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Blood on the Tigris: The Iraq Campaign 1914-1917 thumbnail

Blood on the Tigris: The Iraq Campaign 1914-1917

Blood on the Tigris: The Iraq Campaign 1914-1917 Rulebook

Table of Contents

Table of Contents

  • Introduction
  • 2.0 GLOSSARY
    • 2.1 Notes on the counters (added)
    • 2.2 MAP ERRATA
    • 2.3 Rounding Rules
  • 3.0 SEQUENCE OF PLAY
    • 3.1 MUTUAL OPERATIONS PHASE
    • 3.2 BRITISH PLAYER TURN
      • 3.22 COMBAT PHASE
    • 3.3 TURKISH PLAYER TURN
    • 3.4 SUPPLY SURVIVAL PHASE
    • 3.5 ADVANCE TURN MARKER
  • 4.0 MOVEMENT
  • 5.0 ZONES OF CONTROL
    • 5.2 DISENGAGEMENT
  • 6.0 STACKING
  • 7.0 COMBAT
    • 7.1 Resolve Air to Air Combat
    • 7.2 SUPPLY EXPENDITURE DECISION
    • 7.3 RESOLVE GROUND COMBAT
    • 7.5 Tactical Advantages
    • 7.6 COMBAT ADJUDICATION
    • 7.7 ENGAGED RESULTS
    • 7.8 BREAKTHROUGH RESULTS
  • 8.0 Retreats & Advances
    • 8.1 ADVANCE AFTER COMBAT
  • 9.0 SUPPORT UNITS
  • 10.0 Unit Condition
  • 11.0 AIR UNITS
  • 12.0 SUPPLY
  • 13.0 Reinforcements & Replacements
    • 13.1 Reinforcements
    • 13.2 Replacements
  • 14.0 Weather
  • 15.0 GUNBOATS & STEAMERS
  • 16.0 SCENARIO I
    • 16.1 The Campaign Game
    • 16.2 SPECIAL RULES
    • 16.3 Campaign Reinforcements
  • 17.0 VICTORY (Changed)
  • 18.0 SCENARIO 2
    • 18.1 SETUP
  • 19.0 SCENARIO 3
  • 20. OPTIONAL RULES
    • 20.1 Optional Railroad Rules
  • 21.0 ORDER OF BATTLE
    • 21.1 Ottoman
    • 21.2 British

Introduction

Blood on the Tigris is a simulation of the 1914-1917 British/Indian campaign in Mesopotamia during the Great War. The campaign was marked by meager availability of supplies as both combatants thought the Mesopotamian theater and the drive to Baghdad were sideshows. Both sides had to battle the 120 degree heat as well as each other. Once Baghdad fell in early 1917, the Turkish forces seldom resisted attacks. This design therefore concentrates on the logistical and command problems.

The British nearly reached Baghdad in 1914. However, the Turkish force sent the British reeling and surrounded the Indian 6th Division at Kut. Numerous British relief attempts failed, and the Indian 6th Division surrendered in April 1915. The rest of 1915 was fairly idle. The Turks never could exploit their victory and were content to consolidate at Kut. The indecisive British simply gathered supplies.

The game map portrays the area of the Tigris-Euphrates river valley where the battles and campaign took place. There are 220 counters representing the military units, aircraft, steamers, gunboats, etc, and various status and informational markers.

Scale: the game scale is approximately 6 miles per hex and each turn represents one month of activity. Unit sizes are battalions, regiments and brigades. Gunboats represent one or two ships, and air units represent one plane each.

2.0 GLOSSARY

The following is a glossary of terms useful to the play of the game:

TACTICAL ADVANTAGES: Are just that. In a battle, both the attacker and the defender may have some sort of advantage. The attacker’s advantages are cumulative and are offset by any advantages the defender enjoys. The net result is a number of column shifts either left or right. No advantages are received when a unit is out of supply or the owning player elects not to expend a depot to support the attack or defense (exception: defensive terrain advantages).

AIR RADIUS: This represents the maximum number of hexes to which an air unit can fly out. (the return trip is free.)

TROOP COMPETENCY :This rating indicates the morale and skill of the combat units. It is located on the right side of the combat unit.

COMMAND POINTS: This indicates the HQ’s ability to exercise control over its subordinate units. This is on the left side of the HQ units. These points are used to determine the command radius of the HQ (in hexes) which is used to determine whether units are in command. This rating also yields a die roll modifier in support of attacks.

ZOC: Zone(s) of Control

LOC: Line(s) of Communication, i.e., command

LOS: Line(s) of Supply

OOC: Out of Command

OOS: Out of Supply

2.1 Notes on the counters (added)

Combat Units: Infantry, cavalry, and artillery. The numbers on the bottom represent their combat factor and movement allowance (left to right). On the right side of the counter is their troop competency rating. The top of the counter indicates the size (i.e., battalion, regiment, brigade, etc.

Support Units: These include units whose combat strength is in parenthesis. Examples include Armored cars, Headquarters, gunboats. Additionally, Ford Vans are considered support units. They do not have a combat factor. The “1” represents its transport capacity. The “1” on depots represents the number of depots represented by the counter. The “0” on the steamer means there is no combat factor. Support units can be out of supply but are not affected by the supply survival die roll. (see 3.4)

Air Units: These represent one aeroplane each. The left hand number is the air-to-air combat rating. The right hand number is their bombing ability. (The short aeroplanes ha a one/half air-to-air rating meaning that it take two together to make “1” air-to-air factor.

2.2 MAP ERRATA

The airdrome symbol is missing from the TEC. An example is seen in hex 2324. The Shatt Al Hai is located near hex 1223.

The TEC notes that “motorized units” cannot enter marsh hexes. The motorized units refer to Armour cars, not to mobile supply and artillery which are not prohibited.

The Campaign Game ends on turn 29, not 30. Turn 30 is for Scenario 3. Only.

2.3 Rounding Rules

Combat ratios are rounded in favor of the defender. (ex. 2.6-1 is 2-1.) Combat factors are rounded up. A unit can never have a combat rating below one. (exception is the Short air-to-air ratings.)

3.0 SEQUENCE OF PLAY

Each game turn represents one month. Players will follow the sequence listed below and may skip over a segment at the player’s discretion. Skips will occur because the real campaign was one of long lulls as both sides gathered supplies.

