Tempête sur Dixmude: 1914
Tempête sur Dixmude: 1914 Rulebook
Table of Contents
Table of Contents
- 1 - GENERALITES
- 2 - SEQUENCE DE JEU (SEQUENCE OF PLAY)
- 3 - INITIATIVE
- 4 - POINTS DE RESSOURCE (RESOURCE POINTS)
- 5 - PIOCHE DES STRATEGIES (DRAWING STRATEGIES)
- 6 - MOUVEMENT OPERATIONNEL (OPERATIONAL MOVEMENT) (German only)
- 7 - BOMBARDEMENT (BOMBING)
- 8 - ACTIVATION DES BATTALIONS (ACTIVATION OF BATTALIONS)
- 9 - REORGANISATION
- 10 - DEPLOIEMENT INITIAL (INITIAL DEPLOYMENT)
- 11 - CONDITIONS DE VICTOIRE (VICTORY CONDITIONS)
- 12 - LES STRATAGEMES (STRATAGEMS)
1 - GENERALITES
1.1 - The Map
The map represents the region of Diksmuide based on a Belgian general staff map from 1911 forming a rectangle of approximately 5km x 3.5km. It is cut into numbered zones for the starting positions of the units.
1.1.1 - Zones
Certain zones contain a numbered bonus that applies in defence only. The zones that touch only by an angle are not adjacent (15 and 16 for example). The off-the-map zone HQ (QG) XXII Reserve-Korps is only accessible during the operational movement phase.
The Yser is uncrossable except by the bridges of Diksmuide: along the Yser, only zones 5 and 11 are adjacent. The other waterways have no influence on the game.
A zone may only be occupied by units of a single camp. Units of opposing camps cannot be in adjacent zones, unless all the concerned zones have a bonus (printed on the map or trenches).
1.1.2 - Stacking limit
A zone cannot contain more than 3 infantry battalions and one artillery regiment.
Exception: the two detachments of French heavy artillery count as a single regiment and can be present in the same zone.
HQ, detached companies of marine fusiliers and the machine gun companies do not count in this limit. The stacking limit is permanent.
A German battalion cannot stack with battalions of a different division (43RD in yellow, 44RD in grey or 4ErID in green). The German field artillery regiments can only stack with battalions of their own division. The Franco-Belgian is not subject to any of these restrictions.
Design note: the defenders of Diksmuide form a mixed group of units taken from various Belgian and French formations at the whim of what was possible and available.
The HQ zone QG XXII Reserve-Korps can contain an unlimited number of German units of any divisions.
1.2 - Time Scale
Each game turn represents three days of real time.
1.3 - The Units
Each unit counter represents an infantry battalion (between 700 and 800 men), a detachment or an artillery regiment, a company of machine guns (more or less 18 pieces and their servants) or a HQ.
The coloured band on the counter indicates the unit's nationality: blue for the French units, red for the Belgian units, green for the German units.
All the infantry battalions have two sides: one side in good order and one weakened side.
1.3.1 - Infantry Battalion
- A battalion has four possible states: good order, weakened/affaibli (all the values are reduced by 1, the counter is turned to its weakened side), exhausted/épuisé (all the weakened values are reduced by 1, an exhausted marker is placed on the counter), out of action (counter removed from the map).
- The three company/cie counters represent detached companies of the battalions of the marine fusiliers brigade. In terms of the game, the companies function exactly like the battalions, but they only have one side and therefore only once step loss.
1.3.2 - Artillery units
The artillery is divided into field artillery and heavy artillery.
- Verso: bombing strength (L: heavy/lourde).
- Recto: used unit (number 0).
The field artillery can fire a distance of up to 4 zones. Heavy artillery can fire over the whole of the map. The Yser is not an obstacle for artillery fire.
Artillery units may bomb, counterattack or carry out defensive fire (field artillery only).
