While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.
The Great War 1914-1918: Clash of Empires
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Great job. It makes me want to buy it. Where can I buy? How much is it? I just need the game. But really great job, this game looks better than A&A 1914. But does it have enough pieces to play? Is it play tested to see if it’s fun, slightly simple in a way, has enough space?
Again where can I purchase? -
Great job. It makes me want to buy it. Where can I buy? How much is it? I just need the game. But really great job, this game looks better than A&A 1914. But does it have enough pieces to play? Is it play tested to see if it’s fun, slightly simple in a way, has enough space?
Again where can I purchase?Certainly very interested too! Will keep a close eye on this one!
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It will have enough pieces , and piece junkies will be able to order complete sets in not only the standard colors, but others representing Spain, neutrals, Bulgaria, etc.
It will be around $119.00 and weigh in about 12-14 pounds because the map is huge and mounted.
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@Imperious:
It will have enough pieces , and piece junkies will be able to order complete sets in not only the standard colors, but others representing Spain, neutrals, Bulgaria, etc.
It will be around $119.00 and weigh in about 12-14 pounds because the map is huge and mounted.
Sounds fine to me. Will you be accepting paypal and shipping to Europe?
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Yes to both.
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Mounted?
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Yes of course. Also, larger roll up versions of the map will be printed in limited quantities.
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OK lets continue…
A word on sea invasions. Each transport can carry 2 infantry types or one non infantry ( 1 tank, 1 plane, 1 artillery , etc)
On the first round, only one infantry can be offloaded per transport per round, then the other. You can’t bring in artillery in the battle, that’s offloaded in non-combat. Of course, you can bring in planes.
Dreadnoughts and Cruisers shore bombard at 1 ( they roll first)
The defending land units always roll first and that includes all types of defending units.
Invasions are a difficult thing in this game. In axis and allies, invasions are much more common even too common practice.
Land combat sequence:
This, like naval combat, must be performed step-by-step and loses taken for each step.Part A (Air Superiority)
1. Air combat takes place between attacking air units and zeppelins and defending air units and zeppelins. Both sides must perform a single air combat round, rolling to hit simultaneously against the other.
2. Either side may retreat all their air units after each round, first the attacker decides and if they do not retreat then the defender may retreat their air units. If no winner then proceed with step 1 again until one side is eliminated or retreats. The winner gains air superiority (see air superiority).Aerial superiority:
The player who has air superiority can boost his artillery, rail guns, and forts with a modifier of +1 for the first round of combat.
Note: there is no air superiority in naval combat.Part B (Land Battle)
1a. The attacker conducts gas attacks (defender can if they have “gas shells” technology) and loses are taken now. (simultaneous exchange)
2. The attacker fires their aircraft, artillery, (this can include rail guns that are in an adjacent space) preemptively and loses taken now.
3. The defender fires their aircraft, artillery, forts and rail guns (this can include rail guns in an adjacent space) preemptively and loses taken now.
4. Attacking Storm Troops and defending entrenched infantry fire preemptively and loses taken now. (simultaneous exchange)
5a. The attacker and defender then fire with all their remaining units; loses are applied now. (simultaneous exchange)
6. The attacker has the option to retreat. He may retreat all units back to one of his territories that one of the units attacked from or he may remain in the space and contest it with all ground units. An exception is if you are coming out of a contested territory all land units may only fight to the finish (defender may still retreat) or contest. If the attacker does not retreat or contest the territory then the defender may retreat to a friendly or allied territory that is not under attack by land units or contested. Unless the attacker decides to contest (this stops the defender from retreating). If the attacker does not decide to contest and no one decides to retreat, then proceed with steps 2-6 again, or until one side is eliminated.Now you can see the modeling of WW1.
Units fire in groups modeling the way it was in this war, by segregation of the effects in a sequence. You pay more for some units, but they have value because they may fire before other units and loses taken before they have a chance to fire. The result is carnage, however the opportunity to retreat by either side is an option.
