Axis & Allies Europe Modification:

The Great War

By Richard Karpusiewicz

            World War I raged from 1914-1918 and ravaged Europe. Militarism, nationalism, and imperialism fueled the fires that consumed the continent and spread throughout the world. The war was a bloody stalemate that has come to represent the horrors of trench warfare, modern weapons and willingness to accept terrible casualties in pursuit of victory. This game scenario will allow six players to take on the roles of the Allied and Central Powers in pursuit of total victory in WWI. They will face tactical and diplomatic challenges as they struggle through the historic conflict. This game uses the Axis & Allies: Europe map. Some territorial values have been changed, unit costs have been changed, technologies have been changed, and there may be some historical inaccuracies to ensure a balanced game, though the creator has strived to make it historically accurate.

 

What’s different?

The sizes of the warring countries are much reduced. The doctrine of quick, mobile armored warfare practiced in the original A&A has been slowed down by the degrading of tank forces. Trench warfare and manpower limits make a tough strategic stalemate to break if one side decides to play defensively. IPC collection and spending is reduced along with the costs of units. Territory values have been modified.

 

The Players

 

ALLIED POWERS

Great Britain

France

Russia

 

CENTRAL POWERS

Germany

Austria-Hungary

Ottoman Turkey

 

Order of Play

  1. Bolsheviks
  2. Serbia
  3. Germany
  4. Russia
  5. Great Britain
  6. France
  7. Austria-Hungary
  8. Turkey

 

 

 

 

Scenario

Semi-Historical: Players choose to influence other nations to join them and are given greater diplomatic and research freedoms.

 

Sequence of Action

 

1. Diplomacy

The players may attempt to influence the following neutral nations:

Denmark

Norway

Rumania (Pro-Allied)

Bulgaria (Pro-Central)

Greece (Pro-Allied)

Ottoman Empire (Pro-Central)

Italy

 

To influence a nation, the player pays 5 IPCs to the bank (except in the case of the subject nation being a player, who then keeps the money) and rolls a die. On a roll of 6 they succeed in moving the subject nation one closer to their own side. All nations have this table:

 

Central Camp

Pro-Central

Neutral

Pro-Allied

Allied Camp

 

Some nations start out favorable to one side or another.

 

2. Research Technology

Tech research is a big part of fighting any war. Superior technology yields superior military results. To research technology, the player pays 5 IPCs to the bank for each attempt made. Roll a die for each attempt. On a roll of 6 the player succeeds. The die is rolled again, and the number corresponds with the technological advance listed later in these instructions. Only one technology can be researched per turn.

 

3. Purchase Units

Make unit purchases with the modified prices listed later in these instructions.

 

4. Combat Movements and Combat

 

5. Non-combat movements

 

6. Place units

 

7. Collect income

 

 

 

Technologies

 

1. Chemical Weapons: Artillery-delivered canisters of mustard gas and other nerve gases were first used in WWI. When this is researched, every time an artillery unit attacks, it gets a free attack with a combat value of 1 before combat begins, similar to the sea bombardment rules. Units killed by this chemical attack get no casualty counterattack.

 

2. Improved Aviation: Adds +1 attack value, +1 defense value, and +1 movement points to fighters and allows the researcher to build bombers.

 

3. Tanks: Allows the player to build tanks.

3b. Improved Tanks: Add +1 move to tanks. This is for countries already possessing Tanks.

 

4. Submarines: Allows the player to build submarines. Germany starts with this technology.

4b. Extended Range Submarines: Add +1 move to submarines. This is for countries already possessing Submarines.

 

5. Troop Mechanization: Mechanized movement of supplies and troops means less manpower required for deployment in effective combat units. This tech doubles the researcher’s unused manpower.

 

6. Super Trench: Nullifies the effect of supporting artillery on attacking infantry. Impervious to assault from the air; aircraft can take part in an attack but do not get an attack roll to deal damage. Tanks may nullify their effects on infantry as usual.

 

Units

 

Infantry: All purpose infantry.

Cost

1

Attack

1

Defend

2

Move

1

 

Artillery: Boosts an attacking infantry’s by +1 attack.

Cost

2

Attack

2

Defend

2

Move

1

 

Tank: Good trench breakthrough unit. *Requires research.

Cost

3

Attack

2

Defend

1

Move

1

Fighter: Distance/ranged attacker.

Cost

6

Attack

1

Defend

2

Move

2

 

Bomber: Heavy attacker. *Requires research.

Cost

8

Attack

3

Defend

1

Move

4

 

Submarine: Sneak naval attacker. *Requires research.

