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1918: Imperial Germany's Last Chance

1918: Imperial Germany's Last Chance Rulebook

Table of Contents

Table of Contents

  • Standard Rules
  • [1.0] INTRODUCTION
  • [2.0] SEQUENCE OF PLAY
  • [3.0] COMMAND CONTROL AND IMPULSE STRUCTURE
  • [4.0] RANDOM EVENTS
  • [5.0] ZONES OF CONTROL
  • [6.0] STACKING
  • [7.0] UNIT REORGANIZATION
  • [8.0] MOVEMENT
  • [9.0] COMBAT
  • [10.0] REINFORCEMENTS
  • [11.0] FORTIFIED ZONES
  • [12.0] ARTILLERY
  • [13.0] ENTRENCHING
  • [14.0] SPECIAL UNITS
  • [15.0] FOG OF WAR
  • [16.0] NEUTRALS AND NEUTRALITY VIOLATIONS
  • [17.0] VICTORY CONDITIONS
  • OPTIONAL RULES
  • [18.0] DISENGAGEMENT
  • [19.0] NAVAL BOMBARDMENT
  • [20.0] PARTISANS AND REAR AREA SECURITY
  • [21.0] AIRPOWER
  • [22.0] THE TRENCH SYSTEM
  • [23.0] MORALE
  • [24.0] SCENARIO INSTRUCTIONS
  • REINFORCEMENT SCHEDULE
  • VICTORY POINTS
  • Unit Identification Abbreviations
  • [25.0] Errata & Rules Clarifications
  • 1918 Variant Errata (S&T 224)

Standard Rules

[1.0] INTRODUCTION

1918 is a simulation of imperial Germany's last great offensive on the western front in the spring of that year. Germany was fresh from victories over Russia, Italy and in the Balkans, but time was running out as the Allied blockade and the endless casualties disintegrated German morale. One final offensive, to be spearheaded by the new shock troops, promised to win the war. As German commander, can you win with this last great offensive or, as the Allied player, can you stop the German onslaught and turn the tide? At stake is the future of Europe.

1.1 Players

1918 is a two player game. One player is the German player, and the other is the Allied player. The German player controls all German and Austro-Hungarian units. The Allied player controls all French, British, US, Belgian, Portuguese and Italian units.

1.2 Game Scale

1918 is an operational-level wargame, modeling the important command decisions that influenced the original campaign. Each turn represents a week of operations. Each hex represents 15 kilometers across. Each corps-sized unit represents 30,000-60,000 men; each division-size unit 10,000 to 20,000.

1.2 Game Components

A complete set of 1918 should include the following parts: a game map; this set of game rules; 280 die-cut counters. One die is also needed, which players will have to provide themselves.

1.21 Game Map. The map shows the regions of western Germany, the Low Countries and France where the actual campaign took place. A hexagonal grid has been superimposed on the map to regularize movement and placement of units, and to delineate terrain types. For newcomers to wargaming, units are placed in hexes, and must remain within the hex boundaries at all times. Deployment hexes on the map indicate where units will be placed during the initial set up of a scenario. The letters on the Allied side refer to nationality (BEL = Belgian, BR = British, FR = French). The numbers or letters on both sides refer to the armies or army groups.

1.22 Counters. The square cardboard playing pieces represent the armed forces available to fight in the campaign. There are two basic types of counters in the game: units, which represent military forces, and markers, which are used to record various items of information.

National Background Colors

  • German: Gray-green
  • Austro-Hungarian: Light gray-green
  • French: Blue
  • British: Tan
  • Belgian: Leaf green
  • Portuguese: Tan with purple box
  • American: Olive drab

British, Australian and Canadian units are compatible for all game purposes, except for Unit Reorganization (see 7.0).

The front of a unit indicates that unit is in "mobile" status. The reverse of infantry and cavalry units show a stripe; when showing upward, they indicate the unit is in "entrenched" status. Units in entrenched status have improved defensive strength but can't move. The reverse of artillery units is their "positioned" side, indicating they can't move but thereby enjoy higher fire strengths.

1.24 Unit Types

Land units:

  • Shock Troops
  • Infantry
  • Second Line Infantry
  • Cavalry
  • Artillery
  • Tanks
  • Armored Cars
  • Railroad Guns
  • Headquarters
  • Naval Bombardment
  • Aero-Wing
  • Tactical (TAC)

Size: the military echelon of the unit.

  • XXXX = Army Headquarters
  • XXX = Corps*
  • [XXX] = Artillery Command (corps sized)
  • XX = Division
  • X = brigade (or ad hoc unit)
  • ||| = regiment/group
  • || = battalion/squadron

*Note: Certain German corps have an "A" and "B" unit (for example, the 18th Corps). Both are deployed on the map. They represent corps that were too large to be represented as a single unit.

1.25 Game Markers. Certain markers are back printed with other types of markers. Players use whichever side they need for the current game function.

  • Devastated: Indicates hexes temporarily devastated by artillery barrage.
  • Fortified Zone Destroyed: Used to indicate fortified zones that have been destroyed.
  • OOC (Out Of Command): Indicates units that are out of command for the second impulse.
  • Players should employ unused markers to indicate the current turn, segment, and victory points. Players can make additional markers as needed.

1.3 Game Charts & Tables are used to conduct certain game functions and to simplify certain game procedures. They include:

  • Barrage Table: used to resolve barrage attacks.
  • Combat Results Tables (CRT): used to resolve combat between opposing land units. There are three CRTs: Probe, Assault and Infiltration.
  • Reinforcement Schedule: gives reinforcements for the turn in progress.
  • Sequence of Play: used to indicate the current point in the turn.
  • Terrain Effects Chart: used to show the effects of various terrain types on movement.
  • Turn Record Chart: indicates the current turn.
  • Victory Points Index: used to record each side's current victory points.

1.4 Definition of Terms

  • Attack Factor: the offensive military strength of a unit based on the effectiveness of the its firepower and leadership.
  • Command Radius: a line of hexes traced from a unit to a headquarters.
  • Defense Factor: the defensive military strength of a unit.
  • Depot: a friendly supply symbol, intact fortified zone or port (for the British and Belgians).
  • Enemy: units belonging to the side of the non-phasing player.
  • Fortified Zone: an area printed on the map that has an inherent defense strength.
  • Friendly: units belonging to the phasing player.
  • In Command: a unit that can trace a command radius to a headquarters. In command units may function in both friendly impulses.
  • Line of Communication: a path of hexes traced from a headquarters along rail lines to a friendly depot or to an army group headquarters.
  • Marker: a cardboard playing piece representing information about the game.
  • Movement Factor: the basic number of hexes a unit may move in a turn, which is also the measure of a unit's ability to maneuver on an operational scale.
  • Out Of Command: a unit that can't trace a command radius to a headquarters, or that has suffered certain combat results placing it out of command. OOC units may function only in the first impulse.
  • Unit: a historic military formation represented by a cardboard playing piece.
  • Unit designation: a unit's historic identification, number or name.

1.5 Die Roll Modifier

Certain game charts require a die roll modifier. They are numbers added to the result rolled on a die. For example, a die roll modifier of two added to a rolled result of three would give a final outcome of five.

[2.0] SEQUENCE OF PLAY

1918 is played in turns called "game turns," each representing a week of operations. Each game turn is divided into two "player turns," a German player turn and an Allied player turn. Each player turn is composed of several distinct parts called "phases," "impulses" and "segments." All actions take place in a prescribed order, called the "sequence of play." During each turn, follow the actions indicated by the sequence of play as outlined below and you won't go wrong. Units "in command" may move and attack during their first and second impulses; units "out of command" may move and attack only in the first impulse.

2.1 Sequence of Play

(1) Events Phase: consult the Historical Events Table, roll two dice and apply the result.

(2) German Player Turn

  • (2.1) German Reinforcement Phase. The German player places any reinforcements and/or replacements available for that turn.
  • (2.2) German Air Mission Phase
    • (1) Remove all German air units from the map and place them in the Missions Completed Box.
    • (2) Transfer German air units in the Missions Completed Box to the Available Box.
  • (2.3) German First Impulse
    • (2.3a) First Reorganization Segment. The German player may break down corps into divisions and reform divisions into corps. He may also entrench and disentrench units and place artillery into and out of position.
    • (2.3b) First Movement Phase. The German player moves some, none or all his units. Additionally, qualified units may use strategic movement.
    • (2.3c) First Air Operations Phase. The German player may place any air units on the map within range.
    • (2.3d) First Barrage Phase. The German player conducts barrage with any of his in command artillery.
    • (2.3e) First Combat Phase. The German player conducts ground attacks. Both players may add artillery support.
  • (2.4) German Command Control Determination. The German player determines which German units are in command and which are out of command.
  • (2.5) German Second Impulse
    • (2.5a) Second Reorganization Segment. The German player may break down in command corps into divisions and reform in command divisions into corps. He may also entrench and disentrench in command units and place in-command artillery into or out of position.
    • (2.5b) Second Movement Phase. The German player may move some, none or all his in command units. No strategic movement may take place.
    • (2.5c) Second Air Operations Phase. The German player may place any air units on the map within range.
    • (2.5d) Second Barrage Phase. The German player conducts barrage with any of his in-command artillery.

(3) Allied Player Turn

  • (3.1) Allied Reinforcement Phase. The Allied player places any reinforcements and/or replacements available for that turn.
  • (3.2) Allied Air Mission Phase
    • (1) Remove all Allied air units from the map and place them in the Missions Completed Box.
    • (2) Transfer Allied air units in the Missions Completed Box to the Available Box.
  • (3.3) Allied First Impulse
    • (3.3a) First Reorganization Segment. The Allied player may break down corps into divisions and reform divisions into corps. He may also entrench and disentrench units, and place artillery into/out of position.
    • (3.3b) First Movement Phase. The Allied player moves some, none or all his units. Additionally, qualified units may use strategic movement.
    • (3.3c) First Air Operations Phase. Allied player may place any air units on the map within range.
    • (3.3e) First Barrage Phase. The Allied player conducts barrage with any of his in command artillery.
    • (3.3e) First Combat Phase. The Allied player conducts ground attacks. Both players may add artillery support.
  • (3.4) Allied Command Control Determination. Determine which Allied units are in command and which are out of command.
  • (3.5) Allied Second Impulse
    • (3.5a) Second Reorganization Segment. The Allied player may breakdown in command corps into divisions and reform in command divisions into corps. He may also entrench and disentrench in command units and place in command artillery into and out of position.
    • (3.5b) Second Movement Phase. The Allied player may move some, none or all his in command units. No strategic movement may take place.
    • (3.5c) Second Air Operations Phase. The Allied player may place any air units on the map within range.
    • (3.5d) Second Barrage Phase. The Allied player conducts barrage with any of his in command artillery.

(4) Game Turn Indication. The game turn marker is advanced one box on the Turn Record Track, signaling the start of a new game turn.

2.2 Game Length

Players continue the above sequence of play until the requisite number of game turns, as indicated in the scenario instructions, are completed, at which time the winner is determined.

[3.0] COMMAND CONTROL AND IMPULSE STRUCTURE

3.1 Command Status

3.11 A unit is in command if it is within the command radius of a friendly, in command, headquarters that can in turn trace a line of communication to a friendly depot hex.

3.12 A unit is out of command if it can't fulfill the requirements for being in command.

3.2 In Command Determination

3.21 Command status is determined during the friendly command status determination segment. Units out of command should be indicated with an OOC marker, or by being rotated 90 degrees, etc. The unit remains OOC until the next friendly administrative phase.

3.22 Combat Results. Certain combat results will place units out of command.

3.23 Command status is in effect only for the second impulse of the friendly player turn. A unit is automatically considered to be in command (that is, it operates normally) at all other times in the game turn.

3.3 Effects

3.31 A unit in command may perform all game functions in the second impulse of a game turn.

3.32 A unit out of command may not perform any functions in the second impulse.

3.4 Command Radius is a number of hexes from a friendly headquarters to a unit. The number of hexes is indicated by the "Command Radius" (per 1.4) in the box in the upper right corner of each HQ unit.

3.41 Each headquarters places in command all friendly units within its command radius.

3.42 Command radius is traced from the unit to the headquarters.

3.43 Command radius may not be traced through enemy units, enemy zones of control, or terrain prohibited to the unit.

3.44 A unit in an enemy zone of control may trace command radius back to a friendly headquarters assuming all other restrictions are met.

3.45 Since command radii may not be traced into or through enemy zones of control, a headquarters in an enemy zone of control may not provide command radius except to units in its own hex. That means a headquarters adjacent to an enemy unit will usually be restricted in its command radius.

3.46 Allied units may trace command radii over all-sea hexes to a headquarters within the normal number of hexes of the headquarters' command radius.

3.46 Allied Armies. A unit must be able to trace command radius to a headquarters of the same nationality (for example, French units trace only to French HQs, not British, etc.). Exception: US units may trace command to any French or US headquarters. Portuguese units trace to British HQs.

3.5 Line of Communications

For a headquarters to use its command radius, it must in turn be able to trace a line of communication back to a friendly depot.

3.51 The headquarters itself must be either: 1) on a friendly depot hex; or 2) on a railroad hex that in turn can trace a line of contiguous railroad hexes to a friendly depot; or 3) within a number of hexes equal to or less than its command radius of a railroad line that in turn can be traced to a friendly depot.

3.52 The line of communication along a railroad may be of any length.

3.53 At no point may the line of communication enter a hex containing an enemy unit, an enemy zone of control, prohibited terrain or neutral territory.

3.6 Depot Hexes

3.61 German depot hexes include all hexes with a German depot symbol.

3.62 Allied depot hexes include all hexes with an Allied depot symbol; however, the following restrictions are in effect:

  • (1) British, Belgian and Portuguese units may trace only to British depots.
  • (2) French, US and Italian units may trace only to French depots.

3.63 A friendly depot hex may not be traced to if it is occupied by an enemy unit or in an enemy zone of control. If a depot is occupied by an enemy unit, and that unit is later withdrawn or forced out, the player may use the depot hex again. He does not have to reoccupy it.

3.7 Units other than headquarters may not trace lines of communication directly to a depot; they must first trace to a friendly headquarters that then traces to a depot as per 3.51.

3.8 Headquarters are themselves in command if they can trace a line of communication as described in 3.51 (that is, they don't trace to another headquarters). A headquarters that can't trace a line of communication back to a depot is out of command. A headquarters may not trace a command radius to another headquarters.

3.9 Army Group Headquarters

In addition, to 3.8, army headquarters (XXXX) that can in turn trace a Line of Communication (LOC) to an in-command army group headquarters (XXXXX), which is a number of hexes equal to or less than the army's command rating, is in command providing the army group headquarters can in turn trace a normal LOC. Army groups otherwise provide command control to all units in the same way as army headquarters. Note army headquarters don't have to trace to an army group, that is just an additional capability. Also note one army HQ can't trace to another army HQ, nor can an army group HQ trace to another army group HQ.

[4.0] RANDOM EVENTS

4.1 Roll two dice during the Randam Events Phase. Treat one die as the tens digit and the other as the ones digit in order to produce a number between 11 and 66. Find the appropriate number on the table and apply the result.

[5.0] ZONES OF CONTROL

5.1 Extent of Zones of Control

ZOCs extend into all six hexes surrounding a unit. The presence of a friendly unit never blocks or negates an enemy zone of control.

5.11 Zones of control don't extend into or through neutral countries.

5.12 Zones of control don't extend into or through terrain the ZOC-projecting unit would not be able to enter, including sea hexes.

5.13 All units have zones of control, including entrenched units and headquarters.

5.14 Fortified zones don't have zones of control. Units in fortified zones retain their ZOCs.

5.2 Movement effects

5.21 A unit must stop when it enters an enemy zone of control. It may move no farther that impulse. A unit may leave an enemy zone of control as long it does not move directly into another zone of control. It could first leave via a non-controlled hex and then enter another enemy zone.

