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Wednesday, February 17, 2016

1914: Glory's End (1994)

1914: Glory's End (1994)

Ratings

6.2662 out of 10 with 108 ratings
Board Game Rank: 6474
War Game Rank: 1443

Description

World War I game during the early campaign in the West... the German advance through Belgium to the Marne. Victory is determined by killing units and capturing real estate.

  • Designer: Ted Raicer
  • Publisher: Kokusai-Tsushin Co., Ltd. (国際通信社), XTR Corp
  • Year Published: 1994
  • Number of Players: 2 - 2
  • Suggested Number of Players: 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 180
  • Suggested Ages: 10
  • Subdomain: Wargames
  • Category: Wargame, World War I
  • Mechanic: Dice Rolling, Hex-and-Counter, Simulation
  • Family: Admin: Better Description Needed!, Country: Belgium, Magazine: Command
  • Alternate Names: 1914: Glory's End

Reviews

7 out of 10
By
Not the definitive game on the subject but not a monster, so playable

By
WW1

By
Mini monster from Command magazine. Being reprinted by GMT. Hope to get on teh table in 2014.

By
punched

By
From Ebay, 09/28/07.

By
Command 29 - Mint x2

6 out of 10
By
Exciting game, but frustrating for allied player, since unrealistic supply rule helps Germans a lot. Before playing DO modify that absurde infinite supply line (a 5 hexes chain should be good) and that fancy RailRoad transportation rule (the enemy can use your RR onto the heart of your land!!!!) and you'll obtain an 8/10 wargame.

7 out of 10
By
Another solid Command game, with excellent counters/map, and a classic situation. Easy to play, with good replay value, and the only quibble I found was that the replacement counter mechanic got laborious after a dozen turns or so (take a hit, flip, take another, change to weaker counter, take a replacement, change to stronger counter, et al).

By
For trade. For sale : $15.00

7 out of 10
By
I enjoyed solitairing this, despite the problem that I couldn't fool myself with "dummy counters." It is a big long however. Like most Raicer games, very tough to actually finish, even though the time spent playing is well spent. I just lose interest eventually when the trenches begin to spread. Still, a fun 1914 game. The corps, with 4 steps each, feel like big beefy corps, and the attrition feels very WWI-like yet there is a lot of movement across the map. Would play again. Gorgeous map, much prettier than the usual bland Simonitch fare of the era. Compare and contrast with the 1918 map and hideous 1918 counters!

3 out of 10
By
Supply rules make it too easy for units to move everywhere around the map. Seems strange for a game simulating WW1 warfare, even if set in the beginning of the war.

By
XTR collection. More WWI Ted at work.

By
Command #29 - mint

8 out of 10
By
GMT P-500

6 out of 10
By
Early Ted Raicer WWI wargame. The Schieflen Plan goes into action. As usual with all of Ted's games, they are quite simple to play but they are very well balanced.

1 out of 10
By
Design doesn't reflect the importance of railroads in this situation in any way whatsoever...rather a fatal flaw IMO.

By
Sold

By
UP

By
Unpunched via eBay May 2010. #602

By
Still bagged, mag in good shape, unpunched. Good game but prefer S&T Reinforce the Right.

7 out of 10
By
Basic hex and counter magazine game. Good stuff but nothing that will overly impress. Rules do have a few holes that common sense can correct.

7 out of 10
By
Very nice western front game during the mobile phase of WW1.

8 out of 10
By
Very good game on the opening move of WWI. The rules are well written We had fun playing it and sometime we will try the free set-up scenario. We made the historical set-up scenario. Verdun was taken and the front stabilize in the North of France around Game turn 8 (maubeuge Arras). Not easy for the German but everything was possible. We also played the Marne scenario with an automatic German victory (one hex of Paris was taken).

8 out of 10
By
A good corps level game covering the opening offensives in the West in 1914. Rules are clear with just enough chrome covering the extras like German siege artillery This basic design makes it a good introductory game.

By
Another Ted Raicer WW1 game published in Command magazine. This one covers the initial campaigns on the Western Front.

