1941 Global Command Decision Manual v160 Pages 1 of 14 1941 Global Command Decision Manual by Black Elk (graphics/testing) & TheDog, (code/testing) Introduction It is late 1941, Germany's invasion of USSR is well under way. Japan is about to strike in the East. MAP FEATURES STACKING
· Stacking limit is enforced to help the AI and player so they don’t over stack.
· Only 10 Air & 10 Sea units are allowed per Sea Zone/Territory, except 2 Hit Battleship, Carrier & Carrier-Fleet 5 units per Sea Zone
· Only 20 Land Units per territory, except 2 Hit Armor-Inf & Armor-Hvy 10 units per territory
· Only 1 ‘Factory’ (Industry-Hvy, Industry-Med, Industry-Lgt, Base-Camp) is allowed per territory GAME PLAY ¶
• Turn sequence; PU Resources (from previous turn), Combat Moves, Non-Combat Moves, Repairs, Purchases then Placements. ¶
• Battle Rounds: Land Battles last up to 7 rounds, Sea Battles 5 rounds, Air Battles 3 rounds; these can be changed in map options. This feature encourages you to over commit to ensure a victory in a turn. Having limited Battle Rounds can result in battles being a draw, shown by a colored hatched pattern. The territory/Sea Zone PU is not collected until it is resolved. ¶
• PU resources are collected from territories at the start of the round. This means that losses and gains in territories pu is not taken into account until the start of the next round, so after all other players have had their turn.
RAILWAYS · Each Industry has invisible rail links that allow land units to move a total of 3 territories per turn. 1941 Global Command Decision Manual v160 Pages 2 of 14 AI FRIENDLY · no Objectives, or Politics/Technology phases, both are scripted. · 79 territories are marked as important to players to guide the AI for better play
TECHNOLOGY · Is pre-planned and it will occur from a certain round with a small random chance, so cannot be relied on, see each nations starting panel. · Map rounds are loosely 3 months, so 4 to a year, this is for the benefit of the scripted Technology advances, but don’t treat this as a hard fact.
UNITS – HQ Commands Four types of HQ Commands, Air, Army, Fleet and Submarine, nations can have between 0-5 types of a HQ. These represent Rommel, Montgomery, Patton, Cunningham, Donitz, Nimitz, US 8th Air Force HQs etc. and their staff and equipment.
AA UNIT ¶
• There is no AA ground unit, instead each unit has its own built in AA defence. ¶
• Typically moving ground units have an AA defence of 1 in 12, think of this as ½, so more units equals more AA defence. ¶
• Ships have higher AA defence between ½ for Destroyers to 3 for Battleships.
UNIT STATS ¶
• Unit Stats are not your typical WWII stat block, so play with an open mind. ¶
• Eg. Destroyer has 1 Atk, 1 Def, 3 Move and costs 5pu. ¶
• Eg. Fighter has 1 Atk, 1 Def verses ground units and 3 Atk, 3 Def verses aircraft 1941 Global Command Decision Manual v160 Pages 3 of 14 SEA ZONES GENERATE PU ¶
• Sea Zones generate 1-2pu per round, these values are not shown on the map, only in the status bar. This means the Battle of the Atlantic is free range & roaming, while Britain and the US should hunt down the uBoats. ¶
• Typically the Sea Zone adjacent to a “canal” like Panama Canal, Danish Straits, Gibraltar Straits, Suez Canal are 2pu. However Bosporus Straits and Dardanelles Strait Sea Zones are only 1pu. (As it was closed to most nations)
BLOCKADE ¶
• Each enemy coastal territory can be Blockaded up to the value of the Territory PU ¶
• Each Destroyer, Cruiser, Battleship causes Blockade of 1, meaning loss of -1pu to the enemy territory ¶
• Each Submarine, any type causes Blockade of 2, meaning loss of -2pu to the enemy territory POLITICS Is scripted, Brazil, Gulf States and Mexico will always join the USA on certain rounds. USSR has special border controls The allies cannot enter USSR territory, as Stalin refused allied units on USSR soil. However as the allies can retake USSR territory and give it back to the USSR, it is possible to have allied units unable to move or be reinforced if surrounded by USSR territories, so be aware of advancing too far into USSR territory. Best to stay on the edge, like at Baku and not advancing deeper. Japan & USSR Non-Aggression Pact ¶
