Alternative World War II (Version 1.10)
*Fictional*
This scenario can be played against a programmed opponent, but I don't know how well it will
be able to work in this scenario.

Date: 1st September 1939- 22nd May 1946
Length: 350 Turns
Units: 585+850 (1435)
Scale:
Time: Full week turns
Unit: Regiment/Division/Corps
Map: 50km per hex

Unit Colours:
Communist:
Soviet: Red on Red
Chinese: Green on Red
Spanish: Green on Yellow
Finnish: Grey on White

Allied:
(Where two colours are given: Normal/post capitulation)
British: White/Light Brown on Brown
British Indian: Light Grey on Brown
Canadians: Blue on Brown
Egyptians: Brown on Brown
South Africans: Black on Brown
British Africans: Green on Brown
British Mediterranean: Dark Grey on Brown
German: White on Grey
Czechs: Grey on Grey
Austrians: Black on Grey
SS: Black on Black
French: Blue/White on Blue
French Africans: Red on Blue
French Middle East: Brown on Blue
Polish: Red/Grey on Light Blue
Italians: Yellow on White
Italian Africans: Blue on White
Norwegian: Beige on Light Brown
Danish: Blue on Light Blue
Turkish: Yellow on Light Brown
Rumanians: White on Dark Grey
Bulgarians: Green on Dark Grey
Hungarians: Black on Dark Grey
Serbs, Slovenes and Macedonians: Blue on Light Brown
Croats: Light Blue on Light Brown
Bosnians: Red on Light Brown
Greeks: White on Light Brown
Belgians: Dark Blue on Light Brown
Dutch: Green on Light Brown
Portugese: Blue on Yellow
Swedes: Beige on Light Blue
Americans: Blue on Green
Irish: Black on Green

**********************
Significant Events:
Weather:
Every year there are warm fronts within two weeks of the beginnings of April, June and 
August, and cold fronts within two weeks of the beginnings of October, December and 
February.
Reinforcements:
Each Infantry Corps or army begins with 3 units, with the exception of the Polish army 
(4 divisions per corps), the Soviet armies (6 Infantry, 1 Cavalry, 0/1 Motorised) and some corps 
and armies that arrive late in the game, which are complete.
Each Armoured Corps begins with 2 Armoured Divisions, with the exception of the Italian 
Armoured Corps (4 Divisions).
Each Cavalry Corps begins with 5 units
Every Corps or Army ends with 5 units, with the exception of the Italian Armoured Corps (8 
units), the Soviet armies (12 units) and some small nations and some colonial forces.
Every naval power except the USSR gains 1 naval unit in 1942 based on that nations war 
construction.
Additional reinforcements (Communist):
2 Soviet Armies: Turn 78-143
2 Chinese Armies: Turn 104-214
(Allied)
1 Canadian Corps: Turn 26
1 British Colonial Corps: Turn 39-65
1 South African Corps: Turn 39-65
2 Indian Corps: (When Chinese troops arrive)
1 French Colonial Corps: Turn 39-65
2 Italian Colonial Divisions: Turn 39-65
10 US Infantry Corps: Turn 52-78 (Gradual)
2 US Armoured Corps: Turn 52-78 (Gradual)

Replacements for both sides increase by 10% every six months for the first 4 years of the 
war. All formations are up to full strength within 50 months of their appearance.

Nation, Turn of Entry into war, replacement percentage (All taken to be supplying arms from 
the start), supply proportion.
Communist countries are marked with an * (Note that 5% of Communist replacements, and 1% of 
Supply come from China and that 3% of communist supply comes from Eastern Russia).
*Soviet Union: Turn 1,90%,22%
Poland: Turn 1,10%,2%
Germany: Turn 3,22%,5%
France: Turn 12,14%,4%
Britain: Turn 12,15%,4%
*Spain: Turn 16,5%,2%
Portugal: Turn 16,1%,0%
*Finland: Turn 20,0%,0%
Norway: Turn 20,0%,0%
Sweden: Turn 20,0%,0%
Romania: Turn 24,3%,1%
Bulgaria: Turn 28,1%,0%
Hungary: Turn 28,1%,0%
Yugoslavia: Turn 32,4%,0%
Italy: Turn 32,10%,2%
Belgium: Turn 32,1%,0%
Holland: Turn 32,2%,0%
Denmark: Turn 32,0%,0%
Greece: Turn 36,1%,0%
Turkey: Turn 36,5%,0%
United States: Turn 26-52,26%,5%
Ireland: Turn 40,0%,0%

