-
0 Votes3 Posts2k Views
-
0 Votes22 Posts9k Views
-
0 Votes2 Posts1k Views
-
0 Votes5 Posts2k Views
-
0 Votes3 Posts1k Views
-
4 Votes40 Posts16k Views
-
0 Votes4 Posts2k Views
-
0 Votes4 Posts2k Views
-
0 Votes3 Posts2k Views
-
0 Votes41 Posts20k Views
-
0 Votes1 Posts990 Views
-
0 Votes3 Posts2k Views
-
1 Votes13 Posts4k Views
-
1 Votes22 Posts10k Views
-
3 Votes4 Posts2k Views
-
0 Votes4 Posts2k Views
-
1 Votes5 Posts2k Views
-
0 Votes4 Posts2k Views
-
0 Votes3 Posts1k Views
-
0 Votes16 Posts5k Views
Recent Posts
-
Name Hearts of Iron: The Rising Sun 1942
Description World War 2 in 1942 on the Big World map with many added unit types
https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_The_Rising_Sun_1942

Good Points
Both sides have a chance to winBad Points
Many unit types are similar
-
I hope I'm not spamming. Let's continue:
1 round = 110 days, so the game should last approximately 15 rounds.
The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war.
Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase:
Round 1: -1
Round 2: -2
Round 3: -4
Round 4: -7
Round 5: -11
Round 6: -16
Round 7: -22
Round 8: -29
Round 9: -37
Round 10: -46
Round 11: -56No upkeep this time, but unit costs are doubled. Here are the standard land units:
Infantry 2/3/1 : 6 IPC
Artillery 3/3/1 : 8 IPC
Fighter 2/2/2 : 12 IPC
Cavalry 2/2/2 : 8 IPCHowever, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead:
Light Infantry 1/2/1 : 4 IPC
Light Artillery 2/2/1 : 6 IPC
-
@RogerCooper "Russia leaves the war if x number of its territories are occupied" sounds good to me. I would simplify it even further, if anything. Like:
It's no longer optional.
No more "after Round 4" condition.
Not even the "only territories close to Moscow or Petersburg" condition.
-
@Schulz This your mod, you don't have to the same way as the boardgame. Essentially the Russian Revolution means that Russia goes neutral and possibly some territory is transferred. The trigger is a combination of territorial losses, time and luck.