AXIS vs ALLIES # 8 Game Invite

AXIS vs ALLIES # 8 Game Invite

THE GAME IS FULL. :unfair: PLEASE POST A REPLY WITH YOUR INTEREST FOR THE NEXT GAME. :thumbup:

Realistic WW2 play.

Rules at bottom of this post. Full explanations in our 'Country Situations' RP post.

GAME START INFO:

Start Time:

Up now-

Game Number:

1,406,383

Game Name:

AXIS vs ALLIES 8

Password:

~

AXIS vs ALLIES # 8 Game Player Update:

ALLIES:

*U.S.A. – Kalantigos has the full check-in information (Liberinsula, ctgarric are ready to play the U.S.)* Isolationist until late turn 7 (Dec 11, 1941).

*France – Lt. Henry * Probably Vichy. Reduced oil.

Soviets – 'Idamtus.'

U.K.- rogodeterSnowl (including Canada) will make 'EXTRA' gold BBs.

AXIS:

Italy- SergeantRock Low $, resources & tech.

Germany – James Hartmund BB 'Gneisenau made, Low Steel

Yugoslavia – ? ? ? (ctgarric is ready to play Yugo) Activated when Germany attacks Russia. Very low $, resources & tech. 1 industry build limit.

Hungary/Slovakia - Overlord_KC Activated when Germany attacks Russia. [played by Sweden]. 1 industry build limit.

Pro-AXIS:

Spain – richerich May be activated later Spain plays only 3 units total against the USSR and a few Spanish filled Free French units. Very Low $, resources & tech.

Turkey- Soldjr325 Activated upon the fall of all of Egypt & Cyprus AND the AXIS doing very well in Russia. Very Low $, resources & tech.

Neutral:

Sweden – Overlord_KC *Note that the Swedish player plays 3 volunteer units in Finland, without officially being at war.

Interested Players: Liberinsula, ctgarric, Lt Tommy, Soldjr325, Pablo22510, panzerfaust, Yonericus, etc...

GOALS & RULES:

1. REALISTIC WW2 PLAY.

2. CORRECT & FAIR SIDES.

3. SERIOUSNESS.

4. CORRECT ALLIANCES.

5. NO CHEESE!

6. APPROPRIATE START.

7. PERMANANCY.

8. ADVICE/ SHARING/ TEACHING.

EXPLANATION OF GOALS & RULES:

1. REALISTIC WW2 PLAY. Not an exact recreation of WW2, but following realistic possibilities from the Winter 1938 start (turn 1) onwards.

-The ALLIES or Neutrals may not attack Neutrals unless to defend them from the AXIS or Soviets.

-Germany & the Soviets are initially allied.

-The U.S.A. is initially a Neutral and a strict Isolationist.

-Italy starts as a Neutral.

-France may not attack Germany proper until after the Phony War.

2. CORRECT ALLIANCES & COUNTRY SPECIFICS.

-ALLIES: U.K. + France. France & U.K are allied and should immediately share maps.

-AXIS: Initially Germany. Italy and Yugoslavia will join later.

-USSR. The Soviets sent communist troops to the Spanish Civil War, therefore Spain may do the same and send volunteers to Russia and not be officially at war with the USSR nor the ALLIES. Sweden may defend Finland against the USSR and again, not be at war with the Soviets.

Before the start of the game the Soviets and the Germans will have an agreement (Molotov-Ribbentrop) over the division of Poland and the Baltic States. Afterwards the Soviets and the Germans are officially allied.

The USSR must wait until the spring of 1942 to attack the AXIS (this is day 8).

The Soviets are an eventual ALLIED side player. Enemies: Historically Finland (possibly Romania & Turkey?). Attacking Sweden, Norway, Bulgaria, etc., would make them an ENEMY of the ALLIES.

-U.S.A. The U.S. becomes ALLIED end of day 7 (Dec.11, 1941), then may land troops at 06:00 game (3 month ocean voyage to eastern hemisphere). The U.S. is restricted to pre-war navy of 1 active battleship and 3 mothballed/ inactive battleships. Not until the summer of 1941 (day 7) may the U.S. put their troops west of Iceland.

-Italy. Italy is a Neutral in 1939. The western ALLIES may not declare war on Italy unless Italy declares war on Portugal or Poland.

-Yugoslavia Neutral and is substituted for AXIS Romania. There are 1,224,691 Romanian soldiers that are strangely absent from CoW. If the Soviets declare war that activates Yugoslavia as an AXIS player, otherwise Yugo is activated (and can be in Russia) when Germany AXIS attacks Russia.

-Pro-AXIS Spain. Activated upon the capture of Egypt, Levant & Cyprus (not counting Malta) & there is a CLEAR AXIS vs the British (1 of 3 conditions) talk to the game moderator.

-Pro-AXIS Turkey. May not attack any countries until activated. Activated upon the capture of ALL capture of British territory in Egypt, Levant and Cyprus. The Turkish owned Bosporus is CLOSED to all traffic!

-Strictly neutral Sweden.

