1870
1870 Rulebook
Table of Contents
Table of Contents
- A - Presentation
- B - How Units Move
- C - Stacking
- D - Controlled Zones
- E - How Units Fight
- F - Logistics
- G - Railways
- H - Permanent Fortifications: Fortresses and Fortified Camps
- I - Blockade of Fortresses and Fortified Camps (Metz and Paris)
- J - Reinforcements and Replacements
- K - The Sea
- L - Starting Situations
- Bibliography
- Combat Results Table (Tableau des Résultats des Combats)
- Starting Positions of the French Units (Positions de départ des unités françaises)
- Starting Positions of the German Units (Positions de départ des unités allemandes)
A - Presentation
1 - 1870 is a game reproducing the Franco-German war of 1870-1871. The game is designed to let players choose among several starting situations, each corresponding to a key date of the real conflict.
2 - The game comprises 3 elements: a game board with a map representing the theatre of operations and various tables, counters representing the armies in presence, and a booklet containing the rules to follow.
3 - The map represents the terrain at a scale of 1/1,000,000. The terrain is divided into hexagonal cells to make it easier to calculate unit movement. From the centre of one cell to the centre of a neighbouring cell, the real distance is 15 km.
4 - The game is played over a number of turns depending on the starting situation chosen. Each turn represents 3 days of real time.
5 - The counters represent the units (divisions and detached brigades) that took part in the conflict. Each counter consists of a small square of rigid cardboard on which various symbols and information are printed:
- Identification
- Unit type (NATO code)
- Combat potential (see rule E7)
- Movement potential (see rule B3)
- Infantry symbol (a crossed box)
- Cavalry symbol (a diagonally hatched box)
Some counters do not represent any unit: these are markers. Unit counters are printed on both sides: one side with the stronger combat potential corresponds to the unit's normal state. The other side, with a reduced combat potential, corresponds to the state of disorganisation.
6 - Around the map itself, on the game board, there are various tables containing information that players must know at all times:
- the Terrain Table
- the Combat Results Table
- the calendars
- the blockade indicators
7 - Before play, the counters must be detached from their sheets, preferably with a sharp knife or a razor blade. It is advisable to store them afterwards in a compartmentalised box (tackle boxes or hobby boxes).
8 - Before starting a game, the players must choose the situation they intend to play. Once the situation is chosen, they place the counters on the starting positions corresponding to that situation. Note that not all counters are necessarily in play from the beginning of the game: some arrive only during play (reinforcements) or may only intervene in other situations. The "Turn" marker is placed on the first cell of the chosen situation, to show that the 1st turn is about to be played. The game may now begin.
9 - Each turn is divided into 5 phases:
- the French player takes his reinforcements and moves his units;
- the French player executes his combats (he is the Attacker);
- the German player takes his reinforcements and moves his units;
- the German player executes his combats (he is the Attacker);
- the "Turn" marker is advanced one cell on the calendar, as are, if applicable, the blockade markers, and play resumes at Phase 1 for the next turn.
Players' attention is drawn to the fact that the notion of Attacker (and, consequently, of Defender) has nothing to do with the general situation of the armies, but depends solely on the Phase currently being executed.
10 - Before starting a game, the players must read the whole rule and, if possible, learn it with a few counters to move and make fight. If this rule seems long, it is because things are explained in detail. It is absolutely essential that the players have assimilated the mechanism of movement and combat before starting a real game. The time spent learning the game will be largely recovered during play: it will spare you having to consult the rule constantly for elementary operations. The rule is shorter to apply than to read.
11 - To make searching easier, each Title is referenced by a letter, and each rule by a number. At this moment, you are reading Title A, and more precisely rule A11.
12 - To play, you also need a die.
B - How Units Move
1 - During each turn, each player has a Movement Phase. During this phase, and only during this phase, he may move all or part of his units, in any direction and over any distance, obviously taking into account the limits imposed by the terrain and the movement capacity of the units concerned. No movement is compulsory: if the player considers that his positions are the best possible, he may very well move nothing and pass immediately to the next phase.
2 - A unit moves by passing from one cell to a neighbouring cell. No route is imposed: a unit may make as many changes of direction during its movement as it wishes (and is able to).
3 - Each unit possesses a certain movement potential which is specific to it (see rule A5). This potential expresses in points its movement possibilities, its greater or lesser mobility. Movement potential is obviously linked to the type of unit: cavalry moves faster than infantry.
4 - To enter a new cell, a unit must "spend" a certain part of its movement potential. This "expense" varies according to the terrain depicted on the new cell: it is low on open ground and high on difficult terrain. Thus, two units having the same movement potential will not be able to cover the same distance if one moves over open ground and the other over difficult terrain.
5 - The boundary separating certain cells may also cause an additional "expense" of potential when this boundary represents an obstacle. This supplement is added to the points required to enter the new cell.
6 - A unit may move until its potential is exhausted. The Terrain Table, in its "Movements" column, gives all the potentials to be spent to enter the various cells and cross cell boundaries. If a unit no longer has enough points to reach the next cell, the points it has not used are lost. They can be neither used in the following turn nor transferred to another unit.
7 - A unit may pass through a cell occupied by a friendly unit.
8 - A unit may never enter a cell occupied by an enemy unit.
9 - A unit may be moved only once per Movement Phase.
10 - During his Movement Phase, a player may never move an enemy unit.
11 - Movement potentials of units may never be transferred from one unit to another; they may never be accumulated from one turn to the next. At the start of each Movement Phase, a unit has only the potential printed on its counter, whether or not it has moved previously.
12 - During a Movement Phase, no combat may take place.
13 - At the end of a Movement Phase, a single cell may contain several units of the same player: this is stacking (see Title C).
14 - Any unit leaving the map, whether voluntarily or not, is eliminated.
C - Stacking
1 - As seen in B13, a cell may be occupied by several units of the same army.
2 - The number of units occupying a cell may not exceed 4. This is the stacking limit. The stacking limit concerns only counters representing units. Markers have a stacking value of zero and do not count. The same applies to "R" counters.
