RULE BOOK Table of Contents

1.0 Introduction...... 2 10.0 Command Control...... 11 2.0 Game Components...... 2 11.0 Strategic Movement...... 12 3.0 Set Up...... 5 12.0 Operational Movement...... 13 4.0 Winning...... 6 13.0 Combat...... 14 5.0 The Turn Sequence...... 8 14.0 Prepared Positions & Siege Guns...... 16 6.0 Stacking...... 8 15.0 (Optional) Dummy Counters...... 18 7.0 Supply...... 8 16.0 Battle of the Marne Scenario...... 18 8.0 Reinforcements, Replacements & Withdrawals..... 10 17.0 Short Historical Campaign Scenario...... 19 9.0 Entrenching...... 11

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com 2 1914: Glory’s End Rules Manual 1.0 Introduction 2.0 Game Components

1.1 In General 2.1 Component List 1914: Glory’s End is a two-player simulating the open- The components of 1914: Glory’s End are as follows. ing campaign of World War I in the west, from the Battle of the Frontiers to the final German effort to win the war that year at Two 176-counter 5/8" countersheets Ypres. Players step into the shoes of the supreme commanders One 22"x34" mapsheet of both sides. The German player is generally on the offensive, attempting to capture enough French towns and cities to bring Two player aid cards (identical) on a military and political collapse, but the Allied armies are also One pad of Roster Sheets powerful, and are capable of delivering strong counterblows of This rulebook their own. Two 6-sided dice (also usable for When Eagles Fight) 1.2 Game Scale Each game turn represents three days. Each hex equals 9.5 miles 2.2 The Game Map (15.4 km) from side to opposite side. Units represent brigades The map represents the areas of Western Europe across which (5,000 to 8,000 men), divisions (15,000 to 18,000 men) and corps the 1914 campaign was fought. A hexagonal (“hex”) grid is (30,000 to 55,000 men). printed over the map to regulate placement and movement of units. A unit is considered to be in only one hex at any one time. 1.3 Time Limits Each hex contains natural and/or manmade terrain features that After you’ve become familiar with the game, we recommend can effect the movement of units and the combat between units. limiting each player to no more than 10 minutes to complete The manmade and natural terrain on the map have been altered each of his player turns. This rule not only speeds play, it also from their real-world configurations to fit within the hex grid, but forces players to make hurried decisions of the kind faced by the relationships between the terrain from hex to hex are accurate their historic counterparts. to the degree necessary to present players with the same space/ time dilemmas faced by their historic counterparts. 1.4 List of Game Terms Following is a list of acronyms used in 1914: Glory’s End, what Each hex has a four-digit identification number. They are used each stands for, and the main rule reference for each. to find places more quickly (for example, the city of Antwerp is in hex 1226), and to allow you to record unit positions if a CRT - Combat Results Table (13.0) match has to be interrupted and the game temporarily put away DRM - Die Roll Modifier (13.12) before it can be finished. FZs - Fortified Zones (14.3) The charts and tracks are used for recording and resolving various LPs - Loss Points (13.17) game events and activities. Details on their use are explained in the appropriate sections below. MA - March Assault (13.23) MPs - Movement Points (12.1) 2.3 The Counters OOC - Out of Command (10.1) Most of the counters included in the game represent combat OOS - Out of Supply (7.1) units; others are provided as informational markers and memory aids. After reading through these rules at least once, carefully PA - Prepared Assault (13.0) punch out the counters. Hint: Trimming the “dog ears” off their RR&W - Reinforcements, Replacements & Withdrawals (8.1) corners with a fingernail clipper facilitates their handling and SM - Strategic Movement (11.1) stacking during play. TEC - Terrain Effects Chart Each combat unit counter displays several pieces of information: VPs - Victory Points (4.1) nationality, historical identification, organizational, size, combat and step strengths, operational movement allowance, and turn of entry or initial placement information.

© 2014 GMT Games, LLC 1914: Glory’s End Rules Manual 3

2.4 Sample Combat Units *Design Note: It’s possible—if the German player decides not The unit below is the German 2nd Infantry Corps. When at “full to invade there—that Belgium may not be actively involved strength” it contains four “strength steps” (each side of the coun- in the game (neutral). Belgium is never on the German side ters represents one step, see 2.11). At its full (four-step) strength, (see 3.7). it has an “attack factor” of 6, a “defense factor” of 7 (see 2.9), and a “movement factor” of 4 (see 2.10). It begins the game on the map as part of the German 1st Army (see 3.3 and 3.4). 2.6 Historical Identification Each unit is identified by a number and/or letter abbreviation Unit Type Unit Size of its full historical name. The abbreviations are listed below. Initial Army Designator B – Bavarian Step Strength Unit ID BR – Bavarian Reserve C – Cavalry Attack Defense Movement Co – Colonial Factor Factor Factor DL – Deckungstruppen am Oberrhein des Landwehr (Landwehr Covering Troops of the Upper Rhine) The three units depicted below illustrate information not shown in the preceeding illustration. The top unit starts the game in E – Ersatz a specific hex, as indicated by the 4-digit number in its upper FR – Fortress Reserve right corner. The other two units are reinforcements; they enter G – Guard the game on the turn indicated by the first number in the upper left corner. The French unit in the middle also has a 4-digit hex GR – Guard Reserve number indicating the hex it enters on the turn indicated. The I – Indian bottom unit is a cavalry division, which has different combat L – Landwehr (German Home Guard) factors than infantry units (see 13.24). LFD – Lille Fortress Division Initial M – Moroccan Placement hex N – Naval NR – New Reserve R – Reserve Turn of Entry-Entry hex T – Territorial (French Home Guard) 2.7 Unit Types The symbols in the center of the counters indicate the types of Sample Cavalry unit units used in this campaign. They are: Turn of Entry Infantry Naval Infantry Fortress Infantry Combat Factor vs. Combat Factor vs. Cavalry only non-Cavalry (13.24) Cavalry 2.5 Nationality Siege Guns A unit’s nationality, and therefore the “side” it’s on, is indicated 2.8 Unit Size by its color scheme. A unit’s organizational size is indicated by the follow symbols. The Allied Side XXX – Corps XX – Division Belgian Units* – Light Blue X – Brigade British Units –Tan I – Battalion

French Units – Dark Blue Design Note: A bracket atop a unit’s size symbol means it’s an irregular or ad hoc formation of that approximate size. Such The German Side units should be referred to as “groups.” Fortress units don’t have size symbols (see 14.0). German – Gray

© 2014 GMT Games, LLC 4 1914: Glory’s End Rules Manual

2.9 Attack & Defense Factors 2.12 Other Counters These two “combat factors” are separate measures of a unit’s The use of the following counters is explained in the rules ability to conduct offensive and defensive combat operations. section(s) indicated. Their uses are explained in section 13.0. Design Note: The combat factors shown on cavalry and siege gun units are exceptions to the general arrangement described above. For details on those, see 13.24 and 13.25 for cavalry, Mobilization marker (3.3) and 14.7 for siege guns. Also note the French “R” groups are stronger on defense than their active corps brethren (the 5-4-4s). The reserve groups had three divisions each, rather than two. Game Turn (5.2)

2.10 Operational Movement Factor This number is a measure of a unit’s ability to move across the map during its “Operational Movement Phase” every game turn. German Dummy/Control marker (4.2 and 15.0) Units pay differing movement costs to enter different hexes, depending on the terrain in those hexes and along the hexsides surrounding them (see 12.0). British Dummy/Control marker 2.11 Steps All units in the game are “one-step,” “two-step,” “three-step,” or “four-step” units. Those with combat and movement factors printed on only one side of one counter are “one-step” units; French Dummy/Control marker those with combat and movement factors printed on both sides of one counter are “two-step” units. Three- and four-step units are each represented by two coun- ters. Only one of those counters may be in play on the map at Out of Command marker (10.0) any one time. The lower-valued counter (with a large dot in its upper-left corner) is substituted for the higher-valued counter as the units take losses (see 13.20); the higher-valued counter may be substituted for the lower-valued if the unit receives replace- ments (see 8.6). Available Replacements (8.6) The steps contained in a unit are a measure of its ability to absorb losses before being eliminated. When a unit is “eliminated” in game play, it doesn’t mean every individual in it has been killed; it means enough casualties and equipment losses have been suf- Positive Victory Point marker (4.2) fered by the unit to render it useless for further combat operations. If a two- or multi-step unit “takes a step loss,” it is flipped over so its reduced side (the one with the lower step value) shows. If a one-step unit (or a two-, three- or four-step unit that had already Rest & Replenishment (8.6) been “reduced”) takes a step loss, it is removed from the map (“eliminated”) and placed in the “Deadpile.”

