The Lost Battalion: The Meuse-Argonne Offensive, 1918
The Lost Battalion: The Meuse-Argonne Offensive, 1918 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Components
- 3.0 Set Up and Hex Control
- 4.0 The Turn Sequence - Two Player Game
- 5.0 Stacking
- 6.0 Reinforcements & Replacements
- 7.0 Supply
- 8.0 Movement and Terrain
- 9.0 Combat
- 10.0 US Hasty Assaults
- 11.0 Special Units
- 12.0 The Solitaire Game
- 13.0 Victory Conditions
- 14.0 Set up & Scenarios
- 15.0 Designer's Notes
- 16.0 Players' Notes
- 17.0 Additional Errata & Clarifications
1.0 Introduction
1.1 The Lost Battalion (TLB) is a one or two player game covering America's largest offensive of The Great War. When playing the solitaire version, the player takes control of all American and French units (unless otherwise noted, all Allied units are referred to as "American") and the game system controls the Germans. Essentially, the player must drive as quickly as he can through the formidable defenses on the map to secure victory point hexes near Sedan and across the Meuse River. In the two player version, one player takes the Americans and the other player controls the Germans. The objective for the American player is to gain VP hexes; the German player must prevent that from happening. Each version of the game has a historical set up and a free set up variant.
1.2 Game Scale
Each hex on the map represents one mile from side to opposite side. Units are regiments (800-5,000 men) and artillery groups (72-250 guns). The first two turns represent two days of "real" time; the other game turns are three days.
Design note. The variance in time scale is due to the increased tempo characteristic of the early phases of most Allied offensives in 1918, which was particularly evident here.
2.0 Game Components
2.1 The components to a complete TLB game include these rules, one 34x22" game map, and 385 die-cut counters ("units"). Players must provide two six-sided dice to resolve combat, and in the solitaire game to trigger German activities.
2.2 The game map represents the militarily significant terrain found along the Meuse-Argonne sector in 1918. A hexagonal grid is printed over the map to regulate the placement and movement of units. A unit is considered to be in only one hex at any one time. Each hex contains natural and/or manmade terrain features that affect movement and combat. Every hex on the map has a unique, four-digit, identification number. They are provided to help you find places more quickly, and to allow you to record unit positions if a game has to be interrupted and picked up later.
2.3 Counters
There are 385 counters included in this game, most of which represent combat units. The others are provided as informational markers. Each combat unit displays several types of information: nationality, unit identification, unit type and size, combat strengths, turn entry and movement allowance.
2.4 A Sample Combat Unit
This unit is the 325th Infantry Regiment of the 82nd American Infantry Division. It is an infantry unit containing four strength steps (shown by its printing on both sides of the counter, and by the fact it has a replacement counter of two steps). At full strength it has a combat factor of "13" and a movement factor of "10."
2.5 Nationality
A unit's nationality is indicated by its color scheme. The color schemes also serve as the indicator of which side the unit is on when in play.
German side: German: Black on gray-green; Austrian: White on red.
Allied side: US: Black on light olive. French: White on blue. Artillery Units: Half black on light olive, and half white on blue.
2.6 Historical Identification
Some units are identified by numbers and/or letter abbreviations of their full historical name. The abbreviations are:
German Units:
Arg = Artillery Group Argonne
Aire = Artillery Group Aire
BR = Bavarian Reserve
BV = Bavarian
F = Fusilier
Ft = Foot
Gd = Guard
Gr = Grenadier
LW = Landwehr
MGE = Meuse Group East
MGW = Meuse Group West
R = Reserve
W = Wurtembourg
French Units: C = Colonial
2.7 Unit Size
A unit's size is indicated by the following symbols.
X = Artillery Group
III = Regiment
2.8 Attack and Defense Factors
Most French and German units have two combat factors, which are separate measures of a unit's ability to conduct offensive and defensive operations. Their uses are explained in section 9.0. American units have just one combat factor, which is used for attacking and defending.
2.9 Movement Factor
This number is a measure of a unit's ability to move across the hex grid printed on the map. Units pay different movement costs to enter different hexes, depending on the terrain in the hexes entered and along the hexsides crossed.
2.10 Steps
American infantry units in the game are four step units; German and French units are two-steppers. The steps contained in a unit are the measure of its ability to absorb combat losses before becoming ineffective or "eliminated." When units are eliminated in game play, it doesn't mean every individual within them has been killed. It means enough casualties and equipment losses have been suffered to render them useless for further operations.
When a German unit receives one step loss, flip it over to its reduced (reverse) side. When it receives its second loss, it is eliminated. When an American unit receives its second step loss, replace it with a two step unit bearing the same designation.
2.11 Other Counters
The use of these counters is explained at appropriate points throughout the rest of the rules.
3.0 Set Up and Hex Control
3.1 Choose Sides and Set Up
Players should decide between themselves which scenario they will play and which side each will command. After that, each player should take all his units and refer to the set up instructions given in 15.0. Units marked with a dot (•) are set up on the map. US units marked with an "R" set up in the GHQ Reserve box.
3.2 Full Strength
All units begin the game at full strength. Reinforcements always enter play at full strength.
3.3 Hex Control
Every hex on the map is always controlled by one player or the other (never by both at the same time). This distinction is important for judging which side wins each game. During play, the control of a hex switches whenever a ground unit from the other side first enters the hex. Control-switching is immediate and may occur any number of times during play. In the solitaire game, control of a hex is important for triggering German Tactical Actions (see 12.8).
3.4 Control of Map Edges
Whenever a hex along the western edge of the map is entered by an American unit, it is considered to be US controlled until such time as the Germans regain control of it. German reinforcements may not enter the map via a US controlled hex along the western edge of the map.
3.4) Clarification. German reinforcements cannot enter the map via a USA controlled western map edge. To block German reinforcements along the eastern map edge, USA or FR must occupy the hex.
Note: there are no ZOCs in this game; hex control is defined via the last unit moved through.
Design note. The French Fourth Army was attacking north as part of the final Allied offensive and more or less secured Pershing's left flank.
The eastern edge of the map, on the other hand, must be occupied by an American (or French) unit to prevent the entry of German units (remember though, German units may not move south of the start line). There were no Allied forces operating along the eastern flank of the AEF, and so it must be guarded by the player's units.
Old Hand's Note. There are no zones of control in this game.
4.0 The Turn Sequence - Two Player Game
(see 12.0 for the sequence of play for the Solitaire game)
4.1 Every game turn is divided into two player turns, which are subdivided into a series of strictly sequenced phases. Every action taken by a player must be carried out in the appropriate phase of his own player turn. Once a player has finished a particular action in a phase he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it.
4.2 The Turn Sequence for the Two Player Game is given below. The rest of the rules are organized to explain things in the order they are encountered as you progress through each player turn.
I. Mutual Reinforcement and Replacement Phase. Both players consult the Reinforcement Schedule to see if reinforcements arrive this turn. Players receive Replacements in accordance with the Replacement rules. Players flip Artillery units to their front sides. The German player places Gas Markers and Machinegun units on the map.
II. American Player Turn
A. Movement and Hasty Assault Phase. The American player moves his units and, under certain situations, conducts Hasty Attacks.
B. Combat Phase. The American player conducts Prepared Attacks.
C. Artillery Movement Phase. All US artillery units that did not fire may move.
III. German Player Turn
A. Movement Phase. The German player moves his units.
B. Combat Phase. The German player conducts Prepared Attacks.
4.3 Completing a Game Turn
After playing one game turn, move the Game Turn Indicator one space on the Turn Record Track and begin a new game turn. The American player always goes first, and the German player (in two player games) goes second in every game turn.
5.0 Stacking
5.1 Stacking is the term used to describe piling more than one unit in a single hex. The number of units that may be stacked is governed by their nationalities and sizes. Step-strength has no bearing on stacking in this game.
