While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.
The World at War Game Files
-
Since Xeno Games is winding down, I reached out and Michel Schimek provided the WaW game files to share. I have uploaded them at Board Game Geek: https://boardgamegeek.com/boardgame/3618/world-war/files
Included Files:
World at War 2005 Rulebook
World at War 2005 Set Up Charts - All
World at War 2005 Technology ChartEdit: Game files also uploaded here
World at War Rules 2005.pdf
World at War setup All 2005.pdf
World at War Tech Chart 2005.pdf -
@Gentlegamer
I really like that R&D system.
Still in use, as a rule option, although the list has been changed and expanded. -
@Mr-Kell said in The World at War Game Files:
@Gentlegamer
I really like that R&D system.
Still in use, as a rule option, although the list has been changed and expanded.Do you have house rules for the WaW tech? I’d like to see them.
-
@Gentlegamer said in The World at War Game Files:
Since Xeno Games is winding down, I reached out and Michel Schimek provided the WaW game files to share. I have uploaded them at Board Game Geek: https://boardgamegeek.com/boardgame/3618/world-war/files
Included Files:
World at War 2005 Rulebook
World at War 2005 Set Up Charts - All
World at War 2005 Technology ChartCan you upload them here ?
-
Let’s see if this works:
World at War Rules 2005.pdf
World at War setup All 2005.pdf
World at War Tech Chart 2005.pdf -
@Gentlegamer said in The World at War Game Files:
Let’s see if this works:
World at War Rules 2005.pdf
World at War setup All 2005.pdf
World at War Tech Chart 2005.pdfCool thanks
-
A bmp of the game board was provided, but it’s too low res to be useful. I asked if the full res version is available but didn’t get a response.
-
Ok i can help with that. I have PDF of all three games and the maps were enlarged and stitched together by employee at print shop. I was too lazy to complete the work, which amounted too fixing the borders.
This is worth the effort and another can perfect the work. I will upload them and they are all the 2005 maps
-
@Gentlegamer
If you have the system, you have it. I don’t have the material with me but here’s a cpl. examples of adjusting techs to the global system.
Super subs turned into Adv. torpedoes lvl.1 att +1 lvl.2 def +1.
Since no sub detection anymore, radar/ counter radar is now Adv. Destroyers and Adv. Subs that adjusts their pre-combat initiatives.
Airborne radar 1&2 allows bombers to strafe subs without destroyers and a +1 Sbr.
Was UK last time used, these were ones fresh in my mind.
Stay safe. -
I just received a higher res version of the game board, it is 2553 x 1661
-
Which version? Can you post link?
-
2005, 4th Edition

I really love this game board, it’s definitely my favorite of all the A&A variants.
It is based on the classic map and adds additional territories and sea zones without being excessively divided, geographically. The only issue is the size of some of the coastal sea zones.
The physical board itself produced by Xeno Games is a perfect size, slightly larger than classic, but small enough to find room on most tables.
-
@Gentlegamer said in The World at War Game Files:
2005, 4th Edition

I really love this game board, it’s definitely my favorite of all the A&A variants.
It is based on the classic map and adds additional territories and sea zones without being excessively divided, geographically. The only issue is the size of some of the coastal sea zones.
The physical board itself produced by Xeno Games is a perfect size, slightly larger than classic, but small enough to find room on most tables.
You got the actual file ?
-
That is the file that was provided, 2553 x 1661. Click the image for the full size.
-
Does anyone happen to have any red xeno game pieces that they would like to sell?





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












