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Maestro
03-02-2004, 11:15 AM
A special notice to any wargamers interested in recreating the First World War on their Axis & Allies: Europe board.

I've mentioned before that I've devised a scenario that works pretty well, requiring only a small amount of piece scavangeing and "do-it-yourself" setup work. The new release of A&A will make it even easier to find the required 6 army colors and field them on the Europe board.

It does require some work; setting up a table with T's for trenches, and finding the pieces to put six armies on the table. The rest is all included in my rules booklet. Anyone else who is interested drop me a line.

Maestro
03-02-2004, 04:50 PM
Sorry for the double post. A few addendums were necessary to the original message.

First off, in the future when contacting me, please provide me with an email that can handle at least around 600 kilobytes worth of files, and make sure your computer supports Microsoft Word and Excel. If it doesn't, I suppose I can format things as screenshots and change the formatting to RTF so that you can read the rules scenario but I'd like to know that ahead of time, if that's going to be the case. smile.gif

Second, please supply me with your real name. I like to know who it is exactly I'm speaking to over email correspondence since I treat email like I would a normal letter. I am not trying to take private information beyond that and will not post names on the forum, I simply like to know your names. It's going on a big list of mine of A&A: The Great War recipients and players. So far several folks have requested it and said they enjoyed the thought that went into it. As I've said before I think my work is highly adaptable, easy to play and organize, and professional. I've kept up email chains with the guys so far, and I look forward to more feedback and discussion.

Last, one player so far expressed sorrow/horror at the prospect of "mutilating" their A&A: Europe board. Dear God, people, I would never ask anyone to intentionally desecrate their purchased property, including boards, pieces, money or any components of the games. Although territory values are altered, it's all on the paper guys. No need to scribble new IPC values in using a black magic marker, or other such nightmarish scenarios! My game does NOT require you to sacrifice anything but the time you are giving up to read it. For those of you who already have taken a look at my scenario you know what I mean.

Thanks again for your time Avalon Hill Community.

Maestro
03-02-2004, 05:59 PM
No problem, and feel free to adapt my scenario however you see fit - obviously I can't claim ownership on the idea since everything already belongs to the owners of Axis & Allies. smile.gif

BUT, a forewarning - changing maps from A&A Europe to another one will definately change things, probably not for the better. A good deal of thought went into balancing IPCs per territory and the territories actual positions on the map to make it difficult for the Germans to pull off the Schlieffen plan. I don't want to hear any cries about balancing issues if you're not going to use the recommended setup. ;) On the other hand if you like experimenting that's good too! The main thing is to have fun. Personally I would never play this on any other board except A&A: Europe, though.

PS: I wouldn't listen to those guys over at Xenogames. I think they're ripping people off anyway, remarketing old ideas that anyone could have thought up. And the amount of miniatures they are offering for relative cost is a joke. My scenario shouldn't be played on an "altered" board, but as long as the territory borders haven't been changed it'll work - all IPC worth revisions are on paper ONLY.

Maestro
03-02-2004, 06:47 PM
Nice tidbit.

Regardless of whatever experimentation you are trying I maintain that the scenario rules I designed, in their original version, will only work on the Axis & Allies: Europe board and no other, not without considerable tweaking of both IPC gain AND unit cost...

Maestro
03-07-2004, 01:09 PM
Until I find a webhost, for future reference, I'm going to put what I've got right up here on the boards. Looking around I see people who have gone to amazing lengths to design their own boards and modifications - I hope that my ideas might be incorporated into your own gameplay, even if you discard the scenario itself and only use elements of it in your own games. Quite frankly I'm really flawed by the efforts of some people, who have enlarged A&A boards and modeled their own damn pieces, as well as designed many, many scenarios probably longer and more complex than my own. Really, consider my ideas as suggestions at least, and if you think it's good enough, play it yourselves - it's sort of a "beginners" to World War I. The quality of the rules on the boards is probably not as good as a hardcopy on your computer, so my original offer stands if anyone wants a more firm hardcopy. For now, observers feel free to sample my rules. Thanks.

Maestro
03-07-2004, 01:23 PM
Axis & Allies Europe Modification: The Great War

By Richard Karpusiewicz

World War I raged from 1914-1918 and ravaged Europe. Militarism, nationalism, and imperialism fueled the fires that consumed the continent and spread throughout the world. The war was a bloody stalemate that has come to represent the horrors of trench warfare, modern weapons and willingness to accept terrible casualties in pursuit of victory. This game scenario will allow six players to take on the roles of the Allied and Central Powers in pursuit of total victory in WWI. They will face tactical and diplomatic challenges as they struggle through the historic conflict. This game uses the Axis & Allies: Europe map. Some territorial values have been changed, unit costs have been changed, technologies have been changed, and there may be some historical inaccuracies to ensure a balanced game, though the creator has strived to make it historically accurate.

What’s different?

