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NEW WORLD ORDER 1.6.1 EB
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NEW WORLD ORDER 1.61EB
Its The 1.September 1939 at 4.45cet. The German Operation FALL WEISS just started How will the Fate of the World Turn...
| Units | Attack | Defend | Movement | Cost | Ability | |
| Infantry | 1 | 2 | 1 | 2 | ||
| Small Elite | 2 | 2 | 1 | 3 | ||
| Small Tankette | 2 | 1 | 2 | 3.5 (2 for 7) | ||
| Small Artillery | 2 | 2 | 1 | 4 | Support | |
| Big Mot.Inf | 1 | 3 | 3 | 4 | ||
| Big Halftrax | 2 | 2 | 3 | 6 | Support Blitz | |
| Big Armour/Panzer | 3 | 3 | 2 | 5 | ||
| Big AAGun | 0 | 1 | 0 | 5 | ||
| Big Factory (IC) | 0 | 0 | 0 | 15 | ||
| EarlyFighter | 2 | 3 | 4 | 8 | ||
| Fighter | 3 | 4 | 4 | 10 | ||
| Bomber | 4 | 1 | 6 | 15 | Strat.Bomb | |
| TorpedoBoat | 2 | 1 | 1 | 6 | ||
| Transport | 0 | 1 | 2 | 8 | Transport Up To 1 Small + 1 Small/Big Unit | |
| Submarine | 2 | 2 | 2 | 8 | ||
| Destroyer | 3 | 3 | 2 | 12 | ||
| Carrier | 1 | 3 | 2 | 16 | ||
| Cruiser | 3 | 3 | 2 | 15 | Bombard & Transport 1 Small Unit | |
| Battleship | 4 | 4 | 2 | 24 | Bombard & Two Hit | |
| Big Armour | 4 | 3 | 2 | 8 | Big (...) | |
| Super Sub | 3 | 3 | 3 | 12 | ||
| Katyusha | 3 | 1 | 3 | 6 | Support & Blitz | |
| Big Me262 | 4 | 2 | 5 | 12 | Strat.Bomb & Land On Carrier | |
| Lancaster | 5 | 2 | 8 | 20 | Strat.Bomb | |
| B29 | 5 | 2 | 8 | 20 | Strat.Bomb | |
| Bunker | 0 | 3 | 0 | 6 | Two Hit (Available after round 3 like its with red dot units Can raise the number of bunkers by 1 in every territory every turn In territories with a factory, place them USING THE FACTORY! In Territories without a factory, place them using EDIT Only in territories owned at start of turn like its with Factories Do not forget they cost 6 IPC, and have to be purchased like normal units! |
Turn Order
- Germ./ Russ./ Ital./ Fren./ C.F./ Finn/ Brit./ Roman./ Amer.
Rule clarifications and Hints
- Unloading of transports from a combat seazone into a friendly territory PRIOR to combat is possible due to a TripleA bug, but considered illegal.
- Completely empty neutrals can be taken by planes during combat movement. This is considered legal.
- Manually flying over Neutral territory during combat movement is technically possible, but considered illegal.
- Under the new phase order, one knows his air losses from AA fly-overs during combat movement before his purchase.
- Read the clarified bunker rules!
- Under the new phase order, Germany could spend captured money from a COMPLETELY empty Paris, taken in combat move, right away in the purchase phaase
- Completely empty neutrals can be taken by planes during combat movement. This is considered legal.
- Manually flying over Neutral territory during combat movement is technically possible, but considered illegal.
- Strategical hints: (for Beginners) UK ftrs on french carriers get awesome range. Paris can be made to fall in Germany2 ( less then 1% total chance of failure) Expensive though! Russia benefits a lot of mobile, agressive units. Aggressive play recommended. Western allies can successfully invade through Spain, Scandinavia or italy itself. Italy can take Tunis, Morroco and Greece by Italy2
About This Version 1.6.1 EB
This version implements ideas from various veteran players in an attempt to bring the version-plagued NWO community back together. It should work without additional rules or restrictions. However: if played with a STRONG axis player and an allied player hating G2 Paris, it might be a good idea to use EDIT to add an additional T-boat for the UK in sz29. This makes G2 Paris even more expensive, rendering it unattractive. if the UK T-boat is added to sz29, add a German T-boat to sz25 too! The EDIT function can be found in the upper TripleA menu. Its use is straight-forward and intuitive. In NWO, balance and replay value come first, THEN historical acccuracy! Enjoy! ErnieBommel.
Version history
Changes compared to 1.6:
- Tech Phase taken out.
- LL checked by default (although NWO plays well with dice!)
- Phase order changed: COMBAT MOVE / PURCHASE / combat / non-combat move / placement (for faster gameplay and for being more beginner friendly)
- Some unclear rules clarified. Some exploits pointed out.
- Erroneous east/west territory names corrected
- Unit names changed: Trucks --> Mot.Inf Halftracks --> Mech.Inf Scouts --> Tankettes German Armour --> Panzers
- XML file cleaned up
Changes compared to popular version 1.4:
- Tankette price upped from 3 to 3.5 (2 for 7IPC)
- Me262 price lowered to 12
- Mot.Inf defense upped from 2 to 3
- BigArmor defense from 3 to 4, price from 7 to 8
- Cruisers transport 1 small unit now. Cost 15 (14).
- Bunkers Now Buyable 0/3/0/6 Two Hit (available after round 3 / for more details see Bunker description above!)
- +4 Inf Russia, divided over Kuby., Kazahk, Svedl.
- +3 IPC starting money for Russia
- added 2 Bunkers to Leningrad
- added UK T-boat in sz30, UK Transport in sz31
- Dover (UK) upped to 2
- added US Bomber in w.US, Tank in Central US
- added Colonial Transport in sz59, inf in C.Algeria
- Lebanon, Syria, S.Canada (all Colonial) all +1 income
- Romania starting IPC raised from 2 to 4
- Hungary income raised from 2 to 3
- added German T-boat in sz26
- Baleares raised from 0 to 1 income
Main Effects:
- Leningrad bunkers make German Leningrad rush just disadvantageous for Germany within 3 Rounds.
- G2 Paris take is still possible, but quite expensive -> Various allied boni should help the allied cause
- The unit changes are very successful in making armies a lot more varied in composition.
Thx to: sieg for making NWO krustyshorts and corsair for making the great unofficial 1.5 version Gneis for making a joined version and thus ending version madness odesa, guerillaJ, ice, warmonger2, Ready, Judgementday, and Frontline for all their input, ideas, suggestions and feedback And of course, a big thx to the TripleA developers, the host of the lobby and the maintainer of the forums.
The in-game notes for NWO 1.8.5 include numerous uses of "strategical." This is not a word in the English language. Perhaps "strategic" or "tactical" was intended.