Set up- Germany may reposition ground forces to the Western Front. Must leave at least one piece on each territory in the East.
Fall of Paris- For each French piece used to defend Paris, one French piece outside of European France becomes Free French and is controlled by the UK player until Paris is liberated. French controlled territories values are added to the UK total starting on the next UK turn. French pieces in metro France and pieces not covered by this rule become Vichy and are controlled by the Germans.
Vichy pieces may not move out of Vichy territories and German pieces may not enter Vichy territories unless to attack them. Vichy income goes to the Germans as long as they remain neutral. Vichy units defend against Allied attacks normally for one round of combat, then they defect to the Allied side which occupies them.
@baron-Münchhausen I won’t go into a discussion about why the Japanese didn’t attack the fuel facilities and the submarines but it was not in their immediate strategic goals for a reason.
Even if you go a full combat round without retaliation in A&A you will still not achieve the immediate result.
A&As scale a fleet being in port on in the adjacent sea are doesn’t really matter. There are other battles we can use to fine tune naval combat like Coral Sea or Midway even but each has their own particularities. The role of Naval intelligence was huge (hence this all began for me with adding a roll to see if you even find a ship or not).
But even in a pitched Sea Battle, a Battleship ability to swat an air wing out of the sky was certainly not as high as it is represented in this game. Neither should strat bombers attack on a 4.
I’ve managed to get your 1.1 map and your 7.3 rules downloaded, but cannot get the mediafire link to your 7.3 charts and new pieces file to work. Is there any chance that you could e-mail it to me? Please send it to doug#pearson#31415 - at - gmail -dot- com (omit the '#'s).
This seemed to be the only way to get hold of you. Sorry if this was not the proper method.
So, I canÂ’t see the images in the original post. All I see are Photobucket meter images. Apparently the download limit or bandwidth limit or something has been exceeded? Or some other problem? Anyone have an idea what the problem is?
IÂ’m curious as to what the Larry Harris quote is in one of the images. Can someone share the quote?
Photobucket screwed us all by starting to charge about $40 a month to post pictures on 3rd party sites - a service that has been free for years. It’s a shame but I’m not paying for that.
Larry’s quote says something like “I must point out that I encourage the use and implementation of house rules”
me and a good friend of mine were playing the lovely oztea41 version and had
a blast so far.
No I feel like I am screwed as the japanese player. I see no chance to find a safe place for
my fleet and invasion looks like it is inevitable.
So far I have played prettty conservative with the Japanese player but still see no chance against the combined
fleet and airforce of the allies in the pacific theatre.
Any idea what I made wrong here?
Also any idea were to find good position for the Japanese fleet?
Should Russia only be aloud to build in a territory with 2 factories. In our game we have Russia can move 1 factory per turn. They also have a NA where they can move 2 factories 1 time in game. The scenario is in game you can only build up to territory value only.
So if Russia has 2 factories in a territory worth 2 they can build 4 units. Based on time from 1942 and later this also helps if Moscow falls and the Russians can build in the Urals to hold Stalingrad and maybe take back Moscow.
Most other games have Minors building 5 units so this should be a go.
Our game is you can’t just drop a major or minor factory on a territory and build 5 or 10 pieces. You can buy a minor IC ( only in game ) at any time but must territories only worth 1.
As you see 2 IC in same territory. One is a Tankograd IC.
The Russian figs in Stalingrad are from them retreating in Moscow battle.
AA Guns - I think the price is fine at 5. I still buy them but rarely more due to their limited usefulness than their price. i.e., if they cost only 3 I wouldn’t buy more than I do today. At the end of the day, as written, they are more of a deterrent than an actual combat unit. Want to make them “feel” like they are worth 5? Give them the option of AA fire or a defense value of 2 in each combat. Flak 88s certainly killed enough Matildas in North Africa.
Cruisers - Yeah, as written, there is certainly an argument for reducing them to 11 (though I wouldn’t touch the Battleship cost). They really need something a little more to make them worth 12, whether its the ability to bombard facilities on islands or even an R&D option to create Anti-Aircraft Cruisers that can act as an AA gun rather than using their 3 defense value.