1.3.3 - Abbreviations of the units
- BCP: Bataillon de chasseurs à pied/Foot soldier Battalion
- Br.B: Brigade mixte B (or Brigade Meiser)/Mixed brigade B
- BrErB: Brigade-Ersatz-Battalion
- BrFM: Brigade des fusiliers-marins/Marine fusiliers brigade
- BTSA: Bataillon tirailleurs sénégalais d'Algérie/Battalion of Senegalese tirailleurs from Algeria
- BTSM: Battalion tirailleurs sénégalais du Maroc/Battalion of Senegalese tirailleurs from Morocco
- DA: Army Division
- DI: Infantry Division
- FAErAb: Feldartillerie-Ersatz-Abteilung
- FußArt: Fussartillerie (art. à pied lourde)
- Gr Pontus: Artillery group Pontus
- RA: Artillery regiment
- RAL: Heavy artillery regiment
- RB: Reserve Brigade
2 - SEQUENCE DE JEU (SEQUENCE OF PLAY)
Each game turn comprises several phases.
- A. Initiative
- B. Resource points for the turn
- C. Drawing of one or two strategies
- D. German operational movement
- E. Artillery bombing
- F. Alternating activation of infantry units
- Movement (player A)
- Defensive fire (player B)
- Assault (player A)
- G. Reorganisation
3 - INITIATIVE
The German automatically has the initiative each turn, unless the Franco-Belgian plays the strategy "Offensive Grossetti".
4 - POINTS DE RESSOURCE (RESOURCE POINTS)
Resource points (RP) are used to activate infantry battalions, dig trenches and rehabilitate weakened, exhausted or out of action battalions. They simulate the resources (supply, munitions, reinforcements) that the belligerents are able to mobilise and throw into the battle.
4.1 - Number of RP
The Franco-Belgian player receives 6 RP on each turn.
The German receives 8 RP on each turn.
It is possible to stock 1 or 2 RP per turn with a maximum of 10 RP available at the beginning of phase D. Additional RP are lost. Certain strategies provide additional RP (always with a limit of 10 RP).
5.2 - Use of RP
(Numbered "5.2" in the source, under section 4.)
- To purchase a strategies counter (Phase C): 1 RP or 3 RP.
- To put the battalions on the offensive (in good order or weakened only) in one zone (Phase F): 1 RP.
- To dig trenches in three zones maximum containing at least 1 battalion in each (regardless of the battalion's status) (Phase G): 1 RP.
- To raise by one level the status of 3 weakened or exhausted battalions (Phase G): 1 RP.
- To rebuild a battalion put out of action during the previous turn (Phase G): 1 RP.
5 - PIOCHE DES STRATEGIES (DRAWING STRATEGIES)
Each player's six strategy counters are placed in an opaque container. Each player draws at random a strategy counter of his colour, without cost. The Franco-Belgian can then purchase a second strategy counter of his choice for 1 RP. The German can then buy a second strategy counter drawn at random for 1 RP OR choose a strategy for 3 RP. Players may not have more than two strategy counters in their hand at once.
5.1 - Use of Strategies
5.1.1 - Each counter has two sides
- Text in black: reusable strategy. Once played, the counter is returned to the container and is available for the following turns.
- Text in red: strategy to be used only once. Once played, the counter is removed from the game and the reusable strategy on the other side is also lost.
- Only one side of each counter may be used during a turn (for a maximum total of two strategies).
5.1.2 - Description of the strategies
Indicates when the strategy may be played and to what effects (see strategies table).
5.2 - Unused Strategies
Each player may keep one unused strategy counter at the end of a turn for the following turn. In this case, the player may not buy a second strategy counter.
6 - MOUVEMENT OPERATIONNEL (OPERATIONAL MOVEMENT) (German only)
The German player may have his battalions or field artillery regiments enter or exit the HQ zone of the XXII Reserve-Korps.
Battalions coming from the HQ zone XXII Reserve-Korps may be placed in any zones adjacent to the edge of the map to the east of the Yser (14, 19, 20, 25, 26, 30, 32, 33, 34, 35, 36, 37, 38, 39). Zone 1 is also accessible during the operational movement if the event Offensive on Tervaete has been played by one of the players (during this or a previous turn). The entry zone must not be adjacent to a zone occupied by a Franco-Belgian unit. Only battalions present on the map after an operational movement may become offensive.
Fusßartillerie (foot artillery) units are permanently deployed in the HQ zone of the XXII Reserve-Korps and cannot exit.
7 - BOMBARDEMENT (BOMBING)
During this phase, the players can activate their various artillery units to bomb or engage in counter-battery fire. Bombing and counter battery are optional.
The German designates first one of his artillery units to bomb.
7.2 - Procedure
- The bombing player chooses which unit fires and which zone is targeted. A zone may be bombed more than once per bombing phase, but for each additional shot, a cumulative penalty of -1 on the die applies.
