Some of you might know me as a new member in these parts of the forum. Let's just say I'm getting quite ambitious with the planning of a second forum game. However, I want to know the overall interest in it before I dedicate a lot of time in it. As the title suggests, this will be a World War 2 Era game. The map is below.
The general idea is each player controls a nation part of one of three factions. War can be declared by any nation and there will be a production system that limits what and how much a nation could produce each turn. Players will have the ability to deploy forces but the combat is controlled by RNG. I'm still in the early stages of the planning so I won't have everything available just yet.
I will be simplifying a lot of things to make this manageable but I will try my best to make it fun for the players as well. Like I said, this is still in the planning stages and, depending on the reception, I might dedicate more time. Note that this isn't a sign up (not yet, at least) but I do welcome questions. I will try my best answering them if I have the answers available. Thank you!
Alternative WW2 Scenario: European Front
Hello everyone! I'm blklizard and I am pleased to announce my newest forum game, Alternative WW2 Scenario: European Front. I have been wanting to run with this idea for awhile and finally found the courage to do so. I am still new at this so bear with me if mistakes are made. I hope to improve quickly and bring a satisfactory experience to those who participate.
Because this is the my first game with such genre, I am likely to be inefficient in some aspects and the game might lack certain mechanics. Please note that I'm not aiming for accuracy here as I'm more focused on a simplified game accessible for players while manageable for me. There could be balance issues that might not be fixed until the game ends. Feel free to provide constructive criticism but the general rules and mechanics are more of less completed here.
Our IRC channel will be at http://www.coldfront.net/tiramisu/. Type in: "/join #AWW2S_main". I'm not familiar with these irc channel so bear with me.
As the title suggests, this game will be taking place in Europe during the WW2 era with the map shown below.
Game Rules:
Content in this color is part of update 1.
Content in this color is part of update 2.
Content in this color is part of update 3.
Content in this color is part of update 4.
Content in this color is part of update 5.
General Rules:
Please follow the forum rules.
Try to refrain from posting pictures, especially those that are horrific/sick pictures and swastica.
Have fun.
Introduction:
The starting year will be 1936. A new map will be posted whenever there are significant changes like large territories occupied. Each player will be playing as one of the nations available. Note that they are at various difficulties so choose the minor powers only if you are willing to accept a serious challenge. The game will begin once all the major and regional powers are picked. As a result, there might be minor powers that will be in the hands of incompetent AIs who will remain passive and neutral unless provoked.
Each turn will take place every week so be sure to provide your orders before the week ends. Below is more information regarding each turn:
-players may construct their army and/or navy
-players may invest in a very simplified research tree to gain a technological edge
-declare war (each nation declare war separately so not entire faction is instantly pulled into war)
-once at war, take actions like attack or defend
-look at simplified reports of battles and make decisions according to them
-consult with other members of the faction to devise plans
More details of what's shown above will be provided below. For the above functions, please PM me and I will use my spreadsheet to keep track of the various numbers and/or announce the newest development in Europe at the start of the next turn. I will be using online RNG for the battles so, if it doesn't seem fair, I apologize for the RNG not working in your favor. I will try my best to balance things out but such things, sadly, take time.
Map:
The map is shown above. Below is the map with some additions. This map has been slightly modified.
All the points are Victory Point (VP). If all of a nation's VP is occupied, then that nation is eliminated until the nation is liberated. Each lost VP will hurt the nation's ability to fight back as its production will suffer. Each occupied VP will give the occupier a bonus to his/her production.
Below is a list of all the VP, their PP and whether or not they are coastal.
The dark green represents sea zones. Naval assaults can only be launched if a VP part of the sea zone is controlled/occupied. For instance, London can only be invaded by Italy if the Italian player captures Dunkirk or Amsterdam. An Italian invasion cannot reach London directly from her starting coastal VP. Note that the sea zones are meant to help with the mechanics and might not be accurate in any ways.
Available Nations:
Below are the available nations and their classification:
Major Power:
Germany
France
USSR
Italy
Great Britain
USA
Regional Power:
Netherlands
Poland
Romania
Spain
Hungary
Czechoslovakia
Belgium
Turkey
Bulgaria
Sweden
Yugoslavia
Minor Power:
Finland
Portugal
Switzerland
Austria
Ireland
Greece
Norway
Denmark
Egypt
Micro Power:
Albania
Andorra
Aton
Danzig
Estonia
Iceland
Latvia
Lithuania
Luxembourg
San Marino
USA will have slightly interesting mechanics to be explained below.
