Global 1940 Cold War goes Hot Scenario


  • 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?

  • Customizer

    Just a few more questions about the Technology breakthroughs.  I like the tree system you came up with.
    1:  At the beginning, USA can pick 8 techs and USSR can pick 7 techs to start with.  Can either of them pick one tree and get all 6 off of that tree then 2 or 1 respectively off of another tree?  Or, do they have to spread those out over all 6 trees then pick 2 (USA) or 1 (USSR) to go to the second level on?
    2:  It says Self propelled artillery can support tank attacks (like regular artillery supports infantry, right?)  Does that mean when you get Main Battle Tanks, SP artillery will boost MBT attacks to 5?
    3:  Air to surface missiles allows Tac bombers to attack at 4.  This means they don’t have to be supported by an accompanying fighter or tank, right?
    4:  If a strategic bomber is used to carry a nuke on a strategic bombing raid, can the enemy send interceptors?  If so, I assume you can also send escort fighters.
    5:  Can a tactical nuke be used against ships?

    Thanks for your time and sorry for having so many questions.  I have been busy all evening copying down all your rules and setups and this stuff just kept popping into my head as I went along.


  • @knp7765:

    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?

    You’ve got some good questions here.

    1.Yes
    2. Yes.
    3.This is based on the laxness of US civil defense measures according to David Miller’s The Cold War: A Military History.
    4. Forces there were surprisingly small according to the oobs I saw for the Chinese Civil War.
    5. Yes. I hadn’t put much thought into the possibility of a Soviet offensive in china coupled with peace in Europe. Any Chinese territory taken by the Soviets will go to their allies. I say allow either side to intervene in China without a declaration of War on the other alliance.
    6. Treat like pacific. Chinese territory is liberated.
    7. Hadn’t really thought of that. I’d say that the Chinese should be able to move freely about the Pacific board (but not Europe). Territories that they capture which are not Chinese should go to USA or the USSR. The exception being the Mongolia territories on the pacific board. Those go to nationalist China if taken by the allies.

    @knp7765:

    Just a few more questions about the Technology breakthroughs.  I like the tree system you came up with.
    1:  At the beginning, USA can pick 8 techs and USSR can pick 7 techs to start with.  Can either of them pick one tree and get all 6 off of that tree then 2 or 1 respectively off of another tree?  Or, do they have to spread those out over all 6 trees then pick 2 (USA) or 1 (USSR) to go to the second level on?
    2:  It says Self propelled artillery can support tank attacks (like regular artillery supports infantry, right?)  Does that mean when you get Main Battle Tanks, SP artillery will boost MBT attacks to 5?
    3:  Air to surface missiles allows Tac bombers to attack at 4.  This means they don’t have to be supported by an accompanying fighter or tank, right?
    4:  If a strategic bomber is used to carry a nuke on a strategic bombing raid, can the enemy send interceptors?  If so, I assume you can also send escort fighters.
    5:  Can a tactical nuke be used against ships?

    Thanks for your time and sorry for having so many questions.  I have been busy all evening copying down all your rules and setups and this stuff just kept popping into my head as I went along.

    1. The “pick the techs” rule is for the Global 1940 techs. I’ll get an oob setup for the new tech tree ready for this weekend.
    2. Yes to both.
    3. Yes.
    4. Yes and yes.
    5. Good question. That would make more sense if said fleet was in port. I’d say “yes, provided that the fleet is located adjacent to a naval base.”

    I may need some graphical assistance for the 1960 scenario. I plan on having a influence scale of 1 to 10 for each neutral country. Once its been influenced to ten it’ll join the faction. You influence countries by buying units or infrastructure (IC, AAs, naval and airbases) for them. Each country will have a special rule (For instance, Nasserite Modernization: Egypt’s President Nasser placed a heavy emphasis on heavy industry and other modernization projects. The most famous of these were the Helwan Steelworks and the Aswan High Dam. Effect: Gain +5 influence points if you build a major ic in Egypt). I’d need help creating a pdf image for people to print out depicting the starting forces of each neutral, their special objective, and the ten influence slots.

