• I like Flashman’s comment on Bordeaux, may wish to consider the rule to allow France to move the capital.

    To somewhat follow history, when Paris was threatened, the French government moved the capital to Bordeaux.   This rule to provide for that action…

    1. If Burgundy or Picardy is under enemy control, at the START of the France’s turn, the player can choose to move the capital  to Bordeaux.
    2. Bordeaux must be in France’s control.
  Paris must be in control or contested.
    3. Once changed, the change becomes permanent for the remainder of the game.

    fr.jpg


  • the changed setup for marseille seems like a big thread for the ottomans, an amphibious attack on constantinople with these 3 inf and 1 art (together with the strong french med navy) followed by an british reinforcement could end mehmeds holy war in round 1.


  • @Chacmool:

    I disagree with the changed setup for marseille. The french could make an amphibious attack on constantinople with these troops (and their big med navy) and the brits could finish the Turks before they even had one turn.

    That would be suicide for the Allies. They would lose a lot of units in the process, and the Ottomans will just be able to take it back.

    Also, we are splitting the SZ’s in the Med.


  • According to the official FAQ for 1914, the designers choose Moscow as the capital of Russia because it would be a more central location, even though it wasn’t historically accurate.To solve this issue, I feel that Russia’s capital should be Petrograd (St Petersburg) and it should have a second production center in Tatarstan (the city of Kazan) representing troops coming from Siberia and the far east, like how the British have Bombay in India. This way Russia has production centers in the north and the south.


  • I kinda like that idea. Ill start a poll.


  • The following proposals have been made:

    Map Changes:

    Corrected Prussia/Poland Boarder
    St. Petersburg changes
    Corrected Bulgarian Coastline
    New SZ’s in Med

    Capital Changes/Production Centers

    Russian Capital to be moved to St. Petersburg
    Possible Russian production in Kazan
    French Capital can be moved to Bordeaux.

    Other:

    Changed Russian Revolution rules
    Neutrality Rules

    New Proposals:

    Persia split into four territories.
    Mesopotamia split into 2 Territories, Armenia(North, Value of 1) and Mesopotamia(South, Value of 2).

    Any other new ideas? Can someone make a map of the current agreed on changes?


  • I have also been looking at splitting up Arabia.

    sample2.jpg


  • @Carolina:

    I have also been looking at splitting up Arabia.

    Wow that is a good idea, historically Shammar was allied to the Ottomans. Or perhaps make it a aligned nation with value of 1? So it can balance out against the British.

    And also:
    Mesopotamia split into 2 Territories, Armenia(North, Value of 1) and Mesopotamia(South, Value of 2).

    That is a good idea :)


  • Awesome. I like it.

  • Customizer

    One of my old maps

    Axis&Allies1914FullMapFlashFinished.PNG


  • That is really cool Flashman!


  • Considering this rule:

    Transport Movement:  
    Can move 1 if making an amphibious assault with load and unload.  
    Can move 2 if loading and unloading during turn without amphib assault, but reinforce okay.  
    Can move 2 if unloading during turn with amphibious assault.  
    Can move 3 if loading OR unloading (plus same as above in 2.), or moving only during turn.
    Note: When using transports of a different power, those can always move 3, regardless of action of troops on board.


  • Hmmmm… I dont know about a movement of one for Amphib Assaults.


  • Okay, agree.  How about this?

    Transport Overloading and Movement:
    Can move 1 when transporting 3 units and doing any actions.
    Can move 2 when transporting 2 units and doing any actions.
    Can move 2 when transporting 3 units and NOT doing assaults or contested area reinforcements.
    Can move 3 when transporting 2 units, NOT doing assaults or contested area reinforcements, and load all from same territory.
    Notes: The 2nd and 3rd being transported must be infantry units.  When using transports of a different power, those can always move 3, regardless of action of troops on board.


  • Works better. Something to add, For Amphib Assaults and Reinforcement, 1 Unit on the Transport must be an Infantry.


  • Needs playtesting.  I view as a big help to AP, but opens up more aggressive CP action, esp. assaults on Eng, Nor, and Swe.


  • Simplifying transport rule to allow “Overloading”.  Can transport 3 units when bridging units.  Can bridge 3 units, 2 must be infantry.  Transport cannot move.  All other transport rules are unchanged.


  • Madagascar is a waste, how would it ever change hands.  Should be info only island (like Corsica).
    Add territory of Gabon to west Africa (territory bordering Atlantic, Kamerun and Belgian Congo) and give it a 1 IPC value.


  • Turn sequence needs addressing.  Right now the game is sort of a CP powers first, then AP.  Yes, RU is in the middle, but once out, it becomes CP then AP.  The problem for CP is that AP can move FR, UK, US all in a row to defend a territory against whatever force GE in France can put forth, or FR, US, IT in Italy against AH.  This makes it very difficult for CP to move forward.  Would like to see a more evenly CP, AP, CP, AP, … sequence in a turn.

    I propose power sequence should be
    1-3 AH, IT, RU  (for AH centric battles)
    4-5 OE, UK (Ottoman battles)
    6-8 GE, FR, US (Western front battles)

  • '17

    Hoping to get this one soon to add to my A&A collection.

Suggested Topics

  • 9
  • 3
  • 3
  • 20
  • 9
  • 2
  • 8
  • 3
Axis & Allies Boardgaming Custom Painted Miniatures

34

Online

17.4k

Users

39.9k

Topics

1.7m

Posts