So start a new Game Thread and France should dial you in .
I will do it. The Thread
Game History
Round: 12
Puchase Units - Americans
Americans buy 8 infantry; Remaining resources: 0 PUs;
Combat Move - Americans
6 infantry moved from Spain to Bordeaux
1 battleship moved from SZ 7 to SZ 14
3 transports moved from SZ 14 to SZ 2
10 infantry moved from United States of America to SZ 1
10 infantry and 5 transports moved from SZ 1 to SZ 14
3 transports moved from SZ 2 to SZ 1
10 infantry moved from SZ 14 to Spain
Combat Move - Americans
Place Units - Americans
8 infantry placed in United States of America
Turn Complete - Americans
Americans collect 24 PUs; end with 24 PUs
Combat Hit Differential Summary :
That dice in Burgundy… :angry:
US Turn 12 Complete 1914 Game 5.tsvg
Please answer my question:
You talked about how you shouldn’t withdraw from Moscow and avoid the Revolution, if, among other things, the Russian army is too small.
How small is too small? How about 13 infantry, 15 artillery, and 1 fighter in Moscow, and no units anywhere else? Thank you!
@SuperbattleshipYamato said in 1914 TGC (CP) vs. Yamato (Entente), RR, no bid:
That dice in Burgundy… :angry:
US Turn 12 Complete 1914 Game 5.tsvg
Please answer my question:
You talked about how you shouldn’t withdraw from Moscow and avoid the Revolution, if, among other things, the Russian army is too small.
How small is too small? How about 13 infantry, 15 artillery, and 1 fighter in Moscow, and no units anywhere else? Thank you!
I’m having trouble understanding the question. Did I say this in the video? I’ll take a stab at the subject - the Russian player should try to bleed the CP player for as much troops and gear as possible. If they don’t fight, they leave themselves open to death by “bear hug”.
Otherwise, if the CP have fought with the Russians in one or more large, set piece battles, it is most likely in the CP interest to capture all the territories of Russia except Sevastopol and Kazakhstan.
The most useful aspect of the Revolution rule is that it keeps the Russian player near their capital (if they charge off towards the Ottomans or Austria they will be “disappeared” quite quickly by a savvy CP player via the Revolution) and it forces them to defend their capital inefficiently.
From direct messages:
"I’m going to go out on a limb and say - I think you are trying to recreate the example of the Russian army evacuating the capital as is demonstrated in the Russian Revolution youtube video. If you are/were trying to recreate that, here is why I feel very strongly that this move is not good in the game we are currently playing.
the move demonstrated in the video has the CP trying to bear hug the capital - that is not happening in our case as the CP have not hugged the capital - there is no bear hug
in the video, the Russian army is in extremely good shape. for that move to hit max effect, youd want a large russian army on the map - the current russian army is not large as it has fought many, many battles. there is very little to save at this point in the game"
You put other reasons that I have already found to be true.
My question is mainly whether 13 infantry, 15 artillery, and 1 fighter in Moscow count as “very little” or too little to justify escaping to Karelia.
Assuming all the other three points you listed were true.
@SuperbattleshipYamato I can see I am speaking to a specific game we played. I don’t remember the game. If you can find the game and repost here, I can better understand the context.
I’m asking for help on a different game.
My question is simply:
If you’re cornered in Moscow, the Central Powers are trying to do a Bearhug (or at least I assume they are, they have a big army in Livonia and Ukraine) the Revolution will activate if you don’t do anything in this turn, Sevastopol is in Allied hands, and you can withdraw to Karelia, if you have 13 infantry, 15 artillery, and 1 fighter in Moscow, should you withdraw and save the army and give up the capital, or should you stay put and defend to the death in Moscow?
@SuperbattleshipYamato I understand this is a different game. That’s why I was asking for it for reference. I understand that your question is simple. The answer is not. The answer is almost always going to be complex and so that’s why I was asking for the game file.
My answer, without seeing the map, is that “it depends”. I’m assuming the capital is contested. Maybe the CP army in the capital can be crushed by the Russians. Maybe the russians can create a minimum amount of contested zones to put off the Revolution. Maybe its best to give the capital up and race northward into finland and hold out there for as long as possible and drag the CP armies northward and away from the rest of the fighting in the game. I would have to look at the specific health of the Russian army (which you’ve described) and the quantity/quality and position of the CP armies (which you have not described) before I make a judgment call on this.
Sorry that I wasn’t clear.
@SuperbattleshipYamato said in 1914 TGC (CP) vs. Yamato (Entente), RR, no bid:
Here it is:
Okay I see it. I would buy 5 infantry and 1 artillery. For the movement phase, I would send two infantry into Belarus and take everything else and slam it into Livonia. This would avoid the revolution for one more turn and rip up the German army in Livonia. On the AH turn they will likely take the Russian capital. On the subsequent Russian turn, back all the survivors into Karelia for a final stand that pulls the CP armies up north.
Thank you so much! I really appreciate it. :+1: :+1: :+1: :+1: :+1: :+1: :+1:
Now let’s get back to our game. :)
Game History
Round: 13
Puchase Units - AustroHungarians
AustroHungarians buy 13 infantry; Remaining resources: 0 PUs;
Combat Move - AustroHungarians
4 units repaired.
