1914: Germany at War
1914: Germany at War Rulebook
Table of Contents
Table of Contents
The Armies
The Germans, 58 units
- 1st Army - 10 units (von Kluck) - Blue
- 2nd Army - 7 units (von Bülow) - Yellow
- 3rd Army - 6 units (von Hausen) - Green
- 4th Army - 11 units (Duke of Württemberg) - Red
- 5th Army - 7 units (Kronprinz Wilhelm) - Celeste
- 6th Army - 9 units (Kronprinz Rupprecht von Bayern) - Pink
- 7th Army - 8 units (von Heeringen) - Brown
The French, 47 units
- Marshall Foch
- 1st Army - 9 units (Dubail) - Red
- 2nd Army - 9 units (Castelnau) - Yellow
- 3rd Army - 6 units (Ruffey) - Brown
- 4th Army - 5 units (Langle de Cary) - Green
- 5th Army - 9 units (Lanzerac) - Pink
- Reserve Army - 7 units - White
- Paris Static Infantry - Gray
The Belgians, 8 units
- Royal Belgian Army - 8 units (King Albert I)
The British, 6 units
- British Expeditionary Force - 6 units (Sir John French)
Unit Name Abbreviations
- Inf = Infantry
- Res = Reserve
- Bav = Bavarian Infantry
- Cav = Cavalry
- Gr Reserve = Reserve Group
- LW = Landwehr Infantry
Abbreviations
- (X.Y) = See rule chapter X.Y
- DF = Defensive Fire
- FR = Final Result
- |FR| = Final Result Absolute Value
- IL = Incurred Losses
- LOC = Line of Communication
- MP = Movement Point(s)
- OF = Offensive Fire
- OR = Optional Rules
- RM = Rail Movement
- SA = Strategic Action
- STM = Sea Transport Movement
- SV = Strategic Value
- TA = Tactical Action
- TL = Tactical Leader
- TV = Tactical Value
- VP = Valour Point(s)
1.0 Introduction
1914: GERMANY AT WAR is a light wargame covering the surprise attack launched by Germany against France in August 1914.
Although based on a historical event, the players in command of the two Sides can modify the course of History in early 20th Century Europe.
The game is recommended for two or three players, but has excellent solitaire suitability.
1.1 Game Components
The game (laminated box in the Limited Edition) includes:
- N° 1 heavy stock Mapboard 86 x 62 cm (Mounted Map in the LE)
- N° 1 16-Pages Rules Manual (N° 2 in the LE)
- N° 121 PVC Standard Stickers (+ N° 121 PVC Icon Stickers in the LE)
- N° 119 Wooden Unit Blocks
- N° 20 Area Control Cubes (10 red, 10 blue)
- N° 19 White Wooden Cubes (Valour Point)
- N° 35 Wooden Disc (Fortress Garrison)
- N° 2 Rules Summary and Player Aids
- N° 1 White Wooden Initiative Disc
- N° 1 Yellow Wooden Turn Track Marker
Stickering
Apply the two circular stickers to the wooden white Initiative Disc, and one sticker each to the remaining 119 wooden coloured blocks:
- German units: 58 stickers over 58 black blocks.
- French units: 47 stickers over 47 blue blocks.
- Belgian units: 8 stickers over 8 brown blocks.
- British units: 6 stickers over 6 red blocks.
1.2 Scale
In 1914: GERMANY AT WAR, 1 cm is approximately 27 km (1 : 2.700.000), a turn is 1 month long, and a full-strength counter represents a major military formation, normally of Corps/Division size, along with Army Leaders.
A game lasts for four Turns, from August to November 1914, and is played in 1-3 hours.
1.3 Fog of War
Place the board in the centre of the table. The Entente Player, controlling the French, the Belgian and the British, sits at the Western edge, while the German Player sits opposite him at the Eastern edge. The game is played with "Fog of War On", so units are placed upright with the sticker facing the owning player and the enemy player cannot see them. During the game - at certain points - some units may be revealed.
1.4 Revealing Units
Revealing a unit means showing it, by placing it face up, in a way the enemy can clearly see it.
1.5 Two Sides - Four Powers
There are 2 Sides in the game:
- the German (Gray Stickers and Black Blocks);
- the Entente (French: Light Blue Stickers and Blue Blocks; Belgians: Brown Stickers and Brown Blocks; British: Red Stickers and Red Blocks).
The three Entente Powers may be played by the same player (in the two-player game) or by two different players (in the three-player game, in which one controls the French and the other the British and the Belgians). However the three Powers must play the same type of Action during the same Impulse.
The Belgians, the British and the French are allies, thus they are considered friendly to each other. However their respective Tactical Leaders, once activated may:
- never command units of another allied Power,
- automatically provide Tactical Support to units of any other allied Power in Combat.
Example: a British and a French unit attack in an Area. The Belgian Leader is activated and adjacent to that Area, thus he automatically supports the Battle, by adding his Tactical Value (7.3.1.1).
1.6 Strategic Value (SV)
The Germans have a Strategic Value (SV) of 7.
The Entente Powers have a Strategic Value (SV) of 5.
The Strategic Value is used to determine:
- the maximum number of Leaders that can be activated during a Tactical Action;
- the maximum number of units which can be moved during a Strategic Action;
- the number of units which can be brought in as Reinforcements (either in a Strategic Action or in the Reinforcement Phase);
- the number of Tactical Leaders' steps restorable in the Reinforcement Phase.
1.7 How to Win the Game
The game is won in one of the following ways, whichever happens first:
- Sudden Death (this is a Decisive Victory and the game finishes immediately) if:
- A. a Side has 10 Valour Points (White Cubes) or
- B. 10 German/20 Entente units (not Garrisons) have been eliminated or
- C. a Side controls all 7 Victory Areas
- Alternatively, at the end of the game, the Side controlling the most Victory Areas is the winner (Marginal Victory).
2.0 Mapboard
The map is divided into zones called Areas. Each of the 94 Areas is identified by a unique symbol (GB) or a unique number (from 1 to 93) with a large circle (green, yellow or red) with a shield and a number printed over, which represents the Terrain Bonus (from 0 to 4).
