Skip to content
Wargaming from the Balcony
Menu
  • Home
  • Reports and Reviews
  • YouTube
  • Links
Menu

Great Escape Games 1914 WWI Rules Review.

Posted on March 29, 2022

Generally speaking, I am not a big fan of WWI trench combat gaming on the western front a particularly fun gaming genre. With that said, I find the more open range fighting found early and later in the war, eastern front and Africa to be interesting. Unfortunately, for me, most WWI focus on the trench fighting, so I have always passed on them. I do like the somewhat small action fighting you can do using rules like Blood and Valor from Firelock Games. These are nice for playing easy to run 28mm semi skirmish games. However, for the more epic fighting at the brigade or division level using smaller scale figures, there was a hole in my opinion. Well, I recently came across 1914 by Great Escape Games. These are not brand new rules, they have been around for a bit. However, not a set that I had seen before. I only came across them while looking for some tokens for playing Iron Cross from the same company (a WWII semi skirmish game that I really enjoy). A buddy of mine is really into WWI (I mean really). I think he wears his Adrian Helmet in the shower… Well, I know I would have a guarantee opponent if I found some rule I liked! After doing some online research, I decided to order the rules and supporting card deck.

The rules are called 1914 and are explicitly set for WWI gaming in that period. With that said, the rules are sound and can be used throughout the period, you will just need to fill in the blanks on OBs. 1914 utilizes the same game mechanics that are used in the Iron Cross rules (this was good enough for me to try them out). The rule book is soft cover (I would prefer hard cover) and in full cover. It is chocked full of plenty of eye candy and is nicely formatted. The rules are divided into easily understood sections that are easy to follow. The individual mechanics are very straight forward. If you are not clear by ready the rules, no problem, they have full length examples (not single paras, but whole pages). The game has a simple turn order that starts with determining your command tokens. This is based on the number of units you have in play, plus some possible command bonuses. Players roll for initiative each turn and then go back and forth activating their units (more on that later). Once all units have been activated, or you run out of tokens, the turn ends. You keep going until the scenario rules are met. The basic formation in the game is the battalion. You build these through company stands that form these units. Each is organized into a regiment or brigade, which is the perfect sized formation for a player in a multi player game. If you are playing one or one, you can field multiples with no problem. If you have the more than a few hours, this can be taken up to division.

The mechanic that makes the game work is the token system. You determine the tokens at the beginning of each turn and then use these to activate your units. What is unique is that the game does not have separate opportunity fire phases or mechanics. It does not have a you go I go vanilla system, but a very interactive turn. The player with the initiative starts by using a token to activate a unit. Oncer they do this, they can go again or can turn over the turn to their opponent. Either player, can try to take the initiative (basically opportunity fire or maneuver) by expending a token and rolling to activate one of their units. If they make the roll, they get their order. In addition, this system allows you to keep activating the same unit if you wish. However, this becomes harder and harder each time your try and when you take damage to your units. This allows you to focus the fight in one area that is of the most important on the battlefield. In my opinion, this is more reflective of actual warfare. Soldiers do not all walk the same distance or shoot the exact same amount in a given period. This is completely effected by the tactical situation and this system reflects this actuality very elegantly.

The morale system in the game is part of the order system. Units take fatigue/damage during the game. Once a base takes a defined number of hits, it is removed. This ranges from five to most infantry to down to two for some support options. How you deal with this is that you use your tokens to roll for morale to remove some of these markers. You give up a token and roll to see. This could result in no tokens being removed or up to three. This is a way for you commander to effect the battle worthiness of units under command. The trade off is that that unit will not be moving or shooting. However, the advantage is that you can focus your efforts to keep important units int he field and fighting.

Once you activate your unit with a token, you have the option of moving the unit. This is straight forward, you simply move the distance allowed for the unit type. When you activate a unit, you can take two options. When you move, you can move the unit twice (full then another half) to get them going. Alternatively, you can move and then shoot (or vis a versa). Terrain can effect your movement, depending on unit type. How it works is the you roll to see if you can cross the terrain (infantry often is automatic). If you make the roll, you move as normal. If you fail, that counts as your move. There are some special rules for cavalry charges and dismounting too.

Combat int he game is done using fire combat. There are no special assault rules, you just apply different modifiers based on range. So, one mechanic to lead them all! Different troop types of different ranges and rates of fire. Some units cannot fire while moving and others get advantages while stationary. There is also rules for ranging in artillery and effecting near by units. This is done without needed templates. As with most system, you have to establish that you can actually see what you are shooting at! This is a straight forward distance and cover determination, no special rolling. You roll your D6 to try to cause casualties. The defender then rolls their saving throw on a D6, which is effected by the type of cover. After that, you roll for possible extra hits, based on the weapon type. All unsaved hits are kept on the unit until it gets to its maximum, once this is done, the base is removed. As units take more hits, they become more combat ineffective and it is harder to get orders (each hit reduces the die roll by one). There is an exception when using withdraw orders. These do not apply these hits, but your unit must back up and may even get a hit back if you are lucky.

