The Fields of Despair: France 1914-1918, a wargame designed by Kurt Keckley and published via GMT Games, was on my and Marcin’s radar for a long time. We were really intrigued how the The Great War on Western Front will play using the blocks, hidden information and multitude of auxiliary systems like Economy, Attrition, US Entry, Eastern Front, etc. Finally, we managed to organize a copy of the game and play – first the introductory scenario and then – the great campaign!
In below article I will try to familiarize Dear Readers with that intriguing title, will present two session reports from our plays – with scenarios explanation – and in the end will jump to sharing my impressions on the game. Feel free to read through the whole material or only sections you are interested in. Enjoy!
The Game
Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land, at sea, and in the air all the while making tough economic and technological decisions at home.
Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games, block combat values range from one to four. In Fields of Despair the range is zero to twenty. That allows for various bluffing tactics and surprise attacks! Thus reconnaissance with planes plays a decisive role in obtaining a proper situational awareness on the front.
Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving, or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy.
The fog of war is not lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land. The Game features five scenarios, with first four depicting particular parts of the war, while the last one combines all of them in one, grand 1914-1918 campaign.
The Sessions
The plan was to first familiarize me and Marcin with this title, using the Introductory Scenario. That would teach us some basic mechanics while significantly simplifying the more complex ones. After that, we decided not to digest the game bit by bit, but immediately jump to the Grand Campaign scenario, and play all the events from 1914 to 1918. That proved to be great approach, allowing for a short learning time and then the full experience. Let us see how it went in below two session reports.
Scenario I – 1914: Introductory Scenario
It is August 1914. The mighty German 1st and 2nd Armies have swept into Belgium and overrun the key Belgian Fortresses cities of Liege and Namur. The Schlieffen Plan is set in motion.
Unsure if the German move into Belgium is a diversion, the French Army stands ready to execute Plan XVII. Entirely offensive in nature, Plan XVII’s primary objective is the recapture of lost territory in the Alsace-Lorraine region. “Offense to the Excess,” all of France is alive with the spirit of the offensive.
This Introductory Scenario is three turns and is designed and recommended as a starting place for the new players. The scenario begins on Turn 1, Action Phase 1. The setup already accounts for the “Opening Move” and Turn 1 Phases 1-3 of the Sequence of Play – simplifying significantly the initial phases of the game. Also, the US Entry in War, Eastern Front and some of the more advanced technology developments will be abstracted as they will have minimal impact on 1914 actions.
The Central Powers have Initiative and go first. It is important to note that 1914 scenario does not begin in a state of Trench Warfare. In 1914, combatants were highly mobile which is reflected in game play. A global state of Trench Warfare begins on Turn 4 – as we shall see in next, Campaign scenario.
As for victory conditions, they are stipulated in the table to the right, above. Sides can achieve Decisive Victory which ends game almost immediately, Domination Victory – if one side will gain large advantage in Victory Points or a simple Total Victory Points comparison at the end of Turn 3 if none of the sides managed to prevail earlier.
PS. As always, remember you can enlarge the pictures in the new window!




That was a great learning experience! We noticed some small mistakes we committed, but other than that the game was flawless. After that introductory play our appetites really grew – in the end, here we had no space to truly experience The Eastern Front or US Entry mechanics as well as there was no time for technologies to properly develop. So next week we organized a Full campaign session!
Scenario V – Full Campaign
In August of 1914, the giants of Europe plunge into war head first. Each is certain of its victory, its cause greater than the next. In Germany, trains run with precision timing, bringing men to the West in numbers not seen before in human history. Certainly this will be over soon. Certainly we will all be home by Christmas.
The Grand Campaign links all three base scenarios together from the Central Powers “Opening Move” in August of 1914 to the final Allied push of 1918. As the situation changes during this period (a global state of Trench Warfare begins on Turn 4), the victory conditions has to adapt appropriately.
The Turns 1-3 are scored just like in Scenario I; however, during the Turns 4-9, the control of territory in Belgium and France is taken into consideration (and the actual changes from Turn to Turn).
We shall have also some special rules used in this Campaign game. There will be 1914 Opening Move phase (kind of Turn 0) so German attack on Belgium before the actual game starts. Then The Central Powers Reinforce the East – so the need to reallocate some of German forces to Eastern Front temporarily – due to historical setbacks there. And of course The Hindenburg Line – which should help Germans to keep their gains at the end of the game.
Let me now guide you through the four years of war which we played in two sittings (nine Turns in the end takes time to play!)











