RULE BOOK Table of Contents

1.0 Introduction...... 2 11.0 Strategic Movement...... 11 2.0 Game Components...... 2 12.0 Regular Movement...... 12 3.0 Set Up...... 4 13.0 Combat...... 13 4.0 How to Win...... 5 14.0 STAVKA & OberOst ...... 15 5.0 The Turn Sequence...... 6 15.0 The Brusilov Offensive...... 16 6.0 Central Powers Cooperation...... 6 16.0 Russian Plan 19...... 17 7.0 Random Events...... 6 17.0 Schlieffen East Variant...... 17 8.0 Stacking...... 8 Player’s Notes...... 17 9.0 Supply...... 8 Designer’s Notes...... 18 10.0 New Units & Withdrawals...... 9

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com 2 When Eagles Fight Rules Manual 1.0 Introduction 2.2 The Game Map The map represents the militarily significant terrain found on the eastern front during World War I. A hexagonal (“hex”) grid is 1.1 In General printed over the map to regulate the placement and movement of When Eagles Fight (or WEF) is a two-player game simulating units. A unit is considered to be in only one hex at any one time. the campaigns fought between the Central Powers and Czarist Each hex contains natural and/or manmade terrain features that , from Tannenberg in1914 to the fall of the Romanovs in can affect the movement of units and the combat between units. 1917. Players step into the shoes of the front commander of their The manmade and natural terrain on the map has been altered side. The Central Powers player is generally on the offensive, from their real-world configurations to fit within the hex-grid, but attempting to capture enough Russian cities to bring on revolu- the relationships between the terrain from hex to hex are accurate tion in that empire. But the Russian army has remarkable staying to the degree necessary to present players with the same space/ power and is capable of delivering powerful blows of its own. time dilemmas faced by their historic counterparts. Each hex on the map has a four-digit identification number. They 1.2 Game Scale help you find places more quickly (for example, Warsaw is in Each turn represents one or two months, depending on the sea- hex 2419), and allow you to record unit positions if a match has son. Each hex equals 25 miles from side to opposite side. Units to be interrupted and the game temporarily put away before it are mostly corps, with a few divisions, representing between can be finished. 10,000-60,000 men each. The charts and tracks on the map are used for recording and resolving game functions. Details on their uses are explained in 1.3 Time Limits the appropriate rules sections below. After you have become familiar with the game, we recommend limiting each player to no more than eight minutes total for his 2.3 The Counters New Units & Withdrawals, Strategic Movement and Movement Phase of each turn. The other phases may take as much time as There are 264 counters included in the game, most of which rep- needed, but allow no more than 15 seconds for a player to decide resent combat units; a few others are provided as informational whether he will fight a particular battle. This rule not only speeds markers and memory aids. After reading through these rules at play, but forces players to make hurried decisions of the kind least once, carefully punch out the counters. Trimming the cor- faced by their historical counterparts. ners with a fingernail clipper will facilitate handling during play. Each combat unit counter displays several pieces of information: 1.4 List of Game Terms nationality, historical identification, unit size, combat strengths, Following is a list of acronyms used in When Eagles Fight, what regular movement allowance, replacement status, turn of entry each stands for, and the main rule reference for each. or initial placement hex. CRT - Combat Results Table (13.8) 2.4 Sample Combat Units DRM - Die Roll Modifier (13.11) This unit is the Austro-Hungarian 1st Corps. It is a one-step infan- MA - Movement Allowance (12.1) try corps with an attack strength (factor) of 6, a defense strength MPs - Movement Points (12.1) of 7, and a movement allowance of 4. It starts Game Turn 1 in OOS - Out of Supply (9.1) hex 2425. The asterisk means this unit can’t be reclaimed from the Deadpile (see 2.12 and 10.12). TEC - Terrain Effects Chart VPs - Victory Points (4.1) Setup hex Unit ID WEF - When Eagles Fight, the name of this game Unit Size Unit cannot be Unit Type reclaimined from 2.0 Game Components Deadpile Attack Defense Movement Factor Factor Factor 2.1 Component List The components of When Eagles Fight are as follows.

One 176-counter 5/8" countersheet One 88-counter 5/8” countersheet One 22"x34" mapsheet Two Player Aid cards (identical) This rulebook

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2.5 Nationality 2.8 Unit Size A unit’s nationality, and therefore its “side,” is indicated by its A unit’s organizational size is indicated by the follow symbols. color scheme. XXX – Corps The Central Powers Side: XX – Division II – Battalion German units – Blue-gray

Design Note: A bracket atop a unit’s size symbol means it’s an Austro-Hungarian units – Light Gray irregular or ad hoc formation of that approximate size. Note

also the fortress infantry units don’t have size symbols. Their The Russian Side: peculiarities are discussed in 13.15.

Russian units – Dark Green 2.9 Attack & Defense Factors Romanian unit – Yellow These two “combat factors” are separate measures of a unit’s ability to conduct offensive and defensive combat operations. *Design Note: The Turkish Corps is considered “German” Their use is explained in section 13.0. for all game purposes (but see 10.2). 2.10 Movement Factor 2.6 Historical Identification This number is a measure of a unit’s ability to move across the Each unit is identified by a number and/or a letter abbreviation hex grid printed on the map. Units pay different movement costs of their full historical names. The abbreviations are listed in the to enter different hexes, depending on the terrain in the hexes box below. This information is provided for historical interest; entered. it does not affect play. 2.11 Steps BL – Breslau Landwehr LTV – Latvian All units in the game are either “one-step” or “two-step” units. C – Caucasus NWF – Northwest Front Those with printing on only one side are “one-step units;” those CR – Combined Reserve PL – Posen Landwehr with printing on both sides are “two-step units.” FN – Finnish R – Reserve Important Exception: See rule 2.12 below. FNR – Finnish Reserve RM – Romanian The steps contained in a unit are a direct measure of its ability FR – Fortress Reserve S – Siberian to absorb combat losses before being eliminated. When a unit G – Guard SWF – Southwest Front is “eliminated” it doesn’t mean every individual within it has GN – Grenadier TL – Thorn Landwehr been killed. It means enough casualties and equipment losses have been sustained by that unit to render it useless for further GR – Guard Reserve TN – Turkistani combat operations. H – Hungarian TU – Turkish If a two-step unit “takes a step loss,” it is flipped over so its KMR – Kummer Group WL – Woyrsch Landwehr reduced side (the one with the lower combat and/or movement L – Landwehr values) shows. If a one-step unit (or a two-step unit that had al- ready been “reduced” once) takes a step loss, it is removed from 2.7 Unit Types the map (eliminated) and placed in the Deadpile. The symbols in the center of the counters indicate the kinds of Play Note: The “Deadpile” is any handy off-map location for units used during these campaigns. They are: keeping eliminated units.

Infantry 2.12 Austro-Hungarian Step Strength German Active Corps Though it may not appear like it after first reading rule 2.11, all Austro- Fortress Infantry Hungarian units in the game are one- Cavalry step units, including those with printing on both sides (such as illustrated above). The printing on the Siege Guns reverse of the Austro-Hungarian units represents those forma- tions’ strengths after being reformed from the Deadpile. re 2.11, Deadpile: Kai notes: there is no specific Example: The Austro-Hungarian 1st Corps starts the game as “Deadpile” on the map or player aid cards. This is a 6-7-4 containing one step; disregard the information on the reverse side. After the 1st is eliminated in play—by suffering a an undefined term at this point in the rules. step loss—it goes into the Deadpile. If the Central Powers player

© 2014 GMT Games, LLC 4 When Eagles Fight Rules Manual expends a replacement point, the 1st can be returned to play, but 2.14 Schlieffen East and Free Set Up Units as a one-step corps with factors of 3-4-3 (on the reverse side). From that time on, no matter how many times the unit goes in and out of the Deadpile, the original 6-7-4 side is ignored and the unit is always represented in play as a one-step 3-4-3. Design Note: What we’re getting at here is the fact the Austro- These units are used in the Schlieffen (17.0) and Free Set Up Hungarian army had certain morale and strength levels (3.9) scenarios, as denoted by “SEV” and “FS” (respectively) in available to it at the start of the war that it was never able to the counters’ upper left corner. replicate later, once casualties had begun destroying cadres and suppressing fighting spirit. 2.13 Other Counters 3.0 Set Up The use of the following counters is explained at appropriate points throughout the rest of the rules. 3.1 Choose Sides & Set Up Choose which side each player will command. The “Central Powers player” commands all German and Austro-Hungarian units. The “Russian player” commands all units of that army and the single Romanian unit. Both players should then take all the Ammo Shortage markers units of their side and sort them into two piles, one for at-start units and another for reinforcement units. “At start” units have four-digit hex numbers in their upper-left corners; reinforcements have one- or two-digit turn-of-entry num- No Verdun/Victory Check marker bers in their upper-left corners. Put all reinforcement units in the holding boxes of the Turn Record Track printed on the map. Place all at-start units in the hexes printed in their upper-left corners.

