• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

CptEasy

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Focus Country: United Kingdom
Starting Date: September 1938
Version: TFH (Carnage mod v2)
Nbr of players: 8

___________________________

Initial set up

United Kingdom - Cpt Easy
France - Zid
China - Gamla Stan

Soviet Union - Von Rosen

Germany - Thelamon
Italy - Daphne
Japan - Maxyboy
Japan2- Sir Henry

__________________________

So. New Carnage. The last one was not one I paid too much attention to. Partly because I did not have any major country to play and partly because of it being a new version (TFH) and I sort of expected that balance hick-up would kill the game rather than tactical events. Now however, we have seriously gone through these hick-ups and altered them with HRs and modding. I think and hope that this can be a damn good game.

Also - I love to play UK and after playing a lot of defense the lates year(s), I am eager for some aggressive UK play.
 

CptEasy

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CptEasy

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House Rules, modding and extras



• Axis players can play all Axis countries and neutral Hungary. Allied/Commie players can play all Allied/Commie countries and neutral Nat China, Canada and Poland. Allied/Commie players are allowed to play USA in 1941 (if other house rules have not activated this already).

• Game starts Sept -38 on speed 3 until 1939. Then on speed 2 until “Danzig or war” when we go to speed 1. Alternatively, GER player can lower to speed 1 after May 1st, 1939. No pausing is allowed except for technical or rl-problems.

• No country is allowed to "guarantee" another.

• It is not allowed to puppet any state, other than on event or if selected by the played scenario (like Japan’s puppeting of China).

• Germany must follow the event that lead to war, including “Danzig or War”. Poland must oppose “Danzig or War”. Axis must activate "Danzig or War" before September 1st, 1939.

• No unholy alliance

• Mol-Rib pact is voluntary

• After "Danzig of War", if the Mol-Rib pact with USSR is active, Axis may not start wars with Finland or the Baltic states.

• With the MR-pact active, Soviet cannot DoW European countries (including Turkey but not Persia) - or against Germany as regulated by the NAP mechanisms. With MR-pact inactive, Soviet has no regulation on DoWs. Soviet is not allowed to attack anybody except on event, as long as Allies is not at war with Axis. (and USSR must go for historic option in Finland)

• USSR has special trade rules until 1941 (or war with any other major). They must accept all Axis deals if the deal doesn’t put USSR on a negative balance for that commodity. Axis-nations are bound by honor to not suggest deals that are “impossible or unlikely” to be accepted. Allies may not set any trades up with USSR until October -38, so Axis will have a chance to set up their trade.

• Japan and Italy can only declare limited war on USSR. GER must declare war by themselves but may declare a “full” war.

• The country declaring war must partake with more than 50% of the attacking land forces. This does not apply when an Axis country with less threat on USA than the declarer is partaking (All kind of illogic “threat-spread” should be avoided).

• Players must declare wars themselves. “Call to arms” only to AI.

• If UK DoW neutral Italy and Japan – the group will balance whatever neutrality decrease on US this action activates (although we are not entirely sure how this might work).

• Germany must have "Drang nach Osten" as its sole war goal against Soviet. Soviet must accept this. "Fight to the Bitter End" is not allowed.

• Japan may not rebase any air forces to land bases in the west before Barbarossa or July 1941. The opposite goes for European Axis.

• If Japan attacks Allies before USA’s entry, USA lose neutrality according to this formula: -0.18 monthly (modded).

• Axis has fleet restrictions until US joins. Japan and GER/ITA can only rebase to each other’s ports if they can reach it with a “move” order. This includes minors connected to either side. If Axis, Africa and the Arabic peninsula is considered “Europe” while Persia and everything eastwards is considered as Japan. American Axis is excluded.

• Japan must break all their trade deals with USA when they DoW Allies (and not offer/accept new one if US is AI run).

• USA lose 1 neutrality if Axis DoW on Spain (this is modded into the game if it happens).

• Allies may put a player on USA when Japan DoWs Allies (or when USA are accepted into Allies due to Axis threat (not due to Commie threat)).

• USA may not move troops, navy or planes in the pacific until they join Allies. This does not include their mainland west coast. This rule is cancelled 1942 even if Axis has not DoWed them - as long as it will not be in conflict with other HRs on US-movements.

• USA may not place troops in Allied provinces before they become Allies. USA may not in any way lend or give troops to the Allies before USA enter the war.

