Another Alternate Surrender Rule has been proposed for The First World War. This looks interesting and I'd like to give it a try...
Credit for these ideas goes to E Butler (BGGID: moonglum01).
Alternate Surrender Rule #1:
Roll surrender as normal.
If a faction fails the surrender roll then a second series of rolls must be made.
For each surrender point the faction has, roll 1 die - if the roll is an 'S' the faction surrenders and the game is over.
For example: In Turn 2 the allies have accrued 2 surrender points, they roll surrender as normal and roll a 1 (gasp!). Having failed the surrender roll they must then roll 2 dice (because they had received 2 surrender points during the turn), the rolls are 1 and 4. As neither roll was an 'S' the game continues.
This variant keeps more in the spirit of the game (s i m p l e) and keeps the possibility (but much decreased) of knocking a faction out through the surrender points.
Alternate Surrender Rule #2:
Change Surrender to ‘Breaking the Peoples Will’. Think of failing the surrender roll as a catastrophic event, like a Special Damage event found in many games. Each of the events happened during WWI to at least one major power.
Roll Surrender as normal, if a faction fails their surrender roll a second roll must be made using both dice. The effect lasts for one full turn. If one player controls more than one faction, roll to determine which is affected.
Die Roll
S / S = Surrender (as per normal rules)
S / 1,2 = Revolution*
S / 3,4 = Mutiny**
0 = Revolution
1 = Mutiny
2 = High Command Shake up
3,4 = Reduced Replacements
5+ = Civil Discord***
Die Modifiers (modifiers are not applied to any roll that that includes an 'S' )
+1 If the faction has no previous surrender rolls
+1 If it is game turn 1 or turn 2 (1914)
-1 If only one alliance is making a surrender roll
-1 for each time the faction had previously failed a surrender roll.
Special situations:
Special 1914 (TURN 1 & 2) Situation: A failed surrender roll on game turn 1 that would have resulted in Revolution or Mutiny is instead treated as Civil Discord. A surrender roll result that would have resulted in Revolution (only) on game turn 2 is instead treated as Reduced Replacements.
*If a faction that has ever been in Revolution fails a Surrender Roll, it automatically Surrenders.
**If a faction that is under Mutiny fails the next surrender roll, roll one die with no modifiers:
S= Surrender, 1= Revolution, 2-4 = High Command Shake Up
***If a faction failed a surrender roll in the previous turn, any modified die roll of 5+ is treated as Reduced Replacements.
S - SURRENDER (as normal)
REVOLUTION - Replacements are reduced to 2 units maximum for the year. That faction may not conduct an offensive action for the entire year. A subsequent surrender roll in the next victory check phase is an automatic surrender.
MUTINY - No offensive actions may be taken this year by this faction in one theater, roll to determine which theater if two theaters are possible.
Germany: East or West;
Allies: West or Italian* (only if Italian front is active)
Eastern Allies: Eastern Front* (may support attacks by MEF, OR, ITB but not be lead unit)
A-H: Italian* (only if Italian front is active) or Eastern
HIGH COMMAND SHAKE UP - That Faction rolls before each action phase for the upcoming year, if the faction rolls a ‘S’ it may not conduct an Offensive or Strategic Redeployment Action for that phase.
REDUCED REPLACEMENTS - Reduce that faction’s replacements by one unit for the upcoming year.
CIVIL DISCORD - Civil Discord has no effect other than to modify future rolls. If you fail a surrender roll after the 1st time your modifier shifts by 2 (from +1 for never having failed before) to -1 or more for each failure. Also note you can't get Civil Discord if you failed a surrender roll last turn.
No comments:
Post a Comment