No Man's Land: Trench Warfare 1914-1918
No Man's Land: Trench Warfare 1914-1918 Rulebook
Table of Contents
Table of Contents
- 0. Overview
- 1. Planning
- 2. Assault
- 3. End of the Game
- 4. Appendix
- Scenarios
- Bibliography
0. Overview
A full copy of No Man's Land contains the following:
- this rulebook. Words in blue refer to the charts and tables of the Player Aid;
- a Player Aid with charts and tables;
- a double-sided map (A2 format);
- a countersheet (324 counters);
- two 6-sided dice.
0.1 The map
The map depicts a small portion of the Western front during the 1st World War. The distance between two hex centers is about 50 meters. The two trenchlines at the bottom of the map belong to the Attacker; the three other trenchlines are those of the Defender.
- Fire Trench: Erich
- Support Trench: Friedrich, Robert
- Reserve Trench: Gerhard
- Start Trench: Roger
- Communication trenches: Christ lane and other perpendicular trenches
The No Man's Land is all the hexes between the trenchlines Roger and Erick (both exclusive).
X represent Barbed Wire. There are three types of Barbed Wire: Damaged, Intact, and Thick. A box is printed at the extremity of each Wire hex-row in order to place a marker indicating what type of Wire it is.
Three scenarios (#8, #9, #11) mention that the Germans are in the Hindenburg Line. We assume that every Defender trench hex in those three scenarios is a Hindenburg trench hex.
0.2 The Fighting Units
Units called "fighting units" are those with a Fire value (in the lower left corner) and a Size value (in the lower right corner). The Size value represents the number of soldiers inside a unit (from 0 for a section or a support weapon and its crew to 2 for a half-platoon of about 30 men or a tank).
A unit who suffers a "Loss" is flipped to its back if its Size is 1 or 2. If the counter has been already flipped or if its Size is less than 1, the unit is removed from play.
0.3 The other counters
Officers are considered as markers, not as fighting units. They provide bonus for Close Combat and Rallying attempts.
Dugouts, Pillbox and MG Nests are called Structures.
0.4 Stacking
A same player is not allowed to stack more than 4 Stacking points in the same hexagon. Stacking points are represented by red poppies on the top left corner of the counter. Defender's trenches (Erick, Friedrich, Gerhard and their communication trenches) reduce this limit to 2 stacking points for each side.
0.5 Sequence of Play
A scenario of No Man's Land occurs by observing the following sequence of play:
1. Planning (once per game)
- 1.1 Choosing the scenario
- 1.2 Setting-up Defender's units
- 1.3 Sky Domination Phase
- 1.4 Reconnaissance Phase
- 1.5 Preparatory Bombardments Phase
- 1.5.0 Determination of Wind Direction
- 1.6 Surprise Phase
- 1.7 Setting-up Attacker's units
- 1.8 Shuffling the Elan markers
2. Assault (divided in several game turns)
- 2.1 Attacker's Actions
- 2.1.1 Artillery Phase
- 2.1.2 Action Phase
- 2.2 Defender's Actions
- 2.2.1 Artillery Phase
- 2.2.2 Action Phase
- 2.2.3 Counter-Attack Phase
- 2.3 Air Phase
- 2.4 Elan Phase
- 2.5 End of Turn
- 2.5.1 Wind, Smoke and Gas Phase
3. End of the Game
The Planning phase is performed only once, before the Assault is launched.
At the end of the End of Turn Phase, a new game turn begins (with phase 2.1), until the victory conditions are met or as soon as there is no more Elan marker to draw from the cup.
1. Planning
The Planning phase is performed only once, at the start of the game and is divided into 8 phases.
1.1 Choosing the scenario
Players choose one of the scenarios given at the end of this rulebook. Then place a Barbed Wire marker of the type indicated by the scenario instructions in each of the two Barbed Wire boxes of the map.
1.2 Setting-up Defender's units
Then, the Defender sets his units on the map. His Ground units are placed between the Reserve Trenchline and the Fire Trenchline. A "?" marker is placed atop each stack. These units are considered "Hidden".
Artillery markers from both players are placed in the track numbered from 0 to 9, in the box matching the number of Artillery Points allocated to the players by the scenario. Aircraft are placed in the Aerodrome boxes. CP, ART and CA markers are set in the Headquarters.
Unveiling Hidden units
A "?" marker is removed from a unit under certain conditions:
- at Defender's player discretion;
- when the hex it occupies is Revealed by a successful Reconnaissance;
- when the unit moves;
- when the unit performs a Fire attack;
- when the unit is adjacent to an enemy unit;
- when the unit is Hit and becomes Pinned or suffers a Loss.
A unit which has lost its "?" marker cannot be Hidden any more.
1.3 Sky Domination
The Defender commits his Fighter(s) by placing them in the Sky Domination box.
The Attacker commits his Reconnaissance unit(s) (Aircraft, Balloons). He may decide to add some Fighters as escort. The affected Aircraft are placed in the Sky Domination box. Each player rolls as many dice as the number of Aircraft with an Ace marker previously committed and then consults the Dogfighting Table. Losses are immediately applied amongst Aircraft on the Sky Domination display. The owning player decides which of his Aircraft is/are destroyed. Destroyed Aircraft are immediately removed from play. Then, both players roll a die for each surviving Aircraft (not Balloons) with or without Ace marker then consult the Dogfighting Table.
Fighters that weren't committed in the Sky Domination Phase and those that survived may be used as a Strafing Marker during the Air Phase (see 2.3 Air Phase).
1.4 Reconnaissance
If, at the end of the Sky Domination Phase, there is still at least one Reconnaissance Aircraft, a Balloon or a Forward Observer on the map, a die is rolled for each of them and the Reconnaissance Table is consulted. The result determines the number of Revealed markers won by the Attacker. These markers are then placed on hexagons (Attacker's choice) and/or on the Defender's Artillery box. "?" are removed from the Revealed hexagons. Balloons and Reconnaissance Aircraft are removed from play.
Example: the defender has an "Ace" fighter that he commits on the Sky Domination box. The attacker commits his reconnaissance plane and his fighter. The defender rolls a die for his Ace and obtains a 4 (no effect). Then each player rolls a die. The defender obtains a 2 (no effect). The attacker rolls a 3 for his fighter and a 6 for his reconnaissance plane. The enemy fighter is destroyed. The Reconnaissance thus takes place with a bonus of +1 for the reconnaissance plane, because all the Defender's planes were shot down.
1.4.1 Special Units
1.4.1.1 Balloons
Balloons are treated like Reconnaissance Aircraft. Balloons cannot attack. They (only) benefit a +2 bonus on the Reconnaissance Table but cannot reveal the enemy artillery.
1.4.1.2 Forward Observers (FOs)
FOs don't benefit any bonus on the Reconnaissance Table. See also 2.1.1 for FOs' use during the Artillery Phase. The counter is not set on the battlefield. FOs are not units per se.
1.4.1.3 Camouflage
Certain structures may be Camouflaged. In this case, they are more difficult to be revealed by Reconnaissance. If a hexagon containing a structure with the status "Camouflaged" is chosen by the Attacker to be Revealed, roll a die: on 4 or less, the hexagon is not considered as Revealed (and the marker is lost); on 5 or more, the hexagon is Revealed: remove the "?" marker and place the Revealed marker instead. The Camouflaged marker is removed as per the "1.2 Unveiling Hidden Units" rule.
