WW2-Global

What do you guys think of the possibly of cutting out the South American countries to cut down on turn times?
IMHO they do nothing in the game except slow it down.
 
What do you guys think of the possibly of cutting out the South American countries to cut down on turn times?
IMHO they do nothing in the game except slow it down.

Probably a good idea, though in my experience playing this scenario the "minor" participants don't really slow it down at all -- takes about 1% of the total turn time.

The only real contribution they make is to provide markets for trade goods. But you could definitely make better use of their cities elsewhere.
 
In a test I did with reduced trade, cuts in irrelevant cities in Canada/Australia/Africa/Russia, and elimination of south American countries it cut the turn time by about 50%. [Note this is after I added historical Air ORBATs that added about 150 more units.]

Here are the changes in 1.5 so far
Bristol Beaufighter now needs Britain to build.
UK,France,USA, and the Low Countries don't skip the first turn.
Placed Transports by Dunkirk.
Armstrong Whitworth Whitley replaced by the Vickers Wellington.
Changed values for the Vickers Wellington are 20 bomb 3 def.
Added Hull.
Sheffield renamed Manchester and population increased.
Hurricane range now 6.
Added the Fiat CR.42 Falco.
Added Fiat G.55 Centauro.
D-520(F) renamed Dewoitine D.520 and atk & def uped to 7&7
Cut off the tip of Tunisia.
Redid the British&CW ORBAT.
Cut Carnarvan,Broome,Normanton,Cooktown,many French Africa cities.
Tweaked Italian Navy.
Added Richelieu.
Blocked water north of Greenland.
Redid ORBAT for Spain.
Tweaked Luftwaffe ORBAT.
 
On an other note the cutting of cities in Canada/Australia cuts back on what is unhistorical production.
IMHO I think it is to easy for Great Britain to turn Canada into "a big tank factory".

Here is a list of things I could use feedback on.

1.Cutting South America and many irrelevant cities in Canada/Australia/Africa/Russia.

2.Making tanks more expensive.

3.Making Iraq independent and setting up a war trigger in 1941 to have the Anglo-Iraqi war.

4.Suggestions on units that you think should be added.

5.Suggestions on cities that you think should be added.

I have named all RAF units during the weekend. I think I will try to name as many other units as I can elsewhere. I think I will skip the Lufftwaffe, I have already placed historical numbers of squadrons by plane so I think that will be enough.

PS I found a great site with tons of ORBATs.
http://niehorster.orbat.com/000_admin/000oob.htm
 
Those who want to release mods of WW2-Global or any other of
my scenarios shall start their own threads for those mods.
(Please send me a PM first)

Thus I do not want mods of WW2-Global within this thread
in the future.
For that reason I have told Equuleus that I want him to launch a new
thread for his mod of this scenario.

I am still around here at CFC and I am setting August 31 as
target-date for WW2-Global 2.5.


Rocoteh
 
Those who want to release mods of WW2-Global or any other of
my scenarios shall start their own threads for those mods.
(Please send me a PM first)

Thus I do not want mods of WW2-Global within this thread
in the future.
For that reason I have told Equuleus that I want him to launch a new
thread for his mod of this scenario.

I am still around here at CFC and I am setting August 31 as
target-date for WW2-Global 2.5.


Rocoteh
Sorry about that Rocoteh
 
Three months. Jolly good.

There are many features and notions that have been raised since the previous iteration, and that may come along in the meantime from elsewhere, that can contribute to the continuing success and evolution of this mod.

A few:
- Naval overhaul, including revised units and use of autoproduction. Perhaps even the various methods discussed as to curbing the AI tendency for tactical and strategic
- Air and land overhaul to take advantage of recently released graphics, and to weed out any units that lack relevance.
- Overhauled order of battle on land, sea and air for as many countries as can be put together; certainly the information is out there to put Japan, Italy, the USA, the British Empire, and the USSR to the level of Germany, and to a lesser extent France.
- Possible use of triggers to add to the complexity of the alliance system; failing that, house rules
- A long shot: Allied version and an Axis version.
- Use of various means to stimulate the Battle of the Atlantic
- An appropriate balance between the historical and what the game is capable of.
- The possibility of Infantry and Armoured Divisions and Brigades, for the main powers, with appropriate adjustments to what can be carried on what type of ships.
- A consideration of the artillery park available, and possible modifications to it.
- A consideration of what can be done to encourage interesting advances and campaigns by the Japanese AI.
- An examination of possible methods to add complexity and interest to the war in Europe.
- An appraisal of cities, and as a basis of that, of the inclusion of domination as a victory condition. One could argue that the Allies did not win out of population - they won through military conquest. It in the great total war, it does behove the conditions of victory to be somewhat along those lines.
- A forthright approach to the various never-weres.
 
