Advanced Game
Setup
Setup Sequence
- 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).
- Each side rolls for air
superiority.
- Each side rolls for air strike
availability.
- Each side rolls for artillery barrage
availability.
- Each side rolls for gas warfare
support.
- Each side rolls for extra heavy
weapons.
- Each side rolls for defensive works (See
Troop Lists and Notes).
- Roll for setup proximity and record turn
to begin rolling for Combat Lulls.
- Review Optional Setup Rules
- Place defensive works.
- Troop Placement. Players alternate setting units on the
board, with the loser of the air supremacy roll setting two units for each unit
placed by the winner. Once all units are placed, the process is repeated for
heavy weapons and other bases. Personnel type units may begin the game
prone.
- Each player records their preparatory barrage target mix:
counterbattery, wire clearing, command suppression, or standard preparatory
barrage.
- Resolve counterbattery fire for preparatory barrages.
Counterbattery barrages are considered simultaneous, hence, a player may not
destroy his opponent's counterbattery assigned barrages. Players should roll
for random loss of other barrage types; wire-clearing, etc.
- Resolve wire-clearing fire for preparatory barrages.
- Resolve command suppression fire for preparatory
barrages.
- Conduct standard preparatory barrages against enemy
combat units, mark gassed units and check morale for all units which suffered
casualties.
Air Superiority | Each side rolls one six sided die (1D6),
with the Central Powers player applying the appropriate modifier from the table
below. The resulting value establishes a relative air superiority-parity value
which effects other player capabilities.
|
1915 |
1916 |
1917 |
1918 |
|
1st half |
2nd half |
1st half |
2nd half |
1st half |
2nd half |
All |
German Modifier |
|
|
|
|
|
|
|
Western Front Europe |
-1 |
+1 |
-1 |
-1 |
+2 |
0 |
-2 |
Eastern Fronts Europe |
+4 |
+4 |
+3 |
+2 |
+4 |
+5 |
- |
Africa & Asia |
-5 |
-5 |
-5 |
-5 |
-5 |
-5 |
-5 |
|
|
|
|
|
|
|
|
Austrian Modifier |
|
|
|
|
|
|
|
Eastern Front Modifier |
0 |
+1 |
-1 |
0 |
+1 |
+1 |
0 |
Italian Front |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
|
|
|
|
|
|
|
Turkish & Bulgarian
Modifiers |
|
|
|
|
|
|
|
All fronts |
-3 |
-3 |
-4 |
-4 |
-4 |
-5 |
-5 |
Modifier: Attacker for "big push" attack: +2.
Attacker for local attack" +1
Air Attacks | Each
side should compare its air superiority or parity value with the table below.
The numbers along the top of the table indicate the victory-loss margins for
the air superiority die rolls, with the plus values on the right side
indicating air superiority winners and the minus values on the left side
indicating air superiority losers. The zero column represents relative parity.
The numbers in the body of the table indicate the number of airstrikes awarded
to the respective players for use during game play.
Name and Location |
Air
Superiority Victory/Loss Margin |
|
-3 |
-2 |
-1 |
0 |
+1 |
+2 |
+3 |
+4 |
+5 |
German : West Front |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
2 |
3 |
German : East Front |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
1 |
1 |
German : Other |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
1 |
Commonwealth : West Front |
0 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
4 |
Commonwealth : Other |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
1 |
French : West Front |
0 |
0 |
1 |
1 |
1 |
2 |
2 |
3 |
3 |
French : Other |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
1 |
American : West Front |
0 |
0 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
Other |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
1 |
Artillery Barrages | Each side
rolls one six sided die (1D6) once on the On-call barrage column, and once on
either the Daily Grind, Local Attack or Big Push preparatory barrage columns.
Barrage results are decimal values which indicate the number of barrages a
player receives per sub-unit present on the battlefield (totalled for both
sides). For low intensity campaign areas such as Africa, Palestine, etc.,
players may want to use the on-call artillery option only.
Example: A game which sets a French regiment of three five-unit
battalions against a German regiment of three 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.
