8
Results: # Losses Attacker – Defender "½": D6 = 1 Loss if odd M = Moral Check = If Retreat + 1 Hex (2 or 3 hexes back) Notes. 1. Only Mountain units allowed 2. If Snow treat lake hex as Plain 3. If Friendly city/town in hex treat as no river 4. If Rain: +1 MP 5. Penalty applied to Besieger only 6. Treat Flood plain as Swamp in Rain 7. HQs maintain full movement allowance 8. Ignore Lakes and rivers when snow in severe zone 9. Flood plains (green light) are considered RESULT -1 1 P R P anic 0 - 1 1 P R E lim inatio n 2 - 3 1 P R O ut-o f-co m bat 4 - 5 1 P R D iso rganized 6 - 8 1 P R Shaken 9+ - E xplo it +/- ? N W +2 E lite +1 V et. +0 A ctive -1 R eservist -2 M o bilized +1 S ho ck D o ctrine (F rance o nly) -2 R educed U nit and 2 Lo sses result -1 per co nsecutive ro und,Exhausted M ax M o d ifier: +4 -2 U n su pplied M ORAL CHECK M o d ified D 6 M o difiers G eneralA ttacking = per star +1 G eneralD efending = per star -1 F ire values A ttack - D efend +/- ? Event +? B E F E nglish (8-9-4 units) +/-1 N u m ericalsuperio rity +/-1 W eather S now -1 D o ctrine:M o vem ent vs F ire -1 M axim um +1 W eather S no w o r num ericalsuperio rity M ODIFIERS D 12 M axim um D 12 = +2 / -2 (B o nus attacker - B o nus defender) P lain +0 P lain in R ain +1 F riendly fo rtress (in P lain) +1 F o rest +1 Swam p +1 M o untain (IN F & C A V ) +2 / +1 M o untain (IN F.M TN .) +3 C ity,M ino r river +1 / +0 M ajo r river +2 / +1 S trait +3 W eather S now +1 to w n,o th er sym bo ls +0 M ODIFIERS DEFENDER T o tal M axim um = +3 M o un tain (IN F.M TN .) +2 C a varly alo ne / Infantry -2 ATTACKER M ODIFIERS F lank b attle +1 / +2 E ncircling battle +3 U nsupplied - 50% -? TA CTICA L SITU A TIO N P lain/P ass/D esert 1 M P - F o rest/S w am p/M o untain 2 M P C av 3 M P H igh M o untain 3 M P 1 Sea/Lake F o rbiden 2 M ajo r R iver +1 M P 3 C anal +1 M P 3 M ino r R iver +0 M P 3,4 B esieged fo rtress +1 M P 5 O ther sym bo ls - - R a in in H ex +1 M P 6,9 S no w in H ex -1 M o vem ent V al. 7,8 TERRAIN COSTS M O V EM ENT PO INTS A d jacent stack. S am e arm y auto m atic D ifferent arm y: C o o rd inatio n ro ll C avarly R etreat M iscelaneous - 1914 Intercep tio n In its Z D C , d efense b attle R einfo rcem ent Invert ro les, cancel terrain, no B reakthr. E xcep t if attacker has cavarly S trateg ic W hitd raw al R etreat in 1 stack, +1 R P g ained C o unter -o ffensive (o n attacker hex) S tart o f checks:N ext turn siege begins P er co nsecutive turn o f siege +1 R esistance -? P o rt in H ex -2 P er besieged co rps (Igno re G arriso n) +1 SIEGE CHECK: 10+ A rtillery +2 F o rtress +2 SUPPO RT -A rtillery 1 M un per ro und F o rtress 4+ ro und :1 M un per R ound F o rtress:F irs t 3 ro unds F ree. 1-2 H ex 3 H ex 4-5H ex 6-9 H ex 10+H ex 0 -1 -2 -3 -4 -? R ange to GHQ M o difiers fo r R ange: R E A C T IO N C H A R T - G HQ D 12>= R eactio n -2 N o initiative -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 0 - E - 0 E - 0 E - 0 E - 0 E - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 0 - 1 E - 0 E - 0 E - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - 1 2 - 1 M - 1 1 2 E - 0 E - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 M - 1 M - 1 2 3 E - 0 2 - 0 2 - 1 2 - 1 M - 0 M - 0 M - 0 1 - 0 1 - 0 1 - 0 1 - ½ M - 1 M - 1 1 - 1 1 - 1 3 4 2 - ½ 2 - 1 M - 0 1 - 0 2 - 1 2 - 1 2 - 1 M - ½ 2 - 1 2 - 1 2 - 1 M - 1 1 - 1 ½ - 1 ½ - 1 4 5 M - 0 1 - 0 2 - 1 2 - 1 2 - 1 M - 1 M - 1 2 - 1 M - 1 M - 1 1 - 1 1 - 1 1 - M ½ - 2 ½ - M 5 6 2 - ½ 2 - ½ 2 - ½ M - ½ M - ½ M - ½ 1 - ½ 1 - 1 ½ - 1 1 - M 1 - 2 1 - 2 ½ - 2 ½ - 2 ½ - M 6 7 2 - ½ 2 - ½ M - ½ 2 - 1 2 - 1 M - 1 2 - 2 2 - 2 2 - 2 M - 2 M - 2 1 - 2 1 - M ½ - M ½ - 2 7 8 M - ½ M - ½ 2 - 1 2 - 1 2 - M 2 - M 1 - 1 1 - 1 1 - 1 1 - M ½ - M 1 - M ½ - 2 ½ - M ½ - 2 8 9 M - ½ M - ½ M - 1 1 - 1 1 - 1 1 - M 1 - M 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 0 - 1 0 - M 9 10 1 - ½ 1 - ½ 1 - 1 1 - M 1 - 2 1 - 2 1 - 2 ½ - M 1 - M 1 - M 1 - 2 0 - 1 0 - M 1 - 2 ½ - 2 10 11 1 - 1 1 - 1 1 - M 1 - M ½ - 1 0 - 1 0 - 1 0 - 1 0 - M 0 - M 0 - M 1 - 2 1 - 2 0 - 2 0 - E 11 12 1 - M 1 - M 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - E 0 - E 12 13 1 - M 1 - 2 1 - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - 2 0 - E 0 - E 0 - E 13 14+ ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - E 0 - E 0 - E 0 - E 0 - E 14+ C O M BA T C HA RT - M O V EM EN T (1914) D 12 M o dified S trenght V alue A ttacker - D efender D 12

