Rules for GD 1938 (Full Version)

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Twotribes -> Rules for GD 1938 (8/22/2012 9:25:55 PM)

Wasn't sure where to put this. I am playing GD 1938 and would appreciate someone letting me know how to look at the rules or providing them here.




ernieschwitz -> RE: Rules for GD 1938 (8/22/2012 11:44:40 PM)

I made two emails for the current game of GD 1938 i am playing.. here is what i did for country specific rules...

----
Here are some country specific rules. All those that I could remember.

Germany:

The germans are protected by a diplomatic shield. This shield both prevents them from offering alliance with bigger countries, as well as getting declared war against them, as long as it is in place. In practice, if Germany behaves well, and only annexes countries, and coups countries, nobody can attack them. Eventually however, they will run out of countries that can be taken over this way, and war is inevitable, which is good, cause this is a wargame. Germany also has some unique researches that other countries do not have... like Pocket Battleships, and air-sea rockets later in the game. Germany starts off with 100% production.

Italy:

The Italians are also protected by a diplomatic shield. This shield functions exactly like the one the Germans have. And as long as Italy "behaves", nobody can declare war on them. It is worth mentioning that Italy starts off with nearly enough supplies to support its forces, but they might need to build a chemical factory in order to stay fully supplied if they want to go to war that is. Also they own a part of Africa, which used to be the free state of Abyssinia. It was conquered before the game started. The forces there are in dire need of supplies, and with apparently no way of getting them... Italy also has some unique researches they can research. For instance they can make a very cheap fighter 1.5 ... not quite a fighter II but vastly better than the fighter I. Italy starts off with 80% production.

Japan:

Where Italy and Germany, both start out at peace with everybody, not so for Japan. The Japanese are locked in a war with the Chinese. A war that they up to this point had been winning. They have conquered the Chinese capitol, and they also have a toehold in shanghai. However they are desperate for supplies and fuel, which they have very little of. They do however have the advantage of a diplomatic shield, which works much like the ones protecting Germany and Italy, with two notable exceptions. As long as they do NOT attack a Western power, they are protected from attacks from these, including Soviet Union. However, once the Americans come into the war, by allying with China, the protection from these powers falls, as the United States declares war on them. So for Japan it is a race against time, to defeat the Chinese, and a mission to get oil, coal and the like as fast as possible. Japan starts off with 80% production.

Soviet Union:

Just like Germany, Italy and Japan, the Soviet Union is protected by a diplomatic shield. This prevents them from entering alliances with larger countries, or getting declared war on by the allies. The Soviet Union is NOT protected from Axis declarations of war. Making them vulnerable to these countries. The Soviets have a lot of supplies being produced for them, and it is unlikely running out of them will ever be an issue for them. They start off with 80% production, and a large army. The Soviet Union can declare war on any country it wants, apart from the Axis, and by doing so removes their diplomatic shield. A special feature of the Soviet Union is its ability to move some of its Large Cities industry. This works the following way. The Large City chosen becomes a Colonial Large City, and the industry is them moved to a hex next to Omsk. Be warned, if anything else has been constructed there it will be destroyed, as a new industrial center is built there. These industrial centers have half the production points of the large city it was moved from, and will be damaged if the city it was moved from is damaged.


France:

The French Empire is not what it once was. It is still a great nation, but World War I has taken its toll on them. They still have a big empire to protect abroad, but their economy is not as good as one could wish, starting off with only 80% production from their own people. On top of that, their army is very defensively oriented. In game terms that means they have a lot less staff in their HQs than needed. They have good tanks, and of course the mighty Maginot line. Also they have better diplomatic options, mostly, compared to Britain, if I recall correctly. As they are a democracy, they cannot attack other (smaller) countries. You can attack any of the Axis countries once these have broken the diplomatic shields they are under. Also, the French suffer from an almost intolerable lack of supplies. Building chemical factories should be a high priority.

