Description of 39 Europe Scenario?
Moderator: Vic
Description of 39 Europe Scenario?
The details on the game's info page cover a lot of the scenarios except for the 1939 Europe. How long does it last? What's the map scale?
- Erik Rutins
- Posts: 39754
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
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RE: Description of 39 Europe Scenario?
Well, here's the scenario briefing, copied from the game:
This scenario simulates the war in Europe at a theater level starting from 1939 through 1945. The ‘European Diplomacy’ scenario map is re-used with some slight modifications. The AI is not allowed in this scenario. Players wishing to play a game with WWII feel with the AI should try the 'Diplomacy' scenario set for 2 player.
1. Production. There are 2 basic forms of production. The first uses the normal PT2 production (e.g., Cities, supply bases). Note that towns do not produce. The second form of production is through political points. Major powers (Germany, the West, and the Soviet Union) get additional PP each turn. This production simulates off map capability (e.g., USA production, Siberian factories), is exposed to strategic warfare (Bombing Germany, U-Boats against the West), and can be transferred (e.g., Lend lease from the West to the Soviet Union.). PP levels are below:
A. Germany. Starts with 30 PP per turn. Gets +10 for controlling Olso (opens Swedish Iron Ore), +10 while the Axis Minors are in the war, +10 while Italy is in the war, +20 after playing the 1940 offensive card, +10 if Stalingrad and Maikop are controlled (Soviet Oil), +10 if Alexandria and Mid East Oil is controlled, and +50 in 1944 and beyond due to Speer’s economic reforms.
B. The West. Starts with 25 PP per turn. Gets +25 when Germany plays the 1940 offensive card. Gets +25 with the loss of Paris due to lend lease, +75 when the US enters in the beginning of 1942, +50 starting in 1943 due to full US production. The West loses 25 pp if Manchester and London are controlled by Germany. Also losses 10 pp if Alexandria and Mid East Oil is controlled.
C. The Soviet Union. Starts with 5 PP per turn. Gets +20 once awake. Gets +10 when the Axis Minors join the German side. Gets +25 when at war with Germany, +50 starting in 1943 due to Siberian factory transfers. Losses 10 if Germany controls Stalingrad and Maikop. Once the Soviet Union is at war with Germany, the West can play an action card that gives the Soviets 20 PP of aid at a cost of 25 PP (except during Dec, Jan, Feb, Mar) provided the Soviets control Vologda. If the Germans control Bergen, 0-9 PP are lost due to convoy attacks. The West can play as many Lend Lease cards as it can afford.
Each side can play 1 economic development card per turn to improve base pp by 1. Also, each side will get an additional 20 PP if the appropriate production advantage variant is selected (the Soviet advantage occurs only after the Soviets are awake).
2. Unit Construction. Major powers can convert PP to units through two groups of cards – Arrival cards and Unit Cards. Arrival cards set the arrival location of the units and only are available if the hex in question is controlled by the major power:
A. Germany. Can set to Berlin, Rome
B. The West. Can set to Manchester, Gibraltar, Paris, Alexandria (if Suez controlled)
C. The Soviet Union. Can set to Moscow (if Kazan controlled), Stalingrad (if Saratov controlled), Leningrad (if Vologda controlled), Kiev (if Kharkov controlled).
3. Strategic warfare. Germany and the West may purchase special units with Action cards that attack the PP production of the other side. They may also purchase units to defend against these strategic attacks. Notes:
- The total damage cannot exceed the 100% of the PP production of the turn
- The Soviet Union is not involved in strategic warfare.
- Strategic units can be converted to map units through recall cards, but not vice-versa.
- The West cannot buy bombers if Manchester and London are controlled by the Germans. The Germans cannot buy U-boats if Kiel and Rostock are controlled by the West / the Soviets.
- All strategic units can be placed in reserve. When in reserve, they do not inflict damage but are not vulnerable to damage. Units in reserve can be re-activated.
A. Germany. Can purchase U-Boats (offensive) and Interceptors (defensive). UBoats cost 4 PP and do 0-3 PP damage per turn with following mods: +1 if any of the three French Atlantic ports is occupied, +1 during the first six months after the US enters the war. U-Boats inflict 0-1 DD damage per turn against the West.
Interceptors cost 4 PP and due 0-2 pp damage with following mods: + 1 with daylight bombing in 1942, +1 with jets in 1943, -1 after 1943 if Ploesti is lost due to lack of oil reserves.
