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updated: 05 AUG 14 Designer Notes: France ‘14 With the end to diplomacy in the summer of 1914, Germany marched into Belgium in the first week of August to win a crushing victory with their finely tuned, but heavily modified, Schlieffen Plan. Germany saw many initial successes in France and Belgium in August and early September, and victory seemed like a foregone conclusion. However, defying all odds, the weary French and British made an about face and counter attacked along the Marne, crushing the Schlieffen Plan, and halting the German advance. The 1914 conflict in France would be the opening act of a gruesome war that would not end until 1918, a war which would forever remove many of the monarchs in Europe, and consume the lives of over eighteen million people. This "Great War" would mark the end of the Napoleonic old world order, and would be the catalyst for an even greater struggle known as World War II.

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Page 1: Designer Notes: France ‘14 - Scenario Design Centerhist-sdc.com › images › spotlights › fwwc_f14 › Notes.pdf · The most difficult task was wading through the data and sorting

updated: 05 AUG 14

Designer Notes: France ‘14

With the end to diplomacy in the summer of 1914, Germany marched into

Belgium in the first week of August to win a crushing victory with their finely tuned, but

heavily modified, Schlieffen Plan. Germany saw many initial successes in France and

Belgium in August and early September, and victory seemed like a foregone conclusion.

However, defying all odds, the weary French and British made an about face and counter

attacked along the Marne, crushing the Schlieffen Plan, and halting the German advance.

The 1914 conflict in France would be the opening act of a gruesome war that

would not end until 1918, a war which would forever remove many of the monarchs in

Europe, and consume the lives of over eighteen million people. This "Great War" would

mark the end of the Napoleonic old world order, and would be the catalyst for an even

greater struggle known as World War II.

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Table of Contents Introduction ....................................................................................................................... 5 Campaign background ..................................................................................................... 8 The Beligerants................................................................................................................ 11

The Belgian Army......................................................................................................... 11

Organization .......................................................................................................... 11 Miscellanea ........................................................................................................... 13

The French Army .......................................................................................................... 14 Organization .......................................................................................................... 14

Equipment and Training ....................................................................................... 17 Miscellanea ........................................................................................................... 23

The German Army ........................................................................................................ 24 Organization .......................................................................................................... 24

Equipment and Training ....................................................................................... 34 Miscellanea ........................................................................................................... 35

The British Army .......................................................................................................... 37

Organization .......................................................................................................... 37 Equipment and Training ....................................................................................... 38

General Notes .................................................................................................................. 42 Attachments .................................................................................................................. 42 Cavalry Units, cavalry tactics, and cavalry types ......................................................... 44

Replacements ................................................................................................................ 50

Infantry movement speed .............................................................................................. 51

Lack of "Go On Foot" command .................................................................................. 53 Unit frontages, attack formation (1914) ........................................................................ 53

Unit frontages, defense formation (1914) ..................................................................... 55 Forts .............................................................................................................................. 55 Trenches and Improved Positions ................................................................................. 58

Heavy Machine Gun Units............................................................................................ 59 Field Guns, direct versus indirect fire ........................................................................... 62 Machine Gun and Field Gun Unit setup ....................................................................... 63 Towed Gun Limitation (stacking) ................................................................................. 65 Brigade and regimental HQ units ................................................................................. 66

Off map HQ units with 0% arrival ................................................................................ 67

Commanders ................................................................................................................. 67 Engineer units, minefields, obstacle and rubble clearing ............................................. 70 Stacking limits .............................................................................................................. 73

Night operations ............................................................................................................ 75 Siege Gun Units ............................................................................................................ 77 Rail capacity.................................................................................................................. 78 Artillery setup parameter .............................................................................................. 80 Multiplayer .................................................................................................................... 80

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Listening Music ............................................................................................................ 82

Conclusion ....................................................................................................................... 84 Scenario Notes ................................................................................................................. 85

Getting Started: The Guns of August............................................................................ 85

1914_0804_01s: The Assault on Liège......................................................................... 87 1914_0812_01s: The Battle of the Silver Helmets ....................................................... 89 1914_0815_01s: A Crossing at Dinant ......................................................................... 90 1914_0818_01s: Driving the Wedge ............................................................................ 91 1914_0820_01s: Von Moltke's Indecisiveness ............................................................. 92

