Potential 1914 Tournament Rules (Add.)
Original tournament rules: http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=44&t=18335
Setup changes
Remove- AH:25 inf, 7 art, 1 trans, 1 cruis.; OT:9 inf, 2 art; RU:3 art; IT:7 inf, 5 art; GE: 2 subs
Add- RU: 1 sub; FR: 2 subs, 12 inf, 3 art; GB:4 BB, 3 subs, 2 trans; US: 1 BB, 1 sub; GE: 2 BB, 1 trans
Turn Sequence
Development of weapons is in the purchase/repair phase. Rules addition for weapons development:
http://boardgamegeek.com/filepage/89170/volcanos-aa-1914-optional-technology-chart-rules
Strategic movement occurs after combat
Order of Play
Turn 0: move & combat only (Africa frozen)
OT enters turn 1, IT enters turn 2 (optional: bid on side chosen), US enters when GE announces unrestricted sub. warfare
Allies cannot invade neutral countries
No minor ally activation until 1915 (turn 2)
After last power, out of supply units are eliminated & mobile warfare chits are removed
Manpower shortages in effect 1918 (turn 5): inf. & art. prices doubled (except US)
Game ends at conclusion of 1920 (turn 7)
How to win the game
Econ/Poli. Collapse rules take effect 1916
In addition to economic collapse, mutiny also takes effect: no attacks allowed until recovery
Blockade/sub warfare IPC deductions do affect econ/poli. collapse rules
Additional Rules
Arctic sea movement: treat sea zone 6 as mined
Strategic movement: land & sea forces may move unlimited but may not come into contact with enemy
Supply: trace to homeland or original colony (land & sea routes), if unable then elim. at end of turn (to a min. of 1 inf)- cannot trace through contested zones
Occupied zones must be garrisoned with at least one inf.
Blockade: if ship/sub in blockade zone, then role for IPC deduction. Unrestricted sub warfare announced- 1 die per 2 subs
Restricted sub warfare/blockade- 1 die per X subs/ships in blockade zones
X: 1915-33, 1916-16, 1917-9, 1918-5, 1919-3, 1920-2
Blockade zones: enemy port SZ; SZ#2,7,8 for GB/US; SZ#5,9 for GE
Mobile warfare: place mobile warfare chit, unlimited combat rounds until one side elim.
Retreats: allowed after first round of combat during mobile warfare
Tanks: mobile warfare resumes if 1d6/2=less than number of tanks present
Stormtroopers: mobile warfare resumes if 1d6=less than number of stormtroopers present
Breakthrough: if defender is eliminated, then attacker advances one zone and conducts mobile warfare, and then turn is completed for attacking units
Bibliography
The World Crisis, Churchill
A World Undone, Meyer
The Great War, Griffiths
http://www.austro-hungarian-army.co.uk/aug14.htm
http://marksrussianmilitaryhistory.info/RUSS1914.html#CORPS
http://kaiserzeit.com/3-ref/army-1914-order-of-battle.htm