derweltkrieg - decision games

24
Der Weltkrieg Simulation Series INDEX 1. Credits 2. Introduction 3. Game Components 4. Game Set-Up 5. Sequence of Play 6. Ground Movement 7. Rail Movement 8. Rail Capacity 9. Rail Line Status 10. Zones of Control 11. Stacking 12. Combat 13. Combat Resolution 14. Retreat 15. AdvanceAfter Combat 16. ColumnAttack 17. Supply Points 18. Headquarters 19. Supply 20. Surrounded Units and Surrender 21. Fortresses 22. Trenches 23. Recombination 24. Replacement Units 25. Reinforcements 27. Division Breakdown 29. Artillery Units 30. Cavalry Units 26. Demoralization Points 28. Corps 31. Cavalry Unit Strengthening 32. Mountain Units 33. Assault Units 34. WinterWeather 35. The Danube 36. River Flotillas 37-49. Nation Specific Rules 50. Unit ColorAppendix Design: Development: 1. Credits 2. Introduction David Schroeder. David Schroeder. Jeff Leser Jackson Champer This rulebook contains the standard rules for each of the World War One scenarios found in the series of games. Each of these games uses the same basic rules. The scenarios can be played separately, or linked together to form a larger game. This same Standard set of rules is included with each of these games. Rules not originally in the standard rules have now been included since they apply Der Weltkrieg to multiple games of the series. They retain the numbering given them when originally published with other games of the series. While the diagrams in the rulebooklet show situations from , the concepts illustrated apply to all of the games. Each game is an Operational Level simulation of the Campaigns at the start of World War One. The game is played by two players; one controls the Central Powers forces (Germany, Austria- Hungary, and their allies), the other controls the forces of the Entente (France, Great Britain, Russia, and their allies). All of the units depicted in these games were available to the historical commanders. Each of the units has combat and movement capabilities that represent what the historical unit was capable of doing. It is up to the players to conduct operations with their units within the framework of these rules. Other games of the series can be tied together with these games to create more comprehensive simulations. The instructions for doing so are found in the scenario specific rules. The Schlieffen Plan 2012, 2006 Schroeder Publishing & Wargames STANDARD RULES For World War One Scenarios Sterling Edition www.spwgame.com

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Page 1: DerWeltkrieg - Decision Games

Der WeltkriegSimulation Series

INDEX

1. Credits2. Introduction3. Game Components4. Game Set-Up5. Sequence of Play6. Ground Movement7. Rail Movement8. Rail Capacity9. Rail Line Status10. Zones of Control11. Stacking12. Combat13. Combat Resolution14. Retreat15. AdvanceAfter Combat16. ColumnAttack17. Supply Points18. Headquarters19. Supply20. Surrounded Units and Surrender21. Fortresses22. Trenches23. Recombination24. Replacement Units25. Reinforcements

27. Division Breakdown

29. Artillery Units30. Cavalry Units

26. Demoralization Points

28. Corps

31. Cavalry Unit Strengthening

32. Mountain Units33. Assault Units34. WinterWeather35. The Danube36. River Flotillas37-49. Nation Specific Rules50. Unit ColorAppendix

Design:Development:

1. Credits

2. Introduction

David Schroeder.David Schroeder.Jeff LeserJackson Champer

This rulebook contains the standard rulesfor each of the World War One scenariosfound in the series ofgames. Each of these games uses thesame basic rules. The scenarios can beplayed separately, or linked together toform a larger game. This same Standardset of rules is included with each of thesegames.

Rules not originally in the standard ruleshave now been included since they apply

Der Weltkrieg

to multiple games of the series. Theyretain the numbering given them whenoriginally published with other games ofthe series.

While the diagrams in the rulebookletshow situations from

, the concepts illustrated apply to allof the games.

Each game is an Operational Levelsimulation of the Campaigns at the startof World War One. The game is playedby two players; one controls the CentralPowers forces (Germany, Austria-Hungary, and their allies), the othercontrols the forces of the Entente (France,Great Britain, Russia, and their allies).

All of the units depicted in these gameswere available to the historicalcommanders. Each of the units hascombat and movement capabilities thatrepresent what the historical unit wascapable of doing. It is up to the players toconduct operations with their units withinthe framework of these rules.

Other games of the series can be tiedtogether with these games to create morecomprehensive simulations. Theinstructions for doing so are found in thescenario specific rules.

The SchlieffenPlan

2012, 2006 Schroeder Publishing & Wargames

STANDARD RULESFor

World War One ScenariosSterling Edition

www.spwgame.com

Page 2: DerWeltkrieg - Decision Games

3. Game Components

The Game Map

Tracks and Tables

Each map depicts the area of operationsfor the game it is included with.

Each hex on every map of the Series is20km across. See the map legend and theterrain effects chart for explanations ofthe different terrain and symbols foundon the maps.

Provided with each game are a number ofcards. Two cards are Supply Tracks, onefor the Central Powers player and theother for the Entente player. They areused by the players to keep track of thesupplies available to the Headquartersunder their command. Another card isthe Combat Results Table. It is used indetermining the results of Combat in thecourse of the game. Note that the TerrainEffects Chart is on the back of the rulebooklet. Some games contain CorpsDisplays. These are used to reducepieces actually on the map by the use ofCorps markers.

Playing Pieces

Each game contains one or more countersheets. The sheets contain a combinationof units and markers. All markers may beused by either player.

The background color of a unitdesignates that unit's nationality. See thecounter sheet and the scenario specificinstructions for information on whichnationality is represented by each of thedifferent background colors.

There are 3 general types of unitscontrolled by each player: GroundCombat Uni ts , Fort resses , andHeadquarters. See Figure 1 for diagramsof these units.

This shows the unit size. The sizesymbols are as follows:

Army size unitCorps size unitDivision size unitBrigade size unitRegiment size unitBattalion size unitCompany or Battery size unit

This is the unit's individual designation.For example, the Ground Combat Unitshown in Figure 1 is the German 39thInfantry Division.

This symbol shows what type the unit is.The following common types are used inmost scenarios:

Unit Size Symbol

Unit Designation

UnitType Symbol

XXXXXXXXXXIIIIII

The background color of this symbol isthe country’s traditional color for thatbranch of service. Some countries mayhave multiple colors for a particularbranch, the reason for this will bee x p l a i n e d i n r u l e s c o v e r i n gRecombination.

This symbol shows the unit type forrecombina tion and replacementpurposes. The number in the symbol isthe maximum strength of units of thistype strengthened through recombinationor brought back into play throughreplacement. Only units having the samebackground color of this symbol mayrecombine.

This is a numeric value representing theability of the unit to attack orcounterattack.

This is a numeric value representing theunit's mobility.

All fortresses are identified by theFortress Symbol.

This is a numeric value representing theability of the fortress to counterattack.

This is the placement hex of the fortress.

Some fortresses are named after the cityor town they are protecting.

All Headquarters Units are identified bytheir National Flags.

There are a number of markers includedon both counter sheets enclosed in thegame. There are Strength Reductionmarkers, Trench and Constructionmarkers, Railhead markers, and SupplyPoint markers. Many types of markersare shown in Figure 2.

These are used to show the progress oftrench construction by units in the game.

These are used to show hexes that havebeen laid waste by trench warfare.

Full Strength Symbol

Combat Strength

Movement Allowance

Fortress Symbol

Fortress Strength

Location Hex Number

Location Name

National Flag

Trench and Construction Markers

Devastation Markers

Markers

58XX 8

Combat Strength Movement Allowance

UnitDesignation

Unit Size Symbol

Unit TypeSymbol

Full Strength Symbol

Ground Combat Unit

National Flag

4( )Location

Name

Fortress Symbol

LocationHex Number

Fortress Strength

Fortress

Combat Strength

MovementAllowance

UnitDesignation

Unit Size Symbol

Headquarters Unit

Figure 1Example Playing Pieces

2

Infantry

Mountain Infantry

Marine Infantry

Assault

Mountain Assault

Artillery

Siege Artillery

Cavalry

Bicycle

Engineers

Tanks

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Railhead Markers

Entrained Markers

Supply Point Markers

Strength Reduction Markers

Victory Point Markers

Demoralization Point (DM) Markers

These are used to show the extent of RailNetworks in the game.

These are used to show units that are stillon trains at the end of their turn.

Every Headquarters has a correspondingSupply Point Marker. These markers areplaced on a player's Supply Track to showhow many Supply Points the representedHeadquarters possesses.

These are used to show states of reducedstrength in Ground Combat Units.

These are used to show accumulation ofVictory Points in certain scenarios.

These are used to show accumulation ofDemoralization Points in certainscenarios and campaign games.

4. Game Set-Up

5. Sequence of Play

Prior to starting play, both players need toset up their units on the map. Thelocations of units to be placed on the mapare given in the scenario specificinstructions.

Play of the game is segmented into turns.Each month consists of a SpecialMonthly Turn followed by 7 normalturns. Each turn is broken into a numberof phases. Players keep track of themonth, turn, and current phase on theScenario Turn Record Track (on mapborder) using any unused counters.

Each month starts with a Monthly SpecialTurn. This turn is broken into twophases:

Both players replace constructionmarkers under their units with Trenchmarkers.

Both players place construction markersunder their units to start Trenchconstruction.

The Normal turn is broken into eightphases. The first four are conducted bythe Central Powers player, the last four bythe Entente player. The player whosephase it is is called the Phasing Player.

T h e P h a s i n g P l a y e r p l a c e sreinforcements scheduled for the currentturn onto their placement hexes on themap.

The Phasing Player may move any or allof his units up to the limits of theirMovementAllowances.

The Phasing Player may initiate combat

Monthly Special Turn

Normal Turn

Trench Construction CompletionPhase

Trench Construction Initiation Phase

ReinforcementArrival Phase

Movement Phase

Combat Phase

with any of his units that are adjacent toenemy units.

The Phasing Player may recombine unitsor replace those that have been removedfrom the map.

At the end of the Entente Replacement /Recombination Phase, the turn marker isadvanced to the next turn. If it is the 7thturn, the month marker is advanced to thenext month, and the turn marker isadvanced to the Special Monthly Turn.

The Movement Allowance of a unitis printed on the counter (see Figure 1).

Aunit's MovementAllowance can beincreased due to Column Movement (seeRule 6-10).

During a player's Movement Phase,the player may move any of his GroundCombat Units and Headquarters Units upto the limits of their MovementAllowance.

A player may move the units that hecontrols through the map hex grid oneunit at a time, or in stacks.

Units moved in a stack must beginmovement in a particular hex, and endtheir movement together in another hex.

A unit expends Movement Pointsfrom its Movement Allowance for everyhexside that it crosses in moving fromone hex to another. The cost of doing sois dependent on the terrain in the hexsidecrossed (see Terrain Effects Chart), andthe presence of enemy Zones of Control(see Zones of Control Rules).

The Movement Point costs ofcrossing a hexside are cumulative. (forexample: Crossing a hexside thatcontains a river, wooded rough terrainand a single track Rail Line would cost 4Movement Points: 4 for the woodedrough terrain, +1 for the river, -1 for theRail Line.) Note that the benefit for theRail Line has nothing to do with RailMovement.

Movement Points may not beaccumulated from turn to turn, nor maythey be transferred between units.

Replacement / Recombination Phase

Record Keeping

6-1

6-2

6-3

6-4

6-5

6-6

6-7

6-8

6. Ground Movement

3

Strength1

2

st

XXXX

1

-1Strength

Trench Marker ConstructionMarker

RailheadMarker

Strength Reduction Markers

Demoralization Point Markers

Supply PointMarker

Figure 2Example Markers

DMDM

Page 4: DerWeltkrieg - Decision Games

6-9 A unit may move no farther during aMovement Phase than its MovementAllowance permits. It may, however,cross at least 1 hexside per MovementPhase, even if it does not have enoughpoints in its Movement Allowance, solong as doing so does not violate thefollowing restrictions:1. Cross a prohibited hexsideOR2. Do BOTH of the following at thesame time:a) move directly from one enemycontrolled hex to another (See Zones ofControl Rule)ANDb) moves across a hexside where it wouldhave to expend four or more movementpoints to cross the terrain in thehexside/hex. Note that trench ordevastation markers count as terrain costsfor movement.

6-10

6-11

6-12

7-1

7-2

Ground Combat Units (exceptArtillery units) may increase theirMovement Allowance by 50% (roundfractions down) so long as they do notenter an enemy controlled hex (they may,however, leave an enemy controlledhex). This increase in the MovementAllowance is called Column Movement.Units using Column Movement may notmove by rail or perform ColumnAttacks.

A unit may never enter a hexcontaining an enemy Ground CombatUnit unless the enemy units have acombat strength of 0. In doing so the zerostrength units are immediately destroyedand removed from the map. There is noadditional Movement Point cost foreliminating 0 strength enemy units in thismanner.

Some units do not have a regularmovement factor. Instead, they have theletters “RR”. Units with such amovement factor are rail bound. Theymay only exist in hexes containing anactive friendly rail line. Such units have amovement allowance of 20 hexes perturn. Rail capacity is used to move them.

During a Movement Phase a playermay move some of his units by railroad.

To move a unit by rail, a playermoves the unit into a hex containing an

7. Rail Movement

Operative rail hex under his control (seeRail Line Status Rules). The player thendeclares that the unit will move by rail.

In order to begin movement by rail,the moving unit expends 1 MovementPoint in the hex containing the Operativerail hex. This expenditure of aMovement Point entrains the unit.

Only German units may entrain in anenemy Zone of Control. Units that dothis do not pay the movement cost ofexiting an enemy Zone of Control.

Infantry, Mountain, and Marine (andsimilar type RPL) units expend one-tenthof a Movement Point for every railhexside crossed while moving by rail.All other units expend one-sixth of aMovement Point per hexside crossedwhile moving by rail.

Units may not enter hexes containingenemy Zones of Control while moving byrail.

