• map file Update 1.2 + Political rules

    Political rules
    America
    America joins the war on turn 10 and is represented by the UK pieces. There are ten markers on America and every turn take away one once there zero markers left America is in the war. All American ipcs are spent in America including convoys. America cant buy well not at war.
    Optional rule America can be played independently from Britain.

    Ottoman Empire
    The ottomans join the war on turn 3. Until there at war any body may go through the Dardelines. When the ottoman empires not at war with the allies no pieces from the central powers pieces may go in there territories.

    British Empire
    the British join the war on turn 3 UNLESS belgium is attacked if it is the British join right then. well not at war they may not purchuse men

    Italy
    Italy joins the war on turn 3. When Italy’s not at war no allied pieces may go in there territories.
    Optional rule: when Italy declares war it may declare war on ether side.

    Serbia
    Serbia is considered a pro Russian neutral. Witch means if a Russian land unit goes there Serbia joins Russia.

    Bulgaria
    Bulgaria is considered a pro central power neutral. Witch means if a central power land unit goes there it joins that power.

    Greece
    Greece is considered a pro American neutral. Witch means if an American land unit goes there it becomes American.

    Minor setup changes
    Greece, Serbia, Bulgarria are considered pro side neutral so there not part of italy any more but they keep there Original setup. italy now makes 12 ipcs.

    half of ww 1 map.JPG
    other half of ww1 map.JPG


  • I like thee rules. I dont get Greece. It should become Pro-Allied on a certain turn. Also I LOVE the Italy rule. The central powers did want italy to join them but they didn’t. Instead amke it to where depending on whos doing better Italy will join them.


  • yah playing the game with the italy rule means it will likely never be the same game twice. central powers do good italy joins them they do bad italy joins the allies.
    greece neutrality rule has been changed so that on the 8 turn greece becomes pro allied.


  • Yes because otherwise the game would be stacked for the allies. WAAAAYYYY to powerful.


  • Well I’m doing my best to make the central powers stronger one way I’m doing that is give them better NAs. Just for an FYI you suppose to play with all the NAs. Do you got any ideas for more NAs I ran out.


  • final planed map update. map file 1.3.

    setup for East prussia and selisia is
    East Prussia: 4 infantry, 1 artillery, 1 Assault infantry
    Silesia: 2 infantry
    Germanys income is now 23

    Battleships now cost 20 but have a 3 cost to repair

    half of ww 1 map.JPG
    other half of ww1 map.JPG

  • '10

    Starting to look a lot better. Very interested to see the set-up charts.

    UK will have to have a factory in Egypt…  otherwise they will get walked over by the Ottomans.


  • I like it. Do you have middle east rules so ANZAC can send in troops?

  • '10

    @Pvt.Ryan:

    I like it. Do you have middle east rules so ANZAC can send in troops?

    This would most likely be represented by UK troops out of the Egypt factory.  Remember this is WW1, ANZAC was not a separate power and were always under Imperial commanders.


  • Well we could have a middle eastern operations box. It;s income would be based on british convoys and maybe a dice roll. Then you can represent those troops with ANZAC pieces.


  • FAIL! I forgot to put my meddle east box on the board. I made rules for it but it’s not on the map. Fail.


  • Just wondering did you guys read my post on new rules? Fmg the set ups on the last page .


  • Just looked at em. Good rules. I like poison gas. I suggest adding somethings on subs for germany.


  • Yah I would but don’t know what it would do and the other nations needs some more NAs because everybody but Austria Germany and Russia have 2 but Germany has 5 basically I’ll work on subs tomorrow right now me and my dad are playing AA Europe 1940 so update will be tomorrow.


  • Oay two ideas. First look up Armenian Volunteers and look up Arabian Revolt.


  • Germany has 6 NAs no more for them I’ll post them tomorrow. Hint though ones about subs and ones for planes.

    Minor update all ships starting by a naval port owned by that power are considered in port at games start.


  • Update for NAs + winter rules

    Russain NAs gained
    #4 Armenian Volunteers: starting turn 1 the Russians gain 1 infantry in the Caucuses Mountains till the ottoman declaration of war.

    German NAs gained
    #5German Sub Program: German submarines are 2 ipcs cheaper.
    #6Fokker Triplane: German fighters attack at -1 in the first cycle of combat but +1 for all consecutive rounds

    British NAs gained
    #3The Arabian Revolt:  on turn 4 the Arabian revolt happens in Saudi Arabia. then saudi arabia joins great britain with 5 calvary there.

    Winter rules
    every 4 turns in game its winter on the winter turn all mechanized units (planes, tanks) get - 1 movement.


  • Okay I suggest just making the Arab revolt to where Saudi Arabia joins Britain and you play 5 cavlry there.


  • yah thats a better idea

  • Sponsor '17 TripleA '11 '10

    Interesting project. I had worked on a similar one myself using IL’s rules as a base and simplifying them for a more “A&A” feel. My game board ended up being so huge to fit all the pieces that I currently don’t have a table to support it. Play testing is temporarily suspended…

    What is your suggestion for the non-A&A pieces like bi-planes, cavalry, etc? Just curious what others are using. I bought a bunch of Central Powers pieces from Jack (Table Tactics) a while back, but had to invent some stuff to go with it.

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