AXIS vs ALLIES # 9 Game Invite

Gentlemen we’re doing a BIG thing starting this game. We’re limiting the amount of armor and aircraft that will be produced- to a certain number of factories. See the reply post here below for information. This will solve the games terrible problem of armor & aircraft spamming. :patch: As always, you're opinions on this 'fix' are most welcome. The number of armor & aircraft produced will very closely correlate to the historic build maximums.

We're also heavily considering artillery restrictions. * see the post below for the particulars. Your opinions on the Artillery issue would be most welcome.

[size=24]Player list updated as of Tuesday, March 28th at 5:00 AM.[/size]

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AXIS vs ALLIES 9 restart

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AXIS vs ALLIES # 9 Game Player Update:

ALLIES:

*U.S.A.– ? ? ? * Isolationist until late turn 7 (Dec 11, 1941).

*France– ? ? ? requested France. * Probably Vichy. Reduced oil.

Soviets– ? ? ? Should make 2 ‘EXTRA gold’ BBs. – Sevastopol, Marat, Gangut

U.K.- ? ? ? (including Canada) Will make 4 'EXTRA' gold BBs.

AXIS:

Italy - ? ? ? Low $ & resources. Only uses ½ of the 2 research/ tech slots.

Germany – ? ? ? Will make BB 'Gneisenau,' Low Steel. Restricted industries. Blockaded (minimal market usage).

Yugoslavia ? ? ? Activated when Germany attacks Russia. Very low $, resources & tech. 1 industry build limit.

Hungary/Slovakia- ? ? ? Played by Sweden. Activated when Germany attacks Russia. Limited tech/ research 1 industry build limit.

Pro-AXIS:

Spain – ? ? ? A light commitment. 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- ? ? ? Usually a very light commitment. Activated upon the fall of all of Egypt & Cyprus AND the AXIS doing very well in Russia. Very Low $, resources & tech.

Neutral:

Sweden – Soldjer325 *Note that the Swedish player plays Hungary (& 3 volunteer units in Finland, without officially being at war).

Interested Players:

AnonymusPerson,' Scott Gourley1

RULES: (full rules in our AXIS vs ALLIES 'Country Situations' Role Play forum post)

Gold Usage:

5K Gold (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.

-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). Eventually numbering over 800,000 strong.

-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 #7 Role Play forum post.

-MANY American units available Turn 15 (Fall/Winter 1945)- Japan surrenders.

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Note- See the 'In Pursuit Of Betterment' post for full details

Industries Available To Be Used To Build Armor & Aircraft:

ALLIED

Russia

Armor Industry- 3

Aircraft Industry- 3

U.S.A.

Pre-Dec.7, 1941 Armor Industry- 0

Armor Industry- 3

1941 Aircraft Industry- 2

1942 Aircraft Industry- 3

Aircraft Industry- 1943- unlimited

U.K.

Armor Industry- 1

AND 1 Tank Destroyer per year (11 armored Bdes)

Aircraft Industry- 3

France

Armor Industry- 1

Aircraft Industry- 2

AXIS

Germany

Armor Industry- 2

Aircraft Industry- 4

Italy

Armor Industry- (1 armor per year)

Aircraft Industry- 1

Yugoslavia Infantry (Belgrade) & militia only, until other factories are taken.

Hungary ONLY uses these units until other factories are taken.

1 light armor

1 medium tank

1 lvl 2 tank destroyer

1 fighter

1 tac. bomber

Hi James,

Taking Italy as country and I have a bit of a plan in thought.

What are exactly the rules regarding Italy-France and Italy-Vichy France? And Italy- UK/Egypt?

Couldnt seem to find it in the overview nation topic.

The armor rulings seem great - does that mean we see mostly arty battles now?;) Perhaps there are still too many plane options in fact. Planes were damned expensive to build compared to all other units aside ships of course. Ironically ships are almost the same costs as planes here, but I digress.

If I had to suggest a tweaking, Id say beef up armor by 1 for the majors and reduce the planes for the majors by 1 or 2. For France in particular 1 for armor and 4 for planes seems...off. In 1940 the French tanks were arguably the best tanks to date (vehicle performance, that is, not the controller or its manager;))

So i get too choose which side im on as France?

