@general-6-stars Yes, I would like to see that.
Global 1940 Cold War goes Hot Scenario
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Only bombers should deliver nukes
1955 timeframeKeep it simple
Keep the same techs, just give most of them to some powers.
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set up is sweet but you have too many tanks and artillery and not enough plastic sculpts. otherwise its fantastic
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I would recommend 49-52 as you can have ussr and usa with the abomb and keep the hbomb back as a tech roll.
other techs I would recommend are icbms and early warning radar.
Cuban missile crisi i would reject based on the info from the site below: u.s. 24k warhead ussr 4.2k. Little too lopsided.
Otherwise I would go modern when both Russ and US have under 3000 active warheads again
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I’m working on a mid 1960s scenario. There would be several playable neutral powers, so diplomacy would play a larger role.
The playable countries:
1 USA
2 NATO
3 USSR & minor allies
4 Warsaw Pact
5 SEATO
6 South Africa
7 Nonaligned Movement
8 People’s Republic of China
9 Organization of American StatesAllied Powers: USA, NATO, Seato
Communist Powers: USSR, Warsaw Pact
Neutral Powers: South Africa, Nonaligned Movement, PRC, organization of American StatesThe starting Territories would look something like this:
USSR - Normal USSR territories + Dzavhan, Ulaanbaatar, Olgiy, Tsagaan Olom, Central Mongolua, Buyant-Uhaa, West indies, French indochina
Warsaw Pact - Bulgaria, Albania, Romania, Slovakia Hungary, Poland, Germany, Greater Southern Germany
organization of American States: all south American territories that do not have french, Dutch, or English roundels on them + Southeast Mexico and Mexico
USA - all US territories that are not mentioned as belonging to someone else + all Japanese territories that are not mentioned specifically as a part of a different power + transjordan
NATO - Holland Belgium, Denmark, France, Normandy Bordeaux, Southern france, Sardinia, Iceland, Greenland,
Northern Italy, Southern italy, Norway, Portugal, United Kingdom, Scotland, Greece, crete, Malta, Turkey,
West Germany, all Canadian territories, British Guiana, Suriname, French Guiana, Gibralter, Angola, Mozambique, french and British islands in the Pacific (that aren’t mentioned as belonging to another faction)South Africa- Rhodesia, South West Africa, and Union of South Africa
PRC - all territories marked by Chinese roundels plus Hainan island
SEATO- Starting Anzac Territories + Siam, Philippines, Formosa, Korea, Japan, iwo Jima
Non Alligned Movement- Afghanistan, Burma, Shan State,Ceylon, Cyprus,Egypt, Alexandria,Ethiopia,
India, West India, Sumatra, Java, Borneo, Celebes, Dutch New Guinea,Northwest Perisa, Persia, Eastern Persia,
Iraq,Liberia,Libya, Tobruk,Saudi Arabia, Syria, Anglo-Egyptian Sudan, Yugoslavia, Algeria, Belgian Congo,Gold Coast, French West Africa, Morocco, Italian Somaliland, British Somalialand, TunisiaNeutrals- Madagascar, Nigeria, French central Africa, Kenya, Tanganyika, Spain, Sierra Leon, Malaya, finland, Sweden, Eire
Korea, French Indochina, and Germany would have communist and allied forces coexisting in them at the start. If French indochina or Korea are conquered by allied powers then they go to SEATO. All European territories conquered by the allies go to NATO and all European territories conquered by the communists go to the warsaw pact (by European I mean literally in Europe, not all territories on the European map- if the Soviets conquer Persia then they get to keep it).
DIPLOMACY
Neutrals would have NOs that would encourage them to go to war with either side. IE China would get NOs for owning Formossa (Taiwan) as well as (USSR owned) Mongolia. Non aligned movement would get NOs for owning transjordan (ie, conquering Israel) but also for owning Albania and Bulgaria (Titos dream of a Greater Yugoslavia). Organization of American states would have NOs for taking both Cuba and the Panama Canal (though they’d probably be wisest to join the allies, given their neighbor to the north). So diplomacy would play a big role. Will the neutrals throw their weight in with one side or try to team up against the superpowers?The nonaligned Movement and the PRC would be able to build infantry in any of their territories but would be limited to building other units at industrial complexes. They would not have conquerable capitals.
I may replace South Africa with Israel - which would be more fun to play as? Obviously, a playable Israel would have to get some NO for just existing, as 1ipc aint enough to defend itself. Which would be more fun?
I’m working on techs to cover the time period better. Nukes would be optional. Maybe dropping too many nukes results in everyone losing?
Any ideas about victory conditions?
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just finished playing and it is amazing!!! its pretty much balanced except for the part of NATO having nothing in southern France. just wanted to say keep up the good work because you mod to the game is AWESOME!!!
