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Teutons!: Assaults on the West, 1870-1940

Teutons!: Assaults on the West, 1870-1940 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 The Map
    • 2.2 Unit Counters
    • 2.3 Fortress Counters
    • 2.4 Other Markers
    • 2.5 Dice Conventions
  • 3.0 Sequence of Play
  • 4.0 Replacements & Reinforcements
    • 4.1 Phase Order
    • 4.2 Downgrading Armies
  • 5.0 Stacking
  • 6.0 Zones of Control
  • 7.0 Supply
  • 8.0 Operational Movement
    • 8.1 Operational Movement Bonus
    • 8.2 German Operational Breakthrough
    • Movement Examples
  • 9.0 Attack Allocation & Combat Resolution
    • Attack Allocation Examples
    • 9.1 Odds Ratio
    • 9.2 No Retreat & Pressed Attack
    • 9.3 Combat Results Table
    • 9.4 Tactical Retreats & Advances
  • 10.0 Disruption
    • 10.1 Recovery
  • 11.0 Entrenchments
  • 12.0 Fortresses
  • 13.0 Terrain Effects
  • 14.0 German Operational Breakthrough
  • 15.0 Optional Rules
  • France 1870
    • Victory Conditions
    • Unit Set-Up
    • Fortress Set-Up
    • Replacements
    • Border Restrictions
    • Burnside & Sheridan Rule
    • French Rifles
  • France 1914
    • Victory Conditions
    • Unit Set-Up
    • Fortress Set-Up
    • Replacements
    • Border Restrictions
    • Belgium Rule
    • Hidden Units and Dummies
    • Mata Hari
    • Taxicabs of Paris
    • Cavalry Versus Machine Guns
    • Mud Turns
  • Blitzkrieg: France 1940
    • Victory Conditions
    • Unit Set-Up
    • Fortress Set-Up
    • Replacements
    • Border Restrictions
    • Open Cities
    • Dunkirk
    • British 1st Armoured Division
    • Weather Determination
    • Overruns
    • Tank Fright
    • Air Rules

1.0 Introduction

Teutons!: Assaults on the West, 1870-1940 collects three games, with each covering a different historical invasion of France by the Germans:

  • France 1870 recreates the lightning-fast defeat of France in the Franco-Prussian War;
  • France 1914, the early days of the Great War;
  • Blitzkrieg: France 1940, the shocking victory of Nazi Germany over France and its allies.

The three games all use the same core system and map, but each game has its own unique rules that focus on the elements that were specific to that era and that conflict. For ease of reference, these rules will refer to the individual games as 1870, 1914, and 1940.

2.0 Components

The game is played with these rules, one map in two pieces, a six-sided die, and 176 laser-cut counters.

2.1 The Map

A hexagonal grid has been superimposed over the terrain to regulate movement and combat. Each hex or hex-side contains a specific type of terrain. The shifting border of France and Germany is represented by an orange line (1870 and 1940) and red line (1914).

2.2 Unit Counters

Each game has its own set of Unit Counters which share some common features. Blue counters belong to the Allied Player, who controls France and its allies; gray counters belong to the German Player. In 1870, these are called the French and Prussian Players, respectively.

Unit Size Symbol: Indicates the size of the Unit:

  • XXXX = Army. Only Armies can Entrench (11.0). Armies project Zones of Control (6.0), even when Disrupted.
  • XXX = Corps. Corps cannot Entrench. Corps can only project a Zone of Control (6.0) into a hex if there are 2 UnDisrupted Corps adjacent to that hex.

Combat Factor: Represents the Unit's basic ability to Attack and Defend.

  • French 1870 Units have a yellow box around their Combat Factors to remind the players of the French Élan Bonus specific to that game.

Operational Movement Factor (OMF): Represents the Unit's basic ability to Move. May be modified by the Operational Movement Bonus (8.1).

  • German 1870 Armies have a yellow box around their OMFs to remind the players of the Burnside & Sheridan Rule specific to that game.

Turn of Appearance: Used to indicate Units that arrive as Reinforcements.

Unit Statuses: During the course of the game, Units may Entrench (11.0) or become Disrupted (10.0). Some players like to represent Disruption by flipping the counter over, some like to use markers, and still others like to rotate the counter. Entrenchment/Disruption Markers are provided for any players who would like to use them; the reverse side of most Armies represent Entrenchment status ("E" in place of its OMF), and the reverse side of most Corps represent Disruption (yellow line along the top of the counter). Note that all Units have "one step" of strength.

Unit Type Symbol: Indicates the type of unit that predominates in the formation. Each game uses slightly different Unit Type Symbols to aid in telling one game apart from the others.

  • The 1870 counters use an old-fashioned military unit symbol.
  • The 1914 counters use "filled-in" NATO symbols.
  • The 1940 counters use "hollow" NATO symbols.

Vehicle drawings are used to represent armor and aircraft.

2.3 Fortress Counters

Fortress Counters, representing a Fortification with a Value of "1" or "2", are placed on the map during Set-Up according to the specific rules for that game.

2.4 Other Markers

The Game Turn Marker is used to indicate the current Game Turn (and in 1914, the intrigues of Mata Hari!), while the Weather Marker is used to indicate the current atmospheric conditions.

2.5 Dice Conventions

The game uses a six-sided die to resolve Combat. Some gamers like to roll where a "1" is best and "6" is garbage, and some gamers prefer it when "6" is best and "1" is garbage. The Combat Results Tables have an "A" (1-6) and a "B" (6-1) column to allow you to use the roll that feels right for you and your opponent.