- The other player can decide to counterattack with one of his own artillery units that has not yet fired this turn.
- Only heavy artillery units may counterattack the bombings of heavy artillery. Field artillery (if within range) and heavy artillery can counterattack field artillery.
- The player who counterattacks rolls 1D6 and reads the result on the counter battery table. He turns the artillery unit over to its used side; it may not fire again during the turn.
- The player who bombs rolls 1D6 on the bombing table, taking into account any penalties due to counter battery and/or fire against a zone already bombed this turn and bonuses of heavy artillery and/or the Taube. He applies the results. He turns the artillery unit over to its used side; it cannot fire again during the turn.
- The player that has not bombed may decide to activate one of his unused artillery units to bomb. Players alternate bombing. A player may decide at any moment to stop bombing. The other player may continue as long as he has unused artillery units.
7.3 - Results
Each hit indicates a level of disorganisation to apply to (x) battalion(s) and detached companies present in the targeted zone. The bombings have no effect on the other units (machine gun companies, HQ, artillery).
7.3.1
If there are several hits and only one battalion in the zone, all the hits are applied to this battalion. The artillery cannot put an infantry battalion out of action. If a battalion is put out of action, it remains exhausted in place. On the other hand, a detached company may be destroyed. If there are still hits to be applied, they are lost.
7.3.2
If there are several hits and several battalions in the zone, one hit must be applied to each battalion before a second one can be applied to a battalion.
Note: a player may not sacrifice a battalion to spare the others.
7.3.3
If the zone contains trenches, they take the first hit and the counter is removed.
7.3.4
If the zone contains a defence bonus of +1, this indicates that the bombing will have one fewer hit. If the zone contains a defence bonus of +2, this bombing will have two fewer hits.
8.3.5 - Special case for the zone of Diksmuide
(Numbered "8.3.5" in the source, under section 7.3.)
Diksmuide has a bonus of +4. If it is targeted and the bombing produces fewer than 4 hits, nothing happens. If the bombing produces 4 hits or more, it takes the first 4 hits and the marker Diksmuide en ruine +3 is placed on the zone. If a later bombing on Diksmuide produces 3 hits or more, Diksmuide takes the first 3 hits and the marker Diksmuide en ruine is turned to its +2 side. The zone of Diksmuide will maintain a bonus of +2 until the end of the game.
8 - ACTIVATION DES BATTALIONS (ACTIVATION OF BATTALIONS)
Players activate the battalions present on the map zone by zone and alternatively by spending RP.
When a zone is activated, the battalions can move and launch an assault. The same zone and/or the same battalion may be activated several times in the same turn.
8.1 - Movement
The active player spends 1 RP and places his camp's Offensive Units marker on the infantry units present in a zone (it is possible to not activate all the units of a zone). These units may then move without restriction on the map, respecting the stacking limits at all times. They are not required to move together (but only one assault is possible per activation). When they are in a zone adjacent to one or more enemy units, they must stop unless this zone is occupied by friendly units and the stacking limit has not been exceeded.
8.1.1 - Permutation of units
It is possible, for the cost of a normal activation (1 RP), to exchange one battalion for another battalion present in an adjacent zone as long as the two zones contain trenches and/or a defence bonus.
8.1.2 - Creation of detached companies
Marine fusiliers only
When marine fusiliers battalions in good order are activated, they have the option of creating detached companies. The battalion that detaches a company becomes weakened. It is not possible to detach more than one company per battalion. Companies are always in good order. If they take a hit, they are eliminated. If a company is in the same zone as its original battalion, the battalion recovers a level of organisation and the company is removed from the map. (Note which battalion detached which company.)
8.1.3 - Movement of other units
The BrFM HQ, the machine gun companies, the artillery units may be moved either with the infantry units present in the same starting zone during the activation of the latter, or independently. In the latter case, the activation is without cost, but replaces the activation of battalions (move on to the other player). The movement limits are the same as for the infantry battalions, but the BrFM HQ, the machine gun companies, the artillery units cannot end their movement in a zone free of friendly infantry units adjacent to a zone containing enemy infantry units. The BrFM QG can never cross the Yser.
8.2 - Defensive Fire
The passive player may carry out defensive fire against the adjacent offensive battalions with all the units present in the zone designated by the offensive player as the attack's objective.