Revolution DRM markers 3.2 Romania Romania is neutral at the start of play and no units may move or attack into Romanian territory until that nation enters the war (see 15.6). Control markers 3.3 Slow Russian Mobilization Russian mobilization was incomplete when campaigning started. Their corps deployed at an average 20% under strength. During Random Even Reminder markers Game Turn 1, all Russian combat units except fortress infantry have attack and defense factors one less than printed on the counters. Beginning with the start of Game Turn 2, the Russians have their full combat factors available. Replacement markers 3.4 Game Turn One Place the Game Turn marker in the first box on the Turn Record Track. The first Game Turn begins with the Central Powers Brusilov Offensive marker Movement Phase; the Russian Player Turn portion of Game Turn 1 is considered to have already taken place and is skipped.

3.5 Austro-Hungarian 2nd Army Russian Supreme Headquarters marker The three corps of the Austro-Hungarian 2nd Army, caught in the middle of their redeployment from the Balkans, may not move or attack during Game Turn 1. German East Front Headquarters marker Design Note: The three corps of the Austro-Hungarian 2nd Army have a “/2” printed behind their corps ID. The designa- tion has no significance in play after Game Turn 1.

Game Turn marker

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3.6 Austro-Hungarian Lock-Step Planning 4.2 Sudden Death Victory The Central Powers player must launch at least three attacks by Either player wins an instant victory—and play stops immedi- Austro-Hungarian units at odds of 2:1 or better during his combat ately—at the moment any of his units enters an enemy capital phase of Game Turn 1. city. The Central Powers player wins instantly if he takes Petro- grad, and the Russian player wins instantly if he takes Berlin, 3.7 Full Strength or Vienna or Budapest. Two-step units start play at full (two-step) strength. 4.3 Russian Victory 3.8 Hex Control The Russian player is declared the victor if at the end of any victory check Game Turn any one of the following has occurred: Control of town/city and victory hexes is important for judg- ing supply, strategic movement and victory. At the start of the 1. The Russian player controls three or more cities in Germany. game, every such hex in Germany and Austria-Hungary is con- 2. The Russian player controls the number (or more) of Austro- trolled by the Central Powers player, every such hex in Russia, Hungarian victory hexes listed for that turn on the Turn including Russian-Poland, is controlled by the Russian player. Record Track. For example, if at the end of Game Turn 11 (Since Romania is neutral at the start of play, its territory is not the Russian controlled 4 or more Austro-Hungarian victory controlled by either player, see 15.6.) During play, the control hexes, he wins the game. of a hex switches from one side to the other whenever a ground unit from the other side first enters the hex in question. Control 3. If at the end of Game Turn 24 the Central Powers player has switching is immediate and may occur and reoccur in the same not caused the Czar to fall, the Russian player is declared hex(es) any number of times during play. Exception: Cavalry the winner. units only change the control of a town, city or victory hex in Each victory check Game Turn on the Turn Record Track has a an enemy country (only) as long as they occupy that hex. The notation similar to “Russ. Victory: #/3.” The first number refers instant they leave, it reverts to the opponent’s control. to the minimum number of Austro-Hungarian victory hexes the Russian player must control to claim victory; the second number 3.9 Free Set Up Scenario is the number of German cities needed. Beside the cities, Czer- The free set-up scenario is played the same as the historical nowitz (3229), Przemysl (2726), and the mountain pass hex in scenario with the following exceptions: 2529 count as Austro-Hungarian victory hexes. (The mountain pass hex in 2830 is not a victory hex because the terrain and rail • All units of each army (except fortress infantry) may be set line layout there reduces its usefulness as an entry point into up in any hex in the appropriate nation. Fortress infantry are Hungary.) deployed per the historical set up. The Russian player sets up first. 4.4 Central Powers Victory (Revolution) • The Austrians receive three Cavalry corps and the Russians a The Central Powers win by toppling the Czar. At the end of Cossack Cavalry corps added to their initial set up. every Victory Check Game Turn, sum the number of cities the • Ignore rules 3.4, 3.5 and 3.6. All other rules are in force as in Central Powers control in Russia and Russian-Poland. Roll one the historical scenario. die. Modify the roll if necessary (see 4.5) and add the result to the number of controlled cities. If the combined total is equal to or greater than the “Revolution Occurs” (“Rev”) number printed 4.0 How to Win on the Game Turn Record Track, a revolution has occurred in the and the Czar has fallen.

4.1 In General 4.5 Revolution Die Roll Modifiers The game is won by the first player who—by gaining control of Modify the revolution die roll for each of the following that apply: key hexes held by his opponent at the start of the game—breaks the other side’s will to fight. Each side has its own victory condi- 1. Plus one (+1) if the Czar has taken control of the army tions that are checked for fulfillment at the end of every Septem- (Random Event A, see 7.2). ber and March/April Game Turn. Each also has the potential of 2. Plus one (+1) if the Brusilov Offensive has been launched winning a “Sudden Death” victory at any time. (see 15.0). During victory check Game Turns, the Russian player always 3. Plus one (+1) if the “Peace, Bread, Land!” marker is checks his conditions first; if both players fulfill their victory deployed (Random Event L, see 7.2). If the marker is conditions during the same victory check Game Turn, the Rus- deployed and the Russian survives this victory check, sian is declared the winner. remove the marker from the Turn Record Chart. It is eligible to be rolled again during Random Events generation. This process may occur any number of times during a game. 4. Minus one (–1) if the Czar has decreed reforms (Random Event B, see 7.2).

© 2014 GMT Games, LLC 6 When Eagles Fight Rules Manual 5.0 The Turn Sequence 6.0 Central Powers Cooperation

5.1 In General 6.1 In General Each “Game Turn” of WEF is divided into two Player Turns (each German and Austro-Hungarian units are limited in their ability consisting of several steps or phases) and a number of phases in to move and attack together. which both players conduct activities. Every action taken by the players must be carried out in the sequence given below. Once 6.2 German Units a player finishes his activities for a given phase, he may not go German units may freely enter and occupy hexes of Austro- back to perform some forgotten action or redo a poorly executed Hungarian territory using both regular and strategic movement. one unless his opponent graciously permits it. German strategic movement in and across Austro-Hungarian territory does not decrease Austro-Hungarian strategic move- 5.2 The Turn Sequence ment capacity. German units may trace their supply lines across The turn sequence is given below. The rest of the rules are or- Austro-Hungarian territory and may draw on Austro-Hungarian ganized, as much as possible, to explain things in the order they fortress supply when in those hexes. are encountered through the Game Turn. The Russian Player Turn is the first each Game Turn.Exception: When play begins, 6.3 Austro-Hungarian Units the Russian Player Turn of Game Turn 1 is considered to have Austro-Hungarian units may never enter or cross through German already taken place, so play begins with the “Central Powers territory using either kind of movement. They may trace their Regular Movement Phase.” supply lines into and through Germany. No Austro-Hungarian I. Random Events Phase (From Game Turns 5 to 24) unit may move north of the xx20 hexrow (into is permitted) un- less stacked with a German unit while doing so; it must remain II. New Units & Withdrawals Phase stacked with the German unit while north of that line. A. Russian • Reinforcements 6.4 Cooperation in Combat • Replacements German and Austro-Hungarian units may participate in the same combat only when they are stacked together. Combined Ger- • Withdrawals man and Austro-Hungarian stacks may not cooperate in a given B. Central Powers combat with pure stacks of either army unless those pure stacks • Reinforcements are counted against the combined-stack limit. • Conversions Limits. During 1914 (Game Turns 1-4) only one German unit • Replacements may be stacked with Austro-Hungarian units at any one time. From the start of 1915 through the end of the game (Game Turns • Withdrawals 5-24), up to three German units may be in combined stacks. If III. Strategic Movement Phase the Russian player launches the Brusilov Offensive (see 15.0), A. Russian the limit is raised by one German unit each Game Turn thereafter to a maximum of six German units. The limit remains at six for B. Central Powers the rest of the game. IV. The Russian Player Turn A. Russian Regular Movement Phase B. Russian Combat Phase 7.0 Random Events C. Russian Attrition Phase V. The Central Powers Player Turn 7.1 In General A. Central Powers Regular Movement Phase During the Random Events Phase of each Game Turn (starting at B. Central Powers Combat Phase the beginning of Game Turn 5, never earlier), the Central Powers player rolls two dice and checks that result under the appropriate C. German OberOst Combat Phase column of the Random Events Table printed on the map sheet. D. Central Powers Attrition Phase This determines the Random Event that has just occurred. (For VI. Victory Check (Game Turns 2, 6, 11, 15, 20, 24) example, a roll of “7” on two dice at the start of Game Turn 5 would bring Random Event “A” into play.) Immediately place the corresponding Random Event marker in the proper turn box on the Game Turn Record Track.

