1914, Twilight in the East models the battles that took place in Prussia, Poland and Galicia during the first year of World War One. Beginning with the Russian invasions of Prussia and Galicia in August and ending after the Battle of Lodz in December, it recreates the ebb and flow of the huge forces sent marching across the Eastern Front in 1914.
Designed by Michael Resch, and developed by Dick Vohlers, the game has been comprehensively researched using a great array of resources, including the military archives in Vienna, Austria. The game's Order of Battle has been thoroughly researched and is by far the best used by any game on the subject. Based on his experience with other WWI game systems, Mike has written streamlined rules so that not only is it playable, but it's focused on those aspects of warfare that made the opening stages of WWI so unique. The game is exciting and gives wonderful insights into one of the most important campaigns of the twentieth century.
• Counters: Eight full-color counter sheets (2240 counters)
• Maps: Four 22" x 34" maps (one back-printed)
• Rule Booklet
• Scenario Booklet
• 9 different army organizational charts (5-1/2" x 8-1/2")
• Four six-sided dice
• Complexity: 6 out of 9
• Solitaire Suitability: 7 out of 9
• Time Scale: 2 to 3 days.
• Map Scale: Five miles per hex.
• Unit Scale: Infantry and cavalry divisions and brigades, heavy artillery battalions, and corps and army supply units.
• Number of Players: 1 to many (the game is especially good for team play)
The Game System
1914, Twilight in the East game system's goal is to model operational campaigning as it was in the early months of WW1: A period of maneuver before the deep trench-line stalemate of the later years set in; of learning the harsh lessons of a new type of warfare; where old doctrines derived from the lessons of the Wars of German and Italian Unification were modified or discarded; and when new technology, previously unavailable, began to show its value. To achieve the goal of modeling this time period accurately the various scales - combat unit size, hex size and the length of time represented in each game turn - have been carefully selected to allow them to blend together wisely.