Tuesday, May 19, 2026

All Hell Let Loose: Great War FAQs


Now that we have announced that we are in the final stages of drafting and publishing a new version of All Hell Let Loose covering the First World War there has been great interest from wargamers and lots of questions. We’ve collated the most frequently asked questions and answer them here. This post will be periodically updated as additional questions and answers are added. If you are interested in gaming the Great War then please consider registering your interest by completed a short survey here which will allow us to keep you updated on publication dates.


Now on to the FAQs.

What figure scale do I need to use?

    The rules have been designed primarily with 6mm figures in mind, however they will easily work with 3mm or 10/12mm figures without any needing any changes. 15mm or 28mm figures on large bases can still be used for the game but will require some tweaks to ranges, move distances and area of effects. If, however, these figures are based individually then the game should work just fine as it is.

What base size is used? Do I need to rebase my figures?

    The default assumption is that figures are based on bases 30mm wide by 25mm deep, or 1 1/4” by 1”. However, as long as both sides are based using a similar sized base and some thought about the size of area of effects and zones of control any base size will work.

What does each base represent? What scale of game is being played?

    The game works by using manoeuvre groups, called formations, that consist of units, a stand with figures on it. There is no specific ground distance or duration specified for a turn. Therefore, a formation can represent a brigade, a battalion, a company, a platoon or even a section, with each unit representing, respectively, a company, a platoon, a section or even individual men. The game works at all these levels because of the flexibility of the activation system. Although the game is designed for 6mm figures with a formation as a brigade sized element we’ve played games using 28mm figures at a 1-2-1 scale and had tremendous fun.

How long does a game take? How big a table and how many formations or units do I need?

    As a rule of thumb, players controlling between 3 and 5 formations comprising between 60-80 units can finish a game of 6-10 turns in 3-4 hours. Multiplayer games can take a little longer. Really large, complex battles can be fought over a day or weekend. Games can be fought on small tables of 3' by 4', or on multiple tables of 8' by 6'.

    At Partizan, as a participation game, I guided 4 players who had never played the game before through the battle of Neuve Chapelle, with 5 formations and 83 units on the British side against 6 rising to 9 formations and 58 units on the German side, lasting 9 turns before we called it, in about 5 hours.

How similar are the rules to the WW2 edition of All Hell Let Loose?

    The Great War version uses the same key mechanics and concepts as the WW2 version. Players familiar with the original edition will find that most of the game is very similar. However, the Great War version has a number of expanded mechanics that bolt on to the core rules - specific rules for preliminary bombardment, barrages, fortifications, gas, mines and trenches have been developed. Some elements have also been adjusted to reflect the limited capabilities of a WW1 army. 

How much bookkeeping is required? Do I need detailed maps and written orders?

    We have worked very hard to keep any bookkeeping to an absolute minimum. You just need to know how many units a formation had when it started the game, and how many it has lost. A couple of minor choices such as the location of mines and target points for future barrages may need to be noted but that’s about it. The rules work with an activation roll that determines how well, or badly, a formation performs and consequently there is no need for written orders, command line arrows or detailed maps.

Is it I go, You go?

    No, the game uses a dice out of the bag activation system, although there are specific rules for ‘Going over the Top’ that allow one army to activate a number of formations in sequence.

How complicated are the rules to learn? 

    We have deliberately tried to keep the game as straightforward as possible. There are just 3 main mechanics with additional mechanics that plug in for specific elements that may, or may not, be present at a particular battle. Playtesters usually picked up the basics in their first game and players with a bit of support can often play most of the game after a couple of hours.

Is the game suitable for solo play?

Yes. The dice draw system and the variable activation results mean the game is very suitable for solo play. Players are often forced to react to unfolding events rather than perfectly execute a plan, which helps preserve uncertainty even when controlling both sides.

Does it feel like the Great War? Can the rules handle early war and late war battles?

    The rules support rapid movement and fog of war - perfect for the battles of manoeuvre of 1914 or the Eastern and Mesopotamian theatres. With plugin rules for preliminary bombardment, barrages, trenches and fortifications the western front and other trench battles can be simulated. There are also options that vary the effectiveness of trenches and artillery fire that provide the flexibility to simulate the differences in capability of armies by theatre and year of the war. This allows the same key mechanisms to be used in every battle but for each battle to feel different. Trench battles in the game in 1915 play out very differently from battles in 1918. The game is designed to help you recreate the drama, uncertainty and brutal spectacle of the First world War on the tabletop but without requiring you to go to staff college first.

Is it just about trench warfare?

