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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

That Italian Guy posted:

Since Italy is moving towards democracy, make me the best Fiat tank in the land! (or a ship if Italy has no Fiat mechanized divisions) :italy:

Its only going to continue towards Democracy with the threads suggestions! It has other things it wants to do in the immediate sense (in my opinion) such as the victory parade.




Italian XXXVI Mechanized Corps, coming up in 1938!

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Vivian Darkbloom posted:

Representing all the world's political positions on a Chinese Checkers board is inspired. Why does Venezuela spawn way out there?

I don't really know, to be honest. The Chinese Checkers board is also wildly different from how Patton in Flames does it, which, iirc, is similar to ADG's World War 1 game where one chart, ranging from -10 to +10 in opinion, has all the various countries on it.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


The Italian mechanized corps should probably concentrate on building pasta machines and coffee grinders, that would go a lot longer towards conquering the world.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
What is it supposed to mean if you’re at the edges of the board past one of the ideologies? You’re not there but you’re also super far in that direction?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Pirate Radar posted:

What is it supposed to mean if you’re at the edges of the board past one of the ideologies? You’re not there but you’re also super far in that direction?

It just makes it harder for others to drag you into the Communist or Fascist ideology, since you have to spend more points to go around (or through)

Evil Imperial
Sep 4, 2014
Can I have I Canadian Armor Corps, as my lucky chit?

I'm hoping for utter chaos in this play of WiF.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Evil Imperial posted:

Can I have I Canadian Armor Corps, as my lucky chit?

I'm hoping for utter chaos in this play of WiF.



See you in 1942!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Fascist Impulse 2


Weather

There is a +0 DRM to weather, the final 1d10 roll is a 6.

It is now:

Arctic: Storm
North Temperate: Rain
Mediterranean: Fine
North Monsoon: Fine
South Monsoon: Rain
South Temperate: Fine


Germany will choose to Pass.

Italy will choose a Land Impulse. They will have unlimited Land moves, 1 air mission, 0 naval moves, and unlimited land attacks.

Japan will choose a Land Impulse. They will have unlimited Land moves, 2 air missions, 0 naval moves, and unlimited land attacks.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



Italy continues its exodus away from Africa. All of these units are going to head back to Italy or Libya, thought it will take many turns as Italy is low on transports...



Japan advances further, taking Peking without a fight. The rain doubles the movement costs of terrain (Ignore the Cav Division in the top left, I moved it back 1 hex.) China will lose one Blue Factory.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

Despite being adjacent, the Japanese Cavalry corps does not have the power to punch through that 3-2 Infantry corps. Soon...

Air rebases

As per above, a pair of Japanese planes have rebased closer to the front line.

Reorganization

No reorganization takes place.


Next up: Communist Impulse 2

Neophyte
Apr 23, 2006

perennially
Taco Defender
I'd like to claim the Showboat - USS North Carolina - if it's available. I need some analog computer action! Gonna get my cams on!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Neophyte posted:

I'd like to claim the Showboat - USS North Carolina - if it's available. I need some analog computer action! Gonna get my cams on!



See you next year (1937), space cowbattleship

Neophyte
Apr 23, 2006

perennially
Taco Defender
I'm severely vibrating with anticipation!

Alikchi
Aug 18, 2010

Thumbs up I agree

Dibs on USS Oklahoma. And good luck!

Italy going Allied/fighting Germany over the Anschluss always fascinated me as an alt hist scenario. Excited to see where the prewar politicking goes. (What’s up with the Germany-Finland alliance?)

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Alikchi posted:

Italy going Allied/fighting Germany over the Anschluss always fascinated me as an alt hist scenario. Excited to see where the prewar politicking goes. (What’s up with the Germany-Finland alliance?)

That's what someone on the discord asked for. Next politics phase, the thread will get to suggest things for our participating Major Nations to play, such as Tojo Takes Over, or perhaps Germany wants to Ally Austria, instead of going the Anschluss route.







