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Clash of Giants: Campaigns of Tannenberg and the Marne, 1914

Clash of Giants: Campaigns of Tannenberg and the Marne, 1914 Rulebook

Table of Contents

Table of Contents

  • 2.0 Game Components
    • 2.1 The Game Map
    • 2.2 The Counters
      • 2.21 Sample Combat Unit
      • 2.22 Nationality
      • 2.23 Command Designation and Historical Identification
      • 2.24 Unit Types
      • 2.25 Movement Allowance
      • 2.26 Combat/Step Strength
      • 2.27 Tactical Efficiency Rating
      • 2.28 Markers
  • 3.0 Game Setup
  • 4.0 How to Win
    • 4.1 Game Victory
    • 4.2 Hex Control
  • 5.0 Sequence of Play
    • 5.1 The Turn Sequence
    • 5.2 The Sequence of Play
    • 5.3 Phases and Procedures
      • 5.31 Supply Determination Phases
      • 5.32 Reinforcement/Replacement Phases
      • 5.33 Operational Phases
      • 5.34 Combat Phases
      • 5.35 Recovery Phases
      • 5.36 Game Turn Advance/Victory Phase
  • 6.0 Stacking
    • 6.1 In General
    • 6.2 Stacking Limits
    • 6.3 Cavalry Stacking
  • 7.0 Zones of Control
    • 7.1 In General
    • 7.2 ZoC Effects
  • 8.0 Supply
    • 8.1 In General
    • 8.2 How Units Are Supplied
      • 8.21 Supply Source Hexes
      • 8.22 Tracing a Supply Line
    • 8.3 Procedure
    • 8.4 Effects
      • 8.41 Attenuated Supply Effects
      • 8.42 Out of Supply Effects
    • 8.5 Fort Supply
  • 9.0 Reinforcements and Replacements
    • 9.1 In General
    • 9.2 Reinforcements
    • 9.3 Replacements
      • 9.31 Replacement Restrictions
      • 9.32 Procedure
  • 10.0 Command
    • 10.1 In General
    • 10.2 Command Tracks
    • 10.3 Command Roll Exceptions
  • 11.0 Operational Movement
    • 11.1 In General
    • 11.2 Limits
    • 11.3 Terrain Effects
    • 11.4 Minimum Movement
    • 11.5 Emergency Withdrawal
    • 11.6 Cavalry Restrictions
  • 12.0 Combat
    • 12.1 In General
    • 12.2 Who May Attack
    • 12.3 Indivisibility of Units
    • 12.4 Combined Attacks
    • 12.5 Attack Sequencing
    • 12.6 Combat Strengths and Tactical Efficiency Ratings
    • 12.7 Combat Procedures
      • 12.71 Combat Odds
      • 12.72 Attacker Loss Limit
      • 12.73 DRM Limit
      • 12.74 Unmodified Rolls
      • 12.75 Defender Rolls
      • 12.76 Attacker Rolls
      • 12.77 Advance After Combat
    • 12.8 Retreats
      • 12.81 Retreat Distance
      • 12.82 Retreat Direction
      • 12.83 Stacking During Retreats
      • 12.84 Enemy ZoCs
      • 12.85 Retreating Into an Attacked Hex
    • 12.9 Terrain Effects on Combat
      • 12.91 Defense Factors
      • 12.92 Column Shifts
      • 12.93 Retreats Ignored
  • 13.0 Forts
  • 14.0 Cavalry
    • 14.1 Movement Restrictions
    • 14.2 Restrictions on Combat
    • 14.3 Retreat Before Combat
    • 14.4 Retreat From Cavalry

2.0 Game Components

The components to a complete game of CLASH OF GIANTS include:

  • This rulebook
  • One battle book with two battles
  • Two mapsheets
  • One player aid card
  • One and one-half sheets of counters
  • Two six-sided dice

2.1 The Game Map

The maps depict the battlefields over which the German, Russian and Allied forces fought in August and September 1914. A hexagonal (hex) grid has been printed over the maps to regulate the placement and movement of units. Each hex contains natural and/or manmade terrain features that can affect the movement of units, combat between units and the tracing of supply.