2.1 Terrain
There are 4 different types (colours) of terrain.
2.2 Terrain Bonus
The Terrain Bonus is the number in the shield of each terrain circle. GB has no Terrain Bonus (see 2.5).
In the example, the Green Area (# 1) has a Terrain Bonus of 1, the Yellow Area (#27) a Terrain Bonus of 1 and the Red Area (#93) a Terrain Bonus of 2.
2.3 Movement Point Cost
The colour of the circle affects the Movement Points (MP) needed to enter the Area:
- Great Britain: NA (See 2.5)
- Green: clear terrain, 1 MP
- Yellow: clear terrain, 1 MP
- Red: rough terrain, 2 MP
2.4 Stacking
The colour of the circle affects the maximum number of units that may stack in the Area:
- Green: 4 units;
- Yellow: 2 units;
- Red: 2 units;
- Great Britain: 6 British units.
Additionally, up to 5 Garrisons may be stacked in a controlled Fortress.
This Stacking Limit is per Side, so a Green Area may contain 8 units maximum, 4 of each Side and does not include Garrisons.
French, Belgian and British units (Garrisons included) may stack together.
Area 17 has two Fortresses, thus up to 5 + 5 Garrisons may be deployed in that Area, and 4 units per Side (Green Area).
2.5 Great Britain
Great Britain (GB) is the Area where British units (four) are deployed during the setup and where British Reinforcements (two) enter the game.
Using Sea Transport Movement (STM), British units in Great Britain may be moved to Calais (Area 5) or Le Havre (Area 1) - and no further - only if this Area is Entente controlled and not contested (does not contain enemy units). Every unit spends 1 STM. STM is allowed only during a Pass (1 unit) or a Strategic Action (up to 5 units).
No other units may be deployed nor enter Great Britain. Once moved to France, British units may not be withdrawn to Great Britain.
2.6 Area Control
- A Side controls an Area if it is the only Side to have units in the Area.
- If the Area is empty, the Side whose unit was the last to enter the Area controls that Area. Units need not stop in an Area in order to switch control.
- If an Area contains units of both Sides, the Area is contested, but belongs to the Side which controlled it first (Original Defender).
2.6.1 Power Borders - Home Areas
At the game start the Germans control Luxembourg and all the Areas in Germany; the French control all the Areas in France; the Belgians all the Areas in Belgium; the British control Great Britain.
2.6.2 Holland and Luxembourg
Holland is not a playable Area. No units may enter nor cross it, nor may LOC/Tactical Range/Rail Movement (OR 8.3) be traced through it.
Luxembourg is German controlled at the game start, even if no German units may be setup in that Area.
2.6.3 Marking Area Control
Place a cube of the appropriate colour when an Area switches control. If it reverts to its original owner, just remove the cube:
- blue for the Entente
- black for the Germans
2.7 Victory Area
A Victory Area has a Red Border and counts for determining the winner at the end of the game. There are 7 Victory Areas in the game: Paris, Calais, Épinal, Verdun, Cologne, Frankfurt and Strassburg.
Controlling all seven is a Sudden Death result.
2.8 Major City
A Major City has a Star Icon and the name printed in gold. When conquering an enemy Major City, the conquering Power gains 1 Valour Point (see 2.11).
2.9 Capital City
A Capital City has a Star Icon, the name printed in white and illustrates a characteristic building: Paris (Tour Eiffel), London (Big Ben), Brussels (Royal Palace) and Frankfurt (Reichstag). A Capital City is a Major City with special functions:
- it is used to store a Power's Valour Points (2.11);
- if a Power conquers an enemy Capital City, it gains 1 Valour Point. The Power whose Capital has been conquered, immediately loses all its Valour Points (if any) and cannot gain any until the Capital is reconquered). See 2.11.
2.10 Fortress
A Fortress has a Fortress Icon with the name and a 5 printed in red. There are 20 Fortresses in the game.
When the game starts:
- Germany controls all the six Fortresses in Germany (and has one black Garrison Disc in each - two in both Metz and Strassburg).
- Belgium controls the four Fortresses in Belgium (and has one brown Garrison Disc in each).
- France controls all the ten Fortresses in France (and has one blue Garrison Disc in each - two each in Épinal, Toul, Verdun and Belfort).
When conquering an enemy Fortress, the conquering Power gains one Valour Point (see 2.11).
2.11 Valour Points (VP)
A Valour Point (VP) is represented by a white cube. A VP is gained by a Power each time it conquers an enemy Major City/Fortress.
Once a Power gains Valour Points, these can be lost only if the enemy conquers its Capital. Valour Points cannot be transferred between Powers.
Every Power keeps its own Valour Points over the Area containing the special Building Icon with the name printed in white, called the Valour Area:
- London
- Paris
- Brussels
- Frankfurt.
If the Valour Area is lost, all the Valour Points of that Power are lost (but not gained by anyone else).
Valour Points play two key roles:
- the Side owning ten immediately wins
- in every Battle, a Power adds his Valour Points to the Battle (either attacking or defending)
2.11.1 Combined Force
If two or three Entente Powers' units are involved in the same Area where a Combat takes place, then the most numerous Power is:
- the one adding its Valour and
- the one gaining a Valour Point (if any)
Only combat units are counted, Leaders supporting the combat from adjacent Areas and Garrisons do not count. In case of a draw, the following order is applied:
- French
- British
- Belgians
3.0 Basic Definitions
The following terms are used throughout the different Impulses, Phases and Segments of a Turn and are grouped here to avoid repetition.
The game is divided into Turns which roughly represent 1 month of historical time. A Turn is divided into Impulses. During its own Impulse, a Side may choose to play one of the following options:
- A. a Tactical Action;
- B. a Strategic Action (spending the Initiative Disc);
- C. a Pass.
Then the other Side performs its own Impulse.
After two consecutive Passes (one each per Side), players perform the Final Phase, after which the Turn is finished: move the Turn Track Marker forward by one space, and a new Turn starts with the Reinforcement Phase.