Notes. Only Mountain units allowed If Snow treat lake hex as Plain

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Results: # Losses Attacker – Defender "½": D6 = 1 Loss if odd M = Moral Check = If Retreat + 1 Hex (2 or 3 hexes back). Notes. Only Mountain units allowed If Snow treat lake hex as Plain If Friendly city/town in hex treat as no river If Rain: + 1 MP - PowerPoint PPT Presentation

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Page 1: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

Results: # Losses Attacker – Defender "½": D6 = 1 Loss if odd M = Moral Check = If Retreat + 1 Hex (2 or 3 hexes back)

Notes.1. Only Mountain units allowed2. If Snow treat lake hex as Plain3. If Friendly city/town in hex treat as no river4. If Rain: +1 MP5. Penalty applied to Besieger only6. Treat Flood plain as Swamp in Rain7. HQs maintain full movement allowance8. Ignore Lakes and rivers when snow in severe zone 9. Flood plains (green light) are considered marshes in

rain

RESULT-1 1 PR Panic

0 - 1 1 PR Elimination2 - 3 1 PR Out-of-combat4 - 5 1 PR Disorganized 6 - 8 1 PR Shaken

9+ - Exploit

+/- ? NW

+2 Elite +1 Vet. +0 Active

-1 Reservist -2 Mobilized

+1 Shock Doctrine (France only)

-2 Reduced Unit and 2 Losses result

-1 per consecutive round, Exhausted

Max Modifier: +4

-2 Unsupplied

MORAL CHECKModified D6

Modifiers

General Attacking = per star +1

General Defending =per star -1

Fire values Attack - Defend +/- ?

Event +?

BEF English (8-9-4 units) +/-1

Numerical superiority +/-1

Weather Snow -1

Doctrine: Movement vs Fire -1

Maximum +1

Weather Snow or numerical superiority

MODIFIERS

D12

Maximum D12 = +2 / -2

(Bonus attacker - Bonus defender)

P lain +0

P lain in Rain +1

Friendly fortress (in P lain) +1

Forest +1

Swamp +1

Mountain (INF & CAV) +2 / +1

Mountain (INF. MTN.) +3

C ity, Minor river +1 / +0

Major river +2 / +1

Strait +3

Weather Snow +1

town, other symbols +0

MODIFIERS

DEFENDER

Total Maximum = +3

Mountain (INF. MTN.) +2

Cavarly alone / Infantry -2

ATTACKER

MODIFIERS

Flank battle +1 / +2

Encircling battle +3

Unsupplied - 50% -?

TACTICAL SITUATION

Plain/Pass/Desert 1 MP -Forest/Swamp/Mountain 2 MP Cav 3 MP

High Mountain 3 MP 1Sea/Lake Forbiden 2

Major River +1 MP 3Canal +1 MP 3

Minor River +0 MP 3,4Besieged fortress +1 MP 5

Other symbols - -Rain in Hex +1 MP 6,9Snow in Hex -1 Movement Val. 7,8

TERRAIN COSTSMOVEMENT POINTS

Adjacent stack. Same army automatic

Diff erent army: Coordination roll

Cavarly Retreat

Miscelaneous - 1914

Interception

In its ZDC, defense battle

Reinforcement

Invert roles, cancel terrain, no Breakthr.

Except if attacker has cavarly

Strategic Whitdrawal

Retreat in 1 stack, +1 RP gained

Counter -off ensive (on attacker hex)

Start of checks: Next turn siege begins

Per consecutive turn of siege +1

Resistance -?

Port in Hex -2

Per besieged corps (Ignore Garrison) +1

SIEGE CHECK: 10+

Artillery +2

Fortress +2

SUPPORT - Artillery

1 Mun per round

Fortress 4+ round : 1 Mun per Round

Fortress: First 3 rounds Free.

1-2 Hex 3 Hex 4-5Hex 6-9 Hex 10+ Hex

0 -1 -2 -3 -4-? Range to GHQ

Modifiers for Range:

REACTION CHART - GHQ

D12>= Reaction

-2 No initiative

-7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7

0 - E - 0 E - 0 E - 0 E - 0 E - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 0 -

1 E - 0 E - 0 E - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - 1 2 - 1 M - 1 1

2 E - 0 E - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 M - 1 M - 1 2

3 E - 0 2 - 0 2 - 1 2 - 1 M - 0 M - 0 M - 0 1 - 0 1 - 0 1 - 0 1 - ½ M - 1 M - 1 1 - 1 1 - 1 3

4 2 - ½ 2 - 1 M - 0 1 - 0 2 - 1 2 - 1 2 - 1 M - ½ 2 - 1 2 - 1 2 - 1 M - 1 1 - 1 ½ - 1 ½ - 1 4

5 M - 0 1 - 0 2 - 1 2 - 1 2 - 1 M - 1 M - 1 2 - 1 M - 1 M - 1 1 - 1 1 - 1 1 - M ½ - 2 ½ - M 5

6 2 - ½ 2 - ½ 2 - ½ M - ½ M - ½ M - ½ 1 - ½ 1 - 1 ½ - 1 1 - M 1 - 2 1 - 2 ½ - 2 ½ - 2 ½ - M 6

7 2 - ½ 2 - ½ M - ½ 2 - 1 2 - 1 M - 1 2 - 2 2 - 2 2 - 2 M - 2 M - 2 1 - 2 1 - M ½ - M ½ - 2 7

8 M - ½ M - ½ 2 - 1 2 - 1 2 - M 2 - M 1 - 1 1 - 1 1 - 1 1 - M ½ - M 1 - M ½ - 2 ½ - M ½ - 2 8

9 M - ½ M - ½ M - 1 1 - 1 1 - 1 1 - M 1 - M 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 0 - 1 0 - M 9

10 1 - ½ 1 - ½ 1 - 1 1 - M 1 - 2 1 - 2 1 - 2 ½ - M 1 - M 1 - M 1 - 2 0 - 1 0 - M 1 - 2 ½ - 2 10

11 1 - 1 1 - 1 1 - M 1 - M ½ - 1 0 - 1 0 - 1 0 - 1 0 - M 0 - M 0 - M 1 - 2 1 - 2 0 - 2 0 - E 11

12 1 - M 1 - M 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 1 - 2 ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - E 0 - E 12

