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WORLD WAR II GAME RULES AND UNIT LIST
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Rules:
Please format your turn so that I can see your expenses.
Please put your army locations by their name. If you refuse to do so, the troops in that army will not be accounted for.
You can use the armies you recruit that turn.
There are starting armies.

Researching can improve your technology and unlock things to aid your war effort! Each turn, you can invest 100-300cr into research. Depending upon your investment, you may receive an awesome tech!

Wars can be declared at any time against anyone. However, if you declare war without a war goal, your troops will fight half as effectively. To justify a war goal, it takes 1 turn for Facists and Communists, and 2 turns for Unaligned, and two turns AND a justifiable reason for Democracies. Declaring war on a member in your faction requires +1 more turn, as well as a reason even if you are Facist or Communist.

You can recruit troops only at designated recruitment points. If you capture another countries' recruitment point, you cannot recruit there for 1 turn unless it originally belonged to you. Your nation capitulates when you lose all your recruitment points and your army is destroyed.

You can improve your income by taking others' lands and investing in factories. Factories cost 600cr and increase your income by 100crs per turn.

To switch your ideology (Democratic, Communist, Facist, Unaligned), you need to boost a parties' popularity. Doing so may cause civil unrest and decrease your income. It may take multiple turns to switch depending upon your nation. The starting ideology can change, you're not stuck at unaligned forever ;)!

Faction leaders (UK, German Riech, and the Soviet Union) can influence AIs, and after 3 turns of influencing, stage a coup in an AI nation of their choice for a cost of 1000cr per coup.
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UNIT LIST
Ground Units:

Infantry division: Normal, average infantry; no support equipment unless adding the equipment below- 25cr

Motorized Infantry: Better infantry, using vehicles to be all around better; same support equipment applies - 80cr

Light Tank: Armored divisions with lighter weaponry and more maneuverability than their heavier counterparts; same support equipment applies - 240cr

Medium Tank: Armored divisions of generic tanks; better armor and weaponry than Light tanks, but less speed and maneuverability - 300cr

Heavy Tanks: Heaviest versions of the tanks; slow but extremely powerful - 360cr

Support companies:
Add these to your divisions to increase their effectiveness. Max is 3 support companies per division.

Recon support: gives intel on enemies' movements and tactics by scouting:
For Infantry: 2cr
For Motorized: 4cr
For light tanks: 8cr
For medium tanks: 16cr
For heavy tanks: 25cr

Maintenance support: increases the rate at which your divisions recover from attacks:
For Infantry: 2cr
For Motorized: 4cr
For light tanks: 8cr
For medium tanks: 16cr
For heavy tanks: 25cr

Engineer support: allows for digging defensive trenches and impoving defense:
For Infantry: 2cr
For Motorized: 4cr
For light tanks: 8cr
For medium tanks: 16cr
For heavy tanks: 25cr

Artillery support: adds artillery increasing basically everything but movement:
For Infantry: 3cr
For Motorized: 6cr
For light tanks: 12cr
For medium tanks: 25cr
For heavy tanks: 36cr

More support equipment can be unlocked by researching
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Naval Units:
(Only recruitable if you have access to the ocean)
Convoy: Used for transporting troops across the ocean and for naval invasions - 20cr

Submarine: WE ALL LIVE IN A YELLOW SUBMARINE! - 80cr

Destroyer: Excellent vs Submarines, not much good for anything else: 165cr

Light Cruiser: Fast cruiser, smallest capital ship there is - 250cr

Heavy Cruiser: Stronger, slower, and better armed than the Light Cruisers - 480cr

Battleship: The ideal attack ship, best weaponry to date, probably should use screen ships to defend it - 750cr

Aircraft Carrier: A floating, moving airport with a runway; almost no weaponry - 1600cr
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Aircraft:

Fighter: Generic fighter airplane, aces can be spawned from winning aviation battles, good vs other fighters and intercepting bombers - 100cr for 10 fighters

Close air support: Aiding the battles below, CAS planes can attack ground divisions and ships - 250cr for 15 CAS

