Perhaps you should be able to move them in there, but can’t use them in the combat if there is one.
Posts made by oztea
RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)
RE: Oztea 1914 Alpha 1.3
Something has to be done with them. Lower cost, soak hit when defending, or defend better.
Simply no one is buying them in our games.
The game often doesn’t last long enough for players to be so deeply entrenched that tanks are a good idea or cost effective.
Or, players don’t want to commit to a heavy tank buy for a few rounds because the defensive potential they end up losing at the front during the build up exposes them to an attack from the enemy who is now in a better position.
You could treat it as impassible for artillery and tanks, so only Infantry can go in to it. This reduces the threat a bit that a big german stack can present to Italy and France at the same time.
Another idea is this:
The first time a power attacks Switzerland, roll a die and remove that many units as casualties. This represents the prepared defenses of the Swiss army.
RE: Imperious Leader for reinstatement
Good point. I hated having my House Rules moved out of the game forum and into the cauldron with all the other game systems.
A good 1914 tech thread got moved out of 1914 and buried in the HR board. No hope for specific house rules to survive in there.
The House Rules forum should be for HEAVY modifications of the games. Like a Cold War game on the global map, or a 1942 game that incorporates supply or Italy and China as powers.
But a simpler house rule for something like 1914 like “maybe india should have a build cap” should stay in the 1914 board.
RE: Introducing Tactical Bomber and an evolved Fighter in a 1942 third edition?
No new air units. But the current ones should be cheaper, and have slightly different rules.
Fighters 8, bombers 10
Fighters hits of “1” and the person rolling gets to assign that hit to an air unit if present.
AA guns should continue to fire every round. 3 shots the first round, 1 shot every round after.
RE: Oztea 1914 Alpha 1.3
Also, a VERY important thing about WWI, that this game has a hard time reflecting is the war stopped being about winning after the first few years, and more about making the other guy lose, by fomenting revolutions and a popular rejection of the war by the citizenry. At the end of the war both the UK and France were only weeks away from crippling food shortages.
So any rules that reflect this are welcome.
The best I could come up with was the war weariness rule. Where later in the game, the economic and political collapse thresholds get lower.
I was thinking of ways to make this automatic, but that would be unfair for someone doing well to get shafted.
I also thought to make it cumulative, or permanent, but then the game would end very quickly.
I settled on the punishment system that involved actually killing enemy units. (with a nod to trying to not lose too many of your own)
I fear it may degenerate into colossal uber stacks that never attack eachother for fear of taking too tremendous of losses, but that’s kind of what happened. And also what would make tanks a much better unit, because soaking that extra hit will prevent you from being penalized in a major attack as much and politically collapsing yourself because of it.
RE: Oztea 1914 Alpha 1.3
A Swiss artillery defends the same as a Swiss infantry, you are right it should have been worth more than 1 IPC, but changing the game board isn’t practical for every player out there.
A ban on new artillery coming into Switzerland removes the incentive to use it as a launching pad for German forces to threaten France and Italy at the same time, which is what I do as the CP every game, and it feels cheesy.
Germany launching USW alone is not a trigger for US entry, it has to actually hurt US IPCs on their turn.
The problem is German subs usually don’t exist on the board much after turn 3 so your choice is to do it early and suffer the consequences or do it never, because you have no subs.
We need a better way to represent the real threat of submarines.
What happened during the war, was that UK commanders were afraid to lose their very expensive battleships to very cheap submarines.
I actually think we might need to bring back the first strike rule for subs, perhaps ONLY outside of port territories (assume sea zones with ports have sub nets and watch towers preventing first strike) Because that is what was REALLY going on. The great powers were too afraid to move their fleets because of the sub threat in open water. So we need to accomplish these things:
Make subs a viable economic weapon, able to exist long enough to USW, blow up US supply tokens, etc. (increased survivability among other things)
Make fleets afraid to leave the safety of their home waters because the subs operate with impunity (more potent attacks)
So ok, maybe this means:
Subs attack with first strike in sea zones without a port
Subs ignore mines
Subs move +1 from ports (as normal for Tournament rules)
A sub can submerge if it is being attacked by only one enemy ship (1:1 ratio)
Flashman, as for Italy, we can’t ignore it’s motives. You may be right that it shouldn’t get to do any production while neutral. But it can’t be neutral forever, it has to be able to try and become un-neutral. Also, it isn’t going to become a central power, we know that. My original idea was:
At the start of a full round of play, roll a die, if the number is equal to or less than the current turn number, Italy will join the war. Any other number and it will remain neutral (no actions).
