La Grande Guerre 14-18
La Grande Guerre 14-18 Rulebook
Table of Contents
Table of Contents
- The Map
- The Counters
- Start of the Great Campaign
- Fog of War
- 5. Reinforcement Phase
- 6. Fronts and Initiative
- 7. Weather
- 8. Zones of Control (ZoC)
- 9. Supply
- 10. Stacking
- 11. Movement
- 12. Strategic Retreat (Movement Doctrine only)
- 13. Interception (Movement Doctrine & Combined Doctrine)
- 14. Enemy Reinforcement (Movement Doctrine only)
- 15. Artillery
- 16. Battle
- 16-A General
- 16-B Artillery and Reserve Intervention
- 16-C Retreat Before Combat (Movement Doctrine only)
- 16-D Isolated Army
- 16.1 STEP 0 - THE GREAT BATTLE
- 16.1-A Determination
- 16.1-B Sub-Battles A & B
- 16.1-C Victory
- 16.2 STEP 1 - CHOICE OF THE ENGAGED UNIT
- 16.2-A Engaged Unit
- 16.2-B Artillery Support
- 17. Breakthrough
- 18. Counter-Offensive (Movement Doctrine only)
- 19. Strategic Retreat
- 20. Enemy Reaction
- 21. Autonomous Units
- 22. Isolated Units
- 23. Fortresses
- 24. Peace in Winter 1914 (optional rule, to be decided at the start of the game)
- 25. National Will
- 26. Interphase
- 28. Trench Warfare
- 29. Secondary Battle
- 30. Great Offensive
- 32. Main Battle
- 32.1 Start of the Battle
- 32.1-A Engaged Combat Unit (cf. 16.2-A)
- 32.1-B Gas Attack
- 32.1-C Tactical Air Support
- 32.1-D Special Uses
- 32.1-E Force Differential (cf. 16.3)
- 32.1-F D12 Bonus/Penalty (cf. 16.4)
- 32.1-G Combat Resolution (cf. 16.5)
- 32.1-H Reinforcements (cf. 16.6)
- 32.1-I Retreat (cf. 16.7)
- 32.1-J Victory (cf. 16.1-C)
- 33. Political Effects
- 34. Weariness Reaction
- 35. Patriotic Reaction
- 36. Military Doctrines
- 36.1 Movement Doctrine
- 36.2 Transition to Fire Doctrine
- 36.2-A October 1914
- 36.2-B November-December 1914
- 36.3 Fire Doctrine (1915+)
- 36.4 Transition to Combined Doctrine
- 36.5 Combined Doctrine
- 36.5-A Advantages & Disadvantages
- 36.5-B "Static/Movement" Status
- 36.5-C Attacker and Defender Reinforcements
- 36.6 Belgium and Serbia
- 37. Combat Tactics
- 38. Stosstruppen
- 39. Tanks
- 40. Political Actions
- 40.1 Government, Parliament & Press
- 40.1-A Government
- 40.1-B Parliament
- 40.1-C Press
- 40.2 Political Actions
- 40.3 Exceptional Actions
- 40.3-A Blockade of the Neutrals X1
- 40.3-B Submarine Warfare X2
- 40.3-C Convoy Organisation X3
- 40.3-D Change of Political Regime X4
- 40.3-E General Government of Poland X5
- 41. Diplomacy
- 41.1 Embassies
- 41.1-A Embassy Points (AMB)
- 41.1-B Composition of Stacks
- 41.1-C Placement of Embassies
- 41.2 Diplomatic Actions
- 41.2-A Diplomatic Actions
- 41.2-B Promises
- 41.2-C Alignment of Countries at Peace
- 41.2-D Diplomatic Level
- 41.3 Special Cases
- 41.3-A Entry into the War in August 1914
- 41.3-B Entry into the War after August 1914
- 42. Technologies
- 43. Aviation
- 44. Production
- 45. Strategic War
- 46. War Outside Europe
- 47. Great Russian Retreat and Russian Winter
- 48. War at Sea
- 49. Naval Battle
- 49.1 Procedure
- 49.1-A Step 1: Tactical Advantage
- 49.1-B Step 2: Firing Range
- 49.1-C Step 3: Fire Phase
- 49.1-D Fire Salvos
- 49.1-E Losses
- 49.1-F Step 3 bis: Torpedo Attack
- 49.1-G Step 4: Repair at Sea
- 49.1-H Step 4 bis: Wounding of Admirals
- 49.1-I Step 5: Retreat
- 49.1-J Step 5 bis: Pursuit
- 49.1-K Step 6: Intervention of a 2nd Fleet
- 50. Naval Missions
- 51. Other Naval Rules
The Map
1-A Terrain
A beach is not in itself a special terrain type, but indicates that a naval landing is possible. A mountain pass is crossed by following the white dotted lines. The cost is that of movement on plains. Ridges are impassable. Errata: in Germany, Saarbrücken is in forest. On the other hand, the two hexes behind Karlsruhe, separating the two large forest massifs, are plains.
1-B Cities and Localities
City: the orange figure is production and the blue figure is military recruitment. A city has a national will value shown in a star (objective city) or a square (normal city) (errata: ignore this for minor countries). Capitals of major countries have their names in red capitals. Locality: an urban agglomeration, serving mainly for rail movement, with no effect on play except for those having a national will value. Ports: a major port is represented by an anchor on a white background, while a minor port is represented by an anchor on a grey background.
The Counters
2-A Military Units
HQ. Corps (infantry or cavalry): some are in fact divisions, but they are treated as corps in terms of play. Support units: artillery (heavy, siege or coastal); aviation (fighter, bomber or zeppelin); tanks (heavy or light).
2-B Armies
An army has units of its own (corps and artillery bearing its army number), which can never be transferred to another army nor placed in the GHQ reserve. An army may also command, via its HQ, a limited number of corps without an army number, as well as any number of support units. The HQs of minor countries may command all their national units, without limit on number. In 1914, the German 63-7-4 corps of the XI, XII and XIII Armies, whose army is not yet in play, are considered to have no number. They join their armies of origin as soon as those armies are formed at the end of 1914 (cf. German player aid, case H). Exception: in August 1914, the reduced 63-7-4 corps of the German II and VII Armies are not counted toward the command limit of those armies.
Start of the Great Campaign
3-A Special Phase: Entry into the War
Apply the booklet on entry into the war in August 1914.
3-B Pre-Turn
Powers that receive a pre-turn activate their respective armies concerned.
3-C August 1914 Turn
Events phase: ignore. Reinforcement phase: see the German, Austrian and British orders of battle. Initiative and weather phase: the Central Powers have the initiative on the Western Front, but the Entente moves first. The Entente has the initiative on the Eastern Front, but the Central Powers move first. The weather is "Fair Weather" in August and September 1914. Naval phase: played normally. Military phase: played normally. Final phase: ignore.
Fog of War
4-A Observation of Enemy Forces
It is forbidden to observe the contents of enemy stacks or enemy military player aids, except by successful aerial reconnaissance or by event.
4-B Military Player Aids
Each army has an HQ and a Decoy (bearing an identifying letter) which allow a stack to be removed from the map; the stack is then placed on the corresponding box of the player aid. Decoys may be left unused, or placed empty. Their placement may be made at any time.
5. Reinforcement Phase
Ignore during the first turn of a scenario or a campaign.
5-A Reinforcements
Reinforcement units are to be placed (respecting the stacking limit): in an army stack (from 1915 onward, this stack must be supplied and commanded); in a non-isolated national city (not a locality); or in the reserve of an HQ or of the national GHQ. Units of an army's own must be placed directly with their HQ. If reinforcements are to arrive at a specific city taken by the enemy, these reinforcements are diverted to the nearest national city. Belgium and Switzerland: if the Belgian or Swiss army is totally destroyed or out of combat, and if all Belgian or Swiss cities have been taken, the Belgian or Swiss army returns to play in the nearest French city. Foreign corps in a mixed army: such a corps made "out of combat" may return directly to its mixed army the following turn.
5-B Recruit Points (PR)
Each country initially has a stock of PR, which is then replenished by a PR flow each turn (except in August 1914). PR are used: either to flip reduced corps back to their full-strength side during the reinforcement phase. Each country may use for this purpose half of its PR stock per turn (rounded up). Each HQ may restore 2 units of its army (4 if it is the main army). The GHQ may restore 2 units of its reserve. Each power may additionally restore 2 units anywhere, as well as any number of garrisons in fortresses. or to absorb losses during the military phase. PR cannot be used for isolated corps. A minor country may restore 4 corps per turn with its PR.
5-C PR Stock
Each country may carry over from one turn to the next a PR stock equal to double its PR flow (at the end of the reinforcement phase). In 1914 and 1915, the maximum stock is: Germany 32; Austria 24; France 24; Russia 34; England 12; Italy 24; Turkey 20; all minor countries 10.
5-D Unit/PR Conversion
Each power may make conversions as many times as necessary, at any moment during its turn. Reducing an intact corps: gain of 1 PR (it is permitted to reduce a fortress garrison). Eliminating a corps (even disorganized or out of combat, but not isolated): gain of 2 PR (1 PR if the corps is reduced) (it is forbidden to destroy a fortress garrison in this way). The unit to be converted must be supplied and of the same nationality. Special cases: England: forbidden in August 1914. The corps of the French VIIth Army (immobile facing the neutral Italy), the Austrian Alpine garrison (facing the neutral Italy) and the British Home garrison may only be reduced.
5-E Russian Moujiks
Each turn (starting October 1914), Russia automatically receives either 2 mobilized infantry 2.3.3 or 1 Cossack cavalry 2-3-6 (at its choice), to be placed with a supplied HQ or in a Russian city. Each unit may also be converted directly into 2 additional PR.
5-F Change of Main Army
An army may be declared the "main army" during the reinforcement phase or upon a successful "reaction". The former main army's status must be corrected at its next activation. Reminder: each side (and not each power) has one main army per front (East and West), which must be the first to be activated. On the Eastern Front, a change of main army is possible only from October 1914 onward.
5-G Placement in the GHQ Reserve
Any unit may be taken, from anywhere, to be placed in the GHQ reserve, with the following exceptions: The unit must be on the same front (East or West) as the GHQ, with a passable land connection. The unit must not be located beyond an outer hex. The unit must be supplied and of the same nationality as the GHQ. No army's own unit may be taken.
5-H Restoration of a Destroyed HQ or GHQ
An HQ or the GHQ is destroyed if its isolated stack is annihilated. A destroyed HQ is returned to play the following turn with a unit of its army or, failing that, in a national city. A destroyed GHQ is returned to play the following turn in a national city.
5-I Eliminated Units
Destroyed units may be rebuilt during an interphase, except those designated in the player aids of certain powers in winter 1916 (then winter 1917, etc.). An eliminated fortress or a sunk naval unit may not be rebuilt.
6. Fronts and Initiative
6-A Fronts
The Western Front is divided into French and Italian sectors. The French sector includes Switzerland if the latter is attacked. In case of an Allied landing in Germany or a German landing in England, this separate front depends on the French sector. The Italian sector, if Italy is at war, runs from Switzerland to the sea (facing Austria or France, as the case may be). The Eastern Front is divided into Russian, Balkan, Armenian and Oriental sectors. The Russian sector extends to the Romanian border. If Transylvania is invaded, the Russian front stops where the Romanian army is or, failing that, the last Russian army in Transylvania. If Romania is at war with Russia, the Romanian army may not go beyond Bessarabia. In case of a Turkish landing in Russia, this separate front depends on the Russian sector (the Turkish II Army must always remain in contact with the coast and not be more than one hex inland). The Balkan sector comprises the Balkans and Austria-Hungary (if the front moves there, up to but excluding the Russian army). In case of a Russian landing in Thrace, this separate front depends on the Balkan sector. The Armenian sector extends in front of the Russian Xth and XIIth Armies (following the Black Sea coast in the latter case). In case of a Russian landing in Turkey, this separate front depends on the Armenian sector. There is no truly fixed limit on the Oriental front. Shared hexes belong to both fronts.
6-B Initiative
For each front, an initiative test is made at the start of each turn: a D12 modified by the initiative value of a GHQ: on the Western Front, Germany, France or England (at choice); on the Eastern Front, Germany or Austria (at choice), and Russia. The best score obtains the initiative. In case of a tie, the side that did not hold the initiative in the previous turn receives it. On the Eastern Front, the side with the initiative decides who moves first on that front; then the same is done on the Western Front. Initiative allows a side to react during the opposing side's turn without penalty (instead of -2).
7. Weather
The weather of each climatic zone is determined for the whole turn.
7-A Climatic Zones
Temperate (water-drop symbol) Continental (leaf symbol) Severe (snowflake symbol) Mediterranean (bluish sun symbol) Semi-desert (yellow sun symbol)
7-B Rain
Effects: the movement cost per hex increases by +1 (except by rail); the defender on plains has a +1 bonus to its defense value. Secondary effects: floodable plains become marshes; no landing may take place.
7-C Snow
Effects: all units have -1 to their movement allowance except HQs; the defender has a +1 bonus to its defense value everywhere; -1 modifier to the attacker's combat D12. Secondary effects: rivers, large rivers and lakes are cancelled (frozen) in severe zones; no landing may take place.
8. Zones of Control (ZoC)
Each infantry or cavalry corps exerts an influence on the six hexes surrounding it.
8-A Movement Doctrine: Flexible ZoCs
Allows the interception of an enemy stack during its movement (cf. 13), except rail movement. Does not cut supply, except the ZoC of an unbesieged fortress.
8-B Fire Doctrine: Rigid ZoCs
They cut neither supply (except the ZoC of an unbesieged fortress) nor rail movement. A stack may not enter an empty hex and move directly into another hex if both hexes are located in an enemy ZoC. The friendly stack remains blocked in the first hex, unless it attacks directly the enemy stack exerting the ZoC. If several enemy stacks exert the ZoC, only the one nearest to the stacks may be attacked directly. The following turn, the stack may advance into the second hex.
8-C Exceptions
A ZoC does not extend across: a river (not a stream) unless one of the banks contains a controlled city or locality (presence of bridges); a lake; a sea hexside (including a strait); a mountain ridge. A ZoC does not extend into a hex: of high mountain; occupied by an enemy stack that has not yet moved; where an enemy fortress is located; of a neutral country. A stack besieging a fortress no longer exerts any ZoC.
9. Supply
Supply passes mainly through HQs and railways, each unit having to be within two hexes of a source or a relay (itself within two hexes of a source or another relay) of supply.
9-A Supply Sources
A friendly major power's capital. A friendly city or locality connected by rail, river or sea to another friendly city (conquered cities/localities are ignored). Special case: Varna is considered connected by rail to Sofia and Plovdiv even if Turkey is neutral. A major port connected to a friendly port via open seas. A minor port connected to a friendly port via open seas, for a single army that cannot be the main army (if it was, it ceases to be). Several armies must be within range of two minor ports at the same time in order to be supplied. Fortress: always supplied, as are the corps inside it; may supply a corps outside it in its own hex only. City (not locality): a corps in its own hex only, even if it is isolated.
9-B Supply Relays
Friendly railways connected to a friendly source. A river connected to a friendly source, unless one of its banks is under enemy control. A national HQ (and certain friendly HQs if they can cooperate) within 2 hexes of a supply source or relay. These may themselves act only once as a relay for another HQ. Likewise for a GHQ.
9-C Supply Distance
Two hexes (only one in the desert) from the unit to be supplied (not counting its own hex) to a source or a relay, regardless of weather or terrain (provided it is passable for the unit to be supplied). An enemy unit has a blocking effect in its hex. On the other hand, supply may pass through a friendly strait.
9-D Rail Supply
The rail distance to the supply source is unlimited. However, a railway may include sections of limited capacity (1 or 2): 1: a single HQ (and its units) or 4 independent units. This HQ may not in turn supply another HQ. 2: two HQs (and their units) or 6 independent units. These HQs may not in turn supply another HQ, unless one supplies the other.
9-E Fortresses
An unbesieged enemy fortress exerts a ZoC with a blocking effect on supply (unless friendly units are present). A besieged fortress exerts no ZoC as long as the siege lasts. It blocks supply only in its own hex.
9-F Maritime Supply
An HQ on a beach is a supply relay if the adjacent sea is controlled and allows reaching a port that is a supply source. The maritime supply distance is unlimited, as long as the seas crossed are not under enemy control. Sea control is: the Baltic to the Central Powers; all other seas to the Allies, except the North Sea, the Adriatic and the Black Sea, which are controlled by no one.
9-G Out of Supply
Units attack and defend at half strength (rounded down, minimum 1) after all modifications for terrain, weather, etc. The fire value of corps is considered nil, and a -2 modifier applies to combativeness tests. Exception: units not supplied in a city (not a locality) defend normally.
9-H Isolation
A unit is isolated if no notional land trace can reach a supply source without passing through: ZoCs of an unbesieged fortress; hexes occupied by enemy units (except decoys); impassable hexes (lake, sea, ridge, high mountain or neutral country). This finding is made at any time, including during the opposing side's turn. A stack that is not fully encircled may nevertheless be isolated if, through a free hex, it cannot trace a notional path of 5 hexes to a friendly supply source or relay. An isolated unit may not spend any PR in combat (cf. also 16-D & 22).
10. Stacking
10-A Limit
6 corps, not counting: support units; HQs; generals; units in HQ or GHQ reserve; fortresses; garrison corps inside their assigned fortress; enemy units in the battle hex. Stacking of units of different armies is forbidden, except in the battle hex (if the armies are coordinated). Stacking of HQs with one another is forbidden. Stacking of GHQs with one another is forbidden.
10-B Special Terrain
Desert: 2 corps. Mountain: 4 corps (tanks prohibited). High mountain: 1 mountain corps (no support units). Beach: 4 corps + 1 support unit during a landing, regardless of the nature of the terrain.
10-C Military Cooperation
Only certain armies may integrate and command foreign units: Orient (France); Süd (Germany); Zentr (Russia); Alpen (Austria-Hungary). Each English army may integrate and command 2 allied corps.
10-D Overstacking
The limit may be exceeded during movement, but must be respected at the end of movement. Any excess unit is moved to an adjacent hex toward the rear, or the unit is eliminated.
11. Movement
11.1 Normal Movement
Units must either begin or end their movement within command range of the activated HQ (certain corps may be given or transferred command). Units may enter directly into a hex containing enemy units in order to engage in a battle. Neutral countries are impassable.
11.1-B Movement Cost
See the movement cost table. A unit may always move one hex regardless of its cost (except into an impassable hex). Crossing a river costs nothing if the starting or destination hex contains a friendly city or locality, or via a friendly railway leading to the opposite bank. However, the destination hex must not contain an enemy. A city or locality has no cost in itself, but the surrounding terrain must be considered.
11.1-C Stack Movement
A stack moves at the speed of its slowest unit (a stack may nevertheless be split in two). Each stack may drop units along the way, which may then continue their movement. Each stack may incorporate units along the way that have not yet moved.
11.1-D Fortress
An enemy fortress blocks movement, unless it has been besieged for at least one turn. In that case, entering the hex costs 1 additional MP. When a fortress is besieged or taken, it nevertheless exerts its blocking effect in the same turn. Exception: if a fortress is taken during the August 1914 pre-turn, it has no blocking effect in the August 1914 turn.
11.1-E Capital of a Major Power
Only a stack of the same nation may stop in a capital (except to attack it if it has been taken). Allied countries may nevertheless pass through it.
11.1-F Battlefields
Units may not enter a hex where a battle has already been fought (whether victoriously or not) by a friendly army activated during the same turn (place a battle marker for reference). Exceptions: movement is permitted in a breakthrough; and if an army moves in reaction during the opposing side's turn (it may re-attack wherever it wishes).
11.1-G Sea Transport
Units transported by sea may then move, but may not fight.
11.1-H Change of Front
If an army changes front (East/West) during its movement, it must follow the same passage and arrival constraints as for an administrative movement.
