June 15, 1999 - Out of the Wrapper
LODZ 1914: FIRST BLITZKRIEG Reflects 15 Years of Design Evolution


Release date: December 1998

With the release of LODZ 1914: FIRST BLITZKRIEG in late December '98, Moments in History is aiming for another highly successful World War One Era Release, after receiving the Charles S. Roberts Award for ALL QUIET ON THE WESTERN FRONT? This title also represents the emergence of newfound art design talent Craig Grando, whose work graces the front and back cover (shown here). Several ConsimWorld.COM members have commented how the cover artwork even delivers a haunted glimpse into the realities of the brutal campaign recreated for the table top.

LODZ 1914 is a rather detailed simulation, requiring some time to master the system. The game itself represents a system evolution of sorts from the original titled published in 1984 by 3W/Wargamer magazine. Fortunately, game designer David Bolt is online and providing prompt and courteous game support in addressing rules questions. Bob Irelan has also been recently appointed to help oversee communications regarding MiH products which is another plus. Unfortunately, there appears to have been some complications coordinating on this game project between the designer, David Bolt, and game publisher, Ulrich Blennemann which resulted in some creative differences and the emergence of some errata. David Bolt addressed this in a recent statement:

"Uli and I had problems coordinating this game from Germany and California respectively. I'm sure both of us would have done things differently. The problems are minor compared to the depth and breadth of the game. The proverbial bottom line is that Uli published many exceptional games and Lodz is an exceptional game. Lodz has found its mark, with sales nearing a thousand. I've received dozens of posts from gamers."

Initial comments from the gaming public echo David's sentiments that despite some project coordination failures as disclosed by the game designer, the game came out largely unscathed and rates high despite some minor misgivings with the map art by Beth Queman (although a marked improvement over her past XTR creative work), and some minor errata issues — something not unexpected considering the breadth and scope of this game system. So despite some project coordination issues, the end result is largely a "no harm, no foul" in terms of the end result.

The Situation
Following their victory at the battle of Tannenberg, the German generals Mackensen, Hindenburg and Ludendorff devised a plan to rapidly shift 9th Army to northern Poland by railroad. This was Blitzkrieg by railroad, and it was designed to take the Russian Northwest Front by surprise before it could launch another invasion of Germany. German intelligence detected a weak area on the flank of the Russian Northwest Front north of the industrial center of Lodz. The German plan was to penetrate between the junction of the Russian 1st and 2nd Armies on this flank and then swing to the south to encircle, once again, the Russian 2nd Army. It was to be a Tannenberg-redux: only this time the Russian invasion of Germany would be stopped on Russian (i.e., Polish) soil before it began.

The Russian forces gathered around Lodz had been preparing to invade the German province of Silesia under the direct supervision of the Grand Duke Nicholas, the top military figure (after the Czar) in all of Russia. Silesia was where a great deal of Germany´s industry was located; it´s loss would count for far more than East Prussia or Galicia. What followed was a classic battle of maneuver. The German blow preempted the launching of the Russian offensive by two days. The locally superior German forces overwhelmed and drove back the isolated corps in front of them. Stavka, the Russian High Command, was reluctant to call off the invasion of Germany. Precious days went by while Stavka released the corps of the Northwest Front piecemeal. The 9th Army drove on either side of Kutno, forcing the Russians to abandon the city.

On the extreme tip of the German penetration was the XXV Reserve Corps (with the 3rd Guard Division attached) and the I Cavalry Corps. This force penetrated deep into the Russian positions behind Lodz. However, the Russian forces slowly streaming into the area managed to throw up positions that encircled the encirclers.

The German forces wheeled around and struck out the way that the Russians expected least: northeast. 6th Siberian Division was attacked off march, and a breakout and link up with the XX Corps was managed. The Russian 1st Army counter-attacked, driving back the I Reserve Corps north of Lowicz. Now the front line stabilized and the German drive slowed, but by December 6th Stavka gave up on Lodz to concentrate on defending Warsaw.

The Game
LODZ 1914: FIRST BLITZKRIEG is an operational simulation of the clash between German and Russian armies in Poland during November and December of 1914. The game is intended for two players, one taking each side, but is suited for team or solitaire play as well. The German side represents the forces of 9th Army, and the Russian side represents the forces of Northwest Front. Lodz 1914 is a detailed study of this battle presenting a realistic combat system, Army, Corps, and Division HQs, artillery, engineers, reserve movement, reconnaissance and much more - all in a playable format. The situation is ideal of a wargame; being very mobile and giving both sides enough opportunities for attack and defend.

Game Features
+ One full color 22" x 34" map
+ 720 full color counters
+ Rulesbooklet
+ Four Player Aid Cards on Cardstock
+ A David Bolt design

Game Scale
Unit Scale: Company, Battalion, Regiment, Brigade and HQs
Time Scale: Single Turn = 1 Day
Map Scale: 2 miles per hex
Scenarios: 3
Playing Time: 4 to 55 hours
Players: One to Four

Designer Notes
I wanted to refine a game design I had first come up with on the battle of Lodz in 1984 for the Wargamer magazine. I liked that game design but it was confined by the restrictions imposed by the parameters of magazine games. I approached Uli Blennemann at MiH to publish a game on the battle of Lodz with an expanded set of rules along with completely redone counters and map. Building on that foundation, I have added a number of systems to model different aspects of the battle. The optional rules add another layer of simulation for those interested in a working model of history.

All in all, the playtesters have found it to be a relatively quick learn, and an easy system once you actually start tossing dice. The combat system can be resolved more easily if the USED IN COMBAT acronym is followed as a guide for combat resolution. My interest here was to produce a model with all the working parts, but pared down enough that a major battle could be fought at the brigade/regiment level within a reasonable amount of time. The goal was to create a fast-paced model of history. I encourage players to add their own interpretations, if different than my own. I think this system fundamentally works at a very complex level with only twice the pages normally found with a magazine game. I have tried to combine and merge a number of historical factors for each rule, particularly with the combat system’s dozen different modifiers (i.e., the USED IN COMBAT modifiers).

The initial playing time will be slower as players become familiar with the sequence of play and game dynamics. I recommend beginning with the smallest scenario (Battle of Kutno) in order to grasp the game system. Once players are familiar with the game system, playing time should be a couple of hours per turn for a full-map scenario with one player per side, or one hour per side if there are two players per side. If all players agree, you can try timed moves using this formula. If playing with timed moves, stop the clock whenever resolving combat (off march, regular etc.) or disputing rules interpretations.

— David Bolt, Designer of Lodz 1914

Placing Your Order
LODZ 1914: FIRST BLITZKRIEG sells for $49 (ziplock) and is available direct from Critical Hit, Inc. Shipping not included. Place your order by phone (914) 278-9125 or be visiting the Critical Hit Orders Page.

Ulrich Blennemann
Moments in History/Critical Hit

Related Links
1. The Great War Series
2. The Great War - BBC News
3. The Great War
4. Medals of The Great War
5. Photos of The Great War
6. World War I - Trenches on the Web
7. World War I - High School Curriculum
8. World War One Era Game Talk
9. LODZ 1914 Game Discussion


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Copyright © 1999-2002. ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com


Headline News | Archives | New Products
Game Ratings | Clubs | Events | Discussion Board


Copyright © 1999, 2000 ConsimWorld.COM. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission is prohibited. Web Masters are encouraged to link directly to this page, this URL is not subject to change. For general site information: kranz@consimworld.com