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Guns of August

Guns of August Rulebook

Table of Contents

Table of Contents

  • 2.0 Conventions
  • 3.0 Game Turn
  • 4.0 Units
    • 4.1 Stacking
    • 4.2 Zone of Confusion (ZOC)
    • 4.3 Fog of War
    • 4.4 Initial Set Up
    • 4.5 Mobilization
    • 4.6 Replacements
    • 4.7 Reinforcements
  • 5.0 Chit Pull
  • 6.0 Activation
    • 6.1 Supply
    • 6.2 Movement
    • 6.3 Combat
    • 6.4 Advance After Combat
    • 6.5 Offensive a Outrance (OaO)
    • 6.6 Fortresses
    • 6.7 Victory Conditions
  • 7.0 Optional Rules
  • 8.0 The Guns of August Scenarios
    • 8.1 Scenario 1: Mons, 1914
    • 8.2 Scenario 2: Marne, 1914
    • 8.3 Scenario 3: Ypres 1914
  • Design Notes

2.0 Conventions

2.1 Sides: There are two opposing sides in GUNS OF AUGUST, the Allies and the Germans; each is the enemy of the other. At start, Belgium and Luxembourg are neutral and do not belong to either side.

2.2 Control: At game start, a side controls all hexes within the national boundaries of its member states. That is, the Allies control all hexes in France while the Germans control all hexes of Germany. As play progresses, a side gains control of a hex immediately when at least one of its units enters that hex. In this way, control of hexes can switch back and forth between sides.

2.21 When a unit enters Belgium or Luxembourg, that nation immediately joins the other side. This yields control of all hexes in that nation to the side it joins entered by the invader.

2.22 A hex is said to be "friendly" to the side that controls it.

2.23 Players can track control with control markers.

2.3 Named location: A hex that contains a population center (circle) and/or a fortress (pentagon) along with a name is a "named location." Note that rivers are not "named locations."

2.4 Rounding: Throughout the game, carry fractions to the end of a calculation and then round up before moving a unit and/or rolling the dice.

2.5 Dead Pile: This is the collection of units eliminated via combat during play. Units in the dead pile can be bought-back with replacement points.

(Counter diagram: the front of a unit shows its army color box, unit type, size (corps), artillery score and rifle score, plus commanding general, set up location and heavy artillery score where applicable; the back shows the reduced strength side. Other markers: Allied Control, German Control, Army Chit, Exhaustion, Fog of War.)

3.0 Game Turn

THE GUNS OF AUGUST has 27 turns, each representing 3 days of real time. The first turn begins on August 3. Each turn is divided into the following phases.

  1. Replacement and Reinforcement Phase
  2. Chit Pull Phase
    1. German Activation a. Movement b. Combat
    2. Allied Activation a. Movement b. Combat

4.0 Units

THE GUNS OF AUGUST includes four different unit types: cavalry, fortress, army headquarters (HQ), and infantry. Units come in sizes measured by the number of Xs on the counter: XXX indicates a full strength corps, XX+ indicates a reduced strength corps and XX indicates a division. Fortress units and HQ do not have Xs, this does have rule implications.

4.1 Stacking

4.11 Each hex can hold up to 9 "Xs." For example, a player could place three corps in the same hex or four divisions etc. In all cases, the number of Xs cannot exceed 9.

4.12 Players can never voluntarily exceed these limits, even while moving. That means if a hex already has 9 Xs then a corps or division can neither move through nor enter that hex.

4.13 Note that HQ and fortresses have no Xs and do not count against stacking limits.

4.14 Should a hex somehow contain more than 9 Xs then the opposing player can move the excess units. The opposing player moves units of his choice, one at a time, to any adjacent hex that does not contain enemy units and where the 9X limit can be observed. When stacking limits have been observed, stop this displacement.

4.2 Zone of Confusion (ZOC)

Design Note: Although pieces are clearly in a particular hex on the map their exact location was not always so clear during actual operations. The Zone of Confusion concept accounts for the uncertainty that affected real operations even though the omniscient player has "gamey" certainty.