11.2 Administrative Movement
Units' movement is doubled (in Snow weather, the -1 MP penalty applies before doubling). The movement must take place entirely in friendly territory, or in territory conquered at least one turn earlier. Units may not pass through or end their movement in contact with enemy units, unless the crossing or arrival hex lies behind a river, a canal, a strait, or is a city (not a locality) or a friendly fortress. They may begin the movement in contact. Units may not take a train, convert rail, or embark at sea. They simply move administratively and do nothing else.
11.3 Coordination of Armies
A side may coordinate, via a test, up to 4 armies for a joint activation. These armies may be distant from one another and act in a completely separate manner. The maximum number of armies that may be coordinated, through one or several successful or failed coordinations during the same turn, is the GHQ's combination value. Test succeeds: D12 >= the sum of the armies' coordination values (or of the generals' values, if present). Cumulative modifiers: -1 for 3 or 4 armies; -2 if one of the armies is of a different nationality.
11.4 Rail Movement
11.4-A General
Rail movement allows a unit to move up to 40 hexes (maximum) regardless of terrain or weather. The unit need not be on a rail hex at the start of its movement. It may move before and after the rail movement. An enemy ZoC never prevents rail movement. A stack moving by rail cannot be intercepted, even in the hex where it detrains. The unit may not enter neutral territory, unless authorized. The unit must be supplied at the start of its rail movement.
11.4-B Cost
2 MP to embark and disembark from one city or locality to another city or locality (3 MP otherwise). Additional cost for cavalry: +2 MP. A rail journey of 20+ hexes: +1 MP (an outer hex counts as 20 hexes).
11.4-C Capacities
The number of units that may move by rail is limited per power. Countries of the same side may use the rail network of the countries hosting them on their soil, up to the capacity of the latter.
11.4-D Conversion of Railways
To use a captured enemy railway, connected to its own national or colonial network (for movement and supply), it must be converted to its own side's rail standard by an infantry unit, which must spend 1 MP in the rail hex. Several hexes may be converted at once, with one or more units, starting with the hex connected to its own network (also possible in case of a reaction during the opposing side's turn). A hex containing an enemy fortress, even a besieged one, may not be converted. If a port with a rail connection is taken, it may by exception be converted (along with the following hexes, starting from the port). Russia: the Central Powers must spend 2 MP per Russian rail hex to be converted. Conversely, Russia must spend 2 MP per rail hex to be converted to its national network.
France, Austria and Russia may be under an obligation to attack in August 1914, depending on the war plan chosen. The designated armies must attack with all their unit stacks, seeking to engage the enemy, even if the enemy is out of reach. Only units in reserve may fail to take part in battles. Once a battle has been engaged, the attacker need only fight a number of battle rounds equal to the obstinacy of its general (or of the highest-ranking general in the case of a coordinated attack by 2 armies). However, when counting the obstinacy of each general, only rounds in which that general has committed a unit count.
12. Strategic Retreat (Movement Doctrine only)
[Source gap: the opening of section 12 (its conditions, heading 12-A) is missing from the amended document. The surviving text is transcribed as printed.]
The army must end its movement out of contact with the enemy and without moving closer to the enemy lines. This rule may also be used without moving, if both conditions are met.
12-B Effects
The power receives 1 PR, which it must use immediately to restore a reduced unit of the stack.
13. Interception (Movement Doctrine & Combined Doctrine)
13-A Procedure
When units of the active side move (except by rail) into an empty hex (or into a hex containing only an HQ, GHQ or decoy with no corps deployed, these units being obliged to retreat) over which an enemy ZoC is exerted, the enemy may immediately declare an interception. The enemy units then move into the interception hex. Intercepted units may no longer move thereafter. The enemy may intercept with only part of its available forces. It may also use its units in reserve, if an HQ or its GHQ is adjacent to the interception hex. The enemy is considered to be defending in the hex where the battle will take place (even though the interception is its own doing).
13-B Special Cases
Enemy units may intercept at each new army activation, and may thus be engaged in several battles during the same turn. A unit that has already moved may intercept during the opposing side's turn. The reverse is also true: a unit that has intercepted may then move normally with all its MP during its own turn. An enemy stack may be intercepted by several stacks at once (respecting stacking). An attacked stack may intercept with the units in surplus of the attacking corps, except toward the precise hex from which the attack came. In Movement Doctrine, if a side provokes a battle by interception, it may reinforce itself (cf. 14).
14. Enemy Reinforcement (Movement Doctrine only)
14-A Procedure
After the end of an activated army's movements and its attack declarations, the enemy may reinforce itself with: units adjacent to the attacked hex (without spending MP), leaving at least one corps in their starting hexes. units in reserve, if the HQ or GHQ is in or adjacent to the attacked hex. units inside (other than garrison) a fortress located in the attacked hex. The defender may disorganize corps (from the attacked hex) in order to bring in better-quality reinforcements, while respecting the stacking limit (no PR spent and no loss recorded). An intact corps thus disorganized is not reduced. A stack that is itself attacked may reinforce another stack with its units in surplus of the attacking corps. A reinforced stack may not in turn reinforce another stack. At each new activation, the enemy may again reinforce itself, even with units that have already served. No reinforcement is permitted between different nationalities (including by a unit of the same nationality but under the command of an army of a different nationality).
14-B Intra-Army Reinforcement
Reinforcement is automatic between stacks of the same army.
14-C Inter-Army Reinforcement
An army may reinforce another army via a successful test: a D12 >= the sum of the HQs' coordination values (to be disregarded for the GHQ's combination count). This test is automatically successful if the GHQ is 2 hexes from the attacked hex. On success, the attacked hex may receive 2 corps with artillery. After the battle, these units return to their original stack.
15. Artillery
15-A Categories
Heavy: classic artillery. Siege: acts as classic artillery and serves especially during siege fire against fortresses. Coastal: treated as siege artillery, it may fire against enemy fleets (passage of a strait or landing).
15-B Use
A single artillery unit may be used per combat round (and per sub-battle), adding its support value to that of the engaged unit. An artillery unit may support only one battle per activation, although it may sometimes take part in a second battle in the case of a flank breakthrough. Each artillery unit consumes 1 MUN (munitions) per round of use. Artillery units bearing an army number may give support only to their own army. The other artillery units may be assigned to any army or placed in the GHQ's strategic reserve. Heavy artillery may also be used during sieges of fortresses.
16. Battle
16-A General
Battles take place after the end of the movements of the activated army (or of the activated armies, if coordinated), whenever opposing units are in the same hex (a numbered marker is placed there for reference). The attacker's initial (adjacent) hex must not contain any unit of another friendly army, because in case of defeat the attacker must return to it (two armies may not stack together). Each battle is resolved in successive combat rounds (no limit in Movement Doctrine). An enemy stack may be attacked only once, except: a new battle via a breakthrough; a reaction during the opposing side's turn; if the enemy has made a reaction and won the battle, the same hex may then be attacked again. A maximum of two armies may attack an enemy hex together. In Movement Doctrine, if the attacker uses several stacks against a hex whose stacking limit would be exceeded, it must split its forces in two, the surplus having to attack elsewhere or not take part in the battle. This procedure also applies in the case of a coordinated attack by 2 armies.
16-B Artillery and Reserve Intervention
Units in reserve may be deployed into the hex of the HQ or GHQ at any time (except during a battle: one corps per round). On defense, any heavy artillery of the army adjacent to the battle hex may join it immediately.
16-C Retreat Before Combat (Movement Doctrine only)
Cavalry (without artillery) defending may retreat before the battle, if the attacker has no cavalry units, by 1 to 3 hexes toward the nearest supply source. The attacker is stopped and may make no breakthrough.
16-D Isolated Army
An isolated army (with its HQ) has only 1 PR and 2 MUN available in a battle (to be deducted from the stock). If this army is in a national city, or connected by rail to a city, it may use the blue value of the city in PR instead (to be deducted from the stock). An isolated army may not use other PR, notably by destroying its units to obtain them (cf. also 9-H).
16.1 STEP 0 - THE GREAT BATTLE
16.1-A Determination
Determine the nature of the battle at its outset, according to the number of corps in the front line (excluding reserve). In Movement Doctrine, a great battle takes place if the attacker and the defender each line up at least 4 corps. In Fire Doctrine, a great battle takes place as soon as the attacker lines up 4 corps, regardless of the defender. If the defender has only one corps in the front line, a single sub-battle is fought in the first round, the attacker not having to split its forces in two for the time being. The defender must bring a corps in as reinforcement into the second sub-battle at the end of the 1st round, failing which it loses it. The flank battle is therefore assessed only at the 2nd round. In Fire Doctrine, in the case of a normal battle, the attacker may at no time have more than 3 corps in the front line.
16.1-B Sub-Battles A & B
Each side secretly divides its front-line corps and its artillery equally between one and/or the other sub-battle. In the case of a coordinated attack by two armies, each takes charge of one sub-battle. This division is final once made. The sub-battles take place simultaneously, an artillery unit supporting only the sub-battle to which it is assigned. The defensive bonus of a fortress, a city, etc. applies to both sub-battles. A general confers its bonus on both sub-battles (unless the attacker has two armies, in which case each general confers its own). In addition to its defensive bonus, a fortress may be used as heavy artillery (for one of the sub-battles). In Fire Doctrine, the trenches of each sub-battle may be reduced separately.
16.1-C Victory
A side loses a sub-battle if: its last front-line unit is eliminated or put out of combat at the end of a round. its last front-line unit is repulsed or disorganized and no reinforcement is sent immediately afterward. The side voluntarily retreats from a sub-battle (forbidden in Fire Doctrine). The side that has lost the sub-battle is henceforth limited to 3 corps in defense (or 2 corps in mountains) in the second sub-battle. In Fire Doctrine, only artillery and tanks may join the second sub-battle. The defeated corps of the first sub-battle are ignored, including in the case of a major breakthrough. The winner of the 1st sub-battle may gather its units into the 2nd sub-battle and automatically obtains the flank battle bonus. The final winner is the winner of the second sub-battle.
16.2 STEP 1 - CHOICE OF THE ENGAGED UNIT
16.2-A Engaged Unit
Only one corps per side is engaged in each round (and per sub-battle). A corps may be engaged for several rounds in a row, with a penalty in the case of a combativeness test. A corps may be engaged for one round, then replaced in the following round, and engaged again to avoid this combativeness penalty.
16.2-B Artillery Support
An artillery unit confers a bonus to the attack or defense value of the engaged corps if it supports it (in 1914, in Movement Doctrine, the support value of an artillery unit is reduced to 2 instead of 3). The presence of a friendly fortress is equivalent to an artillery unit if the battle is fought in open country (cf. 23-C).
16.3 STEP 2 - FORCE DIFFERENTIAL
16.3-A Force Differential
Attacker: attack value of the engaged corps + attacker modifiers + tactical situation + support. Defender: defense value of the engaged corps + defender modifiers + tactical situation + support. A corps, whatever the modifiers, always has at least 1 in combat value.
16.3-B Defender Modifiers
Rivers, large rivers and lakes are ignored (because frozen) in the "Severe" weather zone in snow weather. For two-digit modifiers, the first applies to the 1st battle round, the second to the following rounds. If several applicable two-digit modifiers exist, add the left-hand digits for the 1st round, then decrease them by one each following round (if the result exceeds the maximum value of +3, the excess is kept so that it can decrease for longer, even though the bonus actually applied remains +3).
16.3-C Attacker Modifiers
A cavalry unit, without infantry in its stack, attacking infantry has a -2 modifier.
16.3-D Tactical Situation
Flank battle: if a side wins one of the sub-battles during a great battle, it gets a flank battle for the second sub-battle (unless there is an enemy fortress in the hex). Encirclement battle: via event (unless there is an enemy fortress in the hex). Not cumulative with a flank battle. Unsupplied units attack and defend at half strength (rounded down, minimum value 1), except when defending in a city. Combat gas confers a bonus to the attack value in each sub-battle, which decreases by 1 each following round (until it reaches zero).
16.4 STEP 3 - BONUS TO THE D12
16.4-A General
Bonus to stacks of its army located within the command radius of the HQ (both when attacking and when defending).
16.4-B Event
Only one event counter per side may be played to affect the battle.
16.4-C BEF
Between August and October 1914, the two 83-9-4 infantry and the 3-3-6 cavalry have +1 in attack and -1 in defense.
16.4-D Numerical Superiority in Movement Doctrine
If the attacker has at least 3 more corps in the front line than the defender, it obtains a +1 bonus. If the defender has at least 3 more corps in the front line than the attacker, the attacker receives a -1 modifier. Superiority may be gained or lost during the course of a battle. In a great battle, no one has numerical superiority until a sub-battle has been won.
16.4-E Numerical Superiority in Fire Doctrine
The attacker may have this bonus only in a great battle, if it has at least 3 more corps in the front line than the defender, and only if its order of battle is E or if it has won a sub-battle. The defender may impose this modifier as soon as it has at least 3 more corps in the front line than the attacker. Superiority may be gained or lost during the course of a battle.
16.4-F Doctrine
The attacker (Movement Doctrine) receives this modifier if the defender is already in Fire Doctrine. The attacker (Combined Doctrine) receives this bonus if the defender is still in Fire Doctrine.
16.4-G Marine Unit
Elite morale only in a coastal hex (elsewhere, veteran morale). Engaged in attack or defense in a coastal hex, whatever the terrain, ignore the fire value of the opposing unit.
16.4-H Mountain Units
Engaged in attack or defense in mountains, ignore the fire value of the opposing unit. If each side engages a mountain corps, the defender has a net +1 bonus.
16.4-I Siberians
In snow weather, the three 51-6-4 Siberian infantry units have elite morale. In fair weather or rain, only one Siberian corps benefits from elite morale (free choice each turn), the others having veteran morale.
16.4-J Maximum Bonus/Penalty
The final modifier is limited to +/-2, except for a few special events. In snow weather, or if the defender has numerical superiority, the final modifier is limited to +/-1.
16.5 STEP 4 - COMBAT RESULT
16.5-A Losses
A corps takes a loss by flipping to its reduced side. From the second loss suffered, the corps must make a combativeness test. A corps may suffer at most 2 losses per round. Losses are recorded throughout the battle. An isolated unit destroyed is always worth 2 losses. Result ½: the unit takes 1 loss on an odd result on a D6. Result 1: the unit takes 1 loss. Result M: the unit takes 2 losses and makes a combativeness test. The unit is then flipped to its reduced side (unless it was already reduced, or in the case of an exploit). Result 2: the unit takes 2 losses and is flipped to its reduced side. The unit then makes a combativeness test (if the unit was already on its reduced side, the test is made with a -2 modifier). Result E: the unit is eliminated, with 2 losses recorded and 1 PR to be spent. In Movement Doctrine, the defender may cancel a loss suffered in the last round (per sub-battle) in exchange for one additional retreat hex, except for result "E". In this way, a result "M" becomes only "1" loss. The declaration is made before the combativeness test. This choice is not possible if the unit must retreat by moving away from its supply lines or if it is isolated at the time of combat.
16.5-B Combativeness Test
The power automatically spends 1 PR, unless the test is an exploit. If no PR can be spent, the unit is eliminated (an isolated unit may not spend any PR; this status is verified at activation and at the time of combat). If the player does not wish to spend any PR, the unit is eliminated unless the test is an exploit. Result of the test: Exploit: the unit resists valiantly, the losses are reduced > 2 losses or M becomes 1 loss; 1 loss becomes 0 losses. The unit spends no PR and is not flipped if the combat result was M. Repulsed: the unit may not be reused as the engaged unit in the following round (but it may be used afterward). If the repulsed unit is the last one, without the arrival of a reinforcement corps, the battle is lost. Disorganized: the unit may no longer be reused as an engaged unit in this battle. At the end of the battle, the unit rejoins its stack or returns to its starting hex (attacker), or retreats with the others in case of defeat (defender). Out of combat: the unit is placed on its reduced side in the reinforcement box of the following turn. Special case: if the unit is isolated, it is eliminated. Eliminated: the unit is eliminated. If the HQ finds itself alone in the hex, it must immediately retreat one hex. Panic: the unit is eliminated, and 2 other corps of the stack make an immediate combativeness test (without trench bonus where applicable) (any new panic entails a new test for 2 other units). The battle is automatically lost (even in a great battle). Furthermore, any repulsed or disorganized result entails a retreat of 3 hexes by the tested unit.
16.6 STEP 5 - INTERVENTION OF RESERVES
16.6-A Reinforcement Unit
Movement Doctrine Each side may bring in a corps from: The reserve of the active HQ if the battle is within its command range (any reserve if several coordinated active HQs). The reserve of the national GHQ (if it is at most 3 hexes from the battle). Units placed in a fortress (if the battle hex contains one) before the battle (other than garrison) (concerning garrisons, cf. 26). Fire Doctrine Each side may bring in a corps or an artillery unit from: The reserve of any HQ (national or allied) of the same front sector. The reserve of the national GHQ. Units placed in a fortress (if the battle hex contains one) before the battle (other than garrison) (concerning garrisons, cf. 26). A stack of the same army at most 3 hexes from the battle, leaving at least 1 corps in the initial hex. On the Eastern Front, if the HQ or the GHQ is between 4 and 6 hexes from the battle, a reinforcement unit will be received only in each odd round. Beyond 6 hexes, no reinforcement may come. However, Germany and Austria-Hungary may send each other reinforcements with their HQs without distance constraint on this front. Each side may bring in one tank per sub-battle in addition to the reinforcement unit. Common Rules An army's own units (corps and artillery) may never be transferred to another army nor placed in the GHQ reserve. Each side must respect the stacking limit. A unit may be disengaged by sending it to the "rear" and replaced by a reserve unit. A corps at the "rear" that is not disorganized may return later as a reinforcement corps. During the battle, this notion of "rear" has no importance. After the battle, corps at the "rear" are considered disorganized. Corps at the "rear" that came from the GHQ may also return there. In the case of a great battle, the reinforcement unit joins one of the sub-battles, at choice. In the case of a flank or encirclement battle, the side not benefiting from it may receive a reinforcement only in each odd round.
16.6-B Aid from an Allied Power (Fire Doctrine)
An allied power may send, in place of the normal reinforcement (first point of the Fire Doctrine, 16.6-A): An artillery unit (without army number) without any test. A corps (without army number) after successfully passing a GHQ reaction test: D12 greater than or equal to the GHQ's Reaction value (-1 to the D12 per allied corps already sent). On failure, a reinforcement may still be obtained, but not from this allied power. The Central Powers are exempt from this test. An allied minor country may send or receive reinforcements without a test in its own country (the Belgians and the Swiss always cooperate even outside their own country). Special case: if Nivelle is at the French GHQ, the English and the French may send each other reinforcements without a test.
16.6-C General's Obstinacy
A battle must last a number of rounds equal to the obstinacy value of the attacking general (unless mandatory retreat or total elimination). If this general fights several battles, its obstinacy value may be freely shared among them. If the attacker uses two armies in the same battle, use the obstinacy of the general with the better rank. In the case of armies of different nationalities, take the obstinacy of the general in charge of the command. In Movement Doctrine, each round of a great battle counts as 2 (1 per sub-battle). In Fire Doctrine, each round counts as 1, regardless of the size of the battle.
16.7 STEP 6 - RETREAT
Retreats take place after all battles of the activated army have been resolved.
16.7-A Cases of Retreat
Mandatory retreats: At the end of a round, if one of the sides has no unit left to engage. If both players have no units left to engage, the defender is the winner unless the attacker is repulsed/disorganized and the defender eliminated/out of combat (the attacker is then the winner). In Fire Doctrine, the attacker must retreat at the end of the 10th battle round. Voluntary retreats: At the end of a round, the defender may voluntarily retreat. If it does not, the attacker may in turn decide to retreat. In Fire Doctrine, it is exactly the reverse. If no one retreats, a new round takes place. In August 1914 (or during the pre-turn), any power applying an attack plan may not voluntarily retreat after having won a battle in attack. The side that retreats, voluntarily or not, always loses the battle.