See you... in Norfolk, right now!

Serpentis
May 31, 2011

Well, if I really HAVE to shoot you in the bollocks to shut you up, then I guess I'll need to, post-haste, for everyone else's sake.
I'd like to claim (if she exists) HMS Valiant as a counter. My sponsorship failed to sink her all the way through a Grey Hunter game, who knows, might happen again here!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Serpentis posted:

I'd like to claim (if she exists) HMS Valiant as a counter. My sponsorship failed to sink her all the way through a Grey Hunter game, who knows, might happen again here!



Currently in the Hull repair pool!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Communist Impulse 2

It is still:

Arctic: Storm
North Temperate: Rain
Mediterranean: Fine
North Monsoon: Fine
South Monsoon: Rain
South Temperate: Fine


Soviet Union will choose to Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement

Without the means to protect their home cities, the Soviet Union is refusing to move any Communist Chinese troops.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None

Air rebases

None

Reorganization

No reorganization takes place.


Next up: Democratic Impulse 2

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Democratic Impulse 2

It is still:

Arctic: Storm
North Temperate: Rain
Mediterranean: Fine
North Monsoon: Fine
South Monsoon: Rain
South Temperate: Fine


The Commonwealth will choose to Pass.

The United States of America will choose to Pass.

France will choose to Pass.

China will choose a Land Impulse.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



China continues to pull back from the North, and units are shuffled, ever so slowly, east towards KaiFeng, TsinAn, and Cheng Chow.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None

Air rebases

None

Reorganization

No reorganization takes place.




There is no possible end of the turn, we go to the 3rd impulse of Mar/Apr 1936...

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Fascist Impulse 3


Weather

There is a +0 DRM to weather, the final 1d10 roll is a 1.

It is now:

Arctic: Blizzard
North Temperate: Blizzard
Mediterranean: Snow
North Monsoon: Rain
South Monsoon: Storms
South Temperate: Storms


Germany will choose to Pass.

Italy will choose a Combined Impulse. They will have 3 Land moves, 3 air missions, 1 naval moves, and 1 land attack.

Japan will choose a Land Impulse. They will have unlimited Land moves, 2 air missions, 0 naval moves, and unlimited land attacks.


Port attacks

None.

Naval air missions

None.

Naval movement



An Italian transport unit moves to the Red Sea, the Eritrean Territorial unit will embark during the Land Movement phase.

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement

Using the above image, the motorised Italians moved a hex. The snow prevents a LOT of movement.



More advances through China. I forgot to roll a few US entry chits for Japan taking Chinese cities, so I'll do those now.

Because I'm using the real-scale world map, I would roll a 1d10 with a +1 for each printed factory the city has. On the "old" map, I would need to roll a 4 or less for a US Chit. So, against Peking, the roll needed is 3 or less - against TienTsin and Pao Ting, the die needed is 2 or less.

The dice rolls are 2, 9, and 2. Peking and Pao Ting both cause chits to be added against Japan.


Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None. Blizzards are highly unfavorable...

Air rebases

The Japanese Tactical Bomber moves into Tien Tsin.

Reorganization

No reorganization takes place.


Next up: Communist Impulse 3




Mar/Apr 1936 - Communist Impulse 3

It is still:

Arctic: Blizzard
North Temperate: Blizzard
Mediterranean: Snow
North Monsoon: Rain
South Monsoon: Storms
South Temperate: Storms


Soviet Union will choose to Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement

Without the means to protect their home cities, the Soviet Union is refusing to move any Communist Chinese troops.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None

Air rebases

None

Reorganization

No reorganization takes place.


Next up: Democratic Impulse 3

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Democratic Impulse 3

It is still:

Arctic: Blizzard
North Temperate: Blizzard
Mediterranean: Snow
North Monsoon: Rain
South Monsoon: Storms
South Temperate: Storms


The Commonwealth will choose to Pass.

The United States of America will choose to Pass.

