• @Flashman:

    The Allies are increasingly sending troops to Africa by transport Round 1 to clear out the Germans sooner.

    Stationing a German cruiser there (SZ24 or 26) would at least force them to send some escorts.

    I wouldn’t favour more German troops, as it is the empty tts are a free gift for Germany.

    Askaris are my other suggestion for Africa, but like anything else ultimately the Allies will be able to outspend the Central Powers.

    I am in favor adding a German cruiser in 24 or 26 and add an INF to africa


  • I liked the cruiser off of East Africa in Great War. Germany needs more ships anyways.


  • @Uncrustable:

    @Texas:

    @Uncrustable:

    @Texas:

    Based on running the numbers, I think it is impossible for Germany to capture Paris in this manner.  Set up the game board with only Germany and France and see how long it takes to capture Paris…my estimate is turn 8ish.  Now take in to account that France’s allies will come in to assist and Germany has to keep forces in the east to avoid getting run over by Russia…  To be honest, I think the game was designed to not provide this as a viable option.  What kind of WWI game would it be if Germany could steamroll its way to Paris?  The western front is supposed to bog down; it is suppose to be difficult.  It is supposed to not work.  It didn’t work in the actual war, why should it here?  In reality, Germany needs to wait for tanks before performing a super aggressive assault on Paris to limit their losses.

    Well what kind of game would it be if there was only one way to win ?

    Didn’t say there was, just that Germany killing France fast isn’t one of them.

    Well that only leaves killing russia fast lol

    What?  Can’t tell if you are being sarcastic or not.


  • @Snackbar:

    Best scenario of Axis:
    Axis Russian gains are at best 22 IPC
    Axis Balkan up 10 IPC
    Ottoman 9 ipc orginal
    Austria 26 ipc orginal
    Germany 35-4 ipc = 31 ipc
    Plus contested Venice
    Total of 98 IPC

    Leaving Italy down to
    12 IPC
    Middle East gains 3 IPC
    Africa up 9 Ipc
    Ottoman 7 ipc
    USA 20 IPC
    Russia knocked out, except Karelia 2 ipc
    France 22ipc plus 4 from belgium & portugal = 26
    UK = 30
    total 109 IPC

    And the worst case is that the Axis are now on the defensive. It is simply impossible to win

    Just a couple comments, CP pick up some from Holland and Denmark.  Also, there is a cost to the US at getting their forces to Europe…transports and warship escorts.


  • Is attacking Holland and Denmark standard in most people’s games? You have to expect to lose at least 6 IPC worth of units in each, meaning in IPC terms you need 3 turns to get your money back. It’s also 2 more territories to defend, and it puts your troops out of position to get anywhere with any decent speed, which further increase the cost of taking them.


  • I dont take Denmark or Holland anymore. Especially Holland gives you another place to defend and Denmark makes you send troops the wrong way. With average dice you lose twelve IPC. And i dont have the map in front of me, but i believe you cant attack them both in the first turn. Kiel has only three inf and four art. And then again, it isnt a sure thing capturing them in one turn. So that leaves you with even more losses.

    Long story short, it isnt worth it. By the time Holland pays itself back the French are threatening it, so it gives them even more IPC.


  • @vonLettowVorbeck1914:

    Is attacking Holland and Denmark standard in most people’s games? You have to expect to lose at least 6 IPC worth of units in each, meaning in IPC terms you need 3 turns to get your money back. It’s also 2 more territories to defend, and it puts your troops out of position to get anywhere with any decent speed, which further increase the cost of taking them.

    Not so much Denmark, but Holland isn’t out of the way.  I’ve never had the issue of defending it since it is the same Seazone as Kiel.  If the French are pushing their way that far by turn 3, you have other issues.


  • It has nothing to do with the seazone, but with Belgium. If you go all Russia, then the French get back on their feet after the initial attack very fast. And the French start threatening those lands very quickly. Turn three is indeed a bit soon, but four or five isnt.
    And dont forget you can only attack Holland with seven units, not counting the fighter. So thats six threes and one two. Taking it in one turn is not certain at all.


