The Great War 1914-1918: Clash of Empires


  • This Game feels like George rr Martins Book Winds of Winter to me… IL, You Must Reserve some copies of the Game for us hardcore Fans when it finally will be on sale!  :-D


  • Yes sir.

    No new news, but everything done but rewording manual, and new battleboard

  • Sponsor

    @Imperious:

    Yes sir.

    No new news, but everything done but rewording manual, and new battleboard

    Carry on soldier, just make sure you ring that dinner bell nice and loud.


  • @Young:

    Carry on soldier, just make sure you ring that dinner bell nice and loud.

    Or even more fittingly, given the WWI context: fire a flare pistol, blow a whistle and shout “All right lads, over the top!”


  • Yea good one. As soon as i know


  • I decided to begin the process of explaining the game section by section…

    Lets begin with some preliminaries:

    Turns:
    Each game turn constitutes four months (except the first) of real time outlined as follows:

    1. August 1st - December 1914 9. May - August 1917
    2. January - April 1915 10. September - December 1917
    3. May - August 1915 11. January - April 1918
    4. September - December 1915         12. May - August 1918
    5. January - April 1916         13. September - December 1918
    6. May - August 1916 14. January - April 1919 (extended game)
    7. September - December 1916         15. May - August 1919
    8. January - April 1917

    Turn order:
    Turn 1 only: Austro-Hungary, Russia, Germany,  France,  England, Ottomans.
    Turn 2 - till end of game: Russia, Central powers, Entente Powers (except Russia).

    Note: the first turn denotes the order of which Historically nations began at war. The game uses my “all axis all allies move sequence” beginning on turn 2.

    Note also Ottomans do not enter the war until turn 2, they can’t be attacked earlier since they are neutral and you can’t attack any neutral until its activated ( if at all, example: Norway, Spain, etc are not ever activated).

    At the start of turn 1, Austro-Hungary declares war with Serbia/Montenegro/Russia and is only at war with them currently. On the Russian turn Russia declares war on Austria-Hungary, Germany and the Ottomans. On the German turn Germany declares war on Belgium and the Entente. On the French turn France declares war on the Central Powers.  On the British turn Britain declares war on the Central Powers and finally the Ottomans declare war on the Entente.

    On turn 1 only, no Naval Invasions can be made anywhere nor can you move into an allied territory.

    Note the player order for each turn.  Each nation must perform their turn individually on turn one.  On later turns, Russia always moves first and separate from the other Entente allies.  The Central Powers and allies may move simultaneously when it is their side’s turn.

    Section 6) Sequence of Play
    (Pre-turn) Performed before player’s/side’s turns:

    1. Check for new alliances – if a nation is to enter the game, or receive troops, and sets up their forces now.
    2. Technology advancement – check to see the advances in technology for each country.
    3. Check for special events <optional rule=“”>– see if a historical event takes place:

    (Player’s/side’s turn) Each player/side does the following:
    4. Income Collection
    5. Unit purchase – purchase for self and any controlled minor allies.
    6. Repair - Dreadnoughts, Zeppelins, fortresses.
    7. Combat moves – sub detection, fighter interception and pass-through fire may be done by opposing side during this phase.
    8. Combat – a) naval combat b), naval invasions c) bombardments d) land combat, e) strategic bombing, f) sweeps for mines.
    9. Non-combat movement – aircraft return to base, railroads may be used, infantry entrench, naval sea mines and pass-through fire may be done by the opposing side during this phase.
    10. Unit placement

    In this game, you count only the income of what you start with and you can only build infantry to 75% of IPC and lastly, you can’t save.

    This is a big deal than your used to, manpower is in shortage and now you are forced to buy other units to wage war. you can’t save because you would be able to glitch the game by saving and buying a net gain in infantry the following turn ( 75% of a larger number means more infantry e.g. glitching)

    You place at the end of your turn. Factories place both non infantry AND infantry equal to the printed IPC value. You may also place infantry in any originally controlled territory limited to the IPC value. In captured areas, you may place at half rounded down ( usually 1) and no mech units ( even in captured factories).

