The General - Volume 18, Issue 3

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    The

    V LON ILL

    September-October 1981

    Volum

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    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

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    EDITOR: Donald J. Greenwood

    ASS'T EDITOR: Alan R Moon

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    ze h

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    The AVALON HILL

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    STORM OVER ARNHEM

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    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

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    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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    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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    11/52

    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