Added TripleA compatibility.
Great War 1914-18
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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?
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I have no idea because i don’t visit that site. Mine should be completely different unless somebody lifted the ideas. For this i had nothing to go on except a very loose interpretation of IMP games :Great War





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