8.2.1 - Procedure
- The passive player calculates the fire power by adding up the fire values of his infantry units present in the attacked zone plus any bonuses of machine gun companies if they are stacked with the infantry units.
- He adds 1 per zone containing infantry units of his camp adjacent to the zone where the offensive enemy units are located.
- He subtracts 1 from the total per battalion of foot soldiers (French BCP or Belgian RCP) or of Jäger (RJB) present among the offensive units (units designated by a star).
- He can also decide to trigger a barrage of artillery if there are unused field artillery unit(s) in range, in which case he also adds the fire power of the artillery units then turns them over.
- The passive player rolls 1D6 on the fire table and immediately applies the result to the offensive units.
- Each hit indicates a level of disorganisation to apply to the (x) offensive battalion(s) present in the target zone. (Any inactive battalions suffer no loss.)
- If there are several hits and only one battalion in the zone, all the hits apply to this battalion. If it is put out of action and there are still hits to be applied, they are lost.
- If there are several hits and several battalions in the zone, one hit must be applied to each battalion before applying a second one to a battalion.
Note: it is not possible to sacrifice a battalion in order to spare the others.
- The exhausted battalions cannot participate in the assault and remain in place. Battalions that are out of action are removed from the map.
- The defence bonus of the target zone (trenches and terrains) does not apply because the assailants charge exposed.
8.2.2 - Special case
Offensive infantry units finish their movement in a zone that benefits from the defence bonus and is adjacent to a zone occupied by enemy infantry units but do not wish to launch an assault. In this case, the activated units suffer a defensive fire on column 1-3, regardless of the strength of the units that can fire and without any defence bonus. This rule also applies in the case of permutation of battalions (see 8.1.1).
Design note: This reflects units that came to reinforce or occupy advanced positions.
8.3 - Assault
8.3.1 - Overview
An assault can only be led by units from a single zone against units defending a single adjacent zone. It is not possible to combine the units of two different zones during an assault.
Only units in good order or weakened may lead an assault. An assault is never obligatory (offensive units may simply decide to retreat if the losses suffered from defensive fire render the assault too dangerous).
8.3.2 - Procedure
- Amplitude of the combat: add the number of battalions present in attack and in defence. The companies of marine fusiliers and the machine gun companies, the artillery units and HQ do not count. This number determines the column on the assault table.
- The attacker adds up the assault values of the engaged battalions. The defender adds up the defence values of the attacked units to which he adds any bonus of the machine gun companies. The difference between these two numbers constitutes the bonus or penalty applied by the attacker during his 1D6 roll. This bonus is limited to +4, and the penalty to -4.
8.3.3 - Results
The results, in number of hits, are applied immediately. The attacker applies all his hits to his offensive units. The defender applies the first hit then, if the zone contains trenches, the trenches take the second hit and the trenches counter is removed.
If the zone where the defender is located contains a defence bonus of +1, this indicates that the assault will have one fewer hit; if the zone contains a defence bonus of +2, two hits; bonus of +3, three fewer hits after the loss of the initial hit. If the zone has a bonus of +4 (zone 11), no hit is applied, not even the first.
The attacker wins on a die roll + bonus/- malus of 6 or more. The defender wins on a modified die roll of 5 or fewer. The loser must retreat.
- If it is the attacker, his units retreat as many zones as he wishes as long as they are no longer adjacent to a zone occupied by the defender at the end of his retreat movement. The offensive units rendered exhausted by the defensive fire must also retreat at this time. The units may end their retreat in different zones.
- If it is the defender, his units retreat as many zones as he wishes provided they are no longer adjacent to a zone occupied by the enemy. Any trenches are destroyed. If an artillery unit is present, the cannons are abandoned and the unit is removed from the game. If the retreat movement results in over-stacking, the units of the defender that participated in the combat pursue their retreat movement to a zone where the stacking limits will be respected (this is the only situation in which the stacking limit may be exceeded during movement).
- The attacker must occupy the zone that is attacked and liberated by the defender with all the units that participated in the assault (thus, not the units exhausted by defensive fire). If the defender retreats several zones, the attacker is nevertheless obligated to stop in the zone occupied by the defender at the beginning of the combat.
