In the event that the Germans were able to substantively destroy the Entente fleets and retain significant striking force for themselves, then the war would really have been over for Britain. If you do want to have the North Sea campaign in the scenario then you could have some mechanism whereby the German player can reach some offmap location by seaborne movement only, and occupying it changes some of the events. I'd suggest eliminating the naval element from the game entirely since TOAW cannot handle naval and land warfare in the same scenario due to conflicting scale requirements. I will follow-up with posts of the strategic map view just so that you can see the course of the war. Note, I am having fun, but those that like the grand sweeping campaign's of WW2, may not find the same thrill of making small gains after the initial four months of the war or the numerous turns of relative inactivity that is WW1. In the meantime, I will continue to enjoy playing Piero's fun scenario. I hope to work on redesigning the scenario in the future to deal with these issues. I am pretty sure that the event counter is used for the Russian Revolution so, I am at a loss on how the blockade could be also tracked based on the number of British battleships available. Even so, the German Navy can move pretty much where it wants. Yet, we are now at the point in the game where the events indicate that Germans are feeling the effects of the blockade. A significant number of British battleships were sunk with minimal German loss. The German Navy has won a major victory against the British Navy. The final one is with the strategic situation and I am not sure what could be done to address. My only offered solutions is a house rule to prohibit international stacking (the Brits would not serve under French command and vice versa as a general rule). While the command and control conditions limit their offensive effectives, I am not aware of any limitations on the defensive strength. My opponent has units from almost all of the Entente in Serbia (Serbs, Brits, French, and Italians). The next issue is one that the designer cannot really control. I believe that this could be fixed simply by putting small forts at key points on rivers that have to be taken before a gunboat unit would be able to run amok. I have been able to run an Austria gunboat unit into Romania (after it entered the war) and run havoc cutting rail lines and switching hex control. So, it would be appropriate for the designer to have a depot appear in the enemy's territory once a particular hex (with rail) is captured that would act as the supply source for any invasion. In addition, the railroad issue also exists on the Austrian/Russian Front. Obviously, this applies in reverse for Russian operations into Prussia and Austria from Poland. The Central Powers do not appear to have any means to supply their units in a substantive manner after entering Poland except for two hexes: (1) in northern Poland (178,59) where the railroad is connected from Prussia into Poland and, (2) in southern Poland/Russia (189,93) where the railroad connects to Austria. So, I would make all garrison formations "reorganizing" so that it would not be able to be used except for garrison purposes or disbanding to increase the replacement pool. To me, the garrison formations, if not used to defend the city it is assigned to, would be used to disband to add its forces to the replacement pools. I do not know if this is the designer's intent, but it does not seem appropriate. This means that they can be used as normal combat formation on the front lines. These garrison are identified as city garrisons for the most part however, they are mobile. There are many garrison formations on the map. This would keep them as obstacles, but not barriers. It would be my suggestion that these river major escarpments be changed to minor escarpments. (b) Many of the major river hexes also have major escarpments that allow you not to exit the river hex.
It is possible to go up the mountain, but you cannot attack or move off the mountain. (a) The map has most of the major escarpments on mountains in the wrong hex (i.e. So, any critiques are offered as a means to, in some cases, fix errors and other to offer suggested improvements. I will be making observations.īefore I offer any criticisms, I want to say that I am very much enjoying the scenario and that the designer did an awesome job of putting it together. This is not so much of an AAR as a pictorial history of the strategic map. I have not discussed posting an AAR with my opponent, so I will leave his name/call sign out of it. I am currently playing The Great War 1914-1918 scenario.