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Transcript of The General - Volume 18, Issue 3
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7/23/2019 The General - Volume 18, Issue 3
1/52
The
V LON ILL
September-October 1981
Volum
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2/52
2
ORIGINS PAST
AND
PRESE
~ [ i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i i v i i i i i i i a i i i i i i i l o i i i i i i i n i i i i i i i i i i i i i i i H i i i i i i i i l i i i i i i i l i i i i i i i P i i i i i i i h i i i i i i i i i i i i i i i l o i i i i i i i s i i i i i i i O i i i i i i i P i i i i i i i h Y i i
vention
to
Pacificon org
The first i
the lack
of
a
how to
go
Aside from an
of
costs
for
e
from
Californ
manufacture
part a
pretty
they
generall
taking action
exhibit and a
etc. Thus, in
DESIGN ANALYSIS
GUNS OF AUGUST
Designer's Notes
THE
DECISIONS
OF
AUGUST
A Plan
of
Attack for the Central Powers
in
GUNS
OF AUGUS
THE
S HLIEFFEN
PL N
Application
of
the Grand Strategy to GUNS
OF
AUGUST
STEPPING
STONE
TO
SUEZ
The Proposed Ai r Assault on Cyprus
The old adage
that
if you can't say something
nice about someone,
don't
say anyth ing at all
is
generally good advice and I was sorely tempted
to
do
just that when
the subject
of
our annual
coverage of the national gaming convention
was
broached. However, after all due consideration
of
the situation, I came to the conclusion that such a
stance
would
be a cop
out
and a disservice
to
those
of
our readers with a genuine interest in what takes
place at ORIGINS every year. Here then, is just one
man's
opinion.
The weather f or Pacific Origins
was
truly
beautiful and the Dunfey Hotel
was
indeed a lux
urious site with special reduced rates for the con
vention
which
were very reasonable. Unfortunate
ly, in my opinion, any semblance of the actual con-
The Avalon Hill GENERAL is dedicated
to
the presenta
tron of au thori tat ive art icles on the
strategy,
tactics and
var iat ion o f Ava lon Hi ll wargames. H istor ica l a rt icles are
included only insomuch
as they provide lJseful
background
information on current
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t i tles. The GENERAL is
pUblished by the Avalon
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Game Company solely for the
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of
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aficionado,
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hopes of improving the gameowner's proficiency of playand
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EDITOR: Donald J. Greenwood
ASS'T EDITOR: Alan R Moon
GRAPHICS: Jean Baer Dale Sheaffer. Charles Kibler. Rodger
MacGowan, Stephanie
ze h
Cover Art: RodgerMacGowan
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The AVALON HILL
G N R L
The
ame
Players
agazine
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STORM OVER ARNHEM
c:ir;:tn =
~ L Q J ~
6 5
'K.
506
PzkwYlf
6
.c
. , .
CC
if
4 ,
Inattack most daring,
in
defense most cunning,
in
endurance most steadfast, they
performed a feat of arms which
will
be remembered and recounted as long as the vir
tues of courage and resolution have power to move the hearts of
men.
Winston Churchill, September 28th, 1944
On the morning
of
September 17th, 1944, from airfields all
over southern England, the greatest armada
of
troop carrying air
craft ever assembled for a military operation took to the air
over 7500 aircraf t which would drop an enti re Allied airborne
army behind German lines to seize and hold a series
of
supposedly
weakly-defended bridges until relieved by an armored thrus t
through the front lines. Unbeknownst to the Allied High Com
mand, however, two SS Panzer Divisions were stationed near
Arnhem-the
last bridge in the chain, and the British 1st Air
borne Division was about to drop into a living hell.
block, but from house to house and room t
in feet, not miles. Outnumbered, short
of
f
medical supplies, the paratroops nonethele
fearful toll in German lives for their steadily
and artillery were called in to flatten the
resolve of those manning the redoubt. Fina
days after they were supposed to have been
Corps one last wireless message originated
Arnhem
Ou t
of
ammunition
Go
mained
of
the gallant defenders
of
Arnhem
and threes and attempted to slip away in t
STORM OVER ARNHEM recreates f
Arnhem bridge with an innovative game sy
of
simultaneous movement games without
while maintaining the action-reaction capab
quential movement games. Player interactio
high excitement level throughout. The map
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4
EnlerpriMo
\'ta..hin2Iun
e
OMIb
J ~ i : h
n
7
BB IS
BB
IB
I.
-
-
-
--
-7-2
5 7
183
4-2-2
2-,-2
L T TOP
FLAT
TOP
may be the final word on ai rcraft
carrier operations and warfare. The luck factor is
so minimal it plays little part in the outcome.
Winning requires careful planning
and
playing
skill. A true test of gaming skill.
Much
of
the game's excitement comes from the
hidden movement system. Unless sighted by
enemy units, all un its may be kept off -board .
Players keep track of unseen units on the log
sheets provided which have a reduced version
of
the map. In this way, total secrecy is maintained.
While this requires a certain amount
of
honesty,
the
result is a unique blend
of
thrills and tension.
Players must send out search planes to find the
enemy task forces.
At
thesame time, theymust
be
readying their strikes to launch once the enemy
ships are spotted. There are countless decisions to
bemadeeach turn. Players must decidehow many
search planes to use, how
to
arm their planes,
whether to att ack enemy bases o r not, how to
organize their task forces, and when to attack.
Plane types represented in the game include Zero,
Kate, Val, Betty , Judy, Dauntless, Avenger,
Wildcat, B-17, P-39, and P-40.
Each
plane type
has its own realistic characteristics. Planes have a
range factor which represents the amount
of
fuel
the plane has and equals the number of turns the
plane can be in the air. They also have a move
ment factor which establishes how far a plane can
fly in one turn. Each base and c.arrier has a ready
ing factor and a launch factor which govern how
many planes can be armed and fueled and how
many can be launched in one turn.
FLAT TOP recreates the major Battles
of
the
Solomon Seas. Each hex on the mapboa rd is
approximately equivalent to twenty miles. Each
ship uni t represents one ship. Each Air Fac tor
represents approximately three planes. Each turn
represents one hour of time.
In 1942, the Solomon Islands, New Guinea, and
the sur rounding waters hosted many
of
the
hardest-fought and most critical battles
in
the
Pacific Theatre.
It
was at the Battle of the Coral
Sea that the Japanese expansion was first slowed.
Later, Guadalcanal became the site
of
the first,
major Allied offensive. Indeed, one half of the
carrier battlesof the whole war were fought in this
area. Becausemany
of
these battleswere between
fairly equal, well matched forces, they present the
ideal situation for a highly competitive, balanced
gamewhile at the same time recreating the history
of the period.
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THE S HLIEFFEN PL N
pplication the Grand Strategy to Guns
ugust
Game players seem fascinated by German
generals. Their hopeless situation of taking
on
the
world by themselves, their dedication to military
solutions to the exclusion of diplomatic considera
tions, their central control of
army
maneuvers and,
especially, their daring strategies and elegant, un
questioning executions of them, attract players and
designers wh o, a ft er all, have m uch less to lose
than do real generals) more than the more cautious
strategies of other nations.
Un til r ec en tl y m os t p la ye r a tt en ti on h as b een
focused on WW II with its mechanized warfare and
lightning-strike strategies.
Many
players
and
designers seemed to regard WW I as a static, grue
some b lo od ba th t ha t make s fo r dull g amin g.
Of
course, that
is
j us t w ha t the a ct ua l war , a t least in
the west, was. But t ha t does n ot mean t ha t is the
way it has to be.
U nf or tu na te ly , t ho se few g am es b ase d o n t he
Western Front of WW I have been d om in at ed by
this static front mentality.
That
situation has been
rectified by the introduction of Avalon Hill s new
strategic level WW I game,
GUNS OF UGUST
This game does not tie you to the static front
strategies actually followed, although it certainly
d oesn t lock them o ut. It gives th e player, par
ticularly the Central Powers player, all the options
of the real generals.
This
is
vital to the Germans,
but
w ha t r eal o p
tion
is
open to the commander of an unmechanized
1914-vintage army? Actually, the surprising answer
is that he has the sameoption of a w ar of maneuver
as the WW II German general. Remember, in spite
of the panzers and stukas, the all-important
German infantry of 1939 still walked to battle with
the same gait their fathers used in 1914.
