+Jonathan Meyer is this game really balanced in the games regular state without the russian revolution rule? me and one of my friends who play this game have been keeping record on who wins and which side they where and we are starting to notice a trend where the allies kick ass about every game now the first few Games I won as the central powers simply because I knew more about how the game worked and had developed strategies based off of yours sort of revised them into the original rules for the game, now that we are getting better at the game I'm beggining to feel that the allies are to powerful what are your thoughts?
In looking at the game's base rules, I definitely think it is tilted toward the Allies. First, the Allies have a huge economic advantage which only grows with the US enters the war. They also have way more playable nations on their side. It's critical that the Central Powers move quickly before the sheer weight of Allied men/material buries them, yet it's extremely difficult to succeed because land movement is limited to only move one space per turn. I always play tournament rules because I feel the alternate rule set makes the game more balanced. The Allies still have their economic advantage, but the Central Powers are actually able to move quickly enough that they have a chance of tipping the scales. Revised land movement also makes that critical Eastern Front more dynamic. That's a nice touch for both Russia and the Central Powers.
Damnit this video really makes me wanna play A&A. This is by far my favorite version of the game. Too bad it's really difficult finding people to play especially people that have the time...
@@noah_tries_gaming8318 oh yeah? I've only been looking for a group or tournament to play A&A since I bought the game back in 2014... if you know a group in the Seattle area then I'm all ears. Cause I'm not flying to fucking Ohio to play a game for two days.
@@joelcottrell4204 I've been trying to teach some family members how to play, but the truth of the matter is that none of them are as passionate about the game as I am. My best friend introduced me to the game, but he's moved away and since I've played both 1914 and 1942 2nd solo billions of times.
Hey, will you make more video's about A&A 1914? Maybe about the strategical use of tanks in the game, because I'm not sure yet what their purpose is...
Hi Jar Jar! I can definitely do that. Life has really gotten away from me the last few weeks, but I anticipate getting new videos up soon. I'll put this near the top of my list.
Thank you!Paris is really far from Berlin/german reinforcements. I never tried the Railway/move two friendly aeras - that whould help . I must agree Nother Italy and Switzerland is key- Italy without Venice/Piemonte/Tuscany income is nothingh. Also Tuscany is a one area wide front so Austria can stack it up easily (if it goes well just march into Rome). It is safer/smarter maybye to go after Russia but the real enemy is in the west- some way one must cripple the French economy as Germany (UK & US are untouchable).Oh I want to play A &A 1914 now with railroads :-)
Hi Peter! I'm glad you enjoyed the video. I really playing with the extra movement/railroad option. IIf you decide to try it out, just remember the US comes in on Turn 3 as well. I think these rules together make the game more balanced and exciting, and also make sense from a historical perspective.
When playing Germany and going west I usually have AH take Switzerland on AH1. I then move 40 Germans (all that can reach) there on G1. France is forced to consolidate everything in mainland France (maybe 1 inf to activate Bel) in Burgundy on F1 or risk having a lot of Germans next to Paris in G2.
The Italians are likely to move back to Tuscany. On AH2 they take Venice and piedmont. Around 50 Germans can then move into piedmont on G2. France can still not leave burgundy.
Welcome Colin! I'm glad you're enjoying my channel. I learned to play Axis and Allies 1914 using the tournament rule set used at the Origins Game Fair. That rule set can be found here: www.headlesshorseman2.com/origins.html
Hi Jon. Really enjoying the videos. Just bought the game and played it, but have questions on some of the box rules. I hope you can help me out on this. 1) Can the U.S. move troupes into Canada along with ships prior to getting into war on the 4th turn? 2) Let's say, Germany contests a country in France. On France's turn, do they have to fight the Germans that contested that spot? or can France just hold that country and not do anything on that turn? I believe those are the only questions I have on this. I would like to know your thoughts on this. Thanks in advance!!
Hi Rick. Thanks for the comment! My understanding of the box rules is that the answer to your first question is no. The answer to your second question is the latter. France could choose to fight, or they could choose to hold and not do anything in that territory on their turn. In addition, France could choose to move additional troops into that contested territory and either attack with their entire force, or sit tight with their re-enforced army.
