Cambrai 1917

Wargame

by ©2000 Art Kritzer



Introduction

Cambrai, 1917: The First Blitzkrieg Rand Game Associates, 1974 Designer: Unattributed In the pre-dawn darkness of 20 November 1917, 378 British tanks and 11 infantry divisions mounted the first truly mobile offensive in history, over-running German positions with a rapidity comparable to the Blitzkrieg of WW2. Only a tenacious German defense-in-depth and an equally devastating counterattack employing new, then-secret infiltration tactics, prevented the British from making a decisive breakthrough. Despite this setback, Cambrai was the forerunner of the mobile warfare of the Second World War.

Now, The First Blitzkrieg: Cambrai, 1917 allows you to recreate this battle, one of the most significant in history. Two players, each taking the role of one of the historical commanders, use the Mapboard, 72 unit counters, and complete rules of play, to either change or recreate the historical results.

Components

This is a first edition, part of Rand’s Command Series Volume 1. Cambrai, 1917 was originally sent in an envelope as part of the Command Series subscription. It is stored in a red Rand Command Series Edition box for storing all nine games of the first volume. The box is unique in offering four separate slide-out drawers to store the game counters, maps and rules. The idea was good but frightful in practice as it led to easy loss of counters. One 23.5”x16.5” map, 72 extra large counters, and one rule booklet. 72 counters all single sided: 21 German (grey), 35 British (tan), 5 French (orange) and 11 trench markers (dark grey).

Player’s Value

Cambrai, 1917 is a two player game of low complexity that will easily allow two or three games in an evening. The game includes more than a dozen optional scenarios, but the general theme stays the same: the British get to rip holes deep and fast for the first three turns, and then run into a well-timed German counteroffensive that threatens to gain it all back before the front stabilizes from exhaustion.

Victory is determined by points. As expected, destroying enemy units is great, but much more important is the control of towns, and more precisely, Cambrai. Yes, the British get extra points for exiting cavalry units but the big thing here is Cambrai. Control of Cambrai and the nearby towns of Masnieres and Rumilly provides 35 points for the British and double that for the Germans.

The game is great as a diversion but not so great for repeated play. This game cries out for more detail and more units. A typical turn will see the German and British commanders moving and fighting with less than a dozen units. After a few games, the action becomes too predictable. A glaring example: remove all German defenders before game turn one, and allow the British to advance as far as they can. With this maximum movement, the British will end up one hex shy of Cambrai, just before the Germans get the big turn three reinforcements! Did someone say design for effect?

To sum up, this one is a great date for an evening or two but longer than that, look elsewhere.

You have to admit that Cambrai tries hard to please. Despite its simplicity and lack of playability, it offers a total of 15 different scenarios and two extra optional rules. As well, there are a total of four separate combat tables to resolve battles. And lastly, the game is bloody. But don’t get excited here, the hope for better gaming is not rewarded. It all boils down to the limited number of units each side has in the game. Some of the optional scenarios affect less than three units and some are too predictable to play out.

For example, players can allow German reinforcements three turns early, with the result that the British offense goes nowhere. Well, how about making the British tanks more reliable? This means they don’t have to pass a roll every time they attack. However, the tanks are not counted for defense. When turn three arrives, their greater reliability will have minimal effect on play. And so it goes. The rest of the scenarios are not much better. To sum up, this game has some unique features for collectors, but is not too great for game players.

For comparison, SPI published To the Green Fields Beyond, a much more detailed game which is recommended for those wanting more (see review on page 16 of this issue).

Collector’s Value

Boone lists low, high and average prices of 8/24/17.00 at auction and 28/50/39.00 for sale. The Rand games are quite uncommon, yet do not have the cachet of SPI games and so do not command high prices yet. Keep an eye on them.

References

S&T 48 had a one-paragraph reference to Cambrai, 1917, noting that it was not yet available individually.


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