Oh…
I’ve been playing wrong this entire time???
:disappointed:
Thanks for clarifying though. I’ll take that into my next physical game.
Hey Emp you know how I can open Danny’s media file? I don’t have the right program.
we played another game. this time i was USSR and Communist China. turn 1 i got super lucky and destroyed the fleet off japan and kept all my fighters and my bomber(lost the tac bombers). took Persia, turkey, Greece, west Germany, Denmark, Norway, Iraq, and northern Italy. china had made large gains and the allies were struggling to stop me.
turn 2 i took pairs, Rome, Syria, sunk the NATO med fleet, and took more Chinese territories. the Chinese took shanghai and had the nationalist on the ropes.
turn three the USSR made a whooping 218 ipc!!! it had more but lost it to convoys. by this time the Chinese campaign was all but over, USSR was on the verge of conquering Egypt, therefore opening up Africa, it was starting to challenge the allied naval superiority and had taken all of continental Europe.
flaws we noted on: for the British NO “2. Collect 25 IPCs per turn if the United Kingdom controls all of its original territories on the Europe and Pacific maps. Theme: Maintenance of the empire considered vital national objective.” is it for original territory or for conquered territories like Iraq? also we think that the USSR need more ships and planes. also it needs another ally. maybe start the game right before the Korean war. just a thought. keep it up we really like the mod!
One flaw I always see is 1: to many units and 2: the USSR doesn’t have a big enough navy or economy.
at first i thought USSR didn’t have enough money or navy and that i didn’t have enough sculpts. but for the sculpts we just use Japanese pieces. with their economy you have to use the bonuses that dannyboy2016 posted, because that way you make a TON of money. last game i made 225ipc on the third turn, but lost 7 due to convoy raids and rocket attacks. but i agree with you about the lack of navy. also they should have more air power.
Danny boy. Why is Finland communist. I thought they weren’t occupied after the second world war.
Also were planing on making cold war techs or Vietnam Korea civil war rules.
at first i thought USSR didn’t have enough money or navy and that i didn’t have enough sculpts. but for the sculpts we just use Japanese pieces. with their economy you have to use the bonuses that dannyboy2016 posted, because that way you make a TON of money. last game i made 225ipc on the third turn, but lost 7 due to convoy raids and rocket attacks. but i agree with you about the lack of navy. also they should have more air power.
Thank you for your input. I’ll look into those issues further. :)
Danny boy. Why is Finland communist. I thought they weren’t occupied after the second world war.
Also were planing on making cold war techs or Vietnam Korea civil war rules.
Well, Finland and USSR didn’t actually sign their peace treaty until 1947. My understanding is that the Soviets maintained a garrison near Helsinki at Porkkala until the 1950s. There is also the whole finlandization phenomenon where Finland accommodated the USSR and, in return, was allowed to continue its independent existence. Given that I assumed that in the event of an early Cold War goes hot Finland would either be forced to assist the USSR (as with the Lapland War) or Soviet forces would swiftly put Kuusinen in charge of Helsinki. Plus there is the issue of the massive reparations that Finland had to pay the USSR whereby the USSR basically absorbed Finland’s ipcs from the war’s end until the 1950s.
Still working on that. It is coming.
You could have a side game that dictate nuclear threat level. You know, have a threshold set at so many points, and if you reach it each side destroys the other, and you BOTH lose.
it could kind of represent the people within each country who were working against, but for each other, to prevent nuclear devestation. Kind of like the cooperative LOTR game, that no one ever wins lol.
You could sabotage or destroy enemy missle silos, and launch facilities, have commanders defect, use foriegn aid concepts and other stuff, etc etc etc, to avoid outright cross nuclear devestation.
Or something lol I dunno. That might be a whole other game.
You could have a side game that dictate nuclear threat level. You know, have a threshold set at so many points, and if you reach it each side destroys the other, and you BOTH lose.
it could kind of represent the people within each country who were working against, but for each other, to prevent nuclear devestation. Kind of like the cooperative LOTR game, that no one ever wins lol.
You could sabotage or destroy enemy missle silos, and launch facilities, have commanders defect, use foriegn aid concepts and other stuff, etc etc etc, to avoid outright cross nuclear devestation.
Or something lol I dunno. That might be a whole other game.