Units may stop moving by rail andresume regular movement at any time.Any unused fractions of a MovementPoint are lost when this is done.

Only German and British units maymove into an enemy controlled hex in thesame turn they use rail movement.

Only one unit (a single division orequivalent, a Headquarter with up to 10

7-3

7-4

7-5

7-6

7-7

7-8

7-9

1615 1815

1915

1516

1616

1716

1816

1916

1517

1617

1717 1917

2015

201644XX 6 58

XX 8

4

2

1.2

1.11

Figure 4 Example of the Use of Rail Movement

The German 39thInfantry Div is ionmoves during theGerman MovementP h a s e u s i n g acombination of RailM o v e m e n t a n dGround Movement.The extent of theGerman Rail Networkat the start of theMovement Phase isshown by the railhead markers in hexes 1615, 1816, and 2016. The 39th division begins itsmovement by expending 1 Movement Point in hex 2015 so that it can begin using Rail Movement. Itthen expends 0.1 Movement Points for every hex that it then enters while moving along Operativerail lines that belong to its Rail Network. So, the unit pays an additional 0.1 Movement points forentering hex 1915 (cumulative total of 1.1) and incurs similar cost for entering hex 1815 and then1716. The unit stops moving by rail in hex 1716. Up to that point it had expended 1.3 MovementPoints, but loses the unused fraction of a point, so it is considered to have expended 2 MovementPoints as it ceases Rail Movement. Note that the unit could not have entered hex 1615 by RailMovement as this hex is in an enemy Zone of Control (see Rule 10). The 39th Division then usesGround Movement to move from hex 1716 to 1616, expending an additional 2 Movement Points(cumulative total of 4), 1 point for the broken terrain in the hexside crossed, and another point forentering the Zone of Control of the French infantry division (see Zones of Control Rules).

4

1919

1919

1919

2715

2815

2915

2716

2816

2916

2717

2817

2917

Saarbrucken

Saar1

3

5

6XX 2

The German 8th Cavalry Division movesfrom hex 2915 to 2815 across clear terrain.This costs the unit 1 movement point. Thesame unit continues to move, going from hex2815 to 2716. In doing so, it moves acrosswoods terrain and crosses a river. The cost is2 movement points for moving through thewoods and an additional movement point forcrossing the river. Thus the normal cost ofcrossing this hexside is 3 movement points,but the rail line that is also in the hexsidereduces this cost by one. So the cost ofcrossing from hex 2815 to 2716 is anadditional 2 movement points. Since these 2movement points are expended after alreadymoving from 2915 to 2815 previously in theMovement Phase, the unit has now expendeda total of 3 movement points. The unitcontinues to move by going from hex 2716 to2717. In doing so, it moves across brokenterrain and again crosses a river. It costs 2movement points to move from 2716 to 2717(1 movement point for moving across brokenterrain and an additional movement point forcrossing the river). The unit has nowexpended a total of 5 movement points infollowing the path of the dotted line in movingfrom 2915 to 2717 in the course of a singleMovement Phase.

Figure 3Example of Ground Movement

2

Page 5: DerWeltkrieg - Decision Games

supply points, or an artillery unit) maymove across a particular single track railhexside by Rail Movement in a givenMovement Phase Players will note, oruse agreed upon markers to show whichsingle track Rail Lines have been usedduring the Movement Phase.

Units may not use a combination ofRail and Column movement. Units maydo one or the other during a turn, but notboth.

Units may remain entrained at theend of a movement phase. Such units areplaced under an entrained marker.Entrained units do not pay any additionalcosts the next turn to resume railmovement. Entrained units have no zoneof control, and, if attacked, mustimmediately detrain and counterattackwithout being multiplied for defense.

Each country has a stated RailCapacity. The Rail Capacity of a countryis the maximum number of divisions(and/or division equivalents) that can useRail Movement on that country's RailNetwork in a turn.

The Rail Capacity of each country isgiven in the scenario parameters at theend of the rules.

A player may never conquer the RailCapacity of another country.

A unit moving by rail counts againstthe Rail Capacity of each country it usesrail movement in. Rail movement occursin every hex that is moved into or out ofwhile using Rail Movement.

A unit moving by rail throughconquered territory counts against theRail Capacity of the country that repairedthe Rail Line (example - German unitsmoving by rail along rail lines in Belgiumthat have been converted to the GermanRail Network by a German Engineerunit).

Understrength units count the sameas full strength units for purposes of RailCapacity.

Ten Supply Points count as 1division for purposes of rail movement.

Siege Artillery units, Engineer units,Brigades, Regiments, and Headquarters

7-10

7-11

8-1

8-2

8-3

8-4

8-5

8-6

8-7

8-8

8. Rail Capacity

count as 1 division each for Rail Capacitypurposes. Artillery units (non-Siege)count as 2 divisions each for RailCapacity purposes. The Supply Points inthe possession of a Headquarters (past thefirst 10) count against rail capacity aswell. Thus, a Headquarters with 20Supply Points counts as 2 divisions forRail Capacity purposes.

A country's Rail Capacity ispermanently lost when all cities of thecountry have been occupied by enemyunits, or when the country surrenders.When this happens, the remainingOperative rail lines in the country aretransferred to the Rail Network of afriendly (or formerly allied in the case ofsurrender) adjacent country connected byrail lines. If more than one option exists,then the choice is made by the player whocontrolled the Rail Network whose RailCapacity is lost.

In order to use Rail Movement in ahex containing a rail line, the rail line inthe hex must meet two requirements:

1. The rail line must be Operative

2. The rail line must belong to a RailNetwork controlled by the movingplayer.

All rail lines begin a scenarioOperative unless otherwise stated.

8-9

9-1

9-2

9. Rail Line Status

9-3

9-4

9-5

9-6

9-7

9-8

The rail line in a hex becomesInoperative whenever an enemy Infantrytype division (or multiple infantry typebrigades) enters the hex.

An Inoperative rail line is returned toOperative status only by being repairedby an Engineer unit.

To repair an Inoperative rail lines, anEngineer unit must begin the MovementPhase in an Operative rail hex and movefrom that hex along the same path as therail line (using normal, non-column, non-rail movement). Any Inoperative rail linethus entered is returned to Operativestatus, but as part of the Rail Network thatthe Engineer unit started its movementfrom.

Engineer units may only return raillines to Operative status when they startthe Movement Phase in a hex containingan Operative rail line that belongs to theRail Network of their nationality.

A rail line in a trench or devastationmarker may only be converted tooperative status by an engineer unitremaining stationary in the hex to beconverted an entire turn. At the end ofthe turn the rail is consideredconverted if the engineer does not leavethe hex.

Engineer units exert no Zones ofControl (see Zones of Control Rules), donot count for stacking purposes, and maynever voluntarily enter enemy Zones of

following

1919

1805

1806

1906

1807

1907

1808

1908

2106

2107

2108

2005 2205

2006 2206

2306

2007 2207

2307

2008 2208

2308

Maastricht

Aachen

LiegeNamur

III

30E

1

2

3

Figure 5 An Example of Rail Network Repair

It is the beginningof a GermanMovement Phase.T h e G e r m a nplayer has alreadyused Engineerunits to make somer a i l l i n e s i nBelgium Operativeand part of theG e r m a n r a i ln e t w o r k . A ss h o w n b y t h erailhead markers,the rail lines inhexes 2106, 2107,2206, and 2207 arenow part of theG e r m a n r a i lnetwork. The German player now uses the 20th Engineer Regiment to bring more Belgian rail lines toOperative status within the German Rail Network. The Engineer unit moves from hex 2107 to 2007,then to 1908, then to 1907. Each hex moved costs 1 Movement Point (due to clear terrain in thehexsides crossed). In doing so, the rail lines in these hexes become Operational and a part of theGerman rail network. Railhead markers are now placed in hexes 1907 and 1908 to show the newextent of the German rail network.

5

Page 6: DerWeltkrieg - Decision Games

Control to repair rail lines unless a trenchmarker exists in the hex.

Engineer units are eliminatedimmediately if they are alone in a hex thatcontains no other friendly GroundCombat Units, and an enemy GroundCombat Unit enters that hex.

Railhead markers are used to showthe extent of a country's Rail Network(see Figure 5).

The Russian rail network used agauge (width between rails) differentthan everybody else. To reflect thedifficulty of gauge conversion on theeastern front, engineers can only convertrail lines during the months of Aprilthrough October and only on odd turns.Conversion in this sense is the repair of aninoperative rail line that was last part of arail network using a

9-9

9-10

9-11

different gauge thanthe rail network being extended.

Engineer units must expend theirentire movement allowance in the hexbeing of a rail line being converted to adifferent gauge.

A rail network may only belengthened by 1 hex along any given railline by rail gauge conversion on turns thatconversion is allowed.

A double track rail line intrinsicallyexists in every urban hexside.

The six hexes that are immediatelyadjacent to certain Ground Combat Units(see Figure 6) are considered to be in thatunit's Zone of Control. Such hexes areconsidered to be controlled by that unit.

Only Infantry (which includesMountain, Marine, andAssault units) andCavalry units exert a Zone of Control.

Replacement units (those with RPLdesignation) do not exert a Zone ofControl.

Zones of Control extend into hexesoccupied by other units, even those of theenemy.

Zones of Control of different unitsmay coexist in the same hex.

Zones of Control do not extendacross sea or alpine hexsides or intohexes in neutral countries.

9-12

9-13

9-14

10-1

10-2

10-3

10-4

10-5

10-6

10. Zones of Control

10-7 Units must expend 1 extraMovement Point to enter or to leave anenemy controlled hex. Units thus mustexpend 2 extra Movement Points (inaddition to terrain costs) to move directlyfrom one enemy controlled hex intoanother.

11. Stacking

11-1

11-2

11-3

11-4

11-5

11-6

11-7

11-8

11-9

11-10

At the end of any phase, a playermay have no more than 6 divisions in asingle hex.

Reduced strength divisions count asif they were full strength divisions forstacking purposes.

If there are more than 6 divisions ina hex at the end of a phase, the owningplayer chooses which units in excess ofthe limit are to be eliminated.

Up to 3 Artillery units may bestacked in the same hex. These 3Artillery units are in ADDITION to the 6Divisions.

Fortresses, Engineer Regiments,Headquarters, and any type of markercounters do not count for stackingpurposes.

All other Regiments and Brigades(except Artillery units as noted above)count as half a division for stackingpurposes.

Units of different types and friendlynationalities may stack together in thesame hex with no adverse effect, so longas doing so is not specifically prohibitedby a special rule.

All units in a stack under a strengthreduction marker are considered to bemodified by that strength reductionmarker.

Hexes containing less than 3 landhexsides have reduced stacking limits.Stacking limits are reduced by one thirdfor each for each non land hexside lessthan 3 contained in the hex. For example,if a hex has only 2 land hexsides (such ashex 1202 of map 5-3), its stacking limit isreduced by one third (to 4 divisions and 2artillery units).

Hexes with reduced stackinglimits as outlined in rule 11-9 may beattacked by a maximum of twice as manyunits as could be stacked in the hex(example, a hex with 2 land hexsidescould contain at most 4 divisions and 2artillery units. This hex could beattacked by a maximum of 8 divisionsand 4 artillery units)

1009

1010

1110

0809

0909

0810

0910

0911

5

43XX 6

Figure 7 An Example ofMoving Through an EnemyZone of Control

The French Unit in hex 0910 exerts a Zone ofControl into each of the shaded hexes. TheGerman Infantry Division begins movement inthe German Movement Phase. In moving fromhex 1110 to hex 1010 it expends 2 MovementPoints: One Movement Point for movingacross a clear terrain hexside between the twohexes and one additional Movement Point forentering the French unit's Zone of Control.

The German unit continues to move and goesfrom hex 1010 to hex 0911. In doing so itexpends 3 more Movement Points (for acumulative total of 5): One Movement Pointfor moving across a clear terrain hexsidebetween the two hexes, another MovementPoint for leaving the French Zone of control inhex 1010, and yet another Movemement Pointfor entering the French unit's Zone of Controlthat exists in 0911.

6

The Zone of Control for the unit in hex 0910extends into each of the shaded hexes.

1009

1010

0809

0909

0810

0910

0911

58XX 8

Figure 6AUnit's Zone of Control

258

XX 8

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12. Combat

12-1

12-2

12-3

12-4

12-5

12-6

12-7

12-8

12-9

12-10

12-11

12-12

12-13

During the Combat Phase, theplayer whose phase it is may attackenemy units. An attack against the unitsin a s ingle hex, the resul t ingcounterattack, and the results of both theattack and counterattack are togetherconsidered to comprise a single Combat.

The attacking player chooses whichenemy occupied hexes are to be attacked,and in what order the Combats will beresolved.

Each Combat is completelyresolved before the next Combat maytake place.

A Ground Combat Unit can onlyattack enemy units in adjacent hexes.

Ground Combat Units can onlyattack across hexsides that they couldmove across if no enemy units werepresent. Units may never attack acrossalpine, sea, or lake hexsides.

As many units that are adjacent to asingle enemy occupied hex, and arecapable of attacking into it (see previousparagraph) may participate in an attackagainst that hex.

A single hex may only be attackedonce per Combat Phase.

A unit is never compelled to attackor counterattack.

A unit may participate in combat asan attacker only once per phase.

Different units stacked together inthe same hex may attack different enemyoccupied hexes, but each unit may stillonly participate in one attack per phase.

All units in a hex under attackmay counterattack.

All attacking and counterattackingunits must expend Supply Points inaccordance with the Supply Rules (seelater rules covering Supply Points,Headquarters, and Supply).

The Combat Strengths of unitsinvolved in a Combat are judged at theinstant of the Combat. A unit's strengthmay be reduced due to strengthreduction, terrain (see Terrain EffectsChart) or Supply Line length (see rulescovering Supply).

