| Optional RulesUnits · Movement · Firing · Assaults · Artillery
 
  
						« Units and
						  Formations
101 | Natural AntagonistsThe First World War was highlighted by apparently
						  contradictory performances from troops of several nations. The Austrian Army
						  for example, performed poorly against the Russian Army, but battled the Italian
						  forces with grit and determination. The Russians, who performed so poorly
						  against the Germans, were often more animated when fighting the Turks, whom
						  they viewed as their "natural" enemies. The short list below offers a few
						  training and morale bonuses for some nationalities who displayed such
						  tendencies:
 Austrian Army: +1 to morale when fighting Italians or
						  Turks.
 Italian Army: +1 to morale when fighting Austrians.
 Russian Army:
						  +1 each to morale and training when fighting Turks.
 Serbian Army: +1 to
						  morale when fighting Austrians or Turks.
102 | Veteran OfficersAlmost every regiment had a few officers who were
						  particularly wily or experienced in the ways of warfare in their sector, and
						  who had lived long enough to apply them in action. These men could often save
						  the lives of their men, get them into position more quickly, and otherwise
						  "make things happen" in ways which less experienced leaders might have missed.
						  
 To roll for veteran officers, roll two dice (2D6) for each sub-unit
						  slated to be used for game play. Any result or twelve (12) on the die will give
						  that unit a veteran officer for the duration of the game. He cannot be killed,
						  because he is not alone. He is assumed to surround himself with other ingenious
						  troopers, thereby perpetuating the locally elite status of that unit. Once
						  acquired, the veteran officer may benefit his unit in many different ways, some
						  of which are expressed in other related optional rules. For further veteran
						  officer related rules, see rule numbers 206 and 601.
103 | Lost PlatoonsThis occurs when an unsupported unit is destroyed (all
						  bases lost) while within support range of any enemy bases. Place a marker base
						  made up of a single kneeling or prone figure at the edge of the nearest cover
						  within support range of the last position of the destroyed parent unit. If no
						  cover is available, the marker base will remain stationary.
 Effects: The
						  lost platoon marker will draw the fire of up to two enemy machine guns (if any
						  are in range and line of sight), and pin down the two closest enemy units of
						  average training quality or worse. The duration of the lost platoon marker is
						  rolled for at the time of the parent unit's destruction by rolling one six
						  sided die (1D6). The die result is the number of turns the lost platoon
						  survives before dying of shock or slinking away.
 
 
  
