@DoManMacgee Totally agree with your thoughts. I also thought that Russia just needed to do something to throw the CPs off their game. In regards to the 1 Inf, I think its just an annoying move people made so the opponent couldn’t just grab free IPCs, but I’ll check with some of the other players to make sure that rule was understood right.
WW1 1914 Balance Recommendation
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Optional Rules for balance
Experienced players sometimes find that it’s too easy for the Entente to win. If the Entente is winning too often, use some or all of the following changes:
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The Russian Revolution rule is no longer considered optional.
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USA starts with zero IPCs and is at war on the beginning of USA turn 5 (unless attacked first).
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The invasion of neutral territories that did not start the game aligned is not permitted [Exception: Persia].
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Dardanelles Rule: Though movement into SZ 20 is allowed, passage through SZ 20 is not unless you or a power from your side controls Constantinople. Amphibious assaults against Ankara and Mesopotamia is no longer permitted unless the attack originated from SZ 21 or if you or a power from your side controls Constantinople.
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The boarder between SZ 17 and SZ 18 now exists from the boot heel of Naples to the Greece/Albania boarder.
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Make the following setup adjustment for Italy. Rome and Piedmont should each have three infantry (not six) and two artillery.
*If the above changes are made and its still too easy for the Entente to win, agree (or bid) on the removal of an amount of Russian ARTILLERY from their at start setup (as of 03/08/2024, I recommend the removal of 6-8 Russian artillery - yes, the game appears to be THAT imbalanced).
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I like the Constantinople idea the best. It’s also historically accurate. I always thought it was weird the Allies could easily traverse in and out of the Black Sea when historically it was closed off for most of the war by the Ottomans.
It certainly sounds balanced. I might take some of the easier to implement rules (number 5 is almost impossible to implement on TripleA) for a spin on TripleA. Thanks for the ideas!
:+1: :+1:
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@SuperbattleshipYamato #5 is implemented on TripleA by agreement. i.e. the Entente cannot land troops in Albania from SZ 17. Otherwise, to attack Albania, simply move your navy into SZ 18, eat the mines roll, and use the edit mode to add in attacking pieces into Albania.
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That makes sense.
The thing is though, it’s just agreement. While that is the case with the other rules, I play fast and loose against myself and I’m worried I’ll forget.
Thanks for responding!
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@The_Good_Captain I like these rules. Ragnell and I talked about them a few days ago and I am a fan. Next time we play, I’d like to try them out if that’s cool with you.
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I’d like to try them out with you the next time we play as well. :+1:
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@SuperbattleshipYamato You’re on. After our current game we’ll give it a gander.
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Great!
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Here’s the TripleA file with the edits that can be done with your rules implemented:
2023-8-11-World-War-I-1914 The Good Captain Balanced.tsvg
Sorry I made it Low Luck, you’ll have to turn that off.
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@SuperbattleshipYamato not to give away too much but the fundamentals of the shuck are still true, you just cannot use Spanish Morocco.
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Yeah, but now the British units have to move from Morocco into Algeria in order to have the sea zone 17 transport pick them up. Adding an extra turn to this movement, and it doesn’t look as clean.
Quite a blow. I guess you’re correct. :+1: :+1:
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@The_Good_Captain or edit in an enemy mine into SZ 17 ?
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Could be slightly more tedious, edit wise, if you’re not transporting into Albania.
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Quick question on Rule 2 (USA IPCs). Does the zero IPC apply only to turn one, or does it not collect and spend any IPCs until at war on turn 5?
Thank you and I love these rule changes although I still think USA enters to early. I think turn 6 or even 7 realizes the US troops arrival in France and subsequent participation in a scale that is reflected in this game’s pieces by 1918. I.E. corresponding to roughly 6 month turns. -
@Team-6-Zimmi Collects income normally, just doesn’t start the game with any IPC. The game affect is that the USA enters on turn 5 with the same amount it would have if it had used the oob rules.
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Pretty sure each turn is one year. Russian Revolution occurs on turn 3, or 1917, out of box rules also make the US enter the war 1917, or turn 3.
You can change the scale but the out of box rules are clearly one turn per year.
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@SuperbattleshipYamato US enters the war on turn 4- not turn 3. Also the game isn’t expected to end on turn 5 one turn after the US enters the war - that would be absolutely ridiculous! I greatly dislike calling each turn a full year because of this - it doesn’t make a single lick of sense gameplay wise.
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Huh.
While every game I played ended long after turn 5, I just thought that meant the historical outcome was a major fluke, with dice rolls really being in the Entente’s favor.
Still, 6 months still doesn’t really work…
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@SuperbattleshipYamato said in WW1 1914 Balance Recommendation:
Pretty sure each turn is one year. Russian Revolution occurs on turn 3, or 1917, out of box rules also make the US enter the war 1917, or turn 3.
You can change the scale but the out of box rules are clearly one turn per year.
Also, the Revolution is not available until on or after Turn 4, not turn 3.