Each hex has a unique four-digit identification number. These hex numbers are used when setting up a game, and can be used to record the position of units if a game is interrupted and must be put away before it is finished.

Note that the compass rose on the map has been adjusted slightly from magnetic north to align directions with the four map edges for ease of reference. Whenever a compass direction is given in the rules, use the directions as they are printed on the compass rose.

Each map also contains a Retreat Compass that indicates in which direction units of each side normally retreat.

The charts and tracks printed on the maps are used to record and resolve various game functions. Their uses are explained in the appropriate rules sections below.

2.2 The Counters

The counters included in the game represent combat formations (also called "units"), or are provided as informational markers and memory aids.

Every combat unit counter displays several pieces of information: nationality, historical identification, unit size (division or brigade), combat/step strength, tactical efficiency rating, turn of entry or setup code or hex number.

2.21 Sample Combat Unit

The unit above is the German 7th Reserve infantry division, IV Reserve Corps, First Army. It is a two-step infantry unit, has a Tactical Efficiency Rating of 4, and enters the game as a reinforcement on turn 4.

2.22 Nationality

A unit's nationality is indicated by its color scheme:

  • British: Tan
  • French: Blue
  • German: Gray
  • Russian: Green

2.23 Command Designation and Historical Identification

Each combat unit is identified by its historical division or brigade number and/or an abbreviation of its name (see the battle book). Superior command designations (corps and/or armies) identify groups of units operating together under a single commander. Corps designations have an effect on stacking, while Army designations define groups of units that will move at the same time.

2.24 Unit Types

The boxed symbols in the center of the counters indicate unit type. The unit types are: Infantry, Jaeger Infantry, Cavalry, Motorized Cavalry.

2.25 Movement Allowance

This is a measure of a unit's ability to move across the hex grid printed on the map. Units pay various movement point costs from their Movement Allowance to enter different hexes, based on the terrain in the hexes and along the hexsides around them. The Movement Allowance for all units is determined on an army-by-army basis by the use of the Command Table (see 10.0).

2.26 Combat/Step Strength

In CLASH OF GIANTS a unit's combat strength is equal to its current step value. All units have either one or two steps. Two step units may be reduced by combat. Reduced infantry units may be rebuilt through the use of replacements. Units which have lost their last step are eliminated and may not be rebuilt. Units with their Combat/Step Strength number in parentheses ( ) may not participate in an attack.

2.27 Tactical Efficiency Rating

Every combat unit has a Tactical Efficiency Rating (TER) representing the unit's level of training, the skill of its officers and the amount of artillery and machine guns it contains. The higher the number, the better the unit. A unit's TER may never be modified below 1.

2.28 Markers

  • Game Turn marker — Used on the Game Turn Record Track to record the current game turn.
  • Army Command marker (ACM) — Used on the Command Track to record the current Movement Allowance of all units in the indicated army; used (in The Marne only) to determine the order in which armies are activated.
  • Control marker — Marks a hex as controlled by one side or the other.
  • Fortified Zone Destroyed marker — Marks Fortified Zone hexes on the map that have been destroyed.
  • Fort Reduced/Destroyed marker — Marks Fort hexes on the map that have been either reduced or destroyed.
  • Done marker — Marks a unit that has taken a replacement step in lieu of movement; also (in The Marne only) marks a unit that has completed its own movement, but has moved across an army boundary into an area in which the units have not yet been activated to move.
  • Replacement marker — Equivalent to a Done marker, but used (in Tannenberg only) as a reminder of the limits on replacements.
  • Attenuated Supply (AS) marker — Marks a unit in danger of running out of supply.
  • Out of Supply (OoS) marker — Marks a unit that has run out of supply.
  • Demoralized marker — Marks demoralized Allied armies (in The Marne only).
  • Paris Taxis marker — A special Replacement marker (in The Marne only).

3.0 Game Setup

Choose which side (German or Russian/Allied) each player will command. Players should set up according to the instructions found in the battle book for the scenario they wish to play.

4.0 How to Win

4.1 Game Victory

Victory is determined by the control of certain hexes as explained in the battle book. In general, victory is determined at the end of the final turn of the scenario being played, though in some cases an earlier Instant Victory is possible.

4.2 Hex Control

This is important when determining victory. Hex control markers are used to help keep track of which player controls a victory hex.

