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Verdun: A Dagger At The Heart Of France box art
1978 Ranked #17,042

Verdun: A Dagger At The Heart Of France

A historical operational wargame has opposing commanders manage artillery, assaults, supply, and attrition around a fortified city. Ammunition shortages and forced attacks make fire planning critical, while casualties may matter more than territorial control.

Wargames Wargame World War I Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

2.43/5

Rating

7.08

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The 1978 release of Verdun, though based on the 1972 release from Conflict Games (designed by John Hill), is a completely new game with a new designer (Marc W. Miller).

Core mechanisms

Key systems that shape the decisions players make.

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The 1978 release of Verdun, though based on the 1972 release from Conflict Games (designed by John Hill), is a completely new game with a new designer (Marc W. Miller). "Verdun: A Dagger at the Heart of France" is an Operational level board-wargame simulation of the 1916 German offensive that was supposed to "bleed the French white" in a single great battle of attrition, but instead turned into a bloody debacle of 10 months of slaughter. The mechanics of the game are mostly conventional for hex and counter wargames. Movement, stacking, and Zones of Control are typical of most other games. Combat consists of artillery barrage and infantry assault. Artillery can play a big part in the game, as it did historically in the battle. Players are limited in using their artillery by the ammunition factors they must keep track of on the Ammunition Availability Chart. Artillery expends ammunition factors when it fires, which may cause shortages. So, despite a large number of artillery units on both sides, players must use their guns judiciously. Assault is done after movement and after artillery bombardment. Attackers must designate their assaults during the movement phase before artillery fire. As a result of artillery fire, both an attacker and defender can be severely affected. Attackers must carry out their assaults regardless of losses from artillery, which can be disastrous. Supply rules are typical of many wargames. The rules provide means of destroying the opposing players artillery ammunition stocks and for interdicting rail lines and roads that serve as supply lines. The game adds some chrome with German pioneers (who aid in assaults), balloons spotting for artillery, road interdiction (which affects French supply), and gas attacks. There are also rules for the Germans reducing the fortresses that surround Verdun. While control of the city of Verdun is a primary victory condition for the game, the real key to victory is the amount of attrition each side does to the other.

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
240 min
Age
12+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Marc W. Miller

Artists

1
Rodger B. MacGowan

Publishers

1
Conflict Games

Linked items

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