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
Realistic battles
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It’s so unrealistic that etc. Infantry division destroyed in battle. All units must be two-hit units like BBs. Also two dice rolls per unit is nice. More possiblitys to game. Damaged units lost their second roll and can be repaired/reinforced etc. paying half of their cost.
BB is three-hit unit. Use something counters to represent damages. -
This just makes the battles longer and it dosnt add any strategy. How is this realistic?
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Giving every unit two hit devalues unit like the BB and AC, so no, its not cool. and an infantry div will lose to a tank div.
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Despite what the others said, it does make sense. Most battles an Infantry division does not die completely from one battle Also if there was an axis and allies battle with 2 infantry 1 tank vs whatever well say the other land two hits anyone smart would kill the infantry and thats pathetic. Like in a real war that would not happen!
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I think what you are meaning is realistic battle results. And you’re correct, in that an entire division of infantry or a wing of aircraft don’t just disappear. Just off the top of my head without playtesting, I think a couple ways of approaching this are: 1) Paint a different colour on the base of some infantry units, and these become cadres (the surviving members of a unit depleted below combat effectiveness). They have an attack of 0 and a defense of 1. Replace a cadre for every unit hit, but place the cadre in an adjacent friendly tt. During the next build phase, replace the cadre with a full unit at cost minus 1 or combine 2 cadres to form one full unit. or 2) Allow units to retreat one tt when hit with the maximum number. With any result that is less, the unit is destroyed as usual. An example: A tank rolls a 3 and an infantry takes the hit. Retreat the infantry. At the same time an artillery hits on 1 (less than the maximum two) and the next infantry is destroyed. However, if there was only one defending infantry in the first place and he gets hit twice and he’s dead…dead…d-e-a-d! Both ideas may need some tweaking but would represent a possible solution without encumbering the play too much, I think. However, at this point these ideas are just untested theories.
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Another consequence of this rule would be to reduce the erratic dice results that can happen in smaller battles.
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You could achieve the same effect by simply doubling (or tripling) the starting forces, and by making units cost 1/2 (or 1/3) of their normal IPC cost.