  • Customizer

    Hello dannyboy2016,
    Thanks for all the answers.  I am really tempted to try this game out.  I’m always a fan of alternate reality type stuff.  I am thinking of a similar game to yours, based around 1946, but if the Axis won the war.  Something between Germany, Japan and Italy yet with the US still in it in a somewhat reduced position and even UK operating out of Canada.  All I’ve got so far is the layout for which country has what territories.  I still have to come up with new NOs and maybe some sort of political situation.
    Anyway, I just wanted to clear a couple of things up with China.  So if the NC were to take any Soviet territories, the IPC control would go to the US and if the CC were to take Korea, Burma, etc., IPC control would go to Russia, is that right?  Also, I assume since both factions have naval bases and major ICs, they could build naval units as well.  That would be interesting.  I imagine a Chi-Com fleet floating over to take Japan from the US, or at least trying to.
    A quick note about the game pieces.  If you are interested, Historical Board Gaming has painted armies and he carries pieces for both Communist China and Nationalist China.  I’m pretty sure he has all the land and air units available.  Not sure about naval units since that wasn’t an issue in WW2 but I’m sure if you requested them he could make them up.  His prices are pretty reasonable too.  I have some of his Communist Chinese which I used in the setup.  While I haven’t tried playing your game yet, I set it all up just to see what it would look like.  I used French pieces for NATO.  I know you suggested German to avoid any T34 on T34 violence, but I just felt the blue looked better for NATO.  I forgot to put units on for the neutrals but otherwise the setup looked pretty cool.  Germany and West Germany got VERY crowded.  I really like the look of HBG’s Chi-Com pieces on the board.

    Cold War goes Hot Asia-sm.JPG
    Cold War goes Hot Europe-sm.JPG


  • @knp7765:

    Anyway, I just wanted to clear a couple of things up with China.  So if the NC were to take any Soviet territories, the IPC control would go to the US and if the CC were to take Korea, Burma, etc., IPC control would go to Russia, is that right?  Also, I assume since both factions have naval bases and major ICs, they could build naval units as well.  That would be interesting.  I imagine a Chi-Com fleet floating over to take Japan from the US, or at least trying to.

    Correct on both accounts. :)

    @knp7765:

    A quick note about the game pieces.  If you are interested, Historical Board Gaming has painted armies and he carries pieces for both Communist China and Nationalist China.  I’m pretty sure he has all the land and air units available.  Not sure about naval units since that wasn’t an issue in WW2 but I’m sure if you requested them he could make them up.  His prices are pretty reasonable too.  I have some of his Communist Chinese which I used in the setup.  While I haven’t tried playing your game yet, I set it all up just to see what it would look like.  I used French pieces for NATO.  I know you suggested German to avoid any T34 on T34 violence, but I just felt the blue looked better for NATO.  I forgot to put units on for the neutrals but otherwise the setup looked pretty cool.  Germany and West Germany got VERY crowded.  I really like the look of HBG’s Chi-Com pieces on the board.

    Nice looking pics!


  • Tech setup for 1946 scenario

    USSR
    Land techs: 5
    Air techs: 3
    Navy techs: 4
    Industry techs: 4
    Secret techs: 3
    Nuclear techs: 3

    USA
    Land techs: 4
    Air techs:  4
    Navy techs: 5
    Industrial techs: 5
    Secret techs: 3
    Nuclear techs: 4

    NATO, UK, and ANZAC
    Land techs: 3
    Air techs:  3
    Navy techs: 3
    Industrial techs: 3
    Secret techs: 3
    Nuclear techs: 1

    Both China’s start with no techs, but may roll for techs.

    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- during the first cycle of combat any hits rolled by your tanks must be placed on enemy tanks first. 
    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
    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.
    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


  • One of the things that I’m planning for the 1960 scenario is a sort of influence mini game. Basically each non aligned country will have a chart going from 1 (pro allied) to 10(pro Warsaw pact).  Place a token on that chart to show the country’s alignment. Whenever the allies gain an influence point move the token down by -1 on that chart. Whenever the Warsaw Pact alliance gain an influence point move the token up by +1 on the chart. Once the country become pro allied then any member of the allies may move a unit in during their noncombat movement phase and take control of the territory. Soviet or Warsaw pact forces may do the same to countries that are pro Warsaw pact.

    Influence is gained during a special Diplomacy phase that occurs between rounds of play.  During the diplomatic phase players write down what they’d like to buy for neutral countries (players may have a private discussion with their allies at the start of this phase to coordinate their efforts). The players reveal all of their written down purchases at once and immediately relinquish all the ipcs that they spent on diplomatic actions this turn.

    There are three basic ways that you may spend money to gain influence.

    1.Purchase units or buildings for a neutral country. Factions gain one point of influence for every 5 ipcs worth units or structures their alliance builds for a country during a single diplomatic phase. These units and structures are placed on the country’s card. If both factions build the same specific building for a country then the country receives this building and both factions loose the money they spent on it without gaining influence. You must specify which territory you wish to build a facility on if the neutral country has multiple territories. All units built for a country will defend that country if attacked (and will even defend against the country that paid for their guns). Once the country is influenced to join a specific faction then all of the units build for that country are given to the player that seizes control of the country during their noncombat phase.

    2.Foreign aid. You may give money directly to a neutral country. This costs 5 ipcs per influence point. This is useful to do if you want to influence a country but are wary of providing it with additional units that could fall into enemy hands.

