New Version 6.7 available
I have now finished design and initial play-testing of the latest iteration of my Icarus Mod, Version 6.7. You can find the files for both the 1914 and 1916 campaigns plus an updated Guide for the Mod in this drop-box link:
https://www.dropbox.com/scl/fo/u2wmgeqv ... 5mink&dl=0
Version 6.7 has some significant changes from the last version which I released, Version 6.5. (For the link to that version, see my post above dated December 26, 2024). These changes are based on part on feedback from players offered in this forum, and on Old Crow's YouTube Channel. I have also benefitted a great deal from comments from shri, moongoyzer and beriand, who have play-tested with me this version, or the interim version 6.6. See for example moongoyzer's very detailed AAR on our last play-test in this Forum.
Overall, the objectives of this latest version of the mod remain the same: to encourage games to run well into 1917 or even 1918 before reaching a conclusion. National Morale has been accentuated as a key determinant of victory in various ways. Germany has fewer NM buffers than in the regular game against the long-term effects of the Entente blockade and the CP player will be challenged to win before German National Morale sinks to zero. The United States is now a much more consequential power. It is virtually guaranteed to enter the war by late 1917 and will be able to send significant land forces to Europe by early 1918. The Minor Victory conditions have been adjusted in the Central Powers' favour to compensate. Here are the most important changes from Version 6.5.
- Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no longer gets a growing NM buffer every turn for capturing resources from Russia and France.
- The NM effect of the Entente blockade is increased by 50% per hex once the USA enters the war.
- Some new NM objectives for Germany to capture have been added in Russia (Revel) and Boulogne and Epinal (France) to offset the above. A number of the Russian NM objectives have been increased in value.
- Russia (only) suffers from a war weariness 50 point NM penalty every turn once NM drops to 75%; and it loses another 50 points when its NM dropx to 50%.
- When National Morale drops below 20%, a power loses 25% of its MPPs each turn; when it drops below 10%, it will lose 50% of its MPPs (calculated as a percentage of its starting MPPs in the January 1916 campaign). These MPP losses are meant to reflect manpower shortages and reduced ability to mobilize resources when National Morale drops below 20%.
- Verdun is now a two-hex major fortress, which should make it much harder for the Germans to capture, but easier to hold once captured.
- Germany no longer loses 2000 NM when the USA enters the war.
- The USA now automatically swings 1% towards the Entente every turn starting in September 1914. Other factors which swing the USA towards the Entente (e.g. unrestricted naval warfare) have a slightly reduced effect. The USA should inevitably join the war now by late 1917.
- This slow build-up to war means the USA accumulates significant resources which it can invest in tech before it enters the war. New DEs enable the USA to build 10 corps through conscription once it enters the war, as well as artillery and aircraft units which arrive in Britain or France. However, given it's late arrival in the game, it will need to invest to invest a great deal in tech if its is to field an army that can support the Entente against the Germans late in the war.
- There is a new Entente DE to send an intervention force of at least 3 British or French corps to Russia after the First Revolution. This replaces the 2000 NM bonus that Russia receives after the First Revolution if Britain and France are still in the war. The presence of this intervention force will earn NM points for Russia and help it to last longer before withdrawing from the war.
- There is a new DE for Austria-Hungary if France intervenes in northern Greece to save Serbia. If Salonika and Kavalla are captured by the Central Powers, they can either return this area to Greece or transfer it to Bulgaria, with new costs and benefits for either choice.
- The existing DE which allows France to seize two Greek ships has been modified to make it riskier for France to attempt to capture them; and if these ships escape under their Royalist officers they will join the Ottoman navy.
- Sub vs ASW combat has been recalibrated, as follows. Powers can only invest 2 chits at a time in ASW and Advanced Subs. Subs now have a base ability to dive and escape combat 35% of the time, which increases by 5% per increment of Advanced Subs. Advanced subs tech also increases subs defense strength, in addition to their attack strength. Destroyers, seaplane carriers and maritime bombers now inflict 20% demoralization for each attach.
- German stormtroopers special capabilities have been reconfigured. They no longer gain experience at a faster rate than regular corps; however, they now have a prepared attack bonus of 60%, versus 30% for other units. The dedicated tech used by Germany to build them has been renamed Assault Infantry tech (in response to feedback that Combined Arms better described Entente tactical doctine late in the war).
- The Minor Victory conditions have changed. By November 1918, the Central Powers no longer need to capture Paris, but they must hold Verdun and Warsaw. They also have to keep Germany’s NM level at 10% or higher. For an Entente Minor Victory, the Entente must hold Paris, Verdun and Cairo, plus they need to force either the Ottoman Empire or Austria-Hungary to withdraw from the war.
As always, I look forward to receiving feedback from players about this version of the mod. I hope people enjoy it!
Michael