Osmanli Harbi: The Ottoman Fronts – 1914 to 1918
Osmanli Harbi: The Ottoman Fronts – 1914 to 1918 Rulebook
Table of Contents
Table of Contents
- Part One: Der Weltkrieg Standard Rules (5th Edition)
- 2. Introduction
- 3. Game Components
- 4. Game Set-Up
- 5. Sequence of Play
- 6. Ground Movement
- 7. Rail Movement
- 8. Rail Capacity
- 9. Rail Line Status
- 10. Zones of Control
- 11. Stacking
- 12. Combat
- 13. Combat Resolution
- 14. Retreat
- 15. Advance After Combat
- 16. Column Attack
- 17. Supply Points
- 18. Headquarters
- 19. Supply
- 20. Surrounded Units and Surrender
- 21. Fortresses
- 22. Trenches
- 23. Recombination
- 24. Replacement Units
- 25. Reinforcements
- 26. Demoralization Points
- 27. Divisional Breakdown
- 28. Corps
- 29. Artillery Units
- 30. Cavalry Units
- 31. Cavalry Unit Strengthening
- 32. Mountain Units
- 33. Assault Units
- 34. Winter Weather
- 35. The Danube
- 36. River Flotillas
- 37. Germany
- 38. Great Britain
- 39. France
- 40. Austria-Hungary
- 41. Russia
- 42. Italy
- 43. Serbia
- 44. Belgium
- 45. Bulgaria
- 46. Ottoman Empire
- 47. Romania
- 48. Greece
- 49. United States
- 50. Unit Color Appendix
- Designer's Notes
- Terrain Effects Chart
- Part Two: Osmanli Harbi Scenario Specific Rules and Instructions (2nd Edition)
Part One: Der Weltkrieg Standard Rules (5th Edition)
2. Introduction
This rulebook contains the standard rules for each of the World War One scenarios found in the Der Weltkrieg series of games. Each of these games uses the same basic rules. The scenarios can be played separately, or linked together to form a larger game. This same Standard set of rules is included with each of these games.
Rules not originally in the standard rules have now been included since they apply to multiple games of the series. They retain the numbering given them when originally published with other games of the series.
While the diagrams in the rulebooklet show situations from The Schlieffen Plan, the concepts illustrated apply to all of the games.
Each game is an Operational Level simulation of the Campaigns at the start of World War One. The game is played by two players; one controls the Central Powers forces (Germany, Austria-Hungary, and their allies), the other controls the forces of the Entente (France, Great Britain, Russia, and their allies).
All of the units depicted in these games were available to the historical commanders. Each of the units has combat and movement capabilities that represent what the historical unit was capable of doing. It is up to the players to conduct operations with their units within the framework of these rules.
Other games of the series can be tied together with these games to create more comprehensive simulations. The instructions for doing so are found in the scenario specific rules.
3. Game Components
The Game Map
Each map depicts the area of operations for the game it is included with. Each hex on every map of the Series is 20km across. See the map legend and the terrain effects chart for explanations of the different terrain and symbols found on the maps.
Tracks and Tables
Provided with each game are a number of cards. Two cards are Supply Tracks, one for the Central Powers player and the other for the Entente player. They are used by the players to keep track of the supplies available to the Headquarters under their command. Another card is the Combat Results Table. It is used in determining the results of Combat in the course of the game. Note that the Terrain Effects Chart is on the back of the rule booklet. Some games contain Corps Displays. These are used to reduce pieces actually on the map by the use of Corps markers.
Playing Pieces
Each game contains one or more counter sheets. The sheets contain a combination of units and markers. All markers may be used by either player.
There are 3 general types of units controlled by each player: Ground Combat Units, Fortresses, and Headquarters. (Figure 1 diagrams these units: a Ground Combat Unit shows Full Strength Symbol, Unit Size Symbol, Unit Type Symbol, Combat Strength, Movement Allowance and Unit Designation; a Fortress shows Fortress Symbol, Fortress Strength, Location Hex Number and Location Name; a Headquarters unit shows National Flag, Unit Designation and Movement Allowance.)
The background color of a unit designates that unit's nationality. See the counter sheet and the scenario specific instructions for information on which nationality is represented by each of the different background colors.
Unit Designation. This is the unit's individual designation. For example, the Ground Combat Unit shown in Figure 1 is the German 39th Infantry Division.
Unit Type Symbol. This symbol shows what type the unit is. The following common types are used in most scenarios: Infantry, Mountain Infantry, Marine Infantry, Assault, Mountain Assault, Siege Artillery, Artillery, Cavalry, Bicycle, Engineers, Tanks.
The background color of this symbol is the country's traditional color for that branch of service. Some countries may have multiple colors for a particular branch, the reason for this will be explained in rules covering Recombination.
Unit Size Symbol. This shows the unit size. The size symbols are as follows:
- XXXX: Army size unit
- XXX: Corps size unit
- XX: Division size unit
- X: Brigade size unit
- III: Regiment size unit
- II: Battalion size unit
- I: Company or Battery size unit
Full Strength Symbol. This symbol shows the unit type for recombination and replacement purposes. The number in the symbol is the maximum strength of units of this type strengthened through recombination or brought back into play through replacement. Only units having the same background color of this symbol may recombine.
Combat Strength. This is a numeric value representing the ability of the unit to attack or counterattack.
Movement Allowance. This is a numeric value representing the unit's mobility.
Fortress Symbol. All fortresses are identified by the Fortress Symbol.
Fortress Strength. This is a numeric value representing the ability of the fortress to counterattack.
Location Hex Number. This is the placement hex of the fortress.
Location Name. Some fortresses are named after the city or town they are protecting.
National Flag. All Headquarters Units are identified by their National Flags.
Markers
There are a number of markers included on both counter sheets enclosed in the game. There are Strength Reduction markers, Trench and Construction markers, Railhead markers, and Supply Point markers. Each type of marker is shown in Figure 2.
Trench and Construction Markers. These are used to show the progress of trench construction by units in the game.
Devastation Markers. These are used to show hexes that have been laid waste by trench warfare.
Railhead Markers. These are used to show the extent of Rail Networks in the game.
Entrained Markers. These are used to show units that are still on trains at the end of their turn.
Supply Point Markers. Every Headquarters has a corresponding Supply Point Marker. These markers are placed on a player's Supply Track to show how many Supply Points the represented Headquarters possesses.
Strength Reduction Markers. These are used to show states of reduced strength in Ground Combat Units.
Victory Point Markers. These are used to show accumulation of Victory Points in certain scenarios.
Demoralization Point (DM) Markers. These are used to show accumulation of Demoralization Points in certain scenarios and campaign games.
4. Game Set-Up
Prior to starting play, both players need to set up their units on the map. The locations of units to be placed on the map are given in the scenario specific instructions.
5. Sequence of Play
Play of the game is segmented into turns. Each month consists of a Special Monthly Turn followed by 7 normal turns. Each turn is broken into a number of phases. Players keep track of the month, turn, and current phase on the Scenario Turn Record Track (on map border) using any unused counters.
Monthly Special Turn
Each month starts with a Monthly Special Turn. This turn is broken into two phases:
- Trench Construction Completion Phase. Both players replace construction markers under their units with Trench markers.
- Trench Construction Initiation Phase. Both players place construction markers under their units to start Trench construction.
Normal Turn
The Normal turn is broken into eight phases. The first four are conducted by the Central Powers player, the last four by the Entente player. The player whose phase it is is called the Phasing Player.
- Reinforcement Arrival Phase. The Phasing Player places reinforcements scheduled for the current turn onto their placement hexes on the map.
- Movement Phase. The Phasing Player may move any or all of his units up to the limits of their Movement Allowances.
- Combat Phase. The Phasing Player may initiate combat with any of his units that are adjacent to enemy units.
- Replacement / Recombination Phase. The Phasing Player may recombine units or replace those that have been removed from the map.
Record Keeping
At the end of the Entente Replacement / Recombination Phase, the turn marker is advanced to the next turn. If it is the 7th turn, the month marker is advanced to the next month, and the turn marker is advanced to the Special Monthly Turn.
6. Ground Movement
6-1 The Movement Allowance of a unit is printed on the counter (see Figure 1).
6-2 A unit's Movement Allowance can be increased due to Column Movement (see Rule 6-10).
6-3 During a player's Movement Phase, the player may move any of his Ground Combat Units and Headquarters Units up to the limits of their Movement Allowance.
6-4 A player may move the units that he controls through the map hex grid one unit at a time, or in stacks.
6-5 Units moved in a stack must begin movement in a particular hex, and end their movement together in another hex.
6-6 A unit expends Movement Points from its Movement Allowance for every hexside that it crosses in moving from one hex to another. The cost of doing so is dependent on the terrain in the hexside crossed (see Terrain Effects Chart), and the presence of enemy Zones of Control (see Zones of Control Rules).
6-7 The Movement Point costs of crossing a hexside are cumulative. (for example: Crossing a hexside that contains a river, wooded rough terrain and a single track Rail Line would cost 4 Movement Points: 4 for the wooded rough terrain, +1 for the river, -1 for the Rail Line.) Note that the benefit for the Rail Line has nothing to do with Rail Movement.
6-8 Movement Points may not be accumulated from turn to turn, nor may they be transferred between units.
Figure 3 - Example of Ground Movement. The German 8th Cavalry Division moves from hex 2915 to 2815 across clear terrain. This costs the unit 1 movement point. The same unit continues to move, going from hex 2815 to 2716. In doing so, it moves across woods terrain and crosses a river. The cost is 2 movement points for moving through the woods and an additional movement point for crossing the river. Thus the normal cost of crossing this hexside is 3 movement points, but the rail line that is also in the hexside reduces this cost by one. So the cost of crossing from hex 2815 to 2716 is an additional 2 movement points. Since these 2 movement points are expended after already moving from 2915 to 2815 previously in the Movement Phase, the unit has now expended a total of 3 movement points. The unit continues to move by going from hex 2716 to 2717. In doing so, it moves across broken terrain and again crosses a river. It costs 2 movement points to move from 2716 to 2717 (1 movement point for moving across broken terrain and an additional movement point for crossing the river). The unit has now expended a total of 5 movement points in following the path of the dotted line in moving from 2915 to 2717 in the course of a single Movement Phase.
6-9 A unit may move no farther during a Movement Phase than its Movement Allowance permits. It may, however, cross at least 1 hexside per Movement Phase, even if it does not have enough points in its Movement Allowance, so long as doing so does not violate the following restrictions:
- Cross a prohibited hexside OR
- Do BOTH of the following at the same time: a) move directly from one enemy controlled hex to another (See Zones of Control Rule) AND b) moves across a hexside where it would have to expend four or more movement points to cross the terrain in the hexside/hex.
Note that trench or devastation markers count as terrain costs for movement.
6-10 Ground Combat Units (except Artillery units) may increase their Movement Allowance by 50% (round fractions down) so long as they do not enter an enemy controlled hex (they may, however, leave an enemy controlled hex). This increase in the Movement Allowance is called Column Movement. Units using Column Movement may not move by rail or perform Column Attacks.
6-11 A unit may never enter a hex containing an enemy Ground Combat Unit unless the enemy units have a combat strength of 0. In doing so the zero strength units are immediately destroyed and removed from the map. There is no additional Movement Point cost for eliminating 0 strength enemy units in this manner.
6-12 Some units do not have a regular movement factor. Instead, they have the letters "RR". Units with such a movement factor are rail bound. They may only exist in hexes containing an active friendly rail line. Such units have a movement allowance of 20 hexes per turn. Rail capacity is used to move them.
7. Rail Movement
7-1 During a Movement Phase a player may move some of his units by railroad.
7-2 To move a unit by rail, a player moves the unit into a hex containing an Operative rail hex under his control (see Rail Line Status Rules). The player then declares that the unit will move by rail.
7-3 In order to begin movement by rail, the moving unit expends 1 Movement Point in the hex containing the Operative rail hex. This expenditure of a Movement Point entrains the unit.
7-4 Only German units may entrain in an enemy Zone of Control. Units that do this do not pay the movement cost of exiting an enemy Zone of Control.
7-5 Infantry, Mountain, and Marine (and similar type RPL) units expend one-tenth of a Movement Point for every rail hexside crossed while moving by rail. All other units expend one-sixth of a Movement Point per hexside crossed while moving by rail.
7-6 Units may not enter hexes containing enemy Zones of Control while moving by rail.
7-7 Units may stop moving by rail and resume regular movement at any time. Any unused fractions of a Movement Point are lost when this is done.
7-8 Only German and British units may move into an enemy controlled hex in the same turn they use rail movement.
7-9 Only one unit (a single division or equivalent, a Headquarter with up to 10 supply points, or an artillery unit) may move across a particular single track rail hexside by Rail Movement in a given Movement Phase. Players will note, or use agreed upon markers to show which single track Rail Lines have been used during the Movement Phase.
7-10 Units may not use a combination of Rail and Column movement. Units may do one or the other during a turn, but not both.
7-11 Units may remain entrained at the end of a movement phase. Such units are placed under an entrained marker. Entrained units do not pay any additional costs the next turn to resume rail movement. Entrained units have no zone of control, and, if attacked, must immediately detrain and counterattack without being multiplied for defense.
Figure 4 - Example of the Use of Rail Movement. The German 39th Infantry Division moves during the German Movement Phase using a combination of Rail Movement and Ground Movement. The extent of the German Rail Network at the start of the Movement Phase is shown by the railhead markers in hexes 1615, 1816, and 2016. The 39th division begins its movement by expending 1 Movement Point in hex 2015 so that it can begin using Rail Movement. It then expends 0.1 Movement Points for every hex that it then enters while moving along Operative rail lines that belong to its Rail Network. So, the unit pays an additional 0.1 Movement points for entering hex 1915 (cumulative total of 1.1) and incurs similar cost for entering hex 1815 and then 1716. The unit stops moving by rail in hex 1716. Up to that point it had expended 1.3 Movement Points, but loses the unused fraction of a point, so it is considered to have expended 2 Movement Points as it ceases Rail Movement. Note that the unit could not have entered hex 1615 by Rail Movement as this hex is in an enemy Zone of Control (see Rule 10). The 39th Division then uses Ground Movement to move from hex 1716 to 1616, expending an additional 2 Movement Points (cumulative total of 4), 1 point for the broken terrain in the hexside crossed, and another point for entering the Zone of Control of the French infantry division (see Zones of Control Rules).
8. Rail Capacity
8-1 Each country has a stated Rail Capacity. The Rail Capacity of a country is the maximum number of divisions (and/or division equivalents) that can use Rail Movement on that country's Rail Network in a turn.
8-2 The Rail Capacity of each country is given in the scenario parameters at the end of the rules.
8-3 A player may never conquer the Rail Capacity of another country.
8-4 A unit moving by rail counts against the Rail Capacity of each country it uses rail movement in. Rail movement occurs in every hex that is moved into or out of while using Rail Movement.
8-5 A unit moving by rail through conquered territory counts against the Rail Capacity of the country that repaired the Rail Line (example - German units moving by rail along rail lines in Belgium that have been converted to the German Rail Network by a German Engineer unit).
8-6 Understrength units count the same as full strength units for purposes of Rail Capacity.
8-7 Ten Supply Points count as 1 division for purposes of rail movement.
8-8 Siege Artillery units, Engineer units, Brigades, Regiments, and Headquarters count as 1 division each for Rail Capacity purposes. Artillery units (non-Siege) count as 2 divisions each for Rail Capacity purposes. The Supply Points in the possession of a Headquarters (past the first 10) count against rail capacity as well. Thus, a Headquarters with 20 Supply Points counts as 2 divisions for Rail Capacity purposes.
8-9 A country's Rail Capacity is permanently lost when all cities of the country have been occupied by enemy units, or when the country surrenders. When this happens, the remaining Operative rail lines in the country are transferred to the Rail Network of a friendly (or formerly allied in the case of surrender) adjacent country connected by rail lines. If more than one option exists, then the choice is made by the player who controlled the Rail Network whose Rail Capacity is lost.
9. Rail Line Status
9-1 In order to use Rail Movement in a hex containing a rail line, the rail line in the hex must meet two requirements:
- The rail line must be Operative.
- The rail line must belong to a Rail Network controlled by the moving player.
9-2 All rail lines begin a scenario Operative unless otherwise stated.
9-3 The rail line in a hex becomes Inoperative whenever an enemy Infantry type division (or multiple infantry type brigades) enters the hex.
9-4 An Inoperative rail line is returned to Operative status only by being repaired by an Engineer unit.
9-5 To repair an Inoperative rail lines, an Engineer unit must begin the Movement Phase in an Operative rail hex and move from that hex along the same path as the rail line (using normal, non-column, non-rail movement). Any Inoperative rail line thus entered is returned to Operative status, but as part of the Rail Network that the Engineer unit started its movement from.
9-6 Engineer units may only return rail lines to Operative status when they start the Movement Phase in a hex containing an Operative rail line that belongs to the Rail Network of their nationality.
9-7 A rail line in a trench or devastation marker may only be converted to operative status by an engineer unit remaining stationary in the hex to be converted an entire turn. At the end of the following turn the rail is considered converted if the engineer does not leave the hex.
9-8 Engineer units exert no Zones of Control (see Zones of Control Rules), do not count for stacking purposes, and may never voluntarily enter enemy Zones of Control to repair rail lines unless a trench marker exists in the hex.
9-9 Engineer units are eliminated immediately if they are alone in a hex that contains no other friendly Ground Combat Units, and an enemy Ground Combat Unit enters that hex.
9-10 Railhead markers are used to show the extent of a country's Rail Network (see Figure 5).
Figure 5 - An Example of Rail Network Repair. It is the beginning of a German Movement Phase. The German player has already used Engineer units to make some rail lines in Belgium Operative and part of the German rail network. As shown by the railhead markers, the rail lines in hexes 2106, 2107, 2206, and 2207 are now part of the German rail network. The German player now uses the 20th Engineer Regiment to bring more Belgian rail lines to Operative status within the German Rail Network. The Engineer unit moves from hex 2107 to 2007, then to 1908, then to 1907. Each hex moved costs 1 Movement Point (due to clear terrain in the hexsides crossed). In doing so, the rail lines in these hexes become Operational and a part of the German rail network. Railhead markers are now placed in hexes 1907 and 1908 to show the new extent of the German rail network.
9-11 The Russian rail network used a gauge (width between rails) different than everybody else. To reflect the difficulty of gauge conversion on the eastern front, engineers can only convert rail lines during the months of May through October and only on even turns. Conversion in this sense is the repair of an inoperative rail line that was last part of a rail network using a different gauge than the rail network being extended.
9-12 Engineer units must expend their entire movement allowance in the hex being of a rail line being converted to a different gauge.
9-13 A rail network may only be lengthened by 1 hex along any given rail line by rail gauge conversion on turns that conversion is allowed.
9-14 A double track rail line intrinsically exists in every urban hexside.
10. Zones of Control
10-1 The six hexes that are immediately adjacent to certain Ground Combat Units (see Figure 6) are considered to be in that unit's Zone of Control. Such hexes are considered to be controlled by that unit.
Figure 6 - A Unit's Zone of Control. The Zone of Control for the unit in hex 0910 extends into each of the shaded hexes (the six surrounding hexes).
10-2 Only Infantry (which includes Mountain, Marine, and Assault units) and Cavalry units exert a Zone of Control.
10-3 Replacement units (those with RPL designation) do not exert a Zone of Control.
10-4 Zones of Control extend into hexes occupied by other units, even those of the enemy.
10-5 Zones of Control of different units may coexist in the same hex.
10-6 Zones of Control do not extend across sea or alpine hexsides or into hexes in neutral countries.
10-7 Units must expend 1 extra Movement Point to enter or to leave an enemy controlled hex. Units thus must expend 2 extra Movement Points (in addition to terrain costs) to move directly from one enemy controlled hex into another.
Figure 7 - An Example of Moving Through an Enemy Zone of Control. The French Unit in hex 0910 exerts a Zone of Control into each of the shaded hexes. The German Infantry Division begins movement in the German Movement Phase. In moving from hex 1110 to hex 1010 it expends 2 Movement Points: One Movement Point for moving across a clear terrain hexside between the two hexes and one additional Movement Point for entering the French unit's Zone of Control. The German unit continues to move and goes from hex 1010 to hex 0911. In doing so it expends 3 more Movement Points (for a cumulative total of 5): One Movement Point for moving across a clear terrain hexside between the two hexes, another Movement Point for leaving the French Zone of control in hex 1010, and yet another Movement Point for entering the French unit's Zone of Control that exists in 0911.
11. Stacking
11-1 At the end of any phase, a player may have no more than 6 divisions in a single hex.
11-2 Reduced strength divisions count as if they were full strength divisions for stacking purposes.
11-3 If there are more than 6 divisions in a hex at the end of a phase, the owning player chooses which units in excess of the limit are to be eliminated.
11-4 Up to 3 Artillery units may be stacked in the same hex. These 3 Artillery units are in ADDITION to the 6 Divisions.
11-5 Fortresses, Engineer Regiments, Headquarters, and any type of marker counters do not count for stacking purposes.
11-6 All other Regiments and Brigades (except Artillery units as noted above) count as half a division for stacking purposes.
11-7 Units of different types and friendly nationalities may stack together in the same hex with no adverse effect, so long as doing so is not specifically prohibited by a special rule.
11-8 All units in a stack under a strength reduction marker are considered to be modified by that strength reduction marker.
11-9 Hexes containing less than 3 land hexsides have reduced stacking limits. Stacking limits are reduced by one third for each for each non land hexside less than 3 contained in the hex. For example, if a hex has only 2 land hexsides (such as hex 1202 of map 5-3), its stacking limit is reduced by one third (to 4 divisions and 2 artillery units).
11-10 Hexes with reduced stacking limits as outlined in rule 11-9 may be attacked by a maximum of twice as many units as could be stacked in the hex (example, a hex with 2 land hexsides could contain at most 4 divisions and 2 artillery units. This hex could be attacked by a maximum of 8 divisions and 4 artillery units).
12. Combat
12-1 During the Combat Phase, the player whose phase it is may attack enemy units. An attack against the units in a single hex, the resulting counterattack, and the results of both the attack and counterattack are together considered to comprise a single Combat.
12-2 The attacking player chooses which enemy occupied hexes are to be attacked, and in what order the Combats will be resolved.
12-3 Each Combat is completely resolved before the next Combat may take place.
12-4 A Ground Combat Unit can only attack enemy units in adjacent hexes.
12-5 Ground Combat Units can only attack across hexsides that they could move across if no enemy units were present. Units may never attack across alpine, sea, or lake hexsides.
12-6 As many units that are adjacent to a single enemy occupied hex, and are capable of attacking into it (see previous paragraph) may participate in an attack against that hex.
12-7 A single hex may only be attacked once per Combat Phase.
12-8 A unit is never compelled to attack or counterattack.
12-9 A unit may participate in combat as an attacker only once per phase.
12-10 Different units stacked together in the same hex may attack different enemy occupied hexes, but each unit may still only participate in one attack per phase.
12-11 All units in a hex under attack may counterattack.
12-12 All attacking and counterattacking units must expend Supply Points in accordance with the Supply Rules (see later rules covering Supply Points, Headquarters, and Supply).
12-13 The Combat Strengths of units involved in a Combat are judged at the instant of the Combat. A unit's strength may be reduced due to strength reduction, terrain (see Terrain Effects Chart) or Supply Line length (see rules covering Supply).
12-14 Combat strength values in parenthesis [i.e. (1)] are only for defense. The value in parenthesis is used only for counterattack and retreat calculations.
13. Combat Resolution
13-1 Each Combat (attack and counterattack) is resolved on a Strength Point basis using the Combat Results Table (the CRT).
13-2 To determine the results of a Combat, the attacking player first calculates the number of Strength Points that are attacking the hex in question. This is done by counting the number of Strength Points of the units involved less any adjustments for Strength Reduction markers, terrain, and Supply Line length.
13-3 The defender can choose which type of terrain is to be used for purposes of influencing the combat (both the attack and the counterattack). The terrain type can be chosen from that which exists in the hexsides through which the hex is being attacked, or any hexside adjacent to those through which the hex is being attacked, except for hexsides containing prohibited terrain or those that cross neutral borders (see Figure 8).
13-4 The defender can only opt to use urban terrain to influence the combat if the hex under attack contains any single urban terrain hexside AND a city center, OR if the hex contains 2 or more urban terrain hexsides, OR if the attacker is attacking through an urban hexside (NOT an adjacent hexside).
13-5 If ALL attacking units are attacking across hexsides containing rivers, then the effects of rivers on combat are combined with the effect of the terrain chosen by the defender. Likewise, if all attacking units are attacking across hexsides containing major rivers, then the effects of major rivers on combat are combined with the effect of the terrain chosen by the defender.
13-6 The type of terrain chosen by the defender may adjust the strength of attacking and or counterattacking units, and/or influence the outcome of the attack and/or the counterattack (see the Terrain Effects Chart).
13-7 The attacking player must expend Supply Points for the attacking units before the CRT is used (see Supply rules) to determine the results of the attack. Each particular unit must have Supply Points expended for it by a single HQ. Different HQs can be used for the expenditure for different units involved in the attack.
13-8 The total number of adjusted Strength Points involved in the attack is the column of the CRT used to determine the results of the attack.
13-9 The attacker rolls a single die to determine the results of an attack. The die roll is then reduced (if called for by the Terrain Effects Chart) due to the terrain chosen by the defender to influence the combat.
13-10 The die roll of the attacker may be further reduced due to the presence of trenches (see Trenches Rule).
13-11 All die roll adjustments are cumulative.
13-12 Die rolls adjusted to be less than -1 are still considered to be -1.
13-13 The adjusted die roll of the attacker is cross-indexed on the CRT with the column on the CRT equal to the adjusted number of Strength Points used in the attack. The number found on the CRT by this cross-indexing is the minimum number of Strength Points that the defender must eliminate from the hex being attacked.
13-14 After the results of the attack have been determined (but before the defender actually eliminates any Strength Points), the units in the hex under attack may counterattack.
13-15 The same procedure that was used to determine the results of an attack is used to determine the results of the counterattack. BUT, the adjusted Strength Point total of counterattacking units is tripled (counterattacking Artillery units are only doubled, see Artillery Rule). This multiplication takes place after supply and terrain adjustments have been made for the counterattacking units. The die roll for the counterattack may be increased due to the terrain chosen by the defender to influence the combat (see the Terrain Effects Chart).
13-16 Die rolls adjusted to be greater than 8 are still considered to be 8.
13-17 The number found on the CRT to be the result of the counterattack is the minimum number of Strength Points that the attacker will have to eliminate.
13-18 Only units that participated in the attack may be reduced or eliminated to reflect the effect of the counterattack.
13-19 If more than 50 Strength Points are involved in an attack or counterattack, add the result of the 50 column of the CRT (multiplied by the number of multiples of 50 involved) and the result of the remainder column, using the same adjusted die roll. (Example: 135 attacking Strength Points would cause the defender to have to eliminate a number of Strength Points equal to twice the result of the 50 column plus the result of the 35 column)
13-20 Losses are taken by units involved in a single Combat only after the results of both the attack and counterattack have been determined. The attacker then will take losses first.
13-21 Strength Points can be eliminated in a number of ways. A unit can be removed from the map and placed in the destroyed pile. A unit may be flipped over to its backside (which shows a reduced strength). Strength reduction markers may also be placed on top of units (front or backside) to show reduced combat strength.
13-22 When strength reduction markers are used, the combat strength of any unit under the marker is reduced. Multiple markers may be used to reflect loss. Markers are applied in the order they are placed in the stack. If a 1/2 strength marker is on top of a -1 marker, then units underneath those markers are halved, then reduced by a further 1 point.
13-23 Strength Points are eliminated according to the following priority: Attacking Cavalry, Infantry (Assault, Marine, and Mountain are also considered infantry), Defending Cavalry, Artillery, Fortress, Headquarter. All the Strength Points of one type must be eliminated before Strength Points of another type can be eliminated. Cavalry units with a full strength in the upper-right corner of greater then 1 (greater then 2 for British and German units) are considered to be infantry for supply expenditure and loss taking requirements.
13-24 All units of one type involved in a combat must be reduced to the strengths shown on the backside of their counters before any unit of that type can be further reduced.
13-25 The most a die roll can be adjusted in any combat is +4 or -4.
13-26 A bloodier CRT is used starting with the first turn of January 1917. This CRT is labeled "1917 and Later".
Figure 8 - Terrain Influence on Combat. The terrain used to influence a Combat is dependent on the hex being attacked, and which hexes it is attacked from. If a unit in hex X were to be attacked only by units in hex B, the defender could chose to have the attack influenced by the terrain in hexside 1, 2, or 3. If the unit in hex X were attacked by units in hexes B and C, the defender could chose to have the attack influenced by the terrain in hexside 1, 2, 3, or 4. If the unit in hex X were attacked by units in hexes B and D, the defender could chose to have the attack influenced by the terrain in hexside 1, 2, 3, 4, or 5. In the above examples, hexsides containing Ocean or Lakes are instead considered to contain the other terrain shown in the hexside. Also, a hexside's terrain cannot be used if that hexside is across a neutral country's border.
Figure 9 - An Example of Combat and Combat Resolution. (This example assumes that all units involved in this combat are fully supplied. Please see the rules governing Supply Points, Headquarters, and Supply for explanation of supply requirements.) The French player has the 88T and 87T Infantry Divisions (Group A) in hex 2817. These units are attacked by the German units in hexes 2816, 2917, and 2918 in a single Combat. To resolve the combat, the German player first totals the number of Strength Points he is attacking with. He decides NOT to have the Cavalry Division in hex 2917 participate in the attack. Therefore, he has 13 Strength Points in hex 2816, 2 Strength Points in hex 2917, and 5 Strength Points in hex 2918. Thus he has a total of 20 Strength Points to conduct the attack. The French player now decides which terrain is used to influence the combat. He may chose between clear, woods, or rough terrain. Rough terrain is chosen. The German player now rolls a die. The number rolled is a 4. This is reduced by 3 due to the rough terrain (see the Terrain Effects Chart). The adjusted die roll is thus a 1. On the 20 column of the Combat Results Table, an adjusted die roll of 1 calls for the loss of 2 Strength Points.
Before the 2 Strength Points are eliminated, the French player counterattacks. The French player first declares that he will not retreat. This means that the strengths of his units will be multiplied by 3 in determining their strength for counterattack purposes. The French player has 8 Strength Points in the hex attacked. He will use the 24 column on the Combat Results Table. He rolls a 4 on the die. This is increased by 3 due to the rough terrain. On the 24 column of the Combat Results Table, an adjusted die roll of 7 calls for the loss of 6 Strength Points. The results of the Combat are therefore that the French player must eliminate 2 Strength Points from the units in hex 2817, while the German player must eliminate 6 Strength Points from the German units that participated in the attack.
