New Mod #4: A World at War - It is now June 22, 1941

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Robert24
Posts: 288
Joined: Fri Jul 26, 2013 2:17 am

New Mod #4: A World at War - It is now June 22, 1941

Post by Robert24 »

This one starts off with the following...

-The mass of the German Army is deployed in the east, ready to execute the invasion of the Soviet Union.
-German paratroopers return from a successful operation in Crete, and battered Commonwealth troops retreat back to Egypt.
-UK units are ready to invade pro-Axis Syria.
-UK units are prepared to counter-attack into Libya to relive the isolated Australians at Tobruk.
-The Japanese, for a second time, have attempted to take Changsha from Chinese Nationalist Republican Armies.
-German heavy surface raiders return to France for refit.
-German u-boats are deployed throughout the Atlantic and are interdicting UK convoys.

Download here:
https://www.dropbox.com/scl/fi/j4qknnbl ... fs7r4&dl=0

Enjoy and let me know how it goes.
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TangSooDo
Posts: 79
Joined: Tue Apr 01, 2008 4:35 pm
Location: Connecticut USA

Re: New Mod #4: A World at War - It is now June 22, 1941

Post by TangSooDo »

I gave this a try over the past few days, completing a game as Allies vs. AI Axis. I used settings with no bonuses for the AI, which I know usually gives a strong edge to the Allies, but my goal was to see how the mod played rather than be concerned about balance. Two features stood out: 1. China played strongly against Japan and was regaining a good part of the country by 1945. 2. The Axis played strongly, but not unrealistically in North Africa. I enjoyed that and had some worries that they might drive to the Suez Canal. On a higher setting they might have done. Japan played a little weakly overall despite a resounding Pearl Harbor attack, sinking all three BB's in port. Malaya never fell and Burma was a stalemate until 1944 when India began to roll them up. Ultimately the Indian forces made it all the way to Hanoi, liberating French Indochina. Of course this started in 1941 which meant Barbarossa would be launched. It played quite historically with Leningrad and Moscow being threatened but holding out. The Germans never reached Stalingrad but did take Sevastopol and Rostov and threatened the Caucasus. The US launched Operation Torch on the historic schedule in November, 1942 and continued on to invade Sicily mid-summer 1943. At this point I experienced the only true glitch in the mod, namely that after taking Tunisia in April, 1943 and occupying Tunis with a tank corps, on the following turn in May the city reverted to Axis control and the tank unit evaporated (it reappeared as a purchasable reinforcement). I suspect that the program overrode the play result and implemented the historic Axis seizure automatically. This did provide some cannon fodder for the Americans, kind of emulating Hitler's error of reinforcing North Africa at the time, but it also delayed the invasion of Sicily by a turn. The UK didn't participate because of their struggles farther east in North Africa, although they eventually captured it all in late 1943.

I enjoyed the mod and commend Robert for his work.
jjdenver
Posts: 2474
Joined: Thu Nov 01, 2007 11:07 pm

Re: New Mod #4: A World at War - It is now June 22, 1941

Post by jjdenver »

Hi can you explain more about the mod? Is it vanilla game with different start date? Or are there other changes? ty.
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Robert24
Posts: 288
Joined: Fri Jul 26, 2013 2:17 am

Re: New Mod #4: A World at War - It is now June 22, 1941

Post by Robert24 »

Thanks for asking.
It's a modification of the basic game.
This one, Mod #4, is starts with German's invasion of the USSR. I have posted others Mods, #2 and 3.
Here is the link to the details of the modifications I made.
https://www.matrixgames.com/forums/view ... 9&t=396303
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