Welcome to this Multiplayer AAR
Starting date: January 1936
Version: TFH 4.02
Countries/Players:
United Kingdom - Gunstick (later Ikar as coop)
France - Ikarases
USA - Callan
Canada - doubled/AI; previously Duderino
Australia - doubled/AI; previously several players
Soviet Union - KevinG
Germany - feye1
Italy - Traks
Japan - ScanC
Romania - doubled; previously ScanC
Hungary - doubled; previously several players
Preface
For now the AAR will mainly be seen through the eyes of the players of Germany (feye1). Maybe other players of our group will be interested in posting some stuff too, but I can't force them ofcourse..
Our group consist of players with different levels of experience, but most are quick learners or already pretty experience!
For our main thread see: http://forum.paradoxplaza.com/forum...FH-World-in-Conflict-5-Monday-20.00-23.00-CET
We are using a small Mod - now much used by MP groups on forum - I designed for multiplayer balance, you can read more about it here: http://forum.paradoxplaza.com/forum/showthread.php?815597-Multiplayer-Mod-Comments-advice-questions
Click on spoiler for our house rules:
Table of contents
Germany
Interwar period
Battle of France - part 1
Battle of France - part 2
Belgium, Balkans and Scandinavia
Battle of the Atlantic
Battle of Gibraltar and the Dutch stockpile
Operation Barbarossa - part 1
Operation Barbarossa - part 2
Operation Barbarossa - part 3
Battle for Western Europe - part 1
Defeat of Soviet Union
Soviet Union
The Great Patriotic War - part 1
The Great Patriotic War - part 2
The Great Patriotic War - part 3
United States
An introduction
France
Tactical Analysis: War from the French Perspective
Italy
Italy, land of Ferraris and Tactical Bombers
Starting date: January 1936
Version: TFH 4.02
Countries/Players:
United Kingdom - Gunstick (later Ikar as coop)
France - Ikarases
USA - Callan
Canada - doubled/AI; previously Duderino
Australia - doubled/AI; previously several players
Soviet Union - KevinG
Germany - feye1
Italy - Traks
Japan - ScanC
Romania - doubled; previously ScanC
Hungary - doubled; previously several players
Preface
For now the AAR will mainly be seen through the eyes of the players of Germany (feye1). Maybe other players of our group will be interested in posting some stuff too, but I can't force them ofcourse..
Our group consist of players with different levels of experience, but most are quick learners or already pretty experience!
For our main thread see: http://forum.paradoxplaza.com/forum...FH-World-in-Conflict-5-Monday-20.00-23.00-CET
We are using a small Mod - now much used by MP groups on forum - I designed for multiplayer balance, you can read more about it here: http://forum.paradoxplaza.com/forum/showthread.php?815597-Multiplayer-Mod-Comments-advice-questions
Click on spoiler for our house rules:
RULES OF WORLD IN CONFLICT
Rules in red are changed in content or just have less text. Make sure you read them again carefully.
1. Behaviour
1.1 Keep in mind that all members of your faction are or can be integral to victory. Try to keep each other strong; minors back your faction leader(s), and Majors watch out for your minor allies. We want to make the game productive and fun for all players.
1.2 Speed: We will play at speed 4 during peacetime (assuming no sync issues), wars against AI speed 3-4 and during human wars speed will be reduced to speed 1 or speed 2 if all agree.
1.3 You may only look at saves as countries of your own faction
2. Diplomacy
2.1.1 Historical play (only DoW by event) up until Germany fires Danzig event. Germany is required to launch Danzig before 1 September 1939.
2.1.2 Axis countries cannot use limited DoW’s unless at war with the Allies. Exception are event DoWs and Japan declaring on Chinese minors.
2.1.3 Axis have to DoW the Netherlands and Belgium at the same time
2.1.4 The Soviet Union is not allowed any non-event DOW (except for DoW on Axis) unless at war with the Axis.
2.1.5 Molotov-Ribbentrop Pact is required. Germany can't break the Pact and isn't allowed to attack the Soviet Union before 1941 and vice versa. Also the Axis can't conquer/puppet Finland, Baltic States and Eastern Poland before attack on Soviet Union because this is Soviet Sphere of Influence. Soviet Union is allowed to annex Finland if it wants.
