At Any Cost: 1870 is a game simulating the situation west of the Metz fortress during those few days of August 1870. The AT ANY COST: game is designed to be a playable, two-player brigade-scale game that allows players to experience the unique tactical warfare matchups that characterized fighting during the Franco- Prussian War. This era, though generally overlooked in the METZ 1870 gaming industry, is a fascinating study in Napoleonic tactics (and uniforms) slamming head-on into modern killing technology. The Prussian military juggernaut is armed with the new steel breach-loading artillery pieces that far outclassed the French guns. Prussian doctrine, adapted to the lessons learned during the Austro-Prussian War of 1866, allowed junior officers to exercise initiative and aggressiveness. The , meanwhile, was armed with the modern and deadly , a so advanced that many argue its deployment alone should have won the war for the French. In addition, the French army was now equipped with their ultimate secret weapon - the , which was the first machinegun used en masse. Moreover, the game system makes clear that the French soldier, despite misconceptions to the contrary, fought valiantly during these battles. By all rights, they could have – and should have – won many of these engagements. But leadership, morale and tenacity won the day for the Prussians. All these factors are seamlessly embedded into the At Any Cost game system and players will be challenged to utilize their advantages and minimize their disadvantages throughout the game. Will YOU as the Prussian player be able 1.0 Introduction to withstand an early severe numerical disadvantage and use the audacity of the Prussian soldier and artilleryman to win the day? On the morning of August 16th, 1870 at the Can YOU as the French player overcome the lethargic and crossroads outside the fortress of Metz, III, Emperor uninspired command structure of the and of the French Second Empire, turned over command of the allow your tough and well-equipped infantry to fight Army of the Rhine to a reluctant Marshal Francois Achille unhindered? Bazaine. The Army of the Rhine, the last intact field army and already the last hope for during the two-week old At Any Cost: Metz 1870 also features the Blind Swords chit- Franco-Prussian War, was gathered around the protection of the pull system which emphasizes the three “FOW’s” of military Metz fortress complex. The Prussian First and Second Armies conflict: fog-of-war, friction-of-war and fortunes-of-war. With were sweeping forward, hot on the heels of the retiring French. each chit pull, players will be challenged to make tough But poor weather and a disorganized screen allowed the decisions based on their assessment of the current situation. French army to break contact with the pursuing Prussians. Unlike traditional chit-pull mechanisms, the Blind Swords Helmuth von Moltke, Chief of the Prussian General Staff, system ensures that no combat units can be counted on, or instructed his armies to wheel south of the fortress, cross the conversely, counted out. This yields an environment of tense River and attempt to catch the French in flank. The and constant surprises – an environment that will only problem with this plan was – where were the French? The challenge each player. resulting two-day campaign produced some of the more remarkable battles in military history – the Battles of Mars-La- “It will cost what it will!” Tour and Gravelotte-St. Privat. These two battles produced over 60,000 casualties, with each army suffering equally. Both battles had significance not only for the Franco-Prussian War, but for - Adalbert von Bredow, immediately before he led the the course of European history. In fact, Otto von Bismarck famous “Deathride” of the Prussian 12th Cavalry Brigade remarked at Versailles in January 1871: “What is certain beyond at Mars-La-Tour. argument is that the war – and with it the future of Europe – was decided at Mars-la-Tour on 16 August 1870.”

2.0 Game Scale and Map 3.0 Game Equipment

2.1 Scale 3.1 Combat Units

Each map hex is approximately 500 yards across. Regular Combat units represent the fighting troops of each side and do Infantry and Cavalry units represent Brigades. Infantry not include HQ units. Each counter displays game information Detachments are groups of battalions or regiments operating as follows: independently. Artillery units represent organizational groupings of batteries. Each HQ Unit represents the Corps or Fresh Side (FR) Battleworn Side (BW) commander, his staff and associated logistical train. 7 / Wey. / II 7 / Wey. / II One Strength Point (SP) equals about 600 infantry, 450 5 3 cavalry, 1 ½ Mitrailleuse guns, 3 heavy (12 lb.) or 4 light cannon (4 and 6 lb.). One Game Turn is approximately 1 hour in duration. 6 8 4 3 6 3 2.2 Map Details The front of each counter shows the unit at Fresh status (FR) Elevations: There are four terrain elevation levels depicted on and the reverse side shows the unit after it has taken significant the map (from lowest to highest): Flat, Low, Raised and High. combat losses and indicates its Battleworn status (BW). The Flat terrain is white, Low is light green, Raised is brown and BW side of a unit is displayed with a different coloring scheme High is yellowish-brown. than the FR side for easy distinction. Note that some Small Roads: There are two types of Road hexes – Minor Roads (tan- Units only have a BW side. colored) and Major Roads (dark gray colored). Minor Road a. Unit Identification: In the top bar of each counter, hexes cost any moving unit only 1 Movement Point, regardless Infantry and Cavalry units are identified by Brigade of other terrain in the hexes or across a hex side. Major Roads Number / Division Name / Corps Number. The function the same way as Minor Roads, but also allow the use of example counter shown above is the 7th Brigade of the the Road March Bonus (12.10) to qualified units moving from Weyhern Division of II Corps. Units belonging to a one Major Road to a connected Major Road hex. particular Corps or independent Cavalry or Artillery Forts: The fortress hexes of St. Quentin and Plappeville have Division have a color-coded band on their counters some special rules associated with them. Only 5 Stacking Points matching the corresponding HQ unit. When an HQ of French Infantry is allowed in each hex. Fort hexes, and any activates, all units marked with the identical color are units in them, cannot be fired upon or assaulted. Prussian units activated along with it. A unit’s Divisional affiliation is that come within 4 hexes and LOS can be fired at with 10 SPs of important for some Event Chit actions. Artillery units French artillery fire. either are Division Artillery units (with the corresponding Division’s name indicated) or Corps Other Terrain Features: There are numerous terrain features Artillery units (showing the Corps affiliation). on the map which can have movement and/or combat effects. Consult the Terrain Effects Chart for details on these effects. In b. Stacking Points: On the top right of the counter in cases where two or more terrain features occur in the same hex, white (under the Unit ID) is displayed the unit’s cost in the chart will also advise as to which feature takes precedence in Stacking Points (STP). The higher the number, the various circumstances. more deployment room the unit requires within a hex. See 4.1 for how this value is applied. The example 2.3 Rounding Convention counter shows an STP of “5” on the FR side and an STP of “3” on the BW side. If there are calculations to be made regarding adjustments to SP values, maintain all fractions throughout the entire calculation c. Strength Points (SPs): A unit’s SP value is the large and then drop any remaining fraction at the end. number on the bottom left of the counter. This represents its relative size and is used in Fire and For example, if a unit’s SP value of 7 has to be halved twice for Assault Combat resolution. A value of “C” represents various game conditions, it is halved the first time to 3.5 and the “cadre strength” and is the equivalent of ½ SP. The second time to 1.75. The final adjusted SP value therefore is 1. example unit has a SP of “6” on its FR side and “3” on

2 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 its BW side. A unit’s effective SPs can be modified by There is one non-Combat Unit – the HQ unit. This signified game conditions, such as Fire Combat Range, Elan with a flag icon for each side. See 3.6 for full details on HQ Hits, etc. A unit whose printed SP value has been units. modified to “0” or less cannot issue Fire Combat or attack in Assault Combat (note that this is not the same 3.3 Unit Status as column shift effects). A Mitrailleuse unit’s SP value has a green background as a reminder that it uses the Most units possess three Status levels (also called “steps” in Infantry FCRT and reduces the targets TCR by one. some games) – Fresh, Battleworn and Broken. A Combat unit showing its front (full-strength) side is in Fresh (FR) status. A d. Tactical Cohesion Rating: In the bottom middle of unit that has received a Casualty Hit is flipped to its back the counter, the unit’s Tactical Cohesion Rating (reduced-strength) side is in Battleworn (BW) status. If a unit (TCR) is displayed in yellow. The example unit above fails a Break Test, it is removed from the game on its BW side has a TCR of “8” on its FR side and “6” on its BW side. and is placed in the “Eliminated Units” Box of the Broken This is a measure of the unit’s training, morale and Track. These units are in Broken status until they return to the experience. The higher the TCR of a unit, the more game (via Rebuilding – see 14.4). dependable and effective it is in combat. When being modified for any reason, the TCR of a unit can go no Note that once a unit is on its BW side, it cannot be flipped higher than “10” and no lower than “0” at any time, back over to its FR side during any “Battle” scenario. It is only regardless of accumulated modifiers. possible to do so during an Overnight Turn (18.0) of a “Campaign” scenario. e. Movement Allowance: The large number in the bottom right of the counter is the unit’s Movement 3.4 Small Units Allowance. A unit’s movement ability is expressed in the number of total Movement Points (MPs) that can Some Small Unit counters are never Fresh and thus do not be spent in a turn. The example unit has a Movement have a FR side. Their full-strength side is their BW side – they Allowance of “4” on its FR side and “3” on its BW do not have a reduced-strength side. Therefore, Small Units that side. A unit’s Movement Allowance can be affected by take a Casualty Hit must take a Break Test. Otherwise they certain game conditions (such as its Orders) and is function like a normal Combat unit. Infantry Detachments (see expended as the unit conducts normal movement. below) are considered to be Small Units.

f. Cavalry units use the same entries as Infantry and 3.5 Infantry Detachments Artillery units, but also have a color-coded “weight” Infantry Detachment units represent smaller groups of troops class in the middle of their counters. The weight category reflects the unit’s armament, protection, (regiments and battalions) that are formed by breaking down the equipment and relative size of its horses and is larger Brigade units. Each Prussian Corps has five Infantry referenced when making a Cavalry Charge. The Detachments units that are used when its Brigades break down. Infantry Detachment units function like normal units, but are classifications are: also considered to be Small Units. Note, however, that because Light / Medium / Heavy. of their smaller size, these units have a higher Movement Allowance than their parent units. Only Prussian Infantry Brigades can elect to breakdown into Infantry Detachments, but in some scenarios a few French Infantry and Artillery units may 3.2 Unit Types begin the game already broken down (see the specific instructions for those scenarios). There are four types of Combat Units – Infantry (soldier figure), Cavalry (horseman figure), Artillery (cannon figure) 3.6 HQ Units and Mitrailleuse (machinegun figure). Each type of Combat Unit has unique capabilities which are detailed in the relevant These counters represent a Corps or Division general, his staff section of the rules. Cavalry units are sub-divided by weight into and the core of the logistical train of his formation. HQ units are Light, Medium or Heavy. Artillery is sub-divided into not Combat units. The game information is displayed as Division, Corps, Division Horse or Corps Horse. follows:

3 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 Game markers are available to help players note certain game conditions and are placed as instructed by the relevant rules section. It is suggested that players place relevant markers under the affected unit to keep the identity of units clear to each Front Back side and to hide the condition of the unit from the opposing player. Players need not reveal game markers until the time that the condition they represent affects play.

