1918 Final Rules
1918 Final Rules
WWIICAMPAIGNS:
CAMPAIGNS:1940,
1940,
1941,
1941,
AND
AND
1942
1942
1918 Variant
Rules
The final year on World War I’s
western front Credits
Design: Ty Bomba
Development & Playtesting:
Dr. Robert Smith
XX — US Divisions a
unit eliminated during GT1 and receiving a two
Design Note: Whenever halving any combat or roll result would reenter from the dead pile during
movement factor, round up all remainders. the MRP of GT3.
5. If a die roll would have a unit reappear after
2. SEQUENCE OF PLAY GT7, it is permanently eliminated. Similarly, do
Use this parent game rule as is, with the following not roll for replacements during that GT since it
two important changes. will be impossible for them to return before the
1. Phases C and F are deleted and not used in game is over.
any turn. There is no disruption in this scenario. 6. No die roll is ever made for US divisions or
2. After the end of the Allied Player Turn in each corps. Each eliminated division is awarded an
game turn (GT) after the first, add the following. automatic result of one, which it true even if
eliminated while out of supply. No US corps is
Mutual Replacement Phase (MRP). During this ever replaced, due to the fact they only enter
phase, both players (German always first) place on play during GT6, so their earliest reentry would
the map their units returning from the dead pile. Both be after the end of the game.
sides’ units may be placed in any friendly controlled
major and/or minor cities that are in supply at that time. 7. As the final step in this phase, the German
Stacking limits are in effect. Within those strictures, player must remove any supplied Stoss corps
units may be placed in Enemy Zones of Control of his choice, from anywhere on the map,
(EZOC). Returned units begin operating normally in and replace it in situ with its corresponding
all ways at the start of the next game turn. regular infantry substitute counter. Stoss corps
removed in this way are permanently out of play
Eliminated units are replaced under the following in their Stoss configuration. (This simulates
additional strictures. the gradual tactical-level attrition these units
1. The Belgian Army, Italian 2nd Corps, all French were inescapably undergoing throughout the
and British cavalry corps and the Portuguese campaign.)
Corps never replace. If eliminated (under any Turn Limit. There are seven game turns in this
circumstances), they are permanently out of scenario, with the German Player Turn first in each
play for the rest of the game. one of them. Each game turn represents four or
2. Any corps of any nationality eliminated while out five weeks of ‘real time,’ extending from 12 March
of supply is never replaced and is permanently through 11 November 1918, as follows.
out of play. Turn 1: March/April
3. Whenever a German Stoss unit is eliminated Turn 2: May
in supply it is permanently removed from
play in that configuration. In its place, put the Turn 3: June
corresponding regular infantry corps into the Turn 4: July
dead pile for it. Those corps are easily identified Turn 5: August
by the large dots in their upper-left corners. Note
that if a German Stoss unit is eliminated while Turn 6: September
out of supply, it is immediately and permanently Turn 7: October/November
out of play in both its configurations.
3. STACKING
4. To determine the exact game turn during which an
eliminated corps that is eligible for replacement The general limit in this scenario is two European
will be returned to play, openly roll a die for it at the corps or three US divisions per hex, or one army
time of its elimination. Half that result and round or one US corps per hex, judged at the end of each
up any remainders. That result (one, two or three) phase and during reinforcement and replacement
is the number of game turns later in which the unit unit placement on the map. In other words, units
will reappear during the MRP. For example, may temporarily over-stack during movement just
as in the parent game.
