Fulda Gap: The First Battle of the Next War
Puesto en BGG
BGG #12.818
Puntuación BGG
6,4

Fulda Gap: The First Battle of the Next War

1977

Ayuda con las reglas de Fulda Gap: The First Battle of the Next War

Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

  • 2 jugadores
  • 300 min
  • 12+
  • Complejidad 3,2/5

Asistente de reglas de Fulda Gap: The First Battle of the Next War

Para 2 jugadores

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Las respuestas salen del reglamento oficial, con la página para comprobarlo.

Fulda Gap: The First Battle of the Next War es un juego de mesa publicado en 1977 para 2 jugadores, con partidas de 300 minutos y a partir de 12 años. Fue diseñado por Jim Dunnigan y sus mecánicas principales son Dice Rolling, Hexagon Grid y Simulation.

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Sobre el juego

En inglés

"Fulda Gap: The First Battle of the Next War", is a regimental/brigade level wargame simulation of a possible Warsaw Pact assault into West Germany through the area of relatively open terrain centered around the town of Fulda sometime in the near future. Success would allow the Pact armies to drive a wedge between the NATO forces deployed to the north and south, seize several important logistic centers, and perhaps establish a bridgehead across the Rhine River. Of all the scenarios for a coming world war, none has received more attention than the possibility of a future NATO-Warsaw Pact confrontation. For 25 years, the armies of East and West have faced one another across a divided Germany, each knowing that it is in this region that the course of any war will be decided. There are two types of games: the Standard Game and the Advanced Game. Preferably, the Players should become familiar with the Standard Garne first and then increase the level of complexity until they find a rules mix with which they are most comfortable. The key to the game lies in the combination of a unique combat system and a new untried unit procedure. Basically, each ground combat unit consists of three "steps" and an untried status. As a unit enters combat, its actual strength— which may be greater or less than its normal face-value — must be determined. Combat results are expressed in terms of "retreat points" which must be expended either by retreating and/or by taking step losses. Since the owning player controls the path and method of retreat, there is a wide range of possible outcomes from each combat situation. Fulda Gap Shows the likely impact of a great number of factors on modern warfare. Supply and movement systems stress the importance of roads and autobahns; rules are provided to reflect the importance of divisional integrity, artillery, helicopters, airmobile units, replacements, Soviet doctrine, field fortifications, and disengagement. And players wishing to increase the complexity of the game may use an innovative air system. Extensive rules also cover chemical and nuclear warfare. Game Scale: Game Turn: 1 day Hex: 3.88 miles / 6.25 kilometers Units: Regiment & Brigade Game Inventory: One 22 x 34" full color map One dual-side printed countersheet (400 1/2" counters) One 16-page Fulda Gap rulebook One dual-side printed Turn Record/Reinforcement Track Two dual-side printed Charts & Tables folder (4 pages, Combat, Terrain tables, etc) Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

Diseñadores

Editoriales

  • SPI (Simulations Publications, Inc.)
  • Simpubs Ltd. (SPUK)

Preguntas y respuestas

Según el catálogo, Fulda Gap: The First Battle of the Next War admite 2 jugadores. Es el número de jugadores indicado por la editorial, así que el juego está diseñado exactamente para esa cantidad de participantes. Las variantes para otros tamaños de grupo, si existen, se describen en el reglamento de tu edición; consúltalo antes de preparar otra configuración.