13 1 - M 1 - 2 1 - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - 2 0 - E 0 - E 0 - E 13

14+ ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - E 0 - E 0 - E 0 - E 0 - E 14+

COMBAT CHART - MOVEMENT (1914)

D12Modified Strenght Value Attacker - Defender

D12

Page 2: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

-7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7

0 - E - 0 E - 0 E - 0 E - 0 E - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 0 -

1 E - 0 E - 0 E - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 2 - 1 1

2 E - 0 E - 0 2 - 0 2 - 0 2 - 0 1 - 0 1 - 0 2 - 0 2 - 0 1 - 0 2 - ½ 2 - ½ 2 - ½ 2 - 1 2 - 1 2

3 E - 0 2 - 0 2 - 0 2 - 0 2 - ½ 2 - ½ 2 - ½ 1 - ½ M - ½ 2 - ½ 1 - ½ 1 - ½ 1 - 1 1 - 1 2 - 1 3

4 2 - 0 2 - ½ 2 - ½ 2 - 1 2 - 1 M - 1 M - 1 M - 1 1 - 1 1 - 1 1 - 1 1 - 1 1 - 1 2 - 1 1 - 1 4

5 2 - ½ 2 - ½ 2 - 1 M - ½ M - 1 1 - ½ 1 - ½ 1 - ½ 1 - 1 1 - 1 1 - 1 1 - 1 2 - 1 1 - 1 1 - 1 5

6 1 - 0 1 - 0 1 - 0 1 - 0 1 - 0 1 - ½ 1 - ½ 1 - ½ 1 - ½ 1 - ½ 1 - 1 2 - 1 1 - 1 1 - 1 1 - 1 6

7 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - ½ 2 - 1 2 - 1 2 - 1 2 - 1 2 - 1 2 - M 1 - M 1 - M 1 - M 1 - M 7

8 2 - ½ 2 - 1 2 - 1 2 - 1 2 - M 2 - M 2 - M M - M M - M M - 2 M - M 2 - 2 2 - 2 M - 2 M - 2 8

9 M - 1 M - 1 M - M M - M M - M M - M M - M M - M M - 2 M - 2 M - 2 M - 2 M - 2 M - 2 M - 2 9

10 M - M M - M 1 - 1 1 - 1 1 - 1 1 - 1 1 - 1 1 - 1 1 - M 1 - M 1 - 1 1 - 1 1 - M 1 - M 1 - M 10

11 1 - M 1 - M M - M M - M 1 - 1 1 - 1 1 - M 1 - M ½ - 1 ½ - 1 ½ - M ½ - M ½ - M ½ - M ½ - 2 11

12 1 - M 1 - 2 1 - 2 1 - 2 M - 2 M - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 12

13 1 - M 1 - 2 ½ - 2 ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 13

14+ ½ - 2 ½ - 2 ½ - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 0 - 2 14+

Modified Strenght Value Attacker - DefenderD12 D12

COMBAT CHART - FIRE OR COMBINED DOCTRINE

Results: # Losses Attacker – Defender "½": D6 = 1 Loss if odd M = Moral Check

Trench +?

Fortress - Intact +1

Fortress - Reduced +1 / +0

Rain or Snow +1

Marsh, Forest +1 / +0

Mountain (INF & CAV) +2 / +1

Mountain (INF. MTN.) +3

C ity (No mountain, no Fortress) +1

C ity (On Mountain or Fortress) +1 / +0

Major river +2 / +1

Minor River +1 / +0

Strait +3

MODIFIERSDEFENDER

Total Maximum = +3

Mountain (INF. MTN.) +2

Cavarly alone / Infantry -2

Battle Order W +1

Battle Order C -1

ATTACKER

MODIFIERS

Flank battle +1/+2

Encircling battle +3

Unsupplied - 50% -?

Gas +?

TACTICAL SITUATION

Artillery. Defender Alone +3

Artillery. Attacker Alone +2

Aerial Support +1

Assult Troops +2/ def +1

Tank (Attack/Defense) +?/ def +1

SUPPORT

General Attacking = per star +1

General Defending =per star -1

Fire values Attack - Defend +/- ?

Event +?

Numerical superiority +/-1

Weather Snow -1

Doctrine: Combined vs Fire +1

Maximum +1

Weather Snow or numerical superiority

MODIFIERS

D12

Maximum D12 = +2 / -2

(Bonus attacker - Bonus defender)

Notes.1. Only Mountain units allowed2. If Snow treat lake hex as Plain3. If Friendly city/town in hex treat as no river4. If Rain: +1 MP5. Penalty applied to Besieger only6. Treat Flood plain as Swamp in Rain7. HQs maintain full movement allowance

P lain/Pass/Desert 1 MP -Forest/Swamp/Mountain 2 MP Cav 3 MP

High Mountain 3 MP 1Sea/Lake Forbiden 2

Major River +1 MP 3Canal +1 MP 3

Minor River +0 MP 3,4Besieged fortress +1 MP 5

Other symbols - -Rain in Hex +1 MP 6Snow in Hex -1 Movement Val. 7

TERRAIN COSTSMOVEMENT POINTS

RESULT-1 1 PR Panic

0 - 1 1 PR Elimination2 - 3 1 PR Out-of-combat4 - 5 1 PR Disorganized 6 - 8 1 PR Shaken

9+ - Exploit

+/- ? NW

+2 Elite +1 Vet. +0 Active

-1 Reservist -1 Mobilized

-1 per consecutive round, Exhausted

-2 Reduced unit and 2 Losses result

Attacker J +1 Attacker S -1

Defender D +1 Defender R -1

Max Modifier: +4

-1 Reduced unit

MORAL CHECKModified D6

Modifiers

-2 Result "r3"

+2 Trench

-1 Result "r2"

-2 Unsupplied

D6 1 2-3 4-5 6

Penalty -1 -2 -3 -4

BREAKTHROUGH

+1 Battle last 5+ Rounds

-2 Flash Bombings

-2 Defender Eliminated or Panic

1-2 Hex 3 Hex 4-5Hex 6-9 Hex 10+ Hex

0 -1 -2 -3 -4-? Range to GHQ

Modifiers for Range:

REACTION CHART - GHQ

D12>= Reaction

-2 No initiative

Combat Result

Heavy Tank

Light Tank

½ 5 + 6+

1 4 + 5+

M 3 + 5+

2 E 4+

E E 2+

TANK DESTRUCTION

Moral Front Back

Elit. +3 +2

Vet. +3 +2

Act. +2 +1

Reserv. +2 +1

Mobil. +2 +1

CORPS FIRE VAL.

