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Home Before the Leaves Fall: The Marne Campaign 1914 thumbnail

Home Before the Leaves Fall: The Marne Campaign 1914

Home Before the Leaves Fall: The Marne Campaign 1914 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Game Components
    • 1.2 Game Scales
    • 1.3 The Participants
    • 1.4 Who's Who
      • 1.41 Abbreviations
      • 1.42 Colors
      • 1.43 Symbols
    • 1.5 Supply Range And Sources
  • 2.0 Railroad Capacity And Movement Rates
    • 2.1 Railroad Capacity
    • 2.2 Railroad Movement Rate
  • 3.0 Naval Capacity, Movement Rate, Naval Barrage, Amphibious Retreat
    • 3.1 Naval Capacity
    • 3.3 Naval Barrage
    • 3.4 Amphibious Retreat
    • 3.5 German Barrage of Allied Ports
  • 4.0 Motorized And Cavalry Units
    • 4.1 Motorized Units
    • 4.2 Cavalry Formations
    • 4.3 Cavalry Regiments Acting as HQs
  • 5.0 Initiative Determination And Chart Capacities
    • 5.1 Initiative Determination
    • 5.2 Chart Independent Formation Capacities
  • 6.0 Reinforcements And Replacements
    • 6.1 Reinforcements
    • 6.2 Replacements
  • 7.0 Friendly Map Edges, Neutral Holland And Switzerland
    • 7.1 Internment in Neutral Holland and Switzerland
    • 7.2 French Map Edges
    • 7.3 German Map Edges
    • 7.4 Off-Map Non-Rail Movement
    • 7.5 Off-Map Rail Movement
  • 8.0 Weather
    • 8.1 Weather Determination
    • 8.2 Weather Die Roll Modifiers
  • 9.0 Other Theaters
    • 9.1 Opening Turn (French Army of the Alps)
    • 9.2 Game Turn One (French Army of Africa)
    • 9.3 Game Turn Two (British Expeditionary Force Army)
    • 9.4 Game Turn Three (German Eighth Army)
    • 9.5 Game Turn Four (German North Army)
    • 9.6 Game Turn Ten (German New Reserve Corps)
  • 10.0 Exclusive Rules Terrain Effects
    • 10.1 Unpaved Roads
    • 10.2 Forests
    • 10.3 Canals
    • 10.4 Mountains
    • 10.5 Paris
    • 10.6 Villages and Historic Battlefields
    • 10.7 International Boundaries
    • 10.8 Permanent Entrenchments Printed on the Map
  • 11.0 The German Armed Forces
    • 11.1 German Leaders
    • 11.2 German East Front Withdrawals
    • 11.3 German Fortresses and Entrenchments
    • 11.4 German Garrisons
    • 11.5 The German Strategic Plan - The Schlieffen Plan
    • 11.52 Game Turn Two
    • 11.53 Mandatory Advance Mission Order - Armies One Through Five
    • 11.6 German Artillery And Ammunition
    • 11.7 Special Corps And Detachments
    • 11.8 German Army And OHL Units
  • 12.0 The Allied Armed Forces
    • 12.1 Allied Leaders
    • 12.2 French Doctrinal Restrictions
    • 12.3 Allied Artillery And Ammunition
    • 12.4 Allied Fortress Class Units
    • 12.5 The French Strategic Plan: Plan 17
    • 12.52 Plan 17 Restrictions
    • 12.6 The Belgian Army
    • 12.7 The British Expeditionary Force Army
    • 12.8 French Army Detachments
    • 12.9 Allied Army, Army Group And GQG Assets
  • 13.0 The Scenarios
    • 13.01 Historical Background and Summary Explanation
    • 13.02 Strategic Chart Information Explanation
    • 13.03 Army Charts Explanation
    • 13.1 Scenario 1 (Introductory Scenario): The Battle of Liege
    • 13.3 Scenario 3: The Battle of the Ardennes
    • 13.4 Scenario 4: The Battle of Alsace-Lorraine
    • 13.5 Scenario 5: The Battle of the Marne
    • 13.6 Scenario 6: The Battle of Eastern France
    • 13.7 Scenario 7: The 1914 Campaign for Northwest Europe
    • 13.8 Scenario 8: The Guns of August
  • 14.0 Players Notes for the Scenarios
  • 15.0 Designer's Notes for the Exclusive Rules
    • 15.1 Cavalry
    • 15.2 Replacements
    • 15.3 Fortresses
    • 15.4 The Opening Of The Campaign
    • 15.5 The Belgian Army
    • 15.6 Leaders
    • 15.7 Order of Battle Information

1.0 Introduction

Home Before the Leaves Fall covers the epic campaign that took place in 1914 along the Western Front. All sides planned for a quick decisive war and indeed, it could have been so. Explore the possibilities open to both sides.

1.1 Game Components

Your copy of Home Before the Leaves Fall contains the following items:

  • Two 22" x 34" game maps (East and West)
  • One Standard Rulebook with Glossary
  • One Exclusive Rulebook with Scenarios and Historical Commentary
  • Eleven sheets of 280 die-cut playing pieces numbered one through eight and three identical sheets of markers
  • One German Strategic Chart
  • One Allied Strategic Chart
  • One Allied Army Group North Chart
  • Sixteen identical Army Charts
  • Seven identical Army Detachment Charts
  • Four identical Detachment Charts
  • Two identical 2-sided TEC and BCRT Charts
  • Two identical 2-sided FCRT and Combat and Morale Options Charts
  • Two identical 2-sided Play Summary Charts
  • One Time Chart
  • Two six-sided dice
  • One box

If any of these parts are damaged or missing, or if you have any questions concerning how the game is played, write to: HBTLF, c/o Clash of Arms Games, The Byrne Building, Suite 205, Lincoln and Morgan Sts., Phoenixville, PA 19460, or send an e-mail to [email protected].

1.2 Game Scales

The scale of the game map is five miles to the hex (eight kilometers) measured from hexside to hexside. The game scale assumes that approximately one-third of a day's worth of activity by a trained infantry formation would consist of passing through one clear hex on the map. The various related scales, movement rates and categories derive from this basic premise.

Each Strength Point (SP) in a Combat Class unit represents 500 to 1,000 cavalry or 1,000 to 2,000 infantry. Each SP in a Headquarters or Supply Class unit represents 1,000 to 2,000 soldiers. The average specialist SP (i.e. engineers) or elite infantry SP (i.e. the BEF) averages 1,000 per SP.

Machine Gun Factors (MGFs) of 1/4 in Combat Class units represent 1 or 2 heavy machine guns per SP. Machine Gun Factors of 1/2 represent 3 or 4 heavy machine guns per SP. Machine Gun Factors of one represent 10 heavy machine guns per SP; each additional whole number represents an additional 10 machine guns per SP.

EXAMPLE: A Fortress Class unit with an MGF of 4 represents 40 heavy machine guns per SP (MGF 4 x 10 machine guns per whole number = 40 machine guns per SP). Thus, a Fortress Class unit with 4 SP and an MGF of 4 represents a total of 160 heavy machine guns at full strength.

The composition of SPs in Artillery Class and Headquarters Class units depends on the type of artillery. Field artillery SPs represent 2 to 3 batteries (field artillery averages 3 batteries per SP). Heavy artillery SPs represent 1 to 2 batteries (heavy artillery averages 2 batteries per SP). Super heavy artillery SPs (Barrage Factors of 7 or 8) represent 1 battery per SP.

In the case of Artillery or Headquarters Class units that represent a mixture of different calibers of guns, the predominant caliber has been chosen. All Barrage Factors (BFs), in both Artillery Class and Headquarters Class units, are based on the millimeter (mm) of the predominant gun or howitzers available in that unit.

Barrage Factors (BFs) of 2 represent guns with a caliber equal to or less than 50mm. BFs of 3 represent guns with a caliber equal to or less than 77mm. BFs of 4 represent guns or howitzers equal to or less than 105mm. BFs of 5 represent guns or howitzers equal to or less than 155mm. BFs of 6 represent guns or howitzers equal to or less than 210 mm. BFs of 7 represent guns or howitzers equal to or less than 305mm. BFs of 8 represent guns or howitzers greater than 305 mm.

BFs are sometimes reduced to reflect lack of equipment or poor training. BFs are sometimes increased to reflect different calibers present in a unit or balloons organic to an artillery unit. German artillery brigades receive a BF bonus to reflect the presence of different caliber artillery in their units.

EXAMPLE: French Reserve, French Territorial and German Landwehr formations have Artillery Class units with BF of 2 even though the predominant caliber in those units was 75mm (for the French) and 77mm (for the German); this lower BF reflects the lack of guns in the batteries of these formations as well as their poor training. German artillery brigades add 1 to the Barrage Value of any combat they participate in (See Exclusive Rule 11.61D); this bonus reflects the presence of a 105mm artillery battalion (BF of 4) with the three 77mm artillery battalions (BF of 3) in each artillery brigade, as well as the balloons organic to these brigades (this 105mm artillery battalion is also the reason for the indirect artillery unit type these brigades possess).

SPs in Fortress Class units represent one major fort or a combination of several smaller forts and batteries in a hex. BFs and MGFs in Fortress Class units represent an amalgamation of all the weaponry available in the forts and batteries for that unit.

The composition of SPs in air units depends on the type of aircraft. Each airplane unit in this game represents one squadron (six airplanes in 1914). The German player has dirigible or zeppelin air units known as Zeppelins. Each dirigible unit represents one airship. Each balloon unit represents numerous local balloons. There were many dirigibles and balloons in 1914 that are not represented in the game by a unit (particularly for the Allied side); the effects of these units are represented in the ratings of the artillery units.

1.3 The Participants

There are four nations involved on two different sides. The participants in this conflict were the nations of Germany, France, Great Britain and Belgium. The latter two were drug into a repeat match of the 1870 campaign by Germany's invasion of Belgium; the former two were propelled into this conflict by a Balkan war between Serbia and Germany's ally Austria-Hungary. The two sides are the Central Powers and the Allies. On the Central Powers side there is the nation of Germany. All references to the German player refer to any player(s) responsible for moving German units in the game.

NOTE: There are two Austro-Hungarian artillery units that arrive as reinforcements, but these are treated as German units for all game purposes.

On the Allied side (referred to historically as the Entente) are the nations of France, Britain and Belgium. All references in the rules to the Allies apply to the units of all three nations. All references in the rules to the French player refer only to French units, not British or Belgian units.

If there is a third player available for play, an interesting assignment is to make that player responsible for the British and Belgian armies. The victory conditions in some scenarios contain a separate set of victory conditions for a third player playing the Belgian and British armies in the game.

1.4 Who's Who

Troop units and command counters have a pattern of upper and lower case identifiers: Army formations have all-capital letter identifiers are in italic, Corps formations have all-capital or roman numeral identifiers that are not italicized, and all other formations have all lower case and arabic numeral formation identifiers.

1.41 Abbreviations

The following abbreviations (upper or lower case) are used throughout this book:

For All Sides: Accum: Accumulated; Art.: Artillery; Bd: Brigade; Bn: Battalion; C: Cavalry; Det: Detachment; Div: Division; LOC: Line Of Communication; Max: Maximum; Min: Minimum; MRC: Maintenance Rating Check; N: North; NE: Northeast; NW: Northwest; R: Reserve; Replace. & Repl.: Replacement; Rgt: Regiment; RR: Railroad; S: South; SE: Southeast; SW: Southwest; Spec.: Specialist.

German: B: Bavarian; E: Ersatz; Gemers.: Gemersheim; GD: Guard; K: Kaiser; LW: Landwehr; M: Metz Garrison; Naval: Marines and sailors; OHL: Obersten Heeres Leitung (Supreme Command); S: Strassburg Garrison; UR: Upper Rhine.

French (including colonial): Alg: Algerian; Alp: Alpine; B: Beaudemoulin; Ch C: Chasseurs Cavalry; CI: Chasseurs Indigenes; C d'Alp: Chasseurs d'Alpine; Col: Colonial; D: Dragoon; Dunk.: Dunkerque; FM: Fusiliers Marine; G: Gillet; GQG: Grand Quartier General (Supreme Command); Maroc: Moroccan; Maubg: Maubeuge; S.: Saint (Place Name); S C: Spahis Cavalry; T: Territorial.

British (including colonial): 7L: 7th "Lahore"; 3M: 3rd "Meerut"; BEF: British Expeditionary Force; In: Indian; M: Marine; Nv: Naval.

1.42 Colors

The backside of the counters represent the Imperial crests of each nation. France, being a republic, has a republican crest in lieu of an imperial crest.

The front side of the counters represent the color of the tunics in use in 1914. The French red band across the bottom indicates the color of the trousers. In addition, the following colors are also in use:

  • All: Headquarters: Thin red band at top of counter.
  • French: French Colonials: Brown inside unit type box. French African: Lt. Blue inside unit type box.
  • British: British Indian: Brown inside unit type box. British Naval: Dark Blue inside unit type box. British Dragoon Cavalry: Red on White inside unit type box. (Units with superior rifle training.) British Combat Engineers: Red on Tan inside unit type box.
  • German: German Bavarian: Lt Blue inside unit type box. German Saxon: Black inside unit type box. German Naval: Dark Blue inside unit type box. German Dragoon Cavalry: Red inside unit type box. (Units with superior rifle training, not only dragoons per se, but mounted jaegers, mounted grenadiers and others.) German Combat Engineers: Red inside unit type box.

1.43 Symbols

Some units have special drawings in place of normal unit type symbols. Airplane, dirigible (zeppelin) units, armored cars, bicycles and the Paris taxis have silhouettes. The English Channel flotilla has a naval silhouette on a blue background. Fortress units have a fortress symbol. Leaders have a profile on their counter.

1.5 Supply Range And Sources

Supply units and units from formations attached to corps have a supply range of 6 hexes. The supply range for all other units is 3 hexes.

NOTE: Any unit that has its formation's Command Counter on a corps Command Track is considered to be attached to that corps.

Mountain hexes can only have supply traced through them from a hexside intersected by a road or railroad line to another hexside intersected by that same road or railroad line. If supply is being traced through a mountain hex without an intersecting road or railroad line, the hex may not form one of the hexes that supply is being traced along (See Exclusive Rule 10.4 and Standard Rule 7.2).

The Allied player has additional supply sources in this game. Any coastal hex can supply an Allied unit belonging to a division-sized (or smaller) formation within 3 hexes as a supply source. Any coastal hex with a village, town or city in it may supply any Allied corps-sized formation within 6 hexes.

2.0 Railroad Capacity And Movement Rates

The nature of the Death of Empires game system is that impulses vary dramatically, ranging from one to seven days in length. The railroad (and naval) movement systems define how many Brigade Equivalents (BEs) may move in a Game Turn and how far they may move per impulse. This allows the players the flexibility to conform rail (and naval) movement to impulses of variable length.

2.1 Railroad Capacity

The railroad capacity of a side is the number of rail points per Game Turn that a nation receives. One Rail Point (RP) allows one Brigade Equivalent (BE) to expend one Movement Point (MP) in Rail Mode (See Standard Rule 8.24).

EXAMPLE: A formation with a total of two BEs moving three MPs in Rail Mode would consume six RPs (2 BEs x 3 MPs = 6 RPs).

2.11 German Railroad Capacity: The German railroad capacity is 152 Rail Points per Game Turn; only German units may use these RPs. The German player may use these RPs in Germany and Luxembourg or on converted railroad hexes in Belgium and France (See Standard Rule 8.22G). The German player treats Luxembourgeois railroad hexes as German railroad hexes for all game purposes.

2.12 Allied Railroad Capacity: The French railroad capacity is 152 Rail Points per Game Turn; all Allied units may use these RPs in France or on converted railroad hexes in Belgium, Luxembourg and Germany. There is no British or Belgian railroad capacity but Belgian and British units can use French Rail Points in France.

EXCEPTION: The Main Depot of the Belgian Army Main Depot may move by rail twice in the game without French Rail Points (See Exclusive Rule 12.61C).

NOTE: The Belgian government did not organize the railroads of Belgium effectively for warfare and the British left their trains in Britain.

2.2 Railroad Movement Rate

The railroad movement rate is the number of hexes that may be moved per MP while in Rail Mode. The railroad movement rate for all nations is 6 hexes per MP (See Standard Rule 8.24).

Each cavalry BE in the game counts as two BEs for purposes of Rail Mode movement. Each formation moving by rail in the game adds one additional (1) BE for the logistical troops presumed to be organic to each formation (logistical troops are only placed on map when a unit is isolated - See Standard Rule 7.21G). Formations with less than 1 BE still add the additional 1 BE representing their logistical troops. This applies each Movement Phase a unit or units of each formation move by rail.

EXAMPLE: A cavalry division-sized formation with a HQ unit and three cavalry brigades would equal 6 BEs for the three cavalry brigades, 1 BE for the division HQ and 1 BE for the assumed logistical troops: a total of 8 BEs.

3.0 Naval Capacity, Movement Rate, Naval Barrage, Amphibious Retreat

The Allied player will find his naval capabilities exceedingly useful throughout the game.

3.1 Naval Capacity

Only the Allied player has a Naval Capacity. The Allied player has the capacity to land any marine or naval infantry unit on any coastal hex in France or Belgium (See the Unit Identification Chart). The French and British Naval Capacity is 1 BE of the above named unit types per Game Turn per nation. On Game Turn Seven (and every Game Turn thereafter) the French player can transport an additional 4 BEs of any type belonging to the same formation between ports once per Game Turn.

3.2 Naval Movement Rate: The Naval Movement Rate is six hexes per MP. Each cavalry BE in the game counts as two BEs for purposes of Naval Mode movement. Each formation moving by Naval Mode in the game adds one (1) BE for the assumed logistical troops organic to each formation in the same manner as Rail Mode (See Exclusive Rule 2.2).

EXAMPLE: A division with two infantry brigades would cost 4 BEs to move by sea (-2 for the infantry brigades, 1 for the artillery brigade and 1 BE representing the assumed logistical troops of the division).

Marine and naval infantry formations count only the BE of the Combat Class units of the formation, and nothing else, when calculating BE for purposes of Naval Capacity (See Exclusive Rule 3.1 above).

NOTE: Marine and naval infantry formations do not count Artillery Class units or assumed logistical troops for purposes of this rule.

3.21 The Westerschelde: The Westerschelde is a body of water that is treated as ocean in the game. Part of the northern edge of the West Map represents the southern bank of the Westerschelde; these hexes are treated as coastal hexes. These hexes are: W:1018, W:1017, W:1016, W:1015, W:1014, W:1013, W:1012, W:1011 and W:1010.

Antwerp is considered a port; any reinforcement allowed to land at a port in Belgium may land in Antwerp. Naval Mode movement is possible through the above named hexes; no other type of movement is possible through hexes W:1018, W:1017, W:1016, W:1015, W:1014, W:1013 and W:1012 as the land represented in those hexes is Dutch territory (See Exclusive Rule 7.1 below).

3.22 Ports: Every city, town or village in a coastal hex is considered a port. In addition, there are three non-coastal ports: Antwerp (W:1109), Rouen (W:4533) and Paris (W:5321). Paris can only be used to embark units using Naval Mode, it may not be used to disembark units using Naval Mode.

3.3 Naval Barrage

The Allies also have the ability to put a barrage value of varying strength per combat period into any hex or hexes along the coast (this may be concentrated on one hex or split up amongst several hexes). At the start of each Allied Mission Period (at the beginning of each Allied Command Phase) the Allied player rolls two dice and multiplies the result by ten; this is the total naval barrage value available to the Allied player during the impulse (i.e. a die result of seven would be multiplied by ten to create a naval barrage value of seventy).

Naval barrage is treated like artillery in all ways; it is considered to be heavy and indirect, it is modified by terrain, weather and all other barrage modifiers. It may also, like the barrage value of artillery units, be incorporated into the fire defense of a hex. The Allied player must declare in a given combat period if the Naval Barrage will be used for Barrage or Fire combat. Naval Barrage may only be conducted against a German unit that an Allied unit is adjacent to. If a non-coastal hex adjacent to a coastal hex is the target of the bombardment then halve the bombardment total (i.e., it is being conducted at a two-hex range).

The British counter labeled "English Channel Flotilla" is considered to be the source of the Naval Barrage. Place this counter in any ocean or coastal hex at the start of each combat segment, before any combat is resolved. The English Channel Flotilla counter may be placed in any ocean or coastal hex, including hexes occupied by a German unit.

EXCEPTION: The English Channel Flotilla counter may not be placed in a Dutch coastal hex.

3.31 German Submarines: Every combat period the Allied player declares a naval barrage, the German player rolls two dice. On a roll of twelve, the German player is awarded five victory points. This represents Allied naval vessels sunk by German submarines while conducting Naval Barrage.

3.4 Amphibious Retreat

Marine (not naval infantry) units can retreat into all sea hexes as a result of combat. This is called an amphibious retreat; it may be exercised as a result of combat: merely place the marine unit in question in an all sea hex adjacent to the coastal hex that the marine unit was retreating out of and place a Naval Mode marker on top of the unit. Only combat class units may conduct an amphibious retreat from a non-port hex.

NOTE: There are no amphibious fire combats in this game (i.e. combat may not be initiated from an all-sea hex except for the naval barrage described in 3.3 above).

3.5 German Barrage of Allied Ports

German artillery can conduct special Barrage Attacks against Allied ports during Allied movement and counter movement segments. Whenever an Allied formation has a unit embark or disembark in a port that has a German artillery unit adjacent, the German player may elect to conduct a special Barrage Attack against that unit. This special Barrage Attack can be made against each Allied unit embarking or disembarking during a movement or counter movement segment. Each special Barrage Attack consumes an Ammunition Point. These attacks are resolved immediately during an Allied movement or counter movement segment before any additional Allied activity is resolved.

4.0 Motorized And Cavalry Units

Motorized and cavalry units have a number of special capabilities outlined below.

4.1 Motorized Units

This campaign marked the dawn of motorized warfare. As such, the following rules apply.

4.11 Motorized Units and Stacking: Motorized units must always be stacked with a Combat Class cavalry unit (See Standard Rule 2.21); they may not stack alone. Motorized units that are part of a division must always be stacked with a unit that is currently part of that division. Motorized units that are part of a corps must always be stacked with a unit that is part of a formation attached to the corps.

EXCEPTION: Motorized units that are not part of a division or a corps-sized formation can stack alone in a hex.

EXAMPLE: The French Paris taxi unit and the German FIRST Army motorized supply unit can stack alone in a hex; the motorized infantry battalions of the German cavalry formations cannot.

NOTE: Standard Rule 8.23A prohibits Road Mode through road hexes not already controlled by a friendly player. Standard Rule 8.23B restricts motorized units from crossing rivers at all until friendly non-motorized units have crossed a bridge in Deployed Mode. Thus, friendly motorized units can only traverse road hexes or cross rivers after non-motorized friendly units have first done so.

4.12 Motorized Unit Breakdown: Motorized units, other than motorized supply units, are subject to breakdown. Whenever a non-supply motorized unit withdraws before combat it rolls one die (See Standard Rule 10.54A3). On a die roll of 6 the motorized unit is considered to have broken down. Immediately remove the unit from play. Add the number of strength points remaining in the unit to the Infantry Replacement Point track of the Strategic Chart for that nationality.

EXAMPLE: A German motorized infantry battalion that breaks down is immediately removed from play and one SP is added to the German Infantry Replacement Point track on the German Strategic Chart.

NOTE: Motorized units removed from play, whether from breakdown or through other occurrences, can be brought back into play with Specialist REPs.

4.2 Cavalry Formations

Cavalry formations (cavalry corps, cavalry divisions and cavalry brigades) performed their tasks with difficulty early in the war, due to a number of operational limitations which they faced. These rules reflect those limitations.

4.21 Cavalry Formation Stacking: Starting with the last impulse of Game Turn Two, all cavalry formations must have every unit of that formation stacked in the same hex.

4.22 Cavalry Fatigue Morale Checks: Starting with the last impulse of Game Turn Two, all cavalry formations with units that move make a cavalry fatigue Morale Check at the conclusion of the march or counter-march segment in which they moved. This Morale Check is modified by +1 for each Movement Point (MP) used by the cavalry formation in that march or counter march segment. If a cavalry formation fails this cavalry fatigue morale check, reduce its morale level by one for each number that its morale level was exceeded by. Motorized units movement is not taken into account for this rule.

4.3 Cavalry Regiments Acting as HQs

NOTE: This rule is optional as some people may find that it adds too much detail to an already detailed simulation. Nonetheless, for those of you who want to take the game full bore, this rule will provide even more limited intelligence.

Some non-cavalry formations in the game include a unit that is a cavalry regiment (the other units of the formation are typically a single brigade or double brigade of infantry and a regiment or brigade of artillery). A cavalry regiment on the map can represent all the other units of its formation in the same manner as a Headquarters Class unit.

Place the other units of the formation being represented by the cavalry regiment in the divisional HHB on the Strategic Chart or on the appropriate Army Chart. These units should be placed in the divisional HHB upside down so as to distinguish them from the other occupants of the divisional HHB. In this manner the right-side up units in the divisional HHB represent the units stacked with the divisional headquarters on the map, while the upside-down units represent units stacked with their cavalry regiments on the game map. Units stacked with their formation's cavalry regiment which are placed on the Strategic or Army Chart do not stack in the Divisional HQ Holding Box if they are attached to a corps-sized formation and are stacked with the HQ Class unit for that corps (they are in the corps' HHB instead).

5.0 Initiative Determination And Chart Capacities

Having the initiative is a powerful asset in setting game tempo. Special rules governing initiative are outlined below.

5.1 Initiative Determination

The German player automatically has the initiative during the Opening Game Turn (Turn O), Game Turn One and Game Turn Two. After these game turns, the regular initiative rules are in effect. In order to determine initiative during the Decision Phase of the Weekly Interphase each player rolls one die; the player with the highest die roll determines the structure of the impulses for the Game Turn; he is said to have the initiative. Ties on the die roll are rolled again.

Whichever side has the most armies (not army detachments) on the Advance Mission Order receives +1 on the die (See Standard Rule 7.15). The Allied player and the German player have Supreme Command units (GQG for the Allies, OHL for Germany); if these units move during the course of a Game Turn the opposing player receives +1 on the die during the Decision Phase of the following Weekly Interphase. The presence of the Kaiser on map gives an additional +1 on the die to the Allies (his meddling produced confusion on the German side). The side with the most Prisoner Points receives a modifier of +1.

The opening of World War One found both sides unprepared to fully utilize the art of modern warfare. Therefore, no player may declare more than three impulses in a Game Turn. Impulses are determined by the player with the initiative (See Standard Rules 5.2 and 6.0).

5.2 Chart Independent Formation Capacities

Each Strategic Chart, Army Chart and Army Detachment Chart of both sides has an Independent Formations track. There is a limit to the number of Independent Formations that may be placed upon these tracks. The Independent Formation track of the Strategic Chart may not contain more than 20 formations' Command Counters. The Independent Formation track of an Army Chart may not contain more than 10 formations' Command Counters.

The Independent Formation track of an Army Detachment Chart may not contain more than 7 formations' Command Counters. The number of corps that may be placed on each Strategic Chart, Army Chart and Army Detachment Chart of both sides is limited by the number of corps tracks on the chart.

NOTE: The number of formations that may be attached to a corps is determined by the attachment limit specified on the corps Command Counter (See Standard Rule 3.14).

6.0 Reinforcements And Replacements

Reinforcements and replacements for the game are explained below.

6.1 Reinforcements

Both sides receive reinforcements during the course of the game. The Game Turn track has an indicator as to which side receives reinforcements that turn. Each scenario lists all reinforcements for the scenario under the General Information section. There are four map edges referred to (e.g. South, East, West and North) for the two maps (East and West); these are reinforcement entry areas. Some reinforcements have more specific information in the scenarios about their placement upon arrival. All reinforcements may appear in Rail Mode, Naval Mode or Road Mode at the owning player's discretion. If a formation is indicated as a reinforcement, then all the units of that formation are to arrive as reinforcements, unless otherwise indicated.

EXAMPLE: Normally all units arrive at the same time as reinforcements, but the Leader of the BEF II Corps and the motorized units of the French I Cavalry Corps both appear after the other units of these formations first appear in the game (See the Reinforcement sections of the Scenario Rules).

The Other Theaters rule may alter the appearance of reinforcements (See Exclusive Rule 9.0). The British Expeditionary Force Army has its replacements listed along with the reinforcement information as it only receives replacements as reinforcements. Reinforcements must have the Command Counter of the formation placed on the Strategic Chart, or an Army or Army Detachment Chart, upon entry into the game, due to the restrictions of Command Control (See Standard Rule 2.31). If reinforcements are indicated as arriving on a second or subsequent impulse in a Game Turn, and the player with the initiative determines that the Game Turn has only one impulse, then these reinforcements appear at the beginning of the first impulse.

6.2 Replacements

Both sides receive replacements throughout the game.

6.21 Replacement Rates: There are three types of Replacement Points (REPs): Infantry REPs, Direct Artillery REPs and Specialist REPs. Infantry and Direct Artillery REPs may only be used to replace infantry and direct artillery losses respectively. Specialist REPs are used to replace all losses other than infantry and direct artillery (See Standard Rule 5.14).

Fortress Class units cannot receive REPs in Home Before The Leaves Fall. REPs are added to the Replacement Point Tracks of each side's Strategic Chart during the Replacement Point Record Segment of the Strategic Phase each Game Turn (See Standard Rule 5.1).

Each side has a limited number of Infantry REPs available. The French player and the German player each receive 28 Infantry REPs per game turn. The French and German players have two Direct Artillery REPs available per Game Turn. The French player has two Specialist REPs available per Game Turn. The German player has six Specialist REPs available per Game Turn. The British player receives all British REPs through the reinforcement schedule. The Belgian player does not receive any Belgian REPs, but Belgian units may receive French or British REPs (this represents Belgians with French or British arms).

The French and German players can replace two eliminated air units per Game Turn; the British can replace all eliminated British air units each Game Turn. Eliminated Belgian air units can be replaced by the French player by using one of his two possible air unit replacements per Game Turn (this represents Belgian air units re-equipped with French planes). Unlike other replacements, air unit replacements are not accumulated from Game Turn to Game Turn. Replaced air units can be placed with any friendly Headquarters unit on map.

6.22 Replacement Restrictions: This is optional as it requires a fair amount of paperwork. Each unit can only receive twice as many REPs in a game as it has SPs printed on its counter. Record which units have received REPs on a scratch piece of paper throughout the game.

6.23 Replacement Markers: Both sides have REP Accumulated and REP Used markers; as replacements are accumulated or used move the appropriate markers along the tracks on the Strategic Chart. Once there are no longer REPs of a given type (infantry, direct artillery or specialist) remaining then no more replacements of that kind may be received by units on the map in Replacement Mode until more have been accumulated. Whenever a unit incorporates a Replacement Point, record this on the Strategic Chart by increasing the REP Used marker of the appropriate type by one while simultaneously reducing the REP Accumulated marker of the appropriate type by one. REPs may be accumulated from Game Turn to Game Turn by using the Infantry, Direct Artillery and Specialist REP Accumulated markers on the Strategic Chart (See Standard Rule 2.57).

6.24 French Territorial Formations: French Territorial infantry divisions which arrive as reinforcements may be taken as replacements instead. For each personnel and cadre SP in a Territorial infantry division add one to the infantry replacements available; for each artillery SP add one to the direct artillery replacements available. A Territorial infantry division must be taken whole or completely broken up as replacements when it arrives as a reinforcement; a player may not do both with a given division-sized formation.

7.0 Friendly Map Edges, Neutral Holland And Switzerland

NOTE: Yes, both sides must pay attention to the "edge of the world" when playing!

7.1 Internment in Neutral Holland and Switzerland

The armed forces of neutral Holland and Switzerland are not depicted in the game. The Allies and Germans did not want to violate Dutch or Swiss neutrality due to their economic and political role in Europe. If any unit of either side enters any hex in Holland or Switzerland at any time, or exits the northern map edge west of the German border, then that unit is said to be interned. Interned units are removed from play immediately.

A player may choose to intern a unit in order to avoid Prisoner Point results (See Standard Rule 11.6). If the first Loss Result taken by the owning player of a unit is to retreat that unit into a hex immediately adjacent to Holland or Switzerland, then all other losses are not implemented (See Standard Rule 10.55C).

EXCEPTION: Naval Mode movement (only) through the coastal hexes of the Dutch area known as the Westerschelde (See Exclusive Rule 3.21).

NOTE: The British and Belgian armies interned large numbers of their troops in Holland following the fall of Antwerp rather than have them become prisoners.

7.2 French Map Edges

The southern edge of the West map and the southern edge of the East map west of E:7008 (the Swiss border) are considered friendly map edges for the French player. Also considered friendly is the west edge of the West map south of the coastline. Only the Allied player may move units in Rail Mode by using off-map rail movement off the western edge of the West map or the southern edge of the East and West maps in France (See Standard Rule 8.24D).

7.3 German Map Edges

The eastern edge of the East map north of E:1009 (the Swiss border) and the northern edge of the East map east of E:1027 (the Dutch border) are considered friendly map edges for the German player. Only the German player may move units in Rail Mode by using off-map rail movement off the eastern edge of the East map or the northern edge of the East map in Germany.

7.4 Off-Map Non-Rail Movement

Standard Rule 8.24D states that the only form of off-map movement is Rail Mode movement. However, in Home Before The Leaves Fall either player may exit units off the western edge of the West map and the southern edge of the East and West maps from a hex in France in Deployed or Road Mode (See Standard Rule 8.22). Units that exit off the southern edge of the East or West maps can reappear on any mapedge hex on the southern edge of the same map one impulse later. Units that exit off the western edge of the West map can reappear on any mapedge hex on the western or southern edge of the West map one impulse later. Units that exit off the southern edge of the East or West maps can reappear on any mapedge hex on the other map's southern edge two impulses later. All units that reappear do so in Deployed Mode.

If a unit exits a mapedge during a scenario it must reappear by the end of the scenario or it is considered eliminated. The supply status of a unit entering a mapedge after exiting the map is determined by tracing supply on the maps; the command control status of a unit entering a mapedge after exiting the map is determined by determining the command radius of units on the maps; if command control and supply can be exerted upon the hex used to exit or reenter the map, then units off map are said to be in command control and supply.

7.5 Off-Map Rail Movement

Both players in the game may engage in off-map rail movement. German and French units (only) may exit the map. German units may exit the map in Germany and French units may exit the map in France. British and Belgian units may not use off-map rail movement; British and Belgian units may use off-map non-rail movement (See Exclusive Rule 7.4 above). Off-map rail movement is explained in Standard Rule 8.24D.

7.51 German Off-Map Rail Movement: The information is as follows (all costs are given in MPs):

Eastern Map, North Edge:

  • Between 1024 and 1023: 5
  • Between 1023 and 1021: 4
  • Between 1021 and 1019: 7
  • Between 1019 and 1017: 5
  • Between 1017 and 1016: 3
  • Between 1016 and 1013: 8
  • Between 1013 and 1011: 7
  • Between 1011 and 1010: 6
  • Between 1010 and 1004: 14
  • Between 1004 and 1201: 12

Note - 1201 is on the east mapedge.

Eastern Map, East Edge:

  • Between 1201 and 1401: 7
  • Between 1401 and 1701: 8
  • Between 1701 and 1901: 4
  • Between 1901 and 2001: 7
  • Between 2001 and 2201: 8
  • Between 2201 and 2301: 5
  • Between 2301 and 2401: 6
  • Between 2401 and 2601: 12
  • Between 2601 and 2701: 1
  • Between 2701 and 3001: 4
  • Between 3001 and 3201: 5
  • Between 3201 and 3401: 5
  • Between 3401 and 3701: 6
  • Between 3701 and 4001: 5
  • Between 4001 and 4901: 33
  • Between 4901 and 5201: 23
  • Between 5201 and 5501: 13
  • Between 5501 and 6001: 21

NOTE: The remainder of the eastern map's east edge is Swiss territory.

7.52 French Off-Map Rail Movement: The information is as follows:

Western Map West Edge:

  • Between 3834 and 4234: 6
  • Between 4234 and 4533: 4
  • Between 4533 and 4834: 4
  • Between 4834 and 5133: 8
  • Between 5133 and 5333: 7
  • Between 5333 and 5733: 9
  • Between 5733 and 6234: 12
  • Between 6234 and 6434: 1
  • Between 6434 and 6834: 9
  • Between 6834 and 7033: 8

Western Map South Edge:

  • Between 7033 and 7030: 7
  • Between 7030 and 7028: 6
  • Between 7028 and 7023: 10
  • Between 7023 and 7019: 7
  • Between 7019 and 7016: 6
  • Between 7016 and 7010: 10
  • Between 7010 and 7006: 7
  • Between 7006 and 7005: 2
  • Between 7005 and 7003: 4

Eastern Map South Edge:

  • Between 7003 and 7031: 11

NOTE: 7003 is on the western map's south edge.

Eastern Map South Edge (continued):

  • Between 7031 and 7030: 4
  • Between 7030 and 7025: 9
  • Between 7025 and 7022: 6
  • Between 7022 and 7020: 8
  • Between 7020 and 7016: 6
  • Between 7016 and 7018: 4
  • Between 7018 and 7016: 6
  • Between 7016 and 7009: 15

NOTE: The remainder of the eastern map's south edge is Swiss territory.

Off-map rail movement is cumulative. A unit may continue moving from one entry point to another as long as it has sufficient RP to do so.

EXAMPLE: A German unit moving by Rail Mode off-map between E:1023 and E:1021 would expend 4 MPs to do so; if this unit wished to continue moving along the entire Eastern Map North Edge to E:1201 (on the East Edge of the Eastern Map) it would expend 67 additional MPs to do so; this number (67 additional MPs) is arrived at by adding all the off-map rail movement costs between E:1023 and E:1201 above.

(Box: Clear This Impulse.)

8.0 Weather

Just as in the real campaign, weather will play a key role in determining the overall success or failure of each side's plans.

8.1 Weather Determination

Starting on Game Turn 2, the player with the initiative rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of each impulse).

8.11 Light Rain: A roll of five (5) or higher indicates that the impulse is a light rain impulse. A light rain impulse has the following rules in effect:

  1. no air unit may fly any kind of mission;
  2. all artillery unit totals are halved in barrage combat;
  3. it costs twice as many MPs to place a combat marker.

8.12 Heavy Rain: A roll of six (6) or higher indicates that the impulse is a heavy rain impulse. A heavy rain impulse has the following rules in effect:

  1. all terrain costs on the TEC are doubled;
  2. no air unit may fly any kind of mission;
  3. all artillery unit totals are halved in both fire and barrage combat;
  4. entrenchment mode costs are doubled (permanent entrenchment costs remain the same);
  5. it costs twice as many MPs to place a combat marker.

8.13 Mud: A roll of seven (7) or eight (8) indicates that the impulse is a mud impulse. A mud impulse has the following rules in effect:

  1. all terrain costs on the TEC are tripled;
  2. all artillery unit totals are quartered in both fire and barrage combat;
  3. the Fire Value of all attacking units is halved;
  4. entrenchment mode costs are doubled (permanent entrenchment costs remain the same);
  5. it costs twice as many MPs to place a combat marker.

8.14 Snow: A roll of nine (9) or higher indicates that the impulse is a snow impulse. A snow impulse has the following effect:

  1. no air unit may fly any kind of mission;
  2. all artillery unit totals are halved in both fire and barrage combat;
  3. the Fire Value of all attacking units is halved;
  4. entrenchment mode costs are doubled (permanent entrenchment costs are also doubled so it takes two weeks to do so);
  5. it costs twice as many MPs to place a combat marker.

8.2 Weather Die Roll Modifiers

During impulses that fall within August sub-tract one from any weather die roll. During impulses that fall within September add one to any weather die roll. During impulses that fall within October add two to any weather die roll. During impulses that fall within November add three to any weather die roll (See the Turn Record Track).

NOTE: While artillery totals are halved or quartered by rain, mud or snow this does not reduce the Barrage Factors of the Artillery Class and Headquarters Class units making the barrage -- this is critical when conducting attacks against Fortress Class units (See Standard Rule 12.23B). Also note that Allied Naval Barrage is halved or quartered by weather just like any artillery total (See Exclusive Rule 3.3).

9.0 Other Theaters

The Other Theaters rule represents alternatives to the reinforcements historically available in the game.

NOTE: Players should not have absolute certainty about the reinforcements coming to them; this rule reflects that.

9.1 Opening Turn (French Army of the Alps)

On the Opening Game Turn (Game Turn 0) the French player rolls two dice to determine what delay, if any, is incurred in redeploying the Army of the Alps from the Italian border. The French High Command was concerned about the possible deployment of the Italian Army's twelve corps to the Franco-Italian border despite Italy's professed neutrality. Roll two dice; on a die roll of eleven or twelve the Army of the Alps is delayed until the strategic phase of Game Turn Two. On a die roll of two the opposite occurs - Italy joins the Allies: the 91 territorial (91t) infantry division (not normally received during the course of the game) is relieved of garrison duty in the Alps to join the Army of the Alps as a reinforcement. The Army of the Alps is defined as the 44 infantry division, the 64 reserve (64r) infantry division, the 65 reserve (65r) infantry division, the 74 reserve (74r) infantry division, the 75 reserve (75r) infantry division and the chasseurs d'alpine (cd'alp bd) mountain infantry brigade.

9.2 Game Turn One (French Army of Africa)

On the Game Turn One the French player rolls to determine what delay, if any, is incurred in the transit of the Army of Africa from North Africa to France. Roll two dice; on a roll of nine or less the following occurs: the 37 infantry division and 38 infantry division appear at the beginning of the last impulse of the Game Turn One; du maroc (maroc) infantry division, 3 du maroc (3 maroc) infantry brigade, du maroc cavalry (maroc c) brigade appear at the beginning of Game Turn Four during the strategic phase. On a roll of ten the units appearing during Game Turn One appear with the Game Turn Two reinforcements. On a roll of eleven or twelve all units from the Army of Africa are delayed until Game Turn Three due to the German cruiser Goeben's interference with French Mediterranean shipping.

NOTE: For the historically minded, the French du Maroc formations (literally "of Morocco") are not Moroccans; they are non-Moroccan colonial troops serving in Morocco when the war began. The only Moroccan unit in the game is the Chasseurs Indigenes infantry brigade.

9.3 Game Turn Two (British Expeditionary Force Army)

One the second impulse of the Game Turn Two the French player rolls to determine what delay, if any, is incurred in the transit of the British Expeditionary Force Army from England to France. Roll two dice; on a roll of ten or less the following occurs (All indicated units are British units): I Corps, 1 infantry division, 2 infantry division; II Corps, 3 infantry division, 5 infantry division; 1 cavalry division, two cavalry brigades of the 2 cavalry division and all units belonging directly to the British Expeditionary Force Army appear at any French port. On a roll of eleven or twelve the British Expeditionary Force Army is delayed until the strategic phase of the Game Turn Three at which time it appears as indicated.

NOTE: The Royal Navy was concerned about possible sorties by German submarines into the English Channel and would have delayed transit of the British Expeditionary Force Army if submarines had indeed appeared (none did historically).

9.4 Game Turn Three (German Eighth Army)

On the Game Turn Three the German player rolls to determine when forces must be sent to reinforce the German Eighth Army in East Prussia opposing the Russian invasion of that historic province. Roll two dice; on a roll of ten or less three corps-sized formations and five division-sized formations must be removed from the map and are considered to have been sent to East Prussia. No corps thus removed may be a Reserve or Landwehr corps and only one of the corps headquarters may be a cavalry corps (The Guards Reserve Corps may be taken as one of these corps). Of the divisions, none may be a Reserve or Landwehr division and only one of the divisions may be a cavalry division. (One of the guards reserve divisions may be taken as one of these withdrawal divisions). On a roll of eleven or twelve no East Front reinforcements need be removed until the Game Turn Seven (instead of Game Turn Three). Scenario 11 combines Home Before The Leaves Fall and the previous game in this series, The Cossacks Are Coming!. When playing Scenario 11 this rule (Exclusive Rule 9.4) is suspended.

For the historically minded, the Guards Reserve Corps (3 Guards Infantry Division, 1 Guards Reserve Infantry Division), XI Corps (22 Infantry Division, 38 Infantry Division) and the III Cavalry Corps (8 Cavalry Division) were sent to East Prussia.

9.5 Game Turn Four (German North Army)

On the Game Turn Four the German player rolls to determine what forces, if any, are delayed in arriving on the map from the North Army watching the German coast between Holland and Denmark (Schleswig-Holstein province) for possible British Expeditionary Force landings. Roll two dice; on a roll of eleven or twelve the North Army is delayed until Game Turn Five by rumors of possible British naval activity. On a roll of ten or less the North Army arrives on Game Turn Four. The North Army is defined as the IX Reserve Corps with the 17 Reserve (17r) infantry division, 18 reserve (18r) infantry division; I Landwehr (I LW) Corps, 33 landwehr (33 lw) infantry brigade, 34 landwehr (34 lw) infantry brigade, 37 landwehr (37 lw) infantry brigade, 38 landwehr (38 lw) infantry brigade.

9.6 Game Turn Ten (German New Reserve Corps)

On the Game Turn Ten, the German player rolls to determine which of the German new Reserve Corps are received on map. Immediately upon entering the war Germany set about raising twelve new Reserve divisions and six new Reserve Corps to control them. When these units were ready in mid-October two of the divisions with one of the corps had to be sent to Poland to take part in the Lodz campaign. Roll two dice: on an eleven or a twelve the XXV Reserve (XXV R) Corps, 49 reserve (49r) infantry division and 50 reserve (50r) infantry division are all received on map along with the other German formations regularly received on Game Turn Ten. These units are not normally received during the course of the game. This rule reflects a reduced Lodz campaign in Poland.

10.0 Exclusive Rules Terrain Effects

Some special rules are required to take into account the amount of road development in France plus the secret of the Eiffel Tower!

10.1 Unpaved Roads

There are no unpaved (or dirt) roads printed on the map; they are assumed to be in every hex. A unit may travel in Road Mode on an unpaved road in any hex on the map by entering Road Mode and declaring the unit to be on an unpaved road (See the TEC).

10.2 Forests

There were no forests on the map as dense as those found in Eastern Europe at this time. Thus all hexes representing concentrations of woodlands are listed as woods, and not forests. I am including this observation for those owners of the Cossacks Are Coming! who want to compare geography between Eastern and Western Europe on their game maps.

10.3 Canals

Canals are treated like rivers for all game purposes.

10.4 Mountains

Mountains are a type of terrain not found on the game map in the Cossacks Are Coming!. Supply may not be traced through mountains except along a road. Mountains act as permanent entrenchments for combat and morale. The mountain hex Movement Point costs are more than any other terrain type (See the TEC). Mountain hexes are prohibited to motorized units except when moving along a road or rail line.

Any non-mountain unit of a formation attacking a mountain hex does so with a modifier of +4 to the die; any mountain unit of a formation attacking a mountain hex does so with a modifier of +2 to the die. A mountain unit is defined as any unit with a mountain symbol in the unit type box.

10.5 Paris

Paris has two distinct Terrain Effects: The Paris Metropolitan Transportation Net and the Eiffel Tower.

10.51 The Paris Transportation Net: Every hex in the city of Paris and every hex within a two hex radius of Paris is considered to have two double rail lines exiting every hexside.

NOTE: The city of Paris had an extensive urban rail net not pictured on the map. This dense rail net is particularly important when determining the Main Depot Status of an army (See Standard Rule 7.22).

10.52 The Eiffel Tower: Any German army within ten hexes of Paris adds one to the Mission Order modifier of a subordinate leader being given a Mission Order (See Standard Rule 7.12).

NOTE: The Eiffel Tower interfered with radio transmissions within a fifty mile radius. The Allies knew this and took appropriate measures; the Germans did not.

10.6 Villages and Historic Battlefields

We have adopted the nomenclature of village, town and city for game purposes. Actually, the villages on the game map for Home Before The Leaves Fall were towns, the towns were cities and the cities were major urban centers. You can call them what you like. There were actually villages ranging in size from a few hundred to a few thousand inhabitants in every hex on the map, but they did not warrant inclusion on the map as they had little impact on operational activities.

In a similar vein, many people told me that they liked the Historic Battlefield indicators on The Cossacks Are Coming! map. In Home Before The Leaves Fall there are no historic battlefields noted as virtually every other hex had some kind of battle fought in it during the last two millennia.

10.7 International Boundaries

International boundaries are traced along hexsides (See the TEC). A boundary in Germany marks the 1870 boundary between France and Germany (and hence the boundary for the provinces of Alsace and Lorraine).

10.8 Permanent Entrenchments Printed on the Map

There are permanent entrenchments printed on the map (See the TEC). A unit that occupies such a hex, with any one of its frontal hexsides facing the hexside that the permanent entrenchment symbol faces, is said to be in Permanent Entrenchment mode. This is done automatically, there is no morale check or expenditure of MP. The unit remains in Permanent Entrenchment mode as long as it occupies the hexside with one of its frontal hexsides facing the same hex side as a Permanent Entrenchment symbol. If at any time the unit does not conform to this facing, or it is no longer in the hex, then it is no longer in Permanent Entrenchment mode.

NOTE: Both sides had prepared field works in key areas prior to the war. This is what permanent entrenchments printed on map represent.

11.0 The German Armed Forces

The German Armed Forces were at their peak of efficiency and morale throughout this campaign. The following rules reflect that.

11.1 German Leaders

The leaders of the German Army in 1914 were an exceptional collection of commanders. These rules deal with their unique characteristics.

11.11 Subordinating Leaders: The German leader Bulow (Second Army commander) was used repeatedly by the German Supreme Command as a brake on the impetuous Kluck (First Army commander) and as a prod to the lethargic Hausen (Third Army commander). During the Mission Order Segment of an impulse when giving orders to the commanders of the First or Third German Armies an order must first be given to Bulow and that order will in turn be given to either Kluck or Hausen. This procedure is in addition to simply giving orders to the Second Army.

EXAMPLE: The German Supreme Commander's Mission Order for the Third Army to Advance must first be given to Bulow and then to Hausen; if Bulow's Mission Order preference (Flexible) is the initial result of the Mission Order procedure instead of the Advance Mission Order, then that is the order that will be attempted through the mission order procedure to be given to Hausen (Hausen's preference for the Hold mission might still result instead of Bulow's Flexible order depending on the die roll).

11.12 Leader Replacement: There are two German leaders that are replaced in the game. Moltke (the Supreme Commander) is replaced by Falkenhayn and Hausen (Third Army commander) is replaced by Einem on Game Turn Six. Neither of these leader replacements occur if any hex of Paris is German controlled by the start of Game Turn Six.

11.2 German East Front Withdrawals

There are several units listed in the reinforcement schedules of some scenarios as withdrawals. These withdrawals are reinforcements for Germany's war with Russia. Record any losses taken by these units before they exit the game map for victory point purposes.

11.3 German Fortresses and Entrenchments

These rules cover German doctrine over their existing fortress and their ability to start digging in.