• Rounds 1-10+ The USSR and Japan have a Non-Aggression Pact that prevents both sides from attacking each other. ¶
• Round 11+ there will be skirmishes on their borders. ¶
• Round 12+ there is a 1 in 3 chance the NAP will be broken and war will be declared. Of Note ¶
• Be aware that Allied relationship has givesBackOriginalTerritories, this means that if you hold or take an allied Original Ter[1]ritories it goes to that ally, not to the faction that took/holds it. 1941 Global Command Decision Manual v160 Pages 4 of 14 GAME PLAY It is a large map, with almost 800 land & sea locations and is intended for; · solo play with the remaining nation’s using Fast AI or Hard AI. It is AI friendly, no Objectives and Politics/Technology are scripted · 2 sided play, eg. 3 Axis nations verses 5 Allied nations · Can Use/not use or AI=Do Nothing, all factions, to learn to play for faster game play. Protagonist Includes Alliance Notes Germany Finland & Balkans, French overseas Axis Hard to play as fighting on two opposed fronts west & east USSR Allies A reactionary force, war on west front, later to the south Italy Romania, North Africa Axis Easy to play, war to the east and south Britain Canada, Egypt, India, South Africa Allies Hard to play, front to west, east, med, Middle East & India Japan Hisaichi, Thailand Axis Hard to play, front to west, south & east and later to the north USA Brazil, Gulf Rim, Mexico, Panama Allies King maker nation, where ever it goes, it should win Pacific Allies ANZAC, Dutch East Indies, French Allies Could be played with China and/or USA China Allies Could be played with Pacific-Allies and/or USA 1941 Global Command Decision Manual v160 Pages 5 of 14 GUIDE TO
INDUSTRIES ¶
• Industries generate 5-9pu per turn ¶
• Industries have “rail links” and can move land units 3 territories Units Generate PU / turn Territory Max Unit Production / turn Notes Base-Camp 0 Not in an industry territory. Place in a 1+pu territory 1 Produce: Inf-Conscript, Inf-Trained, Inf-Elite, Inf[1]Motorized Industry-Lgt 5 Only 1 industry allowed. Place in a 5+pu territory 2 Produce: As above & Armor-Lgt, Artillery-Med, Bunker, HQ-Army Industry-Med 7 Only 1 industry allowed. Place in a 7+pu territory 3 Produce: As above & Destroyers, Convoy, Armor[1]Med, all Fighters, Bomber-Tac Industry-Hvy 9 Only 1 industry allowed. Place in a 9+pu territory 4 Produce: As above & Capital ships & Heavy weapons, all HQ Commands Lend-Lease[1]Depot 1 Vary 8-20 in a territory, generating 8-20pu/turn Vital to USSR as they have 3 & China has 1. Oil-Field 1 Vary 1-10 in a territory, generating 1-10pu/turn Cannot be destroyed 1941 Global Command Decision Manual v160 Pages 6 of 14 PU GENERATION & LOSS PU Gain per turn · Each Land Territory generate 0-9pu · Each Industry generate 5, 7 or 9pu · The 4 Lend-Lease-Depot generate 8-20pu · Oil-Fields generate 1-10pu · Each Sea Zone generates 1 or 2pu per turn, the owner of the PU has a national flag in the Sea Zone PU Loss per turn · Each unit (except Base-Camp, Lend-Lease-Depot, Industries) consumes an Upkeep/Maintenance -1pu · All land territories bordering Sea Zones can be blockaded. There are no convoy centres/route/zones. o Each Blockading enemy ship (Destroyer, Cruiser, Battleship) reduces PU by -1pu o Each Blockading enemy Submarine (HQ-Submarine, Submarine, Submarine-Adv) reduces PU by -2pu 1941 Global Command Decision Manual v160 Pages 7 of 14 MOVEMENT The 3 Industries Hvy, Med, Lgt have a built in Rail Links that allow land move 1 and move 2 to move 3 territories if starting in Industry territory. This is important for moving units across Europe, Asia and the USA. Terrain Effects Below is a list of the terrain effects in game; Seaborne Landing/Assaults Are difficult to simulate and this is our version. ¶
• Inf-Elite being Marines gain +1 Atk, so attack on a 2 ¶
• Atk 1 units are not modified, so attack on a 1 ¶