At the start of the scenarios, Dugouts are always considered as Camouflaged. Machinegun Nests may have the status "Camouflaged" if it is indicated by the scenario.
A structure that is Camouflaged (and the units inside) cannot be targeted by enemy artillery. 'Camouflage' rule applies to the Defender's artillery as well.
1.5 Preparatory Bombardments Phase
1.5.0 Determination of Wind Direction
The player determines the Wind Direction by rolling a die and checking the Scatter Table.
1.5.1 Barrage Procedure
Each player is given a number of Artillery Points (AP) by the scenario. Each Artillery Point may only be used once. Note that a player may see his amount of Artillery Points lowered by his opponent performing a Counter-Battery Fire.
The Attacker spends his Artillery Points by choosing the type(s) of barrage permitted by the scenario. Unless under a "Camouflaged" status, the targeted hexagons (or the enemy Artillery in case of Counter-Battery Fire) don't need to be Revealed in order to be fired upon (but it confers a bonus if Revealed).
When the Barrage is chosen and the hexagons to be targeted are determined, perform as follows:
Roll a die for each Fighting Unit or Structure located in the targeted hexagon and refer to the column matching the type of the target on the Artillery Barrage Effects Table.
When one or more units stacked with an Officer suffer a Pinned or Loss result, roll a die. On 6, the Officer is eliminated. An Officer is eliminated as well if all units in his hexagon are eliminated.
If the targeted hexagon is a Dugout or a Pillbox, do not roll a die for units located inside.
1.5.2 Barrage and Barbed Wire
If one or more Artillery Points are targeted toward a hex with Barbed Wire, place 1 Test marker per Artillery Point. Whenever an attacking unit becomes adjacent to the hexagon, perform a wire destruction check on the Barbed Wire Destruction Table. If there are several Test markers in the same hexagon, only one test is performed and a bonus equal to the number of markers is applied, not counting the first one. The Test markers are removed from play after the Test is made.
Note: If you want to reduce the number of markers on the map, you can place a single Barbed Wire marker on the box left of the hexrow. All hexes of that row will be considered as having a wire test marker.
Example: a unit of the attacking player becomes adjacent to a hexagon of barbed wire. The barbed wires are Thick (as per the box to the left of the hexrow) and there are 2 Test markers in the hexagon. A 4 is rolled (+1 for the number of Test markers in the hexagon in addition to the first one). The Thick marker stays in the left box and an Intact marker is placed in the hexagon.
1.5.3 Most current types of barrage
Note: you will find other types of Barrages in Appendix 4.1.
1.5.3.1 Counter-Battery
Counter-Battery Barrages are made to prevent enemy guns from firing.
The Attacker may spend Artillery Points against enemy Artillery. This can be done only once during the Artillery preparatory bombardment phase. Roll one die and add the number of Artillery Points (AP) spent (and by adding +1 per AP spent in case of Gas Shells) then divide the total by two (rounded up). The result gives the number of Artillery Points lost by the opponent. Adjust the Artillery marker on the Artillery Track accordingly.
Cost: 1 AP or more
Shells available: Shrapnel/HE, (Gas for the Attacker from 1916, if mentioned by the scenario)
1.5.3.2 Hurricane Barrage
Hurricane Barrages target key enemy positions.
The player may spend Artillery Points on non Camouflaged specific hexagon(s). Note that it is possible to allocate several Artillery Points on the same hexagon. After choosing all targeted hexagons, determine the scatter for EACH Artillery Point. Check the Scatter Table. Check the Artillery Barrage Effects Table for each hexagon hit by a Shrapnel/HE shell. If it is a Barbed Wire hexagon, place a Test marker inside.
Cost: from 1 AP
Shells available: Shrapnel/HE, Smoke
Example: during a scenario taking place in 1916, the attacker has 15 points of artillery. He spends 4 Artillery Points to perform a Hurricane Fire. 2 Artillery points are assigned in J5 (which was not revealed) and two in J7, which is revealed. Hex J5: a die is rolled on the Scattering Table for every shell. Two "1" are rolled: shells scatter in hexagons J6 and K5 (3 and 4 obtained on the Scattering Table). Hex J7: let's admit that the shells didn't scatter (the hexagon is Revealed and gives a bonus after all!), the barrage is resolved by rolling a die and by adding 1 to it for the second shell.
The attacker then spends 6 Artillery Points to perform a counter-battery fire with gas. The area had been revealed during the Reconnaissance phase. A 2 is rolled (+1 for revealed area, +6 Artillery Points spent, +6 for use of the gas), for a total of 15. The defender thus loses 8 Artillery Points.
The attacker finally spends 5 Artillery Points in a Straight Barrage on the Erich trench. The Barrage is resolved and the effects applied. The player decides to perform a free second Barrage on the same row and another one on the Trenchline Friedrich. When the Surprise is calculated, a 5 is rolled (+2 for two free straight barrages + the Surprise value of the scenario).
1.5.3.3 Straight Barrage
A Straight Barrage targets an enemy line of defense.
The Attacker chooses a row. All structures (except Camouflaged), fighting units and barbed wires located in the chosen row are affected by the barrage. The Scatter Table is not used.
Starting from 1916, you may choose to perform – for free – up to three extra Straight Barrages in addition to those authorized by the scenario. Barrages are made one after each other. For each "free" Straight Barrage performed, add +1 on the Surprise Table.
Cost: 5 AP, the 3 extra barrages are free
1.5.4 Types of Shell
The type of shell has an influence on the barrage effects. When the scenario indicates X Artillery Points you may use HE and/or Smoke.
1.5.4.1 Shrapnel/HE
Use a marker to indicate the hexagon in which the Shrapnel/HE shells fall.
1.5.4.2 Smoke
Smoke shells deal no damage but the player instead place a Smoke marker that causes a Visual Hindrance to any firing unit's line of sight passing through the hexagon or one of its 6 hexsides.
1.6 Surprise
Surprise is determinate by rolling a die and by checking the Surprise Table. The modified die roll gives the top row for the attacker's units deployment (the Set-up Row). In order to find the correct Set-up Row, find the right number in the circles and place the Assault marker on it.
During the Surprise phase, the attacker rolls a die and gets a 4. He then adds the die roll modifier given in the scenario, which is +1. The total is 5, thus the attacker can set up his units up to the "N" row.
1.7 Setting-up Attacker's units
The Attacker sets up his units on the map according to the scenario instructions. His units may be deployed up to the hexrow matching the result obtained on the Surprise Table (ie. the Set-up Line).
1.8 Elan Markers Shuffling
The 16 Elan markers (4x Initiative, 4x Close Combat, 4X Rallying and 4x Forward!) (plus Sniper markers depending on the scenarios) are then placed in an opaque cup. These markers are drawn during step II4/Elan.
2. Assault
2.0 Elan Track
The Elan Track simulates the Attacker's vigour. The Defender doesn't use the Elan track and doesn't benefit from the bonus/malus it may provide.
The Elan Track is divided into 3 columns:
- Initiative: the bonus the Attacker may benefit (if he wishes) for his next die roll;
- Close Combat: the die roll modifier the Attacker must take into account during Close Combats;
- Rallying: the die roll modifier the Attacker must take into account during his Rallying attempts.
Die roll modifiers that apply are those in the box located just under the box containing the lowest marker of the column.
Initiative: the Attacker may, before rolling the die, decide to benefit a bonus, cumulative with other bonus/malus. For each bonus +1 he decides to use, he must shift the Initiative marker by one box to the bottom (Note: if no Initiative marker has yet been drawn during the Elan Phase, he cannot use any Initiative bonus). Only one Initiative bonus per die roll is allowed. This bonus is not canceled in case of die re-roll triggered by the use of a Forward! Elan marker.