- It is impossible to retreat into a zone occupied by the enemy, in a flooded zone or across the Yser (except by the bridges of Diksmuide). It is possible to retreat off the map. The unit is then put out of action. If the retreat is impossible, the concerned units are definitively removed from the game.
- In the case of a retreat off the map starting from zone 1, the concerned German units retreat to the HQ zone XXII Reserve-Korps.
- Remove the Offensive Units marker.
- Important! Keep in mind rule 1.1.1: units in zones with a defence bonus can be adjacent to enemy units (which are in a zone with a defence bonus). Thus the retreat movement can stop in a zone with a defence bonus, even if this movement leaves the concerned units adjacent to enemy units at the end of the activation. Conversely, if passive units located in a zone without a defence bonus are adjacent to enemy units following an assault by the latter, they must also carry out a retreat movement. Finally, if after an assault the offensive units must occupy a zone without a defence bonus that is adjacent to a zone with a bonus and occupied by enemy infantry units, the advance after combat is impossible (except in the case of the strategies or ).
8.4 - Other Situations
8.4.1 - Activated units leaving a zone adjacent to the enemy
Units in a zone adjacent to one or more zones occupied by enemy infantry units at the moment of their activation may leave this zone toward a non-adjacent zone. In this case, they suffer defensive fire in column 1-3 regardless of the fire power of the concerned enemy units. The defence bonuses of the exited zone (trenches and terrains) do not apply because the activated units leave their entrenchments and move while exposed.
8.4.2 - Non-activated units of the active player, adjacent to the enemy
If one or two inactive friendly battalions are in a zone adjacent to a zone occupied by enemy units, it is possible that one or two activated battalions can, respecting the stacking limit, cross this zone to launch an assault. In this case, the inactive battalion(s) present in the zone do not participate in the assault but must retreat with the assailants in the case of failure.
8.5
The defensive player then becomes the offensive player. A player can decide to pass. If the two players pass, one after the other, phase F is over.
8.6 - The Special Case of the Yser
The Yser is uncrossable (and the zones on either side of the river are not considered adjacent), except by the bridges of Diksmuide (zone 11 and 5), unless a zone of the opposite bank (2, 3, 8 and 19, 9, 10, 12, 13) is empty of infantry units (but a detached company suffices to occupy the zone). The offensive player may then attempt to cross the Yser: he rolls 1D6.
- 1: Failure and one of the offensive battalions takes a hit.
- 2-3: Failure.
- 4-5: Success.
- 6: Success and one of the offensive battalions takes a hit.
If successful, the engaged battalions may cross the Yser.
Exception: zone 1 is inaccessible to the German as long as an Offensive on Tervaete strategy has not been played. If the assault fails, retreat across the Yser remains impossible (see 8.3.3).
8.7 - Special Cases
BrFM HQ, machine gun companies, artillery units
If the BrFM HQ is alone in a zone that is the target of an assault, it retreats as many zones as it wishes to arrive in a zone not adjacent to a zone occupied by enemy units. The offensive units advance in the zone then conquered. The machine gun companies and the artillery units are eliminated.
If they are accompanied by infantry units and the assault is successful, they retreat with the infantry units (except the artillery that is eliminated). If all these infantry units are put out of action, the machine gun companies and the artillery units are removed from the game, the BrFM HQ retreats.
9 - REORGANISATION
9.1 - Overview
Players may spend resource points, if they have any left, to reorganise their units.
9.2 - Exhausted/Weakened Units
For 1 RP, it is possible to raise three battalions by one level (from exhausted to weakened or from weakened to in good order). The concerned battalions cannot be in a zone adjacent to a zone occupied by enemy units. A battalion cannot be raised more than one level per turn. A battalion of marine fusiliers weakened after the detachment of a company may not return to a good order state.
Optional rule: to simulate the Belgian army's lack of reserve, it costs 2 RP to raise three Belgian battalions one level.
- The BrFM HQ enables three Franco-Belgian battalions to be raised without cost, if they are in the same zone as it. The concerned battalions may not be in a zone adjacent to a zone occupied by enemy units.
- Up to four German battalions can be raised freely by one level if they are in the HQ zone of the XXII Reserve-Korps.
9.2 - Out of Action Units
(Numbered "9.2" in the source, as printed under section 9.)
For 1 RP, it is possible to return to play a battalion that is out of action.