    3.Cause a Civil War. If things are looking dicey you can pay 10 ipcs to cause a civil war in the country. By starting a civil war you lose one influence point with the country but will have  a chance to resolve this struggle militarily. All units provided for the country by your faction will attack the country’s starting units and any units bought for it by other factions.  This combat is rolled during a special combat phase at the end of the diplomacy phase but before the start of a new round. You may choose to break off the combat after a single cycle of combat. If combat continues after the first cycle then the aggressor loses one influence for every additional cycle of combat. If the aggressor calls off combat before victory then half of their faction’s units in the country (rounded up and picked by the opposing faction) defect to the other faction’s control (ie the “legitimate government”) while the rest are disbanded. However, if forces loyal to the instigator of a civil war win then the country’s status automatically switches to be “pro” the instigator’s faction.

    In addition to these each country has a special rule which effects either the amount of influence gained by aiding the country, gives free influence to a faction when certain triggers are met, or gives extra benefits to whichever faction eventually takes over the country.

    Below are examples for all of the Latin American countries.

    Argentina
    Territories: Argentina
    Units: 2 infantry
    Peronism: Argentina’s President, General Juan Peron, is committed to a “third way” approach to economics, which purported to be neither socialist nor capitalist, but to incorporate elements of both in a corporativist manner. Only time will tell if his drive for Autarky will benefit or bankrupt Argentina.
    Gain a free major industrial complex, naval base, and air base in Argentina if you take it over without attacking it.

    Bolivia
    Territories: Bolivia
    Units: 2 infantry
    Polarization of the MNR: During the second term of President Estenssoro the ruling MNR (Revolutionary Nationalist Movement) began to fall apart. The leftist wing of the party, backed by an armed working class, could potentially seize state power if left unchecked.
    Allies get double influence points for purchasing land  units for Bolivia. Warsaw Pact gets double influence points for purchasing buildings for Bolivia.

    Brazil
    Territories: Brazil
    Units: 5 infantry
    Plan of National Development: B_razil’s President Kubitschek had ambitious plans to stimulate the diversification and expansion of Brazil’s economy. The cornerstone of this plan was the construction of a new capital, Brasília._ Gain twice as much influence when building a major or minor industrial complex for Brazil.

    Chile
    Territories: Chile
    Units: 2 infantry
    Reconstruction: In May 1960, a strong earthquake struck the densely populated area between Concepción and Puerto Montt, causing more than USD 400 million in damage. Reconstruction and relief soon drowned out other issues. Double all influence awards from giving foreign aid to Chile.

    Colombia
    Territories: Colombia
    Units: 2 infantry
    Pacto Mundial: The military Junta that rules Colombia is interested in gaining legitimacy. To this end it has initiated international negotiations with major world producing countries to establish what would be known as the “Pacto Mundial” (world accord). Double influence awards for purchasing any units or buildings for Colombia.

    Cuba
    Territories: The West Indies
    Units: 5 infantry
    Cuban Revolution: Fidel Castro’s regime has successfully overthrown the US backed Batista regime after a long and bitter struggle. While it is possible that Castro and the United States could reach an accord it seems more likely that the regime will drift towards the Soviet Orbit. The Warsaw pact gains double influence from buying units or buildings for Cuba.

    Ecuador
    Territories: Ecuador
    Units: 2 infantry
    Ecuadorian–Peruvian territorial dispute: Ecuador’s government is still bitter over the loss of territory to Peru during the 1940s. Perhaps one day a powerful patron will help them reclaim what is rightfully theirs. Double influence awards for building ground units for Ecuador.

    Paraguay
    Territories: Paraguay
    Units: 2 infantry
    Stroessner’s roots: Alfredo Stroessner, the vehemently anti-communist dictator of Paraguay, was the child of German immigrants. Stroessner was very proud of his German ancestry and made several trips to West Germany during his reign. Paraguay moves five points towards the allies’ alignment if Germany, Western Germany, and Greater Southern Germany are under allied control.

    Peru
    Territories: Peru
    Units: 2 infantry
    Prado’s Pride: Manuel Prado’s greatest pride was that as President in 1942 he made Peru the first of South American nations to declare war on the Axis Powers. During his second presidency (1956-1962) he was eager to continue working closely with the United States. Peru moves five points toward the allies’ alignment once the USA is at war with the USSR.

    Uruguay
    Territories: Uruguay
    Units: 2 infantry
    Uruguayan Unrest: In the late 1950s, partly because of a world-wide decrease in demand for agricultural products, Uruguayans suffered from a steep drop in the standard of living which led to student militancy and labor unrest. Double all influence awards from foreign aid.

