Axis and Allies 1914 - British Strategy
https://www.youtube.com/watch?v=oW9pE6IcRdw
Axis and Allies 1914 FAQ/Question and Answer Thread
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We have playd this game only once, and the Allies got slammed by the Central powers. Mostly we made som mistakes, but i had a hard time as UK to actually land units at the front. An invasion of Kiel was underway, but the mines keept blowing up my fully loaded Transports. Thats a shitty way to bring my units to the front, but the only one i really had, other than marching from Belgium or Paris, and that took a long time compared to the Germans that could reinforce from Berlin.
But do mines attack transports aswell? even though contested? a reading of the rules makes me sure they do, but?
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Yes.
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Apparently there’s been some confusion about one of the clarifications:
If the colony of a minor power aligned to your power is moved into or captured by a friendly power, that power takes control of the territory.
The intent of this clarification was to indicate which power takes control when the colony was moved into for the first time. It was never intended that a power can steal a colony from another major power on the same side. For example, if Italy moves into Belgian Congo initially, it gets control of the territory. However, if all Italian units later leave the territory, Britain cannot move units in and take control. Britain can only gain control if the Central Powers take Belgian Congo from Italy and then Britain retakes it.
I have updated the entry on page 14 of this thread to the following:
If the colony of a minor power aligned to your power is moved into for the first time or captured by a friendly power, that power takes control of the territory.
So, I was going through the WWI/1914 FAQ/Question and Answer Thread and came across this post. Have some questions :
1). If Belgium is controlled by the Germans on Turn 1 and Britain moves units in Belgian Congo on Turn 1, does Britain get the IPC’s for Belgian Congo?
2). What if the Germans never took Belgian on Turn 1?
3). What if Belgium is contested?
If France takes Portugal on Turn 1, does it also get the IPC’s for Angola and Portuguese E. Africa? If not, then the first power to move into Angola and Portuguese E. Africa get the IPC’s?
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As promised, here is the consolidated list of errata and clarifications, in order of appearance in the Rulebook. It should cover all of your questions. Larry and I have done some talking, and you’ll find a couple of pleasant (I hope) surprises. They are highlighted in red.
Original territories are the territories a major power begins the game with. They are the territories that have only that power’s emblem on them.
If a minor power aligned to your power is mobilized by a friendly power, you take control of the territory.
If the colony of a minor power aligned to your power is moved into for the first time or captured by a friendly power, that power takes control of the territory.
If a minor power aligned to your power is captured by a friendly power, the capturing power takes control of the territory. Only originally controlled territories can be liberated.
As the United States is neutral before it’s at war, it has no friends or enemies; therefore it may not move units into territories controlled by other Allied powers. It also may not load units onto transports before it’s at war.
United States units may not be used to represent the mobilized forces of minor neutral territories before it’s at war.
The Russian Revolution has the following effects:
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Russia will no longer have a turn, and will no longer be considered to be either friend or enemy to any other power.
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Serbia and Romania will be treated as minor neutral powers for the remainder of the game.
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All Russian units outside of original Russian territories will be immediately removed from the board, and Russia will immediately relinquish control of any non-original territories it may hold, including those of formerly aligned minor neutral powers. If units belonging to other Allied powers are in these territories, control will be established using the rules for moving all units on one side out of a contested territory (see “Land Unitsâ€, page 15), otherwise these territories will be uncontrolled until another power moves into them and will not mobilize units when entered.
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Any original Russian territories that are contested at the time of the revolution will be considered to be shared for the remainder of the game. Shared territories that have no Russian units in them will each have one Russian infantry added to them to represent Russia’s interest in them.
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Attacks may no longer be made by either side in original Russian territories that are either controlled by Russia or shared between Russia and the Central Powers.
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The Central Powers may no longer move units into territories controlled by Russia. Central Powers forces can move into or out of territories shared between them and Russia at any time, but the Central Powers must maintain at least one infantry unit in each such territory at all times. Central Powers do not collect income from shared territories. Rules restricting land unit movement out of contested territories (see “Land Unitsâ€, page 15) will not apply to these shared territories.
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Other Allied powers may no longer move units into original Russian territories that are either controlled by Russia or shared between Russia and the Central Powers. Any such units remaining in those territories at the end of their next respective turn will be removed from the board at that time.
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Original Russian territories that are controlled by the Central Powers at the time of the revolution are considered to have no original controller for the remainder of the game. If such a territory is captured by an Allied power, that power takes control rather than returning it to Russia. If such a territory is left without units in it after a battle due to both sides being eliminated, it will not be controlled by any power (place any national control marker on it face down to denote this status) until a power moves units into it.