P.s. u spelled my name wrong...

If possible id like to start off as normal allies France then if Germany can Cap Paris turn into Vichy France :D

Fyi with 4- Air Industry gg Battle of Britain the Vichy French will dominate with over welling air power so be sure to protect me :P

There is really no Cons to having France the ability to switch sides just like in WW2.

Allies:

Pros: Foothold in Mainland Europe

-Keeps UK from being invaded as soon as the war begins

-Maginot Line

Axis:

Pros: Vichy Africa

-New enemy to use against UK

-Atlantic Wall

Sir LeLouch,

1st sir LeLouch there are many 'LeLouch's in the CoW 'Community,' 'Message' system. Please send me a message so I'll know who you are. Also, please check out the 'Country Situations' post and ok the French Rules. It's pretty straight forward and you seem like you've looked at that already. :thumbup:

Well playing France (if France loses) then Vichy France is a mixed bag. 1st, there is no assurance that France will lose. Yes they have the Maginot line to use, but there are things they can do to forestall if not outright stop the Germans. A German player fears such defensive strategy & moves every game. If not, the French can at least severely bloody the Germans.

So if it goes poorly for France, and the Germans attain 12 of 18 points on a historic chart we've devised, they'll immediately get the option to go Vichy. It is not nice. The terms are not pretty, but at least France is still in the game. They wield a good sized navy, and that's their reason for existence. The AXIS don't want it to be used against them, and France knows it.

Vichy France would be a neutral, yet a Pro-AXIS power. They wouldn't fight the ALLIES per se, but would defend themselves well. As the war drags on they would realize what evil schmucks the Germans really are (were) and evermore more easily turn against them. Contrary to popular belief, some Vichy France forces fought tooth & nail against the allies. Look at Mers-el-Kébir for proof of that. https://en.wikipedia.org/wiki/Attack_on_Mers-el-K%C3%A9bir

If all goes right for the ALLIES they'll turncoat on the AXIS. If the AXIS have their way the French will fight well for them in North Africa. Either way,the French will be able to play the game to the end- that's kind of :coolman:

hi James - count me is (provisionally as UK) - I really want someone real active and committed on the allied side as USA and USSR - they have to understand the massive production required and to be able to handle limited manpower - I am trying to convince miech to help as an ally (perhaps USA) as I have played with him a lot in the Players League

Sir miech,

In reply:

Your glorious plan- I wish you luck as Italy. I'm dying (hopefully not) to see what you'll do.

:00002047:

'rules regarding Italy-France and Italy-Vichy France' Italy can do what they will and so can France. Italy can go all out against France right away. France could then counter artillery-attack the neighboring Italian provinces, as they did and can do against Germany. I suppose if their artillery did well, they could then invade Italy proper. France had lost their flowering of their youth and didn't want another casualty laden war.

'And Italy- UK/Egypt?' You against the U.k. is pretty simple. You're a neutral until you attack Poland, France, Greece or the U.K. in Egypt. Then it's WW2 as usual. France or the U.K. may not attack you 1st.

Some information & words of warning. You will (should) have 4 BBs to start the game. Britain is a naval super power and has 10 (+ 1 being refurbished in England).

'The armor rulings seem great - does that mean we see mostly arty battles now?' Now this is my opinion of course, but there will be raging artillery battles. People please remember that although artillery seems overpowered (they fight at a 2 / 1.5 from a distance, they only have 10 hit points (inf.=15 lt.armor =20) and will wilt if contacted. Furthermore light armor attacks them at a 3 (arty.=1.5), so all the enemy has to do is 'lock them up' to kill them. Even paltry infantry attack artillery on a 3 (15 hit points vs. artillery's 10) and they WILL catch the artillery. Artillery is a useful tool, not a super-weapon. Just charge straight at said artillery. It amazes me how players can't figure this out.