Sample “four step” unit Fortified Zone (14.3)

Completed Entrenchment marker (9.2) Black dot indicates Step Strength reduced unit counter

© 2014 GMT Games, LLC 1914: Glory’s End Rules Manual 5 3.0 Set Up 3.4 “0” Units The French 1st Cavalry Corps and several units on the German side are 3.1 Choose Sides & Set Up indicated as belonging to army “0” Choose which of the two scenarios is to be played and which (zero). That really means they started side each player will command. The “German player” commands the campaign under the direct control of their supreme headquar- all German units; the “Allied player” commands all units of the ters. For set up purposes, both players assign them to any one French, British and (if that nation is put into play by a German (or, for the German, several) of the starting armies. Once as- invasion) Belgian armies. signed, the “0” units are set up just as if the number of the as- signed army was the one printed behind their own unit ID. Sort each side’s units into three piles: one for “at start” units (those with either an initial army or initial placement hex num- Design Note: On 2 August, GQG ordered the French 4th Army ber in the upper left corner), another for substitute units, and a from reserve to a position on the left of 3rd Army. However, third for reinforcements. Place the reinforcement units for both that concentration was not completed by 14 August, which is sides directly on the Turn Record Chart printed on the mapsheet, why the 4th starts at hex 3223. putting each in the box corresponding to the game turn during which they will enter play. 3.5 Free Set Up Scenario 3.2 The Historical Scenario This scenario allows both players to devise their own mobiliza- This scenario begins with Belgium and Luxembourg’s neutrality tion plans for their initial army units, but at the cost of adding already violated by the Germans. (The Belgian army is therefore considerable time to play of the game. That is, both players again already actively on the Allied side; there is no Luxembourg army.) begin setting up by deploying their side’s at-start units with Holland and Switzerland are neutral and neither may have their specific set up hexes printed in their upper-left corners directly territory violated by either side during play of the game. in those hexes. Then the German player temporarily turns aside from the map while the Allied player deploys his five army mo- Design Note: Swiss territory may never be entered by any bilization markers onto the map to serve as visual aids for the units in either scenario. Holland’s neutrality may be violated rest of his deployment. by the Germans; see 3.7. In this scenario, neither player is required to place his army mo- bilization markers in the hexes printed on those counters. The 3.3 Historical Campaign Set Up Allied player may place his markers anywhere in France, and Place all at-start units with specific hex numbers, including the the German may place his anywhere in Germany (no more than Mobilization Markers, directly in those hexes. one per hex in both cases—and also see 3.7). Next, the German player should temporarily turn away from the After deploying his army mobilization markers, the Allied player map while the French player places on the map all his at-start deploys his initial army units, including “zero” and dummy units, units with an “Initial Army Indicator” number (see 2.4). All such directly on the map within the same limits given for the histori- units must be placed in France (only!) on or within three hexes cal scenario. For example, each French unit must begin within of the appropriate mobilization counter. They may set up stacked three hexes of its proper army mobilization marker inside French (within normal limits) with other units of their own army and/ territory, not stacked with units of other numbered armies, etc. or with starting units that don’t belong to any initial army. Units After all his initial army units are placed, the Allied player records belonging to one army may not begin play stacked with units those units’ starting hex numbers on a piece of paper creating a belonging to any other army. roster sheet, puts that paper out of sight, and removes from the After that, the French player should turn away from the map map his initial army units, including the “zero” unit, dummies and while the German player places on the map all his at-start units mobilization markers. Then the Allied player turns aside while the with an “Initial Army Indicator” number. They must be placed German repeats the same process for German Initial army units. within three hexes of their army’s mobilization counter in Ger- After both sides’ plans are recorded as given above, the German many, Luxembourg and Belgium. (Note: in this scenario, at least again turns aside while the Allied player takes out his roster one eligible German unit must start in each of those last two sheet and redeploys exactly as before. Then the Allied player countries.) No German unit may be set up in any hex of France. turns aside while the German does the same on his side. The The stacking limits described above apply. game is now set up. During this process, neither player may examine the stacks of Design Note: The final turning aside is so neither player ob- the other. serves the exact deployment of the other’s dummy units or the composition of his stacks. This process can be considerably streamlined if both players own a copy of 1914 and arrange to come to the match with sides already determined and their own mobilization schemes already selected and put into roster sheet.

© 2014 GMT Games, LLC 6 1914: Glory’s End Rules Manual 3.6 Neutrality 4.0 Winning The neutrality status of Belgium and Luxembourg in the Free Set Up scenario is determined by the initial German placement. If the German doesn’t set up any units in one (or both) of those 4.1 In General countries, they are neutral—meaning their territory may not be The game is won by amassing Victory Points (VP), which are violated—for the rest of the game. (The German may choose earned by capturing key hexes in the opponent’s territory and, to violate both, neither, or one and not the other, as he sees fit.) in one case, by destroying enemy units. Keep track of the cur- The German player may also violate Holland’s neutrality dur- rent VP total on the track printed on the mapsheet, adjusting the ing his initial set up in the Free Set Up scenario. If Holland is totals up and down through each game turn. Victory is judged invaded in this way, it too is considered to join the Allied camp. for each player during his side’s “Victory Check Phase” at the In such cases, rule 7.11 (the Liege Bottleneck) is no longer in end of his player turns. effect. If Holland is violated, the German Game Turn 5 and 14 The Allied player wins the game if, at reinforcements do not appear (they are considered to be off map the start of any of his Victory Check to the north fighting the Dutch). The German player loses 15VP Phases prior to Game Turn 30, he has for invading Holland, but the Allies don’t gain any VP for it. 20 or more VP. The German player wins the game if, at the start of any of his side’s Victory Check Important: During mobilization planning, the German may not Phases prior to Game Turn 30, he has 30 or more VP. Note that place any of his initial army mobilization markers in any hexes di- only Allied victory is checked during Allied player turns, and rectly bordering on Holland, Belgium and/or Luxembourg (1017, only German victory is checked during German player turns. 1117, 1218, etc., south to 2717). He may place actual combat The German player begins the game with 0 (zero) VP; the Allied units in those hexes and within Belgium and Luxembourg. This player begins with –7 (negative seven) VP. (These totals will distinction is important to limit the German penetration of the have to be adjusted if any neutrals are violated.) neutrals to the proper depth for the game’s starting date. Make only one, mutual victory check at the end of Game Turn Design Note: It’s important to understand that in both sce- 30. If neither player has won the game at that point (by reaching narios if a given country’s neutrality is not violated during the or exceeding his required VP level), that match is considered a German set-up as described in the rules above, then it may draw. If both players have exceeded their VP level at that point, never be violated by either side during the rest of that match. the one who has exceeded it by the largest amount wins. (If both exceed their victory level by the same amount, it’s a draw.) 3.7 British Conditional Entry The Allied player should include initial British units in his set up 4.2 VP Hexes for both scenarios. If the Germans do not violate Belgian neutral- ity, the British are not placed on the map at the start of the game; VP Hexes are those containing red and/or black VP numbers. place them off to the side of the map. The British enter the game Hexes with red VP numbers in them are for the Allied player; on the Allied player turn after the German player has 20 VP or those with black numbers in them are for the German. For ex- more. The British enter at any French port hex(es) controlled by ample, Le Havre (2244) is a German VP hex worth 10 VP to the Allies. All British replacements and reinforcements become that player; Volgelsheim (3912) is an Allied VP hex worth 4 VP available per the historical schedule, but may not enter the map to that player. Lille (1632) is the only VP hex that yields VP (5) before England enters the war. to both players. When a player gains control (see 4.7) of one of his VP hexes, Design Note: Although the British ostensibly went to war increase his VP total by that amount. Gaining VP does not lower over the Belgian “scrap of paper,” their real interest was the other side’s total; the two are calculated separately. For ex- maintaining a Continental balance of power. If that balance ample, if the German seized control of a Paris hex, the German gets too far out of whack (20 VP worth), they will enter the VP total is increased by 10 points; the Allied VP total is not war. We assume they still mobilize even if not involved, hence decreased by any amount. the historical reinforcement rate. It is possible for both sides to gain, lose and regain VP for the 3.8 The Meuse River same VP hex(es) any number of times during a game. Simply adjust the gaining/losing side’s VP total by the same amount Several rules in the following sections restrict actions taking each time the cycle occurs. place west or east of “the Meuse River.” For those purposes, that river is considered to run from hexside 1520/1620 to hexside Design Note: In instances where the shape of the front doesn’t 3621/3720, and from there along the “Meuse Line” marked on make it instantly clear which side is in control of some VP hex, the map to the Marne River at 3921/3922 then along the Marne simply mark it appropriately with one of the dummy/control to the south map edge. marker counters included in the counter mix. Design Note: In both scenarios, all at-start units begin the game at their full step strength.

© 2014 GMT Games, LLC 1914: Glory’s End Rules Manual 7

4.3 Conditional VP Hexes 4.6 Plan XVII Those VP hexes with the letter “c” behind the VP number (for To satisfy the requirements of Plan XVII, the Allied player must example, Le Cateau (2013)—has “5c”) are called “Conditional launch at least seven attacks (PA and/or MA) into hexes in Ger- VP Hexes.” Gaining control of such hexes only yields VP if many no later than the end of Game Turn 5. To be considered an certain preconditions have been met. “Plan XVII Battle,” an attacking force must contain at least six Neither player receives VP for controlling his side’s conditional steps. Each time the Allied player conducts a Plan XVII Battle VP hexes until the Mutual Victory Check Phase of Game Turn 30. (no matter its actual outcome), he gains 1 VP. Attacks fulfilling these conditions but launched after Game Turn 5 or in addition The German conditional hexes—the Channel ports of Boulogne to the first seven attacks do not generate any further VP. (1439), Calais (1337), Dunkirk (1335) and Ostend (1032)—are worth VP on Game Turn 30 only if Paris was placed in danger at The Allied player should use the (at this point otherwise useless) sometime during the game. That is considered to have occurred German Initial Army Mobilization counters (numbered 1-7) to the instant one or more supplied German units is inside the “Paris keep track of how many Plan XVII attacks he’s made. in Danger!” perimeter printed on the map. Design Note: This is another rule aimed at thwarting player hindsight. That is, the French army entered the war completely Design Note: The distinctions between normal and conditional dominated by an organizational culture geared toward the of- VP hexes are intended to combat—if not eliminate—the ef- fensive at all costs. That psychological and command stance fects of hindsight. That is, both Germany and the Allies went cannot simply be abandoned without penalty. In game terms, to war with what turned out to be unrealistic expectations of the Allied side therefore begins 7 points down; in real terms achieving a quick, decisive victory. The Germans expected to that would represent the political turmoil and command take Paris, thereby shattering the morale and communications confusion that would’ve resulted in France had Plan XVII of the French army and nation. The French—who grossly simply been scrapped without giving it a try. Note, though, the underestimated the size of the German force arrayed against rule is written such that you really don’t have to attack into them—expected to overturn the German invasion with offensive Germany—if you think you’re good enough to get back those operations of their own launched in Alsace-Lorraine and the seven VP elsewhere, feel free to try. Ardennes. In mid-September, both sides had to redefine their objectives. This re-evaluation is represented by the conditional 4.7 Hex Control VP hexes. In game terms, the Allies won the narrowest of vic- tories by collecting their 15 East Front VP (see below) and The concept of “hex control” (which side “owns” a given hex at holding Ypres at the end of Game Turn 30. any one moment) is important for purposes of judging VP (and for non-beginners, strategic movement). A side controls a hex if either of the following applies: 4.4 East Front VP 1. It began the game under that side’s control and nothing has During the Allied Victory Check Phase of Game Turn 30, that happened since (see below) to change that status. At the start player is awarded 15 VP in recognition of the Austro-Hungarian of the game, the Germans control all hexes in Germany and debacles in Serbia and Galicia (which ensured the Central Powers all those (if any) in Belgium, Luxembourg and Holland in would not win the war in the East in 1914). If the German player which there are German units set up. The Allies control all chose not to make his Game Turn 4 Eastern Front withdrawal the hexes in France, along with all those hexes in Belgium, (see 8.8), this Allied VP award is increased to 20 VP instead of Luxembourg and Holland that don’t contain any German the normal 15. units. (If one or more of the neutrals is not violated, those hexes are not in play and hex control has no bearing there.) 4.5 The Belgian Army 2. A unit of that side enters the hex. The unit need not remain The Allied player loses 1 VP for each Belgian divi- in the hex to maintain control; the control lasts until an sion eliminated and 2 VP for each Belgian corps. (Destroyed Belgian forts and Fortified Zones don’t enemy unit enters the hex. count.) Belgian divisions and corps are considered to have been “eliminated”—only for the purposes of this rule— 4.8 Cavalry Hex Control the first time they enter a hex outside Belgium, even if they As an exception to rule 4.7(2), cavalry must remain in a hex for subsequently re-enter their country’s territory. If an exited Bel- its side to maintain control. If the cavalry is moving, control of gian unit is later really eliminated, don’t assess VPs for it again. the hex only lasts while the cavalry unit remains in the hex. If the cavalry is stacked with infantry, or the cavalry enters a hex already controlled by its side, control remains with its side.

4.9 Hex Control & Supply State The control and VP status of a hex is not affected by the supply status of units in it.

© 2014 GMT Games, LLC 8 1914: Glory’s End Rules Manual 5.0 The Turn Sequence 6.0 Stacking

5.1 In General 6.1 In General Each “Game Turn” of 1914: Glory’s End is divided “Stacking” is the term used to describe the piling of more than into two “Player Turns,” each of which is further one unit in the same hex at the same time. Both players generally divided into several steps (or “phases”). During may stack up to nine steps per hex; however, neither player may some game turns, certain phases are skipped—these have more than two corps-sized units in a hex. omissions are noted in the outline below. Siege guns, fortified zones, entrenchments and all informational Every action taken during a game turn must be carried out in markers stack for free. That is, they don’t count toward the stack- the sequence given below. Once a player finishes his activities ing total in the hex they are in. for a given phase, he may not go back to perform some forgot- ten action or redo a poorly executed one unless his opponent 6.2 Inter-Allied Stacking graciously permits it. With one exception, Allied units of different nationalities may not stack together. The exception is the British Naval Infantry units, 5.2 Turn Sequence Outline which may stack with any Allied units. Allied units of different The Turn Sequence is given below in outline. The rest of the nationalities are free to enter and pass through each other’s hexes rules are organized, as much as possible, to explain things in the as long as they don’t end their strategic or operational moves order they are encountered throughout the game turns. Note that stacked together. the Allied Player Turn is the first player turn in every game turn. I. Allied Player Turn 6.3 Paris A. Reinforcement & Replacement Phase (Not on Turn 1) Allied units of all nationalities may move into and through Paris hexes (3036, 3037, 3136); however, only French units may end B. Entrenching Phase (Turns 10-30 Only) their movement there. C. Command Control Phase (Not on Turn 1) D. Strategic Movement Phase (Not on Turn 1) 6.4 Stacking & Movement E. Operational Movement & March Combat Phase Stacking limits are in effect at all times. Players must pay at- tention to the order in which they move their units, or they risk F. Prepared Combat Phase having moving units blocked by carelessly made earlier moves. G. Attrition Phase (7.12) As long as the 9-step limit is observed, there is no limit to the H. Allied Victory Check Phase (Not on Turn 30*) number of units that may enter and pass through a given hex during a movement phase. See 12.5 for more on stacking and * On Game Turn 30 make one mutual victory check at the end of movement. the turn, adding in all conditional VPs at that time. II. German Player Turn 6.5 Overstacking A. Reinforcement, Replacement & Withdrawal Phase (Not If a hex is found to be overstacked at any time, the opposing on Turn 1) player may eliminate the minimum number of steps of his choice B. Entrenching Phase (Turns 10-30 Only) necessary to bring the stack back within limits. C. Command Control Phase (Not On Turn 1) D. Strategic Movement Phase 7.0 Supply E. Operational Movement & March Combat Phase F. Prepared Combat Phase 7.1 In General G. Attrition Phase (7.12) Units require supply to operate with their full combat factors. H. German Victory Check Phase (Mutual Check on Turn 30*) Units are always in one of two supply states: “Supplied” (also called being “in supply”) or “Out of Supply” (“OOS”).