The Germans of 1914 face the prospect of a two
front war against three great powers whose armies
o ut nu mb er h er s a nd t ho se of h er allies. She
is
further faced with the virtual certainty of a British
naval blockade that will choke of f her source of
basic su pp li es a nd slowly s ta rv e he r to d ea th . It is
absolutely necessary, therefore, that she win quickly.
The game victory conditions, which make it much
easier f or the G er ma ns to win in g am e- ye ar 1914
than afterwards, reinforce this strategic fact, which
was recognized by most generals of
both
sides at the
time.
To meet this challenge, the Germans had the one
g re at a dv an ta ge of interior lines. This was
developed to its maximum by intensive use of the
G er ma n r ai lr oa d sy st em. G en er al H el mu th Karl
v on M ol tk e t he e ld er ), c hi ef of t he G er ma n I m
perial General Staff from 857 to 1888, built
that
rail system into something close to
an arm
of
the
army with
just
this advantage in mind.
The job of developing a strategy, however, was
lef t t o M ol tk e s s uc ce sso r as c hi ef of the general
staff,
ount
Alfred von Schlieffen. The strategy he
developed, the Schlieffen Plan, never was used as
he intended. Many military historians today believe
it m ay h av e w or ke d. I ts id eas of concentration of
force to achieve a breakthrough, rapid exploitation
of such a penetration to envelop whole armies and
the rapid shifting of main army elements from one
f ro nt t o a no th er c er ta in ly i ns pi re d t he b li tz kr ie g
tactics
of
WW
S ch lie ff en saw G er ma ny s o ne m il it ar y h op e
was t o d ef ea t h er e nem ies p ie ce me al b ef or e th ey
could effectively combine their forces to crush her.
The question was, where to strike first? France had
lined her border with Germany with a complex
and
tough system of fortifications, a precursor to the
M ag in ot Line. Russia also h ad f or tif ic at io ns, a
huge army and such great expanses of territory that
it was har d to come to final grips with her army.
England, of course, had the Channel and the fleet.
Faced with this choice, Schlieffen chose France
but not th e Fr en ch b or de r f or ts. His p lan was t o
weaken the Eastern
Front
forces and the center
of
the Western
Front
and mass the strongest units of
t he a rm y a lo ng t he B elg ia n b or de r. T he se wo ul d
m ar ch alo ng the sea t hr ou gh Belgium, b rea ki ng
into France where her defenses were weakest. The
c oa st al a rm y, f la nk ed by s ma ll er f or ces m ov in g
t hr ou gh t he A rd en ne s, w ou ld f or ce t he S ein e, go
around
Paris and move east to smash the main
French army from behind.
th e G er ma n
England would po
b ef or e t he c ha nn el
English orces
tha
swept up in the dis
O nc e F ra nc e
i
wou ld be free t o s
and
j oi n t he A us t
ment.
Schlieffen did
prepared for all his
c ess or , t he y ou ng e
m an d. H e fo llowe
along the Western
breakthrough, allo
Germany s slow st
In the game, a
faces a tw o- fo ld p
army with good
abilities. However
Du e t o t he i ne pt d
lo ng er have a Ru
shopkeepers to th
m ut ua l d ef en se p a
pounce upon
poor
valuable Konigsbe
the French nation
The plan devise
q ui te simple. T he
G er ma n a rm y a re
units are sent to the
h ol di ng a ct io n. It
armies be made
4-6 -4 s, e ig ht 3-3-3
The eastern armie
4-6-4s, seven 3-5-3
The first decisi
Netherlands, Bel
Netherlands maint
the war, b ut
an
a t
vides certain milit
t he N et he rl an ds p
great fortifications
denly becomes a po
a re wo rk ed
out
c
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6
Belgium
shoul
August
1914.
T
pro tect both R
strong German
With the
ope
Belgians
are
in
longer a
good
rounded. The
1 1 4 cavalry. A
therefore Belg
phase
allowed
As
Luxemb
resistance to
o
Germans
is the
French
towards
Having
tak
frontier
Germ
holding her
ow
sive doctrine.
W
lose as
many
or
In
one particu
gamble and att
the three
adjoin
attrition
and
le
Germans free
Although
such
be
andare
not
the
German sh
them.
In
any
ca
leave the Germ
1914 drive in th
The
next ta
siege artillery w
Septeniber assa
probably
be di
be needed. Yet
the
northern
f l
trenching.
The
two pronged a
dun a t
this time
pass. Yet even
fail s to
storm
French
and
eat
the
same
t ime a
made against
e
French e lan
the French sta
With little
or
n
French
counter
luck Lille
and
In
October
and
will
march
aside in their
Britain
and
p
French
Taxi
C
French to e va
German
army
the
envelopme
choose to
s tan
force the issue
north.
Again t
French units as
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defensive line. the French retr ea t to the Seine
November will see simultaneous attacks on Paris
and Dijon. With average luck both will fall.
At
this
point the rest will be history. the strategy in the
east has succeeded the war ends with a
German
ab-
solute automatic victory in 1914.
The story
in
the east is different. Here the Cen-
tral Powers must
playa
more cautious game trying
to
prevent the Russians from taking too much and
waiting for the French collapse and the transfer
of
the main German army to the Russian front before
they undertake anything ambitious.
The problem with the Austr ians is that their
army
is
not built for long term survival in a two and
three front war. They must eliminate one front
or
the
other. The Serbian Army can be held in check or
it can be eliminated. In the actual war the
Austrians destroyed it by 1916. In the ga me it
is
better to kill it at the outset
before
it can bui ld upto
full
strength
and
become a
threat.
To do this the Austrians can use virtually half
their army while the rest defends as best it can
against the Russians. The Austrian forces attacking
Serbia are three
4 6 4s ten 3 5 3s and four 2 2 2
artillery. The forces sent to hold the Russians would
consist
of
two 3 5 3s four 2 4 3s one 4 4 5 cavalry
two 3 3 4 cavalry and two 2 2 4 cavalry. Although
weak this force should be able to hold the front for
two or three turns.
The Serbian Army although valiantly led
is
composed
of
six 2 4 3s one 1 1 4 and one 1 1 2
artillery. Austria should open her war with a move
against Belgrade. However attacks against the rest
of the Serbian army are imperat ive. With a li ttle
luck both Belgrade
and
the Sava River line will fall.
This will push the Serbians back to the mountain
ranges
of 0028
EE28 and FF28.
By
this t ime it
is
hoped that like its commander the Serbian Army
will
becrippled. Having lost three or four units with
no
hope
of
replacement until November the Serbs
will fall quickly onc e the Sava is crossed. The
Austrians should press on for the full destruction
of
the Serbian Army. With average luck on the dice
this can be accomplished in September.
The Austrian September replacements should
be divided in two. Three 2 4 3s from Vienna should
be sent to the I talian front while the three 2 4 3s
from Budapest go to the Russian front.
The key to the
Austro German
strategy against
Russia
is
the tenacious Austrian defense
of
Przemysl
and
Lemberg while the Germans protect
Konigsberg and Breslau. The Germans can hold on
in the East Prussian front with four 4 6 4s seven
3 5 3s and five 5 5 5 cavalry. The Russian
Army
is
huge but its defensive abilities far outweigh the of-
fensive. The Russian can force an offensive either
north against the Ge rm ans or s outh against the
Austrians. Attempting both
is
risking stalemate and
disaster for time
in
this case
is
on the side
of
the
Central Powers. The Germans are a harder nut t o
crack but their defensive position to say the least
is precarious. A successful
thrust
towards Danzig
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8
THE DE ISIONS OF UGU
Plan
ttack for the entral Powers
GUNS OF U
Strategic decisions made by the Central Powers
player in TH GUNS OF
UGUSTwill
decide the
general course of the entire game.
To
win, full use
must bemade
of
this early initiative. The purpose
of
this article
is
t o advance the opt imum opening
strategy of t he Central Powers. The following
analysis assumes the use
of
all rules except 28.0
and
30.53.