2.1 Attacker's Phases
The Attacker undertakes the Artillery Phase. Once this phase is accomplished he chooses, for each of his units, one action to perform amongst Movement, Fire attack and Rallying. The player chooses the order in which he wants to perform these actions. Then, he may, freely, perform Close Combats.
2.1.1 Artillery Phase
Artillery Points still available may be spent during the game against enemy units, structures, barbed wire on the map. To do so, place some Artillery Points on the target(s) and perform as many Hurricane Barrages (by using the Scatter and Artillery Barrage Effects Tables) as there are targets.
Forward Observers (FOs)
FOs are used to momentarily reveal a hexagon, hence benefiting from a bonus on the Scatter Table. Each turn, during the Artillery Phase, a FO may command one Artillery Fire against any hexagon, even Camouflaged. After having decided the amount of Artillery Points allocated this turn to this hexagon, the player rolls a die. On 1-3, the order is not received: the Barrage is not allowed. Artillery Points allocated are not lost. On 4-6: the order is received and the barrage is possible. The targeted hexagon is considered as being Revealed for this Barrage (only) and the "?" marker is permanently removed from play. The barrage benefits from all bonuses (+1 on the Scatter Table) of this Revealed status.
Note that it is not necessary to possess a FO in order to make an Artillery Fire.
Deduct Artillery Points you spent on the Artillery Track.
2.1.2 Movement
Unpinned fighting units may move. Such units may move one hexagon per turn. Machine Guns cannot move normally but they may exit Dugouts to be placed on an adjacent hexagon or rotate by one hexside per turn.
Officers may move by one hex but are eliminated if they are not stacked with at least one friendly fighting unit at the end of the turn.
2.1.2.1 Movement and Barbed Wire
A ground fighting unit which becomes adjacent to a hexagon containing a Test marker must perform a test on the Wire Destruction Table.
In order to leave a Barbed Wire hexagon (except Breach), each stack of ground fighting units (except Tanks) must pass an Extraction Check on the Extraction Table. Apply the Barbed Wire value (+1 for Damaged Wire / -1 for Thick Wire) and the Stosstruppen's Wire-Cutter bonus if available.
In order to enter a Bombing Pit (H4 and H11 on map B), the Attacker's unit must pass an Extraction test on the Extraction Table first.
Check the paragraph "Tanks" to know the effects of Tank units over Barbed Wires.
There are three types of Barbed Wire: Thick (+1), Intact, or Damaged (-1). A Breach marker cancels Barbed Wires in the hexagon.
Source note: the two Barbed Wire modifiers above are printed in opposite senses in this rulebook (the Extraction paragraph gives +1 for Damaged and -1 for Thick; the paragraph on the types gives +1 for Thick and -1 for Damaged). Both are transcribed as printed.
How to destroy Barbed Wires
Barbed Wires may be destroyed in three ways:
- by Artillery;
- by a Tank entering the hexagon (see "Tanks");
- by Demolition charges (see "Bombers").
When a Barbed Wire is destroyed, place a Breach marker in the hexagon. Such hexes do not trigger an Extraction test.
2.1.3 Fire Attacks
2.1.3.1 Choosing the target
Attacker's units which are not stacked with an enemy unit may fire upon any enemy fighting units located in their Line of Sight not under a "?" marker. It is not allowed to fire upon enemy units stacked with a friendly unit.
Each fighting unit (except those with a Firepower value printed in red) may fire upon only one enemy unit per game turn. Effects are applied immediately. Several units may fire upon the same enemy unit but fire attacks are performed one after the other.
Line of Sight: a line of sight is the straight line traced from the center of the hexagon occupied by the firing unit to the center of the hexagon occupied by the targeted unit. The line of sight is blocked if it passes through a hexagon containing a Pillbox, a Barricade or another fighting unit (even if it is located in a Trench hex). Hexsides do not block the Line of Sight. If the line of sight is blocked, the enemy unit cannot be targeted. Moreover, a fighting unit is not allowed to fire at an enemy unit located in the same trenchline as him. Grenades, Rifle Grenades, and Flamethrowers do not require a clear line of sight to be used. It is also possible to target a tank even if it is located in the same trench as the firing unit.
Arc of Fire: Units in Pillbox, Machine Guns and Tanks (units with a 'V' symbol) may fire only toward their front hexagons (see red dots on picture). A unit located in a Dugout is not able to fire nor to be targeted by a Fire Attack.
2.1.3.2 Fire procedure
For each target, roll as many dice as the Firepower value of the attacking unit and keep the highest result. Then consult the Fire Table. If the player rolls a 6 but because of the die roll modifier the final result gives no effect, consider that the target is Pinned. If it was already Pinned, the fire attack has no effect on it.
When a unit or a stack of units stacked with an Officer suffer a Pinned, or Loss result, roll a die. On 6, the Officer is eliminated. The Officer is eliminated as well if all units of the hexagon are eliminated.
Particular case: Some units, those with a firepower printed in red, don't target a particular unit but the entire hexagon. All units located in the targeted hex are subjected to the fire attack. For each of them, roll a number of dice equal to the firing unit's firepower and keep the highest result.
Visual Hindrance: Smoke, Gas and Creeping Barrages cause a visual hindrance if the Line of Sight crosses a hex containing a Gas or a Smoke marker, or one of its hexsides. There is a visual hindrance as well if the Smoke marker is in the firing unit's hex or in the target's hex. A Visual hindrance gives a penalty to the Fire die roll (-1) but doesn't block line of sight, both whatever the number of Smoke marker(s) the Line of Sight crosses.
Flanking Fire: "Flanking Fire" happens when a fighting unit is fired upon, during the same game turn, from opposite directions. Each attack, from the second one, benefits from a bonus. (blue arrow: main fire attack, red arrows: flanking fire)
Line of Sight: valid (green), blocked (red), visual hindrance (blue).
Extended example: a British Infantry unit with a Firepower of 2 is in L3, a tank with a Firepower of 4 is in K10 and two German units with a Size value of 1 are in J7 stacked with an officer. The attacker fires with his Infantry unit and has to choose a single German unit as target. He rolls 2D6 (2 and 4), keeps 4 (modified by +1 for the size): "Pinned" result. Then, the tank fires at every target in the hexagon (red Firepower). It benefits from bonuses of +1 (Flanking Fire) and +1 (size of the target), for a final bonus of +2. The player rolls 4D6 per targeted unit, keeping best results (5 and 6 modified in 7 and 8). Both units are "Loss + Pinned", which eliminates them. The leader, now alone in his hexagon, is also eliminated.
2.1.4 Rallying
Pinned units may attempt to rally by using the Rallying Table. If the Rallying check is successful, the "Pinned" marker is removed from the unit.
If the modified result is 7 or more, the unit is rallied and can act this turn (i.e. he may perform a movement or a fire attack and/or a close Combat as if no Pinned marker was on him a few seconds ago).
2.1.5 Close Combat
When all appropriate units have been activated, unpinned units or stacks of units, even activated during this turn, may perform a Close Combat attack against one enemy unit or stack (to their owner's choice) located in the same hexagon. Only one Close Combat attack per hexagon is possible. Roll a die and check the Close Combat Table for die roll modifiers.
Enemy Pinned units are engaged in Close Combat only if there are no "Not Pinned" units of this side in the hex. In this case, ALL enemy Pinned units participate but they don't benefit the bonus for extra unit.
