House rules for Fascist Tide (with Transfer Pool)

Post new mods and scenarios here.

Moderator: Shannon V. OKeets

Post Reply
User avatar
eouellet
Posts: 143
Joined: Thu Feb 01, 2018 5:35 pm

House rules for Fascist Tide (with Transfer Pool)

Post by eouellet »

A number of people asked for the Fascist Tide scenario to be completed on MWIF, but it appears that it will take some time before it happens. So, I developed a House rule for this scenario, and it includes the Transfer Pool. I tried it, and it works, even if one has to do some Japanese activities to get there. I hope you will find it enjoyable.

Setup
1. Use Global War Scenario from MWIF. For units that can setup anywhere, check Scenario Booklet to see where they should be.

2. Playable European map includes the Arctic Ocean, all hexes west of the European/Ural border in USSR up to the intersection with the Volga River near Stalingrad (European map includes all hexes west of the Volga (east most effluent) in that area including Astrakhan); from Astrakhan to include the Caspian sea zone to the northeastern border USSR/Iran and going along the Iran - USSR/Afghanistan/India border to the Persian Gulf sea zone; all eastern sea zones adjacent to Africa and Madagascar. The Western border of the European map is based on an imaginary line somewhere in the middle of North American separating East and West Coasts, and includes Mexico and Central America, but not sea zones in the Pacific, and all countries in South America adjacent to an Atlantic Ocean/Caribbean sea zone.

3. Partisans on Pacific map are placed in faraway areas so that they do not have an impact on the game, and set to sentry.

China
4. Chinese units (both nationalists and communists) are set to sentry for the rest of the game. China has no production and no actions.

Japan
5. Most Japanese units are set to sentry for the rest of the game, and Japan has no production, except for some units to recreate the Transfer Pool system (see below). CONV are deployed to meet US-Japan trade requirement.
6. Align French Indochina as soon as it is offered.
7. On J/F 40 and J/F 41 ensure that Japan seizes one Chinese city to trigger a US entry roll.
8. As soon as possible, complete the CV4 Shokaku and Zuikaku (and CVP and pilot) – for Transfer Pool. If using Pilots and CVP, build plenty for future use in Transfer Pool.
9. On J/A 40 build all Reisen FTR and all NAV3 (with pilot), for Transfer Pool. Move them as close as possible to Ceylon. Save oil as much as possible not to be impeded for the Transfer Pool.
10. On N/D 41, Japan declares war to CW and US, and aligns Siam, at its first impulse.
Ensure that 1 MAR DIV can invade automatically Trincomalee (Ceylon) on DoW impulse (super combined is best), then in following impulses ensure to seize Colombo and the rest of Ceylon, and to move at least 1 Reisen FTR and 1 NAV 3 to Colombo, and most of the Japanese Navy to Trincomalee, for the Transfer Pool.

USSR
11. Setup as per MWIF. Ensure that 1 FTR and 1 LND are based in Vladivostok. All units on the Pacific map, except Ural based MIL and Zhukov (setup in Kazan), are turn to sentry for the rest of the game. Production as per normal. Move Zhukov to European Map on J/F 40.

United States
12. US units set for West Coast are set to sentry for the rest of the game (but set CONV to meet US-Japan trade requirement).
13. US resources, oil and factories are divided in two, rounding up. Turn unused resources and oil to idle. On the East Coast, ensure to have 1 FTR, 1 LND, 1 NAV, 2 TRS, 1 SUB, 1 ENG Div, 1 Div. The following units in various pools are assumed to be going to the West Coast and cannot be built: all MAR; all SUB already in reinforcement pool; all CA and BB already in reinforcement and repair pools (except BB Wyoming); CV Langley, and Saratoga; Nimitz HQ. All already scheduled naval reinforcements go to the West Coast. (Alternately, second half of US build points can be used to build these units with the purpose of getting them out of pools for further clarity, and set to sentry on the West Coast once they arrive).
14. US entry is managed by putting entry points on an alternating basis between Germany/Italy and Japan. On setup, put 2 against Germany/Italy and 1 against Japan. Option selection is per normal. Once at war with Japan, if not already at war with Germany/Italy, put 1 entry chit towards Germany/Italy at every turn (plus the mandated ones against Japan).
15. US activities are divided in 2, rounded up.

Commonwealth
16. CW units on the Pacific map are set to sentry, except ships assigned to the Transfer Pool as per Scenario Booklet (1 CV, 1 CVL, 1 BB, 12 CA). Newly built GAR and MIL units to appear on the Pacific map are turned to sentry. All other new Australian, Indian and New Zealand units appear as per normal, and can be brought to the European map as per normal. CONV on Pacific map are placed as normal (see Transfer Pool), and can be moved afterward.
17. CW build points from India and Australia are added to the total count as per normal.
18. From J/F 42 and on, all CW activities are cut in half, rounded up.
19. Suggested Historical Option: Only up to two Indian and two Australian/NZ units can be sent to the European map, but can be replaced if they are lost in combat or destroyed.

Transfer Pool
20. The Transfer Pool system is adapted, but it is really only meaningful if the oil option is on, as otherwise the CW can have all its factories running with the existing oil and resources on the European map (plus maybe 1 traded resource from the US). CW/FR to use CONV as normal on the Pacific map, but they must all converge to the Arabian Sea before connecting to the rest of CW/FR convoy system either through the Mediterranean or/and around Africa. Allied ships and planes for the Transfer Pool are based in Aden instead of South Africa, and make them operate in the Arabian Sea instead. From J/F 42 and on, the only resources that can be convoyed from the Pacific Map are 2 from India, 2 from Australia, 1 from New Caledonia (if French or Free French), and up to 3 oil points from Iran/Iraq/Saudi Arabia transiting through the Arabian Sea. CONV on the Pacific Map have to be placed accordingly, and the Production Planning form has to be adjusted by turning on and off resource/oil point. The number of CONV in the Arabian Sea can only be 2 times the number of resource/oil points carried; otherwise the +4 modifier is applied. For the sake of simplicity, no distinction is applied to CW versus French resources being conveyed. If there are either more than 2 resources/oil conveyed through the Mediterranean route, more than one resource/oil using the around Africa route, or more than 2 resources/oil conveyed in total from both routes combined, then the +4 modifier is applied, instead of the normal Transfer Pool rule. Each turn, the Japanese can launch one raid in the Arabian Sea by using a Naval Action with units based in Ceylon. Use a real dice, or an Internet generated 1d10, and apply results as per Scenario Booklet chart. If a Japanese named ship is not available, use the closest possible replacement in terms of combat value. If Japanese CVP, FTR or NAV3 are destroyed, make sure to bring replacements to Ceylon, and rebuild them and some extra.

21. Suggested option: If the oil option is not on, then by J/F 42 turn all US, CW, FR resources and oil to idle on the Pacific map, except for two in India and 1 in Australia. Keep all CONV on the Pacific map as is for the rest of the game. Transit Pool is not used at all. All CW ships originally assigned to the Transfer Pool as per Scenario Booklet are turned to sentry for the rest of the game. Turn all Japanese units to sentry, and ignored all the built requirements and deployments to Ceylon.
User avatar
Orm
Posts: 30303
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

Re: House rules for Fascist Tide (with Transfer Pool)

Post by Orm »

Thank you.

I really appreciate this. I will try it out shortly, when I start my next solo game.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
Post Reply

Return to “Mods and Scenarios”