Larry’s rules are “generic”, intended to be used by anyone who wants to use them in a tournament (or non-tournament) setting. Greg’s rules are based on Larry’s rules, but have some tweaks necessary for his tournament format. In any tournament situation, the official rules for that tournament should be used. In the case of Gen Con and Origins, those would be the rules on Greg’s site.
Hi Mukremin, it seems where both from the Netherlands and I’m curious which print shop you used.
I haven’t come across a shop that prints on vinyl, but it seems that most do print on PVC material for outdoor banners which might be comparable to vinyl.
Hi mate! I have printed it in a regular copy&co shop, in Tilburg. I have printed it on regular hard poster paper, it isn’t perfect but it did very well and the lads liked it more than the original board. If only i can get a larger print on vinyl/PVC. That would be awesome.
@Flashman, i did not have any trouble with crowded tts, only issue was in Switzerland. If you have a 20cm more larger map then your troubles are over, no more over crowded issue.
One of the other stickies in this forum is the actual FAQ thread, titled “Axis and Allies 1914 FAQ/Question and Answer Thread”. However, you are correct in that there are contradictions (including the one you brought up) in this thread. The Russian Revolution rules used to be a lot different before they were rehauled in the official errata, and those previous FAQ questions and answers still reside here. It would be nice if this thread were to get cleaned up, but Jim010 hasn’t been on in almost two months, so I don’t know if he still pays attention to this thread.
What I can tell, though, is that all the information summarized before the Q&A begins is accurate. The Q&A in the first 6 posts was made before the Russian Revolution changes, so only trust answers to RR questions from the 7th post on. If I’m still wrong on that, the stuff in red in the first post of this thread is for sure correct; anything contradicting it is wrong.
@Patchman123 I think that the szs should be either
ankara, sevastopol+rum and constantinople+bulg
Constantinople+Ankara+bulgaria, Sevastopol+romania (this way i think it is in oob)
The one for bulgaria+romania is unnecessary. Ottoman fleet, while exposed should be able to protect either Constantinople and Ankara at the same time or separately.
@DoManMacgee Totally agree with your thoughts. I also thought that Russia just needed to do something to throw the CPs off their game. In regards to the 1 Inf, I think its just an annoying move people made so the opponent couldn’t just grab free IPCs, but I’ll check with some of the other players to make sure that rule was understood right.
@Faramir Yes but, I ended up using 4 turns to clear that contested territory (Alsace) and then It would have take me at least 4 or 5 more attack to get to Paris (in theory because of course the allies surrendered as soon as I got to move foward) so it’s more like 9 time 23. Plus I never had to use the tanks defending because they could only defend being a multinational force.
The Turkish Straits are entirely contained within the territory of Constantinople, so moving from Constantinople to Bulgaria does not require crossing the straits. As the straits are contained within a single territory and not at a border between territories, transports are never needed to cross them.
It doesn’t matter what the odds are. Fighters may attack a hostile territory as long as at least one infantry also attacks (all of the units end their move in the same territory, so the infantry satisfies the fighters’ land unit requirement). Of course, if there is only one infantry, all of the fighters will have to be taken as casualties before it can be taken (see page 19 of the rulebook).
@debjyoti1981 said in Axis & Allies WW1 Units Shortage:
With the initial set-up of Germany & France, I’ve noticed, in case of Germany, no infantry units remained after initial game set-up. It seems this will become a serious issue when following situations will arise:
Invasion of hostile territory will require an Infantry unit
An army in a territory must contain at least one infantry unit (Rule-book Page 15 -Phase 2: Movement)
Contested situation will require 1 infantry unit
This situation will become more critical at the European theater, I’ve noticed at the end of the initial set-up two countries hugely affected with unit shortage would be British Empire & Germany, as by the time all infantry units will be used up.
I had already mailed the Support team, this is what they have to say:
Thanks for contacting Wizards of the Coast Customer Service! Unfortunately we no longer support A&A 1914, our Product Replacement team no longer has pieces for this version of the game. Sorry for the inconvenience.
Wizards of the Coast | Customer Service Representative
Where can the additional set be brought? At ebay.com did not find replacement set for Germany, UK & Austria-Hungary
I think I’ll point out one issue you may have missed:
If you move all of your units out of a territory you control, you still retain control of that territory until an enemy moves into and captures it. (A&A 1914 Rule Book, pg 15).
This means that you do not need to maintain infantry in every territory you control. Now you do have to keep infantry in territories where you otherwise have troops, An army in a territory must contain at least one infantry unit. (A&A 1914 Rule Book, pg 15). But if you pull everybody out, you don’t need to leave a trail of infantry behind.
I’m not saying that A&A '14 has all of the pieces it should have, but the piece shortage is exacerbated when you leave garrisons behind when you don’t need to.