• Atk 2+ units suffer -1 Atk, eg Artillery attack on a 1 and Armor-Med attack on a 2 Of Note · Infantry & Anti-Tank are ideal for holding/defending terrain · Air units in Desert & Tundra gain +1 Atk (The open terrain is difficult to hide from aircraft) · Units with Atk 2+ suffer -1 Atk in Forest, Mountains & Urban · Move 2 units going into Mountains & Tundra are reduced to Move 1 Canals & Straits Canal Territory control to pass through Strait Territory control to pass through Panama Canal Panama 96 ↔ 89D SZ Straits of Gibraltar Gibraltar 91A ↔ 92 SZ Suez Canal Cario-Egypt & Sinai 98 ↔ 81 SZ Danish Straits Copenhagen-Denmark 113A ↔ 113B SZ Bosporus Straits Istanbul & Ankara 100A ↔ 129 SZ Dardanelles Straits Istanbul & Smyrna 99A ↔ 129 SZ 1941 Global Command Decision Manual v160 Pages 8 of 14 AIR UNITS · The usual Attack and Defence values are only used to fight Land & Sea units · The Air Attack and Air Defence values are only used to fight Air units in Dog-Fights · Stack in 10s, except HQ-Air Stack in 1s (as there is only a max of one per nation) • HQs are vital to winning the war and are your most important asset. ¶
• Britain, Germany, Italy, USA can Blitzkrieg, the synergy of combined arms, Fighters, Tactical Bombers, Armor and Infantry. Germany being mainly land based benefits the most. ¶
• To counter enemy Armor try to face it off with Anti-Tank to reduce/blunt its attack ¶
• Bunkers play a vital role in this game and to increase your chances of success bring Artillery and Bomber-Tac to suppress them. 1941 Global Command Decision Manual v160 Pages 13 of 14 WIN CONDITIONS Yellow stars on the map show that a territory is a Victory Centre Occupy 21 Territories of the following 29 territories Below is a list of Victory Center territories grouped by region and held at game start where Red=Axis Blue=Allies o=Oil-Field for extra pu WEST MIDDLE EAST AMERICAS Bengazi-Cyrenaica (o) Baghdad (o) Balikpapan-S.Borneo (o) Honolulu-Pearl Harbor Berlin-Cen.Germany Baku- Azerbaijan (o) Bangkok-Siam Panama Cairo-Egypt/Suez Canal (o) Calcutta Hong Kong-Kwangtung San Francisco-Cen.California London-S.England Helsinki Manila-Luzon (o) Washington D.C. Paris-Cen.France Leningrad Medan-W.Sumatra (o) Ploiesti-E.Romania (o) Moscow-Cen.Russia Shanghai-Kiangsu Rome-Cen.Italy Stalingrad-Volga Sydney Canberra-New South Wales Warsaw-Cen.Poland Uzbekistan (o) Truk-Coraline Tokyo Economically the following are important as they provide extra PU to USSR and China. Four Lend-Lease-Depots, 3 in USSR Archangelsk, Persian Corridor to Baku, Vladivostok and Burma Road to Yunnan China 1941 Global Command Decision Manual v160 Pages 14 of 14 GAME OPTIONS ¶
• To reduced failure notices Game> User Notification> Show Trigger/condition Chance Roll Failure (UnTick) ¶
• For those players who don’t like the maps colours, for a slight alternative in game. View> Show Map Blends (Tick) ENGINE PREFERENCES These will effect all your maps; AI Tab (for faster game play) AI Move Pause Duration set to 0 AI Combat StepPause Duration, set to 0 Click Save (Button) UI Theme (for a lighter User Interface) Set to Substance Mist Silver or similar Click Save (Button) CREDITS ¶
• Frostion for most of the original unit icons and sound. ¶
• WC Sumpton for serious help with coding. DEVELOPMENTS, UPDATES & FEEDBACK https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread PDF: This document as a PDF is here; \triplea\downloadedMaps\1941_global_command_decision\map\doc\images\1941_Global_Command_Decision_Manual.pdf
Nations: Germany USSR Italy Britain Japan USA Pacific-Allies China Units: HQ-Air HQ-Army HQ-Fleet HQ-Submarine Inf-Conscript Inf-Trained Inf-Elite Inf-Motorized Armor-Inf Armor-Lgt Armor-Med Armor-Hvy Artillery Anti-Tank Bunker Convoy Destroyer Cruiser Battleship Carrier Carrier-Fleet Submarine Submarine-Adv Fighter-Early Fighter Fighter-LongR Fighter-Jet Kamikaze-Plane Bomber-Tac Bomber Nuclear-Bomber V1-Rocket V2-Rocket Air-Transport Industry-Hvy Industry-Med Industry-Lgt Base-Camp Oil-Field Flag Lend-Lease-Depot
