Battle for Galicia, 1914
Battle for Galicia, 1914 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 The Playing Pieces
- 3.0 Sequence of Play
- 4.0 Movement
- 5.0 Stacking
- 6.0 Zones of Control (ZOC)
- 7.0 Combat
- 8.0 Combat Procedure
- 9.0 Explanation of Combat Results
- 10.0 Combat Effectiveness and Step Losses
- 11.0 Supply
- 12.0 Special Cavalry Rules
- 13.0 Fortress Przemysl
- 14.0 Reinforcements
- 15.0 Victory Conditions
- Russian Reinforcement Schedule
- Austro-Hungarian Reinforcement Schedule
- Combat Results Table (CRT) (9.1)
- Loss Results Table (LRT) (9.4)
- Terrain Effects Chart (TEC)
- Movement Point Summary
- Victory Point Schedule (Player Aid Chart)
- Official Errata
1.0 Introduction
Battle for Galicia, 1914 is a game about WW1 in Galicia and Russian Poland during the year 1914. One player controls the Austria-Hungarian forces, the other the Imperial Russian forces. Each player attempts to achieve certain objectives to attain victory.
- SCALE: 12 Kilometers per hex, 2 days per turn.
Each copy of Battle for Galicia, 1914 consists of the following:
- One standard 33" x 21" map sheet
- One and one-half 5/8" counter sheets
- One Rule Booklet
- One Player Aid Card
- Two six-sided dice
1.1 Preparation for Play
Sort and set-up the counters. Each unit's set-up hex or game turn (GT) of arrival can be found on the unit's counter.
THE GAME BEGINS with the A-H player's turn (the Russian player's turn is skipped on GT1). Then play proceeds following the Game Turn Sequence of Play (3.0).
1.2 Abbreviations
- A-H: Austro-Hungarian
- AV: Artillery Value
- CE: Combat Effectiveness
- DRM: Die (Dice) roll modifier
- GT: Game Turn
- ID: Identification
- MA: Movement Allowance
- MP: Movement Point
- RR: Railroad
- VP: Victory Points
- ZOC (EZOC): Zone of Control (Enemy ZOC)
- 1d6 (2d6): one six-sided die (two dice)
The abbreviations used on the counters are found at the end of the rules.
2.0 The Playing Pieces
2.1 How to read the Units
The front of a Combat unit's counter displays the unit's full-strength side; the back (if it has one) shows its strength-reduced side. A unit's strength-reduced side is indicated with a thin light color band.
There are two unit-types: Infantry and Cavalry. Cavalry units are characterized by two-color counters, the top half being the national color.
PLAY NOTE: Austro-Hungarian units whose unit type symbol has a white field can suffer only two Combat Effectiveness reductions before suffering a step loss (10.2).
Sample unit (front): Unit ID, Corps ID, Artillery Value, White Unit Type Symbol, Set-up Hex or Reinforcement Game Turn, Attack Strength, Defensive Strength, Movement Allowance, Ersatz Indicator. Sample unit (back): Movement Restriction Indicator, Unit Size Indicator, Unit Type Symbol, Reduced Strength Color-Band.
- ATTACK AND DEFENSE STRENGTH: A quantification of a unit's strength.
- MOVEMENT ALLOWANCE (MA): The number of Movement Points (MPs) a unit can use when moving.
- ARTILLERY VALUE (AV): A measure of a unit's artillery strength and effectiveness.
- UNIT IDENTIFIER (ID): A unit's ID is its historical designation. The first or only number is the Division or independent Brigade number. The second number (if any) found inside a colored box is the Corps number. Only the Corps number (or lack thereof) is relevant in game play (7.2 and 7.3).
- UNIT SIZE INDICATOR: A unit's size is one of the following: XXX = Corps, XX = Division, X = Brigade.
- MOVEMENT RESTRICTION INDICATOR: If a unit bears a Movement Restriction Indicator dot it begins the game immobile. The number contained within the indicator dot is the GT the unit is released from its movement restriction (and may then move normally).
- ERSATZ INDICATOR: A unit that bears an Ersatz Indicator dot encircling its attack strength, is an "Ersatz Unit." Special rules pertaining to Ersatz units are: 10.3 & 15.1(3).
- SET-UP INFORMATION: This information indicates the hex the unit begins set up in or the GT the unit arrives as reinforcement.
2.2 Color Scheme
A unit's nationality is indicated by its counter's background color:
- Brown: Russian
- Blue: Austro-Hungarian
- Green-Gray: German (considered A-H for game purposes)
2.3 Informational Markers
All informational markers are white or light gray.
- Reduced Combat Effectiveness -1 / Severely Reduced Combat Effectiveness -2
- Low-Supply -1 / Out-of-Supply -2, AV=0
PLAY NOTE: Informational markers are placed under the affected unit.
3.0 Sequence of Play
Battle for Galicia, 1914 is played in a series of Game Turns (GT). Each GT consists of two "Player Turns"--a Russian Player Turn followed by an Austro-Hungarian Player Turn.