The French player satisfies his loss requirements by flipping both divisions in 2817 over to their backside (each division now has a strength of 3). The German player must satisfy the first 3 points of his loss requirements by flipping over the full strength division in 2816, and the full strength brigade in hex 2917 (the division's strength is reduced from 8 to 6, while the brigade's strength is reduced from 2 to 1). He now eliminates the additional 3 points by placing the just reduced division in hex 2816 under the 1/2 strength marker already in the stack in that hex.
14. Retreat
14-1 In order to reduce losses, the defender in a combat may opt to retreat all Ground Combat Units from the hex being attacked.
14-2 The defender declares his intention to retreat after the results of the attack have been determined, but before the results of the counterattack are determined.
14-3 By retreating, the number of Strength Points that the defender must eliminate are reduced by 1/3 (round fractions to the nearest whole number).
14-4 All Ground Combat Units in a hex under attack are required to retreat if the result of the attack would require the defender to eliminate a number of Strength Points equal to at least half the Strength Point total (unadjusted for supply or terrain) of all units in the hex. There are two exceptions to this:
- Units are never required to retreat from a hex that contains a city (the city center, not just an urban hexside) or a port, or if urban terrain is chosen by the defender to influence the combat.
- Ground Combat Units in the same hex as a Fortress are never forced to retreat. However, such units may do so if the defender wishes.
14-5 The defender eliminates Strength Points before any units are actually retreated on the map. Note that both the elimination of Strength Points and the retreat movement of units happen after the results of the counterattack have been determined.
14-6 In retreating, the defender moves units from the hex they occupy into an adjacent hex (or adjacent hexes).
14-7 The hex a unit retreats to is influenced by which Headquarters has expended Supply Points for the unit (see Supply rules). If no Supply Points are expended, then the unit's retreat is influenced by the nearest Headquarters that could have expended Supply Points for it.
14-8 Retreating units must move into hexes according to the following priorities:
- A hex that is not enemy controlled and is closer (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters than the hex they are retreating from.
- A hex that is not enemy controlled and is the same distance (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters as the hex they are retreating from.
- A hex that is enemy controlled, but is occupied by friendly Ground Combat Units, and is closer (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters than the hex they are retreating from.
- A hex that is enemy controlled, but is occupied by friendly Ground Combat Units, and is the same distance (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters as the hex they are retreating from.
- A hex that is not enemy controlled and is farther (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters than the hex they are retreating from.
- A hex that is enemy controlled, but is occupied by friendly Ground Combat Units, and is farther (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters than the hex they are retreating from.
- A hex that is enemy controlled, and is NOT occupied by friendly Ground Combat Units, and is as close as possible (in terms of Movement Points from the hex to the supplying Headquarters by a valid supply route, see Supply rules) to the supplying Headquarters.
14-9 If a stack of units retreat into an enemy controlled hex not occupied by a friendly unit (case 7 above), they must immediately make a Column Attack simultaneously against all adjacent enemy units after the retreat. The defending units all use the same terrain (even if in separate hexes), and may choose eligible terrain in any of the hexes being attacked. The Column Attack may only be supplied if all the attacking units were supplied in the combat that resulted in the case 7 retreat. All losses suffered by the stack of units that originally retreated are considered to have surrendered (even if they are in supply).
14-10 Units may not retreat in violation of stacking limits (see Stacking Rule).
14-11 A retreating unit may only retreat into a hex of a lower priority if it cannot retreat into a hex that meets the criteria of a higher priority retreat destination.
14-12 Retreating units may never retreat across sea or alpine hexsides, nor into neutral countries.
14-13 Units that retreat have their adjusted Strength Point total multiplied by 2 instead of 3 for determining the results of counterattack. Note that since fortresses never retreat, their strength is always multiplied by 3 for counterattack purposes.
14-14 If a unit is forced to retreat, but cannot do so, it is eliminated. Yet it is still assumed to have retreated for counterattack purposes.
14-15 Should a unit retreat into a friendly occupied hex which is subsequently attacked during the same phase, the previously retreated units may not participate in the counterattack, or be used to meet Strength Point loss requirements of the new attack. They may retreat again if as a result of combat in the new hex, the defender opts (or is forced) to retreat.
14-16 Units cannot retreat normally into hexes they could not move into using the 1 hex per turn minimum move. Retreating into such a hex is the absolute last option for cavalry and infantry type (infantry, mountain, marine, and assault) units. All other types of units are eliminated if forced to do so. A cavalry or infantry type unit forced to make such a retreat is reduced by half (round eliminated fractions up).
14-17 Previously retreated units in a hex are not used in calculating when retreat is mandatory. (Example: Six strength points retreat into a hex containing four strength points, and no trench marker. The hex is attacked later the same turn. The result calls for a two strength point defender loss. Since this is half of the four strength points, all of the units in the hex would have to retreat).
14-18 Units able to use mountain or alpine defensive terrain in a hex are never forced to retreat unless surrounded.
14-19 Units forced to retreat into a neutral country are eliminated. Such units may not be rebuilt. The owner of the units suffers normal DM points for the elimination, not double DM as per surrender (the unit is interned).
14-20 Rail-based units may retreat, but only along an active rail line they could normally move to. Failure to do so results in the loss of the unit.
Figure 10 - Examples of Retreat. The French unit in hex 1609 is attacked by adjacent German units and it elects to retreat. Supply was expended for this unit by the 5th Army Headquarter. It cannot retreat into hex 1610 because this hex is in the Zone of Control of the German unit in hex 1710, and no unit friendly to the French player is currently occupying hex 1610. The unit thus has 2 viable retreat options, hex 1509 or hex 1510. Retreating to hex 1509 would be retreating into a hex that is enemy controlled, but occupied by a friendly unit, and would be closer to the Headquarter expending supply for the retreating unit. Retreating to hex 1510 would be retreating into a hex that is not in an enemy Zone of Control, and the unit would be retreating to a hex that is the same distance from the supplying Headquarter as the hex it is retreating from. Therefore, according to retreat destination priorities, the unit would retreat to hex 1510.
According the the retreat destination priorities, if the French unit in hex 1611 (supplied by Headquarter in hex 1411) were attacked and it chose to retreat, it would have the option of going to either hex 1511 or 1512 (Priority #1). If the French unit in hex 1713 (supplied by Headquarter in hex 1411) were attacked and it chose to retreat, it would have to retreat to hex 1613 (Priority #1, NOTE - no valid supply route through hex 1612, see rules on Supply).
15. Advance After Combat
15-1 When the defending units involved in a Combat retreat, attacking units have the option of moving into the vacated hex.
15-2 No more units may move into the vacated hex than are allowed by the stacking rules.
15-3 Artillery units may not advance into a hex vacated as the result of retreat.
15-4 No unit can advance after combat into a vacated hex until all units that lost a greater percentage of their pre-combat strength have also advanced. For example, if an 8-5 and 2-4 unit participated in a combat, and were reduced to a 6-5 and 1-4 due to losses, then the 1-4 would have to advance before the 6-5 since it suffered 50% losses as compared to the 6-5's 25%. Thus, the attacking player could advance with no units, just the 1-4, or both the 1-4 and the 6-5.
16. Column Attack
16-1 A Column Attack is a Combat that takes place during the Movement Phase. Only units belonging to the player whose Movement Phase it is may conduct Column Attacks. Such units may still attack during the Combat Phase.
16-2 Column Attacks may be initiated at any time during the Movement Phase.
16-3 There is no additional Movement Point cost for moving units to participate in a Column Attack.
16-4 Ground Combat Units (except Artillery) that are moved as a stack during a Movement Phase may perform a Column Attack when they cease movement (or declare that they will not move at all during the Movement Phase).
16-5 Any given Ground Combat Unit (or stack of units) may only perform one Column Attack per friendly Movement Phase.
16-6 A particular hex may be attacked any number of times during a given Movement Phase by Ground Combat Units performing Column Attacks.
16-7 A particular unit or stack of units may be attacked any number of times during a given Movement Phase by Ground Combat Units performing Column Attacks.
16-8 Strength is determined and Supply is expended for both the attacking units and defending units at the instant of combat. The Combat is then resolved according to the Combat rules with the following exceptions: The defender's combat strength is doubled (in addition to any other adjustments), the attacker's combat strength is halved.
16-9 Units attacked by Column Attack may retreat. Units conducting the Column Attack would then be able to advance into the vacated hex. In so doing, no additional Movement Points are expended.
16-10 A Column Attack may never take place across an ocean, lake, alpine, mountain, urban, wooded rough, or major river hexside.
17. Supply Points
17-1 Supply Points represent the ammunition used by Ground Combat Units.
17-2 A Supply Point is always considered to be owned by a specific country. Supply Points belong to the country of the Headquarters that possess them, or that receive them as reinforcements.
17-3 Supply Points are possessed and transported by Headquarters (see Headquarters Rule). Headquarters may only possess Supply Points of the same nationality.
17-4 The number of Supply Points that a Headquarter possesses is kept track of on the Supply Track. Each Headquarters has its own specific supply marker. This marker is moved on the Supply Track to reflect the expenditure or receipt of Supply Points by that specific Headquarters. If a Headquarters possesses more than 50 Supply Points, the supply marker is flipped over to its "+50" side on the track. No Headquarters may contain more than 100 Supply Points at any time (50 for Corps Headquarters).
17-5 There is a separate Supply Track for each player. Players are not allowed to view other player's Supply Tracks during the course of the game.
18. Headquarters
18-1 Headquarters enable Ground Combat Units to attack and counterattack by expending Supply Points.
18-2 Headquarters do not exert a Zone of Control.
18-3 Headquarters may only enter a hex containing a trench or devastation marker if there is an Operative Rail Line in the hex or if a friendly engineer unit is in the hex and the hex is not in an enemy zone of control.
18-4 A Headquarters possessing up to 10 supply points counts as 1 division against Rail Capacity when moving by rail. Each 10 or fraction of 10 Supply Points in the Headquarter's possession in addition to the first 10 also counts as a division against Rail Capacity when the Headquarters moves by rail (example - a Headquarters possessing 42 Supply Points that moves by rail would count as 5 divisions for Rail Capacity purposes).
18-5 Headquarters do not count for stacking purposes.
18-6 Headquarters that do not move during a friendly Movement Phase may transfer Supply Points. A single Headquarters may transfer up to 10 Supply Points during a Movement Phase. This total includes both Supply Points received and Supply Points sent. Thus a Headquarters can both send and receive Supply Points during the same turn. Transfer may be by rail or overland.
18-7 To transfer Supply Points, a Supply Point Marker (not included in all titles - players may make their own) is placed on the Headquarters transferring supply. The number on the Supply Point Marker represents the number of Supply Points being transferred.
18-8 The Supply Point Marker may immediately move. For movement and rail purposes, it is treated as an infantry division with movement factor four.
18-9 Supply Point markers may only move away from rail lines under one of two conditions: One, they begin movement in the same hex as a Headquarters. Two, they end their movement in the same hex as a Headquarters. If they cannot move under one of these conditions, then they cannot move at all. [This is due to the fact that supply points can only be moved by rail or by HQ transportation assets (to or from the HQ). They CANNOT move on their own across country]
18-10 If at the end of any movement phase, a Supply Point Marker is in the same hex as a friendly Headquarters, it may be removed, and its supply points added to that of the Headquarters.
18-11 Supply Point Markers have no Zones of Control and a combat strength of zero. Supply Point Markers are immediately eliminated if an enemy unit moves into their hex, attacks them while alone, or forces them to retreat.
18-12 For purposes of calculating the number of Supply Points on a certain front, Supply Point Markers on a certain front or transferring to a front add their total to that front.
18-13 Headquarters normally only expend supply points in combat and transfer supply to units of the same nationality. One exception is when a nationality has fewer than 2 divisions (or the equivalent) on a map (or linked maps on the same theater) and no Headquarters. In this case, the "primary" friendly nationality on the map (or theater in the case of linked maps) may use its Headquarters to supply these units.
18-14 Headquarters may expend Supply Points for units at any time during the game. Headquarters need not complete mobilization prior to expending Supply Points.
18-15 Headquarters have a combat strength of 1 for defense purposes only. Headquarters can only use their defensive strength if they are the only unit possessing a combat strength in the hex.
18-16 If a Headquarters unit is destroyed or forced to retreat, all supply points it contains are lost.
19. Supply
19-1 For a Ground Combat Unit to attack at full strength (or counterattack effectively), it must be supplied.
19-2 Ground Combat Units (except Artillery and Cavalry units, which are covered by special rules, see below) are considered to be supplied for attack or counter attack when a Headquarters expends the required number of Supply Points. The amount of Supply Points to be expended is dependent on the total of Strength Points involved in the attack (or counterattack) and nationality. See the nation specific rules for information on how many Strength Points of a given nationality are supplied for attack by the expenditure of a single Supply Point.
19-3 Supply Points are expended for all units participating in a Combat (attacking and counterattacking) before Combat Resolution begins.
19-4 There must be a Supply Line between the Headquarters expending the Supply Point and the unit(s) for which it is expended.
19-5 A Supply Line is a path of connected hexes from the hex occupied by the unit(s) to be supplied to the hex occupied by the Headquarters that expends the Supply Point(s).
19-6 A player may choose which of his Headquarters will expend Supply Points for any particular unit. Headquarters can only expend Supply Points for units of their own nationality. See the Scenario Rules for exceptions to this rule.
19-7 A Supply Line may not be traced into any hex that is occupied by an enemy unit, or is in an enemy Zone of Control and not occupied by a friendly Ground Combat Unit. A Supply Line may not be traced across sea, lake or alpine hexsides.
19-8 The length of a Supply Line is calculated in terms of the Movement Points it would take to move along the Supply Line by normal movement (not counting enemy ZOC costs) from the hex occupied by the unit to that occupied by the Headquarter.
19-9 If the length of the Supply Line for an attacking unit is greater than 4 Movement Points, the strength of the unit is reduced by 1 for every Movement Point over 4 in the length of the Supply Line. This strength reduction is in addition to any strength reduction of the unit due to losses, and is put into effect before any terrain effects are applied.
19-10 If the length of the Supply Line for a counterattacking unit is greater than 8 Movement Points, the strength of the unit is reduced by 1 for every Movement Point over 8 in the length of the Supply Line. This strength reduction is in addition to any strength reduction of the unit due to losses, and is put into effect before any terrain effects or tripling for counterattack are applied.
19-11 Units (except Artillery) may always use at least 1/2 (round fractions down) of their combat strength to attack or counterattack. This may be done at any time, and regardless of Supply Line length or Supply Point availability. Units using this 1/2 strength option do not have Supply Points expended for them. Note that unsupplied units may still perform column attacks, but would do so at quarter strength.
19-12 All defending units in a Combat need not counterattack at full strength. Only those units for which Supply Points are expended counterattack at full strength. The defending units for which no supply points are expended counterattack at half strength. Note that the halved strength of unsupplied counterattacking units is still tripled for calculating the results of the counterattack (see rules on Combat Resolution).
19-13 Units do not have their attack strengths reduced due to supply line length if the Headquarters supplying the unit is in an adjacent hex.
19-14 Artillery units in a hex adjacent to their supplying Headquarter may attack no matter what the movement point cost between the two hexes.
Figure 11 - Examples of Supply. Example 1: The German units in hexes 1608, 1709, and 1710 are attacking the French unit in hex 1609. All of the German units involved in the attack will have Supply Points expended for them by the German 2nd Army Headquarter in hex 1809. There are a total of 19 German Strength Points involved in the attack, so the 2nd Army Headquarter would have to expend 3 Supply Points (One for each 8 or fraction of 8 Strength Points involved). The French player would have to expend 2 supply points for the unit in 1609 to counterattack using its full strength (One for every 3 or fraction of 3 Strength Points involved).
Example 2: The German units in hexes 1712 and 1812 are attacking the French unit in hex 1713. All of the German units involved in the attack will have Supply Points expended for them by the German 2nd Army Headquarter in hex 1809. There are a total of 19 German Strength Points involved in the attack, so the 2nd Army Headquarter would have to expend 3 Supply Points (One for each 8 or fraction of 8 Strength Points involved). The unit in 1712 has a supply line that is 5 Movement Points in length (from 1712 to 1711 to 1710 to 1809). It therefore has its strength reduced by 1 in determining the total of Strength Points attacking. The units in 1812 have supply lines that are 6 Movement Points in length (from 1812 to 1811 to 1810 to 1809). Therefore each unit in that hex has its strength reduced by 2 in determining the total of Strength Points attacking. Thus the German player would use the 14 column of the CRT (4 from hex 1712, 7 + 3 from hex 1812). Note that the reduction in strength due to Supply Line length does NOT influence the number of Supply Points that must be expended. The French player would have to expend 2 supply points for the unit in 1713 to counterattack using its full strength (One for every 3 or fraction of 3 Strength Points involved). While this French unit has a supply line that is 6 Movement Points in length (from 1713 to 1613 to 1513 to 1412 to 1411), its strength is not reduced in the combat because it is counterattacking.
20. Surrounded Units and Surrender
20-1 Any unit is considered to be surrounded when it can not trace a line of communication of any length to a friendly map edge or friendly country interior. A line of communication is a line of hexes from the unit to the destination unbroken by enemy ground combat units and enemy zones of control (unless the hex is occupied by friendly ground combat units).
20-2 Surrounded units may attempt to 'Break Out' by attacking. If unsupplied, such units attack at one quarter strength (round to nearest whole number).
20-3 For unsupplied surrounded units to make such an attack, one strength point per division (of any strength) involved in the attack is eliminated. One such strength point is eliminated for every two brigades or regiments involved in the attack. This strength point is eliminated prior to any strength point calculations for determining the results of the attack.
20-4 Any losses incurred by surrounded units are considered to have surrendered. If a unit is removed from the map due to strength point losses while surrounded, the entire unit is considered to have surrendered. This is true even if the surrounded units are able to advance after combat into a hex so that they again have a valid line of communication to the rear.
20-5 An attack by surrounded units may be made in combination with regularly supplied units. In this case, all of the strength point losses required by the attacker must be taken by the surrounded units.
20-6 Units that are removed from the map are lost due to surrender and may not be rebuilt by replacements.
20-7 Surrounded units are required to retreat if the losses called for by the CRT are greater than or equal to one quarter of the strength in the hex attacked. The retreat of surrounded units may be in any direction, so long as the destination is chosen in accordance to the priorities outlined in rule 14-8, without regard to distance to friendly Headquarters.
20-8 Units required to retreat while surrounded that cannot do so are removed from the map and are considered to have surrendered.
20-9 Units in the same hex as a fortress are not considered to be surrounded.
20-10 Surrounded units may not retreat from enemy ZOC to enemy ZOC. If forced to do so, units may only retreat into a hex containing a friendly fortress, otherwise, the unit is forced to surrender.
20-11 Surrounded units must expend supply points for defensive purposes from the nearest HQ in the same "pocket" if such supply points exist.
20-12 Surrounded units do not receive the defensive benefits of Trench markers.
20-13 Units surrounded in a "pocket" that does not contain a fortress, are destroyed and removed from the map if they are so isolated for a the full portion of a friendly half game turn. Such units are removed prior to the start of the next enemy movement phase.
20-14 A "pocket" is defined as a group of connected friendly controlled hexes, all of which are in an enemy ZOC (i.e. there are no 'interior' hexes), and none of which contains a friendly port.
21. Fortresses
21-1 Fortresses are immobile; they may never move, retreat, or be forced to do so.
21-2 Fortresses neither exert a Zone of Control nor negate enemy Zones of Control in the hex they occupy. Units may, however, trace Supply Lines through hexes in enemy Zones of Control that are occupied only by friendly Fortresses.
21-3 Fortresses may never attack; their Strength Points are used in counterattacks only (at which time their strength is tripled, just as other counterattacking units). They do not need a Supply Line nor are Supply Points expended for them by Headquarters to counterattack at full strength.
21-4 Fortresses may never use urban terrain to modify combat. The defender must opt to use another terrain that meets the requirements of rule 13-3. If no other option exists by this rule, the effects of broken terrain are used instead. Note that if a hex is defended by both a fortress and ground combat units, neither could use urban terrain in the defense due to the presence of the fortress. The effects of this rule may only be circumvented by voluntarily abandoning the fortress immediately so other units could use urban terrain if that would normally be an option.
21-5 Units in the same hex as a Fortress are never forced to retreat. If they do choose to retreat, the priority of Strength Point elimination is changed so that fortress Strength Points are eliminated first. Also, the reduction in the number of Strength Points to be eliminated due to retreat would be applied only to the number of Strength Points remaining to be eliminated after all fortress Strength Points are eliminated.
EXAMPLE: two 4-4 divisions are in the same hex as a 3 Strength Point fortress. They are attacked and the results of the attack call for the elimination of 10 Strength Points. The defending player chooses to retreat the two 4-4 divisions. The fortress would be completely eliminated first. This would leave 7 Strength Points to be eliminated. This would be reduced by 1/3 due to the retreat. Thus the defender would only have to eliminate a total of 5 Strength Points from the two retreating divisions.
21-6 Fortresses do not count for stacking purposes.
21-7 A player may use any Fortress markers of the appropriate nationality he has available in order to show a Fortress' reduced strength.
21-8 A player may voluntarily abandon a friendly fortress during his Movement Phase if the fort itself is not considered surrounded by rule 20-1. This is done by removing the fortress from the map.
21-9 Starting with the first turn of November 1914, a player may reduce the strength of any friendly non-Russian fortress (as per 21-8). The player immediately receives RPL strength points equal to one third of the removed fortress strength in the hex of the reduced fortress.
21-10 Fortresses of most countries could hold out for quite some time, but not indefinitely. Fortresses of 12 strength points or less that are surrounded for more than 7 consecutive turns are prone to surrender. Fortresses of 13 to 23 strength points are not prone to surrender until 14 consecutive turns of being surrounded have passed. Fortresses of 24 or more strength points are not prone to surrender until 28 consecutive turns of being surrounded have passed. A turn is from the end of an enemy combat phase to the start of the same phase the next turn.
21-11 When a fortress is 'prone' to surrender, 2 dice are rolled at the start of the enemy combat phase. If the number rolled, minus 1, is equal to or less than the number of turns it has been 'prone' to surrender, the fortress and all other units in the same hex surrender and are removed from play. (Example, a 15 strength point fortress has been surrounded for 14 turns. The next turn, during the enemy combat phase, 2 dice are rolled. If the result is a '2' [number of turns prone to surrender at this point is '1'], the fortress and any units in it surrender.)
21-12 During August and September of 1914, a city center containing a fortress may declare itself an "open city" if confronted with overwhelming force. This happens the instant any of the following conditions occur:
- The city is surrounded. There is no line of communication between the city center and the country capitol. Any such line of communication cannot pass through a enemy Zone of Control unless that hex is occupied by a friendly combat unit.
- There are more than three times as many enemy strength points adjacent to the city as there are non-fortress strength points in the city.
- There is an enemy Siege Artillery unit adjacent to the city.
If any of the above conditions occur, the fortress in the city is immediately removed (no DM points are lost for the fortress), other friendly units in the city center must immediately retreat out of it, and the enemy units may continue moving normally. Fortresses above strength 8 are not affected by this rule.
22. Trenches
22-1 Trenches may be constructed by Infantry, Assault, Mountain, or Marine units in the hexes that they occupy. To begin construction a Construction Marker is placed underneath the unit in the Trench Construction Initiation Phase of the Monthly Special Turn.
22-2 Units cannot construct Trenches in hexes where either Mountain or Marsh is the only terrain between their hex and hex(es) occupied by enemy units. Neither trenches nor devastation markers can exist in mountain or marsh hexsides and would not be included in the movement point costs of crossing such hexsides.
22-3 Construction Markers may not be moved from the hex in which they are placed.
22-4 If a Trench or Construction Marker is ever found (at any instant) to be in a hex not occupied by a unit capable of trench construction, that marker is immediately removed from the map (for example, an Infantry unit retreats from a hex containing a Construction Marker. The Construction Marker is removed before the advance after combat takes place.).
22-5 During the Trench Construction Completion Phase of the Monthly Special Turn, any Construction Marker on the map is replaced by a Trench Marker.
22-6 A Trench Marker adds 2 to the Movement Point cost of entering the hex that it occupies.
22-7 A Trench Marker reduces the die roll of attacks against the hex it occupies by 2. There is no corresponding counterattack die roll adjustment.
22-8 Units in the same hex as a Trench Marker are only required to retreat when the defender's required Strength Point loss equals or exceeds the total strength of the defending units.
22-9 At the beginning of the 1st turn of April 1915, Trenches not adjacent to an enemy unit or fortress are removed from the map. From this point in time forward, Trenches may only be constructed in hexes containing an enemy Zone of Control or adjacent to an enemy fortress. Should a trench construction marker be located in a hex not containing an enemy Zone of Control or adjacent to an enemy fortress at the start of any friendly movement phase, that trench construction marker is removed.
22-10 Beginning with the 1st turn of April 1915, trenches are not destroyed completely by retreat and advance after combat. Should a hex with a trench marker be entered by enemy combat units as a result of advance after combat, the trench marker is replaced with a devastation marker (if one is not available, use a trench construction marker with the figure inverted).
22-11 Beginning with the 1st turn of April 1915, trench markers not in a hex containing an enemy Zone of Control, and not adjacent to enemy fortresses, are replaced with Devastation Markers.
22-12 Beginning with the 1st turn of April 1915, trenches in an enemy zone of control are not removed due to the hex being vacant. Should such a hex with a trench marker be occupied later by forces hostile to those that built it, the trench marker is replaced with a devastation marker.
22-13 Devastation markers add two to the movement point cost of entering the hex the marker occupies. There is no defensive benefit.
22-14 A Devastation marker is replaced by a Trench marker whenever trench construction is completed in the same hex.
22-15 The movement point costs of trenches and devastation markers is included in calculating the length of supply lines and in determining if the hex can be entered by a unit using the 1 hex per turn minimum move rule.
22-16 Armies quickly learned how to construct simple defensive works in difficult terrain rather quickly. The effect is stiffened defense in areas with good defensive terrain. During 1915, units are not required to retreat unless losses called for are greater than or equal to the total of defending strength points when utilizing defensive terrain giving them a -3 or better defensive die roll adjustment. From 1916 on, units get the same benefit when utilizing defensive terrain giving them a -2 or better defensive die roll adjustment.
22-17 During 1915 (only), the effect of trench markers or rule 22-16 can be negated by overwhelming artillery fire. If the number of siege artillery batteries AND the number of regular artillery batteries brought to bear in an attack are BOTH greater than or equal to the number of defending divisions in the hex under attack, the trench marker and rule 22-16 are negated. This rule DOES NOT apply to the Western Front.
22-18 Trench markers and rule 22-16 are negated if the unit is attacked from both front and rear. A hex under attack from opposite sides must have friendly ground combat units in at least two adjacent hexes, that are also adjacent to each other, to receive the benefit of Trenches or rule 22-16. Refer to figure 8. If hex 'X' is under attack from opposite sides, say from 'E' and 'B', then it must have friendly units in both hexes 'A' and 'F', or in both hexes 'C' and 'D', to receive the benefit of a Trench marker or rule 22-16. A unit attacked from three opposite directions (A, E, & C; or F, B, & D) never receives the benefit of a Trench marker or rule 22-16.
22-19 (Optional) The need for heavy artillery increased as defenses improved. A hex is considered to have a "solid" defense when it contains a trench marker, and at least five, OR the number of infantry strength points equal to a full strength infantry division, for each hexside it is attacked through. (Note - the full strength of a nation's infantry division is seen in the upper right hand circle on an infantry unit)
22-20 (Optional) Sufficient artillery for attacking a "solid" defense is dependent on the year and the front. In 1914, no artillery is necessary. In 1915, 3 artillery strength points are needed on the West Front, 2 on other fronts. In 1916, 6 artillery strength points are needed on the West Front, 2 on other fronts. In 1917, 9 artillery strength points are needed on the West Front, 4 on the Italian Front, and 2 on other fronts. In 1918, 12 artillery strength points are needed on the West Front, 6 on the Italian Front, and 2 on other fronts.
22-21 (Optional) In combat phase attacks against a hex with a "solid" defense in which the attacker uses insufficient artillery, the attacker suffers an -1 drm for the attack, and the defender enjoys an additional +2 drm for the counterattack in clear terrain. In broken terrain, the defender enjoys a additional +2 drm for the counterattack. There is no effect in other terrain types.
22-22 (Optional) Players may begin trench construction at the beginning of their part of any turn. Exactly seven turns later, the construction is complete and a trench marker is placed in the hex of construction. Players must themselves keep track of when trench construction was started in each hex.
23. Recombination
23-1 Units of the same type and nationality may recombine if they have Full Strength Symbols with the same colors.
23-2 Recombination may only take place in the same hex as a Headquarters of the same nationality of the recombining units. Neither the Headquarters nor the units to be recombined may have moved or participated in combat during the turn in which the recombination takes place.
23-3 Recombination of a player's units takes place during the owning player's Replacement/Recombination Phase.
23-4 The following procedure is used in recombining units:
- Determine the total number of Strength Points of the units involved in the recombination. Note that the number of Strength Points a unit has may be reflected by the unit having been flipped over, strength reduction markers, or a combination of the two.
- A player may eliminate or reduce the strength of some of the units involved in a recombination so as to increase the strength of other units involved in the same recombination. Units that have their strength increased, may only increase it up to the point of having a number of Strength Points equal to their counter front side printed strength, or their Full Strength Symbol (whichever is a lower number). The total number of Strength Points of recombined units must be equal to or less than the number of Strength Points found in step 1.
23-5 Units that have been eliminated may be returned to play by recombination. The previously eliminated units are brought back into play in the hex where recombination occurs.
23-6 Recombination may not take place in an enemy ZOC.
Figure 13 - Example of Recombination. The German Player has the following units stacked together in a hex. None of these units have moved during the last German Movement Phase. It is now the German Replacement / Recombination Phase. The German player has a total of 12 Strength Points of the infantry type (as shown by units with the Full Strength symbol of a black 8 in a white circle) in the stack. He reduces the -1 strength 6-5 to its backside strength of 4-5 (by flipping the unit over and removing the -1 marker), using the additional point so gained, along with the RPL 5-4 and the 2-4 brigade to return an eliminated 8-5 division to the map to the hex the stack is in. In so doing, the RPL unit and the 2-4 brigade are removed from the map.
24. Replacement Units
24-1 Replacement Units are those that have the unit designation RPL. These units are NOT Ground Combat Units. They do not exert Zones of Control. They may not use their Strength Points to attack or counterattack. They may not be reduced in strength to satisfy the requirements of a Combat result. If such a unit is alone in a hex (or in a hex only with other Replacement Units), and that hex is attacked, all such Replacement Units are immediately lost.
24-2 Replacement Units count as divisions for stacking and Rail Movement purposes. They move using their Movement Allowance, as per the rules on Ground and Rail Movement.
24-3 Replacement units may be split into smaller replacement units or recombined with other replacement units at any time.
24-4 The sole purpose of replacement units is to provide strength points for recombination.
