Yesss!!! I will order two games…
Is there an english word for Frühbucherrabbat? :lol:
Yesss!!! I will order two games…
Is there an english word for Frühbucherrabbat? :lol:
The chips of 1914 match those of 1942 sec edition.
1941 has cardboardchips
Now here come some rules I have in mind. I would be happy to hear your thoughts about them:
Political:
Italy as member of the Dreibund until early 1915 is not attackable by the CPs until R3.
US as long as neutral is not allowed to build,collect income or move until entering the war.
Greece is neutral until R6 (some input needed how to simulate the british violation of neutrality here in 1915)
Units:
Fighters were pimped beginning with R8 (move 3 attack 3 defend 3)
Naval units move up +2 when starting from a port (also beginng with R8)
Rail:
You can buy Strategical movement (max 3 units per turn) cost 1 IPC per unit. (in the game you get Rail or Movement markers that remind you of that
investment)
Rail occurs after the combat phase any 3 Units can be moved from one tt through friendly landtts into zones that are friendly or already contain
units of the same power or an aligned one. (to close gapes in the front)
National collapse
To bring this game to an end from R9 on a national collapse because of a war fatiguee can occur. (much similar to the TT-Rules of LH)
If at the beginng of a powers turn its home tts worth the number on the black collapse chart were contested or in the enemies hand the power suffers
an economical and political collapse. For the rest of the game it cannot collect, buy or mobilize new units.
Exceptional is Russia where this can happen from R7 on (Oktoberrevolution -> see “Lenin” on the seasonal chart)
Russia has to offer the CPs an armistice to stop fighting and fullfill its revolution at home. If the CPs accept there will be no more fighting but the CPs werent allowed to move into tts with the red star symbol (or have to move out of them as fast as possible) If the CPs reject the peaceoffer the Russians have to fight on… Â Still not sure if I should take the more historical 11 IPCs for Russia to collapse.
There were many USW zones, even some in the med. The national flags on the SZs determine the power that loses a part of its income (number in the blue box) if at least one CP Sub (also possible for AH and even OE to do USW) is located there in the collect income phase. US enter the war when Allies have lost 26 IPcs of their income. I also made Subs invulnerable to sea mines. Instead of firing they can submerge, enemy ships hit submerging subs only with a 1. This makes them survive a little longer. (I also gave GE 2 more Subs for the Start-Setup)
I am still working on a tech-chart. Already saw one at bgg I am thinking about one for the CPs and one for the Entente
improved shipyards (both),
poison gas (both),
stosstruppen (CP),
Artillery barrages (both),
War bonds (both),
Increased mobilzation (Allies),
Advanced trench network (both),
Zeppelin raids/Paris gun (terror) (CP)
Late war tanks (Allies)
@wittmann:
The Surprise attack is its one and only attack. It does not get a second attack.
To be clear, the sub does get its surprise strike in each round of combat, not just the first one.
But why is it still surprising in a second or third round of combat? I dont get it.
If the sub submerges instead of firing in a later combat round can it still be taken as casualty if the enemy rolls a hit in the same Round it submerges?
Awesome!! Thats exactly what I am searching for at the moment! (I bought A&A41 yesterday)
Imo you only need to correct the IPC-chart and make US worth 17 IPC.
Maybe you could take a look at my paint-map of A&A 1914. I am really happy with the tts but it would look much cooler with geographical terrain effects like yours or the ones of Imperious Leader…
http://www.axisandallies.org/forums/index.php?topic=31315.30
Addendum: Germany receives an additional infantry in Kameroon to start the game
Germany is getting a cruiser in SZ 24 in update 1.3 by the way
That sounds reasonable but
Kamerun had only 200 Germans and 3200 natives as Schutztruppe and surrenderd 1916 while German east Africa had 3.500 Europeans and 12 000 natives as Schutztruppe and did only stop fighting because of the Armistice of Compiegne.
So the additional infantry should be place in GEA (by the way thats why the initial Artillery of South West should also be placed there)
The cruiser should be placed in SZ 26 for representing the SMS Koenigsberg or in SZ 27 for the SMS Emden.
ossel, have you finished the alternate american-front map already?