Factions:
The three factions are Allies, Axis and Comintern. Germany will lead the Axis, Great Britain the Allies and USSR the Comintern. For balance sake, there can only be at most:
2 Major Powers per faction
4 Regional Powers per faction
Each faction will have one special bonus for all of its members as seen below.
Axis: +5 PP/turn,
Comintern: +4 AP/turn
Allies: +2 RP/turn
The major and regional powers will be randomly assigned a faction except for the leaders of the factions. Players playing minor powers can choose their own factions.
Major Powers:
In addition to high production and research, all six major powers also have their own unique bonus.
Germany: 1 PP = 15 armored platoons (60 tanks) instead of 1 PP = 5 armored platoons (20 tanks)
France: +3 RP/turn
Great Britain: 1 PP = 9 fighter squadrons (108 fighters) instead of 1 PP = 3 fighter squadrons (36 fighters)
USSR: 1 PP = 3 divisions (30000 infantry) instead of 1 PP = 1 division (10000 infantry)
Italy: 1 PP = 8 combat ships instead of 1 PP = 4 combat ships, +2 AP/turn
USA: +20 PP/turn if at war, -3 RP/turn if at peace
Note: These haven't been tested for balance so I apologize if a certain bonus becomes very overpowered during the game.
Research:
Each nation can use its research points (RP) to invest in certain research. During peacetime, each nation will get significantly more RP than if they were at war. The RP a nation gets is dependent on their classification (major/regional/minor). There are also possible modifiers to get more RP. Research is broken down into the following:
infantry fire (IF): how well infantry fights infantry
anti-tank (AT): how well infantry fights tanks
anti-air (AA): how well infantry fights planes
anti-personnel weapons (APW): how well tanks fight infantry
tank guns (TG): how well tanks fight tanks
tank armor (TA): how well tanks withstand hits
fighter fire (FF): how well fighters fight planes
bomber fire (BF): how well bombers damage land/naval units
plane armor (PA): how well planes without hits
ship fire (SF): how well ships fight ships
ship anti-air (SAA): how well ships fight planes
ship armor (SA): how well ships withstand hits
At the start of the game, all the nations will start with 40 RP. The players can assign their starting points and decide on how to use their RP afterwards, both by PMing me, so no one else know what the focus of each nation is. The base RP available each turn will differ depending on the category the nations are in shown below:
Major power: 10 RP/turn at peace, 3 RP/turn at war
Regional power: 5 RP/turn at peace, 2 RP/turn at war
Minor power: 2 RP/turn both at peace and at war
Micro power: 1 RP/turn both at peace and at war
Note: Once a nation declares war or is declared war upon, that nation will no longer enjoy the RP bonus for the remainder of the game. Thus, declare war with caution as technological advantages can make a big difference. Every 5 points put into a certain research will give it a special modifier that adds up over time.
Production:
There won't be any resources or currency used in this game. All production will be determined by how much production points (PP) a nation has. The more PP available, the more a nation could build to expand its army, navy or air force. The cost is seen below:
1 PP = 1 division (10,000 infantry)
1 PP = 5 armored platoons (20 tanks)
1 PP = 3 fighter squadrons (36 fighters)
1 PP = 1 bomber squadron (12 bombers)
1 PP = 20 naval transports
1 PP = 4 combat ships
1 PP = 1 carrier
As for how much PP is available to each nation. The starting amount and the amount per turn are shown below:
Major power: 180 PP at the start, 120 PP/turn at war, 10 PP/turn at peace
Regional power: 90 PP at the start, 30 PP/turn at war, 5 PP/turn at peace
Minor power: 45 PP at the start, 18 PP/turn at war, 3 PP/turn at peace
Micro power: 15 PP at the start, 3 PP/turn both at war and at peace
The values above are all base values without taking into account of possible modifiers.
Battle:
Combat will be greatly simplified where the two or three sides will deal certain amount of damage to each other. There will be four battle rounds taking place during each turn. The casualties inflicted will be based on the difference in research points placed in each category and the forces deployed in the area. There will be some RNG in play but the main factors will still be in the hands of the players, mostly the attacker.
Naval combat will be different in that they only happen during landings. The four battle rounds will happen and any surviving transports would be unloading their passengers on the beachhead to begin another round of battle on land. Landings are generally tougher so, if an offensive on land is possible, it's recommended to do so.
In the event of members from all three factions participating in a battle, there could only be one victor so the last faction standing will be given the victory.
Ships:
Ships are only available to nations with coastal VP (controlled or occupied). If all of a nation's coastal VP are captured by the enemy, then the nation's navy is automatically destroyed.
