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
Scars of War / Battle Damage
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If you capture a territory in 1 round of combat, treat the capture just like normal.
However….
If you are forced to fight over a territory for more than 1 round, roll 1d6 damage to each facility there.
The Concept being - that in a prolonged fight over an airfield, naval base, factory, or all of the above, the resultant facilities would suffer from the surrounding combat, unless faced with a suprising, or overwhelming force!
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Absolutely! You could even make it more brutal by saying no dice are rolled if it was a walk in, 1 dice per facility is rolled if there was 1 round of battle, 2 dice if there were 2 rounds, 3 dice for 3 rounds, etc. An evacuating force could leave 1 infantry behind to basically blow the place up, kind of like a scorched earth rule.
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Brilliant idea Gar! Simple, yet makes perfect sense. I may try this.
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Very good Idea!
Very simple like, like Varible said, but like the real war.
Like when you battle in Moscow with 70+ Units each and Russian win, the complex is perfectly fine……Not realistic. :-)
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I like it. Great ideas usually have the hallmarks of the following statement. “I should have thought of that”, you know it’s a winner when……
Simple and Sweet.
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You could even do a flat 1pt of damage per combat round.
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I like that concept Variable.
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I like this.
I think, though, that dice should be rolled from Round 1, just like SBR.
Result 1-3, do that much damage.
Result 4-6, no damage.
Then multiply by the # of Rounds you fight.
A three-round battle would result in three dice being chucked for damage on each piece of infrastructure.
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This concept will work especially well with HBG’s new infrastructure pieces.