Twilight of the Ottomans: World War I in the Middle East
Twilight of the Ottomans: World War I in the Middle East Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Set Up
- 4.0 Sequence of Play
- 5.0 Victory Points
- 6.0 Random Events
- 7.0 Reinforcements & Withdrawals
- 8.0 Reorganization
- 9.0 Land Movement
- 10.0 Stacking
- 11.0 Zones of Control
- 12.0 Combat
- 13.0 Retreating
- 14.0 Pursuit Movement & Pursuit Combat
- 15.0 Supply
- 16.0 Railroad Operations
- 17.0 Headquarters
- 18.0 Airbases
- 19.0 Naval Bombardment
- 20.0 Amphibious Operations
- 21.0 British Riverine Operations
- 22.0 Guerrillas
- 23.0 Unique Units & Markers
- 24.0 Seasons
- 25.0 Unique Cities
- 26.0 Psychological Warfare
- 27.0 Persia & Kuwait
- 28.0 Russian Revolution & Bolsheviks
- 29.0 Building Additional Ports
- 30.0 Victory Conditions
- Twilight of the Ottomans Optional Rules
- 31.0 Infiltration Tactics
- 32.0 Naval Combat
- 33.0 Additional Air Missions
- 34.0 Artillery Corps
- Scenario Rules
- 35.0 Scenario 1: 1914-16 Opening Guns
- 35.1 Game Length
- 35.2 Starting Victory Points
- 35.3 1914 Ottoman Order of Battle (deploy first)
- 35.4 1914 Allied Deployment (deploy second)
- 35.5 1914 Special Rules
- 35.6 Random Events
- 36.0 Scenario 2: 1917-18 Last Crusade
- 36.1 Game Length
- 36.2 Starting Victory Points
- 36.3 1917 Ottoman Order of Battle (deploy first)
- 37.0 Scenario 3: 1914-18 Campaign Game
- 38.0 Terrain Effects Chart & Other Charts & Tables
1.0 Introduction
Twilight of the Ottomans: World War I in the Middle East (TotO), is a strategic-level simulation of the campaigns launched by and against the Ottoman Empire in World War I. One player controls the Ottoman forces along with other Central Powers units; the other player controls various Allied contingents.
The broad concept of "victory points" (VP) is central to the play of this wargame. Players begin each scenario with a designated number of VP. They may expend them to gain reinforcement or carry out other actions. They gain new VP as a result of achieving objectives; they lose VP when they lose units in combat. To win the game you must have more VP than your opponent, so play becomes a balancing act between expending VP and attaining objectives.
2.0 Components
2.1 Equipment
A complete game of TotO includes the following: a game map, this rules set and a sheet of 280 die-cut counters. Players will also need a six-sided die.
2.2 The Map
The map shows the Ottoman Empire and adjoining regions as they were in 1914-18. A hexagonal grid has been superimposed on the map to regularize the movement of units and to delineate terrain types. Units are placed in hexes and must remain within hex boundaries at all times.
The Ottoman Empire is divided into areas: Anatolia, Armenia, Mesopotamia, Syria, Cyprus and Hejaz. Rhodes is part of Anatolia. Countries outside the Ottoman Empire are: Russia, Egypt (British), Kuwait (British), Persia, and Arabia. In general, all regions on the map may be entered by both sides' units. The only exception is Bulgaria, which is off limits for all game purposes.
2.3 Hejaz Extension Map
The Hejaz, an Ottoman region including Medina and Mecca, is shown on the extension map. Units enter and exit the Hejaz extension via matched-up hex rows with the main map; there is no extra movement cost for moving from one map to the other. The rail line exiting the northern edge of the Hejaz map in hex 5700 matches up with the rail line entering the main map via hex 3428. You may trim off the extension map and lightly tape it onto the south edge of the main map; or you may leave the extension map where it is and simply move the appropriate units from one map to another as needed during play. (There's not that much traffic down there.)
2.4 The Counters
There are two basic types of counters in the game: "units," which represent military forces, and "markers," which are used to record various game functions and display information. Units are further broken down into a number of sub-categories.
2.5 Land Combat Units
See next page.
(The counter illustrations that the source refers to as "next page" are not reproduced in the eRules text file this transcription was made from. The corps compositions for land combat units are given in section 38.0.)
2.6 Unit Sizes
See next page.
(The unit size chart referred to here is likewise not reproduced in the source text file.)
2.7 Abbreviations
Ottoman
- Ca: Caucasus
- CD: Composite Division
- FA: Flieger Abteilung (flying detachment)
- FC: Flying Corps
- Gnd: Gendarmerie
- Goeben: ex-German battlecruiser Goeben plus escorts
- Hjz: Hejaz
- HXF: Hejaz Expeditionary Force
- Islam: Army of Islam
- Kemal: Kemal Ataturk
- Meso: Mesopotamian
- Mur: Murabetta (Constantinople Fire Department)
- SXF: Suez Expeditionary Force
- Syr: Syrian
- v Sanders: Liman von Sanders
- YFK: Yilderim Fliegerkorps
- Yild: Yilderim
German
- Alp: Alpen Korps
- AK: Asien Korps
- FA: Fliegerabteilung (flying detachment)
- Jaeger: Elite Light Infantry
- P1: Pasha 1
- P2: Pasha 2
- WT: Wassmuss of Tangistan
- Yld: Yilderim
British
- A: Australian
- AL: Arab Legion
- AM: Australian Mounted Division
- Aln: Allenby
- ANZ: Australia/New Zealand
- ANZAC: Australia/New Zealand Army Corps
- BCC: Bikanur Camel Corps
- CF: Chaytor Force
- DF: Dunster Force
- DMC: Desert Mounted Corps
- ECC: Egyptian Camel Corps
- E: Company E, Royal Tank Corps
- EEF: Egyptian Expeditionary Force
- Hej: Hejaz
- HCC: Hejaz Camel Corps
- ICC: Imperial Camel Corps
- IMD: Imperial Mounted Division
- Ind: Indian
- ISF: Imperial Service Force (Indian princely armies)
- Md: Maude
- NPF: North Persia Force
- RN: Royal Navy
- RNAS: Royal Navy Air Service
- Sin: Sinai
- SPR: South Persia Rifles
- Tig: Tigris
- TXF: Tigris Expeditionary Force
- WFF: Western Frontier Force
French
- CEO: Eastern Expeditionary Corps
- Col: Colonial
- DFPS: French Detachment Palestine/Syria
Persian
- Cos: Cossack
- Gnd: Gendarmerie
- PE: Persian
Russian
- Azer: Azerbaijan
- CA: Caucasus
- CG: Caucasus Grenadier
- CC: Caucasus Cossack
- CR: Caucasus Rifle
- FG: Frontier Guard
- GDN: Grand Duke Nicholas
- NI: Naval Infantry
- OP: Opalchyne (militia)
- Sib: Siberian
- TB: Trans-Baikal
- TC: Transcaucasus
- TR: Turkistan Rifle
- TS: Turkistan
- Yud: Yudinich
2.8 Unit Colors
Ottoman-Controlled Unit Colors
- Turkish: black on green
- German: white on light gray
- Austro-Hungarian: white on dark gray
- Pro-Central Powers Guerrillas: black on white
Allied Unit Colors
- British Empire: white on scarlet
- France: white on dark blue
- Russian Empire: black on sky blue
- Persian Empire: black on yellow
- Pro-Allied Guerrillas: black on orange
Variable Control
- Bolshevik Corps: black on light red
2.9 Markers
Markers are used for various game functions. Certain markers are backprinted with other types of markers. Players use whichever side they need for the current function. The number of markers in the game is not a design limit; if you need more, make more.
2.10 Game Scales
Each hex on the map represents 87 miles (140 km) from side to opposite side. Each full game turn represents a quarter of a year.
3.0 Set Up
3.1
The game is played in scenarios, each of which covers a phase of the war. There is also a "Campaign Scenario," which covers the entire war in the Middle East. Players choose which scenario they will play and which side each will command. They then place the units for their side as listed under the initial deployment rules, in the order listed. Play starts with the first turn of the scenario and continues until its final turn, one player wins an automatic victory, or one player concedes.
3.2
The scenario instructions describe set ups in terms of unit types and combat factors. Specific unit identifications don't matter. Units may be set up anywhere in their designated areas. They may not be set up in the same hex as enemy units. Units may set up in enemy zones of control.
3.3 Friendly Forces
Each player controls more than one national contingent of forces. Except where specifically noted, all units on each side are friendly to each other, meaning they may stack and conduct combat together, use each other's supply, etc.
4.0 Sequence of Play
4.1
The game is played in segments called "game turns." Each game turn is divided into two "player turns," Ottoman and Allied. Each player turn is composed of several sub-segments called "phases." All actions during a game turn take place in a prescribed order of phases called the "sequence of play."
4.2 Sequence of Play Outline
- Ottoman Player Turn
- a) Ottoman Random Events Phase. The Ottoman player checks for random events.
- b) Ottoman Mobilization Phase. The Ottoman player expends VP in order to receive reinforcements.
- c) Ottoman Reorganization Phase. The Ottoman player may break down or combine units.
- d) Ottoman Movement Phase. The Ottoman player moves some, none, or all his land units.
- e) Ottoman Combat Phase. The Ottoman player conducts attacks.
- f) Ottoman Supply Attrition Phase. The Ottoman player checks to see if any of his units are lost to supply attrition (applies only to certain turns).
- Allied Player Turn
The Allied player goes through the same sequence of steps given above for the Ottoman player, only using his own (Allied) units, VP, etc.
- End Phase
- a) Victory Point Phase. Check for VP attained by either or both players for occupying objective hexes.
- b) Victory Check Phase. Check to see if the conditions exist for an automatic victory.
- c) Turn Advance Phase. Move ahead the Game Turn marker one space on the Turn Record Track on the mapsheet. If it's the last turn of the scenario, the game ends and the players check for victory.
5.0 Victory Points
5.1
Players are given an initial amount of VP by the scenario instructions. Players gain and give up VP as play progresses. Each player records his own VP total on the track printed on the mapsheet.
5.2 Gaining VP
Each objective hex a player occupies with his units is worth the number of victory points printed in that hex. A player gains the VP for occupying hexes with land units during each game turn's Victory Point Phase. Each player totals his VP at that time and adds that number to his total.
5.3
A player may each turn gain VP for the same objective hex(es). For example, occupying Baghdad (hex 4415) throughout the game means taking its three VP each turn in phase 3a of each game turn. Any kind of land unit, including support units, counts for achieving "occupation." Further, occupying units may generally be from any friendly force, with the following exceptions: hexes occupied only by Bolshevik, Persian or guerrilla units don't count for VP. If there's some combination of those units and other friendly units in occupation of a VP hex, then those VP count. For example, a hex occupied by a British and a Persian unit counts for the Allies, but if occupied solely by the Persian unit it wouldn't count. Remember, "occupy" means having a land unit physically in the hex during a Victory Point Phase. Simply being the last to have had a unit pass through a now-empty hex doesn't count for VP.
