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---WORLD AT WAR---[]

---World At War Variant - FUEL-AA-Range---[]

========== CREDITS ============[]

Based on SIEGs WORLD AT WAR map
Adopted by sneakingcoward, mail suggestions to wgbt@gmx.at
Updates are available at:
https://sites.google.com/site/tripleamarshal/home/
and tripleamaps.
Last update: 2015-12-28, v1.6.0
Game engine 1.8.0.9 required.

==== KNOWN ENGINE PROBLEMS ====[]

Due that transport engine is in development, correct
transporting has to be checked manually.
Regarding Airtransport and Landtransport, see Unit Rules.

=========== RULES =============[]

Rules of v3 and technology extensions apply.
Paratrooper, Mechan.Inf, etc...
Strat. bombing with fighter interception.
Air battle before normal battle.
Fighters can scramble with Radar.
Airbase gives max. movement to planes.
Battle rounds default to 4.
FUEL CONSUMPTION for vehicle production+movement is used.
Combat AA and SBR AA is used, 2 different types.
Change unit owners is possible at selected territories.
From Dover to Belgium, Lille direct connection ONLY for Airunits, to enable SBR British-Germans.

---(1)-------- Construction and Demolition Rules ------------

---(1.1)---- Construction ----:
Bunker, FactoryAbroad, Refinery, Radar and Airbase are placed normal in place turn,
only when a Construction unit is present.


Bunker ----:
One Bunker can be placed per Construction.
Bunkers can be placed only in own territories owned
at the start of the turn, equivalent to Factory placement.


Factory ----:
FactoryAbroad can be placed everywhere WITH Construction.
FactoryHome can only be placed in original territories direct WITHOUT Construction.
FactoryHomeUpgrade can only be placed in original territories WITH FactoryHome.
Any Factory only for territories with minimum 3 PU.
Vehicle, Aircraft and Shipyard are produced by any Factory.
Are needed to place units.


Refinery ----:
Refinery can be placed only at an Oilfield WITH Construction, see end of notes.
Refinery can be placed 2 times in one territory (each 50 Fuel).


Radar and Airbase ----:
Radar can be placed everywhere only WITH Construction.
Radar can be placed 1 times in one territory.
Radar is disabled with 3 damage.
Airbase can be placed everywhere only WITH Construction.
Airbase can be placed 1 times in one territory.
Airbase is disabled with 3 damage.

---(1.2)---- Demolition ----:
At place turn before unit placement, captureable units, e.g. Train,
Vehicle, Aircraft, Shipyard, FactoryHomeUpgrade, Refinery, Radar, Airbase can be destroyed.
Useful at a retreat to leave nothing behind to capture.
Done manually with edit.
In same round captured structures are NOT allowed to destroy.
It makes no sense to add/remove an Oilfield with edit, its only a symbol.

---(2)-------------- Capture Rules -----------------

LandTransport, Construction, FactoryAbroad-Home are destroyed
when captured.
FactoryHomeUpgrade changes to FactoryAbroad.
Train, Vehicle, Aircraft, Shipyard, Refinery, Radar, Airbase are captured.
PU's are captured, when last capital is captured.
Russians, French, Dutch PU's are NEVER captured.
Neutrals PU's are captured.

---(3)---------------- Transport Rules -------------------


Airtransport ----:
Infantry, Paratrooper, Defense can be airlifted in
NonCombat. Only Paratrooper can be airlifted and
attack in Combat mode.
Has to be checked by the player.


Landtransport ----:
Halftrack only Inf+Para+Art+Defense.
LandTransport in NonCombat Landunits.
LandTransport CAN move in just captured territories.
Train in NonCombat Landunits+Construction.
Train CAN NOT move in just captured territories.
Defense NO own movement, only transported.
Has to be checked by the player.
Movement of transport doesn't stop with unloading.


Seatransport ----:
Only units from a LandingBoat can invade amphibious.
SeaTransport and Cruiser only unloading to an occupied territory.