  • Kiel and Ruhr both border Holland, so more than 7 units available.  I generally send all of Kiel in with an extra infantry or two from the Ruhr.  The rest of the Ruhr and Alsace go to Belgium.


  • By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?


  • @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Very different. It’s seems a bit one sided as well needs some tweaks.
    I believe Larry is working on some.

    It’s basically WWII A&A with no planes and no tanks/mech. With some new units (WWI fighter, and WWI tank) it is a fun game though


  • Today i seen my first CP win. I played them and a friend played the allies. He is an A&A veteran, but his firsttime with 1914.
    We played with the strategic movement, +1 move from port, impassable Switzerland and with the Revolution that the CP can accept of deny.

    The one mistake my opponent made was sending his French troops a move back when a large German force was in Belgium. Tis was at the same time i realized my Eastern troops werent enough to kill off Moscow. So with him withdrawing i could SM my troops to Belarus and take Moscow before the French could gain too much Deutsch lands.

    I think this was because of his inexperience with this version, so i guess that wont happen any time soon again. Otherwise it could just as well been another allied victory.


  • @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Not even comparable really, the differences in the land and sea mechanics make it a completely different game.


  • Did anyone try killing Italy with a German contingent, supporting the Austrians, going South?

    The idea is that you take some Russian territories meanwhile, and instead of building a large army in for example Belgium, use some of the army to go South and play defensively against the France in the North. The remaining Germany south contingent can strike France in Marseille later in the game


  • @Texas:

    @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Not even comparable really, the differences in the land and sea mechanics make it a completely different game.

    The mechanics are the same
    Just some different units and dice values


  • @Uncrustable:

    @Texas:

    @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Not even comparable really, the differences in the land and sea mechanics make it a completely different game.

    The mechanics are the same
    Just some different units and dice values

    Then you are playing a different game then I have been playing.  One round of dice rolls vs unlimited is different mechanics.


  • Naval is the same
    I forgot about the 1 round on land lol  :lol:


  • I played a very interesting game last week where i almost managed a sealion. the russians rebeled at turn 3. Basically at turn 12 or so, trenches everywhere, UK sent its fleet north to open a new front in russia, so i saw the opportunity and decided to take a big risk, i blockaded the path of the UK fleet  (which had no subs) with a cruiser and bought 9 transports. UK spent its income to fill london with units and USA (which was ferrying troops into spain and then marching them to italy) landed on london with 5 transports; i sank the american ships and landed 18 units in london, but i rolled really bad. My fleet and my transports were then destroyed. So i lost 2+ entire turns worth of german income (in the form of transports plus the units that did the suicide amphibious assault), and as a result France pushed the frontline into german territory, but USA lost most of its transports, and without the american help, italy finally fell to the austrians. UK also lost momentum in middle east and the otommans finally managed to finish the indian stack. So i traded the Eastern Front for italy and india, a good deal, CP victory.


  • @Uncrustable:

    Naval is the same
    I forgot about the 1 round on land lol  :lol:

    Naval is different as well, you can end combat and keep your ships in that sea zone even if you don’t destroy the defending fleet.


  • We have played over 8 games until now and we tried every possible strategy:

    1. All in against Russia with AH and Ger (without RR) ==> Russia fell, france invaded Ruhr and headed south in Balkans. GB practicaly destroyed Ottomans
    2. All in against France with Ger and AH countered the russians and took ground in Russia (without RR rules). ger got into Paris contesting for 3 turns. Russia practicaly destroyed. Britain send just enough troops to france to counter germans and still had enough money to advance to the gates of instanbul. Italy and US harrased Ger.
    3. All CP powers built fleet and try to take control of the seas (counter transports and deny US to land + Submarines in the SZ around UK) ==> france builts fleet together with US to destroy the CP fleet; the submarine warfare only hit 2 IPC from the US and GB so it’s completely useless…
      Even with RR rules we had the same result.
      Maybe threaten Britain with transport ships might be a solution? these ships might be used to transport troops to russia and from russia to western front once russia has fallen?

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