3.0 Sequence of Play

Each game is played in a series of Game Turns. Each Game Turn consists of the following phases, performed in the following order:

A. REPLACEMENTS & REINFORCEMENTS

B. GERMAN PLAYER TURN

  1. Entrenchment of German Armies
  2. Airstrikes (1940 only)
  3. Operational Movement & Attack Allocations
  4. Franco-Belgian Recovery from Disruption (1914 & 1940 only)
  5. Ground Combat Resolution
  6. German Operational Breakthrough (1914 & 1940 only) a. Airstrikes (1940 only) b. Operational Movement & Attack Allocations c. Ground Combat Resolution
  7. Allied Victory Determination
  8. German Supply Status Determination
  9. German Recovery from Disruption (1914 & 1940 only)

C. ALLIED PLAYER TURN

  1. Entrenchment of Allied Armies (1914 & 1940 only)
  2. Operational Movement & Attack Allocations
  3. Airstrikes (1940 only)
  4. German Recovery from Disruption (1870 only)
  5. Ground Combat Resolution
  6. Allied Supply Status Determination
  7. German Victory Determination
  8. British Recovery from Disruption (and French in 1870 only)

Each game's specific, detailed Sequence of Play is presented on the Player Aid Card for quick reference.

4.0 Replacements & Reinforcements

Each game allows some Eliminated Units to return to the game as Replacements. The Players signify their desire to Replace/rebuild an Eliminated Unit by placing it on the Game Turn Record Track at the start of the Replacements & Reinforcements Phase:

  • An Eliminated Corps is placed on the next space of the track, and will return on the next turn.
  • An Eliminated Army is placed a number of spaces on the track equal to one plus its Combat Factor (e.g., a 3 CF Army takes 4 Turns to return).
  • Each player may only rebuild one Unit at a time; that is, each player may only have one Unit on the Game Turn Record Track at a time.
  • Note that game-specific limitations will dictate which nationalities may Replace which Units, and how often this can occur.
  • Air Assets (1940) are immediately placed two turns ahead on the Game Turn Record Track when Eliminated, and return to the player's pool at the start of that Game Turn. They do not count as "units being rebuilt" as above.

Replacement Units re-enter the game Disrupted (and, in 1914, Revealed) as follows:

  • Replacement Units may not deploy into hexes occupied by enemy Units or enemy ZOCs (6.0), unless that enemy ZOC hex is occupied by a friendly Unit.
  • French Units deploy in Paris (if it can trace a supply line) or any western/southern map edge hexes in France.
  • German Units deploy in any hexes in Germany.

Each game has certain Units which enter the game as Reinforcements. Reinforcement Units enter the map into any hex where a Replacement Unit can be deployed, and they do so Disrupted.

4.1 Phase Order

The German Player resolves his portion of the phase first, the Allied Player second.

4.2 Downgrading Armies

During the Replacements & Reinforcements Phase, a player may voluntarily Eliminate any of his Units. If he Eliminates an Army, he may downgrade it to a Corps (replacing his Army with an already-Eliminated Corps).

5.0 Stacking

Pieces from opposing sides cannot co-exist in a hex. Up to 3 units (plus a Fortress marker) may stack:

  • Only one of the three Units may be an Army.
  • 1940: Only one Unit may be Armor.

The stacking limit applies during Operational Movement. If the limit must be violated by Retreating Units from other hexes, all the Units in the violated hex become Disrupted (9.0) and, if the defending player wishes, he may also Retreat those Units up to 3 hexes from the original, attacked hex.

6.0 Zones of Control

Units exert movement-restricting Zones of Control (ZOC) into adjacent, accessible hexes as follows:

  • An Army (XXXX) Unit always exerts ZOC, even when Disrupted.
  • A Corps (XXX) Unit generally cannot exert ZOC by itself, but two UnDisrupted Corps can, whether stacked together or exerting their ZOCs on the same hex from different hexes.
  • 1940 only: A single, UnDisrupted German panzer Unit exerts ZOC into most hexes, but cannot exert its ZOC across a river, or into a forest or swamp hex. The British 1st Armoured Division in the same game never exerts ZOC, even when UnDisrupted.

During Operational Movement, a Unit is required to stop when it enters a hex into which the enemy exerts its ZOC (per the conditions above). That Unit may move on subsequent turns, however:

  • The unit may never move directly from one enemy ZOC hex to another enemy ZOC hex of the same enemy unit(s). It may, however directly move one (1) hex out of one enemy ZOC into another of a different enemy unit, unless it would have to cross a river to do so.
  • Units may move freely, regardless of enemy ZOCs, on their own side of the French-German border. If any Units attack or would try to move across the border, those units become temporarily subject to all ZOC restrictions even across the border, in that moment.
  • The unit may not move if it would entail crossing a river or the French/German border through a hex adjacent to even a single UnDisrupted enemy Corps.
  • Note that a unit may move one hex away from an enemy ZOC into a non-ZOC hex, and then into another enemy unit's ZOC.
  • A unit may make a special one-hex move regardless of enemy ZOCs if it is moving into a hex that is already occupied by a friendly Unit (even if that friendly Unit just moved into that hex during the same Operational Movement Phase).

We're using Zone of Control specifically to refer to the effects of enemy Units on Movement. Note that adjacent enemy Units and fortresses that may not project a ZOC in the sense above still prevent the tracing of Supply (7.0).

7.0 Supply

In order to operate at full effectiveness, Units must be in Supply. Supply is checked and demonstrated by tracing a line of hexes of any length from the Unit to a Supply Hex:

  • For French and British Units, a Supply Hex is any western or southern map-edge land hex within France, or a Channel port.
  • For Belgian Units, Brussels is their Supply Hex, although in 1914 Antwerp also serves as one.
  • 1940: Dutch Units must trace to Amsterdam.
  • For the Germans, a Supply Hex is any eastern map-edge hex.