1914_0822_01s: Home Before the Leaves Fall ............................................................ 93 1914_0822_02s: Lanrezac, the Defiant ........................................................................ 97 1914_0822_03s: Offensive à Outrance! ..................................................................... 100 1914_0823_01s: The Contemptibles Make Their Stand ............................................ 102

1914_0823_02s: First Clash at Mons ......................................................................... 103 1914_0824_01s: Flank Guard at Elouges ................................................................... 104

1914_0825_01s: The Rage of Dreaming Sheep (1st Sortie) ...................................... 105 1914_0826_01s: Taking One for the Team ................................................................ 106

1914_0826_02s: Unwritten Valor............................................................................... 108 1914_0829_01s: French Morale Restored .................................................................. 109 1914_0901_01s: A Desperate Rear Guard ................................................................. 110

1914_0905_01s: Uncovering the Enemy's Hand ........................................................ 111 1914_0906_01s: Miracle at the Marne ....................................................................... 112

1914_0906_02s: The Juggernaut Exposed ................................................................. 117 1914_0906_03s: Foch Stands Firm ............................................................................ 119 1914_0906_04s: Opportunity Lost ............................................................................. 121

1914_0906_05s: Flirting With Disaster ...................................................................... 122

1914_0909_01s: The Belgian Diversion (2nd Sortie) ................................................ 123 1914_0913_01s: Everything at Stake! ........................................................................ 124 1914_0917_01s: The Race to the Sea ......................................................................... 126

1914_0919_01s: A Dagger to the Heart ..................................................................... 129 1914_1001_01s: Never Give Up! ............................................................................... 130

1914_1001_02s: Turning the Flank ............................................................................ 132 1914_1018_01s: Where Valor Sleeps ......................................................................... 133

1914_1018_02s: The Belgian Bulwark ...................................................................... 135 1914_1018_03s: The Graveyard of the Contemptibles .............................................. 137 1914_1018_04s: The Salient is Formed ..................................................................... 140 1914_1020_01s: The Unglamorous Struggle ............................................................. 141 1914_1020_02s: A Taste of Hell ................................................................................ 143

1914_1025_01s: The Salient Pushes Back ................................................................. 144 1914_1029_01s: Enter the Conqueror ........................................................................ 145

1914_1110_01s: Last Chance for Glory ..................................................................... 147 1914_1111_01s: The Prussian Guard's Grand Finale ................................................. 148

Grand Campaign Notes ................................................................................................ 150 Campaign Outcome (Campaign Victory Points - CVPs) ........................................... 150 Optional Prelude Scenarios (and CVPs for Prelude Scenarios) .................................. 151 Grand Campaign Scenario Progression Tree .............................................................. 153

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GRAND CAMPAIGN SCENARIOS ......................................................................... 155

1914: The Grand Campaign (scenario F14-A) ........................................................... 155 Prelude Scenarios ................................................................................................ 156 Strategies and Operations ................................................................................... 156

Scenario Results .................................................................................................. 163 1914: The Grand Campaign (scenario F14-B) ............................................................ 164

Prelude Scenarios ................................................................................................ 164 Strategies and Operations ................................................................................... 165 Scenario Results .................................................................................................. 165

1914: The Grand Campaign (scenario F14-C) ............................................................ 166 Prelude Scenarios ................................................................................................ 166 Strategies and Operations ................................................................................... 167 Scenario Results .................................................................................................. 167

Gameplay tips ................................................................................................................ 168 When to assault ........................................................................................................... 168

Breaking contact, retreating ........................................................................................ 169 The art of taking ground ............................................................................................. 170

Cyclist units, the use of ............................................................................................... 172 Rail lines, the use of .................................................................................................... 173 Playing as the French .................................................................................................. 174

Playing as the British .................................................................................................. 175 Playing as the Belgians ............................................................................................... 175

Playing as the Germans ............................................................................................... 176

Glossary of abbreviations used in the Order of Battle in the First World War

Campaigns Series .......................................................................................................... 177 French / Belgian .......................................................................................................... 177

German ........................................................................................................................ 178 Austro-Hungarian ....................................................................................................... 180