'Perhaps there are still too many plane options' I believe that the airplane restricted builds will tone the normally overpowered air battles. 1 lvl 1 factory will yield 1 24 hour to produce fighter per turn- that's 2 per year, per factory (most countries = 2 aircraft x 3 industries [x6 aircraft] per year. Britain can only produce 42 fighters during the entire 7 year war. Probably only 38 fighters & tacs when considering a tac bombers 1 day, 6 hour production rate. Yes, I know lvl 5 factories make industries build 50% quicker. In other games Britain would have produced a good 150+ aircraft. Also Germany still has to split their Luftwaffe between 2 or more fronts.

Now when the Americans EVENTUALLY show up with :unfair: 100+ aircraft, please remember that they produced 104,000 aircraft in 1944 alone! 8o

suggest a tweaking, Id say beef up armor by 1 Don't take offense to this sir miech, but the armor industrial limit is specifically geared to yield the maximum historical amount of armor that each country could provide. This is calculated at the fact that a Corps, which is what CoW is using whether they acknowledge it or not, has about 600 tanks in it. If any nation produced more, like what a 2 armor production ability for the U.K. or 3 for Germany would yield that would be impossible. We have to remember that the U.S. & U.K. only had 5 armored Corps. Germany's forces were still about 75% regular infantry.

If they COULD have produced more armor, they WOULD have. They knew the value of armor.

and reduce the planes for the majors by 1 or 2. As to less I think it boils down to how many aircraft are in each air unit. I think it is about 300-500 aircraft. If we cut each countries aircraft production down to 2, they would never achieve the historic 1943 German @ 24K and American @ 87K numbers. We should almost increase them to be realistic.

As far as too many aircraft, if we allow 4 or even 5 aircraft production ability, we'll be right back to the 70 - 100 squadron fights that I've seen in our previous games -yuk. <X Those sized air forces just ahistorically rule the game, and the players that use them know it. 45 fighters protecting 35 tac bombers crushes anything they meet, other than a 5-6 AAA supported stack. Now the American might have said air force in 1945; poor Germany (& Italy) :ploed:

For France in particular 1 for armor... ['best tanks' etc.]. If France were a normal country (like the U.K. or Germany), yes, they would have monkey stomped the Germans from the get-go. They suffered from so many shortcomings and misusage it boggles our modern-day thinking minds.

The main problem was that the French Army thought that infantry would rule the day. Therefore French tanks were spread out among all the divisions as slow infantry support. Tanks were rarely massed & used together.

- Their command structure completely hamstrung them. The main French General's chateau was secluded & cloistered 100 miles from the front :!: and didn't even have a radio :?: :?:

- They had few crew. This meant that the commander had to be the loader as well as the coaxial machine gunner. There was no ability to 'bore sight' the opponent.

- They operated in cramped compartments. Watch it or you'll get your foot cut off when traversing the turrent.

- They lacked radios- this is super important; perhaps one of the Soviet tanks main failings.

- They had ok morale, but their officers, from lieutenant to colonel had little armor training.

- They were a traditional army, again without good radio communication for quick reaction. The Germans were trained to take initiative. The French had none of this.

- They had little to no armor theory. This is just about the main reason that the Krauts did so well.

- Their tanks were slow (R-35 @ 20Kph)

- 2,800 of their tanks were poor- see 'Renault FT' & 'Hotchkiss H35' specs. <-- yuk. The 37mm l-21 gun was very short and had poor penetration.

- They preferred to fight on the defense; this hindered their overall usefulness. Again this was the new national strategy of 'defense 1st,' as opposed to pure offense in WW1.

- high fuel consumption. I.e. poor operational range (Char B = 200km range). The term 'Divisions Cuirassées de Réserve,' were—despite their name that merely reflected the fact that they had originally been planned to be raised in a secondary mobilization—not very effective as a mobile reserve and thus lacked strategic flexibility.

- French armor was backed by poor leadership.

- No use of exploitation. Their armored exploitation phase of a battle was seen as secondary and best carried out by controlled and methodical movement to ensure superiority in numbers, so for the heavy tanks also mobility was of secondary concern.

- For proof of their problems, the Germans pressed a number of the 'good' Char1Bs into service. They either put artillery guns on them, flamethrowers or just used them against partisans.

and 4 for planes seems...off Aircraft actually involved in the Battle of France:

- French Armée de l'Air had 1,562 aircraft

- Germans 2,935 aircraft.

