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1918 Final Rules

The document outlines a new scenario for the 2022 Compass Games edition of 1940, focusing on the final year of World War I on the western front. It includes detailed rules for game components, map usage, unit types, sequence of play, and combat mechanics specific to the 1918 scenario. Key changes from the parent game rules are highlighted, including adjustments to unit replacements, stacking limits, and supply tracing for various national forces.

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Massimo Bissi
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© © All Rights Reserved
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0% found this document useful (0 votes)
15 views8 pages

1918 Final Rules

The document outlines a new scenario for the 2022 Compass Games edition of 1940, focusing on the final year of World War I on the western front. It includes detailed rules for game components, map usage, unit types, sequence of play, and combat mechanics specific to the 1918 scenario. Key changes from the parent game rules are highlighted, including adjustments to unit replacements, stacking limits, and supply tracing for various national forces.

Uploaded by

Massimo Bissi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

WWII

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

1 . GAME COMPONENTS US Corps: white on olive drab


Introduction. This is a new scenario for use with British Units: black on red*
the 2022 Compass Games edition of 1940. To play French Units: black on blue*
it, you need these rules, those of the 1941 parent Belgian Army: black on yellow
game, and the counters provided in issue 115 of *Design Note. The Australian, Canadian and
Paper Wars magazine. The rules for this scenario Portuguese corps are considered to be part of the
are presented in a structure paralleling that of the British forces. The Italian corps is considered to be
1940 parent game. Except as added to, deleted or part of the French forces
otherwise amended below, use all the 1940 rules Abbreviations
when playing this scenario.
AGB — Artillery Group Bruchmueller
The Map. When playing 1918, the hexes in and Aus — Australian
south of the 24xx row are out of play, as is all of B — Bavarian
Holland. Ignore the army group boundaries and Bel — Belgian
“reserve gathering points” printed on the map, as C — Cavalry
well as the West Wall and Maginot Line and Liege Cnd — Canadian
fortifications. Col — Colonial
The Counters. There is no overlap between the G — Guard
counters of the 1940 parent game and the 1918 GG — Group Gayle
counters. When playing this scenario, only 1918 HL — Hindenburg Line
counters are used. It — Italian
M — Marine
unit size historic unit I.D Po — Portuguese
unit type
R — Reserve
time of arrival Unit Types
combat factor
Cavalry
Infantry
Unit-Counter Colors German Shock (Stoss) Troops
German Regular Infantry: black on gray Unit Organizational Sizes
German Stoss Infantry Units: white on black XXXX — Army
US Divisions: black on olive drab XXX — Corps
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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

by a causeway) or through an 2304 2504


at the start of the game the hexes on the map that
ZOC ZOC
all-lake hexside. 2404
are friendly territory to the Allied player are all those
All units must cease their
ZOC lying in and generally west of his initial trench line
movement for the rest of that (which, for this purpose, includes Verdun).
phase upon entering an enemy ZOC (EZOC). If a Friendly territory for the German player at the start
unit starts its movement phase in an EZOC, it may of the game consists of all the hexes lying in and
generally exit that EZOC at a cost of one additional generally east of his trench line (which includes the
movement point (MP), provided the hex it is entering HL and St. Mihiel hexes but excludes out-of-play
does not contain an EZOC. The presence of a Holland).
friendly unit in an EZOC hex does not negate that
EZOC for movement purposes. 6. MOVEMENT

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.

US corps and Stoss corps may retreat into EZOC.


Other units may not do so unless the EZOC hex
is occupied by a friendly unit; and even then they
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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 2.


A friendly unit is in hex 1415 and reinforcement arrivals). Units outside the VFR
it is attacked by enemy units in may not trace supply into it. This capacity is lost if
the German ever capture Verdun.
1414

hexes 1414, 1316 and 1516. 1315 1515

That is a concentric attack. 9. AIR POWER


1415

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

effect is to provide a one column rightward odds


available against units of either 1316 1516

shift to the supported attack. There is no defensive


side defending in major or minor 1416

support benefit possible. The markers are immortal


cities, ports, HL hexes, Verdun and are never affected by the combat result. Allied
or St. Mihiel. markers may be used to support attacks by any
8. SUPPLY Allied nationality. Not that the French marker only
appears as a reinforcement on GT4, and the US
Supply Sources. Ignore the reference to Paris as marker does so on GT6.
a “French and British” supply source, and ignore
all other references to “French,” “British,” “Belgian” Note that these markers have no permanent
and “Dutch” supply sources. presence on the map. They are provided merely as
mnemonic aids. Also note that the German marker
Joint-Allied supply source hexes are all those on is permanently withdrawn from play at the end of
the west and south map edges from 1421 to 2406, his July player turn.
inclusive. Further, Allied units in coastal hexes other
than 1421 always have “coastal supply” in those
hexes. (See below.)
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10. FORTIFICATIONS Arriving reinforcements are placed by the Allied