Britain:

The powerful british empire, is still very powerful at this stage of history. It has a large fleet deployed around the world, and it is the pride of the nation. The supply situation is good, and production is at 100%. It is also allied to France. So French forces and British forces can freely use each other's territory. Just like France, Britain is a democracy, and cannot declare war on smaller countries. They can declare war on Axis or Soviet Union if they break their diplomatic shields, that is misbehave. A trick for helping out the French can be to build chemical factories for them, by building them, and then giving them away to the French. Thus saving the French the trouble of doing so themselves.

United States:

Perhaps the most powerful of all the nations. They have a good supply situation, and 100% production to start up with. However they lack an organized army, having only national guardsmen to protect the country from land invasions. They also have the idea that they do not need to intervene in the going ons of the outside world. This is called isolationism. To break Isolationism, is not easy. While isolationism is active, the USA cannot interfere in any wars, anywhere. The mechanism to break isolationism, first becomes available, after one of the Axis countries has broken its diplomatic shield. Breaking it is done by playing an action card, which costs 75 PP, and has a cumulative 1% chance of success. This chance is modified by how many coal, oil sites and major cities in latin, central and south America that are owned by Axis/Soviet players. Each of these sites give ―% additional chance of waking up. If these sites are American owned, the chance is modified in the negative. Once awake the US can only declare war against the players of the Axis/Soviet Union that has broken its diplomatic shield. The united states can also ally with the Allies, and thus join their wars, or ally with China, thus joining the war against Japan.

China:

While China strictly speaking was not unified at this time, that is ignored and the country is played as if the different warlords, and communist china and nationalist china, where one. Easily China is the least powerful of all the nations. They can cause no coups, and can only annex Mongolia, if nobody has done it before them. They also start with 50% production capacity, and thus are very weak. They do have a lot of men, and a lot of conscripts. So getting them beat wonīt be a walk in the park. They start off with 2 sources of supplies, and should try to hold on to these coal sites, at all costs, so as to not help the Japanese...

Other Countries:

All other countries are played by the AI unless taken over by other countries. The AI has its turn at the end of the Chinese turn. All AI countries are set to sleep, until attacked by another country.

Tricks:

There is without a doubt a number of tricks that can be used when playing this game. One of them is to deliberately declare war against a country you cannot interact with... for instance Soviet Union declaring war against Paraguay. This could be done if one wanted to wake up the country and thinks it would defend itself better, if it was awake, rather than sleeping. Another trick is voluntary dropping your diplomatic shield. This can be done for instance by Soviet Union, by declaring war on a country already defeated, for instance.

I am not sure what I think about these rather tricky tricks. In a sense it is ok to be able to do these things, but in another sense these things seem gamey. Try not to abuse the rules too much, as the game we are playing is mostly based on trust anyway, since we wonīt have PBEM cheat turned on...

--- End Country Specific Rules ---




ernieschwitz -> RE: Rules for GD 1938 (8/22/2012 11:45:55 PM)

Rules of GD 1938:

General overview:
Well where to start...

I think iīll begin by explaining about fighter interception. Originally everything intercepted pretty much everything, but not in this game anymore. Interception chance are generally low, and it really pays dividends to have smaller (many) fighter wings than 1 big one. There is virtually no air stack, nor airbase stack, though I have considered adding the latter. The artillery stack is quite large too, allowing for quite a few artillery pieces to attack at the same time, with no penalty whatsoever.

Each action taken by air, mechanized or ships takes fuel. Usually more fuel during attacks than just movement. These units also spend fuel defending. So it is a good idea to end the turn with more than 0 fuel, as units that require fuel fight considerably worse (4 times worse, or more).

Fuel itself is something you can save from turn to turn, but, there is a max, and diminishing returns begin to kick in around 5 times your fuel production level. I think that you can have a max of 10 turns saved up in fuel, before the returns are nothing. Each point of supply produced equals 1 fuel as well. There are special supply sites that produce supplies at a much cheaper rate than normal. These are Oil sites, which produce 1 supply/fuel pr. Production point, and coal sites, which produce 1 supply/fuel pr. 2 production points. Cities too can produce supplies, at a rate of 1 supply/fuel pr.20 production points. So it is definitely cheaper to supply your armed forces with oil sites, rather than city supplies.

