BATTLE BOOK Clash of Giants

The Campaigns of Tannenberg and The Marne, 1914

Table of Contents

Tannenberg ...... 2 The Marne ...... 7 1.0 Introduction ...... 2 1.0 Introduction ...... 7 2.0 Game Components ...... 2 2.0 Game Components ...... 7 3.0 Game Setup ...... 2 3.0 Game Setup ...... 7 4.0 How to Win ...... 3 4.0 How to Win ...... 8 5.0 Sequence of Play ...... 3 5.0 Sequence of Play ...... 8 8.0 Supply ...... 4 8.0 Supply ...... 9 9.0 Reinforcements and Replacements . . . 4 9.0 Reinforcements and Replacements . . . 9 10.0 Command ...... 5 10.0 Command ...... 10 11.0 Operational Movement ...... 6 15.0 Strategic Movement ...... 11 15.0 Strategic Movement ...... 6 16.0 Special Units ...... 11 17.0 Battle Scenario: The Allied Counterattack . 11 GMT Credits ...... 11 GAMES Game Design by Ted Raicer Clash of Giants: Tannenberg

Tannenberg, 1914

developed a plan to redeploy the Eighth 2.12 The Retreat Compass. Note the 1.0 INTRODUCTION Army to destroy Samsonov’s forces. The Retreat Compass for each side on the stage was set for the climactic battle of map. German units retreat to the Tannenberg, which resulted in the de- north, northwest and southwest. Rus- struction of the Russian Second Army and 1.1 Tannenberg sian units retreat to the northeast, the end of the first Tsarist offensive against southeast and south. Imperial Germany. On August 15, 1914, the Russian First Map Corrections: 1) The terrain key Army under General Pavel Rennenkampf Tannenberg simulates this opening cam- in Tannenberg incorrectly reverses the crossed the border into East . With paign of The Great War in the east at a German and Russian VP hexes. Ger- the Second Army, under General /brigade level. The German player man VP hexes are yellow, Russian VP , advancing into East is outnumbered, but has the advantage of hexes are red. 2) The hexside between Prussia from the south, the two armies of the central position, and knowledge of 1811 and 1910 is a river. General Zhilinskii’s Northwest Front Russian capabilities (provided by inter- threatened to trap and destroy the out- cepted wireless orders). The Russian numbered German Eighth Army, under player has the larger force, but a creaky 3.0 GAME SETUP General Prittwitz. command and logistical structure with which to try to coordinate the actions of The first battle of the campaign was his two widely-separated armies. fought on August 17th at Stalluponen. 3.1 Counter Setup Attacking without orders, the aggressive It is August 15, 1914. The clash of giants Prussian General Hermann von Francois, is about to begin... Note: The color shading on the German commander of the German , in- counters may make it unclear which go flicted a sharp tactical defeat on one of Living Rules Note: All segments to Tannenberg and which to Marne. All Rennenkampf ’s divisions. In doing so, marked with a red circle to the left of counters are Tannenberg, the however, he cost the Germans the element the rule are NEW additions or clari- rest are Marne. (In other words, ALL of surprise—instead of blundering into fications from the original book. the German units with an exact hex set the Eighth Army’s prepared defenses up number are Tannenberg units, plus along the River Angerapp, Rennenkampf the 3R XX entering on Turn 2, and the cautiously halted the Russian advance 1 LW XX on Turn 11. All the other around the town of Gumbinnen. 2.0 GAME COMPONENTS German units are Marne units.) On August 20th the Germans attacked the The Russian 53rd division which en- Russian First Army and were bloodily ters Tannenberg on Turn 3 is missing repulsed. At the same time word arrived 2.1 The Game Map its ABC entry hexes notation. that the Russian Second Army was ad- vancing on a broad front some 60 miles 2.11 Game Scale. Each hex on the Both players should take all the units they to the southwest. In a panic, Prittwitz map represents approximately 4.5 miles control and sort them into two piles: 1) phoned the German High Command to across. Each turn represents the pas- units with an at-start setup code or hex announce that he was abandoning East sage of one or two days. Units are di- number, and 2) units with a reinforcement Prussia and retreating to the safety of the visions or brigades. turn of entry (circled). Place the reinforce- Vistula. As a result he was quickly sacked, ments on the Turn Record Track. replaced by the soon-to-be-famous team Design Note: The pace of events during the of and Paul von first week of the campaign was slowed by 3.11 Russian Setup. The Russian player Hindenburg. the shaking out of problems associated with sets up first. Place all units that start the mobilization, and the natural caution (ex- game on the map in the Russian Entry cept on the part of von Francois) exhibited Even before the new commanders arrived, by commanders in the opening days of a war Hex indicated on the counter. Place however, the Eighth Army’s brilliant (hence the variable time scale). those Russian units with a hex number Chief of Operations, , had Page 2 Living Rules Battle Book 12/25/01 Clash of Giants: Tannenberg printed on them in the indicated hex. 1) He controlled that hex at the Note that normal stacking limits do not start of the game and no enemy 5.0 SEQUENCE OF PLAY apply in these hexes. Place unit has entered it, or all remaining Russian units 2) He controlled that hex at the on the Turn Record Track start of the game and a friendly 5.1 The Turn Sequence on the turn indicated on the supplied unit was the last to en- unit. The Russian player ter that hex, or Each game turn represents one day of begins with 0 Victory Points (VPs). 3) The opposing player controlled the hex at the start of the game and he real time. The sequence for a game turn is outlined below. Note the sequence 3.12 German Setup. The German was the last to enter that hex with below takes precedence over the ge- player sets up second. All German a friendly, supplied infantry unit. neric sequence in the standard units which start the game on the map rulebook. have a specific hex number listed on AS units are not considered supplied the counter—these units must be set for the purpose of this rule. up in the indicated hexes. Place all re- maining German units on the Turn Note that all victory hexes at the start of 5.2 The Sequence of Play Record Track on the turn indicated on the game are under German control, so the unit. The German player begins conditions 1 and 2 apply to the German I. Mutual Supply Determination Phase with 15 Victory Points (VPs). player, and condition 3 to the Russian. II. Russian Player Turn Note: The German 1st Divi- A. Russian Reinforcement/Re- sion sets up overstacked at the start. It placement Phase must comply with stacking limits at the B. First Russian Operational Phase end of German movement on turn 1. C. Second Russian Operational Phase D. Russian Combat Phase 4.0 HOW TO WIN E. Russian Recovery Phase III. German Player Turn A. Wireless Intercept Phase 4.1 Game Victory B. German Reinforcement/Re- placement Phase Victory is determined at the end of the C. German Operational Phase September 2 game turn (turn 15). The D. German Combat Phase player with the most victory points E. German Recovery Phase wins. A tie is a Russian victory. The Russian player scores victory points for IV. Game Turn Advance/Victory those hexes marked with a red victory Phase number, the German player for those marked with a black victory number. Note that hex 2804 is a Russian vic- 5.3 Phases and Procedures tory hex-this represents the successful breaching of the outer Konigsberg de- 5.31 Mutual Supply Determination fensive works and the placing of the Phase. Check all units of both sides. fortress city under close siege. Place “AS” and “OoS” markers as ap- propriate. The supply status lasts until the next Mutual Supply Determination 4.2 Hex Control Phase. All units of both sides begin game turn 1 in supply. 4.21 At Start. At the start of play, the German player controls all hexes in 5.32 Reinforcement/Replacement Germany. The Russian player controls Phases all hexes in Russia. 5.321 Russian Phase. Newly-arriving 4.22 Victory Hex Control. A player Russian units may be placed on any scores the victory points for a specific Russian Entry Hex of that army (to the hex if: east for the First Army, to the south