25. Reinforcements
25-1 Players receive reinforcements during a scenario according to the scenario's reinforcement schedules.
25-2 Reinforcements appear in the hex stated in the scenario reinforcement schedules during the friendly Reinforcement Arrival Phase of the stated turn. If no hex is listed, refer to the scenario rules for the arrival location.
25-3 Reinforcements may not arrive in a hex that is occupied by enemy units, is enemy controlled, or is no longer an Operative Rail Hex belonging to a friendly Rail Network. If the reinforcements can only arrive in a hex with one of the above conditions, they may be placed in the nearest friendly Operative Rail Hex that is not in an enemy Zone of Control.
25-4 Units that arrive as reinforcements are considered to have completed mobilization.
25-5 All reinforcements may use Column Movement on the turn they are placed on the map.
25-6 Headquarters that arrive as reinforcements without a stated Supply Point stockpile arrive with 0 Supply Points in their possession. Those with Supply Points have a marker placed on the appropriate Supply Track the instant they are placed on the map.
25-7 On certain turns, countries may receive Supply Points as Reinforcements. These Supply Points can be transferred immediately to single Headquarters on an Operative Rail Line; or they may be split among multiple Headquarters, each of which must be located on an Operative Rail Line. Supply Points may also arrive as a Supply Point Marker in a hex containing an Operative Rail Line on a friendly map edge.
25-8 On some turns, players may be called upon to withdraw certain units. These units should be at the strength listed. If at reduced strength or eliminated, a number of strength points must be removed from replacement units or other units on the map to make up the difference.
26. Demoralization Points
26-1 Demoralization Points are accumulated by most belligerent countries when they suffer the negative effects of warfare. Demoralization Points (DM points) in this game are accumulated for loss of strength points, loss of units without strength points, loss of cities, and for other events that take place outside the scope of this game.
26-2 Demoralization Points in campaign games are accumulated by all countries except Belgium. In scenarios, players receive specific instructions as to which belligerents must keep track of Demoralization Point accumulation.
26-3 Demoralization Points are accumulated according to the following schedule:
- 1 DM point - Each Infantry (or Mountain or Marine or Assault) Strength Point lost in combat.
- 1 DM point - Each Fortress Strength Point lost due to combat or effects of siege. (Note that this does NOT include Fortress strength points voluntarily destroyed by the owning player).
- 2 DM points - Each Infantry Strength Point that surrenders, or is lost while surrounded.
- 2 DM points - Each Cavalry or Artillery Strength Point lost in Combat.
- 2 DM points - Each Engineer Unit lost.
- 4 DM points - Each Cavalry or Artillery Strength Point that surrenders, or is lost while surrounded.
- 10 DM points - Each Headquarter lost.
- 15 DM points - Each city (personnel or non-personnel center) when first occupied by the enemy.
- 25 DM points - Each urban hexside when first occupied by the enemy.
26-4 Countries accumulate DM for the enemy occupation of their cities the first time an enemy unit occupies the particular city or both hexes containing a particular urban hexside. Such DM points are not subtracted should the city or hexside be regained by friendly forces.
26-5 Countries with high numbers of DM points may suffer the effects of 'Shaken National Morale' and 'Economic Collapse' before surrender (see campaign rules for details and specific effects).
26-6 If a country suffers from Shaken National Morale or Economic Collapse, it may not conduct unsupplied attacks.
26-7 If a country surrenders, all its units are immediately removed from play.
27. Divisional Breakdown
27-1 A division may divide into component regiments or brigades at the beginning of any movement phase. To do so, the division is removed and regiment or brigade counters of the same type and same (or lower) combined strength are placed in the hex the division counter was removed from.
27-2 Divisional components may recombine at the end of any movement phase if they are in the same hex. The total strength of the divisional component becomes the strength of the division that replaces those components. The division is placed in the hex the components combine in. Note that it is not necessary for the components to have originally been from the same division.
27-3 When divisional component units are stacked together, the component units that would constitute a full division are considered to be one division. This means that the combined strength of the component units is reduced due to excessive supply line length, not a reduction for each component unit. For example, the German player has five 2-5 regiments in a hex. Four of these regiments would be considered a division, as their 8 combined strength would be equal to a full German infantry division. The fifth regiment would be treated as a separate division for supply and stacking purposes.
28. Corps
28-1 Originally, Corps in World War One were composed of two divisions. Corps structures became fluid as the war dragged on. There are two types of Corps markers found in certain titles in the Der Weltkrieg series of games, "Three Division" Corps and "Flexible" Corps.
28-2 Flexible Corps markers have no strength or movement factors, only a roman numeral corps designation. The components of such corps are held in off board displays. Such Corps may comprise any mix of units allowed by the stacking rules.
28-3 Three Division Corps are comprised of three divisions of the same type and nominal strength. The front of the Three Division Corps shows the three component divisions at combined full strength. The back side shows the three component divisions at their combined back side strength.
28-4 In addition to Three Division Corps for infantry type units, there are also Three Brigade Artillery Divisions. Such Artillery Divisions represent three full artillery units, and therefore an artillery division can be the only artillery unit in a hex due to stacking limitations.
28-5 Players may switch between Corps and smaller units at any time. No strength or movement points are lost or created in doing so. Corps markers exist solely for a player's convenience.
29. Artillery Units
29-1 Units with Unit Type Symbols of Artillery and Siege Artillery are considered to be Artillery Units.
29-2 During 1914 Siege Artillery Units may ONLY be used to attack hexes containing fortifications. They may not attack other hexes, nor may they ever participate in a counterattack.
29-3 Up to 3 Artillery units may be stacked in the same hex. These 3 Artillery units are in ADDITION to the 6 Divisions allowed in the hex by the stacking rules.
29-4 Artillery units may neither attack nor counterattack if their Supply Line is longer than 4 Movement Points.
29-5 Artillery units counterattack at double (not triple) their combat strength.
29-6 Artillery Units are considered to be supplied for attack or counterattack when a Headquarters expends the required number of Supply Points. The amount of Supply Points to be expended is dependent on the total of Artillery Strength Points involved in the combat and nationality. See the scenario specific instructions for information on how many Artillery Strength Points of a given nationality are supplied for a combat by the expenditure of a single Supply Point.
29-7 Artillery only attacks may be directed against all units in a hex OR only the defending fortress and artillery units in a hex. If directed at only fortresses and artillery, these units would be the only ones to take losses due to the attack. In all cases of when only Artillery units are involved in an attack, they may only be counterattacked by defending Artillery units. Artillery only attacks are not effected by river terrain (in attack or counterattack).
29-8 Artillery units counts as 2 divisions for Rail Capacity purposes. (Siege Artillery units count as 1 division for Rail Capacity purposes.)
29-9 Artillery units do not pay the additional movement point to enter an enemy Zone of Control if a friendly infantry unit already occupies the hex being entered.
29-10 When only artillery units are attacking a fortress hex, 1 is added to the attack die roll for each hexside through which artillery units are attacking the hex.
29-11 When artillery units are attacking a fortress hex, if the number of infantry strength points in the fortress hex is less than 4 times the number of hexsides through which artillery units are attacking the hex, the strength of artillery units is DOUBLED for purposes of determining the results of the attack.
29-12 Artillery units may not make the 1 hex minimum move allowed by rule 6-10 across mountain terrain, unless a rail line also exists in the hexside.
29-13 Artillery units do not retreat. Should other units in a hex containing artillery units retreat, the artillery units are destroyed. Artillery units alone in a hex have a defensive strength of 0.
29-14 Artillery units are not included in calculations used to determine if retreat is mandated. Note impact this has on rule 14-4.
29-15 From 1915 on, Siege artillery units may be used as regular artillery. Siege artillery may only be used as regular artillery against units in trenches. When so used, Siege artillery units are considered to be regular artillery units possessing half of their regular strength (for both supply expenditure and combat purposes).
29-16 Artillery units cannot move from a hex containing either a trench or devastation marker that is in an enemy zone of control to another hex containing either a trench or devastation marker that is also in an enemy zone of control.
Figure 12 - Example Use of Artillery. It is the German Combat Phase. The German Player decides to attack the Belgian fortress in hex 2107 with the Artillery Units in adjacent hexes. He has a 4 Strength Point Artillery unit in hex 2106, a 3 Strength Point Artillery unit in hex 2108, and two 8 Strength Point Artillery units (one in hex 2206 and another in hex 2207). For the total 23 Artillery Strength Points, the German player expends 8 Supply Points from the 1st Army Headquarter (One Supply Point for every 3 or fraction of 3 Artillery Strength Points). The attack would be resolved using the 46 column of the CRT due to rule 23-11 (the number of infantry units in the fortress hex is less than the number of hexsides through which artillery units are attacking it). Also, the attack is made with a +4 added to the die roll due to rule 23-10 (since artillery units are attacking the hex through 4 different hexsides). Since only Artillery units are attacking, and there are no Artillery units in the hex being attacked, there is no counterattack. NOTE - Had the German player attacked the fortress with a combination of Infantry and Artillery units, the Belgian fortress would counterattack. The Belgian player would not have to expend any supply points. The fortress would counterattack with a strength of 108 (36 times 3).
30. Cavalry Units
30-1 Cavalry units with a full strength in the upper-right corner of 1 (or 2 for British and German units) are always considered to be supplied for both attack and counterattack purposes.
30-2 If a Cavalry unit is attacked entirely by non-Cavalry units, the defending Cavalry unit may opt to retreat before Combat. This applies even to Cavalry units stacked with non-Cavalry units.
30-3 If, as a result of this pre-combat retreat, the hex is vacated, no Supply Point expenditure is made by the attacker, yet he may advance would-be attacking units into the vacated hex. Units that advance into the vacated hex ARE considered to have engaged in combat, even though no Supply Points have been expended.
30-4 If cavalry units cannot trace a line of supply of no more then 8 movement points from a friendly active rail line, port, or Headquarters during the months of November to June [inclusive], their combat strength is reduced by 1 point for each extra movement point in the length of the traced supply line, and have their movement allowance reduced to 4 (5 for Germany and Great Britain). Cavalry units with a strength of "0" per this rule would be removed from the map during the monthly trench construction phase (the horses have died off).
31. Cavalry Unit Strengthening
31-1 Starting in January of 1916, Cavalry units may be 'strengthened'. This represents putting additional assets and firepower under the control of these units.
31-2 Starting in January of 1916, Infantry RPL units may be used to increase the strength of existing cavalry divisions. The process is the same as for Infantry Replacement, but the cavalry divisions may now be increased to a higher strength, as determined by the 'strengthened' counter.
31-3 The cavalry conversion process is limited by the counter mix. Only units that have a corresponding 'strengthened' counter may undergo this process.
31-4 Strengthened Cavalry divisions are considered to be infantry units, but rules in section 30 continue to apply. They may NOT recombine with cavalry divisions that have not been strengthened. They may be freely recombined only with other previously 'strengthened' Cavalry units of the same type and nationality and replacement units.
32. Mountain Units
32-1 Mountain units pay one less movement point to cross wooded rough and mountain terrain hexsides than called for by the terrain effects chart.
32-2 Mountain units get the -1 movement point benefit of a single track rail line if the cost of crossing the hexside is normally 3 or more.
32-3 Mountain units may make the 1 hexside per turn minimum move (allowed by rule 6-10) so long as they would not pay more than six movement points in moving from enemy ZOC to enemy ZOC. The six movement point cost in this case does NOT include the additional cost of entering or leaving an enemy ZOC.
33. Assault Units
33-1 Assault units have an arrow in their unit type symbol. There are both Infantry Assault and Mountain Assault units.
33-2 Assault units do not expend the additional Movement Point for leaving a hex in which there is an enemy Zone of Control (Note: This means that only one additional movement point is spent by Assault units moving from one hex in an enemy Zone of Control to another).
33-3 During the first game turn that full strength Assault units attack units of a given country, the units of that country must retreat under the following conditions:
- If attacked by a full strength Assault unit; and
- the units in the hex under attack are called on to lose at least 1/2 of their combat strength, even if they are in a trench, city, or port.
This applies to a stack of multinational units if the majority of strength points are from the country being attacked by Assault units for the first time.
33-4 Assault units engaged in combat must take losses first, before any other type. In doing so, the Assault unit loses strength reducing it to the level of a full strength (the strength in the circle in the upper-right corner of the piece) unit of its regular type. Once this point is reached, the Assault unit is considered to have reverted to a regular unit. At that point all units involved in an attack take losses normally. (Example: A German 12-5 Assault Infantry Division is involved with other non-assault infantry units in an attack. The counter-attack results in the attacker being required to take 8 strength points as losses. The 12-5 is reduced to an 8-5 infantry division. This meets the requirement for the first four strength points of the loss. The 8-5 and other full strength infantry units would then take the rest of the losses normally.)
33-5 German "AlpK" and "Jgr" designated units never revert to regular infantry once they are converted to assault units. These units are considered to only contain assault strength points once they are converted.
33-6 Assault units may not be rebuilt or combined to return to full assault unit strength.
33-7 Assault units may attack into adjacent vacant hexes, and advance into those hexes. No supply is expended for such "vacant hex" attacks.
33-8 The effectiveness of Forts is reduced by assault units. Units in the same hex as a fort are required to retreat if they are attacked by a full strength assault unit and they are called on to lose half or more of their strength. Note that this rule applies only if there is not a viable trench marker in the hex, and neither the provisions of rule 22-16 or rule 33-3 apply.
33-9 The effects of rule 22-16 are negated if the number of attacking assault strength points is greater than the number of strength points defending the hex. Remember, not all strength points of an assault unit are assault strength points. Only those strength points in addition to the regular full strength (the strength in the circle in the upper-right corner of the piece) of a unit are assault strength points. (Example: A German 12-5 assault division has 4 assault strength points. This comes from subtracting the 8 regular infantry strength points from the 12 total. Also note that German "AlpK" and "Jgr" are pure assault strength point units.)
34. Winter Weather
34-1 Winter starts with the 1st turn of December. Winter ends with the completion of the 7th turn of February.
34-2 Rule 19-9 is MODIFIED during winter weather turns. An attacking unit's strength is reduced by 1 for every movement point over 3 in the length of the Supply Line between the unit and the Headquarters expending the required supply points.
34-3 Rule 19-10 is MODIFIED during winter weather turns. A counterattacking unit's strength is reduced by 1 for every movement point over 6 in the length of the Supply Line between the unit and the Headquarters expending the required supply points.
34-4 Add +1 to the counterattack die roll during winter turns unless all attacking units are located in trenches.
34-5 On map 6-4, winter effects don't end until the completion of the 7th turn of April. In addition to this effect, units attacking into clear, broken, woods, or rough terrain on Map 6-4 have their attack strength reduced by one quarter (round fractions up) during winter weather turns.
35. The Danube
35-1 The Danube is more than just a major river. It is an obstacle of colossal proportions. As such it cannot be crossed if by doing so the moving unit is both crossing the Danube AND moving into an enemy Zone of Control exerted by a unit adjacent to the Danube.
35-2 Rule 35-1 can be ignored under the following conditions:
- The hex being moved into is occupied by friendly ground combat units.
- Such a move is the result of advance after combat.
35-3 Non-Artillery combat units may only attack across the Danube in conjunction with an engineer unit. Such attacks must include an engineer unit in each hex containing attacking units. Multiple attacks across the Danube from a single hex are not allowed. The engineer unit is eliminated if all other attacking units are eliminated as a result of the counterattack.
35-4 Artillery units may attack across the Danube as per the normal rules for attacks.
36. River Flotillas
36-1 The Danube is so big that many countries along its length had river flotillas to patrol it. River flotillas may only move along the length of the Danube river. In doing so, a River Flotilla counter is moved on the map through hexes that are adjacent to the Danube river.
36-2 River Flotillas are considered to have an unlimited movement allowance. They may move as far up and down the Danube as they want during a friendly movement phase.
36-3 In moving, River Flotillas must move from hex to adjacent hex. Each hex moved into must be adjacent to the Danube river.
36-4 River Flotillas may not enter hexes containing enemy ground combat units, enemy fortresses, or enemy River Flotillas.
36-5 River Flotillas do not count towards stacking limits when in the same hex as friendly units.
36-6 River Flotillas may participate in attacks with friendly ground units in the same hex that they occupy. Such an attack must be into a hex that also borders the Danube. When they participate in such an attack, the total strength of all participating River Flotillas is divided by 3, fractions rounded down. No supply points are expended to supply attacking River Flotilla units.
36-7 River Flotillas are a major impediment to crossing the Danube. A River Flotilla may 'interdict' any crossing of the Danube that happens within 2 hexes of the hex occupied by the River Flotilla. This 2 hex 'interdiction' range may be to the hex being moved into, or the hex being moved from in the crossing of the Danube. Units crossing the Danube and interdicted by a River Flotilla are attacked by that Flotilla at 3 times the River Flotilla's counter strength. No supply points are expended by the River Flotilla to make this attack. The interdicted unit may not counterattack. Retreat is not allowed across hexsides that would trigger an interdiction attack. Supply lines may be traced through such hexsides only if friendly ground combat units exist in the hexes on each side.
36-8 Each 'interdicted' unit is attacked by the interdicting River Flotilla (or Flotillas if multiple are in range) separately. Engineer units interdicted by enemy River Flotillas are destroyed. Should a Headquarters unit be interdicted, and it takes a strength point loss, all of the Supply Points in the possession of that Headquarters are lost.
36-9 River Flotillas may engage in combat with enemy River Flotillas in an adjacent hex. Both attack and counterattack are made at double strength. The results of both attack and counterattack are determined before any losses are taken. No supply is expended for this combat. Losses are taken with the use of strength reduction markers and or flipping counters over to their reduced strength side. Note that only River Flotillas can damage other River Flotillas. Ground combat units cannot attack or counterattack River Flotillas.
37. Germany
37-1 German units require 1 Supply Point for every 8 or fraction of 8 Strength Points for attack and 4 or fraction of 4 for counterattack. German Artillery units require 1 Supply Point for every 3 or fraction of 3 Artillery Strength Points for attack or counterattack.
37-2 The German Rail Network has a capacity of 20 divisions. This capacity may be reduced in certain scenarios due to capacity tied up on other fronts.
37-3 German units may entrain in an enemy Zone of Control. Units that do this do not pay the movement cost of exiting an enemy Zone of Control.
37-4 German units may detrain in the Zones of Control of Russian units. In so doing they must pay the cost of both detraining AND entering an enemy Zone of Control.
37-5 German units may enter an enemy Zone of Control later in the same Movement Phase in which they used Rail Movement.
37-6 The German player may move two units (up to two divisions or equivalents) across a particular single track rail hexside belonging to the German Rail Network by Rail movement in a given Movement Phase.
37-7 Germany receives DOUBLE the normal DM points for cities or urban hexsides in Germany occupied by the enemy.
37-8 German units in a "pocket" containing a set of at least three friendly controlled hexes, each of which borders the other two, are exempt from rule 20-12.
37-9 German HQs may transfer supply points to Austro-Hungarian, Bulgarian, and Ottoman HQs and may expend supply points for units of these countries at their national supply rates.
38. Great Britain
38-1 British units require 1 Supply Point for every 9 or fraction of 9 Strength Points for attack and 4 or fraction of 4 for counterattack in 1914. British units require 1 Supply Point for every 7 or fraction of 7 Strength Points for attack and 3 or fraction of 3 for counterattack after 1914. British Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
38-2 British units may enter an enemy Zone of Control later in the same Movement Phase in which they used Rail Movement.
38-3 British units in a "pocket" containing a set of at least three friendly controlled hexes, each of which borders the other two, are exempt from rule 20-12.
38-4 British HQs may transfer supply points to Greek and United States HQs, and may expend supply points for Greek units at their national supply rate. They may also perform these functions for Italy after Italy suffers "Shaken National Morale".
39. France
39-1 French units require 1 Supply Point for every 6 or fraction of 6 Strength Points for attack and 3 or fraction of 3 for counterattack. French Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
39-2 The French Rail Network has a capacity of 15 divisions.
39-3 French HQs may transfer supply points to Belgian, Serbian, Greek, and United States HQs and may expend supply points for Belgian, Serbian, and Greek units at their national supply rates. They may perform these functions for Italy after it suffers "Shaken National Morale".
40. Austria-Hungary
40-1 Austro-Hungarian units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack and 2 or fraction of 2 for counterattack. Austro-Hungarian Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
40-2 The Austro-Hungarian Rail Network has a capacity of 10 divisions. This capacity may be reduced in certain scenarios due to capacity tied up on other fronts.
40-3 Austro-Hungarian units may not use column movement if at anytime during their movement, the moving unit ends movement closer to the enemy than it began.
40-4 Austro-Hungarian cavalry units with yellow values must retreat when attacked by cavalry forces three times their size. This rule applies to all Austro-Hungarian cavalry units if more than half of the attacking cavalry force is Cossack. This rule applies only if there are no infantry units in the hex with the Austro-Hungarian cavalry units being attacked. (If the unit in question is being subjected to a column attack, the attacking forces would need to be six times the Austro-Hungarian cavalry strength to cause the retreat).
40-5 During 1914 and 1915, Austro-Hungarian units defending a hex are required to retreat if the result of an attack would require them to eliminate a number of strength points equal to at least one third (unadjusted for supply or terrain) in the hex. They are not required to retreat if they meet either of the exceptions stated in Rule 14-4, or if rules 22-8 or 22-16 apply.
40-6 Austro-Hungarian units stacked in the same hex as German units are only required to retreat under the conditions of Rule 14-4 (Strength Point losses called for are equal to at least half the total available).
40-7 Austro-Hungarian losses are NOT reduced due to retreat (for them Rule 14-3 does not apply).
40-8 Austro-Hungarian HQs may transfer supply points to Bulgarian and Ottoman HQs and may expend supply points for units of these countries.
40-9 Austro-Hungarian Siege Artillery units may be moved onto the Western Front (map 5-3) at any time. Other Austro-Hungarian units may only enter this map after Germany has suffered "Economic Collapse". Should this occur, only a total of four Austro-Hungarian divisions are allowed onto the Western Front. Austro-Hungarian units on the Western Front count as German for supply purposes.
41. Russia
41-1 Russian units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack and 2 or fraction of 2 for counterattack. Russian Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
41-2 The Russian Rail Network has a capacity of 10 divisions. This capacity may be reduced in certain scenarios due to capacity tied up on other fronts.
41-3 During 1914 and 1915, Russian units defending a hex are required to retreat if the result of an attack would require them to eliminate a number of strength points equal to at least one third (unadjusted for supply or terrain) in the hex. They are not required to retreat if they meet either of the exceptions stated in Rule 14-4, or if rules 22-7 or 22-16 apply.
41-4 Rule 41-3 permanently ceases its effects if at any time, the Central Powers control Warsaw and any four of the following cities: Kovno, Grodno, Bialystock, Brest-Litovsk, Rowno, Kowel, Lemberg.
41-5 Russian Fortresses were often neglected and were not as 'capable' as those of other nations. This is reflected by the following rule: Russian fortresses are NOT tripled for counterattack purposes. Russian fortresses lose 6 strength points at the end of each turn in which they are surrounded. Any Russian fortress is immediately removed from play if its strength falls below 4.
41-6 All Russian Armenian (Ar), Kuban (Ku), Frontier Guard (FG), Cossack, Georgian (Geo), and Border (Bdr) Infantry units are considered to be Mountain units.
41-7 Russian HQs may transfer supply points to Romanian HQs and may expend supply points for Romanian units.
42. Italy
42-1 Italian units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack and 2 or fraction of 2 for counterattack. Italian Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
42-2 The Italian Rail Network has a capacity of 7 divisions.
42-3 Until the start of 1918, Italian units defending a hex are required to retreat if the result of an attack would require them to eliminate a number of strength points equal to at least one third (unadjusted for supply or terrain) in the hex. They are not required to retreat if they meet either of the exceptions stated in Rule 14-4 or if rules 22-7 or 22-16 apply.
42-4 Italian losses are NOT reduced due to retreat (for them Rule 14-3 does not apply).
43. Serbia
43-1 Serbian and Montenegrin units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack. Serbian and Montenegrin units do not require the expenditure of supply points for counterattack. They counter attack as if they had been supplied by a Headquarter, even if they are surrounded.
43-2 Starting in 1916, Serbian units require 1 Supply Point for every 2 or fraction of 2 Strength Points for counterattack.
43-3 The Serbian Rail Network has a capacity of 1 division.
43-4 Serbian Headquarters may expend Supply Points for any Montenegrin Ground Combat Unit.
43-5 All Serbian Infantry units are considered to be Mountain units.
44. Belgium
44-1 Belgian units require 1 Supply Point for every 6 or fraction of 6 Strength Points for attack and 3 or fraction of 3 for counterattack.
44-2 The Belgian Rail Network has a capacity of 5 divisions.
45. Bulgaria
45-1 Bulgarian units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack and 2 or fraction of 2 for counterattack.
45-2 The Bulgarian Rail Network has a capacity of 2 divisions.
45-3 All Bulgarian Infantry units are considered to be Mountain units.
45-4 Bulgarian HQs may transfer supply points to Ottoman HQs and may expend supply points for Ottoman units.
45-5 The Central Powers player may replace German 5-4 RPL divisions in Bulgaria for Bulgarian RPL units. For each German 5-4, the Central Powers player receives three strength points of Bulgarian RPL units in exchange. This process represent arms sent from Germany to Bulgaria.
46. Ottoman Empire
46-1 Ottoman Empire (Turkish) units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack. Ottoman units do not require the expenditure of supply points for counterattack. They counter attack as if they had been supplied by a Headquarter, even if they are surrounded.
46-2 The Ottoman Rail Network has a capacity of 2 divisions.
46-3 All Ottoman Infantry units are considered to be Mountain units, except during winter weather turns.
47. Romania
47-1 Romanian units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack and 2 or fraction of 2 for counterattack. Romanian Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
47-2 The Romanian Rail Network has a capacity of 3 divisions.
47-3 Romanian units defending a hex are required to retreat if the result of an attack would require them to eliminate a number of strength points equal to at least one third (unadjusted for supply or terrain) in the hex. They are not required to retreat if they meet either of the exceptions stated in Rule 14-4.
47-4 The Entente player may replace Russian 3-3 RPL divisions in Romania for Romanian RPL units. For each Russian 3-3, the Entente player receives three strength points of Romanian RPL units in exchange. This process represent arms sent from the Entente to Romania.
48. Greece
48-1 Greek units require 1 Supply Point for every 4 or fraction of 4 Strength Points for attack and 2 or fraction of 2 for counterattack.
48-2 The Greek Rail Network has a capacity of 2 divisions.
48-3 All Greek Infantry units are considered to be Mountain units.
49. United States
49-1 United States units require 1 Supply Point for every 5 or fraction of 5 Strength Points for attack and 3 or fraction of 3 for counterattack. United States Artillery units require 1 Supply Point for every 2 or fraction of 2 Artillery Strength Points for attack or counterattack.
49-2 United States infantry and marine units (only) are double the size of other combatant's units of the same size designation. As a result, a United States infantry or marine brigade counts as a full division for stacking and rail movement purposes. A United States infantry division counts as two divisions for stacking and rail movement purposes.
50. Unit Color Appendix
The background color of a unit designates that unit's nationality.
50-1 German units are grey.
50-2 British units are dark blue. British units with green unit type symbols are Irish, white unit type symbols are used for Canadian (red for Canadian cavalry), dark blue for Australian (with red unit values for New Zealand), and orange for South African. British units with tan unit values are Indian troops.
50-3 French units are light blue. French colonial infantry units have different colors as the background of their unit type symbol. Green is for Algerian and Moroccan, light brown for colonial, brown for Senegalese.
50-4 Austro-Hungarian units are white, and a Polish contingent of the Austro-Hungarian army is pink. Austro-Hungarian infantry have different colors as the background of their unit type symbols. This shows the nationality of the infantry. Red is for Austrian infantry, green for Hungarian, pink for Polish, brownish for Czech, and light blue for Croatian and Bosnian. Austro-Hungarian cavalry with yellow unit values are Polish and Czech, those with black unit values are Austrian and Hungarian.
50-5 Russian units are tan. Russian units with brownish unit type symbols are Cossacks. Russian units with blue unit type symbol are Opolchenie. Russian units with green unit type symbol are Armenian.
50-6 Italian units are light green.
50-7 Serbian units are yellowish tan, and Montenegrin units are red.
50-8 Belgian units are black.
50-9 Bulgarian units are brown.
50-10 Ottoman units are deep red. Ottoman units with red unit-type symbols are Jandarma (Gendarmerie). Ottoman cavalry units with brown unit-type symbols are Ihtiyat (Kurdish reserve cavalry).
50-11 Romanian units are greenish grey.
50-12 Greek units are medium blue. Greek National Defense units have a lighter shade of blue.
50-13 Portugese units are green.
50-14 Polish units are grey.
50-15 United States units are olive green.
Designer's Notes
The games of the series are operational level games that will cover all of WW I, WW II and Modern periods using the same systems.
The Series. There are about 50 titles belonging to the series. Multiple games in the series will use the same map. For example, the map provided in 'The Schlieffen Plan' will also be used for scenarios on West Front 1918, The German Invasion of France in 1940, and The Battle of the Bulge. The entire map for the series is about 40 times the size of the map in 'The Schlieffen Plan'. It covers all of Europe, North Africa, and the middle East. I should be able to crank out a scenario game twice a year.
Map. The map for the series was made from 1940s era French army maps. The most striking thing about the map is that terrain is per hexside, NOT per hex. This TRIPLES the amount of information on the map. This adds more realism to movement. It also adds a bit to combat, as players have to consider more in looking at which directions you are attacking a hex from. Although it looks very different than other maps, you will get used to it quickly, and find that it greatly increases realism, both in movement and combat. I made the decision to go with hexside terrain due to a desire to make even the map as true to reality as possible.
Pieces. Units represented are divisions and brigades. Corps would have reduced the number of pieces substantially, but greatly limit the players in making operational decisions. The pieces are pretty standard, but do have a couple of nice features. The color inside the unit type box is the color used by the unit's country for that branch of the service. For this reason, the German infantry units have white as the color in their unit type boxes, while French infantry have a darker blue. The Headquarter units use their national flags for unit type identification.
Complexity. First, the game will use what could be called 'layered complexity'. You will note on the map that 7 hexes make up a 'macrohex' while 7 'macrohexes' make up a 'megahex' this allows the scale of the game to be increased, and will be used in modern games (naval aspects of WW II games) as rules are brought in to reflect the abilities of more complex weapon systems. The WW I games (such as 'The Schlieffen Plan') use an almost pure infantry system for land warfare. The WW II games will add the 'layer' of armor systems (and their interaction with infantry systems), as well as the air dimension.
