I’d prefer no air combat rule.
Great War 1914-18
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is mediafire dead?
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no. links work fine
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http://www.mediafire.com/?w3qzzmiknz0
another file… made many aesthetic changes to improve the map
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IL,
do have a recomended way to print this map, like how many peices it should be and at what percentage.
also what additional peices are needed most in order to turly capture the period. I dont want to have to buy all the historically accurate wolrd war 1 ships, but i also see the need for bi-planes and early tanks
in general what do you recamend for putting toghether a complete game.
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also, what do you think about updating the rules so they are more in concert with AA50 in regards to the naval units and stratigic bombing and the like
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OK ill get it done. A beer and pretzel version of these rules.
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ok i recommend the following:
First goto www.toysoldierreview.com and look at all the WW1 stuff
Then goto www. MIchigan toy soldier and buy one set of each (total of say 5-6 sets)
Italy and USA can be repainted American or British
Ottomans are available or you can repaint German leftovers.
Then buy table tactics for the tanks: Central powers
for planes your only recourse is metal biplanes from vapor tails 1/700 scale ww1 ( www.brookhurst hobbies)
for zeppelins goto navwar and buy a few of them.sea mines and blimps can be proxyed with tokens that i can make.
rail guns are available from peter pig 6 MM, but i prefer using those diplomacy metal pieces they use for artillery.
leaders are token based.
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thx
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http://www.mediafire.com/?y2fwktwmz3l
ok here is the adjusted map file using AA50 ideas, where applicable.
rules coming up
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that was pretty quick, thanks alot
why does armor have 2 moves now though, i dont think of wolrd war 1 armor as moving very fast.
i dont think all the units should have the same values as in AA50 i like how artllery is different and infatry is cheaper.
I just thought the way concepets were represented in AA50 and your games should be the same.for instance damage tokens should be used in both games, and subs should be weaker on defence than attack and trasnports dont particpate in combat.
anyways nice drop and i look forward to the rules
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Well the rules are not finished. Tanks need to move 2 like Cavalry because the extra space is needed because of the many territories and ability to redeploy from different fronts is needed.
Tanks are tech units and they act to remove the entrenchment bonus for infantry, which makes offensive operations work much better.
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@Imperious:
Well the rules are not finished. Tanks need to move 2 like Cavalry because the extra space is needed because of the many territories and ability to redeploy from different fronts is needed.
Tanks are tech units and they act to remove the entrenchment bonus for infantry, which makes offensive operations work much better.
well sure, but everythink is moved by rail so why do tanks get the bonus
second thought , since their were so few tanks it would problaby be hard for the enemy to know exactly where your tanks were so i guess it makes sence that you can move them quickly to different sectors of the front.
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Rail is also simulated in the rules. Units may move from any space in home nation to another during NCM. Your allies using rail have to stop at border, then move across on turn and continue to rail.
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final rule file:
http://www.mediafire.com/?aammzafmnho
ok here is the closest thing to AA that this game can get. enjoy.
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Leader units: 1 inch square ( as per rules)
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bump.
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IL do you have Zepplins in your game?
UK tanks only; French? American? or German tanks too?
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IL do you have Zeppelins in your game?
UK tanks only; French? American? or German tanks too?
yes to all depending on when they came historically. Tech is automatic, not researched. So strategies constantly change to employ the best use of them.
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How does this game compare to one on the TripleA site?