Our club has added technology rules that really speed up the game and offer much more variety. One of the most significant is that each country has rail movement. If you want to discuss, best way to reach me is by email at firstname.lastname@example.org
One problem with 1914 is warfare on the western front. It usually just dissolves into two giant stacks going at it in one territory, and the allies win that battle 90% of the time because they can get units there faster. One reason this happens is because people aren’t aggressive enough. Also, its too easy for people to combine their forces because flanking maneuvers aren’t very deadly in Axis and Allies. So I would make on slight adjustment to the moving out of contested territories rules:
When a unit moves out of a contested territory they may not battle. They may still move into contested territories containing units belonging to their power, but they may only reinforce not battle there. Also, I was really intrigued by @Arreghas idea about contested territories. You can see his forum here: https://www.axisandallies.org/forums/topic/34163/1914-contested-territories-an-interesting-tweak
Ok so I just had an idea about advanced infantry, so it’s probably needs some work. Anyways, one problem with the game is that soldiers from different countries are the exact same quality which is not true. British soldiers at the start of the war were elite professional soldiers compared to the Austrians that couldn’t even win a battle against a comparative weak foe in Serbia. So here’s my idea:
You have a chart that has 1-10 or 15 and each country gets ranked according to their soldier quality at the start of the war. Then whenever you’re in a battle you take that number, multiply it by two, and that many infantry attack or defend at +1.
This rule would not apply to troops in Africa and the middle east (Maybe just non-ottoman troops in the middle east).
You would move up on the chart when your infantry kill a certain number of units in a battle
You would move down the chart when a certain number of your infantry are killed in a battle
So there you go. Sorry this is really rushed, but tell me what you think and give any suggestions.
Ok. Low luck with a twist right ?
So how does the -10/+10 roll work ? say
6 inf = 15
3 art = 6
Total = 21 points
Then div 6 into 21 = 3.3
3 hits plus a 3 left or half hit.
How does the rest of this work ?
If using the 1914 values ( 2 for Inf, 3 for Artillery and supported Inf), it gives this :
3 Inf x 2 = 6
3 Supported Inf x 3 = 9
3 Art x 3 = 9
(9+9+6) = 24
24 / 6 = 4 hits.
Roll for +/- 10%. We typically call for a minimum variance of one, so you would end up with between 3 and 5 kills.
We round the number before rolling, so in your case, 21 hit points divided by 6 gives 3.5, so we count 4 kills before rolling for +/-.
This makes for low luck games but that +/- 1 or 10% can be the difference sometimes between changing your strategy or staying with it without killing you on one bad roll.
@Arreghas I really like the rule. Here’s what I like the most
I think it would speed up the game
It helps minimize giant stacks of troops
It’s historically accurate. Concentrated artillery bombardments were used all throughout the war, especially by the Germans in Russia during 1915
I just have one suggestion. I feel like having the artillery not being able to battle if they do this will discourage people from doing this, so here’s what I propose:
When you choose to have an “artillery duel” artillery just hit at one less, like you said. You and the defender use all your artillery in the territory
Once per turn you may choose to have your artillery battle at their normal values. However, the roll at 1 until your next turn.
@Arreghas I really love this idea!
One of the biggest problems I find in my games is stacking. Its not as fun when the game just comes down to two giant stacks on the western front, and the CPs can never win because they can never get enough guys there. However, I think this house rule combined with Economic and Political Collapse could fix that problem and give the game more of a trench warfare feel. Thank you for sharing and keep up the good work!
There’s other options like gun-mounted trucks, which could be a hybrid mobile-artillery / AA battery, armored cars, and more ! So if you want to make things more interesting, feel free to be creative !
For your tank idea, I wonder if the increased cost would make them appealing. They sure would boost your offensive power by boosting your infantry, it’s just a question of would you be able to buy enough to make a difference. Let me know how it turns out !
These house rules are meant to make the game more realistic while staying as simple as possible.
Battleships cost 14 IPCs. They cost 1 IPC to repair.
Switzerland has an IPC value of 4.
The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.
If a capital is captured, the IPCs are discarded and not taken by the capturing power.
Neutral territories that are not home territories still get units if invaded.
Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.
Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.
There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.
Optional Manpower Rule
Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.
Hello folks, I’m continuing my trend of creating alternate scenario’s to make A&A games quicker for face to face play. This is in part personally driven because most of my local players feel many A&A variants are about an hour too long. I’m pecking at most variants, but today I settled a modification for 1914.
-Summary: Removes ottomamns/africa and modifies turn order to encourage quicker game especially, with multiplayer. Estimated to shave 1-2 hours off a 1914 game while maintaining the core experience.
-Balance was (attempted to be, play testing needed) maintained by examining the ratio of Axis/allied economy and TUV(Ground and sea), and maintaining those ratios fairly closely after mod. (See image at bottom)
-Remove units on from India and the continent of africa. Remove all ottoman units.
-All ottoman, African, and middle eastern territories+India are not part of the game and so do not give IPCs to any powers
Remove the following navies:
Russians in SZ 71
UK in SZ 19, 29
Remove the following units
Wales: 2 infantry
London: 2 infantry
Scotland: 1 infantry(empty)
-You may wish to simply fold the bottom third of 1914 map board underneath as with the exception of the two russian territories it is unused.
////////////////////////////////////////////////////////////// Summary of new starting IPCs by power:
//////////////////////////////////////////////////////////// Summary of timed events(including changes)
-UK gets bonus income of 2 multiplied by the turn number to a max of 10 IPCS(representing historical and typical standard game gains in africa/mideast and resources coming back to europe)
-Tanks buildable beginning turn 3
-US enters enters war and at beginning of turn 4
To encourage again quicker play (particulary in team games with 4-5 players), use this portion for an “axis go, allied go” game, allowing alliance players to perform all actions at once.
(In effect, every nation by russia is basically already doing this)
Turn order will be a 3 step process:
1)“special turn 0: Russia Only”
-Russia alone performs a turn.
2)- After this Russian turn, the turn order is now Axis powers.
3)- followed by all allied powers(including russia).
All powers in an alliance build at same time, then perform there moves as a single turn, etc.
To maintain balance in the combat phase, multinational attacks are still disallowed.
To resolve these combats, attackers will perform their attacks one country at a time, using the order from the unmodified rules
(Allies: Russia followed by France,UK, Italy, US)
(Axis: Austria followed by Germany.)
If you move 2/3 through original territory, does that count to a nearby enemy territory? For instance, if I take an army from Vienna, can I move it 2 to attack Poland or am I forced to wait in Galacia?