I’m surprised someone looked at this after all this time. I considered putting alot of time into creating the board and hammering out rules but the lack of interest on this forum didn’t really inspire me to continue. I also would like to see such a game created though I think Hbg is working on Global War atm.
Posts made by Quintus Fabius Maximus
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RE: 1944 Germany's Last Stand
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RE: Scramble for Africa Board Game
http://steamcommunity.com/sharedfiles/filedetails/?id=500370309&searchtext=scramble+for+africa
This is on Table Top Simulator now for anyone interested. Rules have been updated on the TTS version, still have yet to update this forum post. If I see interest, I will post the new stuff on here.
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RE: Scramble for Africa Board Game
Deleted, rules have been updated so this playthrough is no longer good for information. If i play again I will try to put a new playthrough here.
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RE: Scramble for Africa Board Game
Ive received my map and painted peices for the game. I’ll try to get a game going in the next week or 2, and see how it goes.
The last changes I would like to do is in the alliance making, so that will probably changed. I’ll have my rules adjusted if I do make changes and will make a report here if anyone is interested.
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RE: Scramble for Africa Board Game
@Garg Thanks for the interest man :-)
@Marc
Thank you for the reply. I agree, perhaps I should allow the ability of ships and warfare. During the colonial era, as the colonies grow I want to represent the fact that the land is producing more goods to justify the Europeans to invest the supplies in the area to create the troops and infrastructure needed to keep the places profitable. Thats what income represents. War should change that. I think what I want for war is for it to be a time where most supplies that were sent to Africa from Europe are now being kept for the war effort, limiting the recruiting of the African colonies. Maybe what I should do is keep the naval element and bases going, but instead, during war time 6 soldiers are produced rather then 3 in the bases. I know people would like having an income stream and development of soldiers but I want to prevent the wars developing into steamrolls. With a naval element now, even if your army has been smashed, if your navy prevails, you can prevent any enemy reinforcements from arriving while you can resupply your provinces thus allowing you and your allies try to scramble a defense to stop the advance. Maybe make the war last 5 rounds instead of 4 to really develop some interesting campaigns and allowing for the swinging of tides.
The only problem I perceive is that during war, destroying the enemy navy will be made a priority(thus starving the enemy of reinforcements for the entire war!), though maybe this will be offset by that fact that if you neglect your navy, you will have invested tons of money into your army to make up for it. Thus you will be more mindful in the planning for the war as it approaches and you must manage the troops in war as they will be more valuable. Maybe that attack on Ethiopia weakened your army quite a bit, and now you are struggling to field enough numbers to face your enemy. You can choose to defend your own borders or maybe you feel you can reach out and risk conquest or destruction as you try to conquer and gain more territories. I will be interesting to see how your allies negotiate with you also, maybe forcing you to make a rash offensive so that your ally doesn’t starve you of territories you need to help you win. Definitely adds some more strategic elements.
As to address your doubt of railroad development during the Victorian era, I’ll provide some evidence to show that the Europeans did try to construct extensive railroads.
http://en.wikipedia.org/wiki/Sudan_Military_Railroad
British Railroad in Sudan
http://books.google.com/books?id=l_2rn8M7DSsC&pg=RA1-PA327&hl=en#v=onepage&q&f=false
This out lies Rails built in North Africa as well as rhodeshttp://www.transnetfreightrail-tfr.net/Heritage/150years/150YearsRail.pdf
Development of South African Railroads as you mentionedhttp://trove.nla.gov.au/ndp/del/article/20753693
Failed development of a railroad from cape to Cairohttp://www.bbc.co.uk/worldservice/africa/features/storyofafrica/11chapter12.shtml
This outlines the areas where Rails were majorly constructed. Most finished before WW1. This one show some of the less known
http://upload.wikimedia.org/wikipedia/commons/0/06/World_War_I_in_East_Africa.jpg
German Railroads in East Africa and German Southwest Africa
I think I’ll plan on sticking with Railroads even though they may not be as prevalent in real life as they may become in the game.
As for your suggestion of making the allowing a discussion of alliances secretly, I believe you are probably right. To develop these sides though I will have to think about how to create a system that fits with a smaller playing group too. I think that I will limit the game to 4 players or 6 players allowing for an even alliance setting. I think I will limit the alliances to 3 and 3 or 2 and 2. In between the the phases of war and colonizing, their will be a sit down discussion where the alliances will be formed. After a brief discussion everyone rolls a die and the 2 people will be the war leaders. They will then pick there team dodge ball style starting with highest roll which will set the final boundaries into play. (If anyone has a suggestion, please feel free to chip in as this way isn’t the greatest.