EXCEPTION: GT 1 consists of an A-H Player Turn only (skip the Russian Player Turn on GT1).
3.1 Game Turn Sequence of Play Outline
A. Advance the Game Turn Marker
The GT marker is advanced on the GT Track and flipped to its Russian Player Turn side.
B. Russian Player Turn
- Supply Phase
- Reinforcement Phase
- Movement Phase
- Combat Phase
- Record VPs Step
After the Russian Player Turn is completed flip the GT marker to its Austro-Hungarian Player Turn side.
C. Austro-Hungarian Player Turn
The Austro-Hungarian Player Turn is identical to the Russian Player Turn.
3.2 The Player Turn Sequence
During the Russian player's turn, the Russian player is referred to as the phasing player and the Austro-Hungarian player is referred to as the non-phasing player. During the Austro-Hungarian player turn reverse the references.
Undertake the following actions in the order listed below:
1. SUPPLY PHASE:
The phasing player checks the Supply Status of all his units (11.0). Units that are found to be Out-of-Supply or in Low-Supply are marked as such. Units that are Out-of-Supply for two or more consecutive GTs may suffer Attrition (11.5).
2. REINFORCEMENT PHASE:
The phasing player places any available reinforcements on the map (14.0).
3. MOVEMENT PHASE:
The phasing player may move his units (4.0); he may move all, some, or none of his units as he sees fit. At this time units may be able to recover from Reduced Combat Effectiveness (10.3).
4. COMBAT PHASE:
The phasing player may attack adjacent enemy units (7.0).
5. RECORD VICTORY POINTS STEP:
VPs are recorded for occupying Towns (15.1).
4.0 Movement
4.1 Movement Allowance (MA)
Each unit has a MA that is the maximum number of MPs it may expend during a Movement Phase. A unit can never enter a hex occupied by an enemy unit.
4.2 How to Move Units
Units move by tracing a path through adjacent hexes, expending MPs for each hex entered (and sometimes for a hexside crossed) according to the Terrain Effects Chart. Units can move individually or in stacks maintaining a running total of expended MPs.
4.3 Minimum Movement
A unit may always move a minimum of one hex regardless of MP costs or the presence of an EZOC. A unit exercising Minimum Movement cannot expend MPs during the player turn.
4.4 Combat Effectiveness Recovery
Any eligible unit suffering from Reduced Combat Effectiveness may expend MPs (while stationary) to recover Combat Effectiveness (10.3).
4.5 Special Movement Restriction
No A-H unit may voluntarily move into the following hexes in hex-row X.01: 3.01 thru 11.01, until after GT 5.
PLAY NOTE: These hexes are shaded a light red.
4.6 Other Limitations on Movement
- EZOC and Movement (6.3).
5.0 Stacking
Stacking is when more than one unit is in a hex.
5.1 Stacking Limits
No more than six STEPS (refer to Steps summary below) can occupy a hex at the END of any friendly Movement Phase or retreat/advance after combat.
Moving and retreating units can freely enter and pass through stacks of friendly units.
- Game markers do not affect stacking.
- Number of Steps per unit:
- Full strength Infantry Division = 2
- Reduced Infantry Division = 1
- Full strength Cavalry Corps = 2
- Reduced Cavalry Corps = 1
- Infantry Brigade = 1
- Cavalry Division = 1
5.2 Over-stacking Penalty
At the end of any friendly Movement Phase or retreat after combat, any hex in violation of stacking limits must eliminate any excess units (the owning player may choose which units to eliminate).
5.3 Order of Stacking
The unit with the largest attack strength (printed on the counter) must always be the top-most unit in a stack.
The position of a unit within a stack has no effect on play (however see Limited Intelligence 5.4).
5.4 Limited Intelligence
IMPORTANT: A player cannot examine the contents of an enemy-occupied hex. Only the top unit in a stack (see 5.3) is visible to an opponent until he conducts an attack upon the hex. Combat Effectiveness and Supply Status markers are hidden beneath the unit they affect and may not be examined by an opponent. The strengths of units in a stack, and any markers, are revealed only when an attack has been declared against the hex in question and the attack is resolved.
6.0 Zones of Control (ZOC)
The six hexes that surround a unit constitute that unit's Zone of Control. All units exert a ZOC. ZOCs affect supply and movement.
6.1 Terrain and ZOC
ZOCs extend into and out of any hex and over any hexside except that ZOCs do not extend across a River hexside.
6.2 ZOC and Supply
The presence of an Enemy ZOC (EZOC) in a hex hinders supply being traced through that hex (11.3). For supply purposes, friendly units negate the presence of an EZOC in the hex they occupy.
6.3 EZOC and Movement
The cost to enter or exit an EZOC is +1 MP. To move directly from one EZOC to another EZOC costs +2 MPs.
Friendly units do not negate the presence of an EZOC in the hex they occupy for movement purposes.
6.4 Other Effects of EZOC
- Flank Attacks (7.8).
- Retreat after Combat Priorities (9.2.1).
- Supply (11.3).
- Cavalry Reaction Movement (12.1.3).
