World War II in Europe 19411. Introduction You can command the Axis Forces during WW2 in Europe ..........
This scenario is intented to be played between two human players (default settings) or the allied computer, to simulate Historical Events and Units Strenght in WW2. If you want to play against the Allied computer you can set 6 difficulty levels:
lev-1/SUCKLING= must set AI intelligence=>low and computer -2, lev-2/BEGINNER = AI=>strong and no Handicap, lev-3/NORMAL = AI=>strong and computer +2, lev-4/EXPERT = (normal settings) + theater option Expert, lev-5/VETERAN = (normal settings) + theater option Veteran, lev-6/SUPERMAN = step1: Expert settings, step2: next turn => Veteran settings.
In Swizerland you have some Key-pieces: Swedish activation is equal to + 1 difficulty level (normal game = expert game for example). Due to a bug in TOAW program IT SM 79 III aircraft can't attack anything, for this I used very similar US TBM Avengers. 2. GAME RULES - USSR can attack Finland only with Murmansk garrison if Axis is not at war
- Allied Forces cant enter into Sweden, Greece, Yugoslavia etc.. if they are neutral, and neutral coutries cant enter into axis controlled hexes before the Axis attack
- Allies can use only Narvik garrison in Norway before 1944
- Axis cant enter into Spain or Turkey if rhey are neutral
- Belgian, Dutch and French units cant enter into axis controlled hexes before 2-1940
- USSR cant attack Axis (except Finland) before 8-1940
- Axis can make anphibious assaults in mediterranean sea only against Yugoslavia if Malta is Allied controlled (can attack Malta or move embarked units for transport obviously)
- only Africa-Korps units and all air + para units can fight in africa/Middle-east, if Malta is Allied controlled
- Italy, Romania, Bulgaria, Hungary are neutral and Allies can attack them only if neutral condition is off (when Axis player use Italian units in war for example).
2.1. AMPHIBIOUS ASSAULTS - you can make amp-ass. walking on the roads in the sea, (no naval units needed)
- or using embarked division and in this case:
Step-1: move naval units in adiacent target hex.
Step-2: in the next turn for each naval unit survived (in the adjacent target hex) you can embark one division (not army) to make amphibious assault - human players cant use fortification units to make amphibious assaults (Hvy artillery icon)
2.2. TRANSPORT UNITS(between two friendly ports) - sea movement for land embarked units need one naval unit for one army (3 divisions) and naval units must be stopped in the same turn in the nearest sea disembark hex
- fight between land units who are in sea roads is not possible, (at least one unit must be in land hex) you must use naval, air units.or long range artillery....
2.3. STRATEGIC WAR - you can take strat.objectives only with atlantic or murmansk convoy units
- you cant regroup convoy units with naval units
- murmansk obj. gives each +10 allies supply
- atlantic obj. gives each +10 allies production
3. Note - Units with authorized but not assigned equipment are easy to surrender, for this reason all equipment are in production for entire war and are balanced with "elite" future production.
- German Pz.Div.start with PzIVF1, this is not historical but is balanced because only one Pz.Bn. is assigned to each unit.
- Each Nation at war has own typical Infantry and own equipment, (this is a good simulation of local weapon production)
- Para Units have own typical Infantry, arrmoured trains used represent all para division equipments => very low replacements available, this is necessary to limit the utilisation of this important tactic unit.
- Armoured Trains used in "Fortezza" units are necessary for "hard defense factor" .
- You must use U.Boat units only for naval attacks. Supply Lines in the sea are vital to make and resupply beach assaults, and especially in "Mediterranean Theatre" is a good simulation of Axis and Allied Resupply (you can make a naval resupply block to Malta for example).
- Murmansk and Atlantic Convoy represents strategic warfare, you can make U.Boat attack........
- If Africa Korps surrenders: 50% prob. => delay 15 => Turn range 15 = Italy surrenders, if Axis Powers take Gibraltar this event is cancelled.
- Spain activation conditions: Axis take Gibraltar. Turkey activation conditions: Axis take Moscow. Iran activation is automatic if Turkey is at war or if Axis take Cairo (Jihad War)
- Portuguese activation is automatic if Spain is at war.
Gabriele |