3.1 MUTUAL OPERATIONS PHASE

Both players conduct a variety of bookkeeping activities regarding their units. Units which are now out of communications with their HQ are so designated with an OOC marker. Units which were out of communications, but are NOT now, have their OOC marker removed. Supply points from the Reinforcement Schedule are added at this time. New Supply Depots are created. (see 12.1)

Note: Only the Turks are on the map during this phase of turn one. They do have to check for lines of communication on turn one.

3.2 BRITISH PLAYER TURN

The British player moves and conducts combat.

3.21 MOVEMENT PHASE. British ground units may move normally only if in supply and communication with their parent headquarters. Units which are out of supply or out of communication have their movement allowances halves. (quartered if both OOS and OOC). Units may move up to their movement allowances. This allowance cannot be exceeded, and if the unit moves adjacent to an enemy unit with a Zone of Control (5.0) it must stop and may move no farther that turn. Reinforcements enter the map board at this time. (see 13.0) Naval combat occurs during the movement phase when a naval unit moves adjacent to certain types of enemy units. (see 15.0) Air units do not move during this segment.

Once a player moves all of the units he desires, the movement phase ends.

3.22 COMBAT PHASE

Friendly units which are adjacent may conduct attacks. Attacks upon adjacent enemy units are not mandatory. Ground units attack at full-strength by expending a supply depot or may attack at half strength (rounded down) without using a depot. The British player flies activated aeroplanes to any hex within range to attack enemy units at this time.

A. If British air units have flown to the target hex for an attack, Turkish air units may intercept in the target hex IF the target is within four hexes of a Turkish aerodrome or HQ unit controlling the air unit. If not within range, activated Turkish air units may not intercept. Players resolve air-to-air combat if the interceptors arrive in the target hex. (see 7.1)

B. Players decide whether to expend the supply depot to support the attack and/or defense (see 7.2) Any ground units which are attacking may now do so adding up their strengths. Air units that are bombing the hex also add their strength into the total. The defender totals their strength in the defending hex. An odds ratio is calculated (rounded in favor of the defender). Both players determine the column shifts due to Tactical Advantages, if any, and apply die roll modifiers for commanding HQ units if any apply. (see 7.3, 7.4, 7.5) Resolve the attack by rolling a single six-sides die and apply any die roll modifiers. Find the result of the attack on the Combat Results Table which is printed on the map. Apply the results of the attack immediately before resolving any other attacks. Involved air units return to their controlling HQ or aerodrome as individual attacks are resolved.

3.3 TURKISH PLAYER TURN

The Turkish player moves, and conducts attacks following the same sequence as outlines for the British player.

3.4 SUPPLY SURVIVAL PHASE

Each player now checks to see if he has units that cannot trace a supply line, no more than 6 hexes long to a depot or a major supply source. (see 12.0) Place an OOS marker on units that cannot trace a supply line. Remove OOS markers from units that now can trace a supply line to a depot or major supply source. Combat units (not support, HQ, or supply) designated as out of supply must now roll a die less than or equal to their troop competence rating. If this die roll fails, they must lose a step. Units in a fort or town receive a –1 die roll modifier. Units in a city receive a –2 die roll modifier. (Combat units have a Troop Competency number on the right side of the counter.)

3.5 ADVANCE TURN MARKER

Begin a new turn. Note: The inability of either side to mount an offensive because of the poor supply situation characterized the campaign in Mesopotamia. Don’t be disappointed if little happens during some turns, as these are used for preparing the “big push.”

4.0 MOVEMENT

As a general rule, a unit must be in supply prior to moving to use its full movement allowance. British aircraft, steamers, gunboats, Ford vans, and armoured cars are exempt from supply restrictions on movement. Units out of supply have their movement allowance reduced by half. All HQ units must be in supply to move.

4.1 The phasing player may move his units in any direction he wants. Unused movement points (MP’s) may not be accumulated nor may they be lent to other moving units. Once a unit or stack begins moving, it must complete all movement before another unit or stack moves.

4.2 Movement is conducted using movement points. Expended according to the terrain entered or crossed. As long as the movement allowance printed on the counted (s) is not exceeded, a unit or stack moves hex by hex., paying the cost to enter each hex. Units enter a hex by paying the correct MP cost for each hex. This cost varies with the terrain type and weather. Units may not skip over hexes, nor may they move into prohibited terrain.

4.3 Friendly ground units may never enter an enemy occupied hex. Infantry units which move into an enemy Zone of Control must immediately stop moving and may move no farther in that turn.

4.4 Ground units which begin the turn stacked with a steamer may travel by steamer, debark, and move their full movement allowance.

4.5 Retreats and advances are not considered movement and do not require the expenditure of movement points. There is no additional cost for a stack of units to move through another friendly stack. However, stacking limitations must be obeyed at the end of the movement phase.

5.0 ZONES OF CONTROL

The six adjacent hexes to a friendly unit constitute a Zone of Control (ZOC) Only units in supply exert a ZOC. Out of supply units, depots, air units, and support units do not exert a ZOC.

5.1 An infantry unit that enters a ZOC must end its movement for that turn. Armoured car units and Cavalry units may ignore enemy ZOC’s by expending an additional 4 movement points, plus the cost of the terrain entered, per enemy ZOC exited.

Friendly units with a ZOC can negate en enemy ZOC for line of communications and Line of supply purposes.

5.2 DISENGAGEMENT

An infantry unit which begins the movement phase in an enemy ZOC may expend 6 MP’s to disengage and move away from the ZOC. An infantry unit which begins in a ZOC may only move to another enemy ZOC if it first moves to a hex that is free of enemy ZOC’s. There are no disengagement costs for ZOC’s that are caused by enemy units on the opposite side of the Tigris or Euphrates rivers. Armoured cars and cavalry pay only 4 MP’s to disengage if they begin their movement in an enemy ZOC.

6.0 STACKING

Either player may have up to two regiments or brigades of ground combat units per hex after movement and during combat. For stacking, any three battalions equals one regiment or brigade. HQ'’ and other support units, aircraft, gunboats and steamers stack for free. Stacking and unstacking does not cost any movement points. If stacking is violated after movement, eliminate the excess units in the violated hex at the owning player’s discretion.