5.22 A unit may never move directly from one enemy zone of control to another (exception: advance after combat is a special case).

5.3 Combat Effects: A unit is not forced to engage in combat simply because it is in an enemy zone of control.

5.4 Retreat effects: Units may never retreat into or through enemy zones of control. If forced to do so, they are instead eliminated in place.

5.5 Command Radius. Zones of control block the tracing of command radii and lines of communication.

5.6 Trench Lines. See section 22.0 for the effects of printed trench lines on ZOCs.

[6.0] STACKING

Stacking is having more than one friendly unit in the same hex.

6.1 The stacking limit in the game is two corps equivalents per hex. The following units are considered to be corps-sized units: 1) units with the corps symbol; 2) artillery corps groups; 3) all headquarters. (That third provision is not retroactive to earlier games in the series.)

6.11 Every division is considered equal to a third of a corps for stacking purposes.

6.13 The followings units don't count for stacking: 1) brigades and smaller units; and 2) the German railroad gun.

6.14 US Units.

  • (1) US corps each count as two corps for stacking.
  • (2) US divisions each count as two divisions for stacking.
  • (3) US brigades don't count for stacking.
  • (4) US headquarters count as one corps for stacking.

6.2 Application

6.21 The stacking limit applies only: 1) at the end of any given movement segment; and 2) all during every combat segment. It doesn't apply at any other times during the game. Units can otherwise stack freely in a hex, including during placement of reinforcements.

6.22 If, at the end of the friendly movement segment, the number of friendly units in a hex exceeds the stacking limit, the excess units must be retreated one hex to restore the stacking limit. The enemy player conducts that retreat. If there is no adjacent hex available, the friendly player must eliminate excess units.

6.23 During combat, units may not retreat into stacks that would cause them to be overstacked. If that occurs, the friendly player must eliminate excess units from among the retreating units. A player may break down corps to extract losses.

6.3 Friendly and enemy land units may never be stacked in the same hex. Units on the same side but of different nationalities may stack together. For example, American and French units may stack together.

6.4 Game markers don't count for stacking.

6.5 Air units and naval units have their own stacking rules; see the specific rules sections on those units.

[7.0] UNIT REORGANIZATION

7.1 Procedure

Special Rule 7.1 (clarification): If a player lacks sufficient units to deploy as corps, he may substitute divisions.

7.11 Breakdown. To break down corps, remove the unit from the map and replace it with three divisions of the same type. Breakdown may occur during the following segments:

  • (1) Reorganization. The unit must be in command if breaking down in the second impulse.
  • (2) Combat. Breakdown may occur as the result of combat in order to extract losses. Command status is irrelevant for breakdown during combat.

7.12 Reform. A player may combine divisions into corps during the reorganization segment. The divisions must be in the same hex. Remove the divisional units from the map and replace them with a corps of the same type.

  • (1) Units must be in command if reforming in the second impulse.
  • (2) Units may not be adjacent to an enemy land unit if reforming, in either impulse.

7.2 Equivalents

Corps may be broken down or reformed into three divisions. Only the following units may do so:

  • German Shock, First Line, Second Line Infantry
  • British Infantry
  • French Infantry
  • US Infantry (see 7.5)

Australian and Canadian units are always interchangeable for break down or reform, but they are not compatible with other British units.

7.3 Units must be of the same nationality to break down or reform. Entrenched units may break down or reform.

7.4 The player may freely breakdown or reform any of his units not in play in order to obtain the right units for use on the map. Units may not be broken down/reformed in excess of the actual counter mix.

7.5 US Corps. US divisions may not form corps until the July I turn but then may do so for all turns thereafter.

[8.0] MOVEMENT

8.1 Move each unit individually from one hex to another. Once a unit has been moved, and the player's hand withdrawn, the unit may not be moved again. During a player's movement segment only friendly units may be moved. No enemy movement may occur during a friendly segment.

8.2 Movement Costs

Each hex entered costs a certain number of movement points (MPs) to enter. Some hexsides, such as rivers, crossed during movement cost additional MPs. All hex and hexside costs are indicated on the Terrain Effects Chart.

8.21 All units with a movement factor of one or more may move a minimum of one hex per friendly movement segment, even if they lack the movement points to pay the actual costs involved.

8.3 Prohibited Movement

A unit may never: 1) enter a hex containing enemy land units of any kind; 2) move directly from one enemy zone of control to another; 3) enter terrain it's not allowed to enter according to the Terrain Effects Chart; or 4) enter neutral countries.

8.4 Second Impulse Movement

In command units may move in the second impulse. That is done exactly the same way as movement in the first impulse, except units may not use strategic movement.

8.5 Strategic Movement & Railroads

A player may move a designated number of units via strategic movement each player turn by using railroads. Strategic movement may be used only in the first impulse.

8.51 A unit must start the friendly movement segment on a friendly railroad hex. It may then move along any number of contiguous friendly rail hexes, as long as each hex the unit enters and each hexside it crosses contains a friendly railroad symbol. The unit may not exit the railroad during that movement phase.

8.52 To be considered friendly, a railroad must meet these criteria.

  • (1) German: all rail movement must be via railroad hexes in Germany and Luxemburg, plus the parts of Belgium and France on the German side of the starting front line.
  • (2) Allied: all rail movement must be via railroad hexes in France on the Allied side of the starting front line.
  • (3) A unit may at no time start in, enter or move through an enemy zone of control when using strategic movement.

8.53 Capacity. Each player is limited to the number of units that may make rail movement in a turn, as follows: 1) German – six divisional equivalents; 2) Allies – six divisional equivalents (brigades equal one-half division).

8.6 Roads

Units moving along railroads by normal movement (that is, not using strategic movement) pay one movement point per hex entered. That is regardless of which country they are in. That may also be into or out of enemy zones of control.

[9.0] COMBAT

9.1 Combat Procedure. For each combat follow these steps:

  • (1) The attacker chooses one of the Combat Results Tables.
  • (2) Total the combat strength of all attacking units.
  • (3) Total the combat strength of all defending units.
  • (4) State the comparison as a probability ratio, dividing the attacker's strength by the defender's strength. Drop any remainders.
  • (5) Roll a die and cross index that result with the appropriate odds column. That will give a combat result.
  • (6) Apply the combat result.
  • (7) Conduct the next combat, if any.

9.2 Attacking

The attacker conducts his attacks one at a time, resolving each combat individually. The attacker need not declare all attacks ahead of time but can wait for the outcome of each one before deciding on his next attack.

9.21 Attacking units may attack only in their own combat segment.

9.22 All attacking units must be adjacent to the units they are attacking.

9.23 Attacking is voluntary. The attacking player may attack with some, none or all of his available units.

9.24 No unit may attack more than once per friendly combat segment.

9.25 More than one attacking unit may be combined in an attack against a single defending force as long as all attacking units are adjacent to the defender's hex.

9.26 An attacking force may attack only a single adjacent enemy hex. It may not attack more than one enemy occupied hexagon at the same time.

9.27 Units may not attack into hexes they couldn't normally enter. Units prohibited from entering mountain/rough may attack into and out of such hexes if they are attacking along a contiguous railroad.

9.28 Units with an attack factor of zero (0) may never attack.

9.3 Defending

A defending force may not refuse combat. All defending units in a hex must be attacked as one combined defense strength. A given hex may be attacked more than once per combat segment, as long as no attacking unit attacks more than once per segment. That is, a player may direct more than one attack against a single enemy occupied hex in a single combat segment as long as no unit participates in more than one attack.

For example, if a player has two corps adjacent to an enemy occupied hex, he can make one attack using both corps, or two separate attacks each using one corps, or one attack using one corps, or no attack at all.

9.4 Combat Odds

Combat odds are determined by dividing the attacker's total combat strength by the defender's total combat strength. Any remainders are dropped, and that is the ratio used to determine which odds column will be used. For example, if the attacker has 14 combat strength points, and the defender has 5, the combat odds would be 14 divided by 5, which equals 2.8:1. Drop the 0.8 remainder, and you get final odds of 2:1.