France will choose to Pass.

China will choose a Land Impulse.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



The river shall protect the realm!

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None

Air rebases

None

Reorganization

No reorganization takes place.



There is no possible end of the turn, we go to the 4th impulse of Mar/Apr 1936...


(You know, I think I will start calling the Impulse's by their track number because at some point its going to be more confusing the way I'm doing it now...)

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Impulse #9 - Fascists

The Impulse Track advances 3 to 9. This turn could end on a 0.

Weather

There is a +2 DRM to weather, the final 1d10 roll is a 5.

It is now:

Arctic: Storms
North Temperate: Storms
Mediterranean: Rain
North Monsoon: Fine
South Monsoon: Rain
South Temperate: Fine


Germany will choose to Pass.

Italy will choose a Combined Impulse. They will have 3 Land moves, 3 air missions, 1 naval moves, and 1 land attack.

Japan will choose a Combined Impulse. They will have 3 Land moves, 4 air missions, 2 naval moves, and 1 land attack.


Port attacks

None.

Naval air missions

None.

Naval movement



The Eritrean Territorial unit is transported to Libya, and the Transport flips face down.



Japan moves its Transport and Amphibious unit back to the home islands for next Impulse.

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



The Cavalry Division moves tantalizingly close tot he Resource north of Tai Yuan, and the Japanese HQ and Manchurian 6-3 split up to gain more ground.


Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None. Blizzards are highly unfavorable...

Air rebases

The Japanese Tactical Bomber moves into Tien Tsin.

Reorganization

No reorganization takes place.


Since at least 2 major powers chose impulses instead of Passing, there is no End of Turn die roll modifier, the Turn cannot end now.

Next up: Impulse #9 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Impulse #9 - Communist

It is still:

Arctic: Storms
North Temperate: Storms
Mediterranean: Rain
North Monsoon: Fine
South Monsoon: Rain
South Temperate: Fine


Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 air missions, 0 naval moves.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



Communist China moves on Tian Shui.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

Communist China bides its time...

Air rebases

None

Reorganization

No reorganization takes place.


Since the Soviet Union did not Pass, there is no End of Turn die roll modifier, the Turn cannot end now.

Next up: Impulse #9 - Democrat

Jobbo_Fett fucked around with this message at 20:54 on Sep 16, 2023

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Impulse #9 - Democrat

It is still:

Arctic: Storms
North Temperate: Storms
Mediterranean: Rain
North Monsoon: Fine
South Monsoon: Rain
South Temperate: Fine


The Commonwealth will choose to Pass.

The United States of America will choose to Pass.

France will choose to Pass.

China will choose a Land Impulse. They will have unlimited Land moves, unlimited Land attacks, 1 air mission, and 0 naval moves.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



The Nationalist Chinese troops abandon Tian Shui. The line expands to prevent the Japanese from going around. While this depletes the defensive value at strongpoints like cities, the river should help.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None

Air rebases

None

Reorganization

No reorganization takes place.



Because everyone except China chose to Pass, there is a -1 DRM to the 1d10 end of turn die roll. The roll is a 6, the turn continues.



Next: Impulse #11 - Fascist

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Impulse #11 - Fascists

The Impulse Track advances 2 to 11. This turn could end on a 1 or less.

Weather

There is a +0 DRM to weather, the final 1d10 roll is a 1.

It is now:

Arctic: Blizzards
North Temperate: Blizzards
Mediterranean: Snow
North Monsoon: Rain
South Monsoon: Storms
South Temperate: Storms


Germany will choose to Pass.

Italy will choose a Combined Impulse. They will have 3 Land moves, 3 air missions, 1 naval moves, and 1 land attack.

Japan will choose a Combined Impulse. They will have 3 Land moves, 4 air missions, 2 naval moves, and 1 land attack.


Port attacks

None.

Naval air missions

None.