I have probably played this mod 6 different times, most of the time as different civs and always enjoyed it. And it just keeps getting better!

Mac Civ,

Thank you.
I am glad to hear that.

Welcome back with more comments.

Rocoteh
 
Hey all, I posted last week about having trouble downloading this scenario - problem was solved Friday evening and I played throughout the weekend. I started playing as Japan because it was the Conquest scenario "WWII in the Pacific" and my disatisfaction with the game limits that sent me searching for something bigger and badder (I was an Avalon Hill "Third Reich" geek in high school and college - and still am truth-be-told - as well as many of their other strategy games).

Anyway, some comments so far - my computer is a bit slow for a scenario of this size (I only have 256) but it does work. Japan starts in such a difficult situation both operationally and strategically - I mean, I don't know where anyone else's (especially the American) fleet is or exactly what it constitutes in terms of capital ships and carriers - I have only 4 of the big six carriers I need to really wreak havoc - I don't have enough air power to bear down in all the locations I need - my smaller ships routinely get caught by enemy ships and sunk while traveling between islands - I start with no, that is zero, artillery (and apparently can't make marines or bombers until I get access to rubber so I have to hoard the units I have). All I can say is that it's a good thing the Chinese units are so weak and that they lack air and artillery (it was all I could do to beat them back for the first 10 or so turns). Basically - I LOVE THIS GAME.

I started by gathering the vast majority of my fleet, including the four big carriers, and the 2 smaller ones, loaded all the stray ground-pounders in Japan into transports and headed for the chinese coast to start seizing cities down the coast line and for the Phillipines to open the route to the Dutch East Indies. I meanwhile scattered a bunch of submarines and destroyers (there are so many of them) out across the Pacific just to keep an eye on things (it took me 7 or 8 turns to get my fleet organized just off the southern tip of Japan from where it started). I then headed toward China (while my Chinese deployed forces fought off the Chinese invasions). No sooner did I start out than some of my smaller units ran into a pair of British light cruisers crossing from Canada - so I trundled out the surface battlefleet I had kept in Japan (2 BBs, the Ise and the Heii, a pair of heavy cruisers, 30 or so destroyers and half a dozen light cruisers) but the Brits spotted me and ran - I noted that they were fast enough to avoid me where I was placed except for my lights and DDs and they were too powerful for those but at about that time a couple of American BBs ran across my picket line to the South of me and started sinking my destroyers. That was the first hint I had that the US fleet was deployed and coming (I also noted that the 2 BBs were the New York and the Arkansas - which meant their deployed capital ships were more than I expected). So, I split my southern fleet, sending 4 BBs, 6 heavies, 8 lights, and another 30 destroyers with all six carriers back toward the central Pacific, leaving the rest of the fleet, without carriers, to continue down the Chinese coast-line. What followed was an enormous exchange of ships over about 8 turns throught the central Pacific. Needing intel, I was continually throwing several destroyers out to locate their ships - eventually I counted 10 BBs scattered around, four heavies and four lights, and scads of destroyers (though the BBs were out ahead and unescorted by DDs or cruisers at first). In the battles, I lost over 30 DDs and 2 lights, but only one BB, the Ise. I sank 6 of the US BBs, injuring 3 others (though they escaped), and lost track of the 10th (the New York, it eventually appeared on my coast and I pounded it with ground air until it headed for Guam and I got it with bombers from Saipan finishing it as well). I also sank over 50 DDs, 4 lights and 4 heavies. The wounded BBs escaped because while I was fighting here, they started bombing Kwajalein - so I had located their carriers - or some of them at least, and peeled off my carrier task force to go get them - that battle took several turns, but without losing anything I sank 2 more BBs and four carriers (Enterprise, Lexington, Yorktown and Saratoga).

Meanwhile, my invasion fleet took several coastal cities, uniting my controlled territory in China (including Hong Kong), then moved on to take Hanoi and Saigon - I'm now prepping for the Phillipines. This campaign also allowed me to gather my air power in China together and increase my goundpounders in China so that I've now begun a major offensive into China, so far taking three inland cities - and one additional from the PRC.

