• Apparently these are house rules we want. Lets try and reach a consensus on them and bring them to Larry.

    United States Isolationism - The United States may not move any of it’s units until either; It has been attacked by a central power, It has lost income due to German Commerce Raiding, or the 4th Game turn.

    Fall of the Czar - Uncontested control of Moscow is required for the city to be counted towards the Central Powers victory total. The Central Powers may decide as a group, to refuse the Armistice and continue fighting. If so, Russia will continue on as a power until its next turn when the Central powers may again refuse the Armistice if Russia still meets the conditions for revolution. If the Central powers can’t agree to accept or not accept, the Russian player decides. Once the Armistice has been accepted, it can not be undone.

    In addition, if Russia undergoes a Bolshevist Revolution it relinquishes control of any neutral territories it controls to a friendly power with the closest land units.  (For example: A Russian controlled Persia would be transfered to the control of the United Kingdom if India contains UK land units. If two Allied powers satisfy these conditions the Central powers choose the new controlling Allied power).

    Swiss Alps - As an optional rule Switzerland may be treated as impassable.

    Damaged Dreadnoughts - Damaged Battleships may repair in any friendly sea-zone with an adjacent friendly port.
    (Optional Rule: While damaged, battleships fire at ‘2’ or less and may only move one space per turn)

    Far Eastern Command - Placement of land units at India is limited to only four total units per turn. At least half of the units you place must be infantry. You may not place more Artillery, Tanks, or Fighters than you do Infantry.

  • Customizer

    To make tanks worth buying, allow each attacking artillery to promote one infantry AND one tank.

  • Customizer

    Make Switzerland worth 3 IPCs.

    OR

    Write a sign on the tt saying “attack here, dummkopf”.


  • An optional rule that Switzerland is impassable would be better.

  • Customizer

    Colonial troops.

    Allow Askaris to be recruited in originally owned African tts. However, including UK units placed in India, limit colonial spending to 6 IPCs per turn per power.

  • Customizer

    Damaged Battleships fight @ 2 and move @ 1 until repaired.


  • No Askaris, India OK, Battleship fix too.

  • Customizer

    Restrict placement of new units (other than colonials) to the following:

    Any home tt contiguous by land with the capital, subject to these limits:

    Capital - 3 units

    Controlled home tt - 2 units

    Contested home tt - 1 unit

    This is inclusive of naval builds.

  • Customizer

    Ships can retreat after calling off a naval attack, rather than remaining in a contested SZ like a bunch of sitting ducks. However the defender can then choose to pursue them and continue the battle.


  • Why don’t we wait until like March 24th to start this thread. That way most players will have a test play completed. The game may be balanced. Nobody has played the game. Im sure the Russian Revolution rule needs to be fixed.

  • Customizer

    Surrender

    An army which begins a turn out of supply, that is surrounded by the enemy and unable to trace a line by land or sea to a friendly capital through at least contested tts, has this one turn to break out or it must surrender.

    A surrendering army must turn all its mechanical units over to the enemy (exchange colour), and its surviving infantry are taken as POWs.

    If a nation has a revolution, or loses its capital, it must return all POWs to the original owner.


  • Flash you are going beyond alpha (modifying existing rules)
    Into adding new rules that arent in the game.

    These Alpha suggestions are to fix what we feel are EXPLOITS

    USA getting to Europe too soon
    Russian controlled territories uncaptureable after Armistice
    German sneak attack through Swiss alps (with elephants)
    Battleships unable to repair at friendly ports.
    UK overwhelming the ottomans with industrial units (artillery, fighters, tanks) from India


  • These Alpha suggestions are to fix what we feel are EXPLOITS

    USA getting to Europe too soon
    Russian controlled territories uncaptureable after Armistice
    German sneak attack through Swiss alps (with elephants)
    Battleships unable to repair at friendly ports.
    UK overwhelming the ottomans with industrial units (artillery, fighters, tanks) from India

    This has not been established in all instances, wait to play the game a few times first.
    Points 2 and 4 do look like problems, but still need to wait to declare this.


  • Valid point IL, without having some games under our belts, we cant be sure yet.
    HOWEVER, simply that these historical glitches are possible should make us wary of the implications in the game.

