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'They Shall Not Pass': A Preview
By Doug McNair
April 2006

Ace designer William Sariego returns to 119694_avalanche Press with yet another quick and challenging game, but this time he shows us what he can do on the tactical level. They Shall Not Pass covers the first nine days of the Battle of Verdun, and lets players deal with all the factors that made World War I ground combat so challenging. Trench warfare, rugged terrain, vulnerable supply lines and the primacy of artillery all work together to give the powerful Germans a real run for their money against the outnumbered but well-fortified French.

The top three factors that drive play in They Shall Not Pass are:

Time

Crown Prince Wilhelm only has nine days to push the French back on a broad front and capture as many objectives as possible. He’s got overwhelming strength in numbers and lots of artillery to back him up. But he’s up against a maze of woods, hills and trenches which the French can use to great advantage, falling back from trench line to trench line to slow the Germans down. Wilhelm can do a lot of damage early against the poorly-prepared French, but if he doesn’t keep his forces well organized and exploit breaches in the line to the fullest, he’ll run into French reinforcements all too soon and get bogged down.

Elite Units

German pioneer battalions are crucial to Prince Wilhelm’s chances for making quick advances, and French chasseur battalions are just as important to French chances of cutting off overextended German units. They increase the combat odds of any attack in which they participate, and extend the distance of advances after combat.

Also, they and any units stacked with them are the only ones that can use Exploitation Movement after other movement and combat are done. But they are also vulnerable. They are weak if attacked alone, the French have only a few chasseurs, and participating pioneers must take the first hit the German side suffers in any German attack.

This presents a fascinating tactical challenge to both players. They must protect their elite units and commit them to battle only when necessary. But they must also keep them near the front and stacked with as many other units as possible so they can hit the enemy hard at weak points, lunge through breaches, and advance the line as far as possible during Exploitation Movement.


Fort Vaux taken by the Germans, from the magazine Die Wochenschau.

Artillery

World War I ground combat was all about artillery, and They Shall Not Pass gives both players a wide variety of options for using artillery to defeat the enemy.

Both sides get artillery in multiple calibers. Small-caliber artillery moves with units of its own division and provides extra firepower when attacking or defending. Larger-caliber artillery is either mobile or stationary, and can fire barrages or interdiction. Barrages can damage or demoralize enemy units, while interdiction slows enemy movements and cuts supply lines.

With all these different options for using artillery, players must be careful to mount the right mix of artillery missions each turn so friendly units have support in combat, key enemy units are suppressed by barrages, and enemy movements and supply lines are slowed and fouled up by interdiction.

They Shall Not Pass is a terrific addition to the 119694_avalanche Press product line because it adds strategic issues to tactical action. Just as in Panzer Grenadier, players get the thrill of fighting for territory hill by hill and town by town. But the addition of bigger-picture issues like supply lines, moving fronts, and multiple-use artillery lets players tackle a whole new set of challenges on the battlefield, and makes They Shall Not Pass a fine first entry in what I hope will be a long line of grand tactical wargames from William Sariego. We’re working hard to bring it to you soon!

Click here to pre-order They Shall Not Pass!