The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

[Twilight Struggle] Game 4 - Host Vs. Host (Farangu Vs. Iron Weasel) - ON HOLD

stever777stever777 AFK most SaturdaysRegistered User regular
edited May 2013 in Critical Failures
pic470784_lg.jpg

“Now the trumpet summons us again — not as a call to bear arms, though arms we need, not as a call to battle, though embattled we are — but a call to bear the burden of a long twilight struggle...” —John F. Kennedy, Inaugural Speech, January 1961

In 1945, unlikely allies slew the Nazi beast, while humanity’s most devastating weapons forced the proud Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, now stood only two. The world had scant time to sigh relief before a new conflict threatened. Unlike the titanic conflicts of the preceding decades, this conflict would be waged primarily not by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors.

Overview:
Twilight Struggle is a two player game simulating The Cold War, where the players assume the role of the two remaining superpowers; The USA and the USSR. The game takes the viewpoint that all other countries are just staging grounds and battlefields between the two, subject to their Influence and backdrops to bloody Coups. Players manipulate historical events to their advantage, or their opponents disadvantage, to further their spheres of influence.

Object:
The main determination of the victor is, fittingly, the player that accumulates the most Victory Points. If one player succeeds in obtaining 20 Victory Points, they immediately win the game.

There are also a few ways the game can end without Victory Points; please see Ending the Game, below.

Rules Stuff:
The game is played over 10 turns. Each turn, a player is dealt a number of cards to bring their hand up to 8 cards in turns 1-3, and 9 cards in turns 4-10. These cards can be used in one of a few different ways; they can be used to bring about the event listed on them, i.e. Cuban Missile Crisis, UN Intervention, etc. These cards also have a value on them, from 1 to 4, that demonstrates their resources that could instead be used to perform Operations around the world. This is called their Ops Value. Finally, if a player wants to, they can instead use a card to further their progress in the Space Race between America and Russia, which could provide both Victory Points and extra abilities.

Players alternate playing these cards between the two of them for a variable number of rounds, with the typical result being each player having one card left in their hand. After that, various upkeep duties are performed, and the next turn proceeds in the same fashion, until the end of Turn 10. After Turn 10 is ended, a Final Scoring is taken; the control of every region on the globe is judged, with more control awarding more Victory Points. As before, the player that ends with the most VP’s is the winner.

Turn Structure:

DEFCON:
“Strange game. The only winning move is not to play.”
—“Joshua” the N.O.R.A.D computer from Wargames


The first thing done at the start of each turn is to increase the global DEFCON (Defensive Condition) status one closer to 5, or world peace. Certain player actions and cards played during the round can bring this number down, or closer to war. The lower the number is, the more restricted military actions will be. If the active player does an action or plays a card that would lower the DEFCON to 1, the world is unable to handle the tension, and erupts in nuclear war. The player that causes the DEFCON meter to reach 1 automatically loses the game.

Deal Cards:
After raising the DEFCON status, each player draws from a deck of cards, to a hand size of 8 (in Turns 1-3) or 9 (Turns 4-10). Each of these cards represents an Event they can turn to their advantage. As the Cold War progresses, more cards are added to this deck, to represent additional developments and twists of fate. Turns 1-3 represent the Early Years of the Cold War. At the end of Turn 3, players have reached the Mid Years of the Cold War, and more cards are shuffled into the draw deck to represent that. At the end of Turn 7, the war enters its Later years, and more cards representing that are shuffled in then. When there are no more cards in the draw deck, the discards are shuffled to make a new draw deck.

Headline Phase:
“Do you, Ambassador Zorin, deny that the USSR has placed and is placing medium – and intermediate – range missiles and sites in Cuba? Yes or no? Don't wait for the translation! Yes or no?” — Adlai Stevenson, U.S. Ambassador to the United Nations

Public perception carried significant weight in this conflict, and much effort was made to control what the people read in their newspapers. This is represented by the Headline Phase. Each player selects an event from their hand that they would like to see occur. Both players play their card simultaneously. The card that has the highest Ops Value occurs first. This phase ensures that players do not just concern themselves with Operations, but that Events are played as well.

