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STANDARD RULES for the gREAT WAR IN THE EAST Game system Caporetto, The Brusilov Offensive, Serbia/Galicia, Von Hindenburg in Poland Copysight © 1978, Simulations Pubications Ine., New York, N.Y. 19 INTRODUCTION 2.0 GAME EQUIPMENT LL The Game Map 2.2 Game Chars and Tales 23 The Paying Piet 254 Defiion of Teme 25 Game Sele 226 Part taventory 227 Rates Questions 430 SETTING UP THE GAME 449 SEQUENCE OF PLAY ‘A. Movement Reston aod Potions 5 Etec of Feely Unison Movement 4 Terrain Effects Chart ‘61 Sticking Reston: (62 Stacking and Movement 19 ZONES OF CONTROL. 9 compar ‘1 Which Ute May Arack {82 Mute Unit and Mul Hex Combat 13 Effects of Tera on Comba, 15_Exparation of Comb Reh 16. Retest After Combst ART Advance Ater Combat 188 Combat Rens Table 119. Combat Rens Option Table Supply Deeemination 92 Ete oF Bos Out of Supply 10.0 COMMAND CONTROL, 4 HOUnit 10. Erfess of HO Unis on Combat 103 How to Deernine Command Control 14 Effet of Beng Out of Command Coral 105 fest of Enemy Actiocs on HO 110 FORTRESSES, Forres and Combat and ANNENBERG cavaney 1.1 Cay Wihdranal Before Combst 122 Caley Combat Limistons 13.0 REPLACEMENT OF LOST STEPS 141 Movement of Reino 1" [1.0] INTRODUCTION ‘The bates that raged on the Eastern and Kalin fronts of World War Lad effects so broad and fat reaching that they arefet inthe world weliveinto day. The end results of these bates — of four years of total war — were tha the great imperial heemonies —Germen, Austro-Hungarian, Rue sian, and Ottoman — were dead, and that from {eit ashes was to emerge communism, fascism, and theorigins ofa century of colic. The Grot War in the East: The Death of Empires isa set of games that allows Players to simulate some ofthese decisive battles which were marked by sweeping and devastating attacks and ervcual ‘ncirclemnens. Each game uses this common st of Standard Rules as well ax exclusive le, game ‘map, and etrdboard counters that are specifi 10 ‘that game. In each game, one Player of team of Players commands the aciual Allied units inval: ed, while their opponents command the Central Powers forces. The Great War in the Basts The Death of Empress of moderate complexity, and hile i contains many new snd unique concepts, fhe basic ideas and procedures are imilar those of othe simulation games. [2.0] GAME EQUIPMENT (2.1) THEGAMEMAP Each 16" by 22" mapsheet portrays the area in ‘which a enicial campaign of World War T was fought. A hexagonal grid overlays the terrain features to repularize movement and positioning ofthe playing pieces. The mapsheet abo displays the Terrain Key, the Turn Record Track, and various visual aids ro010 [2.2] GAME CHARTS AND TABLES ‘Various visual aids are provided forthe Players in order to simply and illustrat certain game func Hons. These are the Terrain Effects Char, the Combat Results Table, and charts and tables specific o each game, including the exclusive rules, [2.3] THE PLAYING PIECES The cardboard pieces represent the aetual military units that took part inthe oviinal battle, The humbers and symbols on the pies represent the strength, movement capability, and the type of Unit epresened bythe piece. These playing pieces arereferedtoas unite.” [2.31] How toRead the Units TYPICAL COMBAT UNIT Front ogni ey, sna ne [SST NG Ge" auuat Cr Detese Sena Back Xx aacd seman | SES care | oad conta TYPICAL HEADQUARTERS UNIT Fret ¢ 7 suit 91-324 pos Designation» yPr8 — eons Strength’ A and hex us Reduced +4 f-99-9 ‘Combat Rel, eB (8 (2.32) UntStzeSymbots t.=regiment;X~= brigade: XX = division; XXX corps 12.33) Unit Type Symbols Infantry ‘Note that not all types appear inal games [2.4] DEFINITION OF TERMS Attack Strength: The quantification of a unit's Srength in tems of attack fo te type of combat epresented on the Combat Results Table Defense Sirength: The quanifcation of a wni’s ‘strength in terms of defense forthe typeof combat epresented onthe Combat Ress Table Movement Allowance: The quantification of @ tunis mobility in terms of ‘Movement Poin Basically, a unit expends one Movement Point for cach ex of Clear terran tener, Reinforcements: Uaits which do not bepin the ‘ram placed on the Game-Map, but rather appear al ascheduled time and hex duting a future Game- Tum, ‘Stacking Point: The momber of wits Player may have in any he ar theend of any Phases reputed by means of Stacking Points, Each unit is worth a ‘number of Stacking Points whichis never changed Uhreughout the game, ranging from one 0 four Stacking Points per unit Note: It is important that Players nor confuse Stacking Points with ‘Sheps, Unlike Steps, a uit may never lose Stacking Ponts, ‘Siep: Part of the total stength ofa unit which is lost due to combat or other causes, with an atten- dan reduction in Attack and Defense siengths. Each anit nas between one and four Steps, When unit has ost all's steps, it is eliminated and Femoved from play ‘Tactical Competence Rating: One ofthe moreim- portant concepts in the game is Tactical Com petence ‘Rating (TCR), which is refered 10 throughout the rales. Each army on each sie wil be given a Tactical Competence Rating inthe Ex clusive Rules. This is quantitative evaluation of tach army's capabilides, They range from 1 (ex- cellent) t0 449007 Zones of Control: The six adjacent hexes sur rounding unit which that unitis sai tocontrol 2.5] GAMESCALE, See the Exclusive Rules ofeach game forts precise seal, [2.6] PARTS INVENTORY Individual Quad ‘Game Game Game Map 1 « Die-Cut Counter Sheet 1 * Standard Rules Folder 2 Elusive Rules Folder 1 * Historical Arce ° 1 Plastic De ° 1 Game Box ° 1 Note: Game Hox and Plastic Die not included in subscription edition. 