So far, I've not built any units except 1 artillery, 2 tanks, one Val and 1 Shokaku (I have 3 more Shokaku's, a Yamato-C, and a Kate on the way). I have used my construction to build workers and city improvements to increase my rate of productivity so that eventually I can begin an enormous building program to rapidly increase my force size (the cities that have built units -excepting workers- don't have any more improvements to make at this time). I expect that my production will take off like crazy in about April of 1940. I have to replace 3 Kates and 3 Nates lost in the fighting. In addition to total loss of 53 DDs, 5 lights and the Ise, I also lost 16 submarines. In return, I have so far sunk (combining the US, British, Dutch and French navies) 9 BBs, 4 carriers, 16 lights, 8 heavies, 114 DDs and 31 submarines.

I haven't kept track of groundpounder losses, though they have been minimal - nor the damage I've done on the ground, though it's been a lot of destroyed Chinese units as well as a couple British and French units.

By the way, I'm in Week 2 of 1940.

In any event, I absolutely love this game and the operational and strategic - as well as the logistical problems it sets me (and I've only begun the first game with Japan - oh the many variations available playing the others, etc., genius).

Some queries (for anyone that can or is interested in helping):

1. Fortress Troops (or whatever they're called): can they move at all? It appears from my game that they can't.

2. Why does the AI fight like an idgit with its navy? They scatter ships without cover that are just sitting ducks, they stand still and bomb Kwajalein for no apparent purpose, without moving, while I cross the Pacific to take them out because I KNOW where they are. I have set it on most aggressive - is there anything else I can do to make it "smarter" with its fleet?

3. Why does a submarine not get to target a carrier in a fleet stack? very irritating and it cost me several good subs.

4. Why are some of my cities not allowed to build certain things (e.g. some cities can build a Shokaku, others can't) while others are, though I am linked by roads, harbors and airports everywhere? As a corollary, my northen island and little island in the south can't build RRs - why? ports link everyone and I can build them in China and on the main island.

5. Does Tokyo automatically produce stuff? I've had a militia division, a marine unit and a Sally bomber just appear there.

6. What do the various city-named wonders do?

7. And that thing about clearing forests amd making RRs take much longer - that's a problem I haven't yet addressed because I'm busy just building normal roads, irrigation and mines everywhere - but I imagine that creates a whole new set of logistical problems when it takes so long to create the strategic mobility of interior lines that RRs provide. Any thoughts?

Hope this wasn't too long - I've got the zeal of the convert - this game has moved into my number one spot - within minutes of staring it.

Regards,

Kelly Whiting

Kelly Whiting,

Thank you for your report and comments.

1. Fortress-troops can never move.

2.Its a general problem with AI, not just this scenario.

3. It would take out to many carriers.

4. To reduce load-time and waiting-time between turns
harbors and airfields will not connect cities.
Instead some Special-Wonders will do that.

5. The Tokyo-Wonder autoproduce Japanese Marine units.

6. Most of them have been placed to prevent AI from razing cities.

7. On this time-scale one can do to much to fast in fact with regard
to infrastructure and other aspects.
There will be changes in version 2.5.

Thank you and welcome back.


Best Regards


Rocoteh
 
All, I don't know if anyone is interested in updates on game progress. If not, please let me know and I won't bore you further. If so, Here goes:

I'm still playing the first game I've played of this and I'm playing Japan. Since my last report, I've taken the Phillippines, Guam, Hawaii, Panama, Rabaul, the Solomons, Singapore, Kuala lumpur, all but 2 Nationalist Chinese cities (which are buried in the Himalayas), all of Burma, and 2 cities in India. I've driven the Dutch entirely out of the game by taking all of the Dutch East Indies after Germany conquered their homeland. I've also finished off both Thailand and Communist China. The date is November, 1940. RRs are coming along very slowly. In 2 more turns I should have all of my Japanese main island cities linked up and I've run a line from central Manchuria to Peking and another about 2 turns from completeion linking the Korean Peninsula with the line from Manchuria. My ground victories are definitely outrunning my RR construction - which will be a problem later If I don't figure a perfect way to get a line constructed more quickly - the distances are just so vast that I need these RRs to be able to rapidly transfer forces in the event of a war with Russia (and they've been growling at me so I expect such a war fairly soon).

