Elias Nordling - 02:14am Nov 10, 1997 PST (#899 of 917) This is an earlier preview for MTV that I posted in the Europa folder. There has also been a couple of OOB examples on the Europa-list, but I don't have them. I'll see if I can get a resend of them. Hello, TGW is based upon Europa. In general apearances it does appear to be an Europa game. If you are familiar with Europa, you will not have much trouble with TGW games (MTV). Right now the rules are 85 pages, it looks like this: Rule 1-Introduction Rule 2-Game Components Rule 3-Basic Game Concepts Rule 4-Sequence of Play Rule 5-Zone of Control Rule 6-Movement Rule 7-Transportation Rule 8-Stacking Rule 9-Combat Rule 10-Special Comabt Effects (like AEC rules of Europa; does not use proportions, uses Success Table) Rule 11-Support and Artillery Rule 12-Supply (works like WitD) Rule 13-Engineers (there is an optional rule to simplify this one; LOTS of engs.) Rule 14-Special Ground Rules (incls Army HQs) Rule 15-Breakdowns Rule 16-Air Rules Introduction Rule 17-Airbases (note: there are NO airbase counters!) Rule 18-Movement of Air Units Rule 19-Patrol Zones Rule 20-Air Missions (incls reconnaissance, tac/str) Rule 21-Air Combat (uses a two-dice CRT like the opt AA CRT in SF) Rule 22-Antiaircraft (uses a two-dice AA CRT) Rule 23-Special Air Rules (Zeppelins; Balloons) Rule 24-Airborne Landings (yep; 1919) Rule 25-Air Replacememt System Rule 26-States of War (its a big war) Rule 27-Naval Rules Introduction (these are the same as Glory; the naval rules for TGW/Glory are classified into three versions: standard=Second Front; improved=a TF system with torpedo ratings...; advanced=ship to ship.) Rule 28-Movement of Naval Units Rule 29-Naval Combat (uses a two-dice CRT; thanks Frank) Rule 30-Ports & Beaches Rule 31-Naval Transport Rule 32-Amphibious Landings Rule 33-Naval/land Interaction Rule 34-Special Naval Rules (incls a Sea Patrol; improves interception) Rule 35-Naval repair Rule 36-Weather Rule 37-Special Rules (incls Reaction!) Rule 38-Nations Rule 39-Occupation (VERY simple) Rule 40-Reinforcements and Replacements Rule 41-Preparing for Play Rule 42-Victory Rule 43-Nationl Will (like morale) There are 7 scenarios: working titles are, The Lights Go Out (Grand Campaign Scenario); "Home Before Christmas" (Aug 14 to Nov 14); Deadlock on the Western front (Feb 15 to Nov 15); "They Shall Not Pass!" (Feb 16 to Nov 16); The Isonzo (Italy 1915); Tyrol! (Italy 1916); Jutland (intro to naval rules). [1x12pt hv taskforce PBTF-3(RN); predreadnoughts, went to Dardanelles) This is of course for MTV. The rules are extensive, but not difficult. The war experiences so many tech/combat doctrine changes, that it was impossible to streamline the rules so that it appeared to be one normal system. In 1914, for instance, the combatants are fighting as if it the 19th century. By 1918, it looking more like WWII. So as the war chamges, so do the rules. You can make cav charges, but by 1918, you would probably forgo this experience; maybe in Palestine (hey Jay). In 1914, the aicraft are very light, sort of mediocre, but by 1918, some are armored and carrying antitank guns!