Page 3: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

COLUMN SHIFTHEAVY BOMBARD

Intensity 2: +1 Col. Right

Intensity 3: +2 Col. Right

Mountain: -1 Col. Left

MUNITION USENormal Bomb: 1 Mun

Heavy Bomb.: 2 or 3 Mun

Flash Bomb.: 3 Mun

Artillery Total(Def no Art.) +2Artillery Superiority +1Counterbattery -1Gaz Tech Known +1Aerial Recon +1Mountain -1Trench Penalty -0 to -3Battle(2nd + turn) +1Brüchmüller (Germany) +1Attacker H Order +1Defender I Order -1Defence in Depth:Normal, Heavy -2Flash -1

BOMBARD. D12 MODIFIERS

Maximum +2 / -2

D6 Even Odd

Heavy 3* Loss 4* Loss

Normal 2 Loss 3 Loss

LULL - Defender Losses

D6 1st Use 2nd, 3rd use

1 - -2 +1 -

3 - 5 +2 +16 - 7 +3 +28+ +5 +2

+1

+1

+3

+1

+1

+1

+1

-1

-1 to -3

Modifiers

Per Enemy Gas Tech

GAS FIRING

Gas Site Available

Germany prod. Lvl. 2

Aerial Recon

Brüchmüller (Germany)

General, Gas Symbol

Mustard Gas

Tech Chemical Entente

Germany prod. Lvl. 1

D6 Siege Heavy

0- - -1 R -2 R -3 R R4 R R5 E R

6+ E E

+1

+1

+1

-?

Modifiers

Brüchmüller (Germany)

Resistance Value

ARTILLERY FIRING ON SIEGE

Per 2 Point Art. Value

Aerial Recon

Artilleries 1 2 1 2 1 2

Trench r1 ° r1 ° r1 r1 r1 r1 r1 ° r1 r1

Losses 1 21

siege+12*

siege+11*

1* siege+1

Mun. Use 1 2 3 6 3 6

SECONDARY BATTLE PRELIMINARY BOMBARDMENT

Normal

r1 ° : Roll D6. If Even result apply to subbatle A, if Odd apply to subbattle B

Losses x*: one loss is a Moral Check

Siege +1: 1 extra loss if Attacker has Siege Artilley bombarding.

Heavy Flash

1 or 2 artilleries

D12 2 - 5 6 - 7 8 9 10 - 12

Bonus +0 +1 +2 +3 +4

GAS - TERROR CHECK

Bonus to morale check.

Replaces the +2 trench bonus.

2 - 8 9 - 12 13+

None

r2

0 or ½= 1

1=M

M=2

2=E

r3

0 or ½= M

1=2

M=E

2=E

+1

+1

+1

+1

+/- ?

-1

-1

-1

-1

-1

ROLLING BARRAGE

Firing each round

D12

Per v ictory off. with RB (max +2)

If General Nivelle at GHQ

Attacker has "R" order of battle

Attacker has Siege arty.

Event

Defender has Siege arty.

1 firing per sub-battle per round

RB forbiden in mountain

Each loss of cohesion fire

If defender has fortress

Defender has "I" order of battle

Defender knows Def. in depth.

1 - 3 4 - 6 7 - 9 10 - 12 13 - 15 16+ 6 - 10 11+

0 ° 1 ° ° 1 ° ° 2 r1 ° 3 r1 ° 3 r1 r1 3 r1 ° 1 ° ° 1 ° 0 -

1 ° 1 ° ° 1 ° r1 2 ° r1 3 ° r1 3 ° r1 3 r1 ° 1 ° ° 1 ° 1

2 ° 1 ° ° 1 ° ° 2 r1 ° 3 r1 r1 3 r1 r1 3 r1 ° 1 r1 ° 1 r1 2

3 ° 1 ° r1 1 ° r1 2 ° r1 3 ° r1 3 r1 r1 3 r1 r1 1 ° r1 1 ° 3

4 ° 1 ° ° 2 r1 ° 3 r1 r1 3* r1 r1 3* r1 r1 3* r1 ° 1 r1 r1 1 r1 4

5 r1 1 ° r1 2 ° r1 3 ° r1 3* r1 r1 3* r1 r1 3* r2 r1 1 r1 r1 1 r1 5

6 ° 1 r1 r1 2 r1 r1 3* r1 r1 4* r1 r1 4* r1 r2 4* r1 r1 1 r1 r1 2 r1 6

7 r1 2 ° r1 2 r1 r1 3* r1 r1 4* r1 r1 4* r2 r2 4* r2 r1 2 r1 r1 2 r1 7

8 ° 2 ° r1 2* r1 r1 3* r1 r1 5* r1 r2 5* r1 r2 5* r2 r1 2 r1 r2 2 r1 8

9 r1 2 r1 r1 2* r1 r1 4* r1 r1 5* r2 r2 5* r2 r3 5* r2 r1 2 r2 r1 2* r2 9

10 r1 2* r1 r1 3* r1 r1 4* r1 r2 5** r1 r2 5** r2 r2 5** r3 r2 2* r1 r2 2* r1 10

11 r1 3* r1 r1 3* r1 r2 4** r1 r2 5** r2 r3 5** r2 r3 5** r2 r1 3* r2 r2 3* r2 11

12 r1 3* r1 r1 3** r1 r1 4** r2 r2 5** r2 r2 5** r3 r2 5** r3 r2 3* r1 r2 3* r2 12

13 r1 3* r1 r1 4** r2 r2 5** r2 r3 6** r2 r3 6** r2 r3 6** r2 r2 3* r2 r3 3** r2 13

14 r2 3** r1 r2 4** r1 r2 5** r3 r2 6** r3 r2 6** r3 r2 6** r3 r2 3** r3 r2 3** r3 14+

BOMBARDMENT

D12 Total artillery Atck values divided by total Def. of corps Flash BombsD12

Results:

Combined doctrine : May perform Flash bombardement w ith 2 Arty. Groups and take best result of tw o. *: M result for 1 unit for each star x: losses r1, r2, r3: Trench redution 1, 2 or 3 levels

Page 4: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

M J R W H D I L C S

D M H - RM W - M D I C L I - S

I - J R - W - J D I - C S -

L - J R W - R - I S - C D S C

C M J - - W H W - - L D C S I

S M W J W - - H H D L - L D - -

OFFENSIVE CHART

Enemy Attacker Defender

DEFENSIVE CHART

Enemy

L: 2nd Line, Atck. -1 to Brkth.