Cost

4

Attack

2

Defend

2

Move

2

 

Transport: Transports 2 infantry or 1 tank or artillery.

Cost

4

Attack

N/A

Defend

1

Move

2

 

Dreadnought: Heavy naval gunship.

Cost

12

Attack

4

Defend

4

Move

2

 

Trench: Defensive position for infantry. Adds +1 to all defending infantry and defends ONE territory from ONE other adjacent territory. Infantry must be present in the territory where it is being built to dig the trench system. Each enemy tank present nullifies the effect of the trench for one friendly infantry. Cost: 5 IPCs

 

 

 

 

 

 

 

 

 

 

 

 

Allied Powers (39 IPCs, Total Manpower 400)

Great Britain

Starting Income: 15 IPCs

Manpower: Total 16/110 (British Isles 16/40, Canada 0/30, Australia 0/40)

Territories: *United Kingdom (6 IPCs), Eire, Iceland, Gibraltar, Egypt (1 IPC), Trans-Jordan (2 IPCs), Netherlands-Belgium (2 IPCs), 4 Convoys (1 IPC Each)

Special Rules:

Turkish Dreadnought Fiasco (Note: Turkey remains Pro-Central even if this occurs)

Only Germany can diplomatically influence the Ottoman Empire. Great Britain can attempt to keep Turkey neutral by giving two of their dreadnoughts to them which they originally intended to buy from Britain. Turkey can now be influenced by Britain.

 

France

Starting Income: 9 IPCs

Manpower: 15/90

Territories: *France (3 IPCs), Eastern France (2), Vichy France (1), Morocco (1), Algeria (1), Tunisia (1)

 

Russia

Starting Income: 15 IPCs (Each territory with a number is worth 1 IPC)

Manpower: 15/200

Territories: *Leningrad [Petrograd] (1), **Moscow (1), Stalingrad [Tsaritsyn] (1), Finland (1), Vyborg, Karelia (1), Archangel (1), Russia (1), Siberia (1), Baltic States (1), Poland (1), East Poland (1), Belorussia (1), Turkestan (1), Bessarabia, Ukraine (1), Caucasus (1)

Special Rules:

Peasant Soldiers

Russia can recruit 1 infantry unit per turn on any of its home soil territories (regardless of the presence of an industrial complex) due to the serfdom which still largely prevails on Russian territory.

 

Bolshevik Revolution

On turn 12 roll a die. On a roll of 1 the Revolution begins. Each round afterwards the value for a successful revolution increases by 1 (ex: turn 13, 2 or less, turn 14, 3 or less, etc.) until turn 16 when the Revolution becomes unavoidable.

All units produced on the turn the Revolution occurs become Bolshevik and half of the current Russian players IPCs go into the hands of the Revolution. The current capital of the Russian empire is seized by the Bolsheviks. For all units in the field, roll a die; on a roll of two or less they stay loyal, otherwise they defect. The Russian player may attempt to fight the Bolshevik Russians and regain control of Russia. Bolsheviks are compelled to sign peace terms with the Central Powers the turn after the Revolution.

 

Two Capitals
Both Leningrad and Moscow serve as capital cities, in the event that one is captured, the other functions and the government still will collect income.

 

Central Powers (27 IPCs, Total Manpower 270)

Germany

Starting Income: 12 IPCs

Manpower: 18/120

Territories: Germany (12)

Special Rules:

Submarine Warfare Doctrine

Restricted, or Unrestricted. Restricted warfare does not allow German subs to attack convoys; unrestricted submarine warfare allows German subs to attack convoys and hurt their enemy’s economic production, but negatively impacts US public opinion. It also enables Total Sea War.

 

Total Sea War

This allows the German player to destroy the manpower of the British Isles by placing submarines in all sea zones around Britain. The blockade takes -5 Manpower from the British Isles per turn until it is lifted, and if it surpasses the reserve of manpower, constructed units in Great Britain are destroyed, including foreign-built units.

 

Austria-Hungary

Starting Income: 7 IPCs (of 8)

Manpower: 13/70

Territories: *Austria (2), Czechoslovakia (2), Hungary (2), Yugoslavia (1 of 2)

Special Rules:

Serbia

Serbia is a territory worth 1 IPC inside of the space labeled ‘Yugoslavia’. Serbia borders Bulgaria, Yugoslavia, Romania, and Greece. The game starts off with Serbia having 1 infantry inside its borders, on its turn it may build and place another. If Serbia is defeated and occupied by Austria-Hungary, it is absorbed into Yugoslavia permanently and ceases to exist as a nation. Serbia cannot be liberated, even if Yugoslavia is captured. The cause of the Great War is forgotten quickly after the war begins.

