Table feel
The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is limited emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
2.31
Rating
6.40
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is limited emphasis on cooperation.
The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The strategic depth allows players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, the game has a strong replayability score of 7.9.
The final luck score for 1918: Operation Michel, Germany's Last Chance in the West is 7. This indicates that the game has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
"1918 recreates on a divisional scale the first German offensive on the Western Front in that year. This was the first German offensive in France since 1916 (Verdun), and is generally considered the last, and best, chance of a German victory in World War I." "The game covers the critical first ten days of the offensive. In addition, to the historical version of the battle, there are various "what if?" options based on certain variables that could have happened almost as easily as the real situation." 23" by 29" hex map on buff paper with blue, black, and gray coloring. 119 German counters are gray-green, 119 Allied counters are brown. Counters are most 'generic' infantry divisions with a few weaker-faster cavalry. 'Artillery' units are used for: 1) General supply or 2) Attack supply (consumed)or 3) Offensive artillery (consumed) or 4) Defensive artillery (consumed if used at full strength). German Stosstruppen can infiltrate the otherwise rigid ZOC. 255 total counters
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