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    The War of Empires

 

       Axis & Allies

 

        1914 Game

 

      Advanced Rules

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Table of Contents:

 

1.0  Land Unit Movement Rules:

1.1  Moving To Friendly Territories From Contested Territories:

2.0  Heavy Machine Gun:

2.1  Heavy Machine Gun Set-Up:

3.0  Poison Gas:

3.1  Poison Gas Set-Up:

4.0  Fighter Air To Air Combat:

5.0  Destroyer Naval Units:

5.1  Destroyer Patrol:

6.0  Submarine Naval Combat First Shot:

6.1  Submarine Defensive Submerging:

6.2  Submarine Strategic Movement:

7.0  Naval Strategic Movement:

7.1  Strategic Moved Transports Landing Combat Units:

8.0  Transports Moving Allied Powers Units:

9.0  Disengaging Naval Combats:

10.0  German Submarine (U-boat) Convoy Warfare:

10.1  Restricted Submarine (U-boat) Convoy Warfare:

10.2  Unrestricted Submarine (U-boat) Convoy Warfare:

11.0  Landing Units From Transports In Hostile Sea Zones:

12.0  Amphibious Invasions:

12.1  Naval Coastal Defense Artillery:

12.2  Transports Offloading & Landing Units:

13.0  India Naval Base:

14.0  Denmark Striates:

15.0  Kiel Canal:

16.0  Sea Zone 31:

16.1  Sea Zone 20 Naval Base:

17.0  Boarder Change Between Bulgaria and Greece Territories:

18.0  Dardanelles Straits:

19.0  Advanced Game Naval Set Up:

20.0  Advanced Game Allied Territories Set-Up Changes:

21.0  British Canadian Production:

22.0  British Tank Production:

23.0  German Ruhr Production:

24.0  Neutral Netherlands - German Sea Supply: 

25:0  Italy At War:

25.1  Italy's Minor Allied Power Albania:

26.0  The Russian Revolution:

27:0  Pro Allied Minor Power Greece:

28.0  Americas Wartime Economy:

29.0  Minor Power Colonies:

30.0  Swiss High Alpine Defense:

31.0  Advanced Game Victory Conditions:

 

Current Play Test Rules:

 

PT-1.0 Heavy Machine Gun Set Up:

PT-2.0 Fighter Units Not Required To Be With Infantry:

PT-3.0 Mediterranean Islands:

PT-4.0 Sea Zone 32:

 

 

Rules Design By: Joseph A. Churma

 

Date: May 10, 2013

 

 

 

 

 

 

 

 

 

 

 

 

 

 

' '       Axis & Allies 1914 Game Advanced Rules



1.0  Land Unit Movement Rules: Land units may move up to 2 territories when they start their movement phase in a friendly controlled land area and end there movement phase in a friendly controlled land area. When land units move into or out of a contested territory they may only move 1 territory. When land units move into an enemy controlled occupied or unoccupied territory they may only move 1 territory. All current other game land unit movement rules are followed except when moving out of contested territories. (See Next!)



1.1 Moving To Friendly Territories From Contested Territories:  In the advanced game you may move combat units out of a contested territory to an adjacent allied friendly territory that does not already have combat units of the moving power already in the territory. You can always move combat units from a contested territory into a friendly adjacent allied territory in the advanced game. You may move combat units out of a contested territory with a Transport and land them at a friendly allied territory without already having combat units of the moving power in the territory. All other standard game rules for moving combat units out of a contested territory are still strictly followed in the advanced game. You cannot move combat units from a contested territory into an adjacent contested territory unless you already have combat units in the contested territory. You cannot move combat units out of a contested territory by transport and move then to a 2nd contested territory unless you already have combat units of the moving side in the contested territory. You cannot move combat units out of a contested territory and use them for an amphibious invasion. You can move combat units out of a contested territory by Transport and leave them on the Transport.



2.0  Heavy Machine Gun: Land combat unit that attacks with a combat strength of 1 and defends with a combat strength of a 3. When an attacking Heavy Machine Gun fires it causes a hit and casualty on a die roll of 1 on the defender with a defender choice of which defending unit is the casualty. When a Heavy Machine Gun unit defense fires it fires a first shot. A first shot is a combat firing that occurs before normal combat firing. The defender fires all defending Heavy Machine Guns at the attacking enemy Infantry units and with every defending die roll of a 3 or less one attacking Infantry unit is hit and removed as a casualty without firing back. After the first shot round the normal combat round is conducted. Defending Heavy Machine Gun units only fire during the first shot combat round and do not fire during the normal combat round.

Heavy Machine Gun units like all other land units can or if need be, be removed as casualties to satisfy combat hits. When the attacker is attacking with Tank units their capability to absorb a hit can be used to absorb one defending Machine Gun hit each. You cannot apply 2 Heavy Machine Gun hits to any one attacking Tank unit. Any defender Machine Gun hit that cannot be absorbed by an attacking Tank is applied to an attacking Infantry unit which is then removed without firing. To show that an attacking Tank has absorbed a hit during the defending Heavy Machine Gun first shot combat firing it is turned on its side. During the normal combat round if a 2nd hit is applied to an attacking Tank on its side it is removed as a casualty. After the normal combat round all attacking Tanks that are still on their sides are turned upright. Defending Heavy Machine Gun 1st shot hits only hit attacking Infantry and Tank units with any excess hits being considered misses and is not applied. When all attacking Infantry units are removed as casualties by defender Heavy Machine Gun firing the Attacker must remove and replace one the attacking Non-Infantry units with an Infantry unit and the combat in the contested Land Area ends without playing through a normal combat round. When defending Heavy Machine Gun firing eliminates all Attacking Infantry in a combat it ends that combat.

(Heavy Machine Gun; Attack: 1, Defend: 3 First Shot, Cost: 4 IPC's)

 

2.1  Heavy Machine Gun Set-Up: Place 1 Heavy Machine Gun unit in each territory listed below for each power during game set-up.



