Saturday Game Night - Review of Strategies and Battle Tactics


  • @Flashman:

    How do you feel about historical setup in regard to units placement; i.e. with most of German forces concentrated on the Belgian and French borders?

    I’ve considered giving the 4 main continental powers a “mobilization” round before the war starts in which they can, in turn order, redeploy their units anywhere in home tt.

    But then, the mob plans were dependent on railway timetables so were rather inflexible at this stage.Â

    Mobilization Rounds Sound interesting - would they be wrote down secretly on a paper?

    I think I´d like the rule that newly built units can be placed anywhere in uncontested homeland tts.


  • Another idea is to give each of the eight powers national (dis)advantages:

    Germany: 3 tt movement

    Britain: Is allowed to produce land units in Bombay

    USA: Infantry costs 2 IPC

    France: Is allowed to mobilize 1 Inf per turn in one of its original uncontested Colonies

    Italy: Because of its membership in the Dreibund its not attackable in Round 1

    Ottoman Empire: Dschihad allows them to mobilize 1 Inf in Arabia/Persia/Afghanistan or Egypt if theyre controlled by OE

    Austria Hungary: If attacked by Russian units they lose automatically one Inf because of Slavic Desertion

    Russia: Infantry is not pimped by Artillery (Inf was actually weaker than others in ww1 because of lack of riffles/Obedience )

  • '14

    I’ve noticed that quite a few WW I games allocate a certain amount of strategic movement points to each nation, based mainly on their historic rail capacity and effeicency. For some nations, this declines with time due to wear and tear on the rail infrastructure. But it’s not my point to complicate the game with all of these factors.

    Just so happens I got quite a few of these cool, plastic choo-choo trains from www.spielmaterial.de, and am dying to work them into the game some way.

    What if, every turn, you earned so many trains representing a capacity for long-range strategic movement? I.e., lets say each train could carry two infantry (change this as you would like). The number of trains in play would be limited and could diminish due to territorial loss. Replacing the trains could also be based on a factor of territories controlled. Instead of trains based on countries, you could have a certain color represent CP trains, AP trains, and Russian trains (due to the track) gague. In this way, your allies could ride them.  I’m just not sure how you would go about “destroying” them other than territorial loss.

    In short, I’ve been thinking of the movement situation incorrectly. Think of naval transports, only with rails! In this way, significant troop movements over distance can be represented, but without getting too carried away.

    Criticism solicited!

  • '14

    @Chacmool:

    Another idea is to give each of the eight powers national (dis)advantages:

    Russia: Infantry is not pimped by Artillery (Inf was actually weaker than others in ww1 because of lack of riffles/Obedience )

    This is an excellent idea, and very historical.


  • @Chacmool:

    Another idea is to give each of the eight powers national (dis)advantages:

    Germany: 3 tt movement

    Britain: Is allowed to produce land units in Bombay

    USA: Infantry costs 2 IPC

    France: Is allowed to mobilize 1 Inf per turn in one of its original uncontested Colonies

    Italy: Because of its membership in the Dreibund its not attackable in Round 1

    Ottoman Empire: Dschihad allows them to mobilize 1 Inf in Arabia/Persia/Afghanistan or Egypt if theyre controlled by OE

    Austria Hungary: If attacked by Russian units they lose automatically one Inf because of Slavic Desertion

    Russia: Infantry is not pimped by Artillery (Inf was actually weaker than others in ww1 because of lack of riffles/Obedience )

    I’m liking some of these ideas.
    I’m concerned that if Germany can move 3, is everyone else still at 1 or 2 movements/territories ?
    USA - This would make a big difference, allowing an actually effective battle force.
    France - I think this is too weak to help the French, only 1 extra unit? How about this idea …. 
    DEFENSE  -  If the French are under attack and all units are in original French territories all land/air units cost 1 less IPC,
                                                        A N D
    ATTACK  -  If the French have any units outside original French zones (attacking/supporting land/air forces of any kind) all                units cost 1 IPC more.
                                                        A N D
    STAGNANT  -  If France keeps all units in French Zones but is not under Attack, all land air units cost the normal ammount.