5.2 Stacking Limits.
German. Up to five infantry units, three of which may be regiments (and the other two machinegun units), may stack together in the same hex. They need not be from the same division.
American. Up to two infantry regiments of the same division may stack in the same hex. Regiments from different divisions only may stack one unit per hex. Additionally one tank unit may stack in a hex for free. One US artillery unit may stack per hex (it must be alone).
5.2) Clarification. Stacking is 3 INF + 2 MG for Germans; 2 INF (same Division) + 1 Tank for USA. Artillery cannot stack with any unit. Austrians and Germans may stack; USA and French units may not.
Note: step strength has no effect on stacking. French Tanks may stack with American units.
5.3 Stacking and Movement
Stacking rules are in effect at the end of a movement phase. Friendly units may pass through one another in excess of the stacking limits. There is no limit to the number of units that may pass through a given hex over the course of a given movement phase. (See 8.4 - 8.6 for more about stacking and movement).
5.3) Clarification. Stacking is only in effect at the end of the Movement Phase.
5.4 Overstacking
If a hex is overstacked at the end of a movement phase, return the illegally stacked excess units to the last legally stacked hex they traveled through, and end their movement there. Units are never eliminated simply because they are overstacked.
5.5 Markers
Informational markers have no stacking value and may be added to stacks as needed.
5.6 Fog of War
Neither player may look beneath the top unit of his opponent's stack until the combat odds computation is made. Once such an examination is made, an attack may not be called off. A stack may be arranged in any order a player desires.
5.6) Clarification. You may not examine your opponent's stacks.
6.0 Reinforcements & Replacements
6.1 Reinforcements enter play according to the Reinforcement Schedule. In general, reinforcing units are set out during the reinforcement phase and enter play through a board edge hex any time during their owning player's movement phase. Reinforcements always enter on a friendly map edge (German: eastern, western and northern under German control; American: southern), at full strength, in supply, and have all their movement and combat capabilities available for immediate use. Stacking limitations must be observed when reinforcements enter play, and units must pay normal movement costs to get on the map. Reinforcements may not enter the map on a hex occupied by enemy units, or in the case of German reinforcements entering the western map edge, after it is controlled by the US player. The German player may place Gas markers on any observed hex (see 11.3, Observation) occupied by an American unit. Machinegun units are placed by the German player in any German controlled hex during the Reinforcement Phase.
6.1) Clarification. German Reinf enter via East or West map edge (if friendly), or via the North map edge.
USA Reinf enter via the South map edge.
Note: Reinf have their full MA when they enter the map, but pay all regular costs.
6.2 Delay of Reinforcements
In the two player game, reinforcements may be delayed as long as desired by the owning player. In the solitaire game, the player may delay his American units but not German reinforcements.
6.3 The American GHQ Reserve
The American player has a reserve holding area where he can place newly arrived divisions or reconstitute divisions shattered in combat. When American divisions become available for play, the American player has the option of bringing them onto the map or placing them in reserve off map. Reserves may enter the map at any time during the movement phase. They move and fight normally on the turn they enter (but see Rule 7.4, American Supply Limitations). The US player may not commit his reserves until Turn 2.
Replacements
In order to receive replacements, the entire American division in question must be in the GHQ Reserve Box during the Mutual Replacement Phase. To place a division in reserve, simply remove it from the map during a friendly movement phase. It must be able to trace a line of communications. Totally destroyed units may not be replaced, nor may single regiments be removed from the map. French units never receive replacements.
Limitations. One replacement point makes good one step of strength. A given regiment may absorb only one replacement point per turn. The American player begins the game with 50 replacement points; the German player receives 11. Players keep track of their replacements by using the Replacement Track located on the mapsheet. Any number of replacement points may be spent during a turn, subject to the limitations noted above.
German Replacements for the Two Player Game. Unlike the American player, the German player may leave his units on the map and reconstitute them there. To receive replacements, a German unit may not be adjacent to an American unit, and may not move or attack that turn. It defends normally. Totally destroyed German units may not be replaced.
Special German replacement procedure for the solitaire game: In the solitaire game, the player must expend one German replacement point per turn. During the German Reinforcement and Replacement Phase, dump all the units in the Reduced Cup onto the table. Sort through them, and use the replacement point to bring the best (the one with the highest attack and defense strength added together) regiment in the cup at that time up to strength. Place it in the Full Strength Cup.
6.3) USA has a Reserve. Can start using Reserves on Turn 2. They enter the map like Reinf any time during the Movement Phase (see 7.4, American Supply Limitation).
6.3) To get Repl, entire remaining USA Division must be in the Reserve Box; simply lift the units from the map (must have LOC) during the Movement Phase and place in the Reserve box.
6.3) USA starts with (50) Repl, German starts with (11) Repl.
Note: FR units never get Repl, and totally destroyed units from either side can't be replaced.
6.3) German units may receive Repl on the map if not adjacent to an Allied unit and it did not/will not Move or Attack.
6.4 Rest and Reorganization (R&R)
In order to conduct a hasty assault after the first game turn, a US division must have completed a full three turn R&R cycle. Once the division completes its R&R, it may conduct a hasty attack on the turn the US player announces a "Final Offensive."
Procedure. During any of his movement phases the US player may withdraw any number of his divisions for R&R. He simply pulls them off the map and places them on the "one" space of the R&R track. All of the regiments of a division must be available (that is, none may be eliminated) before it can enter R&R. They need not be at full strength. On each new turn the division advances one space on the R&R track until it is in the "Available" space, at which point it has achieved "Assault Division" status and is ready for commitment and normal operations. Place two (or more) Assault Division markers on it. The division may receive replacements while in R&R. A unit may be pulled out of R&R and committed to the front, but it has to begin anew its cycle to receive Assault Division status.
6.4) USA may conduct 'Hasty' attacks on the Turn 1, or when they announce the Final Offensive (Turn 13 or later).
Note: USA Divisions require a 3-turn R&R to be in the Final Offensive, and all Regt's in the Division must be available (i.e., none eliminated) and at full strength. May receive Repl while on the R&R track.
6.41 Declaring a Final Offensive. At any time at the beginning of his movement phase on or after Game turn 13, the US player may declare that he is beginning his final offensive. All full strength divisions marked with an Assault Division marker may conduct hasty attacks for that turn (only). Final offensive is declared just once per game.
Note. A division need not go through the R&R process simply to receive replacements.
Design Note. Taking advantage of a self-imposed lull in the fighting in late October, the Americans selected several divisions and conducted extensive retraining in small group assault tactics. This is what the bulk of the three turn (in effect four turns, or twelve days) R&R cycle represents. Historically, the Americans burned themselves out, thereby necessitating a two week hiatus. Rather than forcing the US player to take a two week break with an artificial rule, we give him the option of continuing his offensive at a reduced scale and simultaneously building up his assault force for the final offensive. Your losses will dictate the tempo of your offensive.
7.0 Supply
7.1 In general, units require supply in order to be able to operate with their full (printed) movement and combat factors. Units are either "supplied" or "out of supply" (OOS). No unit is ever eliminated for being OOS.
7.1) Units are either In Supply or Out of Supply. Units are never Elim for lack of supply.
7.2 When to Check Supply
The supply state of each of your units is checked at the instant you begin its movement during your movement phase. Units OOS at that instant have their movement factor halved for that player turn. Check the supply state of all units of both sides involved in a given battle at the start of that fight's resolution process. Any defending unit found to be OOS at that instant has its combat factor halved for that combat. Round up all remainders. When halving more than one combat factor, add together all to be halved on the same side, then make just one division. Units may not attack while OOS.
7.2) Supply is checked at the very start of your Movement Phase; if none, Move is halved.
