Or the flip side, Britain once it lands can reinforce Italy without ever entering the med. France can do it on any Italian front immediately. Broken and I’m glad they saw that before posting this optional rule.
Latest posts made by general jason
RE: Larry Harris: Strategic Movements Mechanic
RE: True Neutrals in the 1914 game
Exactly, especially if you’re trying out Strategic Movement rules in the game. France can take Spain, and then immediately bring it’s troops to the front the next turn. Keep 4 IPCS that will never be contested for the remainder of the war? Why wouldn’t you do that?
I’d rather see further clarifications on certain territories that historically were aligned or owned by one of the alliances, like Greece, like Persia, just like Belgium, Albania, Bulgaria and Romania currently are, but still have stricter rules for invading the remaining True Neutrals. France takes Spain = Germany building a single transport and moving infantry over to claim Norway and Sweden for a free 8 IPCS and 16 additional units. It would keep the countries that were traditional out of the war to remaining there like it does in G40.
RE: Solution to give CPs a chance
Modify US entry: Start @ turn 5.
Every time the CPs invade a neutral (non-aligned) moves US entry 1 turn sooner.
Every time the Allies invade a NAN moves US entry 1 turn later.
First RR or Fall of Moscow moves US entry 1 turn sooner:
That’s a great mechanic.
The first time the RR is eligible to occur, consider this the first (February) revolution, bringing a Republican, but pro-Allied government to power (welcomed by Washington). The CPs may, but are not obliged to, sign a treaty with this government, or they may choose to fight on. They may decide to delay acceptance in order to gain control of more Russian tt before the armistice, or attempt to take Moscow.
The 2nd time the RR condition occurs (October - Bolshevik crew) the CPs get their last chance to sign a treaty.
If the CPs sign a treaty with the Republicans, the war ends for Russia and no 2nd Revolution (Communist takeover) occurs.
This gives the option of allowing the treaty to occur or not instead of it being automatic. Gives the CPs the power to choose depending on the situation of the war in each game. I like that better that playing with the optional rule or not: Make the rule automatic but the option is up to the Central Powers.
In all cases, if the CPs either sign a treaty with Russia OR capture Moscow for the first time, they get a release of POWs of 1 infantry per full round played per power still at war with Russia.
Indeed this should be a general rule for countries that lose a capital; they must return POWs to all their active opponents @ 1 inf per power per completed round.
In the case of USA or (turn 2 entry) Italy the number must be calculated from their starting “at war” round.
That’s the best idea I’ve heard in a while, and not just for this version of the game but for any A&A game. I’d like to see the idea of POWs explored.
RE: True Neutrals in the 1914 game
Keep it historical; does anyone seriously think Switzerland or Sweden would have declared war if Turkey invaded Persia?
You’re right they wouldn’t. Same with 1940 as well, but I accept it as a game mechanic.
You might as well just make them all impassable.
Sure, I don’t care what the mechanic is so long as there is one. No mechanic as it is right now seems odd to me that’s all.
RE: True Neutrals in 1914
Your right it was. Thanks for the heads up. I wish I got that in a pm from the mod who moved it but oh well. Strange how discussions of rail, the board itself, bids, reductions of navy or any other tweak to the game didn’t end up there as well.
True Neutrals in 1914
I created a thread earlier asking about this but for the life of me I can no longer find it, so either I’m blind or someone deleted it without sending me a pm to explain why. Until they do I’ll keep recreating this thread.
Anyway, has there been any talk whatsoever about changing the True Neutrals in 1914 to their 1940 Global counterparts? Where once your alliance violates the neutrality of a True Neutral then ALL the other True Neutrals are now allied against your alliance? As it is right now it seems like a consequence-free no-brainer to invade True Neutrals which imho shouldn’t be. France takes Spain and Spanish Morocco. Germany takes Denmark, Holland and possibly Switzerland. The biggest change would be that the Ottomans and the UK could not attack each other through Persia. Any thoughts?
True Neutrals in the 1914 game
Has there been any talk regarding restoring the True Neutrals to their status enjoyed in the 1940 Global game? Meaning, your side attacks a true neutral then all true neutrals are now allied against your alliance? Stops Germany from taking Denmark, Holland and possibly Switzerland, but stops France from taking Spain, Spanish Morocco, and it means neither the Ottomans nor the UK can pass through Persia (and the UK could only do it via transports). I’m just finding that in the 1914 game attacking True Neutrals in a no-brainer and there should be some consequence imho. Thoughts?
RE: 1914 Chips in Global 1940
I just stole all the white chips from the original A&A game as we had a couple of copies kicking around. I use the whites for the Allies and the greys from all the newer versions for the Axis. Makes it way easier to tell Russia and Italy apart.
RE: How often are the Central Powers winning?
I do not know where you get your knowledge from, but I extensively researched Industrial Production for creating my WWI game using the university library in Hamburg.
I bet you did. I’m not talking about industrial output for civilian goods but America’s capacity to make war at the time, which is where I find the 20 IPCs for them in this game fair.
USA was the No1 economy in terms of production already. The outcome of WWI just multiplied the margin. UK was ruined financially and USA hadn’t invested much before the war was over already.
Not arguing that the US had recently taken the lead for lending over the UK. Like I said the colonies eventually became unprofitable. I completely agree that WWI only exasperated this shift in power. Nor I’m I arguing production levels at the time, but what they were producing at the time of that war.
As noone in their right mind would ever declare USW due to the ridiculously low damage chance and potential of the subs it does not matter anyway, but you are right: Rules must be consisten!
I completely agree.
RE: How often are the Central Powers winning?
If you attack any of the beige neutrals like Norway, Denmark, Spain, then they get the opposite alliance to mobilize troops.
If you attack Spain with France then you pick which Central Power nation to represent the mobilized troops.
you mobilize x2 the IPC value (all infantry and 1 artillery). So Germany gets 7 infantry and 1 artillery to use against the attackers.
You have been playing wrong, and this may have been why the Central powers were winning so easy.
I didn’t see him saying anything like that. He just said that he assumed that attacking one true neutral didn’t make ALL true neutrals hostile, like in AA1940. He’s right on that point. Based on what he’s said about attacking neutrals I infer that he’s having them defend.
Yes that is exactly what I meant. Thank you. We did mobilize x2 IPC value.
He has some good points, too. Battleships are cheaper, and that is a good option for the CPs. I also see that he took a different approach on attacking neutrals than we did in our games, and maybe that makes sense, too - in most cases the neutral forces will be wiped out so the CPs can pick up extra IPCs fast. It’s better than trying to get the IPCs for Belgium, for example.
With the cheap neutrals like Holland and Denmark that can’t be reinforced or liberated 4 easy points per turn is worth the 1-turn stall vs. France. With the CP fleets, I was trying to break the mold of WWII where Germany always loses their fleet. In this game they don’t have to. And yeah it seemed early on like the only viable strategy to keep the Allied Fleet that comes later out off the coast of Kiel and out of the North Sea. Same with Austria. Kill the mobility.
There is also a very good point about the Russian Revolution. The US isn’t a powerhouse like in WWII A&A games. Knocking out Russia will probably leave the CPs in a much better position, IPC-wise, than the Allies. Germany is likely to have an additional 15 IPCs or so, Austria might be up by 6, and the Ottomans could be up by 5 or so. In that sort of situation, the CPs are in a good position to first shore up their line with lots of infantry and then start spending on other things.
That’s the plan. Whether it works on a regular basis is a whole different story. The game’s been fun so far and I’m playing my first 6-man game in about 2 hours.