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7.2 Random Events H. Allied Victory at Gallipoli. Treat this as “No Event” if rolled Random Events represent historical occurances outside the play- prior to Game Turn 11. If rolled on Game Turn 11 or after, subtract ers’ direct control. Some simulate the effects of events in other two (–2) from the Russian Ammunition Shortage die roll each theaters of war, some represent the effects of military decisions turn the Russian controls Odessa. taken at higher command levels than that represented by the I. Italy Remains Neutral. If this event is rolled on Game Turns 5 players. The preconditions (if any) and effects of each Random or 6, treat Events E and J as “No Event” for the rest of the game. Event are described below. If this event is rolled after Game Turn 6, treat it as “No Event.” Design Note: For further details on the procedures and details J. Austro-Hungarian Offensive in Italy. Treat as “No Event” of withdrawals; see 10.15. if rolled on Game Turns 5, 6 or 7. On Game Turn 8 and after, provided Event I is not in effect and Lemberg is under Central A: The Czar Takes Command. If Event B has not yet been Powers control and the Brusilov Offensive is not currently put into effect and Warsaw and either Vilna or Brest-Litovsk are taking place, forfeit all this Game Turn’s Austro-Hungarian controlled by the Central Powers at this instant, the Czar declares replacements and withdraw any one corps of Austro-Hungarian himself to be in supreme command of the . infantry from the map. The withdrawn unit returns in reaction Immediately and permanently remove the STAVKA counter from to the Brusilov Offensive as part of the B+1 group. This event play. Add one (+1) to all revolution die rolls in all subsequent may occur once in 1915 and once in 1916. victory checks. Treat as “No Event” if Event B is already in effect. K. Verdun. If this event is rolled on Game Turns B: The Czar Decrees Reforms. Treat as “No Event” if Event A 12-15, the Central Powers player must withdraw six is already in effect. If Event A is not in effect, subtract one (–1) steps of German infantry (as in Event D) and one from all revolution die rolls during all subsequent victory checks. heavy artillery unit this turn and the same at the start C: Allied Offensive On the Western Front. Decrease this Game of the next Game Turn. None of these withdrawals return. Any Turn’s German replacements by half. Round remainders down accumulated German replacement steps are permanently forfeit (half of “3” is “1”). The “lost” steps are never recovered. This and no German replacement steps may be accumulated for the event may occur any number of times each game. Treat as Event remainder of the game (any not used the turn they are awarded K on Turns 12-15 if Verdun Event is not in effect. Treat as Event are forfeit). If this event has not been rolled by the end of Game D after Turn 15 if no Verdun Event takes place. Turn 15’s Random Event Phase, immediately place the “No Verdun” marker on the Turn Record Track. Any time after that D: Major Allied Offensive on the Western Front. Decrease this when this event or Event C is rolled, treat it as Event D instead. Game Turn’s German replacements by half (as in Event C). The Also see rules 15.9 and 7.3. Central Powers player also must withdraw two steps of German infantry. Roll one die; the withdrawn units return as reinforce- L. Peace, Bread, Land! The have announced their ments that number of Game Turns later. However, if 12 or more revolutionary agenda. If three or more Russian and/or Russian- German steps are currently withdrawn for any other reason(s), Poland cities are currently under Central Powers control, add including Event K, this withdrawal is not made (but the 50 one (+1) to the next revolution die roll. This event may only percent replacement reduction still occurs). Treat as Event K on occur once between each victory check turn, otherwise treat it Turns 12-15 if Verdun Event is not in effect. If it is after Game as “No Event.” Turn 15 and no Verdun Offensive (Event K) has yet taken place, one German heavy artillery unit must also be removed with the 7.3 No Verdun withdrawn infantry (the artillery never returns). This event may If the “Verdun” event is not rolled between turns 12 occur any number of times each game. and 15, place the “No Verdun-Final Victory Check” E: Italians Launch Isonzo Offensive against the Austro- marker on Turn 24 of the Turn Record Track. Start- Hungarians. Treat this as “No Event” if rolled on Game Turn ing on Turn 16, the length of the game is shortened 5. If rolled on Game Turn 6 or after, reduce this turn’s Austro- one turn for each turn the Central Powers’ player has even a Hungarian replacements (using the procedures given for the single Heavy Artillery unit in play after Random Events are Germans in Event C). This event may occur any number of rolled. times per game. Example: If on Turn 16 Event D is rolled, one Heavy Artillery F. Russians Suffer a Defeat in the Caucasus. Treat this as “No unit will be withdrawn, but one Heavy Artillery will remain. Event” if rolled after event “G” has already gone into effect. If Move the “No Verdun-Final Victory Check” marker to Turn 23 Event G has not already been rolled, withdraw any one Russian on the Turn Record Track. The game will now end no later than infantry corps. This unit returns as part of the forces released if Turn 23. If on Turns 17 and 18 the Germans fail to roll an event Event G is rolled later. This event may only occur once per game; removing their last Heavy Artillery unit, at the start of Turn 19 the treat it as “No Event” if rolled again. “No Verdun-Final Victory Check” marker would be in the Turn G. Decisive Russian Victory in the Caucasus. Next Game Turn, 21 space on the Turn Track. If then on Turn 19 Random Event the Russian receives the 2TN and 1C Corps as reinforcements, C was rolled (treated as Event D because there was no Verdun) plus any unit withdrawn to satisfy Event F. This event may only the last Heavy Artillery unit would be withdrawn, and the “No occur once per game; treat as “No Event” if rolled again. Verdun-Final Victory Check” marker would remain thereafter on Turn 21. Should the “No Verdun-Final Victory Check” marker

© 2014 GMT Games, LLC 8 When Eagles Fight Rules Manual be moved to the current turn, that turn becomes the last turn of the game. Note that a final Victory Check is made on the last 9.0 Supply playable turn even if it is not normally a Victory Check Turn. 9.1 In General Units require supply to operate with their full combat factors. 8.0 Stacking Units are always either “supplied” (“in supply”) or “out of sup- ply” (“OOS” or cut off).

8.1 In General 9.2 Movement Supply Stacking is the piling of more than one unit into a single hex. Supply state has no effect on regular movement. Both players may stack up to three corps in a hex. Divisions (XX) count as one-half of a corps. A player must check the supply state of every unit he wants to move using the strategic movement rules (see section 11.0). Any 8.2 Stacking & Movement unit OOS at the start of its strategic movement phase is prohibited Stacking limits are in effect at all times. Players must pay at- from using strategic movement that Game Turn. tention to the order in which they move their units or they risk having moving units blocked by carelessly made earlier moves. 9.3 Combat Supply As long as the three-corps-per-hex at one time limit is observed, Check supply for all units of both sides involved in a given com- there is no limit to the number of units that may enter or pass bat at the instant the combat resolution is begun. Units OOS at through a given hex during a movement phase. See l2.5 for more the start of the battle have their pertinent combat factor halved stacking effects on movement. See also section 6.0 for more on for that combat. Round up remainders (thus, half of “5” is “3”). Central Powers stacking. If halving more than one combat factor for the same battle, add together all the factors to be halved, then halve that total and 8.3 Over-Stacking round up. If a hex is found to be over-stacked at any time, the opposing player may remove the minimum number of units of his choice 9.4 Attrition Supply necessary to bring the stack within limits. Check supply for all Russian (and Romanian) units at the start of each Russian Attrition Phase (Phase IV.C). Check all Central 8.4 The Romanian Army Powers units at the start of the Central Powers Attrition Phase Once it enters play, the Romanian Army stacks like every Game Turn (Phase V.D). Units OOS during their side’s any Russian corps. Attrition Supply Check are eliminated. 9.5 Tracing Supply Lines Units are supplied when they can “trace a supply line” (across 8.5 Free-stacking Units. hexsides with some land in them) free of enemy units and no German heavy artillery battalions (II) stack for free, longer than four hexes to a supply source. Tracing is done in the but no more than one may be in the same hex at the “mind’s eye;” there are no counters representing the supplies same time. Fortress infantry and headquarters mark- consumed. When counting the length of the supply line, don’t ers don’t count for stacking. count the hex the unit itself is in; do count the hex the supply source is in. 8.6 Combat Stacking Starting on Turn 12 and thereafter, no more than two corps (or 9.6 Supply Sources equivalent) per hex may contribute their combat strength to any Supply sources are all town and city hexes that can trace their single attack or defense. Free-stacking units are not affected. own supply line of any length along a rail line (only) free of Up to three corps per hex may take part in an attack (and thus enemy units or enemy-controlled towns, cities or VP hexes to a be eligible to take losses and advance after combat) but only friendly map edge. Note the rail hex must exit the map edge at two corps may contribute their combat factor. All units in a hex the point, so the Russians may not use hexes 4231, 4232, 4233 defend normally, but only two contribute their combat factor. as the endpoint of their rail trace. (But see note on Odessa sea supply below). Design Note: While trenches were never as elaborate or ef- fective on the lengthy eastern front as they were in the west, Central Powers units may trace supply to the western board edge they did allow the armies to defend more ground with fewer (the 10xx hexrow) and/or the south map edge inside Austria- troops. Given these limits, from Turn 12 there will rarely be Hungary. Treat Königsberg (hex 2314) as having a permanent any point in stacking more than two corps per hex. supply line by sea; any CP unit tracing 4 or fewer hexes to Konigsberg is in supply.

