THIS IS THE MONSTER 6-foot long largest ever hex edition of AQ and it is a super limited print run! Ships when the counters arrive late December 2017.
THE WESTERN FRONT, 1918: After more than three and a half
years of bitter struggle, Russia had signed the “treaty”
of Brest-Litovsk with Germany on March 3, 1918 - thereby leaving
the war. The German Oberste Heeresleitung (OHL) now suddenly saw
a chance to end the war with a Siegfrieden. However, speed was
necessary. In the West war-weary France and Great Britain were
strengthened by fresh troops from the USA. Therefore Ludendorff
decided to attack in the West as soon as possible. On March 21,
1918, the Germans attacked the British in Operation Michael, “The
Kaiser’s Battle”. It was hoped to crush the British
Expeditionary Force and drive them back to the channel. Afterwards,
France would have to sue for peace or be beaten, too. Of course,
the Entente had its own plans as well.
All Quiet On The Western
Front? offers a
fresh look at one of the most important and mobile campaigns of
World War I. You are either in the position of Ludendorff, hoping
to crush the Entente and win quickly before American forces will
arrive in strength in the front-lines: or Foch, first trying to
stop the inevitable German offensive and later push the enemy
back from French and Belgium soil until the German High Command
has to accept an armistice The mechanics of All Quiet are relatively
simple, letting the players concentrate on the most important
features of the campaign. As expected, tanks Stosstruppen, command
control, trenchlines, and artillery barrages are all included.
Of course, with the whole Western Front presented, you do not
have to attack the British in March as the German player. Wouldn’t
it be wiser to smash the French in the Verdun front bulge?
The Designer: Ted Raicer,
often called “Mr. World War I”, is a four times winner
of the Charles S. Roberts Award, the industry’s equivalent
of Hollywood’s Academy Awards. The new rulebook has a color
cover in heavy stock and is updated with errata and clarifications
to create a new edition.
Game Features:
>>MONSTER MAP
>> 560 LARGE and
easy-to-read 5/8” counters
>> Rules booklet with Designer’s Notes and historical
commentary
>> COLOR Play Aid Card
Standard Features:
Unit Scale: Division
Time Scale: Single Turn = 15 days, broken down into individual
couplets
Map Scale: 3.4 miles per hex
Scenarios: 4 (one training)
Playing Time: l to 30 hours
Players: 1 or more