All of Manchuria and my home island cities have completed construction on all available improvements and are now churning out combat units at a rapid and regular rate. My army is growing rapidly as I build air, heavy artillery, tanks and infantry units in Manchuria and naval, air and ground units in Japan. I've so far built 10 Shokakus (only 7 of which are fully loaded with aircraft) and have 2 more on the way. I've also built 4 Yamatos and have 1 more on the way. I'm turning out those big Otsu subs regularly (about 15 built so far), and 3 1941 DDs every 2 turns as well as several heavy cruisers C, and several AA cruisers.

I have 3, presently deployed, main battle fleets. One with 3 old BBs, a Yamato, and the six original carriers - took Hawaii and Panama (then ran out of ground forces - I sent it out before I could build enough to do more than that) - and is now headed for the US Pacific Coast to try and find the remaining American warships and destroy some aircraft. I have already sunk 11 US BBs but I expect they have more (at least 1 I know of - maybe more) and I sunk 4 carriers (but I'm looking for others - I don't know what they started with). I have already sunk over 400 allied ships (counting transports and shore defense ships - as well as the rest) and most of those were American (I've lost over 100 of my own - but no carriers or heavy cruisers and only 1 BB).

A new fleet, with 2 Yamatos, an old BB, and 3 Shokakus, is busy taking all of the Australian group (Rabaul and the Solomons so far - then Moresby, New Caledonia, New Zealand, Tasmania, then Australia itself). This fleet I held back until I built enough ground forces to complete this whole conquest so they should not need reinforcement - though losses could force me to need them. There are 4 Marines with this group.

The final fleet, with 4 old BBs and 3 Shokakus, is moving along the Indian coast taking cities from the sea and supporting my land invasion of India. It has small numbers of troops loaded, but it doesn't need many since I can rapidly reload with ground units from the army attacking India on land. There are 3 Marines in this group.

I'm busy building another fleet in Japan to support the invasion of the US west coast. It will have 6 Shokakus, 4 Yamatos (another Yamato and an old BB stay in home waters to protect), several new heavy cruisers and the new 1941DDs. It will take 7 fully loaded transports with it (6 heavy artillery, 12 tanks, 24 infantry or marines). It's about 1/3 built. When that attack starts, my original battle fleet will move through Panama and into the Atlantic, looking for a target rich environment in the Atlantic - preferably we'll be able to cripple the British fleet, opening them up to an invasion by Germany. Especially when they lose the Australia group and India, I expect they won't be able to keep up anymore technologically - though I may be wrong.

Finally, I have Otsus moving through Panama into the Atlantic and I also have a squadron of them sealing of the red sea pathway for the Brits to India.

And if I didn't say it before - I LOVE THIS GAME!

Regards,

Kelly Whiting
 
Kelly Whiting,

Thank you for report.

"All, I don't know if anyone is interested in updates on game progress. If not, please let me know and I won't bore you further."
Kelly Whiting

Playtest-report are always very interesting!

"I'm still playing the first game I've played of this and I'm playing Japan. Since my last report, I've taken the Phillippines, Guam, Hawaii, Panama, Rabaul, the Solomons, Singapore, Kuala lumpur, all but 2 Nationalist Chinese cities (which are buried in the Himalayas), all of Burma, and 2 cities in India. I've driven the Dutch entirely out of the game by taking all of the Dutch East Indies after Germany conquered their homeland. I've also finished off both Thailand and Communist China. The date is November, 1940. RRs are coming along very slowly. In 2 more turns I should have all of my Japanese main island cities linked up and I've run a line from central Manchuria to Peking and another about 2 turns from completeion linking the Korean Peninsula with the line from Manchuria. My ground victories are definitely outrunning my RR construction - which will be a problem later If I don't figure a perfect way to get a line constructed more quickly - the distances are just so vast that I need these RRs to be able to rapidly transfer forces in the event of a war with Russia (and they've been growling at me so I expect such a war fairly soon)."
Kelly Whiting

This is a very good start.
Interesting that you have managed to occupy Panama.
As you say the RR should be of heavy importance later on.

"All of Manchuria and my home island cities have completed construction on all available improvements and are now churning out combat units at a rapid and regular rate. My army is growing rapidly as I build air, heavy artillery, tanks and infantry units in Manchuria and naval, air and ground units in Japan. I've so far built 10 Shokakus (only 7 of which are fully loaded with aircraft) and have 2 more on the way. I've also built 4 Yamatos and have 1 more on the way. I'm turning out those big Otsu subs regularly (about 15 built so far), and 3 1941 DDs every 2 turns as well as several heavy cruisers C, and several AA cruisers."
Kelly Whiting

This large carrier-force should give you many options.

