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Rules of The WWI Simulation1. Years
2. Turns
3. Example Turn
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Each class period will represent one year starting with 1914 and ending in 1918.
The Central Powers will be first, followed by the Allies and finally the neutrals.Turns will consist of War and Movement. (Anything that was not used in “war”) We will have as many turns during the class period as we can get done.
4. Troop Movement
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In this example, you see there are several wars declared by the Central Powers. After those wars have been decided, the Central Powers will move anything that was not used in this turn. Then, the same process starts with the Allied Powers.
5. Ardennes Forest
6. Naval Movement
7. Naval Movement of Troops
8. Submarine Warfare
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During the war phase, you may move/attack someone one country or zone per turn. You can move one country or zone per turn- during movement phase. You cannot move to attack and then move somewhere else afterwards. (Only 1 move per turn)
During the war phase, you may move and attack someone’s Navy- one zone per turn. You can move one zone per turn during movement phase. You cannot move to attack and then move somewhere else afterwards. (Only 1 move per turn)
You can move 1 troop on one ton of navy. For example, in order to move 100 troops you would need 100 tons of navy. If you use your navy to move troops you will not be able to fight with the same navy- (in that turn). (Only 1 move per turn)
Because of the density of the Ardennes Forest in Germany and France, you can only pass a maximum of 1,000 troops per turn- either way.
9. Poison Gas
10. Mobilization
(The act of assembling and making both troops and supplies ready for war)
11. Losing Your Capital
Once you lose your capital (Zone One) or your country if you have only one zone- you cannot mobilize any more.
12. Ratings
1 10Poor Excellent
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At certain points in the simulation, it is possible that some navies will begin to “disappear” from the surface. This is likely a result of submarine warfare below the surface. Submarines are in operation only after the class period and cannot be used in naval battles.
Countries will receive the technology of poison gas- that had developed it and at the time it was used during the war. It is your choice to use it or not. Poison gas is most effective against countries that have poor technology. Poison gas can kill any where from 0% to 5% of enemy forces before war takes place. Many factors can inhibit the use of poison gas: Ex. temperature and wind direction.
Regular Army200
Reserve Army2,000
These troops cannot and will not be able to fight
unless they are mobilized!
This army is trained and ready to go to war.
This army is trained, but not currently on active duty- Like: National Guard & Reserves
Warning: If you choose to Mobilize you could cause other countries around you to mobilize as well. You must decide whether or not that is in your best interest.
Your army and navy are rated based on a scale of 1 being poor to 10 being excellent.
4 x 100 =400Rating Size Power
In order to roughly figure out the power of your forces take the rating and multiply it by the size.
13. Attacking and Defending
(Western Front Only) Attacker Attack Penalty Rating
4 - -1 = 3Original Rating
(Everywhere) Defender Defense Bonus Rating
4 + 1 = 5Original Rating
Defense Bonus: Troops must originally be in that zone when it is attacked to get the bonus. Any troops that move in to defend do not get the bonus.
Alliances: The more countries you bring into the battle the more the casualties will be spread out.
14. Negotiations
15. Propaganda
Propaganda may come in many forms. You will make public announcements. You will also make a poster and a small newspaper article promoting your cause and or condemning your opponent’s causes/or actions. You must identify your country and period on the poster/article.
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It is important to try and negotiate as much as possible. Conserving your forces and using them only when necessary will pay off in the end.