5.4 Recruiting
Players may expend VP to bring new units into play. A player may never voluntarily expend VP in such an amount as to reduce his VP to "0" (zero) or less.
5.5 Psywar
Players may expend VP to roll on the Psywar Table (see 26.0).
5.6 Losing & Gaining VP
Players may also lose or gain VP due to certain combat results, random events, or outcomes on the Psywar Table. All such gains or losses are instantly scored. That is, points scored for occupying cities are recorded only in phase 3a of each game turn, while VP gained or lost for other reasons are scored as they occur.
5.7 VP Limits
If a player's VP total reaches 100 it can go no higher. If it reaches zero, see rule 30.2. If some event would cause a player's VP total to both go higher and lower simultaneously, determine the difference (positive or negative) and add or subtract that difference.
6.0 Random Events
6.1
During the Random Events Phase of each player turn, the player whose turn it is consults his own Random Events Table. Do that by rolling two dice and cross-indexing the rolled numbers to get a final result. For example, rolls of "3" and "1" on the Ottoman Random Events Table would bring the "Jihad" event into effect. Every rolled event is immediately implemented unless otherwise indicated. Also note it matters in which order the two die rolls are referenced on the tables.
6.2
Certain random events may occur more than once per game, others may not, and others may trigger further special events. Players should keep track of which events have occurred by making notes on a piece of paper. Certain results may occur only as the result of an earlier random event. If such trigger-requiring events are rolled prior to their triggers, they are treated as "No Event."
6.3 Ottoman Random Event Table & Explanations
The Ottoman Random Event Table is cross-indexed by the first die roll (rows) and the second die roll (columns).
| 1st Die \ 2nd Die | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | Afghan Expedition | Balkans Campaign | Bolshevik Alliance | Central Powers Reinforcements | Command Dispute | Intelligence Coup |
| 2 | Desertion | Desertion | Desertion | Desertion | German-Turk Friction | German-Turk Friction |
| 3 | Jihad | Orient Express Disrupted | Orient Express Disrupted | Persian Unrest | Political Crisis in the Porte | Mandatory Offensive |
| 4 |
Explanations
Afghan Expedition. The Ottoman player must roll a die: 1-2 = expedition succeeds, roll another die and deduct that number of VP from the Allied total; 3-5 = no effect; 6 = expedition is a fiasco, roll a die and deduct that number of VP from the Ottoman total.
Balkan Campaign. Roll a die. That's the number of divisional equivalents the Ottomans must withdraw from among their land combat units on the map. You gain a VP for cooperating with the other Central Powers if you withdraw those units. If can't or won't withdraw the rolled number of divisional equivalents, the Allied player gains 10 VP.
Bolshevik Alliance. This goes into effect only if the Bolshevik Corps is in play. The Ottoman player immediately gains control of the Bolshevik Corps.
Central Powers Reinforcement. This event may take place only in 1916-18; otherwise treat it as "No Event." The Ottoman player receives as a reinforcement this turn at Constantinople, at no cost in VP, one German or Austro-Hungarian divisional equivalent. No corps may be taken, but the unit received may otherwise be chosen deliberately.
Command Dispute. During this turn's Ottoman Movement Phase, each Ottoman unit that moves across an Ottoman regional border requires the Ottoman player to expend a VP.
Desertion. Roll a die. The Ottoman player must immediately remove that number of infantry, garrison, supply or cavalry divisional equivalents from among the Ottoman units (no other CP nationalities) on the map. Corps may be broken down to facilitate the removals.
German-Turkish Friction. During this turn's Ottoman Combat Phase, Ottoman units may not attack with German units. The Yilderim Corps is not affected and may attack with any force. Supply is not affected.
Intelligence Coup. The Ottoman player may examine all enemy stacks on the map.
Jihad. Roll a die. That's the number of pro-Ottoman guerrilla units you may place anywhere. The Allied player must also roll a die and reduce his VP by that amount. This event may occur only once per game.
Mandatory Offensive. You may receive at no VP cost any one Ottoman corps, except the Yilderim, along with a supply unit. If, however, this same player turn you don't conduct at least two attacks using the Big Push CRT with at least one Ottoman corps involved in each, you lose 10 VP.
Massacre. Roll a die and add that number to the Allied VP total because public opinion is shocked. Also roll a second die and subtract that number of Ottoman VP (representing economic chaos in the wake of massacres).
Mirage/Sandstorm. You may either: 1) choose any one enemy corps on any desert hex and break it down into its component divisions; or 2) eliminate any one enemy supply unit on any desert hex.
Morale Check. If one player has at least 25 more VP than the other, the player with the lower total rolls a die. He must immediately withdraw the number of divisional equivalents and/or supply units equal to that result due to desertions.
Orient Express Disrupted. During this turn's Mobilization Phase, the Ottoman player may not recruit any German or Austro-Hungarian units.
Pan-Turanian Resurgence. If the Allied player has at least 25 more VP than the Ottoman, roll three dice and add that result to the Ottoman VP. This event may be implemented only once per game.
Persian Unrest. You may eliminate any one Persian unit in play and place one pro-Central Powers guerilla unit in any empty hex in Persia.
Political Crisis in the Sublime Porte. Roll a die. If the result is odd, add that number to the Ottoman VP total. If the result is even, subtract that number from the Ottoman VP total.
Pro-Ottoman Rebellion. Roll a die, divide that result by two and round up. That's the number of pro-Central Powers guerilla units you may place in one area, chosen as follows with another die roll: 1-2 = Egypt; 3 Anatolia or Mesopotamia; 4-5 = Persia; 6 = Hejaz or Arabia.
Rebels Go Home. Roll a die, divide that result by two and round up. Withdraw from the map that number of pro-Central Powers guerilla units.
Russian Revolution. If this event occurs in 1914-15, treat it as "No Event." If it occurs in 1916 or later see section 29.0.
Yemen Campaign. Roll a die. If the result is even, add that number to the Ottoman VP total. If the result is odd, subtract that number from the Ottoman VP total.
Yilderim. This event may take place only in 1916-18. You may recruit the Yilderim Corps. If this event is already in effect, you instead receive a German or Austro-Hungarian unit (other than a corps) as a reinforcement at no VP cost. See 23.2.
6.4 Allied Random Event Table & Explanations
The Allied Random Event Table is cross-indexed by the first die roll (rows) and the second die roll (columns).
| 1st Die \ 2nd Die | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | Balfour Declaration | Bolshevik Alliance | Command Dispute | Disaffection in Colonial Ranks | Emergency Reinforcements | Emergency Reinforcements |
| 2 | Central Powers Offensive on Eastern Front | Central Powers Offensive on Western Front | Influenza | Intelligence Coup | Intelligence Coup | Mandatory British Offensive |
| 3 | Mandatory Russian Offensive | Morale Check | Morale Check | Morale Check | Allied Friction | No Prisoners! |
Explanations
Allied Friction. This game turn, units of different nations of the Allied side may not make use of each other's supply units, nor may they cooperate in attacks.
Balfour Declaration. The Allies receive three VP along with a pro-Allied guerrilla unit to place in any empty hex in Syria. This event may occur only once per game.
Bolshevik Alliance. This goes into effect only if the Bolshevik Corps is in play. If so, the Allied player immediately gains control of that corps.
Command Dispute. During this Allied Combat Phase, British, French and Russian units may not participate in the same attacks. Supply isn't affected.
Disaffection in Colonial Ranks. British must withdraw one second-line division. If none are in play, ignore this event.
Emergency Reinforcement. This goes into effect only if the Ottomans currently have 25 or more VP than the Allies. The Allied player immediately receives two British, two French, or two Russian divisions, plus a supply unit, as reinforcements at no VP cost.
Intelligence Coup. The Allied player may examine all enemy stacks on the map.
Central Powers Offensive on Eastern Front. Roll two dice and total the result. That's the number of divisional equivalents the Allied player must withdraw from among the Russian units on the map. Corps may be broken down to facilitate these withdrawals. If the Allied player can't or won't withdraw the requisite number of divisional equivalents, the Ottomans gain 20 VP.
Central Powers Offensive on Western Front. Roll two dice and total the result. That's the number of divisional equivalents the Allied player must withdraw from British and/or French units (any combination). Corps may be broken down for withdrawal. If the Allied player can't or won't withdraw the requisite number of divisional equivalents, the Ottomans gain 20 VP.
Home Office vs. India. The Allies may not place any reinforcements in Persian Gulf coastal or port hexes this turn. Further this turn, Allied units may not use amphibious movement from the Persian Gulf to other areas and vice versa.
Influenza. Both players separately roll two dice and total the result. That's the number of attack factors each must withdraw. Corps may be broken down. This event may occur only once per game.
Mandatory British Offensive. You receive one British corps and one British supply unit at no VP cost. If, however, you don't conduct at least one attack using the Big Push CRT with at least one British corps involved, you lose 10 VP.
Mandatory Russian Offensive. You receive one Russian corps and one Russian supply unit at no VP cost. If, however, you don't conduct at least two attacks on the Big Push CRT with at least one Russian corps involved in each, you lose 10 VP.
Mirage/Sandstorm. You may either: 1) choose any one enemy corps on any desert hex and break it down into component divisions; or 2) eliminate any one enemy supply unit on any desert hex.
Morale Check. If one player has at least 25 more VP than the other, the player with the lower total rolls a die. He must immediately withdraw that number of divisional equivalents or supply units equal to that die roll due to desertions.
No Prisoners! Roll a die and lose that number of VP to reflect shocked public opinion.
Pro-Allied Rebellion. Roll a die; divide by two and round up. That's the number of pro-Allied guerilla units you may place in one area, chosen as follows with another die roll: 1 = Syria; 2-3 = Hejaz or Arabia; 4 = Kuwait or Mesopotamia; 5-6 = Armenia.
Rebels Go Home. The Allied player must immediately roll a die, divide that result by two, round up, and withdraw that number of pro-Allied guerrilla units from hexes anywhere on the map.
Russian Naval Supremacy. The Ottomans may not conduct any amphibious movement in the Black Sea or use the Goeben. This remains in effect until the Russian Revolution event occurs the first time, at which time this event no longer applies for the rest of the game.
Russian Revolution. If this event occurs in 1914-15, treat it as "No Event." If it occurs in 1916 or later, see 29.0.
Sykes-Picot Treaty. Allies receive 10 VP, but you must withdraw any two pro-Allied guerrilla units from any hexes on the map. This event may occur only once per game.
Troop Reassignment. Roll a die. On a 1-2, you must withdraw one British or French division. On a 3-4, you must withdraw a Russian division. On a 5-6, you receive one British or one French or one Russian division as a reinforcement at no VP cost.