11.31 Disbanding German Fortress Units: The German player may disband Fortress Class SPs to create Specialist Replacement Points. For every Fortress Class SP voluntarily taken from the map by the German player, add one to the German Specialist Replacement Point pool. The German player rolls one die at the beginning of each Game Turn during the weekly interphase; the result is the number of German Fortress Class SPs that may be disbanded in the upcoming Game Turn. The German player then rolls a second die; the result is the number of Fortress Class SPs available that turn which may be taken from German fortresses off map (keep a record of the total taken from off-map fortresses on a piece of paper). The German player may initiate this procedure beginning on the Game Turn Nine.

EXAMPLE: The German player rolls one die with a result of three - that is the number of fortress SPs available to be disbanded that turn; a second die is rolled with a result of four - this amount is equal to or greater than the previous result of three so all three fortress SPs may be taken from off-map German fortresses (a result of two on the second die roll would have meant that at least one SP would have to come from disbanding an on-map German fortress SP).

11.32 German Fortress Class Units and the Retire Army Mission: German Fortress Class units negate the requirements of the Retire Mission Order. German units that belong to an army or army detachment with the Retire Mission Order when stacked with a Fortress Class unit may act as if their army Mission Order was Flexible.

11.33 German Off-Map Fortress Class Units: There are two German Fortress Class units that are listed as being off-map. These units are placed on the map adjacent to the two hexes listed in the scenario information. These units are assumed to be in clear terrain. They are treated in all ways like a regular Fortress Class unit; enemy units may attack them and occupy their location (which is assumed to be a clear terrain hex adjacent to the map).

11.34 German Fortress Air Units: There are four German fortress air units that are available to the German player. These air units are labeled Metz, Strassbourg, Cologne and Gemersheim. These air units may only perform the artillery spotting operation for Fortress Class units bearing the same name as the air unit. At the German player's discretion, these air units may be eliminated from play; non-fortress air units eliminated from play through the Maintenance Rating Check (See Standard Rule 8.31C) may be brought back into play on a one-for-one basis (for every fortress air unit eliminated from play, one non-fortress air unit is returned to play).

11.35 German Fortress Formations: There are two German fortress formations in the game: the formation designated as the 33 Strassbourg reserve (33 st r) infantry division and the formation designated as the 30 metz reserve (30 m r) infantry division (i.e. with the notations "33 st r" or "30 m r" on the counter). The Strassbourg division may not move until the German Seventh Army is released through the provisions of Exclusive Rule 11.51. The Metz division may not move more than one hex from Metz until Game Turn Three. On Game Turn Three the 30 m r division may move freely.

11.36 German Entrenchments: The German player is not limited initially in the ability of his units to create entrenchments. However, no German unit may construct permanent entrenchments until Game Turn Four.

NOTE: The Germans immediately began entrenching as soon as war broke out. However, it took until early September for the Germans to adopt the beginnings of large scale permanent entrenchments. The Germans were still weeks ahead of the Allies in adopting entrenchments.

11.4 German Garrisons

Each German army has a Line of Communication (See Standard Rule 2.64). Each German army must maintain at least one formation in its Line Of Communication (LOC) box when its LOC extends outside of Germany. Each Belgian or French city located on an LOC must be garrisoned with one formation that is placed on the map (its Command Counter is placed on the Strategic Chart); this is in addition to the one formation per LOC box requirement.

EXAMPLE: The German First Army LOC passes through Liege and Brussels -- both cities would have to have at least one formation placed in them (with the Command Counters of these formations on the Strategic Chart) and the First Army would have to have at least one formation in its LOC box.

11.5 The German Strategic Plan - The Schlieffen Plan

The master plan to win the war in a single campaign - how close it came....

11.51 Game Turns O and 1: The German player automatically has the initiative on the Opening Game Turn (Game Turn O). The first impulse of the Opening Game Turn is a mandatory two day impulse. No German unit may move during the mandatory two day impulse that begins the Opening Game Turn. The German player must declare the remaining five days of the Opening Game Turn to be two impulses, composed of any combination of days, with at least one day to an impulse. Game Turn Two is a normal Game Turn without strategic plan restrictions on the number of impulses in a Game Turn.

NOTE: The restrictions on the Opening Game Turn reflect the final days of mobilization for the principal units of the German and French Armies.

A. Released Units - Game Turn O: The first impulse of Game Turn O is spent in mobilization - no German unit moves. At the beginning of the second impulse of the Opening Game Turn, the three cavalry corps on the German Strategic Chart, the IX Corps of the First Army, the VII Corps of the Second Army and Army Detachment A are all released.

Army Detachment A (this army detachment was historically referred to as the Army of the Meuse) consists of all units and counters labeled DET A. Army Detachment A has the Emmich leader counter (X Corps leader) in the German Army Detachment A leader box, all X Corps units, 6 detachments of infantry (4 SPs each) and 6 detachments of direct artillery (2 SPs each) along with the 19 and 20th infantry divisions. Scenario 1 provides additional details about Army Detachment A (the parent formations of the detachments, the Main Depot status, etc.).

On the third impulse of the Opening Game Turn Two OHL super heavy artillery battalions are released (See the Reinforcement Schedule under the General Information section for Scenario 1).

B. Releases Game Turn One: On the last impulse of the Game Turn One all the units of the German First Army, Second Army and Seventh Army are released.

C. Early Release of German Units: Only the units released by Exclusive Rule 11.51A and 11.51B (directly above) may move during the first two game turns unless one of the following three events occur:

First Event: The Belgian Army assumes any Army mission other than Retire during the first and second game turns (game turns 1 and 2);

Second Event: All Liege Fortress Class units are all removed from play;

Third Event: An enemy unit moves adjacent to any German unit in Germany.

When any one of these three events occur, all German units on the map may immediately move and engage in any activity without restriction.

D. Mission Orders: Mission Orders are automatically given to German armies and army detachments during the Opening Game Turn and Game Turn One. When the OHL unit arrives on map at the start of Game Turn Two, Mission Orders are no longer automatic (See also Exclusive Rule 11.52 and 11.82A).

11.52 Game Turn Two

German armies are released sequentially during this Game Turn, according to the dictates of the Schlieffen plan. The First, Second and Seventh Armies are released on the first impulse of Game Turn Two, if they have not been released already in the previous Game Turn (See Exclusive Rule 11.51C).

The Third, Fourth and Sixth Armies are released on the first impulse of Game Turn Two. The Fifth Army is released on the second impulse of Game Turn Two. All formations belonging to the armies released by this rule may move normally.

A. Late Release of German Units: If any Liege Fortress Class unit remains on the map at the beginning of an impulse, then the Third, Fourth and Fifth German Armies may not be released until the following impulse.

B. Mission Orders: When the OHL unit arrives on map as a reinforcement at the start of Game Turn Two, Mission Orders are no longer automatic. The provisions of rule 11.51D, which provide for automatic Mission Orders, are only in effect for the first two game turns (Game Turns O and 1).

11.53 Mandatory Advance Mission Order - Armies One Through Five

The German armies numbered First through Fifth, and all German formations attached to them, must stay on the Advance Mission Order once they are released. These armies cannot be given any mission other than Advance by the Supreme Commander from the Opening Game Turn until the beginning of Game Turn Four (although individual leaders may still exercise their mission preference through the Mission Orders sequence; see Standard Rule 7.13). Only the First through Fifth Armies are so affected, all other armies and army detachments are exempt from this rule.

A. Advance Mission Order - Schlieffen Modification: During the procedure described in 11.53 above, formations belonging to armies with the Advance Mission Order must expend all available MPs to move through hexsides designated as Advance Mission Order hexsides on the German Strategic Chart in the Army Mission Requirements Box during Game Turns O, 1, 2 and 3. The only expenditure of movement points allowable except moving through these hexsides is to place combat markers or enter enemy ZOCs. The units of the German Fourth and Fifth Armies must also expend MP during each impulse of Game Turn Two to enter Entrenchment Mode (See Exclusive Rule 11.54 below).

11.54 German Mandatory Entrenchments - Armies Fourth and Fifth: The Fourth and Fifth Armies were to be the pivot of the encircling right wing of German armies. They were to proceed more slowly than the First through Third Armies, and they were prepared to take the blow of the French Plan 17 coming into Belgium. All infantry units belonging to the Fourth and Fifth Armies entrench as they advance during the Game Turn Two. At the end of each Movement or Counter-Movement Phase, each hex occupied by an infantry unit of the Fourth and Fifth Armies must have a unit attempt to enter Entrenchment Mode.

NOTE: The Schlieffen plan gave Germany the initiative at the outset of the campaign; it also locked Germany into a rigid strategic plan without alternatives (although less severely so than the French Plan 17).

11.55 Abandonment of the Strategic Plan: The German player may abandon the strategic plan and release the German armies from the requirements of Exclusive Rules 11.53 and 11.54.

A. Game Turn Four: From the Game Turn Four on, the German player may announce the abandonment of the strategic plan at the beginning of any impulse. The German player announces that he is abandoning the strategic plan; this allows the Supreme Commander to provide a mission order other than the Mandatory Advance Mission Order to First through Fifth Armies one (See Exclusive Rule 11.53 above).

B. Mandatory Retire Mission Order - Armies First Through Fifth: When the German player announces the abandonment of the strategic plan described in Exclusive Rule 11.55A (above), all formations belonging to the First through Fifth Armies are restricted to the Retire Mission Order. This only applies to those formations of the First through Fifth German Armies on the West Map in France. All units belonging to formations attached to the First through Fifth Armies must revert to the Retire Mission Order for three full impulses. Following the reversion to the Retire Mission Order for three full impulses, these German armies may resume the normal Mission Order Procedure without the above mentioned restrictions. The three impulses stipulated in this rule may not exceed a total of seven consecutive days. If the seventh consecutive day of Mandatory Retire Mission Order will occur during an upcoming impulse, the German player may conduct Mission Order Procedure during that impulse normally.

NOTE: The German player may realize an upcoming impulse will result in his armies being under the Mandatory Retire Mission Order for more than seven consecutive days. He announces this fact to his opponent, and then conducts the Mission Order Procedure for the upcoming impulse without restriction.

C. German Modified Mandatory Retire Mission Order: During the period of German Mandatory Retire Mission Orders stipulated by Exclusive Rule 12.52C above, German units have two capabilities available that would not normally be allowed by the Retire Mission Order. The two capabilities available to German units are:

  1. German units from formations attached to army-sized formations whose Mission Order is Retire may expend MPs to recover Morale Levels.

  2. German units from formations attached to army-sized formations whose Mission Order is Retire may expend MPs to incorporate Replacement Points.

NOTE: The period of German Mandatory Retire Mission Orders (following the abandonment of the Schlieffen Plan) runs for three consecutive impulses on the West Map. While reeling from the abandonment of their Strategic Plan, the German armies recovered their morale and incorporated replacements during the "Retreat From the Marne." Armies of the period rarely did either while retreating.

11.56 Strategic Plan Attachment Restrictions: No German formation may attach to an army that it did not start the Opening Game Turn with until all German armies have been released from the strategic plan (See Exclusive Rule 11.55 above). German formations may attach to an army detachment that they did not start the Opening Game Turn with. Prior to all German armies being released from the strategic plan, a total of no more than five German corps-sized formations (without attached formations), six German division-sized formations, and ten German brigade-sized formations may be allotted to all army detachments.

There are three German cavalry corps (IC, IIIC and IVC) and one infantry corps (URLW) on the German Strategic Chart at the start of Game Turn O (See Scenario Seven). The cavalry corps have division-sized formations attached and the infantry corps has brigade-sized formations attached. If the German player wishes to remove these formations from the Strategic Chart, then the following restrictions apply:

  • The I Cavalry (I C) Corps, with the guard cavalry (gd c) division and 5 cavalry (5 c) division attached may only be attached to the German First through Fifth armies, or an army detachment.
  • The IV Cavalry (I C) Corps, with the 3 cavalry (3 c) division and 6 cavalry (6 c) division attached may only be attached to the German First through Fifth armies, or an army detachment.
  • The III Cavalry (III C) Corps, with the bavarian cavalry (b c) division, 7 cavalry (7 c) division and 8 cavalry (8 c) division attached may only be attached to the German Sixth and Seventh armies, or any army detachment.
  • The Upper Rhine Landwehr (URLW) corps may only be attached to any army detachment.

These formations may attach freely to any army or army detachment once all German armies have been released from the strategic plan.

NOTE: Standard Rule 13.4 prohibits armies and army detachments from attaching units to and from one another unless they are operating under the same strategic plan restrictions. For the German player, this will mean the First through Fifth Armies cannot attach formations to or from the Sixth and Seventh Armies. These two distinct groups of armies (First through Fifth vs. Sixth and Seventh) are bound by different strategic plan restrictions. The German player could still create army detachments, or cross attach between the armies from a distinct group (First through Fifth vs. Six and Seventh), but not between the distinct groups. This would be in effect until the strategic plan was abandoned.

11.57 Ersatz Release - Game Turn Two: The Ersatz formations were a strategic reserve for OHL. No Ersatz formation may move until Game Turn Two, at which time they may move normally. An Ersatz formation is released before Game Turn Two if an Allied unit moves within three hexes of any unit belonging to that formation.

There are seven Ersatz formations in the game: guard ersatz (gd e) division, 4 ersatz (4 e) division, 8 ersatz (8 e) division, 10 ersatz (10 e) division, 19 ersatz (19 e) division, bavarian ersatz (b e) division and 55 ersatz (55 e) brigade.

NOTE: The ersatz formations were intended initially to reinforce the right wing, where they would form an army detachment and besiege Paris with super heavy artillery. Moltke, however, allowed them to be used in a German offensive out of Lorraine instead. This diminution of the German right wing was greater than the loss of units sent to East Prussia for the Tannenberg campaign.

11.6 German Artillery And Ammunition

Of all the powers, only Germany realized the need for heavy artillery ahead of time, but still woefully underestimated the amount of ammo required.

11.61 German Artillery: The German artillery was a critical arm of the German armed forces; this part of the Exclusive Rules details with its unique characteristics.

A. One Heavy Artillery Unit Per Combat Per Hex: The German player is restricted to having no more than one heavy Artillery Class unit participate in a given combat at any one time. This applies only to heavy Artillery Class units (i.e., artillery units on separate counters). This rule does not apply to the heavy Artillery Class Organic Combat Units (OCUs) of Headquarters Class units (See Standard Rule 2.23).

This rule does not apply to attacks against an Allied Fortress Class unit or a hex containing an Allied unit in Permanent Entrenchment mode. If the German player does attack such a hex, then there is no limit to the number of German heavy Artillery Class units which can participate. This rule applies to both Barrage Attacks and Fire Attacks.

NOTE: The German army rarely massed 210mm (or higher caliber) artillery units above the regimental level during this stage of the war (these are the artillery units in the game with BF of 6 or more). When the Germans did mass heavy artillery units, it was against fortresses or large-scale entrenchments. German corps artillery did jointly participate in combat frequently, hence the allowance for Headquarters Class Organic Combat Units.

EXAMPLE: More than one Headquarters Class Organic Combat Unit can participate in the same combat (even with heavy artillery SP), but no more than one heavy Artillery Class unit can participate. Non-heavy Artillery Class units are not affected by this rule.

B. Super Heavy Artillery: Super heavy artillery units are Artillery Class units with a Barrage Factor of seven or higher. Halve the Barrage Factors of super heavy artillery units in any combat involving units other than Fortress Class units (i.e. their Barrage Factors are only used at full strength against Fortress Class units). Super heavy Artillery Class units begin a scenario stacked with army Headquarters Class units, but may move freely thereafter.

C. Corps Heavy Artillery - Replacement Points: Some German Headquarters Class units of corps size have heavy artillery SPs (represented by the Barrage Factors with the heavy artillery indicator printed on the counters). All such Headquarters Class units have reduced SPs (in some cases, none at all) at the beginning of the scenarios. German corps-sized Headquarters Class units that arrive as reinforcements also enter play with reduced heavy artillery SPs.

The additional SPs for the heavy artillery of these Headquarters Class units are obtained through disbanding German Fortress Class units (See Exclusive Rule 11.0) or through Specialist REP starting with Game Turn Two. No more than one heavy artillery SP per day may be obtained through disbanding Fortress Class units or through incorporating Specialist REP in an impulse.

NOTE: This means that no more than seven heavy artillery SPs per Game Turn may be incorporated into German Headquarters Class units.

D. Artillery Brigade Bonus: German brigade-sized Artillery Class units add one to the Barrage Value of any combat they participate in. This effect is cumulative for each German brigade-sized Artillery Class unit participating in a combat.

EXAMPLE: Three German brigade-sized Artillery Class units at full strength participate in a Fire Combat. Each brigade has 4 SPs and a Barrage Factor of 3. The Barrage Value for the three brigades would be 12 (4 SPs x 3 BFs) per brigade, for a total of 36. One bonus point per brigade is added to the total of 36 for a final total Barrage Value of 39.

11.62 Available Ammunition: The German high command seriously underestimated the amount of ammunition necessary to conquer France and Belgium. By November there was a serious shortage of ammunition.

A. Game Turn Six - Two Ammo Points: All German formations in the game have two, not three, Ammunition Points available to them from Game Turn Six on. From Game Turn Six on, whenever an German formation expends a Ammunition Point it places an Ammo Left 1 marker, whenever a German formation expends two Ammunition Points place an "Out of Ammo" marker in the Ammo Box of the formation. When German formations replace Ammunition Points they may only replace two Ammunition Points per formation from Game Turn Six on (See Standard Rule 10.44).

B. Game Turn Eight - East Map Quiet Zone: On Game Turn Eight the German player must designate the East map as a quiet zone. Once designated as a quiet zone, no expenditure of ammunition can occur on this map unless Allied formations expend ammunition. As long as no Allied formation has expended ammunition on the East map from Game Turn Eight on, no German unit may expend ammunition either. Once an Allied formation has expended ammunition on the East map after the beginning of Game Turn Eight, the provisions of this rule (Exclusive Rule 11.62B) are no longer in effect.

C. Game Turn Ten - One Ammo Point: On Game Turn Ten all German formations in the game have 1, not 2, Ammunition Points available to them from that Game Turn on. From Game Turn Ten on, whenever a German formation expends an Ammunition Point it places an "Out of Ammo" marker in the Ammo Box of the formation. When German formations replace Ammunition Points they may only replace one Ammunition Point per formation from Game Turn Ten on (See Standard Rule 10.44).

D. Game Turn Eleven and Twelve - Ammunition Restriction Exemptions: On game turns eleven and twelve the German player can exempt from the restrictions of 11.62C (above) all corps numbered above XXI and all divisions numbered above 42 (these were the "new" corps raised between August and October). In addition, all formations belonging to a corps detachment are also exempted from the restrictions of 11.62C (See Exclusive Rule 11.72B below).

All German formations in these exempted formations have two, not one, Ammunition Points available to them from the beginning of Game Turn Eleven through the end of Game Turn Twelve. When German formations belonging to the designated formations replace Ammunition Points they may replace two Ammunition Points per formation during Game Turn Eleven and Game Turn Twelve. The army attachment of these formations must remain the same throughout the Game Turn Eleven, but it can change during Game Turn Twelve.

11.7 Special Corps And Detachments

The following units were unique to this campaign in their structure.

11.71 Landwehr, Ersatz and Cavalry Corps: The German I Landwehr, II Landwehr and the I Ersatz Corps may only place Command Counters on their corps tracks on the Strategic and Army Charts from Landwehr and Ersatz formations. Landwehr formations may be on the Ersatz corps tracks but Ersatz formations may not be on the Landwehr corps track. No other kind of formation may be on the corps tracks of Landwehr and Ersatz corps-sized formations.

German cavalry corps-sized formations may only attach other cavalry formations. Therefore, only cavalry division-sized formations can attach to German cavalry corps-sized formations.

11.72 German Army and Corps Detachments: The Standard Rules mention a side may have Army and Corps Detachments. Here are the specific Exclusive Rules for the 1914 German use of Army and Corps Detachments.

A. German Army Detachments: The German player has the ability to create Army Detachments. The German player begins all scenarios with Army Detachments A and B available. Army Detachment C can be brought into play the impulse following any German unit's entry into France on the West Map. Army Detachment D can be brought into play on Game Turn Nine anywhere on the East Map in a German controlled hex of Germany.

When a German army detachment-sized formation is brought into play, place all the units of that army detachment formation in one hex on the map: this includes the army detachment Headquarters Class unit (with the formation identifier of DET A through D), a Supply Class unit and the army detachment main depot Supply Class unit. All other units for an army detachment-sized formation come from attaching other formations.

Leaders of corps attached to an army detachment may function as the leader of that army detachment. However, army detachments do not require a leader counter. If an army detachment does not have a leader the effects of Standard Rule 7.13B are in effect. Army detachments function in all aspects like an army; however, army detachments have a smaller number of Corps Command Tracks and they have fewer Independent Formations allowed on the Independent Formations Command Track (See Exclusive Rule 5.2).

Army detachments may be disbanded, in which case the units that belong directly to the army detachment (i.e. those with the army detachment formation identifier printed on their counter) are removed from play. If a German army detachment enters play, or reenters play, simply place the army detachment units anywhere on a map in the same hex containing a formation that will be attached to the newly created army detachment during the Supply and Command Phase of an impulse. The army detachment main depot must be placed in any friendly controlled rail hex connected to a friendly mapedge.

German army detachments must include at least one corps-sized formation in order to be created. Army detachments can be disbanded and recreated in the following impulse anywhere else on the game maps, within the above restrictions. Prior to all German armies being released from the strategic plan, a total of no more than five German corps, six German divisions, and ten German brigades may be allotted to army detachments (See Exclusive Rule 11.56).

NOTE: Army Detachment A represents the Army of the Meuse (also known as the Emmich Army Detachment) on the Opening Game Turn. Army Detachment B represents the Maubeuge Besieging Group on game urn 4. Army Detachment C represents the Upper Rhine Covering Group (also known as the Gaede Army Detachment) on the Opening Game Turn. Army Detachments A and B were disbanded and reformed later in the campaign as the Military Government of Belgium (also known as the Army of Antwerp) and the Stranz Army Detachment respectively. Army Detachment D can be brought into play on Game Turn Nine; Army Detachment D represents the Falkenhausen Army Detachment.

B. German Corps Detachments: Corps detachments A through C enter play on Game Turn Eleven as reinforcements (See the Reinforcement Schedules of Scenarios 10 and 11). For each corps detachment-sized formation that enters play, remove one regular corps-sized formation's Headquarters Class unit from the map and put a corresponding corps detachment Headquarters Class unit in its place. Place a regular corps Headquarters Class unit removed from the map in this manner in the HHB of the corps detachment replacing it; place all units in the HHB of that regular corps in the same corps detachment HHB.

NOTE: Corps detachment-sized formations have their HHB on the Detachment Chart; they are the only formations in the game with HHB that are not on the Strategic Chart or an Army Chart.

Leave all other corps units (i.e. Air Class, Combat Class and Artillery Class units, or leaders) in play. Regular corps are corps that are not designated as Reserve, Landwehr or Ersatz corps. Place the corps detachment-sized formation's Command Counter on top of the regular corps-sized formation's Command Counter. The units of this regular corps are now considered to be units of the corps detachment-sized formation replacing it. Thus, all units of the regular corps, including the Headquarters Class unit of that corps, are now in the HHB of the corps detachment. The Headquarters Class unit of the replaced regular corps must remain in the HHB of the corps detachment at all times (the non-Headquarters Class units of the replaced regular corps can come and go from the corps detachment HHB normally). The German player then announces which one of these three replaced corps-sized formation's Command Tracks will become the Corps Detachment Command Track. This track has special properties described below, note which track has been so designated on a piece of paper.

If two corps detachment Headquarters Class units are in a hex, and the Command Counters of one for the formation of one of these Headquarters Class units is on the designated Corps Detachment Command Track, then the Command Counters of the other formation may be placed on this track during the Mission Order Segment of an Impulse (See Standard Rule 4.21A). Note which Command Counters on the Corps Detachment Command Track are attached to each corps detachment-sized formation on a piece of paper. The two corps detachment-sized formations sharing-same Command Track can now attack and defend as one formation during combat.

If two detachment-sized formations are acting as one formation in this manner, the third corps detachment-sized formation's Headquarters Class unit may also stack in the same hex. If the third corps detachment-sized formation's Headquarters Class unit stacks in the same hex with the other two corps detachment's Headquarters Class units, it may not participate in combat, but it is effected by any combat results (i.e.. retreats). If all three corps detachment Headquarters Class units are stacked together during the Mission Order Segment of an Impulse, the all Command Counters for the three corps detachment-sized formations are placed on the Corps Detachment Command Track.

EXAMPLE: All three corps detachment Headquarters Class units are placed on map. Each of these Headquarters Class units replaces a regular corps Headquarters Class units on the map. These replaced regular corps Headquarters Class units are then placed in a corresponding corps detachment HHB on the Detachment Chart. The corps detachment Command Counters are then placed on top of the replaced regular corps Command Counters, the regular corps Command Counters then remain underneath a corps detachment Command Counter for the duration of the game.. The German player then announces which one of the three replaced corps-sized formation's Command Tracks will become the Corps Detachment Command Track and note this on a piece of paper. During the Mission Order Segment of a subsequent impulse, the German player has three corps detachment-sized formations stacked together on map. One of these three corps detachment's Command Counters is on the designated Corps Detachment Command Track. The German player then places all Command Counters on the other two corps detachments on the Corps Detachment Command Track as well. The German player notes on the same piece of paper which attached formations on the Corps Detachment Command Track belong to each corps detachment-sized formation sharing that track. Two of the three formations stacked together can attack or defend in a combat.

Corps detachment Command Counters must be placed on the same corps Command Track, they may not be placed on an Independent Formations track.

A corps detachment-sized formation functions in all ways like a corps-sized formation; it may place attached formations' Command Counters on its Command Track, and it may place units from those attached formations in its HHB.

NOTE: Because a corps detachment can share a Command Track and a HHB with another corps detachment be sure to note on a piece of paper which formations belong to which corps detachment.

Once a regular corps Headquarters Class unit is replaced by a corps detachment Headquarters Class unit, it may not reenter play. If a cavalry corps is replaced by a corps detachment, the corps detachment does not have to comply with Exclusive Rule 11.42.

C. German Line of Communication Formations: The German player is restricted in terms of which formations may be placed in the Line Of Communications (LOC) box on the Army Charts. The I Landwehr, II Landwehr Corps and all Landwehr infantry brigade-sized formations are the only formations which may place Combat Class units in LOC boxes on the Army Charts. Once placed in an LOC box on the Army Chart, the units of that formation must remain in that box for one full Game Turn.

EXCEPTION: When an enemy formation moves adjacent to the LOC for an LOC box, any units in that LOC box may be immediately placed on map (See Standard Rule 2.64).

11.8 German Army And OHL Units

These were units controlled directly by army headquarters or OHL.

11.81 German Army Units: Each army in the game has units directly assigned to that army. These units have the army's formation identifier spelled out on the top of the counter. These units can include the Headquarters Class unit of an army, an army's Supply Class units, Air Class units, Artillery Class units and Combat Class units. These units are referred to as army units (See Standard Rule 3.13A). Army units, other than the army Headquarters Class unit, can stack with any Headquarters Class unit of any formation attached to that army (e.g. their formation's Command Counter is on the Army Chart for that army) and be treated as if they were part of that attached formation.

EXAMPLE: An army unit belonging to the First Army can stack with any corps Headquarters Class unit of a corps attached to the First Army and be treated as if it were part of that attached formation.

Combat Class army units can also be reassigned. Any Combat Class unit can be reassigned from one army to another; merely note the reassignment on a sheet of paper. Army units cannot be reassigned until the German strategic plan has been abandoned (See Exclusive Rule 11.55).

11.82 OHL: The Supreme Headquarters of the German side is identified as OHL (the German acronym for Obersten HeeresLeitung).

A. The Supreme Commander and the OHL Headquarters Unit: The OHL headquarters unit begins the Opening Game Turn off map; it is a reinforcement on Game Turn Two. The Supreme Commander (Moltke until Game Turn Six, after that Falkenhayn) is always placed on the Strategic Chart; unlike other leaders, he may never be placed on the map.

Mission Orders are automatically given to German armies and army detachments during the Opening Game Turn and Game Turn One (See Exclusive Rule 11.51D above). When the OHL unit arrives on map at the as a reinforcement in Game Turn Two, this rule goes into effect.

When issuing Mission Orders through the Mission Order (MO) Procedure (See Standard Rule 7.14) subtract one from the MO Modifier on the Supreme Commander leader counter if the headquarters of the army or army detachment being issued a MO is 20 or more hexes away from the OHL headquarters unit.

The OHL headquarters unit may only move by rail; it may only move once per Game Turn. The OHL headquarters unit may not move through more than one country per Game Turn by rail (i.e. if it moves by rail into Belgium or Luxembourg, it must stop for at least a turn before proceeding to France).

NOTE: Moltke stayed with OHL headquarters unit until he was replaced; he and Falkenhayn never involved themselves directly with operations, they are always considered to be with the headquarters.

B. OHL Units: In addition to the Supreme Headquarters Class unit, the German player has a number of units that are identified as belonging directly to the Supreme Headquarters. These units carry the identification OHL at the top of their counter (See Standard Rule 3.12D).

OHL units are primarily super heavy artillery units. There are also four German fortress air units that are OHL units. These air units are labeled Metz, Strassbourg, Cologne and Gemersheim. Zeppelins are also considered to be OHL units (See Exclusive Rule 11.82C below).

OHL units are always in command control, but they must be able to trace supply in a normal manner. They may always be placed in a Headquarters Holding Box when stacked with a Headquarters Class unit of any kind. OHL units may not form detachments.

The Germans begin the game with a number of detachments (See the Strategic Chart set-up instructions for Scenarios 1 and 7); until these detachments are recombined with their parent formations, they are treated as OHL units. OHL units do not count against stacking in a hex.

NOTE: The detachments on map at the start of Scenarios 1 and 7 are mobilization covering troops. These troops were the first mobilized and provided a screen against French or Belgian cavalry. Normally an OHL unit may not form a detachment, but the mobilization covering troops had a direct line to OHL, so this is the only time that a detachment would be an OHL unit in the game.

C. Zeppelins: The German player has Zeppelin units. Zeppelin units are treated like air units with the following additions. Zeppelins may not perform the Artillery Spotting Operation; they may perform the Reconnaissance Operation. In addition, Zeppelin units may perform a Terror Bombing Operation. The German player moves a Zeppelin unit to a town or city hex, announces he is performing a Terror Bombing operation, and automatically receives 1 victory point. The German player may conduct one Terror Bombing operation per Game Turn. Zeppelins perform the Reconnaissance Operation in the same manner as air units.

Zeppelin units may be based on-map at Cologne E:1019, Mannheim E:3001, Darmstadt E:2302, Treves (Trier) E:3018, and Metz E:4120. They may also be based off-map at Dusseldorf or Friedrichshafen; the Strategic Chart has an off-map Zeppelin boxes for these two cities which indicates the number of hexes it takes for a Zeppelin based at one of these bases to enter the map and where.

Zeppelins based at Dusseldorf expend 10 MPs to reach Cologne while Zeppelins based at Friedrichshafen expend 30 MPs to reach Freiburg; once they enter the map Zeppelins based off-map operate normally. Zeppelin units may be based at any base with a limit of one Zeppelin per base. At least one Zeppelin must be based off-map at either Dusseldorf or Friedrichshafen. On Game Turn Nine the Allied player may remove one Zeppelin unit from play; this represents a daring long-range bombing raid by the British Royal Naval Air Service.

Zeppelin units have a range of 60 hexes; they move in the same manner as air units (See Standard Rule 8.23). A Zeppelin may perform one operation at the same time and in the same manner as other air units. Zeppelin units do not undergo a Maintenance Rating Check after performing an operation. If a Zeppelin unit's path passes over an Allied Headquarters Class unit with an Artillery Class OCU, Artillery Class unit or Fortress Class unit, the Allied player rolls one die; a die roll of six results the Zeppelin is shot down and removed from play. Each Zeppelin lost counts as ten victory points for the Allied player in a scenario.

12.0 The Allied Armed Forces

The Allied Armed Forces consisted of the armies of three empires: France, England and Belgium. The British empire was the largest of the three empires, but it began the campaign with the smallest of the Allied armies.

12.1 Allied Leaders

Most leaders begin a scenario with the formation printed on their counter or they arrive when their formations arrive as reinforcements. There are four types of Allied leaders who do not fit this description: leaders who arrive without a formation (reinforcement leaders); leaders who replace a leader already in play (replacement leaders); leaders in play who are promoted to command a larger formation (promoted leaders) and leaders who replace a leader in play of a larger formation (replacement promoted leaders). Each type of leader is explained below.

When new leaders are available, two new Allied leaders may be placed during the Army Mission Phase of each impulse until all new leaders have been placed; this includes reinforcement leaders, replacement leaders, promoted leaders and replacement promoted leaders. The rules covering British leaders are found in Exclusive Rule 12.73; there are special rules for the Belgian commander, King Albert, in Exclusive Rule 12.61.

12.11 French Reinforcement Leaders: The French supreme commander, Joffre, replaced several leaders in the aftermath of the initial battles with Germany. Most of the French corps leaders replaced by Joffre do not merit a leader counter in the game, but the leaders Joffre picked as new leaders do. These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

NOTE: Manoury (SIXTH) arrives with the Sixth Army reinforcements on Game Turn Three.

12.12 French Replacement Leaders: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS). There is a third replacement leader available on Game Turn Ten: Petain (XXXIII). If a French leader is eligible to be replaced, remove him from play and replace him with a replacement leader with the same size formation identifier. A leader is eligible to replace another leader if they both have the same formation identifier at the top of the leader counter. The French replacement leader Petain (XXXIII) enters play only after the French promoted leader d'Urbal (XXXIII) is promoted to command an Army Detachment (BELGIUM).

EXAMPLE: Gallieni would replace Michel because the both have the formation identifier of the PARIS Army; Mondesir replaces Castelli because the both have the formation identifier of the VIII Corps.

12.13 French Promoted Leaders: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their formation identifier are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK), d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM).

Promoted French leaders command army detachments; these leaders can be promoted anytime the French player creates an army detachment (See Exclusive Rule 12.8). The formation identifiers NINTH, TENTH, EIGHTH and BELGIUM refer to names of Army Detachments and use Army Detachment Charts (use the Army Detachment Charts A through D). The French leader Maud'huy initially enters the game as a reinforcement leader; he may then be promoted to command an Army Detachment (TENTH).

NOTE: The formation identifiers on the promoted leaders bear the historical names given to the army detachments. For example, the leader d'Urbal's counter (BELGIUM) refers to the French Army Detachment in Belgium, and not the Belgian Army.

12.14 French Replacement Promoted Leaders: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted French leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

A. Replacing A Defeated French Leader: If at any time the French player has a corps Headquarters Class unit isolated, and that corps-sized formation is attached to an army or army detachment, then the following Strategic Phase the commander of that army is replaced. Remove the leader counter in play and replace it with one of the leader counters listed in 12.13 not currently in play. Note on a piece of paper that the promoted leader is not the commander of the army detachment printed on his counter; he is now the commander of the army whose commander he replaced.

EXAMPLE: If army commander Castelnau (SECOND) had a corps from the Second Army isolated, the following turn he could be replaced by Foch, Maud'huy, Bidon or d'Urbal -- who would in turn be the new commander of the Second Army.

12.15 The French Leader Foch: The French leader Foch doubles the command radius of whichever Headquarters Class unit he is currently the leader of (XX or NINTH). Foch can be promoted twice: he begins as a corps leader (XX), he is then eligible to command an army detachment (initially referred to as the Foch Detachment, later dubbed the NINTH); he in turn is promoted to lead Army Group North (the Foch counter with the formation identifier NORTH at the top) on Game Turn Ten. When Foch is promoted to lead Army Group North, place the leader counter in the Army Group North Command box on the Army Group Chart.

12.2 French Doctrinal Restrictions

One of the problems facing France at the outset of the war was the doctrinal beliefs of its officer corps. While some French officers were far-sighted, most did not begin the war appreciating the role of heavy artillery, air power or entrenchments.

12.21 French Heavy Artillery: At the start of each scenario each French heavy artillery unit has only one SP unless otherwise indicated. The additional SPs for these artillery units are obtained through disbanding French Fortress Class units (See Exclusive Rule 12.41) or through Specialist REPs starting with Game Turn Two. No more than one heavy artillery SP per day, per impulse, may be obtained through disbanding Fortress Class units or through Specialist REPs. Thus, no more than seven heavy artillery points per week may be taken in this manner.

There may be no more than one French heavy artillery unit per hex, ever, during play unless the heavy Artillery Class units are stacked with a French army Headquarters Class unit. If a French army Headquarters Class unit has heavy artillery units stacked with it, it may not enter an enemy Zone of Control voluntarily, although it may remain in one if an enemy unit moves adjacent. Under no circumstances may more than one French heavy artillery unit per hex participate in combat (See Exclusive Rule 12.31).

12.22 French Air Class Units and Artillery Spotting: No French air unit other than a balloon unit may conduct artillery spotting until Game Turn Eight.

NOTE: There was little French prewar coordination between air and artillery; it took a couple of months for the practice to be implemented by the French armed forces.

12.23 French Entrenchments: The French player is limited initially in the ability of his units to create entrenchments. No French unit may construct entrenchments of any kind until Game Turn Four. No French unit may construct permanent entrenchments until Game Turn Six.

NOTE: It took weeks of fierce fighting to reverse the doctrinal opposition to entrenching in the French Army. For a definition of entrenchments, see Standard Rule 8.26.

A. Flexible French Leaders: French units stacked on or adjacent to French Fortress Class units may construct permanent or temporary entrenchments at any time (i.e., before Game Turn Four) if they are within the Command Control Radius (CCR) of an army commander with a Mission Order preference (i.e. printed on the counter) of Flexible.

EXAMPLE: French units could entrench Paris if Gallieni were the PARIS Army commander, but not if Michel were the PARIS Army commander.

12.24 Open Cities in France: The government of France was adverse to having its cities destroyed by fighting. Therefore, no Allied unit may take a city benefit first fire or barrage combat in France as all cities in France are open cities. Allied units may defend in a hex containing a French city, but they may not receive the benefits in combat that a city hex confers (use the other terrain in that hex to determine any combat modifications due to terrain). This rule does not apply to towns or villages in France, only cities.

A. Paris and French Port Cities Not Open: If Gallieni is commander of the Army of Paris, then Allied units can defend in a Paris city hex and take the terrain benefit of that hex. In every French port city other than Paris, Allied units can always defend in a city hex and take the terrain benefit of that hex.

NOTE: The British government would have influenced the French government to put up a stiff fight for the English Channel ports. Gallieni was prepared to fight bitterly for Paris, and with the national government gone, he well could have done so.

12.25 French Government Abandonment of Fortresses: Any time a German army headquarters comes within ten hexes of any French city on the West map, and this city does not have an army or army detachment Headquarters Class unit in it, the French player rolls one die. This procedure may be repeated once per impulse as long as these conditions exist. If the result is 2 through 6, all Fortress Class units bearing the city's name are disbanded as per Exclusive Rule 12.41 and any fortress formation bearing the city's name is disbanded as per Exclusive Rule 12.42. This rule (Exclusive Rule 12.25) does not apply to Paris, cities in coastal hexes, towns and villages.

NOTE: The French government intervened to disband the fortresses of Lille and Rheims, fearing that the antiquated fortresses around these historic cities would merely subject them to destruction from artillery, while not realistically being able to offer a defense.

12.26 French Government Abandonment of Paris: When the Headquarters Class unit of a German army (not army detachment) is within ten hexes of Paris, the French government will abandon Paris. When a German army's Headquarters Class unit moves within ten hexes of Paris, deduct thirty (30) Rail Points from the French Rail Point total for the remainder of that Game Turn. This represents the government bureaucracy's movement by rail to Bordeaux.

Deduct these thirty RPs immediately from play. If the French player does not have enough RPs available, deduct all remaining RPs immediately and deduct the balance needed to create a total of thirty RPs at the end of the next Strategic Phase, after adding that turn's RPs to the French RP Track.

EXAMPLE: The French player has to deduct thirty RPs during the last impulse of Game Turn Four because the Headquarters Class unit of a German army-sized formation moves within ten hexes of Paris. The French RP Track only contains 15 RPs, so these are deducted immediately. During the ensuing Strategic Phase of Game Turn Five, an additional 15 RPs (for a total of 30 RPs) are deducted from the RP Track after adding that turn's RPs to the track: the 152 RPs normally available each Game Turn would be reduced by 15 to 137 RPs available for that turn.

NOTE: the French government feared a repeat of the war of 1870, when the French government was trapped by German armies inside the Paris fortress complex.

12.27 French Isolation Mission Order Effects: Whenever attached French army corps-sized formation's Headquarters Class unit becomes isolated, that army must automatically assume the Retire Mission. The army may revert to the normal Mission Order procedure when one of three events occur:

  1. the corps Headquarters Class unit is no longer isolated;
  2. the corps Headquarters Class unit is eliminated; or
  3. all units of all formations of the French army to which the corps Headquarters Class unit's formation was attached have left the nation where the isolation of the corps Headquarters Class unit occurred.

EXAMPLE: This would apply if a French corps Headquarters Class unit from the French Fifth Army became isolated in Belgium. The restrictions of this rule would no longer apply once all units from formations attached to the French Fifth Army left Belgium.

12.28 French Cavalry, Reserve and Territorial Corps: French cavalry corps-sized formations may only attach other cavalry formations. French reserve corps-sized formations may only attach other reserve formations. French territorial corps-sized formations may only attach other territorial formations. Therefore, only cavalry division and brigade-sized formations can attach to French cavalry corps-sized formations, only reserve division-sized formations can attach to French reserve corps-sized formations and only territorial division and brigade-sized formations can attach to French territorial corps-sized formations.

12.3 Allied Artillery And Ammunition

The French high command began the war with very little experience in coordinating heavy artillery in combat. All the Allied governments seriously underestimated the amount of ammunition necessary to defend France and Belgium. By November there was little operational ammunition left.

NOTE: While the ammunition restrictions for Game Turn Six apply to the Allies, the ammunition restrictions for Game Turn Ten apply only to French and Belgian formations.

12.31 One Allied Heavy Artillery Unit Per Combat Per Hex: All Allied formations in the game are restricted to no more than one heavy Artillery Class unit participating in combat in a hex at a given time. If more than one heavy Artillery Class unit is stacked in a hex, only one may participate in combat. One Allied Fortress Class unit and one heavy Artillery Class unit may participate in combat in the same hex. British Headquarters Class units with Organic Combat Units are exempt from this rule.

This rule does not apply to attacks against a hex containing a German Fortress Class unit or a hex containing a German unit in Permanent Entrenchment mode. If the French player does attack such a hex, then there is no limit to the number of French heavy Artillery Class units which can participate. This rule applies to both Barrage Attacks and Fire Attacks.

NOTE: The French army rarely massed 155mm (or higher caliber) artillery units above the regimental level during this stage of the war (these are the artillery units in the game with BF of 5 or more). When the French did mass heavy artillery units, it was against large-scale entrenchments (they also had a plan to mass heavy artillery against the fortress of Metz, but never got a chance to implement that plan). French corps artillery was not heavy; it consisted of 75mm artillery regiments. French heavy artillery was organized loosely into collections of independent batteries represented in the game by bracketed artillery regiments.

12.32 Game Turn Six - Two Ammo Points: All Allied formations in the game have two, not three, Ammunition Points available to them from Game Turn Six on. From Game Turn Six on, whenever an Allied formation expends an Ammunition Point it places an Ammo Left 1 marker; whenever an Allied formation expends two Ammunition Points place an "Out of Ammo" marker in the Ammo Box of the formation. When Allied formations replace Ammunition Points during the Command Phase of an impulse they may only replace two Ammunition Points per formation from Game Turn Six on (See Standard Rule 10.44).

12.33 Game Turn Eight - East Map Quiet Zone: At the beginning of Game Turn Eight, the German player must designate the East map as a quiet zone. Once designated as a quiet zone, no expenditure of ammunition can occur on this map unless Allied formations expend ammunition on this map. As long as no Allied formation has expended ammunition on the East map from Game Turn Eight on, no German unit may expend ammunition either. Obviously, the Allied player would be well advised to not expend ammunition on the East map from Game Turn Eight on. However, if the Allied player chooses to expend Ammunition Points on the East map, the German player is not bound by the restrictions of Exclusive Rule 11.62B.

12.34 Game Turn Ten - One Ammo Point: On Game Turn Ten all French and Belgian formations in the game have one, not two, Ammunition Points available to them from Game Turn Eleven on. From Game Turn Ten on, whenever a French or Belgian formation expends an Ammunition Point it places an "Out of Ammo" marker on the Command Counter of the formation. When French or Belgian formations replace Ammunition Points during the Command Phase of an impulse they may only replace one Ammunition Point per formation from Game Turn Ten on.

12.4 Allied Fortress Class Units

The Allied forces had spent many years fortifying their frontiers against a German attack, only to find fortresses were not the key to victory.

12.41 Disbanding French Fortress Class Units: The French player may disband Fortress Class unit SPs to create specialist REP. For every fortress SP voluntarily taken from the map by the French player, add one to the French Specialist REP on the Strategic Chart. The French player rolls one die at the beginning of each Game Turn starting with Game Turn Two during the weekly interphase; this is the number of French fortress SPs that may be disbanded in the upcoming Game Turn.

12.42 Allied Fortress Formations: Allied fortress formations that bear the name of a fortress may not move more than one hex from all Fortress Class units bearing the same fortress indicator. If any unit of a formation is forced to move more than one hex from all Fortress Class units bearing the same indicator, then that formation is removed from play and is considered to be disbanded. Disbanded infantry SPs are treated as Infantry REPs, disbanded direct artillery SPs are treated as Direct Artillery REPs, all other disbanded SPs are converted to Specialist REPs. The fortress formations covered by this rule are: Paris, Belfort, Epinal, Toul, Verdun, Montmedy, Givet, Maubeuge, Lille, Calais, Dunkerque, and Boulogne.

EXCEPTION: This rule (12.42) requires all units of fortress formations to stay within one hex of all fortress units bearing the same formation identifier. There is one exception to this rule: Paris fortress formation units are limited to a three hex radius from Paris, and not the one hex restriction.

12.43 Fortress Class Units and the Retire Mission Order: French Fortress Class units negate the requirements of the Retire Mission Order on the East Map for all Allied units. On the West map French Fortress Class units only negate the requirements of the Retire Mission Order for formations bearing the same name as the Fortress Class unit (i.e. Maubeuge). The Belgian Army is also bound by the restrictions of Exclusive Rule 12.61 (Preservation of the Belgian Army).

Allied formations that are attached to an army-sized formation with the Retire Mission Order which are stacked with a friendly Fortress Class unit, thereby negating the requirements of the Retire Mission Order, may act as if their Army Mission Order were Flexible; this includes placing combat markers.

This rule (12.43) applies only to Belgian and French units; it does not apply to British units.

12.44 Allied Fortress Balloon Units: Certain Allied Fortresses have Balloon units. These air units can perform a spotting operation against any unit within two hexes of the town or city hex whose name is on the counter of the balloon. Allied Fortress Balloon units may only be placed in the city hex bearing their name (i.e., Epinal, Antwerp, etc.). The spotting by the balloon is done by using an Operations Rating Check and it can only occur once per combat phase (as per the air unit restrictions). Allied Fortress Balloon units do not undergo Maintenance Rating Checks (See Standard Rule 8.23).

12.45 Paris: The city of Paris in 1914 was an enormous (by the standards of the time) modern urban area. This is reflected in part in the Exclusive Rules Terrain Effects rules for Paris (Exclusive Rule 10.5): The Paris Metropolitan Transportation Net (Exclusive Rule 10.51) and the Eiffel Tower (Exclusive Rule 10.52). The other Exclusive Rules regarding Paris are 12.24A, 12.25, 12.26 and 12.42.

A. Army of Paris: The Army of Paris (also known, ironically, as the military government of Paris) was affected by the politics of the French government; as such its deployment is restricted. No formation that begins a scenario in Paris may be taken from Paris unless a formation of equal size, with an equal number of SPs, is substituted for that formation.

The Army of Paris may not move more than three hexes from Paris. If there is a German unit within twenty-four hexes of Paris, all non-territorial formations of the Army of Paris may be assigned to the nearest French army without the restrictions of the previous paragraph. Territorial formations may not be reassigned from the Army of Paris.

B. Paris Taxis: The Army of Paris has a special motorized unit representing the taxis of Paris and the vehicles of the urban police force. This motorized unit may move any 4 SP (or less) infantry unit as if it had a mobility category of motorized. The infantry unit so motorized is stacked with the special motorized unit and these units must remain within six hexes of Paris. The special motorized unit and a unit stacked with it count as one unit for stacking purposes.

NOTE: The two SPs organic to the taxi unit represent gendarmerie in Paris that could have been ferried quickly to any spot in addition to the troops carried by civilian taxi cabs.

C. Army of Paris Subordination: Gallieni may replace Michel as the commander of the Army of Paris (See Exclusive Rule 12.12). If Gallieni is the commander of the Army of Paris, any Allied army Headquarters Class unit that becomes subordinate to Gallieni must remain within three hexes of any hex of Paris until given an Advance Mission Order. Exclusive Rule 12.45A limits the range of Gallieni's Paris army to within three hexes of Paris, regardless of Mission Order. An Advance Mission Order given to Gallieni only serves to release the Allied army Headquarters Class unit that have become subordinate to him so that these Headquarters Class units may move farther than three hexes from Paris.

NOTE: This procedure of subordination is similar to the German Leader Subordination described in Exclusive Rule 11.1, only it applies to Gallieni's relationship with his neighboring army commanders (much like Bulow's relationship to Kluck and Hausen).

D. Paris Entrenchments: The permanent entrenchments printed within one to three hexes of Paris constitute the Paris Entrenchments. The Paris Entrenchments ring Paris with the outermost circle of fortress units. This line of entrenchments does not begin the game with the full impact of permanent entrenchments. Instead of a benefit of 5 column shifts on the BCRT and FCRT, along with 5 added to the morale checks of defending units (See the TEC), the Paris Entrenchments only provide a modifier of 3 on the TEC. When Gallieni assumes command of the Army of Paris (See Exclusive Rule 12.1), the benefit of the Paris Entrenchments rises to 5 on the TEC (as normal) and remains so for the rest of the game.

12.46 Allied Off-Map Fortress Class Units: There are two Belgian and four French Fortress Class units that are listed as being off-map. These units are placed on the map adjacent to the two hexes listed in the scenario information. These units are assumed to be in clear terrain. They are treated in all ways like any Fortress Class unit; enemy units may attack them and occupy their location (which is assumed to be a clear terrain hex adjacent to the map).

12.5 The French Strategic Plan: Plan 17

The French too had a pre-war master plan to win the war in one stroke.

12.51 Opening Game Turn and Game Turn One: The French player may move only a select few French units at the outset of scenarios which include the beginning of the game (See Exclusive Rules 12.51A and 12.51B immediately below). The Allied Supreme Commander gives Mission Orders automatically to those formations inside France during the Opening and First Game Turns, which are attached to formations that have been released under the provisions of this rule.

NOTE: The French Army was still mobilizing during the Opening Game Turn and the first part of the Game Turn One. Those select few units which were operational (the I Cavalry Corps and Army Detachment A representing the Army of Alsace) dealt closely with GQG.