     Britain: London, India                             Germany: Kiel, Ruhr, Alsace, Prussia



     France: Paris, Burgundy                             Austria-Hungry: Vienna, Galicia



     Russia: Moscow                                     Ottoman Empire: Constantinople



     Italy: Rome



    America: Washington

 



3.0  Poison Gas: Poison Gas is represented by a Counter or Marker in the game. The Attacker can only conduct Poison Gas Firing and the Defender cannot. Poison Gas firing only affects Infantry units and no other types of unit! The Poison Gas Marker costs 1 IPC to purchase. All nations can start purchasing Poison Gas Counters or Markers on game turn 1. A Poison Gas Marker may only be purchased with a purchase of an Artillery unit and it is placed under the purchased Artillery unit. During game set up Poison Gas Markers  must be placed under an Artillery unit. At the start of combat of a territory the attacker must decide before combat if they would like to conduct a poison gas attack firing against the defender. The poison gas attack firing is conducted after Air to Air Combat and before any other land combat firing except for defense Artillery 1st shot firing during an amphibious invasion. All Artillery units firing poison gas do not fire during the normal combat round and places its combat d6 die in the Poison Gas Box on the Battle Board and removes the Poison Gas Marker from under it and returns it to supply. The Attacking Artillery Units firing Poison Gas by rolling a d6 die for each Poison Gas Firing Artillery Unit and then applies the result of the lowest number rolled on the d6 die or dice - with then using this one lowest number rolled on the Poison Gas Attack Die Result Table. (See Below!) The results of the Poison Gas attack firing die roll is applied before normal land combat and the effected Infantry units have their combat die moved to the correct combat die boxes on the Battle Board first.



 

 

 

 

 

 

 

 

 

 

                   * Poison Gas Attack Die Roll Result Table *

 

Poison Gas Attack

Die Roll Number:              Result:



1                        All defending Infantry Units -1 Combat Strength.

      

2 or 3                      Random Effect Defending Infantry Units - Attacker Rolls d6 Die 

And Number Rolled Equals Number Of Defending Infantry                       

Units -1 Combat Strength.

     

4                        Random Effect Attacking Infantry Units & Defending Infantry  

Units - Attacking Player Rolls 2 d6 Die In A Row - 1st d6 Die

Number Rolled Equals Number Of Attacking Infantry Units -1

Combat Strength & 2nd d6 Die Rolled Number Equals Number

of Defending Infantry Units -1 Combat Strength. (Optional: Use   

2 different colored d6 die designating 1 for Attacker & 1 for

Defender and roll at same time.)

      

5 or 6                      Miss - No Effect !




After The Poison Gas Firing: Normal land combat is conducted. When an Artillery unit attack fires poison gas the Poison Gas Marker is removed from under it and the Artillery unit from now on can only be used as a normal Artillery unit.



3.1  Poison Gas Set-Up: Place 1 Poison Gas Counter in each territory listed below.

 

Germany: Berlin, Kiel

 

France: Paris



4.0  Fighter Air To Air Combat: This rule replaces the standard games combat sequence step 2 rule Determine Air Supremacy rule for how a Fighters 2 or less die roll with the d6 combat die during Air Supremacy Battle rounds causes casualties too enemy aircraft. In the rules I will refer to rounds of Air Supremacy Battles as Air to Air combat. When Fighters hit enemy Fighters with a 2 or less roll of the combat d6 die the 1hit and 2 hit cause different type of casualty results. Fighters hit enemy Fighters on a d6 combat die roll of 2 or less with a 1 roll causing an enemy Fighter casualty and a 2 roll causing an enemy Fighter to be damaged and returned to Air-Base. Fighters during Air to Air combat when they roll the d6 combat die now cause a hit and eliminate an enemy Fighter as a casualty with a 1 (Ace) roll on the d6 combat die. When a 2 hit is rolled on the d6 combat die it causes damage to the enemy Fighter and returns it to its Air-Base in the contested territory with the enemy Fighter not being eliminated as a casualty, but having its combat die removed from the Battle Board. The damaged returned Fighter is now out of the Air to Air combat and the Air Supremacy Battle but can be hit as a normal combat unit during the land combat and would always have to be removed before the last Infantry unit. Damaged returned Fighters cannot be used to strafe enemy positions during land combat. After the land combat is over the damaged returned Fighter is considered repaired by its ground crew and is ready for action and used as a normal Fighter unit. When determining Fighter casualties a 1 (Ace) hit always is applied first to enemy Fighters before a 2 damaged return hit is applied to enemy Fighters. For example if 2 Fighters are firing at 1 enemy Fighter and one rolls a 1 on the d6 combat die and one rolls a 2 on the d6 combat die then the 1 is applied to the enemy Fighter and it is eliminated and removed as a casualty with the 2 roll being considered a miss because there is not an enemy Fighter to apply it too. All 1 and 2 rolls that cannot be applied to enemy Fighters because there are more hits than enemy Fighters are considered misses as in the standard game rules. The Air Supremacy Battle still goes on for as many Air to Air combat rounds as it takes until one side or the other only have Fighters left in the Air Supremacy Battle gaining air supremacy or both sides are eliminated or damaged returned to air-base and neither side gains air supremacy. The effects of air supremacy on land combat is not changed and the standard game rules are still used for land combat with still including if only one side has Fighters in the land combat they gain air supremacy.



5.0  Destroyer Naval Units: Destroyers are surface combat ships that have a naval movement of 2 and attack and defend with a combat strength of 2. During naval combat Destroyers stop enemy attacking or defending Submarine units from firing a naval combat first shot. Submarines that cannot fire a first shot fire during the normal naval combat round.

(Destroyer Naval Units; Attack: 2 Defend: 2 Move: 2 Cost: 6 IPC's)

 

5.1 Destroyer Patrol: When the only type of surface combat units in a sea zone is Destroyers they are considered to be on patrol in friendly sea zones and hostile sea zones. Enemy Battleships and or Cruisers may move through hostile sea zones that only have enemy Destroyer Patrols in them. Destroyers and Transports that are moving with the Battleships and or Cruisers may also move through enemy Destroyer patrolled hostile sea zones. Destroyers and Transports can move through enemy hostile Destroyer patrolled sea zones that have friendly Battleships and or Cruisers in that Destroyer patrolled hostile sea zone. Transports with or moving with friendly Battleships and or Cruisers in hostile Destroyer patrolled sea zones may pick up and drop off land units in friendly or contested land areas. Enemy Destroyer Patrols must be defeated in a Naval battle in an enemy Destroyer patrolled hostile sea zone to be able to conduct an amphibious invasion. Destroyers and Transports not moving with Battleships and or Cruisers must stop moving when they move into an enemy Destroyer patrolled hostile sea zone and Transports cannot pickup land units. When the moving side only has friendly Destroyers in an enemy hostile Destroyer patrolled sea zone they must fight and win a normal Naval battle to be able to drop off land units in friendly or contested land areas and to be able to conduct amphibious invasions.