Step 9 – Non Combat Movement:
Units that have not taken an action this player turn may take one now.At Sea:
Naval units can move into any sea zone that the enemy does not own or into a contested sea zone to reinforce. The units are still subject to sea mines and pass through fire from sea-forts. Submarines are subject to sub-detection.
Transports may load and offload troops into friendly controlled territory during this move but may only pick up from one territory and drop off in one territory. Transports can not load or offload if they are in a contested sea zone. Land units that are being transported may not move on their own before or after being loaded/unloaded.
Going into port:
Port symbols on the map represent the major fortified naval bases of the war. Ships are safe from naval attack while in them. Ships are allowed to go into or out of ports for a cost of 1 movement point.The enemy may blockade the ships in port by moving into the sea zone adjacent to the port. The blockaded ships will then need to attack the blockading fleet to be able to move out from the port.
If the territory falls then the ships will be forced out to sea (see naval evacuations). Ships can be built directly into a port (or the sea zone adjacent to the port if not enemy occupied) that is located in a home factory area.
Dual-entry ports:
A few ports on the board allow entry/exit from two areas. These ports are Hull, Harwich, Portsmouth, Brest, and Antwerp-Zeebrugge. Blockading one side does not prevent movement from the other.On land:
Land units can move into any friendly, contested, or newly captured territory. They may use rail movement in this phase. (See railroad transportation). They may not move into enemy territory except to reinforce a contested territory. Units that are moving in or out of a contested area must follow the rules in the contested area section.Infantry that did not move may entrench.
Air Units can move to any friendly territory that is not newly captured and within range.
Railroad transportation:
Rail movement is 4 spaces and allowed from any of your (or your allies) territories. All land units can be railed.These moves are allowed if:
- You can trace the movement through a continuous line of friendly territories.
- The movement does not cross any barriers (such as the English Channel).
- The movement is not into or through a contested or a newly captured/liberated territory.
- The line is not traced into or through Russia (unless you are Russia). (Russia minor allies territories are not considered Russia for rail purpose)
5) The unit did not do any other action this turn.
6) The movement is not in or out of Africa (French Morocco to Sinai)
Only Russia and her allies may use rail movement within Russian original territories. Russia and her allies may not rail outside of Russia.
You may rail across the Dardanelles from Thrace to Bursa or vice versa if you control both and the Dardanelles are not blocked, it cost 1 movement point for crossing the Dardanelles for rail.
In the air:
Air units that have not landed yet from an attack must use their remaining movement to land back into original start of turn friendly territories. A zeppelin, however, may remain in a contested or newly captured territory or friendly or neutral sea zone. -
Do you mean mounted by the map being like a cardboard (A&A) type board?
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exactly, only larger
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Oh ok man thanks. I know I’m asking alot, it does like a good game that’s why, but how big is the board in inches (And cm if you want)? And do you think the 110-120 dollar price tag fits? Like isn’t that 10-20 bucks a little much?
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Also if it’s really big then kiss there a choice to get a slightly scaled down one?
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Oh ok man thanks. I know I’m asking alot, it does like a good game that’s why, but how big is the board in inches (And cm if you want)? And do you think the 110-120 dollar price tag fits? Like isn’t that 10-20 bucks a little much?
I don’t remember what I paid for A&A 1914, but I’m assuming it must have been 80-90 euros. Considering that this game is going to include unique sculpts, additional unit types and is in all likelihood better playtested than any A&A game for that matter, I’ll gladly pay $110-120 for it.
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Well your getting alot more than 1914. More pieces, more unique sculpts ( like 36 different ones) , much larger map, just alot more stuff. Plus the game is more involved with all the tech changes and rules, but still somewhat simple.
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That’s great! I just have a few more questions: When do you guys think it will be published? Is it slightly simple (No weird battle board like 1914, and weird rules)?
Is there an option for how big the board is (More scaled down?)? What are the countries and each type of units? Can you post a video on you guys play testing it (I really want to see it in action before I buy)?
And I’m guessing that you can get it from HGB, Right?Sorry for all the questions, but I just want to see if I want to spend my saved up money on this game, and I want to be a positive customer.
Thank you very much, and Good Luck! -
Dont have official release date.
8 nations, like 1914 plus minor allies. Types of units will be posted soon under this thread, but like triple the types of 1914
Can’t be scaled down, sorry. If you play global 40 you will be fine.
Im sure HBG will carry this.
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Great, thanks. Too bad I don’t play 1940, but I guess it’s ok.
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@Imperious:
Dont have official release date.
8 nations, like 1914 plus minor allies. Types of units will be posted soon under this thread, but like triple the types of 1914
Can’t be scaled down, sorry. If you play global 40 you will be fine.
Im sure HBG will carry this.
Will there be any terrain features?
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Well sort of. You cant stop in certain areas ( these are colored peach representing arid desert) until turn 6.
You can pass thru, but not rail of stop movement. Also no rail in Africa.
Otherwise, there is no “general winter” or “Russian Rasputitsa” rules
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Ok next section…
Land combat sequence:
This, like naval combat, must be performed step-by-step and loses taken for each step.Part A (Air Superiority)
1. Air combat takes place between attacking air units and zeppelins and defending air units and zeppelins. Both sides must perform a single air combat round, rolling to hit simultaneously against the other.
2. Either side may retreat all their air units after each round, first the attacker decides and if they do not retreat then the defender may retreat their air units. If no winner then proceed with step 1 again until one side is eliminated or retreats. The winner gains air superiority (see air superiority).Aerial superiority:
The player who has air superiority can boost his artillery, rail guns, and forts with a modifier of +1 for the first round of combat.
Note: there is no air superiority in naval combat.Part B (Land Battle)
1a. The attacker conducts gas attacks (defender can if they have “gas shells” technology) and loses are taken now. (simultaneous exchange)
2. The attacker fires their aircraft, artillery, (this can include rail guns that are in an adjacent space) preemptively and loses taken now.
3. The defender fires their aircraft, artillery, forts and rail guns (this can include rail guns in an adjacent space) preemptively and loses taken now.
4. Attacking Storm Troops and defending entrenched infantry fire preemptively and loses taken now. (simultaneous exchange)
5a. The attacker and defender then fire with all their remaining units; loses are applied now. (simultaneous exchange)
6. The attacker has the option to retreat. He may retreat all units back to one of his territories that one of the units attacked from or he may remain in the space and contest it with all ground units. An exception is if you are coming out of a contested territory all land units may only fight to the finish (defender may still retreat) or contest. If the attacker does not retreat or contest the territory then the defender may retreat to a friendly or allied territory that is not under attack by land units or contested. Unless the attacker decides to contest (this stops the defender from retreating). If the attacker does not decide to contest and no one decides to retreat, then proceed with steps 2-6 again, or until one side is eliminated.Naval Invasions:
If the attacker has any part of his force invading by sea then the sequence of combat is as follows:Follow the above Land Combat sequence rules above (A & B) with adding the below to part B
1b. Support fire is now done by Dreadnoughts and Cruisers.
6b. The first wave of invading naval forces may now fire with all surviving units; defender loses are now taken.
7. Is the same except that they must do a 2nd round of attacks and only then may they contest at the end. You are not allowed to retreat as the attacker for a naval invasion.For the rest of the combat, proceed with steps 2-7 under the normal land combat sequence with 2nd landed forces firing in 6b only.
Only infantry type troops (infantry, cavalry and storm troopers) may participate in amphibious landings. Other types can only land after the capture of the territory (in the non combat phase).
Support fire:
Support fire allows Dreadnoughts to support a naval landing with fire and is limited to only the first round of combat. They hit only on a 1.The number of ships that may fire is limited to the number of transport being used for the naval invasion.
Here is one of the main different things about this game, namely certain units fire in sequence– units are destroyed and then another type of unit fires and then other loses taken. That way you can see the benefit of say entrenched units, Artillery, having Air superiority, etc.
Air fights air, remaining units hit land targets at 1 ( bombers and zeps @2) and how having air units remaining allows your artillery ( both regular and railway artillery to all get a +1 in the first round attack)
Storm troopers fire before other units as they have specialized infiltration training and equipment ( only central powers have them)