12-14

13-1

13-2

13-3

13-4

13-5

Combat strength values inparenthesis [i.e. (1)] are only for defense.The value in parenthesis is used only forcounterattack and retreat calculations.

Each Combat (attack andcounterattack) is resolved on a StrengthPoint basis using the Combat ResultsTable (the CRT).

To determine the results of aCombat, the attacking player firstcalculates the number of Strength Pointsthat are attacking the hex in question.This is done by counting the number ofStrength Points of the units involved lessany adjustments for Strength Reductionmarkers, terrain, and Supply Line length.

The defender can choose whichtype of terrain is to be used for purposesof influencing the combat (both the attackand the counterattack). The terrain typecan be chosen from that which exists inthe hexsides through which the hex isbeing attacked, or any hexside adjacent tothose through which the hex is beingattacked, except for hexsides containingprohibited terrain or those that crossneutral borders.(see Figure 8).

The defender can only opt to useurban terrain to influence the combat ifthe hex under attack contains any singleurban terrain hexside AND a city center,OR if the hex contains 2 or more urbanterrain hexsides, OR if the attacker isattacking through an urban hexside (NOTan adjacent hexside).

IfALL attacking units are attackingacross hexsides containing rivers, thenthe effects of rivers on combat arecombined with the effect of the terrainchosen by the defender. Likewise, if allattacking units are attacking across

13. Combat Resolution

hexsides containing major rivers, thenthe effects of major rivers on combat arecombined with the effect of the terrainchosen by the defender.

The type of terrain chosen by thedefender may adjust the strength ofattacking and or counterattacking units,and/or influence the outcome of theattack and/or the counterattack (see theTerrain Effects Chart).

The attacking player must expendSupply Points for the attacking unitsbefore the CRT is used (see Supply rules)to determine the results of the attack.Each particular unit must have SupplyPoints expended for it by a single HQ.Different HQs can be used for theexpenditure for different units involvedin the attack.

The total number of adjustedStrength Points involved in the attack isthe column of the CRT used to determinethe results of the attack.

The attacker rolls a single die todetermine the results of an attack. Thedie roll is then reduced (if called for bythe Terrain Effects Chart) due to theterrain chosen by the defender toinfluence the combat.

The die roll of the attacker may befurther reduced due to the presence oftrenches (see Trenches Rule).

All die roll adjustments arecumulative.

Die rolls adjusted to be less than -1are still considered to be -1.

The adjusted die roll of theattacker is cross-indexed on the CRT withthe column on the CRT equal to theadjusted number of Strength Points usedin the attack. The number found on the

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The terrain used to influence a Combat isdependent on the hex being attacked, and whichhexes it is attacked from. If a unit in hex X were tobe attacked only by units in hex B, the defendercould chose to have the attack influenced by theterrain in hexside 1, 2, or 3.

If the unit in hex X were attacked by units in hexes B and C, thedefender could chose to have the attack influenced by theterrain in hexside 1, 2, 3, or 4.If the unit in hex X were attacked by units in hexes B and D, thedefender could chose to have the attack influenced by theterrain in hexside 1, 2, 3, 4, or 5.In the above examples, hexsides containing Ocean or Lakesare instead considered to contain the other terrain shown inthe hexside. Also, a hexside's terrain cannot be used if thathexside is across a neutral country's border.

Figure 8Terrain Influence on Combat

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CRT by this cross-indexing is theminimum number of Strength Points thatthe defender must eliminate from the hexbeing attacked.

After the results of the attack havebeen determined (but before the defenderactually eliminates any Strength Points),the units in the hex under attack maycounterattack.

The same procedure that was usedTo determine the results of an attack areused to determine the results of thecounterattack. BUT, the adjustedStrength Point total of counterattackingunits is tripled (counterattackingArtillery units are only doubled, seeArtillery Rule). This multiplication takesplace after supply and terrain adjustmentshave been made for the counterattackingunits. The die roll for the counterattackmay be increased due to the terrain

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chosen by the defender to influence thecombat (see the Terrain Effects Chart).

Die rolls adjusted to be greaterthan 8 are still considered to be 8.

The number found on the CRT tobe the result of the counterattack is theminimum number of Strength Points thatthe attacker will have to eliminate.

Only units that participated in theattack may be reduced or eliminated toreflect the effect of the counterattack.

If more than 50 Strength Points areinvolved in an attack or counterattack,add the result of the 50 column of theCRT (multiplied by the number ofmultiples of 50 involved) and the result ofthe remainder column, using the sameadjusted die roll. (Example: 135attacking Strength Points would cause

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the defender to have to eliminate anumber of Strength Points equal to twicethe result of the 50 column plus the resultof the 35 column)

Losses are taken by units involvedin a single Combat only after the resultsof both the attack and counterattack havebeen determined. The attacker then willtake losses first.

Strength Points can be eliminatedin a number of ways. A unit can beremoved from the map and placed in thedestroyed pile. A unit may be flippedover to its backside (which shows areduced strength). Strength reductionmarkers may also be placed on top ofunits (front or backside) to show reducedcombat strength.

When strength reduction markersare used, the combat strength of any unit

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Figure 9An Example of Combat and Combat Resolution

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The French player hast h e 8 8 T a n d 8 7 TInfantry Div is ions(Group A) in hex 2817.These units are attackedby the German units inhexes 2816, 2917, and 2918 in a single Combat. Toresolve the combat, the German player first totals thenumber of Strength Points he is attacking with. Hedecides NOT to have the Cavalry Division in hex 2917participate in the attack. Therefore, he has 13Strength Points in hex 2816, 2 Strength Points in hex2917, and 5 Strength Points in hex 2918. Thus he hasa total of 20 Strength Points to conduct the attack.The French player now decides which terrain is usedto influence the combat. He may chose between clear,woods, or rough terrain. Rough terrain is chosen.The German player now rolls a die. The numberrolled is a 4. This is reduced by 3 due to the roughterrain (see the Terrain Effects Chart). The adjusteddie roll is thus a 1. On the 20 column of the CombatResults Table, an adjusted die roll of 1 calls for theloss of 2 Strength Points.Before the 2 Strength Points are eliminated, the French player counterattacks. The Frenchplayer first declares that he will not retreat. This means that the strengths of his units will bemultiplied by 3 in determining their strength for counterattack purposes. The French player has8 Strength Points in the hex attacked. He will use the 24 column on the Combat Results Table.He rolls a 4 on the die. This is increased by 3 due to the rough terrain. On the 24 column of theCombat Results Table, an adjusted die roll of 7 calls for the loss of 6 Strength Points. The resultsof the Combat are therefore that the French player must eliminate 2 Strength Points from theunits in hex 2817, while the German player must eliminate 6 Strength Points from the Germanunits that participated in the attack.The French player satisfies his loss requirements by flipping both divisions in 2817 over to theirbackside (each division now has a strength of 3). The German player must satisfy the first 3points of his loss requirements by flipping over the full strength division in 2816, and the fullstrength brigade in hex 2917 (the division's strength is reduced from 8 to 6, while the brigade'sstrength is reduced from 2 to 1). He now eliminates the additional 3 points by placing the justreduced division in hex 2816 under the 1/2 strength marker already in the stack in that hex.

NOTE - This example assumes that all units involved in this combat are fully supplied. Pleasesee the rules governing Supply Points, Headquarters, and Supply for explination of supplyrequirements.

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under the marker is reduced. Multiplemarkers may be used to reflect loss.Markers are applied in the order they areplaced in the stack. If a ½ strengthmarker is on top of a -1 marker, then unitsunderneath those markers are halved,then reduced by a further 1 point.

Strength Points are eliminatedaccording to the following priority:Attacking Cavalry, Infantry (Assault,Marine, and Mountain are alsoconsidered infantry), Defending Cavalry,Artillery, Fortress, Headquarter. All theStrength Points of one type must beeliminated before Strength Points ofanother type can be eliminated. Cavalryunits with a full strength in the upper-right corner of greater then 1 (greater then2 for British and German units) areconsidered to be infantry for supplye x p e n d i t u r e a n d l o s s t a k i n grequirements.

All units of one type involved in acombat must be reduced to the strengthsshown on the backside of their countersbefore any unit of that type can be furtherreduced.

The most a die roll can be adjustedin any combat is +4 or -4.

A bloodier CRT is used startingwith the first turn of January 1917. ThisCRTis labeled “1917 and Later”.

In order to reduce losses, thedefender in a combat may opt to retreat allGround Combat Units from the hex beingattacked.

The defender declares his intentionto retreat after the results of the attackhave been determined, but before theresults of the counterattack aredetermined.

By retreating, the number ofStrength Points that the defender musteliminate are reduced by 1/3 (roundfractions to the nearest whole number).

All Ground Combat Units in a hexunder attack are required to retreat if theresult of the attack would require thedefender to eliminate a number ofStrength Points equal to at least half theStrength Point total (unadjusted forsupply or terrain) of all units in the hex.There are two exceptions to this:

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14. Retreat

1. Units are never required to retreatfrom a hex that contains a city (the citycenter, not just an urban hexside) or aport, or if urban terrain is chosen by thedefender to influence the combat.

2. Ground Combat Units in the same hexas a Fortress are never forced to retreat.However, such units may do so if thedefender wishes.

The defender eliminates StrengthPoints before any units are actuallyretreated on the map. Note that both theelimination of Strength Points and theretreat movement of units happen afterthe results of the counterattack have beendetermined.

In retreating, the defender movesunits from the hex they occupy into anadjacent hex (or adjacent hexes).

The hex a unit retreats to isinfluenced by which Headquarters hasexpended Supply Points for the unit (seeSupply rules). If no Supply Points areexpended, then the unit's retreat isinfluenced by the nearest Headquartersthat could have expended Supply Pointsfor it.

Retreating units must move intohexes according to the followingpriorities:

1. A hex that is not enemy controlled andis closer (in terms of Movement Pointsfrom the hex to the supplyingHeadquarters by a valid supply route, seeSupply rules) to the supplyingHeadquarters than the hex they areretreating from.

2. A hex that is not enemy controlled andis the same distance (in terms ofMovement Points from the hex to thesupplying Headquarters by a valid supplyroute, see Supply rules) to the supplyingHeadquarters as the hex they areretreating from.

3. A hex that is enemy controlled, but isoccupied by friendly Ground CombatUnits, and is closer (in terms ofMovement Points from the hex to thesupplying Headquarters by a valid supplyroute, see Supply rules) to the supplyingHeadquarters than the hex they areretreating from.

4. A hex that is enemy controlled, but isoccupied by friendly Ground CombatUnits, and is the same distance (in termsof Movement Points from the hex to the

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supplying Headquarters by a valid supplyroute, see Supply rules) to the supplyingHeadquarters as the hex they areretreating from.

5. A hex that is not enemy controlled andis farther (in terms of Movement Pointsfrom the hex to the supplyingHeadquarters by a valid supply route, seeSupply rules) to the supplyingHeadquarters than the hex they areretreating from.

6. A hex that is enemy controlled, but isoccupied by friendly Ground CombatUnits, and is farther (in terms ofMovement Points from the hex to thesupplying Headquarters by a valid supplyroute, see Supply rules) to the supplyingHeadquarters than the hex they areretreating from.

7. A hex that is enemy controlled, and isNOT occupied by friendly GroundCombat Units, and is as close as possible(in terms of Movement Points from thehex to the supplying Headquarters by avalid supply route, see Supply rules) tothe supplying Headquarters.

If a stack of units retreat into anenemy controlled hex not occupied by afriendly unit (case 7 above), they mustimmediately make a Column Attacksimultaneously against all adjacentenemy units after the retreat. Thedefending units all use the same terrain(even if in separate hexes), and maychoose eligible terrain in any of the hexesbeing attacked. The Column Attack mayonly be supplied if all the attacking unitswere supplied in the combat that resultedin the case 7 retreat.. All losses sufferedby the stack of units that originallyretreated are considered to havesurrendered (even if they are in supply).

Units may not retreat in violationof stacking limits (see Stacking Rule).

A retreating unit may only retreatinto a hex of a lower priority if it cannotretreat into a hex that meets the criteria ofa higher priority retreat destination.

Retreating units may never retreatacross sea or alpine hexsides, nor intoneutral countries.

Units that retreat have theiradjusted Strength Point total multipliedby 2 instead of 3 for determining theresults of counterattack. Note that sincefortresses never retreat, their strength isalways multiplied by 3 for counterattackpurposes.

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If a unit is forced to retreat, butcannot do so, it is eliminated. Yet it is stillassumed to have re treated forcounterattack purposes.

Should a unit retreat into a friendlyoccupied hex which is subsequentlyattacked during the same phase, thepreviously retreated units may notparticipate in the counterattack, or beused to meet Strength Point lossrequirements of the new attack. Theymay retreat again if as a result of combatin the new hex, the defender opts (or isforced) to retreat.

Units cannot retreat normally intohexes they could not move into using the1 hex per turn minimum move.Retreating into such a hex is the absolutelast option for cavalry and infantry type

(infantry, mountain, marine, and assault)units. All other types of units areeliminated if forced to do so. Acavalry orinfantry type unit forced to make such aretreat is reduced by half (roundeliminated fractions up).

Previously retreated units in a hexare not used in calculating when retreat ismandatory. (Example: Six strengthpoints retreat into a hex containing fourstrength points, and no trench marker.The hex is attacked later the same turn.The result calls for a two strength pointdefender loss. Since this is half of thefour strength points, all of the units in thehex would have to retreat).

Units able to use mountain oralpine defensive terrain in a hex are neverforced to retreat unless surrounded.

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Units forced to retreat into aneutral country are eliminated. Suchunits may not be rebuilt. The owner ofthe units suffers normal DM points for theelimination, not double DM as persurrender (the unit is interned).

Rail-based units may retreat, butonly along an active rail line they couldnormally move to. Failure to do so resultsin the loss of the unit.

When the defending units involvedin a Combat retreat, attacking units havethe option of moving into the vacatedhex.