-Vichy France. If set-up by the AXIS, a set amount of the French forces, (called ‘Vichy’ France) will become an AXIS ally (a German Protectorate). The western ALLIES may attack the ‘neutral’ Vichy France. For specifics about a proposed Vichy, message the game moderator.

-Portugal is an ALLIED member. Any attacks upon them is an attack on the ALLIES.

3. SERIOUSNESS. Sadly, players often quit CoW. Hopefully players here will remain in games because they’ll show serious intent. Indicate your interest in reply posts or message me in CoW. We will post the countries taken and available for the next game in reply post here below.

4. FAIR. These games should be low gold usage games. Some people WILL spend gold, however most are not here to win just by outspending others.

5. NO CHEESE! Acceptable ‘right of ways’ in our games are:

AXIS- Finland, Sweden (limited), Romania, Slovakia, Hungary and Bulgaria (not Spain).

ALLIES- Belgium, Holland, Norway, Portugal, Denmark, Finland (ALLIES for defense vs. Russia ONLY). Sweden- Germany (to play Hungary/ Slovakia), Finland for defense vs. Russian ONLY.

6. APPROPRIATE START:

-U.K. can, and should immediately take Canada (1.6 million citizens in military on the ALLIED side), Iceland upon fall of Copenhagen.

-U.S.A. may take Cuba asap (an ALLIED member in 1941).

-Slovakia & Hungary. Hungary declared war against the Soviets on 27 June 1941 and had 700'ish-man-strong Armies & the Slovaks. Both fought the USSR as reluctant AXIS members. Both should be played by the Swedish player, as both in CoW are neutrals and NOT allied with the AXIS.

7. PERMANANCY. We are trying to create a base of players that will have fun from game to game. We’re trying to get a core of nice, ‘normal,’ serious players that care about a historical game.

8. ADVICE/ SHARING/ TEACHING. We will always be glad to share CoW game advice, share our (limited) knowledge of game mechanics, and teach basic strategies to help create a fair & balanced gaming environment.

Rules:

-NO ROCKETS. Rockets were a terror weapon and are very over-valued in most games. They did minor industrial damage & virtually no troops were killed by them. Researching them for jets is ok. We are allowing a few German rockets to operate, but only against empty cities.

-The only countries that are allowed to use nuclear bombers is the U.S.A. and Germany (others 1952 & 1953). Germany is limited to lvl 1 Nuclear Bombers.

-No nukes at enemies that are engaged in combat (collateral damage).

-No Nuclear subs or BBs. These are cold war era weapons (1950 +).

-No personal insults please. Hatred of, and comments about one’s enemy is ok.

-Please don’t curse in the Newspaper.

-Player’s using dirty usernames will not be allowed.

REMINDERS:

-NO ROCKETS.

-You will be very welcome to our games. We will treat you with respect and honor.

-Your opponents will often be active and will easily defeat you if you are not.

-If you are defeated and if the victor desires that arrangement, you may continue the game as a conquered minor. Details to be arranged by the conqueror at that point. The German Protectorate of Vichy is 1 example of that.

- WE WILL RESTART a new game if the game is glitiching/ unplayable by anyone, players do not show up, drop, are very inactive, are uncooperative or under very strange circumstances.

-If a player wishes to surrender please make it clear in the Newspaper.

Please message me for next-game start times and a password. All games will be 10 player, free choice, 1939 games titled ‘AXIS vs ALLIES.’

Main Rules:

Realistic WW2 play.

Correct Alliances, Minors & Neutrals.

Limited minor troop builds & research.

NO ROCKETS (minimal German usage)

No Nuc BBs or Subs (1960's tech).

Gold Usage:

5K Optional Gold Usage (to be spent how the player wants)

AND

Appropriate/ Extra/ Unlimited Gold for:

-lvl 3 Naval Yards, for Brit/Germ/U.S.A./Italian/Russian Battleship production.

-Missing 4x U.K. battleships.

-Missing Russian 1 Battleship + Black Sea 1 Battleship & 5 Cruisers (total).

-U.S.A. or U.K. actions to help create an ALLIED Canada to include repair of barracks, industry, units.

-3x fast built French regular arty for Maginot line.

-Missing German BB Scharhorst.

-Canadian manpower (a few Canadian units throughout the game).

-‘Siberian’ troop transfer. 3 infantry corps transferred in summer 1941 & 4 in Fall 1941, after peace w Japan.

-U.K. infantry reinforcements from India. India had 2.5 million soldiers in 1945.

-Excellent German vehicle recovery. Limited amount only for 1/2 damage armor repair.

-American 'red ball express' transports (force march & free repair).

-Limited Russian Partisans. 90,000 were in action by 1941, 142,000 by 1943.

-Limited ALLIED Romania Partisans (simulated Yugoslavian partisans). Over 800,000 strong in 1945.

-Limited Communist (Russian supplied) Romania Partisans.

-1 starting Canadian destroyer.

-German Rockets (only to be used against empty cities)

-etc. Post your 'missing WW2 elements' as a reply to the main AXIS vs ALLIES #4 Role Play forum post.

