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Domination 1914 Blood And Steel

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Domination 1914 Blood And Steel

Version 0.1.0
========================================================== Modded by Navalland

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Alliances
Central Powers Allied
Germany United_States
Austria Britain
Ottoman_Empire France
Bulgaria Russia
Bolsheviks Italy
Serbia
Greece
Romania
Japan



-Victory Conditions:
Central Powers: 1. Allies no longer control three of their capitals 2. Central Powers control at least one of their original capitals
Allies: 1. Control Berlin, Vienna and Constantinople 2. Allies must control at least one of their original capitals

-About Countries
Austria can alliance with Ottoman_Empire in round1
Austria can declare war on Belgium
Russia have spawn units (+6 conscript, +4 Cossack) per turn. If fall Minsk or Moscow. No spawn units

Russia can declare war on Persia
If Bulgaria join war, France can invasion Macedonia. If France spend 20 PUs, 7 colonial and 2 field_gun units invasion Macedonia.
Romania can join join war in round6

Germany can alliance with Ottoman_Empire in round1

Germany can support Bolshevik Revolution in round7
Germany can declare war on Portugal
Greece can join war in round8

Ottoman_Empire can join war in round2
Ottoman_Empire can declare war on Persia
If Bulgaria join war, Britain can invasion Macedonia. If Britain spend 20 PUs, 7 colonial and 2 field_gun units invasion Macedonia.

Britain can declare war on Belgium
Britain can declare war on Persia
Japan can join war in round1

Japan can only fight against Germany and Austria. Japan can declare war on Portugal
Italy can declare war on Central powers in round 3 but if Germany and Austria control all of their original European territory, Belgium, Champagne and have one Allied territory; Italy join Central Powers
Neutral United_States don't move Western Europe. Neutral Brazil don't move Mediterranean.

United_States can join war in round7. And can send aid to Western Allied (+40 PUs France, +20 PUs Britain)

Brazil can join war in round8 And can send aid France (+10 PUs)

In round7: October Revolution can begin in St. Petersburg with 20 Bolsheviks infantry and 100 gas.
When Bulgaria entered the war, Germany, Austira and Ottoman_Empire can send aid 3 Pus to Bulgaria.

========================================================== Units

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Size=transport cost

Land Units
Unit name att def move cost size special abilities
Infantry 1 2 1 3 2 Supportable
Cavalry 1 1 2 4 3 Supportable, can blitz
Field Gun 2 3 1 5 3 Supports
Heavy Gun 3 4 1 6 5 German Unit, Cannot be produced with a factory, Supports
Gas 6 0 0 - - Impossible production, First Strike, Suicide
Trench 0 3 - 6 - German and France unit, 2 hit
AAGun 0 1 1 7 3 1d6 vs each attacking plane
factory 0 0 0 20 N/A Can be placed on territories with pu 2 or more and produce 3 units per turn, can be strategically bombed
factory_upgrade 0 0 0 15 N/A Upgrades a minor factory. Can be placed only on original territories with pu 3 or more and allows production of 10 units per turn, can be strategically bombed
factory 0 0 0 35 N/A Can be placed only on original territories with pu 3 or more and produce 10 units per turn, can be strategically bombed
Bedouin 2 1 2 6 3 Ottoman_Empire unit
Conscript 1 1 1 3 2 supportable
Colonial 1 2 1 3 2 supportable
Stormtruppen 2 2 1 3.5 2 German unit, supportable
Cossack 2 0 2 6 2 Russian unit, can blitz
Tank 3 1 1 10 5 British_Empire and France unit, Only product mainlands, Supports, Blitz, 2 hit, cannot be produced with a factory
Unit name att def move cost size special abilities


{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Air Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="BDBDBD" |Fighter |2 |3 |3 |9 |supports, no air attack and defense |- |Zeppelin |1 |2 |5 |16 |Impossible production, Strategic Bomber, Supports |- bgcolor="BDBDBD" |Late Fighter |3 |4 |4 |10 |supports, have 2 air attack power and defense, territory needs either major or upgraded factory and an airfield for production |- !Unit name !att !def !move !cost !special abilities |}
{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Naval Units |- !Unit name !att !def !move !cost !special abilities |- |Transport |0 |0 |2 |7 |5 Transport capacity, cannot defend and cannot be taken as casualty. |- bgcolor="BDBDBD" |Submarine |2 |1 |2 |9 |British_Empire and German unit, Can submerge, first strike |- |Destroyer |2 |2 |2 |10 |anti-stealth |- bgcolor="BDBDBD" |Cruiser |3 |3 |2 |12 |Cannot be produced with a factory |- |Carrier |2 |3 |2 |20 |British_Empire unit, Cannot be produced with a factory |- |Battlecruiser |4 |4 |2 |18 |Can Bombard, Cannot be produced with a factory |- bgcolor="BDBDBD" |Battleship |4 |4 |2 |24 |Can Bombard, 2 hit, repairs with harbor, Cannot be produced with a factory |- !Unit name !att !def !move !cost !special abilities |}


========================================================== Technology

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Technology List
Tech Type Tech Name Description
Industry Victory Bonds 2D6 extra pus per turn
Industry Industry place 5 more units in territories worth 2 or more
Air Air Superiority Raises fighter and late fighter defense bonus by 1
Air Aerial Dogfighting Raises fighter and late fighter airdefense/airattack by 1
Naval Sub Warfare Submarines attack at 3 & defend at 2
Naval Cruiser Bombardment allow cruisers to bombard
Naval Convoys Destroyers Defend at 3, Cruisers Defend at 4
Naval Merchant Marine Tranports, Destroyers and Cruisers move at 4
Land Creeping Barage Field Artillery attacks at 3
Land Railway Guns Heavy Artillery defends at 5
Land FlameGas Flamethrower Attacks at 5
Land Bunkers Trenches defend at 1
Land Mobile Warfare Stormtruppen, Conscript, infantry moves at 2
Land Tank Upgrade Tank attacks 5



-- How Friendly Neutrals work:
They may not be attacked. (IE: can not move into during combat move phase) (DONE)
They can not be flown over. (Done)
They can not be blitzed through. (Done)
During non-combat move, you may move land units into them to capture them and all their units. (Done)


========================================================== Explains ==========================================================
The ruleset of the "AA-50 rules" (ww2v3) of a well known board game is used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes

Trench Rules - 1 trenches per territory per turn can be placed. There is no limit to how many you can buy. There is no overall limit of trenches in a territory.

Submarine Rules - Destroyers can't hit subs
Transport Rules - Transports do not participate in battles and die if attacked and undefended. Cannot be taken as casualties. Transports do not block
Bombard Rules - Bombard is restrictd by the number of units landing. Bombard casualties DO return fire

Communists are set to neutral towards Germany, Austria, Ottoman_Empire and Bulgaria while still being on the same side. This means they cannot co-occupy a territory and do not liberate territory for the other
Western and Southwestern Russian territories are Original German territories

Nations: Austrians Russians Serbia Romania Germans Bulgaria French Greece Ottomans British Canada South_Africa India ANZAC Bolsheviks Japanese Italians Americans Brazilians Chinese Persians Albania Neutral_Allies

Units: gas aaGun battlecruiser battleship Bedouin cavalry colonial conscript Cossack cruiser destroyer adv_destroyer field_gun fighter flamethrower heavy_gun infantry late_fighter heavy_cavalry stormtruppen submarine tactical_bomber tank transport trench zeppelin carrier factory_minor factory_upgrade factory_major harbour airfield

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