These are lost bit by bit as major industrial centres are lost- after these cities' names are 
two numbers: replacements/supply

The following are the cities needed to cause surrender of a country's armed forces (NOTE:
not necassarily cities in the country concerned). Also note that these cities have strong
garrisons. The cities chosen are based on the determination to fight of the forces 
concerned, and the direction they are being attacked from. 
Soviet Union: Kazan
Poland: Berlin
Germany: Paris
(Austrians: Munich)
(Czechs: Munich)
France: Nantes
Britain: London
(Egyptians: Cairo)
Spain: Madrid
Portugal: Lisbon
Finland: Helsinki
Norway: Oslo
Denmark: Copenhagen
Sweden: Stockholm
Romania: Bucharest
Bulgaria: Sofia
Hungary: Budapest
Yugoslavia:- the various forces dessert as their respective national capitals fall
Italy: Rome
Belgium: Paris
Holland: Brussels
Greece: Patras
Turkey: Ankara
USA: Nantes and London (ie, both Britain and France have fallen).
Most major militaries (Britain, France, Germany, Italy, Poland and Spain) have some units 
that survive the capitulation of their country. Also each of those countries (Except Spain) 
produces Soviet units upon capitulation.

If The USA is forced out of the war after having enterred it then the Communists win 
immediately.
If the USSR is forced out of the war then the Allies win immediately.

Transport Capacities:
(Note: Rail capacities are only included for the movement of reinforcements to the front.
This could otherwise be a journey of several months)
Soviets:
Sea: 10,000
Air: 2,650
Rail: 2,500
Allies:
Sea: 25,000
Air: 3,000
Rail:
Turn 1: 2,500
Turn 3: 3,500
Turn 12: 6,000
American Arrival: 10,000

**************
Virtual History (The Scenario begins 1st September 1939)
1924: Death of Lenin. Trotsky is the chief mourner at his funeral.
1925: Stalin exiled from Russia
1926: Trotsky established as new Soviet Leader
1927 onwards: Armaments-lead insustrial growth in the Soviet Union.
1931: USSR intervenes in the Manchuria crisis, and quickly wrests control of the province 
from the Japanese. Following threats of war from the West, the USSR hands the province to 
the Chinese communist party.
1932: Fear of the strong Soviet Union causes the German public to elect Hitler with a clear 
majority.
1933: For the first time, Russian troops openly engage Chinese nationalist forces.
1934: Mao Tse Tung undisputed ruler of all China.
1935: Russia gains control of Iran and Afghanistan. Soviet government forces Japan to cede 
Formosa to China.
1936: Abyssinian forces armed by the USSR defeat Italian army. Russia annexes the Baltic 
republics.
1937: Russia invades Finland.
1938: As Soviet troops approach Helsinki, a marxist coup takes control and signs an 
armistice with Russia. Communist forces win the civil war in Spain.
*1 September 1939*: The USSR invades Poland. President Moscicki begs Hitler to intervene. 
At the same time, Russian Forces invade Japanese-controlled Korea, and the Chinese enter 
Indochina.
15 September 1939: German Troops releive Polish lines.
October 1939: Winston Churchill, an outspoken opponent of accepting Communism, recommends 
aiding Germany
December 1939: French forces begin moving East. Britain and France declare war on the Soviet 
Union
January 1940: As French troops leave for the front, Spain invades the South of France. 
Western leaders convince Portugal to go to war with them.
February 1940: Soviet and Finnish troops enter Norway and Sweden.
March-June 1940: One by one the other countries of Europe join in the struggle against the 
Soviet Union.

