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1916
LAND WAR IN THE AGE OF MACHINES: 1914-1918



Basic Game Setup

This page offers a sequence of setup guidelines which will help players to balance theri games in a somewhat historical way. Players should keep in mind however, that all of the following options including gas, defenses, etc. are rolled for at gamer's discretion. For example; players may wish to set up their own 1914 scenario with only a small amount of on-call artillery for each side, dispensing with all other defenses, etc. In such cases, players are advised to at least roll two dice (2D6) in order to set a Lull deadline, although even this is optional.
    Setup Sequence
  1. Decide in which year the scenario is taking place and which sides are attacker and defender. In case of debate about this, the numerically superior side becomes the attacker. Also, decide whether the battle represents a local attack or big push (this affects the type of pre-game barrage chosen).
  2. Each side rolls for barrage/on-call artillery/airstrike/gas availability.
  3. Each side rolls for extra heavy weapon availability.
  4. Each side rolls for availability of defensive works.
  5. Roll for setup proximity, note Lull die roll value.
  6. Place defensive works
  7. Place troops. Personnel type units may begin the game prone. Players may want to arrange for basic troop placement to be written out ahead of time so as to avoid the problem of players who setup slowly while watching enemy "deployment". Another option is to have first the defender, and then the attacker place their infantry sub-units only. The defender followed by the attacker then attaches or places all other supporting bases such as machine guns, cannon, tanks, etc.
  8. Conduct counter-battery fire for pre-game barrages.
  9. Conduct pre-game barrages, mark gassed units and check morale for all units having suffered casualties.


Barrages/Airstrikes/Gas - Each side rolls one six sided die (1D6) for each category, applying the appropriate modifiers posted below. Barrage results are decimal values which indicate the number of barrages recieved per sub-unit present on the battlefield (totalled for both sides). For low intensity campaign areas (Africa, Palestine, etc.) players may only want to use on-call artillery.

Example: A game which sets a French regiment of three five-unit battalions against a German regiment of six six-unit battalions plus two assault units, will have a battlefield total of 35 units present. A barrage result of .40 on the chart will allow the player who roles that value to multiply .40 by 35 (.40 x 35) giving that player 14 barrages. Standard rounding rules apply to final values.

Airstrike values indicate the number of airstrikes received for game use. Gas availability is either available or unavailable.
Die Roll Local Attack Barrage Big Push Barrage

(Starting 1916)

On-Call
Barrage
Airstrike

(Attacker, starting 1915)

Gas available

(Starting 1915)

Barrage/On-call die roll modifiers:
Germans 1918 = +2
Russian 1914 = -2
Russian 1915 = -3
Russian 1915 = -1
Italian afer 1917 = -3
Attacker Defender Attacker Defender German Other
1 or less .20 .10 .30 .15 .05 - no no
2 .25 .15 .35 .25 .10 - no no
3 .30 .20 .45 .30 .15 - no no
4 .40 .25 .55 .40 .20 1 no no
5 .50 .35 .65 .45 .30 2 yes no
6 .60 .45 .75 .55 .40 3 yes yes
7 .65 .50 .80 .60 .45 3 - -
8 or more .70 .55 .85 .65 .50 3 - -

Pre-Game Bombardment
The number rolled for Barrages represents the number of enemy sub-units or command bases which suffer pre-game barrage fire. For each barrage that hits it, every base in the target unit must roll once on the Area Weapons Chart with all normal modifiers. All supporting bases within a sub-unit's deployment area must also roll once on the same chart. Note that any one barrage may only be expended against a unit and its supporting bases or a command base, not both. Barrages may be distributed in any manner, either throughout an enemy force, or concentrated on a few units, forcing their component bases to roll multiple times for loss and damage.

Counterbattery fire - Before assigning barrages, players may expend their barrage hits to "attack" enemy barrages. This uses up any barrages used for this, but if successful, will reduce enemy barrages available. For each barrage used for counterbattery fire, roll one six-sided die. A 5 or 6 result will destroy one enemy barrage.

Gas - If gas is available to a side, it may be used to modify all pre-game barrage rolls according to the area weapons chart modifiers. A unit which loses one or more bases as a result of a pre-game bombardment laced with gas is considered a "gassed unit" and suffers that morale modifier for the rest of the game. Any side using gas also receives a +1 on all counterbattery fire. No gas is allowed for the on-call artillery used during game play.



Extra Heavy Weapons | The chart below allows players to roll for possible acquisition of extra heavy weapon bases including field guns (cannon), trench mortars and more rarely, extra machine guns. Qualfied players roll one six sided die (1D6) for each allowable category. Results are decimal values which indicate the number of heavy weapon bases of that type recieved per friendly sub-unit.