B. The West. Can purchase Bomber (offensive) and DD escorts (defensive. Bombers cost 4 pp and do 0-3 of PP damage with the following mods: +1 daylight bombing when the US joins. They also due 0-1 interceptor damage with following mods: +1 in 1943 with long range fighter escorts.
DD escorts cost 4 pp and do 0-2 U-Boat damage with the following mods: +1 in 1943 due to CVLs
There is a 50% chance that the West will crack Ultra. If this occurs, Western Escort damage is increased by 1 and the West knows how many U-Boats and Interceptors Germany will deploy next turn.
Both Germany and the West can re-call strategic units in groups of 5. Once re-called, the units stay on the map.
Finally, 1/3rd of all strategic units lost each turn are considered damaged and return next turn.
4. Country Entry. Only Germany and the West start the game awake. Starting country status is as follows:
A. Germany. Awake. At war with the West and with Poland. Diplomatic block until 1942 (prevents Soviets from attacking). Note the Soviets can break the treaty earlier if Germany has 5 or more of the following cities: London, Gibraltar, Alexandria, Paris, Warsaw, Rome, Bucharest.
B. The West. Awake. At war with Germany. Note that the US is incorporated in the West. They significantly raise Western PP.
C. The Soviet Union. Asleep. Wakes up after Paris is held by Germany at the start of a round. Note that the Soviet Union has already incorporated the Baltic States and Eastern Poland. Also note that Germany cannot attack the Soviets until Paris is captured.
D. Italy. Asleep with diplomatic block. Wakes up after Lille is held by Germany at the start of a round. Immediately joins Germany
E. Poland. Asleep but wakes up the first turn. Joins the West after the first turn
F. Allied minors. Asleep and blocked. In April of 1940, Germany receives the '1940 Blitz'card. This card is the only way Germay can declare war on the Allied Minors (who then join the West).
G. Axis minors. Asleep with diplomatic block. After Paris is captured by Germany, there is a 25% change per round that they join Germany. If they are still neutral when Germany is at war with the Soviet Union, they will join the German side.
H. Balkan Minors. Asleep. After Paris is captured by Germany, there is a 25% chance per round that they join the West Allies (Mussolini invades). If they are still neutral with Germany is a t war with the Soviet Union, they join the West.
I. Turkey. Asleep. Joins Germany if attacked by the Soviet or the West and joins the Soviets if attacked by Germany. Note that if Germany attacks Turkey prior to 1942, it loses it’s diplomatic block which allows for a Soviet DOW.
J. Spain. Asleep. Same at Turkey but will join the West if attacked by Turkey.
K. Vichy. Asleep once created. If the West declares war on Vichy, there is a 75% chance Vichy will join the Allied side.
L. Neutrals. Sweden and Switzerland stay asleep and blocked throughout the game.
5. Victory and Surrender
A. Germany wins if it prevents either the West or the Soviets from getting an arrival card (Suez, Paris, London, Gibraltar for the West; Moscow, Stalingrad for the Soviets)
B. The West and the Soviets win if they hold Berlin.
C. France. Germany gets an ‘Establish Vichy’ card when Paris is captured. Germany must play the Vichy card within 6 turns of receipt or it will be lost. If played, southern France, North Africa, and Syria join Vichy. All Western units in the rest of France surrender and are eliminated. Once Vichy is established, Germany get’s an ‘Occupy Vichy’ card. Playing this converts southern France to Vichy control but raises the French partisan level by 1%. If the West declares war on Vichy, then Southern France is given to Germany without the corresponding increase in French partisan activity. North Africa and Syria always remain asleep even if attacked.
Note that once Lille is taken and Italy joins the war, the West gets a 'declare Paris an open city card." Playing this shifts control of Paris to Germany which wakes up the Soviet Union and triggers Lend lease. This card prevents the German player from delaying these triggers.
D. Axis Minors. If Bucharest is occupied at the start of a round. The Axis Minors surrender. All hexes and units remain in place but Germany loses the +10 pp per round bonus.
E. Italy. If Rome is occupied at the start of a round. Italy surrenders. All hexes and units remain in place but Germany loses the +10 pp per round bonus.