 

6.0  Submarine Naval Combat First Shot: Before each round of naval combat both the attacker and defender Submarine units fire a first shot before normal combat when the other side does not have any Destroyer units. A first shot naval combat round is conducted with only Submarine units firing and the casualties caused are applied before the normal round of naval combat. Both sides remove their own casualties following normal naval combat re-movement of casualty’s rules. All hits that are applied to Surface Combat Naval units and Submarine units that do not have a 1st shot firing are applied and when a unit is hit it is removed and does not get to fire back and it is removed before normal naval combat is conducted. Defender Submarine units that have a 1st shot that are chosen as a casualty do fire their 1st shot before being removed as a casualty.  Battleships that are undamaged that are hit by a Submarine first shot are damaged before normal naval combat. Damaged Battleships hit by a 1st shot are removed as a casualty without firing back. When attacking Submarines are submerging instead of firing a first shot and are hit by a first shot firing defending Submarine they are removed as casualties without firing back. Submarines that submerge during the first shot naval combat round cannot be fired at during the normal naval combat round nor can they be used for casualties during the normal naval combat round. Submarines that have fired during the first shot can be used as casualties during the normal naval combat round and must be used for casualties if they are the only units left in the naval combat sea zone. After the Submarine first shot combat round a normal naval combat round is conducted. The Submarine first shot combat and normal naval combat together is one round of naval combat.



6.1 Submarine Defensive Submerging: When Submarine units are the only type of defending naval units in a sea zone at the start of the first round of combat before firing, may conduct a defensive submerging of all Submarine units in the sea zone instead of fighting a normal round of naval combat. The defending Defensive Submerging Submarine Units submerge at the start of the first round of combat. All attacking Naval Combat Units fire at the Defensive Submerging Submarine Units during the 1st round of naval combat only. All attacking Destroyers fire at their normal combat strength of hitting with a 2 or less on the d6 combat die. All attacking Battleships, Cruisers and Submarines fire with a combat strength of 1 and only hit Defensive Submerging Submarines with a roll of 1 on the d6 combat die.  The naval combat round ends after one round of combat with all the defending Submarine units that survived the attacker’s naval combat firing being submerged and ending the naval combat. You cannot defensive submerge some Submarine units and not defensive submerge others, all must submerge or none submerge and a normal naval combat is conducted. If there is 2 or more nations Submarine units in a sea zone all nations must agree to defensive submerge there Submarines or none can defensive submerge.



6.2 Submarine Strategic Movement: Submarines may make a 3rd naval movement into a sea zone as a strategic movement. When the Submarine moves into a 3rd sea zone it is submerged in the sea zone and cannot conduct any combat attacks and cannot be used for casualties and is resurfaced at the end of the Attackers combat sequence. After all Submarines that are strategic moving into a hostile sea zone that have defender Destroyers in it, all the defending Destroyers fire a 1 round Strategic ASW defensive combat firing at their normal defense combat strength of 2 or less roll on the d6 die. For each 2 or less roll causes a hit on a strategic moving and submerging Attacker Submarine only and does not hit any other enemy Naval units. All strategic moving Submarines that are hit are then removed as a casualty without firing back. Defending Destroyers in sea zones that are hostile to them conduct Strategic ASW defensive firing. This 1 round Strategic ASW defensive firing occurs during the Attackers movement sequence. After the defending Destroyers complete their Strategic ASW defensive 1 round combat defensive firing the Attacker continues with the movement sequence.



7.0 Naval Strategic Movement: Naval strategic movement is a Non-Combat movement. All Naval Surface Ships, Battleships, Cruisers, Destroyers and Transports can add moving one more sea zone to their normal movement as a strategic sea zone move. Battleships, Destroyers and Transports can move a 3rd sea zone and Cruisers a 4th sea zone as a naval strategic move. Naval strategic movement is conducted after all moving naval units have completed their normal naval movement and it is conducted before combat. Strategic moving Surface Ships must run enemy Mines when strategic sea zone moving following the standard games Naval Mine rules. Surface Ships that end their normal naval movement in a friendly sea zone that does not have enemy Submarines in it, may make a strategic sea zone move. Surface Ships that end their normal naval movement in a friendly sea zone with enemy Submarines in it cannot make a strategic sea zone move. Surface Ships that end their normal naval movement in a hostile sea zone with enemy Battleships and or Cruisers in it, cannot make a strategic sea zone move. Surface Ships that end their normal naval movement in a hostile enemy Destroyer patrolled sea zone cannot make a strategic sea zone move. Transports that offloaded combat units during normal naval movement have ended their naval movement and cannot make a strategic sea zone move. Surface Ships can only make a strategic sea zone move into friendly sea zones that does not have enemy Submarines in it. Surface Ships cannot strategic sea zone move into hostile sea zones, Destroyer patrolled hostile sea zones or friendly sea zones with enemy Submarines in it. Enemy Transports in friendly sea zones do not block Surface Ship strategic sea zone movement and the strategic moved combat ships cannot attack enemy Transports in the friendly sea zone. Strategic sea zone move can only be from friendly sea zones without enemy Submarines in them to friendly sea zones without enemy Submarines in them.



7.1 Strategic Moved Transports Landing Combat Units: Strategic moved Transports can only land carried combat units in friendly controlled territories adjacent to the strategic moved to sea zone. Strategic moved Transports cannot land combat units into contested territories and cannot land combat units in an amphibious invasion of a hostile controlled enemy territory. Strategic moved Transports can pick up and drop off combat units in the strategic moved too sea zone only from and too friendly controlled territories. Strategic moved Transports cannot pick up combat units from contested territories. Strategic moved Transports use the standard game rules of moving combat units but it only pertains to picking up and landing combat units in friendly controlled territories in the strategic moved to sea zone.



8.0 Transports Moving Allied Powers Units: In the advanced game Transports still use the standard games rules for picking up and dropping off combat units of allied powers. Transports now also have the option of dropping off allied powered combat units that had loaded on the Transport during that allied players turn, at the end of the Transports movement. The allied powers combat units may be dropped off onto an adjacent friendly your side alliance controlled friendly territory after the Transport completes normal or strategic naval movement. Transports cannot land loaded allied combat units onto contested territory's or amphibious invasion territories at the end of its normal or strategic naval movement turn. You still follow the standard game rules rule that you can only drop off all combat units on a Transport into 1 territory and when drop off combat units it ends the Transports naval movement.