    Venezuela
    Territories: Venezuela
    Units: 2 infantry
    Punto Fijo Pact: The leaders of the major Democratic powers in Venezuela are eager to protect the stability of their fledgling democracy from internal and external threats. If one alliance already controls each of the following territories (The West Indies, Colombia, and Brazil) then Venezuela automatically moves 5 points towards their alignment.


  • Here are the rules for the European neutrals in the 1960 scenario

    Cyprus
    Territories: Cyprus
    Units: 1 infantry
    Zürich and London Agreement: During the talks leading to the creation of an independent Cyprus it was agreed that the United Kingdom would retain control of its military bases at Akrotiri and Dhekelia. The allies may station forces in Cyprus and make use of any bases built in its territory as long as Cyprus is independent of the Warsaw Pact alliance.

    Ireland
    Territories: Eire
    Units: 1 infantry
    European Economic Community: The Irish government is interested in joining the European Economic Community, but the prospects for this are currently dim. The founding EEC members remained skeptical regarding Ireland’s economic capacity, neutrality, and unattractive protectionist policy. Gain double influence for giving economic aid to Ireland.

    Finland
    Territories: Finland
    Units: 4 infantry, 1 mechanized infantry
    Finlandization: Officially claiming to be neutral, Finland lay in the grey zone between the Western countries and the Soviet Union. The Finno-Soviet Pact of Friendship, Cooperation and Mutual Assistance gave the Soviet Union some leverage in the country. In politics, there was a tendency of avoiding any policies and statements that could be interpreted as anti-Soviet. This phenomenon was given the name “Finlandization” by the German press. The Warsaw Pact receives double the influence rewards for building units or Buildings for Finland.

    Spain
    Territories: Spain, Rio de oro
    Units: 5 infantry (1 in Rio de oro), 2 mechanized infantry, 3 artillery, 1 armor, 1 fighter
    Spanish miracle: The Spanish miracle was the name given to a broadly based economic boom in Spain from 1959 to 1973. Add 1 minor factory, 1 airbase, and 1 naval base to Spain upon influencing it into your camp.

    Sweden
    Territories: Sweden
    Units: 4 infantry, 2 artillery, 1 armor, 3 fighters
    Swedish neutrality: Sweden’s policy of neutrality in armed conflicts has been in effect since the early 19th century. The nation was able to remain neutral during the Second World War. Will it remain neutral in a third? Half the influence rewards of building units or buildings for Sweden.

    Switzerland
    Territories: Switzerland
    Units:10 infantry, 3 artillery, 1 mechanized infantry, 1 armor, 2 fighters
    Compulsory military service: The Swiss Armed Forces, including the Land Forces and the Air Force, are composed of conscripts: professional soldiers constitute only about 5 percent of the military personnel, and all the rest are conscript male citizens aged from 20 to 34 (in special cases up to 50) years. The structure of the Swiss militia system stipulates that the soldiers keep their Army issued equipment, including all personal weapons, at home. If a neutral Switzerland is attacked by a foreign power or falls into a civil war then Switzerland gets to defend itself with double the amount of units listed above.


  • Below are the political rules for Middle Eastern and North African neutrals in the 1960 scenario. All of these rules will eventually be placed in a word document and, hopefully, I’ll eventually have a nice pdf chart for you to print out to keep track of influence.

    Egypt
    Territories: Egypt, Alexandria
    Units: 6 infantry, 2armor, 1 artillery, 2 fighters (all in Egypt)
    Nasserite Modernization: Egypt’s President Nasser placed a heavy emphasis on heavy industry and other modernization projects. The most famous of these were the Helwan Steelworks and the Aswan High Dam. Effect: Gain +5 influence points if you build a major or minor ic in Egypt.

    Iran
    Territories: Persia, Northwest Persia, Eastern Persia
    Units: 9 infantry (3 in each province), 2 artillery, 3 armor, 1 mechanized infantry, 2 fighters
    The White Revolution: The White Revolution was an ambitious plan for the non-violent regeneration of Iranian society through economic and social reforms, with the ultimate long-term aim of transforming Iran into a global economic and industrial power. The Shah introduced novel economic concepts such as profit-sharing for workers and initiated massive government-financed heavy industry projects, as well as the nationalization of forests and pastureland. Double the influence awards for building units and facilities for Iran.

    Iraq
    Territories: Iraq
    Units: 4 infantry
    14 July Revolution: Iraq’s ruling Hashemite dynasty was removed by a military coup in 1958. Brigadier General Abdul Karim Qassim withdrew from the Baghdad Pact and established friendly relations with the Soviet Union. The Warsaw pact gets double the influence rewards for building land units for Iraq.