Now we are at location types, there are 2 kinds of cities, made in several sizes. The first kind are normal cities. They are called Major Capitols, Capitols, Large Cities, Cities, and Towns. These can produce anything, from infantry to planes, to tanks, and ships (if they are port cities). Then there is the colonial versions of these cities. These are Large Colonial City, Colonial City, and Colonial town. They are without heavy industry, and cannot produce warships, planes nor armor.

There are also Factories. Factories are divided into a few different types. They are specialist production centers. An air factory, for instance can only produce planes. A vehicle factory only vehicles... There is one special type factory that is worth mentioning, called the Chemical factory. It can produce supplies, and nothing else. You may think this is just daft, but they are really very useful. Especially if you do not have enough supply production from cheap sources. The chemical factory always has the people type factory people, and thus always produce at the same level for everyone. Which if I recall correctly is 1800 supplies. Every other factory has your own people type crewing them.

People types are important in this game, as they represent different peoples willingness to work for you or fight for you. Generally your own people will work harder for you then people you take over. You can improve the production of your own people by purchasing the relevant strategic production researches. Most countries start at 80%, although some start higher, and others lower. The levels of strategic production that can be achieved are (from memory): 80%, 100%, 125% and 150%. How much these cost is based on how much own people production you currently have. So its definitely a better idea to invest in own people production, before producing factories, if possible.

There is also a research type called Coup, which most countries can pick. They are named coup and a country name. They cost about half of what it costs to annex/ally a country, but come with some risk. What happens when you try to coup a country is that 25% of the time, it goes your way, and you after your turn is over take over the country, however, there is a 10% chance that a counter coup occurs, and some other (usually not a country you want) takes over the country, at the end of your turn. A good example is Poland. If Germany tries to coup it, it might turn Soviet, if the coup fails miserably. If the Soviets try to coup it, the reverse result will possibly occur, and Poland turns German! Some countries are only available to be taken over by coup, while others need to be conquered the old fashioned way, and some can be taken over by allying/annexing them.

Annexing/allying with a country is done by playing an action card. These generally cost double the price of couping, but still pay off in a relative short time. Unlike coups, an annexed/allied country is immediately taken over, and forces can be moved at once, and OOBs redone and so on. Which is generally a good idea, since they are usually set up as to support their own forces, and not produce maximum for you. A good example is Denmark, which when taken over by Germany produces supplies in Copenhagen, a very inefficient use of production... which you might want to change to something else, like Political Points.

There are quite a few researches, that you can choose, to research apart from the strategic ones (which are mostly explained in game), and these are the tactical ones. Like Fighter V and the like. Mostly they are self explanatory. However there are 2 mechanisms that need to be explained. One is that there is a year cap on how far ahead you can research. So the technologies you have available for maximum research will change at the start of each new year. This is so that nobody research blitzes a single technology and has say jet fighters and bombers by 1940. Also there is a tech diffusion event (actually several events) that kick in, and make research cheaper for each time a nation has researched it. So the 2nd player to research it will get it somewhat cheaper than the first, etc.

Also, there are manpower restrictions, on how many units can be produced. Each infantry SFT, requires 1 manpower. Each country starts with a pretty large pool of manpower, and enough is added each turn that most countries should not get into trouble. Some countries will perhaps never produce more units, than manpower. China has a very large amount of manpower, and more than has been shown they can use, added each turn. Japan and Italy however, may seem fragile in comparison.

--- end 1938 general rules ---

Please give feedback on what you think, and I may add more stuff.

Claus /ernieschwitz




ernieschwitz -> RE: Rules for GD 1938 (8/22/2012 11:46:47 PM)

Bombur was thinking about adding them to the description of the game, or including them in the next update as a readme file...

Hope you find the game interesting :)




Twotribes -> RE: Rules for GD 1938 (8/23/2012 1:20:38 AM)

I of course am playing all the sides. It is fun. I stuck to historical time line for German invasion, but had Britain buy Poland so it was a lot stronger by Aug 39. I had Germany buy all her allies plus Yugoslavia and Denmark, England got Norway and Greece. The Soviets couped Portugal. Italy couped Saudi Arabia and Persia. The US got Dominican Republic.

France built one chem factory and so did England IN England. ( High Command was short supplies) Germany has a tank, aircraft and chem plant so far. The US built a shipyard in Hawaii.

