@midnight_reaper that’s a cool idea and I might have to try it. However I don’t like the idea of getting advancements for free, which is why I like some sort of facility to buy. Since the G40 R&D board seems to have the better advances on one side I’d say you have to roll a 1-4 to get the 1 column, and 5-6 to get the second. Maybe even through in an added cost to get 1-3 & 4-6. But again with that, I think countries should have to build the facilities in their capitol instead of anywhere and starting with them.
Rule Modification
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I am a big fan of the game and I’m aware of some of the issues that are hindering gameplay. I devised a couple rules modifications which seem to really balance the game:
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All land units can move two spaces through friendly territory. Movement is limited to one space if moving into or out of contested territories or attacking. This speeds up movement towards the fronts, but you still need to begin adjacent to a zone to move into the zone for combat. The only land unit that can enter combat with the second space of movement is the Fighter.
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Because the first change is a huge advantage for the Central Powers initially, the Russian Revolution rules are scrapped. Beat Russia by winning it’s capital.
These two changes put much more pressure on France during rounds 1 to 3. UK need to focus on France earlier therefore allowing for a more fun and balanced game in the middle east.
Try it out and post your thoughts.
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So these house rules are geared for A&A 1914?