- Reinforcements (14.0).
7.0 Combat
During a phasing player's Combat Phase friendly units may attack adjacent enemy units. Attacking is voluntary; no unit is ever forced to attack.
No unit may attack or be attacked more than once per Combat Phase.
7.1 Multi-Hex Combat
The attacker may attack only one hex at a time; he may not target two hexes in a single combat.
Units in the same hex may attack adjacent defenders in different hexes in separate combats (i.e. all units in a hex that conduct an attack need not attack the same defending hex).
Attacking units from two or more different hexes may combine their combat strength to attack a single adjacent hex.
No unit may split its attack strength to attack a second hex in a separate attack.
7.2 Attacker Command Limitation
The number of units that may take part in an attack is limited. The attacker's forces may include either:
(1) all the units attached to one Corps plus one unit (independent or attached to a different Corps), or
(2) two independent units.
PLAY NOTE: All units bearing the same Corps ID number (2.1) are considered to be attached to the same Corps.
7.3 Defender Characteristics
- All units selected to defend in a hex defend as a single defending strength.
- All units in an attacked hex must participate in combat unless unable due to Command Limitations.
Defender Command Limitation
The number of units that may take part in the defense of a hex is limited. The defender's forces may include either:
(1) all the units attached to one Corps plus one unit (independent or attached to a different Corps), or
(2) two independent units.
If units of more than two Corps (or independent units) are stacked in one hex, the excess units MUST be withheld.
EXAMPLE: The following three units are stacked together in a hex under attack: 1st Guard Division of the GD Corps, 18th Division of the 14 Corps and 82nd Reserve Division (independent). Due to command limitations one of these three units must be withheld (defender's choice).
7.4 Modified Combat Strength of Zero
- ATTACK: A unit with a modified attack strength of zero or less cannot attack.
- DEFENSE: A unit with a modified defense strength of zero or less must be withheld from combat if stacked with another unit. If such units are the only units in a defending hex no units can be withheld, and the stack defends with a strength of ONE.
7.5 Cavalry in Combat
Cavalry units may never attack or defend in combination with an infantry unit. If infantry is stacked with cavalry one unit-type must be withheld.
7.6 Withheld Units
In some cases, units may or must be withheld from combat.
- ATTACK: Withheld units, stacked with an attacking unit, are never involuntarily affected by combat results. If friendly attacking units are forced to retreat, withheld units can choose to retreat with the friendly units or not to retreat.
- DEFENSE: Withheld units, stacked with a defending unit, are affected by retreat results (only). Such units are considered to have "been attacked" during that Combat Phase.
EXCEPTIONAL CASE: If all units defending in a hex are eliminated (but did not suffer a retreat result) leaving only withheld units, retreat the withheld units one hex.
7.7 Effects of Terrain on Combat
All units conducting an attack across a River or Ridge hexside have their combat strength and their Artillery Value halved (round fractions up).
- For the effects of retreating across a non-bridged River hexside (9.2.2).
7.8 Flank Attacks
If five of the six hexes adjacent to the defender are either occupied by an enemy unit or in the ZOC of AN ATTACKING ENEMY UNIT and none of these five hexes are occupied by a friendly unit (or adjacent to Fortress Przemysl), the defender is considered "Flanked."
IMPORTANT: The only significant EZOCs are those projected by the units that are actually involved in attacking the unfortunate unit. The ZOCs of units not involved in the specific combat are not considered.
SPECIAL: A defender in a map-edge hex cannot be Flanked.
If the defender is Flanked the CRT odds column is shifted two to the right (in the attacker's favor) and the defender receives a Loss Results Table DRM of +2 (9.4.1).
EXAMPLE 1: In case 1 (Not Flank Attack), the 1st Guard Division is not participating in the attack, and therefore its ZOC is not considered. In case 2 (Flank Attack), it is attacking and creating a Flank Attack situation.
EXAMPLE 2: In case 3 (Not Flank Attack), the 25th Division negates the ZOC of the attacking 1st Guard Division. In case 4 (Flank Attack), although the 34th Division is not attacking, its presence in the hex creates a Flank Attack situation.
8.0 Combat Procedure
In Battle for Galicia, 1914 each individual combat is resolved in the following five stages:
- Determine the Combat Ratio
- Determine CRT Column Shifts
- Attack Resolution
- Determine the Magnitude
- Loss Resolution
8.1 Stage One--Determine Initial Combat Ratio
First the attacker identifies the defending and attacking hexes. The ID and unit type of all units in the attacking and defending hexes is revealed (but not their Combat Effectiveness or Supply Status). Both players then announce if units are to be withheld (attacker followed by defender). Next the combined attack strength of the participating attacking units is compared to the combined defense strength of the defending units (taking into consideration any strength modifications due to Combat Effectiveness and Supply Status) and this comparison is stated as a probability ratio (attacker/defender). Divide the total attacking strength by the total defending strength to arrive at a combat odds ratio, which is rounded off, always in favor of the defender, to the nearest ratio listed on the Combat Results Table.
