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After the Tannenberg campaign of August-September 1914, East Prussia became a strategic backwater as both side focused their e_x001e_ orts in Poland. But the Russian threat remained, and the following winter the Germans set about cleaning up their northern _x001d_ ank. A massive attack on the open right _x001d_ ank of the Russian Tenth Army sent it reeling; only the sacri_x001f_ ce of an entire corps in the Augustowo Forest enabled it to escape. Masuria uses a modi_x001f_ cation of the Fire & Movement game system. Developed to portray the mechanized battle_x001f_ elds of a later generation, F&M stresses the use of rapidly-concentrated _x001f_ re support to generate breakthroughs, followed by a rapid penetration by mobile reserves. In 1915, although railroads allowed the rapid shifting of forces on a large scale, no one moved faster than a man on foot on the battle_x001f_ eld, making exploitation ine_x001e_ ective. However, here both players have hidden movement, allowing them to concentrate in unexpected locations to surround and destroy isolated enemy units. The clumsy and in_x001d_ exible _x001f_ re support is represented by the artillery brigades available to division and corps commanders. It must be brought to the point of decision, then supplied to give it the _x001f_ repower to a_x001e_ ect the _x001f_ ghting. The historical outcome at Masuria was the clearing of the East Prussian border. It might have gone di_x001e_ erently; Russian reserves were available, and the German forces were a hodge-podge of units of widely varying quality. Both sides have a number of options to turn the fortunes of the campaign. The player who makes the better choices, and backs his strategy to the hilt, will emerge the victor.
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Decision Games
