Gallipoli, 1915: Churchill's Greatest Gamble
Gallipoli, 1915: Churchill's Greatest Gamble Rulebook
Table of Contents
Table of Contents
- RIFLE AND SPADE SERIES RULES
- 1.0 Introduction
- 2.0 Sequence of Play
- 3.0 Counters
- 4.0 Game Displays
- 5.0 Map and Terrain
- 6.0 Fieldworks
- 7.0 Hiding
- 8.0 Us/Them
- 9.0 Formations and Command
- 10.0 Officer Points
- 11.0 Orders
- 12.0 Actions
- 13.0 Engineering
- 14.0 Movement
- 15.0 Reinforcements
- 16.0 Morale
- 17.0 Fire
- 18.0 Assault
- 19.0 Retreat
- 20.0 Supply
- 21.0 Weather
- GALLIPOLI 1915 GAME BOOK
- 100.0 Introduction
- 101.0 Rules Common to All Scenarios
- 102.0 Introductory Scenarios
- 103.0 Amphibious Operations
- 103.1 General
- 103.2 Amphibious Sequence of Play
- 103.3 Landing
- 103.4 Amphibious Assault
- 103.5 Amphibious Reinforcements
- 103.6 Landing Delays
- 103.7 SS River Clyde
- 103.8 Limited Entente Artillery Transport
- 103.9 Embarkation
- 103.10 Entente Supply Units & Beach Depots
- 103.11 Order Requirements and Amphibious Operations
- 104.0 Historical Landing Scenarios
- 105.0 Historical Options
- 105.1 Anzacs Land on Target
- 105.2 Machine Guns on Anzac Beaches
- 105.3 No Pause at Anzac
- 105.4 Smooth Unloading at Anzac
- 105.5 Poor Maps
- 105.6 Disaster at Fisherman’s Hut
- 105.7 Poor Command at Anzac
- 105.8 No Delay at S Beach
- 105.9 SS River Clyde Lands on Time
- 105.10 Effective Naval Gunfire
- 105.11 Liman von Sanders Reacts Quickly
- 106.0 Free Landing Scenario
- 107.0 Designer’s Notes
RIFLE AND SPADE SERIES RULES
1.0 Introduction
Rifle and Spade is a game system of grand tactical combat in the years leading to and including the Great War. Scenarios are large enough to show a major operation in progress but small enough to show the significant tactical interactions. This system depicts the difficulty that large human organizations experience in reacting quickly and intelligently to changes on the battlefield. Depending on the army organization, orders are issued to regiments or brigades, collectively referred to as Brigiments. After orders have been issued, the Brigiments are activated in the Sequence of Play by a semi-random chit-pull. The units of each selected Brigiment activate to dig, fire, move, or assault, before the units of the next Brigiment are activated. Enemy units may employ Opportunity Fire against active units. Fire is ranged fire of infantry and artillery weapons. Assault is close quarters fire and melee. Losses can result from these activities and from failed Morale Checks. Over time the losses of Officer Points and unit strength will degrade the performance of the Brigiment. The game has two Players; each Player runs one Side. Players may divide their commands for team play.
1.1 How the Rules are Organized
These rules are organized as a series of concepts that serve as building blocks. The Sequence of Play is presented early to provide a narrative context for these concepts. Experienced players will want to focus on learning the rules pertaining to command and orders.
• Italic text is used for comments and design notes. Design notes provide historical details or the designer’s intent, which could be useful when resolving a “dispute between gentlemen.”
• Tables are rules but, unless stated otherwise, their content is found in the Charts and Tables booklet.
• Cross references to a rule will use parentheses; e.g., “(14)”, 14.0 trims to 14, or “(14.1)”, or text; e.g., “see Section 14.1”.
• Capitalizations are used when defining terms, in rules references, when referring to using a particular game marker, or for regular uses of particular game terms.
• A few sentences will have a pattern of multiple grouped terms: this is to save space. For example, read “Add/remove Boffin markers to/from units that were boffed on the current/preceding turn,” as “Add Boffin markers to units that were boffed on the current turn,” or “Remove Boffin markers from units that were boffed on the preceding turn.”
• Game-specific rules and specific cases can modify or replace a rule, for example by adding new terrain types or weather.
1.2 Game Scale
Different games in the series might use different scales. The following are expected to be the typical scales for a game.
1.2.1 Each hexagon (hex) is 400 meters from (flat) side to side. The contour interval is 50 meters.
1.2.2 A daylight turn is two hours; a night turn is four hours.
1.2.3 A rifle step is 200 men. An artillery step is two guns. MG units have firepower, but no steps.
1.3 Glossary of Working Terms
Use these as definitions until the rules define them more completely.
Adjacent. A hex adjoining another hex, units in such hexes, or a hexside of a hex itself. Compare to In Contact.
Brigiment. A game concept representing either a Brigade or a Regiment; they are treated the same. See Section 9.4.
DRM (Die Roll Modifier; Plural: DRMs). These are positive or negative numbers found on game tables that are added cumulatively to modify a natural die (dice) roll. See Case 1.4.4.
Hiding. A unit taking maximum defensive advantage of the terrain. Fire and movement is restricted. See Section 7.
Immune. The status of a target unit where a specific type of fire is prohibited, ‘P’, against it. See Cases 6.1.1, 6.4.9, 7.5.1, and 17.2.
In Contact. A unit Adjacent to an enemy unit, or in Us/Them.
LOS (Line of Sight). Used for spotting and firing between hexes. See Section 5.2.
MA, MP. Using normal movement units have a numerical Movement Allowance (MA) against which they spend one or more Movement Point(s) (MP, plural: MPs) to enter terrain. Some unusual types of movement do not use Movement Points. See Section 14.1.
Morale Check. A modified dice roll against the printed morale rating of a unit. See Section 16.2.
Movement to Assault. A special form of movement whereby an infantry unit attempts to enter an enemy occupied hex and later Assaults it at close range. See Sections 14.4 and 18.
Opportunity Fire Trigger. An action or activity taken by a Stack that allows the other (usually inactive) side to immediately fire upon it in response. See Section 17.4.
Release. A status change after which an on-map or off-map reinforcing unit may be activated. See Section 15.
Stack. A collection of game pieces at one location, containing one or more units, often including markers. See Section 3.7.
Us/Them. A hex occupied by Hiding units of opposing sides. See Section 8.
1.4 Conventions of Play
1.4.1 Range is counted in terms of the hexes on the map. Units in the same hex are at range zero; adjacent hexes are at range one; etc.
1.4.2 Dice. Only one type of physical die is used—the d10. It is either read as 0-9, or as pairs to form a percentile 00-99. “0” is always zero, never ten; “00” on the percentile dice is zero, not one hundred. DRMs will often apply. The charts are arranged such that a player always wants to roll low. Therefore negative DRMs are “good” DRMs.
1.4.3 Successful Die (Dice) Roll. A (possibly modified) roll that is equal to or less than the required number.
1.4.4 Multiple Dice. Significant time can be saved by rolling up to five dice to resolve tasks. For example, to resolve fire the green die is for the main result, the red-white percentiles are for fractional losses, and the black-gray percentiles are for any Morale Check.
1.4.5 Rounding Fractions. When calculating the final value of fractions, always round down to zero or the nearest table value; e.g., 1.8 rounds to 1. Exceptions: Decimal Rounding (1.4.6), Assault (18.3) and (18.4).
1.4.6 Decimal Rounding. Some tables and calculations may list decimal fraction values but the results that they generate are resolved as whole values. Roll percentile dice: if the result is less than or equal the decimal fraction on the table then round up the resulting value, otherwise round down. For example, if the Fire Results Table (17.2.3) gives a result of 1.36, then a roll of 36 rounds up to 2 step losses, and a roll of 37 rounds down to 1 step loss.
1.4.7 Halving Values. Halve all values (possibly more than once) and add them before rounding fractions. Round down to the nearest lower integer or table value. In other words, always round last. Exceptions: Assault: (18.3) and (18.4) .
1.4.8 Honor System. Even with their secret information players are expected to follow the rules.
2.0 Sequence of Play
The game is played in a sequence of game turns, subdivided into phases. Some phases are subdivided into segments, a few of which have subsegments. Some phases and segments are performed by both players simultaneously, or in parallel step-by-step (simultaneously within each step). Other phases and segments are performed by the Active Player; the other player is the Inactive Player. Titles in this series might modify this Sequence of Play. The sequence is: 1. Reinforcement Phase (Both players in parallel) See Section 15.
- Supply Phase (Both players simultaneously)
(a) During the 8pm to midnight turn check that each Brigiment on the map is in Supply. See Section 20.
(b) During other turns, check if any Brigiments currently Out of Supply are now back in Supply. 3. Command Phase (Both players in parallel)
(a) Isolated Units Segment Add/remove Isolated markers to/from units outside/inside Messaging Range of their Brigiment HQ. See Section 9.3.
(b) Formation Adjustment Segment Consolidate Flying Columns/Form Emergency Flying Columns; see Section 9.5.
(c) Adjust Officer Points Segment All Brigiments check to see if they gain or lose Officer Points based upon their circumstances. See Section 10.1.
(d) Orders Continuation Segment All released Brigiments check to see if they will continue their orders; see Cases 11.2.1, 11.2.2, and 11.2.3. Brigiments that fail this check will change to degraded orders in Step 3(e) below.
(e) Change Orders Segment i. Brigiments that failed orders continuation in step 3(d) above degrade their orders (11.2.4). ii. Other Brigiments may attempt to change their orders. See Section 11.3. Exception: Orders cannot be changed during a midnight-4am turn.
(f) Load the Cup Segment. See Section 2.1.
- Activations Phase (Repeat until all Brigiments have been activated)
(a) Initiative Segment (Both players) Each player rolls a modified die, the winner of which decides who will be the Active Player. See Section 2.3 below.
(b) Sequencing Segment (Active Player) Roll a die to determine if the Active Player has discretion in choosing the next Brigiment to activate, then randomly or deliberately pull the Command Chit of a Brigiment. That Brigiment is now the Active Brigiment. See Section 2.4.
(c) Brigiment Activation Segment (Active Player) The units of the Active Brigiment, and any Independent Units (9.7) activated with that Brigiment, perform the following subsegments: i. Engineering Subsegment (Active Player) See Section 13. A. Flip to their constructed side those Fieldwork markers (3.4) that completed the next level of construction. B. Note progress on Fieldworks still under construction. C. Activate any unit that wishes to start or continue an Engineering action on a Fieldwork (6) this turn and place the appropriate Fieldwork construction marker on the unit. ii. Commanded Fire Subsegment (Active Player) Each unit that did not start or continue an Engineering action in the Engineering Subsegment may participate in one Commanded Fire. See Section 17.3. iii. Movement Subsegment (Active Player) In any order chosen, the Active Player may activate each unit, or stack of units, of the active Brigiment that did not perform an Engineering action. These units may Rally (16.5) and/ or Move (14). Activated units that successfully Move to Assault (14.4) are marked with Assault markers (3.3.2); see Step iv below. iv. Assault Subsegment (Active Player) The Active Player resolves each Assault separately in any order chosen (18). As part of the result either player may Retreat (19). For each of the Subsegments in Step 4 (c) above:
• Units of either side may (un-)Hide (7). Actions and activities might trigger Opportunity Fire (17.4).
• Units that take Fire (17) might have to check their Morale (16.2) and Rout (16.3) as a result. Some Orders (11) might restrict or allow units to conduct the actions and activities described above. 5. End of Turn Phase (Both players simultaneously)
(a) Remove Activity Count markers used to track artillery fires (17.7.8).
(b) Advance the Game Turn marker to the next game turn.
2.1 Load the Cup Segment
For Step 3(f), the Load the Cup Segment of the Command Phase, one opaque cup will be required for each player. Empty coffee cups work better than full ones. Each player places all Command Chits of released Brigiments into their respective cup.
2.1.1 During the Load the Cup Segment do not load the Command Chits of unreleased (On-Map or Off-Map) Brigiments (15).
2.2 Activations Phase
The order of Brigiment activation is controlled by two segments: 1. Initiative Segment. Step 4(a) determines which player will activate the next Brigiment. This person is known as the Active Player. See Case 2.3.
- Sequencing Segment. Step 4(b) determines whether the Active Player will choose (“have discretion”) or randomly pull the Command Chit to activate the next Brigiment. See Case 2.4. Players should remember that there is an Initiative Segment before the activation of each Brigiment.
2.2.1 Note that each Command Chit pull determines the next Brigiment to be activated. Until both sides run out of Command Chits a new chit pull happens after each activation. It is possible for one player to activate Brigiments twice or more in a row.
2.2.2 Once pulled, a Command Chit is not put back into the cup until the Load the Cup Segment in the next game turn. Therefore a Brigiment can only be activated once per game turn.
Hint: For many players it won’t really matter who rolls the dice for initiative and sequencing. Time can be saved by rolling three dice for initiative—one for each player, plus a neutral die for the sequencing. For example, red for Entente, green for Central Powers, white for sequencing. In effect these two segments can be compressed into a single de facto segment. You can roll your own initiative dice, if you prefer.
2.3 Initiative Segment
During Step 4(a) the Initiative Segment, each player rolls a d10 and adds any applicable DRMs from the Initiative DRMs Table (2.3.1). The player with the lowest modified score is the Active Player and has the initiative: that player chooses who will pull the next Command Chit from their own cup.
2.3.1 Initiative DRMs Table
2.3.2 If the modified rolls are tied, then the player who did not pull the last Command Chit pulls the next chit, unless this is the first Command Chit pull of the turn, in which case keep rolling off until there is no tie.
2.3.3 If one player has no remaining Brigiments to activate then the other player is automatically the Active Player; there is no die roll for the initiative.
2.3.4 A scenario may define who the first player is for a given game turn; this overrides the normal procedure.
2.4 Sequencing Segment
During Step 4(b) the Sequencing Segment, the Active Player rolls one die and adds any DRMs from the Sequencing Threshold Table (2.4.1).
2.4.1 Sequencing Threshold Table
2.4.2 If the modified roll is less than or equal to the threshold number on the Sequencing Threshold Table (2.4.1) then the Command Chit pulled from the Active Player’s cup can be one of that player’s choice, the Active Player “has discretion”, otherwise the chit is pulled randomly from that player’s cup. In either case, the Brigiment corresponding to the pulled chit will be activated during the subsequent Brigiment Activation Segment.
3.0 Counters
The game pieces, also known as counters, come in five varieties: units, unit markers, Fieldworks markers, Brigiment markers, and game status markers.
3.1 Units & Unit Symbols
Unit counters represent the actual military units depicted in the game. The status of the unit is usually represented by using unit markers on or under the unit counter. The Unit Key (3.1.1) explains how to read a unit counter.
3.1.1 Unit Key See the separate player aid card.
3.1.2 Units are color-coded to identify their parent Formation and battalion. The background color denotes the Division (or Corps for Corps-level units), the colored stripe at the top denotes the Brigiment, and the color of the badge shows the battalion (if appropriate).
3.1.3 Units either have one, two, or three steps. A one step unit has a blank reverse side and is destroyed (removed to a dead units holding area) if it takes a step loss. For two and three step units the reverse (striped) side of a unit counter is used when it has taken its second step loss. Some artillery units have three steps. Such units are replaced by a 1-step artillery remnant counter of the matching weapon type when they take their second step loss, and are completely destroyed on their third step loss.
3.1.4 There are five types of units, usually available in multiple sizes:
-
Rifle. Half-battalions (2 steps), companies (1 step), and pickets (¼ step). Rifle units are infantry armed with rifles, bayonets, and (perhaps) grenades. Half-battalions are the most common.
-
Machine Gun (MG): platoons (2-4 guns), sections (2 guns), and subsections (1 gun). All MG units have 0 steps.
-
Artillery. Batteries (typically 4 or 6 guns; i.e., 2 or 3 steps), sections (two guns; i.e., one step), and subsections (1 gun). See the Unit Key for more artillery symbols.
-
Cavalry. Squadrons (1 step). Cavalry follow the rules for rifle infantry, except that they have different MAs and terrain MP costs. By 1915 cavalry were trained as mounted infantry—they moved as cavalry but dismounted and fought with rifles and bayonets. It is true that there were some traditional cavalry charges during the Great War—these will be covered by game specific rules.
-
Headquarters (HQ). Brigiment (brigade or regiment), square brigade, and division HQ’s are described in Section 9.2 They have 0 steps.
3.1.5 Infantry is a term used for rifle, machine gun, and, except for movement purposes, cavalry units. Infantry have three unit values as shown on the Unit Key: 1. Rifle Fire Points
-
MG Fire Points
-
Morale Rating (percentile value)
(Figure: an infantry counter with labels: Unit Name (Right half-battalion, 1st Battalion, Royal Irish Fusiliers); Brigiment color; Battalion Color; Unit Type Symbol (infantry); Size Symbol (half-battalion); Flying Column assignment, if any; Brigiment (87th Brigade); Rifle points; MG points (0); Morale.)
3.1.6 A unit can fire both its rifle and MG values if the target is within range. Add the values together (see Section 17.2 for usage of fire points). Half-battalions and smaller units usually either have rifle fire points or MG fire points, but not both. Some games in this series might have battalion-sized counters with both rifle and MG fire points. A fire point represents the fire of 100 men or one machine gun.
3.1.7 Artillery units have the following values: 1. Weapon Type (e.g., 18 pdr, 7.5cm)
-
Trajectory: High-angle or low-angle (see the Unit key)
-
Steps
-
Range
-
Morale (always 80, not shown on the unit counter)
-
Fire points
-
Ammunition (ammo) type (HE or shrapnel)
(Figure: an artillery counter with labels: Unit Type Symbol (mountain gun, low-angle); Unit Name (8th Mountain Battery, 9th Regiment); Weapon Type (7.5cm Mountain Cannon); Ammo Type (grey box - Shrapnel); Fire points; Steps; Range.)
3.1.8 The morale rating of a unit is expressed as a percentile number. Higher numbers are better.
3.1.9 The primary ammunition type for an artillery unit is yellow background for HE, and gray for shrapnel.
3.2 Reorganizing Units
When a unit is reorganized replace the now unused unit counter with its replacement from the Counter Sled (4.3).
3.2.1 Units can combine into larger units or break down into smaller units during their movement subsegment, either before movement, or after resolving Assaults. All reorganizing units must be in the same hex and must belong to the same parent battalion. Battalions can break down into half-battalion or companies. Any two companies from the same battalion can be reorganized into a half-battalion. Some battalions have their own company unit counters; others must use the generic company counters. Reorganized units do not have to be at full strength; e.g., a company (1 step) could reorganize into a half-battalion flipped to its reverse (1-step) side.
3.2.2 Single-step sections of some types of wheeled artillery units are provided. This allows this type of artillery to unlimber in terrain that does not allow a full battery to unlimber (e.g., Steep Scrub hexes in Gallipoli 1915). Reduce the parent battery by 1 step when creating the single-step breakdown. Artillery breakdowns can recombine with any parent unit of the same weapon type that has at least one step missing.
3.2.3 Exception: Only Brigiments with Cordon Defense (11.12) orders can break down into Pickets.
3.2.4 Every four Pickets that are stacked with a unit of its owning regiment can combine into one rifle step of that Brigiment (do not worry about battalion affiliation). This step may be added to an existing unit (if it is understrength) or used to form a new one-step company of the Brigiment.
3.2.5 Exception: Units under an Assault marker cannot reorganize. They are busy with the Assault.
3.3 Unit Markers
Unit markers depict the status of a combat unit. The following markers are placed on or under units or stacks of units. Markers belong to each unit but may be consolidated by units in the same state.
3.3.1 Artillery Fired markers are used to count the number of times an artillery unit has fired in a game turn. See Multiple Artillery Shoots (17.7.8).
3.3.2 Assault marks a stack that has successfully Moved to Assault (14.4) and waits to resolve that Assault (18).
3.3.3 Column marks infantry units to show that they have formed column-of-fours in order to move more quickly. It increases their movement rate but also their vulnerability to fire. See Column (14.2).
3.3.4 Confused marks units to indicate that they have suffered a (hopefully) temporary morale failure and are less effective than usual. See Section 16.
3.3.5 Digging marks units that are On Top (6.1.4) and constructing Fieldworks. They are not protected by any Fieldworks. See Section 13.
3.3.6 Fire/Moved markers designate artillery action limits for the current turn. See Section 17.7.
3.3.7 Hiding marks units that are Hiding (7).
3.3.8 Isolated marks units that are beyond the Messaging Range of their Brigiment HQ. See Section 9.3.
3.3.9 Limbered marks artillery units that are prepared for movement (including mountain guns disassembled and loaded on mules). Limbered artillery can move but not fire.
3.3.10 On Top marks units that are in a Fieldworks hex but are not occupying the Fieldworks—the lack of an On Top marker indicates that the unit is occupying the Fieldwork. See (6.1.4).
3.3.11 Number markers are provided for convenience of tracking miscellaneous activities or actions, such as partial constructions or routed steps.
3.3.12 Stack markers represent stacks that are in off-map Holding Boxes (4.2) for convenience.
3.3.13 Us/Them marks a hex where units of both sides are Hiding. See Section 8.
3.3.14 Waiting markers are placed on stacks waiting for the last Brigiment to activate in a Multi-Brigiment Movement to Assault (14.4.6)
3.4 Fieldworks Markers
The following markers represent Fieldworks that have been constructed on the map. Some Fieldworks are already printed on the map. See Section 6.
3.4.1 Rifle Pit. Section 6.2.
3.4.2 Gun Pit. Section 6.3.
3.4.3 Shallow Trench. Section 6.4.
3.4.4 Fire Trench. Section 6.4.
3.4.5 Barbed Wire. Section 6.5.
3.4.6 Cut Wire. Section 6.5.4.
3.4.7 Telephone. In some games for use in Section 9.3.
3.5 Brigiment Markers
Each Brigiment has the following markers which are used to record the on-map and off-map status of that Brigiment.
3.5.1 A Command Chit is placed in the player cup to determine Brigiment activation during Sequencing (2.4).
3.5.2 An Orders marker is placed on the current Order Type (11.1.7) of the Brigiment on the Army Status Display (4.1).
3.5.3 Officer Points (OPs) marks the current number of Officer Points in the Brigiment on the Army Status Display (4.1). The Class (9.1.7) of the Brigiment is in Roman numerals. The reverse side shows the number of Officer Points gained or lost during the Adjust Officer Points Segment. See Section 10.
3.5.4 Rout identifies rout losses in the Routed Holding Box (4.2.2). See Section 16.4.
3.5.5 Gain Step/No Gain tracks whether a Brigiment that has Entered Regroup will recover a destroyed rifle step on the current turn. See Case 11.14.12. The markers of Cases 3.5.6 and 3.5.7 can be used as an alternative to the planning maps, but they leak some information to opposing players:
3.5.6 Brigiment Objective (11.4.17) markers denote on the map the end points of the Objective Line (11.4.7) for a Brigiment. Flip the marker to its reverse side to hide the identity of the Brigiment.
3.5.7 Point Objective markers (11.4.5) are used on the map to supplement Brigiment Objective markers or to mark a corner on an Objective Line (11.4.7). Flip the marker to its reverse side to hide the identity of the Brigiment.
3.5.8 Dummy Objective markers obfuscate real Objective markers by appearing the same on one side.
3.5.9 In Support marks units that are designated in an Order as local reserves. See Section 11.5.
3.5.10 Out of Supply marks Brigiment HQs in that state (20.2).
3.6 Game Status Markers
These markers track the general status of the game.
3.6.1 Game Turn. Use this marker to track the current game turn on one of the reinforcement tracks.
3.6.2 Phase. This goes on the current phase, segment, or subsegment, with the Active Player side on top.
3.6.3 Weather. Some games in this series will have markers for potential effects of weather.
3.7 Stacking
The term stack means “one or more units of one side and associated on-map markers.” Substacks (e.g., unit(s) moving through a hex containing other units) are stacks. There are limits on how many combat units or steps may occupy a hex. Markers do not count against these limits.
3.7.1 MG and HQ units do not count toward stacking limits.
3.7.2 Rifle and cavalry steps count toward rifle stacking limits.
3.7.3 Stacking Order of Units. Top to bottom: HQ, artillery, MG, the rifle/cavalry unit with the most steps, remaining rifle/cavalry units. The stacking order is adjusted the instant that the composition of the stack changes due to movement/losses. It applies to moving substacks or to the entire hex. See Inspecting Stacks (3.8).
3.7.4 Markers are placed on top of the unit(s) that they affect.
3.7.5 The overall limits of steps or units that can stack in a hex are found on the Whole Hex (5.1.2) terrain line (Close or Open) that describes that hex on the Terrain Effects Chart (14.1.3). These overall limits usually include, and can constrain, the stacking sub-limits for rifle and artillery units (3.7.8), units in Fieldworks (3.7.9), and units that are Hiding (3.7.10).
3.7.6 Wheeled artillery can break down into single-step units so that they can unlimber in hexes that have restrictive stacking limits (e.g., Steep Scrub in Gallipoli 1915). If a single-step artillery unit (3.2.2) is not available, then use a Number marker to mark as single-step a higher step artillery counter and pro-rate the fire value accordingly.
3.7.7 Stacking limits apply to each side separately.
Note: This rule and the much lower limit on Column (14.2) stacking on roads/tracks mean that columns on roads/tracks cannot pass through each other.
3.7.8 The stacking limits for rifle and artillery units are independent of each other. The stacking sub-limits for rifle units in Column (14.2) and Limbered artillery (14.3) are constrained by the overall hex limits (3.7.5). Exception: Rifle units in Column (14.2) and Limbered artillery (14.3) cannot co-exist in the same hex. Furthermore, when using a road or track, the stacking sub-limits for rifle steps in Column or Limbered artillery do not count against the overall hex limits. For example, a Steep Scrub hex has overall limits of 16 steps of rifle units and (ignoring mountain artillery) 1 step of non-mountain artillery (unlimbered only, an unusual restriction). It could contain 16 steps of rifles (2 in Column or not) plus 1 step of non-mountain artillery (unlimbered). If the hex contained a road, then it could have 16 steps of rifle units (not in Column), 1 step of non-mountain artillery (unlimbered) and, on the road, either a) 2 steps of rifle units (in Column) or b) 1 entire artillery unit (Limbered).
3.7.9 Units in Fieldworks (ignore Barbed Wire) count against the overall hex stacking limits (3.7.5).
3.7.10 The sub-limits for Hiding (7) units are constrained by the overall hex limits (3.7.5): 4 steps of rifles plus rifles in Fieldworks, and, for artillery, the choice of either a) 1 unit or b) all units in Fieldworks (6.0). Do not count Hiding MG and HQ units. Per Case 3.7.7, this applies to each side in an Us/Them (8) hex.
3.7.11 The total number of friendly steps in a hex affect enemy fire; see the Density DRM Table (17.2.2).
3.7.12 Stacking limits apply at all times: Retreat (19) excess steps, according to owning player’s choice.
3.8 Inspecting Stacks
A player has only a limited ability to inspect the stacks of combat units and other information of the opposing player.
3.8.1 The opposing player may view all HQs, artillery units and the topmost non-artillery combat unit in a stack. The opposing player is allowed to inspect the Fieldworks or markers on top of these units. In addition the opposing player must be informed of the presence and type of any Fieldworks in the hex that were not observed with the top units.
3.8.2 Exception: When firing reveal the number of firing strength points of each type (artillery, MG, rifle) from each hex. The target stack of the fire will also reveal all applicable Fire DRMs for the stack; see Section (17.2).
3.8.3 Exception: All combat units and markers in a hex are revealed when resolving an Assault (18).
4.0 Game Displays
The game has three supporting displays of information: Army Status Displays, Holding Boxes, and Counter Sleds.
4.1 Army Status Displays
Each player has an Army Status Display presenting the orders and command capacities of Brigiments. See the graphic above.
(Figure: Army Status Display, with labelled areas: Officer Points Maximum values (10.1.5); Officer Points Half-Maximum values (10.1.6), in gray; Officer Points Track (10.1.1); Officer Points marker (3.5.3); Orders Change/Continue Table (11.1.2); Orders Tableau (11.1.1); Orders marker (3.5.2); Change Orders Matrix (11.3.1); Orders DRMs Table (11.1.3).)
4.1.1 Across the top is the Officer Points Track (10.1.1). The Officer Points Maximum (10.1.5) and Half-Maximum (10.1.6) values for each Brigiment are shown above the track. Move the Brigiment Officer Points marker as that Brigiment gains or loses Officer Points (10.1).
4.1.2 Just below and cross-referenced from the Officer Points Track is the Orders Change/Continue Table (11.1.2); the modified dice roll must be less than or equal to the table values (if any) to continue (11.2) or change (11.3) Orders.
4.1.3 Place the Brigiment Orders marker on the Orders Tableau (11.1.1) to display the current Order Type (11.1.7) of the Brigiment; the Fails To row indicates the Degraded Order (11.2.4).
4.1.4 Use the Orders DRMs Table (11.1.3) to find DRMs for rolls on the Orders Change/Continue Table (11.1.2). Changing Orders also uses DRMs from the Change Orders Matrix (11.3.1).
4.2 Holding Box Displays
The Holding Box Displays can be used to reduce clutter in crowded sections of the map.
4.2.1 Place destroyed units in the Destroyed box.
4.2.2 Place Routed (16.4) units in the Routed box. Often individual steps will rout; record them using Number markers under the Brigiment Rout marker. See Regroup (11.14).
4.2.3 The remaining boxes are for stacks. When not in use put the Stack marker in its corresponding holding box; when in use swap the marker for the stack. Stack markers have no effect on game play: in particular their use does not change Inspecting Stacks (3.8).
4.3 Counter Sleds
Counter Sleds assist player self-organization. Replace reorganizing units (3.2) and place Reinforcements (15) with units on the Counter Sleds.
4.4 Viewing Displays
A player is not allowed to view the contents of the opposing player’s displays.
5.0 Map and Terrain
The map represents a battlefield. Hexes are overlaid to regulate game functions. Terrain features may describe the entire hex, one or more hex sides (hexsides), features inside a hex, or a connecting path.
5.1 General Terrain Notes
The series rules define broad types of terrain. Individual games in the series define specific terrain types, with specific movement costs and Fire DRMs.
5.1.1 Hex Elevation Contours & Height Levels. Every land hex is colored to show its height above sea level. Except for specific cases in the Line of Sight rules, the entire hex is treated as if it is at the same height. A transition (hexside) from one height level to another is called a Contour. Climbing or descending a Contour can cost MPs (see specific game rules).
5.1.2 Whole-Hex Terrain Close Terrain. Complex terrain with hard cover; e.g., towns, and hilly terrain with numerous small gullies. Units in Close Terrain can Hide; see Section 7. Open Terrain. Open Terrain is the opposite of Close Terrain. It is terrain that has long sight lines with very little cover, for example, fields and pastures. Units in Open Terrain cannot Hide; see Section 7.
5.1.3 Hexside Terrain Hexside terrain is the terrain bordering two hexes. Units often pay extra Movement Points to cross such terrain. Hexside terrain can be Blocking or Elevating Blocking terrain. Hexside terrain Movement Point costs affect Opportunity Fire by rifle and MG units; see Case 17.4.11. Barbed Wire (6.5) is a Fieldwork hexside terrain feature. Cliffs are Ridges that also block movement (see below). Contours (hexsides between hexes at different elevations) are hexside terrain. Military Crest. A Contour with a sufficiently steep slope that it blocks Line of Sight to Down-Slope Blocking hexes below it. Ravines are very steep gullies that provide cover from direct fire. Ridges affect movement, Line of Sight (5.2), and allow a form of Hiding (7.4). Ridges are Elevated Blocking Terrain; see Terrain Effect on Line of Sight (5.1.5). Roads & Tracks reduce the MP cost of moving through terrain along the Road or Track, provided that the unit is in Column (14.2) or Limbered (14.3). Roads & Tracks also allow certain units to enter terrain that is otherwise impassable. Units with a March (11.16) order must use Roads (only Roads—not Tracks).
5.1.4 Point Terrain Features These are small terrain features that neither fill a whole hex nor cover a whole hexside. Most Fieldworks. Rifle Pits, Shallow Trenches, Fire Trenches, Gun Pits, and Forts. Some are printed on the map. See Section 6. No Man’s Land. This is the prepared fire zone in front of a Fire Trench. This is an implicit feature that is not graphically depicted. See Case 6.4.10. Communications Features. Telephones and wireless stations. Some types of Fieldworks implicitly include telephones. See Case 9.3.1.
5.1.5 Terrain Effect on Line of Sight See also Section 5.2. Blocking terrain allows Line of Sight into that hex, but, depending on relative elevation, can block Line of Sight through that hex. Towns and other defined terrain types might qualify. Elevated Blocking terrain is Blocking terrain whose elevation is higher when tracing a Line of Sight through that hex or hexside. For example, woods with tall trees, ridges. Down-Slope Blocking (DSB) terrain is terrain for which the Line of Sight may be Partial or Blocked if the LOS is traced through a Ridge or Military Crest. See the LOS Procedure (5.2.13) Case 6.
5.2 Line of Sight (LOS)
The Line of Sight (LOS) rules apply to all spotting and low-angle Fire (17.1.1). LOS is a straight line on the map calculated from the center of the spotter’s hex to the center of the target hex (for Opportunity Fire only, it can also be traced to a hexside). LOS is affected by observation range and intervening terrain.
5.2.1 Observation Range Table
5.2.2 Observation Range. A hex must be in observation range of a spotting/firing unit for there to be a LOS. Consult the Observation Range Table (5.2.1) for ranges.
5.2.3 Illuminated Zones may be defined for some games. A hex in an Illuminated Zone is treated as in daylight, even if intervening hexes are not illuminated.
5.2.4 The LOS Procedure (5.2.13) determines if intervening terrain affects the LOS; also see Sections 5.1.3 and 5.1.5. Game-specific rules can also define terrain effects on LOS.
5.2.5 LOS is Blocked, Partial or Open. Low-angle fire (17.1.1) and spotting (17.7.6) to the target hex are not permitted if the LOS is Blocked. Open LOS and Partial LOS allow fire and spotting; Partial LOS has an adverse Fire DRM. The phrases “LOS exists” or a unit “has LOS” to a target mean that the LOS is not Blocked.
5.2.6 LOS is symmetric: if hex A is Blocked/Partial/Open to hex B, then hex B has the same relationship to hex A. Exceptions: LOS Procedure (5.2.13) Case 8, Spotting from Us/Them (8.3.6).
5.2.7 LOS effects are not the same as Hiding. LOS defines the visibility of the hex, but the units in the hex could be Hiding (7). A Hiding target stack could be within LOS but the fire prohibited.
5.2.8 In some cases, LOS may exist but a unit may not be allowed to fire. See Section 17.8 Friendly Fire Restrictions.
5.2.9 If a LOS passes directly down the line of a hexside then that hexside counts as one hex of range, it is never regarded to be Adjacent to the spotter or the target, and the effect of that hexside is:
(a) if the hexside is an Elevated Blocking terrain hexside, then use the procedure of Case 5.2.11 below to determine the elevation and effect of that hexside; otherwise (b) the effect of the hexside is the effect of the least blocking of the two hexes that straddle that hexside.
5.2.10 Treat Cliffs as Ridges for the LOS Procedure (5.2.13).
5.2.11 Ridges are Elevated Blocking terrain hexsides. For the LOS procedure only (Case 5.2.13, not when calculating Fire DRMs) any given Ridge hexside is at one elevation level higher than the lower of its two straddled land hexes (therefore if the Cliff is adjacent to the sea then it is one level higher than the land hex). If any straddled land hex has Elevated Blocking terrain, then use its contour elevation for its height.
5.2.12 For the LOS procedure (5.2.13) a LOS crosses a hex if that hex is along the LOS and is not the spotter or target hex; a LOS crosses a hexside if the hexside is between any adjoining hexes along the LOS (including the spotter or target hex).
5.2.13 LOS Procedure Work down the list until a case results in a Blocked, Partial, or Open Line of Sight. 1. If the target hex is not within Observation Range (Case 5.2.2). Blocked.
-
If spotter and target are at ranges 0 or 1. Open.
-
If spotter and target are not In Contact and either of them is in a Ravine. Blocked.
-
If the LOS crosses a hex or a non-Adjacent hexside that has an elevation higher than both spotter and target. Blocked.
-
If the LOS crosses a Blocking Terrain hex that has an elevation that is the same as both spotter and target. Blocked.
-
If the LOS crosses a Military Crest/Contour to a lower Down Slope Blocking (DSB) hex then check all hexes along the LOS below the crossed Military Crest/Contour. Skip this Case if any of these checked hexes is not a DSB hex, or has an elevation the same or higher than the lower side of the crossed Military Crest/Contour. Otherwise the LOS is Blocked if a Military Crest is crossed; Partial if a Contour is crossed.
-
If there is an intervening Ridge, not Adjacent to either the spotter or the target, and it is the same height or lower than only the higher of the spotter or target. Partial.
-
Opportunity Fire only: if the target unit crosses over a Ridge. The target is at the Ridge height for this fire. Partial.
-
Otherwise the LOS is Open.
LOS Example 1: LOS Procedure (5.2.13), Cases 1, 2, 4, 8, 9. Cases 1, 2: L 1/Bord to R 3/19. Range 1: Open during day and twilight, Blocked at night. Case 4, Blocked by hex: 8 Mtn/7 to 21 Kohat. Hexes 31.43 and 34.22 are higher than these units. Case 4, Blocked by hexside: The ridge between L 1/Bord and 8 Mtn/7 is not adjacent to either unit and is higher (level 2) than both units (level 1). Case 4, Blocked by Ridge: The LOS from MG 1/Bord to R 3/19 directly traces a non-Adjacent Ridge that is higher than both units; see Rule 5.2.9 (a). Case 8, Partial: If R 3/19 had just moved north across the ridge from hex 29.42 into 29.43, then L 1/Bord’s Opportunity Fire against it would have a Partial LOS DRM. Case 9, Open: The LOS from MG 1/RIF to 8 Mtn/7 directly traces a non-Adjacent hexside that straddles two non-blocking terrain hexes; see Rule 5.2.9 (b). Case 9, Open: The LOS from 8 Mtn/7 to MG 1/Bord. While it crosses a Ridge, Cases 4 and 7 do not apply as the Ridge is Adjacent. Case 5 does not apply because the Ridge is a Blocking hexside, not a hex. The troops of MG 1/Bord are assumed to be in position for spotting and fire, unless they elect to Hide.
LOS Example 2: LOS Procedure (5.2.13), Cases 6, 7. Case 6, Contour versus Military Crest: The French 31°/1° Batterie has Partial LOS to 5 Sqdrn and L 2/57. The cavalry and infantry are on the lower side of a contour change, along a contiguous line of DSB (Scrub) hexes leading back to the contour change. LOS is Open to the Istanbul Jandarmerie because although there is a contour change between it and the French, the Jandarmerie are not in DSB hexes contiguously linked along the LOS to the contour change. If the contour change next to 5 Sdqrn had been a Military Crest then the LOS to both that unit and L 2/57 would be Blocked while that to the Istanbul Jandarmerie would remain Open. Case 7, Ridge: LOS between 31°/1° Batterie and L 3/19 is Partial due to the Ridge on the north side of 33.46. It is at level 2, whereas the battery is also at level 2. Therefore it does not block LOS; it merely reduces the LOS to Partial.
5.3 Imminent Threat
A hex is under Imminent Threat if it is almost at risk of being fired on by small arms fire. Imminent Threat is a condition used for issuing, executing, or failing Orders (11), and releasing units (15.1.2).
5.3.1 A hex, or unit, is under Imminent Threat if on a: 1. Daylight/Twilight turn it is within 3 hexes/2 hexes of an enemy unit that would, assuming daylight, have LOS (5.2.5) to it, or
- Night turn it is In Contact with an enemy unit. LOS is not necessary at night—observation range is zero at night.
6.0 Fieldworks
Fieldworks (FW) are tactical improvements to the natural landscape that are a form of man-made terrain with specific effects. A hex containing Fieldworks is referred to as a “Fieldworks hex.” To construct Fieldworks, see Engineering (13). Rifle Pits are the pits and scrapes dug by individual soldiers. As the rifle pits are joined together by narrow, waist deep trenches they become a Shallow Trench. A Fire Trench is a line of connected shallow trenches, with firing steps, a primitive parapet, and traverses to reduce enfilading fire.
6.1 General
Pre-existing Fieldworks for some scenarios are printed on the map. Additional Fieldworks for other scenarios may be given in the scenario instructions. More Fieldworks can be constructed during a scenario. Communications Features (5.1.4) may be defined for some Fieldworks in their descriptions or scenario rules.
6.1.1 For a unit there are five possible locations within a hex containing a Fieldwork: 1. No marker. The stack is occupying the Fieldwork and therefore is protected by favorable DRMs, but exposes itself in order to fire. This is the most common case.
-
Hiding. The stack is within the Fieldwork and is almost immune against fire, but cannot itself fire. See Section 7.
-
On Top. The Fieldwork has no effect. The other two possible locations below require that Close Terrain is present in the hex.
-
On Top & Hiding. A stack in a Close Terrain hex containing a Fieldwork can choose to be On Top of the Fieldwork, but still Hide (7) in the Close Terrain. Unusual.
-
Us/Them. If the units of both sides are in Us/Them (8), then the original owner of the hex occupies the Fieldwork (if desired), and the other stack is On Top & Hiding (unless the Fieldwork is a Close-Quarters Fieldwork; see Case 13.1.17). Any units in excess of the stacking limits retreat the instant the two stacks enter Us/ Them (3.7.12). On Gallipoli, at Quinn’s Post each side could hide only a company or two in the gullies below the Ridge.
6.1.2 Units in a Fieldworks hex are assumed to occupy the Fieldworks unless marked with an On Top marker. Units in excess of the Fieldwork’s capacity should be marked On Top; see the Terrain Effects Chart (14.1.3).
6.1.3 A single Fieldwork in a single hex can be occupied by only one side at any given time. Units can capture and use empty Fieldworks originally constructed by either player, and receive much of the protection that they provide, except Barbed Wire is automatically destroyed (6.5.4). Changing the facings and connections of a captured Fieldwork requires Engineering (13).
6.1.4 On Top. When a unit enters/leaves a friendly or unoccupied Fieldwork it is momentarily On Top before/after being in the Fieldwork; there is no additional MP cost to enter/leave a Fieldwork when entering/leaving the Fieldwork hex. During this moment moving Opportunity Fire (17.4.5) will affect this unit as if it is On Top. When a stack remains in the Fieldwork hex, there is a MP cost for entering a Fieldwork from On Top and vice versa; see the Terrain Effects Chart (14.1.3). Place an On Top marker only if the unit elects to use this moment to stay outside the Fieldwork. Exception: Certain Fieldworks have connections that allow a unit to enter the Fieldwork hex from some adjacent hexes without ever being On Top; see the specific Fieldwork rules. The intent of this rule is that a unit moving into a hex with a trench can be fired at before they enter the trench.
6.1.5 For each side, one infantry Fieldwork (Rifle Pit or trench of any kind) can coexist with one or more Gun Pits in each hex. Each Fieldwork may be in a process of improvement/construction at any time. For Fieldworks on different sides see Rule 6.1.1 Case 5 above. Exception: A Fort (6.6) counts as both a circular Fire Trench and a Gun Pit and cannot coexist with other Fieldworks owned by its side.
Shallow Trench Example: Note facings. See Case 6.1.6.
Fire Trench Examples: Three circular Fire Trenches (Gözcübaba Tepe, Hill 141, and The Old Fort), one non-connecting linear Fire Trench with wire (V Beach). Note Barbed Wire on all Fire Trenches, and a Shallow Trench northeast of Hill 141.