9.41 Odds less than 1:3 are treated as 1:3. Odds greater than 7:1 are treated as 7:1.

9.6 Defender's Terrain

The defender will receive a bonus for defending in certain types of terrain. That will be a doubling of the defender's strength. For example, if the defender has a printed combat strength of "5" and is defending in a city, his strength becomes "10." In certain cases a defender will be able to take advantage of more than one defensive bonus (for example, defending in a city behind a river). In such cases, his strength is still only doubled, not tripled or quadrupled. A unit's defensive strength may never be more than doubled.

9.7 Combat Results Tables

1918 includes three separate Combat Results Tables: Probe, Assault and Infiltration. The attacking player chooses the combat results table on which the combat will be resolved. The Probe and Assault CRTs may always be used, but there are certain restrictions on what units may use the Infiltration Table.

9.71 Players may use the Probe or Assault Tables in any attack.

9.72 A player may use the Infiltration Table only if: 1) at least 50 percent of the divisional equivalents in the attack are shock units; or 2) there is at least one tank unit of brigade size or higher echelon in the attack. Note the first provision is in terms of divisional equivalents, not combat factors.

9.8 Application of Combat Results

Combat results are applied immediately as they occur. The players conduct any retreats after combat for each combat before going to the next attack.

9.9 Advance After Combat

Under certain circumstances, units may advance after combat in 1918. An advance after combat is a specialized form of movement that occurs upon the application of certain combat results. That is explained below the CRTs. Bear in mind advance after combat takes place during the combat phase, and not during a movement impulse. (Advance after combat is not meant to be applied retroactively to previous games in this series. This rule represents tactics developed during the latter part of the war.)

[10.0] REINFORCEMENTS

10.1 Reinforcements and withdrawals are indicated on the Reinforcement Schedule. Also, certain random events may bring reinforcements into play or require withdrawals.

10.2 Placement

Reinforcements are placed in the friendly reinforcement phase. Reinforcements may exceed stacking limits during their initial placement. Reinforcements are placed as follows, unless otherwise noted on the reinforcement track.

  • (1) German reinforcements are placed on German depot hexes.
  • (2) French and Italian reinforcements are placed on French depot hexes.
  • (3) Belgian and British reinforcements are placed on British depot hexes.
  • (4) United States reinforcements are placed on French or British depot hexes.
  • Reinforcements operate normally in the turn of placement.

10.3 Reinforcements may not be placed on a hex occupied by an enemy unit or in an enemy zone of control. Should there be no reinforcement hex available for a country's units, then those units are placed as follows, one turn later.

  • (1) German: on any hex on the east map edge in Germany.
  • (2) French and Italian: on any hex on the west or south map edge in France.
  • (3) Belgian and British on any hex on the west map edge in France.
  • (4) United States: on any hex on the west or south map edge in France.

10.4 Replacements

Eliminated units are placed in the player's reinforcement pool. They maybe returned to play as reinforcements if the appropriate unit type is indicated. The divisional reinforcements players receive each turn generally represent the stream of replacements and materiel being sent to the front, not new formations per se.

10.5 Limits

The number of units in the counter mix is a limit. If units are not available for reinforcements, they are not received. Reinforcements may not be delayed until a later turn. A player may take corps units as divisional equivalents instead, and vice versa, if no other units are available in his reinforcement pool. Owing to the limited number of divisional units in the counter mix, players may alternatively accumulate three divisions of the same type and then take a single corps in their place. Just use pencil and paper to keep track of accumulated divisions.

10.6 Several additional units have been placed in the counter mix so players can experiment with optional deployments.

[11.0] FORTIFIED ZONES

11.1 A fortified zone will be in one of two states: intact or destroyed. An intact fortified zone functions normally. A destroyed fortified zone loses its special capabilities.

11.2 Defense

Fortified zones have defense factors, as printed on the map. They defend normally against enemy attacks. If other friendly units are defending in the same hex, the fortified zone adds its defense strength to their defense factors.

11.3 Fortified zones may not move or attack. Fortified zones have no zone of control.

11.4 Enemy units may not enter a hex containing an enemy fortified zone unless that fortified zone has been destroyed.

11.5 Friendly land units may occupy fortified zones. Friendly units have their defense factor sdoubled when defending in a friendly fortified zone. Fortified zones don't count for stacking.

11.6 Attacking Fortified Zones

Fortified zones may be attacked in two ways. The first is by normal land combat. The second is by artillery.

11.61 Land Combat. A player may attack enemy fortified zones using any applicable CRT.

11.611 If the fortified zone is occupied by units friendly to it (for example, Allied units in a French fortification), the fortress is eliminated only by a result of DZ. Other results don't affect the fortified zone. All results do affect normally the units occupying the fortified zone.

11.612 If a fortified zone is not occupied by friendly units, the fortified zone is eliminated by results of DA, DX or DZ. Other results don't affect the fortified zone.

11.613 The attacker is affected normally by all combat results when attacking a fortified zone. For example, a result of BB eliminates half of all attacking division equivalents.

11.614 A fortified zone is not doubled in defense by terrain, units in them are.

11.62 Artillery. A player may use friendly artillery units to attack enemy fortified zones. See the siege artillery rule below.

[11.62] Attacking Fortified Zones (clarification): There is no "siege artillery" rule. Use the Barrage Table.

11.63 When a fortified zone is destroyed, place a fortified zone destroyed marker in its hex. The fortified zone has no further effect for the rest of the game. It may no longer be used as a depot. A destroyed fortified zone may not be rebuilt.

11.631 A city in a destroyed fortified zone hex still counts for victory points. Cities in such hexes are not themselves destroyed.

11.7 Fortified zones don't count as division equivalents when determining or extracting losses from other units occupying the hex.

11.8 Only the friendly player may use a fortified zone—if an enemy fortified zone is captured, it is considered destroyed.

11.9 Abandoning Fortified Zones

A player may, at any time during a friendly movement impulse, abandon any or all of his fortified zones. That is done by designating the fortified zone(s) to be abandoned, placing a fortified zone destroyed marker on it, and placing an infantry division of the same nationality (if available) in the hex. Once abandoned, a fortified zone may not be returned to play. The fortified zone unit doesn't count as an eliminated unit for victory purposes. If a nationality has infantry divisions of different strengths, then the player must use the weakest one possible to replace the fortified zone.

[12.0] ARTILLERY

Players have artillery corps groups, which represent higher echelon concentrations of guns as well as other support forces, such as combat engineers. Artillery units may be used to conduct barrage and support attacks. All barrage and support fires are conducted using the unit's fire support factor [the one in brackets].

12.1 Range. Artillery units may fire barrage and support through any type of terrain and units, up to two hexes away. They may be adjacent to or two hexes away from the targeted hex.

12.2 Barrage Attacks are conducted by attacking enemy units without the participation of any friendly non-artillery units. Barrage is conducted during the friendly barrage phase of the game turn. See the Barrage CRT on the map sheet.

12.21 Barrage Procedure. Artillery units conducting barrage attacks must be within range of their target hex.

  • (1) Designate the target hex.
  • (2) Total all barraging factors.
  • (3) Use the total of barraging factors to determine which column will be used.
  • (4) Determine which terrain line will be used.
  • (5) Roll a die and cross index that result on the appropriate column.
  • (6) Apply the result.
  • (7) Conduct the next barrage, if any.

The defenders don't add in their strengths to barrage defense.

12.12 Results are explained below the Barrage CRT.

12.23 A single hex may be attacked by only one barrage attack each barrage segment. A hex attacked by barrage may also be attacked by other combat in the ensuing combat segment.

12.24 There is no limit on the number of artillery units that may be combined for a single barrage.

12.3 Support Fire is conducted in conjunction with other friendly non-artillery land units, attacking or defending. Offensive fire support is conducted during the friendly combat segment in support of attacking units, while defensive fire support is conducted during the enemy combat phase in support of defending units.

12.31 The attacker first designates any offensive fire, then the defender designates any defensive support fire.

12.32 Offensive Support Procedure. This is fired in support of friendly attacking units. Artillery units conducting offensive fire support must be in range of a hex being attacked by friendly non-artillery units. Add the artillery's fire factors to the factors of the attacking non-artillery units. Resolve the combat normally, using the Probe, Assault, or Infiltration CRT. Artillery factors don't count against the total needed for infiltration attacks.

