It’s not perfect, but it has the same level of detail as a regular axis and allies piece considering it’s size. I’m not sure I will need help designing anymore. I figured it out for myself.[0_1603832941634_Type 59 (1).stl](Uploading 100%)
Axis and Allies: Cold War
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OK, you’re using the 1940 map, so I’m wondering - are you keeping the basic framework of A&A play as well, research and purchase first, then combat move, resolve combat, noncombat move, place new units and collect income?
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Do you have a link to this 1942 Cold War game ?
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So is this kinda going to be your setup ? I was looking at another game. I think that has more influence on territories but haven’t seen it all what’s in game.
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There was a game that attempted to do exactly what you’re asking for. It was called East & West, Global War in 1948. While it’s not sold anymore, looking into what all they did may help you in your quest.
-Midnight_Reaper
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It’s a very cool idea, but a major task. Also, it kind of stretches quite far away from the pretty straight-forward A&A-mechanic of building units and rolling dice. In this Cold War there seems to be a lot more emphasis on diplomacy and events. Not saying it’s bad, but likely it will be a very different game from A&A in the end. Perhaps it should start off as such?
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Here’s the map so far. More changes coming yet.





_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.