So as for the changes for the rules:
Ships may now be purchased for the cost of 2 dollars,
During war, there is still not income, though your soldiers produced in your base increases to 6.
Ships will cost 3 and they will strike damage 3 or less just like ground troops.
War time also increased to 5 rounds.
Also ships when bought may be placed outside of the base only.
The last worry I have is preventing people from all huddling around building a military for the war, though if a player is behind in the developing of soldiers, they may have an incentive to start a war to stop the income as fast as possible.
Also any comments on the board? Everything look good? Thank you for the comments so far.
Edit: (Also the canal zone acts as a sea zone, nothing special)
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Scramble for Africa Board Game
Sup people. Here is my idea for a board game. Its not meant to be a simulation of the times rather a fun game I would play with friends.
Scramble for Africa
Introduction
With the rise of the industrial age of the late 19th century, came the next rise of European imperialism. Africa became the continent of choice filled with natural resources, and scattered with small kingdoms. During the Berlin Conference, it was agreed that Africa would be partitioned, starting one of the biggest conquests in all of history. In this game all the European powers are playable while Ethiopia is a mechanic of the game. (Fill this out later)Setup:
Belgium:2 ships 6 soldiers in baseFrance:2 ships 6 resources (starts with 2 provinces)
United Kingdom:2 ships 3 soldiers in base and 3 resouces (starts with 1 province)
Italy: 2 ships 6 soldiers in base
Germany: 2 ships 6 soldiers in base
Portugal:2 ships 6 resources (starts with 2 provinces)
Ethiopia:
6 soldiers in the center province 3 soldiers in all other provincesOrder of Play
Place Reinforcements in base
Buy units/ railroads
Move Units/Conquest
Collect Income
Place Units/RailroadsHow to play
To begin each round everyone will roll a die to determine the turn order. Best roll goes first, next is second…etc… After that each player will play their full turn. This will be repeated for every full round of play.1. Place Reinforcements in the base: At the beginning of each round place 3 soldiers in your base.(The colored square that represents the homeland) You can only take troops out via ship and can never transport soldiers INTO the base.
Also during this part you can create a military training encampment. Its free and you may place it anywhere but you may only place 2 all game. Once an encampment is captured it will be destroyed permanently. It may never be built again.
2. Buying units: You can buy 3 things.
Soldiers: Cost 1 resource
Railroads:Cost 2 resources
Ships Cost 2 resources
Fort: Cost 5 resources
3.Move Units/ Conquest
There are 2 types of units that move in this game. Ships and soldiers.Ship can be bought and are very important. They can move 2 spaces AND can pick up ONCE AND drop off ONCE. To pick up soldiers, the ship must be in a sea zone adjacent to the province(s). Each ship can carry 3 soldiers and must be adjacent to the province(s) that you are landing troops.
Soldiers must have not moved to embark on a ship and can’t move once they disembark for a round. For land movement soldiers can only move one space per round. Instead of moving one space, a group of soldiers can also use the railroad. To use the railroad, the group must all be together in a province and must all move together to another province to a station connected to a contiguous line of railroad. The railroad can be used once per round by one group of soldiers only
If you want to conquer a province whether empty, uncolonized, colonized, or filled with enemies you must have at least 3 soldiers in a group to conquer it. To engage in combat (a lot like axis and allies) move your soldiers to the space you want to conquer. You and your opponent will roll a die for every soldier you have. For each dice you roll a 3 or less count a point of damage to the enemy if you are the defenders(attackers roll on a 2). Once you and your opponent have rolled all your dice for the round of combat go ahead and remove units from the board. If at the beginning of the round, the attacker would like to retreat to the space they attacked from they may do so. If the attacker ever has less than 3 troops left at the end of the round the troops must retreat(even if there are no more defenders left. If the defender would like to retreat, they must choose a friendly (allied or personally owned province) space to retreat to. They will then roll a die. If the die is 3 or less than all the troops will move there. If 4 or more is rolled, the defender must engage in combat but can only roll for half of their troops rounded up during the combat phase. In the event of a fort being attacked, The attacker can only attack for one combat round that turn. The Defenders however, may salley forth and initiate sortie. This acts that same as a battle, but the attackers are the owners of the fort, and the defenders are the ones seigeing the fort. Defenders are not limited to how many troops they have and can fight to the death if the player wants. If the attacker conquers the province, all railroads and forts are destroyed and will take full control of the colony. If the province is empty or uncolonized, you still need 3 soldiers to conquer the province.