When a stack loses a close combat, all units from the stack are eliminated. A tank losing a close combat must roll a die for to determine the effects.
Example: an immobilized Tank (Size 1) launches a Close Combat fight against a Bomber unit with a Size value of 0. He rolls a die. The orange column of the Elan Track gives him a bonus of 0. The player decides to benefit from one bonus of +1 and shifts the Initiative marker down by one box (red column). He also adds for the difference of size (+2) and substracts 1 because his opponent is a Bomber. He then rolls a 1. After having applied the modifiers, the final result is 3. The tank is not victorious. He rolls a die and gets a 5. It becomes immobilized (as it was already Immobilized, it is destroyed instead).
2.2 Defender's Phases
The Defender becomes the active player after the Attacker's Phases. He may perform Artillery Phase, Movement, Fire Attacks, Rallying and Close Combat in the same way the Attackers did (but possibly with some restrictions due to the Headquarters status).
2.2.0 Headquarters
The Headquarters is divided into three boxes, each recovered by a marker. Due to Barrages against Command Post or Communications, some of these markers may be placed with the Elan markers.
- ART: if the ART marker is not present on this box, the Defender is not allowed to use his Artillery Points.
- CP: if the CP marker is not present on this box, the Defender suffers the following penalties:
- Fire Attacks (II1c) are made with a malus of -1;
- no more than 1 unit may fire at the same target;
- Rallying attempts suffer a malus of -1.
- CA: if the CA marker is not present on this box, the Defender is not allowed to plan his Counter-Attack.
2.2.1 Defender's Artillery
During the Defender's Artillery Phase, he may spend his Artillery Points still available against enemy units on the map or enemy Artillery. Thus, he may:
- allocate Artillery Points in the virtual area containing the enemy Artillery (and represented by the Artillery Points Track), then roll a die, adding the number of Artillery Points spent and dividing the total by two (rounded up). The result gives the number of Artillery Points lost by the Attacker. Adjust the Artillery marker on the Artillery Points Track accordingly. It can be used only once per game.
- and/or allocate Artillery Points on one or more hexagons (using the Scatter Table) then roll a die for each hexagon hit and consult the Barrage Effects Table.
Note: if the ART marker is not present on the Headquarters, the Defender cannot use his Artillery.
2.2.2 Action Phase
The Defender may perform Movement, Fire Attacks, Rallying and Close Combat actions in the same way the Attacker did. The absence of the CP marker in the Headquarters incurs some penalties.
2.2.3 Counter-Attack Phase
Whenever the CA marker is on the Headquarters, the defender may decide to plan a Counter-Attack during the Counter-Attack Phase, as long as the scenario states that a counter-attack is possible. Only one Counter-Attack is possible per game.
If he decides to plan a counter-attack, he takes one available unit amongst those indicated by the scenario and places it on the Counter-Attack box.
Instead of taking one unit to place it on the Counter-Attack box, the defender may judge he has gathered enough troops: therefore, he launches an S.O.S flare. The Assault marker is flipped to its SOS side.
Each following turn, the Defender rolls a die and consults the Counter-Attack Table. If the Counter-Attack is launched, place the units located on the Counter-Attack box in the Reserve Trenchline (Gerhard). They are eligible to be played as other fighting units from the next game turn.
When the Assault marker is flipped on its SOS side, Elan (and possibly Sniper, PC, or ART) markers continue to be drawn during the Elan Phase but are immediately discarded: no newly drawn markers have an effect on the course of the game. Exception: the Initiative marker continues to be shifted down by one box each time an Initiative bonus is used by the Attacker.
Note: if the CA marker is not present on the Assault Progression Track, the Defender cannot plan his counter-attack.
Example: in the previous turn, the attacking player has drawn the CA marker. The Counter-attack phase is now available. On every turn, for three turns, the defender decides to place one unit in the Counter-Attack box. On the fourth turn, he decides to launch his counter-attack and flips the Assault marker on its SOS side. On the fifth turn, he passes his test on the Counter-attack Table: the counter-attack is launched and all the units placed in the Counter-Attack box are placed in the Gerhard trenchline. At the end of the turn, during the Elan Phase, the attacker immediately discards whichever marker was drawn, without resolving the marker.
2.3 Air Phase
If, at the start of the Air Phase, each side still has one or more Fighters, perform a new Sky Domination Phase (1.3), then go to II 4/Elan Phase.
If only the Attacker or the Defender has any Fighters left, he possesses the Air Supremacy. Thus he may use, at his discretion, his Fighters still available to perform Strafing. Roll a die: on 1-2, the Fighter is removed from play; on 3 or more, he can perform a Strafing Attack in the hexagon of his choice by using the Strafing Table. This Fighter stays available for a later turn (following the same procedure). Fighting units located inside a Structure cannot be targeted.
2.4 Elan Phase
Elan is the French word for Momentum.
The Attacker randomly draws an Elan marker and places it on the Elan track, in the column matching the drawn marker's colour, in the box located just under the lowest marker of the column. Values (bonus or malus) that apply from now are those printed in the highest boxes not hidden by a marker.
Example: the Attacker draws his first Close Combat Elan marker. The marker is placed on the +2 box.
Forward! markers have no effect on the Elan track when they are drawn. They are held by the Attacker in the Reroll box and are discarded when he wishes. When a Forward! marker is discarded, the (Attacker's or Defender's) die roll just made is canceled and repeated. The new result may be canceled as well, by discarding another Forward! marker.
Depending on the scenario, some markers (Sniper, CP, ART, CA) may be added to the Elan markers to be drawn during the course of the game.
Then, if a Sniper marker is drawn, the Defender designates an enemy Officer and rolls a die. On 5 or 6, this Officer is removed from play. The Sniper marker is then removed from play.
If a CP marker is drawn, it is placed on the Headquarters. The Defender doesn't suffer any more penalty for having a disrupted command.
If an ART marker is drawn, it is placed on the Headquarters. The Defender will be able to use his Artillery starting the next turn.
If a CA marker is drawn, it is placed on the Headquarters. The Defender will be able to plan a counter-attack starting the next turn.
2.5 End of Turn
2.5.1 Wind Effects Phase
2.5.1.1 Wind Direction
Roll a die. On a 1, all Smoke and Gas markers are removed from the map. On a 6, the Wind Direction changes. Determine the new Wind Direction by rolling a die and consulting the Scatter Table, then rotate the Wind Indicator marker consequently. If the direction is the same as the previous turn, then there is no wind at all.
2.5.1.2 Markers movement
Smoke and Gas markers move in an adjacent hexagon, according to the Wind Indicator marker. If there is no wind, then the markers remain in place.
2.5.1.3 Gas effects resolution
Gas effects are then resolved: units located in the same hexagon as a Gas marker are Gassed for the remainder of the game. They receive a Gassed marker, roll 2 dice per Gas marker in the hexagon, then consult the Gas Effects Table. An Officer is eliminated as well if all units of the hex are eliminated.
2.5.2 Start of a new game turn
The game continues from the Attacker's Artillery Phase.
3. End of the Game
The game ends when there is no Elan marker left in the cup, or when one side is too exhausted to fight, or by mutual agreement.
Players earn 1 point per friendly unit located in the Defender's Fire Trenchline (Erich).
The Attacker earns 2 points per friendly unit located in the Support Trenchline (Friedrich).
If the Reserve Trenchline (Gerhard) is reached by the Attacker, he wins the game.