No more units may move into thevacated hex than are allowed by thestacking rules.

Artillery units may not advance intoa hex vacated as the result of retreat.

No unit can advance after combatinto a vacated hex until all units that lost agreater percentage of their pre-combatstrength have also advanced. Forexample, if an 8-5 and 2-4 unitparticipated in a combat, and werereduced to a 6-5 and 1-4 due to losses,then the 1-4 would have to advancebefore the 6-5 since it suffered 50%losses as compared to the 6-5’s 25%.Thus, the attacking player could advancewith no units, just the 1-4, or both the 1-4and the 6-5.

A Column Attack is a Combat thattakes place during the Movement Phase.Only units belonging to the player whoseMovement Phase it is may conductColumn Attacks. Such units may stillattack during the Combat Phase.

Column Attacks may be initiated atany time during the Movement Phase.

There is no additional MovementPoint cost for moving units to participatein a ColumnAttack.

Ground Combat Units (exceptArtillery) that are moved as a stackduring a Movement Phase may perform aColumn Attack when they ceasemovement (or declare that they will notmove at all during the Movement Phase).

15. AdvanceAfter Combat

16. ColumnAttack

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Let's say that theFrench unit in hex1609 is attacked byadjacent Germanunits and it elects toretreat. Supply wasexpended for this unitby the 5th ArmyHeadquar ter. I tcannot retreat into hex1610 because this hexis in the Zone ofControl of the Germanunit in hex 1710, andno unit friendly to theFrench player iscurrently occupyinghex 1610. The unitthus has 2 viableretreat options, hex1509 or hex 1510.Retreating to hex 1509would be retreatinginto a hex that is enemyc o n t r o l l e d , b u toccupied by a friendlyunit, and would bec l o s e r t o t h eH e a d q u a r t e rexpending supply forthe retreating unit.Retreating to hex 1510 would be retreating into a hex that is not in an enemy Zone of Control, andthe unit would be retreating to a hex that is the same distance from the supplying Headquarter as thehex it is retreating from. Therefore, according to retreat destination priorities, the unit wouldretreat to hex 1510.

According the the retreat destination priorities, if the French unit in hex 1611 ( supplied byHeadquarter in hex 1411) were attacked and it chose to retreat, it would have the option of going toeither hex 1511 or 1512 (Priority #1).

If the French unit in hex 1713 ( supplied by Headquarter in hex 1411) were attacked and it chose toretreat, it would have to retreat to hex 1613 (Priority #1, NOTE - no valid supply route through hex1612, see rules on Supply)

Figure 10 Examples of Retreat

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Any given Ground Combat Unit (orstack of units) may only perform oneColumn Attack per friendly MovementPhase.

A particular hex may be attackedany number of times during a givenMovement Phase by Ground CombatUnits performing ColumnAttacks.

A particular unit or stack of unitsmay be attacked any number of timesduring a given Movement Phase byGround Combat Units performingColumnAttacks.

Strength is determined and Supplyis expended for both the attacking unitsand defending units at the instant ofcombat. The Combat is then resolvedaccording to the Combat rules with thefollowing exceptions: The defender'scombat strength is doubled (in addition toany other adjustments), the attacker'scombat strength is halved.

Units attacked by Column Attackmay retreat. Units conducting theColumn Attack would then be able toadvance into the vacated hex. In so doing,no additional Movement Points areexpended.

A Column Attack may never takeplace across an ocean, lake, alpine,mountain, urban, wooded rough, ormajor river hexside.

Supply Points represent theammunition used by Ground CombatUnits.

A Supply Point is alwaysconsidered to be owned by a specificcountry. Supply Points belong to thecountry of the Headquarters that possessthem, or that receive them asreinforcements.

Supply Points are possessed andtransported by Headquarters (seeHeadquarters Rule). Headquarters mayonly possess Supply Points of the samenationality.

The number of Supply Points that aHeadquarter possesses is kept track of onthe Supply Track. Each Headquartershas its own specific supply marker. Thismarker is moved on the Supply Track toreflect the expenditure or receipt of

17. Supply Points

Supply Points by that specificHeadquarters. If a Headquarterspossesses more than 50 Supply Points,the supply marker is flipped over to its"+50" side on the track. No Headquartersmay contain more than 100 Supply Pointsat any time.

There is a separate Supply Track foreach player. Players are not allowed toview other player's Supply Tracks duringthe course of the game.

Headquarters enable GroundCombat Units to attack and counterattackby expending Supply Points.

Headquarters do not exert a Zone ofControl.

Headquarters may only enter a hexcontaining a trench or devastation markerif there is an Operative Rail Line in thehex or if a friendly engineer unit is in thehex and the hex is not in an enemy zone ofcontrol.

AHeadquarters possessing up to 10supply points counts as 1 division againstRail Capacity when moving by rail. Each10 or fraction of 10 Supply Points in theHeadquarter's possession in addition tothe first 10 also counts as a divisionagainst Rail Capacity when theHeadquarters moves by rail (example - aHeadquarters possessing 42 SupplyPoints that moves by rail would count as 5divisions for Rail Capacity purposes).

Headquarters do not count forstacking purposes.

Headquarters that do not moveduring a friendly Movement Phase maytransfer Supply Points. A singleHeadquarters may transfer up to 10Supply Points during a Movement Phase.This total includes both Supply Pointsreceived and Supply Points sent. Thus aHeadquarters can both send and receiveSupply Points during the same turn.Transfer may be by rail or overland.

To transfer Supply Points, a SupplyPoint Marker (not included in all titles -players may make their own) is placed onthe Headquarters transferring supply.The number on the Supply Point Markerrepresents the number of Supply Pointsbeing transferred.

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18. Headquarters

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The Supply Point Marker mayimmediately move. For movement andrail purposes, it is treated as an infantrydivision with movement factor four.

Supply Point markers may onlymove away from rail lines under one oftwo conditions: One, they beginmovement in the same hex as aHeadquarters. Two, they end theirmovement in the same hex as aHeadquarters. If they cannot move underone of these conditions, then they cannotmove at all. [This is due to the fact thatsupply points can only be moved by railor by HQ transportation assets (to or fromthe HQ). They CANNOT move on theirown across country]

If at the end of any movementphase, a Supply Point Marker is in thesame hex as a friendly Headquarters, itmay be removed, and its supply pointsadded to that of the Headquarters.

Supply Point Markers have noZones of Control and a combat strengthof zero. Supply Point Markers areimmediately eliminated if an enemy unitmoves into their hex, attacks them whilealone, or forces them to retreat.

For purposes of calculating thenumber of Supply Points on a certainfront, Supply Point Markers on a certainfront or transferring to a front add theirtotal to that front.

Headquarters normally onlyexpend supply points in combat andtransfer supply to units of the samenationality. One exception is when anationality has fewer than 2 divisions (orthe equivalent) on a map (or linked mapso n t h e s a me t h ea t e r ) a n d n oHeadquarters. In this case, the “primary”friendly nationality on the map (or theaterin the case of linked maps) may use itsHeadquarters to supply these units.

Headquarters may expend SupplyPoints for units at any time during thegame. Headquarters need not completemobilization prior to expending SupplyPoints.

Headquarters have a combatstrength of 1 for defense purposes only.Headquarters can only use theirdefensive strength if they are the onlyunit possessing a combat strength in thehex.

If a Headquarters unit is destroyedor forced to retreat, all supply points itcontains are lost.

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Corpsheadquarters may be created at any timeby placing a corps headquarters unit inthe same hex as an army headquarters atthe beginning of a turn. There is norestriction or limit on the number of corpsheadquarters that may be created.

Corpsheadquarters have limited capabilities.They may hold a maximum of 10 supplypoints, and may only send and receivesupply points "overland" on the turn theyare created (they may conduct railtransfer normally). Any attack may onlyhave up to 2 supply points expended for itby Corps HQs. Similarly, any counterattack my only have up to 4 supply pointsexpended for it by Corps HQs.

For a Ground Combat Unit to attackat full strength (or counterattackeffectively), it must be supplied.

Ground Combat Units (exceptArtillery and Cavalry units, which arecovered by special rules, see below) areconsidered to be supplied for attack orcounter attack when a Headquartersexpends the required number of SupplyPoints. The amount of Supply Points tobe expended is dependent on the total ofStrength Points involved in the attack (orcounterattack). The expenditure of asingle Supply Point fully supplies fourStrength Points for an attack or two for acounterattack.

Supply Points are expended for allunits participating in a Combat (attackingand counterattacking) before CombatResolution begins.

There must be a Supply Linebetween the Headquarters expending theSupply Point and the unit(s) for which itis expended.

A Supply Line is a path ofconnected hexes from the hex occupiedby the unit(s) to be supplied to the hexoccupied by the Headquarters thatexpends the Supply Point(s).

A player may choose which of hisHeadquarters will expend Supply Pointsfor any particular unit. Headquarterscan only expend Supply Points for units

19. Supply

of their own nationality. See the ScenarioRules for exceptions to this rule.

A Supply Line may not be tracedinto any hex that is occupied by an enemyunit, or is in an enemy Zone of Controland not occupied by a friendly GroundCombat Unit. A Supply Line may not betraced across sea, lake or alpine hexsides.

The length of a Supply Line iscalculated in terms of the MovementPoints it would take to move along theSupply Line by normal movement (notcounting enemy ZOC costs) from the hexoccupied by the unit to that occupied bythe Headquarter.

If the length of the Supply Line for

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an attacking unit is greater than 4Movement Points, the strength of the unitis reduced by 1 for every MovementPoint over 4 in the length of the SupplyLine. This strength reduction is inaddition to any strength reduction of theunit due to losses, and is put into effectbefore any terrain effects are applied.

If the length of the Supply Line fora counterattacking unit is greater than 8Movement Points, the strength of the unitis reduced by 1 for every MovementPoint over 8 in the length of the SupplyLine. This strength reduction is inaddition to any strength reduction of theunit due to losses, and is put into effectbefore any terrain effects or tripling forcounterattack are applied.

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Example 1The German units inhexes 1608, 1709, and1710 are attacking theFrench unit in hex1609. All of theGerman units involvedin the attack will haveS u p p l y P o i n t sexpended for them bythe German 2nd ArmyHeadquarter in hex1809. There are a totalof 19 German StrengthPoints involved in theattack, so the 2nd ArmyHeadquarter wouldhave to expend 5Supply Points (One foreach 4 or fraction of 4S t r e n g t h P o i n t sinvolved). The Frenchplayer would have toexpend 2 supply pointsfor the unit in 1609 tocounterattack using itsfull strength (One forevery 2 or fraction of 2S t r e n g t h P o i n t sinvolved).

Example 2The German units inhexes 1712 and 1812are attacking the French unit in hex 1713. All of the German units involved in the attack will haveSupply Points expended for them by the German 2nd Army Headquarter in hex 1809. There are atotal of 19 German Strength Points involved in the attack, so the 2nd Army Headquarter would haveto expend 5 Supply Points (One for each 4 or fraction of 4 Strength Points involved). The unit in1712 has a supply line that is 5 Movement Points in length (from 1712 to 1711 to 1710 to 1809). Ittherefore has its strength reduced by 1 in determining the total of Strength Points attacking. Theunits in 1812 have supply lines that are 6 Movement Points in length (from 1812 to 1811 to 1810 to1809). Therefore each unit in that hex has its strength reduced by 2 in determining the total ofStrength Points attacking. Thus the German player would use the 14 column of the CRT (4 fromhex 1712, 7 + 3 from hex 1812). Note that the reduction in strength due to Supply Line length doesNOT influence the number of Supply Points that must be expended. The French player would haveto expend 2 supply points for the unit in 1713 to counterattack using its full strength (One for every 2or fraction of 2 Strength Points involved). While this French unit has a supply line that is 6Movement Points in length (from 1713 to 1613 to 1513 to 1412 to 1411), its strength is not reducedin the combat because it is counterattacking.

Figure 11 Examples of Supply

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19-15

Units (except Artillery) mayalways use at least 1/2 (round fractionsdown) of their combat strength to attackor counterattack. This may be done atany time, and regardless of Supply Linelength or Supply Point availability. Unitsusing this 1/2 strength option do not haveSupply Points expended for them. Notethat unsupplied units may still performcolumn attacks, but would do so atquarter strength.

All defending units in a Combatneed not counterattack at full strength.Only those units for which Supply Pointsare expended counterattack at fullstrength. The defending units for whichno supply points are expendedcounterattack at half strength. Note thatthe halved strength of unsuppliedcounterattacking units is still tripled forca lcu la t ing th e re su l t s o f th ecounterattack (see rules on CombatResolution).

Units do not have their attackstrengths reduced due to supply linelength if the Headquarters supplying theunit is in an adjacent hex.

Artillery units in a hex adjacent totheir supplying Headquarter may attackno matter what the movement point costbetween the two hexes.

AHeadquarters suffers penalties ifit cannot trace a line of communication toa friendly active rail line or depot that (1)does not include hexes in an enemy zoneof control (unless occupied by a friendlyunit), (2) is traced over no more than onemountain hexside, (3) does not includehexsides that movement is prohibitedacross. The penalties are: Rule 19-9 ismodified to 2 movement points in lengthfor attack supply and rule 19-10 ismodified to 3 movement points in lengthfor counterattack supply. Furthermore,rule 19-13 does not apply to unitsreceiving supply from the headquarters,and the headquarter may expend NOsupply points if in an enemy zone ofcontrol.

Any unit is considered to besurrounded when it can not trace a line ofcommunication of any length to afriendly map edge or friendly countryinterior. A line of communication is aline of hexes from the unit to the

20. Surrounded Units andSurrender

20-1

destination unbroken by enemy groundcombat units and enemy zones of control(unless the hex is occupied by friendlyground combat units). A friendlycountry interior contains a personnelcenter and food resource center.

Surrounded units may attempt to‘Break Out’ by attacking. If unsupplied,such units attack at one quarter strength(round to nearest whole number).

