If Austria-Hungary can do the heavy lifting against Russia and you’re prepared, as Schlieffen was, to let Russia contest Prussia and Silesia, I think it could work. The problem would be that Austria-Hungary would have to worry about the Italian and Balkan fronts with so many of it’s forces committed to Russia.
Posts made by wove100
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RE: How to make the Schlieffen plan work?
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RE: Modified Tournament Rules Session Report
Sorry for the delay, work got in the way.
To sum up, Russia fell on Round 5, allowing Germany and Austria-Hungary to shift forces West (so much easier under tournament rules).
AH destroyed the Italian forces (save for one lone infantry in Africa) and pushed through Northern Italy, capturing an undefended Marseilles.
While Germany was completing the conquest of Russia, France, the UK, and the US pushed into Germany and for a couple rounds the frontline was in Alsace and the Ruhr. With its attention on the Western Front, however, Germany obliterated the first AEF and pushed the Front line back into Lorraine and Belgium.
With both Germany and AH in France, Britain largely abandoned the Middle East, concentrating on saving Paris. This allowed the Ottomans to clear out the British forces from Persia (paving the way to an undefended India) and the Trans-Jordan. Africa lay open before the Ottomans.
The US had another army ready to land, but the game had gone on for 7.5 hours at this point and the Central Powers looked like a sure bet, so we called the game a CP victory.
First of all, we had a heck of a lot of fun and are syncing schedules to do it again (although planning on starting at 10am or 11am instead of 1pm). Since we were all newbies (my one-time playing before hardly makes me a seasoned veteran), the game did start slow and clearly mistakes were made. Germany was far too timid on its first turn and the British didn’t get aggressive until too late in the game, not putting enough pressure on the Ottomans. As AH, I kept a large force in Trieste, jut waiting for the Allies to activate Albania, but they never did. The loss of the German navy early on, meant that Germany has to constantly garrison Kiel to ward off an amphibious invasion.
The one round of aerial combat lead to a heavy investment in fighters, especially on the western front. We assumed that one round would mean a longer life for fighters and it certainly did (air supremacy was a rare thing on the Western Front in our game). It even let Russia to buy two fighters (although they were quickly swallowed up in the meat grinder that was Poland).
Cruisers got some love due to their ability to bombard, but most naval buys were transports by the US and the UK.
The tanks on round definitely meant that they got into the game and they did allow the Allies to push their offense into Germany and the Austrians to conquer Italy. No one balked at the cost of 6 IPCs - Italy even bought one for some insane reason (didn’t really help as it was half of their budget, but the same player was controlling France and Italy, so he probably thought they would help the Italians as much as they were helping the French).
And the not having to stop in hostile mined sea zones definitely allowed what sea combat there was to flow much more fluidly, although the mines off Kiel were particularly effective in our game - 5 hits total, if I remember correctly.
Once again, we had a blast, but I think my favorite moment of the game was the US buying a battleship on turn one. His idea was that it would help destroy the German navy when the US entered the war (three turns later), but the German navy was already half gone by the time he bought the battleship. By the time the US entered the war, all the Germans had left was one submarine (which had been particularly effective in destroying all of the Allies’ Mediterranean transports). Since the German sub was off the coast on Spain on turn 4, the US did get to use it’s new battleship to sink what was left of mighty German navy, but of course, it’s original battleship would have done as good a job. I love this game. :-D
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Modified Tournament Rules Session Report
Played a 5 player game on Saturday using Larry Harris’ Tournament Rules with a few modifications:
1. Cruisers could take part in amphibious assaults, bombarding at 3 or less.
2. Sea units did not have to stop movement in hostile mined sea zones, but did still have to roll for mines in each zone they passed through.
3. Krieghund’s proposed one round of aerial combat; the side with more fighters after combat has air supremacy and excess fighters get to strafe.
4. Added German cruiser in sea zone 26.
5. Tanks could be purchased beginning round 3.Four of the players were new to the game. As the only one who had played before, I took Austria-Hungary and the Ottoman Empire. This was my first time playing with the Tournament Rules and I must say that the game was much more fluid than with the OOB rules.