The scenario can have its own victory conditions.
4. Appendix
4.1 Barrage Types
4.1.1 Gas
Gas may be used by two ways: via Cylinders or via Projectors/Shells.
4.1.1.1 Cylinders (scenario 3)
At the start of the game, place the Gas Markers right in front of the Set-up Line (determinate during the phase 1.6/Surprise). Gas markers move during the Wind Effects Phase.
Note: if you want to speed up the game, roll a die for each enemy fighting unit on the map (instead of simulating the advance of the toxic cloud). On 1, the unit suffers a Loss and is Pinned; on 2 or 3 it is Pinned. In both case, it is considered as Gassed (and receives a Gassed marker).
4.1.1.2 Projectors/Shells (scenario 9)
Place your Gas Marker(s) in the desired hexagons, then determinate the scatter of each of them on the Scatter Table. Gas markers move during the Wind Effects Phase.
4.1.1.3 Effects of Gas on units
Gas effects are resolved, each turn, during the Wind Effects Phase (see Rule 2.5.1). Units in a Pillbox or a Dugout are immune.
Gas markers also cause a visual hindrance into their hexagon and along their 6 hexsides.
4.1.2 Creeping Barrage (Starting from 1916)
A Creeping Barrage is used to protect attacking troops when they cross the No Man's Land.
If the scenario gives the player a Creeping Barrage, he must place his Creeping Barrage markers in the L hexrow during the Preparatory Bombardments Phase. Each turn, they advance one hexrow, at the start of the Attacker's Artillery Phase. Then, all fighting units - friendly or enemy - Pillbox and Machine Gun Nests under a Creeping Barrage marker must roll a die on the Artillery Barrage Effects Table. Barbed Wire hexes receive a Test marker. The Scatter Table is not used. Creeping Barrage markers are removed from play when they reach the enemy Support Trenchline (Friedrich) and their effects has been calculated.
Creeping Barrage markers causes a visual hindrance.
Note: In order to reduce the number of markers on the map, you may place a single Creeping Barrage marker on the first hex of the row. All hexes from this row will be considered under Creeping Barrage markers.
Cost: cannot be bought, given by the scenario
Shells available: Shrapnel/HE (even if, historically, gas may be added)
4.1.3 Barrage against Command Post (CP)
Barrages against enemy CP may reduce enemy forces coordination.
The Attacker may spend at least 5 Artillery Points against the enemy Command Post. Consult the CP Disruption Table.
If the enemy Command Post is disrupted, remove the CP marker from the Headquarters and place it in the cup containing the Elan markers to draw. If there is no CP marker on the Headquarters, the Defender's efficiency is reduced (see 2.2).
Cost: from 5 AP
Shells available: Shrapnel/HE
4.1.4 Barrage against Communications
Barrages against enemy communications may make enemy batteries deaf and prevent them from firing.
The Attacker may spend at least 5 Artillery Points against the enemy Communications. Consult the Communications Disruption Table.
If Communications are broken, remove the ART and CA markers from the Headquarters and place them in the cup containing the Elan markers to draw. If there is no ART marker on the Headquarters, the Defender cannot use his Artillery while no CA marker prevents the Defender to plan a Counter-Attack (see 2.2).
Cost: from 5 AP
Shells available: Shrapnel/HE
4.1.5 Neutralization Barrage (Starting from 1917)
From 1917, the player may decide (before rolling any die) that his barrage is a Neutralization Barrage. In this case, when a fighting unit is targeted, add +1 to the die roll but treat all "Loss" result as "Pinned". Neutralization Barrages have no effect on Barbed Wire or Pillbox.
4.1.6 Predicted Fire (as per scenario instructions)
Predicted Fire is a barrage performed without preparatory fire, which contributes to surprise, and made possible thanks to accurate maps.
When the Surprise is calculated, shift the Assault marker by one hexrow to the top.
All hexagons of Trenchline and Barbed Wire are considered Revealed. "?" markers are not removed.
Example: After the surprise has been computed (5), the Set-up Row would be M. Thanks to Predicted Fire, the Set-up Row is advanced one row toward the defender, on the L row.
The Hindenburg Line
When the scenario mentions that the Germans are in the Hindenburg Line, a Barrage against a unit in a Defender's trenchline suffers a -1 DRM.
4.2 Units
4.2.1 Infantry
Example of a German Half-Platoon unit on its backside (2-1) and a British Rifle section.
4.2.2 Machine Guns (MG)
They may only fire toward their front hexagons. MGs have their Firepower printed in red and therefore use the Fire rules that come with it. MGs cannot move (exception: a MG counter set in a Dugout at the start of the game may exit this Dugout at any moment during the Assault and be placed in an adjacent Trench hexagon) but they may rotate by one hexside instead of performing an action.
4.2.3 Mortars
They act as fighting units and not as Artillery Points. Their range varies depending on their nationality:
- German Minenwerfer: 20 hex
- British Stoke Mortar : 14 hex
- French Crapouillot : 12 hex
Their Line of Sight is never blocked but they cannot fire at not Revealed units. To perform a Fire Attack, roll as many dice as the number of Shell symbols printed on the counter and consult the Mortar Table. Mortars cannot fire at enemy unit(s) adjacent to friendly unit(s).
Mortars may also be used to deploy Smokescreens (one Smoke marker per Mortar each turn). The number of Smoke markers in the countersheet limits the deployment of Smokescreens.
Mortars cannot move and don't use the Scatter Table.
Mortars have no effect on Dugouts or Pillboxes.
4.2.4 Flammenwerfern
They may only fire upon units located in an adjacent hexagon, even if this hexagon is in the same trenchline.
When a Flammenwerfer unit hits its target, the target must, in addition to the effects indicated by the Fire Table, retreat by one hexagon toward its Reserve Trench.
Each time after having fired, the Flammenwerfer unit rolls a die. On 5+ it is flipped on its back. If it was already on its back, it is removed from play.
Each time it fires, a Smoke marker is placed in the hexagon occupied by the Flammenwerfer.
4.2.5 Bombers
They use the Grenade Table (by rolling 2 dice). They may only throw grenades to units located in an adjacent hexagon, even if this hexagon is in the same trenchline. When a Grenade is thrown, the targeted fighting unit has three options:
- undergoing a Grenade check (only available option if the unit is Pinned);
- retreating by one hexagon (in open if possible, i.e. not in a trench or Structure) (the unit cannot be in a Dugout nor a Pillbox);
- becoming automatically Pinned and undergoing a test on the Grenade Table with a modifier of -1.
When attacking units inside a structure with a grenade, use the Grenade (against Dugout, Pillbox, MG Nest) Table.
A Bomber unit adjacent to a Barbed Wire may choose to create a Breach by placing a Demolition charge. Consult the Barbed Wire Destruction Table. It counts as an action and the unit cannot act this game turn any more.
A Bomber unit that didn't act this game turn may decide to build a Barricade. It is flipped on its back for the remainder of the game. No unit is allowed to be on the same hexagon as a Barricade. A Barricade may be destroyed by a Bomber unit using a Demolition charge as if it was Wire, by checking the Barbed Wire Destruction Table.
4.2.6 Rifle Grenades Launchers
Each turn, the unit with a Rifle Grenades Launcher symbol may choose between performing a Fire attack with its Rifle (1 die on the Fire Table) or throwing a Grenade (2 dice on the Grenade Table). In this latter case, the Rifle-Grenade may throw their grenades up to 4 hexagons away. Its Line of Sight is never blocked. A grenade thrown by a Rifle Grenades Launcher has no effect on Pillbox, Dugout, nor on units inside them.