Copyright © 2001, GMT Games Page 3 Clash of Giants: Tannenberg for the Second Army) unless a specific less Intercept Phase, using the command gin a new game turn with the Mutual Sup- Entry Hex is indicated on the Turn roll made at that time (the ACM placed at ply Determination Phase. At the end of Record Track. There are no stacking that time will serve as a reminder). The the September 2 turn, determine victory limits in Russian Entry Hexes. Russian player moves all units desired of [4.0]. the currently active army up to the limits of their current MA. 5.37 Wireless Intercept Phase. Starting on turn 4, the Russian player rolls during 5.332 Second Russian Operational Phase. this phase to determine the Movement Skip this phase on turn 1. Starting on turn Allowance of one of his two armies for the 2, the Russian player rolls on the Com- First Russian Operational Phase of the Flip units taking replacements and mark mand Track to determine the current MA following turn. The German player chooses them with Replacement markers (also for all units of the Russian army that was which army (First or Second), and the signifying that those units cannot move not active in the First Russian Operational Russian player rolls the die. The German or attack). The Russian player may place Phase. Place the ACM on the Command player will thus have advance knowledge up to two Replacement markers on eli- Track as a reminder. The Russian player of the MA for the Russian army of his gible First Army infantry units, and one moves all units desired of the currently ac- choice, and that army must also move first Replacement marker on an eligible Sec- tive army up to the limits of their current in the following Russian player turn. ond Army infantry unit. MA.

5.322 German Phase. On their turn of 5.333 German Operational Phase. The 8.0 SUPPLY arrival, German reinforcements may be German player has two Commands: 1) placed on a rail line in any town/city in the two units of the German I Corps and Germany at least seven hexes away from 2) the rest of the Eighth Army (all other 8.2 How Units Are Supplied any Russian unit. The unit must be able units). The German player must always to trace a path of contiguous rail hexes activate and complete the movement of the free of Russian units and ZoCs (regard- German I Corps before the Eighth Army. 8.21 Supply Source Hexes. The green less of the presence of friendly units) to The German player rolls on the Command Entry Hexes are used as supply source a German western map edge supply Track to determine the Eighth Army’s hexes for the Russians. First Army units source. Unlike Russian reinforcements, current MA. Note that the four units of must trace to such hexes on the eastern stacking limits must be observed when the German 1st Cavalry Division always map edge, Second Army units must trace placing German reinforcements. have their printed MA available (subject to such hexes on the southern map edge. to supply). Starting on turn 5, two Ger- Flip one unit taking re- man units may move by Strategic Move- German units must trace supply to the placements and mark it ment [15.0]. gray supply hexes on the western map with a Replacement edge, or to Konigsberg. marker (also signifying 5.34 Russian Combat Phase that the unit cannot move 8.22 Tracing a Supply Line or attack). The German player may The Russian player may attack adjacent place his single Replacement marker German units according to the combat 8.221 Konigsberg. German units trac- on any eligible infantry unit. rules, but the Russian First and Second ing supply to Konigsberg may trace no Army units may never combine in an at- more than six hexes long. 5.33 Operational Phases tack. All Russian attacks may be resolved in any order desired. 8.222 Rail Lines. Rail lines in 5.331 First Russian Operational Phase. Tannenberg have no effect on supply. The Russian player rolls on the Command 5.35 Recovery Phases Their only effect is on the placement Track to determine the current Movement of German reinforcements and on Ger- Allowance (MA) for all units of ONE of 5.351 Russian Phase. Remove both Rus- man Strategic Movement. his two armies this turn. On turn 1 he must sian ACMs from the Command Track at Design Note: What! A WW I game where rail- choose to activate the First Army, because this time. Remove the Russian Replace- roads are ignored for supply? Yup. While it is the Second Army may not move on turn ment markers. true WW I armies were ultimately tied to rail- 1. On turns 2 through 4 the Russian player heads for supply, the armies in fre- chooses which army he wishes to activate 5.352 German Phase. Remove both Ger- quently attempted Napoleonic-style operations and move in this phase. Place the Army man ACMs from the Command Track at that pushed them far from their normal logisti- Command marker (ACM) on the Com- this time. Remove the German Replace- cal tether. (That was true both of Samsonov in mand Track as a reminder. Starting on turn ment marker. this battle and von Kluck at the Marne.) 5, he must choose whichever army the 5.36 Game Turn Advance/Victory Phase. Furthermore, tying supply to the rail lines German player chose in the previous Wire- Advance the Game Turn marker and be- would scarcely affect the Germans, who have

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a plentiful rail net inside . As for 9.23 German Reinforcements. On their for all units of his two armies. One army the Russians, most of their logistical problems turn of arrival, German reinforcements is activated in each of the two Russian are tied into their Command die rolls. may be placed on a rail line in any town/ Operational phases. On turn 1 he must Finally, and odd as it may seem to us, city in Germany at least seven hexes away choose to activate the First Army, because looking back today, commanders in 1914 did from any Russian unit. The unit must be the Second Army may not move on turn not think in terms of interdicting enemy rail lines. The Germans at Tannenberg were in- able to trace a path of contiguous rail hexes 1. On turns 2 through 4 the Russian player tent on surrounding the Rusian Second Army, free of Russian units and ZoCs (regard- chooses which army he wishes to activate not cutting its (largely non-existent) rail con- less of the presence of friendly units) to a and move in this phase. Place the Army nections. To force players to trace supply to German western map edge supply source. Command marker (ACM) on the Com- rail lines would result in very ahistorical at- Unlike Russian reinforcements, stacking mand Track as a reminder. Starting on tempts to halt the Russian advance with a limits must be observed when placing turn 5, he must choose whichever army single cavalry unit holding a rail line. German reinforcements. the German player chose in the previous Wireless Intercept Phase, using the com- mand roll made at that time. 8.3 Procedure 9.3 Replacements 10.41 First Army. Starting with the first 8.31 Russian Second Army Supply. The Each side has Replacement markers that command roll following any combat in Russian units have no attenu- may be used once per turn to rebuild units which a defending (not attacking) infan- ated supply. If they have no that have been reduced in combat. The try unit of the First Army loses a step in supply line during a Mu- German player has one Replacement combat, and for the rest of the game, use tual Supply Determination marker and may rebuild one step per turn. the “After loss” line of the First Army Phase, they are marked The Russian First Army has two markers Command Track. with an OoS counter. and may rebuild two steps per turn. The Russian Second Army has one marker and 10.42 Second Army. The Second Army Design Note: Logistics for the Russian may rebuild one step per turn. Replace- may not activate on turn 1. On turns 2- Second Army began to break down even ment markers also signify that the unit is 4 (only) use the “turn 2-4” line of the before that army crossed into East Prussia. “Done”—not able to move or attack. Second Army Command Track. 8.32 Russian 2nd Army units east of Steps may not be saved, nor may they be hexrow 3400 inside Russia may trace sup- 10.5 Wireless Intercept Phase ply through hexes in Russia (only) with- exchanged between armies. The marker out regard to the Russian retreat compass. limit is an absolute per-turn replacement limit for each army. Starting on turn 4, the Russian player rolls during this phase to determine the Move- 9.31 Replacement Restrictions. To be eli- ment Allowance of one of his two armies 9.0 REINFORCEMENTS gible for replacements a unit must be in for the First Russian Operational Phase AND REPLACEMENTS map-edge supply (not fort/Konigsberg of the following turn. The German player supply; not under an OoS or AS marker). chooses which army (First or Second), 9.2 Reinforcements and the Russian player rolls the die. Use the ACM marker for the chosen army as 9.21 Russian Reinforcements. Russian 10.0 COMMAND a reminder. The German player will thus reinforcements are placed on the lettered have advance knowledge of the MA for Entry Hexes (which also act as Supply the Russian army of his choice, and that Sources) marked on the map. Russian 10.1 In General army must also move first in the follow- reinforcements arrive at any reinforce- ing turn’s First Russian Operations Phase. ment hex of their particular army; east Both players must roll a die and compare Design Note: This rule simulates the ad- map edge for the First Army, south map the result to the Command Track to de- vantage the Germans had in reading Rus- edge for the Second Army, unless other- termine the MA for all units of an army. sian orders sent by wireless in an easily de- wise indicated on the Turn Record Track. ciphered simple block code. Exception: German cavalry always 9.22 Russian Entry Hexes. There are no uses its printed movement factor. stacking limits in Entry hexes, but units 10.6 German Commands must exit them at the earliest opportu- 10.4 Russian Commands nity, at which point stacking limits apply. The German player has two Commands: German units may never end their move 1) the two units of the German I Corps in or adjacent to a Russian Entry Hex. The Russian Player rolls on the Com- mand Track to determine the current MA and 2) the rest of the Eighth Army (all No combat may take place in such hexes. other units). The German player must al-