6.1.6 Relative Position to an Enemy Fieldwork. Some Fieldworks have facings. For example, Gun Pits have facing hexsides for firing positions and trenches have front, side, and rear facings. For Fieldworks with facings trace a LOS from a unit to the enemy occupied Fieldwork. If the LOS passes through the front/side/rear/facing hexside of the Fieldwork hex then the unit is considered to be to the front/ side/rear/facing hexside of the Fieldwork respectively. For a unit in the same hex as the Fieldwork, its relative position is defined by the adjacent hex from which the unit entered the Fieldwork hex (usually it is easy to remember, otherwise write it down). The defensive DRM of a Fieldwork is not affected by facing: it is present in the Fire Resolution (17.2) and Assault Combat (18.4) procedures. The relative position of a firing unit might generate DRMs that partially or fully negate this benefit; for example, see Enfilade Fire (6.4.6). Relative position is also used for firing from a Gun Pit (6.3), No Man’s Land (6.4.10), and Range Zero Fire (17.1.7). See the graphic examples nearby.
6.1.7 Units under an Us/Them marker (see Section 8) also have a relative position to an enemy occupied Fieldwork. Different units under Us/Them may have different relative positions. This will affect the DRMs used directly in Fire (17.2) and indirectly in Assault (18.3). See the graphic example below. Relative Position Example: The three units are all in hex 32.56 (Plugge’s Plateau) underneath the Us/ Them marker. They have been separated for clarity. The Ottoman picket is the original occupier of the hex and therefore occupies the trench. B Company of 9 Bn entered Plugge’s Plateau from the southwest, and is therefore in front of the trench at range 0. R 14 Bn entered from the north and is therefore enfilading the trench, also at range 0.
6.2 Rifle Pits
Simple scrapes and fox holes dug wherever the troops happen to be. Rifle Pits only protect infantry.
6.2.1 Rifle Pits do not have a facing.
6.2.2 Rifle Pits do not connect; Case 6.1.4 applies.
6.2.3 Rifle Pits are not immune to Crossfire (17.6).
6.3 Gun Pits
Gun Pits are small Fieldworks offering good protection for guns but limited traverse. They do not protect infantry.
6.3.1 Gun Pits have front facings of either two or three hexsides. The number of facings is shown on the Gun Pit marker.
6.3.2 Artillery in Gun Pits can only fire through the facing hexsides as shown on the Gun Pit marker or printed on the map. If the guns want to fire through the other hexsides they must go On Top. Alternately Engineering (13) can be used to expand facings from two to three hexsides, or dig a second Gun Pit in that hex. Captured Gun Pits typically face the wrong way.
6.3.3 Each Gun Pit can contain one battery. A hex can contain multiple Gun Pits, up to the usual stacking limit for artillery in that terrain type; see Case 3.7.5 and Table 14.1.3. For example, a hex could contain three Gun Pits, all possibly facing in different directions.
6.3.4 Artillery must be On Top to limber (14.3). Therefore the entire moving process costs MPs to go On Top and then MPs to limber. This process is two separate Opportunity Fire triggers. Reverse the process to emplace in a Gun Pit. Pull your guns out at night!
6.3.5 Non-fixed guns in Gun Pits can go On Top by Prolonging (14.3.7). Fixed guns are identified on the Unit Key (3.1.1). Fixed guns cannot go On Top.
6.3.6 Gun Pits do not connect; they are entered using Case 6.1.4.
6.3.7 Artillery in Gun Pits can Hide; see Case 17.7.4.
6.3.8 Infantry can only be On Top in a Gun Pit hex. Gun Pits have no effect on infantry.
6.4 Trenches
Infantry use two types of trenches: Shallow Trenches and Fire Trenches. Trenches have many shapes depending upon their hexside endpoints. A trench has one or more front and rear hexsides: the endpoints constitute the sides of the trench. Circular trenches have no endpoints: they have only a front, but no sides or rear.
6.4.1 Trenches connect to each other by their endpoints. Exceptions: Circular trenches and any trenches constructed in Close-Quarters (13.1.17) do not connect to other trenches.
6.4.2 A Shallow Trench may have Barbed Wire (6.5) to its front, in which case the hex will contain a Barbed Wire marker. Fire Trenches implicitly include such Barbed Wire, unless prohibited by the scenario.
6.4.3 A unit can move from a trench to a connected empty or friendly occupied trench without going On Top. It is still exposed to Opportunity Fire but it will receive the Trench DRM against that fire. A unit can Hide while moving inside a Fire Trench; see Section 7.3.
6.4.4 A unit may enter an empty or friendly occupied Fire Trench from an adjacent hex to the rear without going On Top. It is exposed to Opportunity Fire but it will receive the trench DRM. Optionally a unit can Hide while doing this (7.3). This reflects communications trenches that are not explicitly shown as a separate trench type in the game.
6.4.5 To enter a trench without using a connection (6.4.3) or implicit communication trench (6.4.4) use Case 6.1.4.
6.4.6 Enfilade Fire. When part of the fire against a unit inside a Shallow Trench passes through the trench side, the firing units have the Enfilade Fire DRM (17.2.1).
6.4.7 Exception: Units in Fire Trenches cannot be Enfiladed.
6.4.8 Exception: Units in a circular trenches cannot be Enfiladed.
6.4.9 Units in trenches are not affected by Crossfire (17.6).
6.4.10 No Man’s Land. When a unit occupying a Fire Trench hex conducts range zero Opportunity Fire against a unit that is in front of that Fire Trench then the No Man’s Land DRM (17.4.13) applies. Defending officers have supervised the construction of Fire Trenches so as to remove all dead ground.
6.4.11 Fire Trenches have an implicit telephone. See Case 9.3.1.
6.5 Barbed Wire
Barbed Wire acts as Hexside Terrain (5.1.3). Although Barbed Wire is usually associated with Trenches, Gun Pits, and conceivably Rifle Pits, it is one type of Fieldwork that when alone does not have an On Top status, nor does it enable a unit to Hide (7).
Barbed Wire Examples: Showing Barbed Wire around Fire Trenches, an isolated section of Barbed Wire on Z-1 Beach, and no Barbed Wire on the Shallow Trenches
6.5.1 Pay one extra MP to cross a Barbed Wire hexside.
6.5.2 If a unit Moving to Assault (14.4) crossed Barbed Wire to enter the Assault, then the converted DRMs for terrain apply during the first and second rounds of Assault Combat. See Section 18.4, Case 3. This is very important because the defender is typically in a trench, which has good DRMs.
6.5.3 Barbed Wire is only on the front side of a Fire Trench, as marked on the counter or the map. An Assault from the non-wired side ignores the Barbed Wire. The top of a Barbed Wire marker points to its hexside.
6.5.4 Barbed Wire is destroyed as soon as the hex is solely occupied by the non-owning player—use a Cut Wire marker.
6.6 Forts
A Fort is a set of heavier Gun Pits, typically constructed of stone and earth, surrounded by a circular Fire Trench.
Fort Example: Red arrows are artillery firing facings.
6.6.1 Forts act as Gun Pits (6.3) for all artillery that can stack unlimbered in a hex, except artillery in a Fort 1) may use any of the Fort’s facings and 2) have a better DRM when fired upon (17.2.1).
6.6.2 Forts act as circular Fire Trenches for infantry; apply all relevant subsections of Section (6.4).
7.0 Hiding
Hiding is a tactical deployment that takes full defensive advantage of Close Terrain, Fieldworks, or adjacent Ridges. Units that are Hiding are marked with a Hiding marker. They remain in that condition until they voluntarily stop Hiding or participate in a round of Assault (18). Hiding is not a form of Movement (14). The troops are behind small folds in the ground within the hex. Fieldworks produce a similar effect. If the troops want to fire or move then they must expose themselves. Hiding and LOS are related but different concepts. LOS applies to the hex; Hiding is a posture of the units within the hex. It is common to have LOS to a hex containing a Hiding unit. While LOS might allow fire, Hiding might either degrade or eliminate the damaging effect of fire altogether.
7.1 Initial Requirements
It is possible to Hide in Close Terrain (5), Fieldworks (6), and behind an adjacent Ridge along the LOS (7.4).
7.1.1 A unit cannot Hide in Barbed Wire (6.5) alone.
7.1.2 The maximum stacking when Hiding is shown in Case 3.7.10 and the Terrain Effects Chart (14.1.3). An overly large stack cannot Hide but a substack can Hide.
7.1.3 A unit cannot Hide while in Column (14.2), Limbered (14.3), or while performing most Long Actions (12.2).
7.1.4 Specific game rules and tables may limit which forms of Hiding are available to particular types of artillery.
7.2 General
In a hex that allows Hiding, a stack can enter Hiding in one of four ways: 1. During movement, either while it is inside the hex or when it enters a hex, 2. When it Retreats (19.0) into such a hex, including into Us/Them, 3. After resolving incoming Opportunity Fire (see Case 7.2.1 below), 4. Prior to receiving incoming Commanded Fire (see Case 7.2.2 below). In all cases, there is no Movement Point cost to Hide. In cases 1 and 2 above resolve Opportunity Fire triggers (17.4), if any, before the stack Hides.
7.2.1 A stack may Hide after taking Opportunity Fire (17.4). It does not receive the benefits of Hiding until after the fire effects and any resulting Morale Checks are resolved.
7.2.2 A stack may Hide before resolving Commanded Fire (17.3). This may reduce or obviate the destructive effects of the Commanded Fire, but the firing units are still committed to firing at the now Hiding stack. Forcing units to hide creates fire dominance.
7.2.3 Units that Hide are marked with a Hiding marker.
7.2.4 Units that Hide must stop moving. Exceptions: Hiding While Moving in a Fire Trench (7.3), Hiding Behind a Ridge (7.4).
7.2.5 Consult the Long Action Table (12.2.1) to determine which Long Actions are canceled by Hiding.
7.2.6 Hiding is not an Opportunity Fire (17.4) trigger.
7.2.7 Hiding Options. Units can Hide in a hex using different means (in Close Terrain, Fieldworks, or Behind a Ridge). The stacking limits of Case 3.7.10 apply to all.
7.3 Hiding While Moving in a Fire Trench
There are two cases that allow a stack to Hide and move in a Fire Trench; the Fire Trench being entered must be either empty or friendly occupied. 1. An infantry stack moving into a connected Fire Trench may Hide while it is in a Fire Trench hex. See Case 6.4.3.
- An infantry stack that enters/leaves a Fire Trench to/from an adjacent hex that is to the rear of the Fire Trench may Hide while it is in the Fire Trench hex. See Case 6.4.4.
7.4 Hiding Behind a Ridge
A stack that is stationary or moving while it is adjacent to (and not crossing over) Ridge or Cliff hexsides may declare that it is Hiding behind all such adjacent hexsides.
7.4.1 To Hide Behind a Ridge the unit must be adjacent to a Ridge, or Cliff hexside.
7.4.2 Unlike Hiding in Close Terrain or a Fieldwork, the stack will be Hiding only from non-adjacent enemy units that could trace LOS across the Ridge/Cliff hexside(s). The stack is not Hiding from adjacent units or units that trace LOS across other hexsides.
Hiding Behind a Ridge: The infantry unit can move as shown and remain hidden from the artillery unit.
7.5 Benefits of Hiding
While there are common benefits for all Hiding some forms of Hiding have additional benefits.
7.5.1 A stack that is Hiding in certain terrain is immune to certain types of enemy fire. Even though an LOS exists, fire from which all units are immune is not added into the total fire when it is resolved; see Section 17.2 and the Fire Mods Table (17.2.1). For example, infantry Hiding in Rifle Pits cannot be fired at by infantry fire from their own elevation or lower, but can still be fired at by infantry at a higher elevation (plunging fire), and artillery.
7.5.2 A stack that is Hiding Behind a Ridge (7.4) is immune to spotting or fire only from the enemy units that would spot or fire across one of the affecting Ridge hexsides. Exception: If it can be spotted, high-angle fire can cross the affecting Ridge hexside; see Case 17.7.6.
7.5.3 Otherwise Hiding provides a favorable DRM against enemy fire. See the Fire Mods Table (17.2.1).
7.6 Restrictions of Hiding
Hiding places restrictions on the ability of a unit to dig, move, fire, and to perform certain Long Actions.
7.6.1 A unit that is Hiding may not dig Fieldworks (13.1.15) nor perform most other types of Long Action (12.2). Exception: Digging Close-Quarters Fieldworks (13.1.17). Sapping might be allowed in a later edition of these rules.
7.6.2 Movement and Engineering Actions. A Hiding unit that wishes to un-Hide during its Engineering or Movement Segment (including Moving to Assault in the same hex) will: 1. Remove its Hiding marker.
- It may move or perform another activity which might trigger Opportunity Fire (17.4). If the unit did not perform any activity after coming out of Hiding, then coming out of Hiding itself is an Opportunity Fire (17.4) trigger (there is only one trigger, not two). Apply the same procedure to units coming out of Hiding to dig Fieldworks, prolong guns, drag guns, or that wish to change their Hiding Option (7.2.7). The units can re-enter Hiding after completing the activity. Exceptions: Hiding While Moving in a Fire Trench (7.3) and Hiding Behind a Ridge (7.4).
7.6.3 Hiding units cannot Fire. Hiding units can defend against Assault (18.2), but, if they remain hidden, they cannot engage in Opportunity Fire, even when a stack Moves to Assault (14.4) their hex. Reminder: Units Hiding Behind a Ridge are not Hiding when tracing a LOS to an adjacent hex or to a non-adjacent hex that does not cross an adjacent Ridge/Cliff hexside; they can fire along such a LOS. See Case 7.4.1. Exception: High-angle firing units can fire while Hiding (17.7.4).
7.6.4 Hiding units do not contribute to Crossfire (17.6).
7.6.5 In order to perform Commanded (17.3) or Opportunity (17.4) Fire (or simply stop Hiding) a Hiding unit must: 1. Remove its Hiding marker.
-
Receive Opportunity Fire from non-Hiding enemy units. It will receive this fire before it has a chance to fire itself. This fire is known as Counter-Fire.
-
Fire.
-
Receive fire from Hiding enemy units that chose to come out of Hiding.
-
If desired, re-enter Hiding. Step 4 can trigger a chain reaction. Suppose that friendly units A, B, C are in Hiding, as are enemy units X, Y, Z, and that they are all within firing range of each other. If A comes out of Hiding to fire on a unit, then after it resolves its fire, X could come out of Hiding to perform Counter-Fire on A. After X’s fire is resolved, B performs Counter-Fire on X, then Y on B, then C on Y, and Z on C.
7.6.6 No unit can fire twice during Counter-Fire due to 7.6.5 Case 2. This rule prevents infinite loops.
7.6.7 Stacks are not Hiding while resolving Assault combat (18.3). This is not an Opportunity Fire trigger. They may re-enter Hiding following the Assault. Resisting an assault could expose the attackers and defenders, although they might be in a trench fighting with picks and bayonets. No one else can fire into an Assault hex, hence it is not a trigger. This is partly a “friendly fire” rule.
8.0 Us/Them
An Us/Them marker is used if both players have units Hiding in the same Close Terrain (5.1.2) hex. A hex with this marker is referred to as an “Us/Them hex,” or simply “Us/Them.” This situation is created when a stack Retreats into an enemy occupied Close Terrain hex; see Section 19.2. Us/Them models the incredibly close front lines on the beachheads on Gallipoli: each side owns a section of the hex. Both sides were only armed with direct fire weapons (rifles and machine guns) and lacked (effective) grenades and mortars: as a result they could be separated by only a few meters. On 25th April this happened at Quinn’s, Courtney’s, Steele’s Posts, and during the street fighting at Sedd el Bahr.
8.1 Entering Us/Them
The precise details are given in Retreat (19), but in general Us/Them occurs as the result of Assault (18): the attackers fight at least one round of Assault Combat and then give up and go to ground in the same hex as the defenders.
8.2 Benefits of Us/Them
The chief benefit of Us/Them is tactical: it allows an attacker to grab some terrain while forcing enemy units in that hex to go to ground.
8.2.1 Units in Us/Them are automatically Hiding and therefore receive the benefits of Hiding; see Section 7.5.
8.2.2 Artillery may not fire into Us/Them from outside the hex; see Case 17.8.4.
8.3 Restrictions of Us/Them
Us/Them is a mutual condition for both sides. The decision by one side to Retreat (19) into an Us/Them situation forces the other side into Us/Them. See Case 3.7.10 for stacking limits. The following restrictions are in addition to those for Hiding (7.6).
8.3.1 A unit or stack in Us/Them may only leave Hiding in order to take one of the following actions: 1. Move out of the hex. If the unit survives Opportunity Fire (17.4) and any resulting Morale Check, the unit must enter an adjacent hex that contains no enemy units and which was last entered by a unit of the same side as the moving unit (this could have been the moving unit itself). The unit may move further, Opportunity Fire allowing. Units in Us/Them have restricted knowledge of their neighborhood so will only move out into known friendly terrain.
-
Assault the enemy units in the same hex. This is treated as a form of Movement to Assault; see Section 14.4. The difference with that procedure is that if the initial Morale Check fails, the stack in the Us/Them hex does not come out of Hiding, nor is it placed under an Assault marker; it does not participate in the Assault (18). If it passes this check it still pays the cost of any Barbed Wire crossed to enter the hex. As with Movement to Assault the stack has an Assault marker placed, or joins other waves under an existing Assault marker. See Section 18.4 for resolving the actual Assault. 3. Perform Opportunity Fire (17.4) against an enemy unit that is entering its hex or comes out of Hiding in its hex. Such fire will require the firing unit to temporarily emerge from Hiding, which can trigger the sequence of Counter-Fire and Opportunity Fire against the firing unit. See Case 7.6.5. In this situation, once it has conducted its Opportunity Fire, the unit must return to Hiding. A unit in Us/Them cannot fire outside its own hex.
-
Perform Counter-Fire against Enemy units in its own hex. Again, see Case 7.6.5. Units in Us/Them have all their attention focused on the enemy on their doorstep, distant threats are unimportant.
8.3.2 The Close-Quarters Fieldworks rule (13.1.17) allows both sides to dig Fieldworks at night in Us/Them. If both sides have Fieldworks in Us/Them, and all enemy units leave that hex or are destroyed, then the remaining side may choose which Fieldwork to retain; the other Fieldwork is removed. Multiple Gun Pits with different facings can be retained.
8.3.3 If all the units of one side in a hex marked with Us/Them voluntarily move out of the hex (8.3.1 Case 1), then remove the Us/ Them marker. Unless they conducted Opportunity Fire against the leaving units, the units of the remaining side immediately convert their status to Hiding; this change of status is not an Opportunity Fire trigger. See Case 7.6.7. If one side leaves the hex, then the other side is still Hiding, unless it explicitly does something else.
8.3.4 If all of the units of one side in a hex marked with Us/Them involuntarily leave the hex (by Retreat (19) or are destroyed, routed or surrender), then remove the Us/Them marker. If this “departure” happened as a result of range zero Opportunity Fire in the hex (17.1.7) or at least one round of Assault Combat (18.4), then the remaining units are not Hiding. This is not an Opportunity Fire trigger; see Section 7.6.7. The remaining units are not Hiding after the Assault because they had to expose themselves for that firefight.
8.3.5 Reinforcing Us/Them. An Us/Them may be reinforced by either side using normal movement. This is not Movement to Assault (14.4); no Assault marker is placed in the hex. The Us/Them stacking limit must be respected—excess units retreat as per Case 3.7.12. The usual rules for Opportunity Fire apply before the moving unit Hides.
8.3.6 Spotting from Us/Them. Artillery spotters (17.7.6) in Us/ Them have an observation range of 1 in daylight/twilight, 0 at night.
9.0 Formations and Command
Higher organizations of units are referred to as Formations. Some Formations are collections of units, while other Formations are collections of units and smaller Formations. For units to function at their full capability it is necessary for them to operate within the command and control network of their parent Formation.
9.1 General
Formations may be Corps, Divisions, Brigades or Regiments (Brigiments), and Battalions. Some Formations have Independent Units (9.7) that can be activated by lower Formations. The hierarchy of Formations, from highest to lowest, is
-
Corps
-
Division
-
Brigiment, including Flying Column
-
Battalion
9.1.1 Corps refers to any Formations higher than a Division. A Corps consists of one or more Divisions along with Corps-level Independent units. Corps have little practical meaning in this game except that there are Corps-level Independent units that may be activated by Brigiments. Corps HQs are not represented in the game.
9.1.2 A Division consists of a Division HQ, two or more Brigiments, and Independent units organic to the Division. Division HQs affect the ability of their subordinate Brigiments to continue or change orders; see Division Communications (9.6).
9.1.3 A Brigiment (9.4) represents either a Brigade or a Regiment. Brigiments consist of a Brigiment HQ and three or four organic battalions. Orders are issued to Brigiments. The designer grew tired of writing “Brigade or Regiment.”
9.1.4 A Square Brigade is an intermediate Formation between a Regiment and a Division. If present in a game, treat a Square Brigade HQ as a Division HQ; treat the regiments subordinate to the Brigade HQ as Brigiments; and treat the Division HQ as simply an alternate Division HQ. HQs for Square Brigades will be used in special cases. Early-war French, German, and late-war US divisions used this organization, but typically orders were issued to the regiments, not the brigades.
9.1.5 A Flying Column (9.5) is an ad hoc Brigiment organized prior to some scenarios or as an emergency measure when a Brigiment becomes scattered.
9.1.6 A Battalion is the lowest Formation. The default representation is two half-battalion units (L-Left, R-Right), which can be broken down into companies and/or pickets using Section 3.2.
9.1.7 Class is a property of a Brigiment that represents the quality and depth of its command and communications staff. Brigiments are rated from Class I to Class V, with Class I being the best.
9.2 HQ Units
In game terms, an HQ unit is a focal point for its subordinate Formations and units.
9.2.1 Brigimental HQ units are used to determine if subordinate units are Isolated; see Section 9.3.
9.2.2 An overly-long communications path from a Brigiment HQ to its Division HQ can produce DRMs on the Orders DRMs Table (11.1.3). See Section 9.6.
9.2.3 HQ units do not count for stacking.
9.2.4 HQ units always move as if they are in Column (14.2), never pay MP costs to enter/leave Column, and are automatically out of Column when not moving. The Firing at Column DRM is not used.
9.2.5 HQ units are not affected by fire.
9.2.6 Unless moving in a stack with other units, the movement of an HQ unit is not an Opportunity Fire trigger.
9.2.7 HQ units do not in themselves make their stack subject to the Target in Column Fire DRM (17.2.1).
9.2.8 HQ units can Hide (7).
9.2.9 HQ units cannot perform Engineering (13).
9.2.10 HQ units cannot fire (17.1.6). 9.2.11 HQ units cannot Move to Assault (14.4). HQ units do defend in Assault Combat; see the Assault Fire Values Table (18.3.1). 9.2.12 HQ units are destroyed by Assault as described in Case 18.4.2. When an HQ unit is destroyed, replace it immediately on the nearest on-map unit of the HQ’s Formation to which a path can be traced that does not go through an enemy unit. If no such path exists, select the nearest unit of the Formation as the location for the replacement HQ, otherwise use a reinforcement hex or supply source. Then check to see if additional Officer Point losses are called for; apply Section 10.3. If the HQ was a Divisional HQ (or Square Brigade HQ) then divide these Officer Points losses as equally as possible (using whole Officer Points) among the subordinate Brigiments.
9.3 Messaging Range
A unit is within Messaging Range of the Brigiment HQ if it can trace a chain of Brigimental units back to the HQ, every link of which is within Messaging Range of the next link. Exception: Independent Units (9.7) can trace this chain through friendly units of any Brigiment or other Independent units.
9.3.1 Messaging Range is one hex or two hexes: 1. Two hexes if the intervening hex is Close Terrain, or a connecting friendly trench, or other terrain not subject to Opportunity Fire from enemy infantry units. A single runner can hide easily in Close Terrain, and won’t be targeted by artillery.
-
One hex if the condition above cannot be met. The runners are picked off by snipers or MG fire. A unit that occupies a telephone or wireless station is at Messaging Range zero of any other unit also on a telephone or wireless. The Messaging Range can be extended at the other end of the telephone/ wireless connection as per cases 1 and 2 above. 1. All telephones are always connected to each other, unless there is no path free of enemy units from this telephone to the other telephone. Telegraphs are treated as telephones.
-
A wireless station has a telephone and also connects to all other friendly wireless stations. Therefore it connects two otherwise disconnected telephone networks. All units on ships are presumed to have wireless and are therefore connected to every friendly telephone net with a wireless.
9.3.2 Isolated Units. During the Isolated Units Segment of the Command Phase mark units that are not in Messaging Range as Isolated. Unmark Isolated units that are now within Messaging Range.
9.3.3 The effects of Isolation are found in Section 11.6.
9.3.4 Some orders, specifically Initial Attack (11.9), Cordon Defense (11.12), and March (11.16), do not require units to check for Isolated Unit status. If a Brigiment Changes Orders (11.3) to such an order, apply Section 11.6.3.
9.3.5 Independent Units (9.7) cannot be Isolated but Messaging Range is used for artillery Commanded Fire (17.3.4), Observed Fire (17.7.6), and March Order MA (11.16.5). Artillery batteries were cross-attached regularly. They generally selected their own targets.
Messaging Range Example: Consider the units of the 1 Australian Brigade. L 3 Bn is adjacent to the Brigade HQ. The stack with MG 1 Bn is adjacent to L 3 Bn and is therefore not Isolated because it can trace to the Brigade HQ via a chain of units. R 1 Bn is within two hexes of L 3 Bn, and the intervening hex is Scrub (Close Terrain), so is also not Isolated. However, although L 2 Bn is within two hexes of the MG stack, the intervening hex is Open Terrain, so it is not within Messaging Range of a connected unit of the Brigade: therefore it is isolated. For the Ottoman 39th Regiment, the main body includes the Regimental HQ. All three units are adjacent to each other—not Isolated. L 2/39 is within two hexes of the Regimental HQ but the intervening hex is clear, so it is Isolated. The 2 Field/9 Battery in Krithia is not Isolated because it is an Independent unit.
9.4 Brigiments
The primary Formation used in the game is the Brigiment.
9.4.1 The Class (9.1.7) of a Brigiment is shown on the Officer Points marker for that Brigiment. The Class of a Brigiment may degrade due to adverse events.
9.4.2 The Officer Points of a Brigiment are tracked on the Officer Points Track (10.1.1) of the Army Status Display (4.1).
9.4.3 Brigiments use Orders that are tracked on the Orders Tableau (11.1.1) of the Army Status Display.
9.4.4 Independent units (Corps or Division level) are activated by a Brigiment. See Section 9.7.
9.4.5 Assigned Units are organic to the Order of Battle of a Brigiment. During this period it was not normal practice to cross attach Battalions between Brigiments Kampfgruppe, US Combat Commands, and the elastic Commonwealth Brigades are WWII phenomena.
9.5 Flying Columns
Flying Columns are ad hoc Formations that exist in some scenarios, or are created in an emergency during a scenario. Flying Columns are created or modified during the Formation Adjustment Segment of the Command Phase. Except as stated below, Flying Columns operate as Brigiments consisting of the component units assigned to them. Due to their ad hoc nature Flying Columns will not perform as well as organic Formations. In the Cape Helles landings at Gallipoli the flying column at Y beach landed and then did nothing, even though they were unopposed. The orders had not specified who was in command and the two battalion commanders could not agree.
9.5.1 Deliberate Flying Columns might be set up by the scenario rules. Deliberate Flying Columns can include battalions from multiple Brigiments. In Gallipoli 1915, the Beach Columns for S, V, W, X, and Y Beaches at Helles are Deliberate Flying Columns. A special Army Status Display is provided for them.
9.5.2 Emergency Flying Columns. Sometimes units become Isolated (9.3.2) from their Brigiment HQ. Rather than the Isolated units working their way back (11.6) into Messaging Range (9.3) of their Brigiment HQ, a player may elect to collect one or more Isolated units into a new Flying Column. During the Formations Adjustment Segment of the Command Phase a player chooses one Isolated unit to serve as the establishing HQ of the Flying Column; place the Flying Column HQ marker on top of this unit. All Isolated units of the same Brigiment that are within Messaging Range of the selected unit must join that Flying Column; Isolated units from other Brigiments may also join the Flying Column. Then roll on the Leader Casualty Table (10.3.1) and subtract that number from the Brigiment Officer Points. Allocate the remaining Officer Points to the new Flying Column in the proportion of the infantry steps in the new Flying Column versus the remainder of the Brigiment, round fractions down. Subtract that number of Officer Points from the contributing Brigiment. The Emergency Flying Column’s Maximum and Half-Maximum Officer Points thresholds are pre-set on its Officer Points Track. The contributing Brigiment adjusts its Maximum and Half-Maximum Officer Points thresholds using the procedure for Leaving Regroup (11.14.17).
9.5.3 The Class of an Emergency Flying Column is one Class worse than the worst rated originating Brigiment. No Emergency Flying Column can be below Class V. Select OPs markers of the appropriate Class, each set of Flying Column markers has multiple OPs markers of different values.
9.5.4 Each new Emergency Flying Column starts with a Disorganized Defense (11.13) order.
9.5.5 Track the Officer Points and Orders status of the new Column on that player’s Emergency Flying Column Army Status Display (4.1). Use the row that matches the Class of the new column and the number of battalions it contains. Example of Forming an Emergency Flying Column: Emergency Flying Columns are rare and best avoided. This example demonstrates the full rules. Suppose that the Anzac bridgehead has been cut in two (!) and the Anzac player decides to create an Emergency Flying Column using 2 battalions of the NZ Brigade. Suppose that the two NZ battalions have 6 steps between them, the remainder of the NZ Bde has 5 steps, and the Brigade has 9 Officer Points remaining. Roll on the Leader Casualty Table (10.3.1) Table with a –2 DRM. The roll of 8 modifies to a 6, therefore the loss of 2 Officer Points from NZ Bde. Therefore the new Flying Column receives 7 x 6/(5 + 6) = 3.82 Officer Points from the NZ Brigade. After rounding the new Flying Column receives 3 Officer Points and the NZ Brigade loses 5 (3 plus the 2 lost to roll on the Leader Casualty Table (10.3.1)). The new Flying Column is “FC Alpha.” It will be Class III, one Class worse than the Class of the NZ Bde. Set up the Brigiment markers for FC Alpha on the “Class III, 2 bns” row of the Entente Emergency Flying Column Display and place the HQ onto one of the two battalions. If one battalion of 1 Royal Navy Brigade was also badly isolated then it would form its own Flying Column (FC Beta), or join FC Alpha.
9.5.6 During the Formation Adjustment Segment of the Command Phase units in a Flying Column can re-join their organic Brigiment when within Messaging Range of their organic Brigiment HQ. Officer Points are pro-rated by steps and transferred from the Flying Column to the receiving Brigiment as per Case (9.5.2). For example, the Royal Fusiliers Battalion, part of Beach X Flying Column, link up with their organic 86 Brigade on Hill 114. If the Flying Column currently has 3 battalions and 8 Officer Points, then 8/3 = 2.67 points transfer to 86 Brigade. Roll percentile dice, if the result is 67 or less, then three points transfer, otherwise two points, leaving 87th Brigade with 4 or 5 points respectively.
9.6 Division Communications
Brigiment HQs check their communications distance to Division HQs when performing Continue (11.2.3) or Change (11.3.2) Orders Checks. This check is a different calculation from Messaging Range (9.3). The resulting DRM is on the Orders DRMs Table (11.1.3).
9.6.1 Count the distance as a path through non-prohibited terrain (i.e., it cannot cross Cliffs or All-Sea hexsides), and cannot pass through an enemy (unless in a Us/Them hex). Count hexes, not Movement Points. Telephones/wireless (9.3.1) are connected by a path of length zero.
9.6.2 Exceptions: A Brigiment under an Initial Attack (11.9), a Cordon Defense (11.12), continuing (not changing) a General Reserve (11.15), or on a March (11.16) order does not perform this communications check. Brigiments under these orders are more prepared for their missions.
9.7 Independent Units
Independent Units are not Assigned Units (9.4.5) of a Brigiment. Unless stated otherwise, artillery and cavalry are Independent Units.
9.7.1 Independent Units belonging to a Corps or higher HQ can activate with any Brigiment in the organization.
9.7.2 Independent Units belonging to a Division can activate with any of the Division’s Brigiments. They are not “attached” to any particular Brigiment, and can activate with a different Brigiment on each game turn.
9.7.3 An Independent Unit can only be activated by one Brigiment during a turn. Ignore Messaging Range but Case 9.3.5 applies.
9.7.4 Independent Units never expend Officer Points (10.2.4). For example, in Gallipoli 1915, the 8 Mtn/9 Artillery Battery is stacked with the 57th Regiment, and chooses to activate with that regiment so it can move as part of a single group. On a later game turn that day it chooses to activate with the 72nd Regiment so that all the batteries on Gun Ridge can fire at once.
9.8 Intermingled Units
Friendly units between units of other battalions and Brigiments impede effective communications. Check for this status during the Orders Continuation Segment.
9.8.1 Intermingled Units Check. If two In Contact (1.3) units of a Battalion/Brigiment can trace a shortest path in hexes between them, and that path passes through (not simply into or out of) a hex that contains friendly In Contact units that do not belong to that Battalion/Brigiment, then the Brigiment (commanding the Battalion) has Intermingled units. This is true even if there exist alternate unblocked shortest paths between the In Contact units of the Battalion or Brigiment. Enemy units have no effect on Intermingling.
9.8.2 Exceptions: MG, Independent units, and enemy units are ignored when determining Intermingling.
Intermingling Example: The Ottoman 57th Regiment is intermingled for two reasons: 1) R 1/57 is between the units of 2/57 Battalion; and 2) R 1/72, a unit from a different regiment, sits between the units of the 57th Regiment; either reason would suffice. Note that 8 Mtn/39 is not causing intermingled status as it is an independent unit.
9.8.3 Reminder: Flying Columns are treated as Brigiments (9.5). Their units are treated as part of the Flying Column, not their organic Brigiment.
9.8.4 Effect of Intermingled Status. A Brigiment with Intermingled status has an adverse DRM for Orders Continuation and Orders Change dice rolls. See Sections 11.2.3, 11.3.2, and the Orders DRMs Table (11.1.3).
10.0 Officer Points
Every Brigiment has an Officer Points pool. This pool is tracked on the Officer Points Track; it can go to zero, but not less. The loss of Officer Points represents the friction of combat that causes operations to grind to a halt: officers and NCOs become casualties, runners are lost, and written orders become outdated.
10.1 Adjust Officer Points
During the Adjust Officer Points Segment of the Command Phase, each Brigiment gains or loses a certain number of Officer Points per turn. Cross-reference the Brigiment’s current Order with the Gain/ Loss Matrix on the reverse of the Officer Points (OPs) marker. This yields the number of Officer Points with which to adjust the Officer Points marker on the Officer Points Track (10.1.1).
10.1.1 Officer Points Track See the Army Status Display (4.1).
10.1.2 Officer Points Marker, Gain/Loss Matrix The reverse side of the Officer Points marker for each Brigiment shows how many Officer Points it gains or loses during this Segment. The first line applies to Daylight and Twilight turns. The second line applies to Night turns. The first column is for Attack-type orders (11.1.7), the second is for Defense-type orders (11.1.7), and the third column is for Regroup (11.14) orders. Brigiments with Disorganized Defense (11.13) orders gain half the number of Officer Points as Defense. Use Decimal Rounding (1.4.6) for fractions. Brigiments with other Orders neither gain nor lose Officer Points during this segment. Defense Regroup Consider the 88th Brigade marker (shown at left) Attack during this Segment. During a Night turn on Attack Day orders it would lose three Officer Points. If on Night Disorganized Defense a roll of ‘4’ or less on one die would gain the 88th Brigade one Officer Point.
10.1.3 Exception: A Brigiment with a Regroup order uses the Disorganized Defense rate until all its units have reached their Objective; see Case 11.14.4.
10.1.4 When a Brigiment is first available for activation (typically when it is set up or released in the scenario) place its Officer Points marker at the Officer Points Maximum (10.1.5) value as indicated on the Officer Points Track (10.1.1). Unless a scenario instructs otherwise, Brigiments will start a scenario with Officer Points at this value.
10.1.5 Officer Points Maximum. A Brigiment cannot gain Officer Points beyond its maximum shown on the Officer Points Track (10.1.1).
10.1.6 Officer Points Half-Maximum. A Brigiment whose Officer Points are less than or equal to its Half-Maximum level shown on the Officer Points Track (10.1.1) cannot gain Officer Points beyond this level until after a completed Regroup order; see Case 11.14.12. For example, a Brigiment with a maximum of 9 Officer Points, and a current total of 2, could not regain more than 2 until it successfully Regroups.
10.1.7 Dawn Bonus. Brigiments often receive extra Officer Points per battalion during the 4am turn, as specified in scenarios. Use Decimal Rounding (1.4.6) for fractions. Dawn is ever the hope of men.
10.2 Expending Officer Points
A Brigiment’s Officer Points are expended when units of that Brigiment take losses or perform other stressful activities. These expenditures are summarized on the Officer Point Costs Table (10.2.1).
10.2.1 Officer Point Costs Table
10.2.2 A unit cannot perform any of these activities if it does not have sufficient Officer Points. For example, an Assault cannot be launched unless there are sufficient Officer Points. Exception: See Leading From the Front (16.6).
10.2.3 A Brigiment cannot go below zero Officer Points. If it takes casualties that would take it below zero Officer Points then stop at zero.
10.2.4 Losses to Independent Units (9.7) do not cost Officer Points to any Brigiment.
10.3 Extraordinary Officer Point Losses
Some events may call for an extraordinary loss of Officer Points using the Leader Casualty Table (10.3.1). This table is used when an HQ is destroyed (9.2.12), when avoiding a Morale Check (16.6), or when forming an Emergency Flying Column (9.5.2).
10.3.1 Leader Casualty Table On Gallipoli, Mustafa Kemal was almost shot on Battleship Hill. The British 29th Division lost brigadiers during the landings as they personally rallied the troops on the beaches.
11.0 Orders
Orders assign missions and objectives to Formations and units. However, due to the nature of communications, the limits of command, and the friction of war, orders can lose relevance…and become difficult to change. World War I battles were characterized by an inability to react effectively once an attack had begun. Often the results were either to continue to throw men away pointlessly, or to fail to reinforce an actual success. The orders system is the heart of the Rifle and Spade system. However, it requires the ability to laugh at one’s own misfortunes. Games in the Rifle and Spade series typically contain an introductory scenario that does not require Orders—players may elect to try it first before learning Orders.
11.1 General
Every Brigiment has exactly one Order at all times. The Order continues from turn to turn until it is voluntarily changed or fails. During the Orders Continuation Segment, a Brigiment checks to see whether its current Order may continue or the Order fails to a degraded Order; see Orders Continuation (11.2). If the Brigiment passes the Orders Continuation Check, it may attempt a voluntary change to a new Order during the Change Orders Segment; see Section 11.3. Select the new Order type before rolling, but the exact details do not have to be recorded until the Change Orders Check (11.3.2) is passed. Scenarios define the initial Order for every Brigiment.
11.1.1 Orders Tableau See the Army Status Display (4.1).
11.1.2 Orders Change/Continue Table See the Army Status Display (4.1).
11.1.3 Orders DRMs Table See the Army Status Display (4.1).
11.1.4 Brigiments are assigned Orders. Divisions and other higher Formations are not issued orders. Independent units (typically artillery and cavalry) are activated by a Brigiment and so do not need Orders; see Section 9.7.
11.1.5 In Support is a term that refers to the uncommitted local reserves of a Brigiment as assigned in the specific Order. See Section 11.5.
11.1.6 In Line refers to any unit of a Brigiment that is not In Support (11.5), Isolated Under Changed Orders (11.6.3), or an HQ. An In Support unit performing a Commit Action (11.5.12) leaves In Support status and becomes In Line.
11.1.7 Order Types. The Order types are shown below. The Orders are grouped together based on having aspects in common. The italicized Orders are the base Orders for their group. The other Orders derive their descriptions partly from the base Order: this means that part of a derived Order description is in the base Order description. Attack-type:
• Attack (11.8)
• Initial Attack (11.9)
• Stalled Attack (11.10)
Defense-type:
• Defense (11.11)
• Cordon Defense (11.12)
• Disorganized Defense (11.13) Neutral
• Regroup (11.14) Rear Area
• General Reserve (11.15)
• March (11.16) Accordingly, by understanding how the Attack, Defense, Regroup, and General Reserve orders operate, one will have a good understanding of how the remaining orders work.
11.1.8 Order Characteristics. An Order has the following characteristics: 1. The type of Order.
-
The assigned Objectives (11.4) for the Order.
-
The assignment of Battalions that are In Support (11.5), if any are allowed by the Order type.
-
Optionally an Order will designate the Route of March (11.4.9) for each unit In Line, otherwise each unit In Line has a Default Route of March (11.4.10).
11.1.9 Order Life Cycle. Each Order has three stages: 1. When Issued. These are the requirements for the Brigiment to legally issue the Order.
- While In Effect. These are requirements and restrictions placed on the units under the current Brigiment order. They are further divided into the effects on:
(a) units In Line, (b) activated Independent units, and (c) units In Support. 3. Failure Conditions that cause the Brigiment Order to fail to a Degraded Order.
11.1.10 A Completed Order is one in which all surviving units have reached their Objectives. Completed Orders receive a DRM that makes them easier to continue or to change. Exceptions: Cordon Defense (11.12) and Disorganized Defense (11.13) never receive this DRM.
11.2 Orders Continuation
Each Order type has a Failure rule that describes the conditions for failing its Order. Check whether an existing Order continues or fails to a Degraded Order during the Orders Continuation Segment of the Command Phase.
11.2.1 Mandatory Failure. Under certain Orders the loss of all Officer Points or the presence of enemy units at the wrong place can cause a Brigiment to Fail its Orders during the next Orders Continuation Segment.
11.2.2 Automatic Failure. After one turn a Brigiment with a Stalling Attack order will Fail its Orders.
11.2.3 Continue Orders Check. Brigiments under Attack, Initial Attack, Defense, Cordon Defense, or Regroup orders, that have not had a Failure due to Cases 11.2.1 or 11.2.2, roll to determine if they continue their orders. Consult the Orders Change/Continue Table (11.1.2) and find the appropriate Orders Continuation (not Change Orders) column for the current number of Officer Points in the Brigiment. This number, if any, is the Orders Continuation Number. If there is no number, the current order may continue; if the value is “F” the Brigiment Fails its Orders. Otherwise roll percentile dice applying the DRMs from the Orders DRMs Table (11.1.3). If the modified dice roll is less than or equal to the Orders Continuation Number, then the Brigiment may continue its current order, otherwise it Fails its Orders.
11.2.4 Degraded Order. Each order fails to a particular Order type; see the Degraded Order rule for each order. If a Brigiment Fails its Orders then move its Order marker to the appropriate Degraded Order type. All Order types ultimately degrade to Disorganized Defense (11.13).
11.2.5 When an Order degrades, the units In Support do not change; only Change Orders (11.3) can do this. The Objectives only change when the order degrades to Disorganized Defense (11.13) or Defense (11.11).
11.3 Change Orders
Brigiments may change their orders during the Change Orders Segment of the Command Phase; those that Failed their Orders (11.2) must change to their Degraded Order.