Reinforcements may enter over stacked, but this must be rectified by the end of the movement phase.

Depots stack for free and do not count against stacking limitations. Up to 5 depots can be stacked in a hex.

7.0 COMBAT

Combat is voluntary between adjacent enemy units. A unit’s strength is indivisible and cannot be used to attack more than one hex in a single attack. The current moving player is the attacker while the non-moving player is the defender. The attacking player announces all of his attacks that he plans and allocates his air units. The defender then commits his own aircraft and the players resolve air-to-air combat before proceeding further. After resolving each air-to-air combat, the attacker and defender (simultaneously) decide on expending depots, calculate an odds ratio based on the combined unit strengths, determine any tactical advantages and combat die roll modifiers, and resolve the attack applying all results immediately.

7.1 Resolve Air to Air Combat

Once the attacker has announced all of his intended attacks, the attacker places any aircraft he wishes to participate in the combat hex. The defender commits any aircraft he has available for interception and the players resolve air-to-air combat. For air-to-air combat, the interceptor becomes the attacker. The players calculate an odds ratio and roll on the Air-to-Air Table to resolve the interception. If the phasing players planes survive and do not abort, they add their bombing strengths to the ground attack. After air-to-air combat takes place, the intercepting planes return to their base or HQ.

7.2 SUPPLY EXPENDITURE DECISION

To attack or defend at full strength, a player must use up the supply depot that the participating ground units draw supply from. If a player wished not to expend the depot, the depot may be retained, but their units attack or defend at half strength (round up) and no Tactical Advantages (except the defenders terrain) may be used.

7.3 RESOLVE GROUND COMBAT

After deciding supply, total all attacking units (including bombing strengths of airplanes) and compare to the combined strength of all defenders. (added: HQ’s may contribute their combat strength, which is the parenthesized number, only if in a hex adjacent to the unit(s) being attacked. This represents HQ artillery and assets involved in the attack). Round any ratio down in favor of the defender. Each player then determines any Tactical Advantages that he has. The defender subtracts his tactical advantages from the attacker’s tactical advantages, producing either a positive or negative differential. A positive result indicates the number of column shifts to the right; a negative result indicates the number of column shifts to the left. (A limit of 7 tactical advantages per side is imposed).

Next, each player determines what Command benefits each receives by totaling the HQ modifier’s of any HQ present with either force. The defender subtracts his command bonus from the attacker’s bonus producing a differential. A positive result is the amount added to the combat die roll; a negative result is subtracted from the combat die roll. The die is rolled, the combat result obtained and applied.

Added: A Divisional HQ must have at least one of its own units in the attack and be within command range to use its command rating. A corps or army HQ can always contribute its command rating if within range of units involved in the attack.

7.4 Only the designated hex under attack is affected by the attack; enemy units in adjacent hexes are not affected. Attacks may be resolved in any order they phasing player desires. Not all units within a hex need to attack the same hex. No unit or hex may be attacked more than once per combat phase, and no unit may attack more than once per combat phase unless it achieves a Breakthrough result.

(Note: Engaged results may allow the defender to counterattack during the combat resolution, but this is not considered a separate combat.) All defending units in a hex are attacked as one combined strength; no defending unit may be held back.

7.5 Tactical Advantages

The player with the advantage will reap the benefits in column shifts in his favor. For the attacker, this is a positive result which shifts the combat to the right. The defender advantage shifts the combat column to the left. In a combat, both players determine their own Tactical Advantages (these appear on the Tactical Advantages Chart on the map). The defender subtracts his total advantages from the attackers total. Tactical Advantages are cumulative. The Maximum accrued Tactical Advantages for either the attack or defender may not exceed 7. Example: The British player has a total of 5 Tactical Advantages in an attack against a Turkish stack which has 2 Tactical Advantages. The net result is +3 in the attackers favor. The net result of +3 is in the attackers favor, so the odds column is shifted 3 columns to the right. Had the result been a negative number, that would indicate the number of columns shifted to the left, in the defender’s favor.

7.51 Most Tactical Advantages are self explanatory, however a few need further definition.

RIVERS/WADIS: In order for the defender to receive Tactical Advantages for a river or wadi. All attacking units must be across the river/wadi hexsides, otherwise the advantage is negated.

SPECIAL CAPABILITIES: (*): Units marked with an asterisk on their counter are given a one column shift in that player’s favor in addition to any other shifts. Each unit with an asterisk gives one shift.

Added: Each type of TA yields the bonus if it applies, regardless of how many examples, unless it is terrain advantages which is cumulative or if the TA chart specifically refers to “each”. Example: If an attack has three stacks made up of an infantry and artillery combination, the TA for that is only +1. If two HQ’s are involved in the same attack, only a +1 TA is awarded for that. Terrain is an exception. If a force defends behind wadi and in a trench it would receive –2 TA’s for this. One each for the terrain features which are cumulative. The other exception is with units that have a special weapons symbol, i.e., (*). These are also cumulative. Regardless, the maximum number of TA’s per side caps at 7 per attack.

7.6 COMBAT ADJUDICATION

Most units in the game have a full strength side and a reduced strength side. The numbered results on the combat results table indicate how many steps must be reduced if at all possible. Units which have no reduced side have only one step. A retreat results in all units being retreated either 2 hexes for the British or 3 hexes for the Turks. (Historically, the Turks always retreated much farther than the stout British, which is why there is a difference).

All results to the left of the slash on the CRT refer to the attacker and all results to the right of the slash refer to the defender.

7.61 Units may be lost as a result of taking step losses. A defender can save his units by retreating instead. Only the defending player has the option to retreat; the attacker does not. In all cases, the defender may choose retreat instead of step loss only when at least one defending unit in the stack takes a step loss as a result of combat that turn. (See section 8.0) At that time, the defender may choose to retreat at the normal national rate instead of each additional step loss. These retreats are subject to normal retreat rules (See 8.0). Example: The Turkish player’s defending stack takes a /-2 result on the CRT. The Turkish player must take one step loss and then has the option of taking another step loss, or retreating 3 hexes instead.

Gunboats and aircraft never take step losses from a failed ground combat result on the CRT.

Added. Gunboats may advance after combat. (Since the actions represent a full month of time it seems reasonable.)