12.33 Defensive Support Procedure. This is fired in support of friendly defending units. Artillery units conducting defensive fire support attacks must be in range of a hex being attacked by enemy non-artillery units.

  • (1) Add the artillery's fire factors to the factors of the defending non-artillery units.

12.4 Support Restrictions

12.41 Offensive Support. A player may apply an unlimited amount of fire support to an attack.

12.42 Defensive Support

  • (1) A player may not apply fire factors to a defensive support mission in excess of the printed combat factors of units defending. This means printed factors; for this, don't account for defensive doubling.
  • (2) If factors are committed to a defensive support mission in excess of the printed defense strengths of the units being supported, they are ignored. So, for example, if three factors are being added to a two factor unit, the total defense strength would be just four.

12.43 Artillery must be committed as whole units; they may not split their fire factors.

12.44 Fire factors are never doubled for terrain; they are applied after any doubling to the defense. So, for example, if four infantry factors are defending doubled with six artillery factors supporting them, the final defensive strength would be 12 (4 x 2 for the doubled infantry) + 4 artillery factors (the maximum that can be applied to four defense factors) = 12.

12.45 Artillery may not fire defensive support into its own hex. They may fire in support of other artillery units in other hexes.

12.46 A single artillery unit may use its fire strength only once per impulse, either barrage or support, not both. A single artillery unit may fire in both impulses if in command, as well as both in the friendly and enemy player turns.

12.47 Artillery may not fire barrage in the enemy's combat phase (that is, fire not in support of defending units). Also, artillery units may never use the Probe, Assault or Infiltration CRTs by themselves. Artillery may never advance after combat.

12.48 Artillery units defend like other units; however, certain combat results have additional effects on artillery. See the CRT explanations.

12.5 Command Control

12.51 Artillery is subject to all normal command control requirements (see section 3.0). In addition, before a player fires an artillery unit, he must determine if the unit is in command. If it's not, it may not fire. That determination doesn't otherwise affect its command status (that is, don't place or remove an OOC marker). An artillery unit with an OOC marker is still considered OOC, even if it's moved into an in command position. That represents the huge ammunition and coordination requirements for massed artillery.

12.52 Artillery may fire defensive support during the enemy combat phase, and must be in command in order to do so as per 12.51.

12.53 Artillery always starts each scenario in command.

12.6 Position

In-command artillery may flip to its reverse (in position) side during any friendly reorganization phase, and vice versa. When in position, its fire strength is doubled but it may not move. Note that being in position is not the same as being entrenched.

[13.0] ENTRENCHING

The front of units represent the unit in "mobile" status. Most units are back printed with an entrenched status. Units may enhance their defensive strengths by entrenching. Entrenching is indicated by flipping the unit so its reverse side shows upward. An entrenched unit is restored to mobile status by disentrenching.

13.1 Entrenching and disentrenching may occur in the friendly reorganization segment. Simply flip the unit from its mobile to entrenched status or vice versa. If the second impulse, the unit must be in command in order to entrench or disentrench.

13.2 Entrenched Status. Entrenched units may not attack or move. Their defensive strengths are doubled, as indicted on the counter. If an entrenched unit receives a retreat result, it automatically disentrenches and retreats.

13.3 Certain units may not entrench. That is indicated by their lack of entrenched symbols on their reverse sides.

13.4 A player may have mobile and entrenched units stack in the same hex. In such situations, the entrenched units give no extra defensive benefit to the mobile units.

13.5 Units may entrench or disentrench in enemy zones of control in all terrain types.

13.6 Units may entrench during all turns in 1918.

[14.0] SPECIAL UNITS

Tanks, armored cars and railroad guns function as normal units except as noted below.

14.1 Tanks

14.11 It costs a tank one movement point to enter any kind of terrain. Tanks may not enter mountain hexes unless using strategic movement or moving along railroads. Extra movement costs for crossing rivers still apply.

14.12 The presence of any tank unit in an attack allows the attacker to use the Infiltration CRT.

14.2 Armored Cars

14.21 It costs armored car units three movement points to enter rough, forest and swamp hexes; they may not enter mountain hexes unless using strategic movement or moving along railroads.

14.3 Railroad Guns

14.31. The German railroad gun unit may move only on railroads (including retreating). It may also move on railroads that began the game behind Allied lines if those hexes were previously occupied by German units and not reoccupied by Allied units (in addition to all other requirements for rail movement). The railroad gun doesn't count against total rail capacity.

14.32 The railroad gun has no attack ability; however, at the end of each German administrative phase in which it's within six hexes of Paris, the Germans may receive victory points; see the Victory Points Schedule.

[15.0] FOG OF WAR

15.1 Combat

A player may not examine the contents of enemy stacks unless certain conditions are in effect. A player may examine an enemy force the instant he declares combat against it. The defender may also examine all attacking units in each combat. Once a player has declared combat against an enemy force, he may not cancel the attack.

15.2 Aerial Reconnaissance. If using the optional airpower rule, see 21.35.

[16.0] NEUTRALS AND NEUTRALITY VIOLATIONS

16.1 Players may never enter or attack into hexes of neutral countries.

16.2 In all 1918 scenarios, the Netherlands and Switzerland are neutrals. All other countries on the map are belligerents.

[17.0] VICTORY CONDITIONS

17.1 At the end of a game, each player totals the number of victory points he has earned. The player with more points generally wins.

17.2 Victory Level

Subtract the lower player's point total from the higher player's to get a victory level. That determines the magnitude of the victory.

  • 0 - 50 = Stalemate (neither side wins)
  • 51 - 100 = Marginal Victory
  • 101 - 150 = Strategic Victory
  • 151 or higher = Decisive Victory (highest)

17.21 Explanations

  • Stalemate: The war will continue, destroying everyone involved.
  • Marginal: You can claim you won, but another world war will follow in a couple of decades.
  • Strategic: You've won in this theater, now for the rest of Europe.
  • Decisive: Hold a victory parade in the enemy's capital and you are (finally) home before the leaves fall.

17.3 Victory points are listed on the Victory Points Chart. Players gain victory points for the following.

Destruction of Enemy Units. Each time an enemy unit of the designated type is destroyed, the player gains points for it. Those points are received immediately.

Holding Objectives. The player gains the points for occupying the objectives at the end of the game. Those points are recorded once at the end of the game.

Contingency Events. They are rewarded the first time a player enters certain geographic objectives. Those points are rewarded only once per game, regardless of how many times the event occurs, or the objective is lost.

[17.3] Victory Conditions (clarification): Points for holding or occupying objectives are gained only if a friendly land unit enters the hex. Air and naval markers do not count.

OPTIONAL RULES

Players may employ any, some or all of the following rules at their discretion. They add additional realism, as well as allowing the players to experiment with different what-if situations.

[18.0] DISENGAGEMENT

Units that start their movement segment in an enemy zone of control may not enter another enemy zone of control in the same movement segment, even if they first enter a non-controlled hex; they may enter only non-controlled hexes. They may still perform other functions during the second impulse. Note this rule makes the optimum placing of reserves critical.

[19.0] NAVAL BOMBARDMENT

19.1 The naval bombardment marker is used during any Allied barrage phase. Place the barrage marker on any coastal hex containing a German unit and resolve the barrage normally. The marker's strength may be added to the strength of artillery making barrage attacks.

19.2 The naval bombardment marker is removed from the map after use. It may be used in both Allied barrage phases each turn.

19.3 The naval bombardment marker is never affected by the results of land combat. It has no zone of control and does not block the retreat of German units.

[20.0] PARTISANS AND REAR AREA SECURITY

A player may not trace command radii or lines of communication through a city hex in an enemy belligerent country unless he physically occupies that place with at least one friendly land unit.

[20.0] Partisans & Rear Area Security (addition). The Germans do not need to garrison cities in enemy belligerents behind the March III 1918 front line.

