@imperious-leader said in 1914 Gen Con Rules:
@slip-capone Then this is to be in the smorey swamp section, they are his rules alone
They were used at both Gen Con and Origins.
I am just happy they are on the boards to share.
The least invasive change would be “Land units that begin the turn in contested territories can only be moved to territories that were controlled by your power or already contained units belonging to your power at the beginning of your turn.” If it becomes necessary, that would be the most likely change. However, we are not likely to open that up unless it’s really necessary. Only actual game results will tell.
That’ll work. If the situation comes up, we’ll probably just go with it and let you know what happened. Actually that verbiage is even more clear than what you currently in the rules and also solves the problem of your allies being able to withdraw while you can’t. Good job.
Kim
If you are going to test my idea kim please don’t hesitate to post your thoughts on it. It’s a busy week around here so my group won’t get a whole lot of playing in.
Got the game today :-D
3 questions for me :
2)the usa player before the 4 turn can:
a) move ship ?
b)collect income?
c) ship his units to europe without attacking central powers?
D) make purchase
A) i roll 3 dice hitting with 3 or less against all the stack
B) i roll 3 dice against each units landing
From the rulebook i understand the option B
Thank you :)
@Panz3r:
Got the game today :-D
3 questions for me :
- if i take a territory with a naval base from the enemy, when an enemy make a sea attack against this territory should i roll the mines dice?
NO
2)the usa player before the 4 turn can:
a) move ship ? YES
b)collect income? YES
c) ship his units to europe without attacking central powers? NO
D) make purchase YES
- on amphibious assault i have 3 artillery in the territory the attacker has 3 inf and 2 art so what happens? YOU GET 3 FREE SHOTS AGAINST THE INVADERS
A) i roll 3 dice hitting with 3 or less against all the stack
B) i roll 3 dice against each units landingFrom the rulebook i understand the option B WRONG
Thank you :)
@WILD:
No, if you are in a contested territory w/enemy units your options are limited:
- Can load to a transport (but aren’t allowed to off load)
Where did you see this one? I must have missed it somewhere.
I like the rule as it stands, otherwise it lets you game the system. Here are a couple examples if you allow someone to move where they have units already present:
Poland is contested between Germany and Russia, Ukraine is Austria-controlled with a German unit present. By allowing Germany to move troops to the Ukraine, you allow them to bypass any combat in Poland, or basically just walk through unscathed since combat is not required to be conducted in a contested beyond the initial invasion.
Another example, the Germans have captured France’s northern coast and the UK has some forces inland. The UK conducts an amphibious assault and contests one of these territories. On the following turn, they would then be allowed to just continue inland without fighting through the German line.
I understand the issue some have with the rule as it stands, but it also doesn’t make sense for a country to be to walk through an opposing countries entrenched troops unharmed either.
I have a question about fighter strafing of enemy land units once air supremacy has been established:
Do you just roll 1 dice per fighter?
OR, does each fighter get to roll 1 dice against each enemy land unit?
One per Fighter, Knp
@Texas:
Poland is contested between Germany and Russia, Ukraine is Austria-controlled with a German unit present. By allowing Germany to move troops to the Ukraine, you allow them to bypass any combat in Poland, or basically just walk through unscathed since combat is not required to be conducted in a contested beyond the initial invasion.Â
Perhaps if you retain as many units in the contested tt as the enemy have then the excess can move out unhindered?
Actually, if a front is quiet (i.e. no combat in the tt this turn) it would be quite normal for units to be moved out and redeployed elsewhere, as long as you don’t abandon the tt.
@wittmann:
One per Fighter, Knp
Thanks. I’ve played games that do it both ways.
@WILD:
No, if you are in a contested territory w/enemy units your options are limited:
- Can load to a transport (but aren’t allowed to off load)
Where did you see this one? I must have missed it somewhere.
Remaining at sea is an additional option for transported units, not the only one. They can offload into any territory that meets the same criteria for eligibility as moving by land.