Wahabis Run Amok. Each player must roll a die (Allied first, then Ottoman). Each player must then withdraw that number of defense factors from Arabia or the Hejaz.
7.0 Reinforcements & Withdrawals
7.1
Players may enter into play new units during the mobilization phases of their own player turns. Such units are called reinforcements. They may be entered into play on the map by expending VP, by random events, and by special scenario instructions. Withdrawals are units in play that must be removed from the map.
7.2 Mobilization Costs
The Mobilization Table below specifies the VP cost for each unit brought into play. A player may recruit any number and type of units within the restrictions stated on the chart and those set by the counter-mix.
| Unit | VP Cost | Notes |
|---|---|---|
| Infantry Division | 4 | |
| ANZAC Division | 5 | 1915+ (once) |
| Garrison Division | 3 | |
| Cavalry Division | 4 | |
| Camel Corps | 4 | |
| Armored Car | 5 | |
| Tank | 6 | 1917+ |
| Armored Train | 6 | |
| RR Engineer | 7 |
7.3 Further Mobilization Explanations
"VP Cost" is the number of VP you must expend to enter each such unit.
"-" means that unit may not be mobilized into play by spending VP.
"(1915+)," etc. = such units may be recruited only in turns of that year and later.
* Lawrence may be placed anywhere except Anatolia.
** Wassmuss may be placed anywhere except Russia.
"(once)" = such units may be entered into play only once per game.
7.4 Reinforcements Placement
Units may not be placed in a hex containing enemy units or prohibited terrain or in excess of stacking limits. They may be placed in enemy zones of control. Placement is not considered movement and therefore doesn't use up any movement points. The chart below specifies additional restrictions.
| Nationality | Placement |
|---|---|
| Ottoman | All unit types may be placed on Constantinople if Ottoman occupied. Additionally, one supply unit, garrison, cavalry and/or camel corps may also be entered via every other Ottoman mobilization hex if Ottoman occupied. |
| German & Austro-Hungarian | Constantinople if Ottoman occupied, as well as Ottoman Empire hexes bordering on Bulgaria that aren't occupied by Allied units. |
| British & French | Any Allied-occupied Mediterranean, Red Sea and/or Persian Gulf port. Such placement doesn't require amphibious movement. They may also enter via amphibious invasion during Allied Movement Phases. Riverine and garrison units may be placed on any British-occupied ports. |
| Russian | Any Russian mobilization hexes, as well as north map edge hexes in Russia that aren't CP occupied. They may also enter via Black Sea amphibious invasion during Allied Movement Phases. |
| Persian | Any Allied-occupied Persian cities |
| Guerillas | Picked at random, they may not enter in prohibited terrain. Allied Rebels may not be placed in Anatolia. See section 22.0 for more details. |
| Naval Units | See sections 19.0 and 20.0. |
| Fortifications | Placed atop any friendly unit that has general supply. |
Terrain Key note (printed on the map): the "Arms Center" hex shown on the Terrain Key on the mapsheet is the same thing as a "Mobilization" hex on the Reinforcement Placement Chart.
7.5 Reinforcement Placement
The Ottoman player may place a maximum of one German or Austro-Hungarian reinforcement unit per turn. Starting units, and units generated by the Random Events and PSYWAR tables, do not count against the one per turn. All German and Austro-Hungarian units are covered by this limit, including combat, supply, and support units. German corps may be created only by combining units on the map, they may never be taken as reinforcements.
7.6
The Allied player may enter British, French and Russian units via amphibious movement according to the procedures given in section 20.0.
7.7
Reinforcements generated by random events (see section 6.0) and Psywar (see section 26.0) don't cost VP and don't count against per-hex mobilization phase limits.
7.8
If all the hexes eligible for the entry of one or more reinforcement arrivals are occupied by enemy units, those reinforcements aren't received. Such units aren't delayed; they're simply lost. Put them back into the general pool of available reinforcement units.
7.9 Replacements
In general, units that have been eliminated or withdrawn may be brought back into play as reinforcements by paying the full VP cost for them. Exception: eliminated headquarters may never be replaced.
7.10 Withdrawals
Certain random events require units be withdrawn. To do so, simply remove from the map the designated units and set them aside. If there are insufficient units of the type designated for a withdrawal, there is no further or 'carry over' effect. A player may break down corps to facilitate withdrawals unless otherwise stated. Units removed by withdrawal don't count as having been lost in combat for VP purposes.
8.0 Reorganization
8.1
During the reorganization phases of their own player turns, and sometimes owing to combat, players may (or must) replace corps with divisions and vice versa. Breaking down corps, as well as combining smaller units to form corps, is termed "reorganization." The Reorganization Table below gives the details for unit types for which reorganization may be made.
| Unit | Components |
|---|---|
| Ottoman Infantry Corps 4-8-3 | 3 x 1-2-3 |
| Ottoman Exp Corps 6-5-4 | 2 x 1-2-3 + 1 x 1-1-4 + expend supply |
| Ottoman Yilderim Corps 9-8-4* | 3 x 1-2-3 + 1 x German 3-2-4 + expend supply |
| German Infantry Corps 9-9-4 | 3 x 3-2-4 |
| German Exp Corps 12-7-5 | 2 x 3-2-4 + 1 x 2-1-5 + expend supply |
| Russian Infantry Corps 5-7-3 | 3 x 1-2-3 |
| Russian Exp Corps 7-6-4 | 2 x 1-2-3 + 1 x 1-1-4 + expend supply |
| Russian Cavalry Corps 4-3-5 | 3 x 1-1-5 |
| French Exp Corps 9-7-4 | 2 x 2-2-4 + 1 x 1-1-5 + expend supply |
| British Infantry Corps 8-9-4 | 3 x 2-3-4 |
| British Exp Corps 9-8-5 |
8.2 Breakdown
To break down a corps remove the unit from the map and replace it with the number and type of divisions indicated on the chart. You may do that voluntarily only during the reorganization phases of our own player turns. You may also have to do it as the result of battle in a combat phase (your own or your opponent's), or due to supply attrition, or due to the instructions of some random event. Note that breaking down a corps never results in the placement on the map of a supply unit. Supply units are sometimes required to facilitate the build up a corps from component divisions; however, the supply units consumed in that way are not returned when such corps are broken down.
8.3 Combining
Combining may occur only during friendly reorganization phases. The involved units must be in the same hex and in general supply; see 15.2. Remove the divisions (and possibly a supply unit) from the map and replace them in the same hex with an appropriate corps.
8.4 Restrictions
Units that break down or combine must generally be of the same nationality and unit type. For example, the Allied player could combine three British infantry divisions into one infantry corps, but not one French and two British divisions. (Again, though, the Yildirim Corps is an exception to that nationality restriction.) Unless stated in the scenario rules, players may not break down or combine units during initial deployment. Reorganization can occur voluntarily only during the reorganization phase. Breakdown may occur at other times in the game, involuntarily, due to combat results, supply attrition or random events.
9.0 Land Movement
9.1
During each of your own player turns' movement phases, you may, in general, move as many or as few of your units as you desire. Units may be moved in any direction or combination of directions within the pattern of the hex grid printed over the map. There are three types of land movement: 1) normal movement, which is governed by each unit's printed movement factor; 2) forced march, which is double each unit's printed movement factor, but you must expend supply in order to conduct it; and 3) railroad movement, which is conducted according to rule 9.4.
9.2 Movement Procedure
Units are moved one at a time, tracing a path of contiguous hexes through the hex grid. As each unit enters a hex it expends one or more movement points from its movement allowance. Different types of units have different movement rates and are effected differently by terrain. Consult the Terrain Effects Chart (TEC), on the last page of these rules, for further details.
9.3 Movement Restrictions & Prohibitions
Your units may be moved only during you own movement phases. Once you've moved a unit and removed your hand from it, it may not be moved again that phase unless your opponent agrees to allow it. Advance and retreat after combat are not regular movement and therefore don't consume movement points (see sections 12.0 & 13.0). A unit may expend all or just some of its movement points before coming to a halt during any friendly movement phase. Unused movement points may not be accumulated from phase to phase or turn to turn, nor may they in any way be transferred from unit to unit.
9.4 Minimum Movement
All units may generally move a minimum of one hex per friendly movement phase by expending all their available movement points at the very start of that move. Units may not move directly from one enemy zone of control to another when using only these standard rules (see optional rules section 31.0 for the exception), nor may they ever enter an enemy occupied hex or one containing prohibited terrain.
9.5 Zones of Control
Units must stop for that phase when they first enter an enemy zone of control (EZOC); see section 11.0.
9.6 Effects of Terrain
A unit must expend one movement point to enter a clear terrain hex. To enter other types of hexes a unit must expend more than one movement point. When the TEC calls for a movement point expenditure to cross a terrain hexside, that cost is in addition to the cost for entering the hex.
9.7 Road Movement
All hexes marked as roads, along with all those marked as railroads, are considered to have roads running in them. Units moving along roads (not by rail movement, but using normal movement): 1) pay 0.5 movement points per hex entered; and 2) don't pay any movement costs for other terrain in or around a hex they're entering via a road. Also note roads in railroad hexes may be used regardless of supply state and which side controls the railroad.
9.8 Railroad Movement
Units may move via railroad by paying one movement point. That expenditure having been made, such units may move up to 25 hexes as long as they move entirely by rail within their side's rail net (see section 16.0 for more details). They pay no further movement costs while making such moves. A unit must start the movement phase in general supply in order to be able to make a rail move (see 15.2). A given unit may use rail movement only once per movement phase.
9.9
Railroad and non-railroad movement may be combined in the same phase, in any order, but a unit may only make one rail move per movement phase. For example, a unit may not move by rail, move off the railroad, then move by rail again in the same phase. Units may start and move adjacent to enemy units while using rail movement, subject to normal ZOC rules (see 11.3).
9.10
Friendly units may use captured enemy railroads for rail movement, but only after they've been made part of the friendly rail net.
9.11 Capacity
Within the limits above, players may move an unlimited number of units via railroad in each of their own side's movement phases throughout the game.
9.12 Crossing Borders
Generally, units may go anywhere on the map other than Bulgaria. The exceptions are as follows: 1) Persian units may never leave Persia; 2) Bolshevik units may never leave Russia; and 3) guerilla units that cross any borders may be penalized as described in 19.3.
10.0 Stacking
10.1
Having more than one unit in a hex at the same time is called "stacking," and it's measured in terms of "divisional equivalents." The maximum number of divisional equivalents a player may have in a hex is set by the TEC. That is, each type of terrain has its own stacking limit, which is given in "divisional equivalents" on the TEC.
