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  • New World Order 2
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  • 1.8.5 Upgraded? Check the version history for changes! Game Design by Sieg and ErnieBommel Relief Tiles and Map Skins by: Sieg, Gudkarma and Pulicat The ruleset of the "Revised" version of a well known board game is used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes. (Nations listed in their Turn Order. Alternatively, refer to the "Stats" tab.) |} ===========================================================Rule Clarifications and Hints= Rules ==========================================================
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  • 1.8.5 Upgraded? Check the version history for changes! Game Design by Sieg and ErnieBommel Relief Tiles and Map Skins by: Sieg, Gudkarma and Pulicat The ruleset of the "Revised" version of a well known board game is used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes. (Nations listed in their Turn Order. Alternatively, refer to the "Stats" tab.) {| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Air Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="BDBDBD" |EarlyFighter |2 |3 |4 |8 |canLandOnCarrier |- |Fighter |3 |4 |4 |10 |canLandOnCarrier |- bgcolor="BDBDBD" |Bomber |4 |1 |6 |15 |canDoSBR |- !Unit name !att !def !move !cost !special abilities |} {| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Naval Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="BDBDBD" |T.boat |2 |1 |1 |5 | |- |Transport |0 |1 |2 |7 |Transport up to 1 S + 1 S/L unit |- bgcolor="BDBDBD" |Submarine |2 |2 |2 |7 |isSubmarine |- |Destroyer |3 |3 |2 |11 |isDestroyer |- bgcolor="BDBDBD" |Cruiser |3 |3 |2 |13 |Transport up to 1 S unit, canBombard |- |Carrier |1 |3 |2 |14 |Transport up to 2 air units |- bgcolor="BDBDBD" |Battleship |4 |4 |2 |21 |isTwoHit, canBombard |- !Unit name !att !def !move !cost !special abilities |} {| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="7"|Special Units |- !Unit name !att !def !move !cost !size !special abilities |- bgcolor="BDBDBD" |BigArmour |4 |4 |2 |7 |L |canBlitz, * |- |Katjusha |3 |1 |3 |6 |L |canBlitz, givesSupport, * |- bgcolor="BDBDBD" |Me262 |4 |2 |5 |12 | |canLandOnCarrier, canDoSBR, * |- |Lancaster |5 |2 |8 |20 | |canDoSBR, * |- bgcolor="BDBDBD" |B29 |5 |2 |8 |20 | |canDoSBR, * |- |S.Sub |3 |3 |3 |10 | |isSubmarine, * |- bgcolor="BDBDBD" |Bunker |0 |3 |0 |6 | |isTwoHit, read below */** |- !Unit name !att !def !move !cost !size !special abilities |- ! bgcolor="990000" colspan="7"|*All SPECIAL UNITS including BUNKERS should NOT be boughtBEFORE ROUND 4 |- | bgcolor="FEECE2" colspan="7"|**BUNKER RULES * For every territory, owned at the start of the turn, a maximum ofONE Bunker can be purchased PER TURN. * In territories with a Factory, place them USING THE FACTORY. * In territories without a Factory, place them using EDIT.The EDIT function can be found in the upper TripleA menu.Its use is rather straight-forward and intuitive. |} ===========================================================Rule Clarifications and Hints= Rules * The ruleset of the "REVISED" version of a well known board game are used as a basis.TripleA allows only valid moves, so it is possible to start playing without knowing the rules. There are a few exceptions to this, which are listed under "Default Rules" below. * It is possible to play with LHTR style carrier-fighter production/movement rules by checking BOTH the 2 carrier-ftr related properties in the game options. * A move illegal using dice is illegal under LL too.A move legal using dice is legal under LL too. * Neutrals can be attacked in NWO, no penalties apply. * Territories can only be strategically bombed up to their value.(TTL = Territory Turn Limit) * A couple of extra units exist in NWO, and some basic units are slightly different. Their abilities are listed in the "Units" section above, as well as restrictions applying to Bunkers and Red Dot Units. * Manually (two-step) flying over Neutral territory during combat movement is considered illegal, despite being technically possible.(helps balance G2-Paris take) * Carrier-Ftr movement is handled according to "REVISED" Rules.Since the engine does not validate ftr movement completely, this means explicitly: for EVERY Ftr, there has to be a potential landing spot provided, and the Carrier HAS to move into position to provide it, if (and only if) the Ftr survives its battle. Thus, using the Carrier for more then 2 Ftrs or for 2 Ftrs going different directions, requiring different Carrier positions, is NOT allowed - even if LowLuck would guarantee for a Ftr to be lost. It is not allowed to make Ftr movements based on the assumption that a Carrier could pass through a potentially cleared seazone in NCM. (as it actually is legal under LHTR) * Read the clarified Bunker Rules right below the unit stats! * Under the New Phase Order, one knows about any air losses occurring during combat movement due to AA fly-overs, prior to the purchase phase. * Under the New Phase Order, a nation which is able to conquer a COMPLETELY empty enemy capital during combat move, could spend all captured money right away in the same turns purchase phase.It is thus advised to leave one Inf behind if abandoning a capital. Prominent early example is Paris in round 3. * At beginners level, Allies are easier to play. At medium level, Axis is easier (once accustomed to a good opening). * Mastery of the units is crucial. Different units are needed for different tasks. Inf(antry) are the best value unit in terms of raw power, if needed production capacity is no issue, BigArmor give the most punch if it is. Concerning navy, air units give most all around flexibility, while t-boats give the least, but provide the most raw power for the money. When a movement of 2 is enough, do not buy SuperSubs - subs are much better then. Elites are bad value, but can maximize an amphibious threat. * Early Axis objectives: Tunis should fall in round 1, Morocco in round 2, Greece in round 2 or 3 and Paris in round 3. Germany should be able to advance at least into Ukrainskaya. In case Finland is intended to hold, do not underestimate German support obligations via the Baltic. Spain may give Italy or Germany considerable extra income - careful though! * Early Allies objectives: UK should get Ankara, Iran and Iraq quickly. The US should prepare some good landing operation somewhere. Russia should exert some pressure to Finland. Consider strategical retreats for the French and the Colonials. * Usual hot spots include: Finland, Leningrad, Donetsk, Ankara-Greece, sz25 or the English Chanel, Gibraltar, Eastern Med fleets. * UK ftrs on French carriers experience awesome effective action range. * Paris can be made to fall during Germany's 2nd turn ( less then 1% total chance of failure) Expensive though! * Russia can pressure Finland hard, or attempt to stop Germany early in Ukrainskaya. * As Russia, watch out for Estonia! Axis can open the path for additional units by using (Italians), Finns(air) or Romanians(!). * Western allies can successfully invade through Spain, France, Scandinavia or even Italy itself (in the order of skill required). ==========================================================