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Russian and Romanian units may trace to the eastern map edge. 9.11 Ammo Shortage Procedures The Romanian unit traces supply as if it were a Russian unit and Each player may place half the ammo shortage markers (if the Jassy becomes available as a source hex as soon as Romania number is odd, the Russian gets the bigger half). The Russian enters the war. Russian and Romanian units may trace supply 4 player places his half first. The following restrictions apply. hexes to Odessa (hex 4233) in the same manner Germans may trace to Konigsberg above. 1. Russian units in intact Russian fortresses, Petrograd and supplied cities inside Russia-proper may not have shortage Map edge hexes cease to be friendly when occupied by enemy markers placed on them. Units in supplied cities inside units, but regain friendly status the instant such occupation ends Russian-Poland may suffer shortages. Russian cavalry units (a process that may occur any number of times each game for each map edge hex). To use a given town or city hex as a sup- may not be marked. ply source, it must be controlled by the side using it. Town and 2. Russian Guard (“G”) units may not be marked. city hexes may switch control any number of times during play. 3. Units within command range of STAVKA may not be Historical Note: Since there were facilities in Austria-Hungary, marked. such as the Skoda Works, it may seem inappropriate to have Austro-Hungarian units tracing their supply off the west and 9.12 Shortage Modifiers south board edges like their German allies. In fact, however, it If random event “H” is in effect and the Russian was the German industrial concentration in the Ruhr, off map player controls Odessa (4233), subtract two (–2) to the west, that more and more carried the main logistical from the shortage die roll. If the Brusilov Offensive burden for both armies as the war dragged on. has been completed, add one (+1) to the shortage die roll. These modifiers may be applied at the same time. 9.7 Other (Limited) Supply Sources 9.13 Limits on Ammo Shortages Units are always in supply in intact fortresses (see 13.15) and in their own national capital cities (Berlin for the Germans, Vienna The shortage markers are placed atop particular units, not hexes. and Budapest for the Austro-Hungarians, Petrograd for the Rus- If available, more than one marker may be placed in a single hex sians). Units drawing supply from these limited sources are fully to affect more than one unit, but no more than one marker may supplied for defense and attrition check purposes only; they are be placed per eligible unit. If markers are left over due to the OOS when attacking. restrictions in 9.11, they may not be used that turn. Units outside these hexes may only trace supply to them if those cities/fortresses are also functioning supply sources as given in 9.6. 10.0 New Units & Withdrawals

9.8 Willful OOS 10.1 In General It is permissible for both players to use regular movement (not Reinforcements are units entering (or re-entering) play after the strategic movement) to move their units to hexes where they game begins. Any unit with a Game Turn number in its upper-left will be OOS. corner is a reinforcement unit. Replacements arrive in the form of strength steps according 9.9 Russian Ammunition Shortages to the schedule printed on the Turn Record Track on the map At the start of every Russian Combat Phase (after and are used to reclaim units from the Deadpile or to replenish placing the STAVKA marker if it is going to be used weakened units on the map. that turn) that player rolls one die and consults the Both players will be called on to withdraw some of their units, Ammunition Shortage Table printed on the map- either temporarily or permanently, from the map. Some with- sheet. Index the die roll with the Game Turn number to determine drawals are mandated by particular random events; others occur how many Russian units suffer the effects of ammunition short- automatically. ages that turn. Reinforcements, replacements and withdrawals must be done in Example: On Game Turn 2, a roll of “5” means four Russian the exact sequence outlined in 5.2. Stacking restrictions apply units will suffer ammo shortages. during this phase.

9.10 Ammo Shortage Effects 10.2 Reinforcement Entry Russian units suffering an ammo shortage have their combat Russian reinforcements enter the Game Turn indicated in the factors halved (round up) for the remainder of the Game Turn. upper-left of the counters by being placed in any Russian (not Out-of-ammo OOS units are not halved again; cut their factors Russian-Poland) cities under Russian control and with a func- in half just once. tioning supply line at that instant.

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German reinforcements enter by being placed in any west 10.8 Replacements map-edge hex(es) containing no Russian units at that instant or Replacements are levies of new troops and equipment (not repre- in Konigsberg if it is German-controlled. Exception: The TU sented by counters) used to replenish units weakened by combat Corps enters via a south map edge hex inside Austria-Hungary. losses but still in play on the map or to reclaim eliminated units Austro-Hungarian reinforcements enter in any Austro-Hungarian from the Deadpile. Replacements are received and used in “step” city(ies) under Central Powers control and with a functioning increments—each replacement step recreates or replenishes one supply line at that instant. step of unit strength. Replacements are awarded by specific nationality: German, 10.3 Russian Conditional Reinforcements Austro-Hungarian and Russian. The two Central Powers may not The Russian 1C and 2TN Corps are lend replacements to each other. The replacement step schedule marked “REG” in their upper-left cor- is printed on the Turn Record Track on the map. For instance, in ners, meaning their entry is triggered the Game Turn 6, the notation: “G2/A2/R5” means the Germans by Random Event G (see 7.2). Once receive two replacement steps, the Austro-Hungarians two and triggered to enter, these units are brought into play like regular the Russians five. Russian reinforcements. 10.9 Accumulating Replacements 10.4 Romanian Entry At the start of the game, neither side has any replacement steps The Romanian 4th Army unit enters at Jassy (3532) accumulated, but both players may accumulate up to four steps at the start of the third Game Turn after the Russian for each of the three nationalities. Any beyond that are not used declares the Brusilov Offensive (hence the “B+3”). the turn they’re received are forfeit. (Also see Random Event K, in rule 7.2). Example: If the Brusilov Offensive began on Game Turn 15, the Romanian army enters on Game Turn 18. See 15.0. 10.10 Non-Replaceable Units & Steps Any unit with an asterisk (*) printed next to its movement fac- 10.5 German Conditional Reinforcements tor is non-replaceable; it may never receive replacement steps. The seven German conditional reinforcements are triggered For example, this category includes all fortress infantry and the by the Brusilov Offensive in the same way as the Romanians. German player’s heavy artillery battalions. These units enter as German reinforcements on the first, second Note that the Russian Guards infantry units have and third turns after the start of the offensive. See section 15.0. asterisks on both sides. That means they may neither Design Note: Except as directed by certain random events, be replenished to full strength while weakened but there are no Austro-Hungarian conditional reinforcements. still on the map nor may they be reclaimed from the Deadpile once eliminated.

10.6 No Delays 10.11 Replenishing Reinforcements may not be withheld by the player receiving them A reduced two-step unit on the map can be replenished to full until later turns. If for any reason they are not entered into play strength (flipped back over so its higher factors show again) if during the Game Turn printed on their counter (or mandated by an appropriate nationality replacement step is available and the random events, etc., in the case of conditional reinforcements), unit in question is in supply to a friendly board edge source hex. they are forfeit and permanently out of play. The unit may be adjacent to enemy units. Unit replenishments Design Note: If you don’t need them, some other front com- take place after the owning player has received and placed all mander certainly does. reinforcements (and for the German, after any conversions; see 10.14 below). Units being replenished suffer no movement or combat penalties. 10.7 Reinforcement Miscellany All reinforcements enter play supplied and have all their regular 10.12 Deadpile Replacements and strategic movement and combat capabilities available for use Non-asterisked units (see 10.10) may be reclaimed from the on the turn of entry. German west-edge (only) reinforcements are Deadpile in either their one-step or two-step state (it requires one eligible for strategic movement that same turn as though their replacement step to bring a unit back at reduced strength, two to starting hex(es) were a town or city (see section 11.0). Two-step do it at full strength). Eligible units may be reclaimed from the reinforcements always enter at two-step strength. For purposes of Deadpile any number of times during a game, no matter what the entry and/or re-entry into the game, conditional reinforcements circumstances of their destruction. The reclaimed units re-enter are considered exactly the same as regular reinforcements. play as if they were reinforcements.

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10.13 Replacement Miscellany 10.19 Failure to Withdraw Once used, a replacement step is committed to its receiving unit If either player fails to fully satisfy any mandated infantry with- and may not be recalled or transferred to another unit. Except for drawal, he instantly forfeits the game to his opponent. the restrictions given above, there are no limits to the number of replacement steps both sides may commit during each New Units Exceptions: There is no effect on the game if the German can’t & Withdrawals Phase. It is not mandatory to replenish or recreate make a heavy artillery withdrawal or a fortress garrison conver- a unit simply because it is eligible to receive replacements and sion because those units are cut off or in the Deadpile or if the the steps are available to do it. Russian fails to make his Guard Corps withdrawal.