*******************
Strategy:
The turning point of this scenario is Paris. If the Soviets can take Paris then they will 
have taken out the strongest allied army, and no doubt several others along the way. This 
task should be possible as the Russians have a lot of very strong units to start with, and 
although by the time all of the reinforcements arrive they are outnumbered something like 3 
to 2 on land, and about 2 to 1 in the air, they should be able to get to Paris before this 
happens. But even if Paris is taken, and even if it is not but gains are made in other 
areas, then the game is not over. The Allies should be hard pressed to make any advance once
Paris is taken, until the Americans arrive, and if it is not taken then they may still have 
difficulty pushing back the Russians when their forces are so large.
Therefore at the beginning the Soviets have the option of trying to take as many minor 
nations out of the war as possible, to facilitate reaching Paris, or to go straight for the 
city. If the second plan fails, you may end up with a large part of your army cut off, and 
you would be unable to win. The option of going for smaller objectives first gives you a 
fair bit of extra time; the countries of Eastern Europe could be taken out one corps at a 
time, as they are caught by suprise, and there are 12 formations there, including the 
Austrian and Czech armies. This is the equivalent of the French army. Whatever you do, be 
decisive. Hoverring between these two strategies could very easily leave you facing an 
overwhelming allied army.
For the Allies you begin with limited options because you are in a defensive position. But 
as the scenario progresses you will want to consider alternative theatres, especially as the 
front gets bogged down over the winter. You could try attacking the Russians in the Caucasus 
or in Scandinavia. It's certainly worth considering taking out Spain, since once this is 
done you can move extra forces to your front. The main concern for you is just trying to 
hold off the Soviet forces from as many capital cities as possible until the big armies 
arrive, turn 12 for the French and British, turn 32 for the Italians. With the v1.4 update
Soviet ground forces are almost equal to total allied ground forces (290,000 squads to
332,000), so it is the fact that they have 43,250 Maximum Aircraft compared to 12,200 
Soviet Aircraft that will allow you to advance later in the game.
In the Air the Soviets will want to make best use of their air forces to take out the Allied
air forces as they come up against you, otherwise the allies will have air superiority in 
1940. This basically means hitting Polish airfields as hard as you can until the Polish air
force is crushed. Watch your fighters carefully, they seem to evaporate with even slight
pressure, which can leave your bombers with insufficient cover for a couple of turns.
Allied air force growth:
9/39:600
10/39:2,600
12/39:6,000
4/40:7,600
Soviet Air Force:6,000
The Allied air forces will want to concentrate on protecting their ground forces, since this
is what matters the most, and the Allies get 18,000 American aircraft later in the scenario.

The first few turns:
On turn one the Soviets will obviously push several hexes into Poland. In addition to this
there are a few other options: Invading Turkey, Invading Norway, Invading Rumania, Invading
Hungary or making an airborne landing. I recommend taking as many of these options as
possible, since time is of the essence for the Soviets. For the next few turns you will want
to bring extra troops onto weaker fronts, and to take out as many enemy divisions as possible.
Avoid at all costs bringing in a powerful country before you have to. Once the Germans join
the line you will almost certainly see your attacks start to fail. Don't panic, this is
temporary. The German units are large and strong, but they are very few. After a few turns
they will start to waste and you should have enough units to have a full line when their's
is disintegrating. With a bit of luck by turn 12 the allied line should be full of broken
down and low supplied units, making it less of a shock when the French arrive. In subsidiary
theatres- go straight for the capitals. Countries like Rumania than larger countries with
the advantage of depth have less stomach for war and will capitulate on the fall of their
capital city. Most East-European capitals should be within reach after 2 turns of war with
them.
The Allies have very little to do until turn 3- just try to keep as many of your divisions
alive and complete as you can. The arrival of the Germans gives you some options. Put the
border units into the objective cities and wait for the more distant Korps to fill the rest
of the line. The airborne corps will come under your control at this time as well, and this
gives you the opportunity to go behind enemy lines, but be warned, the Soviets will have no
difficulty overcoming a couple of divisions of paratroopers behind their main armies, so
this is only viable in a subsidiary theatre. In these minor nations you should pull as many
divisions as you can find into any threatened capital city, since there's not much point in
sparing divisions from action if they're going to be withdrawn. In addition, if the Soviet
player captures a capitulation city in his turn, then it is advisable to try and retake it
in yours, since the game will not recognise the city's capture if you hold it at the end of
the turn.