Ship combat is very similar. There are no limits of ships needed for combat and retreat rules are the same. Same combat values as well.
4. Collect income:
This is simple. Count all you provinces and that is your resource income.5. Placing soldiers/ railroads
You may place soldiers that you bought in any of your encampments you built. You may not place them in your base. You can,however place bough ships in the sea zone next to your base. You may also place railroads on any space you own.So that’s what you do during your turn so here is how the game goes politically.
1. Colonizing phase
1.5. Alliance Phase???
2. Great War phase1. Colonizing phase
This is the beginning part of the game and won’t end until all provinces have been colonized. No powers may war against each other and can only fight ethiopia. Once this phase ends Ethiopia may not be attacked if the nation still exists. Also, the scoring for resources begin. At the begining of the game, their are resources littered across the board in many provinces. Conquering them will help in this scoring phase.Thye are scored like this:
Each type of resource:1 ptFor each majority: 5pts
For every monopoly: 10pts
Resources are :Gold, Copper, Iron, Coffee, Rubber, Diamonds, and agricultural goods. Once this scoring is done, start the war.
Ethiopia Mechanics: Combat is the same but if Ethiopia is attacked during the round, after all the European powers are done with their turn, Ethiopia has a turn. It will spawn 3 soldiers in any and all provinces that the Europeans have taken from them and initiate combat. Ethiopian troops will fight to the death and if they win, they will take the province and replace the troops they lost fighting to garrison the province. If more than 3 provinces are captured by europeans, troops will not spawn to defend Ethiopia. During the great war, ethiopian provinces owned by players can be fought over but those still owned by Ethiopia can no longer be attacked.
Alliance Phase: (NOTE: THESE ARE SUGGESTED RULES FOR ALLIANCES, FEEL FREE TO CREATE RULED FOR YOUR OWN GAME)At the end of the colonizing phase, all nations will get together and discuss plans for war. Each player will talk to another privately and at the end of the discussion, everyone will get a price of paper.
Everyone will write who they want to ally with and turn it in. It will be announced what each person has written and alliances will be formed officially. In order for an alliance to go through however, the writings of both parties most be mutual.
However this is where subterfuge come into play. If player A and player B both write down that they want to be allied then that’s that. But let’s say player C negotiates with A that they should backstab B. If this is done at the before the writing
2. Great War phase
At the end of the round in which all European powers have colonized all of Africa(Ethiopia excluded),or if 2 rounds go by with something being colonized, the following round starts the Great War. You can also no longer recruit soldiers or build railroads and you will collect no income. However reinforcements are doubled to 6 being produced in your base. You may walk in you allied territories but you may not use their railroads. Also you may defend together with your ally. You also can’t return or capture friendly provinces either. War goes on 5 rounds and at the end of the 5th round the game ends and scoring begins. If a side loses before then or no great war happens, final scoring begins.
How to win the game:
Once scoring begins, here’s what to look for.
1 pt for every province you own
10 pts for having them most railroads.
20 pts for owning all of Ethiopia
10 pts for having the majority of Ethiopia
5 pts for owning a province in Ethiopia
NOTE: pts gained by conquering Ethiopia do not stack
also add the pts that you recieved from the first scoring phase
Person with most points wins. Hope the game isn’t too complicated.
Comments,questions, and suggestions are welcome.:)
Pic of proposed map
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RE: The Great War Video Series
It my favorite series on youtube so far. I really hope they do a WW2 series.
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The Great War Video Series
https://www.youtube.com/watch?v=JAzseue8qvw
https://www.youtube.com/user/TheGreatWar/videosOut of curiosity has anyone been watching this web series. Really educational so far, but I say that having no expertise in the history. Basically this channel goes through what was going on during ww1 100 years ago and really gives solid unknown facts.
Anyone want to share their thoughts? I put the channel in a link above.
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RE: You're Hitler, March 1945
He would be housing Hitler himself, not helping Germany. And yes it would be stupid to announce they were holding Hitler. He would be taken in secret, probably until death.
Just wondering if Franco would be willing to take him in, which im guessing is a no.
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RE: You're Hitler, March 1945
Would Spain have been open to taking him in in secret? Or would that be too close in Europe?
I don’t know what Francos opinion of Hitler was by the end of the war but it may have been worth a shot.
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RE: 7.0 turn 1 pics and report
Is there anyone out there that is playing with 7.1 besides just Koba and I? I’d be interested to hear how hard it is to win for the Axis now.
We are playing a game in about an hour. Well see how it goes.