The French aviation industry (with modest assistance--about 15 percent-from American and Dutch producers) had produced enough modern combat aircraft (4360) by May 1940 to defeat the Luftwaffe, which fielded a force of 3,270.

The French had only about one-fourth of their modern combat aircraft in operational formations on the Western Front on 10 May 1940. It was said that "the french were defeated by politics, not the Luftwaffe." Duhhh :danke:

"At the armistice the French air force was still stronger than it had been on the 10th may"

Horne - To lose a Battle - France 1940.

So I looked this info up (longggg & BORINGGG reading I'll tell you!) We'll back the French Aircraft Production back to 2. Here's the explanation of problems in French Production:

- "Chaos ruled in nearly all French aircraft factories. The problem was accentuated by the Popular Front’s nationalization effort of the mid to late 1930s. As a result of those two factors, France’s aircraft production actually fell during these years. Between the spring of 1937 and the first three months of 1938, French factories were producing an average of forty units per month. Five less than in 1936, the year the Germans overtook France in sheer number of available airframes."

- in January 1940. Also by that time, the aircraft industry was producing planes at such a high rate that spare parts manufactures just could not keep up with demands.

- Vested with new powers and an even bigger cache of funds, Monnet arranged for the acquisition of 4500 new airframes. Unfortunately for France, the delivery of all these newly purchased aircraft was painfully slow. When the Germans finally attacked, only 200 of these units were actually deployed and ready for combat.Forum attachment

* vomits all over self in gaming chair <X from having to look up so much French pre-war production values...

James Hartmund wrote:

U.S.A.

Pre-Dec.7, 1941 Aircraft Industry- 0

I disagree, pre Dec 1941, the US aircraft Industry was gearing up massively to supply planes to France then UK - Cash n Carry the prelude to Lend Lease

James Hartmund wrote:

U.K.

Aircraft Industry- 3

Germany

Aircraft Industry- 4

Disagree again - by 1940, UK was outproducing Germany so I cannot see the justification for this

Re: 2 things-

RogodeterSnowl wrote:

I disagree, pre Dec 1941, the US aircraft Industry was gearing up massively to supply planes to France then UK - Cash n Carry the prelude to Lend Lease
WW2 U.S. Aircraft Strength

Sept 1939:

Heavy Bombers - 22

Light/Med Bombers - 0 (700 total all obsolete)

Modern Fighters - 0 (500 total - all obsolete)

By Comparison September 1, 1939

Luftwaffe 2,500 Combat planes (mainly me-109s, me-110s, Dorniers & Heinkels).

-Note that in CoW the U.S. starts with what, 4 fighter squadrons & 1 heavy bomber? What are those squadrons? They should start with 1 lvl. one fighter & less than 2 level one & tac bombers. The U.S. has too many at-start aircraft. They can use the at-start aircraft as 1939 & 1940 produced combat aircraft.

-HOWEVER & MOST IMPORTANTLY- many of these squadrons are in the Pacific (West Coast defense, Hawaii, Midway, Guam & Philippines).

-About 15% of France's air force was American made. The U.S. could sell aircraft to France on day 4 (Spring, 1940) before the Battle of France.

-If I'm not mistaken, Britain had zero U.S. Built fighters present at the Battle of Britain (Buffaloes, P-39s, etc).

December 1941 (4 CoW fighters, 3 tacs & 1 Hvy.Bomber)

Heavy Bombers - 288

Light/Med Bombers - 1,100 (plus 400 obsolete)

Fighters - 1,600 (plus 500 obsolete)

So the U.S. should make zero pre-entry squadrons :kaputt:

U.S. Aircraft Production:

Aircraft By Year1939194019411942194319441945

Combat aircraft ? few1,7718,39524,66953,18374,56437,861

* Note, again many of these produced aircraft went to the Pacific.