Bombers: Versatile bombers, these planes can target cities, ships, ports, and factories - 400cr for 10 bombers

More aircraft can be unlocked by researching
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Special rules per nations:

- United Kingdom: (can invite nations to Allies)
The Allies of the global empire include the British Raj, South Africa, New Zealand, Canada, and Australia. The UK can call upon their allies when they deem they are needed. (Can only be done once per nation, don't do this too early)
- German Riech: (can invite nations to Axis, can send divisions to Nationalist Spain)
The German people rise once more. After losing the Great War, the populous is ready for another engagement, and this time wants to win. The German Riech can build factories for only 450cr, instead of 600cr. Light tanks are 25% off.
Start with war goals on Poland, Czechoslovakia, and Austria (ANSCHLUSS!!!!)
- Soviet Union: (can invite nations to Comintern, can send divisions to Republican Spain)
- ****The Soviet Union is home to the Red Revolution. With the rise of the worker's class, the size of the army increases. The Soviet Union can raise Infantry for only 15cr, but can only hold 2 support companies per division. Start with war goals on Poland, Romania, Finland, Estonia, Latvia, and Lithuania.
- France:
Extremely unstable government, which forces capitulation more easily than other nations. The Maginot Line is nearly unassailable; attacks across the Maginot are 75% less effective.
- Italy:
Under Benito Mussolini, the Italians have laid claim to the Mediterranean Sea. They produce all ships for 25% off.
Start with war goals on Albania
- Turkey:
Kebab. The Turkish Government is unstable, and can be easily influenced. Turkey has control over the Bosphorus, and can control trade between the Dead Sea and the rest of the world, and can ship Kebab around the world.
- Czechoslovakia:
With the German war machine on its borders, the Czech people may need aid. They have the option to start a faction, the Intermarium.
- Yugoslavia:
Yugoslavia holds Split as a core state. They can demand it from Italy, and even have war goals against Italy to reclaim Split.
- Poland:
Kurwa... Surrounded by 2 aggressive major powers, the Polish are in a stick situation. They have the option to call the Baltic States to their aid (they don't have to come) by starting a faction; Międzymorze. Potential members are: Lithuania, Latvia, and Estonia.
- Finland:
The Red Army is at Finland's borders! The Finnish have the option of starting a faction; The Scandinavian Union. Potential members are: Sweden, Norway, and Denmark.
- Sweden:
As the epitome of neutrality, Sweden tried its best to stay out of WWII. Sweden takes longer to justify war goals, but it takes longer to justify against Sweden. (+1 turn for justifying against Sweden, and +2 turns for Sweden justifying.
- Romania:
This nation holds the lands of Bessarabia, a land that the Soviets had foreign claims on. They have two options: Fortify Bessarabia, which increases defenses along the Soviet border for the price of 5 Factories for 3 turns, or leave Bessarabia, which doesn't impact anything.
- Hungary:
The remnants of the great power of The Great War, the Hungarians are not happy about their position. Hungary's government is nearly unchangeable. They are staunch facists.
- Norway:
The Norwegian people are the purest form of Nordic decent. They have the option to side with Germany early on. (Doing so increases Facist support in Norway)
- Switzerland:
Switzerland tried as hard as possible to avoid the wars that raged around them for centuries. The alps helped them do so. All of their divisions have superior fighting skills in mountains compared to any other nation.
- Austria:
The Anschluss of Austria was a occupation of Austria by the German Riech without firing one bullet. For the purposes of this game, the Austrians can resist the Anschluss if the Germans try, or they can become a puppet state. If Austria becomes a puppet states, I will explain the mechanics.
- Spain:
On the brink of civil war, the Republicans vs the Nationalists, the nation is extremely unstable. Volunteer divisions can be sent to Spain by leaders of factions. (Ray, you're Nationalists, and will probably beat the Republicans considering you're a player, and they are AI. However; if a certain someone sends volunteer divisions, you need to be wary).
     
 
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