W: By Waves, Atck. +1 Attack Value C: Counter-attack, Atck. -1 Combat Val.

H: Hammering, Atck +1 D12 Bombard. S: Scattered def, Atck. -1 Morale Check

: Bonus +2

Results: Results:

M: Momentum, Atck. +1 Corps to Brkth. D: Spot defense, Def. +1 Morale Check

J : J umps, Atck. +1 Morale Check I: In depth, Atck. -1 D12 Bombard.

R: Rolling fire, Def -1 Morale Check

: Bonus +2

D12

2-3 1

4-9 2

10-11 3

14+ Max. 5 (6)

+?: Best previous value

+1: Light Tank Tech.

+1: Event Estienne/Fuller

TANK VALUE CHECK

Get lowest value

Heavy Tank 5 or 6

Light Tank

3

Range 1-3 4-6 7+

At start - GHQ 2 1 none

per round All Odd none

RUSSIAN FRONT

REINFORCEMENTS

-5 -4 -3 -2 -1 0 +1 +2 +3

2- A A A A A A A A A 2

3 A A A A A A A A A 3

4 A - - - - - - - - 4

5 - - - - - - - - D 5

6 - - - - - - - D D 6

7 - D D D D D D D D 7

8 - - - - - D* D* D* D* 8

9 - - - D* D* D D D D 9

10 - - D D D D D D D 10

11 D* D* D* D D D D E E 11

12+ D D E E E E E E E 12

Friendly ace: +1 (Richtoffen: +2)

A: Attacker Hit D: Defender Hit E: Defender Eliminated

D12 Modifiers

Best Speed: +1 or -1

Damaged plane (Back side): -1

Enemy Ace: -1 (Richtoffen: -2)

AIR COMBAT

D12 D12Dogfight (+indicator) - Protection

*: New friendly ace : Enemy ace eliminated

Country 1914 1915 1916 1917 1918+

Germany 20 20 20 19 19

England 9 9 9 8 7

Austria-Hungary 11 11 11 10 9

United States 9 9 9 8 7

France 14 14 14 13 12

Italy 9 9 9 8 7

Russia 10 9 8 7 6

Turkey 6 6 5 4 3

Minors 3 3 3 2 2

Minors: Serbia, Bulgaria, Romania, Greece, Belgium, Holland

Russia: Stop Decrease with P olivanov Event

Western Allied Stop Decrease with Tech 33 (and add +1)

Rail Capacity

P er Turn: +1 Some techs*: +1 P er Turn (1918+): +1

20+ Losses: +1 Combined Doctrine: +2 P er failed Test: -1

Gd. Off. Defeat: +1 P er failed Test: -1 Flash Bomb., Infiltration, Interarm, Tact. Air: +1

1st Test: +1 Tacticals: -2 Victory in French Front: +3

1st failure enemy: +2 2nd New tactic: -4 Stosstruppen C: +1

*Techs: Flash Bomb., Tact. Air Support, Infiltration, Interarm, Def. In Depth

Success >= 12

Tactical Test Combined Doctrine

Success >= 12

Trench War test

As above plus:

No interception allowed

Moral Check: +1 in defense

Reinforcements, Cav. Retreat, Counter Attack: OK

End September (D6)= Even: Choice, Odd: No

If YES (October 1914)

Trench Chart in Defense

2 Attacks only, Rigid ZOC

Interception (D6): Even: Yes, Odd: No

Cancel retreat+1 Hex vs 1 loss

November 1914

D6 2-8 9-12 13+

Trench - -1 -2

TRENCH INFILTRATION

Modifiers - Common

+1 General @ or 'tank'

+1 per Victorius Off. with Infl. (max +2)

+1 in 1918+

-1 Defender I tactic present

-1 German trench

-1 Secondary Offensive.

Modifiers - Stosstrüpens

+1 Tech Machine Guns (tech 12)

+1 Tech Stoss. B (Germany)

+1 Tech Stoss. C (Germany)

-2 enemy TAC Def. in Depth.

Modifiers - Tanks

+? Tanks value (max. 5)

-1 enemy TAC Def. in Depth.

Recon Or Tac. Val: +/-?Unclear Terrain +1Rain or Snow +1Damaged plane +1Engaged in air battle +1Zeppelin +1

Natural 1: Success Natural 6: Fail

Aerial MissionD6 <= value

Tac. Val: +/-?

Unclear Terrain +1Rain or Snow +1Damaged plane +1

Intercepted Mission +1

Zeppelin +1

Fighters not allowed

Sucess: 1 Hit

2EP per Hit (Interphase)

Strategic bombing

D6 <= value

Page 5: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

Torp.

-5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6

2- - - - - - - - - - - - - 2

3 - - - - - - - ½ ½ ½ ½ ½ 3

4 - - - ½ ½ ½ ½ ½ ½ 1 1 1 4

5 - - ½ ½ ½ ½ ½ 1 1 1 2 2 5

6 - - ½ ½ ½ 1 1 1 1 2 3 3 6

7 - ½ ½ 1 1 1 1 1 2 2 * 3 * 3 * 7

8 - ½ 1 1 1 1 2 * 2 * 2 * 3 3 4 8

9 ½ 1 1 1 2 2 * 2 2 3 4 * 4 * 5 * 9

10 1 1 1 2 2 * 2 3 3 3 4 5 5 10

11 1 1 2 * 2 * 2 3 3 3 4 5 5 6 11

12+ 1 2 * 2 2 3 3 * 4 * 4 * 5 * 5 * 6 * 6 * 12

4-6: Ship sinks if DD, CL, AC, BC or B (not German BC nor all BB)

D12 Modifiers

German rangefinder: +1

English Shell (D6: odd): -1

P er inferior size: -1

6: Ship sinks if BB (or German BC or BB)

*Critical Hit: (D6) *Surv ival Check: Same as Critical hit

+1 per 5th+ hit

Attacked by torpedo: -2

2+ Firing ship counters: -1

Column Modifiers

Faster Target (ex: 4+>3+): -1 Tactical Advantage: +1

DD<CL<AC<BC,B,BB & 1 Hit Max.

