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Axis and Allies 1914 World War I game day - April 2019


barca

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WHAT: Axis & Allies 1914 WWI
WHEN: Sat, April 20th, 10:00 AM – 7:00 PM <edit -- changed date from APR 27 to APR 20>
WHERE: Guardian Games, Level Up-Extra Life Room (21+)
HOW MUCH: $7.00 per person (to cover room rental)
RSVP on this thread or PM barca (on Ordo), if you plan to participate.

We can host up to 8 players
Setup and Choose nations 10:00-10:30 AM
Dice Drop: 10:30 AM (Notes 1 & 2, below)
End of game: 6:30 PM
Tear-down: 6:30-6:59 PM
End time: 7:00 PM

To cover the rental fee, we are charging a fee of $7.00 per person. Sign up and pay fee at the Guardian Games front register on APR 20th

Central Powers:
a. Germany
b. Austria-Hungary
c. Ottoman Empire

The "Entente Powers" (a.k.a. "Triple Entente") are also known as "the Allies":
1. United Kingdom of Great Britain and Ireland
2. French Third Republic
3. Russian Empire (Note #4)
4. USA
5. Italy (Italian Empire)

Before starting, we will take a vote on whether or not to use the Russian Revolution rules.

PLAYERS: confirmed their participation, as of April 8:

  1. Macharius
  2. Lazarus
  3. Jeffrey
  4. barca - can be moderator/GM instead of playing
  5.  
  6.  
  7.  
  8.  

References:
= = = = = = = = = =
https://boardgamegeek.com/boardgame/133956/axis-allies-wwi-1914
http://avalonhill.wizards.com/games/axis-and-allies/ww1-1914

 

Rules and FAQ:
= = = = = = = = = =
We are using the Rules in the box, plus the latest FAQ
http://media.wizards.com/2015/downloads/ah/AA_WWI_1914_rules.pdf
http://media.wizards.com/2015/downloads/ah/AA_WWI_1914_FAQ.pdf
We are NOT using 'Tournament Rules'

House Rule: Constantinople is treated the same as the Suez Canal (see rules, p. 11).  
Using this House Rule, Sea Zone 20 should be split into two parts: Sea Zone 20, which is in the southern part of the Black Sea and will not have sea mines. Sea Zone 20 ends just north of Constantinople and the Turkish Straits.  The other part of what was Sea Zone 20 - the part just south of Constantinople - should be considered to be "Sea Zone 31". Sea Zone 31 includes Turkish sea mines, the Turkish Sea Port of Haydarpasa, with Constantinople and the Turkish Straits at the northern end.  The Turkish setup deployment should be changed so that the Turkish cruisers in "Sea Zone 20" are deployed in the new Sea Zone 31.

Learn-to-Play Videos:
= = = = = = = = = =
Harsh Rules: Let's Learn to Play - Axis & Allies: WWI 1914 - YouTube https://www.youtube.com/watch?v=fWMezRbmb0s

Forums:
= = = = = = = = = =
Axis and Allies .org Forums: Axis & Allies 1914 https://www.axisandallies.org/forums/index.php?board=76.0
Harris Game Design Forums - Axis & Allies WWI 1914 https://www.harrisgamedesign.com/phpBB3/viewforum.php?f=44
Boardgamegeek https://boardgamegeek.com/boardgame/133956/axis-allies-wwi-1914/forums/0

Strategy Videos
= = = = = = = = = = =
Axis & Allies 1914 Overall Strategy - https://www.youtube.com/watch?v=UWLPDDqvn7A
Axis & Allies 1914 Jonathan's Kill Paris Strategy Tested - https://www.youtube.com/watch?v=BiAqpf7ywDo
Axis and Allies 1914 - Strategy - Part 1 of 2 - https://www.youtube.com/watch?v=Zt0R7o02v-o
Axis and Allies 1914 - Strategy - Part 2 of 2 - https://www.youtube.com/watch?v=ASuhSK8qogM
Playlist - Axis and Allies 1914 by Jonathan Meyer - https://www.youtube.com/watch?v=hqDfxF-8OP4&list=PL0lTjAANdXdJ72HfqqTHG6595gXOUMnyz
Playlist - Axis and Allies 1914 A Second Look by Jonathan Meyer - https://www.youtube.com/watch?v=JwkQ1c6QxGs&list=PL0lTjAANdXdJI83m_F37jgQoCO7EQ_x3-

GAME SETUP:
During the game setup, we will determine several things:
A.    Whether or not to use the Russian Revolution Optional Rules?
B.    Who will run each nation?

BREAKS AND CONFERENCES:
    BREAKS: At the end of each turn / year, there will be a 5-minute break. This occurs after completion of the American player's turn.
    CONFERENCES: There will be a 5-minute team conference before the start of turn 1. After that, each Team Captain has two conference tokens to use at any time to call for a 5-minute conference. Once they call a conference, they hand that token to the GM. Teams can also use the end-of turn break for a conference, if they so choose.
    Players can speak or pass notes during the game, but out of courtesy, should not distract a player during his/her turn.
    For breaks and conferences, the GM is the default time-keeper.
    When time is up, the game resumes, regardless of whether all players are present or not.

ADMINISTRATION AND LOGISTICS:
STORE POLICIES: Please read the Store Policies web page before you arrive: http://www.ggportland.com/store-policies/
BEVERAGES: Outside drinks are not allowed in the Critical Sip and Level Up areas of the store. For more details, see http://www.ggportland.com/store-policies/

Edited by barca
changed date from APR 27 to APR 20
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A note of caution about the Jonathan Meyer youtube strategy videos:

For A&A 1914, Jonathan uses "Tournament Rules", which include

  • additional movement rates for certain conditions
  • "economic collapse" and
  • "political collapse",

...which we are NOT used in the Original rules, plus the "March 31, 2015 FAQ".

His overall strategies, pro's and con's are good food for thought, but ...

...specific moves and the effects of the "collapses" should not be taken literally for the version of the rules we are using.

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Summary of the result: Allies / Entente powers won, but in 1920+.

The path getting there was very different from history:

  • The war was NOT over by November, 1918
  • No Russian Revolution
  • Both Russian and French armies were at the gates of Vienna in 1920
  • The British Isles were invaded several times by the German Empire
  • London was threatened but never contested.
  • The first wave of American soldiers were briefly marooned in Ireland until the rebuilt British navy FINALLY defeated the Kaiserliche Marine's High Seas Fleet.
  • By 1920, French and Russian armies had isolated Berlin

 

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