, 2 armor
Novosibirsk – 1 major industrial complex, 1 tactical bomber, 2 mechanized infantry, 3 infantry, 2 armor
Manchuria – 6 infantry, 2 mechanized infantry, 1 artillery, 2 armor
Amur – 1 minor factory, 1 anti-aircraft gun, 1 air base, 1 naval base, 6 infantry, 3 armor, 3 tactical bombers, 3 fighters, 1 bomber
Soviet far east – 2 infantry, 1 fighter, 1 airbase, 1 naval base
Buyant-Uhaa – 2 infantry
Ulanbaatar – 2 infantry
Central Mongolia – 2 infantry, 1 armor
Tsagaan–Olom – 2 infantry
Olgiy – 2 infantry
Dzarhan – 1 infantry
Yakut SSR – 1 minor industrial complex, 2 infantry, 1 armor
Albania – 1 infantry, 1 artillery
Sea zone 100 – 3 destroyers, 1 battleship, 1 transport, 1 submarine
Bulgaria – 4 infantry
Romania – 2 infantry, 1 armor
Ukraine – 1 minor industrial complex, 1 naval base, 1 air base, 1 anti aircraft gun, 3 infantry, 1 tactical bomber, 1 fighter, 1 artillery
Belarus – 2 infantry, 1 mechanized infantry, 1 armor
Russia – 1 major industrial complex, 1 anti-aircraft gun, 1 air base, 2 armor, 12 infantry, 3 mechanized infantry, 3 artillery
Archangel – 2 infantry
Novgorod – 1 major industrial complex, 1 air base, 1 naval base, 1 anti aircraft gun, 12 infantry, 1 armor, 1 mechanized infantry
Finland – 4 infantry, 1 artillery
Baltic States – 4 infantry, 1 artillery
Poland – 2 infantry, 2 armor
Sea zone 115 – 3 destroyers, 4 cruisers, 1 battleship, 2 transports, 3 submarines
Slovakia-Hungary – 2 infantry, 1 armor
Yugoslavia – 6 infantry, 2 artillery
Greater Southern Germany – 2 mechanized Infantry, 12 infantry, 5 artillery, 2 armor
Eastern Germany – 12 infantry, 4 artillery, 3 armor, 3 Mechanized infantry, 2 tactical bombers, 3 fighters, 1 bomber 1 minor industrial complex, 1 anti aircraft gun