One problem with 1914 is warfare on the western front. It usually just dissolves into two giant stacks going at it in one territory, and the allies win that battle 90% of the time because they can get units there faster. One reason this happens is because people aren’t aggressive enough. Also, its too easy for people to combine their forces because flanking maneuvers aren’t very deadly in Axis and Allies. So I would make on slight adjustment to the moving out of contested territories rules:
When a unit moves out of a contested territory they may not battle. They may still move into contested territories containing units belonging to their power, but they may only reinforce not battle there. Also, I was really intrigued by @Arreghas idea about contested territories. You can see his forum here: https://www.axisandallies.org/forums/topic/34163/1914-contested-territories-an-interesting-tweak
Canadian Territories
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I made some simple rules for turning Anzac into the power called “UK Commonwealth”
A setup and national objectives to compensate UK for the income loss and to make Canada usefulIll post them here or you can look for them in the House Rules section
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That would be fantastic if you could be so kind sir.
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This is a thread with some discussion on the matter http://www.axisandallies.org/forums/index.php?topic=20629.0
And here are the rules themselves, in essence, tweaked slightly to compensate for the 6 months that have passed since.The ANZAC pieces (Dark Grey) are used to represent the new power “UK Commonwealth”
The Commonwealth takes one turn, but has a split economy (Exactly the same as the UK Europe/Pacific split).
The Economies are:
10 IPCs : ANZAC; Capital is Sidney (all territories marked with the ANZAC roundel)
7 IPCs :Canada; Capital is Ottawa (all territoreis marked with the Canadian roundel)The following rule changes are made to accomidate the new Commonweath power
Game Mechanics:
-Commonwealth forces may choose to conquer enemy territory on behalf of the United Kingdom power instead of themselves if they desire.
-The Commonwealth may assume control of United Kingdom territory as if it was Dutch if the UK capital in that theatre has been captured.Setup:
Do not place United Kingdom Units in Ontario, Quebec, or Sea Zone 106 during setup. Instead follow this setup for Canada, using Commonwealth (Dark Grey) units
British Columbia - 1 Infantry
Ontario - 1 Infantry, 1 Fighter, Air Base, Minor Industrial Complex
Quebec - 1 Infantry, 1 Tank, 1 Artillery, Minor Industrial Complex
New Brunswick/Nova Scotia - Naval Base
United Kingdom - 1 Infantry
Sea Zone 123 - Destroyer
Sea Zone 106 - Destroyer, TransportModify the Alpha+ 2 Setup Accordingly
United Kingdom:
Gibraltar - 1 Infantry, 1 Fighter
Iceland - 1 Infantry
Sea Zone 123 - TransportGermany:
SZ 114 - 1 SubANZAC:
New Zeland - 2 Infantry, 2 Fighters, Minor Industrial ComplexNational Objectives:
United Kingdom:
Replace the United Kingdom “control all original territory” objectives with:5 IPCs for the European economy if all Canadain territories are controled, as well as Egypt and Gibraltar and Sea Zone 109 is free of enemy ships.
5 IPCs for the Pacifc economy (India) if all ANZAC territories are controled, as well as Malya and Kwangtung and Sea Zone 39 is free of enemy ships. Also the UK is at war with Japan
Commonwealth:
The ANZAC economy benifits from its normal National Objectives, these IPCs go to the ANZAC economy only. The Canadain economy can benifit from the following National Objectives:5 IPCs if all Allied convoy zones on the European map are free of enemy ships
(Convoy zones adjacent to a currently controled Allied territory on the Europe game board)5 IPCs if the United States is at war with the Axis Powers
Notes:
The Commonwealth conducts research and development as a single power.
The United Kingdom European economy begins the game at 21, the Pacific economy begins the game at 17.
Use ANZAC roundels (or the “union jack” roundel) to denote Canadian conquests. -
I love this, wish Larry had think the same when he designed this game. My buddies usualy want to play with the oob rules, so its not easy to convince others to play by house rules no matter how briliant they are, man.