4.21 A full strength corps (XXX) radiates a Zone of Confusion (ZOC) into every adjacent hex around the hex it occupies.

4.22 It costs two movement points to enter a hex in enemy ZOC.

4.23 After a unit enters the ZOC of enemy cavalry, and has paid the 2 MP penalty for doing so, that cavalry corps can immediately fall back one hex in any direction, so long as it does not then enter an enemy occupied hex. However, this voluntary retreat is not possible if the stack that entered the cavalry corps ZOC contains at least one cavalry unit itself.

4.24 ZOC has no other affect on play. It neither inhibits supply lines nor imparts hex control nor impedes retreat.

Design Note: ZOC is best understood not as an extension of a corps but rather the fuzzy area around it patrolled by subordinate units. Chief among these subordinate units are the sub-corps level cavalry formations which are not directly represented in the game.

4.3 Fog of War

A player may not examine an opponent's stacks until the die is rolled in a battle that it includes. A player is allowed one examination per roll, and only against the stack/stacks he is combating. After the battle, he cannot examine those stacks again until he battles them again.

4.4 Initial Set Up

4.41 The Allied player sets up first.

4.42 The various fortress units and the Belgian 3rd and 4th divisions set up in the hexes indicated on their counters.

4.43 Place each HQ on the hex indicated on its counter, which is either a city name or a letter code (A, B, C, or D). Units of that army then set up in friendly hexes on or within three hexes of that army HQ.

4.5 Mobilization

4.51 As the game progresses units are free to act and new units arrive or depart according to the following schedule.

Game Turn Stipulation

  • 1: Each side can activate only one infantry (not HQ) and one cavalry unit.
  • 2: Each side can activate no more than three units of any type.
  • 3: Each side can activate no more than four units of any type.
  • 4: Each side can activate any number of units of any type for the rest of the game. Remove Task Force Emmich, its components are absorbed by their parent units.
  • 9: The French 6th Army and British 3rd Corps arrive as reinforcements. The French receive 9 replacement points and the British 1. Start Railroad movement.
  • 18: The French and Germans each receive 6 replacement points, the British 1.

4.511 Note the restrictions on activation are per side, not per army. For example, on game turn 2 the Germans and the Allies can each move and fight with three units at most.

4.512 British units cannot move until one turn after the Germans invade Belgium and/or have at least three corps in France.

4.513 The turn after the French shed Offensive a Outrance penalties, the Germans must remove two infantry corps. To do this, during his first activation, the German just picks up two German infantry corps from anywhere on the map and removes them from play permanently.

4.6 Replacements

4.61 Replacements are expressed in steps.

4.62 A side can use a replacement point to return any in-supply reduced strength unit back to full strength or it can bring a unit back from the dead pile. "Resurrected" units return at reduced strength if "bought" with one replacement point or at full strength if "bought" with two replacement points.

4.63 Resurrected units can be placed in any friendly controlled hex that is on or adjacent to an army HQ of the same nationality.

4.64 Replacements may be added to units in ZOC of enemy units.

4.7 Reinforcements

Place reinforcements after replacements.

4.71 On turn 9, the French 6th enters play. Place the HQ in any Allied-controlled named location that can trace supply to Paris. Place the 6th army's corps and divisions on or adjacent to the HQ.

4.72 However, all those corps and divisions identified by a "?" can only be placed if another French unit with the same artillery and rifle values is simultaneously removed. Simply pick up an appropriate French unit from the map and remove it from play permanently – it has transferred to the 6th army and will be represented by its 6th army equivalent.

4.73 Also on turn 9, the British 3rd corps can be placed in hex 120 or in the same hex as the British HQ.

4.74 On turn 25, the British receive the 4th Corp at either Calais or Dunkirk.

4.75 On turn 27, the Germans receive the 22nd, 23rd, 26th, and 27th Reserve Corps along with the Kindermord activation chit. Place these units on and/or adjacent to any German HQ unit. These corps are in effect their own army activated by the Kindermord chit.

5.0 Chit Pull

5.1 Each army has a corresponding chit.

5.2 At the start of each turn, place all these chits in a cup. During the chit pull phase, randomly select one chit. The army that corresponds to the chit just pulled is activated.