"I have 3, presently deployed, main battle fleets. One with 3 old BBs, a Yamato, and the six original carriers - took Hawaii and Panama (then ran out of ground forces - I sent it out before I could build enough to do more than that) - and is now headed for the US Pacific Coast to try and find the remaining American warships and destroy some aircraft. I have already sunk 11 US BBs but I expect they have more (at least 1 I know of - maybe more) and I sunk 4 carriers (but I'm looking for others - I don't know what they started with). I have already sunk over 400 allied ships (counting transports and shore defense ships - as well as the rest) and most of those were American (I've lost over 100 of my own - but no carriers or heavy cruisers and only 1 BB)."
Kelly Whiting

With such heavy Allied losses I guess AI naval forces will be silent
for some time.

"A new fleet, with 2 Yamatos, an old BB, and 3 Shokakus, is busy taking all of the Australian group (Rabaul and the Solomons so far - then Moresby, New Caledonia, New Zealand, Tasmania, then Australia itself). This fleet I held back until I built enough ground forces to complete this whole conquest so they should not need reinforcement - though losses could force me to need them. There are 4 Marines with this group."
Kelly Whiting

This should be very interesting to follow.
For some reason there is seldom early offensives against Australia.
However I think that should be a good idea.

"The final fleet, with 4 old BBs and 3 Shokakus, is moving along the Indian coast taking cities from the sea and supporting my land invasion of India. It has small numbers of troops loaded, but it doesn't need many since I can rapidly reload with ground units from the army attacking India on land. There are 3 Marines in this group."
Kelly Whiting

At this point in the game I doubt Britain will have much forces to respond with.

"I'm busy building another fleet in Japan to support the invasion of the US west coast. It will have 6 Shokakus, 4 Yamatos (another Yamato and an old BB stay in home waters to protect), several new heavy cruisers and the new 1941DDs. It will take 7 fully loaded transports with it (6 heavy artillery, 12 tanks, 24 infantry or marines). It's about 1/3 built. When that attack starts, my original battle fleet will move through Panama and into the Atlantic, looking for a target rich environment in the Atlantic - preferably we'll be able to cripple the British fleet, opening them up to an invasion by Germany. Especially when they lose the Australia group and India, I expect they won't be able to keep up anymore technologically - though I may be wrong."
Kelly Whiting

I think this is the best Japan-playtest I have ever seen!
Really looking forward to follow how it turns out.

"Finally, I have Otsus moving through Panama into the Atlantic and I also have a squadron of them sealing of the red sea pathway for the Brits to India."
Kelly Whiting

That sounds like good ideas.

"And if I didn't say it before - I LOVE THIS GAME!"
Kelly Whiting

I am very glad to hear that.
Thank you.

Thank you for the report and welcome back.

Best Regards

Rocoteh
 
Vanilla WW2 Global 2.4. British Empire. Deity

It opened much as usual, with a consolidation of forces.
I hoarded submarines for scrapping, given their limited uses for my purposes. WW1 destroyers were either put aside for this purpose, or gathered together for a big push through the Atlantic.
Home Fleet concentrated at Scapa, with battlecruisers, Courageous and Glorious at Edinburgh.
No forces sent to the continent, but preparations made to send a limited task force to Norway. In a previous game, the Jerries landed there and raised Oslo, so a reception committee of several divisions is being put together to meet them.
Emphasis is on the production of Spitfires. Bombers can wait for something decent.

Germans conquered Poland in two turns, and then began to orient themselves West. Denmark fell without a great fight.

KM surface units sortied. They were subject to carrier and land based attacks from the moment they got into range, along with cruiser and battlecruiser bombardment. This process was repeated over 2 subsequent turns. They then fell within Home Fleet range, and were destroyed by bombardment and in many cases, a destroyer coup de grace.

The QEs, Ark Royal, Courageous and Glorious were then sent to the Med.

In that theatre, I let the Italians and French knock three kinds of heck out of each other, and then sniped with carrier raids. I will complete the destruction of the RM once the reinforcements arrive, and the full force of the Fleet can be focused in turn on each major vessel.

The Japanese took Hong Kong, but have not advanced deeply into Indo China since then. India is being used as the main source of defence, with a defensive line being established in Burma. All assets that can be spared are going to Singapore, including the ANZACs and Australian production.