    Israel
    Territories: Transjordan
    Units: 4 infantry, 2 mechanized infantry, 3 armor, 2 artillery, 3 fighters
    Protocol of Sèvres: The Protocol of Sèvres was a secret agreement reached between the governments of Israel, France and the United Kingdom. The protocol concerns their joint political and military collusion to topple Gamal Abdul Nasser, which began the Suez Crisis on 29 October 1956. A secret protocol allegedly secured French assistance in the construction of Israel’s Negev Nuclear Research Center. The allies receive double influence rewards for building units or facilities for Israel.

    Libya
    Territories: Libya, Tobruk
    Units: 4 infantry (2 per each territory)
    Idris’ fortune: The discovery of significant oil reserves in 1959 and the subsequent income from petroleum sales enabled one of the world’s poorest nations to establish an extremely wealthy state. Although oil drastically improved the Libyan government’s finances, resentment began to build over the increased concentration of the nation’s wealth in the hands of King Idris. In order to maintain this disparity, Idris will need a loyal and powerful army. Gain double the influence rewards for building land units for Libya.

    Morocco
    Territories: Morocco
    Units: 2 infantry
    Years of Lead: The Years of Lead is the term used especially by former opponents to the rule of King Hassan II of Morocco to describe a period of his rule marked by state violence against dissidents and democracy activists. The Moroccan army is politically unreliable and half of the pro government forces will refuse to fight if a civil war occurs in Morocco.

    Saudi Arabia
    Territories: Saudi Arabia
    Units: 4 infantry
    Saudi-American Economic Ties: The Saudi economy and infrastructure was developed with help from abroad, particularly from the United States, creating strong links between the two dissimilar countries, and considerable and problematic American presence in the Kingdom. The Saudi petroleum industry under the company of ARAMCO was built by American petroleum companies, U.S. construction companies such as Bechtel built much of the country’s infrastructure, Trans World Airlines, built the Saudi passenger air service; the Ford Foundation modernized Saudi government; the U.S. Army Corps of Engineers built the country’s television and broadcast facilities and oversaw the development of its defense industry. The allies gain double influence rewards for giving foreign aid to or building facilities for Saudi Arabia.

    Syria
    Territories: Syria
    Units: 3 infantry, 2 artillery, 2 armor, 1 fighter
    Syrian-Soviet friendship: In November 1956, Syria signed a pact with the Soviet Union, providing a foothold for Communist influence within the government in exchange for planes, tanks, and other military equipment being sent to Syria. With this increase in the strength of Syrian military technology worried Turkey, as it seemed feasible that Syria might attempt to retake İskenderun, a matter of dispute between Syria and Turkey. The Warsaw Pact gains 5 influence with Syria when it goes to war with Turkey (NATO) or Israel.

    Tunisia
    Territories: Tunisia
    Units: 2 infantry
    Bourguibism: Tunisia’s first Prime Minister, Habib Bourguiba, was resolutely nonmilitarist, arguing that Tunisia could never be a credible military power and that the building of a large military establishment would only consume scarce investment resources and perhaps thrust Tunisia into the cycles of military intervention in politics that had plagued the rest of the Middle East. Halve the influence rewards for purchasing military units and double the rewards for foreign aid.


  • Political rules for Sub Saharan African neutrals in the 1960 scenario. Asian neutrals will go up tomorrow. Expect the set up over the upcoming weekend.

    Cameroon
    Territories: French Equatorial Africa
    Units: 2 infantry
    Ahmadou Ahidjo: While Cameroon’s first President was considered to be more conservative and less charismatic than most post-colonial African leaders, his pro-western policies allowed Cameroon to attain comparative prosperity. The allies get triple the influence rewards for providing Cameroon with foreign aid.

    Democratic Republic of the Congo
    Territories: Belgian Congo
    Units: 4 infantry
    Lumumba’s fate: Prime Minister Patrice Lumumba sought Soviet aid to help crush a rebellion in Katanga. This move led the United States to support Colonel Joseph Mobutu’s successful coup d’état. The Warsaw Pact gains triple the influence rewards for buying military units for the DRC but the DRC’s starting 4 infantry will support the west if they stage a military coup in the country.

    Ethiopia
    Territories: Ethiopia
    Units: 4 infantry
    Eritrean War for Independence: Ethiopia fought an unsuccessful 30 year war to maintain control over Eritrea. Gain double influence rewards for buying military units for Ethiopia.

    Ghana
    Territories: Gold Coast
    Units: 2 infantry
    Pan Africanism: Ghana’s Preisdent Kwame Nkrumah was a strong advocate of Pan-Africanism and socialism. According to Nkrumah, his government, which represented the first black African nation to win independence, had an important role to play in the struggle against capitalist interests on the continent. The Warsaw Pact will gain one free influence point with every African country on every round that it controls Ghana. These points are given during the diplomatic phase of the round.