7.7 ENGAGED RESULTS

When an engaged result is rolled on the CRT, the defender must first take any casualties called for by the CRT and then must counterattack one single attacking hex. This hex is now treated at the defender in a combat. Otherwise, this combat is treated normally in all other respects (air units, supply expenditure, TA’s etc.) and may trigger another engaged result.

Added: In lieu of a counterattack, the defender may take an additional step loss and conduct a retreat.

7.8 BREAKTHROUGH RESULTS

A defending stack suffering a breakthrough result must retreat 4 hexes. Immediately after the retreat, the stack takes 2 step losses (no option of retreat) and the attacking units may conduct special movement. These units may expend another 3 movement points per unit. During a breakthrough, the attacking units may move in any direction and may even ignore enemy ZOC's. At the end of their move, the breakthrough units can make another attack, but treat another "breakthrough” result normally except there is no further breakthrough movement or attack.

8.0 Retreats & Advances

Retreats are always taken in hexes and always conducted by the owning player. A stack must retreat as a stack. The retreat must end the number of designated hexes away from the attacking units. The retreat may move into the ZOC of an enemy unit, but in doing so, suffers a step loss from any one unit in the retreating stack. This does not happen if the enemy unit is out of supply., or if the enemy unit is a support unit. Units may always retreat in such a way as to over stack a hex, but must continue retreating until a non-over stacked hex is reached. The retreated stack takes one additional step loss in this case. Turkish units always retreat towards Baghdad, while British units always retreat toward Basra. A retreat may not cross a river, except by bridge, or other prohibited terrain.

8.1 ADVANCE AFTER COMBAT

Units which participate in a combat that achieves a retreat result may advance after combat. Advancing infantry type units may move as a stack or individually and must follow the retreat path left by the defending units, for up to two hexes. Advancing armoured cars or cavalry units may advance up to three hexes and may deviate from the retreat path (after the initial hex), but must stop upon moving into the first enemy ZOC. Advancing units cannot move into terrain which is normally prohibited to them.

Added: This includes rivers, which are normally prohibited, unless aided by an HQ during the movement phase.

9.0 SUPPORT UNITS

Support units are indicated by their combat strengths enclose in parentheses. They may use this strength to attack or defend, but must be stacked with a combat unit to be able to use the strength. If alone in a hex, they may be destroyed by a combat unit entering the hex and paying 4 MP’s. Gunboats are an exception: they only have to be adjacent to the hex they are attacking or defending which contains the enemy ground combat units, and they may not be destroyed except by artillery or naval attack. (exception: 15:1 when aground they can be burned)

Added: An HQ may use its command rating as a die roll modifier, if it has subordinate units involved in the attack and at least one of the attacking units is within its command range. More than one HQ can contribute to the DRM if they meet the requirements.

9.1 Though classed as a support unit, an HQ has a defense of one when no other combat units are in its hex, and it must undergo a normal attack.

9.2 A unit within a command radius of its parent HQ or a corps HQ and in supply may entrench by expending half of its movement points. A supplied, entrenched unit, able to trace a good line of communication (see 10.0), may expend its full movement allowance and one supply point on any subsequent turn outside of an enemy ZOC and construct a fort. Forts may not be constructed in marsh hexes.

9.3 Units in forts subtract “1” from their supply survival die roll.

9.4 A unit within the command radius of its parent divisional HQ or a corps HQ and in supply may cross a normally prohibited river hexside by expending all of its movement points. A unit may cross into an enemy ZOC but attacks at only half strength (rounding down). (Note: Support units and supply units can use any HQ to cross a river in this manner)

Deleted: Only one brigade/regiment per turn may attack in this way for each HQ used.

Added. An HQ can use itself to cross a river. (Presumably, if the engineers can get other units across, they should be able to figure a way to get themselves across.) An HQ can cross more than one unit in this way, as long as they are that HQ’s is an Army or Corps HQ, or a divisional HQ crossing its subordinate units.

9.5 An HQ adjacent to a river may supply adjacent subordinate units on the opposite side of a normally prohibited river hexside by expending all of its Movement Points.

9.6 When Ford vans are available, these units may pick up (at a movement point cost of 1) and carry 1 combat unit. Dropping the unit off costs nothing. The van may move, pick up a unit, and continue moving again. Units transported by a van are considered to have used up their own movement allowance. A van may never end its movement adjacent to an enemy unit. If forced to do so it is eliminated. Neither vans nor armoured cars may move through or into marsh hexes. They may cross wades at double the movement cost. Armoured cars may move adjacent to enemy units since they are a support unit.

10.0 Unit Condition

There are three conditions that a unit may be in: normal, out of communications (OOC) and Out of supply (OOS). All units in a hex marked with a condition as assumed to be in that condition. Supply depots are always in Normal Condition.

Normal: This is the most common state for a unit to be in. It is in supply and not out of communications. A unit in the condition may move normally. It may attack or defend at full strength if the player decides to expend the unit’s supporting depot.

Out of Supply: This occurs when a depot or major supply source is not available during the Supply Survival Phase. Each unit that cannot trace a supply line that is not more than 6 hexes long to a depot or a major supply source is considered out of supply. Place an OOS marker on units that cannot trace a supply line. Units designated OOS have their combat strength and Movement factors halved. They must roll less than or equal to their troop competence rating each turn that they are OOS or lose a step. Units rolling against their troop competency rating subtract “1” from the die roll if occupying a fort or a town and “2” if in a city.

Note: HQ’s, armoured cars, Ford vans, gunboats, steamers (and aeroplanes) are never subject to supply attrition losses.

Supply lines can be traced across un-bridged river hexes. (Should be able to figure a way to cross given a full month of time).

Out of Communication:

When a unit is not within the Command Range of its parent HQ or its parent HQ does not have a line of communications to either Basra for the British (Fao if Basra is not British) or Baghdad for the Turks, it is judged to be out of communication. Units that are out of communication have their movement and combat strengths halved. The Line of Communication is an uninterrupted number of hexes that are clear of enemy units and their ZOC’s to either Basra (British) or Baghdad (Turks).

A line of communication can be traced across un-bridged river hexsides.

Non-divisional units may be placed in communications only by a corps or army HQ.

Mobile supply units do not need to in “in command” in order to move their full allowance.