11.3.1 Change Orders Matrix See the Army Status Display (4.1).
11.3.2 Change Orders Check. Each Brigiment that did not Fail its Orders (11.2) this turn may choose a new Order type (or the same type to change other Order characteristics). Using the current and new Order types, cross-reference the appropriate DRMs on the Change Orders Matrix (11.3.1) and add them to all relevant DRMs found on the Orders DRMs Table (11.1.3) to yield a net DRM. On the Orders Change/Continue Table (11.1.2) find the appropriate Change Orders (not Orders Continuation) column for the current number of Officer Points in the Brigiment: this number is the Change Orders Number. Roll percentile dice and add the net DRM to the roll. If this modified dice roll is less than or equal to the Change Orders Number then the change is successful.
11.3.3 Result: A successful Change Orders Check will change the order to the new Order type and will allow changing all other Order Characteristics (11.1.8). The new Order comes into effect immediately. An unsuccessful roll does not prevent attempting to change an order on a later turn.
11.3.4 The owning player chooses the sequence in which Brigiments perform Change Orders Checks. It is prudent to check the most critical Brigiment first.
11.3.5 During the midnight to 4am turn, Brigiments cannot voluntarily Change Orders (but still perform a Continue Orders Check). Exception: This rule has no effect on an Attack order that was previously Scheduled for this turn using Case 11.8.1.
11.3.6 No Brigiment may Change Orders until its pickets have all been recombined or routed; see Case 11.12.9.
11.4 Objectives
Every Order has a set of territorial Objectives for the units In Line (11.1.6). Objectives may be defined on the map using Brigiment Objective markers (3.5) or by marking Objectives on copies of the provided planning maps. Objectives are set during the Change Orders Segment. Most players prefer using the planning maps, although markers are provided as an alternative to those who dislike “paper work.”
11.4.1 There are three kinds of Objectives: Point Objectives, Battalion Objectives and Objective Lines. The requirements on using each type of Objective are set in the descriptions of each Order type.
11.4.2 Where Objectives May be Placed. Objectives define the planned positions for units. An Objective may only be defined if, at the time the Order is issued, the units assigned to the Objective could legally enter that Objective using the types of movement allowed in the Order.
11.4.3 Each Order type might have additional explicit restrictions on where Objectives may be placed.
11.4.4 Intermediate Objectives are single hexes that are defined implicitly using the default Route of March (11.14.10). An Order may optionally specify explicit Intermediate Objectives.
11.4.5 Point Objectives are a single hex on the map that may be modified by a radius to create a zone of hexes. A Point Objective of radius 0 is just the one hex; radius 1 includes the center hex and all adjacent hexes.
11.4.6 Battalion Objectives are either a single Point Objective (i.e., one hex), two hexes, or two (primary) hexes separated by a third hex. The third hex may only be used if, at the time the Order was issued, the two primary hexes would be within Messaging Range (9.3) of each other. These primary hexes are Point Objectives of radius 0 for battalion units.
11.4.7 Objective Lines are a line of Battalion Objectives between two endpoint hexes. Each Brigiment has a pair of Brigiment Objective markers that can be used to designate its Objective Line (if any); the connected hexes define the Battalion Objectives for all of the In Line battalions for the Order. The line does not have to be straight; it can have one or more corners in it. At the time the Order was issued the maximum length of this line will be the number of Battalion Objectives for battalions In Line in the order, plus the number of projected empty hexes that will allow the adjacent battalions In Line to be within Messaging Range (9.3) of each other.
11.4.8 An Objective Line can be “circular,” where its endpoints connect together. A Brigiment can “laager up” to face threats.
11.4.9 Route of March. The Route of March is the planned path of hexes between the current location of a unit In Line and the final Objective for that unit In Line in the Order. The unit Objective itself is included in the Route of March. When an Order is written, no unit may have a Route of March that will cause it to cross over the Route of March of another unit of its own or any other friendly Brigiment. The paths may co-exist in a single hex but they may not cross. A Route of March may follow a Road or Track. See Case 11.4.11 for additional restrictions. A Route of March may only be defined if, when the Order is issued, the assigned units could legally enter all hexes along the path.
Example of an Attack Order: In this example the 175th Regiment is attacking at a slight angle. The Objective Line is 4 hexes long—sufficient for 4 half-battalions to remain within Messaging Range of each other. The default final positions and Routes Of March of In Line battalions are marked, showing that they do not cross. The 3rd Battalion is In Support: its two units must remain within or behind the Channel of March, and, of course, they cannot lead the attack.
11.4.10 Default Route of March. This is the shortest Route of March (in MPs) between the current location of a unit and the Point Objective for that unit. Depending upon the type of Order this shortest path may be calculated in terms of cross country (non-Road/Track) or Road/ Track movement. When issuing an Order it is not required to explicitly designate the Default Route of March: it is implicitly defined by the relationships between the current locations of the units In Line and their respective Objectives. If a player needs to switch a battalion from one hex to another, place the battalion In Support and move it sideways before it crosses the start line. Commanders always tried to maintain an orderly line of battle.
11.4.11 Some Order types require that, at the time that the Order is issued, the Route of March be defined so as to never cause a unit to move adjacent, or within Imminent Threat (5.3), of an enemy unit. If the default Route of March (11.4.10) for a unit does not allow an Order to be legally written then it is necessary to create a custom Route of March by plotting Intermediate Objectives for the units to pass through, to employ a different Order type or, if neither approach is feasible, to concede that an Order cannot be given to reach the hypothetical Objective(s). For example, a March order might require attempting to find a detour around enemy units.
11.4.12 Units In Line Movement Obligation. Most Orders have a special requirement that may either allow, prevent, or require a unit In Line (11.1.6) to move towards its Objective. Regardless of whether such a requirement exists, the default obligation is when a unit In Line moves, it must move toward its Objective along the Route of March. When moving toward its Objective a unit may deviate from its Route of March by one hex at any given time. It may move onto the Route of March of another unit but it may not cross beyond. If unable to take these steps the unit cannot move.
11.4.13 HQ units, Independent Units (9.7), and units In Support (11.5) do not have defined Objectives and therefore no Routes of March. Isolated units treat their Objectives differently; see Section 11.6.
11.4.14 Brigimental MG units are not assigned an Objective. They can move freely within the Channel of March (11.4.15).
11.4.15 Channel of March. This is the map area defined by the paths of the left-most and right-most In Line units; one-hex deviation from this restriction is allowed. In Support units and MG units are required to stay within or behind the Channel of March.
11.4.16 Planning Maps are used to record the Objectives and Routes of March of every Brigiment and their units. For game playing purposes players may reproduce the Planning Maps. Consult the product’s game book to find them.
11.4.17 Brigiment Objective markers can be used as an alternative to Planning Maps. Each Brigiment has a pair of Objective Line markers that may be supplemented by Point Objective markers (one use of the latter could be to place a corner into an Objective Line). Objective markers are placed face down on the map so that the other player may not read them. Dummy markings on the back serve to obfuscate the use of these markers. When the use of a Point Objective marker is not unambiguous it may be necessary to write a note indicating the purpose for the marker and the unit/ Brigiment for which it applies.
11.5 Battalions In Support
Battalions In Support are local Brigimental reserves. They can be committed to existing Objectives of that Brigiment. When a unit In Support is committed its status changes to In Line, it will have its own Objective, and a Commit Action to achieve that Objective. Units In Support use In Support markers. The term “In Support” is used because the term “Supports” was commonly used in WWI, and it avoids confusion with the General Reserve Order.
11.5.1 Battalions In Support Table
11.5.2 Only certain Orders allow Battalions In Support to be assigned: Attack, Initial Attack, Defense, Cordon Defense, and Regroup. Stalled Attack and Disorganized Defense orders retain units that were assigned to be In Support under the previous Order for the Brigiment, but do not allow the creation of new In Support units.
11.5.3 A Battalion can be assigned to be In Support/In Line as part of an Orders Change (11.3). The Battalions In Support Table (11.5.1) determines how many battalions may be assigned to In Support.
11.5.4 A unit In Support cannot perform Commanded Fire (17.3), move to be In Contact with enemy units, or perform Movement to Assault (14.4); it must be committed to In Line status to perform these activities.
11.5.5 A unit In Support has no Objectives or a Route of March. It may move freely subject to the constraints of Cases 11.5.6, 11.5.7, and 11.5.8. A unit In Support always has its full Movement Allowance (14.1).
11.5.6 A unit In Support must stay within or behind the Channel of March (11.4.15). If outside this channel it must move to be in the channel. Exception: If all units In Line are at their Objectives then an In Support unit can only move towards one of the Objectives.
11.5.7 A unit In Support may not move so as to be one of the closest units to an enemy unit. If a unit In Support is one of the closest units to an enemy unit then 1) if any Brigiment has a unit In Line with an order that will eventually place it closer to the enemy unit, the unit In Support must wait (not move) for the unit In Line to become the closer unit, or 2) the unit In Support must move away from the enemy unit so that a unit In Line is closer. Exception: A unit In Support under a Regroup order ignores this rule; see Case 11.14.10. Exception: Ignore this Case if only units In Support remain in the Brigiment.
11.5.8 A unit In Support may not move to be In Contact with an enemy unit. If a unit In Support starts its activation In Contact with an enemy unit then it must attempt to move so that it is no longer In Contact (“Attempt” because the movement might not be successful if they fail a Morale Check due to Opportunity Fire ). The unit is allowed to deviate a minimum distance from the movement restrictions imposed above (Cases 11.5.6 and 11.5.7),
11.5.9 Commit Requirement. To be committed under Case 11.5.10 below, the unit In Support 1) must be within or behind the Channel of March (11.4.15) and 2) must not be marked Isolated. If all units In Line are already on their Objectives then requirement 1) is ignored.
11.5.10 Committing Units In Support. Units of a battalion In Support may be committed during the Change Orders Segment of the Command Phase. For each battalion In Support that wishes to commit one or more units in a given turn, roll one Change Orders Check using the Change Orders Number (11.3.2) for the Brigiment. Committing a unit In Support does not constitute changing the Order of the Brigiment as a whole. Unlike a Brigiment Change Order, this check receives a favorable DRM; use the Commit Units In Support line of the Change Orders Matrix (11.3.1). If the Change Orders Check fails, the units are not committed and remain In Support. If the Change Orders Check succeeds, the unit has been committed to In Line status; remove the In Support marker. The committed unit must be assigned a Commit Objective (11.5.11) and then perform the Commit Action (11.5.12).
11.5.11 Commit Objective. Allowed Commit Objective locations are listed in each Order description; in addition an Objective may deviate from this list by 1 hex. When committed the unit must have a valid Route of March to the Commit Objective.
11.5.12 Commit Action. The committed unit:
• can only move toward the Commit Objective along its new Route of March;
• has full Movement Allowance, even with a Stalled Attack (11.10) or a Disorganized Defense (11.13) order;
• can move adjacent to enemy units;
• can perform Engineering (13), if units In Line may do so under the current Order;
• can perform Commanded Fire (17.3), even when out of supply;
• can Move to Assault (14.4) along its Route of March. Exception: On a (normal, Cordon, Disorganized) Defense order, the unit may only Move to Assault its Objective hex (to preserve the defense positions).
11.6 Isolated Units
Units marked Isolated (9.3.2) have a different relationship to the Orders of their Brigiment. Each Isolated unit adds a DRM to the Brigiment Continue Orders Check (11.2.3) and to the Change Orders Check (11.3); see the Orders DRMs Table (11.1.3). They also have an adverse morale DRM (16.2.2). Isolated units behave under the following restrictions.
11.6.1 Under Existing Orders. Until the Orders of the Brigiment are changed, an Isolated unit must attempt to reach its Objective. If the unit is In Line, it continues to be treated as In Line; if it is In Support it may not be committed to In Line until it is not Isolated (9.3.2).
11.6.2 Under Degraded Orders. Some Degraded Orders, such as Stalled Attack (11.10) and Disorganized Defense (11.13), may change the Objectives, Movement Allowance, or other aspects of the orders for units In Line. Isolated units that are In Line update these aspects of their Degraded Order in the same fashion. If the Degraded Order retains the same units In Support, then Isolated units In Support are treated as units In Support under the Degraded Order. The attempt to commit an Isolated unit In Support may not be made until the unit is no longer Isolated.
11.6.3 Under Changed Orders. If a Brigiment successfully Changes Orders (11.3) in any part (committing a unit In Support using Case 11.5.10 is not a change of the Brigiment Order) the Isolated unit will not accept its part of the new Brigiment Order (Objective, Route of March, In Line/In Support status) until it has removed its Isolated marker (9.3.2). The unit is not In Line or In Support and is under the following restrictions: 1. The Isolated unit may only move in the shortest direction necessary for it to reach Messaging Range (9.3); it does not yet have an assigned Route of March. The Movement Allowance of the Isolated unit is not affected by MA adjustments from the new Order.
-
The Isolated unit may not move In Contact (1.3). If at the start of an activation it finds itself In Contact, it must either move away to resume moving to messaging range or simply not move.
-
The Isolated unit may perform Opportunity Fire (17.4) but not Commanded Fire (17.3).
11.7 Tactical Surprise
Tactical Surprise means that the defenders have been “caught napping.” For a short time they lose their usual Opportunity Fire ability. Typically Tactical Surprise only occurs at the beginning of a scenario—everyone is completely alert after the gunfire starts. Scenarios will specify when it applies.
11.7.1 A unit with Tactical Surprise is not subject to Opportunity Fire (17.4) for any activity in the first hex that they depart or enter (for landing scenarios, the first hex entered is a Beach hex). Therefore there is no Opportunity Fire in those hexes, including during Movement to Assault (14.4) starting from Us/Them. Exception: For Movement to Assault, only the first wave entering a hex does not trigger Opportunity Fire.
11.8 Attack
The entire Brigiment moves forward in the face of expected opposition to its designated Objective.
11.8.1 Scheduled Attack. This is an option to schedule a Game Turn, which must be in the future, on which the Attack becomes Active—it is a Defense order (11.11) until that time (Intermediate Defense Objectives may be set to establish a starting line). On the scheduled Game Turn, this change from Defense to Attack is automatic; it does not require a Change Orders Check (11.3). Changing to a Scheduled Attack or changing an existing Scheduled Attack order requires passing a Change Orders Check. It is not a requirement to schedule an Attack order. A Scheduled Attack is the only means for a Brigiment to attack on the midnight-4am game turn, otherwise Section 11.3.5 applies.
11.8.2 Objectives. Use either 1) an Objective Line (11.4.7) or 2) a Point Objective (11.4.5) of radius 1.
11.8.3 Make Progress Requirement. On every game turn that all of the units In Line of the Brigiment have not reached their Objectives, the Brigiment must attempt to Make Progress: at least one unit In Line, while moving along its Route of March (11.4.10), must do at least one of the following: 1. Move its full Movement Allowance toward its assigned Objective (normal deviation allowed as per Case 11.4.12), 2. Arrive at its assigned Objective, 3. Trigger moving Opportunity Fire (17.4.5), or
- Move to Assault (14.4). Attacks in World War I often continued past the point of reasonable returns, producing huge casualty lists.
11.8.4 Construction of Fieldworks (13) is prohibited.
11.8.5 Commit Objective. The Objective for a Commit Action (11.5.12) may be either an existing Brigiment Objective or a new Point/Battalion Objective within or behind the Brigiment’s Channel of March (11.4.15).
11.8.6 Failure. An Attack order will fail to its Degraded Order if the Brigiment either 1) has zero Officer Points or 2) fails its Continue Orders Check (11.2.3).
11.8.7 Degraded Order: Stalled Attack (11.10).
11.9 Initial Attack
An Initial Attack has been planned before the beginning of a scenario. It benefits from intelligence gathering, planning, training, and coordination. Treat an Initial Attack as an Attack (11.8) except as described below.
11.9.1 Prescribed Start. A scenario will describe when an Initial Attack may be performed, usually the first turn. If the scenario is written so as to allow turns to happen before the Prescribed Start, treat these turns as the period before a Scheduled Attack (11.8.1).
11.9.2 Orders Change. An Initial Attack may not be issued using a Change Orders Check (11.3).
11.9.3 Objectives. An Initial Attack is allowed more Objectives than an Attack. While it may employ the Objectives of an Attack (11.8.2) order, more commonly it will employ Battalion (11.4.6) and individual unit (radius 0) Point Objectives (11.4.5) in any combination. There may be additional scenario restrictions. In the Anzac landing in Gallipoli 1915, the 9th Battalion was split in two, one half to attack Gaba Tepe, the other half sent to Gun Ridge.
11.9.4 Initial Attack Benefit. In addition to having the Make Progress Requirement of an Attack order (see Case 11.8.3, which applies implicitly) an Initial Attack has the following three benefits: 1. On the first turn of this Attack order, no stack is required to pass a Morale Check to Move to Assault (14.4).
-
If the scenario prescribes that Tactical Surprise (11.7) has been achieved for this Attack then apply those effects.
-
As long as the order does not fail or is changed, units In Line cannot be Isolated (9.3.2), nor does the Brigiment perform a division communications check (9.6.2).
11.10 Stalled Attack
A Stalled Attack is an attack that is teetering on the edge of failure. This Degraded Order is forced on the player by a failed Continue Orders Check (11.2.3) or Mandatory Failure under either Attack (11.8) or Initial Attack (11.9) orders. A Stalled Attack retains all aspects of the previous Attack order (Objectives, units In Line, Routes of March, units In Support, etc.). It is treated as the previous Order except as described below. Use the time in Stalled Attack to consolidate before your units can no longer move in Disorganized Defense.
11.10.1 Orders Change. A Stalled Attack may not be selected using a Change Orders Check (11.3).
11.10.2 Units In Support. The Brigiment retains the units In Support (11.5) from the previous Order.
11.10.3 Make Progress Requirement. The Make Progress Requirement (11.8.3) of Attack order does not apply.
11.10.4 Units In Line have half Movement Allowance. They may move forward or backward along their Route of March.
11.10.5 Failure. On the Orders Continuation Segment of the next game turn, a Stalled Attack automatically fails.
11.10.6 Degraded Order. Disorganized Defense (11.13). For example, if a Brigiment on Attack fails orders during the Command Phase of Turn 3, then it will spend Turn 3 in a Stalled Attack. During the Command Phase of Turn 4 it automatically fails to Disorganized Defense.
11.11 Defense
This Order designates a set of defensive positions which the units may or may not already occupy and allows for setting up a local reserve. The Brigiment is expecting to stay in this location for some time, and therefore can construct Fieldworks. This Order can also be used to allow a Brigiment to relieve units in existing defensive positions, but not take ground that belongs to the enemy.
11.11.1 Objectives. Use an Objective Line (11.4.7).
11.11.2 Objective Placements. When issued, in addition to the general rules on Objectives (11.4), no unit Objective in the Objective Line may be in a hex occupied by or adjacent to an enemy unit, unless that hex is already occupied by a friendly unit (including Us/ Them). If no Objective Line is designated, the Objectives are the current positions of the units In Line of the Brigiment; draw or mark them on the planning map.
11.11.3 Routes of March. When issued, no unit Route of March (11.4.9) may move adjacent to an enemy unit, except at the unit Objective itself and it is friendly occupied. See Case 11.4.11.
11.11.4 Moving Adjacent to an Enemy Unit. A unit In Line may not move adjacent to an enemy unit unless moving into a location occupied by a friendly unit or the enemy unit is in Us/Them. If a stack In Line begins an activation not on its Objective and it is adjacent (or in Us/Them) to an enemy unit (not in Us/Them), then it may leave that hex but it must leave at least one unit behind. Exception: A unit performing a Commit Action (11.11.9).
11.11.5 Occupy Defenses Requirement. A unit In Line must move toward its Objective unless it is under Imminent Threat (5.3), in which case optionally it may move away from the Imminent Threat. Case 11.11.4 always applies. Defense is a defensive Order, not an attacking Order.
11.11.6 Movement to Assault is not allowed except as part of a Commit Action (11.11.9).
11.11.7 Construction. Units In Line may construct Fieldworks (13).
11.11.8 Commit Objective. When given a Commit Action (11.11.9), a unit In Support may be assigned either an existing Brigiment Objective or a new radius 0 Point Objective (11.4.5) that is between the committed unit and the existing Brigiment Objectives. Either Objective may be occupied by or be adjacent to an enemy unit.
11.11.9 Commit Action. The Commit Action (11.5.12) for a Defense order is slightly different. The committed unit may only Move to Assault the unit’s Objective, not anywhere along its Route of March. This is a local counter-attack to regain lost ground that was originally part of the defensive zone.
11.11.10 Failure. The order will fail to its Degraded Order if 1) the Brigiment has zero Officer Points, or 2) the Brigiment fails its Continue Orders Check (11.2.3).
11.11.11 Degraded Order: Disorganized Defense (11.13).
11.12 Cordon Defense
A Cordon Defense order is a prepared defense that allows the dispersal of units over a wide defense zone. Treat a Cordon Defense order as a Defense (11.11) order, except as described below.
11.12.1 Prescribed Start. Cordon Defense can only be established in certain scenarios.
11.12.2 Orders Change. It is not possible to issue or change a Cordon Defense order after a scenario begins.
11.12.3 Objectives. In addition to the Objective Line allowed under the Defense (11.11.1) order, Cordon Defense allows widely dispersed Objectives, including separated Battalion and Point Objectives for each unit In Line, down to the level of companies and pickets. In addition, battalions can be broken into pickets; each battalion that is broken into pickets must have one Picket Rally Point Objective; see Case 11.12.6.
11.12.4 Objective Placements. Unlike a regular Defense order, units In Line must be located on their assigned Objectives: the current positions of all units In Line constitutes the set of Objectives. There is no upper limit as to how large a Cordon Defense zone may be, however scenario instructions and campaign rules can set territorial coverage requirements that must be met for a valid Cordon Defense order. No Objective may be set in a hex occupied by or adjacent to an enemy unit unless that hex is already occupied by a friendly unit at the start of the scenario. The one set of Objectives that do not have to be occupied by assigned units are the Picket Rally Point Objectives; see Case 11.12.6 below. On Gallipoli, this was the posture adopted by the Ottomans in anticipation of the landing—a widely dispersed crust of platoon, section, and even subsection pickets, backed up by regiments in reserve. Telephone lines were laid in advance to good vantage points and to the coastal defense artillery. This arrangement took weeks to establish—senior officers had to tour the area in advance, and then assign pickets to widely dispersed locations with prearranged instructions. Poor communications during World War I discouraged wider deployments that were seen later.
11.12.5 Occupy Defenses Requirement. Defense order Case 11.11.5 does not apply. The units are on their Objectives.
11.12.6 Cordon Requirement. A Brigiment with the Cordon Defense order must have at least one battalion designated for Picket Duty, whose units are broken down into companies and pickets. The remaining battalions may be In Support. See Section 3.2 for further details on breaking down units. 1. A battalion on Picket Duty can have up to three companies not split into pickets; these companies may be In Support. On Gallipoli, the Ottoman 27th Regiment distributed its 2nd Battalion as pickets. The 2/27 distributed three of its companies as platoon and section pickets, retaining the 5th Company as Battalion reserve.
-
The order must define a Rally Point for each Battalion on Picket Duty. This is an additional radius 0 Point Objective (11.4.5) that Pickets (11.12.7) and units In Support may use. A Rally Point is removed when an enemy unit enters its hex.
-
As long as the order does not fail or is changed, units In Line are never marked Isolated (9.3.2), nor does the Brigiment perform a division communications check (9.6.2).
11.12.7 Pickets. Cordon Defense is the only Order in which Pickets are created. A Picket is treated as a unit In Line—it may fire and defend normally, but it may do only the following activities: 1. Defend its assigned position—fire, and defend against Assault in that hex. If it Retreats (19) then it must perform either option 2 or 3 below.
-
If a company or larger unit of their Brigiment is within 3 hexes, then it may abandon its assigned hex and move to stack or recombine with that unit.
-
Move to a Rally Point, where it may stack or recombine with other units of this Brigiment.
-
Perform a voluntary Rout (16.4). Routing serves as a rapid or necessary means to consolidate a Brigiment for new orders. The routed steps can rejoin under a later Regroup (11.14) order.
-
Exception: Every game turn, one Picket of each battalion may move to any Brigiment Objective. It does not have to be the same picket from turn to turn. Pickets cannot freely maneuver—they lacked the doctrine and communications. The exception allows for the occasional initiative shown be the platoon commanders. For example, at Anzac Cove, one platoon abandoned its irrelevant post near Fisherman’s Post and moved up into the main battle on Russel’s Top.
11.12.8 Construction. In addition to being allowed to construct Fieldworks during the scenario as a Defense order (11.11.7), scenario or campaign rules may define how to create, upgrade, or remove Fieldworks prior to the start of the scenario. Pickets can only dig Rifle Pits.
11.12.9 Pickets Under Other Orders. A Brigiment that subsequently failed its Continue Orders Check (11.2.3) to Disorganized Defense will retain its pickets and its Rally Points (11.12.6) until such time as no pickets remain in the Brigiment; the pickets will operate under the provisions of Case 11.12.7. For a Brigiment with pickets to Change Orders (11.3) away from Cordon Defense or Disorganized Defense (11.13), all pickets must first be recombined into larger units or routed, as specified in Section 11.12.7. See Reorganizing Units (3.2).
11.13 Disorganized Defense
This is an ad hoc defense, adopted because the Brigiment can no longer carry out its orders: the troops are hanging on grimly. The only maneuver that they are capable of is to break contact and fall back at night. Disorganized Defense uses the same rules as Defense (11.11), unless it degraded from a Cordon Defense (11.12) order, except as modified below.
11.13.1 Orders Change. Disorganized Defense may not be selected using a Change Orders Check (11.3); it is a Degraded Order from failing a Defense (11.11), Cordon Defense (11.12), Stalled Attack (11.10), Regroup (11.14), General Reserve (11.15) or March (11.16) order. After having spent at least one turn with a Disorganized Defense order, a Brigiment can only change its order to Defense (11.11) or Regroup (11.14) if conditions allow for a valid order of the respective type.
11.13.2 Objectives. There are two options: Hold The Line (11.13.3) and Fall Back (11.13.4). During the Change Orders Segment the Objectives under this Order are changed according to which option is chosen; no Change Orders Check (11.3.2) is required. Exception: If this Order degraded from Cordon Defense, then the pickets are still restricted by Case 11.12.7.
11.13.3 Hold The Line. The Objective of each unit In Line is a radius 0 Point Objective (11.4.5) at its current location.
11.13.4 Fall Back. A Point Objective (11.4.5) of radius 1 is designated at the Brigiment HQ. The Objective of each unit In Line is set as follows. If the unit is not In Contact (1.3), then its Objective is the Brigiment HQ. If the unit is In Contact at Night, then the unit’s Objective is either the current location of the unit or to the HQ, owning player’s choice. If it is In Contact during the Day or Twilight, then its Objective is its current location. 1. The Brigiment HQ may not move; if forced it may Retreat (19.0).
- The Brigiment HQ cannot be closer to the enemy than any other friendly unit.
11.13.5 Units In Line may only move if the Fall Back (11.13.4) option is in effect and their Objective is their HQ, in which case they have half MA. All units may always Rally (16.5) or change their Hiding (7) status, regardless of their Objective or option (11.13.2). Reminder: This is a Defense-type Order (11.1.7), so units In Line may not move adjacent to enemy units; see Case 11.11.4.
11.13.6 Units In Support. The Brigiment retains the units In Support (11.5) from the previous Order. These may be committed (11.5.10).
11.13.7 Pickets. Case 11.12.7 still applies. Reminder: To voluntarily change orders from Disorganized Defense (11.13.1), all pickets must be recombined or routed (11.12.9).
11.13.8 In Contact Units Requirement. As implied in Case 11.13.2 above, units In Line adjacent to enemy units (or in Us/Them) may not move except at night (although they may Rally).
11.13.9 Construction. Units In Line may only dig Rifle Pits. See the Fieldworks Construction Table (13.1.1).
11.13.10 Committing Units In Support. Existing In Support units can be committed. They may counter-attack as per Cases 11.11.8 and 11.11.9.
11.13.11 Failure. Disorganized Defense never fails. Nothing is more basic than “Hold the line or we are all done for!”
11.14 Regroup
A Regroup order pulls the Brigiment out of the line. Units In Support are committed to serve either as a rear guard or as a breakout force for the Brigiment. Once the Brigiment reaches its Regroup Point, the roll is called, intermingled units sorted out, stragglers rounded up, officers and men catch up on sleep, etc. In game terms Officer Points are regained, steps lost are recovered, and depleted units merged or rebalanced. Regrouping a Brigiment can win you the game.
11.14.1 Orders Change. It is generally easier to change to this order. See the Change Orders Matrix (11.3.1).
11.14.2 Objective. The Brigiment Regroup Point is a single Point Objective (11.4.5) of radius 1.
11.14.3 Objective Placement. When issued, no hex of the Objective may be under Imminent Threat (5.3).
11.14.4 Officer Points. The Brigiment receives Officer Points at the Disorganized Defense rate until it has Entered Regroup (11.14.12); then it uses the higher Regroup rate. See Case 10.1.2.
11.14.5 Withdrawal Requirement. On any turn in which all of the units In Line of the Brigiment are not at the Objective (the Regroup Point), at least one unit In Line must do at least one of the following: 1. Move its full Movement Allowance.
-
Arrive at the Objective (the Regroup Point).
-
Cause a moving Opportunity Fire trigger (17.4.5). Exception: This rule does not apply if all units In Line are unable to move due to Case 11.4.12 or Case 11.14.7.
11.14.6 Move Adjacent to an Enemy Unit. A unit In Line may only move adjacent to an enemy unit if there is no other alternative that still allows the unit to move closer to its Objective. Reminder: Case 11.4.12.
11.14.7 Movement to Assault (14.4) is not allowed except as part of a Commit Action (11.5.12).
11.14.8 Commanded Fire (17.3) is not allowed except as part of a Commit Action (11.5.12).
11.14.9 Construction of Fieldworks (13) is prohibited.
11.14.10 Units In Support. Unlike Case (11.5.7), a unit In Support may be the closest to the enemy. Reminder: A unit In Support cannot enter a hex adjacent to an enemy unit (11.5.8). When a Brigiment Enters Regroup (11.14.12) all units In Support automatically convert to In Line status.
11.14.11 Commit Objective. When committed, a unit In Support may be assigned to either the existing Brigiment Objective, or a new Point/ Battalion Objective that is between, or behind, the channel formed by the leftmost and rightmost existing Brigiment Routes of March, inclusive. This is the Objective for the Commit Action (11.5.12). On any subsequent Change Orders Segment, a committed unit may revert to using the Regroup Point (11.14.2) as its Objective, subsequently acting as a normal unit In Line; to do this perform a new Committing Units In Support (11.5.10) roll to reassign the Objective (roll once for all units of a battalion).
11.14.12 Entering Regroup. When all units of the Brigiment, including units In Support, are at the Regroup Point, the Brigiment has Entered Regroup (or “is Regrouping” or is “in Regroup”). During subsequent Adjust Officer Points Segments of the Command Phase, the Brigiment performs the following: 1. Recoverable Losses Count. On the first turn (only) of Entering Regroup the number of missing and routed Recoverable Steps (11.14.13) is determined. Total the number of missing recoverable steps in the Brigiment units (including those from complete units sitting in the Destroyed units holding box). Include only those steps lost since the last turn that the Brigiment Left Regroup (11.14.17), if ever. From this total subtract the number of Brigiment steps sitting in the Routed units holding box (including those of completely Routed units) and any steps lost to Surrender (20.2.5). The result of this subtraction is halved: these are the new missing steps. Record the missing steps by placing Number markers underneath the Brigiment Order Chit on the Army Status Display (4.1). Count the number of routed steps and record this number using a different colored Number marker under the Brigiment Rout marker. Note: If the Brigiment has any unrecovered missing or routed steps from a previous turn of Leaving Regroup (11.14.17) add those values to these respective counts. For example, the 3rd Brigade starts with an Officer Points Maximum of 14. After a disastrous morning the Brigade’s units on the map are missing 5 rifle steps, two 2-step half-battalions are in the Destroyed units box and 3 steps are in the Rout box. Upon the first Adjust Officer Points Segment after Entering Regroup place Number markers totaling or (5+4)/2 =4 recoverable steps, plus 3 routed steps, for a total of 7 recoverable steps.
-
Every second turn after Entering Regroup one routed step is recovered and decrement the count of steps under the Rout marker. The Ottomans spent days rounding up men from the 77th Regiment after it routed on the night of the 25th of April.
-
Beginning with the fourth turn after Entering Regroup, and every fourth turn thereafter, recover one step from the missing steps value and decrement the remaining count of recoverable missing steps under the Brigiment Orders marker on the Army Status Display. Use the Gain-Step/No Gain marker on the Orders marker to keep track of the four game turn recovery cycle. Men rejoin their unit after carrying the wounded back, or after having “become lost in the scrub.”
-
Every turn units can exchange steps. Units with zero steps remaining are placed in the Destroyed units holding box. Due to heavy losses at the Cape Helles landing, the Royal Dublin Fusiliers and the Royal Munster Fusiliers were combined into a composite battalion known as the “Dubsters.” The battalions were split again when reinforcing drafts brought them back up to strength.
-
Every turn Officer Points are regained at the Regroup order rate (10.1.2).
11.14.13 Recoverable Steps. Rifle steps lost to Fire, Assault, and Rout. Potentially all routed steps can be recovered and half of the steps lost to Fire and Assault can be recovered.
11.14.14 Surrendered Steps. Under certain conditions lost rifle steps cannot be recovered because the troops have been captured. See Cases 19.1.11 and 20.2.5. Track such losses separately using a colored Number marker.
11.14.15 Unrecoverable Step Types. MG, cavalry, and artillery steps cannot be recovered.
11.14.16 Recovered steps can either be used to rebuild existing units, or resurrect dead or routed units. Newly resurrected units appear at the Regroup Point. The recovered steps or resurrected units are removed from the corresponding Destroyed or Routed unit holding boxes.
11.14.17 Leaving Regroup. On the next successful Change Orders Check (11.3.2), the Brigiment will Leave Regroup. Calculate the new Officer Points Maximum (10.1.5) and Half-Maximum (10.1.6). 1. Current Battalion Count. Recalculate the number of battalions in the Brigiment. Each battalion at or below one half of its original rifle steps one half of a battalion; each battalion larger than one half of its original rifle steps counts as one battalion. The sum of this count is the number of battalions in the Brigiment.
- Officer Points Maximum Count. Recalculate the Officer Points Maximum (10.1.5) and Half-Maximum (10.1.6) values for the Brigiment by pro-rating the new number of battalions. Take the Current Battalion Count (Step 1 above), divide it by the original number of battalions in the Brigiment, and multiply this result by the original Maximum Officer Points for the Brigiment (before the Brigiment took casualties), dropping fractions. This is the new Maximum Officer Points for the Brigiment. Half of this value, dropping fractions, is the new Officer Points Half-Maximum for the Brigiment. Under later orders use these values. Continuing the previous example of the 3rd Brigade. Suppose that the Brigade Leaves Regroup after regaining 2 steps. It now has three battalions with at least 50% of their steps. Therefore the new Officer Points Maximum value would be 3/4 x 14=10.5 rounded to 10, and the new Officer Points Half-Maximum value would be 5.
11.14.18 Completed Order. Entering Regroup makes the Regroup Order completed under Case 11.1.10.
11.14.19 Failure. At all times the order fails if any hex of the Brigiment Objective is under Imminent Threat (5.3). Before Entering Regroup (11.14.12), the order also fails if the Brigiment either 1) has zero Officer Points or 2) fails its Continue Orders Check (11.2.3)
11.14.20 Degraded Order: Disorganized Defense (11.13).
11.15 General Reserve
A Brigiment in General Reserve is serving as a divisional or corps level reserve. The commitment of such a reserve can have a decisive effect on a battle. The key to victory is the careful management of reserves.
11.15.1 Orders Change. One advantage of this Order is that it is easier to change from this order; see the Change Orders Matrix (11.3.1).
11.15.2 Objective. The Brigiment specifies a single Point Objective (11.4.5) of radius 1 or, if at sea, the ships carrying the Brigiment can be the Objective (the Brigiment is a floating reserve).
11.15.3 Objective Placement. When issued as a land Objective, no part of the Objective may be under Imminent Threat (5.3).
11.15.4 Routes of March. When issued, no hex on any Route of March may be under Imminent Threat (5.3).
11.15.5 Battalions In Support are not allowed.
11.15.6 March Requirement. An activated unit, not on its Objective, must move towards its Objective unless it is under Imminent Threat (5.3), in which case it must stop (and apply Case 11.15.10). A unit that stops may come out of Column movement (14.2) and Hide (7). If one or more units are in Column movement along a road or track behind the stopped first unit, then they stop at the same relative position to the first unit that stopped. Units behind along the road or track may come out of Column and are allowed to move up to the first unit before stopping. The Brigiment command has been allocated a reserve location that they assume is in the tactical rear of the army; this assumption may not be correct.
11.15.7 Movement to Assault (14.4) is not allowed.
11.15.8 Commanded Fire (17.3) is not allowed.
11.15.9 Construction (13) of Fieldworks is prohibited.
11.15.10 Failure. If any unit is under Imminent Threat (5.3), then the entire Brigiment fails to its Degraded Order.
11.15.11 Degraded Order: Disorganized Defense (11.13).
11.16 March
The March order allows fast movement using secure roads. A Rear Area (11.1.7) order, the March order is similar to the General Reserve order (11.15): treat the March order as a General Reserve order except as described below.
11.16.1 Objective Placement. The Brigiment Objective is a Point Objective (11.4.5) of radius 1 on a Road hex (not a Track hex). When issued, no part of the Objective may be under Imminent Threat (5.3).
11.16.2 Routes of March. The Rout of March for a unit under a March order must be along a path of Road (not Track) hexes connected to the Objective. A unit is allowed to have a Route of March that employs the shortest path (in MPs) of hexes that allows it to employ Column (14.2) or Limbered (14.3) movement (as appropriate) to first get onto the road. Reminder: General Reserve Case 11.15.4 applies.
11.16.3 Rapid March Benefit. Units In Line are not marked Isolated (9.3.2), nor does the Brigiment perform a Division Communications check (9.6.2). The General Reserve March Requirement (11.15.6) still applies.
11.16.4 Movement Allowance. If not already in Column or Limbered, units must first enter Column or limber before moving under this order. When a unit starts its activation on a Road hex that is connected by Road hexes along its Route of March to its Objective, then the unit’s MA must be increased to its March Order MA. See the Movement Allowances Table (14.1.1). Otherwise the unit uses its Column or Limbered MA. The MP cost for entering/leaving Column (14.2) while using the March Order MA is 6 MPs, not the regular 3 MPs. Ignore this increased MP cost to enter/leave Column if the unit is not receiving the March Order MA for its current activation. Also ignore this increased MP cost to enter Column if the unit starts an activation using the March Order MA while already in Column. Units moving under a March order are subject to the rules for Column (14.2) and Limbered (14.3) movement.
11.16.5 Independent units may move at the March Order MA if they 1) are activated by a Brigiment HQ in Messaging Range (9.3) that is under a March order, 2) start their activations on Road hexes that are connected by roads to that Brigiment’s Objective, and 3) move exclusively along roads toward that Brigiment’s Objective. Except for the requirement to have a plotted Route of March, they are subject to all of the costs and requirements of Case 11.16.4
11.16.6 Degraded Order: Disorganized Defense (11.13).
12.0 Actions
An activated unit may perform one Action per Game Turn (Exception: 14.3.6). Various activities are associated with an Action.
12.1 General
The basic Actions are Engineering (13) and Movement (14). Each Action is performed during the corresponding subsegment of the Brigiment Activation Segment.
12.1.1 Some Actions have sub-types as defined in their respective rules sections. For example, Prolonging Guns (14.3.7) is a type of Movement Action; Construction is a type of Engineering Action.
12.1.2 An Assigned Unit (9.4.5) may only activate during the Brigiment Activation Segment of its commanding Brigiment. Exception: Multi-Brigiment Movement to Assault (14.4.6).
12.2 Long Action
An Engineering action that takes one or more complete Game Turns (e.g., digging a Rifle Pit) or a Movement action that takes an entire Movement Subsegment (i.e., does not tally Movement Point expenditures) is called a Long Action. Long Actions are summarized on the Long Action Table (12.2.1). Units performing Long Actions are vulnerable to Fire; note the DRM on the Fire Mods Table (17.2.1). Hiding (7) cancels most Long Actions.
12.2.1 Long Action Table
13.0 Engineering
Most scenario begin with Fieldworks, either printed on the map or placed as counters according to the set-up. This rule section covers how to construct Fieldworks during a scenario.
13.1 General
Fieldworks (6) can be constructed by eligible units according to the Fieldworks Construction Table (13.1.1). At the beginning of the Engineering Subsegment, units of the active Brigiment that have completed an Engineering action flip the Fieldwork marker to its completed side; for multi-turn projects record another turn of construction progress (activity count markers are handy for this). Then units that wish to continue or start an Engineering action are activated; place the appropriate engineering Construction marker on top of the constructing unit.
This is an example of a Construction marker and its reverse side as a completed Shallow Trench.
13.1.1 Fieldworks Construction Table
13.1.2 The eligibility of units to construct each specific type of Fieldwork is shown on the Fieldworks Construction Table (13.1.1). The specific Orders under which construction is allowed are also shown there. Cavalry units will not construct any type of Fieldwork…doing so would be beneath their dignity.
13.1.3 Mark units constructing Fieldworks with a Construction marker (the reverse side of the Fieldwork under construction).
13.1.4 Digging units are On Top of any existing Fieldworks.
13.1.5 A Confused unit may not perform an Engineering action; it must be Rallied (16.5) on a preceding turn.
13.1.6 Activating a unit for an Engineering action is an Opportunity Fire trigger (17.4.5).
13.1.7 An Engineering action is a Long Action (12.2).
13.1.8 A unit performing an Engineering action may not participate in Commanded Fire (17.3), nor may it Move (14) (including between inside a Fieldwork and On Top). This rule applies even if the unit Interrupted Construction (13.1.15) on the current game turn.
13.1.9 Adding an additional facing to a Gun Pit (6.3) takes the same time as building the original Gun Pit. Changing the facing of a Gun Pit also takes the same amount of time.
13.1.10 Shallow Trenches (6.4) are constructed by converting existing Rifle Pits (6.2).
13.1.11 Fire Trenches (6.4) are constructed by converting existing Shallow Trenches.
13.1.12 Reorienting or reconnecting an existing trench takes the same amount of time and personnel as building that trench. For example, changing the facing of a Fire Trench takes the same amount of time as it does to construct a Fire Trench from a Shallow Trench.
13.1.13 Barbed Wire can be constructed independently or as a part of other Fieldworks only as permitted by the scenario. In 1914-15, armies generally did not have stocks of barbed wire on hand during a battle.
13.1.14 Forts (6.6) cannot be built or improved.
13.1.15 Interrupted Construction. Certain activities or events will cause a unit performing an Engineering action to interrupt the action. If the action is interrupted, then the current turn of construction progress is lost (the efforts of previous turns are retained). Interruptions happen when:
• The unit fails a Morale Check.
• The unit is under an Assault marker.
• The unit elects to perform Opportunity Fire.
• The unit Hides. Exception: Close-Quarters Fieldworks (13.1.17) allows Hiding while digging.
13.1.16 A unit that Interrupted Construction is free to conduct Opportunity Fire (17.4), (un-)Hide (7), defend in an Assault (18), and Retreat (19). It is no longer conducting a Long Action, avoiding that DRM (17.2.1).
