Add one German Fighter in Munich
Add two German Submarines in Sea Zone 22
Add one Ottoman Battleship in Sea Zone 20
British Empire may only build up to the territorial value in their India factory.
If a Capital or India is captured, the nation that captured it may build on it, but only up to half of the territorial value, if odd numbered, remove one value and divide in half from there.
Germany may declare an unrestricted submarine warfare anytime during the game, if declared, following all combat, all German Submarines may roll a die for a two or one to subtract IPCs from British Empire alone while the United States is neutral, in addition, role a die for the United States, if in itself is a two or one, the United States may enter the war immediately. Once the United States enters the war, the rule itself also will apply to the United States.
Tanks now cost 11 IPCs, but you get two of them.
Switzerland, if attacked, all true neutrals on the board become friendly to the opposite alliance.
The United States territory (the capital), once the United States is at war, increases it’s base IPC value by 5 every turn, at the end of the United States’ turn. (Basically, the United States territory would be worth 25 by the end of round 4, for example)
New Victory Conditions:
Central Powers win the game if they control at least four of, India, Moscow, Paris, Rome, London, Egypt by the end of United States’ turn, or if they captured the United States.
Allied Powers win the game if they control at least four of, Berlin, Venice, Budapest, Constantinople, Munich, Ankara, or by holding two Central Power capitals, both at the end of Ottoman Empire’s turn.
This guide contains a number of ideas for players to tweak their game in order to make it more fun and more replayable.
A series of successful unit value changes as well as a new set of major overhauls for the existing units.
A series of possible new units to add to the game.
And, for the most dedicated players, a series of 15 scenarios and variants, ranging from game mechanic changes to new starting conditions to geopolitical shifts that depict a series of interesting “what if” scenarios. From simple additions to complex ones, you’ll be guaranteed to find something that tickles your fancy for the next time you decide to square off with your friends in an epic battle for world domination !
@barnee Thanks for the replies, the CIS ones sound good, and I like the idea of Gibraltar actually being important in 1914. I might also give the Spanish objectives in North Africa to motivate them to spread out a bit more. Not quite sure what to do with China yet, but they will probably be with the Central Powers (I know they weren’t historically, but it balances the game better). I’m thinking maybe I will give them IPCs for capturing Korea and parts of south Asia.
I am currently working on a mod in TripleA that will do this. Germany owns Germany, Italy, Poland, and Libya. Britian owns, in addition to its regular territories: France, Northwestern Europe, Norway, Morocco, and Algeria. Russia owns Finland. Japan only owns Japan, Manchuria, Kangitsu, Iwo Jima, Okinawa, Caroline Islands, and Formosa. Britian owns all Japanese territories that weren’t mentioned here, except for Wake Island, Kwantung, and the Phillipines, which are owned by America.
On round 1, Russia and America are out. That means that they will get no money, they can’t move units, and they can’t be attacked, with the exception of China. Americans in China get to move, attack, and be attacked normally. Also, Japan gets to attack the Americans on Wake Island, the Phillipines, and (on J3 or J4) the navy off of Pearl Harbor (which will have at least 2 battleships). On Round 3, Russia gets to join. However, Germany gets to attack Russia in G2. I’m not sure whether to let America join in round 3 or 4. It depends on how much firepower Britain gets to wield in the Pacific and India initially, and how much they can maintain pressure on Japan.
Britain starts out with no cash to spend on B1 simply because they would have a mountain of cash from all the territories. Plus, the Axis need to have a chance to beat Britain back in the first few rounds. Germany and Japan will start out with 50 bucks (to represent their massive military buildup relative to the Allies.
Unit count in all Axis territories will basically double to give them much needed initial firepower. Germany’s navy will be beefed up, mainly in SZ5. There will be some extra navy in the Med just to make sure that they have a shot in Africa. To balance that, the subs off the coast of America will be removed, as well as the British navy off America as well (so Britain can’t storm Africa).
I already have some idea for the initial situation in Japan. They will start out with enough land units, navy, and transports to either gobble up Pacific islands or storm China, but not both. Plus, there is the Indian and Australian navies to deal with, not to mention the threat at Pearl Harbor.
My goal is to be semi-historically accurate, because some accuracy has to be sacrificed in order to make the game playable and fun, and also because the map wasn’t designed for historic realism.
One thing I’d like to do is to give Japan incentive to attack Pearl Harbor the turn that America begins to play, but I don’t know of a way to give Japan good incentive to. I think I might give Japan a reward for destroying the battleships in Pearl by giving them some money or units if they do.
I would appreciate and welcome suggestions for pretty much anything in here. I want to make this work and have it at least as balanced if not more balanced than 1942.2.
Belarus & Ukraine Border: The border between these territories, is known as the Polesian Lowland. It is the drainage basin for several rivers in central Russia. In the spring, this area becomes an absolute swamp with the winter melt and runoff, and with a limited road network and thick woods, it was next to impossible to move any heavy ordinance through this area. To represent this impact, on each Spring turn (defined as an EVEN numbered turn), artillery and armored unit movement across the border is prohibited.
@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!
@monsieurmurdoch I am not sure how these house rules would interplay with 40 since the scope of warfare was so different. Hospitals and ambulance customization could. I hope you can find a 1914 game. Keep an eye out. And, I do have some plans for barb wire, trenches, etc. Thanks for the feedback!