3 - A cell occupied by 4 units may, during a Movement Phase, be passed through by any number of friendly units. The stacking limit is to be taken into account only at the end of the Movement Phase, when all movements are finished. Permutations are therefore possible.
4 - Any excess unit is immediately eliminated.
5 - See Title E for everything concerning the combats in which stacked units may take part (rules E6 and E10).
D - Controlled Zones
(The rulebook illustrates this title with a diagram of a unit surrounded by six hexagons, each side of the occupied cell marked with an arrow.)
1 - The 6 cells surrounding the cell occupied by a unit are controlled cells of that unit. This is the unit's "controlled zone".
2 - To enter a cell controlled by an enemy unit, a unit must spend 1 additional point of movement potential.
3 - A unit entering a cell controlled by the enemy is not obliged to stop its movement (unless, obviously, it has exhausted its movement potential). It may enter a cell controlled by the enemy and leave it during the same movement (if it has sufficient potential).
4 - To leave a cell controlled by the enemy, no additional potential is to be spent.
5 - Within the same Movement Phase, a unit may leave a cell controlled by the enemy and enter directly another cell controlled by the enemy (provided it has sufficient potential).
6 - The fact that a cell is controlled by more than one enemy unit has no consequence. A cell either is or is not controlled; it is not more or less controlled.
7 - The fact that a cell is controlled by units of both opponents has no consequence: for each player, the cell is controlled by the enemy.
E - How Units Fight
1 - Any unit located, at the start of a Combat Phase, on a cell adjacent to a cell occupied by an enemy unit (or stack of enemy units) may fight a combat, offensive or defensive, against that enemy unit (or that stack).
2 - During his Combat Phase, the player who has just moved his units is called the Attacker and his adversary is the Defender (see rule A9). These designations are independent of the general situation.
3 - Within the same Combat Phase, a unit may fight, offensively or defensively, only once.
4 - The Combat Phase generally comprises several distinct combats. It is the Attacker who defines the various combats and decides the order in which they will be fought.
5 - By its position, a unit may be able to attack more than one enemy unit. As it may fight only once (rule E3), the Attacker must decide which combat it will take part in (while obviously respecting rule E1).
6 - All units occupying the same cell are not obliged to take part in an offensive combat. They may take part in different combats or not fight at all. Only the units having taken part in an offensive combat suffer its consequences. It is the owning player who decides which offensive combats his units must fight: no offensive combat is compulsory.
7 - Each unit has a certain combat potential which is specific to it. This potential is printed on the counter representing the unit (rule A5): it expresses in points the combat possibilities of this unit, its strength, its value.
8 - All units fight in contact, that is, by occupying the cell adjacent to that occupied by the unit or enemy stack they confront.
9 - A combat is fought as follows:
- the points of the units engaged by the Defender in this combat are added together, taking into account the effects of terrain and of logistics if applicable;
- one then has the total points of the Defender;
- the points of the units engaged by the Attacker in this combat are added together, taking into account the effects of logistics if applicable;
- one then has the total points of the Attacker;
- the Attacker/Defender ratio of points is made (and not the reverse: attacking at 3 to 1 is not the same as attacking at 1 to 3), this ratio being rounded down (to the lower whole number) if the result is not a whole number: this ratio is the force ratio;
- the Attacker rolls the die;
- the number given by the die is possibly corrected if the Terrain Table so orders;
- one then consults the Combat Results Table: the box at the intersection of the "Die" column and the "Force Ratio" row to be considered gives the result of the combat;
- the results of the combat are applied immediately, before the execution of any further combats, if there are any.
10 - The combat potential of a unit is one and indivisible: it may in no case be shared between several combats. However, within one and the same combat, a unit may confront several enemy units. The different units of one and the same stack may each take part in a different offensive combat if the player so wishes (and, obviously, if the enemy units are arranged in such a way as to make this possible). Except where rule E17 applies, all the units of a stack must take part in the defensive combat if the cell in which they are located is attacked.
AFTER-COMBAT MOVEMENTS
11 - After a combat, certain movements are possible or compulsory. These movements are totally independent of those made during the Movement Phases. They never bring into play the movement potentials of the units concerned and take place only over a distance of one cell. It is always the owning player of the unit that makes these movements.
12 - When a combat results in an order to retreat, the movement is compulsory. When a combat results in the evacuation of a cell by the enemy, the movement consisting in occupying that cell with one or more units of the victor is optional.
13 - Any unit that must retreat must respect the impossibilities due to terrain as well as the stacking limit. If these impossibilities cannot be respected, the unit is eliminated. It is forbidden to retreat onto a cell controlled by the enemy if that cell does not contain a friendly unit.
14 - Any unit that could retreat only off the map is eliminated.
15 - Any cell evacuated by the loser following a combat may be occupied by the winner with units that took part in the combat concerning that cell. This occupation is not compulsory: the winner may decide to remain on his positions if he judges them better. But if he decides to occupy the evacuated cell, he must do so immediately, before any other combat. He must respect the stacking limit.
16 - Any unit that must retreat and can do so only onto cells already occupied by friendly units formed into a stack reaching the stacking limit is eliminated, even if those units could retreat onto a free neighbouring cell; there is no chain retreat.
17 - Any unit that must retreat onto a cell containing friendly units, and that is able to do so, does not take part in the offensive or defensive combats that those units might have to fight later during the current Combat Phase, but suffers the unfavourable results (elimination, disorganisation, retreat) inflicted on those units during defensive combats.