13.1.17 Close-Quarters Fieldworks. As an exception to Case 13.1.15, a stack that occupies Us/Them can Hide while digging during night turns. See Cases 6.4.1, 8.3.2, and 13.1.8 for additional restrictions.
13.1.18 To connect a Close-Quarters Fieldwork (13.1.17) to another Fieldwork it is first necessary to end the Us/Them (8) condition in the hex. See Case 8.3.2. This allows for the situation at Quinn’s Post on Gallipoli—both sides carefully dug in a few meters from each other. The Anzac side was never connected to the rest of the trench system.
13.1.19 Paused Construction. During its Engineering Subsegment, a unit of an active Brigiment may pause constructing a Fieldwork that takes more than one turn to complete. Simply do not activate the unit during the Engineering Subsegment and place the Construction marker below all of the units. It might be necessary to note the hex and the degree of progress to date. Construction may be resumed on a later turn; in the meantime the unit is under no Engineering restrictions.
13.1.20 Captured Construction. If an enemy unit is ever the sole occupant of a hex that contains a construction in progress, all turns of construction since the last completed construction are destroyed. A side can only capture completed enemy Fieldworks.
14.0 Movement
Movement is a voluntary action that is distinct from Retreat (19). An activated unit moves during the Movement Subsegment.
14.1 General
Every unit has a Movement Allowance (MA), which is the total number of Movement Points (MPs) it has available to spend per activation. Unlike many games, the MA is not printed on the unit counter. Units of the same type have the same MA; see the Movement Allowances Table (14.1.1). MAs vary per unit mode and Orders.
14.1.1 Movement Allowances Table
14.1.2 Units use the standard Movement Allowances (14.1.1), unless in Column (14.2) or using a road at the March Order MA (11.16.4).
14.1.3 Terrain Effects Chart
14.1.4 Orders (11) can affect a unit’s MA and restrict the areas into which a unit can move.
14.1.5 Units spend a MP cost to enter a land hex (full or partial). Some hexsides and activities also have additional MP costs. Hex (or hexside) MP, or activity MPs, are paid before entering the hex or performing the activity, respectively.
14.1.6 There are two different forms of Movement Point costs for terrain on the Terrain Effects Chart—foot and wheeled. Foot includes humans and horses. Infantry, cavalry and mountain artillery units spend foot MPs. Other artillery are wheeled. See the Movement Costs Table (14.1.3).
14.1.7 Units can move individually or as stacks. For a stack to move, all units of that stack must start the Movement Subsegment stacked together in one hex. Only the sub-stack of units in a stack that are activated by the currently active Brigiment will move (the other units are inactive and will stay behind). A stack may drop off units while it moves.
14.1.8 Each unit or stack of units must complete its activation before activating the next unit or stack. See Section 2 Case 4(c) iii. Exception: Multi-Brigiment Movement to Assault (14.4.6).
14.1.9 A unit cannot enter terrain prohibited to its unit type; see the map key or the Terrain Effects Chart (14.1.3).
14.1.10 Only by Moving to Assault (14.4) or Reinforcing Us/Them (8.3.5) may a unit enter an enemy occupied hex.
14.1.11 One Hex Minimum Movement. Provided that the hex to be entered is not prohibited to that unit type, a unit can spend its entire Movement Subsegment to move to enter one hex, but may not Rally (16.5) in that action. This is a Long Action (12.2). This allows a unit to enter a hex that would exceed its Movement Allowance.
14.1.12 For Fieldworks see Cases 6.1.4, 6.4.3, 6.4.4, and 6.5.1.
14.1.13 MPs cannot be saved between turns nor shared between units.
14.2 Column
Column is a special formation adopted by infantry, including cavalry, to increase their speed at the risk of taking more casualties. Moving HQ units are automatically in Column for movement, see Case 9.2.4. Limbered artillery (14.3) follow many of the Column rules.
14.2.1 Mark units in column with a Column marker.
14.2.2 Units in Column have a special stacking limit (3.7.8).
14.2.3 Entering and leaving Column is an Opportunity Fire trigger. Exceptions: See Cases 14.2.8 and 14.2.10
14.2.4 An infantry unit spends 3 MPs to enter or leave Column (6 MPs under a March order). The unit must have sufficient MPs remaining to enter/leave Column during the current activation or it may not do so. While in Column the unit has the (probably higher) Column Movement Allowance; otherwise the unit reverts to its Standard MA. See the Movement Allowances Table (14.1.1). During the current activation the total expenditure of MPs is compared against either the Column MA or the Standard MA, depending upon whether the unit is in Column at the moment when the comparison is made. After entering/ leaving Column, if the unit has spent as many MPs as its new Movement Allowance at that moment, then it must stop in the current hex. For example, suppose a rifle unit enters Column (3 MPs), moves 4 hexes on a road (2 MPs), and comes out of column (another 3 MPs, total of 8 MPs). It is now has a Standard MA of 6 MPs. It has spent 8 MPs, so it stops. Astute readers will notice that no movement can be gained by switching in and out of Column during the same game turn but the option exists to allow for unforeseen tactical circumstances.
14.2.5 A unit can be in Column in any terrain. Infantry moved much faster in column-of-fours. A skirmish line had to halt frequently to maintain contact, line of advance etc.
14.2.6 Roads and Tracks provide lower MP costs but can only be used by units in Column, or by Limbered artillery. The moving units must move along a contiguous path of Road or Track hexes. A unit not in Column/Limbered in a Road or Track hex pays the cost of the other terrain in the hex. To change from one road or track to another road or track, a unit must do so at a junction, or by moving at cross country MP costs between the paths.
14.2.7 A unit in Column cannot Hide (7.1.3), cannot Fire, and cannot Move to Assault (14.4.2).
14.2.8 Leaving Column Under Fire or Assault. A unit in Column that is fired upon may voluntarily leave Column (artillery unlimber) after the fire is resolved. A unit in Column within an Assault hex must leave Column after the first round of Assault Combat (18.4); Limbered artillery are destroyed before the first round (18.1.1). If the unit in Column is moving it must spend the MPs for leaving Column or simply stop. Leaving Column under this rule does not trigger Opportunity Fire.
14.2.9 A unit in Column is more vulnerable to Fire (17.2.1) and defends poorly against an Assault (18.3.1).
14.2.10 Confusion Effect. A unit that is Confused (16.1.2) drops out of Column and stops. This is not an Opportunity Fire trigger. Confused units may not enter Column. See Morale Check (16.2).
14.3 Artillery Movement
Artillery usually moves only when it is limbered. Artillery is either horse-drawn (using wheeled limbers) or mountain artillery (where the guns are dismantled and carried on the backs of mules). The word “limbering” is used in these rules to either mean “loading onto a limber” or “loading onto a mule”—the game effect does not distinguish between the two methods of preparing artillery for movement. Field artillery and mountain artillery move at infantry speeds because the gunners walk. Only horse artillery provides horses for the gunners.
14.3.1 Limbering and unlimbering costs MPs as per the Terrain Effects Chart (14.1.3). This is an Opportunity Fire trigger in the hex where it (un-)limbers.
14.3.2 Mark limbered units with a Limbered marker.
14.3.3 Limbered Movement is closely related to Column movement. The following Column rules apply to Limbered Movement: Cases 14.2.5, 14.2.6, 14.2.7, and 14.2.8.
14.3.4 Limbered artillery have a special stacking limit (3.7.8).
14.3.5 Limbered artillery are more vulnerable to Fire (17.2.1) and are destroyed when subjected to an Assault (18.1.1).
14.3.6 Artillery that performed Commanded (17.3) or Opportunity (17.4) Fire cannot move or limber/unlimber during the same turn. Track this with Moved/Fire markers.
14.3.7 Prolonging the Guns. Artillery units can go On Top of Gun Pits without being limbered, a process known as Prolonging. Prolonging takes the entire Movement Subsegment and is therefore a Long Action (12.2) and an Opportunity Fire trigger. The crews attached ropes around the rims of the wheels and pulled the guns. Moving guns out of a Gun Pit allowed them to fire in every direction. This was very hard work, not something to be prolonged or dragged out.
14.3.8 Dragging Artillery. In some scenarios non-mountain artillery are without horses. Such artillery is immobile, although it can be dragged by rifle infantry. An artillery unit (battery or less) can move one hex (and go On Top/enter a Fieldwork in the same action) if one step of rifle infantry is stacked with it for the entire Movement Subsegment. This procedure may also be used to drag artillery into terrain that could not be entered by the artillery’s normal transport, if allowed by stacking limits. This is a Long Action (12.2) and an Opportunity Fire trigger. Limbering/unlimbering is not required.
14.3.9 Fixed Artillery are set in permanent mounts and can never move (or be limbered). Fixed artillery cannot go On Top.
14.3.10 Artillery Lacking Transport can move if provided with transport (i.e., horses, mules and their gear). Certain scenarios might include transport. Artillery Lacking Transport can leave their Gun Pits and go On Top using Prolonging (14.3.7) or Dragging (14.3.8).
Examples of Fixed Artillery and Artillery Lacking Transport:
• 3rd Battery, Extra Siege Battalion: CD battery lacking transport, armed with 12cm breech-loading, low-angle guns.
• Yildiz Fortress artillery: Fixed CD artillery, 22cm of 22 calibers, low-angle.
• Yildiz Mortar battery: Fixed CD artillery, high-angle, 21cm mortar.
• Palamutluk Heavy Battery: CD artillery lacking transport, high-angle, 15 cm howitzers.
14.4 Movement to Assault
During the Movement Subsegment, a stack may move into an enemy occupied hex in order to Assault (18) the enemy. After surviving any Opportunity Fire triggered by entering the hex, place an Assault marker on the hex (or place the stack under an Assault marker that is already present). Movement to Assault ends the stack’s movement. The Assault will be resolved during the subsequent Assault Subsegment. To simply reinforce one side in an Us/Them use Case 8.3.5 instead.
14.4.1 Movement to Assault Morale Check. Movement to Assault begins in a hex adjacent to the enemy occupied hex; the activated stack could have moved normally prior to this point. Prior to moving into the enemy occupied hex, the commanding Brigiment spends one Officer Point and then performs a Morale Check (16.2) on the stack. If the stack passes the Morale Check it can move into the enemy occupied hex; if it fails this check it ends its movement in the current hex (it may Hide, if eligible to do so) but its Morale State (16.1) does not change. Units in Us/Them use a variant of this rule section (14.4) to Move to Assault. See Case 8.3.1 Point 2.
14.4.2 A unit must leave Column (14.2) and a Confused (16.1.2) unit must Rally (16.5) before Moving to Assault.
14.4.3 Artillery, MG, and HQ units may not Move to Assault. They may be present in an Assault but will not contribute to the Attacker’s Assault Value; see Case 18.2.3. On Gallipoli, the Anzacs carried MGs with them in the assault at Lone Pine, but all crews were shot down because they moved so slowly.
14.4.4 Cavalry participate as rifle units for this rule. It is not a cavalry charge. Specific games will include rules for cavalry charges.
14.4.5 Subsequently activated stacks may join an existing Assault. Each stack that enters an enemy occupied hex (or comes out of Hiding from Us/Them) is a separate wave for Opportunity Fire under Case 17.4.12.
14.4.6 Multi-Brigiment Movement to Assault. If a stack contains units from multiple Brigiments that all wish to Assault together, or multiple stacks from different Brigiments wish to Assault together, then they all must wait until the last Brigiment involved activates. The waiting units cannot be active during the activation of their own Brigiment. The units must have sufficient Movement Points to enter the Assault hex. When the last Brigiment is activated they must Move to Assault the target hex, moving if necessary to a hex adjacent to the Assault hex. For each participating (sub-)stack of a previously activated Brigiment, under Case (14.4.1) its parent Brigiment spends the Officer Point and the (sub-)stack must pass the Morale Check. This is the only case where a unit under a Brigiment activates under another Brigiment. Mark the waiting stacks with Waiting markers (3.3.14).
15.0 Reinforcements
Reinforcements are units and Formations that arrive during the course of a scenario. Reinforcements are placed by both players during the Reinforcement Phase.
15.1 General
Reinforcements are Off-Map, On-Map, or At-Sea.
15.1.1 Off-Map reinforcements appear at a map edge on their arrival turn. Newly arrived Off-Map reinforcements are placed next to the entry hex, using the entry hex’s type and stacking limits to determine a line of units paying MPs for a sequence of notional hexes of the same terrain as the entry hex. They may enter in Column (14.2) or Limbered (14.3). For example, if six infantry half-battalions want to enter on a road in Column, then they will occupy six notional road hexes, one behind the other. The units pay the cost of entering each notional hex before entering the map.
15.1.2 On-Map reinforcements begin the scenario on the map but cannot be activated or fire until released. Scenario rules will define unit releases and their initial order states. For example, in Gallipoli 1915, all units of the Ottoman 19th Division are On-Map reinforcements, unable to perform any actions until released.
15.1.3 At-Sea reinforcements are explained in the particular Game Book for that game.
15.1.4 Orders cannot be issued to reinforcements until they either enter the map or are released.
15.1.5 On the turn that a Brigiment has a unit enter the map, or after it is released, Load the Cup (2.1) with its Command Chit (3.5.1).
16.0 Morale
Morale is the willingness of individuals to see their comrades killed and yet keep going. A failed Morale Check can have various effects: change the morale state of the unit, force it to cancel actions or stop moving, rout an entire stack or part thereof, or surrender.
16.1 Morale State
A unit has one of two morale states: Good or Confused.
16.1.1 Good morale is the default morale state for a unit. The unit is not degraded in any fashion: subject to other limitations it moves, performs actions, and fires normally.
16.1.2 Confused morale reflects suppression, disorganization and the loss of control by the officers. It affects a unit in the following ways: the Movement Allowance is halved; the unit must leave and may not enter Column; the unit may not Move to Assault; the fire points of the unit are halved when calculating Fire or Assault values; the unit cannot construct Fieldworks; the unit has an adverse DRM when checking it against subsequent Morale Checks; and the unit may not be reassigned to In Support status.
16.1.3 Mark Confused units with a Confused marker.
16.2 Morale Check
The events that require a stack to conduct a Morale Check are listed in the Morale Check Events & Effects Table (16.2.1). Common causes for a Morale Check include losing a step to enemy Fire/Assault, suffering a Near Miss to enemy Fire (17.2.5), and Moving to Assault (14.4.1). Use the following procedure: 1. Use the Morale Rating of the unit with the highest printed Morale Rating as the Morale Rating for the whole stack.
-
For the selected unit add the appropriate DRMs from the Morale DRMs Table (16.2.2) together into one net DRM.
-
Roll percentile dice for the unmodified dice roll.
-
Add the net DRM to the unmodified dice roll to create the modified dice roll. Compare the selected unit’s printed Morale Rating to the modified dice roll. If the modified dice roll is less than or equal to the Morale Rating, then the stack passes the check, otherwise it fails the Morale Check (16.3).
16.2.1 Morale Check Events & Effects Table
16.2.2 Morale DRMs Table
16.2.3 Unit Rout Table
16.3 Failing a Morale Check
A stack that fails a Morale Check suffers from one or more of the following effects. These steps are summarized on the Morale Events & Effects Table (16.2.1). Proceed down this list. 1. A failed Morale Check to initiate Movement to Assault (including coming out of Hiding in an Us/Them in order to Assault) results in the stack failing to move into the enemy occupied hex (or come out of Us/Them). See Case 14.4.1 for details. Stop here: There are no additional effects.
-
If the Morale Check was caused by Fire (17) or by a step loss from Assault (18), and the raw unmodified dice roll is within the values on the Unit Rout Table (16.2.3), then the stack Routs (16.4). If the stack Routs stop here: There are no additional effects.
-
A failed Morale Check caused by Fire causes the stack to be Confused. The stack stops moving, falls out of Column, fails to limber/unlimber, or to complete a Long Action. Exception: If the stack is Moving to Assault and is in the target hex, but has failed a Morale Check due to Opportunity Fire then it must continue with the Assault (18) while Confused. Stop here.
-
A failed Morale Check caused by taking a step loss in a round of Assault Combat (18.4) forces the failing stack to Retreat (19); units that Retreat are Confused.
16.3.1 A stack that already contains any Confused units that fails a Morale Check loses one infantry step to Rout (16.4).
16.4 Rout
Infantry and artillery units Rout differently. Rout is an instantaneous process, any remaining steps are Confused.
16.4.1 A Routed infantry unit is removed from the map and placed in the Routed holding box. Individual steps lost to Rout (16.3.1) are recorded using Number markers and are placed in the Routed holding box under the Rout marker for their Brigiment. Rifle units and steps lost to Rout return by Entering Regroup (11.14.12).
16.4.2 Artillery units that Rout must limber and retreat three hexes away from fire, preferably to cover; they do not lose any steps. If they cannot limber (are fixed or lack transport), or there is insufficient map room to move three hexes, they are destroyed. See Retreat (19).
16.5 Rally
A stack of units can change from Confused to Good morale status by Rallying during a Movement Subsegment by expending one-third of its unconfused MA during day or twilight turns, or all of its MA during night turns. Units without a MA may Rally at no MP cost but may not perform a Long Action during that activation. Rallying a stack under some circumstances costs Officer Points; see the Officer Point Costs Table (10.2.1). Rallying must be the first activity a unit takes during its Movement Subsegment; it may then move.
16.6 Leading From the Front
A stack with sufficient Officer Points can ignore a Morale Check. Roll a d10 on the Leader Casualty Table (10.3.1) and apply results. The Brigiment must have at least two available Officer Points before attempting to Lead From the Front.
16.6.1 If the roll requires the Brigiment to expend more Officer Points than it currently has, then it loses all remaining Officer Points and the morale check must still be made, otherwise the Morale Check is completely ignored. On Gallipoli, Mustafa Kemal personally rallied the men of the 2/27th on Battleship Hill …and he was nearly shot by the Anzacs for it.
17.0 Fire
Fire combat is the ranged use of small arms and artillery against enemy units. There are two main types of Fire—Commanded Fire, where multiple units or stacks can combine fire during the Commanded Fire Subsegment, and Opportunity Fire, where (usually inactive) units fire at a stack in response to an action or activity.
17.1 Eligibility and Fire Strength
Fire is directed against one entire enemy stack occupying a single hex. This is true even if Opportunity Fire was triggered by the activity of only one unit in the target hex. A unit’s fire strength can be modified by its range to target and its morale state.
17.1.1 Fire is either low-angle (low trajectory, less than 45° of elevation) or high-angle (high trajectory, greater than 45°). Rifle and MG fire is always low-angle. Artillery fire may be either high-angle or low-angle; see Section 17.7.
17.1.2 Fire Eligibility 1. Low-angle fire requires that the firing unit is within range and has LOS (5.2.5) to the target hex.
-
High-angle fire requires only that the firing unit is in range of the target hex, however a spotter must have LOS on the target hex. See Case 17.7.6 for the details.
-
Units inside certain Fieldworks may only be able to fire at units within certain facings. See Case 6.1.6 and Section 6.3.
-
Hiding units have severe restrictions on firing (7.6).
-
Friendly units might preclude fire. See Section 17.8.
-
Units in Column (14.2) or Limbered (14.3) cannot fire.
17.1.3 Hexside Fire Limit. A stack may only fire 2 rifle steps and 5 MG fire points across a single hexside of its hex. This limit applies before modifying final fire strengths.
17.1.4 Infantry Fire. Rifle fire has a range of 1 hex or less; MG fire has a range of 2 hexes or less.
17.1.5 For artillery ranges see Case 3.1.7 and Section 17.7.
17.1.6 HQ units cannot fire.
17.1.7 Range Zero Fire. Rifle and MG units at range zero have their fire values doubled. Only low-angle artillery units using shrapnel may fire at half-strength. See the Fire Mods Table (17.2.1). The Hexside Fire Limit (17.1.3) also applies at range zero; for target units that start in the same hex use the procedure of Case 6.1.6. Exception: Rifle and MG units do not double their fire values against units performing Retreat (19.0), including into Us/Them. Exception: Assault Fire Values (18.3) are not Range Zero Fire values. Fire can occur in a hex that might later have an Assault.
17.1.8 Range and other fire strength multipliers are summarized on the Fire Mods Table (17.2.1).
17.2 Fire Resolution
Fire is resolved using the Fire Results Table (17.2.3). Use the following sequence: 1. Add up the modified fire points of all eligible firing units as determined under Section 17.1. Exclude fire points for which all target units are immune by Hiding, range, or terrain. If this sum is less than 0.25 then stop: the fire has no effect. If this remaining value is not a Fire Points column value on the Fire Results Table then reduce this value to the nearest column value on the table.
- Determine the Net Fire DRM by adding together each of:
(a) The Target Density DRM is read from the Density DRM Table (17.2.2) counting all enemy target steps.
(b) If artillery is firing, the Artillery DRM uses the Artillery DRMs Table (17.7.1) to obtain the sum of applicable DRMs on that table that is greatest (worst for firer) for any single firing artillery unit.
(c) If any target unit is moving or conducting a Long Action, the Target Activity DRM uses the Target Activity DRM section of the Fire Mods Table (17.2.1) to obtain the least (best for firer) applicable DRM for any such target unit.
(d) The Base Fire DRM uses the Base Fire DRM section of the Fire Mods Table (17.2.1): for any target unit and any unit firing at it, obtain the least found sum of the remaining applicable DRMs. For Cases 2(b), (c), and (d), the DRM is found by searching for the firing or target unit, or the pair of firing and target units, that produces the greatest or least DRM, or sum of local DRMs, that fits that case. For example, under Case 2(d) a Commanded Fire shoots both plunging infantry and low-angle artillery fire at an Open Terrain hex, which contains both an infantry unit and a field-gun as the target stack. On the Fire Mods Table we see the following pairs of fire types and targets: a) the plunging infantry fire against the infantry unit has a DRM = –1; b) the infantry fire against the field-gun has local DRMs of –1 (plunging fire) added to +1 (field-gun as target in Open Terrain) yielding a DRM = 0; c) the low-angle artillery fire against the infantry unit in Open Terrain has a DRM = 0 (no modifiers); and d) the low-angle artillery fire against the field-gun in Open Terrain has a DRM = +3. Case 2(d) requires choosing the least DRM from any of these pairs: pair a)’s DRM of –1 will be chosen as the value for Case 2(d).
-
Roll a d10 and add the Net Fire DRM from Step 2. This will be the Modified Die row of the Fire Results Table.
-
Cross-reference the Fire Points column from Step 1 with the Modified Die row of Step 3 to find the Fire Result.
-
Apply the Fire Result to the target stack. The results are expressed as step losses (hits) against the target stack that usually require Decimal Rounding (1.4.6) to resolve. To save time, roll five ten-sided dice (green, red, white, black, gray). The green die is the main result; the red and white dice are for the decimal rounding; and the black and gray are percentiles for the Morale Check. Add the Net Fire DRM to the green die and cross-reference the result with the column for that number of fire points (rounded down) on the Fire Results. The result will be a decimal number. The whole number is the number of definite step losses. The two-digit decimal fraction is the percentage chance of an additional step loss. Compare the percentile dice (red-white) against the percentage—if the dice roll is less than or equal to the percentage then an additional loss is scored. For example, suppose the result is 1.34. That is 1 step loss, and a 35% chance of another step loss. If the percentile roll is 00-34 then an additional hit is scored.
17.2.1 Fire Mods Table
17.2.2 Density DRM Table
17.2.3 Fire Results Table
17.2.4 If the Modified Die roll is less than –7, then stay on the –7 row and move one column right for each modified die roll pip less than –7. If it is greater than 14, then move left for every modified die pip greater than 14. For example, a modified fire result of –9 on the 2 Fire Power column is moved to the –7 row on the 3 firepower column. On Cape Helles, a good example of DRMs and Opportunity Fire could be seen when a company lands (1 step) on V Beach. The Ottomans have a Nordenfelt gun and picket in a Fire Trench (doubled at range zero; i.e., 2 x 1.25), plus a picket in each flanking hex (2 x 0.25 fire points)—a total of 3 fire points. The company spends 2 Movement Points on hexside movement—one for landing on a beach, and one for the Barbed Wire. The step density is doubled when landing from boats—but 2 steps is still no modifier. Therefore the following DRMs apply: Crossfire –3; No Man’s Land (firing from Fire Trench) –3, Moving with 2 extra hexside MPs (–3 + 2 x –3, = –9), Scrub +1; net DRM is –14. The modified roll will therefore be between –14 and –5. The –14 on the “3 Firepower” column result would shift 7 columns right to become the –7 result on the “6.5 Firepower” column. The result would be 2.21, enough to annihilate the 1-step company. The worst roll of 9 gives a result of –5, which is 0.9; i.e., 10% chance of survival. Landing at V Beach is deadly, which is historically accurate.
17.2.5 Near Miss. A Fire Result (17.2 Step 4) of 0.xy where the percentile roll (17.2 Step 5) misses by within 0.40 is a Near Miss. A Near Miss causes a Morale Check. See Section 16.2. For example, if the Fire Result is 0.46 then a percentile roll of 47-86 is a Near Miss.
17.2.6 Applying Fire Losses. The priority order for applying losses to units is based upon their exposure level: 1. Moving units (most exposed).
-
Units not in Fieldworks, not-Hiding.
-
Units in Fieldworks, not-Hiding.
-
Hiding units not in Fieldworks.
-
Hiding units in Fieldworks (least exposed).
Within each exposure level, the unit with the most steps takes the first hit (defender chooses on ties). After allocating one step loss to each unit within an exposure level, repeat this process until no units remain in that exposure level. Allocate remaining losses to the next lower exposure level. Within each exposure level a loss may only be applied against MG units or pickets if there are no other units in that exposure level to take the loss; one loss will destroy all MG units and pickets in that exposure level. Ignore step losses in excess of steps available in the hex. For example, a common case occurs with artillery and infantry. Suppose an Ottoman infantry company is in Rifle Pits, with a field artillery battery in the same hex (which is On Top, because the guns won’t fit in the pits). An Ottoman half-battalion moves into the same hex, and is fired on by an Indian Mountain Artillery battery. The most exposed unit is the moving half-battalion, followed by the artillery, followed by the company in pits. As another example, suppose that the Anzacs are firing at Gabe Tepe Fort from the rear. The Fort is occupied: the Ottoman units are the two coastal defense artillery units, a picket, and a Nordenfelt MG. The CD guns do not face, so only the MG unit and the picket can fire. However, every step loss (except the last) is applied to the artillery, not the MG or picket. After the artillery is eliminated the last step loss destroys the picket and the MG.
17.2.7 A stack that loses a step to fire must make a Morale Check; see Section 16.2. If a stack is destroyed, then it does not need to make a Morale Check—the dead have no morale.
17.2.8 HQ units are never affected by fire; they are only destroyed by Assault; see Case 18.4.2
17.3 Commanded Fire
Commanded Fire occurs during the Commanded Fire Subsegment for an active Brigiment. Multiple units, eligible to Fire (17.1.2), from the active Brigiment and Independent units (typically artillery) activating with that Formation can combine to fire at the same target.
17.3.1 A unit can only perform one Commanded Fire per game turn.
17.3.2 A unit cannot perform Commanded Fire if it performed an Engineering action during the preceding Engineering Subsegment.
17.3.3 An artillery unit that conducts Commanded Fire may not move later in that turn; see Case 14.3.6.
17.3.4 If multiple stacks combine into one Commanded Fire then all stacks must be within Messaging Range (9.3) of each other.
17.4 Opportunity Fire
Opportunity Fire occurs when a unit performs an Opportunity Fire trigger in range of (usually) an inactive unit. The inactive unit may then fire at the activated unit. Every adjacent inactive stack and non-adjacent inactive MG unit in range, or one non-adjacent inactive stack within range of the trigger event may fire at the triggering unit(s). All firing units also must be eligible to Fire under Case 17.1.2. Combine all firing stacks into one fire. A unit can generate multiple Opportunity Fire triggers; each trigger invites Opportunity Fire.
17.4.1 Opportunity Fire is fire from the inactive player directed at units of the active player. Exception: Counter-Fire, where the roles of the active and inactive units are reversed. See Case 7.6.5. Another Exception: Opportunity Fire at a retreating stack belonging to the inactive player. See Retreat (19).
17.4.2 An infantry unit can perform an unlimited number of Opportunity Fires, subject to the usual restrictions in Case 17.1.2.
17.4.3 Artillery units are limited and penalized in the number of Opportunity Fire attacks that they can perform; see Cases 17.7.7 and 17.7.8.
17.4.4 Opportunity Fire Triggers Table
17.4.5 Moving Opportunity Fire. A moving Opportunity Fire trigger occurs either when a stack moves from one hex to another, or when a stack moves within a hex but does not leave that hex (e.g., moving On Top, unlimbering artillery, or Moving to Assault within an Us/Them hex), not both. Movement in this case includes Retreat (19). MPs spent for Rally (16.5) are not counted as movement. If a moving stack enters a new hex, then the target hex selected to receive the fire may be either the hex entered or the hex exited, but not both: one trigger—one fire. Due to range, LOS, Hiding, or Friendly Fire Restrictions (17.8) firing units may not be able to target one or both of the target hexes.
17.4.6 Note: A moving HQ unit never triggers Opportunity Fire.
17.4.7 Note: Movement while Hiding is not an Opportunity Fire trigger; see Sections 7.3 and 7.4.
17.4.8 Note: Leaving Column due to fire, a failed Morale Check, or a round of Assault is not an Opportunity Fire trigger.
17.4.9 Note: Leaving Hiding is not a separate Opportunity Fire trigger if it is part of a movement action; see Case 7.6.2.
17.4.10 When a stack ends its movement, and it has not yet been subjected to Moving Opportunity Fire for that movement, the active player must announce the end of movement and at that moment allow Opportunity Fire against the stack (if any).
17.4.11 Moving Opportunity Fire DRM. Infantry Opportunity Fire against a stack spending MPs (17.4.5) has a DRM for moving of –3 plus the MP DRM portion, a –3 per MP spent crossing Hexside Terrain (5.1.3) on that trigger. This DRM also applies to MPs spent entering a Fieldwork/going On Top, (un-)limbering artillery, and voluntarily entering/leaving Column. For a retreating stack, pretend that the stack was spending MPs to determine this DRM. When deciding against which hex to perform Moving Opportunity Fire (17.4.5), only count MPs spent within the respective hex and add hexside MPs to both hexes. Exception: Do not add the Rally MP cost (16.5) when determining this DRM. Exception: A target performing a Long Action (12.2) is treated separately from this rule.
17.4.12 Subsequent Waves during Movement to Assault. During Movement to Assault (14.4), a stack that enters an enemy occupied hex (or, if in Us/Them comes out of Hiding) counts as a Wave of assaulting troops. After the first Wave, for each subsequent Wave of assaulting troops add an additional +2 DRM to a range zero (17.1.4) Opportunity Fire roll. See Section 14.4 and Case 8.3.1. For example, if three waves Move to Assault a hex, firing at range zero at the second wave would have an additional +2 DRM, and, firing at the third wave, an additional +4 DRM. 17.4.13 No Man’s Land and Opportunity Fire. If an inactive unit occupies a Fire Trench and an active stack moves within or into that trench hex from the front, the Opportunity Fire which comes at least partly from that trench may receive the No Man’s Land DRM bonus. See Cases 6.4.10, 17.1.7, and the Fire Mods Table (17.2.1).
17.5 Plunging Fire
Plunging Fire is fire where at least one firing infantry unit is one or more Contour levels higher for each hex of range. This provides a favorable DRM for infantry fire and negates the immunity against infantry fire for units Hiding in certain kinds of Close Terrain; e.g., Scrub in Gallipoli 1915. See the Fire Mods Table (17.2.1).
17.6 Crossfire
Crossfire occurs if the fire includes two units firing through two non-connecting hexsides of the target hex. The fires must be infantry or low-angle shrapnel fire. Hiding units, HE artillery fire (low or high), and high-angle fire cannot create Crossfire. See the Fire Mods Table (17.2.1).
17.6.1 Exception: Units in trenches and Forts are not subjected to Crossfire.
17.6.2 Important Exception: Crossfire only applies if at least two of the firing hexes causing Crossfire are not themselves under possible crossfire (ignoring this exception). Crossfire Example: In this example, the only unit under Crossfire is R 3/39 (from 2/ Cant and R 2 Bn). Note that 2/ Cant and R 2 Bn are not under Crossfire threat themselves, so they have Crossfire over R 3/39. Notice that MG 2 Bn does not contribute to this Crossfire, because it is under possible crossfire from R 3/39. MG 2 Bn is not under Crossfire because R 3/39 is itself under Crossfire.
17.7 Artillery Fire
Artillery in the early months of the Great War operated much as it had in the Boer War: field artillery engaged over open sights. Only siege artillery and coastal defense artillery practiced the techniques of indirect fire. By 1917 entire barrages were fired unobserved without any registration rounds, but not in 1915. These rules might be expanded for games covering later dates.
17.7.1 Artillery DRMs Table In addition to the DRMs on the Fire Mods Table (17.2.1), artillery uses the DRMs from this table.
17.7.2 Artillery units are either low-angle (guns), or high-angle (howitzers and mortars). Artillery either fire shrapnel or High Explosive (HE). Different ammunition effects may be modeled in a later edition of these rules or in specific games.
17.7.3 High-angle artillery have a minimum range of one hex—they cannot fire at range zero. Low-angle shrapnel artillery can fire at range zero. See Case 17.1.7.
17.7.4 Only high-angle artillery can fire when Hiding (17.7.6).
17.7.5 Artillery cannot fire into an Us/Them hex (17.8.4).
17.7.6 Observed Fire. An artillery unit needs a spotter to fire: a unit that has LOS (5.2.5) to the target hex. An artillery unit can serve as its own spotter. An alternative is to perform Observed Fire, where any friendly unit within Messaging Range (9.3) of the artillery unit can serve as the spotter. The artillery unit itself must still be in range of the target and a low-angle artillery unit must still meet all requirements to have LOS to the target hex, except for being within observation range (5.2.13 Case 1). Specific game rules may prevent some artillery units from performing Observed Fire. Observed Fire has an added DRM on the Artillery DRMs Table (17.7.1).
17.7.7 An artillery unit can only make one Opportunity Fire against each moving stack. Until the moving stack is within range of rifle or MG Opportunity Fire, the artillery unit can wait to see the movement path of the target stack before selecting the hex where to resolve the Opportunity Fire. Once inside the range of rifle or MG Opportunity Fire, the artillery unit must decide to fire its one time after each Opportunity Fire trigger. See Cases 17.4 and 17.4.10.
17.7.8 Multiple Artillery Shoots. Every time during a turn after an artillery unit conducts Opportunity or Commanded Fire it gains a positive modifier against subsequent fire that it may conduct later in the turn. Use an Artillery Fired (3.3.1) marker to indicate the number of preceding fires (“shoots”). Do not count Assault Combats (18.3) or Range Zero Fires (17.1.7). The DRM per previous shoot is on the Artillery DRMs Table (17.7.1). Remove the marker during the End of Turn Phase, unless the artillery unit is Out of Supply (20.2.4).
17.7.9 Artillery cannot move and fire on the same turn. Use Fired/ Moved markers (3.3.6).
17.8 Friendly Fire Restrictions
Due to the risk to friendly personnel, LOS might exist to a target hex but fire is not allowed.
17.8.1 Friendlies in the Field of Fire. If an enemy stack moves or retreats across a hexside into adjacent hex that also contains friendly units, but the hexside crossed is exactly opposite to the hexside fired through by the firing unit, then the fire is not allowed.
Friendlies in the Field of Fire Example: L 2/26 Moves to Assault B Company of the 1st Borderers. A and C Companies can fire. D Company cannot fire.
17.8.2 Flat Trajectory MG Fire. MG fire is not allowed at range 2 if the intermediate hex is occupied by a unit of either side, and the hex is at the same elevation as the firer and target. More sophisticated machine gun fire techniques appeared as the war progressed and might be included in future games.
Flat Trajectory MG Fire Example: The Borderer’s MG section can fire on R 2/26 because it is elevated, but not at L 3/26 as both L and R 1/Bord intervene.
17.8.3 Firing into an Assault. No unit in a hex containing an Assault marker may fire out of the hex; no unit outside of the hex may fire at a unit in the hex. Exception: Stacks Moving to Assault (14.4) the hex from an adjacent hex (not Us/Them) must survive any Opportunity Fire triggered by entering the hex, including fire from outside the hex, before they are put under the Assault marker.
17.8.4 Too Close for Comfort. Except for Range Zero Fire (17.1.4), artillery cannot fire into a hex containing units of both sides. Armies tried hard not to shell their own troops.
18.0 Assault
Assault is high-intensity fire combat at close range, with the occasional bayonet charge. It is not a stable situation—one side must retreat. Assaults are resolved during the Assault Subsegment. Assault is also modeled from fire, although this is not obvious because the Assault Table has statistically collapsed multiple rounds of fire into a single dice roll. While Opportunity Fire under Movement to Assault is treated as Fire (17.4), Assault itself uses this rule.
18.1 Assault Resolution
During the Assault Subsegment, the active player may resolve Assault hexes in any chosen order. Resolve the chosen Assault hex using one or more rounds of Assault Combat (18.4). Completely resolve the Assault in the hex before proceeding to the next hex.
18.1.1 Limbered artillery are destroyed immediately prior to conducting the first round of Assault Combat in a hex.
18.1.2 All eligible units under the Assault marker participate in each round of Assault Combat.
18.1.3 Rounds of Assault Combat will continue until one side is either destroyed or ends the Assault using Retreat (19), then remove the Assault marker. See Section 18.4.
18.1.4 Units present in the hex but not eligible to participate in the Assault will retreat or rout together with the participating units. For example, if a rifle unit Moves to Assault an Us/Them hex where an MG of the same side was Hiding, then the MG cannot participate in the Assault. If the rifle unit fails a Morale Check and retreats, then the MG unit will also retreat.
18.2 Eligible Units
Units under an Assault marker are eligible to participate in an Assault Combat (18.4) as provided below.
18.2.1 Regardless of how many stacks separately entered under the Assault marker, until retreats are resolved there are only two stacks of units: the attacker and defender.
18.2.2 The attacking side is the side that originally placed the Assault marker on the hex.
18.2.3 Only rifle (including cavalry) units can participate on the attacking side. Due to the accidents of time, other types of units might be present on the attacker’s side in the hex, but these units cannot attack. For example, the hex might contain MGs or artillery units that had survived an Assault in a previous game turn.
18.2.4 All infantry, unlimbered artillery, MG, and HQ units defend in an Assault. They may benefit from the terrain and Fieldworks that they occupy.
18.2.5 Hexside Fire Limits (17.1.3) are ignored during Assault. There is no firing line: everyone is mixed up.
18.3 Assault Fire Values
Unit Assault Fire Values are closely related to their Fire values. For each side in an Assault, each unit determines its Assault Fire Value using the Assault Fire Values Table (18.3.1). For each side, add these values into Base Assault Strengths; see Section 18.4 Step 1 below. Note: Range Zero Fire (17.1.7) does not apply as it is not the same phenomenon as Assault.
18.3.1 Assault Fire Values Table
18.3.2 If the Base Assault Strength of one side is less than 0.25 (for example, a Confused picket), treat it as 0.25.
18.4 Assault Combat
A round of Assault Combat uses the Assault Results Table (18.4.1). It also uses some of the DRMs from the Fire Mods Table (17.2.1) but treats them differently from Fire. For each round of Assault Combat use the following procedure: 1. Determine the Base Assault Strengths. At the beginning of a round of Assault Combat determine the Base Assault Strengths (18.3) of the attacker and the defender.
- Determine the Base Assault Results Box. On the Assault Results Table (18.4.1), using the Base Assault Strengths from Step 1, cross reference the attacker Base Assault Strength column with the defender Base Assault Strength row. If necessary round down to the nearest row/column to find the table base assault values.
(a) If either the attacker’s or defender’s Base Assault Strength exceeds the table, then halve both Base Assault Strengths and use the resulting row and column. If either value still exceeds the table then halve both again as necessary. Apply rounding as the last step after halving. Round down to fit table values as necessary, but do not round 0.25 down.
(b) Exception: If (including before or after halving one or more times in Step (a) above) one assault value is on 0.25 and the value of the other side is (still) off the table then simply destroy the weakling. This resolves the Assault; skip to Step 8. 3. Determine the Attacker and Defender Net DRMs. If this is the second (or, if Barbed Wire was crossed, the third) or later round of Assault Combat then skip this Step. Otherwise the attacker and the defender each might have Assault DRMs as if that side was performing a Fire (17.2) at the other; use only those DRMs on the Fire Mods Table (17.2.1) that are labeled ‘Yes’ in the Assault column. Add all Assault DRMs that the attacker would use, as if the attacker was performing a Fire against a no longer Hiding defender: this sum is the Attacker Net DRM. See Case 7.6.7. Similarly, add all Assault DRMs that the defender would face, as if the defender was performing a Fire against the attacker: this sum is the Defender Net DRM. Note that can have terrain DRM benefits that each side count against their opponent’s Net DRM. These net DRMs will be used in Step 4 below. The model is that the attackers enter the defender’s terrain after the first round; e.g., they actually jump into the trench or the same gullies. In subsequent rounds both sides have the same modifiers so they are ignored. The exception is for Barbed Wire—the attackers are slowed in the critical fire zone, giving terrain effects for two rounds.
- Determine the Final Assault Results Box. If Step 3 was skipped then the Base Assault Results Box obtained in Step 2 is the Final Assault Results Box. Otherwise on the Assault Results Table (18.4.1), using the results from Step 3, convert the Attacker Net DRM and the Defender Net DRM into respective column and row shifts that are subtracted from the values of the Base Assault Results Box. As examples, a +2 Attacker Net DRM translates to –2 (leftward) column shifts from the attacker’s base assault value, and a –1 Defender Net DRM translates into a +1 (downward) row shift from the defender’s base assault value.
(a) It is not possible for a row/column shift to reduce an adjusted assault strength to less than 0.25. Take any row/ column shifts that would do so and add these rows/columns to the adjusted assault value of the opposing side.
(b) It is not possible for a row/column shift to exceed the maximum row/column value. Take any row/column shifts that would do so and subtract these rows/columns to the adjusted assault value of the opposing side.
(c) Exception: If, after adjusting rows and columns, one assault value is on 0.25 and the value of the other side is off the table then simply destroy the weakling. This resolves the Assault; skip to Step 8.
In the image above, the original odds are Attacker 0.5 and Defender 0.5. A +3 DRM applies to the defender, which is converted to one row shift against the defender, followed by two column shifts in favor of the attacker. 5. Determine Assault Losses. Using the table in the Assault Results Box roll percentile dice. There are no modifiers to this roll. The three result ranges indicate the hits inflicted on the attacker (“A” column) and defender (“D” column).
-
Apply Step Losses and Morale Checks. Either or both sides might take step losses; see Case 18.4.2 for step loss priorities. Each stack that takes a step loss will have to roll a Morale Check; apply the results of the attacker’s Morale Check first. A stack that fails a Morale Check when enemy units still occupy the hex is required to retreat. If the attacker has no units eligible to Assault in a hypothetical next round and defending units still occupy the hex, then the attacking stack is required to retreat. See Retreat (19).
-
Voluntary Retreat. The attacker may elect to retreat first; if the attacker does not retreat then the defender may elect to retreat. See Retreat (19).
-
Assault Termination Check. If only one side remains in the hex, or all attackers have retreated into Us/Them, then the Assault has been resolved; remove the Assault marker. If both sides retain units in the hex outside of Us/Them then return to Step 1 for the next round of Assault Combat.