16.7-B Extent
Movement Doctrine: 1 hex (normal case) or 2 hexes (if the combat result of the last round is in bold). The defender may additionally exchange a loss on its engaged unit for one additional retreat hex (exception: the result "E" cannot be reduced). A side may voluntarily retreat up to three hexes. A retreat can never be intercepted. Fire Doctrine: 1 hex (if no breakthrough); 2 hexes (if a limited breakthrough) or 3 hexes (if a major breakthrough). A side may retreat further if desired, up to three hexes. Any friendly stack within 2 hexes of the battle may retreat at the same time (including in the case of an attack via an empty hex). If the loser is in a port, it may retreat to another port (except the Belgian garrison of Antwerp in case of the fortress's surrender). The GHQ, if it is 2 hexes from the battle, may retreat at the same time, by one to three hexes. In August 1914, in case of retreat (pre-turn or during the opposing side's turn), armies with an obligation to attack (France, Russia and Austria) must remain within reach of the enemy in order to be able to attack on their own turn.
16.7-C Direction
One may not cross a hex occupied by enemy units (including a fortress), a prohibited hex, or the hex from which the attacking corps came. The retreat must be toward the nearest friendly supply source or relay. However, if several sources or relays are at a comparable distance (within 2 hexes), the retreating side chooses the direction of retreat. If a side is forced to retreat away from its supply sources, while isolated or out of supply, each unit makes an immediate combativeness test with a -3 modifier. If this test gives "repulsed", the unit may retreat without loss of PR. If this test gives "disorganized" or worse, the unit is destroyed without loss of PR. Any unit unable to retreat is eliminated.
16.7-D Corps After the Battle
The attacker may place its corps in its starting hexes, and/or the battle hex (if victorious), and/or the breakthrough hexes (if victorious). The defender places its corps in the battle hex (if victorious) or in the retreat hexes. Each side may also place its corps in HQ reserve or in an adjacent stack of the same army. Corps that came from the GHQ reserve may return there. Corps placed back in reserve may not take part in a possible breakthrough, but may on the other hand fight again during any new activation of a friendly or enemy army.
16.7-E Artillery After the Battle
Artillery units used remain with their stack and may never be placed back in HQ reserve, this applies to both the attacker and the defender.
16.7-F Overflow
In the case of a short battle (1 round, with no numerical superiority of the attacker at any moment, or 2 rounds otherwise) AND of low intensity (the defender having only one corps), an army of at least 3 front-line corps may immediately move one additional hex (depending on the terrain cost and the MP remaining to the units) and fight a battle again straight away (with a breakthrough possible in case of victory). No overflow may take place during the August 1914 pre-turn or if the battle hex contains a fortress. In Fire Doctrine, the whole overflow counts as a single main or secondary battle.
17. Breakthrough
If the battle is victorious, the attacker may make a breakthrough from the conquered battle hex. Breakthroughs take place at the end of the battles fought by the activated army, after all retreats.
17.1 Common Restrictions
No breakthrough is permitted from a hex containing an enemy fortress, even if it was taken by assault or surrendered. Units authorized to break through: units in HQ reserve within intervention distance (central value of the HQ counter). The attacker may fight a breakthrough battle only with these units (plus reinforcements from its reserve). Units in breakthrough may attack units that have already fought a battle. One may also besiege, carry out siege fire, and launch an assault against a fortress. A battle resulting from a breakthrough may never create a new breakthrough.
17.2 Movement Doctrine
17.2-A Types of Breakthrough
Flank breakthrough: attack a hex of the front adjacent to one of the attacker's starting hexes and to the conquered hex, which confers the flank attack bonus (+1 to the attack value). Artillery may be reused. Deep breakthrough: advance or attack a hex beyond the conquered hex, not adjacent to a starting hex. The advance may be 2 hexes with cavalry in fair weather (or in snow for the Russians only) if the first breakthrough hex is on plains. Artillery may not be reused. The attacker may make both forms of breakthrough if it has enough units in reserve.
17.2-B Enemy Interception and Reinforcement
The enemy may intercept breakthrough units with stacks that have fought only one battle round during the activation of the breakthrough army. The same applies to making a reinforcement in case of battle.
17.2-C Enemy Flight
If breakthrough units enter a hex containing defeated enemy units that have just retreated, those units must retreat one hex further (likewise for the second breakthrough hex by cavalry). Exceptions: the defeated stack may remain in place if it is: in a city (not a locality); in a friendly fortress; beyond a river (not a stream), strait or canal. In the case of battle, this stack may either fight normally or retreat one hex.
17.2-D Breakthrough From an Empty Hex
A stack with infantry moving without fighting a battle toward an empty hex may nevertheless make a breakthrough with the HQ reserve, unless it was an administrative movement or the stack is out of supply or isolated.
17.3 Fire Doctrine
17.3-A Breakthrough Cases
If the general's Breakthrough value remains positive after the test below (the reduced value indicates the corps available for the breakthrough). If the attacker benefited from order of battle E. In case of a preliminary bombardment, the general's Breakthrough value is reduced (D6): (1) -1; (2-3) -2; (4-5) -3; (6) -4 (modifiers: battle of 5+ rounds +1; blitz bombardment -2; defender eliminated or panicked -2). If there was no preliminary bombardment, the general's Breakthrough value remains unchanged. The value of each general is tested individually when several generals are present.
17.3-B Limited Breakthrough
If the defender retreats in good order (at least 1 corps neither repulsed nor disorganized in the last round, which may come from the HQ reserve), the attacker may break through on the flank or in depth (cf. 17.2-A). This may be followed by "secondary" battles, not counted within the turn's limit. Flank breakthrough: in addition to the breakthrough units, the attacker may activate a new army adjacent to the newly attacked hex (but the battle will then be counted within the limit of the 2 secondary battles per turn). In this case, the attacker may receive reinforcements from outside the HQ reserve, and the enemy trenches are automatically reduced by 1 (min 0) before any preliminary bombardment. Deep breakthrough: the advance is limited to a single hex. French Front: if the defender is in level 3 trenches and retreats in good order with at least 2 corps fit for combat (3 if the attacker benefited from order of battle E), without having panicked, the attacker may not break through.
17.3-C Major Breakthrough
If the defender retreats in disorder or if it has panicked, a major breakthrough takes place (with the effects of a limited breakthrough applicable). Deep breakthrough: the advance may be 2 hexes with cavalry in fair weather (or in snow for the Russians only), if the first breakthrough hex is plains (these cavalry units may retreat before combat, cf. 16-C). However, if 2 diametrically opposed enemy stacks (or one stack and a prohibited hex) exert rigid ZoCs on the first breakthrough hex, the cavalry must stop (a stack that has just retreated is not taken into account). During the opposing side's military phase, breakthrough units may intercept as in Combined Doctrine. This situation is indicated by a "Breakthrough" marker, which is removed at the end of the next turn of the same player.
17.3-D Enemy Flight
If breakthrough units enter a hex containing defeated enemy units that have just retreated, those units must retreat one hex further (likewise for the second breakthrough hex by cavalry). Exceptions: the defeated stack may remain in place if it is: in a city (not a locality); in a friendly fortress; beyond a river (not a stream), strait or canal. In the case of battle, this stack may either fight normally (with a provisional trench bonus of +1, except on the Balkan, Armenian or Oriental fronts where there is none) or retreat one hex. Corps that came out of the retreating HQ or GHQ reserve may fight a battle (and they alone) (forbidden in Movement Doctrine).
17.3-E Breakthrough Units: ZoCs and Trenches
They exert flexible ZoCs until their next activation. Trenches on the French and Italian sectors: +2 in defense until their next turn. Trenches on the Russian sector: +1 in defense until their next turn. Trenches on other sectors: nothing in defense until their next turn.
17.3-F Breakthrough From an Empty Hex
A stack with infantry moving without fighting a battle toward an empty hex may nevertheless make a breakthrough with the HQ reserve, unless it was an administrative movement or the stack is out of supply or isolated. As soon as the attacker announces this fictitious battle, it counts as a secondary battle for this front sector. It may then launch a major breakthrough if its HQ is within 2 hexes at most. Just before this, the defender may send a unit adjacent to the attacked empty hex into defense (on an even die roll) (cf. rule 14), to engage in a normal battle.
18. Counter-Offensive (Movement Doctrine only)
18-A Procedure
During a battle, if the attacker is defeated, the defender may make an immediate counter-offensive into the attacker's starting hex (unless the defender was besieging a fortress). If the attacker came from 2 hexes, it must first retreat into these, then the defender chooses the hex of the counter-offensive. The former attacker has only the following modifiers: city, fortress, river, mountain and weather. Corps of a friendly army that came in as reinforcements may take part in the counter-offensive. On the other hand, units out of combat, disorganized or repulsed may not take part, because the counter-offensive is the continuation of the initial battle. If the former attacker no longer has any unit fit for combat, it may intercept the counter-offensive with one of its adjacent stacks. The former attacker may reinforce itself. If the initial battle was a great battle, the units of the sub-battles may be reorganized. The "movement" combat table is always used (even in October).
18-B Retreat and Breakthrough
The retreat of the former attacker is limited to a single hex (ignore any bold result). It may make no additional retreat against a loss. The former defender may not make a breakthrough in case of victory.
19. Strategic Retreat
19-A Principle
A strategic retreat takes place at the start of a military phase (friendly or enemy), before any army activation. One or more designated armies retreat toward their supply sources by one or more hexes (max: movement allowance). Administrative or rail movement is permitted for this purpose. No enemy attack or interception may take place during a strategic retreat. Special case: Russia may order a "great retreat" (specific rule).
19-B Retreat on One's Own Turn
The designated armies are activated first, jointly (without a coordination test). They may not be activated again. The opponent may attempt no reaction. The normal course of one's turn then resumes, playing one's main army on that front.
19-C Retreat on the Opposing Turn
The designated armies are activated before the opponent plays. No reaction may be attempted with the armies that retreated.
19-D Losses
Each army making a strategic retreat takes 1 loss on an even die result, or 3 losses on an odd die result. The losses are distributed at the choice of the owning player.
20. Enemy Reaction
The enemy may momentarily interrupt the active player's turn by attempting to activate an army by surprise.
20-A Reaction Test
Only one reaction test per side (and not per power) is allowed per front during the same turn, whether the result is a success or a failure. The declaration is made between two army activations, after the first and before the last. The attempt succeeds if a D12 gives a result greater than or equal to the national GHQ's reaction value > modifiers: Initiative: -2 if the side does not hold it. GHQ distance: more than 3 hexes: -1; 4 or 5 hexes: -2; 6 to 9 hexes: -3; 10+ hexes: -4 (the distance between the HQ and the GHQ may not include enemy-controlled hexes or prohibited hexes) (if the HQ or the GHQ is out of contact, the modifier is -4). A stack that took a fortress during its own turn (by fire or by assault), or a besieging stack, may not make a reaction. On the other hand, if the fortress was taken during the opposing turn via a reaction, the victorious army may be reactivated during its own turn. England and the United States: ignore all European seas from port to port (= 0 hexes). Likewise for a landing, from the GHQ's port to the beach hex.
20-B Effects
On a successful reaction, the designated army is activated normally. The army may thus be activated twice: if the enemy has already played: it activated the army on its turn and may activate it again in reaction. if the enemy has not yet played: it activates the army in reaction and may then activate it a second time on its own turn.
21. Autonomous Units
Autonomous units are all units that are not commanded by any HQ. They are activated together, after the activation of the HQs, at the end of the military phase. They may make a normal, administrative or rail movement, at the end of which they may be assigned to an army. No autonomous unit may fight a battle, except at 3 hexes from the GHQ. In that case, it fights without a general. It may be reinforced only at 3 hexes from the GHQ.
22. Isolated Units
An isolated unit can no longer rally to a friendly supply source via a path of hexes (of any length) free of enemy units or prohibited hexes.
22-A Attrition Test
Isolated status is judged at the moment of activation and of battles. At the end of the turn in which a unit became isolated, roll a D6: even result: nothing; odd result: 1 loss, or eliminated if the unit was already reduced.
22-B Automatic Destruction
At the end of the following turn, if the unit is still isolated, it is automatically eliminated. Exception: 1 corps isolated in a city or a fortress risks nothing (neither attrition nor destruction).
23. Fortresses
23-A Fortresses
A fortress exerts a ZoC as long as it is not besieged. An unbesieged fortress may supply 1 corps in its hex, even if it is isolated. It is forbidden to intercept in a hex containing an enemy fortress. Cavalry, without infantry support, may not enter a hex containing an enemy fortress.
23-B Garrisons
Certain fortresses have a garrison corps bearing their name (to be placed under the fortress counter). The garrison fights only in the case of an assault against the fortress. It never takes part in battles in open country, and may not attack the besieging units in the case of a siege. The garrison may be rebuilt once the fortress has been destroyed. Exceptions: Germany may use its garrisons under certain conditions: Western Front: no integration into the German armies during the August 1914 pre-turn. Eastern Front: when Hindenburg comes into play. The Russian and French garrisons may leave their fortresses if the political action freeing the garrisons has been played and succeeded.
23-C Battle in Open Country
In the case of a battle in a fortress hex, a combat in open country takes place first. The defender may put 1 or 2 corps into the fortress before the battle (the fortress's capacity: 2 corps including its garrison + artillery, HQ or GHQ without their reserve), which may act as reinforcements during it. Its other units must fight. During the battle, the fortress (which is not directly attacked) may support the defender as an artillery unit (value 2 in 1914 regardless of the printed value), consuming 1 MUN per shot only if it is reduced (exceptions: the Serbian and Belgian fortresses spend nothing regardless of their status). The fortress also adds +1 to the defense value of the engaged unit if the surrounding terrain is plains, whether the fortress is large or small, reduced or not. In case of defeat, the defender may withdraw into the fortress up to its capacity, even if the defeated stack is isolated, out of supply, or moves away from its supply source in doing so. The victorious attacker may immediately carry out siege fire and/or launch an assault. Its corps disorganized during the battle become fit for combat again for the assault.
23-D Siege
A fortress may be besieged only after having won the battle in open country. Once the siege is established, the besieger may wait for the fortress to surrender, carry out siege fire, or launch an assault (this is the only case in which opposing stacks coexist in the same hex after combat). A cavalry unit alone may not besiege a fortress. Besieged units no longer have any offensive capacity for as long as the siege lasts, even if it is held only by a reduced enemy corps. If the besieger is attacked by external forces, it benefits from the terrain of its hex in defense. The fortress may then act as an artillery unit in support, and the besieged corps may exceptionally act as reinforcements during the battle (1 corps per round). The latter must withdraw into the fortress in case of defeat. As long as a siege lasts, a railway in the same hex is unusable.
23-E Surrender
Starting from the turn following the establishment of a siege, a surrender test takes place in the final phase (before the national will adjustments) with a D12. The fortress surrenders on 10+, with the following modifiers: Duration of the siege: +1 per turn (cumulative), counting from the first surrender test. Presence of besieged units: +1 if 1 or 2 corps (excluding garrison corps and other units (artillery, HQ...)). Fortress resistance value: - ? (the amended document leaves this modifier's value unspecified, marked with a question mark) Port: -2 (unless the surrounding sea is under the besieger's control). If the fortress surrenders, all units inside are eliminated (an HQ will reappear the following turn in the reinforcement phase) and the fortress counter is removed from the map. These units do not count as losses. Captured generals are permanently removed from the game. Exception: if the fortress is coastal, the defender may evacuate its corps to a friendly port in the same sea.
23-F Siege Fire
A heavy, coastal or especially siege artillery unit may reduce a besieged fortress. An assault may then take place regardless of the result of the siege fire. Each chosen artillery unit spends 1 MUN before rolling 1d6 on the siege fire table. Heavy artillery units fire together with half their support values (rounded down). Siege and coastal artillery fire unit by unit with half their support values (rounded down). Each result applies immediately: Reduction (R): a large fortress is flipped to its reduced side or is neutralized if it was already reduced. A small fortress is neutralized. The fortress becomes operational again from the following turn. Elimination (E): the fortress is eliminated and its garrison surrenders immediately (cf. 23-E).
23-G Assault
An assault is never considered a great battle. Generals (attacker and defender) are ignored. Fortress not neutralized: Attacker: a "2" result is automatically suffered each round. Spending one MUN per round if artillery supports, which only serves to cancel the defender's organic artillery bonus, but confers no bonus. The trench table is used (even in 1914) to determine the defender's losses. Defender: at most 2 corps (fighting alternately each round) + the fortress. No counting of losses suffered during the assault (after its end, 1 loss is marked per corps if the fortress resisted, or 2 losses otherwise). The surrounding terrain is ignored, but the defense value of the fortress is counted as a defensive bonus, as well as +3 for organic artillery (with no MUN to spend). The fortress also confers +3 in fire value to the engaged unit (whatever its actual fire value). The fortress gives +2 to any combativeness test (with no PR to spend), an irreducible bonus (even in 1914). The result "repulsed" does not apply. If there are no more corps fit for combat, the fortress is engaged, using its defense value (+ organic artillery and fire value +3). On a result of "1", "M" or "2", the fortress is reduced to its reduced side or neutralized if it already was (the result "½" is to be ignored). In the following round, the neutralized fortress will surrender, but the attacker will nevertheless suffer 2 losses. Fortress neutralized: The attacker normally receives its bonus in case of artillery support. The fortress confers only +1 in defense to the engaged corps and provides no organic artillery bonus or fire value. The defender must take the "repulsed" result into account. In the case of direct combat by the fortress, it surrenders immediately, although the attacker nevertheless suffers 2 losses. Fire and Combined Doctrine: the attacker may conduct no preliminary bombardment, use of tanks or stosstruppen during an assault, but it may use air support or a gas attack. The assault counts as a secondary battle, unless it takes place immediately after the battle in open country.
24. Peace in Winter 1914 (optional rule, to be decided at the start of the game)
24-A Military Situation
Each side evaluates it at the end of November-December 1914. The side with the most points will propose peace to the opposing side. Central Powers: 1 per great battle won at the end of September, with Germany (East & West) and Austria-Hungary. 3 if Paris is German. 1 if Lille, Minsk or Warsaw is taken (cumulative). 1 if England is neutral. 1 if Italy is at war on the Central Powers' side. Entente: 1 per great battle won at the end of September, with Russia (German and Austrian sectors) and France. 2 if Strasbourg or Metz is French (cumulative). 3 if Budapest or Berlin is Russian (not cumulative). 1 if Lemberg is taken. 1 if Königsberg or Kraków is taken or even besieged.
24-B Peace or War
In case of a lead in its favour of 3+ points, a side may propose peace to the opposing side in one of 2 forms: Conciliation: minor victory. The Central Powers, having applied the Moltke plan, demand a white peace from France and a victorious peace from Russia in Germany's favour (if other war plans were applied, it is inapplicable). The Entente demands from Germany Alsace-Lorraine in exchange for Morocco and half of French Africa, and a victorious peace for Russia in relation to Austria-Hungary. Surrender: major victory. The Central Powers, having applied the Moltke plan, demand a white peace from France and unconditional capitulation from Russia (if other war plans were applied, the demands are reversed). The Entente demands either the same compromise from Germany as in the case of conciliation, coupled with the capitulation of Austria-Hungary, or the capitulation of Germany coupled with a victorious peace for Austria-Hungary in favour of Russia.
24-C Peace Test
On a D12, peace is signed on 12+. Modifiers: point lead in your favour (minimum +3) and -2 if surrender is demanded.
25. National Will
From the end of September 1914, national will varies, including all the effects of August (pre-turn included), except a dismissal of Lanrezac or a naval battle. In the case of a naval battle, the maximum variation allowed is: +/-2 in a skirmish; +/-4 in a small battle; +/-15 in a great battle. In case of a first defeat, England loses 2 additional points in a small battle and 4 additional points in a great battle (cf. 49.2-A). The gain for a new battleship or battlecruiser takes place at the interphase in which the capital ship is completed (and not just the following turn). This gain occurs before any adjustment of the length of the war.
25-B Loss of the Capital
In case of the capture of a capital, effects are applied at the end of the turn concerned, as well as permanent effects. In 1914, the end-of-turn effects are to be applied only in November/December, even if the capital fell before then. Effects to be applied in this order at the end of the turn in which the capital falls: National Will adjustment: no effect. Parliament: D12 > toward defeatism: 3 boxes (2-6); 2 boxes (7-10); 1 box (11-12). Weariness test: +2 modifier per HQ destroyed during the year, then a +2 modifier for subsequent turns as long as the capital is not retaken. Instability test: -1 modifier on the first test. On a negative result, make a second test with a -2 modifier, or even a third test with a -3 modifier (the -2 and -3 modifiers of 1916 and 1917+ are not applied in this particular case). Social tests: -2 modifier for the capitulation test as long as the capital is not retaken. New government: no effect.
