East Front 1915

06 Maestro

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EF 1915 is a scenario by Todd Klemme. It was recently posted to the archive but a problem with the Russian replacemets accured. The scenario is now repaired. With the permission of Todd I made a few small changes in the scenario, detailed in an earlier post. To be sure it's ready I would like to play-test it one more time. The game is 22-23 turns long. The first few turns take about ten minutes each and then it gets a little more complicated, but even the heavy turns are only about 20-30 minutes.
If you are interested in WW1 you'll like this one. You can contact me at atmarino@cox.net
 

06 Maestro

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Playtest 1915 EF

Is there anyone here interested in play-testing this game? It's a fairly short bloodfest. It needs to be tested once more before posting.
 

06 Maestro

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E F 1915 Testing

Rhino and I just finished the game last night. There were no problems with the play so it'll be posted soon.
 

tklemme

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A new, revised version of Eastern Front 1915 has been uploaded to the scenario section.

Thanks to Anthony Marino and his playtesters for fixing some serious problems with the old version.

Todd
 

Chuck?

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Draw. Warsaw taken by the Central Powers on the last few turns, the Russian lines broke in the middle.
 

06 Maestro

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Within a few days I'll post some details of the last two games along with some screen shots, perhaps of the inventory and losses also. The carnage for both the Russians and the Central Powers is amazing and fairly historical. The best general advice for playing as the CP is after breaking the Russian line keep the pressure on so he can't recover. The losses sustained in each attack on fortified positions will rapidly deplete all replacements and then some. To maintain your front line units the various fortress commands will have to be disbanded. For the Russians it is critical to start building new positions to the rear as soon as units are released. Try to make use of the great rivers in the area. Above all, do not try to hold an extended line to long as you may not have an option to retreat after the CP smashes your line and then, disaster.
With the additional changes that have been made in version 2 Chuck would have scored a marginal victory as the CP.
 
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