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  • #91
    France in 1939.

    Politics is the art of looking for trouble, finding it whether it exists or not, diagnosing it incorrectly and applying the wrong remedy. -- Ernest Benn

    Comment


    • #92
      Britain in the last days of peace:

      Politics is the art of looking for trouble, finding it whether it exists or not, diagnosing it incorrectly and applying the wrong remedy. -- Ernest Benn

      Comment


      • #93
        Some useful charts:

        Political Points
        In campaign games the Axis political point total is used to trigger certain events, such as causing some minor powers to become active or to surrender. The following events cause an award or loss of Axis political points. For political point purposes major powers are defined as: Germany, Italy, France, the United Kingdom, the United States and the Soviet Union. Minor powers are defined as all other Axis powers and Allied Nations, all armed neutrals and Denmark.

        Action By Axis
        Points


        Violate Neutrality of Major Power
        -5 PP

        Violate Neutrality of Sweden or Switzerland
        -20 PP

        Violate Neutrality of Spain or Turkey
        -10 PP

        Violate Neutrality of any other Minor Power
        -2 PP

        Occupy Major Power
        +10 PP

        Occupy Minor Power
        +3 PP

        Enter Paris
        +5 PP

        Enter London
        +10 PP

        Enter Egypt
        +3 PP

        Enter French North Africa
        +3 PP

        Enter Suez
        +2 PP

        Enter Moscow
        +5 PP

        Enter a Soviet Personnel Center
        +1 PP

        Enter a Soviet Resource Center
        +1 PP

        Action By Allies/Soviets
        Points

        Violate Neutrality of Major Power
        +10 PP

        Violate Neutrality of Sweden or Switzerland
        +20 PP

        Violate Neutrality of Spain or Turkey
        +10 PP

        Violate Neutrality of any other Minor Power
        +5 PP

        Liberate Major Power
        -10 PP

        Liberate Minor Power
        -5 PP

        Enter Berlin
        -50 PP

        Enter German Manufacturing Center
        (1st Time)

        -20 PP

        Re-enter Paris
        -5 PP

        Re-enter London
        -10 PP

        Drive Axis out of Egypt
        -3 PP

        Drive Axis out of French North Africa
        -3 PP

        Re-enter Moscow
        -5 PP

        Re-enter a Soviet Personnel Center
        -1 PP

        Re-enter a Soviet Resource Center
        -1 PP

        Cause Italy to Surrender
        -5 PP

        Enter Rome
        -5 PP

        Allied Partisans
        To view how many Allied partisan cadre are available, and the status of the Axis garrison in Axis occupied countries, click on the Partisans command button in the Reinforcement view.
        The Allied player may have up to 21 partisan cadre or units in play at any point in time. The Allied player may place partisan cadre during any Reinforcement Phase in the following countries, if they are or were occupied by the Axis. The partisan cadre must be placed in an Axis owned hex, but not in a hex occupied by an Axis unit, nor in an Axis ZOC. The number of partisan padre the Allied player may place is determined by the Axis garrison in that country.
        Nation
        Garrison


        France, Spain, United Kingdom
        30 Divisions

        Poland, Turkey
        15 Divisions

        Norway, Sweden, Switzerland
        10 Divisions

        Greece, Portugal, Eire
        5 Divisions

        Belgium, Netherlands, Denmark
        2 Divisions







        For every division less than the Axis garrison that the Axis player has in a country, the Allied player may place a partisan cadre in there (assuming he has enough available partisan cadre and can find a valid hex). If the Allied player has a supplied ground combat unit in one of those countries, liberation is imminent for that country, and the game will offer the Allied player the choice of declaring "Liberation Imminent" or deferring this declaration until a later turn. If the Allied player declares "Liberation Imminent", he may place as many partisan cadre in this country as he has available. Declaring "Liberation Imminent" can only be done once for each country, and has no other effect. The Allied player may not place any partisan cadre in France while the Vichy government exists.
        The Allied player may attempt to convert each partisan cadre into a partisan unit once per turn. The chance for conversion is 1/6.
        Politics is the art of looking for trouble, finding it whether it exists or not, diagnosing it incorrectly and applying the wrong remedy. -- Ernest Benn