26. Interphase
26-A Production
Each power calculates its income, given by the table of the same name according to its level of civilian production, and records it on its economic sheet. Only the level of civilian production at the start of the interphase is considered, without the effect of "Switch to War Economy" political actions that succeed during this interphase. Directly subtract from the income the orange value of the lost national cities. The Entente distributes the American MUN sites as it wishes: 3 in England; 3 in France; 2 in Italy; 1 in Russia (except in winter).
26-B Strategic Redeployment
At the end of each winter interphase, on each front sector, armies may be freely redeployed, or units located at the front (within 1 hex) or units of the GHQ may be reassigned. Isolated units may not be redeployed.
[The source prints no heading or number for the following block, which covers the social tests. It is transcribed here as printed, under section 26.]
Order of social tests: strike > mutiny > revolt > revolution > capitulation. At the conclusion of each test, the VN (national will) may vary. The next test is then carried out if the new VN box calls for it. Mutiny: if the number of losses exceeds the number of units, two losses are to be assigned per unit for the excess (then losses are ignored beyond that). Combativeness tests of reduced units are made without spending PR. England: the +1 bonus of this country for social tests is ignored if submarine warfare generates penalties.
28. Trench Warfare
In 1915, all units automatically entrench at the end of their movement.
28-A Trench Level
Trenches improve by +0 (switch to Fire Doctrine) to +3 thanks to technologies. On the Russian sector, trenches are one level lower than the normal level (+0 to +2). On the Balkan, Armenian and Oriental sectors, trenches are two levels lower than the normal level (+0 or +1).
28-B Combat Advantage
The value of the trench is added to the unit's defensive potential. The Trench Table is used to resolve the combat. +2 bonus to all combativeness tests of the defender (except for the two other units to be tested in case of panic).
28-C GHQ General Artillery Reserve
Each GHQ has a special "Artillery" box in which 2 heavy artillery units (neither siege nor coastal) may be placed, only in trench warfare; these may act at each activation, on attack or on defense. They may be used several times per turn in different battles but only once per activated army. On the Western Front, these artillery units may intervene in any battle in the French or Italian sector if there is a land connection (French and Italian if the Entente GHQ is at Lyon or the Central Powers GHQ at Innsbruck) (ignore the Channel for the English GHQ at London). On the Eastern Front, they may intervene together within a radius of 3 hexes, or one at a time up to 6 hexes. Exception: on attack, the artillery reserve may not intervene if the attacking stack has moved its full movement allowance or at least 4 hexes. Engaged artillery units return to the general reserve immediately after the battle. Each GHQ may have in its normal reserve other artillery of any type, but these do not have the abilities above.
28-D Autonomous Units
They may not attack. Reinforcements, in a defensive battle, may come only from HQs or from the GHQ located at 6 hexes at most.
29. Secondary Battle
Each side may fight two secondary battles per turn and per front sector. These are the only battles possible on the Balkan, Armenian and Oriental sectors. On the other front sectors, they come in addition to a major offensive. The armies conducting these battles must be different from those conducting a main battle.
29-A Preliminary Bombardment
Use the special table. Steps B and C of the preliminary bombardment sequence in a main battle do not apply. Step E serves only to bring in artillery as reinforcements for the following battle, but not as counter-battery. The defender must spend one MUN per artillery unit involved.
29-B Secondary Battle
The general's obstinacy is counted from the first round. In case of a preliminary bombardment, the battle must last at least two rounds (even if the general has an obstinacy of 1). No political effect.
30. Great Offensive
Each side may conduct one great offensive per turn, on the French, Russian and Italian sectors only.
30-A Planning
At the end of the winter interphase, each side writes in secret, for each front sector concerned, whether there will be a great offensive in the coming year. In the case of a great offensive, its starting turn must be defined (the operation may not be launched before it), as well as the objective hex to be conquered (which must not be attacked the turn before the turn of the great offensive). The attacker chooses 2 armies, automatically coordinated, to carry out the great offensive, and may not change them as long as the main battle lasts. These 2 armies may, however, be coordinated with a third by means of a successful coordination test. If the 2 armies are of different nationalities, command goes to the general whose army has the most corps. The latter must then actually engage at least as many corps as the other army. The defender may not change the army defending the objective hex. This army may never counter-attack. No army of the main battle (attacker or defender) may make a reaction during the opposing side's turn.
30-B Obligation or Choice?
Germany: a mandatory offensive to be carried out on one of the three front sectors, at its choice. Austria-Hungary: not mandatory if an offensive takes place between Germany and Russia on the Eastern Front. France: not mandatory if an offensive takes place between Germany and England on the Western Front. England: not mandatory if an offensive takes place between Germany and France on the Western Front. If Russia surrenders, the Central Powers no longer have an offensive obligation on the Western Front for the current year (except in 1918+). If a power conducts or suffers no great offensive, it loses VN-5 at the end of the November/December turn, and a weariness test then takes place (except in 1915) with a +3 modifier.
30-C Objective Hex
French or Italian sector: any hex located directly on the front (except high mountain). Russian sector: city, fortress or 2 localities within 5 hexes at most of the front + 5 other adjacent hexes connected to the objective hex. Taking any non-targeted city is equivalent to taking the objective hex. Moreover, if Budapest, Vienna, Berlin, Petrograd or Moscow is taken, the 5 surrounding hexes may be disregarded. If the objective hex is already taken, encircled, or now too far to reach at the moment the offensive is launched, another one is chosen within 3 hexes at most of the former one (failing that, the nearest).
30-D Course of Play
French or Italian sector: at least 4 corps must attack the objective hex. Russian sector: the same, except that one must attack a hex located 5 hexes from the objective, if the latter is not at the front. This hex may change from one turn to the next. Apart from mandatory halts, only the attacker has the choice of continuing or not the offensive from turn to turn (in which case the defender's trenches return to their initial level each turn). A voluntary halt is announced at the time of the VN adjustments (at the end of the turn) or at the start of its next turn (at its choice).
30-E Mandatory Halts
Panic of an attacking corps.
30-F Victorious Offensive
The victory of a great offensive is assessed at the end of its military phase, after enemy reactions. If victorious, the attacker may continue its great offensive from turn to turn, attacking an adjacent hex either adjacent to a hex conquered during this offensive (and connected to the objective hex) or adjacent to a unit in breakthrough. A victorious attacker must halt its operation if it loses one hex (Western Front) or 3 hexes (Eastern Front) taken during its offensive, as a result of an enemy attack. If a German great offensive takes place in Mother Russia, the Russian patriotic reaction must be tested. Mother Russia includes Ukraine, Belarus, Estonia, Russia (and beyond). Mother Russia does not include Poland, Lithuania, Latvia, Finland, Moldavia, Georgia, Armenia, the Caucasus and Azerbaijan.
30-H Postponement or Cancellation of the Offensive
However, if a power has suffered a great offensive before its own begins, it may cancel it without penalty.
30-I English Auxiliary Offensive
On the French sector, if a great offensive fails (Franco-English or French), England may launch one, alone, within the 2 turns after the halt of the failed allied offensive. This secret decision is taken at the halt of the failed offensive.
[The source prints no heading for section 31; the sub-sections 31-A to 31-I follow directly from section 30.]
31-A The Great Battle (cf. 16.1 A & B)
31-B Battle Orders
The attacker secretly chooses a battle order: R > creeping barrage: -1 to enemy combativeness tests. V > waves: +1 to the attack value of the engaged friendly unit. M > hammering: +1 to the D12 of preliminary bombardment. The defender secretly chooses a battle order: L > second line: -1 to the enemy general's Breakthrough value. C > counter-attack: -1 to the attack value of the engaged enemy unit. N > scattered nests: -1 to enemy combativeness tests. The offensive and defensive tables indicate the advantages obtained by each side according to the battle orders chosen. The presence of a letter indicates that the side benefits from that advantage.
31-D Type of Bombardment
It may be normal, massive (intensity 2 or 3, at choice) or blitz. If there is no bombardment (a possible fourth choice), move straight to the battle without a lull. In the case of a blitz bombardment, or if there is no bombardment, the GHQ artillery reserve arrives only after the bombardment but before the start of the battle.
31-F Defender Reinforcements
The defender may bring into the front line 3 corps on the Western Front and 2 corps on the Eastern Front (respecting the stacking limit) from: the reserve of the attacked HQ; the GHQ reserve; a stack of the same army at most 3 hexes away (leaving at least 1 corps in place). On the Western Front, the GHQ reserve may intervene in any battle in the French or Italian sector if there is a land link (French and Italian if the Entente GHQ is at Lyon or the Central Powers GHQ at Innsbruck) (ignore the Channel for the English GHQ at London). In the case of a blitz bombardment, or if there is no bombardment, the defender receives 1 reinforcement corps (on an even result) or nothing (on an odd result).
31-G Bombardment
In the case of a normal or massive bombardment, the attacker adds the fire value of its artillery, then divides this total by the number of the defender's front-line corps (result rounded up). In the case of a blitz bombardment, the attacker adds the fire value of its artillery without division. Mountain: one column shift to the left (penalty).
31-H Result of the Fire
The affected corps are chosen at random. If the losses to be distributed exceed the defender's front-line corps, the excess is to be distributed up to 2 losses per corps (ignored beyond that). A unit "repulsed" or "disorganized" remains exceptionally fit for combat. The reduction of trenches applies after the losses and for the whole battle. The original trench level is restored at the end.
31-I Ammunition
Attacker (per artillery unit): 1 for normal; 2 or 3 for massive; 3 for blitz. Defender (per artillery unit): 1 regardless.
32. Main Battle
32.1 Start of the Battle
32.1-A Engaged Combat Unit (cf. 16.2-A)
32.1-B Gas Attack
The "Artillery Gas Fire" table is used only in the 1st round of the battle. It confers a bonus to the attack value of the attacking units in each sub-battle, which decreases by 1 per following round (until it is nil). Aviation on an observation mission during the preliminary bombardment may be reused by making a new observation test.
32.1-C Tactical Air Support
A fighter or bomber of the attacker or of the defender (2 if the "tactical support" tactic is possessed) may intervene per sub-battle, unless it has already been used for an observation. A successful mission confers +1 to the relevant combat value for the duration of the battle.
32.1-D Special Uses
The appropriate combat tactic and any necessary technology must be possessed: infiltration; creeping barrage; combined arms; defence in depth.
32.1-E Force Differential (cf. 16.3)
32.1-F D12 Bonus/Penalty (cf. 16.4)
32.1-G Combat Resolution (cf. 16.5)
32.1-H Reinforcements (cf. 16.6)
32.1-I Retreat (cf. 16.7)
32.1-J Victory (cf. 16.1-C)
32.2 Lull
32.2-A Restoration of Reduced Units
CORPS DISORGANIZED DURING THE FIRST 4 ROUNDS OF THE BATTLE AUTOMATICALLY BECOME OPERATIONAL AGAIN. England: VN-1 per corps destroyed from the "Home Garrison".
32.2-B Defender Reinforcements
Two corps or artillery units in the front line (rule 31-F applicable). The defender may also redeploy its front-line units between the sub-battles.
32.2-C DEFENDER LOSSES
Normal bombardment: 2 losses (even); 3 losses (odd). Massive bombardment: 3* losses (even); 4* losses (odd) (* one combativeness test). Each loss is distributed at random over different corps if possible (otherwise 2 losses per corps at most) and is recorded.
32.2-D Attacker Reinforcements (rule 31-F applicable)
THE ATTACKER MAY REDEPLOY ITS UNITS BETWEEN THE FRONT LINE, THE REAR AND THE RESERVES (HQs & GHQ). The attacker may also redeploy its front-line units between the sub-battles.
33. Political Effects
The success or failure of a Great Offensive has a direct impact on National Will (VN).
THE GAIN OR LOSS OF VN TAKES PLACE AT THE END OF THE TURN IN WHICH THE OFFENSIVE IS VICTORIOUS. ON THE RUSSIAN SECTOR, HOWEVER, IF THE GREAT OFFENSIVE CONTINUES (CF. 30.F), THE VN GAIN MAY BE ADJUSTED UPWARD IF OTHER CITIES ARE TAKEN. French sector: +10 (no breakthrough); +12 (limited breakthrough); +15 (major breakthrough). Italian sector: +5 (no breakthrough); +8 (limited breakthrough); +10 (major breakthrough) (+15 for Italy). Russian sector: +5 (no city taken); +8 (1 city taken); +10 (2+ cities taken) (+15 for Russia). The attacker also ignores the VN effects of its military losses on this front during this turn. In case of attacking armies of several nationalities, the gain goes to the country providing the command, the other country receiving VN+4.
33-B Defeat of the Attacker
The gain or loss of VN takes place at the end of the turn in which the offensive is halted. Attacker: VN loss whatever the front sector: -4 in 1915 and 1916; -9 in 1917; -12 in 1918+ (additional penalty for the duration of the great offensive: -1 per turn). Weariness test from 1916 onward. In case of attacking armies of several nationalities, the loss goes to the country providing the command, the other country receiving VN-4. Defender: VN+5 (+10 for France against the Germans, when defending a city or fortress without allied reinforcements). The defender also ignores the VN effects of its military losses on this front during this turn.
34. Weariness Reaction
When a major power ends its Great Offensive, it may suffer a counter-shock in VN.
34-A Cases of Weariness
Loss of the capital of a major power. 1915+: Major defeat following an enemy Great Offensive: loss of a city + 5 hexes on the Western Front; loss of a city + 10 hexes on the Eastern Front (the major defeat is assessed at the end of the turn). 1916+: Failure of the Great Offensive launched by a major power, except for the Central Powers on the Eastern Front if the halt of the Great Offensive is voluntary and the weather was "Fair Weather" throughout. Western Front: France tests if it has launched or suffered no Great Offensive and England has launched and failed its own. 1918+: on the French sector: France tests in case of a halt (voluntary or not) of its Great Offensive, even a victorious one (unless the Nov/Dec deadline applies or Alsace-Lorraine has been retaken), or if no Great Offensive has been launched before September inclusive. Germany tests in case of a halt (voluntary or not) of its Great Offensive, even a victorious one (unless the Nov/Dec deadline applies), or if no Great Offensive has been launched before September inclusive. Major defeat following an enemy Great Offensive: loss of 2 national cities (then a new test for each new national city lost during the same year).
34-B Exceptions
Central Powers: no weariness test if Germany occupies Paris. Entente: no weariness test if the Entente occupies Berlin. France: no weariness test if Strasbourg and Metz are taken. Russia: no weariness test if Budapest or Vienna are taken. United States: never a weariness test.
34-C Weariness Test Addendum
The counter-offensive modifier also applies if the enemy launches and succeeds in a Great Offensive. The bonus for the year 1916 does not apply if the capital of the power is occupied (Moscow & Petrograd for Russia). Additional modifiers: revolution > +1; failure of a great offensive (on attack) or major defeat (on defense) > +1; no great offensive carried out or suffered this year > +3 (1916+).
34-D Effects
Parliament: 1 box toward defeatism (in 1918+, directly into the defeatist box). National Will: directly into box 20 (unless VN is already in the unstable zone), then loss of a D12 with an instability test. Social tests: an additional -1 modifier except for capitulation. Stosstruppen: the power may neither receive nor produce them until the end of the current year. Central Powers: if Germany shows weariness, Austria-Hungary and Turkey apply effects 1, 2 & 4 above (the 3rd effect applies only if their respective VN was outside the unstable zone at the time of the German weariness test). Moreover, the VN modifier of the combativeness test of minor countries becomes -1.
35. Patriotic Reaction
35-A Conditions & Test
When a major power is defeated on its territory, either by an enemy Great Offensive or by the loss of a city or a fortress (even via a Secondary Offensive), a patriotic reaction may occur on 9+ on a D12 (modifiers: -2 capital lost; + ? event).
35-B Effects
National Will: directly into box 35. Parliament: 2 boxes (2-8), 3 boxes (9-10) or 4 boxes (11-12) to the right (modifier: + ? event). Civilian Production: decrease of 1 box (odd) or 2 boxes (even) (without effect on VN).
36. Military Doctrines
Each country possesses a military doctrine which determines in particular the combat table to be used. It represents the dominant mode of military thinking and serves to discover new combat tactics. Each country begins in Movement Doctrine. France additionally possesses a combat tactic "le choc à outrance" (the all-out shock).
36.1 Movement Doctrine
Advantages: The defender, when it retreats at the end of a combat round, may exchange a loss on its engaged unit for one additional retreat hex (i.e. 2 hexes if the result is normal, 3 hexes if it is in bold on the combat table) (exception: the result "E" cannot be reduced). During the opposing side's turn, enemy units in movement may be intercepted. The defender may reinforce itself via adjacent units before a battle. The defender, victorious in a battle, may launch a counter-offensive on the hex from which the attacker came. An army may make a strategic retreat toward the rear to reform a unit at no cost. France only: on plains, the fire of French corps is +1 (a city/locality not being a terrain in its own right, take the surrounding terrain of the same hex). Disadvantages:
Prohibition on entrenching. Artillery is worth only 2 in support (except in siege fire against a besieged fortress). France only: in forest, marsh and mountain, the fire of French corps is -1 (unless this value is +1 originally) (a city/locality not being a terrain in its own right, take the surrounding terrain of the same hex).
36.2 Transition to Fire Doctrine
36.2-A October 1914
Partial evolution toward trench warfare. At the end of September 1914, each side secretly draws one of its six numbered markers for each front (East & West). If the number is even, each side secretly decides whether to switch to trenches or to remain in movement in October. If a side has opted for the switch to trenches on a front, the following effects apply: The Trench Table becomes the new combat table when the side is defender in a battle. The combativeness test table nevertheless remains the one used in movement warfare. The side is henceforth limited to 2 voluntary attacks per front sector. Battles following an enemy interception do not count. In case of a reaction during the opposing side's turn, only one battle is authorized for the activated army. In case of a breakthrough, there is no limit to the number of battles. To intercept, the defender must obtain an even result on a D6 at each attempt. If the attacker is still in movement warfare, it suffers a -1 modifier to its combat D12.
36.2-B November-December 1914
Partial evolution toward trench warfare, continued. The switch to trench warfare is automatic for everyone. The October effects apply, plus: The defender's ZoCs are rigid. The defender has a +1 bonus to its combativeness tests. If a front line is not clearly established at the end of the turn on a given front sector, the front of a power is considered to be the position of its most advanced supplied units facing the enemy. If there are empty hexes between the friendly front and the enemy front, these hexes form a "no man's land" in January-February 1915 and may not be taken by simple movement during that turn. The front must absolutely be formed at the end of the January-February 1915 turn. If it is not, one of the sides may consider the hexes still in dispute as conquered as soon as it enters them in March-April 1915.
36.3 Fire Doctrine (1915+)
Advantages: The attacker may carry out a preliminary bombardment before the battle. The attacker may launch one Great Offensive per year on the French, Russian and Italian front sectors. The combat table used is the Trench Table. The defender has a trench bonus of 0 to +3 added to its defensive potential. The defender has a +2 bonus to its combativeness tests. Disadvantages: The French tactic of the shock is definitively abandoned. No longer applicable: retreat before combat (cf. 16C); interception (cf. 13); enemy reinforcement (cf. 14); counter-offensive (cf. 18); strategic retreat (cf. 19). Limit per turn and per front sector of 2 secondary battles plus one main battle (in case of a Great Offensive). Breakthrough is harder to obtain.
