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Main Catalogue |  Historical Wargames |  GMT |  1914: Twilight in the East

1914: Twilight in the East

1914: Twilight in the East


Price: £79.99

 
Currently unavailable

(RRP = £83.99)

WW1 Wargame by GMT Games 1914, Twilight in the East models the battles that took place in Prussia, Poland and Galicia during the first year of World War One. Beginning with the Russian invasions of Prussia and Galicia in August and ending after the Battle of Lodz in December, it recreates the ebb and flow of the huge forces sent marching across the Eastern Front in 1914. Designed by Michael Resch, and developed by Dick Vohlers, the game has been comprehensively researched using a great array of resources, including the military archives in Vienna, Austria. The game\'s Order of Battle has been thoroughly researched and is by far the best used by any game on the subject. Based on his experience with other WWI game systems, Mike has written streamlined rules so that not only is it playable, but it\'s focused on those aspects of warfare that made the opening stages of WWI so unique. The game is exciting and gives wonderful insights into one of the most important campaigns of the twentieth century. Game Components: # Counters: Eight full-color counter sheets (2240 counters) # Maps: Four 22\' x 34\' maps (one back-printed) # Rule Booklet # Scenario Booklet # 9 different army organizational charts (5-1/2\' x 8-1/2\') # Four six-sided dice Complexity: 6 out of 9 Solitaire Suitability: 7 out of 9 Time Scale: 2 to 3 days. Map Scale: Five miles per hex. Unit Scale: Infantry and cavalry divisions and brigades, heavy artillery battalions, and corps and army supply units. Number of Players: 1 to many (the game is especially good for team play) The Game System 1914, Twilight in the East game system\'s goal is to model operational campaigning as it was in the early months of WW1: A period of maneuver before the deep trench-line stalemate of the later years set in; of learning the harsh lessons of a new type of warfare; where old doctrines derived from the lessons of the Wars of German and Italian Unification were modified or discarded; and when new technology, previously unavailable, began to show its value. To achieve the goal of modeling this time period accurately the various scales - combat unit size, hex size and the length of time represented in each game turn - have been carefully selected to allow them to blend together wisely. 1914, Twilight in the East game system is brand new. Of course, since ConSim gaming has a long (glorious) developmental history, players will recognize old concepts - attack and defense strengths, movement allowances, etc. - but some concepts are new or are used in an unfamiliar manner. The following is a summary of the most important aspects of the game system. The military units depicted in 1914, Twilight in the East include four distinct types: combat and artillery units and fortress and supply units; the two most important unit types are combat and supply units. Infantry and Cavalry combat units represent front-line fighting troops and are typically multi-step units. (A unit\'s attack strength doubles for the number of steps in the unit.) Most combat units of division or independent brigade-size are termed \'Formations\' and are represented by two counters each: a Combat Unit and an Attachment Counter. The Combat Unit marks the formation\'s location on the map, while the Attachment Counter is placed on an off-map organizational display to record the formation\'s attachment to an Army (and possibly Corps) and, most importantly in game terms, the formation\'s current Combat Effectiveness Status. A unit\'s base combat effectiveness number measures intangibles like organization, training, leadership, morale and stamina. A unit\'s fluctuating combat effectiveness status represents its changing combat readiness; it fluctuates up and down due to combat, supply status, forced marching and recuperation. Supply units belong to \'Commands\', either Army or Corps-level. Major and Minor Depot units represent the supply dumps for an army and independent corps respectively and their location on the map marks the position of the railheads. Corps Train units represent the numerous corps-level supply columns continuously moving between the combat troops and their supply dumps in the rear. The Sequence of Play employed in 1914, Twilight in the East is a variation of the common \'You-go-I-go\' system. The primary function of most of these phases is self-evident; therefore only a few of the phases will be explained in more detail. Each game turn consists of a Russian Player Turn followed by a Central Powers Player Turn with each player\'s turn structured in the following manner: 1. Reinforcement and Withdrawal Phase 2. Attachment Phase 3. Pontoon Bridge Phase 4. Supply Phase 5. RR Engineering Phase 6. Phasing Player Movement Phase 7. Non-Phasing Player Counter Movement Phase 8. Phasing Player Attack Phase 9. Non-Phasing Player Counter Attack Phase 10. Post-Combat Phase

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Main Catalogue |  Historical Wargames |  GMT |  1914: Twilight in the East


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