Combat Resolution. The combat system of the game is designed so that every strength point you bring to bear influences the attack. I got tired of having 31 strength points attacking some 8 strength point unit, and having to use 3 to 1 odds. Any commander in real life would use (and want to use) everything available, and expect it to increase his chances of success. The combat resolution system is what I like to refer to as 'entirely strength point dependent'. Also, all combat results are in terms of strength points that units lose. Thus combat always results in losses (which I believe is reality). I've never thought that it was realistic to have units involved in numerous combats and, by the heavy use of DR and AR results end up still at full strength at the end of a campaign.
Background. I have been playing games since the early 1970s. I was a fan of the earliest of the 'monster' games. Many unit values were blatantly wrong, and the combat resolution systems in all of these games left a LOT to be desired. Over the years I thought a lot about designing a game that would be as realistic and playable as possible, and one which would use the same basic systems to represent conflict across all of the first half of this century. The result is the 'Der Weltkrieg' series, of which 'The Schlieffen Plan' is the first part. The entire map is already done. The rules and scenarios are already done. The reason it's not being released all at once is simple economics. I don't have the kind of (the printed text ends here).
Terrain Effects Chart
| Terrain Type | Movement Point Cost to Cross Hexside or Enter Hex | Combat Effects on Attacks | Combat Effects on Counterattacks |
|---|---|---|---|
| Ocean | Prohibited | Prohibited | Prohibited |
| Clear | 1 MP | None | None |
| Broken | 1 MP | -1 Die Roll | None |
| Hilly | 1 MP | -2 Die Roll | +1 Die Roll |
| Desert | See Osmanli Harbi 3-1 to 3-4 | See Osmanli Harbi 3-1 to 3-4 | See Osmanli Harbi 3-1 to 3-4 |
| Woods | 2 MP | -2 Die Roll | +1 Die Roll |
Part Two: Osmanli Harbi Scenario Specific Rules and Instructions (2nd Edition)
Contents of this Part
The Osmanli Harbi booklet is organised as: 2. Introduction; 3. Osmanli Harbi Scenario General Rules; then for each front its scenario rules, scenario specific rules and set-up instructions (and reinforcement schedules for duration games): Kalfas Cephesi (Caucasus), Irak Cephesi (Mesopotamia), Sina-Filistin Cephesi (Sinai-Palestine), Gallipoli, Makedonya Cephesi (Macedonia), Albanian Front, and the Combined Makedonya Cephesi and Serbia Duration Game.
2. Introduction (Osmanli Harbi)
This rulebook introduces the scenario specific rules for the game: Osmanli Harbi: The Ottoman War. This game uses the same basic rules as other games in the series. These rules are contained in the Standard Rules booklet. Read the Standard Rules before reading this booklet. You can play the games and scenarios covered in this booklet separately or link them together with other games of the series to form larger games.
Osmanli Harbi: The Ottoman War depicts the campaigns on the Caucasian, Gallipoli, Palestinian, Macedonian, and Mesopotamian Fronts during the First World War. You can play scenarios individually, or combine them with the other fronts contained in Osmanli Harbi. The Gallipoli front should be part of a combined game with Makadonya Cephesi and Sina-Filistin Cephesi. You can easily combine all of the fronts in Osmanli Harbi with the Eastern Front (Tannenberg and Galicia, Gorlice-Tarnow and Brusilov), as well as with Serbia and Romania to simulate all the fronts with Ottoman Army participation during the war.
Osmanli Harbi contains separate games covering:
- Kalfas Cephesi: The Caucasian Front between the Ottoman Empire and Russia.
- Irak Cephesi: The Mesopotamian Front between the Entente (Britain and the Commonwealth) and the Ottoman Empire.
- Sina-Filistin Cephesi: The Sinai-Palestinian Front between the Entente (Britain, France and the Commonwealth) and the Ottoman Empire.
- Canakkale Cephesi: The Gallipoli Campaign between the Entente (Britain, France, and the Commonwealth) and the Ottoman Empire.
- Makedonya Cephesi: The Macedonian Front between the Entente (Britain, France, Serbia, Italy, and Greece) and the Central Powers (Germany, Austro-Hungary, and Bulgaria). This game includes the rules and counters for Gallipoli.
3. Osmanli Harbi Scenario General Rules
Desert
3-1 Desert. A desert hex is any hex with three or more desert hexsides.
3-2 A player may have a total of 3 infantry and/or cavalry divisions in a desert hex at the end of any phase (this modifies Standard Rule 11-1). Up to two artillery regiments may also be in the same hex (this modifies Standard Rule 11-4).
3-3 All units except camel units lose 1 MP during any turn they move through one or more desert hexsides. This is in additional to any other movement modifiers. Example: A 6-4 infantry unit would only have 3 MPs if it crossed any desert hexsides during the turn. This penalty does not apply if the unit is moving along an operational Rail Line. Units may not use column movement when moving through one or more desert hexsides.
3-4 The attacker takes one loss in addition to those called for by the combat results table when attacking into a desert hex.
Summer
3-5 Summer affects both Irak Cephesi (Map 7-9) and Sina-Filistin Cephesi (Map 8-8) scenarios (there is no winter on these maps). In the May Monthly Special Turn, roll one six-sided die. The number rolled is the turn when the summer heat begins that month. In September (map 8-8) and October (map 7-9) Monthly Special turn, another six-sided die is rolled. This number indicates the last Turn of summer effects that month.
3-6 During summer turns, all movement through clear, broken, hilly, and desert hexsides costs 2 movement points (MPs).
3-7 The attacker takes one loss in addition to those called for by the combat results table when attacking during summer turns into clear, broken, hilly, and desert terrain.
Logistics
3-8 Three of the theaters covered in Osmanli Harbi lack the extensive transportation network available in Europe during the war. These theaters (Caucasus, Palestine, and Mesopotamia) required either building new infrastructure, or leveraging alternate means to supply the armies. The following rules address these theaters in detail.
3-9 A line of communications (LOC) is defined as a line of hexes from the unit to the destination (usually a supply source) unbroken by enemy units and/or enemy zone of control (unless the hex is also occupied by a friendly unit). For the Osmanli Harbi scenarios, a LOC can't be traced through:
- three or more hexsides if one of the hexsides is desert
- through any prohibited terrain
- through a flooded hexside
- through a river hexside of a hex occupied by an enemy unit (even if a friendly unit is on the other side).
Units must trace a LOC to either an operational Rail Line, friendly port, friendly map edge, to a river hexside of a river with a River Head marker (see Rule 12-9 through 12-22 concerning River Head markers), or to a Headquarters or Depot with a valid LOC to one of the above (NOT to another Headquarters or Depot).
Supply Depots
3-10 Depots represent the management of logistics in theaters lacking a friendly Rail Network. Depots may perform all the functions of Headquarters as described in the Standard Rulebook, but can never move.
3-11 Enemy units destroy Depots by moving into their hex. By doing so, they also capture half of the Supply Points in the Depot. Transfer the captured Supply Points to the nearest Headquarters friendly to the capturing unit within 4 hexes. If no such Headquarters exists, then all of the Depot's supply points are destroyed. A player can destroy the Supply Points in a friendly Depot anytime during his turn. If friendly unit reoccupy a hex previously containing a Depot, return the destroyed Depot to that hex one month later.
Out-of-Supply Effects
3-12 A unit is Out-of-Supply if it can't trace a valid LOC. Units "Out-of-Supply" suffer the following effects additional effects in Osmanli Harbi:
a. Movement. Any non-Ottoman unit suffers a penalty for using more than half its movement allowance if the unit begins its move while Out-of-Supply. Every 6 (or fraction of 6) Strength Points that begin such movement as a stack lose 1 strength point.
b. Attrition. During any Monthly Special turn a unit is Out-of-Supply, the owning player rolls on the table below: A roll is made for every 6 strength points (or fractions thereof in) in every hex with Out-of-Supply units. A -1 die roll modifier applies if none of the Out-of-Supply units has moved since the previous Monthly Special Turn. Cavalry Strength Points are removed first, followed by Artillery, then Infantry. Camel units are not affected by out of supply if due to desert hexes. Example, a player has 5 strength points in one out-of-supply hex and 14 strength points in another such hex. He would roll once for the 5sp, and three times for the 14sp.
| Die Roll | Result |
|---|---|
| 0 or less | No effect. |
| 1-2 | Lose 1 strength point. |
| 3-5 | Lose 2 strength points. |
| 6 | Lose 3 strength points. |
c. Supply Expenditure. Out-of-Supply units must expend available Supply Points. Expending 1 Supply Point for every 2 out-of-supply Strength Points will negate all of the effects of Rule 3-12. This expenditure is made prior to any movement and is for that turn only. The Out-of-Supply unit must be able to trace a supply line no longer than 4 MPs to the expending Headquarters. You must repeat this supply expenditure every turn a unit is Out-of-Supply and within 4 MPs of a Headquarters, until there are no remaining supply points available in range. This use of Supply Points does not provide supply for any aspect of combat.
Disbanding Units
3-13 Disbanding Divisions. The Ottoman player may elect to disband division sized units at any time during his turn. Convert any strength points possessed by the disbanded units into a Replacement Unit of the same strength. Place the Replacement Unit in the same hex as the disbanded division.
3-14 At the beginning of a turn, the Ottoman player can disband Army and Corps Headquarters with no supply points that are on the map, as well as 3-4 divisions from the dead pile that have a green "3" circle in the upper-right corner (but not divisions that surrendered). The Ottoman player gets one 1-3 RPL XX as a reinforcement the following turn for every three disbanded HQs and/or dead pile divisions. This unit arrives as a reinforcement the following turn on the same map that the units were destroyed/disbanded on, or in Istanbul (map 7-6 hex 4804) 7 turns later.
3-15 A unit can never be rebuilt after disbanding. It is permanently removed from the game.
Ottoman Empire Rail Network
The Ottoman Rail network was a collection of various rail gauges, broken by incomplete sections. The Ottomans had difficulties supplying quality fuel for their system. Units moving along the Ottoman Rail network will experience delays at various points.
3-16 Any units using the Ottoman Rail network have reduced rail movement. Infantry type units expend one-sixth of a Movement Point for every rail hexside crossed while moving by rail. All other units expend one-fourth of a Movement Point per hexside crossed while moving by rail. This rule modifies Standard Rule 7-5.
Building Rail Lines
3-17 All possible Rail Lines based on historical construction are printed on the map. The Rail Head markers placed per scenario instructions indicate existing (operational) Rail Lines. Rail Lines forward of the Rail Head markers indicate possible new construction.
3-18 New construction starts at the Rail Head Marker identifying the end of an Operational Rail Line, or in the first constructed hex of the Rail Line closest to the player's LOC (see Rule 3-9 for LOC). Players may receive construction markers per the Reinforcement Schedule. These represent the personnel and construction materials required for building a Rail Line. Place the construction marker in a hex adjacent to a Rail Head marker and containing a printed (but not yet operational) Rail Line at the end of a Monthly Special Turn. If this marker stays in the hex, advance the Rail Head marker and the construction marker two hexes along the Rail Line at the start of the next Monthly Special Turn. The process then begins again. No more than one construction marker can be used on a single section of Rail Line under construction (Rail Line sections are defined in the scenario rules). Permanently remove the construction marker when the Rail Line section is completed.
3-19 Combat does not affect Rail Line construction unless the hex containing the construction marker is occupied by the enemy. In this case, the construction marker is destroyed and permanently removed from play. The owning player can remove a construction marker anytime during his turn, saving it for later re-deployment. This reflects suspension of the construction. If this occurs, all construction efforts in the hex are lost, and the process must begin again during another Monthly Special Turn.
Rail Capacities
The Ottoman Empire has no rail network in these scenarios.
The Russian Rail Network has a capacity of 3 divisions in these scenarios.
4. Kalfas Cephesi Scenario Rules
Map: 6-8. Combatants: Ottoman Empire vs. Russia.
4-1 Use the reinforcement schedule in section 11 for the time period covered by the individual scenarios.
4-2 Both Russian and Ottoman units can operate freely in Persia.
4-3 The 1917 & 1918 Combat Results Table is also used during 1914-1916 for this front.
4-4 Erzurum Fortress (2118). The positioning of the Erzurum forts only covered part of the city's defensive arc. The Ottomans only receive the full value of the Erzurum fortress if Russian units are attacking from only hex 2217. If a Russian unit attacks from any other hex, ignore the fort, and remove the fort if the Ottomans are forced to retreat (DM points for the fort are accrued).
4-5 Russian replacements may be used to recombine with or rebuild any Russian infantry units.
Maritime Operations
4-6 Ottoman Sea Transport. Starting in March 1915, the Ottomans can transport a total of 3 Strength and/or Supply Points by sea between any two Ottoman-controlled ports each month. This can happen on one or a combination of turns.
4-7 Russian Naval Sorties. Starting in February 1916, the Russian player can conduct Naval Sorties. The Russian player can conduct a total of three Naval Sorties in this scenario. These sorties can be used for Naval Gunfire Support or Amphibious Assaults.
Naval Gunfire Support
4-8 During the Naval Activity Phase of the Monthly Special Turn, the Russian player rolls one die. On a die roll of 1-3, the Russian player can use Naval Gunfire Support during any one normal turn of the current month. If Naval Gunfire Support is not used during the month the Russian player successfully rolled for it, it is lost and counts against the total of three allowed Naval Sorties. Failure to successfully roll for Naval Gunfire Support does not count against the number of Russian Sorties. The Russian player can only use Naval Gunfire Support once per month. This capability cannot be accumulated or saved for use in a later month.
4-9 Naval Gunfire Support of 4 Strength Points can be used by itself (as an artillery only attack), or used to support a ground attack. It can only be used against Black Sea coastal hexes. Naval Gunfire Support adds 4 Strength Points to a supported ground attack. Naval Gunfire Support negates any target hex trench markers, but all other combat factors are applied normally. Ottoman unit(s) attacked by Naval Gunfire Support must retreat if they lose more strength points than the attacking Russian ground units lose. In an "artillery-only" Naval Gunfire attack, the attacked Ottoman unit(s) must retreat if they lose at least one strength point and are in a Russian ZOC (even if in trenches). If the Ottoman unit(s) is forced to retreat, attacking Russian unit(s) (or just adjacent ones in the case of an "artillery only" Naval Gunfire attack) can immediately advance into the hex.
Amphibious Assault
4-10 The Russian Player can attempt an Army-only Amphibious Assault or a Combined Operation as a Naval Sortie. Any units used must start the turn of the assault execution in a Russian-controlled port. One supply point from the Russian HQ nearest the debarkation port is expended to execute the landing.
4-11 Army-only Assault. There is no roll to attempt an Army-only assault. The Russian player can land one or two infantry Strength Points on any Black Sea coastal hex within four hexes of a friendly unit. The unit(s) can't land on an Ottoman controlled port, Ottoman occupied hex, or in an Ottoman unit ZOC. These unit(s) cannot move but may attack at half strength the turn they land. At the end of the turn, if they can't trace a line of communication to a friendly unit, they are destroyed and removed from the game.
4-12 Combined Operation. A Combined Operation involves warships providing Naval Gunfire Support for the assault. The Russian player may conduct only one Combined Assault during this scenario. The Russian Player first announces that he wishes to execute a Combined Operation in the Monthly Special Turn. He then rolls for the Naval Sortie (Gunfire Support) per Rule 4-8. If unsuccessful, the entire operation (both naval and army) is cancelled and one Sortie is subtracted from his remaining total. A failed Sortie roll does not count against the number of available Combined Operations.
4-13 If the roll is successful, the Russian player can land a unit(s) with a total of up to four strength points on a Black Sea coastal hex within 12 hexes of a friendly unit. These unit(s) can't land in an Ottoman controlled port or an Ottoman occupied hex, but can land in an Ottoman ZOC. These unit(s) cannot move but may attack at half strength the turn they land. Any attack by these units into a coastal hex in the landing turn has 6 added to the attacker's strength point total (due to the Naval Gunfire Support). This attack ignores any trench markers, but all other combat modifiers apply. At the end of the turn of the landing, normal supply and surround rules apply.
5. Kalfas Cephesi, 1914 Scenario Specific Rules
First Turn: Turn 2 of December 1914. Last Turn: Turn 1 of March 1915.
Rail Lines: Rail lines in Russia are part of the Russian rail network, with a railhead marker on hex 2612 (Sarikamis). Rail lines past this marker are not yet constructed.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Ottoman Decisive Victory: The Ottoman Empire occupies Kars (2810) and Sarikamaş (2612), and Russia suffers more Demoralization Points than the Ottoman Empire.
- Ottoman Substantial Victory: The Ottoman Empire occupies Sarikamaş (2612), and Russia suffers more Demoralization Points than Ottoman Empire.
- Ottoman Marginal Victory: Russia suffers more Demoralization Points than Ottoman Empire or the Ottoman Empire occupies Sarikamas (2612).
- Russian Marginal Victory: The Russian Empire holds Sarikamaş (2612) and Kars (2810), and the Ottoman Empire suffers more Demoralization Points than Russia.
- Russian Substantial Victory: The Russian Empire holds Sarikamaş (2612) and Kars (2810), and the Ottoman Empire suffers at least 1.5 times as many Demoralization Points as Russia.
- Russian Decisive Victory: The Russian Empire holds Sarikamaş (2612) and Kars (2810), and the Ottoman Empire suffers at least twice as many Demoralization Points as Russia.
6. Kalfas Cephesi 1914 Scenario Set-Up Instructions
6-1 Russian Set-up
All Russian units start the game under Caucasian Army control. Units marked * are understrength. (A blank Hex entry means the same hex as the entry above.)
| Hex | Unit | Designation |
|---|---|---|
| 1808 | 1 x 2-4 Inf X | 3Ku |
| 2411 | 1 x 2-4 Inf X | 1/20 |
| 2413 | 2 x 2-4 Inf X | 4Tur, 5Tur |
| 2513 | II Tur XXX HQ | (8sp) |
| 2514 | 1 x 4-4 Inf XX | 39 |
| 2614 | 1 x 2-4 Inf X | 1Ku |
| 2613 | I Ca XXX HQ | (8sp) |
| 2614 | 1 x 2-4 Inf X | 2/20 |
| 2715 |
Fortress: (8) Kars, hex 2810.
Depots: Batum 1808; Kars 2810; Tiflis 3202; Tabriz 4516.
6-2 Ottoman Set-up
All Ottoman Units start the game under 3rd Army control. Units marked * are understrength.
| Hex | Unit | Designation |
|---|---|---|
| 0326 | 1 x 1-4 Inf III | SivJ |
| 1115 | 1 x 1-4 Inf III | TrbJ |
| 1712 | 1 x 1-4 Inf III | 8 |
| 1810 | 1 x 3-4 Inf XX | Laz |
| 2011 | 1 x 1-4 Inf III | 1Sin |
| 2118 | 3rd XXXX HQ | (5sp) |
| 1 x 0-3 Eng III | 3 | |
| 2 x 2-4 Inf XX | ErzJ*, ErzM* | |
| 2213 |
Fortress: (14) Erzurum, hex 2118.
Depots: Sivas 0326; Girsm 0418; Trbzn 1115; Erzncn 1421; Ezurum 2118; Biltis 3023.
7. Kalfas Cephesi 1916 Scenario Specific Rules
First Turn: Entente Turn 2 of January 1916. Last Turn: Turn 1 of May 1916.
Rail Lines: Rail lines in Russia are part of the Russian rail network, with a railhead marker on hex 2612 (Sarikamis). Place a Russian narrow gauge railhead marker in 2613. The narrow gauge section of the railway has a capacity of 1 Division. Rail lines past this marker are not yet constructed.
Rail Capacities: The Ottoman Empire has no rail network in this scenario. The Russian Rail Network has a capacity of 3 divisions in this scenario.
7-1 The Winter Weather rules (Standard Rules section 34) are in effect the entire scenario, except the 1 May turn.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Ottoman Decisive Victory: The Ottoman Empire controls Erzurum (2118), and the Russians suffer at least twice as many Demoralization Points as the Ottomans.
- Ottoman Substantial Victory: The Ottoman Empire controls Erzurum (2118), and the Russians suffer more Demoralization Points than the Ottomans.
- Ottoman Marginal Victory: The Ottoman Empire holds Erzurum (2118) and suffers fewer than twice as many Demoralization Points as the Russians.
- Russian Marginal Victory: The Russian Empire controls Erzurum (2118), or the Ottomans suffer at least twice as many Demoralization Points as the Russians.
- Russian Substantial Victory: The Russian Empire controls Erzurum (2118), and the Ottomans suffer more Demoralization Points than the Russians.
- Russian Decisive Victory: The Russian Empire controls Erzurum (2118) and Erzincen (1421), and the Ottomans suffer more Demoralization Points than the Russians.
8. Kalfas Cephesi 1916 Scenario Set-Up Instructions
8-1 Russian Set-up
All Russian units start the game under Caucasian Army control. No units are entrenched.
| Hex | Unit | Designation |
|---|---|---|
| 1811 | 1 x 1-4 Inf III | 1FG |
| 2011 | 1 x 2-4 Inf X | Ar |
| 2211 | II Tur XXX HQ | (10sp) |
| 2212 | 1 x 2-4 Inf X | 3Ku |
| 1 x 4-4 Inf XX | 4Tur | |
| 2314 | 1 x 4-4 Inf XX | 5Tur |
| 2412 | 1 x (1)-6 Cav X | Sib |
| 2414 | 1 x 1-4 Inf X | DK |
| 2515 |
Fortress: (12) Kars, hex 2810.
Depots: Batum 1808; Kars 2810; Tiflis 3202; Tabriz 4516.
8-2 Ottoman Set-up
All Turkish Units start the game under 3rd Army control. Units marked * are under strength. No units are entrenched.
| Hex | Unit | Designation |
|---|---|---|
| 1612 | 1 x 1-4 Inf III | SivJ |
| 1713 | 1 x 2-4 Inf XX | Laz* |
| 1914 | 1 x 1-4 Inf III | 1Sin |
| 2014 | 1 x 1-4 Inf III | 2Sin |
| 2115 | 1 x 1-4 Inf XX | 32* |
| 2116 | X XXX HQ | (2sp) |
| 1 x 1-4 Inf XX | 31* | |
| 2118 | 3rd XXXX HQ | (3sp) |
Fortress: (8) Erzurum*, hex 2118.
Depots: Sivas 0326; Girsm 0418; Trbzn 1115; Erzncn 1421; Ezurum 2118; Biltis 3023.
9. Kalfas Cephesi Duration Game
First Turn: Turn 1 of November 1914. Last Turn: Turn 3 of March 1917 or until either the Russian or Ottoman Decisive Victory conditions are met.
Rail Lines: Rail lines in Russia are part of the Russian rail network, with a railhead marker on hex 2612 (Sarikamis). Rail lines past this marker are not yet constructed. The Russian can build the Rail Line section Sarikarmiş (2612) to Erzurum (2118). This Rail Line can be constructed once the Russian Player receives a construction marker per the Reinforcement Schedule. This Narrow Gauge Rail line will always have a capacity of 1 Division.
Kalfas Units
In the summer of 1916, heavy losses caused the Ottoman 3rd Army to reorganize its divisions. This reorganization changed divisions into regiments, and corps into divisions. Several divisions were permanently disbanded, but the resulting smaller force was better equipped and trained. The Ottoman player can execute this reorganization once during the game.
9-1 The reorganization occurs at the beginning of a turn when there are no more than 3 strength points of Ottoman replacements on the map. a. The Ottoman player first removes 4 infantry strength points located at any HQ. Any units reduced to a strength of "0" are placed in the dead pile. b. 12 Ottoman 3-4 divisions in the dead pile with a green "3" circle in the upper-right corner are permanently removed from the game. c. The 5th, 9th, 10th and 11th Kalfas Divisions are placed at full strength (3-4) at a Depot or Army Headquarters (they need not be placed in the same hex). d. Any 4 Ottoman XXX HQs are removed from the map. The 2 Kalfas XXX HQs (I Kaf and II Kaf) are immediately placed at any location where a XXX HQ was removed.
9-2 If the two cavalry divisions (2 and 3R) have been eliminated, the Ottoman player can permanently remove them from play and replace them with the 2nd Kalfas Cavalry Brigade (1-6 Cav X 2Kaf). This can be a separate action from rule 9-1. It can be done at any time prior to the withdrawal of the 2nd Cav XX from the Caucasus on the 2 November 1917 turn. If the 2Kaf unit is in play, it is withdrawn on 2 November 1917 in lieu of the 2Cav XX.
9-3 Note that units eliminated under these rules to create Kalfas units are not available for disbanding under Rule 3-14. Divisions eliminated for the purpose of creating Kalfas units are permanently removed from play. Conversely, units disbanded under Rules 3-13 and 3-14 can't be used to create Kalfas units.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Ottoman Decisive Victory: The Ottoman Empire controls Tiflis (3202), and Russia suffers more Demoralization Points than the Ottoman Empire.
- Ottoman Substantial Victory: The Ottoman Empire controls Kars (2810), and Russia suffers more Demoralization Points than the Ottoman Empire.
- Ottoman Marginal Victory: The Ottoman Empire holds Erzurum (2118) and suffers no more than half as many Demoralization Points as Russia.
- Russian Marginal Victory: The Russian Empire controls Erzurum (2118), and the Ottoman Empire suffers more Demoralization Points than Russia.
- Russian Substantial Victory: The Russian Empire controls Erzincen (1421), and the Ottoman Empire suffers more Demoralization Points than Russia.
- Russian Decisive Victory: The Russian Empire controls Sivas (0328), and the Ottoman Empire suffers more Demoralization Points than Russia.
10. Kalfas Cephesi Duration Game Set-Up Instructions
10-1 Russian Set-up
All Russian units start the game under Caucasian Army control. Units marked * are understrength.
| Hex | Unit | Designation |
|---|---|---|
| 1808 | 1 x 2-4 Inf X | 3Ku |
| 1 x 1-4 Inf X | 2/66 | |
| 2512 | 1 x 2-4 Inf X | 1/20 |
| 2612 | I Ca XXX HQ | (12sp) |
| 1 x 4-4 Inf XX | 39 | |
| 2 x 2-4 Inf X | 1Ku, 2/20 | |
| 2613 | 1 x 1-6 Cav XX | 1CaK |
| 2815 | 1 x 2-4 Inf X | Ar |
| 3202 |
Fortress: (8) Kars, hex 2810.
Depots: Batum 1808; Kars 2810; Tiflis 3202; Tabriz 4516.
10-2 Ottoman Set-up
All Turkish Units start the game under 3rd Army control. Units marked * are understrength.
| Hex | Unit | Designation |
|---|---|---|
| 0125 | 1 x 3-4 Inf XX | 32 |
| 0326 | X XXX HQ | (5sp) |
| 2 x 3-4 Inf XX | 30, 31 | |
| 1 x 1-4 Inf III | SivJ | |
| 1115 | 1 x 1-4 Inf III | TrbJ |
| 1915 | 1 x 3-4 Inf XX | 17 |
| 2011 | 1 x 1-4 Inf III | 1Sin |
| 2117 | 1 x 3-4 Inf XX | 29 |
| 2118 |
Fortress: (10) Ezurum, hex 2118.
Depots: Sivas 0326; Girsm 0418; Trbzn 1115; Erzncn 1421; Ezurum 2118; Biltis 3023.
11. Kalfas Cephesi Duration Game Reinforcement Schedule
11-1 Russian Reinforcements
Russian reinforcements appear in Tiflis (hex 3202).
Supply and Replacements
- January 1915 - August 1915: Every Month Turn 1: 2 Supply Points; 1 x 2-3 RPL XX.
- September 1915 - September 1916: January, April, July, October Turn 1: 4 Supply Points; 1 x 2-3 RPL XX. Other Months Turn 1: 3 Supply Points; 1 x 2-3 RPL XX.
- October 1916 - November 1916: Every Month Turn 1: 2 Supply Points; 1 x 2-3 RPL XX.
- December 1916 - March 1917: Odd Month Turn 1: 1 Supply Point. Even Month Turn 1: 2 Supply Points.
1914
- 7 November 1914: 1 x 2-4 Inf X 3CaR.
1915
- 2 January 1915: Replace 1 x (1)-6 Cav X TcK with 1 x 1-6 Cav XX 5CaK.
- 1 February 1915: 3 x 3-3 RPL XX.
- 3 February 1915: Replace 1 x 2-4 Inf X 2CaR with 1 x 3-4 Inf X 2CaR.
- 5 February 1915: V Ca XXX HQ. Replace 1 x 2-4 Inf X 3CaR with 1 x 4-4 Inf XX 3CaR.
- 1 March 1915: IV Ca XXX HQ. Withdrawal: V Ca XXX HQ; 1 x 4-4 Inf XX 3CaR; 2 x 2-4 Inf X 1Ku, 2Ku.
- 2 March 1915: Withdrawal: 1 x 4-4 Inf XX 20 (Or 1/20 and 2/20 Inf X).
- 2 April 1915: 1 x 4-4 Inf XX 4CaR.
- 4 April 1915: 1 x 2-4 Inf X 4Ku; 1 x 1-4 Inf X DK.
- 1 May 1915: 1 x 1-6 Cav XX Ca.
- 1 June 1915: 1 x 1-6 Cav XX TbK.
- 2 June 1915: Ca XXX HQ.
- 2 August 1915: Replace 2 x 2-4 Inf X 4Tur, 5Tur with 2 x 4-4 Inf XX 4Tur, 5Tur.
- 1 September 1915: 2 x 1-4 Inf X 1TcR, 2TcR; 2 x 3-3 RPL XX.
- 2 September 1915: Replace 1 x 3-4 Inf X 2CaR with 1 x 4-4 Inf XX 2CaR.
- 4 September 1915: 1 x 2-4 Inf X Bdr.
- 4 November 1915: Withdrawal: Ca XXX HQ; 2 x 1-6 Cav XX Ca, 1CaK.
1916
- 2 January 1916: 1 x 2-3 Art X Ca.
- 3 February 1916: 1 x 3-4 Inf XX 5CaR.
- 1 March 1916: 3 x 3-3 RPL XX. Replace 2 x 1-4 Inf X 1TcR, 2TcR with 1 x 3-4 Inf XX 6CaR.
- 5 March 1916: V Ca XXX HQ; 2 x 1-4 Inf X Geor, Kars.
- 1 April 1916: Replace 1 x 2-4 Inf X Bdr with 1 x 3-4 Inf X Bdr.
- 3 May 1916: 1 x 2-4 Inf X 1Ku.
- 6 May 1916: 1 x 3-4 Inf XX 127.
- 1 June 1916: V Ca XXX HQ; 1 x 3-4 Inf XX 123.
- 3 June 1916: 1 x 2-4 Inf X 2Ku.
- 1 November 1916: VI Ca XXX HQ.
- 1 December 1916: 1 x 2-4 Inf XX 7CaR.
1917
- 2 January 1917: 1 x 1-4 Inf X 9Tur.
11-2 Ottoman Reinforcements
Ottoman reinforcements appear in hex 3023 unless otherwise specified. Supply points may arrive at any depot.