- The rebuilt German battalions are then placed in the HQ zone of the XXII Reserve-Korps.
- The French battalions in the zone with the BrFM HQ (or in a zone adjacent if the stacking limit is exceeded).
It is not possible to rebuild the Belgian battalions that are definitively removed from the game once they are put out of action.
The rebuilt battalions return in good order.
9.4 - Trenches
For 1 RP, it is possible to dig trenches in three zones containing at least one battalion. A Trenches (Tranchées) marker is then placed in the zone.
There can only be one Trenches marker per zone. It is possible to replace the destroyed trenches during the turn. It is impossible to dig trenches in zone 11.
9.5 - Reinforcements (Franco-Belgian only)
Reinforcements arrive in the zone where the BrFM QG is located during the reorganisation phase (or in an adjacent zone if the stacking limit is exceeded).
- Turn 1: Det 3° RAL 120 and 155. 2/2°RCP, 3/2°RCP
- Turn 2: 19BCP, 3°BTSM, 1st BTSA
- The 1/1RL arrives if three Belgian battalions have been put out of action.
10 - DEPLOIEMENT INITIAL (INITIAL DEPLOYMENT)
All the infantry units are on their in good order side.
10.1 - Franco-Belgian
- BrFM HQ (QG), 3/1 RFM, 3/2 RFM, 3/11RL and Cie Mit FM: 4
- 1/2 RFM: 2
- 2/2 RFM: 3
- 1/1 RFM: 5
- 2/1 RFM: 8
- Gr Pontus & 3° RA: 6
- 1/12RL + Trenches: 12
- 2/12RL and Belgian Cie Mit + Trenches: 16
- 3/12RL + Trenches: 17
- 1/11RL + Trenches: 10
- 2/11RL: 11
10.2 - German
- 43FAR and 201 RIR (x3) + Trenches: 14
- 1/202 RIR and 2/202 RIR: 27
- 3/202 RIR: 38
- 1/203 RIR, 2/203 RIR and 15RJB: 37
- 3/203 RIR: 28
- 1/204 RIR: 30
- 2/204 RIR and 3/204 RIR: 35
- 16RJB: 32
- 44FAR and 205 RIR (x3): 33
- 206 RIR (x3): 34
- 207 RIR, 208 RIR, FußArt (x3): HQ of the XXII Reserve-Korps.
11 - CONDITIONS DE VICTOIRE (VICTORY CONDITIONS)
11.1 - Automatic Victory
If the German occupies at least one zone of the left bank of the Yser (zone 2, 3, 5 or 8) at the end of a turn (even if Diksmuide is still occupied by the Franco-Belgian), major German victory (the game ends).
11.2 - Victory at the End of Turn 7
- If the German occupies Diksmuide (zone 11) at the end of turn 7, tie game (historical result).
- If the Franco-Belgian occupies Diksmuide (zone 11) and holds the entire left bank of the Yser except zone 1 (zones 2 to 8), minor Franco-Belgian victory.
- If the Franco-Belgian occupies Diksmuide (zone 11), the entire left bank of the Yser (zones 2 to 8) and either Eessen (zone 37), or the castle of Woumen (zone 14), major Franco-Belgian victory.
- If the German doesn't occupy Diksmuide (zone 11) but at least one zone on the left bank of the Yser (zones 2, 3, 5 or 8), German minor victory.
- If the German occupies Diksmuide (zone 11) and at least one zone on the left bank of the Yser (zones 2, 3, 5 or 8), major German victory.
12 - LES STRATAGEMES (STRATAGEMS)
12.1 - Franco-Belgian
12.1.1 - Reusable
- Jusqu'à l'extrême limite de nos moyens / Barely within our means (phase E): if, during a German assault, the defender must retreat, the Franco-Belgian player takes an additional hit and the German assault fails.
- Dans la boue / In the mud (end of phase D): a German battalion in good order becomes weakened (German player's choice, but with priority to a zone adjacent to a zone occupied by Franco-Belgian units). The battalion must be on the map, not in the zone QG.
- Coordinated assault (phase F): after having activated the units of one zone and resolved its actions, the offensive player may immediately activate the units of another zone (for a total cost of 2 RP).
- Excessive attack (phase F): after having activated the units of one zone and resolved its actions, the offensive player may immediately reactivate the same units (if they are in good order or weakened) and lead a second assault (this second activation costs 1 RP).
