J. R. Tracy - Oct 19, 2005 10:51 am (#11024 Total: 11030) "I no drive just for drive. I drive for to finish in front." - Milka Duno, Le Mans (our weekly game report, with an expanded explanation of The First World War ): We had six players last night, and Britt arrived with Ted's new First World War tucked under his arm. We split into a group of four playing Ted's game and Dan and Dr. Rob facing off in a Wilderness War rematch. For First World War, Herr Fuchs donned the pickelhaube, Dave had the Western Allies, Britt was Franz Ferdinand (the emperor, not the band), and I was the last of the Romanovs. This game lives in the wilderness between euro and wargame. Turns are approximately yearly, with four impulses per turn. The map of Europe is divided into eleven zones, or fronts, each with a string of cities that really represent a 'progress track' for action in that sector. If an attack succeeds in a sector, the winner advances along the chain of cities. If he reaches the final space, his opponent on that front is burdened with a 'surrender chit' that raises the possibility his power may give up the ghost at the end of that year. The conquered city spaces themselves represent victory points as well, as you pick up a point for every one captured but lose a point for every home space lost. Some cities also represent replacement depots. Eliminated units come back each year but only as many as you have replacement cities, with any excess permananently lost. The winner is determined at game end - if a power surrenders at the end of the turn (by rolling less than or equal to the number of surrender chits collected that year), the game ends with that power's alliance losing. Whoever has the most points in the opposing alliance is the game winner. If the game goes through the end of 1918 without a surrender, then the sum of alliance VPs determines which 'side' is the victor, and again the leading VP power in the victorious alliance wins the game. As mentioned, a year consists of four impulses by each player, played one at a time in a fixed order (Germany, Western Allies, Russia, Austria-Hungary). An impulse may be an attack in a zone, movement of any number of units from a zone to adjacent zones, strategic movement of up to two units to a non-adjacent zone, or a pass. With only four impulses to work with, you really need to think ahead - if the enemy disrupts your plans or your initial actions fare poorly, it's tough to react and redirect your resources accordingly. Combat is very straightforward. After declaring the attack, the defender reveals all his units in the zone (some of which may be dummies) and the attacker reveals as many as he wishes to commit to combat. Crafty attackers may hold back dummies or actual units - given the mechanics he is motivated to reveal only as much as he needs to max out his modifier. The combat value is based on the strength of the lead unit and a die roll, with an additional plus one to the side with the most supporting combat units in the zone. If support is tied, no one gets this modifier. Either side may commit a combat chit as well, which could modify the roll by anywhere from minus one to plus two (the minus chits are mandatory plays if they find their way into your hand). The die itself is unusual, with an 'S' on two sides and one through four on the remaining facets. The Ss are equivalent to a zero for combat resolution, but allow the draw of a combat chit for future use. After the die rolling, highest value wins, with the losing side losing its lead unit and the winner advancing a city. Ties are stalemates with the defender retaining the city but both sides losing their lead units. Combat power varies from zero for the Bulgarians and Rumanians, ones for Serbs and Belgies, ones and twos for the French, twos and threes for the Brits, ones for the Russians and Austro-Hungarians, and mostly threes for the Germans. The Russian gets a little help as the game wears on with a two-factor MEF and a three-factor (!) Army of the Orient. This seems like a tight spread in values but given the combat mechanic a +1 advantage is material. Our game saw the Germans romp through France and punch up to St. Petersburg early on. The Entente was looking pretty shaky but Mother Russia survived her surrender rolls in 1914 and 1915, and we started taking it to Austria Hungary. I managed to grab an AH replacement city, Lemberg, and given the inherent Russian replacement advantage I opted for a war of attrition. Next, the southern fronts opened up - these add weaker troops and very short 'progress tracks'. With the Western Allies pounding AH in Italy and me hammering him in Rumania and Bulgaria, he was taking irreplaceable losses and getting pinned back to his surrender spaces. At this point Germany had to stop spending impulses on the attack and instead used strategic movement to prop up Hapsburg fortunes with German armies. Entente offensives in 1918 hammered Austria-Hungary, which finished the year with three surrender chits. Sadly, Britt passed the die roll, leaving the Central Powers the victor, 13 VPs to 12. David's Germany was the overall game winner. It was a fun, tense game with nice swings of fortune, some interesting strategic dilemmas, and very fast pace. We wrapped up in 3.5 hours, including teaching the rules and some breaks for food. The physical package is impressive, typical Phalanx quality, though the rules were a touch sparse. Our one major question concerned redeploying dummies at the end of each year - following a query on ConsimWorld we find the answer is yes. I like the game and will be picking it up as soon as it hits the Strat. At the other end of the table, Rob's Frenchmen seemed to be sitting back watching the Indians do most of the dirty work. It was good to see Rob embrace the role of Imperial oppressor so heartily. Dan steadily drove north, however, and appeared on the verge of winning a major conventional battle. Next I looked, Rob had Dan's redcoats on the run. I don't know if it was a die roll or cardplay that smashed Dan's fortunes but the upshot was a French victory. JR