Supply is checked at the very start of the Combat Phase; if none, Strength is halved
Note: this applies to the Defender only; OOS attackers may not attack. Round up fractions.
7.3 How Units are Supplied
Units are supplied when they are able to trace a supply line of any length (a hex path) to a friendly supply source. There are no units in the game representing consumable supplies; all supply comes from source hexes. Supply sources appropriate to one side can never be used to provide supply to units of the other side. Supply lines may not be traced across an unbridged river (major or minor) hexside, or through hexes/hexsides a unit would otherwise be prohibited from entering. Supply may be traced through rough hexes.
7.3) Supply is of any length to a supply source (can't trace across any unbridged River).
7.4 American Supply Limitations
American supply sources consist of all the American-controlled hexes along the map's south edge. Because of communications difficulties (shell pocked terrain, poor roads, untried supply system, etc.) the Americans were able to supply only a limited number of divisions in the Meuse-Argonne sector. The chart below reflects the total number of divisions that may be attack on a given game turn. Excess units may not attack, but they move and defend normally. If even one regiment in a division is used in an attack, count it as a full division for the purposes of this rule.
Turns 1-3: 10 divisions
Turns 4-6: 11 divisions
Turns 7-9: 12 divisions
Turns 10-12: 13 divisions
Turns 13+: No restrictions; all divisions may attack.
7.4) American Supply sources are along the South map edge. Limited number of Divisions may attack (Movement and Defense are not affected); see Turn Record track.
Note: even if one Regiment from a Division attacks, it counts.
7.5 German supply sources are the German-controlled hexes along the map's east, north, and west edges, until they are controlled or occupied by the US player. There are no supply limitations for the German player.
Design note. The most serious brake to the American offensive (indeed to any offensive on the western front in WWI) was the problem of bringing forward artillery units and supplies across the shattered ground of No Man's Land. The defensive front the Americans had to cross had been in place for nearly four years, and all roads through the area had long been erased by heavy bombardment. The engineers worked feverishly to restore a network of communications, but that effort took time.
7.5) German Supply sources are along the East, North, or West edge. There are no limits.
8.0 Movement and Terrain
8.1 Ground units have movement allowances printed in their bottom right corners. The movement factor is the number of movement points (referred to as "MPs") available for the unit to use in moving across the map during its side's movement phase each game turn. Units move from hex to adjacent hex (no skipping hexes), paying variable costs to do so, depending on the terrain in and around the hex being entered. The movement of each player's units takes place only during his own movement phase.
8.2 MPs may not be accumulated from turn to turn, nor may they be loaned from one unit to another. A player may move all, some, or none of his units in each of his movement phases throughout the game. Units which move are not required to expend all their MPs before stopping. The movement of each individual unit or stack must be completed before that of another is begun.
8.3 Stack Movement
To move together as a stack, units must begin their side's movement phase stacked together. Units are not required to move as a stack simply because they started the movement phase in the hex; in such situations, those units might be moved together, individually, or in smaller sub-stacks.
8.4 Splitting Stacks
When moving a stack, you may halt it temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original ("parent") stack may then resume their own movement, even splitting off more sub-stacks if so desired. But once you begin moving an entirely different stack, you may no longer resume the movement of earlier stacks without your opponent's permission.
8.5 If units with different movement factors are traveling together in a stack, the stack must use the movement factor of the slowest unit. Of course, as the slower units exhaust their MPs you may leave them behind and continue with the faster units.
8.6 Enemy Units
Units may not enter hexes occupied by enemy ground units. Old Hands Note. The exception is Hasty Assaults (see Section 11.0).
8.8 Terrain
There are two broad classifications of terrain on the map Natural and Manmade.
Natural Terrain. There are seven types of natural terrain: clear, woods, hills, rough, forest, the Meuse River and minor rivers. The effects these various types have on the movement of ground units are summarized on the Terrain Effects Chart (TEC) for quick reference during play.
Rough terrain may not be entered by tank or artillery units except while moving along a road. Tank units may never attack into rough terrain hexes (even if a road exists there). Artillery units may fire from rough hexes containing a road.
Manmade Terrain exists in five types: German fortifications, towns, cities, roads and bridges. As long as a unit moves along a road, it may use the road movement rate to go through the hex. Once a unit leaves the road or hops onto another unconnected road in the hex, it pays the cost of the other terrain in the hex. There are three types of German fortifications: permanent, field, and hasty. Permanent fortifications consist mainly of concrete pillboxes, which were relatively impervious to shellfire, plus those features found in field fortifications. Field fortifications are the classic trench and wire systems found on both sides of No Man's Land. Hasty fortifications are foxholes and slit trenches more characteristic of World War II than the Great War. Both sides receive benefits from fortifications. They are omnidirectional, and are never destroyed. See the Terrain Effects Chart (TEC) for the column shifts a unit receives for being in a fortification.
8.8) Fortifications are never destroyed, and roads don't negate the +1 MP cost for entering fortifications.
Bridges. Both sides may freely use the bridges printed on the map, except that when a bridge changes hands, the new owner may not use that bridge until the following turn.
8.8) When control of a Bridge changes hands, the new owner can't use it until the next turn.
8.10 Operational Movement
Units may use the operational movement rate (1/2 mp) as long as they stay on roads, remain in friendly-controlled territory, and do not enter a hex adjacent to an enemy unit. Because of the shot up terrain and lack of serviceable roads in the Verdun sector, the American player may not use operational movement until Turn 5. Ignore the extra MP cost for fortifications when using operational movement.
8.10) Operational Movement is ½ mp per hex (ignore fortifications along Road, only in friendly territory, and never adjacent to an enemy unit).
Note: Unit must start (and stay) on a Road to Operationally Move.
Note: the US player may not use Operational Movement until Turn 5.
8.11 Special Movement Restriction on German Units
No German unit may move into or attack a hex south of the start line for the duration of the game. This reflects the extensive Allied fortified zone and permanent garrisons maintained by the French in the Verdun area.
8.11) No German unit may ever move or attack into a hex south of the yellow Start Line.
9.0 Combat
9.1 During your side's combat phase, you can attack all enemy units adjacent to your units (exception see Artillery 11.1). The phasing player is the "attacker," and the other is the "defender," regardless of the overall situation on the map. Attacking is always voluntary.
9.2 Multiple Defenders
If there is more than one enemy unit in a hex being attacked by your units, you may attack that stack only as if it were one large, combined, defending unit.
9.3 Multi-Hex Attacks
An enemy occupied hex may be attacked in one battle by as many of your units as you can bring to bear from surrounding hexes. No single attack may have as its objective more than one hex.
9.4 Indivisibility of Units
No single attacking unit may have its combat factor divided and applied to more than one battle. Likewise, no defending unit may have part of its combat factor attacked by a few attackers, while another part is attacked by others. No attacking unit may conduct a prepared assault more than once per combat phase, and no defending unit may be attacked more than once per combat phase by a prepared attack.
9.5 Attack Sequencing
There is no artificial limit to the number of attacks each player may set up during his combat phase. The attacker need not declare all his attacks beforehand, and he may resolve them in any order he wishes, as long as the resolution of one is completed before the next is begun.
9.6 Stacks in the Attack
It is not necessary for all the units you have stacked in a given hex to participate in the same attack. Some of the units could attack into one defended hex, while others attack into some other(s), or simply not attack at all. Defending units cannot refuse combat.
9.7 Combat Procedure
The attacking player must first calculate his "odds." Do that by adding up the attack factors of all the attacking units involved in the battle; then add up the defense factors of the enemy units defending in the battle. Divide that defender total by the attacker total, and round off (down) any remainder. Sequence.
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Declare which units will attack.
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Conduct an offensive barrage (up to three artillery units may support a prepared assault, one may support an hasty assault).