1f any of the above parts are damaged or missing, ‘Customer Service ‘Simulations Publications, ne ‘4 East 23d Street, New York, N.Y. 10010 [2.7] RULES QUESTIONS, Questions concering the rules for The Great War {nthe East Quad willbe answered if phrased 30 that a simple ys or no reply wil suffice and if the Questions are accompanied by a stamped, self- Addressed envelope. Mark the envelope "Rules (Questions: Great War inthe East Quad. [3.0] SETTING UP THE GAME [Before the game can begin, a number of counters are placed on the Game-Mup. Each counter Is placed in the hex whose four-digit number appears Printed on the unit. Units which have a one- or ‘hwo-dgit number accompanied by alter are rein forcements, The number refers to ther Game- ‘Turn of artval andthe eter tothe hex they arive fn, Some games have Scenarios in which his inital ccup varies (se Exclusive rules), Once the star- Ung units have been set on the map, play may hesin [4.0] SEQUENCE OF PLAY Each game is played in Game-Turns, each of which ‘comprises two alternating Player-Turns ‘The Player whose Player‘Turn {s in propress is called the Phasing Player. Each Game-Turn pro ‘Seeds strictly in accordance with the fllowing Se- ‘quence outline. No aetion or function contrary 0 the Sequence of Play is permilted. To determine ‘which Players me Phasing Player, consult the Ex ‘lusive rules for each game. A. FIRST PLAYER-TURN 1, MOVEMENT PHASE: Each Movement Phases divided into the following segment 4 Initial Supply Determination Segment: The Phasing Player determines which of his units ae ‘oat of supply (thee Movement Allowancos are halved for that Movement Phase, see Case 9.2), 2. Reinforcement Segment: The Phasing Player places hisremforcements oa the Game-Map. & Command Control. Segment: The Phasing Player determines which of his units he will place in Command Control by allocating Command Streagth. Units to which Command Strength is allocated must be within the Command Radius of ‘HQ uni, For each ofthe remaining units he then oll the die o see if they are in Command Con- tol, He then places an "Out of Command Con- tual” matker onal units that are not in Command Control. 14. Movement Segment: The Phasing Player may ‘rove all of his unite which are in Command Con: ‘Mol afer which time he removes all "Out of Com: ‘and Control” markers. &. Autrtion Segment: The Phasing Player dete ‘nines which of his units are not out of supply and then rolls the die to determine i each one suters 2. CAVALRY WITHDRAWAL BEFORE COM. BAT PHASE: The non-Phasing (Second) Playet the die, ihe wishes, for each of his cavalry units which are. adjacent to an Enemy (Phasing Player) unit to determin ifthe unit ma ‘withdraw ewohexes (ee Case 12.) 3. COMBAT PHASE: Fach Combat Phase is divided into two Segment: ‘2, Command Control Segment: The Phasing Player determines which of his units he will place {in Command Control for combat purposes by allocating Command Stength. Units to which ‘Command Stength is allocated must be within the ‘Command Radius of a HQ unit. He then places Out of Command Control” markers on all units notin Command Cont) >. Combat Resolution Segment: The Phasing Player may use is units toatack the non-Phasing Player's unis in accordance withthe ules of com- buat. During this Phase neither Player may move his waits except when foreed 1 do soas result of combat 4. STEP REPLACEMENT PHASE: Units hich have lost steps may now, under certain con ‘iions, have them eplaced by the Phasing Player. B. SECOND PLAYER-TURN The second Player now becomes the Phasing Player and repeats the actions performed in Phases through 4 C. GAME-TURN RECORD INTERPHASE, ‘The Game-Turn marker should be advanced one space an the Game-Turn Record Track to mark the end of one Game-Trn and inal the start of [5.0] MOVEMENT (GENERAL RULE: Dring the Movement Phas, the Phasing Player ‘may move as many oF a5 few of his units as far as the desires (within the restrictions of Command ‘Control, Case 10.4), as long a each unit's Move ment Péint Allowance i not exceeded in single Pha. PROCEDURE: Move each unit individually, tracing the path ofits ‘movement through the hexagonal pid. As cach Unie entes a hex the unit expends one or more ‘Movement Points rom ils Movement Allowance CASES: [5.1] MOVEMENT RESTRICTIONS AND PROHIBITIONS. {5.11} Friendly