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Total World War



Designed by Rolf Larsson


December 1941
The winter has stopped the advance of the Wehrmacht in front of Moscow. Russian elite troops from Sibiria prepare for a conterattack.
Japan is determined to rule the Pacific and gain the ressorces needed by force. The imperial fleet is on its way to attack Pearl Harbour.
Roosevelt eager to enter the war for the Allies, will get his Casus Belli.


<a name="Nations and Turn order">Nations and Turn order</a>


  • Germany(Finnland, Danube Axis, Vichy France)
  • Russia
  • Japan(Manchuria)
  • China
  • Britain(Australia, Canada, Egypt, India, South Africa)
  • Italy
  • Usa
  • Neutrals(Fodder AI)


<a name="AI and Settings">AI and Settings</a>



Select the Fodder AI (not the Moore AI,it will think forever) for Neutrals.
They only move and produce, but never attack.
Set AI Pause Duration to 0 to speed up AI moves(Game->AI Pause Duration-> 0 ms)
Switch off :Confirm Enemy Casualties for more speed,too.

<a name="Units">Units</a>



Change seize of this window to see full table.

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Unit Attack Defense Movement Cost TransportCost/Cap Ability
Infantry     1      2        1    3           2 Artillery Supportable(Attack+1)
CombatEngineer     2      2        1    5           3 Can build Forts/Factories with Material
Marine     1      2        1    4           2 Artillery Supportable,Attack+1 during Amphibious Assaults
Paratrooper     2      2        1    4           3 Disabled until next TripleA release
Artillery     2      2        1    4           4 Supports Infantry(Attack+1)
MechanizedInfantry     2      2        2    5           4 Can Blitz
Armour     3      3        2    6           4 Can Blitz
Material     0      0        2    6           2 Allows CombatEngineers to build Forts/Factories
Fortification     0      2        0   10           - 2 Hits
Fortress     0      5        0   20           - A Fortification upgrade, 2 Hits
AAGun     0      1        0    5           3 Anti Aircraft Gun, fires always
Factory     0      0        0   20           - Build normal or with 2 Material and 1 CombatEngineer
Fighter     3      4        4   10           2 1 per Carrier
NavalFighter     3      3        4    9           1 2 per Carrier
AirTransport     0      0        5    7           2 Disabled until next TripleA release
TacticalBomber     4      2        5   13           - Death from above
StrategicBomber     2      1        6   11           - Strategic Bombing Raids
Submarine     2      1        2    6           - Sneak Attack, Submerges
Destroyer     2      2        2    8           - Destroys Subs
Cruiser     3      3        2   12           - Shore Bombardement
Battleship     4      4        2   20           - Shore Bombardement, 2 Hits
Carrier     1      2        2   14           2 Carries 2 NavalFighter or 1 Fighter
Transport     0      0        2    8           5 Transports units, check Transport Costs!


<a name="Neutral Rules">Neutral Rules</a>



Neutrals(normal white ones) require 1 PU per territory to be entered. Those can be attacked without consequences.
Flying over neutral territory is technically possible, but you are not allowed to do it.
Neutrals(Brazil, Spain, Sweden, Turkey) can be attacked, too.
If their territories are not taken completely, they will hand over their remaining territories and units.
Brazil passes over their remains to Italy or Usa. Spain, Sweden and Turkey to Germany or Britain.
Example: Germany attacks Turkey and takes Istanbul and Western Turkey. Units in Turkey and Eastern Turkey are passed over during Germany placement phase to Britain via Edit.
Remove the units first, change the territory owner and then add all those units back with Britain as their owner.

<a name="Fortress, Fortification, Material, new Factory and CombatEngineer">Fortress, Fortification, Material, new Factory and CombatEngineer</a>


In a territory, owned form the start of the turn you can build one Fort or Factory per turn, if 1 Material and 1 CombatEngineer is present.
If a Fortification is already there, you can upgrade it to a Fortress , if 1 Material and 1 CombatEngineer is present.
Each territory can have a maximum of 3 Forts. When the territory has a factory, Forts can be purchased directly, without Material or CombatEngineer.
CombatEngineers act as normal units. Material can only be used as casualty during defense.
1 Fort/Upgrade or Factory per territory per round. Building for your allies is allright.
If you want to build a new factory, buy one and place it or save PUs and build it with 2 Material and 1 Combat Engineer.
Do all those build actions via Edit during your placement phase, removals included. Material is consumed for these builds, the CombatEngineer not, of course.