A. Opening Game Turn: No French unit may move during the first impulse of the Opening Game Turn. The Belgian army may move during the first impulse of the Opening Game Turn (See Exclusive Rule 12.65). Only the I Cavalry Corps (with the 1, 3 and 5 cavalry divisions) and Army Detachment A may move during the remainder of the Opening Game Turn. The I Cavalry Corps (IC) may move beginning with the second impulse of the Opening Game Turn. The I Cavalry Corps must spend at least one entire impulse each turn during both the Opening Game Turn and Game Turn One inside French territory.

NOTE: The I French Cavalry Corps (IC) was plagued with logistical problems during its initial foray into Belgium; the corps returned periodically to France to reorganize its fodder and supply situation.

Army Detachment A may move on the final impulse (only) of the Opening Game Turn. The 3 infantry division (II Corps, FIFTH Army), the 9 infantry division (V Corps, FIFTH Army), 12 infantry division (VI Corps, THIRD Army) and the 15 infantry division (VIII Corps, FIRST Army) may move on the final impulse of Game Turn One, these divisions must remain within the Command Control Radius of their corps at all times. All French cavalry formations may move beginning with the final impulse of the Opening Game Turn, all cavalry formations must remain within the Command Control Radius of the Headquarters Class unit of the army they are attached to, except the French I Cavalry (I C) Corps (See above).

B. Army Detachment A and the Liberation of Alsace: All Combat Class units of formations attached to the French Army Detachment A (known historically as the Army of Alsace) must expend sufficient Movement Points to enter Germany on the Opening Game Turn. All units of formations attached to the French Army Detachment A may move without restriction inside Germany, beginning with the first impulse of Game Turn One. The French player may add to Army Detachment A beginning with the Command Phase of the first impulse of Game Turn One. The French player may add a total of three corps-sized formations with no more than six division-sized formations attached to Army Detachment A from the French First Army during this Command Phase. All Combat Class units from Army Detachment A formations must enter Germany by the end of the last impulse of the Opening Game Turn. Once all Combat Class units of formations attached to Army Detachment A have moved into Germany the army detachment may move without restriction.

C. General Release of the French Army: All French units from formations other than those released under the provisions of Exclusive Rule 12.51B (immediately above) may move normally beginning with the final impulse of Game Turn One.

All French reserve and territorial formations may not move until the first impulse of Game Turn Two; this includes all corps, division and brigade-size formations with a formation identifier of "reserve" or "territorial."

D. Early Release of the French Army: If a French unit has a German non-dummy unit move within two hexes of it during the Opening or First Game Turns, all units from formations attached may move and conduct combat without restriction from that point in the impulse on. German units that begin a scenario in Germany and do not move cannot cause this rule to be implemented.

12.52 Plan 17 Restrictions

The following restrictions on implementing Plan 17 are in effect:

A. Allied Mission Orders: The French Supreme Commander (Joffre) may only issue the Advance Mission Order through the Mission Order procedure (See Standard Rule 7.13) under the terms of the strategic plan, Plan 17. No French corps commander can follow a MO preference of "Retire" under Plan 17; if this occurs during the MO procedure, ignore the result and roll the die again.

As long as Plan 17 is in effect, formations attached to army-sized formations with the Advance Mission Order must expend all available Movement Points to move through hexsides designated as Advance hexsides until a German ZOC is entered. This rule applies until the strategic plan (Plan 17) is abandoned.

Under Plan 17, all units belonging to a French army with the Advance Mission Order that enter a German ZOC must expend any available Movement Points to place combat markers. All French units belonging to formations with the Advance Mission Order must end each friendly March Phase at least one hex closer to the nearest German unit than they were at the beginning of the March Phase.

B. Strength Point Losses and Abandonment of the Strategic Plan: Before Game Turn Three, the Allied player cannot abandon the strategic plan under any circumstances. Beginning with Game Turn Three (or later), the Allied player can abandon Plan 17 when a total of two hundred (200) French Strength Points have been lost. The two hundred French Strength Points lost can be a counted as a combination of Strength Points (SPs) missing from units in the game and Replacement Points (REPs) used. Add the total SP markers on the map and on all charts; add this SP total to the total Allied Strategic Chart REP Used on the Allied Strategic Chart for a grand total.

NOTE: If it is at least Game Turn Three, and a total of two hundred French Strength Points have been lost, then the Allied player may decide he will no longer follow Plan 17 (i.e., keep all his armies on the Advance Mission Order). Historically, the willingness of the French Supreme Commander to absorb hundreds of thousands of casualties before abandoning the strategic plan was an ominous portent of the next four years of slaughter in France.

C. Abandonment of the Strategic Plan: From Game Turn Three on, the Allied player may announce the abandonment of Plan 17; the Allied player may then issue a Mission Order other than the Advance Mission Order. If there are separate players for Belgium and/or Britain in a scenario, only the French player may decide to invoke the abandonment of the Allied strategic plan.

The abandonment of the strategic plan requires that all French army-sized formations on the West map be issued only the Retire Mission Order through the Mission Order Procedure for six consecutive impulses before any other kind of Mission Order. This rule (Exclusive Rule 12.52) is in effect immediately once the abandonment of the strategic plan is announced. Immediately change the Mission Order markers on all army-sized formation's charts to the Retire Mission Order.

Abandonment of the strategic plan also requires that all French army-sized formations on the East map be issued the Retire Mission Order through the Retire Mission Order Procedure for three consecutive impulses once Plan 17 is abandoned.

EXCEPTION: French army detachments already on the map when the strategic plan is abandoned, and the PARIS Army, are exempt from this rule (Exclusive Rule 12.52C).

The six impulses stipulated in this rule for West Map may not exceed a total of fourteen consecutive days. If the fourteenth consecutive day of Mandatory Retire Mission Order will occur during an upcoming impulse, the Allied player may conduct the Mission Order Procedure during that impulse normally for the French units on the West Map. The three impulses stipulated in this rule for the East Map may not exceed a total of seven consecutive days. If the seventh consecutive day of Mandatory Retire Mission Order will occur during an upcoming impulse, the Allied player may conduct the Mission Order Procedure during that impulse normally for the French units on the East Map.

NOTE: The Allied player may realize an upcoming impulse will result in his armies being under the Mandatory Retire Mission Order for more than fourteen days on the West Map or seven consecutive days on the East Map. He announces this fact to his opponent, and then conducts Mission Order Procedure for the upcoming impulse without restriction for that particular map.

D. Allied Modified Mandatory Retire Mission Order: During the period of Allied Mandatory Retire Mission Orders stipulated by Exclusive Rule 12.52C above, Allied units have two capabilities available that would not normally be allowed by the Retire Mission Order. The two capabilities available to Allied units are:

  1. Allied units from formations attached to army-sized formations whose Mission Order is Retire may expend MPs to recover Morale Levels.

  2. Allied units from formations attached to army-sized formations whose Mission Order is Retire may expend MPs to incorporate Replacement Points.

NOTE: The period of Allied Mandatory Retire Mission Orders (following the abandonment of Plan 17) runs for six consecutive impulses on the West Map and three consecutive impulses on the East Map. While reeling from the abandonment of Plan 17, the French and British armies recovered their morale and incorporated replacements during the "Great Retreat." Armies of this period rarely did either while retreating.

E. No German Strategic Pursuit: When a French or British army-sized formation (including all units from attached formations) has all of its units more than 3 hexes away (a day's march) from all German infantry corps-sized formations (including all units from attached formations), then that French or British army-sized formation is freed of the restrictions given in Exclusive Rules 12.52B and 12.52C. This rule is observed only at the end of each German Counter-Movement Phase, from Game Turn Three on, and only during which time the effects of Exclusive Rules 12.52B and 12.52C are in effect.

F. French Invasion of Southern Germany: No French unit may move east of the Rhine River in Southern Germany as long as the restrictions of Plan 17 are in effect. Southern Germany is defined, for purposes of this rule, as the East edge of the East Map from hexes E3001 to E6001. French units can cross the Rhine River north of hex E3001 without restriction.

NOTE: A French invasion of Southern Germany was geographically questionable and politically undesirable (the French Republic nurtured ambitions of stirring up regional discord in Bavaria).

G. French Rail Movement Restrictions: While Plan 17 is in effect, no unit can move in Rail Mode between the East and West game maps. There was no French plan for the strategic transfer of assets from one wing of Plan 17 to another with railroads. As the plan was adhered to while it was in effect, this rule limits the transfer of units from east to west, or vice versa.

NOTE: Plan 17 locked the French armed forces into the same kind of rigid plan as the Schlieffen plan; when this plan was deviated from, retreat ensued which took weeks to sort out. Typically the French player will determine during Game Turn Three (assuming Exclusive Rule 12.52B is in effect) that the time has come to abandon the strategic plan; the French armies on the West Map will then be issued the Retire Mission Order for six consecutive impulses, while the French armies on the East Map will be issued the Retire Mission for three consecutive impulses.

There is a blessing in disguise in the procedure described above in that normally a formation on the Retire MO may not incorporate replacements or increase Morale Levels for its units; however formations that belong to armies on the Retire MO as a result of rule 12.52C may do so (See Exclusive Rule 12.52D). If the German player does not pursue the Allied armies on the Retire MO (given as a result of rule 12.52C), then the Allied player may issue Mission Orders without restriction to that Allied army (See Exclusive Rule 12.52E).

12.6 The Belgian Army

The Belgian Army represents more than just an additional army-sized formations under the command of the French Supreme Commander; it also represents the national policy of the Belgian government. As such, this army-sized formation has certain restrictions placed on its utilization by the Supreme Commander.

12.61 Preservation of the Belgian Army: King Albert has a Mission Order Preference of "Hold", but this Mission Order is automatically considered to be a special form of the "Retire" Mission Order from the Opening Game Turn through the end of Game Turn Two.

A. Retreat of the Belgian Army: All units of the Belgian Army must move to within two hexes of Antwerp by the end of the Game Turn Two; for every Belgian formation that is not within two hexes of Antwerp by the end of Game Turn Two no longer has its formation's Command Counter placed on the Belgian Army Chart; it is placed on the Independent Formation Command Tracks of the Allied Strategic Chart instead.

Any Belgian unit more than two hexes from Antwerp after the end of Game Turn Two must make a special Morale Check (MC) at the beginning of each friendly movement and counter-movement phase. Any Belgian unit taking this special MC does so with a modifier of +3. Any unit that fails this special MC must immediately retreat three hexes towards Antwerp in the most direct manner possible. The Belgian 4 division (the Namur garrison) is exempt from this rule (See below).

1. Belgian 4th Infantry Division: The Belgian 4 infantry division, is exempt from this rule (Exclusive Rule 12.61A). The Belgian 4 infantry division is placed on the Strategic Chart of the Allied player when 12.61A occurs and the Belgian Army retires into the Antwerp fortress complex. The Belgian 4 infantry division remains on the Allied Strategic Chart at the Allied player's discretion. If there is a separate Belgian player he may demand that the French player provide rail and naval movement for the Belgian 4 division to rejoin the Belgium Army in Antwerp. If the 4 Belgian division rejoins the Belgian Army in Antwerp, it functions as a normal Belgian formation.

NOTE: Historically, the Belgian 4 division retreated to the Channel coast after the fall of Namur, boarded ships and rejoined the Belgian Army in Antwerp, courtesy of the Allied naval domination of the English Channel.

B. Release of the Belgian Army: Select units of the Belgian Army may move more than two hexes away from Antwerp provided that one of the following conditions are met:

  1. There is a German unit within two hexes of Antwerp;
  2. Six SPs of Antwerp Fortress Class units have been destroyed;
  3. There are fewer than 12 German BEs within six hexes of Antwerp after Game Turn Three.

If any of these three conditions have been met, the Belgian Army is permanently released from the restrictions of Exclusive Rule 12.61. The Main Depot of the Belgian Army may immediately draw supply from any port on map or from any railline leading to a French mapedge.

1. Temporary Release of the Belgian Army: The Belgian Army may also be temporarily released from the restrictions of 12.61A once per Game Turn starting on Game Turn Three. The Belgian player rolls one die in secret at the start of each Game Turn that the provisions of 12.61A are in effect. On a roll of one through five nothing happens; on a die roll of six the Belgian player rolls a second die. The number of the second die roll is the number of Belgian formations that may move farther away than two hexes from Antwerp during any one impulse during the upcoming Game Turn.

NOTE: Once Antwerp is attacked, and the first or second condition given above is met, the Belgian army traces supply like a British or French army. If Antwerp is lightly screened, the Belgians can periodically debouch and attack the Germans besieging them (or even threaten German rail lines running near Antwerp).

If the German player reduces the number of BEs within six hexes of Antwerp below 12 BEs after Game Turn Three, the Belgian Army will undoubtedly emerge from Antwerp and threaten German LOC. Historically, the III Reserve (III R) with 8 BEs along with 4 BEs of landwehr brigades screened Antwerp. The landwehr brigades left, then the German Army of the North served for a while covering Antwerp, as did numerous other brigades of ersatz and landwehr, joined on Game Turn Five by the naval division. The Belgian Army temporarily advanced out of Antwerp several times during August and September.

C. Main Depot of the Belgian Army: The main depot of the Belgian Army is the only unit of the Belgian Army that may move without French Rail Points (See Exclusive Rule 2.12). No Rail Points of any kind are used; the main depot of the Belgian Army can move in Rail Mode for the duration of any March Phase at the Belgian player's discretion. The first time this main depot moves must be by rail between Brussels and Antwerp (See Exclusive Rule 12.61A). The Main Depot of the Belgian Army may leave Antwerp when the Belgian Army is released from Antwerp (See Exclusive Rule 12.61B).

NOTE: The Main Depot of the Belgian Army had the ability to move by rail; the two instances which occurred in 1914 were the retreat to Antwerp and the retirement to the English Channel.

D. Belgian Civic Guard: The Belgian Army has 3 SPs of Civic Guard in Brussels at the beginning of the Opening Game Turn not represented by a counter. These 3 SPs remain in Brussels until the Belgian Army retreats into Antwerp, at which time they become 3 Belgian infantry REPs (recorded on the Strategic Chart). If a German unit attacks Brussels before the Belgian Army retreats to Antwerp, the Civic Guard is represented by a detachment until it can retreat to Antwerp (at which time the surviving SPs become REPs).

12.62 Belgian Army Naval Evacuation: The Belgian Army may be moved once per game from Antwerp to any other port hex on the map using Naval Mode; this represents a special effort by the Allied navies to evacuate the Belgian Army from an encircled Antwerp. This may only be undertaken if one of the three conditions listed in 12.61B above for releasing the Belgian Army away from Antwerp have been met.

The naval movement of the Belgian Army by sea via Naval Mode takes place by placing all Belgian units in the Belgian Army Headquarters Holding Box except the Belgian Army Headquarters Class unit; place a Naval Mode marker on the Headquarters Class unit and move it normally via Naval Mode through coastal hexes to any friendly port.

The first two Belgian units disembarked from Naval Mode (See Standard Rule 8.25A) must be the Belgian Army's main depot and Headquarters Class unit., no other Belgian units may disembark until these two units have done so. This provides supply and command control for all subsequent disembarking Belgian formations' units. The Belgian Army continues to use the Belgian Army Chart after disembarking from naval evacuation.

The Belgian Army main depot draws supply as a normal French main depot from the moment of naval evacuation/disembarkment onwards.

12.63 Belgian Flooding: During any rain weather impulse, the Belgian player may have a unit expend 3 Movement Points (MPs) to flood any river that flows into the ocean in Belgium. Upon spending the 3 MPs in question, these river hexsides are treated as major river hexsides for 9 hexsides (not hexes) from the coast. The Belgian player announces at this point that he has conducted flooding, and all players note the changed hexsides immediately.

12.64 Open Cities in Belgium: No Allied unit may take a city combat terrain benefit for fire or barrage combat, as all cities in Belgium are open cities (Brussels, Ghent, Bruges, Malines, Antwerp, Namur and Liege). Allied units may defend in a hex containing a Belgian city, but they may not receive the benefits in combat that city terrain confers (use the other terrain to determine combat). German units defending in a hex containing a Belgian city may receive the terrain benefits in combat that a city hex confers.

12.65 Belgian Army Mobilization: At the beginning of the Opening Game Turn the Belgian Army is dispersed throughout Belgium. All Belgian units are considered to be in command control and supply during the first and second impulses of the Opening Game Turn. During the final impulse of the Opening Game Turn normal command control and supply rules are in effect. If the Opening Game Turn only consists of one or two impulses, then the Belgian Army is exempt from supply and command control restrictions until Game Turn One.

NOTE: The Belgian Army can use the first and second impulses to concentrate its units in order to avoid penalties for being out of supply or command control (See Standard Rules 7.21 and 7.23).

12.66 Belgian Heavy Artillery: At the start of the game each Belgian heavy artillery unit has only one SP. The additional SPs for these artillery units are obtained through French Specialist REPs starting with Game Turn Two. No more than one heavy artillery SP per Game Turn may be obtained through French Specialist REP. Thus, no more than one heavy artillery point per week may be taken in this manner (record this on a piece of paper).

There may be no more than one Belgian heavy artillery unit per hex ever during play unless the artillery units are stacked with the Belgian army headquarters. If the Belgian army headquarters has heavy artillery units stacked with it, it may not enter an enemy Zone of Control voluntarily, although it may remain in one if an enemy unit moves adjacent. Under no circumstances may more than one Belgian heavy artillery unit per hex participate in combat.

12.67 Belgian Air Units And Artillery Spotting: No Belgian air unit other than the balloon unit may conduct artillery spotting until Game Turn Eight.

NOTE: There was little Belgian prewar coordination between air and artillery; it took a couple of months for the practice to be implemented by the Belgian armed forces.

12.68 Belgian Entrenchments: The Belgian player is limited initially in the ability of his units to create entrenchments. No Belgian unit may construct entrenchments of any kind until Game Turn Four. No Belgian unit may construct permanent entrenchments until Game Turn Ten.

NOTE: It took weeks of fierce fighting to reverse the doctrinal opposition to entrenching in the Belgian Army. For a definition of entrenchments, see Standard Rule 8.26.

12.69 Belgian Waterworks: The Antwerp Waterworks is in hex W1408. The German player can choose to destroy the Antwerp Waterworks by occupying the hex or by conducting a barrage attack against the waterworks. The waterworks may be the target of a barrage attack if the German player announces his intent at the beginning of a combat segment; there must be a German heavy Artillery Class unit adjacent to hex W1408 in order for the German player to do so. Conduct a barrage against the waterworks as a separate target; no other units are effected. If a loss is called for on the BCRT, the waterworks is considered to be destroyed (morale checks have no effect on the waterworks). If the waterworks are destroyed, the Belgian permanent entrenchments printed on the map are considered flooded and worthless; treat the hex as a clear (i.e., non-entrenchment) hex.

12.7 The British Expeditionary Force Army

The British Expeditionary Force (BEF) Army represents more than just an additional army-sized formation under the command of the French Supreme Commander; it also represents the national policy of the British government. As such, it too has certain restrictions placed on its utilization by the Supreme Commander. After Game Turn Thirteen the BEF in France became two armies; it grew to five armies by 1918.

NOTE: The infantry brigades of the BEF division are 2 brigades in game terms (not 3).

12.71 Secret Location: The location of the BEF Army remains a secret until a German unit is adjacent to any unit of the BEF Army. Record the location of all British units on a scratch piece of paper. The BEF Army's main depot is placed in W:4533 with a chain of BEF Supply units leading to the units of the BEF (See Exclusive Rule 12.72 below).

When a German unit is adjacent to a British unit for the first time (through either player's actions), the Allied player instantly places all British units on the map. These units are placed back side up. The British player can also place all Dummy units at this time.

The British player can always place Dummy units in coastal hexes without restriction. Standard Rule 8.12 requires that Dummy units by created by placing them on top of existing friendly non-Dummy units - the British player can ignore this requirement in coastal hexes (only).

12.72 British Army Main Depot: The BEF Army main depot is initially placed off-map directly adjacent to the French city of Rouen (W:4533) -- this represents the logistical tail of supply units stretching to its location in Le Havre. This main depot may not move normally, it may be moved once per game from this location adjacent to Rouen to a location adjacent to W:7033 (this represents its relocation to St. Nazaire). The Main Depot of the BEF Army always has a main depot status of Maximum while it is in its off-map location.

British units can trace supply to coastal hexes containing villages, towns or cities in lieu of tracing to the BEF Army Main Depot (See Exclusive Rule 1.5).

NOTE: There was also British supply available in Boulogne, Ostend and elsewhere along the channel coast at various points between August and October. Exclusive Rule 1.5 also provides for this by allowing Allied units to draw supply from coastal hexes.

12.73 British Leaders: There are two British leaders with special rules. Smith-Dorrien is the II Corps commander and Allenby is the Cavalry Corps commander. Smith-Dorrien is a reinforcement leader who enters the game after the corps he commands is already in play. Allenby is a reinforcement leader who first enters play with a cavalry division Headquarters Class unit and then joins a cavalry corps Headquarters Class unit later when that corps arrives as a reinforcement. In scenarios that begin with the BEF Army already in play, Allenby and Smith-Dorrien should be placed with their respective formations (on the map or on the BEF Army Chart).

A. Smith-Dorrien: Smith-Dorrien is the commander of the British II Corps. The original commander of the II Corps was Grierson (Lieutenant General James); he died suddenly after the landing of the BEF Army in France and is not represented in the game with a leader counter. The II Corps will enter play as a game two reinforcement (it is without a leader counter for that turn); Smith-Dorrien enters play as a Game Turn Three reinforcement.

B. Allenby: Allenby is a British leader who enters play as a Game Turn Three reinforcement leader. When the Allenby leader counter is stacked on the map with any unit of the 1c division, or in the Divisional HHB on the BEF Army Chart, any British cavalry brigade may be attached to the 1c division. When the British Cavalry (C) Corps arrives, the Allenby leader counter must remain on the BEF Army Chart in the HHB with the Cavalry Corps for the remainder of the game.

12.74 British Army Naval Evacuation: The British player has the capacity to move each BEF Army unit between an on-map coastal hex and Great Britain once per game; if the embarkation hex is not a port, then all non-infantry units are reduced to cadre status. This must be done for all BEF Army units in a hex at the same time, it may not be done for some at one point in the game and for others later in the game. The BEF Army units evacuated in this manner are not considered eliminated for purposes of determining victory conditions in a scenario, but they are considered out of play for the duration of the scenario.

NOTE: The British had the ability to conduct a "Dunkirk 1940" evacuation if they were in a real pinch, but it could only be done once and it would entail the withdrawal of the BEF Army from the continent (at least for 1914).

12.75 British Heavy Artillery: At the start of the game each British heavy Artillery Class unit has only one SP. The additional SPs for these Artillery Class units are obtained through disbanding British Specialist REPs, starting with Game Turn Seven. French Specialist REPs may also be used to form SPs for British heavy artillery units. No more than one British heavy artillery SP per Game Turn may be obtained through French Specialist REPs (record this on a piece of paper).

NOTE: This restricts the British to more than one French Specialist REP per week that may be used by British heavy Artillery Class units.

There may be no more than one British heavy Artillery Class unit per hex ever during play unless the Artillery Class units are stacked with the British army Headquarters Class unit. If the British army Headquarters Class unit has heavy Artillery Class units stacked with it, it may not enter an enemy Zone of Control voluntarily, although it may remain in one if an enemy unit moves adjacent. Under no circumstances may more than one British heavy Artillery Class unit per hex participate in combat. This rule does not apply to British Headquarters Class Organic Combat Units.

12.76 British Air Units And Artillery Spotting: British air units freely conduct artillery spotting from Game Turn Four on.

NOTE: The British prewar coordination between air and artillery was superior to the rest of the Allied nations.

12.77 British Entrenchments: The British player is not limited initially in the ability of his units to create entrenchments. However, no British unit may construct permanent entrenchments until Game Turn Six.

NOTE: The British immediately began entrenching as soon as the BEF arrived in France. However, it took until mid-September for the Allies to adopt the beginnings of large scale permanent entrenchments. For a definition of entrenchments, see Standard Rule 8.26.

12.8 French Army Detachments

The French player too has the ability to create French army detachment-sized formations (but not corps detachment-sized formations, ignore them on the Allied Detachment Sheets). The French player has Army Detachment A available on Game Turn One. Army Detachment B can be brought into play during Game Turn Two. Army Detachment C can be brought into play on Game Turn Ten.

When a French army detachment-sized formation is brought into play, place all the units of that army detachment-sized formation in one hex on the map: this includes the army detachment Headquarters Class unit (with the formation identifier of DET A through C), a Supply Class unit and the army detachment main depot Supply Class unit. All other units for an army detachment-sized formation come from attaching other formations.

Army detachments may only be formed on the East map during the Opening Game Turn through Game Turn Three; beginning with the final impulse of Game Turn Three army detachments may be formed on both maps. Army detachments do not require a leader counter. The French player has several leaders to command army detachments, if he so chooses (See Exclusive Rule 12.1).

If army detachments are created without a leader, the effects of Standard Rule 7.13B are in effect. Army detachments function in all aspects like an army-sized formation; however, army detachments have a smaller number of Corps Command Tracks and they have fewer Independent Formations allowed on the Independent Formations Command Track (See Exclusive Rule 5.2).

Army detachments may be disbanded, in which case the units that are considered army detachment HQ units (i.e. those with the army detachment letter printed on their counter) are removed from play.

If a French army detachment enters play, or reenters play, simply place the army detachment HQ units anywhere on a map, in the same hex containing a formation that will be attached to the newly created army detachment-sized formation during the Supply and Command Phase of an impulse. An army detachment main depot may be placed in any friendly rail hex.

Army detachments can be disbanded on one impulse and recreated in the following impulse somewhere else on the game maps. Allied army detachments are not required to have at least one corps (unlike the Germans) attached.

NOTE: Army Detachment A represents the Army of Alsace on the Opening Game Turn. Army Detachment B represents the Army of Lorraine (Seventh Army) on Game Turn Two. Army Detachment C represents the Army of Belgium (also known as the d'Urbal Detachment) on Game Turn Ten.

Army Detachments A and B were disbanded and reformed throughout the campaign as the Eighth Army (also known as the Bidon Detachment), Ninth Army (also known as the Foch Detachment) and Tenth Army (also known as the Maud'huy Detachment).

12.9 Allied Army, Army Group And GQG Assets

The Allied player has a number of assets assigned to his higher formations.

12.91 Allied Army Units: Each army in the game has units directly assigned to the army. These units have the army's formation identifier on the top of the counter. These units are referred to as Army units (See Standard Rule 3.15A). Army units can stack with any Headquarters Class unit of any formation attached to that army (e.g. their Command Counter is on that army's Army Chart). Army units can also be reassigned. Army units other than the army Headquarters Class unit can stack with any Headquarters Class unit of any formation attached to that army-sized formation (e.g., their Command Counter is on the Army Chart for that army) and be treated as if they were part of that formation.

EXAMPLE: An engineer unit is an army HQ unit belonging to the First Army. It can stack with any corps Headquarters Class unit of a corps-sized formation attached to the First Army and be treated as if it were part of that corps-sized formation.

All Combat Class army HQ units can be reassigned from one army to another; merely note the reassignment on a piece of paper. French Army HQ units that are heavy Artillery Class units may not stack together during the game (See Exclusive Rule 12.21).

12.92 French Army Group North: The French player receives the Army Group North formation as a reinforcement on Game Turn Nine. When the Headquarters Class unit for this formation arrives as a reinforcement on the map, the Foch leader counter is promoted onto the Army Group North Chart (See Exclusive Rule 12.15). This allows the French player to bring the Army Group North Chart into play. The presence of this chart does not increase the total of Rail Points, REP or Prisoner Points available.

The Army Group North chart does allow for formations to be placed on the Command Tracks of this second Strategic Chart with all the capabilities therein. In essence this provides the Allies with a second Strategic Chart's worth of Command Tracks for Independent Formations and corps-sized formations. The Allied player can choose to keep track of Rail Points (RP) on his Strategic Chart or on the Army Group North Chart; he may choose either one (or both) of the two charts to record RP. The total RP available each Game Turn remains the same.

The Army Group North Headquarters Class unit is placed on map in any village, town or city hex north of Paris on the West Map (See the Scenarios' Reinforcement Schedules). It must remain north of Paris on the West Map.

12.93 GQG and the Mission Order Procedure: The Supreme Headquarters of the Allied side is identified as GQG (this is the French acronym for Grand Quartier General). The Supreme Commander (Joffre) is always placed on the Strategic Chart; unlike other leaders, he may never be placed on the map. When issuing Mission Orders through the Mission Order (MO) Procedure (See Standard Rule 7.14), subtract one from the MO Modifier on the Supreme Commander for each increment of 20 hexes between GQG Headquarters Class unit and the Headquarters Class unit of the army or army detachment being issued a MO. The GQG counter may move by Rail Mode and Movement Mode, but it may not leave France.

NOTE: Joffre traveled incessantly between his armies, but he never involved himself directly with combat.

THIS THE END OF THE EXCLUSIVE RULES. THESE FORM THE SECOND PART OF THE RULES FOR HOME BEFORE THE LEAVES FALL. THE STANDARD RULES SHOULD HAVE BEEN READ FIRST. NOW PROCEED TO THE SCENARIO RULES WHICH LIST ALL INFORMATION NEEDED TO PLAY ONE OF THE ELEVEN SCENARIOS.

13.0 The Scenarios

Home Before The Leaves Fall contains eleven scenarios ranging from one game turn to fourteen game turns in length. These first two pages of the Scenario Rules give you an overview of the seven parts to each scenario plus some tips to speed set up at the start:

13.01 Historical Background and Summary Explanation

A brief commentary by the designer on the significance of the scenario. I assume that players who want an in-depth assessment will do background reading, so I have kept these commentaries succinct.

13.02 Strategic Chart Information Explanation

This section describes the location of the various markers and counters on the Strategic Charts of either player. When formations are described in the scenarios, there is parenthesized sized information along with bracketed numbers given for each formation. The parenthesized numbers and letters are the formation identifiers found on the unit counter for each formation. The bracketed number is the Morale Level for each formation at the time of its entry into the scenario.

NOTE: The formation described as "II Cavalry (IIC) Corps [8]" in the Scenario Rules would indicate that the Morale Level of the II Cavalry Corps is 8 and that the II Cavalry Corps units in play would have the formation identifier IIC at the top of their counters.

Formation Identifiers in the Scenario Rules do not repeat simple Arabic or roman numeral identifications; these are given in the formation's name. In addition, the word "div" appears on each division-sized formations' units, but it has been omitted for simplicity's sake in these Scenario Rules.

EXAMPLE: A formation with a simple numeric identification (i.e. VIII) would be listed as "VIII corps [8]" without a specific formation identifier given in parentheses. A division-sized formation with a simple numeric identification (i.e. 8 div) would be listed as "8 division [8]." Morale Levels are always given for all formations (e.g. [8] above).

Formations are separated by a semi-colon in the Strategic Chart information; this allows players to identify which formations are attached to corps and which are Independent Formations. All formations on the strategic chart are considered to be strategic formations. The number of Independent Formations and corps-sized formations allowed on the Strategic Chart in each scenario is also listed in this section.

13.03 Army Charts Explanation

This section describes what markers and counters to place in the respective Army Charts of either player. When formations are described in the scenarios, there is parenthesized information along with bracketed numbers given for each formation. The parenthesized formation identifiers and bracketed Morale Levels are read in the same manner as on the Strategic Chart (explained immediately above).

When LOC formations are called for, place all units of those formations in the LOC box and place the Command Counters on Independent Formation track.

Formations are separated by a semi-colon in the Army Charts information; this allows players to identify which formations are attached to corps and which are Independent Formations within each army.

13.04 Turn Indicator Explanation: This section informs the players as to where they should place the markers that indicate what turn, phase, or combat period the scenarios being with, as well as the number of days already used in the Game Turn (if any).

13.05 Unit Location Explanation: This section informs the players where to place the units of either side on the map or on chart boxes. It also indicates the losses (if any) of the units in play. A numerical designation after a units indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C], from an Artillery Class unit [-A] or from a Fortress Class unit [-F]. Headquarters Class units have two types of strength points (Combat and Artillery Class); in some cases strength points of both types are listed as being lost from a Headquarters Class unit. The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number preceding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division).

NOTE: During playtesting players unfamiliar with the game were initially confused by one of the abbreviations used in this rule. Typically, players would confuse cavalry for the C indicating a Combat Class SP loss. When a Combat Class loss is called for, it is at the owning players discretion (rarely will this include cavalry). Thus, the notation: 18 infantry division [- 1C] would most likely result in a player selecting to remove an SP from the infantry Combat Class unit of the division.

Units are placed on the map according to specific hex numbers; sometimes they may be placed anywhere within a given hex radius of a specific hex number (i.e. within two hexes of W:1223). There are two maps in HBTLF; the western map is indicated by the letter W and the eastern map is indicated by the letter E. When a formation is indicated to be in a hex on the map, all the units of that formation are considered to be in that hex, unless otherwise indicated. The term "all units of a formation" includes air units, leaders and any other units with the formation identifier printed on the counter. Players are free to place all units on the map inverted. Place all units stacked with a Headquarters (HQ) Class unit on the map in the Headquarters Holding Box (HHB) for that formation if those units have the same formation identifier as the HQ class unit. Formations attached to a corps may place units in the HHB of the HQ class unit of that corps.

13.06 General Information Explanation: This section describes to the player particular aspects of a scenario such as its length, area of map in play, etc. Also included in this section are any reinforcements or withdrawals that are indicated by the Game Turn record. This section also covers the area in play, the availability of different types of points on the Strategic Chart, the limitations on dummy units in the scenario, as well as the identity of the First Player at the beginning of the scenario.

13.07 Victory Conditions Explanation: Victory conditions are phrased in terms of casualties suffered and victory objectives held. In some instances, victory objectives yield more points if obtained earlier in the game. Obtaining victory conditions will give the players victory points, which will provide an indication of level of victory. However, the terms of victory are crude at best in any game. Players are urged to rely on their own common sense and knowledge of history.

13.08 Set Up Tips: Each scenario begins with all Allied heavy Artillery Class units with one SP only (See Exclusive Rule 12.21) and most German Headquarters Class units with reduced Artillery OCU (See Exclusive Rule 11.61C). Players should take care to begin a scenario with these heavy artillery units reduced or it will imbalance play. These artillery units on both sides were not built up fully until the end of the game.

Players should also take care to place the command counter for each army or army detachment-sized formation on the Independent Formation Command Track of that formation's chart. This counter tracks the ML of all army or army detachment units, such as Artillery Class units or Supply Class units with that army's formation identifier.

Players can deploy all available detachment units at the beginning of each scenario, within the confines of that scenario. If a formation is called upon to begin a scenario within a certain distance from a given hex, or if a formation is called upon to locate in more than one hex, then the units of that formation can create detachments to begin the scenario.

When setting up charts for a scenario, group the units of a formation together in distinct groups within an HHB for ease of reference. Thus, if a corps had two divisions attached, place the units of each division at opposite ends of the HHB to keep them distinct. Further, don't forget to turn units upside down if they are from a formation taking advantage of Exclusive Rule 4.3 (Cavalry regiments acting as HQ on the game map).Finally, please note that sometimes Army Detachment commanders are leader counters from corps-sized formations. As such, the formation identifier for the leader may be different from the Army Detachment being comanded.

EXAMPLE: Bessler commanding IIIR Corps is the commander of German Army Detachment A at the beginning of Scenario Five.

13.1 Scenario 1 (Introductory Scenario): The Battle of Liege

August 2 - August 15

13.11 Historical Background and Summary: I recommend that the scenario be played first before attempting the others; it can be set-up quickly, it allows players to familiarize themselves with the system and it encompasses attacks on Fortress Class units.

The battle of Liege was the opening act of World War One in Western Europe. The German Army of the Meuse (Army Detachment A in the game) was tasked with destroying Liege through a vigorous infantry assault.

The Germans were not able to eliminate Liege's forts at first and had to send for heavy artillery. The Belgians withdrew the garrison of Liege (not wishing to sacrifice one of their six infantry divisions) and left the forts to fend for themselves. Liege fell before the end of Game Turn One.

Hailed as a defensive victory for the Allies at the time, Liege did not seriously derail the German timetable, but it had the potential to do so. If the German heavy guns had been utilized ineffectively, Liege could have held out past Game Turn One.

13.12 Strategic Chart Information:

German Strategic Chart: All Rail Points, Prisoner Points, Replacement Points Accumulated and Replacement Points Used markers are placed at 0. There are no Command Counters on the Command Tracks of the Strategic Chart at start in this scenario.

NOTE: The Strategic Charts of both sides are not used in this scenario except for the three following things: 1) to record Prisoner Points, if any are accumulated (obviously, there are no Prisoner Points at start); 2) to place the French I Cavalry Corps Command Counters on one of the corps Command Tracks; and 3) to resolve the Mission Order procedure. There are no French or German Rail Points available during this scenario.

Allied Strategic Chart: All Rail Points, Prisoner Points, Replacement Points Accumulated and Replacement Points Used markers are placed at 0. On the Command Tracks of the Strategic Chart place the following Command Counters: I Cavalry (I C) Corps [7], 1 cavalry (1c) division [7], 3 cavalry (3c) division [7], 5 cavalry (5c) division [7].

There are no independent strategic formations in this scenario and there is only this one corps-sized strategic formation Command Track available throughout the scenario.

13.13 Army Charts:

German Army Charts:

On the German Army Detachment A Chart (historically known as the Army of the Meuse) place the following counters in the indicated boxes:

Commander - Emmich (X Corps), Mission - Advance, MD Status - Maximum, LOC - no formation. Place the following Command Counters on the Command Tracks of the Army Detachment Chart - On the Independent Formations track: 9 cavalry (9c) division [8]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: X Corps [8], 19 infantry division [8], 20 infantry division [8]; II Cavalry (II C) Corps [8], 2 cavalry (2c) division [8], 4 cavalry (4c) division [8].

On the German First Army Chart place the following counters in the indicated boxes:

Commander - Kluck, Mission - Advance, MD Status - Maximum, LOC - 10 landwehr (10 lw) infantry brigade; 11 landwehr (11 lw) infantry brigade; 27 landwehr (27 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the First Army Chart - On the Independent Formations track: 10 landwehr (10 lw) infantry brigade [5]; 11 landwehr (11 lw) infantry brigade [5]; 27 landwehr (27 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: II Corps [8], 4 infantry division [8], 3 infantry division [8]; III Corps, 6 infantry division [8], 5 infantry division [8]; IV Corps [8], 7 infantry division [8], 8 infantry division [8]; IX Corps [8], 17 infantry division [8], 18 infantry division [8]; III Reserve Corps [6], 5 reserve (5r) infantry division [6], 6 reserve (6r) infantry division [6]; IV Reserve Corps [6], 7 reserve (7r) infantry division [6], 22 reserve (22r) infantry division [6].

On the German Second Army Chart place the following counters in the indicated boxes:

Commander Bulow, Mission - Advance, MD Status - Maximum, LOC - 25 landwehr (25 lw) infantry brigade [5]; 29 landwehr (29 lw) infantry brigade [5]. Place the following Command Counters on the Command Tracks of the Second Army Chart: On the Independent Formations track: 25 landwehr (25 lw) infantry brigade; 29 landwehr (29 lw) infantry brigade. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: Guard (GD) Corps [9], 1 guard (1 gd) infantry division [9], 2 guard (2 gd) infantry division [9]; VII Corps [8], 13 infantry division [8], 14 infantry division [8]; Guard Reserve (GD R) Corps [8], 3 guard (3 gd) infantry division [9], 1 guard reserve (1 gd r) infantry division [7]; VII Reserve (VII R) Corps [6], 13 reserve (13r) infantry division [6], 14 reserve (14r) infantry division [6]; X Reserve (X R) Corps [6], 2 guard reserve (2 gd r) infantry division [7], 19 reserve (19r) infantry division [6].

Note on the Detachment Chart that detachments a and ai are from the 6 infantry division, detachments b & aj are from the 7 infantry division, detachments c & ak are from the 14 infantry division, detachments d & al are from the 17 infantry division, detachments e & am are from the 19 infantry division, detachments f & an are from the 22 infantry division.

Belgian Army Chart:

On the Belgian Army Chart place the following counters in the indicated boxes:

Commander - Albert, Mission - Hold, MD Status - Maximum, LOC - no units. Place the following Command Counters on the Command Tracks of the Belgian Army Chart. On the Independent Formations track: 1 cavalry (1c) division [6]; 1 infantry division [6]; 2 infantry division [6]; 3 infantry division [6]; 4 infantry division [6]; 5 infantry division [6]; 6 infantry division [6].

13.14 Turn Indicators: Place the Game Turn indicator on turn O (Opening Turn). Place the current phase marker on Strategic Phase of the Weekly Interphase. Do not place the Days Used In Current Impulse marker or the Combat Segment indicators, they are not in use yet.

13.15 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "IV Reserve (IV R) Corps [-4A], 7 reserve (7r) infantry division, 22 reserve (22r) infantry division within one hex of E:1021" indicates that all the units belonging to the IV Reserve (IV R) Corps, the 7 reserve (7r) infantry division and the 22 reserve (22r) infantry division may be placed within one hex of 1021 on the East map.

The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number preceding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division). In the example above the IV Reserve Corps units would have the formation identifier IV R at the top of their counters.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB. No German unit may start the scenario outside Germany.

German Strategic Formations: Place the following Zeppelin units on any base within the scenario boundaries defined in Scenario Rule 13.16 (General Information) of this scenario: Z-6 and Z-9. Note that one of these may be placed off-map in accordance with Exclusive Rule 11.82C.

NOTE: The OHL Headquarters Class unit does not arrive on map during this scenario. All Mission Orders are automatic (see Exclusive Rule 11.82A).

German Army Detachment A: Army Detachment A (known historically as the Army of the Meuse) headquarters and the X Corps [-2A] E:1824; II Cavalry (II C) Corps, 2 cavalry (2c) division, 4 Cavalry (4c) division within one hex of E:1626; 9 cavalry (9c) division E:2125; Army Detachment A Main Depot, Army Detachment A supply unit E:1822; 19 infantry division [-4C, -4A], 20 infantry division E:1624; detachments a through f with 4 strength points each and detachments ai through an with 2 strength points each within two hexes of E:1825 adjacent to the Belgian border.

All detachments which begin this scenario with Army Detachment A (a - f & ai - an) are exempt from the requirement of Standard Rule 8.13A that requires detachments to remain with the CCR of their parent corps or army (i.e., the formation they were created from). The detachments created from the 6 infantry division, 7 infantry division, 14 infantry division, 17 infantry division and 22 infantry division must remain with the CCR of Army Detachment A until they are reunited with their parent division (at which time they revert to normal). If the Independent Formations Track of Army Detachment A expends an Ammo Point, all artillery detachments of Army Detachment A may fire at full strength (this is also an exception to Standard Rule 8.13A).

NOTE: These were brigades of infantry with regiments of artillery attached from the aforementioned infantry divisions; their mission was to take Liege by immediate assault at the opening of the war. Remember that detachment units from the same formation are treated as one formation; this means that if you stack the detachments from the same formation in a hex you can get up to four detachments in a given hex (i.e., detachments a & ai are from the 6th infantry division and detachments b & aj are from the 7th infantry division: these four detachment units would be treated as two formations for purposes of stacking in a hex).

All of the above listed units are Army Detachment A units at start by virtue of having their Command Counters on the Army Detachment A chart.

German First Army: 10 landwehr (10 lw) infantry brigade; 11 landwehr (11 lw) infantry brigade; 27 landwehr (27 lw) infantry brigade - First Army LOC Box (on the Army Chart); II Corps [-2A], 4 infantry division, 3 infantry division within one hex of E:1025; III Corps [-2A], 6 infantry division [-4C, -2A], 5 infantry division within one hex of E:1323; IV Corps [-2A], 7 infantry division [-4C, -2A] within one hex of E:1323; 8 infantry division within one hex of E:1226; IX Corps [-2A], 17 infantry division [-4C, 2A], 18 infantry division within one hex of E:1526; III Reserve (III R) Corps [-4A], 5 reserve (5r) infantry division, 6 reserve (6r) infantry division within one hex of E:1023; IV Reserve (IV R) Corps [-4A], 7 reserve (7r) infantry division, 22 reserve (22r) infantry division within one hex of E:1021; First Army headquarters, Army Main Depot, all army supply units E:1224.

Place the army air squadron, any artillery unit(s) and all other army units in the army HHB or one of the corps HHB on the Army Chart; by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are First Army units at start by virtue of having their Command Counters on the First Army Chart.

German Second Army: 25 landwehr (25 lw) infantry brigade; 29 landwehr (29 lw) infantry brigade - Second Army LOC Box (on the Army Chart); Guard Corps [-2A], 1 guard (1 gd) infantry division, 2 guard (2 gd) infantry division within one hex of E:2124; VII Corps [-2A], 13 infantry division, 14 infantry division [-4C, -2A] E:1724; Guard Reserve (GD R) Corps [-2A], 3 guard (3 gd) infantry division, 1 guard reserve (1 gd r) infantry division within one hex of E:2122; VII Reserve (VII R) Corps [-4A], 13 reserve (13r) infantry division, 14 reserve (14r) infantry division within one hex of E:1522; X Reserve Corps [-2A], 2 Guard reserve (2 gd r) infantry division, 19 reserve (19 r) infantry division within one hex of E:1721; Second Army headquarters, army Main Depot, all army supply units E:1924.

Place the army air squadron, the army artillery units and any other army units in the army HHB or one of the corps HHB on the Army Chart; by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Second Army units at start by virtue of having their Command Counters on the Second Army Chart.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. No Allied unit may start the scenario outside Belgium.

Allied Strategic Formations: The only strategic formations in this scenario is the French I Cavalry corps. The GQG (Supreme Headquarters) was historically in W:5001 at this time, so Exclusive Rule 12.93A should treat the Belgian Army headquarters as if it were more than twenty hexes away from the Supreme Headquarters.

Belgian Army: Place the following Belgian units on the indicated hexes on the map or in the army HHB. Main Depot W:1708; army supply unit W:1708; Belgian Army headquarters and all other army units (e.g. those with the word "Belgian" at the top of the counter) W:1708; 2 infantry division [-4C] within one hex of W:1108; 1 cavalry (1c) division [-2C] within one hex of W:2104; detachment g (from 1 cavalry division) E:1632; 1 infantry division [-4C] within one hex of W:1514; 6 infantry division [-4C] within one hex of W:1708; 5 infantry division [-4C] within one hex of W:2411; 3 infantry division [-6C] E:1831; detachment a [-2C] (detachment a is from 3 infantry division) E:2033; 4 infantry division [-4C] W:2303.

Place the army air squadrons, the two army artillery brigades [-8A each] and all other army units in the army HHB; by placing these units in the HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Belgian Army units by virtue of their nationality; refer to the Exclusive Rules for their unique attributes and restrictions.

Belgian Fortress Class units: Place the following Belgian Fortress Class units on the indicated hexes on the map. Termonde W:1511; Antwerp 1 W:1110; Antwerp 2 W:1211; Antwerp 3 W:1310; Antwerp 4 W:1410; Antwerp 5 W:1409; Antwerp 6 W:1408; Antwerp 7 W:1307; Antwerp 8 W:1207; Antwerp 9 W:1106; Antwerp 10 W:1007; Antwerp 11 W:1010; Antwerp S W:1209; Antwerp NE W:1108; Antwerp NW W:1109; Namur S W:2303; Namur SE W:2302; Namur NE W:2202; Namur N W:2102; Namur NW W:2103; Namur SW W:2304; Liege N W:1729; Liege NW W:1730; Liege NE W:1829; Liege S W:1930; Liege SW W:1832; Liege SE W:1929.

Belgian Off-Map Fortress Class units (see Exclusive Rule 12.46): Antwerp 12 Adjacent to W:1010 and W:1009; Antwerp 13 Adjacent to W:1009 & W:1008; Antwerp 14 Adjacent to W:1007 & W:1008.

13.16 General Information: The length of the Battle of Liege Scenario is two game turns long (Opening Game Turn through Game Turn One). The area of map in play is Belgium north of the 2600 hex row (all hexes with a number beginning with 26) on the East and West maps and Germany north of the 2300 hexrow on the East map and west of 0021 hexrow (all hexes ending with 21). All rules are in effect in this scenario except Exclusive Rules 3.0 (Naval), 8.0 (Weather), and 9.0 (Other Theaters). The German player is the first player, he has the initiative automatically during the Opening Game Turn and Game Turn One (see Exclusive Rule 5.1); he can determine which player he wants to be in the turn sequence at the start of the Opening Game Turn.

The German player has no Rail Points available during this scenario. The Allied player has no Rail Points in Belgium (see Exclusive Rule 2.1). The German player controls Germany at start, the Allied player controls Belgium at start. The German player has 12 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 2 Specialist Replacement Points available during the Opening Game Turn and Game Turn One. The Allied player has no Replacement Points of any kind during this scenario.

The list of reinforcements and withdrawals for the two game turns of the scenario is given below. Reinforcements have a map letter (indicating the East (E) or West (W) maps) followed by a colon with a capital letter; this indicates the friendly map and map edge that they appear on (e.g., E:E indicates the friendly portion of the East edge of the East map); some reinforcements have more specific placement information such as a hex number for their initial appearance. All reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter).

The reinforcements in this scenario are considered to be in Road Mode. All the units of a formation are considered to be part of the reinforcement when a formation is indicated as a reinforcement (except the motorized units of the French I Cavalry Corps, which are not in play during this scenario). Place the Command Counters of the French formations on a corps Command Track on the Allied Strategic Chart. Remember that placing a formations' Command Counter on a Strategic Chart has consequences in terms of Command and Supply.

The reinforcement units in this scenario do not appear during the Strategic Phase of the Weekly Interphase of a Game Turn; they appear on map during the first movement phase available to each player during an impulse. All Belgian Dummy units and two French Dummy units are available to the Allied player; Six German Dummy units are available to the German player from the start of the scenario.

PLAYERS NOTE: Pay close attention to the Exclusive Rules when playing this scenario, especially 11.51 and 12.61.

Reinforcement Schedule

Opening Game Turn:

German Reinforcements: Two OHL super heavy artillery batteries (with Barrage Factors of eight) E:1121 during the last impulse of the Game Turn.

Allied Reinforcements: French I Cavalry (I C) Corps (without any motorized units - these arrive as reinforcements after this scenario), French 1 cavalry (1c) division, French 3 cavalry (3c) division, French 5 cavalry (5c) division E:2632 during the last impulse of the Game Turn.

Game Turn One:

Allied Withdrawals: French I Cavalry (I C) Corps (without any motorized units), French 1 cavalry (1c) division, French 3 cavalry (3c) division, French 5 cavalry (5c) division withdraw from the area of the map in play during this scenario via the 2600 hexrow by the end of the first impulse.

13.17 Victory Conditions: Victory conditions are phrased in terms of casualties suffered and victory objectives obtained.

A. Allied Victory: For the Allied player a tactical victory is obtained through inflicting more strength point losses on German units than are suffered by Allied non-Fortress Class units (e.g., Belgian Fortress Class units do not count when comparing the totals of strength points lost). An operational victory is inflicting twice as many strength point losses on German units than are suffered by Allied non-Fortress Class units. A strategic victory is obtained by preventing the elimination of all the Liege Fortress Class units.