Each transport carries 500 soldiers or 1 tank. Whenever a transport is destroyed, there is a 70% chance of it carrying infantry and 30% chance of it carrying a tank. I will be using the RNG to determine what is lost from the transport's destruction. A single carrier has unlimited capacity for planes but its destruction will result in the destruction of all the planes so it's recommended to have more than a single carrier. In naval battles, both sides will inflict a certain amount of damage on the enemy. The damage distribution between the ships will be:
combat ship: 60%
transport: 30%
carrier: 10%
Only combat ships will be equipped with weapons and ship armor tech will benefit them the most. Transports will benefit somewhat from ship armor tech. Carriers will be relatively resilient early game but they become very squishy late game. Carriers are only used by the attacking side since this is the only way for air support to be provided while defending side has airbases for their planes to operate.
Planes:
Planes are split between fighters and bombers. Fighters can only target air units while bombers can only target land or naval units. It's not advisable to have unescorted bombers since they could be shredded to pieces quickly. It's also not advisable to have too many fighters as, if the enemy doesn't bring bombers, they would be useless and could be better used elsewhere. In naval battles, planes need carriers to operate and, upon the destruction of all carriers, they would be automatically destroyed. In land battles, planes can only operate in the first two of the four battle rounds to simulate the need to refuel and rearm.
The damage distribution between fighters and bombers are:
fighter: 80%
bomber: 20%
Action Points:
Action points (AP) will determine how many moves each nation has each turn during war. Each nation has a total of 7 AP/turn for the entire game (not including modifiers) and any unused AP won't carry over to the next turn. 5% of forces not engaged in any battles will be automatically assigned to a controlled/occupied VP if it's attacked (10 % of combat ships will be assigned for coastal VP as well). The only exception to this rule is when a nation is left with only a single VP which sees all land forces (navy if last coastal VP) gathered in defense of the associated VP. An example is seen below:
The deployment of these defensive forces won't require AP. Below is a list of moves that use AP.
Defend: +20% of forces (army and navy) not engaged in battle at a VP, provides extra defensive bonuses (1 AP)
Attack: assign x% (up to 80%) of forces not engaged in battle to attack targeted VP (2 AP)
Deployment: send x% (up to 80%) of forces to any VP (friendly or hostile) in the European front (3 AP) [USA only]
Defend can work on any friendly VP adjacent to controlled/occupied VP or friendly coastal VP that shares the same sea zone as the controlled/occupied VP. If an ally shares a border with one's nation, then the ally's VP can all be defended as if one's own. Defend actions can take up at most 80% of one's forces. Extra defense actions will provide double the defensive bonus with no extra troops involved. Defensive bonuses will only be proportional to number of defenders. Defenders get special defensive bonuses resulting in less casualties overall. Attack can work on all hostile VP adjacent to controlled/occupied VP. Once battle has initiated, no additional AP is needed to continue the battle or withdraw from it.
Occupation:
Each VP will be producing a certain amount of PP at the start of the game (a list will be provided soon). The PP of all the VP within a nation should add up to the total PP of that nation (not taking into account of the modifiers). Losing a VP will cost the owner PP the VP produces so it does hurt a player when a VP is lost. If all the VP within a nation is captured, then the nation is eliminated until liberated. The occupier of the VP will gain 50% of the PP the VP's owner lost. An example is shown below:
The belligerent that sent the largest force will be given occupation of the VP. This belligerent may transfer occupation to an ally by sending a PM to me.
Liberation:
When a VP is liberated, it loses 25% of its total PP for the remainder of the game. A VP will go as low as 25% of its total PP resulting in decreased production. All PP values will be rounded to the next largest whole number if there are decimal places. If the VP belongs to a nation that was eliminated, the player has an option to take control or hand control over to the ally who liberated the VP.
USA:
USA is unique compared to the other nations. First, she doesn't have any VP so no defending is needed. The American player could go all out offensive as a result. Secondly, American forces require 4 turns to arrive in Europe. This will force the American player to really think long term when deploying forces American forces. For instance, soldiers might be sent to a friendly VP but, during their journey, the VP is occupied by the enemy. As a result, a simply deployment becomes a landing battle which the American player cannot call off until the four battle rounds ended.
USA can only be at war if she attacks a nation of a different faction since she cannot be attacked. As a result, the duration when American soldiers are deployed to Europe to attack would not trigger war status until they reach the target so USA would remain at peace status until then. There is a range associated to how far American forces can be deployed since it's quite unfair for them to reach any coastal VP. USA can only reach the coastal VP part of the Atlantic Ocean zone.
Once forces reached Europe, they would operate under the same rules as forces of the European nations. To really make a difference, the American player/AI must deploy a lot of troops to Europe which could be hindered by the initial lack of PP and possible lack of transports.
