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--- WORLD AT WAR ---

--- World At War Variant - vXXX ---

============ CREDITS ==============

Adopted by sneakingcoward, mail suggestions to wgbt@gmx.at
Updates are available at:
https://github.com/triplea-maps/world_at_war_variants/archive/master.zip
and tripleamaps and client map download.
Last update: 2018-03-04, v1.7.7
Game engine 1.9.0.0 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 and escort.

One Air battle round before normal battle and SBR.

Fighters can scramble with Radar.

Airbase gives max. movement to planes.

Ground Battle rounds default to 4.

FUEL CONSUMPTION for vehicle production+movement is used.

Territory effect is used in urban areas for Infantry, Paratrooper, Armour, ...

Combat AA and SBR AA is used, 2 different types.

Change unit owners is possible at selected territories.

Recruits are needed for unit placement, inf+para 2, others 1 Recruit per unit.

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.
Factory ----:
FactoryAbroad can be placed everywhere WITH Construction.
Factory can only be placed in original territories direct WITHOUT Construction.
Any Factory can be placed 1 per territory per turn.
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 production).
Radar and Airbase ----:
Radar can be placed everywhere only WITH Construction.
Radar can be placed 2 times in one territory.
Radar can be placed 1 per territory per turn.
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 ----

After turn end, captureable units, e.g. Train,
Vehicle, Aircraft, Shipyard, Factory, Refinery, Radar, Airbase can be destroyed.
Useful at a retreat to leave nothing behind to capture.
Done manually with edit.
NOTE: At any time structures also from an ally can be demolished.
e.g. Airbase after all allied planes have left.
NOTE: 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 are destroyed
when captured.
Factory 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, Recruit 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 only Inf+Para+Art+Defense.
Train in NonCombat all Landunits.
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 -------------------

---(4.1)---- Strategic bombing raid, incl. destruction ----:


SBR to structural units ----:
SBR done to Train, Construction, Bunker, Vehicle, Aircraft, Shipyard,
Refinery, Airbase, Radar and Factories.

To avoid destruction build more structure units (Airbase max. 1),
otherwise 1 turn without unit placement.
Any Factory bombed according v3 rules incl. destruction.


SBR to land units ----:
SBR done to Artillery, Halftrack, Armour, BigArmour, Katyusha, Defense.
SBR to ships ----:
SBR done to Destroyer, Cruiser, Carrier, BigCarrier, Battleship, SeaTransport, LandingBoat.
SBR to planes ----:
SBR done to planes at a territory or carrier (destroy them on the ground), if
they were NOT intercepting !!!
SBR max. bombing damage ----:
DiveFighter with 2-3 SBR damage, against all targets.

Bomber with 6 max. SBR damage, only to selected targets.
Against structure, land units (Artillery, Katyusha), ships, planes.

BigBomber with 8 max. SBR damage, only to selected targets.
Against structure, land units (Artillery, Katyusha), ships, planes.

Fighter and RangeFighter with 1 max. SBR damage, only to selected targets.
Against structure (Train, Construction, Radar), planes not intercepting (grounded).

Me262 has no SBR capability.

---(4.2)---- SBR max. unit bombing damage, afterwards destruction ----:

Train 9
Construction 6
Bunker 6
Vehicle 7, Aircraft 8, Shipyard 10
Refinery 12, Airbase 12
Radar 6
Factory and FactoryAbroad 1 times territory PU.

Artillery, Halftrack, Katyusha 4
Armour 5
BigArmour 8
Defense 3

Fighter + DiveFighter 2
RangeFighter + Me262 + AirTransport 3
Bomber 4, BigBomber 5

Destroyer 6
Cruiser 11
Carrier 10, BigCarrier 15
Battleship 17
SeaTransport 5, LandingBoat 3

---(4.3)---- 2 AA gun types ----:


AA for combat only ----:
Unit AAGun is an attack/defend AA with 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: ALL planes excluding AirTransport.
AA for SBR only ----:
Any Factory, Refinery, Airbase with Hit 1 of 12.
Destroyer, Cruiser, Carrier, BigCarrier, Battleship with Hit 1 of 6.
LandingBoat, SeaTransport with Hit 1 of 8 if unescorted, escorted 1 of 6.
SBR AA targets: DiveFighter, Bomber, BigBomber.