Die Roll |
Daily Grind Preparatory Barrages |
Local Attack Preparatory Barrages |
Big Push Preparatory Barrages (Starting
1916) |
On-Call Artillery Barrages |
Barrage/On-call die roll modifiers: Germans 1918 =
+2 Russian 1914 = -2 Russian 1915 = -3 Russian 1916 =
-1 Italian1917-18 = -3 |
Attacker |
Defender |
Attacker |
Defender |
Attacker |
Defender |
Daily
Grind |
Local
Attack |
Big
Push |
1 |
.15 |
.00 |
.20 |
.10 |
.30 |
.15 |
.10 |
.05 |
.10 |
2 |
.15 |
.00 |
.25 |
.15 |
.35 |
.25 |
.10 |
.05 |
.15 |
3 |
.20 |
.05 |
.30 |
.20 |
.45 |
.30 |
.15 |
.10 |
.20 |
4 |
.20 |
.05 |
.40 |
.25 |
.55 |
.40 |
.15 |
.10 |
.25 |
5 |
.25 |
.10 |
.50 |
.35 |
.65 |
.45 |
.15 |
.15 |
.30 |
6 |
.30 |
.10 |
.60 |
.45 |
.75 |
.55 |
.20 |
.20 |
.40 |
7 |
.35 |
.15 |
.65 |
.50 |
.80 |
.60 |
.20 |
.25 |
.45 |
8 |
.40 |
.20 |
.70 |
.55 |
.85 |
.65 |
.20 |
.30 |
.50 |
Preparatory
Barrages Each preparatory (pre-game) barrage may be used for any
one of the following attack types; 1) Standard preparatory barrage
against one enemy sub-unit; 2) Counterbattery fire against one enemy
preparatory or on-call barrage; 3) One attack on a single enemy command base;
or 4) One wiring clearing attack against enemy barbed wire entanglements.
Standard Preparatory Barrage | A preparatory barrage may be
assigned to one enemy sub-unit which is on the board at the time game play is
ready to begin. For each barrage that attacks it, every base in a targeted unit
must roll once on the Area Weapons Chart with all normal modifiers. All
supporting bases (heavy weapons, etc.) within a sub-unit's deployment area must
also roll once on the same chart. 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 | A player may expend up to half of his available
barrages to "attack" an enemy's barrage pool. For each barrage used for
counterbattery fire, roll one six-sided die. A 5 or 6 result will destroy one
enemy preparatory barrage or, if none of those are available, an enemy on-call
barrage will be destroyed instead. Add a +1 to the die roll if deadly, shell
delivered gas is used. Add a +1 to the die roll if the barraging player won air
superiority by at least three points.
Clearing wire | A player
may expend up to one-quarter of his preparatory barrages on attacks to clear
enemy barbed wire entanglements. All resulting destruction of barbed wire
segments is immediately implemented. The resulting damage therefore occurs in
addition to that which may be suffered as a result of the standard preparatory
barrage die rolls which follow this step. To conduct a wire-clearing barrage, a
player rolls two six sided dice (2D6) for each of his wire clearing barrages
which survived the counter-battery barrage phase. The value rolled is the
number of barbed wire segments destroyed. The barraging player removes half of
the number indicated, and the defending player removes the remaining half of
wire segments indicated. Any odd losses are removed by the attacking player
(the player controlling the attacking barrages). All areas cleared of wire due
to wire-clearing barrages are turned into cratered terrain for 30 yards in
every direction (equivalent to the standard 60 yard cratered zones used in the
artillery rules)
Command Suppression | A player may expend up to
half of his preparatory barrages on attacks against enemy command control and
headquarters capabilities. This is done by "attacking" the command bases which
abstractly represent enemy command, communication and control facilities which
are spread out behind the front line combat formations. Command bases
themselves may be attacked and damaged, but not destroyed. To conduct a command
suppression barrage, the barraging player must score an unmodified
D or K result on the Area Weapons Chart in order to
damage a command marker. Due to their special nature, command bases do not
benefit from being entrenched or otherwise protected, although there is also no
limit to how many times they may be damaged. Each damage point scored against a
command base will lower the command die rolls of all subordinate units by one
point.
Gas Warfare Support | If gas is
available to a nation's armed forces (check the dates on the chart below) the
controlling player may roll one die to established whether gas warfare
resources are available for the game. If they are available, roll one six-sided
die (1D6) and cross reference the result with the corresponding year of the
game scenario being played. Multiply the resulting percentage by the total
number of on-call and preparatory barrages to establish the number of gas
barrage points available to that player (use standard rounding to resolve
uneven results). Each gas point may be used to modify one barrage of any type
with the appropriate gas attack modifier. A unit which loses one or more bases
as a result of a gas-modified barrage is considered to be a "gassed unit" and
suffers that morale modifier for the rest of the game. Below are described the
four basic gas types and their allowed usage, players may select and use any of
the gas types listed so long as the availability date matches the game scenario
date..
- Gas types
- Chlorine: Available in 1915, temporary,
deadly, wind delivery.
- Tear: Available in 1916, temporary,
disabling, shell delivery. 2:1 availability.
- Phosgene: Available in 1917, temporary,
deadly, shell delivery.
- Mustard: Available in 1917, persistent,
deadly, shell delivery.
- Definitions
- Temporary: Has no affect on terrain or
units after use.
- Persistent: Area occupied by affected unit
or target zone becomes "gassed terrain" which will use the area weapons chart
without modifiers to attack all bases passing through it (roll for attack
during attacked base's movement step).
- Disabling: Does not modify Area Weapons die
roll, but if any losses are suffered during the Area Weapons test for that
barrage, targeted unit still counts as gassed.
- Deadly: Gives a bonus to barrage rolls on
the Area Weapons Chart
- Wind delivery: May be applied only during
pre-game barrage against enemy front line bases which are within support range
(240 yards) of delivering player's front line bases. Any unmodified attack
rolls of 1 result in an equivalent attack against the nearest base
belonging to the player conducting the gas attack.