5.3 Units of an activated army, including the HQ, can each move once and attack once. Finish all movement before conducting any attacks.

5.4 When all units of an activated army have finished moving and/or attacking and/or declined to do so then that army's activation is complete. Place its chit in the discard pile.

5.5 Then draw another chit at random from the cup to determine which army gets the next activation, so forth and so on.

5.6 When all the chits have been pulled from the cup, the turn is over.

6.0 Activation

Units can only be activated once per turn. Only units of the currently activated army can move and attack.

6.1 Supply

6.11 Check supply before a unit starts moving and when it is engaged in battle.

6.12 To be in supply, a unit must be able to trace a supply line from itself to a rail hex within three hexes and from there over an uninterrupted chain of contiguous rail hexes of any length back to a supply source. None of these hexes can contain an enemy unit. However, they do not necessarily have to be "friendly."

6.13 Instead of tracing directly to a rail hex, a unit can first trace up to three hexes to its army HQ and from there trace up to three more hexes to a rail hex. Basically, an HQ can extend the first part of a supply line from three to six hexes for units of its army only.

6.14 Supply sources vary by side. For all allied units, sources are Antwerp, Calais, either hex of Paris and Nancy. For all German units, sources are Aachen and Saarbrucken.

6.15 No part of a supply line can be traced through hexes occupied by enemy units.

6.16 Units found to be out of supply have their movement allowance, artillery score, and rifle score all lowered by ½.

6.17 Fortress units are always considered to be in supply and do not need to trace a supply line.

6.2 Movement

6.21 Activated units can move individually or in stacks.

6.22 When moving, units must pay the movement point cost for a hex before entering it. This amount is subtracted from their movement allowance in a running tally fashion. If a unit does not have enough movement points left to pay the cost of a hex then it cannot enter that hex. Movement is from hex to adjacent hex. Movement points may not be saved or transferred.

6.23 When a unit's movement allowance reaches 0 it can move no further that turn.

6.24 With one exception, moving units cannot enter hexes occupied by enemy units. The exception is that fortress units by themselves do not bar enemy units from entering their hex. Units can move into such hexes but must end their movement for that turn there. They can move out in a future turn if they wish. They can also attack, or be attacked, by the fortress unit in their own hex!

6.25 Movement Point Allowances

  • Fortress = 0
  • Infantry and HQ = 5
  • Cavalry = 7

6.26 Movement Point Costs

  • Entering any hex not in enemy ZOC across a hex side crossed by a rail line: 1 MP
  • Without the benefit of a rail line: Crossing a river and/or entering forest: 2 MP
  • Entering a hex in enemy ZOC, regardless of rail line presence: 2 MP
  • Entering a mountain hex: 5 MP
  • Entering any other hex: 1 MP

6.27 Movement point costs are not cumulative: the cost of entering a hex is always either one, two or five movement points, whichever is highest.

(Illustration, as labeled on the map example: 2 MP; 4/5 MP; 2/3 MP; 1 MP.)

For example, the French cavalry moves directly into the German infantry ZOC for 2 MP. The French reduced infantry moves one hex for 1 MP, enters the woods for 2 more MP, and then enters the German ZOC in the woods for its final 2 MP.

6.28 Railroad Movement: Starting on turn 9, each side may move one unit per turn via railroad movement. To move via railroad movement, an activated unit must start in supply in a named location and/or hex containing a same-nationality HQ. That unit then traverses any number of connecting railroad hexes – none of which contains an enemy unit and/or enemy controlled named location – to end in a named location that its side controlled before it started moving and/or contains a same nationality HQ. Note that the intermediate railroad hexes traversed do not necessarily need to be under friendly control, they just need to be devoid of enemy units and/or enemy controlled named locations, and that by entering them via railroad movement a unit does in fact gain control of those intermediate hexes. However, units moving by railroad cannot enter enemy occupied hexes or named locations controlled by the enemy.

6.3 Combat

6.31 Activated units (only) may attack adjacent enemy units, or a fortress that is located in the same hex. Phasing units that are not activated by the current chit pull cannot attack.