Control of a hex switches from one side to the other the instant a unit of the gaining side enters that hex. Control of a hex may switch any number of times during play.

The battle book tells you which hex belongs to whom at the start of the game.

5.0 Sequence of Play

5.1 The Turn Sequence

Each game turn is divided into two player turns. Player turns are subdivided into "phases" during which players conduct specified actions. Every action taken by a player must be carried out in accordance with the sequence given below. Once a player finishes his activities for a given phase, he may not go back to perform some forgotten action, or redo a poorly-executed one unless his opponent graciously permits it.

5.2 The Sequence of Play

The exact Sequence of Play is somewhat different for each battle and is outlined in the battle book for each battle. In general, however, both Tannenberg and The Marne adhere to the outline below.

I. First (Russian/Allied) Player Turn

  • A. Supply Determination Phase
  • B. Reinforcement/Replacement Phase
  • C. Operational Phase
  • D. Combat Phase
  • E. Recovery Phase

II. Second (German) Player Turn

  • A. Supply Determination Phase
  • B. Reinforcement/Replacement Phase
  • C. Operational Phase
  • D. Combat Phase
  • E. Recovery Phase

III. Game Turn Advance/Victory Phase

5.3 Phases and Procedures

5.31 Supply Determination Phases

The active player checks supply lines for all of his units. Remove and/or place Attenuated Supply markers and Out of Supply markers as determined by the supply rules. The supply status of all units as determined in this Phase lasts until the player's next Supply Determination Phase. All units of both sides begin game turn 1 in supply.

5.32 Reinforcement/Replacement Phases

The active player places any reinforcement units scheduled to arrive during the current turn on the map. He may assign any replacement steps available to him to eligible infantry units. Mark those units with Done markers.

5.33 Operational Phases

The active player selects an army, rolls a die, and finds the result on the selected army's Command Track to determine the current Movement Allowance for all units of that army. Place the ACM on the Command Track as a reminder. The active player may then move units of the currently active army up to the limits of their current Movement Allowances. Units under a Done marker may not be moved. Repeat for each army in the player's force.

5.34 Combat Phases

The active player may use his units to attack any adjacent enemy units according to the combat rules.

5.35 Recovery Phases

The active player removes all Done markers from friendly units.

5.36 Game Turn Advance/Victory Phase

Both players remove all ACMs from their Command Tracks. Advance the Game Turn marker and begin a new game turn with the Supply Determination Phase. At the end of the final game turn, determine victory according to the rules in the game being played (see battle book).

6.0 Stacking

6.1 In General

Stacking is the placement of more than one unit into a single hex at the same time. Stacking limits are only enforced at the end of the Operational Phase, during the placement of units on the map and throughout the combat phase. Units found to be stacked in excess of the stacking limits at these times are eliminated by their owning player. As long as stacking limits are observed in every hex at the indicated times, there is no limit to the number of units that may enter or pass through a given hex during a player's Operational Phase.

6.2 Stacking Limits

A player may stack up to two units of any size in the same hex. A player may stack up to three units if at least two of them belong to the same corps (i.e. share the same corps command designation). Fortifications, fortified zones and informational markers never count against these numerical limits.

In Tannenberg the German 1st Cavalry Division is considered a corps for stacking purposes.

6.3 Cavalry Stacking

A cavalry unit may not stack with a fort or an infantry unit.

7.0 Zones of Control

7.1 In General

All combat units, regardless of their size, type or current combat strength, have a Zone of Control (hereafter ZoC) that extends into the six hexes adjacent to the hex occupied by the unit.

Exceptions: ZoCs do not extend across Lake or Sea hexsides, and into or out of certain other terrain types as noted on the Terrain Effects Chart; Out-of-Supply units do not exert ZoCs.

7.2 ZoC Effects

Units must halt movement when they enter an enemy ZoC. No unit may move directly from one enemy ZoC to another except for advance after combat and Emergency Withdrawal [11.5]. Units may not trace supply or retreat through an enemy ZoC.

Enemy ZoC are negated by the presence of a friendly unit for supply, retreat and Emergency Withdrawal only. Units in different hexes wishing to combine to attack a single hex may do so provided that all enemy units in their ZoC will be attacked, or have already been attacked during that Combat Phase by other friendly units.

