New World Order 2

New World Order 2


1.8.5 Upgraded? Check the version history for changes!

Its the 1.Septemeber 1939 at 4.45cet The German operation FALL WEISS just started How will the fate of the World turn? ...

Game Design by Sieg and ErnieBommel Relief Tiles and Map Skins by: Sieg, Gudkarma and Pulicat

The ruleset of the "Revised" version of a well known board game is used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes.

Axis Allies
Germany Russia
Italy France
Colonial French
Finland UK
Romania US

(Nations listed in their Turn Order. Alternatively, refer to the "Stats" tab.)

Land Units
Unit name att def move cost size special abilities
Infantry 1 2 1 2 S isSupportable
Elite 2 2 1 3 S isSupportable
ArmoredCar 2 1 2 3.5 S canBlitz, (get 2 for 7)
Artillery 2 2 1 3.5 L givesSupport, (get 2 for 7)
Mot.Inf 1 3 3 4 L canBlitz
Mech.Inf 2 2 3 6 L canBlitz, givesSupport
Panzer/Armour 3 3 2 5 L canBlitz
AAGun 0 1 1 5 L isAA
Factory 0 0 0 15 H isFactory
Unit name att def move cost size special abilities

{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Air Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="BDBDBD" |EarlyFighter |2 |3 |4 |8 |canLandOnCarrier |- |Fighter |3 |4 |4 |10 |canLandOnCarrier |- bgcolor="BDBDBD" |Bomber |4 |1 |6 |15 |canDoSBR |- !Unit name !att !def !move !cost !special abilities |}
{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Naval Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="BDBDBD" |T.boat |2 |1 |1 |5 | |- |Transport |0 |1 |2 |7 |Transport up to 1 S + 1 S/L unit |- bgcolor="BDBDBD" |Submarine |2 |2 |2 |7 |isSubmarine |- |Destroyer |3 |3 |2 |11 |isDestroyer |- bgcolor="BDBDBD" |Cruiser |3 |3 |2 |13 |Transport up to 1 S unit, canBombard |- |Carrier |1 |3 |2 |14 |Transport up to 2 air units |- bgcolor="BDBDBD" |Battleship |4 |4 |2 |21 |isTwoHit, canBombard |- !Unit name !att !def !move !cost !special abilities |}
{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="7"|Special Units |- !Unit name !att !def !move !cost !size !special abilities |- bgcolor="BDBDBD" |BigArmour |4 |4 |2 |7 |L |canBlitz, * |- |Katjusha |3 |1 |3 |6 |L |canBlitz, givesSupport, * |- bgcolor="BDBDBD" |Me262 |4 |2 |5 |12 | |canLandOnCarrier, canDoSBR, * |- |Lancaster |5 |2 |8 |20 | |canDoSBR, * |- bgcolor="BDBDBD" |B29 |5 |2 |8 |20 | |canDoSBR, * |- |S.Sub |3 |3 |3 |10 | |isSubmarine, * |- bgcolor="BDBDBD" |Bunker |0 |3 |0 |6 | |isTwoHit, read below */** |- !Unit name !att !def !move !cost !size !special abilities |- ! bgcolor="990000" colspan="7"|*All SPECIAL UNITS including BUNKERS should NOT be bought
|- | bgcolor="FEECE2" colspan="7"|**BUNKER RULES

  • For every territory, owned at the start of the turn, a maximum of
    ONE Bunker can be purchased PER TURN.
  • In territories with a Factory, place them USING THE FACTORY.
  • In territories without a Factory, place them using EDIT.
    The EDIT function can be found in the upper TripleA menu.
    Its use is rather straight-forward and intuitive.


=Rule Clarifications and Hints=

  • The ruleset of the "REVISED" version of a well known board game are used as a basis.
    TripleA allows only valid moves, so it is possible to start playing without knowing the rules. There are a few exceptions to this, which are listed under "Default Rules" below.
  • It is possible to play with LHTR style carrier-fighter production/movement rules by checking BOTH the 2 carrier-ftr related properties in the game options.
  • A move illegal using dice is illegal under LL too.
    A move legal using dice is legal under LL too.
  • Neutrals can be attacked in NWO, no penalties apply.
  • Territories can only be strategically bombed up to their value.
    (TTL = Territory Turn Limit)
  • A couple of extra units exist in NWO, and some basic units are slightly different. Their abilities are listed in the "Units" section above, as well as restrictions applying to Bunkers and Red Dot Units.

