PropertyValue
rdfs:label
  • World at War - v3 Variant
rdfs:comment
  • ================ CREDITS ================== Based on SIEGs WORLD AT WAR mapAdopted by sneakingcoward, mail suggestions to pentium@gmx.netHelpful suggestions by Kesselring and Seppel.Updates are available at:and tripleamaps.Last update: 2014-03-23, v1.4.7Game engine 1.8.0.3 required.==== KNOWN ENGINE PROBLEMS ==== Due that transport engine is in development, correcttransporting has to be checked manually.Regarding Airtransport and Landtransport, see Unit Rules.=========== RULES ============= --- (1)-------- Construction and Demolition Rules ------------ --- ---======== CONNECTIONS =======
dcterms:subject
abstract
  • ================ CREDITS ================== Based on SIEGs WORLD AT WAR mapAdopted by sneakingcoward, mail suggestions to pentium@gmx.netHelpful suggestions by Kesselring and Seppel.Updates are available at:and tripleamaps.Last update: 2014-03-23, v1.4.7Game engine 1.8.0.3 required.==== KNOWN ENGINE PROBLEMS ==== Due that transport engine is in development, correcttransporting has to be checked manually.Regarding Airtransport and Landtransport, see Unit Rules.=========== RULES ============= Rules of v3 and technology extensions apply.Paratrooper, Mechan.Inf, etc...Strat. bombing with fighter interception.Air battle before normal battle.Battle rounds default to 4. --- (1)-------- Construction and Demolition Rules ------------ Construction:Factory and bunker are placed normal in place turn,only when a Construction unit is present.One Bunker can be placed per Construction.Factory placed in own capital also without Constructionunit (Done manually with edit).Bunkers can be placed only in own territories ownedat the start of the turn, equivalent to Factory placement.Factories only for territories with minimum 2 PU.Vehicle, Aircraft and Shipyard are produced by Factory.Are needed to place units. Demolition:At place turn before unit placement, Factory,Vehicle, Aircraft and Shipyard can be destroyed.Useful at a retreat to leave nothing behind.Done manually with edit.In same round captured structures are NOT allowed to destroy. --- (2)-------------- Capture Rules ----------------- Factory, AAGun, Construction, LandTransport are destroyedwhen captured. Also PU's are destroyed.Vehicle, Aircraft and Shipyard are captured.Neutrals PU's are captured.When 1 capital is controlled PU's maintain. --- (3)---------------- Unit Rules ------------------- Airtransport ----:Infantry, Paratrooper, Defense can be airlifted inNonCombat. Only Paratrooper can be airlifted andattack in Combat mode.Has to be checked by the player. Landtransport ----:Halftrack only Inf+Para+Art+Defense+AAGun.LandTransport in NonCombat Landunit+AAGun.Train in NonCombat Landunit+AAGun+Construction.Defense NO own movement, only transported.Has to be checked by the player.Movement of transport doesn't stop with unloading. Seatransport ----:Only units from a LandingBoat can invade amphibious.SeaTransport and Cruiser only unloading to an occupied territory. Strategic bombing, incl. destruction ----:SBR done to AAGun, Train, Construction, Bunker, Vehicle, Aircraft, Shipyard,Refinery and Factory.To avoid destruction build more units (Factories max. 1),otherwise 1 turn without unit placement.Factory bombed according v3 rules incl. destruction. Max. bombing damage, afterwards destruction ----:AAGun 6, Train 12, Construction 6, Bunker 6,Vehicle 10, Aircraft 12, Shipyard 15, Refinery 12.Factory 3 times territory PU. Multiple hitPoints ----:Multiple hitPoints units are marked with a red triangle in the upper red corner.Normal units have 1 hitPoint.BigArmour, SuperSub, Cruiser and Carrier have 2.Bunker, BigCarrier and Battleship have 3.Carrier (HP1) and BigCarrier (HP2) have CombatDamage,this means unitsMayNotLandOnCarrier and unitsMayNotLeaveAlliedCarrier.