@HHFrenchRepublic12
The conceit in “East & West” is that minor powers just bond to a major power, once they become active in the war. So, what I had suggested was that France would become part of Western Europe, and the Arab League would become part of the UK, if/when they’re at war with the USSR.
It just keeps things a lot cleaner, in terms of not having to reinvent the turn order, and other stuff which might add overhead.
Great War in Afrika: Expansion for Great War
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Here is a look at a new map which can be used along with 1914 to continue the conflict to Africa. It’s purpose is actually an expansion that will be offered when the base game comes out.
I will post the rules latter, but for now you can buy some sticky paper and white sheets of cardboard and get a nifty 20x25.5 map.
https://www.dropbox.com/s/v01w1d1z3hsi07d/Print version Great War Afrika final.pdf?dl=0
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Starting Setup:
German:
South West Afrika: 1 infantry
Togo: 1 Infantry
German East Afrika: Bismarkburg- 1 Infantry, Dar- Es-Salaam- 3 Infantry, 1 Cavalry, 1 Artillery, 1 Destroyer, 1 Transport, and 1 submarine. (In Mombass). Urundi- I Infantry
Kamerun: 2 Infantry, 1 Artillery, 1 Cavalry and 1 Destroyer (in Batunga)
Ubangi-Shari: 1 Infantry.British:
Nigeria: 1 Infantry
Gold Coast: 1 Infantry
Egypt: 1 Infantry, 1 Cavalry, 1 Armored Car
British East Africa: 1 Infantry
Bechuanaland: 1 Infantry
Pretoria: 1 Infantry
South Africa: 2 Infantry, 1 Cavalry, 1 Artillery, 1 transport, 1 Cruiser, 1 Destroyer
( Capetown)
Sea Zone #10: 1 Transport, 1 Destroyer
Sea Zone #9: 1 TransportFrench:
Algeria: 1 Infantry
French Equatorial Africa: 1 Infantry
French Guinea: 1 Infantry
Morocco: 1 Infantry
Dakar: 1 Destroyer, 1 Transport.Belgian Congo: 3 infantry (One on each area)
Angola: 2 Infantry (One on each area)
Abyssinia: 3 Natives
Italian Somaliland: 1 Infantry
Mozambique: 1 Infantry
Namibe: 1 Infantry, 1 Cavalry
Rio De Oro: 1 Infantry, 1 Cavalrysome rules ( even if you play using 1914 rules)
Land Units attempting to pass into or out of the desert need to roll for survivability. Infantry rolling a D6 are lost if they roll a 5-6. If they are moving into or thru originally occupied desert territories they can pass unless they roll a 6. Non- infantry units pass but only at the rate of 1 space per turn (they don’t need to roll). Cavalry are exempt from survivability rolls and can move two spaces. Also, each land unit that remains in Desert territories have to roll to avoid effects of supply shortage avoiding a 6 result keeps them being removed from play.
Nations such as those not owned by a European colonial Empire ( Guinea, Liberia, Abyssinia) and all areas that do not have a direct IPC value including Sahara Desert territories and all original territories do have a potential intrinsic military value. Each time such an area is attacked the owning player (opposing player) rolls a D6 1-3 means there are indigenous forces equal to what was rolled and 4-6 means no additional forces at this time. As long as you garrison your newly captured territories you don’t have to roll for native attacks. If the enemy recaptured it from you then a new roll will have to occur. These forces will now be regarded as Natives which each attack and defend at 1 and can move one territory. Natives can never be used to attack neutral territories but can defend your newly captured territories or fight your original enemies.
Plunder: The first time a territory with an IPC value is taken that player rolls a D4 and receives the immediate income to be used to raise new troops or equipment that turn. The items are placed in your original home territories at the end of your turn even if you just won this territory during your turn. Territories on the top row of the map that are also represented on the European map are not subject to plunder.
The German player can build Askaris, which are 1-1-1 units costing 2 IPC up to the limit of original German IPC on the map (Germany starts with 6 IPC so it can build up to six of them
The Cruisers are 2-2-4 units
Destroyers are 1-2-4 units
Submarines 1-2-4 units
Armored Cars are: 2-2-2-5
Cavalry are: 1-2-2-4 units
No tanks can be built -
https://www.dropbox.com/s/v01w1d1z3hsi07d/Print version Great War Afrika final.pdf?dl=0
this is a dropbox link, apparently some people don’t like mediafire. no problem





_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.