The game ends immediately if one of the three conditions for Sudden Death (see 1.7) occurs, or lasts until two consecutive Passes in Turn 4.
3.1 Side with Initiative
The Side which starts the Turn with the Initiative Disc has the Initiative and thus plays the 1st Impulse of the Turn.
On the 1st Turn the Germans have the Initiative Disc.
3.2 Phasing/Non-Phasing Side
The Phasing Side (also called the Attacker) is the Side currently performing the Impulse Segments for its Side during its own Impulse.
Thus, the Entente is the Phasing Side during the Entente Segments of its Impulse (and the German is the non-Phasing Side), while the German is the Phasing Side during the German Segments of its Impulse (and the Entente the non-Phasing Side).
3.3 Initiative Disc
The Initiative Disc plays an important role in the game as the owner, not only Reinforces second in the Reinforcement Phase (see 7.10) and plays the 1st Impulse of a Turn, but may also:
- spend it to play a Strategic Action;
- spend it offensively during a Tactical Action for obtaining special Tactical Advantages (see 7.2);
- spend it defensively before a Battle, to call a General Retreat (see 7.5.1.2).
4.0 Units
There are four types of units in the game: Leaders, Infantry, Cavalry and Garrisons.
Leaders, Infantry and Cavalry are represented as blocks and further in this manual are referred as "units". Each has a sticker showing the historical name, the Movement Allowance (Footsteps for Infantry, Horseshoes for Cavalry and Leaders) and the Firepower (Stars/Heart for Leaders, Dots for Infantry and Cavalry).
Every Army has a unique colour code identifying all units which belong to the same Army and are led by the Army Tactical Leader.
Some Leaders have a white horsehead printed on the left-upper corner as a reminder that they have some Cavalry attached to the Army they lead.
(Example: the three units shown all belong to the French 4th Army (green), led by the Army Leader which has Cavalry attached.)
4.1 Garrisons
Garrisons are represented as wooden discs - and are referred to as Garrison Discs further in this manual - of the appropriate colour for each Power (apart from Great Britain which has none) representing Brigades in charge of defending Fortresses and are available in a limited number:
- 20 blue (French) - 14 deployed at start;
- 10 black (Germans) - 8 deployed at start;
- 5 brown (Belgians) - 4 deployed at start;
A Garrison cannot move, nor attack, nor retreat. It can only defend. It has a Defensive Firepower of 5, gets no Terrain Bonus and may be hit (1 hit eliminates 1 Garrison) only if all friendly units in the Area have been eliminated. It cannot be voluntarily eliminated by the controlling player. Some are deployed when the game starts, as indicated on the map. Others may be built. Eliminated Garrisons may be rebuilt, and do not count for Victory Conditions. Maximum 5 Garrisons may be built for each Fortress (thus 5 + 5 in Area 17).
A Garrison may be built in a Fortress during any action (Pass, Strategic Action or Tactical Action), even if the Area is contested. To build a Garrison, an Infantry (not Leader, nor Cavalry) which starts the Impulse in the Area where the Fortress is located and - instead of moving - it is reduced by rotating it by 90° (step-reduction) any number of times, building 1 Garrison for every step-reduction, until it is at minimum level (it is not possible to eliminate a unit to build a Garrison).
Example: the Entente activates the Belgian Leader in Ypres. Then he moves a Belgian Infantry and the Cavalry, while two other Belgian Infantry (both 3-dots) in Antwerp, instead of moving, are reduced to minimum level (2 step-reductions each) to deploy 4 Garrisons in the Antwerp Fortress.
4.2 Unit Size and Name
Infantry and Cavalry are all Corps or Division size formations.
A Leader represents not only the Commander himself, but also the General staff and soldiers attached to him, plus artillery and support units.
The Unit Name is the name of the unit. The Unit Name is given for historical purpose only and has no effect at all in the game.
Some units have a Green Number inside a green square, representing the Game Turn in which they become available.
4.2.1 French Reserve Units
The seven French Reserve units may be commanded by any activated French Leader (Foch included) within his Tactical Range.
4.2.2 French Static Infantry, Chasseurs and Marshall Foch
The French have three special units:
- the Paris Static Infantry, deployed in Paris, can not move nor retreat;
- the 44th Division, one of the six Infantry of the 1st Army, is a unit trained for mountain warfare with special advantages in Red Areas: spends 1 MP (instead of 2 MPs) and its Firepower (both in Defense and in Offense) is doubled;
- Marshall Foch. See 7.3.1.6
5.0 Setup
When the game starts, the Entente controls Great Britain plus all the Areas in Belgium and France, while the Germans all the Areas in Germany and Luxembourg.
Setup is performed first by the Entente and afterwards by the Germans.
Units without a Green Number are first grouped by nationality (block colour), then by Army Colour, then randomly selected and deployed - all at full strength - onto the map in Areas with the appropriate colour and type of icon, 1 unit per icon.
In total, 46 Entente units are deployed, while the 15 remaining units (including 3 Green Numbered Units and all French Reserves) are deployed face down over the Entente Console Box.
A total of 42 German units are deployed, while the 16 remaining units (including 8 Green Numbered Units) are deployed face down over the German Console Box.
Example: the German deploys the 2nd Army as follows:
- the Leader and 1 Yellow Infantry (random) in Area 24,
- 4 Yellow Infantry (random) in Area 23,
- the remaining Yellow Infantry face down over the German Console Box (the German Reinforcement Pool).
Finally deploy the 26 Garrisons Discs: 4 Belgians, 14 French and 8 Germans and the Yellow Cylinder (Turn Track marker) on in the Box "August" of the Turn Track.
The Germans start the game with the Initiative Disc and play the 1st Impulse.
6.0 Reinforcements
Units may arrive as Reinforcements in one of the two following ways:
- A. during the Reinforcement Phase (7.10)
- B. by playing the Initiative Disc during a Strategic Action (7.1 - Option B)
Reinforcements are selected randomly from the appropriate Reinforcement Pool in a number equal to the Side's Strategic Value. Reinforcements enter the game in a friendly controlled uncontested Area with a matching symbol and Army Colour, 1 unit per icon, without overstacking.