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Conduct a defensive barrage (one American artillery unit or German barrage only)
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Factoring in supply, add up the defense factors of all defending units and compare it to the sum of attack factors involved in the combat.
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Apply column shifts for terrain and concentricity and roll one die. Apply the appropriate result to both sides. Example: 26 attack factors vs. 7 defense factors yields a ratio of 3:1. That is 26/7=3.71, which rounds down to 3. To turn that " 3" into a ratio, you must set a "1" next to it to the right. Thus "3" becomes a "3:1" (which is read "3-to-1"), which corresponds with a column on the Combat Results Table (CRT).
9.8 Shifting the Preliminary Odds Ratio
The ratio obtained after completing the steps in 9.7 is called the "preliminary odds ratio." That ratio may be shifted up or down (actually left or right on the CRT) by several things (described below). When shifting, remember all shifts that apply in a given battle are cumulative in their effects.
9.9 Final Odds
The column headings on the CRT range from 1:4 to 8:1. If, after all applicable odds shifting is done, the final combat ratio obtained for a given battle is beyond either of those two extremes, no die roll is made. If final odds are worse than 1:4, the combat result is automatically "E/0." If final odds are higher that 8:1, the combat result is automatically "0/E." (See below for explanations of combat results.) When calculating odds, it is permissible to go off the scale. For example, the odds might be as high as 9:1 or 10:1 before terrain considerations shift the odds down to 8:1 or less.
9.10 The Combat Die Roll
To resolve a battle, find the odds column of the CRT corresponding to your final odds ratio. Roll one die. Cross index the die result with the proper odds column. That is your "combat result" for that battle. For example, if you're attacking at 4:1 and roll a "4," your result is "1/2."
9.11 Explanation of Combat Results
Results to the left of the slash apply to the attacker; those to the right apply to the defender. All results are given in terms of step losses to the forces involved. Each whole-numbered increment of the combat result means one step from one unit of the affected side must be eliminated. Flipping a two-step unit to its reverse side satisfies one step loss; eliminating a one step unit or an already-flipped two-step unit also satisfies one step loss. Combat results are applied by each player to his own units as he sees fit. That is, the attacking player decides how to apportion the losses to attacking units, and the defending player decides how to do so for the defending units. If more step losses are called for by the combat result than are actually present for that side in the battle, simply ignore the surplus. There are no "carry-overs" to other battles or turns.
The defender applies his result first in every battle, followed by the attacker. No unit in a stack may be eliminated before every other unit has absorbed its first step loss. Each battle must be completely resolved before beginning the next.
"E" Results. An "E" result means "Eliminated." All the involved units of the affected side are completely destroyed, no matter what their step count. Simply pick them up from the map and place them in the dead pile.
"0" (Zero) Results. A "0" result means "No Effect." None of the units of the side receiving that result are reduced or eliminated.
9.12 Advance After Combat
If all of the defenders in a battle are destroyed, the attacking player may have his non-artillery units involved in that fight occupy the newly vacated hex. Normal stacking limits apply, but this special kind of movement doesn't require the expenditure of MPs--it is a free bonus given to winning attackers. Victorious defenders never advance after combat; they simply hold their positions. Advances are not mandatory, but the decision to do so must be made immediately after the battle is resolved and before another is begun. If an independent artillery shoot clears the hex of defenders, one adjacent infantry unit may advance into that hex.
9.12) If all defenders eliminated, attacker may advance his non-artillery units. Defenders don't advance.
Note: If artillery clears a hex, one adjacent INF unit may advance.
9.13 Terrain Effects on Combat
Both natural and manmade terrain have effects on combat, which are shown by shifting the odds column used on the CRT in favor of the defender. For example on the TEC the notation under the "Combat Effects" for "Woods" says "1L." That means if the defending unit(s) in a battle are in a woods hex, after the preliminary odds are calculated as given in 9.7 and 9.8, they are shifted one column leftward on the CRT. So if the preliminary odds were 3:1 in a given battle, woods terrain in the defender's hex would shift them to 2:1 before the die is rolled. It is always the terrain in the defender's hex(es) and along his hexsides that determine odds shifts. Terrain in the attacker's hex(es) has no bearing on odds calculations. Only one type of in-hex natural terrain and one type of manmade terrain apply to any single combat. The effects are cumulative. A unit may not attack into terrain it is prohibited from entering.
9.13) Terrain effects: only 1 Natural and 1Man-Made terrain may affect any combat
9.14 Rivers
If all the attacking units in a given battle are attacking across a river, the odds are shifted according to the TEC. If, however, one or more units in that battle are attacking across non-river hexsides, then the river shift is negated. Units may not conduct a hasty assault across Meuse River hexsides.
9.14) Units may not conduct Hasty Attacks across a Meuse River hexside (not even if Bridge).
9.15 Minor rivers
If all attacking units in a given battle are attacking across a minor river hexside, the odds are shifted one column to the left. This is in addition to the odds shifts due to the terrain in the defender's hex. Units attack and HA normally across minor river hexsides.
9.16 German Deliberate Attacks
The German player receives a certain number of Deliberate Attack (DA) markers to enhance his attacks during the game. These markers represent the last of the German offensive capabilities in the sector. At the beginning of the game, the German player secretly rolls two dice and, rounding down, halves the result. That is the number of DA markers he receives during the game. During the combat phase a DA marker may be placed on any US unit or stack and the attack is resolved as a normal combat at 8:1 odds (no modifications for terrain, concentricity, defensive supply, etc.). The German attacking units must be in supply and include at least one first line German regiment (a unit with an attack strength of six or better). Any number of DA may be launched in a given turn, but once a marker is used, it is set aside for the rest of the game. The American player may fire one artillery unit defensively at German units conducting a DA. Unless he eliminates the only first line unit conducting the attack, the 8:1 odds are not affected. If the only first line unit is eliminated, then the DA is cancelled, and the marker is used up. A regular prepared attack may still be conducted.
• Note. In the solitaire game, DA markers are not used. Deliberate Attacks are a result on the German Tactical Action Table.
9.16) German receives Deliberate Attack (DA) capability at start of game; secretly roll 2d6 and halve results. To use, German must be attacking with supplied 6+ strength unit; DA is resolved as an 8:1 with no modifications.
Note: USA may fire artillery to eliminate the attacking German front line unit, but if the barrage fails there is no further effect.
Design note. The Germans had no hope of achieving anything strategic through offensive action this late in the war. Nevertheless, their ingrained doctrine of conducting large and small counterattacks had a major impact on slowing the impetus of the American advance. Often these counterattacks hit the Americans before they were able to consolidate their gains for the day, and caused excessive casualties and confusion. Therefore the Germans are given a limited number of opportunities to inflict damage on the US player, and even to regain some ground.
9.18 Concentric Assaults
Whenever a single hex is attacked by units in opposite hexes, or by units in three hexes with one hex between each one and the next, or by units in more than three hexes, shift the odds one column rightward (1R). The presence of other units of the same side as those being concentrically assaulted in hexes next to that assaulted hex in no way serves to negate this shift. In the diagrams below, the defending unit is being concentrically assaulted.
9.18) Concentric (that is, surrounded) attacks give +1 column shift, regardless of presence of enemy units.
Note: Hasty Attacks occur individually during Movement, so they cannot obtain a Concentric bonus.
9.19 Fortifications
Units defending in fortifications receive beneficial shifts. See the TEC on the map.
10.0 US Hasty Assaults
10.1 During the first turn of the game and on the turn the American player declares a final offensive only, supplied US units can perform a kind of attack-while moving called "Hasty Assault" (HA). In the case of the final offensive, only those units that completed an entire rest and reorganization cycle may conduct hasty assaults.
10.2 HAs are a form of combat that take place during the movement phase. To conduct an HA, a moving unit or stack enters an enemy occupied hex, paying double the normal off road movement cost to do so.
Assess the terrain cost penalty EACH time a hasty attack is attempted. My reasoning is two-fold: 1) these are WWI "square" divisions with an extra layer of command and therefore in need of more time to regroup and conduct subsequent assaults; and 2) the terrain is just nasty throughout the sector. While the first US turn should be devastating to the Germans due to overwhelming numbers, surprise and fog, it should not be a truly Barbarossa-style blitzkrieg. Finally, a large portion of the US assault divisions were green and would have been incapable of multiple attacks.
10.3 HA Restrictions
HAs may never be launched into hexes units are prohibited from entering, even if the unit is on a road. Otherwise, the stack conducting the HA pays the off road movement rate. Units conducting HAs must be in supply.
10.3) Hasty Attacks (HA - see restrictions 6.4) are conducted by supplied units that start stacked together during the Move Phase. Moving/attacking units pay double the off-road move cost to enter the enemy occupied hex. Stacking limits do separately apply.
10.4 Attacker Stacking Limits
Stacking limits must be met in the hex from which the HA is being launched. The stacking limits for the units of the two opposing sides in the HA are mutually exclusive and do not affect each other in any way.
10.5 Stacks
In order to conduct an HA together during a given movement phase, eligible units must begin that movement phase stacked together. Units starting a movement phase stacked together are not required to move and HA together; some could be left behind or go off on separate course, etc.
10.6 Operational Limitations
Since HAs are only conducted by one moving unit or stack at a time, multi-hex HAs and the concentric column shift are unattainable.
10.7 HA Supply State
The supply state of the defenders in a HA is determined at the instant of the battle. Supply for the assaulting units is determined at the start of their movement that phase.
10.8 Resolution of HAs
Within the limits given above, HAs are resolved in the same way as regular combat. Players must take normal terrain considerations into account, plus any other applicable column shifts.
10.9 Further Movement/HAs
If all the defenders in a hex are eliminated, the units conducting the HA may continue their movement as long as they have sufficient MPs available to do so, and may even launch further HAs into other hexes if they can pay for them.
10.9) If defenders are eliminated, HA units may continue their move/attack with any remaining MP.
10.10 Multi-Round HAs
If an HA doesn't succeed in clearing the assaulted hex of all defending steps, the moving player may either: 1) run another round of HA with the same attacking unit/stack after recalculating the combat odds; or 2) place the assaulting unit/stack back in the hex it left just before entering the defender's hex and end its movement there. In cases where assaulting stacks consist of units with different movement factors, it is allowed to use Option 2 with the slower units as their MFs run out, while continuing to assault with the faster ones.
10.10) If HA fails, attacker may conduct a new (free) combat at recalculated odds or return attacking units back into the hex they just vacated to HA (move ends).
10.11 Sequential Defense
Unlike the regular combat resolved during the combat phase, defenders in HAs may be assaulted more than once per movement phase (no limits beyond the availability of eligible attackers), by the same and/or different attacking units.
10.12 HA and Regular Combat
Units that participate in one or more HAs during their side's movement phase may fight in regular combat during their immediately following combat phase.
10.12) Units involved in an HA may indeed fight again during the regular combat phase that turn.
11.0 Special Units
11.1 Artillery support is represented by artillery units for the Americans and barrage markers for the Germans. US artillery units may shoot at observed targets within their range at certain times during the movement and combat phases during the two player game. German barrage markers are not limited by range and movement, but are handled abstractly. When playing the solitaire game, a German barrage is triggered by a B/G result on the German Tactical Action Table.
11.2 Observation
All friendly controlled hexes include forward observers capable of directing artillery fire. A German controlled hill may spot targets two hexes distant (disregard intervening terrain; there are no line of sight rules in this game). Non-hilltop terrain may only observe targets in an adjacent hex. American observation extends out to any target within four hexes of a friendly controlled hex.
11.2) Observation required for artillery to shoot (or for German player to place a Gas marker). German controlled hills extended sight 2 hexes, otherwise only into adjacent hex. American sight extends four hexes.
Note: German player does not have artillery units; handled abstractly (see 11.6).
11.3 Defensive Bombardments
The defending player may fire one artillery unit or barrage at enemy units conducting a prepared assault or hasty assault. Unlike defending units, attackers never receive the benefit of fortifications when targeted by artillery. A US artillery unit firing a defensive bombardment must be within range of the defending infantry unit's hex. Count the hex the unit is in, but not the hex the artillery unit occupies.
11.3) Defensive Bombardment allowed by 1 friendly artillery into hex being attacked of HA.
Note: Attackers never receive the bombardment benefits of Fortifications while attacking.
11.4 Offensive Barrages
Up to three artillery units or barrages may support attacking units conducting a prepared assault in the combat phase, and one unit may support a hasty assault. Defending units do receive the benefit of the fortifications they occupy.
11.4) Offensive Bombardment consists of up to 3 artillery units in range for a regular combat, or 1 artillery unit for a HA.
11.5 Barrage Procedure
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Total the firing factors of all artillery units conducting the shoot. If the firing unit is American, make sure the target is in range.
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Roll the die and consult the Barrage Table. If the result is a number, that number of steps must be removed form the target unit(s). An asterisk means no casualties are inflicted.
Independent Shoots. It is not necessary for the phasing player to fire his artillery in conjunction with an infantry attack. He may conduct "independent shoots" at observed targets at the end of the combat phase after all prepared combat has taken place.
An artillery unit or barrage may fire once per game turn. Flip it over to its FIRED side (or, in the case of barrages, remove temporarily from play) to show it is unavailable for the rest of the turn. An American artillery unit that shoots automatically forfeits its right to move and vice versa. To move, an artillery unit must remain on a road. Artillery units move during the Artillery Movement Phase. They defend with a strength of "1" against infantry and can be eliminated normally in combat.
11.5) An artillery unit that shoots (flip to its 'fired' side) can't move (during the Artillery Move Phase) that turn. If an artillery unit does move, it must remain on a road.
Note: Allied artillery units that move in their own turn may still defensive barrage during the German turn.
11.5) When defending against an INF attack, artillery has a defense strength of 1.
11.6 German Barrages
Starting on Game Turn 2, the German player has three barrage markers he can use once each turn. Unlike American artillery units, they have no range limitations and need not move. Simply place them on the observed targets to be bombarded and set them aside when finished.
11.6) Starting on Turn 2, German gets 3 Artillery Barrage markers to use each turn (until withdrawn).
11.7 German Gas
In addition to his barrage markers, the German player has two gas markers he can use each turn. In the two player game, they are placed on the map in an observed hex at the beginning of the Reinforcement and Replacement Phase before machinegun units are placed. In the solitaire game they are triggered using the Tactical Action Table. If there are US units in the hex, inflict one step loss to the stack (not each unit) immediately. Those units may leave the hex, but no other US units may enter that hex as long as a gas marker is there. Gas markers are removed at the end of the game turn and are available for use elsewhere during the following game turn.
Design Note. The Allies had air superiority over the Meuse-Argonne front, which allowed their observation balloons to operate in relative safety, and prevented the Germans from doing likewise. Hence the four hex observation distance for American units. The Germans liberally doused the area with gas throughout the Meuse-Argonne offensive. They were highly practiced in the art of chemical warfare, while many American units were poorly trained in chemical defense. US units tried to avoid contaminated areas as much as possible and hesitated to use their own gas shells for fear of worsening the plight of the Doughboys.