        Comment


        • #94
          Some options to consider:

          Attrition
          Unlike most options, which are simple “on/off” selections, there are three types of attrition: none, basic and advanced. When set to “None,” the game plays using the standard rules: all units are at full printed combat strength and movement at all times. When set to “Basic,” attrition only applies to infantry divisions that have conducted forced march. Rather than being randomly reduced to a battlegroup after a force march, units will gain an attrition level of 30 percent. Each unit recovers 20 percent of its combat strength at the beginning of the player turn. A unit may not force march if it’s current attrition level is 30 percent or higher. When the attrition option is set to “Advanced,” all units are considered to have an attrition level that directly affects the current combat strength of the unit. A unit’s attrition level can also affect other things, such as movement and ZOC.
          Advanced Attrition
          Advanced Attrition dramatically changes the nature of the game. Especially for veteran players, a game of WiE can play out very differently from non-attrition games. A fully rested and combat ready unit has an attrition level of zero. As units move and fight (both attacking and defending), their attrition level will rise, to a maximum of 99 percent. When units rest away from enemy units and near friendly supply, their attrition level will fall. The various values for attrition can be edited at the start of any game. Rates of increase and decrease can be adjusted. Setting an event to “0” means that event no longer plays a part in the attrition model. Non-combat effects of attrition can be turned off completely if desired. The attrition level of a unit has a number of effects.
          ? Combat (attack and defense) is reduced by the attrition level as a percentage. Remainders are retained during all combat calculations. For example, a unit with a combat factor of “8” and an attrition level of “10” has an effective strength of 7.2.
          ? Reduced Movement. Once a unit's attrition reaches a certain level, the unit suffers a loss of movement points
          ? Loss of ZOC. Once a unit's attrition reaches a certain level, the unit no longer projects a ZOC into surrounding hexes
          ? No Forced March. An infantry unit with a certain attrition level can no longer conduct a forced march.
          ? MSU Suppy Range. If the ‘Limit MSU Supply’ range option is active, then each MSU has it’s current range reduced according to it’s attrition level, using the following formula :
          range = (MaxRange – ( MaxRange * (attrition / 2 ) ) / 100 )
          For example, an MSU with an attrition level of 60 and a normal range of 10mp would have a current range of 7mps.
          Units gain attrition through performing actions such as combat and movement. Each type of movement, including advance after combat and retreat from combat, can be assigned an attrition increase Units loose attrition through resting. At the end of each player turn, all friendly units will have their attrition level reduced if they haven’t moved or attacked in the previous player turn. There are two major influences on the rate of recovery: the current supply state of the hex the unit occupies and whether units are in EZOC.
          Units that arrive on the map as reinforcements or new production will be given an initial attrition level based on nationality.
          The attrition value for an on-map unit may be edited by right-double-clicking on the hex to bring up the ‘Stack Order’ dialog. Highlight a unit in the list and click ‘Status’. If a units attrition value is changed during a PBEM game, a message will be sent to your opponent informing them of the change.
          Fog of War
          The warring powers didn’t possess perfect intelligence of enemy troop positions. This option attempts to recreate that “fog of war.” Under this option, the contents of each hex are either fully visible, partially fogged or completely fogged. Units aren’t displayed on the map in fully fogged hexes. In partially fogged hexes, the counter outline is displayed, and a unit type symbol is drawn; however, the unit-type symbol may not be accurate and the size, combat strength and movement rate information aren’t displayed on the counter. When viewing a hex in the Hex View, any enemy units are not listed
          Partially Fogged Hexes
          Partially fogged hexes contain the counter outline of the units and a unit-type symbol for the unit on top of the stack. Each partially fogged hex has a 90 percent chance the symbol for the unit on the top of the stack will be correct. In 10 percent of these hexes the computer generates a random number, from 1-10 for Allied and Axis hexes and 1-12 for Soviet hexes, and applies the following results.
          Roll
          Symbol Displayed