10.2 Divisional Equivalents
All land units other than corps are each considered to be one divisional equivalent. Each corps is equal to three divisional equivalents for stacking purposes. A corps always equals three divisional equivalents even if the component units for its creation actually numbered more than that. For example, if a terrain type allows the stacking of four divisional equivalents in such hexes, you could stack in it: one corps and one division; or two divisions, a brigade and a supply unit; or four divisions, etc.
10.3
Stacking limits for both sides apply at the end of each movement and combat phase, friendly and enemy. Friendly units may move through hexes stacked or over-stacked by other friendly units at no extra cost or penalty. There is no limit on the number of friendly units that may enter and pass through a single hex in one phase. If, however, at the end of any friendly or enemy movement or combat phase a hex is found to be overstacked, the excess units are eliminated by the owning player (his choice). Stacking limits also apply during all unit entry placements onto the map. That is, units may not be entered into play in an over-stacked hex.
10.4
A friendly unit may never enter a hex containing any enemy units.
10.5
Informational markers, such as railheads, don't count for stacking.
10.6
Naval units use different stacking rules; see sections 19.0 and 20.0.
10.7
Players must obey stacking limits during initial setup.
10.8 Fog o' War
A player may look beneath the top unit of enemy stacks only during combat or by random event. That is, all the stacks involved in any one battle are mutually examined by both players at the start of each individual battle's resolution. Once stacks have been examined in that way, the attacker may no longer call off that battle.
11.0 Zones of Control
11.1
The six hexes immediately surrounding a unit's hex constitute its zone of control (ZOC). Units must cease their movement for that movement phase when they enter an enemy zone of control (EZOC).
11.2 No Negation
ZOC and EZOC are never negated by the presence of other units in such hexes, enemy or friendly, and that's true for all rules purposes. ZOC and EZOC extend into and out of all terrains and across all hexsides except for all-sea and straits hexsides. All land units of both sides exert ZOC at all times, regardless of the phase or player turn. Naval units never exert ZOC.
11.3 Multiple ZOC
Both friendly and enemy units may exert ZOC into the same hexes at the same time. There are no additional effects if more than one unit, friendly or enemy, projects its ZOC into the same hex at the same time. If one of your units is in an EZOC, the enemy unit projecting that EZOC is also in the ZOC being projected by your unit. The two units (or stacks) are equally and mutually affected.
11.4 Effects on Movement
Units must stop moving when they enter an EZOC. They may move no farther during that movement phase. Units may exit EZOC in two ways: 1) due to combat results that call for retreat or pursuit or if all enemy units exerting ZOC in a particular situation are eliminated; or 2) due to disengagement; see below.
11.5
Disengagement is the act of moving out of an EZOC. To do so, the exiting unit must enter a hex that contains no EZOC. Such units may enter another EZOC later during the same move, as long as the first hex they enter doesn't contain an EZOC. It costs an extra movement point to disengage in that way. Disengagement may take place only at the very start of a unit's movement.
11.6 Effects on Combat
Attacking is voluntary; you don't have to attack simply because you have units in EZOC.
11.7
Units may retreat after combat into or through any hex containing EZOC, but a penalty is involved, see 13.2.
11.8
Units may advance after combat (pursue) into or through EZOC; EZOC never block advance after combat.
11.9 Effects on Supply
Supply lines may be traced into but not through hexes containing EZOC.
12.0 Combat
12.1
Combat is always voluntary. Attacking units must be immediately adjacent to the defending enemy units they will attack. The phasing player is termed the "attacker," and the non-phasing player is the "defender," regardless of the overall situation across the map. There are two different combat results tables (CRT), "Raid" and "Big Push," both of which are printed on the mapsheet.
12.2 Combat Procedure
To resolve each battle, go through the following steps.
-
The attacker declares which attacking units will be attacking which defending units. To determine which CRT will be used, see 12.16, 25.1 and 25.2.
-
Total the combat strengths of all attacking and support units involved in the battle. Make any modifications for supply status and concentric attack.
-
Total the defense strength of all defending units in the battle. Make any multiplications for defensive terrain and fortifications.
-
Divide the attacker's strength by the defender's strength and multiply that result by 100. That gives a percentage.
-
Consult the appropriate CRT under the appropriate percentage column.
-
Roll a die. Apply any applicable die roll modifiers to that rolled result.
-
Immediately apply any combat result, including retreats and pursuits.
-
Proceed to the next combat, if any.
12.3 Which Units Attack
A unit must have a printed attack strength of "1" or more in order to be able to attack. Units with parenthesized attack strengths are support units; their roles in combat are explained below in 12.13.
12.4
The phasing player may resolve his attacks in any order he desires. He doesn't have to declare beforehand all the attacks he will launch during that combat phase.
12.5
A given defending unit or stack may be attacked from as many as six adjacent hexes at the same time.
12.6
In general, no unit may attack more than once per combat phase. Exception: certain combat results will allow units to attack more than once per phase; see 14.2.
12.7
A defending unit may be attacked more than once per combat phase, as long as each attack after the first is launched as part of a "pursuit combat" situation.
12.8 Multi-Unit & Multi-Hex Combat
If an attacking unit is adjacent to more than one hex of enemy units, it may attack only one of those hexes. No single attack may have as its objective the enemy units in more than one hex. An attacking force in two or more hexes must combine their combat strengths and attack as a single force into their target hex. Within those limits attacks may potentially involve any number of attacking or defending units.
12.9
The attacker may never voluntarily reduce the percentage column of any attack.
12.10 Combat Strength Unity
A given unit's attack and defense strengths are always unitary. That is, a given unit's combat strengths may not be divided among different combats on attack or defense.
12.11
Units stacked in the same hex may be combined for an attack, or they may attack separately into different hexes, or some might simply not attack at all.
12.12
Units defending in the same hex must be attacked as a single combined total; they may not be attacked separately or in small groupings.
12.13 Attack Bonuses
Headquarters. The attacker may add in the attack factor of one HQ within its support range; see section 17.0 for details.
Airbases. The attacker may add in the attack factor of one airbase within range; see 18.0 for details.
Naval Bombardment. The attacker may add in the combat factor of one or more naval bombardment units within range; see section 19.0 for details. The defending force must be on a coastal hex if that's done.
Maximum Attack Supply. The attacker doubles the attack strength of his units if they have maximum attack supply; see 15.7 for details.
Concentric Attack. In any battle, if the involved attacking units and/or their ZOC are in or immediately adjacent to all six hexes surrounding a defending hex, the attack factors of all those attacking units are doubled, including that of any involved support units.
12.14
If the attacker has both maximum attack supply and the concentric attack bonus, he triples his attack strength (not quadruples).
12.15 Defensive Bonuses
Terrain. Defending units benefit from the terrain in the hex they occupy or running along that hex's sides. Terrains in hexes occupied by attacking units have no effects on combat. The effect of terrain on combat is reflected by doubling the defender's printed combat strength. The TEC lists those defensive multiples. Terrain benefits aren't cumulative; if there's more than one type of terrain bonus available in a hex, the defending force receives only one multiple. No defender may ever be more than doubled for any reason or combination of reasons.
Hexsides. A force receives the benefit for defending behind a hexside only if all attacking units are attacking across the hexside.
Fortifications. If the defender has a fortification in the hex, the defense strength of the non-fortification units in that hex is doubled if defending in terrain that otherwise does not have a defensive multiple. A fortress counter doesn't double its own printed defensive strength, nor does terrain do that.
12.16 CRT Choice
The attacker always chooses which of the two CRTs will be used in each attack. The attacker is almost always free to choose the CRT he wants to use, but see 25.1 and 25.2.
12.17 Combat Resolution
The combat percentage is determined by dividing the attacker's strength by the defender's strength and then multiplying it by 100. Use the column corresponding to that percentage on the CRT when rolling the die.
Example 1: The attacker has 20 combat factors and the defender 12. Thus 20/13x100=153; so that combat is resolved on the 100-199% column of either CRT.
Example 2: The attacker has 10 combat factors and the defender 12. 10/12x100 = 83; so the combat is resolved under the 50-99% column of either CRT.
12.18 Combat Result Explanations
AA (Attacker Attrition)
- Eliminate one attacking unit.
- No retreat or pursuit.
AC (Attacker Catastrophe)
- Eliminate all involved attacking units.
- No retreat or pursuit.
AD (Attacker Defeated)
- Units amounting to half the total attacking combat factors are eliminated.
- The attacker must retreat all his surviving involved units one hex.
- No pursuit.
AT (Attacker Routed)
- All attacking non-corps units are eliminated.
- All attacking corps are broken down into their component units.
- The attacker rolls a die for each surviving unit and retreats them that number of hexes.
- Defending units may conduct pursuit movement but not pursuit combat.
AW (Attacker Withdrawal)
- All attacking units are retreated one hex by the attacker.
- No pursuit.
BA (Both Attrition)
- Eliminate one attacking unit.
- Eliminate one defending unit.
- No retreat or pursuit.
BB (Bloodbath)
- Units that amount to half the total defending combat factors are eliminated.
- Units that amount to half the total attacking combat factors are eliminated.
- No retreat or pursuit.
DA (Defender Attrition)
- Eliminate one involved defending unit.
- No retreat or pursuit.
DC (Defender Catastrophe)
- Eliminate all involved defending units.
- Attacking units may conduct pursuit movement and combat.
DD (Defender Defeated)
- Units that amount to half the total defending combat factors are eliminated.
- The defender must retreat all his surviving units one hex.
- Attacking units may conduct pursuit movement and combat.
DT (Defender Routed)
- All defending non-corps units are eliminated.
- All defending corps are broken down into their component units.
- The defender rolls a die for each surviving unit and retreats them that number of hexes.
- Attacking units may conduct pursuit movement and combat.
DW (Defender Withdrawal)
- All involved defending units are retreated one hex by the defending player.
- Attacking units may conduct pursuit movement but not pursuit combat.
MD (Mobile Defense)
If all defending units have a printed movement factor higher than that of the highest attacking unit, implement a DW result; otherwise implement a BA. Armored trains are considered to have higher movement factors than all other types of units.
12.19 Unit Eliminations
The choice of which units are to be eliminated to satisfy a combat result is always up to the owning player. In cases where "half" the factors in a force are to be eliminated, round up any remainder.
12.20 Breaking Down for Combat Losses
A player may break down corps in order to more efficiently extract combat losses. Use the combat value of the component units, not the corps, for any calculations. If a result calls for one unit to be lost, the player may break down a corps and eliminate one of its component divisions. For example, a Turkish infantry corps with a defense factor of six receives a DD result. The Ottoman player breaks down the corps into three 1-2-3 infantry divisions. Two of the infantry divisions are then eliminated. As another example, in the case of a DA, a corps could be broken down into divisions and one division would then be eliminated.