2nd Shot: -1

Long Range shot: -1

Night (rounds 4 &5): -2

Agressivity. adv. (3 Ships): +1

Slower Target (ex: 3+<4+): +1

*: Critical HitResults: 1 to 6, number of hits ½: Roll D6, if odd= 1hit

NAVAL BATTLE CHART

D12 D12Fire - P rotectionD12 Mine

2-4 -

5 - 6 CL or AC *

7 - 10 B, BB, BC *

11+ B, BB, BC *

*: C ritical Hit

Face2 +1

Strait +1

0 Hex +0

1 Hex -1

2 Hex -2

3 Hex -3

MINEFIELDS -

COASTAL ARTILLERY

Mines:

Mobile: +1

Unmobile: +0

Coastal Battery:

D12 Success: 7+

Rain, Snow: -2

Germany: +1

1 Hit per B, BB, BC

Towns: Max 2 hits

C ities: Max 6 hits

GB: NW -2

COASTAL RAID

Advantage check

Tactical Choice: Win if roll DOUBLE opponent

Agresivity Choice: Win if roll SUPERIOR opponent

Modifiers:

Aggresivity advantage (P revious round): -1

Reaction Choice: Win if roll SUPERIOR opponent

Admiral Value: +?

Letter C: +1

Faster Fleet: +2

Reacion opponent advantage (P revious round): -1

Range (from 2nd round)

M or player with advantage chooses

Ships changing opponent

D6: Even = Entente, Odd = Centrals

One ship counter each (or all if Reaction advantag.)

Simultaneous Salvoes

2nd shot check

D6 + units = 7+

Surprise: +1

Letter L: +1

Torpedoes anouncement

Torpedoes

Colum +4 (max 3 DD or CL counters)

Modifiers:

Night: -2

Bulkhead: -2

Range M: -2

Tactical Advantage: +1

Damaged firing ship: -3

If trap Check for Submarine (D6 Even)

Survival Admiral Check

D12: Death on 12+

Modifiers:

Damaged Ship: +1

Sunk Ship: +5

D12 Effect

2 - 3 *

4 - 8 -

9 ½

10 1

11 - 12 1

Germany : +1

Russia, Turkey: -1

Repairs at sea

-: No effect

*: Critical Hit

½ = D6: Even 1 hit less, Odd: -

Modifiers

1st Try: +1 Tact. Adv: -2 Slower Fleet: +1

Germany: -1 Night: -2 Agresv. Adv: +1

Enemy Sea: +2 Reaction Adv: -1 Tact. Adv: -2

Retreat?

D12<= Sea Hazard Nº

Modifiers:

React Value: +? At P ort: -3 Tact Letter A: +1

Surprise 2nd r: -1 Friendly Sea: +1 P er Round (4th +): +1

Other M ission: -1 Enemy Sea: -1 Rain, Snow: -1

Tactical Advg: +1 Night: -1

2nd Fleet intervention Check

D12: 7+

Modifiers:

Pursuit

2 Ship counters can fire, Range L

B, BB, BC or AC>CL>DD

Damaged>Hits>Slower

P er BB, BC: 3 P er CL: 1

P er B: 2 Damaged B, BB, BC: 1

P er AC: 1,5 Retreat: 3

Tactical Advg: +1 GB 1st Defeat: 4

Victory Check (NW Effects)

2nd Repairs at sea

Naval Battle

Page 6: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

Port: 0 Raid: 1 Patrol: 0

Transport: 1Control: 3

MISSIONS COST

Fleets + Mission

Control Mission: Cost x2

REDEPLOIMENT

In controled Friendly Seas:

Range: 2 Areas

B and BB

9+Scheer: +2

Kaiser Secret D12

Check

Sortie at sea?

1 or 2 seas

(1 sea if overseas)

4 Control 2 Raid

3 Patrol 0 Transport

Select Mission

After selection, show Kaiser D12

Roll for Naval Encounter

Modifiers:

Roll D12, if >= sea Hazard number, there's a battle

Both fleets in control: Automatic encounter

Enemy controled sea: +1

Contact values difference

Control>Patrol>Raid>Transport

Control: 4 Patrol: 3 Raid: 2 Transport: 0

Weather Rain or snow: -2

T L C A F

T (T) L - A L F² C ²

L - - C A² C ² F² A

C T ² L L T - A² -

A T - C ² - F L

F T L² C C A - -

Tactical Chart

EnemyPlayer

Results:

T: Surprise +1

(T): Roll. Even: Allies get T, Odd: Centrals get T

L: +1 all 2nd shots (rounds 1 and 2), Agress +1

F: Enemy admiral Reaction -1

²: Bonus +2

C: Tact. Advantage +1 (round 1 and 2), Agress: +1

A: 2nd fleet: Bonus +1

Roll for Surprise

Faster fleet: +3

Roll D6: Get surprise if result double opponent result

Modifiers to result

Letter T: +1

Friendly sea: +1

Enemy Sea: -1

Enemy strait: -1

Recon units diff.: +?

D12 Battle type

2-5 K Skirmish

6-8M Meeting engagement

9-10 B Battle

11-12 S Shock

13+T Trap (only if

surprise, if not: S )

Control: +1 P atrol: +0

Raid: -1 Transport: +0

Modifiers

Roll for battle type

add both missions

Most aggresive Admiral: +?