2.1.6 If Axis declare war on Turkey, it has to declare war on the Soviet Union the same time. This can't be done till 1941! Allies can't declare war on Turkey before 1941 too.
2.1.7 Japan can't declare war before 1.1.1940 on the Allies at any time. Japan isn't allowed to declare war within three months after the Fall of France.
2.1.8 If Japan declares war on either the Allies or USA, war must be declared on the other as well.
2.1.9 Japan can´t declare war on the Soviet Union before it is at war with the Allies.
2.1.10 Japan can´t declare war on any country except Chinese minors, without declaring war on the Allies (and USA) aswell. A call to arms is considered as DoW.
2.1.11 Japan has to defeat China within six months after DoW. Must DoW China in July 1937!
2.1.12 Italy has to defeat Ethiopia within four months after DoW
2.1.13 Soviet Union has to defeat Finland within three months after DoW
2.1.14 The Allies are not allowed to DoW any member of the Axis until Fall of France. Allies can't declare war on unaligned countries until the USA enters the war.
2.1.15 USA war entry, no earlier than 1941. Any Axis landing in UK home islands will allow the USA to join the war immediately.
2.1.16 When Axis troops enter Soviet territory, it has to declare war on the USA. This to prevent Axis keeping USA out of the war till game is decided in Europe.
2.1.17 You need to be in a faction to declare war on another nation.
2.1.18 If you declare war on a faction, you must attack them with a strong force. You can't just attack and sit idle just for war laws. I.e Italy dowing Allies and just do nothing or Soviet Union DoWing Axis and camping behind rivers.
2.2.1 No Guarantee of Independence (GoI)
2.2.2 No use of aquire territory.
2.2.3 No Military Access with neutral countries.
2.2.4 No puppeting countries with players or majors.
2.2.5 Puppets should join the war as soon as their master does too. This also means if you puppet for example an Allied country, which then has a truce with the Allies. Master or faction leader should call it to arms immediately.
2.2.6 After the fall of a country, all expeditionary forces need to send back within a month. Meanwhile expeditionary forces can't be used on the offensive.
2.2.7 No stationing fleets in straits pre-war
2.2.8 No crossing Bosphorus when you are at war, unless Istanbul is controlled by your faction.
2.2.9 “Anschluss of Austria” (Germany annex Austria) may not be activated after March 1938.
2.2.10 “The Treaty of Munich” (Germany annex the Sudetenland region of Czechoslovakia) may not be activated after September 1938.
2.2.11 “The First Vienna Award” (Germany annex Czech Republic; Slovakia puppet) may not be activated after March 1939.
2.2.12 Germany has to accept Vichy event.
2.2.13 Soviet Union can have max 85% national unity.
2.2.14 Soviet Union has to purge when the decision becomes available.
2.2.15 Only minors can use prepare for war.
3. Trade & Resources
3.1 Allies must agree to trade surplus above +5 resources until Danzig. Soviet Union until Molotov Ribbentrop is broken. USA can embargo Japan after Indochina-event.
3.2 Allied majors must trade money for supplies if they have a surplus of 1 money or more. Don't do bullshit trades like buying oil as USA / UK / SOV or any other game breaking things.
3.3 Countries are not allowed to use trade to deplete its resources stockpile to prevent capture.
3.4 Trade directly. No buying and then reselling it to avoid convoys.
3.5 Countries can't give away their stockpile of money, just because another country is in need (i.e. USA buying a transport ship for $3000).
3.5 You can't sell more then 50 supplies to a friendly nation (Allies + Comintern is seen as Allied) after Danzig, unless in direct need of money. This to prevent circumventing Lend Lease.