9.0  Disengaging Naval Combats: This rule replaces the standard games rule of the attacker breaking off a naval combat. After each round of naval combat both the attacker and defender decides if they wish to continue or disengage the naval combat. If both sides decide to continue the naval combat then a next round of naval combat is carried out. If both the attacker and defender decide to disengage the naval combat, then it ends with both sides’ naval units in the sea zone which then becomes or remains contested. If the attacker and defender do not agree and one side wants to continue the naval combat and one side wants do disengage the naval combat then both sides rolls a d6 die. The side that wants to disengage, rolls a Disengagement die and the side that wants to keep engagement, rolls an Engagement die. Each side rolls a d6 die that may be modified by the number of Cruisers units that are in each side’s fleet. The side that has the largest number of Cruisers in its fleet adds a +1 to the d6 die rolled number for their high die roll number. If there is a die roll tie the side with the largest number of Cruiser units in its fleet wins the die roll. If both sides fleets are equal in the number of Cruiser units or have no Cruiser units and there is a tie die roll then re-roll the die until there is a winner. When neither side has any die roll modifiers then high die roll wins with ties being re-rolled until one side wins. When the only units of one side are Submarine units in a sea zone combat that are attempting to engage or disengage, then the Cruiser roll modifier rules are not applied and are not used. When the only naval units are Submarine units in a sea zone that are attempting to disengage then a plus +1 is added to the disengaging die roll, with tie die rolls being re-rolled until one side wins. When the only defending Naval units that are attempting a disengagement in a sea zone are Transport naval units then minus -1 from the number rolled on the disengagement die for the high die roll of the disengagement die. You cannot roll an engagement die with only Transport naval units on your side in a sea zone. When Transport naval units are being attacked or fired at they must be hit by naval combat fire to be sunk, because the Transport naval units can always attempt to disengage. If the defending side consists of more than one defending powers naval combat units then all defending powers with naval combat units must agree to disengage for the defending side to attempt disengaging. If all the defending powers do not agree then the defending side is considered to wish to stay engaged. When a multi power defending side is rolling a disengaging or engaging die they must choose among themselves who rolls the die and if they cannot then the attacker decides which defender rolls the die.



10.0  German Submarine (U-boat) Convoy Warfare: This rule replaces the standard games Unrestricted Submarine Warfare rule. During game set up place a convoy marker in sea zones 1, 2, 3, 4, 7, 8, 13, 14 and 15. Place a British control marker in sea zones 2, 3, 4, 7, 8 and 13. Place French control markers in sea zones 14 and 15. The convoy markers designate convoy sea zones that can be attacked by German Submarines (U-boats). The British control markers designate that the convoy is British and the French control markers designate that the convoy is French. When Germany declares unrestricted Submarine (U-boat) warfare then American control markers will be placed out.



10.1  Restricted Submarine (U-boat) Convoy Warfare: At the start of the game Germany is conducting a restricted Submarine (U-boat) warfare against Britain and France. Convoy attacks are conducted during the Combat Sequence during the 1st round of naval combat. German U-boats on the 1st round of naval combat can choose to attack and fire at a Convoy Marker instead of at enemy Naval units. This firing at Convoy Markers can only occur during the 1st round of naval combat. During the restricted U-boat warfare the U-boat fires at a convoy marker in a sea zone and rolls a d6 die as a d2 die. When the roll is a 1, 2 or 3 it causes 1 IPC of damage  and when the roll is a 4, 5 or 6 it causes 2 IPC's of damage to the convoy. The IPC damage must immediately be removed from Britain's or France's collected IPC income depending on the convoy sea zone attacked. After the start of the 2nd round of naval combat the U-boats that attacked the convoy are now used in the normal naval combat. During the 1st round of naval combat when Germany is attacking, Germany must designate all U-boats that are going to attack a convoy marker in the sea zone. All U-boats that do not attack the convoy fight in the normal naval combat of the 1st round of combat. The defending allied fleet then must designate all Destroyers that are going to defend the convoy attack. The defender fleet can only use Destroyers to defend the convoy on the first round of naval combat. All defender Destroyers that are not designated to defend the convoy fight in the normal naval combat. All other naval units of both sides fight a normal naval combat the 1st round of combat. These combats are conducted as 2 separate combats during the 1st round of naval combat. After the U-boats fire at the convoy markers then all the convoy defending Destroyers fire their normal 2 strength die roll at the U-boats that attacked the convoy and with any 2 roll or less they hit a U-boat and it is removed as a casualty without firing back. When no U-boat for Hit - Minus 1 IPC from Convoy Damage! When no Convoy Damage - Hit no effect! At the start of a 2nd round of naval combat all defending Destroyers and all remaining attacking German U-boats now fight in a normal naval combat for all remaining rounds of naval combat in the convoy sea zone. When U-boats attack a convoy sea zone that does not have any defending naval units in it the naval combat ends at the end of the 1st round of naval combat.



10.2  Unrestricted Submarine (U-boat) Convoy Warfare: Starting on game turn 4 Germany automatically declares unrestricted Submarine (U-boat) warfare and America enters the war historically in 1917. Germany can on turns 1, 2 or 3 declare unrestricted Submarine (U-boat) warfare but America then can enter the war on that turn. German Submarines (U-boats) attack convoys in the same manner as restricted submarine warfare except when they fire at a convoy marker they now cause damage rolling a d6 die as a d3 die. When the roll is a 1 or 2 it causes 1 IPC of damage and when the die roll is a 3 or 4 it causes 2 IPC's of damage and when the roll is 5 or 6 it causes 3 IPC's of damage. On the turn that unrestricted Submarine (U-boat) warfare starts place out American control markers in sea zones 1, 2, 7 and 13. When German U-boats attack convoys in sea zones 3, 4 and 8 they cause damage only to British convoys. When German U-boats attack convoys in sea zones 14 and 15 they cause damage only to French convoys. When German U-boats attack sea zone 1, they only cause damage only to American convoys. When German U-boats attack convoys in sea zones 2, 7 and 13 they cause damage to American convoys when the convoy attack d6 die roll is an odd number and they cause damage to British convoys when the convoy attack d6 die roll is an even number. As in restricted Submarine (U-boat) warfare the IPC damage caused by attacking convoys must be immediately removed by America's, Britain's or France's collected IPC income respectively.



11.0  Landing Units From Transports In Hostile Sea Zones: With the addition of the naval combat disengagement die roll rules the attacker no longer has to eliminate the defender fleet to land reinforcements or conduct an amphibious invasion in a hostile sea zone, but must defeat it in a naval combat. The elimination of the defender fleet is of course an attacker fleets naval victory and the standard game rules are still used. The attacker’s fleet may split into 2 or more task forces one with naval combat units to engage the defending fleet and other task forces to conduct amphibious invasions with naval combat units supporting the landing of units from Transports. If the attacker’s fleet that engaged the defending fleet loses the naval combat then any attacking amphibious invasion task force fleets remains in the hostile sea zone ending its movement with its loaded transports and any loaded transports attempting reinforcements of territories also must remain in the hostile sea zone ending their movement. It is considered an Attacker naval combat victory when the attacker was rolling an engagement die roll and the defending fleet was rolling a disengaging die roll and the defender successfully disengaged from the attacking fleet. It is considered a defender naval victory when the attacker successfully rolls a disengagement die roll or if both the attacker and defender decided to disengage. When the attacker wins the naval combat all of the Transports in the hostile sea zone then land the units they are carrying for reinforcements or amphibious invasions respectively. After any or all amphibious invasion combats have been completed in the hostile sea zone of the attacker’s victorious fleet, the standard game rules for hostile sea zones are reapplied to the hostile sea zone.



