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1914_0917_01s: The Race to the Sea - FWWC 01 France '14

1914_0917_01s: The Race to the Sea Image
Tiller Operational Campaigns Ladder

1914_0917_01s: The Race to the Sea

By Edward Williams
Central Powers 6 - 0 - 2 Allied Powers
Rating: 6.87 (11)
Games Played: 8
SM: 9
Turns: 246
Type: Stock
First Side: Central Powers
Second Side: Allied Powers
Northern France, 17th September 1914: During the fighting on the Aisne, the French made weak attempts to turn the German flank near Noyon. The Germans countered the flanking attempt by sending additional forces to the area and stabilized the situation. As the fighting along the Aisne subsided, both sides recognized that the chance for a decisive victory was still possible if the completely open western flank could be turned. The Germans drew up plans to shift their focus to Flanders and seize the channel ports of Dunkerque, Calais, and Boulogne, and the Belgian fortified city of Antwerp had to be dealt with once and for all. The Allies simultaneously drew up plans to out flank the German armies and force them to retire back into Germany or be destroyed. As the Germans and Allies put their plans into motion, the front line began to race to the sea as both sides attempted to bring about the last hope for a quick victory. [Size: very large] *See the notes document for information on scenario design decisions and historical notes.
Player Voting Stats
Member Balance Enjoyment
Mike Bowen's ProfileMike Bowen Well Balanced 10
milrevko's Profilemilrevko Well Balanced 10
jim pfleck's Profilejim pfleck Moderately Pro Central Powers 7
Uncle Dude's ProfileUncle Dude Slightly Pro Central Powers 8
jim pfleck's Profilejim pfleck Slightly Pro Central Powers 10
Mike Bowen
Major
Mike Bowen Mon Mar 17, 2014 5:33 pm
It is hard to say about balance I think I got very lucky and did something unexpected (in desperation) that by chance meant I did very well
milrevko
Corporal
milrevko Sun Mar 15, 2015 2:31 pm
It would have been really interesting to play to the end. Once the French get behind the rivers it can be hard to get at them. In the game we played the French had taken major casualties and the German not only had a major victory but, I do not see how the French could even come back from the looses they took.
jim pfleck
Major
jim pfleck Mon Sep 28, 2015 7:25 pm
Very hard as the French to win and the turns, after 80 turns or so, can take 90 minutes each to play. But I had fun and the size of the map combined with the 3-5 hex visibility provided a lot of suspense.
jim pfleck
Major
jim pfleck Frid Feb 26, 2016 9:46 pm
lots of marching and lots of tension.
jim pfleck
Major
jim pfleck Frid Nov 15, 2019 5:44 pm
Both sides can attack and defend (although mostly the Germans are attacking). Lots of tension because of open flanks and reinforcements barely arriving in time. It involves a ton of marching so be warned.
jim pfleck
Major
jim pfleck Mon Jul 26, 2021 8:31 pm
The most recent scenario changes allow the Germans to get their reinforcements to the front rapidly and makes it very, very difficult for the French to hold a line and avoid being massively flanked.
jonnymacbrown
1st Lieutenant
jonnymacbrown Frid Jun 16, 2023 4:16 pm
I am wondering if anybody played it out to the bitter end; all 246 turns worth.
jonnymacbrown
1st Lieutenant
jonnymacbrown Wed Aug 09, 2023 2:12 am
The Belgian Army needs to get into the game right away but they are fixed the whole game it seems. They finally do gradually release c. turn 150 but by then the Gremans are smashing into Antwerp. There is and can be no battle of Ypes. The German player easily rides north to the Channel Coast picking up dozens of 1000 VP objectives against no opposition.
tquinn
Master Sergeant
tquinn Thu Aug 10, 2023 3:27 am
I played the Germans. This Meeting Engagement scenario was lots of fun for me. I kept wondering: Where are the Allies? I was able to achieve what would have been an automatic victory by about turn 75. We played another fifty turns but nothing got better for the Allies. The designer needs to reconsider his decision to "fix" the Belgians in these long campaign games. They should all release when ANY units of the field army are triggered - not my division or brigade - that's just not realistic, I don't think. Also, to avoid gamey tactics by players who know the deployments of the Belgians and avoid triggering release, there should be a "line" of hexes which, if penetrated, automatically releases the Belgians.