6. Partisans. They are available to the West and the Soviet Union. A partisan is a single scout that does not need supply. Partisans are checked each round on each hex that is controlled by Germany:
A. France – 0% chance per hex, +1% if Germany occupies Vichy, +1% in 1944.
B. Allied Minors – 0% chance per hex, +1% in 1944
C. Poland – 0% chance per hex, +1% in 1944
D. Balkan Minors – 5% chance per hex
E. Soviet Union – 1% chance per hex, +1% in 1943
7. Influencing Neutrals. Under certain conditions. Germany can influence Turkey and Spain.
A. Turkey. While Alexandria is controlled by Germany, there is a 10% chance per round that Turkey joins the German side.
B. Spain. While Gibraltar is controlled by Germany, there is a 10% chance per round that Spain joins the German side.
8. Offensives. These are action cards that reduce the readiness of an opponent by 50. The following offensives are available:
A. Germany West. Reduces West readiness. Available in 1940.
B. Germany East. Reduces Soviet readiness. Available in 1941. Must be played by September.
9. Weather. During the winter months of Dec through Mar, readiness is reduced across the board by 25-50%. The Soviet Wx penalty is reduced by 50%
9. Other variants.
A. Germany Army Experience - In 1942, the Germans are allowed to purchase elite light infantry, heavy infantry, light tank, and medium tank units. These units arrive with 50% experience. (The Soviets can purchase experienced units in 1943). If this variant is played, the special units have 70% effectiveness
B. Cheap Soviet Infantry - If played, the Soviets receive 5 pp whenever they purchase a garrison unit (effectively a 25% discount)
C. Experienced Western AF - If played, the West is allowed to purchase fighter wings with 50% experience.
This scenario simulates the war in Europe at a theater level starting from 1939 through 1945. The ‘European Diplomacy’ scenario map is re-used with some slight modifications. The AI is not allowed in this scenario. Players wishing to play a game with WWII feel with the AI should try the 'Diplomacy' scenario set for 2 player.
1. Production. There are 2 basic forms of production. The first uses the normal PT2 production (e.g., Cities, supply bases). Note that towns do not produce. The second form of production is through political points. Major powers (Germany, the West, and the Soviet Union) get additional PP each turn. This production simulates off map capability (e.g., USA production, Siberian factories), is exposed to strategic warfare (Bombing Germany, U-Boats against the West), and can be transferred (e.g., Lend lease from the West to the Soviet Union.). PP levels are below:
A. Germany. Starts with 30 PP per turn. Gets +10 for controlling Olso (opens Swedish Iron Ore), +10 while the Axis Minors are in the war, +10 while Italy is in the war, +20 after playing the 1940 offensive card, +10 if Stalingrad and Maikop are controlled (Soviet Oil), +10 if Alexandria and Mid East Oil is controlled, and +50 in 1944 and beyond due to Speer’s economic reforms.
B. The West. Starts with 25 PP per turn. Gets +25 when Germany plays the 1940 offensive card. Gets +25 with the loss of Paris due to lend lease, +75 when the US enters in the beginning of 1942, +50 starting in 1943 due to full US production. The West loses 25 pp if Manchester and London are controlled by Germany. Also losses 10 pp if Alexandria and Mid East Oil is controlled.
C. The Soviet Union. Starts with 5 PP per turn. Gets +20 once awake. Gets +10 when the Axis Minors join the German side. Gets +25 when at war with Germany, +50 starting in 1943 due to Siberian factory transfers. Losses 10 if Germany controls Stalingrad and Maikop. Once the Soviet Union is at war with Germany, the West can play an action card that gives the Soviets 20 PP of aid at a cost of 25 PP (except during Dec, Jan, Feb, Mar) provided the Soviets control Vologda. If the Germans control Bergen, 0-9 PP are lost due to convoy attacks. The West can play as many Lend Lease cards as it can afford.
Each side can play 1 economic development card per turn to improve base pp by 1. Also, each side will get an additional 20 PP if the appropriate production advantage variant is selected (the Soviet advantage occurs only after the Soviets are awake).
2. Unit Construction. Major powers can convert PP to units through two groups of cards – Arrival cards and Unit Cards. Arrival cards set the arrival location of the units and only are available if the hex in question is controlled by the major power:
A. Germany. Can set to Berlin, Rome
B. The West. Can set to Manchester, Gibraltar, Paris, Alexandria (if Suez controlled)
C. The Soviet Union. Can set to Moscow (if Kazan controlled), Stalingrad (if Saratov controlled), Leningrad (if Vologda controlled), Kiev (if Kharkov controlled).
3. Strategic warfare. Germany and the West may purchase special units with Action cards that attack the PP production of the other side. They may also purchase units to defend against these strategic attacks. Notes:
- The total damage cannot exceed the 100% of the PP production of the turn
- The Soviet Union is not involved in strategic warfare.
- Strategic units can be converted to map units through recall cards, but not vice-versa.
- The West cannot buy bombers if Manchester and London are controlled by the Germans. The Germans cannot buy U-boats if Kiel and Rostock are controlled by the West / the Soviets.