[21.0] AIRPOWER

Airpower is represented in 1918 by "air wing" markers, each representing approximately 30 squadrons. A player may place his air wings on the map, creating an air operations zone. The presence of a friendly air operations zone gives the owning player certain advantages in combat and inhibits enemy movement. Players may also use their air wings to intercept enemy air wings.

[21.0] Airpower (clarification). The SAC air units are to be used with variant rule to be provided in S&T 224.

21.1 Air wings are kept off map in the Air Available Box until used. They are placed on the map during the air operations phase. Take air units from the Air Available Box and place them on the map within the range limitations listed below. At the start of each Air Availability phase, all friendly air wings are removed from the map and placed in the Air Missions Completed Box, where they become available to be used again the next turn.

Given the way the game turn is structured, German air missions will be executed throughout the same game turn, while Allied air missions will be executed in the Allied part of the game turn in which they are assigned missions, and then in the German part of the ensuing game turn. Players must wait until it is their turn before they can intercept enemy air units. That reflects the primitive state of air warning technology, and the fact air combat represents longer periods of operations. If you want to protect a hex, you need to put air units over it in anticipation of enemy air units attacking.

21.2 Air Zones

Air units in a hex create an air zone. An air zone includes the hex the air unit is in and all six adjacent hexes, regardless of terrain, enemy units and enemy air markers.

21.21 If one player has an air zone on a hex and the other player doesn't, the first player is said to have an "undisputed air zone" in the hex. If both players have an air zone in a hex, that is a disputed air zone. That is true regardless of the number of air units involved. For example, if one player has two air units generating air zones in a hex, and the other has only one, the air zone is still disputed.

21.3 Effects of Air Zones

21.31 Land Combat. The following applies to both land combat and artillery barrage.

  • (1) If the attacker has an undisputed air zone in a hex, land combat there receives a one column shift to the right (in favor of the attacker).
  • (2) If the defender has an undisputed air zone in a defender's hex, land combat there receives a one column shift to the left (in favor of the defender).
  • (3) If there is a disputed air zone in his hex, neither side receives any shifts.
  • (4) There is a maximum of one shift to the left or right. There are no additional shifts for extra air units. Also note odds may not be shifted above or below the maximum and minimum odds columns on the CRTs.

21.32 Movement (non-railroad). A land unit must pay one extra movement point the first time it enters an undisputed enemy air zone in a movement phase. That penalty is paid only once per phase regardless of the number of air zones actually entered.

21.32 Railroads. Units entering an undisputed enemy air zone must roll a die for each hex so entered. On a die roll of one, the unit must cease rail movement for that phase.

21.34 Command Control. A headquarters in an undisputed enemy air zone has its command rating reduced by one (but never lower than zero). That doesn't apply to command radii generated by headquarters occupying hexes outside the air zone.

21.35 Fog of War The player may examine all enemy units in an undisputed air zone.

21.36 The Air Missions Chart gives a summary of air mission details.

21.4 When flying a mission, air wings are placed on the target hexes. They remain in the hex until the start of the next friendly air availability phase, at which time they are removed from the map and placed in the Mission Complete Box. Air wings may be reused from turn to turn.

21.41 Air wings may be placed in enemy occupied hexes, and in hexes containing enemy air units.

21.42 Air wings are always in command.

21.43 Air units are never affected by combat results and may not be taken as losses in place of ground units. They don't increase the printed strength of ground units for extracting losses in BB or other results.

21.5 Range & Other Limits

Air wings have a range of five hexes. They may be placed in any hex within five hexes of an in command headquarters. Further, that headquarters must generally be of the same nationality as the air wing; however, US air units may use French headquarters for placement.

21.51 The Germans may have a maximum of one air wing per hex.

21.52 The Allies may have a maximum of one air wing per hex, but never adjacent to another Allied air wing.

21.53 Each headquarters may serve as a base for a maximum of one air unit.

[22.0] THE TRENCH SYSTEM

The trench lines printed on the map give players additional defensive bonuses.

22.1 Retreat Negation

Entrenched units defending in a printed trench hex of their own side may, at the owning player's option, ignore all retreat results they receive. That is true for both attacking and defending. All other results are applied normally. For example, a stack that receives a DA result still loses half its division equivalents but does not retreat.

22.11 Only German units gain the trench advantage in German trenches, and only Allied units gain it in Allied trenches. Note there is no additional defensive bonus for being entrenched in a friendly trench line hex, that is, defenders are not tripled.

22.12 Infiltration CRT. Certain results on the Infiltration CRT force defending units to disentrench, thereby negating the no retreat provision. See the Infiltration CRT, DP and DX results.

22.2 Counterattacks

Units attacking into an enemy occupied hex containing a friendly trench line double their attack factors.

22.5 No Man's Land

  • (1) It costs one extra movement point to enter an enemy trench line hex.
  • (2) Enemy trench line hexes count as two hexes for purposes of tracing command control.

22.6 Elastic Defense

German units defending in German trench line hexes may, at the German player's option, declare an "elastic defense." That's done after the attack has been declared but before the die is rolled. If a combat result of BB occurs, the German player may convert the BB result to a DR.

22.7 Zones of Control

If a friendly trench line hex contains a friendly unit, enemy ZOCs are negated for purposes of: 1) tracing command; 2) retreat after combat; and 3) regular movement as follows: a unit may move through one friendly trench line hex directly into another friendly trench line hex even if both are in enemy ZOCs. That consumes all the unit's movement for that impulse. Both hexes must contain both another friendly unit and a friendly trench line. (So this rule can't be used to "infiltrate" into enemy trench lines.)

[23.0] MORALE

23.1 Allied Morale Collapse takes place if the Allied Morale Check random event occurs and the German player currently has 101 or more victory points than the Allied player.

23.2 German Morale collapse takes place if the German Morale Check random event occurs and: 1) the Allied player currently has 101 or more victory points than the German player; or 2) the German player doesn't have at least the requisite number of victory points at the instant the event is rolled:

  • Turns 1-4: not applicable
  • Turns 5-13: 51
  • Turns 14+: 101

23.3 Both players may have their side's morale collapse if somehow both Allied and German events are triggered.

23.4 Effects of Morale Collapse

  • (1) Shock Dissipation. Friendly units cannot use the Infiltration CRT. Exception: tank units may still make infiltration attacks.
  • (2) Reorganization. Friendly divisions may not reform into corps unless the units are at least four hexes from the nearest enemy land unit. Breakdown is not affected.
  • (3) Command. In-command units may perform only one of the following functions during the second impulse: reorganize, move or attack. Place an OOC marker on a unit when it completes its one action.

23.5 Duration

Once morale collapse occurs, it remains in effect until one of the following take place: 1) the victory point difference is reduced to 100 or fewer; 2) the Germans, additionally, would also have to gain a sufficient number of victory points to satisfy the requisites of (2) above.

23.6 When using this rule, a player can attempt to recuperate morale. Recuperating morale can be done only if the player's side is currently in a state of morale collapse. If the player conducts no land attacks of any type in a turn, at the end of his player turn increase his victory point total by 10. The instant the victory point difference is 100 or fewer, he may no longer attempt to recuperate morale.

23.61 The Germans cannot attempt to recuperate morale if they have failed to achieve the requisite number of victory points according to 23.2(2).

[24.0] SCENARIO INSTRUCTIONS

1918 has three scenarios, the Short Scenario, the Standard Scenario and the Extended Scenario. All three start at the same time. The Short Scenario covers the initial two German offensives. The Standard Scenario covers the period of the German offensives up to the Battle of the Belleau Wood. The Extended Scenario goes through the Amiens Offensive, which culminated in the "Black Day" of the German Army. All three scenarios are set up the same way.

[24.0] Scenario Instructions:

The three French cavalry divisions deploy anywhere in the French North or East zones. There are 16 German 2nd Line corps called for in the deployment instructions, but only 15 in the counter mix. Substitute three 2nd Line divisions for one of the corps. See also Special Rule 7.1 for similar cases.