Turning on Edit Mode
EDIT: Removing units owned by AustroHungarians from Marseilles: 10 infantry
EDIT: Adding units owned by Neutral_True to Burgundy: 10 infantry
EDIT: Turning off Edit Mode
2 artilleries, 1 fighter and 24 infantry moved from Serbia to Bulgaria
1 artillery and 11 infantry moved from Vienna to Trieste
4 infantry moved from Trieste to Venice
2 artilleries and 4 infantry moved from Trieste to Serbia
10 artilleries, 2 fighters, 3 infantry and 4 tanks moved from Marseilles to Piedmont
2 infantry moved from Venice to Piedmont
1 infantry moved from Finland to Karelia
Combat - AustroHungarians
Battle in Bulgaria
AustroHungarians attack with 2 artilleries, 1 fighter and 24 infantry
British defend with 9 artilleries, 13 infantry and 5 tanks; Italians defend with 1 infantry
AustroHungarians roll dice for 2 artilleries, 1 fighter and 24 infantry in Bulgaria, round 2 : 7/27 hits, 10.00 expected hits
British roll dice for 9 artilleries, 14 infantry and 5 tanks in Bulgaria, round 2 : 14/28 hits, 12.33 expected hits
14 infantry owned by the AustroHungarians, 1 infantry owned by the Italians and 6 infantry owned by the British lost in Bulgaria
British and AustroHungarians reach a stalemate
. Battle score for attacker is -21
Casualties for AustroHungarians: 14 infantry
Casualties for British: 6 infantry
Casualties for Italians: 1 infantry
Combat Move - AustroHungarians
Place Units - AustroHungarians
13 infantry placed in Vienna
Turn Complete - AustroHungarians
AustroHungarians collect 37 PUs; end with 37 PUs
Combat Hit Differential Summary :
AustroHungarians regular : -3.00
British regular : 1.67
@SuperbattleshipYamato this is the only battle (the Austrians attacked on their turn and that turn is posted above)

@SuperbattleshipYamato also, before I forget, you made a small mistake on the French turn. This is a rule violation:

from page 15 of the rule book, "at the end of this phase [Movement phase] you must have at least one infantry unit in each territory in which you have land units and/or fighters.
So it should have been 125 attacking French infantry, not 126. One infantry would have had to babysit the fighter in Paris. Very small concern in this battle but it can be a big concern in some future game.
Oh. I always thought it was at the end of a turn.
Super crap. Always thought I could move equipment without infantry into capitals, knowing they’ll be at least one infantry in that capital.
That screws over, like, all of my solitaire (is that what you call them) games.
Let’s be nice and say that infantry unit in Picardy missed in the Burgundy battle, so the Germans took the same amount of casualties.
The dice weren’t nice to me anyways…
6 infantry, 5 artillery.
By the way, you can edit it for me.
@SuperbattleshipYamato said in 1914 TGC (CP) vs. Yamato (Entente), RR, no bid:
By the way, you can edit it for me.
I think we should just leave it “as is” at this point. That extra French infantry has less options where he is so if were going to call his dice a miss, lets just call it a wash.
Game History
Round: 13
Puchase Units - Germans
Germans buy 3 artilleries, 14 infantry and 1 tank; Remaining resources: 0 PUs;
Combat Move - Germans
2 units repaired.
Turning on Edit Mode
EDIT: Removing units owned by Germans from Burgundy: 15 artilleries, 3 fighters, 23 infantry and 2 tanks
EDIT: Removing units owned by Germans from Switzerland: 13 infantry
EDIT: Turning off Edit Mode
2 artilleries and 2 infantry moved from Karelia to Livonia
2 infantry moved from Ukraine to Galicia
2 infantry moved from Poland to Galicia
1 infantry moved from Romania to Serbia
9 artilleries, 1 fighter and 6 infantry moved from Romania to Bulgaria
1 fighter moved from Ukraine to Bulgaria
2 infantry moved from Prussia to Poland
1 infantry moved from Belgium to Picardy
Germans take Picardy from French
1 infantry moved from Belgium to Picardy
2 infantry moved from Alsace to Lorraine
Germans take Lorraine from French
2 artilleries, 11 infantry and 1 tank moved from Munich to Switzerland
2 infantry moved from Ruhr to Belgium
2 infantry moved from Kiel to Ruhr
2 infantry moved from Berlin to Hanover
2 tanks moved from Hanover to Silesia
11 infantry moved from Hanover to Munich
18 infantry moved from Berlin to Silesia
Combat - Germans
Battle in Bulgaria
Germans attack with 9 artilleries, 2 fighters and 6 infantry; AustroHungarians loiter and taunt
British defend with 9 artilleries, 7 infantry and 5 tanks
Germans roll dice for 9 artilleries, 2 fighters and 6 infantry in Bulgaria, round 2 : 11/17 hits, 9.67 expected hits
British roll dice for 9 artilleries, 7 infantry and 5 tanks in Bulgaria, round 2 : 9/21 hits, 8.83 expected hits
3 artilleries owned by the Germans, 5 infantry owned by the Germans, 1 fighter owned by the Germans, 5 artilleries owned by the British and 6 infantry owned by the British lost in Bulgaria
British and Germans reach a stalemate
. Battle score for attacker is 5
Casualties for Germans: 3 artilleries, 1 fighter and 5 infantry
Casualties for British: 5 artilleries and 6 infantry
Combat Move - Germans
Place Units - Germans
3 artilleries, 14 infantry and 1 tank placed in Berlin
Turn Complete - Germans
Germans collect 62 PUs; end with 62 PUs
Combat Hit Differential Summary :
Germans regular : 1.33
British regular : 0.17