8.0 Supply

8.1 In General

Units need supply to operate at full effectiveness. The supply state of all units of a player is determined once per turn during that player's Supply Determination Phase, and always lasts until that player's next Supply Determination Phase.

8.2 How Units Are Supplied

Units are supplied when they can trace a supply line (a hex path) to a supply source of their side. There is no limit on the number of appropriate units that can trace supply to an appropriate supply source.

8.21 Supply Source Hexes

Supply sources for each side are listed in the battle book. Even if captured, one side's supply source hexes never function as supply sources for the units of the other side.

8.22 Tracing a Supply Line

Units are supplied when they can trace a hex path of any length from their position to an appropriate supply source hex. Supply lines may not be traced into any hex containing an enemy ZoC, enemy units or intact enemy forts or fortified zones.

Exception: The presence of a friendly unit in a hex negates an enemy ZoC for this purpose.

Though a supply line may be of any length, only the first five hexes counted from the unit may be traced in any direction or combination of directions. The remainder of the path to the supply source must be traced from hex to hex in directions allowed by that side's Retreat Compass.

8.3 Procedure

  1. Remove AS and OoS markers from all units that can trace a supply line.
  2. All units already marked with an AS marker (from a previous turn) and still unable to trace a supply line have the marker flipped to read "OoS" (Out of Supply). A unit already under an OoS marker simply remains Out of Supply.
  3. All units without a marker that are unable to trace a supply line must be marked with an AS marker.

8.4 Effects

8.41 Attenuated Supply Effects

Attenuated Supply (AS) is an intermediate step towards being OoS. A unit marked with an AS marker is not eligible to receive replacements, but otherwise functions normally.

8.42 Out of Supply Effects

A unit that is OoS suffers the following effects:

  1. It loses its ZoC.
  2. Its Tactical Efficiency Rating is reduced by 2 (but never below 1).
  3. Its Movement Allowance is reduced by 1.
  4. It is not eligible to receive replacements.
  5. Infantry units marked with an OoS marker may not ignore cavalry ZoCs for retreat purposes.
  6. It may not "hold the door" for Emergency Withdrawal [11.5].

There are no other effects for being OoS—a unit never loses steps for being without supply.

8.5 Fort Supply

Each friendly Fort hex may provide supply to any two brigades or one division worth of units stacked in its hex during the Supply Determination Phase. Forts themselves do not require supply. Fortified zones do not provide (or require) supply.

9.0 Reinforcements and Replacements

9.1 In General

Reinforcements are new units entering play for the first time. Replacements are troops used to rebuild (back to full strength) existing units that have taken combat losses.

9.2 Reinforcements

Reinforcements enter the game on the turn indicated on the unit and according to the battle book. The entry of reinforcements may not be delayed. Reinforcements always enter in full supply, and may operate normally once placed on the map.

9.3 Replacements

Replacements allow reduced two-step units to regain a lost step. The availability of replacements is detailed in the battle book.

9.31 Replacement Restrictions

Only infantry units with two steps may receive replacements. Replacements are used to rebuild a reduced (one-step) unit back up to full strength (two steps). A unit already at full strength may not receive replacements. Eliminated units may not be returned to play using replacements. To be eligible for replacements a unit must be in full (not fort) supply (free of AS and OoS markers).

9.32 Procedure

Mark the unit with a Done marker during the Reinforcement/Replacement Phase and increase the unit's strength by flipping it to its two-step side. While marked with the Done marker, the unit may not move or attack.

10.0 Command

10.1 In General

Each turn, players must roll on the Command Track for each command to determine the current Movement Allowance for their combat units. Generally a separate roll is made every turn for each army level command, and every unit of that command has the same Movement Allowance that turn. A player will roll for and move each command individually, finishing all movement for one command before rolling on the Command Track for the next. The order in which commands are rolled is determined by the rules in the battle book. Command affects movement only, not combat.

10.2 Command Tracks

Each command has its own Command Track. If a track contains two different die roll ranges (one at the top of the track and on at the bottom) the battle book rules indicate which to use.

10.3 Command Roll Exceptions

In all cases, exceptions to the above which are found in the rules in the battle book take priority.