1.0 Game Length

  • 1.1 Short Scenario: March III – April II 1918 (4 game turns)
  • 1.1 Standard Scenario: March III – June III 1918 (13 game turns)
  • 1.2 Extended Scenario: March III – August II 1918 (20 game turns)

2.0 Belligerents:

  • 2.1 Germans (also include any Austro-Hungarian units)
  • 2.2 Allies include France, Britain, United States, Belgium, Italy, Portugal
  • 2.3 Neutrals: Netherlands, Switzerland

3.0 Deployment Order

  • (1) Allies deploy first (and move second)
  • (2) Germans deploy second (and move first)

4.0 Allied Initial Order of Battle

  • Within the "Bel" deployment zone: Belgian Army headquarters, two Belgian infantry corps, two French infantry divisions.
  • Within the "Br 1A" deployment zone: British 1st Army headquarters, three British infantry corps, one Canadian infantry corps, one British artillery corps, one Portuguese infantry corps.
  • Within the "Br 2A" deployment zone: British 2nd Army headquarters, three British infantry corps, one Australian infantry corps, one British artillery corps.
  • Within the "Br 3A" deployment zone: British 3rd Army headquarters, four British infantry corps, one British artillery corps, one British tank brigade.
  • Within the "Br 5A" deployment zone: British 5th Army headquarters, three British infantry corps, one British artillery corps, three British cavalry divisions, one British tank brigade.
  • Anywhere north of Paris and not in any other Allied deployment zone: British BEF Army Group headquarters, one British infantry corps, one British artillery corps, one British tank brigade, one British armored car brigade.
  • Within the "Fr 6A" deployment zone: French 6th Army headquarters, three French infantry corps, one US infantry division.
  • Within the "Fr 5A" deployment zone: French 5th Army headquarters, three French infantry corps.
  • Within the "Fr 4A" deployment zone: French 4th Army headquarters, four French infantry corps.
  • Within the "Fr 2A" deployment zone: French 2nd Army headquarters, three French infantry corps, one US infantry division.
  • Within the "Fr 1A" deployment zone: French 1st Army headquarters, three French infantry corps, one US infantry division.
  • Within the "Fr 8A" deployment zone: French 8th Army headquarters, three French infantry corps, one US infantry division.
  • Within the "Fr 7A" deployment zone: French 7th Army headquarters, two French infantry corps.
  • Within the "Fr North" deployment zone: French North Army Group headquarters, one French infantry corps, one French artillery corps, one French tank brigade, two British infantry corps.

5.0 German Initial Order of Battle (all units are German)

  • Within the "4A" deployment zone: 4 Army headquarters, two infantry corps, one second line corps.
  • Within the "6A" deployment zone: 6 Army headquarters, four infantry corps.
  • Within the "17A" deployment zone: 17 Army headquarters, four shock corps, three infantry corps, two second line corps, three artillery corps.
  • Within the "2A" deployment zone: 2 Army headquarters, five shock corps, one infantry corps, one second line corps, two artillery corps.
  • Within the "18A" deployment zone: 18 Army headquarters, five shock corps, two infantry corps, one second line corps, three artillery corps.
  • Within the "7A" deployment zone: 7 Army headquarters, three infantry corps.
  • Within the "1A" deployment zone: 1 Army headquarters, two infantry corps, two second line corps.
  • Within the "3A" deployment zone: 3 Army headquarters, two infantry corps, one second line corps.
  • Within the "5A" deployment zone: 5 Army headquarters, two second line corps.
  • Within the "C" deployment zone: C Army headquarters, one infantry corps, two second line corps.
  • Within the "19A" deployment zone: 19 Army headquarters, two infantry corps, one second line corps.
  • Within the "A" deployment zone: A Army headquarters, one infantry corps, one second line corps.
  • Within the "B" deployment zone: B Army headquarters, two second line corps.
  • Within the "Rupprecht" deployment zone: Rupprecht Army Group headquarters, three cavalry divisions, two infantry corps.
  • Within the "Crown Prince" deployment zone: Crown Prince Army Group headquarters, one infantry corps.
  • Within the "Gallwitz" deployment zone: Gallwitz Army Group headquarters.
  • Within the "Albrecht" deployment zone: Albrecht Army Group headquarters, two infantry divisions.

6.0 Initial Victory Points

Both sides begin all three scenarios with zero victory points.

7.0 Special Rules

7.1 Units may begin the game entrenched or disentrenched, in position or out of position. Corps may be broken down into divisions during initial deployment.

7.2 All units are considered to be in command at the start of the game. Determine command status normally thereafter (at the normal times in the sequence of play).

7.3 Surprise. On March III (Turn 1):

  • (1) During both the German and Allied air availability phases, players may place only 50 percent of their total air wings in the Available Box (round down remainders) — air units already on the map are not affected;
  • (2) German infiltration attacks are shifted two columns to the right (cumulative with other shifts).
  • (3) German assault and probe attacks are shifted one column to the right (cumulative with other shifts).
  • (4) Each time the Germans inflict a DP or DX result, they gain a victory point, reflecting Allied panic. Note that since the Allies can't place air units until their own turn, German airpower will be uncontested on their first player turn.

7.4 Events

Don't roll for random events on March III (Turn 1). Technically, fog occurred at the start of the offensive, but that's factored into the surprise rule.

REINFORCEMENT SCHEDULE

Game TurnFrenchBritishUSGerman
1. March III1 x Id1 x Id-3 x Id, 1 x Ld
2. March IV1 x Id1 x Id-3 x Id, 1 x Ld
3. April I10 Army HQ2 x Id-3 x Id, 1 x Ld
April I (second entry)1 x Id---
4. April II1 x Id3 x Id-3 x Id, 1 x Ld

Abbreviations

  • x: number of units received

  • Id: Infantry division
  • Ld: Second line division
  • Ic: Infantry corps
  • Tb: Tank brigade
  • Aw: Air wing
  • Belc: Belgian corps
  • ItC: Italian Corps
  • AHC: Austro-Hungarian Corps
  • 10HQ: 10th Army headquarters

Notes: (*) US may form divisions into corps starting with this turn.

British: may not take Australian/Canadian units.

Headquarters Replacement: At the start of each friendly reinforcement phase, the players roll a die for each of their eliminated headquarters units. On a die roll of one, it is received as a reinforcement. On other results, it remains eliminated but may be rolled for on subsequent turns.

Artillery Replacement: At the start of each friendly reinforcement phase, the players roll two dice for each friendly eliminated artillery unit and total the results. On a total of two or three, it is received as a reinforcement. On other results, it remains eliminated but may be rolled for on subsequent turns.

VICTORY POINTS

  1. Assessed at the beginning of the game.
  • a. Scenario length: see Scenarios.
  1. Assessed immediately as they occur.
  • a. Germans for Destruction of Allied Units:
    • Each American division eliminated: 6
    • Each British division eliminated: 4
    • Each other Allied division eliminated: 3
    • Each Allied artillery unit eliminated: 5
    • Each Allied headquarters eliminated: 10
    • Each Allied tank unit eliminated: 3
    • Each other Allied land unit eliminated: 1
    • Each Allied "12" strength fortified zone destroyed: 3
    • Each Allied "9" strength fortified zone destroyed: 3
    • Each Allied "6" strength fortified zone destroyed: 2
    • Each Allied "3" strength fortified zone destroyed: 1
    • * Corps count as a multiple of the number of divisions in the unit. Any voluntary fortified zone destructions conducted by a player do not yield any vp to the enemy player. That's tru in all scenarios.
  • b. Allies for Destruction of German Units:
    • Each German shock division eliminated: 4
    • Each German infantry division eliminated: 3
    • Each other German division eliminated: 2
    • Each German Artillery unit eliminated: 5
    • Each German headquarters eliminated: 10
    • Each German tank unit eliminated: 2
    • Each other German land unit eliminated: 1
    • Each German "12" strength fortified zone destroyed: 4
    • Each German "9" strength fortified zone destroyed: 3
  1. Assessed at the end of the game:
  • a. Germans gain for occupation of:
    • Paris (each hex): 10
    • Dunkirk: 5
    • Calais: 5
    • Bulogne: 5
    • Verdun: 5
    • Orleans: 5
    • Every other French city that started the scenario behind the Allied front line: 2
  • b. Allies gain for occupation of:
    • Metz: 10
    • Strassbourg: 10
    • Every other German city: 5
    • Lille: 5
    • Antwerp (each hex): 5
    • Brussels: 5
    • Every other French or Belgian city that started the scenario behind the German front line: 3

Unit Identification Abbreviations

German:

  • A-H: Austro-Hungarian
  • B: Bavarian
  • HGR: Army Group Reserve
  • Mar: Marine
  • R: Reserve
  • SPKA: Sturm Panzer Kraftwagen Abteilung

French:

  • Col: Colonial
  • Res: Reserve
  • T: Territorial

British:

  • BEF: British Expeditionary Force
  • GHQ: General Headquarters Reserve

[25.0] Errata & Rules Clarifications

Counters

  • The Germans have two 4th Army HQs, one should be the 3rd Army HQ.
  • The German 13B second line corps should have factors of 0-8-0 on the back.
  • The German 2nd line "corps" with factors of 0-1-3 should be divisions (xx).