Units may be both out of supply and out of communications simultaneously, in which case their combat and movement values are quartered. If they fail to expend a depot for combat, then their combat factor is eighth-ed!

Example: If an OOS combat unit expends a depot, it is halves.

11.0 AIR UNITS

Air units may be used only within a number of hexes equal to a HQ’s printed command radius or from and on map aerodrome. Air units may fly only if the HQ or airfield is in supply at the instant of combat. A plane may never fly any further than its printed range. Any number of planes may use the same HQ or airdrome during a turn. Air units expend one MP per hex regardless of the terrain. There is no Anti Air fire in this game. All aeroplanes have a printed radius that is the limit that they may fly (one way) during a single turn. Air unit s can fly tow types of missions.: Interception (the non-phasing player) and Bombing (the phasing player).

11.1 An air unit may only fly once per turn, either as an interception or during the friendly combat phase as a bombing mission. Air units are kept at an aerodrome that they will be using for that turn. If an enemy unit enters their aerodrome hex, simple displace them to the nearest available aerodrome.

11.2 To intercept, the target hex of the phasing planes must be within 4 hexes of an aerodrome or an HQ of the intercepting player. After the phasing player has moved his bombers to the target hex, the non-phasing player may move the intercepting units to the hex and resolve air-to-air combat according to 7.1. If the interception fails, the phasing player may complete his bombing mission.

11.3 Bombing missions fly to the hex and add their bombing strengths to the total strength of the attacking ground units.

11.4 Air combat is resolved simply by totaling the air-to-air strengths of both sides, forming an odds ration and rolling a die. Turkish air units subtract one from air-to-air combat when intercepting. (Historically, Germans flew Turkish aircraft)

11.5 Air unit basing is semi-abstract, in that a unit may fly missions from an aerodrome on one side of the board one turn and from an HQ across the board on the next turn. The unit in question does not need to fly between the two places. It simply traces a flight path to the target from the new aerodrome or HQ. And it is considered to have already re-based. They have no location on the may until they fly a mission. (In one month turns, a closer accounting of air-basing is not needed)

12.0 SUPPLY

This section is the blood of the design, for without sufficient supplies neither player can do much. Located on the map are two stockpiled supply tracks. The British may begin using theirs upon the capture of Basra. British supply points gained during a turn are added to this track. If Basra has not been taken, the British player utilizes depot markers on the map to keep track of supply points. If Basra is recaptured , one-quarter of the accumulated supply is added to the Turkish Stockpiled Supply Track, and the remained is lost. The Turkish player may accumulate supply points on his track from the beginning, and these are considered to be in Baghdad.

12.1 During the Mutual Operations Phase of a new turn, both players may create new depots by expending their supply points. The British player must expend two supply points to create one depot (this simulates just how bad the logistical situation was for the British) Turkish depots cost “1” supply point each. When points are expended, the supply track is reduced accordingly. British depots are placed in Basra, mobile side up and may move during the turn of placement. For the Turks, each depot arrives at Baghdad in the same manner.

Errata: Depots may be created in city, grove, or marsh hexes that are controlled by the player.

Added. The British site for creating the depot) must be able to trace a line back to Basra free of enemy ZOC. The Turks must be able to trace a line back to Baghdad which is free of enemy ZOC. (Surrounded units cannot create a depot.)

Added: The British have to capture areas of the map to obtain control of them. The Turks are considered to control all areas at the beginning of the game.

12.2 Depots, Baghdad and Basra (after capture) are considered to be supply sources when tracing a line of supply. Note: When the British draw a line of supply from Basra, they must expends a Stockpiled Supply Point to do so. A line of supply may be up to 6 hexes from a depot or main source of supply.

12.3 Depots have a mobile side and a static side. They may move only when on their mobile side. During the movement phase, a depot may be flipped from one side to the other once per turn. Combat units tracing to a depot on the mobile side are limited to 3 regiments or brigades plus 1 HQ and 1 support units. A static depot will supply 5 regiment or brigades, 2 HQ’s and any number of support units. Up to 5 depots may be accumulated in a single hex.

12.4 A depot is expended when units drawing supply off it use it to conduct any attack or defense and the owner wished to use up the depot to support the combat.

12.5 If the owner chooses not to expend the depot for combat. All combat values are halved. This applies to both attack and defense during the turn. In addition, no modifiers from the Tactical Advantage Chart may be used.

12.6 If a mobile depot is alone in a hex and an enemy unit moves into the hex, roll a die. On a 1-2 the depot is captured, and may be used by the capturing player. If the roll is a 3-6, a depot on its mobile side has a free movement of up to 6 MP’s which are used immediately. A static depot is automatically captured when caught along in a hex.

13.0 Reinforcements & Replacements

13.1 Reinforcements

Turkish reinforcements generally arrive at Baghdad or within 5 hexes of 1601 or 2944. British units arrive a Fao until Basra is occupied by the British. After the capture of Basra, all ground reinforcements begin their movement at or adjacent to Basra. Units may arrive in enemy ZOC’s. If the Turks capture Basra, British reinforcements must enter at Fao. Air units are available for missions on the turn in which they arrive. Supply points are listed as reinforcements but are added to the owning players supply point track during the Mutual Operations Phase and are available for immediate use.

Added: Reinforcements enter the map during their side’s movement phase. There is no cost to be placed. Reinforcements have their full movement allowance available when they arrive.

13.2 Replacements

Either side may rebuild units which have suffered step losses but may never bring back a unit which was destroyed. For each supply point expended during the Mutual Operations Phase, a selected unit may become full-strength again. This unit must be stacked with either a divisional, corps, or Army HQ which has an LOC to either Basra (British) or Baghdad (Turk) and is at least 3 hexes away from an enemy combat unit. Aeroplanes and ships may not be replaced.

14.0 Weather

There are two types of weather indicated on the Turn Record. Rain and Dry. The rainy season runs from March through June. During a rain turn, all movement costs on the TEC are increased by 1 MP. Tracks simply cease to exist during rain turns. The Shatt al Hai wadi becomes a river during rain turns for movement purposes. This affects ground units crossing and gunboat and steamers would be allowed to travel on it while it is a river. During the dry turns, the it returns to being a wadi. These are the only affects of weather.

(The temperatures in this area range from 80 degrees in the winter to 120 degrees in the summer).