My 2 IPCs,
Russia needs to have at least one unit in territories shared between it and the Central Powers, in order to indicate this shared status. However, there’s no reason why you need to leave any units in territories that Russia has full control of, other than simply not taking the time to remove them during the game.
@SelfishPopcorn Hi there. You do not do a multi-national attack. No such thing exists - because each Power attacks in its own turn.
However, two Powers successively attacking a common enemy can be a powerful tactic. For example Germany attacks Russia in G2 and then AH follows up in AH3. That can be advantageous even when the R stack outnumbers both G and AH as individuals, but not their combined strength.
AH leading this co-ordinated attack in AH2 is less likely to be advantageous as the G2 follow-up would be after R’s reply in R2, meaning R may have wiped out AH before G can reinforce.
An attacking reinforcement may not involve an actual attack though. Sticking with the same example, a G2 advance into a R territory leads to a battle, but an AH2 follow-up into the same territory does not do so, unless AH so wishes, provided G is still contesting the territory. Which means that R is then faced with the challenge of any attack it decides to make in that territory being against G & AH’s multinational force. This increases the possibility that G & AH will find a co-ordinated attack beneficial, particularly if their rate of turn by turn reinforcements exceeds R’s.
I hope I have understood your query correctly.
Since WW1 with standard rules is considered a positional slog, I don’t think that adding zombies to the mix is going to make the game more dynamic. Its going to create an even more stagnated wall of positional battle. Also, territory control is quite different than the other editions so zombies would have to be added into that mix and perhaps you could do whoever has the most units controls?
The unit pallette is also smaller, which means the tech and interaction between the units and zombies would have to be fixed on a unit by unit basis (planes dont attack zombies, for example, because they dont attack anything).
1941 ACADEMY EDITION - MODERN UNIT PROFILES
Movement = 1 Point
Cost = 3 IPCs
Capacity = 1 Point
Attack = @1 (@3 during air drops and/or amphibious assaults)
Defence = 1X Green
Each attacking US Marine Infantry will receive @3 or less when performing special operations (air drops and/or amphibious assaults)
The support bonus for attacking Infantry still applies for US Marines during all attacks other than special operations (air drops and/or amphibious assaults)
Movement = 2 Points (-1 when damaged)
Cost = 6 IPCs
Capacity = 3 Points
Attack = @3 (@2 when damaged)
Defence = @3 (@2 when damaged
Tiger Tanks require 2 hits to destroy
Tiger Tanks provide a support bonus to attacking Infantry (not when damaged)
Tiger Tanks may blitz unoccupied enemy territories during combat movement (not when damaged)
MESSERSCHMITT Me 262:
Movement = 4 Points
Cost = 10 IPCs
Build Queue = N/A
Capacity = 3 Points
Attack = 1X Blue
Defence = 1X Red
Dog Fight = 1X Green
Convoy = 3X Blue (naval fighters only)
May intercept and/or escort bombing raids
Interceptors may always choose their enemy’s casualties
May be designated for future missions
May scramble from a city to defend an adjacent sea zone without the designation requirement
May intercept bombing raids on cities they currently occupy without the designation requirement
SUPER FORTRESS BOMBER:
Movement = 6 Points (-1 when damaged)
Cost = 12 IPCs
Build Queue = 1 Round
Capacity = 4 Points
Attack = 4X Black (N/A when damaged)
Defence = 1X Black
Dog Fight = 1X Black
Bombing Raid = 4X Red (4X Green when damaged)
Repair Cost = 2 IPCs (must be within a friendly city)
Strategic Bombers are classified as air fortresses and they require 2 hits to destroy, Strategic Bomber owners choose between movement damage or weapons damage when they absorb their first hit
ESSEX CLASS CARRIER:
Movement = 2 Points (-1 when damaged)
Cost = 16 IPCs
Build Queue = 1 Round
Capacity = 3 Points
Attack = N/A
Defence = 1X Green (1X Black when damaged)
Convoy = N/A
Repair Cost = 3 IPCs (must be adjacent to a friendly city)
Aircraft Carriers are classified as capital ships, which require 2 hits to destroy
May carry up to 6 capacity points worth of eligible air units
@Wizard League play is the only way to go… It is really “fun” games that count… So you take it with a little more seriousness then a fun game… But like right now I am trying many different things… Making it fun and different for me… I am used to playing live and TripleA allows you to take your time and try different layouts, moves, and situations… something you can’t really do in front of your opponent in a live game… Also the community here is great… I played a game took a 2 year break and just came back and people are treating me like I have always been here… The page is fabulous and I am very grateful that it is here… So find a game or two – heck I will play you if you like… I just play for fun and experience is all… I want to win, but don’t care if I do…