New World At War Scenario

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

New World At War Scenario

Post by tweber »

I am also releasing an updated World at War scenario. I have made many changes to the original and now have a map that loops. Here is the scenario description and the map



********************

World at War

Overview. This scenario simulates the WWII globally from 1939 until 1945. The each turn is a month and there are 5 active regimes – Germany, Japan, The West, Soviet Union, and China. Also other regimes will join one of the five active regimes depending on game triggers. Note also that only Germany and the West start the game as active players. The other 3 regimes ‘wake up’ when Paris falls.

Map. The map wraps and is drawn in 2 scales – a smaller scale for Europe and the Atlantic and a larger scale for Eastern Asia, the Pacific, and North America. A few land types have been added – ‘big sea’, ‘big land’, and ‘impassible’. These types have been added to manage the distortion associated with a 2 scale map and maximize the playing space of the game.

Locations. A simplified location structure has been added. Cities can produce 0, 2, 4, 8, or 16 k in production points. There is also a resource hex that can produces 2k in supply or pp and a factory hex that produces 2 k and can be built (cost 60 pp or a 15 month payback). Note that the vp of the hex is also the same as the production value of the hex (divided by 1000). A military base location has also been added. This is a combination of a port and an airbase. Note that initial production levels were derived from GDP data.

Research. R&D has been simplified. There are now 10 research tracks – basic infantry, heavy infantry, specialized infantry, guns, armor, fighters, bombers, ships, submarines, and carriers. These tracks cover multiple sftypes (e.g., armor covers light tanks, medium tanks, heavy tanks, and tank destroyers). There are still 4 levels of research.

Units. The scenario uses the standard unit set with some modifications and additions. Modifications include:
- Dive-bomber ship and sub combat values dramatically reduced.
- Carrier carry capacity reduced
- BB artillery range reduced to 1 hex
- AA range capped at 2 hexes
- Supply cost 2 pp
- Ship speed is quintupled
Additions include
- Carrier Air. This is a combination fighter (though weaker than land based fighter) and has strong anti – ship and sub combat values. It is light and can fit on carriers like standard planes on standard CVs.
- Partisan. A scout with better supply carrying capability. Cannot be built but may arrive in European Soviet, China, Yugoslavia, and French Indochina hexes under certain conditions.
- Limited supply. Expensive supply (4 pp) that Japan has available during the US embargo.

All units expend a unit of manpower when purchased. At the start of the game, each of the regimes gets a certain amount of manpower and a certain manpower growth rate. (e.g., Germany starts with 5000 manpower and gets 100 manpower per turn). This limits the number of units that can be built over the long haul (Germany can only average 200 units per round through early 1944). Note that manpower statistics were based on population and willingness (e.g., Germany gets a higher portion of the German population than the Polish population). Note also that production assigned to units with insufficient manpower is wasted. A message will alert a regime when manpower gets critical (<100). Players should shift to producing supply and political points when this happens.

Weather. The Northern wx zone has snow wx from Dec – Feb (50% snow during November and March). Snow inflicts a 25-50% readiness penalty and slows land movement (except swamp which is improved).

Victory Conditions.

- China wins if they control all the production centers in China, Manchuria, and Korea.
- The Soviets win if they control Berlin
- The West wins if they control Berlin and Tokyo
- Japan wins if they control Calcutta, Sydney, and Chungking.
- Germany wins if they control London, Paris, Rome, Leningrad, Moscow, and Stalingrad

Early War (pre – fall of France)

