Dave Nighswonger - 10:18am Sep 1, 1997 PST (#22 of 22) David, I picked up Schlieffen Plan the other day and have already played a few turns. I am impressed by your design and eagrely await follow on games. I do have some comments that might interest you and others contemplating a purchase. The map is very colorful the use of hexside terrain is unique. Units lose strength incrementally from combat. Markers noting 1/2 and -1 are provided to allow this reduction to be shown. However, there does seem to be too few of these in the game and I've had to pirate numerical markers from other games to suffice. Many fortess counters are included to reflect the state of field works in use at the time. The sequence of play is simple and straightforward. Reinforcements, movement, combat, and replacement are completed in order for each side. Units are moved by standard MP allowance and there is a cost to enter and leave ZOC. Combat is conducted by totaling one's attacking strength point total and rolling under that amount inflicting a numerical loss on the defender. Terrain can modify the attack roll. The defenders then can counterattack with their strength muliplied by 2 or 3 depending on their decision to retreat or not. Sole attacking artillery can only be counterattacked by artillery. Headquartes control supply which is critical. Supply is used for attacks and defense and the number of points available is limited. There are several other rules sections to cover game specifics regarding fortresses, trenches, artillery, cavalry, and mobilization. Overall, I must give my hearty recommendation for this game. I do have a few questions that perhaps David can answer: The German siege artillery seems a little too far to the rear at the beginning of the game. Terrain, low movement allowance, and ZOC prevented me from bombarding Liege until August 4th. Was this intended? It does seem a little too late. Perhaps if some of the rivers were negated by rail lines then it would be faster. This isn't the case however. Under movement, the rules state that movement allowance is reduced due to supply length. However, I don't find any reference to this in the supply rules. The combat rules are very unique and I find the system accurately reflects battle at this time in history. The use of multipliers in defense and mandatory retreats are excellent. I do have a question regarding strength point elimination priority. It is outlined clearly but the following paragraph notation is somewhat conflicting indicating that all units must be flipped to their reverse sides before any further reduction occurs. So, which takes priority? I played with the first but found my cavalry always eliminated quickly and my infantry ground down without any artillery loss. I think perhaps after playing that the second paragrah should take precedence. Could you clarify? Why is it more costly in supply points to defend? No doubt this was included to restrain players from always supplying his units. Also, does the attacker have the option of not supplying attacking units and taking a 1/2 strength modifier? Attacking a large fortress is problematic. Due to the tremendous losses that would have been sustained, I declined to assault Liege and bypassed it. I used my siege guns to reduce the place but this was a very time consuming affair. Coupled with the above mentioned delay in getting the guns forward, I am now approaching the end of August and Liege still has twenty some factors. Any hints would be appreciated. Can you update us on plans for furture releases. Also, as most of the WWI games mentioned concerned the campaigns in 1914, will follow on games or modules add units that were later engaged? Dave david schroeder - 08:26pm Sep 2, 1997 PST (#23 of 39) Dave, THANK YOU for the information. In the final editing, a few things did miss us (not getting from playtesting notes into rules) so I can clarify a few things for you. Others should note that I have halted shipping of the game until an errata sheet can be typed up and included. This will delay shipping about 10 days. 1. On the mobilization completion schedule, please make the following corrections: Turn 1 - German - AustroHungarian 4-3 Siege Artillery (NOT Turn 2). Turn 3 - Belgian - HQ also completes mobilization, French - should read 'any 4-4 unit in or adjacent to Belfort' (it says 6-4). 2. Special Scenario Rules (additions and clarifications): Belgian units on turn 3 must move into Antwerp proper (hex 1604) or to a hex of the Antwerp fortress complex NORTH of the Schelde (hex 1603). Belgian units attacked prior to completing mobilization (which for most is the entente movement phase of the 3rd turn) must retreat. And the following entente movement phase, they must move to hex(es) containing other belgian unit(s) that have not yet been attacked. Entente units CANNOT use column movement the turn that they complete mobilization. German artillery (only) can use Rail Movement during the 4th and 5th August turns. Artillery units do not pay ZOC entry cost if they are moving into a hex already containing a friendly non-artillery combat unit. If artillery alone is attacking a hex, add 1 to the attack die roll for each hexside thru which the artillery is attacking. Units that retreat from a fortress DO NOT counterattack unless they have lost strength points (this only happens when, by the current rules, the fortress is eliminated in the attack). Note that the fortress would still counterattack at full strength while the combat units retreat out of it. Movement is NOT reduced by supply line length (this only affects combat). Clarifications - You have to reduce units of the highest 'priority' to backside strength first. Then reduce away at those units until the type is gone. Then repeat this process for the next 'priority'. This means that you should RARELY attack with cavalry. It takes double supply for the defense because while an attacker is half moving, half shooting; the defender is constantly shooting. I will discuss this more at a later time (its an interesting story how this rule was figured out). The attacker DOES have to supply whenever attacking. Only Serbian units get to attack without supply. Next game should be Tannenberg. Sorry about low number of strength reduction markers. Couldn't afford to use more counter sheets just for this. The situation should be solved by using counters from additional scenarios. Additional scenarios will use same maps but later times (Verdun/Somme and 1918). There is also, believe it or not, a war long scenario that has economic (read that as 'unit production') aspects. Notes on Strategy - You have to attack Liege with Infantry units. ESPECIALLY on turn 1. It does mean that these units are practically annihilated in the counterattack. You also have to get the cavalry next to Liege to retreat, do it prior to attacking the fortress. But make sure on turn 1 that you leave a way for the Belgian infantry to retreat out of the fortress. You will have to use infantry (in concert with artillery) on turn 3 to attack the fortress again. Thanks again for the important playtest information. Send me an email directly with your mail address and I will send you something nice.