Alternatively, if such an Area is not available, a unit - and Foch/any French White Reserve Units - may be deployed in any friendly controlled and uncontested Home Areas which contains a Major City/Fortress (one each maximum, thus 2 French units in Area 17).
If a Reinforcement can not be deployed because it does not meet any of the two conditions above, then it must be returned to the Reinforcement Pool (and no other is selected).
6.1 Green Numbered Units
Some units have a green number inside a green square on the lower right corner: at the beginning of the 2nd, 3rd and 4th Turn respectively, these units are added to the Reinforcement Pool and, from that Turn on, they may be drawn as Reinforcements.
7.0 Sequence of Play
A Turn is made of a variable number of Impulses, from two up to unlimited. When a new Turn starts, the Side with the Initiative plays the 1st Impulse of the Turn, followed by the other Side, and so on. In its Impulse, a Side may:
- A. play a Strategic Action (SA) or
- B. play a Tactical Action (TA) or
- C. Pass
After 2 consecutive Passes (by the two Sides, one per Side), the Turn ends and a new one begins.
At the beginning of every Turn - the 1st excluded - both Sides perform the Reinforcement Phase, wherein players restore Leaders and deploy Reinforcements.
- Reinforcement Phase (Turn 2-3-4)
- Impulses (Side with the Initiative first)
- Isolation Check
- Activation Segment (TA only)
- Movement Segment
- Combat Segment (TA and SA only)
- Impetus Segment (TA and SA only)
- Deactivation Segment (TA only)
- Final Phase
7.0.1 Isolation Check
Units of the Phasing Side are checked for Isolation at the beginning of the Impulse. Units unable to trace a Line of Communication (LOC) at the beginning of an Impulse are Isolated for the whole Impulse and until they can trace a LOC in a future Isolation Check.
Isolated units cannot move/attack/be activated/be restored, but they can defend/retreat if attacked.
A LOC is a path of unlimited length, traceable through friendly-controlled and uncontested Areas (not across The Channel), from a unit to a friendly controlled and uncontested Home Area containing a Fortress/Major City/Capital City, or to a British Landing Area (for the British only).
A LOC may not cross nor finish - but it may start in - a Contested Area (either friendly or enemy-controlled).
Examples: a French unit in Area 2 is completely surrounded by enemy controlled Areas; a British unit is in Area 5, but Area 5 contains enemy units (contested) and Area 1 is enemy controlled; a Belgian unit is in Area 8 and the four adjacent Areas are friendly controlled, but all contested.
Tip: at the beginning of the Impulse, the Phasing Side may mark its Isolated units with a spare wooden cube, and remove it once, in a future Side's Impulse, the Isolation status ends.
7.1 Strategic Action
If the Phasing Side has the Initiative Disc, instead of activating his Tactical Leaders, it can play a Strategic Action by spending the Initiative Disc (deploy it on the Turn Track). Then it may:
Option A: move a number of units (either by normal Movement or Sea Transport Movement or build Garrisons, or any combination of these) up to its Strategic Value - provided these units are not Isolated (7.0.1) and without making more than 1 new engagement - and then resolve a maximum of 1 Battle in the Combat Phase.
Tactical Leaders may NOT be activated during a Strategic Action, but they may move and even engage.
It may happen that a Tactical Leader moves into an Area occupied by enemy units and may then be involved in a Battle, adding his Strength - not its Tactical Value.
Example: the Entente player chooses a Strategic Action, Option A. He spends the Initiative Disc by deploying it over the Turn Track Marker. Leaders may NOT be activated (but they can move).
He decides to move 5 units:
- 1 British Infantry Sea Transport from GB to Area 5;
- 1 British Cavalry Sea Transport from GB to Area 1;
- 1 Belgian Infantry in Area 7 is reduced twice to build 2 brown Garrison Discs in Antwerp;
- 1 French Infantry (3 MP) in Area 49 disengages into Area 52, crossing a Major River;
- 1 French Leader (5 MP) from Area 17 to 49.
Then, during the Combat Phase, he chooses to resolve the Battle in Area 49.
After, the Initiative Disc goes to German player.
or
Option B: call for Reinforcements, by randomly selecting a number of blocks from its Reinforcement Pool up to its Strategic Value and deploying them (all at full strength) in:
- Home Areas it controls without overstacking and if in that Area there is the specific coloured icon (max 1 unit per icon) or - if none of the above is available - and for French Reserve units - then in any friendly controlled and uncontested Home Areas which contains a Major City/Fortress (max 1 unit per Area), without overstacking. If a Reinforcement cannot be deployed, then it must return to the Reinforcement Pool.
No Battle may be resolved. No unit may be moved, nor Leaders be activated.
Afterwards, the Initiative Disc goes to the other Side.
7.2 Tactical Action
To perform a Tactical Action, the Phasing Side must activate at least 1 Tactical Leader and a maximum of 5 for the Entente and 7 for the Germans.
If the Phasing Side owns the Initiative Disc and is playing a Tactical Action, then it may play it to gain one of the three special advantages (7.2.1; 7.2.2; 7.3.1.6), by deploying it during the Combat Segment in a Contested Area in which it resolves a Battle. The Initiative Disc then goes to the other Side which can play it starting from the next Battle (i.e. for a General Retreat).
Combat Sequence Summary
- Attacker declares Cavalry/Pontoon/Pioneers/Foch
- Defender may Retreat
- Showdown
- Calculate Final Result
- Apply Losses
7.2.1 Pontoon Engineers
Mitigate River Effect in Combat (not in Movement).
A Major River is treated as a Minor River (units' Strength is halved instead of quartered when crossing) and a Minor River has no effect at all.
During the Combat Segment, the Phasing Side deploys the Initiative Disc over a newly contested Area. All friendly units which have engaged that Area across a River benefit of mitigated River Effects in Combat.
7.2.2 Pioneers
Remove 2 enemy Garrisons from 1 Area.
During the Combat Segment, the Phasing Side deploys the Initiative Disc over a contested Area which contains at least 1 enemy Garrison and - before Showdown - removes up to two enemy Garrison Discs.