6.32 Each incidence of combat is a battle. Any number of phasing units can combine their artillery and/or rifle values during a battle to attack a defending hex. A battle always involves only one defending hex, but can have up to 6 attacking hexes.

6.33 The active player may initiate any number of battles by attacking.

6.34 A battle usually has two steps: artillery and rifles. Once started, a battle cannot be stopped. A player cannot call it off after a successful, or dismal, artillery roll. However, if the artillery attack vacates the defending hex then there will be no rifle step and the attacker may automatically advance into the former defender's hex.

6.35 Circumstances can reduce rifle and artillery scores; all are cumulative.

6.351 Circumstantial Reductions:

  • Exhausted: artillery and rifle scores reduced by ½
  • Out of Supply: artillery and rifle scores reduced by ½
  • Attacking across a river hex side: rifle score (only) reduced by ½
  • Defending in a mountain hex: rifle score (only) doubled

6.36 Conduct the artillery step first.

6.361 Sum all attacking artillery points and compare them to the sum of all defending artillery points to get an odds ratio of attacking points to defending points. Then, on the artillery table, find the ratio that most closely matches but does not exceed the one calculated. Odds of less than 1-2 use that column but apply a -1 to the roll. Odds of greater than 6-1 use that column but apply a +1 to the roll. Roll a die and cross index the result with the previously determined column.

6.362 If the attacker suffers from Offensive a Outrance restrictions, move the column one to the left, i.e. 2-1 becomes 1-1.

6.363 Read the results as follows.

  • 0: No effect
  • S: All defending units are suppressed
  • 1: The defending force must lose one step

6.364 Artillery Table

Die1-21-12-13-14-15-16-1
100000SS
20000SSS
3000SSSS
  • 0: No effect
  • S: All defending units are suppressed
  • 1: The defending force must lose one step

6.37 Conduct the rifle step second.

6.371 Sum all attacking rifle points and compare them to the sum of all defending rifle points to get an odds ratio of attacking points to defending points. On the rifle table, find the ratio that most closely matches but does not exceed the one calculated. Odds of less than 1-2 use that column but apply a -1 to the roll. Odds of greater than 6-1 use that column but apply a +1 to the roll.

6.372 Column shifts, explained below, can move the column to be used; all are cumulative.

6.3721 If the defender is suppressed, as a result of the just-finished artillery step, then move the odds column one to the right, i.e. 2-1 becomes 3-1 etc.

6.3722 If the defender is flanked, simultaneously attacked through at least two non-adjacent hex sides, then move the odds column one to the right.

6.3723 If the attacker suffers from Offensive a Outrance restrictions the move the column one to the left, i.e. 2-1 becomes 1-1.

6.373 Roll a die and cross index the result with the appropriate column. Read the results as follows.

  • 0: No effect
  • E: One unit of the affected side is exhausted
  • 1: The affected side must lose one step
  • 2: The affected side must lose two steps

6.374 Rifle Table

Read results as Attacker/Defender.

Die1-21-12-13-14-15-16-1
12/02/01/0E/0E/E0/EE/1
22/01/0E/0E/E0/EE/11/1
31/0E/0E/E0/EE/11/11/2
  • 0: No effect
  • E: One unit of the affected side is exhausted
  • 1: The affected side must lose one step
  • 2: The affected side must lose two steps

6.38 Losses

6.381 S results last for the duration of the current battle only.

6.382 The losses inflicted on a side are allocated by its enemy. However, results cannot be assigned to HQ if there are cavalry or infantry available to take them and results cannot be assigned to a fortress unless the hex is devoid of other units friendly to the fortress.

6.383 Two E results convert to a single step reduction. So, an already exhausted unit that suffers another E result is casualty reduced and the E is removed. A unit with an E marker on the unit that suffers a 1 retains the E marker.

6.384 At the end of the turn, exhausted units recover and shed their E counters unless they are in enemy ZOC in which case they retain their exhaustion.

6.39 Retreat

Compare losses from the rifle table (only) to see if the defender must retreat.

6.391 First, sum the E and step loss results suffered by the defender and compare that total to the sum of E and step loss results suffered by the attacker.