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In general, units of the different Allied nationalities must give preference to non-EZOC hexes if one or
may not stack together; however, there is one more such hexes is/are available to receive them.
exception, as follows. Any one or two US divisions US and Stoss corps may always retreat into an
may stack with the Australian Corps. EZOC at their owning player’s discretion, no matter
Both sides’ trench and HL markers, the Verdun what other routes are available.
fortress marker, the St. Mihiel marker, and the Verdun Fortified Region (VFR) Exception.
various tank, air power and artillery markers do not German ZOC do not extend into the VFR, which
count for stacking. Their uses are explained in the is defined as Verdun itself and the two adjacent
sections below. French trench hexes. However, if the Germans ever
capture Verdun itself, this special characteristic is
4. ZONES OF CONTROL permanently lost. Also note that German units
All units have zones of control (ZOC). ZOC extend inside the VFR exert their ZOC normally into the
from the unit into the six 2402 hexes outside of it.
surrounding hexes; however, a ZOC
ZOC never extends through an ZOC
2303 2503
5. FRIENDLY TERRITORY
ZOC
all-sea hexside (even if crossed There is no change to this rule as such; however,
2403
US corps (not divisions) and German Stoss corps Rail. The Allied player may move up to two French
that start their move in an EZOC may move directly corps in each of his movement phases. He does
from it to another EZOC by paying one extra MP to that using the same general procedures as given
do so. However, having made such a move, they in the 1940 standard rules, but with the following
must cease movement for the remainder of the important exception: the moving corps may entrain
phase. All other units of both sides starting their and/or detrain in EZOC.
move in an EZOC must first enter a hex not in an Sea Hexsides. There is no movement across sea
EZOC, and if no such route exists they may not hexsides in this scenario.
move during that phase. Naval Evacuation. This rule is not used in this
EZOC block the supply lines of units other than US scenario.
corps and Stoss corps. Units of both sides other Movement Factors (MF). All units of both sides
than those two kinds of corps may not trace their have their MF determined by their type and
supply line through an EZOC unless that EZOC hex nationality. That is, all German Stoss corps and all
is occupied by any another friendly unit. US corps US corps have MF of six. All other units have MF
and Stoss corps may always freely trace supply of four.
their supply lines through EZOC. Note that all units
may trace their supply line into one EZOC. That is, Terrain Effects Chart. Use the TEC provided (on
simply being in an EZOC is not enough to render a this manual's back cover) in these scenario rules
unit out of supply. rather than the one from the parent game.
7. COMBAT British corps and the Belgian Army may also trace
Attacking in this scenario is always voluntary. their supply to any one, two or three of the Channel
ports (Boulogne, Calais, Dunkerque), provided
Disruption. Ignore this rule; there is no disruption the port(s) being traced are friendly controlled at
in this scenario. that moment and have never been under German
French “B” Reservists. Ignore this rule. control throughout the game. For this purpose, any
Add this sentence to the end of the present US division stacked with the Australian Corps may
“COMBAT EFFECTS” explanation for “Port” on the be considered British.
Terrain Effects Chart: Defender ignores DR*. German supply source hexes are all those on the
Concentric Attack. If a defending unit or stack is east map edge.
attacked by enemy units from opposite hexes (1), Allied Coastal Supply. Allied units in coastal hexes
or by units from three hexes with one hex between other than 1421 always have “coastal supply.” That
each and the next (2), or by units from more than means they have their full defense factors available,
three hexes (3), that attack gains a one column but their movement factors and attack factors are
rightward odds shift. halved. Also note that units inland may not trace
Concentric Attack Example 1. 1414 their supply lines to coastal hexes.
A friendly unit is in hex 1415 and 1315 1515 French Verdun Fortified Region (VFR) Auto-
it is attacked by enemy units in 1415
Supply. French units in Verdun and the two
hexes 1414 and 1416. That is a 1316 1516
French trench hexes adjacent to it have
concentric attack. automatic supply in those hexes for combat and
movement purposes (but not for replacement and
1416
Concentric Attack Example 3. 1316 1516 Ignore this rule section in the parent game rules
A friendly unit is in hex 1415 and and substitute the following.
it is attacked by enemy units in
1416
any four, five or all six of the The US, British, French and German
surrounding hexes. That is a forces all have an air support marker
concentric attack.
1414
available for their use as combat support.