7.2.3 First Turn Surprise Bonus
During the 1st Impulse of the 1st Turn (only) the German player has the option of playing the Initiative Disc during a Tactical Action, by deploying it over Luxembourg Area. Effects:
- Pontoon Engineers effect is extended to the Movement Segment and to every Battle resolved in the Combat Segment of the 1st Impulse.
- Additionally, the Entente may not play the Initiative Disc in the whole 1st Impulse (thus it may not call a General Retreat).
7.3 Activation Segment
The Phasing Side activates a number of not Isolated Tactical Leaders (7.0.1), up to its Strategic Value.
Leaders cannot overstack once revealed, nor be revealed into an Area containing enemy units.
7.3.1 Tactical Leaders (TL)
Leaders are the nerve centre of every military force. They are mounted units and have 5 MP, marked by the 5 horseshoes on the counters.
They have Stars (and Heart at minimum Strength) instead of dots.
A Tactical Leader has command only over the units of his Army (colour), and only if the units are in his Tactical Range. During a Tactical Action, a Side may activate a number of Tactical Leaders up to its Strategic Value. Additionally, for each activated TL, one Battle may be resolved in the Combat Phase.
Each Power has a number of Tactical Leaders (TL), each commanding an Army:
- 7 for the Germans
- 6 (including Foch) for the French
- 1 each for the British and the Belgians
7.3.1.1 Tactical Value
Leaders have also a special value identified by Stars and called Tactical Value. Once activated, this Value is added to the Offensive Firepower in every Battle resolved in any adjacent Areas.
7.3.1.2 Activating a Leader
Activating a Leader means that the controlling player may move it up to 4 MP, and then reveal it (lay the unit flat so it is visible for all the players). A Leader cannot be revealed in an Area containing enemy units. Revealing a Leader costs 1 MP. Leaders may be activated only during the Activation Segment of a Tactical Action.
A Leader cannot overstack in the Area where he is revealed.
While activating, a Leader must move first and then be revealed, not the other way around, but can be revealed without moving at all.
If a Leader starts the Impulse into an Area containing enemy units, it may be activated provided he can disengage (+1 MP) into a friendly uncontested Area. After he may also continue moving, provided he may be revealed into an uncontested Area, without exceeding his maximum Movement Allowance.
7.3.1.3 Heart Level
Once reduced at Minimum Strength (the Heart Level) a Tactical Leader may still be activated, but:
- when deactivated, it is eliminated and counts for eliminated blocks;
- If engaged, the Heart has a Strength of "1", but needs three hits to be eliminated.
- Tactical Leaders have their Tactical Value (7.3.1.1) reduced to 0 and their Tactical Range (7.3.1.5) reduced by 1 (thus 1 for the Germans and the British and 0 for the French and the Belgians - meaning that in this case the French and the Belgians may command only units in the same Area a TL occupies once revealed).
7.3.1.4 Tactical Leader Commitment
An activated Tactical Leader automatically adds his Tactical Value (the Stars, but not the Heart) to every Battle in any Areas adjacent to the Area where he has been revealed.
Alternatively, if the Battle happens in the Area he occupies, the he adds his Strength (the Stars or the Heart).
7.3.1.5 Tactical Range (TR)
The Tactical Range (TR) is the distance within which a Tactical Leader may give orders. The Tactical Range is 1 Area (thus the surrounding Areas) for the French and the Belgians, and 2 Areas for the Germans and the British. The Tactical Range is subject to the same restrictions as for Line of Communication (7.0.1), but has a limited length, starting from a unit to its Leader.
Example: a French Infantry (even in a contested Area) may be moved if is not Isolated and its Tactical Leader has been revealed in an adjacent Area, or if Foch - when for example at 3 Stars - has been revealed in an Area not farther than the amount of Foch's Stars, thus maximum 3 Areas.
The Tactical Range may start from a contested Area (as in this case - no matter if it is friendly controlled or enemy controlled) but must be able to trace a lane to Foch not longer than 3 Areas, without crossing any enemy controlled nor contested Areas.
Thus a Tactical Leader - once revealed - may command only units of his own Army (same colour) and within his Tactical Range.
7.3.1.6 Marshall Foch
Marshal Foch (F) is a very powerful Leader. He has command over all French units (Leaders included) - thus the Army colour is irrelevant for him - and, unlike other Tactical Leaders, Foch has a Tactical Range equal to his Tactical Value:
- 4 Areas at full strength;
- 3 Areas at 3 stars;
- 2 Areas at 2 stars;
- 0 Areas at Heart Level - may command only units in the Area he occupies once revealed.
7.3.1.7 Marshall Foch Special Attack
During an Entente Impulse in which a Tactical Action has been declared and Foch has been activated, the Initiative Disc may be played to double the Strength of all attacking French units into 1 Area.
Foch must be revealed in an adjacent Area.
7.3.2 Commanding Actions
A unit may make different kind of actions:
- (Tactical) Movement: during a Tactical Action (and with Movement Boosting - 7.4.2); during a Pass (1 unit only); during a Strategic Action (up to the SV).
- Rail Movement (OR 8.3), during a Pass (1 unit only) or a Strategic Action (up to the SV).
- Sea Transport Movement: British units in Great Britain (only) may be moved across The Channel to either Le Havre (Area 1) or Calais (Area 5), provided the Area is friendly controlled and uncontested, and they do not overstack.
- Garrison: Infantry may be used to build a Garrison (adding a disc of the proper colour over a Fortress) during a Tactical Action (if in range of its activated Tactical Leader), a Pass (1 infantry only) or a Strategic Action (up to the SV).
7.4 Movement Segment
Infantry, Cavalry and Leaders may move if they are not Isolated (7.0.1):
- A. 1 unit in a Pass (no Movement Boosting);
- B. a number of units up to the SV in a SA (no Movement Boosting);
- C. any unit in the Tactical Range of their activated Tactical Leader during a Tactical Action.
When a unit is moved, it must spend MP for each Area it enters (1 for Green/Yellow, 2 for Red).
Entering or exiting an Area occupied by enemy units (engaging/disengaging) costs +1 MP.
