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Thread: No Peace in Our Time - the 1939 World War II IH

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default No Peace in Our Time - the 1939 World War II IH



    It is September 1st, 1939.

    On this day the forces of Nazi Germany begin their sweep into the Second Polish Republic, having staged a false-flag operation depicting a Polish attack in Silesia just the day before to give themselves a pretext for this audacious invasion. But if the Fuhrer had been counting on France and Britain sitting out of this latest round of aggression or even actively support him in seeking to force the Poles to a 'reasonable' ultimatum', as they did when he annexed Austria and dismembered Czechoslovakia (twice), he was sadly mistaken: the Western democracies have found either their manly parts or sufficiently rearmed themselves, depending on whether the person you're talking to was an opponent or supporter of the policy of appeasement, and activated their defense pact with the Poles, thereby bringing them into the war against Germany. Perhaps the untermenschen of Poland and the supposedly weak, decadent Western Europeans are braver than Hitler thought - but no matter, he has come this far and is hardly about to back down either. The time has come to write the future of Europe: will the Germans and their future allies succeed in their master plan to redraw the continent's map, redefine European civilization in their image and purge all those they deem unworthy to live in their paradise, or can the Allies save the continent for democracy and put the Nazis and all those who would stand with them in the ground?

    To the east, the Soviet Union is stirring. Joseph Stalin has long since consolidated his iron grip on the country, this confederacy of a thousand peoples welded together beneath the Red Banner with steel and blood, and is aiming to now turn his attention outward. To that end, he has reached a pact with the same man who wants to wipe out the races in his country, a secret agreement that both he and Hitler regarded as a deal with the devil: in a matter of days or weeks, he is expected to help carve up Poland and will have a free hand to destroy the Baltic states with, in exchange for staying out of Hitler's war with the Western Allies. But that will not be his only concern - Stalin must also deal with the Japanese to the far east, who have not been the friendliest of neighbors and whose forces have struck north, yet again, at their Mongolian satellite. If he is to bring the light of the Red Star east and west, Stalin must now be able to balance the dual threat of the Japanese to the east and the Nazis to the west, for it is eminently unlikely (even despite the Molotov-Ribbentrop Pact) that Hitler will forget his designs for the Slavic peoples any time soon.

    Even further east, Japan and China have been locked in a final massive conflict to close out their long-running conflict for two years now. The Japanese military, by now almost wholly dominated by bloodthirsty ultranationalists looking to transform the Pacific into a 'Japanese lake' and seized control of the state in all but name (by assassinating more moderate [URL=http://en.wikipedia.org/wiki/League_of_Blood_Incident[/url] military & civil leaders), had previously been content to chip away at China through a series of false-flag incidents; but in 1937 the Kuomintang government of Chiang Kai-shek finally pushed back, and rather than punish the radical instigators of the mess in their ranks, the Imperial Japanese government caved in to their pressure & committed itself to an open war. Said war has been nothing short of unimaginably brutal so far, with the Kuomintang proving willing to sacrifice its own citizens by the thousands to achieve strategic goals while the Japanese forces are making new pages in the history of infamy, though the Japanese have definitely been getting the better of the fighting - China's industry and military are still in shambles, for the Japanese struck before Chiang Kai-shek could fully prepare his country. Matters have been further complicated by the Chinese Communists (now led by Mao Zedong), who used to be at war with the KMT but are now technically fighting on their side against the Japanese.

    Finally, on the American continent a sleeping giant still slumbers. The United States of America is still picking up the pieces from the Great Depression, and President Roosevelt's greatest concern at this time is still making sure his New Deal programs continue to work in the face of stiff opposition from conservatives in Congress and the Supreme Court. But the Americans should not be underestimated, for they still have enormous economic potential even after the 1929 economic disaster and could well emerge as a key player in defending democracy - if and when they manage to overcome powerful anti-war sentiments and laws.

    Not a soul on Earth has any delusions that this war will be a short and victorious one, unlike the case with the first round. Fewer still can accurately predict how things might turn out from here. What is certain, though, is that the world will never be same no matter who wins: this conflict can only end in the ascendancy of a democratic world order, the planet's domination by genocidal (or at least discriminatory) totalitarian dictatorships from the right, the final triumph of Marx and Lenin's ideology, or some combination of the above. Blue, Black or Red - which flag will you fight for, and ultimately help raise over the Earth?

