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Pursuit of Glory—Play Book 1 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com PLAY BOOK CONTENTS CONTENTS 19.0 Optional Rules ...................................................... 2 Set-up: November 1914 Scenario and Campaign Game..5 19.1 Out of Supply (OOS) Variant ........................ 5 Set-up: Total War 1916 Scenario .................................. 6 19.2 Breaking down an LCU ................................. 5 Sample Game ................................................................. 9 19.3 Air Superiority (recommended) ..................... 5 Strategy Guide ............................................................... 15 19.4 Severe Weather Variant (recommended) ....... 5 Basic National Strategy ......................................... 15 19.5 Invasion Initiative ......................................... 5 War Status Strategy ................................................ 16 19.6 Jerusalem ...................................................... 5 Individual CP Cards ............................................... 17 19.7 Eight Card Hands .......................................... 5 Individual AP Cards ............................................... 17 19.8 Pre-Game Bidding Phase .............................. 5 Card Histories and Notes: CP ....................................... 17 19.9 Gallipoli Map (recommended) ..................... 5 Card Histories and Notes: AP ........................................ 24 © 2008 GMT Games, LLC 2 Pursuit of Glory—Play Book 19.2.5 When choosing which SCUs to use for breaking down an Play Book Introduction LCU, there is no need to track the exact SCUs used to organize the The Pursuit of Glory Play Book: LCU originally. Instead, the following simplified logic applies: • expands the game via a set of optional rules, • Any regular combat SCU of the same nationality may be used, • demonstrates how to play the game, Exceptions: (1) Infantry SCUs may be used to break down a cav- • offers advice from the game's playtesters, alry LCU, but cavalry SCUs may not be used to break down an • details the scenario setups, and infantry LCU; (2) Special units and irregulars may not be used. • provides the historical background for the Events on the cards, as • The first two SCUs replacing a TU-A LCU must be TU-A Inf well as clarifications as to how certain cards work—see the first Divs if these are available. If not available, regular (not elite) TU line in italics in the card descriptions. Inf Divs may be used. With the separate Quick-Start guide in hand—either the Novice ver- • When breaking down a BR/IN/ANZ LCU, the first SCU must sion or the version for experienced Paths of Glory players—and with be of the same nation, but the other SCU(s) can be any of these the information in this Play Book, players will be able to jump in and three nationalities. start playing, referencing the Rule Book only when necessary. 19.2.6 LCUs which are broken down may not be rebuilt in the same Action Round—they must be placed in and remain in the Corps ►19.0 Optional Rules Assets Box this Action Round (to avoid a sort of ‘teleportation’ ef- fect). On a subsequent Action Round, those LCUs may be organized 19.1 Out of Supply (OOS) Variant again, as normal. For those who find the OOS rules too strict, the following is sug- gested, with Ted Raicer’s permission: 19.3 Air Superiority (recommended) OOS units are eliminated as usual during the Attrition Phase. How- The following rules may be used to increase the fog of war and ever, prior to elimination, OOS units may move and fight subject to better approximate the importance that air reconnaissance played the following restrictions: in the actual war. • OOS units have their Movement Factors halved, rounding up. 19.3.1 Only the player with air superiority may examine his op- • During Combat, OOS units roll for Combat one additional col- ponent’s stacks of units, other than during Combat. Also, once umn to the left, have a –1 DRM when attacking, and may not an Attacker declares a Combat space, he must complete it even if use CCs. surprised by the enemy’s strength. • OOS units cannot attack in combination with units in other spaces, unless those units are in a space(s) adjacent to all OOS 19.3.2 In the Campaign Scenario, neither player begins with air units involved in the attack. superiority. The first time the CP Player plays theF LIEGERABTEILUNG Event, place the Air Superiority Marker on the map, CP side up. Important: This rule should not be used in Tournament play. The first time the AP Player plays the ROYAL FLYING CORPS Event, he gains air superiority for the remainder of the game (flip the Air 19.2 Breaking Down an LCU Superiority Marker to its AP side). If Activated for Movement (but not actually moving), any LCU on 19.3.3 At the start of the 1916 Total War