<a name="Transports">Transports</a>


Unloaded Transports(Sea or Air) must not be used as casualties during an attack.
Best moved during non combat phase. Transport costs differ from ww2v3 1941, check the unit list.
Loaded Transports can be used as casualties during an attack.

<a name="Unit takeover and the use of the Edit function">Unit takeover and the use of the Edit function</a>



Britain controls units from Canada, Australia, India, Egypt and South Afica automatically.
Germany controls units from Vichy France, DanubeAxis and Finnland and Japan those from Manchuria, however these takeovers has to be edited.
During Germanies Placement phase, open Game->Edit, select add units,add the same units you just produced for VichyFrance,HunRomBul and Finnland to those territories, but now for Germany.
Then hold ctrl and left click on those Units with the red E in this territory and select remove units. Same method for Manchuria-Japan.
The same method has to be used when you want to build a Fortification or upgrade it to a Fortress. Add the new unit, remove the old ones.
Please watch out while doing this and do it correctly.

<a name="Land Lease for Russia">Land Lease for Russia</a>


3 Units can be given as help: Artillery, Armour and Material( Those are Land Lease Units).
Russia can recieve 2 Land Lease Units per round from Britain and Usa( max 4 Units per round). It does not matter where those units are given.
They have to be in an adjacent territory and they must have left 1 movement point, like you would normally move them in.
If those conditions are met, you can edit these units to their new owner.

<a name="Nations, Restrictions and Production">Nations, Restrictions and Production</a>


Chinas movement is restricted to their territories including Mongolia, Tibet, Hainan, Formosa, Korea, Manchuria and Japan. Included SZ 95-99.
Russia is part of the Allies, however no Western Allies units can move into Russias original owned territories(+Western Ukraine,Eastern Poland and Belorussia).
Active Neutrals are restricted to their own territory, they never attack.
Some nations are less advanced in production, which results in 2 diffrent production frontiers.
Nations with full productivity are: Germany, Russia, Japan, Britain, Canada, Australia, Italy and Usa.
All others have simple production.

<a name="Canals">Canals</a>


Your side has to hold the territory from start of the turn to allow passing through it. They are marked with red lines.
Suez Canal: Cairo and Sinai
Panama Canal: Panama
Strait of Gibraltar: Gibraltar
Copenhagen Sea Minefields: Copenhagen, Copenhagen:Denmark
Phillippine Canals: Luzon:Phillippines Islands, Phillippines Islands:Phillippines
Strait of Malacca: Maylay:Sumatra
Dardanelles: Istanbul:Western Turkey

<a name="Problems,Bugs and Improvements with the next TripleA release">Problems,Bugs and Improvements with the next TripleA release</a>



The next release should support unit takeover for more than 1 nation, so Edit for Germans and Japans minor allies should be automated, like it is for Britains minor allies.
Naval- and Airbases will be improved, and I plan to integrate them.
Technology will be improved and I plan to integrate it, as well as the new AirTransports.
Paratrooper tech currently causes problems like Armour move through enemy territory without combat, but units are present. Therefore disabled.
Paratroopers can only be moved into combat while airdrop, this will change with new AriTransports and the "Armour move" problem will be solved.
If you find additional strange things, please let me know.

<a name="I want to help and To Do List"><b>I want to help and To Do List</b></a>


<b>
Suggestions, critisicm, feedback, balance issues and error reports are very welcome, please post them in the Triplea-Maps and Mods-Total World War thread.
Sea Zone names like in ww2v3 1941 need to be done. Relief Tiles for Land and Sea would be nice. Some nice decorations, too.
If you can contribute, post it in the thread and if I like it, I will integrate it.

National Objectives will be overworked and integrated.
Victory Conditions based on Victory Cities and Economic Victory(will be possible for v3 soon).
All those things i probably have forgotten.</b>

<a name="Mods of this map">Mods of this map</a>



If you want to use this map for your own mod, it is ok, but I want to be named as the creator of the map.
Additionally it would be nice to let me know about it.

<a name="Many Thanks to"><b>Many Thanks to</b></a>


<b>
Sean Bridges, ComradeKev, Veqryn, Squid Daddy, Kevin Moore, Wisconsin, Bung, all Admins, and everyone else who contributes time, work or money to this great community.

<a name="Special Thanks to">Special Thanks to</a>



The unknown Unit Designers,Red Army, Hepster, Axisgeneral and my patient Girlfriend.


Thanks for reading and have fun with it.

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