---(4)---------------- Unit Rules -------------------


Strategic bombing, incl. destruction ----:
SBR done to Train, Construction, Bunker, Vehicle, Aircraft, Shipyard,
Refinery, Radar, Airbase and Factories.
SBR can also be done to planes (destroy them on the ground), if
they were NOT intercepting !!!
To avoid destruction build more units (Any Factory, Radar, Airbase max. 1),
otherwise 1 turn without unit placement.
Any Factory bombed according v3 rules incl. destruction.

DiveFighter with 2 max. SBR damage.
Bomber with 6 max. SBR damage.
BigBomber with 8 max. SBR damage.
Fighter, RangeFighter and Me262 with 1 max. SBR damage, only to targets:
RangeFighter, Me262, Fighter, DiveFighter, Bomber, BigBomber, AirTransport, Train, Construction, Radar.


Max. bombing damage, afterwards destruction ----:
Train 9, Construction 6, Bunker 6,
Vehicle 10, Aircraft 12, Shipyard 15, Refinery 12, Airbase 12, Radar 8.
FactoryAbroad-Home 9.
FactoryHomeUpgrade 3 times territory PU.
Fighter + DiveFighter 2, RangeFighter + Me262 + AirTransport 3, Bomber 4, BigBomber 5.


2 AA gun types ----:
Unit AAGun is an attack/defend AA for combat ONLY. AA Hit 1 of 6. Attacks/defends also in normal battle.
Unit AAGun may fire only 2 times its AA guns. So AAGuns should stack, to target more planes.
Unit AAGun targets: RangeFighter, Me262, Fighter, DiveFighter, Bomber, BigBomber.
Any Factory, Refinery, Airbase have an AA for SBR only. Hit 1 of 12.
SBR AA targets: DiveFighter, Bomber, BigBomber.


Multiple hitPoints ----:
Multiple hitPoints units are marked with a red triangle in the upper red corner.
Normal units have 1 hitPoint.
BigArmour, SuperSub, Cruiser and Carrier have 2.
Bunker, BigCarrier and Battleship have 3.
Carrier (damage1) and BigCarrier (damage2) have CombatDamage,
this means unitsMayNotLandOnCarrier and unitsMayNotLeaveAlliedCarrier.


Planes scrambling ----:
All Fighters and Me262 can scramble 1 territory with Radar.
Scramles to any (also amphibious) assaults incl. air battles (e.g. SBR).
Radar is disabled with 3 damage.


Units movement from Dover to Belgium, Lille ----:
From Dover to Belgium, Lille direct connection ONLY for Airunits, to enable SBR British-Germans.

---(5)------------- Change Unit Owners Rules ----------------

Unit owners change for Artillery, ArmoredCar, Halftrack, Armour, AAGun.
From British or Americans TO Russians or Chinese at Factory territories.
From Russians TO Chinese at Factory territories.
Is done automatically at turn end.

======== CONNECTIONS =======[]

Bosperus: Istanbul to Ankara no land connection, only by sea.
Bosperus channel is open.
Suez and Panama channel.
Alle straits marked with blue dot (map details) are open.

=========== UNITS ============[]

Structure Units ---------------------
Bunker, Refinery, Radar, Airbase and FactoryAbroad needs Construction.
FactoryHomeUpgrade needs FactoryHome.
Vehicle, Aircraft and Shipyard needs any Factory.
Any Factory, Refinery, Airbase have an AA for SBR only. Hit 1 of 12.