Action Rounds:
After the Headline Phase, the players enter the meat of the game: The Action Rounds. Starting with the USSR, each player chooses one card from their hand, then decides how best to use it. Here’s how most cards break down:

carduu.png

The center part is the name of the card. The top bar tells you what phase of the war it occurs in. The “3" in the star to the left tells us that the card is worth three points when used for Operations, and since the star is red, that this card favors the USSR Blue favors US, and stars with both colors favor neither. Note that some cards have an * and underlined text. Cards with underlined text have certain effects that continue to persist until they are cancelled later on. Cards with an * that are used to play an Event are permanently removed from the game, so be careful to maximize their impact. Some cards are prerequisites for others later on, and some cards cancel others out. There are also certain cards that can immediately begin tallying the amount of control for each superpower in a particular region. There are three main ways to use a card: For the Event, for Ops, and for the Space Race.

Event:
A card can always be played so the Event text can occur. Going back to the Warsaw Pact card, the USSR player can play the card for its Event, and can begin to manipulate the influence of Eastern Europe. It remains in play because it enables the play of the NATO card later on. If this card is used for its Event, since it is marked with an *, it is removed from the game as soon as its effects are no longer in play(in this case, when the NATO card is played).

Operations:
A card can also be used to perform Operations. In this case, the player has a number of Ops points equal to the Ops Value of the card to perform Operations. A player can spend these points to either spread influence, Realign countries to their view, or perform Coups to radically change countries’ allegiances. You must spend all of your Ops points on ONE of these choices. You cannot mix and match.

Influence:
“Everyone imposes his own system as far as his army can reach.”
—Joseph Stalin


Each country on the map has a number next to its name. This is the country's Stability Number. If a superpower has a number of influence in a country at least equal to its Stability Number, AND the difference between your influence and your opponent’s influence is equal to the Stability Number, you control that country. Ex:

belgiumplain.png

Bulgaria has a Stability Number of 3. If the USSR has 3 influence in the country and the US has none, then the USSR controls Bulgaria.

belgiumussr.png

If the US then places 2 influence in Bulgaria, the USSR no longer controls Bulgaria, because they don’t have enough influence to cover the difference(Base Stability of 3 + US influence of 2 = required influence of 5 to control Bulgaria).

belgiumcontest.png

It costs 1 Ops point to place 1 point of influence in a country that is uncontrolled, or controlled by you. To place 1 point of influence in an enemy-controlled country, it requires 2 ops points. Going back to the Warsaw Pact example, the USSR decides to use it to place Influence. He places 1 influence in West Germany to begin his takeover of the American-controlled country. It costs 2 points to do so. With one point left, he solidifies his hold on Syria, by spending the remaining point to gain 1 influence there. You can only place influence in a country if it contains, or is adjacent to a country with friendly influence markers at the start of this action round, unless an Event tells you otherwise.

Realignments:
Realignment rolls are used to reduce enemy influence in a country. To attempt a Realignment roll, you don’t need any of your influence in a country, although it helps you be more successful. It costs 1 Ops point to attempt a Realignment roll. Each player rolls a die, and the high roller may remove the difference between the rolls from the opponent’s influence in that country. Ties are considered a draw. There are modifiers to the rolls, as follows:

+1 for each adjacent controlled country

+1 if you have more influence in the target country than your opponent

+1 if your superpower is adjacent to the target country


Although Realignment rolls can reduce your opponent’s influence, they can never add your influence to a country.

Coups:
A Coup represents operations short of full-scale war to change the composition of a country’s government. You do not have to have any influence in a country to attempt a coup, although your opponent must have influence there. To perform a Coup, roll a die and add the Ops Value of the card played to enable it. If your total is greater than double the country’s Stability Number, your Coup is successful, and you reduce your opponent’s influence by the difference. If that takes your opponent’s influence to 0, you place your influence in the country to round out the difference. Ex. Iran’s Stability is 2, and the USSR has 3 influence there. The US performs a Coup with a 3 Ops Value card. Their roll is a 5, total of 8 with their added Ops Value. 8 > 4, so the Coup is successful. The USSR loses all three influence, and since there is still one point unaccounted for, the US gains a point of influence in Iran.

Certain countries find themselves a more desirable target than others. These countries are called battleground countries, and are distinguished by their name bar being in purple.

battleground.png

If a battleground country is the target of a coup, the world notices, and the DEFCON track is decreased by 1. Also, when a card is played for a Coup, you move your marker down the Required Military Operations track a number equal to the Ops Value of the card used. More on this later.

