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The Marne: Home Before the Leaves Fall

The Marne: Home Before the Leaves Fall Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Historical Background
    • 1.2 General Course of Play
    • 1.3 Game Inventory
    • 1.4 Game Length
    • 1.5 Game Scale
    • 1.6 Abbreviations
  • 2.0 Game Equipment
    • 2.1 The Map
    • 2.2 The Playing Pieces
      • 2.2.1 Sample Unit
      • 2.2.2 Definition of Terms
      • 2.2.3 Unit Types
      • 2.2.4 Nationality Codes
      • 2.2.5 Unit Sizes
      • 2.2.6 Unit Designations
        • 2.2.6.1 German Designations
        • 2.2.6.2 Allied Designations
    • 2.3 Game Charts and Tables
  • 3.0 Sequence of Play
    • 3.1 German Player Turn
      • 3.1.1 First Movement Phase
      • 3.1.2 First German Combat Phase
      • 3.1.3 Second German Movement Phase
      • 3.1.4 Second German Combat Phase
    • 3.2 Allied Player Turn
  • 4.0 Movement
    • 4.1 In General
    • 4.2 Leapfrog Withdrawals
    • 4.3 Supply Effects
  • 5.0 Stacking
  • 6.0 Zones of Control
    • 6.1 In General
    • 6.2 Effects
  • 7.0 Supply
    • 7.1 Supply Sources
    • 7.2 Effects of Lack of Supply
    • 7.3 Supply Determination
  • 8.0 Combat
    • 8.1 In General
    • 8.2 Restrictions
    • 8.3 Multi-Hex Attacks
    • 8.4 Combat Odds
    • 8.5 Supply Effects
    • 8.6 Terrain Effects
    • 8.7 Flank Attacks
    • 8.8 Rivers
    • 8.9 Other Special Combat Rules
    • 8.10 Explanation of Combat Results
    • 8.11 Effects of Disruption
    • 8.12 Advance and Retreat After Combat
  • 9.0 Fortifications
    • 9.1 In General
    • 9.2 Effects
  • 10.0 Standard Game Victory Conditions
    • 10.1 Eliminated Units
    • 10.2 Geographic Objectives
    • 10.3 Exited Units
    • 10.4 Measuring Victory
    • 10.5 Levels of Victory
  • 11.0 Scenarios and Order of Battle
    • 11.1 German Order of Battle Options
      • 11.1.1 German Order of Battle Option A: No East Front Reinforcements
      • 11.1.2 German Order of Battle Option B: Schlieffen Plan
      • 11.1.3 German Order of Battle Option C: No Siege of Belgian Fortifications
      • 11.1.4 German Order of Battle Option D: No Sieges and No East Front Reinforcements
    • 11.2 Allied Counterattack Historical Scenario
    • 11.3 Allied Counter-Attack Free Setup Scenario
    • 11.4 The German Pursuit Scenario
      • 11.4.1 Special Rules
        • 11.4.1.1 Allied Demoralization
  • 12.0 The Marne: Suggestions on Strategy and Tactics
  • 13.0 The Marne: Historical Background

1.0 Introduction

1.1 Historical Background

The Marne recreates on a divisional scale the climactic battle of the opening campaign of the First World War. This was the Allied counteroffensive that shattered the right wing of the German Schlieffen Plan, drove the Kaiser's armies out of range of Paris and decided that the war would not end in 1914. The game covers the critical days of September, 1914, as the French and British armies, retreating towards Paris, rallied, and counterattacked. There are two basic historical scenarios, the German pursuit, and the Allied counterattack. Besides the historical version of these scenarios there are four varying Orders of Battle which illustrate events that could have happened almost as easily as the original battle.

1.2 General Course of Play

A. The Marne is a two player game: the Allies and Germany. Each side moves its units, and executes attacks against its opponent's units.

B. The German objective in the scenarios is to destroy Allied units and gain territory.

C. The Allies try to minimize territorial and unit losses.

D. In Counterattack Scenarios, the Allies try to recover French territory and destroy German units, while Germany tries to hold ground and minimize its losses.

1.3 Game Inventory

A. Your copy of The Marne should contain the following material:

  1. One mapsheet (22" x 34")
  2. One rules folder
  3. One set of die-cut counters one die

B. If you are missing any parts, or there are any questions concerning The Marne, please write to the publisher, Simulations Publications Inc. [Transcriber's note: the publisher's street address printed here is omitted as outdated contact detail.]

1.4 Game Length

A. The Allied Counterattack Scenarios last ten complete turns.

B. The German Pursuit Scenarios last 17 complete turns.

C. Victory is judged at the end of the last Allied player-turn in a game (10.0).

1.5 Game Scale

A. Each hex is equivalent to 7.2 kilometers from side to side.

B. Each complete game-turn represents one day of real time.

1.6 Abbreviations

[Transcriber's note: the printed body numbers this section "1.4 Abbreviations", duplicating 1.4 Game Length; it is renumbered 1.6 here to match the Table of Contents' intent. The abbreviation table is set out as printed.]

AbbrExplanationAbbrExplanation
CRTCombat Results TableSOPSequence of Play
DRMDie Roll ModifierSPStrength Point
MAMovement AllowanceTECTerrain Effects Chart
MPMovement PointTRCTurn Record Chart
OBOrder of BattleOOSOut of Supply
VPVictory PointZOCZone of Control

2.0 Game Equipment

2.1 The Map

The 22" x 34" map portrays the section of France over which the battle was fought. A hexagonal grid is superimposed upon the map to regularize the movement and position of the playing pieces.

