Cohen Thursday '39 Campaign (move to MP forum)
1939 Campaign – Rules
Those rules are mainly to cover game holes.
In Italic you can find explaination to the rules
Strategic Movement Limit:
None can strategic deploy OUT of a province which has enemy units in adjacent provinces (even if those enemy units are withdrawing).
None can strategic deploy units being target of a bombing mission (even if the planes are travelling).
Too easy to save units with 1 click, meanwhile realistically it would require an insane gathering of trains and trucks to redeploy units of thousands of men – for sure not doable instantly from a frontline or under enemy bombing.
Guarantee Independence is forbidden.
Cheap option meant to raise your slider in Single Player
Disbanding units doomed to death, or out of supply, is forbidden.
Players should plan better how to deploy their units. No manpower recycling
Exploiting espionage mission against AI is forbidden. Players can only Send Spy and Steal Blueprints from AI.
AI isn’t capable of defending from spies
Coup is totally forbidden, even against players.
Partisan Funding is forbidden.
Coup are an SP function to have strange stuff happening. Not well suited for MP gaming. Partisans funding is just malfunctioning, raising unkillable partisans to insane amount that should be actually killable with proper military sweeps
Influencing AI or Players belonging to the opposing team is forbidden.
Diplomatic option that should be closed when at war
Urban & Mountain Area Stacking Limit is 24 IF the area has adjacent enemy units.
Amphibious Assault Limit is 12.
Bases can be built only via province building menu (right click on the province and select what you prefer) – as forts, IC points and such, you just do not have a icon to click.
Logistic issues are quite poor on those terms. High defensive terrain didn’t allowed huge stacking of units due to the hard terrain or small areas. The fight should not be a mountain as trench warfare but a mobile WW2 action full of counterattacks, flanking and manoeuvres. About the base construction, it is too easy to have a pre-built airbase, take a new province (usually pacific islands) and slap it there. This makes pre-existing bases more precious, and strategically important since players will need to have an hold for months on a spot to produce a base there.
Surrender events must be accepted. Always with the lone exception of the Italian one which is extremely bugged.
Seems pretty easy to understand
Any exploit is forbidden.
Some examples are France selling units to UK before Vichy kicks in to save them. Sending units as expedition force to save them from annexation or saving supplies. Phoney wars to save consumers good. Releasing puppets before a surrender event, and so on. Note that there’re things that could be part of diplomacy, but can’t be made in the game, for example Hungary attacking Slovakia, annexing it, signing peace and then joining Axis – representing a secession of a Germany puppet to Hungary for their future help in the war.
Minor Owning Player swapping is allowed.
Allies players can take any Commonwealth Minor or already allied nation.
Axis players can take even if unaligned Hungary, Romania and Bulgaria, and after the Vichy event by swapping and ally them all to Germany. Finland becomes available after Winter War.
Nations like Nat.Spain, Brazil, and such, must be allied using diplomacy with AI before a human can take them.
Majors can ally up any AI Minor Nation at any given time they manage to with normal diplomacy.
Means a player having Canada can take at next rehost Australia, to fix long term production or current techup. Same goes for Axis
Ribbentrop Molotov Pact
It starts signed already, and should go historical as long as the players are willing to.
This means both Germany and Soviet should respect all its particulars meaning:
Poland shared.
Baltic States going to Soviets.
Winter War happening, and Soviets accepting the Event to sign peace with Finns for the 2 provinces they asked for (unless Ai picks different choices as Finland in Event Choices, like dooming themselves not surrendering).
Bessarabia going to Soviets, unless Ai picks different choice as Romania.
The Non Aggression Pact must be respected until it expires (should be around December 1940, unless the Soviets cancel it with the continue of Winter War event, Bring the Socialism) – and the NAP can’t be cancelled by any player unless via event.
If Soviets chooses to Bring the Socialism to Finns (which should bring their belligerence high enough to gear up USA), this will delay USA Human Takeover and will prevent USA player to send Lend Lease to Soviets.
If Fin AI will pick the choice to fight on anyway, worse for them.
This is meant to be respected, but the SU has the choice to forfeit that. The German hasn’t.
USA becomes Human and then can join war when…
Event: Armaments of Democracies is fired, a Human Player can take over AI handling USA.
IF Soviets brought the socialism to Finns, this will be delayed by 6 months after the firing of the event.
USA can join war 3 months after it became Human controlled AND Germany, Japan or Italy has enough belligerence to get a Declaration of War from USA. USA player must first Declare War on the Major, and then can join the Allies.
With the settings of the game, USA is meant to get a Human Player not very early
Japan can start to Declare War after the Vichy Event. Japan can join Axis only if USA is at war with Germany as well, otherwise they fight on their own.
Germany and Italy are free to declare war since the game has started. Italy can join Axis at any given time.
France and UK are free to declare war to any nation they can.
Last two rules:
Do not fuck up around. I’ve seen Poland players trying to ally with Germany instead of getting annexed, Romanian players cutting oil to Germany, and many other unpleasant situation which could occur.
And if you find something exploity, not listed on the rules or so, tell me of that and we can have a talk about it, to it’s better to do on the forum instead of during the game.
