Professional Documents
Culture Documents
GG version 4.040
1 Preface..................................................................................................................................... 5
1.1 Caveats for play .............................................................................................................. 5
1.2 Change History ............................................................................................................... 6
1.3 Acknowledgments........................................................................................................... 6
2 Introduction............................................................................................................................. 8
2.1 Oil ................................................................................................................................... 8
2.2 The Mediterranean and East Africa ................................................................................ 8
2.3 Air units .......................................................................................................................... 9
2.4 Other Considerations ...................................................................................................... 9
2.5 Details of the Mod .......................................................................................................... 9
3 Unit Capabilities, Deployment and the Map......................................................................... 11
3.1 Initial Deployment Differences..................................................................................... 11
3.2 Unit Attributes .............................................................................................................. 12
3.3 Changes to air units....................................................................................................... 12
3.3.1 Air movement over narrows ........................................................................................ 12
3.3.2 Max range combat penalty for air units ....................................................................... 12
3.4 Infantry support for artillery and flak ........................................................................... 13
3.5 Transport capacity changes........................................................................................... 13
3.6 Map Differences............................................................................................................ 18
4 Production and Research....................................................................................................... 19
4.1 Undeveloped Resources................................................................................................ 19
4.2 Production differences .................................................................................................. 20
4.3 Research limits.............................................................................................................. 21
5 USA and USSR preparedness (WR and strat move) ............................................................ 22
6 Nations (defense, armed forces, and surrender).................................................................... 24
6.1 Insta-Militia & and Insta-Infantry for Neutrals ............................................................ 24
6.2 National Military Capability Offsets ............................................................................ 24
6.3 National Surrenders ...................................................................................................... 26
7 Random Political Events....................................................................................................... 27
7.1 Overview of major themes............................................................................................ 27
1.00 2007-01-06 initial mod version compatible with versions ≤1.010, no longer
available.
3.00 2007-11-10 Updated for further abilities of the GGWAW:AWD v1.020 patch, and
included in the patch. This is the first version included in an official
release.
1.3 Acknowledgments
Every idea that bounces around discussions in the forums adds to this scenario, so it is
impossible to give credit to everyone who may have somehow contributed. But special mention
for the following (Matrix usernames): Lebatron (Uncommon Valor, Franco’s Alliance, and
innumerable suggestions and ideas of his own), Uncle_Joe (ever observant and attentive),
JanSorensen (many contributions to AWD itself, plus the port benefit concepts applied herein),
Factories
Oil refineries have been placed in the following zero population regions1:
Trans-Jordan, S Persia, Borneo, Sumatra
Other factories are added to
The Low Countries, New South Wales, Smolensk
A factory is removed from Moscow but put in the production queue.
Italian deployments
The starting number of Italian transports is reduced, to model the supply problems the Italians
experienced in Africa. The starting numbers of Italian militia in North Africa and Italian East
Africa have been increased, to model the overwhelming numbers of very poor Italian troops.
Rumania
Initial deployment is unchanged, but 2 transports are placed in the production queue2. The
Rumanian transports are in the queue at 3 turn delay, meaning that they are more expensive than
usual, but since they start in the queue the German player does have a chance to build this
limited quantity if he so chooses (even though Rumania can’t build transports from scratch).
Neutrals
Some populations and initial deployments are adjusted for the insta-militia rules (§6.1).
Resources
Some resources have been added or moved around on the map. There are more resources in Iraq,
Persia and Venezuela. Some resources start the game as undeveloped (in the USA and Iraq)
representing oil fields that can expand production with some investment.
1
Zero population regions can only produce supplies (not even research can be built by them in this scenario). In
general these represent oil refining capabilities.
2
Note that they do count against transport research if Rumania is German controlled. They can be disbanded (with
no resource penalty).
3
An attempt to give Heavy and Light Fleets a valid CV escort role.
Figure 2: Continued example, how the port benefit radiates from Cape Town toward the South and East
Figure 4: What it means for Germany in the Med, with the port in Greece
Adriatic: 35 = 20 base +15 direct port
Aegian Sea: ⇒ 35 = 20 base +15 direct port
Tyrrhenian Sea: 20 = 20 base (no modifiers)
Central Med: 20 = 20 base + 10 radiated port - 10 hostile
Eastern Med: ⇒ 20 = 20 base + 10 radiated port - 10 hostile
The change to Africa brings a little more realism, since supplying Sudan from the coast of
French Equatorial Africa, or campaigning across the continent, are practical impossibilities.
4
Note that for the WA, frozen strat moves have the following limitations: (i) units may move into frozen zones, but
may not move out (undoing a move is possible, however), (ii) American units may only strat move to American
frozen zones, and non-American units may only strat move to non-American frozen zones.
5
A fractional limit means that probability exists to be able to move 1 unit. E.g. a strat move limit of 1/4 means there
is a 25% chance that 1 unit may be moved.