- Germany starts the war with the invasion of Poland. Poland is surprised and has a 50% reduction in readiness. After Germany’s turn, Poland will join the side of the West. During the West’s turn, they will declare war on Germany.
- Once done with Poland, Germany can fight the West. They will get an ‘Western blitz’ card in April of 1940 that gives them control of Oslo, Denmark, and Eban Emaul and inflicts a 50% readiness reduction on the West and the Allied Minors. Note that Germany will not get this card if it has previously declared war on the Allied Minors or controls a hex in the Maginot line (Phony War).
- The Germans must also garrison the east to maintain the non-aggression pact after 1939. The ratio of Soviet to German power points must be lower than 4:1 in 1940, 2:1 in 1941, and 1:1 in 1942 and beyond. Note that the Soviet power point total is doubled if the US is in the War. Power points within 4 hexes of the border count towards the total. Note that the border extends once the Axis Minors join the German side and those units are also included (though not Turkey if brought into the war).
- The Allied Minors will join the war on the side of the West when attacked. The West will also take control of the Dutch East Indies.
- Italy will join the war on the side of Germany once Germany controls Lille.
- Once Germany controls Paris, the Germans can establish a Vichy regime. When this happens, all West units in Northern France and the Low Countries surrender. Metropolitan France and French North Africa join the Vichy regime. French Indochina is occupied by Japan. The US starts sending lend lease (Boston joins the war on the Western Side. Note that the Germans must establish a Vichy regime by the 4th turn they control Paris or they lose the card.
- Japan, the Soviet Union, and China now wake up.

Pre-Total War (fall of Paris to Pearl Harbor)

- China and Japan start in a state of limited war. While in limited war, China gets 1 pp for every 2 power points that are lost (US technical aid to the sympathetic Chinese). Japan can end this conflict at any time by playing the ‘Chinese Stalemate’ card. Once played, there is a ceasefire between China and Japan.
- After the ‘Stalemate’ card is played, Japan can resume hostilities by playing the ‘major offensive’ card. When this card is played, China and Japan are back at war but China gets no pp bonus. Instead, the US imposes an embargo and Japanese supply costs are double. Japan has 6 turns to declare war on the US. On the 7th turn, it surrenders China and Manchuria to the Chinese regime who then wins the game. Japan is encouraged by German actions and will automatically launch a major offensive when Germany goes to war with the Soviet Union.
- Upon playing the major offensive, the Japanese player gets the ‘Pacific Blitz’ card. When this card is played, the Dutch East Indies joins the US, the US gets a 100% readiness reduction, then joins the West, which is then at war with Japan. War between the US and Japan cancels out the embargo and Japan resumes normal supply costs.
- Japan and the Soviet Union can also each go to war with the other by playing the ‘Nomohan Incident’ card. Either side can end the conflict by offering a non-aggression treaty which transfers 20 pp over to the recipient. Note that all pre-war boundaries between the Soviet Union and Japan are restored.
- In Europe, the Axis Minors and the Balkan Allies join the war on the side of Germany and the West respectively in 1941. The Balkan will join sooner if Germany declares war on them. Also, both will join their respective partner regimes if Germany and the Soviet Union go to war.
- Once the Vichy regime is established, either Germany or the West can declare war. No matter which side declares war, Southern France is occupied by Germany and French North Africa and Syria is occupied by the West. If the Germans declare war, the French fleet is interned (and usable) in Gibraltar. If the West declares war, the French fleet flees to Rome and joins the side of the Axis.
- Once Paris is captured, the Germans also get the ‘Eastern Blitz’ card. Germany must use this card to declare war on the Soviets. When Germany plays this card, the Soviets are surprised. There are 2 surprise levels. If the Soviets have less than 75% of their power points West of the Urals within 4 hexes of the Finland, East Prussia, Poland, Romania border, they have a 'major surprise'. There is a one time 100% reduction in readiness and Germany is awarded 100 pp. If the Soviets have more than 75% of their power points in the forward area, the readiness penalty is only 50% and there is no pp grant to Germany. (Design note, this rule is intended to provide incentives for the Soviets to maintain a forward defense.)
- The Soviet Union immediately declares war on Germany if the German player fails to maintain the garrison level. The German player will lose the ‘Eastern Blitz’ card if this happens.
- If more than 50 power points of German units occupy the UK and the US is not at war, then the US will ramp up aid to the West. New York and Washington (along with the entire NE US) will join the war on the side of the West.

Total War (Post Pearl Harbor).