The Supply Line traced from the Unit to the Supply Hex cannot be traced through or from a hex that:

  • Is occupied by an enemy unit or fortress.
  • Is adjacent to an enemy fortress, enemy Army, or UnDisrupted enemy Corps.
  • Is in a country the Unit cannot enter.

Units that cannot trace a valid Supply Line are Out of Supply:

  • They cannot recover from Disruption (10.1).
  • Attacking Units that are out of supply attack with one column shift in favor of the defender. Defending Units that are out of supply defend with one column shift in favor of the attacker. Supply status for combat is determined at the moment of the attack or defense.
  • Disrupted Units found out of supply during the owning player's Supply Status Determination Phase are Eliminated unless they occupy a Fortress; Fortresses can indefinitely host out-of-supply Units equal to that Fortress's Strength Factor ("1" or "2").
  • UnDisrupted Units found out of supply during the owning player's Supply Status Determination Phase become Disrupted. UnDisrupted out of supply Units in a Fortress still become Disrupted in this Phase.
  • In the owning player's Replacement Phase, an Army in an isolated "1" factor Fortress may be permanently downgraded to (replaced by) an infantry Corps with a Combat Factor of "1".

8.0 Operational Movement

During the Operational Movement Phase, the acting player may move any, all, or none of his UnDisrupted Units (Disrupted Units cannot move). Each Unit may be moved using Operational Movement only once per Game Turn. Operational Movement is resolved one Unit at a time, with that Unit moving from hex to hex, expending one OMF for each new hex entered. OMFs may never be saved up from turn to turn, nor transferred from Unit to Unit. Units generally may not exceed their printed OMF (but see the 1870 "Burnside & Sheridan Rule", and Operational Movement Bonus below).

8.1 Operational Movement Bonus

A Unit may expend two additional Movement Factors on top of its printed OMF, either by fulfilling both of the following conditions, or by choosing to become Disrupted at the end of its Operational Movement:

  • The Unit will not Attack this turn.
  • The Unit does not enter or vacate an enemy ZOC projected by any UnDisrupted Unit (unless moving into a hex already occupied by a friendly unit). The Unit may utilize the Operational Movement bonus to move into the ZOC of a Disrupted enemy Army Unit (but, per the first condition, it cannot attack).

8.2 German Operational Breakthrough

During German Operational Breakthrough (1914 & 1940 only), the German Player has a second Operational Movement Phase (as well as a second Combat Phase). Only Units that did not move or attack in the preceding Operational Movement Phase may participate in the second. Units participating in the Breakthrough have their printed OMF reduced by "1", but they may still qualify for the Operational Movement Bonus.

Movement Examples

The printed example diagrams are not reproduced here; the captions accompanying them are transcribed.

Armies project ZOC regardless of Disruption status; the German 4th Army has to stop. On the next turn, since there is a German Korps in the next hex, it could make the special one-hex move to that hex despite the ZOC.

Two UnDisrupted Corps project ZOC, stopping the German Unit's movement in the first hex. If only one is UnDisrupted, the German Unit could move to Rouen, but would lose its OMB. If both were Disrupted, the Germans could breeze right past and move a total of four hexes.

9.0 Attack Allocation & Combat Resolution

At the end of the Operational Movement Phase, the acting player will determine which enemy Units will be attacked by the owning player's UnDisrupted Units. Combat is voluntary - a Unit is not required to Attack an enemy simply because it moves adjacent to it, but if an Attack is made, certain other Units may need to be Attacked per the following provisos:

  • If an enemy Unit is being Attacked, and there are UnDisrupted enemy Armies adjacent to the Attacking Unit(s), then those UnDisrupted enemy Armies must also be Attacked (though not necessarily by the same Attacking Unit). Exception: if the designated attack is not across a river hexside, and the adjacent UnDisrupted enemy Army or Armies in question are across a river hexside, those Armies on the other side of the river do not need to be attacked. If the designated initial attack is across a river hexside, then an adjacent UnDisrupted enemy Army must also be attacked, even if it is itself across a river hexside.
  • If an enemy Army Unit is being Attacked, then UnDisrupted enemy Corps adjacent both to it and to those attackers must also be attacked as above (with the same exception for river hexsides).

Units may Attack only once per Game Turn, but each Defending Unit may be Attacked more than once per Phase by different attacking units:

  • Multiple Attacking Units, whether in the same hex or different hexes, may attack a single Defender's hex.
  • Multiple Defenders' hexes may be attacked by the Attacking Units in a single hex.
  • Multiple Attackers' hexes may attack multiple Defenders' hexes, and may be required to do so per the mandatory combat requirements above.
  • Multiple Attackers in the same hex may "split" their Attacks against different adjacent hexes, with each Attack resolved separately.

Disrupted enemy Units that are in Supply but will not be the targets of an Attack might Recover from Disruption (10.1) depending on the specific side and game.

The Attacking Player may decide during the Combat Resolution Phase to "call off" an Attack. This is allowed so long as any mandatory Attacks have been made. That is, you cannot declare one Attack, then declare a second Attack mandated by the first due to adjacent UnDisrupted enemies, resolve the first Attack, then call off the second! If, however, you call off the first Attack, you would be free to call off the second.

Attack Allocation Examples

The printed example diagrams are not reproduced here; the captions accompanying them are transcribed.

The German stack is attacking. If both the French Army and French Corps were UnDisrupted, both French Units would need to be attacked, since both are adjacent to the Attackers and to each other. If the Corps was Disrupted and being Attacked by the German stack, the French Army would still need to be Attacked as it is UnDisrupted and adjacent. If the Army was Disrupted instead, it would not be required to be Attacked if the stack was attacking the Corps, nor would the Corps need to be attacked if the stack was attacking the Army. The status of the Army is key.