When a Grenade is thrown, the targeted fighting unit has three options:
- undergoing a Grenade check (only available option if the unit is Pinned);
- retreating by one hexagon (in open if possible, i.e. not in a trench or Structure);
- becoming automatically Pinned and undergoing a test on the Grenade Table with a modifier of -1.
4.2.6 Granatenwerfern
They are used as Rifle Grenades Launchers, except they cannot perform Fire Attacks. Their range is 6 hexagons. Granatenwerfer may move.
4.2.7 Light Machine Guns (LMG)
They are used as any standard infantry unit, but notice its Firepower printed in red.
4.2.8 French Half-Platoon 1916+
This unit may – when performing a fire attack on its full strength side - be played twice, as a Bomber section (2 dice on the Grenade Table) or as a Rifle Grenade section (2 dice on the Grenade Table) or as a Light Machine Gun section (Firepower 2) or as a section platoon (Firepower 1). The player can choose two different types of section if he wishes.
When on its reduced side, it is played once per turn instead of twice. Choose each turn.
4.2.9 Mopper-up
They may be used as a reduced Bomber platoon (1 die on the Grenade Table) or as a reduced Light Machine Gun section (Firepower 1). Choose each turn.
4.2.10 Stosstruppen
Stosstruppen are German elite troops. Each turn, when they want to attack, they may choose between performing a Fire Attack (Firepower 2) or throwing Grenades (2 dice on the Grenade Table). They are equipped with a wire-cutter that gives them a bonus (+1) during Extraction checks. Stosstruppen also benefit from bonuses during Close Combat (+1) and Rallying attempts (+1).
4.2.11 Tanks
Tanks that move must enter one of their 3 front hexagons. They may also rotate by one hexside freely, even if they don't move. A tank may never move from a trench hexagon to another trench hexagon.
A Tank must perform a Breakdown Test each time it enters into a hexagon by rolling a die on the Breakdown Table. A Tank suffering a breakdown is flipped on its Immobilized side.
Each time a Tank unit enters a hex containing a Barbed Wire marker, the player rolls a die and consults the Barbed Wire Destruction Table.
Tanks may fire only toward their front hexagons.
A Tank, even when Immobilized, may launch a Close Combat. In case of a failure, it must perform a Breakdown check.
4.2.11.1 Anti-Tanks Fire
The anti-tank attack is made on the Anti-Tank Table. The defender can be granted with armor piercing bullets (K-Bullets) or anti-tank rifles (T-Gewehr). Destroyed tanks remain on the map with a Destroyed marker.
The Tank Gewehr (or T-Gewehr) has a range of six hexagons. It may fire only at Tanks and uses the Anti-Tank Table.
4.2.12 Pillbox, Dugout
Pillboxes and Dugouts cannot be placed in a trench hex nor in a Barbed Wire hex.
A unit located in a Pillbox or a Dugout is placed under the matching marker. The unit may exit the Pillbox/Dugout during the Movement Phase. This movement is free. Place the unit above the marker: the unit doesn't benefit from the Structure's protection any more.
A unit located in a Dugout cannot fire nor it may be fired upon (but is vulnerable to Grenades and/or Flamethrowers). A unit located in a Pillbox may fire only in the 3 front hexes of the Pillbox. Mortars and Rifle-Grenades Launchers/Granatenwerfern cannot fire from Pillbox or Dugout.
Pillbox may be destroyed by artillery.
Pillbox and Dugout may be destroyed by Grenades.
When a Pillbox or a Dugout is destroyed, place a Destroyed marker. All units inside are eliminated.
Mortars have no effect against Pillboxes / Dugouts.
4.2.13 Machine Gun Nest, Shellhole
Machine Gun Nests are Structures. They cannot be placed in in a trench hex nor in a Barbed Wire hex. Shellholes are considered as Trench hexagons.
A Machine Gun Nest may be Camouflaged as per scenario instructions. In this case, it is more difficult for the enemy Reconnaissance to spot it. If a hexagon containing a Camouflaged Machine Gun Nest is chosen by the Attacker to be Revealed, roll a die: on 4 or less, the hexagon is not Revealed and the Revealed marker is lost.
Once the MG Nest Revealed, the unit in the MG Nest can be targeted as if in a Trench hex.
4.3 Markers
Some of the scenarios may grant markers to the players.
4.3.1 Grenades
The scenario may grant the player with Grenades markers. Each marker can be used only once per game and the same unit may use only one Grenade marker per turn. The use of a Grenade marker activates the unit. Choose a hexagon adjacent to your unit. The units located inside the chosen hexagon have three possibilities:
- undergoing a Grenade check (only available option if the unit is Pinned);
- retreating by one hexagon (in open if possible, i.e. not in a trench or Structure);
- becoming automatically Pinned and undergoing a test on the Grenade Table with a modifier of -1.
Grenade checks are made with one die.
4.3.2 K-Bullets
The scenario may grant the Defender with K-Bullets (armor piercing bullets) markers. These markers can be used only against tanks by rifle units (range 2 hexes). Roll on the Anti-Tank Table. Each marker can be used only once per game and activates the unit who uses it.
4.3.3 Sniper
When the scenario grants the defender with Snipers, add the number of Sniper markers indicated by the scenario into the Elan Cup. During the Elan Phase, whenever a Sniper marker is drawn, the defender picks one of the attacker's Officers and rolls a die. On a 5 or a 6, the officer is killed. Then, the marker is removed from play.
4.3.4 Loophole
Starting from 1917, several scenarios indicate the defender may benefit from a "Loophole". In this case, place a "Loophole" marker between H3 and G3 and another between H11 and G11. The marker blocks the attacker's Line of Sight. Defending units in G3/G11 can fire on enemy in H3/H11.
Attacking units may only move from H3/H11 to G3/G11 if the Barbed Wires in H3/H11 are destroyed (Breach marker).
Scenarios
1914 – Fix Bayonet!
1914. All-out attacks showed their limits when it is about launching offensives against entrenched enemy positions defended by machine-guns.
French (attacker) 2 companies
- 16x Infantry (2-2)
- 2x Officer
- 1x Balloon
- 3x Artillery points (Shrapnel/HE)
German (defender) 1company
- 6x Infantry (3-2) or 12x Infantry (1-1)
- 2x MG
- 1x Officer
- 8x Artillery points (Shrapnel/HE)
Special Rules
- No Surprise. Place the Assault marker in [7+].
- Stack French (2-2) units two by two. They may be separated only if one of them is Pinned or when they enter a trench hex. These stacks must be adjacent and on the same row at the start of the game.
- French units cannot perform fire attacks when in the no man's land unless Pinned.
- French Artillery cannot target German Artillery.
- French Artillery suffers a -1 on Barrage Effects Table.
- Ignore the Friedrich and Gerhard trenchlines, all communication trenches and the 2nd Wire line.
- 1st Barbed Wire row: Damaged.
- No German counter-attack
1915 – A Gun still Too Far
1915. Heavier French guns became available. 75mm were still used to close-support infantry whereas 155 mm Howitzers targeted key-Strong points.