Thanks Jon. Very good. I'm disappointed about the U.S. not moving into Canada though. So, it would take the Americans 2 turns to get into France unless you play tournament rules. I'm thinking about Memoir 44 D- Day. Never played Memoir 44 before. What's your take this game compared to Axis and Allies? Don't want to jump into that game unless its worth it. It's either that one or Axis and Allies D-Day. Opinion?
I'm probably a n00b for asking this, but if e.g France moves into Belgium, Russia into Romania, or Ottomans into Bulargia, etc.. Do they get the ipc's of these countries?
They can. If any Ally moves into Belgium, France can begin collecting IPCs for it on their next turn. The same thing goes for Romania/Russia and Bulgaria/Ottomans (except that would apply if any Central Power moved into Bulgaria).
Sweet, I'll look for you. I haven't signed up for a 1914 game but was considering it. just trying to figure out how a game of 1914 is complete in 4 hours. I'm assuming maybe they time the rounds.
Sounds good! They don't really have time limits per turn, but there are time limits per game. For 1914, the official time limit is 5 hours and 45 minutes I believe. However, teams are allowed an additional 15 minutes if needed to finish up a round. After that, it's a hard stop. Where ever you are in the game, that's where it ends even if you're in the middle of a country's turn. If you just finished America's turn and have less than 30 minutes left on the clock, it's recommended that players do not start a new round unless they believe they can get through every country within 30 minutes. In the event that no team has won in accordance with the standard rules, it's possible to obtain an economic victory in tournament play. You count up the IPC value of all the core territories that the CP have taken or are contesting from the Allies, and compare that to the IPC value of all the core territories that the Allies have taken or are contesting from the CP. Whichever side has more, wins.
Not a guarantee, but highly possible. By focussing more troops to invade France would that not force Great Britain to help defend France and therefore give the Ottoman's a better chance to survive? In that sense they could focus on fighting Russia and help supplement the forces lost by Germany switching strategies. Technically with the Ottoman's, Austria, and just a portion of Germany would still be enough to overpower Russia, even if not quite as quickly.
Yes, Bottero, I know about WW1 vs WW2. The German plan for WW1 was to knock out France in 6 weeks; the plan failed. The title of this video was a play on that. In any case, thanks for the comment!
That was their original plan for WW2. However, they reversed the pivot. In WW1, the plan was to swing around through Belgium and then down into France from the North, with the southern flank acting like a hinge. Long story short, in WW2 the Allies expected this and put the bulk of their forces in the north. Instead of going with their WW1 plan, the Germans put the hinge in the north and swung west through the Ardennes and then north, trapping the Allied forces with their backs to the sea. This resulted in the Dunkirk evacuation.
May I suggest that if Austria attacks Venice, and Germany moves into Switzerland, then Rome, Piedmont Naples, and the 2 guys from Libya (by boat) come and take back Tuscany. They then leave one man in Tuscany to slow down the Germans, and retreat into Rome. This takes two turns and Rome will have been reinforced by about 10 more Italian troops, making it hard for the first wave of Germans to take Rome, and allowing France time to cut off the German reinforcement supply line.
Robert Naegele Interesting proposal. However, we must consider that when the CPtake Venice, Tuscany, and Piedmont Turn 2, that'll put Italy into Economic Collapse. Unless they can swerp away the CP forces bottlenecking them in Tuscany, they wont be able to buy new units for some time to come.
Not off the top of my head, but I'll give it some thought. If I can come up with something promising, I'll get a video posted on the topic in the near future.
France was supposed to be defeated in round 1 in Axis & Allies 1914, the reason why France wasn't defeated in round 1 most of the time is because Germany was a bad player, we have to add some house rules if we want to guarantee (or at least almost guarantee) a defeated France in round 1 (and maybe add another house rule for Vichy France mechanics).
France cannot be defeated in round one in this game. German units cannot get to Paris on their first turn. Further, Germany goes before France, so if Germany could conquer France before France has even had a turn, that would make for very poor game design indeed. I suspect you are thinking of Global 40 which does involve France being defeated on turn 1. Vichy France was also a World War 2 thing (which would make sense for Global 40), not a World War 1 thing.
