This is the first session of mirror spartan game
Doomsday-Armageddon 1.1 (GKCW or KKCW)
Scenario: 1936 campaign.
Axis:
Germany -
Japan -
Italy -
Allies/Comintern:
USSR -Merovingian
UK - General Colonel
USA - Von Bock
----------------------------------------------------------------------------------------------------------------------------
RULES
----------------------------------------------------------------------------------------------------------------------------
1. Trading
1.1 Axis will trade first, on January 2, 1936.
1.2 Allies may not trade for rares with AI countries that are not allied to.
1.3 Trading divisions is forbidden.
2. Diplomacy & Intelligence
2.1 No DOW until Danzing Event, exception made to event wars(i.e. Italy to Albania, Japan in China).
2.2 Allies shall not influence or ally any country until Danzig (August 30, 1939).
2.3 Axis shall not influence or ally any country until End of Czechoslovakia (March 15, 1939).
2.4 Guarantee of independence is forbidden.
2.5 Allying Spain (Nationalist or Republican) before Vichy or 1941 is forbidden.
2.6 Influencing of opponent player countries is forbidden.
2.7 Couping of opponent player countries is forbidden.
2.8 Fund partizans operations are forbidden.
2.9 Smear campaign operations against AI countries are forbidden.
2.10 USSR cannot grant(or be granted) military access to other players.
2.11 Allies cant bring to alliance any nation if axis doesnt dow it first.
3. Events
3.1 Anschluss, Munich Treaty, End of Czechoslovakia, Memel, Danzig and Poland join Allies, should go historical.
3.2 Germany must declare war on Poland in the Danzig Event.
3.3 USSR must accept Bitter Peace if offered and respect peace time agreed by treaty. When peace treaty has expired, USSR is free to DOW.
4. Axis
4.1 Italy can join Axis at Jan 1, 1936 (war with Ethiopia must be over till April 1, 1936).
4.2 Italy must join Axis till January 1, 1942.
4.3 Japan can join Axis or DOW Allies in 1941 or Vichy Event or USA is in war, whatever comes first.
4.4 Japan must join Axis till January 1, 1942.
4.5 Japan, before joining Axis, can DOW Chinese countries only (not Tibet). Chinese wars must be over by end of 1939.
5. USA allowed to join Allies or DOW Axis (and only if sliders allow this) :
5.1 January 1, 1942. This date can changed to earlier or later, if M-R Pact is violated.
5.2 1 month after Japan joined Axis or DOWed the Allies or USSR (NOT if Japan was DOWed by them).
5.3 1 month after UK has been invaded.
5.4 Immediately after Axis takes any province in American continent (Greenland is exception if Germany keeps it base-free).
5.5 Immediately after any 3 key USSR cities (Leningrad, Moscow, Stalingrad, Baku, Vladivoctoc) are surrounded or taken. Surrounded means all adjacent territories are taken or there is no supply route open. However the Axis may avoid taking 3 key USSR cities, preventing USA war entry.
5.6 Before USA enters the war, all units stationed at USA core provinces.
6. USSR and the MR-Pact
6.1 USSR and Germany must accept and honor the Molotov-Ribbentrop Pact.
6.2 USSR can DOW Axis (or any country under initial German guarantee) after July 1, 1941 (Full Pact).
6.3 USSR can DOW Axis (or any country under initial German guarantee) after July 1, 1940 (Limited Pact).
6.4 USSR can DOW only Baltics and Finland (Full Pact).
6.5 USSR can DOW only Baltics and Finland plus any other country with no initial German guarantee (Limited Pact).
6.6 USSR can DOW anyone, anytime (No Pact).
6.7 USSR must accept End of Finnish war event taking the demanded only territory (Full or Limited Pact).
6.8 If Germany or USSR break the R-M Pact earlier, then USA war entry is moved by half time of the remaining pact time (example: if USSR signs full pact and attacks Axis at July 1, 1940, instead of July 1, 1941 (a year earlier) USA war entry is moved by 6 months later, July 1, 1942, instead of January 1, 1942).
6.9 USSR cant dow axis before Vichy event fires.
6.10 Minimum Non Agression Pact respected 4 months (Limited Pact) and 8 months (Full Pact).
7. General
7.1 No use of any exploits or cheating of any kind.
7.2 No 'phoney-wars', distant wars for saving consumer goods ICs only. Wars declared should be fought to a peace or annexation, without deliberately delaying for saving consumer goods ICs only.
7.3 Each country must supply all its forces (land,naval or air) in full, during peace time.
7.4 Expeditionary Force can be given to an AI ally only when supplying these units is impossible.
7.5 Expeditionary Force can be given to a human ally freely.
7.6 No more than 36 divisions may garrison an urban if it is the country's capital only (example Moscow maximum 36, Smolensk no limit).
7.7 Amphibious Landing Limit is 16 units.
7.8 No redeployment/disbanding of units about to be encircled/outflanked/destroyed.
7.9 No redeployment of units that are adjacent to enemy land units.
7.10 No redeployment of units that are being air-bombed.
7.11 Any capital surrounded must be taken without delay if defender asks it (if not empty the defender in this case must make it easier for the attacker by using the existing units on offensive so that they loose dig-in and org).
7.12 Liberation of a nation is not allowed if it ll be used to supply encircled armies(its paradox's bug).It is allowed only if there isnt a threat of encirclement.For better coordination when some1 wants to liberate a nation must ask opponent first.
7.13 Free France must have no more than 3 infantries as initial land/air/naval forces. All others will be deleted by editing.
7.14 If Japan puppets Nationalist China, trade and tech embargo is revoked and leaders added, by editing.
7.15 Abandon doctrines not allowed.
7.16 Any player takes all the time he needs by pausing at will. No one can unpause except the one who paused.
7.17 Any player can report something wrong to Cueball, so that he considers edit if needed.
7.18 Both teams after ending each session save the game and e-mail it to Cueball.
7.19 All players at the start of the game must confirm that they have read the rules and all is ok and clear. If there is any disagreement during game, Cueball shall decide what is to be done.
8. Victory Conditions
Total Victory claimed when one team has annexed all 3 opponent players by default end date of 1936 campaign.
Victory claimed by Victory Points if both teams have at least one player left by default end date of 1936 campaign.
If both teams achieve a Total Victory, earlier date/time of last opponent annexed, wins.
If both teams achieve a Victory, the more total Victory Points, win.
If one team achieves a Total Victory and other achieves a Victory, Total Victory, wins.
As most victories are likely to be decided by annexation of last opponent player, it is very important to fight till the end as even one more hour that one holds will decide if his team will win or loose