• Allies may not “allow debt” to other human played Allies – but to AI run minors is ok. USA may always “allow debt” to whomever. Axis may “allow debt” to whomever.

• Players are only allowed to build 7 of any fort in any province

• Radars may only be built through the provinces. It is not allowed to build them "freely" in the production queue and then stack in provinces. Radar Cap on 5.

• Minors are allowed to “license build”. Majors can only have 12 IC of “license build” active at any time. They are however, always entitled 1 unit being built at any time, regardless of the cost (meaning that it’s ok to build 1 bomber even if it costs more than 12 IC. 1 brigade, however, is considered 1 unit).

• Players are not allowed to build units as reserves.

• Convoys must be on for periods of time as the game allows a newly opened convoy to immediately retrieve everything that’s been piling up (Bug!). Players are “bound by honor” to not blip them on and off. A newly started resource convoy must be on for at least 3 weeks before it can be turned off (but if all convoys are sunk before that they don’t need to add extras of course)

• The game ends in mid 1945. Allies/Commies must have 2/3 of the VPs to win (Hoping to prolongue a game where Axis-advance has stopped).

• Lend Lease – Maximum 10% of shareable ICs (this is modded)

• Log strikes with rockets are banned.

• Soviet must choose “Finland – settle for what we came for” or whatever it is called. Also, they are not allowed to re-attack as long as they have the RM-pact with Germany (as an attack on Finland will break it).

• No tech-stealing missions on countries you are allied with.

• Exp Forces:
 Countries may give unlimited amount of exp forces as long as they never fight against a country which they are not in war with. Only land units and transports are allowed.
 Majors can give to majors, and majors can give to minors. Minors cannot give to majors (we don't want majors to strip mine minors), more than 2 divisions.
 If the country giving the exp forces is defeated - only two of these divisions may stay in service. The rest must be disbanded.

• HR of max 6 wings per stack. Lt.General is the highest rank allowed (and modded so). If air-battle attracts several stacks it can’t be helped. Higher penalties for stacking modded.

• HR of max 18 ships per stack. Max 2 allied stacks in each province or game is paused and excess planes deleted. Stray subs do not count. Vice Admiral is the highest rank allowed (and modded so). Higher penalties for stacking modded.

• Some mods on ships. CAGs slightly less efficient. Modern BBs faster versus older CVs. Some other anti-doomstacking mods.

• HARM: Cost increase 25% and terrain modifiers increased +50%

• Mod on spy mission effectiveness:
Raise NU 0.04
Lower NU 0.02

This means 30 vs 10 spies (as in USSR) leads to effective -2.4% NU / year, which is painful but not game-breaking. This change also encourages the defender to go active spy-hunting rather than using the passive, NU-increasing, defence.



China buff:
China has 100% unity

1. Starts when 40% of national provinces are conquered
+15% territorial pride
+15% org regain
+5% land organisation

2. At 55% of national provinces conquered
+15% industrial efficency
+15% org regain
+5% land organisation

3. At 70% of national provinces conquered
+15% territorial pride
+15% industrial efficiency
+15% org regain

New Strategic event – Pacific Energizer

If Japan holds Honolulu - Naval org +20%, Supplies +20%
If US holds Iwo Jima - Land org +10%

For Japan it will show as
* Is Japan
* Japan controls Honolulu

For US it is
* Is USA
* USA controls Iwo Jima
 

spiller68

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yes just looked on the HOI3 AAR part not expecting to see anything new then a new carnage AAR is there. Love these AAR's good luck as britain, i look forward to your first update.
 

Willum

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I will be following this, of course. Interesting to see that the Axis put two players on Japan rather than Germany. Considering Zid's monumental build-up with the Soviets in Blitz, it'll be interesting to see what he can do with France and eventually the US. Hope Gamla Stan can put up a good fight in China. Log-strikes with rockets have been banned, good to see.
 

PHN

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Rule, Britannia!
I'll definitely be following this!
 

Rastrigin

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My money was on soviet union, but UK will do as well! Lookin forward to the beginning of this
 

sebas379

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Good to see another Carnage, here's to hoping for something to the likes of Blitz, more than Chaos!
Looking forward to the action
 

Davout

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Subscribing again. The house rules look to have addressed the problems from last time. Should be better balance this time.
 

Lance Aubrey

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Following! UK is a great country for an MP AAR - it is very versatile and can act from day 1.
 

SKOTy

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Subbed! What else could I do when I saw another carnage?
 

Lamahorse

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King Easy !