2.2 The Playing Pieces

A. The two colored sets of die-cut playing pieces (units) represent the opposing forces in the battle. The opposing armies at the beginning of each scenario are selected from these units per the setup rules. This may vary depending on the scenario that is being played.

B. It is highly recommended to sort their units by type and color immediately after removing them from the sheet, keeping them segregated, as this greatly simplifies future setting-up and playing of the game. The playing pieces are distinguished by type, strength, nationality, and mobility, as represented by the color, numbers and symbols on the units' faces.

2.2.1 Sample Unit

The sample unit diagram labels the parts of a counter: the Unit Type (infantry or cavalry symbol, shown inside the counter), the Unit Size (the XX or X symbol above the counter), the Unit ID (the number on the counter), the Combat Strength (the large number at lower left, e.g. 6), and the Movement Allowance (the number at lower right, e.g. 3). A sample counter reads "6-3" with the unit size symbol above it and a unit ID of 20.

2.2.2 Definition of Terms

A. Combat Strength refers to the basic offensive and defensive value of a particular unit. Thus a unit with a Combat Strength of 7 has seven strength points (SPs) available.

B. Movement allowance (MA) is the maximum number of hexagons (hexes) which a unit may move during one Friendly Movement Phase. The MA is composed of movement points (MPs); basically, a unit expends 1 MP of its MA to enter one hex. Some hexes require more than 1 MP to enter.

2.2.3 Unit Types

TypeSymbol
InfantryBox containing an X
CavalryBox containing a diagonal line

2.2.4 Nationality Codes

ColorNationality
Gray-GreenGermany
Light BrownFrance
Dark BrownBritain

2.2.5 Unit Sizes

SymbolSize
XBrigade
XXDivision

2.2.6 Unit Designations

These are the historical names of the units involved. Most are merely numbers. The non-numeric designations mean:

2.2.6.1 German Designations
AbbrExplanation
GdGuard
BBavarian
JJaeger
LLandwehr
Sundesignated Schlieffen Plan forces
RReserve
2.2.6.2 Allied Designations
AbbrExplanation
AlgAlgerian
GdGuard
MarMarine
MorMoroccan
ProvProvisional

2.3 Game Charts and Tables

Various visual aids are provided to simplify and illustrate certain game functions.

A. The Combat Results Table (CRT) provides the method of resolving combat, and is fully explained where presented.

B. The Terrain Effects Chart (TEC) details the effects of terrain on movement and combat.

C. The Turn Record Chart (TRC) lets both sides know how far they have progressed in the game; this is integrated with the Reinforcement Chart which gives the appropriate additional units that each side receives, depending on the scenario and Order of Battle (OB) being used.

3.0 Sequence of Play

A. The Marne is played in game-turns.

B. Each game-turn is composed of two player-turns: the German player-turn and the Allied player-turn. Both are essentially the same in structure.

C. Each player-turn is composed of four phases during which certain game functions occur.

D. The term turn by itself shall mean game-turn.

E. The phasing player (or side) is the player (or side) taking the player-turn.

F. The order of the turn is called the Sequence of Play (SOP).

3.1 German Player Turn

3.1.1 First Movement Phase

A. Check the Reinforcement Chart, placing any German reinforcements due this turn on the map per the chart.

B. Germany may move any or all of its units (including any newly arrived reinforcements) in any direction up to their full MA, within the restrictions of the Movement and Zone of Control (ZOC) rules, and the TRC.

3.1.2 First German Combat Phase

A. Germany may now conduct attacks against any adjacent Allied units. (For procedure and rules, see Combat.)

B. Units used to attack in this phase are out of action (disrupted) for the remainder of the German player-turn; they may not move or attack in the German Second Movement and Combat Phases of this turn. Indicate disruption by inverting all unit counters which participate in attacks during the first Combat Phase. The effects of disruption end at the conclusion of the Second German Combat Phase.

C. At the end of the First German Combat Phase any German units that were disrupted by Combat in the Second German Combat Phase of the previous turn or as a result of Allied attacks in the previous Allied player-turn, are turned face-up and return to normal.

3.1.3 Second German Movement Phase

A. Germany may now move any or all of its units which did not attack in the First German Combat Phase (any undisrupted German units).

B. This Movement Phase is otherwise exactly like the First Movement Phase.

3.1.4 Second German Combat Phase

A. The Germany may conduct attacks against any Allied units that are in hexes adjacent to uninverted, undisrupted German units.

B. German units which attacked in the First German Combat Phase may not attack in this Combat Phase, although their ZOCs may aid in eliminating Allied units which are forced to retreat (8.12.2.2.B).

C. At the end of the Second German Combat Phase, all German units which were disrupted in the first Combat Phase are turned face-up and returned to normal. This includes units disrupted by Allied defense in Combat as well as units disrupted by merely having taken part in attacks.

D. German units which attack in the Second Combat Phase are not disrupted by attacking. At the end of the German player-turn, the only units remaining disrupted are those that receive a disrupted result in Combat during the Second Combat Phase.

3.2 Allied Player Turn

A. The Allies repeat the same procedures for moving their units and engaging in combat that Germany in its turn.

B. The Allies move the Game-Turn Marker on the TRC to indicate the passage of one turn.

4.0 Movement

During the Movement Phases, the phasing side may move as many or as few of its units as desired. Each unit may be moved as many hexes as desired within the limits of its MA, the TEC, and the ZOC rules.