One last note about Operations: If you play a card for Operations and the Event listed is associated with either both players or just yourself, it does not occur. But if you play a card for Ops, and it is associated with your opponent, it does occur. So going back to the Warsaw Pact card from before, if the US played it for Ops, they would have 3 points to spend, but the USSR Event occurs, and they get to alter influence. Some conditions for this:
- Current player always decides whether the event happens before OR after Operations are done
- If the opponent's event is dependent on a prerequisite card that hasn't been played, the Event is not triggered, and is discarded as normal
- If the opponent's event is prohibited by a previously played card, Operations take place, but the Event does not, and the card is discarded as normal.
- If the opponent's event is triggered, but results in no effect, the card is considered played and removed from the game.

Scoring:
Certain cards have no events or Ops points, but instead are Scoring cards for a particular region.

asia-scoring.jpg?w=640

Scoring cards can NEVER be the last card held in your hand at the end of a turn. When a scoring card is played, players calculate how much influence they have in countries in that particular continent. There are three levels: Presence, where you have control of at least one country in that continent; Dominance, where you control both more normal countries and battleground countries in that continent than your opponent, and Control, where you control both more countries than your opponent, and ALL of the battleground countries. These scoring cards can often provide a large and sudden influx of VP's to a player.

Space Race:
Ops Points may be spent by a superpower to move its marker further down the Space Race track, instead of for Operations or Events. To do so, discard a card with the number of Ops points required, as listed on the track(typically at least 2 points are required). You then roll a die, and if you roll in the range listed on the track, you advance your marker. Players may only use one card per turn for the Space Race. There are some spaces on the track that offer VP rewards of two different amounts: The first person to get to that space gets the higher VP reward. Other spaces on the track offer upgrades and rewards, but again, only to the first player to reach that space. Should the second player reach that space as well, the special effect is immediately cancelled. The Space Race is often used as a “safety valve”, to dump events that would be of great value to your opponent and keep them from getting played.

Check Military Status:
“Restraint? Why are you so concerned with saving their lives? The whole idea is to kill the bastards. At the end of the war, if there are two Americans and one Russian left alive, we win.” —Gen. Thomas Power, U.S. Strategic Air Command

The superpowers did not want to be seen as weak, and were constantly toeing the line being effective, and keeping the war from becoming “Hot”. If the DEFCON marker is on anything other than 5, Coup and Realignment rolls are not allowed in certain countries:

DEFCON 4: No Coups or Realignments in Europe
DEFCON 3: No rolls in Europe or Asia
DEFCON 2: No rolls in Europe, Asia, or Middle East

If, when this phase comes up, your marker on the Required Military Operations Track is not at least as far as the current DEFCON status, your opponent gains a number of VPs equal to the difference.

Ex. After this turns actions, the DEFCON marker is at 4. US has played 4 Ops points worth of military operations, but USSR has only played 1. Therefore, the US gains 3 VPs.

The China Card:
China’s large role in the Cold War is abstracted through the China Card, that starts the game with the USSR. The China Card does not count against your hand limit. Playing The China Card counts as one of your Action Rounds. After playing it, it is handed to your opponent, face down. After checking Military Status, the China Card is flipped face up, and is ready for use next turn. The China Card may not be played during the Headline Phase.

Ending the Game:
There are a few ways the game can end before the end of Turn 10:

If one player causes the DEFCON track to reach 1, they lose.

If one player plays the "Europe Scoring" card and is found to be in Control of Europe, they win. A player controls a Region if the controls more countries there than his opponent and also controls ALL the Battleground countries in the Region.

Starting in the Late War, a card called "Wargames" is available to be drawn. This event immediately ends the game after giving the other side 6 VPs.

If one player gets 20 VP’s, they instantly win.