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30 Replies

i can join about 9am GMT- as Turkey or Spain, so i guess thats not a big deal being a bit late with them

In reply sir Snowl:

There are several things we must address in your theories- straight to the point if you don't mind.

RogodeterSnowl wrote:

I think rather than having only a certain number of factories producing X, y Z, just publish ratios that must be adhered to.
I like the factories, others like using a ratio. Honestly I'm having trouble doing the math for using a certain number of factories to produce the armor. It might be easier to use a ratio, even though I just know there's a better system out there somewhere. Btw there can't be a blanket/ basic rule for these ratios; They were specific to each country. These ARMOR, MOTORIZED, CAVALRY/ INFANTRY ratios are straight out of history:

Russia: (has 34K starting manpower- militia build quick @ 9 hours)

1armor / ~Mot / 2Cav (lvl.1 motorized?) / 6Inf

Germany:

1armor/ .8Mot / ~ / 5Inf

America:

1armor / .8Mot / ~ / 5Inf

British:

1 armor +1 * tank destroyer?/ ~Mot / ~ / 2

Italy:

1 armor / 2Mot / .5 / 12.5 Inf + 12 militia

RogodeterSnowl wrote:

each motorized artillery must have 5 non-motorized artillery
I was wrong about additional mobile Artillery guns- read below...It would seem that there were these additional medium sized units of Sp.Arty (but not Sp.AAA guns- that I've seen).

A factor is that they were relatively easy to make.

Several players here have said that they don't want to just repeat history. I don't either but I do want to be realistic about hit all Hmm.... :unfair:

What say ye? (or others reading this).

To be honest, CoW is not a great simulation of military combat - don't get me wrong it does a fine job of entertainment and gives players lots to think about. BUT, the idea that artillery (or battleships for that matter) can just pound away from a distance and eliminate units is just plain wrong. Artillery was used to keep the other guys heads down while (mostly) the infantry went in and took the ground. Artillery "targets" were extremely adept at creating and getting under shell-proof cover - time and again, if the artillery barrage timing was a bit off, the defenders rose up and beat off the attackers pretty much regardless of barrage intensity (gross simplification I know). So, of course, in CoW, players want to make masses of motorized artillery, the way the game works why would you want to do otherwise. The same applies to air power - the prime role of air power is to restrict the other guys freedom of action and kill a few tanks int he process if you were lucky. But if you are expecting in this series to offer a (semi-)serious historical sim, you have to accept constraints otherwise players do not make the real-life decisions. lets face it, if you do not want to at least try to emulate history and explore the underlying reasons for the way things happened, don't play these games.

* thinks when I read this guys stuff, I often get the feeling like I'm being watched... like by some battle-hardened crazed :cursing: Klingon or somethin'!

I'm willing to accept any kind of semi-historical restriction on Sp.Arty, Mot.AAA, etc. But there are still questions. So these are probably rather independent Corps artillery & AAA we're talking about. Ok, fine. But what about the 'other' artillery that certain groups used. I'm not necessarily about the German 'Thor' and such, but the myriad of larger non-railed artillery that was used. The later Soviet invention of the 'Artillery Division.' I can hardly imagine. Was that and are there exceptions to a 'usual amount' rule.

There is/ should be some wiggle room with the Sp.Arty & Sp.AAA, I would just like to know about any proposed exacts, so we can burn it into the rules.

I just checked some 1942 Russian tank divisions, here's what it said:

'Never the less Soviet tank corps strength continued to grow throughout the war, while the strength of the Panzer divisions shrank. In July, the establishment of the tank corps was raised to 168 tanks, and a battalion of the potent BM-13 Katyusha multiple rocket launchers was added.' Those BM-13 Katyusha's are motorized Artillery. I've seen them in battalion, regimental & divisional scale games and the can be game changers. That's 1 battalion per division. So that's 3 batts per Corps, and evidently that's Every Soviet Tank Corps going.

What about those Sp.Artillery battalions (3 would = a brigade sized unit) that were 'added' units? It would seem that every single Soviet Armor Corps had 1. 8| Is that not 1 Sp.Arty per Armored Corps?

None before. Tons of these units added in 1942 (as research allows I'm sure).

'The BM-8, BM-13 and BM-31 were all initially mounted on the ZiS-6 truck...'

'In August 1941, Stalin personally ordered the formation of special guards mortar regiments which were to be kept under the direction of high command reserve (STAVKA-VGK). These consisted of three firing battalions of three batteries each, for a total of 36 BM-13 or BM-8 launchers.'

'By the end of 1941, there were 554 launchers in service with 8 regiments, 35 independent battalions and 2 independent batteries. '

Mr. 'panzerfauts' send me a message via the Community, Message system so that I can send you the return set-up info later. There are just tons of 'panzerfaust' players.

May I join the game as Finland? If they're not available I'll take any other neutral country.

Sir Soldjer, Finland is not playable in the 1939 game. Turkey is, however it would be a very light commitment and although being Pro-AXIS, would probably not get into the war.

Let me kwow :)

I'll join, I think it'd be a good first time role-play battle for me.

Id like to reserve Italy for the next game, or second France, third the Soviets

I will reserve France pls lol

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