Table feel
Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently, but there is limited emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
2.67
Rating
6.83
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently, but there is limited emphasis on cooperation.
1918: Storm in the West offers a high level of variability in each playthrough with its variable gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. The player interaction score is average, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers a good balance between depth and accessibility. Overall, 1918: Storm in the West has a strong replayability score of 7.85.
1918: Storm in the West has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. 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: Storm in the West" is a two-player wargame that simulates the last nine months of the Great War on the Western front, from the German Stosstruppen-led offensives of the spring, to the final allied "Big Push" in the fall. Players step into the shoes of the military high command of their nation or Alliance. The German player at first must attempt to gain ground, perhaps even knocking the Allies out, through offensive action, before going over to a defense strong enough to contain the enemy counteroffensive. The Allied player must grimly hold against the Teutonic onslaught, then counterattack and push them back far enough to break Germany's will to fight. Originally published in Command magazine #16 May-Jun 1992 Contents: Rules Map 163 counters
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