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Maps
    Political map

    Econ map

    Oil map

    Player list:

    Majors:

    United Kingdom of Great Britain & Northern Ireland - RTH
    Republic of France - Perry
    United States of America - Dan
    Republic of China - BF

    Union of Soviet Socialist Republics - Fred

    German Reich - CF
    Kingdom of Italy - Cels
    Empire of Japan - Xion

    Chinese Communists - Fred
    Argentina - Perry
    Romania, Brazil - Chesser
    Hungary - Xion
    Spain - Cels
    Australia, Ireland - EB
    Yugoslavia, Bulgaria - Iron Aquilifer
    Finland - Dan
    Turkey - CF
    South Africa - RTH

    --------------------------------------------------

    Minors:

    Players can pick out the minor factions ('minors' are defined as 'basically anyone who isn't mentioned in the above list of majors, outside of micro-states like the Vatican') they'd like to play as, and I'll list them here. However, keep in mind that 1. filling the major factions first is our priority and 2. you should go for the minors you aren't likely to get into a conflict of interest with (ex. playing as Belgium while you're also Germany). I also expect y'all to avoid metagaming (ex. bringing Mexico, at this point in time a republic governed by the social-democratic PRI that had destroyed or negotiated with all of its right-wing enemies in the Mexican Revolution & Cristero War, into the Axis while playing as Italy) but you should know that already.

    --------------------------------------------------

    Claims:

    Fred - Majors: USSR, UK, Italy; Minors: Chinese Communists
    Perry - Majors: Italy, Japan, France; Minors: Spain, Iraq, Turkey, Argentina
    Bastard Feudalism - Majors: Republic of China, France; Minors: Spain, Iran, Indian Raj, Afghanistan, Saudi Arabia, Netherlands
    Chesser - Majors: USA, USSR, Japan; Minors: Brazil, Romania
    Xion - Majors: USA, Japan, Italy; Minors: Finland, Belgium, Greece, Hungary
    Celsius - Majors: Japan, Italy, Great Britain; Minors: Spain, Sweden, Romania
    EB - Majors: Italy, Japan, Republic of China; Minors: Spain, Ireland, Argentina, Australia
    Iron Aquilifier - Majors: Italy, Germany, Japan; Minors: Finland, Yugoslavia, Romania, Bulgaria, Hungary
    Dan - Majors: USA, France, UK, Italy; Minors: Finland, Romania, Hungary, Yugoslavia, Turkey, Portugal, Poland
    CF - Majors: USSR, Germany, USA, Republic of China; Minors: Spain, Finland, Turkey
    RTH - Majors: France, Republic of China, UK; Minors: Brazil, Iran, South Africa, Siam
    Last edited by Barry Goldwater; January 08, 2015 at 02:18 PM.

  3. #3
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Political rules
    All countries will have to worry about their levels of internal dissent. This is a percentage that represents how much of the population opposes the sitting government, and is willing to take disruptive actions ranging from peaceful strikes or letter-writing campaigns to coups and armed rebellions against it. Dissent can rise through repeated defeats, events or unjustified declarations of war (as a democracy). Conversely, it can be lowered through repeated victories, events, elections (democracies only) and peace treaties.

    Countries will be classed as 'Democratic' or 'Dictatorial' governments, and some will have the ability to switch in-between these two types via decisions sent to the player over PM.

    Democratic countries will hold elections periodically. These elections allow them to either peacefully change their governing party or reinforce the sitting government's popular mandate, either way granting them a -10% reprieve from dissent. Democracies also tend to have more free economies that are less prone to state corruption (or, when said corruption surfaces, there is hope for public punishment of the offender as opposed to said offender being able to hide behind his office & peers in the dictatorial government) and thus find it easier to make money: they gain an automatic 5% bonus to income, which can grow or fall through certain decisions.

    Dictatorial countries have no problem with maintaining large armies for conquest, and justifying such wars of aggression - Fascists and traditional paternalistic conservatives have the 'reclaiming national glories' excuse, the Nazis have their dreams of world conquest and the creation of a racially pure mankind, and the Communists might well pick up the banner of world revolution discarded since Trotsky's fall. Thus, they have a -5% bonus to unit recruitment & upkeep costs. Dictatorships also have the ability to loot occupied enemy provinces, knocking its economic status down to 'Red' (extremely poor) in exchange for an immediate cash bonus equivalent to double the province's original income, something few democratic populations are unlikely to tolerate.