The allies may deduct a collective 10 IPCs (from powers at war) from their cash on hand(s) to re-roll the die.
RE: Oztea 1914 Alpha 1.3
While at peace, the US can only buy supply tokens or transports, nothing else.
Italy, if not allowed to buy, runs a serious risk of getting totally steamrolled by Austria Hungary if that player takes 2 extra second to plan out his turn. Or, at least so I fear.
My original idea had a chart for Italy that was basically: (die roll + current turn number
1-2 Do nothing
3-5 Place 3 infantry in Rome, and you may move but not attack.
6 Join the war
Otherwise, Italy is just going to need a setup change to keep it from being turned to paste.
Ports exist to protect your boats from getting totally thrashed. Particularly German boats. Germany can charge up subs in Kiel and actually do something useful.
Good point about the locals, I would say they would have to wipe out the other army before dealing with the locals. Which exist only to prevent a total run on a power that has politically collapsed, because we have seen in our group this as more of a bane for the central powers than a benefit. Every time Russia falls, the UK just absorbs it’s territories from India and Karellia. Another possibility is to forbid allies from collecting IPCs from fallen friendly territories.
This game lacks two major things:
The delayed entry of Italy and the US, which can help the Central Powers. But needs to be done with a nod to realism.
And the way subs turned conventional naval theory upside down. Very cheap submarines could sink Britain’s very expensive fleet, were hard to find, and were sinking merchant ships.
Another way to do this is make subs attack at 3 and defend at 2, or boost their attack somehow in open water or something.
Oztea 1914 Alpha 1.3
Grammar in War Weariness
Grammar in Capitulation
Italian entry changed
Grammar in American Peril
Sub rules changed
Spain rule added
Naval Ports rule changed/experimental
India Build cap
German Cruiser added SZ 26
Italian entry reroll price changed to 5 IPCs from 10
American peril, allies may cash in up to two tokens per turn. US transports can’t use allied ports. Zimmerman note: optional allow US to join war
Changes to Ports
Sub rules clarification
Tanks changed to defend at 2
1914 Tournament rules are in effect, in addition to the following rules.
Changes to the Game Board
Sea Zone 1: Add two US transports
Sea Zone 26: Add one German Cruiser
The territory Switzerland is impassible to both artillery and tanks of every nation.
Occupation of Spanish Morocco is considered a violation of Spain’s neutrality and Spain will join the opposing faction instantly if it is attacked. Spanish Morocco does not generate units of it’s own.
India Build Capacity
The UK may not mobilize more than six (6) units at India during any game turn.
Naval units can be placed on the land territory they are built at instead of in open water if the player desires.
They can move out into the adjacent sea zone on any future movement phase. (counts as one move) (+1 for starting at a port)
If the territory containing naval units is captured before the naval units are moved to sea, the units are destroyed.
Naval units may leave a contested land territory and participate in new attacks.
Transports may not be loaded while in port, but may unload into the territory while in port.
Already existing naval units can move into friendly land territories with ports, following the same rules. Naval units moved in this way do not make the adjacent sea zone hostile to enemy warships.
Naval units can only move back into the sea zone they came from, they may not move amongst land territories.