8.2 Stage Two--Determine CRT Column Shifts
The combat ratio derived in Stage One above can be shifted in two cases: Flank Attack (7.8) and Fortress Przemysl (13.0). Apply applicable shifts to find the final odds ratio.
Combats with a final ratio of less than 1:3 are not allowed; combats with a final odds ratio greater than 4:1 are resolved at 4:1.
8.3 Stage Three--Attack Resolution
To determine if there is a retreat and if there will be DRMs during loss determination, the players reference the Combat Results Table (9.1). The attacker rolls 2d6 and cross references the result with the final odds ratio column. Players immediately implement the results, performing a (if any) Retreat (9.2) or Advance After Combat (9.3).
8.4 Stage Four--Determine Magnitude
To determine losses suffered, Magnitude must first be determined. Magnitude is determined by summing the total number of steps (of both sides) that participated in the combat.
- SMALL: If the combat includes a total sum of less than seven steps.
- LARGE: If the combat includes a total sum of seven or more steps.
8.5 Stage Five--Loss Resolution
Next the players proceed to the Loss Results Table (9.4). The attacker and defender each roll 1d6 individually, applying the appropriate DRMs (9.4.1). Both players cross-reference their individual result on the column corresponding to the attack's Magnitude and apply all Combat Effectiveness Reductions (9.4.2).
9.0 Explanation of Combat Results
9.1 Combat Results Table (CRT)
The CRT is referenced during Stage Three of the Combat Procedure. Results to the left pertain to the attacker, to the right to the defender.
POSSIBLE RESULTS:
-: No Effect.+/-#: Loss Results Table DRM.R#: Retreat # of Hexes.
9.2 Retreat After Combat
All retreats are expressed in hexes, not MPs.
- Retreating units always retreat as a stack and may not split up EXCEPT in the last hex of the retreat to avoid an over-stack situation. If an over-stack situation would occur in the last hex of the retreat sufficient retreating units, and no more, may retreat additional hexes to avoid an over-stack.
EXAMPLE: Three A-H divisions, each consisting of 2 steps, receive an R1 CRT result and are forced to retreat into a hex containing a friendly division (2 steps). Since this would create an over-stack situation (8 steps) one of the three retreating divisions must retreat an additional hex. Note that only one of the three divisions will continue its retreat, not all three.
- Units can retreat into an over-stack situation, thereby causing an additional hex retreat, to comply with the Retreat Priorities in 9.2.1. (e.g. to avoid entering an EZOC).
- Each CRT mandated hex retreat result modifies the LRT die roll for the retreating stack by +1 (9.4.1).
9.2.1 Retreat Priorities
The owning player determines the path of retreat but must abide by the following priorities:
(1) Avoid entering an empty hex in an EZOC if possible.
(2) Retreat toward any supply source within 12 hexes. A unit that suffers a one-hex retreat result that does not move further from the chosen supply source is considered to have fulfilled this guideline.
IMPORTANT: If a stack is unable to fulfill either one of the above priorities it suffers a +2 DRM on the upcoming LRT die roll (9.4.1).
9.2.2 Retreating Across a River
Each unit that retreats across a non-bridged river hexside suffers one Combat Effectiveness reduction.
9.2.3 Unable to Retreat
Units may be unable to satisfy a retreat obligation due to the presence of enemy units. All units in a stack that cannot satisfy a retreat obligation suffer:
(1) one Combat Effectiveness reduction for each hex failed to retreat.
(2) a +2 DRM on the upcoming LRT die roll.
9.3 Advance After Combat
If a defender's hex is vacated the victorious attacking units can advance into the vacated hex subject to the stacking limitations (withheld units may not advance). A victorious defender may never advance after combat.
SPECIAL: No A-H unit may advance into the following hexes in hex-row X.01: 3.01 thru 11.01, until after GT 5.
PLAY NOTE: These hexes are shaded a light red.
9.4 Loss Results Table (LRT)
The LRT is referenced during Stage Five of the Combat Procedure.
POSSIBLE RESULTS:
-: No Effect.#: # of Combat Effectiveness Reductions.
9.4.1 Loss Results Table DRMs
The following DRMs affect final LRT results:
- CRT result: -2 to +2.
- Opponent's Artillery Value:
- 0-2: +0;
- 3-5: +1;
- 6-9: +2;
- 10-13: +3;
- 14 or greater: +4.
- Defender Flanked: +2.
- Each CRT retreat result: +1.
- Unable to fulfill retreat priorities or unable to retreat: +2.
- For each odds ratio over 4:1: Defender +1 for each odds ratio.
EXAMPLE: If the combat odds are 6:1 = +2.
9.4.2 Which Units Suffer Reduction of Combat Effectiveness
Combat Effectiveness (CE) reduction results are assigned to individual units by the owning player. CE reductions must be equally distributed. All participating units must take one CE reduction before any one unit takes two (and so on) except if this would eliminate the unit.
Units withheld from combat may not be allocated CE reductions.
