I had a similar idea for my my big variant where that uses some historical and balance modifications. Basically there would be more than just an axis or allies alliance. The game starts in 1919 and carries on into the 21st century and has technological advancement stages and political rules. It has build-up/political rounds and at turn 20 i.e. 1939 the war starts WWII and doesn’t until either the Comitern, Nationalist, or Allied forces lose a super power’s capital. A cold war begins and limited warfare and second build up/political phase begins. The first superpower to make an aggressive action then starts World War III.
Everyone will start out with exactly the same military forces but maintains thier sphere of influence and must choose their alignments and government styles.
The game will be complicated but simple at the same time with most of the luck factor going towards combat.
The US, UK, USSR, Germany, and Japan will be the five major superpowers. The USSR represents all communist aligned powers but may make alliances with either the Axis or Allies. France, Italy and Anzac may ally themselves with any major superpower except Anzac may never go to war against the U.K.
All minors will play a role in the game too with limited but playable forces. Some will literally act as puppet-states to the superpowers.
I would go on further but there are more details im working on and do not want to divert the thread from the original topic. Also my post is just part of a rough draft.









_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.