a. Unit Identification: HQ Units are identified by the a. Elan Hit Markers: These markers indicate when a Corps or independent Division they command. The unit is suffering from temporary morale loss due to top of the HQ Unit counter has a color-coded band that receiving one or more Elan Hits (9.3). The markers matches the color of the Combat unit under their have “Shaken!” printed on the one side and command. The example HQ is General Goeben and “Disrupted!” on the other side. A unit with a “Shaken” he commands the Prussian VIII Corps. When an HQ marker is said to be a Shaken Unit. It has its SPs and activates, all units marked with the identical color are TCR each reduced by one (-1). A unit with a activated along with it. “Disrupted” marker is said to be a Disrupted Unit. It has its SPs and TCR each reduced by two (-2). These b. Command Rating: Each HQ unit has two Command markers can be reduced or removed through Recovery Ratings, one on the front side and another on the back (14.2). side of its counter. This number represents the relative command efficiency of a formation’s leader and b. Ammunition Problems Markers: These markers are headquarters for the two Orders listed adjacent to it on applied when a unit suffers an “Ammunition Problem” each side. The Command Rating is only in effect for result while issuing Fire Combat (see 8.9). The markers the two Orders listed on the same side of the counter. have “Low Ammo” on the front side and “Rationed The Goeben example HQ unit has a Command Rating Ammo” on the reverse side. A Low Ammo Unit of “2” on its front side and “3” on its back side. An HQ marker causes a two-column shift left modifier when unit that finds itself Overrun has a Command Rating of issuing Fire Combat and a Rationed Ammo Unit “0” and thus only units it is stacked with are suffers a four-column shift left modifier. These considered to be In Command. markers can be reduced or removed through Recovery (14.2). c. Orders: Each side of the HQ counter has two possible Orders. Only those Orders can be used when that side c. Miscellaneous Markers: There are numerous other of the HQ counter is face-up. Orders are Attack, markers used in the game – the “Game Turn” marker, Defend, March or Regroup. The Goeben example the “Victory” marker, etc. - that will be explained in HQ unit is issuing either a Defend or Regroup Order their relevant sections. on its front side and either an Attack or March Order on its back side. Each Order has various effects on play, as described in 11.0.

d. Movement Allowance: This number represents a unit’s movement rate and is expressed in the number of total Movement Points (MPs) that it can spend in a

phase. The Goeben example HQ has a Movement Allowance of “5” on both sides. 3.8 Chits

3.7 Game Markers Chits are the counters that are drawn from an opaque container and tell the players which formation will be activated next or

4 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 which event can be enacted. There are two types of chits: Small Units: BW = 2 Activation Chits (showing the name of one of the French or Prussian HQ units – see 6.1) and Event Chits (displaying an Stacking is determined at the end of a unit’s movement, unless Event on each side – see 6.2 – and includes the Fortunes of War using the Road March bonus (see 4.2). Other moving units may chit). temporarily over stack a hex with a friendly unit as long as they do not end their movement doing so. 3.9 Player Aids 4.2 Road March Each player has his own player aid card displaying his army’s particular Fire Combat Results Tables (two types) along with Units using the Road March movement bonus may not stack common game play reminders and the Assault Combat Table. at all at any point of their movement. If they do move through another unit(s), they may not use the Road March bonus rate in 3.10 Game Tracks that hex and must instead use the MP cost of the other terrain in the hex (not the Road rate). The Game Tracks card displays all the game tracks that are necessary for play. This should be kept in an area where both 4.3 Front Line, Second Line and Reserve Line players can easily reference the track information. Various game Units markers are placed on these tracks during play. If two or more Combat units are stacked together, the top unit 3.11 Draw Cup in the stack is considered to be the Front Line unit. The second unit in the stack (from the top) is the Second Line unit. Any Players must provide an opaque container - a cup, glass or bowl units lower in the stack than the second unit are all considered to - from which the game’s Chits are blindly drawn. be Reserve Line units. This status determines the unit’s eligibility as a target of enemy fire and also affects its level of 3.12 Dice participation in Fire and Close Combats.

The game includes four ten-sided dice (D10’s) – two colored and two white. The French player takes the red die and a white die while the Prussian player takes the blue die and a white die. 5.0 Sequence of Play The “0” result on the die is to be read as a “10”. Each Game Turn of At Any Cost: Metz 1870 is played in a series of Phases and Steps, each of which must be completed before proceeding to the next Phase or Step. When the last Step 4.0 Stacking of the last Phase is concluded, a Game Turn is finished and play proceeds to the following Game Turn. If it is the last Game Turn 4.1 Stacking Points of the scenario, players reference the Victory Determination procedures. Gameplay proceeds in the following sequence: Stacking refers to the number of units that may end up sharing the same hex. Each unit is assigned a number of Stacking A. PLANNING PHASE Points (STP), which are also shown on the unit counter as a reminder, and is usually different depending on the unit’s Status. B. HELD EVENT CHIT PHASE The maximum stacking allowed in the same hex at the end of any unit’s movement is 9 STP. C. CHIT DRAW PHASE

STP are summarized as follows: D. ACTIVATION PHASE

Infantry Brigade: FR = 5; BW = 3 i. HQ Command Step

Cavalry Brigade: FR = 3; BW = 2 ii. Fire Combat Step

Artillery Unit: FR = 3; BW = 2 iii. Movement Step

Mitrailleuse Unit: FR = 1; BW = 1 iv. Assault Combat Step

5 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 v. Rally Step One of the players (the Prussian player on even- numbered turns and the French player on odd-numbered turns) randomly draws E. END TURN PHASE one chit from the Draw Cup. Gameplay proceeds as follows:

i. Final Held Event Chit Step a. If the drawn chit is an Activation Chit or a Special Activation Chit, all eligible units as indicated by the ii. French Command Event Step chit are activated. Proceed to the Activation Phase. iii. Prussian Command Event Step After all activated units have completed the Rally Step of the phase, the drawn chit is placed out of play for iv. Victory Determination Step this Game Turn and game play reverts to the Held Event Phase. v. Housekeeping Step b. If the drawn chit is an Event Chit, the player who 5.1 Planning Phase owns that chit enacts that Event per 6.3. The drawn Event chit is either held, immediately applied, placed Both players gather their eleven Event Chits together and then in the Command Event area or placed out of play secretly select any one Event Chit to place immediately into the depending on how it is enacted. Game play then reverts Draw Cup. This can be any Event Chit of their choosing. to the Held Event Phase. Players simultaneously drop this selected chit directly into the Draw Cup. Both players then flip all remaining Event Chits over c. If the drawn chit is a Special Event Chit, the effect of to their Command Event side and mix them up. The opposing the chit is resolved and applied immediately (or is player randomly selects four of those Event Chits and places made note of as indicated). Game play then reverts to them off to the side and out of play. These chits are excluded the Held Chit Phase. and will not participate in the current Game Turn! They cannot be referenced for the remainder of the turn and remain unknown 5.4 Activation Phase to the players until the end of the turn. If the drawn chit is any Activation or Special Activation Chit, Each player then simultaneously places the remaining six Event all units belonging to the indicated HQ on the chit are activated. Chits – without looking at them - into the Draw Cup (joining the All activated units then conduct the following five Steps in the pre-selected chits that were placed earlier). Next, both players order shown. Activated units must complete each Step before determine which Activation Chits (including Special continuing to the next one: Activation Chits) are available this Game Turn (per the Scenario instructions, French Activation Chits and Prussian a. HQ Command Step Reinforcements procedures) and place all such Activation Chits b. Fire Combat Step into the Draw Cup with the Fortunes of War (Special Event) Chit. The player who is to draw chits this turn then shakes up c. Movement Step the Draw Cup and places it near him for easy access. d. Assault Combat Step 5.2 Held Event Chit Phase e. Rally Step If either player is holding one or more Event Chits (for example, Krupp’s Guns), that player may elect to play the After all activated units have completed the Rally Step, the chit(s) now. If both players have such chits, the Prussian player drawn Activation / Special Activation Chit is placed aside and decides who must go first. If either or both players are holding out of play for the remainder of this Game Turn. Players then multiple eligible Event Chits, some or all of them can be played return to the Held Event Chit Phase. this phase. The played Event Chits are resolved in their entirety before moving on to the Chit Draw Phase. At this point, if there 5.5 End Turn Phase are no chits left in the Draw Cup, play proceeds to the End After all chits have been drawn from the cup and acted upon, Turn Phase. both players conduct the following four Steps:

5.3 Chit Draw Phase a. Final Held Event Chit Step – players may play any eligible Event Chits they are still holding at this point.

6 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 b. French Command Event Step – the French player There are two chits that provide a special Activation opportunity refers to the appropriate Command Event Tracks and for each side. The Prussians have the Prinz Frederick Charles resolves/applies any eligible effects from there. chit and the French have the Marshal Bazaine chit. These are implemented as follows when drawn: c. Prussian Command Event Step – the Prussian player refers to the appropriate Command Event Tracks and a. Prinz Frederick Charles Chit – The Prussian player resolves/applies any eligible effects from there. may select any one Prussian Infantry or Cavalry Division (which includes all units of that Division, d. Victory Determination Step – players check the including any Divisional Artillery units) to activate, Victory Conditions for the scenario to see if an even if it has already activated this turn. This also Automatic Victory has been achieved. If this is the last includes any unit of the selected Division that is in the Game Turn of the scenario, the game is over and Available to Rebuild Box and any Division that is due determine the level of Victory. to arrive this turn as a Reinforcement. The units of the selected Division conduct a normal Activation Phase e. Housekeeping Step – players pick up any “Out of except that they are automatically In Command and Command” markers (as they no longer apply), adjust can operate under any one selected Order. All normal Control markers as necessary, move any units in the procedures follow thereafter under the limits of the “Eliminated Units Box” into the “Available for Rebuild chosen Order. For purposes of this rule, each Infantry Box” and then move the Game Turn marker up one Detachment unit is considered to be a Division itself box (unless the game is over). (and thus only one Infantry Detachment can activate with this chit). Historical Note: This chit represents the overall superior staff 6.0 Activation and Event Chits officer corps of the , as well as the contributions of certain individual outstanding Prussian officers. One such officer was Georg . As Chief of Staff of the Prussian X Corps, he distinguished himself not only at the Battle of Mars-la-Tour, but throughout the war. He showed great initiative by taking charge of the battlefield early on and directing the deployment of Prussian forces. It was his foresight and quick assessment of the situation that allowed the Prussians 6.1 Activation Chits to catch the French Army of the Rhine off guard. Colonel Caprivi eventually succeeded Bismarck as Chancellor of the Activation Chits are each labeled with one of the Prussian or in 1890. French HQ units. All eligible Activation chits (including those arriving as reinforcements this turn) are placed in the Draw Cup b. Marshal Bazaine Chit – The French player may select during the Planning Phase. Those Activation Chits representing any one French Infantry or Cavalry Division to formations that are not yet in the game are left out of the cup for activate, even if it has already activated this turn. the current turn. When drawn, the HQ unit that matches the This one chosen unit then proceeds in the same manner drawn Activation Chit is activated, along with all its as with the Prince Frederick Charles chit (above). subordinate units. After activation is completed, place the Activation Chit out of play for the rest of this Game Turn. Historical Note: Marshal Francois Achille Bazaine was the reluctant Commander-in-Chief of the French Army of the MARSHAL Rhine. Assigned the position by Emperor Napoleon III – BAZAINE because Canrobert first refused it – Bazaine took the reins of France’s last intact army and was its last hope for victory. For the most part, Bazaine neglected his army command duties during the campaign. But no one could doubt his personal Activate any one Division bravery as he insisted on involving himself in tactical matters on the front lines, often sighting individual artillery pieces! 6.2 Special Activation Chits After this special activation is finished, the Special Activation chit is discarded for the turn. Note again that units that are 7 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 activated by these special chits and have not yet activated this c. Special Event Chit - Fortunes of War: When drawn, turn can still be activated normally later without penalty. the non-drawing player rolls a die and checks the following table to determine how the chit is implemented:

1 – 3 = No Effect

4 – 6 = Degrade the Next Chit

6.3 Event Chits 7 – 9 = Enhance the Next Chit

Event Chits have game events listed on them which can be used 10 = Leader Casualty by the owning player at an eligible time. When drawn, the Event Chit applies only to the player who owns it (Red = French, Blue  No Effect: discard the Fortunes of War chit for the = Prussian). The owning player immediately decides which turn without further effect. side of the chit he will use - either the one on the front of the chit (the Unique Event) or the one on the back (the Command  Degrade the Next Chit: place the Fortunes of Event). He must commit to that choice now – he cannot change War chit on its “Degrade Next Chit” side next to his mind later! He then follows the instructions to implement the draw cup. If the next chit drawn is an Event that event (which may include holding it for use in a future Held chit, it is discarded with no effect. If the next chit Event Chit Phase that same Game Turn). Whenever the Event drawn is an Activation or Special Activation Chit is resolved, the chit is placed out of play for the remainder Chit, the indicated HQ unit activates but all units of this Game Turn. of the activated formation are automatically Out of Command – regardless of their actual distance a. Unique Event Chits: The front side of the Event Chit from the HQ unit. Apply normal Out of contains a Unique Event. Each Unique Event is used Command effects to all units of the formation differently by the owning player. Exactly how and (7.5). when such an event can be used is detailed in the Unique Event Descriptions on each player’s Player  Enhance the Next Chit: Place the Fortunes of Aid card. War chit on its “Enhance Next Chit” side next to the draw cup. If the next chit drawn is an Event Chit, it can be freely used as a Unique Event and a Command Event. Place the Fortunes of War chit on the chosen Command Event Track as if it was a normal Command Event chit. Apply the actual Event chit normally – including the possibility of using it as another Command Event as well. If the b. Command Event Chits: The back side of the Event next chit is an Activation Chit or Special Chit represents the Command Event. When an Event Activation Chit, the owning player can apply one Chit is drawn, the owning player may opt to use the of three bonuses to all units that are chosen to be chit for its Command Event instead of its Unique activated with the chit: Event. If he chooses to do so, he places the chit on the appropriate track, depending on which of the o Increase all unit Movement Allowances Command Event types he wishes to influence and by +1 MP; which scenario is being played. Each Command Event is used differently by the owning player and is detailed o Apply a one column shift right on all in the Command Event Descriptions of each Fire Combats; scenario. o Apply a one column shift right on all Assault Combats.

These bonuses are in addition to normal play effects. Only one bonus can be chosen and the

8 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 chosen bonus applies only to all eligible units of (12.7). However, activated units may not Rally during the activated formation. this phase.

 Leader Casualty: Place the “Leader Casualty” b. Defend: Activated units may move up to only half of reminder marker next to the draw cup. When the their normal Movement Allowance. They may Engage next Activation Chit is drawn, the corresponding enemy units but Infantry units may not conduct HQ unit is immediately given a “Shaken” marker. Assault Combat. Cavalry units may conduct Assault This marker remains with the HQ unit for the Combat but only if they begin the phase already remainder of the game (it cannot be Recovered) adjacent to an enemy unit and don’t move at all during and signifies that the HQ unit’s Command Range the following Movement Step. Fire Combat may be is reduced by one (-1). Should a Shaken HQ unit issued normally. Units may also conduct limited Rally suffer another Leader Casualty result, there is no activities and may build Hasty Works. additional affect – treat the chit result as “No Effect”. If no Activation Chits remain in the cup c. March: Activated units may move normally and when this chit is drawn, there is no effect and it is increase their listed Movement Allowance by one discarded for the turn. MP (+1 MP). They also may qualify for the Road March movement bonus (12.10). Units may not Engage an enemy unit. In addition, no combat of any kind is permitted and no Rally is allowed. 7.0 HQ Orders and Command d. Regroup: Activated units may only move one hex The first step in the Activation Phase is the HQ Command (regardless of the Movement Allowance of the unit or Step and this is when the activated HQ unit selects its Order for Movement Cost of the hex). Unit may not Engage or the phase. The chosen Order sets the parameters for what the conduct Combat of any kind. Units may conduct activated HQ unit and its subordinated units can do this turn. normal Rally activities. Orders are in effect only during the current HQ activation and during the current Activation Phase – they are ignored at all 7.3 Command Range other times during the turn. An HQ unit’s Command Range is equal to its current face-up 7.1 Orders Command Rating in hexes. If tracing the Command Range from any Road hex into any connected Road hex (Minor Road HQ units are responsible for issuing an Order to their or Major Road), each such hex counts as half of a hex for subordinate units (those with the appropriate Unit ID and color- Command Range purposes (only). A Forest hex counts as two coded band on their counters). When activated, the HQ unit hexes for Command Range purposes (only). The Command counter is displayed on the map with either its front side or Range can be traced through any terrain, but not through hexes reverse side showing. Each side of the counter lists two of the occupied by enemy units. If an HQ’s Command Rating is not four available Orders, along with a Command Range (in hexes) sufficient to pay the cost to enter a hex, the Command Range that applies to those two Orders (only). During the HQ does not extend into that hex. Note that there is no minimum Command Phase, the owning player may change the active Command Range. An Overrun HQ unit can only place a unit HQ’s Order by simply flipping the unit to show the desired side. currently stacked with it In Command (see 7.4). An HQ unit that After orienting the HQ counter as desired, the owning player is a Reinforcement this turn and waiting off-map to enter the announces which of the two displayed Orders he is invoking. game has no Command Range.

7.2 Types of Orders For example, an HQ with a Command Rating of “1” cannot trace its Command Range into a Forest hex. It may, however, There are four possible Orders that an HQ unit can issue, trace through two Road hexes. detailed as follows: 7.4 In Command a. Attack: Activated units may move up to their full Movement Allowance. They may Engage (12.4) the During the HQ Command Step, every unit of the activated HQ enemy at will and execute any type of eligible combat unit’s formation (only) must check if it is In Command. A unit desired. Cavalry units may conduct a Cavalry Charge can be In Command in either of two ways;

9 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 a. The unit is within Command Range of its HQ unit; Fire Combat is voluntary and can only be conducted by active units during the Fire Combat Step, as Defensive Fire during b. The unit is adjacent to another unit from the activated the enemy’s Movement Step or due to an Event allowing such formation that is itself In Command. This can create a fire. Cavalry and HQ units may not conduct Fire Combat. Units chain of adjacent In Command units. issue Fire Combat individually and each fire is resolved completely before moving to the next unit. A unit can only fire For example, if a Corps is marching down a road with its HQ once in the Fire Combat Step or due to an Event, but numerous unit stacked with the front unit and all its remaining units are times when conducting Defensive Fire. Enemy units can be adjacent to one another in line behind the front unit, the entire targeted a multiple number of times by different firers. formation is In Command, regardless of its actual length in hexes. Fire Combat eligibility cases are as follows:

A unit that is In Command abides by all the conditions of the a. A unit must have an initial modified SP value of at HQ’s announced Order normally. least “C” in order to issue Fire Combat. That does not include any possible column shifts – only adjustments to the initial SP value by applicable Elan Hit markers, etc. Therefore, for example, a Disrupted unit with an SP of “2” cannot issue Fire Combat.

b. Artillery: Most Artillery units that fire in the Fire Combat Step may not move in the subsequent 7.5 Out of Command Movement Step (place an “Artillery Fired” marker on them as a reminder). Horse Artillery units (those so A unit that is not In Command (as defined in 7.4) is deemed to designated in their Unit ID and by the graphic icon) be Out of Command. An Out of Command (OOC) unit has an have the option to fire with ½ of their SPs and still “Out of Command” marker placed on it as a reminder. An OOC move the following Step with ½ of their Movement unit may not Engage an enemy unit (12.4), may not conduct Allowance (place a “Horse Artillery ½ Fire, ½ Move” any kind of Combat and may not Rally. It also does not abide marker on the unit if they choose that option). by any of the special conditions (bonuses or penalties) of the issued Order. The OOC unit may only conduct movement up to c. Stacking Order of Firing Units: If the firing hex is a its normal Movement Allowance, but it must pay twice the stack of two or more units, the various units in that normal Terrain Movement Cost for non-Road movement. stack that are otherwise eligible to conduct Fire Movement along any Road (Minor or Major) is conducted at Combat do so depending on their “Line” (see 4.3), as the normal Road Movement Costs (no Road March Bonus is follows: allowed). i) The Front Line unit issues Fire Combat For example, an active Corps is given March Orders. One of its normally; Infantry units is out of Command Range and not adjacent to a unit that is In Command, so it is given an “Out of Command” ii) The Second Line unit issues Fire Combat marker. It may do nothing but move. During the Movement with only half of its SPs; Step, it may use it full Movement Allowance and moves on iii) Any Reserve Line units may not issue Fire Roads at 1 MP per Road hex. If it enters a Forest hex, it would Combat. pay a cost of 4 MPs (2 x 2 MPs). Note that the unit does not get the “+1 MP” bonus for the March Order nor is it allowed to use d. Stacking Order of Target Units: If the targeted hex the Road March Bonus. contains a stack of two or more units, only the Front Line unit is affected by the Fire Combat result unless

the Fire Combat result has two results listed 8.0 Fire Combat (separated by a “+” symbol). The first listed result applies to the Front Line unit (only) and the second listed result to all the Second Line and Reserve Line 8.1 Eligibility units. Apply such results independently to each target unit using the same die roll.