    Once a country succeeds in fully occupying another, it can choose to either annex said country into itself or create a puppet state governed by local collaborationists. Some puppet states will also already exist from the start of the game, such as Manchukuo. Puppet states are playable and can build, maintain & order around military units like other conventional countries, but cannot exercise an independent foreign policy (at least not without going behind their masters' backs and thus risking their wrath). The puppet-master can station or move troops throughout the puppet's territory, demand their puppets hand over up to 50% of their annual income as tribute, and in extreme cases even dissolve the puppet government & annex their territories directly, although each of these actions carry increasing risk of driving the puppet into rebellion.

    In the event of a foreign occupation, whether or not a puppet state is created, partisans opposed to the occupying power & their local lackeys may arise. These resistance movements are playable and will always originate in one to four provinces that belonged to their former state, but will spawn special upkeep-free 'Partisan' units every year; though weak at first, these units can be strengthened with the aid of foreign powers or the movement's own coffers. The # of partisans is determined by the spread of partisan activity, which the resistance player can effect by posting propaganda material in the RP thread: either a $500 poster (1/10 chance of success if it's an unoriginal poster, 1/5 if it's an original poster made by the player themselves) or $1,000 speech (minimum of two six-sentence paragraphs, the longer the better...usually, anyway; odds of success will be determined by me as the judge of your speech's quality), which will target all provinces neighboring those in which they've established a presence. This allows resistance movements to spread exponentially, for example from 1 province to 4 (+3 surrounding provinces) and from 4 + 12 (if they manage to 'flip' every province neighboring their new acquisitions, although each resistance movement cannot expand past their old national borders. Provinces with a partisan presence will only contribute 1/2 their income to the occupier, with the other half going to the resistance movement, and every turn resistance movements gain one partisan unit per province in which they maintain a presence, which are held in a 'reserve pool' when not being actively deployed & can be deployed to any province with a partisan presence. Finally, once they gain enough strength the resistance movement can try to openly fight the occupiers/collaborator government and thus fully take control of the provinces of their old state.

    To suppress resistance movements, the occupier/collaborator gov't must dedicate units to partisan-suppression operations in the provinces where they have a presence. The resistance movement can then choose to either deploy any number of their partisan units to fight for that province, or keep them in reserve and let the occupier take full control of the province. If the partisans lose, then obviously their presence in that province will be rooted out. A resistance movement will be destroyed if it fails to maintain a presence in any province.
    Last edited by Barry Goldwater; January 03, 2015 at 06:51 PM.

  4. #4
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Economic rules
    Unlike previous IHs that relied on % economies, I've decided to go with something new this time around. Each province will contribute a set number of krones to your economy. Provinces occupied by an enemy force will not contribute a single buck to your treasury.

    Please check the economic map to discover how much each province makes.

    Level 1 - Red: $6,000/turn (you may substitute the dollar for whatever your local currency is )
    Level 2 - Blue: $12,000/turn
    Level 3 - Light Green: $25,000/turn
    Level 4- Dark Green: $50,000/turn

    You can upgrade a province's infrastructure level for a set amount of florins.

    Level 1 to Level 2: $20,000 - 2 days
    Level 2 to Level 3: $60,000 - 4 days
    Level 3 to Level 4: $100,000 - 6 days

    In addition, several provinces will provide Oil, measured in barrels. Like normal income, you only collect Oil at the end of every turn. Oil is the only tradeable resource in-game; you can trade it for Points with other players either as part of a one-time deal, or as a permanent trade agreement to secure yourself a steady supply of extra Points and the other guy a steady supply of Oil. You can have up to three Trade Partners if you've got Oil, but you can always trade Oil for money in one-time deals.

    Please check the Oil map to see how much Oil a province makes.

    Light Gray: 10,000 barrels/turn
    Teal: 25,000 barrels/turn
    Dark Gray: 50,000 barrels/turn
    Black: 80,000 barrels/turn
    Last edited by Barry Goldwater; January 03, 2015 at 07:32 PM.