    Ok the Historical events are pretty straight forward, note the special events automatically occur on specific turns ( more on this latter)

    T4 Senussi Rebellion
    T5 Easter Rising
    T6 Arab Revolt
    T9 French Mutiny
    T10 Russian Revolution
    T13 German Naval Mutiny

    You can probably figure out some of these and why they are important to add Historical flavor. ( i will explain some of these latter).

    Here is the set up ( sorry i no longer use Mediafire since Dropbox is more convenient and safe) Everyone should have a Dropbox account.

    https://www.dropbox.com/sh/xmzg7zsmvhjlmuu/AAAH_S1yPBkht1H9r_7TdoOKa?dl=0

    The colors of the pieces are not final in some cases, Ottomans, Italians, USA ( not pictured they arrive latter), and Russians are going to be different. The map is not final, rather this is just an early working print to playtest. Cities are not in the right place and some territory names are different.

    More tomorrow…</optional>

  • Sponsor

    Great stuff, glad to hear it’s starting to trickle out.

  • '17

    Amazing.  Thank you.  Can hardly wait to buy and play,.


  • Ok leading off, you will notice you collect income at start of turn ( so you don’t need to keep track of money from last turn). Secondly, you can’t save money and are limited to 75% basic infantry builds. In “contested areas” ( note a term/rule originally used for this game back in 2005 and not an original concept in AA1914), The original controlling player is only getting 1/2 rounded down the IPC value… More on this latter…

    offsets include occupation by enemy of convoy boxes and other map assets. Enemy sub that is not submerged, or enemy surface warship reduces the full value to either UK or latter USA, submerged subs reduce half value of these boxes. The map has two special boxes: one for American off map deployments, the other representing the British colonies and resources coming from Australia, Zealand, India, etc and these cannot be occupied by enemy. . If the Germans have Unrestricted Submarine Warfare technology the total amount of loss is doubled.

    British naval blockade:
    The purpose here is to force the historical situation that, other than Russia, the allies did not enter the Baltic with anything other than submarines. Allied commanders considered the blockade to be the most effective.

    To simulate this, the following rules are used:

    1. Only subs and Russian Naval units may enter the Baltic for the Entente.
    2. To start the blockade the Entente must remain in sole possession of the North Sea and Heligoland Bight (no coexisting) at the end of their turn.  The German player is reduced by $1 in their income phase. The loss is accumulative over turns, i.e. 3 consecutive turns of the blockade costs Germany $1 the first turn, $2 the second, and $3 the third turn.
      To end the blockade the Central Powers must take any of the two ocean zones and remain there until the end of the Entente turn.

    British oil pipeline:
    The British were keen to protect their oil pipeline in Arabistan from Turkish aggression.  The fall of the pipeline would impact the British industry.

    To simulate this, the following rules are used:

    1. If the British lose control of the pipeline, they will suffer a D6 loss of income per turn.  This is rolled during income collection.
    2. The capturing Central Powers player gets a bonus of D3 income per turn they own it and the territory is not contested.  This is rolled during their income collection.

    Importance of Suez Canal on British trade:
    The canal was considered one of the most important strategic positions by the British.    The loss of the canal would cripple the British economy, and make movement of troops more difficult and longer.

    To simulate this, the British lose an additional 8 points of income for the loss of Sinai and or Egypt and may not use the canal for movement until they recapture it. To use the canal for movement of naval units you must own both Sinai and Egypt.

    Combat Movement:

    On land, Infantry types ( infantry and Stosstrupen) move 1, Cavalry, and Armored cars move 2, tanks move 1, fighters 3, bombers and airships 4, Zeppelins 5, all naval 4, Gas ( both types) move 1.  During non-combat movement units on land or air that didn’t move may move 4 spaces, this is rail movement. Also, Railway Artillery can ONLY move during this phase ( they fire from adjacent areas where combat occurs). Sea mines do not move.

    Now i did mention “contested areas” where during combat, the attacker may announce he is doing this. In combat like AA, it is round by round with the attacker making the first decision to continue the combat, retreat all his units back to one of the areas he attacked from, or contest the area. He makes this declaration first and if he decides to continue the fight, the defender can elect to retreat ( not into another contested area however). So consider this because as the attacker you may get “stuck” hoping to soak off the enemy, but find the whole army committed to defending the area they only wanted to reduce. In this war, armies had to have a “prize”… they didn’t hit and run.

    more latter…


  • Wow. I’ve read through the entire thread and applaud your approach to this.