10 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 iv. If any intervening hex is at the same level as the Target unit, the LOS is Blocked. 8.2 Procedure Firing unit is at higher level than Target unit: i. Any intervening hex that is higher than both units will Block the fire; The owner of the firing unit declares an eligible enemy target ii. If all intervening hexes are lower than both units, any hex. HQ units cannot be targeted separately. The firing player intervening Forest or Town terrain or any unit determines the total number of SPs in the firing unit and then (friendly or enemy) causes an Obscured LOS; modifies that total by any of the applicable SP adjustments iii. If any intervening hex is at the same level as the Firing (8.5). He then finds the column on the Fire Combat Results unit, the LOS is Blocked. Table (FCRT) that contains the adjusted SP total. The firing iv. If any intervening hex is at the same level as the Target player then checks for any applicable Column Shifts (8.6). unit, any intervening Forest or Town terrain or any unit causes an Obscured LOS. These shifts are cumulative and all shifts are figured as one net total shift before referencing the FCRT. If an LOS passes exactly along a hexside, the LOS is affected by the most disadvantageous situation of the two adjacent After determining the final Firing SPs column that applies, the hexes. firing player rolls two dice (one colored and one white) and cross-references the colored die roll (only) with the final column. Apply the result indicated. 8.3 Overhead Artillery Fire Note: Don’t pick up the dice after making the initial roll – you Artillery units may fire over intervening units except when may need the white die roll to determine the Tactical Cohesion using Canister Fire. Fire Combat issued at Canister Range (and Test result. using the Canister bonus) may never be fired over any intervening unit (friendly or enemy) The player may declare that When a unit issues Fire Combat at a target two or more hexes an Artillery unit is electing not to use the Canister Range bonus away, it must be able to “see” the target unit. To determine (see 8.4) in order to be able to fire over intervening units at that LOS, draw an imaginary line from the center of the firing unit's range. hex to the center of the target unit's hex. The LOS stops in any hex containing Blocking terrain and will not extend beyond this Note that Infantry units may always fire over other units (enemy or friendly). hex (but does extend into it). Units can always fire into and out of hexes containing Blocking terrain. The LOS can also be Obscured, which means the LOS penetrates all the way to the 8.4 Fire Ranges intended target hex but the visibility is degraded. Obscured fire will allow the unit to issue the Fire Combat but with a Range is measured from the firing unit hex to the targeted hex in detrimental column shift applied. Line of Sight cases are: number of hexes. The firing player cross references the firing range with the type of unit firing to get the Range category. An

Infantry unit’s Range is divided into two categories: Effective Firing unit and Target unit are on same level: i. Any intervening hex that is higher than both units will Range and Extended Range. An Artillery unit has three Range Block the fire; categories: Canister Range, Effective Range and Extended ii. If all intervening hexes are lower than both units, any Range. intervening Forest or Town terrain or any unit (friendly or enemy) causes an Obscured LOS; Effective Range is the shortest range and represents the normal iii. If any intervening hex is at the same level as both units, engagement range for the unit and has no additional effect on the LOS is Blocked if there is any Forest or Town the unit’s fire. terrain or any unit. Extended Range is the longer range and is less efficient than Firing unit is at lower level than Target unit: Effective Range fire. A unit firing at Extended Range uses only i. Any intervening hex that is higher than both units will half of its listed SPs. Block the fire; ii. If all intervening hexes are lower than both units, any Canister Range is available to Artillery units (but not intervening Forest or Town terrain or any unit (friendly or enemy) causes an Obscured LOS; Mitrailleuse units) firing at a target unit in an adjacent hex and iii. If any intervening hex is at the same level as the Firing increases the firing unit’s SPs by an additional 50%. unit, any intervening Forest or Town terrain or any unit cause an Obscured LOS;

11 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 k. Each additional Defensive Fire issued by a unit (after the first such fire) in a single Step = two column shifts 8.5 Firing Unit SP Adjustments left

A unit issuing Fire Combat may have its SP value adjusted for l. Firing unit has a Low Ammo marker = two column that fire by a various conditions, with cumulative effects: shifts left

a. Firing Unit is firing at Extreme Range = decrease SPs m. Firing unit has a Rationed Ammo marker = four by 50%; column shifts left

b. Firing Unit is a Second Line unit = decrease SPs by n. Firing unit is a French unit with a Feu de Bataillon 50%; Event Chit = one column shift right

c. Artillery Unit Firing at Canister Range = increase SPs o. Firing unit is a French unit with a Moulin a Café Event by 50%. Chit = three column shifts right

8.6 Firing Unit Column Shifts p. Target unit has a Battlefield Conditions Event Chit played = two column shifts left A unit issuing Fire Combat may have the final net SPs column shifted to the left or to the right depending on various applicable q. Firing unit has a Battlefield Conditions Event Chit conditions. These shifts are cumulative and all shifts are figured played = two column shifts right as one net total shift before referencing the FCRT.

a. Target in Forest or Quarry terrain hex = one column 8.7 Fire Combat Results shift left There are two distinct Fire Combat Results Tables (FCRTs) b. Target in Farm terrain hex = two column shifts left used in At Any Cost when resolving Fire Combat. One table applies when the firing unit is a Prussian Artillery, French c. Target in Town terrain hex = three column shifts left Infantry or French Mitrailleuse unit and is the more effective of the two. The second is used when the firing unit is a Prussian d. Target in Hasty Works hex = one column shift left Infantry or French Artillery unit. Each player has both FCRTs on his Player Aid Card, but labeled for his respective units only. e. Target in Entrenchment hex = two column shifts left Referencing the FCRT that corresponds with the type of unit f. Target in Ravine terrain hex = two column shifts right firing, the player rolls two dice and cross references the colored die (only) with the final SP column (after any shifts are applied) g. Target in Stream terrain hex = one column shift right and the indicated result is applied on the targeted unit.

h. Firing unit has an Obscured LOS to Target hex = two Historical Note: The French artillery of this era was antiquated column shifts left by every measure. Little was done to improve this arm of the military since the 1859 war against Austria. The breech-loading Note: In the case of multiple terrain types in the targeted hex, Prussian Krupp artillery guns were superior in all categories to use only the most detrimental shift to the firing unit. the French smoothbore muzzle-loaders.

For example, if a unit is firing into a hex with both Town terrain As far as small arms are concerned, the Dreyse Needlegun was and Stream terrain, only the Town column shift (three columns the standard issue breech-loading rifle of the Prussian army and left) applies. gave the infantry a decided advantage over its Austrian opponents in the 1866 war. However, by the time the Franco- i. Firing unit is on a higher elevation hex than the Target Prussian War broke out, the rifle was significantly outclassed by hex (Plunging Fire) = one column shift right the French Chassepot rifle. j. Target hex has a Front Line Cavalry unit = three The French Mitrailleuse was an early version of the machinegun column shifts right and packed a murderous punch. Its rate of fire and hitting power were devastating and the Prussians feared their effective deployment.

12 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 These factors have been incorporated into the assignment of Ammo” marker. However, should a unit receive a second which FCRT is used for each unit category. Ammo Problems result, flip the “Low Ammo” marker over to its “Rationed Ammo” side. A unit with an Ammo Problems Fire Combat Results are applied as follows: marker has a detrimental column shift when issuing Fire Combat. However, a unit with an Ammo Problems marker may  --- = no effect on the targeted unit. conduct Assault Combat normally.  Routine Test (RT) = the targeted unit must

immediately take a Tactical Cohesion Test (see 9.0).

 Tough Test (TT) = the targeted unit must immediately 9.0 Tactical Cohesion Tests take a Tactical Cohesion Test and has its TCR If a unit receives any Fire Combat result that indicates that it reduced by one (-1) for that test. must take a Tactical Cohesion Test (TCT), the owning player  Severe Test (ST) = the targeted unit must immediately refers to the white die roll (from the original two-dice roll made take a Tactical Cohesion Test and has its TCR during the Fire Combat resolution step) and compares it to the reduced by two (-2) for that test. modified TCR of the targeted unit.

 Critical Test (CT) = the targeted unit must 9.1 TCR Modifications immediately take a Tactical Cohesion Test and has its The testing unit’s TCR may be modified before the test is TCR reduced by three (-3) for that test. resolved. Applicable modifiers are as follows and are  1 Casualty Hit = inflict one Casualty Hit (8.9) on the cumulative: targeted unit. a. Tough Test result = reduce testing unit’s TCR by one  2 Casualty Hits = inflict two Casualty Hits (8.9) on b. Severe Test result = reduce testing unit’s TCR by two the targeted unit. c. Critical Test result = reduce testing unit’s TCR by  Penetrating Fire Result (+) = if the box contains two three results and the targeted hex is a stack of two or more units, the result to the left of the “+” sign is applied d. Testing unit is Shaken = reduce testing unit’s TCR by only to the Front Line Unit and the result to the right one of the “+” sign is applied to each Second Line and Reserve Line Unit. Resolve each separately but using e. Testing unit is Disordered = reduce testing unit’s TCR the same dice roll, starting with the Front Line unit. by two

8.8 Casualty Hits f. A Moulin a Café Event chit was used to cause the test = reduce testing unit’s TCR by two. When one or more Casualty Hits are inflicted on a targeted unit, the unit is reduced one Status Level for each hit. This g. Testing unit in a Hasty Works hex = increase testing means for each Casualty Hit, a Fresh unit is flipped to its unit’s TCR by one Battleworn side or a unit on its Battleworn side must take a h. Testing unit in an Entrenchments hex = increase Break Test (10.0). testing unit’s TCR by two Note, therefore, that a Battleworn unit that suffers a “2 Casualty i. Testing Unit is an independent Mitrailleuse unit = Hits” result must take two consecutive Break Tests. decrease the Mitrailleuse unit’s TCR by two if it is not 8.9 Ammunition Problems stacked with a French Artillery unit. j. A Mitrailleuse unit caused the test = reduce testing If a unit issuing Fire Combat for any reason rolls “doubles” on unit’s TCR by one the two dice (for example, a colored “8” and a white “8”), the firing unit experiences ammo problems (a shortage of ammo or Historical Note: The Mitrailleuse was a rapid fire, hand other logistical issues). Apply the Fire Combat result normally cranked machinegun-like weapon that had multiple gun tubes and at the conclusion of its fire, the firing unit is given a “Low strapped in a circular arrangement on its chassis and was deadly 13 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 efficient. The problem was that the French deployed the Note that this means that units are never automatically Broken Mitrailleuse batteries with the regular artillery batteries, rather by simply receiving Casualty Hits – they must fail the resulting than with the infantry. In the rear-deployed artillery zones, the Break Test in order to become Broken. Mitrailleuse was too far from the enemy infantry to be very effective and was subject to counter-battery fire from the longer- ranged Prussian cannon. However, when the Mitrailleuse was For each such test, the owning player rolls one die (of either deployed effectively, it was a devastating and highly-feared color) for the testing unit and compares the die roll number to weapon by the Prussians. the printed TCR (i.e., as shown on the unit counter) – do not 9.2 TCT Procedure (Die Roll Minus TCR) modify the TCR for any reason - to get the test result. Historical Note: The reason that the unmodified TCR is used Reference the white die roll and subtract the modified TCR of for the Break Test is that at the point of morale break, a soldier the testing unit from that die roll. The net result is the TCT will resort to his basic training and experience to get through the Differential (which can be a negative number). Find the TCT crisis. So the current (i.e., modified) conditions created the crisis Differential to get the result that is applied to the testing unit, as in the first place – the ultimate resolution of that crisis is up to follows: the intestinal fortitude and professionalism of the soldier.  TCT Differential -1 & less = no effect on the targeted unit 10.1 Break Test Procedure

 TCT Differential 0 to +3 = inflict one Elan Hit on the The testing player will roll one die and compares the number to targeted unit the printed TCR (i.e., unmodified) of the testing unit and apply as follows:  TCT Differential +4 & more = inflict two Elan Hits on the targeted unit  If the die roll is 4+ less than the TCR of the unit, it simply remains on its Battleworn side with no 9.3 Elan Hits additional effect of the Casualty Hit.

