Active Nations:
USSR: 45 IPCs
Would include all starting USSR territories, plus the following:
Germany, Poland, Slovakia Hungary, Romania, Yugoslavia, Bulgaria, Albania
Western Europe (WE) : 23 IPCs
Portugal, Portuguese Guinea, Angola, Mozambique Holland Belgium, Suriname, Belgian Congo Greenland, Iceland, Denmark, Norway Northern Italy, Southern Italy, Sicily, Sardinia Turkey, Greece, CreteSo in E&W, a bit ahistorically (as the game is set in 1948) Greece and Turkey are part of WE, despite not joining NATO until 1952. For now I’m lumping them in here, but my other preference would be to have them as strict neutrals – more on that later.
Also in E&W, Greenland and Iceland are treated as US territories; since both are worth 0 IPCs on the Europe 1940 map, the only real important distinction is whether they are hostile or friendly, so I wanted to include them under WE instead.
UK: 31 IPCs
gains the following territories:
Italian Somaliland, Tobruk, Libya, Western Germany
US: 38 IPCs
gains the following territories:
Greater Southern Germany
Neutral Powers:
France (pro-NATO) : 16 IPCs
France loses Syria to the Arab LeagueWhat I’m proposing for France would be sort of a hybrid rule between the activation rules for pro-neutrals, and a house rule I proposed for China, in E&W.
Essentially how this works is that France would contribute income to WE, based on the IPC value of French territories containing NATO troops (WE, UK, or US) at the end of Western Europe’s turn. If France is attacked by the USSR, all French units and territories would convert to WE ownership.
The reason for doing this is primarily to keep France as part of NATO, without making WE so huge economically that they don’t need any help. Also, by weakening NATO a little bit in this way, I’m hoping to avoid needing to use the E&W rule whereby USSR gets infantry for 2 IPCs instead of 3 IPCs.
Organization of American States (OAS) : 9 IPCs
(Essentially, all of the neutral South American countries except Suriname, plus Southeast Mexico)
If the OAS is attacked by the USSR, all OAS units and territories would convert to US ownership.
Arab League: 8 IPCs
(Alexandria, Egypt, Trans-Jordan, Syria, Iraq, Saudi Arabia)
If the Arab League is attacked by the USSR, all Arab units and territories would convert to UK ownership.
…
So, in addition to possibly including a diplomacy mechanism similar to classic E&W, I was wanting to incorporate one of the house rules I had suggested for E&W and apply it to this scenario:
All remaining neutrals are considered “strict neutrals”
However:
Now, if Greece and Turkey are kept as strict neutrals, rather than being part of WE, this rule could potentially have large consequences if/when the USSR chooses to attack them.
I was thinking instead of the classic E&W diplomacy scale, it’d make more sense to have it like -8/-6/-4/-2/0/+2/+4/+6/+8
Strict Neutrals:
Probably a good “hard and fast” rule would be that if attacked by the USSR, strict neutrals in Europe would join WE, while strict neutrals in Africa or the middle east would join UK; Rio De Oro would be considered part of Spain, for these purposes. If Turkey is neutral…? I’d probably consider them part of the middle east.
What this all means:
Starting Income:
USSR: 45
NATO: 92
Maximum potential income, including neutrals:
USSR (plus Arab League, OAS*, and all strict neutrals) : 71
WE (plus France, and all strict neutrals in Europe) : 46
UK (plus Arab League, and all strict neutrals in Africa + Middle East) : 42
US (plus OAS*) : 46
*Assumes OAS income is capped at 8 rather than 9





_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.