36.4 Transition to Combined Doctrine
From 1916, in the reinforcement phase, each side may designate a major power to attempt to switch to Combined Doctrine. A result of 12+ on a D12 is needed, with the following modifiers: +1 per turn in 1918+ +1 per following tactic acquired in a previous turn: infiltration, blitz bombardment, combined arms, air support. +1 for the technology "Stosstrüppen C". +3 per victorious battle (hex taken) on the French sector. -1 per failed transition test. In addition, a Great Offensive must necessarily be launched or continued, the main battle being able to include only the power's national units in Combined Doctrine. When a switch to Combined Doctrine takes place, all major powers and minor countries of both sides will automatically switch to it the following turn.
36.5 Combined Doctrine
36.5-A Advantages & Disadvantages
Advantages: The first major power in Combined Doctrine has +1 to the combat D12 for one turn on attack. +2 bonus for learning combat tactics. A Great Offensive may be launched at any time without prior planning, and the objective hex may be changed freely each turn. However, the success of a Great Offensive no longer forces the halt of the enemy's Great Offensive. During a main battle, in the case of a normal or massive bombardment, there is no longer any lull: the battle always lasts up to 10 rounds, with the attacker's obstinacy counted from the 5th round. Blitz bombardment is more effective. Interception possible against units "in movement". Disadvantages: Units "in movement" defend with a trench level of -1. The defender may, on its own turn, make a counter-attack from the hex attacked during a Great Offensive. During a reaction, one may not reactivate an army that has already attacked on its own turn, nor take command of its units (because of the moral wear of the units at this stage of the war).
36.5-B "Static/Movement" Status
When a stack moves or attacks, it is in movement (marked by a round marker). A stack may become static again (at the player's choice) if it does not move or attack during its next turn. In movement: The stack may intercept (cf. 13): it has no trench bonus in defense. The intercepted stack may not carry out a preliminary bombardment. The battle is secondary but is not counted toward the front sector limit. The general's bonus/penalty is again permitted up to +/-2. The stack defends with a trench level of -1 (min. 0). Static: The stack benefits from all the trench rules.
36.5-C Attacker and Defender Reinforcements
3 hexes or fewer from the battle: normal reinforcement rules. 3 hexes or more from the battle: reinforcements arrive only in odd rounds, and the GHQ general artillery reserve only in the 2nd round of battle, except in the case of a normal or massive bombardment (no restriction). On the Eastern Front, the maximum distance remains 6 hexes for HQ or GHQ reinforcements.
36.6 Belgium and Serbia
Belgium: same doctrine as England. Serbia: same doctrine as Russia.
37. Combat Tactics
37-A Acquisition by a Country
In Fire or Combined Doctrine, at the start of the year, each player secretly chooses a tactic to acquire. In the reinforcement phase of each turn, each side may make an acquisition test or wait (the side with the initiative on the Western Front making its test first). The tactic is acquired for a designated major power (except Turkey) on 12+ with a modified D12. Modifiers (according to the current year): +1 per turn (January/February included). +1 if the power has suffered 20+ losses. +1 if the power has been defeated during a Great Offensive. +1 for the first test of the year (whichever side, unless each side makes the test in the same turn). +2 if the opposing side's first test of the year failed (unless there was a test by oneself in the same turn). +1 per particular technology* +2 in Combined Doctrine. -1 per failed test. -2 for these tactics: blitz bombardment, infiltration, air support, combined arms, defence in depth. -4 to acquire the second tactic of the year.
- Particular technologies: Combat Gas (+3): chlorine; phosgene; mustard. Blitz Bombardment (+2): flamethrowers; light machine guns. Infiltration (+3): heavy tanks; stosstruppen or assault troops; flamethrowers. Air Support (+2): aerodynamics; manoeuvrability. Defence in Depth (+2): anti-tank guns (Entente 2 counters). When a tactic is acquired, the side concerned secretly chooses a second tactic to acquire. If the opposing side was seeking the acquired tactic, it may attempt to acquire it before its automatic learning. Only 2 tactics may be acquired per year for both sides together. In November/December, if only one tactic has been acquired, one side automatically obtains its noted tactic (even: Entente; odd: Central Powers).
37-B Learning by the Other Countries
A tactic acquired by a country is automatically granted to the other countries with a delay of: Entente: 1 turn between these countries: France, England, Italy, United States, Belgium, Holland, Switzerland. 2 turns between these countries and Russia (and vice versa). 3 turns between these countries and Turkey or the Balkan minor countries. Central Powers: 1 turn between these countries: Germany; Austria-Hungary; Italy; Belgium; Holland; Switzerland. 3 turns between these countries and Turkey or the Balkan minor countries. Opposing side: 3 turns for all enemy countries.
37-C Massive Bombardment
During a preliminary bombardment, this tactic gives a shift of 1 or 2 columns at the cost of 2 or 3 MUN depending on the intensity chosen. This tactic is incompatible with: blitz bombardment; creeping barrage; infiltration.
37-D Combat Gas
Using this tactic requires the technology of a gas (any one) as well as an artillery unit. Gases are used in the following order: chlorine; phosgene and mustard gas. As soon as one gas has been used, the next may be used the following turn. A combat gas has 2 concomitant uses: Preliminary bombardment: permanent bonus +1. Battle: decreasing bonus (-1 per round) to the attack value (cf. "Artillery Gas Fire" table). A gas may be used for 3 turns before becoming obsolete for this use. The number of battles in which a gas may be used is limited per turn to the number of active "gas" sites of the power. The default value of each power is ½ (when no site is active), allowing the use of a gas in a single secondary battle. The very first use of chlorine gas causes a terror test for the enemy during step A of the battle (after the preliminary bombardment). In case of limited use, a single defending unit (at random) tests. A diplomatic penalty of one box applies with the United States and England (if still neutral). In case of massive use, all defending units test and, on 8+, all attacking units too. HQ and reserve units are not affected. A diplomatic penalty of two boxes applies with the United States and England (if still neutral). Terror translates, for the defender, into a combativeness test with a special bonus in place of the trench bonus (the other bonuses/penalties apply normally). The attacker, for its part, makes normal combativeness tests. A corps thus "repulsed" remains fit for combat.
37-E Blitz Bombardment
During a preliminary bombardment, this tactic requires 2 or 3 artillery units (of any type) with a total fire of 6+ at a cost of 3 MUN per artillery unit. The total fire of the artillery units is not divided by the number of the defender's corps. Before the preliminary bombardment, the defender may send only one reinforcement unit (not 3) into the front line, and only on an even result on a D6. The defender's GHQ artillery reinforcements may act only in the 1st round of the battle. Only the artillery of the defender's HQ may immediately act in counter-battery. During the battle, there is no lull. In Combined Doctrine, 2 blitz bombardments may be made with 2 different artillery groups. Only the better result is kept. All artillery units are taken into account to determine artillery superiority. This tactic is incompatible with: massive bombardment.
37-F Creeping Barrage
The artillery units used for the blitz bombardment (the only preliminary bombardment authorized with this tactic) may be reused for the creeping barrage, which requires 2 artillery units of any type (one in support, one in creeping barrage) per battle or sub-battle (cost: 1 MUN per artillery unit). Tactic forbidden in mountains. At each round of the battle, the artillery in creeping barrage fires on the engaged enemy unit. The attacker may stop its creeping barrage at any time during a sub-battle and continue that sub-battle normally. Procedure: step D. of the battle > one D12 per sub-battle, before the combat round, modified by: +1/-1 if siege artillery on attack/defense in this sub-battle. +1 Nivelle at the GHQ. +1 if battle order R for the attacker. +1 per victorious Great Offensive if the objective hex was taken using the creeping barrage throughout the battle (bonus acquired from the official announcement of the Great Offensive's victory) (max +2). -1 per loss of fire cohesion (when no result is obtained) (cumulative and differentiated by sub-battle). -1 if battle order P for the defender. -1 if a defender's fortress is present. -1 if the defender has the "defence in depth" tactic. Results: 8 or less > loss of fire cohesion: no effect. 9 to 12 > before combat: enemy trench reduction "r2" just for the combat; after combat: aggravation of losses, whereby 0 or ½ becomes 1; 1 becomes M; M becomes 2; 2 becomes E. 13+ > before combat: enemy trench reduction "r3" just for the combat; after combat: aggravation of losses, whereby 0 or ½ becomes M; 1 becomes 2; M or 2 becomes E. This tactic is incompatible with: infiltration.
37-G Infiltration
This tactic uses either stosstruppen (or Entente assault troops) or tanks (not both at once) to reduce enemy trenches during a great battle (only). At least one unit per sub-battle is required from the 1st round. The only type of preliminary bombardment authorized is the blitz bombardment. Procedure: step D. of the battle > one D12 per sub-battle, modified by: General modifiers: +1 if the general has the @ symbol or a tank. +1 per victorious Great Offensive if the objective hex was taken using infiltration throughout the battle (bonus acquired from the official announcement of the Great Offensive's victory) (max +2). +1 in 1918+ -1 against German trenches (unless provisional). -1 if battle order P for the defender. -1 if a secondary battle. Stosstruppen modifiers: +1 technology "light machine guns". +1 technology "Stosstruppen B" (Germany only). +1 technology "Stosstruppen C" (Germany only). -2 if the defender has the "defence in depth" tactic. Tank modifiers:
- ? tank value. -1 if the defender has the "defence in depth" tactic. This tactic is incompatible with: creeping barrage.
37-H Tactical Air Support
This tactic lowers the air support index by one box and allows 2 aircraft per sub-battle to be used in tactical support instead of only one.
37-I Defence in Depth
This tactic requires that infiltration has already been used. In addition, a test below the reaction value of the commander-in-chief must be passed to apply this tactic the first time (the test is valid for a whole side). In case of failure, it must be tried again in a later turn during a defensive battle. Effects: Normal or massive bombardment: -2 to the D12. Blitz bombardment: -1 to the D12. Creeping barrage: -1 to the D12. Infiltration: -2 to the D12 for stosstruppen and -1 to the D12 for tanks. Stosstruppen: no more encirclement battle after victory in the 1st sub-battle or a major breakthrough. Secondary battle: the defender's losses during the preliminary bombardment are limited to 2.
37-J Combined Arms
If a fighter in tactical support is used together with a tank or assault troops, there is a +1 bonus to the attack or defense value. Likewise with a tank and assault troops.
38. Stosstruppen
38-A Counters
The "Stosstruppen" counters are markers with two bonuses per side, one in attack and one in defense. Each marker is placed on an intact infantry (or mountain) corps that did not fight the previous turn. The unit then becomes an "assault corps" with elite morale.
38-B Capabilities
Assault corps ignore rigid ZoCs. An assault corps generates an encirclement battle, unless the defender has the "defence in depth" tactic, when: it wins a sub-battle, the encirclement bonus applying in the second sub-battle for the following rounds. it advances and takes part in a new battle during a major breakthrough (unless a fortress is present).
38-C Losses Suffered
1 loss: the corps and the marker are flipped to the reduced side (a reduced assault corps may be restored to full strength with 2 PR in the reinforcement phase). 2 losses or M: the corps loses its marker, unless there is an exploit on the combativeness test.
39. Tanks
39-A Restrictions
Each side has its own tank value, the difference between it and the other side may not exceed 2 (example: one side obtaining a value of 3, the other side, which was at 0, automatically goes to 1). A tank is ineffective in mountains or marsh: value nil; no infiltration possible. A tank alone, without a supporting corps, has no support value.
39-B Support Value
On attack: the support value is the lower of the one given by the test and the one printed on the counter. To carry out the value test, at least 2 tanks are needed in a main battle or 4 tanks in a secondary battle (the latter must last at least 4 rounds); otherwise the tanks have the value previously obtained (or 0 if none). These tanks must be engaged from the 1st round of battle (then progressively, replacing losses). The value of tanks is determined at step E., once per turn and per side, even if tanks take part in several battles (exception: during a Great Offensive, the value of tanks remains identical from one turn to the next). On defense: the support value is always 1, without a test. A tank gives its support value to the engaged unit, in addition to artillery support, provided that a corps of the same nationality is in its stack at the start of the battle.
39-C Use
Once engaged, a tank may not be disengaged from one round to the next. On the other hand, if a tank is destroyed, it is compulsory to replace it only to respect the minimum number of tanks to be engaged according to the battle. If the engaged unit suffers a loss, consult the tank destruction table: if a D6 is greater than or equal to the number indicated > tank destroyed.
39-D Reserve & Breakthrough
Light tanks: May be placed in HQ or GHQ reserve (without counting against the reserve capacity). May break through on the flank or in depth. Heavy tanks: May be placed in HQ or GHQ reserve (without counting against the reserve capacity). May break through on the flank. In GHQ reserve, they may not serve as reinforcements during a battle.
40. Political Actions
40.1 Government, Parliament & Press
40.1-A Government
The government decides the political actions to be carried out by its country during each interphase, with greater or lesser efficiency depending on the political regime and the national parliament. There are 4 political regimes: Autocracy (Russia & Turkey); Constitutional Monarchy (Germany & Austria-Hungary); Democracy (France, Italy, England & USA); Communism (non-existent at the start). At the end of a turn, if VN is in the unstable zone, a new government may be appointed to raise VN, at the risk of weakening the parliament.
40.1-B Parliament
Parliament exists only under democracy and constitutional monarchy. Under an autocratic or communist regime, the parliament marker represents the state of mind of the people.
40.1-C Press
All powers institute press censorship from the start of the war. The press becomes free only after a revolution if the new regime is democratic or monarchist.
40.2 Political Actions
Each power secretly notes the political actions it will attempt (max > value in the upper right box of the VN), then reveals and tests them. Action A2: the general is placed on a designated free HQ after the success of the political action.
Action A9: (from winter 1914) except against a general who was victorious in a Great Offensive of the current year (on attack or on defense). Action A16: the dismissed commander-in-chief is removed from the game, unless an exception applies.
40.3 Exceptional Actions
40.3-A Blockade of the Neutrals X1
Only England may choose this action (once per interphase), if it has already set up the blockade of the Central Powers. Success > 8+ (modifiers: +1 submarine warfare; +2 same to excess; +/- ? Parliament). On success: -2 modifier for the Central Powers on the blockade table. Diplomacy Holland, Denmark, Norway and Sweden: each rolls a D6 > +1 box on 1-2; +2 boxes on 3-4; +3 boxes on 5-6. Diplomacy USA: +2 boxes automatically. National Will effect: +1 on success; -1 on failure.
40.3-B Submarine Warfare X2
Only Germany may choose this action (up to two times per interphase) in order to inflict merchant losses on England. The first time, Germany attempts to obtain restricted submarine warfare. On success, it may attempt this action again (including during the same interphase) to obtain unrestricted submarine warfare. Success > 7+ for restricted; 9+ for unrestricted (modifiers: +1 blockade of the Central Powers; +2 blockade of the Neutrals; +2 in 1917+; +/- ? Parliament). On success: Placement of the German U-boats in the North Atlantic on the trade box. Consultation of the submarine warfare table at each following interphase. Diplomacy Holland, Denmark, Norway and Sweden: each -1 box under restricted warfare; each rolls a D6 under unrestricted warfare: -1 box on 1-2; -2 boxes on 3-4; -3 boxes on 5-6. Diplomacy Greece & Portugal: -1 box per level of submarine warfare. Diplomacy USA: -2 boxes per level of submarine warfare. National Will effect: +1 on success; -1 on failure.
40.3-C Convoy Organisation X3
Only England may choose this action (once per interphase), after unrestricted submarine warfare has been set up. Success > 10+ (modifiers: -1 in 1915; +1 per 30 EP lost by U-boats in this interphase; +1 if USA is at war). On success, the Entente's trade zones are henceforth organised into convoys. National Will effect: +1 on success; -2 on failure.
40.3-D Change of Political Regime X4
Only Russia may choose this action (once per interphase), in order to pass from Autocracy to Constitutional Monarchy, except in case of revolution. Success: 11+ (modifiers: -1 Rasputin in play; -1 Nicholas II at the GHQ; +/- ? Parliament). On success: Nicholas II may not be appointed to the GHQ or ceases to be; the Grand Duke returns to or remains at the GHQ. Rasputin no longer has any influence and is removed from the game. The events "Tsar at the GHQ" & "Rasputin" become their alternative event. The -1 Russia modifier is cancelled if National Will enters the unstable zone (if the front is calm). "Strike" event: Russia no longer has a 1 in 2 chance of a strike if a Western power draws it. Moreover, loss of a D6/2 instead of a D12 if the Russian front is calm. +1 bonus to the Central Powers for obtaining a separate peace with Russia. On failure, an automatic strike takes place and the Russian "parliament" moves one notch toward defeatism. National Will effect: +5 on success; -5 on failure.
40.3-E General Government of Poland X5
Only Germany may choose this action (once per interphase), in order to create a satellite Polish state if Warsaw, Lodz, Lublin and Brest-Litovsk are conquered. Success: 9+ (modifiers: +1 Russian Poland entirely conquered; -1 Nicholas II at the Russian GHQ; +/- ? Parliament). On success: VN-2 for Russia. Free appearance of the German corps "Polska", which acts only on the Russian sector. If it becomes reduced, it returns to full strength without spending PR in the following reinforcement phase. National Will effect: +1 on success; -1 on failure.
40.3-F Recognition of Bulgaria's Rights X6
France, England or Russia may choose this action (once per interphase) in order to recognise Bulgaria's rights to Macedonia and Thrace. Success: 7+ (modifiers: +/- ? Parliament). On success: Bulgaria is no longer pro-Central Powers when its diplomatic level is between -4 & +4. Diplomatic box penalties on: Greece +1D6; Turkey +2 if 3-6 (D6); Italy +1 if 4-6 (D6). National Will effect: +1 on success; -1 on failure.
41. Diplomacy
41.1 Embassies
41.1-A Embassy Points (AMB)
The AMB capital is received once a year at the winter interphase and consists of a fixed amount and a geopolitical variable (cf. Annex). In addition, at each interphase (even in winter), a power may buy additional AMB at a cost of 5 EP per AMB. If a power is entitled to 1 AMB, it receives a "1" counter. If it is entitled to more, it receives them in at least two counters. AMB with value 0 are decoys. Each power may receive 1 per interphase. The number of AMB counters is limited.
41.1-B Composition of Stacks
Before placing AMB, each player secretly prepares its stacks of 2 AMB at most (value or nationality irrelevant, decoy included).
41.1-C Placement of Embassies
The order of placement is determined by a D6 (even: Entente; odd: Central Powers). The AMB are then placed face down under the diplomatic markers of the targeted countries (including its own country). One may "make change" with an AMB already placed. Placements made may only be increased afterward. As long as no diplomatic action takes place, the AMB remain in place (2 counters per side at most).
41.2 Diplomatic Actions
41.2-A Diplomatic Actions
Each turn, each side may attempt a diplomatic action with a country where it has a non-decoy AMB, in the following order: even Entente; odd Central Powers. Each side then reveals all its AMB in that country before removing them from it. A D12 is used with the diplomacy table (Central Powers AMB - Entente AMB), modified by various cases (cf. Annex).
41.2-B Promises
From 1915+, promises may be made to Italy or Romania. They are made in secret at the start of the diplomatic phase and are revealed before the resolution of the actions concerned.
41.2-C Alignment of Countries at Peace
Each power or country at peace has an alignment with respect to each side: pro-Central Powers, pro-Entente, neutral or isolationist.
41.2-D Diplomatic Level
Each country has a diplomatic level represented by a marker on the diplomatic track. Each time a diplomatic action is attempted, the country's marker may move, either negatively toward the Entente or positively toward the Central Powers. The marker may also move following certain political actions or particular events.
41.3 Special Cases
41.3-A Entry into the War in August 1914
It is forbidden to declare war on Italy or Turkey in August 1914.
41.3-B Entry into the War after August 1914
A major power may declare war on a country at peace at the start of its turn. The target country becomes a member of the opposing side, and its mobilisation is carried out at once. The diplomatic reactions of other neutral countries linked to the involuntary entry into war of the victim country are ignored. The declaring country may not attack in the same turn. It may only invade empty hexes of enemy territory. The victim country, for its part, may neither attack nor invade on its turn.
42. Technologies
42-A Technology Counters
Each side has its own technology counters. Those whose date is later than the current year are placed in the draw pile only at the winter interphase preceding the year indicated.