MOVEMENTS BEFORE COMBATS
18 - When cavalry alone is attacked by infantry alone, the cavalry may refuse the combat and retreat one cell:
- this retreat is optional: the player may accept the combat;
- this retreat takes place during the Combat Phase, at the moment the Attacker announces the combat;
- this retreat must respect the impossibilities due to terrain and to the stacking limit; if these impossibilities cannot be respected, the cavalry is obliged to accept the combat;
- this retreat may be made only onto an unoccupied cell not controlled by the enemy, or onto a cell occupied by at least one friendly unit, even if controlled by the enemy;
- the cell evacuated by the cavalry may be occupied by the Attacker exactly as if he had conquered it following a combat;
- the units engaged by the Attacker, although they have not fought, may not take part in any other combat during this same Combat Phase;
- the cavalry unit having retreated without fighting is considered as having fought and is subject to rule E17: it may not take part in any combat during the current phase;
- if it is a stack of cavalry units that retreats, the retreat may be made onto different cells (if this is obviously possible) or onto the same cell, according to the player's wish;
- if the Attacker engages cavalry, or if the Defender has infantry on the cell containing the attacked cavalry, the cavalry may not refuse the combat and must remain in place to take part in it;
- this retreat, if it takes place, does not bring into play the movement potentials and takes place only over a distance of one cell;
- what is valid for a unit is also valid for a stack, and independently of the combat potentials of the units engaged on either side: only the nature of the units must be taken into account.
F - Logistics
1 - A unit is always in one of the following logistic situations:
- it is supplied;
- it is not supplied.
2 - A supplied unit fights with its normal combat potential, as printed on the counter, front side showing.
3 - A non-supplied unit fights with its combat potential halved: if the division does not come out exactly, round down in attack and up in defence. When several non-supplied units take part in one and the same combat, add their potentials together before carrying out the division.
4 - Any unit able to establish with its logistic base a line of communication consisting of a series of cells controlled or occupied by friendly units is considered as supplied. Cells controlled or occupied by friendly units may be replaced by a railway link consisting of any number of sections at the player's disposal. "R" counters also ensure logistic communication like ordinary units (see rule J12).
The logistic base of the German player consists of the eastern and northern edges of the map.
The logistic base of the French player consists of:
- the southern edge of the map;
- the western edge of the map;
- the ports of Dunkerque, Calais, Boulogne, Dieppe, Le Havre and Caen.
Any unit belonging to a player and able to establish a link with a single element of that player's logistic base is therefore considered as supplied.
Moreover, any unit besieged in a fortified camp (Metz and Paris) is considered as supplied (see rule I3) until the fortified camp possibly surrenders. The supply of units besieged in ordinary fortresses is different (see rule H11).
The length of the line of communication is of no importance, nor is its shape. The line of communication is cut as soon as an enemy unit occupies or controls one of its cells, wherever that may be. A cell controlled by the enemy but occupied by a friendly unit ensures logistic communication.
5 - Any unit unable to establish a line of communication with its logistic base as described in F4 is considered as not supplied.
6 - The logistic situation of a unit taking part in a combat must be considered at the moment of the combat. This situation may therefore vary during one and the same Combat Phase according to the advances and retreats of the units in play.
G - Railways
1 - In France as in Germany there are railways which may be used to transport and supply the units of the players.
2 - For a railway (or a section) to be at the disposal of a player, no cell of the section must be occupied or controlled by the other player. A railway cell controlled by the enemy but occupied by a friendly unit may be used.
3 - In friendly territory, every railway is in principle at the disposal of the player. In enemy territory, every railway is in principle at the disposal of the enemy, but the invader becomes master of a railway cell as soon as one of his units has passed over that cell or occupied it. Markers are at the disposal of the players to indicate possession of the sections of the networks. A section is at the disposal of the invader when his units have passed over the cells containing the railways and the section is connected to the network of friendly territory. If the section has only been occupied but not connected to friendly territory, the section is neutralised: it cannot be used by the invader, but the invaded player may no longer use it either. The availability of the sections at the start of the game is indicated for each starting situation.
4 - Rule F4 indicates how the railway supplies units.
5 - Transport by railway is carried out as follows:
- at the start of the Movement Phase, the units concerned must be on a cell containing a railway or on an adjacent cell;
- transport may carry the quantity of troops corresponding to the capacity of the line section concerned: this capacity is indicated, for each section, at the junctions, as a number of transportable units (3 = 3 counters transportable by this railway);
- all sections not having the same capacity, it is obvious that a journey may run over sections with different capacities, but the capacity of a section must never be exceeded: surplus units must stop at the junction;
- the movement takes place along the railway and is at most 10 cells, whatever the type of unit;
- once the movement is finished, units may, whatever their type, move only one additional cell by their own means, so that a railway movement may reach at most 12 cells: 1 before embarking, 10 on the line and 1 on disembarking;
- a unit transported by railway may fight immediately after its disembarkation, during the following Combat Phase;
- a unit may make only one railway transport per turn.
H - Permanent Fortifications: Fortresses and Fortified Camps
(The title's diagram shows a hexagonal cell containing a fortress marker with its coefficient, a blockade marker "B" with its strength, and a "SIEGE" marker "S".)
1 - Certain localities are defended by permanent fortifications. Fortified systems extending over a single cell are fortresses (places-fortes); the others are fortified camps (camps retranchés). In fact, there are only 2 fortified camps on the map: Metz and Paris.
2 - The possession of the fortresses at the start of the game is given for each situation. Fortresses in enemy hands are indicated by a marker.
3 - The value of a permanent fortification is expressed by a coefficient printed in the middle of the square symbolising the fortification: 1, 2 or 3.
4 - A fortress may be occupied or unoccupied by the player who holds it. There is occupation when a unit is in the fortress, and non-occupation when the cell is empty.
5 - A fortress may not be occupied by the enemy without combat. When an infantry unit arrives on a cell adjacent to an enemy fortress that is unoccupied and of value 1, this unit may attempt to take it immediately, proceeding as follows:
- the unit interrupts its movement; it may go no further during this phase;
- the player immediately announces that he is attacking the fortress;
- he rolls the die: on a 1, 2 or 3 the fortress is not taken; on a 4, 5 or 6 the fortress is taken;
- the player takes possession of the fortress immediately by occupying the cell with the unit that attacked;
- note that this combat took place during the player's Movement Phase and that, whatever the result, the player may then carry out his other movements, if any, the effects of the possible taking of possession of the fortress being then applicable for the rest of the current Movement Phase;
- the unit thus engaged, whether or not it has taken the fortress, may not fight in the following Combat Phase.