When one or more Elans Hits are inflicted on a targeted unit,  If the die roll is 1, 2 or 3 less than the TCR of the unit, apply the indicated Elan HIT marker as follows: the unit remains on its Battleworn side and is made a Shaken unit (unless it is already a Shaken or Disrupted One Elan Hit: If the testing unit currently has no Elan Hits, unit, in which case there is no additional effect). place a “Shaken” Elan Hit marker under the unit. If the unit is already Shaken, flip the marker over to its “Disrupted” side. If  If the die roll is equal to the TCR of the unit, it the unit is already Disrupted, it must take a Rout Test (see remains on its Battleworn side and is made a 11.0). Disrupted unit (unless it is already a Disrupted unit, in which case there is no additional effect). Two Elan Hits: If the affected unit currently has no Elan Hits, place a “Disrupted” marker under the unit. If the unit is Shaken,  If the die roll is 1, 2 or 3 greater than the TCR of the flip the marker over to it “Disrupted” side and then the unit unit, the unit is Broken and removed from the game must additionally take a Rout Test. If the unit is already (see below). Disrupted, it must take two separate Rout Tests.  If the die roll is 4+ greater than the TCR of the unit, the unit is Broken and one adjacent friendly unit with a modified TCR of 5 or less must immediately retreat 10.0 Break Test two hexes (see 13.7). 10.2 Broken Units A Break Test is required when a unit must apply a Casualty Hit result (8.9) and is already on their Battleworn side. An FR unit Units in this game are never permanently eliminated. They are that receives two Casualty Hits must take a Break Test; a BW instead Broken and rendered “combat ineffective” until brought unit that receives one Casualty Hit must take a Break Test; a back into the game with the Rebuilding activity during the BW that receives two Casualty Hits must take two, separate Rally Step. Break Tests (applying the effects of each independently).

14 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 A unit that fails its Break Test (i.e., rolls greater than its TCR) is  If the die roll is 4+ greater than the TCR of the unit, it said to be Broken. A Broken unit removes any marker it is remains a Disrupted unit, immediately Retreats two carrying and is immediately placed in the “Eliminated Units hexes and is flipped to its Battleworn side (if not Box” of the Broken Track on its Battleworn side. During the already). If the unit is already on its BW side, it is Housekeeping Phase, all Broken units are moved from the immediately Broken (10.2). “Eliminated Units Box” to the “Available to Rebuild Box”. From this box (only), units are eligible to use the Rebuilding action (14.4) to attempt to bring them back into the game. 12.0 Movement Historical Note: The general state of morale in the French Army of the Rhine was low and deteriorating quickly. The 12.1 Procedure lower TCR’s of the French units, especially on their BW sides, reflects the fact that they were tough to rally effectively once Only units that are currently active can move during the their elan was broken. Movement Step. Artillery units that issued any fire and Horse Artillery units that fired at full effect in the previous Fire

Combat Step may not move during the Movement Step. Each 11.0 Rout Test unit may spend Movement Points up to its given Movement Allowance, within the restrictions of terrain costs and Orders. A A Rout Test is required when a unit must apply an Elan Hit friendly unit may not move into or through an enemy unit unless result (9.3) and is already Disrupted. Shaken units that receive it is Charging Cavalry (10.6) or when overrunning an enemy two Elan Hits must take a Rout Test. Disrupted units that HQ unit (13.9). receive one Elan Hit must take a Rout Test and if they receive 12.2 Terrain Movement Costs two Elan Hits must take two, separate Rout Tests (applying the effects of each independently). The owning player rolls one Each unit has a number of Movement Points (MPs) available die (of either color) for the affected unit and compares the die to use each turn, as indicated by the Movement Allowance roll number to the printed TCR (i.e., as shown on the unit printed on its counter, possibly modified by its Order. Each hex counter and not modified for any reason) of the testing unit to has a dominant terrain feature and costs one or more MPs to get the test result. enter depending on the type of unit moving. Active units move from hex to adjacent hex, paying the MP cost of the hex being 11.1 Rout Test Procedure entered, and may continue to move until they’ve spent a number The owning player will roll one die and compares its number to of MPs equal to their Movement Allowance. If a unit does not the printed TCR (i.e., unmodified) of the testing unit and apply have sufficient MPs left over to pay the cost to enter a hex, it as follows: must halt its movement at that point. However, a unit may always move at least one hex during its Movement Step,  If the die roll is 4+ less than the TCR of the unit, it regardless of terrain costs. Refer to the Terrain Effects Chart for simply remains a Disrupted unit with no additional terrain costs. Hexes that contain multiple terrain types apply the effect of the Elan Hit. lowest MP cost of all the terrain features. Hexside terrain (ex: Slopes) inflict an additional MP cost on the moving unit that is  If the die roll is 1, 2 or 3 less than the TCR of the unit, added to the terrain cost for the entered hex. Note that Roads – it remains a Disrupted unit and immediately Retreats both Minor and Major – cancel the terrain costs of other terrain one hex (13.7). in the hex and for any hexside terrain crossed. Road hex entry cost is always 1 MP (however, see Road March Bonus – 12.10).  If the die roll is equal to the TCR of the unit, it remains a Disrupted unit and immediately Retreats 12.3 Orders and Movement Allowance two hexes. A unit’s Movement Allowance can be modified by the Order  If the die roll is 1, 2 or 3 greater than the TCR of the under which it is operating (see 7.2). In summary: unit, it remains a Disrupted unit, immediately Retreats two hexes and is flipped to its Battleworn  Attack = full Movement Allowance side (if not already).  Defend = half Movement Allowance

15 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12  March = full Movement Allowance plus one MP Note that there are no Zones of Control as found in other wargames! Units exert their influence with Defensive Fire.  Regroup = one hex 12 / 5th CAV. 12.4 Engagement 3 A unit is said to Engage an enemy unit anytime it voluntarily moves adjacent to that unit. This is important under some Orders as Engagement movement may be disallowed by those Orders (see 7.2). 2 8 5

Note that Engagement is not the same as Assault Combat! Just because a unit may Engage an enemy unit – move next to it – does not necessarily mean it can also conduct an Assault 12.6 Cavalry Charges Combat. Active Cavalry units (not Horse Artillery) may conduct a special Charge move during the Movement Step, which 12.5 Defensive Fire increases the Cavalry unit’s SPs in the subsequent Assault Combat by an amount depending on their “weight”. The player At the instant an enemy unit moves into a hex adjacent to a must announce the charge before the unit moves. The selected friendly Infantry or Artillery unit during normal movement, Cavalry unit must first qualify as follows: Event Chit movement or Retreat, that friendly unit may a. It cannot be a Shaken or Disrupted unit; immediately issue Fire Combat at that moving unit (only). Should the moving unit move adjacent to two or more friendly b. It must be under an Attack Order; units, each unit may fire separately. Temporarily halt the enemy unit's movement and resolve the fire normally. If the fire results c. It may not be adjacent to the intended target or any in any Elan Hit(s) or Casualty Hit(s) on the moving unit, the other enemy Combat unit at the start of the move; unit may not move any further this phase, unless it was already Retreating (in which case it continues to retreat). If the d. It must have an LOS to the intended target before it result is “No Effect”, the moving unit may continue to move starts its Charge Move; (and be subject to more Defensive Fire further along – even e. It may not pass through hexes containing any Combat from the same unit). Note that there is no limit to the number of units; Defensive Fires that may be issued by a given unit, but each Defensive Fire after the first one issued in this phase applies a f. It may only enter Clear and/or Road terrain hexes. It “<- 2” column shift penalty for each such additional Defensive may cross a Slope hexside but may not enter a Stream Fire. hex on a Road (i.e., no charging across bridges);

Defensive Fire may not be issued if the moving enemy unit is in g. It must have enough movement to enter the target one of the following situations: unit’s hex and thus end the move stacked with the enemy unit. * Conducting Breakthrough Movement (13.8); Only one Cavalry unit can successfully charge the same enemy * Charging Cavalry at the time it is moving into the targeted hex. An Assault Combat must then be fought in that charged hex (12.7); hex after any other eligible moving (but not Charging) units join * Stacked with a stationery enemy unit during its move the combat. Note that a Cavalry unit may still conduct a normal Assault Combat without charging. Note: it is assumed that the non-moving unit is screening the moving unit in this case.  Cavalry Charge Bonus: A Cavalry unit that conducts a successful Charge move will increase * If a unit has been successfully Charged by Cavalry (i.e. there its SPs in that Assault Combat depending on its is an enemy Cavalry unit stacked with it), it may no longer issue “weight”, as follows: / /. any Defensive Fire until that Assault Combat is resolved.