With the addition of the river hexside, an attack against the French Corps does not require an Attack against the French Army, even if UnDisrupted. However, if the UnDisrupted French Army was Attacked, the UnDisrupted Corps would also need to be Attacked, as it is on the same side of the river as the attacking stack and is adjacent to both it and the attacked Army. If that Army was Disrupted however, Attacking it would not require an Attack against the Corps, even if the Corps was UnDisrupted.

Because the initial attack is being made across the river, the same rules apply as in our first example.

9.1 Odds Ratio

Combat is resolved by summing the total Combat Factors of the Attacking Units and comparing it to the total Combat Factors of the Defending Units, expressed as a Combat Odds Ratio. Odds are rounded off, down.

  • The Defender's Combat Factors may be modified depending on Terrain.
  • An Attacking Unit may be designated as "part" of the attack without contributing its Combat Factors to the Attack. Such Units are not required to suffer losses incurred by the Attacking side (unless the Attacker chooses to do so), but are eligible for Tactical Advances (9.4).

9.2 No Retreat & Pressed Attack

Before resolving the battle, the Defender has the option to issue "No Retreat" orders, and then the Attacker has the option to declare a Pressed Attack, regardless of the Defender's decision.

No Retreat: If the Defender issues "No Retreat" orders, the Attacker may not call off the attack (even if he wants to). Any "D1" result is treated as a "D" result, and any "D2" or "D3" results are treated as "DE".

Pressed Attack: Cannot be used if any Belgian or Dutch Unit is involved in the Attack. If declared, and the Combat's die roll is 1-3 (option "A"), read the result as one column higher (2:1 becomes 3:1). If the die roll is 4-6, read the result as one column lower (2:1 becomes 3:2). If you use column "B", where "6" is good and "1" is not, reverse the above. This cannot be used if the original odds are 1:5, as no Attacks can be made below those odds per 9.3.

9.3 Combat Results Table

Find the column on the game-specific Combat Results Table that matches the Combat Odds Ratio (in case of fractions, round down). Apply Column Shifts (left in favor of the Defender, right in favor of the Attacker) for Terrain, Weather, Disruption, and Supply Status, as well as game-specific shifts, needed to arrive at the final Column; determine and apply the net number of Column Shifts. If the odds shift below 1:5, no Attack can be made (but see 1914, Hidden Units and Dummies).

Roll the die, and cross-reference the result with the final column on the Combat Results Table, resolving the Combat per the indicated result.

  • DE = Defenders ELIMINATED. Remove those Units from the map. Attackers may advance as for D2 results. (Some units are eligible to re-enter the game as Replacements.)
  • D# = Defenders RETREATED and DISRUPTED. The Attacker chooses how many hexes the Defenders will Retreat (up to the number indicated on the CRT result), while the Defender chooses the retreat route. The Defender may choose to continue retreating additional hexes equal to 3 minus the number indicated on the CRT result (e.g., on a D1, he may Retreat 2 additional hexes, on a D2, one additional hex). The Attacker may perform Tactical Advance. (See 9.4 for more on Retreats and Advances.)
  • D = Defenders DISRUPTED. Some or all of the Defenders may voluntarily withdraw up to 3 hexes if the owning player chooses to do so; the Attacker is still eligible for Tactical Advance, if all the Defenders withdraw.
  • X = EXCHANGE. Optional. Attackers equal to or greater than the totaled modified Combat Factors of the Defenders - or of any of the individual Defenders, if the Attacker cannot match the total - are Eliminated, along with those equaled Defenders. The Attacker chooses which of his units to sacrifice. Any surviving Defenders are DISRUPTED as in a "D" result. If the attacked hex is vacated, any surviving Attackers are eligible for Tactical Advance as in a "D1" result and may advance into the attacked hex regardless of ZOC. All Units on a side must be Eliminated before any Fortresses. This is not mandatory. The Attacker may choose to treat it as a nil/no effect result instead. If he lacks the Attacking Combat Factors necessary to exchange away even just one Defending Unit, the Attacker must treat this as nil/no effect.
  • AD = Attackers DISRUPTED.
  • AE = Attackers ELIMINATED. Eliminate only sufficient Attacking Combat Factors to equal the Defending Combat Factors. Note that per 9.1 an Attacking Unit that contributes no Combat Factors to the combat is not required to suffer losses.
  • - = Nil/No Effect.

A Note About Disruption: French and Belgian Units in 1914 and 1940 and German Units in 1870 that began the Combat Phase Disrupted, but that do not receive a Disruption Result in Combat, automatically Recover from Disruption (but see 1940 for Air Disruption Recovery) provided that they are in Supply. (Exception: Units do not Recover during German Operational Breakthrough.)

9.4 Tactical Retreats & Advances

Defending Units may be required to (D# result) or may voluntarily (D result) perform a Tactical Retreat (but see "No Retreat Orders" in 9.2 above). When retreating:

  • Each hex Retreated must be away from the hex or hexes attacked in that Combat.
  • If possible, each mandatory hex Retreated should also be away from the hex or hexes from which the Attack was launched (but there is no penalty if unable to do so). Further voluntary Retreats are not subject to this specific requirement.
  • Retreating Units may only pass through an enemy ZOC if the hex being passed through is occupied by friendly Units or fortresses. However, Retreating Units may not retreat across a hexside that it is itself adjacent to a hex from which they themselves were attacked, even if that hex is friendly-occupied.
  • Retreating Units may not retreat into or through a friendly-occupied hex that is itself under an as-yet unresolved attack.

It may not always be possible to fulfill all of the conditions above. If the defending Units are surrounded or unable to retreat, treat "D1" results as "D" results, and "D2"/"D3" as "DE" results (just as you would if the Units were issued "No Retreat" orders).

In some circumstances, after Combat certain Attacking Units may make a Tactical Advance:

  • Cavalry and Armor Units may Tactically Advance up to 2 hexes through the vacated hex on a DE, D3, or D2 result. An Armor Unit may not advance more than 1 hex in Heavy Rain Turns, or if it would cross a river hexside, or enter a forest or swamp hex. All other Units may only advance one hex.
  • On a D1 result, all Units may only Tactically Advance one hex unless the Defender voluntarily Retreats farther, which may enable Cavalry and Armor Units to advance up to 2 hexes.
  • Advancing Infantry and Cavalry are subject to ZOC movement restrictions, but Armor Units (and for Germans only, any units accompanying or joining them, for the first hex only) may ignore these restrictions.
  • On a DE result, attackers entering the vacated hex ignore ZOC restrictions.
  • Units that Advance become Disrupted.

There are special rules regarding multi-hex Tactical Advances. When Cavalry and Armor Units are able to Advance two hexes, the first hex entered must be the vacated hex, and the second hex entered may be a hex other than the Defender's Retreat route, so long as:

  • The Defender's original hex is entered by Units with total Combat Factors at least equal to the modified Combat Factors of those Defenders.
  • If the above requirement is met by some of the Attacking Units, other Attackers that participated in that Combat may Advance one hex (only) into an empty hex adjacent to the original Defender's hex, unless prevented by ZOC restrictions. In this case, ZOC restrictions are not ignored on a DE result.

"Edge of the World" and "Into the Sea": Eliminate any Units forced to Retreat off the map or into the sea.

10.0 Disruption

Disruption is a status which effects Units after Combat. Disruption can be indicated by rotating the Unit to face your opponent, by flipping Units over (when Units have a yellow-stripe Disrupted side), or by using a Disruption Marker - whichever method is most convenient for the players.

Disrupted Units:

  • May not perform Operational Movement or participate in Attacks.
  • May be Eliminated if found to be Out of Supply (7.0) during the Supply Determination Phase.
  • Have a column shift against them when Defending, but other UnDisrupted Units in the hex do not. (Read the results separately from one die roll in these split cases).
  • Disrupted Corps (XXX) Units cannot exert ZOC or block enemy Lines of Supply.
  • If a Disrupted, Entrenched Unit is Disrupted again, it loses its Entrenchment status but otherwise has no ill effect. Disrupted Units that are not Entrenched and that receive a Disruption result simply remain Disrupted.
  • Disrupted Units still receive Terrain Bonuses.

10.1 Recovery

Units Recover from Disruption in the relevant Recovery Phase (specific to that game's Sequence of Play).

  • 1870: French Units recover at the end of the French Player Turn. German Units recover during the French Player Turn, immediately prior to the French Combat Phase, unless being attacked.
  • 1914: British and German Units recover at the end of the owning player's Player Turn. Belgian and French Units recover immediately prior to the first German Combat Phase, unless being attacked.
  • 1940: British, Dutch, and German Units recover at the end of the owning player's Player Turn. Belgian and French Units recover immediately prior to the first German Combat Phase, unless being attacked.

11.0 Entrenchments

At the start of each Player Turn, the Player may choose to Entrench any/all of his UnDisrupted Armies (only). Entrenchment is represented either by flipping the Unit over (when the counter allows for this) or using an Entrenchment Marker.

Entrenched Units add one to their Combat Factor when Defending.

Entrenched Units cannot perform Operational Movement or Attack; if they do so, the Entrenchment is immediately lost.

Units can become Disrupted after Entrenching. If an already Disrupted Entrenched Unit receives another Disruption result, the Entrenchment status is lost.

12.0 Fortresses

Fortresses are static counters that are set up at the start of the game per that game's specific rules. Fortresses in Germany belong to Germans; all other Fortresses belong to the Allies. Enemy Fortress hexes cannot be entered while the fortress is in Place. Fortress counters have a defensive-only Combat Factor of "1" or "2" printed on them. Fortresses can be Attacked normally, however:

  • They can never be Disrupted.
  • They are permanently Eliminated by an X, D2, D3, or DE Combat Result.
  • They are permanently Eliminated by a D1 result as well if (1) an enemy Army was involved in the Attack and (2) no Defending Units were given a "No Retreat" order. Both of these conditions must apply to Eliminate a Fortress on a D1 result.

13.0 Terrain Effects

The terrain features printed on the map have effects on Combat as follows, and are cumulative:

  • French/German Border: +1 CF for all Defending Units attacked across the border. This is negated if any of the Attackers are on the same side of the border as the Defenders.
  • Major City hex (white border): +1 CF for all Defending Infantry Units in the hex.
  • River: Attacks across a river hexside are reduced by one odds column. This is negated if at least half of the Attacking factors are on the same side of the river as the Defenders. Armor Units moving or attacking across a river hexside must pay an additional OMF to do so.
  • Forest: Any one Infantry Unit defending in a forest hex receives +1 CF.
  • Swamp: Restricts the number of Units that may Attack as follows: only one Unit from each adjacent hex may attack a Swamp hex. Only one Unit in a Swamp hex may Attack across each hexside.

14.0 German Operational Breakthrough

The German Player gets a second Operational Movement and Combat Phase (and, in 1940, Airstrikes) in the 1914 and 1940 games. Some important caveats:

  • Only Units that did not take part in the preceding set of phases (i.e., did not Move and/or Attack) may participate in the Breakthrough Phases.
  • Units participating in the Breakthrough have their printed OMF reduced by "1", but they may still qualify for the Operational Movement Bonus.
  • Unlike a normal Combat Phase, Disrupted defending Units that do not suffer a second Disruption result do not Recover from Disruption.

