Aggression 1941
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Yes I agree fighters/bombers need an improvement in land warfare.
Tanks should remain better choice for land heavy combat as it is in all A&A games because of air's versatility.
Germany can tolerate and ignore getting bombed at certain points. I'm fine with that and consider it a small boost for Axis and deter Allies a bit relyting on only bombing in early rounds.
I have no idea what is the best deal with Africa in r1 German round. Looks like reinforcing Lybia or attacking Cairo in r1 just as good as attacking El Alamein.
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New version is just uploaded.
General
- +100 American, +100 English +50 Russian starting incomes.
- +1 attack for artillery,armour,fighter,bomber,tankette,siberian,h.cavalry.
- +1 defense for sea combatants except carrier.
Carrier cost decreased to 50.
Germany
- 2 German trench moves to Crete from Norway.
Japan
- Japan Navy in sz 50 moves to sz 57, l.cruiser in sz 59 moves to 64.
- 1 Japanese infantry moves to kwangtung from shanghai.
Replacing 1 Japan fighter with 1 bomber in the mainland.
Russia
- +2 trench to leningrad.
Raising Siberian upkeep to 2.
England
- Replacing English fighter in El Alamein with additional infantry.
- New English factories to W.Australia and Queensland.
- Adding English cruiser/carrier/fighter to Indian Ocean .
- Removing English infantres from Sumatra and Java.
1 English fighter to Victoria.
America
- Removing American destroyer and transport from sz51.
China
- l.cavalry and h.cavalry upkeep raised to 2.
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I decided to add "draw" option other than victory/lose. Loser side will try to drag the game to stalemate to not losing hence giving a strong reason to continue rather than early surrenderings anti-climaticly.
New victory condition
- Axis achieves more than 1500 production power. (Means No Axis victory without Sea Lion)
- Allies achieves more than 2000 production power. (Means No Allies victory without invading Germany or Japan)
If no side achive its objective until the end of round 25, the game ends with draw.
I'm still not sure if Round 25 is way too long and harder to achieve and probably will be needed to give defensive bonuses to capitals to make it more possible outcome. If we consider every rounds to represent 2 months, 25.th rounds means mid-late August 1945 which is super historically the real ending date of WWII.
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- Lack of Chinese suppresed factory images are added.
- New victory and draw conditions.
- German capital provides +2 defense whereas the other ones provide +1 defense.
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Hypotetical/realistic minimum victory requirements if Axis victory requires 1500+ and Allies one +2000.




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Just at a glance, the allied conditions are much harder to achieve than the axis conditions.
I actually saw the axis take roughly that much income several times in games that were still undecided. I could easily imagine the allies win in the first picture if something was going well (say the USA was beating Japan at sea).
If the axis hold only Germany, Italy and Hungary. that doesn't sound like a tie, it's a pretty clear loss. I can see Germany technically holding in that situation (with it's plus 2 defense) but if I achieved a tie that way (so technically not a loss) it would feel pretty hollow.
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Currently Allies needs to exceed 2000 production power whereas Axis has to exceed 1500, the reason of the difference is Axis suffers more with the new factory rule.
Endings would be anti-climatic if Allies victories would be possibe without invading Germany or Japan. The same as for Axis they need to take Britain and Moscow in most cases.
I accept the round limit isn't the best but I really want to have a draw option and I would want to keep it unless I find out better alternative.
I was thinking the opposite, Round 25 is too long to achieve one of these draw options even capital defense rules.
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+100 American +100 Chinese and +50 Russian starting incomes.
Trench costs increased to 35, its upkeep increased to 2.
Bomber attack decreased to 2.
W.Sahara opened up.
Draw may occur at the end of 20.th round (though not sure if 25 is better or differentiating draw points between these rounds).
Minor changes.
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- All territories are determinated to be controllable by only one nation in both sides. The new maps that added notes shows it.


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Crete is Italian instead of German (Aesthetic purpose).
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W.Sahara is impassable (again)
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Victory and draw conditions are same, but players are free to extend it up to 25.th round.
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German submarine in SZ16 moved to SZ12.
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1 Japanese infantry from Shanghai removed.
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British destroyer in SZ16 replaced with cruiser.
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Cruiser attack value increased to 4.
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Submarine attack increased to 3, movement decreased to 2
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Naval unit upkeeps decreased to 2 from 3. L.Cruiser remained 2.
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l.cavalry cost raised to 30, h. cavalry cost raised to 40 attack/defense decreased to 3. Both units are now transportable.
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Last update dates will always be shown in the top of notes.
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Unneeded images file is gone.
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Map version is corrected. I Hadn't notice that 0.1 represents pre-release.
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Hawaii bug fixed which had lack of ownership rule.
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Armour upkeep increased to 4, trench upkeep decreased to 1.
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L.cavalry cost decreased to 20, h.cavalry cost decreased to 30.
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Tankette cost increased to 40.
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2 infantry from Germany and 2 trench from Leningrad are removed.
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New flags:







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- The map resolution increased by 10%.
- Right and bottom bars are shrinked as much as possible.
- Denmark decreased to 5, S.Manchuria decreased to 20.
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I'am toying with the idea of adding Manchukuo as 8.th power, Any suggestion is welcome.
Pros
- More symetrical power distirbutions which would enable to take 2 nations in 2v2 multi games.
- Easier handling of capital defensive bonuses which could provide flat +1 or +2 defensive bonus instead of +2 German and rest +1.
- Representation of Japan's rivalries of its land and naval forces.
- Manchukuo's presenca could make the front more interesting.
- Usual capital victory condition could be brough back even better considering "capture 3 capitals" sounds like more exciting than exceed x production capacity.
Cons
- Slowing down the game,
- Might be harder to rebalancing the already questionable balance.
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- %25 more zoom in ability.
- Eye friendly new Japanese yellow.
- Simplified victory condition: Capture all capitals in 20 rounds which provides +2 bonus defense.
- Enhanced small map.
- New bunker image.
- Customized sounds which mostly based on default ones.
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@schulz Hej Schulz, you asked me to use Soundfiles I made/ adapted for the recently released WW2 Oil & Snow project, which is fine, ( except the intro tune , I prefer to keep that unique ) nice to see another 1941 map and I like your ingredients...
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