Crossing a Major River costs +1 MP.
All the modifiers are cumulative.
If a unit doesn't have enough MP to perform a movement, it may not do so. Units can overstack during movement, but not at the end. The stacking limitations are checked at the end of each unit's movement.
Alternatively, if an Infantry starts the Impulse in an Area containing a friendly controlled Fortress, then - instead of moving - it can be reduced to build a Garrison. The British cannot build garrisons.
British units can use STM in a Pass (1) or in a Strategic Action (up to 5), not in a Tactical Action.
Example: During the 1st Impulse of the 1st Turn, the German player declares a Tactical Action and he decides to play the Initiative Disc to gain the special 1st Turn Surprise Bonus (7.2.3).
Activation Phase: he moves and reveals three of his seven Leaders (1st, 2nd, 3rd Army) and deploys them face up.
Movement Phase: three Blue Infantry and two Green Infantry (inside of the two red boxes) are out of the Tactical Range of their respective Leaders, thus they cannot move.
- The Green Infantry and the Green Cavalry moves into Area 35 to engage the French Cavalry.
- Four Yellow Infantry move into Area 34.
- The Blue Cavalry moves to engage Namur.
- Three Blue Infantry engage Liege.
- Finally, the Yellow Infantry moves into Area 10.
The numbers indicated are the MPs spent by each unit, including Movement Boosting and Engaging (but not Major River Crossing, as applying the Surprise Bonus).
7.4.1 Movement Allowance
Every unit may move up to its maximum Movement Allowance, expressed as Movement Points (MPs) and printed on counters as footsteps or horseshoes:
- Infantry, moves on foot, 3 MPs;
- Cavalry and Leaders, all move at the mounted rate of 5 MPs;
- Garrisons/Paris Static Infantry cannot move.
During a Tactical Action, Infantry and Cavalry (not Leaders) receive Movement Boosting (+1 MP).
7.4.2 Movement Boosting
All units belonging to the activated Tactical Leader and in its Tactical Range at the beginning of their movement gain 1 extra MP.
French Reserve Units receive Movement Boosting by any revealed French Leader in Tactical Range.
Marshall Foch provides Movement Boosting to any French Infantry and Cavalry (not Leaders) unit in his Tactical Range.
7.4.3 Engaging and Disengaging
Entering or exiting an Area occupied by enemy units (engaging/disengaging) costs +1 MP.
When engaging, the unit must stop.
When disengaging, the unit must enter a friendly controlled uncontested Area, and then it may continue moving (even engaging again) up to its maximum Movement Allowance.
7.4.4 River Crossing
In addition to any other modifiers, crossing a Major River costs +1 MP. Minor Rivers have no effects on Movement (but they have on Combat).
7.5 Combat Segment
Battles are resolved in the Combat Phase.
A Battle may occur only if an Area contains units of both Sides (contested).
A Battle is mandatory only when an Area is newly contested (new engagement) in the current Impulse.
It is at the Attacker's (Phasing Side) discretion whether to resolve the Battle or not if the Area was already contested at the beginning of the Impulse.
Isolated units cannot attack (but can defend).
The maximum number of new engagements and of new Battles the Attacker may resolve in an Impulse is:
- 1 in a Strategic Action;
- 1 for each activated Leader in a Tactical Action.
Therefore, during the Movement Segment, the Phasing Side cannot contest more new Areas than the maximum number of new Battles it is allowed to resolve in the Combat Segment.
When multiple Battles occur, players do not have to reveal units before Showdown. In the Combat Segment the Attacker chooses the order in which Battles must be resolved, Area by Area, but all the new engagements must be resolved before any already engaged Area. Battles are resolved one by one as described below.
7.5.1 Combat Sequence Summary
- Attacker declares Cavalry/Pioneers/Pontoon/Foch
- Defender may Retreat
- Showdown
- Calculate Final Result
- Apply Losses
7.5.1.1 Cavalry Retreat
Before Showdown, the Attacker must declare if he has Cavalry (Leaders do not count) in that Battle.
If the Attacker has no Cavalry, the defending Cavalry (some or all, including Leaders) can retreat.
7.5.1.2 General Retreat
If a Battle is declared into an Area and the Defender has the Initiative Disc, he can play it to retreat ALL of his units from the Area.
The Initiative Disc must be played (and spent).
Retreat Direction
Retreating units must retreat into any adjacent friendly uncontested Area, which already contains at least one friendly unit (even a Garrison) without overstacking.
Retreat may be conducted in more than one adjacent Area, at Defender choice.
All units are eligible to retreat but not obliged (thus some may remain in the Area and the Combat happens as usual).
7.5.1.3 Showdown
The Attacker and the Defender simultaneously reveal all the units in the Area (Showdown).
7.5.1.4 Engaging across Rivers
If an Area has been newly contested during this Impulse, any attacking unit which has engaged the Area by crossing:
- a Minor River is halved (and cannot Cavalry Charge - 7.5.1.8)
- a Major River is quartered (and cannot Cavalry Charge - 7.5.1.8).
Attacking units are first grouped by class (Leader, Infantry and Cavalry) then halved or quartered.
All fractions are rounded down, but if the outcome is between 1 and 0, the result is 1.
7.5.1.5 Strength
The Strength of a unit depends on the number of dots or stars it has. A Heart (Leaders) counts as "1".
Example: the four units depicted in 4.0 have a strength of 4-3-2-1, 4-3-2-1, 4-3-2-1 and 2-1 respectively, thus the first three are the strongest units.
7.5.1.6 Firepower
The Offensive Firepower (OF) of the Attacker in a Battle is calculated by adding up:
- the Strength of his units in the Area,
- the Tactical Value of his Activated Tactical Leaders revealed in adjacent Areas,
- its Valour.
The Defensive Firepower (DF) of the Defender in a Battle is calculated by adding up:
- 5 for each Garrison Disc in the Area,
- the Strength of his units in the Area,
- the Terrain Bonus of the Area* (added to each defending Infantry),
- its Valour.
*unless the Attacker has the Dominant Position (7.5.1.9)
7.5.1.7 The "Mad Minute"
The three British Infantry receives a +1 (each) when defending.
