| 'They
Shall Not Pass'
Designer's Notes
By William Sariego
January 2007
They
Shall Not Pass, which is quite a mouthful
and will hereafter be referred to as TSNP because I’m too lazy to keep typing
it, began as something of a challenge. In
the spring of 2003 Franco-phobia was at a
pretty high level, since France opposed the
invasion of Iraq. (Almost four years later,
the fact that France was right and there were
no weapons of mass destruction there — unless
Saddam’s dog ate them before coalition
forces rolled across the border — has
hardly toned down the irrational anger so
many feel toward her.) An acquaintance of
mine walked into my local hobby outlet at
that time and proclaimed you could not search
Google for “French military victories”
and find one! He thought this incredibly funny,
as did many others.
To prove such Googling people have far too
much time on their hands, are badly in need
of a girlfriend and just plain wrong, I decided
to design a game on a French military victory.
Actually the idea had been in the back of
my mind for some time. When it comes to military
history, the only thing that equals my fascination
with the French army in World War I is my
fascination with the Confederate army in the
American Civil War. The only thing that surpasses
either of those is, of course, my fascination
with the Red Army in World War II, a fact
which fans of Avalanche Press already know!
I had been toying with the idea of a game
based on the 1914 campaign in the west for
some time. Each of my previous designs had
been at the campaign level, however, and I
wanted to try my hand at a battle instead.
A game on the campaign is still in mind but
will have to wait.
My eyes were drawn toward Verdun, which more
than any other battle epitomizes the horrors
of warfare in the trenches. The Marne would
have also worked, but would have been wrong
for the scale of game I was contemplating.
The fact that Verdun has not been oversimulated
was also a plus. John Hill’s classic
game from the 1970s has undergone several
reprints and is currently available in a DTP
version. My friend Joe Miranda visited the
battle in his Over the Top! series.
The battle seemed ripe for another simulation,
and I started some preliminary research.
The Great War Not at Sea
Having decided on the subject, the next step
was selling the idea to Avalanche Press. At
that point in time, APL’s only venture
into the Great War had been in naval games
(patting myself on the back, I was one of
the original playtesters for the Great
War at Sea series). Convincing
them to do a land battle on the subject was
a problem.
Originally I had envisioned a battalion-level
game at 500 meters per hex. The APL CEO cautious
but willing to listen. Would I consider scaling
the game down to fit the Series 140 games
that I had pioneered with Defiant
Russia? No problem, Comrade
Mike, and thus TSNP was born. By upping the
scale to regiments and the hex sizes to 700
meters I would be able to use the smaller
format. In retrospect, I took little convincing.
I love playing small games.
Now
that the format was set, how to approach the
subject? I decided quickly against the "bucket
of dice" approach. Fun though such games
are, I wanted combat results to have a more
controlled feel to them, and combat results
which gave losses to both sides was the answer.
The end result works out well, and even at
a high odds combat the attacker can stand
to lose something.
Limiting the time frame was also an issue, in keeping the game
small and with a reasonable playing time.
The “battle” was actually a campaign
from the opening guns in February to when
the French pushed the Germans back to their
starting lines in December. Most of the movement
took place in spurts, and the first week was
crucial. I ended up covering February 21st
through 29th (1916 was a leap year). John
and Joe also limited their games in this manner,
though they carry the action farther.
I was determined to keep the game at the
low-medium complexity scale. It is simple
enough that a veteran can teach a novice without
much difficulty. Still, I wanted more detail
than I had put into my campaign level games.
I’m particularly happy with the way
artillery plays out. You have three levels
or artillery assets: army, corps, and division.
Each is capable of certain fire missions.
One aspect I was not happy with was supply.
Developer Doug McNair helped put some teeth
into those rules and did a great job with
the game. It is more of a simulation than
my previously published efforts, but still
very much a player’s game.
Fun and Furious
I think the final result plays well, and
I certainly hope those who purchase TSNP feel
the same. The German player needs to push
hard before French reinforcements stabilize
the lines. Of course, the harder you push
the more casualties are going to mount. Since
the Germans need both territory and higher
French casualties to win, interesting choices
must be made. The French must not conduct
a passive defense, which will keep the initiative
firmly in German hands. Counterattacks are
often necessary.
Both sides have some elite units, adding
a bit of chrome. After the game has been out
about a month I’ll put up some variant
rules with Daily Content. I think TSNP is
probably the first game to get a variant before
it was ever published, as Dr. Bennighof has
already written Daily Content on the German
Zeppelin that made a nuisance of itself.
Sadly, a counter error crept in despite all.
It is annoying but hardly a huge issue. The
back of the French 16th infantry division’s
artillery piece is misprinted. As artillery
are flipped to indicate they have fired it
really isn’t that big a deal. Nonetheless
we will release a download to correct the
mistake.
Designing TSNP was actually a lot of fun.
There have been a few games I honestly could
not say that about. A sequel is in the works
and I hope to have it in Avalanche’s
hands by midsummer. Whether I design anything
beyond that will depend upon how popular the
game proves to be. Is it the definitive game
on the battle? Certainly not. I greatly anticipate
Roger Nord adapting his The Big Push
to the campaign. TSNP is a fast, furious little
game designed to be set up and played in just
a few hours. I sincerely hope you like it.
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