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i have even been kicking around the idea of changing the turn order
UK Europe and Commonwealth Canada go first
Then next UK Pacific and Commonwealth ANZAC goes secondMeaning gray and tan pieces would be moving at the same time, but would have distinct economic rules
I fear this might doom Japan though.
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Very cool setup but I see one problem: the Minor IC on New Zealand.
New Zealand is considered an island and no ICs are supposed to be built on any islands (Japan being the only exception).
Perhaps move that IC to Queensland. That is where I often build a second Minor IC for ANZAC in games where they are doing very well and need more building space. -
Well, no ICs on islands rule is obviously broken at setup on Japan, and since its on New Zealand at setup, I hardly see that as breaking the rule.
Dont forget, ANZAC starts with a major on new south wales (violation of the rules) and a minor on New Zealand OOB (violation of the rules)
And lest we forget this is aNZac not AAC. New Zealand played an important role in the alliance, and that should be represented. ANZAC always struggles to build that one more unit it wants when its around 20 IPCs (Fighter, artillery, 2 Infantry, etc.) If they have to build a 4th unit id rather it be at New Zealand to represent their contribution to the alliance than somewhere on the mainland.
I also gave Canada a 2nd minor, because if it ever gets up around 20 IPCs it might need to build more than 3 units
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Well, no ICs on islands rule is obviously broken at setup on Japan, and since its on New Zealand at setup, I hardly see that as breaking the rule.
Dont forget, ANZAC starts with a major on new south wales (violation of the rules) and a minor on New Zealand OOB (violation of the rules)
And lest we forget this is aNZac not AAC. New Zealand played an important role in the alliance, and that should be represented. ANZAC always struggles to build that one more unit it wants when its around 20 IPCs (Fighter, artillery, 2 Infantry, etc.) If they have to build a 4th unit id rather it be at New Zealand to represent their contribution to the alliance than somewhere on the mainland.
I also gave Canada a 2nd minor, because if it ever gets up around 20 IPCs it might need to build more than 3 units
That’s a misprint. OOB its just 1 minor in New South Wales
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This is a thread with some discussion on the matter
And here are the rules themselves, in essence, tweaked slightly to compensate for the 6 months that have passed since.The ANZAC pieces (Dark Grey) are used to represent the new power “UK Commonwealth”
The Commonwealth takes one turn, but has a split economy (Exactly the same as the UK Europe/Pacific split).
The Economies are:
10 IPCs : ANZAC; Capital is Sidney (all territories marked with the ANZAC roundel)
7 IPCs :Canada; Capital is Ottawa (all territoreis marked with the Canadian roundel)The following rule changes are made to accomidate the new Commonweath power
Game Mechanics:
-Commonwealth forces may choose to conquer enemy territory on behalf of the United Kingdom power instead of themselves if they desire.
-The Commonwealth may assume control of United Kingdom territory as if it was Dutch if the UK capital in that theatre has been captured.Setup:
Do not place United Kingdom Units in Ontario, Quebec, or Sea Zone 106 during setup. Instead follow this setup for Canada, using Commonwealth (Dark Grey) units
British Columbia - 1 Infantry
Ontario - 1 Infantry, 1 Fighter, Air Base, Minor Industrial Complex
Quebec - 1 Infantry, 1 Tank, 1 Artillery, Minor Industrial Complex
New Brunswick/Nova Scotia - Naval Base
United Kingdom - 1 Infantry
Sea Zone 123 - Destroyer
Sea Zone 106 - Destroyer, TransportModify the Alpha+ 2 Setup Accordingly
United Kingdom:
Gibraltar - 1 Infantry, 1 Fighter
Iceland - 1 Infantry
Sea Zone 123 - TransportGermany:
SZ 114 - 1 SubANZAC:
New Zeland - 2 Infantry, 2 Fighters, Minor Industrial ComplexNational Objectives:
United Kingdom:
Replace the United Kingdom “control all original territory” objectives with:5 IPCs for the European economy if all Canadain territories are controled, as well as Egypt and Gibraltar and Sea Zone 109 is free of enemy ships.