7.2 How Units Are Supplied Units are supplied when they are able to trace a “supply line” no longer than five hexes (across hexsides with at least some land in them), free of enemy units, fortresses and fortified zones, to an appropriate supply source. Supply lines of both sides may be traced into and through hexes controlled by the opposing side as long as such hexes are empty of all enemy unit types described above. Supply lines—except as given in 7.8 and 7.9—may not

© 2014 GMT Games, LLC 1914: Glory’s End Rules Manual 9 be traced across all-sea hexsides. Tracing is done in the mind’s 7.8 Allied Coastal Supply eye; there are no counters representing the supplies consumed. Allied units in coastal hexes are always in supply for purposes When counting the length of a supply line, don’t count the hex of defense in combat and avoiding Attrition Phase losses (only!). the unit itself is in; do count the hex the supply source is in. 7.9 Allied Port Supply 7.3 Supply Sources British and Belgian units that can trace a supply path of five hexes In general, German supply is traced to the eastern board edge, or less to a friendly controlled port are in supply for all purposes Allied supply to the western and southern board edges in France. except strategic movement. French units in such a situation are Units of both sides within five hexes of their side’s friendly board supplied only for purposes of avoiding Attrition Phase losses. edge may trace their supply line directly to that edge. Note that Rouen (2442) and Antwerp (1226) are inland ports. For Map edge hexes cease to be friendly while occupied by enemy them to be able to provide port supply, the Allied player must units, but regain friendly status the instant such blockages are also control their river access hexes: 1126, 1127 and 1227 for removed (a process that may occur any number of times each Antwerp; 2243, 2244, 2342, 2343 and 2443 for Rouen. Those game for each map edge hex). hexes are identified on the map with diagonal stripes. Units of either side also may trace a supply line to any friendly- controlled town or city hex that can trace its own supply line—of 7.10 Belgian Supply any length—to a friendly board edge. Town and city hexes may Belgian units may only trace supply to Brussels (1525). If a line likewise switch control any number of times during play (excep- cannot be traced to Brussels, they may only use coastal and/or tion, see 7.10); however, a player must have been in control of a port supply. Non-Belgian Allied units may not use Brussels as a town or city at the start of the game turn for his units to be able supply source. Once Brussels has come under German control, it to use it as a supply source during that game turn. never regains its status as a Belgian supply source if recaptured Adjacent enemy units have no effect on any supply source; only by the Allies (an exception to rule 7.3). enemy units in those hexes affect supply. Design Note: Throughout these rules, when the terms “sup- plied” or “fully supplied” are used—for instance, “for a unit 7.4 Willful OOS to…it must be supplied”—they refer to the supply described It is permissible for both players to use operational movement in rule 7.3. Whenever some action or situation is dependent (not strategic movement) to move their units to hexes wherein on fortress, coastal or port supply, those specific terms will be they will be OOS. used to mean just that.

7.5 When to Check Supply 7.11 Supply Bottlenecks The general rule is to check the supply status of each lone unit As long as the Belgian fortress of Liege (1621) remains on the or stack whenever you conduct any kind of movement or opera- map, no German units may trace supply into or through any hex tion with it. of Belgium west of the Meuse River. OOS units may not entrench, perform march combat, use stra- Whenever the German controls Abbeville (2038), French and tegic movement, or receive replacements. OOS status does not British units north of hexrow 20xx may only use coastal and decrease a unit’s operational movement factor, but such units may port supply. not conduct march combat. Units starting operational movement in supply are considered in supply for the entire move. Check the supply status of the involved units of both sides as a first step in 7.12 The Attrition Phase calculating the odds in every prepared assault. Each unit OOS at Each unit OOS at the start of its side’s Attrition Phase loses one the start of its side’s Attrition Phase loses one step. step with the following exceptions: • Fortifications (7.7) and units stacked with them do not suffer 7.6 Supply & Prepared Assaults Attrition. OOS units of both sides involved in a prepared assault have their • Fortified Zones and Trenches do not suffer Attrition appropriate combat factor halved. Round all remainders down. • Allied units in Coastal Hexes (7.8) For example, an attacking OOS unit with an attack factor of “5” would actually attack with a factor of only “2” because of its 7.13 Abbeville supply state. In the Historical Campaign Scenario (only), German units may move through but may not end their move in Abbeville unless 7.7 Fortress Supply they currently control Antwerp, Ostend, Dunkirk, Calais, and Fortifications—along with any mobile units of their same nation- Boulogne. They may attack and advance after combat into Ab- ality stacked with them—are always in supply for purposes of beville, at which point this restriction is lifted. defense in combat and avoiding Attrition Phase losses (only!). Fortified Zones and trenches do not provide any kind of supply.

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entry may not be changed. Units entering along a board edge 8.0 Reinforcements, Replacements & may enter by being placed in any hex along the designated edge Withdrawals not occupied by enemy units at that instant. Reinforcements may be withheld by the player receiving them until later turns. 8.1 In General Reinforcement units must begin tracing supply from the instant Reinforcements are units that enter play for the first time after of entry. the game has begun. Any unit with a “Turn of Entry” number in its upper-left corner is a reinforcement. Reinforcement units Reinforcement units enter at full strength and immediately have are placed on the map—as described below—as the first step available all normal movement and combat capabilities. Plac- in their side’s Reinforcements, Replacements & Withdrawals ing reinforcement units on the map does not use up any of their (RR&W) Phase. movement allowance for that turn. Replacements enter play as strength steps according to the sched- ules below. There are no actual replacement unit counters in the 8.6 Replacements game; their arrival and possible accumulation is kept track of Replacements are received and recorded as strength on the chart printed on the mapsheet. Replacements are used to steps; one replacement factor is able to replenish (or reclaim eliminated units from the Deadpile and to replenish re- recreate from the Deadpile) one strength step of an duced units still in play. Replacements are absorbed or re-entered eligible combat unit. Replacements may be accu- from the Deadpile as the second step in their side’s RR&W phase. mulated from turn to turn; neither side has any accumulated at the beginning of the game. Only the German player is called on to withdraw any of his units from play during the course of the game. The German withdrawal Starting Game Turn 4, both the French and Germans receive is conducted as the last step of that player’s RR&W Phase of three replacement steps per game turn. The British receive two Game Turn 5 (see 8.8). steps on Game Turn 7 and another step on Game Turn 29. The Belgians never receive replacements. Allied replacements are 8.2 German Reinforcements nationality-specific and may not be switched, given or loaned among countries. German Reinforcements either enter through Cologne (1415) or along the map’s east edge (1015-4111). Cologne reinforcements are marked “1415” after their turn of entry, east edge reinforce- 8.7 Replacement Limits ments are marked “E.” Only weakened infantry units (not naval infantry) may receive replacements while still on the board, and only eliminated in- 8.3 British Reinforcements fantry corps (including ad hoc corps) may be reclaimed from the Deadpile. In all cases, no eligible unit may receive more than British reinforcements, except for the one step of replacements per game turn; infantry corps from the Indian Corps arriving on Turn 24, may Deadpile are always returned at their one-step strength (though enter through any Allied-controlled port on later turns they could receive further replenishment). city. The Indian Corps (marked “S” in its upper-left corner) enters through the map’s south edge. The Reclaimed German infantry corps re-enter play along the map’s British Naval Brigade (not the Naval Division) may enter by east edge. Reclaimed British infantry corps re-enter play via any landing in any coastal hex not occupied by a German unit. Allied-controlled port. Reclaimed French infantry corps re-enter In the unlikely event the Germans control all the ports, British play along the board’s south edge in France. reinforcements (except the Indian Corps) may enter play along If Belgium’s neutrality has been violated, German units in France the map’s west edge. west of the Meuse (see 3.7) may not receive replacements prior to Game Turn 10. 8.4 French Reinforcements Units receiving replacement on the map must be in French reinforcements marked “S” in their upper-left corners full supply. Units receiving replacements (including enter in the same way as the British Indian Corps. The two marked infantry corps reclaimed from the Deadpile) may “P” may enter via any Paris hex; the others enter through the not perform any other actions during that player turn specific hexes printed on their counters. (mark them with an “R&R” counter). Design Note: There are no Belgian reinforcements. 8.8 German East Front Withdrawal 8.5 Reinforcement Entry Specifics During Game Turn 5, the German player has the option of with- drawing units to reinforce the eastern front. The withdrawal deci- Reinforcement units with a specific entry hex printed on their sion is an all-or-none choice—no partial withdrawal can be made, counter may only enter by being placed in that exact hex. If the nor can it be delayed until a later game turn. If the German player entry hex is enemy-controlled or OOS if it’s a non-port city, or decides not to make the withdrawal, the Allied player receives stacked full during the mandated turn of entry, entry must be 20 VP at the end of Game Turn 30 instead of the normal 15. delayed until a subsequent RR&W Phase of that side begins wherein the blocking condition has been removed—the hex of

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To meet withdrawal requirements, the German must remove any Design Note: The number of trench markers included in the two full-strength infantry corps with an attack factor of at least counter mix does not represent the absolute limit of entrenching “5.” The selected corps must be in supply at that moment. They during play. Trench markers may recycle infinitely throughout do not move off the map; simply remove them permanently from play. If you need more trench markers, make some from blanks the map. In addition, he must reduce any one supplied cavalry corps by a step. or order another counter set. 9.4 Cavalry & Trenches, Fortress & Fortified Zones Cavalry may never move or attack into enemy trench, fortress or 9.0 Entrenching fortified zone hexes. They may move into and through friendly trench, fortress and fortified zone hexes, but they may not end 9.1 In General their moves in trench hexes. Starting Game Turn 10, each player may attempt to entrench supplied infantry (including naval infantry) units during his 9.5 Trench Combat Effects Entrenching Phase every game turn. At the start of his Entrench- Units defending trenches may only be attacked by prepared ing Phase, roll one die. On a roll of 1, 2 or 3 he may entrench assault, never by march assault, and they ignore retreat results. one supplied infantry unit of his choice; on a roll of 4, 5 or 6 he Trench counters have no intrinsic garrisons and lack combat and may entrench one or two supplied infantry units (his choice). step values of their own (see 14.4). Further, a player may always entrench any (all) of his supplied Design Note: For more on Fortresses and Fortified Zones, infantry units that begin the Entrenchment Phase in a hex next see section 14.0. to an entrenched enemy unit.