4. Combat
4.1 Units not in home/core territory or within 5 provinces of enemies cannot be disbanded
4.2 Limit of 30 ships total per seazone, per faction. This applies to stationary fleets and ones in combat. If you go over this limit on accident (retreat) you must take action to fix this ASAP
4.3 Limit of 20 ships in a fleet.
4.4 No more than 6 capital ships in a single fleet
4.5. Stacking limits - air: max 12 friendly CAGs over any sea zone
4.6 No logbombing allowed with rockets and strategic bombers
4.7 No landing Paratroopers in an empty province that hostile forces are retreating to.
4.8 Max 10 para division per country
4.9 Japan can't use CAGs to bomb in war against China.
4.10 European Axis planes can't rebase to Japanese air bases, unless they are in range of those planes.
4.11 You can't do expeditionary forces when there is a combat bonus event going on or likely to be coming. This is mostly the case for Germany with Blitzkrieg and Destiny event, but also the UK for example can benefit from it with Their Finest Hour event.
4.12 * Pacific War Conditions *
Japan and USA are both restricted to operations in the Pacific, until certain conditions are met:
USA:
Until Allies have met this conditions, USA must limit its operations outside of the Pacific Theatre:
Japan:
In addition, Japan can't rebase to the ports & airfields of other Axis members unless they are in the Pacific Theatre or in range. This means, Japan is only allowed to operate within its own range, and must secure ports to extend that range.
5. Spying
5.1 No threat missions.
5.2 No lowering National Unity.
5.3 No coups.
6. Other
NO EXPLOITS or gamey tactics. While it would likely be impossible to list every possible exploit, please do not manipulate the game in an unfair manner. Obviously if we don't have a rule about it/haven't discussed it, you can't really be reprimanded for it, but we still may fix the issue. Also, not having a rule doesn't mean it's allowed. If you think some move or game mechanic might cause a lot of discussion, please discuss before.
6.1 No using HQs or other units without frontage to conquer territory.
6.2 No using encirclement (by troops or logbombing) on a Capital to exploit the supply system. If you surrounded the capital of a country, you have to do serious attempts to take the capital as soon as possible.
6.3 No licensing any land units for majors. Minors can license any unit except for LARM, ARM, HARM, SHARM. but only on Three Year Draft or higher. All ships and planes can be licensed by majors and minors.
6.4 No giving expeditionary forces to another country so they can be used against a target whom you are NOT at war with.
6.5 No undermanning HQs.
6.6 No depriving your units of supplies. You have to run a stockpile of 1000+ supplies.
6.7 Don't prolong war against AI nations
6.8 You can't use friendly air bases, when that country is not at war. Neither can you send units expeditionary to a friendly country, which then transports it around (most likely Italy in peace time transfering German troops to Africa to make sure nothing gets lost). This can only be done when at war.
6.9 You can't pre war paradrop to prevent attack delay.
6.10 No exploiting training laws. You are allowed to change training laws, but intentionally changing them to manipulate training times and getting experience for cheap or free is not allowed.
6.11 Resources convoys can't be shut down.
6.12 You must capture cities and victory points (no encircling and moving on to avoid modifiers).
6.12 You can't hide on friendly, but neutral territory. For example repairing planes as Germany on neutral Italian air fields. Or German ships raiding the Med Sea, but hiding in Italian ports when they get in danger. Also you can't 'hide' ground units to prevent being bombed.
7. Industry
7.1 IC deployement is limited to 10% of base IC a year. For example: 144 Base IC = +14 new IC, which makes 158 base IC after the run. The year after = +16 new IC (base is 158)
7.2 No more than level 5 forts, coastal forts, or radar.
7.3 You can't delete the starting army in order to save on consumer goods.
7.4 Upgrades are limited to the following (any others are forbidden):
7.6 No building reserves. Exception for this is for minors (while at peace ONLY). Only allowed on three year draft and peace time. Licenses are reserves. See Licensing rule for more info.
7.7 No building HARM before 1941. This means you can't start production till that time.
7.8 New units need to be deployed in 7 days. Buildings are allowed to stay in the pool, with a maximum of 3 for each.
7.9 You must activate the best draft law available.
8. Rules for substitutes
Majors unable to attend need to provide their own sub unless it is agreed by the group not to play. If no sub is found the group will look for a sub instead. Majors will never be played by AI.