For unsupplied surrounded units tomake such an attack, one strength pointper division ( of any strength) involved inthe attack is eliminated. One suchstrength point is eliminated for every twobrigades or regiments involved in theattack. This strength point is eliminatedprior to any strength point calculationsfor determining the results of the attack.

Any losses incurred by surroundedunits are considered to have surrendered.If a unit is removed from the map due tostrength point losses while surrounded,the entire unit is considered to havesurrendered. This is true even if thesurrounded units are able to advance aftercombat into a hex so that they again havea valid line of communication to the rear.

An attack by surrounded units maybe made in combination with regularlysupplied units. In this case, all of thestrength point losses required by theattacker must be taken by the surroundedunits.

Units that are removed from themap are lost due to surrender and may notbe rebuilt by replacements.

Surrounded units are required toretreat if the losses called for by the CRTare greater than or equal to one quarter ofthe strength in the hex attacked Theretreat of surrounded units may be in anydirection, so long as the destination ischosen in accordance to the prioritiesoutlined in rule 14-8, without regard todistance to friendly Headquarters.

Units required to retreat whilesurrounded that cannot do so are removedfrom the map and are considered to havesurrendered.

Units in the same hex as a fortressare not considered to be surrounded.

Surrounded units may not retreatfrom enemy ZOC to enemy ZOC. Ifforced to do so, units may only retreat

20-2

20-3

20-4

20-5

20-6

20-7

20-8

20-9

20-10

into a hex containing a friendly fortress,otherwise, the unit is forced to surrender.

Surrounded units must expendsupply points for defensive purposesfrom the nearest HQ in the same “pocket”if such supply points exist.

Surrounded units do not receivethe defensive benefits of Trench markers.

Units surrounded in a “pocket”that does not contain a fortress, aredestroyed and removed from the map ifthey are so isolated for a the full portionof a friendly half game turn. Such unitsare removed prior to the start of the nextenemy movement phase.

A“pocket” is defined as a group ofconnected friendly controlled hexes, allof which are in an enemy ZOC (i.e. thereare no ‘interior’ hexes), and none ofwhich contains a friendly port.

20-11

20-12

20-13

20-14

21. Fortresses

21-1

21-2

21-3

21-4

Fortresses are immobile; they maynever move, retreat, or be forced to do so.

Fortresses neither exert a Zone ofControl nor negate enemy Zones ofControl in the hex they occupy. Unitsmay, however, trace Supply Linesthrough hexes in enemy Zones of Controlthat are occupied only by friendlyFortresses.

Fortresses may never attack; theirS t r e n g t h P o i n t s a r e u s e d i ncounterattacks only (at which time theirstrength is tripled, just as othercounterattacking units). They do notneed a Supply Line nor are Supply Pointsexpended for them by Headquarters tocounterattack at full strength.

Fortresses may never use urbanterrain to modify combat. The defendermust opt to use another terrain that meetsthe requirements of rule 13-3. If no otheroption exists by this rule, the effects ofbroken terrain are used instead. Note thatif a hex is defended by both a fortress andground combat units, neither could useurban terrain in the defense due to thepresence of the fortress. The effects ofthis rule may only be circumvented byvoluntarily abandoning the fortressimmediately so other units could useurban terrain if that would normally be anoption.

13

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21-5

21-6

21-7

21-8

21-9

21-10

Units in the same hex as a Fortressare never forced to retreat. If they dochoose to retreat, the priority of StrengthPoint elimination is changed so thatfortress Strength Points are eliminatedfirst. Also, the reduction in the number ofStrength Points to be eliminated due toretreat would be applied only to thenumber of Strength Points remaining tobe eliminated after all fortress StrengthPoints are eliminated.

EXAMPLE: two 4-4 divisions are in thesame hex as a 3 Strength Point fortress.They are attacked and the results of theattack call for the elimination of 10Strength Points. The defending playerchooses to retreat the two 4-4 divisions.The fortress would be completelyeliminated first. This would leave 7Strength Points to be eliminated. Thiswould be reduced by 1/3 due to theretreat. Thus the defender would onlyhave to eliminate a total of 5 StrengthPoints from the two retreating divisions.

Fortresses do not count for stackingpurposes.

A player may use any Fortressmarkers of the appropriate nationality hehas available in order to show a Fortress'reduced strength.

Aplayer may voluntarily abandon afriendly fortress during his MovementPhase if the fort itself is not consideredsurrounded by rule 20-1. This is done byremoving the fortress from the map.

Starting with the first turn ofNovember 1914, a player may reduce thestrength of any friendly non-Russianfortress (as per 21-8). The playerimmediately receives RPL strengthpoints equal to one third of the removedfortress strength in the hex of the reducedfortress.

Fortresses of most countries couldhold out for quite some time, but notindefinitely. Fortresses of 12 strengthpoints or less that are surrounded formore than 7 consecutive turns are proneto surrender. Fortresses of 13 to 23strength points are not prone to surrenderuntil 14 consecutive turns of beingsurrounded have passed. Fortresses of 24or more strength points are not prone tosurrender until 28 consecutive turns ofbeing surrounded have passed. A turn isfrom the end of an enemy combat phaseto the start of the same phase the nextturn.

21-11

21-12

22-1

22-2

When a fortress is ‘prone’ tosurrender, 2 dice are rolled at the start ofthe enemy combat phase. If the numberrolled, minus 1, is equal to or less than thenumber of turns it has been ‘prone’ tosurrender, the fortress and all other unitsin the same hex surrender and areremoved from play. (Example, a 15strength point fortress has beensurrounded for 14 turns. The next turn,during the enemy combat phase, 2 diceare rolled. If the result is a ‘2’ [number ofturns prone to surrender at this point is‘1’], the fortress and any units in itsurrender.)

During August and September of1914, a city center containing a fortressmay declare itself an “open city” ifconfronted with overwhelming force.This happens the instant any of thefollowing conditions occur:1. The city is surrounded. There is noline of communication between the citycenter and the country capitol. Any suchline of communication cannot passthrough a enemy Zone of Control unlessthat hex is occupied by a friendly combatunit.2. There are more than three times asmany enemy strength points adjacent tothe city as there are non-fortress strengthpoints in the city.3. There is an enemy Siege Artillery unitadjacent to the city.If any of the above conditions occur, thefortress in the city is immediatelyremoved (no DM points are lost for thefortress), other friendly units in the citycenter must immediately retreat out of it,and the enemy units may continuemoving normally. Fortresses abovestrength 8 are not affected by this rule.

Trenches may be constructed byInfantry, Assault, Mountain, or Marineunits in the hexes that they occupy. Tobegin construction a ConstructionMarker is placed underneath the unit inthe Trench Construction Initiation Phaseof the Monthly Special Turn.

Units cannot construct Trenches inhexes where either Mountain or Marsh isthe only terrain between their hex andhex(es) occupied by enemy units.Neither trenches nor devastation markerscan exist in mountain or marsh hexsidesand would not be included in themovement point costs of crossing suchhexsides.

22. Trenches

22-3

22-4

22-5

22-6

22-7

22-8

22-9

22-10

22-11

Construction Markers may not bemoved from the hex in which they areplaced.

If a Trench or Construction Markeris ever found (at any instant) to be in a hexnot occupied by a unit capable of trenchconstruction, that marker is immediatelyremoved from the map (for example, anInfantry unit retreats from a hexcontaining a Construction Marker. TheConstruction Marker is removed beforethe advance after combat takes place.).

During the Trench ConstructionCompletion Phase of the MonthlySpecial Turn, any Construction Markeron the map is replaced by a TrenchMarker.

A Trench Marker adds 2 to theMovement Point cost of entering the hexthat it occupies.

A Trench Marker reduces the dieroll of attacks against the hex it occupiesby 2. There is no correspondingcounterattack die roll adjustment.

Units in the same hex as a TrenchMarker are only required to retreat whenthe defender's required Strength Pointloss equals or exceeds the total strengthof the defending units.

At the beginning of the 1st turn ofApril 1915, Trenches not on the “frontline” are removed from the map. Fromthis point in time forward, Trenches mayonly be constructed in front line hexes.Should a trench construction marker notbe on the front line at the start of anyfriendly movement phase, that trenchconstruction marker is removed. Note -“front line” applies to being at theforward edge of friendly territory.Players are urged to follow the spirit ofthis rule.

Beginning with the 1st turn ofApril 1915, trenches are not destroyedcompletely by retreat and advance aftercombat. Should a hex with a trenchmarker be entered by enemy combat unitsas a result of advance after combat, thetrench marker is replaced with adevastation marker (if one is notavailable, use a trench constructionmarker with the figure inverted).

Beginning with the 1st turn ofApril 1915, trench markers not on thefront line are replaced with DevastationMarkers.

14

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22-12

22-13

22-14

22-15

22-16

22-17

22-18

Beginning with the 1st turn ofApril 1915, trenches on the front line arenot removed due to the hex being vacant.Should such a hex with a trench markerbe occupied later by forces hostile tothose that built it, the trench marker isreplaced with a devastation marker.

Devastation markers add two tothe movement point cost of entering thehex the marker occupies. There is nodefensive benefit.

A Devastation marker is replacedby a Trench marker whenever trenchconstruction is completed in the samehex.

The movement point costs oftrenches and devastation markers isincluded in calculating the length ofsupply lines and in determining if the hexcan be entered by a unit using the 1 hexper turn minimum move rule.

Armies quickly learned how toconstruct simple defensive works indifficult terrain rather quickly. The effectis stiffened defense in areas with gooddefensive terrain. During 1915, units arenot required to retreat unless losses calledfor are greater than or equal to the total ofdefending strength points when utilizingdefensive terrain giving them a -3 orbetter defensive die roll adjustment.From 1916 on, units get the same benefitwhen utilizing defensive terrain givingthem a -2 or better defensive die rolladjustment. (note - mountain terraineffect is considered better than -3 drm).

During 1915 (only), the effect oftrench markers or rule 22-16 can benegated by overwhelming artillery fire.If the number of siege artillery batteriesAND the number of regular artillerybatteries brought to bear in an attack areBOTH greater than or equal to thenumber of defending divisions in the hexunder attack, the trench marker and rule22-16 are negated. This rule DOES NOTapply to the Western Front.

Trench markers and rule 22-16 arenegated if the unit is attacked from bothfront and rear. A hex under attack fromopposite sides must have friendly groundcombat units in at least two adjacenthexes, that are also adjacent to each other,to receive the benefit of Trenches or rule22-16. Refer to figure 8.. If hex ‘X’ isunder attack from opposite sides, sayfrom ‘E’ and ‘B’, then it must havefriendly units in both hexes ‘A’and ‘F’, orin both hexes ‘C’ and ‘D’, to receive thebenefit of a Trench marker or rule 22-16 .

A unit attacked from three oppositedirections (A, E, & C; or F, B, & D) neverreceives the benefit of a Trench marker orrule 22-16.

(optional) Players may begintrench construction at the beginning oftheir part of any turn. Exactly seven turnslater, the construction is complete and atrench marker is placed in the hex ofconstruction. Players must themselveskeep track of when trench constructionwas started in each hex.

Units of the same type andnationality may recombine if they haveFull Strength Symbols with the samecolors.

Recombination may only takeplace in the same hex as a Headquartersof the same nationality of therecombining units. Neither theHeadquarters nor the units to berecombined may have moved or

22-19

22-20

22-21

The need for heavy artilleryincreased as defenses improved. Ahex isconsidered to have a “solid” defensewhen it contains a trench marker, and atleast five, OR the number of infantrystrength points equal to a full strengthinfantry division, for each hexside it isattacked through. (Note - the full strengthof a nation’s infantry division is seen inthe upper right hand circle on an infantryunit)

Sufficient artillery for attacking a“solid” defense is dependent on the yearand the front. In 1914, no artillery isnecessary. In 1915, 3 artillery strengthpoints are needed on the West Front, 2 onother fronts. In 1916, 6 artillery strengthpoints are needed on the West Front, 2 onother fronts. In 1917, 9 artillery strengthpoints are needed on the West Front, 4 onthe Italian Front, and 2 on other fronts. In1918, 12 artillery strength points areneeded on the West Front, 6 on the ItalianFront, and 2 on other fronts.

In combat phase attacks against ahex with a “solid” defense in which theattacker uses insufficient artillery, theattacker suffers an -1 drm for the attack,and the defender enjoys an additional +2drm for the counterattack in clear terrain.In broken terrain, the defender enjoys aadditional +2 drm for the counterattack.There is no effect in other terrain types.

22-22

23-1

23-2

23. Recombination

participated in combat during the turn inwhich the recombination takes place.

Recombination of a player's unitstakes place during the owning player'sReplacement/Recombination Phase.

The following procedure is used inrecombining units:

1. Determine the total number ofStrength Points of the units involved inthe recombination. Note that the numberof Strength Points a unit has may bereflected by the unit having been flippedover, strength reduction markers, or acombination of the two.

2. A player may eliminate or reduce thestrength of some of the units involved in arecombination so as to increase thestrength of other units involved in thesame recombination. Units that havetheir strength increased, may onlyincrease it up to the point of having anumber of Strength Points equal to theircounter front side printed strength, ortheir Full Strength Symbol (whichever isa lower number). The total number ofStrength Points of recombined units mustbe equal to or less than the number ofStrength Points found in step 1.

Units that have been eliminatedm a y b e r e t u r n e d t o p l a y b y

23-3

23-4

23-5

15

41( )

XXXX

XX 8

XX

622

X

428

XX

568

( )_

-1Strength

The German Player has thefollowing units stackedtogether in a hex. None ofthese units have movedduring the last GermanMovement Phase. It is nowthe German Replacement /Recombination Phase. TheGerman player has a total of12 Strength Points of theinfantry type (as shown byunits with the Full Strengthsymbol of a black 8 in a whitecircle) in the stack. Hereduces the -1 strength 6-5 toits backside strength of 4-5(by flipping the unit over andremoving the -1 marker),using the additional point sogained, along with the RPL5-4 and the 2-4 brigade toreturn an eliminated 8-5division to the map to the hexthe stack is in. In so doing,the RPL unit and the 2-4brigade are removed fromthe map.

