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    Flames and Steel (official thread)

    Scheduled Pinned Locked Moved Maps & Mods
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    • K
      KurtGodel7 Lobby Moderators
      last edited by

      Flames and Steel is a completely different approach to a WWII map. My goals were to give the map strategic depth and simplicity. It's easy to do one or the other of these things, very difficult to do both!

      Air Combat
      There is an air combat phase at the beginning of each game round.

      1. Each side moves their aircraft
      2. A dogfight occurs, with aircraft firing at their dogfight values
      3. Surface attacks and strategic bombing raids occur

      Types of Aircraft
      Air superiority. These include fighters, advanced fighters, and jets. Aircraft of this type can only destroy enemy aircraft. Never land or naval targets. But in this role they excel. These are your main defense against enemy bombing attacks.
      Dive bombers. These planes are excellent at destroying land targets, and are normal at destroying enemy surface ships. If you gain air superiority, you can use your dive bombers to do serious damage to an enemy army.
      Torpedo bombers. These planes are excellent at destroying enemy surface ships, and are normal at destroying enemy land targets or subs. Gain control of the skies, and you can use your torpedo bombers to sink enemy ships and subs.
      Medium bombers. These planes are a jack of all trades, master of none. They are normal at attacking enemy land units, surface ships, or subs. They do 2 PUs of damage when strategically bombing. They allow you to strike targets beyond the range of your torpedo bombers or dive bombers.
      Strategic bombers. These planes do 5 PUs of damage when strategically bombing. This is their primary intended purpose. If an enemy lacks sufficient fighter protection, you can use your strategic bombers to impose real economic damage.

      The map is not finished yet, but here are some pictures.

      image.jpeg

      image.jpeg

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      • K
        KurtGodel7 Lobby Moderators
        last edited by

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        • K
          KurtGodel7 Lobby Moderators
          last edited by

          Below is a photo of the map. I've given two photos per nation for the major participants, one photo per nation for minor participants.

          One of Japan's photos went to Yamamoto. The other went to Tadamichi Kuribayashi.

          Now, I know what you're thinking. Who on Earth was Yamamoto?

          Just kidding.

          In 1914, the French believed they could beat the Germans with superior French fighting spirit, élan. The epitome of élan was the bayonet charge. The French learned the hard way why it was a bad idea to charge machine gun posts with bayonets.

          Japan didn't participate in European trench warfare. It didn't gain the institutional knowledge the European and North American nations had gained during WWI. A Japanese banzai charge in 1942 had a lot in common with a French élan bayonet attack in 1914. Consequently, the U.S. Army achieved favorable exchange rates in its battles against Japan.

          Tadamichi Kuribayashi broke with Japan's old tactics. If a Japanese-held island was being invaded, Kuribayashi would not contest it at the water's edge. He forbade banzai charges or suicide attacks. His men dug an extensive tunnel network and defended in depth. Iwo Jima was the only major Pacific land battle in which U.S. casualties exceeded those of Japan. Kuribayashi represents Japan's army, just as Yamamoto represents Japan's navy.

          image.jpeg

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          • K
            KurtGodel7 Lobby Moderators
            last edited by

            Research system

            Most nations have between 1 - 3 research centers. For each research center, you select an area of primary and secondary focus. Each turn, every research center achieves a breakthrough. There is a 40% chance of it being in the center's primary focus, a 20% chance of it being in the research center's secondary focus, and a 40% chance of the advance being chosen at random, from among the tech categories you have not yet completed.

            Technologies are associated with dull grey stars. Each time you get an advance, a dull grey star becomes a bright yellow star. Once you replace the last dull grey star with a bright yellow star, you unlock the tech. New techs are unlocked at the end of your turn.
            image.jpeg

            In this example, Britain's first research centre has a primary focus of piston aircraft, and a secondary focus of surface ships. Its second research centre has a primary focus of jets and a secondary focus of tanks.

            This is Britain's first turn. Note that even before it's done any research, it already has one star towards jet tech, and two stars towards radar. These represent Britain's technological achievements in those areas as of June 1941. Also, jets are special units. (More on that later.) Jets do not replace piston aircraft. Late game, expect to have lots of piston aircraft with some jets mixed in. Piston aircraft research is a good choice for Britain.

            image.jpeg

            Research results are now in. Center 1 got a star towards extended range. Fighters, dive bombers and torpedo bombers start off with a range of 3. But once you get extended range, that increases to 4. Britain's research center 2 got a random tech advance: one star towards industry. Industry tech adds +2 to the unit placement capacity of your factories. The underlying territory must be worth at least 2 to qualify for the bonus.

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