FANDOM


Download

Info name = "New World Order:


NEW WORLD ORDER smalls
|- !Original Game Design by Sieg |} and ErnieBommel this mod done by Smallman

Version:1.8



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



Alliances
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 3 S isSupportable
Elite 2 2 1 3.5 S isSupportable
Tankette 2 1 2 3.5 S canBlitz, (get 2 for 7)
Artillery 2 2 1 4 L givesSupport
Mot.Inf 1 2 3 4 L canBlitz, givesSupport
Mech.Inf 2 2 3 5 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="BDBDBD" border="1" ! bgcolor="999999" colspan="6"|Air Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="666633" |EarlyFighter |2 |3 |4 |8 |canLandOnCarrier |- |Fighter |3 |4 |4 |10 |canLandOnCarrier |- bgcolor="666633" |Bomber |4 |1 |6 |15 |canDoSBR |- !Unit name !att !def !move !cost !special abilities |}
{| bgcolor="BDBDBD" border="1" ! bgcolor="999999" colspan="6"|Naval Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="666633" |T.boat |2 |1 |1 |5 | |- |Transport |0 |1 |2 |8 |Transport up to 1 S + 1 S/L unit |- bgcolor="666633" |Submarine |2 |2 |2 |8 |isSubmarine |- |Destroyer |3 |3 |2 |11 |isDestroyer |- bgcolor="666633" |Cruiser |3 |3 |2 |13 |Transport up to 1 S unit, canBombard |- |Carrier |1 |3 |2 |14 |Transport up to 2 air units |- bgcolor="666633" |Battleship |4 |4 |2 |21 |isTwoHit, canBombard |- !Unit name !att !def !move !cost !special abilities |}
{| bgcolor="BDBDBD" border="1" ! bgcolor="999999" colspan="7"|Special RED DOT Units |- ! bgcolor="990000" colspan="7"|SHOULD N0T BE BOUGHT BEFORE ROUND 4 |- !Unit name !att !def !move !cost !size !special abilities |- bgcolor="666633" |BigArmour |4 |4 |2 |7 |L |canBlitz |- |Katjusha |3 |1 |3 |5 |L |canBlitz, givesSupport |- bgcolor="666633" |Me262 |4 |2 |5 |12 | |canLandOnCarrier, canDoSBR |- |Lancaster |5 |2 |8 |20 | |canDoSBR |- bgcolor="666633" |B29 |5 |2 |8 |20 | |canDoSBR |- |S.Sub |3 |3 |3 |11 | |isSubmarine |- bgcolor="666633" |Bunker |0 |3 |0 |6 | |isTwoHit* |- !Unit name !att !def !move !cost !size !special abilities |- | 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.

|}


==========================================================


Historical Strategies



[1]

[2]
Timeline Animation [3]


==============================================

Rule Clarifications and Hints


Rules

  • 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 potentionally 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 occuring 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.


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 flexibiliy, 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 maximise 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 excert 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 addditional 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).


==========================================================


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


==========================================================
=Thanks to=
# Sieg, for making this map.
# Ice, Hippotamus, Admetus, Garbled and Axisgeneral for helping with first balancing
# Ernie Bommel for his Work on NWO, Texting Game Notes, Supporting The balance Process(Version 1.6 - 1.7.7) and Hosting via Depot
# 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 Ernie Bommel
# Lebowski for some of his units being used in NWO
# Gudkarma, Pulicat for the alternate Relieftiles
# Crystalct for all his wonderful nation specific unit updates
# Dan Slayer for his Destroyers and Russian Bomber Image
# U-boat, ubernaut and Veqryn for the alternate set of flags
# blackknight for supplying axis and allied naval units facing opposing directions
# 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 All who Players who Play and Support NWO

=========================================================
=Version History


Changes NWO1.8.4 to smalls NWO 1.8.4:General:

  • infantry cost 3
  • elite cost 3.5
  • artillery cost 4
  • katjusha cost 5
  • mech inf cost 5
  • mot inf defend at 2 and now give support #new change#
  • added bunker to Paris
  • added 2 early fighters to N.Finnland
  • added 5 tanks to Stalingrad


Changes NWO1.8 to NWO1.8.4: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.
  • Finetuned Relief Tile (4 optional, download others as "map skins")
  • Base Tiles (2 optional, see inside zip)
  • Unit graphics changed: Tankette/Armored cars (Axis + Russia), BigArmor (Germany, US and UK, Russia) (thx Dan and Hue)


Changes NWO1.7.6 to NWO1.8:General:

  • New Relief Tile
  • New Base Tile
  • Removed 1 Neutral Inf. from Lodz
  • Finetuning Flags Grafics
  • Updatet and Redesigned Game Notes
  • Finetuned Unit Grafics
  • 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

Rules:

  • 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)

General:

  • 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

Convenience:

  • 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.

Cosmetic:

  • 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