          1-6
          Infantry

          7-8
          Armor

          9-10
          Mech-infantry

          11
          Anti-tank

          12
          Artillery

          Thus a German infantry unit on the top of a stack of units would have a 96 percent chance the symbol displayed was correct, while a German armor unit would have a 92 percent chance of being a correct. Paratrooper, air landing and mountain units are always shown as infantry in partially fogged hexes.
          Calculating and Revealing Fog
          Neutral countries aren’t affected, and fog doesn’t apply to the first player turn of any new game. As you move units during Initial and Mechanized Movement Phases, a formerly fogged hex will become completely visible when your ZOC extend into a hex. Fogged hexes that are air assaulted become fully visible at the beginning of the Combat Phase. Fogged hexes that are amphibiously assaulted become visible upon landing a unit if vacant and, if enemy occupied, become fully visible at the beginning of the Combat Phase.
          All friendly and neutral hexes are fully visible. Enemy hexes are assumed to be completely fogged; however, they may be fully visible or partially visible depending on the four factors: land reconnaissance, air reconnaissance, partisan intelligence and signals intelligence. All four factors’ effects are cumulative.
          Land Recon
          Land reconnaissance automatically makes any hex in friendly ZOC fully visible. Further, if, at the beginning of the player turn, you have friendly combat units adjacent to an enemy fortress hex connected by land, that hex will also become fully visible, despite the fact ZOC don’t penetrate enemy fortress hexes. If, however, you march units adjacent to the fortress hex during your turn, that will not affect the fog for that hex.
          Air Recon
          Air reconnaissance can make an enemy hex partially visible if the hex is within friendly air range. Air range is 12 hexes for the Allied and Axis player and six hexes for the Soviet player. Air recon only works if the player has surviving AP assigned to air superiority on the front. The base chance air recon will work on an enemy hex within air range is:
          ? enemy air superiority: 10 percent;
          ? no superiority: 20 percent;
          ? friendly superiority: 40 percent.
          The base chance is modified depending on the season, climate and terrain of the hex. During snow and mud season in moderate, severe and Arctic climates, the base chance is halved. If the terrain is woods or swamp, the base chance is quartered. If the terrain is broken, rough or mountain, the base chance is halved. Further, if friendly air interdiction was present in the hex during the enemy’s phase, the base chance is doubled. All modifications are cumulative.
          Partisan Intelligence
          Partisan intelligence reflects the information gathering of partisans and local spies. First, any hex with a friendly partisan cadre or unit is fully visible. Second, players have intelligence networks in certain countries and colonies that may fully or partially reveal hexes in that country or colony. Each player has intelligence networks in all countries occupied by the enemy, or that were occupied by the enemy but have since been liberated by a friendly power. Additionally, the Russian player has an intelligence network with in all enemy controlled hexes in the Soviet Union. The Axis player has an intelligence network in all the French and UK colonies in Africa and the Middle East and in Northern Ireland and Eire.
          The base chance an intelligence network will partially or completely reveal a hex in its country is five percent. That base chance is doubled for the Allied and Russian player once Russia becomes active, which is meant to account for the strong communist partisan and underground networks in Axis-occupied countries. The base chance is also doubled if the hex is a city or port. The base chance is reduced to zero if the terrain is sand, ice, swamp, woods or mountain and there’s no city or port in the hex. If Vichy still exists, the base chance of any intelligence network in France or Vichy is halved. Half of the modified intelligence network chance is applied to whether the hex is fully visible, and the other half is applied to whether it’s partially visible.
          Signals Intelligence
          Signals intelligence involves listening to enemy radio traffic. Signals intelligence decoded enemy communications and could learn exact details of enemy troop dispositions. Signals intelligence more often involved analyzing the pattern and volume of enemy radio traffic to estimate activity and troop locations. The Axis base chance is four percent; the Allied base chance is eight percent; and the Russian base chance is two percent. The base chance is multiplied by the number of enemy units in the hex. Half of that modified chance is applied to whether the hex is fully visible, and the other half is used to find whether it’s partly visible.
          Variable Weather
          When active, the variable weather option introduces some randomness to seasons depending on the cycle. Each week the current season is determined randomly as follows:
          Cycle
          Usual Season
          Variable Season