10.14 German Fortress Garrison Conversion There are three German fortress infan- 11.0 Strategic Movement try units that undergo partial conversion into Landwehr infantry corps. This 11.1 Strategic Movement occurs on Game Turn 2 for the Posen and Thorn garrisons and on Game Turn 4 for Breslau. At those This describes the shifting of units from one sector of the front to times (assuming the original fortress hasn’t fallen to the Russians another (as opposed to the battlefield shifts of regular movement) and is in supply to the friendly board edge), remove the original by rail and/or road-convoy. Strategic movement takes place from fortress infantry units and replace them, in place, with the new population center—town and/or city hexes—to population center. (0-1-0) fortress infantry counter and corresponding Landwehr Exception: During their turn of entry, German reinforcements infantry corps. If the fixed conversion times are missed for any are eligible for strategic movement from west map-edge hexes. reason, the opportunity is forfeit. 11.2 Procedure 10.15 Withdrawals To be eligible to use strategic movement, a unit must begin the Units may be withdrawn from the map for service in other the- Strategic Movement Phase already in a town or city hex from aters. Withdrawals are called for on the Turn Record Track and which a supply line can be traced by rail to a friendly board edge. by the triggering of certain Random Events. To be eligible for From its starting location, the unit may move any number of con- withdrawal, a unit must be in supply to a friendly board edge nected rail hexes (within the other limits given below) ending supply source hex. No movement is involved; pick up the se- its move in any other friendly-controlled population center that lected unit and set it aside off the map. (Withdrawals do not use is also in supply by rail to the appropriate friendly board edge. up strategic movement capacities, see section 11.0.) Units using strategic movement may also use regular movement and may participate in combat that same Player Turn. Exception: See 11.6 below. 10.16 Russian Guards Withdrawal On Game Turn 13, to facilitate the formation of the 11.3 German Limits Guards Army, the Russian player must withdraw his “G” corps. If the full-strength unit is not available The Central Powers player may move up to six German units per at that time for any reason(s), the withdrawal is Game Turn using strategic movement during 1914 and 1915 and cancelled and the three units of the Guards army that arrive on up to five per Game Turn thereafter. As long as the conditions in Game Turn 14 never enter. 11.2 are met, German units may move from population center to population center anywhere on the board. (Romania, of course, may not be entered or crossed before that nation is in play.) 10.17 Central Powers Balkan Withdrawal & Return German units using strategic movement in Austria-Hungary do On Game Turn 12, to provide troops for the offensive against not decrease that nation’s strategic movement capacity. During Serbia off the map to the south, the Central Powers player must 1914 and 1915, no more than three of the German units using withdraw four steps of German infantry and two steps of Austro- strategic movement on any given turn may start or end their move Hungarian infantry (six steps total). These withdrawals must be in Russia (including Russian-Poland). From the start of 1916 on, made as some combination of one- and/or two-step units—the that limit is removed. withdrawal requirements may not be met by reducing two-step units. The units withdrawn for the Serbian invasion are returned 11.4 Austro-Hungarian Limits as reinforcements during Game Turn 14. The Austro-Hungarians may move up to four units per turn by rail but—in addition to the limits in 11.2—such moves may only 10.18 Random Event Withdrawals & Returns take place within Austro-Hungarian territory. Whenever either player is called on to make withdrawals by the occurrence of a random event, the procedures are the same as in 11.5 Russian Limits 10.16 (including any returns). The Russian player may move up to five units per turn by strategic movement in 1914, four units per turn in 1915 and only three per turn thereafter. In addition to the limits in 11.2, such moves may only take place within Russia and Russian-Poland.

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11.6 Off-Map Strategic Movement 12.6 Splitting Stacks A unit using strategic movement may exit the map through its When moving a stack, it may halt temporarily to allow a unit or friendly map edge and reenter through another such hex on the sub-stack to split off and move away on a separate course. The same map edge. Exception: Russian units using off-map Strate- units left behind in the original (or “parent”) stack may then gic Movement may not move or participate in combat that same resume their own movement, even splitting off other units and Player Turn. This is an exception to rule 11.2. sub-stacks. Once a different parent stack (or individual unit that began the phase in a different hex) begins moving, the earlier moving stack may not resume its movement without the other 12.0 Regular Movement player’s consent. 12.7 Different MAs in a Stack 12.1 In General If units with different MAs are traveling together in a stack, the Every unit in the game has a Movement Allowance (or MA) in stack must use the movement factor of the slowest unit. As the the bottom-right corner. That factor is the number of Movement slower units exhaust their MAs, they may be left behind while Points (or MPs) available to the unit to move across the hex grid the faster units continue moving. of the map during its side’s Regular Movement Phase. Units move from hex to adjacent hex (no “skipping” of hexes is 12.8 Terrain & Regular Movement allowed), paying varied costs to do so depending on the terrain Most land hexes on the map can may be entered at the cost of 1 in the hex being entered. The movement of each player’s units MP each; the exceptions are Forests, Marshes and Mountains. takes place only during his own Player Turn’s Regular Movement Those kinds of hexes cost a regularly moving unit 2 MPs each Phase—no enemy movement takes place during your own Player to enter (but treat Marsh hexes as clear terrain during Jan/Feb Turn. (Exception: Retreat after combat, see 13.22.) Game Turns). These costs are summarized on the Terrain Effects Chart printed on the map sheet. 12.2 Limits MPs may not be accumulated from turn to turn nor may they be 12.9 Rivers loaned from one unit to another. A player may move all, some or A hex is considered “a river hex” (in addition to whatever other none of his units as he chooses in each of his Regular Movement terrain is also in the hex) if any portion of a river symbol lies in Phases throughout the game. Units that move are not required to it. If more than one river enters or crosses a given hex, it is still expend all their available MPs before stopping. The movement just a river hex; there are no multi-river effects of each individual unit or stack must be completed before that of another is begun. A player may only change the position of an There is no additional movement cost to enter a river hex. already-moved unit or stack if his opponent allows it. Design Note: Yes, the rivers run in-hex in this one.

12.3 Minimum Movement Ability 12.10 Mountain Passes Any unit with a printed MA greater than zero (0) is guaranteed The mountain passes in hexes 2528, 2529, 2629 and 2830 al- the ability to move at least one hex during its Regular Movement low units to move through those mountain hexes paying only Phase by expending all available MPs. This guarantee does not one MP per hex, instead of the normal two. Units receive this allow units to enter hexes or cross hexsides that are otherwise bonus only when moving from pass hex to pass hex along the impassable to them. For example, units may never move across course of the pass. all-sea hexsides (such as from hex 2412 to 2413). Example: A unit in 2628 moving to 2528 does so for a cost of 1 12.4 Enemy Units MP; however, a unit in 2628 moving to 2629 would have to pay 2 MPs because by going that way it is not following the course Units may never enter hexes containing enemy units. See 13.18 of the pass. for an exception.

12.5 Stack Movement 12.11 Water Movement There is no “sea movement” in this game. Units may move along To move together as a stack, units must begin their Regular coastal hexes (those containing both land and sea) normally, Movement Phase already stacked together. Units are not required provided only that the hexsides crossed contain some land. to move together simply because they started the Regular Move- ment Phase in the same hex; those units may be moved together, During January/February Game Turns, units may use regular moved individually or moved in smaller sub-stacks. movement (not strategic) to cross lake hexsides but they may never attack through them. Units may never move or attack across all-sea hexsides.