Copyright © 2001, GMT Games Page 5 Clash of Giants: Tannenberg ways activate and complete the movement Strategic Movement. Each unit may use of the German I Corps before the Eighth 11.0 OPERATIONAL Strategic Movement only once per game, but Army. After moving the I Corps, the Ger- both units need not use Strategic Move- man player rolls on the Command Track MOVEMENT ment on the same turn. No Strategic Move- to determine the Eighth Army’s current ment is allowed prior to turn 5. The two MA. Note that the four units of the Ger- Strategic Movement markers are provided man 1st Cavalry Division always have their 11.2 Limits as a reminder of the usage limit. printed MA available (subject to supply). In addition to those limits listed in the 10.61 German I Corps Attack State. basic rules, units may neither enter nor 15.2 Procedure Once per game on any of turns 1 through end their move adjacent to an enemy 4, the German Player must place the map edge supply source hex (though they To use Strategic Movement, a German German I Corps in an “Attack State.” may enter Konigsberg). non-motorized infantry unit must begin This is done before, and in place of, the the Operational Phase in a town or city I Corps Command Roll. The I Corps inside Germany on a rail line, not in a may only be placed in an Attack State if 11.6 Cavalry Restrictions Russian ZoC and able to trace a path of at least one of its two divisions is on the contiguous rail hexes free of Russian map, in full map edge supply, and within 11.61 German Cavalry. The German 1st units and ZoCs (regardless of the pres- six MPs of a Russian unit. If both divi- Cavalry Division units have their Move- ence of friendly units) to a German west sions are on the map they must be within ment Allowance printed in the bottom map-edge supply source. During the four hexes (that is, three intervening center (either 8 or 6). Subject to supply Operational Phase, after rolling for com- hexes) of one another at this time. effects, they always uses their printed mand but before any movement, remove MA. German cavalry moves along with the unit(s) from the map and place the If these requirements are met the Ger- the Eighth Army, after the I Corps has unit(s) on the Turn Record Track two man player may declare the I Corps in completed its movement. game turns later (mark the unit with a an Attack State, placing the I Corps Strategic Movement marker). For ex- ACM on its “von Francois Attacks” side Movement Allowance ample, if the unit was removed on turn 5, on the Command Track as a reminder. place it on the track on turn 7. All fully-supplied I Corps units now have a MA of six this turn, but at least one of The unit(s) may be returned to the map the I Corps units must attack this turn. starting on that turn or any subsequent Upon declaration of the Attack State, if 11.62 Russian Cavalry. Russian Cavalry turn, but the unit may be held off the for any reason this attack is not made, has the same MA as the army to which map no more than two turns after it was the German player forfeits the game. it belongs. eligible to return. For example, if the unit was eligible to return to the map on turn 7, If the German player fails to place the I Design Note: Yes, Russian cavalry have the it can return on turns 7, 8 or 9—but no Corps in Attack State by the end of turn same MA as the infantry of their respective later than turn 9. 4, he loses the Eighth Army H/L com- armies. The Russian cavalry, of variable mand roll modifier [10.62]. quality at the best of times, was at its worst Units are returned to the map during the during this campaign, largely because of in- Reinforcement Phase. Returning units competent corps level command. Design Note: An able and aggressive corps must be placed in any German-con- commander, von Francois could be insubor- trolled town or city inside Germany on dinate at times—his attack without orders a rail line, not in a Russian ZoC and able at Stalluponen disrupted the defensive plans 15.0 STRATEGIC of the Eighth Army commander. If the I to trace a path of contiguous rail hexes Corps is never placed in Attack State it MOVEMENT free of Russian units and ZoC (regard- means Prittwitz has shown uncharacteris- less of the presence of friendly units) to tic backbone and maintained a tighter hold 15.1 In General a German west map edge supply source on his army. As a result, he doesn’t panic and in full (map edge) supply. threaten a withdrawal to the Vistula, and Only the German Player may is not replaced by Hindenburg/Ludendorff. perform Strategic Movement. Stacking limits must be observed when units are returned to the map. If both units 10.62 Eighth Army. Starting on game This simulates the use of rail movement to redeploy a Ger- are returned to the map on the same turn turn 5, and for the rest of the game, the they must be placed on the same hex. German player uses the H/L line of the man corps. Up to two Ger- man non-motorized infantry Eighth Army Command Track, if and Returning units may perform normal only if he has fulfilled the German I units, of any size, that start the game on the map may use movement and combat on the turn of Corps Attack conditions [10.61]. their return.

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The Marne, 1914

now positioned to strike von Kluck’s lowance to do so). Units may never re- 1.0 INTRODUCTION exposed right flank. On September 5th enter Start Hexes once they have en- the Battle of the Marne began. tered the map.

