Global 1940 Cold War goes Hot Scenario


  • 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.


  • @Pvt.Ryan:

    I suggest making Anti Tanks artillery hit on a 2 since you HAVE to have rocket artillery.

    Interesting point. Keep in mind the tank hunting mode is optional.
    Maybe I should revise it so that tank and artillery hits must be placed on enemy tanks first during the first cycle of combat.


  • I like it  :-)


  • nice. but do you get it the same way as in global? rolling dice or some other secret way?!?!?! :-o


  • polo- same. If you get a breakthrough you roll to see which chart you gain a tech in (rather than choosing the chart). I think you should be allowed to get multiple breakthroughs in a turn but a max of +1 level per chart per turn. So it’d take 4 turns to get the first abomb. Of course, different powers would start with different techs. So in 46 the USA would start with a Nuclear Tech Tree level of 4, but the USSR would only have a 2 or 3 in the Nuclear tech Tree.

    For the nuclear tree the first few techs will probably have no effect besides moving you closer to Abombs.

    What should the effects of the various types of a-bombs be? I think all should be deliverable by strategic bombers or ICBMS. Should they have tactical or strategic effects or both? Should you be able to stockpile bombs? How much should they cost?

    Nuclear Tree
    1 Atomic Research Facilities - no effect
    2 Isotope Separation Techniques - no effect
    3 Experimental Reactor - no effect
    4 Fission Bomb
    5 Hydrogen Bomb
    6 Tsar Bomb


  • Put them at 15-20 IPCs each. They should have tactical and strategic effects. Yes you canstockpile though it coasts 5 IPCs per turn (lots of safety and protction hazards) both bombers and ICBMs. But make it tougher for bombers like they can get shot down by AA guns still and intercepted.


  • Here are some of my ideas about the 1960 scenario

    The sides would be
    1 USA
    2 USSR
    3 NATO (Capital in London instead of historical Brussels so it can fight on if mainland Europe falls)
    4 WARSAW
    5 SEATO
    6 Non aligned Movement (capital in India)
    7 PRC
    8 Commie Rebels (nationalist Chinese Pieces)

    Basically, the nonaligned movement and the PRC would be neutral powers. The game would have an individual winner based on which country had the most of their national objectives fulfilled. Both of the free agent powers would have national objectives that would put them at odds with the US or USSR’s blocs. For instance, China would have national objectives for taking Taiwan from the allies and for taking Mongolia from the Soviets. They would be free to declare war on whoever they chose though they could also be attacked by one of the two main power blocs.

    I think I’d allow the USSR/WARSAW Pact and the communist Chinese to support communist rebel movements in the recently decolonized territories of the world. These units (infantry only) would lay dormant in the territory until their masters decided to launch a general uprising at which point they would attack any units there and, if successful, would seize the territory for their sponsor. Non communist forces could target these rebels prior to that but any that survive the first cycle of combat would escape back into the countryside. The PRC and the USSR should be able to sponsor rebel movements in the same territory if they are feeling competitive.


  • set up please! now you’re just teasing me with all the rules you’ve posted!


  • I like it. But instead give the rebels a seperate economy for each place so they can make more units. Also make Nato like that.


  • I think it would be more acomadating to have the game set in the Korean War, and have the Soviets aligned with the Chinese. But discourage eachother from entering eachothers original territory (kind of like the Soviet Archangel NO)


  • Yes but I think each nation should still have independant victory achievments. Byt he way Oztea how’s those Canadian NAs coming?


  • I need to do sigificantly more research into cananda’s role in the war.
    at best I can write 3 now, and add canada as ANZAC units, and make them the “Commonwealth” and have 3 ANZAC NAs and 3 Canadian NAs


  • Hey I’d be good with that for now. If you get any free time post them.


  • dannyboy2016 how goes the tech battle? i mean hows the tech coming along. any breakthroughs?  :-D


  • Lol breakthroughs  :-D. Good one  :-)


  • My general thinking is that the nuclear weapons will:
    cost 20 ipcs to build
    cost 5 ipcs/turn in upkeep to keep nukes at the ready
    the nukes that you don’t pay the upkeep for are mothballed. To get them ready for use you must pay an additional 5 ipcs (on top of the 5 ipcs in upkeep). The upkeep payment is made by everyone at the same time during a brief nuke upkeep phase between rounds (ie after player 8 has finished their turn but before player 1 takes their next turn).

    When conducting a nuclear strike you may choose to launch a strategic or a tactical attack. Each such attack costs one nuke

    STRATEGIC - Nukes are used against industrial complexes, naval bases, or airfields. This works as a normal strategic bombings except you roll additional dice, do not add +2 to the damage, and there is no limit to the damage that a nuclear strike can do to a facility. So an atomic bomb could theoretically do 20 levels of damage to an industrial complex in a single turn- effectively crippling it for the rest of the game.

    Abomb - roll 4 dice. The sum total of the rolls is the damage inflicted to a facility.
    Hydrogen Bomb - roll 8 dice. The sum total of the rolls is the damage inflicted to a facility.
    Tsar bomb- roll 12 dice. The sum total of the rolls is the damage inflicted to a facility.

    TACTICAL - tactical strikes target the ground forces in a territory. When launching a tactical attack against a territory roll 1 dice for every enemy unit in the territory. If the attacked area is also being assaulted by your land forces then the  tactical nukes are launched before the first cycle of combat takes place. You may use multiple nukes to launch multiple tactical nuclear strikes against the same territory. If a player used 2 nukes to attack a territory then he would roll 2 dice per every enemy unit in the territory, etc.

    Abomb - rolls of 1 kill an enemy unit.
    Hydrogen bomb - rolls of 2 or less kill an enemy unit.
    Tsar Bomb - rolls of 3 or less kill an enemy unit.

    Units killed in such strikes are immediately removed from the board and may not retaliate against their attacker.

    Only strategic bombers or icbms may carry nukes. Strategic bombers used to launch tactical nukes may only be targeted by enemy aa and may not take part in any additional combats that take part in the territory they just nuked.

    The other techs look pretty good so far with only the one tank destroyers tech really needing revision.

  • Customizer

    Hello dannyboy2016,
    I just love the looks of this new game you came up with.  Looking forward to trying it out.  I’ve got a few questions:
    First, a few questions on the general setup:
    1:  Is Finland, Norway or Sweeden considered part of Continental Europe?
    2:  Shouldn’t the IPC income from Siam go to Calcutta instead of London?
    3:  Why are there no AA guns in Eastern, Central or Western US?
    4:  Why are there no Nationalist Chinese military units in Yunaan?  Since that’s part of the Burma Road and one of their NOs, I would think they would want to protect that territory especially.
    5:  I noticed the large USSR military presence in Manchuria.  Can the USSR forces attack Nationalist Chinese territories for the Communist Chinese?  If so, can they do so without going to war with US, NATO and UK?
    6:  In regards to both Chinese factions, are Chinese territories liberated by their respective allies or simply conquered.  Also, if one or the other Chinese faction is wiped out, can their allies retake some of their territory so they can start building units again?  Since neither side has an official capital, I am assuming that Chinese territories are treated like they are in Global/Pacific 1940 vs. Japan where if Japan takes all the territories, the Chinese don’t give up their IPCs but simply wait to be liberated.
    7:  In this game, are Chinese forces able to leave China?  For example, could Communist Chinese take Korea or Nationalist Chinese advance into Russia?

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