@@JonathanMeyer84 I think the designers of the game intended for France to be defeated in round 1, and they failed miserably, i guess we have to make house rules if we want France to be defeated in round 1 as the designers intended to be.
All movements of troops over water follow the standard rules relating to transports, regardless of the embarking/disembarking points or the presence/absence of an enemy navy.
It started quite fine. I (Germany) took out the british fleet(s) and my austrian ally invaded Venice succesfully. We also decided, to push into Belgiun and were quite lucky, because the french player ( an absolute beginner) thougt it was a trick to distract the allies from the eastern front. Sadly, Austria failed to take Piedmont in the second turn, so we waited for turn three. I took Switzerland in turn two (yes, risky), but the british player figured out, what Austria and I were up to and advised the french, to reinforce Burgundy and Paris. So my austrian ally and I decided, to focus on the east, were we took out Russia after two or three rounds of intense fighting (we played with the Russian Revolution and our russian player always had a lot of luck with the dice). In the meantime, the Brits rebuilded their navy, while I lost mine (bad luck with the dice), and they reinforced the french troops. That led to a huge fighting in Belgium and northern France. At the end I managed to take Paris at high losses, but lost it again to american and french troops. I might have to add, that my friends an me aren‘t professional players and it was the first time, we played the 1914-version. But we all agree, that we think, the 1914-version is the best one. We think, the concept of contested territory makes the game more tricky and exciting. If I made some language-mistakes I‘m sorry for it. Endlish isn‘t my first language. Have a nice day!
I only played this 2 times solo.....its impossible for central Powers to win. Germany Should have option of NOT attacking Belgium and Keep England out a turn or two. Italy should have rules to keep it out. Same with USA,. Serbia should not be a neutral they started the war. St Pete should be Russian capital. French navy should not be bigger than the German Navy. they should not have the BB in Atlantic.
NJtuber88 Thanks for the comment! While there's a general consensus that the game is unbalanced in favor of the Allies, I personally prefer to play as the Central Powers. It's more of a challenge that way. I've managed to win my fair share of games with them. Would you be interested in walking me through the moves that were made in your two games? I can try and find ways to up your Central Powers game.
Many thanks for getting back. Its been months.....but all I remember is that the Germans stall in France as the French and British build. Eventually the combined arms of Italy Russia France and the UK overpower the Central then the US comes in. I would give Germany another BB, and Give the UK another BB. Remove the French fleet from the Atlantic (since they historically took control of Med). the Germans should be able to threaten the Russians in the Baltic but not the British. france and Russia and Serbia should start for Allies. The rest should be determined upon events (ie if Germany doesn't invade Belgium UK does not take part in conflict for at least 1 turn). Italy may stay neutral. US may stay neutral.
Hard to say what went wrong based on those details, unfortunately. Do you recall how many rounds you played before the Central Powers were overrun by Italy, Russia, and France?
At a high level, that's the problem. The CP should be rocking and rolling by the time the US comes in. I'd recommend examining the strategy used by the CP for any moves that could accelerate their early advances. I know that isn't particularly detailed advice, but without knowing more about the actual moves that were made it's difficult to provide a more in-depth analysis.
Another great video, keep em coming.
Thanks, will do!
+Jonathan Meyer is this game really balanced in the games regular state without the russian revolution rule? me and one of my friends who play this game have been keeping record on who wins and which side they where and we are starting to notice a trend where the allies kick ass about every game now the first few Games I won as the central powers simply because I knew more about how the game worked and had developed strategies based off of yours sort of revised them into the original rules for the game, now that we are getting better at the game I'm beggining to feel that the allies are to powerful what are your thoughts?
In looking at the game's base rules, I definitely think it is tilted toward the Allies. First, the Allies have a huge economic advantage which only grows with the US enters the war. They also have way more playable nations on their side. It's critical that the Central Powers move quickly before the sheer weight of Allied men/material buries them, yet it's extremely difficult to succeed because land movement is limited to only move one space per turn. I always play tournament rules because I feel the alternate rule set makes the game more balanced. The Allies still have their economic advantage, but the Central Powers are actually able to move quickly enough that they have a chance of tipping the scales. Revised land movement also makes that critical Eastern Front more dynamic. That's a nice touch for both Russia and the Central Powers.
