Map:
Rules:
Transport Fleets
- Require 0.5 supply to build (ie. Two per centre owned) but none to maintain
- Both new Transport Fleets must be placed in a supply centre
- Have no strength
- Non-aligned units always capture transport fleets when they move into the same space, and aligned units of other nations may be ordered to capture aligned transport fleets
- There is no limit on how many may be in a space, and they may share spaces with other units
- Units may move to TFs (which may then move) and TFs may convoy
- Armies may retreat to TFs
Alignment
- Countries will be either Communist, Democratic or Fascist
- Draws may only be between countries of the same alignment
- A country may, instead of using a build, collect ‘coup points.’ These cannot be destroyed, but can be given to other countries
- A country may spend 5 coup points to reclaim an SC just before each build phase
- A country can change the alignment of another country to one of their choice, with an optional leader change by spending CPs according to this formula.
CP=((SC+Average))/2+5 - A former leader or/and alignment of a country can be restored (by another country) for 5 CPs
Turns
- The Game is played with Spring, Summer, Autumn and Winter Seasons, with builds after Summer and Winter phased
Events and effects
- numerous events and effects will take place at a time determined by the GM. These will only be told to certain players, although there is one called 'violation of Swiss neutrality'
I am only taking backups and alternative leaders now.
Players:
superplayer (16-23)
Kininvie (6-12)
Cheezits (1)
Raytheruler (6-12)
Feldspar (6-12)
Pokerface (6-12)
Aardvarkarmy (3-5)
Jus (16-23)
mkcontra (3-5, could become 6-12)
mat.gopack (1)
dlbrenner (16-23)
Firestorm (any)
Jstott (6-12)
Thor (3-5)
Ericlgame (3-5, could become 6-12)
Nickjb3 (1)
Bobbill (1)
Jeanphi (6-12)
Luke T (3-5)
Zander_The_great (3-5)
Aethers (3-5)
Backups and alternative leaders:

