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Domination 1914 NML Navalland

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Domination 1914 NML Navalland

Version 1.0 Upgraded? Check the version history for changes!


Fall 1914. With the death of the Arch Duke Franz Ferdinand, Europe is plunged into war. Titantic armies never seen before muster for battle. Colonial forces of the great powers skirmish around the world. Soldiers of all sides are told they will be home for Christmas No one suspects they will battle for years over a few miles of no mans land.


Modified by Navalland Original game by Imbaked Game Design by TripleK and Surtur Engine Support by Veqryn Relief Tiles by Sieg


========================================================== Features

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The ruleset of the "AA-50 rules" (ww2v3) of a well known board game is used as a basis. Deviations, extensions and exceptions from these are all listed in these Game Notes.

Submarine Rules - Submarines may retreat before the battle unless a destroyer is present. Air cannot hit subs unless destroyer is present.

Transport Rules - Transports do not participate in battles and die if attacked and undefended. Cannot be taken as casualties. Transports do not block.

Bombard Rules - Bombard is restrictd by the number of units landing. Bombard casualties DO return fire

Sea Mine Rules - 3 sea mines per near sea zone per turn can be placed. There is no limit to how many you can buy. There is no overall limit of sea mines in a territory.

Trench Rules - 3 trenches per territory per turn can be placed. There is no limit to how many you can buy. There is no overall limit of trenches in a territory.

Communists are set to neutral towards Germany, Austria-Hungary and Ottoman while still being on the same side. This means they cannot co-occupy a territory and do not liberate territory for the other.

Gas Rules - Suicides after one round of attack, does not fire and cannot be taken as casualties on defense.

Trenches cannot be taken as casualties from hits caused by Gas.

Casualties from Gas do not return fire.

Lend Lease Territories - Sea Zone 25 Mid Atlantic for Britain/France/USA Bavaria for Germany/Austria-Hungary Sea Zone 70 Eastern Mediterranean for Britain/France Carinthia for Austria-Hungary/Germany Normandy for France/Britain/USA Galicia for Germany/Austria-Hungary Piedmont for Italy/France Bulgaria for Austria-Hungary/Ottoman Greece for Serbia/Britain/France/Italy Koryak for Russia/USA
{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="2"|Alliances |- ! bgcolor="ABABAB"|Central Powers ! bgcolor="BDBDBD"|Allied Powers |- | bgcolor="ABABAB"|Germany | bgcolor="BDBDBD"|France |- | bgcolor="ABABAB"|Austria-Hungary | bgcolor="BDBDBD"|Serbia |- | bgcolor="ABABAB"|Ottoman | bgcolor="BDBDBD"|Italy |- | bgcolor="ABABAB"|Communists | bgcolor="BDBDBD"|Arabs |- | bgcolor="ABABAB"| | bgcolor="BDBDBD"|Britain |- | bgcolor="ABABAB"| | bgcolor="BDBDBD"|Russia |- | bgcolor="ABABAB"| | bgcolor="BDBDBD"|USA |}

========================================================== Units

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Size=transport cost

Land Units
Unit name att def move cost size special abilities
Infantry 1 2 1 3 2 Supportable
Cavalry 1 1 2 4 3 Supportable, can blitz
Field_Gun 2 2 1 4 3 Supports
Heavy_Gun 2 4 1 5 4 Supports
Bedouin 1 2 1 2 3 Arabs Only
Gas 4 0 2 4 3 First Strike, Suicide
Trench 0 0 - 3 N/A 2 hit
AAGun 0 1 1 6 3 1d6 vs each attacking plane
Factory 0 0 0 20 N/A Allows units to be placed, can be strategically bombed
Conscript 0 1 1 2 2 Russia and Communists Only
Colonial 2 2 1 3 2 Ottawa-Montreal, Nova Scotia, Sydney-Canberra, Algiers, Tobruk only, supportable
Stormtruppen 2 2 1 3 2 Berlin only, supportable
Tank 4 1 2 6 3 Supports, Blitz, attainable through tech
Unit name att def move cost size special abilities