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just finished playing and it is amazing!!! its pretty much balanced except for the part of NATO having nothing in southern France. just wanted to say keep up the good work because you mod to the game is AWESOME!!!
Hey tell me more! How did it turn out?
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well we called the quits after America and UK landed a huge force in Leningrad and liberated/conquered Scandinavia 5-6 Russian territories. the us had taken back turkey and the British took the Ukraine. china was still an all out brawl. NATO was captured the Russian fleet and air force was dead. we liked it a lot! all of Europe/ Balkans were still in soviet control when we ended except for Greece witch was liberated by the US. . Russia was loosing in the middle east and had been halted in west India. i liked the tech rules and the bonus rules except for the UK. The soviet sub one is hard to accomplish and takes too much UK resources to achieve it. the rockets tech in japan is amazingly useful. America bought a second AA gun and then both Amur and Manchuria factories were continuously bombed. keep up the good work!!!
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Thanks for the aar. Sounds like you had a great game.
I’ll look into your suggestions about adding NATO stuff in Southern France and revising the UK NO. :)
Looks like the 1946 scenario “works as designed”. Russia can quickly overrun Europe and has a good shot at India and the middle east, but US and UK have the long term economic and naval power to roll things back.
Please let me know if you get to play a second game. :)
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we might actually play a second game tonight.
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I’ve been working on revisions to the NOs and setup for the 1946 scenario. I’m still working on balancing all of this. Revised setup will go on first page after I feel more comfortable with the balance.
set up changes
NATO
Southern France: 1 minor industrial complex, 1 anti-aircraft gun, 1 naval base, 2 infantry, 1 armorNational Objectives
Soviet Union
When the Soviet Union is at War
1. Collect 3 IPCs per turn for each continental European territory the Soviet Union controls. Territories with soviet roundels painted on the map are considered to be soviet national territory and do not count towards this. Turkey is considered to be part of continental Europe. Mediterranean islands do not count for this. Theme: Conquest of Europe.2. Collect 10 IPCs per turn that the USSR controls the United Kingdom. Theme: High National prestige.
3. Collect 3 IPCs per turn for each of the following territories controlled by the USSR: Iraq, Persia, Eastern Persia, Northwest Persia, and Saudi Arabia. Theme: Access to strategic oil reserves and warm water ports.
4. Collect 3 IPCs per turn for each of the following territories controlled by the USSR: Union of South Africa, Gold Coast, South West Africa, Belgian Congo, India, West India, Egypt, Transjordan, Philippines, French Indo China, Korea, Malaya, Sumatra, Java, Borneo and Celebes. Theme: Support from leftist Anti-Colonial movements.
5. Collect 10 IPCs, once, for Soviet capture of EACH of the following victory cities: Paris, Rome, London, New South Wales, Tokyo, San Francisco, Washington, and Ottawa. Theme: “Reparations” from the Imperialists.
6. Collect 5 IPCs per turn for each territory in the Americas (including the West Indies) controlled by the USSR. Theme: Contesting the Monroe Doctrine.
Communist China
1.Collect 6 IPCs per turn if Amur and Manchuria are in communist hands. Theme: Sino-Soviet treaty aid.2.Collect 3 IPCs per turn if Korea is under communist control. Theme: Sino-Korean communist alliance.
3.Collect 10 ipcs per turn if Nationalist China has been removed from the board. Theme: Final victory over the reactionaries.
United Kingdom
(UK NO income may be split between London and Calcutta. Divy out the money immediately after calculating your NO income.)
When the United Kingdom is at War with the USSR
1. Collect 10 IPCs per turn if there are no Soviet submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115), The Black Sea (100), the white sea (127), the Mediterranean (92-93-94-95-96-97-98-99), and the Caspian Sea. Theme: Control of the Atlantic ensures US aid and reinforcements.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.
3. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Amur, Novosibirsk, Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the allies. Theme: High strategic and propaganda value.
NATO
When NATO is at War with the USSR
1.Collect 5 IPCs per turn if there are no Soviet submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115), The Black Sea (100), the white sea (127), the Mediterranean (92-93-94-95-96-97-98-99), and the Caspian Sea. Theme: Control of the Atlantic ensures US aid and reinforcements.2.Collect 5 IPC per turn if NATO controls both Denmark and Norway while Sweden is pro-Allies or Allied-controlled. Theme: Access to Iron Ore and other strategic resources.
3.Collect 3 IPCs per turn for each continental European territory the allies control. Territories with soviet roundels painted on the map are considered to be soviet national territory and do not count towards this. Turkey is considered to be part of continental Europe. Mediterranean islands do not count for this. Theme: Defense of Europe against communist aggression.
4.Collect 10 IPCs per turn if NATO controls all of its original territories on the Europe and Pacific maps. Theme: Maintenance of their colonial empires considered vital national objective.