15.0 Optional Rules

The contents list a section 15.0 Optional Rules, but the printed rulebook contains no separate section body under that heading. The optional rules that are printed appear inline, in the sections where they apply (for example, the optional Tank Fright note under the 1940 game below).

France 1870

Victory Conditions

  • The Prussians win a Normal Victory if Paris cannot trace Supply to a French Supply Source.
  • The Prussians win a Smashing Victory if they occupy both Paris hexes, and a Supply Line can be traced from Paris to a German Supply Source.
  • If the Prussians do not win, the French win a Normal Victory.
  • The French win a Smashing Victory if they fulfill the conditions for a Normal Victory and they have one or more Units in Germany.

Unit Set-Up

Units are deployed as follows; use the orange 1870 border:

  • French Corps numbers 1 through 5 are placed in France along the German border, one Unit per hex.
  • French Imperial Guards deploy in any of the two Paris hexes.
  • French Cavalry deploys in Châlons.
  • After the French set-up is complete, the Prussian Player places his Units on any of the four northern German border hexes (P06, Q05, R05, S04).
  • Both sides should place their Reinforcement Units on the Game Turn Record Track as indicated.

Fortress Set-Up

All fortresses on their "1" strength side:

  • Vitry-le-Francois (K04)
  • Mezieres (K06)
  • Sedan (L07)
  • Strasbourg (R03)
  • Bitche (R04)
  • Verdun (N05)
  • Metz (O04)
  • Thionville (O05)
  • Toul (N03)
  • Langres (M01)
  • Epinal (P02)
  • Paris (both Left and Right Bank hexes; F04 & F05)

Replacements

Only Prussian Armies and numbered Prussian Corps are eligible to re-enter the game as Replacements.

Border Restrictions

No forces may move into Luxembourg, Belgium, or the Netherlands.

Burnside & Sheridan Rule

Prussian Armies have a basic OMF of "1" until the Fourth Turn of the game. This is when American military advisors, Generals Burnside and Sheridan, explained to the Prussian General Staff how to effectively speed up their Supply. From this point onward, Prussian Armies have a basic OMF of "2".

Instead of automatically taking this advice on Turn 4, the Prussian Player may opt instead to subject himself to the vagaries of a die roll as follows:

  • Beginning on Turn 1, at the start of his Operational Movement Phase, the Prussian Player rolls one die. If the result is "1", the Burnside & Sheridan Rule kicks in, and Prussian Army OMFs are increased to "2". On any other result, the OMF remains "1".
  • The Prussian Player continues to roll once on each subsequent Game Turn until he rolls a "1". If he never rolls a "1", the rule never kicks in.

French Rifles

All French units receive an odds column shift in their favor, both on attack and defense. (The French had a highly trained professional army that used state-of-the-art Chassepot rifles while the conscript-heavy Prussians were stuck with outdated Dreyse needle-gun rifles).

France 1914

Victory Conditions

  • The Germans win a Normal Victory if they occupy both Paris hexes, and a Supply Line can be traced from Paris to a German Supply Source.
  • The Germans may win a Smashing Victory by fulfilling the conditions of a Normal Victory and Eliminating the BEF. If Germany invaded Belgium, Antwerp cannot be under Allied control to qualify for a German Smashing Victory.
  • Any other result is an Allied Victory. If there is one or more Allied Unit in Germany, then it is upgraded to a smashing victory.

Unit Set-Up

Units are deployed as follows, with their "dummy" side up; use the red 1914 border:

  • French Units, including Dummies, anywhere in France (but not Givet [L08]).
  • Belgian Unit anywhere in Belgium (with up to one Dummy if the French Player chooses).
  • British Units (BEF and Cavalry Corps) in "Dover" (not a hex; see Belgium Rule below), face-up.
  • German Units, including Dummies, anywhere in Germany.
  • Any Armies are considered to begin the game Entrenched.
  • Both sides should place any Reinforcement Units on the Game Turn Record Track as indicated.

Fortress Set-Up

2 Factor Fortresses:

  • Antwerp (K12)
  • Liege (M10)
  • Verdun (N05)
  • Metz (O04)
  • Epinal (P02)
  • Ft. Manonviller (P03)
  • Strasbourg - aka Strassburg (R03)
  • Bitche (R04)
  • Saarbruecken (R05)

1 Factor Fortresses:

  • Namur (K09)
  • Mauberge (I08)
  • Paris (both Left and Right Bank hexes; F04 & F05)

Replacements

Replacements are available for both French and German Units. German Units take twice as long to rebuild (as they are dealing with two fronts). Cavalry, British, and Belgian Units may not be Replaced. The Germans may not Replace their Guards Corps, nor any 4-factor Armies.

Border Restrictions

No forces may enter The Netherlands. British and French Units cannot enter Belgium unless it is invaded (entered) by German Units.

Belgium Rule

If a German Unit enters Belgium, it triggers the following events.

  • The BEF and British Cavalry become available to the Allied Player on the next Allied Player Turn. If the Allied Player chooses to use these Units, they arrive on the map, Disrupted, in any English Channel Port hex on the Continent. They do not enter the game, until/unless the Allied Player chooses to bring them in.
  • At least two French Armies must attempt to enter Belgium, moving the maximum OMFs allowable in furtherance of this goal. They must remain in Belgium for at least two Turns. If the BEF is used, they too must attempt to enter Belgium.
  • The British Units may leave the Continent (and thus the game) if they begin an Allied Player Turn on any English Channel Port hex. If the British Units are Disrupted, roll a die first; on a 4-6, they remain in place for another Turn.