18.4.1 Assault Results Table
18.4.2 Assault Loss Priorities. A single hit destroys one step. Apply hits to the rifle and cavalry units first, starting with the largest unit of these types present. If no rifle and cavalry units remain, then apply hits to pickets and MG units: a single hit will destroy all pickets and MG units in the hex. If only artillery or HQ units remain in the hex, then a single hit will destroy all artillery and HQ units in the hex. For HQ destruction see Case 9.2.12. Example of a Complex Assault: Suppose four full strength half-battalions Assault a company, a MG section, and a mountain battery (shrapnel value 4) in a Scrub (Close Terrain) hex with a Fire Trench and Gun Pit. The defenders are Confused. Assume that the attacker takes no casualties from Opportunity Fire as they enter the Assault hex. The base attack value is 4 x 2 = 8 fire points. The defender has 1 for the company, 1 for the MG section, and 2 for the mountain gun battery (low angle shrapnel stacked with infantry); this subtotal of 4 is halved to 2 because they are Confused. Since the base attack value (8) exceeds the maximum table value (6) both the attack and defense values are halved to fit the table. The now halved attacker base value is 4 and the defender base value is 1. The Attacker Net DRM is +4 for the defender’s Fire Trench (ignore the Gun Pit as it has a “Target is Artillery DRM”) The Defender Net DRM is +1 against the attacker in the Scrub hex.
Converting the DRMs to column/row shifts, the attacker column is shifted 4 columns to the left to yield a final attack value of 2 and the defender row is shifted 1 row up to yield a final defense value of 0.75. Looking at that cell, a roll of 00 through 56 will kill one defender step, a roll of 68 or greater will kill one attacker step, and a roll in the middle will kill one of each. The roll is 61—one step loss each. The attacker chooses one of the four identical half-battalions to take the loss. The defender must choose the largest infantry unit, so the one-step company is eliminated. Both players took a loss and therefore must roll Morale Checks; the attacker rolls first. Both pass. Fire points are now 7 for the attacker, and 1/2 * (1 + 2) = 1.5 for the defender. Beginning with the attacker, each player could now decide to retreat voluntarily. Both elect to stay and so the second round of Assault begins. Fire Trenches include Barbed Wire, so the terrain effects also apply to this round. Without Barbed Wire they would only apply to the first round. The base cell is attacker-column 3.5, defender-row 0.75. The net DRMs, and therefore the converted column shifts, are the same as before: the attacker adjusted value is 1.5 and the defender adjusted value is 0.5. The roll is 77 and the attacker takes a loss. The attacker passes the subsequent Morale Check. Fire points are now 6 for the attacker, and 1/2 * (1 + 2) = 1.5 for the defender. No side retreats. Round three begins: terrain effects no longer apply. As the attacker value now fits on the table, the base and final cell is attacker-column 6, defender-row 1.5. The roll is 57, again destroying one step each. The defender must destroy the MG unit—a single hit destroys all MGs and pickets. The attacker fails their Morale Check (but does not rout); they must retreat and elect to put two half-battalions into Us/Them while the remaining units retreat from the hex. Defender Opportunity Fire at the retreating attackers misses. The Assault Termination Check concludes the Assault. While not a complete success, this is still a good result for the attacker: the defending artillery battery is now Hiding. It could choose to come out of Hiding to fire, but then it would take Counter-Fire or Opportunity Fire from nearby units—the battery is effectively neutralized.
19.0 Retreat
A Retreat is the movement of a stack of one side from a hex containing units of both sides, or overstacked units, either into an adjacent hex or, situation allowing, into Us/Them within the hex. Routed Limbered artillery retreat 3 hexes (16.4.2).
19.1 General
A Retreat happens due to any of the following conditions: 1. During a round of Assault Combat an attacking or defending stack suffers a step loss and fails the resulting morale check. This is an Involuntary Retreat. See Section 18.4 Step 6.
-
During a round of Assault Combat, after assessing losses, one side conducts a Voluntary Retreat. See Section 18.4 Step 7.
-
Units accidentally overstack (3.7.12).
-
A limbered artillery unit Routs (16.4.2). Subject to the other rules of this section (19.1) the owning player determines where the units will retreat.
19.1.1 Except as described in Retreat and Close Terrain (19.2), the retreating stack must vacate the hex.
19.1.2 If possible, an attacking unit will retreat back into a hex from which an attacker entered the Assault hex, if any, otherwise it will use the defender retreat priority of Case 19.1.3.
19.1.3 If possible a defending unit, or an overstacked unit, retreats Locally to the Rear. Locally to the Rear means into a new hex towards the commanding (or, if Isolated under Case 9.3.2, the nearest) Brigimental HQ (trace a path, preferring hexes not In Contact with enemy units).
19.1.4 Units cannot retreat into or across prohibited terrain.
19.1.5 Units can never retreat into hexes containing enemy units. Exception: Attacking units can use Section 19.2 Retreat into Us/ Them within the Assault hex only.
19.1.6 Except as described above, a unit must attempt to retreat by conforming to the movement restrictions in its Order (use the reverse of its Route of March) but it is still allowed to Retreat if it cannot.
19.1.7 Retreat doesn’t cost Movement Points, although they must be calculated when taking Opportunity Fire.
19.1.8 Retreating is a moving Opportunity Fire trigger. It occurs in the hex being vacated or entered, or Us/Them, at the firing player’s discretion. See Range Zero Fire (17.1.7). Calculate the Moving Opportunity FIre DRM (17.4.11) as if the retreating unit was moving.
19.1.9 Note: Case 17.4.5 allows Opportunity Fire by units of the active player against a retreating stack.
19.1.10 A unit that Retreats becomes Confused (16.1.2).
19.1.11 Surrender. If retreating units have no retreat path, then the units are destroyed. The steps lost cannot be regained during Regroup; see Case 11.14.14. They are captured.
19.2 Retreat into Us/Them
Close Terrain offers more options for Retreat by the attacker: an attacker can choose to retreat into Us/Them (8.0) in the same hex.
19.2.1 Close Terrain is defined in Section 5.1.
19.2.2 Us/Them Not Present. If no Us/Them is present, a stack starting its Retreat in Close Terrain, can retreat into Us/Them within the current enemy occupied hex. However the Us/Them hex has a stacking limit; see Case 3.7.10. Units above this stacking limit on both sides are required to retreat out of the hex; retreat excess units that were attacking before retreating excess units that were defending. Units may reorganize to allow for partial stacks to retreat. Excess steps are performing an involuntary retreat; if no retreat path is available they can be forced to Surrender (19.1.11).
19.2.3 Exception: If the defender would be forced to undergo an Involuntary Retreat to meet the Us/Them stacking limit then the defender can choose to have the Assault continue. This closes a loophole whereby a tiny attacking force could cause a large defending stack into an involuntary retreat and a possible surrender. Unlikely but possible.
19.2.4 Us/Them Present. If an Us/Them is is already present in the hex then the stack cannot retreat into Us/Them. To reinforce an existing Us/Them use Section 8.3.5 instead.
19.2.5 A stack cannot retreat into an adjacent Close Terrain hex that contains enemy units, even if it already has an Us/Them.
20.0 Supply
At the scale depicted in this game, supply has a relatively small effect. In most scenarios, units carried enough water and ammunition for the duration, so units are not going to starve to death if they lack a line of supply. However, troops who were cut-off certainly became more nervous and tended to stay put. Therefore the effect of a lack of supply forward is mostly a loss of Officer Points and morale.
20.1 Supply Line
During the Supply Segment of every 8pm-Midnight turn, every Brigiment HQ must attempt to trace a Supply Line to a Supply Source. A Supply Line is a sequence of hexes from the Brigiment HQ to any friendly Supply Source that does not cross impassable terrain (to infantry), enemy units, or non-Close Terrain hexes within 1 hex of an enemy unit. The presence of friendly units has no effect on the Supply Line. A Brigiment HQ that is not In Supply is Out of Supply.
20.1.1 Each scenario, or the general rules in the Game Book, will define the Supply Sources for both players.
20.1.2 Independent units are In Supply if they can trace a Supply Line to a Brigiment HQ that is itself In Supply; when tracing this path the hex containing the unit may be within 1 hex of an enemy unit.
20.1.3 An Out of Supply Brigiment or Independent unit recovers from Out of Supply during any Supply Phase (not just the 8pm to midnight turn) when it has a valid Supply Line.
20.2 Out of Supply Effects
If a Brigiment HQ is out of Supply, then every unit belonging to that Brigiment is Out of Supply.
20.2.1 A Brigiment HQ without a supply line loses one Officer Point per battalion during the midnight to 8pm turn.
20.2.2 A stack containing an Out of Supply unit has an adverse DRM; see the Morale DRMs Table (16.2.2).
20.2.3 Out of Supply infantry units cannot perform Commanded Fire, except as part of a Commit Action (11.5.12), but they can perform Opportunity Fire.
20.2.4 Out of Supply artillery units cannot reset their Artillery Fired (3.3.1) markers. See Multiple Artillery Shoots (17.7.8).
20.2.5 Surrender. All losses in a stack containing an Out of Supply unit are permanent and cannot be recovered by Regroup (11.14.14). These losses represent surrendering troops that will not make it back to the Brigade rally point.
21.0 Weather
With the first game in this series, Gallipoli 1915, there were no extraordinary weather concerns during the period depicted. Future rules in this series may cover ground conditions, visibility and their effects on observation range, Officer Points, movement, combat, and supply. Lighting is covered in individual games.
GALLIPOLI 1915 GAME BOOK
100.0 Introduction
Gallipoli, 1915: Churchill’s Greatest Gamble (Gallipoli 1915 for short) is a grand tactical game covering the opening land battles in the Dardanelles Campaign of World War I.
100.1 Game Components
This game has the following components:
• Gallipoli, 1915 Game Book (this book)
• Rifle and Spade Series Rules
• Unit Key, with a copy of the Map Key on the back
• Charts and Tables Booklet (x2)
• Gallipoli Extended Sequence of Play
• Setups and Reinforcements booklet
• Historical Anzac, Landing Display
• Historical Helles, Landing Display
• Free Landing Charts & Tables (some forms can also be downloaded)
• Game Turn Record Track
• Army Status Displays (4 sheets: Entente, Entente Historical Landing & Entente Emergency Flying Column, Ottoman, Ottoman Emergency Flying Column)
• Unit Holding Boxes (Entente, Ottoman, Us/Them)
• Counter Sleds for holding unit counters off-map (6 unique)
• Counter Sheets (6 unique, two-sided sheets)
• Map (2 unique sections that make one larger map)
• d10 dice (green, red, white, black, gray – 5 total)
• The Planning Maps booklet (Anzac, Helles, and Kemal’s Counterattack historical orders, plus un-marked maps) is a PDF document that can be found at www.gmtgames.com/p-505gallipoli-1915-churchills-greatest-gamble.aspx. Other reproducible forms will also be included in this document, or nearby on that web page. Permission is granted to download and print from these documents for personal play use only. Other materials used but not included: one opaque cup for each player’s Command Chits, additional cups as needed for Naval Gunfire chits, pen and paper for notes.
100.1.1 For this Game Book, all references to tables numbered 10x.x.x will be found in the Setups and Reinforcements booklet unless stated otherwise. For all subsequent sections of this Game Book, numbers in parentheses are rules cross-references, as is done in Rifle and Spade.
100.2 Players
The game has two Players: the Ottoman Player and the Entente Player (including British, French, Australian, New Zealand, Indian, British colonial, and French colonial forces). Players may divide their commands to allow for team play. For team play, players may elect to divide their forces by geographic proximity and to employ a second set of opaque cups for each set of forces.
100.2.1 Before playing a scenario, both players must agree which of the optional rules to include. Because they add complexity, first-time players are encouraged not to use any optional rules.
100.3 Scenario Selection
This game contains six historical scenarios, a Free Landing Scenario, and numerous optional rules that can be applied to the scenarios. Players are encouraged to begin with the historical scenarios so that they understand what is possible (and what is not!) before creating their own plans in the Free Landing Scenario. Begin with Clearing Sedd el Bahr (102.1) to learn the basics of Fire, Movement, Hiding, Morale and Assault. The remaining Introductory Scenarios (102.0) provide additional practice that serve as introductions to the Orders system, and therefore are good choices for the second scenario. Alternatively, players could skip straight to Anzac. The Helles scenario can be played as part of the Peninsula scenario. The Free Landing Scenario is likely to end in a massive Entente defeat unless the Entente player has played the earlier scenarios. As it uses the most rules, it is best to be played last. However, players enjoy it the most because it provides the greatest freedom of choice for both sides. The Free Landing Scenario is really the heart of the game.
A. Historical Introductory Scenarios
Introductory Scenarios only require Sections 101 and 102. Section 101 also applies to the Historical Advanced Scenarios and the Alternate (Free Landing) Scenario.
101.0 Rules Common to All Scenarios
The following rules apply to all scenarios.
101.1 Terrain
The specific effects of the various types of terrain are shown in the Terrain Effects Chart (14.1.3). Terrain types specific to this game are introduced below.
101.1.1 The contour interval is 50m. Each hex is 400m between flat sides.
101.1.2 Whole-Hex Terrain Open Terrain Grassland. On the Gallipoli Peninsula flat land was used for grazing and small-scale agriculture. All-Sea. This is a hex that contains the wine-dark sea, but no partial land and no shoals. At-sea reinforcements arrive from, and ships notionally fire from, All-Sea hexes, although there are no actual ship counters. Shoals. These are All-Sea hexes that are impassable to at-sea reinforcements. Naval gunfire cannot be traced from Shoals.
Close Terrain Scrub is a general term that refers to Folded Scrub and Steep Scrub. Scrub is Down-Slope Blocking terrain. See Section 5.2. Folded Scrub. These hexes have numerous small folds in the ground filled with scrub that provides cover against low-angle fire, with occasional patches of level ground. One artillery unit can unlimber in a Folded Scrub hex (compare to Steep Scrub). Steep Scrub. A Steep Scrub hex has no flat ground—offering few positions for artillery. Only one step of non-mountain artillery can unlimber in a Steep Scrub hex, otherwise Steep Scrub is exactly the same as Folded Scrub.
Town. The small towns and villages included some stone buildings up to two stories in height. Sedd el Bahr included a semi-ruined castle. Towns are Blocking Terrain. All the towns had been evacuated before the campaign. Trees. Trees are purely decorative because the only type of tree was a scraggly pine that grew to at most 4m. The “forests” were sparse; hence their effect on fire was immaterial. They add nothing to the height of the hex because the contour interval is 50m.
101.1.3 Hexside Terrain Beach. While often referred to as hexes, Beaches functionally behave as hexside terrain to the adjacent all-sea hexes. Historical and potential landing beaches are marked on the map. A contiguous collection of Beach hexsides is treated as one named Beach. Each Beach hex also has a maximum Beach Capacity (103.1.1). Units moving along contiguous Beach hexsides treat them as Track (5.1.3) hexes. Cliff with Beach. A few Beach hexes near Cape Helles (Gully, Bakery, X and Y Beaches) contain both a Beach and a Cliff. Both hexside terrain features take effect—the Cliff blocks LOS in the same fashion as any other Cliff and units can land/embark at the Beach, but the Cliff increases the landing/embarkation MP cost. Wheeled artillery cannot land/embark at such beaches. See the Terrain Effects Chart (14.1.3) for more details.
Y Beach, the Scottish Borderer cried, While panting up the steep hillside, Y Beach! To call this thing a beach is stiff, It’s nothing but a bloody cliff, Why beach! ~ Major John “Jack” Churchill
101.1.4 Limits on Sea Movement Entente naval units can move freely within the Aegean Sea (i.e., west of the Peninsula), but not east of hex-column 14.xx in the Narrows (De Tott’s Battery). The Entente cannot land on any beach east of S Beach, nor perform Naval Gunfire from hexes within the Narrows.
101.2 Victory and Duration
Each scenario has its own Victory Conditions. Victory is judged on two separate axes—historical and player. Historical victory represents what the armies were trying to achieve, whereas player victory measures how well the player has played in the game.
101.2.1 Victory is judged at the end of the game. The game can end early by mutual agreement—the establishment of stable fortified lines and the exhaustion of units makes mutual agreement a more likely means of ending a scenario than in many games. Victory Conditions often use the following definitions: 1. Good Order: A Brigiment in Good Order is one in which has at least 75% of its original steps, and at least 75% of its maximum number of Officer Points.
-
Perimeter: For the purposes of Victory Conditions, a Perimeter is a sequence of friendly units all within Messaging Range (9.3) of each other.
-
Viable Beach: This is a Beach hex occupied by a deployed Beach Depot (103.10) that would not be in Imminent Threat in daytime. A Viable Beach can be subjected to artillery fire. At Anzac, the beach parties built walls out of shipping crates, behind which they could hide from the slow shells from high-angle howitzers.
101.3 Set Up
The setup schedule for each scenario lists the forces available. Units that begin on the map are placed according to the scenario setup, the remaining units are placed aside and arrive as reinforcements.
101.3.1 Game Turn Record Track This track covers the potential time period from 8 pm, 24th April to midnight, 28th April, 1915.
101.3.2 For scenarios the specific setup positions for units and reinforcements will be found on the respective scenario Setup Tables, Reinforcements, and Landing Displays. See the Setups and Reinforcements booklet, Historical Anzac, Landing Display, Historical Helles, Landing Display, and the Free Landing Charts & Tables booklet.
101.3.3 Unless noted otherwise, the Ottoman player sets up first.
101.4 Unusual Ottoman Units
101.4.1 Ottoman Depot Units. The Ottoman player has emergency depot units in Maidos and Boghali. These units cannot move (14). If forced to retreat they are destroyed and cannot be rebuilt. Maidos and Boghali were the headquarters and logistical hubs of the 9th and 19th Divisions respectively. In addition, several Corps depot ammunition units were based in Maidos, all of whom would have defended themselves in an emergency.
101.4.2 Attached Jandarmerie. In the historical scenarios the 77th Regiment has swapped its 2nd Battalion for the Brusa Battalion of Jandarmerie. This regiment is not treated as a Flying Column, instead the Officer Points total has been reduced slightly. For the Free Landing Scenario see Section 106.3. This was a planned and deliberate exchange of units, not the rushed organization modeled by Flying Columns.
101.4.3 Coastal Defense (CD) Units. The Ottoman player has numerous coastal defense artillery units, mostly emplaced in Gun Pits or Forts. These can engage units At Sea and be released for land combat. For further details see Section 103.13.
101.5 Map Area
Some scenarios use a defined subsection of the map while others use the entire map. North is the top of the map.
101.5.1 Any unit leaving a scenario map area via ground movement cannot return.
101.5.2 Entente reinforcements that are not ashore, other than units performing off-map Diversions (106.10), are regarded to be at sea.
101.6 Limits on Fieldwork Construction
Given hindsight, players will always entrench as fast as they can. Historically that didn’t happen for several reasons: 1. It was not safe to dig in daylight.
-
All troops were exhausted and preferred to sleep at night, rather than dig trenches.
-
The Entente were on the attack and thought that entrenching in their current positions was a waste of time.
-
Ottoman Army doctrine was to move and attack at night, not dig fortifications. In the 1st Battle of Krithia (28th April, Day 4) they still only had rifle pits.
-
Neither side had any spare barbed wire on the Peninsula during the first few days.
101.6.1 Rifle Pits can be constructed in every scenario.
101.6.2 Fire Trenches and Barbed Wire cannot be constructed.
101.6.3 The Ottoman player cannot construct Shallow Trenches.
101.6.4 The Entente player can construct a limited number of Shallow trenches. At the beginning of the Engineering Phase during the 8pm-midnight turn each night, count the number of Entente Rifle Pits. Only 1/3 (round up) of these pits can be converted to Shallow Trenches during the next 10 Game Turns (24 hours) inclusive.
101.7 Ottoman On-Map Reinforcements
In the Historical Scenarios, the regiments of the 19th Division start in General Reserve to support the 9th Division. Units of the 9th Division, whose regiments were in Cordon Defense, were released earlier when their defense zones came under attack. Unreleased units are treated as On-Map Reinforcements (15.1.2).
101.7.1 Until it is released, an individual unit cannot activate. Until it is released, a regiment in General Reserve (11.15) cannot Change Orders (11.3).
101.7.2 In Introductory (102) and Historical Landing (104) Scenarios, individual units and entire regiments are released according to the Reinforcement Schedule for that scenario.
101.7.3 In the Free Landing Scenario (106), Ottoman units and regiments are released as per Section 106.4.
101.7.4 In addition to Cases 101.7.2 and 101.7.3, an individual unit is released when it is placed under Imminent Threat (5.3):
• If the unit’s parent regiment started the scenario in Cordon Defense (11.12) (regardless of the current order at this time) then the unit may be activated under the regiment’s current order.
• If the unit’s parent regiment started the scenario in General Reserve (11.15) then it may be activated under the parent regiment’s current order. The parent regiment, including all units and Independent Units (9.7) attached to that regiment, is also released; see Case 101.7.5 below. The regiment also Fails its Orders (11.15.10) and it will enter Disorganized Defense (11.13) during the next Orders Continuation Segment.
• If the unit is a Coastal Defense (CD) Artillery (103.13) unit then apply Section 103.13.7.
101.7.5 Independent Units (9.7) (mostly field artillery) might be listed in the Setups or Reinforcement schedules on the same line as a regiment in General Reserve. These units start attached to that regiment. If the regiment itself is released prematurely under Case 101.7.4 above, then these Independent units are also released and can be activated by any regiment of 19th Division. Exception: CD units still use Case 101.7.4.
101.8 Intelligence
As an exception to the usual rules for Inspecting Stacks (3.8), the Entente player can examine every unit in every stack before play begins. The British had a spy on the Turkish General Staff, plus the RNAS had been overflying the Peninsula for a month, so they knew where everything was!
101.9 Limits on Low-Angle Observed Fire
Only Ottoman CD artillery (101.4.3) may employ low-angle observed fire (17.7.6). All high-angle artillery can conduct observed fire. On Gallipoli it took about a month before the field guns were sufficiently organized to employ this practice.
101.10 Notes on Markers
101.10.1 Generic Objective Markers. Both players have such markers, which may be used as extra Objective markers or to further obscure formation Objective marker placements.
101.11 Early Errata
Here are some updates after some items went to print.
101.11.1 Map. The correct spelling of hex 8.2 is “Sedd el Bahr”. The Barbed Wire in hex 30.49 faces the Beach hexside.
101.11.2 Charts and Tables Booklet, Table 14.1.3. The Foot/Hoof column should read just Foot. In the Hiding line delete “FW” from the Categories column; use Case 3.7.10 and the Within Fieldwork line for additional stacking limits while Hiding in Fieldworks.
101.11.3 Army Status Display Sheet #3 incorrectly uses “Div” on the Officer Points Full and Half-Maximum value lines. These formations are regiments, not divisions.
101.11.4 On Ottoman Counter Sled #1 the use of “Bogali” is a typo; it should read as “Boghali”.
101.11.5 All uses of “Brusa” are a typo. They should read as “Bursa”. Brusa was retained in the procedural portions of the rules because counters using that term have already been printed.
101.11.6 More transliterations have been identified. The second term after a comma is the abbreviated form. Either use means the other.
| Older or British Use | Alternate |
|---|---|
| Cham Tepe | Çam Tepe, ÇT |
| Soganli, Sog | Soğanli, Soğ |
101.11.7 Gallipoli Extended Sequence of Play card. Modifications to Brigiment Activations: change “2.3.2” to “2.2.2”.
102.0 Introductory Scenarios
These scenarios use fewer rules, just a portion of the map and armies, or are of short duration. They are designed to introduce players to the system. None of these scenarios evaluate Supply (20).
102.1 Clearing Sedd el Bahr
This scenario shows the clearing of Sedd el Bahr by the British 86th Brigade on the morning of 26th April. This is a tiny solitaire scenario to teach fire, movement, and assault. It is an Entente solitaire scenario because the Ottoman player has very few decisions.
102.1.1 Clearing Sedd el Bahr, Ottoman Set Up Table
102.1.2 Clearing Sedd el Bahr, Entente Set Up Table
102.1.3 Map Area: East and South of Hill 138; specifically, East of Column 4.xx inclusive, and South of hexes 4.3 and 5.3 inclusive.
102.1.4 Duration: This scenario lasts five game turns, from Game Turn 12 (6am-8am, 26th April) through Game Turn 16 (2pm-4pm, 26th April) inclusive.
102.1.5 Forces: The location of every unit on both sides is defined in the set up tables, so players can set up in either order, or simultaneously. Neither side has reinforcements.
102.1.6 Naval Gunfire: The Entente player has naval gunfire on Turn 5, Commanded Fire from a Pre-Dreadnought with Mark X 12” guns. This is an 8 point Artillery Fire (17.7) from any All-Sea hex (limited by Case 101.1.4) that has LOS against any target hex. Historically they fired at Sedd el Bahr on Turn 5 but the range was far too long, i.e., they rolled a 9.
102.1.7 This scenario uses simplified rules. Do not use the Rifle and Spade rules for Formations and Command (9), Officer Points (10), Orders (11), Engineering (13), and Rally (16.5). Only British units can move and Assault freely, except that all units of the Worcester Battalion cannot move east of Fort Nr. 1. Each side can rally one stack per turn and perform Commanded Fire as they like.
102.1.8 Historical Victory is evaluated as follows: Entente Victory. Capture all of the following features: Fort Nr. 1, The Old Fort, Sedd el Bahr, Hill 141. The Hampshire Battalion must have at least 2 steps remaining. Draw: Capture the four features listed above. Ottoman Minor Victory: Hold Fort Nr. 1. Ottoman Medium Victory: Hold Hill 141 and Sedd el Bahr. Ottoman Massive Victory: Hold all four features defined in the Entente victory Anything else is a draw.
102.1.9 Player Victory is defined relative to the historical result (Entente Victory).
102.2 Kemal’s Counterattack
Mustafa Kemal, whose journey to earning the honorific ‘Atatürk’ began on this day, was determined to counterattack before the Anzacs could land all their strength. This scenario begins as he launches his first attack with the arriving 57th Regiment, supported by the existing 27th Regiment. The 1st Australian Division is ashore, but is completely disorganized. Kemal’s goal was to drive the Anzacs back to the beaches in the northern part of the line, and then do the same in the south when the 72nd and 77th Regiments arrived. The Anzacs were just trying to hang on. This is a short but intense scenario for two players that also serves to introduce players to the command rules. It can also be used as an alternate start for the full historical scenario at Anzac. Kemal attempted to drive the Anzacs into the sea, completely destroying the 57th Regiment in the process. Don’t play for a draw; it is not what he did!
102.2.1 Kemal’s Counterattack, Ottoman Set Up Table
102.2.2 Kemal’s Counterattack, Entente Set Up Table
102.2.3 Reinforcements arrive as per Historical Anzac, Reinforcements Schedule (104.3.3). Unlike the Historical Advanced Scenarios (B), this scenario uses simplified amphibious reinforcements: simply place the reinforcing Entente unit on hex 31.55 or 31.56.
102.2.4 Kemal’s Counterattack, Entente Planning Map
102.2.5 Map Area: As marked on the map—north of hex-row xx.40 (inclusive) and west of hex-column 51.yy (inclusive). Half-hexes on the north and south map edges are in play.
102.2.6 Duration: The game lasts six game turns, from Turn 5 (noon-2pm, 25th April) through Turn 10 (midnight-4am, 26th April) inclusive.
102.2.7 Special Command Rules: There is no Command Phase on the first turn of the scenario (Turn 5). The Ottoman player defines his Orders before play begins, the Anzac player’s Orders are defined in the setup schedule.
102.2.8 Ottoman Orders: The Ottoman player sets Orders for each Regiment before the game begins. Remember to include Objectives (11.4) and Routes of March (11.4.9). The 57th Regiment must start with an Attack (11.8) order. The 27th Regiment starts with either Attack or Defense (11.11) orders. The 72nd Regiment starts with either Attack or General Reserve (11.15) orders. When released on Turn 6, the 77th Regiment starts in General Reserve; this regiment and the associated artillery units are the only Ottoman reinforcements.
102.2.9 Entente Orders: Anzac reinforcements arrive using Case 102.2.3. Newly arriving Brigiments may arrive with Attack, Defense, or General Reserve orders designated on the turn of arrival.
102.2.10 Naval Gunfire: There is no Naval Gunfire (103). Historically the Anzac player drew No Fire all day. Diddums.
102.2.11 This scenario uses the full command and related rules (Rifle and Spade Sections 9-11). See the Ottoman and Entente Set Up rules above for specifics.
102.2.12 Historical Victory is evaluated as follows: Entente Major Historical Victory: Capture all three hexes of Chunnuk Bair. Although the Anzacs do have the NZ Brigade, capturing Chunnuk Bair is definitely in the “visionary” category. Entente Minor Historical Victory: Hold their current positions. The beachhead will be less precarious than it was historically. Ottoman Medium Historical Victory: Hold all three hexes of Chunnuk Bair, capture Battleship Hill and Baby 700, and either capture or be in Us/Them in either The Nek or The Chessboard. The historical result: the Anzac beachhead hanged on by a thread. Quinn’s Post was particularly vulnerable. Ottoman Crushing Historical Victory: Hold or capture all hexes at elevation 3 or above (i.e., all of the 400 Plateau, Russel’s Top, and the ridge from Baby 700 to Chunnuk Bair and Koja Chemen Tepe). The Anzacs will probably be forced to surrender because the Royal Navy did not believe that they could evacuate them under fire. Ottoman Millennial Historical Victory: No Entente units remain on the map. Very difficult due to the scenario’s length.
102.2.13 Player Victory is defined relative to the historical result (Ottoman Medium Historical Victory). That result is a draw for the players; the goal of both players is to better that result.
102.2.14 Alternate Use of this Scenario. The setup and start time of this scenario can be used as an alternate start for the Anzac (104.3) scenario; see Case 104.3.13.
102.3 First Battle of Krithia
On the fourth day, Major General Hunter-Weston was determined to take Achi Baba, which was the first day’s objective. The French had arrived to reinforce the exhausted men of the 29th Division. The result was a poorly organized frontal attack against partially entrenched troops, in other words a disaster. However, the Ottomans were stretched very thinly…any mistake on their part would have opened the way to the forts. This scenario is included because it is a named battle. Unlike the maneuverings associated with the landings, it as an example of an unimaginative frontal assault against an entrenched enemy. However, the Ottoman player has to be careful.
102.3.1 1st Battle of Krithia, Ottoman Set Up Table 102.3.2 1st Battle of Krithia, Entente Set Up Table
102.3.3 Map Area: South of xx.18 hex row inclusive.
102.3.4 Duration: This scenario lasts seven game turns, from Turn 33 (8am-10am, 28th April) through Turn 38 (10pm-midnight, 28th April) inclusive.
102.3.5 Ottoman Forces: All front-line Ottoman infantry units (20th Regiment, 26th Regiment plus attachments) are in Rifle Pits, not Hiding. There are no Ottoman reinforcements.
102.3.6 Entente Forces: The only Entente artillery units that can move are B RHA, Y RHA, 460 H, Argyllshire, and Ross & Crm batteries. Historically the Entente had landed the guns but very few horses on the first few days. There are no Entente reinforcements.
102.3.7 Setup Order. The Ottoman player sets up his non-artillery units, then the Entente player sets up all units, and finally the Ottoman player sets up his artillery.
102.3.8 Naval Gunfire. This scenario uses a simplified form of Naval Gunfire (103.14). On Turn 33, the Entente player has Commanded Fire from a Pre-Dreadnought with Mark X 12” guns. This is an 8 point Artillery Fire (17.7) from any All-Sea hex (limited by Case 101.1.4) that has LOS against any target hex. At the beginning of subsequent daylight turns roll a die. On a roll of ‘1’ repeat this fire at any valid target; on a ‘2’ the same fire is available that turn but only as an Opportunity Fire shot with the same LOS requirements. Historically the Royal Navy shot up the 19th and 15th Regiments as they marched to the front.
102.3.9 Use the full Command rules, Sections 9-11. The Ottoman starting Orders are on their setup table (102.3.1). The Entente setup table (102.3.2) lists the starting Orders; prior to the game the Entente player sets the Objectives and Routes of March.
102.3.10 The Ottoman 15th and 25th Regiments use the (Class) II/1 bn row on the Ottoman Emergency Flying Column Army Status Display.
102.3.11 Historical Victory is evaluated as follows: Entente Major Victory: Capture a line from hex 15.24 to Yazı Tepe (hex 19.22), then directly south to 19.15, then hex 18.15 to hex 18.10, then hex 17.9 to hex 17.6. The jaggies are due to the difference between Grid and Magnetic North—don’t mind the difference, just go forward and take those damned positions! Entente Minor Victory: The Entente capture at least five Ottoman Rifle Pits. Draw: The Entente capture fewer than five Ottoman Rifle Pits. Ottoman Major Victory: The Entente capture no Rifle Pits.
102.3.12 Player Victory is defined relative to the historical result (Ottoman Major Victory). The Entente player wins a moral victory if he actually enjoyed the scenario.
B. Historical Advanced Scenarios
These scenarios are more complex because they require significant rules for the actual landings. Section 101 also applies.
103.0 Amphibious Operations
This section contains all the amphibious rules needed to play the Historical Landing Scenarios (104). In addition to using this section, the Free Landing Scenario (106) also has rules that explain how to plan and execute a landing at any beach.
103.1 General
An Amphibious Assault (103.4) is the landing of a Brigiment onto one or more enemy-controlled Beach hexes, i.e., a Beach hex that was not last passed through by a friendly unit. Subsequent landings on a captured Beach hex are Amphibious Reinforcements (103.5).
103.1.1 Beach Capacity: The ability of the player to Land (103.3) or Embark (103.9) units from a single Beach hex is limited by the Beach Capacity to handle boats. Every Beach hex has a capacity, which is measured in steps. The capacity is the total number of steps that can land in that hex per turn (both Waves of an Amphibious Assault count against this capacity). The capacity is printed on the map next to the name of the beach. If there is no printed number, then the capacity is 6 steps. Capacities are upper limits on what may cross a Beach hex; ship transport and traffic may prevent these values from being achieved. See Sections 103.4-103.6. For example, every Beach hex north of Gaba Tepe has a capacity of 6, whereas Y Beach has a capacity of 5. Beach capacity is primarily the width of the beach—a tow required a certain number of yards of beach space.
103.2 Amphibious Sequence of Play
Amphibious Operations add additional steps to the Sequence of Play (2), particularly when an Amphibious Assault (103.4) is conducted against a hostile beach. These modifications are used for both the Historical Landing Scenarios (104) and the Free Landing Scenario (106). Items from the series rules Sequence of Play that are not stated below remain the same as in Rifle and Spade Section 2; aside from these new steps conduct the Sequence of Play as a normal turn.
103.2.1 Gallipoli Extended Sequence of Play See this separate two-sided card, which combines the series Sequence of Play (2) with the Sequence of Play Changes below.
103.2.2 Changes to the Sequence of Play (2), Reinforcement Phase. New steps apply depending upon the turn when an Amphibious Assault happens. 1. Reinforcement Phase (both players in parallel)
(a) Place Off-Map reinforcements and release On-Map rein forcements (15). No change from series rules.
(b) Turn prior to Amphibious Assault (103.4): Announce arrival of Landing Force (106.7.3) at beach.
(c) Turns during and after an Amphibious Assault (103.4): Pull Naval Gunfire chit (skip on twilight/night turns). See Section 103.14.
(d) Turns after an Amphibious Assault: (At-Sea) Amphibious Reinforcements (103.5) Segment i. Rowing Subsegment A. Place all At-Sea reinforcements one hex offshore from their landing beach. ii. Naval Fire Subsegment A. Roll for CD fire (103.13), by non-landing player.
103.2.3 Changes to the Sequence of Play (2), Command Phase, Change Orders Segment. The Free Landing Scenario (106) adds another possible procedure: 3. Command Phase (both players in parallel)
(e) Change Orders Segment ii. Other Brigiments may attempt to change their orders. See Section 11.3. Exception: Orders cannot be changed during a midnight-4am turn. For Free Landing Scenario: Apply Alarums and Excursions (106.6).
103.2.4 On the turn of an Amphibious Assault (103.4) insert the following phase just after the Sequence of Play (2) Phase 3, Command Phase: See the Gallipoli Extended Sequence of Play (103.2.1) for the details of this phase. 4. Amphibious Assault Phase (Player conducting Amphibious Assault; see Section 103.4). This is a new phase prior to the Activations Phase of the series rules; subsequent series rules phases are renumbered by +1. Note that this phase has two Waves, each including a Naval Segment followed by an Amphibious Activations Segment when Landing (103.3) happens. Each active assaulting Brigiment is under the first turn of an Initial Attack order (11.9.4); there is no pre-Assault morale check (103.3.4) and Tactical Surprise (103.4.6) is possible. Brigiments activate as chosen. Free Landing Scenario (106) only: Track losses to CD fire (103.13.2) and fire taken while landing (103.3.5) for Landing Delays (103.6).
103.2.5 Changes to the Sequence of Play (2), Activations Phase, Brigiment Activation Segment. Pre-Landing Naval Bombardment (103.14.13) might happen. 5. Activations Phase (Both players: repeat until all Brigiments have been activated)
(c) Brigiment Activation Segment (Active Player) ii. Commanded Fire Subsegment (Active Player) A. Pre-landing naval bombardment (if any, as specified in Historical Landing Scenario (104), or in Free Landing Scenario using Case 106.7.16). B. Each unit that did not start or continue an Engineering action in the Engineering Subsegment may participate in one Commanded Fire. See Section 17.3. No change from series rules.
103.2.6 Changes to the Sequence of Play (2), End of Turn Phase. Naval Gunfire (103.14) chits are cleaned up. 6. End of Turn Phase (Both players simultaneously)
(a) Remove Activity Count markers used to track artillery fires (17.7.8). No change from series rules.
(b) Return naval gunfire chits to the pool (103.14.10).
(c) Advance the Game Turn marker to the next game turn. No change from series rules.
103.2.7 Exception to Series Rules Case 2.2.2: During a turn that a Brigiment conducts an Amphibious Assault, it may be activated more than once. The Brigiment may be activated during the First Wave Amphibious Activations Subsegment, the Second Wave Amphibious Activations Subsegment, or (in the unlikely event that it already has units ashore) during the Brigiment Activation Segment. It may be activated during one of these (sub-)segments only if it has a unit that is eligible to take an Action (12) during that (sub-)segment. Nevertheless no individual unit may be activated, i.e., take an Action, more than once per Turn.
103.2.8 For Historical Scenarios (104) the effects of pre-landing naval bombardment and scatter have already been written into the scenarios; that is why the pre-landing naval bombardment is scripted and the scatter steps are skipped.
103.3 Landing
Units are implicitly landed from row boats typically towed near the beach by steam pinnaces. There are no actual row-boat counters or sea movement rules. Boats can only land or embark ground units in beach hexes. The Historical Landing Scenarios (104) completely define the time and place of the landing of units, although contact with the enemy can impose Landing Delays (103.6). In the Free Landing Scenario (106), the Entente player draws up plans that similarly define the time and place of all landings. This section contains landing rules that are common to both Amphibious Assault (103.4) and Amphibious Reinforcements (103.5). See also Embarkation (103.9).
103.3.1 At Sea. During a Rowing Subsegment (103.2) units arriving by sea are placed in All-Sea hexes next to their destination Beach hexes until their subsequent Brigiment activation; point the top of the units to face the Beach hex on which they will land. During an Amphibious Assault (103.4) the infantry units will be companies; when landing as reinforcements (103.5) the infantry units can be larger, typically half-battalions. Artillery units land Limbered.
103.3.2 If any coastal defense (CD) artillery units are within range of the sea hex, then CD fire (103.13) happens after the units have been placed in their sea hexes (and scattered, if any).
103.3.3 Landing Procedure. During the movement portion of the subsequent Brigiment activation (either during the Landing Brigiment Activation Subsegment of an Amphibious Assault Phase, or the Brigiment Activation Segment of the Activations Phase), each unit lands on its Beach. Landing a unit other than artillery on the Beach costs 1 MP plus the MP cost of the beach hex itself (typically a total of 2 MPs). Landing artillery or cavalry takes the entire MA and is a Long Action (12.2). Landing is an Opportunity Fire Trigger (17.4.4), but Cases 17.4.12 and 103.4.6 might apply.
103.3.4 Movement to Assault while Landing. This can happen during an Amphibious Assault (103.4): after a unit lands (103.3.3) in an enemy occupied Beach hex place an Assault marker (or join an existing Assault). The landing is a variant of Movement to Assault (14.4). Units do not roll a pre-assault Morale Check (11.9.4). Resolve the assault during the next Assault Step (103.2).
103.3.5 When Landing Ends. Until the landing procedure ends, the landing unit is At Sea and it will not receive any favorable DRM from the terrain or fieldworks in the Beach hex. In an Assault hex the landing procedure ends only after resolving the Assault, otherwise landing ends after spending the landing movement cost (103.3.3) and the effects of any resulting Opportunity Fire (including morale results)
have been incurred. Losses At Sea count as casualties that might cause Landing Delays; see Section 103.6.7. An opposed landing on a beach exposes the boats and crews to ground combat, potentially delaying follow-on reinforcements.
103.4 Amphibious Assault
An Amphibious Assault is an Amphibious Operation directed at an enemy-controlled beach, typically at the start of a scenario. An Amphibious Assault only lasts for one turn—subsequent landings on the same beach are Amphibious Reinforcements (103.5). Only Brigiments with Initial Attack (11.9) orders can perform an Amphibious Assault. See the Gallipoli Extended Sequence of Play (103.2.1) for the steps.
103.4.1 An Amphibious Assault is divided into two Waves. All units of the First Wave arrive offshore, possibly scatter, take CD fire, land, perform ground movement, and resolve Assaults before the Second Wave repeats this process. Units in the Second Wave have only four MPs, rather than the usual six. See Section 103.2.
103.4.2 Rifle units land (103.3) as individual companies. In the Second Wave an MG or HQ unit can accompany a company.
103.4.3 Units in the Second Wave may voluntarily abort landing (Exception: 103.7.4), in which case they may delay subsequent reinforcements, see Landing Delays (103.6). If the First Wave has been wiped out it might be wise to wait until someone else captures the beach from the landward side. This is what happened historically at V Beach.
103.4.4 During an Amphibious Assault, a Landing Delay in the First Wave affects units arriving in the Second Wave. A Landing Delay in the Second Wave affects the reinforcements of the next game turn. See Section 103.6. At Cape Helles, most of the 4/Worc, and 2/Hants should have landed as part of wave 2 in Turn 2. However, many boats were lost in the firestorm at V and W, and they were delayed until Turn 3.
103.4.5 Pinnace MG Fire. The First Wave has 0.5 points of MG fire per company (that survived CD fire). This fire occurs during the Pinnace MG Step (103.2) in the Beach hex that the landing units are about to enter. The steam pinnaces that towed the row boats had Maxim guns, one of which severely wounded the commander of the Ottoman 8th platoon on Plugge’s Plateau.
103.4.6 Tactical Surprise. Tactical Surprise (11.7) can only happen for the First Wave on morning twilight or night turns. Tactical Surprise means that there is no Opportunity Fire (17.4) when units of the First Wave enter their beach hex. Therefore when a unit lands in a hex with enemy troops, there is no Opportunity Fire as they Move to Assault (103.3.4). Opportunity Fire applies normally in every hex they enter after the landing hex. The Second Wave receives Opportunity Fire normally, although the light will limit the observation range. In Historical Landing Scenarios (104) the scenario description states whether Tactical Surprise has been achieved. In the Free Landing Scenario (106), unless there has been a nearby Pre-Landing Naval Bombardment (106.7.6), each Landing Force (106.7.3) will roll for Tactical Surprise (106.8.3) .