  5. #5
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Military rules
    Tech levels
    There are four branches of technological development: Army, Navy, Air Force and Secret Weapons. Each level you research (outside of Secret Weapons) also adds a quality star to all the units available in previous levels, ex. at Army tech level 4 Infantry units gain 2 extra quality stars.

    Army Tech:
    Level 1 - Everyone starts with this
    Level 2 - $30,000/3 days to research
    Level 3 - $60,000/6 days to research
    Level 4 - $90,000/9 days to research
    Level 5 - $120,000/12 days to research

    Navy Tech:
    Level 1 - Everyone starts with this
    Level 2 - $40,000/4 days to research
    Level 3 - $80,000/8 days to research
    Level 4 - $120,000/12 days to research
    Level 5 - $160,000/16 days to research

    Air Force Tech:
    Level 1 - Everyone starts with this
    Level 2 - $35,000/4 days to research
    Level 3 - $70,000/7 days to research
    Level 4 - $100,000/10 days to research
    Level 5 - $130,000/13 days to research

    Secret Weapons Tech:
    Level 1 - $250,000/12 days to research
    Level 2 - $350,000/15 days to research
    Level 3 - $500,000/18 days to research
    Level 4 - $750,000/21 days to research
    Level 5 - $1,000,000/24 days to research

    Fortifications
    Static fortifications will make defending a territory increasingly easier, although they can be overcome with artillery, air power and yes, sheer numbers at times. (field fortifications, ie. anything set up for free by engineers in a battle, will no longer exist after the battle ends) Each level of fortification is harder to overcome than the last; think of Level 1 fortifications as small pillboxes and dugouts, Level 3 fortifications as mid-WWI trench lines, and Level 5 fortifications as the Maginot Line.

    Level 1 - $60,000/3 days
    Level 2 - $90,000/6 days
    Level 3 - $120,000/9 days
    Level 4 - $150,000/12 days
    Level 5 - $180,000/15 days

    Land units
    Conscript Division - 10,000 men - Free, no time - * - A 'special' unit you can spawn en masse by issuing a draft order. They're free, but also the peasants/militia of this game - poorly trained, ill-equipped and with very bad morale to boot. They're really only useful in large numbers, and even then a few units routing will cause a chain reaction, so ironically it might be a bad idea to even field large numbers of these guys. Think of the Volkssturm, shtrafbat, etc. Conscript units can be retrained into 'proper' infantry units (whether regular, motorized or mechanized) in 1/2 the time it would take to normally raise those units, ex. 1 day for a regular infantry division or 2 days for a motorized infantry division, and for half the cost. They move at a pace of 1 province/day, and do not enjoy any quality boosts from higher tech levels. Countries that issue a draft order get an automatic 10% dissent hit.

    Infantry Division - 10,000 men - $3,000, 2 days - ** - The workhorse of all armies, a standard infantry unit equipped with small arms and the necessary medical, logistical & command sections. Capable of most tasks on the battlefield. They move at a pace of 1 province/day, and can be trained at any tech level.

    Motorized Infantry Division - 10,000 men - $6,000, 4 days, 600 barrels of oil - ** - An infantry division outfitted with trucks for increased mobility. They can move faster across flat terrain (such as the Russian steppes) than infantry units, but as their trucks are rendered useless in rough terrain like the Amazon rainforest, they will move slower than regular infantry there. They move at a pace of 2 provinces/day on ideal terrain (plains, deserts) and 1 province/2 days on rough terrain (mountains, jungles, swamps), and can only be trained from tech level 3.

    Mechanized Infantry Division - 10,000 men - $10,000, 6 days, 1000 barrels of oil - *** - An infantry division outfitted with armored half-tracked armored personnel carriers armed with MGs, providing them with tremendously improved mobility across all kinds of terrain (except mountains) as well as greater protection against enemy infantry and light armor. They move at a pace of 2 provinces/day on all but mountains, where they move at a pace of 1 province/2 days, and can only be trained from tech level 4.

    Mountaineer Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for high-altitude and low-temperature operations. They move faster and perform better in mountains than other infantry units. They move at a pace of 1 province/day unless they're in the mountains, where they move at a pace of 2 provinces/day, and can only be trained starting from tech level 2.