If none of these occur, a Final Scoring occurs. Every region is scored as if its scoring card had just been played. Add 1 VP to the player currently holding the China Card, and determine which player has the most VPs. That player wins the game.
designall.dll?rlvnet=1&realview=113381087925757000&design=f13bc34f-7dc4-4923-809c-d2193b59bd91&size=[24.0000%2C24.0000]&media=value_posterpaper_matte&pending=false&pdt=zazzle_print&max_dim=512

Hosting Android: Netrunner - Thread 2: The Revenge

The Black Hole of Cygnus X-1
stever777 on
«13

Posts

  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    This game will follow the Farangu Format (TM) and take place on a VASSAL game being run on my computer. I’ll keep your hands on my VASSAL game, and PM you your hand at the start of each new turn. You can declare your choice of Headline event in PM, but all other actions should be posted in the thread.

    The OP/SP contain everything you need to know to play, but for those who prefer an encyclopedic knowledge of the rules, the full Rule Book is available online.

    For people who want to learn basic strategy.

    The starting map:

    1twilightstrugglemap.jpg

    This game WILL be using the optional cards.

    Soviets: Farangu

    Americans: Iron Weasel

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    This game will be for the 2 hosts we have, @Farangu & @Iron Weasel.
    Since Farangu brought us this game, he will choose which side he wishes to play.

    No advisers, no help.
    Just head-to-head nuclear action!

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Stever, you are a Golden God.

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Also, Farangu is going to kick my ass. But I am ready!

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Ha

    Nice.

    I will take the Soviets.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    America!
    FUCK YEAH

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    1 in Yugoslavia, 1 in E. Germany, 4 in Poland.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Farangu's so bad that he doesn't even need to see his hand!
    Two can play that game!

    4 in West Germany
    3 Italy

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • stever777stever777 AFK most Saturdays Registered User regular
    Headlines chosen. U.S. has higher Ops so U.S event goes first:

    red-scare-purge.jpg?w=640

    Sparked by fears that the “enemy is among us,” the “red scare” hit its apex with Senator Joseph McCarthy, and the hearings on “Un-American activities” in the House of Representatives during the 1950s. Soviet purges were a notorious aspect of power transition within the Kremlin. However, Stalin was the true master; 12 million people were imprisoned in his camps at the time of his death in 1953.

    Soviets enter a Red Purge era. All ops values of cards played by U.S.S.R. this turn are lowered by one, to a minimum of one. This DOES affect whether or not you can send a card to space. No map change.


    vietnam-revolts.jpg?w=640

    Ho Chi Minh tried repeatedly to enlist the aid of the Truman Administration for independence. His letters never received a response. The French government, with support from the US and Britain, attempted to reestablish its colony in Indochina. The attempted was doomed and would lead to disaster at Dien Bien Phu.

    Event occurs. Influence is placed and U.S.S.R gains +1 to Ops if all points are spent in Southeast Asia.


    Map:

    1twilightstrugglemap.png

    Sovet Action Round 1.

    REMINDER: If you choose to use your card for Ops, ALL of the points must be spent on the SAME ACTIVITY (Spread influence, realignments or coups).

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Senator McArthy is a hero of the American people!

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    I fear no purge. I am the Soviet every man!

    Socialist Governments for Ops, to Coup Iran.

  • stever777stever777 AFK most Saturdays Registered User regular
    That card just creeps me out.
    He looks like he's getting kissed on both cheeks!

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Everyone loves Senator Joe! He keeps us safe from the Reds!

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • stever777stever777 AFK most Saturdays Registered User regular
    socialist-governments.jpg?w=640

    Beginning with the end of the Second World War, the US was challenged by democratic leftist movements within its sphere. Italy, under de Gasperi, was particularly contentious with communists and socialists participating in government. The CIA funded an extensive propaganda program against these movements. Socialist governments would be the topic of concern again during the 1960s in France, and with left-wing labor party in the UK.

    * Soviet changes DefCon to 4.
    * No coups or realignments in Europe.
    * Soviet Die = [5] *** <Soviet>
    * Soviet changes Soviet Military Ops to 2.
    * Removing 1 American Influence from Iran.
    * Adding 2 Soviet Influence in Iran.
    U.S. Influence in Iran was decreased from 1 to 0.
    Soviet Influence in Iran was increased from 0 to 2.

    American Action Round 1.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    NATO for Ops.
    +3 influence in France
    +1 Lebanon

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Europe Scoring.

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Ha, I thought you were going for that. Swapsies!

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    High five!

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Formosan Resolution for Ops. Coup South Africa.

