@oztea:
Units would be:
Artillery 2/2/1 4 IPCs
Special Rules
- Fire Support: Supports Infantry at a 1:1 basis, boosting their attack to ‘2’
Cavalry 2/1/2 6 IPCs
Special Rules
- Withdrawal: Cavalry units may remove themselves from combat after all dice have been rolled and retreat to a friendly territory
Aircraft 2/3/3 10 IPCs
Special Rules
- Dog Fight: If enemy air units are present, roll all air units as a separate combat
- Air Reconnaissance: For each air unit you have in combat, raise the attack power of an adjacent strategic artillery unit to ‘3’
I’m gonna comment on a couple of these, so bear with me:
• Cavalry: these units are not represented in Imp Games’ The Great War, with the explanation that they so quickly became outdated by the early days of the war that they never saw much action
• Artillery: I can’t see these functioning the same way as in WWII because, well… they didn’t
• Aircraft: TGW tried this and it didn’t work; it was too easy for “the side that goes first†to mass their aircraft and destroy the enemy’s air force early in the game, and have air supremacy throughout. The rules were later changed to be almost identical to typical A&A
• Navy: It’s disappointing that 1914 is going to be using d6; a d12 would provide the granularity to allow for more types of ships, and do justice to a war that was really the twilight of the “Big Ship†fleet engagement.
• Machine Guns: generally regarded as the most deadly new invention of the war (although artillery caused the most casualties, but was really just an upgrade on older field cannons) I would like to see machine guns/bunkers/pillboxes represented in a way similar to AA guns or D-Day fighters.
• Tunnel mines/Flame cannons: I’ve seen documentaries on these, and in almost every case, they completely reversed the status quo of trench warfare and broke enemy lines wide open, almost akin to a Heavy Bombers tech. I would like to see some mention/representation of these in the game.