Weather rain or snow: +1

Surprise: +3 (or -3 to avoid battle)

D6 Distance

1 S Short

2-3 M Medium

4-6 L Long

Weather rain or snow: +1

Modifiers

Initial Range

Routine

12

Naval Mission

Germany: 6 Turkey: 2 Russia Baltic: 2

Austria-H: 3 Britain: 9 Russia Black: 3

Italy: 4 France: 6

Sea Transport

Landing: Value /2 (round up)

Page 7: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

Summer

M T C S M T C S M T C S M T C S M T C S M T C S

2 S S S S R S S S R R R R G R R R R R R S S S S S 2

3 S S S S R S S S R R R R G R R R R R R S S S S S 3

4 S S S S R R S S R R R R G R R R R R R S R S S S 4

5 R S S S R R R S G R R R G G G R R R R R R R S S 5

6 R R S S G R R R G G R R G G G G G R R R R R S S 6

7 R R S S G R R R G G R R G G G G G R R R R R S S 7

8 G R S S G R R R G G G G G G G G G G G R G R S S 8

9 G R R S G G R R G G G G G G G G G G G G G R R S 9

10 G R R S G G G R G G G G G G G G G G G G G R R S 10

11 G G R S G G G G G G G G G G G G R R S S R R S S 11

12 G G R S G G G G G G G G G G G G R R S S R R S S 12

WEATHER CHARTSpring Fall

Sub-Desertic Area: Permanent Good Weather

G

September D12October NovemberJ anuary March MayD12

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th

Winter 14 Summer 14 Fall 15 Winter 15 Summer 16 Fall 16 Winter 16 Summer 17 Fall 17 Winter 17 Summer 18 Fall 18

0 +25 +3 +25 +3 +20 +2 +15 +2 +15 +2 +10 +1 +5 +1 +0 -1 +0 -1 -5 -2 -10 -3 -10 -4 0 -

1 +25 +3 +20 +2 +20 +2 +15 +2 +10 +1 +5 +1 +0 +0 +0 -1 -5 -2 -5 -3 -15 -4 -15 -4 1

2 +25 +3 +20 +2 +20 +2 +10 +1 +10 +1 +0 +0 -5 -1 -5 -2 -5 -3 -10 -3 -15 -4 -20 -5 2

3 +25 +3 +20 +2 +20 +2 +10 +1 +5 +1 +0 +0 -5 -1 -5 -2 -5 -3 -10 -3 -20 -4 -25 -5 3

4 +25 +3 +20 +2 +15 +2 +5 +1 +5 +1 +0 +0 -5 -1 -5 -2 -10 -3 -15 -3 -20 -4 -25 -5 4

5 +20 +2 +20 +2 +15 +2 +5 +1 +0 +0 -5 -1 -5 -2 -10 -2 -10 -3 -15 -3 -20 -4 -30 -5 5

6 +20 +2 +15 +2 +15 +2 +5 +1 +0 +0 -5 -1 -10 -2 -10 -2 -15 -3 -20 -4 -25 -5 -35 -6 6

7 +20 +2 +15 +2 +10 +1 +5 +1 -5 -1 -10 -1 -10 -2 -15 -3 -15 -3 -20 -4 -25 -5 -35 -6 7

8 +15 +2 +15 +2 +10 +1 +5 +1 -5 -1 -10 -1 -15 -2 -15 -3 -20 -3 -25 -4 -30 -5 -40 -6 8

9 +15 +2 +10 +1 +10 +1 +0 +0 -5 -1 -15 -2 -15 -2 -20 -3 -20 -4 -25 -4 -30 -5 -40 -6 9

10 +15 +2 +10 +1 +10 +1 +0 +0 -10 -1 -15 -2 -20 -2 -20 -3 -25 -4 -30 -5 -35 -5 -45 -6 10

11 +10 +1 +10 +1 +5 +1 -5 -1 -10 -1 -20 -2 -20 -3 -25 -4 -30 -4 -35 -5 -40 -6 -45 -7 11

12 +10 +1 +10 +1 +5 +1 -5 -1 -15 -2 -20 -2 -25 -3 -30 -4 -35 -5 -40 -5 -45 -6 -50 -7 12

13 +10 +1 +10 +1 +0 +0 -5 -1 -15 -2 -25 -3 -30 -4 -35 -5 -40 -5 -45 -6 -50 -7 -55 -8 13

14 +10 +1 +10 +1 +0 +0 -10 -1 -20 -2 -30 -3 -35 -4 -40 -5 -45 -6 -50 -6 -55 -7 -60 -8 14+

BLOCKADE CHART

Per Interphase - Blockade (Gain or Lose EP /NW)

Germany: +0

Austria-Hungary: +2

USA At war: +1

D12 D12

Norway or Denmark Level 7: -1

Italy (Centrals): -1 Sweden Level 7: -1 (level -4: +1)

Neutrals Blockade: +2

Centrals Blockade: +0

Ersatz Tech: -1

Germany Agricultural Shortage: +?

Austria Hungary: Max 5 EP gain and No NW (losses unchanged)

Rumania (Centrals or conquered): -1

Conquered France or Russia: -1

Germany only:

Holland Level 6: -1 (level -3 or at war: +1)

Asdic Tech: +2

1918+: +1

Restricted Warfare

5+

Modifiers

U-Boats Tech : -1

Asdic Tech: +1

1918+: +1

All Out Warfare

6+

Modifiers

Organizing Convoys : +1

GB: Loss EP and NW

Sink U-boats (one by one)

P lay Order

Uboats Torpedoes (D12)

9

1

1

1

1

1

1

1

1

1

1

End Sh.

Germany Agricultural Shortage

Germany:

Holland Level>= 0

Denmark Level>= 0

Norway Level>= 0

Sweden Level>= 0

Italy Level >= 1

Rumania Level >= 1

Belgium Level >= 1

16 Needed

P er M issing point: +1 Blockade Chart

Russian P oland

P er M inor conquered

Ukranie

France Surrenders

1 2 3 4 5 6 7 8 9 10

0 -2 -1 -4 -1 -8 -1 -8 -1 -10 -1 -12 -1 -14 -1 -16 -2 -18 -2 -20 -2 0 -

1 -4 -1 -8 -1 -16 -2 -16 -2 -16 -2 -16 -2 -16 -2 -18 -2 -18 -2 -20 -2 1

2 -4 -1 -8 -1 -16 -2 -16 -2 -16 -2 -18 -2 -20 -2 -24 -2 -26 -2 -30 -2 2

3 -6 -1 -12 -1 -18 -2 -18 -2 -20 -2 -24 -2 -28 -2 -32 -2 -36 -2 -40 -3 3

4 -6 -1 -12 -1 -18 -2 -20 -2 -24 -2 -30 -2 -34 -2 -40 -3 -44 -3 -50 -4 4

5 -8 -1 -14 -1 -20 -2 -24 -2 -30 -2 -36 -2 -42 -3 -48 -4 -54 -4 -60 -5 5

6 -8 -1 -14 -1 -20 -2 -28 -2 -34 -2 -42 -3 -48 -4 -56 -4 -62 -5 -70 -6 6

7 -8 -1 -16 -2 -24 -2 -32 -2 -40 -3 -48 -4 -56 -4 -64 -5 -72 -6 -80 -7 7

8 -8 -1 -18 -2 -28 -2 -36 -2 -44 -3 -54 -4 -64 -5 -72 -6 -82 -7 -90 -8 8

9 -10 -1 -20 -2 -30 -2 -40 -3 -50 -4 -60 -5 -70 -6 -80 -7 -90 -8 -100 -9 9

10 -20 -2 -30 -2 -40 -3 -50 -4 -64 -5 -80 -7 -90 -8 -100 -9 -110 -9 -120 -10 10

11 -30 -2 -40 -3 -50 -4 -60 -5 -74 -6 -90 -8 -100 -9 -110 -10 -120 -10 -130 -11 11

12 -40 -3 -50 -4 -64 -5 -80 -7 -94 -8 -110 -9 -120 -10 -130 -11 -140 -11 -150 -12 12

13 -50 -4 -60 -5 -80 -7 -100 -9 -120 -10 -140 -11 -150 -12 -160 -13 -170 -13 -180 -14 13

14 -60 -5 -80 -7 -100 -9 -120 -10 -140 -11 -150 -12 -170 -13 -180 -14 -190 -14 -200 -15 14+

Losses Previous Interphases Organizing Convoys: Ratio Escorts/U-boats

60 - 79 : +1 Escorts<U-boats: -0

80 - 99 : +2 Ratio 1-1: -1 Ratio 3-1: -3

100 - 119 : +3 Ratio 2-1: -2 Ratio 4-1: -4

120+: +4 Asdic Tech: -1 U-boats Tech: +2

All Out War

D12 D12

SUBMARINE WARFARE

Uboats (Loss EP /NW)

Restricted War

1918+ : -2

1st roll: All Out result

1917+ : -1

U-boats > Scorts: +1

Asdic Tech: -1

U-Boats Tech: +1

Page 8: Notes. Only Mountain units allowed If Snow treat lake hex as Plain

-5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5

2- -8 -6 -5 -4 -4 -3 -2 -1 0 +1 +1 2

3 -7 -5 -5 -4 -3 -2 -1 0 +1 +1 +2 3

4 -6 -5 -4 -3 -3 -1 -1 +1 +1 +2 +3 4

5 -5 -4 -4 -3 -2 -1 0 +1 +2 +2 +3 5

6 -5 -4 -3 -3 -2 0 +1 +2 +2 +3 +4 6

7 -4 -3 -3 -2 -1 0 +1 +2 +3 +3 +4 7

8 -4 -3 -2 -2 -1 0 +2 +3 +3 +4 +5 8

9 -3 -2 -2 -1 0 +1 +2 +3 +4 +4 +5 9

10 -3 -2 -1 -1 +1 +1 +3 +3 +4 +5 +6 10

11 -2 -1 -1 0 +1 +2 +3 +4 +5 +5 +7 11

12+ -1 -1 0 +1 +2 +3 +4 +4 +5 +6 +8 12

Diplomacy

D12 Embassies (Centrals-Entente) D12

Result: Boxes Up or Down in the Diplomacy track Colum Modifiers:

Modifiers: Check Diplomatic Game Aid per Country P ro Centrals Country: 1 Column Right

P ro Entente Country: 1 Column Left

Aislacionist Country: 2 Columns to 0 column

P lain, Forest, Swamp, Flooded

6 Corps

Desert 2 CorpsMountain 4 CorpsHigh Mountain (only MTN units allowed)

1 Corps

Support units (Art, Tanks, etc)

Unlimited

STACKING LIMITS

2-4SS 1 hit (flipped or sunk if

2 hits)

5-6 -

7CL Bristol (1914-1915) or P roserpine (1916+)

8AC Achilles (1914-1915) or Abukir (1916+)

9AC Black P rince (1914-1915) or P roserpine (1916)

10B Triumph (1914-1915) or Duncan (1916+)

11B Edward VII (1914-1915) or BB Belleroph. (1916+)

12BB Belleroph. (1914-1915) or Iron Duke (1916+)

1918: -1

U-boat Tech: +1

Asdic Tech: -1

Modifiers

1914: +1

German SS Torpedoing

1 roll per turn

2-6 -

7 CL Zenta

8-9 AC Budapest

10 B Habsburg (1914-1915) or Erz Karl (1916+)

11 B Zrinyi

12 BB Viribus Unitis

Italian MTB Torpedoing

1 roll between

Interphases

1-3: 3 Hits

4-6: 1 Ship sunk

if BB: only sinks with 6

otherwise BB gets 3 hits

Torpedoing Result

Ship involved rolls for

Critical Hit (D6)

1914: -3 1917: +0

1915: -2 1918: +1

1916: -1

P er defensive battle (last turn): -2

Turkish desertion roll

Max 7 losses

One third losses per Front:

Balkans, Armenian, East

Roll D12= number of losses

Modifiers

US Level 22-21 20-19 18-16 15-14 >=13

Sites Available 1 2 3 4 5

France: Max 3 sites

Russia: Max 1 site (0 in Winter)

England: Max 3 sites

Italy: Max 2 sites

Russia: Max 1 site (0 in Winter)

US Munitions sites available to Entente

Czech Comitee in play: +1

Istria ceded to Italy: +1

A-H Slavic desertion roll

See A-H Booklet, P

Roll D6= number of losses

Modifiers

1917: +0

1918: +11914 1915-16 1917+

Russia 9 8 7

Germany 8 7 6

Others 7 6 5

Round all fractions UP

Russian losses in Armenian front do not count

If a P ower suffers only 1 to 3 casualties do not count

Casualties divisor for NW loss