    Light Infantry Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for operations in rough terrain. They move faster and perform better in rough terrain (swamps, jungles, deserts) than other infantry units. They move at a pace of 2 provinces/day, always, and can only be trained starting from tech level 2.

    Marine Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for amphibious operations. They will perform better than other units when launching an amphibious assault, especially if they are the ones to lead the attack. They move at a pace of 1 province/day, and can only be trained starting from tech level 2.

    Paratrooper Division - 5,000 men - $9,000, 5 days - *** - An elite infantry division specialized for airborne assault and extraction operations. They gain an extra quality star when deployed from transport planes. They move at a pace of 1 province/day on the ground, and can only be trained starting from tech level 3.

    Light Armored Division - 300 tanks - $15000, 6 days, 1500 barrels of oil - **** - A division of light tanks, faster than a 'proper' armored division but weaker. Not much else to be said, really. They move at a pace of 3 provinces/day except in mountains, where they move at a pace of 1 province/2 days, and can only be trained starting from tech level 2.

    Armored Division - 300 tanks - $20000, 8 days, 2000 barrels of oil - ***** - A division of tanks, any modern general's iron fist on the battlefield. Capable of withstanding tremendous punishment and functioning as both infantry support or independently, punching gaps in enemy lines if deployed in sufficient concentrations and with effective orders. They move at a pace of 2 provinces/day except in mountains, where they move at a pace of 1 province/2 days, and can only be trained starting from tech level 3.

    Cavalry Division - 5,000 men - $6,000, 4 days - ** - A mounted division that moves faster than infantry on a map, and can dismount to fight on foot just as effectively as they do on horseback - this is no longer the day of glorious cavalry charges, after all. They move at a pace of 2 provinces/day except in rough terrain, where they move at a pace of 1 province/day, and can be trained at any tech level.

    Semi-Motorized Cavalry Division - 5,000 men - $9,000, 5 days, 800 barrels of oil - *** - A division outfitted with both horses and trucks, allowing them to outrun most other units except in rough terrain that renders their vehicles useless. They move at a pace of 4 provinces/day except in rough terrain, where they move at a pace of 1 province/2 days, and can be trained starting from tech level 3.

    Air Cavalry Division - 7,000 men - $15000, 7 days, 1000 barrels of oil - **** - A division outfitted with a number of armed helicopters, capable of soaring over great distances much faster than their landbound cousins and providing close-air support & medevac for the men on the ground or, if need be, leading the aerial assaults themselves. They move at a pace of 5 provinces/day, and can be trained at tech level 5.

    Artillery Division - 125 guns - $12000 points, 6 days, 1200 barrels of oil - *** - A division outfitted with a large number of heavy artillery pieces. Their fire is much more devastating than that of mere Artillery Brigades, but they are also much slower, and will be annihilated if the enemy can close in on them. They move at a pace of 1 province/2 days, and can be trained at any tech level.

    Supporting Brigades
    Artillery Brigade - 50 guns - $2000, 2 days, 200 barrels of oil - A brigade capable of providing instant artillery support on the field for its attached unit. +1 star to the unit it's attached to. Can be trained at any tech level.

    Engineer Brigade - 2,000 men - $1500, 2 days - A brigade capable of rapidly constructing defensive works on the field. The unit it's attached to can construct field fortifications, or static fortifications in the province they're located in for 1/2 the time. Can be trained at any tech level.

    Armored Brigade - 40 tanks - $4000, 4 days, 400 barrels of oil - A brigade capable of providing your unit with the extra punching power it needs on the offensive, or the extra firepower on the defensive. +2 stars to the unit it's attached to. Can only be trained starting from tech level 2.

    Armored Car Brigade - 200 armored cars - $3000, 3 days, 300 barrels of oil - Detachments of speedy, lightly armored cars equipped with machine guns useful as support vehicles in pretty much all operations. +1 star to the unit it's attached to, said unit can also move an extra province/day faster. Can only be trained starting from tech level 2.

    Anti-Air Brigade - 50 guns - $3000, 3 days, 300 barrels of oil - A brigade capable of providing your unit with all the anti-air capabilities it needs to withstand a prolonged aerial bombardment. Any unit with this attached brigade can fight air units with its original number of quality stars + an extra one. Can only be trained starting from tech level 2.