          1
          Snow
          100% Snow

          2
          Snow
          100% Snow

          3
          Snow
          90% Snow; 10% Mud

          4
          Mud
          70% Mud; 20% Snow; 10% Clear

          5
          Mud/Clear
          50% Mud; 50% Clear

          6
          Clear
          80% Clear; 20% Mud

          7
          Clear
          100% Clear

          8
          Clear
          100% Clear

          9
          Clear
          100% Clear

          10
          Clear
          90% Clear; 10% Mud

          11
          Mud
          70% Mud; 20% Clear; 10% Snow

          12
          Snow
          80% Snow; 20% Mud

          13
          Snow
          100% Snow

          Hex Control Blocks Supply
          When selected, supply can’t be traced through enemy controlled hexes, even if the hex isn’t enemy occupied or in an EZOC. When not selected, all sides may trace supply through any hex free of enemy units EZOC. The board game version of WiE doesn’t track “hex control”; so deselecting this option creates a game that’s more compatible with the board game.
          Partisans Cut Rail
          This option allows partisan units to cut rail lines if they enter a rail hex that isn’t occupied by enemy units.
          Minor ZOC
          German, Italian, UK, French, Polish, US, Soviet and partisan units all exert normal ZOC. All other units exert minor ZOC. Minor ZOC are the same as normal ZOC in all respects except it costs only one additional MP to enter or leave. Further, units exerting minor ZOC may be overrun at an additional movement cost of only one MP rather than two.
          Partial Combat Odds
          This option gives the attacker the chance of increasing his odds by one in a battle if the ratio of attacking points to defending points is not an exact number. The chance of increasing the odds is the modified attacking combat factors, beyond what is needed to get the current odds, divided by the modified defending combat factors. For example, if the attacker has modified combat factors totaling 36 and the defender has 10, the attacker would have a 3:1 odds with a 60 percent chance (36—(3 * 10) / 10) of getting 4:1 odds. Whether the odds are increased by one is determined only after the attacker decides to execute the combat.
          Blitzkrieg ZOC
          During the opening years of the war, Allied units were particularly unable to cope with German armor and mechanized divisions. As the Allies equipped their infantry with more anti-tank weapons, changed their tactics and gained experience, German armored thrusts no longer achieved the same breakthroughs as they did earlier in the war. In order to simulate that early war inability of Allied forces to contain German armored attacks, under this option during 1939-1940, Axis units expending mechanized MP (armor, mech-infantry and motorized units) treat all EZOC as +1 or minor ZOC and only pay a one MP for overruns.
          No OOS AEx
          Normally attacking units out of supply must suffer an AEx result, in addition to any result called for by the combat results table. When this option is selected, that extra AEx is ignored. This option is intended for use with the advanced attrition option. In games with advanced attrition, OOS units that attack suffer adverse effects by not being able to reduce their attrition level. Removing the AEx helps to rebalance the game when playing with advanced attrition. The option is available as a general option, however, so it can be used in other games if desired.
          Additional Units
          The following unit types are added by this option:
          ? German 6-10 motorized infantry divisions;
          ? German 7-10 motorized infantry divisions;
          ? German 3-10 motorized infantry brigades;
          ? German 4-5 air landing divisions;
          ? German 5-5 mountain divisions;
          ? German 6(1)5 artillery divisions;
          ? Italian 3(1)5 artillery divisions;
          ? UK 7(1)10 artillery;
          ? US 7(1)10 artillery;
          ? US 7-5 mountain division;
          ? Russian 1-4 mountain divisions.