********************
House Rules:
Allied Sea Transport can operate anywhere except the Black Sea and the Barents Sea.
Soviet Sea Transport can only operate in the Black Sea, the Baltic Sea and the Barents Sea 
at the beginning of the Scenario. However, once one country in the Eastern Mediterranean 
capitulates (Turkey, Greece or Egypt), Sea Transport can be made East of hex 40 in the 
mediterranean, and once a Western Mediterranean country capitualtes (Italy, France), sea 
transport extends to Gibralta. Once a North Sea country capitulates (Norway, Denmark, 
Holland, Britain), sea transport extends to North of hex 35 and East of hex 15. And once an
Atlantic country capitulates (Britain, France) then Sea Transit extends over the whole of
the North Sea, English Channel and Atlantic Ocean.
Do not make airborne landings in cities which contribute replacements and supplies that have
not already changed hands.
Obviously it is illegal to disband units just because they are going to be withdrawn. It is
not otherwise illegal to do so.
**********************
Game Variant:
Jack O'Neal's "Fall of Capitalism"
For an (apparently) interesting alternative game, remove the sea transport limitations above
for the soviets for the first four turns- this represents a failure on the part of the allies
to effectively patrol the seas around their countries for the first month. This basically
allows the Soviets to make amphibious landings with their armies stationed in Leningrad, the
Ukraine, Georgia and the Baltic Republics to anywhere they wish. This could simply be
grabbing a port or two slightly in advance of the main Soviet armies, or placing Soviet
troops in Spain, or, as is most dangerous, risking dozens of divisions in trying to bring
about the early capitulation of one of the major nations.

********************
Notes on Scenario Design
Map is translated from Patrick Feyret's "War in Europe" scenario.
OOBs are also from War in Europe with the following exceptions:
Soviet Union: Kharkov Scenario
German: thegamers.net
British: WSC's the Second World War
Romania: South Front Scenario
Bulgaria: South Front Scenario
Italian: South Front Scenario
USA: thegamers.net
Chinese: Northern Burma Scenario

All OOBs have been slightly alterred to fit the scenario. Most Armoured OOBs are improvised.
German Divisions are the smallest around, and only have 300 Rifle Squads on this scale, so I
put German infantry into Corps level units which each represent 3 Divisions.
All land units (except armour) have been approximately halved in size in order to fit, for
example, 1180 rifle squads for a British Division into a single unit (this was when I was
using TOAW vol.1)
Replacement and supply loss cities are based on my knowledge of those cities industry.
Although the Allies can lose 74% and the Communists 95%, replacements will never fall this
low due to the effect of cumulative percentage reductions (90% of 90% is 81%-not 80%). 
This is because I can't be bothered to work out how to get replacements to 0%, and my excuse 
is that this represents small improvised factories either in the countryside or behind
enemy lines. The industry of a nation is neither gained by their conquerors, nor regained
when the country is liberated. The first is as a result of the forces needed to control the
populace are equal to the arms that can be generated by them- with the exception of the
Foreign legion units provided for the Soviets. The second is because there would be little
industry left at this point, and the people would have lost much of the will to fight. 
Part of the supply is returned to the allies on the recapture of Paris, Berlin and Rome. 
These are one-off bonuses and are taken away if the cities are captured by the Communists a
second time. This additional 10% supply is necassary since if the Soviets reach Paris the 
Allies will almost certainly be below 20% supply and unable to stretch far enough in to
Russia when the time comes.

********************
Version changes:
1.01 Late arrival equipment on hand replacements removed
1.02 Post capitulation units added
1.03 Soviet premature withdrawal corrected
1.04 Soviet OOB completely revised. German rail artillery added. Transport capacities alterred.
1.05 Replacement and supply loss revamped. Greek/Romanian/Soviet withdrawal bugs corrected.
1.06 Tried and failed to fix Soviet capitulation bug again
1.07 Finally fixed Soviet capitulation bug
1.08 upgraded for aCoW use (added support and command squads) and also added Swedish armour.
1.09 Borders added (by Dan Cook), Irish Army added as well as small related changes.
1.10 Fixed lots of new Capitulation bugs. What a mess it was.

Scenario Design by Ben Turner 2000
Original Map by Patrick Feyret.
Play-tested by Jack O'Neal and Colin Lowing
Borders lovingly crafted by Dan Cook
Please send responses and suggestions to benturner@maldenhill.freeserve.co.uk
thanks to everyone who has done this so far.

Other Scenarios by Ben Turner (that's me):
Alternative Second World War (no.1) AKA The Second World War another way
Tobruk '42
Leros '43
Burma '44
All are available at www.toaw.thegamers.net