units may be moved only during the Friendly Movement Phase, although there may be some movement asa resul of combat in terms ‘of advances and. etreats_and. withdrawal of ‘cavalry before the Comat Phase. These are not ‘onsidered movement per se and do no require the ‘expenditure of Movement Pots [5.12] Movement is calculated in terms of Move- ‘ment Points. Basically, one Movement Point of & Unit's tral Movement Allowance i expended for ach Clear terrain hex the unit enters; other terrain oats more than one Movement Pot 0 enter or, ‘ror. These effects are summarized on the Teeran Eecte Chart(S) [5.13] Units may never be moved ino an Enemy: ‘oseupied hex orundestroyed Enemy fortress 15.14) A unit may never expend more Movement Points than it total Movement Allowance in any ‘one Movement Phase. Unused Movement Points ‘ay not be aecumulated until another Movernent Phase, nor may they be transferred to another [8.13] A unit may be moved from an Enemy- Controlled hex during the Friendly Movernent Phase (even into another Enemy-sontralled hes, 07.22) subject toall movement costs. [5.16] On yits using Raiload Movement (see 5.3)benefit from Railroad lines, [517] A unit chat has expended no Movement Poin in @eiven Movement Phase may alvays ‘move at least one hex, regardless of Movement Point limitations, unless itis out of Command Control [5.2] EFFECTS OF FRIENDLY UNITS ON MOVEMENT . 15.21] A Friendly unit may be moved through exes cecupied by other Friendly units at no ada tional Movement Point eos, [5.22] There is no limit to the numberof Friendly nits which may passthrough a piven hex in any fone. Segment, and. Friendly units may be Dverstacked atthe end of any Sezment as Tong as All Stacking limits are meta theend of each Phase (GeeSecion 6.0) 15.3] RAILROAD MOVEMENT [| [5.31] Dusiag each Movement Phase, the Phasing Player may move a specified number of Stacking Points (ce Cas 6.1) of Friendly units, plus any of his HQ woils, a specified numer of hexes alr Friendly railroad lines. These specifications from game to game and from army to army’ and are referred to as Rail Capacity and Ralroad Movement Rate, respectively. All units which ‘move by ralina Movement Segment orremainen- tained at the end of their Movement Segment (without moving) count toward Rail Capacity {5.32} To use Rall Movement, a unit must ist be ‘moved 10 a non-Eneny-controlled hex containing «Friendly railroad line as defined inthe Exclusive ules) [Exeeption: Units with a Tactical Come petence Rating of 1 may eatain in Enemy Zones ‘f Control] Once i hex containing a Friendly ine, a unit must expend additional Movement Pins equal tots Tactical Competence Rating in ‘order 10 be entrained. Once entrained, place an Enirained marker on that unit (his marker re ‘mains om that unit unit detrens), Only ts ‘which are in supply and in Command Control may [ESH/'BAE entrained, aunt may be moved fom ‘one contiguous adjacent Railroad Hex to another, Following te ealtoad line. This unit may be mow ‘up tothe masimm numberof hexes permit by the Railroad Movement Rate. Enrained units ray not enter an Enemy-conroled hex orany hex Tas oceupled byan Enemy unit {S.34) Alter a Player has finished moving a unit by ral, he may detrain at no additonal Mavernent Pint cost and resume moving that unit oemaly, provided that i has Movement Points remaining However, only units witha Tactical Competence ‘Rating of | may beusedinan attack inthe Combat Phase immediately following a Movement Phase inwhich hey used Rail Movement. [5.35] Enteained units which ae out of Command Control in the Movement Segment may ffecly ngage in Rall Movement only. They may not Aettain, entrain, or use normal maverent. [5.26] Enteained units do not possess a Zone of ‘Control and may not attack. Enzained its de fend at half Defense Strength, rounded down, If attacked, they are automatically detained. [8.37] In some games, Players will see hat certain ral ines that ext the map ate linked by ral lines bff the playing area ofthe map. An entrained unit which exte from a feindly rail mapeext ex my be moved “off the map" paying the indicated ‘umber of Movement Points unt it reenter the tap at the appropriate hex, However, the unit ‘may not re-enter the map into an Enemy Zone of Control (see Case 1422), [5.38] All OfF Map Movement is Rail Movement Al nit (except for HQ units) performing Oft- ‘Map Movement count against Rall Capaciy, A unit may end its movement off-map. fit docs so, the Phasing Player must note how many Move. ‘ment Points she unt has moved towards destina- tion, These Movement Points may be applied to the next Gamme-Turn’s Movement [5.4] TERRAIN EFFECTS CHART (eePageRI) [6.0] STACKING GENERAL RULE: ach Plaerisrestited ato he number of Stack ing Points he may have it a he atthe end of any jen Phase. The numberof Stacking Points per sable per Rex varies from army fo Arm and {rom gameto game (ee Exclusive rue) CASES: [6.1] STACKING RESTRICTIONS {6.11} The Stacking Point Value of units a Follows: HQunits: oStacking Points Regiments: 1 Staking Point tacking Point ing Points Corps: 4 Stacking Points [6.12] Fortesses and game markers never count toward Stacking limit [6.13] Friendly units of diferent types and na- tionaltes may stack together [6.14] Any units in exces ofthe stacking reste ‘Hons atthe end of any given Phase (nor Segment) ae eliminated, withthe owning Player choosing ‘which units to eliminate. Note: Losing a bart of a ‘unit does not reduse that unit's Stacking Point Valve fi [6.15] Units may overstack while retreating after Combat, However, fa units freed t0 overtack attheend of iszeteat, its eliminated, (6.16) A unit's Stacking Point Valueisa constant It's never seduced, even if that nit is weakened due io steplosss, [6.2] STACKING AND MOVEMENT (6.21) There's no limit to the number of Friendly ‘nls that may enter or move through any hex dut jnga Phase aslongas Stacking limits are metal the nd of that Phase [6.22] There is no additional Movement Point costtostack or unstack Friendly unis [7.0] ZONES OF CONTROL GENERAL RULE: ‘The six hexagons immediately surrounding a ex constitute the Zone of Control of any units in that hex. Heves upon which a unitexerss a Zone of ‘Control called controlled hexs, inhibit the move- ment of Enemy units. Forteses and unis in for. tresses that would do so normally exert Zones of ‘Control in the same manner as normal units, Unite inan Enemy Zoneof Contol are never required 0 attack. Combats completely voluncary PROCEDURE: All units must expend one additional Movement Point (above and heyond terrain costs) enter an Enemy-controlled he. CASES: (7.1] EXTENT OF ZONES OF CONTROL [7.11] Zones of Control extend into all sx hexes adjacent to the controlling unit’ hex. Zones of ‘Control donot extend actors Prohibited hexide, [7.12] Allunits exert Zones of Control aa ies during the Game-Turn, [7.2] EFFECTS OF ZONES OF CONTROL (7.21) Friendly units must pay one addtional Movement Pont to enter an Enemy-controlled hex, in addition to any cost incurred ddeto theter- ‘inin thehexbeing entered [7.22] Units may be moved directly from one Enemy-controled hex fo another, as long a they have suffisient Movement Points remaining to fete that hex (he terrain cost plus one for enter- ing that Enemy-conteoled hex). (9.23) There is never any additional Movement Pint cost to move from an Enemy- controled ex intoa hex that snot Enemy-controie. (7.24) The presence of Friendly unis or fortresses (Gut not friendly Zones of Control) negate the ef- {et of Enemy-contolled hete forthe purpose of ‘racing supply and retreat after combat. They do ‘not negate Enemy Zones of Control for the pur- poses of movement (7.25) ttherereboth Enemy and Friendly Zones ‘of Contol exerted inco the same hex, both Zones o-enist, and that hex is mutally controled by both Players. There is no additions effect of hav- Ing mote than one unit exerting is Zone of Com. lrolontoa given hex 17.26] HQ units and supply depots never exert a Zone of Conta [8.0] COMBAT GENERAL RULE: Combat occurs between adjacent opposing units a the Phasing Player's discretion. ‘The Phasing Player is the Attacker, the non-Phasing Payer is the Defender, regardless of the overall strateaic PROCEDURE: ‘Total the Attack Swengths of all she attacking units involved ina specific attack and compare it tothe total Defense Strength of the unis in the hex under attack, State the compacison a a ratio: At tacker's strength to Defenders strength. Round Off the ratio in favor ofthe Defender to conform to the simplified odds found on the Combat Results Table (ee 8.8); rol the die and read the results on the appropriate line under the odds. Ap- ly the resul immediately consulting the Combat Results Option Table (8.9) before resolving any other attacks being made during that Combat Phas. CASES: [8.1] WHICH UNITS MAY ATTACK {8.10 Friendly units may attack during the Friendly Combat Phase. They may thenattackany and all Enemy units which are adjacent to them, ‘Only. thore unis directly adjacent 10 a aiven Enemy unit may patkipatinan rack pos that [8.12] Attacking is completely voluntary; units are never compelled to attack, and not every unit adjacent to an Enemy unit need participate inany tack. A Friendly unit ina stack that snot par- tispating ina given attack is never affected by the resulis of that_attack, Unity with an. AMack Strength of zero and unis with Combat Strengths inparentheses (See Case 10.51) may neverataek [8.13] An Enemy-occuped hex may be attacked ‘by at many unite ar can be brought to bea inthe skadiacent het [8.19] No unit may attack more than once pet ‘Combat Phase, and ao Enemy unit may be atack- ‘edmorethan once per Combat Phase [8.2] MULTIPLE UNIT AND MULTLHEX COMBAT (8.21) All onits ina given ex must be attacked as 2 Single Defense Strength. The Defender ay not Withold a unit ins hex under atack, Different Units ina hex may not be attacked separately, nor ‘may one unite attacked without involving the bother unite inthe same combat. [9.22] Other