6 - Fortresses of value 2 and 3 may not be taken without a siege.
7 - The siege of a fortress is carried out as follows:
- the besieger places at least one infantry unit on a cell adjacent to the fortress, together with a "Siege" marker on the fortress itself, whether or not that fortress is occupied;
- the unit conducting the siege is considered as simultaneously occupying the 6 cells surrounding the fortress (it goes without saying that if the besieger engages several units, these achieve the effective encirclement of the fortress, but the besieging forces are always treated as an inseparable whole in case of combat against the besieged or an outside force);
- the besieging unit exercises no control over the 12 cells surrounding the 6 it is deemed to occupy simultaneously;
- the fortress is then besieged;
- from that moment, 1 is subtracted from the number given by the die each time the besieger fights a defensive combat.
If this fortress is occupied, a blockade marker is placed on the appropriate cell of the blockade calendar, and this marker will advance each turn, at the same time as the marker of the general calendar, towards the "SURRENDER" cell (see Title I on the operation of the blockade calendar).
8 - An unbesieged fortress, even if unoccupied, controls the 6 adjacent cells. A besieged fortress, even if occupied, no longer controls them.
9 - Besieged and besieging units may fight combats, but the results "DR" have no effect on either side (they stand for sorties or failed attacks). Results "D" (disorganisation) must always be taken into account.
10 - When the fortress is not occupied:
- it defends itself with a combat potential equal to its coefficient;
- it may not by itself execute any attack against an enemy unit;
- it may add its coefficient to that of any friendly unit attacking the besieger from outside in the same combat.
11 - When the fortress is occupied:
- in defence, the combat potential of the occupying unit is multiplied by the coefficient of the fortress, and this multiplication may apply to a number of units equal to the coefficient of the fortress (thus, a fortress of value 2 doubles the potential of 2 units occupying it, the other units of the same stack keeping their nominal value; this rule reflects the fact that too large a garrison may not be an advantage);
- a number of units equal to the coefficient of the fortress may be considered as supplied by the fortress, the others then being in a position of non-supply (thus, a fortress of value 2, if occupied by 4 units, will automatically supply 2, the other 2 not being supplied, because the stores of a fortress are obviously proportioned to its importance: it follows that a fortress of value 2 occupied by 4 units will double the combat potential in defence of 2 of them, at the player's choice, while the other 2 will fight in defence as in attack with a potential halved);
- in attack, the potential of the fortress is added to the potential of the occupying units and, possibly, to that of outside units taking part in the combat.
12 - When the besieging units attack, the fortress is taken only in case of result "E" or "DE". In case of result "E", it may happen that all of the besieger's units are eliminated, but the fortress nevertheless passes into his possession. When the fortress is taken, proceed as follows:
- eliminate the besieged units, if there are any;
- if there was a "DE" result, disorganise one of the besieger's units, at the besieger's choice (these are the losses of the assault and the new garrison);
- if there was an "E" result, carry out the exchange by adding the coefficient of the fortress to that of the besieged units, if there were any, the potential of these last being taken as printed on the counter and never multiplied or divided;
- indicate the taking of possession of the fortress by an appropriate marker (so as not to multiply markers unnecessarily, only fortresses held in enemy territory receive one, the others being considered implicitly in the possession of the friendly player).
All the advantages of the fortress pass immediately to its new possessor, even if all the besieging units have been eliminated.
I - Blockade of Fortresses and Fortified Camps (Metz and Paris)
1 - The fortified camps of Metz and Paris are in fact only fortresses extending over several cells and, as a result, capable of housing larger forces. Their fortifications allow the defender to benefit from the advantages enumerated in rules H3, H4, H6, H8, H9, H10, H11 and H12, the application of this last rule being made fortified cell by fortified cell.
2 - Rule H7 does not apply to fortified camps: the besieger must encircle them completely with his units or with cells controlled by them. The besieger's forces are not considered as an inseparable whole and each unit behaves as in a combat in the open country.
3 - The map includes a blockade calendar on which, for each besieged fortified camp, a blockade marker advances at the rate of one cell per turn during which the siege has been maintained. When the marker reaches the last cell, the fortified camp capitulates. Any unit besieged in a fortified camp (Metz and Paris) is considered as supplied for the whole duration of the siege.
4 - A besieged fortress having a garrison too large for its stores also gives rise to the placing of a blockade marker bearing its name on this calendar (see rule H7). A cell may contain at most 4 units (rule C2); the surplus units may, depending on the coefficient of the fortress, be 1, 2 or 3. At the start of the siege, the marker of this fortress is therefore placed on the cell of the blockade calendar bearing the figures 1, 2 or 3. Any number of besieged fortresses or fortified camps may therefore simultaneously have a marker on the calendar, and all the markers progress at the same speed (1 cell per turn) towards the "SURRENDER" cell: it is their starting position that varies.
5 - If at the end of a turn the blockade is broken (there is around the fortified camp at least 1 cell that is neither occupied nor controlled by the besieger), the blockade marker does not advance (the supplies arrive) and it is turned over. If another turn ends with the marker turned over, it is moved back one cell (the reserves are rebuilt). If the blockade is re-established, the marker is turned face up again and resumes its normal progression in the same operation. It should be noted that only the blockade of a fortified camp can be broken: around a fortress, it is the siege that must be lifted by the besieger, so that if it is resumed, the fortress's blockade marker must return to its starting position (in fact, a new siege begins).
6 - The capitulation of Metz is carried out as follows:
- the units of the besieged player are eliminated;
- the units of the besieger occupy the fortified camp and may leave it only after having stayed there for one complete turn (example: if Metz capitulates in turn 8, the besiegers may leave it only in turn 10).
7 - If, as a result of the course of the game, German units came to be besieged in Metz, the same procedure would have to be followed exactly.
8 - The capitulation (or storming) of Paris immediately ends the game with victory for the German player. Paris extends over 3 cells, but it is sufficient for a single German unit to occupy just one of these cells for Paris to be considered taken.