The Bonus lasts while the unit has a blue dot step remaining.
7.5.1.8 Cavalry Charge
Cavalry Units' Attacking Firepower is doubled, if the following two conditions are met:
- the Battle takes place in a Green Area,
- the Attacker has at least one Cavalry unit and the Defender has none.
Cavalry Charge does not apply if
- a. the Defender has the Dominant Position (7.5.1.9)
or
- b. the Area is newly contested this Impulse and the Cavalry has engaged across a River (if two attacking Cavalry are present and one has engaged across a River, but the second has not, only the second is doubled).
Leaders do not count for, nor against, this rule.
7.5.1.9 Dominant Position
If a Combat occurs in an Area where a Side controls a Fortress and has at least one Garrison Disc, that Side has the Dominant Position.
Thus his opponent is not eligible for:
- Terrain Bonus (2.2)
- Cavalry Charge (7.5.1.8)
7.5.1.10 Determining the Winner (FR)
Subtract DF from OF to obtain the Final Result (FR).
- FR = 0: the combat is a Tie, no losses.
- FR > 0: the Attacker Wins.
- FR < 0: the Defender Wins.
7.5.1.11 Calculating Losses
The Losing Side of a Battle suffers an amount of losses (hits) called Incurred Losses (IL) equal to the Final Result Absolute Value: |FR|.
The amount of hits is limited to the amount of hits the Side can suffer with the total of all its unit Strengths (dots/stars/heart/Garrisons) inside the Area.
The Winning Side suffers an amount of losses (hits) depending on the Incurred Losses (IL) suffered by the Losing Side and by the |FR|. Fractions are rounded up.
| |FR| | Result | Winner's losses | |---|---|---| | 1 to 5 | Marginal Victory | the winner loses IL/2 | | 6 to 10 | Decisive Victory | the winner loses IL/4 | | > 10 | Brilliant Victory | the winner suffers 1 hit |
7.5.1.12 Applying Losses
First the Losing Side, and then the Winning Side must immediately apply Losses. The controlling player chooses how to apply Losses to his own units (hits) by reducing them.
7.5.1.13 Hits & Damage
For each Damage suffered in Combat, the unit's Strength is reduced by rotating the unit counter clockwise by 90°.
If a unit that has already been reduced to minimum strength suffers further damage, it is eliminated.
Some units have the ability to absorb hits without being damaged, according to the table below:
| Dots / Stars | Hits needed for 1 damage |
|---|---|
| Black Dots/Stars/Garrisons | 1 hit = damage |
| White (Dots) | 2 hits = damage |
| Red (Dots/Leader Hearts) | 3 hits = damage |
The strongest unit(s) must be reduced first.
In case one unit has more dots (or stars) than the others, this unit is the strongest, and hits are applied to this unit until it is reduced, and the check is performed again to see which unit is the strongest.
In case multiple units have the same strength, the hits can be spread amongst the units.
Thus three 4-white dotted units may absorb (shielding) 3 hits without being damaged and three 4-red dotted units may absorb (shielding) 6 hits without being damaged, while three 4-black dotted units have no shielding ability.
The Leader's Heart and White/Red Dots may be used to "shield" other units of the same strength.
Garrisons are the last to take hits.
Examples. The German player (Attacker) chooses the order in which the Battles must be resolved.
The first Battle to be resolved is the one in Liege. Three German Infantry have crossed a Major River, but the German has declared a Tactical Action and played the Initiative Disc to get the special 1st Turn Surprise Bonus (7.2.3), not only granting special benefits to all the Battles resolved during the 1st Impulse, but also extended to the Movement Segment, and additionally the Entente can not call a General Retreat (but a Cavalry) during the 1st Impulse.
In Liege the Attacker declares he has no Cavalry, but the Defender - by setup - cannot have Cavalry, thus there's no Retreat Option for the Belgians.
Showdown. The three German Infantry (total strength: 5+5+4 = 14) are then halved, instead of being quartered, to 7. The German player adds the Tactical Value from activated Leaders in adjacent Areas (both at 4 stars), thus +8. The Offensive Firepower is 15 (7+8).
The Defender has 1 Infantry with a strength of 3, eligible to receive the Terrain Bonus (+1). Additionally there is a Garrison (+5). Thus the Defensive Firepower is 9.
The Final Result is +6 (15-9) and thus the Attacker is the winner. The Defender must suffer 6 hits, but as it may suffer only 4 hits maximum (3 hits destroy the Infantry, and then the 4th hit eliminates the Garrison), the Attacker's loss is 1/4 of 4 (not of 6), thus 1.
The Defender is eliminated, the German units absorb the hit (white dots) and conquer the Area and the Fortress, gaining 1 Valour Point (white cube) which may be used from the next Battle. The Attacker conceals his units. Then the German picks the next battle to resolve.
Namur: The Attacker declares that he has Cavalry. By setup it is known that the Belgians have none.
Showdown. Attacking Cavalry is halved (instead of being quartered) because of the Surprise Bonus, and thus the Firepower of the Attacker is 2, to which must be added the Tactical Value of the two Leaders activated in adjacent Areas (4+4) and the Valour (+1), thus the Offensive Firepower is 11 (2+8+1).
The Defender has one Infantry (3), plus the Terrain Bonus (+1) and 1 Garrison (5), thus a Defensive Firepower of 9.
The Final Result is +2 (11 - 9), and the Attacker is the winner. The Defender suffers 2 hits (= 1 damage on white dots), thus the Belgian Infantry is reduced once (rotated by 90°) from 3 to 2.
The Attacking Cavalry must suffer 1/2 of IL, thus 1, but it can easily absorb it (and even another one) over the red dots.
The Area is still Belgian controlled, thus the attacking units remain visible, while the Defender is concealed.
The third (and the last one, as three Leaders have been activated) is in Sedan, versus some French Cavalry. The Attacker declares Cavalry, thus no Cavalry Retreat is allowed.
Showdown. The Attacker has a strength of 8, to whom he adds the Tactical Value of (three!) Leaders from adjacent Areas (+12) and the Valour (+1), for a total Offensive Firepower of 21.