4.1 In General

A. Each unit moves individually, tracing its path of movement through the hexagonal grid.

B. All movement is calculated in terms of hexes. Basically, each unit expends 1 MP of its total MA per hex entered.

C. To enter some types of hexes more than 1 MP is expended. See the movement section of the TEC for a full list of these different entry costs.

D. Movement is never required; it is always voluntary.

E. Units are moved individually, or in stacks, at the owner's discretion, in any direction, or combination of directions. A unit may be moved as few or as many hexes as desired, as long as the unit's MA is not exceeded.

F. Unused MPs are not accumulated from turn to turn, nor may they be transferred to another unit.

G. No enemy movement may take place during the phasing side's Movement Phase.

H. No combat (enemy or friendly) may take place during the Movement Phase.

I. Friendly units may pass through other friendly units at any time they wish, without penalty.

J. Units may never enter or pass through a hex containing enemy units.

K. Units may move over different types of terrain in the same Movement Phase, as long as they have enough MPs to expend as they enter each hex.

L. Units may never move directly from one enemy-controlled hex to another, even if the two controlled hexes are controlled by different enemy units. Exceptions: Leapfrog Withdrawals (4.2) and Advance After Combat (8.12.1).

4.2 Leapfrog Withdrawals

A. All units may move through enemy ZOCs when engaging in Leapfrog Withdrawals. To perform this operation, the withdrawing unit must begin its Movement Phase in a hex adjacent to another friendly unit in the controlled hex to be entered. It may then move into that hex, but no further in that Movement Phase.

B. The unit that was holding the way open, in effect, may move further during the Movement Phase at its normal rate.

C. Leapfrog withdrawals may not be accomplished by moving a unit up to the hex to be entered by the trapped unit during the same Movement Phase; the rescuing unit must begin in that hex at the start of the Movement Phase.

D. When moving from one enemy-controlled hex to another, the moving unit may proceed only one hex, and then must stop, and move no further during that Movement Phase.

4.3 Supply Effects

A. When a unit is isolated (see Supply rules) it loses one MP.

Example: A 2-4 cavalry unit would only have 3 MPs when isolated.

B. No unit may deliberately move out of supply (OOS).

C. It is possible that a unit may not have sufficient MPs to move even a single hex in a particular Movement Phase. In that case, the unit may not move.

Example: An isolated Allied 8-3 has only 2 MPs. It may not enter a swamp hex in a German unit's ZOC because the cost of entering a swamp hex is 2 MPs and the cost of entering a ZOC is 1 MP. MP costs are always cumulative and the Allied unit does not have the 3 MPs required to enter the German-controlled Swamp hex.

5.0 Stacking

A. Each side may have as many as three units stacked together in a single hex. These units may move together, separate, or may end the Movement Phase stacked together without any penalty.

B. The stacking limit applies only at the end of a friendly Movement Phase. No more than three units may be stacked in a hex at the end of any friendly Movement Phase.

C. If the stacking limit is exceeded at that time, the owner must remove (owner's choice) a sufficient number of units to be within the stacking limit.

D. There is no restriction on stacking during the Movement Phase, or during or at the end of the Combat Phase.

E. Units stacked together must defend together; they may not be attacked separately. When attacked their Combat Strengths are totaled and all units in the hex suffer the same combat results.

F. Units in the same stack may attack enemy units in different hexes; while they must defend together, they may attack separately.

6.0 Zones of Control

6.1 In General

A. The six hexes immediately surrounding a given unit (or stack of units) constitute its ZOC. These are rigid, semi-active ZOCs; enemy units may not move through them, but they have no effect on combat.

B. Hexes upon which a unit is exerting a ZOC are called controlled hexes.

C. All units' ZOCs are identical: they prohibit the movement and, in some cases, the supply of enemy units.

D. Friendly-controlled hexes never affect friendly units.

6.2 Effects

A. Units may never move directly from one enemy-controlled hex to another. Exceptions: Leapfrog Withdrawals (4.2) and Advance After Combat (8.12.1).

B. All units, when entering enemy-controlled hexes, must expend an additional MP, above and beyond the ordinary cost of moving one hex.

C. Friendly supply lines may not be traced through an enemy-controlled hex, unless the hex is occupied by a friendly unit.

D. Control by more than one friendly and/or enemy unit has no effect on the presence of a ZOC. Thus it is possible for a given hex to be controlled by opposing units.

E. Units may leave enemy ZOCs; there is no MP cost for leaving enemy ZOCs.

F. ZOCs do not extend across River hexsides.

7.0 Supply

A. Units need supply to move and engage in combat in an uninhibited manner. Lack of supply slows movement and reduces the SPs of isolated units by half.

B. A unit is in supply if it can trace a line of no more than 40 contiguous hexes (free of enemy units or enemy ZOCs) to a supply source.

C. Supply lines may be traced through hexes in enemy ZOCs provided that friendly units are in the enemy-controlled hexes.

7.1 Supply Sources

A. The German supply source is the northern edge of the map.

B. Allied supply is traced to the southern edge of the map or any hex of the city of Paris (assuming Paris has not fallen into German hands).

C. Any number of units may be supplied from a single supply source.

7.2 Effects of Lack of Supply

A. Units which cannot trace a supply line lose 1 MP and half of their SPs. Do not round when halving SPs.

Example: An Allied 7-3 is reduced to 3½ SPs when it is OOS. It has 2 MPs, one less than the normal MA.

B. Units may not move further out of supply when they are cut off. They may only move in the direction of their supply source and they may only conduct attacks which, if successful, would open their lines of supply.

