It was at Verdun that the word ‘Airforce’ first began to have a meaning.
- Alistair Horne, The Price of Glory
THE HISTORY: Trench warfare on the Western Front changed the manner of reconnaissance forever. Continuous fortifications, machineguns, and long-range artillery removed from the field the age-old mainstay of scouting—the horseman. Now an army knew of its enemy’s positions and preparations only what it could see just across no-man’s land, 100 meters or so in front of it. Beyond the next hill might be the massing of a great host or not much at all.
The remedy was to get up into the air. Whoever could get above the battlefield and deny that ability to the enemy would dominate. High-explosive shells were available at industrial scale, and indirect-fire guns could rain destruction deep into enemy territory—if directed to hit enemy positions. It was this hunger for reconnaissance that drove history’s first air campaign and that gave such importance to the famous knightly duels of aerial aces.
Secrecy being key to Germany’s great blow at Verdun, the attackers massed aircraft in the sector, flew continuous barrier patrols to shut French fliers out, and coordinated their Fokker Eindecker units, 2-seat observer planes, and even Zeppelins to ensure that only they had eyes over the battlefield. Dominant numbers of kite balloons (Drachenballon)—wind-stable and equipped with optics to see for miles—were essential. In the attack, the Germans pulled off a surprise artillery attack that downed French balloons anchored too far forward.
With the attack underway, the French reacted swiftly to the German bid for air superiority. Generalissimo Joffre approved dispatch of a countervailing concentration of French air machines to Verdun. There, French aviators developed new group patrol tactics and tested new technology such as balloon-busting rockets. Aces on both sides—Boelke and Immelmann, Guynemer, Navarre, and Nungesser—would seal their fame jousting over that small patch of front.
The planes circling overhead, and the double lines of hovering artillery observation balloons they protected, made the infantrymen feel like some protectionless rodent under the penetrating gaze of an eagle endowed with Jovian powers of destruction.
- Alistair Horne
THE GAME: Drachen—Reconnaissance at Verdun, 1916 is Volume II in Volko’s Recon series that began with Coast Watchers. Similar use of hidden position blocks and chit pull maximize secrecy. Over 2 to 4 turns, you can play out the reconnaissance struggle ahead of each historical offensive within this iconic trench battle.
Draw your hidden objectives for the coming push. Secretly set your fortifications and station your guns, troops, and supply depots. Assign barrier air patrols, Jagd missions to chase off enemy spotting planes, balloons, and anti-aircraft guns. How close to the enemy’s ground will you raise your balloons, and how many will you hold in reserve?
Next, send your fighters and observers out beyond the front: chase off enemy fighters protecting their positions and their balloons, then send in your balloon-busters and observers. Ground observation posts on the heights of Mort Homme, Cote 304, and Fort Douaumont play their role. As do daring trench raids: press your luck and you might just bring back the plans that give you a peek at your opponent’s objectives!
Massed infantry and artillery are vulnerable. It is a simple matter to suppress or destroy enemy troops—if your guns know where to shoot! If successful, your observation missions will “range” enemy targets for your guns. But beware that firing on the enemy’s batteries also reveals your own. Both sides will have some opportunity to adjust their deployments based on what their observers have learned—and what damage the enemy guns have done.
Opportunities for deception and signaling are many. Objective cards and position blocks begin hidden. But your opponent can see where your aerial photography and artillery cooperation missions fly. Did you concentrate balloons on the Left Bank of the Meuse because you intend to attack there, or is it a feint?
At some point, the attacking player will release the men, shells, and supplies for a climactic barrage and infantry assault. Clever positioning and softening up of the enemy will determine the outcome. Whichever player accomplishes more of their drawn objective cards wins.
Drachen offers 8 main scenarios and a solo learning situation spanning German and French offensives within the titanic 10-month Battle of Verdun. Asset cards add to the character of each stage of the battle and illustrate each side’s innovations in reconnaissance, aerial warfare, firepower, and protection. The game pits 2 players in a contest of planning, detection, and deception. It will also include instructions for solitaire play.
Components:
- One 22” x 17” Mounted Game Board
- Two 8.5” x 11” Player Mats
- 156 Blocks
- 20 Pawns
- 72 Playing Cards
- Two 11” x 17” 2-sided Player Aid Foldouts
- One 11” x 17” 2-sided Solitaire Play Foldout
- Five 8.5” x 11” 2-sided Situation Sheets
- Two 6” x 21½” Screens
- Two Sheets of 2-sided 5/8-inch Rounded Counters
- One Sheet of Block Stickers
- Log Sheets
- One Rulebook
- One Playbook
- Solitaire Instructions
- Box, Insert, and Baggies
Playtime: 3-6 hours
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