    This would alter the French battle tactics a little and possibly give them a long term advantage. I know it seems like a big house rule but I think only one of these three situations could exist at once.

    Autria - That’s tough, one guy per round every defense! You’d have to send them West and let the other two take down the big Bear.

    Italy - Phew !! At least one turn to breathe. Question - Are they allowed to attack on the first round?

    Ottomans - is it one total or one per zone ?

    Russia - Without the hustle and muscle of a pimped artillery russia has no attack options. This one seems to unfriendly to the unit values. It would seem they only defend,buy guys and wait for turn 4. I don’t have a good suggestion for a Russian rule though.

    One of the best sets of custom gamerules I’ve seen yet. My buds and I are still adjusting to the style of 1914 but really enjoy it.


  • Yesterday I had 3 rounds of solitaire play with my national (dis)advantages and was very happy with them.
    To clear some things up:

    Germany: 3 tts for Land units (still not sure what to do with fighters yesterday they remained with 2tt) all other Nations have the tournement 2tt movement.

    USA: Infantry costs 2 IPC but after war entry (enthusiasm)

    France: gets no extra unit, it has just the right to put one of its purchased Inf into one of its original uncontested colonies. (In my eyes French don´t have to be much stronger, since their primar goal is to hold back the Germans and I never saw them fail in all games I played OOB) Â

    Italy: has the right of the first strike. (for example they can move and activate albania R1) and smash AH in Round 2 from Venice and Montenegro.
            had graet fun with the Isonzo- and Southtyrol front yesterday.

    OE: means only one per zone and per turn (like France no extra unit, it has to be purchased regulary)

    AH: loses max. 1 Inf per Round and only automatically (this Inf doesn´t defend) if attacked by russians.

    Russia: Yesterday I launched some attacks (Mesopotamia, Romania, Ukraine) that have been victorious for the Tsar. Don´t forget that Art still hits at 3/ 4 with Airsuperority)

    I will continue the battle tonight although it seems its still hard for the CPs to get more than a remis out of this game…

  • Customizer

    Russia had opening stocks of armaments, but couldn’t keep up with demand from their relatively undeveloped industrial base.

    Maybe restrict the number of art/tank/air units Russia can produce to a maximum 3 per turn?

    But then again, Turkey shouldn’t be able to produce any mechanical units…

    Does German 3 tt movement include moving through captured or Austrian tt? Perhaps exclude Russian tts as the gauge had to be changed.

    A few random ideas:

    British infantry initially costs 4 IPCs. This reflects the fact that unlike Continental powers the UK had no conscription or military service, so could not call up trained men.
    At some point the UK can announce compulsory conscription reducing the cost to 3, but at cost to national morale.

    Still prefer Italy not having a turn until round 2, unless attacked.

    Slav rules seems harsh on A-H; there were plenty of non-Russians in the Tzar’s army who were less than enthusiastic for the war. Maybe the desertions don’t happen if the Austrian army being attacked has been given a German “backbone”.


  • Chacmool,
    Thanks for clarification, they make more sense now. I may use some of them (or variations) when we make our house rules.


  • @Starlight:

    Chacmool,
    Thanks for clarification, they make more sense now. I may use some of them (or variations) when we make our house rules.

    You´re welcome!

    I finished my solitaire game last night. As usual it was going to be an Allied victory.

    AH took Serbia R2 contested Romania and attacked Poland R1.
    Russia attacked in Mesopotamia and Romania and ganged up in Ukraine.
    Germany (with 3tt movement) let the forces in Ruhr and Alsace go for Belgium. Munich and Kiel to Alsace.
    All the rest went eastwards.
    Britain concentrated on India and slowly gained space against the turks. France activated Albania with Italian units from Africa and bought lots Infantry.

    After a few Rounds Germany had overrun Russia but however the Russians still had lots of troops when they collapsed economically.
    AH had some bad luck in dices against the Italians that pushed hard at Isonzo and the dolomites.

    German troops were traped in Russia and could not force the political collapse of Russia, which costed much time.
    Meanwhile Fr and Br cleared up Africa. and ganged up in Belgium and Alsace. German casualties were higher than the reinforcements, also Americans showed up in France… USW was called out R4 for 2 Rounds with not much impact.
    GB lost 6 IPC and US 3.