The sizes of the warring countries are much reduced. The doctrine of quick, mobile armored warfare practiced in the original A&A has been slowed down by the degrading of tank forces. Trench warfare and manpower limits make a tough strategic stalemate to break if one side decides to play defensively. IPC collection and spending is reduced along with the costs of units. Territory values have been modified.

The Players

ALLIED POWERS
-Great Britain
-France
-Russia

CENTRAL POWERS
-Germany
-Austria-Hungary
-Ottoman Turkey

Order of Play

1. Bolsheviks
2. Serbia
3. Germany
4. Russia
5. Great Britain
6. France
7. Austria-Hungary
8. Turkey

Scenario
Semi-Historical: Players choose to influence other nations to join them and are given greater diplomatic and research freedoms.

Sequence of Action

1. Diplomacy
The players may attempt to influence the following neutral nations:

Denmark
Norway
Rumania (Pro-Allied)
Bulgaria (Pro-Central)
Greece (Pro-Allied)
Ottoman Empire (Pro-Central)
Italy

To influence a nation, the player pays 5 IPCs to the bank (except in the case of the subject nation being a player, who then keeps the money) and rolls a die. On a roll of 6 they succeed in moving the subject nation one closer to their own side. All nations have this table:

Central Camp / Pro-Central
/ Neutral /
/ Pro-Allied/ Allied Camp

Some nations start out favorable to one side or another.

2. Research Technology

Tech research is a big part of fighting any war. Superior technology yields superior military results. To research technology, the player pays 5 IPCs to the bank for each attempt made. Roll a die for each attempt. On a roll of 6 the player succeeds. The die is rolled again, and the number corresponds with the technological advance listed later in these instructions. Only one technology can be researched per turn.

3. Purchase Units

Make unit purchases with the modified prices listed later in these instructions.

4. Combat Movements and Combat

5. Non-combat movements

6. Place units

7. Collect income

Technologies

1. Chemical Weapons: Artillery-delivered canisters of mustard gas and other nerve gases were first used in WWI. When this is researched, every time an artillery unit attacks, it gets a free attack with a combat value of 1 before combat begins, similar to the sea bombardment rules. Units killed by this chemical attack get no casualty counterattack.

2. Improved Aviation: Adds +1 attack value, +1 defense value, and +1 movement points to fighters and allows the researcher to build bombers.

3. Tanks: Allows the player to build tanks.
3b. Improved Tanks: Add +1 move to tanks. This is for countries already possessing Tanks.

4. Submarines: Allows the player to build submarines. Germany starts with this technology.
4b. Extended Range Submarines: Add +1 move to submarines. This is for countries already possessing Submarines.

5. Troop Mechanization: Mechanized movement of supplies and troops means less manpower required for deployment in effective combat units. This tech doubles the researcher’s unused manpower.

6. Super Trench: Nullifies the effect of supporting artillery on attacking infantry. Impervious to assault from the air; aircraft can take part in an attack but do not get an attack roll to deal damage. Tanks may nullify their effects on infantry as usual.

Units

Infantry: All purpose infantry.
Cost 1
Attack 1
Defend 2
Move 1

Artillery: Boosts an attacking infantry’s by +1 attack.
Cost 2
Attack 2
Defend 2
Move 1

Tank: Good trench breakthrough unit. *Requires research.
Cost 3
Attack 2
Defend 1
Move 1
Fighter: Distance/ranged attacker.
Cost 6
Attack 1
Defend 2
Move 2

Bomber: Heavy attacker. *Requires research.
Cost 8
Attack 3
Defend 1
Move 4

Submarine: Sneak naval attacker. *Requires research.
Cost 4
Attack 2
Defend 2
Move 2

Transport: Transports 2 infantry or 1 tank or artillery.
Cost 4
Attack N/A
Defend 1
Move 2

Dreadnought: Heavy naval gunship.
Cost 12
Attack 4
Defend 4
Move 2

Trench: Defensive position for infantry. Adds +1 to all defending infantry and defends ONE territory from ONE other adjacent territory. Infantry must be present in the territory where it is being built to dig the trench system. Each enemy tank present nullifies the effect of the trench for one friendly infantry. Cost: 5 IPCs

Allied Powers (39 IPCs, Total Manpower 400)
Great Britain
Starting Income: 15 IPCs
Manpower: Total 16/110 (British Isles 16/40, Canada 0/30, Australia 0/40)
Territories: *United Kingdom (6 IPCs), Eire, Iceland, Gibraltar, Egypt (1 IPC), Trans-Jordan (2 IPCs), Netherlands-Belgium (2 IPCs), 4 Convoys (1 IPC Each)
Special Rules:
Turkish Dreadnought Fiasco (Note: Turkey remains Pro-Central even if this occurs)
Only Germany can diplomatically influence the Ottoman Empire. Great Britain can attempt to keep Turkey neutral by giving two of their dreadnoughts to them which they originally intended to buy from Britain. Turkey can now be influenced by Britain.