Default Rules for Disputable Situations

  • Manually (two-step) flying over Neutral territory during combat movement is considered illegal, despite being technically possible.
    (helps balance G2-Paris take)
  • Carrier-Ftr movement is handled according to "REVISED" Rules.
    Since the engine does not validate ftr movement completely, this means explicitly: for EVERY Ftr, there has to be a potential landing spot provided, and the Carrier HAS to move into position to provide it, if (and only if) the Ftr survives its battle. Thus, using the Carrier for more then 2 Ftrs or for 2 Ftrs going different directions, requiring different Carrier positions, is NOT allowed - even if LowLuck would guarantee for a Ftr to be lost. It is not allowed to make Ftr movements based on the assumption that a Carrier could pass through a potentially cleared seazone in NCM. (as it actually is legal under LHTR)
  • Read the clarified Bunker Rules right below the unit stats!

Differences due to the New Phase Order

  • Under the New Phase Order, one knows about any air losses occurring during combat movement due to AA fly-overs, prior to the purchase phase.
  • Under the New Phase Order, a nation which is able to conquer a COMPLETELY empty enemy capital during combat move, could spend all captured money right away in the same turns purchase phase.
    It is thus advised to leave one Inf behind if abandoning a capital. Prominent early example is Paris in round 3.

Strategical Hints for Beginners

  • At beginners level, Allies are easier to play. At medium level, Axis is easier (once accustomed to a good opening).
  • Mastery of the units is crucial. Different units are needed for different tasks. Inf(antry) are the best value unit in terms of raw power, if needed production capacity is no issue, BigArmor give the most punch if it is. Concerning navy, air units give most all around flexibility, while t-boats give the least, but provide the most raw power for the money. When a movement of 2 is enough, do not buy SuperSubs - subs are much better then. Elites are bad value, but can maximize an amphibious threat.
  • Early Axis objectives: Tunis should fall in round 1, Morocco in round 2, Greece in round 2 or 3 and Paris in round 3. Germany should be able to advance at least into Ukrainskaya. In case Finland is intended to hold, do not underestimate German support obligations via the Baltic. Spain may give Italy or Germany considerable extra income - careful though!
  • Early Allies objectives: UK should get Ankara, Iran and Iraq quickly. The US should prepare some good landing operation somewhere. Russia should exert some pressure to Finland. Consider strategical retreats for the French and the Colonials.
  • Usual hot spots include: Finland, Leningrad, Donetsk, Ankara-Greece, sz25 or the English Chanel, Gibraltar, Eastern Med fleets.
  • UK ftrs on French carriers experience awesome effective action range.
  • Paris can be made to fall during Germany's 2nd turn ( less then 1% total chance of failure) Expensive though!
  • Russia can pressure Finland hard, or attempt to stop Germany early in Ukrainskaya.
  • As Russia, watch out for Estonia! Axis can open the path for additional units by using (Italians), Finns(air) or Romanians(!).
  • Western allies can successfully invade through Spain, France, Scandinavia or even Italy itself (in the order of skill required).


Historical Strategies


Timeline Animation [3]


In NWO, Balance and Replay Value come first.
Historical Accuracy is secondary.

=Thanks to=
# Sieg for making NWO and going through about 20 balancing cycles with it
# Ernie Bommel for his Work on NWO, Balancing, Game Notes, and Hosting
# Hippotamus, Ice, Admetus, Garbled and Axisgeneral for helping with these balancing cycles
# Lebowski for some of his units being used in NWO
# Krustyshorts and Corsair for making the great unofficial 1.5 version
# Odessa, GuerillaJ, Ice, Warmonger2, Smallman, Ready, Judgementday, and Frontline for all their input, ideas, suggestions and feedback
# Gneis for making a joined version 1.6EB+Gneis version with EB
# Gudkarma, Pulicat, and Sieg for their cool Relief Tile sets
# Crystalct for all his wonderful nation specific unit updates
# U-boat, ubernaut and Veqryn for the new and sharp set of flags (available as alternative set, due to request by sieg)
# Blackknight for supplying axis and allied naval units facing opposing directions
# Dan Slayer and Hue for their units (armored cars, tanks, bomber, destroyers)
# Special thx to Kevin Moore for adapting the AI especially for NWO, and to Comrade Kev for his ongoing and detailed engine-wise NWO support, and Veqryn for all his valuable hints and input
# And of course, a big thx in general - all the engine improvements are far too numerous to be listed here - to SGB, ComradeKev and the other TripleA developers, Bung for hosting the lobby. Big thx to ComradeKev also for dealing with the TripleA legal issues
# Almost last, surely not least, thx to Larry Harris for A&A
# And finally, thx to the pleasant community as a whole, and specifically to all the NWO fans who play and support this map

=Version History

Changes NWO1.8.1 to NWO1.8.5:General:

  • Combined Sieg and EB versions into a unified NWO.
  • Allowed as optional properties:
    *Produce Fighters on Old Carriers
    *LHTR Carrier Production rules
    Enable BOTH to have LHTR style carrier-fighter production/movement/placement.
  • Base Tiles (2 optional, see inside zip)
  • Name change: Tankette -> ArmoredCar
  • Unit graphics changed: Armored cars (Axis + Russia), BigArmor (Germany, US and UK, Russia) (thx Dan and Hue)
  • Map skins available again, including a completly new relief tile set by pulicat.
  • Various measures to ensure savegames still work with this new version.