- All strategic units can be placed in reserve. When in reserve, they do not inflict damage but are not vulnerable to damage. Units in reserve can be re-activated.
A. Germany. Can purchase U-Boats (offensive) and Interceptors (defensive). UBoats cost 4 PP and do 0-3 PP damage per turn with following mods: +1 if any of the three French Atlantic ports is occupied, +1 during the first six months after the US enters the war. U-Boats inflict 0-1 DD damage per turn against the West.
Interceptors cost 4 PP and due 0-2 pp damage with following mods: + 1 with daylight bombing in 1942, +1 with jets in 1943, -1 after 1943 if Ploesti is lost due to lack of oil reserves.
B. The West. Can purchase Bomber (offensive) and DD escorts (defensive. Bombers cost 4 pp and do 0-3 of PP damage with the following mods: +1 daylight bombing when the US joins. They also due 0-1 interceptor damage with following mods: +1 in 1943 with long range fighter escorts.
DD escorts cost 4 pp and do 0-2 U-Boat damage with the following mods: +1 in 1943 due to CVLs
There is a 50% chance that the West will crack Ultra. If this occurs, Western Escort damage is increased by 1 and the West knows how many U-Boats and Interceptors Germany will deploy next turn.
Both Germany and the West can re-call strategic units in groups of 5. Once re-called, the units stay on the map.
Finally, 1/3rd of all strategic units lost each turn are considered damaged and return next turn.
4. Country Entry. Only Germany and the West start the game awake. Starting country status is as follows:
A. Germany. Awake. At war with the West and with Poland. Diplomatic block until 1942 (prevents Soviets from attacking). Note the Soviets can break the treaty earlier if Germany has 5 or more of the following cities: London, Gibraltar, Alexandria, Paris, Warsaw, Rome, Bucharest.
B. The West. Awake. At war with Germany. Note that the US is incorporated in the West. They significantly raise Western PP.
C. The Soviet Union. Asleep. Wakes up after Paris is held by Germany at the start of a round. Note that the Soviet Union has already incorporated the Baltic States and Eastern Poland. Also note that Germany cannot attack the Soviets until Paris is captured.
D. Italy. Asleep with diplomatic block. Wakes up after Lille is held by Germany at the start of a round. Immediately joins Germany
E. Poland. Asleep but wakes up the first turn. Joins the West after the first turn
F. Allied minors. Asleep and blocked. In April of 1940, Germany receives the '1940 Blitz'card. This card is the only way Germay can declare war on the Allied Minors (who then join the West).
G. Axis minors. Asleep with diplomatic block. After Paris is captured by Germany, there is a 25% change per round that they join Germany. If they are still neutral when Germany is at war with the Soviet Union, they will join the German side.
H. Balkan Minors. Asleep. After Paris is captured by Germany, there is a 25% chance per round that they join the West Allies (Mussolini invades). If they are still neutral with Germany is a t war with the Soviet Union, they join the West.
I. Turkey. Asleep. Joins Germany if attacked by the Soviet or the West and joins the Soviets if attacked by Germany. Note that if Germany attacks Turkey prior to 1942, it loses it’s diplomatic block which allows for a Soviet DOW.
J. Spain. Asleep. Same at Turkey but will join the West if attacked by Turkey.
K. Vichy. Asleep once created. If the West declares war on Vichy, there is a 75% chance Vichy will join the Allied side.
L. Neutrals. Sweden and Switzerland stay asleep and blocked throughout the game.
5. Victory and Surrender
A. Germany wins if it prevents either the West or the Soviets from getting an arrival card (Suez, Paris, London, Gibraltar for the West; Moscow, Stalingrad for the Soviets)
B. The West and the Soviets win if they hold Berlin.
C. France. Germany gets an ‘Establish Vichy’ card when Paris is captured. Germany must play the Vichy card within 6 turns of receipt or it will be lost. If played, southern France, North Africa, and Syria join Vichy. All Western units in the rest of France surrender and are eliminated. Once Vichy is established, Germany get’s an ‘Occupy Vichy’ card. Playing this converts southern France to Vichy control but raises the French partisan level by 1%. If the West declares war on Vichy, then Southern France is given to Germany without the corresponding increase in French partisan activity. North Africa and Syria always remain asleep even if attacked.
Note that once Lille is taken and Italy joins the war, the West gets a 'declare Paris an open city card." Playing this shifts control of Paris to Germany which wakes up the Soviet Union and triggers Lend lease. This card prevents the German player from delaying these triggers.