To record a Combat Effectiveness reduction, place a "Combat Effect. -1" marker on the unit. To record the second reduction, flip the marker to its "Combat Effect. -2" side. When a unit suffers a third CE reduction, remove the Reduced CE marker and flip (or remove) the unit, it suffers a step loss.
EXCEPTION: Units with white unit type symbol (10.2).
EXAMPLE OF COMBAT: The Austro-Hungarian player declares an attack upon the Russian 2nd Guard Division. Due to the Attacker Command Limitations (7.2) not all four A-H divisions will not be able to participate. The A-H player decides to attack with all divisions attached to the 2nd Corps (the 4th and 25th Divisions) and one independent division, in this case the 20th. The 41st Division will be withheld from the combat (7.6).
STAGE ONE: The first step is to determine the combat ratio. The Russian 2nd Guard Division's defensive strength is 8. Compared to this is the sum of A-H divisions' attack strengths, in this case 13 (4+5+4). The ratio is therefore 13:8 and is rounded in favor of the defender to 1.5:1.
STAGE TWO: Since the attack is not a Flank Attack there is no odds ratio shift.
STAGE THREE: The A-H player now rolls 2d6 with a result of 9. He cross references the 9 result on the 1.5:1 column determining the CRT result to be +2/-1 (attacker +2 LRT modifier / defender -1 LRT modifier). The result does not contain a retreat obligation, so the players immediately proceed to the Loss Results Table.
STAGE FOUR: Here the first step is to determine the Magnitude of the battle. Since four divisions, each consisting of two steps, participated in the battle (a total of eight steps) the battle is of "Large" magnitude.
STAGE FIVE: Next any LRT DRMs are determined. The A-H player's die roll will be modified for two factors: the CRT result (+2), and the Russian artillery present. The 2nd Guard Division has an Artillery Value (AV) of 5 which corresponds with a DRM of +2. This results in a total A-H DRM of +4.
The Russian modifiers will be: -1 for the CRT result and +3 for A-H artillery (4+4+2 = 10 AV). Therefore, the Russian modifier is +2. Each player now rolls 1d6, with the A-H player rolling a 5 (a modified result of 9) and the Russian a 2 (a modified result of 4). The players now find their result within the Large Magnitude column and read to the left to determine the result. In this case the Russian player suffers 1 Combat Effectiveness (CE) reduction while the A-H player suffers 3 CE reductions. According to rule 9.4.2 the A-H player must distribute these 3 reductions equally among his attacking units, so each of his divisions suffers one CE reduction. This completes the combat sequence.
10.0 Combat Effectiveness and Step Losses
- Units have their Combat Effectiveness reduced due to combat (9.4).
- For the number of steps in a unit (5.1).
Design Note: In Battle for Galicia, 1914 Combat Effectiveness measures tangibles such as casualties and stragglers and intangibles such as organization, training, leadership, morale and stamina.
10.1 Effects of Reduced Combat Effectiveness
A unit bearing a Reduced Combat Effectiveness -1 or -2 marker has its attack and defense strength reduced by 1 or 2 respectively.
PLAY NOTE: Combat Effectiveness reductions do not affect Artillery Values.
10.2 Indicating Step Losses
Step losses are suffered when a unit undergoes a THIRD Combat Effectiveness reduction. Flipping a unit over (while removing the CE reduction marker) indicates the unit has suffered a step loss. Units with two steps are removed from play after the second step loss. Units with only one step are removed when they lose one step.
EXCEPTION: Units with white unit type symbol suffer a step loss (i.e. are eliminated) after undergoing a SECOND Combat Effectiveness reduction.
10.3 Combat Effectiveness (CE) and Step Recovery
Infantry type units can recover from Reduced Combat Effectiveness and lost steps through a process termed "Combat Effectiveness Recovery."
A unit that conducts CE Recovery can remove a "Reduced CE -1" marker or flip a "Reduced CE -2" marker or flip a step reduced unit to its front side while placing a "Reduced CE -2" marker upon the unit.
Design Note: Effectiveness recovery represents rest, recuperation and incorporating replacements.
10.3.1 Requirements
To conduct CE Recovery an infantry unit must be in-supply and must expend 4 MPs (while stationary). In addition, the unit must be either three hexes away from the nearest enemy unit (i.e. two intervening hexes) OR two hexes away from the nearest enemy unit with all the intervening hexes occupied by a friendly unit(s).
EXAMPLE: Both the 25th and 41st Divisions wish to recover Combat Effectiveness levels. In this case the 25th Division is eligible to do so while the 41st Division is not for not all intervening hexes are friendly occupied.
10.3.2 Ersatz Units
Units bearing an Ersatz Indicator dot (2.1) cannot recover Combat Effectiveness reductions.
PLAY NOTE: Several A-H Landsturm (ls) units, and all A-H Marsch (m) units are "Ersatz Units."
10.3.3 Cavalry Units
Cavalry units cannot recover Combat Effectiveness reductions.
10.3.4 Eliminated Units
Units that are completely eliminated cannot be returned to play.
11.0 Supply
A unit is always in one of three supply states: In-Supply, Low-Supply or Out-of-Supply.