Interesting ideas. :)
Below are the Basic concepts I have for techs. When you roll a tech you then roll to see which tech tree you make an advance in and then you move up to the next tech in that particular tree. So you couldn’t research h-bombs before you develop fission bombs. Suggestions about how these concepts should work in-game are most welcome. :)
Land Tree
1 Heavy Tanks
2 Rocket artillery
3 Self propelled artillery
4 Tank Destroyers
5 improved mechanized infantry
6 Main Battle Tanks
Air Tree
1 Paratroopers
2 Long range Aircraft
3 Jet Fighters
4 Heavy Bombers
5 Attack Helicopters
6 Air to Surface Missile
Naval Tree
1 Marines
2 Sonar
3 Super Heavy Battleships
4 Long Range Submarines
5 Super Carriers
6 Nuclear powered Navy
Industrial Tree
1 Improved Factory Production
2 Aircraft Assembly Lines
3 Improved Shipyards
4 Underground factories
5 Plastics
6 Advanced Factory Production
Secret Weapons Tree
1 Radar
2 Electromechanical computers
3 Rockets
4 Surface to Air Missiles
5 Transistor based Computers
6 ICBMS
Nuclear Tree
1 Atomic Research Facilities
2 Isotope Separation Techniques
3 Experimental Reactor
4 Fission Bomb
5 Hydrogen Bomb
6 Tsar Bomb
will these be for the current scenario or the much anticipated 1960’s scenario?
Both. :)
nice! do you have any idea how these would work/ or what they do? and sorry for being a annoyance about this but any idea when the 1960s scenario will come out??? we really want to play it
-edit most of the techs I have an idea of what they should do, but I’m struggling with how to do the nuke stuff exactly.
We’re getting there. Once I finalize the tech effects I’ll playtest it.
just ask if you need help play testing it. my group is glad to help
I agree with poloplayer on the 1960 scenario. Can’t wait :-D
I’m going to post some of my tech ideas and see how you guys feel about them. Remember that this is a linear tree, so you’d have to get all previous techs before getting main battle tanks.
Land Techs
1 Heavy Tanks - tanks attack and defend at 4 during the first cycle of combat
2 Rocket artillery - artillery attacks and defends at a 3 during the first cycle of combat
3 Self propelled artillery - artillery has a move of 2, may support the attack of tanks, and may blitz when paired with an equal number of tanks.
4 Tank Destroyers- artillery may target enemy tanks during any (or every) cycle of combat. When targeting enemy tanks artillery’s attack and defense value drops to 1, but the enemy must choose to loose armor for every successful hit rolled.
5 Improved mechanized infantry - Mechanized infantry now attacks at a 2 and may blitz without being attached to tanks.
6 Main Battle Tanks - tanks attack and defend at 4 during every cycle of combat and have a move of 3.
Air Techs
1 Paratroopers - as vanilla Global 1940
2 Long range Aircraft - as vanilla Global 1940
3 Jet Fighters- as vanilla Global 1940
4 Heavy Bombers- as vanilla Global 1940
5 Attack Helicopters- infantry attack and defend at 3 during the first cycle of combat.
6 Air to Surface Missile- Tacs attack at 4
Naval Tree
1 Marines - infantry attack at 3 or less during the first cycle of an amphibious assault. they may not be supported by artillery during this cycle.
2 Sonar- Battleships and Cruisers now have the same anti submarine warfare traits as destroyers.
3 Super Heavy Battleships - Battleships attack, defend, and bombard at 5.
4 Long Range Submarines- Subs now have a move of 3
5 Super Carriers - Carriers may now carry twice as many planes as normal
6 Nuclear powered Navy - all naval units have a move of 3, subs now have a move of 4
I suggest making Anti Tanks artillery hit on a 2 since you HAVE to have rocket artillery.
Industrial Tree
1 Improved Factory Production - as vanilla
2 Aircraft Assembly Lines
New Unit prices are as follows:
Strategic Bomber 10 ipcs
Tactical Bomber 9ipcs
Fighter 8ipcs
3 Improved Shipyards
New Unit prices are as follows:
Battleship 17ipcs
Aircraft Carrier 13ipcs
Cruiser 10ipcs
Destroyer 7ipcs
Transport 6ipcs
Submarine 5ipcs
4 Underground factories - halve (rounding up) the damage done to any of your factories during a strategic bombing raid.
5 Plastics - gain 2d6 worth of additional ipcs at the end of every turn.
6 Advanced Factory Production - major ICs may now be built on territories worth at least 2 ipcs, minors may be built on any territory including islands and zero ipc territories
Secret Weapons Tree
1 Radar- scrambling fighters defend at 5
2 Electromechanical computers - tech rolls of 5 or 6 result in a research breakthrough
3 Rockets - as vanilla
4 Surface to Air Missiles - aa guns defend at a 3 or less
5 Transistor based Computers - tech rolls of 4, 5, or 6 result in a research breakthrough
6 ICBMS- Like rockets except that AA guns can now attack a complex up to 9 spaces away. Additionally, nukes may be launched from AA guns at territories up to 9 spaces away.