1914 is a board wargame published by Avalon Hill in 1968 that simulates the first few months of World War I on the Western Front.
1914 is a two-player corps-level simulation of the first few weeks of World War I on the Western Front. With a 22" x 28" mounted hex grid game map, almost 400 double-sided die-cut counters, a mobilization chart pad for secret deployment, and various charts and instructions including a Battle Manual, the game was considered highly complex. [1]
The game scale is 2 days per turn, with approximately 16 km per hex. The map covers the terrain from Mainz, Germany in the east to Le Havre, France in the west, and from the southern portion of the Netherlands in the north to the northern edge of Switzerland in the south. The terrain includes major rivers, ridge lines, rough terrain, forest, and the sea. It also displays the location of cities, fortifications, economic sites, mobilization squares, and railroads.
A few units on each side are required to be set up in specific hexes, such as French infantry corps in Toul, but the remainder can be placed in any friendly hex via secret deployment that is not revealed until the first turn of the game.
The game uses a traditional "I Go, You Go" series of alternating turns, with first the German and then Allied player moving and then firing.
The combat and movement rating of each unit is given on the front of the counter. These ratings are reduced in a series of steps as a result of combat or lack of supply until the unit is finally destroyed. Both players also receive step replacements that can be used to rebuild units that have taken losses, as long as the unit is in supply and some distance from an enemy unit.
Combat is based on an odds ratio between the attacking units Attack Rating and the defending unit's Defense Rating.
Infantry can attack a fortress, but will incur damage and only have a minimal chance of success. The German player also has the option of using their artillery to destroy a fortress, which increases the odds of success. Although the most powerful artillery in the game is the German railroad gun, it is limited in range since it cannot leave rail lines.
There are no zone of control rules. Units can move their indicated movement factor during a turn, with higher movement cost for certain types of terrain. No more than two corps can end their movement in the same hex, and only one of the corps can defend a hex.
In order to move and attack, a unit needs to be in supply, defined as being able to trace a line no more than three hexes to a friendly railroad line. Enemy units can block supply lines, but only in the hex they occupy.
Players can choose to use some or all of the advanced rules:
Other optional rules include more complex supply rules, cavalry probes, amphibious attack, retreat before combat, dummy counters, and variable time limits for game completion are a few of the other optional rules.
In 1966, Jim Dunnigan was editor of a wargame zine titled Kampff, as well as a contributor to Avalon Hill's house publication The General . In one of his contributions, Dunnigan levelled major criticisms of lack of historical accuracy at Avalon Hill's 1965 release, Battle of the Bulge. Thomas Shaw, at the time in charge of Avalon Hill, asked Dunnigan to design and submit his own wargame. [2] The result was Jutland, published by Avalon Hill in 1967. The following year, Avalon Hill published another Dunnigan game, 1914. The game sold well, but due to concerns about its complexity, and fearful the game would discourage new players from buying more products, Avalon Hill discontinued the game in 1973. [3]
Dunnigan went on to found Simulations Publications Inc. (SPI) in 1969, which would become the major wargame publisher of the 1970s and Avalon Hill's chief rival. [2] One of Dunnigan's first SPI games was 1914 Revision Kit, in which he supplied new and simpler rules and new counters; a copy of the original Avalon Hill game map was required for play. [1] Dunnigan also designed and released Tannenberg , a board wargame about the Eastern Front that used the same rule system as 1914. It was designed to be a companion game to 1914, and Dunnigan also included rules on how to combine the two games into one giant game about August 1914 on both the Western and Eastern fronts. [1]
In Issue 25 of Albion , game designer Don Turnbull called 1914 "something of a monster which many deem as unplayable in its full version." Turnbull went on to review Dunnigan's Revision Kit, and welcomed the new streamlined rules, saying, "It will make the original 1914 game much more palatable, particularly to the relatively inexperienced player." [1] Two years later, Turnbull reiterated that this was "the first game whose complexity is innate" and noted that "The game has few admirers, and quite an array of critics." Although he felt "the game can be an excellent simulation and a fine game for those with patience", he also agreed with critics of the game about "the awkward play mechanics." He concluded "1914 is certainly not for the faint-hearted." [4]
In Avalon Hill's own company history, 1914 was characterized as "a sales success. Unfortunately, it was a lousy game. The mapboard, though innovative for its day, was an unplayable monstrosity and the rules suffered from being incomplete. Perhaps it was too good a simulation in reflecting the trench warfare of World War One because it sure wasn't much fun to play. Convinced that it was losing [Avalon Hill] long range customers, the game was discontinued despite continuing relatively strong sales." [3]
PanzerBlitz is a tactical-scale board wargame published by Avalon Hill in 1970 that simulates armored combat set on the Eastern Front of World War II. The game, which was the most popular board wargame of the 1970s, is notable for being the first true board-based tactical-level, commercially available conflict simulation wargame. It also pioneered several concepts that would become industry standards.
The Russian Campaign is a strategic board wargame published by Jedko Games in 1974 that simulates combat on the Eastern Front during World War II. Avalon Hill later bought the game and produced several editions.
PanzerArmee Afrika, subtitled "Rommel in the Desert, April 1941 - November 1942", is a board wargame published by Simulations Publications, Inc. (SPI) in 1973 that simulates the World War II North African Campaign that pitted the Axis forces commanded by Erwin Rommel against Allied forces. The game was revised and republished in 1984 by Avalon Hill.
