I have been thinking about trying to use either the A&A 1940 or 1914 board to play a game in the alternate history scenario of Kaiserreich (where Germany won ww1). Has anybody already done this and have setup information.
Thanks
I have been thinking about trying to use either the A&A 1940 or 1914 board to play a game in the alternate history scenario of Kaiserreich (where Germany won ww1). Has anybody already done this and have setup information.
Thanks
Any news on setup information for this map?
Where did you get those 1914 capital buildings?
@warhawk77 You have probably found a map by now, but in case you’r still looking I thought I would mention this.
Before I managed to get my hands on 1914 I printed this reworked map out, and used 1940 pieces.
The nice thing is even if you do eventually get 1914 you may still prefer to use this map (since Europe has a lot more space on it).
@buttersurge These all look really cool, cant wait till they are more developed. :+1:
@general-6-stars I have a physical map that I have made. It’s mostly rules i am trying to develop. Thanks for showing me your map.
@barnee This is a bit more complicated than I need, but great inspiration. I am making this game with a physical map and pieces, so I am limited by how many types of units I can have. Still this should be really useful, thanks.
@general-6-stars Sweet map, what rules do you use to play this.
Looking to develop an Axis&Allies style game set in Westeros, but having trouble determining what units stats should be. Heres what i have so far.
Note: Pre-Combat attack only applies in the first round of combat.
Land Units:
Infantry
Cost: 3
Attack: 2 (3 supported)
Defense: 2
Move: 1
Special Abilities:
Supportable: may be supported by archers and siege weapons.
Archers
Cost: 4
Attack: 2
Defense: 2
Move: 1
Pre-Combat: 1 die roll
Special Abilities:
Support: may support infantry, cavalry, and Mammoths/Elephants
Cavalry
Cost: 5
Attack: 3 (4 when supported)
Defense: 3
Move: 2
Special Abilities:
Supportable: may be supported by archers and siege weapons.
Charge: same as blitz
Siege Weapons
Cost: 10
Attack: 4
Defense: 4
Move: 1
Pre-Combat: 1 die roll (2 when inside a stronghold)
Special Abilities:
Support: can support Infantry, Cavalry, and Mammoths/Elephants Siege.
Siege: May attack a stronghold instead of the units inside. Roll to hit, if a hit is accomplished roll a 6 sided die for each hitting siege weapon and deal that much damage to the stronghold threshold. If a stronghold threshold is reduced to 0 in the pre-combat phase of the first turn it does not provide protection even for that combat round.
Strongholds
Cost: 12 (may change this)
Attack: 0
Defense: 0
Move: 0
Special Ability:
Walls: All attackers attack is reduced by 1. Archer and Infantry defenders increase defense by 1 and defending Siege Weapons get 2 pre-combat dice. Strongholds have a damage threshold of 6. If threshold is surpassed the stronghold does not work until it receives some repair (1 IPC per point of threshold). Strongholds are damaged by siege weapons and elephants/Mammoths.
Placement:You may only place Strongholds in a home territory worth at least 3 IPCs
Giants
Cost: 7 (May only be purchased by Wildlings)
Attack: 4
Defense: 4
Move: 1
Special Ability:
None
Elephants/Mammoths
Cost: 12 (may only be purchased by Wildlings and Ghiscari)
attack: 3 (4 supported)
Defense: 4
Move: 2
Special abilities:
Supportable: may be supported by archers and siege weapons.
Tough: May take 2 hits (heals at the end of combat)
Siege: May attack a stronghold instead of the units inside. Roll to hit, if a hit is accomplished roll a 6 sided die for each hitting Elephant/Mammoth and deal that much damage to the stronghold threshold. If a stronghold threshold is reduced to 0 in the pre-combat phase of the first turn it does not provide protection even for that combat round.
Air Units
Dragons
Cost: - (Targaryen player gets 3 at the beginning of the game. they cannot be bought)
Attack: equal to round (max 4)
Defense: equal to round (max 4)
Move: equal to round (max 4)
Special Abilities: dragons follow the same rules for flight and landing as planes do in regular A&A.
Sea Units
Raider
Cost: 6
Attack; 2
Defense: 1
Move: 2
Pre-Combat: 1 die roll
Special Abilities:
Quick Escape: If a raider is attacked and you do not wish to engage in combat you may roll a die before combat. On a
1-3 your raider may not be attacked this combat round. On a 4-6 combat happens normally.
Transport: Raiders may transport 1 infantry or archer.
Scout Ship (needs better name)
Cost: 8
Attack: 2
Defense: 2
Move: 2
Special Abilities:
Pirate Catcher: The scout ship prevents raiders from using their pre-combat die or their quick escape ability.
Transport: Scout ships may transport 1 infantry or archer unit.
Medium Ship (need name)
Cost: 12
Attack: 3
Defense: 3
Move: 2
Special Abilities:
Barrage 1: Same as barrage in regular A&A except only hits on a 1.
Transport: Medium ships may transport 2 units one of which must be an infantry or archer unit.
Warship
Cost: 18
Attack; 4
Defense: 4
Move: 2
Special Abilites:
Barrage 1: Same as barrage in regular A&A except only hits on a 1.
Transport: Warships may transport 2 units one of which must be an infantry or archer unit.
Tough: May take 2 hits (repaired at a port)
open to any changes, ideas, or criticism.
Thought I would post some pictures of the map so people can get an idea of what the game looks like.
@private-panic Thanks very much, this seems to be what I am looking for.
@buttersurge Cool, I’ve never played Diplomacy before (cant find enough people), but I have heard its very fun. Let me know about any updates, because I would love to try this game.
@redrum Thanks, I am mostly talking about a physical game though.
Anybody know if there is a custom Napoleonic War A&A game out there? A full game or a variant on the 1940 or 1914 boards? Thanks
@buttersurge Do you have rules for this game? it looks really cool.
@wadkat What conflict will be taking place on this map? Are the Central Powers rethinking surrendering, or is it a battle between communism and the West?
@barnee Thanks for the replies, the CIS ones sound good, and I like the idea of Gibraltar actually being important in 1914. I might also give the Spanish objectives in North Africa to motivate them to spread out a bit more. Not quite sure what to do with China yet, but they will probably be with the Central Powers (I know they weren’t historically, but it balances the game better). I’m thinking maybe I will give them IPCs for capturing Korea and parts of south Asia.
I have been using Lion in the Trenches national objectives in my 1914 global games, but I have maps that include Spain and the Confederate States of America (from Harry Turtledoves novels) and have also been toying with the idea of making China a full nation as well. Any ideas for national objectives for these countries?
Hi, I am located in Western Massachusetts and looking for a group to join. I have played probably around a dozen games of A&A, so I have a pretty good grip on the rules, most have been solo however. I have played 1940 and 1914, but am open to any A&A. Anybody looking for players?