D. Axis Minors. If Bucharest is occupied at the start of a round. The Axis Minors surrender. All hexes and units remain in place but Germany loses the +10 pp per round bonus.
E. Italy. If Rome is occupied at the start of a round. Italy surrenders. All hexes and units remain in place but Germany loses the +10 pp per round bonus.
6. Partisans. They are available to the West and the Soviet Union. A partisan is a single scout that does not need supply. Partisans are checked each round on each hex that is controlled by Germany:
A. France – 0% chance per hex, +1% if Germany occupies Vichy, +1% in 1944.
B. Allied Minors – 0% chance per hex, +1% in 1944
C. Poland – 0% chance per hex, +1% in 1944
D. Balkan Minors – 5% chance per hex
E. Soviet Union – 1% chance per hex, +1% in 1943
7. Influencing Neutrals. Under certain conditions. Germany can influence Turkey and Spain.
A. Turkey. While Alexandria is controlled by Germany, there is a 10% chance per round that Turkey joins the German side.
B. Spain. While Gibraltar is controlled by Germany, there is a 10% chance per round that Spain joins the German side.
8. Offensives. These are action cards that reduce the readiness of an opponent by 50. The following offensives are available:
A. Germany West. Reduces West readiness. Available in 1940.
B. Germany East. Reduces Soviet readiness. Available in 1941. Must be played by September.
9. Weather. During the winter months of Dec through Mar, readiness is reduced across the board by 25-50%. The Soviet Wx penalty is reduced by 50%
9. Other variants.
A. Germany Army Experience - In 1942, the Germans are allowed to purchase elite light infantry, heavy infantry, light tank, and medium tank units. These units arrive with 50% experience. (The Soviets can purchase experienced units in 1943). If this variant is played, the special units have 70% effectiveness
B. Cheap Soviet Infantry - If played, the Soviets receive 5 pp whenever they purchase a garrison unit (effectively a 25% discount)
C. Experienced Western AF - If played, the West is allowed to purchase fighter wings with 50% experience.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Description of 39 Europe Scenario?
Erik, What I missed waswhat was different between the three?
"Tanks forward"
- Erik Rutins
- Posts: 39754
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: Description of 39 Europe Scenario?
Ah - that was a build error actually. There should only be one Europe 1939 scenario. The one with the "f" is the most recent and final version that I'd recommend anyone looking to play it use, according to the scenario designer. Somehow we let three versions slip in there.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Description of 39 Europe Scenario?
the wording looks like they are differnct! thanks
I noticed a "swamp" word in one of the early pages thrown in for fun, I reittereate my willingness to profreed manuals for matrrix for free! lol
I noticed a "swamp" word in one of the early pages thrown in for fun, I reittereate my willingness to profreed manuals for matrrix for free! lol
"Tanks forward"
- JudgeDredd
- Posts: 8362
- Joined: Fri Nov 14, 2003 7:28 pm
- Location: Scotland
RE: Description of 39 Europe Scenario?
Do you mean proof read? lolORIGINAL: freeboy
the wording looks like they are differnct! thanks
I noticed a "swamp" word in one of the early pages thrown in for fun, I reittereate my willingness to profreed manuals for matrrix for free! lol
I don't think you're doing your cause justice there, freeboy [;)]
Alba gu' brath
RE: Description of 39 Europe Scenario?
Sorry to show my ignorance here. The scenario describes a 'Diplomacy' scenario that allows you to play the AI, but I can't seem to find this scenario?[&:]
Love the game, it's taking a while to get to grips with it though - but not lost yet (Africa and Russia 41 sceanrios tried so far)!
Azghaf
Love the game, it's taking a while to get to grips with it though - but not lost yet (Africa and Russia 41 sceanrios tried so far)!
Azghaf
RE: Description of 39 Europe Scenario?
Hmmm, here I have a "j" version that is from Nov 8th, this one should be the last one, undoubtly installed with the 1.02 patch ! [:'(]
PDF
RE: Description of 39 Europe Scenario?
Diplomacy shoud be in the non-historical folder.
There was an upgrade that fixed a bug in one of the variants.
There was an upgrade that fixed a bug in one of the variants.
RE: Description of 39 Europe Scenario?
Mhh, i´m a bit confused now, Tom.
Last version you sent me was "i".
And i already wondered that you named the actual turns like "europe vj 009.pt2".
So i can delete my version "i" now ?
Last version you sent me was "i".
And i already wondered that you named the actual turns like "europe vj 009.pt2".
So i can delete my version "i" now ?
RE: Description of 39 Europe Scenario?
Yes, j is current