--- ATTACK-DEFEND-MOVEMENT ... # ... COST ... # ... ABILITY ---

Bunker........................ 0-0-0 ... # ... C4 ... # ... Hit 3
FactoryAbroad............. 0-0-0 ... # ... C9 ... # ... Consumes Construction, Produces 5 Fuel
FactoryHome............... 0-0-0 ... # ... C9 ... # ... Produces 5 Fuel
FactoryHomeUpgrade... 0-0-0 ... # ... C18 ... # ... Consumes FactoryHome, Produces 10 Fuel
Vehicle........................ 0-0-0 ... # ... C10 ... # ... Place vehicle Landunits
Aircraft....................... 0-0-0 ... # ... C12 ... # ... Place Airunits
Shipyard...................... 0-0-0 ... # ... C15 ... # ... Place Seaunits
Refinery...................... 0-0-0 ... # ... C12 ... # ... Consumes Construction, Produces 50 Fuel, 2 per territory
Radar.......................... 0-0-0 ... # ... C8 ... # ... Consumes Construction, Enables Fighter scrambling, Damage 3 disabled
Airbase........................ 0-0-0 ... # ... C12 ... # ... Consumes Construction, Gives max. moves to combat aircrafts, Damage 3 disabled


Land Units ----------------------
Units WITH fuel+attack need Vehicle AND any Factory.
Units WITHOUT fuel or attack need ONLY any Factory.

--- ATTACK-DEFEND-MOVEMENT ... # ... COST-FUEL-SIZE ... # ... ABILITY ---

Infantry............. 1-2-1 ... # ... C3-F0-S2 ... # ... Art supported, Airlifted in NC
Paratrooper........ 2-2-1 ... # ... C4-F0-S2 ... # ... Art supported, Paratrooper
Artillery............. 2-2-1 ... # ... C4-F0-S3 ... # ... Supports 2 units, NoAmphibiousAttack
ArmoredCar....... 1-1-3 ... # ... C4-F1-S3 ... # ... Blitz
Halftrack........... 1-1-2 ... # ... C4-F2-S3 ... # ... Blitz, Support, Transp. Inf+Para+Art+Def
Armour............. 3-3-2 ... # ... C5-F3-S3 ... # ... Blitz
BigArmour......... 4-4-1 ... # ... C8-F5-S5 ... # ... Blitz, Hit 2, NoAmphibiousAttack
Katyusha........... 3-1-2 ... # ... C5-F1-S3 ... # ... Blitz, Supports 2 units, NoAmphibiousAttack
AAGun.............. 1-2-2 ... # ... C5-F1-S3 ... # ... Blitz, Combat AA (1 of 6) targets 2 planes, NoAmphibiousAttack

LandTransport... 0-0-3 ... # ... C2-F1-S3 ... # ... NonCombat, Transports Landunits
Defense............. 0-3-0 ... # ... C2-F0-S2 ... # ... No own movement, Transported or Airlifted in NC
Train................. 0-0-6 ... # ... C12-F0-S10 ... # ... NonCombat, Transports Landunits+Construction
Construction...... 0-0-2 ... # ... C6-F2-S5 ... # ... Place Bunker, FactoryAbroad, Refinery, Radar, Airbase


Air Units -----------------------
Need Aircraft and any Factory.
Planes can SBR escort-intercept and air battle before normal battle.
Fighters and Me262 can scramble 1 territory with Radar (5 pcs per Radar, 1 Radar per territory).
Maximum movement only with Airbase. Without only 1 (Bombers + RangeFighter + Me262) or 2 (Fighters). AirTransport always 6.

--- ATTACK-DEFEND-MAX.MOVEMENT ... #
------------------------------- # ... ESCORT-INTERCEPT-AIRBATTLE ... AIRATTACK-AIRDEFENSE ... #
----------------------------------------------------------------- # ... COST-FUEL ... # ... ABILITY ---

RangeFighter....... 2-2-6 ... # ... YES-YES-YES ... 2-2 ... # ... C9-F3 ... # ... Strat.Bomb max.1 to selected units
Me262................ 1-1-4 ... # ... YES-YES-YES ... 5-5 ... # ... C9-F3 ... # ... Strat.Bomb max.1 to selected units
Fighter................ 1-1-4 ... # ... YES-YES-YES ... 3-3 ... # ... C7-F2 ... # ... Carrierspace 2, Strat.Bomb max.1 to selected units
DiveFighter......... 3-2-4 ... # ... YES-YES-YES ... 1-1 ... # ... C7-F2 ... # ... Carrierspace 2, Strat.Bomb max.2
Bomber............... 4-1-6 ... # ... YES-NO-YES ... 2-1 ... # ... C12-F4 ... # ... Strat.Bomb max.6
BigBomber.......... 5-2-8 ... # ... YES-NO-YES ... 3-1 ... # ... C15-F5 ... # ... Strat.Bomb max.8
AirTransport....... 0-0-6 ... # ... YES-NO-YES ... 1-0 ... # ... C10-F4 ... # ... Para in COMBAT, Inf+Def in NONCOMBAT


Sea Units ---------------------
Need Shipyard and any Factory.