{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Air Units |- !Unit name !att !def !move !cost !special abilities |- bgcolor="BDBDBD" |Fighter |2 |3 |3 |9 |supports |- |Bomber |1 |1 |5 |14 |Strategic Bomber, Supports |- bgcolor="BDBDBD" |Late Fighter |3 |4 |4 |10 |supports, attainable through tech |- !Unit name !att !def !move !cost !special abilities |}
{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="6"|Naval Units |- !Unit name !att !def !move !cost !special abilities |- |Transport |0 |0 |2 |7 |5 Transport capacity, cannot defend and cannot be taken as casualty. |- bgcolor="BDBDBD" |Submarine |2 |1 |2 |7 |Can submerge, first strike |- |Destroyer |2 |2 |2 |9 |anti-stealth |- bgcolor="BDBDBD" |Cruiser |3 |3 |2 |10 | |- |Carrier |2 |3 |2 |12 |attainable through tech |- |Battlecruiser |4 |4 |2 |16 |Can Bombard |- bgcolor="BDBDBD" |Battleship |4 |4 |2 |22 |Can Bombard, 2 hit |- bgcolor="BDBDBD" |Sea Mine |0 |2 |0 |4 |Can submerge |- bgcolor="BDBDBD" |Wolfpack |0 |6 |2 | - |Germany receives one free submarine placed at the end of its turn wherever the "wolfpack" unit is |- !Unit name !att !def !move !cost !special abilities |}


========================================================== Technology

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To enable Technology, select "Tech Development" in "Game Options" prior to the beginning of the game.
{| bgcolor="ABABAB" border="1" ! bgcolor="FEECE2" colspan="3"|Technology List |- bgcolor="BDBDBD" ! !Tech Name !Description |- !1) !Victory Bonds !D6 extra pus per turn |- !2) !Industry !place 2 more units in territories worth 2 or more |- !3) !Working Women !Reduces Field_Gun, Heavy_gun and Gas by 0.5, Fighter by 1 |- !4) !Science !1 free tech token per turn |- !5) !AA Radar !AA hit on 2 |- !6) !Heavy Bomber !Roll 2 dice for each bomber attack |- !7) !Propaganda !2 free Infantry per turn on your capital |- !8) !Late Fighter !Unlocks Late Figher unit |- !9) !Long Range Aircraft ! +1 Attack bonus for all air units |- !10) !Super Subs !Submarines attacks at 3 |- !11) !Convoys !Destroyers Defend at 3, Cruisers Defend at 4 |- !12) !Dockyards !Reduce BB's and BC's by 2 pus, Reduce rest by 1 pus |- !13) !Fleet Action !Battleships and Battlecruisers Attack at 5 |- !14) !Merchant Marine !Tranports moves at 3 |- !15) !Advanced Logistics !Tranports capacities at 7 |- !16) !Aircraft Carrier !Unlocks Carrier unit |- !17) !Cruiser Bombardment !Crusiers can bombard |- !18) !Creeping Barage !Field Gun attacks at 3 |- !19) !Railway Guns !Heavy Gun defends at 5 |- !20) !mustardGas !Gas Attacks at 5 movements at 3 |- !21) !Bunkers !Trenches defend at 1 |- !22) !Improved Artillery Support !Field_Gun's supports 2 inf |- !23) !Mobile Warfare !Cavalryies movements at 3 |- !24) !Mechanized Infantry !Cavalries may carry infantry,colonial,stormtruppen or conscript |- !25) !Armour !Unlocks Tank unit |}


========================================================== Credits

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Thanks to the following contributors


# TriplelK and Surtur for making origional Domination, from which the map is borrowed from
# Veqryn for engine support and providing examples of xml code in POS2
# Sieg for relief tiles
# Cernel for flags and unit support
# RolfLarsson for maintaining the map depot and debugging
# Lalapalooza for playtesting
# Bdenn for playtesting
# Guage for playtesting
# Dany for playtesting
# Panzerman for playtesting

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========================================================== Changelog 0.1.0`

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-Pick and Buy tech system, all tech values 15 PUS for per round
-Available Lend-Lease Territories (Except Bombers and aaGuns)
-Cancelled Serbian techs
-Gases costs 3.5 movements at 2 and can attack without land units.
-Fixed Connection Bugs and Game Notes
-Added New Technologies and units
-Propaganda: 2 free infantry (or Stormtruppen) per turn
-Industry: place 2 more units in territories worth 2 or more
-Mustard Gas: Gases attacks at 5 movements at 3
-Merchant Marine: Transports moves at 3
-Bomber (Zeppelin) costs 14, defense at 1
-Changed capital occupation rules
-Fixed Propaganda bugs
-Victory Bonds dices number is 1
-Battleships bombards at 5
-Constantinople is canal
-Bedouins costs at 3.
-Mecca is original British territory.
-Yakutsk is original Russian territory.
-Algiers is French capital.
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Navalland 2016