Oh shoot, sorry, you’re right, I read it wrong.
Larry Harris 1914 Tournament Rules ( "potential rules" using his language)
-
Maybe the violation of any neutral brings US on turn earlier (CPs inavde) or one turn later (Entente invades) into war against the CPs.
I don’t really know why this game departed from the method used in G40, that if a strict neutral was attacked, ALL strict neutrals would then become pro-whoever-didn’t-attack-them. This was a great deterrent to invading strict neutrals like Switzerland, and it makes real-world sense as well.
I would suggest that this simple change be made to the PTR. Imagine if Switzerland was invaded by Germany to widen the front, France could just pop down into Spain and pick up some free units/IPC’s. If France invaded Switzerland, Germany could roll through Holland and pick up some units along the way. Definitely a deterrent.
-
On the first turn can my subs in sea zone 7 hit sea zone 9? I would move into sea zone 8 roll the mines there, and then I would move to zone 9 with my remaining sub/subs.
-
Just found out that Germany can attack Paris round 4 with up to 85 units. Not so sure the CP’s are at a disadvantage anymore…
-
On the first turn can my subs in sea zone 7 hit sea zone 9? I would move into sea zone 8 roll the mines there, and then I would move to zone 9 with my remaining sub/subs.
No. Sea units must stop moving upon entering a sea zone containing an active enemy minefield.
-
What is that like 3 rounds of buy with France income? Yeah I actually have not thought about that, you buy like all fighters hmm defending might be a problem once you stack up next to it, unless AH moves a unit in for you. hmm
-
France at max can have something like 67. UK has to help with at least 2 transports purchased on the first turn. The great thing about Germany’s move is that he can go south and take out Italy or he can take out France. Germany can easily stack in burgundy. There is no way to stop it.
-
Sounds legit.
-
This game has issues because there are just too many units on the board to start the game with. It really makes no sense.
-
I do not understand how Germany got to Africa to begin with, there is no transport for the guy…. so somewhere in history some Germans walked to Africa. @_@
I demand a starting transport for Germany somewhere on the map. It makes sense.
If there were less starting units on the board… players would not attack neutrals whenever they felt like it, there would be actual thought to it.
-
I kind of like the flavor of being able to attack neutrals, but I don’t know if I agree with Switzerland being worth 1…
-
LOL. What isn’t shown in this version is that Germany had many cruisers outside of the Baltic when WW1 began. If they do another WW1 game I hope they make Africa even smaller and expand the western front. It is a joke right now, IMO.
-
Why is Africa even a part of this game. It is so troll. Like how the hell do the axis even get there?!?!? lol.
You do not see Tsingtao on the freaking map. This is already a Europe World War, just make it Europe. Cut Canada and America out too just have the Americans spawn with 2 infantry on a transport with a destroyer every round on a sea mine zone. Bam problem solved. Now German naval might be worthwhile if you can constantly sink 1 destroyer, hey a naval strategy! OMG. UNBELIEVABLE.
Woodrow Wilson would not change his buy. He signed the federal reserve. Bad President is bad.
-
Make it like Munchkin. “Wilson was bad, this is what you get and it never changes, place 1 transport loaded with 2 infantry and 1 destroyer in sz ___ at the end of each USA turn. Remove unloaded transports from the board at this time, because Wilson sells out.”
Remove africa from the board.
Now you have space for a European theater. UNBELIEVABLE. You can also Munchkin the Russia rules. “Russia trolled world war 1, you have the strongest army of the allies and you can back out anytime to start a revolution, ____ revolution rules.”
-
I guess we have to use the board as it is instead of hoping for another one to be released.
I just want way less units on the board. If you are going to stick to giant stacks fine… Just do not be surprised when all you see are ___ all ins coming out of the central powers.
-
Hello Krieghund,
Have land units to stop when they enter an uncontrolled territory? -
Yes.
-
After buying this game I did some play testing on my own (with me controlling all the powers, and making the best moves I could each turn) using these Tournament rules. I find they allow the game to run a lot smoother and make it quicker and more fun to play.
A question that came to mind for me… if the Ottomans capture India and later move their units elseware, then France comes in and recaptures it, is it returned to Britain or kept by France? In either case, would Britain be allowed to resume building units there again?
Anyway after a more thorough reading of the rules I discovered that I had been playing it wrong. I was allowing units two territories away to attack hostile and neutral nations, so unsurprisingly I was running into problems with the Central Powers bum rushing Italy/Russia and crushing them fairly quickly.
I was also using the house rule that Switzerland is Impassible, since otherwise it just gets taken every game to collapse Italy first turn.
Great Game though… I really like it using these rules! Seems much more interesting then WW2 because of how its a team game and allows for politics with neutral nations. I can imagine the players of both teams going into separate rooms to plan their strategies.
-
A question that came to mind for me… if the Ottomans capture India and later move their units elseware, then France comes in and recaptures it, is it returned to Britain or kept by France?
It’s returned to Britain, assuming London isn’t held by the Central Powers. If London is held by the Central Powers, France takes control (but can’t mobilize units there) until London is liberated.
In either case, would Britain be allowed to resume building units there again?
Britain can always build land units and fighters in India as long as neither India nor London are controlled by the Central Powers.
Great Game though… I really like it using these rules!
We’re glad you like it!
-
Haven’t played this game in a while, but I think one change really needs to be made to the Tournament Rules. I don’t think you should be able to move 2 into a contested territory. This adds so much more risk to the game. If you aren’t playing LL you can get screwed by making a good move, but because your opponent can move two moves into a contested territory your 30 units that attacked his 10 units don’t kill everything and now he sends his 50 units that are two moves away and destroys you.
-
Haven’t played this game in a while, but I think one change really needs to be made to the Tournament Rules. I don’t think you should be able to move 2 into a contested territory. This adds so much more risk to the game. If you aren’t playing LL you can get screwed by making a good move, but because your opponent can move two moves into a contested territory your 30 units that attacked his 10 units don’t kill everything and now he sends his 50 units that are two moves away and destroys you.
That is called a counterattack and was significant for ww1.
Moving 2 tts into a contested tt that contains your powers units at the beginning of your turn to reinforce them is reasonable. The trenches are already prepared to be filled up, so it should be easier to get there instead of a hostile zone.