Axis   Allies   Soviets   Minor Allies   Minor Axis   Neutrals   Independents
Map does not include America

 

 BRIEFING AND OBJECTIVES

ZWK is different from other WWII scenarios in that it is a Civ2 scenario with a WWII theme and not a WWII simulation using the Civ2 game engine. So this is not your typical tactical battle type scenario and is suitable for players who are not war scenario enthusiasts. You could say that the purpose of the scenario is to discover which other ways WWII could have unfolded if different personalities were involved. Another departure from other war scenarios is the emphasis on research.

ZWK was designed to allow both single player and multi-player games. So do not expect any events or programing to ensure that the War takes its rightful course and there are no free units to beef up the AI. There are also practically no restrictions on negotiations or the transfer of technology. However the map, tech tree and the political cum military balance is such that it steers the players towards the initial phases of the War simply for the sake of maximizing their chances of winning. The Axis are overwhelmingly powerful at the beginning and get weaker and weaker (on a relative basis) as the game progresses. So the aim of the Allies  is to slow down the Axis until they can build up a good tech advantage and a war economy. Conversely, The Axis needs to get as much territory before this happens to negate its innate disadvantages.

 

 SINGLE PLAYER GAME

In a single player game, you should play as the Axis. The Allies are a possible alternative. ZWK is purposely made to be flexible and the scenario is mainly constrained by the human player's actions. It up to the player to choose if he wants to follow the original couse of the war. The AI players will exhibit the correct behavior as long as you do.

Let me give you an example. If you play as the Allies and are nice to the Minor Allies, they will stay allied with you throughout. If YOU demand a tribute every turn, they will eventually give up and fight you. There is nothing wrong with the AI, YOU have simply chosen to play the game this way.

 

 MULTI-PLAYER GAMES

If there are two human players, they should play as the Axis and Allies. The goal of the Axis is to capture London and Moscow while the goal of the Allies is to capture Berlin. If  the Soviets reach Berlin before the Allies, then both players lose. (It is also possible to play an Allies/Soviet race to Berlin-my favourite.)

If there are three human players, the third player should play as the Soviets and the same goals apply. The only difference is that if the Soviets reach Berlin before the Allies, then the Soviet player wins.

If there are four human players, the third and fourth player should play the Minor Axis and Minor Allies. This combination is a team scenario and the minors have to stay allied withtheir respective partners till the end. Any victory is a joint one and once again if the Soviets reach Berlin before the Allies, then all players lose.

The five player game is the same as the four player game except that the fifth player plays as the Soviets. As with the three player game, if the Soviets reach Berlin before the Allies, then the Soviet player wins.

 

 SECONDARY OBJECTIVES

If a decisive victory is not achieved in the first half of the scenario, it becomes imperative to capture the secondary objectives. Doing this will disable key advantages for the Axis and Allies.

The city of Ploesti is a secondary objective for the Allies. When Polesti is captured, it makes the Guderian's Academy Wonder expire and Axis units will no longer be veteran units.

Port Said is a the secondary objective for the Axis. When the Port is captured, the Allied After Depression Wonder expires and all city improvements costing one will no longer be free.

 

 HOUSE RULES

The Allies cannot declare war on anyone except the Minor Axis and Soviets (they will be perpetually at war with the Axis). If the other power declares war, then the restriction for that power is lifted.

Bombers (does not apply to ground attack aircraft) cannot land on carriers. Carriers also should not carry torpedoes. By the same token, V1/Fritz-X cannot be carried by U-boats. But they can be launched from carriers.

Torpedoes should not be used on land. They cannot attack land targets anyway. You can move them from a sub onto land but you will need a commando batallion to move them back into the sub. DO NOT fire torpedoes from a city unless you have a U-boat within.

There is a stupid bug in the game engine which allows you to take any advance the AI player has after the AI has agreed to trade a specific advance with you. Do not choose any advance other than the one offered - this is considered CHEATING and besides it will spoil the game.

Do not rename any cities as some of them are required for events to occur.