Top of Stack

Figure 13Example of Recombination

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recombination. The previouslyeliminated units are brought back intoplay in the hex where recombinationoccurs.

Recombination may not take placein an enemy ZOC.

Replacement Units are those thathave the unit designation RPL. Theseunits are NOT Ground Combat Units.They do not exert Zones of Control.They may not use their Strength Points toattack or counterattack. They may not bereduced in strength to satisfy therequirements of a Combat result. If sucha unit is alone in a hex (or in a hex onlywith other Replacement Units), and thathex is attacked, all such ReplacementUnits are immediately lost.

Replacement Units count asdivisions for stacking and RailMovement purposes. They move usingtheir Movement Allowance, as per therules on Ground and Rail Movement.

Replacement units may be split intosmaller replacement units or recombinedwith other replacement units at any time.

The sole purpose of replacementunits is to provide strength points forrecombination.

Players receive reinforcementsduring a scenario according to thescenario’s reinforcement schedules.

Reinforcements appear in the hexstated in the scenario reinforcements ch ed u le s d u r in g th e f r i en d lyReinforcement Arrival Phase of thestated turn. If no hex is listed, refer to thescenario rules for the arrival location.

Reinforcements may not arrive in ahex that is occupied by enemy units, isenemy controlled, or is no longer anOperative Rail Hex belonging to af r i end ly Ra i l Ne twork . I f thereinforcements can only arrive in a hexwith one of the above conditions, theymay be placed in the nearest friendlyOperative Rail Hex that is not in anenemy Zone of Control.

23-6

24-1

24-2

24-3

24-4

25-1

25-2

25-3

24. Replacement Units

25. Reinforcements

25-4

25-5

25-6

25-7

25-8

Units that arrive as reinforcementsare considered to have completedmobilization.

All reinforcements may useColumn Movement on the turn they areplaced on the map.

Headquarters that arrive asreinforcements without a stated SupplyPoint stockpile arrive with 0 SupplyPoints in their possession. Those withSupply Points have a marker placed onthe appropriate Supply Track the instantthey are placed on the map.

On certain turns, countries mayr e c e i v e S u p p l y P o i n t s a sReinforcements. These Supply Pointscan be transferred immediately to singleHeadquarters on an Operative Rail Line;or they may be split among multipleHeadquarters, each of which must belocated on an Operative Rail Line.Supply Points may also arrive as a SupplyPoint Marker in a hex containing anOperative Rail Line on a friendly mapedge.

On some turns, players may becalled upon to withdraw certain units.These units should be at the strengthlisted. If at reduced strength oreliminated, a number of strength pointsmust be removed from replacement unitsor other units on the map to make up thedifference.

26. Demoralization Points

26-1

26-2

26-3

Demoralization Points areaccumulated by most belligerentcountries when they suffer the negativeeffects of warfare. DemoralizationPoints (DM points) in this game areaccumulated for loss of strength points,loss of units without strength points, lossof cities, and for other events that takeplace outside the scope of this game.

Demoralization Points in campaigngames are accumulated by all countriesexcept Belgium. In scenarios, playersreceive specific instructions as to whichbelligerents must keep track ofDemoralization Point accumulation.

Demoralization Points areaccumulated according to the followingschedule:1 DM point - Each Infantry (or Mountainor Marine or Assault) Strength Point lostin combat.

1 DM point - Each Fortress StrengthPoint lost due to combat or effects ofsiege. (Note that this does NOT includeFortress strength points voluntarilydestroyed by the owning player).

2 DM points - Each Infantry StrengthPoint that surrenders, or is lost whilesurrounded.

2 DM points - Each Cavalry or ArtilleryStrength Point lost in Combat.

2 DM points - Each Engineer Unit lost.

4 DM points - Each Cavalry or ArtilleryStrength Point that surrenders, or is lostwhile surrounded.

10 DM points - Each Army Headquarterlost.

15 DM points - Each city (personnel ornon-personnel center) when firstoccupied by the enemy. (Note - this doesnot apply when the center hex alsocontains an urban hexside. See next caseinstead.)

25 DM points - Each urban hexside whenfirst occupied by the enemy.

Double DM points for personnel centersor urban hexsides comprising a nation’scapital city.

Countries accumulate DM for theenemy occupation of their cities the firsttime an enemy unit occupies theparticular city or both hexes containing aparticular urban hexside. Such DMpoints are not subtracted should the cityor hexside be regained by friendly forces.

Countries with high numbers ofDM points may suffer the effects of‘Shaken Nat iona l Mora le’ and‘Economic Collapse’ before surrender(see campaign rules for details andspecific effects).

If a country suffers from ShakenNational Morale or Economic Collapse,it may not conduct unsupplied attacks.

If a country surrenders, all its unitsare immediately removed from play.

A division may divide intocomponent regiments or brigades at thebeginning of any movement phase. To do

26-4

26-5

26-6

26-7

27-1

27. Divisional Breakdown

16

Page 17: DerWeltkrieg - Decision Games

so, the division is removed and regimentor brigade counters of the same type andsame (or lower) combined strength areplaced in the hex the division counter wasremoved from.

Divisional components mayrecombine at the end of any movementphase if they are in the same hex. Thetotal strength of the divisional componentbecomes the strength of the division thatreplaces those components. The divisionis placed in the hex the componentscombine in. Note that it is not necessaryfor the components to have originallybeen from the same division.

When divisional component unitsare stacked together, the component unitsthat would constitute a full division areconsidered to be one division. Thismeans that the combined strength of thecomponent units is reduced due toexcessive supply line length, not areduction for each component unit. Forexample, the German player has five 2-5regiments in a hex. Four of theseregiments would be considered adivision, as their 8 combined strengthwould be equal to a full German infantrydivision. The fifth regiment would betreated as a separate division for supplyand stacking purposes.

27-2

27-3

28. Corps

28-1

28-2

28-3

28-4

Originally, Corps in World War Onewere composed of two divisions. Corpsstructures became fluid as the wardragged on. There are two types of Corpsmarkers found in certain titles in the DerWeltkrieg series of games, “ThreeDivision” Corps and “Flexible” Corps.

Flexible Corps markers have nostrength or movement factors, only aroman numeral corps designation. Thecomponents of such corps are held in offboard displays. Such Corps maycomprise any mix of units allowed by thestacking rules.

Three Division Corps arecomprised of three divisions of the sametype and nominal strength. The front ofthe Three Division Corps shows the threecomponent divisions at combined fullstrength. The back side shows the threecomponent divisions at their combinedback side strength.

In addition to Three Division Corpsfor infantry type units, there are also

Three Brigade Artillery Divisions. SuchArtillery Divisions represent three fullartillery units, and therefore an artillerydivision can be the only artillery unit in ahex due to stacking limitations.

Players may switch between Corpsand smaller units at any time. Nostrength or movement points are lost orcreated in doing so. Corps markers existsolely for a player’s convenience.

Units with Unit Type Symbols ofArtillery and Siege Artillery areconsidered to beArtillery Units.

During 1914 Siege Artillery Unitsmay ONLY be used to attack hexescontaining fortifications. They may notattack other hexes, nor may they everparticipate in a counterattack.

Up to 3 Artillery units may bestacked in the same hex. These 3Artillery units are in ADDITION to the 6Divisions allowed in the hex by thestacking rules.

Artillery units may neither attacknor counterattack if their Supply Line islonger than 4 Movement Points.

Artillery units counterattack atdouble (not triple) their combat strength.

28-5

29-1

29-2

29-3

29-4

29-5

29. Artillery Units

29-6

29-7

29-8

29-9

29-10

29-11

Artillery Units are considered to besupplied for attack or counterattack whena Headquarters expends the requirednumber of Supply Points. Theexpenditure of a single supply pointsupplies two Artillery Strength Points forattack or counterattack.

Artillery only attacks may bedirected against all units in a hex ORonly the defending fortress and artilleryunits in a hex. If directed at onlyfortresses and artillery, these units wouldbe the only ones to take losses due to theattack. In all cases of when only Artilleryunits are involved in an attack, they mayonly be counterattacked by defendingArtillery units. Artillery only attacks arenot effected by river terrain (in attack orcounterattack).

Artillery units counts as 2 divisionsfor Rail Capacity purposes. SiegeArtillery units count as 1 division for RailCapacity purposes.

Artillery units do not pay theadditional movement point to enter anenemy Zone of Control if a friendlyinfantry unit already occupies the hexbeing entered.

When only artillery units areattacking a fortress hex, 1 is added to theattack die roll for each hexside throughwhich artillery units are attacking thehex.

When artillery units are attacking

17

1919

2106

2107

2108

2005 2205

2006 2206

2306

2007 2207

2307

2008 2208

2308

Maastricht

Aachen

Liege

46XX 6

62XX 2 36( )

41( )

XXXX

X

428

XX

588

XX

588

I

288

I

344

I

288

III

438

It is the German Combat Phase.The German Player decides toattack the Belgian fortress in hex2107 with the Artillery Units inadjacent hexes. He has a 4Strength Point Artillery unit inhex 2106, a 3 Strength PointArtillery unit in hex 2108, andtwo 8 Strength Point Artilleryunits (one in hex 2206 andanother in hex 2207). For thetotal 23 Artillery Strength Points,the German player expends 12Supply Points from the 1st ArmyHeadquarter (One Supply Pointfor every 2 or fraction of 2Artillery Strength Points). Theattack would be resolved usingthe 46 column of the CRT due to rule 29-11 (the strength of infantry units in the fortress hex is lessthan four times the number of hexsides through which artillery units are attacking it [16] ). Also, theattack is made with a +4 added to the die roll due to rule 29-10 (since artillery units are attacking thehex through 4 different hexsides) . Since only Artillery units are attacking, and there are no Artilleryunits in the hex being attacked, there is no counterattack. NOTE - Had the German player attackedthe fortress with a combination of Infantry and Artillery units, the Belgian fortress wouldcounterattack. The Belgian player would not have to expend any supply points. The fortress wouldcounterattack with a strength of 108 (36 times 3).

Figure 12 Example Use of Artillery

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(allowed by rule 6-10) so long as theywould not pay more than six movementpoints in moving from enemy ZOC toenemy ZOC. The six movement pointcost in this case does NOT include theadditional cost of entering or leaving anenemy ZOC.

Assault units have an arrow in theirunit type symbol. There are both InfantryAssault and MountainAssault units.

D

Assault units engaged in combatmust take losses first, before any othertype. In doing so, the Assault unit losesstrength reducing it to the level of a fullstrength (the strength in the circle in theupper-right corner of the piece) unit of itsregular type. Once this point is reached,the Assault unit is considered to havereverted to a regular unit. At that point allunits involved in an attack take lossesnormally. (Example: A German 12-5Assault Infantry Division is involvedwith other non-assault infantry units in anattack. The counter-attack results in theattacker being required to take 8 strengthpoints as losses. The 12-5 is reduced toan 8-5 infantry division. This meets therequirement for the first four strengthpoints of the loss. The 8-5 and other fullstrength infantry units would then takethe rest of the losses normally.)

German “AlpK” and “Jgr”designated units never revert to regular

33. Assault Units

33-1

33-2

33-3

33-4

33-5

Assault units do not expend theadditional Movement Point for leaving ahex in which there is an enemy Zone ofControl (Note: This means that only oneadditional movement point is spent byAssault units moving from one hex in anenemy Zone of Control to another).

uring the first game turn that fullstrength Assault units attack units of agiven country, the units of that countrymust retreat under the followingconditions:1. If attacked by a full strength Assaultunit; and

2. the units in the hex under attack arecalled on to lose at least 1/2 of theircombat strength, even if they are in atrench, city, or port.

This applies to a stack of multinationalunits if the majority of strength points arefrom the country being attacked byAssault units for the first time.

30-4

31-1

31-2

31-3

31-4

If cavalry units cannot trace a lineof supply of no more then 8 movementpoints from a friendly active rail line,port, or Headquarters during the monthsof November to June [inclusive], theircombat strength is reduced by 1 point foreach extra movement point in the lengthof the traced supply line, and have theirmovement allowance reduced to 4 (5 forGermany and Great Britain). Cavalryunits with a strength of “0” per this rulewould be removed from the map duringthe monthly trench construction phase(the horses have died off).

Starting in January of 1916,Cavalry units may be ‘strengthened’.This represents putting additional assetsand firepower under the control of theseunits.

Starting in January of 1916,Infantry RPL units may be used toincrease the strength of existing cavalrydivisions. The process is the same as forInfantry Replacement, but the cavalrydivisions may now be increased to ahigher strength, as determined by the‘strengthened’counter.

The cavalry conversion process islimited by the counter mix. Only unitsthat have a corresponding ‘strengthened’counter may undergo this process.

Strengthened Cavalry divisions areconsidered to be infantry units, but rulesin section 30 continue to apply. Theymay NOT recombine with cavalryd i v i s i o n s t h a t h a v e n o t b e e nstrengthened. They may be freelyrecombined only with other previously‘strengthened’ Cavalry units of the sametype and nationality and replacementunits.

31. Cavalry UnitStrengthening

32. Mountain Units

32-1

32-2

32-3

Mountain units pay one lessmovement point to cross wooded roughand mountain terrain hexsides than calledfor by the terrain effects chart.

Mountain units get the -1movement point benefit of a single trackrail line if the cost of crossing the hexsideis normally 3 or more.

Mountain units may make the 1hexside per turn minimum move

a fortress hex, if the number of infantrystrength points in the fortress hex is lessthan 4 times the number of hexsidesthrough which artillery units areattacking the hex, the strength of artilleryunits is DOUBLED for purposes ofdetermining the results of the attack.