Land territories can only hold as many naval units as their printed IPC value (i.e. Rome may only hold a total of 3 naval units)
Changes to Units
Subs attack (but don’t defend) with first strike in sea zones without a port
Subs ignore naval mines completely
Subs move +1 from ports
A sub can submerge before a battle starts if it is being attacked by only one enemy surface ship (1:1 ratio)
Example: Two German subs are being attacked by three British cruisers. Two of those cruisers pair up with one German sub, preventing it from submerging before combat. The other sub is only matched by one opposing surface ship , and thus may submerge before combat. The sub that was prevented from submerging and the three cruisers fight in combat. If the sub is not hit, it may opt to submerge instead of firing as per the normal submerge rules.
Tanks defend at ‘2’
Changes to Political Behavior of Powers
To represent the depletion of both manpower and political will to continue the war, from turn six (6) onward, all powers must keep track of their combat losses in the following manner. If during your turn you eliminate at least 10 units belonging to a specific enemy power, that enemy power will suffer a temporary -1 penalty to their economic collapse threshold. Likewise, if you yourself lose 10 units during your own turn you suffer a -1 penalty to your own political collapse threshold. These effects are cumulative across a turn, and for your enemy will collect until their turn. Place upside down control markers on the enemy’s capital to record these penalties, which are removed once that power completes one of its turns. Be careful, with this rule in effect, players must clearly declare beforehand which territories their units will be attacking in and which contested territories they will decline to attack in are.
Example: France launches an attack into Munich from allied controlled Ruhr and Alsace. During the battle the French lose 21 units, and the Germans lose 17 units. Place one penalty token on Berlin. On the coming German turn, their economic collapse threshold will be deduced by 1 (from 16 to 15). The French player on this turn lost at least 20 units, so their political collapse threshold is deducted by two for this turn only (from 10 to 8). During the British turn, the British player attacks and kills 11 German units across various territories, another penalty token is placed in Berlin and Germany will be penalized an additional -1 to it’s economic collapse threshold. (lowered from 15 to 14)
After a power suffers a political collapse, and all of it’s land, naval and air units have been removed and control of it’s occupied territories has been established, instead of treating all of it’s territories as vacant, all of their territories are now filled with that powers infantry, placing double the printed IPC value in infantry. This force represents the local population. These forces are considered hostile to all powers and will only defend and will never attack. A capitulated power’s minefields and ports are inoperative. In instances where a third power attacks into a contested capitulated territory (for instance the UK attacks Karelia while it is occupied by both capitulated Russians and Germans) the attacking force will fight only the other active powers forces until they are eliminated, and vice versa. The capitulated neutral forces are pushed aside and will take no actions until required to defend against an attack from only one faction’s units.
Delayed Italian Entry
At the start of a full round of play (before Austria-Hungary’s turn), roll a die, if the number is equal to or less than the current turn number, Italy will join the allies. Any other number and it will remain neutral (no actions).
The allies may deduct a collective 5 IPCs (from powers at war) from their cash on hand(s) to re-roll the die one time only during these phases.
While neutral, Italy may not move, purchase units, or collect income. It’s forces can not be used to represent neutral forces.
Central Powers units may not move through or over it’s territories while Italy is neutral.
Italy may on it’s turn, decide to move it’s naval units into the port of Rome as per the ports rule. This port may only hold three naval units.
If Italian territories, including Albania are attacked; or Italian units are attacked, Italy automatically will join the allies.
Italy treats any movement of Central Powers vessels into Sea Zone 17 as an act of war and will automatically join the Allies.
While Italy is neutral, other allied powers may not activate Albania on Italy’s behalf. Other allied powers may also not move through or over Italian territories.
While neutral allied ships may not use, or repair at Rome’s port.
The American Peril
The US player may now produce Supply Tokens (use US control markers or similar). These supply tokens cost 5 IPCs each and move as if they were a land unit with the following special rules. Supply tokens can be loaded into US transports or other allied transports from the United States territory only. Each token takes up two spaces in a transport. The US may move these tokens, and it’s transports while it is neutral (but none of it’s other units). Supply tokens may not move into contested territories (but may move out) and treat original allied territory as friendly. During allied collect income phases, if any supply tokens are present on an allied powers capital, they may cash in up to two of them for 5 IPCs.
In combat, supply tokens must be taken as last casualties. Their destruction while on original allied territory is not considered an act of war against the US. Their destruction at sea is considered an act of war on the US.