9. Victory Conditions
9.1 Allies Victory: Germany and another major, Italy/Japan are defeated.
9.2 Axis Victory: Soviet Union and another major, UK/USA are defeated.
9.3 Factions can also surrender. For example, Axis defeated Soviet Union and Allies don't see a point in playing on. The Western Allies are then able to surrender to/make peace with Axis.
Just play fair, don't exploit the game and be mature.
Rules in red are changed in content or just have less text. Make sure you read them again carefully.
1. Behaviour
1.1 Keep in mind that all members of your faction are or can be integral to victory. Try to keep each other strong; minors back your faction leader(s), and Majors watch out for your minor allies. We want to make the game productive and fun for all players.
1.2 Speed: We will play at speed 4 during peacetime (assuming no sync issues), wars against AI speed 3-4 and during human wars speed will be reduced to speed 1 or speed 2 if all agree.
1.3 You may only look at saves as countries of your own faction
2. Diplomacy
2.1.1 Historical play (only DoW by event) up until Germany fires Danzig event. Germany is required to launch Danzig before 1 September 1939.
2.1.2 Axis countries cannot use limited DoW’s unless at war with the Allies. Exception are event DoWs and Japan declaring on Chinese minors.
2.1.3 Axis have to DoW the Netherlands and Belgium at the same time
2.1.4 The Soviet Union is not allowed any non-event DOW (except for DoW on Axis) unless at war with the Axis.
2.1.5 Molotov-Ribbentrop Pact is required. Germany can't break the Pact and isn't allowed to attack the Soviet Union before 1941 and vice versa. Also the Axis can't conquer/puppet Finland, Baltic States and Eastern Poland before attack on Soviet Union because this is Soviet Sphere of Influence. Soviet Union is allowed to annex Finland if it wants.
2.1.6 If Axis declare war on Turkey, it has to declare war on the Soviet Union the same time. This can't be done till 1941! Allies can't declare war on Turkey before 1941 too.
2.1.7 Japan can't declare war before 1.1.1940 on the Allies at any time. Japan isn't allowed to declare war within three months after the Fall of France.
2.1.8 If Japan declares war on either the Allies or USA, war must be declared on the other as well.
2.1.9 Japan can´t declare war on the Soviet Union before it is at war with the Allies.
2.1.10 Japan can´t declare war on any country except Chinese minors, without declaring war on the Allies (and USA) aswell. A call to arms is considered as DoW.
2.1.11 Japan has to defeat China within six months after DoW. Must DoW China in July 1937!
2.1.12 Italy has to defeat Ethiopia within four months after DoW
2.1.13 Soviet Union has to defeat Finland within three months after DoW
2.1.14 The Allies are not allowed to DoW any member of the Axis until Fall of France. Allies can't declare war on unaligned countries until the USA enters the war.
2.1.15 USA war entry, no earlier than 1941. Any Axis landing in UK home islands will allow the USA to join the war immediately.
2.1.16 When Axis troops enter Soviet territory, it has to declare war on the USA. This to prevent Axis keeping USA out of the war till game is decided in Europe.
2.1.17 You need to be in a faction to declare war on another nation.
2.1.18 If you declare war on a faction, you must attack them with a strong force. You can't just attack and sit idle just for war laws. I.e Italy dowing Allies and just do nothing or Soviet Union DoWing Axis and camping behind rivers.
2.2.1 No Guarantee of Independence (GoI)
2.2.2 No use of aquire territory.
2.2.3 No Military Access with neutral countries.
2.2.4 No puppeting countries with players or majors.
2.2.5 Puppets should join the war as soon as their master does too. This also means if you puppet for example an Allied country, which then has a truce with the Allies. Master or faction leader should call it to arms immediately.
2.2.6 After the fall of a country, all expeditionary forces need to send back within a month. Meanwhile expeditionary forces can't be used on the offensive.
2.2.7 No stationing fleets in straits pre-war
2.2.8 No crossing Bosphorus when you are at war, unless Istanbul is controlled by your faction.
2.2.9 “Anschluss of Austria” (Germany annex Austria) may not be activated after March 1938.