B. German Victory: For the German player a tactical victory is obtained through eliminating all the Liege Fortress Class units by the end of the scenario. An operational victory is obtained through eliminating all the Liege Fortress Class units by the end of the Opening Game Turn. A strategic victory is obtained through eliminating all the Liege Fortress Class units by the end of the Opening Game Turn and inflicting more non-fortress strength point losses on the Allies than are inflicted on the Germans.

C. Victory Determination: The level of victory for one player is reduced one level for each level of victory obtained by the opposing side. For example, a German tactical victory becomes a draw if the Allied player also obtains a tactical victory, or vice-versa.

13.2 Scenario 2: The Battle of Mons-Charleroi and the Great Retreat

August 21 - August 31

13.21 Historical Background and Summary: The Battle of Mons-Charleroi was the most pivotal battle in the series of battles known as the Battles of the Frontier. The French Fifth Army commander, Lanrezac, feared that a large concentration of German forces was attempting to outflank his army. The French Supreme Commander, Joffre, felt that the Germans would be relatively weak in the plains of Belgium and urged Lanrezac forward. To complicate matters, the King of Belgium was embittered by what he considered to be Joffre's abandonment of Belgium.

King Albert retreated with the Belgian Army into the fortress complex of Antwerp, from whence he would not budge until the allies relieved him. To round things out, the British commander, French, had a distinct orientation towards retreat after his initial contact with the Germans. Lanrezac's army moved into the angle formed by the rivers Sambre and Meuse.

Three large German armies were proceeding towards the French Fifth Army and the British Expeditionary Force. The German First Army commander, Kluck, chafed at being placed temporarily under the Second Army commander Bulow. The German Third Army commander, Hausen, was also temporarily under the Second Army commander; this placed Bulow in the position of restraining the overly aggressive Kluck while prodding the overly cautious Hausen.

The battle reached a climax around Charleroi and Mons where the weight of German numbers prevailed. With the French and British armies no longer capable of advancing, the French strategic plan (Plan 17) was no longer viable; there was no option open to the French High Command but to order a general retreat. By the end of August the British were over the Aisne river battling Kluck's troops in the woods of Compiegne while the newly created French Sixth Army and the French Fifth Army were retiring towards the Marne.

13.22 Strategic Chart Information:

German Strategic Chart: Place the Rail Points accumulated at 0 and the Allied Prisoner Points markers at 1. Place the Infantry Replacement Points Accumulated at 20 and the Infantry Replacement Points Used at 10. Place the Direct Artillery Replacement Points Accumulated at 3 and the Direct Artillery Replacement Points Used at 0. Place the Specialist Replacement Points Accumulated at 9 and the Specialist Replacement Points Used at 0.

On the corps-sized strategic formation Command Tracks of the Strategic Chart place the following Command Counters: I Cavalry (I C) Corps [2], guard cavalry (gd c) division [3], 5 cavalry (5c) division [2]; II Cavalry (II C) Corps [2], 4 cavalry (4c) division [2], 9 cavalry (9c) division [2]; III Cavalry (III C) Corps [8], 8 cavalry (8c) division [8]. On the Independent Formation Command Track of the Strategic Chart: 13 reserve (13r) infantry division [6]; 1 railroad (1 rr) regiment [8]; 2 railroad (2 rr) regiment [8]; 3 railroad (3 rr) regiment [8]; 4 railroad (4 rr) regiment [8]; 5 railroad (5 rr) regiment [8]; 6 railroad (6 rr) regiment [8]; 10 railroad (10 rr) regiment [8]; 14 railroad (14 rr) regiment [8].

The number of independent strategic formations allowed in this scenario is fifteen; the number of corps-sized strategic formations allowed in this scenario is three.

NOTE: The limitations on the number of independent strategic formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

The Replacement Points available are in the general explanation of this scenario (immediately before the Victory Conditions). Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

Allied Strategic Chart: Place the Rail Points accumulated at 0 and the German Prisoner Points markers at 1. Place the Infantry Replacement Points Accumulated at 25 and the Infantry Replacement Points Used at 5. Place the Direct Artillery Replacement Points Accumulated at 3 and the Direct Artillery Replacement Points Used at 0. Place the Specialist Replacement Points Accumulated at 3 and the Specialist Replacement Points Used at 0.

On the Corps Command Tracks of the Strategic Chart place the following Command Counters: I Cavalry (I C) Corps [3], 1 cavalry (1c) division [3], 3 cavalry (3c) division [3], 5 cavalry (5c) division [3]; Dunkerque (DUNK) Fortress Corps [6], Dunkerque (dunkerque) fortress brigade [5]; I Territorial (IT) Corps (without any formation attached) [6]; IV Reserve (IV R) Corps [5], 53 reserve (53r) infantry division [5], 69 reserve (69r) infantry division [5].

On the Independent Formation Command Tracks of the Strategic Chart place the following counters: Belgian 4 infantry division [6]; Lille fortress (lille) division [5]; Maubeuge (maubg) fortress division [6]; Boulogne (boulogne) fortress brigade [5]; Calais (calais) fortress brigade [5]; Givet (givet) fortress brigade [5]; 81 territorial (81t) infantry division [5]; 82 territorial (82t) infantry division [5]; 84 territorial (84t) infantry division [5]. 88 territorial (88t) infantry division [5].

The number of independent strategic formations allowed in this scenario is fifteen, the number of corps-sized strategic formations allowed in this scenario is three.

NOTE: The limitations on the number of independent strategic formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

13.23 Army Charts:

German Army Charts:

On the German Army Detachment A Chart (historically known as the Military Government of Belgium) place the following counters in the indicated boxes:

Commander - Beseler (III R Corps); Mission - Hold, MD Status - Maximum Repaired, LOC - no formation. Place the following Command Counters on the Command Tracks of the Army Detachment Chart. On the Independent Formations track: none. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: III Reserve (III R) Corps [6], 5 reserve (5r) infantry division [6], 6 reserve (6r) infantry division [6]; IV Reserve (IV R) Corps [6], 7 reserve (7r) infantry division [6], 22 reserve (22r) infantry division [6].

On the German First Army Chart place the following counters in the indicated boxes:

Commander - Kluck, Mission - Advance, MD Status - Maximum Repaired, LOC - 10 landwehr (10 lw) infantry brigade; 11 landwehr (11 lw) infantry brigade; 27 landwehr (27 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the First Army Chart. On the Independent Formations track: 10 landwehr (10 lw) infantry brigade [5]; 11 landwehr (11 lw) infantry brigade [5]; 27 landwehr (27 lw) infantry brigade [5]; 2 cavalry (2c) division [2]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: II Corps [8], 4 infantry division [8], 3 infantry division [8]; III Corps, 6 infantry division [8], 5 infantry division [8]; IV Corps [8], 7 infantry division [8], 8 infantry division [8]; IX Corps [8], 17 infantry division [8], 18 infantry division [8].

On the German Second Army Chart place the following counters in the indicated boxes:

Commander Bulow, Mission - Advance, MD Status - Maximum, LOC - 25 landwehr (25 lw) infantry brigade; 29 landwehr (29 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Second Army Chart. On the Independent Formations track: 25 landwehr (25 lw) infantry brigade [5]; 29 landwehr (29 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: Guard (GD) Corps [9], 1 guard (1 gd) infantry division [9], 2 guard (2 gd) infantry division [9]; VII Corps [8], 13 infantry division [8], 14 infantry division [8]; X Corps [8], 19 infantry division [8], 20 infantry division [8]; Guard Reserve (GD R) Corps [8], 3 guard (3 gd) infantry division [9], 1 guard reserve (1 gd r) infantry division [7]; VII Reserve (VII R) Corps [6], 14 reserve (14r) infantry division [6]; X Reserve (X R) Corps [6], 2 guard reserve (2 gd r) infantry division [7], 19 reserve (19r) infantry division [6].

On the German Third Army Chart place the following counters in the indicated boxes:

Commander Hausen, Mission - Advance, MD Status - Maximum, LOC - 47 landwehr (47 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 47 landwehr (47 lw) infantry brigade [5]. On the corps command tracks place the following corps Command Counters with the divisions and brigades indicated attached: XI Corps [8], 38 infantry division [8], 22 infantry division [8]; XII Corps [8], 23 infantry division [8], 32 infantry division [8]; XIX Corps [8], 24 infantry division [8], 40 infantry division [8]; XII Reserve (XII R) Corps [6], 23 reserve (23 r) infantry division [6], 24 reserve (24 r) infantry division [6].

Allied Army Charts:

On the French Paris Army Chart place the following counters in the indicated boxes:

Commander - Michel, Mission - Hold, MD Status - Maximum, LOC - no units. Place the following Command Counters on the Command Tracks of the Paris Army Chart. On the Independent Formations track: 185 territorial (185 t) infantry brigade [5]; Beaudemoulin cavalry (b c) cavalry division [6]; 61 reserve (61r) infantry division [5]; 62 reserve (62r) infantry division [5]; 83 territorial (83t) infantry division [5]; 85 territorial (85t) infantry division [5]; 86 territorial (86t) infantry division [5]; 89 territorial (89t) infantry division [5]. On the Corps Command Tracks place the following corps Command Counters: Paris (PARIS) Corps [6], Paris (paris) fortress division [6], Paris territorial (paris t) fortress division [5].

On the French Fifth Army Chart place the following counters in the indicated boxes:

Commander - Lanrezac, Mission - Advance, MD Status - Maximum, LOC - 5 line of communications (5 loc) brigade. Place the following Command Counters on the Command Tracks of the Fifth Army Chart. On the Independent Formations track: 5 line of communications (5 loc) brigade [5]; 51 reserve (51r) infantry division [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Corps [8], 2 infantry division [7], 1 infantry division [8]; III Corps [7], 6 infantry division [7], 5 infantry division [7]; 38 infantry division [8]; X Corps [7], 19 infantry division [7], 20 infantry division [7], 37 infantry division [8].

On the British Expeditionary Force Army Chart place the following counters in the indicated boxes:

Commander - French, Mission - Advance, MD Status - Maximum, LOC - british expeditionary force line of communications (bef loc) brigade. Place the following Command Counters on the Command Tracks of the BEF Army Chart. On the Independent Formations track: 1 cavalry (1c) division [9], british expeditionary force line of communications (bef loc) brigade [9]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Corps [9], 2 infantry division [9], 1 infantry division [9]; II Corps [9], 3 infantry division [9], 5 infantry division [9].

Belgian Army Chart: On the Belgian Army Chart place the following counters in the indicated boxes:

Commander - Albert, Mission - Hold, MD Status - Maximum, LOC - no units. Place the following Command Counters on the Command Tracks of the Belgian Army Chart. On the Independent Formations track: 1 cavalry (1c) division [4]; 1 infantry division [4]; 2 infantry division [4]; 3 infantry division [4]; 5 infantry division [4]; 6 infantry division [4].

13.24 Turn Indicators: Place the Game Turn indicator on turn 2 (Second Game Turn). Place the current phase marker on Army Mission Phase. Place the Days Used In Current Impulse marker on Thursday. One impulse remains in the Game Turn Two of two days. The impulses of the Game Turn Three may be allocated in any manner the player with the initiative chooses. The Game Turn Four has only the first impulse consisting of two days (Sunday and Monday) available for this scenario. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse.

13.25 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "IV Reserve (IV R) Corps [-4A], 7 reserve (7r) infantry division, 22 reserve (22r) infantry division within one hex of E:1021" indicates that all the units belonging to the IV Reserve (IV R) Corps, the 7 reserve (7r) infantry division and the 22 reserve (22r) infantry division may be placed within one hex of 1021 on the East map.

The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number preceding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division). In the example above the IV Reserve Corps units would have the formation identifier IV R at the top of their counters.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit. All Army Detachment A units may begin the scenario entrenched.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB. No German unit may start the game in Belgium or France.

German Strategic Formations (those formations on the Strategic Chart): Place the following Zeppelin units on any base within the scenario boundaries defined in Scenario Rule 13.26 (General Information) of this scenario: Z-9 and Z-V. Note that one of these may be placed off-map in accordance with Exclusive Rule 11.82C.

NOTE: The OHL (Supreme Headquarters) was historically in E:1812 at this time, so compliance with Exclusive Rule 11.82A should entail measuring the distance from E:1812 to the headquarters of German army-sized formations for purposes of resolving the Mission Order Procedure (Standard Rule 7.14).

I Cavalry (I C) Corps, guard cavalry (gd c) division, 5 cavalry (5c) division all within one hex of W:2533; II Cavalry (II C) Corps, 4 cavalry (4c) division, 9 cavalry (9c) division all within one hex of W:2306; III Cavalry (III C) Corps, 8 cavalry (8c) division all within 2 hexes of E:1830 (this corps headquarters and cavalry division were sent to East Prussia for the Tannenberg campaign); 13 reserve (13r) infantry division E:1831; 1 railroad engineer (1 rr) regiment W:1701; 2 railroad engineer (2 rr) regiment W:1606; 3 railroad engineer (3 rr) regiment W:1701; 4 railroad engineer (4 rr) regiment W:2230; 5 railroad engineer (5 rr) regiment W:2030; 6 railroad engineer (6 rr) regiment W:1606; 10 railroad engineer (10 rr) regiment W:2029; 14 railroad engineer (14 rr) regiment W:1802; all four available OHL artillery batteries (two with a Barrage Factor of 7, two with a Barrage Factor of 8) are attached to the Guard Reserve Corps of the Second Army within one hex of W:2103.

German First Army: 10 landwehr (10 lw) infantry brigade; 11 landwehr (11 lw) infantry brigade; 27 landwehr (27 lw) infantry brigade - First Army LOC Box (on the Army Chart); 2 cavalry (2c) division W:1609; II Corps [-2A], 4 infantry division, 3 infantry division [-1C] within one hex of W:1608; III Corps [-2A], 6 infantry division [-1C], 5 infantry division [-1C] within one hex of W:1808; IV Corps [-2A], 7 infantry division [-1C], 8 infantry division within one hex of W:1708; IX Corps [-2A], 17 infantry division [-1C], 18 infantry division [-1C] W:1907; First Army headquarters, First Army motorized supply unit W:1606. First Army Main Depot E:1526; First Army supply unit E:1831; First Army supply unit W:1804.

Place the army air squadron and all other army units in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are First Army units at start by virtue of having their Command Counters on the First Army Chart.

German Second Army: 25 landwehr (25 lw) infantry brigade, 29 landwehr (29 lw) infantry brigade - Second Army LOC Box (on the Army Chart); Guard (GD) Corps [-2A], 1 guard (1 gd) infantry division, 2 guard (2 gd) infantry division W:2304 (on top of the Belgian Namur SW Fortress Class unit) this corps has the two Second Army engineer regiments attached; VII Corps, 13 infantry division, 14 infantry division [-1C] W:2007; Guard Reserve (GD R) Corps [-2A], 3 guard (3 gd) infantry division, 1 guard reserve (1 gd r) infantry division [-1C] within one hex of W:2103 (this includes being on top of the Belgian fortresses in W:2203 and W:2204) - the Guard Reserve Corps has four OHL artillery batteries attached (see Strategic Formations above); X Corps [-2A], 20 infantry division [-1C], 19 infantry division [-1C] W:2206; VII Reserve (VII R) Corps [-4A], 14 reserve (14r) infantry division within one hex of W:2004; X Reserve Corps [-2A], 2 Guard reserve (2 gd r) infantry division, 19 reserve (19 r) infantry division W:2106; Second Army headquarters and Second Army supply unit W:1903. Second Army Main Depot E:1726; Second Army supply unit W:2003; Second Army supply unit E:1831.

Place the army air squadron, the army artillery units and any other army units in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). The army artillery unit with a Barrage Factor of four begins the game as a cadre (it has no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Second Army units at start by virtue of having their Command Counters on the Second Army Chart.

German Army Detachment A: Army Detachment A (known historically as the Military Government of Belgium) headquarters and the III Reserve (III R) Corps [-4A], 5 reserve (5r) infantry division [-1C], 6 reserve (6 r) infantry division [-1C] within one hex of W:1403; IV Reserve (IV R) Corps [-4A], 7 reserve (7r) infantry division, 22 reserve (22r) infantry division within one hex of W:1703; Army Detachment A main depot W:1701; Army Detachment A headquarters and Army Detachment A supply unit W:1403. All of the above listed units are Army Detachment A units at start by virtue of having their Command Counters on the Army Detachment A chart. All Army Detachment A units may begin the scenario entrenched.

German Third Army: 47 landwehr (47 lw) infantry brigade - Third Army LOC Box (on the Army Chart); XI Corps [-2A], 38 infantry division, 22 infantry division [-1C] W:2302 (on top of the Belgian Namur NE Fortress Class unit) with the Third Army engineer regiment attached; XII Corps [-2A], 23 infantry division, 32 infantry division E:2433; XIX Corps [-2A], 40 infantry division E:2632, 24 infantry division E:2532; XII Reserve (XII R) Corps [-4A], 23 reserve (23r) infantry division, 24 reserve (24r) infantry division within one hex of E:2430; Third Army headquarters E:2531; Third Army Main Depot E:2425; Third Army supply unit E:2528.

Place the army air squadron, one Third Army supply unit and the Third Army artillery unit in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Third Army units at start by virtue of having their Command Counters on the Third Army Chart.

German Railroad Conversion: The German player has railroad engineer units that convert Belgian and French railroad hexes for use as German railroad hexes (see Standard Rule 8.2G.2). By the time of the Battle of Charleroi-Mons, the German railroad engineer units had converted a network of railroads for use by the German armies in the field. The hexes that were converted by the beginning of this scenario were:

E:1627; E:1727; E:1728; E:1829; E:1830; E:1831; E:1832; E:1833; E:1834; E:1827; E:1927; E:1928; E:1929; E:2027; E:2028; E:2030; E:2126; E2129; E:2223; E:2227; E:2326; W:1604; W1605; W:1701; W1702; W1703.

NOTE: Luxembourgeois railroad hexes are treated as German by the German player.

German Fortress Class units: Place the following German Fortress Class units on the indicated hexes on the map. Cologne SW E:1020; Cologne S E:1119; Cologne SE E:1118; Cologne NE E:1018.

German Off-Map Fortress Class units: Cologne N Adjacent to E:1019 and E:1018; Cologne NW Adjacent to E:1020 and E:1019.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. No Allied unit may start the game outside Belgium or France. Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): The GQG (Supreme Headquarters) was historically in W:5001 at this time, so compliance with Exclusive Rule 12.93A should entail measuring the distance from W:5001 to the headquarters of the Allied formations in order to resolve the Mission Order Procedure (Standard Rule 7.14); the GQG counter is not actually in play during this scenario however.

I Cavalry (I C) Corps, 1 cavalry (1c) division [-1C], 3 cavalry (3c) division [-1C], 5 cavalry (5c) division [-1C] W:2408; IV Reserve (IV R) Corps, 53 reserve (53r) infantry division, 69 reserve (69r) infantry division within one hex of W:3211; I Territorial (IT) Corps W:2921; 81 territorial (81t) infantry division W:2326; 82 territorial (82t) infantry division W:2517; 84 territorial (84t) infantry division W:2319; Dunkerque (DUNK) Fortress Corps, Dunkerque (dunkerque) fortress brigade W:1826; Maubeuge (maubg) fortress division W:2710; 88 territorial (88t) infantry division W:4533; Belgian 4 infantry division [-4C] within one hex of W:2303 (this Belgian division may begin broken down into detachments); Boulogne (boulogne) fortress brigade W:2432, Calais (calais) fortress brigade W:2031, Lille (lille) fortress division W:2319.

French Paris Army: 185 territorial (185 t) infantry brigade within two hexes of Paris; Beaudemoulin cavalry (b c) division within two hexes of Paris; 61 reserve (61r) infantry division within two hexes of Paris; 62 reserve (62r) infantry division within two hexes of Paris; 83 territorial (83t) infantry division within two hexes of Paris; 85 territorial (85t) infantry division within two hexes of Paris; 86 territorial (86t) infantry division within two hexes of Paris; 89 territorial (89t) infantry division within two hexes of Paris; Paris fortress (PARIS) Corps, Paris (paris) fortress division, Paris territorial (paris t) fortress division, Paris Army headquarters, Paris Army Main Depot, Paris Army supply unit W:5221.

Place any army air squadron(s), any army artillery unit(s) and any other army units in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Paris Army units at start by virtue of having their Command Counters on the Paris Army Chart.

French Fifth Army: 5 line of communication (5 loc) infantry brigade (Cadre) - on the Fifth Army LOC box (on the Army Chart); 51 reserve (51r) infantry division W:2703; I Corps, 2 infantry division W:2502; III Corps, 6 infantry division, 5 infantry division, 38 infantry division W:2608; X Corps, 19 infantry division, 20 infantry division W:2406, 37 infantry division W:2706; XVIII Corps, 35 infantry division W:2808; Fifth Army headquarters W:2906; Fifth Army Main Depot W:3804; Fifth Army supply unit W:3406.

Place the army air squadron(s), the army artillery units (all French Army artillery units have only 1 strength point at start) and any other army units in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fifth Army units at start by virtue of having their Command Counters on the Fifth Army Chart.

French Fortress Class units: Place the following French Fortress Class units on the indicated hexes on the map. Gravelines W:1928; S. Gilles W:3328; Boulogne NE W:2431; Boulogne N W:2331; Boulogne SE W:2531; Boulogne SW W:2332; Calais NE W:2030; Calais S W:2131; Calais SE W:2130; Dunkerque S W:1926; Dunkerque SW W:1827; Dunkerque N W:1725; Dunkerque NE W:1825; Dunkerque SE W:1925; S. Omer W:2326; Lille S W:2420; Lille SW W:2320; Lille NW W:2220; Lille N W:2219; Lille NE W:2318; Lille SE W:2419; Maulde W:2515; Cambrai W:3016; Flines W:2514; Rochambeau W:2714; Nuyon W:4017; Soissons W:4213; de Conde W:4012; Maubeuge S W:2811; Maubeuge SW W:2711; Maubeuge NW W:2611; Maubeuge N W:2610; Maubeuge SE W:2810; La Fere W:3814; Guise W:4613; Laon W:3911; Fourdram W:3912; Hirson W:3208; Rheims N W:4207; Rheims NE W:4306; Rheims SE W:4407; Rheims S W:4408; Rheims SW W:4308; Rheims NW W:4208; Paris 1 W:5219; Paris 2 W:5119; Paris 3 W:5021; Paris 4 W:5022; Paris 5 W:5122; Paris 6 W:5323; Paris 7 W:5421; Paris 8 W:5522; Paris 9 W:5521; Paris 10 W:5519; Paris 11 W:5419; Paris 12 W:5318; Paris 13 W:5321; Paris 14 W:5020; Paris 15 W:5221; Paris 16 W:5223; Paris 17 W:5520; Paris 18 W:5320; Paris 19 W:5424; Paris 20 W:5523.

British Expeditionary Force Army: British expeditionary force line of communications (bef loc) brigade - on the BEF Army LOC box (on the Army Chart); 1 cavalry (1c) division within one hex of W:2612; I Corps [-2A], 1 infantry division W:2913, 2 infantry division W:3013; II Corps [-2A], 3 infantry division W:2712, 5 infantry division W:2813; BEF Army headquarters W:3113, BEF Army Main Depot off-map adjacent to W:4533 (this was actually in Le Havre - the additional supply units linking the main depot to the map edge are abstracted); BEF Army supply unit W:2914; BEF Army supply unit W:3117; BEF Army supply unit W:3422; BEF Army supply unit W:3726; BEF Army supply unit W:4031.

Place the army air squadrons and the army artillery units (all BEF Army artillery units are cadres at start) and all other army units in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are BEF Army units at start by virtue of having their Command Counters on the BEF Army Chart.

NOTE: The British II Corps leader, Smith-Dorrien, is not yet with the II Corps (See Exclusive Rule 12.73A). The British Cavalry (C) Corps leader, Allenby, is not yet considered to be stacked with the 1 cavalry (1c) division Headquarters Class unit (See Exclusive Rule 12.73B).

Belgian Army: Place the following Belgian units on the indicated hexes on the map or in a HHB. Main Depot, army supply unit, Belgian Army headquarters and all other army units (e.g. those with the word "Belgian" at the top of the counter); 2 infantry division [-4C]; 1 cavalry (1c) division [-2C]; 1 infantry division [-4C]; 6 infantry division [-4C]; 5 infantry division [-4C]; 3 infantry division [-7C or A]; all within three hexes of W:1209.

Place the army air squadrons, the two army artillery brigades [-14A] and any other army units in the Army Headquarters Holding Box (HHB). All of the above are Belgian Army units by virtue of their nationality; refer to the Exclusive Rules for their unique attributes and restrictions. Note that the Belgian Army heavy artillery brigades start as cadres and must receive French or British specialist replacements if they are to possess strength points.

Belgian Fortress Class units: Place the following Belgian Fortress Class units on the indicated hexes on the map. Termonde W:1511; Antwerp 1 W:1110; Antwerp 2 W:1211; Antwerp 3 W:1310; Antwerp 4 W:1410; Antwerp 5 W:1409; Antwerp 6 W:1408; Antwerp 7 W:1307; Antwerp 8 W:1207; Antwerp 9 W:1106; Antwerp 10 W:1007; Antwerp 11 W:1010; Antwerp S W:1209; Antwerp NE W:1108; Antwerp NW W:1109; Namur S W:2303; Namur SE W:2302; Namur NE W:2202; Namur N W:2102; Namur NW W:2103; Namur SW W:2304.

Belgian Off-Map Fortress Class units: Antwerp 12 Adjacent to W:1010 and W:1009; Antwerp 13 Adjacent to W:1009 & W:1008; Antwerp 14 Adjacent to W:1007 & W:1008.

NOTE: If a corps Headquarters Class unit is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 3.14B).

13.26 General Information: The length of the Battle of Mons and Charleroi Scenario is two impulses and one Game Turn long (from the final impulse of Game Turn Two through the first impulse of Game Turn Four). All rules for this time period are in effect in this scenario. The area in play encompasses France and Belgium west of the 0003 hex row on the West map south of the 2700 hexrow. Everything north of the 2700 hexrow on both maps is in play west of the 0015 hexrow on the East map. Germany controls all of Luxembourg and Belgium east of where German units begin the scenario; this runs from the 0005 hexrow on the north edge of the map to Louvain and from there to the Zones of Control exerted by German units eastward. Everything else is Allied controlled at start.

Neither player has the initiative automatically in Game Turn Three (see Exclusive Rule 5.1). The German player is the second player during the last impulse of Game Turn Two. The Allied player is the first player during the last impulse of Game Turn Two. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather. Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5).

The Allied player may not attempt a temporary release of the Belgian Army (see Exclusive Rule 12.61B) until Game Turn Three; the Belgian Army formations on map may not move farther than two hexes away from Antwerp during the final impulse of Game Turn Two this scenario. The German player has 28 Rail Points available during game turns two through four. The Allied player has no Rail Points in Belgium (see Exclusive Rule 2.1). The Allied player has 56 Rail Points in France available during game turns two through four.

The German player has 12 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 2 Specialist Replacement Points available each turn during game turns two through four. The Allied player has 12 French Infantry Replacement Points, 1 French Direct Artillery Replacement Points and 0 French Specialist Replacement Points available each turn during game turns two through four. There are no Belgian Replacement Points available during this scenario. British Replacement Points are available through the reinforcement schedule. New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41).

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter; this indicates the friendly map and map edge that they appear on (e.g., E:E indicates the friendly portion of the East edge of map E); some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement, all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter) unless otherwise indicated. All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks. Remember that placing a formations' Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply. Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn.

One-half of all Dummy units are available to the German and French players, while the Belgian and/or British player (assuming there is a separate one) always has all dummy units available. Dummy units for all players are available from the start of each scenario.

The Game Turn Track has the notations Allied or German on certain turns. This indicates French, Belgian, British or German reinforcements for that turn.

Reinforcement Schedule

Game Turn Two:

French Reinforcement Leaders Available: These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

French Replacement Leaders Available: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS) - (Exclusive Rule 12.1); the Foch leader counter will be upgraded on turn ten, all other leaders may be upgraded now.

NOTE: If a French formation has more than one leader counter, the leader counter without an asterisk is the one that begins the game in play and the one with the asterisk is the one available as a replacement.

French Promoted Leaders Available: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their army identification are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK), d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM) - (see Exclusive Rule 12.8).

French Replacement Promoted Leaders Available: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

NOTE: Not all of these leaders are available in each scenario. Only those leaders that apply to the available formations in a scenario may be taken.

British Reinforcements: The III Corps [-2A] arrives at any hex containing a British infantry division on the West map. The 4 infantry division arrives at any French port. The 19th Brigade may be placed with any British unit on map. In order to place the 19th Brigade on map, first deduct four SP from the BEF LOC Brigade. During the last impulse, place the marine brigade at any French or Belgian port.

NOTE: British formations arriving as reinforcements place their Command Counters on the Strategic Chart until their units are within the command radius of the BEF army headquarters, at which time the Command Counter(s) is placed on the BEF Army Chart.

British Reinforcement Leaders Available: These leaders appear as Game Turn Three reinforcements: Allenby (C) and Smith Dorrien (II).

NOTE: Exclusive Rule 12.73 stipulates that Smith-Dorrien be placed with the II Corps and Allenby with the 1 (1 c) cavalry division.

French Reinforcements: The fusilier marine (fm) brigade arrives at any port in France; the armored car and motorized infantry units of the I Cavalry (I C) Corps are placed on the Headquarters Class unit of the IC. Place the army headquarters and all army supply units of the Sixth Army at any village, town or city hex in France. Place the V Reserve (V R) Corps and the VI Reserve (VI R) Corps anywhere on the map with a French infantry division (that infantry division can become part of the V R or VI R Corps). The III Reserve (III R) Corps, 63 reserve (63r) infantry division, 55 reserve (55r) infantry division, 56 reserve (56r) infantry division, VII Corps, 14 infantry division all at the 0004 hex row on the West map south of W:3804.

German Reinforcements: The IX Reserve (IX R) Corps [-4A], 17 reserve (17r) infantry division, 18 reserve (18r) infantry division, I Landwehr (I LW) Corps [-4A], 33 landwehr (33 lw) infantry brigade, 34 landwehr (34 lw) infantry brigade, the 37 landwehr (37 lw) infantry brigade and the 38 landwehr (38 lw) infantry brigade all arrive at any city on the Rhine river.

German Withdrawals: The German player must withdraw units in accordance with Exclusive Rule 9.4.

NOTE: These are the East Prussia reinforcements sent by Moltke in the aftermath of the German defeat at Gumbinnen.

Game Turn Three:

Belgian Reinforcements: The armored car battalion of the 1 cavalry (1c) division arrives in Antwerp.

Game Turn Four:

British Reinforcements: 6 Infantry Replacement Points are available.

13.27 Victory Conditions: The victory conditions for the Battle of Mons-Charleroi Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 10 points. For each German village controlled by the Allied player(s), 15 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points. If a third player is playing the combined Belgian and British armies, then a separate victory point total is kept for that player and the victory points depicted in this section apply to French players only.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points. For each Belgian BE that fails to retire within two hexes of any Antwerp Fortress Class unit, 1 point per impulse that the condition remains. For each hex of Paris occupied at the end of the scenario: 25 points.

C. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is a Allied Tactical Victory. If the German player has twice as many victory points as the Allied player, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory.

If a separate British and Belgian player is counting victory points, compare the victory point total of that player with the German player and the French player; if the British and Belgian player has half as many victory points as either player then the British and Belgian player is the ultimate victor despite the relationship of the French and German players to one another. If the British and Belgian player has one-quarter as many victory points as either player then the British & Belgian player has played to a draw and is not considered to have lost despite the ratio of the French and German victory points.

13.3 Scenario 3: The Battle of the Ardennes

August 21 - August 31

13.31 Historical Background and Summary: The Battle of the Ardennes was the second act of the Battles of the Frontier following the first act in Alsace-Lorraine. The French Supreme Commander, Joffre, was convinced that the Germans must be weak in the Ardennes after the French armies in Alsace-Lorraine were rebuffed. Joffre dispatched the French Third and Fourth Armies into the Ardennes where they met the German Fourth and Fifth Armies in a head-on collision.

The German armies were entrenching as they advanced whereas the French forces attacked recklessly; the result was a repulse of the French armies. There was no longer a possibility of continuing the advance in the Ardennes or in Alsace-Lorraine, so the French armies abandoned their strategic plan (Plan 17) and retreated. The French Third and Fourth armies were not threatened with imminent encirclement, so they retired at a slower pace than the Allied armies in Flanders (see Scenario 2).

The French Fourth Army and the newly created French Ninth Army (formerly Army Detachment Foch) were across the Aisne by the end of August. The Third Army was maintaining contact with Verdun while bending its left flank back towards the new Ninth Army. Both the German Fifth and Fourth Armies pressed forward, but not as successfully as the three German armies on the far right of the line.

13.32 Strategic Chart Information:

German Strategic Chart: Place the Rail Points accumulated at 0 and the Allied Prisoner Points markers at 0. Place the Infantry Replacement Points Accumulated at 15 and the Infantry Replacement Points Used at 5. Place the Direct Artillery Replacement Points Accumulated at 3 and the Direct Artillery Replacement Points Used at 0. Place the Specialist Replacement Points Accumulated at 6 and the Specialist Replacement Points Used at 0.

On the Independent Formation Command Tracks of the Strategic Chart place the following counters: 9 railroad engineer (9 rr) regiment [8]; 11 railroad engineer (11 rr) regiment [8]; 12 railroad engineer (12 rr) regiment [8]; 13 railroad engineer (13 rr) regiment [8]; 15 railroad engineer (15 rr) regiment [8]; 7 railroad engineer (7 rr) regiment [8].

The number of independent strategic formations allowed in this scenario is eight; the number of corps-sized strategic formations allowed in this scenario is one.

NOTE: The limitations on the number of independent strategic formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

The Replacement Points available are in the general explanation of this scenario (immediately before the Victory Conditions).

Allied Strategic Chart: Place the Rail Points accumulated at 0 and the German Prisoner Points markers at 0. Place the Infantry Replacement Points Accumulated at 15 and the Infantry Replacement Points Used at 5. Place the Direct Artillery Replacement Points Accumulated at 2 and the Direct Artillery Replacement Points Used at 0. Place the Specialist Replacement Points Accumulated at 2 and the Specialist Replacement Points Used at 0.

On the Independent Formation Command Track of the Strategic Chart place the following counters: Givet fortress (givet) brigade [5], Montmedy fortress (montmedy) brigade; 67 reserve (67r) infantry division [5].

The number of independent strategic formations allowed in this scenario is ten; the number of corps-sized strategic formations allowed in this scenario is one.

NOTE: The limitations on the number of independent strategic formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

The Replacement Points available are in the general explanation of this scenario (immediately before the Victory Conditions).

13.33 Army Charts:

German Army Charts:

On the German Fourth Army Chart place the following counters in the indicated boxes:

Commander - Duke Albrecht, Mission - Advance, MD Status - Maximum, LOC - 49 landwehr (49 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Fourth Army Chart. On the Independent Formations track: 49 landwehr (49 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: IV Cavalry (IV C) Corps [8], 3 cavalry (3c) division [8]; VI Corps [8], 11 infantry division [8], 12 infantry division [8]; VIII Corps [8], 15 infantry division [8], 16 infantry division [8]; XVIII Corps [8], 21 infantry division [8], 25 infantry division [8]; VIII Reserve (VIII R) Corps [6], 15 reserve (15r) infantry division [6], 16 reserve (16r) infantry division [6]; XVIII Reserve (XVIII R) Corps [6], 21 reserve (21r) infantry division [6], 25 reserve (25r) infantry division [6].

On the German Fifth Army Chart place the following counters in the indicated boxes:

Commander - Prince Wilhelm, Mission - Advance, MD Status - Maximum, LOC - 9 bavarian landwehr (9b lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Fifth Army Chart. On the Independent Formations track: 9 bavarian landwehr (9b lw) infantry brigade [5], 6 cavalry (6c) division [8]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: V Corps [8], 9 infantry division [8], 10 infantry division [8]; XIII Corps [8], 26 infantry division [8], 27 infantry division [8]; XVI Corps [8], 33 infantry division [8], 34 infantry division [8]; V Reserve (V R) Corps [6], 9 reserve (9r) infantry division [6], 10 reserve (10r) infantry division [6]; VI Reserve (VI R) Corps [6], 11 reserve (11r) infantry division [6], 12 reserve (12r) infantry division [6]; I Landwehr (I LW) Corps [5], 13 landwehr (13 lw) infantry brigade [5], 43 landwehr (43 lw) infantry brigade [5], 53 landwehr (53 lw) infantry brigade [5], 45 landwehr (45 lw) infantry brigade [5].

Allied Army Charts:

On the French Army Detachment B Chart (historically known as the Army of Lorraine) place the following counters in the indicated boxes:

Commander-none, Mission - Hold, MD Status - Minimum, LOC - no formations at the start of the scenario. Place the following Command Counters on the Command Tracks of the Army Detachment B Chart. On the Independent Formations track: 7 cavalry (7c) division [7]; 65 reserve (65r) infantry division [5]; 75 reserve (75r) infantry division [5]; 72 reserve (72r) infantry division [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: III Reserve (III R) Corps [5], 54 reserve (54r) infantry division [5], 55 reserve (55r) infantry division [5], 56 reserve (56r) infantry division [5].

On the French Third Army Chart place the following counters in the indicated boxes:

Commander-Ruffey, Mission - Advance, MD Status - Maximum, LOC - 3 line of communications (3 loc) brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 3 line of communications (3 loc) brigade [5], 42 infantry division [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: IV Corps [7], 8 infantry division [7], 7 infantry division; V Corps [7], 9 infantry division [7], 10 infantry division [7]; VI Corps [7], 40 infantry division [7], 12 infantry division [7]; Verdun (VERDUN) Fortress Corps [6], Verdun (verdun) fortress division [7], Verdun territorial (verdun t) fortress division [5].

On the French Fourth Army Chart place the following counters in the indicated boxes:

Commander - Langle D'Carey, Mission - Advance, MD Status - Maximum, LOC - 4 line of communications (4 loc) brigade. Place the following Command Counters on the Command Tracks of the Fourth Army Chart. On the Independent Formations track: 4 line of communications (4 loc) brigade [5], 4 cavalry (4c) division [7], 9 cavalry (9c) division [7], 52 reserve (52r) infantry division [5], 60 reserve (60r) infantry division [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XII Corps [7], 24 infantry division [7], 23 infantry division [7]; XVII Corps [7], 33 infantry division [7], 34 infantry division [7]; Colonial (COL) Corps [8], 3 colonial (3col) infantry division [8], 2 colonial (2col) infantry division [8], 5 colonial (5 col) infantry brigade [8]; II Corps [7], 4 infantry division [7], 3 infantry division [7]; XI Corps [7], 21 infantry division [7], 22 infantry division [7]; IX Corps [7], 18 infantry division [7], 17 infantry division [7].

13.34 Turn Indicators: Place the Game Turn indicator on turn 2 (Second Game Turn). Place the current phase marker on Army Mission Phase. Place the Days Used In Current Impulse marker on Thursday. One impulse remains in the Game Turn Two consisting of two days. The impulses of the Game Turn Three may be allocated in any manner the player with the initiative chooses. The Game Turn Four has only the first impulse consisting of two days (Sunday and Monday) for this scenario. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse.

13.35 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of 3:2818;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 2818 on Map 3.

The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number preceding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division). In the example above, the IV Reserve Corps units would have the formation identifier IV R at the top of their counters.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB.

Strategic Formations (those formations on the Strategic Chart): The OHL (Supreme Headquarters) was historically in E:1812 at this time, so compliance with Exclusive Rule 11.82A should entail measuring the distance from E:1812 to the headquarters of German army-sized formations for purposes of resolving the Mission Order Procedure (Standard Rule 7.14). The OHL counter is not actually in play in this scenario.

7 railroad engineer (7 rr) regiment E:3825; 9 railroad engineer (9 rr) regiment W:3827; 11 railroad engineer (11 rr) regiment W:3827; 12 railroad engineer (12 rr) regiment W:3721; 13 railroad engineer (13 rr) regiment W:3721; 15 railroad engineer (15 rr) regiment E:3825.

German Fourth Army: 49 landwehr (49 lw) infantry brigade - Fourth Army LOC Box (on the Army Chart); IV Cavalry (IV C) Corps, 3 cavalry (3c) division E:3227; VI Corps [-2A], 11 infantry division E:3128, 12 infantry division E:3228; VIII Corps [-2A], 15 infantry division E:2831, 16 infantry division E:2832; XVIII Corps [-2A], 25 infantry division E:2930, 21 infantry division E:3030; VIII Reserve (VIII R) Corps [-4A], 16 reserve (16r) infantry division E:2927, 15 reserve (15r) infantry division E:2828; XVIII Reserve (XVIII R) Corps [-4A], 25 reserve (25r) infantry division E:3027, 21 reserve (21r) infantry division E:3028; Fourth Army headquarters and all army supply units E:2827, Fourth Army Main Depot E:2923.

Place the army air squadron and the army engineer unit in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fourth Army units at start by virtue of having their Command Counters on the Fourth Army Chart.

German Fifth Army: 9 bavarian landwehr (9b lw) infantry brigade, I Landwehr (I LW) Corps [-4A], 13 landwehr (13 lw) infantry brigade, 43 landwehr (43 lw) infantry brigade, 53 landwehr (53 lw) infantry brigade, 45 landwehr (45 lw) infantry brigade - Fifth Army LOC Box (on the Army Chart); 6 cavalry (6c) division E:3822; V Corps [-2A], 9 infantry division, 10 infantry division E:3326; XIII Corps [-2A], 26 infantry division E:3425, 27 infantry division E:3426; XVI Corps [-2A], 33 infantry division, 34 infantry division E:3722; V Reserve (V R) Corps [-4A], 9 reserve (9r) infantry division E:3423, 10 reserve (10r) infantry division E:3623; VI Reserve (VI R) Corps [-4A], 12 reserve (12r) infantry division E:3624, 11 reserve (11r) infantry division E:3524; Fifth Army headquarters and all army supply units E:3523, Fifth Army Main Depot E:3322.

Place the army air squadron, the four army artillery units and the army engineer regiment in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16).

German Railroad Conversion: The German player has railroad engineer units that convert Belgian and French railroad hexes for use as German railroad hexes (see Standard Rule 8.2G.2). By the time of the Battle of the Ardennes, the German railroad engineer units had converted a network of railroads for use by the German armies in the field. The hexes that were converted by the beginning of this scenario were (remember that Luxembourgeois railroad hexes are treated as German by the German player): E:2726; E:2827.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. The reinforcement schedule is in section 6 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): The GQG (Supreme Headquarters) was historically in W:5001 at this time, so compliance with Exclusive Rule 12.93A should entail measuring the distance from W:5001 to the headquarters of the Allied army-sized formations in order to resolve the Mission Order Procedure (see Standard Rule 7.14).

67 reserve (67r) infantry division W:4703; Givet (givet) fortress brigade W:2802; Montmedy (Montmedy) fortress brigade E:3629.

French Army Detachment B (historically known as the Army of Lorraine): III Reserve (III R) Corps E:4226, 54 reserve (54r) infantry division E:4024, 55 reserve (55r) infantry division E:4324, 56 reserve (56r) infantry division E:4225; 7 cavalry (7c) division E:4123; 65 reserve (65r) infantry division within two hexes of E:4524; 75 reserve (75r) infantry division within two hexes of E:4626; 72 reserve (72r) infantry division E:4125; Army Detachment B headquarters and the Army Detachment supply unit E:4325, Third Army Main Depot E:4228. All of the above are Army Detachment B units at start by virtue of having their Command Counters on the Army Detachment B chart.

French Third Army: 3 line of communication (3 loc) infantry brigade (Cadre) - on the Third Army LOC box (on the Army Chart); 42 infantry division E:3728; IV Corps, 8 infantry division, 7 infantry division E:3527; V Corps, 9 infantry division, 10 infantry division E:3726; VI Corps, 40 infantry division, 12 infantry division E:3925; Verdun (VERDUN) Fortress Corps, Verdun (verdun) fortress division, Verdun territorial (verdun t) fortress division E:4227; Third Army headquarters and all army supply units E:3828, Third Army Main Depot E:4228.

Place the army air squadrons and the army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Third Army units at start by virtue of having their Command Counters on the Third Army Chart.

French Fourth Army: 4 line of communication (4 loc) infantry brigade (Cadre) - on the Fourth Army LOC box (on the Army Chart); 4 cavalry (4c) division W:3102, 9 cavalry (9c) division E:3231, 52 reserve (52r) infantry division W:3103; 60 reserve (60r) infantry division W:3301; du maroc (maroc) infantry division W:3202; XII Corps, 24 infantry division, 23 infantry division E:3430; XVII Corps, 33 infantry division, 34 infantry division E:3331; Colonial (COL) Corps, 3 colonial (3col) infantry division, 2 colonial (2col) infantry division, 5 colonial (5 col) infantry brigade E:3529; II Corps, 4 infantry division, 3 infantry division E:3528; XI Corps, 21 infantry division, 22 infantry division E:3232; IX Corps, 18 infantry division, 17 infantry division E:3133; Fourth Army headquarters and one army supply unit E:3433; Fourth Army Main Depot E:4133, Fourth Army supply unit E:3533.

Place two army air squadrons (set aside the other three) and the army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) in the army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fourth Army units at start by virtue of having their Command Counters on the Fourth Army Chart.

French Fortress Class units: Longwy E:3625; Montmedy E:3629; Genicourt E:4326; Troyon E:4426; Paroches E:4525; Campes des Romains E:4626; Liouville E:4625; Gironville E:4724; Jouy E:4824; Pagny E:5124; Borlemont E:5424; Langres N E:6224; Langres NE E:6323; Langres SE E:6424; Langres S E:6425; Langres SW E:6325; Langres NW E:6225; Verdun N E:4127; Verdun NE E:4227; Verdun SE E:4327; Verdun S E:4328; Verdun SW E:4229; Verdun NW E:4128; Givet W:2802; Toul S E:5022; Toul SW E:4922; Toul NW E:4822; Rocroi W:3104; Ayvelles W:3501.

Off-Map French Fortress Class units: Dijon NE Adjacent to E:7024 and E:7025; Dijon SW Adjacent to E:7026 & E:7027.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 3.14B).

13.36 General Information: The length of the Battle of the Ardennes Scenario is two impulses and one game turn long (from the final impulse of Game Turn Two through the first impulse of Game Turn Four). All rules are in effect in this scenario unless otherwise indicated. The area in play encompasses Germany (including Luxembourg), France and Belgium west of the 0021 hexrow on the East map south of the 2700 hexrow. This continues onto the West map south of the 2700 hexrow and east of the 0005 hexrow. Germany controls all of Germany, Luxembourg and Belgium east of where German units begin the scenario. Everything else is Allied controlled until entered by a German unit.

Neither player has the initiative automatically in Game Turn Three (see Exclusive Rule 5.1). The German player is the second player during the last impulse of Game Turn Two. The Allied player is the first player during the last impulse of Game Turn Two. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather. Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5).

The German player has 28 Rail Points available during game turns two through four. The German player has 8 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 2 Specialist Replacement Points available each turn during game turns two through four.

The Allied player has no Rail Points in Belgium (see Exclusive Rule 2.1). The Allied player has 28 Rail Points in France available during game turns two through four. The Allied player has 8 French Infantry Replacement Points, 1 French Direct Artillery Replacement Points and 0 French Specialist Replacement Point available each turn during game turns two through four. There are no Belgian or British Replacement Points available in this scenario.

New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). The only reinforcements in this scenario are French leaders (see Exclusive Rule 12.D).

Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn.

One-third of all Dummy units are available to the German and French players, while the Belgian and/or British player (if there is one) always has all dummy units available. Dummy units for all players are available from the start of each scenario.

The Game Turn Track has the notations Allied or German on certain turns. This indicates French, Belgian, British or German reinforcements for that turn.

Reinforcement Schedule:

Game Turn Two:

French Withdrawals: The French player must withdraw the III Reserve (III R) Corps, the 55 reserve (55 r) infantry division, the 56 reserve (56 r) infantry division, the 63 reserve (63 r) infantry division to the 0004 hexrow on the West map south of W:3804 by the end of Game Turn Two.

French Reinforcement Leaders Available: These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

French Replacement Leaders Available: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS) - (Exclusive Rule 12.1); the Foch leader counter will be upgraded on Game Turn Ten, all other leaders may be upgraded now.

NOTE: If a French formation has more than one leader counter, the leader counter without an asterisk is the one that begins the game in play and the one with the asterisk is the one available as a replacement.

French Promoted Leaders Available: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their army identification are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK), d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM) - (see Exclusive Rule 12.8).

French Replacement Promoted Leaders Available: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted French leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

NOTE: Not all of the above French leaders are available in each scenario. Only those leaders that apply to the available formations in a scenario may be taken.

Game Turn Two:

French Reinforcements: The remaining three air squadrons of FOURTH Army appear in the Fourth Army Headquarter's HHB.

13.37 Victory Conditions: The victory conditions for the Battle of the Ardennes Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 10 points. For each German village controlled by the Allied player(s), 15 points. For each German (Luxembourgeois) town controlled by the Allied player(s), 20 points. For each German (Luxembourgeois) city controlled by the Allied player(s), 30 points. For each hex of Belgium controlled by the Allies at the end of the game: 3 points.

B. German Victory Points: For each Allied strength point eliminated, 1/2 point. For each hex controlled in France, 1/2 point. For each French village controlled by the German player, 1/2 point. For each French town controlled by the German player, 1 point. For each French city controlled by the German player, 2 points.

C. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is an Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory.

13.4 Scenario 4: The Battle of Alsace-Lorraine

August 19 - August 31

13.41 Historical Background and Summary: By August 20 the French First and Second Armies were at the apex of their invasion of Lorraine. The commander of the French First Army, Dubail, ordered his forces against Sarrburg while the French Second Army assaulted the entrenched Morhange position. The French Second Army experienced the reality of assaulting permanent entrenchments and retreated. The retreat of the Second Army placed the French First Army in an awkward position, so it too retreated. The German Sixth Army, supported by the right flank of the German Seventh Army, then switched over to the offensive and pressed the French hard in eastern France for the rest of August.

13.42 Strategic Chart Information:

German Strategic Chart: Place the Rail Points accumulated at 0 and the Allied Prisoner Points markers at 1. Place the Infantry Replacement Points Accumulated at 15 and the Infantry Replacement Points Used at 5. Place the Direct Artillery Replacement Points Accumulated at 2 and the Direct Artillery Replacement Points Used at 0. Place the Specialist Replacement Points Accumulated at 6 and the Specialist Replacement Points Used at 0.

On the independent strategic formation Command Tracks of the Strategic Chart place the following Command Counters: 19 ersatz (19e) infantry division [6]; bavarian ersatz (be) division [6]; 110 landwehr (110 lw) infantry regiment [5]; 30 Metz reserve (30 m r) infantry division [6]. On the corps-sized strategic formation tracks place the following Command Counters: I Bavarian (I B) Corps [8], 1 bavarian (1b) infantry division [8], 2 bavarian (2b) infantry division [8].

