About: Axis & Allies 1914 Tournament Rules   Sponge Permalink

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From Larry Harris Remove the following units from the OOB setup British infantry in Rhodesia and British East Africa, French infantry in French West Africa French battleship and transport SZ15 German infantry in Togoland and Kamerun Italian infantry in Somaliland Add the following units to the setup: Russia- 3 infantry in Sevastopol, 3 infantry to Livonia France- Cruiser SZ15 Britain- Cruiser SZ 9 Naval Mine Fields Sea units must end their movement when they enter a sea zone containing an active enemy minefield after they begin to move (not counting the sea zone they started in).

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  • Axis & Allies 1914 Tournament Rules
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  • From Larry Harris Remove the following units from the OOB setup British infantry in Rhodesia and British East Africa, French infantry in French West Africa French battleship and transport SZ15 German infantry in Togoland and Kamerun Italian infantry in Somaliland Add the following units to the setup: Russia- 3 infantry in Sevastopol, 3 infantry to Livonia France- Cruiser SZ15 Britain- Cruiser SZ 9 Naval Mine Fields Sea units must end their movement when they enter a sea zone containing an active enemy minefield after they begin to move (not counting the sea zone they started in).
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  • From Larry Harris Remove the following units from the OOB setup British infantry in Rhodesia and British East Africa, French infantry in French West Africa French battleship and transport SZ15 German infantry in Togoland and Kamerun Italian infantry in Somaliland Add the following units to the setup: Russia- 3 infantry in Sevastopol, 3 infantry to Livonia France- Cruiser SZ15 Britain- Cruiser SZ 9 HOW TO WIN THE GAME Now there are two ways to win this game. 1. Capture two enemy capitals For the Central Powers, one of the captured capitals must be Paris. For the Allies, one must be Berlin. If this sounds familiar, it’s because the main objective of the game has not changed. What has changed is that each power is now more fragile and economically more vulnerable to the ebb and flow of the war. With the capture of each homeland territory a power becomes closer and closer to an economic collapse which can result in a power finding itself unable to field an army, float a navy, or defend its capital. Once a power's economy collapses, further losses may cause a political collapse, which will result in the immediate surrender of the power, even if it still controls its capital. 2. Economic Victory If at the end of the game’s time limit neither side has captured two enemy capitals, then the alliance with the most points, derived from captured enemy homeland territories, will be the winner. Land Unit Movement Land units that begin their turn in friendly territories can generally move up to two territories, but they may move only one space when entering a hostile or neutral territory. Also, they must end their movement if they either enter a contested territory or enter any friendly minor aligned power's territory for the first time. Such land units can also be moved by transport, in which case they may either be transported to any territory within range or remain at sea. Sea Unit Movement All sea units that begin their turn in a sea zone that has a friendly naval base have their movement range extended by one sea zone. A friendly naval base is one that is in a territory that is either controlled by you or a friendly power or is contested and was originally controlled by you or a friendly power. Naval Mine Fields Sea units must end their movement when they enter a sea zone containing an active enemy minefield after they begin to move (not counting the sea zone they started in). NAVAL RETREATS In addition to the option of breaking off a sea attack and remaining in the sea zone, the attacker (never the defender) may also choose to retreat from sea combat. However, the attacker may not choose to retreat if the only defending units remaining in the sea zone are transports and/or submerged submarines (though he may still break off the attack if only transports remain). When retreating, move all attacking sea units in the embattled sea zone to a single adjacent friendly sea zone from or through which at least one of the original attacking sea units moved this turn. This sea zone must have been friendly at the start of the turn. All remaining attacking units (excluding submerged subs) must retreat together to the same sea zone, regardless of where they came from. Transports may not offload units after retreating. UNRESTRICTED SUBMARINE WARFARE The number of IPCs deducted from the British Empire's or United States' income by German submarine attacks is determined by rolling one die for each attacking submarine and totaling the results of the rolls showing a "3" or less. Any rolls of "4" or higher are ignored. Original territories are the territories a major power begins the game with. They are the territories that have only that power’s emblem on them. If a minor power aligned to your power is mobilized by a friendly power, you take control of the territory. If the colony of a minor power aligned to your power is moved into for the first time or captured by a friendly power, that power takes control of the territory. If a minor power aligned to your power is captured by a friendly power, the capturing power takes control of the territory. Only originally controlled territories can be liberated. As the United States is neutral before it's at war, it has no friends or enemies; therefore it may not move units into territories controlled by other Allied powers. It also may not load units onto transports before it's at war. United States units may not be used to represent the mobilized forces of minor neutral territories before it's at war. You can repair a battleship if it is in a sea zone that shares a naval base that is either controlled by you or a friendly power or is contested and was originally controlled by you or a friendly power. If the territory that shares a naval base with a mined sea zone is contested, only ships that belong to enemies of the original controlling power have to roll for mines. If you are loading units onto and/or offloading units from a transport after entering a mined sea zone, the mines are rolled for before the transport loads and/or offloads. If you are planning an amphibious assault or reinforcement, but some of your ships hit mines while attempting to deliver the units, you may call off the landing. If you are moving units into a territory both by land and amphibiously, one infantry unit must move in by land, unless you already have one there. When a defending multinational force gains air supremacy, all defending artillery are promoted. If you take control of enemy capital on that enemy's turn due to his attacking you in that territory and losing, any units he purchased are returned to his storage box, and you collect the refunded IPCs. You have to mobilize all of the units that you purchase in the same turn. You can't mobilize sea units from a territory that was controlled by an enemy power at any point during your turn. If you purchase a ship but realize during the Mobilize New Units phase that you have no eligible naval base to mobilize it with, it is returned to your storage tray, and the IPCs are refunded to you. The British Empire cannot mobilize units in India if it is enemy-controlled.
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