FR N E FIRST
the Allied player deploys all three Belgian in
fantry corps in Liege, then the German player will
be forced to look
at
other alternatives. The
Germans can attack from only hex
LlO and
MIO
with artillery and infantry (assuming the declara
tion
of
war allows French ZOCs to extend across
the border into hexes
Lli
and Kll). This assault
can be supported with three cavalry corps attacking
from KIO. In this situation, the odds of taking the
fortress on the first turn are not good. Of course, a
four hex a tt ack will improve his chances if the
German player
is
willing to invade the Netherlands
so as to gain M9. However, any Allied player with
regiments, and one 4-4-5 cavalry corps. The last at
tack yields a 4 to 1with minus two to the die roll in
creasing the probability of success up to
66 7
Assuming the Germansget the die rolls they need in
all three assaults (not likely), they still could lose
two or three infantry corps in the process.
I can hear it now-so what
if
I
can t
take Liege
on the first turn? I getan extra movement phase so
I 'l l j us t march r ight past it and s ta rt carrying the
war to France. youdo, the Allied player will most
likely hand you your head. French ZOCs extending
across the border will impede fast movement. In ad
dition, anybody you send to the west of Liege
won t
be able to ret reat
in
the face of first turn Allied
assaults.
Of
coursesome players may feel the risk
is
worth it in order to forestal l the Allies in trying to
relieve Liege and advancing far into eastern
Belgium, but the worst is yet to come. Even
if
the
Germans take Liege in September, the uni ts that
started the turn to the west will be halved in combat
and movement. Thus the German player may find
himself waiting until October to carry the war to
Liege in Septem
Dutch railroad
his forward uni
I m sure an
quick to point
o
and allow the G
through the low
Guerre-the A
first, seizing A
wrench into the
an Allied pre-e
considered a po
the ramificat io
political side. W
Netherlands th
England won t
pant. However
first, the chance
crease to 33 7 D
second thought
an unscrupulou
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Again, an aggressive Allied player may feel that
if
he
wishes to win he will have to accept risks.
Besides, the odds are in his f av or . E ve nt ua ll y,
Whitehall will s ee the
Horrible
Huns for what
they are and give the Entente full
support.
As f or
I ta ly , t he C en tr al P ow er s ge t o nl y t wo c ha nc es i n
9 4 to win h er o ve r to their way of thinking and
then o nl y i f
England maintains
limited participa
tion. No, the political ris ks
are
acceptable in order
to
stall the German attack.
But will the attack be, indeed, s talled? L et us ex
amine the im mediate m ilitary res ults . True, Ant
werp will be t ak en w it h r el at iv e e as e by t he Al li es.
But wi th t hr ee
infantry
corps at L iege, the Allied
player will find that he stands less chance of taking
it
than the German did. the French moveunits ad
jacent to L iege, rule 30. 45 will require that they at
tack it. The sight
of
All ied so ld ier s g et ti ng
thems elves killed fighting the very country whose
neutrality they
guaranteed should
prove quite satis
fying t o t he German commander. It should also
boost morale to find tha t, thanks to t he Al lies,
Liege and the railroad running to ithave been handed
over i nt act to the Central Powers while Belgian
forces have joined the German ranks.
The
Allied
player can try to make things as painless as possible
by staying west of the Meuse River and u si ng it f or
defense. T his course of action turns over a great
deal of Belgium to the Germans without a fight. It
also leaves Antwerp
or
hex K9 in a precarious pos i
tion. Another possibility is for the Allies to advance
to the K hex r ow
south
of
Antwerp.
While this line
does provide better support f or t he u ni ts in
K9
and
A nt we rp , it a ls o m ea ns
another
stack of u ni ts in
hex KIO will find themselves drawn into the
Liege
Tar Baby. Not o nl y d oe s t hi s m ov e m ea n
that
the
center of t he All ied line m ay be w ea ke ne d by re
q ui re d a tt ac ks o n L ie ge, but a ls o t he French will
find themselves defending in
poor
terrain when the
Germans attack in September. There is one other
possibility. The French go all out and commi t
themselves to the Ardennes hexes LlOand LlI). It
gives the French good defensive terrain to m eet the
G er ma n o ff en si ve in September,
and
f or ce s t he
G er ma n t o f ig ht his way through most of Belgium
t o r ea ch F ra nc e. I t ev en gives t he A ll ie d p la ye r a n
extreme outside chance of taking L iege. However, I
consider it to be the more reckless move.
The
French Army is now committed to
attacking strong
German units in Luxembourg and possibly Metz.
The odds won t be good and with a littlebad luck on
the die r oll s, t he F re nc h line c ou ld be a s ha mb le s
before the Germans even launch an attack.
Therefore, even if international politics were to
swing in favor
of
the Allied player when he invades
Belgium, the military results probably wouldn t. Of
course, the disadvantages of m oving into Belgium
probably won t st op an aggressive Allied player.
M os t li kel y, h e will a dv an ce and take his chances
s ince it m eans more ground he can force t he G er
man to fight for. Th is is w hy t he Central Powers
player should realize how little is to begained byat
the main
effort
will be o n t he W es te rn Front. This
isn t
hard with t he Austro-Hungarian Army. A
massive Russian offensive against Przemysl
and/or
Lemberg means the Austrians will be doing well just
to hol d
on
to what t he y v e g ot . I nd ee d, t he best
Russian strategy to help the Allied cause is to attack
and pound the hell out of the Austrians. Success in
early Russian
attacks
c an t ak e
some
pressure
of f
France. That s one of the really nice things about
going after Russia first. It takes the Russian
Army s
b es t c ou rs e of a ct io n a n o ff en si ve deployment
against Austria-Hungary) and uses it a ga in st h im .
Just the look of astonishment
and
consternation on
t he f ac e of the opposing p lay er o r p lay er s) as he
watches you deploy east can be rewarding
enough.
I
mean, how can anybody be foolish enough to give
up tha t extra movement phase?
There is a f ar b et te r r ea so n f or maximum
effort
against Russia, even if the unthinkable happens
and
he does
no t
deploy his
army
with offensive in
tentions.
To
win the war by 1918, the Central
Powers must knock Russia
ou t
of t he c on te st
unless,
of
course, you are going for an automatic
victory in 1914 - fat chance). So why wast e time
against the Wes t? Start
on
Russia as soon as p os
si bl e. I n t he m ea nt im e, use B el gi um as a buffer to
k ee p t he B ri ti sh
and
French at
arm s
length.
The
Central Powers player must remember that he is no t
f ig ht ing t he R us si a of World
War
II. It s not
n ec es sa ry t o march all the way to Leningrad
(Petrograd)
and
Moscow. In World
War
I, Russia s
threshold for
pain
is
much lower. It is
not
even
neces sary to occupy all
of
the Russian cities on the
board. Just take enough to put the Russians in deep
trouble w he n t he morale die rolls start in 1916. A
little early s uccess agains t Rus sia just m ight bring
Rumania, as well a s B ul ga ri a, i nt o t he w ar e ar ly on
the Central Powers side. This will result in a
lengthening of the front for the Russian Army.
Obviously, it can ill
afford
this if the Germans
are
r eall y a pp ly in g t he p re ss ur e f ur th er nor th . The
target date for forcing Russ ia s surrender should be
no later
than
May 1917. Why May 1917? It allows
the Central Powers seven turns to r ed ep lo y t o t he
Western
Front and
take two objectivecities assum
ing I tal y joined th e Allies), t hus achieving an
automatic victory.
Rumania
was ignorant
enough t o si de w it h R us si a, it m ay b e n ec es sa ry t o
secure Russian capitulation somewhat earlier.
The
control of Bucharest is a necessity. After December
1917, t he c ha nc es f or a German automatic victory
go ou t t he w in do w as t he r eq ui re d o bj ec ti ve ci tie s
jump from
6 to 19.
the Germans h av e t he ir
peace
offensive
u nd er way by June/July 1917,
the
production
of
Stosstruppen
could
make
a dif
ference in getting thos e las t two cities.
The initial set up
should
g o l ike t hi s: A us tr ia
Hungary
deploys one 4-6-4 infan try corps , one
3-5-3 infantry corps, one 2-4-3 infantry corps, one
field a rt il le ry r eg im en t, and t he f or ti fi ca ti on
engineers in L em berg. Hex
MMI7
should contain
one 4-6-4 infantry corps, two 3-5-3 infantry corps,
you don t allow him
even worse, someho
then
i f that
happens
dreadfully wrong.