2nd point:

I totally agree with your disagreeing. There is however an characteristic of the German Luftwaffe here, that absolutely has to be taken into account. The Germans by hook or by crook developed many aces, such as:

1. Erich ‘Bubi’ Hartmann – 352 Kills

2. Gerhard ‘Gerd’ Barkhorn – 300 kills

3. Günther Rall – 275 kills

4. Otto Kittel – 267 kills

5. Wilhelm “Willi” Batz – 237 kills

6. Erich Rudorffer – 222 Kills

7. Heinrich Bär – 220 kills

8. Hermann Graf – 212 kills

9. Heinrich Ehrler – 208 kills

10. Theodor Weissenberger – 208 kills

These 10 pilots alone shot down 2500'ish ALLIED aircraft. THat's maybe 6 CoW squadrons destroyed by 10 guys! =O

There are many more with 100-200 kills and lots with up to 100 kills.

If you counted all the German aces they would probably top over 8 or 10,000 aircraft shot down. The kills are staggering.

The Germans used a verification system, having to have a witness to get a kill.

It is estimated that 85-90% of these kills were actual (except for bomber kills).

As for ground attack pilots- Hans-Ulrich Rudel killed 519 ALLIED tanks & 800 vehicles.

The list goes on...

By comparison these are the ALLIED aces- Btw this was as Germany was being outnumbered & destroyed.

Grigoriy Rechkalov- 58 kills

Nikolay Gulayev-57 kills

Kirill A. Yevstigneyev- 53 kills

USAAF Richard I. Bong- 40 kills

James "Johnnie" Johnson-38.0 kills

Brendon E. Finucane- 32.0 kills

Robert Braham- 29 kills

Robert Stanford Tuck- 29 kills

Btw, ALLIED pilots 'shared' kills, so the numbers are much less.

Simply put, the ALLIED pilots were no where near as good. The Germans had it easy when fighting early Polish, French & Russian opponents.

We simply have to take into account these very lopsided battle results. The ONLY way is to allow for more aircraft production. The game does not have a skill increase system much less a way to calculate 'aces.' This is the only way to simulate that. If we're going to play a WW2 game, this simply has to be in here. I don't want any undue advantages, but we're playing ahistorically if we don't use some skill system. That's the reason for the increased production.

Note that I do have a system of incrementally decreasing German aircraft production as the ALLIED numerical superiority happens.

Thanks for all the replies James.

On another note, perhaps a strange question, how many day(change)s is a year? Just 1 right? And the game starts in 1939? Or is a day 2 daychanges (say summer and winter).

Thinking of winter....it would be great if there would be some sort of Russian winter 'event'. Would have no idea how to simulate that here though.

Sir miech,

In reply:

miech wrote:

On another note, perhaps a strange question, how many day(change)s is a year? Just 1 right?
A turn = 2 seasons, or 1/2 a year. Spring/ Summer 1939 for example. 4 real life hours = 1 month; this is @ 24 day hours divided by 6 months.

This matters every so often, such as the exact time the U.S. enters the war, and exactly when they can land. Are you thinking of exactly how & when to be a bad person toward England? :whistling:

miech wrote:

And the game starts in 1939?

About 1/2 the time the game starts for a very short time in late 1938. This is by CoW starting on game turn 1, with only a few hours left- like 3 or 4 hours. Then turn 2 starts, which is Spring/ Summer 1939.

The other 1/2 the time the game gives us about 18 hours to play the late 1938 period. I haven't figured out what the reason for this is. It's probably something to do with the real-life time we start the game. If anyone knows the reason, please enlighten us :)

miech wrote:

it would be great if there would be some sort of Russian winter 'event'.
We do have a 'Russian Winter.' I always post about it. It's a sad time for the German :ploed: During the worst of it, starting in early December there is (was) horrible weather. This was down to -60 to -80 degrees; it was so cold that your wiz froze before it hit the ground. Of course the Germans are unprepared, and their infantry won't move, without casualties and long distance travel is just unrealistic, except to a behind the lines territory (by rail). The infantry are frozen in place, even if on the outskirts of a territory. If the German (me in this case) moves, I force march back & forth to simulate casualties. ;(

Furthermore German Mp-40s & Mg-34s & 42s would often have to fire using single shots :wallbash , the grease from artillery rounds would have to be chipped off by hand, foxholes could only be 'dug' using blasting caps, etc. Men would be found frozen to their AT & Artillery guns. More casualties happend by frostbite than from Russian fire.