France
Starting Income: 9 IPCs
Manpower: 15/90
Territories: *France (3 IPCs), Eastern France (2), Vichy France (1), Morocco (1), Algeria (1), Tunisia (1)

Russia
Starting Income: 15 IPCs (Each territory with a number is worth 1 IPC)
Manpower: 15/200
Territories: *Leningrad [Petrograd] (1), **Moscow (1), Stalingrad [Tsaritsyn] (1), Finland (1), Vyborg, Karelia (1), Archangel (1), Russia (1), Siberia (1), Baltic States (1), Poland (1), East Poland (1), Belorussia (1), Turkestan (1), Bessarabia, Ukraine (1), Caucasus (1)
Special Rules:
Peasant Soldiers
Russia can recruit 1 infantry unit per turn on any of its home soil territories (regardless of the presence of an industrial complex) due to the serfdom which still largely prevails on Russian territory.

Bolshevik Revolution
On turn 12 roll a die. On a roll of 1 the Revolution begins. Each round afterwards the value for a successful revolution increases by 1 (ex: turn 13, 2 or less, turn 14, 3 or less, etc.) until turn 16 when the Revolution becomes unavoidable.
All units produced on the turn the Revolution occurs become Bolshevik and half of the current Russian players IPCs go into the hands of the Revolution. The current capital of the Russian empire is seized by the Bolsheviks. For all units in the field, roll a die; on a roll of two or less they stay loyal, otherwise they defect. The Russian player may attempt to fight the Bolshevik Russians and regain control of Russia. Bolsheviks are compelled to sign peace terms with the Central Powers the turn after the Revolution.

Two Capitals
Both Leningrad and Moscow serve as capital cities, in the event that one is captured, the other functions and the government still will collect income.

Central Powers (27 IPCs, Total Manpower 270)
Germany
Starting Income: 12 IPCs
Manpower: 18/120
Territories: Germany (12)
Special Rules:
Submarine Warfare Doctrine
Restricted, or Unrestricted. Restricted warfare does not allow German subs to attack convoys; unrestricted submarine warfare allows German subs to attack convoys and hurt their enemy’s economic production, but negatively impacts US public opinion. It also enables Total Sea War.

Total Sea War
This allows the German player to destroy the manpower of the British Isles by placing submarines in all sea zones around Britain. The blockade takes -5 Manpower from the British Isles per turn until it is lifted, and if it surpasses the reserve of manpower, constructed units in Great Britain are destroyed, including foreign-built units.

Austria-Hungary
Starting Income: 7 IPCs (of 8)
Manpower: 13/70
Territories: *Austria (2), Czechoslovakia (2), Hungary (2), Yugoslavia (1 of 2)
Special Rules:
Serbia
Serbia is a territory worth 1 IPC inside of the space labeled ‘Yugoslavia’. Serbia borders Bulgaria, Yugoslavia, Romania, and Greece. The game starts off with Serbia having 1 infantry inside its borders, on its turn it may build and place another. If Serbia is defeated and occupied by Austria-Hungary, it is absorbed into Yugoslavia permanently and ceases to exist as a nation. Serbia cannot be liberated, even if Yugoslavia is captured. The cause of the Great War is forgotten quickly after the war begins.

Ottoman Empire (Turkey)
Starting Income: 8 IPCs
Manpower: 14/80
Territories: *Turkey (3), Syria (1), Iran (2), Iraq (2), Palestine
Special Rules:
Turkish Dreadnought Fiasco (Note: Turkey remains Pro-Central even if this occurs)
Only Germany can diplomatically influence the Ottoman Empire. Great Britain can attempt to keep Turkey neutral by giving two of their dreadnoughts to them which they originally intended to buy from Britain. Turkey can now be influenced by Britain.

Allegiance of Opportunity
On or after turn 3, the Ottomans may join the Central Powers if they have not already joined one side or the other and are Pro-Central. Historically they joined the war in late October of 1914. They may join the Centrals any turn they become Pro-Central if they are not already so on turn 3.
United States Public Opinion (US Entry Level)

US Entry level starts at 0. According to events it can move towards siding with the Allied or Central Powers. If the Public Opinion is equal to or above +5, it can join the Allies. If Public Opinion is equal to or below -5, it can join the Central Powers.
What affects US Public Opinion?:

-Central Powers attack a neutral nation. +1
-Allies attack a neutral nation. -1
-Germany declares Unrestricted Submarine Warfare. +2
-Germany discontinues Unrestricted Submarine warfare. -1
-Ottomans join Central Powers. -1
-Neutral nation (other than Bulgaria with Turkish Support) joins Central Powers. -1
-Neutral nation (other than Greece with Bulgarian Neighbor) joins Allied Powers. +1
-Allied country surrenders. +1
-Central country surrenders. -1
-The first surrender of an Allied nation is rejected. +2
-The first surrender of a Central Powers nation is rejected. -2
-An armistice is broken. -US Opinion moves 1 space away from the offending nation.
-A surrender is renounced. –US Opinion moves 2 away from the offending nation.
-Russian Revolution occurs. US Opinion moves 1 space closer to the side with the least economic production (minus the Russians altogether).

