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    Topics created by 1Bean432

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      1914 house rules, including Rail-roads, convoys, and colonial mobilization.

      House Rules
      • • • 1Bean432
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      My play group has just recently, which resulted in a land-slide victory for the Central powers, and the discovery of some rule flaws. Rules changed:

      Romania and Arabia now have different mobilisation objectives. (by Flashmans request)

      Italy and USA now have much more static entrances.

      Colonial mobilisation has been  limited. (Can only mobilise units equal to IPC value of that territory)

      Portugal can now be a colony.

      Neutral Greece’s entry is now more historic.

      Persia no longer has rail-roads. (Flashman)

      Given the British dominion a transport capacity of 3. (simple error)

      Colonies can only mobilise convoys under the same owner as the territory.

      ALL neutrals (including aliened) are now full neutrals. (they can only be mobilised at certain points in the game)

      Serbia now has 5 Infantry.

      Made it so powers don�t start with ‘convoys’. (Simple error)

      Railed in units now attack @ full strength. (players found it more fun this way)

      Feel free to suggest rule changes.

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      A&A 1914 wanted house rules

      House Rules
      • • • 1Bean432
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      Every since A&A 1914 came out, everyone complained about how:

      -Historically inaccurate it was (Italy is at war before Austria-Hungary attacks Serbia, ON THE ALLIED SIDE?)
      -Lack of railway movement
      -How bad Unrestricted Sub warfare was
      -How unbalanced it was
      -The problem with India
      -No colonial fights
      -The Cps seemed like a pushover after their initial forces are gone, unlike the epic struggle Germany would put up in other A&As
      -Clearly not play tested a lot
      -Rules felt icky (Mostly due to being changed from what we all know and love. in particular Russian revo, Air combat, Infantry for every army)

      So i was just Curious about what you guys had to ‘fix’ (or add) these.

    • 1

      Little 1914 house rule booklet help

      House Rules
      • • • 1Bean432
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      Ok then, I have created an example document I could use. Tell me if this is about the same as what you were suggesting.

      Phase 5: Collection phase
      In this phase, you earn production, railroad capacity, increase research, check national moral/unity, and add manpower.

      IPCs: look up your power�s national production level (indicated by your control marker) on the National Production Chart. This is the amount of IPC income you have generated. Collect that number of IPCs from the bank by having the banker add it to the total number of IPCs in your powers treasury.

      If your capital is under an enemy power�s control, you can�t collect income.

      Convoys: any convoy that resides in the port of an original regional territory you control, you may remove it and collect 2 additional IPCs for every convoy removed in this manner.

      Railroad capacity: check how much railroad capacity you currently have and your maximum railroad capacity. Now collect railroad capacity until you reach your maximum.

      Increase research: add research to each field of research equal to the amount of research you currently have in that sector. Also check if you have completed any piece of research.

      Check national moral/unity: check how many IPCs you have collected in this phase. Now check the amount of IPCs you started the game with. Now use a calculator and put in:

      (Starting amount of IPCs) � (current national unity by percentage) =

      If the final outcome is lower than the amount of IPCs you just collected, then your nation has officially surrendered and you must now follow standard surrendering rules. (P.?)

      Adding man power: increase the man power of territories you own (not contested) and increase the man power their by the amount referenced in the man power chart.

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