Tactical Bombers - I think they are perfectly priced at 11. Their ability to attack at a 4 both on land and at sea is powerful, arguably more so than the fighter’s ability to defend at a 4. I think perhaps it is only the relative cost of the strategic bombers that make them seem a poor buy.
Strategic Bombers - I would pay 13 for these; I may even pay 14.
I figure there aren’t too many things classified as Islands that would have air bases so far away as to make them invulnerable to shore bombardment. The air fields on Guadalcanal and Wake island certainly got hit and both Hickam and Pearl could be hit from the sea. By definition, this ability assumes no defenders. Even a single scrambling fighter or defending destroyer nullifies the ability.
Sounds pretty cool! I’d watch the video haha. I have a lot of old pewters from the 80s, but mine are all high fantasy, dragons and the like. My uncle had some kick ass Napoleonic era pewters, and a great set of plastic army men from the early 60s that I always pined over.
My first serious attempt at the map concept was for the computer in tripleA, a few decades ago, so pretty limited by what the thing could do at the time. It worked for a bit, but was kinda wonky and used some gimmicky ideas for the naval movement and convoys, as a way to delay the USA. It had a kind of one direction flow from the Americas to support the Entente, but the game was basically decided by what happened in Europe with the CP. I was never very satisfied, but it was a fun project cause I like the era. You can see the map down at the bottom here…
Then I tried to revisit the era again, but ended up not using the WW1 map abstraction concept, opting for something that just had the whole world on view and a more free form 1898-1918 vibe, so the factions could be less rigid. Basically I wanted it to include the Spanish American war, and Africa scrambles, or Boxer rebellion-y stuff with a kind of slow build into WW1. I split the Entente into Anglo-American and Franco-Russian sides, to see if I could find a way of dividing up the world and then tacked some others minors onto each team just to see how it would work. I think I had America-Britain-Portugal-Japan on one team, France-Spain-Italy-Russia on another. Germany-Austria-Ottomans-the Dutch and China on the last. Just so the spread would be evenly distributed with some fronts in each theater to tease out. I determined it as too simplistic and anachronistic though. It was basically the dilemma of the 3 faction game and being modelled more on the playscale of Risk than A&A that proved kind of intractable. The factions weren’t entirely satisfying, though I thought it kind of fun for make believe, and colonial competition. I just called it “Domination” lol. That one had a very limited unit roster, and simplified economy, but a much larger scale of territory divisions. I think it still would have worked on a 6 ft table, but only because of the limited units. Really it was just an excuse to draw a world map projection with a warp that I liked a little better than the traditional A&A map.
I wanted something a bit closer to Mercator, but which would still give a much larger Europe. The squish-blob challenge I found was in how to manage South Asia and Africa, where the map compression becomes more extreme due to what has to happen with Europe/Med in A&A style games, so there was some abstraction, but a bit different than the earlier idea. I abandoned that one too, but Hepster picked it up again and revised it considerably for a 1914 era game using the same base projection but focused more on politics and a much more highly evolved roster/ruleset for this one…
I’m not sure if that one would work as a physical game though without a very large map. Perhaps 2x6 ft tables to make a large square with a more extreme warp in the map projection? But basically its better on a computer I’d imagine since you can map zoom and scale to micro with the imaginary sculpts. But work on it has gone a bit quiet since last year. Anyhow, it have a few of the abstraction concepts for stuff like convoys or how to handle the Bolshevik revolution (always a toughy), or things like cities through an abstracted scheme, but not so much with the playboxes ideas.
I’m definitely interested in different ways to push the map around though. I enjoyed the Classic playboxes in the first A&A map I picked up, even if they were just sort of cosmetic zooms in that one. I liked the look of it.
I have found the use of submarines in Global pretty underwhelming. While the Axis don’t need any help in the OOB game, I did want something that would provide the desired flavor, within the scope of A&A (and understandably balanced by some benefit to the Allies).
German Submarines (U-boats)
German submarines, commonly known as u-boats, benefited over their opponents with advanced tactics. Except the characteristics above and where mentioned below, they are treated as submarines for all other purposes, including Surprise Strike, Submersible, On Station, Treat Hostile Sea Zones as Friendly, Doesn’t Block Enemy Movement, Can’t Hit Air Units, and Can’t Be Hit by Air Units.
Limited Nationality: Only Germany can purchase German submarines.