Damnit this video really makes me wanna play A&A. This is by far my favorite version of the game. Too bad it's really difficult finding people to play especially people that have the time...
Nawt true
@@noah_tries_gaming8318 oh yeah? I've only been looking for a group or tournament to play A&A since I bought the game back in 2014... if you know a group in the Seattle area then I'm all ears. Cause I'm not flying to fucking Ohio to play a game for two days.
@@joelcottrell4204 I've been trying to teach some family members how to play, but the truth of the matter is that none of them are as passionate about the game as I am. My best friend introduced me to the game, but he's moved away and since I've played both 1914 and 1942 2nd solo billions of times.
@@joelcottrell4204 lol I’m from Ohio and I love AnA 1914
Hey, will you make more video's about A&A 1914?
Maybe about the strategical use of tanks in the game, because I'm not sure yet what their purpose is...
Hi Jar Jar! I can definitely do that. Life has really gotten away from me the last few weeks, but I anticipate getting new videos up soon. I'll put this near the top of my list.
Thank you!Paris is really far from Berlin/german reinforcements. I never tried the Railway/move two friendly aeras - that whould help . I must agree Nother Italy and Switzerland is key- Italy without Venice/Piemonte/Tuscany income is nothingh. Also Tuscany is a one area wide front so Austria can stack it up easily (if it goes well just march into Rome). It is safer/smarter maybye to go after Russia but the real enemy is in the west- some way one must cripple the French economy as Germany (UK & US are untouchable).Oh I want to play A &A 1914 now with railroads :-)
Hi Peter! I'm glad you enjoyed the video. I really playing with the extra movement/railroad option. IIf you decide to try it out, just remember the US comes in on Turn 3 as well. I think these rules together make the game more balanced and exciting, and also make sense from a historical perspective.
Oh I missed that "detail" about USA turn 3....
I stil like the railroads- will make the game faster (still long).
Switzerland should never be a play. Impassible
It should be impassible.
When playing Germany and going west I usually have AH take Switzerland on AH1. I then move 40 Germans (all that can reach) there on G1. France is forced to consolidate everything in mainland France (maybe 1 inf to activate Bel) in Burgundy on F1 or risk having a lot of Germans next to Paris in G2.
The Italians are likely to move back to Tuscany. On AH2 they take Venice and piedmont. Around 50 Germans can then move into piedmont on G2. France can still not leave burgundy.
On G3 you can strike Tuscany (50 vs 30).
Hey, newcomer to your channel, I really like this kind of analysis. In the video you mention a tournament ruleset, where exactly can I find this?
Welcome Colin! I'm glad you're enjoying my channel. I learned to play Axis and Allies 1914 using the tournament rule set used at the Origins Game Fair. That rule set can be found here: www.headlesshorseman2.com/origins.html
Hi Jon. Really enjoying the videos. Just bought the game and played it, but have questions on some of the box rules. I hope you can help me out on this.
1) Can the U.S. move troupes into Canada along with ships prior to getting into war on the 4th turn?
2) Let's say, Germany contests a country in France. On France's turn, do they have to fight the Germans that contested that spot? or can France just hold that country and not do anything on that turn?
I believe those are the only questions I have on this. I would like to know your thoughts on this. Thanks in advance!!
Hi Rick. Thanks for the comment! My understanding of the box rules is that the answer to your first question is no. The answer to your second question is the latter. France could choose to fight, or they could choose to hold and not do anything in that territory on their turn. In addition, France could choose to move additional troops into that contested territory and either attack with their entire force, or sit tight with their re-enforced army.
Thanks Jon. Very good. I'm disappointed about the U.S. not moving into Canada though. So, it would take the Americans 2 turns to get into France unless you play tournament rules. I'm thinking about Memoir 44 D- Day. Never played Memoir 44 before. What's your take this game compared to Axis and Allies? Don't want to jump into that game unless its worth it. It's either that one or Axis and Allies D-Day. Opinion?
I've not actually played either of those games. I do know that Axis and Allies D-Day is quite a bit different from standard Axis and Allies.