12.0 Amphibious Invasions:  In the advanced game you may use both Battleship units and Cruisers for bombardment during Amphibious Assaults and Invasions of enemy hostile territories. The number of Infantry units being dropped off and landed by Transports designate the number of Battleships and or Cruisers that can offshore bombard support the amphibious invasion of an enemy hostile territory in the attackers amphibious naval invasion fleet. You match up 1 Battleship or 1 Cruiser to each Transported offloaded and landed infantry unit, but you may assign as many Battleships and Cruisers to the amphibious invasion fleet as you wish. You can only use Transport units that are loaded with combat units for Amphibious Assaults and Invasions, empty Transport units cannot be used. Battleships fire one 4 strength combat die and Cruisers one 3 strength combat die during land combat supporting the amphibious landing of attackers Infantry unit's with an offshore bombardment on the Battle Board.



12.1 Naval Coastal Defense Artillery: You may designate up to half of your defending pre-emptive firing Artillery units or less as Naval Coastal Defense Artillery to fire at the enemy amphibious invasion naval fleets Naval units. All defender pre-emptive firing Artillery units that have been chosen as Naval Coastal Defense Artillery only fire 1 pre-emptive combat firing at the attackers amphibious invasion fleet and cannot be used during the land combat and do not fire during the land combat of the amphibious assaulted and invaded defender territory. The d6 die that are removed from the Battle Board for Naval Costal Defense Artillery firing are not returned to the Battle Board after they are rolled. The defender pre-emptive firing Artillery units that are used as Naval Coastal Defense Artillery are still treated as normal defending Artillery units by the defender when removing casualties in the amphibious assaulted and invaded territory's land combat and would always have to be removed as a casualty before the last defenders Infantry unit is removed as a casualty. To determine the maximum number of defender pre-emptive firing Artillery units that can be used for Naval Coastal Defense Artillery divide the number of defending Artillery units by 2.  Example: When there is 4 pre-emptive defending Artillery units in the territory, 2 fire at landed Land and Fighter units and 2 fire at Naval units in the amphibious invasion fleet. When there are an odd number of pre-emptive firing Artillery units that is divided by 2 there will be a fraction of 1 Artillery unit that the Defender may choose to be either used for Coastal Defense Artillery or for normal first shot amphibious assault firing Artillery. If the defending territory only has 1 Artillery unit then defenders choice as if a 1 Artillery fraction.



Naval Coastal Defense Artillery fires at the attacker’s amphibious invasion fleet before any Land or Fighter units are dropped off and landed by Transport units. Naval Coastal Defense Artillery pre-emptive fire at the attacking amphibious invasion fleets Naval units by rolling the d6 combat die hitting or repulsing attacking Naval units by rolling a 4 or less depending if a 1, 2,  3 or 4 is rolled. Each die roll causes a specific result, listed below. Hits are applied before repulses and when there are more hits and or repulses than attacking Naval units in the attackers amphibious invasion fleet they are considered misses.



Die Roll of 1: When a 1 is rolled it causes a hit and a casualty on a Naval unit in the attacker’s amphibious invasion fleet. The attacker must choose a Battleship, Cruiser or Transport to be hit and removed as a casualty. When a Battleship that is not damaged is applied the hit it then becomes damaged and if already damaged it is removed as a casualty without firing in the land combat. Damaged Battleships still can be used for offshore bombardment. If a Cruiser is hit it is removed as a casualty without firing in the land combat. If a Transport is hit it is removed as a casualty with any Land and Fighter combat units that it is transporting are removed as casualties with the Transport, without firing in the land combat.



Die Roll of 2: When a 2 is rolled it is considered to hit Landing Boats with Infantry on them that are being moved from a Transport unit to the invasion beach or beachhead and causes an attackers Infantry unit to be removed as a casualty without firing in the land combat from one of the Attackers Transports, attackers choice of which Infantry unit. Infantry unit hits are applied after hits have been applied to Naval units. You cannot apply a hit to an Infantry unit on a Transport that has been hit. If there are not any Infantry units to apply a hit to then it is a miss.



Die Roll of 3: When a 3 is rolled it causes a Transport to be repulsed. When a Transport is repulsed it is knocked out of the amphibious invasion and any Land and Fighter combat units that may be on the Transport cannot be offloaded and landed in the defender amphibious invaded territory. The Transport turn is ended and remains in the sea zone. The combat units the Transport is carrying may be offloaded and landed in any adjacent friendly controlled territory to the sea zone that the Transport is in or remain on the Transport ending their turn. The Transport carried combat units when offloaded into a friendly controlled territory follow the standard game rules for the offloading units into friendly territories. The friendly controlled territories that the repulsed Transports can offload and land their combat units at are only the friendly controlled territories that were friendly controlled at the start of the attackers player turn.



Die Roll of 4: When a 4 is rolled it causes a Naval unit in the attacker amphibious invasion fleet to be repulsed attackers choice Battleship, Cruiser or Transport. When a Battleship or Cruiser is repulsed it is knocked out of the amphibious invasion fleet and it cannot be used in the land combat and ends its turn in the sea zone. All Battleships, Cruisers and Transports that have been repulsed are moved away from the rest of the attacker’s amphibious invasion fleet in the sea zone with their turns ended and they remain in the sea zone. Transports repulsed by a 4 roll follow the same exact rules as if a 3 was rolled.



Die Rolls of 5 or 6: When Naval Coastal Artillery rolls a 5 or 6 it is a miss, no hits or repulses.












