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---WORLD AT WAR---[]


---World At War - v3 Variant FUEL---[]



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

Based on SIEGs WORLD AT WAR map
Adopted by sneakingcoward, mail suggestions to pentium@gmx.net
Helpful suggestions by MTMilo, Kesselring and Seppel.
Updates are available at:
https://sites.google.com/site/tripleamarshal/home/
and tripleamaps.
Last update: 2014-03-23, v1.4.7
Game engine 1.8.0.3 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.
Battle rounds default to 4.
FUEL CONSUMPTION for vehicle production+movement is used.
Change unit owners is possible at selected territories.

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


Construction ----:
Bunker, FactoryAbroad, Refinery and Radar 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 -:
Radar can be placed everywhere only WITH Construction.
Radar can be placed 2 times in one territory.


Demolition ----:
At place turn before unit placement, captureable units, Train,
Vehicle, Aircraft, Shipyard, FactoryHomeUpgrade, Refinery, Radar 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, AAGun, Construction, FactoryAbroad-Home are destroyed
when captured.
FactoryHomeUpgrade changes to FactoryAbroad.
Train, Vehicle, Aircraft, Shipyard, Refinery, Radar 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)---------------- Unit 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+AAGun.
LandTransport in NonCombat Landunit+AAGun.
Train in NonCombat Landunit+AAGun+Construction.
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.


Strategic bombing, incl. destruction ----:
SBR done to AAGun, Train, Construction, Bunker, Vehicle, Aircraft, Shipyard,
Refinery, Radar and any Factories.
RangeFighter can SBR with max. bombing damage of 1, DiveFighter with 2.
Bomber with 1-6 and BigBomber with 2-6 max. bombing damage.
To avoid destruction build more units (Factories max. 1),
otherwise 1 turn without unit placement.
Any Factory bombed according v3 rules incl. destruction.


Max. bombing damage, afterwards destruction ----:
AAGun 6, Train 12, Construction 6, Bunker 6,
Vehicle 10, Aircraft 12, Shipyard 15, Refinery 12, Radar 12.
FactoryAbroad-Home 9.
FactoryHomeUpgrade 3 times territory PU.


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 (HP1) and BigCarrier (HP2) have CombatDamage,
this means unitsMayNotLandOnCarrier and unitsMayNotLeaveAlliedCarrier.


Planes scrambling ----:
Fighters and Me262 can scramble 1 territory with Radar (5 planes per Radar).
Scramles to any (also amphibious) assaults incl. air battles (e.g. SBR).
Radar is disabled with 3 damage.

---(4)------------- Change Unit Owners Rules ----------------

Unit owners change for Artillery, ArmoredCar, Halftrack, Armour.
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 and FactoryAbroad needs Construction.
FactoryHomeUpgrade needs FactoryHome.
Vehicle, Aircraft and Shipyard needs any Factory.

--- 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 ... # ... C15 ... # ... Consumes Construction, Enables Fighter scrambling, Damage 3 disabled


Land Units ----------------------
Vehicle units need Vehicle and any Factory.
Non vehicle units, AAGun, Train and Construction need only any Factory.

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

Infantry............. 1-2-1 ... # ... C3-F0-S2 ... # ... Art supported, Airlifted
Paratrooper........ 2-2-1 ... # ... C4-F0-S2 ... # ... Art supported, Paratrooper
Artillery............. 2-2-1 ... # ... C4-F0-S3 ... # ... Supports 2 units
ArmoredCar....... 1-1-3 ... # ... C4-F1-S3 ... # ... Blitz
Halftrack........... 1-1-2 ... # ... C4-F2-S3 ... # ... Blitz, Support, Transp. Inf+Para+Art+Def+AA
Armour............. 3-3-2 ... # ... C5-F3-S3 ... # ... Blitz
BigArmour......... 4-4-1 ... # ... C8-F4-S5 ... # ... Hit 2, Blitz, NoAmphibiousAttack
Katyusha........... 3-1-2 ... # ... C5-F1-S3 ... # ... Supports 2 units, Blitz
LandTransport... 0-0-3 ... # ... C2-F1-S3 ... # ... NonCombat, Transports Landunit+AA
Defense............. 0-3-0 ... # ... C2-F0-S2 ... # ... No own movement, only transported in NC, Airlifted
AAGun.............. 0-1-1 ... # ... C5-F1-S3 ... #
Train................. 0-0-6 ... # ... C12-F0-S10 ... # ... NonCombat, Transports Landunit+AA+Construction
Construction...... 0-0-2 ... # ... C6-F2-S5 ... # ... Place Bunker, FactoryAbroad, Refinery, Radar.


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, 2 Radar per territory).

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

RangeFighter....... 2-2-6 ... # ... YES-YES-YES ... 2-2 ... # ... C9-F4 ... # ... Strat.Bomb max.1
Me262................ 1-1-6 ... # ... YES-YES-YES ... 5-5 ... # ... C9-F4 ... #
Fighter................ 1-1-4 ... # ... YES-YES-YES ... 3-3 ... # ... C7-F3 ... # ... Carrierspace 2
DiveFighter......... 3-2-4 ... # ... YES-YES-YES ... 1-1 ... # ... C7-F3 ... # ... Carrierspace 2, Strat.Bomb max.2
Bomber............... 4-1-6 ... # ... YES-NO-YES ... 2-1 ... # ... C12-F5 ... # ... Strat.Bomb max.1-6
BigBomber.......... 5-2-8 ... # ... YES-NO-YES ... 3-1 ... # ... C16-F6 ... # ... Strat.Bomb max.2-6
AirTransport....... 0-0-6 ... # ... YES-NO-NO ... 1-NA ... # ... 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, 9
Super Sub, (BigArmour, Radar), Me262
Italians: 5
Super Sub
Japanese: 3, 7, 8
RangeFighter, Super Sub, (BigCarrier, Radar)

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

World at War -v3 Variant FUEL
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