Content Changes ........................................................................................................... 181 Bibliography .................................................................................................................. 187 Special Thanks .............................................................................................................. 192

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Introduction

What now seems like a lifetime ago, I approached John Tiller with a proposal; a

new game series should be created covering the Great War.1 The Great War is a conflict

that is generally well known about, but is little understood, and any knowledge of it is

usually filled with stereotypes and generalizations. For many people, the first thing that

may come to mind is a conflict of nothing other than trench warfare, stagnation, and

attrition. While it is true that the Great War had an ample amount of these traits, in

actuality most of the campaigns were fluid, and it was only the periods of 1915-1916 on

the Western Front that characterizes what most people come to think of as the entire

conflict.

War gaming interest in the Great War has been nearly nonexistent in comparison

to gaming interest in World War II. One contributing factor is due to the almost total lack

of war games available about the former, in comparison to the complete saturation of

content about the latter.

In the proposal to Mr. Tiller, the first title in this bold new series would be based

upon the Western Front, and it would cover the entire year of 1914. To compound

matters, I decided to go a step further and attempt to represent the campaign using a

similar system to the popular Panzer Campaigns series, meaning that the conflict would

be represented at a scale of one kilometer per hex, at the battalion and company level. It

was a truly ambitious and equally insane undertaking, and, to my knowledge, the scale

and detail of which was something that has never been attempted before in the history of

1 In this document, “the Great War” may be referred to as “the First World War” or “World War I”

interchangeably.

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war gaming. The end result is what I hope will be the most accurate and detailed

representation of this great conflict, and a hope to spark greater interest in the study of

World War I in general for further research and understanding, which in turn helps form a

greater understanding of World War II and modern world problems and situations. An

example of this would be the outcome of the French campaign of 1940, and the

undeserved post World War II criticism placed upon the French Army by armchair

historians.2 If people learned through a war game, or through further reading inspired by

playing a war game, exactly how much the French people suffered during the Great War

by experiencing or reading about the campaigns themselves, then perhaps they would

exhibit a broader understanding of the "complete picture" and be less quick to criticize

French performance in 1940.3 This is just one example of how the Great War contributed

to the events, origin, and outcome of World War II but it certainly goes much further than

this. The Great War was the genesis of modern warfare, seeing the birth of many modern

weapon systems and tactics, all of which deserve their own study in order to better

understand modern warfare.

The sheer scope and depth of the data that needed to be gathered to create this

work is mind boggling to say the least and, to complicate things, almost every source

available covers a small piece of the puzzle, or conflicts with one another in some regard.

The most difficult task was wading through the data and sorting out facts from bias, and

2 There is an excellent Panzer Campaigns series title available, France ’40, if you would like to wargame

the 1940 German invasion of France. 3 France suffered roughly 25% of all casualties inflicted upon the Allied Powers during the Great War, with

over 5.6 million soldiers dead or wounded, second only to the Russian Empire, which suffered 30% of

Allied Power casualties at over 6.7 million soldiers dead or wounded. However, French military casualties

amounted to 14% of the total French population at the time (~40 million people), compared to Russian

military casualties which amounted to 4% of Russian national population at the time (~159 million people).

This percentage of national sacrifice is unparalled in history. War weariness in 1940, needless to say, was a

contributing factor to French performance, and rightly so.

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the avoidance of making too many speculations in areas which had little information

available. Cross referencing several sources was absolutely necessary so that an accurate

result, free of most bias from the period, could be obtained. Every effort was made to

make this as accurate a representation of the Great War as possible, given the limitation

of both human abilities and sanity. However, given these complications, realities and

over ambitions, there is no doubt that unintentional errors have been made in the creation

of this work. I alone am responsible for any such errors.

* * *

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Campaign background

The following question must be addressed immediately: why was the decision

made to split the 1914 conflict on the Western Front into three separate campaigns, and

not represent it with one huge campaign? The answer is that 1914 was actually the scene

of three different stages of the battle as both sides switched to completely different

strategies throughout the year. These shifts in strategies were broken down into phases, of

which the three campaigns represent. You may notice that there is actually more than

three campaign scenarios present in this title, this is because the campaign in Flanders4

was broken up into smaller campaigns of Yser, Ypres, and La Bassée in order to provide

a smaller sector if the desire is not to play the entire Flanders Campaign.