Example: A player in command of a regiment composed of three five-unit battalions will have a total of 15 units within his control. If it is 1914 and he rolls a .55 value on the chart when rolling to acquire field guns, the resulting calculations (.55 x 15) will give him 8 field gun bases for game-board use.
Die Roll A B C D F
1 .70 .45 .25 .05 .00
2 .75 .50 .30 .10 .00
3 .80 .55 .35 .15 .00
4 .90 .65 .45 .25 .05
5 .95 .70 .50 .30 .10
6 1.00 .75 .55 .35 .15
Heavy Weapon Die Roll Recommendations (all nations unless noted)
1914: Field Gun C
1915: Field Gun D | Light Trench Mortar D | French & Commonwealth LMG = D
1916: Field Gun F | Light Trench Mortar C | German HMG = F
1917: Field Gun F | Medium Trench Mortar F
1918: Field Gun D | Medium Trench Mortar F | German HMG = F | American LMG = C
Note that several of the chart columns are not yet assigned a specific use. Players should feel free to use them as tools for creating scenarios, for example as an alternative method to control heavy and light machine gun availability.



Defensive Positions | Each side rolls for each category (trenches, barbed wire entanglements, pillboxes and bunkers) once per 20 sub-units present for both sides according to the values shown in the Troop Lists and Notes section for that nationality. For example, a French player fighting a battle in 1915 would roll to acquire trenches, wire and pillboxes, but not bunkers. Consult the links below for defense die rolls:
British · French (Also American) · German (Also Turkish) · Russian (also Austrian, Italian, Balkan)



Setup Proximity

1 2 3 4 5 6
Constricted Terrain 80 yds 160 yds 200 yds 250 yds 300 yds 400 yds
Open Terrain 100 yds 180 yds 250 yds 320 yds 400 yds 500 yds
Wide Open Terrain 120 yds 200 yds 300 yds 400 yds 500 yds 600 yds
Ref: Large scale 1" = 20 yards, Medium Scale 1" = 30 yards, Small Scale 1" = 40 yards.
Cross index the roll of one six sided die (top row) with the location and year (left column) to obtain the nearest point (in yards) to the defender that the attacker may place his nearest combat units or defenses. Also, the die value (number of dots) actually rolled is the turn number that players begin rolling for lulls in combat. See the Combat Lull section below for more information.

Lull in Fighting - When players roll for proximity on the set up chart, the unmodified die result is used to establish the turn upon which players begin rolling on one six-sided die (1D6) for a combat lull, which will occur on an unmodified roll result of 6. The lull is considered to be a short lull if it occurs before the seventh game turn, and is considered to be a long lull if it occurs on or after the seventh game turn. Players may mutually declare either type of combat lull at any time during the game.

The Lull Features column below shows the various attempts at base repair, unit recover and resource acquisition which player may attempt during combat lulls. The values shown under the Short Lull and Long Lull columns below indicate the permissions or die rolls required to achieve the operations shown at left. For example: During a short lull, a unit which was gassed may not attempt to recover from its gassed status. But that same unit will recover during a long lull if it can roll a 6 on a recovery die roll. A damaged combat base may repair itself on a die roll of 6 during a short lull and on a 4 through 6 during a long lull.

Lull Feature Short Lull Long Lull
Extra Defenses Hasty Dig-in : Unlimited Trenchline: ½10
Repair Roll : Combat Base Damage No 5,6
Repair Roll: Command Base Damage ¹ No 5,6
Repair : MG Jam Automatic Automatic
Recovery Roll : Gassed Unit No 5,6
Reorganize : Units ² No All unpinned units
Extra Resource Roll : On-call barrages ³ No Yes
Extra Resource Roll : Airstrikes ³ Yes Yes
¹ — A command base may repair a maximum of two damage points during a long lull.
² — Re-configure battalion subunits to more favorable strengths. This may include eliminating existing subunits in order to reinforce others in the same battalion. May only be done within a battalion, hence inferior grade troops may not be used to replace better grade troops, etc. Pinned units remained pinned, and therefore may not take part in any reorganization.
³ — Unused on-call artillery not used in the previous round may be kept and used in the next round of fighting. Unused air strikes are lost.


Optional Setup Features

Reinforcements (For lulls only)
Die Roll Attacker Defender
1 none none
2 none 1 inf. sub-unit
3 none 2 inf. sub-units & 1 HMG
4 2 inf. sub-units 3 inf. sub-units & 1 HMG
5 2 inf. sub-units & 1 HMG 4 inf. sub-units & 2 HMG
6 3 inf. sub-units & 2 HMG 5 inf. sub-units & 2 HMG

Reinforcements arrive at the rear edge of the receiving player's setup.

 
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