- Beyond lend lease, the US is mobilized into the West in 3 stages. There are actually 3 regimes – (1) US, (2) US +13, and (3) US + 25. The number corresponds to a turn after Pearl Harbor that the next regime joins the west. The additional regimes bring on additional production centers.
- If either a Japanese or German power point enters the continental US, the US is immediately completely mobilized.
- Aid to China / Soviet Union. Once the US is in the War, the Western player can play an aid to China and to the Soviet Union once per turn. The China Aid card is available if the West controls Mandalay and the Chinese control Kunming. The Soviet Aid card is available if the Soviets control the 'To Murmansk' hex and it is not winter.
- Partisans. After the US is in the war, there is a 1% chance per non plains, non urban hex that a partisan unit (5 partisans) will arrive in a German controlled hex in the Balkan Minors or the European Soviet Union or in a Japanese controlled hex in China, the Philippines, or French Indochina.
- Turkey. Turkey joins the German side if attacked by the West or by the Soviets. It joins the Soviet side if attacked by the Germans. If Germany controls the Kuwait, there is a 10% chance per round that Turkey joins the side of the Germany.
- Spain. Spain joins the German side if attacked by the West and the German side if attacked by West. If Germany controls Gibraltar, there is a 10% chance per turn that Spain joins the German side.



Other Variants
- Special units. This is a variant that gives each active regime a unit that only they can build. They include: (1) Germany – Flak 88, a combination AT gun and Flak unit, (2) Soviet Union – Katyusha, a combination artillery (range 1) and truck (with tank carry capacity). (3) Japan – Kamikaze. A one way carrier air unit – no fighter capability but 2x ship capability. (4) West. Elite infantry / Long range transport – Combination Scout and Para with good supply carry, can demolish. (5) China. Conscripts. Defend like rifle, weaker on attack slightly worse. Cheaper and uses less supply.
- Special people. If selected, Munich and the Urals have a new people type – SS and Siberians. Both fight at +20%.
- Regime bonuses. If selected, the chosen regime gets 10 pp per round and an double additional manpower per round. Good for balancing.


Image
Attachments
waw.jpg
waw.jpg (219.16 KiB) Viewed 363 times
jjdenver
Posts: 2480
Joined: Thu Nov 01, 2007 11:07 pm

RE: New World At War Scenario

Post by jjdenver »

Sounds great - my only question is - when? :)
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: New World At War Scenario

Post by tweber »

Both the updated World at War scenario and the Axis and Allies scenario will be included in the 1.1 patch.&nbsp; You need the patch to play since they use map looping.&nbsp; Vic indicated that the patch should be uploaded soon.
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: New World At War Scenario

Post by rickier65 »

Sound very interesting - Is it AI capable? Or any AI recommendations (beyond the bonus for AI regimes that is)

Even if not, I'm looking forward to see how you do some of your events. Sounds like there are some techniques that will come in handy.

Thanks!
Rick
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: New World At War Scenario

Post by tweber »

Both World at War and Axis and Allies are AI capable.&nbsp; Happy to give pointers on events.&nbsp; Actually, the Axis and Allies events were trickier, especially those associated with random R&D.
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: New World At War Scenario

Post by IRONCROM »

That looks sweet Tom.[:D]
marcusm
Posts: 778
Joined: Sat Dec 08, 2007 3:42 pm
Location: Göteborg/Sweden

RE: New World At War Scenario

Post by marcusm »

Looks very good.
Deus Vult.
Fintilgin
Posts: 195
Joined: Thu Apr 14, 2005 12:45 am

RE: New World At War Scenario

Post by Fintilgin »

What are the hexes with the dots in the middle?
User avatar
ravinhood
Posts: 3829
Joined: Thu Oct 23, 2003 4:26 am

RE: New World At War Scenario

Post by ravinhood »

Germany wins if they control London, Paris, Rome, Leningrad, Moscow, and Stalingrad
&nbsp;
Everyone else gets easy victory conditons and Germany has 1, 2, 3, 4, 5, 6!!!! Don't mind being a little anti&nbsp;Germans winning&nbsp;toward Germany do yah. Should be if Germany conquers Paris & London or Paris and Moscow and Stalingrad they win. Clearly if Germany had of conquered one of these two factions they would have had superior power vs the other especially if they had conqured Russia first.
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: New World At War Scenario

Post by tweber »

What are the hexes with the dots in the middle?

The hexes with dots are 'big hexes'. They cost 2x as much to enter. I use them so my map can be smaller and more of the player space is in use. The approach was inspired by the WiF maps.
Should be if Germany conquers Paris & London or Paris and Moscow and Stalingrad they win. Clearly if Germany had of conquered one of these two factions they would have had superior power vs the other especially if they had conqured Russia first.

