Produktbeschreibung
The German invasion of France and Belgium in 1914, the opening campaign of World War One, 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," dooming the old Europe of kings and emperors to slow suicide in the trenches of the western front. And leaving men to wonder ever after-could the outcome have been different?
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 that allows players to concentrate on the strategic opportunities (and pitfalls) faced by the generals in 1914. One colorful map covers the western front, from Switzerland to the English Channel, with 107 extra-large hexes (at 30 miles to the hex). Across this unusual game-board, the corps and divisions of the Belgium, British, French and German armies maneuver and fight, using a highly interactive game system.
Each six-day turn players spend Command Administrative Points (or CAPs) to activate their armies for movement and combat. CAPs are also used to take replacements, and for strategic movement, and players will never have enough 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. The proper use of CAPs and HQs is the key to winning the game.
Combat takes place within the hex, and is resolved using a simple battle-board system that nevertheless 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. And as the campaign goes on, the trench lines will begin to form, turning mobile war into an attritional bloodbath.
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. The game comes with both a long campaign game (from the destruction of the Liege forts through the battle of First Ypres) and a shorter tourney version dealing with the main German offensive up to immediate aftermath of the Battle of the Marne. As either the Allies or the Germans, Grand Illusion will force both players to test their skills at attack and defense. |