12.21 Support Units & Losses
Headquarters are never affected by losses when attacking. Similarly, airbases aren't affected by losses when attacking unless there is an airbase in the defender's hex. Naval units aren't affected by losses when attacking unless there is a fortification in the defender's hex. In all those cases in which air and/or naval units are affected by unit eliminations, their strengths then count toward the total for their side. For example, say the British player had eight infantry attack factors supported by a six-strength naval gunfire unit for a total of 14 attack factors. He rolls an AD result. He would therefore lose four attack factors from the infantry. If, however, the defending force included a fortification, the British player would have to lose seven attack factors.
Air and headquarters units defend normally using their defense factors. Naval gunfire units never defend. Support units are never affected by retreat results unless those results were generated by combat in their own hex.
13.0 Retreating
13.1
When a combat result requires a player's units be retreated, the player designated by the result must immediately move those units the indicated number of hexes away from their combat position. If the combat result doesn't specifically designate one player to conduct a retreat, the owning player conducts it. Retreat is not normal movement; it's counted in terms of hexes, not movement points, and units may always retreat the number of hexes indicated regardless of their printed movement allowances.
13.2
Retreat is subject to the following restrictions. If a unit is unable to retreat within these restrictions it's eliminated instead.
- Units may never retreat into hexes containing enemy units.
- Units may retreat into hexes containing EZOC, but they are penalized as follows: for each EZOC entered, the retreating force loses one divisional equivalent. You may break down corps in order to extract losses.
- Units may not advance or retreat after combat off the map or into terrain or across hexsides that can't normally be entered.
- Units may retreat into and through hexes containing friendly units. That doesn't affect the units retreated through. Remember, though, units must be within stacking restrictions at the end of the combat phase.
- A retreating unit must terminate its retreat the indicated number of hexes away from its former position. If it can't, and can retreat only a portion of the number of the hexes called for, it's eliminated in the last hex into which it was able to retreat.
- Units may be retreated together or separately.
- In no case may a unit be retreated into a hex that would cause it to be eliminated or overstacked, nor may it retreat into an EZOC, if other retreat paths are available.
13.3
Units that retreat into a hex that's attacked later that same phase defend normally and contribute their defense strength normally. If, however, the retreated units cause their new hex to be overstacked they contribute nothing to the defense of that hex, though they would be subject to any combat results inflicted there.
13.4 Fortifications & Retreat
Fortifications ignore any retreat results. Units defending in hexes containing a fortification may, at the option of the owning player, ignore retreat results if the fortification otherwise survives the combat. That also applies to units that attack out of fortifications. Units that retreat into a fortification may cease their retreat in that hex if the owning player desires, no matter the actual length of retreat originally called for by the combat result.
14.0 Pursuit Movement & Pursuit Combat
14.1
"Pursuit" is a special form of movement that may occur after combat. Pursuit is more or less what's termed in other wargames as "advance after combat."
14.2 Pursuit Movement Procedure
If a combat result calls for a player to conduct pursuit, he may immediately move the number of hexes indicated with one, some, or all of his eligible units involved in that attack. The first hex must be the hex the defending enemy units occupied. The second hex (if allowed) may be in any directions.
14.3
Units may move the following number of hexes when pursuing:
- Two hexes: cavalry, camels, armored cars, Lawrence, Wassmuss.
- One hex: all other land combat units with an un-parenthesized attack factor of "1" or more.
- No hexes: all other units.
14.4
Pursuit movement doesn't expend movement points, but it may be made only into hexes the pursuing units could normally enter. Pursuing units may ignore EZOC, but they may not enter hexes containing enemy units or prohibited terrain. If a total pursuit is longer than one hex, some units may stop in the first hex, others in the second hex.
14.5 Pursuit Combat
If the combat result allows pursuit combat upon completing pursuit movement, then, if the pursuing units are adjacent to any enemy units, the player controlling the pursuing units has the following options: 1) he may declare there will be no pursuit combat, in which case nothing further occurs with those units that phase; or 2) he may declare pursuit combat, in which case the following happens.
14.6 Pursuit Combat Procedure
Pursuing units may be allowed to immediately attack again according to the normal rules of combat. They attack by themselves; they may not be added to other combats, nor may other units aid them in their pursuit battle. They must all attack the same enemy hex. The pursuit attack may be made with some or all pursuing units.
Units conducting pursuit combat retain the supply status they had during their initial attack. You may not expend supply units for them, nor are they penalized if the pursuit caused them to move out of supply.
Pursuit combat doesn't necessarily have to be against the enemy units that were previously defeated.
Support units may be added to a pursuit attack if they were part of the initial attack and the attacking units are still in their range(s).
If units conducting pursuit combat receive a subsequent result allowing them to pursue or conduct pursuit combat, they may do so again any number of times.
15.0 Supply
15.1
There are two types of supply: 1) general supply, which is used to sustain units on the map; and 2) offensive supply, which is used to enhance movement and attacks.
15.2 Supply Radius
Each supply unit has a supply radius number printed in its upper-right corner. Supply radius is always traced from the unit providing the supply to the supplied unit(s). It's traced in terms of hexes, not movement points. That is, tracing through mountains is the same as tracing through clear terrain, etc. Supply radius is blocked by enemy units as well as terrain prohibited to land unit movement. For example, a British infantry corps in Jerusalem could trace a supply line to a British supply unit (supply radius 2) in Gaza, two hexes away. Supply may be traced into but not through EZOC.
15.3
A unit is in general supply if it can trace a supply line to a supply unit, if it began that phase in a fortification hex, or if it begins that phase in an objective hex with a VP value of "1" or more.
15.4
A unit is in offensive supply if it can trace a supply line to a supply unit and that supply unit didn't move that same player turn and the supply unit is then expended.
15.5 General Supply
Units must be in general supply to: combine units in the same hex during a friendly reorganization phase, but not to break them down; to have a unit conduct railroad movement during the friendly movement phase; to advance a railhead marker; or to use a headquarters or airbase for support. Using a supply unit for general supply doesn't expend that supply unit. The same supply unit may perform any number of general supply functions in the course of a phase or turn and still remain in play on the map. If used for offensive supply (see below), it's immediately expended (removed from the map).
15.6 Supply Attrition
At the end of certain turns, depending on the terrain involved (see the TEC), you must check your land units for supply attrition. If they aren't in general supply at those times, roll a die for each such unit. On a 1-3, a rolled-for unit is eliminated; on a 4-6, it survives. The terrain a unit is in during a supply check will determine if a check actually has to be made for it. That's shown on the TEC. Certain terrain types require two checks be made. In those cases, roll the die for each unit, and if either or both of those die rolls are a 1-3 that unit is eliminated.
15.7 Offensive Supply
Offensive Supply applies only to the following situations.
Forced March Movement During Friendly Movement Phases. The supply unit is expended at the start of the movement phase. Note that means such supply units may not move in that phase. The effect is to double the movement factors of all friendly units within the expended supply unit's radius.
Maximum Attack Supply During Friendly Combat Phases. The effect is to double the attack factors of all attacking land units within the expended supply unit's radius. That includes support units, with the exception of naval gunfire units.
15.8 Prerequisites
In order for a supply unit to be used for maximum attack supply, it must not have moved in the movement phase immediately preceding that combat phase. Flip over each moved supply unit so its "Moved" side shows to indicate that it has moved. A supply unit is expended (removed from the map) at the end of the phase in which it is used for maximum attack supply. An expended supply unit provides maximum attack supply to all units within its radius for the remainder of the phase. That is, a single supply unit used for maximum attack supply would double the attack factors of all friendly units within its radius for that entire combat phase (even if they were involved in different attacks). Note units don't require supply expenditure to move, defend or attack normally. That normal supply state is built into the relatively low movement and attack factors of the units.
15.9
Supply status and expenditure is determined at the start of the phase. A player must declare all supply units he is expending for any purpose at the start of the phase in which they are to be expended.
15.10
A player may combine un-supplied and maximum attack supplied units in the same attack (which may happen owing to the way supply radius is traced).
15.11
Units that initiate railroad movement or forced march need only start the movement phase in a supplied position. They may move out of supply during that move.
15.12 Automatic General Supply
The following units are always in general supply: 1) supply units; 2) naval gunfire and amphibious units as well as land units being transported by them; 3) the Lawrence and Wassmuss units; 4) objective hexes with a value of "1" or more, provide general supply to units occupying them; and 5) fortifications and units in them. Despite that last, however, note that fortifications are never supply sources to units outside them.
15.13
Supply units may use forced march movement, but another supply unit would first have to be expended to double the forced marching supply unit's movement.
15.14
Supply units may be expended to build expeditionary corps (see 8.5) and to build ports; see section 29.0.
15.15
Units don't have to be in general or offensive supply to move or attack. They can always move and attack using their printed movement and attack factors. Units can always conduct all game actions normally, with the exception of those for which general or offensive supply is specified.
16.0 Railroad Operations
16.1
Players may use railroads to conduct rail movement. There are two types of railroads on the map: those in existence at the start of the scenario and those players may build via the use of railroad engineers. Both players may generally use any railroads on the map, including captured enemy hexes, as long as all the prerequisites for rail net movement are otherwise met (see 9.8).
16.2 Rail Nets & Building Railroads
Each player may extend the rail net on the map into road hexes, thereby converting those roads into railroad hexes. A railroad engineer must start in an objective hex or an already built railroad hex adjacent to the hex to be built. That engineer unit must be in general supply. During the friendly movement phase it moves into the hex to be built. That consumes its entire movement for the phase. That is, each railroad engineer unit may build a maximum of one railroad hex per turn. That done, extend the railroad one hex, indicated by the position of a railhead marker. That hex is then a full rail hex.
You may start two or more railroad engineers in the same hex in order to speed railroad construction. For each railroad engineer unit beyond the first in a hex, the rail line is extended one hex farther that phase.
Both players' friendly rail nets may be extended only into hexes containing roads or hexes of the enemy rail net, thereby converting those hexes into their own friendly rail net. Also note rail nets may be extended only contiguously from your existing rail net or by starting a new mini-net by advancing with a railroad engineer unit out of an otherwise isolated port that you seized through amphibious invasion.
You may build railroads in hexes containing EZOC, but not in enemy occupied hexes.
The starting rail nets of both sides generally correspond to the territory under their respective control at the start of each scenario. Further details are noted in the set up instructions for each scenario.
16.3 Railheads
Railhead markers indicate the farthest point of the friendly rail net. A railhead marker is not affected by combat. If its hex becomes enemy occupied, it isn't eliminated. There is no destruction of railroads in the game. You should deploy railhead markers in such a way that the hex in which each railhead marker is located is part of your rail net.
16.4
Armored Trains are treated the same as other land units, except they may move and attack only along the friendly rail net, including retreat and pursuit. They may not attack adjacent hexes that don't contain railroads.
