Az 1918: Spring Offensive – Core Rulebook egy remek társasjáték, 2 - 4 játékos részére, az átlagos játékidő hosszú, akár 2 - 3 óra is lehet.
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1918: Spring Offensive brings the climatic battles of the final year of World War I to your tabletop, putting you in command of a platoon or company of soldiers seeking to break...
1918: Spring Offensive brings the climatic battles of the final year of World War I to your tabletop, putting you in command of a platoon or company of soldiers seeking to break the deadlock on the Western Front. Including the core and advanced rules, the book covers the opening Spring Offensive by the German Army on the Western Front, allowing you to command either the hard-fought British and French defenders, the fearsome German Stormtroopers or the newly arrived, and comparatively fresh, U.S. Forces.
This book features:
The Core and Advanced Rules for 1918, including rules for infantry, cavalry, artillery and vehicles.
Eight varied scenarios.
Force lists for the British Empire, French Republic, Imperial Germany and the United States
WHAT IS 1918?
1918 is an alternating-activation historical tabletop wargame where players refight the battles of the last year of the First World War using miniatures. A typical game uses around 30-60 miniatures on each side and lasts 2-3 hours. The game focuses on combined arms (i.e. infantry, cavalry, tanks, artillery and aircraft working together) and the command challenges faced by junior officers leading men in the first truly industrial war.
Alternating activations - 1918 uses alternating unit activation (rather than IGOUGO). This means decisions on when to activate units matter and both players are engaged at all times.
Realistic suppression - 1918 has a simple but effective pinning and morale system with four statuses (Under Fire, Pinned, Suppressed, Wavering) which allows players to utilise period accurate 'small unit' fire and manoeuvre tactics.
Dynamic leadership - The positioning and use of Leaders in 1918 is key. Senior Leaders, your officers and sergeants, issue orders to nearby units, such as Advance, Fire, At the Double or Stand To, and provide re-rolls for Morale and Recovery Tests. Senior Leaders can also trigger special actions that disrupt the normal activation sequence/game state.
Tailored playstyles - Before battle begins, players can alter how their forces will fight through selecting a Doctrine (Lightning Assault, Grand Offensive or Tactical Defence). Each Doctrine provides a unique set of advantages, grounded in history, that affect force selection and how a force fights.
Impactful command - When using the Advanced Rules, players can spend Command Dice to use Gambits off their Dugout Board. Which Gambits are available on the Dugout Board are determined by their choice of Nation and Doctrine. Gambits present players with additional historically-plausible tactical options and decisions that disrupt the normal Core Rules gameplay.
Varied, historically plausible forces - The force selection rules give players a huge range of options to build colourful and interesting forces for Germany, Britain, France and the United States on the Western Front, within a well-researched historical framework. The book includes full rules for vehicles and artillery (including off-table artillery batteries) and planned future supplements will include full rules for aircraft, more nations, more fronts and much more.
—description from the publisher
Kategória:
Háború, Miniatűrök, I. világháború, Könyv
Mechanizmus:
Kockadobás, Szcenárió / Küldetés / Kampány, Measurement Movement, Line of Sight
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