The players are limited to taking broad strategic decisions to fight their wars, in-depth details will simply be unused. (This is to avoid the "but i did this and that and this and that" problem that occurs in many BoP games)
Warfare in BoP: Europe 1914 will be decided by rolling of dice, with the applying of advantage/disadvantage modifiers after. Players who wish to plan an offensive/defensive strategy, or fight an all-out battle against their enemy must send their plans to the GM via PM.
- Naval invasions into enemy territory are very risky and need considerable planning. The resources from required from your naval and land forces may be great, and once a Naval Invasion is ordered it is extremely hard to call it off and retreat.
Make sure you want to invade and are prepared to do so. Nations with large and powerful navies are obviously better equipped to handle naval invasions, and will get an advantage when doing so.
- Naval landings into friendly territory, such as territory controlled by one's allies, require only a small amount of preparation, planning, and time to initiate.
- Favorable terrain may give defenders the advantage, while unfavorable terrain may give Defenders/Attackers the disadvantage.
- Defenders are always at an advantage versus attackers. Using overwhelming numbers or flank maneuvers can change the tide.
- Giving your forces time to dig in will strengthen their defensive capabilities, but will make it harder for your generals to react upon flanking manoeuvres.
- Moving your forces around takes
time.
-Battle plans can be split into stages, with each stage being a possible battle should the circumstances allow it.
-Shelling can now be done on an enemy location, granting a -1 penalty to the enemy for every day spent shelling up to a maximum of 15. The enemy will be warned whenever shelling is commenced and will be given information regarding where the shelling is taking place and the strength of the fire. Shelling bonuses do not carry over turns. Diversionary shelling is allowed.
-Scouts are fast, sneaky units mainly used to show one where his enemy is and what they are doing. In the early game, scouts are simply men on fast horses and not very effective. However, as time and technology progresses, scout planes may be unlocked.
Scouting is based on a dice roll, for whether you see anything or nothing, and if you do see something, how much do you see.-Your military's professionalism
may be a great factor in one's victories and defeats. A well-trained, professional, volunteer force will have a great advantage over a force of conscripts.
- Your troops have morale. Making huge tactical mistakes or letting the country fall into destruction will have an effect on your military's morale, and this discontent may spread throughout your country...
-Every nation with a navy has either a Small, Medium, or Large Navy, which equates to a set number of ships to start:
- Small Navy = 20 Ships or Less
- Medium Navy = 21 Ships to 40 Ships
- Large Navy = 41 Ships to 60 Ships
-Fortifying takes time. Every stage of fortification has a set time to reach:
- 1 Turn spent fortifying = Light Fortifications
- 2 Turns spent Fortifying = Medium Fortifications
- 6 Turns Spent Fortifying = Heavy Fortifications
-Players must label the number of soldiers/ships in every army/fleet they move during war.
- Players can take industrial decisions that will affect the performance of their armed forces; focusing between Heavy or Light weaponry. They can also decide to not focus on either of the two (perfect for neutral nations) or balance it out between them. Decisions must be posted in public.
Heavy Machine Guns (Defensive bonus +5) - vs - Light Machine Guns (Offensive bonus +5)
Heavy Artillery (Defensive Bonus +10) - vs - Light artillery (Offensive Bonus +10)