units ina hexcontaining an attacking Unit need not participate in that combat or any bother attack, Thus when one unit in stack i a ‘aching a given hen, the other units in the stack ‘couldattack another het, or not (8.23) If unit(s) is adjacent to more than one Enemy-oceupied he, t could attack ll of them in single combat. Thus, unitsinasingle hex may at- fack more than one hex. The only requirement is that all attacking units must be adjacent to all efending units. {8.24 A given unit's Auack and/or Defense Strength is always unitery; that i ¢ may not be Givided among different ‘ther for attack ordetense [8.3] EFFECTS OF TERRAIN ‘ON COMBAT (Gee Tecan Effets Chart, Cases.) [8.4] COMBAT RESOLUTION ‘Combat odds are always rounded off in favor of, ‘the Defender, For example, an attack with com bined Attack Siength of 26 against a group of ‘nts derending with 8 Serength of 9 (26 (0 9) ‘Would be rounded off tothe next lowest combat ratio column onthe Combat Rests Table 2-1 ibat rato column used i modified by the ‘Competence Rating of the attacking units dana the attack shifeof the HQ unitsinvolved inthe ‘combat. The die then rolled and the result dc tated by the Combat Results Table is applied using ‘he Combat Option Table [8.5] EXPLANATION OF COMBAT RESULTS Each of the units in the Grow War in the East ‘QuadeiGame bas «numberof strength levels call ft Seps, The results on the Comat Ress Table first the Player 10 an entey onthe Combat Op- ‘ion Table (89). Under each entry are one oF more ‘options, ane of which must be fulfilled bythe units affected by the combat. These options will quire the affected units to lose steps, be reveated, ora combination af bath, [SI] Regiments, most brigades (se Exclusive rules), and supply depots (which are ceated as ‘combar units) have one Step. Therefore, if such a ‘nit isreduced onestp, it iseiminated. [8.82] Divisions (and some brigades) have two Steps. The second Step being printed on the revere side ofthe counter, Should such @ unit be ‘educed one Step, ii Tipped over to its weaker Strength, Should it then be reduced another one ‘Step t would be eliminated. Note that some units (in some Seenatis) begin the game in a reduced (8.83) Comps have four Steps. The first (fll ‘sirength) and third (half stengi are represented bythe front and back, respectively of each corps ‘counter The second and fourth eps of corps are Indicated by placing a Corps Reduction marker on top of the counter representing. the corps ip redution (first Step): The corps unit at fullstenath face-up) with no marker present, ‘One Step reduction (second Step: Place a Corps Reduction marker "1 from Ful Strength” on top of the fll strength side of the corps counter. ‘This has the effect of reducing the full Attack and Defense Sirengths of that corps by one. ‘Two Step reduction (third step): Flip the corps vit over tots weakened strength, No marker is placed on he corps counter. “Three Step reduetion (ourth Step): Place a corps reduction marker "1 from Half Strength” on top of the weakened strength side of the corps ‘counter, This has the effect of reducing the weakened Attack and Defense strengths of the corps by one Four Step reduction: The corps eliminate. [8.54] Each result on the Combat Results Table ths to resus e-2.,"1/2"), The frst number is the Combat Result for the attacking uns. The se- ‘ond number isthe combat result for the defen- ‘ing units, Each number result refers the Players tovan entry on the Combat Rest Option Table {Case 8 9),which hats the options available o bot the Attacker and Defender. Note: Only defending tnits may ever reiea asa fesult of combat. When both the Attacker and Defender sffer a combat result the Defender always applies his combat lt itt, exardess of which option heseles [8.6] RETREAT AFTER COMBAT [8.61] Only defending unis may teteat — never tacking units, The defending Player may eect 39 ‘option on the Combat Reslls Option Table that Fequies an affected stack or tit 0 ereat one Or foo exes. A unit may never be recreated into or through an Enemy uniter though Prohibited hen- fides 18.62] Retrst of Friendly unite are conducted by ‘the owning Player, within the paraineters of Case B63 Units In stack which retreat must rteeat together and may not retreatinividually [8.63] Units must observe the following priorities Indeciding which hex to retreatint 1. Toward theneares Friendly supply source. 