Artillery units may not make the 1hex minimum move allowed by rule 6-10across mountain terrain, unless a rail linealso exists in the hexside.

Artillery units do not retreat.(Exception - rail based units. See 14-20)Should other units in a hex containingartillery units retreat, the artillery unitsare destroyed. Artillery units alone in ahex have a defensive strength of 0.

Artillery units are not included incalculations used to determine if retreat ismandated. Note impact this has on rule14-4.

From 1915 on, Siege artilleryunits may be used as regular artillery.Siege artillery may only be used asregular artillery against units in trenchesWhen so used, Siege artillery units areconsidered to be regular artillery unitspossessing half of their regular strength(for both supply expenditure and combatpurposes).

Artillery units cannot move from ahex containing either a trench ordevastation marker that is in an enemyzone of control to another hex containingeither a trench or devastation marker thatis also in an enemy zone of control.

Cavalry units with a full strength inthe upper-right corner of 1 (or 2 forBritish and German units) are alwaysconsidered to be supplied for both attackand counterattack purposes.

If a Cavalry unit is attacked entirelyby non-Cavalry units, the defendingCavalry unit may opt to retreat beforeCombat. This applies even to Cavalryunits stacked with non-Cavalry units.

If, as a result of this pre-combatretreat, the hex is vacated, no SupplyPoint expenditure is made by the attacker,yet he may advance would-be attackingunits into the vacated hex. Units thatadvance into the vacated hex AREconsidered to have engaged in combat,even though no Supply Points have beenexpended.

29-12

29-13

29-14

29-15

29-16

30-1

30-2

30-3

30. Cavalry Units

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infantry once they are converted toassault units. These units are consideredto only contain assault strength pointsonce they are converted.

Assault units may not be rebuilt orcombined to return to full assault unitstrength.

Assault units may attack intoadjacent vacant hexes, and advance intothose hexes. No supply is expended forsuch “vacant hex” attacks.

The effectiveness of Forts isreduced by assault units. Units in thesame hex as a fort are required to retreat ifthey are attacked by a full strength assaultunit and they are called on to lose half ormore of their strength. Note that this ruleapplies only if there is not a viable trenchmarker in the hex, and neither theprovisions of rule 22-16 or rule 33-3apply.

The effects of rule 22-16 arenegated if the number of attacking assaultstrength points is greater than the numberof strength points defending the hex.Remember, not all strength points of anassault unit are assault strength points.Only those strength points in addition tothe regular full strength (the strength inthe circle in the upper-right corner of thepiece) of a unit are assault strength points.(Example: A German 12-5 assaultdivision has 4 assault strength points.This comes from subtracting the 8 regularinfantry strength points from the 12 total.Also note that German “AlpK” and “Jgr”are pure assault strength point units.)

Winter starts with the 1st turn ofDecember. Winter ends with thecompletion of the 7th turn of February.

Rule 19-9 is MODIFIED duringwinter weather turns. An attacking unit’sstrength is reduced by 1 for everymovement point over in the length ofthe Supply Line between the unit and theHeadquarters expending the requiredsupply points.

Rule 19-10 is MODIFIED duringwinter weather turns. Acounterattackingunit’s strength is reduced by 1 for everymovement point over in the length ofthe Supply Line between the unit and theHeadquarters expending the requiredsupply points.

33-6

33-7

33-8

33-9

34-1

34-2

3

34-3

6

34. WinterWeather

34-4

34-5

34-6

35-1

35-2

35-3

35-4

36-1

Add +1 to the counterattack die rollduring winter turns unless all attackingunits are located in trenches.

On map 6-4 (Italy), winter effectsdon’t end until the completion of the 7thturn of April. In addition to this effect,units attacking into clear, broken, woods,or rough terrain on Map 6-4 have theirattack strength reduced by one quarter(round fractions up) during winterweather turns.

There are no winter effects on map7-9, or on map 8-8 south of the Sea ofGalilee (hexes xx24 or higher).

The Danube is more than just amajor river. It is an obstacle of colossalproportions. As such it cannot be crossedif by doing so the moving unit is bothcrossing the Danube AND moving intoan enemy Zone of Control exerted by aunit adjacent to the Danube.

Rule 35-1 can be ignored under thefollowing conditions:1. The hex being moved into is occupiedby friendly ground combat units.2. Such a move is the result of advanceafter combat.

Non-Artillery combat units mayonly attack across the Danube inconjunction with an engineer unit. Suchattacks must include an engineer unit ineach hex containing attacking units.Multiple attacks across the Danube froma single hex are not allowed. Theengineer unit is eliminated if all otherattacking units are eliminated as a resultof the counterattack.

Artillery units may attack across theDanube as per the normal rules forattacks.

The Danube is so big that manycountries along its length had riverflotillas to patrol it. River flotillas may

35. The Danube

36. River Flotillas

( This section applies only to those gamesthat include the Danube, namely thoseinvolving Serbia and Romania)

( This section applies only to those gamesthat include the Danube, namely thoseinvolving Serbia and Romania)

only move along the length of the Danuberiver. In doing so, a River Flotilla counteris moved on the map through hexes thatare adjacent to the Danube river.

River Flotillas are considered tohave an unlimited movement allowance.They may move as far up and down theDanube as they want during a friendlymovement phase.

In moving, River Flotillas mustmove from hex to adjacent hex. Each hexmoved into must be adjacent to theDanube river.

River Flotillas may not enter hexescontaining enemy ground combat units,enemy fortresses, or enemy RiverFlotillas.

River Flotillas do not count towardsstacking limits when in the same hex asfriendly units.

River Flotillas may participate inattacks with friendly ground units in thesame hex that they occupy. Such anattack must be into a hex that also bordersthe Danube When they participate insuch an attack, the total strength of allparticipating River Flotillas is divided by3, fractions rounded down. No supplypoints are expended to supply attackingRiver Flotilla units.

River Flotillas are a majorimpediment to crossing the Danube. ARiver Flotilla may ‘interdict’ anycrossing of the Danube that happenswithin 2 hexes of the hex occupied by theRiver Flotilla. This 2 hex ‘interdiction’range may be to the hex being movedinto, or the hex being moved from in thecrossing of the Danube. Units crossingthe Danube and interdicted by a RiverFlotilla are attacked by that Flotilla at 3times the River Flotilla’s counterstrength. No supply points are expendedby the River Flotilla to make this attack.Th e in te rd i c t ed un i t may n o tcounterattack. Retreat is not allowedacross hexsides that would trigger aninterdiction attack. Supply lines may betraced through such hexsides only iffriendly ground combat units exist in thehexes on each side.

Each ‘interdicted’ unit is attackedby the interdicting River Flotilla (orFlotillas if multiple are in range)separately. Engineer units interdicted byenemy River Flotillas are destroyed.Should a Headquarters unit beinterdicted, and it takes a strength point

36-2

36-3

36-4

36-5

36-6

36-7

36-8

19

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loss, all of the Supply Points in thepossession of that Headquarters are lost.

River Flotillas may engage incombat with enemy River Flotillas in anadjacent hex. Both attack andcounterattack are made at doublestrength. The results of both attack andcounterattack are determined before anylosses are taken. No supply is expendedfor this combat. Losses are taken withthe use of strength reduction markers andor flipping counters over to their reducedstrength side. Note that only RiverFlotillas can damage other RiverFlotillas. Ground combat units cannotattack or counterattack River Flotillas.

The following sections deal with specificcountries. Only those rules pertaining tocountries involved in scenarios you areplaying apply.

The German Rail Network has acapacity of 20 divisions. This capacitymay be reduced in certain scenarios dueto capacity tied up on other fronts.

German units may entrain in anenemy Zone of Control. Units that dothis do not pay the movement cost ofexiting an enemy Zone of Control.

German units may detrain in theZones of Control of Russian units. In sodoing they must pay the cost of enteringan enemy Zone of Control.

German units may enter an enemyZone of Control later in the sameMovement Phase in which they used RailMovement.

German units in a “pocket”containing a set of at least three friendly

36-9

NOTE:

37-1

37-2

37-3

37-4

37-6

37-7

NATION SPECIFICRULE SECTIONS

37. Germany

37-5 The German player may move twounits (up to two divisions or equivalents)across a particular single track railhexside belonging to the German RailNetwork by Rail movement in a givenMovement Phase.

Germany receives DOUBLE thenormal DM points for cities or urbanhexsides in Germany occupied by theenemy.

controlled hexes, each of which bordersthe other two, are exempt from rule 20-13.

British units may enter an enemyZone of Control later in the sameMovement Phase in which they used RailMovement.

British units in a “pocket”containing a set of at least three friendlycontrolled hexes, each of which bordersthe other two, are exempt from rule 20-13.

The French Rail Network has acapacity of 15 divisions.

The Austro-Hungarian RailNetwork has a capacity of 10 divisions.This capacity may be reduced in certainscenarios due to capacity tied up on otherfronts.

37-8

37-9

38-3

39-2

2

German HQs may transfer supplypoints to any Central Powers HQ andmay expend supply points for units of anyof these countries.

German infantry, no matter fromwhat kingdom, is all the same type. AllGerman infantry units may recombinewith each other without penalty.

British HQs may transfer supplypoints to Belgian, Serbian, Greek,Netherlands, Russian and United StatesHQs, and may expend supply points forunits of these units. They may alsoperform these functions for Italy afterItaly suffers “Shaken National Morale”.

French HQs may transfer supplypoints to Belgian, Netherlands,Switzerland, Serbian, Greek, Russian,and United States HQs and may expendsupply points for units of thesenationalities. They may perform thesefunctions for Italy after it suffers “ShakenNational Morale”.

Austro-Hungarian units may notuse column movement if at anytimeduring their movement, the moving unitends movement closer to the enemy than

38. Great Britain

39. France

40. Austria-Hungary

38-1

38-2

39-1

40-1

40-

it began. (This only applies to enemyunits on the same map or within 20 hexes)

Austro-Hungarian cavalry unitswith yellow values must retreat whenattacked by cavalry forces three timestheir size. This rule applies to all Austro-Hungarian cavalry units if more than halfof the attacking cavalry force is Cossack.This rule applies only if there are noinfantry units in the hex with the Austro-Hungarian cavalry units being attacked.(If the unit in question is being subjectedto a column attack, the attacking forceswould need to be six times the Austro-Hungarian cavalry strength to cause theretreat).

Austro-Hungarian HQs maytransfer supply points to Bulgarian andOttoman HQs and may expend supplypoints for units of these countries.

Austro-Hungarian Siege Artilleryunits may be moved onto the WesternFront (map 5-3) at any time. OtherAustro-Hungarian units may only enterthis map after Germany has suffered“Economic Collapse”. Should this occur,only a total of four Austro-Hungariandivisions are allowed onto the WesternFront.

40-3

40-7

40-8

40-4

40-5

40-6

41-1

41-2

During 1914 and 1915, Austro-Hungarian units defending a hex arerequired to retreat if the result of an attackwould require them to eliminate anumber of strength points equal to at leastone third (unadjusted for supply orterrain) in the hex. They are not requiredto retreat if they meet either of theexceptions stated in Rule 14-4, or if rules22-8 or 22-16 apply.

Austro-Hungarian units stacked inthe same hex as German units are onlyrequired to retreat under the conditions ofRule 14-4 (Strength Point losses calledfor are equal to at least half the totalavailable).

Austro-Hungarian losses are NOTreduced due to retreat (for them Rule 14-3 does not apply).

The Russian Rail Network has acapacity of 10 divisions. This capacitymay be reduced in certain scenarios dueto capacity tied up on other fronts.

During 1914 and 1915, Russianunits defending a hex are required to

41. Russia

20

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retreat if the result of an attack wouldrequire them to eliminate a number ofstrength points equal to at least one third(unadjusted for supply or terrain) in thehex. They are not required to retreat ifthey meet either of the exceptions statedin Rule 14-4, or if rules 22-8 or 22-16apply.

Rule 41-2 permanently ceases itseffects if at any time, the Central Powerscontrol Warsaw and any four of thefollowing cities:

Russian Fortresses were oftenneglected and were not as ‘capable’ asthose of other nations. This is reflectedby the following rule: Russian fortressesare NOT tripled for counterattackpurposes. Russian fortresses lose 6strength points at the end of each turn inwhich they are surrounded. Any Russianfortress is immediately removed fromplay if its strength falls below 4.

All Russian Armenian (Ar), Kuban(Ku), Frontier Guard (FG), Cossack,Georgian (Geo), and Border (Bdr)Infantry units are considered to beMountain units.

The Italian Rail Network has acapacity of 7 divisions.

Until the start of 1918, Italian unitsdefending a hex are required to retreat ifthe result of an attack would require themto eliminate a number of strength pointsequal to at least one third (unadjusted forsupply or terrain) in the hex. They are notrequired to retreat if they meet either ofthe exceptions stated in Rule 14-4 or ifrules 22-8 or 22-16 apply.

Italian losses are NOT reduced dueto retreat (for them Rule 14-3 does notapply).

41-3

41-4

41-5

42-1

42-2

42-3

Kovno, Grodno,Bialystock, Brest-Litovsk Rowno,Kowel, Lemberg.

Russian HQs may transfer supplypoints to Romanian and Serbian HQs andmay expend supply points for units ofthese nationalities.

Italian HQs may transfer supplypoints to Serbian HQs and may expendsupply points for Serbian units.

41-6

42-4

42. Italy

43. Serbia

44. Belgium

45. Bulgaria

46. The Ottoman Empire

43-1

,

43-2

43-4

43-5

44-1

45-1

45-2

46-1

Serbian and Montenegrin units donot require the expenditure of supplypoints for counterattack. They counterattack as if they had been supplied by aHeadquarter even if they are surrounded.

Starting in 1916, Serbian unitsrequire 1 Supply Point for every 2 orfraction of 2 Strength Points forcounterattack.