Supply and Replacements
- January 1915 - December 1916: Odd Month Turn 1: 2 Supply Points; 1 x 1-3 RPL XX. Even Month Turn 1: 1 Supply Point; 1 x 1-3 RPL XX.
- January 1916 - September 1916: Odd Month Turn 1: 2 Supply Points; 1 x 2-3 RPL XX. Even Month Turn 1: 1 Supply Point; 1 x 2-3 RPL XX.
- October 1916 - March 1917: Odd Month Turn 1: 2 Supply Points; 1 x 1-3 RPL XX. Even Month Turn 1: 1 Supply Point; 1 x 1-3 RPL XX.
(The printed schedule lists these three supply and replacement periods in this order; the first period's dates overlap the later two as printed.)
1914
- 1 December 1914: 1 x 1-4 Inf III 8, at hex 1115.
1915
- 3 January 1915: 1 x 3-4 Inf XX 52.
- 7 January 1915: 1 x 3-4 Inf XX 36.
- 1 March 1915: Withdrawal: XIII XXX HQ.
- 6 March 1915: 1 x 3-4 Inf XX 51. Replace 4 x (1)-6 Cav XX 1Kur, 2Kur, 3Kur, 4Kur with 1 x 1-6 Cav XX 3R. (This unit must replace any Kurdistan cavalry remaining on the map. However, this unit is available even if any or all of the Kurdistan cavalry have been eliminated.)
- 3 August 1915: Replace 2 x 1-4 Inf III 8, TrbJ with 1 x 3-4 Inf XX Laz. (This unit is available even if either or both of the units above have been eliminated.)
- 3 September 1915: Withdrawal: 1 x 3-4 Inf XX 51.
- 6 September 1915: Withdrawal: 1 x 3-4 Inf XX 52.
1916
- 2 February 1916: 1 x 3-4 Inf XX 10, at hex 1421.
- 1 March 1916: 2nd XXXX HQ (2sp).
- 3 March 1916: 1 x 3-4 Inf XX 13, at hex 1421.
- 4 March 1916: XVI XXX HQ.
- 5 March 1916: 1 x 3-4 Inf XX 5.
- 4 April 1916: 1 x 3-4 Inf XX 8.
- 7 April 1916: III XXX HQ.
- 2 May 1916: 1 x 3-4 Inf XX 1.
- 4 May 1916: 1 x 3-4 Inf XX 49.
- 6 May 1916: 1 x 3-4 Inf XX 9, at hex 1421.
- 1 June 1916: 1 x 3-4 Inf XX 12, at hex 0418; 1 x 2-6 Cav XX 3.
- 2 June 1916: 1 x 3-4 Inf XX 7.
- 7 June 1916: 1 x 3-4 Inf XX 53.
- 2 July 1916: 1 x 3-4 Inf XX 14.
- 3 July 1916: 1 x 3-4 Inf XX 11.
- 4 July 1916: 1 x 3-4 Inf XX 47.
- 5 July 1916: 1 x 2-3 Art III 7.
- 7 July 1916: 1 x 3-4 Inf XX 48.
- 7 September 1916: 2 x 3-4 Inf XX 37Kaf, 49Kaf.
- 1 October 1916: Withdrawal: 1 x 2-6 Cav XX 3.
- 2 October 1916: Withdrawal: 1 x 3-4 Inf XX 7.
- 4 October 1916: Withdrawal: 1 x 3-4 Inf XX 14.
- 2 November 1916: Withdrawal: 1 x 3-4 Inf XX 53.
12. Rules for Irak Cephesi Scenarios
Map: 7-9. Combatants: Ottoman Empire vs. Great Britain.
Rail Lines: Rail lines in the Ottoman Empire are part of the Ottoman rail network. Place railhead markers in hexes 2319, two in 2822 (facing southeast and southwest), 2821 (facing north), and 2922. Rail lines past these markers are not yet constructed.
Rail Capacities: The Ottoman Rail Network has a capacity of 1 division in this scenario. The British have no rail network in this scenario.
12-1 Use the reinforcement schedule in section 17 for the time period covered by the individual scenarios.
12-2 Units of either side are not allowed to enter Persia north of the xx20 hexrow. Any unit forced into this area of Persia is removed from play.
12-3 The 1917 & 1918 Combat Results Table is also used during 1914-1916 for this front.
12-4 Do not use Standard Rule 30-4 in any Iraqi Cephesi scenario. Only Rule 3-12 applies, in which cavalry strength points are eliminated first in Out-of-Supply situations.
12-5 Mesopotamian River Flotillas. Standard Rule Section 36 is used, but with modifications to Rule 36-9. In Mesopotamia, ground combat units MAY attack and counterattack river flotillas. When attacking or counterattacking, ground units (except artillery) attack using 1/3 of their strength points (rounded down). Counterattacks are not tripled against flotillas, but use 1/3 of their strength points (except artillery). Artillery units attack and counterattack normally. During friendly movement, the enemy may attack any River Flotilla passing through a river hexside of a hex occupied by an enemy unit. Flotillas must trace an LOC down river. If at the end of a friendly movement phase they are Out-of-Supply, than they are removed.
12-6 British Naval Unit. The Naval unit can move up the Shatt al Arab (Major River only) between Fao (5827) and Qurna (5026). The Naval Unit can attack and counterattack (full strength, but not doubled or tripled), and if attacking alone, does not suffer any terrain penalties. The Naval Units doesn't consume supplies and cannot be destroyed, but must trace a LOC along the river it is operating on.
Flood
12-7 Both the Tigris and Euphrates Rivers experienced a natural flood each year. This flood was the results of the snow melt in Anatolia. When the flood occurs, any hexsides with light blue overprinted lines are considered swamp hexsides through-out the duration of the flood. Flooded swamp hexsides have their normal terrain effects, PLUS supply LOC's can not be traced through flooded swamp hexsides for the purpose of Rule 3-9.
12-8 The yearly flood season in Irak is March through June. In the February Monthly Special Turn, either player rolls one six-sided die. If the number rolled is a 1-4, the flood will start on that number turn in March. If a 5 or 6 is rolled, the flood will start on that number turn in February. For example, a roll of 3 will start the flood on the 3 March Turn. A roll of 5 will start the flood on the 5 February Turn. On the turn indicated by the die roll, all flood-affected hexsides are flooded until the flood ends. In the June Monthly Special turn, another six-sided die is rolled. If the number rolled is a 3-6, the flood will end on that number turn in June. If a 1 of 2 is rolled, the flood will end on that number turn in July. This number indicates the first turn in which the flood will not affect the hexsides.
Logistics
12-9 Line of Communications (LOC). No Entente Operational Rail Lines exist in Mesopotamia. The two rivers (Euphrates and Tigris) provided the LOC to support the armies in the field. In the Der Weltkrieg Game Series, these rivers have many of the characteristics of Rail Lines.
12-10 Once the Entente occupies Basrah (5327), the Basra Depot is immediately placed in the Basrah hex at Supply Value 3. Until this time, the Tgrs HQ will receive all Supply Points and reinforcements per the Reinforcement Schedule if it is adjacent to a major river.
12-11 The Entente Basra Depot used in Irak Cephesi has a supply value on the Depot marker. The Depot Supply Value can increase based on the Reinforcement Schedule. This marker indicates the total number of divisional equivalents this Depot can supply up to a distance of 10 Movement Points, yet more than 6 hexes from the Depot. An Entente divisional equivalent is six (6) strength points.
12-12 The Entente player can have any number of Strength Points on the map regardless of the number of divisional equivalents indicated by the Depot Supply Value. However, Strength Points on the map above the Depot Supply Value are considered Out of Supply (see rule 3-12). For example, if the Entente Depot Supply Value is 4 (equivalent to 24 Strength Points) and the Entente has 32 strength points on the map, then 8 Strength Points are Out of Supply. Entente units adjacent to a major river between Fao (5827) and Qurna (5026) are always considered to be on supply.
12-13 Determining which units are Out of Supply is first done by distance. Units furthest away from the Depot in movement points are the Strength Points Out of Supply. Using the previous example, if 6 Strength Points are 10 MPs away, 2 Strength Points are 8 MPs away, 2 Strength Points are 7 MPs away, and the remainder are less than 7 MPs away, the furthest units from the Depot that total a minimum of 8 Strength Points are Out of Supply (the Strength Points 10 and 8 MPs away).
12-14 Out of Supply is next considered by Hex. If one Strength Point in a hex is Out of Supply, then all Strength Points in that hex are Out of Supply. This is true even if the total number of Strength Points determine to be Out of Supply exceeds the requirement. This doesn't supersede the distance requirement above, but is in addition to it. In the previous example, if 6 Strength Points are 10 MPs from the depot, and 6 Strength Points are 8 MPs away, a total of 12 Strength Points are Out of Supply (6 Strength Points that are 10 MPs away, 2 Strength Points that are 8 MPs away, and the other 4 Strength Points that are 8 MPs away in the same hex as the 2 original Out of Supply Strength Points).
12-15 The exception to the distance rule is that any Strength Points within 6 hexes (not Movement Points) of the Depot are not counted against the Depot Supply Value. The Depot Supply Value reflects the ability to logistically support units further than 6 hexes away from the Depot. Continuing with the previous example, if 10 of the Entente Strength Points are within 6 hexes of the Depot, then the remaining 22 Strength Points are all "In Supply".
12-16 As Entente units move further away from the Depot, the Depot's ability to support these units decreases. The ability to supply units forward of the Entente Depot is indicated by a River Head marker. This marker initially has a Supply Value equal to the Depot Supply Value. As a player advances units along the river, this marker is placed to indicate the current location and availability of supply. For every ten (or fraction thereof) hexes separating the marker (inclusive) from the Entente Depot (exclusive) over a ten hex initial allowance, decrease the River Head marker's Supply Value by one.
12-17 When a River Head marker is in play, its current Supply Value determines Out of Supply units (for units further than 6 hexes from the Depot), NOT the Depot Supply Value. In the example of Rule 12-12, the Entente can supply 24 strength points within 10 hexes of the Depot (Supply value of 4) if no River Head marker is in play. If the Entente player has a River Head marker 10 hexes away from the Depot, the River Head marker would have a Supply Value of 3 (-1 for being 10 hexes from the Depot with a supply value of 4). Now the Entente player can only supply 18 strength points located further than 6 hexes from the Depot. If the Entente player has the River Head marker 20 hexes away from the Depot, the River Head Supply Value would be 2 (-2 for being 20 hexes from the Depot with a supply value of 4) and can have only 12 In Supply strength points further than 6 hexes from the Depot.
12-18 The Entente can have up to two River Head markers each (one on each River) at any one time. If two markers are in use, the total Supply Value of the two markers can't exceed the total Depot Supply value, adjusted by the distance each marker is from the Depot. In the continuing example, if the Entente player places a River Head marker 12 hexes from the Depot on the Tigris River, it would have a Supply value of 3. If a second marker was placed on the Euphrates River also at a distance of 12 hexes, each marker could only have a value of 1 (total Depot Supply Value is 4, from which -1 for distance on the Tigris, -1 again for distance on the Euphrates, leaving 2, which is divided between the two markers). Continuing this example, if the Depot Supply Value is now 6, then the Entente player could divide the remaining 4 Supply Value (again -2 total for distance on the two rivers) between the two River Head markers as he desires (3 and 1; 2 and 2; or 1 and 3). The Supply Values between two River Head markers can only be changed during a Monthly Special turn.
12-19 Placement of River Head Markers. There is no cost to place a River Head marker. River Head markers do not have a movement value. River Head markers can be placed in any hex containing a Tigris or Euphrates river hexside, anywhere behind a friendly unit occupying a river hexside further forward (towards the enemy) containing a river hexside of the same river AND the River Head marker can trace a continuous line of unblocked river hexsides back to the Depot. A blocked river hexside is one where an enemy infantry division-sized unit (or greater) or an enemy artillery unit occupies a hex containing a river hex side. Enemy ZOC don't block the river under this rule. River Head markers are only placed or moved at the end of either player's turn.
12-20 If an enemy division-size infantry unit (or larger) or any enemy artillery unit occupies a hex containing a river hexside between the River Head marker and its Depot, the River Head marker is removed and immediately placed behind the nearest friendly unit meeting placement conditions. This situation can be created either through movement or as a result of combat.
12-21 River Head markers are never destroyed. They can be removed at the end of the British player's turn. However, if a River Head marker is removed and not replaced, the 10-hex distance from the Depot is immediately used to calculate Out of Supply (rules 12-13 and 12-14).
12-22 Rail lines modify Rule 12-16 for River Head markers. Those completed Rail Lines that follow either the Tigris or Euphrates Rivers are not counted to calculate the distance between the River Head marker and the Basra Depot. Rail Lines not directly adjacent to the river may also be used to for this purpose (for example, hexes 2419-2721). Any gaps in the Rail Lines (such as the gap between Basra and Qurna at Hexes 4926-5026) are counted. For example, the Tigris River Head marker is in Hex 3722 (Kut) and the Basra to Qurna and the Qurna to Amara Rail lines are completed. The Tigris River head mark is only 10 Hexes from the Basra Depot (one hex for the gap at 4926-5026) and nine hexes between 4422 and 3722). The Rail Lines listed in Rule 40-29 don't need to be completed for Rail Line hexes to count for this rule. For example, the Qurna to Amara Rail Line only has Hexes 4926, 4925, and 4824 completed. These three hexes are not counted for Rule 12-16. The hex in which the Construction marker is currently place is counted for Rule 12-16. Note that if the Basrah-Qurna, Qurna-Amara, and the Kut-Baghdad lines are completed, only a -1 will apply to a River Head Marker at Baghdad.
12-23 Ottoman Depot. The Ottoman player places his Depot marker on Mosul (1310). If Mosul is occupied by the Entente, the Mosul Depot marker is moved and placed at Al Qamshil (0210).
12-24 Ottoman LOC. The Tigris and Euphrates Rivers act as the Ottoman LOC for Rule 4.0. Ottoman units are considered in supply if they end their turn within two hexes of either the Tigris or Euphrates Rivers. During movement they can be further away as long as they end their movement within the two-hex limit. If further then two hexes, rule 3-12 applies. Ottoman units may also trace LOC up to six hexes from the rail line to Mosul (1310) if the rail hex traced from is friendly and active.
Pontoon Bridges
12-25 The Entente player can use pontoon bridges in Osmanli Harbi: Irak Cephesi. Pontoon bridges are received according to the reinforcement schedule in section 17 and placed in the pontoon bridge pool.
12-26 Pontoon bridges from the pool may be set in any major river hexside adjacent to a supplied friendly unit, but not across a hexside with an enemy occupied hex. Pontoon bridges may be recovered back to the pool during any friendly turn.
12-27 Treat the pontoon bridge hexside as clear terrain for purposes of movement only. During the first turn a pontoon bridge is set, units must stop movement after crossing the bridge.
12-28 At the start of each turn a pontoon bridge is set, the owning player rolls one die. On a roll of 6, the bridge is destroyed by weather. During flood turns (see rule 12-8), a roll of 5 or 6 destroys the bridge.
12-29 Pontoon bridges are destroyed if an enemy unit occupies a hex that includes the hexside the pontoon bridge is set across and no friendly unit occupies the opposite hex.
13. Irak Cephesi, Relief of Kut 1916 Scenario Specific Rules
First Turn: Turn 1 of January 1916. Last Turn: Turn 4 of April 1916.
13-1 Kut Garrison (3722). The Kut garrison (16, 17, 18, and 30 Ind X) is considered in general supply for the length of the scenario. The garrison is considered in supply for any/all counterattacks. The garrison is not considered surrounded per Standard Rule 20. No supply points are expended for these counter-attacks. If one or more units of the Kut garrison should move or attack out of Kut, all the Osmanli Harbi supply and movement rules are in effect and Kut no longer provides general/counterattack supply for the remainder of the scenario. Also, Standard Rule 20 now is in effect.
13-2 No Entente attacks or movement is allowed out of Kut by the garrison after the 5 March 1916 turn.
13-3 The Entente player begins the scenario with 1 pontoon bridge in Kut. The player can start the scenario with the bridge set across a river hexside or the bridge can be held in Kut. If the pontoon bridge is set, it is placed in the hex opposite Kut of the river hexside it crosses (either 3723 or 3822). A friendly unit (or units) must occupy this hex. Any units that start in this hex are entrenched. This hex is treated as part of Kut for both Rules 13-1 and 13-2. If the pontoon bridge is placed in 3822, the Ottoman unit (114 Inf III) is removed and placed anywhere within Ottoman controlled territory. However, any Entente unit in 3822 doesn't trigger any negative effects of Ottoman units (surrounded, blocking retreats, etc.) due to occupying that hex until the turn after the Entente moves or attacks out of Kut (see rule 13-1).
13-4 At the end of the 4 April 1916 turn, if the Kut garrison still occupies Kut and the garrison can't trace a valid LOC, the Kut garrison surrenders and the Ottoman player receives the appropriate Victory Points.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates). Kut is the only hex that counts as a city in this scenario for Demoralization Points.
- Ottoman Decisive Victory: The Ottoman Empire controls Kut (3722), and the British suffer more Demoralization Points than the Ottomans.
- Ottoman Substantial Victory: There are no Substantial Ottoman Victory Conditions.
- Ottoman Marginal Victory: The British suffer more Demoralization Points than the Ottomans.
- British Marginal Victory: There are no Marginal British Victory Conditions.
- British Substantial Victory: The British control Kut (3722) and the Ottomans suffer more Demoralization Points than the British.
- British Decisive Victory: The British control Kut (3722), and the Ottomans suffer at least twice as many Demoralization Points as the British.
14. Irak Cephesi, Relief of Kut 1916 Scenario Set-up Instructions
14-1 Ottoman Set-up
| Hex | Unit | Designation |
|---|---|---|
| 2921 | 1 x 3-4 Inf XX | 2 |
| 2922 | 6th XXXX HQ | (2sp) |
| 1 x 2-4 Inf XX | Dic | |
| 3621 | XVIII XXX HQ | (1sp) |
| 1 x 1-4 Inf III | 112 | |
| 3720 | 1 x 1-4 Inf III | 113 |
| 3820 | 1 x 1-6 Cav X | Irak |
| 1 x 3-4 Inf XX | 51 | |
| 3822 |
Note: the 112, 113, and 114 1-4 Inf IIIs represent the 45 division.
All Set-up hexes contain trench markers.
Depots: Musul 1310.
14-2 British Set-up
Units marked * start understrength.
| Hex | Unit | Designation |
|---|---|---|
| 3722 | 4 x 1-4 Inf X | 16 Ind*, 17 Ind*, 18 Ind*, 30 Ind* |
| 4220 | Tgrs XXX HQ | (4sp) |
| 3 x 2-4 Inf X | 28 Ind, 35 Ind, 19 Ind | |
| 1 x 1-6 Cav X | 6 Ind | |
| 4221 | 1 x 3-R Flot | Fly |
| 4428 | 1 x 2-4 Inf X | 12 Ind |
| 4522 | 1 x 2-4 Inf X | 21 Ind |
| 4529 | 1 x 2-4 Inf X | 34 Ind |
| 5126 |
All Set-up hexes contain trench markers.
Depots and Riverheads: 5327 Basra Depot (value 4); 4422 Riverhead (value 2); 4529 Riverhead (value 1).
15. Irak Cephesi Duration Game Scenario Specific Rules
First Turn: Turn 1 of November 1914. Last Turn: Turn 7 of October 1918.
15-1 Once a River Head marker is placed in Baghdad, the Entente player receives the Indian Expeditionary Force (IEF) Army Headquarters. If the IEF Army Headquarters remains in any of the Baghdad city hexes (2821, 2822, 2922), and the River Head Marker is north of the headquarters, the IEF Headquarters may act as a Depot for receiving Supply Point reinforcements only.
15-2 The following Rail Lines sections can be built by the British using Rules 3-17 to 3-19:
- Basra (5327)-Qurna (5026)
- Basra (5327)-Nasiriya (4329)
- Qurna (4926)-Amara (4523)
- Kut (3722)-Baghdad (2922)
- Baghdad (2823)-Hillah (3226)
- Baghdad (2822)-Fallujah (2422)
- Baghdad (2821)-Shahraban (2915)
- Samarra (2319)-Tikrit (2016)
Note: Some Rail Lines use the same hex. This hex must be included in each build listed, as the rail lines in those hexes go in different directions.
15-3 If the River head marker is on or north of Baghdad and all the Rail Line sections south of Baghdad are complete (Basra-Qurna; Qurna-Amara; Kut-Baghdad), the Tigris River has a transport capacity of 1 division equivalent. Movement is done in the same manner as Rail Movement (Standard Rule 7). All units expend one-half of a movement point for every hexside crossed while moving by river/rail. The moving unit starts in either Basra or Baghdad and expends 1 Movement Point to embark. No additional Movement Points are expended for embarking or transferring between the River and the Rail Lines during this movement.
15-4 LAMB. The Light Armoured Mobile Batteries (LAMB) unit is represented as a +1-6 counter. It doesn't add to the Entente strength points in an attack or counterattack. If the Entente force (attacking or counter-attacking) inflicts an equal or greater loss in Strength Points than the enemy, the enemy units must suffer an additional 1 Strength Point loss and retreat (if defending). The LAMB must be stacked with other friendly units to attack. If attacked by enemy units in a hex by itself, it can retreat 1 hex without combat. If it defends on its own, it counter-attacks with 1 Strength Point.
15-5 Special Attack. The Entente player may designate one turn on or after August 1918 to be a Special Attack Turn. During the special attack turn, any Entente attack consisting of 15 or more Strength Points against a single enemy hex ignores any defender's trenches.
15-6 II Indian Corps. The Entente Player can chose to use the II Indian Corps if he has 16 or more infantry brigades on the map before 1 October 1916 and expends one strength point from any source. If the II Indian Corps Headquarters is created, the Tgrs Corps Head-quarters is removed and replaced by the I Indian Corps counter. If the II Indian Corps Headquarters is created after 1 October 1916, no HQ is removed.
15-7 Entente Divisions. Irak Cephesi provides both brigade and divisional counters for the Entente. The Entente player can use either the divisional counter or the three brigade counters for each division, but not both simultaneously. The 12th Indian Division was disbanded during the campaign, and some of its brigades served in other divisions. The historical brigade assignments of the Entente divisions are provided below. Players are welcome to use these brigade assignments, but it is not mandatory. Any three infantry brigades can be used in lieu of a divisional counter, or vice versa.
- 13th (British) XX: 38, 39, 40
- 3rd Indian XX: 7 Ind, 8 Ind, 9 Ind
- 6th Indian XX: 16 Ind, 17 Ind, 18 Ind
- 7th Indian XX: 19 Ind, 21 Ind, 28 Ind
- 12th Indian XX: 12 Ind, 30 Ind, 33 Ind
- 14th Indian XX: 35 Ind, 36 Ind, 37 Ind
- 15th Indian XX: 12 Ind, 34 Ind, 42 Ind
- 17th Indian XX: 34 Ind, 51 Ind, 52 Ind
- 18th Indian XX: 53 Ind, 54 Ind, 55 Ind
- Cavalry XX: 6 Ind, 7 Ind
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Ottoman Decisive Victory: The Ottoman player occupies either Basra (5327) or Ahwaz (5421).
- Ottoman Substantial Victory: The Ottoman player holds Baghdad (2821, 2822, 2922), and the British suffer more Demoralization Points than the Ottomans.
- Ottoman Marginal Victory: The British suffer more Demoralization Points than the Ottomans.
- British Marginal Victory: The British occupy Basra (5327) and Ahwaz (5421), and the Ottomans suffer more Demoralization Points than the British.
- British Substantial Victory: The British player holds Baghdad (2821, 2822, 2922), and the Ottomans suffer more Demoralization Points than the British.
- British Decisive Victory: The British player holds Baghdad (2821, 2822, 2922) and Mosul (1310), and the Ottomans suffer more Demoralization Points than the British.
16. Irak Cephesi Duration Game Set-up Instructions
16-1 Ottoman Set-up
| Hex | Unit | Designation |
|---|---|---|
| 1310 | 1 x 1-4 Inf III | MusJ |
| 2004 | 1 x 1-4 Inf III | 1Sin |
| 2211 | 1 x 1-4 Inf III | KerJ |
| 2821 | Irak XXX HQ | (2sp) |
| 2908 | 1 x 1-4 Inf III | 2Sin |
| 2922 | 2 x 1-4 Inf III | 114, BaghJ |
| 4220 | 1 x 1-4 Inf III | 3Sin |
| 5328 | 1 x 1-4 Inf III | 112 |
Depot: Mosul (0sp), hex 1310.
Destroyed Unit: 1 x 1-4 Inf III 113.
16-2 British Set-up
| Hex | Unit | Designation |
|---|---|---|
| 5728 | Tgrs XXX HQ | (2sp) |
| 1 x 2-4 Inf X | 16 Ind | |
| 1 x 2 Naval Unit |
17. Irak Cephesi Duration Game Reinforcement Schedule
17-1 British Reinforcements
All reinforcements arrive at the Basra depot. Supply points may be received by any HQ current in supply.
British RPL units are not received if the British player already has sufficient RPL units on the map to bring all units up to full strength.
Supply and Replacements
- January 1915 - December 1915: Odd Month Turn 1: 1 Supply Point.
- January 1916 - October 1918: Every Month Turn 1: 1 Supply Point; 1 x 1-3 RPL XX Ind. (Starting July 1916, a British Replacement XX is received in lieu of the Indian Replacement XX during the months of July and January.)
1914
- 3 November 1914: 1 x 2-4 Inf X 18 Ind.
- 1 December 1914: 2 Supply points.
- 2 December 1914: 1 x 2-4 Inf X 17 Ind.
1915
- 4 January 1915: 1 x 2-4 Inf X 12 Ind.
- 5 February 1915: 1 x 1-6 Cav X 6 Ind.
- 1 March 1915: 1 x Pontoon.
- 7 March 1915: 1 x 2-4 Inf X 33 Ind.
- 1 April 1915: 1 x 1-3 RPL XX Ind.
- 2 April 1915: 1 x 2-4 Inf X 30 Ind.
- 1 August 1915: 1 x 1-3 RPL XX Ind.
- 1 December 1915: 1 x 3-R Flot Fly.
- 2 December 1915: 1 x 2-4 Inf X 28 Ind.
- 4 December 1915: 2 x 2-4 Inf X 19 Ind, 21 Ind.
- 5 December 1915: 1 x 2-4 Inf X 34 Ind.
- 7 December 1915: 1 x 2-4 Inf X 35 Ind.
1916
- 1 January 1916: 3 x 2-4 Inf X 7 Ind, 8 Ind, 9 Ind; Basra Depot (4).
- 3 January 1916: 1 x Pontoon.
- 3 March 1916: 3 x 2-4 Inf X 38, 39, 40.
- 1 April 1916: 2 Construction Markers; 1 x 3-R Flot Fly.
- 1 May 1916: 1 x 1-6 Cav X 7 Ind.
- 3 May 1916: 2 x 2-4 Inf X 36 Ind, 37 Ind.
- 7 June 1916: 1 x 2-4 Inf X 42 Ind.
- 1 October 1916: III Ind XXX HQ. Replace Tgrs XXX HQ with I Ind XXX HQ.
- 1 November 1916: Basra Depot (5).
1917
- 1 March 1917: Basra Depot (6).
- 5 March 1917: 1 x 1-6 Cav X 11 Ind.
- 1 April 1917: 2 Construction Markers.
- 1 May 1917: 1 Construction Marker.
- 2 August 1917: 3 x 2-4 Inf X 50 Ind, 51 Ind, 52 Ind.
- 1 September 1917: 1 Construction Marker.
- 1 October 1917: Basra Depot (8).
1918
- 1 January 1918: Withdraw: 3 x 2-4 Inf X 19 Ind, 21 Ind, 28 Ind.
- 2 January 1918: 3 x 2-4 Inf X 53 Ind, 54 Ind, 55 Ind.
- 1 February 1918: 1 x +1-6 II LAMB (Place LAMB with any Entente unit).
- 1 March 1918: Withdraw: 3 x 2-4 Inf X 7 Ind, 8 Ind, 9 Ind.
- 1 April 1918: Basra Depot (8).
- 4 April 1918: 1 x 2-4 Inf X 56 Ind.
- 1 June 1918: 2 Construction Markers.
17-2 Ottoman Reinforcements
All Ottoman reinforcements arrive at the Mosul depot unless otherwise specified. Supply Points can be received at the Mosul Depot, the Irak Corps Headquarters, or the 6th Army Headquarters (whichever of the latter two are currently in play). To receive Supply Points at either of the headquarters, the unit counter must either be in Mosul (1310), any of the Baghdad hexes (2821, 2822, 2922), or in any hex between the two cities containing a Tigris river hexside.
Supply and Replacements
- January 1915 - October 1918: January, May, September Turn 1: 1 Supply Point.
1914
- 1 December 1914: 1 Supply Point.
1915
- 3 January 1915: 1 x 3-4 Inf XX 35.
- 5 January 1915: 1 x 2-4 Inf XX Dic, at hex 0118. Remove: Any two Sin or J (red type symbol) 1-4 Inf IIIs.
- 6 January 1915: 1 x 2-4 Inf XX Fir, at hex 4718. Remove: Any two Sin or J (red type symbol) 1-4 Inf IIIs.
- 1 April 1915: 1 x 1-3 RPL XX.
- 3 April 1915: Replace Irak XXX HQ with 6th XXXX HQ.
- 5 April 1915: XVIII XXX HQ.
- 1 August 1915: 1 x 1-3 RPL XX.
- 3 August 1915: 1 x 1-6 Cav X Irak.
- 3 September 1915: 1 x 3-4 Inf XX 45.
- 2 October 1915: XIII XXX HQ.
- 5 October 1915: 1 x 3-4 Inf XX 51.
- 1 November 1915: 1 x 3-4 Inf XX 52.
1916
- 1 January 1916: 1 x 3-4 Inf XX 2.
- 4 February 1916: 1 x 1-6 Cav X Bağ.
- 6 April 1916: 1 x 3-4 Inf XX 6.
- 6 May 1916: 1 x 3-4 Inf XX 4.
1917
- 5 October 1917: 1 x 3-4 Inf XX 50.
18. Rules for Sina-Filistin Cephesi Scenarios
Map: 8-8. Combatants: The Ottoman Empire, Germany, and Austria-Hungary (the Central Powers) vs. Great Britain and France (the Entente).
Rail Capacities: The Ottoman Rail Network has a capacity of 2 divisions. The Entente Rail Network has a capacity of 3 Divisions in this scenario.
18-1 Use the reinforcement schedule in section 25 for the time period covered by the individual scenarios.
18-2 The 1917 & 1918 Combat Results Table is also used during 1914-1916 for this front.
18-3 The Ottoman Rail Network actually consists of two different sections. The Northern Section connects Anatolia (0903) with Rayat (2216). The Southern Section is from Rayat southward towards Amman and Jerusalem. The Ottoman player places the Derna Transfer maker on Rayat (2216). All Ottoman Strength and Supply Points that transit the Rayat hex use an additional MP to reflect the trans-loading of the trains from the standard gauge to the narrow gauge. Any Strength or Supply Points that begin or end their rail movement in Rayat do not pay this additional MP.
