The game was designed as a complete campaign.  Now the task of breaking it into smaller more digestible parts has begun.  Today I play tested (solo) the first scenario 1914: The Mobile War.  I have a face to face lined up for this Saturday but wanted to iron any kinks out ahead of time as could be with a solo play.

I am a better solo play test than most because my memory is so dang short.  Once I stand the blocks up and move to the other side of the table, I have forgotten most of the strength opposite me.

Here’s the Central Power’s opening move and the first turn.

Central Powers Opening: Liege and Namur fall.  The Germans posture themselves along the French Belgian border near Verdun.

Turn 1 – Action Phase 1 (T1-A1): The German army attacks the remnants of the Belgian army in Antwerp and press into France.  The French 5th army is attacked suffering heavy losses before they can enact the plan XVII offensive.  In Maubeugen the BEF hold the fort by the skin of their teeth and slow the German advance.

Note: The USA block is used for the Belgian army.  Chips  represent fortified areas.

T1/A1: French Move – This is what the French are looking at. It looks bleak. Would you have the nerve at this point to give Plan XVII a shot?

The French advance from Paris forming a defensive line from Soissons to the Pt Morin river. In true French spirit Plan XVII is launched towards Luxemburg in the center and Mulhouse in the South.

Both attacks clear what German resistance is there during the infantry combat phase thus allowing a breakout move (DOH!). French cavalry were committed to the battle; now it’s looking pretty bleak for the German lines.

…Aaaand here’s the result.  The German middle just blew wide open.