ANZAC
When ANZAC is at war with the USSR
1.Collect 5 IPCs per turn if the Allies control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands. Theme: Strategic outer defense perimeter2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories. Theme: Malaya considered strategic cornerstone to Far East British Empire.
3.Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Amur, Novosibirsk, Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the allies. Theme: High strategic and propaganda value.
Nationalist China
1. Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. Theme: Chinese military supply line corridor.2. Collect 3 IPCs per turn if Korea is under allied control. Theme: Sino-Korean anti-communist alliance.
3. Collect 10 ipcs per turn if Communist China has been removed from the board. Theme: Final victory over the red butchers.
USA
When the United States is at war with the USSR.
1. The IPC value of the Western United States raises from 10 to 50 immediately upon war. This change is permanent. Should the west coast be subsequently captured by the Soviet Union then Russia’s income would go up by 50 ipcs rather than just 10. Theme: Wartime economy.2. Collect 5 IPCs per turn when the Soviet Union does not control a single territory in the Americas (including the west indies). Theme: Monroe Doctrine.
3. Collect 5 IPC per turn if the Allies control all of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam. Theme: Islands considered to be vital strategic forward bases
4. Collect 5 IPCs per turn for controlling both the Philippines and Japan. Theme: Centers of American influence in Asia.
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playing it again tonight with the new changes. will be sure to let you know how it goes. :-D
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Great. I’ll be playing it tomorrow.
I have 2 more National objectives to add
Communist china
1. Collect 3 ipcs per turn for each turn that Hong Kong is under communists control. Theme: Liberation of Chinese territory from the imperialists.Nationalist China
2. Collect 5 ipcs per turn for each turn that all of Mongolia is under allied control. Theme: Liberation of Chinese territory from the communists. -
Can you post a starting map?
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@Emperor:
Can you post a starting map?
You mean with the pieces set up? I could try to take pictures tomorrow
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@Emperor:
Can you post a starting map?
You mean with the pieces set up? I could try to take pictures tomorrow
A starting map using Abattlemap’s G40 module.
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my group played tonight. we’re continuing tomorrow night same time.
recap of what happened:
Turn 1,2 war want declared. America took Spain and Russia made numerous Atlantic naval builds in an attempt to take the UK. the Americans grouped off Iceland to deter the USSR. major battles in china.turn 3: soviet failed attack on turkey, took west Germany, Denmark, northern Italy, all at heavy losses. they also took Greece. took out the American carrier group but it didn’t matter b/c of the pacific reinforcements. American fleet survived with some loss but remained for the most part intact. Russia lost most of its far east aircraft due to the national Chinese AA gun, and with that lost a major portion of the red army in that battle. the us counterattacked and took northwest Persia, and caucuses, and reinforced the NATO fleet off of Greece. British forces are moving up through Africa, and the middle east to help with the drive though the south. the Americans are building up for 2 amphibious landings: 1 in the east to halt the commie troops in china and the other in southern northern Italy to take it back.
the game is great. i like the new bonuses and changes. the setup is great. ill let you know how the rest of the game turns out tomorrow evening.
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Great news, polo! Sounds very exciting.
Emperor, I don’t know much about battlemap but I dled it and threw this together fr you.
Latest rules and setup are in that list as well.
http://www.mediafire.com/?463jw5qhwtheerw
edit: There is a slight problem. Sweden should be marked as pro allied. I won’t bother making a new revisions just yet, however.
edit: doh! uruguay should have a us control marker on it -
my group really wants to play your 1960 scenario. but take your time. we want it to be at least as good as your 1946 set up. keep up the good work
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This is well done! I am also working on a cold war 1940 map based mod, but research is taking a while.
Mines is set at a differnent time (60s), allowing France to be withdrawn from NATO and neutral, Letting them decide their fate.
What are your nuke rules? -
my group really wants to play your 1960 scenario. but take your time. we want it to be at least as good as your 1946 set up. keep up the good work
I’m going to focus on 1946 right now, but there will be a 60s version.
@De:
This is well done! I am also working on a cold war 1940 map based mod, but research is taking a while.
Mines is set at a differnent time (60s), allowing France to be withdrawn from NATO and neutral, Letting them decide their fate.
What are your nuke rules?I don’t have any nuke rules for the 1946 scenario. I’m struggling with how to handle nukes for a 60s scenario. On question is should there be tactical nuclear weapons? It seems that their use could quickly spiral into a full scale nuclear holocaust.
Yet, if you are going to have nukes as a strategic weapon then there should still be damage to units in the province attacked. generally speaking those troops would be rendered “ineffective” by such a strike. Of course you’d have armor with better nbc protection (perhaps as a tech). So you’d have to have a system where nukes severally damaged infrastructure and had a large percent chance to destroy infantry and artillery with a lesser chance to destroy armor.