  • stever777stever777 AFK most Saturdays Registered User regular
    nato.jpg?w=640

    The second part of the US strategy to rebuild Europe, the North Atlantic Treaty Organization (NATO) became synonymous with the West’s opposition to the Soviet Union. An oft repeated maxim for NATO’s purpose captures it nicely: “NATO was created to keep the Soviets out, the Americans in, and the Germans down.”

    Influence placed.

    asia-scoring.jpg?w=640

    While Europe may have been the object of the Cold War, Asia was the battleground. From the Chinese Civil War, to the Korean War to Vietnam and Afghanistan, Asia was the place where the Cold War came closest to growing hot. For this reason, Asia is the second most significant region for scoring.

    *** Soviet plays Asia Scoring Event ***
    * U.S.S.R. has Domination in Asia for 7 VPs.
    * U.S.S.R. Controls 1 Battleground countries in Asia.
    * U.S. has Presence in Asia for 3 VPs.
    * Soviets gain 5 VPs.
    * Soviet changes VPs to 5 Soviet Victory Points.

    europe-scoring.jpg

    Some Cold War historians view the entire struggle, costing millions of lives, untold trillions of dollars, and conflict around the globe, as a struggle for the future of Germany. While that view may be too myopic, it is clear that Europe always remained in the forefront of strategy and emphasis. Defeat in Europe ultimately meant defeat in the Cold War.

    *** American plays Europe Scoring Event ***
    * U.S.S.R. has Presence in Europe for 3 VPs.
    * U.S.S.R. Controls 2 Battleground countries in Europe.
    * U.S. has Domination in Europe for 7 VPs.
    * U.S. Controls 3 Battleground countries in Europe.
    * U.S. gains 5 VPs.
    * American changes VPs to 0 Victory Points.

    formosan-resolution.jpg?w=640

    Reacting to the “loss of China” the United States Congress extended to President Eisenhower open ended authority to defend Taiwan—technically known as the Republic of China on Taiwan—with military force. The resolution came at a time when the United States faced challenges from the People’s Republic in Indochina as well as the Korean peninsula. Effectively, Taiwan sat under the US nuclear umbrella, and the balance of power within the Taiwan Straits would now remain a question of strategic importance to the United States.

    *** Soviet plays Formosan Resolution* Event ***
    * Taiwan Battleground country for scoring.
    *** Soviet plays Formosan Resolution* for 1 Ops.
    * +1 Op in Southeast Asia (Vietnam Revolts).
    *** Soviet initiates coup in South Africa with 1 Ops.
    * Soviet changes DefCon to 3.
    * No coups or realignments in Asia.
    * Soviet Die = [3] *** <Soviet>
    * Soviet changes Soviet Military Ops to 3.
    * No change in influence in South Africa.


    Map:

    1twilightstrugglemap.png

    American Action Round 3.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Whoops, forgot south africa was a 3 country

  • stever777stever777 AFK most Saturdays Registered User regular
    Well, with that roll & only 1 Ops, it would've had to be a 1 country to have an effect.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Yea, my bad. Enjoy your essentially free turn, America!

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    UN Intervention + De Gaulle
    Coup Iran

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Desired foreign policy:

    soviet-march-o.gif

    Current foreign policy:
    frame_0000.jpg

  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited May 2013
    Blockade for event.

    Farangu on
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Also a note: I'm going out of town tomorrow for a few days for business. I'll try to keep up, but it may be very sporadic until Thursday.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Argh, good play.

    I got no cards worth 3+ Ops, so goodbye W. Germany :(

    At least I got scoring out beforehand.


    Arab Israeli War. Ops first.
    +2 Jordan.

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Yea I figured you had one of my cards worth three or more, so I just waited for the right time.

  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    un-intervention.jpg?w=640

    The United Nations remained generally unable to influence the struggle between the superpowers due to Security Council veto power throughout the Cold War. However, it occasionally stood as a gauge for world opinion, and could mediate in stalled conflicts throughout the Third World. It was also the backdrop for a number of quintessential moments of the conflict, including the Soviet Korean War walkout, the “We Will Bury You” speech, and of course, the Cuban Missile Crisis—don’t wait for the translation Mr. Zorin!

    de-gaulle-leads-france.jpg?w=640

    Founder of France’s Fifth Republic, De Gaulle’s role during the Cold War is generally viewed through the lens of his second presidency. While still a western ally, De Gaulle attempted to establish France as an independent voice within the confines of the western camp. He developed an independent nuclear deterrent, withdrew from NATO’s unified command structure, and criticized US policy in Vietnam. He also pursued increased trade and cultural relations with the Soviet Bloc. He sought in all things to restore France to her former place of greatness in world affairs.