          Mountain divisions can move into rough terrain at a cost of one MP, and into mountains at a cost of two MP. Both mountain and air landing divisions may air transport using an air transport point just as a paratrooper unit. Air landing divisions may also participate in air assault with paratrooper units, as long as one paratrooper unit is dropped for each air landing unit. Air transport points used with air landing divisions performing air assaults are automatically eliminated and not recycled (representing gliders).
          German and allied artillery function the same as Soviet artillery. Mechanized replacement points (MR) may be used to build up an artillery battle group to full strength. German artillery may only be built after 1939, and they have a counter limitation of one in 1940, two in 1941, three in 1942 and six in 1943-45.
          German motorized infantry divisions function the same as Allied motorized infantry divisions, except German 7-10 motorized infantry divisions are rebuilt from battle groups with MR. (German 6-10 motorized infantry divisions are still rebuilt with infantry replacements—IR.) German motorized divisions count against the total number of divisions Germany can build, and they also count against the 8-8 mech-infantry counter limitation.
          Full strength air assaults
          This option provides compatibility with the original SPI rules. When selected, Air assaulting units attack with their full combat strength.
          Italy must join Axis
          This option provides compatibility with the original SPI rules. When selected, Italy automatically activates and joins the Axis when a German unit moves into or adjacent to Paris.
          No Air Front Limits
          This option provides compatibility with the original SPI rules. When selected, there are no limits on the number of APs that can be assigned to a front.
          War in the West/War In Europe General Options
          These options can be selected when playing WitW or WiE games.
          Afrika Corps Supply
          This option allows German units to draw supply from Italian mobile supply units in Africa. The current rules make it prohibitively expensive for the Axis to supply any German units in fighting near the Libyan/Egyptian border. As Tobruk is in the Eastern Mediterranean, the Axis must draw supply from Tripoli (major) or Benghazi (minor) with a string of supply units. This option relieves the Axis player of the need of having to deploy five or six German mobile supply units in Libya in order to supply the Afrika Korps.
          Variable Allied Strength
          During World War II the relative combat strengths of Axis and Allied units changed over time. Allied units continuously improved both in the quality and quantity of their equipment and in their training and tactics, while Axis units experienced a decline both in quantity and the qualitative superiority of their equipment. These rules simulate those changes by varying the Combat Results Tables depending on the year; however, that doesn’t fully represent the weakness of Allied formations during the early years of the war, thus this option.
          This option lowers the combat strength of all UK divisions and battlegroups based on the year. In 1939 the combat strength of UK divisions is reduced by three, in 1940 by two, in 1941 by one. A unit’s strength can never be reduced below one by this option. After 1941 they return to normal strength. Thus in 1939 a UK infantry division would be a 5-10 with a 1-10 battle group, and would increase to a 6-10 in 1940 and a 7-10 in 1941.
          Operation Sealion
          This option adds rules affecting Allied naval interdiction and German high seas naval supply attrition, and generally makes it easier for the German player to attempt the invade England. The basic rules for Allied naval interdiction and German high seas naval supply attrition don’t fully reflect the status of the air war and air assets on the western front. Under this option, if the Axis player is able to gain air superiority on the western front, and assigns German AP to “Sea Int” missions, he can lower the chances German naval movement on the high seas will be interdicted by the Allied navy and that he will suffer an attrition to supply high seas ports. The effects are as follows for Allied naval interdiction/German high seas attrition.
          AP Assigned to Sea-Int
          Interdiction Effect
          High Seas Attrition Effect