11.7) Germans also get 2 Gas markers per turn, starting on Turn 2. They are placed on map (see Observation, 11.2) during the Reinf and Repl Phase, before German MG units are placed. Inflict 1 step loss (per hex, not per unit) if hex is Allied occupied. Units may leave a Gas hex, but no other Allied units may enter that hex for the remainder of the turn. German units may enter and recapture a Gas hex if it has a fortification present. Allied units may not attack from a Gas hex.
11.8 Tank Units
The American player has four tank units in his order of battle. Up to one tank unit may stack for free with infantry units in each hex. They may participate in HAs and PAs normally. Their effect on combat is to reduce friendly casualties by one step (for example, a result of "3" would become "2"). Otherwise tank units have no offensive combat strength, and they defend with a value of "1" if alone in a hex. Tanks do not otherwise contribute to the defense strength of a stack and may not absorb step losses if there are friendly infantry units still present. Tanks units are reduced or eliminated if a "t" or " f" result is obtained on the CRT. Each tank unit consists of two steps. Whenever they are used to reduce friendly casualties, the second step loss called for must come from a tank unit. Tank units never receive replacements. Tank units are prohibited from entering forest and rough except along roads. They may never attack into the terrain types listed above.
11.8) Tanks may participate in regular or HA. They reduce friendly losses in an attack by 1 step. If alone in a hex, tanks defend with a 1 strength, otherwise they have no effect. Tank units have 2 steps. When used to reduce loses in an attack, the second step lost must come from a tank. Tanks never receive replacements. Can't enter/attack Forest or Rough unless on road.
Design Note. The primary purpose of tank units in the Great War was to help the infantry get through the wire and to defeat German machinegun emplacements. American units were equipped with the French Renault, which, though reliable enough in good conditions, were largely unsuited to the deep trenches and rough topography in the Argonne. The tank crewmen nevertheless had great spirit despite suffering heavy casualties and performed well when paired with infantry units trained to cooperate with them, such as the 1st Infantry Division. In most cases their presence resulted in greatly reduced casualties for the Doughboys. The French tank units were, on the other hand, equipped with the less effective St. Chamond tanks. They were far less mobile than the Renaults, and quickly bogged down in the heavily fortified Meuse-Argonne sector. They were withdrawn early in the battle.
11.9 German Machine Gun Units
The German has a pool of 10 machinegun units, all of which may be in play on a given turn subject to the roll of two dice. Machinegun units function in all ways as one-step combat units with a defense strength of two. They may not attack or be used to complete a concentric attack. When eliminated, set them aside until the Replacement Phase of the next turn. They are placed in any friendly hexes, one per hex, in an amount equal to the roll of two dice modified by the German MG Table. Other than that die roll, there is no limit to the number of times a given MG unit may return to play during a game. The ten units provided in the counter mix are an absolute limit.
11.9) German MG units function as a 1 step unit with a defense strength of 2. Cannot attack, and do not count for a concentric attack.
Design note. The Germans were extremely adept at delaying whole American regiments with small numbers of machineguns.
11.10 Sergeant Desch (optional)
Sergeant Charles Desch was a member of E Company, 325th Regiment, 82nd Division. He stacks for free and always travels on the map with the 325th Regiment. If the 325th suffers a step loss, roll two dice. If a 2 or 12 is rolled, Sergeant Desch has been killed in action, and the American player immediately loses the game. This designer is never born, and you never received a copy of this game.
Note. Poor Grampy was slightly wounded once, gassed twice, and captured twice (he escaped both times).
12.0 The Solitaire Game
Use the following rules when playing the solitaire game. The player controls the US forces on the board while the system handles the Germans.
12.1 Sequence of Play
A. US Reinforcement and Replacement Phase
B. US Movement, Probe, and Hasty Assault Phase
C. US Combat Phase
D. US Artillery Movement Phase
E. German Reinforcement and Replacement Phase
F. Clean Up Phase
12.2 US Reinforcements and Replacements
Use the two player rules in their entirety. See 12.10 for rules on how to handle German reinforcements and replacements in the Solitaire Game.
12.3 For US units use the Two Player Historical or Free Set Up Variant. No German units are set up initially; they are brought on the map via the German Tactical Actions Table (see 12.5).
12.4 Hex Control
All hexes north of the start line begin the game under German control and remain so until a US unit successfully enters the hex either through a probe, hasty assault, standard movement, or advance after combat. Once a hex becomes US controlled it remains so for the rest of the game whether it is occupied or not. Exception: A DA that results in the total elimination of US units in a hex allows the German unit to advance into the former US controlled hex. German units may not otherwise enter US territory.
Marking the Front Line. Control markers are provided to mark the German front line. Use them as liberally as needed.
Out of supply German controlled hexes. If, at any time during the player's movement phase, an unoccupied German controlled hex becomes OOS, immediately remove that marker. The territory is now considered to be US controlled whether he actually enters the hexes in question or not. If, however, a number of German units are cut off, they remain stationary on the map in the hex they were discovered until they are eliminated. They are OOS, but they are never eliminated solely for being in that condition.
German units in position along the western edge of the map are OOS if they are unable to trace an uninterrupted line of supply to the north or east edge of the map. Likewise, German controlled hexes (not units) along the west edge of the map and found to be OOS have their markers immediately removed, and the territory in question becomes US controlled. No such restrictions apply to the north and east edges of the map where German units and controlled hexes remain in supply and German controlled until physically occupied by US units.
12.5 German Tactical Actions
In the solitaire version of the game, the player commands the American units while the system controls the German units. German units are discovered as the player moves his units across the map. Each hex of enemy controlled territory entered may trigger one of several reactions, ranging from "No Opposition" to "General Counteroffensive," depending on the nature of the terrain in that hex and the current game turn.
Probes. In order to find out what is in a German controlled hex, the player may conduct a probe with his US units. For each stack (individual units in a stack may not probe different hexes and still remain stacked together), he simply pays the movement cost of the terrain in the hex he wishes to probe as if he were entering it using regular movement. Probes occur during the movement phase, and are not subject to the American Supply Limit rule. Use the following procedure:
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Roll two dice and consult the German Tactical Actions Table using the correct terrain type. If a No Opposition result is obtained, the stack may continue its movement. If a Barrage/Gas result is obtained, conduct a barrage (on a roll of 1-3) or place a gas marker (4-6). Once a barrage is resolved and the losses (if any) are applied to US units, the stack may continue its movement as if the player had rolled a No Opposition result. If, however, a gas marker is called for, it is placed in the hex from which the probe was launched. The American stack, after absorbing its step loss from gas, must cease all movement for that turn.
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If any other result is obtained (MG, D, FD, FD/B or DA), the US stack must stop moving. Conduct the appropriate German tactical action as called for by the German Tactical Action Table.
US units need not attack German units in hexes they probe. They may, within the supply limitations rule, attack any adjacent German unit on the map. Probes may not be launched from overstacked hexes.
12.6 Probes and Hasty Assaults
On game turn 1 and on the turn the US player declares his final offensive, he may conduct hasty attacks (the latter with assault divisions only). The hasty attacks must be directed against German units revealed as the result of a probe. Resolve the HA normally. The doubled terrain cost for HAs still applies, but subtract the MP paid for the probe. If a player decides not to conduct a hasty attack, the probing stack must cease all movement for the remainder of the turn.
12.7 German units are in one of the following states: full strength, reduced strength, eliminated or reinforcement. Mark four opaque cups accordingly. All German units starting the game and arriving as reinforcements do so at full strength. As the American offensive progresses, more German units will find their way to the reduced and eliminated cups through attrition.
12.8 Priority
German units are placed on the map in accordance with the following priority: Full strength regiment, reduced strength regiment, and machinegun unit. That is, if a tactical action calls for a full strength regiment and none are available in the full strength cup, a reduced strength regiment is substituted. Further, if a reduced strength regiment is not available, a machinegun unit is placed. If no units are available, then there is no opposition in the hex.
