Proposed house rules to handle Fascist Tide 1 map scenario

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jjdenver
Posts: 2474
Joined: Thu Nov 01, 2007 11:07 pm

Proposed house rules to handle Fascist Tide 1 map scenario

Post by jjdenver »

I've run across a player who wants to play a 2-map scenario so I've written up these house rules to simulate the Fascist Tide scenario in MWIF. I thought I'd contribute here in case anyone else finds it useful.

USE:
===============
Every 2nd USE chit draw must go to JP pool. SO 39 draw can go to GE/IT pool then ND 39 to JP then JF 40 to GE/IT then MA 40 to JP etc. USE options may be chosen vs JP to increase tension.

Add 1 USE chit vs JP in JA 40 and JA 41 to simulate taking Chinese cities.

Transfer pool:
================
Scenario describes transfer pool as Mozambique Channel.
CW/FR can just run cp's as usual to the resources being used (see below for list of resources). No need to put them in Mozambique Channel.
Asia/Pac sz's are defined as any east of the sz's adjacent to Africa. i.e. east of Mozambique Ch, Azanian Sea, Arabian Sea.
Any cp's in these sz's (Asia/Pac sz's east of Mozambique Ch, Azanian Sea, Arabian Sea. ) are basically considered "in the transfer pool"

There are complex rules for JP units entering and battling allied cp's + ships. This would be difficult for us to replicate. Instead each time a transfer pool raid is called for by die roll the die roll will have this effect:
<6 no raid
6-7 "sink" 1 cp Asia/Pacific. This cp must RTB to Durban or Perth or Singapore and never move again the rest of the game.
8 "sink" 2 cp Asia/Pacific. This cp must RTB to Durban or Perth or Singapore and never move again the rest of the game.
9 "sink" 3 cp Asia/Pacific. This cp must RTB to Durban or Perth or Singapore and never move again the rest of the game.
10+ "sink" 4 cp Asia/Pacific. This cp must RTB to Durban or Perth or Singapore and never move again the rest of the game.

All modifiers will remain the same (i.e. -1 1943, -2 1944, -3 1945, +4 if less 5 cp's in Asia/Pac sz's...i.e. east of Mozambique Ch, Azanian Sea, Arabian Sea ).
Rolls can be made outside of game in ACTS Warhorse or other roller. Most players PBEM with outside rollers anyway I think.

No other cp's should ever be placed into Durban or Perth or Singapore other than these "sunk" cp's to avoid confusion.
Any cp's in Durban or Perth or Singapore are considered "sunk" and cannot move.

Another way to handle this would be each turn starting JF 42 roll 2 D10. Compare this to # of CW ships in or east of Mozambique Ch, Azanian Sea, Arabian Sea.
CW BB/CV(with air) = 3 ships, CVL(with air) = 2 ships, CA = 1 ship, SUB = 0 ship. If roll is > # of ships then the difference is # of BP's CW can't use that build phase and must discard (not save) them.
In 43 subtract 2 from the roll.
In 44 subtract 4 from the roll.
In 45 subtract 6 from the roll.

Production:
================
SU:
has 7 fact, 7 oil, 11 res on asia/pac maps. Scenario says 4 fact, 6 oil, 11 res can be used. Therefore SU must leave IDLE the following resources & fact during the game:
1 oil Baku
fact Vladivostok
fact Novo-Sibirsk
fact Tashkent
No factories should be railed to these 3 cities to avoid any confusion. Just rail fact to other asia map cities.
***This seems like a heavy production burden for SU to bear so you might want to houserule this down to only 1 fact lost: Vladivostok.

CW/FR:
We are using Africa so scenario says SU gets 3 oil & 4 non-oil from off map as well as 3 fact + 3 res. So the following res will be used:
2 India fact, 4 India res
1 Aus fact, 3 Aus res
1 oil Burma
2 oil NEI
1 res Indo China

The following res are not used and must be left to IDLE:
2 res Malaya
1 res New Caledonia

US:
Gets 1/2 production to use for builds.
Lost production can be handled by setting FACT/res to IDLE.