I'm probably a n00b for asking this, but if e.g France moves into Belgium, Russia into Romania, or Ottomans into Bulargia, etc.. Do they get the ipc's of these countries?
Hi Arch, they sure do!
Can they also use the troops of these neutral countries?
They can. If any Ally moves into Belgium, France can begin collecting IPCs for it on their next turn. The same thing goes for Romania/Russia and Bulgaria/Ottomans (except that would apply if any Central Power moved into Bulgaria).
Yes, but can France also control the troops of Belgium (3 infantry, 1 artillery) when they move in?
France can control those Belgian troops, starting on the following turn.
great videos. are you going to Gencon by chance?
Jacob Lewis I am.
Sweet, I'll look for you. I haven't signed up for a 1914 game but was considering it. just trying to figure out how a game of 1914 is complete in 4 hours. I'm assuming maybe they time the rounds.
Sounds good! They don't really have time limits per turn, but there are time limits per game. For 1914, the official time limit is 5 hours and 45 minutes I believe. However, teams are allowed an additional 15 minutes if needed to finish up a round. After that, it's a hard stop. Where ever you are in the game, that's where it ends even if you're in the middle of a country's turn. If you just finished America's turn and have less than 30 minutes left on the clock, it's recommended that players do not start a new round unless they believe they can get through every country within 30 minutes.
In the event that no team has won in accordance with the standard rules, it's possible to obtain an economic victory in tournament play. You count up the IPC value of all the core territories that the CP have taken or are contesting from the Allies, and compare that to the IPC value of all the core territories that the Allies have taken or are contesting from the CP. Whichever side has more, wins.
Not a guarantee, but highly possible. By focussing more troops to invade France would that not force Great Britain to help defend France and therefore give the Ottoman's a better chance to survive? In that sense they could focus on fighting Russia and help supplement the forces lost by Germany switching strategies. Technically with the Ottoman's, Austria, and just a portion of Germany would still be enough to overpower Russia, even if not quite as quickly.
True.
historical events of ww II France fell in 6 weeks, in ww I the front stagnated and France held on. regardless, good strategy advice in your videos.
Yes, Bottero, I know about WW1 vs WW2. The German plan for WW1 was to knock out France in 6 weeks; the plan failed. The title of this video was a play on that. In any case, thanks for the comment!
Jonathan Meyer I wasn't aware they were so ambitious in ww I guess the second try worked out as planned.
That was their original plan for WW2. However, they reversed the pivot. In WW1, the plan was to swing around through Belgium and then down into France from the North, with the southern flank acting like a hinge. Long story short, in WW2 the Allies expected this and put the bulk of their forces in the north. Instead of going with their WW1 plan, the Germans put the hinge in the north and swung west through the Ardennes and then north, trapping the Allied forces with their backs to the sea. This resulted in the Dunkirk evacuation.
May I suggest that if Austria attacks Venice, and Germany moves into Switzerland, then Rome, Piedmont Naples, and the 2 guys from Libya (by boat) come and take back Tuscany. They then leave one man in Tuscany to slow down the Germans, and retreat into Rome. This takes two turns and Rome will have been reinforced by about 10 more Italian troops, making it hard for the first wave of Germans to take Rome, and allowing France time to cut off the German reinforcement supply line.
Robert Naegele Interesting proposal. However, we must consider that when the CPtake Venice, Tuscany, and Piedmont Turn 2, that'll put Italy into Economic Collapse. Unless they can swerp away the CP forces bottlenecking them in Tuscany, they wont be able to buy new units for some time to come.
Hey Jonathan, do you have any strategies for a German naval invasion against England?
Not off the top of my head, but I'll give it some thought. If I can come up with something promising, I'll get a video posted on the topic in the near future.
France was supposed to be defeated in round 1 in Axis & Allies 1914, the reason why France wasn't defeated in round 1 most of the time is because Germany was a bad player, we have to add some house rules if we want to guarantee (or at least almost guarantee) a defeated France in round 1 (and maybe add another house rule for Vichy France mechanics).
France cannot be defeated in round one in this game. German units cannot get to Paris on their first turn. Further, Germany goes before France, so if Germany could conquer France before France has even had a turn, that would make for very poor game design indeed.