9.2 Digging Trenches 10.0 Command Control Trenches may not be constructed in hexes contain- ing fortresses or fortified zones. To indicate con- 10.1 In General struction, place an inverted trench counter (with the At the start of each of his Command Control Phas- pick-and-shovel icon showing) atop the selected es after Game Turn 1, the moving player rolls one unit(s). Entrenching units may not perform any movement or die. On a “1” through “5,” there is no effect; if the attacks that turn (nor may they have been selected to receive result is a six, the opposing player may immedi- replacements during the just preceding RR&W Phase). Other ately mark three of the owning player’s stacks with “Out Of friendly units not directly involved in digging the trenches may Command” (OOC) markers. move into and through the hex, even attacking from it, without disrupting the digging unit. 10.2 OOC Effects At the end of the same player turn’s Prepared Com- Units marked OOC operate normally except: bat Phase, flip the entrenchment marker over so its completed side shows. The trenches in that hex are 1) their operational movement allowance is halved (round now complete and fully operational. down all remainders); 2) they may not perform strategic movement; Historical Note: At this early point in the war, the decision to entrench was generally not made by higher commanders; it 3) they may not force march (see 12.10); was a process begun as the natural reaction of soldiers caught 4) they may not attack (MA or PA); and in static situations, especially after the carnage of the open- 5) they may not receive replacements. ing weeks of fighting. As such, the construction of trenches was at first haphazard, spreading gradually across the entire 10.3 OOC Limits front. The ability of units to entrench freely if adjacent to en- Remove all OOC markers from the map at the end of every player emy trenches represents the “That look’s like a good idea!” turn; both sides will never have OOC markers on the board at phenomenon. the same time. OOC status does not prevent an entrenching unit from completing its digging. 9.3 Trench Removal A friendly trench is removed if its hex is empty of all infantry steps (dummies don’t count) at the end of any friendly Prepared Combat Phase. An enemy trench empty of actual defending units is removed the instant a friendly unit moves or advances after combat into that hex.

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10.4 (Optional) Lt. Col. Hentsch 3. If Belgium’s neutrality has been violated, French units Use this rule only if both players agree. If the German player starting their side’s SM Phase east of the Meuse may not roles a six for his OOC check and at that time there are one or use SM to move west of that river until one or more German more of his units inside the “Paris in Danger!” perimeter printed units are in France west of the Meuse. (The French were on the map, follow the procedure given above, and add the fol- certain the Germans would not use their reserve corps lowing effect: to extend their line west of the Meuse in Belgium and, therefore, had made no plans to shift forces by rail to meet All German units within the perimeter must use operational such a threat.) movement that player turn-on as straight as possible a course—to try to end their movement outside the perimeter. 4. British and French units may never use SM in Belgium and The moving units may not launch MAs during the move. Belgian units may never use SM outside of Belgium. No German unit outside the perimeter may move or attack 5. British and French units may not use SM north of hexrow into it during this player turn. 20xx during turns that Abbeville (2038) is German- This rule is only invoked once per game—and it must be the controlled. first time a rolled OOC six corresponds with German units be- ing inside the perimeter. If the German already controls one or 11.3 Allied SM Reduction more Paris hexes when that occurs, ignore the rule entirely for During turns the Germans control Melun (3334) or manage to that game. isolate it from normal supply, Allied rail movement capacity is reduced by four steps. During turns the Germans control or Historical Note: This rule simulates the German command isolate hex Paris 3136, Allied rail movement capacity is reduced breakdown that led Moltke to vest such extraordinary authority by four steps. (The loss of Melun would sever the direct rail in Lt. Col. Hentsch, who ordered the move away from Paris. link between western and eastern France; the loss of the south end of Paris would disrupt much of the entire French rail net.)

11.0 Strategic Movement 11.4 Off-Map SM A unit using SM may exit the map through a friendly map edge 11.1 In General and re-enter through another hex of a friendly map edge (west and south for the Allies, east for the German). Strategic Movement (SM) is the term used to describe the shift- ing of units across relatively long distances, usually by rail but also by sea. Actual rail lines are not shown on the map (at this 11.5 Allied Sea Movement scale virtually all hexsides on it would be traversed by one or Starting on Game Turn 8, the Allies may move up to four steps more lines), but their effects are simulated through the control by sea during their SM Phase. Sea Movement is considered Stra- of towns and cities (which, of course, were also key rail termini tegic Movement, but its step limit is figured separately from that and junctions). of rail movement. No unit can use both rail and sea movement during the same player turn. Both sides may move up to eight steps by rail during each of their player turns (but see 11.3). Infantry and siege guns may use The eligibility requirements and strictures for sea movement are SM; cavalry, fortresses, fortified zones and entrenchments may generally the same as those for rail movement with the further not. Units using strategic movement may not perform any other limit that it only takes place from port city to port city. British operation that player turn. units may use sea movement into and out of Belgian port cities and the British Naval Brigade (not the division) may use sea 11.2 SM Procedure movement to go from any coastal hex to any other coastal hex. An SM-eligible unit beginning its SM Phase in a supplied town/ The two inland ports (Antwerp and Rouen) may not be used for city hex that was under friendly control at the start of that game sea movement if any of their access hexes are German-occupied turn and is not adjacent to any enemy units may use SM that at the time of the move. phase. The unit may move any distance to another friendly- Design Note: There are no amphibious invasions—you may controlled town/city also not adjacent to an enemy unit subject not use sea movement to enter a port or coastal hex occupied to the following restrictions. by German units. 1. SM may be of any length, but the moving units must still trace a hex path through normally crossable hexsides. SM paths may not be traced into or through hexes adjacent to enemy units. 2. If Belgium’s neutrality has been violated, German units may not use SM in France west of the Meuse prior to Game Turn 10.

© 2014 GMT Games, LLC 1914: Glory’s End Rules Manual 13 12.0 Operational Movement 12.6 Splitting Stacks When moving a stack, you may halt it temporarily to allow a unit or sub-stack to split off and move away on a separate course. 12.1 In General The units left behind in the original (or “parent”) stack may then Every unit in the game has a “Movement Factor” printed in its resume their own movement, even splitting off other units and bottom-right corner. That factor is the number of “movement sub-stacks. But once you begin moving a different parent stack points” (or “MPs”) available to the unit to use to move across (or individual unit that began the phase in a different hex), you the hex grid of the map during its side’s Operational Move- may no longer resume the movement of the earlier stack without ment Phase. your opponent’s consent. Units move from hex to adjacent hex (no “skipping” of hexes is allowed), paying varied costs to do so, depending on the terrain 12.7 Different MPs in a Stack in the hex being entered. The movement of each player’s units If units with different movement factors are traveling together in takes place only during his player turn’s Operational Movement a stack, the stack must use the movement factor of the slowest Phase—no enemy movement takes place during the friendly unit. Of course, as the slower units exhaust their MPs, you may player turn (except retreat after combat, see 13.18). leave them behind and continue on with the faster units.

