@Krieghund
Thanks heaps
Larry Harris 1914 Tournament Rules ( "potential rules" using his language)
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After buying this game I did some play testing on my own (with me controlling all the powers, and making the best moves I could each turn) using these Tournament rules. I find they allow the game to run a lot smoother and make it quicker and more fun to play.
A question that came to mind for me… if the Ottomans capture India and later move their units elseware, then France comes in and recaptures it, is it returned to Britain or kept by France? In either case, would Britain be allowed to resume building units there again?
Anyway after a more thorough reading of the rules I discovered that I had been playing it wrong. I was allowing units two territories away to attack hostile and neutral nations, so unsurprisingly I was running into problems with the Central Powers bum rushing Italy/Russia and crushing them fairly quickly.
I was also using the house rule that Switzerland is Impassible, since otherwise it just gets taken every game to collapse Italy first turn.
Great Game though… I really like it using these rules! Seems much more interesting then WW2 because of how its a team game and allows for politics with neutral nations. I can imagine the players of both teams going into separate rooms to plan their strategies.
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A question that came to mind for me… if the Ottomans capture India and later move their units elseware, then France comes in and recaptures it, is it returned to Britain or kept by France?
It’s returned to Britain, assuming London isn’t held by the Central Powers. If London is held by the Central Powers, France takes control (but can’t mobilize units there) until London is liberated.
In either case, would Britain be allowed to resume building units there again?
Britain can always build land units and fighters in India as long as neither India nor London are controlled by the Central Powers.
Great Game though… I really like it using these rules!
We’re glad you like it!
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Haven’t played this game in a while, but I think one change really needs to be made to the Tournament Rules. I don’t think you should be able to move 2 into a contested territory. This adds so much more risk to the game. If you aren’t playing LL you can get screwed by making a good move, but because your opponent can move two moves into a contested territory your 30 units that attacked his 10 units don’t kill everything and now he sends his 50 units that are two moves away and destroys you.
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Haven’t played this game in a while, but I think one change really needs to be made to the Tournament Rules. I don’t think you should be able to move 2 into a contested territory. This adds so much more risk to the game. If you aren’t playing LL you can get screwed by making a good move, but because your opponent can move two moves into a contested territory your 30 units that attacked his 10 units don’t kill everything and now he sends his 50 units that are two moves away and destroys you.
That is called a counterattack and was significant for ww1.
Moving 2 tts into a contested tt that contains your powers units at the beginning of your turn to reinforce them is reasonable. The trenches are already prepared to be filled up, so it should be easier to get there instead of a hostile zone.
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Perhaps you should be able to move them in there, but can’t use them in the combat if there is one.
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Perhaps you should be able to move them in there, but can’t use them in the combat if there is one.
That would be interesting. I understand that there are counterattacks. Counterattacks from an adjacent zone is fair, but being able to move 2 to attack is just random with the way the rules are now. You can literally loose a game because you don’t kill something that you should easily have.
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Can artillery or armor move alone and meet infantry 2 terr. away?
Example:
Germany has 2 inf and 2 art in controlled Moscow. Germany moves 2 inf to Karelia and the 2 art back to Poland where they meet with infantry from Berlin so in effect moving without infantry in Belarus? -
Yes. They don’t have to move with infantry - they just have to end up with at least one at the end of movement (unless they’re on a transport).
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thx. i owe my opponent an apology then…
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Just played my first game with Potential Tournament Rules (or are they Official Tournament Rules by now?).
First comment: The Board is a really excellent design. With the new land and sea movement rules, new opportunities arise, making for a better game. I still think this game works best with a Switzerland that is impassable.
Second comment: The game moved at a quicker pace, and even though we didn’t have to perform under a time standard (we had an entire weekend), the quicker pace made for a better game.
Thirdly, the economic victory criteria equalizes this game’s built-in Allied advantage, so much that I think the PTR make it a CP advantage.
Russia suffered political collapse in Round 4, and that was with tactical mistakes by the Central Powers. Italy went into political collapse in Round 10.
Strategy has to change to Tournament rules, obviously, and after only one game played this way, we have more to learn.
Overall rating for PTR is A+. -
I do agree that the TT-Rules were much better than OOB, but I still dont get why the Infantry in Africa had to be reduced.
We always play PTR with OOB-African-Setup.
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Just time saving Chacamool.
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Can units move two to Attack, if the first territory is friendly?
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Land units can move two spaces and attack only if the attacked territory was already contested at the beginning of the turn. If the territory was hostile or neutral at the beginning of the turn, they may only move one space to enter it and attack.
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Thank you Krieg. Seemed too much of an advantage.
Played these TR for the first time (and messed up). Was fun anyway. -
So the CP won every tournament right? Anyone do the France first all in? Instead of easy mode Italy first or the usual Russia first snooze fest?
What is the bid like for the allies?
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Oh, so it that OOB is Allies favored and PTR is Central favored?
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It has always been a CP favored game.
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Just wondering if any experienced CP players showed off and went France first in a live tournament. I am actually really upset at axis and allies lately, since Anniversary the axis have been stacked hard and it is has been too easy to crush opponents out of box. I am racially German and Japanese… it is no fun having it so easy, does not matter if it is global, 1942 2nd edition, 1914 or what… the allies suck.
I miss when the allies were fun to play and you could sit down and have no idea who is going to win this thing. In global people used to tell me the allies win blah blah blah, then I put out my playbook and the allies now get 21-30 bids on a regular. 1942 2nd edition is just a joke, no excuse for that print. 1914 is more like global, new comers sit down and the CPs get rolled… then someone figures out how to crush each capital with proper movements and buys… and the game becomes a matter of which guy sitting at the table do you want to make sad.
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@Cow:
It has always been a CP favored game.
Really? Other people in this thread have said that Allies are favored…