Some players w
tually it should be
Austrian Army is t
The
city
and
one
l
worth it. Besides,
won t h av e it f or l o
his h ea d in a n oo se
The
i ni ti al se t
Austro-Hungarian
perfect defense.
absorb
and
hold of
average of t wo , m a
t he b ul k of the
Au
trated around its m
thus allowing an of
While the Aust
should beessentially
f ir st , t he
German
going second. he
t he n h e m us t d ep lo
on either Kovno, W
should i nc lu de t he
deploy
on
the Wes
artillery should go
guns. Great-now
deploy first on the
six 5-7-4s, six 4-6-
s pl it e ve nl y b et we e
areas.
Two to
thre
2-2-5 c av al ry d iv i
center.
On the first
tur
shouldn t have mu
Front. Lemberg sh
entrain n in e 5 -7 -4
regiments, and one
railroad engineer ca
tillery regiments i f
you a
chance
to
m
should see t he rail
cavalry
corps,
the
r ai l r ep ai r u ni t, an
tify hex NI3 on
tu
se nd t he f or t const
border to
join
its A
fortified line.
by
with the Central Po
likely invasion sites
Luxembourg, or a
way, if the Rus sia
on e, tr y to get
you
can then burn an a
the engineers back
portant city fortifie
of turn
two.
Italy can
turn
o
Should they enter t
member,
t he r ai l
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7/23/2019 The General - Volume 18, Issue 3
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1
By
Robert
J.
Beyma
GUNS
AUGUST DESIGN
88
AMMO
8
W
was kept s imp
tions for terra i
system.
The
corps w
was the
stand
European
arm
compatible wi
game
and
the s
twodivisions p
European
coun
their divis ions .
corps
counter
sions.
The
U.
American divis
men
and
f irepo
The standa
movement fac
moved a little
of five. Artill
deploy, was giv
Russian, Aust
generally have
German and
overall qualita
superiority of
European armi
The Germa
the base unit f
French were a
same distance
Italians. After
5:4:3
ratio
wa
The
British pr
in
Europe
and
given one less
factors are hig
superiority of
quent playtest
two factors hig
ou t
the best .
staying power
additional defe
The numbe
in August 1914
of the smaller
corps for the s
SIGN
Many
wargamers characterize World
War
I
games as slow
and
uninteresting. The
common
opinion is
that
they
do
not have the fast moving ac
tion
and
excitement
of
World War
II operational
and
tactical games.
The
problem
is
one
of
scope.
The most interesting aspect of
World War
I is the
strategic sen se The mobilization plans of the major
powers were the key to the opening of the war . As
the war developed, decisions had
to
be made as
to
where
and
when
to
launch offensives. Long range
planning became
more important
as the war
lengthened.
The
balance
of
power equation was
continual ly being altered by countries entering or
dropping
ou t of
the struggle. Internal discord, such
as the Russian revolution,
profoundly
affected the
course of war.
Germany
was fighting
on
borrowed
time against an increasing
number
of major powers
and
responded with unlimited submarine warfare.
Clearly, what was needed was a game framework in
which the players could refight the entire war
without getting bogged down in a morass of opera
tional details.
A strategic level gamewas the answer. The game
needed
to
have relatively simple mechanics
to pro
vide a s tructure for the s trategic decis ion making,
but
it also needed enough sophistication
t o make
executing strategy
on
each
front
interesting
and
realistic.
The moderate
complexity of UNS O
U UST succeeds quite well in
that
respect.
The
basic game system lends itself
to
easy
incorporation
of
special rules such as tanks
and
entrenchments.
Month
long
turns
provide sufficient time
to
con
duct
operations while st il l permitt ing campaign
strategy
to
be developed in a reasonable
amount
of
time.
World War I was basically a land war. The
s ignificant campaigns were fought in continental
Europe.
The Allies maintained control
of
the seas
throughout.
Naval activities such as sea movement,
blockade,
and
submarine warfare
are
presented in a
simple
and
effective manner. (Players desiring
to
incorporate
naval units should read the Naval
Module included in this issue.)
The
a ir war was of
minor
signi fi cance. Only in 1918 did the Allies
ach ieve suf fi cien t ai r super io ri ty to use the ir ai r
replacement factors per
turn.
Healthy figures, one
must admit. However, as alluded to before, the key
to defeating Russia lies in breaking its morale,
not
by a ttempt ing to des troy its
army
in detail.
And
break ing moral e
is based
on taking
cities.
Therefore, the Central Powers
should
adhere
to
the
following schedule: the
capture
of Warsaw, Kovno,
and
Brest-Litovsk by December 1915; two more
cities (probably either Riga, Minsk, or Kiev) by the
end of September 1916. This will pr oduce a - 5
modifier to the Russian morale die rolls from
November on. Even if his die rol ls up
to
this
point
have been good enough
to
keep him ou t of trouble,
he will require phenomenal luck
to
s tay in the war
past May 1917. he pulls it
off,
I suggest the Cen
tral Powers player check the die
and
consider using
the excuse
o f bad luck
to expla in why he los t the
campaign.
Now
anybody
with average intelligence can ex
amine the
combat
results table
and
reach the con
clusion
that
it is impossible
to
relentlessly
attack
the
Russian
Army
in
order
to mee t the requi red time
table
and
still have
an
effective army
after
turn
three or four. Well , the weakness of the Russian
Army
is
not that
it has so few
strong
units,
but
that
it has so
many
slow units.
The
Germans must
destroy
or
effectively overcome a Russian defense
the sameway they did in reailife, using their superior
mobility.
It is
now necessary
to
discuss a very
important
rules interpretat ion. The supply rules as wri tt en
may cause some confusion and it is important that
players come to a
mutual
understanding and agree
ment
concerning them. Rule 5.12 s ta tes
that
the
phasing player checks the supply status of his units,
marking those
that
are isolated. This occurs prior to
movement in a player
turn.
Simple enough, right?
But then
in the f inal phase of a player s
turn
(the
i so la tion phase) rule 5.16 s ta te s,
t he
phasing
player again checks the supply s ta tus of his units
This might lead one to believe
that
a unit
that
began the turn in supply, but was out of supply
after
the
combat
phase
is
considered isolated
and
a can
didate for elimination. Wrong. A little note tucked
away under rule 11.14 gives the following, Isola
t ion markers are only placed
and
advanced during
the Supply Det ermina ti on Phase. This one
sentence is absolutely critical. It means a unit
can
be
placed
out of
supply during its movement phase
and
not
suffer from the effects
of
isolation during the
enemy s
turn.
Now the Germans can
start
practic
ing infil trat ion as early as 1914,
surrounding
con
centrated stacks of Russian units thus
putting
them
ou t of supply at the
start
of the Russian player s
turn.
Meanwhile, the
surrounding German
units re
main
at
full s trength during the Russian
combat
phase , making the rel ief of the
surrounded
units
hazardous duty.
How
does this help the Cen tr al Powe rs in at
tacking Russia? The Russian front, unlike
the
one
in the West, is broad and to maintain a continuous
line of units means spreading them out very thin. I t
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The artillery units in O represent
army
level
artillery. Hence there is only one art il lery unit for
every six or so corps. These army artillery units con
tained most of the higher cal iber weapons . Each
corps had its organic artillery which was usually of a
smaller caliber. Concentrated artillery fire will give
the attacker a die roll modificat ion.
The
German
special
3 5
mm
and
420 mm siegeguns are included
in the game
and
give the
Germans
the capability to
reduce fortified cities such as Liege.
The
combat
results table CRT was an
empirically derived formula to appropriately pro
portion losses. Basically,
it
came down to what
would happen ifso and so stacks slugged it
out
for a
month over certain types
of
terrain. This included
the principal a ttacks , the
soakoffs,
and the cor
responding enemy
counterattacks. The CRT
was a
fairly
standard
one with eliminations, retreats,
and
exchanges. The effects of terrain
and
fortifications
were handled with die roll modifications.
At
first
glance the
CRT
seemed to favor the att acker.
