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Subject: Cold War Scenario (circa 1948)
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p.d0tUser is Offline


Tactician
Tactician
Posts:6

29 Mar 2011 6:31 PM  

This is a scenario I made, based on the Axis & Allies (unlicenced) expansion game "East & West" by Imp Games (www.impgames.com)
There are a lot of special rules involved, which are explained below the map. This scenario is still in testing (and I am actually porting it to the new RISK revised/reinvention version) so it maye not be completely balanced.

The map shows a recommended setup to reflect the actual setup in East & West, but i have included the rules for allowing the players to place armies where they would like.
If you would like to playtest this scenario and/or have questions or comments, don't hesitate to contact me here :)

Total Diplomacy Risk Map: East--West
Risk Map: East--West --- Open Copy in Risk Map Editor

 

East & West

 

Index

  1. Backstory & Introduction
  2. Basic Gameplay Mechanics
  3. Setup & Placement
  4. Continents
  5. Neutrals, Influence, & Nuclear Weapons
  6. Winning the Game

 

 

 

 

 

1.     Backstory & Introduction

 

This scenario is meant to simulate the ImpGames Axis & Allies expansion, East & West. For those unfamiliar with this game, it is about a fictional (yet historically plausible) military conflict between the Soviet Union and the NATO Alliance, set in approximately 1948.

Throughout this document several words/expressions may be used interchangeably. For Example:

“Country” and “Faction” may be used when speaking of any of the 4 active colors.

“NATO” and the “Allies” are used to describe the three countries/alliances opposed to the Soviet Union.

The Soviet Union may also be referred to as the “USSR,” or the “Soviets”

Western Europe may also be referred to as “Europe,” or “WE”

The British Empire & Commonwealth may also be referred to as “Britain,” or the “UK”

The United States of America may also be referred to as the “US,” “USA,” or “America”

 

2.            Basic Gameplay Mechanics

 

The NATO Allies may maneuver through one another’s territories, but their armies must always end up in a territory already controlled by their own armies; NATO armies of differing factions may never occupy the same space.

 

The number of armies each faction may draft per turn is determined in the same fashion as in the regular rules, with a few notable exceptions:

 

1.       The USSR totals their number of cities and territories, multiplies by 2, and then divides by 3.

2.       There is no minimum number for armies a faction receives per turn (i.e. the rule which says “If this number [territories plus cities, divided by 3] is lower than 3, round it up to 3” is ignored.)

3.       Under certain circumstances, neutral territories may be counted towards your total (this is explained in the section on Neutrals, Influence, & Nuclear Weapons)

 

Unlike in regular RISK, you may not attack from a territory you have just captured on this turn. You may, however, make any number of attacks that you wish from any territories that you have controlled since the start of your turn.

 

As in the regular rules, you may collect 1 RISK card on any turn in which you capture at least 1 territory. You do not collect extra cards for taking more than 1 territory in a turn. However, you may also place one additional free army on any and all territories corresponding to the cards that you cash in.


 

3.            Setup & Placement

 

To begin setup, take the Red (Soviet), Blue (European), Yellow (British), and Green (American) armies. Place one army from the appropriate color on the territories outlined below:

Soviet Union

Western Europe

British Commonwealth

United States

Northern Europe

Western Europe**

Great Britain**

Eastern United States**

Russia*

Scandinavia

Northwest Territory

Western United States*

Urals**

Southern Europe*

Alberta

Alaska

Afghanistan

North Africa

Ontario*

Greenland

Siberia

Central Africa

Eastern Canada

Iceland

Yakutsk

Madagascar

East Africa

Japan

Irkutsk

Southeast Asia

South Africa

 

Kamchatka*

New Guinea

India

 

 

 

Western Australia

 

 

 

Eastern Australia

 

 

Take the Black (Neutral) armies, and place them as outlined below to represent the 3 neutral alliances, plus Indonesia (an independent neutral):

Organization of American States

League of Arab States

China

Indonesia

3 armies per territory

12 armies per territory

18 armies per territory

5 armies

Central America

Egypt*

Mongolia*

Indonesia

Venezuela

Middle East

China

 

Peru

 

 

 

Argentina

 

 

 

Brazil*

 

 

 

** Territory containing a City and a Capital
* Territory containing a City

 

Now, count out 60 Soviet, 30 US, 25 UK, and 20 European armies. Place them on any territory controlled by the appropriate country, in the following manner, and repeat until all armies have been placed:

·         3 Soviet armies

·         4 European armies

·         3 Soviet armies

·         5 British armies

·         3 Soviet armies

·         6 American armies

·         3 Soviet armies

 

You are now ready to begin playing.

 

 

4.     Continents

 

In this scenario, multiple Allies may control territories in the same continent, so a simple system has been devised to make use of them properly:

If the Allies control North or South America at the beginning of the US turn, the US gets the appropriate number of additional armies for those continents.

If the Allies control Europe or Africa at the beginning of the Western European turn, Western Europe gets the appropriate number of additional armies for those continents.

If the Allies control Asia or Australia at the beginning of the UK turn, the UK gets the appropriate number of additional armies for those continents.

The Soviets get the appropriate number of armies for any continents they control.


5.            Neutrals, Influence, & Nuclear Weapons

 

There are essentially 4 Neutral factions in this scenario. They may support either NATO or the USSR, and they are each affiliated with 1 NATO faction.

 

The OAS is affiliated with the US. The Arab League and Indonesia are affiliated with Western Europe. China is affiliated with the UK.