 

Ottoman Empire (Turkey)

Starting Income: 8 IPCs

Manpower: 14/80

Territories: *Turkey (3), Syria (1), Iran (2), Iraq (2), Palestine

Special Rules:

Turkish Dreadnought Fiasco (Note: Turkey remains Pro-Central even if this occurs)

Only Germany can diplomatically influence the Ottoman Empire. Great Britain can attempt to keep Turkey neutral by giving two of their dreadnoughts to them which they originally intended to buy from Britain. Turkey can now be influenced by Britain.

 

Allegiance of Opportunity

On or after turn 3, the Ottomans may join the Central Powers if they have not already joined one side or the other and are Pro-Central. Historically they joined the war in late October of 1914. They may join the Centrals any turn they become Pro-Central if they are not already so on turn 3.

United States Public Opinion (US Entry Level)

 

US Entry level starts at 0. According to events it can move towards siding with the Allied or Central Powers. If the Public Opinion is equal to or above +5, it can join the Allies. If Public Opinion is equal to or below -5, it can join the Central Powers.

What affects US Public Opinion?:

 

-Central Powers attack a neutral nation. +1

-Allies attack a neutral nation. -1

-Germany declares Unrestricted Submarine Warfare. +2

-Germany discontinues Unrestricted Submarine warfare. -1

-Ottomans join Central Powers. -1

-Neutral nation (other than Bulgaria with Turkish Support) joins Central Powers. -1

-Neutral nation (other than Greece with Bulgarian Neighbor) joins Allied Powers. +1

-Allied country surrenders. +1

-Central country surrenders. -1

-The first surrender of an Allied nation is rejected. +2

-The first surrender of a Central Powers nation is rejected. -2

-An armistice is broken. -US Opinion moves 1 space away from the offending nation.

-A surrender is renounced. –US Opinion moves 2 away from the offending nation.

-Russian Revolution occurs. US Opinion moves 1 space closer to the side with the least economic production (minus the Russians altogether).

 

 

 

Winning the Game and Averting Disaster: Armistices, Surrenders and Conquests

 

The game can be won in any of the following methods:

-All the countries in the enemy power bloc surrender.

-All countries involved agree to a peace treaty.

-All enemy nations are conquered or subdued and surrendered.

 

There are three types of peace treaty: Armistice, Conditional Surrender, and Unconditional Surrender.

 

Armistice

An armistice is a cease-fire. Armistices are temporary and can be called for any number of reasons. Two countries agree beforehand to a set period of time that the armistice will last. When the armistice expires the two nations can then resume hostilities. Breaking an armistice will have negative effects on US entry level.

 

Conditional Surrender

This kind of surrender ends the fighting. The defeated and victor nations agree to certain terms and compromise on them. This type of surrender can be used to keep the enemy from thoroughly embarrassing a losing country or keeping the victor away from rich territories. A surrender may be broken once, but once it is broken the offending country can never again surrender to the enemy except Unconditionally. Breaking surrender terms negatively impacts the US entry level.

 

Unconditional Surrender

This kind of surrender is when the nation is facing complete and total defeat. The defeated nation agrees that it will obey any and all terms set by the victor and is not privy to those terms before surrendering. The beaten country is at the mercy of the victor. This kind of surrender may be more profitable than being conquered and allowing the enemy to take total control of the remaining territories.

 

Conquest

This is not a treaty but wholesale destruction of an enemy country. If an enemy country loses all of its territories it is conquered until its territories are liberated by allies. Conquering a nation eliminates any threat of breaking surrender terms but ignoring an enemy surrender hurts the US Public Opinion. The Manpower of a Conquered nation may be used in the conqueror’s army only if the conqueror’s manpower is used up entirely and until the conquered nation’s capital is liberated; units built with foreign manpower cost twice as much as those built from domestic manpower.

 

How Neutral Nations Work

When a country inducts a neutral nation it then has total control of that nation. The country who paid the IPCs to put the country into the alliance’s camp gains control over the territory. Neutral countries use the same color army as their controller. They start with a small army and may place infantry only within their territory unless they have an industrial complex. The neutral’s controller can only place units out of that country’s manpower without a complex present. The nation’s economy is absorbed into the controlling country’s income, giving the IPC revenue to the controlling power. Major neutral nations retain separate economies however, and are inserted into the turn order to be right after the country that “recruited” them via influence. The US turn is last when it joins the war.