However, when the inherently larger defense fac
tors
and
the die roll modifications were considered
the net resul t became wha t you would expect for a
period whose principal ingredients were the trench
and the machine gun.
The
major
change during development was the
Combat Results Table. Demoralization results were
added
that
gave a player a choice
of
losing a unit
or
retreating. The new CRT also made
attacking
more
costly. The new
combat
system required players
to
employ different tactical nuances
and
changed the
feel of the game substantially.
There
is now less
front movement
and
more intense fighting over key
terrain. Strategically, the game plays pretty much
the same.
After the opening months of the war
both
sides
began building trenches.
Entrenchments
in the
gamegive the defender a favorable die roll modifier
and make a tt acking enemy pos it ions much
more
difficult
and
costly. They are a simple
and
effective
means of simulating trench warfare.
Forts represent strongly fortified positions such
as Liege
and
Verdun. An entrenched line with forts
at several key points
is
very difficult to
attack
effec
tively. Fort engineer units provide players with the
capability to construct additional forts.
The concept of war weariness morale
is
essen
tial to a st ra tegic level Wor ld
War
I game. The
ability
of most of the
European
nations to wage war
decreased as the war continued for several years .
High losses
and
l it tle prospect for ending the war
sapped national will.
The
Central Powers were in
creasingly squeezed by the Allied blockade. These
factors left
many
countries, particularly the eastern
empires, vulnerable to internal difficulties.
The original table covered all countries and was
extremely detailed. Cer ta in coun tr ies, such as
Russia
and
Austria-Hungary, were more vulnerable
to war weariness. There were die roll modifications
for such variables as the Allied naval blockade
and
The German
player
is
presented with an alternative
to invading Belgium. The
threat
of early U.S. entry
provides a counterweight
to submarine
warfare.
The
original variable entry table was the result
of a
thorough
probability analysis
of
the likelihood
of a
country
entering the war given a certain
st ra tegic s itua tion . Ent ry rol ls were made once a
year for each
country
except England which rolled
every three months. The new tab le in the present
edition of
GUNS
OF A
UGUST
is far more
s implif ied. Rolling four t imes a year tends to drive
the cumulat ive country entry probabili ty up very
quickly.
England tends to
join
the Allies early in the war
regardless of whether the Germans invade Belgium.
The
modified Variable
Entry Table
addresses these
entry
probability problems. Players desiring
to
view the poli tica l/diplomatic s ituation from a dif
fer ent perspective s hould read the Dipl omati c
module included in this article.
RULES CLARIFICATIONS AND ERRATA
2.1 Clarification As a general guideline, the
Western
Front
may include
any
hex on the two
western
mapboard
panels except hexes in Italy
and
Austria-Hungary. The
hexes in Ita ly
and
Austria
Hungary on
these two
boards
are considered on the
Italian
Front . The
Eastern
Front
may include any
hex
on
the two eastern
mapboard
panels except
hexes in Greece; hexes in Greece
are
considered on
the Balkan
Front.
Hexes in Serbia, Bulgaria
and/or
Turkey
may be consid er ed on ei the r th e Ea st ern
Front
or the Balkan
Front.
5.16 Correction As specified in the Note follow
ing Case 11.14, Isola tion markers are placed
and
advanced during the Supply Determination
Phase
only . I solated units ar e el im inat ed dur ing th e
Isolation
Phase
only .
6.2 Correction
This rule conveys the impression
that
players should deploy neutral units
on
the
map
at the
start
of a game. While it is possible
to
play in
this manner, we recommend
that
neutral units
not
be deployed until a player declares war against the
neu tral count ry ; when this occurs, the oppos ing
player immediate ly deploys the neutral
country s
units.
11.22
Clarification
A supply
path
is blocked
if
any
hex
other than
the hex occupied bythe unit trac
ing the supply
path
is in
an
enemy ZOC; i.e. the
only
hex which may be in an enemy
ZOC
is the hex the
unit occupies.
11.23 Addition Note: A city may only serve as a
supply source
if
it is possible to trace a valid supply
path
f rom the c ity
to another
city which is also a
friendly supply source.
12.34 Addition The
Allied player may not use sea
movement or
conduct an amphibious
invasion in
the Advanced Game
to
movea unit into
any
hex on
the Baltic Sea. Similarly, the Allied player may not
use sea movement or conduct an
amphibious
inva
sion
or
sea supp ly to move a unit i nto any hex on
14.26 Addition
R
en ter the map like
14.15 , or may be
which is controlled
to the restrictions
o
14.27
Addition
whenever a British 5
manently removed
British 4-6-4 unit is i
is immediately elimi
mally. Similarly, wh
eliminated, a 3-3-5 c
eliminated unit.
16.13 Clarificatio
marker
may be pla
p laced in a hex mus
entrenchment
may b
Thus
it
takes
three
trenchment.
17.12 Correction
in a hex which con t
the
start
of the Mov
cupied by a fort eng
theend of theMovem
over to re pr esen t a f
hex conta ining a lev
adjacent
to an enem
one for t may be bui
18.12 Correction
quires seven
inf
Stosstrupen may be
18.13 Correction
units may be created
limit for replacing t
23.16 Addition
r ef ra in f rom using
unless the opt iona l
used.
23.22 Correction
fective, the
Germa
reduced by oneeach
tion of
five , and
replacement rate is r
a maximum reducti
other
Central Powe
29.0 Correction
card includes subs
Entry Table
see be
29.2 Correction
unrestricted
subm
matical ly enters the
receives reinforcem
ding to the
standa
marine
warfare
is n
the Variable
Entry
29.23 Correction
word
r educed
increased
29.25 Correction
participant, the All
B rita in e ac h
Fe
November game
tu
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12
DIPLOM Y DURING THE WORLD
Variable Entry in THE GUNS OF AUGUST
By
Leon W. Tenney
GREAT PO
BALKA
Modified
die
equ
*Italy is friendly
1
t
I taly
is friendly to t
Special Amba
count
Italy
Turkey
Rumania
Bulgaria
Greece
Montenegro
Modifications to th
I Italy s entry is m
For the Allies
-I) if England
-I) foreach o
For the Central
(+
3
if England
-1) for each o
Powers
2.
Montenegro s e
-2) for the A
Belgrade
Britain s entry and
(+ 2 if France in
-1) for each
BB
launching
-1) for each ob
is
controlle
+
I
for each ob
is controlle
-1) for each n
Powers
(+
for each ne
Monteneg
U.S. entry is modif
- I ) for each th
warfare
(+
I for success
- I) for each co
Powers afte
count)
(+
I
for each ne
before and
Great
Britain lim
Great Britain
fu
United
States
b. Gre at Br ita in
(full participation)
is
automatic if Germany invades Belgium. Germany
can attempt to receive passage righ ts n o war)
through Belgian territory
if
the Belgian government
grants
permission. Fo r game purposes, the
German
rolls one die after they cross
the
border
and
if a
I
is
rolled, the Belgian
government
grants permission
for German
troops
to pass through B el gi um. A ll
Belgian
troops
are placed in
Antwerp
and Germany
does no t get credit for Antwerp as an objective city.
On any o ther die r ol l r esul t, B el gi um is
considered
invaded
for
determining
British
entry.
c. The U.S. cannot enter the
war
unless Britain
full
participation)
h as b ee n r ol le d f or b y
the
Allied
player.
d.
Germany invades Holland, and
Britain
successfully
blockades the
North Sea,
double
the
amount of
replacements
or
supplies lost by
Germany.
4.
TURKISH DREADNOUGHTS:
a. When
u si ng t he
Naval Module, t he
British
are
building two dreadnoughts for
Turkey.
After
British entry, they must decide what to do with
those dreadnoughts.
1
t hey keep
the dreadnoughts, they
receive a
BB
ship
counter
during the August
1914
reinforce
ment
phase.
However,
all
future
Allied die rolls
for
Turkish entry are
modified w it h a
2 DRM and all
future Central
Power
die rolls for Turkish entry are
modified
w it h a
-2
DRM. In
addition, the
Central
Powers
r ecei ve a die r ol l
modification when
the
ship
counter GO N arrives in
Turkey. Note
that this
2. PROCEDURE:
a.
requencyoj use
Four t i mes a year,
once
in
February,
May, August,
and
November during the
reinforcement segment.
b . F ir st , d et ermine
Great
Power Entry. Only
one of
the
three
possibilities
can
happen in
anyone
turn.