1.1 The Marne It is August 31, 1914. The campaign Exception: Defending German is about to begin... units may retreat onto Start Hexes to avoid elimination. They must re- In the West, The Great War began enter the map as soon as possible. with two great offensives. In the north, 2.0 GAME COMPONENTS the German , as modi- Units of either side in a Start Hex may fied by the German commander, Gen- attack onto the map if they were pre- eral Helmuth von Moltke (nephew of 2.1 The Game Map vented by enemy units from entering the Great Moltke who had won the map during their Operational Germany’s wars of unification) sent 2.11 Game Scale. Each hex on the Phase. They must advance after com- four armies on a scythe-like swing bat onto the map if possible. through Belgium into northern France. map represents approximately 3.3 miles In the south, the French under Gen- across. Each turn represents the pas- eral Joseph Joffre launched Plan XVII, sage of one day. Units are divisions and a series of frontal assaults against the brigades. 3.0 GAME SETUP German armies in Alsace-Lorraine and 2.12 The Retreat Compass. Note the the Ardennes. Retreat Compass for each side on the 3.1 Campaign Setup map. German units retreat to the By August 31st, the French plan had northwest, north and northeast. Allied collapsed, while the German aim of Both players should take all the units units retreat to the southwest, south enveloping Paris and the French armies they control and sort them into two and southeast. from the west had likewise been aban- piles: 1) units with a reinforcement doned. Instead, east of the French capi- 2.13 Start Hexes. The northernmost turn of entry to the right of the unit tal, the German armies were advanc- hexes (numbered xx01) on the map are type box, and 2) those units without ing to the south and southeast in pur- called Start Hexes, and are marked as such a number. Place the reinforce- suit of the retreating French Fifth either Allied or German. Most units be- ments on the Turn Record Track on the Army and the British Expeditionary gin the Campaign Game in the Start turn indicated. Force. Hexes. German reinforcements enter the game through the German Start Hexes. 3.11 Allied Setup. The Allied player By September 4th the German First sets up first. Place all French and Brit- Army of General Alexander von Kluck Zones of Control do not extend into or ish units that start the game as part of was south of the Marne, and consider- out of the Start Hexes. Units in Start a particular army (those with no rein- ably ahead of its left-hand neighbor, Hexes may not be attacked. Units in Start forcement turn number) in an Allied General Karl von Bulow’s Second Hexes are always in supply. All Start Start Hex on the north edge of the map Army. Still intent on his pursuit of Hexes are considered to be clear terrain containing that army’s number. The what he believed to be a beaten enemy, for all purposes. Allied units may never Allied player may place units in excess von Kluck detailed a single corps to enter German Start Hexes. German units of the stacking limits if necessary. Units protect his right flank against an at- may enter and pass through the Allied assigned to the “FCP” are placed any- tack from the direction of Paris. Start Hexes on their way to the map. where within the Fortified Camp of Paris, within Unknown to the Germans, the Allied Both starting units and reinforcements stacking limits. Place a armies had rallied, and Joffre, shifting must move onto the map as soon as Demoralized marker on forces steadily from east to west, had possible (as soon as their army is acti- each Allied Army’s Com- built a new Sixth Army at Paris. It was vated and they have the movement al- mand Track.

Copyright © 2001, GMT Games Page 7 Clash of Giants: Marne 3.12 German Setup. The German 4.3 Hex Control player sets up second. Place all Ger- man units that start the game as part 4.21 At Start. At the start of play, the 5.2 The Sequence of Play of a particular army (those with no re- Allied player controls all VP hexes on inforcement turn number) in a German the map. I. Allied Player Turn Start Hex on the north edge of the map A. Allied Logistics Phase containing that army’s number. Nor- 4.22 Gaining Control. The German 1. Supply Segment mal stacking limits apply. player gains control of a VP hex the 2. Reinforcement Segment instant a supplied German unit enters 3. Rally Segment Note: Ignore the German that hex; the Allied player regains con- B. Allied Operational Phase Cavalry Command Marker (but see the trol the instant a supplied Allied unit 1. Command & Movement optional rule 16.3 below). enters the hex. Control of a given hex Segment may switch from one side to the other 2. Command & Movement any number of times during play as Segment 3.2 Battle Scenario units move across the map. Mark con- .. etc. (one segment per Army trol of VP hexes by flipping the Con- Command marker) Alternatively, see 17.0 for the setup to trol marker to the appropriate side each C. Allied Combat Phase begin the game on turn 6, if you wish time control changes hands. D. Allied Recovery Phase to focus more directly upon the Battle of the Marne itself (skipping the Ger- AS units are not considered supplied II. German Player Turn man pursuit leading into it). for the purpose of this rule. A. German Logistics Phase 1. Supply Segment 2. Reinforcement Segment 4.0 HOW TO WIN 3. Rally and Replacement Seg- ment B. German Operational Phase 4.1 Game Victory 1. Command & Movement Segment 2. Command & Movement Victory is determined at the end of the Segment September 11 game turn (turn 12). The .. etc. (one segment per Army player who controls the majority of Command marker) Red Primary Victory Hexes wins. If C. German Combat Phase neither player controls a majority, the D. German Recovery Phase player who controls the majority of Black Secondary Victory Hexes wins. III. Game Turn Advance/Victory A draw is not possible. Phase

4.2 Instant Victory 5.3 Phases and Procedures The German player wins at the mo- 5.0 SEQUENCE OF PLAY 5.31 Logistic Phases ment he occupies any city hex of Paris with a German combat unit. The game 5.311 Supply Segment. Check all ends immediately at that point. 5.1 The Turn Sequence units, and place “AS” and “OOS” mark- ers as appropriate. The supply status Design Note: No, the capture of Paris Each game turn represents one day of lasts until that player’s next Supply would not win the war for the Germans, real time. The sequence for a game turn but it would have had significant politi- Segment. All units of both sides begin is outlined below. Note the sequence cal effects, and represents a significant game turn 1 in supply. enough development to give the German below takes precedence over the ge- player the victory. neric sequence in the standard 5.312 Reinforcement Segment. Newly rulebook. arriving units may be placed in the en- try hex indicated on the counter. If that hex is currently under enemy control any units entering there this turn are eliminated instead.