             Naval Coastal Defense Artillery Combat Die Roll Table

 

Die Roll:              Effect:

 

1                   Naval Unit Hit - Battleship or Cruiser or Transport - Attackers Choice



2                   Infantry Unit Hit on Landing Boats from Transport Unit



3                   Transport Unit Repulsed



4                   Naval Unit Repulsed - Battleship or Cruiser or Transport – Attackers  

Choice



5 or 6                Miss - No Hit or Repulse of Naval Units



12.2 Transports Offloading & Landing Units: In the advanced game as in the standard game you have to land Infantry units with a minimum of 1 Infantry unit to be able to offload and land Combat units from Transport units for an Amphibious Assault and Invasion of an enemy hostile territory. After Naval Coastal Defense Artillery combat firing is over then the Transports in the amphibious invasion fleet drop off and land their carried Land and Fighter combat  units onto the defender territory and now for each landed Infantry unit 1 Battleship or 1 Cruiser can be used to support 1 Transport dropped off landed Infantry unit out of the amphibious invasion fleet only and can conduct offshore bombardment during the land combat of the amphibious assaulted and invaded enemy hostile territory. All attackers Battleships or Cruisers that do not have a Transport dropped off Infantry unit to support end their turn in the sea zone without firing. From this point onward all pre-emptive defense firing Artillery that was not used for Naval Coastal Defensive Artillery use the standard game rules for amphibious assaults firing a pre-emptive strike at the Transport dropped off landed Land and Fighter combat units, with one change to rule. In the advanced game the combat units landed by Transports in an amphibious invasion of a territory that is also being attacked by a landward direction cannot be reduced to having its last Infantry unit removed as a casualty before other type combat units are removed as casualties during the defender firing of pre-emptive Artillery during land combat.  This rule change also applies when the defender does not use Naval Coastal Defense Artillery during an amphibious assault and invasion of a hostile enemy controlled territory. The amphibious landed combat units are considered a separate force on the landing beach or beachhead during land combats defensive Artillery pre-emptive firing.



13.0  India Naval Base: Place a naval base marker in the India territory. This naval base can repair Battleships but has a very limited production of only being able to build one naval unit per turn of any type.



14.0  Denmark Striates: Then Denmark Striates is the sea zone border area of sea zones 10 and 11. Surface naval units can only move between sea zones 10 and 11 when the Denmark land area is controlled by your power or any of your side’s allied powers. When Denmark is neutral surface naval units from both the Allies and Central Powers cannot move through the Denmark Straits between sea zones 10 and 11. Submarines may always move between sea zones 10 and 11 regardless of who is in control of the Denmark territory.



15.0  Kiel Canal: The Kiel Canal is an actual canal that connects what is in the game sea zones 10 and 11 across the territory of Kiel. Use a small strip of blue post-it type paper from the sticky side with a width of 1/8 of an inch or less. Run the blue strip from the top of the port symbol of the Kiel territory at the point that the Kiel territory and sea zone 10 boundary is to the left side of the port symbol in the Berlin territory at the point that the Berlin territory and sea zone  11 boundary is. The Kiel Canal! Germany and her Central Powers allies may use the Kiel Canal to move their naval units between sea zones 10 and 11. Allied naval units cannot use the Kiel Canal unless an allied power captures the Kiel territory. The side that controls the Kiel territory controls and uses the Kiel Canal. When the Kiel territory is contested neither side’s naval units can move through the Kiel Canal.



16.0  Sea Zone 31: Officially creating a sea zone 31 out of the part of sea zone 20 that is on the Greek side of the Dardanelles Straits. The Dardanelles Strait is the narrowest part of sea zone 20 that the C of the name Constantinople is adjacent to in the Ottoman Empire's territory of Constantinople. The boarder between sea zones 31 and 20 is right at where the C of Constantinople is.



16.1 Sea Zone 20 Naval Base: With the creation of sea zone 31 the naval base on the game map for sea zone 20 ends up becoming the naval base for sea zone 31. Place a naval base marker in the Ankara territory on the Black Sea side to give sea zone 20 a naval base. The Ottoman Empire can build naval units and repair Battleships in both sea zone 20 & sea zone 31.



17.0  Boarder Change Between Bulgaria and Greece Territories: Along the Ottoman Empires Constantinople Territory there is a small finger of the Greek Territory that borders and is under the Bulgaria territory that reaches the Constantinople territory and borders it. This Greek finger of territory is changed to being part of Bulgaria in the advanced game. Using a part of post-it paper at the sticky part colored as closely as can to the color of the Bulgaria territory and cut it out to the size of the Greek finger of territory and applied over it.



18.0  Dardanelles Straits: When moving naval units between sea zones 31 and 20, they move through the Dardanelles Strait. For one side or the other to be able to move any type of their naval units including Submarines through the Dardanelles Strait requires that the Constantinople territory be under the control of one of your sides powers. The Constantinople territory starts the game being under control of the Ottoman Empire and is its capital. Only Ottoman naval units and their Central Power allied powers naval units may move through the Dardanelles Straits as long as the Constantinople territory is Ottoman Empire controlled. The Allied side’s naval units can only move through the Dardanelles Straits when an Allied Power controls the Constantinople territory. When the Constantinople territory is a contested territory then neither side’s naval units can move through the Dardanelles Straits.



 

 

19.0  Advanced Game Naval Set Up: The advanced game changes the naval set up to a more historical strategic set up. Listed below by power is the new set up.



British Empire:

 

Sea Zone 2:  1 Cruiser, 1 Destroyer, 1 Transport



Sea Zone 9:  2 Battleships, 3 Cruisers, 3 Destroyers, 2 Submarines, 2 Transports



Sea Zone 19:  1 Cruiser, 1 Destroyer, 1 Transport



Sea Zone 29:  1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport



German Empire:

 

Sea Zone 7:  2 Submarines



Sea Zone 10:  2 Battleships, 3 Cruisers, 3 Destroyers, 2 Transports



Sea Zone 13:  2 Submarines



French Empire:

 

Sea Zone 15:  1 Cruiser, 1 Destroyer



Sea Zone 16:  1 Battleship, 1 Cruiser, 1 Destroyer, 1 Submarine, 2 Transports



United States of America:

 

Sea Zone 1:  1 Battleship, 2 Cruisers, 2 Destroyers, 1 Submarine, 2 Transports



Russian Empire:

 

Sea Zone 12:  1 Battleship, 1 Destroyer, 1 Submarine



Sea Zone 21:  1 Cruiser, 1 Destroyer, 1 Transport



Italian Empire:

 

Sea Zone 17:  1 Battleship, 1 Cruiser, 1 Destroyer, 1 Submarine, 1 Transport




Austria-Hungry Empire:

 

Sea Zone 18:  1 Battleship, 1 Cruiser, 1 Destroyer



Ottoman Empire:



Sea Zone 20:  1 Cruiser, 1 Destroyer, 1 Transport



20.0  Advanced Game Allied Territories Set-Up Changes:

 

French Paris Territory: Add 6 Infantry and 2 Artillery units changing the Paris territory at start game set up of infantry and Artillery to 12 Infantry Units and 4 Artillery units from 6 and 2 respectively.