1939 Campaign – Rules
Those rules are mainly to cover game holes.
In Italic you can find explaination to the rules
Strategic Movement Limit:
None can strategic deploy OUT of a province which has enemy units in adjacent provinces (even if those enemy units are withdrawing).
None can strategic deploy units being target of a bombing mission (even if the planes are travelling).
Too easy to save units with 1 click, meanwhile realistically it would require an insane gathering of trains and trucks to redeploy units of thousands of men – for sure not doable instantly from a frontline or under enemy bombing.
Guarantee Independence is forbidden.
Cheap option meant to raise your slider in Single Player
Disbanding units doomed to death, or out of supply, is forbidden.
Players should plan better how to deploy their units. No manpower recycling
Exploiting espionage mission against AI is forbidden. Players can only Send Spy and Steal Blueprints from AI.
AI isn’t capable of defending from spies
Coup is totally forbidden, even against players.
Partisan Funding is forbidden.
Coup are an SP function to have strange stuff happening. Not well suited for MP gaming. Partisans funding is just malfunctioning, raising unkillable partisans to insane amount that should be actually killable with proper military sweeps
Influencing AI or Players belonging to the opposing team is forbidden.
Diplomatic option that should be closed when at war
Urban & Mountain Area Stacking Limit is 24 IF the area has adjacent enemy units.
Amphibious Assault Limit is 12.
Bases can be built only via province building menu (right click on the province and select what you prefer) – as forts, IC points and such, you just do not have a icon to click.
Logistic issues are quite poor on those terms. High defensive terrain didn’t allowed huge stacking of units due to the hard terrain or small areas. The fight should not be a mountain as trench warfare but a mobile WW2 action full of counterattacks, flanking and manoeuvres. About the base construction, it is too easy to have a pre-built airbase, take a new province (usually pacific islands) and slap it there. This makes pre-existing bases more precious, and strategically important since players will need to have an hold for months on a spot to produce a base there.
Surrender events must be accepted. Always with the lone exception of the Italian one which is extremely bugged.
Seems pretty easy to understand
Any exploit is forbidden.
Some examples are France selling units to UK before Vichy kicks in to save them. Sending units as expedition force to save them from annexation or saving supplies. Phoney wars to save consumers good. Releasing puppets before a surrender event, and so on. Note that there’re things that could be part of diplomacy, but can’t be made in the game, for example Hungary attacking Slovakia, annexing it, signing peace and then joining Axis – representing a secession of a Germany puppet to Hungary for their future help in the war.
Minor Owning Player swapping is allowed.
Allies players can take any Commonwealth Minor or already allied nation.
Axis players can take even if unaligned Hungary, Romania and Bulgaria, and after the Vichy event by swapping and ally them all to Germany. Finland becomes available after Winter War.
Nations like Nat.Spain, Brazil, and such, must be allied using diplomacy with AI before a human can take them.
Majors can ally up any AI Minor Nation at any given time they manage to with normal diplomacy.
Means a player having Canada can take at next rehost Australia, to fix long term production or current techup. Same goes for Axis
Ribbentrop Molotov Pact
It starts signed already, and should go historical as long as the players are willing to.
This means both Germany and Soviet should respect all its particulars meaning:
Poland shared.
Baltic States going to Soviets.
Winter War happening, and Soviets accepting the Event to sign peace with Finns for the 2 provinces they asked for (unless Ai picks different choices as Finland in Event Choices, like dooming themselves not surrendering).
Bessarabia going to Soviets, unless Ai picks different choice as Romania.
The Non Aggression Pact must be respected until it expires (should be around December 1940, unless the Soviets cancel it with the continue of Winter War event, Bring the Socialism) – and the NAP can’t be cancelled by any player unless via event.
If Soviets chooses to Bring the Socialism to Finns (which should bring their belligerence high enough to gear up USA), this will delay USA Human Takeover and will prevent USA player to send Lend Lease to Soviets.
If Fin AI will pick the choice to fight on anyway, worse for them.
This is meant to be respected, but the SU has the choice to forfeit that. The German hasn’t.
USA becomes Human and then can join war when…
Event: Armaments of Democracies is fired, a Human Player can take over AI handling USA.
IF Soviets brought the socialism to Finns, this will be delayed by 6 months after the firing of the event.
USA can join war 3 months after it became Human controlled AND Germany, Japan or Italy has enough belligerence to get a Declaration of War from USA. USA player must first Declare War on the Major, and then can join the Allies.
With the settings of the game, USA is meant to get a Human Player not very early
Japan can start to Declare War after the Vichy Event. Japan can join Axis only if USA is at war with Germany as well, otherwise they fight on their own.
Germany and Italy are free to declare war since the game has started. Italy can join Axis at any given time.
France and UK are free to declare war to any nation they can.
Last two rules:
Do not fuck up around. I’ve seen Poland players trying to ally with Germany instead of getting annexed, Romanian players cutting oil to Germany, and many other unpleasant situation which could occur.
And if you find something exploity, not listed on the rules or so, tell me of that and we can have a talk about it, to it’s better to do on the forum instead of during the game.
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