2. che retreating unit hasa Tactical Competence Rating of 1 ico non-Enemy controlled hexes (this priority is superceded by priority). Units are never eliminated, however, if they are rot able to observe the retreat prices, Units ‘ay never end thei retreat ina hex in violation of the Stacking restrictions, Units which would be Torced to dosoare liminated instead. {8.64} If forced not to observe eetteat priority 2, ‘nls with a Tactical Competence Rating of ! may ‘oe retreated ito of through an Enemy-contrlled hhex. Units with a Tactical Competence Rating of 2,3, of 4 may not be retreated into or through an Enemny-conteolled hex (unless that hex is occupied by a Prien unt; see Case 7.28). IF forced 1050 retreat they would beliminated. [8.65] Units may be releeated trough other Friendly units, within che Bounds of Case 8.63, without disurbing the nen-reveating units. The oneteating unity are not affected. by the retreating nits; they do nat have o move out of ‘heway ofthe retreating unit (9.66) If unite forced to rtret into a Friendly ‘occupied Hex (ether as result of combat or val withdrawal Before combat) and that ex then undergoes an attack, the retreated unit docs ot adits Defense Siena to dheunis in thehen Nor areits Steps counted 1o see whether thedefen- dling force is the larger side in that combat. If the ‘unit wth which the retreated force is now sacked suffers a combat result causing them to retreat or be eliminated, the previously retreated force is ‘liminated, If he unis with which the crested Force is stacked loses hall its Steps the retreated force would also lose half its Steps (rounding up) [8.7] ADVANCE AFTER COMBAT [8.71] Whenever an Enemy force is forced to feireat (ors eiminated) leaving the ex it onginle ly occupied vacant asa esl of combat, any or all Friendly wetorious unis which partpated inthe combat are allowed to advance ito that hex, sub- ject to the Stacking limit (Exception: see Case 79. [8.72] Advancing victorious units may ignore Enemy Zones of Control [8.73] The option to advance after combat must be exercised immediately, before any other com= ‘ba revolution. Units are never forced to advance after combat, Afier advancing, units may not tack in that Phase, even if their advance places them adjacent to Enemy units whose bates are Yet to be resolved or who were not involved in Combat. However, advances are elu in cating Off the retreat of Enemy units whose combat has note been eslved [8.74] Victorious defending units may never a Vance after combat — only victorious attacking [8.75] “sNePasseront Pas!” In certain cases where all the defending units have been eliminate, if they were in supply at the mo- rent of combat, no attacking units may advance {nto the vacated hex. Thiskappens ‘When all defending unit have been eliminated 35a result of selecting option “1” after combat resultof 2 2. When all the defending units have, been eliminated asa result of selecting option "1" alter ‘combat erat oF 3 In either of these two events no attacking units ‘may advance into the vacated hex, This represents the fact that the defending ‘nits have been eliminated due o holding their ground tothe lst sman—"Ilsne paseront pas! [8.8] COMBAT RESULTS TABLE, (eeepageRI2) [8.9] COMBATRESULTS OPTION TABLE (seepage RI2) {9.0] SUPPLY GENERAL RULE: Units notin supply are penalized with respect 0 ther movement and attack abides. They may alsoloe Sepsthrouphatrtion asaesul of being ‘ut of supply (however, see Case 9.24), CASES: [9.1] SUPPLY DETERMINATION [9.11] Supply for Phasing uitsis determined wi respect tothe fellowing 1. For movement. purposes: during the Inicial Supply Determination Segment 2 Forattriton: ding the Attrition Segment 3, For gombat purposes: at the instant of combat. (9.12) Units ein supply if they can racea line of supply toa supply source. This line of supply may ‘ot exceed that unit's Supply Range (se Exclusive rule). [9.13] The line of supply is raced from the unitin ‘question toa Friendly supply source (do not count thehex the unit occupies). A unit may trace supply tora supply source which is either a Friendly ‘allroad, Friendly mapedge (where a Friendly railroad tine exis the map), or supply depot unit that eis in supply. [9.34] A supply line may not be trace thedugh an Enemy-occupied hex; it may be traced through 2 ‘maximum of two Enemy-contolled hexes ony if the unit whose supply line i being traced has 2 Tactical Competence Rating of | [9.15] A Friendly ral hex isasupply source ontyit 2 path of contiguous ral hee, feee of Enemy ‘eeupied and Enemy-contralied hexes, can be {raced from i 10 « Eien map edge andthe hex was not las ozcupied by an Enemy unit 19.16) A supply depot is in supply omy i itis within its Supply Range (Fre of Buemy-oceupied land Enerny-controlled hexes) of another supplied Faendly supply depot, or within Supply Range of Friendly ralload hex which can be used for sup- Ply. Supply depots may form a chain from a Friendly railway hex t0 supply Friendly units (incliing other supply depot) (9.17) Lines of supply may be traced through hexes which contain only Enemy HQunits. [9.2] BFEECTS OF BEING ‘OUT OF SUPPLY [9.21] All units which are out of supply have their ‘Movement Allowances and Attack Siena (not Defense) halved (round fractions down, but never below one), Being out of supply as no effect on Rail Movement {9.22} All Phasing units which are determined to be out of supply during the Attrition Segment of the Friendly Movement Phase mst roll for ati ‘on, The Phasing Payer rlls he die individually foreach of his ownunitsthatisout of supply. Ona di rll of 1,2, or 