© 2014 GMT Games, LLC When Eagles Fight Rules Manual 13 13.0 Combat 13.8 Combat Procedure Normally, the attacking player should strive to have more attack factors involved in a given battle than the defender has defense 13.1 In General factors. Such battles are called “high odds attacks.” To resolve Combat takes place between opposing units during the the Com- such fights, the attacking player must begin by calculating his bat Phase in both Player Turns (and during the German OberOst “odds.” Do that by adding up the attack factors of all the attacking Combat Phase). Attacking is always voluntary; being adjacent units involved in the battle; then add up the defense factors of to an enemy unit does not necessitate combat. The player whose the enemy units defending in the battle. Divide that defender- Player Turn it is, is considered “the attacker” and the other is total into the attacker-total and round off (down) any remainder. “the defender,” no matter what the overall situation on the map. High Odds Example: 26 attack factors vs. 7 defense factors yields an odds ratio of 3:1. That is, 26 divided by 7 = 3.71, which 13.2 Multiple Defenders rounds down to 3. To turn that “3” into a ratio, you must set a If there are two or more enemy units in a hex, the stack must be “1” next to it on the right. Thus “3” becomes “3:1” (which is attacked as if it were one large, combined, defending unit. read “3-to-1”), which corresponds to a column heading on the Combat Results Table (CRT) printed on the mapsheet. 13.3 Multi-Hex Attacks Play Note: Don’t forget supply effects (OOS=halved) when An enemy-occupied hex may be attacked in one battle by as figuring your odds. many units as can be brought to bear from one, some or all of the surrounding hexes. No more than one hex may be the object 13.9 Poor Odds Attacks of a single attack. See 6.4 for the limits on German and Austro- Hungarian cooperation in combat. Battles in which the attacking force has fewer combat factors than the defender are called “poor odds attacks.” Procedures Example: A unit in 1820 may not attack enemy units in 1919 and are modified in that now you divide the defender’s total by the 1920 during the same combat phase. attacker’s, round remainders up and set the “1” on the left side. Poor Odds Example: A force with 5 attack factors is attacking a 13.4 Indivisibility of Units force with 11 defense factors. Divide 11 by 5 (11 divided by 5 = No single attacking unit may have its attack factor divided and 2.2) and round up (2.2 becomes 3), then set the “1” on the left used in more than one battle. No defending unit may have part of that “3,” yielding odds of 1:3. of its defense factor attacked by one or a few attackers, while another part of that defense factor is attacked by other enemy units. No attacking unit may attack more than once per combat 13.10 Odds Limits phase. No defending unit may be attacked more than once per Note the column headings on the CRT range from 1:2 to 5:1. combat phase. Odds worse than 1:2 always yield a combat result of “E/0. Odds higher than 5:1 are resolved at 5:1 (but see 13.12). 13.5 Attack Sequencing There is no artificial limit on the number of attacks each player 13.11 Die Roll Modifiers (DRMs) may set up during his combat phases (Exception: See 3.6). The After the combat odds for a battle have been calculated, players attacker need not declare all his attacks beforehand and he may must total the DRMs that apply to that fight. All terrain DRMs resolve them in any order he wishes as long as the resolution of are generated by the terrain in the defender’s hex; the terrain in one is completed before that of the next is begun. the attacker’s hex(es) have no effects. Positive DRMs favor the attacker and negative DRMs favor the 13.6 Stacks Attacking defender. All DRMs that apply in a given battle are cumulative. It is not necessary for all the units stacked in a hex to participate After determining all the modifiers that apply, combine them in the same attack. Some of those units might attack into one to come up with one total: either zero, or a positive or negative defender hex, while others attack into some other(s) or simply number. don’t attack at all. No defending unit may refuse combat. See Example: In a battle where the defender had –3 DRMs and the 13.27 for an exception to that last. Also see rule 8.6. attacker had +2, the final effect would be to modify the combat die roll by –1. [That’s (–3) + (+2) = –1.] The final modifier of 13.7 Fog of War –1 is applied to the die roll for that combat. Note that no die roll The Russian player may never look beneath the top unit of Cen- may be modified to a number less than one or greater than nine. tral Powers stacks until after the attack has been declared. Once such an examination has been made, the Russian player may not 13.12 Super High Odds Attacks call off that attack. The Central Powers player is always free to For attacks above 5:1 odds, treat every odds multiple above 5-1 examine Russian stacks. as a +1 DRM. Design Note: This disparity is due to the Russians’ incredible Example: An attack at 7:1 odds would be resolved on the CRT sloppiness with communications security throughout the war. (where no other modifiers are applied) as a 5:1 with a DRM of +2.

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13.13 Terrain DRMs 13.17 Brusilov Offensive City, River and Marsh hexes each generate a –1 DRM; Mountains Russian units attacking as part of the Brusilov Offensive may generate a –2 DRM. Note that terrain DRMs are cumulative so, receive positive DRMs (see section 15.0). for example, if a defender were located in a Marsh hex that also contained a river, the terrain DRM would be –2. 13.18 German Heavy Artillery The two German heavy artillery battalions may 13.14 Cities never attack alone but, when supplied from a board Russian units defending in cities in Russia-proper (but not in edge and stacked with other attacking German units Russian-Poland) receive a –2 DRM. In all other cases, units (only), they generate a +3 DRM. Only one heavy defending in cities receive only a –1 DRM. artillery DRM may be applied to one battle, but that DRM may be combined with the +1 DRM for German Active Corps (see 13.15 Fortresses below, 13.19). The fortress infantry counters represent both those The heavy artillery units have no step, stacking or combat values. garrison troops and the defensive works they oc- In combat, they share the fate of the last Central Powers non- cupy. Units defending in fortresses receive a –1 artillery step in the stack. They may advance after combat (one DRM in addition to any other modifiers. Exception: hex only) if accompanying non-artillery advancers from their The city of Kovno (2913) does not generate any DRM. hex. If caught alone in a hex, Russian units may enter the hex at no extra cost, instantly destroying the artillery units. Units defending in fortresses are never subject to the Concentric Assault DRM and are always in supply (but not while attacking). Fortress units do not count toward stacking limits. 13.19 German Active Corps Fortress units defending alone are affected by “E” results only; In any combat involving one or more full-strength they ignore number results. If field units are stacked in fortress and supplied German Active Corps, the Central hexes, the field units give up the defender retreat option and must Powers player receives a favorable DRM of one (+1 absorb all numeric combat results as in-hex step losses. In mixed- on the attack, –1 on the defense). The modifier does stack situations, the fortress counter will be the last surviving not go above one no matter how many active corps are involved. defender step and it remains unaffected until such time as the Design Note: The German Active Corps contained the bulk attacker gets an “E” result against it (see 13.24). of the pre-war German NCO corps and were the only corps- Once a fortress unit is destroyed, it may never be brought back level units equipped with organic medium artillery. Chalk up into play and its hex is no longer considered a fortress even if the loss of the DRM on the reverse sides to “disruption” and retaken by the original owner. heavy leadership casualties.

13.16 Concentric Assault 13.20 Combat Resolution If a defending hex is attacked by units in opposite hexes, or by After the final combat modifier amount has been determined, the units in three hexes with one hex between each and the next, or by attacking player rolls one six-sided die. Apply the final DRM units in more than three hexes, that attack gains a positive DRM. amount to the number rolled and consult the CRT. Cross-index If the defenders in such a situation are all Austro-Hungarian, or the modified result under the appropriate odds column to get are a combined Austro-Hungarian/German stack, or are Russian the combat result. or Romanian, the DRM is +2; if the defenders are all German, Example: A die roll of”6” at 3:1 odds yields a combat result the DRM is only +1. of “1/E”.

13.21 Combat Results The number or letter to the left of the slash applies to the attacking force; the number or letter to the right applies to the defenders. The numbers are called “Loss Points” and may be absorbed in one of two ways: 1) Step Loss, and/or 2) Defender Retreat. (For letter results, see below, 13.24.) The defender must always Examples of a Concentric Assault completely absorb his combat result in a given battle before the attacker absorbs his. In the diagrams above, the defending (gray) unit in the center is being concentrically assaulted (dark blue units). Note that the presence of units friendly to the defender in any adjacent hexes does not nullify this DRM.

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13.22 Defender Retreat 13.26 Breakthrough Advance Only the defending player has the option of retreating all his If the attacker obtains a Breakthrough (“B”) result (which al- involved units in a battle one hex (no more) to satisfy one in- ways includes a defender “E” result), all his involved units in crement of his combat result. (Fortresses and units defending in that battle may advance up to three hexes. The first hex entered them never retreat; see 13.15.) Retreating units may move to any must be the hex just attacked and units must stop upon entering adjacent empty hex. (If there’s more than one available, pick the the first swamp or mountain hex (except when moving through one that takes the unit closer to its friendly board edge.) a mountain pass). These retreats-after-combat do not require the expenditure of In addition, friendly units stacked with or adjacent to the break- any movement points and have nothing to do with other kinds of through attackers—and that have not attacked and will not attack movement, but such units must still observe normal movement that same combat phase—may also advance up to two hexes, prohibitions. For example, they can’t retreat across an all-sea subject to normal stacking limits and the terrain limits given hexside. Note also that retreating is an all-or-nothing proposi- above. The first hex advanced into may be either the defender’s tion for the units involved—all go or all stay. The retreat—no vacated hex or a hex just vacated by an advancing breakthrough matter how many units make it—only satisfies one increment attacker. This kind of advance is an option just like those in of the combat result. 13.25. German heavy artillery units may never advance more If defending units from one battle retreat into a hex containing than one hex. other friendly units and that new hex comes under attack that same phase, the units that retreated into the new hex in no way 13.27 Cavalry Retreat Before Combat contribute to their new location’s defense. If the defenders in A cavalry unit defending alone in a hex and attacked by a force that new hex receive any losses, the retreated-in units from the containing no cavalry may retreat before combat. The owning earlier battle are automatically eliminated and their loss does not player announces his decision and retreats one hex (as in 13.22) satisfy any part of the new battle’s combat result. before the resolution die is rolled. The attacker may advance into The retreat option is never available to attackers. the vacated hex (as in 13.25) and announce a new attack with those units—possibly against the same cavalry unit again, thus setting off a chain of such moves. 13.23 Step Loss Every step of strength given up from involved units satisfies one increment of the combat result. 14.0 STAVKA & OberOst Example: Flipping a two-step unit to its reverse side satisfies one increment of combat result; eliminating it entirely would satisfy two increments, etc. 14.1 In General Step losses may be apportioned by each player among his in- The STAVKA and OberOst counters represent concentrations volved units as he sees fit, as long as each completely satisfies of logistic and command resources. The two units have differ- the step-loss amount called for by the CRT result. (See 13.15 ent effects. Neither counter represents an actual “unit;” they are and 13.18 for exceptions to the above.) markers, without step or combat values, placed on the board as effort-indicators. 13.24 “E” Combat Results “E” stands for “eliminated;” pick up all involved units of the 14.2 STAVKA affected side and place them in the Deadpile, no matter what The STAVKA marker becomes available to the Rus- their total step strength. sian during Game Turn 2. It may not be employed on two consecutive Game Turns . For example, if it 13.25 Advance After Combat is used on Game Turn 2, it could not be used again until Game Turn 4. Whenever the defender’s hex in a battle is left vacant of defend- ers after the combat result has been satisfied, surviving attacking To commit STAVKA to a battle, the Russian player places it atop units may immediately move into that hex. Normal stacking any Russian unit with a supply line. Place it before rolling for limits apply but, just like retreats after combat, these advances Ammo Shortages. All Russian units in and adjacent to that hex don’t require the expenditure of MPs. This is a free option given receive a favorable DRM of one when attacking and defending to victorious attackers; victorious defenders never advance. that Game Turn. In addition, Russian units stacked with or adja- Advances are not mandatory, but the decision to do so must be cent to STAVKA may not have ammo shortage markers placed made immediately after the battle is resolved and before that of atop them (see 9.11). The DRM is not available in a combat if the next is begun. The attacker need not advance all surviving the STAVKA-directed units are cooperating with non-STAVKA- attackers; he may advance one or more units, subject to stacking directed units in the same combat. limits in the newly-won hex. STAVKA is removed at the end of the Game Turn or whenever its hex is entered by a Central Powers’ unit. It may never be elimi- nated (except by Random Event “A”), it may not be given up to satisfy step losses, and it cannot advance or retreat after combat.