9 - When a fortress is taken, its blockade marker is removed from the calendar, and if the new possessor comes to be besieged there, it will benefit from all the advantages attached to the fortress. The marker will start from an initial position calculated according to the procedures defined in I4. The marker of the fortified camp of Metz would likewise start from the initial position. In other words, it is assumed that the new occupant immediately fills the stores to their initial level.
10 - The strict application of rules H7 and H12 has the following consequences:
- one and the same unit occupying a cell adjacent to several fortresses may besiege them simultaneously (example: a unit occupying cell 1640 may besiege Neuf-Brisach and Sélestat simultaneously);
- a unit may in no case besiege a fortress and a fortified camp simultaneously: a unit occupying cell 2636 may not besiege Thionville and Metz at the same time.
11 - How is the blockade marker placed on the blockade calendar? At the end of the turn in which the siege is established, place the marker bearing the name of the place concerned on the cell corresponding to its situation (the fortress symbol framing the value of the place with the number of besieged units; example: [2] +3 means "fortress of value 2 occupied by 3 units"). All possible situations are to be found on the blockade calendar.
12 - If the siege is laid against Paris during the course of a game, the blockade marker of Paris will be placed on the cell PARIS-O, whether or not the fortified camp is occupied: it may in fact be considered that at Paris it is the supplying of the civilian population that determines the city's capacity to resist, and the number of this population may be regarded as a constant quantity beside which the number of field troops is negligible.
13 - If the siege is laid against Metz during the course of a game, the blockade marker of Metz is placed on the cell corresponding to the number of units occupying the fortified camp:
- M1: from 0 to 7 units inclusive;
- M2: from 8 to 14;
- M3: 15 to 22;
- M4: 23 to 28.
J - Reinforcements and Replacements
1 - Reinforcements are the ordinary units which enter play only during the game. The general calendar indicates the moment at which these units enter play. A player is free to delay as much as he wishes the entry into play of his reinforcements.
2 - All German reinforcements enter by the northern or eastern edge of the map, at the player's choice. They may immediately make a move by railway.
3 - French reinforcements may enter play:
- by the western or southern edges of the map;
- directly at Paris, as long as that city is not besieged;
- on any cell of northern France (zone bounded by the Somme, the Scheldt and the cells 2921 and 3021 inclusive) not occupied and not controlled by the enemy, for the reinforcements designated "N" on the calendar, if Paris is besieged; if Paris is not besieged, these reinforcements may enter play directly at Paris.
The units marked PARIS on the calendar appear exclusively at Paris, even in case of siege.
All French reinforcements may immediately make a move by railway. None may enter play on a sea transport counter, but if they appear on a shore or a port, they may leave it as soon as they arrive in order to pass onto a counter.
4 - Among the reinforcements liable to appear at Paris, the units of the National Guard designated "N" (from 1 to 15) obey particular rules:
- these units enter play as soon as a German unit arrives in contact with one of the forts of the Paris fortified camp: they therefore appear during a German Movement Phase, and without any order of the calendar (they may never enter play if no German unit approaches Paris);
- they may, at the moment of their appearance, occupy any cell of the fortified camp, including the one in contact with the German unit that triggered their appearance; and if that German unit attacks the fortified cell during the following Combat Phase, the Garde Mobile units in contact will take part in the defence;
- whatever the subsequent course of the game, these units may never leave the Paris fortified camp (whereas the other reinforcements appearing in besieged Paris may possibly do so);
- these units may never take part in an offensive combat.
5 - In certain situations, the French player has a choice between 2 options for his reinforcements: option "P" and option "H". Option "P" represents what was planned, namely the formation of 4 army corps according to pre-war standards (8th, 9th, 10th and 11th CA). Option "H" corresponds to what historically happened, namely the formation of 15 CA (from the 12th to the 26th) of lesser value. In Situation 1, the French player always begins in option "P". He may switch to option "H" at any time, but he may never return to option "P". In the other situations, the French player always begins in option "H" and may never switch to option "P". The Garde Mobile of Paris appears in both options following rule J4. Rule J3 also applies in both options.
6 - Replacements are the elements sent to a unit to compensate for its losses in combat. These elements, symbolised by "R" counters, enter play at regular intervals as indicated by the general calendar.
7 - Following a combat, a unit without being eliminated may nevertheless have suffered enough to no longer have its normal combat potential: this is the "D" result (= Désorganisation, disorganisation). This result halves the combat potential of a unit: the counter is then turned over, and the other side effectively bears a combat potential half as great. It should be noted that this state is cumulative with that of non-supply: a non-supplied "D" unit therefore has a combat potential 4 times lower than that printed on the counter; similarly for a besieged unit benefiting from a fortification, whose potential is then divided by 2 (state "D") then multiplied by the coefficient of the fortress, where applicable.
"R" COUNTERS (the rulebook shows a cavalry "R" counter marked R-7 and an infantry "R" counter marked R-5)
8 - A disorganised unit may however regain its normal potential if it makes its junction with an "R" counter of the same kind: just as there are infantry and cavalry units, there are replacements in infantry and in cavalry. As soon as a disorganised unit occupies the same cell as an "R" counter of the same kind, the unit counter may be turned back to its normal side (normal potential) and the "R" counter removed from play (the unit has been rebuilt). This rebuilding operation may moreover be carried out later if the player wishes.
9 - "R" counters are therefore not full units. They may not fight and serve only to rebuild disorganised units. They appear like reinforcements, at the start of a Movement Phase, at the same places, and have a movement potential corresponding to their nature which allows them to join a disorganised unit. They move exactly like units, across country, by railway and, for French replacements, by sea, following the same rules.
10 - "R" counters have a stacking value of zero. Any number may be piled onto a single cell, and any number may be transported by railway or by sea. Only units count, for stacking and for transport.
