David Bolt - 12:17am Nov 5, 1998 PST (#1695 of 1737) [ Mark ] Currently playing Lodz 1914 (Lodz: First Blitzkrieg In The East) Michael Junkin asks in #1694: "I've already seen that. I was looking for more detail, specifically: How complex is the game?" This game was designed to appeal to a wide range of wargamers. For those interested in WWI this is an operational-level system originally produced as a magazine game. It now has a combined rules and scenario booklet of about forty pages. I have not seen the final copies, so these figures are approximate as I'm not sure how my copy has been laid out for printing. The rules have been refined and expanded so that the basic rules cover about sixteen pages, the advanced rules cover about eight pages with about sixteen pages for scenarios and designer'/players notes et al. In terms of the games I have designed it is not as complex as HBtLF, "The Cossacks Are Coming!" or "Gazala: Clash of Armor." In fact, it is probably has fewer rules than "Duel for Kharkov" or "To The Wolf's Lair!". Only the original version of Lodz (done for the Wargamer) or "Race For Tunis" have fewer rules. Lodz 1914 was a concious attempt on my part to design a game for wargamers interested in playing a quick game in an evening or two (at least for the battle scenarios). This includes both the avid fans of the Death of Empires system (HBtLF/Cossacks) as well as wargamers that don't normally play complex wargames. The battle is so fluid it will also appeal to anyone interested in mobile warfare. "Is this CaC/HBtLF or more like All Quiet on the Western Front? ?" I think "All Quiet On The Western Front" is an excellent game. Lodz 1914 is not like it all, however. Lodz 1914 has two mile hexes with 1 day turns. The combat units are brigade or regiment in size with some battalions. Each combat and support SP printed on a unit counter represents one battalion or squadron in that unitīs Table of Organization & Equipment (TO&E). This game is easy to learn and play, but it is a highly detailed game. The maps were made from 1914 topographical maps, the order of battle includes the regimental and geographical origins of every unit in the game. The 720 counters represent every type of unit seen in 1914, including armored trains & cars, cavalry of every stripe, motorized German jaegers and more. Morale plays a large part in the game, every unit has a Morale Level and morale checks determine several aspects of play. "What's the sequence of play?" The Germans move, the Russians can then move units in reserve, the Germans conduct combat, the Germans can then move units in reserve. The Russians move, the Germans can then move units in reserve, the Russians conduct combat, the Rusians can them move units in reserve. A night phase ends the turn (day) by allowing each player to attempt to move a corps or division. The beauty to this system is that there are many elements that have been designed for ease of use. The combat system, for example, is based on an easy to remember acronym that covers all aspects of combat (USED IN COMBAT). "What values are on the counters?" Read from left to right: Across the bottom: Combat Points (infantry or cavalry) - Support Points (artillery or machine guns) - Morale Level. Note: Infantry brigades typically have between 8 to 12 combat points (infantry or cavalry), 1 support point (machine guns) and a morale level between 4 and 9. Divisional headquarters typically have 1 combat point (engineers), 2 to 4 support points (artillery)and a morale level between 4 and 9. Across the middle: Division (if any)- Heavy or Indirect artillery (if any)- unit type & size - unit ID (or HQ commander) At the top of the counter: Corps or Army ID "1/2" or 5/8" hexes?" I don't know. I haven't seen the final map. "Number of scenarios? That kind of thing." There is a Battle of Kutno scenario that is best played as an introductory scenario.The Battle of Lodz scenario picks up the battle at the point of the deepest German penetration behind Russian lines. The campaign game allows players to play 26 days of fighting. The final scenario lets players play a campaign game without any historical restrictions. The replay value of this game will be high. With constant overrunning (off march attacking), rapid advances, encirclements and detailed combat, each game will be different.