12.9 Using the German Tactical Action table
As each unit or stack attempts to enter a hex, roll one die and consult the German Tactical Action Table. Spend the movement points for entering the hex immediately. A movement track has been included in the game to help the player remember how many movement points he has used prior to entering that hex. The results are applied as follows:
No Opposition (NO): This means just what it says. There is no German opposition serious enough in the hex to pose a threat to the player's units. They may continue moving after spending the required number of movement points for the terrain in the hex.
Barrage (B/G): The units in the hex are hit with one German artillery barrage or one gas marker. Roll one die: 1-3 it's a standard barrage, 4-6 it's a gas marker. If it's a barrage, roll once on the Barrage Table (not for each unit) and immediately apply the result. A numerical result causes the loss of the number of steps indicated. The unit may continue its movement. If it's a gas marker, immediately place a gas marker in the US unit's jump off hex, assess a step loss, and cease all movement. Regular gas rules apply. The markers provided in the game are an absolute limit. Once all have been used, treat the B/G result as no opposition.
Defense (D): The Germans are conducting a normal defense. Place one full strength regiment on the map (but see 12.8, Priority, above). The player then has the option to immediately conduct a hasty attack during the appropriate turns and, if successful, continue his movement; halt his movement and conduct a prepared attack during the Combat Phase; or halt his movement altogether. The decision to conduct a hasty attack must be made immediately. Units may conduct HA and PA in the same player turn. The decision to conduct a prepared attack can be made during the combat phase.
Fanatical Defense (FD): The Germans are conducting a fanatical defense. Place one full strength and one reduced strength regiment on the map.
Deliberate Attack (DA): Sift through the full strength cup, place one first line German regiment on the map and conduct an attack using the deliberate attack rules. If no first line unit is available, cancel the DA and roll again.
12.10 German Reinforcements & Replacements
Reinforcements for the Germans are handled differently in the solitaire game. If a unit can reach the front line in one turn without using operational movement, place it directly into the full strength units available cup. If it cannot reach the front line, place it in the reinforcement cup after all units already in that cup (those from the turn before) are placed in the full cup. In effect, it takes two turns for reinforcements entering a distant map edge to enter the battle line.
Replacements. When replacements are called for (see the turn record track), the strongest (sum of attack and defense strengths) reduced regiment is pulled from its cup and returned to the full strength cup. One replacement point must be spent per turn. Eliminated units never receive replacements.
12.11 Clean Up
Once the player finishes his movement and combat phases, place all surviving German units in their respective cups (that is, full strength units go in the full strength cup, reduced strength go in the reduced cup). All that should remain on the map for the Germans is their control markers.
13.0 Victory Conditions
Victory in The Lost Battalion is determined by capturing victory point hexes. The American player is awarded one point for each VP hex he controls at the end of the game according to the following schedule:
13.1 Two Player with Historical Setup:
2 VPs or less: German Victory
3 VPs : US Tactical Victory
4-7 VPs: US Operational Victory
8+ VPs: US Strategic Victory
Two Player with Free Setup:
5 VPs or less: German Victory
6-7 VPs: US Tactical Victory
8-9 VPs: US Operational Victory
10+ VPs: US Strategic Victory
13.3 Solitaire Scenario Victory Conditions (both variants).
The player must, by the end of game turn 18, occupy every victory hex on the map and control every hex south and west of the Meuse River.
14.0 Set up & Scenarios
Historical Set Up. Unless otherwise specified, units may be placed on or adjacent to the hexes printed on the map. Some units are allowed to set up farther away. Do not count the hex the unit symbol is in; do count the set up hex. All units must set up on the appropriate side of the 26 September Front Line. Germans set up first.
14.0) In the Historical Scenario, no German unit east of the Meuse River can be attacked until Turn 5. Because of bridging restrictions, Allied units may not cross the Meuse north of the start line until Turn 14 (see Reinforcement and Event schedule).
American:
Initial Forces (Front Line): Unless specified otherwise, American infantry divisions are deployed on the map south of the start line with all four of their organic regiments, and French divisions are deployed with all three of their regiments.
368 Regiment, 92 Division in hex 1042.
77 Division within 2 hexes of 1342.
28 Division within 1 hex of 1742.
35 Division within 1 hex of 1941.
91 Division within 1 hex of 2142.
37 Division within 1 hex of 2341.
79 Division within 1 hex of 2540.
4 Division within 1 hex of 2739.
80 Division within 1 hex of 2839.
33 Division within 1 hex of 2938.
18 French Division anywhere east of the Meuse River.
The four tank units may be set up (one per hex) in any non-forest, non-woods hex south of the start line. They may start the game stacked with infantry units. American artillery units set up anywhere south of the start line, not adjacent to the enemy front.
Deploy these units in the American Reserve Box: 1, 3, 32, 92 (minus the 368 Regiment) Divisions.
German:
Initial Set Up for the Solitaire Game. Place all regiments of the following German and Austrian Divisions in the Full Strength Cup: 1 Guard, 2 Landwehr, 5 Guard, 5 Bavarian Reserve, 7 Reserve, 9 Landwehr, 37 Infantry, 76 Reserve, 117 Infantry.
Set Up for the Two Player Game. Set up these units on or within the range indicated of the hexes below:
9 Landwehr set up within 1 hex of 1141.
76 Reserve within 2 hexes of 1241.
2 Landwehr within 3 hexes of 1442.
1 Guard within 1 hex of 1841.
117 Division within 2 hexes of 2241.
7 Reserve Division within 3 hex of 2838.
1 Austrian Division within 1 hex of 3239.
15 Division within 1 hex of 3539.
33 Division within 1 hex of 3839.
27 Division within 1 hex 4139.
32 Division within 1 hex 4241.
5 Guard within 4 hexes of 1534.
5 Bavarian Reserve within 3 hexes of 2633.
37 Division within 3 hexes of 3029.
106 Austrian Division within 2 hexes of 4032.
Ten Machinegun units.
Free Set Up Variant.
Both players are free to set up their forces anywhere on their respective side of the front line. The following restrictions apply:
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The American player must have three divisions in reserve. Place them in the American Reserve Box. Unlike the historical scenario, there is no restriction on attacking the Germans east of the Meuse River.
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The German player must have four divisions in reserve. Place them at least 10 hexes from the front line. Add the following divisions to the full strength cup: 1 Austrian, 106 Austrian, 15 Infantry, 27 Infantry, 32 Infantry, and 33rd Infantry.
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No artillery unit may set up adjacent to the front line.
Historical Scenario Attack Restrictions. No attacks may be conducted against German units east of the Meuse River until Game Turn 5.
Design Note. Historically there was a great deal of support among American officers for an attack against the dominating heights east of the Meuse River to jump off concurrently with the main effort between the Meuse and the Argonne Forest. Pershing, however, didn't feel he had enough troops to launch an attack east of the Meuse, and hoped the speed of the advance would quickly negate the decisiveness of that terrain. In actuality the Americans were caught in a murderous crossfire, and an offensive against the Meuse heights was launched in early October.
Reinforcement and Event Schedule
German units are listed first, and Americans and French, clearly marked, are listed second. German reinforcements in the two player game enter on the board edge indicated. Reinforcements for the solitaire game are placed directly into the full strength cup. All American reinforcements enter the map on the southern edge. Reinforcements come on the board at full strength, must pay for the first hex they enter, and may use operational movement immediately. The weather is Clear unless otherwise indicated.
Game Turn 1 (26-27 September 1918, Fog): 212 Regt/45 Res Div (west edge); 115 Div (north edge).
Game Turn 2 (28-29 Sep): 52 Div (north), 53 Res Div (north), 28 Div (east), 236 Div (east); two Gas markers and three Barrage markers.