The one round aerial combat did lead to heavy investment in fighters - Austria-Hungary, Germany, and France bought at least one every turn and once Britain had the seas under control, it joined the fighter race - even Russia bought a couple of fighters (although this proved not to be the best use of their resources).
With a predominance of new players, the game started quite defensive, but heated up as all got comfortable with the mechanics.
Round 1
-AH got aggressive out of the gate, attempting to take Serbia with a moderate force (which failed - half of the Serbian forces survived), pushing hard on the Italian front (with the de rigueur Tuscan amphibious invasion - made even easier by the cruiser bombardment - and the standard attack on Venice), invading Poland (on the assumption that Germany would be following), and massing a formidable force in Galicia.
-Russia countered by pouring men into Poland which wiped out the AH force, invading Mesopotamia, and activating Romania. They lost both cruisers attempting to destroy the Ottoman fleet - one to a mine and the other to the Ottoman guns.
-Germany got spoked by the Russian onslaught in Poland and simply reinforced Prussia and Silesia. They also invaded Belgium and attempted to wipe out the Grand Fleet, only to limp back to the waters off Kiel with a cruiser and a damaged battleship, leaving the British fleet largely intact. The North Atlantic U-Boat Squadron did manage to sink the Royal Canadian Navy.
-France countered in Belgium (but it remained contested) and reinforced Lorraine. They also tried to take out the Austrian fleet, but the mines proved treacherous, weakening the force just enough to allow the Austrians to prevail.
-Britain got off to a timid start - finishing off the High Seas Fleet and transporting an Inf and an Art to activate Arabia.
-With the breathing room provided by Britain, the Ottomans activated Bulgaria and shifted around troops, reinforcing the Mesopotamian, Arabian, and Trans-Jordan fronts. The Ottoman cruisers headed south an wiped out the British fleet in the eastern Mediterranean.
-Italy succeeded in sinking the Austrian fleet and retook Tuscany, but their offensive in Venice failed to dislodge the Austrians.
-The US bought a second battleship to deal with the remaining German submarine - a decision that the US player later admitted was a waste of funds.
Round 2
-Facing a massive Russian Army in Poland that Germany had done nothing about and two armies in Ukraine and Romania looking greedily at Budapest, AH had to stay aggressive. It sent more troops to Venice, finished off Serbia, moved a blocking force to Budapest, and then hurled everything it could at Poland. It was a costly offensive, but it began to drain Russian manpower.
-Russia reinforced Poland and once again annihilated the Austrian army. It also pressed the offensive in Mesopotamia and invaded Bulgaria (Budapest was left alone since its covering force was too large and the Ukrainian army was sent to reinforce Poland). Mesopotamia and Bulgaria remained contested.
-Germany’s resolved was stiffened by AH’s aggressiveness and it launched an all out invasion of Poland, doing considerable damage, but leaving the territory contested. On the Western Front, Belgium was reinforced, but battle was not renewed. Forces had to be kept in Kiel due to the destruction of the German fleet, although the sole surviving submarine did sink the undefended French transports in the Mediterranean. Also, having overlooked Africa on its first turn (as had all the colonial powers), Germany grabbed a couple of colonies and invaded South Africa, leaving it contested.
-France succeeded in driving the Germans from Belgium and began marching its African troops around the Sahara to help Britain deal with the Germans.
-Britain renewed its attack in Arabia with Amphibious Assault/Reinforcement and spent nearly all of its money on transports in order to join the Western Front. It also sent the Indian Ocean Squadron down to take out the German cruiser off Africa.
-The Ottomans fought back in Bulgaria, but failed to dislodge the Russians. An attack in Arabia also failed and Mesopotamia was reinforced, but no offensive was launched.
-Italy attacked again in Venice, but AH hung on.
-The US bought more troops and some transports.
Round 3
-Sensing Russian weakness, AH decided on a swinging door strategy. Anchoring the door with another Polish offensive (which severely weakened the Russians, but left Poland contested), the AH forces in Serbia swung into Romania, destroying the Russian forces there, capturing the territory, and leaving the Russians in Bulgaria cut off. More troops were sent to grind down the Italians in Venice.