- Counter order: the effects of the German strategies Allied Offensive on Tervaete and French heavy artillery redeployed are not applied until the following turn.
12.1.2 - One-time use
- Ronarc'h obtains supply (x 2) (phase G): the Franco-Belgian player obtains 2 additional RP to be spent immediately. These RP may not be stocked.
- Flooding of the Yser (phase G): the locks are open, zone 1 of the map becomes inaccessible for the units of both players starting with phase G of the following turn and for the rest of the game. This cannot be played unless one of the two Offensive on Tervaete strategies has been played.
- Grossetti Offensive (phase G): units 8th BCP and 151st RI (x 3) arrive in reinforcement (in the zone of the BrFM HQ and/or one of the adjacent zones). During the following phase F, the Franco-Belgian player will have the initiative and will be able to carry out three activations in a row (each activation costs 1 RP). During the following phase G, the 8th BCP and the 151st RI (x 3) are removed from the game.
- German Offensive on Tervaete (phase G): 4 x battalions of the 85RB are temporarily removed from the game, as a priority those in good order. They return to the HQ zone of the XXII Reserve-Korps at the following phase G having taken 4 hits (and it is not possible to raise them by one level this turn). Zone 1 becomes accessible to the German player as if it were adjacent to any zone on the right bank of the Yser. If an assault on zone 1 fails, the German units must retreat to the HQ zone of the XXII Reserve-Korps. If the strategy Flooding of the Yser has already been used, zone 1 is not accessible and the strategy is unusable.
- King Albert of Belgium (phase G): King Albert's visit to the front raises the morale of the Belgian troops. 3 x Belgian battalions are raised one level without cost (from exhausted to weakened or from weakened to good order), even if they are in a zone adjacent to a zone containing enemy units.
12.2 - Germans
12.2.1 - Reusable
- Coordinated assault (phase F): after having activated the units of one zone and resolved its actions, the offensive player can immediately activate the units of another zone (for a total cost of 2 RP).
- Excessive attack (phase F): after having activated the units of a zone and resolved its actions, the offensive player can immediately reactivate the same units (if they are in good order or weakened) and lead a second assault (this second activation costs 1 RP).
- Les pieds dans l'eau / Waterfront (end of phase D): a Franco-Belgian battalion in good order becomes weakened (choice of the Franco-Belgian, but as a priority in a zone adjacent to a zone occupied by German units).
- Taube (phase E): thanks to the reconnoitring by his reconnaissance planes, the German benefits from a +1 bonus on the die during the bombing carried out by the units of heavy artillery this turn.
12.2.2 - One-time use
- Allied Offensive on Tervaete (phase G): A Belgian battalion is definitively removed from the game (in good order or weakened) and a battalion of marine fusiliers and a Belgian battalion (in good order or weakened) are temporarily removed from the game. They return to the HQ zone of the BrFM at the following phase G having taken 1 hit each (with no possibility of raising them one level this turn). Zone 1 becomes accessible to the German player as if it were adjacent to any zone of the right bank of the Yser. If an assault fails on zone 1, the German units must go to the HQ zone of the XXII Reserve-Korps. If the strategy Flooding of the Yser was used before, zone 1 is not accessible.
- General offensive (phase G): the German receives in reinforcement the units BrErB9 and BrErB10 in a zone adjacent to the northern side of the map (except zone 1) and units BrErB11, BrErB12 and FAErAb18 in another zone adjacent to the northern edge of the map (except zone 1). During the following phase F, the German may carry out three activations in a row (each activation costing 1 RP). During the following phase G, the BrErB9, BrErB10, BrErB11, BrErB12 and FAErAb18 are removed from the game.
- 75 mm cannon worn out (phase E): the unit GR Pontus & 3e RA have their bombing strength reduced to 2 for the remainder of the game.
- French heavy artillery redeployed (phase G): the unit Det RAL 120 is removed from the game. The unit Det RAL 155 will be removed from the game at the following phase G.
- No more shells for the 75 (phase G): the unit GR Pontus & 3e RA may not fire on the following turn.
- Night Infiltration (phase F): no defensive fire phase during an assault led by at least two battalions. If successful, the battalions can lead a second assault immediately without spending RP, still without defensive fire. Also, if successful, one battalion may lead a final assault without spending RP, but with defensive fire this time.