AI:
There are possibilities that there might be nations that aren't going to be filled with players. For this scenario, we will have AIs take control. By AI, I just mean they will be given a certain personality to which they follow for the entire duration of the game.
For minor and micro powers, they will remain passive and independent the entire game. They won't ever declare war and, when attacked, will remain on the defensive at all times. Their starting PP and RP will be distributed somewhat randomly with a certain focus like mainly infantry.
Major and regional powers will be more interesting if they are under AI control. First, they will be assigned a personality shown below:
Aggressive: More likely to declare war on neighbors of a different faction. Will use most, if not all, AP for attacking.
Defensive: Less likely to declare war on neighbors of a different faction. Will use most, if not all, AP for defending.
Balanced: A 50/50 chance in both declaring wars and attacking/defending.
Note that the personalities won't be revealed so you won't know what to expect.
Victory Condition:
A faction is considered victorious if all the major and regional powers of other factions are eliminated.
Additional rules and details.
Game Starting Process:
1) Please pick the top five nations you wish to play along with a number between 1 and 100. The number is used to determine who gets a nation in a tiebreaker (I don't want to go with first come first serve considering time zones and stuff).
2) The players will be assigned, ideally, one of their top five nations. I will announce what faction the other three major powers (Italy, France and USA) belong to once they all have players or a date I announce later. The players with regional, minor and micro powers will all get to pick their own faction afterwards.
3) All the players pm me how they wish to use their starting PP (major: 180, regional: 90, minor: 45) and RP (40 for all players). Format is shown below:
4) Game officially starts!
Feel free to ask any questions if there are confusions regarding the instructions and rules. This post might be updated if I miss information or if clarifications are needed. I will inform all players if changes are made.
If you reached the end of this post, then I commend you for going through all that. It wasn't a pleasant read.
You may start with the step 1 of the game starting process now! Thank you for joining along for the ride and, hopefully, we will all have some fun with this game.
It's never too late to join (assuming there are still nations available)!!!

The general idea is each player controls a nation part of one of three factions. War can be declared by any nation and there will be a production system that limits what and how much a nation could produce each turn. Players will have the ability to deploy forces but the combat is controlled by RNG. I'm still in the early stages of the planning so I won't have everything available just yet.
I will be simplifying a lot of things to make this manageable but I will try my best to make it fun for the players as well. Like I said, this is still in the planning stages and, depending on the reception, I might dedicate more time. Note that this isn't a sign up (not yet, at least) but I do welcome questions. I will try my best answering them if I have the answers available. Thank you!
Alternative WW2 Scenario: European Front
Hello everyone! I'm blklizard and I am pleased to announce my newest forum game, Alternative WW2 Scenario: European Front. I have been wanting to run with this idea for awhile and finally found the courage to do so. I am still new at this so bear with me if mistakes are made. I hope to improve quickly and bring a satisfactory experience to those who participate.
Because this is the my first game with such genre, I am likely to be inefficient in some aspects and the game might lack certain mechanics. Please note that I'm not aiming for accuracy here as I'm more focused on a simplified game accessible for players while manageable for me. There could be balance issues that might not be fixed until the game ends. Feel free to provide constructive criticism but the general rules and mechanics are more of less completed here.
Our IRC channel will be at http://www.coldfront.net/tiramisu/. Type in: "/join #AWW2S_main". I'm not familiar with these irc channel so bear with me.
As the title suggests, this game will be taking place in Europe during the WW2 era with the map shown below.

Game Rules:
Content in this color is part of update 1.
Content in this color is part of update 2.
Content in this color is part of update 3.
Content in this color is part of update 4.
Content in this color is part of update 5.
General Rules:
Please follow the forum rules.
Try to refrain from posting pictures, especially those that are horrific/sick pictures and swastica.
Have fun.
Introduction:
The starting year will be 1936. A new map will be posted whenever there are significant changes like large territories occupied. Each player will be playing as one of the nations available. Note that they are at various difficulties so choose the minor powers only if you are willing to accept a serious challenge. The game will begin once all the major and regional powers are picked. As a result, there might be minor powers that will be in the hands of incompetent AIs who will remain passive and neutral unless provoked.
Each turn will take place every week so be sure to provide your orders before the week ends. Below is more information regarding each turn:
-players may construct their army and/or navy
-players may invest in a very simplified research tree to gain a technological edge
-declare war (each nation declare war separately so not entire faction is instantly pulled into war)
-once at war, take actions like attack or defend
-look at simplified reports of battles and make decisions according to them
-consult with other members of the faction to devise plans
More details of what's shown above will be provided below. For the above functions, please PM me and I will use my spreadsheet to keep track of the various numbers and/or announce the newest development in Europe at the start of the next turn. I will be using online RNG for the battles so, if it doesn't seem fair, I apologize for the RNG not working in your favor. I will try my best to balance things out but such things, sadly, take time.