17.0 Headquarters
17.1
Headquarters have a parenthetic attack factor printed in their lower-left corners, meaning such units may not generally attack. Each HQ may, however, add its attack factor to any one friendly attack per combat phase. At least one friendly attacking unit must be within the support radius of the involved headquarters (number in the upper-right corner). That radius may be traced into and through EZOC, any types of terrain, and even hexes containing enemy units. Headquarters are never affected by the outcomes of attacks they support. They defend normally.
17.2
A player may not use more than one headquarters to support any one attack.
18.0 Airbases
18.1
Both sides have airbase units that represent the bases for airplane squadrons. In general, airbase units are treated as land units. Each air unit has printed on it its range factor in its upper-right corner.
18.2 Air Support
During a friendly combat phase you may add the parenthesized attack strength of any air unit to the strength of in-range attacking land units. The supported attack must be within support range of the airbase unit. An air unit may support only an attack, never a defense.
18.3 Range
An airbase may support a land attack at distance up to the number of hexes equal to its range. Range is counted from the air unit to any one unit in the attack. It may be traced into and through EZOC, enemy units, and any kinds of terrain.
18.4
No more than one airbase unit may support a single attack. Airbase units may be combined with naval and headquarters support units to support the same attack.
18.5
Each airbase may support no more than one attack per combat phase. You may not split an airbase unit's attack strength among more than one attack. They don't negate the terrain in the defender's hex.
18.6
Airbases are not affected by the outcome of any attack they've supported unless there is an enemy airbase unit in the defender's hex.
18.7
Air units may not attack by themselves. They defend normally in their own hexes.
18.8 Aerial Recon
You may at all times examine all enemy stacks in hexes within range of one or more of your airbase units.
19.0 Naval Bombardment
19.1
Naval bombardment markers represent gunfire support from fleets off the coast. You place naval gunfire markers during your combat phase in all-sea hexes. They may then attack into adjacent coastal hexes. With one exception (see 19.2), that may be done only if friendly land units are attacking the same coastal hex. Add the combat strength of the gunfire units to the attack.
19.2 Bombardment
Naval bombardment units may attack hexes containing enemy fortifications without any friendly land units being involved on either side. In such cases only use the bombarded fortification's defense factor when calculating the combat percentage, even if there are also enemy non-fort land units in the same hex. Apply the combat results against the naval gunfire units normally, except there are never any retreats or pursuits. Apply the combat results in such bombardment attacks only against the defender's fortification counter and, again, there are no retreats or pursuits.
It's possible to bombard an enemy fortification and then also launch an overland or amphibious invasion attack into that same hex later that same phase. The naval bombardment units used to bombard the fort would not be available to support the follow-on effort. Of course, if the bombardment removed the fort prior to that land attack, the ships have made their contribution in that way.
Note that naval bombardment units are the only type of support units that may attack by themselves. There is no limit on the number of bombardment units that may stack in a hex, attack into an enemy fortification hex, or provide support to a hex under land unit attack.
19.3
Naval bombardment units are generally not affected by the outcome of land combats they support, with the following exception: if there is an enemy fortification in the defending hex, any result that would cause one or more attacking land units to be eliminated also eliminates one gunfire unit (never more than one).
19.4
Naval bombardment units are always in maximum attack supply. They never have their printed combat strength increased or decreased.
19.5
Naval bombardment units are on the map only during the one combat they support, or the one bombardment they make themselves, per friendly combat phase. They are otherwise not treated as units, have no ZOC, etc. They may never be used defensively.
19.6 Further Restrictions
- Russian naval bombardment units may be used only in the Black Sea.
- British naval bombardment units may be used only in the Mediterranean Sea, Red Sea, Persian Gulf and Sea of Marmora (but see 19.7 below).
- French naval bombardment units may be used only in the Mediterranean and the Sea of Marmora (but see 19.7 below).
- Central Powers naval bombardment units may be used only in the Black Sea and Sea of Marmora.
19.7 Sea of Marmora
Anglo-French bombardment units may be placed in the Sea of Marmora only if they first make a minefield check. Roll a die for each such unit at the instant it's placed in a Marmora hex. On 1-3, that unit is eliminated; on a 4-6 it survives and may conduct operations normally that phase. All such commitments for a combat phase must be made prior to rolling for the first one. These restrictions are lifted while Constantinople is Allied occupied. Also note these special Marmora restrictions in no way apply to Central Powers naval bombardment units.
20.0 Amphibious Operations
20.1
You may potentially use amphibious movement to move land units from one coastal hex to another. Additionally, some reinforcements may be entered onto the map via amphibious movement.
20.2
You may move a maximum of one corps (or three division equivalents) per amphibious marker per movement phase. The unit(s) to be transported must begin that movement phase on a coastal hex. It's then picked up and placed on any other coastal hex that's not enemy occupied. The presence of EZOC doesn't affect that movement.
20.3
If the unit is moving from a friendly occupied port to another friendly occupied port, that amphibious movement costs one movement factor. Otherwise, the amphibious movement consumes all that unit's movement for the phase. Such units may still attack normally.
20.4
The amphibious markers are just that, markers. They are nothing more than a mnemonic for amphibious movement. They otherwise have no effect on play.
20.5
Supply status is irrelevant for amphibious movement.
20.6 Allied Reinforcements
Allied reinforcements may enter via amphibious movement. Just place them on the map during the movement phase on an eligible hex. That kind of arrival uses up an amphibious marker as described above in 20.2.
20.7 Restrictions
British and French amphibious movement may take place only in and among the Mediterranean Sea, Red Sea, the Persian Gulf and the Sea of Marmora (that last under special restrictions; see 20.14 below).
20.8 Suez
If no Ottoman units are in any hexes adjacent to any Suez Canal hexside, the Allied player may move units between the Mediterranean and the Red Sea and Persian Gulf without penalty. If any Ottoman units are adjacent to the Suez Canal, such amphibious movement costs all of the transported units' movement for the phase and must be from port to port. The hexes that must be unoccupied by Ottoman units in order to allow free Suez Canal amphibious movement are: 2523-2525 and 2623-2626.
20.9
Russian amphibious movement may take place only in the Black Sea and Caspian Sea.
20.10
Ottoman amphibious movement may take place only in the Black Sea and Sea of Marmora. If the Allied player occupies Constantinople, no Ottoman amphibious movement may take place anywhere. Also see the Russian Naval Supremacy random event.
20.12 Amphibious Assault
Amphibious Assault takes place when a friendly force of land units attacks an enemy occupied coastal hex from an all-sea hex. Amphibious assault is initiated during the friendly movement phase. The units must start in a port hex, make a normal amphibious move, but end on an all-sea hex adjacent to an enemy occupied coastal hex. During the ensuing friendly combat phase, the force must attack that coastal hex. Conduct the combat normally; if the attacker gains a result allowing them to pursue, they may land in the invaded hex. If they fail to gain a result allowing them to pursue, they are eliminated and the amphibious unit supporting the invasion is also eliminated. A unit that lands on an undefended coastal hex may attack normally during its side's combat phase and uses normal rules of attack, not those given here for amphibious assault.
20.13
A force making an amphibious assault may declare maximum attack supply only if there is a supply unit in the same all-sea hex with the landing force and it's expended.
20.14 Anglo-French Amphibious Movement & Assault in the Sea of Marmora
Anglo-French amphibious movement and assault may only take place in the hexes around the Sea of Marmora with the same minefield check die rolls as given above for naval bombardment in rule 19.7. Make just one minefield die roll check for each amphibious unit and all the land units it's carrying; all survive or go down together. These restrictions are lifted if Constantinople is Allied occupied.
21.0 British Riverine Operations
21.1
The three British riverine units ("Caspian," "Suez" and "Tigris," all 2-1-10s) are treated as land units with the following exceptions. They may move only in coastal hexes or in hexsides of navigable rivers or the Suez Canal. All such movement must be via contiguous hexes and hexsides. Riverine units may not use railroad movement.
21.2 Zones of Control
Riverine ZOC extend only into contiguous hexes into which they could move.
21.3 Combat
Riverine units attack only into adjacent hexes into which they could move. They may also pursue and retreat only into hexes they can enter. If forced to retreat into other hexes, they are eliminated instead.
21.4 Transport
Each riverine unit may transport one Allied divisional equivalent or a supply unit. The unit to be transported must begin the movement phase in the same hex as the riverine unit. The units move using the riverine unit's movement factor. At the end of the movement, the transported unit is automatically disembarked. A transport unit doesn't count for stacking.
21.5 Further Riverine Unit
The "Caspian" riverine unit may enter play only by being built in British-occupied Enzeli (5104) or Baku (4900). Once entered, it may operate only around the Caspian Sea. The "Suez" riverine unit may operate only in the Suez Canal and the Gulf of Suez. The "Tigris" riverine unit may operate only in the navigable hexes of that river (up to and including 4415/4514) and the Persian Gulf.
22.0 Guerrillas
22.1
Both players may potentially deploy and control guerrilla units. They may be received via random events and/or the Psywar Table.
22.2 Deployment
When deploying guerrilla units, pick them at random and then place them on the map according to the instructions provided in their event or on the Psywar Table. At that time their strength is revealed. Note that guerrillas may be placed in friendly as well as enemy territory.
22.3
Guerrillas are treated as regular units with the following additions and exceptions. They may retreat into and through EZOC without penalty. They don't block enemy supply line tracing into or through the hexes they occupy. They may never make amphibious moves. Whenever they cross any border, roll a die. On a 1-3, the unit is eliminated; on a 4-6 it remains in play. Guerrilla units don't require supply, but they may also never make use of maximum attack supply or forced march.
Within the limits above, guerrillas may move and attack with friendly non-guerrilla units. Guerrilla units project no ZOC of their own; however, their presence in a hex with other friendly ZOC-projecting units in no way inhibits those other units' ZOC. Likewise, guerrilla units' presence in hexes with other friendly units that do block enemy supply line tracing in no way overturn those other units' normal supply blocking abilities.
23.0 Unique Units & Markers
23.1 ANZACs
There are three 3-2-4 ANZAC divisions in the Allied counter-mix. The Allied player may recruit each only once per game. If an ANZAC division is eliminated or withdrawn for any reason, it's permanently removed from play. Further, those divisions may not be recruited in scenarios beginning in 1916 or later.
23.2 Yilderim Expeditionary Corps
This unit may be brought into play only in 1916 or later and once one of the following have occurred: 1) if the Allies have at any time occupied any Ottoman mobilization hex; or 2) if the Yilderim random event occurs. Once the Yilderim event occurs in 1916 or later, it remains in effect for the rest of the game. Once having been in play, the Yilderim Corps may be rebuilt if destroyed or broken down. While the Yildirim Corps is composed of four divisions, it counts as three division equivalents for stacking. The Yilderim Corps requires the Ottoman player to use three Turkish and one German infantry division plus a supply unit to build it. That's the only time units of different nationalities may be combined into the same corps.