18-4 Germany and Austria-Hungary provided the Ottoman Army with combat and support units. The combat units (infantry and artillery) operate as regular units. The German Paş1 (+1 Cbt Spt) support unit represents machine-gun detachments, signals units, anti-aircraft units, etc., that added technical and fire support assets to Ottoman units. Paş1 has a movement allowance of 5, and must be stacked with an infantry and/or cavalry unit at the end of every movement phase. If it ends up stacked with a different unit at the end of a turn, it may not support the new unit until the following turn. During combat Paş1 adds its "+1" strength point value to the attack or counterattack strength before applying any modifiers or doing any calculations. Support unit participation in combat does not require supply point expenditure. It retreats when the units it is stacked with retreat. It is destroyed when all units it is stacked with are destroyed (no additional strength point loss is needed to destroy the support unit).
Garrisons
18-5 The Ottoman player must maintain one Corps Headquarters at Adana (1103). He must maintain 3 infantry strength points at each of the following locations: Tarsus (0904), Adana (1103), and Iskenderum (1504). These units are all released if the Entente captures Beyrut (1918) or Damascus (2419), or if an Entente unit moves within 13 movement points of any one of these units.
18-6 The Entente Player must maintain the following garrisons:
- Canal Garrison: 8 British Inf/Cav Strength Points. These units are placed anywhere along the west bank of the canal.
Once the Entente begins to build the Sinai Rail Line towards Gazze, the Entente player must provide the following force to protect it:
- LOC Troops: 4 British Inf/Cav Strength Points. These units are placed anywhere along the Rail Line between the Canal and Gazze. These units can never leave the Rail Line or move into an Ottoman Zone Of Control.
18-7 All Entente garrisons are released once Jerusalem is captured by the Entente.
Special Attack
18-8 The Entente player may designate one turn starting August 1918 to be a Special Attack Turn. During this turn, any Entente attack consisting of 20 or more Strength Points against a single enemy hex ignores any defender's trenches. Additionally, any attack of 20 Strength Points or more that has 2 or more Strength Points of artillery receives an attack die roll modification of +2.
18-9 Cavalry Exploitation. During the Special Attack Turn, any Entente cavalry unit that didn't move and was not involved in attacking can exploit. After all Entente combat is completed, any Entente cavalry unit meeting these two preconditions can make a full move. Exploiting cavalry units ignore all enemy ZOCs during this move. Exploiting cavalry can attack at any time during this move, but combat ends the exploitation move. Combat is resolved normally (it is not a Column Attack), and the attacking cavalry ignores any defender terrain (treat the defender as in clear terrain).
19. Sina-Filistin Cephesi 3rd Gaza October 1917 Scenario Specific Rules
First Turn: Entente Turn 1 of October 1917. Last Turn: Turn 7 of December 1917.
Rail Lines: All rail lines on or behind Ottoman lines are part of the Ottoman rail network. All rail lines behind Entente lines are part of the Entente rail network.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers control Gazze (1933) and Birussebi (2234), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Substantial Victory: The Central Powers control Jerusalem (2330), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Marginal Victory: The Central Powers control Jerusalem (2330).
- Entente Marginal Victory: The Entente controls Jerusalem (2330).
- Entente Substantial Victory: The Entente controls Gazze (1933), Birussebi (2234), and Jerusalem (2330), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Decisive Victory: The Entente controls Gazze (1933), Birussebi (2234), and Jerusalem (2330), the Central Powers suffer at least twice as many Demoralization Points as the Entente.
20. Sina-Filistin Cephesi 3rd Gaza October 1917 Scenario Set-up Instructions
20-1 Central Powers Set-Up
Ottoman Forces
| Hex | Unit | Designation |
|---|---|---|
| 1103 | 1 x 3-4 Inf XX | 23 |
| 1104 | XII XXX HQ | (1sp) |
| 1501 | 1 x 3-4 Inf XX | 44 |
| 1504 | 1 x 3-4 Inf XX | 41 |
| 1933 | 2 x 3-4 Inf XX | 3, 53 |
| 2031 | 8th XXXX HQ | (3sp) |
| 2032 | XXII XXX HQ | (1sp) |
| 1 x 3-4 Inf XX | 7 | |
| 2033 |
German Forces
| Hex | Unit | Designation |
|---|---|---|
| 2330 | 1 x +1 Cbt Spt | Paş1 |
Austro-Hungarian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1933 | 1 x 1-4 Mtn Art II | GbvM |
Trench Marker in hexes 1933, 2032, 2033, 2133, 2134, 2234.
20-2 Entente Set-up
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 1834 | EEF XXXX HQ | (3sp) |
| XXI XXX HQ | (6sp) | |
| 1836 | 1 x 7-4 Inf XX | 10 |
| 1 x 0-3 Eng III | EEF | |
| 1934 | 2 x 6-4 Inf XX | 52T, 54T |
| 2 x 1-4 Art (III) | XCV, XCVII | |
| 1935 | XX XXX HQ | (6sp) |
| 2034 | 1 x 6-4 Inf XX | 75 |
Garrison
| Hex | Unit | Designation |
|---|---|---|
| 0939 | 1 x 2-4 Inf X | FE |
| 1040 | 1 x 1-4 Inf X | Imp |
| 1 x 1-6 Cam X | Bik |
French Forces
| Hex | Unit | Designation |
|---|---|---|
| 2034 | 1 x 1-4 Inf X | DFPS* |
Trenches: All occupied hexes in enemy ZOC's contain trenches.
21. Sina-Filistin Cephesi Meggiddo September 1918 Scenario Specific Rules
First Turn: Entente Turn 5 of September 1918. Last Turn: Turn 2 of November 1918 or until the Entente Decisive Victory conditions are met.
Rail Lines: All rail lines on or behind Ottoman lines are part of the Ottoman rail network. All rail lines behind Entente lines are part of the Entente rail network.
21-1 During the first turn of this scenario, the Entente Special Attack (rules 18-8 and 18-9) is in play.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers controls Beyrut (1918) and Damascus (2419), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Substantial Victory: The Central Powers controls Humus (2312), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Marginal Victory: The Central Powers controls Iskenderum (1504) and Halep (2104), and the Entente suffers more Demoralization Points than the Central Powers.
- Entente Marginal Victory: The Entente controls Damascus or Beyrut (1918), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Substantial Victory: The Entente controls Damascus (2419) and Beyrut (1918), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Decisive Victory: The Entente controls Halep (2104) and Iskenderum (1504), and the Central Powers suffer more Demoralization Points than the Entente.
22. Sina-Filistin Cephesi Meggiddo September 1918 Scenario Set-up Instructions
22-1 Central Powers Set-up
Units marked * are under strength. The two Ottoman 1-4 Inf III represent the 62 Inf XX that was used to protect the Derna-Maan railway line. During any Ottoman player turn, these two regiments, if located together in the same hex, can be combined and replaced with a 2-4 Inf XX (62*).
Ottoman Forces
| Hex | Unit | Designation |
|---|---|---|
| 0903 | 1 x 3-4 Inf XX | 23 |
| 1103 | XII XXX HQ | (1sp) |
| 1 x 3-4 Inf XX | 43 | |
| 1501 | 1 x 3-4 Inf XX | 44 |
| 1504 | 1 x 3-4 Inf XX | 41 |
| 2026 | XXII XXX HQ | (1sp) |
| 2027 | 2 x 2-4 Inf XX | 7*, 20* |
| 2125 | 8th XXXX HQ | (2sp) |
German Forces
| Hex | Unit | Designation |
|---|---|---|
| 2127 | 1 x 2-5 Inf III | AsK |
| 2527 | 1 x 3-5 Inf III | 146 |
Trench Markers in hexes 2027, 2127, 2227, 2327, 2427, 2529, 2529.
22-2 Entente Set-up
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 2028 | 2 x 6-4 Inf XX | 60T, 75 |
| 2 x 6-4 Inf XX | 3 Ind, 7 Ind | |
| 2 x 3-6 Cav XX | 4, 5 | |
| 1 x 1-4 Art (III) | XCV | |
| 2029 | DMC XXX HQ | (5sp) |
| 1 x 3-6 Cav XX | Aus | |
| 2128 | 1 x 6-4 Inf XX | 54T |
| 2 x 1-4 Art (III) | 102G, XCVI | |
| 2129 |
French Forces
| Hex | Unit | Designation |
|---|---|---|
| 2128 | 1 x 2-4 Inf X | DFPS |
Trenches: All occupied hexes in enemy ZOC's contain trenches.
23. Sina-Filistin Cephesi Duration Game Scenario Specific Rules
First Turn: Turn 1 of November 1914. Last Turn: Turn 2 of November 1918 or until the Entente Decisive Victory conditions are met.
Rail Lines: The Entente operative Rail Network is comprised of all Rail Lines west of the Suez Canal. Place a railhead marker in hex 0939. All rail lines originating in the Ottoman Empire are part of the Ottoman rail network. Place a railhead marker in hex 2130. Rail lines past these markers are not yet constructed.
23-1 After receiving a construction marker, if the Entente player has an engineer unit in Hex 1038, he can place a construction marker in that hex. Once the construction marker is placed on the map, the Entente can begin to build a narrow gauge railway (rule 3-17 through 3-19). The capacity of this Narrow Gauge Rail Line is 1 Division.
23-2 After receiving a construction marker, the Ottomans can build two rail lines (rule 3-17 through 3-19):
- El Tine-Birüssebi-Biyari Asluç (2130-2236)
- El Tine-Gazze (2130-1933)
23-3 The Ottoman player must maintain one Corps Headquarters at Damascus (2419). He must maintain three infantry strength points at each of the following locations: Beyrut (1918), Damascus (2419), and Amman (2627) and 2 strength points at Maan (3139). These units are all released if Entente units are on or north of the Hefa-Derna (1925-2524) rail line or if Entente units occupy Jerusalem (2330) or Yafu (2028), and are individually released if Entente units are within 4 movement points.
23-4 The Ottoman player may designate up to three divisions (or division-equivalents) of infantry units. These units are exempt from all garrison requirements, even if insufficient forces are available for the garrisons.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers controls Gazze (1933), Birussebi (2234), and Jerusalem (2330).
- Central Powers Substantial Victory: The Central Powers controls Damascus (2419), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Marginal Victory: The Entente suffers more Demoralization Points than the Central Powers.
- Entente Marginal Victory: The Entente controls Jerusalem (2330), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Substantial Victory: The Entente controls Damascus (2419), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Decisive Victory: The Entente controls Tarsus (0904), Iskernderum (1504) and Halep (2104), and the Central Powers suffer more Demoralization Points than the Entente.
24. Sina-Filistin Cephesi Duration Game Scenario Set-up Instructions
24-1 Central Powers Set-up
Ottoman Forces
| Hex | Unit | Designation |
|---|---|---|
| 1103 | XII XXX HQ | (1sp) |
| 1 x 3-4 Inf XX | 16 | |
| 1 x 1-4 Inf III | AdaJ | |
| 1933 | 1 x 3-4 Inf XX | 27 |
| 2104 | 1 x 1-4 Inf III | HalJ |
| 2134 | 1 x 3-4 Inf XX | 25 |
| (1)-6 Cam III | 1Hec | |
| 2312 | 1 x 3-4 Inf XX | 23 |
| 2330 |
24-2 Entente Set-up
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 0342 | EEF XXXX HQ | (4sp) |
| 0540 | 3 x 1-4 Inf X | 125*, 126*, 127* |
| 1040 | 1 x 2-4 Inf X | FE |
25. Sina-Filistin Cephesi Duration Game Reinforcement Schedule
25-1 Entente Reinforcements
Units marked with a * arrive understrength.
All units are British unless otherwise noted (British Indian Army are designated "Ind", but Indian Army units are different colors, the "Ind" is not part of the unit designation on the counter). British and French units appear in hex 0141. Indian and Dominion (Australia and New Zealand) units appear in hex 1243 unless otherwise specified.
Entente RPL units are not received if the Entente player already has sufficient RPL units on the map to bring all units up to full strength.
Supply and Replacements
- January 1915 - August 1916: Odd Month Turn 1: 1 Supply Point.
- September 1916 - June 1917: Every Month Turn 1: 1 Supply Point.
- July 1917 - September 1917: Odd Month Turn 1: 1 Supply Point; 1 x 1-3 RPL XX. Even Month Turn 1: 1 Supply Point.
- October 1917 - November 1918: Odd Month Turn 1: 2 Supply Points; 1 x 1-3 RPL XX (for May 1918, this RPL is ANZAC). Even Month Turn 1: 2 Supply Points.
1914
- 3 November 1914: 1 x 1-4 Inf X Imp; 2 x 1-6 Cav X Imp, Bik.
- 4 November 1914: 5 x 2-4 Inf X 22 Ind, 28 Ind, 29 Ind, 30 Ind, 31 Ind.
- 1 December 1914: 1 x 4-5 Inf XX 1 Aus*; 2 Supply Points.
- 2 December 1914: 1 x 2-4 Inf X 32 Ind.
1915
- 6 January 1915: 1 x 4-5 Inf XX NZ&A*.
- 3 March 1915: Withdrawal: 1 x 2-4 Inf X 30 Ind.
- 1 April 1915: Withdrawal: 2 x 4-5 Inf XX 1 Aus, NZ&A.
- 7 April 1915: 1 x 2-6 Cav XX 2 Mtd. Withdrawal: 1 x 2-4 Inf X 29 Ind.
- 1 May 1915: Withdrawal: 3 x 1-4 Inf XX 125*, 126*, 127*.
- 1 July 1915: Withdrawal: 1 x 2-4 Inf X 28 Ind.
- 4 August 1915: Withdrawal: 1 x 2-6 Cav XX 2 Mtd.
- 2 December 1915: 1 x 2-6 Cav XX 2 Mtd. Withdrawal: 2 x 2-4 Inf X 31 Ind, 32 Ind.
- 4 December 1915: 2 x 4-4 Inf XX 53T*, 54T*.
- 7 December 1915: 1 x 6-4 Inf XX 11; 1 x 2-4 Inf X 29 Ind.
1916
- 1 January 1916: 1 x 6-4 Inf XX 52T.
- 4 February 1916: 1 x 6-4 Inf XX 13.
- 1 March 1916: 1 Construction Marker.
- 3 March 1916: 1 x 1-4 Art III XCVI; 1 x 0-3 Eng III EEF.
- 7 March 1916: 1 x 3-6 Cav XX ANZM, at hex 0141.
- 7 June 1916: Withdrawal: 1 x 6-4 Inf XX 11.
- 1 July 1916: 1 x 1-3 RPL XX.
- 5 December 1916: 1 x 1-6 Cav X 1Cml, at hex 0141.
1917
- 1 January 1917: 1 x 1-3 RPL XX.
- 5 January 1917: 1 x 2-6 Cav XX Imp M, at hex 0141.
- 4 March 1917: 1 x 4-4 Inf XX 74.
- 1 April 1917: 1 x 1-4 Art III XCVII; 1 x 1-3 RPL XX Ind.
- 3 May 1917: Withdrawal: 1 x 2-4 Inf X 29 Ind.
- 6 May 1917: French: 1 x 1-4 Inf X DFPS*.
- 1 June 1917: Replace 1 x 4-4 Inf XX 74 with 1 x 6-4 Inf XX 74.
- 4 June 1917: 1 x 1-6 Cav X 7 Mtd.
- 6 June 1917: 1 x 6-4 Inf XX 75.
- 1 July 1917: 1 x 3-6 Cav XX Yeo; 1 x 6-4 Inf XX 60T.
- 4 July 1917: Replace 1 x 2-6 Cav XX Imp M and 1 x 1-6 Cav X Imp with 1 x 3-6 Cav XX Aus.
- 5 July 1917: XX XXX HQ.
- 6 July 1917: XXI XXX HQ; DMC XXX HQ.
- 7 July 1917: 1 x 7-4 Inf XX 10.
- 1 December 1917: 2 x 1-4 Art III 102G, 103G.
1918
- 1 January 1918: 1 x 6-4 Inf XX 7 Ind.
- 5 March 1918: Withdrawal: 1 x 6-4 Inf XX 52T.
- 3 April 1918: Withdrawal: 1 x 6-4 Inf XX 74.
- 1 June 1918: 1 x 6-4 Inf XX 3 Ind.
- 1 July 1918: Replace 1 x 2-6 Cav XX Yeo with 1 x 3-6 Cav XX 4.
- 3 July 1918: Replace 1 x 1-6 Cav X 7Mtd with 1 x 3-6 Cav XX 5.
- 4 July 1918: French Replace 1 x 1-4 Inf X DFPS with 1 x 2-4 Inf X DFPS.
25-2 Central Powers Reinforcements
All units are Ottoman unless noted. Reinforcements appear in hex 1702 unless otherwise specified.
Supply and Replacements
- January 1915 - November 1918: January, April, July, October Turn 1: 1 Supply Point.
1914
- 1 November 1914: One construction marker.
- 6 November 1914: 1 x 3-4 Inf XX 10.
1915
- 2 January 1915: 1 x 3-4 Inf XX 8.
- 3 January 1915: 1 x 2-4 Inf XX 1KuvM, at hex 2420.
- 4 February 1915: Withdrawal: 1 x 3-4 Inf XX 16, at hex 2102.
- 1 March 1915: 1 x 3-4 Inf XX 41, at hex 0903.
- 4 April 1915: 1 x 3-4 Inf XX 43, at hex 0903.
- 1 May 1915: 1 x 3-4 Inf XX 44, at hex 0903.
- 7 June 1915: Withdrawal: 2 x 3-4 Inf XX 8, 10.
- 5 July 1915: 1 x (1)-6 Cam III 2Hec, at hex 2420.
- 5 August 1915: Withdrawal: 1 x 3-4 Inf XX 25.
1916
- 2 February 1916: 1 x 3-4 Inf XX 3.
- 6 March 1916: German: 1 x +1 Cbt Spt Paş1 (Place on any Ottoman unit that can trace a valid LOC).
- 2 April 1916: Austro-Hungarian: 1 x 1-4 Mtn Art II GbvM.
- 6 November 1916: 1 x 2-6 Cav XX 3, at hex 2102.
1917
- 1 February 1917: 1 x 3-4 Inf XX 16, at hex 2102.
- 4 February 1916 [as printed, listed under 1917]: 1 x 2-4 Inf XX 53*, at hex 2102.
- 3 March 1917: 1 x 3-4 Inf XX 7.
- 1 April 1917: One construction marker.
- 3 April 1917: 1 x 2-4 Inf XX 54*, at hex 2102.
- 1 May 1917: XX XXX HQ.
- 3 May 1917: XXII XXX HQ.
- 3 June 1917: 1 x 3-4 Inf XX 26.
- 2 July 1917: XV XXX HQ.
- 7 July 1917: Yid XXXX, at hex 2420.
- 1 August 1917: 7th XXXX HQ; III XXX HQ.
- 3 August 1917: 1 x 3-4 Inf XX 48.
- 6 August 1917: 1 x 3-4 Inf XX 19.
- 3 September 1917: 1 x 2-4 Inf XX 24*.
- 5 September 1917: 1 x 3-4 Inf XX 20.
- 1 October 1917: 8th XXXX HQ, at hex 2420.
- 1 November 1917: German: 1 x 2-5 Inf III AsK. Withdrawal: 1 x +1 Cbt Spt Paş1.
1918
- 7 January 1918: 1 x 2-4 Inf XX 1*.
- 3 February 1918: 1 x 1-6 Cav X 2Kaf, at hex 2102.
- 5 February 1918: 1 x 2-4 Inf XX 11*.
- 1 March 1918: 1 x 2-4 Inf XX Mürp, at hex 2420.
- 4 March 1918: 1 x 3-4 Inf XX 46.
- 5 June 1918: German: 1 x 3-5 Inf III 146.
26. Gallipoli Scenario Rules
The Gallipoli Campaign is not a stand-alone scenario. The map scale and unit size confine the campaign to a handful of hexes. This scenario should be played as part of one of the larger Osmanli Harbi scenarios. Best is the Sina-Filisten Cephesi Duration Game, as it spans the same time period and the forces used in both theaters were interrelated. While Gallipoli can be played with the Macedonian Duration Scenario, the latter scenario begins as forces are withdrawn from Gallipoli with little impact on operations on the peninsula.
The following rules are written reflecting Gallipoli played as part of a larger duration game. If played as a stand-alone scenario, ignore the Entente withdraw rules. Once the Entente player decides to execute the Gallipoli landings, he is committed to the entire campaign. All reinforcements listed below must be committed to the Gallipoli peninsula regardless of the success or failure of combat. The Campaign ends the moment any of the following occur: the withdrawal criteria are triggered; all reinforcements have been committed; or if, after the 1 September 1916 turn, the Entente Player decides to withdraw.
Map: 7-6
First Turn: Entente Turn 7 of April 1915. Last Turn: Central Powers Turn 1 of December 1915.
Combatants: The Ottoman Empire vs. the Entente (Great Britain, France).
Rail Lines: All part of the network of the country they are in.
Rail Capacities: The Ottoman Rail Network has a capacity of 2 divisions. The British have no rail network in this scenario.
The Dardanelles and Bosporus
26-1 The Dardanelles and Bosporus Straits, along with the Sea of Marmara, connect the Black and Mediterranean Seas. The Bosporus separates European and Asiatic Turkey at Istanbul (Map 7-6 between hexes 4803-4805; 4904-4905). The Dardanelles separates Gallipoli from Anatolia between hexes 4009, 3910, 3911, 3811, 3812, 3713 on the west side and 4110, 4010, 4011, 3912, 3913, and 3813 on the east.
26-2 Treat the Bosporus Straights as a major river for purposes of movement and combat.
26-3 Combat may not occur across the Dardanelles Straight. One Central Powers division (or equivalent) per turn can cross the Dardanelles Straight. One Entente division (or equivalent) per turn may cross if an engineer unit is on either side of the strait. The crossing uses the rules for a major river.
Amphibious Landings
Here are "condensed" Amphibious landing rules from the forthcoming Grand Campaign Game. Only those portions of the rules applicable to the Gallipoli scenario are presented here:
26-4 Amphibious Assault Staging Area. Prior to an amphibious landing, the Entente player must establish a Staging Area. The Staging area is a hex containing an operating port in which a British Army level HQ with at least 10 supply points is also located. All units that participate in a landing must start the turn of their landing in this hex. For the Gallipoli scenario, this is the port of Moudros (hex 3315).
26-5 Amphibious Assault. The Entente has an amphibious assault lift capacity of 12 division equivalents on the 7 April 1915 turn. This capacity may be used against any combination of up to 3 adjacent hexes (multiple landing sites along a "chain" of up to 3 hexes is allowed), yet the total combined landings are limited by the lift capacity. This lift capacity is reduced due to distance between the staging area and the furthest landing hex. The capacity is reduced by twenty percent (round resulting fractions down) for every three or fraction of three hexes that the furthest landing hex is away from the staging area. There is no reduction for the first three hexes in distance from the staging area to the furthest landing hex. (i.e., no reduction in capacity for landing up to 3 hexes from the staging area. Reduction of 20% for distance of 4 to 6 hexes, 40% reduction for 7 to 9 hexes) In this scenario, landings further than 9 hexes away from the staging area are not allowed.
26-6 Amphibious assault lift capacity is expended when it is used. Additional capacity is gained through reinforcement.
26-7 A division equivalent is a combat unit of up to division size (of any strength). A Corps HQ without supply is also a division equivalent. 10 supply points (or any fraction thereof) are also a division equivalent (so a Corps HQ with 10 supply points is 2 division equivalents). Only infantry type units (infantry, marine, mountain, shock) and Corps HQs may make an amphibious assault. There is no limit to the amount of supplies the HQ may land as part of the assault, other than that the supplies will consume landing capacity.
26-8 The Entente may withhold some of the amphibious assault capacity it has on 7 April 1915 for future use. The amount used on 7 April 1915 is calculated based on the number of division equivalents landed and the furthest landing hex's distance from the staging area. For example, if the 7 April 1915 landings included hexes 3711 and 3712, and 4 division equivalents were landed, that would use up 5 of the 12 division equivalent lift capacity (hex 3712 is 5 hexes from the hex 3315 staging area. At that distance, the lift capability is reduced by 20%, so the 4 division equivalents landed would use up 5 division equivalents of lift capacity, from 4 divided by 0.8 (which is 1-20%) = 5).
26-9 The Entente can only conduct amphibious assaults into hexes that are not occupied by enemy land combat units. Any landing hex must also contain either a clear or broken hexside along the shoreline (examples are hexes 3810, 3710, 3711, 3712, 3713, and 3714) AND have a "playable" shoreline. A "playable" shoreline means that the hex contains at least some blue from sea terrain in the hex along the landing terrain (hex 4418 is an example that just barely meets this requirement) OR it has a coastline from end to end along an entire hexside, some of which is clear or broken terrain (hex 2413 would be an example of this IF the hex had clear or broken terrain along the hexside it shares with 2513). This rule means no "opposed" landings, no landings in extreme terrain, and no landings in hexes with only a few meters of beach (like the west end of hex 4009). Note that while this may seem to contradict what happened at Gallipoli, it does not. The landings were made across flat beaches, and against only token land resistance. Given what happened, just imagine what would have happened had they landed in an area containing a concentrated Turkish division (not just a platoon or so).
26-10 Landings may not be made inside or through a straight if the enemy player controls both sides of any hex comprising that straight.
26-11 Units of the same nationality must be stacked together if used for the initial landings (i.e., if both British units are used, they must be placed in the same hex). ANZAC units are treated as their own nationality for purposes of this rule.
26-12 Units landed amphibiously may not move, but may attack the turn of their landing. Units transferring from the staging area to a coastal hex use up all of their movement allowance in the move, but may attack in the same turn.
26-13 Any unit involved in an amphibious assault must be able to trace a line of communication to a Headquarter containing at least one supply point at the end of the turn it lands. Units without a valid line of communication at the end of the landing turn are eliminated. For purposes of this rule, the line of communication may be traced through two friendly controlled ports across any number of sea hexes back to the Headquarter. A unit may also trace a line of communication from a landing hex to an adjacent landing hex if that adjacent hex contains a HQ with at least one supply point. Note that adjacent landing hexes do not need to be connected by land.
26-14 Feint landings. Any units landed amphibiously can be withdrawn after the Central Powers' movement phase but before Central Powers' combat phase the same turn it lands. When withdrawn, the units participating in the feint may relocate to either an adjacent friendly controlled hex, or to the Staging Area (hex 3315). Relocation of units involved in a feint landing does not count additionally against the lift capacity (but the initial feint landing does).
26-15 ANZAC and French Zone Integrity. ANZAC units must always be stacked together in one hex or in multiple adjacent hexes. If a British unit is placed with an ANZAC unit(s), the ANZAC units must have more strength points in the hex than the British units. The French have their separate zone. The rules for the French zone are the same as for ANZAC (French units must be together or adjacent. British cannot outweigh French in hexes occupied by French units).
26-16 Amphibiously landed units (both those in the initial assault, and those landed across beaches later on) operate at a distinct disadvantage. Until the player conducting the amphibious landing captures a port, all non-marine type units amphibiously landed operate at half strength. This means that a 6-4 would land as a 3-4. The other half of the unit is maintained at the Staging Area HQ. Amphibiously landed units return to full strength only after a port is captured.
26-17 Most units landed and operating "over a beach" are treated as units possessing only half of their strength. In combat, they lose strength points from their already diminished strength. They may use RPL units to return them only to half strength. Example: a 6-4 is operating in hex 3713 as a 3-4. If it loses a strength point in combat, it is now a 2-4 (NOT a half strength 5-4). It can use RPL only to return to 3-4 strength. The exceptions to this rule are 1 strength point brigades, dismounted cavalry (the 2Mtd XX for example) and marine type units (like the RN XX).
26-18 Units that lose all of their landing area strength points may be returned to full strength at the Staging area HQ by the expenditure of RPL equal to half of their counter strength. Example: a 6-4 operating in 3713 as a 3-4. It losses all 3 strength points. It is removed from hex 3713. On a later turn, it is returned as a 6-4 at the HQ in 3315 by the expenditure of 3 replacement points.
26-19 Entente units on Lemnos can move around the island or transfer from the Moudros port to any Entente controlled coastal hexes containing a Corps HQ (or to another operating Entente controlled port) on any subsequent Entente turn. Note that this allows transfer of supply between Corps HQs on coastal hexes and Army HQ at the staging area.
26-20 It takes 3 full turns for a captured port to have its facilities repaired and return to operation. Also, for a port to return to operation, it must have a valid lane to the open sea. This lane is a chain of connected sea and partial sea hexes that is controlled by the player who controls the port. (Note that for the port in hex 3911 to be in operation for the Entente, the Entente would also have to control hexes 3811, 3812, and 3713, OR a similar route through, for example, 3912, 3812, 3813, and 3714)
26-21 Entente withdrawal. The Entente option to withdrawal can be triggered at any time during this scenario. At the end of any turn in which Entente losses in Strength Points are equal to or greater than Central Powers losses, the Entente player can decide to withdraw. This ratio of losses can't be created by the Entente player attacking or counterattack with fewer units than the total available in any of the involved hexes. For example the Ottomans attack a British hex with two 6-4 Inf XX and destroy two Strength Points. The British player can't then counterattack with only one 6-4 division to justify the withdrawal. The attacks used to justify the withdrawal must include all combats in Gallipoli that turn. The decision to withdraw must be made immediately after the turn in question, before the next turn starts.
- If the Entente player decides to withdraw, he will withdraw his units over a seven-turn period. All attacks (both Ottoman and Entente) during this period must be supplied.
- No Central Power units or supply points can be withdrawn from Gallipoli during the Entente withdrawal. Any reinforcements scheduled to arrive during this period must be placed on the map. The Central Powers player must use any replacements received during the time of the withdrawal to bring Ottoman units in Gallipoli up to strength (as far as possible). The intent is the announcement of Entente withdrawal doesn't mean the Central Powers Player can now ignore the Peninsula and begin moving units, replacements, and supplies to other theaters.
26-22 Ottoman 1st and 2nd Armies. The set-up instructions for the Gallipoli scenario list Ottoman uncommitted forces. These units are not initially part of the forces designated to defend Gallipoli. These units are set-up in the listed hexes but are not allowed to move until released. There are two ways units are released during the scenario. The first is as reinforcements. Once a unit is listed as a reinforcement, the Ottoman player is free to move that unit anywhere on the map. The second way units are released is under the following Ottoman Crisis Rule. Supply points with these units can be used anytime by the Central Powers player and are not restricted by the rules above.