11.0 Operational Movement

11.1 In General

A unit's Movement Allowance is determined by the Command Track die roll for its army, and may change from turn to turn. The resulting number is the number of Movement Points (MPs) available to the unit for movement during its Operational Phase.

A player may move all, some or none of his units in each of his Operational Phases.

Units move from hex to adjacent hex, paying varied MP costs to do so depending upon the terrain in the hex being entered and/or hexsides crossed. These costs are detailed on the Terrain Effects Chart.

11.2 Limits

  1. Movement Points may not be accumulated from turn to turn, nor lent from one unit to another.
  2. Moving units need not expend all available points before stopping.
  3. The movement of each unit must be completed before that of another is begun.
  4. Once a move is done, a player may change it only if his opponent allows it.
  5. No unit may move more than once per turn.
  6. A unit marked with a Done marker may not move.

Advances and retreats performed during the Combat Phase are not considered movement for the purpose of this rule.

11.3 Terrain Effects

Most hexes on the map may be entered at the cost of 1 MP each. Some terrain have additional costs/restrictions.

Forests and Marshes. Hexes containing forests or marshes cost 2 MPs each to enter.

River. Major river hexsides cost an additional 1 MP to cross.

Fortified Zones. Intact fortified zone hexes cost enemy units (only) all their current Movement Allowance to enter. Enemy units may only enter such a hex if they begin their move adjacent to it. Fortified Zones are destroyed when occupied by an enemy unit.

Forts. A unit may never enter a hex containing an enemy fort; the fort must first be eliminated through combat.

Prohibited Terrain. Units may never enter hexes containing enemy units or intact enemy forts, nor may they move into all-sea or lake hexes, or nor may they cross all-sea or lake hexsides.

Note: Railroads do not negate the Operational Movement cost of other terrain.

11.4 Minimum Movement

All units with a current Movement Allowance of 1 or more may always move one hex regardless of the movement cost (subject to normal movement, terrain, command and ZoC restrictions and prohibitions).

11.5 Emergency Withdrawal

A unit in supply that has not yet moved may negate, for movement purposes, any enemy ZoC extending into its hex for any adjacent friendly units (only), provided those units move only in a direction allowed by retreat, and do not end their move adjacent to any enemy unit. The unit negating the enemy ZoC ("holding the door open") for the withdrawing unit(s), may move normally after such a withdrawal is completed.

11.6 Cavalry Restrictions

Cavalry may never end its move in a friendly fort or fortified zone hex, or stacked with a friendly infantry unit. Cavalry may never enter an intact enemy fortified zone hex.

Design Note: The prohibition on cavalry stacking with infantry or in fort/fortified zone hexes is intended to prevent ahistorical tactics. In 1914, cavalry operated very much as an independent force for scouting, screening and, less often, raiding.

12.0 Combat

12.1 In General

During your side's combat phase, you can attack all enemy units across playable hexsides that are adjacent to your units. The active player is always considered "the attacker," and the other player is "the defender," no matter the overall situation on the map. Attacking is always voluntary, but when conducted follows the procedures herebelow.

12.2 Who May Attack

An enemy-occupied hex may be attacked in one battle by as many units as you can bring to bear from the surrounding hexes. A single defending hex may thus potentially be attacked by up to six surrounding enemy stacks. However, no single attack may have as its objective more than one hex (i.e., multiple defending hex combats are not allowed).

All units in a defending hex must defend together. All units in an attacking hex do not have to attack together. Some attacking units could attack a different hex, or not attack at all.

Units with their Combat/Step Strength number in parentheses ( ) may never attack.

No attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase.

12.3 Indivisibility of Units

No single attacking unit may have its combat value divided and applied to more than one battle. Likewise, no defending unit may have part of its defense factor attacked by one or more attackers while another part is attacked by others.

12.4 Combined Attacks

Units in different hexes may combine to attack a single hex ONLY if all other enemy units in the attackers' ZoC will be, or have already been attacked by other friendly units during that Combat Phase. Cavalry and infantry may never combine together in an attack.