11 - "R" counters have no combat capability. An enemy unit may pass through or occupy a cell on which any number of "R" counters are located: they are eliminated immediately and do not even stop the enemy unit's movement. Of course they are protected if they occupy a cell on which a friendly unit is located, or if they are in a fortress (they do not contribute to the defence; the fortress is considered unoccupied if they are alone there, and they do not give rise to the placing of a blockade marker).
12 - "R" counters nevertheless have a value for logistics: an "R" counter ensures logistic communication. In other words, a player may use his new troops either to rebuild the old units, or to ensure their communications with the rear by means of detachments of stages (détachements d'étapes). For everything concerning logistics, and logistics alone, an "R" counter is considered as controlling the 6 adjacent cells.
13 - Any unit in the "D" state that suffers a new "D" result after a combat is eliminated.
14 - If an "R" counter occupies the same cell as a friendly unit and that friendly unit is involved in a combat, the "R" counter's fate is linked to that unit: after the combat it may advance, retreat or be eliminated (in the case of an exchange, its value is zero). If the unit suffers a "D" result, this result may be cancelled immediately by absorbing the "R" counter (if it is of the same kind, obviously).
K - The Sea
1 - The French player enjoys mastery of the sea, which allows him to:
- carry out transfers of units between his ports (Dunkerque, Calais, Boulogne, Dieppe, Le Havre, Caen) and the western and southern edges of the map;
- keep in a supplied situation any unit communicating with one of the aforementioned ports.
2 - Sea transport is carried out as follows:
- the passage between the ports and the western and southern edges of the map is carried out by means of counters (cadres) in which the units making the voyage are placed;
- one passes from a port to a counter, and from a counter to an edge or to another counter, by following the arrowed routes printed on the map;
- the passage from one of these elements (port, counter, edge) to the element connected to it, whatever it may be, is carried out in 1 movement phase, during which the movement potential of the unit is not taken into account (example: a unit is in an embarkation position at the start of a Movement Phase; the player places it on counter No. 1 and it stays there, to leave by the western edge, counter No. 2 or another port, only in the following turn);
- it therefore takes one turn more to transit between a port and the southern edge than between a port and the western edge (example: in turn 8 a unit passes from Le Havre to counter No. 1, and in turn 9 it will re-enter play by the western edge, or else it will pass from counter No. 1 to counter No. 2 and re-enter play by the southern edge in turn 10 only);
- units in transit may obviously neither attack nor be attacked;
- only French units may make a sea voyage;
- units may remain in transit indefinitely;
- the number of units in transit simultaneously may never exceed 4 for all the counters together;
- a unit is considered as being in an embarkation position when, at the start of a Movement Phase, it occupies a port or an adjacent cell, the port or that cell being neither controlled nor, obviously, occupied by a German unit;
- the exit at the start of a Movement Phase by the western and southern edges is made from any cell, the unit having to occupy a cell of the edge not controlled by the German player;
- the number of "R" counters that may transit simultaneously is unlimited;
- it is moreover possible, within one and the same Movement Phase, to pass directly from one port to another.
3 - Sea transport is the only case in which a unit may leave the map without being eliminated. When the French player decides to bring a unit out by the western and southern edges, he must announce aloud: "Transit par mer!" and place the unit immediately on the appropriate counter. Any unit having to leave by the western or southern edges following a combat is eliminated.
4 - A unit disembarking in a port having come from a counter may not then move on land during the same Movement Phase by more than a distance of 1 cell. It may not fight offensively during the Combat Phase following its disembarkation.
5 - A unit returning to the map by the western or southern edge may enter by any cell not occupied and not controlled by the German player. This unit may move one cell and may fight offensively from the Combat Phase following the Movement Phase in which it returned to the map.
6 - An "R" counter disembarking or returning to the map by the western or southern edges may, in the same Movement Phase, make a complete land movement (including by railway) and effect its junction with a disorganised unit.
The rulebook's sea-and-rail page closes with a legend and notes printed under the heading of the map key:
- Key: a French "F" marker with left- and right-pointing arrows, and a German "A" marker with left- and right-pointing arrows, indicate the possession markers (fortresses and railways) for each side; an arrow indicates the railway section available to the player.
- "1870 can be played with the SDJC (provided, obviously, that one has a Registre d'ordres)."
- "The NMO is 12 (the order line extends over 2 lines of the form used). Counters 1 and 2 are designated C1 and C2. The T order is not used."
L - Starting Situations
To begin a game, you have the choice between 5 starting situations, each corresponding to a key date of the real conflict. You may also end the game either at the date indicated as the end of the chosen situation, or continue it until the end of the war (and even a little beyond!). With 1870 you therefore have, in fact, 10 games in one!
Here are some general instructions applicable to all situations:
a) To prepare the game, take the table indicating the starting positions of each unit for each situation, and place the counters on the map as indicated by the appropriate column. Note that certain French units may begin the game disorganised. Note also that not all units begin the game on the map proper: some must be placed on the general calendar; these are the reinforcements, which each player takes at the start of the game and brings into play according to the procedures indicated in J2, J3 and at the head of the calendar. Replacements enter play like reinforcements. Then place the markers (see the situations).
b) If you have filled the calendar and the map, you no longer need to keep a single unit (Situations 1 and 2), or only the French units representing the Armée de Châlons (Situation 3) and that of Metz (Situations 4 and 5).
c) Now place the TOUR counter on the appropriate starting cell: it is indicated for each situation and marked on the general calendar by D followed by the number of the situation (D1, D2, D3, D4 and D5). The end of each situation is likewise indicated by the cell marked F with the corresponding number (F1, F2, F3, F4 and F5), but you may always continue (if you have the time!).
d) Place the option indicator of the French reinforcements as indicated in the chosen situation. If the French player passes from P to H, immediately remove from the calendar the reinforcements of option P (8th, 9th, 10th and 11th Corps); as option indicator, use a possession marker (F).
e) At the end of the game, points are awarded to each player as indicated for each situation. Total them. The player who has the most is the winner. The difference between the two players lets you assess the degree of victory.
1 - Situation 1: The Entry into War
-
Starting date: 1 August 1870 (cell no. 1, D1).