The French have a strength of 4, and no Terrain Bonus, as it is granted to Infantry only. The Defensive Firepower is 4.
The FR is +17, a Brilliant Victory, in which the Defender is wiped out (excess hits are ignored) and the Attacker suffers only 1 hit, not enough to reduce the 5-white-dotted Infantry.
The Attacker conceals the two units inside the Area.
7.5.1.14 Allocating Excess Hits
If all the Side's units in the Area have been eliminated (Garrisons included) and not all hits have been placed, any excess hits are lost.
7.5.1.15 Eliminated Units
Eliminated units are permanently removed from play and placed face up onto the respective Dead Pile Box on the mapboard.
Once 10 German or 20 Entente units are eliminated, the game ends immediately with a Decisive Victory for the other Side.
Eliminated Garrisons do not count, and may be rebuilt in any future Impulse.
7.5.1.16 Additional Combat Rounds
The Battle lasts for 1 round only.
If one Side has been eliminated, conceal all the other Side's units.
If the Area is still contested, then original attacking units remain visible, while all original defending units are concealed.
7.5.1.17 Gaining Valour Points
To conquer an enemy Major City or Fortress, a Side must conquer the Area where the Major City or the Fortress is. This may happen in two cases:
- A. a Side moves in such an Area, which is empty of enemy units (Garrison included) and can continue moving;
- B. a Side is the only having units in that Area, either because the other Side's units (Garrison included) have been eliminated in Combat or because the other Side's units have moved or retreated out that Area.
When a Side conquers an enemy Major City or a Fortress, then it gains 1 Valour Point (2 for Area 17).
This Valour Point can be used in the next Battle, even in the same Impulse.
7.6 Impetus Segment
A Cavalry may move by 1 MP in the Impetus Segment, if the following two conditions are met:
- has attacked in a Battle in a Green Area and
- the Area has been cleared of enemy units.
7.7 Deactivation Segment
When all Combats have been resolved, every activated Tactical Leader must be reduced (rotate it counter-clockwise by 90°) and deactivated by turning it upright in order to conceal it.
If already at minimum strength (Heart Level), the Leader is eliminated and do count for eliminated units.
7.8 Pass
When a Side passes, it may move a maximum of 1 unit (up to the unit's maximum Movement Allowance, but without Movement Boosting - 7.3.2).
This unit cannot engage (may disengage) and no Combat is allowed.
Alternatively an Infantry (not the British), instead of moving, may be reduced - even to its minimum strength - to build Garrisons in the Area it occupies, one Disc for every step-reduction.
The British player - only - may move a unit from Great Britain by Sea Transport Movement to either Le Havre or Calais, provided that the destination Area is friendly controlled and uncontested.
After two consecutive Passes, the Impulses Phase is finished and players perform the Final Phase.
7.9 Final Phase - Attrition
The Final Phase is performed at the end of every Turn, the Side without the Initiative first.
During the Final Phase, a unit (and/or a Fortress) is reduced by 90° (and/or 1 Garrison Disc is removed from every Fortress) if both the following conditions are met:
- the unit/Fortress is Isolated and
- the Area it occupies contains enemy units.
7.10 Reinforcement Phase
The Reinforcement Phase is performed at the beginning of the 2nd, 3rd and 4th Turn (there is no Reinforcement Phase in the 1st Turn): the Side without the Initiative Disc first, must first deploy Reinforcements and then Restore its Tactical Leaders up to its Strategic Value (5 units + 5 steps for the Entente; 7 units + 7 steps for the Germans).
A Tactical Leader may be restored (only if not Isolated - 7.0.1) by rotating its counter clockwise by 90°.
The total number of rotations available is equal to the Strategic Value of that Side.
Example: at the beginning of the 2nd Turn the German Side has the Initiative. Both Sides add the "2" Green Numbered Units to their respective Reinforcement Pools (two Entente units and one German unit). Then, the Entente Side must Reinforce first.
The Entente Side randomly draws 5 units from the Reinforcement Pool and deploys them on the map. Then it restores 5 steps to any of its Leaders: 1 step to the Belgian Leader from minimum strength (Heart Level) to 2-stars; 2 steps each to the French 5th Army Leader and to the British Leader, from 2 stars to Full strength (4 stars).
Then the German Side randomly draws 7 units from the Reinforcement Pool and deploys them on the map. After, it restores 7 steps to its Leaders: three steps each to the 1st and the 2nd Army Leader, from Heart Level to Full Strength, and 1 step to the 4th Army Leader, from 3 stars to Full Strength.
8.0 Optional Rules
Optional Rules (OR) add realism and historical flavour or may be selectively used to balance the game between players with different skill and experience.
OR 8.1 Free Setup
Instead of randomly choosing units for setup, players may select the units at their own convenience. This does not include Reinforcements brought in by either the Reinforcement Phase or the Initiative Disc.
This rule may be also adjusted by players in such a way that it balances the game, e.g. an experienced player must randomly select his units, while his opponent may choose them.
OR 8.2 Paris
During the Final Phase at the end of each Turn, if Paris is not German controlled, the German player loses 1 Valour Point.
OR 8.3 Rail Movement
During a Pass or a Strategic Action only (not during a Tactical Action) the Phasing Side may Railmove a not Isolated unit any distance from, across and to friendly uncontested Areas (cannot engage, nor disengage).
During a Pass, only one unit may be Railmoved, during a Strategic Action up to 5 units - for the Entente - or 7 - for the Germans - may be Railmoved. Other units may be moved normally up to the above limit.
Example: 3 German units move by Rail and 4 by normal movement (but without Tactical Boosting).
It may be combined with Sea Transport Movement.
Example: 2 British units move by Sea Transport, 1 French unit by Rail, 1 French unit and 1 Belgian unit normally.
OR 8.4 Plan XVII
If the French (no other Belgian/British units may be used) make a new engagement against an Area in Germany, the French automatically gain 1 Valour Point.
This Valour Point is collected in any case at the end of the Battle, even if the French do not survive the Battle or the Area has not been conquered.