======== CONNECTIONS ======= Bosperus: Istanbul to Ankara no land connection, only by sea.Bosperus channel is open.Suez and Panama channel.Alle straits marked with blue dot (map details) are open.=========== UNITS ============ -- ATTACK-DEFEND-MOVEMENT # COST-SIZE # ABILITY -- Structure Units ---------------------Bunker and Factory needs Construction.Vehicle, Aircraft and Shipyard needs Factory. Bunker.............. 0-0-0 # C3 # Hit 3Factory............. 0-0-0 # C25 #Vehicle.............. 0-0-0 # C10 # Place vehicle LandunitsAircraft............. 0-0-0 # C12 # Place AirunitsShipyard............ 0-0-0 # C15 # Place Seaunits Land Units ----------------------Vehicle units need Vehicle and Factory.Non vehicle units, AAGun and Construction need only Factory. Infantry............. 1-2-1 # C3-S2 # Art supported, AirliftedParatrooper........ 2-2-1 # C4-S2 # Art supported, ParatrooperArtillery............. 2-2-1 # C4-S3 # Supports 2 unitsArmoredCar....... 1-1-3 # C4-S3 # BlitzHalftrack........... 1-1-2 # C4-S3 # Blitz, Support, Transp. Inf+Para+Art+AA+DefArmour............. 3-3-2 # C5-S3 # BlitzBigArmour......... 4-4-1 # C8-S5 # Hit 2, Blitz, NoAmphibiousAttackKatyusha........... 3-1-2 # C5-S3 # Supports 2 units, BlitzLandTransport... 0-0-3 # C2-S3 # NonCombat, Transports Landunit+AADefense............. 0-3-0 # C2-S2 # No own movement, only transported in NCAAGun.............. 0-1-1 # C5-S3 #Construction...... 0-0-2 # C6-S5 # Place Bunker and Factory Air Units -----------------------Need Aircraft and Factory.Planes can SBR escort-intercept and air battle before normal battle. --- ATTACK-DEFEND-MOVEMENT #--------- # ESCORT-INTERCEPT-AIRBATTLE ... AIRATTACK-AIRDEFENSE #--------------- # COST-SIZE # ABILITY --- RangeFighter....... 2-2-6 # YES-YES-YES ... 2-2 # C9 #Me262................ 1-1-6 # YES-YES-YES ... 5-5 # C9 #Fighter................ 1-1-4 # YES-YES-YES ... 3-3 # C7 # Carrierspace 2DiveFighter......... 3-2-4 # YES-YES-YES ... 1-1 # C7 # Carrierspace 2Bomber............... 4-1-6 # YES-NO-YES ... 2-1 # C12 # Strat.BombBigBomber.......... 5-2-8 # YES-NO-YES ... 3-1 # C16 # Strat.BombAirTransport....... 0-0-6 # YES-NO-NO ... 1-NA # C10 # Transports Inf+Para total S2 Sea Units ---------------------Need Shipyard and Factory. TorpedoBoat........ 1-1-3 # C6 #Submarine........... 2-1-2 # C7 #Super Sub........... 3-2-2 # C14 # Hit 2Destroyer............ 2-2-2 # C9 #Cruiser................ 3-3-2 # C16 # Hit 2, Bombard 2, Transport-only land unit S2Carrier................. 0-2-2 # C18 # Hit 2, Carriercapacity 6 (3x Space2)BigCarrier............ 0-2-2 # C27 # Hit 3, Carriercapacity 10 (5x Space2)Battleship............. 4-4-2 # C27 # Hit 3, Bombard 3SeaTransport....... 0-0-3 # C10 # Transport-only land units S10LandingBoat......... 0-0-2 # C6 # Transport+Invade land units S5 Advanced Units ------------------ In this scenario advanced units are used.Advanced units can't be bought before round 8.Controlled by trigger. Germans:BigArmour, Me262, Super SubItalians:Super SubYamamoto:RangeFighter, Super Sub, BigCarrierHisaichi:RangeFighter, Super Sub, BigCarrier Russians:BigArmour, KatyushaBritish:RangeFighter, Super SubAmericans:RangeFighter, Super Sub, BigCarrierAnzac:RangeFighter======== TURN ORDER ========= Germans - Italians - Finns - Romanians - Yamamoto - Hisaichi - ThaiRussians - British - French - Americans - Chinese - Anzac - Dutch===== PROPERTIES LISTING ===== -- RULES PROPERTIES --WW2V3 value=trueWW2V3 Tech Model value=true