Hidden Units and Dummies

Units begin the game Hidden. Some pieces are "Dummy" counters, used to represent misinformation and doubt. Hidden Units are Revealed when:

  • The Unit Attacks or is Moved.
  • The Unit is Revealed by Mata Hari (see below).
  • The Unit is Attacked. Attacks cannot be called off against Hidden Units. If upon revealing the Defending Unit it is determined that the Combat Odds are less than 1:5, the Attacking Units are Eliminated.

Dummies are revealed if an enemy Unit moves adjacent to it, unless the Dummy is (1) stacked with a Real Unit or (2) on the other side of the Franco-German Border. Revealed Dummies are removed from the game; Revealed Units remain Revealed.

Armies that are Revealed may Entrench at that time (provided they did not Reveal themselves by Moving or Attacking).

Mata Hari

During the Replacements & Reinforcements Phase, the German spy Mata Hari may now seduce as many French and Belgian Army staff officers as German Intelligence wishes and she can. The German Player selects a Hidden Unit and rolls the die:

  • On a "1", Mata Hari is apprehended - en flagrante, peut-etre - and executed, before the Unit is Revealed.
  • On any other result, the Hidden Unit is Revealed.

The German Player may stop rolling at any point they wish. If Mata Hari survives, she may be called upon in a later Game Turn to continue her mission.

The reverse side of the Game Turn Marker is used to indicate that Mata Hari is alive and well. When she is executed, flip the marker over to its Game Turn Marker side.

Taxicabs of Paris

If Paris is in Supply and a German Unit is within three hexes of either Paris hex, any French Replacement Units entering the game in Paris enter UnDisrupted. Furthermore, the first turn on which this occurs, the French receive an additional Replacement Corps for Alarme!

Cavalry Versus Machine Guns

When Cavalry participates in an Attack, an "X" result requires the loss of any Cavalry up to the Defenders' Combat Factor. Even if the Attacker chooses to save his other Units by treating the "X" result as No Effect, these Cavalry losses must still be incurred, unless the Cavalry CFs were not used in computing the combat odds.

Mud Turns

The last three Turns of the game are Mud Turns. During these Turns:

  • Movement is now limited to 1 OMF for all units (plus the normal OMB of 2).
  • All Attacks are reduced by one odds column.

Blitzkrieg: France 1940

Victory Conditions

  • The Germans win a Normal Victory if they occupy both Paris hexes, and a Supply Line can be traced from Paris to a German Supply Source.
  • The Germans may win a Smashing Victory by fulfilling the conditions of a Normal Victory and Eliminating the BEF. If Germany invaded Belgium, Antwerp cannot be under Allied control to qualify for a German Smashing Victory. If Germany invaded Holland, Amsterdam cannot be under Allied control to qualify for a German Smashing Victory.
  • Any other result is an Allied Victory. If there is one or more Allied Unit in Germany, then it is upgraded to a smashing victory.

Unit Set-Up

Units are deployed as follows; use the orange 1940 border:

  • The Allied Player deploys his Units in their home countries (the British begin the game anywhere in France). No unit may start in Givet (L08).
  • The German Player deploys his Units in Germany.
  • Armor: Each player decides whether he will use the illustrated or NATO side for his Armor Units.
  • Both sides should place any Reinforcement Units on the Game Turn Record Track as indicated.
  • No Armies can begin the game Entrenched.

Fortress Set-Up

2 Factor Fortresses (Maginot Line):

  • All 8 French border hexes from N06 to R01.

1 Factor Fortresses:

  • Liege (M10)
  • Metz (O04)
  • Namur (K09)
  • Verdun (N05)

Replacements

Only French Units can be replaced, and they take twice as many turns to return to the game. Air Assets for all nationalities return to the game (UnDisrupted) on the second friendly player-turn after they are Eliminated; however, if the BEF is Eliminated or Evacuated to Britain, the RAF Air Asset does not return from being Shot Down.

Border Restrictions

British and French units cannot enter Belgium or the Netherlands, unless either is invaded (entered) by the Germans. If Belgium is invaded, the BEF and 2 French Armies must attempt to enter it and at least move adjacent to the Germans.

Open Cities

Brussels and Paris are Open Cities. Allied Units may not enter them at any time, even during retreats - while Germans may do so, for all purposes. French replacements entering at Paris must do so on a hex adjacent to it.

Dunkirk

The BEF can evacuate France and return to England if it starts the Allied Player Turn in any English Channel Port Hex. If the BEF is Disrupted, roll a die first; on a 4-6, they fail to disembark and remain in place for another Turn. The Allied Player may opt to immediately roll a second time if the first fails, but if the second roll is a 4-6, the BEF is Eliminated.

British 1st Armoured Division

This Unit has no ZOC at all and does not block supply, even when UnDisrupted.

Weather Determination

One Turn in the entire game may be a Heavy Rain Turn. The first Turn will be a Clear Weather Turn. At the beginning of subsequent Turns, roll on the Weather Table (see the PAC) to determine if it will be the Heavy Rain Turn. During the Heavy Rain Turn:

  • Movement is now limited to 1 OMF for all units (plus the normal OMB of 2).
  • All Attacks are reduced by one odds column.
  • No more than 2 Allied and 3 Luftwaffe Air Assets may fly.

Note that there will only ever be one Heavy Rain Turn; all turns after the Heavy Rain Turn will be Clear Weather Turns.

Overruns

If the CFs of Armor participating in an Attack are at least equal to that of the Defending Infantry Units, a "D3" result is treated as a "DE" against UnDisrupted Defenders, and a "D2"/"D3" as a "DE" against Disrupted Defenders. This rule is negated if the Attack is made (1) across a river hexside, (2) into a forest, swamp, or major city hex, or (3) if the Defender is stacked with a friendly Armor Unit.