Wolf Pack: German submarines can be combined with other German submarines. A matched pair of two German submarines increases the attack value of both submarines from 2 to 3.
Condor Spotting: Strategic bombers can be combined with German submarines. A matched pair of a strategic bomber and a German submarine increases the submarine’s attack value from 2 to 3.
Okay, it sounds reasonable then. As Escorts primary purpose (from a game play perspective) is to take interceptor hits instead of bombers (the ability to shoot down interceptors seems incidental in comparison), I’m inclined to pair it with a rule that escorts can each protect one bomber, but any unprotected bombers take interceptor hits first. This way at least you have a reason for intercepting escorted bombers.
Been thinking of ways to make naval warfare more enticing in AA1914.
I think it is an opportunity to give something unique to both sides, so here’s what I was thinking.
For the Entente (Allies) : Freighters. You can build 1 per 8 land IPC you command, costs 3 IPC, 2 movement speed. Every time it ends its turn either next to a neutral country worth 2 IPCs or more or in the naval base of one of your allies (not your own), you gain 2 IPCs.
For the CPs (Axis):
Restricted Sub Warfare : Active from the game’s onset, on the British turn, every CP sub in sea zones 2, 7 and 8 roll and on a 3 or less, 1 IPC is deduced from the UK’s income.
Unrestricted Sub Warfare : Active when declared by Germany. Same as above except that it applies to the UK and the US’ turns and every sub in those areas are automatic hits and 1 IPC is deduced. The Entente may remove one roll for every surface warship in those zones.
Merchant Raiders : 3 IPCs, movement speed of 2. They are stealthy and can therefore sail past blockading enemies like subs do. Every turn they end up adjacent to an enemy territory, that enemy loses 1 IPC. If the territory is worth 2 IPCs or more, the lost IPC is instead transferred to the raider’s owner. Only 1 IPC per raider may be deducted and gained this way. To sink the raider, the Entente must send ships in that area to find it. Instead of normal combat, the Entente declares which ships is on “raider” duty. He gets 1 point per ship sent and then rolls a die. If the number rolled is equal to or less than the number of ships sent, the raider is found and destroyed (so if 3 ships are sent on patrol, a roll of 3 or less destroys the ship). He gets only one roll per turn. The CPs may only have one raider per 6 land IPCs they own.
I think this could make naval combat more fun and significant in the game, especially for the CPs who could see value in trying to take command of the seas or force the Allies to chase them around. On the Entente side, it would give some countries (Italy, USA particularly) a shot at boosting their IPCs and decide if they play the long economic game at the risk of lacking armies.
Med supply. Malta. I like if any axis ship between Malta and Gib blocks this
Anzac had guys in Egypt.
China building tanks based on a US tank or 2 in China at end of war should be a no go.
Keep in mind this game your playing isn’t a lot like mine. Just feel NOs should have some type of resources on them to get. IMO
Just me. Not knocking your ideas. Try them first. You guys may like them
@J-o-C Thanks! You could use pieces from other board games like risk, I’ve used those before. If not, you could designate certain pieces by a colored chip. For example you could use American pieces with a red chip for the Spanish pieces.
Chaos in the Balkans:
Hungary and Romania are at war, Germany has annexed Austria, Yugoslavia suffered an unfortunate die role and has been forced to disintegrate into a Pro-Fascist Croatian state and a smaller Serbia. Italy managed to seize Albania without loss, and Czechoslovakia is reinforcing its border with the Nazis.
The UK has pledged to declare war on any power invading Greece.
The Swedes attempted to peacefully take over Norway to prevent any major nations from entering Scandinavia, but the plan backfired. Not only did another unfortunate die role cause the Norwegians to resist, but the German and British players were offended by the assault, and Germany turned a blind eye to a British force that liberated the Norwegians and devastated Sweden’s hopes of a powerful, neutral, United Scandinavian state.
Spain in Flames:
The civil war rages on in Spain, just as a deadly naval encounter ended in mutual annihilation for the Nationalists and Republicans. The free world does not want a Fascist Spain, and the U.S. Player has sent generous air aid to the Republicans. With Franco’s Army of Africa having headed for the mainland, I, as France, took advantage and seized their Moroccan colony. Unfortunately, I earned a -1 diplomacy points for this “aggressive” act.