          5
          NE
          NE

          10
          -1
          NE

          15
          -2
          NE

          20
          -3
          +1

          30
          -4
          +1

          45
          -4
          +2

          Note that even if German high seas attrition is negated, the Axis player would still have to assign a surface and transport fleet to supply high seas ports by clicking on the Axis Supply High Seas button in the Naval Screen.
          Just as Axis control of the skies can impact Allied naval interdiction and German high seas attrition, Allied air dominance can also have an impact. If the Allies have air superiority, there is a +1/-1 modifier for Allied naval interdiction and German high seas attrition, respectively.
          Also, to more accurately reflect the supply and logistic difficulties that beachheads present, replacement points may only be used on units in major or minor supply. Armor, mech-infantry, and motorized units with only beachhead supply have their MP halved. Further, Axis armor, mech-infantry and motorized units may not perform amphibious assaults or naval transport to a beachhead (though Allied units may continue to do so).
          Malta/Tobruk
          When this option is selected, the sea zone the North African port of Tobruk is a part of is determined by who currently controls Malta. While Malta is in Allied hands, Tobruk is a port in the Western Med sea zone. If at the end of any player turn Malta is Axis-controlled, Tobruk is considered part of the Central Med sea zone. (A string of coastal hexes from Tobruk to the nearest standard Central Med sea zone hex are all considered Western Med.) This can strongly effect the tracing of supply and use of MSU for the Axis in North Africa.
          Allied North Africa Limits
          This option limits the Allied build up and movement in North Africa and the Mid-East during 1939 and 1940, as long as the Axis player isn’t active on the southern front. There are two main effects of selecting this option.
          ? French units may not enter Egypt before 1941.
          ? While Italy and Greece are neutral, CW units may not sea move to North Africa or the Mid-East unless there are more combat factors (face value) in the UK than already in the Mid-East at the moment the sea move is attempted.
          Last edited by Tsar; 23 Aug 16, 18:12.
          Politics is the art of looking for trouble, finding it whether it exists or not, diagnosing it incorrectly and applying the wrong remedy. -- Ernest Benn

          Comment


          • #95
            War in the West/War In Europe Campaign Options
            These options are available for selection when playing WitW or WiE campaign games. They affect production and strategic warfare.
            Allied Production
            This option activates the Allied Production Phase. All UK reinforcements, except those scheduled to arrive at Suez, are removed from the Reinforcement Track. All US reinforcements, except those arriving in the first few cycles of 1942, are also removed from the track. Instead, all new UK/US units must be built during the Allied Production Phase.
            German Personnel Points
            This option adds the expenditure of German personnel points, in addition to German production points, to the German production process. The Axis player receives personnel points based on the number of active German placement centers. The number of centers is multiplied by the current German personnel multiplier, and that many personnel points are received for that cycle. Like production points, the Axis player need not use all the points generated each cycle; he may accumulate them
            Battle for the Atlantic: ASW/Raiders
            This option allows for German surface fleets to sortie as convoy raiders, and for the Allied air force to engage in additional anti-submarine warfare (ASW).
            The Axis player may order a German SURF point to sortie and raid Allied shipping. The SURF will have the effect of two more U-Boats during the U-Boat War. If any U-Boats are eliminated, the SURF will be eliminated first. The Axis player orders a SURF to sortie for the next cycle during German production, but the surface fleet won’t be available for tactical operations during the upcoming cycle.
            If the Allied player falls more than two cycles behind the historic level of reinforcements, a button labeled ASW will appear in the top-right of the U-Boat War results screen. The Allied player may eliminate AP in the western front in order to eliminate Axis U-Boats, and he may choose from the following options (assuming he has the AP) by clicking on the ASW button.

            Allied AP Eliminated/ U-Boats Eliminated
            1 1
            3 2
            6 3
            10 4