Map:
The map is shown above. Below is the map with some additions. This map has been slightly modified.

All the points are Victory Point (VP). If all of a nation's VP is occupied, then that nation is eliminated until the nation is liberated. Each lost VP will hurt the nation's ability to fight back as its production will suffer. Each occupied VP will give the occupier a bonus to his/her production.
Below is a list of all the VP, their PP and whether or not they are coastal.
VP in Germany:
Berlin 30 PP/turn
Koslin 18 PP/turn
Breslau 18 PP/turn
Konigsberg 18 PP/turn coastal
Munchen 18 PP/turn
Trier 18 PP/turn
VP in France:
Paris 32 PP/turn
Dunkirk 16 PP/turn coastal
Metz 16 PP/turn
Nice 16 PP/turn coastal
Toulouse 16 PP/turn
Armagnac 16 PP/turn
Tunis 3 PP/turn coastal
Marrakesh 3 PP/turn
Latakia 2 PP/turn coastal
VP in USSR:
Moscow 38 PP/turn
Leningrad 18 PP/turn coastal
Stalingrad 18 PP/turn
Kiev 18 PP/turn
Sevastopol 18 PP/turn coastal
Batum 10 PP/turn
VP in Italy:
Rome 32 PP/turn
Turin 16 PP/turn
Trent 16 PP/turn
Venice 16 PP/turn coastal
Modena 16 PP/turn
Palermo 16 PP/turn coastal
Tripoli 4 PP/turn coastal
Darna 4 PP/turn coastal
VP in Great Britain:
London 40 PP/turn coastal
Edinburgh 30 PP/turn coastal
Belfast 30 PP/turn coastal
Gibraltar 12 PP/turn coastal
Malta 4 PP/turn coastal
Acre 4 PP/turn coastal
no VP in USA!
VP in Netherlands:
Amsterdam 20 PP/turn coastal
Kleves 10 PP/turn
VP in Poland:
Warsaw 16 PP/turn
Pinsk 7 PP/turn
Kattowitz 7 PP/turn
VP in Romania:
Bucharest 16 PP/turn
Resita 7 PP/turn
Chisinau 7 PP/turn
VP in Spain:
Madrid 8 PP/turn
Barcelona 4 PP/turn coastal
Pamplona 4 PP/turn
Salamanca 4 PP/turn
Badajoz 4 PP/turn
Almeria 4 PP/turn coastal
Melilla 2 PP/turn coastal
VP in Hungary:
Budapest 20 PP/turn
Szeged 10 PP/turn
VP in Czechoslovakia:
Prague 20 PP/turn
Rosnava 10 PP/turn
VP in Belgium:
Brussels 20 PP/turn
Arlon 10 PP/turn
VP in Turkey:
Istanbul 16 PP/turn coastal
Trebizond 7 PP/turn coastal
Urfa 7 PP/turn
VP in Bulgaria:
Sofia 20 PP/turn
Varna 10 PP/turn coastal
VP in Sweden:
Stockholm 16 PP/turn coastal
Lulea 7 PP/turn coastal
Gotland 7 PP/turn coastal
VP in Yugoslavia:
Belgrade 16 PP/turn
Zagreb 7 PP/turn
Prizre 7 PP/turn
VP in Finland:
Helsinki 8 PP/turn coastal
Oulu 5 PP/turn coastal
Viipuri 5 PP/turn coastal
VP in Portugal:
Lisbon 8 PP/turn coastal
Porto 5 PP/turn coastal
Covilha 5 PP/turn
VP in Switzerland:
Bern 12 PP/turn
Chur 6 PP/turn
VP in Austria:
Wien 8 PP/turn
Judenburg 5 PP/turn
Innsbruck 5 PP/turn
VP in Ireland:
Dublin 12 PP/turn coastal
Cork 6 PP/turn coastal
VP in Greece:
Athens 8 PP/turn coastal
Janina 5 PP/turn
Kavala 5 PP/turn coastal
VP in Norway:
Oslo 8 PP/turn coastal
Bergen 5 PP/turn coastal
Hammerfest 5 PP/turn coastal
VP in Denmark:
Copenhagen 8 PP/turn coastal
Odense 5 PP/turn coastal
Flensburg 5 PP/turn coastal
VP in Egypt:
Cairo 12 PP/turn
Alexandria 6 PP/turn coastal
VP in Albania:
Tirana 3 PP/turn
VP in Andorra:
Andorra 3 PP/turn
VP in Aton:
Polygyros 3 PP/turn
VP in Danzig:
Danzig 3 PP/turn
VP in Estonia:
Tallinn 2 PP/turn
Tartu 1 PP/turn
VP in Iceland:
Iceland 3 PP/turn
VP in Latvia:
Riga 2 PP/turn coastal
Valmiera 1 PP/turn
VP in Lithuania:
Vilnius 2 PP/turn
Kaunas 1 PP/turn
VP in Luxembourg:
Luxembourg 3 PP/turn
VP in San Marino:
San Marino 3 PP/turn
The dark green represents sea zones. Naval assaults can only be launched if a VP part of the sea zone is controlled/occupied. For instance, London can only be invaded by Italy if the Italian player captures Dunkirk or Amsterdam. An Italian invasion cannot reach London directly from her starting coastal VP. Note that the sea zones are meant to help with the mechanics and might not be accurate in any ways.