The Supply Status of a player's units is determined during the friendly Supply Phase, and always lasts until that player's next Supply Phase. If a unit is in a Low or Out-of-Supply state place an appropriate supply marker under the unit to denote this.
11.1 Supply Effects
A unit's current Supply Status affects only its combat strength. In-Supply units are full strength; Low-Supply units suffer a -1 strength reduction; Out-of-Supply units suffer a -2 strength reduction AND their Artillery Value (AV) is considered to be zero for combat.
11.2 Supply Sources
There are two types of supply sources:
- A friendly map edge hex with a supply symbol printed in it.
- A hex containing a RR line connected to a friendly map edge supply source hex by a contiguous path of connected RR line hexes. The RR line hex is blocked by the presence of an enemy unit or if it is in an EZOC unless the hex is occupied by a friendly unit.
Friendly map edges:
Russian: Top, right-hand side and left-hand side above hex 15.26.
A-H: Bottom and left-hand side below hex 6.24. [Errata: the printed rules say 6.25, which does not exist; it should be 6.24.]
11.3 Tracing a Supply Path
A supply path is traced through contiguous hexes from the unit to the supply source. A valid supply path may not pass through a hex occupied by an enemy unit, nor more than one hex in a non-negated EZOC (i.e. supply can be traced through one hex that is in a non-negated EZOC). Friendly units negate the presence of an EZOC in the hex they occupy for purposes of tracing a supply line.
11.4 Supply Path Range
For a unit to be "In-Supply" it must be able to trace a valid supply path no longer than 8 hexes in length. If the path is between 9 and 12 hexes in length the unit is in Low-Supply. If the path is longer than 12 hexes, or the unit is unable to trace any valid path, the unit is Out-of-Supply.
11.5 Attrition
If a unit that was determined to be Out-of-Supply during the previous friendly Supply Phase is found once again to be Out-of-Supply, it suffers Attrition. (i.e. a unit that is Out-of-Supply on consecutive GTs suffers Attrition.)
11.5.1 Effect of Attrition
A unit that suffers Attrition has its CE reduced by 2. This reduction is applied as if the unit had suffered losses in combat.
12.0 Special Cavalry Rules
The unique qualities of cavalry are represented by the following rules.
12.1 Cavalry Reaction Movement
During an enemy Movement Phase (and enemy Reinforcement Phase) friendly cavalry type units may exercise the option of "Cavalry Reaction Movement."
PLAY NOTE: Cavalry units with a Movement Restriction indicator (2.1) can "react" prior to being released.
12.1.1 Reaction Movement Triggers
Reaction movement may be "Triggered" in two ways:
Trigger 1--an enemy unit moves adjacent to a cavalry unit that is not already adjacent to any enemy unit; OR
Trigger 2--an enemy unit moves from one hex adjacent to a cavalry unit into another hex that is adjacent to that cavalry unit or any other friendly unit.
12.1.2 Procedure
While moving his units the active player must announce when one of his units moves adjacent to an enemy's cavalry unit; the non-active player must immediately announce his intention to "React."
If the reaction is due to Trigger 1, then the friendly cavalry unit may immediately move one hex.
If the reaction is due to Trigger 2, then the cavalry unit may immediately move one hex but not into the hex the enemy unit has just vacated.
12.1.3 Restrictions
Units may not move by Cavalry Reaction into an EZOC other than the ZOC of the unit which triggered the move. Friendly units in a hex negate the presence of an EZOC for purposes of this rule.
Example: An A-H cavalry unit is in hex 13.15 adjacent to a Russian unit in hex 14.15. If the Russian unit moves into hex 14.14 it is an EZOC to EZOC move. Therefore, the A-H cavalry unit can "react." The A-H cavalry unit may react into every hex adjacent to hex 13.15 except hex 14.14 (the current location of the Russian unit) and hex 14.15 (the former location of the Russian unit).
PLAY NOTE: Cavalry Reaction Movement is the only time that non-active units may voluntarily move during the opponent's Movement Phase.
12.2 Other Cavalry Rules
- Cavalry cannot combine with infantry in combat (7.5).
- Cavalry cannot recover Reduced Combat Effectiveness (10.3.3).
13.0 Fortress Przemysl
The Austro-Hungarian Fortress Przemysl (hex 3.15) has several special characteristics:
- A Russian unit can never enter hex 3.15.
- A-H units stacked in the Fortress Przemysl hex cannot be attacked but can launch attacks.
- A-H units defending in or attacking into a hex adjacent to Fortress Przemysl gain two CRT column shifts in their favor.
14.0 Reinforcements
Reinforcements are found on the last page of the rules booklet ordered by their GT of arrival. Upon arrival, place the unit ON THE MAP in the hex specified or choose one of the hexes specified. All multiple hex arrival listings are inclusive.
If a unit's scheduled entry hex(es) is enemy occupied, the reinforcing unit may enter at the nearest friendly map edge hex (that is not enemy occupied) expending MPs to enter the map.
PLAY NOTE: The placement of reinforcements may trigger enemy Cavalry Reaction Movement (12.1).