I am curious how it looks like!
Larry Harris wrote some great “Reports from the front” last year before A&A1914 was released. They helped me very much to learn and understand the specific rules and settings of the new game.
My question is, are there any similar reports for A&A classic or A&A50? Maybe somebody else did write this kind of reports with detailed actions?
Thanks!
@Soup
Maybe the G40 mechanics were changed because in ww1 nobody of the neutrals seemed to care when one of them became “involved”.
It happened to Belgium, Luxemburg, Greece, Persia, Albania…
This is the oob-board for printing if someone wants to play the game on a larger map:
@coachofmany:
How much longer will we have to wait for HBG`s first WW1 set?
this Fall
Any news regarding the WW1 sets? Will the pieces also be available in the HBG-Euro store?
That’s a cool map, but im trying to stay with the OOB board so it can be used broadly.
Definelty some good ideas though.Played a game against myself, subs were much improved.
When playing with the OOB board, the useless African continent often annoys me.
It would be nice to allow each colonial power to mobilize one Infantry unit per turn in Africa.
This Infantry (Askari) should be cheaper than regular Inf. maybe 2 IPC.
Mobilization tts for Askari could be:
GE -> German East Africa
IT -> Somaliland
BE -> Britisch East Africa
FR-> French West Africa
Haven’t played this game in a while, but I think one change really needs to be made to the Tournament Rules. I don’t think you should be able to move 2 into a contested territory. This adds so much more risk to the game. If you aren’t playing LL you can get screwed by making a good move, but because your opponent can move two moves into a contested territory your 30 units that attacked his 10 units don’t kill everything and now he sends his 50 units that are two moves away and destroys you.
That is called a counterattack and was significant for ww1.
Moving 2 tts into a contested tt that contains your powers units at the beginning of your turn to reinforce them is reasonable. The trenches are already prepared to be filled up, so it should be easier to get there instead of a hostile zone.
IL, do you have pics of the ottoman sculpts you can share with us?
My original idea was:
At the start of a full round of play, roll a die, if the number is equal to or less than the current turn number, Italy will join the war. Any other number and it will remain neutral (no actions).
The allies may deduct a collective 10 IPCs (from powers at war) from their cash on hand(s) to re-roll the die.
I like that one, beginning with R2. (maybe after Austrias turn)
My own rule: CPs may attack Italy beginning with R3. That gives Italy the chance to attack first in R2.
Suggestions for Subs and USW:
In my variant of A&A1914 (map below) I made more USW zones, even some in the med. There were national flags on the SZs which determine the power that loses a part of its income (number in the blue box) if at least one CP Sub is located there in the collect income phase. US enter the war when Allies have lost 26 IPcs of their income. I also made Subs invulnerable to sea mines. Instead of firing they can submerge but enemy ships hit submerging subs only with a 1. Makes them survive a little longer. (I also gave GE 2 more Subs for the Start-Setup)
I like the possibility of invading any country I want to.
Especially the french had plans for outflanking the german army via Switzerland.
Like I wrote before they should gain some IPCs maybe from Sweden or Norway…
Even though I understand that its not much fun to open this front with the oob-small-sized map. :|
We make Switzerland worth 4 IPCs. It had massive fortificatians, difficult alpine terrain and bank deposits that justify a much higher IPC than 1.
Besides some weird borders and tts (Germany looks disgusting, unhistorical polish coastline, Paris in Normandy, Bulgaria without med-coastline and so on… ) my biggest problem with this game called A&A 1914 was and is Italy as a member of the Entente from the start. It makes them always look like poor victims of Austrian aggression :-P Â I hope this game will not be part of a history lesson in the States like its predecessors… Â
In my house rules Italy is always neutral R1 and the CPs are not allowed to attack Italy before R3 because they stayed a member of the Dreibund until early 1915. (I play one Round= Half a year US entry is R6).
Fantastic work! Tanks a lot!
Comes the neutral-Italy-optional-rule from you or is it something official ?