 

Setup of Neutral Nations

 

Bulgaria (Pro-Central minor neutral nation)

Income: 1 IPC

Manpower: 1/6

Territories: Bulgaria (1)

Units: 1 Infantry

Special Rules:

Turkish Support

If Turkey joins the Central Powers, Bulgaria may join the Central Powers the same turn and be placed under Turkey’s control for the diplomatic fee of 5 IPCs (to the bank).

 

Denmark (minor neutral nation)

Income: 1 IPC

Manpower: 1/3

Territories: Denmark (1)

Units: 1 Infantry

 

 

Finland (Pro-Central minor neutral nation)

Income: 1 IPCs

Manpower: 2/6

Territories: Finland (1)

Units: 2 Infantry

Special Rules:

Finnish Revolution

Finland is a Russian territory until the Russian Revolution. On that turn, it breaks off and becomes a minor neutral nation. All other units located in Finland are trapped and lost.

 

Greece (Pro-Allied minor neutral nation)

Income: 1 IPC

Manpower: 2/5

Territories: Greece (1), Crete

Units: 2 Infantry

Bulgarian Neighbor

If Bulgaria joins the Central Powers, then the next turn Greece may join the Allies for the diplomatic fee of 5 IPCs (to the bank) and be placed under British control.

 

Italy (major neutral nation)

Income: 7 IPCs

Manpower: 7/60

Territories: Northern Italy (4), Southern Italy (2), Sicily, Libya (1)

Units: 3 Infantry, 1 Artillery, 1 Industry Complex (Northern Italy), 2 Infantry (Southern Italy), 1 Infantry (Libya)

 

Norway (minor neutral nation)

Income: 2 IPCs

Manpower: 2/8

Territories: Norway (2)

Units: 2 Infantry

 

Romania (Pro-Allied minor neutral nation)

Income: 1 IPC

Manpower: 1/4

Territories: Rumania (1)

Units: 1 Infantry

 

United States of America (major neutral nation)

Income: 20 IPCs (during peacetime initially only 8 IPCs are collected each turn)

Manpower: 3/180

Territories: Eastern US (18), 2 Convoys (1 IPC each)

Units: 2 Infantry, 1 Industry Complex (Eastern US), 1 Dreadnought (Eastern US sea zone)

Active Diplomacy

If a player is playing the neutral US, he needn't be idle the whole game. He may attack neutral nations, develop technologies, build some forces, send volunteer units abroad and focus on raising his war economy.

 

Drafting Troops

The troop limit for a peacetime America is 50 units.

 

Sending Volunteer Units

Volunteers can be sent to whichever side the US is favorable to. Units are built abroad by the US and with US Manpower, and they are the color of the receiving country and under that nation’s control. The benefit is that it costs the recipient no manpower or IPCs. However, only 10 total volunteer units can be sent. Volunteers must always arrive in the recipient country’s capital.

 

Limited Wars

If a declaration of limited war is passed against a neutral nation, the US may attack that country and fight it. The US Public Opinion chart moves one spot closer to zero. US peacetime draft limit goes up to 80 as a result, and it collects 12 IPCs instead of 8. Collection remains at 12 IPCs after the war ends. While engaged in a limited war, the US cannot enter the main war. A limited war cannot be carried out on a nation in one of the major Power Blocs. While a limited war is in progress the US cannot join the main war. They also cannot join the main war for at least one turn after a limited war has ended.

 

Declaring Limited Wars

The US Congress must be consulted when declaring a limited war on minor or major neutral unaligned nations. The player must roll a one in order for Congress to pass the declaration. If it fails, another declaration of war cannot be requested for two turns.

 

Second Mexican War

Mexico, not represented on the playing board, is a major trouble spot for the United States during this time. It is also subject to the US declaring limited war upon it. If such a declaration is passed through Congress, the war with Mexico will begin. The Mexican army will be represented as 5 infantry units (using US or Chinese Star markers perhaps) placed in Eastern USA, and will be treated as the defenders against the US forces. The territory can be amphibiously assaulted (since the space is being shared because of Mexico’s lack of representation on the game board). US forces may stop their attack at any time to avoid excessive losses. Every turn the United States fails to subdue Mexican forces, their forces are replenished back to their starting 5 infantry defenders and the US player must try again next turn to defeat them. At any time the US can end the war. If Mexico’s force of infantry is wiped out, the war is over. The US gains no conquest, IPC bonus or Manpower from this victory. A friendly but weak Mexican government is installed, off the playing field. All other standard rules are followed, including the US Draft limit being modified and IPC collection jumping to 12.

 

Links:

Combat Force Setup Charts

 

Current US Entry Level

 

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