It is hard to say what would have happened if Moscow or London fell since they didn't. I also think that the difficulty of a set of victory conditions is driven more by the relative order of battles and production capabilities than the absolute number of hexes required to win. But in the end, a player is free to alter events or even have house rules if they think the victory conditions favor one side or another or don't make sense.
Fintilgin
Posts: 195
Joined: Thu Apr 14, 2005 12:45 am

RE: New World At War Scenario

Post by Fintilgin »

Ah. I thought every hex in Asia/America was a 'big' hex and movement rates were effectively halved on those parts of the map.
User avatar
ravinhood
Posts: 3829
Joined: Thu Oct 23, 2003 4:26 am

RE: New World At War Scenario

Post by ravinhood »

ORIGINAL: tweber
What are the hexes with the dots in the middle?

The hexes with dots are 'big hexes'. They cost 2x as much to enter. I use them so my map can be smaller and more of the player space is in use. The approach was inspired by the WiF maps.
Should be if Germany conquers Paris & London or Paris and Moscow and Stalingrad they win. Clearly if Germany had of conquered one of these two factions they would have had superior power vs the other especially if they had conqured Russia first.

It is hard to say what would have happened if Moscow or London fell since they didn't. I also think that the difficulty of a set of victory conditions is driven more by the relative order of battles and production capabilities than the absolute number of hexes required to win. But in the end, a player is free to alter events or even have house rules if they think the victory conditions favor one side or another or don't make sense.


It just seems that common sense would tell you that if England were out of it that the US wouldn't have had the jumping off point they were able to establish for D-Day and would have had to launch 5000 ships from the coasts of America and been discovered early and blown to smithereens by German U-Boats since the English Navy would no longer be Active to thwart them. On the flip side had Germany conquered Moscow and Stalingrad first (didn't even need Leningrad) they would have had overwhelming resources to use against Britian and nothing to worry about in their backside (except some small insignificant partisan groups who just wouldn't give up and rather die than come under German rule). It would only be a matter of time before Britian and France and Russia would all have had to come to the table and capitulated to Germany and all of Europe would be Hailing Hitler forever an ever. ;) As I've played several grand campaigns where Russia and/or England were captured they've all turned out to be a German Victory. Never had to really capture the other as taking out one meant the other would fall as well. Just prolongs the game to force Germany to have to take out both. THat's why my victory conditions are suggested. ;)
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


xBoroNx
Posts: 404
Joined: Sat Dec 08, 2007 10:32 am

RE: New World At War Scenario

Post by xBoroNx »

Wow the scenario looks great. Currently Europe 1939j is my favourite scenario, but this one might replace it :).

@Ravinhood: The Usa would still have had the nukes though ;).
User avatar
ravinhood
Posts: 3829
Joined: Thu Oct 23, 2003 4:26 am

RE: New World At War Scenario

Post by ravinhood »

Can you be so sure XBoroNx that Germany wouldn't have gotten to them first had they not had to deal with one of the two main powers at that time? Playing our hypothetical WWII games as Germany once I take out Russia I can always get to nukes before the USA....why couldn't it have happened if things had been a bit different back then? Taking out either England or Russia always add significant power to the German player. It's one reason so many house rules were made that one couldn't attack the UK mainland until such n such date, because gamewise the UK has always been easy to invade and defeat. Goering just sucked as an air commander and Hitler was an idiot. Put two idiots together and the outcome of WWII is what you get. ;) In fact some of the biggest issues people had with the HOI series is that England and Russia were just too darn easy to take out and AMerica was braindead. I stopped playing them all it got so rediculous and too non-historical for me. To be able to take Brazil and defeat Italy & Germany in North Africa and then take the boot of Italy and all of Spain and then defeat the fatherlands had to be the biggest laugh I got out of the origional HOI. All I'm really saying here in all fairness to the German play in AT is that it should be split to Paris and London or Paris and Moscow and Stalingrad for a German victory.
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


TPM
Posts: 349
Joined: Thu Feb 08, 2007 3:05 pm

RE: New World At War Scenario

Post by TPM »

ORIGINAL: ravinhood

ORIGINAL: tweber
What are the hexes with the dots in the middle?