6
The Netherlands is considered a European nation for this rule, even if its Far East possessions are attacked.
7
Note that Turkey is considered a part of Europe for this rule. Vichy France is also a “major” European nation with
its factory in S France.
In general, these rules are intended to give the Axis more latitude in delaying conflict with the
Allies, but at a greater cost in terms of the preparedness of the Allies.
There is an attribute value lower limit applied to capability offset degradations. The reduced
capability penalty is not assessed if it would result in an attribute value less than this lower limit,
in which case the attribute applied is the smaller of the lower value or the value of the Player that
controls the unit. The lower limit value is shown in parentheses in the World Standard row as
shown in figure Figure 10.
For example, German infantry starts the game with evasion of 5. Italian infantry suffers a -1
offset, but the lower limit for infantry evasion is also 5. So at the start of the game German
Player infantry of Italian Nationality would still have an evasion of 5. When German Player
infantry evasion is increased to 6, Italian infantry would remain at 5 evasion. When German
Player infantry evasion is increased to 7, Italian infantry would obtain 6 evasion.
Figure 10: Capability lower limit display (for infantry: 6 land attack, 2 air attack, 5 evasion)
Any unit with reduced capability is ineligible to contribute in determining Combined Arms. It
will count neither towards the attacker obtaining CA, nor towards the defender blocking CA, nor
8
If CA is obtained, the unit still applies the CA combat modifier. It merely does not impact whether CA is obtained
or not.
7.1.1 Military preparedness of the USSR and neutrals while not at war
• Soviet tensions along Caucasus border (§7.2.15)
• Spain responds to occupation of Portugal (§7.2.18)
“Soviet tensions along Caucasus border” provides the Soviet player with increased strategic
movement in response to an occupation of Turkey or Persia by Germany, allowing for a realistic
response by the USSR.
“Spain responds to occupation of Portugal” allows neutral Spain to respond in a relatively
realistic way (mobilizing and possibly turning to her ally Germany) when Portugal is invaded by
the WA.
9
It can be thought of as a diplomatic arrangement: Finland agrees to continue supplying resources to Germany
(Leaning Axis) but requires all German units to leave the nation and ceases active belligerence.
If Norway is not controlled by Germany, this will generally be 30% the first turn of Barbarosa,
10% thereafter. If Norway is controlled by Germany, it will generally by 50% followed by 30%.
10
This is highly unlikely, unless Germany tries an unsuccessful attack against Yugoslavia for political reasons.
11
This is an increased disincentive for subsequent WA invasion of Portugal.
The momentum rules can be described as follows. For every new probability modifier region
(without Strategic Points) the Germans capture, there is a one turn increase in surrender
probability of 25%, and a sticky increase of 10% per capture. For Strategic Point regions, this is
doubled. The maximum surrender probability with no territory exchange is 60% (all applicable
regions German controlled), the maximum probability when one non-SP region is captured (the
last applicable region) is 75%. Capture of more than one applicable region in a single turn
(without immediate Soviet counter attack, i.e. liberation before the start of season political event
determination) yields a higher surrender probability.
The bottom line is that the Germans must maintain forward momentum to have a significant
chance of forcing surrender, and if the Germans capture all 12 key regions and hold on then an
eventual surrender is likely (60% per turn). As soon as the Germans lose the initiative and start to
lose those critical territories the probability of surrender will quickly drop, because of the high
water mark applied in the momentum value as the max(modifier). In this way, if the Soviets are
enjoying forward momentum recapturing territory, then a surrender becomes impossible.
WARNING: this event will cause Vichy to enter the war without being
attacked, and hence make Vichy subject to surrender (removal of all Vichy
units, §6.3). In some circumstances, the capture of Sardinia may be a
particularly surprising time for Vichy to join.
The possibility that Vichy will enter when the WA dominate the Mediterranean (control of
Sicily, Sardinia and Tripoli) is a sort of loose diplomatic model which could be interpreted
different ways: Vichy may declare out of desparation to maintain the regime, or the quick
conquest of N Africa by the WA could trigger a Vichy surrender (units disappear) which almost
models the opposite – the regime gives up in the face of German occupation.
12
The German controlled factory could be any nationality, including occupied France.
13
If there are enemy units in one of these non-retreating seazones (e.g. subs), then WA units will retreat even though
the region does not generally retreat.
14
Depending on the situation, Germany can have between 1 and 3 garrison reqions, while Japan should almost
always have 1.
15
Clearly, the SP system for the South Pacific owes some credit to the Uncommon Valor scenario.
16
Effectively, this means that a USA frozen region is the first WA frozen region attacked by Japan.
17
This is cumulative with “Japan attacks non-hostile USA”. If USA is attacked first: +20 total WR increment.
18
The WR for “neutral adjacent to USSR” does not add to Soviet WR bonus for “Axis attacks neutral”, it replaces it.