            The Allied player may only use ASW a maximum of two times a year. When playing this option in conjunction with the Allied Production option, ASW is triggered by a -20 percent modifier in the just completed U-Boat War, rather than falling two cycles behind the historic level. Also, AP eliminated for ASW aren’t available as cadre under the Allied Production option.
            Strategic Rail Bombing Allowed
            When selected, this option allows the Allied player to target rail hexes with his strategic bombers.
            RRU Can Remove SW Rail Hits
            When this option is selected, “T” hits scored on rail hexes may be removed by RRU. The cost to do so is the same as converting repairing rail gauge.
            No Axis Economic Collapse
            When active, this option prevents the 'Axis Economic Collapse' effects from occuring if the Axis are uanbvle to generate a production point in a given cycle.
            War in the East/ War in Europe General Options
            These options apply to WitE and WiE scenarios and campaigns.
            Limit on MSU in Severe Climate
            When this option is selected, MSU in a severe climate hex have two restrictions placed on them during snow turns:
            ? units are unable to move during snow turns;
            ? units tracing a supply line may not trace through more than one MSU in a severe weather hex. There may be any number of MSU in the supply line, as long as no more than one of them is in a severe weather hex.
            Ukraine
            The people of the USSR weren’t happy under Stalin, but the Nazis quickly made life under their rule infinitely worse. This option assumes the Germans attempted to appear as liberators during their invasion of the Soviet Union, and acted in a less horrific manner to the occupied population. Under this option, the Ukrainian separatist movement activates as an Axis minor ally when:
            ? the Germans don’t attack any Russian partisan cadre in the Ukraine;
            ? Axis political points reach or exceed 65;
            ? the Axis occupy both Kiev and Odessa.
            Upon activation, the Axis player is free to build up to nine Ukrainian 4-5 infantry divisions during German production. The Axis player may continue building and rebuilding Ukrainian units as long as the Axis control either Kiev or Odessa and the Axis don’t attack a Russian partisan cadre in the Ukraine. Ukrainian troops may fight anywhere and don’t surrender. If, however, the Axis player attacks any Russian partisan cadre in the Ukraine, the Ukrainian separatist movement collapses permanently and all Ukrainian troops surrender.
            If playing War in the East, the Axis player receives six Ukrainian infantry divisions as reinforcements, as there is no German production, and he may place them in any friendly Ukrainian hexes.
            No Axis Severe Weather Reductions
            When this is selected, the requirement for the Axis player to reduce one 6-5 infantry division during each snow turn of the first winter in Russia is removed. This option is intended for use with the advanced attrition option
            No Severe Weather Supply
            When this option is selected, the Axis supply range in the severe climate zone isn’t reduced during the first year of the war in Russia. In the standard game, Axis supply drops to six MP in the severe climate zone during the first year. This option is intended for use with the advanced attrition option.
            War in the East/War in Europe Campaign Options
            Axis Severe Weather Build Equipment (S.W.E)
            When playing the full War In Europe game, the Axis player is given the opportunity to build the additional rail and motor transport and severe weather supplies needed to avoid some of the harsh effects of the first winter in Russia. During German production, the Axis severe weather preparation build allows the Axis player to prevent German 6-5 infantry divisions in severe climate hexes from being reduced to battle groups (one per week during snow turns of the first winter). This is a one-time build, and must be purchased before Germany is at war with the Soviet Union, but not until after 1939.
            Variable Soviet Disruption
            This option introduces an unpredictable element into the early turns of the Axis attack on Russia. Rather than having the on-map Russian arms point production shut off as soon as 100 units have been lost, this option changes the cutoff level to a random value between 85 and 115.
            Neither the Axis nor Soviet player will be aware of what the trigger level of lost units is until it occurs.
            Murmansk Lend Lease
            This option is designed to encourage reasonably historical behavior in the far north. The Soviet player suffers a production penalty if the Axis is able to occupy the port of Murmansk. It reflects a loss of lend lease capacity due that Axis action. During the Soviet Production Phase, newly produced Soviet production points are adjusted as follows if the Axis controls Murmansk.
            Year Points Lost
            1939-41 -1

            1942 -4

            1943 -14

            1944-45 -24


            The Soviet player will receive a boost to his production if the Axis player doesn’t successfully occupy Norway. That reflects an improved lend lease capacity if Norway remains neutral or Allied controlled. During the Soviet Production Phase, newly produced Soviet production points are adjusted as follows if the Axis doesn’t control Norway.
            Year Points Gained
            1939—41 1

            1942 4

            1943 10

            1944-45 4
            Last edited by Tsar; 23 Aug 16, 18:07.
            Politics is the art of looking for trouble, finding it whether it exists or not, diagnosing it incorrectly and applying the wrong remedy. -- Ernest Benn

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