Winning the Game and Averting Disaster: Armistices, Surrenders and Conquests

The game can be won in any of the following methods:
-All the countries in the enemy power bloc surrender.
-All countries involved agree to a peace treaty.
-All enemy nations are conquered or subdued and surrendered.

There are three types of peace treaty: Armistice, Conditional Surrender, and Unconditional Surrender.

Armistice
An armistice is a cease-fire. Armistices are temporary and can be called for any number of reasons. Two countries agree beforehand to a set period of time that the armistice will last. When the armistice expires the two nations can then resume hostilities. Breaking an armistice will have negative effects on US entry level.

Conditional Surrender
This kind of surrender ends the fighting. The defeated and victor nations agree to certain terms and compromise on them. This type of surrender can be used to keep the enemy from thoroughly embarrassing a losing country or keeping the victor away from rich territories. A surrender may be broken once, but once it is broken the offending country can never again surrender to the enemy except Unconditionally. Breaking surrender terms negatively impacts the US entry level.

Unconditional Surrender
This kind of surrender is when the nation is facing complete and total defeat. The defeated nation agrees that it will obey any and all terms set by the victor and is not privy to those terms before surrendering. The beaten country is at the mercy of the victor. This kind of surrender may be more profitable than being conquered and allowing the enemy to take total control of the remaining territories.

Conquest
This is not a treaty but wholesale destruction of an enemy country. If an enemy country loses all of its territories it is conquered until its territories are liberated by allies. Conquering a nation eliminates any threat of breaking surrender terms but ignoring an enemy surrender hurts the US Public Opinion. The Manpower of a Conquered nation may be used in the conqueror’s army only if the conqueror’s manpower is used up entirely and until the conquered nation’s capital is liberated; units built with foreign manpower cost twice as much as those built from domestic manpower.

How Neutral Nations Work
When a country inducts a neutral nation it then has total control of that nation. The country who paid the IPCs to put the country into the alliance’s camp gains control over the territory. Neutral countries use the same color army as their controller. They start with a small army and may place infantry only within their territory unless they have an industrial complex. The neutral’s controller can only place units out of that country’s manpower without a complex present. The nation’s economy is absorbed into the controlling country’s income, giving the IPC revenue to the controlling power. Major neutral nations retain separate economies however, and are inserted into the turn order to be right after the country that “recruited” them via influence. The US turn is last when it joins the war.

Setup of Neutral Nations

Bulgaria (Pro-Central minor neutral nation)
Income: 1 IPC
Manpower: 1/6
Territories: Bulgaria (1)
Units: 1 Infantry
Special Rules:
Turkish Support
If Turkey joins the Central Powers, Bulgaria may join the Central Powers the same turn and be placed under Turkey’s control for the diplomatic fee of 5 IPCs (to the bank).

Denmark (minor neutral nation)
Income: 1 IPC
Manpower: 1/3
Territories: Denmark (1)
Units: 1 Infantry

Finland (Pro-Central minor neutral nation)
Income: 1 IPCs
Manpower: 2/6
Territories: Finland (1)
Units: 2 Infantry
Special Rules:
Finnish Revolution
Finland is a Russian territory until the Russian Revolution. On that turn, it breaks off and becomes a minor neutral nation. All other units located in Finland are trapped and lost.

Greece (Pro-Allied minor neutral nation)
Income: 1 IPC
Manpower: 2/5
Territories: Greece (1), Crete
Units: 2 Infantry
Bulgarian Neighbor
If Bulgaria joins the Central Powers, then the next turn Greece may join the Allies for the diplomatic fee of 5 IPCs (to the bank) and be placed under British control.

Italy (major neutral nation)
Income: 7 IPCs
Manpower: 7/60
Territories: Northern Italy (4), Southern Italy (2), Sicily, Libya (1)
Units: 3 Infantry, 1 Artillery, 1 Industry Complex (Northern Italy), 2 Infantry (Southern Italy), 1 Infantry (Libya)

Norway (minor neutral nation)
Income: 2 IPCs
Manpower: 2/8
Territories: Norway (2)
Units: 2 Infantry

Romania (Pro-Allied minor neutral nation)
Income: 1 IPC
Manpower: 1/4
Territories: Rumania (1)
Units: 1 Infantry

United States of America (major neutral nation)
Income: 20 IPCs (during peacetime initially only 8 IPCs are collected each turn)
Manpower: 3/180
Territories: Eastern US (18), 2 Convoys (1 IPC each)
Units: 2 Infantry, 1 Industry Complex (Eastern US), 1 Dreadnought (Eastern US sea zone)
Active Diplomacy
If a player is playing the neutral US, he needn't be idle the whole game. He may attack neutral nations, develop technologies, build some forces, send volunteer units abroad and focus on raising his war economy.

