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von-moltke-s-triumph--fall-of-the-second-empire--1870
7.03
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LANGUAGE-UK
2
90'
12
No necessary in-game text

Von Moltke's Triumph: Fall of the Second Empire, 1870

A board game by Tom Russell
Publisher: White Dog Games
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Von Moltke's Triumph: Fall of the Second Empire, 1870
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Description Description

Von Moltke's Triumph recreates the decisive 1870 campaign of the Franco-Prussian War. Under Helmuth von Moltke the Elder, the German states used superior logistics, advanced artillery, and a strategy of envelopment to terrorize the sluggish and unprepared French. Historically, it ended with the capitulation and capture of Napoleon III after a mere five weeks. The game slants historically but is intended for competitive play: the French will almost always lose the war, but a good French Player can win the game. Tom Russell's designs tend to have unusual combat or activation mechanisms, but in this game he utilizes a mostly traditional, odds-based CRT and Logistics-Move-Combat sequence of play. A liberal strategic movement rule allows for lightning-fast encirclements, while subtle differences in each side's logistic phase, organizational structure, and the rounding of combat factors reflect the doctrinal and technological differences that proved decisive.

Additional information Additional information
Mechanics: Dice Rolling Hex-and-Counter
Categories: War
Alternative names:
This was seen 561 times
Description Description

Von Moltke's Triumph recreates the decisive 1870 campaign of the Franco-Prussian War. Under Helmuth von Moltke the Elder, the German states used superior logistics, advanced artillery, and a strategy of envelopment to terrorize the sluggish and unprepared French. Historically, it ended with the capitulation and capture of Napoleon III after a mere five weeks. The game slants historically but is intended for competitive play: the French will almost always lose the war, but a good French Player can win the game. Tom Russell's designs tend to have unusual combat or activation mechanisms, but in this game he utilizes a mostly traditional, odds-based CRT and Logistics-Move-Combat sequence of play. A liberal strategic movement rule allows for lightning-fast encirclements, while subtle differences in each side's logistic phase, organizational structure, and the rounding of combat factors reflect the doctrinal and technological differences that proved decisive.

Additional information Additional information
Mechanics: Dice Rolling Hex-and-Counter
Categories: War
Alternative names:
This was seen 561 times