Lawrence Hung - Sep 18, 2005 1:28 pm (#10808 Total: 10809) Now playing Sword of Rome,Devil's Horsemen,Bitter Woods,Alesia, Empire of the Sun,Blue vs. Gray,Group of Soviet Forces Germany, ASLSK,For the People II,Thirty Years War,Joan of Arc,To the Green Fields Beyond,Empires of the Middle Ages,Fortress Berlin Clash of Giants AAR >On the offensive, cav is almost worthless other than for pinning defending cav. Since Nels is giving an account on the Western front WW1, I would like to give my AAR too on Ted's older game Clash of Giants, the campaign scenario Marne played yesterday. We finished the Marne campaign scenario by turn 8 when the German captured Paris. I am surprised how careless French play could result in an instant victory to the German. 2 units from Kluck's 1st Army captured the FCP fort at hex #1613, only to be encircled by the BEF and eliminated due to unable to retreat. A roll of "6", however, immediately put the game into a wild swing. Now the 1st Army had a movement allowance of "8", swinging the attack from the left to the right crossing the river at hex #1011 near Pointoise. An attack into Paris city at hex #1314 and captured it as the 3 FCP units there were either at a step loss or had to retreat as a result of the dieroll difference between the dieroll result and the TER. Cavalry is less effective a unit in the WW1 battlefield than I had expected. We are also amazed how easy for the German to crack the French defense and race to the Mane river. The French appears to be having trouble in choosing to defend at the front at demoralized TER (Tactical Efficiency Rating) level, or fall back to defend at the river starting on turn 5 at full efficiency. It's a kind of dilemma for the French. We thought that the map should have been extended further to the west of Paris so that the German is much more possible to encircle Paris from the right. That way the French would have been more on guard about the imminent German attack crossing the Marne river from the direction of Pointoise. Several observations out of our curious mind because of our past readings about WW1: # 1) The WW1 Cavalry couldn't charge against the infantry, perhaps, because of their lance weaponry not effective at all aginst the machine guns in WW1. # 2) The French 5th Army reinforcement would appear at the back of the German Army from the north. # 3) The railroad net has no effect on movement at all, even when crossing the main river. # 4) There is no artillery in the game at all. They are factored into the unit's strength at divisional level as attachement asset. # 5) The movement allowance would only be determined at the operational phase, and a unit wanting to get replacement has to have a "done" marker during the reinforcement and replacement phase. In Marne, however, a unit can only receive replacement when the Army's movement allowance is determined by a roll of 2 in the operational phase. An errata corrected this by rolling the replacement in the operational phase. The BEF units cannot enter into "FCP", Fortified Camp of Paris, even when the Germans are at the gate of Paris. In our game, the BEF would prohibited from entering Paris when the Germans advanced under their eyes. It appears that the Allied would be hurt from this scripted rule and would have been obliged by this rule ahistorically. Despite the above, the game has many subtleties with suprisingly a small number of effective rules. I particularly like the combat system. Odds are determined to obtain DRMs. Roll a die for each unit, modified by DRM and compare it to TER. A less than TER would result in a step loss and a number of hexes to retreat equal to the difference between the TER and the dieroll result. Replacement rate is assimilated into the TER and the movement allowance of the Army. A slower army would receive replacement for the young boys to catch up the trains to the front. Command problem is simulated by the pulling of chits from the cup for activation of an army at a time, and army boundaries that can't be crossed by another army until 5 days into battle. The lack of a rigid and locking ZOC (no penalty to enter or leave ZOC.) resulted in a fluid game. Once the German breaks the initial line, the French plain is just wide open for the German crossing. Command problems are simulated by a number of ways in a streamlined fashion, e.g. picking up chits to activate, rolling on the command table to determine movement allowance of your army, command restriction between 2 Russian amries, and the stacking prohibition between the French and the British. Overall, a very good gaming and we like to give it a spin more and plan to play the Tenneberg scenario next time.