14.1 Russians Entering on a RR Line Hex
Some Russian units are listed as entering on "any contiguous RR line hex between X & Y." All RR line hexes connected by a contiguous RR line between the two hexes listed are eligible with the following restrictions: The RR line hex must be a valid supply source (11.2), and it may not be in an EZOC unless no other qualifying hex exists.
15.0 Victory Conditions
Victory Points (VP) are used to determine which player is victorious. At the end of the game (following GT 12) the player with the most VP is victorious.
During play each player will add VPs as they are earned according to the VP Schedule found in 15.1. The current quantity of VP accumulated by a specific player is recorded on the VP Track.
15.1 Victory Point Schedule
Players can earn VP according to the following schedule:
(1) Attacks: During GTs 1 through 9, each attack conducted by friendly INFANTRY units earns 1 VP. [Errata: this item is present in the rules but not on the chart.]
Design Note: Both belligerents were striving to take and then maintain the initiative.
(2) Towns: VPs are earned for the capture and occupation of certain Towns (those encircled with red). The GT a Town is captured for the first time a player earns the "Capture" points. Each GT thereafter that a Town is occupied a player earns "Occupy" points. These VPs are recorded at the end of a player's turn.
| Austro-Hungarian | Capture | Occupy |
|---|---|---|
| Lublin (16.22) | 10 | 2 |
| Krasnostaw (16.18) | 3 | 1 |
| Chelm (18.17) | 6 | 2 |
| Hrubieszow (16.13) | 3 | 1 |
| Russian | Capture | Occupy |
|---|---|---|
| Lemberg (7.09) | 10 | 1 |
| Grodek (6.10) | 3 | 1 |
| Sambor (1.12) | 6 | 2 |
| Jaworow (6.12) | 3 | 2 |
[Errata: the printed rules place Sambor in hex 2.11; it is located in hex 1.12. The charts' error of giving only 1 VP for occupying Chelm should read 2 VPs, as listed above.]
(3) Eliminated Units: Each eliminated enemy unit earns 1 VP.
EXCEPTION: Eliminated "Ersatz Units" (2.1) are worth no VP.
PLAY NOTE: The VP Schedule can be found on the Player Aid Card.
Counter Abbreviations
- c: Cavalry
- comb: Combined
Russian:
- CN, cn: Caucasian
- cs: Cossack
- d: Don
- GD, gd: Guard
- GN, gn: Grenadier
- r: Reserve
- rf: Rifle
Austro-Hungarian:
- ls: Landsturm
- lw: Landwehr (German)
- m: Marsch
- sch: Kaiserschutzen
Russian Reinforcement Schedule
GAME TURN 2
- 9+10 c--10.01
- 12 c+3 cn--9.01
GAME TURN 3
- 13--8.01 or 7.01
- 34--8.01 or 7.01
- 65 r--7.01, 6.01
- 12--7.01, 6.01
- 19--7.01, 6.01
- 14--5.01
- 15--5.01
GAME TURN 4
- 23--any contiguous RR line hex between 16.26 & 19.23
- 37--any contiguous RR line hex between 16.26 & 19.23
- 80 r--any contiguous RR line hex between 16.26 & 19.23
- 4+5 d cs--any contiguous RR line hex between 19.17 & 19.16
- 48--3.01 or 4.01
- 3 rf--3.01 or 4.01
GAME TURN 5
- 1 gd--any contiguous RR line hex between 16.26 & 19.23
- 82 r--any contiguous RR line hex between 16.26 & 19.23
- 49--3.01 or 4.01
GAME TURN 6
- gd rf--any contiguous RR line hex between 16.26 & 19.23
- 83 r--any contiguous RR line hex between 16.26 & 19.23
- 21--any contiguous RR line hex between 19.23 & 19.16 plus hex 19.17
- 4 rf--3.01
GAME TURN 7
- 2 gd--any contiguous RR line hex between 16.26 & 19.23
GAME TURN 8
- 52--any contiguous RR line hex between 19.23 & 19.16 plus hex 19.17
- Pavlov--1.01 or 2.01
Austro-Hungarian Reinforcement Schedule
GAME TURN 2
- 1 ls--8.24
- 36 ls--8.22
- 26--5.16
- comb--4.15
- 19--5.15
- 10 c--7.15
- 97 ls--3.15
- 23--5.12
- 20--3.03
- 12 m+--1.01
GAME TURN 3
- 6 m+--4.14
- 23 m--2.11
- 108 ls--6.10
- 17--3.06 or 1.07
- 43--1.01
- 103 ls--1.01
GAME TURN 4
- 95 ls--11.25 or 12.25.
- 100 ls--11.25 or 12.25.
- 4 m--2.11
- 14 m--6.10
- 34--3.06 or 1.07
GAME TURN 5
- 106 ls--11.25, 12.25 or 13.26.
- 3 m--6.10 or 5.12
GAME TURN 6
- 40 ls--must enter at 1.01 or arrives GT 7 (A-H player's choice)
GAME TURN 7
- 3 lw--11.25, 12.25 or 13.26.