    Anti-Tank Brigade - 500 guns - $2000, 2 days, 200 barrels of oil - A brigade capable of providing your unit with all the anti-tank capabilities it needs to survive an armored onslaught. Any unit with this attached brigade gains a +1 star bonus to fighting armored units. Can be trained at any tech level.

    Airmobile Brigade - 200 men - $4000, 4 days, 400 barrels of oil - A detachment of transport helicopters, possibly equipped with infantry anti-tank weapons to serve as a rudimentary support armament, which will greatly add to the mobility of whichever unit it's added to. Any unit with this attachment can move an extra three provinces/day. Can only be trained starting from tech level 4.

    Naval units
    Aircraft Carrier - $30000, 15 days, 20000 barrels of oil - ** + the strength of all air units on board - A floating flight deck capable of supporting only two squadrons of any aircraft at first, but their carrying capacity increases by one extra squadron/tech level. Can be built starting at tech level 3.

    Battleship - $25000, 12 days, 12000 barrels of oil - ***** - The ruler of the high seas, a floating fortress armed with a bristling arsenal of hard-hitting long-range guns that can blow lesser ships out of the water with only a few well-aimed shots. Can be built starting at tech level 2.

    Cruiser - $15000, 9 days, 8000 barrels of oil - *** - A support vessel, smaller and not as heavily armed as the battleship. Usually given the role of escorting carriers and transports or backing up the battleships in a head-to-head fight on the high seas. Can be built starting at tech level 2.

    Destroyer - $10000, 6 days, 5000 barrels of oil - * + an additional quality star vs. subs - The smallest ship in most fleets of this day. Equipped only with a miniscule number of guns and light armor, they will have no chance against a cruiser, much less a battleship. However, they do carry a number of depth charges, making them the go-to anti-submarine ship. Alternatively, they can still be somewhat useful against larger ships if deployed in considerable numbers. Can be built at any tech level.

    Submarine - $7500 points, 6 days, 5000 barrels of oil - ** - Fast, stealthy submersibles that can bring down or at least immobilize a capital ship with a few well-aimed torpedoes, also very useful in economically strangling a country via blockade. Just don't let them fight destroyers! Can be built starting from tech level 2.

    Air units
    Fighter Squadron - 16 planes/squadron - $9000, 4 days, 500 barrels of oil - ** - Fast, well-armed air superiority fighters designed to secure control of the skies for you. Can be trained at any tech level.

    Bomber Squadron - 12 planes/squadron - $12000, 7 days, 1000 barrels of oil - *** - Heavy bombers carrying a large enough payload to obliterate cities and, once you've developed them, carry nuclear weapons. Can be built at any tech level.

    Close Air Support Squadron - 16 planes/squadron - $10000, 6 days, 800 barrels of oil - ** - Low-flying aircraft equipped with a modest payload, designed to support ground troops in both offensive and defensive operations. Absolutely crucial to Blitzkrieg. Can be built at tech level 2.

    Naval Bomber Squadron - 14 planes/squadron - $8000, 4 days, 500 barrels of oil - ** - A squadron of specialized bombers designed to destroy enemy ships from above, most often carried by aircraft carriers. They gain a 2-star bonus to attacking naval targets. Can be built at tech level 2.

    Transport Squadron - 12 planes/squadron - $12000, 5 days, 1000 barrels of oil - Huge planes with an equally massive carrying capacity, capable of taking any ground unit anywhere in a matter of days or weeks. Can be built at any tech level.

    Doomsday weapons
    Flying bomb - $30000, 7 days - The predecessor of the cruise missile, a fairly short-range propelled missile launched from ground sites that can knock a province's infrastructure down one level (though it can be repaired by the owner) and immediately kill up to 10% of any army in the targeted province (to be determined by dice rolls). Can be fired at any target one sea zone or up to three provinces away. Cannot be developed until you've researched Level 1 'Secret Weapons'.

    Ballistic missile - $50000, 7 days - A more powerful evolution of the flying bomb, also launched from ground sites, that can knock a province's infrastructure down two levels (though it can be repaired by the owner) and immediately kill up to 25% of any army in the targeted province (to be determined by dice rolls). Can be fired at any target two sea zones or up to six provinces away. Cannot be developed until you've researched Level 2 'Secret Weapons'.