Naval movement



Japan transports two fresh units (an Infantry Corps and a Marine Corps) into Tien Tsin (ignore the large stack, it was just easier to move at the time.) The transport and AMPH ships are turned face down.

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



Just to be jerks, Italy moves the Eritreans, preventing an extra -1 for the end of turn die roll.



As above, Japan moves units to the river, but also move to steal one of the resources in Northern China.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None. Blizzards are highly unfavorable...

Air rebases

The two aircraft units move south closer to the frontline.

Reorganization

No reorganization takes place.


The turn may end on a 1d10 roll of 1. There are no modifiers. The roll is a 2. The turn continues.

Next up: Impulse #11 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Impulse #11 - Communist

It is still:

Arctic: Blizzards
North Temperate: Blizzards
Mediterranean: Snow
North Monsoon: Rain
South Monsoon: Storms
South Temperate: Storms


Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 air missions, 0 naval moves.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement



Communist China captures Tian Shui, the Communist Chinese unit is flipped face down due to movement costs involved.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

Communist China bides its time...

Air rebases

None

Reorganization

No reorganization takes place.


The turn may end on a 1d10 roll of 1. There are no modifiers to the roll. The roll is a 3, we will continue to Impulse #11 - Democrats.

Next up: Impulse #11 - Democrat

Brettbot
Sep 18, 2006

After All The Prosaic Waiting... The Sun Finally Crashes Into The Earth.

Jobbo_Fett posted:

Did you want a Corps or a Division? (Divisions are smaller and not nearly as strong/good)

I suppose I'll take a Corps, why not?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Brettbot posted:

I suppose I'll take a Corps, why not?



To be seen in 1940!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Impulse #11 - Democrat

It is still:

Arctic: Blizzards
North Temperate: Blizzards
Mediterranean: Snow
North Monsoon: Rain
South Monsoon: Storms
South Temperate: Storms

All will Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None

Naval combat

There are no naval combats taking place.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

No ground strikes taking place.

Rail movement

None.

Land movement

None

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None

Air rebases

None

Reorganization

No reorganization takes place.


The turn may end on a 1d10 roll of 1. There is a -2 modifier to the roll due to all nations Passing. The roll is a 1, the turn ends.

Next up: Cleanup, production, etc.

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
Do turns usually last that long?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - End of Turn Production, Re-organization, and more...

Partisan Phase



The Partisan 1d10 roll is... 5. Again. No Partisans can appear.

US Entry Phase


Several nations have markers in their respective pools. No actions are taken by USA.


Return to Base Phase

No navies are floating about, thus no actions will be taken here.


Final Reorganisation Phase

Oil Usage posted:

Carrier Plane = 1/20th
Convoy/Tanker = 1/20th
Submarine/Mini-sub/Frogmen = 1/20th
Cruiser/Destroyer/other = 1/20th
Battleship/Battlecruiser/Carriers = 2/20th
Land-based (2-turn) Aircraft = 1/20th
Land-based (+3-turn) Aircraft = 2/20th
Motorized/Armored/Mechanized Divisions = 2/20th
Motorized/Mechanized Corps = 3/20th
Armored Corps = 4/20th
Infantry HQ = 5/20th
Armored HQ = 6/20th


Additionally, fractions are rounded down, to lessen bookkeeping. Oil can be paid with Oil resources on the map or via saved Oil.

China: Has no flipped units that require Oil to re-organizeThey will not need to pay any Oil costs to re-organize.

Commonwealth: No units were moved.

France: No units were moved.

Germany: No units were moved.

Italy: Only a transport needs to be re-organized. This only amounts to 1/20ths of an Oil. No Oil must be spent to re-organize units.

Japan: One Transport and AMPH unit were flipped to transport units, they cost 1/10th of an Oil to reorganize. No Oil must be spent to re-organize units.

Soviet Union: No units were moved.

United States of America: No units were moved.


Production Phase

First, we have to calculate all of the resources that each major nation gets, and how they will use it for production.



