1914: Glory's End Rules
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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 wargame 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.