    I sculpt masters (figures) and have in the past shared works in progress with my customer base, but it usually ends in someone’s disappointment since production cycles and delays always mess with proposed release dates.

    I commend you for sticking with the questions and feedback, it speaks volumes to the length you’ll go to make this game a success.

    We occasionally play the old Avalon Hill bookshelf games, but always go back to A&A (usually 40, but we’ll sneak in a '42 0r '41 when time is tight). My son and I bought 1914 as soon as it was released and all it did was wet our whistle for a better game. No matter how often we try it, we just think how much better it could be.

    It’s looks like we’ve found the solution, I can assure you we’ll be grabbing a copy of The Great War when it’s ready.


  • ok wow great. I will post another segment tonight. The heart of the game is not yet covered.


  • Ok so lets continue…

    Multinational attacks:
    Allies are allowed to attack the same zone, but are forbidden to attack together (exception: until offensive coordination technology is developed for the Entente); each nation must attack separately.  In order for a new nationality to attack, the first must have called off their assault either by having been destroyed, retreating, or contesting.  The next ally is then allowed to launch their assault.  You may always pick the order in which allies attack in each zone.

    So as part of the technology tree, eventually England, France and USA ( which move together ) can attack together.

    Naval combat sequence:
    A.  Sea Mines should be resolved first during the combat movement phase. Fleets moving into a zone with a sea mine roll for damage inflicted by mine detonation and remove losses immediately, and then they may continue their movement.
    B. Naval battles are now fought in the order chosen by the attacker.

    All naval combats are done in steps with each step being completed before moving on to the next one.  During a step, units which fire preemptively will do their damage and loses are taken immediately, which may possibly prevent a piece from retaliating.

    1. Attacking subs that can conduct first-strikes may shoot preemptively.
    2. Defending subs that can conduct first-strikes may shoot preemptively, or submerge.
    3. The attacker and defender fire all other remaining ships and air units.  During this phase:
    • Defender places its wounds first on their units, then the attacker, and then the defender decides where they want their Called Shots” placed and finally the attacker places their “Called Shots”. 
    4. The attacker has the option to retreat.  When retreating, all units withdraw to a sea zone or port that the attack came from, or they may contest in the same sea zone.  If the attacker does not retreat then the defender may.  If not then proceed again with step 1-4.  If the defender is eliminated or retreats then transports may begin naval invasions.
    • Destroyers, and sub hunters may attack submerged submarines, but need a 1 to hit and only have the first round of combat to do this and they may not attack other units this sequence.

    Airship and Transport rule:
    During naval battles or fortress fire neither side is allowed to take loses on airships or transports if they still has other combat ships available. (Except called shots)

    Bombardment:
    Rail guns may bombard adjacent land territories.

    Bombardment fire is done before the land combat sequence of a turn.  Rail guns that bombard may not participate in land combat battles. Each Rail Gun bombarding gets single shot into an adjacent enemy space that hits on a 3.

    Land combat sequence:
    This, like naval combat, must be performed step-by-step and loses taken for each step.

    Part A (Air Superiority)
    1. Air combat takes place between attacking air units and zeppelins and defending air units and zeppelins. Both sides must perform a single air combat round, rolling to hit simultaneously against the other. 
    2.  Either side may retreat all their air units after each round, first the attacker decides and if they do not retreat then the defender may retreat their air units.  If no winner then proceed with step 1 again until one side is eliminated or retreats.  The winner gains air superiority (see air superiority).

    Aerial superiority:
    The player who has air superiority can boost his artillery, rail guns, and forts with a modifier of +1 for the first round of combat. 
    Note: there is no air superiority in naval combat.

