XIII Corps: The Somme 1916 (2016)
ag.gameitem.AGID:
Playtime: 90
Min. Age: 14
Number of Players:
2
ag.gameitem.publisher:
Vexillia Limited
Designers:
Neal Reid
Artists:
Unknown
Mechanics:
Card Play Conflict Resolution,
Hand Management
Beschreibung
XIII Corps: The Somme 1916
This two player card game covers the experience of the British XIII Corps on the first day of the Battle of the Somme, July 1st 1916. This, the fifth game in the Somme series, is an extension of X Corps and uses the same rules.
There are no rules with this game and you will need a copy of X Corps to play the game.
The game follows the course of the pre-battle preparation and the first day of the battle itself. One player is the commander of the XIII Corps, Lt. General Walter Congreve. The other player is his opponent Lt. General Hermann von Stein commander of the German XIV Reserve Corps.
New cards:
British use the Livens' Flame Projector.
British use, and mis-use, of mines.
Germans have less wire & are generally weaker.
Key game concepts:
The use of “No Man’s Land” reflecting its importance to both sides.
The German use of artillery in tactical defence and to support counter-attacks.
The British use of counter-battery fire rather than pure area bombardment.
The consolidation of captured trenches against counter-attacks.
—description from the publisher
XIII Corps: The Somme 1916
This two player card game covers the experience of the British XIII Corps on the first day of the Battle of the Somme, July 1st 1916. This, the fifth game in the Somme series, is an extension of X Corps and uses the same rules.
There are no rules with this game and you will need a copy of X Corps to play the game.
The game follows the course of the pre-battle preparation and the first day of the battle itself. One player is the commander of the XIII Corps, Lt. General Walter Congreve. The other player is his opponent Lt. General Hermann von Stein commander of the German XIV Reserve Corps.
New cards:
British use the Livens' Flame Projector.
British use, and mis-use, of mines.
Germans have less wire & are generally weaker.
Key game concepts:
The use of “No Man’s Land” reflecting its importance to both sides.
The German use of artillery in tactical defence and to support counter-attacks.
The British use of counter-battery fire rather than pure area bombardment.
The consolidation of captured trenches against counter-attacks.
—description from the publisher
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-05-04 22:09:23.975