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    World War I with more territories?

    Scheduled Pinned Locked Moved Maps & Mods
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    • TheDogT Offline
      TheDog @Schulz
      last edited by

      @Schulz
      The SZ are huge, not sure the movement of your aircraft, but they might be able to cross the Med and return to say Italy and possibly cross the Atlantic.

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

      SchulzS 1 Reply Last reply Reply Quote 1
      • SchulzS Offline
        Schulz @TheDog
        last edited by

        @TheDog One round represents 6 months, so crossing the Atlantic in 1 round makes sense to me.

        I TheDogT 2 Replies Last reply Reply Quote 0
        • I Offline
          iratoric @Schulz
          last edited by

          @Schulz I think you’re going to have a problem with setting a time scale because a lot can happen in 6 months, a steamship of the time could easily make multiple Atlantic crossings in one month.

          1 Reply Last reply Reply Quote 0
          • TheDogT Offline
            TheDog @Schulz
            last edited by

            @Schulz
            Sea, Air movement and Time all are constraining each other and they must be a compromise.

            In 1941 GCD, time is set at 3 months/turn, but this is only for technology, and as @iratoric says

            steamship of the time could easily make multiple Atlantic crossings in one month

            1941GCD part answer was ships move faster.

            Most Aircraft should move 2-4 TT/SZ, as this works for land, so SZ must fit this.

            https://forums.triplea-game.org/tags/thedog
            https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

            SchulzS 1 Reply Last reply Reply Quote 1
            • SchulzS Offline
              Schulz @TheDog
              last edited by Schulz

              Fighters will be the same as in Axis & Allies 1914.

              So the Atlantic shouldn't be crossed in 1 round? The US would join in round 12 if 1 round represents 6 months, and the winner should emerge around round 18. I'm afraid it would be harder to balance the longer the game is supposed to last.

              Russia should be strong enough to last at least 12 rounds, but weak enough to collapse over the next few rounds. That doesn't look easy to balance to me.

              What about making 1 round = 4 months?

              In approximately how many rounds is 1941 GCD supposed to last?

              TheDogT I 2 Replies Last reply Reply Quote 0
              • TheDogT Offline
                TheDog @Schulz
                last edited by

                @Schulz
                The Atlantic should be crossed in 2 rounds, the U-boat need a chance at attacking mid crossing

                3 or 4 or 6 turns per year but not 2. I would go with 4 turns/seasons per year.

                1941 GCD could have been 6 turns/year, but as we got better, settled for 4 turns/year.

                GCD usually lasts 18-24ish turns, but it is for solo play.

                https://forums.triplea-game.org/tags/thedog
                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                SchulzS 1 Reply Last reply Reply Quote 2
                • I Offline
                  iratoric @Schulz
                  last edited by

                  @Schulz Your math is not right, if one turn is 6 months then the whole war would be 9 turns, US would join turn 6

                  1 Reply Last reply Reply Quote 0
                  • SchulzS Offline
                    Schulz @TheDog
                    last edited by

                    Let's make 1 round = 4 months then.

                    And here's the new planned sea zones.

                    What I liked the most is that the Entente can't block the Western Mediterranean anymore by parking in a single sea zone.

                    Balancing Russia will be tough. Some ideas:

                    They will get a malus to their income, and that malus gets bigger each round. For example, they get -2 IPC in round 1, -4 in round 2, -6 in round 3, etc. I'm normally not a fan of too many rules, but I can't see how to make it work right now other than something like this. Maybe giving them a very large army but a very low income would balance them.

                    Another idea is making the rectangle zones German submarine spawn points. Each rectangle will have something like a 25% chance to spawn a submarine each round. With convoy zones, the Atlantic would be more interesting.
                    wwieurope - Copy.jpg

                    TheDogT I 2 Replies Last reply Reply Quote 1
                    • TheDogT Offline
                      TheDog @Schulz
                      last edited by

                      @Schulz
                      If there are 4 spawn points, then if I was the Entente, I would swamp each spawn point and shut it down. I would have way more spawn points and not make it obvious that it was a spawn point.

                      Im not a fan of Convoy Zones, they are artifiical. I prefer each SZ is worth 1pu and has ownership flags. But I would say that, as 1941 GCD has this.

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                      SchulzS 1 Reply Last reply Reply Quote 1
                      • SchulzS Offline
                        Schulz @TheDog
                        last edited by

                        The Central Powers should punish the Entente if it keeps so many ships parked in these zones just to hunt a single possible German submarine.

                        I think it's good that this gives the US more options than just sending troops to France.

                        1 Reply Last reply Reply Quote 1
                        • I Offline
                          iratoric @Schulz
                          last edited by

                          @Schulz OK so here is the thing about Russia in WWI and why they are hard to simulate. Russia had a huge manpower pool to draw from but was consistently running out of equipment. So you would get things like 2 soldiers sharing one rifle, or an artillery battery that can only fire for a few minutes.

                          The problem is when you look up something like how many soldiers did Russia have in WWI you will get an impressive number, but what that’s not telling you is how many of them actually have enough weapons or ammunition to fight. It’s like owning 10 cars but only having enough gas for 3, then writing down that you have 10 cars available for use. Technically true but not helpful

                          SchulzS 1 Reply Last reply Reply Quote 1
                          • SchulzS Offline
                            Schulz @iratoric
                            last edited by

                            I think Russia was as strong as France in the beginning, but its power decreased gradually due to the well-known issues.