12.5 Attack Sequencing

Aside from the restrictions described above, there is no limit on the number of attacks each player may initiate during his combat phase. The attacker need not declare all attacks beforehand, and he may resolve them in any order he wishes, as long as the resolution of one is completed before the next is begun.

12.6 Combat Strengths and Tactical Efficiency Ratings

A unit's combat strength is the same as its current step value (basically a measure of the unit's size). Combat strengths are used to determine the odds of a particular combat and the resulting die roll modifiers (DRMs) for the Combat Resolution Step. Combat strength may be modified by terrain as shown on the Terrain Effects Chart.

Step losses are inflicted as a result of combat.

Tactical Efficiency Rating or TER (the smaller number on the bottom right of the unit) is a measure of the unit's ability in combat, including its training, leadership and weaponry. A unit's TER may be lowered by its supply status.

12.7 Combat Procedures

The attacker designates all attacking units and the defending hex (all enemy units in the hex must defend together). He calculates the combat odds as explained below, and checks the Combat Chart to determine the die roll modifiers (DRMs), if any, for combat resolution. The DRM used on attacking units is to the left of the slash, the DRM used on defending units is to the right. An N means that side's units cannot be affected by that particular combat. To resolve combat, each player rolls for his own units (defender first) using the DRMs (if any) obtained from calculating the combat odds.

12.71 Combat Odds

The attacking player should strive to have more attack factors involved in a given battle than the defender has defense factors. Such battles are called "high odds attacks." The attacking player calculates his "odds." Add the attack factors of all the attacking units involved in the battle; then add up the defense factors of the units defending in the battle. Divide that defender total into the attacker's total and round down any remainder.

12.72 Attacker Loss Limit

The chart also lists the maximum number of attacking units (Attacker Loss Limit) that may be affected (must conduct combat rolls) in that combat. This limit may be affected by certain terrain, e.g., forts and fortified zones. When the attacker has more units involved than he is required to involve in the combat result, he may choose which units will participate. He must roll for all divisions before any brigades.

EXAMPLE 1: At 2-1 odds the table lists –1/+1. This indicates all attacking units will subtract one from their combat resolution rolls, while all defending units will add one to their combat resolution rolls. The attacker loss limit is 4, so if five or more units were involved in that attack, the attacker would only have to roll to resolve combat on four of them (attacker's choice).

EXAMPLE 2: In a 4-1 odds attack involving four attacking units against defenders in a clear hex, the attacker would choose two of the four units (the Attacker Loss Limit at those odds) for the combat resolution roll. At 4-1 odds he would subtract three from each die roll.

12.73 DRM Limit

Die rolls may never be modified above 6 or below 1.

12.74 Unmodified Rolls

Natural rolls of 1 and 6 are never modified by DRMs. A roll of 1 is always No Effect, while a die roll of 6 is always a Step Loss.

12.75 Defender Rolls

The defender must roll ONE DIE FOR EACH defending unit. If the modified die roll is less than or equal to the unit's TER, there is no effect. If the modified die roll is greater than that unit's TER, the defending unit loses a step and must immediately retreat a number of hexes equal to the difference between the modified die roll and its TER (to a maximum of three hexes). Retreat only each unit in the stack that takes a step loss. Each unaffected defending unit remains in place.

12.76 Attacker Rolls

After the defender has resolved combat for all his units, the attacker must roll the die ONCE FOR EACH ATTACKING UNIT (but he need not roll for more units than his Attacker Loss Limit, unless attacking a fort or fortified zone hex). If the attacking unit's modified die roll is greater than that unit's TER, that unit takes a step loss. Attacking units never retreat.

12.77 Advance After Combat

If all defending units were forced to retreat or were eliminated (or were cavalry retreating before combat [13.2]), the attacker may advance some or all of the surviving attacking units into the hex (regardless of enemy ZoCs) up to the stacking limit. The decision to advance must be made immediately, before any other battles are resolved. Such units may not attack again that turn, but can be useful for cutting off the retreat or supply of enemy units. The defender never advances after combat.

12.8 Retreats

12.81 Retreat Distance

A defending unit forced to take a step loss must retreat the difference between its modified combat resolution die roll and its TER. No unit may ever be forced to retreat more than three hexes.

Exception: Defending units in forts and fortified zones may ignore (if the player wishes) all retreat results. The defending player may choose to retreat normally from such hexes.