Halftrack, Armour, BigArmour with Hit 1 of 12.
SBR AA targets: DiveFighter.

Train, Construction, Bunker, Vehicle, Aircraft, Shipyard, Radar with NONE AA for SBR.
Artillery, Katyusha, Defense with NONE AA for SBR.

---(4.4)---- 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.

---(4.5)---- Territory effects ----:

In urban areas (territory with a circle) unit property is modified.
Infantry and Paratrooper defense +1.
Armour and BigArmour attack and defense -1

---(4.6)---- 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.

---(4.7)---- 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 original Factory territories.
From Russians TO Chinese at original Factory territories.
Is done automatically at turn end.

============= SPECIAL RULES SUMMARY ===============

Due that not all features are supported by the triplea engine, some rules have to be checked manually !!!


Generally v3 rules apply, exception is that transport ships behave like normal ships as losses.

--- Due that a land transport engine is not in place for triplea, landtransport has to be checked manually.
Landtransport and Halftrack transport ONLY: Infantry, Paratrooper, Artillery, Defense.
Train transports ALL Landunits, but only in NOT just captured territories.


Airtransport ONLY in combat Paratrooper, in noncombat Infantry, Paratrooper, Defense, Recruit.
Only from Landingboat amphibious attacks, Seatransport and Cruiser unload at occupied territory.
Artillery, Bigarmour, Katyusha, AAGun can not attack amphibious.
SBR done to Train, Construction, Bunker, Vehicle, Aircraft, Shipyard,
Refinery, Radar, Airbase and Factories.
SBR done to Destroyer, Cruiser, Carrier, BigCarrier, Battleship, SeaTransport, LandingBoat.
SBR can also be done to planes (destroy them on the ground), if they were NOT intercepting !!!
Defense unit can not move alone, has to be transported.
To place units you need generally a Factory AND (Vehicle OR Aircraft OR Shipyard) AND Recruits.
Combat units WITH fuel need any Factory AND (Vehicle OR Aircraft OR Shipyard) AND Recruit.
Combat units WITHOUT fuel need ONLY any Factory AND Recruits.
NonCombat units like Landtransport, Train, Construction need any Factory and NO Recruits.
Demolition after turn end, captureable units, e.g. Train,
Vehicle, Aircraft, Shipyard, Factory, Refinery, Radar, Airbase can be destroyed.
Useful at a retreat to leave nothing behind to capture.
Done manually with edit.
NOTE: At any time structures also from an ally can be demolished.
e.g. Airbase after all allied planes have left.
NOTE: 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.
Units movement from Dover to Belgium, Lille ----:
From Dover to Belgium, Lille direct connection ONLY for Airunits, to enable SBR British-Germans.
========== 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.
Vehicle, Aircraft and Shipyard needs any Factory.
Any Factory, Refinery, Airbase have an AA for SBR only. Hit 1 of 12.
Recruits are produced by Factory and consumed by combat units.

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

Bunker........................ 0-3-0 ... # ... C6 ... # ... Hit 3
FactoryAbroad............. 0-0-0 ... # ... C2 ... # ... Consumes Construction, Produces 2 Fuel
Factory.........................0-0-0 ... # ... C8 ... # ... Produces 2 Fuel and 1 Recruit.
Recruit.........................0-0-3 ... # ... na ... # ... Produced each turn by Factory and consumed by combat units, Size 1
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 ... # ... C1 ... # ... Consumes Construction, Enables Fighter scrambling, Damage 3 disabled
Airbase........................ 0-0-0 ... # ... C12 ... # ... Consumes Construction, Gives max. moves to combat aircrafts, Damage 3 disabled
AirbaseDover............... 0-0-0 ... # ... C12 ... # ... Consumes Construction, Gives max. moves to combat aircrafts (BigBomber move 8), Damage 3 disabled

--------------------------- Land Units ----------------------

Units WITHOUT fuel OR attack need ONLY any Factory.
Combat units WITH fuel+attack need Vehicle AND any Factory.
Combat units consume a Recruit when placed.
Infantry and Paratrooper consumes 2 Recruits when placed.