    Ivory Coast
    Territories: French West Africa
    Units: 2 infantry
    The African Democratic Rally: The African Democratic Rally  was a Pan Africanist political party in French West Africa, led by Félix Houphouët-Boigny. Under Houphouët-Boigny’s leadership the party turned increasingly moderate and pro-France. The allies will gain one free influence point with every African country on every round that it controls the Ivory coast. These points are given during the diplomatic phase of the round.

    Liberia
    Territories: Liberia
    Units: 2 infantry
    Liberian-American relationship: _The history of Liberia is unique among African nations because of its relationship with the United States. It was founded and colonized by freed American slaves._Once the allies are at war with the Soviets they automatically gain five influence points with Liberia.

    Madagascar
    Territories: Madagascar
    Units: 2 infantry
    Malagasy Republic: President Philibert Tsiranana maintained close ties with France after his country gained independence. This led to a period of stability and moderate economic growth that would end with a military coup and a move towards socialism, the nationalization of the economy, and cutting all ties with France. The allies may station troops in Madagascar and utilize any bases built there as long as Madagascar is neutral. However, the USSR may support a civil war in the territory for half the normal cost.

    Niger
    Territories: French Central Africa
    Units: 2 infantry
    Diori the Peacemaker: President Hamani Diori gained worldwide respect for his role as a spokesman for African affairs and as a popular arbitrator in conflicts involving other African nations. Once per game, if Niger is part of your alliance, you may have Diori prevent a civil war on the African continent. The player who attempted to instigate a civil war looses the money spent but none of the other ill effects of starting or losing a civil war are suffered.

    Nigeria
    Territories: Nigeria
    Units: 4 infantry
    Nigerian Instability: Nigerian political parties tended to be divided amongst ethnic lines. The Nigerian People’s Congress dominated the  conservative, Muslim north. The National Convention of Nigerian Citizens was Igbo- and Christian-dominated, ruling in the Eastern Region, and the Action Group was the party of the Yoruba west. From the outset Nigeria’s ethnic and religious tensions were magnified by the disparities between regions and ethnic groups. It costs half the usual amount of ipcs to start a civil war in Nigeria.

    Somalia
    Territories: Italian Somaliland, British Somalialand
    Units: 4 infantry (2 in each territory)
    Greater Somalia: Somalia has territorial claims on Ethiopia and hopes to use the cold war to reclaim the Ogaden region. Automatically gain 5 influence points with Somalia if you are at war with Ethiopia (either through attacking it or Ethiopia joining the enemy alliance).

    South Africa
    Territories: Union of South Africa, South West Africa
    Units: 3 infantry (1 in South West Africa), 2 artillery, 2 armor, 2 fighters, 1minor industrial complex, 1 naval base
    Apartheid: _After the Second World War the South African government passed legally institutionalized segregation, later known as apartheid. This policy became increasingly controversial, and some Western nations and institutions began to boycott doing business with South Africa because of its racial policies and oppression of civil rights. International sanctions, divestment of holdings by investors accompanied growing unrest and oppression within South Africa. South Africa was increasingly isolated._The allies gain double the usual influence rewards for providing South Africa with military units, facilities, and foreign aid. However, the Warsaw pact’s support for the opposition African National Congress gives it leverage in the South as well. The Warsaw pact may start a civil war in South Africa for free and any units it buys for South Africa will not go to the allies if South Africa is influenced into that camp.

    Sudan
    Territories: Sudan
    Units: 4 infantry
    The First Sudanese Civil War: Sudan’s first civil war was a conflict from 1955 to 1972 between the northern part of Sudan and the southern Sudan region that demanded representation and more regional autonomy. Half a million people died over the 17 years of war. Sudan is in desperate need of military aid to maintain control of its territory. Gain double influence rewards for buying land units for Sudan.


  • I Missed one European Neutral. SO I’ll mention it below before the asian neutrals.

    Yugoslavia
    Territory: Yugoslavia
    Units: 8 infantry, 2 armor
    Non aligned Movement: Yugoslavia was one of the founders of the Non Aligned Movement. Yugoslavia may only be moved by one influence point per each diplomatic phase. Whoever would normally get the most influence based on the purchases for Yugoslavia during that round’s diplomatic phases gets the one influence point.

    Afghanistan
    Territory: Afghanistan
    Units: 6 infantry
    Afghan Isolation: In 1961, as a result of Afghanistan Prime Minister Mohammed Daoud’s antagonistic policies and support to militias in disputed areas, Pakistan closed its borders with Afghanistan causing an economic crisis and greater dependence on the USSR. The USSR became Afghanistan’s principal trading partner. Within a few months, the USSR had sent jet airplanes, tanks, heavy and light artillery for a heavily discounted price tag of $25 million. Soviets gain double influence rewards for purchasing units or facilities for Pakistan.