-
Number of turns: 11; the game ends on 2 September (cell no. 11, F1).
-
Starting positions: see the table, column 1.
-
Fortresses: each player holds those of his own country.
-
Sieges: none.
-
Railways: each player holds those of his own country.
-
French reinforcements: Option P.
-
Points:
- no German unit remains on the map: French 20 points;
- no German unit remains on the left bank of the Rhine: French 10 points;
- at least one French unit is in Germany: French 5 points;
- at least one German unit is in France: German 5 points;
- no French unit remains east of the Moselle and of the line 1438 - 1339 - 1239, the fortified camp of Metz not counting: German 10 points (indicated on the scoring scale by three dots, ●●●, with the matching lines drawn on the map);
The French player, who begins with 2 Corps practically unavailable (6th and 7th), will quickly realise that he cannot attack. He may consider himself very fortunate if he can prevent the Germans from crossing the Moselle.
VARIANT: Instead of placing the counters as indicated on the table, each player arranges them as he wishes in his own country (the reinforcements remain unchanged); use a sheet of paper as a screen during set-up.
2 - Situation 2: Bazaine Shuts Himself in at Metz, an Army Gathers at Châlons to Relieve It
- Starting date: 19 August 1870 (cell no. 7, D2).
- Number of turns: 25; the game ends on 1 November (cell no. 31, F2-F3).
- Starting positions: see the table, column 2. Additionally place on Paris 2 French R counters, one infantry and one cavalry.
- Fortresses: as in Situation 1, except those that are besieged.
- Sieges: place an S marker on Strasbourg (2042), Phalsbourg (2140), Bitche (2341) and Metz (2435). Place the blockade marker METZ on the cell METZ-2 of the blockade calendar.
- Railways: place an A marker on the cells 2034, 2035, 2130, 2132, 2139, 2141, 2142, 2235, 2340, 2342 and 2437, to indicate the French railway sections at the disposal of the German player.
- French reinforcements: Option H.
- Points: each player receives 2 points per enemy unit eliminated.
By maintaining the blockade of Metz, the German player secures 44 points upon the surrender of the fortified camp, which lets him win the game and the war hands down. Note that historically the Armée de Châlons disappears very quickly (turn 11), but it is difficult to obtain the same result in play, unless one happens upon a very cooperative French player.
3 - Situation 3: Between Paris and Metz
- Starting date: 3 September 1870 (cell no. 12, D3).
- Number of turns: 20; the game ends on 1 November (cell no. 31, F2-F3).
- Starting positions: see the table, column 3.
- Fortresses: place an A marker on Sedan (2929).
- Sieges: place an S marker on Strasbourg (2042), Phalsbourg (2140), Bitche (2341), Toul (2033), Verdun (2431), Metz (2435) and Thionville (2635). Place the blockade marker METZ on the cell METZ-3 of the blockade calendar.
- Railways: place an A marker on the cells 2034, 2139, 2141, 2142, 2340, 2342, 2427, 2430 and 2437, to indicate the French railway sections at the disposal of the German player.
- French reinforcements: Option H.
- Points: each player receives 2 points per enemy unit eliminated.
The same remark concerning Metz applies as for Situation 2. Situation 3 is the most painful for the French player, because at the start he has practically nothing left and his reinforcements are slow to arrive in any substantial quantity. However, the defence of Paris is assured. But only the relief of Metz can bring about a victory (difficult and distant!).
SPECIAL RULES:
a) At the first turn (cell 12 of the calendar), the French unit 313 (= 3rd Division of the 13th Corps), located at Mézières (3027), may move as if it had a movement potential of 6 points.
b) If you wish to introduce into the game the attitude of Bazaine, proceed as follows: at the start of each of his combat phases, the French player rolls the die. If he obtains a 6, the units shut up in Metz have the right to attack (if the player wishes, obviously); if he obtains anything other than a 6, these units remain inactive during that phase (it goes without saying that they can always defend themselves if the German player attacks them). This restriction lasts for the whole game.
REMARK: Note that the fortresses of Montmédy and Longwy belong to the French player at the start of the game, with all the consequences that this implies for the German player. In particular, in the initial position, the German units in the Sedan region are not supplied...
4 - Situation 4: For Paris
- Starting date: 2 November 1870 (cell no. 32, D4).
- Number of turns: 30; the game ends on 30 January 1871 (cell no. 61, F4-F5).
- Starting positions: see the table, column 4.
- Fortresses: place an A marker on Neuf-Brisach (1541), Sélestat (1741), Toul (2033), Strasbourg (2042), Vitry (2128), Metz (2435), Soissons (2522), Laon (2723) and Sedan (2929).
- Sieges: place an S marker on Phalsbourg (2140), Bitche (2341), Verdun (2431), Thionville (2635) and Paris. Place the blockade marker PARIS on the cell PARIS-4 of the blockade calendar.
- Railways: place an A marker on the cells 1029, 1316, 1917, 2139, 2141, 2220, 2320, 2340, 2342, 2430, 2525 and 2723, to indicate the French railway sections at the disposal of the German player.
- French reinforcements: Option H.
- Points: each player receives 2 points per enemy unit eliminated.
The German player need think of only one thing: maintaining the blockade of Paris, which will assure him victory at the end of the game. Obviously, the French player's only concern must be to relieve the capital. His reinforcements are numerous, but of low (and decreasing!) value. The German player must eliminate them (or disorganise them) as they appear, on pain of finding himself in an unpleasant position. The game, fairly long, is gripping and may produce several reversals of situation...
5 - Situation 5: The Last Month
- Starting date: 29 December 1870 (cell no. 51, D5).
- Number of turns: 11; the game ends on 30 January 1871 (cell no. 61, F4-F5).
- Starting positions: see the table, column 5.
- Fortresses: place an A marker on Neuf-Brisach (1541), Sélestat (1741), Toul (2033), Strasbourg (2042), Vitry (2128), Metz (2435), Soissons (2522), Laon (2723), Sedan (2929), Phalsbourg (2140), Verdun (2431), Thionville (2635), Montmédy (2731), Longwy (2733), La Fère (2821), Ham (2921), Amiens (3017) and Mézières (3027).