12.2 Limits 12.8 Terrain & Operational Movement MPs may not be accumulated from turn to turn nor may they be Most hexes on the map can be entered at the cost of 1 MP each; loaned from one unit to another. A player may move all, some or the exceptions are Forests, Marshes and Mountains. Forest hexes none of his units in each of his Operational Movement Phases, costs 2 MP each to enter; Marshes and Mountains cost three. providing they have not taken replacements, begun digging These costs are summarized on the Terrain Effects Chart printed trenches or used SM that turn. Units that move are not required on the map sheet. to expend all their MPs before stopping. The movement of each individual unit or stack must be completed before that of another 12.9 Major Rivers is begun. A player may only change the position of an already- Major Rivers run between hexes, along the hexsides, rather than moved unit or stack if his opponent allows it. lying in-hex like the terrain types described above. All units pay an extra (+1) MP to cross a major river hexside: this crossing 12.3 Minimum Movement Ability cost is in addition to the MP cost for the terrain type in the hex Any unit with a printed movement factor greater than zero (0) is the unit is crossing into. guaranteed the ability to move at least one hex during its Opera- Design Note: There is no additional crossing cost for Minor tional Movement Phase by expending all available MPs at the start of its move, providing it has not taken replacements, begun Rivers. digging trenches or used SM that turn. This guarantee does not allow units to enter hexes or cross hexsides that are otherwise 12.10 German Forced March impassable to them. For example, units may never move across During Game Turns 2 through 6, inclusive, German infantry all-sea hexsides (such as from hex 1839 to 1939). units starting their operational movement in supply and in com- mand control in hexes west of the Meuse may add 1 MP to their 12.4 Enemy Units operational movement factor. No unit may launch an MA (see Friendly units may never enter hexes containing enemy units. 13.23) during a player turn it uses Forced March. The German player may Forced March some eligible units while forgoing it 12.5 Stack Movement with other, as he chooses. To move together as a stack, units must begin their side’s Op- Historical Note: The specificity of this rule as to time and erational Movement Phase already stacked together. But units location reflects the logistical planning of the Schlieffen Plan. are not required to move together simply because they started The Germans had calculated march rates, allocated roads to the Operational Movement Phase in the same hex; in such situ- specific units and made detailed supply preparations to support ations, those units might be moved together, individually, or in the required rapid march of the right wing through Belgium. smaller sub-stacks.

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may attack more than once per combat phase and no defending 13.0 Combat unit may be attacked more than once per combat phase.

13.1 In General 13.7 Stacks Attacking Combat takes place between opposing units during the Prepared It is not necessary for all the units stacked in a hex to participate Assault (PA) Phase in both Player Turns and during both sides’ in the same attack. Some of those units might attack into one Operational Movement Phases; see 13.23. Attacking is always defender hex, while others attack into some other(s), or simply voluntary; the mere fact of opposing units’ adjacency does not don’t attack at all. No defending unit may refuse combat. necessitate combat. The player taking his turn is considered “the attacker” and the other is “the defender,” regardless of the 13.8 Fog of War situation on the map. Neither player may look beneath the top unit of enemy stacks until the time comes in the combat resolution process for odds 13.2 Attack Sequencing computation. Once such an examination has been made, the at- There is no limit on the number of attacks each player may set tacking player may no longer call off that attack. up during his PA Phase. The attacker need not declare all his attacks beforehand and he may resolve them in any order he 13.9 Calculating the Odds wishes, as long as the resolution of one is completed before that The attacking player should strive to have more attack factors of the next is begun. involved in a given battle than the defender has defense factors. Such battles are called “high odds attacks.” To calculate the 13.3 Combat Procedure “odds,” add up the attack factors of all the attacking units in- Use the following procedure for each individual combat: volved in the battle, then add up the defense factors of the enemy 1) Determine which units will participate (13.4-13.7). units defending in the battle. Divide that defender total into the attacker total and round off (down) any remainder. 2) Modify unit strength for supply if necessary (7.6) . High Odds Example: 26 attack factors vs. 7 defense factors 3) Calculate the odds (13.9-13.11) . yields an odds ratio of 3:1. That is: 26 divided by 7 = 3.71, which 4) Determine which die roll modifiers apply (13.12-13.16) . rounds down to 3. To turn that “3” into a ratio, you must set a 5) Roll one 6-sided die and apply the final Die Roll Modifer “1” next to it on the right. Thus, “3” becomes “3:1” (which is (DRM) to the result. Cross-index the final result with the read “3 to 1”), which corresponds to a column heading on the appropriate odds column on the Combat Results Table CRT printed on the mapsheet. (CRT) printed on the mapsheet to get the combat result (13.17). (For example, a final die roll of “6” at 3:1 odds Play Note: Don’t forget supply effects (OOS=halved) when yields a result of “0/2R.”) figuring your odds. See 7.6. 6) Apply the results to the defender (13.18-13.20), then the attacker (13.20). 13.10 Poor Odds Attacks Battles in which the attacking force has fewer combat factors 7) Conduct advance after combat (13.21), if any. than the defender are called “poor odds attacks.” Procedures 13.4 Multiple Defenders are modified in that now you divide the defender’s total by the attacker’s, round remainders up, and set the “1” on the left side. If there are two or more enemy units in a hex being attacked by your units, you may only attack that stack as if it were one large, Poor Odds Example: A force with 9 attack factors is attacking combined, defending unit. a force with 11 defense factors. Divide 11 by 9 = 1.22 and round up (1.22 becomes 2), then set the “1” on the left of that “2,” 13.5 Multi-Hex Attacks yielding odds of 1:2. An enemy-occupied hex may be attacked in one Prepared As- sault by as many of your units as you can bring to bear from one, 13.11 Odds Limits some or all of the surrounding hexes. However, no more than The odds columns on the CRT range from 1:2 to 5:1. Odds worse one hex may ever be the object of a single PA. For example, a than 1:2 always yield a combat result of “2/0.” Odds higher than unit in hex 1820 may not attack enemy units in hexes 1919 and 5:1 are resolved at 5:1 (but see 13.13). 1920 during the same PA Phase. 13.12 Die Roll Modifiers (DRMs) 13.6 Indivisibility of Units After the odds for an attack has been calculated, total the DRMs No attacking unit may have its attack factor divided and used for that fight. All terrain DRMs are generated by the terrain in in more than one battle. No defending unit may have part of its the defender’s hex and around its hexsides; the terrain in the defense factor attacked by one attacker while another part of that attacker’s hex(es) have no effects. defense factor is attacked by other enemy units. No attacking unit

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Positive DRMs favor the attacker and negative DRMs favor the 13.18 Defender Retreat defender. All DRMs that apply in a given battle are cumulative The defending player must retreat one hex with all his units in their effects. After determining all the modifiers that apply, in a battle if his combat result from the CRT contains the let- combine them to come up with one total—either zero, or a ter “R.” The defending player always has the option to retreat positive or negative number. For example, in a battle where the whenever his numeric combat result was greater than “0” defender has –3 DRMs and the attacker has +2, the final effect (zero). Unlike many other , retreats do not lower the would be to modify the combat die roll by –1. [That’s (–3) + (+2) defender’s step losses. = –1.] The final modifier of –1 is applied to the die roll for that combat. Note that no die roll may ever be modified to a number These retreats-after-combat don’t cost any MPs and have nothing less than one or greater than six. to do with other kinds of movement, but such units must still observe normal movement prohibitions. For example, they can’t 13.13 Super High Odds Attacks retreat across an all-sea hexside. Note also that retreating is an all-or-nothing proposition for the units involved. That is, you For attacks above 5:1 odds, treat every odds multiple above may not retreat just one or some units from a defending stack, 5:1 as a +1 DRM. For example, an attack at 7:1 odds would be leaving others behind. All go or all stay. Units may never retreat resolved on the CRT (where no other modifiers applied) as a 5:1 off the map or into a neutral country. with a DRM of +2. If defending units from one battle retreat into a hex containing other friendly units and that new hex comes under attack that 13.14 Terrain DRMs same phase, the units that retreated into the new hex in no way Cities, Marshes and both types of River each generate a –1 contribute to their new location’s defense. Further, if the defend- DRM; Mountains generate a –2 DRM. Note that terrain DRMs ers in that new hex receive any LPs, the retreated-in units from are cumulative so, for example, if a defender were located in a the earlier battle are all automatically eliminated and their loss Marsh hex that also contained a city, the total terrain DRM there does not satisfy any part of the new battle’s combat result. would be –2. Attackers may never retreat. 13.15 River DRMs For the defender to receive the benefit of defending behind a 13.19 Retreat Directions & Preferences river, all attacking units must be attacking across such hexsides. A unit may only retreat in the directions shown for its side on If one or more attackers is coming through a non-river hexside, the retreat compass on the map. If a retreat in one of those three no river DRM is received. directions is not possible for any reason, units may not retreat and any called on by their combat result to make a mandatory 13.16 Concentric Assault retreat are eliminated instead. If a defending hex is attacked by units in opposite hexes, or by When more than one retreat path is available to a retreating unit, units in three hexes with one hex between each and the next, or it must, if possible, be moved into a hex that is: 1) not adjacent by units in more than three hexes, that attack gains a DRM of +2. to any enemy unit and 2) is empty of all friendly units. (Case #1 takes precedence over case #2.) Being unable to satisfy either or both of these preferences is not fatal to the retreating unit, but the rule must be observed when possible. One or more retreating units that can only retreat in such a way as to enter a hex with other friendly units wherein they will be overstacked make the retreat then immediately retreat one more hex. If the second retreat can only land it in another overstacked situation, make third, fourth, etc., retreats until an eligible hex Examples of a Concentric Assault is found. Stacked retreating units may not split up unless they In each of the three above diagrams, the defending (gray) unit would otherwise violate the stacking limit in the hex to which is being concentrically assaulted by the dark blue units. The they retreat. presence of units friendly to the defender in any adjacent hexes Note: The retreating player may not use this rule to turn a retreat does not nullify this DRM. The concentric attack DRM is never after combat into a second form of strategic movement. Within used in attacks against fortresses; it can be used when attacking all the limits described above, a retreating unit must stop in the fortified zones and trenches. first hex eligible to receive it. 13.17 Combat Results The number to the left of the slash applies to the attacking force; 13.20 Step Loss the one to the right to the defender. The numbers are called “Loss Every step of strength given up from involved units satisfies one Points” (or “LPs”) and may be absorbed in one of two ways: 1) increment of the combat result. For example, flipping a two-step Step Loss and 2) Defender Retreat. The defender must absorb unit to its reverse side satisfies one increment of combat result; his full combat result in a battle before the attacker absorbs his. eliminating it entirely would satisfy two increments, etc.