6.392 If the defender's sum is greater than all of his non-fortress units must retreat one hex in the direction of a supply source. The defender retreats his own units, they cannot enter enemy occupied hexes. Retreating units can enter enemy ZOC at no penalty.

For example: In a 4-1 rifle attack the attacker rolls a 3 to inflict an E/1 result; the sum of the defender's Es and step losses = 1 as does the attacker's therefore the defender is not required to retreat. In a 3-1 rifle attack the attacker rolls a 3 to inflict a 0/E result; the sum of the defender's Es and step losses is 1 which is greater than the attacker's 0 therefore the defender must retreat one hex.

6.4 Advance After Combat

If all defending non-fortress units are forced to retreat then attacking units, up to the stacking limit, can advance into the just vacated hex.

6.5 Offensive a Outrance (OaO)

At the start of the game, the French suffer from Offensive a Outrance (OaO), an irrational preference for frontal assaults.

6.51 OaO requires that all French artillery and rifle attacks be moved one column to the left.

For example, the French cavalry and infantry total their artillery fire of 2 against the German artillery factor of 5 for a factor 1-3, which is no effect. Note the fort can not include its artillery factors as forts may not attack. The cavalry and infantry combine their rifle scores for a 4 factor to 4 factor attack against the German infantry. The modifier of a 1 column shift to the right due to flanking is applied for a 2-1 attack. A die roll of 6 results in a 1/1 loss. The French player flips the German unit to its back side. The German player chooses to apply the loss to the French reduced infantry, eliminating it.

6.52 The French player sheds OaO stipulations immediately after a successful end-OaO dice roll. Make this end-OaO dice roll with two dice once after every French attack. If the sum of those two dice is less than or equal to the total number of French attacks made to date, including the just finished attack, then OaO penalties end. Track the total number of French attacks made to date with the OaO Attacks marker on the records track.

6.53 On the game turn after the French shed OaO restrictions, the Germans must withdraw 2 infantry corps – to the Russian front. To do this, at the start of his first activation and free of charge, the German player just picks up and removes permanently two non-reduced German infantry corps from anywhere on the map.

6.6 Fortresses

6.61 Fortresses are units with two steps that cannot move. Each fortress has the following scores.

  • Full strength: 2/2
  • Reduced strength: 1/1

6.62 A fortress cannot attack.

6.63 Fortresses can be attacked in combat with the following modifications.

6.631 Fortresses are immune to results inflicted on the artillery table, but the units in the hex with the fortress are not. Should such a result be applied to a fortress, for lack of other targets in the hex, ignore it.

6.632 However, black fortresses (only) can be bombarded by heavy (bracketed) artillery scores. To do this, during the artillery step of a battle, a unit with heavy artillery declares the fortress as its target and rolls one die. If the result is less than or equal to the bracketed number then inflict a step loss on the fortress. Multiple units with heavy artillery can attack the same fortress in the same step and each one gets a separate roll to compare to its heavy artillery score. Units that conduct a heavy artillery bombardment cannot add their regular artillery scores to an attack on the artillery table in the same turn.

6.633 All E and step loss results inflicted on a fortress via the rifle table are tentative until confirmed. To confirm a result, roll one die. If it reads 6, then inflict the result on the fortress otherwise ignore it.

6.634 Black fortresses (only) can be besieged. When a fortress (black or red) is devoid of all friendly non-fortress units, enemy units can enter its hex either via advance after combat or movement. Units that enter an enemy fortress hex must immediately stop their current move. Instead of the usual combat sequence, an infantry corps, at full or reduced strength, that begins its activation in the same hex as an enemy black fortress can declare a siege against it. Immediately roll and sum three dice normally. If the result is less than or equal to the current turn number then that black fortress is completely destroyed, otherwise no affect this turn. A besieged fortress can be attacked by adjacent enemy units in the same turn an unsuccessful siege roll occurs.

6.7 Victory Conditions

There are a variety of ways for either side to win.

6.71 The Allies win immediately if at the end of any turn, there is a supplied French infantry unit in Saarbrucken (3416).