42-B Sequence
Each side carries out its research simultaneously during the technology phase each turn, as follows: Technological investment advantage (cf. 42-C). Draw of 2 tech counters from October 1914, only one being kept and placed face down in box 0 of its side's technology track. A side may have at most 5 tech counters on the track. In this case, no new tech counter may be drawn. Choice of a tech counter on its track (leaving it face down) and of the power of its side carrying out the research test. Advance of a tech counter of its choice by one box on the track (cf. 42-E).
42-C Technological Investment
Each side may invest 40 EP per interphase (from winter 1914) to speed up research. This investment must be spread among all the major powers of its side (except Turkey), with a minimum contribution of 5 EP (Italy is limited to 10 EP maximum). The effects are then determined each turn: 1-2: draw of a second tech counter (this draw is made normally > 2 counters, one of which is rejected). 3-5: entitlement to a second research test (on a tech counter different from that of the first test). 6: an additional advance of one box for a tech counter.
42-D Research Test
A research test succeeds on 9+ with a D12. The modifiers are:
- ?: value of the research box where the tech counter is located. +1: "Deutsch Tech" tech for the Central Powers. +1: "Chemistry" tech for the Entente (gas only). Success: the technology is discovered by a major power of its choice (except Turkey), which keeps the tech counter secret and may use it at any time. Failure: the technology is not discovered. Its counter advances one box on the track (maximum box +3).
42-E Technological Advance
Each side may advance by one box a technology of its choice (even one that moved following a failed research test), up to box +3. In case of technological investment, the additional advance may apply to the same tech counter (a possible advance of 3 boxes).
42-F Revelation of a Technology
A major power holding a technology may reveal it at any time in order to obtain its effects, by placing its counter visibly in box T0. The other powers of the same side will benefit one turn later. At the start of each following turn, this counter is advanced one box up to the "Public Techs" box. At that moment, the opposing side obtains this technology, if it has its counter (same number) on its technology track or if it draws it, and this without any research test to make. In case of a draw, the counter is kept because the technology is acquired, and the other counter is to be placed on the track. Technologies improving trenches ("Mortar A"; "Mortar B"; "Land Mines") are automatically known to the opposing side, once public, without need to draw or possess them. Certain technologies that have become public are not acquired by the opponent: "Tanks" (heavy & light) and the technologies specific to each side.
42-G Obsolete Technologies
When a side draws a tech counter that it already has in the "Public Techs" box, it sets the counter aside without returning it to the draw pile. No other counter is drawn in its place.
43. Aviation
43-A Assignment to Armies
Each air unit is assigned to an HQ (1 fighter & 1 bomber/zeppelin) or to the GHQ (2 fighters & 2 bombers/zeppelins, including 1 fighter & 1 bomber/zeppelin of foreign origin). Before carrying out a mission, each air unit may change its assignment on the same front, according to its range, during the military phase of its side. An air unit may go beyond its range or onto another front, but may then carry out no mission in the same turn. If the HQ or the GHQ moves by rail, the aircraft follow (transport cost: 1), regardless of distance. If an HQ or the GHQ is destroyed, its assigned air units are redeployed to another HQ (in range) or to the GHQ.
43-B Fighter Group
Formation of 4 fighters (maximum) in an enemy hex. 2 bombers/zeppelins (maximum) may accompany them (placed behind in case of air combat). The other side may send a fighter group to intercept in the same hex. Once the air combat is resolved, the surviving aircraft of each side may carry out, in this hex, missions chosen at that moment. An aircraft may act only once per turn of play of a side.
43-C Interception
Possible only when the Fighter index has reached -4. The interception hex must be within range of all the intercepting fighters. Bombers/zeppelins may also accompany the interceptors (placed behind). One may also "intercept" a hex attacked by the opponent in order to carry out tactical support there, in the absence of any enemy aircraft.
43-D Air Indices
Each side has 4 air indices: Fighter; Speed; Reconnaissance & Tactical Support. They develop through technologies and modify the values of the aircraft. The Fighter index (from -5 in 1914 to +3) is added to the attack value of the air unit. The Speed index (from -3 in 1914 to +3) gives the side with the better index a +1 bonus (or a -1 penalty to the opponent, at its choice) to the D12 during an air duel. If the campaign is played, an air technology may be chosen and found from October 1914, but it will apply only from January-February 1915.
43-E Air Combat
Attacking or retaliating is impossible as long as the Fighter index of its side has not reached -4. Moreover, no air combat may take place in 1914. An air combat takes place during an enemy interception and is fought over 2 rounds. In each round, the aircraft are lined up face to face in secret then revealed, causing as many air duels as there are opposing aircraft. The side having surplus aircraft may place them in excess against opposing aircraft (free choice), or keep them out of the air combat so as to be able to carry out missions afterward without the air combat penalty. Air duels are resolved simultaneously. A side may not have more than one speed penalty against several enemy aircraft. At the end of the 1st round, aircraft may voluntarily break off the combat and rejoin their HQ or GHQ. At the end of the 2nd round, if a side still has fighters, it may attack the enemy bombers. The combat lasts a single round and the enemy fighters are ignored. At the end of the air combat, the surviving aircraft may carry out a mission or rejoin their HQ or GHQ.
43-F Special Features
Zeppelins: invulnerable to fighters as long as the "High Altitude" technology is not known to the Entente. Fighters: may carry out a mission on their own turn and a mission during the opposing turn.
43-G Reconnaissance - Observation
Each aircraft may carry out reconnaissance or observation (not both at once). Reconnaissance serves to discover the number of corps in the enemy front-line stack (not those in reserve), before the possible choice of the type of preliminary bombardment. The reconnaissance index (from +3 in 1914 to -1) modifies the D6 during the test. In 1914, success on 1 only with a D6, whatever the weather. Observation grants a bonus valid for all types of artillery fire. In 1914, observation concerns only siege fire against a besieged enemy fortress. Success on 1 only with a D6, whatever the weather.
43-H Tactical Support
Possible when the Fighter index has reached -4, and only by fighters and bombers (not zeppelins). A successful tactical support grants a +1 bonus to the combat value (offensive or defensive) of the engaged unit for as long as the battle lasts. In a great battle, 2 aircraft are needed to have the bonus in each sub-battle. The Tactical Support index (from +3 in 1914 to -2) modifies the D6 during the test. The combat tactic "Air Support" allows 2 aircraft to provide tactical support in the same sub-battle, giving a +2 bonus. Moreover, this tactic improves the tactical support index by 1 point.
43-I Strategic Bombing
Possible when the "Light Bombs" or "Heavy Bombs" technology is known, with a group of 1 or 2 bombers (or zeppelins). No interception is possible if its side has the better speed index; otherwise 1 chance in 2 of being intercepted. Zeppelins are untouchable as long as the Entente does not have the "High Altitude" technology. However, in 1918, zeppelins have a 1 in 2 chance of being destroyed during a strategic bombing. This mission is resolved like a tactical support, and on success a hit is received by the city, which will cost 2 EP at the next economic interphase, before being removed.
43-J Naval Aviation
A naval aircraft (anchor symbol on the counter) may be assigned normally or in a coastal city/locality to carry out naval surveillance. In that case, each naval aircraft counts as a reconnaissance unit (2 if the Reconnaissance index is -1 & weather Fair Weather), during the surprise test in case of a naval encounter in the adjacent sea.
43-K Repair of Aircraft
A damaged aircraft may be repaired in the reinforcement phase at the cost of 1 hit on an aviation site (city with the Aviation symbol) (max 2 hits per city, not counting those due to a strategic bombing). If the aviation sites are lost, a power keeps a ½ capacity allowing the repair of one aircraft per turn (hit to be placed on any national city). Each of these hits will cost 2 EP at the next economic interphase, before being removed.
43-L Aces
In August 1914, no ace is in play. An ace is created by the air table and is placed on the fighter concerned, a country being unable to have more than 2 aces in play at the same time. Each ace is unique. Once eliminated, the ace shown on the back of the counter becomes available for creation. The creation of an ace grants VN +1 at the end of the turn. An ace grants +1 to the D12 of its fighter & -1 to its opponents (Richthofen +2/-2). An ace may be replaced or exchanged onto another fighter at the start of its military phase. An ace is eliminated if the enemy aircraft facing it obtains °° in its combat result, or if its fighter is destroyed. The death of an ace inflicts VN -1 on the owning country & VN +1 on the opponent, at the end of the turn.
43-M Richthofen & the German Flying Circus
The ace Richthofen appears as soon as Germany obtains its 1st ace. He then establishes his famous flying circus, which allows Germany to replay 2 fighters (including Richthofen) a second time during its turn. The flying circus survives Richthofen and continues to apply until the end of the game.
44. Production
44-A Income
Each power receives an income in economic points (EP) according to the level of its civilian production (except Turkey, which has a fixed income). The EP stored from one turn to the next are noted in the "treasury" box on the player aid (limit 20 EP except for the initial treasury). War loan: the EP obtained through political action A5 are noted in the "loan" box on the player aid. Military situation: a power loses the income of the cities (in orange on the map) conquered by the enemy and receives half (rounded down) of the income of the cities taken, except Strasbourg and Metz where the income is full. English trade is not affected by the loss of control of the Channel or of the North Sea. On the other hand, if the North Atlantic is under German control, England receives no income from this trade zone at the following interphase. The same applies to any other zone having a trade value. Diplomacy: trade with certain neutral countries may give additional income, unless the capital of that country has been taken by the enemy, in which case no EP is provided. The United States grants automatic credits to the Entente powers when its diplomatic level reaches box 13. Strategic war: England may decree a trade blockade of the Central Powers, and Germany may decree submarine warfare against England.
44-B Civilian Production
It determines the EP income of a power, as well as the number of MUN to produce. Political action A4 lowers the level of civilian production.
44-C Military Maintenance
Each power has a constant maintenance cost for the whole war.
44-D PR Flow
Each power receives PR each turn, in the reinforcement phase, as a constant flow determined at each interphase for the 3 turns following it: a fixed value indicated on its player aid minus the number of corps created during the interphase.
44-E Construction of Corps
New corps, or corps that have been destroyed, may be built within the limit of half of its PR flow (rounded up). There are 2 costs, corresponding to 2 delays, for each corps to be produced, at choice. Corps unavailable at the start of hostilities become buildable at the winter interphase preceding the year indicated on their counter. Exception: an African unit costs no PR to produce and does not affect the power's PR flow. It never counts toward the limit of units buildable at the interphase.
44-F Construction of Support Units
Each support unit has a variable cost depending on the power, with a minimum production delay of 4 turns. If several support units are produced, whatever their type, each additional unit is shifted by one turn. The order of production is freely chosen.
44-G Munitions
Munitions are produced as a flow to be received each turn. Each power has MUN sites (those taken from the enemy are ignored), as well as a MUN production multiplier indicated on its player aid. The cost of MUN is indicated on the MUN grid: the rows represent the active sites and the columns the MUN to be produced (max > active sites x multiplier, without being able to exceed the maximum of the grid). The intersection indicates the cost in EP. If a power is below its minimum threshold of munitions production, it may nevertheless produce some (cf. the player aid for England or Italy for 1 or 2 active sites). The United States makes 1 to 5 MUN sites available to the Entente, according to its diplomatic level. These sites are freely distributed among the allied powers at each interphase within the following limits: France 3; England 3; Italy 2; Russia 1 (in winter 0). However, a power may not exceed the maximum number of active sites on its MUN grid. Once at war, the USA may still make 5 MUN sites available to the Entente, but at the expense of its own production.
44-I Trade of EP & MUN
Each power may transfer EP & MUN to one or more powers of its side during the interphase, provided that a railway or maritime route is usable. England, France, USA: 30 EP & 20 MUN. Italy & Russia: 10 EP & 5 MUN (Russia may receive only 10 EP & 5 MUN via Vladivostok or 20 EP & 10 MUN via Archangelsk, when the railway is usable in 1916+). Russia may receive nothing in winter. Central Powers: total transfer capacity. Germany: 30 EP & 20 MUN. Austria-Hungary, Italy: 10 EP & 5 MUN. Turkey: nothing.
44-J Turkey
Fixed income of 35 EP per interphase throughout the war. It has a MUN site at Constantinople producing 2 MUN per interphase at a price of 2 EP each.
44-K Other Constructions
Embassy: each AMB is worth 5 EP, within the limit set for each power on its player aid. HQ: Germany, England & the USA may form new armies. The HQ appears as soon as a corps of the army is brought into play on a national city of the power. Technology: the overall technological investment cost is 40 EP, each power being able to pay part of the sum. Mines: each power (except Turkey) may produce naval mines (1 EP each) (including in 1915+ even if they no longer appear on the production sheets). They are available from the following turn and are to be placed within a radius of 3 hexes of a friendly coastal city/locality (even without a port). Naval repair: 1 EP per hit for battleships; ½ EP per hit for the others. A reduced-side ship without hits costs 4 EP to flip back to its full side (3 hits are then placed on it).
44-L Naval Construction
The cost of constructing warships is given on the player aids, at the bottom of the unit table. Each ship to be produced is part of a generic counter. The boxes of each ship indicate its degree of completion (the value in the box is the EP cost). Shaded boxes mean that the ship is already under construction at the end of 1914. At each interphase, one box per ship may be ticked by paying the EP cost. However, a second box of a ship may be ticked for each naval site Nv in operation according to the level of civilian production (3 sites in operation > 3 times a second box). When the last "trial" box of a ship is ticked, it arrives the following turn, or in 4 turns if the last 2 boxes were ticked at the same time. The completed ship is added to its generic counter and the power receives VN +1 (except for destroyers).
44-M Aircraft Construction
Aircraft that are built are placed with an HQ or the GHQ. From 1918+, aircraft (fighters or bombers) may be produced industrially at a price of 18 EP per aircraft, as a continuous flow of one aircraft per turn. Industrial production makes it possible to replace destroyed aircraft immediately, without construction delay. On the other hand, a notional stock of aircraft may not be carried over from one turn to the next. Aircraft being support units, their production must be spread over several turns; but at the industrial stage, there is no longer any need to account for other support units produced: 1st aircraft (T+4); 2nd aircraft (T+5); 3rd aircraft (T+6).
44-N U-boats
Germany may produce 1 to 3 U-boats per interphase according to the active naval sites Nv. The cost decreases with the quantity produced (15/25/30 EP).
44-O Stosstruppen
Central Powers: once the "Stosstruppen" technology is acquired, Germany may produce one stosstruppen per interphase (4 turns of production). The production capacity may rise to 6 units if Germany conducts a victorious Great Offensive using the "Infiltration" tactic against the objective hex with at least 2 stosstruppen (provided these reduce the two enemy trenches by 1 or 2 levels). The 6 units will arrive together 4 turns later. Austria-Hungary & Italy may produce a stosstruppen from the interphase following the German victory, then freely at the following interphases. The same applies to the Entente, from the German victory, if they have or acquire the "Assault Troops" technology. Turkish stosstruppen are produced by Germany or England. Entente: the same as the Central Powers; only France, England or Russia may initially find this technology, to be extended to the other countries afterward. Limit (Central Powers; Entente): a power may not produce more markers than are available. Moreover, if a power fails a weariness test, it may neither receive nor produce stosstruppen until the end of the current year.
44-P Tanks
Only Germany, Austria-Hungary, England, France & the United States may produce tanks, as may Russia, but with a time lag. The "Heavy Tank" technology is required. The rate is limited to 1 tank per interphase (4 turns of production). As soon as a Great Offensive is conducted with at least 2 tanks, production may become industrial: Phase 1: two tanks may be produced at the following interphase (cost 20 EP). In case of a shortage of counters, one may pay notionally to pass to the industrial stage at the following interphase. Phase 2: industrial stage (cost 30 EP) (flow: one tank per turn). Phase 3: slowed production (20 EP) (flow: one tank per turn). Note 1 in the management table next to the word "tank". Phase 4: mass production (30 EP) (flow: 2 tanks per turn). One may if necessary return to phase 3, and vice versa. Note 2 in the management table next to the word "tank". Industrial production makes it possible to replace destroyed tanks immediately, without construction delay. On the other hand, a notional stock of tanks may not be carried over from one turn to the next. Tanks being support units, their production must be spread over several turns; but at the industrial stage, there is no longer any need to account for other support units produced: 1st tank (T+4); 2nd tank (T+5); 3rd tank (T+6). One year after the production of the first heavy tank (2 years for Russia), the other powers of the same side may produce them, with the same progression of production. Italy and Turkey may not produce tanks and must receive them from another power. A power may give tanks to an allied power (having counters to create) in the reinforcement phase. Russia may however give or receive tanks only if its territory is accessible (Turkish straits; Baltic; railways). The USA may produce heavy tanks notionally (as long as the "Light Tank" technology has not been acquired) in order to give them to other powers or to pass to industrial production. When the "Light Tank" technology is acquired, both types of tanks are produced interchangeably and at the same cost.
44-Q Equipment Allocation
On the economic sheet, in front of the list of corps and their costs, there are boxes bearing a number representing the EP cost to invest in order to equip all corps of that type with +1 in fire value per box ticked (the * symbol additionally gains VN +1 per box ticked). The investment may be spread over several interphases, the equipment becoming effective at the interphase following the one in which the balance was paid. A unit that has become an assault corps may not increase its equipment as a true Elite. Maximum equipment: +3 for elite & veteran; +2 for active, reservist & mobilised. The new fire value of the reverse side is reduced by 1 relative to that of the front.
44-R Minor Countries
A minor country may rebuild 1 unit per interphase (arriving 3 turns later). A major power may produce 2 units for the minor country, at a price of 6 EP each (4 EP for a mobilised unit). These units arrive 3 turns later (1 turn for mobilised units). The fire value improves automatically: 1915: elite & veteran > +1 1916: elite & veteran > +2 (except Cav & Mtn > +1) 1917: elite & veteran > +3 (other units > +1)
45. Strategic War
45.1 Blockade
45.1-A Presentation
The blockade of the Central Powers may be decreed by England from its entry into the war, without a test. This decision may be deferred (after winter 1914, the "Winter 14" column is taken as the basis). The immediate effect is to deprive the Central Powers of their trade and of the German colonies. The blockade may be extended to all neutral countries by political action X1. From the establishment of the blockade, Germany & Austria-Hungary make a draw on the blockade table at each interphase, from winter 1914. However, the blockade has no effect for the current turn if Germany takes control of the North Sea (that interphase is then ignored in the blockade count).
45.1-B German Food Shortage
Germany must find 7 food points, either by importation via neutral countries or by military conquest. The following countries each supply 1 point if their diplomatic level is sufficient and if the country is not at war with the Central Powers: level 0+ > Holland, Denmark, Norway & Sweden; level 1+ > Romania, Belgium & Italy. If one of these countries is conquered by the Central Powers (all its major cities taken) or if it has joined the Central Powers in the war, Germany has the use of its food point. Germany may also obtain 1 food point by the conquest of Russian Poland or of Ukraine, & 2 points if Russia makes peace. If France is defeated and makes peace, there is no longer any food shortage.
45.1-C Diplomatic Effects
The effects are immediate and the diplomatic markers move by the number of boxes indicated: Holland, Denmark, Norway & Sweden: one D6 per country
blockade of the Central Powers: even +1 box; odd +2 boxes. blockade of the Neutrals: 1-2 +1 box; 3-4 +2 boxes; 5-6 +3 boxes. United States: blockade of the Central Powers: +1 box. blockade of the Neutrals: +2 boxes.
45.2 Submarine Warfare
Germany may decree submarine warfare. U-boat counters are then placed in the North Atlantic trade zone. Submarine warfare is resolved at each interphase in this order: Torpedoing by U-boats. English losses in EP & VN. Sinking of the U-boats. The first interphase of submarine warfare is "unrestricted" (that interphase only). The Allies may assign warships (English, French or American destroyers, light cruisers) to the "Escort" box to protect their merchant ships. At each interphase, these ships may be left on escort or reassigned elsewhere. Reminder: each fleet including a B, BB or BC must have at least 1 DD or CL as accompaniment. Torpedoings are resolved by a D12 on the submarine warfare table for all the U-boats. On the other hand, a D6 is rolled against each U-boat to attempt to sink it. As soon as the "Asdic" technology is revealed, a U-boat is immediately sunk just before the torpedoings. From the interphase following the announcement of unrestricted submarine warfare, political action X2 may be played. If it succeeds, the convoys will be reorganised from the following interphase. If Portugal's diplomatic level reaches 23 or Spain's reaches 21, the U-boats may resupply there in order to extend their range of action. Germany then receives +1 on the submarine table on an even D6 roll (not cumulative with the +2 bonus for the surrender of France).
