When the brits have tanks in India-Persia-Anatolia you feel the pain as they skip some losses each combat while you always take full damage. It is a special weapon, you can not rely on tanks at all for defence, but in a long war you keep your losses down while attacking (normally a big problem as all defending infantry easily hit a lot so you stack runs out before you take the enemy capital).
Maybe a conversation for a different vid, but my issue with tanks in this game and some other things is the time frame. Tanks are available turn 4? Tanks first made their appearance September 1916 during the battle of the Somme, when the Brits used them. I would think that tanks should be available earlier than turn 4. The U.S. entered the war in 1917 and built up enough of an army to conduct operations by 1918. In Game, U.S. enters turn 4-unless attacked or USW(some turnament rules turn 3). So tanks entering turn 4 just doesn't feel right to me. Turn 1 I think of as being 2nd half 1914 to first half 1915(Italy &Ottaman are entered in the war) Turn 2 is then roughly 1915-1916. Turn 3 is 1916-1917(tanks should be available here- maybe even starting with the Brits turn 3, since they were the first to use them) Turn 4 is 1917-1918(Russian Revolution & U.S. entry). I like the rules and effect on the batteboard that tanks have, especially absorbing hits, but feel they might see better use if available earlier).
I can see that argument. If we tweak that timeline slightly I think we can make this make more sense. Let's consider what we know for certain: Turn 1: Second half 1914 to first half 1915. End of Turn 4: April 1917. If the end of Turn 4 is April 1917, then we hit July 1916 (the Battle of the Somme) either sometime during Turn 4 or toward the end of Turn 3. For game mechanic purposes, I can understand why it'd be easier to say "Starting on Turn X everybody can buy tanks" rather than saying "Starting on England's Turn X, every country can build tanks." In terms of the tournament rule setup, the US comes in on turn 3 while tank entry remains unchanged. That does lead to obvious historical inaccuracies, but the US entry change was implemented specifically to speed games along, which is critical in tournament play.
Hi Arch. When it comes to land movement, the double move basically says that if you're moving either to a friendly territory or to a territory you (your nation itself) contests, you can move two territories. Think of it as the advantage given by interior lines of communication and logistics. The standard rules only allow for 1 movement. In terms of navy, cruisers still move 3 spaces and all other ships move 2. However, all naval units can move an extra sea zone if they start their turn at a friendly sea port. Regardless, entering a sea zone that contains enemy mines halt movement for that turn.
Hi Andrew. That's in the tournament rules that they use at GenCon and Origins. If you're interested in learning more about the tournament rules, you can find details on the ones I use here: www.headlesshorseman2.com/origins.html. Just scroll down a little and click on the "1914 Tournament" button.
The Tank dice hits in this game are just awfull. Defend on a one , what a joke! My opponent and I agree that a variant upgrade on these dice hits would help make the Tank a worthy weapon in a limited arsenal.
Absolutely nuthin'…say it again.
When the brits have tanks in India-Persia-Anatolia you feel the pain as they skip some losses each combat while you always take full damage. It is a special weapon, you can not rely on tanks at all for defence, but in a long war you keep your losses down while attacking (normally a big problem as all defending infantry easily hit a lot so you stack runs out before you take the enemy capital).
Maybe a conversation for a different vid, but my issue with tanks in this game and some other things is the time frame. Tanks are available turn 4?
Tanks first made their appearance September 1916 during the battle of the Somme, when the Brits used them.
I would think that tanks should be available earlier than turn 4.
The U.S. entered the war in 1917 and built up enough of an army to conduct operations by 1918.
In Game, U.S. enters turn 4-unless attacked or USW(some turnament rules turn 3). So tanks entering turn 4 just doesn't feel right to me.
Turn 1 I think of as being 2nd half 1914 to first half 1915(Italy &Ottaman are entered in the war)
Turn 2 is then roughly 1915-1916.
Turn 3 is 1916-1917(tanks should be available here- maybe even starting with the Brits turn 3, since they were the first to use them)
Turn 4 is 1917-1918(Russian Revolution & U.S. entry).
I like the rules and effect on the batteboard that tanks have, especially absorbing hits, but feel they might see better use if available earlier).
I can see that argument. If we tweak that timeline slightly I think we can make this make more sense. Let's consider what we know for certain:
Turn 1: Second half 1914 to first half 1915.
End of Turn 4: April 1917.
If the end of Turn 4 is April 1917, then we hit July 1916 (the Battle of the Somme) either sometime during Turn 4 or toward the end of Turn 3. For game mechanic purposes, I can understand why it'd be easier to say "Starting on Turn X everybody can buy tanks" rather than saying "Starting on England's Turn X, every country can build tanks."
In terms of the tournament rule setup, the US comes in on turn 3 while tank entry remains unchanged. That does lead to obvious historical inaccuracies, but the US entry change was implemented specifically to speed games along, which is critical in tournament play.
Tanks were used in insignificant numbers during the Somme. It makes more sense to base their appearance on the Battle of Cambrai in late 1917.
What is the special rule you use for double movement exactly?
Hi Arch. When it comes to land movement, the double move basically says that if you're moving either to a friendly territory or to a territory you (your nation itself) contests, you can move two territories. Think of it as the advantage given by interior lines of communication and logistics. The standard rules only allow for 1 movement. In terms of navy, cruisers still move 3 spaces and all other ships move 2. However, all naval units can move an extra sea zone if they start their turn at a friendly sea port. Regardless, entering a sea zone that contains enemy mines halt movement for that turn.
Jonathan Meyer where can I find this double move rule in the rule book?
Hi Andrew. That's in the tournament rules that they use at GenCon and Origins. If you're interested in learning more about the tournament rules, you can find details on the ones I use here: www.headlesshorseman2.com/origins.html. Just scroll down a little and click on the "1914 Tournament" button.
Wich units can walk 2 steps? And i don t understend the tanks abilit because i am from another contry can you write for me ?
0:34 you mean entente
The Tank dice hits in this game are just awfull. Defend on a one , what a joke! My opponent and I agree that a variant upgrade on these dice hits would help make the Tank a worthy weapon in a limited arsenal.
Axis and Allies is a game about history, and during WWI, tanks were a new technology, so they aren't as strong as their WWII counterparts.