    Intercontinental ballistic missile - $125000, 9 days - A longer-range evolution of the BM, also typically launched from ground sites, that can knock a province's infrastructure down two levels (though it can be repaired by the owner) and immediately kill up to 25% of any army in the targeted province (to be determined by dice rolls). It can also be equipped with nuclear, chemical or biological warheads. Can be fired at any target around the world. Cannot be developed until you've researched Level 5 'Secret Weapons'.

    Atomic Bomb - $500000, 15 days - A powerful weapon that undergoes nuclear fission to create a devastating explosion, capable of wiping an army off the map or devastating a city for decades. When dropped on a province, it automatically knocks that province to Red (Level 1), though the owner can rebuild it; when dropped on an unengaged army, a full half of that army (to be determined by the Random Number God, aka dice rolls) will cease to exist; and when dropped on a battlefield, both sides will immediately sustain 50% casualties. Must be loaded onto Bombers or ICBMs to work. Cannot be developed until you've researched Level 3 'Secret Weapons'.

    Hydrogen Bomb - $1,000,000, 20 days - An even more powerful, advanced variant of the nuclear bomb. When dropped on a province, that province will be set to 'Level 0' (marked as black on the economic map) and remain unable to provide any income for the rest of the game; when dropped on an unengaged army, it will erase the army from existence entirely; and when dropped on a battlefield, it destroys both engaged armies entirely. Must be loaded onto Bombers or ICBMs to work. Cannot be developed until you've researched Level 4 'Secret Weapons'.

    Bioweapons - $100000, 10 days - A deadly weapon, normally outlawed under the Geneva Convention, that once used will spread from province to province exponentially; it is first used to target a single enemy province, but will spread to every province neighboring infected ones every turn unless purged. Every infected province irrevocably loses one infrastructure level until the plague/contamination has been purged, and armies traveling through infected provinces suffer from a 5% per day attrition rate regardless of allegiance - germs don't care whose flag you're fighting for, after all. It will cost $75,000 to purge even a single province of these monstrosities' taint. Bioweapons become available at Level 1 'Secret Weapons', and can be deployed in any enemy provinces with a 50% chance of success (if you fail your dice roll, presumably the agents you sent to distribute the bioweapon got arrested or killed before they could finish the job).

    Chemical weapons - $100000, 10 days - A potent (though outlawed) field weapon that, once employed, will inflict up to 10% losses on every enemy unit (determined by dice rolls) and has a 25% chance of causing any unprotected unit to start routing on the spot. Countermeasures can be developed for $50000 in 5 days, which halves the damage cap done to your units to 5% and makes it impossible for them to be routed by chem weapons. Both chem weapons and their countermeasures become available at Level 1 'Secret Weapons', and you must have artillery to use chemical weapons.
    Last edited by Barry Goldwater; January 08, 2015 at 06:28 PM.

  6. #6
    Dave Strider's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Swag.

    If we're doing the system of multiple-claims-that-we-might-not-get that you had mentioned in the Bar, then I'll go USSR as my top pick, UK as my second, and Italy as my third.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  7. #7
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    OK, what about minors? You can only play as one major to free the others up for other players btw, unless we have a serious shortage that requires us to open up the possibility of a player controlling two majors.

  8. #8
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    I've always been somewhat incompetent in IH, so I'll make for a good Italy. But if we cant fill a more important piece (like Germany or the UK) I can step in for them instead. If we're doing multiple picks I'll go Italy -> Japan -> Soviets.

    For a my minor I'll take Franco's Spain -> Turkey -> Argentina.


  9. #9
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Added your picks up in the second post with Fred's. Btw, for anyone who might not be aware, the Spanish Civil War already ended 5 months prior to our September 1939 start, so the Republicans aren't playable anymore.

  10. #10
    Dave Strider's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Quote Originally Posted by Barry Goldwater View Post
    OK, what about minors? You can only play as one major to free the others up for other players btw, unless we have a serious shortage that requires us to open up the possibility of a player controlling two majors.
    Hm...perhaps Mongolia/Tannu Tuva, Indochina/the Viet Minh, or...would Canada be a minor power? If not Canada, then Iceland.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  11. #11
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    BTW, the political & econ rules are up. If you have any questions or suggestions, fire away I'll try to have the military rules up tomorrow.