The hexes with dots are 'big hexes'. They cost 2x as much to enter. I use them so my map can be smaller and more of the player space is in use. The approach was inspired by the WiF maps.
Should be if Germany conquers Paris & London or Paris and Moscow and Stalingrad they win. Clearly if Germany had of conquered one of these two factions they would have had superior power vs the other especially if they had conqured Russia first.

It is hard to say what would have happened if Moscow or London fell since they didn't. I also think that the difficulty of a set of victory conditions is driven more by the relative order of battles and production capabilities than the absolute number of hexes required to win. But in the end, a player is free to alter events or even have house rules if they think the victory conditions favor one side or another or don't make sense.


It just seems that common sense would tell you that if England were out of it that the US wouldn't have had the jumping off point they were able to establish for D-Day and would have had to launch 5000 ships from the coasts of America and been discovered early and blown to smithereens by German U-Boats since the English Navy would no longer be Active to thwart them. On the flip side had Germany conquered Moscow and Stalingrad first (didn't even need Leningrad) they would have had overwhelming resources to use against Britian and nothing to worry about in their backside (except some small insignificant partisan groups who just wouldn't give up and rather die than come under German rule). It would only be a matter of time before Britian and France and Russia would all have had to come to the table and capitulated to Germany and all of Europe would be Hailing Hitler forever an ever. ;) As I've played several grand campaigns where Russia and/or England were captured they've all turned out to be a German Victory. Never had to really capture the other as taking out one meant the other would fall as well. Just prolongs the game to force Germany to have to take out both. THat's why my victory conditions are suggested. ;)

Well, it's definitely true that if England fell, the US would have had a hell of a time invading Germany, but I don't think the comment can be made that the entire US invasion fleet would be blown away by U-Boats alone. But in any event, Englad falling would be disastrous, compared to Russia falling. Although I feel that WWII was largely won by the sacrifice of Russian soldiers, I don't think we can just say categorically that if Russia fell, the Germas would rule the continent. My main reason for this is that it wouldn't be like a game where the country falls and then the conquerors get immediate and total access to all the resources...I don't think this is something we can just assume. As it was, the Germans were having difficulty getting all the resources out of the areas they had captured. But on top of that, who's to say that once it was apparent that Russia was going to fall, the Allies didn't change their strategy and invade Europe sooner? Can we just assume that it would have failed? From the readings I've done, and invasion in 1943 was possible, although losses would have been more heavy. Maybe the allies would have foregon the Italian campaign, concentrated everything in England and then went for it...that may have worked! Consider the industrial capacity of the US...imagine if they "let up" a little in the Pacific after Midway (can we assume Midway even happened? Who knows?) and focused all their industrial might on Germany. Imagine all those bombers and ships over there...

In any event, certainly the war would have been MUCH more difficult for the US if England and/or Russia were conquered (I have to repeat that the idea of Russia being totally "conquered" is debatable...that place wasn't like France or Greece or England...the place was huge and it could be argued that the Germans may never have had the resources to fully control it), but I don't think we can just assume that Germany would have won....and we certainly can't use previous games that we've played to prove the point!
Tagwyn
Posts: 58
Joined: Mon Oct 23, 2006 1:00 pm

RE: New World At War Scenario

Post by Tagwyn »

I agree with you!&nbsp; The idea of Germany winning was merely a nightmare.&nbsp; T
User avatar
Widell
Posts: 890
Joined: Wed Apr 27, 2005 2:25 pm
Location: Trollhättan, Sweden

RE: New World At War Scenario

Post by Widell »

Come on, that was a 5 month old thread.....
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: New World At War Scenario

Post by JAMiAM »

Beware the Thread Necromancer...[:D]
Tagwyn
Posts: 58
Joined: Mon Oct 23, 2006 1:00 pm

RE: New World At War Scenario

Post by Tagwyn »

I have not been a member of this forum since very recently.&nbsp; If it does not impact you, please ignore it.&nbsp; Where do you go to get thsese downloads.&nbsp; T
Post Reply

Return to “Mods and Scenarios”