These
possibilities must
occur
in
sequence.
First,
Great
Britain limited capability) enters, then
Great
Britain full capability) is r ol le d for, and
finally, U.S . ent ry c an be r oll ed f or. In this table,
t he U.S . and Britain only join the Allies. Once all
three
possibilities
have o ccur red, t hen t he G re at
Power Tab le need no t be
consulted
for
the
re
mainder
of
that
game.
c.
Second, determine Balkan countries ent ry .
Each player
secretly writes
down
the
count ry on
which
he
will e xe rt po li tic al
p ressure. Thi s
diplomatic pressure
is
represented
in th e
game
by
saying that e ac h s id e h as sent a special
am
bassador
to
that
country.
After
each player has revealed the
country to w hi ch his speci al ambassador was sent,
he r ol ls
the
d ie u si ng hi s
part
of
the Balkan
Entry
Table BET) and m od if ie s h is r es ul t
according to
those
special events which
influence
that country s
entry. both players have sen t t he ir special
am
bassador to the same
country,
only that side which
is
currently
friendly with
that
country may r ol l f or
its
entry. The
other
side
does not
roll
at
a ll f or
that
country
nor can
it
choose
another country to which
i t wi ll send its ambas sador on tha t turn. In e ff ec t
that side loses its diplomatic segment. The side with
the
greater chance to obtain theentry
of a
country
is
the
side
currently
friendly with that country. In
the event
of
ti es , t he s id e w it h
the
F beside
the
number on
the
column
is most f r iendl y w i th that
1. BASIC CONCEPT:
During war , neu tral count ries join one
side
or
the other in two fundamental ways.
Either
they
are
invaded and/or attacked by one side or they volun
tarily
join one
side f or
various
geopolitical
reasons.
The British
generallywould support
the
weaker
side
to maintain
the balance of power
in Europe. Italy
would generally join
the
winning s id e in order to
share the spoils of war.
The
fundamental reasoning
Df
this
module
is
that neutrals
do
not join one
side
Dr the other
in
either
a historically
predetermined or
randomly determined
manner.
The actions
of
the
belligerents cause a
neutral
country to reevaluate its
real political positiDn.
Therefore,
w it h t hi s module
the actions resulting from each player s mili tary or
poli t ical decisions i nfl uence
the
neutral s
entry.
Naturally, neutrals
still
enter the war when
they
are
invaded
or attacked.
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Expeditionary Force may be sent to France during
the following Naval Phase . Britain remains
neutral , all Br iti sh uni ts must remain in England
until Britain enters the war.
30.55 British
raf t Rul e
Addition During the
Reinforcement Phase of each January turn, if
Britain
is
a full participant, add three 4-6-4 infan
try, one 3-3-5 cavalry,
and
one 3-3-3 artillery unites
to the pool from which British replacements are
taken.
30.56 Optional Free German
eployment
Addi-
tion
In the Campaign Game only , the Central
Power.s Player may ignore the restrictions of Rule
30.23
and
divide the German
army
between the two
fronts in any manner he wishes.
*PLAYER-AID CARD ERRATA
Scenario Set-Up
Chart
I. In the 1915 Scenario, delete the three British
4-6-4 infantry corps.
2 In the 1916 Scenario, change the twelve British
3-5-3 infantry corps to nine 4-6-4 infantry corps.
3 In the 1917-18 Scenarios change the British 3-5-3
infantry corps to the same number of 4-6-4 infantry
corps.
4 In the
1915
Scenario, change the nine I talian
3-5-3 infantry corps to
si x
3-5-3
infantry
corps.
5
In all scenarios, change the Italian 3-3-4 cavalry
corps to 2-2-4 cavalry corps.
Amended Variable Entry
Table
Country 1914 1915
1916 1917 1918
Britain
4-6 -6 -6
-6 6
Italy
1 6
2-6 3-6 3-6 3-6
U.S. 1-6
1-6
2-6
3-6 3-6
Turkey
1 4
1 4 1 4 1 4 1 4
Bulgana 1-6
1-4 1-4
1-4
1-4
Rumania
1 6
1-6 2-6 3-6 3-6
Greece
1 6 1 6
2-6 3-6 3-6
Note:
All modifiers remain the
same
except:
East Front:
(+
I either
Turkey
or Bu lgar ia is a
Central Power.
West Front: ( - I For each Objective city in Ger
many the Allies currently control
Only applicable to Italy
*COUNTERSHEET ERRATA
I. The designation of t he two German siege ar
tillery uni ts should be reversed; the 3-2-2 uni ts
is
the 305mm battery and the 3-1-1 unit is the 420mm
battery.
2. The Italian 18th infantry corps was incorrectly
given a cavalry symbol. It should be a 2-4-3 infantry
unit.
*MAPBOARD ERRATA
As noted in the rulebook, the rail line east of
1914
The 1914 scenario is intended as the introduc
t ion to the basic game system. This five turn
game
can be comfortably played in 2-3 hours. The
highlight of the 1914 scenario consists of the initial
mobilization and the opening battles of World War
Strategy essentially consists of an all
out
drive for
objective cities.
Counting Constantinople,
the
Central Powers hereafter referred to as CP) player
begins with nine obj ec tive cities. Thus, he only
needs to pick up Antwe rp while holding
onto
Konigsberg, Breslau,
and
Lemberg to win.
Casualties and non-objective cities are
of
little im
por tance due to the short length of the scenario.
A critical decision in the 1914 scenario
is
whether to use the optional automatic victory rule.
Using this rule provides the German player with an
excellent
opportunity
to take Antwerp and possibly
Lille.
Without
i t, the French have a
good
chance
of
holding Antwerp. The German player must attack
aggressively on the Western Front. If the German
player can get a two hex attack on Verdun the siege
art ill ery can be brought up for a I - I EVEN
attack
in late fall.
The
French p layer mus t try to
prevent good German attacks against Lille and
Verdun. Realistically, he has little chance of taking
Metz unless the German player
is
careless.
The Russi an p layer s imply goes all
out
for
Konigsberg, Breslau,
and
Lemberg.
Properly
played, the
CP
player can delay the Russians long
enough to prevent any meaningful attacks
on
these
cities. There
is
l it tle to be gained from an invasion
of Serbia since there are no objective cit ies in that
area. The
CP
player is favored to win the 1914
scenario if the automatic victory rule
is
used.
However, a lot of interesting things can happen
particularly when the scenario
is
played by players
new to the game.
igur French
and
British dispositions are as follows; A: three
player must hold
player should agg
Antwerp. A fla
Holland can be
German
defensiv
sion
is
where to p
Lille
is
a common
made for hex
III.
This
is
a good
t ical nuances in
shows a typical sit
French player wa
and J II . There ar
l lri l ion Sta
5-7-4 while a I-I (-I)
5-7-4s. This
will
kill a
an additional casual
tained on the soako
Mulliple fla
a reasonable chance
Two5-7-4sare attack
5-7-4
is
hit at 4-1. T
rolled on each I-I. T
of the
I-Is
to raise t
3 One ig
Atta
+ I against the en
takingthe hex. A DX
should save the big a
are cases, such as ag
be accepted to t ake
4
lanking fl
s tacksD and E attac
corps in
II I
will be i
used in flanking atta
could also be attack
The
attacker
break the enemy
Oftentimes these a
to enemy counter
particularly whe
smaller uni ts suc
player can attack
similar to that sho
more eff icient as
odds attacks versu
Italian entry in
1915 scenario. Th
of Austr ian corps
would be desirab
Lemberg and Prz
key hex
on
the I t
The
CP
player m
strongly.
Ground
the front if necess
Another possi
attack Serbia. Th
Austrian-Bulgaria
the war in Augus
into
Rumania
to ta
be abl e to spare
f ront s to make a m
Austrians can int
PPI8 to slow the R
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14
By
Leon W. Tenney
MOBILIZATION OF ARMIES
IN
T
WORLD WAR
Unit Production
in
THE GUNS AUGUST
The
Weste
cities-Verdun
is
a very diffi
defended strong
the Western Fro
the east.
so, t
the year.