C. Units may remain OOS indefinitely. They are never lost solely due to being isolated.

7.3 Supply Determination

A. Determine supply for movement at the beginning of the Movement Phase.

B. Determine supply for combat purposes at the instance of combat.

Example: If a unit was not in supply due to an obstructing enemy unit which is then removed during the Combat Phase, it might attack at Full Combat Strength after the obstructing unit's removal.

8.0 Combat

8.1 In General

A. Combat occurs between adjacent opposing units at the discretion of the phasing side. The phasing side is considered to be the Attacker, and other side is considered the Defender, regardless of the overall strategic position of game.

B. Total the SPs of the attacking units and compare it to the SPs of the defending unit(s) in the hex under attack.

C. Create a ratio: Attacker's SPs to Defender's SPs. Round the ratio downward to the nearest whole number, to yield one of the simplified odds found on the CRT.

D. Roll the die, applying any die roll modifiers (DRMs) for terrain effects and disruption, and read the result under the appropriate odds column for that result.

E. Apply the result of the combat immediately before resolving any other combat.

8.2 Restrictions

A. During its Combat Phase, the phasing side may attack only those units to which friendly units are adjacent. Only those friendly units directly adjacent to a given enemy unit may participate in the attack upon that enemy unit.

B. Units adjacent to enemy units are not compelled to attack, nor does the attacker have to utilize every adjacent unit when attacking. Attacking is completely voluntary.

C. If one or more units in a stack participate in an attack, the other units in the stack need not participate in the same attack or in any attack at all during that Combat Phase.

D. No unit may attack more than once in each player-turn. A unit may attack in the First or Second Combat Phase, but not in both.

E. No enemy unit may be attacked more than once per Combat Phase.

8.3 Multi-Hex Attacks

A. More than one enemy-occupied hex may be attacked by a given attacking unit (or group of attacking units). Different defending units on different hexes may be treated as the objects of an attack by one hex of attacking units if the attackers are adjacent to two or more enemy-occupied hexes.

B. An enemy-occupied hex may be attacked by as many attack units from as many adjacent hexes as can be brought to bear.

[Diagram: one attacking unit adjacent to two defending units in neighbouring hexes.]

8.4 Combat Odds

Combat odds are rounded in favor of the Defender.

Example: 10 SPs attacking 6 SPs rounds down to 1-1 odds.

8.5 Supply Effects

A unit that is OOS (7.2) may only attack and defend at half Combat Strength. Retain fractions when calculating the strength of such units.

8.6 Terrain Effects

Whenever terrain effects are ambiguous due to the attacking units engaging defending units in different hexes, resolve the effect in favor of the defender.

Example: If an attacker is engaging two units in different hexes, one in a Swamp hex and the other in Clear, the attacker must apply a +2 DRM.

8.7 Flank Attacks

A. Whenever attacking units are adjacent to every hex around a defending unit, the defending unit is under a Flank Attack.

B. The Attacker applies a -1 DRM when resolving Flank Attacks.

8.8 Rivers

A. No unit may attack across a River hexside unless it has not moved at all during the immediately preceding Movement Phase.

B. Units which attack across Rivers and force an enemy retreat or elimination, may advance across the River into the vacated hex after combat.

C. However, units which defend successfully behind a River hexside may not advance across the River after combat.

8.9 Other Special Combat Rules

A. The three Allied (1)-4 cavalry divisions may only use their Combat Strength on the defense. They may never participate in an attack.

B. When attacking disrupted units, apply a -1 DRM, in addition to any terrain effects.

C. Attacks at odds greater than 10-1 are resolved at 10-1; attacks at less than 1-5 are resolved at 1-5.

8.10 Explanation of Combat Results

ResultExplanation
AEAttacker eliminated; all of the attacking units are removed from the map, immediately before going on to resolve any other combat actions.
DEDefender eliminated; all of the defending units are removed from the map, immediately, before going on to resolve any other combat actions.
A1, A2, A3Attacker retreats; the attacking units are retreated (by the Defender) the indicated number of hexes. At the end of the retreat they are disrupted (flip face down).
D1, D2, D3Defender retreats; the defending units are retreated (by the Attacker) the indicated number of hexes. At the end of the retreat they are disrupted (flip face down).

8.11 Effects of Disruption

A. Disrupted units are prevented from participating in the next friendly Movement Phase and the next friendly Combat Phase following their disruption.

B. Disrupted units are unaffected defensively, and still exert their ZOCs.

C. After missing one friendly Movement Phase, and one friendly Combat Phase, turn the disrupted units face-up again. They may resume normal functioning.

D. A disrupted unit which is again disrupted does not suffer any additional penalties. They are never eliminated due to multiple disruptions.

8.12 Advance and Retreat After Combat

Advance and retreat as a result of combat are not counted as normal movement and therefore do not require the expenditure of any MPs.

8.12.1 Advance After Combat

A. Whenever a hex is vacated as a direct result of combat (through elimination or retreat) the victorious side may advance any or all of its units which were involved in the action into the vacated hex.

B. Only the Attacker's units may advance across a river hexside as a result of combat. Exception: Defending units may not advance across Rivers.