12.82 Retreat Direction

Units must retreat if possible in a direction indicated by that side's retreat compass. They may retreat in any other direction only to avoid elimination due to enemy ZoCs and impassable hexes or hexsides (including the edge of the map). Units are retreated by their owning player.

Exception: Infantry units not marked with an OoS marker may ignore cavalry ZoCs for retreat purposes only.

12.83 Stacking During Retreats

Retreat only the unit(s) in a stack required to retreat (do not retreat those not sustaining step losses). Stacking limits must be observed at the end of a unit's retreat—if the only hex into which a unit can retreat would cause it to overstack, retreat that unit additional hexes to reach a hex where it is within the stacking limits. If no such hex exists it is eliminated.

12.84 Enemy ZoCs

Units may not retreat into or through any enemy ZoC, but the presence of friendly units negates enemy ZoCs for the purposes of retreat.

12.85 Retreating Into an Attacked Hex

If a unit retreats into a hex which is then attacked in that Combat Phase it adds nothing to the defense and is automatically eliminated if the defender takes any losses.

12.9 Terrain Effects on Combat

12.91 Defense Factors

Hexes containing broken, woods, marshes and towns add one combat factor (total) for unit(s) defending in them. Hexes attacked solely across rivers (or rivers and major rivers in combination) add one defense factor as well. All these effects are cumulative, so units defending in a town in broken terrain being attacked across a river would add a total of three defense factors to their combat strength.

12.92 Column Shifts

Units defending in hexes containing cities, forts or fortified zones, or attacked solely across major rivers, get a one column shift to the left (1L) in the combat odds. These are cumulative with any other terrain effects.

12.93 Retreats Ignored

Defending units in forts and fortified zones may ignore (if the player wishes) all retreat results. The defending player may choose to retreat normally from such hexes.

13.0 Forts

Forts are printed on the map. They do not count for stacking purposes. Forts have no ZoCs themselves, but units in them do.

Forts in Combat. Forts are two-step combat units with a TER of 5. They may never attack. The Attacker Loss Limit is ignored in attacks on fort hexes. Units defending in a fort hex (but not forts defending alone) get a 1L shift in the combat odds. Units defending in a fort hex ignore retreat results.

Use a fort reduced/eliminated marker when a fort takes a step loss or is eliminated. If eliminated they may not be rebuilt.

14.0 Cavalry

14.1 Movement Restrictions

  1. An infantry unit may never end its move stacked with a cavalry unit.
  2. Cavalry may never enter an intact enemy fort or fortified zone.
  3. Cavalry may never end its move in the same hex as a friendly infantry unit, fort or fortified zone.

14.2 Restrictions on Combat

  1. Cavalry units may never attack infantry units.
  2. Cavalry and infantry units may never combine in an attack.
  3. A cavalry unit attacked by infantry has an automatic TER of 1, and the Attacker Loss Limit is always 1.
  4. Infantry units not marked with an OoS marker may always ignore cavalry ZoCs for retreat purposes only.
  5. Cavalry may retreat before combat [14.3].

14.3 Retreat Before Combat

The defending units in a hex containing only cavalry units may Retreat Before Combat when attacked by a force containing no cavalry. The decision to retreat must be made before the combat resolution die roll is made. Immediately retreat the units two hexes under the same restrictions as combat retreats, except that Cavalry Retreat Before Combat MUST be in a direction allowed by the retreat compass for that side (otherwise the unit may not retreat). Units stacked together must retreat to the same hex. The attacker may advance into the vacated hex. Such advancing units may not make another attack that turn.

14.4 Retreat From Cavalry

Cavalry may attempt to Retreat Before Combat when attacked by enemy cavalry. To do so the defender must roll the die once for each cavalry unit which wishes to retreat. If the die roll is equal to or less than the unit's current TER the unit may retreat, under the restrictions of 12.8.

If all cavalry units in such a hex succeed in retreating, then the attacking cavalry may advance TWO hexes, ignoring enemy ZoCs. The first hex entered must be the hex that was to be attacked. The advancing cavalry may not make another attack that turn.

Note: Cavalry retreating before combat under this rule retreat two hexes, as in 14.3.