Mind you, this is not a simple game. At its base, it is just move and then a combat CRT based on odds, but with chrome.
Mind you, this is not a simple game. At its base, it is just move and then a combat CRT based on odds, but with chrome.
Oliver Cromwell, who boasted a head rounder than Charlie Brown, delivered the best line at Parliamentary Comedy Club: “The act of regicide was a cruel necessity.”
Hence the title for a solitaire board game of the English Civil War pitting you, as a split Puritan personality called Parliament, against a host of Royalists in support of papists
So what makes 1914 GaW, as a diceless block game, different from its predecessor? The ambience of 1914 is certainly present through a series of game features, but if we want to talk about similarities, the best answer I can offer is that this system, running across two very different eras, emphasizes matter that is common to all military experience – armies that move and fight are armies that are wearing out, be that in a day of intense action or through the course of weeks of campaigning; and furthermore, as one historian put it, the knack of seeing what is on “the other side of the hill,” is here portrayed through the conundrum of what is on the other side of the opponent’s block
HQs control the game because you must expend a step to activate units within the command radius of the HQ and gain full effect for combat. If you opt for blitz, essentially allowing another attack and combat, you expend two points. These points represent logistical capabilities.
Unlike traditional wargames, combat in Marne 1914 is by attacker hex, NOT by defender hex. That means you tally the attack factors in one hex, subtract the defender’s modified total (woods, towns, etc add to the Defense Factors), and roll on a CRT that has a nice mix of ruthless destruction and frustrating no effect.
By Paul Comben Publisher Vento Nuovo Games Designer Emanuele Santandrea (Some images courtesy of BoardgameGeek.com) Inevitably, some games on some subjects have us searching