3, tht unit loses hal of tse ‘maining Stops (actions rounded up). Any other Aicroll has noeffect. [9.23] Auacking (wor defending units determined tobe out of supply at the instant of combat must check Tor austin as per Case 9.22-Thie die roll takes place immediately before the odds are com- ‘puted and that unis combats resolved (9.24) HQ units are the only units immune from triton under Cases9.22and9.23, [10.0] COMMAND CONTROL CASES: [10.1] HQUNITS {10.11} The HQ units represent the various com- ‘manders and ther staffs, Each HQ units ated ac ording tothe ability of the commanding office ‘This ability fs represented by the Attack Shift Command Radius, Command Strengthand Com. bat Strength which have he following effets 1. Attack Shift: Each HQ unit may provide a Sift co the right of a numberof columns equal to its attack shift on the Combat Results Table, for tone attack per Friendly Combat Phase 2. Command Sirengeh: The maximum number of units, represented in Stacking Poin, within & biven HQ unit's Command Radius (se below) ‘which may’ receive from i the benefits of being in ‘Command Control 3. Command Radius: The maximum distance in ‘nexes) hat @ unit maybe froma HQ unit eligibleto bein Command Controt and recsive that HQ'S At tack Shift 4. Combat Sirengih: The Defense Strength of ‘normal HO units, and the Attack and Defense Strength of Heroic leader HQ unis [00.12] HQ units which havean “H" next ro their ‘Combet Stength are “Heroic” leader HQ unis ‘They differ from other HQ units only with regard to their additional effect on combat (see Case 10. (10.2) EFFECTS OF HQ UNITS: ONCOMBAT HQ units have the following effects on combat: 1. Herote Leeders and normal HO units may aid fone attack within tele Combat Rus each Com bat Phase with their Autack Shift, which enables the Combat Resulls Table odds’ column to be shifted numberof columns to the right equal to (he HO units tack shit eee Case 10.21), 2. Heroie Leader HQ units ay use their Combat iengih for attack and defense, ard normal HQ. units may use their Combat Strength for defense, ‘when sacked with two.or more Stacking Points of Friendly units (ee 10.4). 3. HQ units may place units in Command Con- trol. Attacking units eut of Command Controt hnaveiheirAtack Srength halved (see Case 10.32). (0.2) Attack shite “Fach HQ unithas an attack shit tmay nor bews- ‘i for defense. Ths represents the ability 0 Shift the final combat odds of one attack a number of columns on the Combat Resulls Table othe right ‘equal othe Atack Shift of the HQ unit, Thus THQ unit with an attack Shift of 2 could use ito tum a 21 attack into a1 attack by sifting to columas tothe riht. For an HQ unit ro give the Denefit ofits Attack Shift Coan alack, a eas alt ‘of theatacking units (in terms of Steps, excluding ‘ther HQ units and depots) must be within that HQ unit's Command Radius. {10.23} Attack Sitti [A given attack may receive only one Shift per Command Level (subject to Case 10.21). For ample, an attack could recive a shift roma Corps HQ and shift trom an stmy HQ. Ie could not receive a Shift from two corps HQ or two army Hunt (10.23) Herole Leaders CCertin HQ units are designated as being Heroic leaders, Heroic leaders arethasewithan "H’” next to their Combat Strength. In addition tothe At- tack Shift they may, When stacked with two or ‘more Friendly Stacking Points, add their Combat Strength to the alack of defense in which tha stack participating [00.24] Heroic leaders may not apply thelr Atack ‘Shift oa different combat from the one in which they areapplying their Combat Stuength [10.3] HOWTO DETERMINE COMMAND CONTROL (10.31) Atthestart of the Command Control Seg- ‘ment of the Moyement Phase, the Phasing Player ‘st determine the Command Status ofall his Unis, and place an Out of Command Conteol ‘marker onall hose that are notin Command Con- tol. The number of Stacking Points worth of unis which may bein Command Control may not exceed the Command Sirenath ofthe HQ unit 10 ‘which they ae tracing command. Once placed in ‘Command Control, ust is Command Control tnt theend ofthat Movement Phase. {00.32} A unit may be placed in Command Con- trol if is within the Command Radius of & HQ Unit. The owning Player then desides which of his ‘nits to app an HQ uai’s Command Strength to, Note that a unit isin Command Contol due 10 Case 10.41 dors not count toward any HQ's ‘Command Strength, Optional: Players who value simplicity may decide 10 treat the Command Strength ofall HQ units as unlimited — they may ‘benefit all he units in heir Radi. [10.33] The Command Radius is traced throueh ‘the hex ari from the hex the IQ nit in x- lusive) fo the hex orcupied by the unit being com: manded (inclusive). The Command Radius may ever be traced through Prohibited tera, Block ‘ed hexsides, or Enemy-oecupied hex, [00.34] If the Tactical Competence Rating for tiven HQ unit i 1, that HQ units Command Radii may be traced through Enemy Zones of CContol. If an HQ unit's Tactical Competence Ratingis2, 3, oF,that