Scenario the CP has air the map may be broken down into its component SCUs. Important: superiority. This is the only way that LCUs on the map can ever be returned to the Corps Assets Box. Design Note: Historically, the CP enjoyed air superiority for much of the war in this theater. However, once the AP gained air superior- 19.2.1 If the LCU is full-strength, put it in the Corps Assets Box, ity, they were easily able to retain it. Air superiority was primarily and replace it on the map with one SCU from the Reserve Box and useful for reconnaissance and was a fundamental factor in Allenby’s two other SCUs that are not currently in the game (e.g., SCUs that operational success in Palestine. The CP’s lack of air superiority were set aside when the LCU was built or extra SCUs included in allowed Allenby to perpetrate ruses which badly deceived the CP the game for this purpose). and contributed to the massive AP breakthrough that drove the 19.2.2 If the LCU is reduced, put it in the Corps Assets Box, and Turks out of Palestine. replace it with one SCU from the Reserve Box and one other SCU (per above). 19.4 Severe Weather Variant (recommended) 19.2.3 An LCU may be replaced by full-strength or reduced SCUs, The following optional rule was added late during playtesting. regardless of whether the LCU is full-strength or reduced. • When a player Activates units for a Combat that is subject to a 19.2.4 If there are not enough SCUs set aside from the game or extra Severe Weather Check, he receives a –1 DRM for the Severe SCUs, the required number of SCUs may be taken from the Reserve Weather die roll for each extra OPS he spends when Activating Box or from unused reinforcements in the box at the player’s op- the attacking units. tion, or he may take fewer SCUs if he wishes. Note: Using unused • For each additional OPS spent, place an additional Attack Marker reinforcements from the box will mean that some reinforcements on one of the Activated spaces. This DRM applies to all units may be unavailable when an Event card is played. Generally, ample involved in the attack and subject to the Severe Weather Check extra units have been supplied to allow players to break down BR (not just those in the marked space). and FR invasion LCUs (for example). © 2008 GMT Games, LLC Pursuit of Glory—Play Book 3 Example: TU units in Rize and Oltu are Activated for Combat during The addition of these options allows the AP Player to accelerate an the second Action Round of the Winter 1915 turn and will cooperate invasion’s pace, but renders his invading units less combat effective for a highly risky Winter attack against Ardahan. Since it is Winter during the initial attack and more vulnerable to counterattack. This and the units are attacking from (and into) Mountain spaces, they allows him to choose between a speedy attack and/or advance inland are subject to a Severe Weather Check. The CP Player chooses to vs. a slow prepared attack en masse. After invading with SCUs, he use 4 OPS for the attack: 2 to Activate the two spaces, and 2 as a can of course organize them into LCUs during a later Action Round, –2 DRM. The CP Player rolls a die for Rize and again for Oltu, per normal rules. receiving a –2 DRM each time. Since it is the second Action Round, he must roll less than 2, or his full-strength units in the space will 19.6 Jerusalem be reduced. For Oltu, he rolls 4 –2 DRM = 2; thus, his full-strength This rule takes account of the historical uniqueness of Jerusalem. units there are reduced. For Rize, he rolls 3 –2 DRM = 1; thus, his • If an actual Combat has not yet been fought in Jerusalem, when full-strength units there are unaffected. a full-scale attack is announced against Jerusalem involving at Design Note: The extra OPS represent additional preparations least three attacking units, the defender (whether CP or AP) must and supplies devoted to securing the safety of the men, as Yudenich announce if he will fight or withdraw. did when preparing his men for their successful Winter offensive • If the defender withdraws, there is no Combat. All defending units in 1916. withdraw one space (more spaces if this is necessary to avoid an overstack situation). Up to three attacking units (full-strength) 19.5 Invasion Initiative may then Advance into Jerusalem. The normal VP and Jihad This optional rule allows the AP Player to seize the initiative during Level adjustments occur. an invasion by foregoing the organizational process represented by • If the defender decides to fight, the attacker may immediately the pause on the Beachhead (to organize the divisions and add in cancel the Combat with no further effect or he may continue. the corps level assets). • If the attacker continues—thereby making Jerusalem a battle- When the AP Player initially places a Beachhead Marker on a Beach- ground—the defender is penalized 1 VP immediately.