The only difference here is that Japan has captured 1 blue factory (which they cannot use) and 1 resource.

To break things down we have the following:

China: They have 10 resources and 13 factories (4 Red, 9 Blue) and their production multiplier is 0.25. They have 2 build points.

Commonwealth:
- Australia: 3 resources and 1 factory (red).
- British Guyana: 1 resource. (sent to England)
- Trinidad: 1 oil. (sent to England)
- Burma: 1 oil [Convoyed to India]
- Canada: 5 resources and 1 oil, and 6 factories (5 blue and 1 red).
- Cyprus: 1 resource in Cyprus (sent to England)
- India: 4 resources, and 3 factories (2 blue and 1 red)
- Malaya: 2 resources [sent to India]
- South Africa: 4 resources, and 1 factory (blue) [1 resource is being sent to the UK]
- The UK: 2 resources, and 17 factories (13 blue and 4 red)

The Commonwealth has a build modifier of 0.25.

Australia will have 1 build point.
Canada will have 1 build point.
India will have 1 build point.
South Africa will have 1 build point.
The UK will have 1 build points. (Pretty sure I screwed this up last time and they were only supposed to have one.)

France:
- Algeria: 1 resource [Convoyed to France]
- France: 6 resources and 14 factories (10 blue and 4 red)
- Indochina: 1 resource [Sent to France]
- New Caledonia: 1 resource [Not convoyed]
- Senegal: 1 resource [Convoyed to France]

France has a build point modifier of 0.25. They will have 2 build points.

Germany has 7 resources, 1 oil, and 16 factories (10 blue and 6 red). Finland is sending 1 resource to Germany.

Germany has a build point modifier of 0.5. They will have 4 build points.

Italy has 4 resources and 11 factories (8 blue and 3 red).

Italy has a building point modifier of 0.333. They will have 1 build points.

Japan:
- China: 1 resource
- Formosa: 1 resource [Convoyed to Japan]
- Japan: 1 resource, and 14 factories (9 blue and 5 red)
- Korea: 1 resource, and 2 factories (1 blue and 1 red)
- Manchuria: 4 resources, and 2 factories (1 blue and 1 red) [1 resource convoyed to Japan]

Japan receives 4 resources in exchange for 1 build point to the USA. [Trade agreement]

Japan has a build point modifier of 0.33. They send 1 build point to the USA. They will have 2 build points.

Soviet Union has 20 resources, 10 oil, and 31 factories (23 blue, 8 red).

Soviet Union has a build point modifier of 0.1. They will have 3 build points.

United States of America:
- Philippines: 1 resource [Convoyed to Japan]
- USA: 24 resources, 18 oil, and 40 factories (28 blue and 12 red). [1 resource and 2 oil convoyed to Japan]

USA has a build point modifier of 0.05. They receive 1 build point from Japan. They will have 3 build points.




(I think I hit my head when I was doing the middle nations there, the values should've been lower. Whoops!)

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

bunnyofdoom posted:

Do turns usually last that long?

Not too sure, I've only played against myself, and I'm still learning as I go along. It wasn't as long as it could've been, that's for drat sure. And the Impulse Track # doesn't tell the full story, since impulses can move by 2 or 3 on really bad weather.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Mar/Apr 1936 - Production Phase

Now that we've determined everyone's available resources and factories, including losses to strategic bombing, trading, etc. you proceed to build units and move things down the chain.

China has 2 build points.



China will spend 2 build points to purchase a Militia unit in Nanking.

Australia has 1 build point.
Canada has 1 build point.
India has 1 build point.
South Africa has 1 build point.
The UK has 4 build points.

Every minor will build another convoy, while the UK will purchase the 2nd stage of construction for HMS Erebus.



France has 2 build points.



Jean de Vienne, Montcalm, and Gloire all have 0 costs for their 2nd stage of construction, so are all thrown into the production lines. France adds two submarines, one in Bordeaux and the other in Marseilles.

Germany has 4 build points.