The
o
Lil le and Ant w
west t he French
have.
The
Fren
morale table. B
vive the year. H
ford to lose any
placed in Nan
Although stale
Western
Front
can resul t in so
The Italian f
e xc ept t ha t t he
which to attack
S21
and drive
line. If the Alli
to t he nort h an
Trieste. The Au
Even ifthe Allie
held by heavily
Rumania
is
minimal benefi
because t he Au
a tt ac k t he C en
on ly to p re ve nt
stant inople. T
Austrian an d B
Ironically,
Rum
player with an
cit y. If t he mai
win t he game b
Bucharest. It
i
before Russi an
Russian player
Gal atz by t he s
T he C P pla
scenario. This
have the capab
of the poor Ru
CP
concern
is
and British atta
o r K ov no b ut t
take unless the
Front.
The
major
morale situatio
p la ye r o n t he b
t he year will l ik
late 1916.
The
more citi es. A f
at the earliest op
likely go for R
tional rule for im
1 t o all Russi
were n ot as b ad
the Brusilov off
3. N AV AL CONSTRUCTION:
a. Resources are spent on Naval Unit Construc
t io n in t he s am e
manner
as t he
other
units, except
the Naval Construction Chart NCC)
is
used. The
number of s up pl y p oi nt s, p er so nn el p oi nt s, a nd
months
listed on the UPCC a re t o give t he p la ye r a
rough guide. T he N CC t akes precedence over t he
UPCC.
b. Naval Uni ts are bui lt in t hree steps.
1, The first step
is
to lay t he keel down in t he
shipyard.
To
d o th is s te p e ac h p la ye r m us t p ay the
initial cost.
The
maximum number of ship counters
he c an s ta rt
is
limited by the number on t he NCC.
2. The second step
is
the launching
of
the ship
counter. Th e
step
is
r ep re se nt ed by p ut ti ng t he
counter t o be p ro du ce d on t he game board upside
down.
3. Th e third step is to complete the construction
of the ship counter. To do this step each player must
p ay the fi na l c os t li ste d o n t he N CC . N ot e that this
fi na l c os t need not be paid right away, but the
months
until completion
is
the same until the cost
is
paid. Fo r e xa mp le , a s hi p counter
is
launched in
January 1915, bu t t he fina l c os t
is
not paid until
M ay 1915, th en t he s hi p w ou ld n ot be f in is he d f or
another six m onths o r November 1915. Upon
waiting the required months, the counter
is
turned
r ig ht side u p a nd
is
ready for use.
c. New ship counters may be started in the
shipyard after the previous ship counter
is launched.
The
s hi p c ou nt er d oe s n ot ha ve t o be c om pl et ed in
o rd er t o s ta rt b ui ld in g the ne xt o ne , tw o, or three
depending on that country s capacity).
d. Only Britain and Germany have the capability
to produce BCship counters. This decision need not
be m ad e until the final c os t of t he shi p
is
paid or
the borrowing country.
the supply line
is
by sea,
the supplies do not reach the borrowing country for
one month. For example, if England
is
loaning ten
s up pl ie s to R us si a, t he n t he o nl y r ou te
is
through
t he Dardanell es. Turkey must be an All ied
country
or conquere d for this to occur. Supply points
a ll oc at ed in A ug us t 1914, a re m ov in g d ur in g t he
Naval Phase in September 1914.
i W he n pl ay ing with t he N av al M od ul e, thi s
sea transfer
of
supply points may be interrupted by
the other side s fleets if they c an c ont ro l a ny sea
area between the country sending the supply points
and the country receiving the supply points.
2. PROCEDURE:
a. Each turn during t he rei nforcement phase,
each player secretly writes down what new units or
conversions he will produce for t ha t m on th . T he
entry month should also be written down for future
use.
b. T he n um be r
of
units each player may
produce
is
limited by their unit cost in terms of sup
plies and personnel points
on t he Uni t Production
Costs Chart
UPCC)
and by the t ota l amount of
supply
and
personnel points each
country
receives
for t hat t urn as per the Resource Availability Chart
RAC), and any supply points saved from previous
turns. Fo r example, Germany receives 28 personnel
points a nd 40 supply points as per the RAC on
August 1914. The
German
player decides to build
four 4-6-4s, which cost
16
personnel points and 24
supply points, one 3-3-3 which costs one personnel
and nine suppl y poi nt s, convert t hree 5-7-4s t o six
4-6-4s, an d c on ve rt o ne 4-6-4 to t wo 3-5-3s. The
G er ma n has used all
28
personnel points and
33
supply points.
T he G er ma n
saves seven suppl y
poi nt s for fut ure use.
c. After p ro du ct io n t ho se new u ni ts e nt er t he
game i n t he rei nforcement phase after t he number
of t urns l isted on t he UP C have passed. Fo r exam
ple, a 3-5-3 c or ps p ro duc ed in Au gus t 1914 ha s a
production cost time
of
one month. Therefore, it
would be available in the September 1914reinforce
ment phase.
1.
BASIC CONCEPT:
D ur ing the W or ld War, the mobilization
of
s ol di er s a nd t he p ro du ct io n
of
armament s t ook
time in order to field the divisions, corps an d armies
that were then sent to the various fronts. Within this
modul e, t he sol di ers are conscri pt ed on a regul ar
basis during the year and onlyso many can betrained
or accommodated at any t ime. Thi s mobil izati on
of manpower
is
abstractly represented by the con
cept of
personnel points. The factories, shipyards,
f ar ml an ds , a nd r aw m at er ia ls a re r ep re se nt ed by
supply points. Players are given certain amounts of
personnel points
an d
supply points each
turn.
They
use these two types of poi nt s t o field new uni ts an d
c re at e r ep la ce me nt s f or o ld un it s. E xc ep t w he re
modified in t hi s modul e, t he standard rules apply.
Rule 30.5
is
used except that each nati on is not
l imit ed in t he number of uni ts t o be convert ed per
t ur n a nd
conversion can
start
in
August 1914.
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FLEET UNITS
UNDER CONSTRUCTIO
Laid down Launched
NAVAL
CONSTRUCTION
C
9
9
12
12
18
18
18
18
Month
until
Launch
Initial
Cost
4
3
1
5 (+ I corps)
2P/16S
2P/16S
2P/16S
2P/16S
2P/16S
2P/16S
2P/16S
2P/16S
+1
+1
+1
+3
+2
+1
Personnel
Points
BB
BC
BB
BC
BB
BB
BB
BB
Type
3
2
2
2
2 4-6-4
2 3-5-3
2 2-4-3
5-7-4
4-6-4
5-7-4
4-6-4
3-5-3
UNIT PRODUCTION
COSTS
Maximum
number
of units under
construction
in step 1
4
4
4
4
3
3
3
1
1
1
1
~ ~
New units
England
See Naval Construction Chan
These units can only be produced after Jan 1917.
-Unit
is
available immediately.
5-7-4
4-6-4
3-5-3
3
4-4-5
3 3 5/3 3 4
2-2-4
2-2-5
3-3-3
2-2-2
Siege
Eng
(Fort)
Eng (RR)
BB
BC
AIR
STOSS (Germans only)
TANK British
French
only)
2P/16S
represents two personnel points and
16
supply points
Russia
can build one fleet in the Black Sea and one fleet in the Baltic Sea
have a
formidable
tank f or ce by fa ll.
These
tank
units s ho ul d b e used in a
concentrated
assault
against
the
German northern flank near Lille.
Both
players should accumulate their
respective
replace
ment factors
so
that these
special
units
can
be
quick
ly created and replaced. Th e Central Powers player
has a s light edge in this scenario.
Once
again this is
primarily
due
to the vulnerability
of
Riga
and
the
Russian morale rolls.
Holding
Lille against French
tanks may be a l it tle
tougher
in thi s
scenario.
1918
The 1918 scenario is a r ea l slugfest. is also
an
excellent two player
game which
is only nine turns
in length. The action
is
on the Western
front
where
the German a rmy t ra de s pun che s w ith
strong
French,
British, and U.S. forces. Figure
B
shows a
comparison
of
forces ava il abl e on t he Wes te rn
Front. Note that most of
the
American units arrive
during the course of the scenario. The employment
of stosstruppen,
tanks , and
ai r
units
makes signifi
cant f ront movement
a r ea l
possibility
in 1918.