						« Movement
201 | Post-Barrage DeploymentAt the end of major barrages, there was often a slight
						  time lag between the end of the barrage and the actual deployment of men onto
						  the trenches to receive the enemy attacks. Using the Post-Barrage Deployment
						  rule, no prone units which have been attacked by any pre-game barrage may stand
						  from their pre-game stance until they successfully roll on the Assault Movement
						  column of the Command chart, with the Over the Top modifier. Units which do not
						  successfully roll are considered to have been too disrupted by the artillery
						  barrage to react properly, and they remain in their pre-game prone positions.
						  This can be a substantial detriment if an enemy attack is imminent, or if enemy
						  shock troops are very close. Each Commonwealth and German HMG base must also
						  roll on the command chart for successful deployment (both the Vickers and Maxim
						  HMG were heavy and difficult to set up).
202 | Depleted ReinforcementsTroops being used to plug a gap in their lines often had
						  a long and difficult march to the combat zone. This rule causes players to
						  treat all reinforcing troops (brought on the board as a result of lulls) to
						  behave as if they have already moved two assault moves. 
203 | Battery EncountersTroops and vehicles who penetrated deep into enemy lines
						  sometimes encountered comparatively fresh enemy artillery which had been
						  supplying on-call artillery fire. These behind-the-lines artillery batteries
						  might suddenly find themselves playing a direct fire support role in the face
						  of an enemy breakthrough. Players can roll to find out whether deeply
						  penetrating units will suddenly encounter enemy light artillery in addition to
						  those already placed on the board. 
 On each turn that a player suffers
						  tactical penetration* into his positions, he may roll once on the "F'
						  column of the setup page's Extra Heavy Weapons Chart, using the current number
						  of friendly units still in existence as the numerical base. The final result is
						  the number of light artillery bases which the defending player may place on the
						  board in hastily dug-in, fire-ready positions. The newly positioned guns are
						  immediately placed on the board (this will usually be during the attacking
						  player's movement phase) but they may not be placed within 200 yards of enemy
						  bases, and their size may not exceed weapon class five.
 * Tactical penetration: Is measured from the outer edge of the
						  closest, outermost (closest to no-man's land) friendly outposts or front-line
						  trenches, as they existed before the pre-game bombardment. Tactical penetration
						  has occurred if enemy units penetrate further than 1200 yards beyond any of
						  those outermost points.
204 | FascinesSome British Mark class tanks used large multi-ton
						  bundles of brushwood which could be pushed off of the front end of the tank and
						  into a trench. The resulting "bridge" allowed the tank to cross wide fire
						  trenches and proceed into enemy lines. For game play, any tank base said to be
						  equipped with these fascines may mark one segment of fire trench and being
						  bridged. That segment of the trench remains blocked for the rest of the game,
						  and any tracked vehicles may pass over the fascine. Fascines are not passable
						  to wheeled vehicles or horses.
205 | ScoutsUsing this optional scouting rule, each infantry or
						  cavalry unit may send out scouts to search for and identify enemy units. Each
						  unit may roll for up to two scout detection operations at the end of each
						  movement phase (enemy units in different range brackets require different
						  scouting groups).
 The values shown in the center of the chart indicate
						  the number of enemy positions (infantry units, heavy weapon bases, etc.) which
						  can be identified by troops of that training level at the range shown. Once the
						  position to be identified is declared, the scouting player rolls one die (1D6)
						  and applies applicable modifiers. If the adjusted value is equal to or higher
						  than the Modified Success roll value shown at right, the position in question
						  has been discovered and may be fired upon, even if it has not previously fired
						  or moved. Any natural die roll of 1 will result in one damage
						  "hit" against a base from the scouting unit. Units which have been spotted may
						  be marked as such (Recommendation: Use a single-man enemy base immediately
						  facing the front of the spotted position). Bases in a spotted position remain
						  spotted unless they move out of the line of sight of both the parent unit and
						  scout marker, or unless the parent unit of the scout routs or is destroyed on
						  the same turn as the original spotting.
  
						  Die Roll Modifier: Air superiority =
					 +1 
							 |  | Range (in yards) |  |   
							 | Training Level | 120 | 240 | 360 | 480 | 540 | Modified Success
								Roll |   
							 | Outstanding | 4 | 3 | 2 | 1 | - | 5 or greater |   
							 | Great | 3 | 2 | 1 | - | - | 6 or greater |   
							 | Average | 2 | - | - | - | - | 6 or greater |   
							 | Poor | 1 | - | - | - | - | 7 or greater |   
							 | Abysmal | - | - | - | - | - | 7 or greater |  Any natural 1 causes one damage to a base belonging to the parent
					 unit.
 
 
  
						206 | Veteran Officers - Command RollsVeteran officers are considered to have better control
						  over their men, and to have the ability to get them moving even under difficult
						  circumstances. Using the Command Rolls portion of the veteran officers optional
						  rules, each unit with a veteran officer gets an additional plus one (+1) on all
						  command die rolls for both standard maneuver and assault movement.
 
207 | Entanglement TypesBarbed wire was only the first of many types of metal
						  entanglements used to interfere with the passage of enemy troops. Later war
						  German entanglements were manufactured from heavy coiled strips of jagged
						  saw-toothed steel. A far cry from the flimsy barbed wire "Spanish Riders" which
						  were hand-built by troops in the field during 1914!
 Using the optional
						  entanglements rule, refer to the types shown below for specific effect and
						  availability. The movement reduction corresponds directly to the
						  standard barbed wire movement reduction discussed in the basic rules. The
						  availability ratio indicates the amount of regular barbed wire which
						  needs to be traded off in order to obtain some of the optional wire type.
						  Hence, a player would have to give up 40 inches of regular light coiled barbed
						  wire in order to be able to use 10 inches of heavy coiled wire.
  
						Light Riders: Movement reduction = ½ 1D6 x
						  10 yards. Availability ratio = 0.8. Destroyed on natural barrage roll of
						  2+Light Coiled: Movement reduction = ½ 1D6 x
						  10 yards. Availability ratio = 1.0. Destroyed on natural barrage roll of
						  3+Light Fence: Movement reduction = 1D6 x 10 yards.
						  Availability ratio = 1.5. Destroyed on natural barrage roll of 4+. Most common
						  type.Medium Fence: Movement reduction = 1D6 x 20 yards.
						  Availability ratio = 2.0. Destroyed on natural barrage roll of 5+. Most common
						  type for main defenses.Heavy Coiled: Movement reduction = 1D6 x 30 yards.
						  Availability ratio = 4.0. Destroyed on natural barrage roll of 6+. Impassible
						  to tanks. Gives solid cover bonus against small arms fire. Only used in heavily
						  prepared primary defense lines.  
						
208 | Trench StopsDuring the war, units which had just captured sections of
						  enemy trenchline would quickly build walls or obstacles across the trench at
						  the extreme ends of their new positions. These trench stops prevented enemy
						  attacks and counterattacks from sweeping down the length of the position
						  without warning. Materials used to build trench stops varied from debris and
						  wood found in the immediate vicinity to specialized materials brought up with
						  the assaulting troops for that very purpose. 
 For game play, any base
						  may build a trench stop by remaining stationary within a section of trench for
						  one full turn of movement and rolling a six sided die (1D6). On a die roll
						  result of 5 or 6, a trench stop is considered to have been successfully built
						  immediately adjoining the base. Each trench stop causes any unit attempting to
						  pass through (not across) that section of trench to stop for the turn while
						  they dismantle the stop. If the stop is immediately adjoined by an enemy unit,
						  an assault will be triggered instead, giving any unit defending the stop an
						  additional +1 on the assault die unless the attacker goes "over the top" and
						  sweeps around the stop, in which case no advantage is gained by either side. A
						  trench stop is destroyed by the execution of any assault across it, and may be
						  dismantled by any base which stops to spend one turn dismantling it.
 
 
 
  
						« Firing
301 | Fire-StormsAny unit which has five or more "heavy fire" dice thrown
						  against it in any one fire phase is considered to have suffered a
						  fire-storm effect, which immediately pins down the unit. At least five
						  of all fire attack die rolls for the phase must have originated with at least
						  three of the four following weapon types: On-call or Direct-fire artillery;
						  Trench mortar; Detached heavy or medium machine gun; Flamethrower.
 
302 | Equipment DamageIn 1916, entrenched bases which declare themselves as
						  prone are immune to being fired upon, although they also may not fire. In order
						  to keep game play simple, the status of involved heavy weapons is left out of
						  this equation. These weapons actually are subject to damage, even if their crew
						  has sought cover. Once the crew returns to their original upright position,
						  they may discover their weapon to be damaged beyond immediate repair.
 In
						  order to re-create equipment damage, no heavy weapons may be declared as prone
						  during game play, and field gun bases may not be declared as prone even during
						  the pre-game bombardment.
 
 
303 | Friendly FireInexperienced units often fired on friendly troops during
						  confusing encounters, especially in woods or during times of darkness. To
						  re-create this condition, any unit with average, poor or abysmal training level
						  operating under these two conditions (in woods or darkness) must roll to see if
						  it inflicts casualties on any friendly units which approaches to within 60
						  yards. Only one base of each friendly unit may be targeted. The attack is
						  resolved using the area weapons chart with full modifiers. Both units must be
						  within full cover. Partially covered or other easily identified units are not
						  subject to friendly fire.
 
304 | Optional Mortar FirePlayers who would like to speed up use of trench mortars
						  may roll on the Area Weapons chart instead of the Direct Artillery Chart. When
						  using the alternate chart, players should include the following modifiers in
						  addition to those already used:Firing against personnel targets: Light
						  Trench Mortar: -2, Medium Trench Mortar -1.
 Firing against tank targets:
						  Large Trench Mortar: -1, Medium/Light Mortars are No Effect (N/E).
 
