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Seitenabrufe

242463303 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteCosimsProduktlinien (Cosims)World War ITed Raicer's Royal Tank Corps - The Battle of Cambrai 1917


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Ted Raicer's Royal Tank Corps - The Battle of Cambrai 1917

 

Hersteller: 

Moments in History

Produktlinie: 

World War I

Bestellnummer: 

MIH RTC-20

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

44,00 EUR

Anmerkungen:

 

Dieser Artikel ist endgültig vergriffen

Produktbeschreibung

Ted Raicer here - inviting you to the battlefield of CAMBRAI 1917 for my new AREA MOVEMENT boxed game of World War I combat, ROYAL TANK CORPS.
In my ROYAL TANK CORPS play does not automatically alternate one impulse at a time between players; you don't activate a single area and then pass to your opponent. Instead, players can continue activating as long as they have fresh units; or until a combat results in a defeat. This creates a fundamentally different dynamic than previous area movement games. And much more excitement and tension during play. The continuous impulse system also rewards the use of reserves. Without fresh units, you cannot react to take advantage of unexpected setbacks to enemy plans. ROYAL TANK CORPS is that rare game where many turns will end with both players holding back forces from the battle, rather than be the first player without fresh reserves.

Introduction -
ROYAL TANK CORPS (RTC) is a low-to-moderate complexity game by well known World War One guru (and award-winning Game Designer) Ted Raicer. The game is fairly accessible, offering both sides opportunities for attack and defense, and is reasonably balanced. Numerous well-conceived bookkeeping abstractions (for artillery ammo, fatigue, initiative, etc.) prevent things from bogging down too much in unnecessary detail. If you can look past the shoddy Critical Hit production cloud (see below) that hangs over this product, RTC has a lot to offer.

Components -
The game map for RTC is somewhat ghastly, a hazy mixture of green and purple. The paper quality is also razor thin, rating below industry standards. Sadly, the map is also rife with errors. The map on the box is advertised as being 35"x22"; actual size is 31.5"x22", so 3.5" inches shorter.

The counters are large and thick, making them easy to handle. I do prefer these big pieces, though things may get crowded in some of the smaller map spaces. The cartoony pictures depicting the various troops have already been criticized by some, but I like them. Personal preference here, I suppose. Ther e is no counter manifest or unit listing, so xeroxing the pieces before punching would be a good idea.

A terse rulebook (only about 4+ pages of actual rules) packs a lot of information, although more development could have enhanced its clarity. Still superior than most, you should be able to jump right in. Excellent designer notes and play hints are included as well.

There unfortunately are NO separate play aids provided. I've appreciated the reference sheets that have appeared in some other games recently (GMT is good at this) which provide players with rule reminders, combat routine notes, modifier lists, etc. We do get a tank breakdown holding box on the map, which actually is useful to keep apart the wrecks from those units that are destroyed in combat (the British will get a few repaired tanks back into play early in the game). Ammo resupply rates and fatigue notes are printed on the Turn Record Track, as well. Also, for some strange reason, the various types of units (tanks, artillery, cavalry, etc.) are boldly displayed on a section of the map. This is a waste as it simply repeats the same information from the face page of the rulebook. Besides, do we really need to be told twice that a tank looks different from a horse or an artillery piece? An opportunity lost in terms of providing the gamer with more helpful game play mnemonics.

And that ultra-flimsy box...well, let's not even talk about the box. I do find Craig Grando's modern/techno cover art quite pleasing, however, which was deserving of better packaging.

Historical Background -
Cambrai is one of the most fascinating campaigns from the First World War. Fought during late November to early December 1917, it is regarded as first introducing two weapon systems on a mass scale: British tanks and German Stosstruppen (infiltration shock troops).

Also of note was the fact that shells were in short supply for this battle since a huge number of artillery rounds had been expended in Flanders earlier in the year. GHQ had a thousand guns available for this assault upon the Hindenburg Line.

Historically, the British armor achieved a breakthrough, but the plodding iron monsters proved to be favorite targets of enemy batteries, and they were also mechanically unreliable (approximately half of the starting allotment of 378 combat tanks were quickly lost). The initial gains were not capably exploited; cavalry units were positioned too far behind the front lines to advance, so the momentum petered out. German reinforcements quickly poured in, and their counterattacks ultimately tossed the British back to the original starting areas. An apparent Allied victory had turned into stalemate once again.

Game Equipment:
* One 22 x 35 inch full color game board
* 352 LARGE FORMAT full-color die-cut counters
* One Rules Booklet with Historical and Designer's Notes
* BOXED game

Game Scale:
One hex: One Mile per inch
One Game Turn: 1 Day of real time
Unit scale is mostly brigades (British)
and regiments (German), with tanks
generally depicted as battalions.

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