The Soviets did better than in normal games.
Side note, what do you think of a game with no IPCs? Everyone only has what they start with.
The Soviets did better than in normal games.
Side note, what do you think of a game with no IPCs? Everyone only has what they start with.
By the way:
Did your left testicle grow back? Or do these things, uh, don’t grow back?
The no IPC scenario should not be combined with free for all (rather, I haven’t tried it yet). What happened was Japan beat China with only a few ground units left, and the allied and Japanese fleets annihilated each other. The US was able to land in China though and worked with the Soviets to retake most of northeastern China by the end of the game. On the Eastern Front Germany and Italy waited for the Soviets to exhaust themselves. It was tough going at first but once the Soviets were broken they had almost nothing left to give.
Overall in this game whoever has the last unit wins, ground units were crucial and any mistake or bad luck is heavily decisive.
That’s quite smart. Best of luck!
Let me know if you want to play a D-Day game like this with me, I would appreciate it. 👍👍
Finished first test game. Very unbalanced in favour of the UK and Japan. I’m working on a sole War Plan Red game, excluding Japan.
Remember to do your turn! :+1:
Hi, these rules are cool. I did not base my rules off of this. This was developed independently.
A different take on “free for all”. Being able to make alliances though means it should be called “shifting alliances” rather than “free for all”.
Should’ve said “when”, not “if”.
I came up with an idea for one on one wars between two powers using the Global 1940 map. Here are the instructions for two versions (Soviet Union vs US and Germany vs Japan):
Common rules:
All other powers are neutral. No pro-Axis or pro-Allied neutrals are involved on either side. Attacking true neutrals is allowed with the usual effects of them siding with the other enemy of the attacker. Only territory of the belligerents (with exceptions detailed below) may be crossed.
For TripleA, use edit mode to make all powers neutral, including pro-Axis and pro-Allies.
An optional rule is to make pro-Axis and pro-Allied territories also true neutrals.
One side wins when all the units of the other side have been destroyed and all the territory of the enemy has been conquered.
Japan vs Germany:
To make the game faster, Trans-Jordan and Egypt will be under Japanese control and Gibraltar is under German rule.
All starting units and income is the same (Japan’s starting IPCs are still 26 even with the addition of Egypt and Trans-Jordan and the income effects of these two territories will only start at turn 2).
For TripleA, edit mode can be done to change the territories to their correct owners.
Additionally, Germany’s 10 IPC national objectives that are achieved (Iron Ore and Soviet trading) are kept, and no other national objectives are changed.
Japan’s trade with the US 10 IPC national objective is also kept.
For TripleA, edit mode is necessary for the US to be recorrected to be neutral as the US automatically declares war on turn 3.
Soviet Union vs US:
All starting units and income are the same.
The Soviets control Denmark, and like above the income change only applies starting at turn 2.
The US does not get their “at war” national objectives. This means that the US will only ever get 52 IPCs per turn until the US conquered Soviet territory.
Edit mode is required to make the US neutral with the Axis because the US automatically declares war on them at turn 3 for TripleA.
Soviet national objectives are the same. Due to not fighting the Axis, the Soviets will not achieve any. This intentional.
Remember to use edit mode to make all relationships between powers neutral.
Here are two test games I played on TripleA (TripleA is required to access these files) for both of these ideas. Keep in mind that since these were tests, what was done there may be inconsistent with what I outlined here, which are the definitive and final versions of the rules. Keep in mind I also used edit mode to change unit buys and to correct movement, but no moves or purchases were illegal. They might also give you some ideas of strategies.
To be honest, I never thought of the armour of tanks as minus 6 power for the defender. Makes a lot of sense now that you mention it though.
I don’t get that last part though. So tipping them down shows the unit and the number of units is shown on the side facing the opponent?
Thank you for the advice. I really appreciate it. :+1: :+1: :+1:
You can change political relationships using edit mode.
No national objectives can be changed to my knowledge however.
Also keep in mind that you can’t use AI when playing such a “switcheroo” as it would keep messing the sides up.
Uh, Charles? Are you really chill with Germany aquiring this much power? Do you really think they’ll be nice to you forever? After we fall, you’re next.
There’s still hope though. Your army is large and powerful. If wrest control of Bulgaria from Germany my army can unite with yours. We can still stop them before it’s too late. Plus, I promise we’ll give whatever pre-war German territory we get to you, so Germany can be unified under Austria.
A tempting deal, is it not? Now help prevent Germany from taking over all of Europe before it’s too late. United we stand, divided we fall.
Navies:
Italy
US
UK
Japan
ANZAC
Armies:
China
Soviet Union
France
Germany
Basically the top three navies in the world (plus America’s insane industrial capabilities) against the most powerful land powers and an alliance that stretches from Bordeaux to Vladivostok and controlling most of Eurasia.
To switch the sides, you need to use the edit mode at the beginning.
The turn order for all powers remains the same.
All national objectives are eliminated.
Victory city counts at the beginning of the game:
Armies:
6 cities
Navies:
13 cities
Victory conditions (for TripleA, player enforced):
Armies:
12 cities
Navies:
19 cities
Whichever side controls the required cities for victory for their side first at the end of a French turn wins.
And yes, it means the British and French starting units in each other’s territory will be forced to engage in combat on the first turn. Due to the weird, unexplored rules of combat in such as scenario, in these two battles, and only these two battles, the attacker can take anti-aircraft artillery as casualties (anti-aircraft artillery still may not move during the combat move though). This only applies for these two battles.
1 French fighter is removed from London. If the British units in Paris are destroyed prior to France’s turn, France gets 4 infantry for free.
The Mongolia rule is still active. All other neutrals (true, pro-Allied, and pro-Axis) are pro-Armies neutrals, behaving as neutrals aligned to the Armies. Mongolia is not a pro-Armies neutral.
Japan’s Kamikaze rule is still active.
The Dutch rules stay the same (only British and ANZAC units can activate them).
Chinese movement restrictions stay the same. They can only move within original Chinese territories, Burma, and Kwangtung.
The turn order is still the same.
Balance changes (these additional rules have been added after playtesting and are mandatory unless otherwise noted):
Every Army power has 200% income. This means they collect double the amount of IPCs they would normally collect on their turn.
Keep in mind that this 200% only applies to income collected on that turn, not saved IPCs.
Optional rule:
In case the above balance change is too biased towards the Armies, keep all territories that were originally strict neutrals in the original game as strict neutrals. They operate under the same rules.
A map with all the rule changes implemented (no optional rule):
Armies vs Navies Base Map.tsvg
Keep in mind that if a power attacks a neutral territory it was aligned with in the out of box rules, you will need to use edit mode to change the units to have them fight, and if a power activates a neutral territory it wasn’t aligned with in out of box rules, you will have to use edit mode to make the infantry units be under the correct power.
Here’s a file with every rule implemented, no player enforcement necessary (also uses new units and a new map, with the optional rule):
2024-9-1-UHD-World-War-II-Global-Armies-vs-Navies.tsvg
Here’s a more radical set of rules, incompatible with TripleA:
Cool! I’ll check out the book sometime.
Yeah, Greece is a tough one.
I will say I didn’t anticipate you moving the entire Bulgaria stack, but it makes sense considering that I wouldn’t have been able to move in force into that territory.
Really (that I almost beat me)? Awesome! Yeah it definitely felt close for a while.
Good game.