103.4.7 Contested Beach Subsegments. During the Contested Beach Subsegment that happens just before landing a Wave (103.2.1), count the battalions that are about to land on beaches that are covered by infantry fire (including MG fire from range 2). Using this count, apply the Contested Beach section of the Officer Point Costs Table (10.2.1) to determine the number of additional Officer Points lost by the Brigiment. If a particular battalion is counted in the First Wave do not add it to the count for the Second Wave.
103.5 Amphibious Reinforcements
Amphibious Reinforcements are the Landing (103.3) of units onto a friendly controlled Beach. The Beach hex landed on must have been last occupied by a friendly unit. Amphibious reinforcements can land on a captured Beach hex on all turns after an Amphibious Assault (103.4), or on a Beach hex that has been captured from the landward side without an Amphibious Assault.
103.5.1 The Amphibious Reinforcement Sequence (see Section 103.2.2) is followed for any turn with Amphibious Reinforcements. Amphibious Reinforcements are placed off-shore in the Reinforcement Phase, and then activate (move) later as a part of the normal, landward activation of their Brigiment. There are no Waves, nor is there a separate Amphibious Assault phase.
103.5.2 Rifle units that are Amphibious Reinforcements land as half-battalions.
103.5.3 Amphibious Reinforcements are subject to CD fire. See Section 103.3.2.
103.5.4 Amphibious Reinforcements can be voluntarily delayed. See Section 103.11.
103.5.5 Amphibious reinforcements can be voluntarily redirected to another Beach hex within the same named historical landing beach. The sub-beaches of W are one landing beach, as V-Beach and V- Camber are of another. The SS River Clyde (103.7) cannot redirect its units. The Free Landing Scenario uses Case 106.7.9. Redirecting a now-postponed reinforcement imposes a Landing Delay on the new Beach hex (103.6.3).
103.5.6 Artillery and cavalry units can only land as Amphibious Reinforcements.
103.5.7 For Historical Landing Scenarios (104), Entente Amphibious Reinforcements arrive using the historical reinforcement schedule for that scenario.
103.5.8 For the Free Landing Scenario (106), Entente Amphibious Reinforcements are brought in from the available units at sea but subject to constraints; see Section (106.9) for the detailed rule.
103.5.9 Ottoman Reinforcements arriving at ports are not treated as amphibious reinforcements. See Section 103.12.
103.6 Landing Delays
Landing Delays are interruptions of the amphibious landing schedule due to unforeseen events. They can happen because of casualties to landing units, scattered units from an Amphibious Assault wave, voluntary delays, or the unscheduled embarking of units.
103.6.1 In the Historical Landing Scenarios (104) only voluntary delays (103.4.3), embarkations (103.6.11), and redirections (103.6.12) cause Landing Delays. In the Free Landing Scenario (106) there are additional causes of delays (103.6.7-103.6.9). The additional delays were built into the historical reinforcement schedules.
103.6.2 Landing Delays only affect one Beach hex, not an entire landing beach (103.5.5).
103.6.3 Visualize the stream of landing units as a queue. In all cases a Landing Delay is a replacement use of the Beach Capacity (103.1.1) of a Beach hex on the next turn (or on the current turn for a unit of the First Wave under Case 103.4.4). In cases where the Landing Delay was caused by a unit postponing its landing, this replacement use will be to land that unit. In the Free Landing Scenario (106) only, this replacement use could be to land a unit that missed all beaches due to scatter and is returning (106.8.10). For Landing Delays due to CD Fire, Opportunity Fire, or embarkation the delay simply subtracts Beach Capacity on the next turn, without a unit landing. Every time a Landing Delay happens, one unit’s worth of landing units (2 infantry steps or 1 step of artillery) is counted against the Beach Capacity for the next turn. Used up Beach Capacity might postpone the scheduled landing of a unit: that unit then becomes a new Landing Delay. Include carried MG and HQ units with any postponed unit. Carry the remaining Landing Delays into the subsequent turn and repeat the process of comparing Landing Delays to Beach Capacity and the reinforcement schedule. By chain reaction this can create a queue of tied up Beach Capacity and delayed landing units until a later turn when there is sufficient Beach Capacity to reduce the queue. Example: On Turn 1, on a Beach hex with Beach Capacity of 3, an infantry Landing Delay (2 steps) occurs. Turns 2 and 3 each have one infantry unit’s worth of reinforcements (2 steps) scheduled to land on that hex; Turn 4 has no units scheduled to land there. The Landing Delay is counted on Turn 2 (if a unit is associated with the delay, it lands) and the Turn 2 and 3 reinforcements are each postponed one turn. The queue would be cleared at the end of Turn 4.
103.6.4 Delay one MG reinforcement for every 2 rifle steps delayed. MG units never count toward delaying other units.
103.6.5 Artillery unit delays are treated separately from infantry unit delays. Only an artillery unit delay can delay an artillery unit reinforcement for that beach. The two types of units used different boats. Artillery landed using horse floats; infantry came ashore in row boats.
103.6.6 HQ units are never counted as delaying other units or as being delayed by other Landing Delays.
103.6.7 In the Free Landing Scenario (106), every second infantry step loss taken by at sea units landing on, or embarking from, a particular Beach causes an infantry delay of one step on that beach. Losses that incur delays are: losses due to CD fire (103.13), losses to Opportunity Fire (17.4) when the unit lands in the Beach hex, losses to Opportunity Fire when a unit Embarks (103.9), losses due to any Assault from landing in the Beach hex. See Section 103.3.5.
103.6.8 In the Free Landing Scenario (106), scattered units that completely miss their Landing Beach (106.7.9) are delayed and land as Amphibious Reinforcements (103.5); see Section 106.8.9. These scattered units that completely missed a landing beach hex have their steps counted as “step losses” towards Landing Delays (not real losses) in Case 103.6.7 above. These scattered losses cause delays because the boats and beach space are not available when they should be.
103.6.9 In the Free Landing Scenario (106), for every single artillery step loss taken by an at sea artillery unit (landing or embarking from the particular beach) an artillery unit delay is incurred.
103.6.10 Routed steps count as step losses for the purposes of Landing Delays.
103.6.11 Every infantry or artillery step that is Embarked (103.9) causes a unit delay of the corresponding type on that beach.
103.6.12 Every infantry or artillery unit that is redirected to a landing beach other than its designated beach (103.5.5) imposes a corresponding unit delay on the new beach.
103.7 SS River Clyde
The SS River Clyde was a converted collier. Sally ports were cut in either side of the hull, connected to gangways running forward to the bow. On grounding, ramps were then to drop onto tethered lighters (reminiscent of a Roman corvus), forming a bridge to the shore. The goal was to land rapidly approximately two battalions of infantry on a small length of beach in a very short time. Eleven machine guns belonging to 3rd Armoured Car Squadron (3 ACS) of the Royal Naval Air Service (RNAS) were emplaced on the forecastle behind sandbag sangars. Unfortunately, the narrow gangways lined the departing troops up like ducks in a fairground shooting gallery. Several companies were completely wiped out before the British gave up and waited until night fall. The few troops who made it to the beach sheltered behind a small dirt cliff, protected by the fire of the 3rd ACS.
103.7.1 The River Clyde only counts as 2 steps for Beach Capacity (103.1.1) no matter how many troops on board her land (or attempt to land and die) in a turn. It is its own “beach” for the purpose of Landing Delays (103.6).
103.7.2 When the River Clyde lands it is actually in the Beach hex; it is not grounded in an off-shore hex. Therefore in the historical scenarios it is in V Beach (hex 6.2).
103.7.3 Each company exits the River Clyde individually. It is treated as Landing (103.3); i.e., it costs one MP. Note: The Density DRM (17.2.2) triples the number of steps for Opportunity Fire, therefore a company counts as three steps, not one.
103.7.4 SS River Clyde must land in its assigned Wave. All units inside River Clyde must exit until a company has been destroyed at the moment of landing (103.3.5) by Opportunity Fire, after which landing is optional. This supersedes Cases 103.4.3 and 103.11.1.
103.7.5 Units inside the River Clyde cannot Fire or Assault until they land.
103.7.6 Units inside the River Clyde are a separate stack that does not count against the stacking limits in that hex.
103.7.7 Until they exit, troops inside the River Clyde are completely immune to Ottoman fire, including CD fire (103.13). Therefore they cannot take losses and will never check morale. The Ottoman player cannot Assault the River Clyde. The River Clyde cannot be damaged in any way. The Ottoman coastal defense batteries at Kum Kale shelled the SS River Clyde all day, but caused no casualties. The hull was not penetrated because the batteries were howitzers; had it been penetrated she was grounded anyway. In fact she was re-floated in 1919 and resumed her career as a merchant ship!
103.7.8 SS River Clyde includes an integral MG unit—the 3rd Armoured Car Squadron (3 ACS). Both ship and unit are represented by the R Clyde counter; 3 ACS cannot detach from the ship and perform a Landing (103.3). 3 ACS has 6 MG fire points but, due to their broadside arrangement, only half could fire at the same target. When tracing LOS it is in the 50 meter contour level, i.e., the lowest land level. Whether the River Clyde lands during the First Wave or during the Second Wave of an Amphibious Assault, 3 ACS can fire two shots of 3 fire points at the landing hex in the Naval Fire Subsegment for that wave; treat this as Pinnace MG Fire (103.4.5). 3 ACS can perform the only form of Pinnace MG Fire that is allowed during the Second Wave. Once River Clyde lands, 3 ACS may use Opportunity or Commanded Fire but may only fire up to 2 shots of 3 MG fire points through different hexsides of the landing hex; 3 ACS can only shoot 3 fire points (before modifications) into the River Clyde’s hex. These MGs cannot be damaged. The 3 ACS unit is a separate stack to the units actually on its Beach and to the other units inside the River Clyde; they do not interact. 3 ACS does not count against stacking limits. The 3rd Armoured Car Squadron was part of 3 Squadron, Royal Naval Air Service. These were private cars (including a Rolls Royce) belonging to pilots in the squadron. For the landing they removed their Vickers guns and emplaced them behind sandbags on the forecastle. Their suppressive fire prevented the Ottomans from overrunning the few Fusiliers who actually made it to shore at V Beach.
103.7.9 The Entente player can choose to use or not use the River Clyde in the Free Landing Scenario (106). It can carry 7 steps of rifles and 2 MG units for Landing, in addition to 3 ACS (103.7.8).
103.7.10 If the River Clyde achieves Tactical Surprise in the Free Landing Scenario (106.8.3) then only the first company to land has Tactical Surprise.
103.8 Limited Entente Artillery Transport
Each turn only 1/3 (round up) of the ashore Entente non-mountain gun units can move using Limbered movement. The other units can only move by Prolonging (14.3.7) or Dragging (14.3.8) the guns. Exception: Mountain gun units always have their transport. The Entente deliberately landed very few horses for their batteries on the first few days. Most batteries were simply dragged off the beaches. The horses of the ammunition columns were not landed immediately. The mountain batteries used mules and were easier to land.
103.9 Embarkation
Units under a Regroup (11.14) order can leave a Beach hex and go to sea: this is known as Embarkation. The Regroup Point Objective must be the notional location of the transport ships offshore; this is an additional Objective type to that in Case 11.14.2. When activated as a part of their Brigiment, embarking units go through the reverse of the Landing (103.3.3) procedure. The units move into or start their Movement Subsegment on the Beach hex, embark on the boats, and endure CD Fire (103.13). See Section (103.6.11). It costs 2 MPs to embark; this is an Opportunity Fire trigger (17.4.4). Embarking artillery takes the entire MA and is a Long Action (12.2). Ignore any Confused or Rout results—the troops always reach the ships.
103.9.1 Units that embark cannot re-land for 10 turns (24 hours).
103.9.2 Every infantry or artillery step that embarks causes a Landing Delay of the corresponding type (103.6.11).
103.10 Entente Supply Units & Beach Depots
Entente beach supply units (ASC, AASC, Zion Mule Corps, and RMAT) arrive as Amphibious Reinforcements (103.5). When deployed they serve as Beach Depots (103.10.2). A Beach Depot is used to determine if the Entente possesses a Viable Beach (101.2.1 Point 3) for supply and victory purposes.
103.10.1 A supply unit is an Independent Unit (9.7) that is one infantry step with a morale of 60.
103.10.2 Deploying as a Beach Depot. A supply unit spends 1 MP on a Beach hex, stops, and flips to its Deployed side. A Beach hex can contain only one Beach Depot. So long as the depot remains in a Viable Beach hex, it serves as a supply source (20.1.1). A Beach hex with RMAT as the depot supplies only French units; Beach hexes with other depots supply only non-French units. See Section 104.2.
103.10.3 Supply units cannot Fire or Move to Assault. If defending in an Assault flip the unit away from its Deployed side.
103.10.4 A destroyed supply unit can return as a reinforcement two turns later. Remove one step from the closest rifle unit on the turn that it arrives. Historically any losses would have been replaced by selected “volunteers” from the nearest rifle unit. The beach party at Anzac largely consisted of the first batch of replacements. At Helles the beach party was initially sailors from the Anson Battalion, later it was the professional Army Service Corps.
103.11 Order Requirements and Amphibious Operations
Units at sea are not subject to the Make Progress Requirement (11.8.3), the Occupy Defenses Requirement (11.11.5), or the March Requirement (11.15.6) of their respective Order. However, Brigiment units ashore are subject to these Order requirements. Furthermore, the activity of Landing (103.3) ashore, or Embarking (103.9) back to sea, counts as movement toward fulfilling one of these requirements.
103.11.1 Amphibious Assault Requirement. All units in the First Wave of an Amphibious Assault (103.4), which uses the Initial Attack (11.9) order, are required to land on the Beach hex that they are approaching. Units on SS River Clyde are a possible exception (103.7.4).
103.11.2 Units at sea cannot be given a March (11.16) order but units ashore can be given the order; the units at sea will wait for a new Order.
103.12 Ottoman Seaborne Reinforcements
In the landing scenarios, Ottoman reinforcements appear at the ports at Kilya Liman or Maidos, according to the scenario reinforcement schedule. Simply place them on the correct port.
103.12.1 If either port is enemy occupied then the reinforcements scheduled for that port appear at the other port, delayed by two game turns. If both ports are occupied, then the reinforcements appear 6 turns later at hex 60.50.
103.13 Coastal Defense (CD) Artillery
Only CD artillery can fire at targets at sea; this is known as “CD fire.” Firing at sea uses a different and much simpler fire mechanism than ordinary artillery fire. Until released (103.13.7), CD artillery may only perform CD fire.
103.13.1 CD artillery are marked with a diamond unit symbol. They belong either to the Chanakkale Fortified Area Command (CFAC), or to 9th Division. The CFAC Coastal Defense batteries belong either to the 4th or 8th Heavy Artillery Regiments. The Eski battery near S Beach and the three batteries of 1st Battalion just south of Achi Baba belong to the 8th, all other CFAC units belong to the 4th. The coastal defense artillery at Gaba Tepe are also restricted by these rules, even though they were officially part of the 27th Regiment (9th Division).
103.13.2 CD artillery perform CD fire during the Naval Fire Subsegment at all units in range that are about to land; see Amphibious Sequence of Play (103.2). Ignore the regular Fire Resolution (17.2) procedure. Instead for each step landing there is a 10% chance that it will be destroyed. Roll only once regardless of how many CD guns bear against the target, although halve the percentage chance if only three or fewer CD steps are within range. If a landing unit takes a hit and fails the resulting Morale Check then when it lands it will halt in the beach hex, Confused (16.1.2). Do not roll a Morale Check for embarked (103.9) units.
103.13.3 CD fire does not accumulate Artillery Fired (3.3.1) counts under Case 17.7.8.
103.13.4 Units conducting CD fire can perform Observed Fire (17.7.6) using spotting from any unit within Messaging Range (9.3). Remember that all Gun Pits, Forts and Fire Trenches have telephones. The Observed Fire DRM (17.7.1) is ignored for CD fire.
103.13.5 CD artillery cannot fire outside of their own hex if they are under an Assault or an Us/Them marker. This is an important tactic at Gaba Tepe—close investment will silence the coast defense guns.
103.13.6 CD fire never affects the SS River Clyde or the units on board her; see Case 103.7.6.
103.13.7 Release to Land Combat. Only CD units that are released can fire on land units or, if able to, move. A CD unit is either released by the Reinforcement Schedule (Historical scenarios), or if it is under Imminent Threat (5.3). CD units are released as entire batteries. If a battery is divided into sections (e.g., Eski) then the entire battery is released if at least one of its sections is under Imminent Threat. A released CD artillery unit is an Independent Unit (9.7) attached to III Corps. It can fire at land targets normally, but also retains its special ability to perform CD fire. If any unit of a Heavy Artillery Regiment is under Imminent Threat (5.3) then the entire regiment is released on the turn after the unit is released. Exceptions: Nordenfelt MG units (they have an MG symbol overlain on the CD diamond) and pom-pom (PP) guns are treated as ordinary MG and field artillery units respectively. They are Independent units always free to fire at land targets, even if marked with a Coastal Defense symbol. See also Case 103.13.8.
103.13.8 The Free Landing Scenario (106) has additional rules for releasing CD units; see Section 106.4.8.
103.13.9 Most of the CD units lack transport. Each night the Ottoman player can move one battery of Artillery Lacking Transport (14.3.10). The move is assumed to be horse drawn (or mule for mountain artillery), spends MPs normally but ignores limbering and unlimbering costs. The units moved must not start adjacent to an Entente unit, nor can they move within two hexes of an Entente unit. The move may take place on either or both night game turns (i.e., 8pm to dawn). The battery can begin as dispersed in section and subsections (e.g., the Eski Battery near S Beach), but must consolidate into a single battery counter.
103.14 Naval Gunfire
Both sides expected naval gunfire to be decisive, but in practice it was rare and ineffective. A lack of doctrine, low-performance spotter aircraft (the engines in the float planes struggled to lift the weight of the floats) and primitive communications all contributed to their ineffectiveness. However, the Ottomans were very wary of naval gunfire at this stage of the campaign.
103.14.1 Every daylight turn during the Reinforcement Phase the Entente player draws one Naval Gunfire chit from the Anzac pool if playing the Anzac scenario (104.3). If playing the Helles scenario (104.4) then draw one from the Helles pool. If playing the Peninsula scenario (104.5) then draw from both pools. Keep the chits secret, and place them face down on the map where the Ottoman player can see them. For Naval Gunfire in the Free Landing Scenario see also Section 106.11.The four possible chits are:
• No Fire (most common)
• Commanded Fire (Comm Fire)
• Counter-Battery Fire (Counter Battery)
• Opportunity Fire (Opp Fire)
103.14.2 Naval Gunfire Selection Table See the Charts and Tables Booklet.
103.14.3 Naval Gunfire is traced from All-Sea hexes, but not Shoals. See Section 101.1.2 Although there are no actual ship counters; trace LOS from these hexes.
103.14.4 No Fire Chit. This landing zone (Anzac, Helles) has no Naval Gunfire this turn. Do not let the Ottoman player know this!
103.14.5 Commanded Fire Chit. The chit is revealed and fire is executed in any Entente commanded fire segment. The Entente player rolls on the Naval Gunfire Selection Table (103.14.2) to discover which type of ship is firing. This (notional) ship can now make an artillery attack against any Ottoman stack that has Open or Partial LOS from an All-Sea hex. Cliffs adjacent to the sea can block LOS.
103.14.6 Counter-Battery Fire Chit. The chit is revealed and the Entente player immediately selects one hex which must be at least three hexes from a friendly unit. Place the Counter Battery marker in this hex. All Ottoman artillery units in or adjacent to that hex cannot fire this turn. Ships do not need LOS to the target. Do not roll on the Naval Gunfire Selection Table, because the exact ship is irrelevant. If any of the artillery units in the Counter-Battery Zone generates an Opportunity Fire trigger (17.4.4), then they are subject to Opportunity Fire (17.4) (in which case roll on Naval Gunfire Selection Table (103.14.2) to discover which ship is firing). Infantry are unaffected by Counter-Battery fire. If an Entente unit moves within three hexes of the zone at any time then the Counter-Battery effect is canceled and the Counter-Battery marker is removed. Optional Rule: The Entente player then rolls three d10. If the result is 000 destroy one step from the battery. The Ottoman player is allowed to complain if the Entente player rolls 000. During the nine months of the campaign the Entente fired a huge number of shells at the Ottoman guns at Palatmutluk, Gaba Tepe, and Achi Baba but never hit anything. Likewise the Ottoman guns near Kum Kale tried to hit the British 60 pdrs at Cape Helles, but never did. Effective long-range counter-battery fire was beyond the ability of any army in 1915. However, the Ottoman guns did shut down when spotting planes were overhead, which is what this rule simulates. HMS Manica at Anzac had an observation balloon; the Royal Navy had an active squadron of five floatplane observation aircraft.
103.14.7 Opportunity Fire Chit. This chit is revealed and the fire is executed whenever an Ottoman stack causes an Opportunity Fire trigger (17.4.4) in a hex that has Open or Partial LOS from an All-Sea hex. The Entente player reveals the chit and rolls on the Naval Gunfire Selection Table (103.14.2) to discover which type of ship is firing. That ship now makes an Opportunity Fire attack against the stack.
103.14.8 The All-Sea hex chosen for tracing LOS for a Commanded Fire Chit (103.14.5) or an Opportunity Fire Chit (103.14.7) may not be a Shoal hex or in the zone prohibited to naval movement; see Limits on Sea Movement (101.1.4).
103.14.9 Replacing Fire Chits. If the drawn Naval Gunfire chit was one of the three fire options then, when it is revealed, it is immediately replaced according to the following procedure: 1) draw a new chit and, after drawing that chit, 2) return the previously revealed chit to the cup. A lucky Entente player could fire several times in one turn, but a No Fire Chit is never used, and so blocks further draws.
103.14.10 End of Turn Phase. Return all chits to the pool.
103.14.11 During the first Reinforcement Phases on 26th April and also on the 27th April, remove four No Fire chits from the Anzac pool, and four No Fire chits from the Helles pool. They got better at it. Battleship Hill is so named because an Ottoman attack was broken up the by the fire from British battleships on 26th April.
103.14.12 Road Interdiction. Ottoman units cannot use Column or Limbered movement on roads or tracks south of the Serafim Farm (37.32) hex row 37.xx but may continue to use such movement in the same hexes at the non-road/non-track terrain MP costs. Units under a March (11.16) order can and must still follow the road hexes (using cross country movement), but must also use the slower MAs found on the Column or Limbered column of the Movement Allowances Table (14.1.1). For the Free Landing Scenario use Case 106.11.2. Historically the Royal Navy ships off Cape Helles effectively interdicted the roads leading to Cape Helles, delaying the arrival of the 5th and 7th Divisions. The Ottomans directed the units to follow convoluted paths to avoid the fire. Rather than introduce complex rules, it is simpler to recreate historical march rates by banning high-speed column on roads, which was the historical effect. There was no effective interdiction in the Anzac sector.
103.14.13 Pre-Landing Naval Bombardment is a separate function from Naval Gunfire. For the Free Landing Scenario see Case 106.7.16; for the Historical Landing scenarios see Cases 104.3.11 and 104.4.11.
103.15 Illuminated Zones
Beginning with the 8pm-midnight turn on 25th April, the Entente player can illuminate a limited number of hexes using destroyer searchlights. The Anzac and Cape Helles beaches each have two destroyers. In the Free Landing Scenario, each Landing Force (106.7.3) has two destroyers. Each destroyer can illuminate three contiguous hexes. Each of the three hexes must be within six hexes of an All-Sea hex (103.14.3) that has Open (not Partial) LOS to all three hexes, and within five hexes of an HQ belonging to that Landing Force. The LOS cannot pass through a friendly unit.
103.15.1 The Entente player identifies the illuminated hexes during their Command Phase of the first night turn of a particular game day and places Searchlight markers on those hexes.
103.15.2 Observation Range and firing in Searchlight hexes is as per daylight turns, although the morale and command effects of night still apply. Notice that units in the zone can be spotted by units that they themselves cannot see—an exception to Case 5.2.6. In addition, one destroyer and one pre-dreadnought battleship can perform Opportunity Fire against each Opportunity Fire Trigger (17.4.4) in these hexes; use the Naval Gunfire Selection Table (103.14.2) to find the fire values. For the pre-dreadnought roll, continue rolling until a pre-dreadnought is selected. The destroyers have their own line on the table. The Ottomans never tried to cross the searchlight zones.
104.0 Historical Landing Scenarios
These three scenarios use historical forces, locations and plans. The landings at Anzac and Cape Helles are independent, so the two landings can be played as separate scenarios, or combined into the single Peninsula Scenario. The one-map scenarios divide the Ottoman reinforcements between Anzac and Cape Helles as they were historically—meaning that on the first day almost all Ottoman reinforcements go to Anzac. The Peninsula scenario combines Anzac and Cape Helles to use the entire map, offering the Ottomans the means to change the reinforcements for each landing zone. Historical Victory on the Peninsula will be difficult for the Entente player to achieve using the historical landings unless using the more extreme Historical Options (105).
104.1 Ottoman Supply Sources
Ottoman Supply Sources (20.1) are the port at Kilya Liman (hex 50.47), the port at Maidos (hex 50.42), and road hexes leading off of the north and northeast edges of the map. Ottoman supplies arrived primarily by coastal lighters at Kilya Liman, Maidos, and other small ports further north. The road from Constantinople was used for moving troops.
104.2 Entente Supply Sources
Entente Supply Sources (20.1) are Viable Beaches (101.2.1 Point 3).
104.2.1 Entente reinforcements not yet landed are In Supply.
104.3 Anzac
The Anzacs’ assigned task was to guard the flank of the Cape Helles (104.4) landings by seizing the high ground of Koja Chemen Tepe on the first day, followed by Mal Tepe on the second day. The Ottoman plan was to use the coastal pickets as a tripwire, enabling a rapid counter-attack by 19th Division before the invaders were established. This is the most interesting of the one-map scenarios because it is a fairly balanced meeting engagement. It is best for two players.
104.3.1 Historical Anzac, Ottoman Set Up Table
104.3.2 Historical Anzac, Landing Display See the separate Landing Sled 1.
104.3.3 Historical Anzac, Reinforcements Schedule
104.3.4 Historical Anzac, Planning Map See the Planning Maps booklet.
104.3.5 Map Area. North of hex-row xx.40 (inclusive) and west of hex-column 51.yy (inclusive). Half-hexes on the north and south map edges are in play.
104.3.6 Supply. Roads leaving the eastern and northern map edges are Ottoman supply sources. The Entente uses Section 104.2.
104.3.7 Duration. The game begins on Turn 1 (4-6am, 25th April) and ends with Turn 39 (8pm-midnight, 28th April).
104.3.8 Ottoman Set Up. The Ottoman player sets up first, using Table 104.3.1. The 27th Regiment is under a Cordon Defense (11.12) order; three companies of 2/27 battalion are broken down into pickets.
The units of the other Brigiments enter the scenario as On-Map Reinforcements (15.1.2) or as Off-Map Reinforcements (15.1.1), as per the Anzac Reinforcements Schedule (104.3.3). The reinforcing Brigiments are under General Reserve (11.15) orders prior to their release.
104.3.9 Entente Set Up. The Entente player sets up 3rd Australian Brigade on the Anzac Landing Display (104.3.2) as specified; it is under an Initial Attack (11.9) order to be executed as part of an Amphibious Assault (103.4). The remaining units are placed on the counter sleds of their commanding Brigiments. The remaining Brigades arrive as Amphibious Reinforcements (103.5) as stated on the Anzac Reinforcements Schedule (104.3.3). The reinforcements land in either hex
31.55 or 31.56, Entente player’s choice. If both hexes are occupied by Ottoman units then the reinforcements do not arrive. The orders for all Brigades are shown on the Anzac Planning Map (104.3.4), i.e., Initial Attack for 2nd and 3rd Australian Brigades, General Reserve for all others. Reinforcements in General Reserve can begin rolling to change orders on the turn that they arrive as reinforcements.
104.3.10 The First Wave has Tactical Surprise (11.9.4).
104.3.11 Pre-Landing Naval Bombardment. There is no pre-landing naval bombardment. The goal was to achieve tactical surprise.
104.3.12 Naval Gunfire. Place the Anzac Naval Gunfire (104.13) chits into a cup or otherwise suitable opaque container. Illuminated Zones (103.15) are available at night.
104.3.13 Alternate Start with Kemal’s Counterattack. As an option, players may start the scenario later using the scenario start time (Turn 5, noon-2pm, 25th April) and setup from the Kemal’s Counterattack (102.2) scenario. The Amphibious Assault happened earlier. Anzac reinforcements arrive as Amphibious Reinforcements (103.5) as stated on the Historical Anzac, Reinforcements Schedule (104.3.3).
104.3.14 Historical Victory is evaluated as follows: Anzac Major Historical Victory: The Entente player must fulfill all five of the following conditions. The game ends immediately if these conditions are met. (Good Luck!): 1. Occupy a Perimeter (101.2.1 Point 2) from the Aegean Sea to Koja Chemen Tepe, then Mal Tepe, and then any point on the Eastern coast.
-
Keep all Ottoman reinforcements that land at Kilya Liman north of that line.
-
Capture Gaba Tepe.
-
Control all hexes at elevation 300m and above (i.e., Chunnuk Bair, Hill Q, and Koja Chemen Tepe)
-
Have a Viable Beach (101.2.1 Point 3) somewhere between Gaba Tepe and Ari Burnu (31.56) inclusive. Anzac Minor Historical Victory: No Ottoman units can exist on or within a line running from Gaba Tepe, along Gun Ridge to Chunnuk Bair, on to Koja Chemen Tepe, and then a straight line back to Fisherman’s Hut. The enclosed area must include a Viable Beach. The Anzac player must have at least two Brigades in Good Order (Case 101.2.1 Point 1). The assumption is that these two Brigades have a good chance of “pressing on to victory,” or at least threatening to do so. The high ground would offer excellent observation and artillery spotting, effectively interdicting the land and sea communications to Maidos and Helles during daytime. Ottoman Medium Historical Victory: The Entente player has not met the above territorial requirements, but does have a Viable Beach.
Ottoman Crushing Historical Victory: The Entente player does not have a Viable Beach, irrespective of any territorial holdings. Ottoman Millennial Historical Victory: No Entente units remain on the Peninsula. Mustafa Kemal lost about 30% of his force on 27th April trying to achieve just this, but he did not take even a single hex!
104.3.14 Player Victory is evaluated as follows: Anzac Major Player Victory. No Ottoman units remaining on or within a line running from Gaba Tepe, along Gun Ridge to Chunnuk Bair, on to Koja Chemen Tepe, and then a straight line back to Fisherman’s Hut. The enclosed area must include a Viable Beach (101.2.1 Point 3). This was the first day’s objective in the historical plan: the player is given three days to achieve it. Anzac Minor Player Victory. No Ottoman units remaining on or within Second Ridge, i.e., a line running from the Aegean shore to Pine Ridge, The 400 Plateau, Steele’s, Quinn’s, Mortar Ridge, Baby 700, Battleship Hill, Chunnuk Bair, Fisherman’s Huts. The region must include a Viable Beach. This would have been less precarious than the historical Anzac beachhead. Ottoman Minor Player Victory. The Entente player has a Viable Beach but does not meet any of the above territorial requirements. Ottoman Major Player Victory. No Entente Viable Beach, irrespective of any territorial holdings. Ottoman Massive Player Victory. No Entente units remain on the Peninsula.
104.4 Cape Helles
The main landing force was the 29th Division, recently formed by collecting various regular battalions that had been on garrison duty across the British Empire. The 29th was to land at the toe of the peninsula and then advance in a line across the Peninsula. The objective of the first day was Achi Baba, on the second day they were to push on and capture the forts near Kilit Bahir. The Entente chose to land at Cape Helles because the land sloped upwards gently from the beaches, allowing for easy passage of the supply carts. Meanwhile the Anzacs would interdict any reinforcements arriving from the north. The scenario duration is set to three days, with a sudden death victory if the Entente actually exits the scenario north map edge with a Brigiment in Good Order (Case 101.2.1 Point 1). Most games will end early by mutual agreement when the front lines stabilize. Cape Helles is a difficult scenario for the Ottoman player because he receives no reinforcements on the first day and is therefore stretched extremely thinly. Ottoman players will feel that they are perpetually on the edge of disaster—because they are! The Ottoman side in this scenario is suitable for players who enjoy playing a desperate defense. Helles is also difficult for the Entente, because the casualties on landing are horrific. British players need to ignore these setbacks and work with the successes that they get. In any case, everyone should play the first game turn of landing at V and W before they play the Free Landing Scenario—it is important to understand what it means to land on a beach with barbed wire and flanking fire from trenches.
104.4.1 Historical Helles, Ottoman Set Up Table
104.4.2 Historical Helles, Landing Display See the separate Landing Sled 2.
104.4.3 Historical Helles, Reinforcements Schedule
104.4.4 Historical Helles, Planning Map See the Planning Maps booklet.
104.4.5 Map Area. South of hex-row xx.20 (inclusive).
104.4.6 Supply. Roads leaving northern map edge are Ottoman supply sources. The Entente uses Section 104.2.
104.4.7 Duration. The game begins on Turn 1 (4-6am, 25th April) and ends with Turn 39 (8pm-midnight, 25th April).
104.4.8 Ottoman Set Up. The Ottoman player sets up first, as per the Historical Helles, Ottoman Set Up Table (104.4.1). The 26th Regiment starts with a Cordon Defense (11.12) order; some companies are broken down into pickets. Reinforcements arrive as per the Historical Helles, Reinforcement Schedule (104.4.3).
104.4.9 Entente Set Up. The 29th Division is divided into Deliberate Flying Columns (9.5.1), one for each Beach. Units of the 29th Division have their beach marked on their counter. Use the Entente Historical Landing Status Display plus the sets of Beach Flying Column markers. Use the Beach Flying Column markers until the Flying Columns reform into Brigades as per Case 9.5.6. Set up the relevant units (29th Division plus Plymouth Battalion) on the Helles Landing Display (104.4.2). These Brigiments and Flying Columns will perform an Amphibious Assault (103.4) under Initial Attack (11.9) orders; see the Helles Planning Map (104.4.4) for the historical orders. The remaining units arrive as Amphibious Reinforcements (103.5) as stated on the Historical Helles, Reinforcements Schedule (104.4.3). Reinforcing Brigiments start under Attack (11.8) or General Reserve (11.15) orders as desired by the owning player.
104.4.10 There is no Tactical Surprise (11.9.4) due to the Pre-landing Naval Bombardment (104.4.11). Scatter has already been factored into the Helles Landing Display (104.4.2).
104.4.11 Pre-landing Naval Bombardment. During Turn 2 the Ottoman defenders at X Beach are Confused and the CFAC batteries between S Beach and Achi Baba cannot perform CD fire. This was the only result of the entire bombardment by seven pre-dreadnoughts and the Queen Elizabeth with her 15” guns!
104.4.12 Naval Gunfire. Place the Helles Naval Gunfire chits (104.13) into a cup or otherwise suitable opaque container. Illuminated Zones (103.15) are available at night. The sea Cliffs can prevent fire and illumination.
104.4.13 Entente reinforcements that are scheduled to land on Turn 3 or later at V or W Beach can choose to land one turn later on the other beach. See also Landing Delays (103.6). Historically 1/Essex and 88 Bde HQ were planned to land at V Beach, but were redirected to W Beach due to the disaster at V Beach.
104.4.14 Historical Victory is evaluated as follows: Entente Major Victory. The Entente exits two Brigades in Good Order (101.2.1 Point 1) off the north map edge and has a Viable Beach (101.2.1 Point 3). The game ends immediately when this happens. The scenario assumes that two Brigades will capture the forts. Entente Minor Victory. No Ottoman units remaining south of a line running across the peninsula passing through the Wireless station (hex 34.15), Achi Baba, and Beach F. The Entente must have a Viable Beach, and have at least two Brigades in Good Order. The assumption is that the Entente are within striking range of Kilit Bahir, and possess a force still capable of attacking. Draw. The Entente has a line from Kereviz to Gully, including a Viable Beach. No Ottoman units remain south of this line. Ottoman Minor Victory. The Entente has a line from Morto Bay (hex 10.05) to X Beach, with a Viable Beach. No Ottoman units remain south of this line. Ottoman Major Victory. The Entente has a Viable Beach but does not meet any of the above territorial requirements. Ottoman Massive Victory. No Entente units remain on the Peninsula.
104.4.15 Player Victory is evaluated the same as Historical Victory (104.4.14).
104.5 Peninsula
The goal of the Entente was to destroy all coastal defenses on the European (western) side of The Narrows. The forts on the Asian side of The Narrows were to be destroyed later using battleships firing over the Peninsula from the Aegean, guided by spotters on the western side of The Narrows. The Ottoman goal was to repel all invaders, failing that to keep their forts intact. Notice that the Ottoman plan was not exactly the opposite of the Entente plan—Liman von Sanders et al. wanted to drive the attackers back into the sea, not merely defend the Kilit Bahir plateau. Hence the Ottoman player cannot win by merely containing the invasion, because it was not what his real-life counterpart was ordered to do. This scenario combines the Anzac (104.3) and Cape Helles (104.4) scenarios with the rest of the map. Supply (20) uses Sections 104.1 and 104.2. This scenario is best played as two teams of two players each. To speed up play, two separate Command cups can be used—one for the Anzac area, and one for Helles. The Ottoman players will need to agree on how to allocate the reserves between the two fronts.
104.5.1 Historical Mid-Peninsula Ottoman Set Up Table
104.5.2 CFAC Set Up Table
104.5.3 Historical Combined Ottoman Reinforcements Schedule
104.5.4 Map Area. The entire map is in play.
104.5.5 Duration: The game begins on game turn 1 (4-6am, 25th April) and ends with game turn 39 (8pm-midnight 28th April).
104.5.6 Ottoman Units: All.
104.5.7 Entente Units: All units except 29th Indian Brigade.
104.5.8 Ottoman Set Up. The Ottoman player sets up first, using all four of the following tables:
• Historical Anzac, Ottoman Set Up Table (104.3.1),
• Historical Helles, Ottoman Set Up Table (104.4.1),
• Historical Mid-Peninsula Ottoman Set Up Table (104.5.1),
• CFAC Set Up Table (104.5.2). The 26th and 27th Regiments are under Cordon Defense (11.12) orders; some companies are broken down into pickets. Reinforcements arrive as per Historical Combined Ottoman Reinforcement Schedule (104.5.3).
104.5.9 Entente Set Up. Entente starting units and reinforcements are set up using the Entente set up rules from the Anzac (104.3.9) and Cape Helles (104.4.9) scenarios.
104.5.10 Place the Anzac and Helles Naval Gunfire chits (103.14) into two separate cups.
104.5.11 The First Wave of the Amphibious Assault at Anzac has Tactical Surprise (11.9.4).
104.5.12 Pre-landing Naval Bombardment. See Anzac and Helles Scenarios.
104.5.13 Historical Victory is defined as follows: Entente Massive Victory. The Entente occupies every printed coast defense Fort and Gun Pit between Baykuş (hex 43.20) and Kilit Bahir (hex 55.31). The Entente must have at least two Viable Beaches (101.2.1 Point 3). Entente Major Victory. Entente units occupy or have a Open or Partial LOS to 10 of the 12 printed coast defense Forts and Gun Pits between Baykuş (hex 43.20) and Kilit Bahir (hex 55.31). All Entente units that are tracing LOS to the respective Forts/Gun Pits must be within Messaging Range (9.3) of their Brigiment HQ and that HQ that can trace a Supply Line (20.1) to a Viable Beach. The Entente must possess at least two Viable Beaches. Although the Entente have not captured the guns, they will be able to place observers to direct fire from battleships in the Aegean that will gradually demolish the coast defense positions. Entente Minor Victory. Establish a Perimeter (101.2.1 Point 2) from the west to east coast north of Kakma Dagh (hex 46.44). In addition the Entente has either captured, or has under Imminent Threat, both locations of Kilya Liman (hex 50.47) and the port of Maidos (hex 40.52). The Entente has two Viable Beaches. The Entente has not captured the guns, but they have sealed off the forts from all reinforcements. Draw. The Entente has two Viable Beaches and occupies sufficient land area to avoid an Ottoman Victory below. Ottoman Minor Victory. The Entente occupy less than 150 hexes, and all enclosed areas include a Viable Beach. Ottoman Major Victory. The Entente occupy less than 75 Entente hexes or the Entente has no Viable Beach. Ottoman Millennial Victory. No Entente units remain on the Peninsula.
104.5.14 Player Victory is evaluated by taking the player victory conditions from the Anzac (108.1.14) and the Cape Helles (108.2.15) scenarios and applying an integer weight to each. A Draw is 0. An Entente Minor Victory is +1; an Ottoman Minor Victory is a −1. An Entente Major Victory is a +2; an Ottoman Major Victory is a −2. An Ottoman Massive Victory is a −3. Add weights for the player Victory Conditions on Anzac and Helles, divide by two, rounding any fraction in the numerical direction of the result at Helles. The resulting integer value corresponds to the level of player victory for the Peninsula scenario as a whole. For the Entente player in the Peninsula scenario, player victory is more possible than historical victory. For example, on Anzac the Ottoman player scored a Minor Victory (−1) and at Cape Helles the Entente Player scored a Major Victory (+2). The average of these values is +0.5 but since the Helles result is greater than this value, we round +0.5 up to +1, an Entente Minor Victory. Had the results been Anzac (+2) and Cape Helles (−1) then, since the Cape Helles value is less than the average, of +0.5, round the average down to 0, a Draw. Weight is given to the Cape Helles conditions because the Anzac landing was a supporting operation.
105.0 Historical Options
The Historical Options are events that could reasonably have occurred on or after 25th April. Most options give a handicap to one side, meaning that they can shift that side’s player victory level one step in their favor. Historical Options do not affect historical victory conditions, only player victory conditions. Some handicaps affect only the victory conditions of one scenario. For the Peninsula Scenario Player Victory (104.5.14) conditions, a handicap value that only applies to one of the landings is applied before averaging the individual scenario results. Multiple Historical Options combine into one net shift.
105.1 Anzacs Land on Target
Historically the naval officers commanding the tows lost their way in the pitch dark, headed well to the north of the intended track, crossed each other’s paths, and bunched up. This option assumes that they land on the intended beach with the intended spacing. This was not a likely event. The British attempted another night landing at Suvla Bay on 6th August, and some of those tows also missed their target by more than a kilometer. Landing on target is also not necessarily a good thing—the Ottomans were expecting a landing at Z Beach and had set up their artillery and barbed wire accordingly.
105.1.1 Use the historical beaches on the Anzac Landing Display, i.e., Z-1, Z-2, Z-3 rather than Beaches A, B, C, D. The allocation of companies to waves is retained.
105.1.2 The Australian 2nd Brigade lands in the following hexes: 5th Battalion: Z-4 (hex 31.52) 6th Battalion: Z-6 (hex 31.54) 7th Battalion: Z-7 (hex 31.55) 8th Battalion: Z-5 (hex 31.53) All other Anzac units land at any hex (Entente player’s choice) between the northern extreme of 2nd Brigade (Z-7) and the southern extreme of 3rd Brigade (Z-3).