Drafting Troops
The troop limit for a peacetime America is 50 units.

Sending Volunteer Units
Volunteers can be sent to whichever side the US is favorable to. Units are built abroad by the US and with US Manpower, and they are the color of the receiving country and under that nation’s control. The benefit is that it costs the recipient no manpower or IPCs. However, only 10 total volunteer units can be sent. Volunteers must always arrive in the recipient country’s capital.

Limited Wars
If a declaration of limited war is passed against a neutral nation, the US may attack that country and fight it. The US Public Opinion chart moves one spot closer to zero. US peacetime draft limit goes up to 80 as a result, and it collects 12 IPCs instead of 8. Collection remains at 12 IPCs after the war ends. While engaged in a limited war, the US cannot enter the main war. A limited war cannot be carried out on a nation in one of the major Power Blocs. While a limited war is in progress the US cannot join the main war. They also cannot join the main war for at least one turn after a limited war has ended.

Declaring Limited Wars
The US Congress must be consulted when declaring a limited war on minor or major neutral unaligned nations. The player must roll a one in order for Congress to pass the declaration. If it fails, another declaration of war cannot be requested for two turns.

Second Mexican War
Mexico, not represented on the playing board, is a major trouble spot for the United States during this time. It is also subject to the US declaring limited war upon it. If such a declaration is passed through Congress, the war with Mexico will begin. The Mexican army will be represented as 5 infantry units (using US or Chinese Star markers perhaps) placed in Eastern USA, and will be treated as the defenders against the US forces. The territory can be amphibiously assaulted (since the space is being shared because of Mexico’s lack of representation on the game board). US forces may stop their attack at any time to avoid excessive losses. Every turn the United States fails to subdue Mexican forces, their forces are replenished back to their starting 5 infantry defenders and the US player must try again next turn to defeat them. At any time the US can end the war. If Mexico’s force of infantry is wiped out, the war is over. The US gains no conquest, IPC bonus or Manpower from this victory. A friendly but weak Mexican government is installed, off the playing field. All other standard rules are followed, including the US Draft limit being modified and IPC collection jumping to 12.

*END OF RULES*

Some important notes:

Trenches aren't actually included. I suggested making Excel sheets or tables of large bold capital T's and placing them on the board, with the cross facing the ONE territory being defended from ONE other territory. Other people have suggested using custom made pieces, special markers or transparency sheets to show trench networks. Whatever works for you - just make sure it's easy to tell.

Another note about trenches vs Super Trenches - this is somewhat confusing to some people so I should clarify it. Any trench on the board acts as a super trench for defending units of the country who have that technology. This is true even if units are sharing in a mutual defense of a territory (ie British units mixed with French units in France). The trenches only act as super trenches for the player who has the technology, though, therefore if the British have it, the French won't benefit from it, even if the two country's units are sharing the same space on the board. It's easily justified - the sections of British trench line are better made and maintained than the French sections.

Armies. This was a sticking point to me - my scenario is meant to be easily adaptable even for beginner players, but requires 6 army colors, at least. That means that the "beginners" playing my game have to have pieces from another source than A&A Europe; using colors from old A&A, the new revision, or A&A Pacific is good, also Xenogames pieces or others; even if you have extras and spray paint them. Again, whatever works.

There are no destroyers in my version, and this is because of both piece shortages and my own views of WWI naval combat. If you want to include them feel free, but you've got to lower their cost and probably their attack/defense too.

Manpower. Manpower is big, very important. You can't build past your manpower. ALL units built take -1 manpower, be it a bomber, a fighter, a boat, or an infantry unit. Lots of other games count only infantry under manpower, not so in my scenario.

Conquering nations doesn't affect US Entry level. Why the hell not? Simple. There are surrender rules for a reason - they affect US entry and give your side a fighting chance if you're losing. It's better than being killed off, the realistic thing a country in that position would probably do. To encourage using strategic surrenders and diplomatic manuevering, conquest doesn't affect US entry. So play it safe, boyos. Odds are anyway that if Frenchmen strap grenades to their children and say they will fight to the end with only one territory and 3 regular infantry divisions left, the US public is going to be appalled anyway.

Enjoy the game. If anybody would like to offer me some free webhosting for a couple of files, I can compress it into a zipfile and be more grateful than you can imagine. Thanks again for your time, AH community.

Maestro
03-07-2004, 01:45 PM
Oh, yeah... almost forgot the territory setup.

And one more note: I forgot that Russian convoys don't give any IPCs. I don't think I mentioned it. Also IPCs have been changed around somewhat, and are in parenthesis where they have been changed. I suggest making markets to cover up the old numbers while playing my version - I wouldn't suggest blotting the old number out with magic marker. tongue.gif IPC income is only listed from things in the parenthesis, if it isn't listed, the country isn't gaining from it!