Blitzkrieg is a strategic-level wargame published by Avalon Hill in 1965 that simulates a non-historical attack by one major power against another using the blitzkrieg strategy. It was the first commercial wargame that did not simulate an actual historical battle, and with almost 400 counters, it was a precursor to the "monster" wargames of the 1970s featuring more than a thousand counters.
Battle of the Bulge is a board wargame published by Avalon Hill (AH) in 1965 that simulates the World War II battle of the same name. General Anthony McAuliffe (ret.), who had been commanding officer at Bastogne during the Battle of the Bulge, was a consultant during the game's development. The game proved popular and sold more than 120,000 copies, but was dogged by criticisms of historical inaccuracies, and was finally replaced by a completely new edition in 1981. A third edition in 1991 was released as part of the Smithsonian American History Series.
Grunt, subtitled "The Game of Tactical Level Combat in Vietnam", is a tactical level board wargame published by Simulations Publications, Inc. (SPI) in 1971, set in the Vietnam War. It was the first board wargame to focus on squad level combat, and the second to simulate parts of the Vietnam War, which was still ongoing at the time this game was published.
Tactical wargames are a type of wargame that models military conflict at a tactical level, i.e. units range from individual vehicles and squads to platoons or companies. These units are rated based on types and ranges of individual weaponry. The first tactical wargames were played as miniatures, extended to board games, and they are now also enjoyed as video games.
Stalingrad is a strategic-level board wargame published by Avalon Hill in 1963 that simulates the first 24 months of the war between Germany and the Soviet Union during World War II. As one of the first board wargames it was extensively played and discussed during the early years of the wargaming hobby.
Panzergruppe Guderian is a board wargame published by Simulations Publications, Inc. in 1976 that simulates the 1941 Battle of Smolensk during World War II.
Wacht am Rhein is a grand tactical monster board wargame published by Simulations Publications, Inc. (SPI) in 1977 that simulates Germany's Battle of the Bulge offensive in late 1944 during World War II.
Barbarossa: The Russo-German War 1941-45 is a board wargame published by Simulations Publications Inc. (SPI) in 1969 that simulates the conflict between Germany and the Soviet Union on the Eastern Front of World War II. This was only SPI's second game produced during a preliminary round of "Test Series" games, and proved to be the most popular. Despite the title, taken from the German operational name for their initial invasion of the Soviet Union, the game covers the entire Eastern Front campaign from the German invasion in 1941 to the Fall of Berlin in 1945.
Kriegspiel is a board wargame published by Avalon Hill in 1970 that simulates a hypothetical war between two nations. Although the simple game sold well to new players, it received negative reviews by more experienced gamers.
Kursk: Operation Zitadelle is a board wargame published by Simulations Publications Inc. (SPI) in 1971. It was the first wargame to simulate the Battle of Kursk, the large tank battle during World War II.
Korea: The Mobile War is a board wargame published by Simulations Publications Inc. (SPI) in 1969 that simulates the Korean War.
Leipzig: The Battle of Nations, subtitled "Napoleon vs. Europe", is a board wargame published by Simulations Publications Inc. (SPI) in 1969 that simulates the 1813 campaign of Napoleon in central Europe, including the Battle of Leipzig. The game was one of the first Napoleonic board wargames, and a number of innovative rules such as the effect of individual leaders on combat were adopted by other wargame publishers.
The Moscow Campaign, subtitled "Strike and Counterstrike Russia", is a board wargame published by Simulations Publications Inc. (SPI) in 1972 that simulates combat near Moscow during World War II.
1918, subtitled "Operation Michel: March 21–30, Germany's Last Chance in the West", is a board wargame published by Simulations Publications Inc. (SPI) in 1970 that simulates Operation Michael, the final German offensive on the Western Front in which they tried to win the war or at least force peace talks before American soldiers started to arrive on the Western Front in force. The game was well received by critics, but did not sell well.
Tannenberg is a board wargame published by Simulations Publications Inc. (SPI) in 1969 that simulates the Battle of Tannenberg on World War I's Eastern Front. The game was created by game designer Jim Dunnigan as a companion piece for Avalon Hill's Western Front wargame 1914, also designed by Dunnigan. Although Tannenberg could be played as a standalone game, rules were included to combine it and 1914 into a two-front wargame. Nine years later, Tannenberg was completely revised and republished as a free pull-out game in SPI's house magazine Strategy & Tactics to promote SPI's upcoming release of The Great War in the East. The second edition was also sold as a standalone game.
Normandy: The Invasion of Europe 1944 is a board wargame published by Simulations Publications Inc. (SPI) in 1969 that simulates the D-Day landings on the beaches of Normandy, and the six days that followed as the German forces tried to prevent an Allied break-out. A second revised edition was published in 1971
Soldiers: Tactical Combat in 1914–15 is a board wargame published by Simulations Publications Inc. (SPI) in 1972 that simulates the early months of World War I when combatants experienced a degree of mobility before the onset of trench warfare. The game enjoyed positive reviews, and was credited as the influential predecessor of popular tactical games such as Sniper!, StarSoldier, and the bestselling Squad Leader.