105.1.3 Scenario and Handicap. Anzac scenario. No handicap.
105.2 Machine Guns on Anzac Beaches
The Anzacs were convinced that the four Maxim guns of the 27th Regiment were present at the landing, emplaced as single guns from the foothills of the 400 plateau up to the Fisherman’s Huts. The Ottoman Official Histories state very clearly that they were with the regimental reserve. Modern analysis by the Australian Army supports the Ottoman histories, as does this game. This option places the MGs on the beaches.
105.2.1 The two MG platoon units can be stacked with any picket(s) of the 27th Regiment. As an exception to Case 11.14.15, they may voluntarily rout when the 27th Regiment wants to change orders. If they rout voluntarily then they cannot be recovered.
105.2.2 Scenario and Handicap. Anzac scenario. The Entente player receives one handicap level.
105.3 No Pause at Anzac
The Ottoman battleship Turgut Reis fired over the Peninsula at the transports off Anzac Cove from 11am until 4pm. The transports retreated, and unloading stopped. Eventually the presence of the Australian submarine AE2 and counter-fire from HMS Triumph, guided by RNAS seaplane spotters, caused the Turgut Reis to cease firing and move away. This optional rule assumes either the Turgut Reis did not fire, its fire was ineffectual, or was sunk by AE2 or HMS Triumph.
105.3.1 Bring forward all ANZAC reinforcements on 25th April for Turns 7 through 9 inclusive by two game turns. For example, the entire Canterbury Battalion lands during the Noon 2pm turn.
105.3.2 Scenario and Handicap. Anzac scenario. The Ottoman player receives one handicap level.
105.4 Smooth Unloading at Anzac
The unloading schedule of the 1st and 2nd Brigades and the artillery of the Australian Division was upset by the limited number of steam pinnaces, the cramped conditions at Anzac Cove, the loss of boats due to fire, the fire from the Turgut Reis, over-optimistic planning, lack of rehearsals, and the lack of adequate ambulance boats. This option assumes that the unloading went closer to plan. The actual plan expected that all the artillery could be landed during Turn 3, which was simply impossible given the number of lighters, beach space, and fatigue parties needed to drag the guns off the lighters. This option assumes that the Entente has impressed more steam pinnaces, but has not completely solved the artillery unloading problem.
105.4.1 This option requires also taking options Anzacs Land on Target (105.1) and No Pause at Anzac (105.3).
105.4.2 Do not use the standard Anzac reinforcement schedule. Use the following schedule: Turn 1 – Use the historical schedule. Turn 2 – 2nd Brigade lands as Amphibious Reinforcements (103.5) on Z-4, Z-5, and Z-6. 1st Brigade lands as Amphibious Reinforcements on Z-1, Z-2, and Z-3. If any beach is occupied by an Ottoman unit then the entire Brigade lands as an Amphibious Assault. Turn 3 – NZ & A Division and 26 Jacob’s Battery Turn 4 – 21 Kohat Battery Turn 5 & beyond – Anzac player’s choice of one battery per daylight turn.
105.4.3 Scenario and Handicap. Anzac scenario. The Ottoman player receives one handicap level plus the handicaps of the options taken in Case 105.4.1.
105.5 Poor Maps
The Entente maps contained a number of errors. In Anzac legend these errors are central to the failure of the landing. This option allows players to judge for themselves.
105.5.1 On Game Turn 1, Anzac units landing at B-1 and B-2 cannot use Shrapnel Gully (hex 32.55), but must instead climb Plugge’s Plateau (hex 32.56) and spend one extra MP when they enter that hex (due to confusion).
105.5.2 On Game Turns 3 and 4, the Auckland Battalion must land at Anzac Cove and then move from Anzac Cove to Walker’s Ridge (hex 33.57) and back again. If this move would require an Assault then the requirement is dropped.
105.5.3 At Helles, the V and W Flying Columns do not receive the DRM for a Completed Order (11.1.10) if they occupy Hill 138 or Gözcübaba Tepe.
105.5.4 Scenario and Handicap, Anzac and Cape Helles scenarios: No handicap. Some Australians have blamed map errors for the failure of the landing. The failure was caused by launching an amphibious invasion at 1:1 odds against a well-trained, entrenched enemy occupying rough terrain. The main effect at Anzac was that the commanders thought that Plugge’s Plateau was part of Russell’s Top, and therefore the easiest way to climb was to go up Plugge’s and along Russell’s Top. In reality they are connected by a crumbly knife-edge that is literally only one boot-width wide. Historically the Aucklanders marched north from Anzac Cove to Walkers Ridge. When the reached Walker’s Ridge they were told (incorrectly) that the ridge was impassable, so they went all the way back to Anzac Cove, and up and over Plugge’s into Shrapnel Gully. Bean believes this was a significant problem on the day. At Helles, the maps only showed one hill for both Hill 138/Ay Tepe (hex 4.3) and Gözcübaba Tepe (hex 5.2). That led to confusion—the hill was reported captured twice, once for each hilltop.
105.6 Disaster at Fisherman’s Hut
Historically, “A” Company of 7th Battalion attempted to land at Fisherman’s Hut and were annihilated by rifle fire while still in their boat. The 7th Battalion is not broken down into companies. That is the company labeled “A,” not “a company.”
105.6.1 The unit “L 7 Bn” arrives with one step loss. There are no company counters for 2nd Brigade, so the losses are taken from the left half-battalion.
105.6.2 Scenario and Handicap. Anzac scenario. No handicap.
105.7 Poor Command at Anzac
Historically the 1st Australian Division was poorly commanded on the first day. Sinclair-MacLagan, the commander of the Covering Force (3rd Brigade), did not believe that the operation was possible. Accordingly, he dug in at the seaward edge of The 400 Plateau at about 0745. He instructed McCay (2nd Brigade) to go south, breaking the whole plan. When Bridges (commander, 1st Australian Division) came ashore, he did not change these deployments. Bridges used the 1st Brigade to reinforce the front one company at a time. The effect was that the original plan was abandoned within two hours of the landing, and the Brigades became hopelessly intermingled (see the Anzac set up for Kemal’s Counterattack, Case 102.2.2). Although historical, this game places these decisions in the purview of the player. This rule is a “stupidity rule” that forces a more historical result.
105.7.1 The 3rd Australian Brigade automatically switches to Defense Orders during the first Command Phase that it has a unit east of column 33.xx inclusive. Exception: If it is already in Disorganized Defense then it remains in Disorganized Defense.
105.7.2 During the Command Phase of Game Turn 2, the 2nd Australian Brigade automatically changes its attack Objective to a line on Gun Ridge from Kemal Yeri to Anderson Knoll.
105.7.3 The 1st Australian Brigade must break down into companies when they land, and cannot reform into half-battalions until the 8pm turn, or until they Regroup. The companies must move independently and cannot move as stacks.
105.7.4 Scenario and Handicap. Anzac scenario. The Entente player receives two handicaps in their favor
105.8 No Delay at S Beach
Due to the number of rivers emptying into the Black Sea, a perpetual 4 knot current flows out through The Narrows. The tide rises and falls on a dense salty layer below the relatively fresh upper layer. The British landing plan did not take this into account, and hence the tows for S Beach were delayed as they struggled to make headway against the current. This option assumes that the British planners allowed for the current and landed on time.
105.8.1 The landing at S Beach occurs in Wave 1.
105.8.2 Scenario and Handicap: Cape Helles scenario. No handicap.
105.9 SS River Clyde Lands on Time
SS River Clyde was scheduled to arrive with the first boat tows. In the confusion of the historical landings it was delayed.
105.9.1 SS River Clyde arrives in Wave 1, not Wave 2.
105.9.2 Scenario and Handicap. Cape Helles scenario. No handicap.
105.10 Effective Naval Gunfire
Every daylight turn the Entente player can fire all their ships. They have the following ships to fire each turn: HMS Queen Elizabeth Two pre-dreadnoughts, 4x12” Mk X Seven pre-dreadnoughts, 4x12” Mk VIII Two pre-dreadnoughts, 2x10” Mk VI Two armored cruisers One light cruiser Six destroyers Effective naval gunfire could have had a decisive effect on the course of the campaign. Both sides expected that to be the case.
105.10.1 The ships can be in any an all-sea hex (103.14.3). They do not need LOS to the hex (RNAS seaplanes and kite balloons are spotting for them).
105.10.2 If playing either the Anzac or Cape Helles scenarios, divide these forces in half across each line item above; for ship classes with odd numbers roll a die each turn to determine if the scenario being played has the odd ship.
105.10.3 Do not draw Naval Gunfire chits (103.14).
105.10.4 Scenario and Handicap. Any scenario. The Ottoman player receives three handicaps.
105.11 Liman von Sanders Reacts Quickly
Liman von Sanders (in command of 5th Army) was convinced that the real landing would occur at Bulair, the narrowest part of the peninsula, several days march north of the actual landings. It took 24 hours for him to change his mind. The 5th and 7th Divisions remained at Bulair for the critical first 24 hours. This option assumes he makes up his mind quickly.
105.11.1 Bring forward 7th Division reinforcements by 9 game turns, and all 5th Division reinforcements by 6 game turns.
105.11.2 Add 21st Regiment (of 7th Division) at 6am on the 28th, and 14th Regiment (of 5th Division) at noon on the 28th. Both regiments land at Maidos.
105.11.3 Scenario and Handicap. Any scenario. The Entente player receives one handicap.
105.12 29th Indian Brigade
Preliminary plans were made to attach the 29th Indian Brigade to the NZ&A Division. The attachment was not made and the 29th Indian Brigade landed at Helles in May.
105.12.1 The 29th Indian Brigade is added to the NZ&A Division, which becomes the Imperial Division (although this is a fictitious name, the name “NZ, A & I Division” is too cumbersome). Use the row for the Australian Division on the Army Status Display. In the Historical Anzac scenario the Brigade has General Reserve orders.
105.12.2 Scenario and Handicap. Anzac scenario. The Ottoman player receives half a handicap. The Brigade landed at Helles in May. Soon thereafter the Muslim units were withdrawn and replaced by non-Muslim Indians. The Gurkhas scored one of the few successes at Helles when they stormed Gurkha Bluff, just north of Gully Beach. This option allows the 29th to land in April, because every game is better with Gurkhas.
105.13 7th Division on Southern Peninsula
The Ottomans had several divisions deployed in Thrace. This option assumes that one of them is redeployed to Bulair, freeing the 7th Division for deployment in the Southern Peninsula.
105.13.1 The Ottoman player can set up the 7th Division as a Corps reserve anywhere on the map.
105.13.2 In any scenario, it releases one regiment per turn starting with the 8am turn, subject to Alarums and Excursions (106.6), even in the Historical Scenarios (104).
105.13.3 Scenario and Handicap. Any scenario. The Entente player receives two handicaps.
105.14 The French Land Early
The French 1º Division had four Regiments. 6 RMC landed at Kum Kale as a diversion. The other three were sitting on Lemnos and could have landed on the first day. This option assumes that the Entente found additional pinnaces and row boats.
105.14.1 The French 1º Division arrives as reinforcements at the Cape Helles area starting at 2 pm on the first day of the landings. Starting on that turn, two battalions and one artillery step per turn arrive as Amphibious Reinforcements (103.5) per turn on captured Beach hexes at W, V, S Beaches or Morto Bay. Choose the Beach hexes on the first turn of reinforcements. The regiments arrive in the following order: 175º, 1º Afrique, 4º RMC, 6º RMC.
105.14.2 Scenario and Handicap. Cape Helles. The Ottoman player receives two handicaps.
C. Alternate Scenario
106.0 Free Landing Scenario
The Free Landing Scenario allows Entente players to create their own landing plan and Ottoman players to create their own defensive plan. This scenario requires planning and is best attempted after playing at least one historical scenario. Optionally, by mutual agreement the Ottoman player may use the historical Ottoman set up, thereby allowing the Entente player to experiment against the historical Ottoman deployment. Forms, charts and tables are found in the separate Free Landing Charts and Tables booklet. This scenario uses all of the rules of Sections 101 and 103, except as superseded in this section (106). In addition, Historical Options (105) may be used by mutual agreement but will require adaptation, either by using the historical Ottoman deployment or by adapting the option itself. By turning the competing plans into an interactive puzzle, this scenario has considerable replay value. This scenario is the heart of the game.
106.1 Structure
The basic aspects of the scenario are as follows:
106.1.1 Landing Force Planning Forms The Entente player uses these forms to determine the Landing Plan (106.7). The master forms are in the Free Landing Charts and Tables. One form will be required for each Landing Force (106.7.3). Permission is granted to reproduce these forms for game play purposes. See the Landing Plan (106.7) rule for the details.
106.1.2 Pre-Landing Bombardment Table See the Free Landing Charts and Tables booklet.
106.1.3 Ottoman Off-Map Reinforcement Schedule See the Free Landing Charts and Tables booklet.
106.1.4 Map Area. The entire map is in play.
106.1.5 Duration. The game begins on game turn 1 (4-6am, 25th April) and ends with game turn 39 (8pm-midnight 28th April). Amphibious Assaults (103.4) can be scheduled for any turn under the Landing Plan (106.7) rule.
106.1.6 Entente Units. All units except 29th Indian Brigade.
106.1.7 Ottoman Units. All of CFAC, 9th Division, 19th Division, and Brusa Jandarmerie. The Brusa Jandarmerie may start attached to any regiment at no cost in Officer Points.
106.1.8 Ottoman Set Up. The Ottoman player sets up first according to the Ottoman Free Deployment (106.2) rules. The Ottoman Off-Map Reinforcement Schedule (106.1.3) is modified by Diversions (106.10).
106.1.9 Optional Ottoman Historical Deployment. Use the Ottoman setup from the Peninsula historical scenario (104.5.8) but still use the Ottoman Off-Map Reinforcement Schedule (106.1.3).
106.1.10 Entente Setup. After the Ottoman player has set up, the Entente player is then allowed to inspect all Ottoman units and positions on the map, prior to creating a Landing Plan (106.7).
106.2 Ottoman Free Deployment
Only the 9th and 19th Divisions begin on map. The 5th and 7th Divisions are off-map near Bulair; the 3rd and 11th are in Asia.
106.2.1 The telephones, trenches and wire marked on the map do not exist, except for the Tepes listed in Section 106.2.7. Instead, a Shallow Trench exists in every hex occupied by a picket (use Shallow Trench markers), and the Ottoman player receives six Fire Trench markers (any shape) and one Barbed Wire marker to place as he sees fit. Telephone markers represent telephone communications features (5.1.4); each regiment in General Reserve (11.15) may have a telephone marker stacked with its Regimental HQ. Telephone markers do not move, do not count against stacking, and cannot be destroyed.
106.2.2 Each regiment in General Reserve (11.15) may set up a track connecting its setup zone to the closest printed road or track on the map; this track should be noted on a separate sheet of paper but is known to all players.
106.2.3 Coastal Defense units deploy as historically. CFAC units are found on Table 104.5.2 and the CFAC listings on Table 104.4.1. CD units historically attached to the 9th Division deploy using the Set Up Tables (in parentheses): GT 87/24, GT Nord, Pala 150 (104.3.1); Ert Nord, Ikiz Nord, Pom Pom (104.4.1); and ÇT Nord, ÇT 150 (104.5.1). Attachment to a division has no game effect (106.4.8).
106.2.4 Artillery can either be deployed in two-hexside Gun Pits, or On Top. Artillery cannot begin Limbered.
106.2.5 Infantry and cavalry cannot begin in Column.
106.2.6 Cordon Defenses. Regiments may use Cordon Defense (11.12) and break down into companies and pickets. The counter set assumes that these will be the 26th and 27th Regiments. Each battalion has four companies, each company four pickets. For example, if a battalion breaks down three companies and leaves one company intact, then it will have 12 pickets and 1 company.
106.2.7 Every Tepe on the western shoreline must be occupied by a picket or company. The Tepes automatically have a Fire Trench, including its standard Barbed Wire and Telephone. The Tepes are Gaba Tepe (hex 29.47), Cham Tepe (hex 25.38), Kum Tepe (hex 21.33), the unnamed Tepe near Yazy Tepe (hex 17.23), Hill 138/Ay Tepe (hex 4.3) and Gözcübaba Tepe (hex 5.2), and Hill 141/Eskikale Tepe (hex 7.2). CFAC and Fifth Army insisted that the coast be watched. Tepe is Turkish for hill, tepeler is the plural.
106.2.8 At least every six hexes there must be a picket or company within two hexes of the coastline. This sets a lower limit on the number of companies that must be broken down into pickets. At least one company in each battalion must be left intact.
106.2.9 Regiments not in Cordon Defense. On-map regiments not in Cordon Defense are in General Reserve (11.15) at their Objective, which is their base camp. No units in General Reserve may be within 6 hexes of the coast unless that location has no LOS from any sea hex. If at least three regiments are in General Reserve, then three regiments in General Reserve should be from the same division. Notice there is no requirement to have a whole division in reserve—the scenario assumes that von Sanders has given Enver Pasha a free hand. The player can put everything in pickets on the beaches, or have very few pickets and a big reserve. However, the naval bombardments in the preceding month had forced the Ottomans to hide their reserves out of sight of the sea. Pay attention to the unit release rules.
106.3 Jandarmerie
The Ottoman Jandarmerie were a heavy police force that was raised to stamp out banditry. They trained to operate in small independent units, usually broken down into pickets as coast watchers. They concentrated into battalions during mobilization. Named for the localities which they policed, Jandarmerie units are attached to an Ottoman regiment or are unassigned.
106.3.1 Attachment to a Regiment. After the scenario starts, a Jandarmerie battalion stacked with a regimental HQ can attach to that regiment during a Formation Adjustment Segment (2.0 Step 3(b)). Spend two Officer Points from that regiment. Once attached, it is treated as a battalion of that regiment. It can detach (become unassigned) during any Formation Adjustment Segment, returning the Officer Points. 77th Regiment starts with Brusa Jandarmerie attached; its Officer Points have been adjusted accordingly. The Istanbul Jandarmerie Battalion guarded the coast north from S Beach. The Bursa Battalion (correct spelling; see Case 101.11.5) guarded Suvla Bay, but was temporarily attached to 77th Regiment, presumably for military training.
106.3.2 Unassigned Jandarmerie Battalion. Each unit of the battalion activates as an Independent Unit (9.7) that must 1) remain in its current hex or 2) move directly to a regimental HQ and attach to that regiment. It must Retreat (19) if fired upon or assaulted. It may conduct Opportunity Fire (17.4), but not Commanded Fire (17.3) or Movement to Assault (14.4).
106.4 Ottoman Unit Releases
Ottoman regiments will either be on Cordon Defense (11.12) or in General Reserve (11.15). A regiment that is released must roll to Change Orders as per Section 11.3, and note also Alarums and Excursions (106.6). All CD units release using Case 106.4.8.
106.4.1 A regiment in General Reserve will release either due to landings, or due to orders failure as per Case 11.15.10.
106.4.2 If the Entente lands at a beach, then release all Ottoman units in the same hex, adjacent hexes, or that have LOS (5.2.5) to a landing unit. All other units belonging to the same battalion as any of the pickets also are released. For example, this is equivalent to the situation in the Historical Anzac Scenario, whereby all the units of the 2/27 Battalion are released on Game Turn 1.
106.4.3 On the turn following the landing, all regiments with units adjacent to a landing hex, or having LOS, to a landing unit are released. For example, this is equivalent to the situation in the Historical Anzac Scenario, whereby all the remaining units of the 27th Regiment are released on Game Turn 2.
106.4.4 All other Regiments are released two turns after a landing on the main map. Case 106.4.5 below applies. This equivalent to the historical situation at Helles whereby the 25th Regiment is released two turns after the landing, i.e., Turn 4. The 25th Regiment belongs to the 9th Division, which is not part of the Corps reserve.
106.4.5 Regiments in General Reserve are subject to the delays imposed by Alarums and Excursions (106.6) when they are released; regiments in Cordon Defense are not so affected.
106.4.6 Divisional artillery units release in proportion to the total number of regiments available to that division. Round fractions up in favor of the first regiments to release but select the artillery units closest to any unit of the newly released regiment. These units are subject to the Alarums and Excursions (106.6) delays on their associated regiments.
106.4.7 Divisional cavalry units release with the first release of a regiment of the same division. These units are subject to the Alarums and Excursions (106.6) delay on their associated regiment.
106.4.8 CD units of the 8th Heavy Artillery Regiment (specifically the 1st Battalion near Achi Baba and Eski battery near S Beach), and the CD units historically attached to the 9th Division (106.2.3) are released on the third turn after a landing on the map, or if in Imminent Threat; off-map Diversions (106.10) and Alarums and Excursions (106.6) don’t affect this timing. CD units of the 4th Heavy Artillery Regiment (all other CD units) release using Case 103.13.7.
106.5 Ottoman Off-Map Reinforcements
The Ottoman Off-Map Reinforcement Schedule (106.1.3) shows the effects if the Entente player decides against conducting one or more of the historical Diversions (106.10): Bulair, Kum Kale, Besika Bay.
106.5.1 The Reinforcements column assumes that the Entente player will conduct all three Diversions. A few units are listed as arriving regardless of whether any Diversion happens or not; their schedule never changes.
106.5.2 A Reinforcements line item affected by a Diversion will have a column that has a colored cell entry. If the Diversion for that column does not happen, then this Reinforcement line item would see its arrival advanced to the game turn row with the corresponding color cell in the same column. The text inside each color cell cross-references to the turn number of the corresponding color cell.
106.5.3 If a particular Diversion is not conducted by the Entente player then additional reinforcements, from beyond the historical scenario timeline, appear under each Diversion with the term “Add:”.
106.6 Alarums and Excursions
When a released regiment successfully rolls to Change Orders (11.3) from General Reserve, roll a d10 and divide the number by three (round down). The Regiment accepts the order but cannot move for that number of turns. Note: this rule does not apply to failing a General Reserve order; Case 11.15.10 applies instead.
106.6.1 Subtract one from the delay die roll for every Diversion that does not occur; see Section 106.10. On 25th April, the 77th Regiment was sent from its camp at Mal Tepe all the way south of Gaba Tepe, chasing an erroneous report of a British landing. There was not even a British demonstration on that beach. Some sources say that the 72nd also received bad orders and lost several hours as a result. Rather than include complicated rules for sending units all over the map, the game rules simply include a delay to account for these “side trips.”
106.7 Landing Plan
Before the beginning of the scenario the Entente player must assign all units to Landing Forces (106.7.7). A Brigiment of each Landing Force will be a Covering Force (106.7.11) and conduct an Amphibious Assault (103.4). The Brigiments in the counter set that are broken down into companies were chosen to match the historical landings. All Brigiments were capable of Amphibious Assault, there was nothing special about those particular formations. The real limit was the number of steam pinnaces available to tow the row boats. At this time of the campaign, Entente naval forces had sufficient steam pinnaces and their “tows” to land 6 Brigiments by Amphibious Assault that could be followed-up by reinforcing landings. Historically two 4-battalion brigades conducted assaults on the main map, two 3-battalion regiments assaulted in off-map Diversions, and another brigade threatened an assault at another location off-map.
106.7.1 Brigiment Capable of Amphibious Assault. These Brigiments include company counters (3rd Australian Brigade, 86th Brigade and various other parts of the 29th Division, 6 RMC, 3rd RMLI Brigade). Diversions (106.10) don’t require these.
106.7.2 A maximum of 6 Brigiments from one or more Landing Forces, no more than one Brigiment per division or French square brigade (9.1.4), may be assigned to conduct on-map Amphibious Assaults (103.4) or off-map Diversions (106.10). This capacity cannot be transferred or reused.
106.7.3 Landing Force. A Landing Force is a force with at least a Division (9.1.2) or French Square Brigade (9.1.4), assigned to a set of beach hexes for an Amphibious Assault (103.4) or to a Diversion (106.10). Except for a Diversion, it must include at least one Brigiment Capable of Amphibious Assault (106.7.1). A division can be split across Landing Beaches (106.7.8, 106.7.9) but avoid situations that would use Flying Columns (9.5) beyond those already prescribed for Cape Helles. Historically the forces landed in the separate Anzac and Cape Helles scenarios were Landing Forces. French brigades could operate independently as if they were small divisions. Players are encouraged to not follow the 29th Division in creating Flying Columns; doing so is confusing.
106.7.4 Covering Force. The units of a Landing Force scheduled to land using Amphibious Assault (103.4).
106.7.5 Main Body. The units of a Landing Force scheduled to arrive later as Amphibious Reinforcements (103.5).
106.7.6 Using the Landing Force Planning Forms (106.1.1) the Entente player specifies the following for each Landing Force:
• The ground forces in the Landing Forces (106.7.7).
• The game turn on which the Amphibious Assault begins (Diversions do not have a Game Turn).
• The assignments of Brigiments to the Covering Force (Section 106.7.11; including the exact units in First and Second Waves and their exact Beach hexes) and the Main Body (106.7.15).
• The number of Artillery Lighters (106.7.10).
106.7.7 Landing Force Target. The target of a Landing Force is either a set of on-map Landing Beaches (106.7.9) that do not overlap with the Landing Beaches of any other Landing Force, or an off-map Diversion (106.10). Only a Diversion can have a Landing Force Target outside the Limits on Sea Movement (101.1.4)
106.7.8 If a Brigiment is split across multiple beaches, then all units assigned to a single beach form one Flying Column (9.5), as happened historically with the 29th at Cape Helles. The only way to form these flying columns is to use the Deliberate Flying Columns (9.5.1) from the Cape Helles (104.4) scenario; if they cannot be used exactly then Flying Columns cannot be used in the Landing Plan. Again, players are encouraged not to use Flying Columns.
106.7.9 Landing Beach. A Landing Beach is a set of up to three adjacent Beach hexes. For example, both hexes of Kum Kale are a Landing Beach, as is W (all three hexes), and Z-1, Z-2, Z-3. The long beach running north from Gaba Tepe is not one single “beach;” it is many Landing Beaches. For twilight and night landings, units on this beach may be scattered; see Section 106.8.8. Note the difference between a Landing Beach (up to three hexes) and a Beach hex (one hex).
106.7.10 Artillery Lighters. Artillery may land only by using artillery lighters. The Entente has only three artillery lighters to allocate among the Landing Forces. At least one lighter must be allocated to the Kum Kale Diversion (106.10), if it is performed. Each lighter can carry one step of field artillery or one battery of mountain artillery per turn. Reminder: Limited Entente Artillery Transport (103.8) applies to the Free Landing scenario.
106.7.11 Covering Force. This portion of the Landing Force lands using Amphibious Assault (103.4). The Covering Force is divided into two Waves as described in the sequence of play modifications for Amphibious Operations Amphibious Sequence of Play (103.2). The First Wave cannot contain more than 1/2 of the covering force rifle units. It may contain MGs but not HQs. The Second Wave contains all other units, including all HQs. The two Waves are treated differently for Opportunity Fire at night or twilight (see Section 106.8.3) and for benefiting from Pinnace MG fire (103.4.5). Units delayed after these two waves will arrive as Amphibious Reinforcements (103.5), ahead of units of the Main Body (106.7.15). See Entente Reinforcements (106.9).
106.7.12 Beach Objectives. Brigiments with units of the Covering Force on board ships start with Initial Attack (11.9) orders. Each Initial Attack order must specify a set of Landing Beach (106.7.9) hexes as a Battalion Objective (11.4.6) for each In-Line battalion. As a part of the Initial Attack order, this objective may be either an Intermediate Objective along the route of march or the final Objective for the battalion. In-Support battalions can land on a captured Beach hex; these battalions can be scheduled to land in the Second Wave or later.
106.7.13 The SS River Clyde (103.7) may be part of only one Covering Force. It was deliberately grounded.
106.7.14 Artillery units and supply units cannot be part of the Covering Force.
106.7.15 Main Body. This includes all Brigiments of the Landing Force that are not part of the Covering Force. The Brigiments begin at sea with either Initial Attack (11.9) or General Reserve (11.15) orders. All ships are assumed to have wireless and therefore are within Messaging Range. Brigiments at sea with Initial Attack orders must designate land Objectives that fulfill the requirement of an Initial Attack. Brigiments at sea with General Reserve orders may designate their Objective as either “at sea” (i.e., the ships the units are presently aboard) or a land Objective consistent with the requirements of the General Reserve order. Units of the Main Body may land on any captured Beach hex on any turn after the Covering Force landed. All units of the Main Body land using Amphibious Reinforcements (103.5). See Entente Reinforcements (106.9).
106.7.16 Pre-Landing Naval Bombardment. The Entente player can choose to perform a Pre-Landing Naval Bombardment during the Commanded Fire Phase on the turn prior to an Amphibious Assault; see Section 101.1.4. Bombardment can only occur during daylight turns. No landings can take place on a beach in the same turn as a bombardment. Up to 6 hexes can be bombarded. The chosen hexes must either be a Beach hex, adjacent to a Beach hex, or contain a CD artillery unit. Use the Pre-Landing Bombardment Table (106.1.2) in the Free Landing Charts and Tables booklet. Pre-Landing Bombardment can negate Tactical Surprise (106.8.3).
106.7.17 Transfers Between Landing Forces. Units and artillery lighters can transfer between Landing Forces on Night turns. Units must be at sea to transfer. The notional ships have sufficient movement points to cover the entire map, therefore units and lighters can move between any two Landing Forces during the night turns. This transfer allows the Diversions to return and land as reinforcements on the captured beaches, as happened historically.
106.8 Twilight and Night Landings
Landing in darkness was difficult—the landings frequently scattered, even during the later August landings. However, there is a greater chance to achieve surprise and artillery cannot fire.
106.8.1 Scatter Table See the Free Landing Charts and Tables.
106.8.2 Landing Sled for Twilight and Night Landings See the Free Landing Charts and Tables.
106.8.3 Free Landing Tactical Surprise. The First Wave of any night or morning twilight Amphibious Assault (103.4) has a chance to achieve Tactical Surprise (103.4.6). For each Landing Force (106.7.3) performing an Amphibious Assault against a set of Landing Beaches (106.7.9) a result of 80 or less on percentile dice achieves surprise. Exception: Tactical Surprise can never occur for landings in Morto Bay or at S Beach, or if a Pre-Landing Naval Bombardment (106.7.16) occurred within 20 hexes of any part of the Landing Beach. To reach Morto Bay or S Beach the boats would have needed to sneak past the observation posts, searchlights, and guard ships.
106.8.4 For the effects of Tactical Surprise with the SS River Clyde see Case 103.7.10.
106.8.5 Scatter. Each Wave of an Amphibious Assault (103.4) scatters during that wave’s corresponding (Surprise and) Scatter Subsegment (103.2). For player convenience, a special Landing Sled (106.8.2) is provided to track scattering units.
106.8.6 Scatter for the First Wave. For each Landing Beach (106.7.9) identify the center Beach Objective (106.7.12). If there are three Beach hexes then it is the middle hex; if there are only two Beach hexes on the landing beach then the Entente player may select either one. If there is only one hex then that hex is the center Beach Objective. 1. Choose one company assigned to this (Intermediate) Objective (or the SS River Clyde, if it assigned to this Objective) to serve as the Central Tow. Using the Scatter Table (106.8.1) for the Central Tow roll one die for the scatter direction; use the best approximation of north or south direction. Roll a second die for the scatter distance.
-
Use a Central Tow counter to mark this revised center Beach Objective. Move all units assigned to this Objective to the All-Sea hex pointing at the Central Tow marker. See (106.8.10).
-
Move each of the other companies for that Landing Beach (the companies with different Beach hex objectives but the same Landing Beach) to maintain the same planned relative All-Sea hex position with the now probably scattered Central Tow. Treat the SS River Clyde as a single company. From these adjusted locations, using the Scatter Table (106.8.1) for each company roll one die for the scatter direction relative to the Central Tow (along the coastline either towards or away from the Central Tow). Then roll a die for the distance to move the company in that direction. See (106.8.10).
106.8.7 Scatter for the Second Wave. Move each of the Second Wave stacks along the coast to maintain the same planned relative position with the final location of the First Wave Central Tow. Now roll on the Scatter Table (106.8.1) for each landing company (plus co-stacked MG or HQ units)—one die for scatter direction and another die for scatter distance. See (106.8.10). The second wave at Anzac Cove was even more widely dispersed than the first wave.
106.8.8 After both waves have landed use Beach Boundary markers to show boundaries of the actual Landing Beach(es). Amphibious Reinforcements (103.5) can land on captured Beach hexes in this zone (106.9.2).
106.8.9 If all units of the First Wave scatter to non-Beach hexes, then the Second Wave does not land and the Amphibious Assault is repeated during the following game turn. All scatter distance rolls have a -4 DRM on the second turn. Tactical Surprise cannot occur on the following turn, nor is there a Pre-Landing Naval Bombardment. There were two night landings (Anzac and Suvla), and in both cases at least one brigade missed their target by more than a kilometer. However, they planned to land on long beaches, therefore neither brigade “bounced” by scattering onto a sea cliff. The historical result at Anzac was that the central hex (10th Battalion) moved north 5 hexes—the rolls were a 3 for direction and 7 for distance. 9th Battalion rolled a 4 for direction (i.e., towards 10th Battalion) and 8 (rounded down to 2) for distance, so they ended up one hex north of 10th Battalion. 11th Battalion rolled a 5 for direction and a 2 for distance (rounds down to zero), so they landed in the same hex as 9th Battalion.
106.8.10 Unless Case 106.8.9 applies, units that scatter to non-Beach hexes do not land. They return to their transports and land as Amphibious Reinforcements (103.5) on the following turn. These units have priority to land and will contribute toward a Landing Delay (103.6.8) of units originally scheduled to land that turn.
106.8.11 Scatter and Inland Routes of March. Units that scattered to a different Beach hex will have their Routes of March (11.15.10) altered to pass through the actual Beach hex and then follow the most direct path toward their Objective. If a unit lands at night on a hex other than its original Beach hex (Intermediate) Objective it will have only half of its MA until it has either reached its final Objective or the next full daylight turn, whichever happens first. Use Counting markers to distinguish the scattered and non-scattered units.
106.8.12 Dawn Officer Points Bonus during Night Landings. There are no bonus Officer Points (10.1.7) on the 6am turn immediately following a night landing. Dawn of the second day is treated as the “first dawn.” Without this rule the confusion caused by a night landing would immediately be erased.
106.8.13 Scatter and Recombining Companies. Units landing during night or twilight cannot recombine into larger units until the first daylight turn.
106.9 Entente Reinforcements
Entente units start at sea with no reinforcement schedule.
106.9.1 Reinforcement Pool. This is all Entente land units at sea, not away on Diversions (106.10). Units assigned to Diversions (106.10) are added to the Reinforcement Pool when the Diversion ends (106.10.5).
106.9.2 Reinforcement Rate. The number of steps from the Reinforcement Pool that can land is set by the Beach Capacity (103.1.1) of the friendly controlled Beach hexes (control—either currently occupied by Entente units, or if empty it is not adjacent to an Ottoman unit and was last occupied by an Entente unit).
106.9.3 HQ and MG units may land with any other landing step at no extra cost in capacity.
106.9.4 Artillery steps count as steps against the Beach Capacity and must use Artillery Lighter (106.7.10) capacity.
106.9.5 Dawn Officer Points Bonus. As stated in the historical and Ottoman reinforcement schedules, Entente Brigiments that have landed ashore on the main map (whether subsequently re-embarked or not) do receive OPs bonuses on the first and later dawns that are 24 or more hours (10+ turns) after they have arrived ashore: 1st dawn – 1.5 OPs per battalion; 2nd dawn – 1.0 OPs per battalion; 3rd dawn – 0.5 OPs per battalion. As per Case 106.8.12, there is no dawn bonus for the first dawn immediately following a night landing.
106.9.6 Turgut Reis Interferes. All beaches north of Kum Tepe could be reached by the Turgut Reis. Starting at least 4 turns after the first time that a Covering Force (106.7.11) lands in this zone, and no earlier than the first daylight turn, Entente reinforcements may not land in this zone for up to two consecutive game turns. Either or both game turns can be canceled by any turn of twilight or darkness. Utilizing optional rule No Pause at Anzac (105.3) will cancel this rule. The timing of the amphibious operation could prevent the Turgut Reis from interfering at all, but there are other risks to consider.
106.10 Diversions
Diversions include naval demonstrations and diversionary landings. Diversions happen off-map but use naval assets and ground forces. In game terms their effect is to delay the release and arrival of Ottoman reinforcements (106.5, 106.6).
106.10.1 Diversion Force Return Table
106.10.2 A Diversion must include a Landing Force. Each Diversion counts as one Amphibious Assault against the limits of Case 106.7.2.
106.10.3 Diversions may take place at Bulair, Kum Kale, and Besika Bay. If any of the Diversions do not occur, then the Ottoman player receives some historical off-map reinforcements sooner and possibly some additional reinforcements, as per the Ottoman Off-Map Reinforcement Schedule (106.1.3). See Section 106.5.
106.10.4 If a historical Diversion does not occur then the reserve release roll in Section 106.6 is modified in favor of an earlier Ottoman release; see Section 106.6.1.
106.10.5 Units assigned to Diversions return to the main map Reinforcement Pool as per the Diversion Force Return Table (106.10.1). The Bulair operation was a diversion: the battleships bombarded the shore and the troops rowed around in the ships’ boats. The original plan was to land at least one battalion. At nightfall the British decided that they had succeeded in attracting the attention of the Turks, so the planned landing was canceled to avoid heavy casualties. In the end a single officer swam a mile to the shore—Lieutenant Freyburg. He lit flares and otherwise attempted to imitate an entire battalion of Royal Marines, before swimming back another mile through open water at night to a waiting boat. Lt. Freyburg went on to win a VC, become Lt General Freyburg, and commanded the New Zealand Expeditionary Force in WWII. And no, he does not have a separate counter in this game. The French diversion at Kum Kale was very successful: they landed the 6 Régiment Mixte Coloniale and a battery of 75’s, reached all objectives, and captured hundreds of prisoners. They withdrew as ordered on 26th April. The Besika Bay operation was a technically a demonstration: a bombardment by a small squadron of warships and transports masked the fact that there was never any intention to land. This demonstration is treated as a diversion for game purposes.
106.11 Free Landing Naval Gunfire
Draw one Naval Gunfire chit (103.14) each daylight turn for each Landing Force (106.7.2) on the main map. If the Landing Force includes units from the 29th Division or Royal Navy Division then draw from the Helles pool, otherwise draw from the Anzac pool. The Anzacs had fewer regular officers and more communication problems. The French 1º Division had regular officers, but most of the ships were British.
106.11.1 If there are more than two Landing Forces assigned to the main map then assign each force to either the Anzac or Helles pool (subject to the constraints above) as evenly as possible, then use a die to determine which Landing Force assigned to that pool will be drawing chits this turn.
106.11.2 Road Interdiction (103.14.11) will apply on any road or track that is within 15 hexes of any Landing Beach (106.7.9) that is covered from the Helles pool.
106.12 Victory
Use the historical victory conditions for the Peninsula scenario (104.5.13). Given the nature of the Free Landing Scenario, the Entente has a better chance of achieving some degree of historical victory. Player victory conditions are the historical victory conditions.
D. Commentary and Notes
107.0 Designer’s Notes
107.1 The Game System
This game began because I wanted a game that would play like the history in the Australian Official History—a swirling, confused and desperate battle, waged by small groups over exposed ridges and tiny gullies. It was a battle of missed opportunities because “word did not get back in time” and so the needed reserves never arrived. I also wanted a game that had options to allow an ultimate Entente or Ottoman victory. These two desires required command rules and a large-scale map. The challenge was how to design a game between two corps-sized forces where the placement of a company would matter, but with a map that could be comfortably set up at a convention. The end result is a game that models the technology and tactics of the mobile stage at the opening of WWI. The scale of 400 meters per hex was chosen for several reasons. First, it is sufficiently fine to show all the ridges around Anzac Cove, but small enough to allow the entire peninsula to be shown on two maps. Second, it fits well with actual unit frontages. Third, it is the effective range for rifle fire, therefore speeding up play by removing most ranged opportunity fire. The scenarios chosen are for the early battles where decisive results were achievable. For that reason the attack depicted in the film of the same name is not included! The fire and movement rules were simplified as much as possible so as to make room for more elaborate command rules. This is deliberately not a game where the players need to differentiate between different models of machine guns or bolt action rifles. I jokingly once said that I wanted a game where the players beg for another field telephone exchange, because their orders and reports will travel more smoothly. The relative fire values are the WWI rule of thumb—one MG is equal to 100 riflemen. Most importantly, a five-man MG team occupies far less frontage than the equivalent 100 riflemen. A hex 400 meters wide can allow at best 400 rifles to fire through the hex side, whereas it could allow dozens of MGs. Hence MGs have no stacking value. Quinn’s Post (hex 34.56) was protected by only one company (200 men), supported by 5 MGs firing from other ridges within that hex. MG units always take the last hit because historically the rifle infantry would be used to replace the MG crew. Occasionally an MG would be hit and knocked out of action, but usually this happened when the whole formation had been overrun (for example, the Royal Fusiliers at Nimy during the Battle of Mons). Rifle units and machine gun (MG) units are separated because that is the way they operated. MGs in the Ottoman army were grouped at the regimental level, and operated like light artillery pieces. In British doctrine they were organic to the battalions, but in practice they were also collected centrally at the brigade level. The voluntary nature of hiding is deliberate, it forces players to choose between an aggressive “forward-slope” defense or a passive “reverse slope” defense. This was a real decision that the local commanders had to make. The Anzacs were trained in the British tradition of holding the line, and took most of their casualties by lying out all afternoon in the shrapnel. Involuntary suppression is modeled by the Confused state. We experimented with involuntary hiding in several play tests but it was a less interesting game and did not more accurately match the histories. Cavalry are included only because they were tactically important on the first day at Anzac Cove—the 9th Division’s cavalry were the first reinforcements to arrive and occupied the crucial cross roads on Gun Ridge. Although they were called “cavalry” they were trained and operated as mounted infantry. When entering combat the whole unit would dismount, in groups of four. One man would hold the four horses, while the other three went forward to fight as rifle infantry (to be technically correct, they employed a slightly shorter carbine). The usual role of cavalry was scouting and patrolling, not fighting on the battlefield. Originally I intended to remove them at dawn on the second day, but cavalry did participate in attacks at Anzac on the second and third day. I wanted a game that had more realistic artillery values, that would show why the armies had light field pieces firing shrapnel. Thousands of 18 pdrs fired for a week at the Somme and had no effect, so why did all the armies have so many guns of that type? The answer is that shrapnel from an 18 pdr or 75 is deadly against troops in the open, but useless once they have dug in. The armies had prepared for a war of maneuver, not trench warfare. For trench warfare you need howitzers, which are not what you want in an open fight. I went back to first principles, looking at beaten zones, shell weights and rates of fire. The fire tables were calibrated in two ways. Fortunately the official histories have good casualty figures. Individual assaults and fire fights for which casualty figures are available were simulated using spreadsheets until the fire values and DRMs all settled to the historical results. After calibration at the individual level the losses for entire play test games were compared against actual losses for historical battles. The final results are good—if both players choose the historical strategies then the loss rates (after regroup) are within 25% of historical rates, and the front lines within a few hexes. A fast opportunity fire process was another important design goal. Games that have opportunity fire in every hex are slow to play; games that require the firer to choose when to shoot without knowing the final route can be agonizingly slow. The speed-of-play issue was eliminated by setting the scale at “one hex is effective rifle range.” The analysisparalysis issue was solved by allowing artillery to fire only once, at any point along the line of movement, after the unit has moved. The fire table embodies another design goal—no more shuffling units between stacks to achieve perfect column breaks. Every fire factor will have an effect, there is no need to achieve (say) a magical 8 points in order to get into the “next column.” The same is true of the DRMs. The fractional numbers allow a smooth change in the chance of a hit, which means that every DRM has an effect. The assault table was designed to replace the slow “three rounds of fire” that many tactical games use for assault. The table is a simulation of multiple rounds of firing carried to the point where the first side takes a hit. Players will soon learn that high odds are needed to win an assault. This is actually modeling a series of waves—the armies of the day planned that the first wave would mostly become causalities but that the “weight” of the subsequent lines would carry the day. I doubt that those in the first wave enjoyed being bullet collectors. Realistic line of sight rules are an absolute necessity at Anzac and in the mid-peninsula. The ground is incredibly broken: whole companies were able to hide in the steep gullies and folds on the opposite sides of a ridge, within a few yards of each other. The historical position of the lines was dictated by the artillery sightlines from Gun Ridge. A simple wedding cake model does not work; but slope and point-ofcontention calculations are tedious. The current system attempts to pre-calculate the points of contentions through the use of ridge and steep slope (military crest) hex sides. Units can hide in the jumbled gullies below the ridge, just as they did historically. The development of the Us/Them rule was the breakthrough that allowed the scale to be set at 400m. The dual-hex occupation made it possible to show the close-in fighting without needing a ballroombreaking scale of 100 meters per hex. The movement rates were chosen to reproduce historical rates, allowing time taken to consult maps, re-form skirmish lines, locate lost colonels etc. Expected movement rates can be found in service manuals from that period. Setting the rules for column movement took some work—the rate had to match that which a column-of-four could achieve, but the cost to enter and leave needed to discourage using it ahistorically close to the front line. Commanders did not use column if there was a chance of contact because the troops would be a densely packed target and could not fire effectively. The orders types were developed to match the situations described in the history books. We deliberately chose to add rules to define exactly what was possible on a dispersed battlefield with few telephones and no radio. We wanted players to be only able to do things that were historically possible, and therefore learn how the armies of that period operated. In particular we did not want an ambiguous rule set—that teaches nothing and can lead to arguments, hence the length of this section of rules. Most of the orders types are self-explanatory, but the reasoning behind a few is subtle. Disorganized Defense is the end-point for orders failure because it is a good model of what actually happened. The small units lost track of the big picture and assumed that the few yards of the battlefield that they could see held the key to the whole battle. They would defend tenaciously but would not maneuver. Brigades and regiments in this state did not spontaneously retreat. Individual platoons, companies, and occasionally whole battalions did rout, but regiments and brigades only ever moved due to explicit orders. We tried several different failure rules for Disorganized Defense, but play testing showed that any negative feedback loop here quickly caused the formation to implode. In daylight, the only sure way out of Disorganized Defense is relief by fresh troops—if you can find some! The different DRMs for switching between the different orders types emphasizes the need for reserves, and the difficulty of controlling an attack once it has gone past the original front line (with its telephone lines and established routes for runners). The player who has the last brigiment in General Reserve is often the player who wins. The March order is not as good a basis for changing orders as General Reserve because the troops are spread out in a line miles long—tracking down the officers is difficult. The concept of officer points arose after reading how the loss of officers in all the armies caused them to stop maneuvering well before rank and file casualties became serious. Officers necessarily were exposed as they moved around performing their duties. British junior officers in particular were expected to perform conspicuous acts of bravery, and therefore died especially quickly. The Ottoman officers were not expected to expose themselves so dangerously, but the NCOs and privates were usually illiterate. Loss of officers in the Ottoman army often meant that all orders and reports had to be passed verbally, a slow and error-prone method. Night proved problematic during play test. Night prevents artillery from shooting, so the Entente player is tempted to land at night. Historically the Entente did exactly that in August. However, every night attack (by both sides) was a fiasco. In August, the flanking march by the Australians ended up miles off course. The repulse of the night attack by the Ottomans against the British beachhead at Helles was dismissed by the British as “nervous troops shooting at bushes” (which shows how few Ottomans actually managed to find the British lines). Therefore the time scale halves the movement rates, attacks rapidly run out of officer points, new orders cannot be issued, and landing units that scatter are effectively useless until the sun rises. Night landings are perhaps still too easy. Although accuracy and analysis were never going to be sacrificed, it was also important that the game provide an absorbing playing experience. What makes an interesting game is the decisions that it offers to the players. The decisions in Gallipoli 1915 are:
Big Picture:
• Initial plan—Where is the main effort? Where are the feints?