No. Although trench warfare is an important part of the Great War, the rules are designed to represent the entire conflict. Early war manoeuvre battles, cavalry actions, mobile warfare in the East and Middle East, and the more fluid battles of 1918 are all possible using the same core system. 

Do you provide army lists? Can the rules be used for other periods?

    Yes, absolutely. Whilst we provide some guidance and army lists we have limited this to the main actors in the Great War, and provide only outline information on force composition. There were so many changes and developments and reorganisation of the various nations armies that it’s probable that several books would be required to cover it and consequently we do not have the space to detail it in the rules. 

    The stats for all the different units are very straightforward and easy to adapt or clone. This makes adapting these rules for the other conflicts very possible. These rules should support players wishing to refight the Balkan wars, Greek-Turkish war, the Russian Civil War, the Polish-Russian and Polish-Lithuanian wars. It may also possible to adapt these rules for the Spanish Civil War.

Do you include any scenarios? 

    Yes, the rules include 3 starter scenarios. There is an early war encounter battle, an early war trench battle and a 1917 battle including tanks. All are intended to be played by one player a side and completed in an evening. Each introduces more and more of the rule elements and present a challenge for both sides. We expect to publish a number of additional scenarios to further support players with these rules.

    Once players are familiar with the rules adapting existing scenarios, or developing your own, should be  fairly straightforward.

Is wargaming World War I fun?

    Yes, it absolutely can be fun and rewarding. Whether you are recreating the uncertainty of manoeuvre warfare of the industrial carnage of trench warfare these battles were fought by generals and soldiers with skill and expertise. This game presents you with tactical challenges, dilemmas, decisions and usually pressure and uncertainty.  This game, like the Great War, is a lot more than throwing your soldiers into no-man's-land and hoping some of them survive.

When, and where will they be available to buy?

    We expect to finish drafting and laying out the rules by the end of May 2026. They will then go to the publisher’s for approval. We hope to have them published and available by the Joy of 6, on 28th June 2026. They will be available in hard cover, soft cover and PDF from Wargames Vault.

I will add additional questions and answers to this FAQ as they come in, so it may be worth bookmarking this page.

If this sounds like the game for you then please register your interest here or join our Facebook group.

As always, keep your dice rolling!

Charles Rowntree 




Monday, May 18, 2026

All Hell Let Loose: Great War - coming soon!


I am pleased to announce that after a long period or development and rules writing that a WW1 version of All Hell Let Loose will shortly be published. David and I are in the last stages of tidying things up before we hand over a version to the publisher. We will be running participation games at wargames shows across the UK over the next few months starting with Partizan at Newark on May 17th.

I will be posting more information about the rules over the coming weeks. Today I will limit my post to a very quick summary and high level overview and some pictures of games in action.

We have a very short form to enable those players interested in these rules to register their interest that will enable us to keep you informed on progress and publication. It only takes 30 seconds to fill in and can be found here.


The First World War presents a unique challenge for tabletop wargaming. It was a conflict of enormous scale, industrial firepower, confused command structures, and rapidly evolving tactics. Many rules struggle to capture this without becoming either overwhelmingly complicated or losing the distinctive feel of the Great War altogether.

All Hell Let Loose: Great War has been designed from the outset to balance historical atmosphere with practical tabletop playability.

The rules cover the entire land war from 1914 to 1918, allowing players to fight everything from the open manoeuvre battles of the early war to the heavily fortified offensives of the Western Front, as well as the more fluid campaigns fought elsewhere. Infantry assaults, creeping barrages, tanks, cavalry, gas, fortifications and aircraft all have their place within the system.

At the heart of the game are three core mechanics;

  • Activation
  • Firing
  • Assaults

There are no written orders and bookkeeping is kept deliberately light, allowing players to focus on battlefield decisions rather than paperwork. The activation system creates the uncertainty and disruption so characteristic of Great War command, while remaining straightforward to use.

The rules are intentionally flexible. Players may use a wide variety of figure scales and basing systems, making it easy to adapt existing collections.

Optional “plug-in” mechanics allow groups to decide how detailed they wish the game to become, including expanded rules for preliminary bombardments, artillery barrages, and fortifications.

To help players get started quickly, the book includes sample army lists for the major powers, three introductory scenarios, photocopy-ready counter sheets, and quick reference sheets. The system is equally suited to solo play, smaller friendly games, or large multiplayer club battles.

Ultimately, All Hell Let Loose: Great War is designed to help players recreate the drama, uncertainty, and brutal spectacle of the First World War on the tabletop — without requiring a staff college course to play it.

If that sounds like your kind of game then please register your interest here.

Keep those dice rolling!

Charles Rowntree








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