16 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 o Light Cavalry = + 1 SP last hex the Charging enemy Cavalry unit will enter before contacting its intended target unit. If there are multiple friendly o Medium Cavalry = x 1½ SPs Cavalry units that are eligible to Countercharge, each may be rolled for separately but only the first one to be successful may o Heavy Cavalry = x 2 SPs actually conduct a Countercharge.  Charge Disorganization: A Cavalry unit that The two opposing Cavalry units will then share that hex and conduct a Charge Move (including a conduct an Assault Combat during the upcoming Assault Countercharge or Opportunity Charge – see 12.8 Combat Step. Both Cavalry units are considered to be and 12.9) is always given an Elan Hit at the conducting a Charge Move and normal rules apply. The enemy conclusion of the Assault Combat Step (and after (initially Charging) player is still considered to be the attacker any Breakthrough Move – 13.8). This is the case and may bring up supporting units to join in the Assault Combat even if the Cavalry unit does not successfully enter attack normally. Assault Combat (ex: it is stopped by Defensive Fire). Note also that this “Charge” Elan Hit will The charging enemy unit may not complete his originally not cause a Rout Test if the Cavalry unit is planned Charge move if he is successfully Countercharged. already Disrupted (it simply remains Disrupted). 12.8 Opportunity Charges Historical Note: There were actually quite a number of ill- advised cavalry charges conducted during this campaign. But If a friendly Front Line Cavalry unit has an enemy unit one of the few successful charges was also the most famous - complete its movement in an adjacent hex at any time, the von Bredow’s “Deathride”. This seemingly near-suicidal charge friendly Cavalry unit may attempt an immediate Opportunity against the French VIth Corps’ artillery line actually Charge. The enemy unit must be in a Clear and/or Road hex accomplished its mission by overrunning the guns and causing and the Opportunity Charging unit cannot be a Shaken or massive confusion in the French ranks. But it came at a high Disrupted unit. If eligible, the friendly Cavalry unit must roll a price – the brigade suffered 50% casualties (400 men). die in the same manner as a Cavalry Countercharge (12.8). If unsuccessful, nothing happens. If successful, the friendly 12.7 Cavalry Countercharges Cavalry unit is immediately moved into the enemy’s hex and a Cavalry Charge Assault Combat is resolved. The targeted There are two cases where a non-active friendly Cavalry unit enemy unit may not Countercharge the Opportunity Charge. may attempt to Countercharge a Charging enemy Cavalry unit: Resolve the Assault Combat normally in the upcoming Assault Combat Step. a. If the friendly Cavalry unit is itself in the target hex of the enemy Cavalry Charge. The 12.9 Road March Bonus Countercharging unit can be a Front Line or Second Line unit; Units under a March Order (only) that move from one Major Road terrain hex to a connected Major Road terrain hex pay b. If another friendly unit is the target of the only ½ MP to enter that hex. Units under Orders other than enemy charge and the Countercharging unit is March still only pay 1 MP per connected Road hex (of either a Front Line Cavalry unit (only) adjacent to the last hex the Charging enemy cavalry unit type), regardless of other non-Road terrain in the hex. Units would enter before contacting the intended using the Road March movement bonus may not stack at any target of its charge. point of their movement. If they do move through another unit, they may not use the Road March rate and must instead use the MP cost of the other terrain in the hex. The Countercharging Cavalry unit may not be a Shaken or Disrupted unit. 12.10 Movement of Reinforcements

After any eligible Defensive Fire is issued, the Countercharging Reinforcements should be placed on the Turn Record Track Cavalry unit rolls one die and compares the die roll total to the on their appropriate turn of entry. Reinforcing units actually its modified TCR. If the die roll total is greater than the enter the game only when their Unit Activation chit is drawn. modified TCR, the Countercharge fails and cannot be They are automatically considered to be In Command for the conducted. If less or equal to the modified TCR, the turn of entry only (regardless of where the HQ unit is) and Countercharging Cavalry unit is moved one hex (only) into the units of the same formation can all be under any one Order 17 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 they wish. Thereafter, normal Command rules apply. 13.2 Assault Combat Procedure Reinforcing units enter the game on their Fresh sides unless otherwise indicated by the scenario or if they are Small Units. At the start of the Assault Combat Step, the active player HQ units of reinforcing Corps enter alone or stacked with any announces which units are assaulting a particular adjacent unit of their formation and on the appropriate Orders side. enemy hex. He adds together the SPs of the assaulting unit(s) attacking the same defending unit and then subtracts the total Place any Reinforcing unit(s) in the indicated hex, up to the SPs of the defending unit(s) in the targeted hex. This will give stacking limit. If more Reinforcing units are due to enter the you the Assault Differential (AD), which can be negative. map on the same entry hex, they are lined up off the map one Locate the column that contains the calculated AD on the unit/stack behind the other. They are then moved onto the map Assault Combat Results Table (ACRT) and then check the counting the entry hex as the first hex. Units entering on a Road listed column shift adjustments to see if any of the situations hex are assumed to be lined up on the same road off the map. apply. If so, shift the AD column to the left or right as indicated. The first unit/stack pays normally to enter the map edge hex, the Then roll one die (of any color) and cross reference the die roll second unit/stack pays double the cost to enter, the third with the net AD column to get the combat’s result. unit/Stack triple the cost and so on. If an enemy unit is in the entry hex, the reinforcing units are delayed one turn and then 13.3 Assault Combat SP Adjustment enter on the map edge hex closest to the original entry hex. a. Second Line units involved in the Assault Combat – 12.11 Front Line, Rear Line and Reserve Unit whether attacking or defending – contribute only half Positions of their SP value to the combat.

If a stack of units is formed at the conclusion of conducting any b. Rear Line units involved in the Assault Combat do not movement, or if a stack of units exists in the active formation add their SPs to the First and Second Line Unit totals. but does not move, the positions of those units in that stack can Rear Line units are only figured in determining any be changed. Only active units that are eligible to conduct “odds” column shift modifier (13.4a), and only movement during the Movement Step (even if they do not contribute half of their SP value for this purpose. actually move) may adjust their stacking order. Retreating units c. Cavalry Charge Bonus: and Breakthrough units may also adjust their stacking order at the conclusion of such a move.  Light Cavalry = + 1 SP

 Medium Cavalry = x 1½ SPs

13.0 Assault Combat  Heavy Cavalry = x 2 SPs

13.1 Assault Combat Eligibility

Assault Combat normally occurs during the Assault Combat 13.4 Assault Differential Column Shifts Step and is completely voluntary. It can be conducted by all A unit conducting Assault Combat may have the final net SPs eligible units in hexes adjacent to an enemy target hex. Only column shifted to the left or to the right depending on various units under an Attack Order or as allowed by a specific Event applicable conditions. These shifts are cumulative and all shifts Chit may conduct an Assault Combat. Artillery units may never are figured as one net total shift before referencing the ACRT. Assault. Lone HQ units may not conduct, or be the target of, an Assault Combat. Cavalry Charges result in a mandatory Assault a. Odds Adjustments = compare the total modified Combat and are conducted in the targeted unit’s hex. Note that Attacking SPs to the total modified Defending SPs. Cavalry units may Assault normally – they are not required to Rear Line units for both sides are counted at half SPs Charge. If a unit conducts a successful Cavalry Charge, other for the purpose of this modifier only (they take no non-Charging attacking units can also join the same Assault further part in the combat modifier calculation). If the Combat. ratio of Attacking SPs to Defending SPs is:

Triple or more = Two column shifts right;

At least Double = One column shift right;

18 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 At least Half = One column shift left; Note: In the case of multiple terrain types in the defending hex, use only the most detrimental shift to the attacking One-Third or less = Two column shifts left unit.

Note that only the single greatest shift for “odds” can be used p. Defending Front Line Unit is Artillery not stacked in any one combat. with an Infantry or Cavalry unit = Four column shifts right b. Attacking Unit conducts Flank Attack (see 13.5) = Two column shifts right q. Defending Front Line Unit is Artillery stacked with an Infantry or Cavalry unit = Two column shifts c. Half or more of the Attacking SPs attack from a right Ravine terrain hex = Three column shifts left r. Defending Unit has a Battlefield Conditions Event chit d. Half or more of the Attacking SPs attack from a played = Two column shift left Stream terrain hex = Two column shifts left

e. Half or more of the Attacking SPs are attacking 13.5 Flank Attack through a Slope hexside from a lower elevation to a If two Assaulting units attack from hexes not adjacent to each higher elevation = Two column shifts left. Note that other, or if three or more Assaulting units attack the same this includes a Charging Cavalry unit that crossed up target, the attacking units receive the Flank Attack column shift a Slope hexside anytime during its Charge move. modifier. f. Attacking Unit has an Auftragstaktik Event chit played = Two column shifts right 13.6 Assault Combat Results

g. Attacking Unit has a Furia Francese Event chit played After cross referencing the die roll with the net Assault = One column shift right Differential column on the ACRT, apply the result indicated in the box to the affected unit(s). The letter indicates the Loser of h. Attacking Unit has a Battlefield Conditions Event chit the combat (A = Attacker Loses; D = Defender Loses). The played = Two column shift right number following the letter indicates the amount of Loss Points that must be applied to the Loser (exception, see Special i. If any Attacking Front Line Unit has a higher TCR Results). than the Defending Front Line Unit = One column shift right a. Loss Point Results: For each Loss Point in the given result, the affected player must apply one of the j. The Defending Front Line Unit has a higher TCR following effects to one of the Losing units: than the best Attacking Front Line Unit = One column shift left  Retreat the unit two hexes. This can be applied no more than twice to the same Losing unit. k. Defending Unit in Entrenchments = Two column Therefore the maximum distance that a unit can shifts left retreat through Loss Points is four hexes.

l. Defending Unit in Hasty Works hex = One column  Apply one Elan Hit. This can be applied more shift left than once to the same Losing unit. If a Disrupted unit is assigned an Elan Hit as a Loss Point, it must m. Defending Unit in Town terrain hex = Three column take a Rout Test (11.0) with each such hit. shifts left  Apply one Casualty Hit. This can be applied more n. Defending Unit in Farm terrain hex = Two column than once to the same Losing unit. If a Battleworn shifts left unit is assigned a Casualty Hit (8.9) as a Loss o. Defending Unit in Forest or Quarry terrain hex = One Point, it must take a Break Test (10.0) with each column shift left such hit.

All Loss Points must be applied if at all possible. If there are two or more units in an affected Losing 19 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 hex(s), the Front Line units must be assigned at maximum of one Casualty Hit is inflicted per least one Loss Point each before any Second Line or Tough Fight result. Reserve Line Units are assigned Loss Points. Each Front Line Unit can never have fewer Loss Points o If the die roll is greater than the modified inflicted on it than any Second Line or Reserve Line TCR of a unit, that individual unit Fails. Unit. Each unit that Fails must apply an Elan Hit on itself. There is no limit to how b. Special Results: Some results require a special many total Elan Hits can be inflicted on a procedure to be followed: given side in this manner.

 x* = If the result is asterisked (*), the Losing The above effects are cumulative. No Front Line Unit must take at least one Casualty Breakthrough Movement (13.8) is allowed by Hit as part of their Loss Point application. either side. If a Tough Fight results from a Cavalry Charge, the Charging Cavalry unit  x (x) = The first listed letter (A or D) is the initial must apply any result as above and it must Loser of the combat. The initially Losing side additionally retreat one hex. applies the Loss Point normally. If the initially Losing unit does not choose a Retreat option,  Cavalry Retreat Before Combat: A defending however, then the Winning unit must apply one Cavalry unit, assaulted by only Infantry units or Loss Point as well. The Winning unit Loss Point by other Cavalry units that are all of a heavier can be of any type. If either side Retreats, the “weight” than it, may opt to declare and apply an opponent may conduct normal Breakthrough automatic “D1” result and retreat the Cavalry Movement (13.8). unit two hexes (only) - no die roll is made. This option is still available if the Cavalry unit is part of Note: This result simulates a tenacious defending unit a mixed-type stack and even if it is a Second Line standing its ground and thus, by doing so, its resolve or Reserve Line Unit. All other rules apply inflicts a loss on the attacking enemy unit. normally.

