For those interested the last 3 rounds were played out.
The final score after 6 full rounds was Entente 29 Central Powers 27.
Unfortunately no notes or images taken.
Yeah, but now the British units have to move from Morocco into Algeria in order to have the sea zone 17 transport pick them up. Adding an extra turn to this movement, and it doesn’t look as clean.
Quite a blow. I guess you’re correct. :+1: :+1:
@The_Good_Captain or edit in an enemy mine into SZ 17 ?
Could be slightly more tedious, edit wise, if you’re not transporting into Albania.
Quick question on Rule 2 (USA IPCs). Does the zero IPC apply only to turn one, or does it not collect and spend any IPCs until at war on turn 5?
Thank you and I love these rule changes although I still think USA enters to early. I think turn 6 or even 7 realizes the US troops arrival in France and subsequent participation in a scale that is reflected in this game’s pieces by 1918. I.E. corresponding to roughly 6 month turns.
@Team-6-Zimmi Collects income normally, just doesn’t start the game with any IPC. The game affect is that the USA enters on turn 5 with the same amount it would have if it had used the oob rules.
Pretty sure each turn is one year. Russian Revolution occurs on turn 3, or 1917, out of box rules also make the US enter the war 1917, or turn 3.
You can change the scale but the out of box rules are clearly one turn per year.
@SuperbattleshipYamato US enters the war on turn 4- not turn 3. Also the game isn’t expected to end on turn 5 one turn after the US enters the war - that would be absolutely ridiculous! I greatly dislike calling each turn a full year because of this - it doesn’t make a single lick of sense gameplay wise.
Huh.
While every game I played ended long after turn 5, I just thought that meant the historical outcome was a major fluke, with dice rolls really being in the Entente’s favor.
Still, 6 months still doesn’t really work…
@SuperbattleshipYamato said in WW1 1914 Balance Recommendation:
Pretty sure each turn is one year. Russian Revolution occurs on turn 3, or 1917, out of box rules also make the US enter the war 1917, or turn 3.
You can change the scale but the out of box rules are clearly one turn per year.
Also, the Revolution is not available until on or after Turn 4, not turn 3.
@SuperbattleshipYamato said in WW1 1914 Balance Recommendation:
Huh.
While every game I played ended long after turn 5, I just thought that meant the historical outcome was a major fluke, with dice rolls really being in the Entente’s favor.
Still, 6 months still doesn’t really work…
No version of canon series axis and allies articulates how much time a turn represents. This is intentional.
@SuperbattleshipYamato yea I disagree with calling the historical outcome a total fluke based on the game and your interpretation of how long each game turn represents. That’s quite backwards thinking my friend.
I consider Global 1940 6 months per turn.
Okay then.
@The_Good_Captain said in WW1 1914 Balance Recommendation:
@SuperbattleshipYamato said in WW1 1914 Balance Recommendation:
Huh.
While every game I played ended long after turn 5, I just thought that meant the historical outcome was a major fluke, with dice rolls really being in the Entente’s favor.
Still, 6 months still doesn’t really work…
No version of canon series axis and allies articulates how much time a turn represents. This is intentional.
The closest comes from the original Axis & Allies Europe FAQ:
“Remember that a battle in A&A:E doesn’t represent a single bombing raid, it represents a commitment of resources to months of combat. A fighter “shot down” by a bomber represents planes destroyed on the runway, shot down by tail gunners, or shot down by the minimal fighter escort that you can assume is included with every bomber unit. It could even represent planes that crashed because of mechanical failures and damage to aircraft factories or maintenance facilities. At the mega-strategic level of A&A:E, it’s important to look at the big picture when analyzing what’s going on.”
For what it’s worth, I also kinda interpreted 1 round in this game as being one year more or less. Regardless how you interpret it Italy enters the war too early in this game imo.
@kwaspek104 @SuperbattleshipYamato its a never ending conversation anywhere folks talk about axis and allies.
Yep. Along with discussions of how many men a unit represents.
Also, tanks enter the war on turn 3 or 4. This corresponds well enough with 1916.
@SuperbattleshipYamato turn 4 not turn 3 and I don’t buy it. Sorry.