C. The option to advance must be exercised immediately before going on to any other combat actions.

D. Advancing units must obey the stacking limit.

E. Units may advance directly from one enemy controlled hex to another.

F. Disrupted units may not advance as a result of combat.

8.12.2 Retreats

A. Whenever a retreat is mandated, the victorious side retreats the enemy units, one at a time, strongest unit first.

B. The retreat must be performed per the retreat priorities (in order, highest to lowest) listed below.

8.12.2.1 Retreat Priorities
  1. A vacant hex, free of enemy ZOCs.
  2. The friendly occupied hex (or hexes) containing the fewest number of friendly units not adjacent to enemy units.
  3. The friendly occupied hex containing the fewest number of friendly units adjacent to enemy units, but which are not involved in combat, or which have already had their combat resolved for that phase.
  4. The friendly occupied hex involved in combat at the most favorable odds from the point of view of the retreating units.
8.12.2.2 Retreat Considerations

A. Retreats must be made in as straight a line as possible, in the general direction of the retreating unit's army.

B. Units may not retreat into or through enemy units or their ZOCs. Enemy ZOCs do not extend into friendly-occupied hexes for the purposes of retreat.

C. Units may not retreat across River hexsides, off the edge of the map, or in violation of the stacking limit.

D. Units which have no alternative but to violate the above rules are eliminated instead.

8.13 Vulnerability of Retreated Units

If a unit retreats to a hex containing friendly units which are about to participate in combat (the "host" unit), then it is possible that the retreated unit may be forced to retreat again or even be eliminated. The following rules apply:

A. If the retreated unit is the Defender's and the host unit is eliminated or retreated, the retreated unit suffers the same result. This could conceivably occur more than once in a given Combat Phase.

B. If the retreated unit is the Attacker's and all the host units in the hex are retreated or eliminated, then the retreated unit suffers the same result. If, however, there is a host unit in the hex which did not participate in an unsuccessful attack, then the retreated unit does not suffer any ill effects.

C. Retreated units do not contribute to the attacking or defending. strength of the host units during the Combat Phase in which they retreat.

D. Retreated units may nor advance as a result of a successful battle by their hosts.

9.0 Fortifications

9.1 In General

A. Some of the hexes surrounding Paris contain Fortification Symbols. Each symbol represents a Fort.

B. Forts have ZOCs which block German Movement. They also have an intrinsic Combat Strength printed right on them.

C. They may be attacked by Germany as if they were ordinary units, but they are only destroyed if Germany obtains a DE combat result against them.

D. The Combat Strength of Forts may only be used defensively, never offensively.

9.2 Effects

A. The Allies may place units in hexes containing Forts. If Germany attacks units in a hex with a Fort, add the Fort's SPs to the Allied total.

B. If the combat result calls for an Allied retreat, only the units retreat; the fort remains and continues to exert a ZOC.

C. German units may not enter hexes containing Forts unless they have obtained a DE combat result against the Fort.

D. When a Fort is destroyed, place a blank counter on the hex.

E. Forts may only defend; they may never apply their intrinsic strength in an attack.

F. The ZOCs of Forts may serve to cut German supply. Allied supply lines may always pass through hexes containing undestroyed Forts; Forts negate German ZOC effects on Allied supply lines.

G. The ZOCs of Forts do extend across River hexsides.

H. Any German units adjacent to an undestroyed Fort (or Forts) must attack the Fort(s).

10.0 Standard Game Victory Conditions

A. Victory in is based on Victory Points (VPs) earned in three ways:

  1. Destruction of enemy units,
  2. Occupation of territory, and
  3. The exiting of units off the map.

B. Optional Orders of Battle also affect VPs (11.1).

C. VP totals are counted at the end of the last Allied player-turn on 15 Sep.

10.1 Eliminated Units

A. Both sides should keep a record of eliminated units by placing them to one side.

B. Each side receives 1 VP per SP of eliminated enemy units.

Example: If Germany eliminated a French 8-3, it would earn 8 VPs.

10.2 Geographic Objectives

A. Town and cities have a number printed on their hex for towns and nearby for cities. The number represent their VP values.

B. For either side to receive VPs for a town, it must have a unit in supply in the town or have been the last to pass a unit through the hex and also be able to trace a line of supply to the town.

C. For cities of more than one hex in the size (Reims, Paris), Germany receives the VPs if it has a supplied unit in any hex of the city at the end of the game.

Example: Germany receives 25 VPs if at the end of the game if a German unit is in supply in any city hex of Paris, even if all other Paris city hexes were occupied by the Allies.

10.3 Exited Units

A. Either side may exit units from the map at any point in the game; such units may not return to the map once they have exited. If the hexes from which units exited are OOS at the end of the game, no VPs are awarded for those units.

B. Germany receives 5 VPs per SP exited off the southern edge of the map, provided it meets the following conditions:

  1. Units may exit from any hex on the south edge of the map at a cost of 1 MP to leave the map. Once exited such units may not return to the map.
  2. At the end of the game, the Germany must be able to trace a line of supply to the hex from which the unit(s) exited. Any exited units should be placed in the appropriate box(es) printed on the edge of the mapsheet to facilitate VP computation. Place an Exit Marker on the map to designate the hex exited from.

C. The Allies receive 3 VPs per SP exited off the north edge of the map. At the end of the game, the Allies must meet the same conditions as Germany to earn those VPs. Place an Exit Marker on the map to designate the hex exited from.

10.4 Measuring Victory

A. Victories vary widely in degree. An overly costly victory at the start of a campaign can actually become a strategic defeat. The Germans needed a decisive victory to end the war. Anything less meant that the Allies had not lost the war, and would recover strategically. The Allies needed only a marginal victory to provide some kind of rally to raise the morale of troops who had backpedaled from the Germans for weeks.

B. For a decisive victory, one to end the war in 1914, the Allies would have had to crush the Germans, something which was probably impossible. In the real campaign there were five major battles; tactically the German won four and drew the fifth: strategically the Germans lost the war.