On the others side this horrible weather helped the defense. You could hear attackers coming from a much longer distance away, especially tanks. This was because of the glass-like condition of the refrozen snow and the 'crunching' approaching infantry.

On the other hand, the Soviet conscript type infantry were usually no better off. They did NOT have the nice fur lined coats, caps, gloves and most importantly boots. Many Russian infantry froze just like the Germans. I'll remind the Russian of this.

As far as armor and aircraft goes it wouldn't work hardly at all, except for the Russians that understood & used squalene (whale oil) and were ok. This forces the German armor to fight in place, and to remove their aircraft, which is totally unusable from the Front.

I usually don't announce this, as the Russians didn't know this was happening either till it did. We simply know to much about our 'rules.'

I can take the Soviet player spot, but is it possible to delay the German-Russo war by a day or two to make up the deficit in time?

Thanks

Kalantigos
Master Chief Petty Officer.
Game Moderator
EN Community Support
Bytro Labs | Call of War

AXIS vs. ALLIES players. Idamntns is now unavailable to play the U.S. (he'll probably take Spain).

We're now looking for a player to play either the U.S.A. or Soviet spots.

:tumbleweed:

Can I play the US?

Hey there sir 'Master,'

Good day man, thanks for your interest. :) Please start by checking out the U.S. position on our RP forum post 'Country Situations.' Make sure that you're ok with playing the U.S.A. as an isolationist nation - until Dec.11, 1941 (late on turn 7). We're also going to be doing 2 new things with America. Those new rules are to allow the U.S.A. to take Ireland & Arabia. That is to allow them a true 'North Atlantic Ferry Route' in taking Ireland, and to allow a Persian convoy route

Note that we’ve been delayed because of the lack of a Soviet player, and now a full-time U.S. player. This is the Easter weekend, and I’m afraid that players will only be on part time.

Let’s shoot for a start time of Monday at 4:00 PM, CST (11:00 PM, GMT).

Keep in touch mr. Master. I'm sure you'll be a good fit for the U.S. position. Do note that you'll need to be an active, serious player, because your opponents will be :00010164:

Let me know :thumbup:

Hey sir Kalantigos,

I'll put my mind towards getting the Soviets what they need - that's 5,000,000 men to star with, and 30 corps of armor to be exact. Sweden might be able to donate troops. Turkey might as well. We'll 'fix' it, np. :thumbsup: Please put your mind towards what they need. We need to remember that the Krauts attacked the Ruskies with 3 million men vs. only 2 million Russians. If we're going to beef up the Russians, we need to simulate that disparity. I absolutely want a historical game.

Keep in touch.

James Hartmund wrote:

Hey sir Kalantigos,

I'll put my mind towards getting the Soviets what they need - that's 5,000,000 men to star with, and 30 corps of armor to be exact. Sweden might be able to donate troops. Turkey might as well. We'll 'fix' it, np. :thumbsup: Please put your mind towards what they need. We need to remember that the Krauts attacked the Ruskies with 3 million men vs. only 2 million Russians. If we're going to beef up the Russians, we need to simulate that disparity. I absolutely want a historical game.

Keep in touch.

Could allow that additional buildup, but restrict frontline forces available to simulate that first crushing punch the german's delivered
Kalantigos
Master Chief Petty Officer.
Game Moderator
EN Community Support
Bytro Labs | Call of War

Hey! Im back from inactivity! Since i got time again to rp, ive decided to join your roleplay. :)

I would like to be Turkey... And yes ive read all of this stuff in Country Situations, tough i have some questions.

1) I can build infantry in Istabul and Millita everywhere else... Okay. But how about arty, aa, at-gun or even vehicles (assuming if you 'somehow' got enough resources thanks to factions from both sides) I just wonder if everything else that i have in tech can be build?

2) Are nations or factions allowed to give you higher tier tech weapons than mines, like destroyers, heavy tanks and bombers?

3) Am i allowed to attack non-faction nations? (Even tough its not very good idea honestly)

Hello. I'm fine with being isolationist. I have red the country rules and am good with everything. Looking forward to it.

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