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    Topics created by wove100

    • W

      Modified Tournament Rules Session Report

      Axis & Allies 1914
      • • • wove100
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      Colt45554C

      Interesting read!

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      Paris Gun/Railway Gun for A&A1914

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      • • • wove100
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      ?

      Treat it like a BB, bombardment from 1 territory into another territory under attack.  A4 D1 M1 C12

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      Delayed Italian and Ottoman Entry

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      W

      Thanks for the thoughts, Flashman.

      While your definition of strict neutrality is more historically accurate, it seems to me that it doesn’t really change anything. The Italians and the Ottomans would have a “normal” game, just starting one turn later.

      My thought was to use an existing game mechanic (US-style neutrality) for Italy and the Ottoman Empire as a way to slightly bolster two vulnerable powers. Allowing Italy a turn to purchase and move units unmolested by other powers is the point. Similarly, preventing Russia from invading the Ottoman Empire before OE1 is the point.

      Of course, everyone will know what’s coming (it’s a game after all), so they can take steps to counter likely opening moves, but it will give Italy and the Ottomans just a tiny bit of breathing room (hopefully).

      And I do realize that US-style neutrality does mean that Ottoman units can’t be brought onto the board to defend Persia (or any other neutral/minor power) if it is invaded before OE1. But I don’t think having German or Austro-Hungarian units put onto the board to be killed the same turn is really going to change the dynamic much (unless the British player has no luck with the dice).

    • W

      Oztea and Wove100's AA1914 Breakthrough Rules and Charts

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      ozteaO

      Well some are very similar. Ill try and write up a comparison of the two rule sets later.
      Though I do prefer the tech token system in this rule set, tokens being 3 IPCs rather than 5, Success on 5-6, failure on 1-2, token awarded on 3-4

    • W

      Naval Combat

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      • • • wove100
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      FlashmanF

      My suggested changes to the Naval setup:

      Partially intended to be used in conjunction with Turkey & Italy not being “at war” until the start of their own first turn, so for example the Austrian fleet might move through SZ17 unimpeded, the German cruiser in SZ18 can head for Constantinople…

      Austria: add sub SZ18

      Germany: add transport & sub SZ10, add cruiser SZ18, add cruiser & transport SZ26

      France: remove battleship SZ15, remove 1 transport SZ16

      UK: remove battleship SZ29

      Turkey: remove 2 cruisers SZ20

    • W

      Japan, Brazil, and Siam

      Axis & Allies 1914
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      EqqmanE

      @ossel:

      I don’t mean to be a party pooper here, but wouldn’t it just be easier to have most of these ‘place 1 unit here to represent xx’ be reflected in the initial setup?

      I think the idea isn’t to have them there as part of the initial setup, they come into play later in certain turns on based on player actions on the board.

    • W

      Spain

      Axis & Allies 1914
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      AuztriaA

      Yes, I think the American Expeditionary Force would be most useful in Italy, probably. Attacking Spain is just silly.

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      The War in Africa

      Axis & Allies 1914
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      EqqmanE

      @DarthShizNit:

      I want a Spanish Civil War one, then Axis and Allies would have covered my two favorite military conflicts.

      Hehe… reminds me of a bit from Frasier where Niles and Daphe are arguing in the coffee house about whether the US or English Civil Wars were better.  Then Frasier walks in and when they solicit his opinion, he says Spanish!  But I don't have time to prove it...

      Nothing to do with the OP but just a random thought popping into my head.

    • W

      Heavy Artillery

      Axis & Allies 1914
      • • • wove100
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      ozteaO

      Cost: 8
      Attack 2, defense 1, move 1

      Special rules:
      Bombardment. Artillery not in a contested territory may fire into an adjacent contested territory during combat. Roll 3 dice for each heavy artillery unit you are firing. Each heavy artillery may only fire into one combat per turn.
      If firing into a territory where you have air superiority, your roll to hit is ‘3’.

    • W

      Minor Nations House Rule

      Axis & Allies 1914
      • • • wove100
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      FlashmanF

      French guns should be built in France. If the French player wants to give them to Belgium he needs to move them there.

    • W

      RR House Rules

      Axis & Allies 1914
      • • • wove100
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      FlashmanF

      That’s the idea - people at home are going without to pay for this vast army, and its just sitting there doing nothing.

      Also, troops and sailors sitting in barracks getting bored are a breeding ground for mutiny and revolt.

      @BJCard:

      @Flashman:

      Thats a risk anyway, hence my suggestion that every player must make at least one mandatory attck each turn of no less than 5 units (if able).

      That’s a pretty good idea and it plays into your morale system- you lose morale every turn right?

    • W

      Timescale

      Axis & Allies 1914
      • • • wove100
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      B

      I could just see moving into and out of “Northern France” all game…

    • W

      Destroyer House Rule

      Axis & Allies 1914
      • • • wove100
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      Imperious LeaderI

      I raised Don Rae. But he hatched after 1987. Soon after that he made the fryer…into nuggets and finally the sewer system.

      Since Germany has an inferior naval deployment, the retreat rules make sense to give them some flexibility.

    • W

      The British Empire

      Axis & Allies 1914
      • • • wove100
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      FlashmanF

      The one exception I might make to colonial builds being infantry only would be that Canada can build one transport. This would count as 2 towards the colonial maximum of 3 for that turn.
      Perhaps, though, that must mean bringing Canada into the “even builds” rule; so that if the UK wants to build more than 4 infantry on a turn one of them must be in Canada.
      It seems a fair way of representing British dependency on Trans-Atlantic shipping.

    • W

      Tanks in Combat

      Axis & Allies 1914
      • • • wove100
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      FlashmanF

      We don’t know what happens when capitals are captured. I would assume they can still build there when contested, even though they’ll collect no money for the capital itself.

      On past rules we can assume that all money is captured, the country cannot build new units or collect money, but can be liberated by its allies.

    • W

      1939 Scenario on A&A Global 1940 Map

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      • • • wove100
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      empiremanE

      @oztea:

      World War 8

      LOL! That would be awesome!

    • W

      Canada for Europe and Global 1940

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      Ben_DB

      Yeah, that’s pretty much what it is.

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