--- ATTACK-DEFEND-MOVEMENT ... # ... COST-FUEL ... # ... ABILITY ---

TorpedoBoat........ 1-1-3 ... # ... C6-F2 ... #
Submarine........... 2-1-2 ... # ... C7-F4 ... #
Super Sub........... 3-2-2 ... # ... C14-F4 ... # ... Hit 2
Destroyer............ 2-2-2 ... # ... C9-F4 ... #
Cruiser................ 3-3-2 ... # ... C16-F5 ... # ... Hit 2, Bombard 2, Transport-only land unit S2
Carrier................ 0-2-2 ... # ... C18-F5 ... # ... Hit 2, Carriercapacity 6 (3x Space2)
BigCarrier............ 0-2-2 ... # ... C27-F6 ... # ... Hit 3, Carriercapacity 10 (5x Space2)
Battleship............. 4-4-2 ... # ... C27-F6 ... # ... Hit 3, Bombard 3
SeaTransport....... 0-0-3 ... # ... C10-F4 ... # ... Transport-only land units S10
LandingBoat......... 0-0-2 ... # ... C6-F2 ... # ... Transport+Invade land units S5


Advanced Units ------------------

In this scenario advanced units are used.
Advanced units can't be bought before a certain round.
Controlled by trigger.

Germans: 4, 8, 12
(RangeFighter, Super Sub), (BigArmour, Radar), Me262
Japanese: 3, 7
RangeFighter, (Super Sub, Radar, BigCarrier)

Russians: 8
BigArmour, Katyusha
British: 3, 7
(RangeFighter), (Super Sub, Radar)
Americans: 3, 7
RangeFighter, (Super Sub, Radar, BigCarrier)
Anzac: 4
RangeFighter

======== TURN ORDER =========[]

Germans - Italians - Finns - Romanians - Japanese - Thai
Chinese - Russians - Americans - British - French - Anzac - Dutch

======== OILFIELDS =========[]

Historical: http://histclo.com/essay/war/ww2/stra/w2j-oil.html
Refinery can be placed ONLY at an Oilfield.
It makes no sense to add/remove an Oilfield with edit, its only a symbol.

Azerbaijan:Iran:N.Arabia:Arabia:Norway:Krakow:Venezuela:Brasil:E.Mexico:Greece
Koeln:Dresden
Venezia:Taranto:Lybia
W.Romania
Akita:Tientsin
Navoiyskaya:Omsk
Iraq:S.Egypt:W.India:Malaya
C.Alger
California:Central U.S:Southeast U.S
Haixi
Australia
Sumatra:W.Borneo:Sarong

===== PROPERTIES LISTING =====[]

-- RULES PROPERTIES --
WW2V3 value=true
WW2V3 Tech Model value=true

Units: Infantry Paratrooper Artillery ArmoredCar Halftrack Armour BigArmour Katyusha AAGun LandTransport Defense Train Construction RangeFighter Me262 Fighter DiveFighter Bomber BigBomber AirTransport TorpedoBoat Submarine SuperSub Destroyer Cruiser Carrier BigCarrier Battleship SeaTransport LandingBoat Bunker FactoryAbroad FactoryHome FactoryHomeUpgrade Vehicle Aircraft Shipyard Oilfield Refinery Airbase Radar

Nations: Germans Italians Finns Romanians Japanese Thai Chinese Russians Americans British French Anzac Dutch

World At War Variant-Fuel-AA-Range
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