- Shell delivery: Must be applied in
conjunction with an artillery barrage.
- 2:1 availability: May be used in two
different barrages for each gas point expended.
Gas Warfare Support
Die Roll
(2D6) |
Other |
British/American |
French |
German |
|
1917-18 |
1916 |
1917-18 |
1915 |
1916 |
1917-18 |
1915 |
1916-17 |
1918 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
30% |
3 - 6 |
0 |
0 |
10% |
0 |
0 |
10% |
0 |
10% |
40% |
7 - 9 |
0 |
10% |
20% |
0 |
10% |
20% |
0 |
30% |
50% |
10,11 |
10% |
20% |
30% |
0 |
20% |
30% |
5% |
40% |
60% |
12 |
20% |
30% |
40% |
5% |
30% |
40% |
10% |
50% |
70% |
Gas use recommendations: Use mustard gas only for
barrages against units anchoring the enemy flanks, leaving the path immediately
in front of your units clear for an attack or counter-attack. Saving a few
mustard gas/on-call barrage resources in reserve may allow you to suppress
enemy flanking reinforcements. Use disabling gas against units with weak morale
or training, especially if their numbers are great.
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. Qualified 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 received 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. LMG and HMG values should not be adjusted too much, as
their current values are set to match the changes in availability as the war
progressed.
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 - 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.
|
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.
Combat Lulls - 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 with mustard
gas (a persistent gas) 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 |
Foxholes : Unlimited |
Trenchline: ½10 |
Repair Roll : Combat
Base Damage |
6 |
4 - 6 |
Repair Roll: Command Base Damage
¹ |
6 |
5,6 |
Repair : MG Jam |
Automatic |
Automatic |
Recovery Roll : Temp Gassed Unit |
6 |
4 - 6 |
Recovery Roll :
Persistent Gassed |
No recovery |
6 |
Recovery : Demoralized Unit |
No recovery |
5,6 |
Reorganize : Units
² |
No reorganizing |
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 one damage point during a short lull, and three 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 RulesArmor Warfare
Availability (Roll two six-sided dice)
Die Roll |
Britain |
France |
German |
|
'16 |
'17, '18 |
'17 |
'18 |
'17, '18 |
2 - 4 |
- |
- |
- |
- |
AT Rifle |
5,6 |
- |
1 |
- |
- |
- |
7 - 9 |
1 |
1 |
- |
1 |
- |
10,11 |
1 |
2 |
1 |
2 |
- |
12 |
2 |
4 |
2 |
3 |
1 |
Cross index the year ('16 = 1916) with the die roll to find
the number of tank units (3 models per unit) available for the game. Defenders
suffer a -1 die modifier. Roll once per 20 total sub-units present on the
field. Americans roll the same value as French. The "AT Rifle" result under the
German listing indicates that on a die roll of two through four, the German
player receives one anti-tank rifle base for that die roll round.
Attacker Victory Conditions | For variety, players
may add these optional attacker victory conditions to the game. The attacker
secretly rolls one die before beginning set up, the die roll value indicating
the conditions needed for an attacker "victory". Players who prefer clear
results may have the attacker roll the die into a cup or box, which is then set
aside after allowing the attacker to check the result. The box is then left
undisturbed until the game's end, when the defender can then look at the
original die roll to confirm his demise.
Die Roll |
Victory Condition |
1 |
Clear or occupy entire enemy first line trenches. |
2 |
Occupy 30% of any enemy trenchlines
until a lull. |
3 |
Exit at least two non-remnant infantry sub-units off of
the enemy's rear board edge. |
4 |
Destroy all enemy machine gun
emplacements.* |
5 |
Capture the highest point on the battlefield.* |
6 |
Reduce ¾ of enemy sub-units to
remnant status.* |
* - 1918 Germans may "trade-in" this result for result
number 3.
Reinforcements (For lulls only)
Die Roll |
Follow-up (attacker) |
Reinforcement (defender) |
Flanking (defender) |
2-4 |
none |
1 inf. sub-unit |
none |
5,6 |
none |
2 inf. sub-units & 1 HMG |
1 HMG |
7-9 |
2 inf. sub-units |
3 inf. sub-units &
1 HMG |
1 LMG, 2 HMG |
10,11 |
2 inf. sub-units & 1 HMG |
4 inf. sub-units & 2 HMG |
1 inf. sub-units, 2 LMG, 2 HMG |
12 |
3 inf. sub-units &
2 HMG |
5 inf. sub-units &
2 HMG |
2 inf. sub-units, 3
LMG, 3 HMG |
Follow-up and Reinforcement forces arrive at the rear edge
of the receiving player's setup. Flanking forces arrive on the side edges of
the receiving player's setup. Player's who acquired armor for the initial set
up may exchange reinforcing infantry sub-units for individual tank bases.
|