    Part B (Land Battle)
    1a. The attacker conducts gas attacks (defender can if they have “gas shells” technology) and loses are taken now. (simultaneous exchange)
    2.  The attacker fires their aircraft, artillery, (this can include rail guns that are in an adjacent space) preemptively and loses taken now. 
    3.  The defender fires their aircraft, artillery, forts and rail guns (this can include rail guns in an adjacent space) preemptively and loses taken now.
    4.  Attacking Storm Troops and defending entrenched infantry fire preemptively and loses taken now. (simultaneous exchange)
    5a. The attacker and defender then fire with all their remaining units; loses are applied now. (simultaneous exchange)
    6. The attacker has the option to retreat.  He may retreat all units back to one of his territories that one of the units attacked from or he may remain in the space and contest it with all ground units. An exception is if you are coming out of a contested territory all land units may only fight to the finish (defender may still retreat) or contest. If the attacker does not retreat or contest the territory then the defender may retreat to a friendly or allied territory that is not under attack by land units or contested. Unless the attacker decides to contest (this stops the defender from retreating).  If the attacker does not decide to contest and no one decides to retreat, then proceed with steps 2-6 again, or until one side is eliminated.

    Naval Invasions:
    If the attacker has any part of his force invading by sea then the sequence of combat is as follows:

    Follow the above Land Combat sequence rules above (A & B) with adding the below to part B

    1b.  Support fire is now done by Dreadnaughts and Cruisers.
    6b. The first wave of invading naval forces may now fire with all surviving units; defender loses are now taken.
    7.  Is the same except that they must do a 2nd round of attacks and only then may they contest at the end. You are not allowed to retreat as the attacker for a naval invasion.

    For the rest of the combat, proceed with steps 2-7 under the normal land combat sequence with 2nd landed forces firing in 6b only.

    Only infantry type troops (infantry, cavalry and storm troopers) may participate in amphibious landings. Other types can only land after the capture of the territory (in the non combat phase).

    Support fire:
    Support fire allows Dreadnoughts to support a naval landing with fire and is limited to only the first round of combat.  They hit only on a 1.

    The number of ships that may fire is limited to the number of transport being used for the naval invasion.

    Strategic bombing raids:
    Bombers and Zeppelins can also be used to bomb enemy territories that contain a factory and attempt to reduce a player’s economic income. Bombers must have “Heavy Bomber” technology to do this.

    Each territory they fly into before their attack allows any enemy fighters within that space to intercept them immediately (this includes the territory being attacked) and one round of combat takes place before continuing the strategic bombing run. These fighters can still be used for air combat during the combat phase. The raiders may bring along supporting escort fighters.  All aircraft used for this purpose must have enough movement points left over to return to a friendly territory (no interception is allowed on the return).  Zeppelins only need to reach a friendly area (territory or sea zone) or a neutral sea zone.

    Zeppelins must choose high or low altitude bombing at the beginning of their move.  If they choose high altitude they may not be intercepted by enemy fighters.

    In each case the surviving Bomber rolls one D2 = amount of money lost. Zeppelins roll a D3 = amount of money lost for low altitude bombing, a D2 for high altitude bombing.  This money is to be reduced during the players income collection phase. The total loses from any territory cannot exceed the value of the territory.

    OK so D2 means 1-3 lose 1, 4-6 lose 2, D3 means 1-2 lose 1, 3-4 lose 2, 5-6 lose 3. Unlike in world war two the damage is somewhat limited. Mostly the “cost” represents population morale changes in seeing 700 foot “things” in the air dropping bombs for the first time in History.

    Contesting:

    At sea
    Fleets may coexist in a sea zone.  Ships in this case are separated from one another in the zone. They may bring reinforcements in from a nearby zone, and like land units, may not move from one contested sea zone to another contested sea zone or directly into an enemy occupied sea zone.  Submerged subs can not contest a sea zone but they may move from one contested sea zone to another sea zone even if contested or enemy occupied.

    On land
    At the end of a round of combat, the attacker has the option of remaining in the territory and contesting it instead continuing of the attack or retreating. This will also stop the enemy from retreating from the territory.  Contesting is represented by placing a no-man’s-land counter between the two forces.  Contesting is forbidden during amphibious landings on the first two rounds of combat. (Attacking air units return to a base within their remaining movement at the end of combat.)