7.5 out of 10
By
Lack of ZOC's seems unusual for a WWI game, but units may not attack if they have moved (unless using Mobile Assault, or whatever MA stands for :) ). This slows things down nicely. The Germans seem to ooze, rather than march through Belgium about a third of the way through the game. But have only had 2 plays so far. Quite good!

By
Punched

By
Unpunched.

5 out of 10
By
I have played twice and enjoyed winning as the Germans. The game is enjoyable a few times, but repeated plays will become boring for most.

By
Unplayed

By
Only the unpunched game is for trade

6.5 out of 10
By
Played this again recently. I took the Kaiser's people and whacked the daylights out of the Frogs and Brits.

9 out of 10
By
My main collection of WW1 is from XTR many games on the subject. This one is quite good in my book. I look forward to play this upon revival of the general interest in this. Cool man, after all, this is about the last war on aristocracy...! The game is reprinted in 2014 as "1914: Glory's End", GMT dual pack new edition (together with another Command magazine "When Eagles Fight"). 1914: Glory's End plays, in my view, much better than Ted's later design on the same campaign - Grand Illusion (published by GMT as well). Glory's End is more traditional and thus more classic than Grand Illusion. It is WWI well done right and a game luminous of retrospection in itself.

By
COMMAND 29

6 out of 10
By
1 Campaign. Turn=3 Days.

4 out of 10
By
Bit of a slog. Too many replacement counters, and some chrome rules (e.g., the pullback) that can happen out of context and decide the course of the game. This game had the first instance that I know of of a computer-drawn textured map (lots of little wheatfield shapes instead of a plain yellow background). Make sure to get the dummy counters from a later issue that are not all printed in white...

8 out of 10
By
Impressive little and overlooked game. It provides a lot of insight in the campaign without being bogged down in endless rules. At times it feel a little bit broad brush, and I would like to have divisions rather than corps, but the game is quite good anyway. Having corps instead of divisions forces you in an higher level mindset. what I appreciate is the way it always put you on the divide between XIX and XX century warfare.

By
wt: 2.56

By
Will sell/trade locally

5 out of 10
By
Play PoG.

By
hex-and-counter

By
In Texas

By
Box Grand Illusion

6 out of 10
By
Solo only.

7 out of 10
By
This games is nicely playable. The supply rules seem a bit harsh and you can take a severe setback by a few misplaced units.

7 out of 10
By
Fun playing game that is very mobile. The Germans can make it to Paris quickly if the Allies are reckless. A definite "beer & pretzels" game that has replay value. I actually took Verdun in one game as the Germans; on my way to Paris! Counters start disappearing quickly as the toll mounts for both sides. Stalemate then ensues as both sides get exhausted and protect what remains.

By
ebay 032008 9e

8 out of 10
By
one best command mag. tense all along the game. hard to win, easy to lose

By
Command 29

By
I think I own this, but I can't tell if the counters I have match what the rulebook describes.

By
Mint, unpunched, possibly some minor wear from it's age.

7 out of 10
By
Rating based on vague recollection.

7 out of 10
By
A lot of movement for a WWI game, right up until the shovels come out. Never did care much for XTR's multiple counter step reduction solution, but it worked.

4 out of 10
By
Too chrome-laden, and French reliance on suicidal offensive doctrine is modeled by lowering French defense factors. This makes a German attack through the Vosges distinctly possible...an idea that had been completely rejected by the German general staff and had led them to implement the Schlieffen Plan in the first place.

6 out of 10
By
Not bad for a relatively simple magazine game.

6.5 out of 10
By
A solid, if not too exciting game in the typical Command Mag style.

By
where is this?

By
World War I > Western Front > Campaigns

7 out of 10
By
Good game, I liked how you start with a feeling of mobility then slowly things grind to a halt.

By
Complete with 1 damaged French Corps counter..

7 out of 10
By
Nicely done standard wargame.

By
I'm up for Vassal/Skype play.

4 out of 10
By
Like most of Ted Raicer's designs, too scripted and given to ahistorical results. Not an inspiring treatment of the campaign.
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