Available Nations:
Below are the available nations and their classification:
Major Power:
Germany
France
USSR
Italy
Great Britain
USA
Regional Power:
Netherlands
Poland
Romania
Spain
Hungary
Czechoslovakia
Belgium
Turkey
Bulgaria
Sweden
Yugoslavia
Minor Power:
Finland
Portugal
Switzerland
Austria
Ireland
Greece
Norway
Denmark
Egypt
Micro Power:
Albania
Andorra
Aton
Danzig
Estonia
Iceland
Latvia
Lithuania
Luxembourg
San Marino
USA will have slightly interesting mechanics to be explained below.
Factions:
The three factions are Allies, Axis and Comintern. Germany will lead the Axis, Great Britain the Allies and USSR the Comintern. For balance sake, there can only be at most:
2 Major Powers per faction
4 Regional Powers per faction
Each faction will have one special bonus for all of its members as seen below.
Axis: +5 PP/turn,
Comintern: +4 AP/turn
Allies: +2 RP/turn
The major and regional powers will be randomly assigned a faction except for the leaders of the factions. Players playing minor powers can choose their own factions.
Major Powers:
In addition to high production and research, all six major powers also have their own unique bonus.
Germany: 1 PP = 15 armored platoons (60 tanks) instead of 1 PP = 5 armored platoons (20 tanks)
France: +3 RP/turn
Great Britain: 1 PP = 9 fighter squadrons (108 fighters) instead of 1 PP = 3 fighter squadrons (36 fighters)
USSR: 1 PP = 3 divisions (30000 infantry) instead of 1 PP = 1 division (10000 infantry)
Italy: 1 PP = 8 combat ships instead of 1 PP = 4 combat ships, +2 AP/turn
USA: +20 PP/turn if at war, -3 RP/turn if at peace
Note: These haven't been tested for balance so I apologize if a certain bonus becomes very overpowered during the game.
Research:
Each nation can use its research points (RP) to invest in certain research. During peacetime, each nation will get significantly more RP than if they were at war. The RP a nation gets is dependent on their classification (major/regional/minor). There are also possible modifiers to get more RP. Research is broken down into the following:
infantry fire (IF): how well infantry fights infantry
anti-tank (AT): how well infantry fights tanks
anti-air (AA): how well infantry fights planes
anti-personnel weapons (APW): how well tanks fight infantry
tank guns (TG): how well tanks fight tanks
tank armor (TA): how well tanks withstand hits
fighter fire (FF): how well fighters fight planes
bomber fire (BF): how well bombers damage land/naval units
plane armor (PA): how well planes without hits
ship fire (SF): how well ships fight ships
ship anti-air (SAA): how well ships fight planes
ship armor (SA): how well ships withstand hits
At the start of the game, all the nations will start with 40 RP. The players can assign their starting points and decide on how to use their RP afterwards, both by PMing me, so no one else know what the focus of each nation is. The base RP available each turn will differ depending on the category the nations are in shown below:
Major power: 10 RP/turn at peace, 3 RP/turn at war
Regional power: 5 RP/turn at peace, 2 RP/turn at war
Minor power: 2 RP/turn both at peace and at war
Micro power: 1 RP/turn both at peace and at war
Note: Once a nation declares war or is declared war upon, that nation will no longer enjoy the RP bonus for the remainder of the game. Thus, declare war with caution as technological advantages can make a big difference. Every 5 points put into a certain research will give it a special modifier that adds up over time.