The initial conflict from August to mid September was an attempt by the Germans

to win a quick victory over the allies by out flanking them and capturing Paris. This was

foiled by a series of events. The most notable of these events was the German 1st Army

turning south too early, the skillful BEF withdrawal and harassment, and the counter

attack by the French 5e Armee at Guise, all helping to force this early turn. However,

perhaps the biggest issue that foiled the plan was von Moltke’s revision of the original

Schlieffen Plan just prior to the war. Von Motke’s revision put more German corps along

the Franco-German frontier, and on the Eastern Front, rather than one massive wheeling

force towards Paris. Von Motlke felt that the original Schlieffen plan was too bold and he

could not accept a plan that would ultimately surrender German soil to the French.5 He

opted for a more conservative approach which, ultimately meant that the flanking

4 The Flanders campaign was during the period of mid October to mid November 1914.

5 The original Schlieffen plan was designed to weakly defend the Franco-German frontier and to give

ground to a French attack. By giving ground to the French, von Schlieffen calculated that the French army

would be walking into a trap, leaving Paris undefended, and allowing the French army to be flanked.

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German armies were too thinly spread in their wheeling movement to effectively swing

around and isolate Paris. To further complicate matters, a new decision by von Moltke,

just prior to the Battle of the Marne, to outflank and destroy the then weakened French

5th Army, had the effect of causing the German 1st Army to swing further southeast

which placed it in a situation where the German right wing was vulnerable to a massed

counter attack. This counter attack by the BEF and French 6th Army, resulted in a

decisive turn of events for the seemingly invincible German Army. What followed was

the German retreat, and the Battle of the Aisne, as the line was stabilized and then a new

phase of battle began. It is difficult to imagine, when all hope seemed lost, how the allied

armies managed to counter attack and completely turn the balance of power in the

conflict. Indeed it was a miracle.

From this point, a new phase of the campaign began and consisted of a race where

both the Central Powers and Allied Powers attempted to outflank each other. From the

Aisne to Switzerland, the battle line was continuous, but in the west the battlefield was

wide open all the way to the English Channel. Thus, the period known as "the Race to the

Sea" ensued in which both sides stretched the battlefield further and further northwest.

Neither side gave up hope that they could still force a quick victory before the end of

1914. The German strategy was both to outflank the allies and to seize as much territory

as possible, with the whole of Calais as the grand prize. The Allies desired to turn the

German flank, as they did at the Marne, and force a German withdrawal from Belgium

and France.

Once the Race to the Sea phase ended, and the battle line was now continuous

from the English Channel to Switzerland, a third phase began with the Germans trying

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desperately to break through the allied line in the vicinity of the BEF held salient at

Ypres. The reduction of the Ypres salient would shorten German lines, and eliminate a

bridgehead across the Yser that the allies could use for a future counter offensive. The

Germans were also aware of how thinly spread the BEF was becoming. All of this made

the Ypres salient a perfect opportunity for German breakthrough in an otherwise now

static front.

With all of this in mind, not only were the objectives in all three major phases

completely different, unit composition between the first and second phases were also

different and, more importantly, the French had dropped the “cult of the offensive”

mentality, so their infantry ratings had to change.6 Therefore, given France ’14’s scale, it

is impractical to effectively represent the whole entire 1914 conflict in one all

encompassing scenario. That is not to say that it is impossible, but any attempt to do so

would create an unmanageable experience and any semblance of a historical outcome is

doubtful.

The early campaign covers most of the front line area across France, but it does

not cover the relatively static areas in the German 7.Armee and French 1er Armée sector.

This area covered the region from Épinal to the Swiss border. Although the front

remained relatively static in this area during 1914-18 given the nature of the terrain, it is

important to remember the brutal fighting did occur here and that it too was part of the

"Western Front".

* * *

6 See the notes about the French Army for more information.

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The Beligerants

The Belgian Army

Organization

Obtaining correct order of battle information on the Belgian Army of 1914 is a

very difficult endeavor. The sources that are available are often conflicting or inaccurate.