10.5 Levels of Victory

The following ratios of VPs indicate the winner and level of victory in The Marne. Divide the Allied total by the German total, rounding in favor of the side with the lower total. Find the ration on the chart below to determine the winner and level of victory.

Example: The Allies hold 52 VPs worth of towns, exited 72 VPs worth of units from the north edge of the map (24 SPs), destroyed 48 German SPs, and receive 13 VPs because Germany is using option C, for a VP total of 185. Assume Germany has 65 VPs. The ratio is 185 to 65 (or 2 to 1) in favor of the Allies, rendering a Marginal Allied Victory.

RatioLevel
4-1Allied Decisive
3-1Allied Substantive
2-1Allied Marginal
1-1German Marginal
1-2German Substantive
1-3German Decisive

11.0 Scenarios and Order of Battle

A. There are two basic scenarios: the German Pursuit Scenario and the Allied Counterattack Scenario (which has two versions, historical and free set-ups). Each Scenario can be played using actual historical forces or modified to reflect additional forces the Germans could have gotten to the Marne.

B. The Allied Counterattack Scenario lasts for ten complete turns beginning on the 6 Sep turn.

C. The German Pursuit Scenario begins on the 30 Aug turn and lasts for seventeen complete turns.

11.1 German Order of Battle Options

A. The following German Order of Battle Options may be applied to both Allied Counterattack and German Pursuit Scenarios. (The term "Order of Battle" as used in the game refers to the number and types of units a player has available.) To modify The Allied Counterattack Scenario, change the German forces printed on the map by adding or deducting the specified units. Set up the altered forces within their respective Army Boundaries, as printed on the map, and (for Germany only) use the reinforcements that complement the altered Order of Battle.

B. When applying these Order of Battle options to German Pursuit Scenarios, follow the instructions that explain how to change the rate of arrival of German reinforcements to suit the Order of Battle Option.

C. Order of Battle options also affect VP totals. These options enable players to experiment with varying games, each simulating a real historical "might have been." Allied Forces remain unaltered in The Marne because the units that fought at the Marne were the maximum possible Allied effort. Thus the Allies have only one Order of Battle, H, the historical forces. The German have four possible variations of their historical forces, labeled A, B, C, and D.

11.1.1 German Order of Battle Option A: No East Front Reinforcements

Alarmed by the Russian invasion of East Prussia, the German High Command originally sent troops from the already weakened right wing to the East. In this option the troops are not sent east.

A. For the Allied Counterattack Scenario, use the German Order of Battle coded A (and the subsequent reinforcements coded A.

B. For the German Pursuit Scenario, use the forces indicated by the code letter A on the German Reinforcement Chart.

C. When the Germany uses this option, add 7 VPs to the Allied total before computing level of victory at the end of the game.

11.1.2 German Order of Battle Option B: Schlieffen Plan

Von Schlieffen's last words, "Keep the right strong," were ignored by a generation of German General Staff officers who whittled away the strength of Schlieffen's "Great Scythe." This option assumes that the original Schlieffen Plan was carried out.

A. For the Allied Counterattack Scenario, use the German Order of Battle coded B and the subsequent reinforcements coded B.

B. For the Pursuit Scenario, use the forces indicated by the code letter B on the German Reinforcement Chart.

C. When the Germany uses this option add 30 VPs s to the Allied total before computing level of victory.

11.1.3 German Order of Battle Option C: No Siege of Belgian Fortifications

Because of Belgian resistance, the Germans were forced to detach troops to besiege Antwerp and other fortifications. In this option Landwehr alone screen the forts and the historical besieging forces are available at the Marne instead.

A. For the Allied Counterattack Scenario, use the German Order of Battle coded C and the subsequent reinforcements coded C.

B. For the German Pursuit Scenario, use the forces indicated by the code letter C on the German Reinforcement Chart.

C. When Germany uses this option, add 13 VPs to the Allied total before computing level of victory.

11.1.4 German Order of Battle Option D: No Sieges and No East Front Reinforcements

This is a combination of Options A and C. It assumes the Germans kept their right wing quite strong.

A. For the Allied Counterattack Scenario, use the German Order of Battle coded D and the subsequent reinforcements coded D.

B. For the German Pursuit Scenario, use the forces indicated by the code-letter D on the German Reinforcement Chart.

C. When the Germany uses this option, add 20 VPs to the Allied total before computing level of victory.

11.2 Allied Counterattack Historical Scenario

A. The positions of all units for the Historical Allied Counterattack Scenario are on the map. German units read from the north side of the map; Allies read from the south edge. To deploy the initial forces, simply match the strength and movement values to the units printed on the map with equivalent unit counters. Historical designation of units is not essential in setting up the game.

B. Place the Game-Turn indicator on Turn 8 (6 Sep) and begin with the German player-turn. Play begins as outlined under the SOP.

C. This scenario is recommended as an ideal introduction to The Marne. It is easily set up, lasts only ten turns, and serves to familiarize players with the mechanics and strategy of The Marne.

11.3 Allied Counter-Attack Free Setup Scenario

A. This scenario uses the forces printed on the map, but allows players to place the units more freely before beginning play.

B. The only restriction on initial placement of the historical forces is that the units in a given Army or in the Paris Garrison must be placed on the mapsheet on hexes within the Army boundary. Army Boundaries are the lightly tinted areas: light blue for the French and gray for the German armies.