46. War Outside Europe
46-A Outer Cases
The size (left-hand value) indicates the number of battles to be won to conquer the case.
[Source gap: the outer-case map of section 46-A is a graphic. Its case names, sizes and connection lines are not present in the amended document's text layer, and are therefore not transcribed. The legend text below is transcribed as printed.]
Connections: Solid lines (roads): a unit must stop on entering a case. However, it will spend only one MP to leave it. Lines with a numbered circle: rail capacity of the connection. An outer case is worth 20 hexes for rail movement.
46-B Combat
The attacker of an outer case prepares up to 4 stacks, respecting the stacking limit due to terrain. The defender then forms as many stacks as the attacker, if it can. As many battles are resolved as there are attacking stacks on the movement table, except for Russian cases where the doctrine in force applies. The benefit of the city, the terrain and the weather is in favour of the defender. An attack from an outer case toward one or more liaison hexes takes place normally.
46-C Conquest
Partial: each battle won allows the conquest of 1 point of the case's value. If the defender does not have as many stacks as the attacker, the latter gains 1 per battle without opposition. If the case is empty, the attacker gains 4 in one turn. The defender's last stack, symbolising the city or locality, must be defeated to achieve the final conquest of the case. There may be enemy stacks in the same case after the battle. Total: when the case is conquered, the occupier does not need military force in garrison. It receives half of the EP value of the case (rounded up). The occupier gains VN +1 at the end of the turn, in Africa or in Asia. The defeated side loses nothing. Germany derives economic profit from a conquered African case only if England has not instituted the blockade of the Central Powers. The defender may refuse combat before the battle, ceding control of the case to the attacker. In Africa, it may retreat to an adjacent friendly or enemy outer case. It may also leave up to 4 units in the case as guerrillas. The attacker then conquers, at the value of the case, the number of its combat stacks. As long as the case is not entirely conquered, the defender may change its strategy in this case, on its turn.
46-E Guerrilla
If the defender wishes to conduct guerrilla warfare, a test with a D12 is made at the end of each interphase. The modifiers to the die are: +? : guerrilla bonus (middle value in the case, only in favour of the legitimate side). +1 : per German African unit. +2 : German general von Lettow. -1 : per 2 Allied African units. -1 : per English or French corps. Guerrilla warfare inflicts a loss on 9+, which it chooses by flipping a unit or by destroying a reduced unit. Guerrilla warfare suffers a loss on 8 or less, by flipping a unit or by destroying a reduced unit.
46-F African Units
As long as an original African case is controlled, each colonial power (England, France, Germany & Italy) may, in the reinforcement phase, flip back to its full side, free of charge, one reduced African unit. The unit must, however, be in a case connected to a controlled original case. In combat, African units ignore PR expenditures as well as the VN modifiers for their combativeness tests. These rules apply only in Africa, whatever the nationality. Belgian or Portuguese African units may move in Africa as soon as they are allied with one or the other side. Only a French African unit may leave Africa from 1915 onward.
47. Great Russian Retreat and Russian Winter
47.1 Great Russian Retreat
47.1-A Retreat Order
This order may be given on the Russian front from September 1914, either at the end of the activation of any German or Austrian army, or at the start of the Russian turn. During the Russian turn, all Russian armies on the Russian front must retreat 2 hexes in fair weather, or one hex in rain or snow. A Russian army may stop its retreat as soon as it is 3 hexes from an enemy army or a Russian city, or if it finds itself behind a strait.
47.1-B Effects on Combat
The Russian army avoids combat (including during breakthroughs) and retreats in good order. The German or Austrian army may then make a breakthrough limited to 1 hex. The Central Powers remain limited to 2 secondary attacks, with an unlimited number of 1-hex breakthroughs following them. However, if a Russian army is adjacent to a controlled Russian city or fortress, it may then fight a battle. Moreover, one Russian army per turn is authorised to act freely, even on attack, and may therefore fight a battle. In case of a Russian reaction during the opposing turn, the Russian army that reacts may also act freely.
47.1-C VN Effects
Russia does not lose VN for a city or fortress lost during the great retreat, including those taken in August 1914, if the great retreat was ordered in September 1914. The national rally for the loss of a Russian city or fortress is nevertheless carried out: 1 to 4 > nothing; 5 or 6 > VN +1. From 1915+, Russia never loses VN if the enemy succeeds in its Great Offensive on the Eastern Front.
47.1-D Halting the Retreat
The Russian side may halt its great retreat at any moment by declaring it at the start of its turn. However, a halted great retreat may not resume during the same turn. Likewise, if a great retreat is declared during the Central Powers' turn, it may not be halted during the following Russian turn.
47.2 Russian Winter
If the Central Powers have units in Russia, a weather test is to be made in case of snow.
47.2-A Weather Test
The Russian winter rages only in Mother Russia (excluding Poland, Lithuania, Latvia, Moldavia, Georgia & Finland), in 2 weather zones: severe in the north & continental in the south. In the severe weather zone, if the Central Powers control a city of Mother Russia in November/December, a D12 is rolled: 2-7: normal winter 8-9: harsh winter 10+: Siberian winter
modifiers: -1 if a Siberian winter has already occurred. In the continental weather zone, the winter will be one level milder. If the winter is harsh or Siberian, it will remain so in January/February. In March/April, if the weather is still snow, the winter nevertheless becomes normal everywhere (except in Russian outer cases).
47.2-B Harsh Winter
Northern Severe zone: for the Central Powers > effects of a normal winter plus: Cavalry is worth 2 in attack and in defense. Infantry has -1 in attack and in defense (min 1). All corps have -1 in fire value (min 0). Combativeness tests have a -1 modifier. Moreover, the following effects apply to all: Rivers, lakes, streams & marshes are ignored. No aircraft may take off. Tanks may provide no support. Southern Continental zone: normal winter.
47.2-C Siberian Winter
Northern Severe zone: for the Central Powers > effects of a normal winter plus: Cavalry is worth 1 in attack and in defense. Infantry has -2 in attack and in defense (min 1). All corps have -2 in fire value (min 0). Combativeness tests have a -2 modifier. Moreover, the following effects apply to all: Rivers, lakes, streams & marshes are ignored. No aircraft may take off. Tanks may provide no support. Only for the Russians: Bonus +1 to the combat D12, or +2 for the Siberian corps 51-6-4 [E]. The cumulative D12 bonus is limited to +2, although the weather is Snow. Southern Continental zone: harsh winter.
47.2-D Allied Units
Allied units in Russian territory are affected by the Russian winter in the same way as the Central Powers.
47.2-E Russian Outer Cases
Western Siberia, Eastern Siberia & Archangelsk: Siberian winter from November to April. Moscow & Ural: harsh winter from November to April, or Siberian winter in the months in which such a winter affects Russia. Azerbaijan & Kazakhstan: same as the winter affecting Russia in the continental weather zone.
48. War at Sea
48.1 Presentation
48.1-A Control of the Seas
High seas are dark blue, while coastal hexes are light blue (and form an integral part of the surrounding sea). All coastal hexes west of England (map edge) form part of the North Atlantic. A sea is either controlled by one side or contested. Control of a sea allows free movement and transport of reinforcements, and supply. Central Powers: Baltic. Entente: English Channel; North Atlantic; Mediterranean; other seas and oceans of the rest of the world. Contested seas: North Sea; Adriatic; Black Sea. Special cases: The Black Sea is controlled by Russia if Turkey is not at war with the Entente. The Adriatic is controlled by the Central Powers if England is neutral or if Italy is on the Central Powers' side. The Eastern Mediterranean is contested if Italy is on the Central Powers' side. The Sea of Marmara forms part of the Eastern Mediterranean but is under Turkish control (as are the Bosphorus and Dardanelles straits). No movement is possible there while Turkey is neutral, except by diplomatic agreement.
48.1-B Ports
Ports are always considered coastal hexes (even inland, if connected to the sea by a river). A major port may accommodate 2 war fleets, whereas a minor port may receive 3 "B, BB, BC" ship counters or 6 "AC, CL, DD, SS" ship counters. If a port is captured, a war fleet present there is redeployed to the nearest friendly port on the same sea (failing that, to a port on 2 seas) (this is not a sortie at sea).
48.1-C War Fleets
The ship counters are grouped into war fleets (except the 4 German raiders and the autonomous naval forces outside Europe), whose counters are placed face down on a port. 3 types of fleet: large (3 EP) (at least 2 ship counters, including 1 B, BB, BC or AC); medium (2 EP); small (1 EP). A fleet with battleships (B, BB or BC) must also include at least 1 CL or DD as accompaniment. A fleet is revealed only upon contact with the opponent or when crossing enemy straits. "Decoy" fleets are designed to deceive the enemy and contain no naval units (they cost nothing). A fleet counter shows: its name; its size (1st figure > maximum number of ship counters - 2nd figure > maximum number of battleships); its speed (that of the slowest ship counter); its maintenance in EP (payable each economic phase), which is used to calculate the cost of a sortie at sea.
48.1-D Ship Counters
A ship counter shows: Firepower. Range: L > long; M > medium; C > short. Protection: a "b" indicates an anti-torpedo armoured belt below the waterline. Support: artillery value for land combat. Type: B > old battleships; BB > modern battleships; BC > battlecruisers; AC > heavy cruisers; CL > light cruisers; DD > destroyers, frigates & corvettes; SS > submarines. Speed: in ascending order 3 > 3+ > 4- > 4 > 4+ > 5. Each face of a ship counter may take 3 hits. At the 4th hit, the counter is flipped (if it is already flipped, one of its naval units may sink via a test).
48.1-E Admirals
Each admiral bears 3 numerical values (0 to 3 each) and a letter: bottom left > reaction; bottom right > tactics; top left > aggressiveness; top right > rank (A being the highest). Each fleet may be commanded by an admiral, respecting rank. Thus the admiral of rank A commands the main fleet (in terms of B, BB & BC battleships). The other admirals are assigned to specific fleets and may not change (except through death or dismissal). If there is no admiral, a fleet is commanded by a notional admiral with values of 0. In a naval battle, each admiral must be secretly assigned to a specific ship of a B, BB or BC ship counter. Special case: Admiral Jellam (name as printed in the amended document) enters play as a replacement for a dead or dismissed English admiral via event. If France surrenders, England may use the "Force H" fleet as a light fleet in the Mediterranean under its command. If Austria-Hungary surrenders, England may use the Austrian fleet in the Mediterranean under its command.
48.1-F Formation of Fleets
Creation of a new war fleet (unused counter) with ship counters from another fleet. Dissolution of a fleet (small or medium) with transfer of its ship counters to another fleet. Creation of an autonomous stack outside Europe. Creation of a mixed fleet: foreign ship counters must remain in the minority. To determine this, the value of each ship counter (BB, BC > 4; B > 3; AC > 2; CL > 1) is multiplied by the number of ships composing it (ignore DD & SS). Creation of a multinational fleet: after suffering a naval defeat (VN-5), ship counters of any nationality may be gathered without restriction. A fleet counter of any nationality is used. Command goes to the country having the most B, BB or BC (in actual ships) (at choice in case of a tie). The costs of this fleet are paid by the country providing the command.
48.1-G Autonomous Stacks Outside Europe
Stacks of 2 ship counters may be formed, without a fleet counter, in seas outside Europe. These stacks are equivalent to a small fleet (1 EP), except a lone German DD, DE or Raider, which costs nothing. Their only possible missions are patrol and transport.
48.1-H Straits, Rivers & Canals
A friendly war fleet may move (or transport units) through the hexes of a friendly canal (Kiel & Suez). If one of the hexes is controlled by an enemy unit, all passage is forbidden. The same applies to a river. All straits may be crossed by a war fleet, unless one of the coastal hexes contains an enemy fortress or an unneutralised enemy coastal battery. The nature of an enemy fleet crossing the Strait of Gibraltar (Entente), the Danish straits (Central Powers) or the Bosphorus/Dardanelles (Turkey) is revealed precisely: name and mission of the fleet, enumeration of the ship counters. The sortie of a war fleet prevents any enemy land movement, reinforcement or attack via a strait, unless it is defeated or a friendly fleet controls the surrounding sea.
48.1-I Freezing of the Northern Seas
War fleets based at Petrograd, Archangelsk, Kronstadt & Helsinki may not put to sea from November to April.
48.2 Naval Phase
The naval phase is in principle very short, insofar as most of the time there is no notable naval activity, apart from a routine test in the North Sea.
48.2-A Naval Sequence
In brackets, the phases played only in case of a sortie at sea. Movement in friendly zone. Movement in hostile zone (routine test or sortie at sea). [Naval encounter]. [Raid and Transport missions]. [Control of the seas]. Reassignment of ship counters & fleets.
48.2-B Movement in Friendly Zone
Each side may move its fleets from port to port, transport units, or freely reassign its ship counters among its fleets via its controlled seas. Each fleet may go up to 2 seas from its port of origin (likewise for the reassignment of ship counters). Then, the German side secretly tests the attitude of the Kaiser.
48.2-C Movement in Hostile Zone
Each side may announce a sortie into a contested sea or one controlled by the opponent. From 1917+, a mutiny may occur in the German navy. If there is no sortie at sea, a routine test must be made in the North Sea, which may lead to a naval encounter between the German and English light fleets (failing that, fleets of 1 or 2 EP). If the test yields nothing, proceed to the last point of the naval sequence.
48.2-D Control of the Seas
A side takes control of a sea for 1 turn through the "Control" mission, either if it defeats all enemy fleets or if it is alone at sea. All naval units must end the naval phase in port.
48.2-E Reassignment
Each side may redeploy its fleets & ship counters, as in friendly zone, including via contested seas.
48.3 Sortie at Sea
48.3-A Kaiser Wilhelm II (seen)
The German side secretly rolls a D12, modified by VN, to know whether it may bring out the war fleets containing B and BB battleships from the Baltic. The test succeeds on 9+ (modifier +2 if Admiral Scheer commands the "HochSee"). It is revealed after the choice of the fleets' missions. However, if a great naval battle is fought, with a difference of 6+ losses in Germany's favour, the battleships are free to act each turn without a test.
48.3-B Announcement of the Sea
The side making a sortie indicates the sea concerned, which may be 1 or 2 seas from the home port of one of its fleets. The same side must give a mission (other than "in port") to a fleet having at least 1 B, BB or BC.
48.3-C Choice of Missions
Each side chooses a "naval mission" counter, from the 5 available, which is placed under a war fleet. Two fleets may be placed together with the same mission (and the same intensity). In case of a naval battle, one fleet will engage in combat while the second may possibly intervene afterward. The light fleet acts first (failing that, the smallest in EP). Different missions may also be assigned to other fleets, but they will find it harder to act together in case of a naval battle. Missions may also be assigned to decoy fleets to bluff the opponent. In port (0 EP): intensity must be level 1 (a ruse, as the fleet does not put to sea). Patrol (0 EP): contact value 3. Transport (1 EP): escort of a military convoy, either to a friendly port (only 1 or 2 EP fleets), or to an enemy beach to carry out a landing (only 3 EP fleet). Contact value 0. Raid (1 EP): bombard an enemy city or coastal battery. Contact value 2. Control (3 EP): contact value 4. The cost of a mission will be paid at the next economic phase: fleets (in EP) + missions (in EP) (x2 if Control mission).
48.3-D Naval Battle
Each side reveals its missions. If both sides carry out a "Control" mission, there is an encounter, as if one of the sides were carrying out a landing. In the other cases, an encounter test is made. Each side rolls a D12 in the following order (the Entente in case of identical missions): Control > Patrol > Raid > Transport. An encounter occurs if the die is greater than or equal to the risk value of the sea (a natural 12 always gives an encounter). Modifiers: -2 if rain or snow; +1 enemy sea; +2 enemy strait crossed; difference in the contact values of the missions. If contact is established, the light fleet is engaged first, failing which any 1 or 2 EP fleet.
48.3-E Multiple Sorties
In case of multiple naval sorties, fleets on Control > Patrol > Raid > Transport missions seek each other in this order (the opponent decides in case of a tie). In case of contact, they clash. The winner of the naval battle may then attempt to seek the next enemy fleet, and so on. In the Channel, the winner may go to the North Sea or the North Atlantic to seek an enemy fleet.
48.4 Naval Encounter
48.4-A Combat Tactics
Each side must secretly choose a combat tactic, revealed at the same time: T (cross the T): +1 bonus to surprise. L (line): +1 bonus to obtain the 2nd fire of the ships (rounds 1 & 2) & +1 bonus to the admiral's aggressiveness (+2 if C2). C (column): +1 bonus for tactical advantage (rounds 1 & 2) & +1 bonus to the admiral's aggressiveness (+2 if C2). A (arc of a circle): +1 bonus to bring in a second fleet. F (arrow): -1 modifier to the enemy admiral's reaction (a negative value is possible). Each then confronts its tactic with that of the opponent, in turn. If both sides obtain "T", only one will benefit from this advantage (D6: even Entente; odd Central Powers).
48.4-B Surprise
During the 1st round of a naval battle, each side rolls a D6 on the Surprise table, with the following modifiers: In Europe, the side having the most reconnaissance units (submarines, naval aircraft, aircraft carriers, Harwich fleet), of any nationality, has a bonus equal to the difference of these units in its favour. Tactic "T": +1 bonus. Fastest fleet: +3 bonus. Sea under its control: +1 bonus & -1 penalty to the opponent. The admiral whose result is greater than or equal to twice that of its opponent obtains surprise (a natural 6 against a natural 1 always gives surprise). Reconnaissance units: Submarines: each SS at sea, located up to 2 seas from the sea concerned, is worth 1 reconnaissance unit. Naval aircraft: each naval aircraft, based in a city or coastal locality bordering the sea concerned, is worth 1 reconnaissance unit (2 once the reconnaissance index reaches -1), in "Fair Weather" only. Harwich fleet: this fleet is worth 1 reconnaissance unit in the North Sea, English Channel or North Atlantic without having to sortie. Aircraft carrier: the English carrier Furious may be assigned to a fleet or serve autonomously & is equivalent to a naval aircraft for reconnaissance. Effects: +2 bonus or -2 penalty to determine the type of the naval encounter, at the choice of the side having the benefit of surprise. Possibility of obtaining an ambush as the type of naval encounter. Gain of the tactical advantage in the 1st round. The surprised admiral has a -1 modifier to bring in its 2nd fleet at the end of the 1st round.
48.4-C Type of Naval Encounter
Use the Encounter table. The admiral's aggressiveness value may be 0 if it carries out a raid or a transport, at the player's choice. A 1 or 2 EP fleet facing a 3 EP fleet may always withdraw before combat (from round to round) or retreat directly (likewise for a faster fleet). The decision is taken after learning the contents of the enemy fleet. Against an enemy fleet carrying out a landing, one may demand at minimum a naval "shock" (if "skirmish" or "chance encounter" was drawn). Skirmish: Each fleet engages only 1 ship counter for 2 rounds, according to this priority: BC > AC > CL > DD > B or BB within firing range. No 2nd fleet may intervene. Each side retreats to port or continues its mission at the end of the 2nd round. Chance Encounter: Each fleet engages all its ship counters within firing range for 2 rounds. No 2nd fleet may intervene. Battle: Each fleet engages all its ship counters within firing range. The naval battle continues from round to round. At the end of each round, each player makes an intervention test for a 2nd fleet, with +1 if it has the same mission (-1 if another mission), long range. Shock: Each fleet engages all its ship counters within firing range. The naval battle continues from round to round. At the end of the 1st round, the 2nd fleet on the same mission intervenes automatically, at long range. If the mission is different, an intervention test is required. Ambush: Each fleet engages all its ship counters within firing range. The naval battle continues from round to round. At the end of the 1st round, the 2nd fleet on the same mission intervenes automatically, at long range. If the mission is different, an intervention test is required with a +1 bonus. The admiral laying the ambush, the one who obtained surprise, benefits from the tactical advantage in the 1st round. If it has submarines (SS) in the sea concerned, it may attack with torpedoes in the 2nd round, without reply, on 5+ with a D6. The target is chosen at random in this order: B, BB or BC > AC > CL > DD. Range is medium (1 to 4) or short (5 or 6). The ambushed admiral may not retreat in the 1st round. It may attempt to bring in its 2nd fleet at long range, at the end of the 2nd round, with a -1 modifier (no further modifier in the following rounds).
