Courtesy of the new World War I Campaigns game from John Tiller Software. East Prussia '14, I'm going to try my hand at managing a better outcome for 8.Armee.
|8.Armee positions the morning of August 20th, 1914. IArmeekorps and XVII.Armeekorps are already in contact|
Aside from being very interested in the time period right now due to the centennial of the start of WWI, I'm very impressed by this latest John Tiller offering. France '14 was a great game, particularly once Jison's MapMod had been applied to make it look more appealing. East Prussia '14 takes the France '14 engine and updates some key mechanics to make the gameplay even more engaging.
Jison to do the artwork for this title. The result is impressive: East Prussia '14 is about as graphically appealing as a chit shuffler can be. The maps are lovely - and very large, ultimately covering all of East Prussia and a good bit of Poland, providing lots of room for the sweeping campaigns of the Eastern Front in the first year of the Great War.
The engine has also been updated to support the 2x zoom 2D view that's been showing up in other recent JTS games and updates. This increased zoom is essential for these games when played on modern high-resolution displays. The 3D views still exist but are as unattractive as ever. There must be someone that plays using these, but I'd appreciate a means to turn them off complete so I don't unintentionally zoom too far in and have to endure the 1990s graphics.
|Reserve units from the Konigsburg garrison. I plan to use these troops to hold the center and guard my artillery.|
|von Below's I.Reservekorps. This corps is currently fixed, but will be released soon after the battle begins. Until I have a better idea of what the Russians have toward Goldap, I'll keep this corps as the 8.Armee reserve.|
Casualties can be crazy bad in this game - the reality of WWI combat. Machine guns and artillery, particularly on the defense are lethal. Understanding how to attack effectively and when to assault to take a position is essential. There's some excellent advice on both in the Designer's Notes.
|2.Infantrie-Division moving to flank the Russian positions in the north.|
|The trick with XVII.Armeekorps will be to avoid bleeding it white against the dug in Russian positions.|
|Definitely some Russians toward Goldap. I'll move one division to fix them while the second, northern division moves to secure the nearby VLs and hopefully flank the Russian position.|