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


Combat units without fuel need Factory AND Recruits ----:
Infantry............. 1-1-1 ... # ... C2-F0-S2 ... # ... Art supported, Airlifted in NC
Paratrooper........ 2-2-1 ... # ... C3-F0-S2 ... # ... Art supported, Paratrooper
Artillery............. 2-2-1 ... # ... C4-F0-S3 ... # ... Support, NoAmphibiousAttack
Defense............. 0-3-0 ... # ... C2-F0-S2 ... # ... No own movement, Transported or Airlifted in NC
Combat units with fuel need Factory AND Vehicle AND Recruit ----:
ArmoredCar....... 1-1-3 ... # ... C3-F1-S3 ... # ... Blitz
Halftrack........... 1-1-2 ... # ... C4-F2-S3 ... # ... Blitz, Support, Transports Inf+Para+Art+Def
Armour............. 3-3-2 ... # ... C5-F3-S3 ... # ... Blitz
BigArmour......... 4-4-1 ... # ... C8-F5-S5 ... # ... Blitz, Hit 2, NoAmphibiousAttack
Katyusha........... 2-1-3 ... # ... C4-F1-S3 ... # ... Blitz, Supports 2 units, NoAmphibiousAttack
AAGun.............. 1-1-2 ... # ... C4-F1-S3 ... # ... Blitz, Combat AA (1 of 6) targets 2 planes, NoAmphibiousAttack
NonCombat units need Factory and NO Recruit ----:
LandTransport... 0-0-3 ... # ... C2-F1-S3 ... # ... Transports Inf+Para+Art+Def also in combat
Train................. 0-0-6 ... # ... C12-F0-S10 ... # ... NonCombatMove, Transports all Landunits
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 (2 pcs per Radar, 2 Radar per territory).
Maximum movement only with Airbase. Without only 1 (Bombers + RangeFighter + Me262) or 2 (Fighters). AirTransport always 6.
Each air unit consumes a Recruit when placed.

--- 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 ... 4-4 ... # ... C8-F3 ... # ...
Fighter................ 1-1-4 ... # ... YES-YES-YES ... 3-3 ... # ... C7-F2 ... # ... Carrierspace 1, Strat.Bomb max.1 to selected units
DiveFighter......... 3-2-4 ... # ... YES-YES-YES ... 0-1 ... # ... C7-F2 ... # ... Carrierspace 1, Strat.Bomb 2-3
Bomber............... 3-1-6 ... # ... YES-NO-YES ... 2-1 ... # ... C12-F4 ... # ... Strat.Bomb max.6, From AirbaseDover move 8
BigBomber.......... 4-2-7 ... # ... YES-NO-YES ... 3-1 ... # ... C15-F5 ... # ... Strat.Bomb max.8, From AirbaseDover move 8
AirTransport....... 0-0-6 ... # ... YES-NO-YES ... 1-0 ... # ... C10-F4 ... # ... Para in COMBAT, Inf+Def+Recruit in NONCOMBAT

--------------------------- Sea Units ---------------------

Need Shipyard and any Factory.
Each sea unit consumes a Recruit when placed.

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

TorpedoBoat........ 1-1-2 ... # ... 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 ... # ... C17-F5 ... # ... Hit 2, Bombard 2, Transport-only land unit S2
Carrier................ 0-2-2 ... # ... C18-F5 ... # ... Hit 2, Carriercapacity 3 (3x Space1)
BigCarrier............ 0-2-2 ... # ... C27-F6 ... # ... Hit 3, Carriercapacity 5 (5x Space1)
Battleship............. 4-4-2 ... # ... C24-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
(AirbaseDover, 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 - British - French - Americans - 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
Venezia:Taranto:Lybia
W.Romania
Akita:Tientsin
Navoiyskaya:Omsk
Iraq:S.Egypt:W.India:Malaya:Canada
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 Defense LandTransport Train Construction RangeFighter Me262 Fighter DiveFighter Bomber BigBomber AirTransport TorpedoBoat Submarine SuperSub Destroyer Cruiser Carrier BigCarrier Battleship SeaTransport LandingBoat Bunker FactoryAbroad Factory Vehicle Aircraft Shipyard Oilfield Refinery Airbase AirbaseDover Radar Recruit aNoFighterSBR

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

World At War Variant - vXXX