Changes NWO1.7.7 to NWO1.8.1 (all done by sieg):General:

  • Removed 1 Neutral Inf. from Lodz
  • Enhanced Relief Tiles
  • Enhanced Base Tiles
  • Flag graphics fine-tuned
  • Additions and some lay-out changes to the Game Notes
  • Mirrored Russian land units
  • Changed unit graphics:
    Russian bomber and pale destroyers replaced (thx to Dan + Hue)
    Some fighters size corrected
  • Updatet smallMap

Changes NWO1.7.6 to NWO1.7.7:General:

  • Series of small tweaks to unit graphics and Game Notes.

Changes NWO1.7.2 to NWO1.7.6:Units and Map:

  • Bunker for the UK added to Gibraltar
  • T.boat added for Italy in sz42


  • Due to small TripleA engine changes, some of the "Default Rules for Disputable Situations" (see "Rules" section) have had small changes

Eye Candy:

  • Relief tiles (sieg) are included now. The old look can be restored by disabling "Map Details" from the "View" menu. Alternative sets of relief tiles (gudkarma) are available in the repository and once downloaded can be selected via "View"/"Map Skins" from the menu.
  • Naval units of opposing factions now face each other have been mirrored (blackknight)
  • Finnish, Romanian and Italian Elite as well as Romania, Finnish and Italian Fighters all got nation specific graphics (crystalct)
  • Destroyers replaced again with a version better distinguishable from submarines (crystalct)
  • Romanian units are slightly tweaked in color, to set them more apart from the Finnish units
  • A complete alternative flag set (historical roundels) is available (U-boat, ubernaut, Veqryn)


  • A multitude of minuscule errors has been fixed in the game xml and the other files, none of which was ever critical

Changes NWO1.6 to NWO1.7:Units and Map:

  • BigArmor costs lowered by 1 to 7(8)
  • Artillery costs lowered by 0.5 to 3.5(4)
  • BB costs lowered by 3 to 21(24)
  • Carrier 14(16), Cruiser 13(15), S.Sub 10(12) costs lowered by 2
  • Destroyer 11(12), Submarine 7(8), Transport 7(8) and T.Boat 5(6) costs lowered by 1
  • Russian starting money raised from 20 to 23
  • Romanias starting money raised from 2 to 4
  • UK has 2 t-boats in sz30 instead of just 1
  • UK has 2 Inf in Jordan instead of 1
  • Italy has 4 Inf in Albania instead of 3
  • Mot.Inf can officially can Blitz now


  • Tech phase taken out (Tech use would be absurd in NWO).
  • LL checked by default (although NWO plays well with dice!)
  • New Phase Order: COMBAT MOVE / PURCHASE / combat / non-combat move / placement (for faster gameplay and for being more beginner friendly)
  • Default rules for all situations where dispute may arise, including exploits.


  • New Game Notes
  • Italian Elites distinguishable from German ones now
  • Destroyer picture replaced with a better one
  • Erroneous east/west territory names corrected
  • Unit names changed:
    Trucks --> Mot.Inf
    Halftracks --> Mech.Inf
    Scouts --> Tankettes
    German Armour --> Panzers
  • XML file cleaned up

Changes NWO1.4 to NWO1.6:*Tankette price upped from 3 to 3.5 (2 for 7PU)

  • Me262 price lowered to 12
  • Mot.Inf defense upped from 2 to 3
  • BigArmor defense from 3 to 4, price from 7 to 8
  • Cruisers transport 1 small unit now. Cost 15 (14).
  • Bunkers now buyable 0/3/0/6 Two Hit (available after round 3 / for more details see Bunker description above!)
  • +4 Inf Russia, divided over Kuby., Kazahk, Svedl.
  • +3 PU starting money for Russia
  • added 2 Bunkers to Leningrad
  • added UK T-boat in sz30, UK Transport in sz31
  • Dover (UK) upped to 2
  • added US Bomber in w.US, Tank in Central US
  • added Colonial Transport in sz59, inf in C.Algeria
  • Lebanon, Syria, S.Canada (all Colonial) all +1 income
  • Romania starting PU raised from 2 to 4
  • Hungary income raised from 2 to 3
  • added German T-boat in sz26
  • Baleares raised from 0 to 1 income

SIEG 2010
and Ernie Bommel
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