    Burma
    Territory: Burma, Shan State
    Units: 4 infantry (2 in each territory)
    General Win: General Ne Win had briefly served as Burma’s Prime Minister between 1958 and 1960. His caretaker government had dutifully ceded power after democratic elections. However, in 1962 the General would seize power in a military staged coup d’état. Ne Win became head of state as Chairman of the Revolutionary Council and declared a socialist state run by a “Revolutionary Council” of senior military officers. The Warsaw Pact gains double influence rewards for building military units for Burma. Also, if the Warsaw Pact instigates a civil war in Burma then half of the opposing forces are disbanded before the first cycle of combat.

    Ceylon(Sri Lanka as of 1972)
    Territory: Ceylon
    Units: 2 infantry
    Neutral Bandaranaike: Sirimavo Bandaranaike was a Sri Lankan politician and the world’s first female head of government. She favored policies of non-alignment in the Cold War. Halve all influence rewards for purchasing units or facilities for Ceylon.

    China
    Territory: All territories marked with a Chinese roundel except Kwangtung and Formosa (Jehol is the capital)
    Units: 36 infantry (2 infantry in every territory), 4 artillery, 5 mechanized infantry, 4 armor, 4 fighters
    Theory of Productive Forces: The Theory of Productive Forces is a widely-used concept in communism and Marxism placing primary emphasis on technical advances and strong productive forces in a nominally socialist economy before real communism, or even real socialism, can have a hope of being achieved. Using this theory as a basis for their practical policies meant that communist theoreticians and leaders put productive forces first and ideology second. China may only be influenced by the purchase of minor or major industrial complexes.

    India
    Territory: West India, India
    Units: 20 infantry (ten per territory), 2 fighters, 3 armor, 2 mechanized infantry, 4 artillery
    Non aligned Movement: India was one of the founders of the Non Aligned Movement. India may only be moved by one influence point per each diplomatic phase. Whoever would normally get the most influence based on the purchases for India during that round’s diplomatic phases gets the one influence point.

    Indonesia
    Territory: Java, Sumatra, Borneo, Celebes, Dutch New Guinea
    Units: 20 infantry (4 per each territory)
    New Order: An attempted coup on 30 September 1965 was countered by the army, who led a violent anti-communist purge, during which the PKI was blamed for the coup and effectively destroyed. Between 500,000 and one million people were killed. The head of the military, General Suharto, out-maneuvered the politically weakened Sukarno, and was formally appointed president in March 1968. His New Order administration was supported by the US government, and encouraged foreign direct investment in Indonesia, which was a major factor in the subsequent three decades of substantial economic growth. However, the authoritarian “New Order” was widely accused of corruption and suppression of political opposition. The allies gain double influence rewards for building military units for Indonesia. Also, if the allies instigate a civil war in Indonesia then half of the opposing forces are disbanded before the first cycle of combat.

    Japan
    Territory: Japan, Iwo Jima
    Units: 6 infantry, 4 fighters, 1 major industrial complex, 1 naval base, 1 airbase
    Treaty of Mutual Cooperation and Security: T_he United States and Japan signe an agreement obligating each state to maintain and develop their capacities to resist armed attack in common and to assist each other in case of armed attack on territories under Japanese administration. It was understood, however, that Japan could not come to the defense of the United States because it was constitutionally forbidden to send armed forces overseas._
    The allies are allowed to base units in Japan and make use of any Japanese bases as long as Japan is neutral. The allies also receive double the influence rewards for purchasing units for Japan.

    Korea
    Territory: Korea
    Units: 6 infantry
    Divided Korea: The Korean peninsula is divided into two states: a Communist North and a Democratic South. For as long as Korea is neutral it is assumed that both Korean states exist. Allied and Warsaw Pact countries are allowed to station units in Korea for as long as it is neutral. Neither side may start a civil war in Korea. They may attack Korea, however. In this instance then half of the starting troops, plus all of the forces bought for Korea by the Warsaw Pact, plus any Warsaw Pact forces in Korea will fight for the Warsaw Pact side while all allied units, units build for Korea by the allies, and the other half of Korea’s starting forces will fight for the allies.

    Malaysia
    Territory: Malaya
    Units: 4 infantry
    Racial Strife: The end of Chinese emigration to Malaysia stabilized the country’s demographic situation and ended the prospect of the Malays becoming a minority in their own country. At the time of independence in 1957, the Malays were 55% of the population, the Chinese 35% and the Indians 10%. The Chinese community’s disparate wealth led to widespread discontent within the Malay community. Attempts by the government to force a “Malayan curriculum” and give preferential treatment to Malays intensified racial strife and paved the way for destabilizing inter-communal violence. It costs half the normal amount of ipcs to start a civil war in Malaysia.

