The Great War 1914-1918: Clash of Empires


  • Cool, thanks for answering my questions IL. The reason I asked about Petrograd was because the Russian Roundel was in Moscow area so that confused me. I love the detail of things like the canal in Germany and all the islands in the Med. What function does that Mideast Operations Box hold? I do like the use of the old style A&A Europe convoy boxes. How are ANZACS and Indian troops handled? No income or troops from Canada for the British Empire? That seems odd.


  • Well as i said before, that map is an old file. In the rules Petrograd is the capital, but the artist put the icon in Moscow.

    What function does that Mideast Operations Box hold? I do like the use of the old style A&A Europe convoy boxes. How are ANZACS and Indian troops handled? No income or troops from Canada for the British Empire? That seems odd.

    Mideast Operations is off map assets for UK. They can mobilize in this box.

    I don’t glorify Canada but the convoy boxes to England’s west are in fact income from Dominions like Canada.


  • Overseas Operations:
        Great Britain may purchase troops representing Anzac and Indian forces to use in operations in the Middle East.  Both areas are considered to have a combined recruiting level of 8.  These troops are placed in the Overseas Operations box. 
        The troops are all considered to be inside, or in route from, India, Australia or New Zealand while inside the box.  On any British move, these troops may be used by moving them from the box into the Red Sea or Persian Gulf.  To do this cost 1 movement point and the requirements of transportation must be met.  Any force that leaves the box must do battle with any enemy force in the sea zone. 
        The box may not be attacked, and has an unlimited storage capacity.  Pieces can return to the box by moving from the Red Sea or Persian Gulf to the box for one additional movement point. In addition, the box also acts as a port, allowing naval strategic moves.

    American mobilization box:
    This box acts like the Overseas Ops box. Moves to and from this box can be made anywhere on the left side of the board and cost an additional movement point.  Likewise it acts as a port, has a build capacity of 12, the box may not be attacked and has an unlimited storage capacity.

  • Customizer

    So how do the forts work?

    I have some forts from Age of Imperialism that would do nicely, but do they need pieces?

    Is it simply a case of forts absorbing a number of hits, with the defender able to rebuild between turns?

  • Liaison TripleA '11 '10

    A WWI game without a noted canadian effort?

    Pfftp.


  • What scale do you guys make your fighters, tanks, ships, artillery in? I assume the infantry are about 1/72.


  • A WWI game without a noted canadian effort?

    Pfftp.

    Not until you capitalize the name of your country. Besides retailers will be informed not to sell to you.


  • What scale do you guys make your fighters, tanks, ships, artillery in? I assume the infantry are about 1/72.

    I have not seen the infantry, but it will be AA scale. This was a very important point that was made….compatibility

    Fortress: Fires twice at 3 on Defense, takes 4 hits
        Fortresses (representing large areas of concentrated fortifications and coastal batteries) take 4 hits and fire two times at a 3.  Fortress units fire preemptively in battle and may benefit from improved spotting (see aerial superiority).
        Fortresses are not built, but they may be captured if all enemy pieces have been killed. Any fort that takes its fourth hit is considered wrecked and may no longer participate in the battle.  To remain functional the fort must have at least one hit left and a single infantry, cavalry, or storm troop (exception pass-through fire, see below).

    If enemy surface ships move next to or passes through the following areas:

    1. Strait of Gibraltar
    2. Fao
    3. Dardanelles (from Aegean Sea)
    4. Dardanelles (from Black Sea)
    5. Gulf of Bothnia to get to Saint Petersburg, then the fortress there gets pass-through fire.  Pass-through fire is resolved by making one attack (rolling twice) against the ships. The enemy’s movement is temporarily halted to conduct this fire.  In the Dardanelles, the defender gets to use both forts. This fire is done each time the area is entered and there need not be an infantry, cavalry, or storm troop present with the fort.  Note that submarines are not affected by pass-through fire.

    If a coastal fort is invaded by sea, or if a naval battle is being fought in the zone next to the fortress, then the fort may participate in the combat and fire twice each round.
    A fortress that was damaged is repaired during phase 6 of the owners turn in which it was not the subject of an attack by five or more land units.



  • Looks great. I love the updates. When will we be able to see more of the pieces?


  • They are working on sculpts. I will see what i can post and come back. I think i have a few other pics.

  • Customizer

    Have you posted any rules or samples of the mechanics anywhere? I’m interested to see how ‘Entrenched Infantry’ work.


  • Infantry: Attack at 1, Defend at 2, Move 1, Cost 1.5
        Infantry move 1 and are better on defense than offense.  They may entrench if they did not move during their turn.  While entrenched they will have a strike first advantage.  Entrenched troops are represented with a machine gun.  As long as the unit does not move it remains entrenched.  It loses this ability if it moves.

    See land combat sequence:

    Land combat sequence:
    This, like naval combat, must be performed step-by-step.

    Part A – Note: Planes are only hitting other planes

    1. Air combat takes place and the survivor gains air superiority. These extra planes may boost land units in the first round by aerial spotting.  Either side may retreat all their planes after any round, first the attacker and then the defender.
    2. Once the sky is cleared of enemy planes, plane hits can go against land units (and vice versa).

    Part B – Note: After each step the loses are removed

    1. The attacker conducts gas attacks (defender can adjust the damage if they have “gas mask” technology). The defender can reply if they have “gas shells” technology.
    2. If the attacker has artillery (including rail guns that are in an adjacent space) or aircraft he can fire them preemptively. These units may be boosted by planes using aerial spotting.
    3. If the defender has any artillery (including rail guns that are in an adjacent space) or aircraft he may fire them preemptively. These units may be boosted by planes using aerial spotting.
    4. Attacking Storm Troops attack preemptively.
    5. Defending entrenched troops fire preemptively.
    6. The attacker and defender then fire with all their remaining units including air units.
    7. The attacker has the option to retreat.  He may retreat all units back to his territory or he may remain in the space and contest it with all.  If the attacker does not retreat then the defender may retreat to friendly or allied territory.  If not then proceed with step 3.


  • Is there a official link to this game? Ori is this all we got? :?


  • Once the announcement on release date is set, all those items will be addressed.

    What i don’t want is to establish such a place and have all these peeps asking “when is it coming out”, or worse having established a date and the game does not come out in time…ala WOTC

    That wont happen.


  • Ok, thanks for the info!

  • Customizer

    Are extra units likely to be made available for the game. I’ll need more fighters…


  • How big is the rulebook Imperious? I plan on buying this one unfortunately I am the one that has to explain all the rules to the other players. They all play Axis and Allies, how hard will it be on a scale of 1 to 10 to get them going on this game?


  • The larger the rulebook and more complex the game, the less people I can get to play.  For example, its much easier to get someone to play spring 1942 than global 1940…

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