The US will now never enter the war until one of it’s transports or supply tokens (at sea) have been destroyed by the Central Powers, or unless it loses income to Unrestricted Submarine Warfare. US transports destroyed by naval mines will not cause American entry. US transports may not move into or through sea zones containing Central Powers naval units. While neutral US transports may not use or enter allied ports.
After the United States is officially at war it may no longer purchase supply tokens, but may acquire one per turn for free if it desires. This supply token acts according to all normal rules above.
[Optional Rule - Zimmerman Note: Players that feel this rule is too restrictive upon the United States participation in the war may allow it to join the war as an active power after the fall of any other allied capital]
Research and Development
(The Research and Development Phase takes precedes the Purchase and Repair Units Phase)(Neutral powers may not preform research)
In this phase, you may attempt to develop improved military technology. To do so, you buy dice that give you a chance for a scientific breakthrough.
Research & Development Sequence
1. Buy research dice
2. Redeem research tokens
3. Choose an Area of Research
4. Roll research dice
5. Roll breakthrough dice
6. Mark developments
Step 1: Buy Research Dice
Each die costs 3 IPCs. Buy as many as you wish, including none.
Step 2: Redeem Research Tokens
Discard your research tokens, claiming one research die for each research token.
Step 3: Choose an Area of Research
Either choose to research the Allied Technology or the Central Powers Technology
Choosing an Area of Research that matches your faction will grant a bonus during Step 4
Step 4: Roll Research Dice
Roll your research dice and assess the results.
Failure: If you roll a â€œ1â€ or â€œ2,â€ your research has failed.
Progress: If you roll a â€œ3â€ or â€œ4,â€ your research has progressed, but no breakthroughs have been made. Take one research token for each â€œ3â€ or â€œ4â€ you roll. Research tokens entitle you to roll free research dice on your next turn, one for each research token.
Success: If you roll at least one â€œ5â€ or â€œ6,â€ you have successfully made a technological breakthrough.
Important! If you have chosen the Area of Research that matches your faction’s in Step 3 then research rolls of 6 allow you to mark a tech development of your choice, ignoring the breakthrough step.
Step 5. Roll Breakthrough Dice
If you rolled a â€œ5â€ or â€œ6â€ on any research die you are awarded that many breakthrough rolls. You can only receive one advance each turn. Once the breakthrough dice are rolled, choose one of the breakthroughs on the chart whose number matches one of the dice you rolled. If dice match, you may reroll as many necessary so that the numbers no longer match.
If you have already received the same result on a previous turn, reroll until you get a new technological advance. Once you have received all the advances in an Area of Research, you cannot gain any more advances from that Area of Research.
Step 6: Mark Developments
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately.
Any number of powers may develop the same technology, but powers cannot share their technology.
Area of Research – Central Powers
1 - Super Submarines - Your submarines attack at 3
2 - Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.
3 - Stormtrooper Tactics - In one attack this turn, you may have combat continue for an additional round.
4 - Aerial Photography - If you have air supremacy, your artillery can support 2 units instead of one.
5 - Advanced Rail Network - Infantry, Artillery, and Tanks that begin movement in your capital may move three spaces, subject to all other movement rules.
6 - Advanced Aviation - Fighters attack and defend at 3 or less, during combat and air supremacy phases.
Area of Research – Allied Powers
1 - Improved Shipyards - Battleships cost 2 IPCs less, all other ships cost 1 IPC less.
2 - Mass Conscription - You may place two infantry in any original territory you control during the place units phase.
3 - Anti-Submarine Warfare - Each one of your cruisers negates all submerging abilities of one enemy submarine in combat. (1:1 ratio)
4 - Anti-Aircraft Guns - Artillery fire in one special round before combat begins, hitting at 1, limited to the number of artillery or the number of fighters present, whichever is lesser.
5 - Assembly Lines - Tank and Fighter costs are reduced by 1 IPC.
6 - Wireless Communications - Each of your artillery that are paired with an infantry may reroll misses.