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rdfs:label
  • Rise of the Axis
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  • Info name=Big World 2: Rise of the Axis Despite what the game documentation says, the situation is 1939. == Big World: 1942 (v3.00) ==A scenario loosely based on the year 1942 of the global conflict of 1939-1945. In Europe, Germany has Leningrad besieged,stands at the gates of Moscow and the verge of defeat at Stalingrad (Dec 1942). In the Pacific, Japan has expandedexplosively but faces the turning point at Midway (May 1942).=== Capitols ===The capitols of the world powers are as follows (in turn order):Russia - MoscowGermany - Eastern GermanyBritain - Great BritainItaly - ItalyFrance - FranceChina - Western SinkiangJapan - Southern JapanUSA - Northeastern United States=== National Objectives =====Russians==+5 if no non-Soviet Allied units on Russian territories+5 if Allied control 5 in 7
dcterms:subject
abstract
  • Info name=Big World 2: Rise of the Axis Despite what the game documentation says, the situation is 1939. == Big World: 1942 (v3.00) ==A scenario loosely based on the year 1942 of the global conflict of 1939-1945. In Europe, Germany has Leningrad besieged,stands at the gates of Moscow and the verge of defeat at Stalingrad (Dec 1942). In the Pacific, Japan has expandedexplosively but faces the turning point at Midway (May 1942).=== Capitols ===The capitols of the world powers are as follows (in turn order):Russia - MoscowGermany - Eastern GermanyBritain - Great BritainItaly - ItalyFrance - FranceChina - Western SinkiangJapan - Southern JapanUSA - Northeastern United States=== National Objectives =====Russians==+5 if no non-Soviet Allied units on Russian territories+5 if Allied control 5 in 7 of: Novgorod, Western Russia, Southern Russia, Baltic States, Belorussia, Ukraine, Eastern Poland+5 if Allies control 4 of: Norway, Finland, Western Poland, Hungary-Romania, Austria-Czechoslovakia, Eastern Balkans==Germans==+5 if Axis control all of: France, Western Germany, Eastern Germany, Western Poland, Austria-Czechoslovakia, Hungary-Romania+5 if Axis control all of: Baltic States, Eastern Poland, Belorussia, Ukraine+5 if Axis control Leningrad or Stalingrad==British==+5 if Allies control all of: Eastern Canada, Gibraltar, Egypt, Bombay, New South Wales, Southern Africa+5 if Allies control 1 of: France, Vichy France, Western Balkans, Greece+5 if Allies control 2 of: New Guinea, French Indo-China, Thai, Sumatra, Java, Iwo Jima, Northern Japan, Southern Japan, Okinawa==Italians==+5 if no Allied surface ships in Mediteranean and axis control all of: Italy, Sicily, Greece, Western Balkans, Morocco, Algeria, Libya+5 if Axis control 4 of: Egypt, Syria, France, Vichy France, Gibraltar==French==+5 if Allies control France and Vichy France+5 if Allies control Morocco, Algeria and French Indo-China==Chinese==+5 if Allies control all of: Western Sinkiang, Eastern Sinkiang, Kansu, Szechwan+5 if Allies control all of: Northern Manchukuo, Chosen, Shantung, Kwangtung==Japanese==+5 if Axis control all of: Northern Manchukuo, Chosen, Shantung, French Indo-China, Thai, Malay+5 if Axis control 8 in 10 of: Kwangtung, Sumatra, Java, Borneo, Celebes, North Philippines, South Philippines, New Guinea, Solomon Islands, Okinawa+5 if Axis control 2 of: Hawaiian Islands, Midway Island, New South Wales, Queensland, Bombay, Calcutta==Americans==+5 if Allies control 5 territories of US main land (excluding Alaska).+5 if Allies control France and Vichy France+5 if Allies control all of: Morocco, Algeria, Libya, Egypt, Sicily+5 if Allies control North and South Philippines+5 if Allies control 6 of 8 Islands: Hawaiian Islands, Midway Island, Wake, Solomon Islands, Marshall Islands, Guam, New Guinea, Gilbert Islands=== Unit definitions ===AA50 Cost structure with slight modifications.Unit Attack-Defence-Movement--trasport/carrier space--ipc cost-notesInfantry 1-2-1--2--3 artillery supportableMarine 2-2-1--2--4 artillery supportable; +1 attack on amphibious assaultArtillery 2-2-1--3--4 is artilleryHalftrack 1-3-3--3--5 can blitz; carry infantry in 1.0.3.4 engineArmour 3-3-2--3--5 can blitzFighter 3-4-4--1--10Bomber 4-1-6--/--14 Strategic BombingTrasport 0-1-2--5--8 4th edition rules, can be taken as casaultySubmarine 2-2-2--/--8 in 1.0.3.4 may submerge before battleDestroyer 2-2-2--/--8 DestroyerCruiser 3-3-2--/--10 Can bombardCarrier 1-2-2--2--14Battleship 4-4-2--/--20 2 hits; Can bombardaaGun 0-1-1--3--5Factory 0-0-0--/--15