Germany adds a Motorised Corps.

Italy has 1 build points.



Italy starts the 2nd half of the Abruzzi.


Japan has 2 build points.



Japan adds a Transport unit to the production lines of Osaka.

Soviet Union has 3 build points.



Soviet Union starts an Infantry Corps in Gorky.

USA has 3 build points.



USA starts the 2nd cycle of the USS Yorktown. Salt Lake City will be deployed in San Diego next turn.



Production Phase is now over.

Ethiopia has been conquered. There are no facilities, factories, or oil destroyed. There is no possible victory.


Mar/Apr 1936 is now officially over.

Next up will be the May/Jun 1936 Political Phase. Is there a nation you support? What should they aim for? Is there a card in mind for them to play? :iiam:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
May/Jun 1936 - Political Phase

It is the Political Phase of May/June 1936.

Each country gains money ($) equal to their build points received in the last production phase.

China has 2$
UK has 8$
France has 3$
Germany has 4$
Italy has 1$
Japan has 2$
Soviet Union has 3$
USA has 3$

Each nation can spend a certain number of bid points, which are used to determine who gets to go first. The formula is BID$ + Bid Modifier = Initiative score. Highest initiative score is 1st, then the rest slot in behind in descending bid value order. 1st place last turn gets a +4 bonus to their bid, so staying on top costs less, or at least forces your opponents to spend more.

Once the initiative positions have been determined we proceed to playing the various political cards. All cards in a nation's card pile are available from the start, as are International cards. However, not all cards can be played without the pre-requisite being completed (see the beige box in the top right). Any cards with the word "PLAYED" on it means they cannot be played a 2nd time.



As more turns take place, and more cards get played, we'll see even more re-alignments and shifts in ideology. Especially so when something like the Spanish Civil War starts...

Should anyone wish to suggest a card be played for a specific nation, I invite you to peek at the cards below. Just let me know what the card's "code" is (seen in the upper left box) and I will attempt to work it in. Note that its best to aim for a specific goal so you aren't just wasting money and time. I may veto the truly outrageous ideas, but I want to keep it to a minimum. Lastly, some cards may not be played simply because the turn ended before they had a chance. There's a bonus to your next turn bid to help with that, but we'll get more into that later.

Chinese Cards


Commonwealth


French Cards


German Cards


Italian Cards


Japanese Cards


Soviet Cards


USA Cards


International (All players/Common) Cards



Politics will be actioned tomorrow, Sept 18th in the evening.

Mathwyn
Oct 31, 2012

Ante up.


I vote for Britain to free all its colonies for no other reason than I assume that will let us turn Australia communist. :australia:

Kangra
May 7, 2012

If Australia gets any warships, I'd like to claim one. Any kind is fine.

I think we should try to keep China a democracy so Axl Rose doesn't have to. I think either saving for a factory ( card 0, 15 yu) or geting the bonus on card 2 might help.

Hypnobeard
Sep 15, 2004

Obey the Beard



Please give me a French armor corps if there is one.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Kangra posted:

If Australia gets any warships, I'd like to claim one. Any kind is fine.

I think we should try to keep China a democracy so Axl Rose doesn't have to. I think either saving for a factory ( card 0, 15 yu) or geting the bonus on card 2 might help.



Current Location: North-east of Canberra.

Hypnobeard posted:

Please give me a French armor corps if there is one.



See you in 1939!

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Kangra posted:

If Australia gets any warships, I'd like to claim one. Any kind is fine.

I think we should try to keep China a democracy so Axl Rose doesn't have to. I think either saving for a factory ( card 0, 15 yu) or geting the bonus on card 2 might help.

I’d recommend HMAS Canberra.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
May/Jun 1936 - Political Phase

It is the Political Phase of May-June 1936.