Setup:

Inf = infantry, Art = artillery, Ar = armor, Ftr = fighter, Bomb = bomber, Dread = dreadnought, Trans = transport, Sub = submarine, Complex = Industrial Complex, * = capital territory

AUSTRIA-HUNGARY

*Austria: 3 Inf, 1 Art, 1 Complex
Czechoslovakia: 1 Inf, 1 Art, 1 Ftr
Hungary: 2 Inf, 1 Art
Yugoslavia (use half the space, due to Serbia rule): 2 Infantry
Adriatic Sea: 1 Dread

GERMANY

*Germany: 8 Inf, 4 Art, 1 Ftr, 1 Dread, 1 Trans, 1 Complex (deploy sea units in either Danish sea zone or the Baltic)
North Sea: 1 Sub
Norwegian Sea: 1 Sub
North Atlantic: 1 Sub

TURKEY

*Turkey: 4 Inf, 1 Art, 1 Ftr, 1 Complex (note that Thrace, the European part of Turkey, is part of this territory, which acts as a land bridge - units in Turkey can enter the Balkans without transports)
Iran: 2 Inf
Cyprus: 1 Inf
Syria: 1 Inf, 1 Art
Iraq: 1 Inf
Palestine: 1 Inf
Black Sea: 1 Trans

BRITAIN
*United Kingdom: 2 Inf, 1 Art, 2 Ftr, 1 Complex
Eire: 1 Inf
Belgium: 2 Inf
Egypt: 2 Inf, 1 Complex (optional factory)
Canada: 1 Complex
Davis Straight: 1 Trans
English Channel: 1 Dread, 2 Trns
Straight of Gibraltar: 1 Dread
Atlantic: 1 Dread

FRANCE

*France: 3 Inf, 2 Art, 1 Complex
Eastern France: 4 Inf, 2 Art
Vichy France (Marseille): 2 Inf
Algeria: 1 Inf
Tunisia: 1 Inf

RUSSIA

*Leningrad (St. Petersburg): 2 Inf, 1 Art, 1 Complex
Finland: 1 Inf
Belorussia: 1 Inf, 1 Art
Poland: 1 Inf
Eastern Poland: 2 Inf
Caucasus: 2 Inf
Stalingrad (Tsaritsyn): 1 Inf, 1 Complex
**Moscow (second capital): 3 Inf, 1 Complex

Okay, that about wraps it up. Feedback would be appreciated.

Mike Selinker
03-10-2004, 09:46 AM
Maestro, there is some amazingly cool stuff in this post. I felt like I was watching an episode of "Reilly: Ace of Spies" while reading it. (If any of you don't know what I'm talking about, go learn. You'll thank me later.)

I particularly like the tank, the US volatility, the Revolution, and how trenches work--though I imagine it leads to lots of standoffs, which I guess you would want in a WWI game. Troop Mechanization sounds really, really strong.

I suggest that the best way to do the trenches and country divisions is with a magic marker on transparent plastic overlays taped to the bottom of the board. That way, you can use your Europe board for the regular game.

Anyhow, good stuff, Maestro. Sounds like a lot of fun.

Mike

Maestro
03-10-2004, 07:42 PM
Thanks Mike. As I said, some ideas were borrowed from many sources, but ultimately many things had to be balanced and thought up myself, including how to deal with IPC values etc.

Primary complaints have been that the game moves slowly and results in standoffs between large numbers of troops. Welcome to the First World War, critics. smile.gif

Technology IS really pretty important. WWI was a truly "modern" conflict, but it didn't start out that way. Tech is big. Manpower is undoubtably the most coveted technology in the game, but it's an endurance item, not necessarily a war-winner. Arguably chemical weapons and tanks used together can defeat large reserves of trenched up infantry - it sure as hell isn't easy though.

As it stands, all interested parties, I finally did get some webhosting thanks to the generosity of elbowmaster. You can pick it up here:

Axis & Allies: The Great War (http://www.elbowmaster.com/aaa/version/tgw/The_Great_War.htm)

Thanks again elbowmaster! Other webhosting would still be much appreciated from others though, so if you like it and think it would be a good addition to your website enthusiasts, the ideas are right here. ;)

[ March 11, 2004, 11:08 AM: Message edited by: Maestro ]

Rhodan
03-14-2004, 01:21 AM
Hi Folk´s!!

I have downloaded the Rules for WWI!! Great Stuff!! Sounds very interesting.

Now i want to know, have anyone played this scenario so far?? How does it work?? Is it playable for less then 6 Players??

Perhaps we may ask Atti at Flames of Europe.de, to put the Zip-File in his DownloadArea.
Perhaps we can find someone, who can make a Map for ABattleMap.
What do you think??

Sorry for my bad english.

So Long
Rhodan

Attila
03-14-2004, 09:10 AM
Hi Rhodan, hi all!