Game Turn 3 (30 Sep - 2 October): 13 Div (west), 199 Div (west), 228 Div (east). Withdraw all French tank units.
Game Turn 4 (3-5 Oct): 28 Res Div (east); US 60 and 61 Regiments/ 5 Div.
Game Turn 5 (6-8 Oct): 45 Reserve Div [minus the 212 Regt] (west), 3 Bavarian Div (east), 192 Div (east); US 29 Div, 82 Div, French 26 Div. US units may begin using Operational Movement and may attack Germans along the Start Line east of the Meuse River.
Game Turn 6 (9-11 Oct): 41 Div (west), 107 Div (east), 123 Div (east). Remove one Gas marker.
Game Turn 7 (12 -14 Oct): 3 Guard Div (west), 15 Bavarian Div (east); US 6 and 11 Regts/5 Div, 26 Div, 42 Div.
Game Turn 8 (15-17 Oct): 240 Div (west), 1 Landwehr Div (east); US 78 Div. Remove one Gas marker and one Barrage marker.
Game Turn 9 (18-20 Oct): US 89 Div, 15 French Colonial Div
Game Turn 10 (21-23 Oct): 88 Div (east); US 90 Div.
Game Turn 11 (24-26 Oct): 20 Div (north), 103 Div (north).
Game Turn 12 (27-29 Oct): 14 Res Div (west).
Game Turn 13 (30 Oct - 1 Nov, Fog): 31 Div (west), 203 Div (west), 195 Div (north), Wurtembourg Mountain Regt (east), remove one Barrage marker; US 2 Div.
Game Turn 14 (2-4 Nov): 42 Div (west), 202 Div (west), 241 Div (north), 10 Div (east). US units may cross the Meuse north of the start line.
Game Turn 15 (5-7 Nov): No reinforcements.
Game Turn 16 (8-9 Nov): 75 Res (north).
Game Turn 17 (10-11 Nov): No reinforcements.
15.0 Designer's Notes
The Meuse-Argonne campaign was an assault on what is considered by many historians as the toughest fortress ever encountered by the US Army. Players are offered numerous opportunities to do better than their historical counterparts, and it is entirely possible, though difficult, for the Americans to break through the fortified zone more quickly than was accomplished in history.
Amazingly, I was able to find an abundant, indeed almost overwhelming, amount of source material. It ranged from the incredibly detailed oversize 40 volume set of the AEF's 1st Division campaign reports to contemporary works on the Meuse-Argonne operation. There was a great deal of information to allow for accurate rifle counting for unit strengths, and that is reflected in the counter mix. A real gold mine was the comprehensive work published by the AEF in 1919 covering every German division in the Imperial Army.
Unfortunately, while there is a lot of good raw information, there is a general lack of subjective analysis on just how good the American divisions were. Official documents are great for figuring out things such as unit boundaries and strengths, but tend to gloss over units characteristics, especially those items politically embarrassing to the authors. They say things like such and such a regiment took town X for N number of losses (or worse, "heavy" losses), but not why an attack failed or was successful. To fill that void, however, there are a number of recently published books that do a marvelous job of cutting through the rose colored haze and providing a more balanced assessment.
16.0 Players' Notes
As the American player your strategy is simple: get through the Hindenberg Line as quickly as possible and still have enough of an army to gain the victory hexes north and east of the Meuse. Unfortunately the obstacles in your path are great, and time is of the essence. You must attack along as wide a front as possible, even through the Argonne Forest in order to stretch the Germans as much as possible. If your enemy is able to stack four or five steps per hex along the front, you will find it hard to get through the Hindenberg Line.
Tactically the "square" US divisions work remarkably well. With four regiments piled in two hexes, you can push two of them forward into a recently vacated enemy hex and still maintain the front line with the other two. Also, with four steps per regiment, units can take a massive amount of punishment. We found it is best to reconstitute veteran divisions as soon as they have taken 50% casualties. If removed any sooner, you are not maximizing the service they can perform for you. If you wait longer, it takes too long to get them back up to snuff. You must at all costs have at least three strong veteran divisions on hand (1, 3, and 32 are good candidates) before you declare your final offensive. Managing your force properly by rotating units in and out of the line is one of the keys to victory in the game. That is made easier by the lack of ZOCs, but many of your units have limited mobility, especially through trenches and forests.
In getting through the Hindenberg Line, you should try to take a page out of the German manual and follow the path of least resistance. If you can get 6:1 odds on a hex with four or fewer German steps, and pile on at least 10 bombardment points, you stand a reasonably good chance of getting into the hex. Unfortunately, you will need to breach a good portion of the line before your opponent will give it up--a procedure that takes about five turns. You have enough troops to attack just about every other hex along the front, and you should make every attack you can at 2:1 odds or better. Tanks are particularly useful against strongpoints. A war of attrition is a war you can win. The German army, once destroyed, never comes back.
You must maximize the use of hasty assaults during Turn 1 and your final offensive. Assault anything in your path that gives 3:1 odds or better, blow as many holes in the line as you can, and send your reserves as deep as they will go. Chances are the Germans will not be able to do much about them.
German Player
You have your work cut out for you. You have to face it, you're on the defensive for the duration. Strategically, you can afford to grudgingly relinquish more territory near the Argonne Forest and east of the Meuse early in the game in order to stand fast at the Hindenberg Line in the Romagne Cunel sector. You must, at all costs, prevent an early breach of the Hindenberg Line and you must hang onto it as long as you possibly can. But once it's lost, get back to the last position without delay. The worst thing you can do is to let your army get pounded into dust in open country.
The last few turns will be tense ones for you. Just about the only thing you can do is set up a series of speed bumps in front of the Americans with the last of your reinforcements. The good news is they just might be enough to do the job. Don't despair until you've lost your third VP hex.
Your main moves are to block and parry, and the challenges of holding back your opponent are many. You should never give up a hex you can reasonably defend, and if you can't defend it properly, you should get a machinegun unit in there. Machineguns are great for screening a flank, or better yet, serving as a security zone to your front while you get you main line of resistance in order. They are the sacrificial lambs of your army, but you have to remember that as the game goes on, fewer of them will be showing up. Gas markers are also great while they last. Place them with care in the most threatened sectors (hexes with tanks in them are fun) and you'll see that part of the American steamroller grind to a halt.
17.0 Additional Errata & Clarifications
Additional Errata:
- The USA 78th Division enters on Turn 8, and does not begin at start as indicated on counters.
- French Tanks may set up with, and attack with, American units at the start (i.e., west of the Meuse).
- There is no rules section 8.9.
- The black stars on the map indicate VP hexes.
- North is to the left of the player reading the map normally (or to the right if upside down).
- The Railroad Track should be labeled the Rest & Reorganization track (6.4) with the 4 box being the Available box.
- Austrian units are actually black on light green, not white on red as stated.
- The illustration at the top left of the box on page 2 indicates the black circled box is the turn of entry; it should be the number of steps instead.
- There is no size rating in the game; all infantry units are Regiments, all Artillery are Groups.
- The yellow line on the right side of the map is the Start Line (see 8.11 and 14.0).
- Austrian units may not receive replacements.
- The TEC is in error for Field Fortifications; units indeed do receive a 1L shift versus artillery.
- Ignore mention of placing the remainder of the 92nd Division in the American Reserve Box (14.0).
- Note that Allied artillery starts set up on the map; the number indicator on artillery is the range.
- If Artillery Barrage shifts left off the chart, then the result is no effect.
- German Barrage counters: arrive on Turn 2, and have a strength of 3.
- There are no weather rules in the game; ignore any weather references.
- In any combat where the shifts move the column off the right of either the Barrage table or the CRT are treated as an automatic "E" result.
Important Note: check the Reinforcement and Event Schedule at the end of the rules for some important play items.