1315 1515 Each marker may be used once per
Exceptions. The concentric friendly combat phase anywhere on the map. The
attack odds shift is never
1415
up, every hex in his trench line must contain one or Allied Sudden Death Victory. If the Allied player
more of his units and/or their ZOC. at any time gains control of one or more hexes east
When the Allied set up is completed, the German of the Rhine River in supply, play stops and he has
player sets up. He should first set aside all his won the game at that instant.
infantry corps with dots in their upper-left corners. To win the game otherwise, make the following
Their use is explained above in rules Section 2. check at the end of every GT. If the Allied player
He then places his “Metz” corps in that city (1907), is found to have have accomplished all four of the
and then sets up all his other units in any hexes in following conditions he wins at that time.
and/or generally east of his trench line. As a further 1. Control in supply all hexes in and generally west
stricture here, when the German player is done of the original Allied trench line.
setting up, every hex in his trench line must contain
one or more of his units and/or their ZOC. AND
2. Control in supply either hex of the Argonne
17. COMMAND Forest (1712 or 1811).
No Allied attack may contain units from different Allied AND
nationalities. Otherwise ignore this rule as presented in
the parent game. Also note, however, that “nationality” 3. Control in supply St. Mihiel (2008).
is defined by the color-coding of the Allied units AND
as described in rues Section 1 above. Exception: if 4. Control in supply Mons (1213) or Sedan (1610)
making use of the rule that allows a US division to or Metz (1907) or Namur (1211).
stack with the Australian Corps, that stack may attack
as if it were entirely British. If the Allied player fails to win by the time of the end
of GT7 victory check, the German player wins.
18. THE ATTACK There are no drawn games or gradations of victory.
Ignore this rule section. British Demoralization. British forces become
19. VICTORY (& ANGLO-FRENCH-BELGIAN permanently demoralized the instant the German
DEMORALIZATION) player gains control of all three Channel ports
(Boulogne, Calais, Dunkerque). Supply state is
Ignore the victory conditions of the parent game. irrelevant.
Use these victory conditions.
French Demoralization. French forces become
German July Morale/Victory Check: To pass this permanently demoralized the instant the German
check, which is made once at the end of his July player gains control of Verdun or any one or more
player turn (GT4), the German player must be in Paris hexes. Supply state is irrelevant.
control in supply of Verdun or any one (or more)
Channel Port hex(es) or one or more hexes within Belgian Demoralization. The Belgian Army
six or fewer hexes of any Paris hex. becomes if it ever ends an Allied Player Turn in any
hex outside of Belgium.
Count out from the selected Paris hex; do not
count that hex, but do count the final hex. Count as The effect of demoralization is that all units of a
straight as possible within the hex-grid pattern. For demoralized force no longer have a unitary combat
example, hex 1614 is six hexes away from Paris factor (CF). Instead they have a separate “defense
hex 1919. factor” (DF) and “attack factor” (AF). Their DF is
its CF has been throughout the game, except that
If he fails the check, the German Army is considered number is now only available when it is defending
demoralized. The effects of demoralization are the against a German attack. The AF of demoralized
same as given below for British/French/Belgian units is always just one (1).
demoralization. Further, however, all Stoss corps on
the map are replaced in place by their corresponding 20. OPTIONS
regular infantry corps. Ignore this rule section.
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Clear 1 No Effect
Marsh 2 No Effect
Woods 2 No Effect
+1 to Normal
Devastated† No Effect
Cost
Major City 1 Reduce odds by two columns. DR* results convert to NE. No concentric attack bonus is possible.
Minor City / Port 1 Reduce odds by one columns. DR* results convert to NE. No concentric attack bonus.
Major River
+2 Units attacking across are halved.
Hexside
HL & St. Mihiel‡ 1 Reduce odds by three columns. No concentric attack bonus.
Verdun‡ 1 Reduce odds by four columns. DR* and DR results convert to NE. No concentric attack bonus.
1
Mons No Effect (See section 19.)
(See section 19.)
†
These counters are never removed.
‡
These counters are indestructible and work for whichever side occupies them.
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