-The Russians couldn’t resist purchasing a new fangled tank, but the situation was dire and Poland was reinforced, but battle was not joined. All was quiet in the Balkan and Mesopotamian Fronts as well.
-Germany turned the tide on the Eastern Front and annihilated the Russians in Poland. The road to Moscow lay open. On the Western Front, Germany recontested Belgium. A renewed attack in South Africa failed and it remained contested. Germany grabbed a few more colonies and the lone U-boat sent the Italian transport to the bottom of the sea.
-Desperate to help Russia, France attacked in Belgium and invaded Alsace. The war in the West was now being fought on German soil. The French colonial troops continued their southeastern march in Africa.
-Britain landed troops in force in Belgium, driving out the Germans. Arabia was amphibiously reinforced again and Persia was finally invaded, but held. A disastrous British attack in South Africa led to the dominion falling into German hands. The lone Ottoman cruiser in the Mediterranean was dispatched by the Indian Ocean Squadron.
-The Ottomans crushed the remaining Russians in Bulgaria and launched attacks in Arabia and Mesopotamia, but both remained contested.
-Another Italian offensive in Venice failed to shift the Austrians and the Italian fleet’s bid to sink the last U-boat failed when the submarine submerged after surviving the Italian guns.
-The US was poised to enter the fray just as Russia stumbled.
Round 4
-AH seized the Ukraine with forces from Poland, Budapest, and Romania. The Italian Front saw another Battle of the Isonzo as it became the main Austrian focus with Russia’s days numbered.
-Russia, its strategy in shambles after losing Poland, concentrated its defense in Moscow, awaiting the CP onslaught.
-Germany sprang forward, seizing Belarus and Livonia. Alsace was freed on French troops and Belgium was recontested. More African seizures and the U-boat was at large in the Atlantic.
- France poured back into Alsace and captured Togoland.
-The British, concentrating their effort on the Western Front, invaded Belgium and left the Germans barely hanging on. The Middle Eastern Front was stalled.
-The Ottomans, taking advantage of British distraction, got aggressive, wiping out the British in Arabia and clearing the Russians out of Mesopotamia. The Ottoman troops in the Balkans were shifted to the Middle East.
-The Italians continued to beat their head against the Austrian wall in Venice.
-The Yanks arrived in Belgium, clearing it of Germans.
Part II still to come…
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RE: 1914 - Mines
I’m curious if anyone has played only rolling for mines when resolving an amphibious invasion and ignoring them otherwise. My idea is that mines are ignored for movement (unless Allied ships attempt to move through SZ 11 to SZ 10 or 12 while Germany controls Berlin or Allied ships attempt to move through SZ 20 to SZ 17 or 19 or 21 while the Ottomans control Constantinople) and naval battles on the high seas. Mines are rolled for when a player attempts an amphibious invasion in a mined SZ. If a naval battle has to occur before the amphibious landing, then mines are rolled before the naval battle.
Haven’t tried this yet, but I thought it would encourage slightly more naval action, but was curious to get other’s thoughts. Would this unleash the High Seas Fleet or encourage a greater degree of turtling than that already encouraged by the current rules?
(My apologies if this has already been discussed, I haven’t done an exhaustive search of the forums).
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Paris Gun/Railway Gun for A&A1914
I recently picked up both the French Railway Gun and the Paris Gun from HBG. I’m curious how others have incorporated these units into their games of A&A1914. At the moment I’m torn between a strategic bombardment role (aimed at IPCs) and a long range support role (providing artillery support to combat in adjacent territories).
Also, in terms of cost, I was thinking somewhere in the low double digits (12-15 range) - cheap enough that it can be bought in one turn, but expensive enough that a player will have to think about it before buying.
Any thoughts?
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RE: Delayed Italian and Ottoman Entry
Thanks for the thoughts, Flashman.
While your definition of strict neutrality is more historically accurate, it seems to me that it doesn’t really change anything. The Italians and the Ottomans would have a “normal” game, just starting one turn later.