I suspect you are thinking of Global 40 which does involve France being defeated on turn 1. Vichy France was also a World War 2 thing (which would make sense for Global 40), not a World War 1 thing.
@@JonathanMeyer84 I think the designers of the game intended for France to be defeated in round 1, and they failed miserably, i guess we have to make house rules if we want France to be defeated in round 1 as the designers intended to be.
@@candyneige6609 I'm pretty sure you are getting 1914 mixed up with 1940 Global.
@@JonathanMeyer84 Oh, i know.
Can you bridge German Units in Northern Germany to England via transports? Asuming the British navy is destroyed.
All movements of troops over water follow the standard rules relating to transports, regardless of the embarking/disembarking points or the presence/absence of an enemy navy.
Nice vid Jonathan!
Thanks Arjan!
I‘m gonna try this tactic today :D
Good luck! Please let me know how it goes.
It started quite fine. I (Germany) took out the british fleet(s) and my austrian ally invaded Venice succesfully. We also decided, to push into Belgiun and were quite lucky, because the french player ( an absolute beginner) thougt it was a trick to distract the allies from the eastern front. Sadly, Austria failed to take Piedmont in the second turn, so we waited for turn three. I took Switzerland in turn two (yes, risky), but the british player figured out, what Austria and I were up to and advised the french, to reinforce Burgundy and Paris. So my austrian ally and I decided, to focus on the east, were we took out Russia after two or three rounds of intense fighting (we played with the Russian Revolution and our russian player always had a lot of luck with the dice). In the meantime, the Brits rebuilded their navy, while I lost mine (bad luck with the dice), and they reinforced the french troops. That led to a huge fighting in Belgium and northern France. At the end I managed to take Paris at high losses, but lost it again to american and french troops.
I might have to add, that my friends an me aren‘t professional players and it was the first time, we played the 1914-version. But we all agree, that we think, the 1914-version is the best one. We think, the concept of contested territory makes the game more tricky and exciting.
If I made some language-mistakes I‘m sorry for it. Endlish isn‘t my first language.
Have a nice day!
@@theobaldvongoebben234 Sounds like a great game! I'm glad you all enjoyed playing 1914. By the way, your English was perfect.
Jonathan Meyer Thanks a lot! :D
Ludwig von Moltke wants to know your location.
Illinois
I only played this 2 times solo.....its impossible for central Powers to win. Germany Should have option of NOT attacking Belgium and Keep England out a turn or two. Italy should have rules to keep it out. Same with USA,. Serbia should not be a neutral they started the war. St Pete should be Russian capital. French navy should not be bigger than the German Navy. they should not have the BB in Atlantic.
NJtuber88 Thanks for the comment! While there's a general consensus that the game is unbalanced in favor of the Allies, I personally prefer to play as the Central Powers. It's more of a challenge that way. I've managed to win my fair share of games with them. Would you be interested in walking me through the moves that were made in your two games? I can try and find ways to up your Central Powers game.
Many thanks for getting back. Its been months.....but all I remember is that the Germans stall in France as the French and British build. Eventually the combined arms of Italy Russia France and the UK overpower the Central then the US comes in. I would give Germany another BB, and Give the UK another BB. Remove the French fleet from the Atlantic (since they historically took control of Med). the Germans should be able to threaten the Russians in the Baltic but not the British. france and Russia and Serbia should start for Allies. The rest should be determined upon events (ie if Germany doesn't invade Belgium UK does not take part in conflict for at least 1 turn). Italy may stay neutral. US may stay neutral.
Hard to say what went wrong based on those details, unfortunately. Do you recall how many rounds you played before the Central Powers were overrun by Italy, Russia, and France?
No I said Italy Russia France UK and USA.....I should of just said Allies.
At a high level, that's the problem. The CP should be rocking and rolling by the time the US comes in. I'd recommend examining the strategy used by the CP for any moves that could accelerate their early advances. I know that isn't particularly detailed advice, but without knowing more about the actual moves that were made it's difficult to provide a more in-depth analysis.
Shouldnt this game be called Central Powers & Allies 1914
ThePanzerkampf 95 Technically yes. I think it was a matter of branding than historical accuracy which gave this game its name.
Central Powers & Entente*