    *** American plays UN Intervention Event ***
    American player must select card to play for Ops.
    *** American plays De Gaule Leads France* for 3 Ops.
    *** American initiates coup in Iran with 3 Ops.
    * American changes DefCon to 2.
    * No coups or realignments in MiddleEast.
    * U.S. Die = [1] *** <American>
    * American changes American Military Ops to 3.
    * No change in influence in Iran.

    blockade.jpg?w=640

    The Soviets attempted to increase pressure on the Western allies to dissuade them from creating an independent “West” German government in their zones. The primary pressure point was a blockade of West Berlin. In response, the UK and US launched the Berlin Airlift, which at its peak during the “Easter Parade,” had a cargo plane landing in Berlin every minute.

    *** Soviet plays Blockade* Event ***
    U.S. Influence in W. Germany was decreased from 4 to 0.

    korean-war.jpg?w=640

    Sparked by a North Korean invasion across the 38th parallel, the Korean War would be the first war sanctioned by the United Nations. There were 15 nations beyond the US and South Korea with combat forces attempting to defend South Korean independence. MacArthur’s campaign to the Yalu River provoked a Chinese response that reset the war to its starting positions on the 38th parallel.

    *** American plays Korean War* for 2 Ops.
    *** American plays Korean War* Event ***
    * American changes Soviet Military Ops to 5.
    * Die-roll modifier: 0
    * Soviet Die = [4] *** <American>
    * North wins Korean War.
    * Soviets gain 2 VPs.
    * American changes VPs to 2 Soviet Victory Points.
    * Removing 1 U.S. Influence from S. Korea.
    * Adding 1 Soviet Influence in S. Korea.
    U.S. Influence in Jordan was increased from 0 to 2.
    U.S. Influence in S. Korea was decreased from 1 to 0.
    Soviet Influence in S. Korea was increased from 0 to 1.


    Map:

    1twilightstrugglemap.png

    Pretty sure U.S. meant Korean War, not Arab-Israeli War, since they don't have that card.
    Soviet Action Round 5.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Oh dear, that's not what I meant at all.

    I guess I need to pay closer attention to my hand.

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    EXTRA! EXTRA!! -
    U.S "accidentally" provokes Korean War after talking to Jordan, thinking they were Israel!
    How that happens, no one's quite sure!

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    We, uh ... we meant to do that?

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    China card for influence into W. Germany.

  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    EXTRA! EXTRA!! -
    West Germany leans Commie!!
    Korean War distraction blamed!

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Since the Soviets are busy Purging each other, that’s 3 influence in W Germany, right?

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Truman Doctrine for event.
    Reds out of West Germany!

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    EXTRA! EXTRA!! -
    Truman plays hard-ball with Reds!!
    Commie shadow in West Germany removed!

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • stever777stever777 AFK most Saturdays Registered User regular
    edited May 2013
    the-china-card.jpg?w=640

    The People’s Republic of China played a pivotal role during the Cold War. While the PRC’s influence was largely limited to satellites in Asia, the country was important to the uneasy balance of power that ultimately descended upon the post-WWII world. While beginning as an ally of the USSR, China became a counter-balance to Soviet influence in Asia during the later stages of the Cold War.

    Soviet Influence placed in W Germany.

    truman-doctrine.jpg?w=640

    Before a joint session of Congress, the President announced the new Truman Doctrine, ushering in an era of intense intervention on behalf of states with liberal economic and political institutions. Truman stated “I believe that it must be the policy of the United States to support free peoples who are resisting attempted subjugation by armed minorities or by outside pressures.” The Truman Doctrine was prompted by the United Kingdom’s withdrawal from its traditional great power role in the Near East. The immediate effect of the doctrine was a massive influx of military and economic aid to Greece and Turkey.

    Soviet Influence removed from W Germany.
    Soviet Action Round 6.

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
Sign In or Register to comment.