My thought was to use an existing game mechanic (US-style neutrality) for Italy and the Ottoman Empire as a way to slightly bolster two vulnerable powers. Allowing Italy a turn to purchase and move units unmolested by other powers is the point. Similarly, preventing Russia from invading the Ottoman Empire before OE1 is the point.
Of course, everyone will know what’s coming (it’s a game after all), so they can take steps to counter likely opening moves, but it will give Italy and the Ottomans just a tiny bit of breathing room (hopefully).
And I do realize that US-style neutrality does mean that Ottoman units can’t be brought onto the board to defend Persia (or any other neutral/minor power) if it is invaded before OE1. But I don’t think having German or Austro-Hungarian units put onto the board to be killed the same turn is really going to change the dynamic much (unless the British player has no luck with the dice).
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Delayed Italian and Ottoman Entry
Planning on getting Axis and Allies WWI 1914 out next month with some friends. We’ll be using LHTR in hopes of finishing the game the same day. Considering the vulnerability of Italy and the Ottoman Empire, however, I wanted to get feedback on delaying their entry into the game in order to closer approximate their entry into the war and give them a bit more of a fighting chance.
My thought is that the Ottomans would remain strictly neutral until the beginning of their first turn (in keeping with their entry into the war via a surprise naval assault on Russia). By strictly neutral, I mean that no player can attack the Ottoman Empire before it has had its first turn. Players may of course defensively prepare for the entry of the Ottomans, but may not violate it’s territory or attack any of its units (and yes, attempting (forcing) passage from the Black Sea to Aegean Sea would be prohibited).
As for the Italians, I’m torn between keeping them strictly neutral until their first turn or their second turn. Strictly neutrality until their first turn would seem to allow them to prepare for the inevitable Austro-Hungarian offensive on AH2 (and move to counter amphibious assault on Tuscany). Strict neutrality until their second turn would seem to allow them to launch an relatively convincing attack on Austria-Hungary on I2 (while strictly neutral, Italy could still buy units, just like the US).
As a bow toward history, I’m inclined toward Italy staying strictly neutral until their second turn (simulating their negotiations with both the Allies and the Central Powers and allowing them to take the war to Austria-Hungary (which they at least tried - remember the First Battle of the Isonzo? …. remember the Eleventh Battle of the Isonzo??)). But strict neutrality until their first turn seems less game breaky.
As anyone tried anything similar? I’d love to hear your thoughts.
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RE: Railroad idea
How about using MEGAEINSTEIN’s idea?
Each home territory (excluding colonies) is considered adjacent to the capital.
Thus Germany can move units from Berlin to Alsace in one turn and the Ottomans can quickly bring a force to Trans-Jordan.
I’d be OK with allowing railroads to drop units in contested home territories, but we’d have to exclude home territories under enemy control.
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RE: How often are the Central Powers winning?
Under the revisions released by Krieghund (first post on page 14 of the sticky FAQ thread), the US can’t load transports until it is at war.
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RE: Germany's Blockade of Britain
When soloing a couple of turns last night for the first time, I tried the all out German naval assault on the British navy. I sent the Home Fleet and 2 submarines against Scapa Flow (sea zone 9) and sent 2 submarines against the Canadian navy (sea zone 2).
Sea Zone 9: I lost 2 ships to mines and then the British and German fleets destroyed each other, leaving a lone British transport.
Sea Zone 2: Wilfrid Laurier’s Royal Canadian Navy Cruiser sunk both of my submarines before slipping beneath the waves, brought down by a slow moving torpedo. Once again, a lone transport calmly rode the waves.
So, my all out German assault on the British navy resulted in the wholesale destruction of the German navy. Thus, the British didn’t have to spend any money on warships, only more transports to bring troops to the front faster.
On the plus side for the Germans, a couple of amphibious assaults on Belgium by the French and British resulted in high casualties as the German shore batteries obliterated whole divisions. Artillery rolling at 3 or less at troops coming ashore helps make up for CP naval weakness (or, in my case, naval non-existence).