15.0 GUNBOATS & STEAMERS

Steamers and gunboats move along the hexsides, not hexes. Since they travel along river hexsides which border hexes, steamers and gunboats affect and are affected by units in adjacent hexes.

(Added: This also applies to the Lake hexsides.)

Steamers and gunboats may ignore any rules which halt friendly units from moving adjacent to enemy ground units. Whenever naval units (steamers or gunboats) move adjacent to an enemy HQ or artillery unit, the moving naval vessels must pause and undergo an artillery attack. This attack occurs during movement. One a roll of 1-3, any one steamer in the moving stack is sunk. All ground units carried by the steamer land on an adjacent land hex and take a step loss; depots go down with the ship. If gunboats are escorting the steamers, the attacking player must roll a 1 or a 2; on a 1 a gunboat is sunk, on a 2 a steamer is sunk.. These die rolls are for stacks, not individual units. (One unit would constitute a stack of one) Added: If a gunboat or a stack of gunboats (without steamers) moves adjacent to an enemy artillery of HQ, one gunboat is sunk on a die roll of “1”.

(Added: Since British gunboats counters represent two gunboats on its full-strength side, it would be flipped if one gunboat was sunk.)

Note: If the stack is only steamers a 1-3 sinks one steamer. A 4-6 allows the stack to pass along. If the stack includes at least one gunboat, a die roll of 1 sinks one gunboat, a die roll of 2 sinks one steamer, if there is one in the stack, and a 3-6 have no effect.

15.1 No Line of Communications need to be traced for naval vessels. Gunboats may freely move along any river, or seasonal water hexside. However, because of the shallow water north of Basra, gunboats may run aground. During Dry weather turns, check for grounding after every 10 hexsides it moves through seasonal water during its turn. Check by rolling a die. One a “1-2” the boat runs aground on that last hexside before the check and may move no farther that turn. The gunboat is assumed to be freed by the next turn’s movement phase. If an enemy combat unit moves adjacent to a grounded gunboat, it may burn the gunboat by expending an additional 3 movement points. The boat is considered sunk. Steamers never run aground.

15.2 Steamers and gunboats have a movement allowance of 30 hexsides, paying one movement point per hexside, while moving along rivers and seasonal waters. Naval units may move as a stack or as individual units.

15.3 Only steamers may carry troops or depots. Steamers can carry any combination of 3 combat units, HQ, depots, or support units. Steamers may not carry armoured cars, cavalry, or aeroplanes. On turns that units debark from a steamer, they are considered to be in supply (but not attack supply) for the entire turn.

15.4 A steamer may expend its entire movement allowance to act as a ferry. In this way it may transport all ground units, depots, and motorized units from one side of a river or seasonal water hexside to the opposite side. (note: Not lakes) Ground units expend only the cost of the terrain of the hex that they enter.

15.5 Whenever a friendly gunboat or stack of gunboats moves, adjacent to a hexside containing an enemy steamer, the gunboat(s) may attempt to sink the steamer. The attacking player rolls a die. On a1-3 the steamer sinks. On a 4-5, the steamer surrenders, any depots aboard are captured and any troops are eliminated. On a “6”, the steamer escapes. It remains in the hexside but may not be attacked again for the rest of the turn. However, other gunboats may still atempt to sink the steamer. Captured steamers can be used by the capturing side.

15.6 Whenever a friendly gunboat moves adjacent to hexsides containing an enemy gunboat(s), both players roll a die for each gunboat involved [i.e., gunboat counter involved]. Compare the die rolls. If the difference between any roll is “5” , that is one side rolls a “1” and the other a “6”, then the low rollers ship is sunk. On any other result, the low roller’s ship is displaced on hexside. (Note: re-roll ties)Displaced gunboats do not affect the movement of the stack that displaced it for the rest of the turn. Other stacks, however, have to stop and fight the displaced unit as it would normally. Any steamers remaining in the hexside, would then be attacked after the gunboat has been displaced. Steamers and gunboats that have been sunk, do not return to the game. [Note: the British gunboat chits represent two ships each. When sunk, they are flipped to their reduced side. Nonetheless, each British gunboat chit rolls only one die during combat. The advantages of the two gunboats, verses only one, is demonstrated by the fact that there are two steps.]

16.0 SCENARIO I

16.1 The Campaign Game

This scenario runs from Nov. 1914-Mar 1917.

Only Turk units begin on the map.

Turkish Set Up

38 Div HQ and one brigade at Qurna, tow other brigade of the 38 Div w/I one hex of Basra.

All 35th Div units and HQ and the 2 Arab Inf. Bde w/I one hex of Nasirya.

6th Army HQ Ctesiphon.

13th Corps HQ 1412.

Cav A rgt, Const bde, Amara Cav and a depot in Amara. (These units start over stacked, this must be rectified by end of Turk movement phase Turn 1.)

SS Ecbatana and Basra Steamer adjacent to Basra, 1445.

16.2 SPECIAL RULES

16.21 The British must garrison the following (once captured) with at least one combat unit: Nasirya, Basra, and Ahwaz. Should the garrison unit be eliminated for any reason, it must be replaced with another unit.

16.22 Units of the Turkish 35th Division must remain w/I 5 hexes of Nasirya until attacked.

Change: The 35th Division is released from the 5 hex range of Nasirya on Turn 10.

16.23 Neither player may delay reinforcements. If they cannot enter in the specified location they must enter from the map from a friendly map edge.

16.24 One Turn 1, the Turkish player has the option of attempting to block the channel between Basra and Qurna [1344-1444] using the SS Ecbatana (The original Turkish attempt failed when the Ecbatana swung as it settled in the river.) Roll a die during the TURK movement phase of Turn 1. One a die roll of 1 the channel is blocked. If this occurs, roll a second die to determine the number of turns it will take for the British to clear the wreckage. [The die roll result equals the number of turns the channel is blocked. Until the wreckage is cleared, the gunboats and steamers may not cross or conduct combat across the blocked hexside.

16.25 The British player receives extra supply points for capturing important objectives: Qurna, Amara, and Kut, along the Tigris. Beginning the next even turn after the capture of any of these locations, and each even turn thereafter, the British player will receive one extra supply point. These points are treated just like normal reinforcement supply and these are cumulative (i.e., two objectives equals two supply points). If the location is recaptured by the Turks, the British cannot claim the supply point until they capture it again.