    By the way the 3tt movement of GE was great to reinforce the troops just in time, before the next hammer of the French/British Artillery bombardement fell down on the trenches… I surely will keep this national advantage!

    After Moscow was captured GE had much money it spend in Fighters Tanks and Art for the Michael offensive.

    Meanwhile the turks collapsed because of Italians that came via Serbia and Bulgaria to Constantinopel and Anzacs that pushed forward from South and East.

    The Germans crushed the British in Belgium and the French in Alsace. But it costed many casualties for them also.
    The US troops counter attacked from Lorraine and from that point on morale was down.

    AH collapsed and I quit the game because the allies were about attacking Ruhr and Munich without much resistance.

    Sorry for my bad english. I was in a hurry � :wink:

    Fazit:
    I see no problem in giving Germany a 3 tt movement advantage. (Flash, in this game it did count everywhere for German troops except Africa) Most of this Houserules didn´t have that much impact to me. But it was surprising how the game mirrored the real war actions.

    I still believe that taking away 2 Inf and 1 Art from Burgundy and giving GE 3 Art in Hannover and 3 Inf in Kiel would balance the game (I am always playing with unattackable Switzerland.) Switzerland should be worth minimum 2 IPC.

    Maybe the game is more balanced with the third front Swiss-Burgundy-Piedmont but I dont want to play such an unhistorical scenario :-P

    �

  • Customizer

    I would make Switzerland a 4 IPC tt (considering Swiss army and bank deposits!)

    Such a strategically vital area should cost a high price to take over.

    If you make it impassable, add Pripet marsh to eastern front for the same effect (prevents direct movement Poland-Ukraine).

    Incidentally, should there be a port on the White Sea (SZ6)? Doesn’t seem realistic to repair battleships here.


  • @Flashman:

    I would make Switzerland a 4 IPC tt (considering Swiss army and bank deposits!)

    Such a strategically vital area should cost a high price to take over.

    Not to forget the difficult alpine terrain and the 4 IPC (!) Tyrol

    Flash, somewhere else you mentioned you use only Infantry and different coloured chips for other branch of service.
    Where do you get plastic-chips that fit to those of A&A1914?

  • Customizer

    I have to mix chips from all my games and of course the two different types don’t stack too well.

    Hopefully my extras from WOTC will help this.

    I currently use:

    white, light blue and grey for infantry (though the light blue is a little too similar to the dark shade)

    red for artillery

    brown for tanks

    blue for fighters

    and find that I have just enough for 1914.

    green is reserved for bombers when I can get them organized.

    Even then, tts like Rome and Switzerland can get seriously crowded with 3 or 4 armies in there, and stacks on the western front get dangerously close to toppling.

    Practically speaking this is the obvious way to go, but for some the minis are a large part of the games appeal, and with this system many are obsolete.

    Adding extra colours would make it practical for WWII versions, so Wizards could make a mint by packaging sets of the new chips in new colours, or even with unit outlines embossed in the centre. Interesting to see if the rule requiring an infantry to be the last casualty is used in future WWII editions.

    You could devise a system where white = 1 inf, grey = 5 etc but this slows things down once more into a chip switching fest, which another reason I abandoned the minis in the first place.

    For ships I prefer not to use chips, so I’ve imported US & UK transports from WWII editions until my extra pieces arrive.


  • @Flashman:

    Practically speaking this is the obvious way to go, but for some the minis are a large part of the games appeal, and with this system many are obsolete.

    With this system you could use different minis of Infantry for each nation:

    Germany:
    Strong Steelhelmet Stormtroopers (attack with 3),
    Early war Infantry with Pickelhaube (attack with 2),
    Weaker Landwehr units (attack with 1) for quiete parts of the front.

    (Maybe a 12-sided dice would be better, by the way I am looking for tiny 12-sided dice that fit on the battle board)

    Same with Austria loyal german speaking Kaiserjäger and unfaithful Czech units etc.

    French Colonial troops, British ANZACS, Indian units, Russian cossacks and so one…

    Do you have chips for cavalry?

  • Customizer

    Yellow reserved for cavalry

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