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RE: 6.1 RULE CLARIFICATIONS DATABASE
Found a contridiction. The setup says you can build kv-2 tanks on turn 3 while the rules say turn 5. Im assuming its turn 3?
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RE: Napoleon in Europe game for sale - $10
Is this for sale still? Very interested if so.
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1944 Germany's Last Stand
I was wondering what you guys thought and how it might work. Feel free for suggestions.
The year is 1944. The western allies have landed one of the largest amphibious assaults in history and have reoccupied France. The German front on the east is crumbling to the Soviet forces and are quickly retreating to the heart of Germany. While the situation looks bleak for the Nazis, Hitler still has one trick up his sleeve to win this war. Ever since the start of the war he has been supporting the development of atomic bombs to ensure the conquest of the world. While the conventional armies are fighting backwards against the Allied onslaught, no one knows that Germany’s nuclear program is nearly finished. Now so close to completion, the German army most delay the allied advance at all costs. Even though nukes may not even be enough to stop Germany’s defeat, the allies certainly will feel one last blow before they are done. The allies must stop this at all cost, however there are separate interests. The Soviets want the nuclear technology for themselves, having their own ambitions of conquest after the war. The western allies, if they ever hope to restore peace, most keep these out of Soviet hands, as well as put down Germany down as fast as they can.
Now obviously this is a very ahistorical game, so maybe I’ll change the theme if this doesn’t work out.
Anyways now this game would be played with a different turn order each turn. The allied powers will roll before the round to see who goes first. 1-3 would make the allies go first. 4-6 would allow the Soviets to go first. Germany always goes last.
After that then the first power gets to move. I’m debating whether i should allow payment of new units or deploy predetermined reinforcements each turn. Maybe a bit of both. All the rest of the movement and combat will be like regular axis and allies. There will be several nuclear development spots in Germany that need to be taken. Probably 7 but havn’t made that on the map yet. For the an allied power to win, they most control at 4 of the facilities. Capturing Berlin will give a special bonus of sort, need to figure that out. If Germany doesn’t win, the game ends when all the research areas and Berlin are occupied. For Germany to win, they most gain a total of 25 nuclear points at the end of their turn. They receive one point from each development spot they hold each turn. Once that happens, game over, they win the game.
So anyways, this is just an idea. Feel free to pitch anything that could be helpful. I just started making the map, so obviously that will be developed later. I’m going to carve out borders, and add cities later, this will just give a base idea. Feel free to comment on it.
On second thought this should be in Axis and allies variants but whatever.
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RE: The Worlds Wars Mini Series
I think P.O.U. has to be kept in mind. A 6 hour series can’t contain all of the information. I feel it’s fine to gloss over things, especially if your target audience is people who know little about it.
That said, they probably should have tightened up that gas attack bit.
I enjoyed episode 2 and am excited for part 3 tomorrow.
Well i thought they would have put the civil war in since they showed the the grab for power from Hitler and Mussolini. IMO it would be far more interesting and develop the russian side of the story, which as of the first movie has barely been talked about at all.
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RE: The Worlds Wars Mini Series
The first episode was ok, however like others have pointed out, it has it’s problems.
The Russian Revolution was portrayed poorly and completely skipped over the civil war. The show makes it seem like it was easy, that lenin just stormed the palace and took power and that was that.
However, there was a real power struggle that threatened it. While the white forces were not as united as the red, they were still a large hurtle that the Boshleviks had to get over to remain in power. There was also foreign intervention from the allied powers to try to kick Lenin out and keep Russia in the war.
Ill watch the second episode tomorrow since i watched the first one while the second was running.
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RE: The Worlds Wars Mini Series
Im going to watch it tonight to see how it is. I hope it is does well.
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RE: Where to find some good 18th century miniatures
If i wanted to get some napoleonic miniatures, i think i would have gone with peices from napoleon in europe. Too bad they are out of stock and the games hard to comeby. Otherwise they would have been my test peices.
However, i would rather have good 18th century minitures like these.
Sadly, there are no real good 18th century games that have quality minitures that i can use…
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RE: Where to find some good 18th century miniatures
Yes the war age of immperialism peices are late victory age. They will just be used as my test peices till i get some proper ones later. Ill be keeping an eye out for some.
I once though of buying the collectors minis that come in their boxes, except the peices are far too varied since they are more display then game board peices.
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RE: Where to find some good 18th century miniatures
http://www.eaglegames.net/SearchResults.asp?Search=miniatures
They came within 4 days of ordering. Bought about 20 boxes.