- Sieges: place an S marker on Bitche (2341), Belfort (1338), Péronne (3020) and Paris. Place the blockade marker PARIS on the cell PARIS-5 of the blockade calendar.
- Railways: place an A marker on the cells 1113, 1325, 1335, 1339, 1518, 1730, 1917, 1919, 2314, 2320, 2340, 2342 and 2611, to indicate the French railway sections at the disposal of the German player.
- French reinforcements: Option H.
- Points: each player receives 2 points per enemy unit eliminated.
As in Situation 4, it is the blockade of Paris that decides the victory. The situation is the one that historically gave rise to the Freycinet plan, namely the offensive of the Armée de l'Est after the defeat of the Armée de la Loire. Note: historically, Mézières surrendered only on 1 January; this place is considered German from the start of the game to simplify matters.
Do not forget that Situation 5 begins in the bad season! (see cell no. 44)
Bibliography
(Printed at the end of the booklet's situations page. Reproduced as printed.)
- Histoire générale de la guerre franco-allemande, Commandant Rousset.
- La guerre franco-allemande, État-Major allemand / Costa de Serda, 1874.
- Annuaire de la guerre 1870-1871, Jules Richard, 1889.
- La guerre franco-allemande, Commandant Bonnet, 1878.
- Histoire militaire contemporaine, Frédéric Canonge.
- Froeschwiller, Châlons, Sedan; Les derniers jours de l'Armée du Rhin; Les grandes batailles de Metz; Le 4 septembre et Châtillon; Paris, Alfred Duquet.
- Le siège de Paris, Général Vinoy, 1874.
- La défense de Paris, Général Ducrot.
- La guerre en province, Freycinet.
- La 1ère armée de la Loire, Général d'Aurelle de Paladines.
Combat Results Table (Tableau des Résultats des Combats)
Find the row for the force ratio (rapport des forces) and the column for the die (Dé) result (after any correction from the Terrain Table). The box at their intersection gives the result of the combat.
| Force ratio | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|
| 1 vs 3 | AE | AE | AE | AE | AD | AD | AD | R |
| 1 vs 2 | AE | AE | AE | AD | AD | AD,DD | R | DR |
| 1 vs 1 | AD | AD | AD,DR | AD,DD |
Results with a ratio outside the table: a ratio of 1 against more than 3 always gives AE; a ratio of more than 6 against 1 always gives DE.
Combat results (Résultats des combats):
- AE (Attaquant éliminé, Attacker eliminated): every unit engaged in the combat by the Attacker is eliminated.
- AD (Attaquant désorganisé, Attacker disorganised): every unit engaged in the combat by the Attacker is disorganised. Turn the counter over. If the unit was already disorganised, it is eliminated.
- R (Rien, Nothing): this combat has no result.
- DR (Défenseur recule, Defender retreats): every unit engaged in the combat by the Defender must retreat one cell.
- DD (Défenseur désorganisé, Defender disorganised): every unit engaged in the combat by the Defender is disorganised. Turn the counter over. If the unit was already disorganised, it is eliminated.
- DRD (Défenseur recule et est désorganisé, Defender retreats and is disorganised): every unit engaged in the combat by the Defender is disorganised and must retreat one cell. If the unit was already disorganised, it is eliminated.
- E (Échange, Exchange): every unit engaged in the combat by the Defender is eliminated. The Attacker must then eliminate, from among his units that took part in the combat, a total of combat points at least equal to the total (taking the printed combat potential) lost by the Defender.
- DE (Défenseur éliminé, Defender eliminated): every unit engaged in the combat by the Defender is eliminated.
Transcriber's note: the Terrain Table (Tableau des Terrains) and the general and blockade calendars referred to throughout the rules are not reproduced in the scanned copy this transcription is based on, and are therefore not included here.
Starting Positions of the French Units (Positions de départ des unités françaises)
Legend (as printed): "R/x" = reinforcement of turn x; "id" = same as the cell above; "" = disorganised unit; "Metz" and "Paris" = fortified camp (camp retranché); a blank cell means the unit is not on the map in that situation. Printed footnote: "Any counter (reinforcement or replacement) appearing on a cell is subject to the movement potential corresponding to that cell."*
| Unit | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1RC | 2037 | Metz* | Metz* | ||
| 2RC | 2139 | 2426* | |||
| 3RC | 2235 | Metz* | Metz* | ||
| Mar | R/6 | 2426 | |||
| 1VG |
Printed captions: "French unit 307, reinforcement of turn 5, enters play in option P and in option H." "Reinforcements: N = Northern region; P = Paris (cell 2117, 2216 or 2217, at choice)." "Metz = fortified camp of Metz; Paris = fortified camp of Paris; any cell."
Starting Positions of the German Units (Positions de départ des unités allemandes)
Legend (as printed): "R/x" = reinforcement of turn x; "S" = siege (the unit is placed on the cell with a siege marker); "id" = same as the cell above. Printed footnote: "Any counter (reinforcement or replacement) appearing on a cell is subject to the movement potential corresponding to that cell."
| Infantry | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1 | R/2 | 2437 | 2537 | 2536 | 2611 |
| 2 | id | 2537 | id | id | id |
| 3 | R/3 | 2534 | 2533 | 2435 | 1819 |
| 4 | id | id | id | id | id |
| 5 |
| Cavalry | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1 | R/2 | 2432 | 2235 | 2235 | 1915 |
| 2 | R/3 | 1832 | 2730 | 1317 | id |
| 3 | 2739 | 2236 | 2236 | 2236 | 2916 |
| 4 | 2443 | 2130 | 2929 | 1915 | 1815 |
| 5 |
| Units | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1B | 2545 | 2032 | 2829 | 1316 | 1415 |
| 2B | id | id | id | 1415 | id |
| 3B | 2544 | 2131 | id | 2015 | 2015 |
| 4B | id | id | id | 2016 | 2016 |
| W |