    Getting together a half dozen of my friends on the weekend ought not be spoiled by a German sneak attack into the Alps. Or the US having boots in Europe in 1915, unprovoked by the central powers.

    We must be on the lookout for these hiccups in the game’s mechanics. Why have some of these been allowed. Will they be addressed in a formal FAQ. Will the game require an Alpha ruleset and reprint, or can these 5 simple rules be addressed in the FAQ by Krieg?


  • The only issues that have to do with realism are items 2, and 4. The other three are declarations of game play by playing. Possibly the Swiss issue can be a problem.


  • #1 is a violation of historical accuracy.
    Nothing commanded by the Federal Government of the United States left the western hemisphere until we were provoked.
    To allow US forces to do so flies in the face of history.

    #5 is a violation of logistics.
    according to the rules the UK can place 10 infantry in India, each turn if it so desires, and can afford to.
    Or it can place 5 tanks, or 5 fighters. The colonial forces of India, Australia, or New Zealand hardly had the ability to manufacture anything like this.
    This is the one I am least sure about, but strictly from a balance perspective, the UK able to spend IPCs that are being generated in london to mysteriously produce units in india is a little odd, considering no other power can do it.

    1,2,3, and 4 for me all seem very reasonable.
    Playtesting of course before any decision is final, but be alert for how these 5 things effect the game.


  • #1 is a violation of historical accuracy.
    Nothing commanded by the Federal Government of the United States left the western hemisphere until we were provoked.
    To allow US forces to do so flies in the face of history.

    USA getting to Europe too soon

    I am just saying this conclusion is unknown, the rules may not allow this for some unforeseen issue.

    #5 is a violation of logistics.
    according to the rules the UK can place 10 infantry in India, each turn if it so desires, and can afford to.
    Or it can place 5 tanks, or 5 fighters. The colonial forces of India, Australia, or New Zealand hardly had the ability to manufacture anything like this.
    This is the one I am least sure about, but strictly from a balance perspective, the UK able to spend IPCs that are being generated in london to mysteriously produce units in india is a little odd, considering no other power can do it.

    UK overwhelming the ottomans with industrial units (artillery, fighters, tanks) from India

    I think this would have been messing up the playtest reports if it got out of hand, perhaps UK needs this to not lose Africa, if they don’t place units in UK, that gets invaded. UK must focus on France so im not thinking the rule will bust the game.

    So what im saying is go ahead and build 12 units in India and watch how soon UK falls once France falls because they didn’t support her ally. Possibly Larry wanted India to be important to capture. The kaiser did want to capture India in the Great War, so perhaps Larry wanted to make it important in the game?

    http://en.wikipedia.org/wiki/Hindu–German_Conspiracy


  • A 10 infantry build in India would be stupid and unrealistic.
    Just because it’s stupid to do doesn’t mean the rules should allow such a gross historical inaccuracy.

    Just like sending US units to europe on turn 3 may be foolish, it shouldn’t even be possible considering how historically inaccurate that is.

  • Customizer

    @Imperious:

    So what im saying is go ahead and build 12 units in India and watch how soon UK falls once France falls because they didn’t support her ally.

    This. Many of these issues that are popping up are 9 times out of 10 not going to happen, and if they do, the player is an idiot. If Russia is cavorting around in Western Europe while three or more of their home tt’s are captured, then they deserve to be overthrown.


  • A 10 infantry build in India would be stupid and unrealistic.
    Just because it’s stupid to do doesn’t mean the rules should allow such a gross historical inaccuracy.

    Game balance trumps historical accuracy, especially in a game like this. Perhaps it can be assumed that UK can bring that many troops to India, rather than what your thinking which is building them…

    Perhaps it can be a fact that UK could deploy that size of a force from UK in what is given as a turn.

    If we go with what is historical, Ottomans cant build any planes or tanks, or even artillery and ships.

    So what are we to do? screw up a game that has not been played or just make all these adjustments and ruin balance?

    I do agree that the India thing might be a problem, but i trust the playtesting especially after the other games did playtesting at Chucky Cheese with plenty of beer…

    They have to have got it right this time. Keep hope alive!

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