Generally speaking, I am not a big fan of WWI trench combat gaming on the western front a particularly fun gaming genre. With that said, I find the more open range fighting found early and later in the war, eastern front and Africa to be interesting. Unfortunately, for me, most WWI focus on the trench fighting, so I have always passed on them. I do like the somewhat small action fighting you can do using rules like Blood and Valor from Firelock Games. These are nice for playing easy to run 28mm semi skirmish games. However, for the more epic fighting at the brigade or division level using smaller scale figures, there was a hole in my opinion. Well, I recently came across 1914 by Great Escape Games. These are not brand new rules, they have been around for a bit. However, not a set that I had seen before. I only came across them while looking for some tokens for playing Iron Cross from the same company (a WWII semi skirmish game that I really enjoy). A buddy of mine is really into WWI (I mean really). I think he wears his Adrian Helmet in the shower… Well, I know I would have a guarantee opponent if I found some rule I liked! After doing some online research, I decided to order the rules and supporting card deck.
The rules are called 1914 and are explicitly set for WWI gaming in that period. With that said, the rules are sound and can be used throughout the period, you will just need to fill in the blanks on OBs. 1914 utilizes the same game mechanics that are used in the Iron Cross rules (this was good enough for me to try them out). The rule book is soft cover (I would prefer hard cover) and in full cover. It is chocked full of plenty of eye candy and is nicely formatted. The rules are divided into easily understood sections that are easy to follow. The individual mechanics are very straight forward. If you are not clear by ready the rules, no problem, they have full length examples (not single paras, but whole pages). The game has a simple turn order that starts with determining your command tokens. This is based on the number of units you have in play, plus some possible command bonuses. Players roll for initiative each turn and then go back and forth activating their units (more on that later). Once all units have been activated, or you run out of tokens, the turn ends. You keep going until the scenario rules are met. The basic formation in the game is the battalion. You build these through company stands that form these units. Each is organized into a regiment or brigade, which is the perfect sized formation for a player in a multi player game. If you are playing one or one, you can field multiples with no problem. If you have the more than a few hours, this can be taken up to division.
The mechanic that makes the game work is the token system. You determine the tokens at the beginning of each turn and then use these to activate your units. What is unique is that the game does not have separate opportunity fire phases or mechanics. It does not have a you go I go vanilla system, but a very interactive turn. The player with the initiative starts by using a token to activate a unit. Oncer they do this, they can go again or can turn over the turn to their opponent. Either player, can try to take the initiative (basically opportunity fire or maneuver) by expending a token and rolling to activate one of their units. If they make the roll, they get their order. In addition, this system allows you to keep activating the same unit if you wish. However, this becomes harder and harder each time your try and when you take damage to your units. This allows you to focus the fight in one area that is of the most important on the battlefield. In my opinion, this is more reflective of actual warfare. Soldiers do not all walk the same distance or shoot the exact same amount in a given period. This is completely effected by the tactical situation and this system reflects this actuality very elegantly.
The morale system in the game is part of the order system. Units take fatigue/damage during the game. Once a base takes a defined number of hits, it is removed. This ranges from five to most infantry to down to two for some support options. How you deal with this is that you use your tokens to roll for morale to remove some of these markers. You give up a token and roll to see. This could result in no tokens being removed or up to three. This is a way for you commander to effect the battle worthiness of units under command. The trade off is that that unit will not be moving or shooting. However, the advantage is that you can focus your efforts to keep important units int he field and fighting.
Once you activate your unit with a token, you have the option of moving the unit. This is straight forward, you simply move the distance allowed for the unit type. When you activate a unit, you can take two options. When you move, you can move the unit twice (full then another half) to get them going. Alternatively, you can move and then shoot (or vis a versa). Terrain can effect your movement, depending on unit type. How it works is the you roll to see if you can cross the terrain (infantry often is automatic). If you make the roll, you move as normal. If you fail, that counts as your move. There are some special rules for cavalry charges and dismounting too.
Combat int he game is done using fire combat. There are no special assault rules, you just apply different modifiers based on range. So, one mechanic to lead them all! Different troop types of different ranges and rates of fire. Some units cannot fire while moving and others get advantages while stationary. There is also rules for ranging in artillery and effecting near by units. This is done without needed templates. As with most system, you have to establish that you can actually see what you are shooting at! This is a straight forward distance and cover determination, no special rolling. You roll your D6 to try to cause casualties. The defender then rolls their saving throw on a D6, which is effected by the type of cover. After that, you roll for possible extra hits, based on the weapon type. All unsaved hits are kept on the unit until it gets to its maximum, once this is done, the base is removed. As units take more hits, they become more combat ineffective and it is harder to get orders (each hit reduces the die roll by one). There is an exception when using withdraw orders. These do not apply these hits, but your unit must back up and may even get a hit back if you are lucky.
The rules then include a number of standard generic scenarios you can play the game with. Alternatively, you can run a historical fight, as the formation level is easily represented to match most historical writings. There is then sections for each of the major armies that fought in France in 1914. Using these, you can build your forces for each nationality. I would have liked them to add in some listings for Africa or include other armies outside this theater of operations (hopefully, they will do a supplement). However, the rules are called 1914 for a reason! With that said, I se no reason that you cannot play other theaters or periods (at least ones that do not have tanks). If you wanted to incorporate tans or armored cars, I think you could just add the mechanics from Iron Cross. Hopefully, they will be adding these in the future. In the meantime, you will need to add these yourself. If your a fan of the early fighting on the Western front or other open combat in WWI and are looking for a home for your 10 or 15mm WWI armies, these are definitely worth a try.
- Manteuffel
Excellent, detailed overview of the rules. You have given us enough to know if the mechanics are something that appeals or not. Thank you.
Regards, James
Hello, I am curious if you have played the game. And did you like playing it?