French (attacker) 2 companies
- 16x Infantry (2-2)
- 2x Officer
2x MG- 1x Crapouillot
- 1x Balloon
- 1x Fighter
- 1x Straight Barrage against the 1st Barbed Wire row*
- 6x Artillery points (Shrapnel/HE)
* Conduct one attack per Barbed Wire hex. (as in 1.5.3.3 - Remember that there is no scattering for this Straight Barrage). Note: use the rule 1.5.2 as well for this barrage (i.e put a TEST marker in each Barbed Wire or in the Barbed Wire box (on the left). Determine the status of a Barbed wire when an assaulting unit becomes adjacent to it.
German (defender) 1 company
- 6x Infantry (3-2) or 12x Infantry (1-1)
- 2x MG
- 1x Officer
- 1x Fighter (Ace)
- 2x Grenade
- 8x Artillery points
Special Rules
- Surprise value: +0 on the Surprise Table
- Stack French (2-2) units two by two. They may be separated only if one of them is Pinned or when they enter a trench hex. These stacks must be adjacent and on the same row at the start of the game.
- French Artillery cannot target German Artillery.
- French Artillery suffers a -1 on Barrage Effects Table.
- Crapouillot Mortars suffer a -1 on Mortar Table.
- Strafing is not allowed.
- 1st Barbed Wire row: Intact.
- 2nd Barbed Wire row: None.
1915 – The Evil Genius of War
1915. New technologies and weapons were developed during the war. Gas is one of the most emblematic. Firsts Gas attacks were made from drifting toxic clouds (firstly with chlorine then chlorine and phosgene).
German (attacker) 2 companies
- 12x Infantry (3-2)
- 1x Officer
- 1 Fighter
- 1x Recon
- 1x Straight Barrage against 1st Barbed Wire row
- 6x Artillery points (Shrapnel/HE)
- 13 Gas Markers
French (defender) 1 company
- 16x Infantry (1-1)
- 2x MG
- 1x Officer
- 1 Fighter (Ace)
- 4x Artillery points (Shrapnel/HE)
Special Rules
- Surprise value: -1
- Wind blows from South to North (top of the map)
- German infantry is stacked two by two and is set in the P row. Stacks cannot be adjacent.
- See Rule 4.1.1 for the Gas attack procedure.
- 1st Barbed Wire row: Intact.
- 2nd Barbed Wire row: None.
1915 – Ouch at Hooge!
1915. Flamethrowers were first carried on the battlefield by the Germans, before the Allies could test this new weapon that causes terror in the enemy lines.
German (attacker) 2 companies
- 12x Infantry (3-2)
- 1x Officer
- 6x Flammenwerfer
- 4x Minenwerfer
- 6x Artillery points
- 3x Bomber (0-0)
French (defender) 2 companies
- 16x Infantry (1-1)
- 2x MG
- 1x Officer
- 4x Artillery points (Shrapnel/HE)
Special Rules
- Do not roll on the Surprise Table. It is a Total Surprise.
- Flammenwerfers and Bombers are set in the L row. German infantry is stacked two by two and is set in the M row. Stacks cannot be adjacent.
- 1st Barbed Wire row: Intact.
- 2nd Barbed Wire row: None.
- Units for the French counter-attack are taken amongst French eliminated units.
1916 – It's raining shells
As the conflict goes on, it becomes necessary to save soldiers' lives and tear the enemy down by overwhelming him with an uninterrupted rain of shells.
French (attacker) 2 companies
- 16x Infantry (2-2)
- 2x Officer
- 2x Crapouillots
- 1x Forward Observer
- 1x Fighter
- 1x Recon
- 2x Straight Barrage on a same row, one barrage after the other
- 2x Straight Barrage on a same row, one barrage after the other
- 10x Artillery points
German (defender) 2 companies
- 12x Infantry (3-2) or 24x Infantry (1-1)
- 2x MG
- 1x Officer
- 2x Granatenwerfer
- 2x Dugout (in I4 and I10)
- 1x Fighter (Ace)
- 6x Artillery points
Special Rules
- Surprise value: +3.
- The German places 1x Bomber in a Bombing Post (H4 or H10) when he wishes.
- 1st Barbed Wire row: Intact.
- 2nd Barbed Wire row: None.
- Counter-Attack: 6x Infantry (1-0) available.
1916 – Tank You Very Much!
1916. Tanks started being employed on the western front. Timidly at first, then in a larger and larger numbers.
British (attacker) 1/2 battalion
- 16x Infantry (2-2)
- 1x Officer
- 2x Stokes Mortar
- 3x Tank
- 2x Fighter
- 1x Recon
- 14x Artillery points
- 1x Forward Observer
German (defender) 2 companies
- 12x Infantry (3-2) or 24x Infantry (1-1)
- 2x MG
- 1x Officer
- 2x Dugout
- 1x Fighter (Ace)
- 7x Artillery
- 1x Sniper
Special Rules
- Surprise value: -1.
- The German places 1x Bomber in a Bombing Post (H4 or H10) when he wishes.
- 1st Barbed Wire row: Intact.
- 2nd Barbed Wire row: None.
- Counter-Attack: 6x Infantry (1-0) available.
1917 – Stürmtruppen
Early 1917, the number of German soldiers in a platoon is reduced, but the firepower of a battalion is maintained thanks to the introduction of new weapons and tactics. Provisory detachments of Sturmtruppen are attached to existing formations in order to give their support.
German (attacker) 2 companies + Stürmtruppen detachment
- 10x Infantry (3-2)
- 4x LMG
- 2x Officer
- 2x Granatenwerfer
- 3x Bomber (0-0)
- 4x Leichte Minenwerfer
- 1 Fighter
- 1x Recon
- 6x Artillery points (Shrapnel/HE)
British (defender) 2 companies
- 16x Infantry (2-2)
- 1x Officer
- 2x MG
- 2x Fighter
- 10x Artillery
Special Rules
- Surprise value: -2.
- 1st Barbed Wire row: Thick.
- 2nd Barbed Wire row: None.
- Counter-Attack: 6x Infantry (1-0) available.
1917 – The Specialists
It becomes obvious that smaller and specialized units were more efficient than larger units. They gain more and more flexibility and are also equipped with light machine guns in order to acquire more firepower. The Creeping Barrage had been designed to protect infantry crossing the no man's land and to soften the defenses before the assault. By late 1916, Creeping barrages are used for each assault.
French (attacker) 1 battalion (3 coy of 4 plt each)
Each platoon is:
- 2x Half Platoon 1916+ (2-1)
Plus:
- 1x Officer per company
- 1x Creeping Barrage
- 19x Artillery points (Gas available for Counter-Battery)
- 2x Fighter
- 1x Recon
German (defender) 2 companies
- 12x Infantry (3-2) or 24x (1-1), (at least 25% in Erick trenchline)
- 2x Officer
- 2x MG
- 3x LMG
- 2x Granatenwerfer
- 2x Fighter (one is Ace)
- 2x Sniper
- 1x Thick Wire in L3 and L11
- 2x Dugout
- 2x Pillbox
- 8x Artillery points
- 1st Barbed Wire row: Thick
- 2nd Barbed Wire row: Intact
Special Rules
- Remove one Forward! Elan marker (mutiny).
- Surprise value: Assault marker in [4-6].
- Creeping Barrage markers are in L row.
- One French company is in the N row, an other in the P row. The third company is set on the map when the units of the first wave become adjacent to the German Fire trenchline, 2 platoons (ie. 4 counters) in the Start trenchline, the 2 others just behind.
- Germans are in the Hindenburg line.
- German may use their Artillery points against elements of the 1st company, as if it was in the French trenchline, just after the Artillery Preparation Phase, by spending Artillery points.
- The German places 1x Bomber in the Bombing Post in H4 and H10 when he wishes.