Production:
There won't be any resources or currency used in this game. All production will be determined by how much production points (PP) a nation has. The more PP available, the more a nation could build to expand its army, navy or air force. The cost is seen below:
1 PP = 1 division (10,000 infantry)
1 PP = 5 armored platoons (20 tanks)
1 PP = 3 fighter squadrons (36 fighters)
1 PP = 1 bomber squadron (12 bombers)
1 PP = 20 naval transports
1 PP = 4 combat ships
1 PP = 1 carrier
As for how much PP is available to each nation. The starting amount and the amount per turn are shown below:
Major power: 180 PP at the start, 120 PP/turn at war, 10 PP/turn at peace
Regional power: 90 PP at the start, 30 PP/turn at war, 5 PP/turn at peace
Minor power: 45 PP at the start, 18 PP/turn at war, 3 PP/turn at peace
Micro power: 15 PP at the start, 3 PP/turn both at war and at peace
The values above are all base values without taking into account of possible modifiers.
Battle:
Combat will be greatly simplified where the two or three sides will deal certain amount of damage to each other. There will be four battle rounds taking place during each turn. The casualties inflicted will be based on the difference in research points placed in each category and the forces deployed in the area. There will be some RNG in play but the main factors will still be in the hands of the players, mostly the attacker.
Naval combat will be different in that they only happen during landings. The four battle rounds will happen and any surviving transports would be unloading their passengers on the beachhead to begin another round of battle on land. Landings are generally tougher so, if an offensive on land is possible, it's recommended to do so.
In the event of members from all three factions participating in a battle, there could only be one victor so the last faction standing will be given the victory.
Ships:
Ships are only available to nations with coastal VP (controlled or occupied). If all of a nation's coastal VP are captured by the enemy, then the nation's navy is automatically destroyed.
Each transport carries 500 soldiers or 1 tank. Whenever a transport is destroyed, there is a 70% chance of it carrying infantry and 30% chance of it carrying a tank. I will be using the RNG to determine what is lost from the transport's destruction. A single carrier has unlimited capacity for planes but its destruction will result in the destruction of all the planes so it's recommended to have more than a single carrier. In naval battles, both sides will inflict a certain amount of damage on the enemy. The damage distribution between the ships will be:
combat ship: 60%
transport: 30%
carrier: 10%
Only combat ships will be equipped with weapons and ship armor tech will benefit them the most. Transports will benefit somewhat from ship armor tech. Carriers will be relatively resilient early game but they become very squishy late game. Carriers are only used by the attacking side since this is the only way for air support to be provided while defending side has airbases for their planes to operate.
Planes:
Planes are split between fighters and bombers. Fighters can only target air units while bombers can only target land or naval units. It's not advisable to have unescorted bombers since they could be shredded to pieces quickly. It's also not advisable to have too many fighters as, if the enemy doesn't bring bombers, they would be useless and could be better used elsewhere. In naval battles, planes need carriers to operate and, upon the destruction of all carriers, they would be automatically destroyed. In land battles, planes can only operate in the first two of the four battle rounds to simulate the need to refuel and rearm.
The damage distribution between fighters and bombers are:
fighter: 80%
bomber: 20%
Action Points:
Action points (AP) will determine how many moves each nation has each turn during war. Each nation has a total of 7 AP/turn for the entire game (not including modifiers) and any unused AP won't carry over to the next turn. 5% of forces not engaged in any battles will be automatically assigned to a controlled/occupied VP if it's attacked (10 % of combat ships will be assigned for coastal VP as well). The only exception to this rule is when a nation is left with only a single VP which sees all land forces (navy if last coastal VP) gathered in defense of the associated VP. An example is seen below:
Player A has 5000 infantry, 50 tanks and 100 combat ships not in battle. One of player A's coastal VP is attacked so the defenders will get 250 infantry, 2 tanks and 5 combat ships automatically assigned.
If the targeted coastal VP is Player A's last remaining VP, all of his land forces and naval forces would be present to fight the enemy.
The deployment of these defensive forces won't require AP. Below is a list of moves that use AP.
Defend: +20% of forces (army and navy) not engaged in battle at a VP, provides extra defensive bonuses (1 AP)
Attack: assign x% (up to 80%) of forces not engaged in battle to attack targeted VP (2 AP)
Deployment: send x% (up to 80%) of forces to any VP (friendly or hostile) in the European front (3 AP) [USA only]
Defend can work on any friendly VP adjacent to controlled/occupied VP or friendly coastal VP that shares the same sea zone as the controlled/occupied VP. If an ally shares a border with one's nation, then the ally's VP can all be defended as if one's own. Defend actions can take up at most 80% of one's forces. Extra defense actions will provide double the defensive bonus with no extra troops involved. Defensive bonuses will only be proportional to number of defenders. Defenders get special defensive bonuses resulting in less casualties overall. Attack can work on all hostile VP adjacent to controlled/occupied VP. Once battle has initiated, no additional AP is needed to continue the battle or withdraw from it.