16.3 Campaign Reinforcements

TURN 1 Nov 1914:

BRITISH 16/6, 18/6, 6th HQ, 1 Depot, and MEF HQ land at Fao. HMS Odin/Espiegle adjacent to Fao. All these units are in supply and communication on turn one.

TURKS: None.

TURN 2 December 1914:

BRITISH: One supply point[ one stockpile track] 17/6 in Basra (1345); HMS Comet/Pelly; HMS Mashona/Shaitan/ HMS Lewis/Sumana .

TURKS: None.

TURN 3 JAN 1915: None

TURN 4 FEB 1915:

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] 30/12, 12/12, 12th HQ, 6th Cav, 1 supply depot in hex 1548. These units are considered in supply and communication during the entire turn four. 33/12 lands at Basra. Ahwaz must be seized this turn or lose one supply point this turn and all subsequent turns that Ahwaz is unoccupied by a British unit.

TURK: Three supply points. 1st and 13th Arab Cavalry at hex 2944 or any border hex along south/east of the pipeline. (these units are in command as they missed the Mutual Operations phase. They are also in supply as the supply phase is at the end of the turn. If they survive their turn of entry, they will soon be OOS and OOC.) 1/37, 2/37, and German Vol. rgt. in any city controlled by the Turks.

TURN 5 MARCH 1915: None.

TURN 6 APRIL 1915:

BRITISH : [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] One supply point; A flight/30 [four air units], II Corps HQ in Basra.

TURK: Two supply points. Two Albatross aeroplanes at Ali Garbi (2324)

TURN 7 MAY 1915:

BRITISH: None

TURK: Two supply points. 46 XX in Baghdad. These units may not move until they are released on turn 13.

TURN 8 JUNE 1915:

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Two supply points, four steamers in Basra. (Although the steamers had arrived earlier than this time, this turn was when they were finally available for use.)

TURK: one supply point.

TURN 9 JULY 1915:

BRITISH: None

TURK: one supply point, German Artillery Bn3/37, 37 HQ in Baghdad.

TURN 10 AUG 1915

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied]

TURK: None

TURN 11 SEP 1915

BRITISH: One supply Point, two Short aeroplanes, 30 arty, 23 arty in Basra.

TURK:: NONE

TURN 12 OCT 1915:

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Two support points, 43rd x in Basra.

TURK: NONE

TURN 13 NOV 1915

BRITISH B Flight/30 sqd (2 units) at Basra.

TURK: Three supply points, 31 Cav, 13 arty, 1/46 at hex 1601.

TURN 14 DEC 1915

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Three supply points. 3rd Division [all] in Basra. (errata: the 3rd HQ is mislabeled 23rd HQ)

TURK: Three supply points. Two Fokker planes, 6 xx, 51 xx, 52 xx, 18th Corps HQ in Baghdad.

TURN 15 JAN 1916

BRITISH: Two supply points, 7th Div, Heavy Arty, III Corps HQ at Basra. HMS Butterfly/Dragonfly, HMS Cranefly/Gadfly, Basra.

TURK: 2nd Cav rgt. at hex 1601. Two Fokker, one albatross.

35th Div, 38th Div, 13th Corps HQ removed.

TURN 16 FEB 1916

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Two supply points, 13th Div, 77th Heavy arty, 61st How arty, Home arty, C flight/30 sqdn [4 planes]; 34th x, HMS Grayfly/Mayfly at Basra.

TURK: Two supply points, 2nd Div, Misc. arty at Baghdad.

TURN 17 MAR 1916

BRITISH: One supply point. HMS Mantis/Firefly; HMS Stonefly/Sawfly. At Basra.

TURK: None

TURN 18 APR 1916

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] One supply point, 14th DIV, 14th HQ at Basra.

TURK: None

TURN 19 MAY 1916

BRITISH: NONE

TURK: None

TURN 20 JUNE 1916

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied]

TURK: Remove the 2nd Div.

TURN 21 JULY 1916

BRITISH: 66 arty at Basra.

TURK: None

TURN 22 AUG 1916

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Two supply points. All Ford vans, 60 pdr arty, trench arty, at Basra.

TURK: None

TURN 23 SEP 1916

BRITISH: 1st Corps HQ Basra.

TURK: None

TURN 24 OCT 1916

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Two supply points, 7th Cav, 74 arty, 159 siege at Basra.

TURK: None

TURN 25 NOV 1916

BRITISH: Four supply points.

TURK: None

TURN 26 DEC 1916

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied] Two Supply Points, 13th Armored Car at Basra.

TURK: Four supply points, Cav B iii at Baghdad.

TURN 27 JAN 1917

BRITISH: Four supply points, HMS Moth/Tarantula, 14th armoured car at Basra.

TURK: None

TURN 28 FEB 1917

BRITISH: [Extra supply point each for Qurna, Amara, and/or Kut, if British occupied]

TURK: Two supply points, 14th Div at Baghdad.

TURN 29 MAR

17.0 VICTORY (Changed)

The British player collects VP’s as follows. The hexes must be occupied.

Basra: 1 VP

Ahwaz: 1 VP

Amara: 1 VP

Nasirya: 1 VP

Kut: 3 VP’s

Ctesiphon: 1 VP

Baghdad: 1 VP per hex

Baghdad all 4 hexes = 5 VP’s

Baghdad includes all four city hexes.

Victory Level

0-5 VP’s Turk Victory.

6-7 VP’s Draw

8-9 VP’s British Tactical

10-11 VP’s BR Victory

12-13 VP’s BR Decisive

18.0 SCENARIO 2

The Turning Point

This depicts the turning point for the British, the Battle of Ctesiphon, November 1915. With only one division and too much bravado the British felt sure the Turks could be defeated here. Up to this point, little resistance had been evident. Historically, the Turks reinforced the area with several divisions, unknown to the British. The British were sent reeling to Kut and remained there until April 1916.

Game starts November 1915 and ends April 1916. This scenario starts with the British combat phase..

18.1 SETUP

Turk: German Vol. Unit in 1303; 35th XX units in/adj. to 1206; 38th XX in hexes 1308, 1407, 1307; 45th XX in hexes 1406, 1506, 1407; 51st XX in/adj. to 1306.