Thanks for setting that straight (my bad). I think I remember reading something about that earlier in this thread (answerer to Flashes questions about Italy?). Units are allowed off load to other contested territories I have units in, or that I control (same as if they were adjacent), or stay at sea. I re-read the ground unit section, they just say the units are allowed to stay at sea, maybe they spell it out elsewhere better (couldn’t find it).
@Texas:
I like the rule as it stands, otherwise it lets you game the system.Ã Â Here are a couple examples if you allow someone to move where they have units already present:
Poland is contested between Germany and Russia, Ukraine is Austria-controlled with a German unit present.Ã Â By allowing Germany to move troops to the Ukraine, you allow them to bypass any combat in Poland, or basically just walk through unscathed since combat is not required to be conducted in a contested beyond the initial invasion.
Â
If everything else in your example remains the same, but Ukraine is contested Germany can move through anyways. Your scenario is not a very big deal since 1. Germany had to get a unit to Ukraine on a previous turn in the first place (which means that a can opener move where Austria would wipe out a Russian controlled territory and Germany could move through on its next turn is not possible), and 2. Like I already said, Germany can do that anyways if the territory remains contested. If you want to talk about gaming the system, think of Russia’s position in the current game where they move out of the territory in question to make it no longer contested and therefore Germany would not be able to move in. Russia stops opposing the CP in a territory, and that makes it harder for the CP to move in? That’s what’s truly gamey and will lead to nonsensical gimmicks in-game.
@Texas:
Another example, the Germans have captured France’s northern coast and the UK has some forces inland  The UK conducts an amphibious assault and contests one of these territories.à  On the following turn, they would then be allowed to just continue inland without fighting through the German line.
Again, if the territory the UK has forces in inland happens to be contested, the UK can move through without fighting the German line. We are left with Powers avoiding contesting territories (conceptually, avoiding trying to fight to slow the enemy down), in order to slow the enemy down!
@Texas:
I understand the issue some have with the rule as it stands, but it also doesn’t make sense for a country to be to walk through an opposing countries entrenched troops unharmed either.
As I have shown, they already can do that. It just needs to be to a contested territory rather than an allied one. :?
Under my change, the can opener is barely any more potent (if at all) than it already is, since it requires that a unit of your power already be in a tt if you want to move there from a contested. Like I said above, a power still can’t get away with one power (Austria, for example) wiping out a russian-controlled ukraine and à then allowing Germany to move in, since Germany would not have already had a unit there. If you have to already have had a unit in the TT in which you would like to move into, it is decidedly NOT can opening, at least not any more than the rules currently allow in the contested tt movement rules.
Do my examples make sense or would a little more detail be helpful?
@WILD:
I re-read the ground unit section, they just say the units are allowed to stay at sea, maybe they spell it out elsewhere better (couldn’t find it).
Actually, they say the units may also stay at sea, indicating that it’s an additional option. :-)
@WILD:
I re-read the ground unit section, they just say the units are allowed to stay at sea, maybe they spell it out elsewhere better (couldn’t find it).
Actually, they say the units may also stay at sea, indicating that it’s an additional option. :-)
That makes more sense with what I read, thanks!
Krieg: can the allies move into a colony belonging to Belgium or Portugal and take the 1IPC, or must a CP capture it first?
Thank you.
@wittmann:
Krieg: can the allies move into a colony belonging to Belgium or Portugal and take the 1IPC, or must a CP capture it first?
Thank you.
13. Can the UK or Italy move into Congo/Angola/PE Africa at any time, and if so who gets control/money?�
Yes, and the attacking power would get control.
It isn’t an ‘attack’ if the UK moves into Belgian Congo.
You have to forget who “owns” colonies of neutrals. In effect they’re completely independent neutral countries with no defence forces.
Ok. Thank you all.
It was what BJCard thought too; it was I who doubted him.