I have posted many ideas on house rules, some good, some not so. But, at a minimum, do this…
Setup: Add 1 GE CA in SZ26 - represents German presence in Indian Ocean. Setup: Add 1 GE AR in GEA - represents gun boats on Lake Tanganyika (can also add rule this unit cannot move). Setup: Change GE AR in SWA to IN. Setup: Add 1 GE IN in KAM. Setup: Add 1 FR IN in FEA. Setup: Add 1 GE SS in SZ18 - represents German presence in Mediterranean. Setup: Change 1 OE CA to TR in SZ20. Setup: Change 1 RU CA to SS in SZ21. Setup: Change UK TR to SS in SZ2. Switzerland is impassable. Mobilization territories: Following can mobilize max of 2 x IPC value, plus restrictions. Bombay: Min. build 1 unit; Cannot build ships or tanks. Munich: Infantry, artillery only. Ottawa: Min. build 1 unit; Cannot build warships. Tatarstan: Infantry, artillery only. Marseilles: No restrictions. Mines vs. Transports: Allow mine hits to absorbed by loss of a load.Ww1 NAs
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ok i am desinging a world war 1 game useing aa europe boared and pecies and my own rules. But i want to have NAs also but cant come up with any more heres what i got:
germany:
gas shells
artillery bombard at a 2 instead of a 1uk:
Tank production (sorry for bad name)
tank tech cost 15 less and tanks are 1 cheeper.russia
siberian reinforcements russia gets 2 free infantry in siberia every turn
any ideas? -
I have a few ideas, not fantastic but you may be able to play around with them a bit.
:Germany:
+Supreme Nationalism Add 1 Infantry to each original German territory, unable to place if territory has been occupied
+New Borders All units in any territory of German control that borders and enemy territory receive an additional point in defense for the turn.:Russia:
+Number Game For every 5 infantry purchased receive 1 free infantry
+Revolution Place 7 infantry and 1 artillery in your capital, however remove one European Russian terriory from your control.:France:
- Taxi Reinforcement For this turn all infantry may make a non-combat move 2 territories
:United Kingdom:
+Irish Bastards Roll a die, if 6 Ireland rebels and no longer becomes a British territory, if a 1 then receive two free infantry in Ireland, if you roll a 2-5 then nothing happens
+The Commonwealth Place 3 infantry seperately in different overseas original British territories:United States:
+War Bonds Recieve an extra 2 IPC’s for each original U.S. territory:Ottoman Empire:
- Janissaries Infantry for this turn’s attack is increased to 2
:Japan:
+Superior Naval Leadership For this turn all Dreadnoughts (Battleships) attack is increased to 5 and defense is decreased to 3:Austria-Hungarian Empire:
+German Support Purchase units as beginning of turn as usual, and then place an additional 8 infantry in your capital. However do not collect any income this turn.:Italy:
+Side Change During the first round of play Italy must roll a die, if 1-5 Italy joins the Triple Entente (Allies), if a 6 Italy will remain on the Central Powers team.:Bulgaria:
-None:Serbia:
-NoneLike I said before this is just some things I thought on the top of my head while sitting here, hope they are any help to your game, good luck with it I’d like to here more as it progresses.
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+Revolution Place 7 infantry and 1 artillery in your capital, however remove one European Russian terriory from your control.
this wont work because the russian revolution starts on turn 8 and if it sucseeds there out of the game.+Side Change During the first round of play Italy must roll a die, if 1-5 Italy joins the Triple Entente (Allies), if a 6 Italy will remain on the Central Powers team.
this sounds promising:Bulgaria:-None :Serbia:-None
there not full powers+New Borders All units in any territory of German control that borders and enemy territory receive an additional point in defense for the turn.
i dont understand
other then those ones there very good -
yeah just throwing some ideas out there