• When and where to commit reserves?
• When to pull back and regroup?
Medium scale:
• Where to place artillery?
• Where to place the exact lines of defense and advance?
Small scale:
• Assault timing and odds.
• Should I pull back? Withdrawal in daylight is very difficult, but can I wait until night?
• When to hide: do I give up local fire dominance in order to stay alive?
107.2 Player’s Notes
Most importantly, start with the small scenarios. There are a number of new concepts to learn: if you jump right into the free landing scenario you will be overloaded. The system runs quite smoothly once you get the hang of it, but you do need to learn it. Play aggressively. The leaders of these nations expected victories and were not shy about removing generals who did not show sufficient aggression. Field Marshal Haig in particular expected to see long casualty lists as proof of his subordinates resolve. The game is much more fun if you try for a victory and only give up when it is truly beyond your grasp. Churchill did not send the MEF just to sit on the beaches, and Constantinople was not going to rest until the invaders were gone. Play accordingly. The key to this game is to manage your officer points. At the high level try to keep a formation in reserve so that you can exploit an opening, or reinforce an unexpected weakness. At the detailed level establish fire dominance in the critical sectors, try to avoid needless officer point losses, avoid taking step losses, and do not assault needlessly. The historical scenarios will teach you how long a formation can attack or defend before it starts to fall apart. For the Ottomans, reserves are key. The Entente will throw a series of brigades at you. As long as you have a spare regiment to block every brigade then you will win. That is easier if the front line is short, i.e., if you have him bottled up in a small area. But the Entente has more brigades, so sometimes you will need to sacrifice one regiment against three. Many people have heard Kemal Atatürk’s famous “Ordered to Die” command to the 57th Regiment, but the full version is more instructive: “Men, I am not ordering you to attack. I am ordering you to die. In the time that it takes us to die, other forces and commanders can come and take our place.” Sometimes someone is going to die. The same advice applies when attacking. One formation can be used to pin another while the real attack goes in. If the Entente can pull a brigade back to regroup and then attack again with it they will probably win. They can’t regroup if their position lacks depth because they are pinned on the waterline—yet another reason for the Ottoman player to attack early and keep them contained. Artillery is deadly in the open. The Ottoman player has a lot more artillery. They should try to keep it that way. Use infantry to defend the guns. Rifle and MG fire is useful for reducing an enemy, but if you really want a position you will have to assault it. Assault requires high odds and it will consume officer points. As the day wears on, and formations begin to wear out, it will be tempting to hide. But be careful—a weak line that is hiding has lost its opportunity fire and can be easily penetrated. Hard decisions. The Entente player will probably be over confident in his first free-landing game. The challenge is to create a plan that adheres to concentration of force without giving away the game on Turn 1. The Ottoman player has sufficient forces to block the landing if he can concentrate on it early. The Ottoman player’s challenge is to discern what the Entente plan really is, and not be distracted by the enemy’s secondary missions.
107.3 Place Names, Turkish Pronunciation
The place names used in the game are those that are most likely to be familiar to an English speaker. Each location with a “name” usually has multiple names, any of which would be valid, see Table 1. Turkish pronunciation is briefly described in Table 2. Greek names are included because many ethnic Greeks lived on the peninsula before it was evacuated by the Ottoman government prior to the campaign. The “campaign name” is the name that troops gave to it during the battle. These were usually simple descriptions, e.g., “White Farm”, “Pink Farm,” Bombasırtı (Bomb Ridge), Le Haricot (Haricot Bean). Presumably the Algerians and Moroccan troops who suffered so badly when attempting to capture Le Haricot had names in their own languages for this feature.
Prior to Atatürk’s reforms of 1928, Turkish was written using the Arabic script. Modern Turkish is based on the Latin script. These are pronounced as in English, except as follows:
107.3.1 Table 1, Pronunciations of Turkish Letters
| Turkish Letter | Approximate English Equivalent |
|---|---|
| a | ah as in father |
| c | j as in joy |
| ç | ch as in chunder |
| e | e as in red |
| ğ | Too complicated to describe. Pretend you didn’t see it. |
| ı | The tiny vowel you use when you don’t actually pronounce it, such as the e in open |
| j | zh, as the s in measure |
| o | o as in more |
| ö | Similar to the German umlaut, like the u in urn |
| ş | sh as in shut |
| u | oo a in zoo. Therefore Burnu is pronounced Boo-r-n-oo |
107.3.2 Table 2, Examples of Possible Place Names (see the table at the end of Section 107.5)
107.4 The Strategic Situation
In November 1914 the Ottoman Empire formally entered the Great War on the side of Germany and Austria. By 1915 the front in France had reached stalemate. Officially the British and French were keen to send supplies and reinforcements to their Russian allies, who had suffered a severe defeat at the Battle of Tannenberg. However, their real long-term plan was to divide up the Ottoman Empire, which was why the Ottomans had joined the Central Powers (they could see it coming). Winston Churchill, First Sea Lord, was the most enthusiastic proponent of the Dardanelles plan. However, Britain had few forces. The original regular army with ten divisions had been chewed up in France. There were only three more regular divisions, formed by coalescing the individual battalions returning from overseas service. France had priority, so two divisions were sent to France, only the 29th went to the Dardenelles. The French followed the British lead. For their part the Ottomans immediately followed their existing mobilization plans, which placed several divisions on the Gallipoli Peninsula. However, the defenses were far from solid—in February 1915 a company of British Marines landed on V Beach and destroyed Number One Fort. By April the defense had progressed to the point that an entire brigade failed to take that beach. The goal of the Entente was to destroy all coastal defense guns on both sides of The Narrows. There were two types of coastal defense artillery—the fixed fortifications, chiefly on the Kilit Bahir plateau; and the mobile howitzers of the 8th Heavy Artillery Regiment. The mobile howitzers were located on the ridges and in the steep valleys on the eastward side—Tenger Dere, Komuz Dere and Soganli Dere. The Entente’s goal was to be achieved by occupying the entire peninsula south of Mal Tepe. Occupation would naturally destroy the fixed forts and drive out the mobile howitzers. In addition it would provide observation points for the navy, so that their battleships could fire from the Aegean, over the peninsula, and hit the forts on the eastern side of the Dardenelles.
107.5 Notes on the Historical Plans
Both the 29th Division and Anzacs had two-day plans. Day one was to land and establish a viable perimeter, day two was an advance to their operational goals (Kilit Bahir and Mal Tepe respectively). Following that the 29th were to take Kilit Bahir and the forts, while the Anzacs sealed off the Peninsula. For both landings, one brigade (the Covering Force) was allocated the task of the landing and securing a small beachhead. The remaining brigades (the Main Body) were to land in good order on the secured beach, pass through and press on to the day’s objective. The Anzac landing was concentrated in one area; the Helles landing was more widely dispersed due to the small size of each beach. All the troops, artillery, animals and supplies were landed from ships’ boats and lighters. The boats and lighters were strung together into “tows.” Each tow typically contained six rowboats or one or two lighters, towed by a steam-driven boat such as a pinnace, minesweeper or trawler. The pinnaces dropped their tows when the water shallowed, leaving the troops to row themselves to shore, as was done in Nelson’s day. The boats themselves were quite large, many capable of carrying 80 men. The Covering Force at Anzac (3rd Australian Brigade) was towed behind battleships. The tows were released several kilometers from shore, and then towed by steam pinnaces for the last two hours. The second wave were embarked on destroyers, and transferred to the destroyer’s boats after the first wave landed. They were then towed by the pinnaces returning from the first wave. The Main Body of the Anzac troops disembarked from their transports into the ships boats, and were then towed to rowing distance. The total number of steam pinnaces was always a limiting factor—it was simply too far to row, and also too dangerous to be moving at a rowing pace through the Coastal Defense Artillery’s fire zone. The pinnaces generally had a top speed of 10 knots, which equals 75 hexes per two-hour turn. They were towed at 5 knots, around 38 hexes per turn. Rowing is 3 knots, i.e., 25 hexes. Hence they can quickly reach the beaches within a game turn—no need for a special sea-movement phase. At Anzac, the first wave used muffled oars and landed in darkness, achieving complete tactical surprise—they were only spotted when they reached the beach, and were not fired on until they were out of the boats. The second wave was fired on while still off shore, although the only serious casualties were close to the shore at Fishermen’s Huts. At Helles, the thirty minute bombardment during daylight had rather given the game away, so the Turks were ready and waiting. The night landing at Suvla in August also achieved tactical surprise, but confusion prevented any exploitation. The limiting factor was not really the number of boats—although boat losses in the first wave at Helles caused delays for the second wave. The limiting factors were the number of pinnaces (faster passage to and from the beach), and the width of beach required to handle the boats. The landings at Helles were spread across multiple beaches due to the limited width of the beaches. The French and Royal Navy divisions were to stage diversions and thereby pull strategic reserves away from the main landings. After the initial diversions they formed the reserve for the whole force. The Ottoman plan was to defend the peninsula in its entirety, not just the forts. The coast was completely covered with platoon and section pickets from 26th and 27th Regiments of the 19th Division, linked by telephone to the divisional reserve (25th Regiment), and the corps reserve (9th Division). The initial pickets were to report the invasion and hold the line while waiting for reinforcements. The regimental reserve was to reinforce or counter-attack. The III Corps reserve was to counter-attack and drive the enemy back into the sea.
Table 2, Examples of Possible Place Names (107.3.2)
| Modern Turkish Name | English Transliteration in 1915 | Greek Name in Name | Meaning of Turkish Name | English Campaign Name | Historical Spot Height Name | Correct Spot Height |
|---|---|---|---|---|---|---|
| Conk Bayırı Tepe | Chunuk Bair | Conk Range Hill | ||||
| Kocaçimen Tepe | Koja Chemen Tepe | Hill 971 | 303 m (994 ft) | |||
| Kerte (obs. Kirte) | Krithia | Krithia | ||||
| Bombasırtı |
107.6 Notes on the Organization of the Diverse Armies
Some parts of the Order of Battle were easy to find, other parts took years to clarify. The Ottoman army divisions follow a standard pattern and, with few exceptions, have been much easier to research than the kaleidoscopic British. I generally relied on the Charts in the Appendices of the Turkish official histories, although Mesut Uyar’s book finally provided details on the artillery at Gaba Tepe. The Ottomans had the 5th Army and the Chanakkale Fortified Area Command on the peninsula. The 5th Army was a regular field army, CFAC controlled the coastal defense guns facing The Narrows, plus some Jandarmerie units guarding that coast. 5th Army was commanded by Liman von Sanders, CFAC reported to Constantinople, and was tasked solely with defending against enemy naval units. The 5th Army controlled the coastal defense guns facing the Aegean. In practice the Aegean CD batteries operated independently of 9th Division, and only fired at ships or units unloading on the beach. These were attached to whichever division was lining the coast—at this time it is the 9th Division, earlier it had been the 19th Division. However, most of the guns were fixed in concrete. The split command between CFAC and 5th Army was never a serious problem. It did slow down the usage of CD artillery on the first day— these guns at Helles were silent for six hours, presumably waiting for the Entente fleet to steam up The Narrows. They only opened fire in the afternoon after control was passed to the 9th Division. Ottoman infantry regiments had geographic recruiting areas. For example, the 27th Regiment recruited from the Gallipoli peninsula itself. The 77th recruited from modern-day Lebanon and Syria. The Ottoman Empire was really a Turkish empire. That, plus the language barrier between the Arab rank and file and the Turkish officers caused the “Arab” regiments to be less effective. The most difficult part of the Ottoman order of battle was their artillery. The Ottoman army lost a great deal of field artillery in the Balkan Wars. Each artillery battalion was authorized to have three batteries, but in this campaign they universally only had two. Hence the battery numbering—1, 2, 4, 5, 7, 8; numbers 3, 6 and 9 are missing. The artillery battalions were purely for administration, the batteries operated independently, often being grouped into ad hoc “wings”. The Ottomans did not have enough modern Quick Firing (QF) 75mm field guns, so some batteries were equipped with “87/24 mantelli” pieces. These were 87 mm, 24 caliber guns that had an external sheath (mantelli) heat-shrunk around the original barrel so that they could withstand the extra power of modern powders. However, they were not quick firing– they had no recoil mechanism and no spade on the trail. Hence their rate of fire and effectiveness was much lower. The pom-pom guns were the same as in the Boer War. These were of 25-37mm caliber, and to modern eyes they are aircraft cannon mounted on an artillery carriage. The 15cm heavy artillery pieces varied considerably. Some were modern QF pieces from Germany, some were breech-loading non-QF rifles that they had captured from the Bulgarians. At this scale the difference between different guns in the same class are not important. The Turkish coastal defense artillery would try the patience of a museum storeroom manager. The main forts all had 21cm guns, but it appears that they bought them from Krupp on a subscription plan—each pair of guns arrived a year or two after the previous pair, and was a slightly improved model. Again this does not matter at this scale. The most chaotic part was the extra batteries that were brought in to stop the Entente fleet. These included 15cm howitzers captured from the Bulgarians, pom-pom guns, high-velocity naval cannon removed from ships, obsolete hand-cranked Nordenfelt machine guns also removed from old navy ships, a battery of 75mm Russian guns that not even their official history can describe, and my personal favorite, a battery of (British) Vickers 10-pdr mountain guns that they purchased from Chile. This is the same gun that equipped the Indian Mountain Gun batteries, which probably explains why the New Zealanders complained that the Indians were shelling them and could produce 10-pdr shrapnel fuses as evidence! Apart from the pom-poms, these units all reported to the Chanakkale Fortified Area Command. The guns at Gaba Tepe were a particular puzzle, and they matter because they are right next to a historical beach. Many sources give them two 15cm howitzers, two 12cm guns, a pair of 87/24 Mantelli guns and a 25mm Nordenfelt. Uyar’s book solves the puzzle, including the detail that one of the gun’s was temporarily out of action due to a broken elevation lever. I chose to allow that gun to fire, figuring that the historical result was just bad dice rolling. CFAC was organized as regiments, but operated as batteries. The 2nd, 3rd and 4th Heavy Artillery Regiments ran the permanent batteries in the stone forts along both sides of The Narrows. In the build up to the invasion, many ad-hoc batteries were formed and attached to the 4th Regiment, hence the battery numbers up to 17, including the wonderfully named “Extra Siege Battery.” The 8th Regiment was armed with modern mobile howitzers, principally German 15cm howitzers.
Losses from the Balkan War (1912-13) are also apparent in the MG inventory—some regiments simply have no MGs. The Ottomans used the Hotchkiss, a slightly older design than the British Vickers. However the difference is not material at this scale. The Jandarmerie regiments were a type of heavy rural police. They were originally forced on the Ottoman Empire in 1904 by an international commission of Britain, France and Italy in order to suppress banditry in Ottoman-occupied Macedonia. The system was expanded to cover most of the empire, with the regiments being named for the districts that they supervised. The members typically operated in small units against lightly-armed foes. On mobilization they were attached to army corps, typically two or three per corps. Some historical western equivalents are the North West Mounted Police (precursor to the Royal Canadian Mounted Police) and the New South Wales Mounted Police. The Jandarmerie wore a dark blue uniform which led to confusion. At Anzac, it might be the cause of one case of “French” troops being sighted by the Australians and not fired upon. In some British memoirs they place Turkish naval officers at Helles, although they probably were members of the Istanbul or Bursa Jandarmerie. Western histories exaggerate the reach of the German military mission. Almost all Ottoman armies and corps were commanded by a Turkish officer, with some German officers assisting for staff work. There were occasional exceptions where armies or corps were commanded by Germans, the prime example being that Liman von Sanders commanded the 5th Army. Eventually a machine gun battalion was raised from the German-speaking crews of the Goeben and Breslau. However, this was technically an Ottoman unit because all the crew members had become Ottoman citizens when the Goeben and Breslau joined the Ottoman navy. There are even photos showing them filling out the citizenship forms! The French order of battle was more difficult than it should have been because very few sources list the battalions within their regiments. Even their Official History does not go to that level of detail. I had to rely on websites maintained by enthusiastic amateurs for the Zouaves, Foreign Legion and “Senegalese” troops. In the end it did not matter because they all had the same arms and fought in the same fashion. However, without doing the research that wouldn’t have been known. The French divisions had a square organization—they were composed of two brigades, each of two regiments. In practice the brigade appears to have only been used for administrative purposes—the division commanded the regiments directly. The 175 Regiment was easy, which has the “standard” three battalions number 1, 2 and 3. However, all the African regiments all had non-uniform organization. A “Regiment Marche d’X” is an ad-hoc regiment formed “on the march” from whatever battalions are available. The 1st Regiment March d’Afrique (abbreviation RMA) has all “white” troops. Zouaves are (white) French settlers who adopted the light infantry fighting style and dress of the Arabs and Berbers in Morocco and Algeria. The single battalion from the French Foreign Legion (Légion Étrangère) was formed by taking a selection of troops from the 1st and 2nd Battalions. Germans, Austrians, and Alsatians were removed. That unit was hard to pin down because it was a composite. The Zouaves experimented with various numbering styles during the early part of the war. They used letters at one point, then switched to numbers, accidentally gave two regiments the same number, and then sent one of the Zouave regiments to Gallipoli with no number at all! This campaign takes place during their “numbered” period. The Regiment Mixte de Coloniale (RMC) had one “European” regiment (e.g., 6 Colonaise) and two “native” regiments. In the French army, all native regiments were named Senegalese, even if they did not come from Senegal. Hence the name Senegalese du Maroc for Moroccan troops. The native regiments had white officers. The French abbreviations are properly RMA and RMC, but I chose to label them 1 Afrique and 2 Col because they are easier to remember and give more information as to their composition. The French artillery was a puzzle, because they sent the same numbered batteries from two different artillery regiments. At this stage they only had the famous ‘75’ and their 65mm mountain gun, but they quickly sent some 120mm heavy guns. The best that can be said for the British order of battle is that it is mostly explained in easily obtained sources, except when it isn’t. The 29th Division was composed of regular battalions, i.e., battalions of regulars who had served for many years. However, the division itself had only recently been formed. These battalions were on overseas service when war broke out, and were brought back to England. The 29th followed standard British organization, although it acted as a mini-Corps and had Corps-level artillery directly attached. Battalions were authorized to have four Vickers guns but they only had sufficient guns for two. The artillery was generally as authorized—all 18 pdrs, 4.5” howitzers, 60 pdrs. The Royal Horse Artillery batteries used 18 pdrs rather than their authorized 13 pdrs. The Highland Mountain Brigade was a territorial unit whose batteries had been split into two halves in preparation for doubling into two separate batteries. Hence the leading “1” in its name 1/14th Highland Battery. The same pattern shows in “service” battalions raised for the duration of the war, e.g., 1/5th Royal Scots. That is the 1st half of the 5th Battalion of the Royal Scots Battalion, after the 5th Battalion was split into two parts for doubling. British battalions had four companies, labeled A, B, C, and D; except for (most of) the Fusilier regiments, whose companies followed an older pattern: W, X, Y, and Z. The Royal Navy Division was one of Churchill’s ideas. He took the recently formed Royal Marine Brigade and added two more brigades of sailors who were in base, awaiting ships. The brigades only had three battalions, rather than the usual four. The division had no artillery. They were equipped with older-style Charging-Loader Lee-Enfield rifles that fired a different cartridge from the standard Short Magazine Lee Enfield (SMLE) that the Army used. They were brave but lacked the training of an Army division. After heavy losses in the various battles of Krithia some battalions were amalgamated. The Order of Battle is correct for the landing, but had changed considerably by the Second Battle of Krithia. The 1st Australian Division was raised entirely from volunteers in August of 1914. Australia had no standing army. It was raised according to the old British 12-company organization and was reorganized to the 4-company structure when it arrived in Egypt in November 1914. The division was equipped with standard British weapons, although it did not yet have its full complement of artillery. In particular it had no howitzers. Training was rigorous, but it still was not fully trained when the campaign started. Although the troops were very resourceful, independent and brave, the command structure fell apart on the first day. Their officer corps improved during the campaign, as evidenced by their success in storming a well-defended trench line at Lone Pine in August. By 1918 their officer corps improved, and the Australians, New Zealanders, and Canadians were the best in the British Army.
The four battalions of the New Zealand Brigade were formed by taking volunteers from the existing territorial regiments in New Zealand. A sequence of hard-fought wars against the Maoris had led to the establishment of regional militia regiments. Each regiment had many companies spread across its recruiting area. Each regiment sent their most complete company, which led to some rather odd company numbering. For example, the Wellington Battalion was composed of the 7th, 9th, 11th, and 17th Companies from the Wellington Regiment. The New Zealanders had even less artillery than the Australians, but at least they had howitzers. The New Zealand Brigade eventually expanded into the New Zealand Division. The New Zealand and Australian Division only had two brigades, so for a time there were plans to attach the 29th Indian Brigade from the 7th Indian Division. This did not happen, although the 21st and 26th Mountain Artillery Batteries of the 7th Indian Division were attached to the ANZAC Corps. Eventually the entire 7th Indian Division (less its Muslim units) served on the peninsula. ANZAC is the acronym for the Australian and New Zealand Army Corps. As a unit name it is written in all capitals, but as a general description for any Australian or New Zealand unit it is often written as a proper noun: Anzac. Even C. E. W. Bean approved of the latter form. Most writers (and this game) refer to “the ANZAC Corps,” rather than the technically correct “the ANZAC” because it reads more naturally. The British had a number of very strange units. The Zion Mule Corps was a supply unit raised in Alexandria from Jewish refugees from Palestine. It served at Anzac and Helles, but was disbanded after the campaign due to a dispute about Army pensions. The Armoured Car Squadron of the Royal Naval Air Service was formed around a collection of personal cars owned by wealthy members of the 3rd Squadron of the Royal Naval Air Service. The RNAS in France had used these cars to guard their lines of communication. They had been overflying the peninsula (by aeroplane, not car) for more than a month. Eventually they landed their armored cars at Helles but they had no effect. During the landing they gathered 11 MGs and formed a redoubt on the bow of the SS River Clyde—their fire was the only thing that kept the remaining Fusiliers alive on the beach. However my favorite unit is the utterly useless Ceylon Planter’s Rifle Corps. This was a company-sized unit formed from the sons of (wealthy?) British tea planters in Ceylon. They guarded the headquarters at Anzac but never went into action. They only hard information I could find was their role in defending the headquarters, an image of their natty little mess jacket (dark-green with vertical gold stripes), and that they were described as “a fine bunch of fellows” by the headquarters that they were guarding. The unit was disbanded after the campaign and the members became officers in the British Indian Army.
107.7 Orders of Battle
Only units that are depicted in the game are listed, except that higherlevel headquarters are included. For example, the engineering units (“field companies” in British usage) are not listed. The names are those that existed at the time of the landing, with one exception. Officially The Australian Division only changed its name to 1st Australian Division during the campaign, but sources always refer to it as 1st Australian Division. This naming also allows for later games that will include 2nd Australian Division. All Ottoman regiments have three battalions numbered 1, 2, 3 unless otherwise noted. They are labeled as battalions of their parent regiment, for example: 1/57, 2/57, 3/57. For brevity the battalions are not listed unless the regiment deviates from the pattern.
Some Ottoman regiments lacked machine guns. All Ottoman field artillery regiments had the same battery breakdown, for example: 7 FA : 7th Field Artillery Regiment 1 Field/7 : 1st Field Battery 2 Field/7 : 2nd Field Battery 4 Field/7 : 4th Field Battery 5 Field/7 : 5th Field Battery 7 Mtn/7 : 7th Mountain Battery 8 Mtn/7 : 8th Mountain Battery The batteries are not shown unless they deviate from the pattern. The Ottoman cavalry squadrons were attached from their parent cavalry regiments to the infantry divisions. The Ottoman coastal defense batteries attached to the 9th Field Artillery Regiment have no battery names that I have been able to divine. They are therefore named for their locality. Other abbreviations: AFA : Australian Field Artillery NZFA : New Zealand Field Artillery RFA : Royal Field Artillery RGA : Royal Garrison Artillery RHA : Royal Horse Artillery The text to the left of the colon is the text shown on the counter.
107.7.1 Entente MEF : Mediterranean Expeditionary Force ANZAC : Australian and New Zealand Army Corps Aust : 1st Australian Division 1A : 1st Australian Brigade (New South Wales) 1 Bn : 1st Battalion 2 Bn : 2nd Battalion 3 Bn : 3rd Battalion 4 Bn : 4th Battalion 2A : 2nd Australian Brigade (Victoria) 5 Bn : 5th Battalion 6 Bn : 6th Battalion 7 Bn : 7th Battalion 8 Bn : 8th Battalion 3A : 3rd Australian Brigade 9 Bn : 9th Battalion (Queensland) 10 Bn : 10th Battalion (South Australia) 11 Bn : 11th Battalion(Western Australia) 12 Bn : 12th Battalion (Tasmania, South Australia and Western Australia) 1AA : 1st Australian Artillery Brigade (New South Wales) 1 Bty : 1st Battery, AFA 2 Bty : 2nd Battery, AFA 3 Bty : 3rd Battery, AFA 2AA : 2nd Australian Artillery Brigade (Victoria) 4 Bty : 4th Battery, AFA 5 Bty : 5th Battery, AFA 6 Bty : 6th Battery, AFA 3AA : 3rd Australian Artillery Brigade 7 Bty : 7th Battery, AFA (Queensland) 8 Bty : 8th Battery, AFA (Western Australia) 9 Bty : 9th Battery, AFA (Tasmania) NZ&A : New Zealand and Australian Division NZ : New Zealand Brigade Auck : Auckland Battalion Well : Wellington Battalion Cant : Canterbury Battalion Otago : Otago Battalion 4A : 4th Australian Brigade 13 Bn : 13th Battalion (New South Wales) 14 Bn : 14th Battalion (Victoria) 15 Bn : 15th Battalion (Queensland and Tasmania) 16 Bn : 16th Battalion (Western Australia and South Australia) 29 Ind : 29th Indian Brigade 14 Sk : 14th King George’s Own Ferozepore Sikhs 1/6 Gkh : 1st Battalion, 6th Gurkha Rifles 69 Pnjb : 69th Punjabi Rifles 89 Pnjb : 89th Punjabi Rifles NZ Art : New Zealand Artillery Brigade No. 1 Bty : No. 1 Battery, NZFA No. 2 Bty : No. 2 Battery, NZFA No. 4 Bty : No. 4 (Howitzer) Battery, NZFA 7 IM : 7th Indian Mountain Artillery Brigade 21 Kohat : 21st (Kohat) Battery 26 Jacob’s : 26th (Jacob’s) Battery CPRC : Ceylon Planters’ Rifle Corps AASC : Australian Army Service Corps Zion : Zion Mule Corps RND : Royal Navy Division 1 RN : 1st (Royal Navy) Brigade Drake : Drake Battalion Nelson : Nelson Battalion Deal : Deal Battalion, RMLI 2 RN : 2nd (Royal Navy) Brigade Howe : Howe Battalion Hood : Hood Battalion Anson : Anson Battalion 3RMLI : 3rd (Royal Marine Landing Infantry) Brigade Chath : Chatham Battalion, RMLI Ports : Portsmouth Battalion, RMLI Plym : Plymouth Battalion, RMLI 29 : 29th Division 86 : 86th Brigade 2/RF : 2nd Bn, Royal Fusiliers 1/LF : 1st Bn, Lancashire Fusiliers 1/RMF : 1st Bn, Royal Munster Fusiliers 1/RDF : 1st Bn, Royal Dublin Fusiliers 87 : 87th Brigade 2/SWB : 2nd Bn, South Wales Borderers 1/KOSB : 1st Bn, Kings Own Scottish Borderers 1/RIF : 1st Bn, Royal Inniskilling Fusiliers 1/Bord : 1st Bn, The Border Regiment 88 : 88th Brigade 4/Worc : 4th Bn, The Worcester Regiment 2/Hants : 2nd Bn, The Hampshire Regiment 1/Essex : 1st Bn, The Essex Regiment 1/5 RS : 1/5th Bn, Royal Scots XV : XV Brigade, RHA B RHA : B Battery, RHA L RHA : L Battery, RHA Y RHA : Y Battery, RHA XVII : XVII Brigade, RFA 13 RFA : 13th Battery, RFA 26 RFA : 26th Battery, RFA 92 RFA : 92nd Battery, RFA CXLVII : CXLVII Brigade, RFA 10 RFA : 10th Battery, RFA 97 RFA : 97th Battery, RFA 368 RFA : 368th Battery, RFA MEF artillery, attached to 29 Div 460 H : 460th (Howitzer) Battery, RFA 90 RGA : 90th Heavy Battery, RGA 14 RGA : 14th Heavy Battery, RGA 1/4H : 1/4 Highland Mountain Brigade, RGA Argyllshire : Argyllshire Battery Ross Crom : Ross & Cromarty Battery CEO : Corps Expéditionnaire d’Orient 1° : 1° Division 1° Metro : 1° Metropolitan Brigade 175 : 175° Régiment d’Infantrie 1/175 : 1° Bataillon 2/175 : 2° Bataillon 3/175 : 3° Bataillon 1 RMA : 1° Régiment de Marche d’Afrique 1&2 Étr : Bataillon Composite, 1er & 2e Régiment de Légion Étrangère -/3 RMZ : Bataillon non numérotée, 3e Régiment de Zouave C/4 RMZ : Bataillon C, 4e Régiment de Zouave 2° Col : 2° Brigade Coloniale 4 RMC : 4° Régiment Mixte Coloniale 4 Colon : 4° Bataillon Colonaise 1 S Alg : 1° Bataillon Senegalese d’Algerie 2 S Alg : 2° Bataillon Senegalese d’Algerie 6 RMC : 6° Régiment Mixte Coloniale 6 Colon : 6° Bataillon Colonaise 3 SdM : 3° Bataillon Senegalese d’Maroc 4 SdM : 4° Bataillon Senegalese d’Maroc 1 RC : 1° Régiment d’Artillerie Campagne 31° : 31° Batterie 32° : 32° Batterie 33° : 33° Batterie 8 RC : 8° Régiment d’Artillerie Campagne 31° : 31° Batterie 32° : 32° Batterie 33° : 33° Batterie 2 Mt : 2° Régiment d’Artillerie Montagne 47° : 47° Batterie 48° : 48° Batterie
107.7.2 Ottoman 5 Army : 5th Army III : III Corps 9 : 9th Division 25 : 25th Regiment 26 : 26th Regiment 2 : 2nd Battalion 3 : 3rd Battalion 4 : 4th Battalion 27 : 27th Regiment 9 FA : 9th Field Artillery Regiment 9 CD : Divisional Area Coastal Defence Artillery ÇT 150 : Çam Tepe Heavy Howitzer Battery ÇT Nord : Çam Tepe Nordenfelt Ert Nord : Ert Nordenfelt Ikiz Nord : Ikiz Nordenfelt GT 87 : Gaba Tepe 87/24 Coastal Defence Battery GT Nord : Gabe Tepe Nordenfelt Pala : Palamutluk Heavy Howitzer Battery Pom Pom : Mobile 37mm Pom Pom Battery 2 Sqdrn : 2nd Cavalry Squadron, 4th Cavalry Regiment 19 : 19th Division 57 : 57th Regiment 72 : 72nd Regiment 77 : 77th Regiment 39 FA : 39th Field Artillery Regiment 5 Sqdrn : 5th Cavalry Squadron, 4th Cavalry Regiment 7 : 7th Division 19 : 19th Regiment 20 : 20th Regiment 21 : 21st Regiment 7 FA : 7th Field Artillery Regiment 4 Sqdrn : 4th Cavalry Squadron, 4th Cavalry Regiment Brusa : Bursa Battalion of Jandarma Istan : Istanbul Battalion of Jandarma XV : XV Corps 3 : 3rd Division 39 : 39th Regiment 64 : 64th Regiment 1 : 1st Battalion 3 : 3rd Battalion 3 FA : 3rd Field Artillery Regiment 1 : 1st Field Battery 2 : 2nd Field Battery 7 : 7th Mountain Battery 8 : 8th Mountain Battery 11 : 11th Division 33 : 33rd Regiment 126 : 126th Regiment 11 FA : 11th Field Artillery Regiment 1 : 1st Field Battery 2 : 2nd Field Battery 7 : 7th Mountain Battery 8 : 8th Mountain Battery 5 : 5th Division 13 : 13th Regiment 14 : 14th Regiment 15 : 15th Regiment CFAC : Çanakkale Fortified Area Command Beyoğlu : Beyoğlu Battalion of Jandarma 8th Heavy Artillery Regiment 1/8Hvy : 1st Battalion 1/1/8 : 1st Battery 2/1/8 : 2nd Battery 3/1/8 : 3rd Battery Eski Bty : Eskihiserlik Battery C&R Eski : Centre and Right Sections 1L Eski : 1st Subsection, Left Section 2L Eski : 2nd Subsection, Left Section 4th Heavy Artillery Regiment XS 4Hv : Extra Siege Battalion 1/XS : 1st Battery 2/XS : 2nd Battery 3/XS : 3rd Battery 1/4Hv : 1st Battalion Yildiz : Yıldız Battery Yild Mtr : Yıldız Mortar Battery Mecidiye : Mecidiye Battery Hanedeye : Hanedeye Battery Namazgah : Namazgah Battery Degirmen : Değirmen Battery 2/4 Hv : 2nd Battalion 8th Bty : 8th Battery 14th Bty : 14th Battery 15th Bty : 15th Battery 16th Bty : 16th Battery 17th Bty : 17th Battery Km Bn PP : Kum Burnu Pom Pom Battery Sog PP : Soğanlı Pom Pom Battery Soğ Nord : Soğanlı Nordenfelt Şili Mtn : Şili Mountain Battery Ohaçüs Bty : Ohaçüs Battery
107.8 Annotated Bibliography
Many of these books have been reprinted, in which case I list the original edition used as the source, plus the modern edition that is more readily available. Typically the modern editions are produced from photocopies of the original edition, omit any oversize maps, and replace color plates by black and white photocopies. I consulted many more books than are listed here, primarily regimental histories, but have only included those that were most useful or otherwise notable.
Official Manuals 1. Infantry Training (4-company organization); General Staff, War Office 1914; reprinted by the Naval & Military Press edition, ISBN 9 781843 427056. This describes the British structure after the 1912 reorganization.
-
Field Service Pocket Book; General Staff, War Office 1916; Naval and Military Press edition, ISBN 9 781843 4342510 6. A very useful source with hard data on movement rates, digging rates, formations march column lengths etc.
-
Handbook of the Turkish Army 1916; Eighth Provisional Edition, February 1916, Intelligence Section, Cairo; Reprinted by The Imperial War Museum and The Battery Press, ISBN 0 89839 249 7. The best English source for a general overview of the Ottoman forces. However, the Turkish official histories have a more accurate order of battle for Gallipoli. Official Histories
-
Aspinall-Oglander, History of the Great War, Military Operations, Gallipoli, Volume I and Appendixes, MacMillan and Company, 1929; reprinted by The Imperial War Museum and The Battery Press edition 1992, ISBN 0-89839-175-X. Generally less useful than the Australian histories because it is less detailed, but nonetheless if you only had one source for the British then this should be it. The Appendices are essential—they contain the original orders issued to the invasion forces, the source for the historical scenarios.
-
Aspinall-Oglander, History of the Great War, Military Operations, Gallipoli, Volume II, original edition 1929, Battery Press edition 1992 ISBN 0-89839-175-X. Covers the later campaign.
-
C. E. W. Bean, Official History of Australia in the War of 1914-18, Volume I, The Story of Anzac, 2nd edition, Angus & Robertson, 1933, Australian War Memorial. Now available as a free PDF, see http://www.awm.org. Indispensable and incredibly detailed, Bean’s series defines the Anzac legend in Australia.
-
C. E. W. Bean, Official History of Australia in the War of 1914- 18, Volume II, The Story of Anzac, 9th edition, 1940. This covers the trench warfare period after the landing, but has many useful descriptions of small battles, useful for calibrating the fire table. The final scene of the film Gallipoli faithfully follows its description of the attack of the 14th Light Horse at The Nek.
-
Corbet, History of the Great War, Naval Operations, Volume II, 2nd edition 1929; reprinted by The Imperial War Museum and The Battery Press edition 1992, ISBN 0-89839257-X. A ripping yarn.
Orders Graphic Examples
These annotated map examples (Game Book page 35) show the 2nd Australian Brigade at Anzac under three Orders. The captions are transcribed here.
Attack Order (11.8), 2nd Aus Bde. One or more units In Line must: a) move full MA toward Objective, b) arrive at Objective, or c) take moving Opportunity Fire.
- When issued, one of the yellow-bordered hexes on the Objective Line may not be a unit Final Objective because the lack of adjacent enemy units allows a longer Messaging Range. If an Ottoman unit was in 43.58, when the order is issued units would have to be assigned Final Objectives in both yellow hexes to maintain the planned Line. This is true for all orders with Objective Lines.
- Objective Line markers (Point marker used to denote a corner in the line) are not required if using a Planning Map.
- Units In Support must move in or behind channel of Routes of March, may not move In Contact to enemy unit, and must move away if In Contact. The Commit Action Objective must be in or behind channel of Routes of March and may be an existing Objective. The committed unit may Move to Assault along its new Route of March.
- Brigiment HQ may move anywhere. This is true for all orders.
- This unit In Support is too close to the enemy: it must move away or wait for another friendly unit to get closer to the enemy.
Defense Order (11.11), 2nd Aus Bde. a) Under Imminent Threat: Unit In Line may move to Objective. b) Other: Unit In Line must move full MA toward Objective. Units In Line may not move adjacent to enemy not in Us/Them, except at an Objective that is already friendly occupied. Units in Line may not Move to Assault.
- Units In Support rules are same as for Attack order except that committed units may only Move to Assault at the Commit Action Objective itself.
- In this situation, the Ottomans have overrun many of the intended Objectives of the Australians’ order. Only L 7 Bn is required to keep moving to Imminent Threat distance; the other units In Line are within that distance and may elect to advance closer to the enemy or not. Currently the only unit In Line, not on its Objective, that can reach its Objective is MG 6 Bn; the presence of a friendly unit in 39.59 and the Us/Them allow moving adjacent to the enemy. MG 7 Bn stack cannot move except by leaving one unit behind and by deviating from its Route of March by one hex to the north (which is allowed).
- If this was the situation when the order was drafted, the order Objectives would be invalid due to the enemy units. The Objectives would have to be revised.
- Committing units In Support to occupy or attack hexes would give more options for the other units In Line.
Regroup Order (11.14), 2nd Aus Bde. One or more units In Line can, but must try to avoid, moving adjacent to the enemy and: a) move full MA toward Objective, b) arrive at Objective, or c) take Opportunity Fire. The Brigiment Enters Regroup when all units at Regroup Point.
- Units In Support rules are same as for Attack order except 1) a unit In Support may be the closest to the enemy, 2) the Commit Objective may be behind the channel of the Routes of March (allowing a rear guard), and 3) committed units may elect to switch to Regroup Point.
- Point Objective (radius 1; the Regroup Point). Note that if the Objective was at No. 1 Outpost the order could not be issued or, if already issued, it would fail due to Imminent Threat. Also note that the Regroup Point could be “at sea.”
- In this situation 2nd Aus Bde is in serious danger of failing its order: the Ottoman L 1/57 has almost placed the Regroup Point under Imminent Threat. Fortunately the brigade has two battalions In Support (the maximum allowed) and can commit them to push back the threat or to serve as a blocking force.