- The German has two Loopholes.
- Counter-Attack: 6x Infantry (1-0) available.
1917 – The Silent Death
The Livens Projectors were the British's mean to overwhelm Germans with Gas. Livens Projectors were simple mortar-like weapons that could throw drums of Gas into enemy lines. It was an efficient area-effect weapon less subject to weather conditions than drifting toxic clouds.
British (attacker) 2 companies (3 platoons each)
Each platoon is:
- 1x Rifle atop stacked with 1x Rifle Grenade
- 1x Bomber atop stacked with 1x LMG
- 1x Mopper Up stacked one of these stacks
Plus:
- 2x Officer
- 1x Straight Barrage for each Wire row
- 2x Artillery points against each enemy unit on the map (to spend during the Preparation Artillery Phase)
- 13x Gas (Projectors) (choose a row and perform a Scatter check for each Gas Shell)
- 15x Artillery points
- 2x Stokes Mortar
- 3x Fighter
- 1x Recon
German (defender) 2 companies
- 12x Infantry (3-2) or 24x (1-1), (at least 25% in Erick trenchline)
- 2x Officer
- 2x MG in the Support trenchline
- 2x MG Nest (Camouflaged)
- 3x LMG
- 2x Granatenwerfer
- 2x Dugout
- 3x Pillbox
- 1st Barbed Wire row: Thick
- 2nd Barbed Wire row: Intact
- 1x Thick Wire in H3 and H11
- 9 Artillery points
- 2x Fighter (Ace)
- 2x Sniper
Special Rules
- Surprise value: -2.
- Wind blows from South to North (top of the map).
- The 1st platoon of each company is set up on the Start Line, the 2nd platoon behind and the 3rd behind the 2nd. As long as the unit on top of the stack has not been pinned and the hex contains only elements of the platoon, the effects of Red Firepower do not apply to British units (historically these elements followed, but less than 50 meters).
- The British benefits from the Predicted Fire rule. Germans are in the Hindenburg line.
- German may use their Artillery points against 1st platoons, as if it were in the British trenchline, just after the Artillery Preparation Phase, by spending Artillery points.
- German Artillery is camouflaged.
- There's no scatter when German player uses his artillery upon units in Eric and Friedrich trenchlines.
- The German places 1x Bomber in the Bombing Post in H4 and H10 when he wishes.
- The German has two Loopholes.
- Counter-Attack: 6x Infantry (1-0) available.
Spring 1918 – The Gladiators
By the end of the war, 16 Sturm-Bataillon were officially created. Contrary to the human waves seen in 1914, priority was given to discretion.
German (attacker) 2 companies
- 12x Stosstruppen
- 8x LMG
- 4x Officer
- 2x Flammenwerfer
- 4x Granatenwerfer
- 1x Straight Barrage against each enemy trenchline
- 1x Straight Barrage against each Barbed Wire row
- 4x Artillery points (Gas available for Counter-Battery)
- 1x Rolling Barrage (called Feuerwalze)
French (defender) 2 companies
- 16x Infantry (2-2)
- 1x Officer
- 3x MG
- 1x MG Nest
- 2x Pillbox
- 6x Artillery points
Special Rules
- Surprise value: -2
- Fog: Visibility is restricted to 4 hexes.
- German Set-up Line is in the M row.
- German player must occupy or destroy MG Nest and Pillbox then reach the Reserve Trenchline to win.
- Bruchmüller's Approach effects: perform an attack against the French Command Post, then against Communications and at last against each Pillbox (no scatter).
- 1st Barbed Wire row: Thick.
- 2nd Barbed Wire row: Damaged.
- Counter-Attack: 6x Half Platoons 1916+ available.
1918 – The Last Gamble
During the conflict, tactics have changed so much that they were completely different from those of 1914. Then, the return to the mobile warfare will require readaptation once again, after all those years wasted in trenches.
British (attacker) 2 companies (3 platoons each)
Each platoon is:
- 1x Rifle atop stacked with 1x Rifle
- 1x Rifle atop stacked with 1x LMG
- All units (except LMG) have a Grenade an a Rifle Grenade symbol (1 die each) (They act as a "French Half Platoon 1916+" unit on its back side)
Plus:
- 2x Officer
- 3x Tanks
- 1x Creeping Barrage (usual -1 modifier doesn't apply)
- 1x Straight Barrage against each Wire row
- 2x Artillery points against each enemy unit on the map (must spend during the Artillery Preparation Phase)
- 5x Artillery points (Gas available for Counter-Battery)
- 2x Stokes Mortar
- 4x Aircraft (player's choice) 2 are Ace
German (defender) 2 companies
- 9x Infantry (3-2) or 18x Infanterie (1-1) (at least 33% in Erick)
- 4x LMG
- 2x Officer
- 3 MG
- 2x MG Nest (Camouflaged)
- 2x Granatenwerfer
- 2x Shellhole
- 2x Dugout
- 4x Pillbox
- 1x T-Gewehr
- 2x K-bullet
- 2x Sniper
- 2x Fighters
- 8x Artillery points
- 1st Barbed Wire row: Thick
- 2nd Barbed Wire row: Thick
Special Rules
- Surprise: Assault marker is set in [4-6].
- Creeping Barrage markers are in L row.
- The 1st platoon of each company is set in the N row, the 2nd platoon behind (O) and the 3rd behind (in P).
- As long as the unit on top of the stack has not been pinned and the hex contains only elements of the platoon, the effects of Red Firepower do not apply to British units.
- The British benefits from the Predicted Fire rule. Don't shift the set-up line by one row toward the enemy line: the initiale Set-up does already count it into account.
- Trench Mortars benefit from a +1 on the Mortar Table (6inch Newton mortar) and/or may be used to spill Gas (see 4.1.1.2 Gas Shells).
- Germans are in the Hindenburg line.
- German may use their Artillery points against 1st platoons, as if it were in the British trenchline, just after the Artillery Preparation Phase, by spending Artillery points.
- German Artillery is camouflaged.
- There's no scatter when German player fires at units in Eric and Friedrich trenchlines.
- The German places 1x Bomber in the Bombing Post in H4 and H10 when he wishes.
- The German has two Loopholes.
- Counter-Attack: 6x Infantry (1-0) available.
Bibliography
- BULL Stephen. World War I Trench Warfare 1914-1916, Osprey Publishing, 2002, 64p
- BULL Stephen. World War I Trench Warfare 1916-1918, Osprey Publishing, 2002, 64p
- BULL Stephen. Trench: A History of Trench Warfare on the Western Front, Osprey Publishing, 2010, 272p
- GOYA Michel. La Chair et l'Acier, L'Armée Française et l'Invention de la Guerre Moderne 1914-1918, Editions Tallandier, 2004, 479p
- LAPARRA Jean-Claude (Coll.). La machine à vaincre : De l'espoir à la désillusion, Histoire de l'armée allemande 1914-1918, 14-18 Editions, 2006, 323p
- LAPARRA Jean-Claude. Les "Gladiateurs": Les Formations Offensives dans l'Armée Allemande 1914-1918, Ysec Editions, 2007, 283p
- LEPICK Olivier. La Grande Guerre Chimique 1914-1918, Presses Universitaires de France, 1998, 384p
- SAUNDERS Anthony. Trench Warfare 1850-1950, Pen & Sword Military, 2010, 256p
- STRONG Paul & Sanders MARBLE. Artillery in the Great War, Pen & Sword Military, 2013, 246p