    Mongolia
    Territory: Ulaanbaatar, Buyant-Uhaa, Central mongolia, Dzavhan, Tsgaan-Olom, Olgiy
    Units: 6 infantry (use the figures on the map)
    Stalwart Soviet Ally: Mongolia has been a Soviet client since the early 1920s. If the Warsaw Pact is at war with China or the allies then they immediately gains +5 influence with Mongolia.

    Taiwan
    Territory: Formosa
    Units: 4 infantry
    Republic of China: In 1949, during the Chinese Civil War, the ROC government, led by President Chiang Kai-shek, retreated from Nanjing to Taipei, Taiwan’s largest city. The ROC continued to claim sovereignty over all China. Some 2 million people, consisting mainly of soldiers, Kuomintang party (KMT, Chinese Nationalist Party) members and most importantly the intellectual and business elites, were evacuated from mainland China and arrived in Taiwan around that time. In addition, as part of its escape from Communists in mainland China, the ROC government relocated to Taipei with many national treasures including gold reserves and foreign currency reserves. Gain +5 influence with Taiwan if you go to war with China.

    Vietnam
    Territory: French Indo China
    Units: 6 infantry
    Divided Vietnam: Vietnam is divided into two states: a Communist North and a Democratic South. For as long as Vietnam is neutral it is assumed that both Vietnamese states exist. Allied and Warsaw Pact countries are allowed to station units in Vietnam for as long as it is neutral. Neither side may start a civil war in Vietnam. They may attack Vietnam, however. In this instance then half of the starting troops, plus all of the forces bought for Vietnam by the Warsaw Pact, plus any Warsaw Pact forces in Vietnam will fight for the Warsaw Pact side while all allied units, units built for Vietnam by the allies, and the other half of Vietnam’s starting forces will fight for the allies.


  • these look great! i would love to try it out some time…


  • Any new changes? Is it balanced?


  • Sorry it took so long to respond to this.
    I’m actually going to playtest it this next weekend. Working on a couple sheets with each neutral’s starting alignment, special rules, and space for the forces bought for it by the superpowers.


  • this is so cool! thanks!


  • @dannyboy2016:

    Sorry it took so long to respond to this.
    I’m actually going to playtest it this next weekend. Working on a couple sheets with each neutral’s starting alignment, special rules, and space for the forces bought for it by the superpowers.

    Did you play it yet? if you did how did it go?


  • Nope. This upcoming weekend is when I’ll be playtesting the revised rules, which will be compatible with holy Larry’s latest rules.

    There are some things I don’t have mentioned here like ipc value changes for some territories. Should have a nice download with all the new stuff ready for yall in a few weeks to try on your own. :)


  • Just some basic notes on changes that I’ve been working on for the scenario set in the 1960s:

    The IPC values of territories, both in neutral and belligerent territories, have been revised. Additionally, the expenditure of foreign aid permanently raises the ipc value of a specified neutral territory by 1 (to a max of 3).  Additionally, Industrial complexes may now be built on islands.

    Countries:
    The Warsaw Pact Nations
    USSR: 93 Ipcs
    Warsaw Pact: 33 Ipcs
    The Allies
    USA: 116 IPCs
    NATO: 90 IPCs
    SEATO: 17 Ipcs

    Allied income is halved until war starts. Additionally, the allies will not be able to initiate hostilities with the USSR until turn 4 unless the communists outright invade one of the following neutral countries: Sweden, Portugal, Spain, Eire, The People’s Republic of China, Taiwan, Japan, Israel, Saudi Arabia, India, or Persia. Until that time, the allies and the communist must weigh the benefits of using their incomes for building up conventional and nuclear forces or jockeying for influence in neutral nations.

    All European territories conquered by the communists go to the Warsaw pact. All other territories conquered by the communists fall under Soviet control. All European territories (up to the Soviet borders) conquered by the allies go to NATO. All territories in the Americas conquered by the Allies go to the USA.
    There are now a total of 68 victory cities, many of them in neutral countries. Either side will need 50 to win. This will almost certainly require war as most of the new victory cities are in Europe.

    Hydrogen Bomb attacks that obliterate Industrial complexes also destroy any victory city in the hit province. That’s one way to make the 50 victory city. If the number of Victory cities is reduced to fewer than 50 then the game ends in nuclear winter. The side with the most victory cities at the end of the turn gets a Pyrrhic victory.

    NATO’s capital begins in the Netherlands Belgium. If that is captured then the income is sacked but a new capital is established in the United Kingdom. If London falls then NATO’s funds are looted once more, and the capital moves to Ontario.

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