49. Naval Battle
49.1 Procedure
Sequence of the naval combat round: Tactical advantage. Firing range. Fire salvos & torpedoing. Repair at sea & admiral tests. Retreat & pursuit. Arrival of a 2nd fleet (if there is one) & possibly a new round. Rounds 4 & 5 are night rounds. A naval combat lasts 10 rounds at most.
49.1-A Step 1: Tactical Advantage
Each side consults the Tactical Advantage table (the admiral's tactical value is important). The side obtaining twice as much as its opponent gains the tactical advantage (a natural 6 against a natural 1 is always a success). To speed things up, a fleet may separate one ship counter (and only one). In that case, the firing range against it is chosen by the opponent each round, which also has a firing bonus. A separated ship counter nevertheless retreats with its original fleet. The tactical advantage allows: choice of firing range (except in the 1st round); +1 bonus to the D12 of fire of each ship counter; +1 bonus to the D12 to bring in a 2nd fleet.
49.1-B Step 2: Firing Range
Firing ranges: Long > Medium > Short. In the 1st round, consult the Initial Range table. From the 2nd round, the side having the tactical advantage chooses the firing range, either identical to, or greater or lesser than, that of the previous round. In the absence of tactical advantage, the faster fleet chooses (medium range if speeds are equal). A 2nd fleet that intervenes always arrives at long range.
49.1-C Step 3: Fire Phase
Resolved simultaneously, the ship counters are lined up in a file facing each other (off map) according to this priority: ships within firing range; BC among themselves; B, BB among themselves; AC > CL > DD among themselves. The side having more ship counters may assign up to 2 counters per enemy counter. At each combat round, a counter may change place in the file with one of its neighbours. A counter without an opponent may be placed anywhere in the file. Counters out of range are set aside (unless they can be targeted). Submarines take part in combat only in the case of an ambush. Each side then designates a target for each ship counter, which may be common to several counters. Torpedo attacks are announced, along with their targets. The shots are then resolved, counter by counter, in any order.
49.1-D Fire Salvos
For each ship counter, a D12 is rolled on the Naval Battle table, under the column (firer's Fire - target's Protection). Critical explosion: on 4 to 6 on a D6, one of the ships of the ship counter sinks, except if it is a BB (or German BC), where a 6 is needed. The counter is flipped to its reverse side and its hits are removed. If all the ships of the counter are sunk, the counter is removed from the game. Exception: DD or DE are flipped to their reverse side with 3 hits (and remain so thereafter), without regard to other losses and without being able to repair at sea. A ship of lower rank (BB, B, BC > AC > CL > DD) has a -1 modifier to the fire D12 per rank of difference. The loss is limited to 1 hit without a critical explosion. This rule does not apply to torpedo attacks. A ship counter with only one ship may never fire a 2nd shot (likewise for DD, except to make a torpedo attack). English shells: a D6 before each shot, as long as the "Naval Shells" technology has not been found > odd result: -1 modifier to the fire D12.
49.1-E Losses
A ship counter is flipped to its reverse side upon receiving its 4th hit (the remaining hits being counted on the reverse side). A reduced ship counter takes a D6 test upon receiving its 4th hit: one ship is destroyed on 4+ (6+ for BB - and German BC -), with a +1 modifier per hit received in the same round, beyond the fourth. The destroyed ship is chosen at random, the counter remains face down and the hits are removed (except if it was the last ship of the counter, in which case it is removed from the game). If no ship is destroyed, the ship counter remains face down with 3 hits. A reduced DD with 3 hits may no longer fire, but may take part in a torpedo attack. Some counters have only one face and test from the 4th hit. A counter reduced to a single ship then has only one face. After a naval battle, reduced counters may not voluntarily put to sea the following turn. They may, however, react to the sortie at sea of an enemy fleet.
49.1-F Step 3 bis: Torpedo Attack
Each fleet is entitled to only one attempt per naval battle, at medium or short range, with 3 DD or CL counters. Each DD or CL counter is assigned to a different target. Defensive fire from the targets (in addition to their normal fire) + 1 CL & 1 AC (or 2 CL) as cover, if they are within firing range and have not yet fired. Each DD or CL counter launches 1 to 3 torpedo attacks (depending on its counter value).
49.1-G Step 4: Repair at Sea
Each side consults the Repair at Sea table, for each of its ship counters hit during the round, in order to reduce by one hit the damage received during that round (only). A reduced counter may not, however, return to its front side.
49.1-H Step 4 bis: Wounding of Admirals
When a ship counter has received at least 1 hit (or has exploded) during the round, the admiral possibly present must consult the Admiral Survival table. A surviving admiral, whose ship has been sunk, may be recovered from another unit of the same counter (if there is none, he is captured and removed from the game).
49.1-I Step 5: Retreat
Each side may decide secretly either to retreat to port or to continue the battle. If both sides retreat, the battle ends. If no one retreats, the battle continues. If only one side retreats, it must make a test on the Retreat table. To have the +1 bonus to torpedo attack, the retreating fleet must have carried out such an attack just before. A retreating fleet may abandon a ship counter in order to be faster, the latter having to retreat separately (2nd test). On failure, the battle continues with a new round (a natural 12 is always a failure). On success, the fleet returns to port, but suffers a pursuit (in this case there can be no intervention of a 2nd fleet by the victor at the end of the round).
49.1-J Step 5 bis: Pursuit
The pursuing admiral may fire at long range, with 1 or 2 ship counters, targeting in order of priority: B, BB, BC > AC > CL > DD. Within the targeted category, one aims first at counters face down, or those with only one face, then one considers the hits received. In case of a tie in the choice, the slowest ship counters are targeted (then at random). The targeted ship counters may reply (not the others). The side that had the tactical advantage retains it. Ship counters that were hit may make an immediate repair-at-sea test. After this exchange of fire, the pursued fleet retreats to port. The victor of the naval battle may decline the pursuit.
49.1-K Step 6: Intervention of a 2nd Fleet
Consult the 2nd Fleet Intervention table. A natural 2 is always a success, whereas a natural 12 is always a failure. If the 2nd fleet is in port, the intervention cost is that of a control mission. If it is at sea, there is no cost. In a controlled sea, the side in friendly zone may bring in as many fleets as it wishes (with a +1 bonus), at the end of the 2nd round (or the 3rd round in the case of an ambush), within 2 seas in Europe. The intervening fleet may be an allied fleet, mixed or not, without nationality penalty. Special cases: Outside Europe: no intervention possible. Scapa Flow: any English fleet may automatically intercept, in the North Sea, a fleet attempting to pass into the North Atlantic. A 2nd fleet may intervene without a test, from the 2nd round. Gibraltar: any English fleet may automatically intercept a fleet attempting to pass the strait, just before its passage. A 2nd fleet may intervene without a test, from the 2nd round.
49.2 Effects of a Naval Battle
49.2-A National Will
Effects - negative for the side suffering the loss; positive for the side inflicting it - in boxes on the VN track: 3 > BB or BC (per ship sunk, not per ship counter). 2 > B or AC. 1 > B, BB or BC face down. 1 > CL. 3 > retreat (side that retreated). The victor is the side having a net VN gain (in case of a tie, the side that did not retreat). When England retreats and loses its first naval battle, it adds a VN -4 loss in a great battle or -2 in a small battle. In the case of a mixed fleet, the other powers present gain or lose half in VN (rounded down), within the limit of +/-3.
49.2-B Scale of the Battle
There is a minimum/maximum VN gain/loss, according to the scale of the engagement: Skirmish: one of the sides has no B, BB or BC > -2 to +2. Small Battle: each side engages between 1 & 3 B, BB or BC ship counters > +2 to +4 for the victor; -2 to -4 for the defeated. Great Battle: each side engages 4+ B, BB or BC ship counters > +3 to +15 for the victor; -3 to -15 for the defeated.
49.2-C Control Mission
A side controls a sea for 1 turn, if it carried out the Control mission and defeated all enemy fleets, or if it is alone at sea. If Germany controls the North Sea, the German fleet automatically succeeds in a raid against an English coastal locality of its choice.
49.2-D Death of an Admiral
If the rank A admiral has been killed, the rank B admiral replaces him in his function (failing that, the rank C). If there is no longer an admiral with the light fleet, another admiral may be assigned to it, except the admiral of the main fleet.
49.2-E Large Fleet
If a 3 EP fleet is reduced, after a naval battle, to 1 B, BB or BC ship counter, it may be destroyed and its counter removed from the game.
50. Naval Missions
50.1 Transport & Landing
50.1-A Transport Capacity by Nation and by Sea
See the Transport Capacity table. Each military unit (HQ, corps, support) counts as 1. The capacities of several countries may be combined for a joint transport.
50.1-B Transport Mission
A fleet carrying out a transport or a landing must initially be in the same sea. A transport or landing may be made, except in an opposing controlled sea (possible only during the naval phase), during one's military phase, or during a reaction in the opposing turn, by activating an army. The fleet carrying out the mission must not have put to sea in the same turn. It may be escorted by a second fleet, respecting the same constraints. Enemy fleets, including those already at sea this turn, may sortie on Patrol or Control to intercept. Transport: only 1 or 2 EP fleets may carry out a transport, from friendly port to friendly port. In a controlled friendly sea, one may carry out a transport without a fleet, but if the enemy makes a sortie in this sea, the side will be obliged to carry out a "transport" mission with a fleet or must give it up. Landing: only a 3 EP fleet may carry out a landing onto an enemy beach. The naval transport capacity is halved (even for bringing reinforcements after a landing, via a beach).
50.1-C Risks at Sea
Damage may be caused to transported units by enemy mines (radius > 3 hexes) or submarines (SS) at sea. Consult the Risks at Sea table (each mine in range & each submarine makes an attack). Unprotected convoy: submarines take no losses. Protected convoy: -1 modifier to the D12 (-2 if 3+ DD are present). Losses are inflicted either on the fleet or on the transported units (other than HQs), at the attacker's choice (but at random within the category chosen). A D6 is then rolled: Ship counter: critical explosion test (if the B/BB/BC category is drawn, and the opponent has none, the result becomes CL/AC). Transported unit: 1-3 counter flipped; 4-6 counter destroyed.
50.1-D Effect of a Naval Battle
In case of a naval battle during the transport mission, an attack must be made on the Naval Battle table, under the +0 column, for each transported corps (combativeness test and PR expenditure permitted). A result of "3" is equivalent to the elimination of the unit. Support units and HQs are not affected. Victory: -3 modifier to the test, then the convoy continues its route. Defeat: normal test, then the convoy returns to its port of origin.
50.1-E Transport
Transported units may move at the end of their military phase, without being able to fight, with a penalty in movement points: -1 MP per sea crossed (from the second onward); -2 MP for cavalry. The arrival port always costs 1 MP (whatever the terrain). No interception is possible at this port. English convoy: a transport going around Africa between England and Egypt (Suez) or toward India, and vice versa, costs all the movement points of the transported units.
50.1-F Landing
A side may attempt only one landing per turn, although this may extend over several beaches, within 3 hexes. If the defender has a mobile coastal battery within 3 hexes, it may be brought onto the beach, causing a duel with the fleet. A landing is impossible as long as the beach hex contains a fortress or an unneutralised coastal battery (cf. 51.1-B). The units to be landed must be in a friendly port at the start of the naval phase. The weather must be "Fair Weather". Landed units remain stationary for the current turn. A beach has an intrinsic combat strength of 1, modified by the surrounding terrain. Enemy units, within 3 hexes of the beach, may intervene: they move onto the beach to take part in the battle (even roll) (optional > adjacent hexes at the side's choice) or they move into adjacent hexes (odd roll). Battle on the beach: in case of failure, the units re-embark with 1 loss each (combativeness test & PR expenditure permitted); in case of success, only one unit in HQ reserve may break through. Ship counters may provide artillery support (without MUN expenditure). No use of gas, tanks or any bombardment tactic is authorised. The attacker uses its PR freely, but, as long as a port has not been conquered, reinforcements arrive only in odd rounds, in case of a battle during the landing or even afterward (in defense on the beach or in attack beyond it). The beach acts as a minor port for supply, as long as the HQ of the landed army remains there (and is supplied by sea).
50.2 Naval Support
A fleet may provide artillery support to land units in 2 cases: during a landing (Transport mission) or in its own hex, if its home port is attacked (with or without a naval mission).
50.2-A Conditions
No enemy fleet may be based within 3 hexes of the place of battle. Any enemy coastal defence (fortress or coastal battery) must have been neutralised during the naval phase.
50.2-B Support
B, BB, BC & AC may provide support. Ship counters act as artillery during the landing battle (value 2 in attack or 3 in defense, if the opponent does not fire). Gas or bombardment tactics may not be used.
50.2-C Canal
If a canal hex is attacked, a fleet based within 3 hexes may go for free into the attacked hex. It acts as if the battle took place in its home port, then returns to port.
50.3 Coastal Raid
50.3-A Resolution
Only 1 or 2 EP fleets, with at least 1 CL, may bombard a coastal city, locality, fortress or battery. A fortress or coastal battery, in a city or locality hex, may additionally be bombarded. The bombarding fleet must not have been forced to return to port following a naval battle. Consult the Raid table: on 7+ on the D12, the target receives one hit per B, BB & BC ship counter present. A city may take 4 hits and a locality 2 hits (surplus ignored). Special cases: London, or a port sheltering a war fleet, may never be the victim of a raid.
50.3-B Effects
Each hit against a national city or locality reduces production by 2 EP at the next economic phase. Hits are removed at the end of the interphase. Special case: each English coastal city or locality bombarded (Ireland & Scotland excluded) costs England VN-2.
51. Other Naval Rules
51.1 Coastal Defences
A fleet carrying out a landing, or a raid, must first fight the coastal defence (fortress or battery), if there is one.
51.1-A Attack on the Fleet
Handled as a naval battle of a single combat round, each ship counter fires normally. The coastal defence uses its black figure as protection value. There is no simultaneous return fire from the coastal defence. The fire modifiers are not taken into account, neither on the D12 nor in the column. A -1 modifier applies against a mobile coastal battery. Ship counters may possibly have their 2nd shot.
51.1-B Coastal Return Fire
Hits >= red value: the coastal defence is neutralised. Hits < red value: the coastal defence returns fire. Return fire: 2 attacks on the "Mines" column of the Risks at Sea table, with +1 to the D12 for a fixed fortress or coastal battery. An unneutralised coastal defence acts normally in the following military phase. A neutralised coastal defence becomes operational again the following turn (its hits are removed at the start of the turn). A landing is possible only after neutralisation of the coastal defence. One may thus make a 2nd round or give up landing, in case of failure in the 1st round.
51.2 Mines & Coastal Batteries
51.2-A Placement of Mines
In the reinforcement phase, a mine is placed within a radius of 3 hexes of a friendly coastal locality or city, even without a port (provided a line of communication exists with the owning power - mine to be removed as soon as this is no longer respected), in a friendly or enemy coastal hex (including light blue solid hexes). Only one mine is placed per hex (face up or down), except at Gibraltar & Scapa Flow (unlimited number).
51.2-B Attack of Drifting Mines
Each mine makes 2 attacks, one after the other, against any enemy fleet passing through a coastal hex within 3 hexes of it. Consult the Risks at Sea table immediately, before any naval battle or coastal defence fire. The ship counter, chosen at random, makes a critical test (if the B/BB/BC category is drawn, and the opponent has none, the result becomes CL/AC). If it explodes, one ship is lost. If it does not explode, the ship counter is flipped, or receives 3 hits if it was already flipped. During a naval transport/landing, each mine makes one attack on the convoy, in addition to those on the escort fleet (cf. 50.1-C). Mines have no effect on fleets returning to port after their missions.
51.2-C Coastal Battery Attack
A coastal battery may engage any enemy fleet passing through an adjacent coastal hex. Two consecutive attacks take place, on the "Mines" column of the Risks at Sea table. A +1 bonus applies for a mobile coastal battery.
51.3 German Raiders
Germany has 4 "Raider" ship counters at the start of the game, 2 of them with the Far East Fleet. During the naval phase, the action of a raider costs no EP and requires the choice of no naval mission. August 1914: all English naval units outside Europe remain there, until all the raiders and the Far East Fleet have been sunk. 1 hit is placed on English maritime trade in the South Atlantic & Indian Ocean, as well as 2 hits in the Great Pacific. The raiders themselves are left in their home port. The English hunt begins in September 1914 and is played at the end of the turn, before the VN adjustments. Each raider first inflicts 1 hit on English trade in the specified zone, then each of them makes a D6 test: September 1914: Karlsruhe in the South Atlantic (5+); Koenigsberg in the Indian Ocean (5+); Far East Fleet in the Great Pacific (6). October 1914: Karlsruhe in the Indian Ocean (4+); Koenigsberg in the Great Pacific (4+); Far East Fleet in the South Pacific (3+). November/December 1914: Karlsruhe in the Great Pacific (3+); Koenigsberg in the South Pacific (3+); Far East Fleet in the South Atlantic (3+). If the die is greater than or equal to the test value, the raider is sunk and England receives 1D6-1 hits on a CL outside Europe of its choice (no VN consequence). For the Far East Fleet, another D6 is rolled: 1 to 3: German victory. 2 ships of a CL & 1 ship of an AC outside Europe are sunk (English choice). The chosen counters are flipped. VN+2 for Germany & VN-4 (1st naval defeat) + VN-2 for England. 4 to 6: English victory. The German fleet is sunk by the BC Indefatigable. England receives 1D6-1 hits on the CL, AC or BC outside Europe of its choice. VN-2 for Germany & VN+2 for England. At the end of 1914, if a raider or the Far East Fleet has survived, Germany gains VN+2, then the hunting procedure continues as in November/December, the raiders and the Far East Fleet seeking to return to Germany. When all the raiders have been sunk, the English ship counters may be redeployed in Europe, leaving at least 1 CL (or better) at the interphase, in the following seas: Egypt, South Africa, India, Singapore, Australia & Canada (cf. English player aid C). When the Far East Fleet has been sunk, the BC Indefatigable may return to Europe. If Germany draws event no. 40 "Raider", England must send at least 2 CL in pursuit. The raider is sunk on 5+ in the 1st turn, 4+ in the 2nd turn & 3+ thereafter. England then suffers 1D6-1 hits on a CL, per raider sunk.
51.4 Submarines
Not to be confused with the "U-boats" used for strategic war. A submarine (SS) is not assigned to a war fleet. It acts as a naval reconnaissance unit or, exceptionally, may intervene in a naval battle in case of an Ambush (cf. also the German player aid AB for German submarines). An SS need not choose a naval mission, nor announce a sortie at sea. An SS may be redeployed like any other naval counter, but may not serve as a reconnaissance unit during the same turn.
51.5 Port Repairs
Ship counters that are hit or damaged (reverse side) may be repaired in a national or friendly major port, at a seasonal interphase. Consult the "Miscellaneous" table of the player aids by country. The cost indicated is paid at the economic phase. Flipping a ship counter back to its front side entails an extra cost of 4 EP, in addition to the cost of the other hits. The repair time of battleships varies according to the country. The other naval units (AC, CL, DD, SS) may be repaired in a single interphase. Flipping a ship counter back to its front side entails no additional time cost. Naval units, in a national or allied major port, may be repaired at no cost, if they have not voluntarily put to sea during the previous 3 turns (sorties in reaction to an enemy sortie do not count): 1st interphase (after the naval battle): all hits on DD & CL are removed. 3rd interphase: all B, BB, BC & AC are repaired.