French Marseilles Territory: Add 2 Infantry units and 1 Artillery unit. The Marseilles territory does not currently start with any combat units in it.



French Algeria Territory: Add 1 Artillery unit. The Algeria territory at start set up is now 1 Infantry unit and 1 Artillery unit.



Russia Sevastopol Territory: Add 3 Infantry units. The Sevastopol territory at start set up is now 6 Infantry units and 2 Artillery units from 3 and 2 respectively.



21.0  British Canadian Production: The British Empire must and is required to build 1 unit in the Canada territory each game turn, as long as British controlled. Britain can build any type of Land Combat unit or a Fighter unit or a Naval Transport unit in the Canada territory. When a Naval Transport is built for Canada it is placed in sea zone 2. The maximum number of units that can be built in the Canada territory in one turn is 1 unit. Poison Gas markers or counters do not count as units they are attachments to built Artillery units.



22.0  British Tank Production: The British Empire can start building Tank units game turn 3 (1916). The British turn 3 built Tanks can only be built in the London territory. The British Empire cannot build Tank units in the India territory or the Canada territory until game turn 4 (1917).



23.0  German Ruhr Production: Germany can build units in the Ruhr territory and is a 2nd production territory for Germany. The maximum number of units that Germany can build in the Ruhr territory is 6, equal to the Ruhr territories 6 IPC production economic value on the game map. Poison Gas markers or counters do not count as units they are attachments to built Artillery units.



24.0 Neutral Netherlands - German Sea Supply: Germany receives a modest amount of sea supply through the British Naval blockade of Germany through Neutral Netherlands. As long as the Netherlands is neutral on Germany's collect income phase, Germany collects IPC's for sea supply. The amount of IPC's collected is 1 IPC for neutral Netherlands and as long as sea zone 10 is Central Power (German) friendly, Germany rolls a d6 die as a d3 die and adds the number rolled on the d3 die to the 1 IPC for neutral Netherlands and collects that amount of IPC's as sea supply income. The d6 die used as a d3 die - roll of 1 or 2 = 1 - roll of 3 or 4 = 2 - roll of 5 or 6 = 3. When sea zone 10 is Allied hostile with Allied Battleships and or Cruisers, Germany does not roll the d3 die and only collects the 1 IPC for neutral Netherlands for sea supply. Allied Destroyer patrolled hostile sea zone 10 does not stop Germany from rolling the d3 die as long as there are Central Power (German) Battleships and or Cruisers in sea zone 10. Allied hostile Destroyer patrolled sea zone 10 without Central Powered (German) Battleships and or Cruisers in it does stop Germany from rolling the d3 die.

25.0  Italy At War: Italy is neutral on the 1st game turn and enters the war as an Allied Power starting on game turn 2 (1915). The Central Powers cannot attack Italy on the 1st game turn. Italy cannot attack the Central Powers on the 1st game turn. The Allied Powers cannot move units into any Italian territories on the 1st game turn. Italian units cannot move into any Allied territories the 1st game turn. Italian naval units cannot move and must remain in sea zone 17 the 1st game turn. Allied and Central Power naval units can move through sea zone 17 the 1st game turn but cannot end there movement in sea zone 17. Italian units can only move into and through Italian controlled territories the 1st game turn. Italian land units can be moved by Italy's Transport on the 1st game turn.



25.1 Italy's Minor Allied Power Albania: Albania is neutral the 1st game turn. No Central Power units or Allied Power units can be moved into the Albania territory the 1st game turn. Italian units can move into the Albania territory the 1st game turn and activate Italy's allied Minor Power Albania.

 

26.0  The Russian Revolution: The standard games optional rule for the Russian Revolution is used as a mandatory standard rule in the advanced game.



Added Rules: After the (Brest-Litovsk) Armistice is signed between the Bolshevik Controlled Russian Republic and the Central Powers the following occurs. All original at start Russian Empire territory's that are still controlled by Russia have a Russian control marker placed in them to show they are controlled by the Russian Republic. All Russian Republic controlled territories are out of play and cannot be moved into by Central and Allied Powers for the rest of the game. All original at start Russian Empire territories that are controlled by the Central powers remain in play for the rest of the game as already activated neutral territories, including Russian Minor Allied Power territories. All original Russian territories that are contested with the Central Powers by Russian and or Allied units become Russian Armistice Contested territories and have a Russian control marker placed in them. All Russian units are then removed from the game map board and are out of play for the rest of the game. All Allied units that are in Russian Republic controlled territory's and Russian Armistice Contested territories are removed from these territories and are placed next to the Mobilization Zone on the game board. The Allied units next to the Mobilization Zone spend 1 year being moved and transported out of Russia and are moved into the Mobilization Zone during their Allied Powers player turn during the Purchase Units phase and are placed out as normal mobilized units during the Mobilize New Units phase of the Allied  players turn. All Russian control markers in territory's that are outside original at start Russian Empire territories are removed from the game map and play including the Russian Minor Power Allied territory's.



Russian Armistice Contested Territory Rules: The Central Powers side of the Russian Armistice Contested territory is used by the Central Powers as a 0 IPC controlled normal territory with no movement restrictions and it can be contested as a normal territory by the Allied powers with no effect to the Russian Republic side of the territory. The Central Powers do not place a control marker in Russian Armistice Contested territory's and must always maintain at least 1 Infantry unit in the territory. When Central Power units completely abandon and move out of an Russian Armistice Contested territory it becomes a Russian Republic controlled territory and out of play too the Central and Allied Powers for the rest of the game. When the Allied Powers capture the Central Powers side of a Russian Armistice Contested territory they must also maintain a minimum of 1 Infantry unit in the territory to use it as a 0 IPC territory following the same Russian Armistice Contested territory rules as the Central Powers. When the result of combat between the Central Powers and Allied Powers in a Russian Armistice Contested territory is the elimination and removal of all Central and Allied Power units the territory then becomes a Russian Republic controlled territory and out of play for the rest of the game to the Central and Allied Powers.



Removing Russian Control Marker Rules: When removing Russian control markers from territories outside of original at start Russian Empire territories, follow listed below.



A}  When the territory also has other Allied Power units in it then the Allied Power that plays the next player turn closest to the Russian player turn takes control of the territory and places a control marker in the territory and adjusts it's IPC income.



B}  When the territory is an empty Central Power territory the Central Power takes back control of its territory and adjusts it's IPC income and this includes Bulgaria which would become Ottoman controlled again.