 Cavalry Charge = If the Assault Combat was 13.7 Retreat Movement instigated by a Cavalry Charge, the Losing side must retreat all its units at least two hexes, even Retreat movement is mandated by Loss Point selections or a if this would exceed the number of Loss Points failed Rout Test. Retreats are conducted in number of hexes – inflicted. not Movement Points. The terrain MP cost of hexes retreated through is ignored. Retreats are conducted by the owning player Note: This is because opposing units cannot remain and follow this order of priority: stacked together in the same hex and the moral impact of a cavalry charge – on attacker and defender – is so a. The unit must increase the distance between the extreme that one side or the other will give way. Retreating unit and the victorious/nearest enemy unit(s);  Tough Fight = All units in the combat (attacking and defending) take a Special Cohesion Test. b. The unit should avoid moving through a hex Each player rolls one die and this single die roll containing another friendly unit, if possible; applies to all units in the combat for his side and is compared to each unit’s modified TCR. c. The unit should move closer to its HQ unit, if possible; o If the die roll is less than or equal to a unit’s modified TCR, the unit Passes. If Note that if the Retreating unit moves adjacent to any enemy at least one friendly unit on a given side unit(s), that enemy unit(s) may issue Defensive Fire (12.5). If Passes, then the largest enemy Front Line the Retreating unit is forced to end its Retreat on a hex that Unit (only) must take a Casualty Hit. causes over stacking, it must keep Retreating further until it reaches an eligible hex. If the Retreat move forces the unit to Note that multiple Passes do not result in move off the map or move through an enemy-occupied hex, it is multiple Casualty Hits on the enemy. A immediately Broken (regardless of its condition).

20 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 13.8 Breakthrough Movement 14.2 Recovery

An attacking unit (only) that wins an Assault Combat (i.e., its The Recovery action represents officers attempting to get their opponent is the Loser) and is not Shaken or Disrupted may units back into fighting shape and reorganized. In game terms, advance into the losing defender’s hex if it has been vacated. this means units reducing their Elan Hits and/or Ammo Infantry and non-Charging Cavalry units can only advance Problem results by removing and/or flipping “Shaken”, into the vacated hex itself. Charging Cavalry units may remain “Disrupted”, “Low Ammo” and “Rationed Ammo” markers. in the vacated hex or advance into any adjacent vacant hex The number of Elan Hits and/or Ammo Problems that can be (regardless of MP cost), but the new hex must maintain or removed is determined by the actual Order the formation is reduce the distance to the recently defeated enemy unit or, if under, as follows: that unit was eliminated in the Assault Combat, to the nearest enemy unit. Units conducting a Breakthrough Move are not a. Regroup Order: the active player may remove up to subject to Defensive Fire. Note that Charging Cavalry is only three Elan Hits and/or Ammo Problem results (total) given their Charge Disorganization Elan Hit (12.6) at the from eligible units. An eligible unit is a unit belonging conclusion of its Breakthrough Move. There is no Breakthrough to the active HQ’s formation, within the current Movement allowed after a Tough Fight result. Command Range of its HQ unit and not adjacent to an enemy Combat unit. If qualified, the player simply 13.9 HQ Units and Combat removes the marker from the unit or flips a “Disrupted” marker to its “Shaken” side or a “Rationed Ammo” An HQ unit stacked with another friendly unit does not take part marker over to its “Low Ammo” side. An Overrun in any combat. The HQ unit may Retreat and Breakthrough with HQ unit can only remove/flip markers from units that unit, but it cannot take Elan or Casualty Hits. Should a lone stacked with it. Note that multiple removals/flips can HQ unit find itself in the same hex with an enemy unit at any be made on the same unit. time, the HQ is Overrun. Simply pick up the HQ and stack it with the nearest friendly unit. An HQ unit so displaced has a For example, a Disrupted unit under a Regroup Order can have “0” Command Rating for the remainder of this turn (place an the marker totally removed by using two Recovery actions. “HQ Overrun” marker on the unit as a reminder). The HQ unit Likewise, a “Rationed Ammo” marker could be removed with returns to normal at the end of the turn – remove the marker the use of two of the three allowed Recovery actions. during the Housekeeping Step. b. Defend Order: the same rules apply as with the Note: The ACRT is constructed so that the losing side will Regroup Order but only one qualified Recovery action normally exclusively suffer an adverse result. This is intentional can be made. - during a charge to contact, more often than not one side or the other would lose its nerve before melee was joined. Therefore, 14.3 French Artillery Caisson Doctrine and Heavy actual hand-to-hand fighting rarely occurs (and is reflected in Artillery Supply Problems the Tough Fight result). One side would normally give way before actual contact, thus suffering the consequences of morale French Division and Horse Artillery units can only have their loss, unanswered enemy close-range fire and pursuit. “Ammo Problems” markers reduced through Recovery if they are stacked with their respective HQ unit. French Corps Artillery units may not have their “Ammo Problems” markers reduced through Recovery during any “Battle” scenario (they 14.0 Rally may have them Recovered during some Overnight Game Turns while playing a “Campaign” scenario only). 14.1 Rally Procedure 14.4 Rebuilding During the Rally Step, the active player may perform Recovery and Rebuilding actions if the active formation is under a The Rebuilding action represents the rallying and reforming of Defend or Regroup Order only. units that have morally and/or physically collapsed and become totally ineffective. In game terms, this is represented by allowing players the chance to bring back Broken units from the Available for Rebuild Box. The active player may attempt to bring back into play any type of unit from the Available for Rebuild Box as long as the unit belongs to the active HQ’s 21 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 formation and the HQ unit doing the Rebuild attempt is not resulting from Command Event chits being played there. adjacent to an enemy Combat unit. The number of attempts that Immediately apply any results stemming from this resolution. can be made depends on the Order the formation is under, as follows: 15.4 Victory Determination Step

a. Regroup Order: the active player may attempt to Players determine if either side has achieved an Automatic Rebuild all eligible units in the Available for Rebuild Victory per the conditions for the scenario being played. If no Box. The owning player attempts to Rebuild eligible Automatic Victory is achieved, play continues to the next Game units by rolling one die separately for each such unit. If Turn unless this is the final Game Turn of the scenario. If so, the die roll result is less than or equal to the players determine the results of the game (see Victory Rebuilding unit’s Battleworn TCR, the Broken unit Determination - 19.0). may be placed back on the map on its Battleworn side. The Rebuilt unit is stacked with or placed adjacent to the HQ unit, but not adjacent to an enemy Combat unit nor can it be over stacked. If there are no eligible hexes 15.5 Housekeeping to place a Rebuilt unit, no Rebuild attempt can be made. If the roll is greater than the Battleworn TCR, All Activation and Event Chits that were placed on the map, still held by a player or that were discarded during the turn are given the unit attempting the Rebuild must remain in the to the owning player. Remove all “HQ Overrun” markers and Available for Rebuild Box. any remaining “Artillery Fired” and “Out of Command” b. Defend Order: use the same procedures as above but markers. Then advance the “Game Turn” marker one space. only one eligible unit can attempt to Rebuild. HASTY WORKS

<-1 CRT +1 CR 15.0 The End Turn Phase Shift

After the last chit from the cup has been drawn and acted upon, proceed to the End Turn Phase. 16.0 Earthworks 15.1 Final Held Chit Event Step 16.1 Types of Earthworks Both players may now play any eligible Event Chits that they are holding. If both players are holding chits, the Prussian player There are two types of Earthworks represented in the game. determines who plays all his held chits first. The acting player Hasty Works are ad hoc structures and barriers which can be must play them all in any order he chooses, but he may not hold constructed during any scenario. All units in a hex with a “Hasty any back for later – they must all be played now. When finished, Works” marker receive a defensive one column shift left during the other player does the same. Any unplayed chits are combat and their TCR is increased by one (+1). discarded for the turn (note that they may not be used as Entrenchments are more complex structures and also represent Command Events!). dug-in positions. They can only be built during Overnight Game Turns (18.0) of the Campaign scenarios. All units in a hex 15.2 Resolve French Command Events with an “Entrenchment” marker receive a defensive two column shift left during combat and their TCR is increased by two The French player consults the French Command Events (+2). Only one Earthworks marker (of either type) may exist in Tracks for this scenario and resolves any outstanding issues a given hex. resulting from Command Event chits being played there. Immediately apply any results stemming from this resolution. 16.2 Hasty Works

15.3 Resolve Prussian Command Events An Infantry unit (only) may attempt to build a “Hasty Works” marker in the hex it occupies if it meets the following The Prussian player consults the Prussian Command Events conditions: Tracks for this scenario and resolves any outstanding issues