Restrictions on units and map and actions:
=============================
US Marines cannot be built for Europe map. They all are restricted to US West Coast since all/most marine units operated in the pacific war. Any units on US West Coast or Pearl, Philippines, etc cannot move during game.

All Aus/Ind/NZ GAR/MIL cannot leave their country.

No Axis units can move into the following cities nor east of these cities: Kazan - Kubyshev - Ulyanovsk

Axis units can enter the Caucasus including Baku but must stop at the Persian border. This will allow the important campaign for the caucasus oil to be fought.

Caspian Sea is "in play" and all ports/cities bordering the Caspian (other than Persia) are "in play." This means SU and GE can fight with air or ships in Caspian to prevent Baku oil from being shipped over cp's in the Caspian.

Persia is considered out of play but Iraq is considered in play. Since JP could probably intervene near Persia and Iraq we will strike a compromise by allowing Iraq to be "in play" but Persia to be "out of play". Out of play of course means don't move units into the area.

Beginning JF 42 all US & CW actions are halved (round up). This will need to be handled by the CW/US player fairly. Don't use more than half-rounded-up of your actions.

SETUP:
==============
US can set up the following units on east coast. Other units go on West Coast. Anything on west coast cannot be used.
CV: Ranger BB: Arkansas, New York, Texas CA: Quincy, Augusta, Tuscaloosa, Vincennes TRS: 2, SUB: 1, 12 cp
2xFTR2, 2xLND3, NAV2, NAV3, 2xcvp, 4 pilots (so set up 4 planes).
Other pilots should be used to set up as many as possible remaining planes on west coast where they will remain for rest of game.
2 guns, ENG, DIV
Out of construction and repair pool: only BB Wyoming can be built. Other ships in constr & rpr pools should be built using the half of US BP's that can't be used for this scenario and placed on US W Coast to remove them from constr/rpr pools forever and avoid any future confusion.

SU can set up these units in Europe. All other units should be placed around Vladivostok to remove them from game consideration:
Zhukov, Timoshenko, MECH, 3 INF, 2 GAR, CAV, 3 guns, DIV, ENG
5xFTR2, 4xLND3, 2xLND4, 4xPIL. Any remaining PIL should be put in planes and should be placed if possible around Vladivostok where they will remain for the game.
Navy as mentioned in game except: only 3 cp, 2 SUB can go in Europe.

CW don't forget that starting in 41 you need cps east of Mozambique Ch, Azanian Sea, Arabian Sea. If you don't have enough the JP raids will be worse. Also you'll need cp's to take as losses during these raids and those will be RTB'ed to Durban, Singapore, Perth so have extra cp's ready for this in 41 or you will have to RTB your cp's running resources instead.
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
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Dabrion
Posts: 740
Joined: Tue Nov 05, 2013 10:26 am
Location: Northpole

RE: Proposed house rules to handle Fascist Tide 1 map scenario

Post by Dabrion »

2-map scenarios are bad. Don't waste your time :)
"If we come to a minefield, our infantry attacks exactly as it were not there." ~ Georgy Zhukov
jjdenver
Posts: 2474
Joined: Thu Nov 01, 2007 11:07 pm

RE: Proposed house rules to handle Fascist Tide 1 map scenario

Post by jjdenver »

ORIGINAL: Dabrion
2-map scenarios are bad. Don't waste your time :)

agree but some people like them.
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
Jaimainsoyyo
Posts: 188
Joined: Thu Aug 07, 2008 2:47 pm

RE: Proposed house rules to handle Fascist Tide 1 map scenario

Post by Jaimainsoyyo »

Good work Johnny !!!
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vonpaul
Posts: 171
Joined: Thu Aug 05, 2004 3:37 am
Location: Sydney, Australia

RE: Proposed house rules to handle Fascist Tide 1 map scenario

Post by vonpaul »

I was messing around last night editing the save files to make playing home-baked Fascist Tide less of a burnde.

Managed to edit China into surrendering pretty easy - just give all their hexes to Japan. Next step would be to figure out how to modify US entry to remove China surrender affect. Getting Japan to surrender is trickier as to whom would it surrender? I guess i could surrender it to the US as you need to mess with their production anyway to give only 1/2.
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