The Last Gamble: The Ardennes Offensive, December 1944 – Designer Signature Edition

BGG Geek Rating
5.6
based on 54 ratings
BGG Average Rating
8.8
community average
BGG Ranking
#12604
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Players
1-4
Weight
4.25/5.00
Playtime
4800 min

⚙️ Game Mechanics

How this game works - core systems and player actions

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📖 About This Game

The Last Gamble, Designer Signature Edition is Danny Parker's final effort to create a memorable game on the Battle of the Bulge. The scale is conventional: 2 miles per hex, battalions and regimental units; two turns per day. However, the game has many innovations never before seen. Day and night turns differ dramatically both with respect to movement and the likelihood of decisive combat. All units are rated for Morale which can often be more important than combat strength. Forced marches and fluid zones of control at night are a major German offensive weapon while the Allied air effort influences German movement. The game has many previously unseen influences: V-1 weapons attacks, weather impacts on combat (and even zones of control) and bridge discovery. As you would expect from a Danny Parker game the Order of Battle for both sides has been exhaustively researched (evaluated in a detailed numerical fashion) and several new units and many changes to others. Besides the new morale rules, armor superiority from the original has been retained although combined arms is enhanced and artillery influences are significantly changed. There are many changes to movement based on weather conditions. The map in the original game included all of the villages in the Ardennes. The new map now includes not only those villages but also all the hamlets and castles. A study of the 1940 census has resulted in some towns being downgraded to villages and some village upgraded to towns. The contour lines in the original game are now gone and severe terrain has been added based on detailed evaluation using Google Earth. The map has been expanded to include more area in both the north and south. There are three maps with one smaller one devoted to the Battle Before the Meuse scenario The Game Booklet includes scenarios, Designer’s Notes, Game Variants, Examples of Play and the Game as History. Also included is a Historical Background Booklet with Historical Analysis and Summary, Detailed Orders of Battle, Evaluation of Combat Strengths in the Ardennes and Design Bibliography. With more detailed historical background than any game to ever see print, TLG will also be a great reference tool. More than just a reworking of the original game, this version is really a brand new game that has seen constant work for nearly five years by a dedicated team. The research on every aspect of the game has been truly monumental. Of course there never will be a 'last word' in Bulge games, the subject is far too popular. But this game pushes the envelope far forward. The Last Gamble: The Ardennes Offensive, December 1944 – Designer Signature Edition, marks the return of a true wargaming classic by Danny S. Parker. First published in 1989, it has been faithfully remastered and updated with this all-new, super-sized edition. The CSR award-winning designer is well regarded as an author and expert on the Battle of the Bulge, having designed no less than six games on the subject. The original release showed great promise with an excellent order of battle but contained considerable errata that limited game enjoyment. These shortcomings are now fully addressed in this new and improved edition that promises to realize the full potential of this two-to-five player, operational level simulation covering the Battle of the Bulge in a highly detailed yet imminently playable format. This edition of The Last Gamble features super-sized map and counters and is another classic reborn by Compass. The Last Gamble covers the last major German offensive on the Western Front during World War II, which took place in the Ardennes during the winter of 1944. The objective of Hitler’s last desperate gamble to win the war, code-named Wacht am Rhein, was Antwerp. This Belgian coastal city was the largest port in Europe and Eisenhower planned on using it to supply his final offensive into Germany. Hitler was certainly correct in judging that its capture would be a devastating blow to the Allies. Ultimately, the Germans failed to reach Antwerp or even get a single tank across the Meuse River. This Designer Signature Edition goes far beyond a mere culmination of errata corrections and player comments collected through the years. It now features many new, innovative game features and several new scenarios, including perhaps the most comprehensive order of battle published to date. Five full-map scenarios are provided covering The Last Blitzkrieg and various phases of the battle, including a plausible “What-If?” scenario exploring the battle starting six days earlier as originally proposed (10 December); along with a new introductory scenario covering the Battle Before the Meuse, 23-26 December. Some of the enhancements made in this edition include: Many new innovative features designed for both maximum historical accuracy and an enjoyable playing experience. All-new rules organization backed by many illustrations, clarifications and examples of play to reduce potential questions. Some rules are new, many were simplified, others enhanced. Multiple Player Aid Cards provide key data at a glance to for ease of play. Game map includes “severe terrain”– a key Ardennes terrain feature. All terrain has been completely re-examined using both Google Earth and period maps to re-classify highways, roads and trails. Delineation of all 1,460 settlements is based on 1940 census data. Super-sized components featuring 5/8” counters and a larger map hex grid for ease of play. Unit setup and arrival locations have been carefully researched and accurately listed on full-sized Order of Appearance charts. Order of Battle based on recent archival information with the first accurate rendering of British forces and a breakdown of U.S. 2nd and 3rd Armored Divisions into their fighting organizations. Very detailed OOB for units as well as a detailed historical information is included in the game. All units are rated on their relative morale which has strong impacts on combat resolution and unit staying power – a major improvement. Bridge status and carrying capacity is accurately represented with realistic uncertainty for many bridges over the Meuse and other rivers. Air units are realistically represented along with their capabilities. All unit strengths (including artillery) have been meticulously researched, fully documented and computed based on a modified Dupuy firepower score method. Optional Rules include realistic road space, commandos, fuel dump capture and destruction, optional reinforcements, increased unit capabilities and many others. New rules emphasize differences between day and night turns with different CRTs, potential for nighttime breakout, and infiltration movement in forested terrain at night. Kampfgruppe Peiper breakout rules accurately depict that unit’s initiative and special capabilities to pierce and exploit enemy lines at night, while simultaneously factoring in the “friction” of moving across the flow of U.S. reinforcements. Map extends further to the north to show the pivotal battle for Kesternich that compromised the right-wing attack of the 6th Panzer Army. A partial map, “Battle Before the Meuse” scenario depicts the turning point tank battle of the conflict and can be played to an exciting conclusion in 4 hours or less. Four major, full-map scenarios: “The Last Blitzkrieg” that showcases the first three-and-a-half days of the initial German offense, “We Cannot Force the Meuse” that begins at the height of the battle on 22 December, “Wacht am Rhein” that shows the full historical campaign, and an intriguing “Das Eisen Schmieden” (Strike while the iron is hot) scenario that demonstrates the potential impact of starting the German offensive one week earlier (10 December) per their original plan. Product Information: Complexity: 7/9 out of 10 (standard game/with optional rules) Solitaire Suitability: 7 out of 10 (no hidden units) Time Scale: 8 hour day turns, 16 hour night turns Map Scale: 3.2 km (2 miles) per hex Unit Scale: Regiments and battalions Players: Two to five, best with two Playing Time: 3-8 hours for scenarios, 20+ hours for campaign Components: Three map sheets Six countersheets (5/8″ size) 524 ground units 49 air units 480 game markers Game Rules booklet Game Booklet with designer notes and play examples Historical Study with detailed OOBs Twenty-one player aid cards Forty-five Allied and German order of appearance/setup cards Two six-sided dice One game box and lid Game Credits: Designer: Danny S. Parker Developer: Richard A. Hoffman Map/Historical Research: Andrew Dlugolecki Playtest: Steven G. Goodknecht, Jon W. Quinn Consulting: Eric M. Walters Editing: Paul W. Pressler Artist: Ilya Kudriashov Layout: Art Lupinacci Project Director: John Kranz —description from the publisher