About: WWIIv3 Free TEch   Sponge Permalink

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1941 Starting Set-UpCredits:Triplelk Jason Clark - baselineZero Pilot Mike McCaughey - integrationComradeKev - custom code and rulesSeidelin - playtesting IMPORTANT: Tech activation is at end of turn;Though the roll happens at the beginning of turnAlso; buying tech tokens will rarely be worthwhile as thetriggers work by giving you alot of extra tech tokens,and whenever you gain a tech, all tokens are discardedEvery nation starts with enough tech tokens to get one tech on the first turnEach nation will get an extra tech every X turns; by nation:Germany 3; Italy 7; Japan 5;America 3; Britain 5; Russia 8;Ao germany & america will get a new tech on turns 4,7,10 etcbritain and japan on 6,11,16.. Technology

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  • WWIIv3 Free TEch
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  • 1941 Starting Set-UpCredits:Triplelk Jason Clark - baselineZero Pilot Mike McCaughey - integrationComradeKev - custom code and rulesSeidelin - playtesting IMPORTANT: Tech activation is at end of turn;Though the roll happens at the beginning of turnAlso; buying tech tokens will rarely be worthwhile as thetriggers work by giving you alot of extra tech tokens,and whenever you gain a tech, all tokens are discardedEvery nation starts with enough tech tokens to get one tech on the first turnEach nation will get an extra tech every X turns; by nation:Germany 3; Italy 7; Japan 5;America 3; Britain 5; Russia 8;Ao germany & america will get a new tech on turns 4,7,10 etcbritain and japan on 6,11,16.. Technology
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  • 1941 Starting Set-UpCredits:Triplelk Jason Clark - baselineZero Pilot Mike McCaughey - integrationComradeKev - custom code and rulesSeidelin - playtesting IMPORTANT: Tech activation is at end of turn;Though the roll happens at the beginning of turnAlso; buying tech tokens will rarely be worthwhile as thetriggers work by giving you alot of extra tech tokens,and whenever you gain a tech, all tokens are discardedEvery nation starts with enough tech tokens to get one tech on the first turnEach nation will get an extra tech every X turns; by nation:Germany 3; Italy 7; Japan 5;America 3; Britain 5; Russia 8;Ao germany & america will get a new tech on turns 4,7,10 etcbritain and japan on 6,11,16.. Technology * * * Air/Naval Tech ***SUPER SUBS- subs attack at 3JET POWER- fighters attack at 4IMPROVED SHIPYARDS- naval units are cheaperAA RADAR- AA hit on 2 or lessLONG RANGE AIRCRAFT- aircraft range increased by 2HEAVY BOMBER- roll 2 dice for each bomber attack * * * Land/Production Tech ***IMPROVED ARTILLERY SUPPORT- artillery support 2 infantryROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire)PARATROOPERS- each bomber may carry 1 infantry into combat (must stop in first enemy territory it reaches)INCREASED FACTORY PRODUCTION- factories produce 2 additional units (if territory value is 3 or greater), repairs 1/2 priceWAR BONDS- collect an 1d6 extra PUs each turnMECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces Victory Conditions Total Victory - 18 Victory CitiesHonorable Surrender - 15 Victory CitiesProjection of Power - 13 Victory Cities National Objectives Germany: Lebensraum- +5 PUs if Axis control France, NW Europe, Germany, Czechoslovakia, Bulgaria, and Poland.+5 PUs if Axis control 3 of Baltic States, East Poland, Ukraine, East Ukrain, and Belorussia.+5 PUs if Axis control Karelia or Caucasus Japan: The Greater East Asia Coprosperity Sphere- +5 PUs if Axis control Manchuria, Kiangsu, and French Indo China.+5 PUs if Axis control 4 of Kwangtung, East Indies, Borneo, Philippine Islands, New Guinea and Solomon Islands.+5 PUs if Axis control 1 of Hawaiian Islands, Australia, or India Italy: Mare Nostrum- +5 PUs if Axis control Italy, Balkans, Morocco and Libya AND no enemy surface ships in sea zones 13, 14, or 15.+5 PUs if Axis control 3 of Egypt, Trans Jordan, France, and Gibraltar United States: The Arsenal of Democracy- +5 PUs Allies control W U.S., Central U.S., and E U.S.+5 PUs if Allies control Philippine Islands.+5 PUs if Allies control France.+5 PUs if Allies control 3 of Midway, Wake Island, Hawaiian Islands, and Solomon Islands. United Kingdom: The British Empire- +5 PUs if Allies control E Canada, W Canada, Gibraltar, Egypt, Australia and South Africa.+5 PUs if Allies control any territory originally controlled by Japan.+5 PUs if Allies control France or the Balkans. Soviet Union: The Great Patriotic War- +10 PUs if Allies control 3 of Norway, Finland, Poland, Bulgaria, Czechoslovakia, and Balkans.+5 PUs if Soviets control Archangel and no allied forces in Soviet controlled territories. China: Chinese Resistance & The Flying Tigers +1 infantry for every two territories controlled by China at the beginning of her turn. These infantry must be place in a territory with less than three Chinese pieces.No Chinese Units, including the Chinese Fighter may leave Chinese territory (except for Kwangtung) (this means no entering sea zones).
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