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RE: Turn 1 Serbian attack. Suggested tactic.
Thanks to work and other commitments, I didn’t get to solo a couple of turns until last night. I tried hitting Serbia with a small army, 4 Inf and 1 Art (I think). I did eventually win it on turn 2, but it freed up more troops to hit Romania with, which I managed to conquer turn 1, although Russia immediately contested it, but not in enough force to take it back, as it had to guard against my massive AH army in Galicia that I left poised to exploit any opening in Russia’s defenses left by their moves in reaction to the fall of Romania (yes I know I was playing both sides).
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Oztea and Wove100's AA1914 Breakthrough Rules and Charts
Here’s the tech chart and rules we came up with prior to the game’s release. The idea was KISS Axis and Allies style techs with modified breakthrough rules taken from the Anniversary edition. The files are attached as PDFs. We haven’t designed a research and development chart where you can mark the developments you have (no skills in the area) or any particular research tokens (although HBG has nice ones).
Research and Development
(The Research and Development Phase takes precedes the Purchase and Repair Units Phase)In this phase, you may attempt to develop improved military technology. To do so, you buy dice that give you a chance for a scientific breakthrough.
Research & Development Sequence
1. Buy research dice
2. Redeem researcher tokens
3. Roll research dice
4. Roll breakthrough dice
5. Mark developmentsStep 1: Buy Research Dice
Each die costs 3 IPCs. Buy as many as you wish, including none.Step 2: Redeem Researcher Tokens
Discard your researcher tokens, claiming one research die for each researcher token.Step 3: Roll Research Dice
Roll your research dice and assess the results.Failure: If you roll a “1” or “2,” your research has failed.
Progress: If you roll a “3” or “4,” your research has progressed, but no breakthroughs have been made. Take one researcher token for each “3” or “4” you roll. Researcher tokens entitle you to roll free research dice on your next turn, one for each researcher token.
Success: If you roll at least one “5” or “6,” you have successfully made a technological breakthrough.
Step 4. Roll Breakthrough Dice
If you rolled a “5” or “6” on any research die, choose one of the two breakthrough charts and roll all your successful research dice to see which technological advance you get. You can only receive one advance each turn. Once the breakthrough dice are rolled, choose one of the breakthroughs on the chart whose number matches one of the dice you rolled.For example, you had 2 successful research dice. You choose Breakthrough Chart 1 and reroll your successful research dice, resulting in a “1” and a “2.” You may choose between Super Submarines and Chemical Warfare.
If you have already received the same result on a previous turn, reroll until you get a new technological advance. Once you have received all the advances on a chart, you cannot gain any more advances from that chart.
Step 5: Mark Developments
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately.Any number of powers may develop the same technology, but powers cannot share their technology.
Breakthrough Chart 1
1 - Super Submarines - During sea combat, super submarines fire before all other ships, whether on attack or defense. Casualties from a super submarine attack are destroyed before they can return fire.
2 - Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.
3 - Stormtrooper Tactics - Attacking infantry with artillery support roll at 4 or less.
4 - Aerial Photography - If you have air supremacy, your artillery can support 2 units instead of one.
5 - Motorized Transportation - Infantry, Artillery, and Tanks that begin movement in your capital may move 2 spaces, subject to all other movement rules.
6 - Advanced Aviation - Fighters attack and defend at 3 or less.
Breakthrough Chart 2
1 - Improved Shipyards - Naval units cost 1 IPC less.
2 - Battle Cruisers - Cruisers attack at 4 or less, but still defend at 3 or less. Additionally, cruisers may perform offshore bombardment at 3.
3 - Anti-Submarine Warfare - Your cruisers prevent enemy subs from submerging in combat or moving through them at a 1:1 ratio.
4 - Anti-Aircraft Guns - Artillery may target fighters before combat begins, hitting at 1, limited to the number of artillery available or the number of fighters present, whichever is smaller.
5 - Increased Production - Tank and Fighter costs are reduced by 1 IPC.
6 - Wireless Communications - During combats where friendly forces are also in the contested zone, roll a die. Up to that many friendly artillery are used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.