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14.3 OberOst 15.3 The Czar OberOst is available to the German player on Game Turn 1. If the Czar has taken command (Random Event A is in effect), It may not be used on consecutive Game Turns. To no more than one Russian attack may be made north of hex use it, place it in any hex containing one or more row xx20 during the three turns of the Brusilov Offensive. This German (only) units in supply to the friendly board restriction is lifted if the Central Powers player in turn makes edge at the start of his (regular) Combat Phase. It more than one attack per turn north of the xx20 hexrow during remains in that hex until the end of the OberOst Combat Phase. the Brusilov Offensive. OberOst has only one effect. All map-edge-supplied German Design Note: Brusilov’s attack was intended by STAVKA (if (only) units within two hexes of it at the end of the regular Cen- not by Brusilov) only as a diversion to pull German reserves tral Powers Combat Phase may attack again during the OberOst away from Evert’s “main offensive” in the north. In the event, Combat Phase. These attacks may be made against any adjacent a frightened Evert failed to strike a major blow. It’s assumed Russian unit(s), regardless of whether the attacking and defending if Nicholas II were not in command of the army, some sterner units participated in the regular combat phase. Trace the OberOst hand would have forced Evert to attack. activation range as if tracing a supply line (see 9.5). 15.4 Increased Central Powers Stacking Design Note: The primary effect of the OberOst Combat Phase German and Austro-Hungarian Stacking limits are immediately is to allow the Germans to set up concentric attacks against increased, see 6.4. the Russians (and perhaps take otherwise too-strong fortresses in one game turn). Technically, the OberOst unit should be referred to as Oberste Heeresleitung (OHL) on Turns 7 to 10, 15.5 German Conditional Reinforcements when the H-L team was temporarily forced into the background These begin arriving the first turn after the start of the offensive; by the arrival in the east of Gen. Falkenhayn. see 10.5. 15.6 Romanian Entry 15.0 The Brusilov Offensive Romania enters the war on the side of Russia on the third Game Turn after the declaration of the Brusilov Offensive (B+3). The 15.1 In General unit enters play via Jassy (3532) and is treated as a Russian unit for supply and combat purposes, but it may never move north Between Game Turns 15 and 18, inclusive, the Russian may of hex row xx29. declare he is launching the Brusilov Offensive. The offensive is not mandatory; it is a strategic decision. The offensive must be declared at the beginning of the Russian combat phases during 15.7 Revolution one of the eligible turns. Only one Brusilov Offensive may be One is added to all revolution die rolls made after the start of declared per game. the Brusilov Offensive. Place the “Start Brusilov Offensive” marker in the current box of the Turn Record Track to show when 15.8 Ammo the push began. The offensive lasts for three Game Starting the turn after the Brusilov Offensive ends (B+3), add one Turns. For example, if the offensive were declared to all Russian Ammunition Shortage die rolls. This represents on Game Turn 15, it would last through that Game Turn and 16 the drain on Russian ammo stockpiles after such a sustained and 17. major offensive.

15.2 Effects 15.9 Brusilov and Verdun During the Game Turn the offensive is declared, all Russian at- If the Verdun Event has taken place and the Russian player does tacks against hexes containing only Austro-Hungarian units made not declare a Brusilov Offensive, starting on Turn 19 treat all at odds of 1:1 or 2:1 receive a DRM of +3. During the following Minor and Major Allied Offensives (events C and D) as “No Game Turn, the modifier drops to +2. On the third turn of the Effect” for the remainder of the game. In addition, on Game offensive, it is reduced to +1. Turn 22 one German Heavy Artillery unit returns to the game as a Central Powers Reinforcement. The STAVKA counter may not be used to support Brusilov Of- fensive DRM attacks. Design Note: Without Brusilov drawing off German forces, it is assumed the Kaiser’s forces have an easier time of it on Design Note: To achieve surprise, Gen. Brusilov violated the the western front in the second half of 1916, even allowing the standard practice of massing reserves at the points of attack, transfer of some big guns east once the weather in France and knowing such concentrations would not go unnoticed. This Belgium precludes major offensive action. tactic is reflected in the limit of the special DRM to attacks made at 1:1 and 2:1.

© 2014 GMT Games, LLC When Eagles Fight Rules Manual 17 16.0 Russian Plan 19

If both players agree, the Russian player may use the proposed Plan 19 in the Free Setup Scenario. Except as detailed below, all other WEF rules are used in the game. Plan 19 has the following effects: 1. Only the Russian forts of Kronstadt, Riga, Warsaw and Odessa are in play. Do not use the other fortress infantry units. 2. Increase the Russian replacement rate by 2 steps each turn for Turns 2 through 6, inclusive. 3. Subtract one (–1) from the Russian Ammo Shortage roll during Turns 2 through 6, inclusive. 4. STAVKA is available on Turn 1 and may be used on every turn through Turn 6. If it is used on Turn 6, it may not be Players’ Notes used again until Turn 8. by Ted S. Raicer [The following comments assume the historical scenario.] 17.0 Schlieffen East Variant Russian Player by Ty Bomba (used with permission) You can win the game in the first six turns if you’re both skillful and lucky, but if you push that luck too far you can put yourself Here we assume that as the “July Crisis” worsened, a change in a hopeless position. You must walk a fine line between bold- of heart came over the German General Staff to the point they ness and caution. Austria-Hungary is your target but, until they abandoned their idea of first scoring a victory over France. Ac- start taking losses, their troops are a match for yours. Threaten cordingly, they resolved to stand on the defensive with two armies their supply lines and use your greater numbers to stretch them in Alsace-Lorraine and switch everything else to the east to win thin, especially west of Krakow. Above all, if luck goes against a quick knockout against the Romanovs. you, be prepared to break off the attack before your losses get This is a variant to the Free Set Up Scenario. Set aside the fol- out of hand. lowing units from the regular German at-start order of battle: 1st In the north, save as much of the 2nd Army as you can and try Cav Div., 8th Cav Div. and the 3R Inf Div. Add to the German to keep up enough pressure to prevent the Germans aiding the at-start OB the 17 variant counters and the following 12 units Austro-Hungarians—even one German Active Corps in an Aus- from the historical German reinforcements: [6-7-4 corps] - G, trian fortress will make you pay. The German has relatively few 2, 10, 11 and 13; [5-6-4 corps] - GR, 3R, 4R and 10R; the 1 Cav powerful units available, so he can’t hold a long line. You can cavalry corps [2-2-6]; and both heavy artillery units. keep him busy by threatening his flanks. Be wary of OberOst— Both sides set up as in the Free Set Up Scenario. The Central Pow- you don’t get a chance to rescue units which get surrounded; ers Player Turn is the first in each Game Turn. Play stops at the they will die in the Attrition Phase. end of Game Turn 3 where a single victory check is performed. If you don’t win in the first six turns, the lack of ammo and surplus (Ignore the victory check on Turn 2). The Central Powers player of Germans will lead to a crisis in the summer of 1915—accept it. doesn’t receive his reinforcements and fortress conversions. He Figure out what you have to hold to stay in the game and plan on can use the OberOst counter every Game Turn. If the Tsar does losing everything else. Your fortresses will be the only real stum- not fall, the CP player loses. bling block for the Germans, protect them as long as possible. Don’t be afraid to counterattack, but don’t get carried away. Conduct a fighting withdrawal when you can; simply run when you can’t. No matter how black things look, don’t quit; your army has great powers of recovery. As for Brusilov, the threat is often as potent as the reality. But if you have a clear shot to wreck the Austro-Hungarian army, go for it.

Central Powers Player The German army, even poorly used, can inflict far greater losses than it receives. Exploiting that fact to the fullest is the key to a Central Powers victory.

