About: Potential 1914 Tournament Rules   Sponge Permalink

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Original tournament rules: 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 Development of weapons is in the purchase/repair phase. Rules addition for weapons development: Strategic movement occurs after combat 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 The World Crisis, Churchill

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  • Potential 1914 Tournament Rules
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  • Original tournament rules: 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 Development of weapons is in the purchase/repair phase. Rules addition for weapons development: Strategic movement occurs after combat 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 The World Crisis, Churchill
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  • Original tournament rules: 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 Development of weapons is in the purchase/repair phase. Rules addition for weapons development: Strategic movement occurs after combat 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) 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 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 The World Crisis, Churchill A World Undone, Meyer The Great War, Griffiths
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