Ignore this rule section in the parent game rules. player as the first action in his movement phase
of the designated turn and impulse. Stacking rules
11. AIRBORNE OPERATIONS are in effect during placement. Each arriving unit
Ignore this rule section in the parent game rules. may appear on the map in any Allied controlled and
supplied major or minor city. Within those strictures,
12. ARMOR (& ARTILLERY GROUP placement in EZOC is allowed. Arriving units have
BRUCHMUELLER) their normal movement and combat capabilities
Ignore this rule section in the parent game rules available during their turn/impulse of placement.
and substitute the following. US Corps. The seven US corps in counter-mix
The US, British and French forces all all become available to the Allied player on his
have an Tank marker available for their first impulse of GT6. He should place them on the
use as combat support. Each marker may map using of any combination of the following two
be used once per friendly combat phase to provide methods. (His choice, decided on a unit by unit
a one column rightward odds shift to any supplied basis.) That is, he may place them (no more than one
attack. There is no defensive support benefit per hex) in any Allied controlled and supplied major
possible. The markers are immortal and are never or minor citied. He may also place them (again, no
affected by the combat result. Allied markers may more than one per hex) in any hex(es) that at the
not be used to support attacks by any nationality time contain one or two supplied US divisions. As
other than their own. Not that the US marker only soon as all seven corps are on the map, the Allied
appears as a reinforcement on GT6. player should permanently remove from it all the
US divisions; they are henceforth permanently out
The German player has no tank marker, of play.
but he does have AGB. It works the same
general way as Allied tank markers with 15. OPTIONAL UNITS
the two following differences: 1) on GT1 Ignore this rule section.
its combat support shift is two columns rather than
just one; 2) it is no longer available for use after the 16. PLANNING AND DEPLOYMENT (aka SET UP)
end of the German July player turn. Normal stacking rules apply for both sides during
Note that these markers have no permanent set up.
presence on the map. They are provided merely as Both players should first cooperatively set up all the
mnemonic aids. devastated, trench, HL, Verdun, Mons and St. Mihiel
13. NEUTRALS counters on the map in the exact hexes printed on
them.
Ignore this rule section.
The Allied player then sets up by placing all his non-
14. RESERVES AND REINFORCEMENTS reinforcement units in any hexes in and/or generally
(& US CORPS) west of his trench line. (Exception: the Belgian Army
Ignore this rule section in the parent game rules must be set up in hex 0917.)
and substitute the following. Units in the trench line itself must be of the proper
There are no “reserves” as such in this scenario. nationality. For example, only British units may be
placed in the British portion of the trench line (as
Only the Allied side receives reinforcements in shown by those counters’ color-coding). Units set
this scenario. They are the Italian II 2nd Corps, up behind the trench line may be set up anywhere
which is considered part of French forces, and all regardless of their particular nationality. Also note,
US divisions and corps. Each reinforcement unit’s after set up is completed, Allied trenches lose
time of arrival is shown by the two numbers on its their national identities and become simply “Allied
left side. The first number is the GT of arrival, and trenches” — that is, units of any Allied nationality
the second is impulse of arrival within that turn. may move into any Allied trench hex. As a further
Reinforcement arrival may not be delayed; stricture here, when the Allied player is done setting
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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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21. COLOR CODES


See rules Section 1 above.
22. ORDER OF APPEARANCE CHART
Ignore this rule. Game Map Set-up Aid

1918 Turn Track

Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7


October/
March/April May June July August September
November

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Terrain Effects Chart


Movement
Terrain Type Combat Effects
Cost

Clear 1 No Effect

Marsh 2 No Effect

Woods 2 No Effect

Rough 1 Reduce odds by one column.

Wooded Rough 2 Reduce odds by one column.

+1 to Normal
Devastated† No Effect
Cost

Mountain 2 Reduce odds by two columns.

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.

Full Sea or Lake No Movement


No Combat Across
Hexside Across

Major River
+2 Units attacking across are halved.
Hexside

Minor River No Extra To


1-3 no effect; 4-6 attacker halved.
Hexside Cross

Allied Trench‡ 1 Reduce odds by one column.

German Trench‡ 1 Reduce odds by two columns.

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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