Tank Fright

Attacking Armor gets one column shift in its favor when Attacking only Infantry Units with individual CFs of 2 or less, in or across clear terrain hexes/hexsides. Optional (Favors French): Ignore the Tank Fright Rule.

Air Rules

Unique to the 1940 game is the following set of rules for Air Assets. Each Player has a set of Air Assets. Each Air Asset can be used once per Game Turn, and has six possible applications during that Game Turn:

  • Ground Strike: During the owning player's Airstrikes Phase, his Air Assets can be used to Attack enemy ground Units within five hexes of a friendly Army in Supply or friendly-controlled town or city that is in Supply. The Player announces all Airstrikes and (if his Units survive Interception) rolls on the Air Operations Table (see below) for each target. Each Air Asset targets only one hex although more than one German Air Asset can target the same hex. (Printed as "more than on German Air Asset"; the obvious typo is corrected here.) When there are multiple targets in a hex, roll for them separately and in order from the top-most Unit in the stack to the bottom.
  • Interception: After the phasing player has allocated all his Air Assets to their various missions during his Airstrikes Phase, the non-phasing player may utilize his Air Assets to Intercept enemy aircraft attempting a Ground Strike, Parachute Drop, or Terror Bombing, provided the enemy's target is within five hexes from a friendly Army in Supply or friendly-controlled town or city (for Allies, this must be a French town or city, or a British or French Army). The intercepting player announces which of his Air Assets are Intercepting which enemy Air Mission, and rolls on the Air Operations Table for each enemy Asset performing or Escorting that mission (Escorts first; if the friendly Asset is shot down, naturally it stops rolling!). Interception can also be performed during the enemy Supply Determination Phase against German Air Assets attempting Luftwaffe Aerial Resupply.
  • German Parachute Drop: Once during the game, the German Player may make one Parachute Drop. This "piggybacks" with a normal Ground Strike; after resolving the Ground Strike, a second Ground Strike is performed (representing the Parachute Drop). If there is a Fortress in the hex targeted by the Parachute Drop, it is Eliminated if a "D" or "D*" result is rolled on the Air Operations Table. This is subject to Interception; when the German Player announces the Parachute Drop, he must indicate which Air Asset will be doing the honors.
  • German Escort: During the turn in which the German Player attempts the Parachute Drop, he may designate one or more of his Air Assets as an Escort to protect the Parachute Drop-designated Air Asset (and any other Air Assets designated for Ground Strikes in that Phase). Allied Interceptors must attack and successfully Intercept/Shoot Down all Escort Assets before they can target any Assets escorted by those Units. Escort aircraft may not perform a Ground Strike in the turn in which they serve as Escorts.
  • Luftwaffe Terror Bombing: The German Player may target the capitals of the Netherlands (Amsterdam or Rotterdam) and Belgium (Brussels). For each country, one attempt may be made per game, during the Airstrikes Phase. There is no range requirement on terror bombing as there is for other uses of air power. The Terror Bombing succeeds against the Netherlands if 2 "D" results are rolled in the same turn; against Belgium, if 3 "D" results are rolled. ("D*" results do not count.) If the Terror Bombing fails, all subsequent attacks against Units of that nationality are reduced by one column shift (3:1 becomes 2:1). If successful, the country surrenders - see below. Terror Bombing missions are subject to Interception like any other.

German Air Assets may be freely combined to perform the same mission against any target hex or, if intercepting, against enemy Air Assets. Allied Air Assets may not be combined against a target hex or enemy aircraft.

The Air Operations Table has the following results:

  • Shot Down: Air Asset is Eliminated. Place it on the Turn Track two turns ahead of the current space. It will re-enter the player's pool at the start of that Game Turn.
  • Intercepted: The enemy mission being intercepted is prevented and that enemy Air Asset may not attempt another mission during that Game Turn, but neither Unit is shot down.
  • D: Ground unit is Air-Disrupted. Air-Disrupted Units do not Retreat as they do when Disrupted in land combat. Air-Disrupted Allied Units Disrupted during the normal German Airstrikes Phase (not during Operational Breakthrough) are marked with two Disruption markers. During the Allied Recovery Phase immediately preceding the German Combat Phase, if eligible to Recover, one of the Disruption markers is removed.
  • D*: A Disruption Result, but treat this as no effect against Armor or any Units which are Entrenched (unless they are already Disrupted), or in a forest.
  • AA: Air Asset is Shot Down (as above) if the target is an UnDisrupted non-Belgian Army, an UnDisrupted Panzer Korps, or any Unit in a Major City. These hexes are termed Anti-aircraft Capable Hexes. If the hex is not Anti-aircraft Capable, treat this as no effect.

Air Assets cannot be attacked by ground forces (except abstractly via Anti-aircraft results) or Disrupted, do not occupy hexes on the map, and do not exert ZOC.

The Air Operations Table and Weather Table are not printed in this rulebook; they appear on the separate Player Aid Card.

Surrender

If the Germans occupy an enemy national capital (Amsterdam, Rotterdam, Brussels, or Paris) and can trace Supply from it to Germany during the German Victory Determination Phase, or if the country succumbs to Luftwaffe Terror Bombing, all Units belonging to that country are immediately Disrupted, and will be Eliminated at the start of the next Allied Player Turn.

Rotterdam is considered a capital in game terms due to its strategic and economic value.

  • Surrender
  • Luftwaffe Aerial Resupply: During the German player's Supply Status Determination Phase, Air Assets can be designated for an Aerial Resupply mission, targeting a hex containing friendly Units that are out of Supply. If successful ("D" or "D*" result), all Units in the hex are brought back into Supply. Armor Units require two successes to be brought back into Supply. Resupply missions can be Intercepted.