New 1939 Mod

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Chopper1966
Posts: 2
Joined: Thu Mar 19, 2026 11:45 am
Location: UK

New 1939 Mod

Post by Chopper1966 »

This started out largely based on World in Flames, but went a bit further than that.

There are more ships and aircraft, different starting setups, technology settings and force pools.

Economics are done differently. You get MMPs for resources and industrial centres with the map updated to reflect the changes. There are more convoy routes and some trade deals. For example, Germany now sends MMPs to Italy via a land convoy. The USSR benefits too from the deal with Germany. There are more MMPs, but things cost more to upgrade. Anyone familiar with WiF will be familiar with these changes. Maximum strengths are reduced for some units for some nations, e.g., Italy.

Naval Weaponry has been used to differentiate between ships. Aircraft carriers now use Ground Attack instead of Naval Weaponry.

Commonwealth countries in particular make early use of divisions instead of Corps, which I think makes Africa more interesting. For example, they now have to work hard to clear the Axis out of Africa (assuming that they support the French).

I've made some edits to the Iron Cross images that are cosmetic in the main, but include associating mobility with motorised units, which meant putting mobility first in tech order. Some other cosmetic changes have been made too. For example, Japanese planes are now separated into Army and Naval. Mechanised all start off essentially as motorised corps, which are turned into mechanised via tech additions. Unit movement is more influenced by technology, e.g., infantry warfare returns them to their default speeds.

Turns are simultaneous and the number of days moved forward is determined by the season. This mainly means that there are usually three Autumn and Spring turns, five Summer and two Winter turns. MMPs are normalised to 30 days.

I have over 1000 hours of playing this game, which is by far the best and probably now the only turn based WW2 game worth getting out there. I have been wargaming since my early teens (about 48 years ago) and WiF is my favourite tabletop game.

The goal was to try and add more depth and breadth to what is an excellent game.

I consider it developed enough to share for feedback, but I am still working on it.

This is my OneDrive space. Hopefully I set it properly.

https://1drv.ms/u/c/1045c0406ef6b723/IQ ... 4?e=0Z2rf6
Jack59
Posts: 75
Joined: Wed Jan 02, 2008 11:17 pm

Re: New 1939 Mod

Post by Jack59 »

Looks like this mod has potential. Will play it in the future after I finish of a game in progress and start WEGO Overlord. One question, why are the garrisons (xx) units marked as divisions and not brigades (x), like the partisans? I do like division symbols for the paratroopers, engineers, and special forces!
Chopper1966
Posts: 2
Joined: Thu Mar 19, 2026 11:45 am
Location: UK

Re: New 1939 Mod

Post by Chopper1966 »

I didn't change them, but Garrisons are something of an anomaly. I've tried to differentiate them from other units by making them a relatively static unit choice with a 1 point movement allowance to turn them more into security units while giving access to far more divisions for granular deployment.

I've just done a small update. Given your interest, I'll add version numbers to the zip going forward. This one is 0.2:

https://1drv.ms/u/c/1045c0406ef6b723/IQ ... A?e=4VxQDh
chopper66
Posts: 26
Joined: Sat Jun 03, 2006 7:31 am
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Re: New 1939 Mod

Post by chopper66 »

Jack59 wrote: Thu May 14, 2026 1:00 am One question, why are the garrisons (xx) units marked as divisions and not brigades (x), like the partisans? I do like division symbols for the paratroopers, engineers, and special forces!
Sorry, to be clear, the counters and terrain are from the Iron Cross mod that comes with the game. I changed some, mostly to show motorised (circles under the symbol) but also some mech and aircraft. The order that tech is shown on some counters is also changed, again mainly for motorised, because the counter uses the first tech attached to a unit. So, for mobility, the counter for infantry changes to motorised when the unit is upgraded.
jujjan77
Posts: 5
Joined: Sun Oct 30, 2022 7:40 am

Re: New 1939 Mod

Post by jujjan77 »

Interesting.

Trying it out now
jujjan77
Posts: 5
Joined: Sun Oct 30, 2022 7:40 am

Re: New 1939 Mod

Post by jujjan77 »

Soviet attacked me as Germany in sept 40.

Was there a requirement to keep units on the eastern front?
No tooltip giving me a hint of that
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TangSooDo
Posts: 80
Joined: Tue Apr 01, 2008 4:35 pm
Location: Connecticut USA

Re: New 1939 Mod

Post by TangSooDo »

I finished a game against Axis AI, starting with experience bonus of 1 but reducing it by 1942. This was a mistake, and doing it again I would give Axis plus 1 advantage in spotting, experience and MPP. Allies won by the end of 1944. China decisively defeated Japan. The battle for Russia was much more even. Although Leningrad, Moscow and Stalingrad all held out, each was seriously threatened. If I had given the Axis a bigger bonus I'm sure at least one would have fallen and possibly Moscow as well. I enjoyed the naval game which features many more ships. Lots of carriers, especially for the UK.
Also like that Germany used maritime bombers to contest the British attacks on Norwegian convoy route. Air power is stronger with two strikes available to tactical and medium bombers once they've gained a research level. This was a strong point for Germany especially. A couple of edits I've tinkered with in the vanilla game involve the naval war - I reduce the ability of surface ships to damage carriers and increase search range for carriers and maritime bombers. I would like to experiment with the same edits on this game. With so many carriers it might skew things a lot, however.
Overall, an excellent mod with obviously a huge amount of work invested. Thanks for that.
Jack59
Posts: 75
Joined: Wed Jan 02, 2008 11:17 pm

Re: New 1939 Mod

Post by Jack59 »

I have a problem right off. I have a "FAILED (draw_sprite_to-buffer) Segmentation Error when playing Axis and left or right when clicking on any German headquarters. Japanese headquarters no problem. Tried different unit mods and vanilla.

Ha, tried not using "Welk's Mod Modded for SCWW" and it seems to work. Any fix to that problem?
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