23.3 Battlecruiser Goeben
Whenever the Goeben is used, roll a die at the end of that operation. It remains out of play until that number of game turns later, at which time it's received as a free reinforcement.
23.4 Wassmuss of Tangistan & Lawrence of Arabia
The Wassmuss and Lawrence units enter play due to events on the Psywar Table. The receiving player places the unit anywhere on the map. Wassmuss and Lawrence may move across borders at no penalty, but they are otherwise treated as guerillas. If eliminated, roll a die. On a 1-5, the unit is returned to play that number of turns later as a free reinforcement; on a 6, it's permanently eliminated. The Wassmuss and Lawrence units are never removed due to results on the Random Event or Psywar Tables.
24.0 Seasons
24.1
The "I" turn of each year is winter, while the "III" turn is summer. Summer supply attrition effects are described on the TEC.
24.2 Winter
In winter game turns, players may not expend supply to make forced marches or to generate maximum attack supply. Other supply functions are not affected.
25.0 Unique Cities
25.1
Mecca, Medina and Jerusalem have special rules reflecting their religious and political importance. Defenders are usually not doubled when defending in those cities; however, if there's a fortification in the city, they are doubled.
25.2
An attacker may never use the Big Push CRT when attacking those cities.
26.0 Psychological Warfare
26.1
You may make one psychological warfare ("psywar") attack at the start of any one phase in each of your player turns. No more than one such attack may be made per player turn. To do so, expend two VP; choose column "A" or column "B" on the table below; roll a die and apply that result.
26.2
A psywar attack may take place at the start of any phase in each of your player turns, before any other action is taken by you that phase.
| Die Roll | A | B |
|---|---|---|
| 1 | Reaction. Roll a die and the enemy receives that number of VP. | Reaction. Roll a die and the enemy receives that number of VP. |
| 2 | No effect | No effect |
| 3 | Desertion. Eliminate one enemy guerrilla, Persian or garrison unit. You make the choice of the unit to be eliminated. | Intelligence. You may now make a one-time examine all enemy stacks on the map. |
| 4 | Defection. You may choose: 1) to make the Bolsheviks switch sides, or 2) you may remove one enemy guerrilla unit and replace it with a friendly guerrilla unit in any playable hex in the same region not containing an enemy unit; or 3) treat this as no effect. | Sabotage. As above, you may examine all enemy units on the map and then you may also eliminate any one enemy supply unit anywhere on the map. |
| 5 | Propaganda. Roll a die and subtract that number of VP from the enemy total. | Small Rebellion. Place a friendly guerrilla unit in any eligible hex anywhere on the map. |
| 6 | Propaganda. Roll two dice and add that number of VP to your total. | Big Rebellion. You may either: 1) place two friendly guerrilla units in any eligible hexes anywhere on the map; or 2) place Wassmuss or Lawrence if not already in play. |
27.0 Persia & Kuwait
27.1
Technically, Persia was neutral in World War I; however, the Allies pretty much controlled the country, though the Ottomans and Germans made attempts to subvert the populace. Kuwait, meanwhile, was allied with the British.
27.2
Persian Units are treated as Allied units for all game purposes, except they never move out of Persia. Also see 5.3.
27.3
There are no Kuwaiti units, but Kuwait starts under British control.
28.0 Russian Revolution & Bolsheviks
28.1
The Russian Revolution may be triggered by the Random Events Table if it's 1916 or later. Note that it may be triggered by either Ottoman or Allied events.
28.2 First Revolution
The first time (in 1916+) the Russian Revolution event occurs implement the following.
- The Allied player must immediately withdraw all Russian naval units and the Grand Duke Nicholas unit.
- He then immediately rolls a die for each Russian unit in play. On a 1-3, it's withdrawn; on a 4-6, it remains in play. Corps may not be broken down for this purpose.
- No Russian units may be recruited for the remainder of the game.
- Both players, Ottoman first and then Allied, roll a die and divide that result by two, rounding up remainders. Those numbers equal the number of friendly guerilla units both players places anywhere in Russia or Armenia.
- All effects of the Russian Naval Supremacy event are cancelled for the remainder of the game.
28.3 Second Revolution
The second time (in 1916+) the Russian Revolution event occurs do the following.
- The Allied player must permanently withdraw from play all remaining Russian units, except guerrillas.
- The Ottoman player places the Bolshevik Corps (see below).
- The Ottoman player receives a German infantry division at no VP cost in his next mobilization phase. It must be placed on any Black Sea coastal hex in Russia via a free amphibious invasion.
- All effects of the first revolution event also remain in effect.
28.4 Bolshevik Corps
The Ottoman player places the Bolshevik Corps. The first priority for placement of the Bolshevik Corps is a Russian city containing no other unit. If all Russian cities are occupied by units from either side, the Ottoman player must place the corps on any north map edge hex.
The Bolshevik Corps is initially neutral; neither player controls it. It may be attacked by either side. If attacked by one player, it joins the other side. If eliminated, the Bolshevik unit is replaced at no VP cost to the controlling side and is deployed as above in the next friendly mobilization phase. The Bolshevik unit may switch sides according to the events table.
The Bolshevik unit is always in general supply. It may never stack with any other unit, nor may it cooperate in an attack with other friendly units, nor gain supply from them. It may never leave Russia. The Bolshevik unit has no breakdown divisions.
29.0 Building Additional Ports
29.1
Only the Allied player may build ports, which takes place during the Allied Mobilization Phase. To do so, the Allied player must expend three supply units in a coastal city hex. He then immediately places a port marker in that same hex. Once placed, the port marker may never be removed and is treated in all respects as a printed port.
30.0 Victory Conditions
30.1
At the end of the game, players check their own VP. That will determine their level of victory or defeat. Don't compare your total with the opposing player's total. It's possible for both players to win or lose the game.
| Final VP Amount | Level of Victory or Defeat |
|---|---|
| 0-25 | Twilight: Your empire is defeated and shattered. |
| 26-50 | Draw: Your empire survives. |
| 51-75 | Victory: Your empire survives and you gain some concessions at Versailles. |
| 76-100 | Imperial Victory: Your empire dominates the Middle East for at least two decades. |
30.2 Automatic Victory
During the Victory Check Phase of every game turn, players check to see if one of them has won a "sudden death" imperial victory. If so, the game ends and players determine who won. If one player's forces occupy all the following cities, he wins: Constantinople, Damascus, Jerusalem, Baghdad, Erzincan, Medina, Alexandria, Cairo, Tiflis, Baku, Awaz and Abadan. Also, if one player's VP go to zero at any time, while the other player has at least one VP, the game immediately comes to an end and the player with one or more VP wins.
30.3 Summary VP Table (clarification)
Corps broken down by combat don't count as units eliminated for VP purposes; however, any constituent units eliminated would count for VP.
| When Checked | Number of VP | Notes |
|---|---|---|
| Gained during the Victory Check Phase of each turn. | +VP of each objective hex occupied by friendly units. | Hexes occupied only by Persians, guerrillas or Bolsheviks don't count. |
| Lost during combat. | -11 VP for each friendly corps eliminated. | Bolshevik Corps doesn't count. |
| -7 for Lawrence, Wassmuss, and each headquarters. | - | |
| -5 for every other friendly unit eliminated. | Supply, Persian, guerrilla and Bolshevik units don't count. | |
| -15 for each friendly naval gunfire and/or amphibious unit eliminated. | - | |
| Gained/Lost during PSYWAR | See the Psywar Table. | - |
Twilight of the Ottomans Optional Rules
Players should agree beforehand which of the following rules they'll use when playing the game. The optional rules add further historical detail, but at the cost of added complexity.
31.0 Infiltration Tactics
31.1
Certain units may move through EZOC via "infiltration." The following units are considered to be infiltration-capable: 1) British cavalry; 2) guerrillas; 3) German infantry and expeditionary units during 1918.
31.2
Infiltration-capable units do not need to stop when they enter an EZOC. They may continue moving, either out of the EZOC into a non-EZOC hex or directly into another EZOC hex, at a cost of two extra movement points. That's in addition to other movement costs for the terrain involved.
31.3
A unit that's infiltration capable may always move through one EZOC at the very start of its move, even if the combined terrain plus infiltration cost exceeds its movement allowance. In such cases the infiltrating unit would move just that one hex in that phase. Infiltration capable units are still affected by EZOC for all other purposes.
31.4
In 1918 the Ottoman player may declare any attack that involves at least one German infantry or expeditionary unit to be an "infiltration attack." That has the following effects: 1) defending fortifications don't negate defender retreat results for friendly units in their hexes, and fortifications are eliminated by defender retreat results; 2) German infantry and expeditionary units may pursue up to two hexes; and 3) in the event of a combat result calling for any elimination of any attacking units, German infantry and expeditionary units must be eliminated first.
32.0 Naval Combat
32.1
The Ottoman player may contest any one Russian use of naval gunfire or amphibious transport in the Black Sea if he has the Goeben available. The Goeben may not have conducted any other operation in the same game turn. The Ottoman player simply declares the Goeben will sortie. Roll a die: 1-2 = enemy naval unit eliminated (if amphibious, so are any transported units); 3-4 = no effect; 5-6 = roll another die and the Goeben is out of play that number of turns and the Allies gain two VP.
33.0 Additional Air Missions
33.1
These additional missions may be performed by airbases. Airbases must be in general supply to perform them.
33.2 Air Superiority
You may use your airbases to attack enemy airbases by themselves. The enemy airbase must be within range. Simply total the attack strengths of all attacking airbases against the defense strength of the defending airbase in the targeted hex. Terrain and non-airbase units are ignored. This is resolved normally, except only count results calling for unit eliminations.
33.3 Aerial Supply
Once per Supply Attrition Phase, the Allied player may conduct an aerial supply mission. To do so the airbase must be in general supply and within range of the hex to be supplied. All units in the hex are thereby in general supply; they don't check for supply attrition that phase. The Allied player may conduct a maximum of one aerial supply mission per game turn, and may only do so in 1916 and later turns. The air unit used to support air supply may not perform other missions in the same game turn.
33.4
When using this rule you may recruit airbase units starting in 1914, but they may perform only recon missions in 1914-15. Their attack strength equals "0" in 1914-15. They automatically have their full capabilities starting in 1916.
34.0 Artillery Corps
34.1
Artillery corps represent the mass concentration of guns that were historically deployed only on the western front. For a variety of reasons no such concentrations were used in the Middle East in World War I, but players may explore the possibilities inherent in deploying them by using this rule.
34.2
Artillery corps perform in all respects like other support units, except you must expend a supply unit for each artillery corps that supports an attack. You must expend two supply units for each artillery unit that supports a maximum attack supply attack. Artillery corps may not take part in any attack unless a supply unit expenditure is made, and the supply expended may not be used to support any other functions that phase.