However, through lengthy research, accurate and reliable sources were discovered. To

understand the events of the German invasion of Belgium, there must be a brief mention

of the Belgian Army's situation at the outbreak of the conflict.

At the start of 1914, the Belgian Army was in a state of total reorganization and

this reorganization was not scheduled to be complete until 1918. Indeed, at first glance

the Belgian order of battle will appear odd and even incorrect. Divisions are specified as

corps and brigades are specified as divisions. This is indeed intentional and historical.

During this period of reorganization, Belgium was looking to expand their army.

However, to avoid scaring parliament, who was afraid of all military expenses, it was

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decided that army corps would temporarily be called “divisions”; the divisions would be

called “mixed brigades”. Therefore, in essence, the brigades were an incomplete division

in the process of reorganization, and divisions were really the start of the formation of

army corps. This also explains why elements of the "divisions" were so scattered across

Belgium at the start of the conflict. Having this awkward organization in transition does

have its weaknesses as well as its strengths. "Brigades" have difficulty in cooperation

with other brigades, however brigades have the command radius of divisional HQs, and

divisions have the command radius of Corps HQs.

In time of peace, the Brigade Mixte was comprised of only one infantry regiment.

When the regiment was mobilized it would receive the eight youngest draft classes and

divide itself to form a second infantry regiment. This would then become the corner stone

of the Brigade Mixte. Then, seven of the oldest draft classes7 would form another

regiment; a Régiment de Forteresse. The split of the regiments was supposed to occur in

1915 during the middle of the reorganization period; however, it was decided to carry out

this split when the army was mobilized. The Belgian Army was already short of officers

and equipment, so the result of this split was an influx of inexperienced personnel and an

even greater shortage of cadre and equipment. This resulted in a much diluted army that

was in no way prepared to face the onslaught of the German war machine. However, no

one can deny the tenacity of "brave little Belgium" and even though their mobilization

system was flawed, a good part of the Belgian Army is rated as "C" quality with their

infantry regiments rated as "D" quality to represent this tenacity.

The Garde Civique deserves special mention. This unit was a governmental

institution that was charged with maintaining law and order and was not related to the

7 The “oldest draft classes” consisted of men over the age of 30.

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regular Belgian Army. The Garde Civique has been omitted from the order of battle for

several reasons. The first being that they were in fact only used in maintaining law and

order and the second being that they posed no real military threat to the German Army.

At the start of the war, the Belgian government decided to withdraw all Garde Civique

units to Bruxelles where they were ordered to dig trenches and prepare the city for

defense. However, the Germans did not recognize the Garde Civique as part of the

Belgian Army and so the Garde Civique decided to surrender their weapons so as not to

be classified as combatants.

Miscellanea

The HQ insignia for the Belgian Army are insignia based on traditional military

map symbols that denoted the size of unit and the colors are based on national colors.

* * *

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The French Army

Organization

The French Army throughout 1914 was an organizational nightmare. Divisions

and Corps were uprooted and transplanted where needed, and it quickly became

disorganized. Creating the French Army in the order of battle was extremely difficult and

took over a year of researching different pieces of the puzzle, as well as countless late

night frustration. In the end, the primary source of information was, naturally, Les armées

françaises dans la Grande Guerre (AFGG), Thome X, Volumes 1 and 2.

Some might notice that a few corps formations which, at various times had a third

"attached" division, may not necessarily have that attachment in their "correct" places in

the order of battle.8 Or, in the case of the Groupe de Divisions de Réserve (GDR)

formations, some reserve divisions do not appear in their peace time "on paper"

organizations, rather they instead appear outside of the GDR. This was only done in cases

8 An example of this is the 3e CA's 38e DI and 10e CA's 37e DI, which was also attached to the 18e CA at

some point.

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where units may have moved around in the organization between armies and various

corps which the game cannot otherwise allow. Instead, with these formations as lose

entities, it intentionally allows them to be attached to different armies to allow for this

historical level of flexibility. It is debatable whether or not these "attached" divisions

were actually assigned to a specific corps' organization in game play terms; rather, it is

more likely that these divisions were simply temporarily placed under the authority of the

corps commander, but not in the actual organization itself. One notable example is the 7e

CA. Historically, the 7e CA began the war with the 14e DI and 44e DI. However, around

the time of the Battle of the

Marne, the 7e CA was

transferred to the VIe Armée.

