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Lettow-vorbeck: East Africa 1914-18 box art

Lettow-vorbeck: East Africa 1914-18

Players

2

Time

60-120

Age

?+

Weight

1.88

Rating

7.04

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

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 less emphasis on cooperation in the game.

Replay value

The game has a high variability gameboard, good potential for expansions, deep strategic possibilities, moderate player interaction, decent scalability, and moderate easiness to learn. Overall, it offers a good replayability experience.

Luck profile

The final luck score for Lettow-Vorbeck: East Africa 1914-18 is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, 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.

Overview

Lettow-Vorbeck: East Africa 1914-18 is an Operational level wargame covering the East African Campaign of 1914-1918. One player controls the Allied units and tries to clear German East Africa. The other player controls the Germans and tries to prevent it, or failing that, to grab a source of supply in one of the surrounding Allied colonies. The Germans historically eked out a win by grabbing a supply source in the British colony of Northern Rhodesia even though they had been chased out of their home colony. Lettow-Vorbeck uses the Hand of Destiny series rules. Each player has a unique set of campaign cards generating movement, combat bonuses, historical events, and reinforcements. Playing the right card at the right time lets one side concentrate the forces needed to win that great victory against all odds, or perhaps go down to inglorious defeat. Combat is resolved using a quasi-tactical procedure in which units take turns firing at one another. Skills: Level: Battalion Hex: 85 miles per inch

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Credits

Designers

1
Joseph Miranda

Artists

3
Eric R. Harvey Brandon Pennington Joe Youst

Publishers

1
Decision Games (I)

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