I've mostly complete a map, but i have some questions left:

1) Bolsheviks
I think it do not understand: All units build in this round will get bolsheviks, but since the roll is made BEFORE russia buys units, she will not buy anything - russia must only pay the half of his hand.
Exaclty when must russia pay the half of its hand?
Exactly when will the die roll made? At the begining of the complete round? At the begining of the russian turn?
What happens after the turn bolsheviks revolutions begins? What does "complelled to sign peace with cenral powers" mean for the central powers? What for the Allies?

b) Neutrals
Can neutrals attacked by nations (if they are neutral) - if yes, what happens?
Must i split the income of "major" neutrals (when they are in my camp) or will i manage it together?
What about spain, sweden? What about malta and crete?

c) Menpower

What are Menpower good for?

I hope someone can help.

Atti

Attila
03-14-2004, 10:00 AM
Hiho,

I've completed (hopefull) a Module for A&A:TGW.

http://www.flames-of-europe.de/modules.php?name=Downloads&d_op=viewdownload&cid=2

I also setup a module for dicey on the FoE HP ( http://www.flames-of-europe.de ).

So if anybody want to play PBeM - you're welcome!

Atti

Maestro
03-15-2004, 10:29 AM
I'm assuming that this module is for the A&A computer game? I don't actually own it - I'm just asking. I downloaded the maps and tool pieces set, looks very nice! The shading is beautifully done and the setup is correct. On normal Europe boards that can't "delete" the Russian convoy, simply treat it as a normal space. It won't affect gameplay too much so don't worry about the extra sea space or lack of one. Glad that you guys liked my material. smile.gif

Now to address the questions.

A) Bolshevik Revolution
This deserves clarification. The roll should be made after the Russian player concludes his Non-Combat phase. At unit placement, new units become Bolshevik, and existing units are then reorganized (loyal and Bolshevik). The Russian IPCs should be surrendered upon the Collect Income phase.

B) Neutrals
Neutrals can't attack players. Players may attack neutrals and annex them. Upon annexing them they can then build infantry on that space using that neutral's manpower, and they automatically gain the IPCs from the neutral into their own economy. It impacts US Public Opinion.

When Major Neutral nations are conquered you don't split income. That's only if you attack them. If you influence them onto your side, they're split and actually added to the turn order as a new player.

As for the other neutrals they have no IPC values and it was unlikely at any rate that these particular countries would become involved in WWI. So I did not include them.

Malta is British owned. Crete is owned by Greece (a minor neutral nation). No troops are stationed on either territory.

Manpower is deducted whenever you build units. Each unit is worth only 1 manpower, regardless if it is infantry or a dreadnought or whatever.

Hope that answers the questions.

Attila
03-15-2004, 11:28 AM
Hiho,

No the module is not for the computergame, it is for PBeM-play!
Just download "ABattlemap 0.79f" and install it - you have a simple, but usefull map utility to play many a&a-style games via PBeM - for all modules there are also dice-server on the page! (The server manage all logs and maps for you).

The questions:
What does it mean: "The Bolsheviks are compelled to sign peace terms with the Central Powers the turn after the Revolution."
Are played by an central-power player? Or are the inactive?

Menpower:
Is the menpower the total of units a nation can build in th whole game? Or is it only a limit of the existings units?

Atti

Maestro
03-15-2004, 07:08 PM
Oh right, I'm sorry. I was rushed before.

The answers:

The Bolsheviks ideally should be played by another third-party. However since you probably won't have the sheer number of players, there are two options. #1: A Central Powers player can take control of them. However this results in a very pro-Central stance for the Red Russians, something that wasn't really their position in 1917. My advice is #2: The Russian player BECOMES the Bolsheviks and the loyal Russians transfer to the control of an Allied player. Either way works - but the second option means that the Russian revolutionaries will be far more motivated to regain land - and sign peace terms that will not necessarily hand vast tracts of Russian land to the Central Powers. It also usually makes the scenario of bargaining peace more difficult for the CP.

The Bolsheviks should definately be active. Leaving them inactive would destroy the entire feeling of "revolution." After it happens it should be very difficult for the White (loyal) Russians to retake power. I purposefully left it very open as to who the Bolsheviks are controlled by, and I probably should have elaborated. Don't let them just sit there, whatever you do.

Manpower:

"Is the menpower the total of units a nation can build in th whole game? Or is it only a limit of the existings units?"

National manpower is the maximum amount of units that a unit can build or mobilize throughout the course of the entire game. It is not a cap for how many units can exist at ONE TIME.

The reason is that dead men cannot rise from their graves, and soldiers of proper fighting age can only be mobilized to a certain point, after that you are using inferior troops until none are left to fill the gaps.

There are two ways a nation can "increase" it's Manpower. The first way is to research Troop Mechanization. By decreasing the number of troops needed to form a combat-effective company through mechanization, the population not yet drafted into the armed forces can be more effectively spread out. This technology doubles the UNUSED manpower of a country (and therefore will be less effective later in the game).