  12. #12
    Dave Strider's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Maybe split up the "Dictatorial-Democratic" paradigm so that there's penalties and bonuses for Fascism, Socialism, and Liberalism (i.e. democracy)? After all, the USSR, even though a one-party government, was organized along democratic centralist lines ("freedom of discussion, unity in action"), which makes them significantly more democratic and open to governmental criticism than, say, Nazi Germany. But at the same time, they don't quite fit the same definition of "democratic" as liberal countries do, particularly with Stalin's toying with the deportations of various ethnic groups across the USSR.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  13. #13
    Dirty Chai's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Majors: Republic of China (either faction or both, don't matter to me), Republic of France

    Minors: Spain, Iran(?), India, Afghanistan, Saudi Arabia, Netherlands,

    Of course, feel free to give me a more important state if we're lacking players; Just let me know.

    What's the deal with Tibet at this time?
    I know China controlled Tibet, but how much authority did local government have in Tibet?
    I know the Dali Lamas ruled Tibet with their own government into and after WW2.

    Quote Originally Posted by Dave Strider View Post
    Maybe split up the "Dictatorial-Democratic" paradigm so that there's penalties and bonuses for Fascism, Socialism, and Liberalism (i.e. democracy)? After all, the USSR, even though a one-party government, was organized along
    Quote Originally Posted by Dave Strider View Post
    democratic centralist lines ("freedom of discussion, unity in action"), which makes them significantly more democratic and open to governmental criticism than, say, Nazi Germany. But at the same time, they don't quite fit the same definition of "democratic" as liberal countries do, particularly with Stalin's toying with the deportations of various ethnic groups across the USSR.

    I don't think Liberalism is the right word. Democratic is still probably the best choice.
    Socialism doesn't actually mean there's no government criticism, as I'm sure you know. Fascism does, however.

  14. #14
    Dave Strider's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Liberalism is, generally speaking, the name used for the style of democracy used in western capitalist countries. And indeed, socialism and fascism aren't the same, that's why I was saying they shouldn't be lumped together under "dictatorship"
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  15. #15
    chesser2538's Avatar Senator
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Here's my picks, I figure with my minors I can play them either way as historically they both had options to ally with either party. Plus it would be cool to deck it out with Perry and bring the envisioned platinum war to life, or maybe ally and conquer south America together. Romania on the other hand could stay historical or I might decide to turn the tables and switch over to the USSR. Either way it should be an interesting game.


    Majors - USA, USSR, Japan
    Minors - Brazil and Romania

    Under the Patronage of the venerable General Brewster

  16. #16
    Dirty Chai's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Quote Originally Posted by Dave Strider View Post
    Liberalism is, generally speaking, the name used for the style of democracy used in western capitalist countries. And indeed, socialism and fascism aren't the same, that's why I was saying they shouldn't be lumped together under "dictatorship"
    My point was more that Liberalism is more specifically, in my mind, a "decentralized democracy"; But I can imagine how that's simply a product of post-WW2 thought.

  17. #17
    Dave Strider's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Oh, yeah, my bad, I'd meant liberalism as in classical liberalism. Enlightenment-era stuff. That's what most western parliamentary democracies are based on nowadays.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  18. #18
    Dirty Chai's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    Oh god, I'm sorry. I was having a brain fart. I was thinking of "libertarianism". I feel like such a doofus.

  19. #19
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    @Fred What bonuses and penalties would you suggest for each branch of the 'Dictatorial' government?

    @BF Shall I put you down for the KMT then, since they're the official Republican gov't (even thought Chiang Kai-shek was actually an autocrat) and Fred previously stated his interest in the Chinese Communists over in the Bar? Tibet should be independent IMO, neither the Nationalists or Communists had control over the Dalai Lama at this point in time.

  20. #20
    Dirty Chai's Avatar Dux Limitis
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    Default Re: No Peace in Our Time - the 1939 World War II IH

    I'll take the KMT, sure, but the Tibetans somehow interest me, even though it's really quite ridiculous to have them do much
    However, Wikipedia actually suggests that in the 30's and 40's the Nationalists moved into Tibet, using "negligence" on part of the Tibetans as an excuse to come in and take over.

    So just put me down for KMT/Republic of China.

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