 
 
 
 
  
						« Assaults
501 | Lone AssaultsThe First World War saw countless lone acts of bravery,
						  many of which achieved more than whole units. The veteran stormtrooper Ernst
						  Junger considered daring (and often suicidal) acts by individuals to be one of
						  the most common reasons for breaking of tactical deadlocks. Indeed, accounts by
						  all nationalities abound with various heroic acts, from rear-guards being
						  assaulted by lone warriors to crack shots who crept or charged into enemy
						  positions and successfully gunned down anyone who wouldn't surrender.
						  Ironically, the crews who operated machines built for mass slaughter were
						  sometimes ill-prepared to deal with lone assailants!
 A lone assault may
						  be attempted once per turn, per battalion or regiment (depending on player
						  preference) against the troop types listed in the chart below. Players should
						  remember that the modifiers are skewed to provide fewer and fewer "heroes" each
						  time an attempt is made. Excessive requests for brave acts will meet with
						  increasing deafness from the less inspired survivors. Also, lone assaults are
						  only effective against somewhat isolated positions or weak units. Fully
						  supported enemy battalions with heavy weapons support will usually chew up lone
						  heroes as quickly as they show themselves!
  
						  K = One base killed, D = One base damaged, C = One
						base captured 
							 |  | Effect on Target |   
							 | Modified Die Roll
								(1D6) | Heavy Weapon
								Base | Full Infantry
								Unit | Weak Infantry
								Unit | Remnant Infantry
								Unit |   
							 | 1 | None | None | None | None |   
							 | 2 | None | None | None | None |   
							 | 3 | None | None | None | D |   
							 | 4 | None | None | None | K |   
							 | 5 | None | None | D | K D |   
							 | 6 | K | None | K | K D C |   
							 | 7 | C | None | K C | K C C |   
							 | 8 | C | D | K C C | K C C C |  Hero Die Roll Modifiers 
						Great Brave Hero: +1 to die roll if hero is from a
						  unit with great training and/or brave morale or better.Active Hero: +2 to the die roll if a hero was
						  successfully requested by this battalion last turn.Poor Shaky Hero: -1 to the die roll if the hero is
						  from a unit with poor training and/or shaky morale or worse.Well Led Hero: +1 to die roll if hero is from a
						  unit commanded a veteran officer.Consecutive request: -1 for each previous hero
						  action requested by this battalion (including both successful and failed
						  requests).120 to 180 yards to target: -1 to the die roll if
						  the distance from the hero's unit to the targeted base/unit is between 120 and
						  180 yards.180 to 240 yards to target: -2 to the die roll if
						  the distance from the hero's unit to the targeted base/unit is between 180 and
						  240 yards. No heroic attempts are allowed on targets greater than 240 yards
						  distant.Target supported: -3 to die roll if the target
						  base/unit is supported by one or more friendly units.Target Pinned/Demoralized: +3 to die roll if the
						  target base/unit is supported by one or more friendly units.  
						502 | Bomber PartiesThe grenade and its many close relations were viewed very
						  differently by the various armies of the period. The ANZAC troops who waded
						  ashore in Turkey were not equipped with any of these handy devices. Their
						  Turkish opponents had a fair supply of them, and the difference cost the lives
						  of many brave Commonwealth troops. Similarly, the German fighting on the
						  Western Front viewed the grenade with great favor, whereas some British
						  officers treated them with contempt. To add yet another level of variety to
						  troop performance, players can add these modifiers to the assault values of the
						  following troops:  
						1914: German +11915: Turk vs ANZAC +1, German vs British +11918: German vs American +1 
  
						« Artillery
601 | Veteran Officer - BarragesVeteran officers were sometimes able to mitigate the
						  effects of preparatory barrages based on their previous experience. Common
						  sense practices ranged from digging elaborate tunnel systems to simple trench
						  maintenance. One "secret" was to lead the men into no-man's land during the
						  barrage. This seemingly suicidal act was actually a stroke of genius if the
						  artillery was firing mostly into the areas of known trenchlines, not into the
						  unoccupied zone of craters and desolation between trenches. In such cases,
						  hiding in the craters out in not-man's-land was actually safer than staying in
						  the trench-lines which were well targeted by the enemy artillery batteries
						  (This tactic would not work with a rolling barrage, and could actually be
						  counterproductive. Knowing when to try something was just as important
						  as knowing what to try). 
 Any unit under the command of a veteran
						  officer may roll a die (1D6) if it is targeted by any pre-game barrages. On any
						  even number result, the officer is assumed to have stuck upon an idea to reduce
						  casualties and acted upon it. All pre-game barrage die rolls against that unit
						  suffer an additional minus one (-1) when rolling on the Area Weapons
						  chart.
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