The Great War 1914-1918 by Piero Falotti
Posted: Mon May 30, 2022 5:09 am
I am currently playing The Great War 1914-1918 scenario. I have not discussed posting an AAR with my opponent, so I will leave his name/call sign out of it. I am the Central Powers.
This is not so much of an AAR as a pictorial history of the strategic map. I will be making observations.
Before I offer any criticisms, I want to say that I am very much enjoying the scenario and that the designer did an awesome job of putting it together. So, any critiques are offered as a means to, in some cases, fix errors and other to offer suggested improvements.
First critique, the map:
(a) The map has most of the major escarpments on mountains in the wrong hex (i.e. facing the wrong direction). It is possible to go up the mountain, but you cannot attack or move off the mountain.
(b) Many of the major river hexes also have major escarpments that allow you not to exit the river hex. It would be my suggestion that these river major escarpments be changed to minor escarpments. This would keep them as obstacles, but not barriers.
Next critique, garrisons. There are many garrison formations on the map. These garrison are identified as city garrisons for the most part; however, they are mobile. This means that they can be used as normal combat formation on the front lines. I do not know if this is the designer's intent, but it does not seem appropriate. To me, the garrison formations, if not used to defend the city it is assigned to, would be used to disband to add its forces to the replacement pools. So, I would make all garrison formations "reorganizing" so that it would not be able to be used except for garrison purposes or disbanding to increase the replacement pool.
Supply on the Polish Front. The Central Powers do not appear to have any means to supply their units in a substantive manner after entering Poland except for two hexes: (1) in northern Poland (178,59) where the railroad is connected from Prussia into Poland; and, (2) in southern Poland/Russia (189,93) where the railroad connects to Austria. Obviously, this applies in reverse for Russian operations into Prussia and Austria from Poland. In addition, the railroad issue also exists on the Austrian/Russian Front. So, it would be appropriate for the designer to have a depot appear in the enemy's territory once a particular hex (with rail) is captured that would act as the supply source for any invasion.
Gunboats and river movement. I have been able to run an Austria gunboat unit into Romania (after it entered the war) and run havoc cutting rail lines and switching hex control. I believe that this could be fixed simply by putting small forts at key points on rivers that have to be taken before a gunboat unit would be able to run amok.
The next issue is one that the designer cannot really control. Stacking of international units. My opponent has units from almost all of the Entente in Serbia (Serbs, Brits, French, and Italians). These units are in mix stacks. While the command and control conditions limit their offensive effectives, I am not aware of any limitations on the defensive strength. My only offered solutions is a house rule to prohibit international stacking (the Brits would not serve under French command and vice versa as a general rule).
The final one is with the strategic situation and I am not sure what could be done to address. The German Navy has won a major victory against the British Navy. A significant number of British battleships were sunk with minimal German loss. Yet, we are now at the point in the game where the events indicate that Germans are feeling the effects of the blockade. Even so, the German Navy can move pretty much where it wants. I am pretty sure that the event counter is used for the Russian Revolution; so, I am at a loss on how the blockade could be also tracked based on the number of British battleships available.
I hope to work on redesigning the scenario in the future to deal with these issues. But, it may be years down the road. In the meantime, I will continue to enjoy playing Piero's fun scenario. Note, I am having fun, but those that like the grand sweeping campaign's of WW2, may not find the same thrill of making small gains after the initial four months of the war or the numerous turns of relative inactivity that is WW1.
I will follow-up with posts of the strategic map view just so that you can see the course of the war.
8 August 1914 5 September 1914 3 October 1914 31 October 1914 Regards,
Mark
This is not so much of an AAR as a pictorial history of the strategic map. I will be making observations.
Before I offer any criticisms, I want to say that I am very much enjoying the scenario and that the designer did an awesome job of putting it together. So, any critiques are offered as a means to, in some cases, fix errors and other to offer suggested improvements.
First critique, the map:
(a) The map has most of the major escarpments on mountains in the wrong hex (i.e. facing the wrong direction). It is possible to go up the mountain, but you cannot attack or move off the mountain.
(b) Many of the major river hexes also have major escarpments that allow you not to exit the river hex. It would be my suggestion that these river major escarpments be changed to minor escarpments. This would keep them as obstacles, but not barriers.
Next critique, garrisons. There are many garrison formations on the map. These garrison are identified as city garrisons for the most part; however, they are mobile. This means that they can be used as normal combat formation on the front lines. I do not know if this is the designer's intent, but it does not seem appropriate. To me, the garrison formations, if not used to defend the city it is assigned to, would be used to disband to add its forces to the replacement pools. So, I would make all garrison formations "reorganizing" so that it would not be able to be used except for garrison purposes or disbanding to increase the replacement pool.
Supply on the Polish Front. The Central Powers do not appear to have any means to supply their units in a substantive manner after entering Poland except for two hexes: (1) in northern Poland (178,59) where the railroad is connected from Prussia into Poland; and, (2) in southern Poland/Russia (189,93) where the railroad connects to Austria. Obviously, this applies in reverse for Russian operations into Prussia and Austria from Poland. In addition, the railroad issue also exists on the Austrian/Russian Front. So, it would be appropriate for the designer to have a depot appear in the enemy's territory once a particular hex (with rail) is captured that would act as the supply source for any invasion.
Gunboats and river movement. I have been able to run an Austria gunboat unit into Romania (after it entered the war) and run havoc cutting rail lines and switching hex control. I believe that this could be fixed simply by putting small forts at key points on rivers that have to be taken before a gunboat unit would be able to run amok.
The next issue is one that the designer cannot really control. Stacking of international units. My opponent has units from almost all of the Entente in Serbia (Serbs, Brits, French, and Italians). These units are in mix stacks. While the command and control conditions limit their offensive effectives, I am not aware of any limitations on the defensive strength. My only offered solutions is a house rule to prohibit international stacking (the Brits would not serve under French command and vice versa as a general rule).
The final one is with the strategic situation and I am not sure what could be done to address. The German Navy has won a major victory against the British Navy. A significant number of British battleships were sunk with minimal German loss. Yet, we are now at the point in the game where the events indicate that Germans are feeling the effects of the blockade. Even so, the German Navy can move pretty much where it wants. I am pretty sure that the event counter is used for the Russian Revolution; so, I am at a loss on how the blockade could be also tracked based on the number of British battleships available.
I hope to work on redesigning the scenario in the future to deal with these issues. But, it may be years down the road. In the meantime, I will continue to enjoy playing Piero's fun scenario. Note, I am having fun, but those that like the grand sweeping campaign's of WW2, may not find the same thrill of making small gains after the initial four months of the war or the numerous turns of relative inactivity that is WW1.
I will follow-up with posts of the strategic map view just so that you can see the course of the war.
8 August 1914 5 September 1914 3 October 1914 31 October 1914 Regards,
Mark