C. Germany places its units first; then the Allies.

D. Place the Game-Turn Marker on Turn 8 and begin with the German player-turn. Play begins as outlined under the SOP.

11.4 The German Pursuit Scenario

A. The German Pursuit Scenario begins on August 30, Turn 1. At the start of this scenario, the only forces on the mapsheet are a handful of French units in Paris. The other Allied units are approaching the map area in a great arc across North Central France. Close on their heels are the 1st, 2nd, 3rd, and 4th German Armies.

B. The first player-turn of the scenario is considered to be the German player-turn even though no German units reach the map area.

C. The second player-turn on August 30 sees the entry of the powerful, but demoralized, Allied Forces on the north edge of the mapsheet.

D. On the August 31 German player-turn, the first German units enter, also on the north edge.

E. Certain special rules govern the entrance and combat conditions of units in the Pursuit Scenario.

11.4.1 Special Rules

11.4.1.1 Allied Demoralization

A. All Allied units are demoralized until the end of Turn 6 (4 Sep). The effects of this demoralization are as follows:

B. Allied combat strength is halved (with fractions kept). This effect is in addition to any possible supply effects.

C. This penalty ends at the beginning of Turn 7.

D. Allied units can attack and defend at full strength beginning on 7Turn (5 Sep) and for the rest of the game.

11.4.1.2 Reinforcements

A. The Reinforcement Chart for each side is printed on the map. It specifies the order and place of entry of all historical and optional forces. For the first few turns of the Pursuit Scenario, the areas of entry are specified in terms of Army entry boundaries. Thus on the 30 August turn, the Allies receives six 8-3s, one 2-3, one 3-4 and one 1-4 of the British Expeditionary force (historical option) within the BEF Army entry boundaries. These forces may enter on any hex within the arrows marking the BEF entry boundaries. The first hex entered is counted against the unit's MA for that Movement Phase.

B. Other Allied and German forces have their own entry area specified on the Reinforcement Chart in terms of Army boundary, town, or map edge.

C. All army entry boundaries are clearly labeled: Allied army designations can be read from the south edge of the map, German army designations from the north.

11.4.1.2.1 German Reinforcements

A. Any German reinforcements due on the east edge of the map must enter on hexes north of German lines. The German line on the east edge is defined by the northernmost Allied unit east of the hex line containing the town Suippes.

B. If the entry areas of German forces should be entirely blocked by Allied units or ZOCs, Germany may choose to delay its reinforcements' entry as long as desired, or they may enter the map via hexes immediately to the right or left (or both sides) of the army boundary that the Allies are obstructing.

C. German armies from west to east are 1st, 2nd, 3rd, and 4th.

11.4.1.2.2 Allied Reinforcements

A. If the entry hexes within an Allied Army boundary are entirely blocked by German units or ZOCs, the Allies may not choose to delay entry but must enter in the turn in which the reinforcements are due. Allied reinforcements must enter immediately to the right or left (or both sides) of the Army entry boundary blocked by Germany.

B. Army entry boundaries for the Pursuit Scenario are printed on the mapsheet. Allied armies from west to east are the French VI, BEF, French V, and French IV.

Errata: The French VI placement area was erroneously tinted as German placement area. It should be tinted light blue.

C. Other Allied forces (French IX Army and miscellaneous units) have no army boundaries on the north edge of [sic: the printed sentence reads "on the north edge of because they arrived by rail..."; a word appears to be missing in the source] because they arrived by rail at key towns rather than marching onto the map from northern France.

11.4.2 Setup

A. To set up the Pursuit Scenario, place one French 6-3, one 5-3, two 4-3s and one 2-3 within the boundaries of the Paris Garrison.

B. The first player-turn of the Pursuit Scenario is considered to be the German player-turn, even though no German units reach the map on August 30th. Throughout the game, each turn begins with the German player-turn.

12.0 The Marne: Suggestions on Strategy and Tactics

A. The two basic scenarios in The Marne really form two radically different games. In the Pursuit Scenario, the Allied units enter demoralized and at half Combat Strength. Until their morale is restored, the Allies really cannot afford to fight the Germans. The Allied goal in this part of the game is to keep their forces together and unengaged. Germany tries to pursue, engage, and eliminate as many Allied units as possible. Germany should bear in mind that the destruction of Allied units is primary while the occupation of towns and exiting of units is secondary. Once the Allied strength is whittled away, territory is easy to overrun. Paris, however, is usually impossible to take if it is defended at all. It is a false goal. The Allied armies are the real German targets

B. On Turn 7 (5 Sept) of the Pursuit Scenario, the game takes a sharp turn: Allied morale and Combat Strength is restored to normal. If the Allies have kept most of their forces intact, this sudden doubling of Combat Strength should enable them to go on the offensive.

C. In the Allied Counterattack Scenario, the Allies start with an intact full-strength force. Here Germany is wise to fall back, delaying and sacrificing units on the extreme right, while quickly disengaging at the center. Germany generally needs its heavy reinforcements to save it in this scenario.

D. Tactically, the key problem in The Marne is to avoid flanking attacks and isolation. which greatly increase the chance of being eliminated. Be wary of combat near rivers, since the inability to extend ZOCs over Rivers can lead to gaps and other tactical blunders. An interesting ploy can be used here: defend one hex behind the river hexside and counterattack the enemy when it crosses. If it has to retreat across the river, it is eliminated.

E. Finally, in case of Allied disaster, retreat to Paris: the fortifications are strong, the food is excellent and the social life guaranteed to raise morale, if not Combat Strength.

