Game Rules:
Introduction:
The starting year will be 1936. A new map will be posted whenever there are significant changes like territories switched hands. Each player will be playing as one of the three nations available.
Each turn will take place every week or when I received all the orders. Below is more information regarding each turn:
-players may construct their army
-players may invest in a very simplified research tree to gain a technological edge
-look at simplified reports of battles and make decisions according to them
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.
Map:
The map is shown above.
Each nation will have three provinces each. If all of a nation's provinces are occupied, then that nation is eliminated. Each lost province will hurt the nation's ability to fight back as its production will suffer. Each occupied province will give the occupier a bonus to his/her production.
Players must assign their forces in one of their friendly provinces at the start of the game. For provinces that share land border, a single movement point is needed for troops to reach it. If there is a body of water between two provinces, two movement points are needed for troops to reach it.
Below is a list of all the provinces and their PP.
Germany:
Berlin 6 PP/turn
Munchen 2 PP/turn
Trier 2 PP/turn
France:
Paris 6 PP/turn
Toulouse 2 PP/turn
Armagnac 2 PP/turn
Great Britain:
London 6 PP/turn
Edinburgh 2 PP/turn
Belfast 2 PP/turn
Bonuses:
All three major powers also have their own unique bonus.
Germany: double the tanks per PP spent
France: double the infantry per PP spent
Great Britain: double the planes per PP spent
Research:
Each player will start with a certain amount of research points (RP) at the start of the game. After investing in technology before turn 1, the investments will remain the same for the entire duration of the game. Research can be broken down into the following:
Infantry Fire: how well infantry performs in combat against other infantry, tanks and planes
Tank Weapon: how well tanks fight infantry and other tanks
Artillery Fire: how effective artillery bombardment is
Tank Armor: how well tanks withstand hits
Plane AG: how well planes handle ground units
Plane AA: how well planes handle air units
Plane Armor: how well planes withstand hits
Note: I've combined fighters and bombers into one unit as fighters were pretty underwhelming in the previous game.
At the start of the game, all the nations will start with 20 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 per turn for the three nations is:
2 RP/turn
Production:
Each player will start with a certain amount of production points (PP) at the start of the game. These points will be used before turn 1 so each player can recruit the units to deploy onto the map.
At the start of the game, all the nations will start with 480 PP. The players can assign their starting points and decide on how to use their PP afterwards, both by PMing me, so no one else know what the focus of each nation is. The base PP per turn for the three nations is:
10 PP/turn
Units:
There are several different units made available to the players. Their stats and cost are shown below:
Infantry (3/1/1): 1 PP for 1000 infantry
Medium Tank (4/4/1): 1 PP for 50 medium tanks
Heavy Tank (6/6/1): 1 PP for 25 heavy tanks
Artillery (8/1/1): 1 PP for 10 artillery
Plane (4/4/1): 1 PP for 50 planes
Each unit has three stats (attack/defense/movement points). Attack is how much damage the unit could inflict. Defense is how much the unit can take. Movement determines how far a unit can move each turn. The movement points shown is the amount available for a unit per turn. One movement point allows a unit to reach a bordering land province the following turn. Crossing water requires two movements total so two turns are needed to cross it.
Planes operate differently in that, they must withdraw after their attack/deployment. As a result, planes are only effective every other turn. The 1 movement means they can be stationed in a neighboring province and launch attacks every other turn without actually engage in battle. Planes stationed in a province involved in an engagement will be able to participate every turn as opposed to every other turn.
Notes:
You may only pick one of the tank types (medium or heavy), not both.
Artillery uses tank armor.
Newly recruited units appear in the nation's capital and cannot be redeployed until the following turn.
Battle:
Combat will be greatly simplified where the two or three sides will deal certain amount of damage to each other. The casualties inflicted will be based on the difference in research points placed in each category and the forces deployed in the area.
Not all battles will take place in a province as the border could become a battlefield if opposing forces meet one another there. Only exception is crossing bodies of water where, since there are no naval units, the forces will reach their intended target. Therefore, it's usually wise to have some defending forces in provinces that can be reached by water.
Fighting on friendly provinces will provide a guaranteed defensive bonus at all times.
Occupation:
Each province 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 provinces within a nation should add up to the total PP of that nation (not taking into account of the modifiers). Losing a province will cost the owner PP the province produces so it does hurt a player when a province is lost. If all the province within a nation is captured, then the nation is eliminated. The occupier of the province will gain 50% of the PP the province'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 provinces. As a result, each province produces 20 PP. If the province is occupied by player B, player A loses 20 PP/turn while player B gains 10 PP/turn.
Battles:
A battle will be over if either: A. the attacker or defender lose three quarters of their infantry and tanks or B. either side withdraws their forces. The only exception is the capital where the defenders must be eliminated to the last man and tank before the attacker could claim victory.
Game Starting Process:
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)