Example: Germany's Manpower is at 53/120 (or 53 units built out of 120 possible built). It then develops troop mechanization on its turn. Before purchasing units, recalculate manpower. It's done like this: Max manpower - Used Manpower = Unused manpower. Multiply Unused manpower by two and add it to the max manpower. This tech can only be developed once by each country! In this example it would be 120 - 53 = 67. 67 X 2 = 134. 134 + 120 = 254 new max manpower. The new Manpower Total is at 53/254.

As you can see this is a very important and key piece of technology, and is best developed in the early war. Remember that because the cost of some units like infantry are so low however, that keeping manpower low is going to be difficult and after a few turns manpower will be substantially reduced, and also if you spend your money all researching technology, you will have no units to fight off the enemy. This is part of the strategic balancing of IPCs that I found intriguing in the original A&A and is now also emphasized in The Great War.

The only other way to gain Manpower is to conquer an enemy. When an enemy capital is occupied, the enemy manpower is now accessible and susceptible to being used to build the occupier's units. Example: Germany captures France, the capital of France. The German player may now build units (only in France) using France's Manpower. The downside is that because this is essentially forced conscription of a subject people, it requires more resources than conscripting simply from one's own people. Each unit bought using foreign manpower costs double the IPCs. Therefore infantry built in this manner cost 2 IPCs, armor would costs 6 IPCs, artillery would cost 4 IPCs, etc.

Units built out of enemy manpower should also be subtracted from that country's manpower. Once the conquered country's manpower is used up, it can't build units anymore, the same as for the conquering country and every country in the game. You cannot build above maximum manpower.

Attila
03-17-2004, 12:44 AM
Hi Maestro,

Thank you for your answer.
I'll test your variant soon via PBeM!

2 questions left:
- are SBRs possible?
- can dreathnoughts make offshore fire?

Atti

Maestro
03-17-2004, 03:07 PM
Define SBR please as I'm not totally up with the lingo.

Dreadnoughts can make an off-shore bombardment as per standard Battleship rules, it has a value of 4 and all that jazz. Also trenches may not be built against the sea, people. I have seen guys try to build trenches facing the sea, that's an illegal move.

Attila
03-18-2004, 04:40 AM
Hi Maestro,

SBR = Strategic Bombing Raid ... :)
Sorry.

Atti

Maestro
03-18-2004, 11:28 AM
I had forgotten about that completely. The answer is no, I'm afraid, Strategic Bombing Raids were not even a considered facet of the air war in WWI, and should not play a role.

Bombers themselves in fact, can only be built upon researching Improved Aviation. Even then they are not the monsters of WWII, and fit more into the inter-war years. So no, no SBRs.

Attila
03-18-2004, 11:39 AM
Hiho,

Okay, i think i'm ready for my first PBeM (Play By eMail) of A&A:TGW !

Anybody want to play with me?

Atti

Maestro
03-19-2004, 11:03 AM
I'll participate. smile.gif

Is there some sort of online nexus or something? If so give me the link, otherwise email me.

Also, I've never played using this kind of module before and could use a little instruction.

And finally, I point out an error in the module: the rules for Finnish Revolution are not being followed. Finland starts out as a Russian territory and doesn't recieve its new units until the Russian Revolution occurs.

Edit: Actually nix that, I think that the "flag" piece in Finland shows that it is under Russian control.

Second edit: Although the French has its own flag, it is not listed on the little chart in the lower left for country slant. This is easily fixed by the player simply dragging a flag down there though and shouldn't present any problem. ^_^

[ March 19, 2004, 02:30 PM: Message edited by: Maestro ]

Attila
03-20-2004, 06:05 AM
Hiho,

Cool! Now we are 3 players.
We will play on FoE ( http://www.flames-of-europe.de ) - there is a dicey (so everyone can follow our game online :) ) - when you are registered (its free) please eMail me: attila at flames-of-europe dot de

Atti

thrasher
04-28-2004, 06:17 PM
More WWI Scenrios:

http://www.wargamer.com/axisandallies/EUROPE/scenarios/dr/aae_scenarios_wwi_cublie_v11.html

http://www.wargamer.com/axisandallies/EUROPE/scenarios/aae_scenarios_wwi_RoadRage_rules.html

thrasher,
http://axisandallies.TK

Maestro
05-10-2004, 03:08 PM
Nice links. I still feel my game is superior however, although the other scenarios are certainly interesting! smile.gif

In other news I will soon be releasing another scenario for Axis & Allies Europe, this one featuring secret Axis weaponry and a German doomsday scenario. If you like challenging games this one will be for you!

elbowmaster
05-10-2004, 04:34 PM
let me know if you need updates to your rules that are listed on elbowmaster.com

-cheers

-elbowmaster

Maestro
05-12-2004, 08:10 PM
Will do.