Page 8 Living Rules Battle Book 12/25/01 Clash of Giants: The Marne

5.313 Rally Segment. The active may never attack German units in the player checks any currently Demoral- Start Hexes (Allied or German) on the 9.0 REINFORCEMENTS ized armies to see if they have fulfilled north map edge. the conditions necessary for Rallying. AND REPLACEMENTS 5.34 Recovery Phases 5.32 Operational Phases 9.2 Reinforcements Remove Done markers from units. The active player places all of his avail- Remove ACMs from the Command 9.21 Allied Reinforcements. Allied re- able ACMs in an opaque cup. He then Track. inforcement units are placed on the turn randomly draws one ACM from the indicated on the unit. FCP units may set cup and performs the first Command 5.36 Game Turn Advance/Victory up anywhere, subject to the stacking lim- & Movement Segment with only units Phase. Advance the Game Turn its, in friendly controlled supplied hexes of the army selected. marker and begin a new game turn. At in the Fortified Camp of Paris. The the end of the September 11 turn, de- French reinforcements are 5.321 Command & Movement Seg- termine victory [4.0]. placed on the south map edge within that ment. The active player rolls one die army. If units cannot enter the game on and finds the result on the Command the turn indicated they do not enter the Track of the Army whose ACM was 8.0 SUPPLY game. For game purposes they are con- drawn from the cup. The correspond- sidered eliminated. ing box on the track shows the current Movement Allowance 8.2 How Units Are Supplied 9.22 German Reinforcements. Ger- (MA) for all units of the man reinforcements are placed in any army whose ACM was German Start Hex containing the drawn [8.0]; place the 8.21 Supply Source Hexes. Allied sup- number of the army indicated on the ACM on the Command ply sources are any hex on the south unit. Stacking limits apply. Track in that box as a reminder. The map edge (1025, 1125, 1225 and so active player then moves all the units on). French units within the boundary he wishes of the currently active army, of the Fortified Camp of Paris may 9.3 Replacements trace supply to any Paris city hex. up to the limits of their current Move- Units may attempt to gain replace- ment Allowance. German units trace supply to any hex ments during the Command & Move- ment Segment as explained below. After the first Command & Movement on the north map edge (1002, 1102, 1202 and so on). Segment is completed, the active player 9.31 Restrictions. A unit may only at- then repeats the procedure for each re- tempt to receive replacements when it maining army, one by one, as he draws Units of both sides in Start Hexes are always considered to be in supply. belongs to an army which rolls a “2*” the ACM markers from the cup. result on the Command Track. Only reduced two-step units may attempt to French units which end their move 8.3 Procedure receive replacements. A unit must be within the area of a different army that in full supply (free of either AS or OoS has not yet activated this turn should markers) in order to make the attempt. be marked with a Done marker. 8.31 German First Army Supply. Ger- Units may attempt to receive replace- man units within the German First ments while in an enemy ZOC. Note that unlike the French forces, Army area boundary have no Attenu- which are activated according to the ated Supply status. If they have no sup- Note: French units within the Forti- army area they occupy, the British BEF ply line during a Supply Determina- fied Camp of Paris may roll for replace- units are always activated together tion Phase they are always marked with ments if the French has a [8.0]. an OoS counter. command roll of *2.

Design Note: At the outer edge of the great 5.33 Combat Phases 9.32 Procedure. Mark German wheel through Belgium and northern France, the First Army was far- the unit attempting to re- 5.331 Allied. The Allied player may thest from its railheads, and suffered the ceive replacements with a attack adjacent German units accord- greatest amount of fatigue from constant Done marker (whether ing to the combat rules, but French and forced marching. the attempt is successful British units may never combine in an or not), roll one die. The attack. All attacks may be resolved in unit regains a step if the die roll result any order desired, with eligible units falls within the listed range: advancing after combat. Allied units