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RE: Okay, so we triggered a Russian Revolution with Russia holding Turkey
Sounds right according to OOB rules, but if you check the sticky FAQ thread, things have changed:
After the Russian Revolution, Russia has no friends or enemies. All Russian units outside of original Russian territories are immediately removed from the board. Russia will immediately relinquish control of any non-original territories it may hold, including aligned minor neutrals. If units belonging to other Allied powers are in these territories, control will be established based on the rules for moving all units out of a contested territory on page on page 15 of the Rulebook; otherwise these territories will remain uncontrolled until another power moves into them and will not mobilize units when entered. Serbia and Romania will be treated as minor neutral powers for the remainder of the game. Units belonging to other Allied powers that are outside of original Russian territories may no longer move into them, and any such units remaining in those territories at the end of their next respective turn will be removed from the board at that time. Central Powers units are treated as stated in the Rulebook. Rules restricting land unit movement out of contested territories (see page 15 of the Rulebook) will not apply to territories shared between Russia and the Central Powers unless another Allied power is also present.
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RE: Axis and Allies 1914 FAQ/Question and Answer Thread
Reading page 20, I would think the Allies would want Britain to control the Ukraine, since Russia can collect no income while Moscow is CP controlled. If Moscow is liberated, the Ukraine would automatically revert to Russian control.
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RE: Axis and Allies 1914 FAQ/Question and Answer Thread
I don’t think he meant a revolution had occurred, but rather, is Russia’s capital is under CP control, would Russia or Britain take control of the Ukraine if the Austrians moved out?
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RE: What exactly are tanks good for?
I thought a tank can soak up 1 infantry hit- if there are 3 tanks and 1 infantry, it only soaks up 1 hit since there is 1 infantry?
I had to go look this up too. From page 19 of the rulebook:
Step 4. Defending Units Fire
The defender, following the same basic system as the attacker, rolls all his or her dice and places any dice that scored a hit on your side of the battle board.
However, attacking (but not defending) tanks have a special ability to absorb hits. You, as the attacker, reduce the number of hits scored against you by the number of tanks you have in the battle (to a minimum of zero). For each tank you have, you remove one die that scored a hit from your side of the battle board.
Each tank cancels one hit. Since the tank cancels a hit before it is applied, it doesn’t matter where the now cancelled hit would have been applied. So your 3 tank, 1 infantry force would cancel 3 hits. If your opponent rolled 2 hits, both would be cancelled.
It’s all this 2 inf vs. 1 tank talk that’s messing with our minds. :-)
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RE: CSI shipping
Mine was updated to arrive tomorrow. :x I did, however, know this would happen. It always takes three days from CSI to get to my neck of the woods. :oops:
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RE: Russian Civil War
The other problem. If Russia is only collecting 8 IPCs, there aren’t going to be many Russian units left.
At least under Larry’s Russian Revolution trigger, potentially 6 of 10 Russian territories could still have units in them.
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RE: The Flashman Report
And the price of international shipping would be offset by the low cost of the games. After all, Vietnamese children are hard workers. :evil:
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RE: Not Enough Pieces!!
@CWO:
This is ridiculous! Europe came with 610 pieces and Pac with at least 550. They were both 65$.
Now we have to pay 65 for a game with 400 pieces. All the sculpts are the same except infantry.I suspect that this is all part of a WotC master plan to set up a second edition for 2014. “Buy the A&A WWI 1914 Centennial Edition! Contains more pieces! Contains all-new nation-specific sculpts! Contains brand-new unit types!”
Flash forward: August 2014. While in my local gaming shop I notice the Centennial Edition of Axis and Allies 1914. Fiddlesticks, I say. I bought last year’s model. Holding my head up high, I leave the store, having purchased a GMT cardboard counter game, just to make the point.
Later that week, my two copies of Axis and Allies 1914 Centennial Edition arrive, ordered from CSI at 3am after waking up in a cold sweat, furious with myself for not having bought it when I saw it. The GMT Game rulebook lies in splendid isolation on the coffee table, the cardboard counters unpunched. :oops: