(from One Small Step)
There never was a war like the Great War, whether before or since. It was a war which everyone expected-indeed which some demanded and desired passionately-but when it came, it came as a surprise and in a way no one anticipated. It was a war which everyone had been preparing for , but for which no one was prepared. And it was a war of unsurpassed horrors, unspeakable stupidity and awe-filled courage and devotion to duty.
Nothing in history ever quite resembled the nature of the Great War. To be sure , certain events in the American Civil War, such as the trench lines at Petersburg, had presaged the course of military tactics over the next half-century. And even earlier, there were the innumerable sieges of Europe which greatly resembled it. But these were short, at least in relative terms, and confined to small spaces. In World War I, the siege-lines extended across continents, the duration became interminable , and the will to win , or at least resist, became greater almost with each passing day. The net result of all of this is that this war is not ideally suited to the traditional methods of Simulation Gaming. So for Great War a unique Game System has been evolved.
The Great War is a strategic level, area movement system simulation of the First World War. It is a reprint of the game originally published by Rand. On a map of Europe as it was in 1914, divided into a number of distinct geo-political areas, the Players maneuver Armies, Corps, Naval Squadrons and other types of units; engage in mobilization, Combat and diplomacy; and attempt to meet their victory conditions. Great War includes seven regular and one hypothetical Situation Games, plus a Campaign Game which links all of these into one 72-turn or longer game. The game may be played by from two to seven Players and comes complete with both basic and optional rules.
Schlieffen Plan covered with a unique design focusing on friction and command capabilities.
They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War.
Paths of Glory: The First World War, designed by six-time Charles S. Roberts awards winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful ‘place in the sun.’ As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war ‘to end all wars.’ Both players will find their generalship and strategic abilities put to the test as Paths of Glory’s innovative game systems let you recreate all the dramatic events of World War I.
- 316 full-color die-cut counters:
- 176 5/8” die cut counters
- 140 1/2” die cut counters
- One 22×34″ full-color mapsheet showing most of Europe and the Near East
- 110 Strategy Cards
- 32-page Rule Book including sample game replay (21 pages of actual rules)
- Two Player Reference Cards
DESIGNER: Ted Raicer
DEVELOPER: Andy Lewis
ART DIRECTOR: Rodger B. MacGowan
MAP ART: Mark Simonitch
CARDS & COUNTER ART: Mark Simonitch
Fighting Eagles uses a simple game system to simulate the air battles of 1918 fought between the American and German air forces. Based on Rohrbaugh’s Showtime Hanoi design, players will play head-to-head matches pitting several Allied aircraft vs. their German counterparts.
Allied player wins the game if their German target is destroyed and more German aircraft are destroyed than Allied. Any other result is a German win. If Red Baron (Fokker Dr1) is shot down or leaves the map the best the German can do is tie.
In addition the game will include two historical scenarios: Red Baron’s Last Flight and Frank Luke’s Last Flight and several variants including additional missions of bombing & balloon busting.
Players will need a standard deck of cards and one six-sided die (D6) to play the game.
Each copy of Fighting Eagles is composed of the following:
- One set of 40 die cut counters
- One 8.5 by 11 map with the Turn Record Track
- A set of rules
~ High Flying Dice Games
April 1918 – The German Michael offensive, launched in Picardy, is peaking. Reaching the gates of Amiens, the Kaiser’s troops threaten to definitively breakthrough the Allied Lines.
On 24 April, the Germans captured the last defensive bastion in front of Amiens, the village of Villers-Bretonneux, during a battle that featured the first engagement between tanks. But that same night, Australian soldiers entered the line and prepared to repulse the enemy in an intense night attack. Their objective was as simple and terrible as their war cry: “Into the Bastards!”
Into the Bastards! – First tank battle is a low complexity game recreating this battle, from the initial German offensive to the Australian counter-attack.
Each player has elite troops at his command, represented at battalion scale: the German Guard Division, the french Morroccan Division, an Australian Brigade, and, of course, British and German tanks.
~ May 2011 in Battles Magazine #6.