You can repair a battleship if it is in a sea zone that shares a naval base that is either controlled by you or a friendly power or is contested and was originally controlled by you or a friendly power.
Land units that begin the turn in contested territories can only be moved to territories that at the beginning of the turn were either controlled by your power or contained units belonging to your power. (They can also remain at sea if moved by transport.)
If the territory that shares a naval base with a mined sea zone is contested, only ships that belong to enemies of the original controlling power have to roll for mines.
If you are offloading units from a transport in a friendly sea zone and the transport has encountered mines during its movement, the mines are rolled for before the transport offloads.
If one of your loaded transports hits a mine in a sea zone it entered before it loaded some of all of the units, those units are returned to the territory or territories from which they were loaded and may not move in the current turn. Of course, any units that were already on the transport before it entered the mined sea zone are lost.
If you are planning an amphibious assault or reinforcement, but some of your ships hit mines while attempting to deliver the units, you may call off the landing.
If you are moving units into a territory both by land and amphibiously, one infantry unit must move in by land, unless you already have one there.
When a defending multinational force gains air supremacy, all defending artillery are promoted.
If you take control of enemy capital on that enemy’s turn due to his attacking you in that territory and losing, any units he purchased are returned to his storage box, and you collect the refunded IPCs.
You have to mobilize all of the units that you purchase in the same turn.
You can’t mobilize sea units from a territory that was controlled by an enemy power at any point during your turn.
If you purchase a ship but realize during the Mobilize New Units phase that you have no eligible naval base to mobilize it with, it is returned to your storage tray, and the IPCs are refunded to you.
The British Empire cannot mobilize units in India if it is enemy-controlled.
Are these official changes?
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So, I was going through the WWI/1914 FAQ/Question and Answer Thread and came across this post. Have some questions :
1). If Belgium is controlled by the Germans on Turn 1 and Britain moves units in Belgian Congo on Turn 1, does Britain get the IPC’s for Belgian Congo?
2). What if the Germans never took Belgian on Turn 1?
3). What if Belgium is contested?
In all of these cases, Britain takes control of Belgian Congo.
If France takes Portugal on Turn 1, does it also get the IPC’s for Angola and Portuguese E. Africa?
No.
If not, then the first power to move into Angola and Portuguese E. Africa get the IPC’s?
Yes.
Are these official changes?
Yes.
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Question about navals mines. Am I correct to assume they are they rolled for during the movement phase? So I couldn’t, for example, take an enemy province with a sea port then fight a mine-free naval battle in the adjacent sea zone?
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Question about navals mines. Am I correct to assume they are they rolled for during the movement phase? So I couldn’t, for example, take an enemy province with a sea port then fight a mine-free naval battle in the adjacent sea zone?
No, Flashman, You roll for it after the movement phase, and just before you conduct the combat phase.
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No, Flashman……
Excellent!
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This man is not me. The mighty Flash has no need for a sock puppet!
He is, quite obviously, the evil alter-ego of Axis and Allies creator and all-round hard man Larry Harris. His mission in life is to make the real Larry look intelligent and knowledgeable.
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I wish I knew who he was. Is. Really though.
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This man is not me. The mighty Flash has no need for a sock puppet!
He is, quite obviously, the evil alter-ego of Axis and Allies creator and all-round hard man Larry Harris. His mission in life is to make the real Larry look intelligent and knowledgeable.
I thought he`s your workout-buddy from the gym?
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I’m interested to know how people are playing the US neutral rules.
In March on this forum thread Krieg (with Larry?) introduced a change (not a clarification) to the wording (and consequentley changing the rule) of the rules governing the US Isolationalism during the first 4 turns. It has been written…_As the United States is neutral before it’s at war, it has no friends or enemies; therefore it may not move units into territories controlled by other Allied powers.� It also may not load units onto transports before it’s at war._In the rule book (as I am sure we all know) the rule restricting the US mobilization refers only to Central Power controlled/contested territories. Which opens up a lot of questions and exploits for the US player (eg. can they mobilize units in an Allied territory thus being activated if the CP player attacked that territory on a subsequent turn?).
But, I suppose this rule has be officially changed, or an error in the syntax of the rulebook has been officially corrected? Either way, if one didn’t read any of these boards one would never know. Which brings me back to my question.
Do most of you play the US Isolationism rule as it is written in the rulebook or as Krieg has written here on this thread?