The Serbian Rail Network has acapacity of 1 division.

Serbian Headquarters may expendSupply Points for any MontenegrinGround Combat Unit.

All Serbian Infantry units areconsidered to be Mountain units.

The Belgian Rail Network has acapacity of 5 divisions.

The Bulgarian Rail Network has acapacity of 2 divisions.

All Bulgarian Infantry units areconsidered to be Mountain units.

Ottoman units do not require theexpenditure of supply points forcounterattack. They counter attack as ifthey had been supplied by a Headquarter,even if they are surrounded.

The Ottoman Rail Network has acapacity of 2 divisions.

43-3

45-3

45-4

46-2

Bulgarian HQs may transfer supplypoints to Ottoman HQs and may expendsupply points for Ottoman units.

The Central Powers player mayreplace German 5-4 RPL divisions inBulgaria for Bulgarian RPL units. Foreach German 5-4, the Central Powersplayer receives three strength points ofBulgarian RPL units in exchange. Thisprocess represent arms sent fromGermany to Bulgaria.

46-3

46-4

47-1

47-2

48-1

48-2

49-1

50-1

All Ottoman Infantry units areconsidered to be Mountain units, exceptduring winter weather turns.

Ottoman Headquarters may expendSupply Points for any German or Austro-Hungarian Ground Combat Unitsoperating on the Palestinian Front.

The Romanian Rail Network has acapacity of 3 divisions.

Romanian units defending a hex arerequired to retreat if the result of an attackwould require them to eliminate anumber of strength points equal to at leastone third (unadjusted for supply orterrain) in the hex. They are not requiredto retreat if they meet either of theexceptions stated in Rule 14-4.

The Greek Rail Network has acapacity of 2 divisions.

All Greek Infantry units areconsidered to be Mountain units.

United States infantry and marineunits (only) are double the size of othercombatant’s units of the same sizedesignation. As a result, a United Statesinfantry or marine brigade counts as a fulldivision for stacking and rail movementpurposes. A United States infantrydivision counts as two divisions forstacking and rail movement purposes.

The background color of a unitdesignates that unit's nationality.

German units are grey. RegularGerman infantry have a white unit type

47. Romania

48. Greece

49. The United States

50. Unit ColorAppendix

47-3 The Entente player may replaceRussian 3-3 RPL divisions in Romaniafor Romanian RPL units. For eachRussian 3-3, the Entente player receivesthree strength points of Romanian RPLunits in exchange. This process representarms sent from the Entente to Romania.

21

Page 22: DerWeltkrieg - Decision Games

symbol. German infantry from theKingdom of Saxony have a green boxwith white diagonal stripes. Germaninfantry from the Kingdom of Baden-Wurtemburg have a red unit type symbol.Those from Bavaria have a blue box withwhite diagonal stripes.

British units are dark blue. Britishunits with green unit type symbols areIrish, white unit type symbols are used forCanadian (red for Canadian cavalry),dark blue for Australian (with red unitvalues for New Zealand), and orange forSouth African. British units with tan unitvalues are Indian troops.

French units are light blue. Frenchcolonial infantry units have differentcolors as the background of their unittype symbol. Green is for Algerian andMoroccan, light brown for colonial,brown for Senegalese.

Austro-Hungarian units are white,and a Polish contingent of the Austro-Hungarian army is pink. Austro-Hungarian infantry have different colorsas the background of their unit typesymbols. This shows the nationality ofthe infantry. Red is for Austrian infantry,green for Hungarian, pink for Polish,brownish for Czech, and light blue forCroatian and Bosnian. Austro-Hungarian cavalry with yellow unitvalues are Polish and Czech, those withblack unit values are Austrian andHungarian.

Russian units are tan. Russian unitswith brownish unit type symbols areCossacks. Russian units with blue unittype symbol are Opolchenie. Russianunits with green unit type symbol areArmenian.

Italian units are light green.

Serbian units are yellowish tan, andMontenegrin units are red.

Belgian units are black.

Bulgarian units are brown.

Ottoman units are

Romanian units are greenish grey.

50-2

50-3

50-4

50-5

50-6

50-7

50-8

50-9

50-10

50-11

deep red.Ottoman units with red unit-type symbolsare Jandarma (Gendarmerie). Ottomancavalry units with brown unit-typesymbols are Ihtiyat (Kurdish reservecavalry).

50-12

50-13

50-14

50-15

50-16

50-17

Greek units are medium blue.Greek National Defense units have alighter shade of blue.

Portugese units are green.

Polish units are grey.

United States units are olivegreen.

Central Powers specific units andmarkers are dark grey with whitesymbols and text.

Entente specific units andmarkers are medium blue with blacksymbols and text.

Designers Notes:The games of the series are operationallevel games that will cover all of WW I,WW II and Modern periods using thesame systems.

There are about 50 titles belonging to theseries. Multiple games in the series willuse the same map. For example, the mapprovided in 'The Schlieffen Plan' will alsobe used for scenarios on West Front 1918,The German Invasion of France in 1940,and The Battle of the Bulge.

The entire map for the series is about 40times the size of the map in 'TheSchlieffen Plan'. It covers all of Europe,NorthAfrica, and the middle East.

The map for the series was made from1940s era French army maps. The moststriking thing about the map is that terrainis per hexside, NOT per hex. ThisTRIPLES the amount of information onthe map. This adds more realism tomovement. It also adds a bit to combat, asplayers have to consider more in lookingat which directions you are attacking ahex from.

Although it looks very different thanother maps, you will get used to itquickly, and find that it greatly increasesrealism, both in movement and combat. Imade the decision to go with hexsideterrain due to a desire to make even themap as true to reality as possible.

Units represented are divisions andbrigades. Corps would have reduced the

The Series

Map

Pieces

number of pieces substantially, butgreatly limit the players in makingoperational decisions. The pieces arepretty standard, but do have a couple ofnice features. The color inside the unittype box is the color used by the unit’scountry for that branch of the service. Forthis reason, the German infantry unitshave white as the color in their unit typeboxes, while French infantry have adarker blue. The Headquarter units usetheir national flags for unit typeidentification.

First, the game will use what could becalled 'layered complexity'. You will noteon the map that 7 hexes make up a'macrohex' while 7 'macrohexes' make upa 'megahex' this allows the scale of thegame to be increased, and will be used inmodern games (naval aspects of WW IIgames) as rules are brought in to reflectthe abilities of more complex weaponsystems.

The WW I games (such as 'The SchlieffenPlan') use an almost pure infantry systemfor land warfare. The WW II games willadd the 'layer' of armor systems (and theirinteraction with infantry systems), aswell as the air dimension.

The combat system of the game isdesigned so that every strength point youbring to bear influences the attack. I gottired of having 31 strength pointsattacking some 8 strength point unit, andhaving to use 3 to 1 odds. Anycommander in real life would use (andwant to use) everything available, andexpect it to increase his chances ofsuccess. The combat resolution system iswhat I like to refer to as 'entirely strengthpoint dependent'. Also, all combat resultsare in terms of strength points that unitslose. Thus combat always results inlosses (which I believe is reality). I'venever thought that it was realistic to haveunits involved in numerous combats and,by the heavy use of DR and AR resultsend up still at full strength at the end of acampaign.

I have been playing games since the early1970s. I was a fan of the earliest of the‘monster’ games. Many unit values wereblatantly wrong, and the combatresolution systems in all of these gamesleft a LOT to be desired.

Complexity

Combat Resolution

Background

22

Page 23: DerWeltkrieg - Decision Games

23Over the years I thought a lot aboutdesigning a game that would be asrealistic and playable as possible, and onewhich would use the same basic systemsto represent conflict across all of the firsthalf of this century. The result is the ‘DerWeltkrieg’ series, of which ‘TheSchlieffen Plan’ is the first part. Theentire map is already done. The rules andscenarios are already done. The reasonit’s not being released all at once is simpleeconomics. I don’t have the kind ofmoney that it would take to release thisthing all at once.

The following listing describes thecomponents found in each of the scenariobased games released in 2012:

Map 5-3 (Western Front)

Standard RulebookWest Front Scenario Rulebook

German Counter Sheet - SchlieffenPlan 1French and Allied Counter Sheet -Schlieffen Plan 2British/US Countersheet - West Front 1French Counter Sheet -West Front 2German Countersheet - West Front 3German2 Countersheet - West Front 4

Central Powers Supply Track(SPW-SCN-CPS)Entente Supply Track (SPW-SCN-ENS)Combat Results Table (2 sided)(SPW-ALL-CR1/2)Turn Record Track (SPW-SCN -TRC)Demoralization Point Track(SPW-SCN -DMC)WF German Corps Display(SPW-WFR-GEC)WF Entente Corps Display(SPW-WFR-ENC)

Response CardDie4 plastic baggies for pieces

Component Listings

The WESTERN FRONT

Maps

Rulebooks

Counters

PlayAides

Other

The EASTERN FRONT

The ITALIAN FRONT

Map 4-5 (Tannenberg)Map 5-5 (Galicia)Map 6-5 (Serbia)Map 6-6 (Romania)Map 5-5S (small Budapest map)Map 4-5N (small Riga map)

Standard RulebookTannenberg / Galicia Scenario RulebookSerbia / Romania Scenario RulebookGorlice-Tarnow / Brusilov OffensiveScenario Rulebook

Tannenberg Counter SheetGalicia Counter SheetSerbia Counter SheetRomania Counter SheetRussian - Gorlice Tarnow & BrusilovCounter SheetGerman - Gorlice Tarnow & BrusilovCounter Sheet

Central Powers Supply Track(SPW-SCN-CPS)Entente Supply Track (SPW-SCN-ENS)Combat Results Table (2 sided)(SPW-ALL-CR1/2)Turn Record Track (SPW-SCN -TRC)Demoralization Point Track(SPW-SCN -DMC)

Die4 plastic baggies for piecesResponse Card

Map 6-4 (Northern Italy)

Standard RulebookThe Italian Front Scenario Rulebook

Italian Counter Sheet (Italian Front)Austrian Counter Sheet (Italian Front)

Central Powers Supply Track(SPW-SCN-CPS)Entente Supply Track(SPW-SCN -ENS)Combat Results Table (2 sided)(SPW-ALL-CR1/2)

Maps

Rulebooks

Counters

PlayAides

Other

Maps

Rulebooks

Counters

PlayAides

Turn Record Track (SPW-SCN-TRC)Demoralization Point Track(SPW-SCN-DMC)IT FrontAus-Hungarian Corps Display(SPW-ITF-AHC)IT Front Italian Corps Display(SPW-ITF-ITC)

Die2 plastic baggies for piecesResponse Card

Map 6-8 (Caucasus)Map 7-6 (Aegean)Map 7-9 (Mesopotamia)Map 8-8 (Palestine)

Standard RulebookOsmanli Harbi Scenario Rulebook

British Countersheet - Osmanli Harbi 1Russian Counter Sheet - Osmanli Harbi 2Ottoman Countersheet - Osmanli Harbi 3

Central Powers Supply Track(SPW-SCN-CPS)Entente Supply Track(SPW-SCN-ENS)Combat Results Table (2 sided)(SPW-ALL-CR1/2)Turn Record Track (SPW-SCN-TRC)Demoralization Point Track(SPW-SCN-DMC)OH Central Powers Corps Display(SPW-OHF-CPC)OH Entente Corps Display(SPW-OHF-ENC)

Die2 plastic baggies for piecesResponse Card

Other

Maps

Rulebooks

Counters

PlayAides

Other

The OTTOMAN FRONTS

Page 24: DerWeltkrieg - Decision Games

TERRAIN EFFECTS CHART

2012 Schroeder Publishing & Wargames

Visit our website for updates and information at:

www.spwgame.com

Terrain Type Movement Point Cost toCross Hexside or Enter Hex Combat Effects on Attacks Combat Effects on

Counterattacks

Ocean Prohibited Prohibited Prohibited

Lake Prohibited ProhibitedProhibited

Clear 1 MP None None

Suburban Treat as Clear None None

City (Both Types) No Additional Cost None None

Industrial andResource Centers No Additional Cost None None

Port No Additional Cost None None

Rail Line -1 MP (if cost of hexside 3 MPor more before adjustment) None None

Single TrackRail Line

-1 MP (if cost of hexside 4 MPor more before adjustment) None None

Megahex Line Not Used in Scenarios None NoneMegahex Center Not Used in Scenarios None None

Devastation Marker +2 MP for entering hex None None

Broken 1 MP None-1 Die RollHilly 1 MP +1 Die Roll-2 Die RollDesert See Osmanli Harbi 3-1 to 3-4 See Osmanli Harbi 3-1 to 3-4See Osmanli Harbi 3-1 to 3-4Woods 2 MP +1 Die Roll-2 Die Roll

Swamp 3 MP +1 Die Roll-2 Die Roll

Trench Marker +2 MP for entering hex None-2 Die Roll

Hindenburg LineMarker +2 MP for entering hex None-3 Die Roll

Rough 3 MP +1 Die Roll-3 Die RollWooded Rough 4 MP +2 Die Roll-4 Die Roll

Mountain 6 MP +3 Die RollHalve Attacker Strength

Alpine Prohibited +3 Die RollHalve Attacker Strength

Urban 1 MP +3 Die RollHalve Attacker Strength

Major River /Suez Canal /Bosphorus

+3 MPCannot be crossed by movingfrom a hex in an enemy ZOC toanother hex in an enemy ZOC

Halve Attacker Strength if allAttacking Units attackingacross Major River hexsides

+3 Die Roll if all AttackingUnits attacking across MajorRiver hexsides

River +1 MP-2 Die Roll if all Attacking Unitsa t tack ing across Riverhexsides

+1 Die Roll if all AttackingUnits attacking across Riverhexsides

Flood Plain See Osmanli Harbi 12-7, 12-8 See Osmanli Harbi 12-7, 12-8See Osmanli Harbi 12-7, 12-8