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Landships! Tactical Weapons Innovations 1914-1918 box art

Landships! Tactical Weapons Innovations 1914-1918

Players

2

Time

?-?

Age

12+

Weight

3.12

Rating

6.78

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

landships! tactical weapons innovations 1914-1918 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the game does not emphasize cooperation as much. Overall, it offers a good balance of player interaction.

Replay value

The game landships! tactical weapons innovations 1914-1918 has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and player interaction. It offers different experiences each time it is played, with the potential for new tactics and strategies to be discovered. 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 investment.

Luck profile

The final luck score for Landships! Tactical Weapons Innovations 1914-1918 is 7.67 out of 10. This indicates that the game has minimal impact from random elements, with player decisions and strategy playing a significant role. There is substantial ability for players 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

Landships! Tactical Weapons Innovations 1914-1918 [from the box back] As the stench and horror of World War I trench warfare increase, both sides seek the breakthrough weapon; immense barrages, air power, flamethrowers, even poison gas. All are tried and found wanting. At last the most awesome machine of all is made read -the Landship! Landships! Tactical Weapons Innovations 1914-1918 covers the Great War at its lowest level. The 420 playing pieces represent infantry platoons and cavalry squadrons, or a single tank or gun. Each turn is around 5 minutes and a hex on the eight geomorphic map sections is about 100 meters. Easy to play rules with over 20 scenarios get you started right away. Trace the story of the combat during the war; from the simple slaughters of 1914 to the sophisticated combined arms offensives of 1918. Includes 420 counters. AWARDS & HONORS 1994 Charles S. Roberts Best Pre-World War II Board Game Nominee

Editions

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Credits

Designers

1
Perry Moore

Artists

4
Rick Barber Paul Dangel Terry Leeds Perry Moore

Publishers

2
Clash of Arms Games Perry Moore Games

Linked items

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