C} When the territory is a Neutral or Russian Minor Power Allied territory then place a reverse side Russian control marker in the territory to show it is still in play. The first Power of either side that moves into the territory takes control of it and replaces the reverse side Russian control marker with their own. Russian Allied Minor Power territories remain in play as already activated neutral territories for the rest of the game.



D}  If Rumania has not been activated when the Russian Revolution occurs then it can be activated as a Minor Allied Power by any Allied Power then is treated as an already activated Neutral territory for the rest of the game, or if attacked by a Central Power it is activated as a Neutral territory for the rest of the game.



27.0  Pro Allied Minor Power Greece:  Starting on game turn 3 (1916) Greece becomes an Allied Minor Power and any Allied Power may move units into the Greece territory, place a control marker and activate Greece as its own Minor Allied Power placing out the Greek Army and collecting its IPC income following the standard game rules for activated Allied Minor Powers. After Greece is activated as a Pro Allied Minor Power or if attacked by the Central Powers the Greek territory is treated as an already activated Neutral territory for the rest of the game.



28.0  America's Wartime Economy: America transition from a peacetime economy to a  wartime economy starting on game turn 4 (1917) and ending on game turn 6 (1919). America's transition to a wartime economy starts on game turn 4 and adds 4 IPC's then adds 2 IPC's on each game turn 5 and 6 which brings America's collect IPC's for the America area to 28 IPC's which is collected for the American (Washington) territory until the end of the game. America collects 24 IPC's game turn 4 (1917). America collects 26 IPC's game turn 5 (1918). America collects 28 IPC's game turn 6 and all remaining game turns until the game ends. When Germany declares unrestricted submarine warfare on game turns 1 through 3 America receives 2 IPC's per turn starting that turn and each turn afterword until America reaches 28 IPC's. America then stops adding 2 IPC's per turn and collects 28 IPC's each game turn until the end of the game.



29.0  Minor Power Colonies: When Belgium is activated as a French minor power, place a French control marker in the Belgium Congo territory. When Portugal is activated place French control markers in the Angola territory and the Portuguese East Africa territory. If any of the Minor Power Colonies of Belgium or Portugal are controlled by the Central Powers and are liberated by any Allied Power they would then become French controlled again. If Spanish Morocco is occupied by one of the Allied Powers then Spain would become a Minor Central Power that can be activated by any one of the Central Powers. If any Central Powers Power occupies Spanish Morocco then Spain would become an Allied Minor Power that can be activated by any Allied Power. When Spain is activated as either a Minor Power for the Allies or a Minor Power for the Central Powers their control marker of the Major Power is placed out and the standard game rules for activating an allied Minor Power is used with Spain's Army being placed out and IPC income being collected. When Spain is attacked the defending side must choose which power takes control of Spain or the Attacking Power does. After Spain is in the war the Power that last captures it from the other side places its control marker in the Spain territory.



30.0  Swiss High Alpine Defense: When Switzerland is attacked to represent the difficulty attacking Switzerland in the High Alpine Mountains the defensive army placed out are 4 Infantry units, 2 Heavy Machine Gun units and 2 Artillery units. Switzerland does not use the standard neutral nation army set up rule in the advanced game.



 

31.0  Advanced Game Victory Conditions:

 

Allied Victory: The Allies win an automatic victory on any Allied Powers player turn that the Berlin land area is captured from Germany. The Allies win an automatic victory on any Allied Powers player turn that the Vienna territory is captured from Austria-Hungry as long as the Berlin territory or the Constantinople territory is also contested or Constantinople is captured. The Allies win the game at the end of any game turn that the Berlin territory is contested and one or both the Vienna territory and the Constantinople territory are also contested or Constantinople is captured.



Central Powers Victory: The Central Powers win an automatic victory on any Central Powers player turn that the Paris territory or the London territory or the Washington territory is captured by the Central Powers. The Central Powers win the game at the end of any game turn that the Central Powers have the Paris territory or London territory contested with one other Allied Capital territory either captured or contested or more than one captured or contested.



Current Play Test Rules:

 

PT-1.0 Heavy Machine Gun Set Up: Each territory set up with 1 Heavy Machine Gun unit is now set up with 2 Heavy Machine Gun units.



PT-2.0 Fighter Units Not Required To Be With Infantry: Fighter units only requirement when ending it move is it needs to end its move in a Friendly territory occupied or not occupied with its own or allied Land units. Fighter units may end their move in Contested territories with their own nations Land units or that are only occupied with allied nations Land units - in both cases they Air to Air combat normally. Fighter units in Contested territories defending without any of its own nations Land units that are damaged must always be removed as a casualty before any of its allied nations removes their last Infantry casualty. Fighter units in Friendly territories that are not with Land units that is attacked must immediately retreat move out of the attacked territory to an adjacent friendly territory and if cannot it is eliminated as a casualty without firing back. Fighters cannot retreat into a Contested territory!



PT-3.0 Mediterranean Islands: The Mediterranean island territories of Sicily, Sardinia, Corsica and the Balearic Islands all now have the Value of 1 IPC. This changes Frances start game IPC's from 24 to 25 and changes Italy's start game IPC's from 14 to 16. Place markers that have 1's on them into each of these 4 island territories to now show they are each worth 1 IPC now.



PT-4.0 Sea Zone 32: Splitting Sea Zone 17 into 2 Sea Zones. Place from Blue Post-It sticky part strip from Toe of Italy to Sicily and then place Blue Post-It sticky part strip from Sea Zone 16 & 17 boarder that starts between Tunisia & Libya territory boarder - going up north right at where this sea zone turns left-west attach Blue Stick Strip - then go straight up north with strip until it connects with the far left west of the Sicily island territory. This creates a new Sea Zone off the coast of the Rome territory ECT - which now becomes Sea Zone 32 in the game. During the 1st 1914 turn of the game Italian Naval units may move into and may end their naval movement in Sea Zone 32. During the 1st 1914 game turn Allied & Central Power Naval units may move through Sea Zone 32, but cannot end their movement in the sea zone. Place a marker with 32 on it designating the new sea zone as Sea Zone 32.



Last Round of Play Test Rules Below - Are all written and is next and last of the play test rules to bring the A & A 1914 game to fully representing the historical strategic situation of WWI in the game. All below rules will be Play Tested All Together after completing the current play test rules!

 

LPT-1.0 Calvary Units:

 

LPT-2.0 Zeppelin Units:

 

LPT-3.0 Bomber Units:

 

LPT-4.0 Fighter Technology Advance 1917:

 

LPT-5.0 AA Gun Units:

 

LPT 6.0 Aircraft Carrier Units:

 

LPT 7.0 German Neutral Disguised Naval Raiders:

 

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