I’m up for another team game, and wouldn’t mind playing the Domination 1914: No Man’s Land. It seems quite fun!
I also vote for AAA 1.9 engine.
I’ve played the Domination version against the AI once as both sides. Here is what I’ve learned about the functionality of the game: (I’ll copy the rules in the AAA engine after)
Turn order –
Germany ©,
France (E),
Serbia (E),
Austria ©,
Italy (E),
Arabia (E),
Turkey ©,
Britain (E),
Russia (E),
Communists ©,
USA (E)
TECH is with tech tokens. You spend five for a roll, then keep rolling till you hit a tech. There are six each for Industry, Naval, and Land. You pick the category before buying/rolling. Unlike WORLD AT WAR, new units are unlocked by tech and not on a certain round.
Each TECH is not immediately available, but will be purchasable/useable on your NEXT turn. So if you unlock tanks, you still can’t buy them that turn, etc.
Industry results:
2D6 extra pus per turn
place 3 more units in territories worth 2 or more
Reduces Field and Heavy Artillery by 0.5, Fighter and Gas by 1 (this makes artillery cost 2 for 7 or 2 for 9 similar to World At War. They start out at 1 for 4PU and 1 for 5PU.)
1 free tech token per turn
3 free Infantry per turn on your capital (at the end of your turn during Deployment Phase)
Unlocks Late Fighter unit
Naval results:
Submarines attack at 3 & defend at 2
Destroyers Defend at 3, Cruisers Defend at 4
Reduce BB’s and BC’s by 2 pus, Reduce rest by 1 pus
Battleships and Battlecruisers Attack at 5
Tranports, Destroyers and Cruisers move at 4
Unlocks Carrier unit
Land results:
Field Artillery attacks at 3
Heavy Artillery defends at 5
Gas Attacks at 5
Trenches defend at 1
Cavalry moves at 3
Unlocks Tank unit
Bunkers/trenches
Like WAW, this game has bunkers, but they work differently. They start as trenches: 2 hit points NO DEFENSE VALUE. You can place 3/turn anywhere you can afford that you owned at the start of your turn. A tech can give them a defense value of 1. They may?? Repair at the start of your turn. I personally never saw one survive a combat.
FACTORIES outside of core territory listed below.
(cost 20, production placement is capped by territory value – increased placement via tech)
Germany starts with a factory in New Guinea and East Africa, and some territory in Shanghai (with no factory).
America starts with no factory on the Pacific side of the board, meaning nothing in California or the West coast and nothing in Hawaii or the Philippines.
France has two factories in North Africa and one factory in India.
England has factories in South Africa, Australia, Malaya, three in India, and one in Belgium.
GAS ATTACKS
They move three spaces and attack at a 4 or 5. They die upon use so offer no hits in combat, but they “first strike” enemy land units so that they do not participate on defense. No effect on bunkers.
COMMUNISTS vs RUSSIA
The Communist player starts with two territories, one that will be taken before they move (Moscow). The other is their capital, Yakutsk. It has a production value of 20.
In contrast, Russia deals with all Central powers and only has two factories near Yakutsk, Vladivostok and Irkutsk, both worth 3.
Central powers cannot move into Communist territory. They are not allies, but not at war. Basically they have a common enemy.
NEUTRALS
Most neutral territories have a lot of units, making them not worth the effort. (Most Chinese territories have 9-14 inf on defense, for example, with production values worth only 2 or so). This keeps the effort on the war and less about hostile take-overs of all the neutrals for money.
SPECIAL UNITS
Some countries have a special unit or two unique to them for the most part. They aren’t in the rules, so here they are:
GERMANY
Stormtruppen – a 3PU 2/2/1 infantry that can ONLY be placed in Berlin. Regular infantry are 1/2/1. So you get +1 attack value, but restricted placement.
FRANCE & BRITAIN
Colonial – a 3PU 2/2/1 infantry just like the German unit, but can only be placed in Africa.
ARABIA
Arabia ONLY HAS ONE UNIT and three things to buy.
Bedouin – a 2PU 1/2/2 cavalry unit, trenches, factories. Not eligible for TECH.
Essentially they are a fast moving unit used for extra defense and to hit lowly defended areas.
RUSSIA & COMMUNISTS
Conscripts – a 2PU 0/1/1 infantry. A cheaper infantry/defense unit.
SUPPORT!
Both cavalry and infantry can receive support, and just about everything gives support. The extra attack value for your inf/cav can come from (on a one-to-one pairing) both artillery, zeppelin, fighters (early and late), and tanks. So keep in mind that all non inf/cav land and air units give support in assaults.
AA
No one starts with an AA gun anywhere on the board. Classic rules. 1 shot per anything flying, capturable.
ARTILLERY and BATTLE CALCULATIONS.
The old eyeball measurements will be off for a while. The Heavy_guns defend at 4, upgradeable to 5! So a stack of artillery can be hard to handle, while a stack of infantry and conscripts can melt like butter. This can later be offset by tanks that move 2 and attack for 4, but they only defend at a 1.
TRANSPORTS
They do not participate in combat and will be auto-sunk if attacked alone. Also check the cargo capacities. The small artillery can be loaded with an inf, the heavy gun must go solo. Tanks can be paired with inf.
ZEPPLINS
They can strat bomb, but only move 5 spaces unlike the strat bombers 6 you’re used to. Also useful for transport harassment and cost 16 PU.
Depending on how many people we get to sign up will determine if anybody doubles up on powers. Arabia is very minor, and Serbia is quite small and most likely not going to last long. If we have 8, I could see one person being Serbia, Italy, and Arabia. Italy and Arabia go back to back, so that makes sense to me.
Listed rules below
The ruleset of the “AA-50 rules” (ww2v3) of a well-known board game is used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes.
Submarine Rules - Submarines may retreat before the battle unless a destroyer is present. Air cannot hit subs unless destroyer is present. Subs do not block.
Transport Rules - Transports do not participate in battles and die if attacked and undefended. Cannot be taken as casualties. Transports do not block.
Bombard Rules - Bombard is restricted by the number of units landing. Bombard casualties DO return fire
Trench Rules - 3 trenches per territory per turn can be placed. There is no limit to how many you can buy. There is no overall limit of trenches in a territory.
Gas Rules - Suicides after one round of attack, does not fire and cannot be taken as casualties on defense.
Trenches cannot be taken as casualties from hits caused by Gas.
Casualties from Gas do not return fire.
Communists are set to neutral towards Germany, Austria and Turkey while still being on the same side. This means they cannot co-occupy a territory and do not liberate territory for the other.