6.72 The Germans win immediately if, at the end of any turn, there is a supplied German infantry unit in either or both hexes of Paris (0905 and/or 0904).

6.73 If both of the above conditions apply simultaneously then the game immediately ends in a draw.

6.74 If neither of the above conditions applies, then victory will be determined by a comparison of named locations at the end of game turn 27. Determine how many named locations the German player controls within France. From that number, subtract the number of named locations controlled by the Allies in Germany. If the final sum is 9 or more then the Germans win. If it is 8 then the game ends in a draw. If it is 7 or less then the Allies win.

Control of a named location can not be by a cavalry unit, only infantry/HQ can control a location. Location is judged by the last side to pass through a location, a unit does not have to remain in the location to control it.

7.0 Optional Rules

7.1 All units of both sides can set up anywhere within their country – Allies set up first.

7.2 In addition to regular units, players can add "Fog of War" (FoW) markers simulate lack of information and uncertainty. Germany has 21 and France 18.

7.21 FoW markers are set up just like units. They can be on and/or in a stack in any number. FoW counters can move as if they were real units of any type.

7.22 A player cannot look beneath his opponents FoW counters. Therefore, they can be used to conceal the contents of a real stack.

7.23 FoW counters can be stacked with each other to give the (false) impression of a stack of units or to inflate a stack of real units.

7.24 FoW are removed if their stack attacks or is attacked.

8.0 The Guns of August Scenarios

Players looking for a shorter game and also may wish to try the following scenarios. Simply follow the set up instructions, special rules and victory conditions for each scenario as listed; all other game rules apply unchanged. Units set up at full strength. When the Order of Battle calls for all units of a given army except some those exceptions are selected by the owning player and are not set up and never enter play.

8.1 Scenario 1: Mons, 1914

  • Game Length: 3 turns
  • Victory Conditions: The side that controls Le Cateau at game end wins.
  • Order of Battle:
    • British (set up first): 1st and 2nd infantry corps, the Allenby cavalry division and the French HQ set up on and/or adjacent to Mons. No other British (or allied) units are used.
    • German: All units of the German 1st Army except for any one infantry corps set up on and/or adjacent to Brussels. No other German units are used.

8.2 Scenario 2: Marne, 1914

  • Game Length: 3 turns
  • Victory Conditions: At game end, the side that controls at least three of the following cities wins: Soissons, Chateau Thierry, Provins, Rheims. A draw is possible.
  • Order of Battle:
    • British (set up with French first): 1st, 2nd and 3rd infantry corps, the Allenby cavalry and the French HQ all set up on and/or within one hex of Provins.
    • French (set up British first): All units of the French 6th Army set up on and/or within one hex of a Paris fort. All units of the French 5th Army set up in any hexes that are south of the river Seine and east of the hex column that includes Soissons and Chateau Thierry. All units of the French 4th Army (actually the 9th Army) set up in any hexes that are south of the river Seine and east of the hex row that includes Soissons and Chateau Thierry.
    • German: All units of the German 1st Army except three infantry corps set up on and/or within one hex of Chateau Thierry. All units of the German 2nd Army except one infantry corps set up west of the north-south hex column that includes Reims in hexes on and/or within four hexes of Reims. All units of the German 3rd Army except one infantry corps set up east of the north-south hex column that includes Reims in hexes on and/or within four three hexes of Reims. (Transcriber's note: "four three hexes" is printed exactly so in the source, apparently an uncorrected edit.)

8.3 Scenario 3: Ypres 1914

  • Scenario Length: 10 turns (October 11-November 11)

  • Boundaries: The diagonal hex row that includes Brussels and Lille that runs from Northeast to Southwest is the southern boundary of the playing area. Units may move into this row, but not south of it. All hexes north of this row are also playable. The four-rail intersection that is 4 hexes northwest of Lille is the Allied Muster Point (AMP). Unless otherwise noted, Allied reinforcements are placed on and/or adjacent to the AMP when they first arrive.