Are you aware you gave the US and Great Britain Japanese islands and ports? And you are missing at least one port in the pacific.

What else, ohh France got Belgium and Luxembourg and England got Netherlands




ernieschwitz -> RE: Rules for GD 1938 (8/23/2012 2:06:43 AM)

quote:

Are you aware you gave the US and Great Britain Japanese islands and ports? And you are missing at least one port in the pacific.


No i wasnīt aware. Please specify where and which, and i will correct it :) Use map coordinates, if there is no better way of identifying them, or a piece of map that i can clearly identify.

Glad you are enjoying yourself with the game :)




Twotribes -> RE: Rules for GD 1938 (8/23/2012 5:52:57 AM)

You gave the Mariana's to England to include both ports. Pelielu is not a port and belongs to the US on the map but should be Japanese. and Saipan is missing and should be a port and a Japanese island. All the US owned was Wake and Guam. The rest of those Islands were Japanese. Saipan was considered Japanese soil. We launched the A bomb attacks from Tinian which is next to Saipan two islands we captured from the Japanese. Those two Islands were the focus of our B-29 bombing raids of Japan.

In the Marianas the British had the southern most islands Tarawa and Makin and another closer to Rabul. The Japanese owned the rest to include the 2 ports you have as British.

The Americans had Johnson which was a port south and west of Hawaii and had 2 Islands in the chain of 4 south of Hawaii. They also had another island South and east of Tarawa which was a port.

Wake had an airfield and a garrison by 1940. And belonged to the US.

I am a retired Marine, I know Pacific war history fairly well. We had to read about all the battles and were taught most in Boot Camp.

The Philippines is 2 large islands and many small islands, game wise you should have two not one island for them. Well 3 since you did provide a small island to the west.




ernieschwitz -> RE: Rules for GD 1938 (8/23/2012 10:07:31 AM)

Ok, i redid some of the map. Mainly just changing ownership of islands, and making some into ports.

Saipan was added, and made a port. Wake was made a port, and not an airfield, as airfields canīt recieve supplies from overseas as they are not ports. Ports on the other hand are both ports and airfields.

Made most of the marshall islands into japanese soil, as i best could determine they were.

I made the Johnston atol as you requested, and made it a port, and made Tarawa into an american island and port. I couldnīt locate another island that should be american in that area, hope you can live with the compromise...

As for the Phillipines of course you are right. But at this scale i thought it would be best to represent the islands of the Phillipines as one island cut into by multiple rivers, and that way representing several islands. I am not sure how to correct it, by removing just one hex... If i remove the obvious one, the phillipines just look wrong... and if i remove the two which have rivers around them, they look wrong too.

But thank you for your input. I appreciate it very much. I uploaded a new version of GD 1938 in the scenario bank, so the corrections are now available for everyone.

Also i think there are some other corrections in this file, mainly to SFTs, and some new america only units.






Twotribes -> RE: Rules for GD 1938 (8/23/2012 9:33:30 PM)


quote:

ORIGINAL: ernieschwitz

Ok, i redid some of the map. Mainly just changing ownership of islands, and making some into ports.

Saipan was added, and made a port. Wake was made a port, and not an airfield, as airfields canīt recieve supplies from overseas as they are not ports. Ports on the other hand are both ports and airfields.

Made most of the marshall islands into japanese soil, as i best could determine they were.

I made the Johnston atol as you requested, and made it a port, and made Tarawa into an american island and port. I couldnīt locate another island that should be american in that area, hope you can live with the compromise...

As for the Phillipines of course you are right. But at this scale i thought it would be best to represent the islands of the Phillipines as one island cut into by multiple rivers, and that way representing several islands. I am not sure how to correct it, by removing just one hex... If i remove the obvious one, the phillipines just look wrong... and if i remove the two which have rivers around them, they look wrong too.

But thank you for your input. I appreciate it very much. I uploaded a new version of GD 1938 in the scenario bank, so the corrections are now available for everyone.

Also i think there are some other corrections in this file, mainly to SFTs, and some new america only units.





You mean I gotta start all over? )




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