Copyright © 2001, GMT Games Page 9 Clash of Giants: Marne

French: Roll is less than or equal to the 10.31 All “2*” results on the Command MA of 8 as long as they also end unit’s TER (and remember that units of Table are treated as “3” results. their movement within the FCP. a demoralized army outside the FCP • May trace supply to any Paris city have their TER reduced by 1). 10.32 German units may not move hex. BEF: Roll is a 1. across German army boundary hexsides • May ignore the effects of the Pur- German: Roll is less than the unit’s TER. [10.4] during their Operational Phase. suit Rules [10.3]. • May ignore the effects of Demor- 9.33 Paris Taxis. The Paris Taxis marker 10.33 Allied units may move only in di- alization [10.5]. acts as an automatic one-time replace- rections allowed by the Allied Retreat ment step for any one French unit that Compass. On turns 1 and 2, all Allied units British units may not end their move- can trace to any Paris hex a path not must attempt to expend their full current ment within the FCP. If forced to re- longer than ten hexes in Movement Allowance. On turns 3 and 4, treat into the FCP they must exit it at length and free of enemy BEF units must attempt to expend their the earliest opportunity. units or their ZoCs (enemy full current Movement Allowance. ZoCs not negated by FCP units are always free to leave the friendly units). Exception: French units starting FCP. their Operational Phase within the This replacement may be saved for use Fortified Camp of Paris are exempt 10.44 Crossing Boundary Hexsides. A in any turn, and on any unit regardless from this movement restriction. unit that ends its move within the bound- of the Army’s Command Table result. aries of a friendly army which has not yet 10.34 Demoralization effects automati- had its ACM drawn must be marked with The unit for which the Paris Taxis replace- cally apply to all Allied Armies (turn 5 a Done marker. This is solely ment is used is not marked with a Done is the first opportunity to Rally any of to prevent a unit from being marker, and is free to move in the same them). See 10.5. able to move twice in one turn in which it receives the replacement. turn. The unit will be free to move as part of its new army 10.4 Army Boundaries on the following turn. 10.0 COMMAND 10.41 Army Boundary Hexsides. The German units may not move across boundary hexsides of each army are friendly army boundary hexsides on turns 10.2 Command Tracks marked on the map. A unit always be- 1 through 4. longs to the army of its own nationality French units of a Demoralized army may Each army is activated individually when within whose boundaries it finds itself at any given moment. not move across friendly army boundary its ACM is drawn during the current hexsides. Operational Phase. A die roll result on the Command Track determines the EXAMPLE: A French unit in hex 3903 is part of the French Ninth Army. BEF units may move freely across the Movement Allowance for all units of the French Fifth and Sixth Army boundary activated army. The owning player must A German unit in hex 3903 is part of the German . hexsides, but may not move across the complete all movement for all units within French Fifth and Ninth Army bound- the indicated army boundary hexsides 10.42 British Expeditionary Force. The ary hexsides or into the Fortified Camp before drawing another ACM. Once he of Paris. draws another ACM, he may not go back BEF may operate freely anywhere within the boundaries of the French Fifth and and adjust or re-do the movement of units Units of both the French Fourth and of an army that has already moved. Sixth Armies, but may not move volun- tarily into the Fortified Camp of Paris German Fourth Armies marked with aa yellow background color in the unit type Design Note: Cavalry has the same move- (FCP). The BEF is always treated as one box may not move across friendly army ment allowance as infantry in the Marne. army for all purposes, even if its units are By this time in the campaign the horses of spread across both French Army areas. boundary hexsides—they must stay both sides were exhausted and the cavalry within their respective areas. These units commanders grown markedly more cautious. 10.43 Fortified Camp of Paris. The area may retreat across army boundary hexsides marked by the red border around Paris to avoid elimination, but must move east is the Fortified Camp of Paris (FCP). of the boundary as soon after as possible. 10.3 Pursuit Rules French units within the FCP: • Activate as part of the French Design Note: This represents the need to maintain contact with the armies fighting The following rules are in effect on turns Sixth Army. to the east of the game map. 1 through 4 (inclusive) of the Campaign • Which begin their movement Game. within the FCP, always have a

Page 10 Living Rules Battle Book 12/25/01 Clash of Giants: The Marne 10.5 Demoralization and Rally after nearly two weeks of retreat. Ferdinand Foch, the ultra-aggressive commander of the To form a detachment, a unit must begin 10.51 Allied Demoralization. All Al- French , was an exception. its Operational Phase in supply. Simply lied armies begin the game subtract one step from the “parent” unit Demoralized. All units of a to detach the brigade. Place the newly- Demoralized army suffer 15.0 STRATEGIC detached brigade in the hex with its par- the following effects: MOVEMENT ent. Stacking limits must be observed at • The TER of each the end of the Operational Phase. unit is reduced by one. Exception: The detached units behave as normal French units within the Fortified Each turn one active French infantry unit Camp of Paris are exempt from German units for the rest of the game. (division or brigade) may move by rail in They may not be reattached. this effect. place of its normal movement. It must • Units may not move across an begin its Operational Phase on a rail hex, Allied Army Boundary hexside not in an enemy ZoC, and able to trace 16.2 Optional German during their Operational Phase. to Paris a line of contiguous rail hexes Exceptions: The BEF ignores free of enemy units or ZoCs (regardless Reinforcements this effect. of the presence of friendly units). Place the Entrained German Player can add to his starting The boundary movement restriction for marker on the unit and roll units three corps (six divisions). All six an army is removed if all adjacent armies two dice. Adds the numbers units may be added to the German start- have rallied on a previous turn [10.52]. rolled—this is the unit’s rail ing forces at a cost of two SECONDARY movement allowance. It VPs. At the end of the game, subtract two 10.52 Allied Rally. Starting on turn 5, may move up to that number of contigu- from the German total of secondary VPs. and on each subsequent turn, the Allied ous rail hexes, but may not at any point This, of course, has no effect if the Ger- player checks each Demoralized army to enter an enemy ZoC (regardless of the mans take Paris, or a player wins by hold- see if it has Rallied. Once Rallied, an army presence of friendly units). Once the ing a majority of primary VPs. is never subject to Demoralization again. move is completed, remove the En- trained marker (which is used simply to German optional units may overstack on Individual armies may rally at the start remind you not to enter an enemy ZoC). set-up (but the infantry/cavalry restriction of any turn (5 or later) according to the still applies); they must meet normal stack- following specific rules: Apart from this, rail hexes have no other ing limits as soon as physically possible. French Sixth Army: Rallies if all of effect on play. units of that army are within the Design Note: The Guard Reserve and 11th Fortified Camp of Paris regardless Design Note: The Germans had at this point Corps were units sent by Moltke to the East of the presence of German units. basically outrun their rail supply. The Front after the fall of Namur. The 7th Re- French Fifth or Ninth Armies: Ral- French had a large number of rail lines for serve Corps was used to besiege Maubeuge, lies if all of units of that army are supply, and were in danger only if the Ger- arriving at the Aisne River just after the south of the Seine and/or Aube mans surrounded them, or advanced far battle of the Marne. If it is taken as an op- tional unit, we are assuming that Maubeuge River. enough south to cut the last direct connec- tion between Paris and eastern France (rep- was masked by one of the 7th Reserve’s bri- French Fourth Army: Rallies if all gades rather than taken. All optional units of units of that army are south of resented by the Victory Conditions). At The Marne the Germans had basi- must be taken together, under the assump- hexrow xx17. cally advanced beyond the reach of their rail- tion that Moltke has decided not to waver The BEF: Rallies when both the heads, while the French rail lines were busy from the concept of the Strong Right Wing. French Sixth and Fifth Armies moving supplies and transporting the French have rallied. reinforcements that appear in the game. Any Allied Army: Rallies if no unit 16.3 German Jaeger Brigade of that army is currently adjacent to a German unit (AS and OoS 16.0 SPECIAL UNITS The German Jgr Brigade unit is treated units of either side are ignored for as a cavalry unit for all purposes. It may the purpose of this rule). not attack (its combat fac- tor is shown in parentheses). Design Note: Notice that the Command die 16.1 German Detachments rolls for Allied armies other than the French Design Note: This unit rep- Ninth yield fewer Movement Points on av- The German player may form up to two resents an amalgam of vari- erage once they have rallied. This is inten- one-step brigade detachments during the ous light infantry and mo- tional. The Allied commanders found it hard the game. Only divisional units with two torized battalions used to screen the gap be- to switch mental gears to an offensive mindset steps may form brigade detachments. tween the First and Second Armies.