- 4 lw--11.25, 12.25 or 13.26.
- 31--2.11 or 1.14
- 40 ls--1.03, 1.05 or 1.07 (if didn't enter on GT 6)
GAME TURN 8
- 20 m--3.15
- 32--2.11 or 1.14
GAME TURN 9
- 102 ls +7 m--2.11 or 1.14
Combat Results Table (CRT) (9.1)
Results apply to attacker / defender.
| Dice Roll | 1:3 | 1:2 | 1.5:2 | 1:1 | 1.5:1 | 2:1 | 2.5:1 | 3:1 | 4:1 |
|---|---|---|---|---|---|---|---|---|---|
| 2 | +1 / R1 | - / R1 | +1 / R2 | +1 / R2 | - / R2 | - / R3 | - / R3 | -1 / R3 | - / R4 |
| 3 | +1 / -1.R1 | +1 / R1 | - / R1 | - / R1 | +1 / R2 | - / R2 | - / R3 | - / R3 | -1 / R3 |
| 4 |
Procedure
- Compare the opposing strengths and determine the initial Combat Odds Ratio;
- Apply any applicable Odds Column Shifts;
- Attacker rolls 2d6, cross references the result on the proper odds ratio column and applies the results.
Odds Column Shifts
- Flank Attack: 2 right
- A-H unit defending adjacent to Przemysl: 2 left
- Russian unit defending adjacent to Przemysl: 2 right
Results (apply to attacker / defender)
-= no effect+/- #= LRT modifierR#= Retreat # of hexes
Loss Results Table (LRT) (9.4)
| Modified die roll, Small (x<7 steps) | Modified die roll, Large (x>=7 steps) | Results: CE Reductions |
|---|---|---|
| 4 or less | 1 or less | 0 |
| 5, 6, 7 | 2, 3, 4 | 1 |
| 8, 9, 10 | 5, 6, 7 | 2 |
| 11+ | 8, 9, 10 | 3 |
| (none) | 11, 12, 13 | 4 |
| (none) | 14+ | 5 |
Procedure
- Add the number of steps for both sides involved in the combat;
- Determine the die roll modifier for each side;
- Each side rolls 1d6, finds the modified result under the appropriate magnitude column, and reads to the left to find the Combat Effectiveness Levels lost.
DRMs
- CRT result (+2 to -2)
- Each CRT hex retreat result
- Total strength of opponent's artillery value: 0-2: +0; 3-5: +1; 6-9: +2; 10-13: +3; 14+: +4
- Defender Flanked: +2
- Unable to fulfill Retreat Guidelines or unable to Retreat: +2
- Defending at night odds. +1 for each odds ratio over 4:1 (printed as shown on the chart)
Terrain Effects Chart (TEC)
| Terrain | MP Cost | Combat Effect |
|---|---|---|
| Clear | 1 | None |
| Woods | 2 | None |
| Ridge | +2 | Attkr. Str + AV halved |
| River | +2 | Attkr. Str + AV halved |
| Bridge* | +1 | see River |
| Swamp | Prohibited | NA |
* ignore River cost (4.2.1)
Movement Point Summary
| Action | MP Cost |
|---|---|
| Enter EZOC | +1 |
| Exit EZOC | +1 |
| EZOC to EZOC | +2 |
| Recover Combat Effectiveness | 4 |
Victory Point Schedule (Player Aid Chart)
Victory points can be earned in two ways: (1) Eliminated enemy units; (2) Capture and occupation of towns. Eliminated Units: each unit earns 1 VP.
| Austro-Hungarian | Capture | Occupy |
|---|---|---|
| Lublin (16.22) | 10 | 2 |
| Krasnostaw (16.18) | 3 | 1 |
| Chelm (18.17) | 6 | 2 |
| Hrubieszow (16.13) | 3 | 1 |
| Russian | Capture | Occupy |
|---|---|---|
| Lemberg (7.09) | 10 | 1 |
| Grodek (6.10) | 3 | 1 |
| Sambor (1.12) | 6 | 2 |
| Jaworow (6.12) | 3 | 2 |
[Errata: the printed chart gives Sambor as 2.11 (it is in 1.12) and only 1 VP for occupying Chelm (should be 2).]
Official Errata
The following is the publisher's official errata sheet (Compass Games), reproduced in full. Corrections affecting the rules and charts have also been noted inline above.
Rules
- 11.2 Friendly Map Edge: 6.25 do not exist, should be 6.24
- 15.1 (1) Infantry VP: this item is present in the rules but not on the chart
- 15.1 (2) Towns: Sambor is located in 1.12 not 2.11
Charts
- Occupation of Chelm should give 2 VPs instead of only 1
- Sambor is located in 1.12 not in 2.11
Counters
- The Russian divisions of the 25 and 3CN corps are 5-7-4 on their back and should be 3-4-4.
Map
- A-H reinforcement track: the slot for 'comb' division is missing (GT2) and the '34' division entry hex 3.96 should be 3.06 instead (GT4)