26-23 Ottoman Crisis. On any turn where Entente units occupy all the Gallipoli hexes (all Hexes south of 3810 inclusive), or have units north of Hex 3810, or occupy hex 3714 on turn 2 of May 1915, the Ottoman Crisis is triggered. Any and all Ottoman units of the 1st and 2nd Armies can now be freely moved by the Central Powers player. Any reinforcements not part of the Ottoman 1st and 2nd Armies appear normally. In addition, all Ottoman replacements are halved for the remainder of the scenario beginning the turn the crisis is triggered (they were drawn from the 1st and 2nd Armies).
Naval Units
26-24 Naval Gunfire Support. The Entente has two Naval Gunfire Support counters available for use during the scenario. They can be used in support of an attack or counterattack once per month. Only one naval unit can be used to support any one attack or counterattack, regardless of the number of hexes involved.
26-25 Naval units may participate in attacks with friendly ground units into an adjacent hex by adding their strength to the attack. Such an attack must be into a hex that contains a "playable" coastline that is connected to coastline of the hex occupied by the naval unit (note that hex 3812 does NOT have a "playable" coastline on its western side).
26-26 Naval units may participate in counter attacks should the hex they occupy come under attack. Naval points add their strength to the counter attack total AFTER the multiplication of the counter attacking land units (the doubling or tripling based on land combat unit supply expenditure).
26-27 Naval units cannot take losses. Naval unit do not consume any supply points to attack or counterattack.
26-28 Naval units have unlimited movement range in this scenario. They may move any number of hexes, moving from sea to adjacent sea (and or partial sea) hexes as they go, but they can never stop in the same partial hex as an enemy ground combat unit, or move through the Dardanelles straight unless it is controlled by the Entente.
26-29 Naval units do not count towards stacking limits when in the same hex as friendly units.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
For Victory Conditions purposes, Gallipoli hexes are: 3711, 3712, 3713, 3810, 3811, 3812, 3910, and 3912.
- Central Powers Decisive Victory: The Central Powers player holds all the Gallipoli hexes.
- Central Powers Substantial Victory: The Central Powers holds any three of the following hexes: 3811, 3812, 3910, and 3911, and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Marginal Victory: There are no marginal Central Powers victory conditions.
- Entente Marginal Victory: The Entente holds any Gallipoli hexes, and the Central Powers suffer at least twice as many Demoralization Points as the Entente.
- Entente Substantial Victory: There are no Substantial Entente victory conditions.
- Entente Decisive Victory: The Entente holds all the Gallipoli hexes.
27. Gallipoli Scenario Set-up Instructions
27-1 Ottoman Set-up
Units under 5th Army control
| Hex | Unit | Designation |
|---|---|---|
| 3710 | 1 x 1-6 Cav X | 1 Bag |
| 3810 | 1 x 1-4 Inf III | Gel J |
| 3811 | III XXX HQ | (2sp) |
| 3811 | 1 x 3-4 Inf XX | 19 |
| 1 x 3-3 Art III | 8 | |
| 3812 | 1 x 3-4 Inf XX | 9 |
| 3813 | 1 x 3-4 Inf XX | 3 |
| 3814 | 1 x 3-4 Inf XX | 11 |
| 3910 |
Uncommitted forces (1st and 2nd Armies)
| Hex | Unit | Designation |
|---|---|---|
| 3604 | II XXX HQ | (2sp) |
| 2 x 3-4 Inf XX | 4, 6 | |
| 4520 | IV XXX HQ | (1sp) |
| 1 x 3-4 Inf XX | 10, 12 | |
| 4603 | 1 x 3-4 Inf XX | 1 |
| 4604 | 1 x 3-4 Inf XX | 2 |
| 4704 | I XXX HQ | (2sp) |
| 1 x 3-4 Inf XX | 20 | |
| 4804 |
Trench Markers in hexes 3810, 3811, 3812, 3813, 3814, 3910, 3916, 4009, 4603, 4604.
27-2 Entente Set-up
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 3315 | MEF XXXX HQ | (15sp) |
| IX XXX HQ | (5sp) | |
| 1 x 7-4 Inf XX | 29 | |
| 1 x 4-4 Inf XX | RN | |
| 1ANZAC XXX HQ | (5sp) | |
| 1 x 8-5 Inf XX | NZ&A | |
| 1 x 6-5 Inf XX | 1Aus | |
| 3313 | 2 x 6 Naval Units |
12 Division Equivalents of Amphibious Assault Lift Capacity.
French Forces
| Hex | Unit | Designation |
|---|---|---|
| 3315 | 1 x 6-4 Inf XX | 1 CEO (use 17 Col unless you can use the 1CEO from the West Front game) |
28. Gallipoli Scenario Reinforcement Schedule
28-1 Entente Reinforcements
Entente reinforcements and supply points arrive on Mudros (hex 3315).
All units are British unless otherwise noted.
Supply and Replacements
- June 1915 - August 1915: Every Month Turn 1: 10 Supply Points; 1 x 2-3 RPL XX; 1 x 1-3 RPL XX ANZAC; 1 x 1-3 RPL XX French.
- September 1915 - November 1915: Every Month Turn 1: 10 Supply Points; 1 x 3-3 RPL XX; 1 x 1-3 RPL XX ANZAC; 1 x 1-3 RPL XX French.
Schedule
- 1 May 1915: 1 x 2-4 Inf X 29 Ind.
- 2 May 1915: French: Orient XXXX HQ; 1 x 5-4 Inf XX 2CEO (use 156 unless you can use the 2CEO from the West Front game).
- 3 May 1915: 1 x 6-4 Inf XX 42T; 1 x 1-5 Inf X ANZH.
- 4 May 1915: 1 x 1-5 Inf X ALH.
- 1 July 1915: 1 x 1-3 RPL XX Ind.
- 3 July 1915: 1 x 6-4 Inf XX 13.
- 6 July 1915: 1 x 6-4 Inf XX 52T.
- 1 August 1915: VIII XXX HQ; 5 Additional Division Equivalents of Amphibious Assault Lift Capacity.
- 2 August 1915: 1 x 7-4 Inf XX 10; 1 x 6-4 Inf XX 11; 1 x 6-5 Inf XX 2Aus.
- 3 August 1915: 2 x 6-4 Inf XX 53T, 54T.
- 4 August 1915: 1 x 2-4 Inf XX 2Mtd.
- 1 October 1915: Withdrawal: 1 x 7-4 Inf XX 10. French Withdrawal: Orient XXXX HQ; 1 x 5-4 Inf XX 156.
28-2 Central Powers Reinforcements
All supply points and reinforcements arrive at the 5th Army HQ. The 5th Army HQ can't receive any supply points or reinforcements the turn of any move. Reinforcements are delayed until the next turn the 5th HQ elects not to move. If Gallipoli is linked to any other game, the army HQ responsible for Gallipoli operates under this rule. This rule only covers HQs supplying units south of hex 4009 (inclusive).
All units are Ottoman unless otherwise noted.
Supply and Replacements
- June 1915 - August 1915: Every Month Turn 1: 2 Supply Points; 3 x 1-3 RPL XX.
Schedule
- 2 May 1915: V XXX HQ; 1 x 3-4 Inf XX 16.
- 3 May 1915: 1 x 3-4 Inf XX 12.
- 4 May 1915: 1 x 3-4 Inf XX 2.
- 6 May 1915: 1 x 3-4 Inf XX 15.
- 2 June 1915: 2 x 3-4 Inf XX 1, 4.
- 3 June 1915: 1 x 3-4 Inf XX 6.
- 2 July 1915: XIV XXX HQ; 2 x 3-4 Inf XX 8, 10.
- 3 July 1915: 1 x 3-4 Inf XX 13.
- 4 July 1915: V XXX HQ; 1 x 3-4 Inf XX 14.
- 3 August 1915: 1 x 3-4 Inf XX 24.
- 1 September 1915: VI XXX HQ; 1 x 3-4 Inf XX 26.
- 2 September 1915: 1 x 3-4 Inf XX 25.
- 1 November 1915: 10 Supply Points.
- 2 November 1915: Austro-Hungarian: 1 x 4-3 S Art I 9S.
- 4 November 1915: Austro-Hungarian: 1 x 1-4 Art II 36.
29. Makedonya Cephesi Scenario Rules
Map: 7-6.
Combatants: The Central Powers (Germany, Austria-Hungary, Bulgaria, and the Ottoman Empire) vs. the Entente (Serbia, Great Britain, France, Italy, Greek National Defense Forces, and later Greece).
Rail Capacities: The Austro-Hungarian Rail Network has a capacity of 3 divisions in this scenario. The Bulgarian Rail Network has a capacity of 2 divisions. The Ottoman Rail Network has a capacity of 2 divisions. The Entente Rail Network has a capacity of 2 divisions in this scenario. The Greek Rail Network has a capacity of 1 division.
29-1 Use the reinforcement schedule in section 38 for the time period covered by this scenario.
The Entrenched Camp
29-2 The British insisted on the creation of a system of fortifications to protect Thessalonica. Until this "Entrenched Camp" is completed, only the British 10th Division can move and attack more than three hexes from Thessalonica. All other British units must remain within 3 hexes of Thessalonica. The Entrenched Camp consists of trenches in hexes 2013, 2113, 2213, and 2413. The camp is built in accordance with Standard Rule 22. These trenches are permanent, and a garrison of five (5) Strength Points in any combination of hexes comprising the camp must be maintained until 1918. These trenches are never removed or converted to devastation markers unless occupied by Central Powers units.
29-3 Once established, the Entente suffer 5 Demoralization Points the first time a Central Powers unit occupies each camp hex. When any hex of the camp is occupied by the Central Powers, the trench marker is removed. If the Entente later regains the hex, there is no further requirement to replace the trench marker.
Greek Neutrality
29-4 Entente units may move freely within the part of Greece north of the 1881 border. Any Entente unit that enters other parts of Greece while Greece is still neutral is removed from play (it is interned).
29-5 Although Entente units (French and British) are operating out of Greece, it is still considered a neutral country by the Central Powers. Central Powers units may not cross the Greek border if Greece is neutral. They may, however, attack Entente units across the border.
29-6 The Central Powers player can decide to invade Greece prior to 2 August 1916 at the cost of 20 Demoralization Points. There is no penalty after 2 August 1916. This invasion is only into the area of Greece north of the 1881 border. Only German and Austro-Hungarian units can be the first units to enter Greece during the invasion. Bulgarian and Ottoman units may freely enter Greece the turn after German or Austro-Hungarian invasion.
29-7 Greek Army. Greek units cannot attack or move until they enter the war. They will counterattack if attacked. Entente units ignore all Greek ZOCs, but Central Powers units must pay appropriate ZOC movement costs at all times. The first time a Central Powers unit enters a particular Greek unit's ZOC, it must stop. At the beginning of the next Central Power Movement Phase, the Central Power player rolls one die for each Greek occupied hex in a Central Power's ZOC. On a roll of 1, at least 2 Central Powers infantry or cavalry strength points must stay in contact with that unit (within the Greek unit's ZOC). The Greek unit is removed after one month. On a roll of 2-6, the Greek unit is immediately removed.
29-8 Greek War Entry. On the 1 June 1917 turn, the Entente must move two division equivalents (a total of 12 Strength Points) to occupy Athens (2826). These units involved must start from the Entente occupied part of Greece or Macedonia and move into Old Greece. Once Athens is occupied, Greece enters the war as part of the Entente. Both Entente and Central Powers units can then freely enter Old Greece. Greek regular units cannot move or attack until released per the Reinforcement Schedule. Convert the follow 1-4 Inf XXs to 2-4 Inf XXs if still on the map: I, II, III, IV, V, VII, IX, XIII, XIV. Remove the following 1-4 Inf XXs if still on the map: VI, VIII, X, XI, XII. Remove the following XXX HQs if still on the map: B, C, D, E.
Bulgarian Surrender
29-9 Prior to September 1918, occupation of Sofia (1902) by the Entente results in an instant Entente Decisive Victory.
29-10 Beginning September 1918, trenches do not confer retreat benefits when only Bulgarian units are defending (Standard Rule 22-8 does not apply).
29-11 Starting September 1918, record the first turn in which a Bulgarian unit retreats after combat. Starting three turns afterward, Bulgaria will surrender at the end of any Entente Combat phase in which Bulgaria has suffered 6 strength points since Turn 1 of September 1918.
29-12 Starting September 1918, Bulgaria will surrender at the end of any Entente turn in which the Entente moves into a hex four or fewer hexes away from Sofia (1902) previously unoccupied by the Entente.
29-13 If Bulgaria surrenders, immediately remove all Bulgarian units from the map. The Central Powers Player receives the following reinforcements from the turn of surrender:
- Turn +5: Austro-Hungarian: 2 x 1-4 Inf X 59, 60. German: 1 x 6-5 Inf XX 219.
- Turn +6: Austro-Hungarian: 2 x 2-4 Inf X 117, 118. German: 1 x 5-5 Inf XX 217.
29-14 (Optional) Bulgaria fights to the end. Rules 29-9 through 29-13 do not apply, and hex 1201 is not part of the Entente player decisive victory conditions.
29-15 The German 101 and 103 5-5 Mtn XXs are not included in the counter sheets for this game. Players can either use these counters from Serbia the Defiant or use the substitute counter listed in the Set-up or Reinforcement schedule for the applicable scenario.
30. Makedonya Cephesi Autumn 1916 Scenario Specific Rules
Map: Only hex columns 12xx (inclusive) and higher (those to the east of 12xx) are in play.
First Turn: Entente Turn 2 of August 1916. Last Turn: Turn 3 of November 1916.
Rail Lines: All part of the country that they are in, except that the Austro-Hungarian Rail Network includes Rail Lines in Serbia, and the Entente Rail Network consists of the Rail Lines in Greece north of the xx14 row of hexes. Place railhead markers in hexes 1711 and 2209 for the Central Powers and hexes 1314, 1811, and 2110 for the Entente.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers controls Thessalonica (2114), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Substantial Victory: The Entente suffers at least twice as many Demoralization Points as the Central Powers.
- Central Powers Marginal Victory: The Entente suffers more Demoralization Points than the Central Powers.
- Entente Marginal Victory: The Entente controls Thessalonica (2114), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Substantial Victory: The Entente controls Monastir (1313), and the Central Powers suffer at least twice as many Demoralization Points as the Entente.
- Entente Decisive Victory: The Entente controls both Monastir (1313) and Kavella (2711), and the Central Powers suffer more Demoralization Points than the Entente.
31. Makedonya Cephesi Autumn 1916 Scenario Set-Up Instructions
31-1 Entente Set-up
Serbian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1314 | 1 x 3-4 Inf XX | Dan |
| 1413 | 1 x 3-4 Inf XX | Drn |
| 1414 | 3rd XXXX HQ | (3sp) |
| 1513 | 1 x 3-4 Inf XX | Shu |
| 1514 | 2nd XXXX HQ | (3sp) |
| 1612 | 1 x 3-4 Inf XX | Mor |
| 1613 | 1 x 3-4 Inf XX | Tim |
| 1813 | 1st XXXX HQ | (3sp) |
| 2013 |
French Forces
| Hex | Unit | Designation |
|---|---|---|
| 1712 | 1 x 5-4 Inf XX | 122 |
| 1814 | 1 x 5-4 Inf XX | 156 |
| 1911 | 1 x 6-4 Inf XX | 17Col |
| 2010 | 1 x 4-4 Inf XX | 57R |
| 2114 | Orient XXXX HQ | (16sp) |
| (0)-3 Eng III | Ornt |
Russian Forces
| Hex | Unit | Designation |
|---|---|---|
| 2012 | 1 x 2-4 Inf X | 2Sp |
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 1811 | 3 x 2-4 Inf X | 66, 77, 79 |
| 1 x 2-4 Art (III) | LXI | |
| 1911 | 1 x 2-4 Inf X | 65 |
| 1 x 2-4 Art (III) | XXXVII | |
| 1912 | 2 x 2-4 Inf X | 67, 78 |
| 1913 | XII XXX HQ | (9sp) |
| (0)-3 Eng III | Sal | |
| 2012 | 2 x 2-4 Inf X | 29, 30 |
| 2110 |
Trenches: Only frontline British unit hexes have trench markers (unless using optional forces). Place these markers in hexes: 1913, 2012, 2113, 2213, 2311, and 2512.
31-2 Central Powers Set-up
Bulgarian Forces (designations are as printed)
| Hex | Unit | Designation |
|---|---|---|
| 1213 | 2 x 2-4 Inf X | 1/8, 3/8 |
| 1312 | 1st XXXX HQ | (6sp) |
| 1 x 0-3 Eng III | 1 | |
| 1313 | 1 x 2-4 Inf X | 2/8 |
| 1412 | 2 x 2-4 Inf X | 1/3, 3/3 |
| 1512 | 1 x 2-4 Inf X | 2/3 |
| 1611 | 1 x 2-4 Inf X | 2/5 |
| 1711 | 3 x 2-4 Inf X | 1/5, 3/5 |
| 1810 |
German Forces
| Hex | Unit | Designation |
|---|---|---|
| 1610 | 11th XXXX HQ | (7sp) |
| 1711 | 1 x 5-5 Inf XX | 217 |
31-3 Neutral Powers Set-up
Greek Forces
| Hex | Unit | Designation |
|---|---|---|
| 0819 | E XXX HQ | (0sp) |
| 1 x 1-4 Inf XX | XIV* | |
| 1121 | 1 x 1-4 Inf XX | IX* |
| 1423 | 1 x 1-4 Inf XX | VIII* |
| 1515 | 1 x 1-4 Inf XX | XII* |
| 1714 | 1 x 1-4 Inf XX | X* |
| 2019 | 1 x 1-4 Inf XX | I* |
| 2114 | C XXX HQ | (0sp) |
Off map in the Peloponnesus: These following arrive in any Athens Hex once they are released: B XXX HQ (0sp); 1 x 1-4 Inf XX III*, IV*.
32. Makedonya Cephesi Spring 1917 Scenario Specific Rules
Map: Only hex columns 10xx (inclusive) and higher (those to the east of 10xx) are in play.
First Turn: Entente Turn 2 of April 1917. Last Turn: Turn 6 of May 1917.
Rail Lines: All part of the country that they are in, except that the Austro-Hungarian Rail Network includes Rail Lines in Serbia, and the Entente Rail Network consists of the Rail Lines in Greece north of the xx14 row of hexes. Place railhead markers in hexes 1313, 1711, and 2209 for the Central Powers and hexes 1314, 1811, and 2110 for the Entente.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers controls Thessalonica (2114), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Substantial Victory: The Entente suffers at least twice as many Demoralization Points as the Central Powers.
- Central Powers Marginal Victory: The Entente suffers more Demoralization Points than the Central Powers.
- Entente Marginal Victory: The Entente controls Thessalonica (2114), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Substantial Victory: The Entente controls Thessalonica (2114), and the Central Powers suffer at least twice as many Demoralization Points as the Entente.
- Entente Decisive Victory: The Entente controls Monastir (1313), the Central Powers suffer more Demoralization Points than the Entente.
33. Makedonya Cephesi Spring 1917 Scenario Set-Up Instructions
33-1 Entente Set-up
Italian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1313 | 1 x 4-4 Inf XX | 35 |
| 1 x 2-4 Inf X | Irv |
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 1911 | 1 x 7-4 Inf XX | 22 |
| 1 x 6-4 Inf XX | 60T | |
| 2 x 2-4 Inf X | 77, 78 | |
| 1912 | 1 x 2-4 Inf X | 83 |
| 2010 | 1 x 2-4 Inf X | 79 |
| 2011 | XII XXX HQ | (12sp) |
| 1 x 1-6 Cav X | 8Mtd | |
| 2110 | 2 x 2-4 Inf X | 85, 228 |
| 2210 |
Following units in any hex on or behind Entente front line:
- 1 x 2-3 Siege I 84S
- 4 x 2-4 Art X XX, XXXVII, LXI, LXXXII
- 2 x 1-4 Art (III) IIIM, IV HLM
Greek ND Forces
| Hex | Unit | Designation |
|---|---|---|
| 1811 | 1 x 3-4 Inf XX | Srs |
| 1814 | 1 x 3-4 Inf XX | Arch |
French Forces
| Hex | Unit | Designation |
|---|---|---|
| 1014 | 1 x 2-RR | Orent |
| 1 x 3-4 Art 1 | Orent | |
| 1 x 4-4 Inf XX | 76R | |
| 1213 | 1 x 5-4 Inf XX | 156 |
| 1313 | 1 x 6-4 Inf XX | 11Col |
| 1 x 4-4 Inf XX | 57R | |
| 1413 | 2 x 6-4 Inf XX | 16Col, 17Col |
| 1414 | Orient XXXX HQ | (20sp) |
Serbian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1514 | 1 x 1-6 Cav XX | Cav* |
| 1612 | 3 x 3-4 Inf XX | Drn, Mor, Dan |
| 1613 | 1st XXXX HQ | (5sp) |
| 1712 | 2 x 3-4 Inf XX | Tim, Shu |
| 1713 | 2nd XXXX HQ | (5sp) |
| 1 x 3-4 Inf XX | Yug |
Russian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1513 | 2 x 2-4 Inf X | 2Sp, 4Sp |
Trenches: All occupied hexes in enemy ZOC's contain trenches. Additionally, the following hexes contain trench markers: 1913, 2012, 2113, 2213, and 2114.
33-2 Central Powers Set-up
Bulgarian Forces (designations are as printed)
| Hex | Unit | Designation |
|---|---|---|
| 1113 | 1 x 2-4 Inf X | 1/6 |
| 1211 | 1 x 2-4 Inf X | 1/Comb |
| 1212 | 2 x 2-4 Inf X | 1/1, 3/6 |
| 1311 | 1 x 2-4 Inf X | 2/Comb |
| 1312 | 2 x 2-4 Inf X | 2/1, 3/1 |
| 1409 | 2 x 2-4 Mtn X | 1/14, 2/14 |
| 1411 | 1 x 2-4 Inf X | 3/Comb |
| 1412 | 3 x 2-4 Inf X | 1/8, 2/8, 3/8 |
| 1512 |
German Forces
| Hex | Unit | Designation |
|---|---|---|
| 1211 | LXII XXX HQ | (4sp) |
| 1311 | 11th XXXX HQ | (6sp) |
| 1411 | LXI XXX HQ | (4sp) |
| 1412 | 1 x 4-4 Inf XX | 302 |
| 1910 | 1 x 5-5 Inf XX | 101 (use the 217 Inf XX) |
Austro-Hungarian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1013 | 1 x 1-4 Inf X | 220L |
Ottoman Forces
| Hex | Unit | Designation |
|---|---|---|
| 2511 | 2 x 1-4 Inf III | 103, 104 |
| 2611 | 1 x 1-4 Inf III | 105 |
(These three regiments comprise the 50th Inf XX)
Trenches: All occupied hexes in enemy ZOC's contain trenches.
33-3 Neutral Powers Set-up
Greek Forces
| Hex | Unit | Designation |
|---|---|---|
| 0819 | E XXX HQ | (0sp) |
| 1 x 1-4 Inf XX | XIV* | |
| 1121 | 1 x 1-4 Inf XX | IX* |
| 1423 | 1 x 1-4 Inf XX | VIII* |
| 1515 | 1 x 1-4 Inf XX | XII* |
| 1714 | 1 x 1-4 Inf XX | X* |
| 2019 | 1 x 1-4 Inf XX | I* |
| 2114 | C XXX HQ | (0sp) |
Off map in the Peloponnesus: These following arrive in any Athens Hex once they are released: B XXX HQ (0sp); 1 x 1-4 Inf XX III*, IV*.
34. Makedonya Cephesi 1918 Scenario Specific Rules
Map: Only hex columns 08xx (inclusive) and higher (those to the east of 08xx) are in play.
First Turn: Entente Turn 4 of September 1918. Last Turn: Turn 3 of November 1918.
Rail Lines: All part of the country that they are in, except that the Austro-Hungarian Rail Network includes Rail Lines in Serbia, and the Entente Rail Network consists of the Rail Lines in Greece north of the XX14 row of hexes. Place railhead markers in hexes 1810, 2209, 1313, 1711, and 2209 for the Central Powers and hexes 1313, 1811, 2110 for the Entente.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers controls Thessalonica (2114), and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Substantial Victory: The Entente suffers at least twice as many Demoralization Points as the Central Powers.
- Central Powers Marginal Victory: The Entente suffers more Demoralization Points than the Central Powers.
- Entente Marginal Victory: The Entente controls Perlepe (1410), and The Central Powers suffer more Demoralization Points than the Entente.
- Entente Substantial Victory: The Entente controls Skopje (1207), and the Central Powers suffer at least twice as many Demoralization Points as the Entente.
- Entente Decisive Victory: The Entente controls Sofia (1902) and hex 1201.
35. Makedonya Cephesi 1918 Scenario Set-Up Instructions
35-1 Entente Set-up
Italian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1413 | 1 x 4-4 Inf XX | 35 |
| 1 x 2-4 Inf X | Irv |
French Forces
| Hex | Unit | Designation |
|---|---|---|
| 0914 | 1 x 4-4 Inf XX | 57R |
| 1014 | 1 x 5-4 Inf XX | 156 |
| 1213 | 1 x 6-4 Inf XX | 30 |
| 1313 | 1 x 4-4 Inf XX | 76R |
| 1513 | 1 x 6-4 Inf XX | 11Col |
| 1612 | 1 x 5-4 Inf XX | 122 |
| 1613 | Orient XXXX HQ | (22sp) |
| 1 x 0-3 Eng III | Ornt | |
| 1712 |
Following Units in any hex on or behind Entente front line:
- 2 x 3-4 Art III 1 Ornt, 2 Ornt
- 1 x 2-RR Ornt
Serbian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1513 | 1 x 3-4 Inf XX | Dan |
| 1514 | 2nd XXXX HQ | (5sp) |
| 1 x 1-6 Cav XX | Cav* | |
| 1612 | 3 x 3-4 Inf XX | Mor, Drn, Yug |
| 1613 | 1st XXXX HQ | (5sp) |
| 1712 | 2 x 3-4 Inf XX | Tim, Shu |
British Forces
| Hex | Unit | Designation |
|---|---|---|
| 1811 | 1 x 7-4 Inf XX | 27 |
| 1911 | 1 x 7-4 Inf XX | 26 |
| 2010 | 1 x 7-4 Inf XX | 22 |
| XII XXX HQ | (12sp) | |
| 2110 | XVI XXX HQ | (12sp) |
| 1 x 7-4 Inf XX | 28 | |
| 2210 | 1 x 2-4 Inf X | 228 |
Following units in any hex on or behind Entente front line:
- 5 x 2-3 Art X XX, LXI, XXXVII, LXXV, LXXXII
- 1 x 2-3 Siege I 84 S
- 2 x 1-4 Art X III M, IV HLM
- 1 x 0-3 Eng III Sal
Greek Forces
| Hex | Unit | Designation |
|---|---|---|
| 1014 | 1 x 3-4 Inf XX | III |
| 1415 | 1 x 2-4 Inf XX | IX* |
| 1712 | 1 x 2-4 Inf XX | IV* |
| 1811 | 1 x 2-4 Inf XX | Arch* |
| 2010 | 1 x 2-4 Inf XX | XIV* |
| 2011 | 1 x 2-4 Inf XX | Srs* |
| 2111 | 1 x 2-4 Inf | Crt* |
| 2210 | 1 x 2-4 Inf XX | II* |
| 2211 |
Trenches: All occupied hexes in enemy ZOC's contain trenches. Additionally, the following hexes contain trench markers: 2013, 2113, 2213, and 2413.
35-2 Central Powers Set-up
Austro-Hungarian Forces
| Hex | Unit | Designation |
|---|---|---|
| 0813 | 2 x 1-4 Inf X | 220L, Orient |
German Forces
| Hex | Unit | Designation |
|---|---|---|
| 1211 | LXII XXX HQ | (6sp) |
| 1311 | 11th XXXX HQ | (6sp) |
| 1411 | LXI XXX HQ | (6sp) |
| 1412 | 1 x 4-4 Inf XX | 302 |
Bulgarian Forces
| Hex | Unit | Designation |
|---|---|---|
| 0812 | 1 x 2-4 Inf X | 1/Comb |
| 0913 | 2 x 2-4 Inf X | 2/Comb, 3/Comb |
| 1013 | 1 x 2-4 Inf X | 3/6 |
| 1113 | 1 x 2-4 Inf X | 1/6 |
| 1212 | 1 x 2-4 Inf X | 2/6 |
| 1312 | 3 x 2-4 Inf X | 1/1, 2/1, 3/1 |
| 1412 | 3 x 2-4 Inf X | 1/4, 2/4, 3/4 |
| 1512 | 3 x 2-4 Inf X | 1/2, 2/2, 3/2 |
| 1610 |
Trenches: All occupied hexes in enemy ZOC's contain trenches.
36. Makedonya Cephesi Duration Game
Map: Only hex columns 08xx (inclusive) and higher (those to the east of 08xx) are in play.
First Turn: Turn 2 of October 1915. Last Turn: Turn 3 of November 1918.
Rail Lines: All part of the network of the country they are in, except that the area of Greece north of the 1881 border is part of the Entente rail network.
36-1 Once Skopje (1207) or any rail hex between Skopje and hex 0501 is occupied by the Central Powers, all Serbian units must retreat to either a British or French controlled hex (control includes the ZOC), or if that is impossible, must retreat to Durres (0313). As soon as a Serbian unit reaches any of these hexes, it is immediately removed from the game. Note that this may mean Serbian units are operating in hex columns 03xx to 07xx in Albania. They may only do so to reach Durres as soon as possible and withdraw from Albania.
36-2 Once Skopje (1207) or any rail hex between Skopje and hex 0501 is occupied by the Central Powers, place the Greek XIV* 1-4 Inf division and the E XXX HQ in hex 0819.
Victory Conditions
When playing this scenario, Demoralization Points (DM's) are accumulated for enemy losses and gaining control of enemy cities (see DM Schedule, Standard Rulebook, Rule 26-3 for DM accrual rates).
- Central Powers Decisive Victory: The Central Powers controls Thessalonica (2114) and the Entente suffers more Demoralization Points than the Central Powers.
- Central Powers Substantial Victory: The Entente suffers at least twice as many Demoralization Points as the Central Powers.
- Central Powers Marginal Victory: The Entente suffers more Demoralization Points than the Central Powers.
- Entente Marginal Victory: The Entente controls Perlepe (1410), and the Central Powers suffer more Demoralization Points than the Entente.
- Entente Substantial Victory: The Entente controls Skopje (1207), and the Central Powers suffer at least twice as many Demoralization Points as the Entente.
- Entente Decisive Victory: The Entente controls Sofia (1902) and hex 1201.
37. Makedonya Cephesi Duration Game Set-Up Instructions
37-1 Entente Set-up
Units marked * are understrength.