Copyright © 2001, GMT Games Page 11 Clash of Giants: Marne Optional: The Marker (and the sepa- within 1 hex of their listed set up hex, FRENCH SETUP rately colored 1 Army Cavalry not including any Allied set up hexes. counters) is left over from a rule that Unit: Size: Hex: was dropped after the counters went Design Note: The historical battle sce- 3 Cav XX 1115 to the printer, so they can be ignored. nario strongly favors the Allies (the FM X 1211 But, otoh, since they are still there, Germans, having allowed the Allied 86T XX 1310 optionally you can do the following: armies to escape during the pursuit, 92T XX 1511 are in a bad way). The following two 1 Cav XX 1510 Treat the German 1st Army and 1st optional rules should make the scenario 85T XX 1613 Army Cavalry as two separate com- more competitive. Use of 17.5 may 62R XX 1413 mands, both using the 1st Army Com- often lead to the game ending in a PR Cav XX 1813 mand Track. The three 1st Army Cav- draw, perhaps a more accurate descrip- 61R XX 1710 alry units are only treated as a separate tion of the battle, for all its strategic 5 Cav XX 1708 command within the 1st Army bound- implications. 14 XX 1908 ary, and only those three units are so 63R XX 1908 treated (ignoring any other cavalry that CH X 1909 later attaches itself to 1st Army). 5R XXX 1910 GERMAN SETUP MR X 1911 45 XX 1911 16.4 British Cavalry Training Unit: Size: Hex: 4 Cav XX 2620 4 Cav XX 2007 8 Cav XX 2621 British cavalry uses its printed TER 4R XXX 2209 10 Cav XX 2718 when defending against enemy infantry. 2 XXX 2214 38 XX 2819 Jgr X 2414 18 XXX 2819 2 Cav XX 2415 4R XXX 2919 17.0 BATTLE SCENARIO: 4 XXX 2516 37 XX 3019 THE ALLIED COUNTERATTACK 9 Cav XX 2617 5 XX 3019 GD Cav XX 2717 6 XX 3019 3 XXX 2818 1 XXX 3118 17.1 In General 5 Cav XX 2917 10 XXX 3317 9 XXX 3018 42 XX 3516 This scenario depicts the Battle of the 7 XXX 3116 MR XX 3616 Marne proper, from the initial Allied at- 10R XXX 3215 9 XXX 3616 tacks by the French Sixth Army to the 10 XXX 3415 11 XXX 3716 German decision to withdraw behind the GD XXX 3614 51R XX 3618 Aisne River. 12 XXX 3813 52R XX 3717 23R XX 3815 60R XX 3717 24R XX 3706 9 Cav XX 3917 17.2 Length and Victory Con- 19 XXX 4113 17 XXX 4119 ditions 8R XXX 4709 12 XXX 4421 8 XXX 4716 5 COL X 4618 18 XXX 4814 This scenario begins at the start of COL XXX 4618 3 Cav XX 4914 game turn 6 (September 5). It con- 2 XXX 4917 6 Cav XX 5014 cludes at the end of turn 12. All nor- 7 Cav XX 5115 mal rules and victory conditions apply. BRITISH SETUP 17.4 Optional: On turn 6 (turn 1 of the scenario), French 6th and 4th 17.3 Scenario Setup Unit: Size: Hex: Armies, and the BEF, have an automatic 3 XXX 1817 MA of 2. No die roll is required, though All units are set up at full strength as 2 XXX 2117 the order they are activated still depends follows. All Allied Armies have Ral- 1 XXX 2418 on the order their ACM chits are drawn. lied. Note that when a corps (XXX) is 1 Cav XX 2518 listed, set up both units of that corps. 5 Cav X 2519 17.5 Optional: Allow the Allied player to only count a Primary Victory as a win. The All German units may set up in any German player may still win a Secondary hexes (subject to the stacking limits) Victory if the Allies fail to win a Primary Victory, or the game may end in a draw.