                            RogerCooperR 1 Reply Last reply Reply Quote 1
                            • RogerCooperR Offline
                              RogerCooper @Schulz
                              last edited by

                              @Schulz In TripleA, you may want to give Russian infantry no attack value, with any offensive relying on artillery or elite troops (like the veterans in the Caucasus).

                              I SchulzS 2 Replies Last reply Reply Quote 1
                              • I Offline
                                iratoric @RogerCooper
                                last edited by

                                @RogerCooper I think you can do this without even having to use a new unit, you can make a supportAttachment that gives infantry -1 strength, then attach it to the infantry itself and have it only apply to Russians. Something like

                                <attachment name='supportAttachmentRussiansInfantryEquipmentShortage' attachTo='infantry' javaClass='UnitSupportAttachment' type='unitType'>
                                <option name='unitType' value='infantry'/>
                                <option name='faction' value='allied'/>
                                <option name='side' value='offence'/>
                                <option name='dice' value='strength'/>
                                <option name='bonus' value='-1'/>
                                <option name='number' value='1'/>
                                <option name='bonusType' value='EquipmentShortage'/>
                                <option name='players' value='Russians'/>
                                </attachment>

                                B 1 Reply Last reply Reply Quote 2
                                • B Offline
                                  beelee @iratoric
                                  last edited by

                                  @iratoric

                                  attach it to itself. I didn't know you could do that. Or maybe I did and just forgot 🙂

                                  Either way. I like it 🙂

                                  Maybe so they aren't too low powered offensively, you could have Artillery still give them a +1 boost. If it plays the same as the other games that way.

                                  So Attack 0 but if with Arty Attack 1 ?

                                  Just a thought 🙂

                                  Good Work here 🙂

                                  1 Reply Last reply Reply Quote 0
                                  • SchulzS Offline
                                    Schulz @RogerCooper
                                    last edited by

                                    If Russia is still in the war by round 10 with roughly the same income it had at the beginning, I don't see how the Central Powers could realistically win. Giving Russian infantry weaker offensive power doesn't seem punishing enough to me. It would also limit Russia's strategic options. Historically, they had to launch major offensives due to political pressure from their allies.

                                    I think Russia's role of "destroying as many Central Powers units as possible before its eventual collapse" sounds much more interesting than simply spamming infantry and waiting.

                                    By 1917, Russia was struggling just to keep its troops on the front line, let alone mobilize new armies. I even think its income should be close to 0 by round 10 (August 1917), even if it hasn't lost a single territory. With a -2 income modifier that increases by 2 each round, Russia would be at -20 IPC by round 10, leaving it almost bankrupt.

                                    RogerCooperR 1 Reply Last reply Reply Quote 0
                                    • RogerCooperR Offline
                                      RogerCooper @Schulz
                                      last edited by

                                      @Schulz said:

                                      Historically, they had to launch major offensives due to political pressure from their allies.

                                      This is the kind of question that comes up in many wargames, should a player be forced to replicate a bad historical strategy. The Brusilov offensive (1916) achieved some tactical success, but did little to take pressure off the French at Verdun and used up Russia's limited resources. The Kerensky offensive (1917) resulted in Russia's complete collapse.

                                      By they way, my grandfather (Austrian army) was captured in the Brusilov offensive.

                                      SchulzS 1 Reply Last reply Reply Quote 1
                                      • SchulzS Offline
                                        Schulz @RogerCooper
                                        last edited by

                                        Players should be free to choose. But being forced to play too defensively and cautiously in every single game would be boring, and it wasn't politically feasible at that time.

                                        Both offensive and defensive Russia should have their own pros and cons.

                                        1 Reply Last reply Reply Quote 0
                                        • SchulzS Offline
                                          Schulz
                                          last edited by

                                          I balkanized the Balkans.

                                          balkanized.jpg

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                                          • SchulzS Offline
                                            Schulz
                                            last edited by

                                            I divided Brest and Vilnius.

                                            I think it would be way too easy to defend against the Russians if territories 2 and 4 were merged. I was initially hesitant because I've always hated how, on the Great War map, it's a no-brainer for the Russian player to just hold the Belarus–Kiev–Warsaw line. (There's a similar issue in Domination 1914 as well.) It was also a no-brainer for the Germans to follow that route. Territory 4 (Brest) shouldn't create the same issue, and luckily I don't think it will, because:

                                            In the Great War, the key territory (Kiev, which blocks both the German and Austrian advances at the same time) is four territories away from Berlin and Vienna, but here it's much closer. The Central Powers will also have Hungarian and Prussian factories. The Russians will also get an increasing IPC penalty each round, so they won't be able to easily hold territory 4 and block the routes. Plus, the Austrians can move 7 in that case and take Kiev if Russia undercommits to that front.

                                            Territory 4 should probably be worth the fewest IPCs to offset its strategic importance. I'm still not a fan of it, but combining territories 2 and 4 sounds even worse to me. I don't know—maybe I can find another way to further reduce the importance of territory 4.

                                            I'm also not sure how to handle the Serbian front. Austria taking on Serbia while holding Galicia at the same time in 1914 was highly unlikely. In most games, Austria shouldn't be able to do both.

                                            Another issue is how to represent the Serbs. Having the Russians represent them would be problematic since all Russian units are meant to be removed if the Revolution triggers. Serbian units shouldn't disappear just because of the Russian Revolution.

                                            I don't like making the Serbs Allied-neutral either, since it would let Austria move everything to the east until Italy enters the war in Round 4.

                                            wwieurope - Copy.jpg

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