Australian forces focused in securing the Guadalcanal-Rabaul-Port Moresby axis with air power production and the disposition of sea units.

South Africans will be sent to East Africa, and then to North Africa.

Not much action in the Western Desert, with any enemy forces being subject to bombardment by the Mediterranean Fleet.

The aim from here is to withstand any bombing the Germans send forth when they inevitably conquer France, and then start hitting them back with bombers once effective types are available. The legacy bomber force is carefully husbanded after its role in the destruction of the KM.

In a nutshell, a typical experience among those I've had.
 
Rocoteh is there any plans to make a multi player version of WW2 Global in the future.?Sorry if this question has been aked before this is a very large thread.
 
September 1941
US - Emperor level
European Theatre of Operations

SP32-20070525-003709.jpg


Germany still holds Berlin, having made peace with the Soviets after holding off repeated attacks. U.S. forces are content to keep Germany and Italy bottled up in their respective capitals for strategic purposes (taking Berlin would create an indefensible salient against the Soviets, and would allow Soviet navy in the Baltic access to the North Sea; Italian fortresses prevented Soviet attack through Italy into southern France).

U.S. started the inevitable war with the Soviets earlier than was originally planned, in order to (1) prevent the gap between the Soviet and Allied armies from growing, and (2) take advantage of the large British and Dominion forces massing in northern China for an advance into Manchuria.

Initial U.S. efforts were met with massive Soviet counter-attacks, and at several points the Soviets seemed poised for a breakthrough to the Channel. Only the heroic efforts of the U.S. land and air forces prevented disaster. In addition, the Soviets were forced to divert forces to the East to counter the impressive Allied gains in that theatre, where the British moved through Mongolia and took Irkutsk, and the Americans took Vladivostok and Amur.

Once air superiority was re-established in southern Germany, the Americans pushed forward toward Nurnberg and Munich. A vicious Soviet counterattack was narrowly repulsed, giving American armor the chance to take Munich. At that point all hell broke loose (for the Soviets, that is!). Taking Munich opened the door to all of Austria, as well as Budapest, Pressburg, Vienna, and Bologna (on the next turn). Soviet infantry (without armor support) are surrounded in Milan, and the rough terrain prevents quick counterattack everywhere except at Budapest. Americans plan to take Iasi in order to gain more favorable defensive positions, then turn northward to retake all of Germany (unless one of my dumba$$ allies makes peace with the Soviets first).

In the East U.S. land forces are exhausted, but by postponing the final liberation of Manchuria, sufficient forces are available to keep pressure on the Soviets while waiting for reinforcements to arrive. On the next turn the U.S. took the city north of Amur (but just barely). The invasion of Japan continues to be postponed, as the blockade effectively has Japanese forces contained and the Soviets pose a bigger threat.

SP32-20070525-003823.jpg


(UK forces also hold the city west of Irkutsk off the map.)

On note about railroads ... I think that this scenario works best having them the way they are. A proliferation of RR would too greatly benefit the Germans early in the game, and even moreso the Soviets later on. The lack of RR also means that U.S. forces really have to build up their logistics to amass sufficient forces. Operationally, RR's in Europe would allow my forces in southern Europe to easily shift back around to the north and quickly storm northern Germany. As my forces in Europe stand now, if I want to attack north I'll have to either (a) spend a turn or 2 shifting my forces west and then north, while leaving my southern army on the defensive, (b) spend several turns and resources building up a new amry group in the north, or (c) attack northwards through Czechoslovakia and southern Germany. All are viable strategies, but having RR's would basically make the choice irrelevant. IMO the general lack of RR's makes the scenario much more compelling from a strategic (as opposed to tactical) standpoint.
 
One suggestion I might make for changing the map:

I think I mentioned this before, but in a prior game the French parked a cruiser between Tunisia and Sicily effectively cutting off the Med for the Royal Navy. In my current game the Greeks (!) parked one of their ships there, but fortunately I tweaked the map before playing to shave off the "tip" of Tunisia, so the Med remains open.

(I also noticed that the Spanish parked a chunk of their navy off Gibraltar, blockading whatever RN ships - if any - might still be harbored there, but the map still allows room for others to transit the strait.)
 
Kelly -

I don't think you mentioned the level at which you are playing your first Japan game. It would help us to understand.

By the way, BEWARE the Soviets! They will no doubt strike soon!
 
Back
Top Bottom