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Fulda Gap: The First Battle Of The Next War box art

Fulda Gap: The First Battle Of The Next War

Players

2

Time

?-?

Age

12+

Weight

3.18

Rating

6.33

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.

Replay value

The game offers a high degree of variability with its gameboard and expansions, allowing for different experiences each time it is played. It also provides deep strategic possibilities and scales well with different player counts. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Fulda Gap: The First Battle of the Next War has a moderate level of luck influence. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, 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.

Overview

"Fulda Gap: The First Battle of the Next War", is a regimental/brigade level wargame simulation of a possible Warsaw Pact assault into West Germany through the area of relatively open terrain centered around the town of Fulda sometime in the near future. Success would allow the Pact armies to drive a wedge between the NATO forces deployed to the north and south, seize several important logistic centers, and perhaps establish a bridgehead across the Rhine River. Of all the scenarios for a coming world war, none has received more attention than the possibility of a future NATO-Warsaw Pact confrontation. For 25 years, the armies of East and West have faced one another across a divided Germany, each knowing that it is in this region that the course of any war will be decided. There are two types of games: the Standard Game and the Advanced Game. Preferably, the Players should become familiar with the Standard Garne first and then increase the level of complexity until they find a rules mix with which they are most comfortable. The key to the game lies in the combination of a unique combat system and a new untried unit procedure. Basically, each ground combat unit consists of three "steps" and an untried status. As a unit enters combat, its actual strength— which may be greater or less than its normal face-value — must be determined. Combat results are expressed in terms of "retreat points" which must be expended either by retreating and/or by taking step losses. Since the owning player controls the path and method of retreat, there is a wide range of possible outcomes from each combat situation. Fulda Gap Shows the likely impact of a great number of factors on modern warfare. Supply and movement systems stress the importance of roads and autobahns; rules are provided to reflect the importance of divisional integrity, artillery, helicopters, airmobile units, replacements, Soviet doctrine, field fortifications, and disengagement. And players wishing to increase the complexity of the game may use an innovative air system. Extensive rules also cover chemical and nuclear warfare. Game Scale: Game Turn: 1 day Hex: 3.88 miles / 6.25 kilometers Units: Regiment & Brigade Game Inventory: One 22 x 34" full color map One dual-side printed countersheet (400 1/2" counters) One 16-page Fulda Gap rulebook One dual-side printed Turn Record/Reinforcement Track Two dual-side printed Charts & Tables folder (4 pages, Combat, Terrain tables, etc) Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

Editions

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Credits

Designers

1
Jim Dunnigan

Artists

1
Redmond A. Simonsen

Publishers

2
Simpubs Ltd. SPI (Simulations Publications, Inc.)

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