Another related question I have as a follow on is; Â can the US activate a neutral territory before they are in the war? I see the clarification about them representing the neutral defence force but can the US player (for example) attack Denmark before entering the war? Provided it is still neutral they would not be moving into or attacking a CP controlled/contested territory or an Allied controlled/contested territory. (I do realize they would have to load troops onto a transport to do this and if that is restricted I guess by default they could not do this). BUT under the Isolationism rules as they are written I think this would be an exploit not accounted for in the current rules correct? -
I’m interested to know how people are playing the US neutral rules.
In March on this forum thread Krieg (with Larry?) introduced a change (not a clarification) to the wording (and consequentley changing the rule) of the rules governing the US Isolationalism during the first 4 turns. It has been written…_As the United States is neutral before it’s at war, it has no friends or enemies; therefore it may not move units into territories controlled by other Allied powers.� It also may not load units onto transports before it’s at war._In the rule book (as I am sure we all know) the rule restricting the US mobilization refers only to Central Power controlled/contested territories. Which opens up a lot of questions and exploits for the US player (eg. can they mobilize units in an Allied territory thus being activated if the CP player attacked that territory on a subsequent turn?).
But, I suppose this rule has be officially changed, or an error in the syntax of the rulebook has been officially corrected? Either way, if one didn’t read any of these boards one would never know. Which brings me back to my question.
Do most of you play the US Isolationism rule as it is written in the rulebook or as Krieg has written here on this thread?
Another related question I have as a follow on is; � can the US activate a neutral territory before they are in the war? I see the clarification about them representing the neutral defence force but can the US player (for example) attack Denmark before entering the war? Provided it is still neutral they would not be moving into or attacking a CP controlled/contested territory or an Allied controlled/contested territory. (I do realize they would have to load troops onto a transport to do this and if that is restricted I guess by default they could not do this). BUT under the Isolationism rules as they are written I think this would be an exploit not accounted for in the current rules correct?I asked the same question. Krieghund said the new US rules, among others are official. See page 14 of the FAQ/Questions and Answers thread of the WWI/1914 thread for all the updated rules. I don’t believe it was an error in the rulebook, but rather a change to the rules. My guess is, this gave the Allies too much of an advantage and therefore the rules were changed, based on play testing feedback from players. I’m playing my first WWI/1914 game now(I’m playing w/the new rules). I generally play w/the latest rules, as I’ve found that the latest rules are based on feedback from other players, who know better than first time players what needs to be changed based on play balance. Because the US can’t load units onto transports until at war, this wouldn’t allow them to attack Denmark.
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This man is not me. The mighty Flash has no need for a sock puppet!
He is, quite obviously, the evil alter-ego of Axis and Allies creator and all-round hard man Larry Harris. His mission in life is to make the real Larry look intelligent and knowledgeable.
Correct. The laws of physics tell us there is matter and antimatter, protons and antiprotons, and positive charges and negative charges. This tells us that if a Larry Harris exists, then there must be a Harry Larris.
You’re just wrong about one thing. I am the good alter-ego. I design Christian themed board games that promote the ideals of charity and good works.
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This man is not me. The mighty Flash has no need for a sock puppet!
He is, quite obviously, the evil alter-ego of Axis and Allies creator and all-round hard man Larry Harris. His mission in life is to make the real Larry look intelligent and knowledgeable.
Correct. The laws of physics tell us there is matter and antimatter, protons and antiprotons, and positive charges and negative charges. This tells us that if a Larry Harris exists, then there must be a Harry Larris.
You’re just wrong about one thing. I am the good alter-ego. I design Christian themed board games that promote the ideals of charity and good works.
And you’re a former member of the Blue Man Group?
Should this guy really be allowed to troll?
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Can you move out from a contested territory… to another contested territory?
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You can only do that if you already had units in the contested territory. See the rule on page 15 under Land Units.
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This man is not me. The mighty Flash has no need for a sock puppet!
He is, quite obviously, the evil alter-ego of Axis and Allies creator and all-round hard man Larry Harris. His mission in life is to make the real Larry look intelligent and knowledgeable.
Correct. The laws of physics tell us there is matter and antimatter, protons and antiprotons, and positive charges and negative charges. This tells us that if a Larry Harris exists, then there must be a Harry Larris.
You’re just wrong about one thing. I am the good alter-ego. I design Christian themed board games that promote the ideals of charity and good works.
All villans think they are the good guys.
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How do you know Lucifer isn’t the real Good guy?
Look at the state of the world under the other dude.
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How do you know Lucifer isn’t the real Good guy?
Look at the state of the world under the other dude.
I’m sure both think they are.