@DessertFox599 said in 1914 Tournament Rules Game Play:
i only play with those rules. They are great.
Nice mate.
What are you finding the CP need for a bid?
Are you playing with the time limit?
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.
A minor point on RR; an original Russian tt is occupied entirely by British units at the Revolution.
I think the rule is that the Brits have to leave by the end of their next turn or be interned, and that that no other units of either side may ever enter the tt again.
Do I place a Russian “Commissar” unit there to indicate that this is an off-limits tt, rather than “empty” as a result of a wipeout?
I think the rule is that the Brits have to leave by the end of their next turn or be interned, and that that no other units of either side may ever enter the tt again.
Correct.
Do I place a Russian “Commissar” unit there to indicate that this is an off-limits tt, rather than “empty” as a result of a wipeout?
There’s no need, as it’s not a shared territory. The fact that it’s controlled by Russia indicates that it’s off limits.
wow, 29 pages already
krieg, are you going to put together an official FAQ and Errata with all answers to all questions?
i would hope so, otherwise this is going to go to the global mark of 100+ page faq thread…
In other words you can call off the landing, but not the planned movement leading to the landing, even if it involves the transports moving 2 SZs including moving unescorted into a mined and hostile SZ?
That’s correct.
Unless I’m mistaken, according to the rules, transports can’t move unescorted into a hostile seazone, so how does this work?
[Edit: Added ‘unescorted’]
They weren’t unescorted when you moved them in. It’s your bad luck if they end up that way after rolling for mines.
They weren’t unescorted when you moved them in. It’s your bad luck if they end up that way after rolling for mines.
Ok, gotcha. Thanks!
But weren’t the transports unescorted when they moved into the 2nd SZ after all the escorting warships had been sunk by mines moving into the 1st?
That’s why I suggested that they should be able to call off the 2nd movement.
Do fighters movement end on combat?
Or can a fighter move one space ‘fight’ then land on another space?
How about begin in a contested tt, after combat in that tt can the fighter move 2 spaces to somewheres else?
But weren’t the transports unescorted when they moved into the 2nd SZ after all the escorting warships had been sunk by mines moving into the 1st?
Technically, no, because you complete movement (except for offloading) before you roll for mines. At the end of the sea units’ movement, the transports were escorted.
This is the way it is for two reasons. First, it’s a lot easier to just move the ships and then roll for mines encountered along the way and adjust for results than it is to worry about which ships move first and make decisions about movement based on the results of mine rolls (which also slows down the game). Second, having unpredictable results from mine rolls and being stuck with the consequences gives mine fields a potency beyond their 1 in 6 chance of sinking a ship, making them a more formidable threat.
@Uncrustable:
Do fighters movement end on combat?
Or can a fighter move one space ‘fight’ then land on another space?
How about begin in a contested tt, after combat in that tt can the fighter move 2 spaces to somewheres else?
All movement happens before combat (except offloading from transports in a hostile sea zone). There is no “noncombat move” in this game.
Page 15 of the rulebook states that if you move all of your units out of a territory originally controlled by an opposing power, that power will take control even if it has no units present. In other words, you have to leave a garrison to retain control.
Is this true even if that power’s capital has fallen into enemy hands?
Is this true OF the capital once you capture it? (i.e you have to leave a garrison or they regain control and start collecting money again? Because then I’d just continuously move out so I can move right back in and re-collect)
Page 15 of the rulebook states that if you move all of your units out of a territory originally controlled by an opposing power, that power will take control even if it has no units present. In other words, you have to leave a garrison to retain control.
No, it doesn’t.
USA
1. AM i allowed to move US ships into a SZ containing Allied ships?
2. If the CPs attack those SZ will the US ships defend with the Allied ships?
3. Does this trigger US war entry?
1. Yes.
2. That depends on the attacker, who may either include the US ships or ignore them.
3. Only if the US ships are attacked.
Do ships that end up starting there turn in a enemy minefield they were previously in (last turn) roll for those mines again before leaving that space on this new turn?
Do ships that end up starting there turn in a enemy minefield they were previously in (last turn) roll for those mines again before leaving that space on this new turn?
No, only when you enter a mined sz, or pass through it. If you start your turn in a mined sz you aren’t subject to mines in that sz.
“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.”
Is “the original controlling power” the power that controlled the territory at the beginning of the game, or the power that happened to be controlling the territory just before it became contested?
“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.”
Is “the original controlling power” the power that controlled the territory at the beginning of the game, or the power that happened to be controlling the territory just before it became contested?
“Original controlling power” refers to the power that starts the game with that territory. So if Rome (Italian naval base) is contested, the CP would be subject to mines in sz17 , if they move ships into or though it.
@WILD:
“Original controlling power” refers to the power that starts the game with that territory. So if Rome (Italian naval base) is contested, the CP would be subject to mines in sz17 , if they move ships into or though it.
OK, if Rome falls to Austria, and then a French army marches through Italy and contests Rome a few turns later, you’re saying the only mines there are the Italian ones from the beginning of the game? Even though every turn since Austria took Rome Allied ships have been having to roll for mines when passing through sz 17? For some reason that doesn’t make sense to me.
While the adjacent territory with the naval base symbol is either under the control of its original side or contested, any enemy ship that moves into or through such a sea zone may strike a mine.
The Allied ships should have never been rolling for mines. Mines are only in play when the relevant land territory is controlled by the original power or is contested. When the enemy (in this case the CP) captures the territory, the minefield is gone. If the French march down into Italy and contest Rome, at that point the minefield is back up, and the CP would have to roll for any ships they send into the zone.