The number of Independent Strategic Formations allowed in this scenario is five; the number of corps-sized strategic formations allowed in this scenario is one.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized Strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

The Replacement Points available are in the general explanation of this scenario (immediately before the Victory Conditions).

Allied Strategic Chart: Place the Rail Points accumulated at 0 and the German Prisoner Points markers at 1. Place the Infantry Replacement Points Accumulated at 25 and the Infantry Replacement Points Used at 11. Place the Direct Artillery Replacement Points Accumulated at 2 and the Direct Artillery Replacement Points Used at 0. Place the Specialist Replacement Points Accumulated at 2 and the Specialist Replacement Points Used at 0.

On the Independent Formation Command Tracks of the Strategic Chart place the following Command Counters: chasseurs d'alpine mountain (cd'alp) infantry brigade [8]. On the Corps Formation Command Tracks: Toul (TOUL) Fortress Corps [6], Toul (toul) fortress division [7], Toul territorial (toul t) fortress division [5], 73 reserve (73r) infantry division [5].

The number of Independent Strategic Formations allowed in this scenario is three; the number of corps-sized strategic formations allowed in this scenario is one.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

The Replacement Points available are in the general explanation of this scenario (immediately before the Victory Conditions).

13.43 Army Charts:

German Army Charts:

On the German Sixth Army Chart place the following counters in the indicated boxes: Commander - Prince Rupprecht, Mission - Hold, MD Status - Maximum, LOC - 5 bavarian landwehr (5b lw) brigade. Place the following Command Counters on the Command Tracks of the Sixth Army Chart. On the Independent Formations track: 5 bavarian landwehr (5b lw) infantry brigade [5], 4 ersatz (4e) infantry division [6], 8 ersatz (8e) infantry division [6], 10 ersatz (10e) infantry division [6], 7 cavalry (7c) division [8], bavarian cavalry (bc) division [8]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XXI Corps [8], 31 infantry division [8], 42 infantry division [8]; II Bavarian (II B) Corps [8], 3 bavarian (3b) infantry division [8], 4 bavarian (4b) infantry division [8]; III Bavarian (III B) Corps [8], 5 bavarian (5b) infantry division [8], 6 bavarian (6b) infantry division [8]; I Bavarian Reserve (I B R) Corps [6], 1 bavarian reserve (1b r) infantry division [6], 5 bavarian (5b r) reserve infantry division [6].

On the German Seventh Army Chart place the following counters in the indicated boxes: Commander - Heeringen, Mission - Hold, MD Status - Maximum, LOC - 60 landwehr (60 lw) infantry brigade [5], 55 ersatz (55e) infantry brigade [6]. Place the following Command Counters on the Command Tracks of the Seventh Army Chart. On the Independent Formations track: 60 landwehr (60 lw) infantry brigade [5], 55 ersatz (55e) infantry brigade [6], guard ersatz (gd e) infantry division [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XIV Corps [8], 29 infantry division [8], 28 infantry division [8]; 33 Strassbourg reserve (33 st r) infantry division [6]; XV Corps [8], 30 infantry division [8], 39 infantry division [8]; I Bavarian (I B) corps [8], 1 bavarian (1b) division [8], 2 bavarian (2b) division [8]; XIV Reserve (XIV R) Corps [6], 26 reserve (26r) infantry division [6], 28 reserve (28r) infantry division [6].

On the German Army Detachment C Chart (historically known as the Covering Group of the Upper Rhine) place the following counters in the indicated boxes: Commander - Gaede, Mission - Flexible, MD Status - Maximum, LOC - None. Place the following Command Counters on the Command Tracks of the Army Detachment Chart. On the Independent Formations track: 55 landwehr (55 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: Upper Rhine Landwehr (UR LW) Corps [5], 1 bavarian landwehr (1b lw) infantry brigade [5], 2 bavarian landwehr (2b lw) infantry brigade [5].

Allied Army Charts:

On the French Army Detachment A Chart (historically known as the Army of Alsace until August 28) place the following counters in the indicated boxes: Commander - none, Mission - Advance, MD Status - Maximum, LOC - no formation. Place the following Command Counters on the Command Tracks of the Army Detachment Chart. On the Independent Formations track: 8 cavalry (8c) division [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: Belfort (BELFORT) Fortress Corps [6], Belfort (belfort) fortress division [7], Belfort territorial (belfort t) fortress division [5], 57 reserve (57r) infantry division [5], VII Corps [7], 14 infantry division [7], 41 infantry division [7]; I Reserve (I R) Corps [5], 58 reserve (58r) infantry division [5], 63 reserve (63r) infantry division [5], 66 reserve (66r) infantry division [5].

On the French First Army Chart place the following counters in the indicated boxes: Commander - Dubail, Mission - Advance, MD Status - Maximum, LOC - 1 line of communications (1 loc) brigade. Place the following Command Counters on the Command Tracks of the First Army Chart. On the Independent Formations track: 1 line of communications (1 loc) brigade [5], 44 infantry division [8]; 1 railroad engineer (1 rr) regiment [7]; 71 reserve (71r) infantry division [5]; 64 reserve (64r) infantry division [5]; 74 reserve (74r) infantry division [5]; 6 cavalry (6c) division [7]; 2 colonial (2col) infantry brigade [8]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: VIII Corps [7], 16 infantry division [7], 15 infantry division [6]; XIII Corps [7], 26 infantry division [7], 25 infantry division [6]; XIV Corps [7], 28 infantry division [7], 27 infantry division [6]; XXI Corps [7], 43 infantry division [7], 13 infantry division [7]; Epinal (EPINAL) Fortress Corps [6], Epinal (epinal) fortress division [7], Epinal territorial (epinal t) fortress division [5].

On the French Second Army Chart place the following counters in the indicated boxes: Commander - Castlenau, Mission - Advance, MD Status - Maximum, LOC - 2 line of communications (2 loc) brigade. Place the following Command Counters on the Command Tracks of the Second Army Chart. On the Independent Formations track: 2 line of communications (2 loc) brigade [5], 2 railroad engineer (2 rr) regiment. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: II Cavalry (II C) Corps [7], 2 cavalry (2c) division [4], 10 cavalry (10c) division [4]; XV Corps [6], 29 infantry division [6], 30 infantry division [6]; XVI Corps [6], 31 infantry division [6], 32 infantry division [6]; XX Corps [7], 11 infantry division [7], 39 infantry division [7]; II Reserve (II R) Corps [4], 59 reserve (59r) infantry division [4], 68 reserve (68r) infantry division [4], 70 reserve (70r) infantry division [4].

13.44 Turn Indicators: Place the Game Turn indicator on Game Turn 2. Place the current phase marker on Army Mission Phase. Place the Days Used In Current Impulse marker on Tuesday. One impulse in the Game Turn Two has been used already consisting of three days. The final two impulses of the Game Turn Two consist of two-day impulses. The impulses of the Game Turn Three may be allocated in any manner the player with the initiative chooses. The Game Turn Four has only the first impulse consisting of two days available for this scenario. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse. During the first impulse of the scenario, no French formation on the Strategic Chart or on the Army Chart of Army Detachment A may expend movement points except to place combat markers.

13.45 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of E:2818;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 2818 on the East Map.

The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number preceding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division). In the example above the IV Reserve Corps units would have the formation identifier IV R at the top of their counter.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB.

German Strategic Formations (those formations on the Strategic Chart): The OHL (Supreme Headquarters) was historically in E:1812 at this time, so compliance with Exclusive Rule 11.82A should entail measuring the distance from E:1812 to the headquarters of German army-sized formations for purposes of resolving the Mission Order Procedure (Standard Rule 7.14). The OHL counter is not actually in play in this scenario.

Place the following Zeppelin units on any base within the scenario boundaries defined in Scenario Rule 13.46 (General Information) of this scenario: Z-7 and Z-8. Note that one of these may be placed off-map in accordance with Exclusive Rule 11.82C.

I Bavarian (I B) Corps, 1 bavarian (1b) infantry division E:4411; 2 bavarian (2b) infantry division E:4311; 30 Metz reserve (30 m r) infantry division E:4120; 19 ersatz (19e) infantry division E:4904; bavarian ersatz (be) infantry division E:5207; 110 landwehr (110 lw) infantry regiment E:5803; these are strategic formations at start by virtue of having their Command Counters on the Strategic Chart.

For the historically minded, please note that the covering detachments from mobilization present at the start of the war have been reabsorbed into their parent formations by the beginning of this scenario.

German Sixth Army: 5 bavarian landwehr (5b lw) infantry brigade - Sixth Army LOC box (on the Army Chart); 7 cavalry (7c) division E:4418; bavarian cavalry (bc) division E:4215; 4 ersatz (4e) infantry division E:4116; 8 ersatz (8e) infantry division E:4114; 10 ersatz (10e) infantry division E:3917; XXI Corps, 31 infantry division, 42 infantry division E:4314; II Bavarian (II B) Corps, 3 bavarian (3b) infantry division, 4 bavarian (4b) infantry division E:4216; III Bavarian (III B) Corps, 5 bavarian (5b) infantry division, 6 bavarian (6b) infantry division E:4117; I Bavarian Reserve (I B R) Corps, 1 bavarian reserve (1b r) infantry division, 5 bavarian reserve (5b r) infantry division E:4312; Sixth Army Main Depot E:4113; Sixth Army Headquarters Class unit with all Army supply units E:4016.

Place the Army air squadron(s), the Army artillery units and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). In addition, the Ersatz divisions' artillery units with a Barrage Factor of five begin the game as cadres (they have no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Sixth Army units at start by virtue of having their Command Counters on the Sixth Army Chart.

German Seventh Army: 60 landwehr (60 lw) infantry brigade, 55 ersatz (55 e) infantry brigade - Sixth Army LOC box (on the Army Chart) [as printed]; 55 landwehr (55 lw) infantry brigade E:5804; 33 Strassbourg reserve (33 st r) infantry division E:5008; XIV Corps, 28 infantry division, 29 infantry division E:4510; XV Corps, 30 infantry division E:4610; 39 infantry division E:4709; XIV Reserve (XIV R) Corps, 28 reserve (28r) infantry division E:4809; 26 reserve (26r) infantry division E:4908; guard ersatz (gd e) infantry division E:4410; Seventh Army Main Depot E:4706; Seventh Army headquarters, all Army supply units, E:4408.

Place the Seventh Army air squadron, any Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). In addition, the Ersatz divisions' artillery units with a Barrage Factor of five begin the game as cadres (they have no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Seventh Army units at start by virtue of having their Command Counters on the Seventh Army Chart.

German Army Detachment C (known historically as the Covering Group On The Upper Rhine): Upper Rhine Landwehr (UR LW) Corps, 1 bavarian landwehr (1b lw) infantry brigade E:5305; 55 landwehr (55 lw) infantry brigade E:5804; 2 bavarian landwehr (2b lw) infantry brigade E:5205; Army Detachment C headquarters E:5503; Army Detachment C Main Depot E:5502.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Army Detachment C units at start by virtue of having their Command Counters on the Army Detachment A chart [as printed].

German Fortress Class units: Place the following German Fortress Class units on the indicated hexes on the map. Mainz N E:2205; Mainz NW E:2206; Mainz SW E:2306; Mainz S E:2406; Mainz SE E:2405; Mainz NE E:2304; Metz N E:4020; Metz NW E:4021; Metz SW E:4121; Metz S E:4221; Metz SE E:4220; Metz NE E:4119; Strassbourg N E:4404; Strassbourg NE E:4503; Strassbourg SE E:4604; Strassbourg S E:4605; Strassbourg SW E:4505; Strassbourg NW E:4405; Neuf-Brissau E:5504; Neuenburg E:5804; Hurtingen E:6003; Humagen E:6103; Bitche E:3908; K. Wilhelm II E:4706; Thionville E:3721; Gemersheim E:3401.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. The reinforcement schedule is in section 6 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): The GQG (Supreme Headquarters) was historically in W:5001 at this time, so compliance with Exclusive Rule 12.93A should entail measuring the distance from W:5001 to the headquarters of the Allied army-sized formations in order to resolve the Mission Order Procedure (Standard Rule 7.14). The GQG counter is not actually in play during this scenario.

chasseurs d'alpine mountain (cd'alp) infantry brigade E:5409; detachment a (historically, this was the 81 infantry brigade of the 41 infantry division) E:5708; detachment i (historically, this was the 118 reserve infantry brigade of the 58 reserve infantry division) E:5506; detachment b (historically, these were chasseur battalions from the 25 and 26 infantry divisions) E:5707; Toul (TOUL) Fortress Corps, Toul (toul) fortress division, Toul territorial (toul t) fortress division E:4821, 73 reserve (73r) infantry division E:4621.

French Army Detachment A (historically known as the Army of Alsace): I Reserve (I R) Corps E:6206, 58 reserve (58r) infantry division [-4C] E:6406, 63 reserve (63r) infantry division [-1C] E:6205, 66 reserve (66r) infantry division [-1C] E:6105; 8 cavalry (8c) division E:5806; Belfort Fortress (BELFORT) Corps, Belfort fortress (belfort) division, Belfort territorial fortress (belfort t) division E:6209, 57 reserve (57r) infantry division E:6107; VII Corps, 14 infantry division E:6005, 41 infantry division E:5905; Army Detachment A headquarters E:6007; Army Detachment A Main Depot E:6309; Army Detachment A supply unit E:5908. All of the above are Army Detachment A units at start by virtue of having their Command Counters on the Army Detachment A chart.

French First Army: 1 line of communication (1 loc) infantry brigade (Cadre) - on the First Army LOC box (on the Army Chart); 71 reserve (71r) infantry division [-1C] E:5209; 1 railroad engineer (1 rr) regiment E:4613; 64 reserve (64r) infantry division within two hexes of E:4911; 74 reserve (74r) infantry division within two hexes of E:4911; 6 cavalry (6c) division within two hexes of E:4911; 44 infantry division [-1C] E:5313; 2 colonial (2col) infantry brigade within one hex of E:4911; VIII Corps, 15 infantry division [-1C] E:4511, 16 infantry division [-1C] E:4412; XIII Corps [-1A], 26 infantry division [-1C], 25 infantry division [-1C] E:4611; XIV Corps, 28 infantry division [-1C] E:5009, 27 infantry division [-1C] E:4909; XXI Corps, 13 infantry division [-2C] E:4810, 43 infantry division [-1C] E:4710; Epinal (EPINAL) Fortress Corps, Epinal (epinal) fortress division, Epinal territorial (epinal t) fortress division within one hex of E:5514; First Army headquarters and all First Army supply units E:4911; First Army Main Depot E:5514.

Place the First Army air squadrons and the First Army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are First Army units at start by virtue of having their Command Counters on the First Army Chart.

French Second Army: 2 line of communication (2 loc) infantry brigade (Cadre) - on the Second Army LOC box (on the Army Chart); 2 railroad engineer (2 rr) regiment E:4516; II Cavalry (II C) Corps, 2 cavalry (2c) division [-1C], 10 cavalry (10c) division [-1C] E:4413, XV Corps, 29 infantry division [-2C] E:4315, 30 infantry division [-2C] E:4316, XVI Corps, 31 infantry division [-2C] E:4414, 32 infantry division [-1C] E:4415; XX Corps, 11 infantry [-2C] E:4217, 39 infantry division [-2C] E:4218; II Reserve (II R) Corps, 70 reserve (70r) infantry division [-1C] E:4319, 59 reserve (59r) infantry division [-1C] E:4420, 68 reserve (68r) infantry division [-1C] E:4219; Second Army headquarters and all Army supply units E:4715; Second Army Main Depot E:4819.

Place the Second Army air squadrons and the Second Army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Second Army units at start by virtue of having their Command Counters on the Second Army Chart.

French Fortress Class units: Place the following French Fortress Class units on the indicated hexes on the map. Toul N E:4821; Toul NE E:4920; Toul SE E:5021; Toul S E:5022; Toul SW E:4922; Toul NW E:4822; Vincent E:5019; Nancy N E:4718; Liverdun E:4720; Nancy NW E:4818; Nancy NE E:4719; Nancy SE E:4918; Manonviller E:4815; Epinal N E:5414; Epinal NE E:5513; Epinal SE E:5614; Epinal NW E:5415; Epinal SW E:5615; Epinal S E:5815; Giromagny E:5713; Ballon & Lambert E:5813; Rupt E:5912; Beubille E:6012; Rimiremont E:6011; Arches E:6110; Belfort N E:6209; Belfort NE E:6308; Belfort SE E:6409; Belfort S E:6410; Belfort SW E:6310; Belfort NW E:6210; Mont Bart 3:1523; Chaux 3:1424 [both as printed]; Lomont E:6709; Bescancon NE E:7015; Bescancon N E:6915; Bescancon NW E:6916; Bescancon SW E:7017.

Off-Map French Fortress Class units: Bescancon SE Adjacent to E:7015 and E:7016; Bescancon S Adjacent to E:7016 & E:7017.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 3.14B).

13.46 General: The length of the Battle of Alsace-Lorraine Scenario is three impulses and one Game Turn long (From the final two impulses of Game Turn Two through the first impulse of Game Turn Four). All rules are in effect in this scenario unless otherwise noted. The area in play encompasses France and Germany (including Luxembourg) east of the 0023 hex row on the East map south of the 2500 hexrow.

EXCEPTION: All hexes in Germany west of the 0021 hexrow are out of play during Game Turn Two (this represents this area being used as a jumping off point by the left wing of the German Fifth army for the battle of the Ardennes (See the previous scenario).

The Allied player controls all of France and Germany from the Zones of Control exerted by French units westward. Everything else is controlled by the German player at start.

Neither player has the initiative automatically in Game Turn Three (see Exclusive Rule 5.1). The German player is the second player during the last two impulses of Game Turn Two. The Allied player is the first player during the last two impulses of Game Turn Two. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather.

During the first impulse of the scenario, no French formation on the Strategic Chart or on the Army Detachment A Chart may move or expend movement points in any way, except to place combat markers. Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5).

The German player has 96 Rail Points available during game turns two through four. The Allied player has 68 Rail Points in France available during game turns two through four.

The German player has 8 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 2 Specialist Replacement Points available during game turns two through four.

The Allied player has 96 Rail Points available during game turns two through four. The Allied player has 8 French Infantry Replacement Points, 1 French Direct Artillery Replacement Point and 0 French Specialist Replacement Point available during game turns two through four. [The source gives two different Allied Rail Point totals (68 and 96) in this section; both are transcribed as printed.]

New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). One-third of all Dummy units are available to the German and French players.

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e. E:E indicates the friendly portion of the East edge of map E); some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement; all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter). All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks. Remember that placing a formations' Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply. Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn.

The turn record track on each Strategic Chart has the notations "Allied" or "German" on certain turns. This indicates Allied (French, Belgian or British) or German reinforcements for that turn.

Reinforcement Schedule:

Game Turn Two:

French Reinforcement Leaders Available: These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

French Replacement Leaders Available: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS) - (Exclusive Rule 12.1); the Foch leader counter will be upgraded on turn ten, all other leaders may be upgraded now.

NOTE: If a French formation has more than one leader counter, the leader counter without an asterisk is the one that begins the game in play and the one with the asterisk is the one available as a replacement.

French Promoted Leaders Available: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their army identification are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK), d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM) - (see Exclusive Rule 12.8).

French Replacement Promoted Leaders Available: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted French leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

NOTE: Not all of these leaders are available in each scenario. Only those leaders that apply to the available formations in a scenario may be taken.

French Withdrawals: The French player must withdraw the VII Corps and the 14 infantry division, to the 0004 hexrow on the West map south of W:3804 by the end of Game Turn Two.

Game Turn Three:

French Reinforcements: the Epinal balloon unit arrives at Epinal; the Toul balloon unit arrives at Toul; place XXXI Corps anywhere on the E map with a French infantry division (that infantry division can become part of the XXXI Corps).

Game Turn Four:

French Reinforcements: Place the alpine (alp) infantry division wherever the chasseurs d'alpine mountain (cd'alp) infantry brigade is as long as it is in supply and command control and not in an enemy ZOC. Place the 76 infantry division [-3C] wherever the 2 colonial (2col) infantry brigade is as long as it is in supply & command control and not in an enemy ZOC. Place the 77 infantry division wherever the 44 infantry division is as long as it is in supply and command control and not in an enemy ZOC. The 76 infantry division may be brought into play at full strength if three personnel strength points are removed from another infantry division not in an enemy ZOC at the moment the division is brought into play. This exchange of formations must occur as soon as possible from Game Turn Four on.

During the last impulse place the XXXIV Corps anywhere on the E or W maps with a French infantry division (that infantry division can become part of the XXXIV Corps). Place the Verdun Balloon unit in Verdun and the Belfort Balloon unit in Belfort.

French Withdrawals: The French player must withdraw the chasseurs d'alpine mountain (cd'alp) infantry brigade once the alpine (alp) infantry division is brought into play. The French player must withdraw the 2 colonial (2col) infantry brigade and the 44 infantry division once the 76 and 77 infantry divisions are brought into play.

German Reinforcements: Kaiser Wilhelm II arrives at German Sixth Army headquarters.

13.47 Victory Conditions: The victory conditions for the scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 1/4 point. For each German village controlled by the Allied player(s), 2 points. For each German town controlled by the Allied player(s), 5 points. For each German city controlled by the Allied player(s), 10 points.

B. German Victory Points: For each Allied strength point eliminated, 1/2 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points.

C. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be a Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is an Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory.

13.5 Scenario 5: The Battle of the Marne

September 4 - September 19

13.51 Historical Background and Summary: The Battle of the Marne ranks as one of the most decisive battles in the history of the world. The opening moves of World War I in Western Europe were dictated by the French strategic plan, Plan 17, and the German strategic plan, the Schlieffen Plan. The Battles of the Frontier caused the French to abandon Plan 17; with no coherent strategic alternative, the Allied armies retreated into France. By September 4th the Allied retreat had given the French time to incorporate replacements, receive reinforcements and build up the morale of formations. The German armies were still operating under the constraints of the Schlieffen Plan, and as such, they were not in a position to incorporate replacements, receive reinforcements or build up the morale of formations. During the retreat after the Battle of the Frontier, the German armies pursued the Allied armies closely. The German High Command allowed the right wing to adopt an approach of bypassing Paris to the east, thinking that the Allied armies were in full flight. When the German First Army plunged south of Paris in pursuit of the British Expeditionary Force and the French Fifth army, the stage was set for an allied riposte at the Battle of the Marne.

13.52 Strategic Chart Information:

German Strategic Chart information is as follows: Rail Points marker at 0, Prisoner Points marker at 19, Specialist Replacement Points Accumulated marker at 6, Specialist Replacement Points Used marker at 16, Infantry Replacement Points Accumulated marker at 40, and Infantry Replacement Points Used marker at 70, Direct Artillery Replacement Points Accumulated marker at 4, and Direct Artillery Replacement Points Used marker at 4.

On the Command Tracks of the Strategic Chart place the following Command Counters: V Corps [5], 9 infantry division [5], 10 infantry division [5]. On the Independent Formation Command Tracks of the Strategic Chart place the following counters: 37 landwehr (37 lw) infantry brigade; 38 landwehr (38 lw) infantry brigade; 1 railroad (1 rr) regiment [8]; 2 railroad (2 rr) regiment [8]; 3 railroad (3 rr) regiment [8]; 4 railroad (4 rr) regiment [8]; 5 railroad (5 rr) regiment [8]; 6 railroad (6 rr) regiment [8]; 7 railroad (7 rr) regiment [8]; 9 railroad (9 rr) regiment [8]; 10 railroad (10 rr) regiment [8]; 11 railroad (11 rr) regiment [8]; 12 railroad (12 rr) regiment [8]; 13 railroad (13 rr) regiment [8]; 14 railroad (14 rr) regiment [8]; 15 railroad (15 rr) regiment [8]. The number of Independent Strategic Formations allowed in this scenario is twenty; the number of corps-sized strategic formations allowed in this scenario is three.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

Allied Strategic Chart information is as follows: Rail Points marker at 0, Prisoner Points marker at 12, French Specialist Replacement Points Accumulated marker at 0, French Specialist Replacement Points Used marker at 10, French Infantry Replacement Points Accumulated marker at 10, French Infantry Replacement Points Used marker at 90, French Direct Artillery Replacement Points Accumulated marker at 1, and French Direct Artillery Replacement Points Used marker at 6, all British Replacement Points Accumulated markers at 0, and all British Replacement Points Used markers at 0; all Belgian Replacement Points Accumulated markers at 0, and all Belgian Replacement Points Used markers at 0.

On the Command Tracks of the Strategic Chart place the following Command Counters: I Cavalry (I C) Corps [3], 1 cavalry (1c) division [3], 3 cavalry (3c) division [3], 5 cavalry (5c) division [3]; I Territorial (I T) Corps [4], 81 territorial (81t) infantry division [4], 84 territorial (84t) infantry division [4], 88 territorial (88t) infantry division [4]; Dunkerque (DUNK) Fortress Corps [5], Dunkerque (dunkerque) fortress brigade [5]; IV Corps [7], 8 infantry division [7], 7 infantry division [7]; these are on the Corps Command Tracks. On the Independent Formation Command Tracks of the Strategic Chart place the following counters: Maubeuge (maubg) fortress division [3]; 1 du Maroc (maroc) infantry division [8]; fusilier marine (fm) brigade [9]; British 1 marine (1 m) brigade [8]; Boulogne fortress (boulogne) brigade [5]; calais fortress (calais) brigade [5]; 54 reserve (54r) infantry division [5].

The number of Independent Strategic Formations allowed in this scenario is fifteen, the number of corps-sized strategic formations allowed in this scenario is five.

EXCEPTION: If a German unit moves within four hexes of E:4922, the French player receives a sixth corp-sized strategic formation the Toul Corps. The Toul Corps consists of: Toul (TOUL) Fortress Corps [6], toul (toul) fortress division [7], toul territorial (toul t) fortress division [5], 73 reserve (73r) infantry division [5]. The units from these formations are placed immediately on the map with the HQ class unit of the corps restricted to one of the three Toul fortress units in this scenario (the other units may move freely, but must stay within the CCR of the corps HQ unit).

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

13.53 Army Charts:

German Army Charts:

On the German Army Detachment A Chart (historically known as the Military Government of Belgium) place the following counters in the indicated boxes: Commander - Beseler (III R), Mission - Flexible, MD Status - Minimum Repaired, LOC - II Landwehr (II LW) Corps, 33 landwehr (33 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Army Detachment Chart - On the Independent Formations track place the following counters: None. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: III Reserve Corps [6], 5 reserve (5r) infantry division [6], 6 reserve (6r) infantry division [6]; IX Reserve (IX R) Corps [6], 17 reserve (17r) infantry division [6], 18 reserve (18r) infantry division [6]; II Landwehr (II LW) Corps [5], 33 landwehr (33 lw) infantry brigade [5]; 34 landwehr (34 lw) infantry brigade [5] brigade.

On the German Army Detachment B Chart (historically known as the Maubeuge Besieging Group) place the following counters in the indicated boxes: Commander - None, Mission - Hold, MD Status - Minimum Repaired, LOC - None. Place the following Command Counters on the Command Tracks of the Army Detachment Chart - On the Independent Formations track: None. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: VII Reserve (VII R) Corps [6], 13 reserve (13r) infantry division [6], 14 reserve (14r) infantry division [6].

On the German First Army Chart place the following counters in the indicated boxes: Commander - Kluck, Mission - Advance, MD Status - Maximum Repaired, LOC - 10 landwehr (10 lw) infantry brigade; 11 landwehr (11 lw) infantry brigade; 27 landwehr (27 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the First Army Chart. On the Independent Formations track: 4 cavalry (4c) division [4], 10 landwehr (10 lw) infantry brigade [4], 11 landwehr (11 lw) infantry brigade [5], 27 landwehr (27 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: II Cavalry (II C) Corps [4], 2 cavalry (2c) division [4], 9 cavalry (9c) division [4]; II Corps [4], 4 infantry division [4], 3 infantry division [4]; III Corps, 6 infantry division [4], 5 infantry division [4]; IV Corps [4], 7 infantry division [4], 8 infantry division [4]; IX Corps [4], 17 infantry division [4], 18 infantry division [4]; IV Reserve Corps [4], 7 reserve (7r) infantry division [4], 22 reserve (22r) infantry division [4].

On the German Second Army Chart place the following counters in the indicated boxes: Commander - Bulow, Mission - Advance, MD Status - Minimum Repaired, LOC - 25 landwehr (25 lw) infantry brigade; 29 landwehr (29 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Second Army Chart. On the Independent Formations track: 25 landwehr (25 lw) infantry brigade [4], 29 landwehr (29 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Cavalry (I C) Corps [4], guard cavalry (gd c) division [4], 5 cavalry (5c) division [4]; Guard (GD) Corps [6], 1 guard (1 gd) infantry division [6], 2 guard (2 gd) infantry division [6]; VII Corps [5], 13 infantry division [5], 14 infantry division [5]; X Corps [5], 19 infantry division [5], 20 infantry division [5]; X Reserve (X R) Corps [4], 2 guard reserve (2 gd r) infantry division [5], 19 reserve (19r) infantry division [4].

On the German Third Army Chart place the following counters in the indicated boxes: Commander - Hansen, Mission - Advance, MD Status - Minimum Repaired, LOC - 47 landwehr (47 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 47 landwehr (47 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XII Corps [4], 23 infantry division [4], 32 infantry division [4]; XIX Corps [5], 24 infantry division [5], 40 infantry division [5]; XII Reserve (XII R) Corps [4], 23 reserve infantry division [4], 24 reserve infantry division [4].

On the German Fourth Army Chart place the following counters in the indicated boxes: Commander - Duke Albrecht, Mission - Advance, MD Status - Minimum Repaired, LOC - 49 landwehr (49 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Fourth Army Chart. On the Independent Formations track: 49 landwehr (49 lw) infantry brigade [4]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: IV Cavalry (IV C) Corps [4], 3 cavalry (3c) division [4], 6 cavalry (6c) division [4]; VI Corps [4], 11 infantry division [4], 12 infantry division [4]; VIII Corps [5], 15 infantry division [5], 16 infantry division [5]; XVIII Corps [5], 21 infantry division [5], 25 infantry division [5]; VIII Reserve (VIII R) Corps [4], 15 reserve (15r) infantry division [4], 16 reserve (16r) infantry division [4]; XVIII Reserve (XVIII R) Corps [4], 21 reserve (21r) infantry division [4], 25 reserve (25r) infantry division [4].

On the German Fifth Army Chart place the following counters in the indicated boxes: Commander - Prince Wilhelm, Mission - Advance, MD Status - Maximum Repaired, LOC - 9 bavarian landwehr (9b lw) infantry brigade; 13 landwehr (13 lw) infantry brigade; 43 landwehr (43 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Fifth Army Chart. On the Independent Formations track: 9 bavarian landwehr (9b lw) infantry brigade [4], 13 landwehr (13 lw) infantry brigade [4], 43 landwehr (43 lw) infantry brigade [4]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XIII Corps [5], 26 infantry division [5], 27 infantry division [5]; XVI Corps [5], 33 infantry division [5], 34 infantry division [5]; V Reserve (V R) Corps [4], 9 reserve (9r) infantry division [4], 10 reserve (10r) infantry division [4]; VI Reserve (VI R) Corps [4], 11 reserve (11r) infantry division [4], 12 reserve (12r) infantry division [4]; I Landwehr (I LW) Corps [4], 53 landwehr (53 lw) infantry brigade [4], 45 landwehr (45 lw) infantry brigade [4].

Allied Army Charts:

On the French Third Army Chart place the following counters in the indicated boxes: Commander - Sarrail, Mission - Retire, MD Status - Maximum, LOC - 3 line of communications (3 loc) brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 3 line of communications (3 loc) brigade [5]; 7 cavalry (7c) division [6]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: II Corps [6], 3 infantry division [6], 4 infantry division [6]; V Corps [5], 9 infantry division [5], 10 infantry division [5]; VI Corps [6], 40 infantry division [6], 12 infantry division [6]; Verdun (VERDUN) Fortress Corps [5], Verdun fortress (verdun) division [7], Verdun territorial fortress (verdun t) division [5], 72 reserve (72r) infantry division [5]; III Reserve (III R) Corps [5], 65 reserve (65r) infantry division [4], 67 reserve (67r) infantry division [4], 75 reserve (75r) infantry division [4].

NOTE: The French leader Sarrail has been promoted from VI Corps to replace Rufey as THIRD Army commander.

On the French Fourth Army Chart place the following counters in the indicated boxes: Commander - Langle D'Carey, Mission - Retire, MD Status - Maximum, LOC - 4 line of communications (4 loc) brigade. Place the following Command Counters on the Command Tracks of the Fourth Army Chart. On the Independent Formations track: 4 line of communications (4 loc) brigade [5], 5 colonial (5 col) infantry brigade [6]. On the corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XII Corps [6], 24 infantry division [6], 23 infantry division [6]; XVII Corps [6], 33 infantry division [6], 34 infantry division [6]; Colonial (COL) Corps [7], 3 colonial (3col) infantry division [7], 2 colonial (2col) infantry division [7].

On the French Army Detachment A Chart (historically known as the Foch Army Detachment until September 5, after that it was known as the Ninth Army) place the following counters in the indicated boxes: Commander - Foch (NINTH), Mission - Retire, MD Status - Maximum, LOC - None. Place the following Command Counters on the Command Tracks of the Army Detachment Chart. On the Independent Formations track: 9 cavalry (9c) division [5], 42 infantry division [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: IX Corps [6], 18 infantry division [6], 52 reserve (52r) infantry division [4]; XI Corps [6] 22 infantry division [6], 21 infantry division [6] 60 reserve (60r) infantry division [5]; XXI Corps [6], 43 infantry division [6], 13 infantry division [6].

NOTE: The French leader Foch has been promoted from XX Corps to act as Army Detachment A commander.

On the French Fifth Army Chart place the following counters in the indicated boxes: Commander - d'Esperey, Mission - Retire, MD Status - Maximum, LOC - 5 line of communications (5 loc) brigade. Place the following Command Counters on the Command Tracks of the Fifth Army Chart. On the Independent Formations track: 5 line of communications (5 loc) brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Corps [6], 2 infantry division [6], 1 infantry division [7]; III Corps [6], 6 infantry division [6], 5 infantry division [6], 37 infantry division [7]; X Corps [6], 19 infantry division [6], 20 infantry division [6], 51 reserve (51r) infantry division [5]; XVIII Corps [6], 35 infantry division [6], 36 infantry division [6] 38 infantry division [7]; IV Reserve (IV R) Corps [4], 53 reserve (53r) infantry division [4], 69 reserve (69r) infantry division [4]; II Cavalry (II C) Corps [5], 4 cavalry (4c) division [5], 8 cavalry (8c) division [5], 10 cavalry (10c) division [5].

NOTE: The French leader d'Esperay has been promoted from I Corps to replace Lanrezac as FIFTH Army commander.

On the French Sixth Army Chart place the following counters in the indicated boxes: Commander - Manoury, Mission - Retire, MD Status - Maximum, LOC - 6 line of communications (6 loc) brigade. Place the following Command Counters on the Command Tracks of the Sixth Army Chart. On the Independent Formations track: 6 line of communications (6 loc) brigade [5], beaudemoulin cavalry (b c) division [6]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: VII Corps [6], 14 infantry division [6], 63 reserve (63r) infantry division [5]; V Reserve (V R) Corps [5], 55 reserve (55r) infantry division [5], 56 reserve (56r) infantry division [5], 82 territorial (82t) infantry division [5]; VI Reserve (VI R) Corps [5].

NOTE: The VI Reserve (VI R) Corps has no attached formations.

On the French Paris Army Chart place the following counters in the indicated boxes: Commander - Gallieni, Mission - Flexible, MD Status - Maximum, LOC - 185 territorial (185 t) infantry brigade. Place the following Command Counters on the Command Tracks of the Paris Army Chart. On the Independent Formations track: 185 territorial (185 t) infantry brigade [5]; 83 territorial (83 t) infantry division [5]; 85 territorial (85 t) infantry division [5]; 86 territorial (86 t) infantry division [5]; 89 territorial (89 t) infantry division [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades attached: I Reserve (I R) Corps [5], 61 reserve (61r) infantry division [5], 62 reserve (62r) infantry division [5]; Paris (PARIS) Fortress Corps [6], Paris (paris) fortress division [7], Paris territorial (paris t) fortress division [5].

NOTE: The French leader Gallieni has replaced Michel as PARIS Army commander.

On the British Expeditionary Force Army Chart place the following counters in the indicated boxes: Commander - French, Mission - Retire, MD Status - Maximum, LOC - british expeditionary force line of communications (bef loc) brigade. Place the following Command Counters on the Command Tracks of the BEF Army Chart. On the Independent Formations track: 1 cavalry (1c) division [7], british expeditionary force line of communications (bef loc) brigade [9]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Corps [7], 2 infantry division [7], 1 infantry division [7]; II Corps [7], 3 infantry division [7], 5 infantry division [7]; III Corps [7], 4 infantry division [7], 19 infantry brigade [7].

NOTE: This Army is not in play at start, but comes into play as a reinforcement (see the General section of the Scenario Rules).

On the Belgian Army Chart place the following counters in the indicated boxes: Commander - Albert, Mission - Hold, MD Status - Maximum, LOC - no units. Place the following Command Counters on the Command Tracks of the Belgian Army Chart. On the Independent Formations track: 1 cavalry (1c) division [6]; 1 infantry division [6]; 2 infantry division [6]; 3 infantry division [6]; 4 infantry division [6]; 5 infantry division [6]; 6 infantry division [6].

13.54 Turn Indicators: Place the Game Turn indicator on Game Turn 4. Place the current phase marker on the Mission Order Segment. Place the Days Used In Previous Impulse(s) marker on Thursday. Place the Days Used In Current Impulse(s) marker on Saturday. Two impulses in the Game Turn Four have been used already consisting of a total of five days. The final impulse of the Game Turn Four consists of two days (Friday and Saturday). The impulses of the fifth and sixth game turns may be allocated in any manner the player with the initiative chooses. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse.

13.55 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of E:2818;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 2818 on the East Map.

The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number proceeding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division). In the example above, the IV Reserve Corps units would have the formation identifier IV R at the top of their counter.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB.

Strategic Formations: The OHL (Supreme Headquarters) was historically in E:3322 at this time, so compliance with Exclusive Rule 11.82A should entail measuring the distance from E:3322 to the headquarters of German army-sized formations for purposes of resolving the Mission Order Procedure (Standard Rule 7.14). Place the following Zeppelin units on any base within the scenario boundaries defined in Scenario Rule 6 (General Information) of this scenario: Z-7 and Z-V. Note that one of these may be placed off-map in accordance with Exclusive Rule 11.82C. All OHL heavy artillery units are with Army Detachment B (two OHL super heavy artillery batteries with Barrage Factors of 8 and two OHL super heavy artillery batteries with Barrage Factors of 7).

V Corps [-2A], 9 infantry division [-5C, -2A] E:4225, 10 infantry division [-1C] E:4224, detachment a and detachment air (both detachments taken from the 9th infantry division) E:4323; this the only corps with a Command Counter on the Corps Command Tracks of the Strategic Chart at the start of the scenario. 37 landwehr (37 lw) infantry brigade E:1831; 38 landwehr (38 lw) infantry brigade W:2303 (these two landwehr brigades are fulfilling the garrison requirements of Exclusive Rule 11.95); 1 railroad engineer (1 rr) regiment W:3915; 2 railroad engineer (2 rr) regiment W:3214; 3 railroad engineer (3 rr) regiment W:3915; 4 railroad engineer (4 rr) regiment W:2904; 5 railroad engineer (5 rr) regiment W:3107; 6 railroad engineer (6 rr) regiment W:3214; 7 railroad engineer (7 rr) regiment E:3327; 9 railroad engineer (9 rr) regiment E:3132; 10 railroad engineer (10 rr) regiment W:2904; 11 railroad engineer (11 rr) regiment E:3132; 12 railroad engineer (12 rr) regiment E:2434; 13 railroad engineer (13 rr) regiment E:2434; 14 railroad engineer (14 rr) regiment E:3634 regiment; 15 railroad engineer (15 rr) regiment E:3327.

German Army Detachment A (historically known as the Military Government of Belgium): II Landwehr (II LW) Corps [-4A], 33 landwehr (33 lw) infantry brigade, 27 landwehr (27 lw) infantry brigade, 34 landwehr (34 lw) infantry brigade - Army Detachment A LOC box (on the Army Chart); III Reserve (III R) Corps [-4A], 5 reserve (5r) infantry division [-1C], 6 reserve (6r) infantry division [-2C], all within three hexes of W:1608 but not adjacent to a Belgian unit; IX reserve (IX R) Corps [-4A], 17 reserve (17r) infantry division, 18 reserve (18r) infantry division all within two hexes of W:1708 but not adjacent to a Belgian unit; Army Detachment headquarters, Army Detachment Main Depot, Army Detachment supply unit, all at W:1708 (Brussels).

Place the Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Army Detachment A units at start by virtue of having their Command Counters on the Army Detachment A chart. Any of the above units may begin the scenario entrenched.

German Army Detachment B (historically known as the Maubeuge Besieging Group): VII Reserve (VII R) Corps [-2A], 13 reserve (13r) infantry division [-2C, -1A], 14 reserve (14r) infantry division [-2C]; all OHL heavy artillery units (two OHL super heavy artillery batteries with Barrage Factors of 8 and two OHL super heavy artillery batteries with Barrage Factors of 7), Army Detachment headquarters, Army Detachment supply unit, all within three hexes of W:2509. Army Detachment Main Depot W:2409.

Place the Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Army Detachment B units at start by virtue of having their Command Counters on the Army Detachment B Chart.

German First Army: 10 landwehr (10 lw) infantry brigade, 11 landwehr (11 lw) infantry brigade, 27 landwehr (27 lw) infantry brigade - First Army LOC box (on the Army Chart); 4 cavalry (4c) division [-1C] with a motorized infantry battalion from the II Cavalry Corps attached W:4618; II Cavalry (II C) Corps W:5014, 2 cavalry (2c) division [-1C], 9 cavalry (9c) division [-1C] and the remaining II Cavalry Corps motorized infantry battalions W:4913; II Corps [-2A], 3 infantry division [-3C, -2A] W:5016; 4 infantry division [-4C, -1A] W:5015; III Corps [-2A], 5 infantry division [-4C, -1A] W:5111, 6 infantry division [-2C, -1A] W:5112; IV Corps [-2A], 8 infantry division [-3C, -1A] W:5113, 7 infantry division [-3C, -1A] W:5213; IX Corps [-2A], 17 infantry division [-3C, -1A], 18 infantry division [-3C, -1A] W:5011; IV Reserve (IV R) Corps [-4A] W:4716, 7 reserve (7r) infantry division [-2C] W:4617, 22 reserve (22r) infantry division [-3C] W:4817. First Army headquarters and First Army motorized supply unit W:4614, First Army Main Depot W:3515, First Army supply unit W:4514, First Army supply unit W:3915, First Army engineer regiment W:4314.

Place the Army air squadron and any other non-artillery Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are First Army units at start by virtue of having their Command Counters on the First Army Chart.

German Second Army: 25 landwehr (25 lw) infantry brigade, 29 landwehr (29 lw) infantry brigade - Second Army LOC box (on the Army Chart); I Cavalry (I C) Corps, guard cavalry (gd c) division [-1C], 5 cavalry (5c) division [-2C] W:4811; Guard (GD) Corps [-2A], 2 guard (2 gd) infantry division [-3C, -1A] W:4607, 1 guard (1 gd) infantry division [-3C, -1A] W:4707; VII Corps [-2A], 13 infantry division [-2C, -1A], 14 infantry division [-3C] W:4810, X Corps [-2A], 19 infantry division [-2C, -1A], 20 infantry division [-3C] W:4808; X Reserve (X R) Corps [-4A], 2 guard reserve (2 gd r) infantry division [-3C] W:4910, 19 reserve (19r) infantry division [-2C] W:4809. Second Army headquarters W:4709, Second Army Main Depot W:2905, Second Army supply unit W:3409, Second Army supply unit W:4310, Second Army supply unit W:3711, Second Army engineer regiment W:4312, Second Army engineer regiment W:4313. All Second Army artillery units W:4209 (artillery units with the army indicator "Second" printed on the counter).

Place the Army air squadron and any other non-artillery Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Second Army units at start by virtue of having their Command Counters on the Second Army Chart.

German Third Army: 47 landwehr (47 lw) infantry brigade - Third Army LOC box (on the Army Chart); XII Corps [-2A], 32 infantry division [-3C, -1A] W:4705, 23 infantry division [-2C, -1A] W:4605; XIX Corps [-2A], 24 infantry division [-2C, -1A] W:4604; 40 infantry division [-3C] W:44703 [as printed]; XII Reserve (XII R) Corps [-4A], 24 reserve infantry division [-3C] W:4405, 23 reserve infantry division [-3C] W:4407. Third Army headquarters W:4305, Third Army Main Depot W:2905, Third Army supply unit W:4105, Third Army supply unit W:3505. The Third Army artillery unit W:3905 (the artillery unit with the army indicator "Third" printed on the counter).

Place the Army air squadron and any other non-artillery Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Third Army units at start by virtue of having their Command Counters on the Third Army Chart.

German Fourth Army: 49 landwehr (49 lw) infantry brigade - Fourth Army LOC box (on the Army Chart); IV Cavalry (IV C) Corps, 3 cavalry (3c) division [-1C], 6 cavalry (6c) division [-1C] E:4532; VI Corps [-2A], 12 infantry division [-2C, -1A] E:4331, 11 infantry division [-2C] E:4431; VIII Corps [-2A], 15 infantry division [-2C, -1A] E:4631, 16 infantry division [-3C] W:4701; XVIII Corps [-2A], 21 infantry division [-2C], 25 infantry division [-1C] E:4531; VIII Reserve (VIII R) Corps [-4A], 15 reserve (15r) infantry division [-2C] E:4633, 16 reserve (16r) infantry division [-2C] E:4632; XVIII Reserve (XVIII R) Corps [-4A], 21 reserve (21r) infantry division [-3C] E:4432, 25 reserve (25r) infantry division [-2C] E:4332. Fourth Army headquarters E:4434, Fourth Army Main Depot E:3132, Fourth Army supply unit E:3634; Fourth Army supply unit W:4201. All Fourth Army artillery units W:3101 (artillery units with the army indicator "Fourth" printed on the counter).

Place the Army air squadron and any other non-artillery Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fourth Army units at start by virtue of having their Command Counters on the Fourth Army Chart.

German Fifth Army: Landwehr (I LW) Corps [-4A], 53 landwehr (53 lw) infantry brigade, 45 landwehr (45 lw) infantry brigade [4], 9 bavarian landwehr (9b lw) infantry brigade, 13 landwehr (13 lw) infantry brigade, 43 landwehr (43 lw) infantry brigade - Fifth Army LOC box (on the Army Chart); XIII Corps [-2A], 26 infantry division [-2C, -1A] E:4430, 27 infantry division [-2C] E:4330; XVI Corps [-2A] E:4230, 33 infantry division [-3C, -1A] E:4230, 34 infantry division [-2C] E:4329; V Reserve (V R) Corps [-4A], 10 reserve (10r) infantry division [-2C] E:4027, 9 reserve (9r) infantry division E:4028, detachment a [-2C] E:4125; VI Reserve (VI R) Corps [-4A], 12 reserve (12r) infantry division [-1C] E:4029, 11 reserve (11r) infantry division [-1C] E:4129. Fifth Army headquarters E:3720, Fifth Army Main Depot E:3629, Fifth Army supply unit E:3628. All Fifth Army artillery units E:3320 (artillery units with the army indicator "Fifth" printed on the counter).

Place the Army air squadron and any other non-artillery Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fifth Army units at start by virtue of having their Command Counters on the Fifth Army Chart.

German Railroad Conversion: The German player has railroad engineer units that convert Belgian and French railroad hexes for use as German railroad hexes (see Standard Rule 8.2G.2). By the time of the Battle of the Marne, the German railroad engineer units had converted a network of railroads for use by the German armies in the field. The hexes that were converted by the beginning of this scenario were (remember that Luxembourgeois railroad hexes are treated as German by the German player):

E:1627; E:1727; E:1728; E:1827; E:1828; E:1829; E:1830; E:1831; E:1832; E:1833; E:1834; E:1927; E:1928; E:1929; E:1931; E:1932; E:2027; E:2028; E:2030; E:2033; E:2034; E:2126; E:2129; E:2227; E:2230; E:2236; E:2330; E:2426; E:2431; E:2531; E:2632; E:2633; E:2634; E:2726; E:2731; E:2733; E:2827; E:2831; E:2927; E:2928; E:2930; E:3029; E:3030; E:3128; E:3129; E:3130; E:3131; E:3132; E:3227; E:3230; E:3233; E:3325; E:3326; E:3327; E:3328; E:3332; E:3425; E:3428; E:3433; E:3525; E:3526; E:3527; E:3532; E:3625; E:3626; E:3628; E:3629; E:3633; E:3724; E:3725; E:3726; E:3727; E:3824; E:3826; E:3925; E:4023; E:4024; E:4025; E:4122; E:4123; E:4124; W:1604; W:1605; W:1606; W:1607; W:1701; W:1702; W:1703; W:1705; W:1706; W:1707; W:1708; W:1802; W:1804; W:1805; W:1808; W:1809; W:1901; W:1902; W:1903; W:1905; W:1906; W:1907; W:1909; W:2004; W:2006; W:2009; W:2101; W:2102; W:2104; W:2105; W:2106; W:2109; W:2203; W:2204; W:2206; W:2210; W:2301; W:2302; W:2303; W:2304; W:2305; W:2306; W:2310; W:2311; W:2405; W:2406; W:2407; W:2408; W:2409; W:2410; W:2411; W:2412; W:2505; W:2506; W:2512; W:2605; W:2606; W:2607; W:2613; W:2614; W:2701; W:2704; W:2706; W:2707; W:2714; W:2715; W:2804; W:2806; W:2808; W:2809; W:2816; W:2905; W:2907; W:2909; W:2915; W:2916; W:3005; W:3007; W:3016; W:3114; W:3115; W:3116; W:3214; W:3217; W:3314; W:3317; W:3415; W:3417; W:3515; W:3517; W:3518; W:3615; W:3619; W:3715; W:3716; W:3717; W:3718; W:3719; W:3815; W:3819; W:3915.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map. No Allied unit may start the game outside Belgium or France. The British reinforcement schedule is in section 13.56 of the Scenario Rules (General Scenario Rules).

NOTE: The Line of Communication brigades attached to the French armies begin the scenario as cadres. The Allied heavy Artillery Class units begin the scenario with 1 SP each (see Exclusive Rule 12.21). German Headquarters Class units begin the scenario with reduced SP for heavy Artillery OCU (see Exclusive Rule 11.61C).

Strategic Formations: Place the following French units on the indicated hexes on the map or in a HHB.

The GQG (Supreme Headquarters) was historically in E:6432 at this time, so compliance with Exclusive Rule 12.93A should entail measuring the distance from E:6432 to the headquarters of the Allied army-sized formations in order to resolve the Mission Order Procedure (Standard Rule 7.14).

