The Field artillery represents short ranged artillery that armies tried to use at the beginning of the war because they thought the war would be fought in fields at relatively short range like the Napoleonic wars. The Germans hid these behind the lines at the end of the war so when the tanks would break through they had a way of stopping them before they got through to there long ranged artillery.
1914 - Advanced rules
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Advanced rules for 1914. SEE ATTACHED .TXT FILE One rule requires new territory inserts; Darfur, Armenia, and Khiva Khanate. Darfur is southern part of Anglo-Egyptian Sudan (borders Fr-Eq-Africa and Congo). Armenia northern part Mesopotamia (borders Persia, Ankara, and Sev). Khiva southern tip of Kazakhstan (borders Afgh. & Persia). All are minor-aligned, Darfur and Armenia with Ottomans, Khiva with Russia.
Questions welcomed.
1914_adv_rules.txt -
I like the idea of neutral Italy, and railroad movement is a good change. But I’m generally not a fan of things like convoluted dice modifiers and things that have to be tracked in secret on a separate piece of paper. I think the game is complex enough as it is. And if I were going to redesign the board, I’d scrap Africa entirely rather than add territories to it. My group forgets to move in Africa so often it became a running joke.
Just my opinion. I’m sure others will disagree.
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The rules are a menu - you can pick and choose which ones you want to use. I believe the basic game is…. well… too basic - but that’s the A&A way. My rules are intended to make it more complex - which hopefully adds to a closer re-creation of some of the aspects of WWI.
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Attached text file with rules updated today. 1/21/16
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If there’s an Axis & Allies game that needs solid house rules… it’s definitely 1914.