Occupation:
Each VP will be producing a certain amount of PP at the start of the game (a list will be provided soon). The PP of all the VP within a nation should add up to the total PP of that nation (not taking into account of the modifiers). Losing a VP will cost the owner PP the VP produces so it does hurt a player when a VP is lost. If all the VP within a nation is captured, then the nation is eliminated until liberated. The occupier of the VP will gain 50% of the PP the VP's owner lost. An example is shown below:
Player A controls a major power. The total PP produced is 60 PP/turn and there are three VP. As a result, each VP produces 20 PP. If the VP is occupied by player B, player A loses 20 PP/turn while player B gains 10 PP/turn.
The belligerent that sent the largest force will be given occupation of the VP. This belligerent may transfer occupation to an ally by sending a PM to me.
Liberation:
When a VP is liberated, it loses 25% of its total PP for the remainder of the game. A VP will go as low as 25% of its total PP resulting in decreased production. All PP values will be rounded to the next largest whole number if there are decimal places. If the VP belongs to a nation that was eliminated, the player has an option to take control or hand control over to the ally who liberated the VP.
USA:
USA is unique compared to the other nations. First, she doesn't have any VP so no defending is needed. The American player could go all out offensive as a result. Secondly, American forces require 4 turns to arrive in Europe. This will force the American player to really think long term when deploying forces American forces. For instance, soldiers might be sent to a friendly VP but, during their journey, the VP is occupied by the enemy. As a result, a simply deployment becomes a landing battle which the American player cannot call off until the four battle rounds ended.
USA can only be at war if she attacks a nation of a different faction since she cannot be attacked. As a result, the duration when American soldiers are deployed to Europe to attack would not trigger war status until they reach the target so USA would remain at peace status until then. There is a range associated to how far American forces can be deployed since it's quite unfair for them to reach any coastal VP. USA can only reach the coastal VP part of the Atlantic Ocean zone.
Once forces reached Europe, they would operate under the same rules as forces of the European nations. To really make a difference, the American player/AI must deploy a lot of troops to Europe which could be hindered by the initial lack of PP and possible lack of transports.
AI:
There are possibilities that there might be nations that aren't going to be filled with players. For this scenario, we will have AIs take control. By AI, I just mean they will be given a certain personality to which they follow for the entire duration of the game.
For minor and micro powers, they will remain passive and independent the entire game. They won't ever declare war and, when attacked, will remain on the defensive at all times. Their starting PP and RP will be distributed somewhat randomly with a certain focus like mainly infantry.
Major and regional powers will be more interesting if they are under AI control. First, they will be assigned a personality shown below:
Aggressive: More likely to declare war on neighbors of a different faction. Will use most, if not all, AP for attacking.
Defensive: Less likely to declare war on neighbors of a different faction. Will use most, if not all, AP for defending.
Balanced: A 50/50 chance in both declaring wars and attacking/defending.
Note that the personalities won't be revealed so you won't know what to expect.
Victory Condition:
A faction is considered victorious if all the major and regional powers of other factions are eliminated.
Additional rules and details.
Game Starting Process:
1) Please pick the top five nations you wish to play along with a number between 1 and 100. The number is used to determine who gets a nation in a tiebreaker (I don't want to go with first come first serve considering time zones and stuff).
2) The players will be assigned, ideally, one of their top five nations. I will announce what faction the other three major powers (Italy, France and USA) belong to once they all have players or a date I announce later. The players with regional, minor and micro powers will all get to pick their own faction afterwards.
3) All the players pm me how they wish to use their starting PP (major: 180, regional: 90, minor: 45) and RP (40 for all players). Format is shown below:
For army building, please do so in this format:
As Germany, I wish to build:
50 Battalions (50PP)
100 Armored Platoons (20PP)
30 Fighter Squadrons (10 PP)
etc...
For research points assignment, please do so in this format:
As Germany, I wish to invest my RP in the following:
10/2/3/5/5/5/5/5/0/0/0/0 (IF/AT/AA/APW/TG/TA/FF/BF/PA/SF/SAA/SA)
4) Game officially starts!
Feel free to ask any questions if there are confusions regarding the instructions and rules. This post might be updated if I miss information or if clarifications are needed. I will inform all players if changes are made.
If you reached the end of this post, then I commend you for going through all that. It wasn't a pleasant read.
It's never too late to join (assuming there are still nations available)!!!
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