I Cavalry (I C) Corps, 1 cavalry (1c) division [-1C], 3 cavalry (3c) division [-1C], 5 cavalry (5c) division [-1C] W:5423; I Territorial (1T) Corps, 81 territorial (81t) infantry division [-2C, -1A], 84 territorial (84t) infantry division [-2C, -1A], 88 territorial (88t) infantry division [-2C, -1A] W:4533; Dunkerque (DUNK) Fortress Corps, Dunkerque (dunkerque) fortress brigade W:1826; Maubeuge (maubg) fortress division [-5C, -4A] within one hex of W:2710; IV Corps [-1A], 8 infantry division [-2C] all entrained E:5922; fusilier marine (fm) brigade W:5120, Boulogne (boulogne) fortress brigade W:2432, Calais (calais) fortress brigade W:2031, 54 reserve (54r) infantry division [-2C] E:4725; 1 du Maroc (maroc) infantry division W:5421.

NOTE: GQG units (i.e., heavy artillery) can be placed with any of the above formations.

The British formations on the Strategic Chart may be placed on any port on the map: British 1 marine (1 m) brigade (including the naval armored car unit) - historically, they were in Ostend.

French Third Army: 3 line of communications (3 loc) brigade (Cadre) - Third Army LOC box (on the Army Chart); 7 cavalry (7c) division [-1C] E:4830; II Corps [-1A], 3 infantry division [-2C], 4 infantry division [-2C] E:4731; V Corps, 9 infantry division [-2C, -1A], 10 infantry division [-2C] E:4630; VI Corps [-1A], 40 infantry division, 12 infantry division [-1C] E:4528; III Reserve (III R) Corps E:4526; 65 reserve (65r) infantry division [-2C], 67 reserve (67r) infantry division [-2C], 75 reserve (75r) infantry division [-2C] within one hex of E:4526; Verdun (VERDUN) Fortress Corps, Verdun (verdun) fortress division [-1C], Verdun territorial (verdun t) fortress division [-1C], 72 reserve (72r) infantry division [-1C] all within one hex of E:4228. Third Army headquarters E:4928, Third Army main depot E:5027. All these units may begin the scenario entrenched.

NOTE: The VERDUN Corps is out of CCR but stacked with fortress units. This corps is exempt from CCR for as long as it remains on or adjacent to Verdun.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Third Army units by virtue of having their Command Counters on the Third Army Chart.

French Fourth Army: 4 line of communications (4 loc) brigade (Cadre) - Fourth Army LOC box (on the Army Chart); 5 colonial (5 col) infantry brigade [-1C] W:5001; XII Corps [-1A], 24 infantry division [-2C] W:4901; XVII Corps [-1A], 33 infantry division [-2C], 34 infantry division [-2C] W:5002; Colonial (COL) Corps, 3 colonial (3col) infantry division [-2C], 2 colonial (2col) infantry division [-2C] E:4833; Fourth Army headquarters E:5233, Fourth Army main depot E:5633, Fourth Army supply unit E:5133. All these units may begin the scenario entrenched.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fourth Army units by virtue of having their Command Counters on the Fourth Army Chart.

French Army Detachment A (historically the Foch Detachment until September 5; after that it was known as the Ninth Army):

There are no units in the Army Detachment A LOC box (on the Army Chart); 9 cavalry (9c) division [-1C] W:5704; 42 infantry division [-1C] W:4906; IX Corps [-1A], 18 infantry division [-2C], 52 reserve (52r) infantry division [-2C] W:4905; XI Corps [-1A], 22 infantry division [-2C, -1A], 21 infantry division [-2C], 60 reserve (60r) infantry division [-2C] W:4903; XXI Corps [-1A], 43 infantry division [-2C], 13 infantry division [-2C, -1A] entrained W:5703; Army Detachment A headquarters W:5305, Army Detachment A main depot W:5804, Army Detachment A supply unit W:5405. All these units may begin the scenario entrenched.

NOTE: This Army Detachment has one Air Class unit attached from the FOURTH army.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Army Detachment A units by virtue of having their Command Counters on the Army Detachment A chart.

French Fifth Army: 5 line of communications (5 loc) brigade (Cadre) - Fifth Army LOC box (on the Army Chart); 9 cavalry (9c) division [-1C] W:4906; I Corps [-1A], 2 infantry division [-2C], 1 infantry division [-2C, -1A] W:5009; III Corps [-1A], 6 infantry division [-2C, -1A], 5 infantry division [-2C, -1A], 37 infantry division [-3C, -1A]; X Corps [-1A], 19 infantry division [-2C, -1A], 20 infantry division [-2C] W:5008; 51 reserve (51r) infantry division [-2C] W:5007; XVIII Corps [-1A], 35 infantry division [-2C, -1A], 36 infantry division [-2C, -1A], 38 infantry division [-3C, -1A] W:5211; IV Reserve (IV R) Corps, 53 reserve (53r) infantry division [-2C], 69 reserve (69r) infantry division [-2C] W:5110; II Cavalry (II C) Corps, 8 cavalry (8c) division [-1C], 10 cavalry (10c) division [-1C] W:5311, 4 cavalry (4c) division [-1C] W:5310. Fifth Army headquarters W:5408, Fifth Army main depot W:6009, Fifth Army supply unit W:5508. All these units may begin the scenario entrenched.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fifth Army units by virtue of having their Command Counters on the Fifth Army Chart.

French Sixth Army: 6 line of communications (6 loc) brigade (Cadre) - Sixth Army LOC box (on the Army Chart); beaudemolin cavalry (b c) division [-1C] W:5117; VII Corps, 14 infantry division [-2C] W:4918, 63 reserve (63r) infantry division [-2C] W:4919; V Reserve (V R) Corps, 55 reserve (55r) infantry division [-2C], 56 reserve (56r) infantry division [-2C], 82 territorial (82t) infantry division [-2C] W:5018; VI Reserve (VI R) Corps W:5220. Sixth Army headquarters W:5119, Sixth Army main depot W:5121. All these units may begin the scenario entrenched.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Sixth Army units by virtue of having their Command Counters on the Sixth Army Chart.

French Paris Army: 185 territorial (185 t) infantry brigade [-1C] - Paris Army LOC box (on the Army Chart); 83 territorial (83t) infantry division [-1C], 85 territorial (85t) infantry division [-1C], 86 territorial (86t) infantry division [-1C], 89 territorial (89t) infantry division [-1C], I Reserve (I R) Corps, 61 reserve (61r) infantry division [-1C], 62 reserve (62r) infantry division [-1C]; Paris (PARIS) Fortress Corps [-1A], Paris (paris) fortress division, Paris territorial (paris t) fortress division, Paris Army headquarters, Paris Army main depot all within two hexes of Paris. All these units may begin the scenario entrenched.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Paris Army units by virtue of having their Command Counters on the Paris Army Chart.

French Fortress Class units: Place the following French Fortress Class units on the indicated hexes on the map. Gravelines W:1928; S. Gilles W:3328; Boulogne NE W:2431; Boulogne N W:2331; Boulogne SE W:2531; Boulogne NW W:2332; Calais NE W:2030; Calais S W:2131; Calais SE W:2130; Dunkerque S W:1926; Dunkerque SW W:1827; Dunkerque N W:1725; Dunkerque NE W:1825; Dunkerque SE W:1925; S. Omer W:2326; Maubeuge S [-1F] W:2811; Maubeuge SW [-1F] W:2711; Maubeuge NW [-1F] W:2611; Maubeuge N [-1F] W:2610; Maubeuge NE [-1F] W:2709; Maubeuge SE [-1F] W:2810; Paris 1 W:5219; Paris 2 W:5119; Paris 3 W:5021; Paris 4 W:5022; Paris 5 W:5122; Paris 6 W:5323; Paris 7 W:5421; Paris 8 W:5522; Paris 9 W:5521; Paris 10 W:5519; Paris 11 W:5419; Paris 12 W:5318; Paris 13 W:5321; Paris 14 W:5021; Paris 15 W:5221; Paris 16 W:5223; Paris 17 W:5520; Paris 18 W:5320; Paris 19 W:5424; Paris 20 W:5523; Genicourt E:4326; Troyon E:4426; Paroches E:4525; Campes des Romains E:4626; Liouville E:4625; Gironville E:4724; Jouy E:4824; Pagny E:5124; Borlemont E:5424; Langres N E:6224; Langres NE E:6323; Langres SE E:6424; Langres S E:6425; Langres SW E:6325; Langres NW E:6225; Verdun N E:4127; Verdun NE E:4227; Verdun SE E:4327; Verdun S E:4328; Verdun SW E:4229; Verdun NW E:4128; Toul NW E:4822; Toul SW E:4922; Toul S E:5022.

Off-Map French Fortress Class units: Dijon NE Adjacent to E:7024 and E:7025; Dijon SW Adjacent to E:7026 & E:7027.

British Expeditionary Force Army: british expeditionary force line of communications (bef loc) brigade [9] - BEF Army LOC box (on the Army Chart); 1 cavalry (1c) division [-1C] W:5116; I Corps [-3A] W:5314, 2 infantry division [-2C] W:5214; II Corps [-3A] W:5215, 3 infantry division [-3C, -1A] W:5114; III Corps [-3A] W:5216, 4 infantry division [-2C], 19 infantry (19) brigade W:5115. All British Army units may begin the scenario entrenched. BEF Army headquarters W:5716, BEF Army Main Depot is considered to be in the hex adjacent to W:7033 (see Exclusive Rule 12.72), BEF motorized army supply unit W:5618, BEF motorized army supply unit W:6729, BEF motorized army supply unit W:6226, BEF motorized army supply unit W:5921, BEF motorized army supply unit W:5717.

Place the Army air squadrons, the four Army artillery brigades [-4A each] and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are British Army units by virtue of their nationality; refer to the Exclusive Rules for their unique attributes and restrictions. Note that the British Army heavy artillery brigades start as cadres and must receive French or British specialist replacements if they are to possess strength points.

Belgian Army: 1 cavalry (1c) division [-1C], 1 infantry division [-5A, -1A], 2 infantry division [-4C], 3 infantry division [-2C], 4 infantry division [-6C, -1A], 5 infantry division [-4C], 6 infantry division [-4C], Belgian Army headquarters, Belgian Army main depot, all within two hexes of Antwerp; all Belgian units may begin the game in permanent entrenchments.

Place the Army air squadrons, the two Army artillery brigades [-8A each] and any other Army units in the Army Headquarters Holding Box (HHB). All of the above are Belgian Army units by virtue of their nationality; refer to the Exclusive Rules for their unique attributes and restrictions. Note that the Belgian Army heavy artillery brigades start as cadres and must receive French or British specialist replacements if they are to possess strength points.

Belgian Fortress Class units: Place the following Belgian Fortress Class units on the indicated hexes on the map. Termonde W:1511; Antwerp 1 W:1110; Antwerp 2 W:1211; Antwerp 3 W:1310; Antwerp 4 W:1410; Antwerp 5 W:1409; Antwerp 6 W:1408; Antwerp 7 W:1307; Antwerp 8 W:1207; Antwerp 9 W:1106; Antwerp 10 W:1007; Antwerp 11 W:1010; Antwerp S W:1209; Antwerp NE W:1108; Antwerp NW W:1109.

Belgian Off-Map Fortress Class units (see Exclusive Rule 12.46): Antwerp 12 Adjacent to W:1010 and W:1009; Antwerp 13 Adjacent to W:1009 and W:1008; Antwerp 14 Adjacent to W:1007 and W:1008.

Allied Railroad Destruction: The Allies destroyed rail lines during their retreat in order to make rail conversion more difficult for the German railroad engineer units. Place rail destruction markers on the following hexes at the start of the scenario (there are no railroad hexes destroyed by the German player at the start of the scenario): W:3429; W:4727; W:4230; W:3834; W:2323; W:2825; W:3624; W:4823; W:4721; W:4717; W:2502; W:3003; W:3102; W:3202; W:3301; W:3505; W:3506; W:3308; W:3208; W:3108; W:3209; E:3729.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 3.14B).

Allied Destroyed Units: The Allies begin the scenario with the following units destroyed: All units of the Montmedy (montmedy) fortress brigade, Givet (givet) fortress brigade and Lille (lille) fortress division. The following fortress units begin the game destroyed: All Namur fortress units, all Liege fortress units, all Lille fortress units, all Rheims fortress units, Huy fortress unit.

13.56 General Information: The length of the Battle of the Marne Scenario is one impulse and two game turns long (from the final impulse of Game Turn Four through the end of Game Turn Six). All rules are in effect in this scenario unless otherwise noted. The area in play encompasses Luxembourg, Belgium and France and Germany west of the 0021 hex row on the East map south of the 1500 hexrow. From the 1500 hexrow (inclusive) north all of the hexes on both maps are in play.

The German player controls all of Germany and Luxembourg. The German player also controls all of Belgium and France north and west of the solid line of German units and their Zones of Control that runs from E:4322 to W:4618. The Allied player controls France south and east of the solid line of German units and their Zones of Control that runs from E:4322 to W:4618. The western boundary of German control does not have a solid line of units and their Zones of Control to demarcate it. This is because both sides abandoned Flanders during the Great Retreat and left nothing on their exposed flanks. The following hex rows on the West map from the hex listed to the west edge of the West Map (or the first all-sea hex) are Allied controlled:

W:1004; W:1104; W:1205; W:1305; W:1406; W:1506; W:1613; W:1713; W:1814; W:1914; W:2016; W:2116; W:2217; W:2319; W:2420; W:2520; W:2621; W:2721; W:2821; W:2921; W:3021; W:3122; W:3223; W:3323; W:3424; W:3524; W:3624; W:3725; W:3826; W:3926; W:4026; W:4126; W:4226; W:4326; W:4426; W:4525; W:4620; W:4719; W:4817.

Everything to the east of these hexes is German controlled at start except the besieged fortress of Maubeuge (all hexes adjacent to W:2710). Hexes W:4524; W:4523; W:4522; W:4521; W:4520; W:4519; and W:4518 are German controlled at start. Control is critical to tracing supply (Standard Rule 7.2), using Road Mode (Exclusive Rule 10.1) and Rail Mode (Standard Rule 8.24).

Neither player has the initiative automatically in Game Turn Five (see Exclusive Rule 5.1). The German player is the second player during the last impulse of Game Turn Four. The Allied player is the first player during the last impulse of Game Turn Four. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather. Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5). The Allied player has already abandoned the Allied strategic plan (see Exclusive Rule 12.52B and 12.52D); the French armies on the East map are free from the Retire Mission Order requirements of 12.52B and D while the Allied armies on the West map still have one more impulse of mandatory Retire Mission Order procedure.

The German player has 100 Rail Points available during game turns five and six. The Allied player has 100 Rail Points in France available during game turns five and six. The German player has 20 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 3 Specialist Replacement Points available during Game Turns Five and Six.

The Allied player has 20 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 0 Specialist Replacement Point available during Game Turns Five and Six. There are no Belgian Replacement Points in this scenario. British Replacement Points are available through the reinforcement schedule.

New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). One-half of all Dummy units are available to the German and French players; all British and Belgian Dummy units are available to the British and/or Belgian players.

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e. E:E indicates the friendly portion of the East edge of the East map); some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement; all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter) unless otherwise indicated. All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks. Remember that placing a formation's Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply. Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn. The Turn Record Track has the notations "Allied" or "German" on certain turns. This indicates Allied (French, Belgian or British) or German reinforcements for that turn.

NOTE: If the strategic plan is abandoned by the German player in a Counter Movement segment then the Allied player is free of the Mandatory Retire Mission Order requirement in the immediately following Allied Counter Movement segment (see Exclusive Rules 11.55 and 12.52).

Reinforcement Schedule (Scenario 5):

Game Turn Five:

British Reinforcements: The 6 infantry division arrives at any port in Belgium or France and the 2 cavalry (2c) division anywhere a British 2c brigade is on map and not in an enemy ZOC. 12 Infantry Replacement Points and 10 Direct Artillery Replacement Points are available.

French Reinforcements: The 45 infantry division; algerian spahis (alg s c) cavalry brigade; 3 du maroc (3 maroc) infantry brigade; 4 du maroc (4 maroc) infantry brigade; du maroc cavalry (maroc c) brigade and the chasseurs indigenes (c i) infantry brigade all arrive at any hex on the southern mapedge of either map. The 92 territorial (92t) infantry division arrives within two hexes of Paris.

German Reinforcements: The naval (naval) division, 2 landwehr (2 lw) infantry division, 5 landwehr (5 lw) infantry division arrive at any city on the Rhine river.

Game Turn Six:

German Reinforcements: 1 ersatz reserve (1er) infantry brigade, 2 ersatz reserve (2er) infantry brigade, 26 landwehr (26 lw) infantry brigade, 41 landwehr (41 lw) infantry brigade arrive at any city on the Rhine river.

German Replacement Leaders Available: Einem (THIRD) and Falkenhayn (OHL). These leaders replace: Hausen (THIRD) and Moltke (OHL).

NOTE: These leaders are not available in each scenario.

French Reinforcements: On the second impulse place the XIII Corps, 25 infantry division, 26 infantry division on the eastern boundary of the scenario.

13.57 Victory Conditions: The victory conditions for the Battle of the Marne Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 2 points. For each German village controlled by the Allied player(s), 5 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points. If a third player is playing the combined British And Belgian armies, then a separate victory point total is kept for that player and the victory points depicted in this section apply to French players only. For each hex of Lorraine controlled by the Allies at the end of the game: 3 points. For each hex of Alsace controlled by the Allies at the end of the game: 1 point.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points. For each Belgian BE that fails to retire within two hexes of any Antwerp Fortress Class unit, 1 point per impulse that the condition remains. For each hex of Paris occupied at the end of the game: 15 points.

C. Separate British and Belgian Victory Points: If a third (or fourth or whatever) player is playing the combined British and Belgian armed forces then a separate victory point total is kept for this player. Do not count German strength points destroyed by Belgian or British units for the French player, instead the British And Belgian player records them on a piece of paper. In addition, for each hex in Belgium still controlled by the Allies, 5 victory points. For each village or town in Belgium still controlled by the Allies, 10 victory points. For each city in Belgium still controlled by the Allies, 20 victory points.

D. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is a Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory.

If a separate British And Belgian player is counting victory points, compare the victory point total of that player with the German player and the French player; if the British and Belgian player has half as many victory points as either player then the British and Belgian player is the ultimate victor despite the relationship of the French and German players to one another. If the British And Belgian player has one-quarter the as many victory points as either player then the British & Belgian player has played to a draw and is not considered to have lost despite the ratio of the French and German victory points.

13.6 Scenario 6: The Battle of Eastern France

September 4 - September 19

13.61 Historical Background and Summary: While the battle of the Marne was reaching its climax, the battle of Eastern France reached an equally strategic conclusion. The German High Command retained in Alsace and Lorraine the active corps and Ersatz divisions so desperately needed on the right flank.

Instead of a strategic withdrawal into Lorraine and the Rhine fortress line, the German Sixth and Seventh Armies advanced into France and attempted to punch a hole in the French lines between Epinal and Nancy in the gap de Charmes (the valley between these two fortress complexes). The French First and Second Armies put up a stiff resistance, insuring that a strategic Cannae would not occur.

13.62 Strategic Chart Information:

German Strategic Chart: Rail Points marker at 0, Prisoner Points marker at 3, Specialist Replacement Points Accumulated marker at 4, Specialist Replacement Points Used marker at 4, Infantry Replacement Points Accumulated marker at 10, and Infantry Replacement Points Used marker at 20, Direct Artillery Replacement Points Accumulated marker at 0, and Direct Artillery Replacement Points Used marker at 2.

On the Independent Formation Command Tracks of the Strategic Chart place the following counter: 30 metz reserve (30 m r) infantry division [6].

The number of Independent Strategic Formations allowed in this scenario is five, the number of corps-sized strategic formations allowed in this scenario is one.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

Allied Strategic Chart: Rail Points marker at 0, Prisoner Points marker at 1, French Specialist Replacement Points Accumulated marker at 10, French Specialist Replacement Points Used marker at 10, French Infantry Replacement Points Accumulated marker at 10, French Infantry Replacement Points Used marker at 30, French Direct Artillery Replacement Points Accumulated marker at 0, and French Direct Artillery Replacement Points Used marker at 3. There are no British or Belgian Replacement Points of any kind in this scenario.

On the Command Tracks of the Strategic Chart place the following Command Counters: Belfort (BELFORT) Fortress Corps [6], Belfort (belfort) fortress division [6], Belfort territorial (belfort t) fortress division [5], 57 reserve (57r) infantry division [5]; these are on the Corps Command Tracks. On the Independent Formation Command Tracks of the Strategic Chart place the following counters: 66 reserve (66r) infantry division [5]; 17 infantry division [7].

The number of Independent Strategic Formations allowed in this scenario is five, the number of corps-sized strategic formations allowed in this scenario is one.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

13.63 Army Charts:

German Army Charts:

On the German Army Detachment C Chart (historically known as the Covering Group of the Upper Rhine) place the following counters in the indicated boxes:

Commander - Gaede (UR LW), Mission - Flexible, MD Status - Maximum, LOC - None. Place the following Command Counters on the Command Tracks of the Army Detachment Chart. On the Independent Formations track: 110 landwehr (110 lw) infantry regiment [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: Upper Rhine Landwehr (UR LW) Corps [5], 1 bavarian landwehr (1b lw) infantry brigade [5], 2 bavarian landwehr (2b lw) infantry brigade [5], 55 landwehr (55 lw) infantry brigade [5].

On the German Sixth Army Chart place the following counters in the indicated boxes:

Commander - Prince Rupprecht, Mission - Advance, MD Status - Maximum, LOC - 5 bavarian landwehr (5b lw) brigade. Place the following Command Counters on the Command Tracks of the Sixth Army Chart. On the Independent Formations track: 7 cavalry (7c) division [4], bavarian cavalry (bc) division [4]; 5 bavarian landwehr (5 lw) infantry brigade [5]; guard ersatz (gd e) infantry division [6]; 55 ersatz (55 e) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XXI Corps [6], 31 infantry division [6], 42 infantry division [6]; I Bavarian (IB) Corps [6], 1 bavarian (1b) infantry division [6], 2 bavarian (2b) infantry division [6]; II Bavarian (IIB) Corps [6], 3 bavarian (3b) infantry division [6], 4 bavarian (4b) infantry division [6]; III Bavarian (IIIB) Corps [6], 5 bavarian (5b) infantry division [6], 6 bavarian (6b) infantry division [6]; I Bavarian reserve (IB R) Corps [5], 1 bavarian reserve (1br) infantry division [5], 5 bavarian (5br) reserve infantry division [5]; I Ersatz (IE) Corps, 4 ersatz (4e) infantry division [5], 8 ersatz (8e) infantry division [5], 10 ersatz (10e) infantry division [5].

On the German Seventh Army Chart place the following counters in the indicated boxes:

Commander - Heeringen, Mission - Advance, MD Status - Maximum, LOC - 60 landwehr (60 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Seventh Army Chart. On the Independent Formations track: 60 landwehr (60 lw) infantry brigade; bavarian ersatz (be) infantry division [5]; 19 ersatz (19e) infantry division [5]; 33 Strassbourg reserve (33 st r) infantry division [6]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XIV Corps [6], 29 infantry division [6], 28 infantry division [6]; XV Corps [6], 30 infantry division [6], 39 infantry division [6]; XIV Reserve (XIV R) Corps [5], 26 reserve (26r) infantry division [5], 28 reserve (28r) infantry division [5].

Allied Army Charts:

On the French First Army Chart place the following counters in the indicated boxes:

Commander - Dubail, Mission - Hold, MD Status - Maximum, LOC - 1 line of communications (1 loc) brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 1 line of communications (1 loc) brigade [5]; 6 cavalry (6c) division [7]; 1 railroad engineer (1 rr) regiment. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: VIII Corps [6] (Mondesir replaced by Castelli), 16 infantry division [6], 15 infantry division [6]; XIII Corps [6], 26 infantry division [6], 25 infantry division [6]; XXXI Corps [6], 76 infantry division [6], 27 infantry division [6]; XXXIV Corps [6], 58 reserve (58r) infantry division [5], 77 infantry division [6]; Alpine (alp) division [5], 41 infantry division [7]; XIV Corps [6], 28 infantry division [6], Epinal (EPINAL) Fortress Corps [6], Epinal (epinal) fortress division [7], Epinal territorial (epinal t) fortress division [5], 71 reserve (71r) infantry division [5].

On the French Second Army Chart place the following counters in the indicated boxes:

Commander - Castelnau, Mission - Hold, MD Status - Maximum, LOC - 2 line of communications (2 loc) brigade. Place the following Command Counters on the Command Tracks of the Second Army Chart. On the Independent Formations track: 2 line of communications (2 loc) brigade [5]; 2 cavalry (2c) division [6]; 2 railroad engineer (2 rr) regiment [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XV Corps [6], 29 infantry division [6], 30 infantry division [6], 64 reserve (64r) infantry division [4]; XVI Corps [6], 31 infantry division [6], 32 infantry division [6], 74 reserve (74r) infantry division [5]; XX Corps [6], 11 infantry [6], 39 infantry division [6], 70 reserve (70r) infantry division [5]; II Reserve (II R) Corps [5], 59 reserve (59r) infantry division [5], 68 reserve (68r) infantry division [5]; Toul (TOUL) Fortress Corps [6], Toul (toul) fortress division [7], Toul territorial (toul t) fortress division [5], 73 reserve (73r) infantry division [5].

13.64 Turn Indicators: Place the Game Turn indicator on turn 4 (Fourth Game Turn). Place the current phase marker on Army Mission Phase. Place the Days Used In Current Impulse marker on Thursday. Two impulses in the Game Turn Four have been used already consisting of a total of five days. The final impulse of the Game Turn Four consists of two days (Friday and Saturday). The impulses of the fifth and sixth game turns may be allocated in any manner the player with the initiative chooses. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse.

13.65 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

*EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of E:2818;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 2818 on the East Map.

The formation identifier found on the counter for each formation is listed in parentheses unless the identifier is simply a number preceding an infantry corps, division or brigade (e.g., II Corps or 4 infantry division). In the example, above none of the units have parentheses following their formation number because they are all simple Roman or Arabic numerals (i.e. VIII, 16 and 15).

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB.

German Strategic Formations (those formations on the Strategic Chart): The OHL (Supreme Headquarters) was historically in E:3322 at this time, so compliance with Exclusive Rule 11.82A should entail measuring the distance from E:3322 to the headquarters of German army-sized formations for purposes of resolving the Mission Order Procedure (Standard Rule 7.14). 30 metz reserve (30 m r) infantry division within two hexes of E:4121 inside Germany.

German Army Detachment C (known historically as the Covering Group On The Upper Rhine): 110 landwehr (110 lw) infantry regiment E:6104 or E:1605; Upper Rhine Landwehr (URLW) Corps, 55 landwehr (55 lw) infantry brigade [-2C] E:5608 or E:5707, 1 bavarian landwehr (1b lw) infantry brigade E:5508, 2 bavarian landwehr (2b lw) infantry brigade E:5409, detachment b and detachment p E:5807 or E:5906 (these detachments are from 28 infantry division in the Seventh Army; they must remain within the CCR of Army Detachment C's HQ Class unit.); detachment W [-2C] (from the 55 landwehr infantry brigade) E:6006; Army Detachment C Headquarters E:5806, Army Detachment C Main Depot E:5605.

Place any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Army Detachment C units at start by virtue of having their Command Counters on the Army Detachment A chart.

German Sixth Army: 5 bavarian landwehr (5b lw) infantry brigade - Sixth Army LOC box (on the Army Chart); 55 ersatz (55 e) infantry brigade E:4417; 7 cavalry (7c) division within one hex of E:4418; bavarian (bc) cavalry division within one hex of E:4517; bavarian landwehr (blw) division [-1C] E:4616, guard ersatz (gde) infantry division [-4A] E:4815; XXI Corps [-2A], 31 infantry division [-1C], 42 infantry division [-1C] E:5109; I Bavarian Corps [-2A], 1 bavarian infantry division [-1C] E:5114; 2 bavarian infantry division [-1C] E:5114; II Bavarian (IIB) Corps [-2A], 3 bavarian (3b) infantry division [-1C], 4 bavarian (4b) infantry division [-1C] E:4915; III Bavarian (IIIB) Corps [-2A], 5 bavarian (5b) infantry division, 6 bavarian (6b) infantry division E:4716; I Bavarian Reserve (IBR) Corps [-4A], 1 bavarian reserve (1br) infantry division [-1C], 5 bavarian reserve (5br) infantry division [-1C] E:4816; I Ersatz (IE) Corps, 8 ersatz (8e) infantry division [-4A] E:4517; 10 ersatz (10e) infantry division [-4A] E:4617; 4 ersatz (4e) infantry division [-4A] E:4516; Kaiser Wilhelm and the Sixth Army Headquarters Class unit E:4515, Sixth Army Main Depot E:4314, Sixth Army supply unit E:4613.

Place the Army air squadron(s), the Army artillery units and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). In addition, the Ersatz divisions' artillery units with a Barrage Factor of five begin the game as a cadres (they have no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Sixth Army units at start by virtue of having their Command Counters on the Sixth Army Chart.

German Seventh Army: 60 landwehr (60 lw) infantry brigade - Seventh Army LOC box (on the Army Chart); bavarian ersatz (be) infantry division E:5309; 33 Strassbourg reserve (33 st r) infantry division E:5210 and E:5012 -- the German player may create detachments and split this formation between these two hexes; XIV Corps [-2A], 29 infantry division [-1C], 28 infantry division [-4C, -2A are in detachments b and p in hex E:5807 attached to Army Detachment C] E:5113; XV Corps [-2A], 30 infantry division [-1C], 39 infantry division [-1C] E:5213; XIV Reserve (XIV R) Corps [-4A], 19 ersatz (19e) infantry division [-4A] E:5109, 28 reserve (28r) infantry division E:5212, 26 reserve (26r) infantry division [-1C] E:5211; bavarian ersatz (b e div) division E:5014. Seventh Army headquarters E:4812, Seventh Army Main Depot E:4511, Seventh Army supply unit E:4911.

Place the Seventh Army air squadron, any Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). In addition, the Ersatz divisions' artillery units with a Barrage Factor of five begin the game as a cadres (they have no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Seventh Army units at start by virtue of having their Command Counters on the Seventh Army Chart.

German Fortress Class units: Place the following German Fortress Class units on the indicated hexes on the map. Coblenz NE E:1811; Coblenz N E:1711; Mainz N E:2205; Mainz NW E:2206; Mainz SW E:2306; Mainz S E:2406; Mainz NE E:2304; Metz N E:4020; Metz NW E:4021; Metz SW E:4121; Metz S E:4221; Metz SE E:4220; Metz NE E:4119; Strassbourg N E:4404; Strassbourg NE E:4503; Strassbourg SE E:4604; Strassbourg S E:4605; Strassbourg SW E:4505; Strassbourg NW E:4405; Neuf-Brissau E:5504; Neuenburg E:5804; Hurtingen E:6003; Humagen E:6103; Bitche E:3908; K. Wilhelm II E:4706; Thionville E:3721; Gemersheim E:3401.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. The reinforcement schedule is in section 6 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): The GQG (Supreme Headquarters) was historically in E:6432 at this time, so compliance with Exclusive Rule 12.93A should entail measuring the distance from E:6432 to the headquarters of the Allied army-sized formations in order to resolve the Mission Order Procedure (Standard Rule 7.14). The GQG counter is not actually in play during this scenario.

66 reserve (66r) infantry division E:6508; Belfort (BELFORT) Fortress Corps, belfort (belfort) fortress division, belfort territorial (belfort t) fortress division, Belfort Balloon unit within one hex of E:6309, 57 reserve (57r) infantry division E:6208; 17 infantry division E:4619 (see the Reinforcement Schedule for the 17 infantry division's withdrawal).

French First Army: 1 line of communications (1 loc) brigade (Cadre) - First Army LOC box (on the Army Chart); 6 cavalry (6c) division [-1C] E:5216; 1 railroad engineer (1 rr) regiment E:5513; VIII Corps [-1A], 16 infantry division [-2C], 15 infantry division [-2C] E:5215; XIII Corps, 26 infantry division [-2C], 25 infantry division [-2C] E:5214 or E:5313; XXXI Corps, 76 infantry division [-1C] E:5410; XXXIV Corps, 41 infantry division [-1C] E:5709 or E:5809, Alpine (alp) division [-1C] E:5509 or E:5609, 58 reserve (58r) infantry division [-1C] E:5908; XIV Corps, 28 infantry division [-1C], 27 infantry division [-1C] E:5311 or E:5312; 2 colonial (2col) infantry brigade E:5311; Epinal (EPINAL) Fortress Corps, Epinal (epinal) fortress division, Epinal territorial (epinal t) fortress division, 71 reserve (71r) infantry division, Epinal Balloon unit E:5514. First Army headquarters E:5512; First Army Main Depot E:5614.

Place the First Army air squadrons, the First Army artillery units (all French First Army artillery units have 1 strength point missing at start - See Exclusive Rules 12.21 and 12.41) and any other First Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are First Army units at start by virtue of having their Command Counters on the First Army Chart.

French Second Army: 2 line of communications (2 loc) brigade (Cadre) - Second Army LOC box (on the Army Chart); 2 cavalry (2c) division [-1C] E:5018, 2 railroad engineer (2 rr) regiment E:4819. XV Corps [-1A], 64 reserve (64r) infantry division [-2C] E:4817 or E:4916, 29 infantry division [-2C], 30 infantry division [-1C] E:4916; XVI Corps [-1C], 74 reserve (74r) infantry division [-1C] E:5016, 31 infantry division [-1C], 32 infantry division [-1C] E:5115; XX Corps, 70 reserve (70r) infantry division [-1C] E:4618, 11 infantry division [-1C], 39 infantry division [-2C] E:4717, II Reserve (II R) Corps, 59 reserve (59r) infantry division [-1C] E:4519, 68 reserve (68r) infantry division [-2C] E:4518, Toul (TOUL) Fortress Corps, Toul (toul) fortress division, Toul territorial (toul t) fortress division E:4821, 73 reserve (73r) infantry division, Toul Balloon unit E:4621. Second Army headquarters, Army Main Depot E:4919.

Place the Army air squadrons, the Army artillery units (all French Second Army artillery units are missing 1 strength point at the start of the scenario - see Exclusive Rules 12.21 and 12.41) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Second Army units at start by virtue of having their Command Counters on the Second Army Chart.

French Fortress Class units: Place the following French Fortress Class units on the indicated hexes on the map. Toul N E:4821; Toul NE E:4920; Toul SE E:5021; Toul S E:5022; Toul SW E:4922; Toul NW E:4822; Vincent E:5019; Nancy N E:4718; Pompey E:4720; Nancy NW E:4818; Nancy NE E:4719; Nancy SE E:4918; Epinal N E:5513; Epinal NE E:5414; Epinal SE E:5614; Epinal NW E:5415; Epinal SW E:5615; Epinal S E:5815; Giromagny E:5713; Ballon & Lambert E:5813; Rupt E:5912; Beubille E:6012; Rimiremont E:6011; Arches E:6110; Belfort N E:6209; Belfort NE E:6308; Belfort SE E:6409; Belfort S E:6410; Belfort SW E:6310; Belfort NW E:6210; Mont Bart E:6510; Chaux E:6610; Lomont E:6709; Bescancon NE E:7015; Bescancon N E:6915; Bescancon NW E:6916; Bescancon SW E:7017; Frouard E:4820.

French Off-Map Fortress Class units: Bescancon SE Adjacent to E:7015 and E:7016; Bescancon S Adjacent to E:7016 & E:7017.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 2.58).

13.66 General: The length of the Battle of Eastern France Scenario is one impulse and two game turns long (from the final impulse of Game Turn Four through the end of Game Turn Six). All rules are in effect in this scenario unless otherwise noted. The area in play encompasses France and Germany east of the 0023 hexrow (inclusive) on the East map south of the 1500 hexrow (exclusive).

The German player controls all of Germany and Luxembourg. The German player also controls all of Belgium and France north and west of the solid line of German units and their Zones of Control that runs from E:6103 to E:4122. The Allied player controls the area of France south and east of the solid line of German units and their Zones of Control that runs from E:5809 to E:4722. The eastern boundary of German control does not have a solid line of units and their Zones of Control to demarcate it. This is because both sides abandoned Southern Alsace during the Great Retreat and left nothing on their exposed flanks. The following hex rows on the East map from the hex listed to the scenario boundary are Allied controlled: E:5908, E:6008, E:6107, E:6207, E:6306, E:6406.

Control is critical to tracing supply (Standard Rule 7.2), using Road Mode (Exclusive Rule 10.1) and Rail Mode (Standard Rule 8.24).

Neither player has the initiative automatically in Game Turn Five (see Exclusive Rule 5.1). The German player is the second player during the last impulse of Game Turn Four. The Allied player is the first player during the last impulse of Game Turn Four. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather. Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5).

The Allied player has already abandoned the Allied strategic plan (see Exclusive Rule 12.52B and D); the French armies on the East map are free from the Retire Mission Order requirements of 12.52 & D while the Allied armies on the West map still have one more impulse of mandatory Retire Mission Order procedure.

The German player has 84 Rail Points available during game turns five and six. The Allied player has 76 Rail Points in France available during game turns five and six. The German player has 8 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 3 Specialist Replacement Points available during Game Turns Five and Six.

The Allied player has 8 Infantry Replacement Points, 1 Direct Artillery Replacement Point and 0 Specialist Replacement Points available during Game Turns Five and Six. There are no Belgian or British Replacement Points in this scenario.

New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). One-half of all Dummy units are available to the German and French players.

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e. E:E indicates the friendly portion of the East edge of map E); some reinforcements have more specific placement information such as a hex number for their initial appearance. After their initial placement; all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter). All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks. Remember that placing a formation's Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply. Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn. All Dummy units are available to both players from the start of this scenario.

The Game Turn Track on each Strategic Chart has the notations "Allied" or "German" on certain turns. This indicates Allied (French, Belgian or British) or German reinforcements for that turn.

Reinforcement Schedule (Scenario 6):

Game Turn Four:

French Reinforcements: Place the XXXIV Corps anywhere on the E or W maps with a French infantry division (that infantry division can become part of the XXXIV Corps). Place the Verdun Balloon in Verdun and the Belfort Balloon in Belfort.

French Withdrawals: Withdraw the 17 infantry division during the last impulse of Game Turn Four.

German Reinforcements: Kaiser Wilhelm II arrives at German Sixth Army headquarters.

Game Turn Five:

German Withdrawals: Kaiser Wilhelm II is withdrawn on the second impulse.

German Replacement Leaders Available: Einem (THIRD) and Falkenhayn (OHL). These replacement leaders replace: Hausen (THIRD) and Moltke (OHL).

NOTE: These leaders are not available in each scenario.

13.67 Victory Conditions: The victory conditions for the Battle of Eastern France Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 2 points. For each German village controlled by the Allied player(s), 5 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points.

C. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is an Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory.

13.7 Scenario 7: The 1914 Campaign for Northwest Europe

August 2 - November 7

13.71 Historical Background and Summary: The campaign for France, Belgium and Germany in Northwest Europe during 1914 was the largest campaign in the history of the world at the time. Many historians have argued that it was the most important military campaign of the twentieth century: out of Germany's failure to destroy the Allied armies came world war, the Bolshevik revolution, the treaty of Versailles and much of the world as we know it today.

13.72 Strategic Chart Information:

German Strategic Chart: Rail Points, Prisoner Points, All Replacement Points Accumulated and All Replacement Points Used markers are placed at 0. On the Command Tracks of the Strategic Chart place the following Command Counters: I Cavalry (I C) Corps [8], guard cavalry (gdc) division [9], 5 cavalry (5c) division [8]; IV Cavalry (IV C) Corps [8], 3 cavalry (3c) division [8], 6 cavalry (6c) division [8]; III Cavalry (III C) Corps [8], 8 cavalry (8c) division [8], 7 cavalry (7c) division [8], bavarian cavalry (bc) division [8]; Upper Rhine Landwehr (URLW) Corps [5], 1 bavarian landwehr (1b lw) infantry brigade [5], 2 bavarian landwehr (2b lw) infantry brigade [5], 55 landwehr (55 lw) infantry brigade [5], 110 landwehr (110 lw) infantry regiment [5]; these are on the corps track Command Tracks. On the Independent Formation Command Tracks there are no counters at start. All detachments on Map 3 are considered to be Strategic Chart units (see unit location below).

The number of Independent Strategic Formations allowed in this scenario is twenty, the number of corps-sized strategic formations allowed in this scenario is four.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

Allied Strategic Chart: Rail Points, Prisoner Points, All Replacement Points Accumulated and All Replacement Points Used markers are placed at 0. On the Command Tracks of the Strategic Chart place the following Command Counters: I Cavalry (I C) Corps [7], 1 cavalry (1c) division [7], 3 cavalry (3c) division [7], 5 cavalry (5c) division [7]; I Reserve (I R) Corps [5], 58 reserve (58r) infantry division [5], 63 reserve (63r) infantry division [5], 66 reserve (66r) infantry division [5]; IV Reserve (IV R) Corps [5], 53 reserve (53r) infantry division [5], 51 reserve (51r) infantry division [5], 69 reserve (69r) infantry division [5]; Dunkerque (DUNK) Fortress Corps, Dunkerque (dunkerque) fortress brigade; these are on the Corps Command Tracks. On the Independent Formation Command Tracks of the Strategic Chart place the following counters: Maubeuge (maubg) fortress division [5]; 67 reserve (67r) infantry division [5], 81 territorial (81t) infantry division [5], 82 territorial (82t) infantry division [5], 84 territorial (84t) infantry division [5], 88 territorial (88t) infantry division [5], Lille (lille) fortress division [5], Boulogne (boulogne) fortress brigade [5], Calais (calais) fortress brigade [5], Givet (givet) fortress brigade [5], Montmedy (montmedy) fortress brigade [5]. All detachments on the map at start are considered to be GQG units (see the Exclusive Rules). The number of Independent Strategic Formations allowed in this scenario is twenty, the number of corps-sized strategic formations allowed in this scenario is six.

NOTE: The limitations on the number of Independent Strategic Formations and corps-sized strategic formations reflects the demands of the other parts of the Western Front in France and/or Belgium.

Prisoner Points that are taken during the course of the battle should be recorded on the Strategic Chart.

13.73 Army Charts:

German Army Charts:

On the German Army Detachment A Chart place the following counters in the indicated boxes:

Refer to Scenario 1 for the German Army Detachment A information.

On the German First Army Chart place the following counters in the indicated boxes:

Refer to Scenario 1 for the German First Army Chart information.

On the German Second Army Chart place the following counters in the indicated boxes:

Refer to Scenario 1 for the German Second Army Chart information.

On the German Third Army Chart place the following counters in the indicated boxes:

Commander Hausen, Mission - Advance, MD Status - Maximum, LOC - 47 landwehr (47 lw) infantry brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 47 landwehr (47 lw) infantry brigade. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XI Corps [8], 38 infantry division [8], 22 infantry division [8], XII Corps [8], 23 infantry division [8], 32 infantry division [8], XIX Corps [8], 24 infantry division [8], 40 infantry division [8], XII Reserve (XII R) Corps [6], 23 reserve infantry division [6], 24 reserve infantry division [6].

On the German Fourth Army Chart place the following counters in the indicated boxes:

Commander - Duke Albrecht, Mission - Advance, MD Status - Maximum, LOC - 49 landwehr (49 lw) infantry brigade [5]. Place the following Command Counters on the Command Tracks of the Fourth Army Chart. On the Independent Formations track: 49 landwehr (49 lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: VI Corps [8], 11 infantry division [8], 12 infantry division [8]; VIII Corps [8], 15 infantry division [8], 16 infantry division [8]; XVIII Corps [8], 21 infantry division [8], 25 infantry division [8]; VIII Reserve (VIII R) Corps [6], 15 reserve (15r) infantry division [6], 16 reserve (16r) infantry division [6]; XVIII Reserve (XVIII R) Corps [6], 21 reserve (21r) infantry division [6], 25 reserve (25r) infantry division [6].

On the German Fifth Army Chart place the following counters in the indicated boxes:

Commander - Prince Wilhelm, Mission - Advance, MD Status - Maximum, LOC - 9 bavarian landwehr (9b lw) infantry brigade [5]. Place the following Command Counters on the Command Tracks of the Fifth Army Chart. On the Independent Formations track: 9 bavarian landwehr (9b lw) infantry brigade [5]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: V Corps [8], 9 infantry division [8], 10 infantry division [8]; XIII Corps [8], 26 infantry division [8], 27 infantry division [8]; XVI Corps [8], 33 infantry division [8], 34 infantry division [8]; V Reserve (V R) Corps [6], 9 reserve (9r) infantry division [6], 10 reserve (10r) infantry division [6]; VI Reserve (VI R) Corps [6], 11 reserve (11r) infantry division [6], 12 reserve (12r) infantry division [6]; I Landwehr (I LW) Corps [5], 13 landwehr (13 lw) infantry brigade [5], 43 landwehr (43 lw) infantry brigade [5], 53 landwehr (53 lw) infantry brigade [5], 45 landwehr (45 lw) infantry brigade [5].

On the German Sixth Army Chart place the following counters in the indicated boxes:

Commander - Prince Rupprecht, Mission - Advance, MD Status - Maximum, LOC - 5 bavarian landwehr (5b lw) brigade [5]. Place the following Command Counters on the Command Tracks of the Sixth Army Chart. On the Independent Formations track: 30 Metz reserve (30 m r) infantry division [6]; 5 bavarian landwehr (5b lw) infantry brigade [5]; guard ersatz (gd e) infantry division [7]; 4 ersatz (4e) infantry division [6]; 8 ersatz (8e) infantry division [6]; 10 ersatz (10e) infantry division [6]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XXI Corps [8], 31 infantry division [8], 42 infantry division [8]; I Bavarian (IB) Corps [8], 1 bavarian (1b) infantry division [8], 2 bavarian (2b) infantry division [8]; II Bavarian (IIB) Corps [8], 3 bavarian (3b) infantry division [8], 4 bavarian (4b) infantry division [8]; III Bavarian (IIIB) Corps [8], 5 bavarian (5b) infantry division [8], 6 bavarian (6b) infantry division [8]; I Bavarian Reserve (IB R) Corps [6], 1 bavarian reserve (1br) infantry division [6], 5 bavarian reserve (5br) infantry division [6].

On the German Seventh Army Chart place the following counters in the indicated boxes:

Commander - Heeringen, Mission - Advance, MD Status - Maximum, LOC - 60 landwehr (60 lw) infantry brigade [5]. Place the following Command Counters on the Command Tracks of the Seventh Army Chart. On the Independent Formations track: 60 landwehr (60 lw) infantry brigade [5]; 55 ersatz (55e) infantry brigade [6]; bavarian ersatz (be) infantry division [6]; 19 ersatz (19e) infantry division [6]; 33 Strassbourg reserve (33 st r) infantry division [6]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XIV Corps [8], 29 infantry division [8], 28 infantry division [8]; XV Corps [8], 30 infantry division [8], 39 infantry division [8]; XIV Reserve (XIV R) Corps [6], 26 reserve (26r) infantry division [6], 28 reserve (28r) infantry division [6].

Allied Army Charts:

On the French Army Detachment A Chart (historically known as the Army of Alsace) place the following counters in the indicated boxes:

Commander - none, Mission - Advance, MD Status - Maximum, LOC - no formation at the start of the scenario. Place the following Command Counters on the Command Tracks of the Army Detachment Chart. On the Independent Formations track: 8 cavalry (8c) division [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: Belfort (BELFORT) Fortress Corps [6], Belfort (belfort) fortress division [7], Belfort territorial (belfort t) fortress division [5], 57 reserve (57r) infantry division [5]; VII Corps [7], 14 infantry division [7], 41 infantry division [7].

On the French First Army Chart place the following counters in the indicated boxes:

Commander - Dubail, Mission - Advance, MD Status - Maximum, LOC - 1 line of communications (1 loc) brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 1 line of communications (1 loc) brigade [5]; 6 cavalry (6c) division [7]; 1 railroad engineer (1 rr) regiment [7]. On the Corps Command Tracks place the following corps Command Counters and brigades indicated attached: VIII Corps [7], 16 infantry division [7], 15 infantry division [7], 26 infantry division [7]; XIII Corps [7], 25 infantry division [7]; XIV Corps [7], 28 infantry division [7], 27 infantry division [7]; XXI Corps [7], 43 infantry division [7], 13 infantry division [7]; II Reserve (IIR) Corps [5], 59 reserve (59r) infantry division [5], 68 reserve (68r) infantry division [5], 70 reserve (70r) infantry division [5]; Epinal (EPINAL) Fortress Corps [6], Epinal (epinal) fortress division [7], Epinal territorial (epinal t) fortress division [5], 71 reserve (71r) infantry division [5].

On the French Second Army Chart place the following counters in the indicated boxes:

Commander - Castelnau, Mission - Advance, MD Status - Maximum, LOC - 2 line of communications (2 loc) brigade. Place the following Command Counters on the Command Tracks of the Second Army Chart. On the Independent Formations track: 2 line of communications (2 loc) brigade [5]; 2 cavalry (2c) division [7]; 10 cavalry (10c) division [7]; 2 railroad engineer (2 rr) regiment [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: IX Corps [7], 17 infantry division [7], 18 infantry division [7]; XV Corps [7], 29 infantry division [7], 30 infantry division [7]; XVI Corps [7], 31 infantry division [7], 32 infantry division [7]; XVIII Corps [7], 36 infantry division [7], 35 infantry division [7]; XX Corps [7], 11 infantry division [7], 39 infantry division [7]; Toul (TOUL) Fortress Corps [6], Toul (toul) fortress division [7], Toul territorial (toul t) fortress division [5], 73 reserve (73r) infantry division [5].

On the French Third Army Chart place the following counters in the indicated boxes:

Commander - Ruffey, Mission - Advance, MD Status - Maximum, LOC - 3 line of communications (3 loc) brigade. Place the following Command Counters on the Command Tracks of the Third Army Chart. On the Independent Formations track: 3 line of communications (3 loc) brigade [5]; 7 cavalry (7c) division [7]; 42 infantry division [7]. On the corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: IV Corps [7], 8 infantry division [7], 7 infantry division [7]; V Corps [7], 9 infantry division [7], 10 infantry division [7]; VI Corps [7], 40 infantry division [7], 12 infantry division [7]; Verdun (VERDUN) Fortress Corps [6], Verdun (verdun) fortress division [7], Verdun territorial (verdun t) fortress division [5], 72 reserve (72r) infantry division [5]; III Reserve (III R) Corps [5], 54 reserve (54r) infantry division [5], 55 reserve (55r) infantry division [5], 56 reserve (56r) infantry division [5].

On the French Fourth Army Chart place the following counters in the indicated boxes:

Commander - Langle D'Carey, Mission - Advance, MD Status - Maximum, LOC - 4 line of communications (4 loc) brigade. Place the following Command Counters on the Command Tracks of the Fourth Army Chart. On the Independent Formations track: 4 line of communications (4 loc) brigade [5]; 5 colonial (5 col) infantry brigade [8]; 9 cavalry (9c) division [7]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: XII Corps [7], 24 infantry division [7], 23 infantry division [7]; XVII Corps [7], 33 infantry division [7], 34 infantry division [7]; Colonial (COL) Corps [8], 3 colonial (3col) infantry division [8], 2 colonial (2col) infantry division [8].