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Step losses may be apportioned by each player among his in- 13.24 Cavalry volved units as he sees fit. That is, the attacking player decides The arrangement of combat factors on cavalry units how to apportion losses to his involved attacking units and the is different than those on other units. The first num- defending player decides how to do so for the involved defend- ber (in parentheses) is used on both the attack and ers. Each may reduce and/or eliminate units in any way, as long defense when engaging only enemy cavalry units. as the step-loss amount called for by the CRT result is satisfied. The second number is used on both the attack and defense when engaging an enemy force containing one or more non-cavalry 13.21 Advance After Combat steps. Cavalry may never be used to attack (MA or PA) for- Whenever the defender’s hex in a battle is left vacant of defend- tresses, fortified zones or entrenchments. ers after that side’s combat result has been satisfied, surviving attacking units may immediately move into that hex. Normal 13.25 Cavalry Retreat Before Combat stacking limits apply but, just like retreats after combat, these A cavalry unit(s) defending alone in a hex and attacked by a force advances don’t require the expenditure of MPs. This is a free containing no cavalry may retreat before combat. The owning option given to victorious attackers; victorious defenders never player simply announces his decision and retreats one hex (as advance, they simply hold their positions. in 13.19) before the resolution die is rolled. The attacker may Advances are not mandatory, but the decision to do so must be advance into the vacated hex (as in 13.21) and—in the case of made immediately after the battle is resolved, and before the next PAs only—announce a new attack with those units, possibly is begun. Further, it is not necessary for an advancing attacker against the same cavalry unit again, thus setting off a chain of to try to fully stack the newly-won hex; he may send just one or such moves. a few units, rather than a full stack. 13.26 Inter-Allied Attacks 13.22 Prepared Assault Limits With one exception, it is forbidden for Allied units of different To be able to attack during a given PA Phase, a unit may not have nationalities to participate together in the same PA. The exception moved (SM or OM) or performed any other action during that is the two British naval infantry units, which may cooperate in same player turn. OOC units may not attack. The best way to PAs and MAs with Allied units of any nationality. keep track of this is to set up all your units with a common fac- ing; then whenever a unit moves or performs any disqualifying action (moves in any way, receives replacements in the field or is returned from the Deadpile, entrenches or attacks) rotate it 180 14.0 Prepared Positions & Siege Guns degrees. At the end of each turn, make sure all your units are again facing one way before passing the turn over to your opponent. 14.1 In General There are three kinds of prepared positions in the game: fortresses 13.23 March Assaults (“forts”), fortified zones (“FZs”) and trenches. The first two types March Assaults (MA) take place during your Operational Move- begin the game on the map; trenches are built during play (and ment Phase. Simply move one attacking unit or stack adjacent are discussed in section 9.0). Forts and FZs may be destroyed to a defending hex and halt it. Check to see if that moving unit during play, but never built or rebuilt. Units defending in any or stack would have sufficient MPs remaining to enter the hex kind of prepared position may only be attacked by PAs and may to be attacked if it were empty of enemy units. If the attacking always ignore CRT-mandated retreat results. force has sufficient MPs, then the MA may proceed; if not, no MA takes place by that force. 14.2 Fortresses An MA is resolved immediately, before any other movement or The fortress counters represent both those defensive combat takes place during that Operational Movement Phase. works and the garrison troops that occupy them. All PA combat procedures described above apply. No concentric Units defending in fortresses are never subject to DRM will ever be available, of course, and fortresses, fortified the Concentric Assault DRM and are always in sup- zones and trenches may not advance after combat. Surviving ply for defense and attrition purposes (but not for attacking). MA attackers may not move farther (beyond an advance after Fortresses do count toward stacking limits. combat) nor may they PA that same player turn. Mobile units in fortress hexes may ignore any CRT-mandated retreat results. The fortress counter must be the last surviving Play Note: There are no “multi-round MAs.” A failed MA defender step given up to satisfy step losses. force simply stays put in its hex for the rest of the player turn. The attacker combat result (the result from the CRT, not the die roll number used to find that result) is always increased by 2 loss points in any PA against a fortress. Once a fortress unit is destroyed, it may never be brought back into play and its hex is no longer considered a fortress, even if retaken by the original owner.

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Historical Note: The Liege Fortress is relatively weak to ac- 14.7 Siege Guns count for Ludendorff’s infiltration into the city. The Maubeuge The German player has two 305mm and fortress is relatively strong to simulate poor German recon- one 420mm siege gun artillery units. naissance; they thought it was a stronger position than it Supplied guns can be used to attack actually was. Using an inflated defense factor proved to be enemy fortresses and FZs during the the only way to cause German players in the game to treat Prepared Assault Phase of every German Player Turn. the place with the same respect as their historic counterparts Siege guns have no step or combat values of their own and must in the actual campaign. be in a hex with one or more attacking (PA only!) infantry units in order to fire. Siege guns may never be given up to satisfy combat 14.3 Fortified Zones (FZs) losses, nor may they advance after combat, and on the defense they may never retreat after combat. On the defense, they are FZs unoccupied by friendly mobile units block eliminated when the last mobile step in their hex is gone. (If the enemy strategic movement and halt enemy opera- mobile units retreat, the guns are automatically eliminated. Their tional movement. Enemy cavalry and siege guns elimination does not satisfy any LP requirements.) moving alone (or together without infantry) may not enter intact FZs. Enemy infantry units may use operational move- Siege guns alone in a hex block enemy SM, but if caught alone ment to enter intact FZs. Enemy infantry units may use opera- in a hex by an operationally moving enemy unit the guns are tional movement to enter intact FZs that are empty of mobile automatically eliminated without even stopping the enemy defending units, but the moving infantry must halt its move in movement. that hex (remove the FZ marker). FZs do not provide mobile units in them with fortress supply, 14.8 Siege Guns vs. FZs but are not subject to attrition themselves. FZ counters attacked by siege guns are automatically eliminated (but not any mobile defenders that happen be in their hex). The FZs are always automatically destroyed when attacked by siege procedure is the guns fire, the FZ counter is removed, and then guns. Mobile units defending in FZs may ignore CRT-mandated the PA is conducted normally. retreat results. Mobile units defending in FZs always receive a –1 (minus one) DRM. Unlike fortresses, FZ counters have no intrinsic combat or step values and are destroyed when moved 14.9 Siege Guns vs. Fortresses upon (if undefended) or when the last step of mobile unit strength Siege gun attacks against fortresses require a die roll and a check within them is eliminated. of the Siege Gun Table printed on the mapsheet. The result is either no effect (–) or elimination of the fortress (E). 14.4 Trenches If a fortress is eliminated by the guns, remove the fortress counter. Trenches have no combat or step values If the hex is otherwise empty of defending units, the German and are destroyed when moved upon infantry designated to PA into the hex may advance after combat by an enemy unit or when not stacked (but may not PA from that hex during that phase). If there were with a friendly infantry unit at the end other units defending the hex, run the PA, but ignore the effects of a friendly PA phase (see 9.3). Siege guns have no effect on the now-destroyed fortress would have generated. If the guns do trenches. Trenches do not provide any mobile defending units not eliminate the fortress, the designated PA force must launch in them with fortress supply, but neither do they themselves its attack (adding in the garrison’s defense factor and increasing wither away during attrition phases when OOS. Units in Trench- the attacker’s LP result by two, etc.). es may not be attacked by a March Assault and may ignore Retreats. 14.10 Siege Gun Modifiers The fortresses of Verdun (2822), Toul (3320), Epinal 14.5 Retreating From Prepared Positions (3716) and Belfort (4115) were among the most Whenever a defender makes a voluntary retreat from any kind modern defensive works in the world at the time. of prepared position, that fortress, FZ or trench is automatically Siege gun attack die rolls against those fortresses eliminated in place. In the case of fortresses, its intrinsic step are modified by the amount shown after the plus-sign (+) next strength of one does count toward satisfying the combat result’s to those units’ defense factors. For example, the modifier for the LP requirement. Verdun fortress is +3.