2.2.10 “The Treaty of Munich” (Germany annex the Sudetenland region of Czechoslovakia) may not be activated after September 1938.
2.2.11 “The First Vienna Award” (Germany annex Czech Republic; Slovakia puppet) may not be activated after March 1939.
2.2.12 Germany has to accept Vichy event.
2.2.13 Soviet Union can have max 85% national unity.
2.2.14 Soviet Union has to purge when the decision becomes available.
2.2.15 Only minors can use prepare for war.
3. Trade & Resources
3.1 Allies must agree to trade surplus above +5 resources until Danzig. Soviet Union until Molotov Ribbentrop is broken. USA can embargo Japan after Indochina-event.
3.2 Allied majors must trade money for supplies if they have a surplus of 1 money or more. Don't do bullshit trades like buying oil as USA / UK / SOV or any other game breaking things.
3.3 Countries are not allowed to use trade to deplete its resources stockpile to prevent capture.
3.4 Trade directly. No buying and then reselling it to avoid convoys.
3.5 Countries can't give away their stockpile of money, just because another country is in need (i.e. USA buying a transport ship for $3000).
3.5 You can't sell more then 50 supplies to a friendly nation (Allies + Comintern is seen as Allied) after Danzig, unless in direct need of money. This to prevent circumventing Lend Lease.
4. Combat
4.1 Units not in home/core territory or within 5 provinces of enemies cannot be disbanded
4.2 Limit of 30 ships total per seazone, per faction. This applies to stationary fleets and ones in combat. If you go over this limit on accident (retreat) you must take action to fix this ASAP
4.3 Limit of 20 ships in a fleet.
4.4 No more than 6 capital ships in a single fleet
4.5. Stacking limits - air: max 12 friendly CAGs over any sea zone
4.6 No logbombing allowed with rockets and strategic bombers
4.7 No landing Paratroopers in an empty province that hostile forces are retreating to.
4.8 Max 10 para division per country
4.9 Japan can't use CAGs to bomb in war against China.
4.10 European Axis planes can't rebase to Japanese air bases, unless they are in range of those planes.
4.11 You can't do expeditionary forces when there is a combat bonus event going on or likely to be coming. This is mostly the case for Germany with Blitzkrieg and Destiny event, but also the UK for example can benefit from it with Their Finest Hour event.
4.12 * Pacific War Conditions *
Japan and USA are both restricted to operations in the Pacific, until certain conditions are met:
USA:
- Allies must hold at least 12 out of 16: Honolulu, Midway, Wake Island, Guam, Manilla, Batavia, Singapore, Rangoon, Calcutta, Bombay, Saigon, Naha, Iwo Jima, Saipan, Truk, Kwajalein.
Until Allies have met this conditions, USA must limit its operations outside of the Pacific Theatre:
- Limited combat fleets. Only one CTF and one SAG is allowed outside the Pacific and Indian Ocean.
- Land contributions outside of the Pacific Theatre, Indian Theatre and US proper is limited to 2 corps, unless the UK Home Islands are being invaded in which case it can send a maximum of 5 Corps in total. This means the USA can't send more then two corps to any area in Europe or Africa.
- Limited Air Force of max. 20 wings. This doesn't include the CAGs that are part of the CTF.
Japan:
- Axis must hold at least 12 out of 16: Honolulu, Midway, Wake Island, Guam, Manilla, Batavia, Singapore, Rangoon, Calcutta, Bombay, Saigon, Naha, Iwo Jima, Saipan, Truk, Kwajalein.
In addition, Japan can't rebase to the ports & airfields of other Axis members unless they are in the Pacific Theatre or in range. This means, Japan is only allowed to operate within its own range, and must secure ports to extend that range.
5. Spying
5.1 No threat missions.
5.2 No lowering National Unity.
5.3 No coups.
6. Other
NO EXPLOITS or gamey tactics. While it would likely be impossible to list every possible exploit, please do not manipulate the game in an unfair manner. Obviously if we don't have a rule about it/haven't discussed it, you can't really be reprimanded for it, but we still may fix the issue. Also, not having a rule doesn't mean it's allowed. If you think some move or game mechanic might cause a lot of discussion, please discuss before.
