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Grand Illusion Wargame |
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Games in a Box Notes More info from GMT Games press release... The German invasion of France and Belgium in 1914 is one of the most dramatic in history: the famed German Schlieffen Plan, the infamous French Plan 17, the turn of the tide that was 'the Miracle of the Marne,' the series of outflanking moves in the 'Race to the Sea,' the death of the 'old Contemptibles' of the BEF at First Ypres. It was the campaign that failed to end the First World War 'before the leaves fell.' From Ted Raicer (designer of Paths of Glory and nine-time winner of the Charles S. Roberts award), Grand Illusion presents a fresh look at this oft-gamed topic, with deceptively simple rules and a highly interactive game system that allows players to concentrate on the strategic opportunities (and pitfalls) faced by the generals in 1914. Each six-day turn, players spend Command Administrative Points (CAPs) to activate their armies for movement and combat. CAPs are also used to take replacements, and for strategic movement. Players will never have enough CAPs to do everything they want (or need) to do. Command is also represented by on-map headquarters, used both to force-march troops and funnel replacements and reinforcements into the line. Combat takes place within the hex, and is resolved using a simple battle-board system that allows for the proper use of cavalry, forts, and German heavy artillery. But the best laid plans are subject to the Fortunes of War: cautious commanders, enemy counterattacks, panic among the troops, or French offensive doctrine. Victory is determined by German control of hexes in Belgium and France, and the success (even if temporary) of Plan XVII. But the value of each victory hex is randomly determined through face-down markers, so players never know exactly what it will take to win. Scenarios #1. The fifteen turn campaign scenario. Starting in mid-August as the last of the forts defending Liege are smashed by the heavy German howitzers, and continuing through the mud and death of First Ypres in November. Victory is determined by German control of hexes in Belgium and France, and the success (even if temporary) of Plan XVII. But the value of each victory hex is randomly determined through face-down markers, so players never know exactly what it will take to win. #2. The seven turn tourney scenario. Starting at the same point as scenario #1, this scenario concludes after the Battle of the Marne as both sides prepare for the race to the sea. Both sides (the Germans early and the Allies late) must attack all-out to have a chance of winning. #3. The 'what if' scenario. The Germans are still committed to the Schlieffen Plan, and the French to regaining Alsace and Lorraine, but both sides could have done much more to maximize their war efforts. See if any of these efforts would prove to be decisive, or just increase the stalemate on a grander scale. Buy Grand Illusion Game |