kim is right, you have to be super patient with the CP’s in this game. i am currenttly playing a game as the cp, i sent the majority of germany’s forces west, feigning a big push for paris, and sent the rest east to take russia with austria. i should mention that we are playing the russian revolution rules, otherwise this might not have gone well. i basically left enough west with austria to mess with italy so they couldnt gain much ground. by the time of the revolution it looked BLEAK. However, by the time france got done killing off my initial forces and started puching west, germany was throwing down 47 ipcs a turn worth of inf/art/tanks for a counter attack. the rest of the forces in russia i sent down to a HEAVILY contested persia. the game is in round 8 now and the CPs are lookin pretty god damn buff. i think people get discouraged as the CPs at around turn 5 or 6, but if its going to be a CP victory, turn 5 or 6 is too early to tell. remember, the french and british have to walk ALL THE WAY to berlin, just like germany does to paris, but they have the disadvantage of attacking seperately and fighting multiple fronts. if you took russia or forced a RR, you only have to start marching west and building battleships. just make sure that as you move west, to try and let your reinforcements catch up every once in a while. be patient, and try to back them into a corner and do it in places where you can counter attck when tts are contested or they attack you. also, very important to mention, i was playing with larry’s 2 move rule from the tournament rules. waaaaaay better. ill never play with the OOB movement rules again. good luck man.
Posts made by JankMacFly
RE: Need input on how cp can win, or is it just sheer luck if they do?
RE: An over view of 3 games w/Ressian Rev Rules, and what is your Russian strat?
im about 5 or 6 games deep (3 as cp and 2 as allies). in the first few games as the cp, we really started losing steam around turn 5 or 6, (around the time we triggered RR). all of the expansion both east and west grinds to a halt, reinforcements are too far away, and the allies start pushing back hard. we would ordinarily cede victory to the allies and call the game at this time. however, in the most recent game ive been playing, i decided to suck it up and keep going, and by turn 7 or 8, due to the increased income from the russian tts, the lack of an eastern front, and the allies ALSO having a long walk to CP territory, ive noticed that the CP really get a strong second wind. its almost as if you say 'TIME OUT! let’s start the war over! only, this time, russia doesnt get to play" lol anyway, most of the reports im seeing about CP losses have games that ended in turn 5 or 6. i think this is sometimes too soon to call it in the allies favor. just my 2 cents yo. PS (on the other hand, sometimes the allies legitimately have you bent over by turn 5 or 6 hehe)
RE: Already Looking Forward to 1914 2nd Edition
it would be cool if they did strategic rails kinda like the burma road in global. like, the more tts you had containing the road, the more units you could place at the end of it. might balance out the defender’s advantage of the front being closer to their production facilities…
RE: The CP Playbook
Hey, its my first time posting but ive been reading these forums for a while. Im about 5 games deep and its definitely a challenge playing as the CP, but it seems to me like a lot of people might be calling the games too early. Ive noticed that the initial axis bubble seems to “pop” around turn 5 or 6, but if you grabbed up enough money and forced the RR, you should be able to get a decent force together on the western front and make another go at france. makes for a long long game though…
RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)
the 2 movement rule is way way better than OOB. diggin it. :mrgreen: