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n June 28, 1914, Archduke Franz

Ferdinand, heir to the Habsburg crowns of


Austria and Hungary, was assassinated by
Serb nationalists in Sarajevo, then the capitol of
Austrian controlled Bosnia-Herzogovina. The
murder of Franz Ferdinand provided an excuse
for the Austrian Army's chief of staff, Conrad von
Hotzendorff, to "settle accounts" with the upstart
Serbs, and on July 23 Austria presented Serbia with
an ultimatum with a 48 hour time limit. The Serbs
appealed to their traditional protector, Russia, for help.
When Russia mobilized, Germany, Austria's ally,
declared war on Russia on August 1. Having no plans
for a war against Russia alone, Germany soon declared
war on Russia's ally, France, and demanded the neutral
Belgian government allow German troops
passage through Belgium in order to execute the
infamous Schlieffen Plan. This demand was refused,
and the invasion of Belgium brought Britain into the
war against Germany on August 4. In little more
than a month the murder at Sarejevo had led to
the First World War.

Over four years later the war ended on November 11,


1918. The three great dynasties that had begun the
war, Habsburg, Romanov, and Hohenzollern,
had been destroyed. Lenin was waging a civil war for
control of Russia, while Austria-Hungary had
dissolved into its various ethnic components. The
victors, France and Britain, were in scarcely better
shape than the vanquished. The United States of
America, which entered the war in April 1917, was
disillusioned by the peace that followed and withdrew
into isolationism. The Second World War was the
result of the First.

Paths of Glory: The First World War is a game that


allows two players to simulate the Great War in a fun
and historically accurate game. The Central Powers
player is attempting to use his central position and the
quality of his German armies to defeat his numerically
superior opponents. The Allied player is attempting to
bring his larger numbers to bear against his opponent,
hoping to avoid a Revolution in Russia at least until
the forces of the United States can arrive.

Overview
Paths of Glory is a corps/army game covering all of
WWI in Europe and the Near East from August 1914
to the winter of 1918-19. Turns cards to his deck. a single army) anywhere within
generally represent three months. The friendly territory. SR also allows for
game uses a point-to-point style map Each Strategy Card may be used in the movement of corps into and out
and card driven play sequence. To one of four ways each Action Round: of a player's Reserve Box, and
give some feel for the game's me- Operations, Strategic Redeployment, between ports for sea movement. A
chanics, an expanded sequence of Replacements or as an Event. Use of a player may not perform SR two
play is presented below. card as an Event will usually cause its Rounds in a row in a single turn.
removal from the game.
A. Mandated Offensive Phase Replacements are accumulated
Both players roll on the Mandated Operations consist of activating 2-to-5 during a turn through card play, and
Offensive Table on the appropriate spaces (depending on the card's OPS used to rebuild reduced or eliminated
Allied or Central Powers line to rating) for movement or combat. units at the end of the turn. Unused
determine which nation they control, Generally combat units cannot both replacements are lost-they may not be
if any, must perform a Mandated move and attack in a single Round. saved from one turn to the next. As
Offensive. Place the appropriate MO with SR, a player may not perform 2
marker on the Turn Record Track as a Combat in Paths of Glory involves Replacement Actions in a row in the
reminder. A player may choose not to the use of fire tables, with armies same Turn.
perform a Mandated Offensive at the firing on a better table than corps.
cost of a Victory Point. Attacker and defender fire is gener- If a player chooses not to play a card
ally simultaneous, though the he can take an automatic 1 OPS. The
B. Action Phase attacker may attempt to gain first fire player who is currently ahead can
Each Action Phase is divided into six through a Flank Attack under certain also offer Peace Terms, generally in
identical Action Rounds. Each conditions. A failed Flank Attack the hope of picking up a cheap
Round allows both players to take gives the defender first fire. Trenches propaganda VP. But he must be wary
one action. The Central Powers prevent flank attacks and provide - if he is too far ahead the other
player takes his action first in each other combat benefits to the defender. player may accept his terms, ending
Round. Each player Action consists the game in a draw.
of a Card Play, a Peace Offer, or the All corps and armies are two step
automatic activation of a single units. You do not build up or C. Attrition Phase
friendly stack for movement or breakdown between corps and Eliminate all OOS Corps and Armies.
combat. armies in Paths of Glory. However if Eliminated OOS Corps are placed in
an army is eliminated it combat it is the deadpile. Eliminated OOS Armies
Each player has his own deck of 55 replaced by a corps from that side's are permanently removed from the
Strategy Cards. These decks are in Reserve Box, and if no such corps is game. Supply is traced through any
turn divided into Mobilization, in Reserve the army is permanently friendly controlled spaces to a supply
Limited War, and Total War cards. eliminated. Balancing the need for source.
Each player starts with 14 Mobiliza- corps on the map and in Reserve is a
tion cards. The play of certain Events key element of the game. D. Siege Phase
gradually increases a player's War Forts are printed on the map and may
Status, adding first 20 Limited War Strategic Redeployment allows for be besieged when an enemy force
and later 21 additional Total War the movement of corps (or sometimes enters that space. During this phase,
players roll a die for each besieged
fort to determine if it surrenders.
Place a DBS Marker on each fort,
which surrenders.

E. War Status Phase


E.I. Determine if either player has
won an Automatic Victory. Only the
CP player earns Victory Points. If his
total reaches 20 (it starts the game at
10) he wins an Automatic Victory. If
it falls to 0 the Allies win an Auto-
matic Victory.

E.2. Each player determines if their


commitment level to the war has
increased, adding Limited or Total
War cards to their deck as appropri-
ate.
E.3. Determine if an Armistice has and Limited War scenarios). With Kaiser's legions are very capable
been declared. When the Combined four potential uses per card each indeed. Six French or Russian armies
Total War Status of both sides hits 40, play, and 110 different cards in the attacking a 5-3-3 German army
an Armistice will be declared, ending game, Paths of Glory will never play (backed by a corps in the Reserve
the game. (If no Armistice is declared the same way twice. Box) sitting in a Level 2 Trench
the game ends automatically at the would have only a 33% chance of
end of Turn 20.) When an Armistice It should also be noted that the capturing the space. If properly used
is declared you check the current multiple uses for each card make the fighting power of the German
Central Powers VP level to determine Paths of Glory a better than average soldier will go a long way towards
if the game has a winner or ends in a game for the solo gamer. Simply evening the odds.
draw. If one side has won the other is examine each side's hand to note for
assumed to have asked for the Combat Cards that might be used Historically German tactical skill was
Armistice. If it is a draw, general war during battle, and randomly choose ultimately wasted because of strate-
weariness has caused both sides to your Strategy Card each round. gic shortsightedness. It is very easy
come to terms. Having to choose exactly how to use for the CP player to fall into a similar
each randomly selected card will trap and strike out blindly in pursuit
F. Replacement Phase leave you with plenty of decisions to of tactical victories without a clear
F.I. Allied Powers Segment: The make and add suspense to solo play. strategic goal. The result will most
Allied player spends any Replace- likely be an impressive string of
ment Points (RPs) accumulated battles won on the way to losing the
through play of RP Cards this turn, as Playing the Central Powers war.
marked on the General Records The good news for the Central
Track. Any RPs not spent are lost. Powers in Paths of Glory is that they In order not to repeat history the CP
have the advantage of interior lines. player needs to control the initiative
F.2. Central Powers Segment: The The bad news is that means they're as much as possible. This means
Central Powers player spends any surrounded. Playing the CP is a playing cards and taking actions on
Replacement Points (RPs) accumu- matter of juggling fronts, of maintain- the map that force the Allied player
lated through play of RP Cards this ing just enough defensive strength to to react. Getting the first card play
previous turn, as marked on the hold off the inevitable Allied each turn can thus be a significant
General Records Track. Any RPs not offensives while freeing up enough advantage if used to set up multiple
spent are lost. troops to launch their own. Initially threats on the map. While sometimes
the CP has three balls in the air - necessary, play of a passive card, such
G. Draw Strategy Card Phase France, Russia, and Serbia - but all as a Replacement card, is an invita-
During this Phase, each player draws too soon they are going to have to tion to the Allied player to seize
cards from his Draw Pile to bring his juggle Italy and the Near East as well. control of the turn. The first CP
hand to seven cards. Reshuffle To make things worse, the Central decision of the game is whether to
discards as needed after dealing all Powers must essentially perform this open with the Guns of August Event.
other available cards to the player. A act with only one good hand - the There are several advantages in doing
player may discard any Combat German Army - as the Austrians, so: with a single card play the Liege
Cards he wishes before drawing new Turks and Bulgarians are only fort is destroyed, and attacks can be
cards. If a player has insufficient marginally effective. Fortunately the made on the BEF at Brussels and/or
cards in his deck to fill his hand up to the French 5th Army at Sedan. Plus
his seven card limit, he takes CP War Status is increased by 1. All
all available cards and begins the next of this makes the Go A card one of the
turn with less than a full hand. best in the game, but it is not an
automatic choice. Not only does it
H. End of Turn come attached with a downside - loss
If the war has not ended and the last of two VP from Allied play of the
turn of the scenario has not been Rape of Belgium - but not playing it
reached, advance the Turn marker to has an upside as well. Without the
the next turn on the Turn Record Rape of Belgium, the Allies cannot
Track and begin the Sequence of Play reach Limited War status before turn
again with the Mandated Offensive four. If the Allies play the Moltke
Phase. card, there is a good chance for the
CP to reach Limited War a turn ahead
of them, a fleeting but powerful
If a game does not end in an Armi-
advantage. To prevent this the Allies
stice or Automatic Victory each
may in turn refuse to play Moltke,
player will take 120 actions during
the course of a full Campaign Game (continued on page 36)
(there are also shorter Mobilization
(Paths of Glory continued from page German army can help the Austrians offensive in turn.
27) and later the Bulgarians dig in.) Once
giving the Germans more operational Limited War arrives, the CP's options Total War will probably arrive
freedom in the west. (and problems) expand. Mobilize the sometime in 1916. The CP player
CP armies as rapidly as possible- must decide whether he is going to
Regardless of the Guns of August, the they'll be needed. Get ready for the try and drive Russia from the war
CP's goals in 1914 remain the same: entrance of Italy into the war; the (through the play of the Bolshevik
time to prepare is before the IT Entry Revolution and Brest-Litovsk cards)
1. Achieve Limited War Status ahead card is played. Decide on a major or save those cards to provide the
of, or at least not behind, the Allies. offensive target for the year and don'i OPS and replacements to power his
try and do everything at once. If the final offensives elsewhere. An eye
2. Remove the restrictions on opera- CP attacks the Serbs, aim to capture must be kept on the Combined War
tions along the English Channel and not just Belgrade, but Salonika and Status-it is difficult to know in
against Russian forts; either by play Valona as well. If the Russians are the advance who will be ahead when and
of the relevant Events, or by either target break the Russian fort line if an Armistice is declared. Don't
side reaching a War Status of 4. opposite East Prussia before the underestimate the Americans.
Tsar's troops can dig in. At the same Though two armies might seem
3. Mobilizing CP forces by the play of time the CP player can't afford to insignificant, they are tied into the
Reinforcement cards. develop tunnel vision. Inevitably the play of a number of event cards
luck of the draw means that some- which can seriously increase their
times the CP is going to have to effectiveness. As was the case in 1918,
4. Prevent the Russians from cutting
dance to the Allied tune. Ride it out, the Americans could just prove the
off the German 8th Army or breach-
and look for opportunities to regain straw that breaks the CP 's back.
ing the Carpathians - preferably
the initiative.
while making some limited offensive
moves (such as the capture of Lodz). Chances are the CP will still need to
Once Turkey enters the war the Near
pick up VPs in the endgame to win-
East is going to be a constant head-
5. Establish a solid defensive position especially since the arrival of Allenby
ache. The CP can't win the game in
in the west when the German initial may finally turn the tide against the
the Near East, but they can certainly
offensive falters. The historic German Turks. There are a lot of VPs in Italy,
lose it there. The best way to defend
Fall 1914 line in the west (Ostend/ but the narrow front can make it hard
Turkey is to put so much pressure on
Brussels / Cambrai /Sedan / Metz / to concentrate enough force to break
the Allies in Europe that they can't
Strasbourg/Mulhouse) is a good base out of northern Italy, and any major
spare the troops or OPS for major
line against which to measure the shift of German forces south increases
offensives there. But sooner or later
success of the CP's 1914 offensive. It the chance of an Allied breakthrough
the Allies will strike. The Turks must
is also a reasonable defensive on the western front. Ultimately the
use every advantage of terrain,
position, though the salient at CP will have to judge his chances and
combat cards, and their own interior
Cambrai will require two full roll the dice.
lines to hold out. It will always be a
strength armies and entrenchments to near run thing, but properly played
hold with any degree of security. A last word - don't give up. The
they will be able to blunt each Allied
game will see many changes of
Both players will want the other to fortune before the end, and a single
spend a card play on the Entrench- good hand can turn a critical situa-
ment event, but unless the Germans tion around. The final winner often
have been unusually successful in the won't be known until the last card
west, it will probably be the CP that play.
has to bite the bullet and play the
card. Clear spaces should have first
priority on trenches, along with any Playing the Allied Powers
space that can be attacked from more
Playing the Allies in Paths of Glory is
than two adjacent spaces. By mid-
rather like holding a wolf by the ears;
1915 every CP space on the front line
the Central Powers are encircled and
in France and Belgium should have
outnumbered, but their teeth, in the
at least a Level 1 trench. If the CP
shape of those 5-3-3 German armies,
holds Cambrai, Brussels should be
are razor sharp. The Allies will not
entrenched as well in case the
win the war with a single decisive
Germans are later forced to abandon
thrust - if there is an early victory in
the salient.
Paths of Glory it will most likely be a
Central Powers triumph. The Allied
In the east the Germans will generally
player must take the long view;
be too busy attacking to do much
ultimately the only battle that matters
digging, but the Austrians should try
is the last.
and entrench where possible. (A
If the Germans open the ball with the Serb force outside Serbia, and an are a lot of potential CP Victory Point
Guns of August, respond with Moltke army dying out of supply is gone for spaces to pick up in the Near East,
as soon as possible. If he doesn't yet good. The Serbs real aim is to and at least until Bulgaria enters the
have Falkenhayn in his hand his preserve a front in the Balkans until war, only the Turks stand in the way.
offensive in the west will quickly Allied and Italian units can arrive at Unfortunately it will take time to
grind to a halt. If he does, well you've Salonika and Valona. Hold Salonika build up a decent offensive force in
removed a 4/4 OPS/SR card from his until Total War and the Army of the the Near East. Don't forget to use
deck. Play the Rape of Belgium and Orient can provide a potent punch for those British replacements that would
Blockade as events. Allied Limited an offensive into Turkey or Bulgaria. otherwise be wasted in the summer
War on turn 3 is the goal. You also of 1914 to build up those reduced
want every Blockade VP you can get. The Russian front offers offensive corps in Egypt and Basra.
opportunities against the hapless
If the CP doesn't play the Go A, give Austrians, but keep a careful eye on If possible try and coordinate
serious thought to not playing Moltke the build-up of German forces. The offensives between the British forces
- certainly not before turn 2. One turn Germans can easily inflict two and in Iraq and Palestine, the MEF, and
of facing the CP Limited War cards three times the losses on the Russians the Russian forces in the Caucasus.
with only Mobilization cards that they take, and the Russian Remember though that the Near East
is painful; two turns could be advantage in numbers can quickly armies can't be rebuilt. Once reduced
disastrous. melt away. Hold the fort line from - and without the ability to advance
Kovono to Brest as long as possible, after combat - much of their offensive
From the beginning you should try to but don't be afraid to give ground potential is lost. Even the British
present the CP with simultaneous (perhaps through play of the Great Near East Army, which can poten-
threats on multiple fronts. If you play Retreat card) to save the army. tially deliver the coup de grace to the
a 3 or 4 OPS card, it is generally Ottoman Empire, is vulnerable to a
better to divide your actions between As the Germans advance the front lucky Turkish combat roll.
different theaters. If moving in the grows longer, and the CP will have to
west, attack in the east and vice versa. call corps out of Reserve to help hold Italy is to the Allies what Turkey is to
Combat in Paths of Glory, in the the flanks of his advance. With the Central Powers; a place where the
words of playtester Steve pressure from Allied attacks in the war cannot be won but may be lost.
Kosakowski, is a game of chicken, west, the number of German corps in While the Italians will serve to tie
as telegraphed punches pile up Reserve will dwindle, and the threat down Austrian resources badly
before being released in a flurry of of a permanently lost army grow. If at needed elsewhere, against fortified
blows. By moving adjacent on one the right moment the Russians are and entrenched mountains the
front while attacking on another the able to unleash the Brusilov Offensive Italians aren't likely to break into the
CP is placed on the proverbial horns against the Austrians, the CP may be CP heartland. Keep a very wary eye
of a dilemma. Does he respond to the stretched to the breaking point. on any Germans forces moving in
attack made this round, or the attack range of the Italian front. Entrench
that's been set up for the next round? While the Allies have to deal with the the Italians to the maximum - it may
Whichever he chooses, if he is German wolf in Europe, they face no be a good idea to send a French army
responding to Allied moves, the CP such animal in the Near East. There or two to help with the digging. On a
player is giving up the initiative. positive note, a serious German
offensive in Italy may mean a
Try not to play the Entrench card. dangerously weakened western front,
Though this may seem strange in the especially if Russia is still in the war.
face of the initial German onslaught,
the mobilization of new Allied armies Come 1918 the war's outcome should
will soon force the CP to go over to still be in the balance, but the arrival
the defensive somewhere - most of the Americans (and the use of
likely on the western front. At that cards like Yanks and Tanks) can help
point he'll need to play the Trench turn the tide. The German Kaiser's
card to protect what he has already Battles cards (Michel, Blucher, the
won, and you can dig in without Peace Offensive) are powerful, but if
giving up a card or a card play. the Allies have played their own
cards right until now, four years of
In the southeast the Serbs should be unrelenting pressure should ensure
able to hold out in 1914, and perhaps they are a last desperate gamble
even take out an Austrian corps. But rather than a winning hand. Remem-
beware of advancing into Hungary - ber, it's the last battle - and card play
however tempting the occupation of - that counts. And the last card play
Budapest may appear, it is a trap. It is is Allied.
too easy for the Austrians to cut off a
he path leading to the
arrival of Paths of Glory:
The First World War on and decisive battles, wouldn't work
GMT's publication schedule when confronted by the continuous
has been a long and winding one. fronts and attritional nature of
Originally contracted for The Avalon modern Total War. Quickly though,
Hill Game Company, Paths of Glory my doubts turned to growing
had been slowly moving its way enthusiasm. The cards provided
through that company's development an amazingly flexible mechanism,
process and was actually scheduled for which with a few twists could drive
release in March 1999. Then last a WWI tank as easily as an 18th
September, Hasbro bought the Hill, and century carriage.
Paths of Glory vanished into corporate
limbo. It was with relief that in One of the first decisions I made was
February I got the rights back, and to use a point-to-point map, of the
within days settled on GMT as the sort that was used in WtP and its
game's new home. It has turned out to sequels. This might seem a strange
be one of my better decisions, as I think choice for the Great War, with its
you'll agree when you see the superb images of trench lines on the western
job done by Andy Lewis (the game's front stretching from Switzerland to
developer) and the rest of the GMT the sea. Though there is no inherent
production team. reason a card-based system couldn't
work on a hex map, I was attracted
Paths of Glory is my second design by the freedom a point-to-point map
covering all of World War I in Europe gives to introduce realistic geographi-
and the Near East. The first, The cal effects without additional rules.
Great War in Europe (XTR Inc,1995 )
- with its add-on for the Near East - As an example, in most games special
won a Charles S. Roberts Award, and So the second thing that led me down restrictions are needed to keep the
quickly sold out. It was in short a this path was the arrival of Mark Belgian Army in Antwerp from
success, and on the theory that you Herman's groundbreaking design We attacking to cut off the German Right
should quit while you're ahead, I had the People (TAHGC, 1993 ). Covering Wing as it scythes towards Paris in -
no expectation of ever doing another the American Revolution on a grand August 1914. But in PoG the same
game covering the same ground. strategic level, WtP used card play as effect is achieved by simply not
the engine that powered the game. Of
Two things changed my mind. The course cards had been used in ;
first was that while Great War was wargames before, but the use of cards connecting the Antwerp and Liege =
designed very much to be a playable to control all movement and combat spaces. Assuming the Germans
monster, it was still a monster; with its on the map was unlike any previous occupy Sedan (as they should) and
Near East companion it had three design. (Or at least any I'd been leave a corps in Liege, a Belgian sortie
full-sized maps and 1500 (mostly aware of.) Mark's card system also to Brussels will have no affect on the
divisional) counters. Though two neatly allowed for the effects of German advance west, and will even
experienced players could manage random events - those political, open up the possibility of the
the entire campaign in a three-day diplomatic, and tactical occurrences Belgians being cut off and eliminated
weekend, Great War still required a ignored in most strategic games. out of supply if the German army
serious commitment of time, and lots WtP rapidly became one of my all reverses direction. King Albert's
of table space. Clearly there was a time favorites, and my mind began army is thus bottled up in historic
need for a more compact strategic to turn to the idea of adapting it to fashion with no explicit rules limiting
WWI game. other topics. its use.

I had no desire, however, simply to My first thought was that WtP would A lot of thought (and trial and error)
shrink Great War down to a corps / work very well for the American went into the creation of the PoG
army level design, as some players Civil War. Unfortunately for me - if map. The result, I believe, is a game
urged. I've always preferred to not happily for the rest of you - Mark map that by itself presents consider-
explore different game mechanics had already determined to do a WtP- able insight into the course of WWI.
in my designs because I've never style game on that subject (For the From the importance of Sedan in
believed there is only one "right People (TAHGC, 1998 ). And so, still supplying a German occupation of
way" to do a topic. So Great War somewhat reluctantly, I turned my northern France, to the ability of T.E.
Lite had no appeal. If I was going mind back to WWI, and began work Lawrence's Arab Northern Army
back into the trenches, I needed a on Paths of Glory. to capture Aqaba and cut off the
new design concept to go with the Turkish garrison of Medina, simply
new scale. My reluctance was based on my studying the game geography will tell
concern that the WtP system, with its you a great deal about the strategic
emphasis on non-linear campaigns options of 1914-18.
With the map question settled, the breadth. Too many corps in the design engine - the cards. In WtP a
next major issue was unit scale. My Reserve Box and you are not making card had been either an Event or an
intention, from the first, had been to effective use of your manpower. Operations (OPS) card (used to
use a mix of corps and armies. But Too few corps and you are stretching activate units for movement/
how? Would the basic unit be corps, your nation's resources dangerously combat). Since most events were
with a few armies adding additional thin. A balance must be kept between only playable by one side or the
punch? Or vice versa? And how the needs of the fighting front now, other, this meant it was possible to
would corps and armies relate? and the needs of the future. Stripping get a completely useless hand.
Would you build armies out of your corps from the Reserve Box may Hannibal (TAHGC), the next game
corps and break down corps from help you weather a current crisis or in the series, solved this problem by
armies? The answers I chose were indulge a fleeting opportunity, but making all cards both OPS and
somewhat radical, and tied directly at the risk of eating your military events, so you could always use the
into the development of the game's seed corn. card as an OPS even if the event
combat system. didn't apply to you. But it was still
As an example of how the corps and possible to see all the Roman events
In PoG, armies are the basic unit for army units combine with the Reserve going to the Carthaginians and vice
most nations. The exceptions are Box to recreate history, consider the versa.
those nations which lacked the Austrian Army in the summer of 1916
weapons, training and equipment to as simulated by PoG. In order to My solution was to split the cards
field effective modern armed forces: launch an offensive in Italy (with its between the two sides. Now the
Bulgaria, Romania, Greece, many tempting Victory Point spaces) Central Powers and the Allies would
Montenegro, and to a large extent the Austrian commander Conrad each have their own deck, and every
Turkey. (The sole exception to this is pulls corps from the Reserve Box to card would present a choice of
Serbia, whose armies made up in reinforce and add punch to his Operations or Events. Having given
ferocity and generalship what they army at Trent. But with many corps the player two choices per card, I
lacked in arms and organization.) currently in the deadpile or tied up quickly doubled that number to four
Corps would thus represent not just on garrison duty in the Balkans, by adding in Strategic Redeployment
a smaller but a different kind of Conrad has only two corps left in (SR) and Replacements (RPS). SR
military organization - one lacking Reserve to back up his armies in the solved the problem of how to portray
the artillery and logistical support of east. When the Brusilov Offensive rail and sea movement, while
an army. The Combat system would strikes, three Austrian armies are providing a simple method to move
reflect this by using separate Fire eliminated. With only two corps corps into and out of the Reserve Box.
Tables for combats involving armies available, one army is lost for good, By tying Replacements to the cards I
or only corps. inflicting permanent damage on gave the players some control over
Austria's war effort. their war economy.
To emphasize the difference I
decided not to use a build up/break Only after the map, Orders of Battle, Then to twist the knife, I made the
down system; you could not simply and combat system were worked out best cards for OPS, SR and RPS the
create an army by exchanging a did I turn my attention back to the best for Events as well - and then
certain number of corps, turning made it so playing them as events
oranges into apples. Corps would be would remove the card from the
used to represent small armies game. Which is worth more to you -
fighting in secondary theaters, that 5 OPS card with its hefty
garrisons holding quiet sectors of the replacements or the Bolshevik
front, or act as reinforcements for Revolution? Let Lenin loose in
armies engaged in major offensive or Petrograd and pay the price of
defensive campaigns. increased Communist agitation at
home in the shape of the loss of that
When an army is eliminated with a card? Or refuse Lenin passage in that
corps available in the reserve box, it famous sealed train, keep the card -
has suffered losses in men, but its and keep fighting in Russia as well?
organizational and logistical structure There are six potential card plays a
has survived - it can be rebuilt. But turn, 24 agonizing choices, in which
when no such corps exists the army the best choice is often just the lesser
has been used up. Even if its designa- of four evils.
tion may linger on, a hole has been
torn in the military fabric that cannot With the OB, map, combat system
be entirely repaired; in game terms and cards set, one last major issue
the army has been permanently remained: victory conditions. Now
eliminated. Players are thus con- that the players could move and fight
fronted with issues of depth as well as across the battlefields of WWI
Europe, what were they fighting for? he may just accept your terms, But even on the western front the
I also needed to consider the question winning you less than your people possibility of breakthrough beckons.
of play balance; getting a 50/50 split expect, causing unrest at home, and Perhaps the use of this event card
in Allied and CP wins might not be most importantly ending the game in will provide the key to unlocking the
possible, or even desirable, but both a draw. western front. Perhaps sheer attrition
sides had to feel that had a reasonable will wear him down until the front
chance of victory. Better still if the At this point the basic design work cracks. You can wreck your army
winner couldn't be determined until was complete, but the next two years trying to shatter the deadlock in
the very end. would be spent rounding off the France - only to give up just as your
edges (with Andy Lewis giving a opponent was certain he could hold
Fortunately my experience with final vital polish at GMT Games). no longer. Or you can win the war on
Great War in Europe helped me OPS were used to activate command- the more mobile battlefields of Russia
come up with victory conditions ers in We the People, but WWI was and the Near East.
pretty quickly. Using the historical not noted for great captains, so OPS
Allied victory in 1918 as my baseline, would activate individual spaces With every card play decisions must
I decided how much better the instead. How to keep the attacker be made, the chance of triumph in
Central Powers would have to do to from massing his forces and blitzing one theater must be balanced against
claim victory, and how much worse sections of the enemy front in WWII the possibility of tragedy in another.
the Allies would have to do to accept style? Separate movement from Unlike World War II, which for all its
a draw. combat. What to do to when a player operational dynamism was for much
lacked the cards to fill his hand, or of its length essentially a one-front
During the war a separate propa- wished to save a vital Event card for war (west in 1940, east in 1941-43),
ganda war was waged both to the following turn? Give him the World War I is a multi-front struggle
influence neutrals and justify to the option of taking an automatic 1 OPS. from the start. Arguably then the
home front the war's ever-increasing Great War is a greater test of a
cost. From this was born the game's How to keep players from instantly gamer's strategic ability.
rules for offering Peace Terms. Only filling every space with 1918 style
the side that feels it is in a position of entrenchments? Tie the ability to
advantage (ahead in victory points) build trenches to an army's Loss
can offer terms, not to end the war Factor (a sort of general measure of
but to score a propaganda victory quality) and the results of a die roll.
(gain a VP) with a show of reason. But Effective trench systems will show up
Note: See Ted's insights and hints for
propaganda can backfire (lose a VP) in the west by mid-1915, but else-
where - as historically - trench lines the Central Powers player (p.27) and
and as the war becomes Total,
positions harden and the Peace Table will be hard to establish and always Allied Powers player (p.36) on the best
becomes less effective. Finally, if you be incomplete. course of action to take in GMT's Paths
offer peace to an enemy on the ropes, of Glory - Ed.

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