    In a situation with multiple attacking nationalities, if an attacker chooses to contest, then the next allied force must attack as normal.  While a territory is contested, each side may bring in reinforcements from the outside during their movement phases.  Units are not allowed to move out of the territory to another enemy or contested territory without first moving back through a friendly territory, i.e. units with a movement of two can use one movement point to move to a rear “friendly” space and then move into another combat situation or reinforce with the second movement point. Railroads do not function in a contested area.

    When contested, a territory remains friendly to the original start of player turn owner.  However, the value of the territory is halved (rounded down) for both economic worth and production and only they may collect income or build there.

    **Retreats: **
    The defender must retreat to a friendly owned territory first.  If one is unavailable then it may retreat to a friendly allied territory (exception: see Russia rule).  Retreats by a defender must obey the following:

    1. If an attack must still be resolved in the space the player wishes to retreat to, then the retreat is not allowed there.
    2. If a space’s combat was resolved, and the attacker was destroyed or retreated, then the retreat is allowed.
    3. If they cannot do any of these then they may not retreat and must fight to the bitter end.

    All attacking land (except rail guns that are supporting) units must retreat back to only one of the areas that their attack came, if for some reason they can not, they are destroyed. Attacking Air units are exempt; they can fly back to a friendly territory with their remaining movement.

    Retreats are forbidden for amphibious landings, but units may contest after the 2nd round of combat.

    Naval Evacuations:
    If a land battles result in a territory being captured that includes a port that has an enemy fleet in it then the fleet gets to perform an automatic Naval Evacuation. The fleet is forced out to an adjacent sea zone of their choice.  If the sea zone is occupied by enemy ships then a naval battle is fought immediately with the evacuating fleet becoming the attacker.


  • Great job. It makes me want to buy it. Where can I buy? How much is it? I just need the game. But really great job, this game looks better than A&A 1914. But does it have enough pieces to play? Is it play tested to see if it’s fun, slightly simple in a way, has enough space?
    Again where can I purchase?


  • @Ttfno:

    Great job. It makes me want to buy it. Where can I buy? How much is it? I just need the game. But really great job, this game looks better than A&A 1914. But does it have enough pieces to play? Is it play tested to see if it’s fun, slightly simple in a way, has enough space?
    Again where can I purchase?

    Certainly very interested too! Will keep a close eye on this one!


  • It will have enough pieces , and piece junkies will be able to order complete sets in not only the standard colors, but others representing Spain, neutrals, Bulgaria, etc.

    It will be around $119.00 and weigh in about 12-14 pounds because the map is huge and mounted.


  • @Imperious:

    It will have enough pieces , and piece junkies will be able to order complete sets in not only the standard colors, but others representing Spain, neutrals, Bulgaria, etc.

    It will be around $119.00 and weigh in about 12-14 pounds because the map is huge and mounted.

    Sounds fine to me. Will you be accepting paypal and shipping to Europe?


  • Yes to both.


  • Mounted?


  • Yes of course. Also, larger roll up versions of the map will be printed in limited quantities.


  • OK lets continue…

    A word on sea invasions. Each transport can carry 2 infantry types or one non infantry ( 1 tank, 1 plane, 1 artillery , etc)

    On the first round, only one infantry can be offloaded per transport per round, then the other. You can’t bring in artillery in the battle, that’s offloaded in non-combat. Of course, you can bring in planes.

    Dreadnoughts and Cruisers shore bombard at 1 ( they roll first)

    The defending land units always roll first and that includes all types of defending units.

    Invasions are a difficult thing in this game. In axis and allies, invasions are much more common even too common practice.

    Land combat sequence:
    This, like naval combat, must be performed step-by-step and loses taken for each step.

    Part A (Air Superiority)
    1. Air combat takes place between attacking air units and zeppelins and defending air units and zeppelins. Both sides must perform a single air combat round, rolling to hit simultaneously against the other. 
    2.  Either side may retreat all their air units after each round, first the attacker decides and if they do not retreat then the defender may retreat their air units.  If no winner then proceed with step 1 again until one side is eliminated or retreats.  The winner gains air superiority (see air superiority).

    Aerial superiority:
    The player who has air superiority can boost his artillery, rail guns, and forts with a modifier of +1 for the first round of combat. 
    Note: there is no air superiority in naval combat.