HQ unit's Command Radit may not be traced through Enemy Zones of Con trol. For this purpace, the prsenoe of Frienly Units in an Enemy-contelled hex negates the Enemy Zone of Control'seffeet [10.35] Being entrained or out of supply has noe fect on HQ unite whatsoever. (10.36) Remember thata Payer determines which Of his units ate in Command Control for move- ‘ment purposes inthe Command Control Segment ot his Movement Phase, and for combat purposes In the Command Control Segment ofthe Combat Pha. [10.4] EFFECTS OF BEING OUT OF COMMAND CONTROL, [10.41] Actheend ofeach Movement Phase Com- ‘mand Conteol Segment, the Phasing Player may tall the die foreach of his units which are out of ‘Command Control. If the die rolls greater than ‘that units Tactical Competence Rating, the Out of ‘Command Control marker is moved from iad the unit i Command Control for that Move- reat Phase. Ifthe die vlls less haa oF equal 10 that unit's Factical Competence Rating, that unit remains out of Command Contra {10.42} Adacking unis determined to be out of ‘Command Contel in the Command Control Se3- ment of the Combat Phase have their AKtack Strength halved. This may result in them being halved twice, thus reducing their Attack Strength to of normal Gi they ate also out of supp), Units out of Command Control due to being out side a Command Radive during the Command Conttol Segment of the Comat Phase may not reenter Comnmand Control through adie oll as tot [10.43] Unis with « Tactical Competence Rating Of 3 oF 4 which are out of Command Contra (ot fut of an HQ unit's Command Radius if they are ‘he nom Phasing urls) atthe iastant of combat ‘add one tothe result on the Combat Results Table, ‘vith Bon the table becoming an [10.5] EFFECT OF ENEMY ACTIONS ONHQUNITS (00.51) Attack shifts may be used only 0 benefit Friendly atacks. They may not be used 10 aid the defense of Friendly unit. In adaition to the use of their Atack Shift, Heroileader HQ units may at- ‘ack and defend wih tei full Combat Strength, and normal HQ units may defend with 2 Suengsh ‘Of when stacked with two or more Stacking Points of Friendly combat units. The Combat Strengths of HO unis are never reduced by Being ‘unsupplied (20.82) AL HQunits, including Heroic leaders, do fot exert Zones of Conte. They do not block Enemy lines of supply, retreat oF Rail Movernest "these can oth be traced over and adjaceat to hem. A Friendly combat unit with an AUack Strength of greater than zero may even move into ‘helex only containing an Enemy HO unit hiss fat exception to Case $13), in which case the [Enemy HQ must immediately displace tothe hex containing the nearest Enemy unit and/or for tress. Friendly unit reiears may also displace Enemy HQ units. Enemy Displacement ma¥ not ‘cur if all sit hexes surrounding the Enemy HQ unit are occupied by Friendly units oF GF the HQ Units have a Tactical Competence Rating of 2,3, (0F )by Friendly -controled hexes. Thus, only HQ ‘units with a Tactical Competence Rating of ! may Aisplace through Enemy Zones of Control. HQ lults na stacked with Friendly combat units must space at anytime during she Enemy Movement Phase if Enemy units are adjacent ct HQ units sacked with Friendly combat units may never displace 110.83) HQ units which are part of a defending sack defend wit thei full Combat Strength peo- vided they ae tacked with two oF more Stacking Points of Friendly defending units. If there are fever than two Friendly Stacking Points in the defending hex, HQ units may not add ther Defense Strength, regardless of whether they are Heroic or not. HQ units alvays suffer the same ‘combat resulis as dhe Friendly units they ate stack ‘ed with all the Friendly combat units « HQ unit ie stacked with are eliminated it ls ie eliminated ‘exception: see 10.54). Defending HQ units may only retreat when one or more ofthe units they are Stacked with reteat, (20.84) Certain army-tevel HQ units have a reverse side, printed with reduced Strengths. Such ‘units may, Hf eliminated as a result of combat, Aispace as. in Case 10,52 inslead of beng eliminated. The Enemy Player sil recsives any ‘Victory Poins for eliminating the unit, however {This represents eng up a alternate HO nds surviving elements.) [11.0] FORTRESSES GENERAL RULE: Fortresies are permanent elaborate defensive post tions They are printed on the map, CASES: [11.1] FORTRESSES AND COMBAT [14.0] Fortzesses may never attack. They defend With thoir printed Defense Sireagth only. If a Friendly unit i defending in a fortes hes, that fortes adds is Defense Strength tothe Defense Strength of those unite Being attacked, [11.1 Fortresses are affected by combat resus Tn thesame manner as normal units with theexcep- ‘ion that they must absorb alone in Steps, They may never retreat. (11.13) All forresses have four Steps. For par poses of absorbing losses (only, each fortress Sep Toss ie equivalent to two combat wit Sleps, Exe ample: If two divisions ate stacked with @ for {tess (8 Steps! 4 forthe fortress and 4 or the two