The
CP player has an initial
advantage
in the
1918
scenario. The Germans can concent rate their
stosstruppen units in a single attack. A 2-1 (+ 3 can
be
made on Ver dun
in March.
Alternatively, the
German p layer can a tt ac k on t he nor th ern flank
between
Calais
and
Rhiems. the
Germans
can
capture a few French cities
and
hold them the
French may develop morale problems.
The
Allied
player has
somegood counterattack
opportunities particularly when the air units arrive
in July. The Allied advantage lies in
superior
numbers.
The
French
and British
outnumber the
Germans fou r to three in corps and artillery units.
The massive
American reinforcements tip
the scales
in
favor of the
Allies. The Allies
can a tt ri ti on the
Germans in 1918. The effects
of
the blockade will
fur ther weaken the
German
a rmy. Once
the
Ger
man army is exhausted Allied territorial gains will
follow.
The Italian front is of little significance in thi s
scenario.
The
Austrains
can
easily
protect
Trieste
and
may
even
beab le tosend
a few
corps to help ou t
the
Germans
on the Western Front . The
Balkan
front accomplishes
little besides
tying
down
a few
Bulgarian and
Turkish
corps. A note on tactics in
1918: it is
generally better
to use a lot
of DRMs
in
one a tt ack rathe r than spread them out among
several battles.
As
in all
of the scenarios, the
1918
situation
is a
grab for objective cities.
However,
the
pace
of this
scenario
is
much faster than the o thers . The
CP
player must take
Verdun
while holding everything
else, and
should
strive
to secure
a
buffer zone
in
front of Lille and Verdun. The Allied player enjoys
a
strong
counterattack
capability and
the last
move
which gives
him
a sl ight edge in this scenario largely
because
he has
more
opportunities to cap tu re an
objective
city.
Britain
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16
N V CTION DURING THE WORL
Fleets in The GUNS OF UGUST By L eo n W
This
module
is used instead of Rules 23.2
an d
23.3.
1. SHIP COUNTERS P lay ers m us t m ak e th ese
counters
to
use these naval rules).
8.
DARDANE
Due
to
the
trayed
on
the
Campaign
is v
an invasion be
the
T ur ks h ad
two few tr oops
ca n
never be
Central
Power
side
the
straits
6. BLOCKAD
a. E ac h n a
t he y c on tr ol a
home
country.
b. The pen
terruption
Tab
c. R us si a g
o pe n se a
comm
of Constantino
S. REPAIR O
a. After e a
damaged are
Capabilities C
b. naval
port o ut -s id e
repair is doubl
7. SEA SUPP
a.
Each
co
phibious invas
supply capabi
Turkey, an d A
amphibious ca
twice the capab
C or ps in Franc
tive nation s 1
country s unit
supply sour ce.
capability outs
ca n
only use th
nean.
b. Sea s up
the
port
of
deb
try.
the enem
cor ps are
ou t
o
c. S ea supp
is
the country s
tor
is the
port s
objective cities
can
support
12
corps. Citinje a
only
support
t
c. In the Advanced game, all sea movement
occur s during this segment. S ea m ovement is con
s id er ed e xa ct ly t he s am e as in t he B asi c
Game
use
ru le 12.3). T he o nl y e xc ep ti on is the
number of
corps that c an use se a m ov em en t
is
t hre e p er sea
area
f or the Centr al P owers an d six p er s ea a re a f or
the Allies.
d.
Invasions: Use rules
23.31,23.32,23.33, and
23 34 Exception:
When one or m or e n av al u ni ts
support the invasion, they
add
o ne t o t he die r ol l.
N o i nv asi on s c an be m ad e
on
a ny p or ts that hold
naval units. Neither side m ay m ove units or change
its n av al b as e into sea areas
that
have no f riendly
ports.
e. Sea tr ans po rt o r am phibious invasion
flotillas
cannot
be m ade in those sea areas which ar e
controlled by the
other
players fleets. Seasupply of
land units cannot be through sea areas controlled by
t he other
side s fleets.
f. Each invasion lim it is three cor ps except
the
U.S. an d Gr eat Britain which have a six corps lim it.
4. NA VAL COMBAT
a. N av al u ni ts of opposing sides in thesam esea
area
m ust have
combat.
b. Naval
combat
is handled in a series of
rounds.
At theend of each round, either player may
attempt
to
withdraw
any
o r all of his units.
c. D ur in g each
round
of
combat, both
players
m ay fire e ac h of his naval units
at
the
other
side s
ship counters.
N ot m or e t ha n f ou r naval units m ay
be allocated
to
fire at anyone of the opposing side s
ship counter s during that
round.
E ac h n av al u ni t
m ay o nl y fi re o nc e p er
round.
Before
the
effects
of
oneside s fire is applied, the
other
side may fire.
An
example
of
naval combat follows. Th e Germans
h av e t hr ee BBs a ga in st six BBs of the British. The
Germans
have each of their BBs
attack
one each of
t hr ee B ri ti sh BBs
at
4 to 8 or 1-2)
attack.
The
Germans
r oll the dice f or their three battles
an d
get
two misses an d one
light
damage hit on one British
BB. B ef or e t he r es ul ts a re a pp li ed , t he B ri ti sh m ay
make
their attack. T he y m ak e tw o attacks.
Four
British BBs
attack
one
German
BB
at
16 to 8 or
2-1),
an d
two British BBs
attack
one
German
BB
at
8
to
8 or
1-1).
The British r oll the dice
an d
get one
miss
an d
one
heavy
d am ag e. N ow t he r es ul ts of
this
round
of
combat
are applied.
d. At
the
conclusion
of
each
r ou nd , b ot h
players roll
on
the Damage
Control
Table to r epair
l ig ht d am ag e. H ea vy d am ag e c an o nl y be r ep ai re d
when all
combat rounds
for
t hat mont h
ar e over.
e . B ot h p la ye rs ma y a lso
attempt
to withdraw
SHIP T YPE
ss
Example:
NATIONALITY
G
U SE S AM E C O DE S A S P 2
OF
STANDARD RULES)
PROTECTION
GUNNERY : J ~ - : FACTOR
FACTOR
Gunnery Factor: Relative strength of firepower
when firing
at
defending ships.
Protection Factor: Relative ability to withstand at
tacker s firepower.
Ship Type: BB represents
dreadnought
battleships
BC represents
dreadnought
bactle
cruisers
B represents
pre-dreadnought
battle
ships
E ac h s hi p
counter
r epresents a
squadron
of
c ap it al shi ps w it h t he ir
attendant
smaller ships
destroyers
and
cruiser s) . I n
particular
each BB
represents four c ap it al s hi ps , e ac h B C r ep re se nt s
t hr ee c ap it al s hi ps an d e ac h B re pr ese nt s five t o
seven
pre-dreadnought
ships.
2.
SEA AREAS
A . T he re a re se ven s ea a re as :
BALTIC SEA
NORTH
SEA
A T LA NT I C O CE A N O FF M AP )
WEST MEDITERRANEAN
ADRIATIC SEA
EAST MEDITERRANEAN OFF MAP)
BLACK
SE A
b. Any
port
may be used as a base.
Th e
inland
ports
of
Antwerp, H a mb ur g a nd B rem en c an b e
u se d as b as es o nl y
if
their water
p at h t o
t he se a is
unim peded by enemy units.
c.
OF F
MA P BASES:
1) S ca pa
Flow-The British may base t hei r
home fleet here. From this base they m ay sor tie into
t he B al ti c S ea ,
North
Sea, or Atlantic Ocean. All
British sorties into the Baltic through the Danish
S tr ai ts ) m us t be reve aled in d et ai l t o t he
German,
before he com mits his f leet units. All heavy damage
ships are lost or m ay r etr eat to Russian ports. When
the
Germans
sortie into the Atlantic
t hrough t he
channel, they also must be r evealed in detail
to
the
British player . Unless
the
German has a French
port,
all his heavy damage units
are
lost at sea, when
he sorties into the Atlantic.
2
Malta-Fleets
based
on
Malta,
T a ra n to , o r
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characteristics
are
reflected in
the
several tables
depic ting th