    Part B (Land Battle)
    1a. The attacker conducts gas attacks (defender can if they have “gas shells” technology) and loses are taken now. (simultaneous exchange)
    2.  The attacker fires their aircraft, artillery, (this can include rail guns that are in an adjacent space) preemptively and loses taken now. 
    3.  The defender fires their aircraft, artillery, forts and rail guns (this can include rail guns in an adjacent space) preemptively and loses taken now.
    4.  Attacking Storm Troops and defending entrenched infantry fire preemptively and loses taken now. (simultaneous exchange)
    5a. The attacker and defender then fire with all their remaining units; loses are applied now. (simultaneous exchange)
    6. The attacker has the option to retreat.  He may retreat all units back to one of his territories that one of the units attacked from or he may remain in the space and contest it with all ground units. An exception is if you are coming out of a contested territory all land units may only fight to the finish (defender may still retreat) or contest. If the attacker does not retreat or contest the territory then the defender may retreat to a friendly or allied territory that is not under attack by land units or contested. Unless the attacker decides to contest (this stops the defender from retreating).  If the attacker does not decide to contest and no one decides to retreat, then proceed with steps 2-6 again, or until one side is eliminated.

    Now you can see the modeling of WW1.

    Units fire in groups modeling the way it was in this war, by segregation of the effects in a sequence. You pay more for some units, but they have value because they may fire before other units and loses taken before they have a chance to fire. The result is carnage, however the opportunity to retreat by either side is an option.

    Step 9 – Non Combat Movement:
    Units that have not taken an action this player turn may take one now.

    At Sea:

    Naval units can move into any sea zone that the enemy does not own or into a contested sea zone to reinforce. The units are still subject to sea mines and pass through fire from sea-forts. Submarines are subject to sub-detection.

    Transports may load and offload troops into friendly controlled territory during this move but may only pick up from one territory and drop off in one territory.  Transports can not load or offload if they are in a contested sea zone. Land units that are being transported may not move on their own before or after being loaded/unloaded.

    Going into port:
    Port symbols on the map represent the major fortified naval bases of the war. Ships are safe from naval attack while in them. Ships are allowed to go into or out of ports for a cost of 1 movement point.

    The enemy may blockade the ships in port by moving into the sea zone adjacent to the port. The blockaded ships will then need to attack the blockading fleet to be able to move out from the port.

    If the territory falls then the ships will be forced out to sea (see naval evacuations).  Ships can be built directly into a port (or the sea zone adjacent to the port if not enemy occupied) that is located in a home factory area.

    Dual-entry ports:
    A few ports on the board allow entry/exit from two areas.  These ports are Hull, Harwich, Portsmouth, Brest, and Antwerp-Zeebrugge. Blockading one side does not prevent movement from the other.

    On land:
    Land units can move into any friendly, contested, or newly captured territory. They may use rail movement in this phase. (See railroad transportation). They may not move into enemy territory except to reinforce a contested territory. Units that are moving in or out of a contested area must follow the rules in the contested area section.

    Infantry that did not move may entrench.

    Air Units can move to any friendly territory that is not newly captured and within range.

    Railroad transportation:
    Rail movement is 4 spaces and allowed from any of your (or your allies) territories.  All land units can be railed.

    These moves are allowed if:

    1. You can trace the movement through a continuous line of friendly territories.
    2. The movement does not cross any barriers (such as the English Channel).
    3. The movement is not into or through a contested or a newly captured/liberated territory.
    4. The line is not traced into or through Russia (unless you are Russia). (Russia minor allies territories are not considered Russia for rail purpose)
      5)  The unit did not do any other action this turn.
      6)  The movement is not in or out of Africa (French Morocco to Sinai)

    Only Russia and her allies may use rail movement within Russian original territories. Russia and her allies may not rail outside of Russia.

    You may rail across the Dardanelles from Thrace to Bursa or vice versa if you control both and the Dardanelles are not blocked, it cost 1 movement point for crossing the Dardanelles for rail.

    In the air:
    Air units that have not landed yet from an attack must use their remaining movement to land back into original start of turn friendly territories. A zeppelin, however, may remain in a contested or newly captured territory or friendly or neutral sea zone.

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