6.1 No using HQs or other units without frontage to conquer territory.
6.2 No using encirclement (by troops or logbombing) on a Capital to exploit the supply system. If you surrounded the capital of a country, you have to do serious attempts to take the capital as soon as possible.
6.3 No licensing any land units for majors. Minors can license any unit except for LARM, ARM, HARM, SHARM. but only on Three Year Draft or higher. All ships and planes can be licensed by majors and minors.
6.4 No giving expeditionary forces to another country so they can be used against a target whom you are NOT at war with.
6.5 No undermanning HQs.
6.6 No depriving your units of supplies. You have to run a stockpile of 1000+ supplies.
6.7 Don't prolong war against AI nations
6.8 You can't use friendly air bases, when that country is not at war. Neither can you send units expeditionary to a friendly country, which then transports it around (most likely Italy in peace time transfering German troops to Africa to make sure nothing gets lost). This can only be done when at war.
6.9 You can't pre war paradrop to prevent attack delay.
6.10 No exploiting training laws. You are allowed to change training laws, but intentionally changing them to manipulate training times and getting experience for cheap or free is not allowed.
6.11 Resources convoys can't be shut down.
6.12 You must capture cities and victory points (no encircling and moving on to avoid modifiers).
6.12 You can't hide on friendly, but neutral territory. For example repairing planes as Germany on neutral Italian air fields. Or German ships raiding the Med Sea, but hiding in Italian ports when they get in danger. Also you can't 'hide' ground units to prevent being bombed.
7. Industry
7.1 IC deployement is limited to 10% of base IC a year. For example: 144 Base IC = +14 new IC, which makes 158 base IC after the run. The year after = +16 new IC (base is 158)
7.2 No more than level 5 forts, coastal forts, or radar.
7.3 You can't delete the starting army in order to save on consumer goods.
7.4 Upgrades are limited to the following (any others are forbidden):
- Starting GAR/MIL to INF (No special forces like Marines/Mountaineers)
- Starting CAV can be upgraded to MOT ONLY.
- Starting LARM can be upgraded to ARM ONLY.
[*] Minors are allowed to upgrade their starting GAR/MIL/INF to Special Forces or motorised; majors are limited to the above.
Upgrades can only be done at three year draft or higher.
7.6 No building reserves. Exception for this is for minors (while at peace ONLY). Only allowed on three year draft and peace time. Licenses are reserves. See Licensing rule for more info.
7.7 No building HARM before 1941. This means you can't start production till that time.
7.8 New units need to be deployed in 7 days. Buildings are allowed to stay in the pool, with a maximum of 3 for each.
7.9 You must activate the best draft law available.
8. Rules for substitutes
Majors unable to attend need to provide their own sub unless it is agreed by the group not to play. If no sub is found the group will look for a sub instead. Majors will never be played by AI.
9. Victory Conditions
9.1 Allies Victory: Germany and another major, Italy/Japan are defeated.
9.2 Axis Victory: Soviet Union and another major, UK/USA are defeated.
9.3 Factions can also surrender. For example, Axis defeated Soviet Union and Allies don't see a point in playing on. The Western Allies are then able to surrender to/make peace with Axis.
Just play fair, don't exploit the game and be mature.
Table of contents
Germany
Interwar period
Battle of France - part 1
Battle of France - part 2
Belgium, Balkans and Scandinavia
Battle of the Atlantic
Battle of Gibraltar and the Dutch stockpile
Operation Barbarossa - part 1
Operation Barbarossa - part 2
Operation Barbarossa - part 3
Battle for Western Europe - part 1
Defeat of Soviet Union
Soviet Union
The Great Patriotic War - part 1
The Great Patriotic War - part 2
The Great Patriotic War - part 3
United States
An introduction
France
Tactical Analysis: War from the French Perspective
Italy
Italy, land of Ferraris and Tactical Bombers
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