Place three depots anywhere. 13th Corps HQ and German arty in 1304.; 6th Army HQ in Baghdad. Two Albatross planes available.

British: Place two brigades 6 XX in 1408, 1508; 18/6 in 1508; 6th Cav Brigade in 1507; 6th XX HQ in 1410; II Corps HQ 1715; MEF HQ in Ali Garbi (2324).

A and B flights/30 squadron available. 3012 at Kut. (1518) Comet/Pelly, Mashone/Haitan and Sumana in river hexside 1207-1308. The British have one depot in static mode anywhere. No gun boat may move past hex 1207 due to river blockage.

Victory: Turks must destroy at least 3 enemy brigades and occupy Kut (1518) for a major win. Failing this, the British win if they occupy Kut (1518) and are NOT surrounded by enemy units. (In other words, they can trace communications back to Basra free of enemy units and ZOC’s.)

If the Turk has destroyed at least one British brigade and surrounded the 6th XX elsewhere, the Turk has a minor win.

19.0 SCENARIO 3

Operation Lightning

(Optional non-historical game)

This was the code name for the Turkish plan to retake Baghdad in September 1917. It was never carried out although the supplies had been stored and the Turkish 7th Army in Palestine was to have been used. In reality, even this could not have been done, but a few units could have been sent to stiffen up the resistance prior to Baghdad’s fall. In this option, as the British advance toward Baghdad, optional units are triggered. When the British have moved within 15 hexes of Ctesiphon, during the Turkish turn, the Turk player receives the Turkish 3rd Cavalry Division, the German units 601, 60, and 133, one albatross plane, and two depots. They arrive in Baghdad or hex 1601.

20. OPTIONAL RULES

20.1 Optional Railroad Rules

The British built light railroads to ship supplies along the inhospitable terrain north of Basra, along the Tigris and Euphrates rivers. To simulate this, create two railhead makers. In Basra on turn 18. Each turn, during British movement, these markers can be moved a total of a die roll divided by two (round up). All units due to arrive in Basra may instead be placed on one of the railhead markers. If a Turkish unit ever enters one of the hexes that marker is currently in, move the marker back to Basra and start over. The railroad is considered wrecked.

Thanks to anonymous writer for that idea.

21.0 ORDER OF BATTLE

21.1 Ottoman

Turkish 6th Army: Marshal Von Der Goltz

Turkish 13th Corps (Ismael Pasha)

Turkish 18th Corps

Turkish 2nd Infantry Division

43/2 Cavalry X

1 /2 Infantry X

5/2 Infantry X

6/2 Infantry X

Turkish 6th Infantry Division

16/6 Infantry X

18/6 Infantry X

156/6 Infantry X

Turkish 14th Infantry Division

14 Cavalry Bn.

3/14 Infantry X

116/14 Infantry X

142/14 Infantry X

180/14 Infantry X

Turkish 35th Infantry Division

1/35 Infantry X

2/35 Infantry X

3/35 Infantry X

Turkish 37th Nizam Infantry Division

1/37 Infantry X

2/37 Infantry X

3/37 Infantry X

Turkish 38th Nizam Infantry Division

1/37 Infantry X

2/37 Infantry X

3/37 Infantry X

Turkish 46th Infantry Divisions

141/46 Infantry X

144/46 Infantry X

145/46 Infantry X

Turkish 51st Infantry Division

51st Cavalry Bn.

7/51 Infantry X

9/51 Infantry X

44/51 Infantry X

Turkish 52nd Infantry Division

37/52 Infantry X

43/52 Infantry X

44/52 Infantry X

Constantinople Fire Brigade

1st Infantry Brigade

1st Arab Infantry Brigade

2nd Arab Infantry Brigade

German Volunteer Regiment

1st Arab Cavalry Brigade

13th Arab Cavalry Brigade

Amara Cavalry Brigade

Cavalry A Regiment

Cavalry B Regiment

31st Cavalry Brigade

Misc. Artillery

13th Artillery Brigade

German Artillery Battalion

Basra Steamer

Ectabana Steamer

Marmarriss Gunboat

3 Albatross aeroplanes

4 Fokker aeroplanes

21.2 British

MEF HQ (Gen. Nixon)

I Corps HQ

II Corps HQ

III Corps HQ (Tigris Corps)

3rd Indian Infantry Division

7/3 X

8/3 X

9/3 X

6th Indian Infantry Division (Townshend)

16 X (Brig. Delamain)

17th X (Brig. Dobbie)

18th X (Brig. Fry)

7th Indian Infantry Division (Gen. Aylmer))

19/7 X

21/7 X

28/7 X (Brig. Kemball)

12th Infantry Division (Gorringe)

12/12 X (Brig. Lean)

12/30 X (Brig. Mellis)

12/33 (Brig Wapshare)

13th Infantry Division (Maude)

38/13

39/13

40/13

41/13

14th Infantry Division

35/14 X (Brig. Rice)

36/14 X (Brig Christian)

37/14 X

6th Cavalry Brigade (Brig. Kennedy)

(Brig. Roberts)

7th Cavalry Brigade

34th Infantry Brigade

43rd Infantry Brigade

13th Armoured Car Platoon

14th Armoured Car Platoon

Artillery

23rd Artillery Brigade

30th Artillery Brigade

Heavy Artillery Brigade

66th Artillery Brigade

74th Heavy Artillery Brigade

77th Heavy Artillery Brigade

Home Artillery Brigade

61st Howitzer Brigade

60 PDR Brigade

Trench Artillery Brigade

159th Siege Artillery Brigade

Gunboats

HMS Odin and Espiegle

HMS Comet & Pelly

HMS Mashona & Shaitan

HMS Lewis & Sumana

HMS Butterfly & Dragonfly

HMS Cranefly & Gadfly

HMS Grayfly & Mayfly

HMS Mantis & Firefly

HMS Stonefly & Sawfly

HMS Moth & Tarantula

Four Steamer units

Ford Vans (3 units)

Flight 30th Squadron (flights A-C)

(Ten aeroplanes)

Two Short Aeroplanes

Game Credits

Game Design: Perry Moore

Developer: David McElhannon

This rules version: ER Bickford

Blood on the Tigris: Amended Rules

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