If attacked by the USSR, the armies of a neutral faction are converted to the armies of their affiliated NATO power.

If attacked by NATO, the armies of a neutral faction are converted to Soviet armies.

 

There are 3 levels of support that each neutral may give to either NATO or the USSR:

0)      The neutral does not contribute to either side

1)      The neutral’s territories and cities may be counted towards the faction they are favoring, as well as to their control of 1 continent

2)      Double the neutral’s territories and cities may be counted towards the faction they are favoring, as well as to control of 2 continents; the favored faction may also maneuver through the neutral faction’s territories.

 

The OAS begins the game at +1 to NATO, while China begins the game at +1 to the USSR.

For the purposes of influence, Indonesia and the Arab League are treated as 1 neutral alliance. However, an attack on Indonesia does not count as an attack on the Arab League, and vice-versa.

 

At the start of their turn (before drafting troops) the USSR may roll 1 influence attempt at each neutral alliance. Likewise, NATO powers may each roll 1 influence attempt at their affiliated neutral.

To make an influence attempt, roll a single die. On a roll of “6” the neutral is successfully influenced.

NATO may only attack a neutral if it is giving +2 to the USSR; the USSR may attack any neutral at any time.

 

Neutrals may also be swayed as a result of a Nuclear Attack.

Use the blank cards (or wild cards) included in the deck of RISK cards to represent nuclear weapons. They may be fired at any territory on the map, and destroy 10 armies. You may not perform a conventional attack on a territory on the same turn you use a nuclear weapon against it. If the use of a nuclear weapon destroys all the armies on a territory, no armies may be placed there, and the territory may not be counted towards your total territories or continents until it has been “reclaimed” by at least one army; essentially, attack the empty territory with one army, succeeding on the attack automatically (no need to roll any dice), and leave the attacking army in that territory. A nuclear attack on a neutral is equivalent to a conventional attack on a neutral, as far as the replacement of armies is concerned.

To use a nuclear weapon, reveal the blank card, declare the territory you wish to attack, and return the blank card to the pile. Next, roll a single die to determine the resulting complication.

1 – No Attack – the attack does not take place due to internal protests, or is unsuccessful because of a malfunction, and your weapon is wasted.

2 or 3 – Outrage – the attack is successful, but there is outrage amongst the global community.

4, 5, or 6 – Normal Attack – your attack is successful. The target territory removes 10 armies.

 

The effect of an outrage result is determined as follows:

If the attack is made by or directed at Western Europe, the Arab League and Indonesia are influenced one point away from the aggressor.

If the attack is made by or directed at the UK, China is influenced one point away from the aggressor.

If the attack is made by or directed at the US, the OAS is influenced one point away from the aggressor.

If the attack is directed at a neutral territory, ALL other neutrals are influenced one point away from the aggressor.

 

Each faction may only launch a maximum of 1 nuclear of weapon per turn.

All mention of neutrals, as per their bonuses towards the 4 major factions, as well as outrage, etc. assume that the neutral has not been attacked (i.e. it is still neutral.) Otherwise, any bonus is null and void.


6.            Winning the Game

 

For the USSR to achieve victory, they must:

1)      Be getting credit for controlling any 3 continents (including neutral contributions) plus their own Capital

2)      Control the United States Capital

3)      Have eliminated at least 1 of the NATO factions from play

 

For the NATO Alliance to achieve victory, they must:

1)      Be getting credit for controlling any 5 continents (including neutral contributions) plus their own Capitals

2)      Control all Capitals

 

Ehsan HonaryUser is Offline


Site Admin
King
King
Posts:268


03 Apr 2011 3:26 AM  
Amazing detail here p.d0t

Have you actually played these variations. For me it is difficult to see how this game would play strategically because there are so many rules and end points. Is the winning criteria fair? Have you tested this against rule exploitation by players, i.e. trying to work around them or excessively use a rule that comes to dominate the game ( such as using nuclear attacks).

Good effort though, I am curious to know how it plays out. Thanks

Ehsan Honary
p.d0tUser is Offline


Tactician
Tactician
Posts:6

03 Apr 2011 3:40 AM  

Hi E.H.,

As i said, it's still "in development." I have tested it a few times, but to be honest, I end up tweaking and changing things each time I play. I had actually first submitted this scenario (to an Axis&Allies-related forum I frequented) about 4 or 5 years ago, and just picked it up again in the last month or so. If anyone would like to test it out and give me their feedback, I would be happy to adjust it based upon their experience; I am a little short of people to play with, so I mostly do testing on my own.

To your specific question about nuclear weapons, since there are only 2 wildcards in the deck (or 3 "blank" cards with the Reinvention version), the opportunity to use them won't come around that often. Much as in the original E&W game, where nuclear weapons are fairly expensive. Also, the potential Outrage from the use of nukes works as a counterweight to their effectiveness.

The setup of the game is a very fine balance. The goal is to make it feel like a teetering see-saw without becoming a stalemate; where you can make strong gains (but not sweeping, or ridiculous, as can happen in typical RISK) but still face a push-back. The territorial setup and various rules mean that NATO cannot always attack strongly everywhere in the world. It is important for NATO to position themselve such that they leave a territory open where each faction can attack from.

I think minor tweaking of the starting armies, drafting rules, and attacking restrictions will eventually produce the ideal balance for gameplay. Currently, the starting armies represent about 30%-40% of the original game for NATO and about 60% for the USSR.

 

Anyways, if you have any further questions, do not hesitate to ask.
Thank you for your interest! =)

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