It was a conflict of enormous scale, industrial firepower, confused command structures and rapidly evolving tactics. The war of 1914 was very different from that of 1916, while the final campaigns of 1918 brought yet another transformation. Meanwhile, campaigns in Eastern Europe, Italy, the Balkans, Africa and the Middle East retained very different characteristics.
So how do you create a game that can cover the entire land war of 1914–18 without becoming overwhelmingly complicated or losing the distinctive character of the Great War?
That is the challenge All Hell Let Loose: Great War was designed to meet.
The whole Great War in one game
All Hell Let Loose: Great War allows players to refight land battles from every year and theatre of the conflict.
You can fight the open manoeuvre battles of 1914, desperate defensive actions, trench warfare on the Western Front and the great offensives of the later war. The same core rules also support the more fluid campaigns fought elsewhere.
The full system includes rules for:
- Infantry assaults
- Trenches and fortifications
- Preliminary bombardments
- Artillery barrages and creeping barrages
- Tanks
- Cavalry
- Gas
- Aircraft
- Strategic movement
- Hidden movement
However, not every battle requires every rule.
The game uses optional plug-in mechanics, allowing you to use the additional rules appropriate to the battle you want to fight. A small encounter can remain fast and straightforward, while a larger offensive can include bombardments, barrages, extensive defences and the other elements that defined later Great War warfare.
Simple mechanics, difficult decisions
At the heart of All Hell Let Loose: Great War are three core mechanics:
- Activation
- Firing
- Assault
There are no written orders and bookkeeping is deliberately kept light. The intention is simple: players should spend their time making decisions about the battle rather than filling in paperwork.
But simple mechanics do not mean simple decisions.
The rules are designed to create situations where commanders must decide when to commit reserves, whether to press home an attack, when to withdraw from a threatened position and where limited resources will have the greatest effect.
Perhaps most importantly, commanders cannot always be certain that events will unfold as they intend.
A battlefield is not a chessboard
Chess is a wonderful game of strategy, but it represents almost complete certainty.
You know exactly who will move next. You know exactly what every one of your pieces can do. You also know exactly what every one of your opponent's pieces can do. Once you have moved, your opponent moves. The sequence is fixed and the capabilities of every piece are known.
A battle is rather different.
A commander cannot always be certain which part of the battlefield will demand attention next. Orders may be delayed, opportunities may be missed and units may perform better—or worse—than expected.
This uncertainty is at the heart of the activation system in All Hell Let Loose: Great War.
Players are not usually certain which side will activate next. Even when their formation does activate, they cannot be sure how much it will achieve. A formation may suffer a Partial Activation, limiting what its units can do. It may receive a Single Activation, allowing it to carry out its intended actions. Or, with a Double Activation, it may suddenly have the opportunity to do far more.
This creates uncertainty for both players.
Will your reserves move into position before the enemy attacks? Will your artillery be able to support the assault at the right moment? Will the enemy have another opportunity to act before you can respond?
And just when you think you have a situation under control, your opponent may receive a Double Activation and exploit an unexpected opportunity.
The result is a battlefield where plans remain important, but no plan can be followed with absolute certainty. Players must react to changing circumstances, exploit opportunities when they appear and prepare for the possibility that events may not unfold as expected.
It is a simple mechanism, but one that can create some very tricky tactical decisions.
As much detail as you want
The First World War was not one type of war.
A battle fought in August 1914 might involve advancing infantry, cavalry and field artillery across relatively open country. A battle in 1916 could involve elaborate trench systems, days of bombardment, creeping barrages and attacks across shell-torn ground. By 1918, tanks and aircraft might also play an important role.
All Hell Let Loose: Great War is designed to accommodate these differences without forcing players to learn a completely different game for each period.
The same core mechanics remain at the heart of every battle. Additional rules are introduced only when they are relevant.
This also allows players to choose how detailed they want their games to be.
Use the figures you already own
The rules are deliberately flexible about figure scale and basing.
Whether your Great War collection is in 2mm, 6mm, 10mm, 15mm, 20mm, 28mm or another scale, the game can be adapted to suit it. There is no need to rebase an existing collection or buy a completely new army.
The emphasis is on getting your existing troops onto the table and fighting battles.
Ready to play
All Hell Let Loose: Great War includes:
- Sample army lists for the major powers
- Three introductory scenarios
- Photocopy-ready counter sheets
- Quick reference sheets
- Rules suitable for solo play
- Rules for smaller games and larger multiplayer club battles
Whether you want to command a small force in a desperate defensive action or take part in a major offensive involving several players, the same system provides the foundation.
The Great War without the staff college course
Ultimately, All Hell Let Loose: Great War is designed to recreate the drama, uncertainty and tactical challenges of the First World War on the tabletop.
The rules aim to give players meaningful decisions without unnecessary complexity; historical flavour without pages of exceptions; and a system broad enough to cover the entire conflict while remaining quick to learn and practical to play.
If you enjoy the challenge of adapting your plans as the battle develops—rather than simply executing a sequence of perfectly predictable moves—then All Hell Let Loose: Great War might be the game for you.
The rules are available now from Wargame Vault as a PDF, softcover or hardcover edition.
Keep your dice rolling!
Charles the Modeller





























