On the French Fifth Army Chart place the following counters in the indicated boxes:

Commander - Lanrezac, Mission - Advance, MD Status - Maximum, LOC - 5 line of communications (5 loc) brigade. Place the following Command Counters on the Command Tracks of the Fifth Army Chart. On the Independent Formations track: 5 line of communications (5 loc) brigade [5]; 4 cavalry (4c) division. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Corps [7], 2 infantry division [7], 1 infantry division [8]; II Corps [7], 3 infantry division [7], 4 infantry division [7]; III Corps [7], 6 infantry division [7], 5 infantry division [7]; X Corps [7], 19 infantry division [7], 20 infantry division [7]; XI Corps [7], 22 infantry division [7], 21 infantry division [7].

On the French Paris Army Chart place the following counters in the indicated boxes:

Commander - Michel, Mission - Hold, MD Status - Maximum, LOC - no formation at the start of the scenario. Place the following Command Counters on the Command Tracks of the Paris Army Chart. On the Independent Formations track: 185 territorial (185 t) infantry brigade [5]; Beaudemolin cavalry (b c) cavalry division [6]; 52 reserve (52r) infantry division [5]; 60 reserve (60r) infantry division [5]; 61 reserve (61r) infantry division [5]; 62 reserve (62r) infantry division [5]; 83 territorial (83t) infantry division [5]; 85 territorial (85t) infantry division [5]; 86 territorial (86t) infantry division [5]; 89 territorial (89t) infantry division [5]. On the Corps Command Tracks place the following corps Command Counters: Paris (PARIS) Fortress Corps [6], Paris (paris) fortress division, Paris territorial (paris t) fortress division.

On the Belgian Army Chart place the following counters in the indicated boxes:

Commander - Albert, Mission - Hold, MD Status - Maximum, LOC - no formation at the start of the scenario. Place the following Command Counters on the Command Tracks of the Belgian Army Chart. On the Independent Formations track: 1 cavalry (1c) division [6]; 1 infantry division [6]; 2 infantry division [6]; 3 infantry division [6]; 4 infantry division [6]; 5 infantry division [6]; 6 infantry division [6].

Allied Reinforcement Army Charts: The French Sixth Army Chart and the British Expeditionary Force Army Chart are given here, but they arrive as reinforcements on Game Turns Three and Two (respectively). When the scenarios call for these armies as reinforcements, the information in this section is the original composition of these Army Charts upon entering the game.

On the French Sixth Army Chart place the following counters in the indicated boxes:

Commander - Manoury, Mission - Retire, MD Status - Maximum, LOC - 6 line of communications (6 loc) brigade. Place the following Command Counters on the Command Tracks of the Sixth Army Chart. On the Independent Formations track: 6 line of communications (6 loc) brigade [5]. There are no other Command Counters on any of the command tracks of the Sixth Army Chart at start.

On the British Expeditionary Force Army Chart place the following counters in the indicated boxes:

Commander - French, Mission - Advance, MD Status - Maximum, LOC - british expeditionary force line of communications (bef loc) brigade. Place the following Command Counters on the Command Tracks of the BEF Army Chart. On the Independent Formations track: 1 cavalry (1c) division [9]; british expeditionary force line of communications (bef loc) brigade [9]; 19 infantry (19) brigade [9]. On the Corps Command Tracks place the following corps Command Counters with the divisions and brigades indicated attached: I Corps [9], 2 infantry division [9], 1 infantry division [9]; II Corps [9], 3 infantry division [9], 5 infantry division [9].

13.74 Turn Indicators: Place the Game Turn indicator on turn O (Opening Turn). Place the current phase marker on Strategic Phase. Do not place the Days Used In Current Impulse marker or the Combat Segment indicators as they are not in use at the beginning of the turn.

13.75 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "II Corps, 4 infantry division, 3 infantry division within one hex of E:1025;" indicates all the units belonging to the II Corps, 4 infantry division, and 3 infantry division may be placed within one hex of 1025 on the East Map.

In the example above none of the units have a parentheses following their formation number because they are all simple Roman or Arabic numerals (i.e. II, 4 and 3, respectively) preceding an infantry corps, division or brigade.

A numerical designation after a units indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB. No German unit may start the game in Belgium or France.

German Strategic Formations (those formations on the Strategic Chart): The OHL (Supreme Headquarters) was historically in E:1812 at this time, so compliance with Exclusive Rule 11.82A should entail measuring the distance from E:1812 to the headquarters of German army-sized formations for purposes of resolving the Mission Order Procedure (Standard Rule 7.14). Place the following Zeppelin units on any base within the scenario boundaries defined in Scenario Rule 13.76 (General Information) of this scenario: Z-5, Z-7, Z-8, Z-10, Z-B, Z-H and Z-V. One of these may be placed off-map in accordance with Exclusive Rule 11.82C.

NOTE: There are no OHL Artillery Class units at the beginning of the Opening Game Turn.

I Cavalry (I C) Corps E:2922, guard cavalry (gdc) division E:2825; 5 cavalry (5c) division E:3123; IV Cavalry (IV C) Corps E:3522, 3 cavalry (3c) division E:3424; 6 cavalry (6c) division E:3722; III Cavalry (III C) Corps E:4415, 7 cavalry (7c) division within one hex of E:4613; 8 cavalry (8c) division within one hex of E:4418; bavarian (bc) cavalry division within one hex of E:4616; Upper Rhine Landwehr (URLW) Corps, 1 bavarian landwehr (1b lw) infantry brigade, 2 bavarian landwehr (2b lw) infantry brigade, 55 landwehr (55 lw) infantry brigade, 110 landwehr (110 lw) infantry regiment within 3 hexes of E:5803 east of the Rhine river; all of the above are strategic formations at start by virtue of having their Command Counters on the Strategic Chart.

Remove fourteen strength points from fourteen infantry divisions belonging to the Sixth and Seventh German Armies (no more than one per division) and place fourteen German infantry detachments with one strength point each at: E:4809, E:4909, E:5009, E:5108, E:5208, E:5307, E:5409, E:5508, E:5608, E:5810, E:6009, E:6107, E:6208, E:6405. These detachments are special covering troops for mobilization and as such are treated as if their parent formation were on the Strategic Chart, even if it is not.

These fourteen infantry detachments must be reunited with their parent formations by the final impulse of Game Turn Two. Detachments not reunited with their parent formations by the end of Game Turn Two are eliminated from play. These detachments were covering troops for mobilization only, and as such they were not meant to stay indefinitely detached from their parent formations (it was an administrative nightmare to keep so many small units in the field separately).

German Army Detachment A: Refer to Scenario 1 for the unit locations of German Army Detachment A.

German First Army: Refer to Scenario 1 for the unit locations of the German First Army.

German Second Army: Refer to Scenario 1 for the unit locations of the German Second Army.

German Third Army: 47 landwehr (47 lw) infantry brigade - Third Army LOC Box (on the Army Chart); XI Corps [-2A], 38 infantry division, 22 infantry division within two hexes of E:2322; XII Corps [-2A], 23 infantry division, 32 infantry division within two hexes of E:2522; XIX Corps [-2A], 24 infantry division, 40 infantry division within two hexes of E:2720; XII Reserve (XII R) Corps [-4A], 23 reserve (23r) infantry division, 24 reserve (24r) infantry division within two hexes of E:2518; Third Army headquarters, Army Main Depot, all Army supply units E:2320.

Place the Army air squadron, the Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Third Army units at start by virtue of having their Command Counters on the Third Army Chart.

German Fourth Army: 49 landwehr (49 lw) infantry brigade - Fourth Army LOC Box (on the Army Chart); VI Corps [-2A], 11 infantry division, 12 infantry division within one hex of E:3417; VIII Corps [-2A], 15 infantry division, 16 infantry division within one hex of E:3020; XVIII Corps [-2A], 21 infantry division, 25 infantry division within one hex of E:3219; VIII Reserve (VIII R) Corps [-4A], 15 reserve (15r) infantry division, 16 reserve (16r) infantry division within one hex of E:3017; XVIII Reserve (XVIIIR) Corps [-4A], 21 reserve (21r) infantry division, 25 reserve (25r) infantry division within one hex of E:3315; Fourth Army headquarters, Army Main Depot, all Army supply units, E:3018.

Place any Army air squadron, the Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fourth Army units at start by virtue of having their Command Counters on the Fourth Army Chart.

German Fifth Army: 9 bavarian landwehr (9b lw) infantry brigade, I Landwehr (ILW) Corps [-4A], 13 landwehr (13 lw) infantry brigade, 43 landwehr (43 lw) infantry brigade, 53 landwehr (53 lw) infantry brigade, 45 landwehr (45 lw) infantry brigade - Fifth Army LOC Box (on the Army Chart); V Corps [-2A], 9 infantry division, 10 infantry division within one hex of E:3618; XIII Corps [-2A], 26 infantry division, 27 infantry division within one hex of E:3720; XVI Corps [-2A], 33 infantry division, 34 infantry division within one hex of E:3920; V Reserve (V R) Corps [-4A], 9 reserve (9r) infantry division, 10 reserve (10r) infantry division within one hex of E:3616; VI Reserve (VI R) Corps [-4A], 11 reserve (11r) infantry division, 12 reserve (12r) infantry division within one hex of E:3713; Fifth Army headquarters, Army Main Depot, all Army supply units, E:3717.

Place the Army air squadron, the Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fifth Army units at start by virtue of having their Command Counters on the Fifth Army Chart.

German Sixth Army: 5 bavarian landwehr (5b lw) infantry brigade - Sixth Army LOC box (on the Army Chart); 30 Metz reserve (30 m r) infantry division within one hex of E:4120; guard ersatz (gde) infantry division E:3610; 4 ersatz (4e) infantry division E:3908; 8 ersatz (8e) infantry division E:3512; XXI Corps [-2A] E:4313, 31 infantry division E:4314; 42 infantry division E:4413; I Bavarian Corps [-2A] E:4511; 1 bavarian (1 b) infantry division E:4512; 2 bavarian (2 b) infantry division E:4611; II Bavarian (IIB) Corps [-2A] E:3819; 3 bavarian (3b) infantry division E:4315; 4 bavarian (4b) infantry division E:4216; III Bavarian (IIIB) Corps [-2A] E:4417; 5 bavarian (5b) infantry division E:4218; 6 bavarian (6b) infantry division E:4217; I Bavarian Reserve (IBR) Corps [-4A] E:3912; 1 bavarian reserve (1br) infantry division E:4013; 5 bavarian reserve (5br) infantry division E:4012; Sixth Army Headquarters Class unit, Army Main Depot, all Army supply units E:4113.

Place the Army air squadron, the Army artillery units and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). In addition, the Ersatz divisions' artillery units with a Barrage Factor of five begin the game as a cadres (they have no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Sixth Army units at start by virtue of having their Command Counters on the Sixth Army Chart.

German Seventh Army: There are no units in the LOC box of the Seventh Army at the start of this scenario. 55 ersatz (55 e) infantry brigade E:4603; bavarian ersatz (be) infantry division E:4503; 19 ersatz (19e) infantry division E:4402; 10 ersatz (10e) infantry division E:4404; 33 Strassbourg reserve (33 st r) infantry division E:4504. XIV Corps [-2A] E:5502; 29 infantry division E:5603; 28 infantry division E:5404; XV Corps [-2A] E:4407; 30 infantry division E:4507; 39 infantry division E:4408; XIV Reserve (XIV R) Corps [-4A] E:5102; 26 reserve (26r) infantry division E:5003; 28 reserve (28r) infantry division E:5203. Seventh Army headquarters, Army Main Depot, all Army supply units, E:4502.

Place the Seventh Army air squadron, any Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). In addition, the Ersatz divisions' artillery units with a Barrage Factor of five begin the game as a cadres (they have no strength points at start and must incorporate them through specialist Replacement Points). All of the above are Seventh Army units at start by virtue of having their Command Counters on the Seventh Army Chart.

German Fortress Class units: Place the following German Fortress Class units on the indicated hexes on the map. Cologne SW E:1020; Cologne S E:1119; Cologne SE E:1118; Coblenz NE E:1811; Coblenz N E:1711; Mainz N E:2205; Mainz NW E:2206; Mainz SW E:2306; Mainz NE E:2304; Mainz S E:2406; Mainz SE E:2405; Metz N E:4020; Metz NW E:4021; Metz SW E:4121; Metz S E:4221; Metz SE E:4220; Metz NE E:4119; Strassbourg N E:4404; Strassbourg NE E:4503; Strassbourg SE E:4604; Strassbourg S E:4605; Strassbourg SW E:4505; Strassbourg NW E:4405; Neuf-Brissau E:5504; Neuenburg E:5804; Hurtingen E:6003; Humagen E:6103; Bitche E:3908; K. Wilhelm II E:4706; Thionville E:3721; Gemersheim E:3401.

German Off-Map Fortress Class units: Cologne N Adjacent to E:1019 and E:1018; Cologne NW Adjacent to E:1020 and E:1019.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. No Allied unit may start the game outside Belgium or France. Note that the only Allied motorized unit that begins the game on map is the Paris taxicab unit (see Exclusive Rule 12.45); all others arrive as reinforcements. The reinforcement schedule is in section 13.76 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): The GQG (Supreme Headquarters) was historically in W:5001 at this time, so compliance with Exclusive Rule 12.93A should entail measuring the distance from W:5001 to the headquarters of the Allied army-sized formations in order to resolve the Mission Order Procedure (Standard Rule 7.14).

I Cavalry (I C) Corps, 1 cavalry (1c) division, 3 cavalry (3c) division, 5 cavalry (5c) division within one hex of E:3301; GQG headquarters E:5501. 1 Reserve (I R) Corps, 58 reserve (58r) infantry division, 63 reserve (63r) infantry division, 66 reserve (66r) infantry division within two hexes of E:6416; IV Reserve (IV R) Corps, 53 reserve (53r) infantry division, 51 reserve (51r) infantry division, 69 reserve (69r) infantry division within two hexes of E:4703; 67 reserve (67r) infantry division E:4703; 81 territorial (81t) infantry division W:2326; 82 territorial (82t) infantry division W:4533; 84 territorial (84t) infantry division W:2323; 88 territorial (88t) infantry division W:2517; Lille (lille) fortress division W:2319; Maubeuge (maubg) fortress division W:2710; Boulogne (boulogne) fortress brigade W:2432; Calais (calais) fortress brigade W:2031; Dunkerque (DUNK) Fortress Corps, Dunkerque (dunkerque) fortress brigade W:1826; Givet (givet) fortress brigade W:2802; Montmedy (montmedy) fortress brigade E:3629.

Remove eighteen strength points from eighteen infantry divisions belonging to the First, Second and Third French Armies (no more than one per division) and place eighteen French infantry detachments with one strength point each at: E:3728, E:3726, E:3926, E:4025, E:4224, E:4423, E:4520, E:4618, E:4716, E:4813, E:4910, E:5110, E:5210, E:5410, E:5611, E:5811, E:5910, E:4714. These detachments are special covering troops for mobilization and as such are treated as if their parent formation were on the Strategic Chart, even if it is not. These eighteen infantry detachments must be reunited with their parent formations by the final impulse of Game Turn Two; detachments not reunited with their parent formations by the end of Game Turn Two are eliminated from play.

NOTE: These detachments were covering troops for mobilization only, and as such they were not meant to stay indefinitely detached from their parent formations (it was an administrative nightmare to keep so many small units in the field separately).

French Army Detachment A (historically known as the Army of Alsace): 8 cavalry (8c) division E:6408; Belfort (BELFORT) Fortress Corps, Belfort (belfort) fortress division, Belfort territorial (belfort t) fortress division, 57 reserve (57r) infantry division E:6309; VII Corps, 14 infantry division E:6308, 41 infantry division E:6109; Army Detachment A headquarters, Army Detachment A Main Depot, Army Detachment A supply unit E:6309. All of the above are Army Detachment A units at start by virtue of having their Command Counters on the Army Detachment A chart.

French First Army: 1 line of communication (1 loc) infantry brigade (Cadre) - on the First Army LOC box (on the Army Chart); 6 cavalry (6c) division E:4912. VIII Corps, 16 infantry division, 15 infantry division E:5216; XIII Corps, 26 infantry division, 25 infantry division E:5416; XIV Corps, 28 infantry division, 27 infantry division E:5712; XXI Corps, 43 infantry division, 13 infantry division E:5414; II Reserve (IIR) Corps, 59 reserve (59r) infantry division, 68 reserve (68r) infantry division, 70 reserve (70r) infantry division within two hexes of E:4920; Epinal (EPINAL) Fortress Corps, Epinal (epinal) fortress division, Epinal territorial (epinal t) fortress division, 71 reserve (71r) infantry division E:5514; First Army headquarters, First Army Main Depot, all First Army supply units E:5514 (also).

Place the First Army air squadrons, the First Army artillery units (all French First Army artillery units have only 1 strength point at start - see the Exclusive Rules) and any other First Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are First Army units at start by virtue of having their Command Counters on the First Army Chart.

French Second Army: 2 line of communication (2 loc) infantry brigade (Cadre) - on the Second Army LOC box (on the Army Chart); 2 cavalry (2c) division E:4815; 10 cavalry (10c) division E:4521; IX Corps, 17 infantry division, 18 infantry division E:5019; XV Corps, 29 infantry division, 30 infantry division E:5117; XVI Corps, 31 infantry division, 32 infantry division E:5318; XVIII Corps, 35 infantry division, 36 infantry division E:5121; XX Corps, 11 infantry division, 39 infantry division E:4819; Toul Fortress (TOUL) Corps, Toul fortress (toul) infantry division, Toul territorial (toul t) infantry division, 73 reserve (73r) infantry division E:4921; Second Army headquarters, Army Main Depot, all Army supply units E:4919.

Place the Army air squadrons, the Army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Second Army units at start by virtue of having their Command Counters on the Second Army Chart.

French Third Army: 3 line of communication (3 loc) infantry brigade (Cadre) - on the Third Army LOC box (on the Army Chart); 7 cavalry (7c) division within one hex of E:4324; 42 infantry division E:4624; IV Corps, 8 infantry division, 7 infantry division within one hex of E:4029; V Corps, 9 infantry division, 10 infantry division within one hex of E:4526; VI Corps, 40 infantry division, 12 infantry division E:4126; Verdun (VERDUN) Fortress Corps, Verdun (verdun) fortress division, Verdun territorial (verdun t) division, 72 reserve (72 r) infantry division E:4228; III Reserve (IIIR) Corps, 54 reserve (54r) infantry division, 85 territorial (85t) infantry division, 56 reserve (56r) infantry division within one hex of E:4326. Third Army headquarters, Army Main Depot, all Army supply units E:4228.

Place the Army air squadron(s), the Army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Third Army units at start by virtue of having their Command Counters on the Third Army Chart.

French Fourth Army: 4 line of communication (4 loc) infantry brigade (Cadre) - on the Fourth Army LOC box (on the Army Chart); 9 cavalry (9c) division within one hex of E:4532; 5 colonial (5 col) infantry brigade E:4531; XII Corps, 24 infantry division, 23 infantry division within one hex of E:4727; XVII Corps, 33 infantry division, 34 infantry division within one hex of W:4402; Colonial (COL) Corps, 3 colonial (3col) infantry division, 2 colonial (2col) infantry division within one hex of E:4928. Fourth Army headquarters, Army Main Depot, all Army supply units E:4731.

Place two of the Army air squadrons, the Army artillery units (all French Army artillery units have only 1 strength point at start - see the Exclusive Rules) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fourth Army units at start by virtue of having their Command Counters on the Fourth Chart.

French Fifth Army: 5 line of communication (5 loc) infantry brigade (Cadre) - on the Fifth Army LOC box (on the Army Chart); 4 cavalry (4c) division within one hex of W:3503; I Corps, 2 infantry division, 1 infantry division within two hexes of W:3407; II Corps, 3 infantry division, 4 infantry division within one hex of W:3605 or E:3730; III Corps, 6 infantry division, 5 infantry division within two hexes of W:3703; X Corps, 19 infantry division, 20 infantry division W:3801; XI Corps, 22 infantry division, 21 infantry division within two hexes of E:3433; Fifth Army headquarters, Army Main Depot, all Army supply units W:3804.

Place the Army air squadron(s), the Army artillery units (all French Army artillery units have only 1 strength point at start - see Exclusive Rule 12.21) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Fifth Army units at start by virtue of having their Command Counters on the Fifth Army Chart.

French Paris Army: 185 territorial (185 t) infantry brigade; Beaudemoulin cavalry (b c) division; 52 reserve (52r) infantry division; 60 reserve (60r) infantry division; 61 reserve (61r) infantry division; 62 reserve (62r) infantry division; 83 territorial (83t) infantry division; 85 territorial (85t) infantry division; 89 territorial (89t) infantry division; 86 territorial (86t) infantry division; Paris (PARIS) Fortress Corps; Paris headquarters, Paris Army Main Depot, Paris Army supply unit, all of the above within two hexes of Paris.

Place any Army air squadron(s), any Army artillery unit(s) and any other Army units in the Army or one of the corps Headquarters Holding Box on the Army Chart (HHB); by placing these units in an HHB they will become part of that formation (see Standard Rules 3.15 and 3.16). All of the above are Paris Army units at start by virtue of having their Command Counters on the Paris Army Chart.

French Fortress Class units: Place the following French Fortress Class units on the indicated hexes on the map. Gravelines W:1928; S. Gilles W:3328; Boulogne NE W:2431; Boulogne N W:2331; Boulogne SE W:2531; Boulogne NW W:2332; Calais NE W:2030; Calais S W:2131; Calais SE W:2130; Dunkerque S W:1926; Dunkerque SW W:1827; Dunkerque N W:1725; Dunkerque NE W:1825; Dunkerque SE W:1925; S. Omer W:2326; Lille S W:2420; Lille SW W:2320; Lille NW W:2220; Lille N W:2219; Lille NE W:2318; Lille SE W:2419; Maulde W:2515; Cambrai W:3016; Flines W:2514; Rochambeau W:2714; Nuyon W:4017; Rocroi W:3104; Soissons W:4213; de Conde W:4012; Maubeuge S W:2811; Maubeuge SW W:2711; Maubeuge NW W:2611; Maubeuge N W:2610; Maubeuge NE W:2709; Maubeuge SE W:2810; La Fere W:3814; Guise W:4613; Laon W:3911; Fourdram W:3912; Hirson W:3208; Ayvelles W:3501; Paris 1 W:5219; Paris 2 W:5119; Paris 3 W:5021; Paris 4 W:5022; Paris 5 W:5122; Paris 6 W:5323; Paris 7 W:5421; Paris 8 W:5522; Paris 9 W:5521; Paris 10 W:5519; Paris 11 W:5419; Paris 12 W:5318; Paris 13 W:5321; Paris 14 W:5020; Paris 15 W:5221; Paris 16 W:5223; Paris 17 W:5520; Paris 18 W:5320; Paris 19 W:5424; Paris 20 W:5523; Rheims N W:4207; Rheims NE W:4306; Rheims SE W:4407; Rheims S W:4408; Rheims SW W:4308; Rheims NW W:4208; Longwy E:3625;

Montmedy E:3629; Genicourt E:4326; Troyon E:4426; Paroches E:4525; Campes des Romains E:4626; Liouville E:4625; Gironville E:4724; Jouy E:4824; Pagny E:5124; Borlemont E:5424; Langres N E:6224; Langres NE E:6323; Langres SE E:6424; Langres S E:6425; Langres SW E:6325; Langres NW E:6225; Verdun N E:4127; Verdun NE E:4227; Verdun SE E:4327; Verdun S E:4328; Verdun SW E:4229; Verdun NW E:4128; Givet W:2802; Toul N E:4821; Toul NE E:4920; Toul SE E:5021; Toul S E:5022; Toul SW E:4922; Toul NW E:4822; Vincent E:5019; Nancy N E:4718; Pompey E:4720; Nancy NW E:4818; Nancy NE E:4719; Nancy SE E:4918; Manonviller E:4815; Epinal N E:5414; Epinal NE E:5513; Epinal SE E:5614; Epinal NW E:5415; Epinal SW E:5615; Epinal S E:5815; Giromagny E:5713; Ballon & Lambert E:5813; Rupt E:5912; Beuville E:6012; Rimiremont E:6011; Arches E:6110; Belfort N E:6209; Belfort NE E:6308; Belfort SE E:6409; Belfort S E:6410; Belfort SW E:6310; Belfort NW E:6210; Mont Bart E:6510; Chaux E:6610; Lomont E:6709; Bescancon NE E:7015; Bescancon N E:6915; Bescancon NW E:6916; Bescancon SW E:7017.

French Off-Map Fortress Class units: Dijon NE adjacent to E:7024 and E:7025; Dijon SW adjacent to E:7026 & E:7027; Bescancon SE adjacent to E:7015 and E:7016; Bescancon S adjacent to E:7016 & E:7017.

Belgian Army: Refer to Scenario 1 for the unit locations of the Belgian Army.

Belgian Fortress Class units: Refer to Scenario 1 for the unit locations of the Belgian Fortress Class units.

Off-Map Belgian Fortress Class units: Refer to Scenario 1 for the unit locations of the Off-Map Belgian Fortress Class units.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 3.14B).

13.76 General Information: The length of the Campaign for France Scenario is fourteen game turns long (Opening Game Turn through Game Turn Thirteen). All rules are in effect in this scenario unless otherwise noted.

The area in play encompasses all the areas of both the East and West maps. The German player controls all of Luxembourg and Germany at start. The Allied player controls all of France and Belgium at start. The Rail Points and Replacement Points available to each player are described in Exclusive Rules 2.1 and 6.2. The German player automatically has the initiative during the first three turns of the scenario (see Exclusive Rule 5.0). Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5).

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e. E:E indicates the friendly portion of the East edge of the Eastern map); some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter). All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks.

NOTE: Placing a formations' Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply.

Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn. New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). All Dummy units are available to both players from the start of this scenario.

The Game Turn Track has the notations "Allied" and "German" on certain turns. This indicates Allied (French, Belgian or British) or German reinforcements for that turn.

Reinforcement Schedule (Scenario 7):

Opening Game Turn:

German Reinforcements: Two OHL super heavy artillery batteries with Barrage Factors of eight arrive at any city on the Rhine river.

Game Turn One:

French Reinforcements: The 44 infantry division, 64 reserve (64r) infantry division, 65 reserve (65r) infantry division, 74 reserve (74r) infantry division, 75 reserve (75r) infantry division and the chasseurs d'alpine mountain (cd'alp) infantry brigade all arrive at E:S.

German Reinforcements: The 1 railroad engineer (1 rr) regiment, 2 railroad engineer (2 rr) regiment, 3 railroad engineer (3 rr) regiment, 4 railroad engineer (4rr) regiment, 5 railroad engineer (5rr) regiment, 6 railroad engineer (6rr) regiment, 7 railroad engineer (7rr) regiment, 9 railroad engineer (9rr) regiment, 10 railroad engineer (10rr) regiment, 11 railroad engineer (11rr) regiment, 12 railroad engineer (12rr) regiment, 13 railroad engineer (13rr) regiment, 14 railroad engineer (14rr) regiment and the 15 railroad engineer (15rr) regiment all arrive at E:E.

Game Turn Two:

French Reinforcements: Place the I Territorial (IT) Corps at any French village, town or city hex. The 1 du maroc (maroc) infantry division, 37 infantry division and the 38 infantry division appear at the beginning of the last impulse of the Game Turn Two all at E:S or W:S.

French Reinforcement Leaders Available: These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

French Replacement Leaders Available: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS) - (Exclusive Rule 12.1); the Foch leader counter will be upgraded on turn ten, all other leaders may be upgraded now.

NOTE: If a French formation has more than one leader counter, the leader counter without an asterisk is the one that begins the game in play and the one with the asterisk is the one available as a replacement.

French Promoted Leaders Available: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their army identification are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK), d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM) - (see Exclusive Rule 12.8).

French Replacement Promoted Leaders Available: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

British Reinforcements: The I Corps [-2A], 1 infantry division, 2 infantry division, II Corps [-2A], 3 infantry division, 5 infantry division, 1 cavalry division, the two cavalry brigades of the 2 cavalry division (but not the Headquarters Class unit or Command Counter - these brigades are treated as 1 cavalry division units until the 2 cavalry division headquarters arrives as a reinforcement), and all units belonging directly to the British Expeditionary Force (i.e. those with the notation "BEF" at the top of their counters) all arrive at any French port (Boulogne, Calais, Dunkerque, Dieppe, Rouen). All units are at full strength except the British army heavy artillery brigades which start at cadre strength (replacements arrive on Game Turn Five which can increase the brigades' strength, French specialist replacements may also be used to increase the strength of these brigades).

British Reinforcement Leaders Available: Smith-Dorrien (II) and Allenby (C).

French Reinforcements: The fusilier marine (fm) brigade arrives at any port in France; the Epinal Balloon unit arrives at Epinal; the Toul Balloon unit arrives at Toul; the armored car and motorized infantry units of the I Cavalry (I C) Corps are placed on the Headquarters Class unit of the IC. During the last impulse of the Game Turn, place the army headquarters and all army supply units of the Sixth Army at any village, town or city hex in France. Also during the last impulse place the V Reserve (V R) Corps, the VI Reserve (VI R) Corps and the XXXI Corps anywhere on the E or W maps with a French infantry division (that infantry division can become part of the V R, VI R or XXXI Corps).

German Reinforcements: The IX Reserve (IX R) Corps [-4A], 17 reserve (17r) infantry division, 18 reserve (18r) infantry division, I Landwehr (ILW) Corps [-4A], 33 landwehr (33 lw) infantry brigade, 34 landwehr (34 lw) infantry brigade, the 37 landwehr (37 lw) infantry brigade and the 38 landwehr (38 lw) infantry brigade all arrive at any city on the Rhine river. The I Ersatz (IE) Corps arrives at any city on the Rhine river.

German Withdrawals: The German player must withdraw units in accordance with Exclusive Rule 9.4 (These are the East Prussia reinforcements).

Game Turn Four:

British Reinforcements: 6 Infantry Replacement Points are available.

French Reinforcements: Place the alpine (alp) infantry division wherever the chasseurs d'alpine mountain (cd'alp) infantry brigade is as long as it is in supply and command control and not in an enemy ZOC. Place the 76 infantry division [-3C] wherever the 2 colonial (2col) infantry brigade is as long as it is in supply and command control and not in an enemy ZOC. Place the 77 infantry division wherever the 44 infantry division is as long as it is in supply and command control and not in an enemy ZOC. The 76 infantry division may be brought into play at full strength if three personnel strength points are removed from an infantry division not in an enemy ZOC at the moment the division is brought into play. This exchange of formations must occur as soon as possible from Game Turn Four on. The remaining three FOURTH Army air squadrons appear in the HHB of that army.

During the last impulse place the XXXIV Corps anywhere on the E or W maps with a French infantry division (that infantry division can become part of the XXXIV Corps). Place the Verdun Balloon in Verdun and the Belfort Balloon in Belfort. Place the II Cavalry (IIC) Corps at any French village, town or city hex.

French Withdrawals: The French player must withdraw the chasseurs d'alpine mountain (cd'alp) infantry brigade once the alpine (alp) infantry division is brought into play. The French player must withdraw the 2 colonial (2col) infantry brigade and the 44 infantry division once the 76 and 77 infantry divisions are brought into play.

German Reinforcements: Kaiser Wilhelm II arrives at German Sixth army headquarters.

Game Turn Five:

British Reinforcements: The 6 infantry division arrives at any port in Belgium or France and the 2 cavalry (2c) division anywhere a British 2c brigade is on map and not in an enemy ZOC. 12 Infantry Replacement Points and 10 Direct Artillery Replacement Points are available.

French Reinforcements: The 45 infantry division; algerian spahis (alg s c) cavalry brigade; 3 du maroc (3 maroc) infantry brigade; 4 du maroc (4 maroc) infantry brigade; du maroc cavalry (maroc c) brigade and the chasseurs indigenes (c i) infantry brigade all arrive at W:S. The 92 territorial (92t) infantry division arrives within two hexes of Paris.

German Reinforcements: The naval (naval) division, 2 landwehr (2 lw) infantry division, 5 landwehr (5 lw) infantry division arrive at any city on the Rhine river.

German Withdrawals: Kaiser Wilhelm II is withdrawn on the second impulse.

Game Turn Six:

German Reinforcements: 1 ersatz reserve (1 er) infantry brigade, 2 ersatz reserve (2 er) infantry brigade, 26 landwehr (26 lw) infantry brigade, 41 landwehr (41 lw) infantry brigade arrive at any city on the Rhine river.

German Replacement Leaders Available: Einem (THIRD) and Falkenhayn (OHL). These replace: Hausen (THIRD) and Moltke (OHL).

NOTE: The German public was not informed of these replacements until November.

Game Turn Seven:

British Reinforcements: Place the Cavalry (C) Corps at any hex with a British cavalry unit. 6 Infantry Replacement Points and 2 Specialist Replacement Points are available.

French Reinforcements: The 90 territorial (90t) infantry division and the 87 territorial (87t) infantry division arrive in Paris. Four GQG Air Class units appear in the Supreme Headquarters Class unit's HHB.

Game Turn Eight:

Belgian Reinforcements: Place the 2 cavalry (2c) division at the Belgian army headquarters. Upon placing this formation in the hex with the Belgian army headquarters, remove all Belgian cavalry regiments organic to the six Belgian infantry divisions - for very cavalry regiment already eliminated from play, eliminate one strength point from the 2 cavalry division before placing it on the map.

French Reinforcements: The algerian chasseurs d'afrique (algch c) cavalry brigade, gillet (g c) cavalry brigade, 93 territorial (93t) infantry division, 94 territorial (94t) infantry division and 95 territorial (95t) infantry division all arrive at E:S.

French Withdrawals: Withdraw the IV Reserve (IV R) Corps.

German Reinforcements: The two Austro-Hungarian OHL super-heavy artillery batteries with a Barrage Factor of eight and the two German OHL heavy artillery regiments with a Barrage Factor of six all arrive at E:E. Note that the Austro-Hungarian units are treated as German units for all game purposes.

Game Turn Nine:

British Reinforcements: The 1 naval (1 nv) infantry brigade and the 2 naval (2 nv) infantry brigade arrive at any port in Belgium or France. During the second impulse the IV Corps [-2A], 7 infantry division and the 3 cavalry (3c) division arrive at any port in Belgium or France. 6 Infantry Replacement Points and 2 Specialist Replacement Points are available.

French Reinforcements: The Senegal (senegal) infantry brigade arrives at W:S. The 96 territorial (96t) infantry division arrives at E:S. Place the XXXII Corps and XXXIII Corps at any village, town or city hex in France.

Game Turn Ten:

French Reinforcements: Place the Army Group North (NORTH) headquarters at any city or town in France on the West map north of Paris. The Foch leader counter is upgraded to the counter with the formation identifier "North".

NOTE: This allows the French player to bring the Army Group North Strategic Chart into play -- the presence of this chart does not bring about any increase in available points (i.e. rail, prisoner, replacement etc.) but it does allow for formations to be placed on the Command Tracks of this Strategic Chart with all the capabilities therein, in essence this provides the Allies with a second set of Command Tracks on a Strategic Chart. This means that 16 Independent Formations and six corps can be exempted from the command control requirements of being with the Command Control Radius of an army headquarters on map.

French Replacement Leaders Available: Petain (XXXIII).

French Promoted Leaders Available: d'Urbal (BELGIUM) and Foch (NORTH). Foch is promoted to the commander of Army Group North (see above), d'Urbal is promoted to lead one of the available army detachments (A, B or C). Petain does not enter play until d'Urbal is promoted to command an army detachment (and no longer commands XXXIII Corps).

German Reinforcements: Place the XXII Reserve (XXII R) Corps [-3A], 43 reserve (43r) infantry division, 44 reserve (44r) infantry division, XXIII Reserve (XXIII R) Corps [-3A], 45 reserve (45r) infantry division, 46 reserve (46r) infantry division, XXIV Reserve (XXIV R) Corps, 47 reserve (47r) infantry division, 48 reserve (48r) infantry division; XXVI Reserve (XXVI R) Corps [-3A], 51 reserve (51r) infantry division, 52 reserve (52r) infantry division, XXVII Reserve (XXVII R) Corps [-3A], 53 reserve (53r) infantry division, 54 reserve (54r) infantry division at any city on the Rhine river. One of these Corps and two of these divisions must remain on the East map.

Game Turn Eleven:

British Reinforcements: The Indian (IN) Corps [-2A], 7 Lahore (7l in) infantry division and 3 Meerut (3m in) infantry division all arrive at W:S. 12 Infantry Replacement Points and 2 Specialist Replacement Points are available. Place a reinforcement BEF air squadron on any BEF Headquarters Class unit.

German Reinforcements: Place Corps detachment A, Corps detachment B, Corps detachment C at any hex on the West map with a German division. The 6 bavarian reserve (6br) infantry division is placed at any city on the Rhine.

Game Turn Twelve:

British Reinforcements: The Indian cavalry (in c) division arrives at W:S. 6 Infantry Replacement Points and 2 Specialist Replacement Points are available.

French Reinforcements: The 97 territorial (97t) infantry division arrives at Paris.

Game Turn Thirteen:

British Reinforcements: The 8 infantry division arrives at any port in Belgium or France.

German Reinforcements: Kaiser Wilhelm II arrives at any city in Germany.

German Withdrawals: Withdraw the 5 cavalry (5c) division on the first impulse; withdraw the 6 cavalry (6c) division on the second impulse; withdraw the 9 cavalry (9c) division and the I Cavalry (I C) corps on the third impulse.

NOTE: These formations were sent to the Ninth Army in Poland.

EXCEPTION: If playing an additional two game turns, withdraw the Kaiser at the beginning of Game Turn Fourteen.

13.77 Victory Conditions: The victory conditions for the Campaign for France Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 2 points. For each German village controlled by the Allied player(s), 5 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points. If a third player is playing the combined British And Belgian armies, then a separate victory point total is kept for that player and the victory points depicted in this section apply to French players only. For each hex of Lorraine controlled by the Allies at the end of the game: 3 points. For each hex of Alsace controlled by the Allies at the end of the game: 1 point.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points. For each Belgian BE that fails to retire within two hexes of any Antwerp Fortress Class unit, 1 point per impulse that the condition remains. For each hex of Paris occupied at the end of the game: 25 points.

C. Separate British and Belgian Victory Points: If a third (or fourth or whatever) player is playing the combined British and Belgian armed forces then a separate victory point total is kept for that player. Do not count German strength points destroyed by Belgian or British units for the French player, instead the British and Belgian player records them on a piece of paper. British units for the French player, instead the British And Belgian player records them on a piece of paper. In addition, for each hex in Belgium still controlled by the Allies at the end of the game, 5 victory points. For each village or town in Belgium still controlled by the Allies, 10 victory points. For each city in Belgium still controlled by the Allies, 20 victory points.

D. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is a Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory. If a separate British and Belgian player is counting victory points, compare the victory point total of that player with the German player and the French player; if the British and Belgian player has half as many victory points as either player then the British and Belgian player is the ultimate victor despite the relationship of the French and German players to one another. If the British and Belgian player has one-quarter as many victory points as either player then the British and Belgian player has played to a draw and is not considered to have lost despite the ratio of the French and German victory points.

13.8 Scenario 8: The Guns of August

August 2 - August 31

13.81 Historical Background and Summary: The August battles encompassed the period from mobilization through the Battles of the Frontiers to the middle of the Great Retreat. The opening clash of the German and Allied armies in August was a confused and bloody affair, conditioned by prewar plans and theories untested by war. The hopes of the Allies for the liberation of Alsace and Lorraine combined with a defense of Belgium were dashed, yet the ultimate demise of Germany was also sown during this battle. This scenario allows players to undertake an abbreviated campaign game lasting three turns.

13.82 Strategic Chart Information:

German Strategic Chart: Refer to Scenario 7 for the German Strategic Chart information.

Allied Strategic Chart: Refer to Scenario 7 for the Allied Strategic Chart information.

13.83 Army Charts:

German Army Charts:

On the German Army Detachment A Chart (historically known as the Army of the Meuse) place the following counters in the indicated boxes:

Refer to Scenario 1 for the German Army Detachment A Chart information.

On the German First Army Chart place the following counters in the indicated boxes:

Refer to Scenario 1 for the German First Army Chart information.

On the German Second Army Chart place the following counters in the indicated boxes:

Refer to Scenario 1 for the German Second Army Chart information.

On the German Third Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the German Third Army Chart information.

On the German Fourth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the German Fourth Army Chart information.

On the German Fifth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the German Fifth Army Chart information.

On the German Sixth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the German Sixth Army Chart information.

On the German Seventh Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the German Seventh Army Chart information.

Allied Army Charts:

On the French Army Detachment A Chart (historically known as the Army of Alsace) place the following counters in the indicated boxes:

Refer to Scenario 7 for the French Army Detachment A Chart information.

On the French First Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the French First Army Chart information.

On the French Second Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the French Second Army Chart information.

On the French Third Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the French Third Army Chart information.

On the French Fourth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the French Fourth Army Chart information.

On the French Fifth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the French Fifth Army Chart information.

On the French Paris Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the French Paris Army Chart information.

On the British Expeditionary Force Army Chart place the following counters in the indicated boxes:

Refer to Scenario 7 for the British Expeditionary Force Army Chart information. Note that the entire British Expeditionary Force Army arrives as reinforcements, there are no British units on map at start.

On the Belgian Army Chart place the following counters in the indicated boxes:

Refer to the Scenario 1 for the Belgian Army Chart information.

13.84 Turn Indicators: Place the Game Turn indicator on turn O (Opening Turn). Place the current phase marker on Strategic Phase. Do not place the Days Used In Current Impulse marker or the Combat Segment indicators as they are not in use at the beginning of the turn. The German player has the initiative until Game Turn Three (see Exclusive Rule 5.0). The Game Turn Three may be determined by the player with the initiative. The Game Turn Four consists of one two-day impulse (only), but the player with the initiative still determines the player sequence.

13.85 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of E:4112;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 4112 on the East Map.

In the example above none of the units have a parentheses following their formation number because they are all simple Roman or Arabic numerals (i.e. VIII, 15 and 16, respectively) preceding an infantry corps, division or brigade.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB. No German unit may start the game in Belgium or France.

German Strategic Formations (those formations on the Strategic Chart): Refer to Scenario 7 for the German strategic formations unit location information.

German Army Detachment A (historically known as the Army of the Meuse): Refer to Scenario 1 for the German Army Detachment A unit location information.

German First Army: Refer to Scenario 1 for the German First Army unit location information.

German Second Army: Refer to Scenario 1 for the German Second Army unit location information.

German Third Army: Refer to Scenario 7 for the German Third Army unit location information.

German Fourth Army: Refer to Scenario 7 for the German Fourth Army unit location information.

German Fifth Army: Refer to Scenario 7 for the German Fifth Army unit location information.

German Sixth Army: Refer to Scenario 7 for the German Sixth Army unit location information.

German Seventh Army: Refer to Scenario 7 for the German Seventh Army unit location information.

German Fortress Class units: Refer to Scenario 7 for the German Fortress Class unit location information.

German Off-Map Fortress Class units: Refer to Scenario 7 for the German Off-Map Fortress Class unit location information.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. No Allied unit may start the game outside Belgium or France. The reinforcement schedule is in section 6 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): Refer to Scenario 7 for the French strategic formations unit location information.

French Army Detachment A (historically known as the Army of Alsace): Refer to Scenario 7 for the French Army Detachment A unit location information.

French First Army: Refer to Scenario 7 for the French First Army unit location information.

French Second Army: Refer to Scenario 7 for the French Second Army unit location information.

French Third Army: Refer to Scenario 7 for the French Third Army unit location information.

French Fourth Army: Refer to Scenario 7 for the French Fourth Army unit location information.

French Fifth Army: Refer to Scenario 7 for the French Fifth Army unit location information.

French Paris Army: Refer to Scenario 7 for the French Paris Army unit location information.

French Fortress Class units: Refer to Scenario 7 for the French Fortress Class unit location information.

French Off-Map Fortress Class units: Refer to Scenario 7 for the French Off-Map Fortress Class unit location information.

Belgian Army: Refer to Scenario 1 for the Belgian Army unit location information.

Belgian Fortress Class units: Refer to the Scenario 1 for the Belgian Fortress Class unit location information.

Belgian Off-Map Fortress Class units: Refer to the Scenario 1 for the Belgian off-map Fortress Class unit location information.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 2.58).

13.86 General Information: The length of the Guns of August Scenario is four game turns and one impulse long (Opening Game Turn through the first impulse of Game Turn Four). All rules are in effect in this scenario unless otherwise noted. Players should pay close attention to the Exclusive Rules governing the strategic plans of both sides: 11.5 for the German player and 12.5 for the Allied player.

The area in play encompasses all the areas of both the East and West maps. The German player controls all of Luxembourg and Germany at start. The Allied player controls all of France and Belgium at start. The Rail Points and Replacement Points available to each player are described in Exclusive Rules 2.1 and 6.2.

The German player has the initiative automatically during the first three game turns (see Exclusive Rule 5.0).

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e. E:E indicates the friendly portion of the East edge of map E); some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement; all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter). All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks.

NOTE: Placing a formations' Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply.

Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn. New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). All Dummy units are available to both players from the start of this scenario.

The turn record track on each Strategic Chart has the notations "Allied" and "German" on certain turns. This indicates Allied (French, Belgian or British) or German reinforcements for that turn. The notation "Withdrawal" indicates a withdrawal of units from a specified nationality for that turn.

Reinforcement Schedule (Scenario 8):

Opening Game Turn:

German Reinforcements: Two OHL super heavy artillery batteries with Barrage Factors of eight arrive at E:E.

Game Turn One:

French Reinforcements: The 44 infantry division, 64 reserve (64r) infantry division, 65 reserve (65r) infantry division, 74 reserve (74r) infantry division, 75 reserve (75r) infantry division and the chasseurs d'alpine mountain (cd'alp) infantry brigade all arrive at E:S.

German Reinforcements: The 1 railroad engineer (1 rr) regiment, 2 railroad engineer (2 rr) regiment, 3 railroad engineer (3 rr) regiment, 4 railroad engineer (4 rr) regiment, 5 railroad engineer (5 rr) regiment, 6 railroad engineer (6 rr) regiment, 7 railroad engineer (7 rr) regiment, 9 railroad engineer (9 rr) regiment, 10 railroad engineer (10 rr) regiment, 11 railroad engineer (11 rr) regiment, 12 railroad engineer (12 rr) regiment, 13 railroad engineer (13 rr) regiment, 14 railroad engineer (14 rr) regiment and the 15 railroad engineer (15 rr) regiment all arrive at E:E.

Game Turn Two:

French Reinforcements: Place the I Territorial (IT) Corps at any French village, town or city hex. The 1 du maroc (maroc) infantry division, 37 infantry division and the 38 infantry division appear at the beginning of the last impulse of the Game Turn Two all at E:S or W:S.

French Reinforcement Leaders Available: These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

French Replacement Leaders Available: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS) - (Exclusive Rule 12.1); the Foch leader counter will be upgraded on turn ten, all other leaders may be upgraded now.

NOTE: If a French formation has more than one leader counter, the leader counter without an asterisk is the one that begins the game in play and the one with the asterisk is the one available as a replacement.

French Promoted Leaders Available: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their army identification are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK); d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM) - (see Exclusive Rule 12.8).

French Replacement Promoted Leaders Available: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

British Reinforcements: The I Corps, 1 infantry division, 2 infantry division, II Corps, 3 infantry division, 5 infantry division, 1 cavalry division, the two cavalry brigades of the 2 cavalry division (but not the Headquarters Class unit or Command Counter - these brigades are treated as 1 cavalry division units until the 2 cavalry division headquarters arrives as a reinforcement), and all units belonging directly to the British Expeditionary Force (i.e. those with the notation "BEF" at the top of their counters) all arrive at any French ports (Boulogne, Calais, Dunkerque, Dieppe, Rouen). All units are at full strength except the British army heavy artillery brigades which start at cadre strength (replacements arrive on Game Turn Five which can increase the brigades' strength, French specialist replacements may also be used to increase the strength of these brigades).

German Reinforcements: Two OHL super heavy artillery batteries with Barrage Factors of seven arrive at E:E.

13.87 Victory Conditions: The victory conditions for The Guns of August Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 2 points. For each German village controlled by the Allied player(s), 5 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points. If a third player is playing the combined Belgian And British armies, then a separate victory point total is kept for that player and the victory points depicted in this section apply to French players only. For each hex of Lorraine controlled by the Allies at the end of the game: 3 points. For each hex of Alsace controlled by the Allies at the end of the game: 1 point.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points. For each Belgian BE that fails to retire within two hexes of any Antwerp Fortress Class unit, 1 point per impulse that the condition remains. For each hex of Paris occupied at the end of the game: 25 points.

C. Separate British and Belgian Victory Points: If a third (or fourth or whatever) player is playing the combined British and Belgian armed forces then a separate victory point total is kept for that player. Do not count German strength points destroyed by Belgian or British units for the French player, instead the British and Belgian player records them on a piece of paper. In addition, for each hex in Belgium still controlled by the Allies at the end of the game, 5 victory points. For each village or town in Belgium still controlled by the Allies, 10 victory points. For each city in Belgium still controlled by the Allies, 20 victory points.

D. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is an Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory. If a separate British And Belgian player is counting victory points, compare the victory point total of that player with the German player and the French player; if the British and Belgian player has half as many victory points as either player then the British and Belgian player is the ultimate victor despite the relationship of the French and German players to one another. If the British and Belgian player has one-quarter as many victory points as either player then the British and Belgian player has played to a draw and is not considered to have lost despite the ratio of the French and German victory points.

13.9 Scenario 9: The Battle of the Frontiers and the Great Retreat

August 19 - August 31

13.91 Historical Background and Summary: The Battles of the Frontiers was an enormous clash of armies on the frontiers of France; this scenario starts at that point and takes the campaign through the Great Retreat up to the Battle of the Marne. German armies from Antwerp to Alsace emerged from the Battles of the Frontiers with their strategic plan (the Schlieffen plan) intact, while the French strategic plan (Plan 17) was abandoned wholesale. Ironically, the French abandonment of their strategic plan ultimately saved the French armies, while the German retention of their strategic plan ultimately laid the seeds of their destruction. Players can use this scenario to combine Scenarios 2, 3 and 4 to play a campaign game beginning with the second impulse of Game Turn Two and ending with the first impulse of Game Turn Four.

13.92 Strategic Chart Information:

German Strategic Chart: Combine the Scenario 2, 3 and 4 German Strategic Chart information.

Allied Strategic Chart: Combine the Scenario 2, 3 and 4 Allied Strategic Chart information.

13.93 Army Charts:

German Army Charts:

On the German Army Detachment A Chart (historically known as the military government of Belgium) place the following counters in the indicated boxes:

Refer to Scenario 2 for the German Army Detachment A Chart information.

On the German First Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the German First Army Chart information.

On the German Second Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the German Second Army Chart information.

On the German Third Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the German Third Army Chart information.

On the German Fourth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 3 for the German Fourth Army Chart information.

On the German Fifth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 3 for the German Fifth Army Chart information.