13.0 The Marne: Historical Background

A. At the end of August, 1914, the German Armies on the Western Front were advancing along their entire right flank, sweeping toward Paris. The demoralized Allied armies were reeling from a series of crushing defeats known as the Battle of the Frontiers. It appeared that the Allies had been decisively beaten, and the Germans would merely sweep them up. The war would be over before Christmas, as everyone had expected. Most of the German generals agreed, and the Pursuit had become a wild hunt for medals.

B. The German armies were following the dictates of the Schlieffen Plan, as modified by the current Chief of the General Staff, von Moltke. The original plan had assumed correctly that the French would throw the bulk of their five armies in a headlong attack into Alsace-Lorraine. The Germans would yield ground and hold them there with two weak armies, while five larger armies on the German right wing would sweep through neutral Belgium, northern France and around Paris to pocket and annihilate the French armies facing eastward. This would be accomplished by the 39th day after mobilization (September 8th in the 1914 campaign), and troops could then be shifted east to face the slowly mobilizing Russian armies.

C. Schlieffen (Chief of the German General Staff, 1891-1906) made a number of wrong assumptions in his plan, such as postulating that the Belgians would not fight. To assume that the French would face stubbornly eastward when threated with destruction, and not use their railway system to transfer troops to the critical western sector was ridiculous. Schlieffen never worked out how the Germans would take Paris if the French decided to defend it. Most importantly, he overlooked the lack of nerve in German psychology that crippled the implementation of the plan.

D. Schlieffen planned for a force ratio of 8:1 between his right and left wings. Moltke lowered this to 3:1. By the time of the crucial battle, the two wings of the German Army were approaching parity, and the Allies had a 40% superiority in men facing the German right wing. The original Schlieffen Plan called for 43 divisions (36 infantry and 7 cavalry) in the three armies on the right. By 1914, van Moltke had lowered this to 38 (31 infantry and 7 cavalry). As the advance progressed, more and more of these forces were detached for duties which Schlieffen had intended third-line Landwehr and Ersatz troops to cover. Four divisions faced the Belgian entrenched camp of Antwerp; half a division besieged the French fort of Givet; four infantry and two cavalry divisions were sent to bolster the Eastern Front; and the whole Second Army was delayed taking the Maubeuge forts. Replacement and third-line units were funneled into the left wing; these armies went onto the offensive, driving the French out of the trap. This slowed the transfer of units to the right flank by the Germans, and the overextended German armies had to close up huge gaps in their front. They now were forced to pass in front of Paris instead of around it, thus exposing their right flank to the Paris Garrison. But the Germans had become overconfident, and their right flank swung to face a sack of the British Expeditionary Force (BEF) and French Sixth Army near Paris, while the German front faced a newly formed wall of transferred troops.

E. Strategically the situation had shifted in the Allies' favor: the German offensive in Lorraine had actually freed French troops to serve as reserves near Paris. And then there was the Miracle of the Marne: from the command level to the long suffering Tommies and Poilus, the Allies underwent a tremendous resurgence of morale.

F. On September 5th and 6th, the Allies counterattacked along the entire front. The Germans were stunned, but reattacked with an equal vigor. Each of the battles in turn ground to an indecisive halt. By September 9th, the Germans had defeated the French Sixth Army in front of Paris, checked the assault of the French Ninth Army in the Marshes of St. Gond, and yielded a little ground to the French Fifth Army They had not been defeated anywhere; if they could have held their positions, the French would have wilted on the vine due to the nearness of the front to Paris, and the subsequent disruption of the French rail network.

G. It was the British movement that was decisive. The BEF had advanced cautiously in to the gap between the heavily engaged German Second Army, and the German First Army facing Paris. To mask this weakness the Germans only had a few Jaeger regiments and cavalry units: the forces which could have held the gap were en route to the Eastern Front. Ironically, the decisive battle at Tannenberg was fought before their arrival! Other German forces that might have been used were masking forts in Belgium and France, and engaged in fruitless assaults against French forts in Lorraine. So, by September 9th the BEF was across the Marne in the German rear. In a probably unauthorized overreaction, Col. Hentsch of the German General Staff ordered a retreat to the Aisne. The German armies streamed back in a disordered retreated, pursued by almost equally disorganized Allies. The Allies had no effective commanders to coordinate their assaults, nor exploit their breakthroughs. Thus the Germans fended off and stalled the Allied drive, assisted by the late arrival of units from the left wing. Trench lines began to solidify and the front became paralyzed.

H. By September 15th, the decisive portion of the war had been completed. As the two exhausted sides dug in and extended their fronts from the sea to Switzerland, a decision became impossible by normal means. Attrition became the keynote in the largest siege of history. A decision was only reached by destroying whole generations of men, entire societal frameworks, and the resources and riches of entire nations. The essence of Europe was gutted to feed the War, and even the victors could not win. The generals blundered and bumbled for fifty more months after the Battle of the Marne, consuming the "flower" of European youth in a massive holocaust. At the Marne, the one decisive scenario that could have avoided this, there was no decision. Twelve million soldiers would die, for a peace that gave no peace. European civilization was sentenced to death between the Aisne and the Seine rivers during those ten days of September 1914. Only the bleeding was left.

Section 14.0 (Credits) is omitted from this transcription.

  • 8.12.1 Advance After Combat
  • 8.12.2 Retreats
    • 8.12.2.1 Retreat Priorities
    • 8.12.2.2 Retreat Considerations
  • 8.13 Vulnerability of Retreated Units
  • 11.4.1.2 Reinforcements
    • 11.4.1.2.1 German Reinforcements
    • 11.4.1.2.2 Allied Reinforcements
  • 11.4.2 Setup