22 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 a. It did not issue Fire Combat during the preceding Fire Detachment units available for that particular Corps. Note also Combat Step; that the Prussian player has many more Breakdown options as more Infantry Detachment units are available to use. Unit b. It did not conduct movement during the preceding Breakdown occurs at the start of a unit’s Movement Step Movement Step; (before any movement occurs) but does not cost any additional MPs. c. It did not participate in any Assault Combat during the preceding Assault Combat Step; 17.1 Infantry Detachment Breakdowns d. It did not participate in a Recovery or Rebuilding Each player may breakdown any non-Shaken, non-Disrupted action during the current Rally Step; Fresh Infantry Brigade unit (termed the parent unit) into e. It must be under a Defend Order and In Command. smaller Infantry Detachment units before it conducts any Movement during the Movement Step. The size and/or number If the unit meets all those conditions, it may roll one die at the of Infantry Detachment units are limited by the current SPs of end of the Rally Step and compare the die roll to the unit’s the parent unit and by the counter mix for the parent unit’s modified TCR. Increase the unit’s TCR by +1 if in or adjacent Corps. The player may not exceed the parent unit’s starting SP to a Forest, Farm, Quarry or Town hex. If the roll is less than total, but he may breakdown into any number of Infantry or equal to the modified TCR, the owning player may place a Detachment units whose total SPs equal less than the Parent “Hasty Works” marker in the hex. If the die roll is greater than unit’s SPs. Remove the parent unit from the game and replace it the modified TCR, the unit does not succeed and must wait for with a number of Infantry Detachment units whose total the next eligible Game Turn to make another attempt. combined SPs do not exceed the parent unit’s available SPs. These Infantry Detachment units must meet normal Stacking 16.3 Entrenchments Limits. A player may even Breakdown more than one parent unit if there are enough Infantry Detachment markers available. An existing “Hasty Works” marker may be improved to an “Entrenchments” marker by following the same procedure as for 17.2 Parent Unit Markers building the Hasty Works (above), except that this can only be attempted during an Overnight Game Turn during a If the parent unit is has a “Low Ammo” or “Rationed Ammo” “Campaign” scenario and as detailed in that scenario. marker, each Infantry Detachment unit generated from that parent unit also gets an identical marker. 16.4 Earthworks Marker Duration Note again that a parent unit may not be Shaken or Disrupted Both types of Earthworks markers remain in the hex in which when it elects to Breakdown. they are built and cannot be destroyed. They are used by any occupying unit, regardless of which side built the marker 17.3 Recombining Infantry Detachments originally. Infantry Detachment units from the same Corps that are stacked together at the conclusion of the Movement Step may be recombined back into a brigade-sized unit, within the following II Detachment-D constraints: 2 a. The new recombined brigade unit must be from the same Corps as the Infantry Detachment units and must have been a 8 parent unit that was previously used to 3 5 create these units (though not necessarily 17.0 Unit Breakdown the exact same ones which are now recombining); Each Corps can breakdown its Infantry Brigade units into smaller Infantry Detachment units. Infantry Detachment units b. The new unit may not have an SP total are identified by their Corps affiliation and may only be used by greater than the sum of the recombining units of that same Corps. If a player wishes to breakdown a unit, Infantry Detachment units; he is restricted to the number and denomination of Infantry 23 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 c. If any of the Infantry Detachment units markers if they can trace a Line of Supply to Metz (see scenario have an “Elan Hit” and/or “Ammo details for definition). Units may attempt to build Problems” marker, then the new brigade Entrenchments and units on their BW side may freely attempt unit must also have those same markers. to Rally successfully to flip back over to their FR sides (no If more than one marker of any type is Rally Order is necessary). present, then apply only the worst one (for example, if both a “Shaken” and a 18.4 Dawn “Disrupted” marker is present; the new unit is given the “Disrupted” marker); Dawn occurs during the 5:00 am Game Turn. Line of Sight is reduced to a maximum of one hex (i.e., to an adjacent hex). When recombined, remove the Infantry Detachment units from Units not moving along a Road hex must double the Terrain the map and place the new brigade unit in that hex. The new Movement Cost (12.2) of such a hex. Units moving along any unit may not move this Step. Road hex apply normal Movement Costs. All units TCR’s are reduced by -1. French HQ units must be re-activated for the new day per the scenario instructions. 18.0 Overnight Game Turns 19.0 Victory Determination During the two Campaign scenarios, gameplay can continue Each of the game’s scenarios has its own victory conditions as throughout the night time hours and then continue the next day. detailed in that section. Basically, each side will have an Normal Brigade Orders must be issued each turn. There are four Automatic Victory Condition, which if achieved by that side different types of Overnight Game Turns and each has special will end the game during the subsequent End Turn Phase in a rules that pertain to play. victory for the side fulfilling the condition.

18.1 Dusk If an Automatic Victory is not achieved, both sides will first have Mandatory Conditions that must be met to have a chance Dusk occurs during the 9:00 pm Game Turn. Line of Sight is to win the scenario. These are locations that must be controlled reduced to a maximum of one hex (i.e., to an adjacent hex). by that side, regardless of other circumstances (other than an Units not moving along a Road hex must double the Terrain Automatic Victory). If the Mandatory Conditions are not met, Movement Cost (12.2) of such a hex. Units moving along any that side cannot win the game. If they are met, then proceed to Road hex apply normal Movement Costs. All units TCR’s are the Victory Determination Conditions. reduced by -1. Victory Determination Conditions is a list of hexes that can be 18.2 Evening controlled by either side. The side controlling the greater Evening occurs during the 10 – 11 pm Game Turn. No combat number of those hexes wins the game (note that there cannot be of any kind is allowed. Units not moving along a Road hex must a tie). double the Terrain Movement Cost (12.2) of such a hex. Units moving along any Road hex apply normal Movement Costs. Units that do any movement at all are given an Elan Hit at the end of their move. All units TCR’s are reduced by -1. Units may 20.0 Scenarios attempt to build Entrenchments and all non-moving units on their BW side may freely attempt to Rally successfully to flip 20.1 Day of Battle Scenario (Mars La Tour) back over to their FR sides (no Rally Order is necessary). French Command Events – Mars La Tour Scenario 18.3 Deep Night 1. Bazaine’s Leadership Deep Night occurs during the 12 am – 4 am Game Turn. No The French player may place up to three Command Event Chits combat of any kind is allowed and unit’s Movement on the Bazaine’s Leadership Track. If no Command Event Allowances are halved and only allowed along Road hexes. Chits are placed on this track and the Bazaine’s Malaise Any FR units that do any movement at all are flipped to their Prussian Event Chit is played, it automatically takes effect. If BW sides. All units TCR’s are reduced by -2. French Heavy one French Command Event Chit is played on the track, the Artillery units may automatically remove Ammo Problems Prussian Event chit will be cancelled and discarded on a die roll 24 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 of 1 - 3. If two Command Chits are played, it is cancelled on a 20.2 Bloody Thursday Scenario (Gravelotte-St. roll of 1 – 6 and if three chits are played, the Prussian chit is Privat) cancelled on a roll of 1 – 9. The die roll, if any, is made immediately when the Bazaine’s Malaise chit is drawn. French Command Events – Gravelotte-St. Privat Scenario

2. French Offensive Spirit 1. Position Magnifique

The French player may place up to three Command Event Chits The French player may not issue an Attack or March Order to on the French Offensive Spirit Track. If no Command Event any Corps or Division unless he makes a successful roll on the Chits are placed on this track, no roll is allowed and the Marshal Position Magnifique Track. If no Command Events are played Bazaine Special Activation Chit cannot be used next Game on this track, neither Order can be issued. If one Command Turn. If one French Command Event Chit is played on the track, Event Chit is played on the track when the player wishes to the Marshal Bazaine chit can be placed into the cup for next issue an “Attack” or “March” Order, he may do so on a roll of 1 turn on a die roll of 1 - 2. If two Command Chits are played, it is - 2. If two Command Chits are played, the Order can be issued deployed on a roll of 1 – 5 and if three Command Chits are with a roll of 1 – 5 and if three chits are played, the Order is played, it is deployed a roll of 1 – 8. allowed on a roll of 1 – 8. A separate die roll must be made with each desired Order and the roll only applies to that formation Prussian Command Events – Mars La Tour Scenario making the attempt. 1. Prussian Aggressiveness

The Prussian player may place up to three Command Event 2. Steinmetz (The Loose Cannon) Chits on the Prussian Aggressiveness Track. If no Command Event Chits are placed on this track and the Prussian Aggressive The French player may place up to three Command Event Chits Tactics French Event Chit is played, it automatically takes on the Loose Cannon Track. If no Command Event Chits are effect. If one Prussian Command Event Chit is played on the placed on this track there is no additional effect. If one French track, the French Event chit will be cancelled and discarded on a Command Event Chit is played on the track, the French player die roll of 1 - 3. If two Command Chits are played, it is may select any eligible Prussian units (see below) for movement cancelled on a roll of 1 – 6 and if three chits are played, the on a die roll of 1 - 3. If two Command Chits are played, a roll of Prussian chit is cancelled on a roll of 1 – 9. The die roll, if any, 1 – 6 allows the movement and if three chits are played, the is made immediately when the Prussian Aggressive Tactics chit Prussian units are moved on a roll of 1 – 9. If the attempt is is drawn. successful, the French player may move all eligible Prussian units in any one hex as per the Prussian Aggressive Tactics chit. 2. Prussian Reinforcements Eligible Prussian units are any and all units in a single hex under At the start of the scenario, each Group of Prussian General Steinmetz’ command, these are from VII Corps, VIII st Reinforcements is placed on its indicated box on the Prussian Corps or 1 Cavalry Division. Reinforcements Track. They will come into the game on the Prussian Command Events – Gravelotte-St. Privat Scenario indicated turn per the Reinforcement procedure. During the End Turn Phase, the Prussian player may opt to roll on the 1. Prussian Aggressiveness Prussian Reinforcement Chart to try and move up the turn of entry for any one Group (only), but only if he’s assigned at The Prussian player may place up to three Command Event least one Command Event chit there. If one Prussian Command Chits on the Prussian Aggressiveness Track. If no Command Event Chit is played on the track, the designated Group can be Event Chits are placed on this track and the Prussian Aggressive moved up one turn on a die roll of 1 - 2. If two Command Chits Tactics French Event Chit is played, it automatically takes are played, it is moved up on a roll of 1 – 5 and if three effect. If one Prussian Command Event Chit is played on the Command Chits are played, it is moved up a roll of 1 – 8. track, the French Event chit will be cancelled and discarded on a die roll of 1 - 3. If two Command Chits are played, it is cancelled on a roll of 1 – 6 and if three chits are played, the Prussian chit is cancelled on a roll of 1 – 9. The die roll, if any, is made immediately when the Prussian Aggressive Tactics chit is drawn.

25 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12 2. Prussian Reinforcements Playtesters: Bryan Armor, Harvey Mossman, Langston Jones, Mike Bowen, Mitch Freeman, Kevin Miller, Michael Wilding, At the start of the scenario, each Group of Prussian Jerry Wong Reinforcements is placed on its indicated box on the Prussian Reinforcements Track. They will come into the game on the indicated turn per the Reinforcement procedure. During the End Turn Phase, the Prussian player may opt to roll on the Prussian Reinforcement Chart to try and move up the turn of entry for any one Group (only), but only if he’s assigned at least one Command Event chit there. If one Prussian Command Event Chit is played on the track, the designated Group can be moved up one turn on a die roll of 1 - 2. If two Command Chits are played, it is moved up on a roll of 1 – 5 and if three Command Chits are played, it is moved up a roll of 1 – 8.

REFERENCES

Ascoli, David. A Day of Battle

Howard, Michael The Franco-Prussian War

Barry, Quintin The Franco-Prussian War 1870-71: Volume 1

German General Staff The Franco-German War 1870-71; Volumes I and II

Osprey Campaign Series Gravelotte-St. Privat 1870

Weigle, Bruce 1870 Miniatures Rules

Vasey, Charles. Deathride (ATO Magazine)

Wawro, Geoffrey. The Franco-Prussian War

Waxtel, David. They Died For Glory (Miniatures Rules)

Showalter, Dennis The Wars of German Unification

Henderson G.F.R. The Battle of August 6th 1870

Price, John-Allen The War That Changed the World

CREDITS

Game Research and Design: Hermann Luttmann

Game Development: Fred Manzo

Anxiety of Command Strategic System Design: Fred Manzo

Game Art: Pascal Da Silva and Mark Simonitch

26 AT ANY COST: METZ 1870. Copyright 2014 Hermann Luttmann and GMT Games All Rights Reserved. Version 0.12