On the German Sixth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 4 for the German Sixth Army Chart information.

On the German Seventh Army Chart place the following counters in the indicated boxes:

Refer to Scenario 4 for the German Seventh Army Chart information.

Allied Army Charts:

On the French Army Detachment A Chart (historically known as the Army of Alsace) place the following counters in the indicated boxes:

Refer to Scenario 4 for the French Army Detachment A Chart information.

On the French First Army Chart place the following counters in the indicated boxes:

Refer to Scenario 4 for the French First Army Chart information.

On the French Second Army Chart place the following counters in the indicated boxes:

Refer to Scenario 4 for the French Second Army Chart information.

On the French Third Army Chart place the following counters in the indicated boxes:

Refer to Scenario 3 for the French Third Army Chart information.

On the French Fourth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 3 for the French Fourth Army Chart information.

On the French Fifth Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the French Fifth Army Chart information.

On the French Paris Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the French Paris Army Chart information.

On the British Expeditionary Force Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the British Expeditionary Force Army Chart information.

On the Belgian Army Chart place the following counters in the indicated boxes:

Refer to Scenario 2 for the Belgian Army Chart information.

13.94 Turn Indicators: Place the Game Turn indicator on turn 2 (Second Game Turn). Place the current phase marker on Army Mission Phase. Place the Days Used In Current Impulse marker on Tuesday. One impulse in the Game Turn Two has been used already consisting of three days. The final two impulses of the Game Turn Two consist of two two-day impulses. The impulses of the Game Turn Three may be allocated in any manner the player with the initiative chooses. The Game Turn Four has only the first impulse consisting of two days available for this scenario. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse.

13.95 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of E:4112;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 4112 on the East Map.

In the example above none of the units have a parentheses following their formation number because they are all simple Roman or Arabic numerals (i.e. VIII, 15 and 16, respectively) preceding an infantry corps, division or brigade.

A numerical designation after a unit indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB.

German Strategic Formations (those formations on the Strategic Chart): Combine Scenarios 2, 3 and 4 for the German strategic formations unit location information.

German Army Detachment A (historically known as the Military Government of Belgium): Refer to Scenario 2 for the German Army Detachment A unit location information.

German First Army: Refer to Scenario 2 for the German First Army unit location information.

German Second Army: Refer to Scenario 2 for the German Second Army unit location information.

German Third Army: Refer to Scenario 2 for the German Third Army unit location information.

German Fourth Army: Refer to Scenario 3 for the German Fourth Army unit location information.

German Fifth Army: Refer to Scenario 3 for the German Fifth Army unit location information.

German Sixth Army: Refer to Scenario 4 for the German Sixth Army unit location information.

German Seventh Army: Refer to Scenario 4 for the German Seventh Army unit location information.

German Fortress Class units: Combine Scenarios 2, 3 and 4 for the German Fortress Class unit location information.

German Off-Map Fortress Class units: Refer to Scenario 2 for the German Off-Map Fortress Class unit location information.

German Railroad Conversion: Refer to Scenarios 2 and 3 for the German railroad conversion location information.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. The reinforcement schedule is in section 6 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

Allied Strategic Formations (those formations on the Strategic Chart): Combine Scenario 2, 3 and 4 for the Allied strategic formations unit location information.

French Army Detachment A (historically known as the Army of Alsace): Refer to Scenario 4 for the French Army Detachment A unit location information.

French First Army: Refer to Scenario 4 for the French First Army unit location information.

French Second Army: Refer to Scenario 4 for the French Second Army unit location information.

French Third Army: Refer to Scenario 3 for the French Third Army unit location information.

French Fourth Army: Refer to Scenario 3 for the French Fourth Army unit location information.

French Fifth Army: Refer to Scenario 2 for the French Fifth Army unit location information.

French Paris Army: Refer to Scenario 2 for the French Paris Army unit location information.

French Fortress Class units: Combine Scenarios 2, 3 and 4 for the French Fortress Class unit location information.

French Off-Map Fortress Class units: Combine Scenarios 3 and 4 for the French Off-Map Fortress Class unit location information.

British Expeditionary Force Army: Refer to Scenario 2 for the British Expeditionary Force Army unit location information.

Belgian Army: Refer to Scenario 2 for the Belgian Army unit location information.

Belgian Fortress Class units: Refer to the Scenario 2 for the Belgian Fortress Class unit location information.

Belgian Off-Map Fortress Class units: Refer to the Scenario 2 for the Belgian off-map Fortress Class unit location information.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 2.58).

13.96 General Information: The length of the Battle of the Frontiers Scenario is 3 impulses and one Game Turn long. The scenario runs from the second impulse of Game Turn Two through the first impulse of Game Turn Four. During the second impulse of Game Turn Two, only the formations in Scenario 4 are available, and only within the boundaries of Scenario 4. During the final impulse of Game Turn Two all formations are available, and all areas of both maps are in play. All rules are in effect in this scenario unless otherwise noted.

The area in play encompasses all the areas of both the East and West maps. The German player controls all of Luxembourg and Belgium east of where German units begin the scenario; this runs from the 0005 hex row on the north edge of the West map to Louvain and from there to the Zones of Control exerted by German units eastward. Everything else is controlled by the Allied player at start.

Neither player has the initiative automatically in Game Turn Three (see Exclusive Rule 5.1). The German player is the second player during the second impulse of Game Turn Two. The Allied player is the first player during the last impulse of Game Turn Two. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather. Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5).

The Allied player may not attempt a temporary release of the Belgian Army (see Exclusive Rule 12.61B) until Game Turn Three; the Belgian Army formations on map may not move farther than two hexes away from Antwerp during the final impulse of Game Turn Two.

The German player has 152 Rail Points available during game turns two through four. The Allied player has no Rail Points in Belgium (see Exclusive Rule 2.1). The Allied player has 152 Rail Points in France available during game turns two through four. The German player has 28 Infantry Replacement Points, 2 Direct Artillery Replacement Points and 6 Specialist Replacement Points available during game turns two through four.

The Allied player has 28 French Infantry Replacement Points, 2 French Direct Artillery Replacement Points and 2 French Specialist Replacement Points available during game turns two through four. There are no Belgian Replacement Points available during this scenario. British Replacement Points are available through the reinforcement schedule.

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e. E:E indicates the friendly portion of the East edge of map E); some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement, all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter). All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks.

NOTE: Placing a formations' Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply.

Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn. New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41). All Dummy units are available to both players from the start of this scenario.

The Game Turn Track has the notations Allied or German on certain turns. This indicates French, Belgian, British or German reinforcements for that turn.

Reinforcement Schedule (Scenario 9):

Game Turn Two:

French Reinforcement Leaders Available: These leaders appear as Game Turn Two reinforcements, but they are not automatically placed with the formation printed on their counter. The reinforcement leaders available starting on Game Turn Two are: Hache (III); Micheler (V); Vautier (VII); Baret (XIV); Grosetti (XVI); Dumas (XVII); Maud'huy (XVIII) and Maistre (XXI).

French Replacement Leaders Available: There are two replacement leaders available on Game Turn Two: Mondesir (VIII) and Gallieni (PARIS) - (Exclusive Rule 12.1); the Foch leader counter will be upgraded on turn ten, all other leaders may be upgraded now.

NOTE: If a French formation has more than one leader counter, the leader counter without an asterisk is the one that begins the game in play and the one with the asterisk is the one available as a replacement.

French Promoted Leaders Available: There are four French leader counters that can be promoted to command formations larger than the formation they enter play commanding. All leader counters with an asterisk following their army identification are eligible for promotion to larger formations. These four leaders are: Foch (XX); Maud'huy (XVIII); Bidon (DUNK), d'Urbal (XXXIII). These leader counters are promoted to Foch (NINTH); Maud'huy (TENTH); Bidon (EIGHTH); d'Urbal (BELGIUM) - (see Exclusive Rule 12.8).

French Replacement Promoted Leaders Available: The original leaders of the French Third Army and the French Fifth Army may be replaced beginning with Game Turn Two. Ruffey (THIRD) and Lanrezac (FIFTH) can be removed from play and then a promoted leader counter bearing the same formation identifier can be placed in the leader box of the Army Chart for that army. The two French replacement promoted leaders are: d'Esperey (I) and Sarrail (VI). They become promoted to: d'Esperey (FIFTH) and Sarrail (THIRD).

Game Turn Three:

Belgian Reinforcements: The armored car battalion of the 1 cavalry (1c) division arrives in Antwerp.

British Reinforcements: The III Corps at any hex containing a British infantry division on the West map. The 19th Brigade may be placed with any British unit on map. In order to place the 19th Brigade on map, first deduct four SP from the BEF LOC Brigade. During the last impulse, place the marine brigade at any French or Belgian port. The 4 infantry division arrives at any French port.

NOTE: British formations arriving as reinforcements place their Command Counters on the Strategic Chart until their units are within the command radius of the BEF Army headquarters, at which time the Command Counter(s) is placed on the BEF Army Chart.

British Reinforcement Leaders Available: These leaders appear as Game Turn Three reinforcements: Allenby (C) and Smith Dorrien (II).

NOTE: Exclusive Rule 12.73 stipulates that Smith-Dorrien be placed with the II Corps and Allenby with the 1 (1 c) cavalry division.

French Reinforcements: The fusilier marine (fm) brigade arrives at any port in France; the Epinal balloon unit arrives at Epinal; the Toul balloon unit arrives at Toul; the armored car and motorized infantry units of the I Cavalry (I C) Corps are placed on the Headquarters Class unit of the I C. During the last impulse of the Game Turn, place the Army headquarters and all Army supply units of the Sixth Army at any village, town or city hex in France. Also during the last impulse place the V Reserve (V R) Corps, the VI Reserve (VI R) Corps and the XXXI Corps anywhere on the E or W maps with a French infantry division (that infantry division can become part of the V R, VI R or XXXI Corps). The remaining three FOURTH Army air squadrons appear in the HHB of that army.

German Reinforcements: The IX Reserve (IX R) Corps [-4A], 17 reserve (17r) infantry division, 18 reserve (18r) infantry division, I Landwehr (ILW) Corps [-4A], 33 landwehr (33 lw) infantry brigade, 34 landwehr (34 lw) infantry brigade, the 37 landwehr (37 lw) infantry brigade and the 38 landwehr (38 lw) infantry brigade all arrive at any city on the Rhine river. The I Ersatz (IE) Corps arrives at any city on the Rhine river.

German Withdrawals: The German player must withdraw units in accordance with Exclusive Rule 9.4 (These are the East Prussia reinforcements).

Game Turn Four:

British Reinforcements: 6 Infantry Replacement Points are available.

French Reinforcements: Place the alpine (alp) infantry division wherever the chasseurs d'alpine mountain (cd'alp) infantry brigade is as long as it is in supply and command control and not in an enemy ZOC. Place the 76 infantry division [-3C] wherever the 2 colonial (2col) infantry brigade is as long as it is in supply and command control and not in an enemy ZOC. Place the 77 infantry division wherever the 44 infantry division is as long as it is in supply and command control and not in an enemy ZOC. The 76 infantry division may be brought into play at full strength if three personnel strength points are removed from an infantry division not in an enemy ZOC at the moment the division is brought into play. This exchange of formations must occur as soon as possible from Game Turn Four on. During the last impulse place the XXXIV Corps anywhere on the E or W maps with a French infantry division (that infantry division can become part of the XXXIV Corps). Place the Verdun Balloon in Verdun and the Belfort Balloon in Belfort. Four GQG Air Class units appear in the Supreme Headquarter's Class unit's HHB.

French Withdrawals: The French player must withdraw the chasseurs d'alpine mountain (cd'alp) infantry brigade once the alpine (alp) infantry division is brought into play. The French player must withdraw the 2 colonial (2col)) infantry brigade and the 44 infantry division once the 76 and 77 infantry divisions are brought into play.

German Reinforcements: Kaiser Wilhelm II arrives at German Sixth Army headquarters.

13.97 Victory Conditions: The victory conditions for the Battles of the Frontiers and the Great Retreat Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 2 points. For each German village controlled by the Allied player(s), 5 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points. If a third player is playing the combined Belgian And British armies, then a separate victory point total is kept for that player and the victory points depicted in this section apply to French players only.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points. For each Belgian BE that fails to retire within two hexes of any Antwerp Fortress Class unit, 1 point per impulse that the condition remains.

C. Separate British and Belgian Victory Points: If a third (or fourth or whatever) player is playing the combined British and Belgian armed forces then a separate victory point total is kept for that player. Do not count German strength points destroyed by Belgian or British units for the French player; instead the British And Belgian player records them on a piece of paper. In addition, for each hex in Belgium still controlled by the Allies at the end of the game, 5 victory points. For each village or town in Belgium still controlled by the Allies, 10 victory points. For each city in Belgium still controlled by the Allies, 20 victory points.

D. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is an Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory. If a separate British And Belgian player is counting victory points, compare the victory point total of that player with the German player and the French player; if the British and Belgian player has half as many victory points as either player then the British and Belgian player is the ultimate victor despite the relationship of the French and German players to one another. If the British and Belgian player has one-quarter as many victory points as either player then the British and Belgian player has played to a draw and is not considered to have lost despite the ratio of the French and German victory points.

13.10 Scenario 10: The Race to the Sea

September 4 - October 19

13.101 Historical Background and Summary: The Race To The Sea encompassed the period from the Battle of the Marne to the onset of continual trench warfare in Northwest Europe. This scenario allows players to take Scenarios 5 and 6, combine them and play a campaign game for two impulses and six game turns. This scenario ends with the first impulse of Game Turn Eleven -- the date when the Allied and German lines anchored on the English Channel. The rest of Game Turn Eleven, along with game turns twelve and thirteen witnessed the beginning of the strategic stalemate stretching from Switzerland to the English Channel. This signaled the beginning of a strategic stalemate that would last for nearly two hundred game turns (weeks).

13.102 Strategic Chart Information:

German Strategic Chart: Combine Scenarios 5 and 6 German Strategic Chart information.

Allied Strategic Chart: Combine Scenarios 5 and 6 Allied Strategic Chart information.

13.103 Army Charts:

German Army Charts:

On the German Army Detachment A Chart (historically known as the Military Government of Belgium) place the following counters in the indicated boxes: Refer to Scenario 5 for the German Army Detachment A Chart information.

On the German Army Detachment B Chart (historically known as the Maubeuge Besieging Group) place the following counters in the indicated boxes: Refer to Scenario 5 for the German Army Detachment B Chart information.

On the German First Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the German First Army Chart information.

On the German Second Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the German Second Army Chart information.

On the German Third Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the German Third Army Chart information.

On the German Fourth Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the German Fourth Army Chart information.

On the German Fifth Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the German Fifth Army Chart information.

On the German Sixth Army Chart place the following counters in the indicated boxes: Refer to Scenario 6 for the German Sixth Army Chart information.

On the German Seventh Army Chart place the following counters in the indicated boxes: Refer to Scenario 6 for the German Seventh Army Chart information.

On the German Army Detachment C Chart (historically known as the Covering Group on the Upper Rhine) place the following counters in the indicated boxes: Refer to Scenario 6 for the German Army Detachment C Chart information.

Allied Army Charts:

On the French First Army Chart place the following counters in the indicated boxes: Refer to Scenario 6 for the French First Army Chart information.

On the French Second Army Chart place the following counters in the indicated boxes: Refer to Scenario 6 for the French Second Army Chart information.

On the French Third Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the French Third Army Chart information.

On the French Army Detachment A Chart (historically known as the Foch Army Detachment until September 5, after that it was known as the Ninth Army) place the following counters in the indicated boxes: Refer to Scenario 5 for the French Army Detachment A Chart information.

On the French Fourth Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the French Fourth Army Chart information.

On the French Fifth Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the French Fifth Army Chart information.

On the French Paris Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the French Paris Army Chart information.

On the British Expeditionary Force Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the British Expeditionary Force Army Chart information. Note that the entire British Expeditionary Force arrives as reinforcements, there are no British units on map at start.

On the Belgian Army Chart place the following counters in the indicated boxes: Refer to Scenario 5 for the Belgian Army Chart information.

13.104 Turn Indicators: Place the Game Turn indicator on turn 4 (Fourth Game Turn). Place the current phase marker on Army Mission Phase. Place the Days Used In Current Impulse marker on Thursday. Two impulses in the Game Turn Four have been used already consisting of a total of five days. The final impulse of the Game Turn Four consists of two days (Friday and Saturday). The impulses of the fifth through tenth game turns may be allocated in any manner the player with the initiative chooses. The first impulse of Game Turn Eleven is a two-day impulse. Do not place the combat segment indicator yet as it is not in use at the beginning of the impulse.

13.105 Unit Locations: When more than one formation precedes a semicolon or period, all the formations so listed are at the same location.

EXAMPLE: The notation "VIII Corps, 16 infantry division, 15 infantry division within one hex of E:4112;" indicates all the units belonging to the VIII Corps, 16 infantry division, and 15 infantry division may be placed within one hex of 4112 on the East Map.

In the example above the none of the units have a parentheses following their formation number because they are all simple Roman or Arabic numerals (i.e. VIII, 15 and 16, respectively) preceeding an infantry corps, division or brigade.

A numerical designation after a units indicates the number of strength points lost. A letter designation indicates whether the strength points lost are from a Combat Class unit [-C] or from an Artillery Class unit [-A]. Headquarters Class units have both types of strength points; in some cases strength points of both types are listed as being lost from a Headquarters Class unit.

German Unit Locations: Place the following German units on the indicated hexes on the map or in a HHB. No German unit may start the game in Belgium or France.

  • German Strategic Formations (those formations on the Strategic Chart): Refer to Scenarios 5 and 6 for the German strategic formations unit location information.
  • German Army Detachment A (historically known as the Military Government of Belgium): Refer to Scenario 5 for the German Army Detachment A unit location information.
  • German Army Detachment B (historically known as the Maubeuge Besieging Group): Refer to Scenario 5 for the German Army Detachment B unit location information.
  • German First Army: Refer to Scenario 5 for the German First Army unit location information.
  • German Second Army: Refer to Scenario 5 for the German Second Army unit location information.
  • German Third Army: Refer to Scenario 5 for the German Third Army unit location information.
  • German Fourth Army: Refer to Scenario 5 for the German Fourth Army unit location information.
  • German Fifth Army: Refer to Scenario 5 for the German Fifth Army unit location information.
  • German Sixth Army: Refer to Scenario 6 for the German Sixth Army unit location information.
  • German Seventh Army: Refer to Scenario 6 for the German Seventh Army unit location information.
  • German Fortress Class units: Refer to Scenarios 5 and 6 for the German Fortress Class unit location information.
  • German Off-Map Fortress Class units: Refer to Scenario 5 for the German Off-Map Fortress Class unit location information.
  • German Railroad Conversion: Refer to Scenario 5 for the German railroad conversion location information.

Allied Unit Locations: Place the following Allied units on the indicated hexes on the map or in a HHB. The reinforcement schedule is in section 13.106 of the Scenario Rules (General Scenario Rules). Note that the Line of Communication brigades attached to some French armies begin the scenario as a cadre.

  • Allied Strategic Formations (those formations on the Strategic Chart): Refer to Scenarios 5 and 6 for the French strategic formations unit location information.
  • French First Army: Refer to Scenario 6 for the French First Army unit location information.
  • French Second Army: Refer to Scenario 6 for the French Second Army unit location information.
  • French Third Army: Refer to Scenario 5 for the French Third Army unit location information.
  • French Fourth Army: Refer to Scenario 5 for the French Fourth Army unit location information.
  • French Fifth Army: Refer to Scenario 5 for the French Fifth Army unit location information.
  • French Paris Army: Refer to Scenario 5 for the French Paris Army unit location information.
  • French Fortress Class units: Refer to Scenarios 5 and 6 for the French Fortress Class unit location information.
  • French Off-Map Fortress Class units: Combine Scenarios 5 and 6 for the French Off-Map Fortress Class unit location information.
  • British Expeditionary Force Army: Refer to Scenario 5 for the British Expeditionary Force Army unit location information.
  • Belgian Army: Refer to Scenario 5 for the Belgian Army unit location information.
  • Belgian Fortress Class units: Refer to the Scenario 5 for the Belgian Fortress Class unit location information.
  • Belgian Off-Map Fortress Class units: Refer to the Scenario 5 for the Belgian off-map Fortress Class unit location information.
  • Allied Railroad Destruction: Refer to the Scenario 5 for the Allied Railroad destruction information.

NOTE: If a corps headquarters is located in a hex then any unit of any formation attached to the corps and stacked in the hex with the corps headquarters may be placed in the Headquarters Holding Box (HHB) for that corps instead of being placed on the map. This is true at all times (see Standard Rule 2.58).

13.106 General: The length of the Race To The Sea Scenario is two impulses and six game turns long (the final impulse of Game Turn Four through the first impulse of Game Turn Eleven). Both the last impulse of Game Turn Four and the first impulse of Game Turn Eleven are two-day impulses. All rules are in effect in this scenario unless otherwise noted. The area in play encompasses all the areas of both the East and West maps.

The German player controls all of Germany, Luxembourg, Belgium and France north and west of the solid line of German units and their Zones of Control that runs from the Swiss border to W:4618. The Allied player controls the area of France south and east of the solid line of German units and their Zones of Control that runs from the Swiss border to W:4618.

The western boundary of German control does not have a solid line of units and their Zones of Control to demarcate it. This is because both sides abandoned Flanders during the Great Retreat and left nothing on their exposed flanks. The following hex rows on the West map from the hex listed to the west edge of the West Map (or the first all-sea hex) are Allied controlled: W:1004; W:1104; W:1205; W:1305; W:1406; W:1506; W:1613; W:1713; W:1814; W:1914; W:2016; W:2116; W:2217; W:2319; W:2420; W:2520; W:2621; W:2721; W:2821; W:2921; W:3021; W:3122; W:3223; W:3323; W:3424; W:3524; W:3625; W:3725; W:3826; W:3927; W:4026; W:4126; W:4226; W:4326; W:4426; W:4525; W:4620. Everything to the east of these hexes is German controlled at start except the besieged fortress of Maubeuge (all hexes adjacent to W:2710).

Hexes W:4524; W:4523; W:4522; W:4521; W:4520; W:4519; and W:4518 are German controlled at start. Control is critical to tracing supply (Standard Rule 7.2), using Road Mode (Standard Rule 8.23) and Rail Mode (Standard Rule 8.24).

Neither player has the initiative automatically in Game Turn Five (see Exclusive Rule 5.1). The German player is the second player during the last impulse of Game Turn Four. The Allied player is the first player during the last impulse of Game Turn Four. The Allied player rolls one die at the beginning of the 1st Player's Mission Order Segment (at the beginning of the impulse) to determine the weather.

Both players should pay particular attention to the requirements of their respective strategic plans (Exclusive Rules 11.5 and 12.5). The Allied player has already abandoned the Allied strategic plan (see Exclusive Rule 12.52B and 12.52D); the French armies on the East map are free from the Retire Mission Order requirements of 12.52B and while the Allied armies on the West map still have one more impulse of mandatory Retire Mission Order procedure.

The Allied player may attempt a temporary release of the Belgian Army (see Exclusive Rule 12.61B) during Game Turn Four; the Belgian Army formations on map may not move farther than two hexes away from Antwerp during the final impulse of Game Turn Two in this scenario.

The German player has 152 Rail Points available during game turns four through eleven. The Allied player has no Rail Points in Belgium (see Exclusive Rule 2.1). The Allied player has 152 Rail Points in France available during game turns four through eleven. The German player has 28 Infantry Replacement Points, 2 Direct Artillery Replacement Points and 6 Specialist Replacement Points available during game turns four through eleven.

The Allied player has 28 French Infantry Replacement Points, 2 French Direct Artillery Replacement Points and 2 French Specialist Replacement Points available during game turns four through eleven. There are no Belgian Replacement Points available during this scenario. British Replacement Points are available through the reinforcement schedule.

The list of reinforcements and withdrawals for the scenario is listed below. Reinforcements have a number followed by a colon with a capital letter after them; this indicates the friendly map and map edge that they appear on (i.e., E:E indicates the friendly portion of the East edge of the East map); Some reinforcements have more specific placement information such as a hex number for their initial appearance.

After their initial placement; all reinforcements are considered to be at full strength (i.e., printed on the counter) with their regular formation morale (i.e., printed on the counter). All reinforcements are considered to be in Rail Mode or Naval Mode; they then get the first MP for "free" (it doesn't count against the rail point or naval BE total); after the first MP all reinforcements count normally in terms of rail point or naval usage.

When a formation is indicated as a reinforcement, all the units of that formation are considered to be part of the reinforcement unless otherwise indicated on the reinforcement schedule. Place the Command Counters of the formations on any Command Track the player chooses within the limits of the Command Tracks.

NOTE: Placing a formations' Command Counter on an Army or Strategic Chart has consequences in terms of Command and Supply.

Unless otherwise indicated, all units appear during the strategic phase of the weekly interphase of a Game Turn. New Specialist Replacement Points may be available to either player (see Exclusive Rules 11.91 and 12.41).

All Dummy units are available to both players from the start of this scenario.

The turn record track on each Strategic Chart has the notations "Allied" or "German" on certain turns. This indicates Allied (French, Belgian, or British) or German reinforcements for that turn. The notation "Withdrawal" indicates a withdrawal of units from a specified nationality for that turn.

Reinforcement Schedule:

Game Turn Five:

British Reinforcements: The 6 infantry division arrives at any port in Belgium or France and the 2 cavalry (2c) division Headquarters Class unit anywhere a British 2c brigade is on map and not in an enemy ZOC. (place the 2 c Command Counter on the Army Chart at this time). Place 12 personnel and 10 artillery Replacement Points on the Strategic Chart.

French Reinforcements: The 45 infantry division; algerian spahis (alg s c) cavalry brigade; 3 du maroc (3 maroc) infantry brigade; 4 du maroc (4 maroc) infantry brigade; du maroc cavalry (maroc c) brigade and the chasseurs indigenes (c i) infantry brigade all arrives at W:S. The 92 territorial (92t) infantry division arrives within two hexes of Paris.

German Reinforcements: The naval (naval) division, 2 landwehr (2 lw) infantry division, 5 landwehr (5 lw) infantry division arrive at any city on the Rhine river.

German Withdrawals: Kaiser Wilhelm II is withdrawn on the second impulse.

Game Turn Six:

German Reinforcements: 1 ersatz reserve (1er) infantry brigade, 2 ersatz reserve (2er) infantry brigade, 26 landwehr (26 lw) infantry brigade, 41 landwehr (41 lw) infantry brigade arrive at any city on the Rhine river.

German Replacement Leaders Available: Einem (THIRD) and Falkenhayn (OHL). These replacement leaders replace: Hausen (THIRD) and Moltke (OHL).

NOTE: These leaders are not available in each scenario.

Game Turn Seven:

British Reinforcements: Place the Cavalry (C) Corps at any hex with a British cavalry unit.

French Reinforcements: The 90 territorial (90t) infantry division and the 87 territorial (87t) infantry division arrive in Paris. Four GQG Air Class units appear in the Supreme Headquarter's Class unit's HHB.

Game Turn Eight:

Belgian Reinforcements: Place the 2 cavalry (2c) division at the Belgian Army headquarters. Upon placing this formation in a hex with the Belgian Army headquarters, remove all Belgian cavalry regiments organic to the six Belgian infantry divisions - for very cavalry regiment already eliminated from play, eliminate one strength point from the 2 cavalry division before placing it on the map.

French Reinforcements: The chasseurs d'afrique (c d'a c) cavalry brigade, gillet (g c) cavalry brigade, 93 territorial (93t) infantry division, 94 territorial (94t) infantry division and 95 territorial (95t) infantry division all arrive at E:S.

French Withdrawals: Withdraw the IV Reserve (IV R) Corps.

German Reinforcements: The two Austro-Hungarian OHL super-heavy artillery batteries with a Barrage Factor of eight and the two German OHL heavy artillery regiments with a Barrage Factor of six all arrive at E:E. Note that the Austro-Hungarian units are treated as German units for all game purposes.

Game Turn Nine:

British Reinforcements: The 1 naval (1 nv) infantry brigade and the 2 naval (2 nv) infantry brigade arrive at any port in Belgium or France. During the second impulse the IV Corps [-2A], 7 infantry division and the 3 cavalry (3c) division arrive at any port in Belgium or France.

French Reinforcements: The Senegal (senegal) infantry brigade arrives at W:S. The 96 territorial (96t) infantry division arrives at 1318. Place the XXXII Corps and XXXIII Corps at any village, town or city hex in France.

Game Turn Ten:

French Reinforcements: Place the NORTH (NORTH) Army Group headquarters at any city or town in France. The Foch leader counter is upgraded to the counter with the formation identifier "North".

NOTE: This allows the French player to bring the Army Group North Strategic Chart into play -- the presence of this chart does not bring about any increase in available points (i.e. rail, prisoner, replacement etc.) but it does allow for formations to be placed on the Command Tracks of this Strategic Chart with all the capabilities therein, in essence this provides the Allies with a second set of Command Tracks on a Strategic Chart.

French Replacement Leaders Available: Petain (XXXIII).

French Promoted Leaders Available: d'Urbal (BELGIUM) and Foch (NORTH). Foch is promoted to the commander of Army Group North (See above), d'Urbal is promoted to lead one of the available army detachments (A, B or C). Petain does not enter play until d'Urbal is promoted to command an army detachment (and no longer commands XXXIII Corps).

German Reinforcements: Place the XXII Reserve (XXII R) Corps [-3A], 43 reserve (43r) division, 44 reserve (44r) division, XXIII Reserve (XXIII R) Corps [-3A], 45 reserve (45r) division, 46 reserve (46r) division, XXVI Reserve (XXVI R) Corps [-3A], 51 reserve (51r) division, 52 reserve (52r) division, XXVII Reserve (XXVII R) Corps [-3A], 53 reserve (53r) division, 54 reserve (54r) division at any city on the Rhine river.

Game Turn Eleven:

British Reinforcements: The Indian (IN) Corps [-2A], 7 Lahore (7 l in) infantry division and 3 Meerut (3 m in) infantry division all arrive at W:S. Place a reinforcement BEF air squadron on any BEF Headquarters Class unit.

German Reinforcements: Place Corps detachment A, Corps detachment B, Corps detachment C at any hex on the West map with a German infantry division.

13.107 Victory Conditions: The victory conditions for the Race To The Sea Scenario are basically to inflict casualties on your opponent, and minimize your own. In addition the control of territory plays an important role. The two players obtain victory points as follows:

A. Allied Victory Points: For each German strength point eliminated, 1 point. For each BE in a hex fully in Germany that is in Command and Supply, 2 points. For each German village controlled by the Allied player(s), 5 points. For each German town controlled by the Allied player(s), 10 points. For each German city controlled by the Allied player(s), 20 points. If a third player is playing the combined Belgian And British armies, then a separate victory point total is kept for that player and the victory points depicted in this section apply to French players only.

B. German Victory Points: For each Allied strength point eliminated, 1 point. For each BE in a hex fully in France that is in Command and Supply, 1/4 point. For each French village controlled by the German player, 1 point. For each French town controlled by the German player, 2 points. For each French city controlled by the German player, 5 points. For each Belgian BE that fails to retire within two hexes of any Antwerp Fortress Class unit, 1 point per impulse that the condition remains.

C. Separate British and Belgian Victory Points: If a third (or fourth or whatever) player is playing the combined British and Belgian armed forces then a separate victory point total is kept for this player. Do not count German strength points destroyed by Belgian or British units for the French player, instead the British And Belgian player records them on a piece of paper. In addition, for each hex in Belgium still controlled by the Allies, 5 victory points. For each village or town in Belgium still controlled by the Allies, 10 victory points. For each city in Belgium still controlled by the Allies, 20 victory points.

D. Victory Determination: Victory is determined by the ratio of one player's victory points to the other player's. If the German player has less victory points than the Allied player the game is determined to be an Allied Strategic Victory. If the German player has less than twice as many victory points as the Allied player, it is a Allied Tactical Victory. If the German player has twice as many victory points as the Allied player has, it is a German Tactical Victory. If the German player has three times as many victory points as the Allied player, it is a German Strategic Victory. If a separate British And Belgian player is counting victory points, compare the victory point total of that player with the German player and the French player; if the British and Belgian player has half as many victory points as either player then the British and Belgian player is the ultimate victor despite the relationship of the French and German players to one another. If the British and Belgian player has one-quarter as many victory points as either player then the British and Belgian player has played to a draw and is not considered to have lost despite the ratio of the French and German victory points.

13.11 Scenario 11: The Tannenberg and Marne Campaigns

13.111 Historical Background and Summary: This scenario is included for the thousands of owners of The Cossacks Are Coming!. This scenario allows you to integrate The Cossacks Are Coming! with Home Before The Leaves Fall in order to simulate the Marne and Tannenberg campaigns simultaneously. The possibilities inherent in these two campaigns have produced numerous books and papers concerning the implications of a stronger or weaker German right or left wing, the impact of the East Prussian reinforcements on the march on Paris, etc. This scenario will encompass the period from the opening of the war to the aftermath of the Battle of the Marne. The hopes of the Allies for the invasion of East Prussia, the liberation of Alsace and Lorraine combined with a defense of Belgium were dashed, yet the ultimate demise of Germany was also sown during this battle. While Home Before The Leaves Fall reflects a decade of refitting the Death of Empires system, the counters, map, rules and time frame are all compatible and synchronized so that the two games can be played in tandem. The values for all units in the two games are comparable, so this combined scenario gives players a chance to compare the armies of the East and West during the opening of the First World War.

13.112 Strategic Chart Information: Use Scenario 7 from Home Before The Leaves Fall and Scenario 5 from The Cossacks Are Coming! Note that the Headquarters Holding Boxes (HHB) in Home Before The Leaves Fall are located on the Army Charts and Strategic Charts connected to the Command Tracks of those charts. In The Cossacks Are Coming! the HHB are located on the Strategic Chart (only).

13.113 Army Charts: Use the Army Chart information in Scenario 7 from Home Before The Leaves Fall and in Scenario 5 from The Cossacks Are Coming!.

13.114 Turn Indicator: Place the Game Turn indicator on turn 0 (Opening Turn). Place the current phase marker on Strategic Phase. Do not place the Days Used In Current Impulse marker or the Combat Segment indicators as they are not in use yet at the beginning of the turn.

13.115 Unit Location: Use the unit location information in Scenario 7 from Home Before The Leaves Fall and in Scenario 5 from The Cossacks Are Coming!. Players are free to place all units on the map inverted. Place all units stacked with a Headquarters Class unit on the map in a Headquarters Holding Box for the appropriate Headquarters Class unit.

NOTE: The unit location in The Cossacks Are Coming! is displayed by using maps, while in Home Before The Leaves Fall it is purely text.

13.116 General: This combined scenario lasts eight game turns: from the Opening Game Turn through Game Turn Seven. Use the Death of Empires Standard Rules combined with the Exclusive Rules for both games. During the Opening Game Turn (Game Turn 0) there is no activity in The Cossacks Are Coming!. Beginning with Game Turn One all activity in both games that refers to a specific Game Turn refers to the same Game Turn (the game turns in the two games are synchronized). All rules are in effect in this scenario unless otherwise noted. The area in play encompasses all the areas of both the East and West maps.

Reinforcement Schedule: All reinforcement information in both games remains the same with the exception of the reinforcements sent from the West Front to the East Front. Ignore Exclusive Rule 9.4 in Home Before The Leaves Fall and Exclusive Rule 11B of The Cossacks Are Coming!. Ignore references to the reinforcement schedule of West Front Reinforcements for East Prussia. The German player may at his discretion transfer, or not transfer, any units he wishes to between the two games.

Transferring units by rail from the Home Before The Leaves Fall maps to The Cossacks Are Coming! map is done by utilizing Rail Points available to the German Player in Home Before The Leaves Fall. Units transferring from Western Europe to Eastern Europe undergo the following procedure: 1) All units must entrain from a railhex in Germany, 2) All units count against the Rail Point total from Home Before The Leaves Fall until they appear on The Cossacks Are Coming! map, 3) It takes a full Game Turn for the units to transfer between the two games. Units being transferred between the two games will arrive on The Cossacks Are Coming! map during the Strategic Phase of a Game Turn following the complete Game Turn that units were not in play in either game. For example, units are transferred during the last impulse of Game Turn Four; these units would be off-map from either game during Game Turn Five and they would appear on The Cossacks Are Coming! map during the Strategic Phase of Game Turn Six.

If the German player chooses not to send the historical reinforcements to East Prussia, then those units called for as withdrawals on Game Turn Three of Home Before The Leaves Fall can remain in play. If the German player wishes to send reinforcements other than the historical reinforcements to East Prussia, that is allowable (note that the counters will stand out from the other counters in play, rendering their limited intelligence somewhat moot unless you also send dummy counters from the west to the east at the same time). You cannot send units from East Prussia to the West as the Kaiser was already overly anxious about the fate of this key German province.

The reinforcements that were sent historically (Guard Reserve Corps with 3 guard infantry division and 1 guard reserve infantry division; XI Corps with 22 infantry division and 38 infantry division; III Cavalry Corps with 8 cavalry division) are the only units that appear in both games. The only difference between the counters for these units in the two games is that the two jaeger battalions included as a separate counter in The Cossacks Are Coming! for the Guards Reserve Corps are merged with the 1 Guard reserve Division infantry counter in Home Before The Leaves Fall. It is up to the German player which counter variant he wishes to play with.

Eliminate the third supply unit available to the Second and Tenth Russian armies on The Cossacks Are Coming! reinforcement schedule for Game Turns Three and Seven (I now feel that I overstated the Russian supply capacity by about one-third for these two armies). The railroad engineer battalions in The Cossacks Are Coming! should be regiment-sized. Alter the counters to read: 2 rr rgt, 5 rr rgt (both Russian) and 8 rr rgt (German).

NOTE: Supply units are referred to as Depots in The Cossacks Are Coming!.

13.117 Victory Conditions: There are potentially five different victory point totals in this combined scenario: East Front German, Russian, West Front German, British/Belgian and French. Determine the level of victory in both games normally and compare the victory levels. If the East Front and West Front Germans both win victories, then Germany stands a better than even chance of winning the First World War. If there is German victory in the West and a Russian victory in the East, there is still a possibility that there will be a German victory in the First World War. If there is a French victory in the West and a German victory in the East (the historical result), then there will be a long war followed by a German defeat. If there is a British/Belgian victory in the West and a German Victory in the East, then there will be a long war followed a German defeat followed by a peace that would work out better than the historical peace that followed the war. If there is a Russian victory in the East and a French or British/Belgian victory in the West then there will be a short war followed by a German defeat followed by a peace even worse than the one that followed the war.

14.0 Players Notes for the Scenarios

Playing the game and using the game system well are two different things. Players will observe many of the dynamics of the game system for themselves once they have played a scenario or two. Begin with the first scenario, it is intended as a teaching device; this also helps to avoid the syndrome of setting up a larger scenario and then discovering you were doing something wrong. I have included some tips for play here that apply to both players.

Set up and play the first scenario after reading the rules through, don't attempt to memorize the rules before beginning play; it is much easier to remember the rules when you have a context to place them in.

Use Movement Modes other than deployed, especially Road Mode, whenever possible. Try to end a unit's movement on a road or rail hex so as to avoid the MP cost for entering Road Mode. When moving a Headquarters Class unit don't forget to take into account the Mobility Rating of all the units that are in the Headquarters Holding Box for that Headquarters Class unit. Entering Entrenchment mode can use the bulk of the MP available to a unit in a Movement Phase. Don't attempt to enter Entrenchment Mode unless the unit doesn't need the MP or it has a good chance of passing its morale check. Use Reconnaissance whenever possible at the beginning of movement so as to have as clear a picture as possible of the enemy's position. Failure to use Reconnaissance can mean setting up an attack against, or marching around, enemy Dummy units. Use Air Class units to perform Reconnaissance against enemy units which are inverted that your cavalry can't get to, otherwise save the air units for combat.

If a formation has lost morale points, and its presence isn't sorely needed, try and pull it back four hexes to recover its lost morale points. Units with poor morale will lose more to their morale checks after combat then they will to the actual losses called for by the Combat Results Tables. Don't forget that the opposing player gets to determine all even-numbered losses, whether from morale checks or combat. This can create holes in your line from units with bad morale that fail their morale checks or receive a bad result on the Combat Results Tables. Isolated units are not hurt so much by combat as they are from the Morale Checks that ensue. Isolated units have a morale level of one once they are isolated; almost any roll of the die will hurt them.

15.0 Designer's Notes for the Exclusive Rules

I've taken the opportunity to provide some additional designer's notes for those that want to know "the reason why".

15.1 Cavalry

Cavalry formations shielded the German advance in Belgium from Allied reconnaissance until the Battle of the Frontiers. Allied cavalry (particularly the British cavalry) played an important role in the Battle of the Marne. However, cavalry formations were continually being forced to halt because of their lack of organic supply. The logistics of providing ongoing sustenance to the horses also made it impossible to disperse the cavalry. Cavalry formations had to be centralized to dispense the copious amounts of fodder required by the horses.

15.2 Replacements

The restriction on replacing lost Infantry SPs is due to the way the replacement system was organized. Each formation had its own pool of replacements upon which it drew. When this was exhausted it took organizational gymnastics beyond the scope of this game to conjure up additional replacement troops.

15.3 Fortresses

The German fortresses were disbanded more slowly than their French counterparts because the Germans kept up a steady flow of heavy artillery from other sources to the front from the start of the war; that is what the higher German Specialist REP rate represents. The German heavy artillery units (both those organic to headquarters units and otherwise) begin the game understrength like their French counterparts, but the German specialist replacement rate combined with the larger German heavy artillery total at start (and Exclusive Rule 11.61) keep the German heavy artillery total well ahead of the French throughout the campaign.

The French disbanded many of the Fortress Class units of the northwest rather than leave them to certain destruction at the hands of the German heavy artillery. The French heavy artillery units are badly in need of additional SPs at the start of the game and disbanding Fortress Class units is the best step to take as a remedy for this situation.

15.4 The Opening Of The Campaign

The first two days of the Opening Game Turn were days of preparation leading up to the Germans actually crossing the Belgian frontier. It was simplest to prohibit the German player from doing anything during these two days. The two week period encompassing the opening and first game turns was a period of concentration following mobilization, and as such units were not ready to move out of their concentration areas, although they could if forced to.

France's Plan 17 had a mobilization schedule that would not allow its armies to take the field until all formations had been mobilized. The Schlieffen Plan locked the Germany Army into a rigid plan without alternatives. When these strategic plans were deviated from, the wholesale confusion that ensued left only one option -- to temporarily retire in order to sort out the chaos. This is what happened in late August (for the French) at the Battle of the Frontiers and in early September for the Germans) at the Battle of the Marne. The German plan also called for continuous forced marching which took its toll on the infantry as the weeks passed.

15.5 The Belgian Army

The Belgian withdrawal into Antwerp doesn't make sense in game terms, but it make perfect sense historically. The King of Belgium felt betrayed by the French emphasis on the offense in Plan 17; the French in turn saw the Belgians as little more than an auxiliary for their left flank. Only the threat of Antwerp falling prompted the Belgians to debouch and rejoin the main Allied line. Historically the Belgian Army withdrew overland from Antwerp to Nieuport. The Allies were prepared to evacuate the Belgian Army by sea (as they were to do with the Serbian Army in 1915).

15.51 Army Detachments: The army detachments are a game device that reflects the practice of both sides in 1914 of creating, and disbanding, army-sized formations.

15.52 French Army Detachments: Historically speaking, the Army of Alsace was officially created on August 11 (but existed in fact before that), it existed until August 28 -- that was Army Detachment A's first incarnation. The VII Corps with the 8 cavalry division entered Alsace on August 7 under the VII Corps -- lead by Bonneau. I give this army detachment to the French on the Opening Game Turn (without an army leader). The Ninth Army was created on August 29 and disbanded on Oct. 7 -- this was Army Detachment A's second incarnation.

Army Detachment A was created on October 13 as the Bidon Army Detachment. On Oct 22 it was formally renamed the Eighth Army - this was Army Detachment A's third and last incarnation in the game.

The Army of Lorraine was created on August 17 and disbanded on August 27; its commander was Manoury (who did merit a leader counter in his incarnation as an army detachment commander) -- this was Army Detachment B's first incarnation. Manoury went on to command the Sixth Army. The Tenth Army was created on October 1 and lasted through the end of the game; this is Army Detachment B's second and last incarnation. The Army of Belgium was created on Oct. 12 as Army Detachment C's first and only incarnation.

15.53 German Army Detachments: The Army of the Meuse was created on August 4 and disbanded on Aug 15 -- this was Army Detachment A's first incarnation. The Military Government of Belgium was created on August 19 and lasted through the end of the game - this was Army Detachment A's second and last incarnation.

The Maubeuge Besieging Group was created on Aug. 25 and disbanded on Sept. 9 -- this was Army Detachment B's first incarnation. The Stranz Army Detachment was created on Sept. 13 and lasted through the end of the game -- this was Army Detachment B's second and last incarnation.

The Gaede Detachment (also known was the Upper Rhine Covering Group) was created on August 4 and lasted through the end of the game; this is Army Detachment C's only incarnation. The Falkenhausen Army Detachment was created on Oct. 4 and lasted through the end of the game -- this was Army Detachment D's only incarnation.

15.6 Leaders

The basic concept of leaders in the game is that they represent leaders who were exceptionally good or bad. Most leaders are not represented, obviously, but questions inevitably arise as to why some leaders are included, when others are not. My assessment is admittedly subjective, but I think it is one that many analysts of the campaign will share.

For example, the French leader Manoury was an average leader when assigned to the Army of Lorraine (See Army Detachment B above) and an exceptional leader when assigned to the Sixth Army weeks later -- thus, there is no counter for Manoury as commander of the Lorraine Army and there is one for him as commander of the Sixth Army.

When leader counters are placed on a chart (Strategic or Army) this represents the leader's administrative activities. When a leader counter is placed on the map, this represents his direct involvement with combat.

15.7 Order of Battle Information

A final look at who's who.

15.71 Allied OB: The French I Territorial Corps was not formally referred to by this name, it was typically referred to as a group of territorial divisions under a corps commander's name (such as D'Amade). In a similar vein, French Corps XXXI - XXXIV were provisional corps named after their commanders at first and later they were changed to numeric corps when their commanders rotated; it is easier in the game to number them from the start. The French heavy artillery started the war with some battalions complete, some nonexistent and others incomplete; it is easiest in game terms to have them all understrength (the number of total SPs is historically accurate) and then gradually build them up.

The British and Belgian heavy artillery start the game with 1 SP apiece -- this represents artillery officers with the embryonic heavy artillery of these armies. When batteries arrived as reinforcements, artillery officers were detailed to coordinate the newly arrived batteries. The French Line of Communications Brigades with the First through Sixth Armies were created during the course of the campaign by taking reinforcements and replacements and amalgamating them with staff officers as the leaders. Both the heavy artillery brigades and LOC brigades are composite units. The LOC brigades were only built up at the end of the campaign (ironic French 1914 doctrine -- wait until the front is static to be concerned with protecting the rear).

Belgium had extensive railroad stock, but no army doctrine for moving troops by rail (this was true of many nations in 1914). The Belgian Army organization remained relatively fixed throughout 1914.

The astute analyst of the campaign will want to know why the French reserve brigades with the active corps are factored into the divisions of the corps and not included as separate units (this is why French regular divisions average 9 SPs per division). The battalions of these brigades were parceled out to the divisions operationally, they rarely functioned on par with the divisions of the corps (players can make detachment units for French corps with 2 SP, deducting the SPs from divisions with SP in excess of eight attached to that corps, if you want to explore retaining these reserve brigades as distinct units). The fortress formations (Toul, Epinal etc.) are an interesting amalgam of a wide variety of units; like the LOC brigades, they are composite formations.

The corps troops for the French and British corps sometime elicit curiosity from players (a four battalion 75mm artillery regiment, engineer battalion and cavalry regiment for the French; several cavalry squadrons, an engineer battalion and two heavy artillery batteries for the British). The French Territorial divisions and Reserve divisions had unusual structures. The Reserve divisions had 16 eight hundred-man battalions (as opposed to 12 thousand-man battalions). The territorial divisions had fewer machine guns and less direct artillery than active or Reserve divisions.

The structure of the colonial troops varied widely. The French North African units were drawn both from French colonialists and from indigenous Africans (for example, the French du Maroc units were not Moroccan, but Algerians and Frenchmen serving in Morocco). The British Indian Corps were a composite of British and Indian troops (one British battalion per brigade).

15.72 German OB: The German corps detachments represent the coming of organizational structure that would soon dominate World War I: highly flexible corps staffs that could coordinate numerous divisions. The German First Cavalry Division was the only German division that could do what it did in East Prussia, no other German cavalry division could function so flexibly. The British First Cavalry Division was the only similarly capable division in 1914. I was wrong, by the way, to let the German Eighth Cavalry Division have the same properties as the First Cavalry Division in The Cossacks Are Coming!.

The motorized jaeger battalions represent the early dawn of mechanized warfare. The nonmotorized jaeger battalions have been factored into divisions (like the French reserve brigade corps troops). In The Cossacks Are Coming! I included the non-motorized jaeger battalions as separate counters (for the Guard Reserve Corps) -- in HBTLF they are factored into the divisions.

The German corps artillery that is built up over the game deserves some mention - the standard structure at the outset of the campaign was for each active corps (only) to have a four-battery heavy artillery battalion (2 SPs in game terms). By the end of the game virtually all German corps had 6 to 8 heavy artillery batteries. These new batteries came from fortresses and reserve stocks in Germany. In game terms, the corps counters have printed on them their final status (4 SPs each), but they start out the game with two or no SPs.

The Kaiser Wilhelm II rules reflect the negative influence of this irrational individual on the course of the war. The political status of the German states at this time led to separate Bavarian formations; Saxony also has separate titular formations in the game.

Some unique German units deserve mention. The Metz and Strassbourg reserve divisions were fortress formations that were trained to operate in the field. The Marine division was created by combining two regular marine regiments into the first brigade and adding a second brigade combined of naval reservists. The Guards divisions were a relic of the Napoleonic practice of creating elite formations - this practice was widely criticized as NCOs in the guards formations could have been used as officers in other formations. No more needs to be said about the German Super Heavy Artillery or the Zeppelins as both of these types of units are featured prominently in any history of this campaign.

15.73 The End of the Campaign: The campaign game ends on November 7, 1914. There were several more small-scale assaults on Allied positions after November 7, but none were successful and the weather grew increasingly bad. There was an assault led by two brigades of German Guards against Ypres on November 11 (repulsed with heavy loss) and throughout mid-November there were spasmodic assaults against the French and Belgians at the far north of the Allied line (also repulsed with heavy loss). For those players who are truly hardcore, you may add Game Turns 14 (Nov. 8-Nov. 14) and Fifteen (Nov. 15-Nov. 21). Both of these turns are treated identically to Game Turn Thirteen, except there are no reinforcements. During the weather determination at the beginning of each impulse an unmodified die roll of six results in extreme winter weather and the campaign game comes to an end.

  • 13.9 Scenario 9: The Battle of the Frontiers and the Great Retreat
  • 13.10 Scenario 10: The Race to the Sea
  • 13.11 Scenario 11: The Tannenberg and Marne Campaigns