Impressions
What I appreciate:
- I am really glad that the game comes with so many scenarios (four) as well as the full campaign. That allows you to familiarize with the game before jumping into the longer play. The smaller setups of course are also easier to play from the time perspective, while still giving a great experience.
- When playing the game, the main focus is of course on the warfare and battles on the front. However, the game really nicely abstracts Naval Warfare, Blockade, Eastern Front, US Entry as well as Technological Advancement. Those areas got their own mini-systems, nicely influencing the main effort.
- I am used to a very high production quality of the GMT’s games. But here we have simply astonishingly beautiful & elegant product. Look at the map and all those colors, shades and details. Blocks are great, counters beautiful and vivid. The only thing which might be a bitt better were the bleak player mats.
- When playing the full game, there is this nice situation when both sides have a moment when they attack and when they defend. The German juggernaut tries to get as big area as possible in the first game turns, while Allies simply focus on survival. But then, with huge reinforcements (Kitchener army, US troops, etc.) the tide changes. Indeed the Trenches will be difficult to overcome but if you can find a weak spot, then there is a chance for success!
What I appreciate less:
- There is a bit of micro-management – be it in multiple blocks moves, all the tracks on player mats or with so many auxiliary systems. While I like the effect it has on game, it comes with a small price of the need to meticulously execute all those things.
- We noticed there is tendency to create killer stacks, which will sweep away everything in their path. True, you can try to cut them from supply but not before suffering huge losses. This is especially vivid at the end of scenarios, when last player really lets his imagination run wild, and attacks without regard what will happen next turn – as there is no next turn!
Summary
In the end, I am very glad I spent those several evenings with Fields of Despair. It was a great experience, giving a lot of insights also into the historical events. The system is well designed and usually gives a lot of fun. Would be interesting to see this replicated for Eastern Front – especially as it was much more mobile theater!
See you in another game review!




This game has always looked intriguing.
How long was the campaign? You did it over two sessions. 8, 9, 10 hours? Or more?
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Hi, the whole campaign was about 7-8 hours. We first did a short scenario to learn the game (about 2 hours, 3 with discussing all the options and rules). That helped a lot in playing whole campaign. Interestingly, there are 4 shorter scenarios – which really allow you to experience all the periods of the Great War piece by piece before jumping into the full campaign.
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Thanks for the replay!
My friends and I too have found that giant stacks of (typically) British have no trouble breaking through trench lines. For us, in the 1915-1917, this typically happens already in late 1915 or early 1916.
The combat rules do not sufficiently penalize massed attack or give enough defensive benefit to trenches — issues that rules variants could remedy.
Volko
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Agree, was a bit too easy. On the other hand – that was leaving flanks exposed, but usually the opponent was too occupied trying to remedy whatever breach was done that had not time to react.
This was also well reflected in our “war of attrition” – I calculated steps at the end of the game, and Allies had 260 while Central Powers only 160. That 60-70% advantage in manpower was decisive.
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The problem for me is how fast the manpower advantage brings a decision in the war. Late 1915 to early 1916, what we typically achieved with the Allies, is too fast.
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It is a matter of calibrating the trench assaults to be much tougher on massed attackers. It can be done.
The way this game uses blocks and air power to show the Western Front is genius. The beautiful body design merits a properly tuned engine.
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Definitely attacking vs. trench is too easy and the penalty to do it – not discouraging enough. I would definitely try love to try with some home rules about tenchwarfare. That would make first three turns even more important for Germans!
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