Map

  • Ignore the red stars with numbers in them located in the Paris, Orleans and Fontainebleau hexes.
  • The gray lines behind the German front (such as those in 3610, 3511, 3410) are trenchlines.
  • National borders are the grey dotted lines.
  • The dark orange line running between the two main enemy trenchlines is the frontline at the start of the game.
  • The light orange dotted line to the east of the French-Belgian border (such as 3408/3309) is the August III 1918 front line. It will be used in future game variants.

Army Deployment Zones Clarifications

  • Hex 3309 is in the British 2nd Army zone.
  • Hexes 3008 and 2807 are in the British 3rd Army zone.
  • Hexes 2708 and 2210 are in the British 5th Army zone.
  • Hexes 1421 (Toul) and 1522 are in the French 1st Army zone.
  • Hex 1523 (Nancy) is in the 8th Army zone.
  • Hex 1023 (Epinal) and the line of fortifications to its south are in the French 5th Army zone.
  • Hex 3210 (Lille) is in the German 6th Army zone.
  • Hex 1723 (Metz) is in the German 19th Army zone.

Random Events Chart

  • Result 16 (correction). A second die roll of 1-3 causes the Germans to receive one Austro-Hungarian corps (not division).
  • Result 55 (correction). The Allies receive one Italian corps (not division).

Infiltration CRT

  • On the 2:1 column, a die roll of "4" should be DP.

CRT Explanations

  • Unit Eliminations (correction). Change "…total the number of divisional equivalents and divide by three." to "… total the number of divisional equivalents and divide by two." The German railroad gun unit is the equivalent of a division for this purpose.
  • Advance After Combat (clarification). German shock troops and all US infantry may advance two hexes.

Terrain Effects Chart

  • Marsh (correction): "Units may not entrench in mountains" should read "Units may not entrench in marshes."
  • Friendly trenchlines and friendly fortified zones (clarification): These always cost "1" movement point to enter, regardless of other terrain in the hex. (This is due to the building up of friendly communications in these areas.)
  • Enemy trenchlines and all destroyed fortified zones (clarification): These always cost "2" movement point to enter, regardless of other terrain in the hex. Units may use railroad/road movement through any kind of trenchlines and fortifications (including destroyed) hexes normally.

1918 Variant Errata (S&T 224)

The following errata apply to the variant counters published in Strategy & Tactics issue 224. The variant rules themselves are not part of this file.

Reinforcement Schedule. The following turns are formatted correctly below:

    1. August III:
    • French: 2 x Id
    • British: 4th Army HQ, 2 x Id, 1 x Tb, 1 x CavD, 1 x BelgD
    • US: 1 Army HQ, 1 x Ic, 1 x Tb
    • German: 1 x Ld
    1. September III:
    • French: 2 x Id, 1 Tb
    • British: 3 x Id, 1 x Tb, 1 x BelgD
    • US: 1 x Id, 1 x ArtC, 1 x Tb
    • German: 2 x Ld

The 1 x ArcB under the British column for Turn 23 September I is an armored car brigade.

Change the errata statement "Army deployment zones (clarifications): Hex 1023 (Epinal) and the line of fortifications to its south are in the French 5th Army zone." to:

"Army deployment zones (clarifications): Hex 1023 (Epinal) and the line of fortifications to its south are in the French 7th Army zone."

  • (2.5e) Second Combat Phase. The German player may attack with any of his in-command ground units. He may add in command artillery support.
  • (2.6) German Administrative Phase. Remove all OOC markers from German units. Remove all devastated markers from the map.
  • (3.5e) Second Combat Phase. The Allied player may attack with any of his in command ground units. He may add in command artillery support.
  • (3.6) Allied Administrative Phase. Remove all OOC markers from Allied units. Remove all Devastated markers from the map.
  • Within the "Fr East" deployment zone: French East Army headquarters, two French infantry corps, one French artillery corps, one French tank brigade.
  • Anywhere on or south of Paris and not in any other Allied deployment zone: French Reserve headquarters, French 3rd Army headquarters, three French infantry corps, two French artillery corps, one French tank brigade.
  • Any all sea hex: Allied naval marker
  • Allied Air Available Box: two British TAC Air Wings, four French TAC Air Wings.
  • Any rail line behind the German lines: one railroad gun.
  • German Air Available Box: five German air wings.
  • 5. April III1 x Id3 x Id-3 x Id, 1 x Ld
    6. April IV1 x Id2 x Id-3 x Id, 1 x Ld
    7. May I1 x Id2 x Id-2 x Id, 1 x Ld
    8. May II1 x Id2 x Id, 1 Tb-2 x Id, 1 x Ld
    9. May III1 x Id2 x Id-2 x Id, 1 x Ld
    10. May IV1 x Id2 x Id-2 x Id, 1 x Ld
    11. June I2 x Id2 x Id1 x Id1 x Id, 1 x Ld
    12. June II2 x Id2 x Id1 x Id1 x Id, 1 x Ld
    13. June III2 x Id2 x Id1 x Id1 x Id, 1 x Ld
    14. June IV2 x Id2 x Id1 x Id1 x Id, 1 x Ld
    15. July I2 x Id, 1 x ItC2 x Id1 x Id (*)1 x Id, 1 x Ld
    16. July II9 Army HQ2 x Id, 1 x Tb1 x Ic9 Army HQ
    16. July II (second entry)2 x Id, 1 x Tb1 x Aw1 x Aw1 x Id, 1 x Ld
    16. July II (third entry)1 x Aw1 x Belc-1 x AHC
    17. July III2 x Id2 x Id1 x Id1 x Id, 1 x Ld
    18. July IV2 x Id2 x Id1 x Id1 x Id, 1 x Ld
    19. August I2 x Id2 x Id1 x Id1 x Ld
    20. August II2 x Id2 x Id1 x Id1 x Id
  • Each German "6" strength fortified zone destroyed: 2
  • Each German "3" strength fortified zone destroyed: 1
  • * Corps count as a multiple of the number of divisions in the unit.
  • c. Germans gain the first time any German unit enters:
    • any one hex of Paris: 5
    • any one of the following – Dunkirk, Calais, Bulogne: 5
    • any hex at least two hexes on the Allied side of the 1918 Front Line: 5
    • any hex at least four hexes on the Allied side of the 1918 Front Line: 10
  • d. Germans gain at the end of each German Administrative Phase in which the railroad gun unit is within six hexes of Paris: roll one die – "1" = 0, "2-3" = 1, "4-5" = 2, "6" = Allies get 1 point.
  • e. Allies gain the first time any Allied units enters:
    • any hex at least two hexes on the German side of the 1918 Front Line: 5 *
    • any hex at least four hexes on the German side of the 1918 Front Line: 10 *
    • * Units moving via amphibious landing don't count. (These rules added with the variant counters in issue 224).
  • f. Allied gain each time American units are placed on the map as a reinforcement:
    • division, brigade or headquarters: 1
    • corps: 3
  • g. Random Events: as per event outcomes.