Bids are revealed, the initiative for this political phase is:

Italy
Commonwealth
US
Germany
Japan
Soviet Union
France
China




Italy plays IT 9, Victory Parade, adding a new Factory to the production lines, slated for Ancona. They also receive 9 bid points. They will activate Finland to bring them closer to Fascism (by 1 hex). The end of turn roll cannot be made as no other cards have been played. IT9 can never be re-played.




The Commonwealth will play CW8, liberating India. India is now considered a neutral country with no treaties, resources, or factories until it is no longer at peace. All Indian units are removed from the game except the 4-3 Infantry Corps in Calcutta. They will be re-deployed to Mandalay. The US Entry Chit against the Commonwealth will be returned to the pile. All Indian units are placed on the Minors Factory in Flames chart and they will build one new unit at the start of each year. The UK chooses to activate Siam, and move one hex closer to Democracy. The 1d10 roll to end the turn requires a 1 - the roll is a 10.




The USA attempts to broker a Minor Economic Agreement with Spain. They will grab the resource next to Vigo. The USA chooses to Activate Saudi Arabia to bring it 1 hex closer to Democracy. No US Entry chits are possible to generate. The Political Phase may end on a 2 or less. The roll is a 4, the phase continues.




Germany plays GE 2 and will advance its Production Multiplier up by 1 column. (Was 0.5, now 0.75) They will choose to activate the Baltic States, moving them 2 hexes towards Fascism. The USA adds one US Entry chit against Germany automatically, and can add another on a 1d10 roll of 1. The die roll is a 3. Germany will roll to end the Political Phase, the 1d10 needed is a 6 or less.




Japan will also choose their Economic Boom and advance their Production Multiplier by 1 column. (Was 0.333, now 0.5) The USA automatically add 1 US Entry Chit against Japan and roll for a 2nd, they need a 1d10 roll of 3 or less to get it - the roll is a 7. Japan will activate Venezuela, pushing them further away from Democracy (by one hex). The Political Phase may end on a 1d10 roll of 4 or less. The roll is a 10, the Political Phase continues.




The Soviet Union will play RU 13, taking control of the Resource adjacent to Sining. The USA will roll a 1d10 to see if they add a US Entry Chit against the Soviets. The roll is a 9, a 6 was needed. The 4-1 Garrison unit is placed in Lan Chow. RU13 cannot be played again. The Soviet Union will activate the Netherlands, which will move them 2 hexes closer to Communism (from the Neutral center hex). The Phase may end on a 1d10 of 5 or less. The roll is a 2. Nor China or France will not get any actions. China will get 1 bonus bid point for the next Political Phase's bidding.






Notes:
- Venezuela moved 1 hex further from Democracies
- Netherlands getting there towards Communism...
- Saudi Arabia, Siam, and Iraq occupy the same hex.

Additionally, the Commonwealth cannot dissolve the empire while still being a Democracy, the New World Order card will need to be played. (India Independent was a good compromise in this instance, I felt). I was going to antagonize the USA as Germany, but they could use the boost in production right now. They will set forth towards allying Austria, Brazil, and Panama in the future... (Austria gets a poo poo load of units if you don't Anschluss, for some reason... maybe I'll just house-rule that you get them anyways because seriously!)


I wanted to correct something as well, before I go to reinforcements. I had completely missed that Chinese Warlords start the game on the map. They can only take actions within 2(!) hexes of their designated city (in the rules as written, anyways, but I am bumping that to 4 due to the increased map size). While this does mean that Japan got an even easier time capturing Peking, I don't honestly believe it would have changed much.


Its also worth noting that Nationalist Chinese troops are terrible at attacking. Their attack is always halved, in addition to other penalties. In case anyone was wondering why they haven't taken any risky fights yet.

Jobbo_Fett fucked around with this message at 02:13 on Sep 19, 2023

wedgekree
Feb 20, 2013
I'll take a Soviet HQ Unit (Zhukov! Tchuchevsky!)

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

I'll take a Soviet HQ Unit (Zhukov! Tchuchevsky!)



Are you sure about wanting Tukhachevsky?

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