14.6 Mandatory Use Any and all mobile units defending in a hex containing a prepared position of any kind must use that position as part of their defense. There is no “meeting the enemy outside the defensive works.”

© 2014 GMT Games, LLC 18 1914: Glory’s End Rules Manual 15.0 (Optional) Dummy Counters

15.1 Use of Dummy Counters If both players agree, you may use this rule to add another layer of Fog of War to the game. The number of Dummy Counters provided is a design limit. Dummy units are placed in the opening set up of either Campaign Sce- nario within the strictures given in the set up rules as if they were “0” units. Entire stacks may be made up of dummies, while others may be made up of both dummies and real units, as each player desires. Dummies may be placed on top of or within stacks. Each dummy is permanently removed from play the instant it is attacked by any real enemy unit. All dummy units have a move- ment factor of 4. 15.2 Dummy Counters on Defense 16.0 Battle of the Marne Scenario If a defending stack containing only dummy units is made the subject of an MA, all the dummies are instantly removed and the enemy stack that launched the MA may resume its movement Introduction (even MAing again) if it has sufficient MPs left to it. In the same This is a short scenario (five game turns) covering the fighting situation in the case of a PA, again immediately eliminate the along the Marne and the German withdrawal to the Aisne River. dummy stack, allow the attacker to advance after combat and All 1914 rules are in effect unless otherwise noted. then (if the owning player desires) PA with the same force again. No second PA is allowed, though, if any of the attacking units 16.1 Playing Area fails to make the advance after combat. Use the Marne Scenario mini-map provided. Units forced to retreat off this map are out of play but not eliminated for Vic- tory Point purposes. Exception: German units forced to retreat off the east or west map edges are considered eliminated. The German player may trace his ultimate supply source to any north map edge hex and the Allied player to any south map edge hex.

16.2 Set Up The number in parenthesis is the starting step strength of that unit. Place the three Paris forts on the map; no other fort or FZ units are used. BEF: 1 XXX(4) 3334; 2 XXX(3) 3235; 4 XX(2) 3235; 19 X(1) 3235; 1 Cav XX(2) 3333. French Army: 1 Cav XXX(1) 3237; 9 XXX(3) 3230; 18 XXX(3) 3631; 4 XXX(2) 3036; 42 XX(2) 3130; 7 Cav XX(1) 3224; 12 XXX(3) 3326; 17 XXX(3) 3327. Col XXX(2) 3325; 9 Cav XX(1) 3433; 1 XXX(3) 3231; 2 XXX(3) 3324; 3 XXX(2) 3331; 10 XXX(3) 3231; 11 XXX(3) 3229; 4R Grp (3) 3332; 5RGrp (3) 2936; 45 XX(2) 3037; M XX(2) 2936; 61R XX(2) 3036; 62R XX(2) 3036; 4T XXX(2) 3136; 2 Cav XXX(2) 3433. German Army: 1 Cav XXX(1) 3232; 2 Cav XXX(2) 3233; 3 Cav XXX(2) 3124; 2 XXX(3) 3133; 3 XXX(2) 3232; 4 XXX(2) 3233; 4R XXX(3) 2934; 9 XXX(3) 3131; Gd XXX(2) 3129; 7 XXX(3) 3131; 10 XXX(2) 3030; 1OR XXX(3) 3031; 12 XXX(3) 3029; 12R XXX(3) 2928; 19 XXX(3) 3027; 8 XXX(3) 3226; 8R XXX(3) 3225; 18 XXX(3) 3124.

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Place the Game Turn Marker in the Turn 8 box (4-6 September). The scenario ends at the conclusion of Game Turn 12 (16-18 September). Place the French Replacement Marker on the “3” space of the Re- placement Track. Those are the French replacements for Turn 8. Place the German Replacement Marker, and both Allied and German Victory Markers, in the “0” space on the track. There are no British replacements in this scenario. Place German Control Markers on: 2435, 2331, 2932, 2529, 2829 and 2627.

16.3 Scenario Special Rules The scenario begins with the Allied Player Turn of Game Turn 8. Command control has been rolled and hexes 3235, 3334 and 3333 (the BEF) are OOC. Players may use Optional Rule 10.4 if both agree. The French 7 XXX(4) enters by strategic movement during Turn 17.0 Short Historical Campaign Scenario 8. The German 15 XXX(4) and 7R XXX(4) enter by strategic movement during Turn 10. The German player receives three Introduction replacement steps per turn starting on Game Turn 9, as do the This scenario covers the first ten turns of the campaign. All French (in addition to the three French at the start of the scenario). normal Historical Campaign game rules are in effect unless Eliminated units of both sides (including infantry corps) may otherwise noted. not be rebuilt. The German player is subject to the restrictions of rules 10.4 and 11.2. 17.1 Set Up Use the Historical Campaign Set Up. 16.4 Winning. Both players score victory points as listed below. The player with 17.2 Scenario Special Rules the higher total at the end of Game Turn 12 is the winner (draws German units may not end their movement in Boulogne, Calais, are possible). In addition, the German player (only!) can win an or Dunkirk unless (a) Paris has been placed in Danger and (b) automatic victory at the end of any of his player turns by taking Antwerp and Ostend are under German control. They may attack any hex of Paris or hex 3334 (Melun). into those hexes, and advance after combat, at which point the Allied VP: 2 VP for each German corps (of whatever type) elimi- restriction for that hex (only) is lifted. nated. 2 VP each for holding Laon or Rethel at the end of Game Turn 12. 1 VP each for holding Reims, Chalons, Vitry, Epernay 17.3 Winning or Chateau Thierry at the end of Game Turn 12. Both players score victory points as listed in the Campaign rules. German VP: 1 VP for each British STEP eliminated. 2 VP for The German player wins an immediate victory if he gains control each French corps eliminated (of whatever type). 1 VP for each of any hex of Paris (play stops immediately). The Allied player French division eliminated. 1 VP for each supplied unit south of wins an instant victory if he captures any two cities in Germany hexrow 31xx at the end of Game Turn 12. (play stops immediately). Otherwise, the German player wins if he has placed Paris in Danger and has at least 25 more victory points than the Allies at the end of Turn 10. For this scenario, the German player scores 5 VP for each supplied infantry corps adjacent to a Paris hex at the end of Turn 10. If the German player does not win, the Allied player wins.

CREDITS Designer: Ted S. Raicer Proofreader: Kai Jensen Developers: 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 my father, Theodore Racier, whose Counters: Mark Simonitch birth in 1914 started it all. Playtesters: Jim Eliason, Jack Green, Rian van Meeteren

© 2014 GMT Games, LLC 20 1914: Glory’s End Rules Manual

Turn Sequence Outline (5.2)

I. Allied Player Turn A. Reinforcement & Replacement Phase (not on Turn 1) B. Entrenching Phase (Turns 10-30 only) C. Command Control Phase (not on Turn 1) D. Strategic Movement Phase (not on Turn 1) E. Operational Movement & March Combat Phase F. Prepared Combat Phase G. Attrition Phase H. Allied Victory Check Phase* * Make one mutual check at the end of Turn 30.

II. German Player Turn A. Reinforcement & Replacement Phase (not on Turn 1) B. Entrenching Phase (Turns 10-30 only) C. Command Control Phase (not on Turn 1) D. Strategic Movement Phase (not on Turn 1) E. Operational Movement & March Combat Phase F. Prepared Combat Phase G. Attrition Phase H. German Victory Check Phase

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