  • Special Rules: Because the French and German armies that fought for Ypres were amalgams of other French and German armies the usual chit pull activation rules are modified as follows. All German units that are not part of the 1st Army (red) or the Kindermord group (white) are considered to be part of the 6th Army and can be activated by pull of the 6th Army chit regardless of their color. That is, German forces can be activated by one of three chits according to their color as follows.

    • 1st Army: All red units (Actually the detachment left to reduce Antwerp)
    • Kindermord: All white units (Actually the bulk of 4th Army)
    • 6th Army: All other units (The new 6th Army and all cavalry units)

    Similarly, all French units (actually the 8th Army) can be activated by pulling the one French Army chit that the French player places in the chit-pull cup. He can place any Army's chit, it's academic, the draw enables him to activate all of his French units. British and Belgian units are activated as usual by pull of their respective chits.

  • Special Rule: "Any siege dice roll (6.634) against Antwerp automatically succeeds. i.e. should be read as 0."

  • Victory Conditions: Dunkirk, Lille and Ypres are all victory towns. The side that controls the most victory towns at game end wins.

Design Notes

How to handle cavalry? This is one of the most neglected aspects of WWI gaming. So I tried to compensate. In this game, cavalry are great at screening and harassing. Cavalry corps radiate ZOC and can fall back when someone comes adjacent. Hence, a cavalry unit on your flank can catch and slow, to a crawl, that enemy flank maneuver. But don't forget to use your horse soldiers offensively too by harassing exhausted enemy units. Once you label a target with an "E," keep it ZOC-ed by your cavalry. Such moves recreate the retreat from Mons through Le Cateau down to Melun.

The optional rules that provide for variable set up and fog of war counters really enhance replay value with plausible alternatives. I made them optional only as a nod to the purists who want to recreate actual events. In fact, I believe you can't recreate the actual "circumstances" of 1914 without the added uncertainty of these optional rules.

Although it is true that mobilization schedules were established years before the war broke out they were reviewed and could have been altered. Not to mention the last minute tweaking of post-mobilization deployments that did occur. In the real war, both sides lacked good knowledge of the other's initial deployment. So it's ironic that the "historical" set up yields a very "a-historic" circumstance in which both sides have foreknowledge of the other's set up. So don't be shy about variable set up; in a sense, it's historically accurate.

The fog of war counters allow for a very interesting recreation of the uncertainty that clouded French judgment in August 1914. In game terms, the French 5th Army drew its chit and did nothing for a turn while waiting to see if that mass of German fog of war counters was concealing the First Army or just a pile of fakes. What if the German player did put down a bunch of fakes in place of First Army and set up the real units, under a few fakes for cover, at Metz for a thrust against Verdun?

400SSSSS1
50SSSSS1S1
6SSSSS1S1S1
4E/0E/E0/EE/11/11/20/2
5E/E0/EE/11/11/20/20/2
60/EE/11/11/20/20/20/2
  • Order of Battle: There are no replacements in this scenario.

  • Chit Pull Cup: German 1st and 6th Army, French any (8th) Army, British, and Belgian

  • Initial Set Up:

    • Allies (set up first): Two French cavalry corps and the British cavalry division on and/or adjacent to the AMP. Four Belgian infantry divisions, the Antwerp fortress and the Albert HQ in Antwerp. British 4th Corps at Dunkirk.
    • German: Four cavalry corps in any hex(es) adjacent to (but not in) Lille. 1st Army HQ, 2nd Corps, 3rd Reserve Corps in any hex(es) adjacent to (not in) Antwerp.
  • Reinforcements:

    • Turn 2: British 2nd Corps
    • Turn 3: British 3rd Corps, German 7th and 14th Corps
    • Turn 4: German Kindermord Activation Chit with the 22nd, 23rd, 26th and 27th Reserve Corps, German 13th Corps; British 1st Corps and British "French" HQ
    • Turn 5: French 9th Corps
    • Turn 6: (none listed)
    • Turn 7: French 16th Corps
    • Turn 8: (none listed)
    • Turn 9: French 20th Corps
    • Turn 10: (none listed)

    (Transcriber's note: the printed reinforcement table pairs entries with turns by row position, with some rows blank; the German/British/French split of the Turn 4 row and the exact row of the French corps are as laid out in the source.)