5 IPCs for the Pacifc economy (India) if all ANZAC territories are controled, as well as Malya and Kwangtung and Sea Zone 39 is free of enemy ships. Also the UK is at war with Japan
Commonwealth:
The ANZAC economy benifits from its normal National Objectives, these IPCs go to the ANZAC economy only. The Canadain economy can benifit from the following National Objectives:5 IPCs if all Allied convoy zones on the European map are free of enemy ships
(Convoy zones adjacent to a currently controled Allied territory on the Europe game board)5 IPCs if the United States is at war with the Axis Powers
Notes:
The Commonwealth conducts research and development as a single power.
The United Kingdom European economy begins the game at 21, the Pacific economy begins the game at 17.
Use ANZAC roundels (or the “union jack” roundel) to denote Canadian conquests.I love it. Very well thought out and superb. Thank you for sharing that.
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He was only trying to help us out. No need to be rude and say his ideas are total crap. I actually think it’s worse for the Allies, less income for UK Europe, so Sealion is more viable. Having an independent Canada is pretty sorry compensation if you lose London.
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all it does is entirely water down the REASON to even do a sealion.
You now have your capital in canada, and at will can convert thier territory to your own.
You also add a bunch of ships, ground units, a fighter, to the atlantic. And the NO’s alone make up for all of it. There is atleast +15 IPC’s a turn the allies are now getting, that they didn’t get before, which are all easy to achieve.
Having an independant canada, that is JUST as strong as the conquered UK, really defeats the purpose.
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Excellent point. I suppose it could be tweaked a bit. Make some more difficult NO’s, and perhaps not add any units. I’d put an infantry in British Columbia and that’s about it. I’m not terribly good at the game and I’d prefer to have more playing options to have more fun. I’m not really worried about balance issues since I’d probably lose anyway, even if I gave Canada 10 battleships at the start. But I can understand from your point of view.
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You dont have your capital in canada….its a separate power, it cant attack with the UK, which is an enormous detrement to the UK, and the UK is collecting 7 less IPCs a turn
Also, now economic raids and strategic bombing against the UK is deadly, now that they are at only 21 IPCs!
If your raiding a UK territory, then that brings Canada down to 12…and if the US isnt in the war canada is at 7.A sucessful bombing campaign and sub campaign would bring the UK to its knees. Leaving canada producing at 7-17 IPCs. Which is much more realistic than the “sealioneverygame” and “whoops my sealion didnt work, lets play something else”
I guess changing the UK all originals was a little drastic…ill look into that
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Here’s an idea to use the Canada/ANZAC Commonwealth and make the UK not so weak: eliminate the UK Pacific and make it ALL simply UK. Calcutta would no longer be a capital but simply a victory city with a Major IC for UK. The UK income would now be 38 IPCs to spend wherever they wished. Particularly, this would make Sealion not so easy, which I think it would be easier with UK’s income cut to 21.
If you do this, perhaps you could also incorporate a rule where if London does fall, then Calcutta could be a secondary UK capital. This way, even if London falls, the Brits could still put units in South Africa and not just totally end up giving Africa to the Italians. -
The fear there is that the UK will ignore Japan and just try to crush germany fast
Giving them India’s money would make Sealion impossible
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Yeah, I thought about that after I entered my post. With that much more money, UK could really give Germany and Italy hard times. I was trying to think of a way to make UK not too weak and ended up making them too strong.
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I like a lot of these ideas, yet I think it might be best if the game was not changed so much in a “canadian variant” Like so:
Canada would be played like UK Pacific in the Global game as in it is played on the same turn as the UK but is it’s separate economy of 7 IPC that must be spent at the Canadian IC.
Canadian NO
3 IPC if all Canadian territories are unconquered and London has not fallen.
2 IPC if there are no German subs on Europe board except sea zone 113-115
A one time 5 IPC bonus if Canada captures or liberates a European territory and holds it for at least one round.
I’m wondering if this will leave UK too open to Sea Lion with less IPC at hand. It will have to be playtested to see. I will soon and of course this would be best if you used historicalboardgaming.com’s canadian units and control markers. :) I’m ordering them now and will be using them to play at the end of the month.