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WEF will usually break down into three or four distinct phases. The Osewiec Gambit The first few turns may find the Austro-Hungarians hanging on by their fingernails. Don’t fight for Lemberg; the Russian will Move your units exactly as in the Tannenberg plan above, but shatter your flanks. Instead, fall back to the mountains. Protect place OberOst at Lotzen. Initial combats are also conducted your forts, but be prepared to lose Przemysl after September. as above, but the 1 XXX and 3R XX advance to 2715, and the 17 XXX to 2716 after destroying Lumja. On Turn 1 the Germans should refight Tannenberg. The best defense is truly a good offense—but don’t needlessly risk your OberOst Combat: The 1, 17 XXX and the 3R XX attack German “A Corps.” Hit the Russian where he’s weak. Attacking Osewiec (2816) at 5:1 with +1 to the die roll. The fort will his strongest forts will probably have to wait for the heavy artil- be eliminated on a die roll of three through six. If Osewiec lery, but a garrison alone is a good target. You’ll probably have to falls, some or all of the attackers may advance into the hex send a couple of corps to help the Austro-Hungarians, but don’t and then use strategic movement on Turn 2. get pinned down on the defense. Use the OberOst unit to the max. This gambit can have important long-term benefits, but it is By Turns 8 or 9 the Russian should be in full retreat—don’t let up. definitely the riskier strategy. Not only is there a 33 percent The Russian replacement rate is much higher than yours; he can chance the attack will fail, but also a more or less intact Rus- trade a lot of space for time and Verdun awaits. You have about sian 2nd Army will remain to pose a threat to the German six turns to break the Russian army; don’t waste any of them. flank and rear. If the Russian survives past Turn 13, you’ll have to fight on an Expect to take higher than normal German losses when us- extended front with too few troops. Don’t attack everywhere— ing this plan. make attacks at key points. Bleed the Russian, but remember, in a war of attrition he has the upper hand. 1915 Watch out for the Brusilov Offensive, but don’t send so much Finally, a word about the German 1915 Summer Offensive. south to protect the Austro-Hungarians that you endanger your That player must beware of falling into a simple west-to-east front in the north. Brusilov is a double-edged sword and the advance across Poland, slogging through all the Russian forts. Russian will be cautious about wielding it. Instead, while part of the German army takes Warsaw and Brest- As for random events, mostly they are not your friends—accept Litovsk (and then turns south, if need be, to flank the Russians it. And, like the Russian, never give up. out of Lemberg), the bulk of the army should advance from East Prussia, aiming to capture Kovno, Szawli and Dvinsk. This Here are my two favorite openings for the Germans in the his- bypasses the Russian forts and stretches the enemy line. Keep torical scenario: watching for a chance to seize a Russian town with a cavalry Tannenberg raid. Remember, you can strategic-move reinforcing infantry before the Russian can react. Move the WL XXX to Lodz. Move the FR XXX to hex 2316; 20 XXX to 2318; IR XXX to 2515; 1 Cav XX to 2416; 1 XXX to 2616; 17 XXX to 2616; 3R XX to 2616. Place the OberOst at 2318. Conduct combat in this order: 1, 17 XXX and 3R XX vs. Lumja (2617). The result is an automatic B/E. Advance the 1 XXX to 2418, the 17 XXX to 2517, and the 3R XX to 2617. The FR XXX and the 20 XXX attack the Russian 1 XXX in 2317 at 1:1 and +3 to the die roll. On a roll of one or two, the 1 XXX retreats to 2218 or 2217; on any other roll it’s eliminated. Any German loss must come from the 20 XXX, which advances into hex 2317. The regular combat phase is over with four Russian corps OOS. OberOst Combat: The FR, 20,1 and 17 XXX attack three Russian corps in 2417 at 2:1 with +3 to the die roll. There is a 50% chance of eliminating all three corps. At worst, one corps will be eliminated and the other two forced to retreat to 2516. During the Strategic Movement Phase of Game Turn 2, rail Designer’s Notes move reinforcements into Königsberg, Lotzen and Insterburg. When Eagles Fight is actually a reworking of an unpublished The Russians will be unable to do much more than rescue game I designed earlier titled Armies of the Czar. The original any survivors of the 2nd Army. game covered these campaigns on a smaller scale and ended in September 1916 after the Brusilov Offensive. WEF has a broader focus and continues the struggle until the fall of the Czar.

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The situation on the eastern front in the First World War was in the Allies has been greatly reduced, but it would not of itself take some ways even more complex than it was in the Second, but the the Central Powers out of the war. major strategic questions remain fairly simple: Could Germany, The combat results table went through many different formats, fighting on two fronts, bring enough force to bear to knock Rus- but I think the one finally included here works best to recreate sia out of the war? Could the inefficient and unstable Russian the tactics used on this front. The breakthrough result realisti- government hold together under the strains of world war? For the cally limits post-combat movement. Breakthroughs at this scale Central Powers, matters were complicated by the weakness of were usually achieved by the massing of guns to batter a hole in Austria-Hungary, so the possibility of Vienna’s collapse remained the enemy line, as with the famous “Mackensen Wedge.” Only Berlin’s nightmare and Petrograd’s hope throughout the war. By the Germans had enough heavy artillery to make use of that keeping the game focused on these issues, I was able to cut away type of attack, but the Russians can get the same effect with the a lot of complexity while keeping it firmly grounded in history. surprise tactics of their Brusilov Offensive against the hapless The most important carryover from my original design is the Austro-Hungarians. Random Events. Unlike games where random events do no more There are no Austro-Hungarian or Russian cavalry among the than add variety, here those rules are central to successful play. starting forces because in 1914 those units were all wedded to Players are not fighting these campaigns in isolation and the ran- obsolete tactics (“Charge!”) that succeeded in nothing more than dom events serve as a reminder (especially for the Central Powers getting the horsemen shot flat to no good effect. player) they are conducting the operations of only one theater of a larger war. It’s for that same reason players are limited to the Only the Russian suffers the effects of the ammunition shortage role of commander in the east (or west for the Russian player), rule because the shortages the Central Powers faced were nothing rather than commander-in-chief. compared to the supply problems of the Czar’s army. In the spring of 1915, Russian artillery units were limited to four shells per Perhaps the most controversial rules in the game are those deal- gun per day. Many Russian divisions had rifles for less than half ing with the . A Central Powers player who their men and bullets were nearly as scarce as shells. By 1916, controls as many Russian cities as his historic counterpart did in many of these shortages were temporarily overcome and in the March 1917 may complain when the roll of a die leaves the Czar game the Russian player can breathe easier by around Turn 12. in power. “Victory is just a matter of luck!” the loser may exclaim. While the STAVKA unit is important to the Russians, proper use Luck does play a part and intentionally so. The historical reality of the OberOst HQ is vital to any Central Powers success. Its was no one in Germany or Russia knew how much pressure the second combat phase allows the Germans to set up devastating latter’s autocracy could withstand before crumbling and WEF concentric attacks against a selected portion of the Russian line. players are faced with that same uncertainty—but the players On Turn 1 of the historic campaign scenario, the OberOst combat do know the more cities the Central Powers control the greater phase should enable the Central Powers player to recreate the the chance of revolution. The player who wants to minimize the victory at Tannenberg. luck of the die has the ability to do so by taking (or keeping) more cities. WEF is the result of over two years of work. I believe it gives players insight into the titanic battles that helped bring three mon- Of course, no one could be certain what it would take to knock archies crashing down. I believe it will also open players’ (and Austria-Hungary out of the war either, so why not have another perhaps other designers’) minds to the great gaming potential die roll for the collapse of that empire? Because an Austro- still to be tapped on the first eastern front. Hungarian defeat in the game would not mean the Central Pow- ers have been knocked out of the war. True, such a setback to Berlin’s war effort would mean the chance of final victory over

CREDITS Designer: Ted S. Raicer Proofreaders: Kai Jensen Developers: Ty Bomba and Chris Perello Production Coordination: Tony Curtis Art Director: Rodger B. MacGowan Producers: Tony Curtis, Rodger MacGowan, Andy Lewis, Package Art & Design: Rodger B. MacGowan Gene Billingsley and Mark Simonitch Map: Charles Kibler Design Dedication: To Joanne Speara and “Good Soldier Counters: Mark Simonitch Schweik” who “always preferred rheumatism to duty.” Playtesters: John Lee, Robert Iseman, Mike Kravitch

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The Turn Sequence (5.2)

I. Random Events Phase (From Game Turns 5 to 24) II. New Units & Withdrawals Phase A. Russian • Reinforcements • Replacements • Withdrawals B. Central Powers • Reinforcements • Conversions • Replacements • Withdrawals III. Strategic Movement Phase A. Russian B. Central Powers IV. The Russian Player Turn A. Russian Regular Movement Phase B. Russian Combat Phase C. Russian Attrition Phase V. The Central Powers Player Turn A. Central Powers Regular Movement Phase B. Central Powers Combat Phase C. German OberOst Combat Phase D. Central Powers Attrition Phase VI. Victory Check (Game Turns 2, 6, 11, 15, 20, 24)

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