The rules then include a number of standard generic scenarios you can play the game with. Alternatively, you can run a historical fight, as the formation level is easily represented to match most historical writings. There is then sections for each of the major armies that fought in France in 1914. Using these, you can build your forces for each nationality. I would have liked them to add in some listings for Africa or include other armies outside this theater of operations (hopefully, they will do a supplement). However, the rules are called 1914 for a reason! With that said, I se no reason that you cannot play other theaters or periods (at least ones that do not have tanks). If you wanted to incorporate tans or armored cars, I think you could just add the mechanics from Iron Cross. Hopefully, they will be adding these in the future. In the meantime, you will need to add these yourself. If your a fan of the early fighting on the Western front or other open combat in WWI and are looking for a home for your 10 or 15mm WWI armies, these are definitely worth a try.

  • Manteuffel

2 thoughts on “Great Escape Games 1914 WWI Rules Review.”

  1. James Fisher says:
    May 10, 2022 at 8:41 am

    Excellent, detailed overview of the rules. You have given us enough to know if the mechanics are something that appeals or not. Thank you.
    Regards, James

    Reply
  2. Gerrit van Deutekom says:
    August 4, 2022 at 11:33 am

    Hello, I am curious if you have played the game. And did you like playing it?

    Reply

Leave a ReplyCancel reply

Categories

  • Battle Report
  • Hobby
  • Museums and Battlefields
  • Opinions
  • Reviews
  • Tactics
  • Uncategorized

Tags

19th Century (11) Africa (38) Austrian (49) AWI (14) British (119) Dwarves (17) East Front (67) Epic (18) F&I (29) Fantasy (57) Fantasy Battle (172) Flames of War (267) FOW (283) French (88) German (175) Historical (596) Horse and Musket (194) Italian (43) Japanese (26) LotR (12) Magic (24) Mediterranean (17) Napoleonics (51) Naval (16) North America (22) Oathmark (14) Pacific (25) Prussian (40) Pulp (94) Rules (122) Russian (22) Saxony (11) Sci-Fi (104) Soviet (75) Star Wars (59) SYW (29) T9A (137) Terrain (186) USA (95) Warhammer (119) WAS (18) West Front (64) WWI (15) WWII (254) YouTube (130)

Recent Posts

  • 28mm First Relief of Lucknow, 1857.
  • 15mm Mexican American War, US Volunteers and Specialist Infantry.
  • Tyndall’s Point, Gloucester Point Battlefield Park.
  • Williamsburg Muster, 2026.
  • 15mm Mexican American War – US Regular Infantry.

Archives

  • March 2026
  • February 2026
  • January 2026
  • December 2025
  • November 2025
  • October 2025
  • September 2025
  • August 2025
  • July 2025
  • June 2025
  • May 2025
  • April 2025
  • March 2025
  • February 2025
  • January 2025
  • December 2024
  • November 2024
  • October 2024
  • September 2024
  • August 2024
  • July 2024
  • June 2024
  • May 2024
  • April 2024
  • March 2024
  • February 2024
  • January 2024
  • December 2023
  • November 2023
  • October 2023
  • September 2023
  • August 2023
  • July 2023
  • June 2023
  • May 2023
  • April 2023
  • March 2023
  • February 2023
  • January 2023
  • December 2022
  • November 2022
  • August 2022
  • July 2022
  • June 2022
  • May 2022
  • April 2022
  • March 2022
  • February 2022
  • January 2022
  • December 2021
  • November 2021
  • October 2021
  • September 2021
  • August 2021
  • July 2021
  • May 2021
  • April 2021
  • March 2021
  • February 2021
  • January 2021
  • December 2020
  • November 2020
  • October 2020
  • September 2020
  • August 2020
  • July 2020
  • June 2020
  • May 2020
  • April 2020
  • March 2020
  • February 2020
  • January 2020
  • December 2019
  • November 2019
  • October 2019
  • September 2019
  • August 2019
  • July 2019
  • June 2019
  • May 2019
  • April 2019
  • March 2019
  • February 2019
  • January 2019
  • December 2018
  • November 2018
  • October 2018
  • September 2018
  • August 2018
  • July 2018
  • June 2018
  • April 2018
  • March 2018
  • February 2018
  • January 2018
  • December 2017
  • November 2017
  • October 2017
  • September 2017
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • February 2017
  • January 2017
  • December 2016
  • November 2016
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016

Recent Comments

  • redcaer1690 on 15mm Mexican American War – US Artillery.
  • redcaer1690 on 15mm Mexican American War, US Volunteers and Specialist Infantry.
  • lorenzoseventh on 15mm Mexican American War – US Regular Infantry.
  • Andrew John Fuller on 15mm Mexica American War – US Cavalry and Commanders.
  • Manteuffel on Lion Rampant – Battle of Manzikert, August 1071.
©2026 Wargaming from the Balcony | Design: Newspaperly WordPress Theme