Scenario Rules
35.0 Scenario 1: 1914-16 Opening Guns
This scenario covers the opening phases of the war, which saw the Allied landings at Gallipoli, the Turkish disasters in the Caucasus, and the British advance on Baghdad that was defeated at Kut-al-Amira.
35.1 Game Length
1914 IV to 1916 II
35.2 Starting Victory Points
- Ottomans: 60
- Allies: 50
35.3 1914 Ottoman Order of Battle (deploy first)
Turkish Units
- 5 x 0-6-0 fortification: one each on Constantinople, Gallipoli, Erzerorum, Van, Medina.
- 10 x 4-8-3 infantry: one each on Constantinople, Adrianople, Gallipoli, Izimir, Angora, Erzerum, Erzincan, Van, Aleppo, Damascus.
- 4 x 0-1-2 garrison: two each on Mosul, Baghdad.
- 3 x 1-1-4 cavalry: one each on Constantinople, Erzincan, Mosul.
- 2 x 1-2-3 infantry on any cities on the Hejaz map.
- 1 x 1-1-6 camel corps on any cities on the Hejaz map.
- 9 x 0-1-2 garrison divisions: one each on any Ottoman cities not containing other units, no more than one per hex.
- 4 x supply: one each on Constantinople, Gallipoli, Erzincan, Damascus.
- Naval Available: Goeben, 1 x Amphibious
German Units
- Liman von Sanders HQ: Constantinople.
- 1 x supply: Constantinople.
Pro-Central Powers Guerrillas
- Hejaz: 1 x guerrilla
35.4 1914 Allied Deployment (deploy second)
British Units
- Egypt, west of the Suez Canal: 1 x 2-3-4 infantry, 2 x 1-2-3 garrison, 1 x 1-1-6 camel, 1 x 2-1-10 riverine, 1 x supply.
- Naval Available: 1 x (6) gunfire unit, 1 x amphibious.
French Units
- None.
Russian Units
- Kars: 1 x 0-6-0 fortification.
- Russia: 4 x 5-7-3 infantry, 4 x 1-1-5 cavalry, 1 x 0-1-2 garrison, 2 x supply.
- Naval Available: 1 x (3) gunfire unit, 1 x amphibious.
Persian Units
- Anywhere in Persia: 1 x 1-1-4, 1 x 0-1-2.
Pro-Allied Rebels
- Anywhere in Kuwait: 1 x guerilla.
35.5 1914 Special Rules
Front Line
Allies control and may deploy in: Egypt, Russia, Persia, Kuwait.
Ottomans control and may deploy in: Anatolia, Syria, Hejaz, Armenia, Mesopotamia, Cyprus. Neither player may start any units in Arabia.
35.6 Random Events
On Game Turn 1 the Ottoman player doesn't roll for random events. Instead, the Mandatory Offensive event automatically goes into effect, and the Ottoman player receives those extra units. The Allied player rolls for events normally.
36.0 Scenario 2: 1917-18 Last Crusade
This scenario covers the Allied offensives that took Baghdad and Jerusalem and brought down the Ottoman Empire. During the same period, the Ottomans exploited the Russian Revolution to retake territory in the Caucasus. Meanwhile the Germans raced the British for Baku. It was also the period of Lawrence of Arabia's rise to fame.
36.1 Game Length
1917 I to 1918 IV
36.2 Starting Victory Points
- Ottomans: 50
- Allies: 50
36.3 1917 Ottoman Order of Battle (deploy first)
Turkish Units
- 4 x 0-6-0 fortification: one each on Constantinople, Gallipoli, Gaza, Medina.
- Anatolia: 2 x 4-8-3 infantry, 1 x 1-2-3 infantry, 1 x supply (on or west of Adana).
- Anatolia: 1 x 6-5-4 expeditionary, 1 x 4-8-3 infantry, 2 x 1-2-3 infantry, 3 x 0-1-2 garrison, 1 x supply (on or east of Sivas).
- Syria: 1 x 6-5-4 expeditionary, 1 x 4-8-3 infantry, 1 x 1-2-3 infantry, 1 x 0-1-2 garrison, 1 x 1-1-4 cavalry, 1 x 1-1-6 camel, 1 x supply.
- Mesopotamia: 1 x 1-2-3 infantry, 2 x 0-1-2 garrison, 1 x 1-1-4 cavalry (on the Ottoman side of the front line).
- Hejaz: 2 x 1-2-3 infantry, 1 x 1-1-6 camel corps, 1 x armored train (on rail line cities).
- Persia: 1 x 1-2-3 infantry, 1 x 0-1-2 garrison (on Kermanshah and Hamadan only).
- Any cities on the Ottoman side of the front line: 7 x 0-1-2 garrison.
- Any city on the Ottoman side of the front line: 1 x air unit.
- Naval Available: Goeben, 1 x amphibious. These may not be used initially as the Russian Naval Supremacy random event is in effect.
German Units
- Anatolia: Liman von Sanders HQ, 1 x 3-2-4 infantry division, 1 x supply (within six hexes of Constantinople).
- Syria: 1 x 3-2-4 infantry division, 1 x air unit, 1 x supply.
- Persia: Wassmuss (not on or adjacent to cities).
- Anatolia: 1 x railroad engineer, 1 x supply (on or west of Adana).
- Hejaz: 1 x 2-1-5 armored car (on a rail line city).
Pro-Central Powers Guerrillas
- Syria: 1 x guerrilla.
- Mesopotamia: 2 x guerrillas (on the Ottoman side of the frontline).
- Hejaz: 1 x guerilla (not on or adjacent to cities).
- Persia: 2 x guerrillas (not on or adjacent to cities).
Ottoman Markers
- Railheads: Anatolia, connecting Constantinople to Adana.
36.4 1917 Allied Deployment (deploy second)
British Units
- Egypt: 2 x 8-9-4 infantry, 3 x 1-2-3 garrison, 2 x 2-1-5 cavalry, 1 x 1-1-6 camel, 1 x 2-1-6 armored car, 1 x riverine, 1 x air unit, 1 x railroad engineer, 1 x armored train, 3 x supply, 1 x fortification (must be placed on or adjacent to Egyptian objective, railroad or road hexes).
- Mesopotamia, within three hexes of Basra: Maude headquarters: 1 x 9-8-5 expeditionary, 2 x 2-3-4 infantry, 1 x 1-2-3 garrison, 1 x 2-1-6 armored car, 1 x air unit, 1 x riverine, 1 x railroad engineer, 2 x supply.
- Persia: 2 x 1-2-3 garrison (one each on Awaz and Abadan).
- Cyprus: 1 x 1-2-3 garrison.
- Kuwait: 1 x 1-2-3 garrison.
- Hejaz: Lawrence of Arabia, 1 x 1-1-6 camel, 1 x supply (all on Yiddah or Yenbo).
-
- Naval Available: 1 x (6) gunfire unit, 2 x amphibious.
French Units
- Egypt: 1 x 2-2-4 infantry (on or adjacent to an Egyptian objective hex).
Russian Units
- Anywhere in Russia or Armenia: Grand Duke Nicholas headquarters, 1 x 7-6-4 expeditionary, 4 x 5-7-3 infantry, 3 x 1-1-5 cavalry, 4 x 0-1-2 garrison, 1 x air unit, 2 x supply.
- Kars: 1 x 0-6-0 fortification.
- Persia: 1 x 7-6-4 expeditionary, 1 x 5-7-3 infantry, 1 x 1-1-5 cavalry, 1 x supply (must be placed on cities of Tabriz, Enzeli and/or Zinjan).
- On either Erzerum or Tabriz: 1 x railroad engineer.
- Naval Available: 1 x (3) gunfire unit, 1 x amphibious.
Persian Units
- Anywhere in Persia: 1 x 1-1-4, 1 x 0-1-2.
Pro-Allied Rebels
- Hejaz: 3 x guerrillas (on Mecca, Yidda and/or Yiddah).
- Armenia: 2 x guerrillas.
- Persia: 1 x guerrilla (not on or adjacent to Ottoman units).
Allied Markers
- Railheads: Egypt, connecting Port Said and El Arish. Mesopotamia, connecting Basrah with the road three hexes to its west. Russia, connecting Kars and Erzerum.
- Ports: one each on Basrah, Yiddah, Yenbo.
36.5 1917 Special Rules
1917 Front Line
Allies control and may deploy in: Egypt (including Sinai), Cyprus, Russia, Armenia, Persia (exception: see below), Kuwait. In the Hejaz, Allies control Mecca, Yiddah and Yenbo. In Mesopotamia, Allies control Basrah and all hexes within three hexes of it.
Ottomans control and may deploy in: Anatolia, Syria, Mesopotamia (except for the hexes described above). In the Hejaz, Ottomans control all rail line and rail line city hexes. In Persia, the Ottomans control the Persian cities of Kermanshah and Hamadan, and the six hexes adjacent to each of them.
Neither player may start any units in Arabia.
36.6 Random Events
The following events are considered to have occurred prior to the start of this scenario:
- Ottoman: Balkans Campaign and Jihad.
- Allied: Russian Naval Supremacy.
Players do not roll for events on 1917 I. The event Russian Revolution automatically goes into effect during the Allied Random Events Phase that turn. It's the first Russian Revolution event of the game.
36.7 First Turn
Skip the Ottoman player turn on 1917 I.
37.0 Scenario 3: 1914-18 Campaign Game
This scenario covers all of World War I in the Middle East.
37.1 Game Length
1914 IV to 1918 IV.
37.2 Starting Victory Points
Same as the 1914-16 scenario.
37.3 Ottoman Order of Battle (deploy first)
Same as the 1914-16 scenario.
37.4 Allied Deployment (deploy second)
Same as the 1914-16 scenario.
37.5 Special Rules
Same as the 1914-16 scenario.
38.0 Terrain Effects Chart & Other Charts & Tables
The Ottoman and Allied Random Event Tables, the Mobilization Costs, Reinforcement Placement, Corps Components, Psywar, Victory Levels and Summary VP tables are reproduced in the sections where the rules refer to them (6.3, 6.4, 7.2, 7.4, 8.1, 26.2, 30.1 and 30.3).
Terrain Effects Chart (TEC)
| Terrain | Movement | Stacking | Defense | Supply |
|---|---|---|---|---|
| Clear | 1 | 8 | - | Supply attrition check in winter. |
| Rough | 2 (3 in Winter). Tank & AC allowed only on roads. | 4 | x2 | Two supply checks for non-guerrillas in winter. |
| Desert | 2 | 2 | - | Supply attrition check in summer and winter. Except camels and guerrillas check only in winter. |
| Lava Flow | 3. Tank, AC & line of supply allowed only on roads. | 1 | - | Supply attrition check in all turns. |
| Marsh | 2 in fall and winter; 3 in spring and summer. |
* Anglo-French units may also use amphibious movement through 1308/1309, and their naval gunfire units may also move through there.
End of rules.