• '23 '21 '20 '19 '17 '16 '15 '13

    yes…I guess there are some minor changes to the map.
    Everyone will have to have the newest version of Triple A installed. I like the new version…the combat phase goes a lot faster.
    thanks for bringing that up.

    there is also a WW1 version of this game…if anyone would like to try that let me know. It’s called Domination 1914: No Man’s Land.


  • Could we 8 play that, instead? I love change!

  • '23 '21 '20 '19 '17 '16 '15 '13

    Wayne and I have been playing a game but, unless there is more interest, we should stay in WW2 for a team game.
    If everyone is willing to learn a new game, then we can try it…the game is heavily dependent on tech. if anybody would like to go 1v1 I’m willing to play.

  • '18 '16 '15

    Good game, I’m out for the next one, but maybe some other time. This one was good fun (although I kept you all waiting for a bit).


  • Happy to play whatever you all prefer - WW1, WW2 or whatever.


  • Let’s see what Whack, Aequitas,  Entek and Dawgoneit say.
    How many players does WW1 need? I will try and look at it later but might not be able to do so, before work.


  • @Private:

    Happy to play whatever you all prefer - WW1, WW2 or whatever.

    Me, too.

    Almost :-D


  • I’m In


  • @captain:

    Wayne and I have been playing a game but, unless there is more interest, we should stay in WW2 for a team game.
    If everyone is willing to learn a new game, then we can try it…the game is heavily dependent on tech. if anybody would like to go 1v1 I’m willing to play.

    Seems Like it would be a good team play game

  • '20 '18 '17 '15

    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.


  • Thank you for the write up, Whackamatt.


  • I would like to play a waw game also. :-)

  • '23 '21 '20 '19 '17 '16 '15 '13

    do you want to set up two team games?

  • '20 '18 '17 '15

    I think team setup is dependent on how many people are in. SO FAR I have:

    IN
    AeV
    Whackamatt
    Captain Walker
    Wittman
    PP
    Entek
    Dawg

    OUT this round
    Balladeer

    UNKNOWN
    DizzKnee
    Degrasse

    I’ve emailed the unknowns. Once they say yay or nay, we can roll for first pick, etc.

    The Entendre have 3 more powers than the Centrals, so a few of us will have more than one. The minor powers IMO are Italy, Serbia, Arabia, and the Communists on the Central side.

    I suggest a snaking option. First person picks one, on down the line. Then the last person to pick gets the option of taking a second power if they want. The minor powers are typically picked last most games anyway.

    That seems to be the simplest. Other alternatives include natural strategic pairings, like France & Italy are one, and Britain gets Arabia due to their Indian forces.

    Or, thirdly, we could go with flow of the game turns, and any back-to-back Allied powers are together, like Britain & Russia, France & Serbia, Italy & Arabia.  There would be less down-time between the rounds, similar to someone being all three minor powers in WAW.

    I’m okay with whatever, and like dawg’s suggestion of a WAW game too.  But one setup at a time. :-D

  • '21 '19 '18 '17 '16

    I’m game as long as it is 1.9, trying to get the Napoleon 1.8 game in the other thread  to work with 1.9 and having troubles.  :(


  • I can’t play two games, sorry Dawgoneit. Would rather play a new one, which I why I suggested Domination.

  • '20 '18 '17 '15

    We’ll wait to hear from Dizz and then we can roll for teams.

    IN
    AeV
    Whackamatt
    Captain Walker
    Wittman
    PP
    Entek
    Dawg
    Degrasse

    OUT this round
    Balladeer

    UNKNOWN
    DizzKnee


  • Dizz must be too busy. He has not been on fro two weeks. I would start it with the 8 of us.

  • '20 '16 '15 '14

    Hi guys,

    Ugh, what a long strange trip it’s been.  I’m sorry to have been absent for so long – let’s just say it hasn’t been for pleasure.  I should be back to normal by hopefully this weekend.

    Because I will be playing catch-up for a while (and I don’t want to hold anyone up), I will take a pass on this game, but I would love to join in on the next one!

    Thanks for the invite.  :)

  • '20 '18 '17 '15

    I will start a new thread entitled

    TEAM GAME - 1914 No Man’s Land

    We have 8 people and 11 playable powers. 4 Central, 7 Entendre.

    To keep it simple, I recommend:

    1  roll a 1d100  Xaaa 1@100X    <–-- this is how to roll a 100 sided die. Replace the X with colons.
    2  Rank everyone, highest number picks first.
    3  Person that picks last gets the first choice to play a second power. You can choose to stick with only one.

    I think in the above way everyone gets to pick, and determine how many/what powers they play. I don’t want to prescribe if you play X you must also play Y, etc.

    So move on to the new thread and roll your die for selection order.

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