Serbian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1403 | 1 x 1-4 Inf XX | Mor* |
| 1505 | 1 x 1-4 Inf XX | Drn* |
| 1606 | 1 x 1-4 Inf XX | Shu* |
| 1708 | 1 x 1-4 Inf XX | Tim* |
| 1710 | 1 x 1-4 Inf XX | Dan* |
37-2 Central Powers Set-up
Bulgarian Forces
| Hex | Unit | Designation |
|---|---|---|
| 1504 | 1 x 2-4 Inf X | 2/3 |
| 1704 | 2nd XXXX HQ | (9sp) |
| 1704 | 1 x 1-6 Cav XX | 1 |
| 1705 | 2 x 2-4 Inf X | 1/3, 3/3 |
| 1806 | 1 x 2-4 Inf X | 1/7 |
| 1907 | 1 x 2-4 Inf X | 2/7 |
| 1809 | 1 x 2-4 Inf X | 3/7 |
| 2308 | 1 x 2-4 Inf X | 2/2 |
| 2507 |
37-3 Neutral Powers Set-up
Greek Forces
| Hex | Unit | Designation |
|---|---|---|
| 1121 | E XXX HQ | (0sp) |
| 1121 | 1 x 1-4 Inf XX | IX* |
| 1423 | 1 x 1-4 Inf XX | VIII* |
| 1515 | 1 x 1-4 Inf XX | XII* |
| 1714 | 1 x 1-4 Inf XX | X* |
| 2019 | 1 x 1-4 Inf XX | I* |
| 2114 | C XXX HQ | (0sp) |
| 1 x 0-3 Eng III | 1 | |
Off map in the Peloponnesus: These following arrive in any Athens Hex once they are released: B XXX HQ (0sp); 3 x 1-4 Inf XX III*, IV*, XIV*.
38. Makedonya Cephesi Duration Game Reinforcement Schedule
38-1 Entente Reinforcements
All Entente reinforcements are received in hex 2114 (Thessalonica).
Supply and Replacement Reinforcements
- December 1915 - November 1918, Odd Month Turn 1: 1 British Supply Point; 1 French Supply Point; 1 x 1-3 RPL XX British; 1 x 1-3 RPL XX French.
- April, August, December Turn 1: 1 British Supply Point; 1 French Supply Point; 1 x 1-3 RPL XX British.
- February, June, October Turn 1: 1 British Supply Point; 1 French Supply Point; 1 x 1-3 RPL XX French.
1915
- 2 October 1915: British: 1 x 7-4 Inf XX 10. French: 1 x 5-4 Inf XX 156.
- 3 October 1915: French: Orient XXXX HQ (12sp). Serbian: 1 x 2-3 Inf XX RPL.
- 4 October 1915: French: 1 x 4-4 Inf XX 57R.
- 6 October 1915: French: 1 x 0-3 Eng III Ornt.
- 1 November 1915: British: XII XXX HQ (7sp).
- 2 November 1915: British: 1 x 7-4 Inf XX 28; 1 x 0-3 Eng III Sal. French: 1 x 5-4 Inf XX 122.
- 3 November 1915: British: XVI XXX HQ (7sp); 1 x 2-3 Art I 84 S.
- 4 November 1915: British: 1 x 7-4 Inf XX 22; 1 x 2-4 Art X XXXVII.
- 7 November 1915: British: 1 x 7-4 Inf XX 26.
- 1 December 1915: British: 1 x 7-4 Inf XX 27.
1916
- 4 February 1916: British: 1 x 1-4 Art X III M.
- 4 February 1916: British: 1 x 1-6 Cav X 7Mtd.
- 3 March 1916: French: 1 x 6-4 Inf XX 17 Col. Russian: 1 x 2-4 Inf X 2 Sp.
- 2 May 1916: Serbian: 1 x 2-4 Inf XX Mor*.
- 3 May 1916: Serbian: 1st XXXX HQ (3sp); 1 x 2-4 Inf XX Drn*. Russian: 1 x 2-4 Inf X 4 Sp.
- 4 May 1916: Serbian: 1 x 2-4 Inf XX Shu*.
- 5 May 1916: Serbian: 2nd XXXX HQ (3sp); 1 x 2-4 Inf XX Tim*.
- 6 May 1916: Serbian: 3rd XXXX HQ (3sp); 1 x 2-4 Inf XX Dan*.
- 7 May 1916: Serbian: 1 x 2-4 Inf XX Yug*.
- 1 June 1916: Serbian: 1 x 1-6 Cav X Cav.
- 1 July 1916: French: 1 x 3-4 Art III 1 Ornt.
- 3 July 1916: Increase each Serbian Inf XX by 1 strength point if not in an enemy zone of control.
- 3 August 1916: British: 1 x 2-4 Art X LXI. Italian: 2 x 2-4 Inf X Cag, Sici.
- 5 August 1916: British: 1 x 2-4 Art X XX.
- 4 October 1916: Greek: ND XXX HQ.
- 1 November 1916: British: 1 x 1-6 Cav X 8Mtd.
- 2 November 1916: Italian: 1 x 2-4 Inf X Ivr.
- 4 November 1916: British: 1 x 1-4 Art X IV HLM.
- 6 November 1916: Greek: 1 x 3-4 Inf XX Srs.
- 5 December 1916: British: 1 x 6-4 Inf XX 60T.
- 7 December 1916: French: 1 x 6-4 Inf XX 16 Col.
1917
- 1 January 1917: Italian: 1 x 1-3 RPL XX.
- 5 January 1917: British: 1 x 2-4 Art X LXXXII.
- 3 February 1917: French: 1 x 6-4 Inf XX 11 Col.
- 1 March 1917: French: 1 x 4-4 Inf XX 76R; 1 x 2-RR Ornt.
- 1 April 1917: French: 1 x 6-4 Inf XX 30.
- 6 April 1917: Greek: 1 x 3-4 Inf XX Arch.
- 1 May 1917: Serbian: 3 x 2-3 Inf XX RPL.
- 2 May 1917: Greek: 1 x 3-4 Inf XX Crt.
- 5 May 1917: British withdrawal: 1 x 1-6 Cav X 8Mtd.
- 4 June 1917: British withdrawal: 1 x 1-6 Cav X 7Mtd.
- 1 July 1917: British Withdrawal: 1 x 6-4 Inf XX 60T.
- 4 August 1917: British Withdrawal: 1 x 2-4 Art X XX.
- 5 August 1917: British Withdrawal: 1 x 7-4 Inf XX 10.
- 1 October 1917: Russian withdrawal: 2 x 2-4 Inf X 2Sp, 4Sp.
- 5 November 1917: Greek Released: A XXX HQ.
- 5 December 1917: Greek Released: 1 x 2-4 Inf XX I.
1918
- 1 January 1918: Italian: 1 x 1-3 RPL XX.
- 2 January 1918: British: 1 x 2-4 Art X LXXV.
- 1 February 1918: French: 1 x 3-4 Art III 2 Ornt.
- 3 February 1918: Greek Replace: 1 x 2-4 Inf XX I. With: 1 x 3-4 Inf XX I.
- 2 March 1918: Greek Released: 1 x 2-4 Inf XX XIII.
- 2 April 1918: Greek Released: 1 x 2-4 Inf XX III.
- 1 May 1918: Greek Replace: 1 x 2-4 Inf XX XIII. With: 1 x 3-4 Inf XX XIII.
- 2 June 1918: Greek Released: 1 x 2-4 Inf XX II.
- 1 July 1918: Greek Replace: 1 x 2-4 Inf XX III. With: 1 x 3-4 Inf XX III.
- 2 July 1918: Greek: 1 x 2-3 Art X ND. Greek Released: 1 x 2-4 Inf XX IV.
- 6 August 1918: Greek Released: 1 x 2-4 Inf XX IX.
- 1 September 1918: Greek Released: 1 x 2-4 Inf XX XIV.
38-2 Central Powers Reinforcements
Units marked * are under strength.
Some units need to use an "alternate" unit ID due to counter mix limitations. Suggested "alternate" unit ID given in parenthesis.
All German and Austro-Hungarian units are received in hex 1201. All Bulgarian units are received in hex 1903 (Sofia) unless otherwise specified. All Ottoman units are received in hex 4804 (Istanbul).
Supply and Replacement Reinforcements
- December 1915 - November 1918, Odd Month Turn 1: 1 German Supply Point; 1 Bulgarian Supply Point; 1 x 1-3 RPL XX Bulgarian.
- Even Month Turn 1: 1 Bulgarian Supply Point; 1 x 1-3 RPL XX Bulgarian.
1915
- 5 October 1915: Bulgarian: 2 x 2-4 Inf X 1/11, 2/11; 3 x 1-4 Inf X 1/12*, 2/12*, 3/12*.
- 1 November 1915: Bulgarian: 3 x 2-4 Inf X 1/5, 2/5, 3/5.
- 3 November 1915: German: 1 x 6-5 Inf XX 103 (219).
- 4 November 1915: Bulgarian: 2 x 2-4 Inf X 1/8, 1/9 (hex 0804); 4 x 1-4 Inf X 2/8*, 3/8*, 2/9*, 3/9*.
- 5 November 1915: Bulgarian: 1st XXXX HQ (9sp) (hex 1201); 1 x 0-3 Eng III 1 (Eng III unit converts rail lines in Serbia to the Austro-Hungarian rail network).
- 1 December 1915: German: 1 x 5-5 Inf XX 101 (217).
- 2 December 1915: Bulgarian: 3 x 2-4 Inf X 1/6, 2/6, 3/6 (hex 1201).
- 3 December 1915: Bulgarian withdrawal: 3 x 1-4 Inf X 1/12*, 2/12*, 3/12*.
- 4 December 1915: German: 3 x 3-5 Mtn III 1AlpK, 2AlpK, 3AlpK.
- 5 December 1915: German: 11th XXX HQ (6sp).
1916
- Turn 1 January 1916: Bulgaria: 1 x 2-4 Inf X 3/11. German: 1 x 1-3 RPL XX.
- 2 February 1916: Bulgarian withdrawal: 1 x 1-6 Cav XX 1; 1 x 2-4 Inf X 2/6.
- 4 March 1916: German Withdrawal: 3 x 3-5 Mtn III 1AlpK, 2AlpK, 3AlpK.
- 1 April 1916: German withdrawal: 1 x 6-5 Inf XX 103 (219).
- 1 September 1916: No Bulgarian 1-3 RPL XX.
- 1 October 1916: No Bulgarian 1-3 RPL XX. Bulgarian: 2 x 2-4 Inf X 1/Comb, 2/Comb.
- 2 October 1916: Ottoman: XX XXX HQ (2sp); 1 x 3-4 Inf XX 50.
- 1 November 1916: No Bulgarian 1-3 RPL XX.
- 2 December 1916: Ottoman: 1 x 3-4 Inf XX 46.
1917
- 1 January 1917: German: 1 x 1-3 RPL XX.
- 2 January 1917: German: 1 x 4-4 Inf XX 302.
- 5 January 1917: Bulgaria: 4 x 2-4 Inf X 1/1, 2/1, 3/1, 3/Comb.
- 1 February 1917: German: LXI XXX (2sp).
- 1 March 1917: German: LXII XXX (2sp). Bulgarian: 2 x 2-4 Mtn X 1/14, 2/14.
- 4 March 1917: Ottoman: 1 x 1-4 Inf III 177.
- 5 March 1917: Ottoman withdrawal: 1 x 3-4 Inf XX 46.
- 1 April 1917: Ottoman withdrawal: XX XXX HQ; 1 x 3-4 Inf XX 50.
1918
- 1 January 1918: German: 1 x 1-3 RPL XX.
- 1 January 1918: Bulgarian: 1 x 1-6 Cav XX 2.
- 1 March 1918: Bulgarian: 1 x 2-4 Inf X 2/6.
- 6 March 1918: German withdrawal: 1 x 5-5 Inf XX 101 (217).
- 1 April 1918: Bulgarian: 1 x 1-6 Cav XX 1.
- 1 May 1918: Ottoman withdrawal: 1 x 1-4 Inf III 177.
- 1 June 1918: Bulgarian: 3 x 2-4 Inf X 1/4, 2/4, 3/4.
- 7 July 1918: Austro-Hungarian: XIX XXX HQ.
- 3 August 1918: Austro-Hungarian: 1 x 1-4 Inf X Orient.
- 2 September 1918: Austro-Hungarian: 1 x 2-6 Cav XX 9.
- 1 October 1918: German: 3 x 3-5 Mtn III 1AlpK, 2AlpK, 3AlpK.
- 2 October 1918: Austro-Hungary: 1 x 2-4 Inf X 17; 1 x 1-4 Inf X 18.
39. Albanian Front Scenario
For all intents and purposes, the Albania Front was a completely separate campaign. Little effort was expended by either side to coordinate military operations on either side of the Balkan Peninsula. In Osmanli Harbi, the Albania Front is treated as a separate theater for this reason. Playing the Albania Campaign as part of Makedonya Cephesi is completely optional. It is recommended that this front only be added when playing the Makedonya Cephesi Duration Game or as part of the Grand Game.
39-1 All the counters needed to play the Albanian Front are provided in Osmanli Harbi. However, these counters only represent the units involved as they were in 1918. Several units changed over the period of the war. In the Reinforcement Schedule, the Osmanli Harbi counter designation is provided. If players wish to use the counter with the correct historical designation at that time, it is provided in brackets. The counters in brackets are available in Serbia the Defiant game. Players can use these counters if they wish. The unit designation changes are incorporated in the Reinforcement Schedule. Some replacement actions are in brackets. If you are not using the additional counters, then ignore those replacements (the final counter is already in the game). Units that begin as mountain units are treated as mountain units until they are replaced in the schedule.
39-2 Italian units. Because of the size of the theater and low troop density, the majority of the Italian units deployed to Albania operated as brigades. If the Entente player wishes to use division-size counters, he can use the counters from The Italian Front game. The following breakdown shows which brigades belonged to each division. Some of the divisions changed their composition during the war. Additionally, the Verona Brigade was disbanded in Italy in December 1917 and reformed in Albania in January 1918 using the Miliza Territoriale (MT) Brigade. The Tanaro Brigade operated independently in 1918. The arrival and withdrawal of the individual brigades in the game indicate which divisions are available for use.
In 1916
- 38 XX: Savona (Sav), Puglie (Pug)
- 43 XX: Marche (Mar), Arno (Arno)
- 44 XX: Verona (Ver), Tanaro (Tan)
In 1918
- 13 XX: Palermo (Pal), Barletta (Bar)
- 36 XX: Tanaro (Tan), Puglie (Pug)
- 38 XX: Savona (Sav), Verona (Ver)
40. Albanian Front Set Up Instructions (Turn 2 of August 1916)
40-1 Entente Set-up
Italian Forces
| Hex | Unit | Designation |
|---|---|---|
| 0417 | XVI XXX HQ | (2sp) |
| 1 x 1-3 Art III | XVI | |
| 2 x 2-4 Inf X | Sav, Tan | |
| 1 x 1-4 Siege I | Alb | |
| 0518 | 1 x 1-4 Inf X | MT |
| 1 x 1-6 Cav X | IX |
Trench Markers in hexes 0417, 0518.
40-2 Central Powers Set-up
Austro-Hungarian Forces
| Hex | Unit | Designation |
|---|---|---|
| 0208 | XIX XXX HQ | (2sp) |
| 0313 | 2 x 1-4 Inf X | 210L, 211L [1 x 2-4 Inf X Sch] |
| 0513 | 1 x 2-4 Inf X | 94 [1 x 1-4 Mtn X 14M] |
| 1010 | 1 x 1-4 Inf X | 220L [1 x 1-4 Mtn X 20LM] |
41. Albanian Front Reinforcement Schedule
All Italian reinforcements are received in hex 0417 (Valona).
41-1 Italian Reinforcements
Supply and Replacements
- January 1916 - November 1918, January, July Turn 1: 1 Supply Point; 1 x 1-3 RPL XX.
1915
- 2 December 1915: CSIA XXX HQ (2sp); 1 x 1-4 Inf X MT.
- 4 December 1915: 1 x 2-4 Inf X Sav; 1 x 1-3 Art III XVI.
- 5 December 1915: 1 x 2-4 Inf X Ver.
1916
- 3 March 1916: 2 x 2-4 Inf X Pug, Marc.
- 4 March 1916: 2 x 2-4 Inf X Arno, Tan. Replace: CSIA XXX HQ. With: XVI XXX HQ.
- 5 March 1916: 1 x 1-4 Siege Alb (Must remain at Valona).
- 6 April 1916: 1 x 1-6 Cav X IX.
- 7 April 1916: Withdrawal: 2 x 2-4 Inf X Ver, Pug.
- 2 June 1916: Withdrawal: 2 x 2-4 Inf X Marc, Arno.
1917
- 7 March 1917: Replace: 1 x 1-4 Siege Alb. With: (8) Valona.
1918
- 1 January 1918: Replace: 1 x 1-4 Inf X MT. With: 1 x 2-4 Inf X Ver.
- 1 June 1918: 1 x 1-4 Inf X MT; 1 x 2-4 Inf X Bar.
- 3 July 1918: 2 x 2-4 Inf X Pug.
- 4 July 1918: 1 x 2-4 Inf X Pal.
- 3 August 1918: 1 x 2-4 Inf X XXIII.
41-2 Austro-Hungarian Reinforcements
All Austro-Hungarian reinforcements are received in hex 0513 (Tirana).
Supply and Replacements
- January 1916 - November 1918, January, July Turn 1: 1 Supply Point; 1 x 1-3 RPL XX.
1915
- 2 December 1915: XIX XXX HQ (2sp); 1 x 2-4 Inf X Sch.
- 4 December 1915: 1 x 2-4 Inf X 94.
- 5 December 1915: 1 x 1-4 Inf X 220L.
1916
- 2 January 1916: Replace: 1 x 2-4 Inf X Sch. With: 2 x 1-4 Inf X 210L, 211L.
- 3 September 1916: Withdrawal: 1 x 1-4 Inf X 210L.
- 2 October 1916: Replace: [1 x 1-4 Mtn X 20L M]. With: [1 x 1-4 Mtn X 20M].
1918
- 2 April 1918: Replace: [1 x 1-4 Mtn X 20M]. With: [1 x 1-4 Inf X 220L].
- 3 April 1918: Replace: 1 x 1-4 Inf X 211L. With: 1 x 2-4 Inf X 93.
- 4 April 1918: Replace: [1 x 2-4 Mtn X 14M]. With: [1 x 2-4 Inf X 94].
- 1 July 1918: 2 x 2-4 Inf X 161L, 162L.
42. Combined Makedonya Cephesi and Serbia Duration Game
42-1 The Macedonian front may be linked with the Serbian Front using map 6-5 and 7-6. All rules in section 29 apply, as does 36-2.
42-2 Use the deployment in Serbia and Romania Rulebook section 11 with the following changes: a. Deploy the Bulgarian 1/10, 2/10, 3/10 Inf X according to rule 37-2). b. The Serbian 1st and 3rd XXXX HQs start with 5 supply points each. The 2nd XXXX HQ starts with 3 and the Timok XXXX HQ starts with 2 supply points. c. Greek units deploy according to rule 37-3.
42-3 Use the reinforcement schedule in section 38, but ignore reinforcement units that are already on the maps. The Bulgarian 1/1, 2/1, 3/1 Xs withdraw 1 December 1915. For Germany and Serbia, use the Serbia and Romania Rulebook section 11 reinforcement schedules until 1916. Note that the German AlpK units will arrive according to Serbia and Romania rulebook section 11 (as two 4-5 X, not three 3-5 III), and withdraw according to section 38 (when the three 3-5 III are scheduled to withdraw- when they return, they return as three 3-5 III according to the normal schedule).
42-4 All Montenegrin units are removed when there are no Entente units in Montenegro.
Albania
42-5 Hexes west of 08xx in Albania are not in play unless using the Albanian Front (section 39). This applies to corresponding hexes on map 6-5 as well. If using the Albanian Front, these hexes come into play when the Albanian Front is activated.
42-6 If in use, the Albanian Front is considered active four turns after "Serbian Evacuation" (see rule 42-9), and both sides begin receiving reinforcements according to section 41. Any reinforcements scheduled for previous turns arrive immediately upon Albanian Front activation.
Serbian Evacuation
42-7 Serbian units may enter any hex in Albania (including those not in play) until "Serbian Evacuation" is triggered. After this event, they must observe the same restrictions as other units. Immediately remove any Serbian unit that enters Albania, keeping track of its strength, and number of supply points if an HQ.
42-8 Central Powers units may not transfer supply between HQs of different counties before "Serbian Evacuation" is triggered.
42-9 "Serbian Evacuation" is triggered when all surviving Serbian units have met one of three conditions at any time: a. The unit has entered Albania and been removed from the map. b. The unit has entered a hex in Greece. c. The unit has entered a hex adjacent to a British or French unit.
42-10 When "Serbian Evacuation" is triggered, immediately remove all of the following units from the map: a. All Austro-Hungarian units and supply points. b. All German units except the 101, 103, and AlpK Inf units and the 11th XXXX HQ (all supply points in excess of 6 must be removed, however). c. Bulgarian 1/1, 2/1, 3/1 Inf units.
Serbian Evacuated Reinforcements
42-11 Ignore section 38 for Serbian reinforcements in May and June 1916, except the HQ reinforcements. If any of these HQs are already on the map, the Entente still receives 3 Serbian supply points that turn.
42-12 Total the number of evacuated Serbian infantry strength points and divide by three, rounding down. This is the number of Serbian infantry divisions that the Serbian player will receive as reinforcements. The remainder is the number of RPL strength points the Serbian player will receive on 3 July 1916. Example: 19 strength points of Serbian units are evacuated. The Serbian player will receive 6 divisions as reinforcements, and will later receive 1 additional RPL strength point during 3 July 1916.
42-13 If the Serbian 1-6 Cav XX was evacuated, it will be received as a reinforcement.
42-14 Total the number of supply points that were in evacuated Serbian HQs. This number of supply points will be received by Serbia on 3 July 1916.
42-15 Units designated as reinforcements in rule 42-12 and 42-13 arrive one per turn beginning 2 May 1916 in any order the Entente player wishes. Serbian infantry divisions that arrive may be any Serbian units with 3-4 maximum strength, but these units arrive at 2-4* reduced strength.
42-16 The 3 July 1916 strength point increase only applies to infantry units that arrive according to rule 42-15.
Victory Conditions
Use the victory conditions in section 36.
Designer Comments (Osmanli Harbi)
Designing the Osamnli Harbi games and scenarios present a constant series of challenges, interspersed with moments of discovery and excitement. The main challenge was the existing Der Weltkrieg game design. This game system was optimized for large armies supported by an existing mature logistical infrastructure (industry, railways, cities and ports). Armies consisted of tens of divisions, operating on small frontages. Massive trench systems, supported by hundreds of artillery pieces, stretched across the countryside.
This is not a good description of the fronts on which the Ottoman forces fought. Of the five different theaters covered in this installment of the Der Weltkrieg series, only the Macedonian Front comes close to fitting this pattern. However, Macedonia is the front where the Ottomans had the least involvement. The Caucasus, Mesopotamia, Palestine, and Gallipoli, were the major theaters of Ottoman operations during the war. The battles in these theaters were quite different from those fought in France, Russian and the Balkans. The challenge was how to integrate these 'secondary fronts' in a manner than didn't require the players to learn a completely different set of rules. The goal was to change as few of the current rules found in the existing Der Weltkrieg games. That this was, in my opinion, successfully accomplished reflects greatly on the inherent strength and simplicity of the Der Weltkrieg game system. Some of the differences and their solutions are discussed below.
The Ottoman Army. The Ottoman Army in World War I displayed a spectrum of capabilities and limitations that almost defy modeling. On one hand the army was poorly equipped and supplied and suffered many defeats because of it. On the other hand the army achieved some spectacular results with few resources. Given the Der Weltkieg game system, the question was how best to model this army while keeping the simplicity of the rules. As combat in Der Weltkrieg is an intertwining of strength, supply, and terrain, each was examined and their relationships drove the final design. The baseline performance I decided to model was that fact that the Ottomans generally did well on the defense and experienced difficulties on the attack. Ottoman units tended to have fewer heavy weapons, were smaller in size, and lacked adequate supplies compared to their Entente counterparts.
Research highlighted that one key to Ottoman defensive success was their ability to rapidly counter-attack. In fact, I could argue that the Ottomans took the ability to rapidly form ad-hoc battle groups and effectively employ them to a higher level than their German mentors. While these counter-attacks often didn't regain the lost ground, they so disrupted the Entente plans as to prevent any Entente decisive success. Only at Megiddo does one see the lack of any effective Ottoman counter-attack: the overwhelming nature of the Entente plan and material superiority destroyed any Ottoman capability at the start. The question is how to model this within the framework of Der Weltkrieg.
Part of the solution was already in-place: tripling the counter-attacking units. The Ottoman lack of heavy weapons and under-strength units could be reflected in their basic strength points. To give the Ottomans that tenacity in the defense, I decided that Ottoman units would always counter-attack as if supplied, regardless whether any supply points were expended. This meant that whatever strength was present in the defense would be effective. Hence Ottoman units counter-attack at full strength whether supplied or not. Note that Ottoman artillery units must still be supplied to counter-attack.
In combination with their lower combat strength, supply could now be used to meter offensive capability. Freed from the need to provide an adequate defense through supply, adjusting available supply points offered a means to control Ottoman offensive tempo during the game. The Ottoman player must have adequate supply points available or he will lack the strength to succeed on the offense. So the availability of Ottoman supply points limits the offensive ability of the army.
The Caucasus Front presented another challenge. How does a smaller army with limited offensive power defend a wide front? When play testing the Caucasus scenarios, it became clear that the Ottoman could do little against the better equipped and supplied Russian forces. Many of the Ottoman historical successes were based on superior mobility in the highly cross-compartmentalized terrain of the region. The mountain unit rating for all Ottoman units reflects the ability of these soldiers to march under severe conditions; the widespread use of mountain artillery; and their overall lack of heavy weapons.
Logistics. The general rule was to make supply matter, but implement the effect in the game in manner to maintain ease of play. The players are commanders and have staffs to take care of routine/mind numbing matters of counting rations and repairing rail lines. The challenge was the theaters covered in Osmanli Harbi lack the rail system that are central to the supply rules in the Der Weltkrieg series of games.
The Depot rules reflect that the Ottomans did supply their armies in these primitive theaters. The logic of simplicity stated to allow supply to happen. So supply points, reinforcement and replacements flow into these theaters at historical rates. Once in theater, players need to move supply points to where they are needed. The existing rules provide the mechanism to do this.
Mesopotamia provided a different requirement. The rivers were the supply lines and governed the British advance more than the Ottoman resistance. The rules had to allow for the Entente player the opportunity to win early in the war, yet must present the real challenges faced in that theater. The river supply rules regulates how large a force the Entente can push towards Baghdad, yet allows the opportunity to take risk.
Another factor is the desert. The desert provided a unique set of difficulties for the logisticians. Mesopotamia, and to a lesser extent, Palestine, is regulated by the deserts. The desert not only affects movement, but units can't exist in them for any length of time without supply. Der Weltkrieg assumes that units can exist without supply points. The out-of-supply rules were developed to reflect this unique condition set by the desert.
Support units. Both sides employed units and equipment those impacts at the divisional level were synergistic rather than additive and generally played a minor role during the campaigns. Yet these units color many of the modern histories and are part of the excitement these campaigns generate. These units historically had only a tactical effect, lacking any real operational impact at the Der Weltkrieg game scale. The German machinegun companies of Paşha I and the British armored gun batteries are but two examples of these types of units. Not to include them would remove some of the historical flavor that attract people to these campaigns. The challenge was to determine their proper operational effect and then create as few simple rules as possible to allow players to generate those effects. In some ways, the rules provided for these units are chrome, but I didn't wish to players stating the games lacked a certain historical feel. I do believe the rules developed to model their impact in the games are historically correct.
Greece. Greece was a 'special situation' in World War One. The government was seen by the Entente as pro-Central Powers. The reality was that King Constantine was staunchly pro-neutral and refused to allow Greece to be forced into the war. While the Central Powers gladly accepted Greek neutrality, the Entente basically waged a campaign to force Greece into the war. The years 1914 to 1916 saw increasing Entente demands, to which Constantine acquiesced to maintain Greek neutrality. This resulted in virtually disbanding the Greek army, disarming many forts, the landing of an Entente force at Thessalonica, and surrendering control of parts of Greece to the Entente.
In return, the Entente continued to fomented rebellion against the King. They created a new government in the parts of Greece under Entente control. They raised a new army, the National Defense Force. In the end, the Entente forced Constantine's abdication and placed his son Alexander on the throne. Greece finally declared war against the Central Powers in 1917. The rules involving Greece follow the historical events, but set the conditions for other outcomes in the Der Weltkrieg Grand Game.
Lawrence and the Arab Revolt. What is the Palestine Campaign without Lawrence? One of the key factors I considered during my research was determining how Lawrence's operations with the Arab Army shaped the historical campaign. In a nutshell, it had little effect on Ottoman and British operational decision-making and the eventual outcome. The Arab Revolt, as even Lawrence stated, was engaged in setting political conditions for after the war. The Ottomans decided early in the war that there was little to gain by holding the Arab lands. In fact, the government decided that the empire would actual benefit in the postwar years by not having the Arab Peninsula. Based on this decision, the Ottomans held on to the Islamic Holy places and the key transportation links, abandoning all else if pushed. Only one additional division was committed by the army to the Arab peninsula during the four years of the war.
The effect of the Arab Revolt is modeled by the Ottoman garrison rule. Ottoman forces are required to garrison various locations until released. This represents the forces needed to maintain that portion of the Hejaz Railway on the Palestine map.
Research. During the design work, I decided that these games and scenarios would showcase the strengths and weaknesses of the Ottoman Army. To do so, I set-out to use as many Ottoman sources as I could find. During the game development, I obtained a complete set of Turkish official history of World War I (22 volumes) and a separate 5 volume set addressing the movement of the Turkish forces by year and theater. This is the first WWI game that extensively uses Turkish sources to develop the rules and orders of battle. This does not mean the games and scenarios are perfect or final. I am positive that I have mistranslated or misunderstood something during the process. However, Osmanli Harbi reflects the best research to date from an Ottoman perspective. Any errors are my own.
Osmanli Harbi Terrain Effects Chart
(This chart is printed on the back of the Osmanli Harbi booklet. It differs from the Standard Rules chart in treating Alpine as prohibited for movement and combat.)
| Terrain Type | Movement Point Cost to Cross Hexside or Enter Hex | Combat Effects on Attacks | Combat Effects on Counterattacks |
|---|---|---|---|
| Ocean | Prohibited | Prohibited | Prohibited |
| Clear | 1 MP | None | None |
| Broken | 1 MP | -1 Die Roll | None |
| Hilly | 1 MP | -2 Die Roll | +1 Die Roll |
| Desert | See Osmanli Harbi 3-1 to 3-4 | See Osmanli Harbi 3-1 to 3-4 | See Osmanli Harbi 3-1 to 3-4 |
| Woods | 2 MP | -2 Die Roll | +1 Die Roll |