When it made this move, the 7e

CA's 44e DI remained with the

Ier Armée, and the 63e DI, which

was previously in the 1er GDR,

took its place. This type of

restructuring is what caused an immense amount of grief to the point where certain

adjustments had to be made, whilst keeping the historical events and possibilities in

mind. The end result is that a few units may appear out of place when, in reality, they are

located in such a manner to allow them to be attached to different armies, or to allow

them to be in historical "war time" organizations.

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The late 1914 order of battle9 was the most frustrating of the three orders of

battles to research and create. This period, as well as 1915, is what I refer to as the

"reorganization and improvisation period", where both sides were evolving to the nature

of the conflict and, in many cases, restructuring and rearming their forces as they went.

During the Race to the Sea, both sides reorganized themselves as needed to meet the

demands of the constantly lengthening front. For the Germans, this primarily meant that

corps were reassigned to different armies as the Germans generally kept their order of

battle extremely tidy. In contrast, the French made a host of restructuring and

reorganization changes which again test the capabilities of the game. The choice was

made that the starting organization for the late order of battle is setup to represent the

force structure at the start of October, when the late period was generally established

from the early 1914 structures. In the late September scenarios, these units are attached to

their parent army HQs, to which they originally resided. The intent is that late war

scenarios "play out" with some of the organizational changes already in effect in order to

help ensure that the battles flow more historically. The user still has the freedom to make

their reorganizations, but the historical guideline is in place. Also, any brigade or division

that may have been briefly and temporarily attached to a specific corps may not be

represented that way in the order of battle. It is rationalized that in these cases of brief

attachments, in game play terms it simply means that the units were independent at the

army HQ level, capable of working with other corps and divisions within the command.

This solution is not perfect, as no solution to this complex issue could be without

allowing a complete restructuring freedom of the order of battle from top to bottom, but it

does provide a common ground in a period were there was constant change. This could

9 The late order of battle coveres the “Race to the Sea” period, and the Battle of Ypres.

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have been handled a multitude of other ways but unless there was a different order of

battle for every week of the war, this approach is as well as any other when attempting to

create a definitive order of battle structure at this level during a period when nothing was

definite.

Another late period order of battle issue was with the army level Artillerie

Lourde. In October, the French began to realize their shortcoming of indirect-fire-capable

artillery, and began to rectify it by bringing old guns out of retirement from forts and

stockpiles across the country. Obsolete guns like the 120mm de Bange 1877, and 155mm

de Bange 1877, began to see front line use until France could produce enough modern

guns to replace them. These guns are presented in the late order of battle, albeit the

Artillerie Lourde organization has shifted to a more abstract representation of groupings

of guns at the appropriate level that AFGG specifies. During this ad hoc period, the

French also had trouble replacing the early losses of 75mm M97 field guns and were also

experiencing trouble supplying them with enough ammunition. For this reason they

briefly brought two obsolete field guns out of retirement as a stop gap: the 95mm

Lahitolle 1875, and the 90mm de Bange 1877. These guns mostly acted as replacements

to the RAC field artillery units and, for the sake of practicality, these guns are not

represented in the order of battle. All of these guns were relatively quickly replaced as

75mm M97 field gun replacements became available, and as ammunition production

began to increase.

Equipment and Training

The French Army in any game, from the Napoleonic Era to the Second World

War, is a hot button issue. In France '14, there is no exception. The quality of the French

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Army and its equipment is taken from several considerations, as is the quality of their

attack ratings. It is important to note that it seems to be rather popular to be labeled as

"anti French" when describing French weaponry, doctrine, or military capability of the

First World War. The following observations are not based upon any bias for or against

the French military, they are based solely on research from various sources, and from first

hand experience with the weapons they employed. Being a collector of firearms and

having over ten years of military experience, it is easy to come to the conclusion of what

the different unit ratings should be.

In 1914, the French infantry and machine gun soft attack ratings are the lowest

between German and British forces, with the Germans coming in second, and the British

being the best of the three. The French are the lowest rated because of their rather poor

quality weapons they fielded, and has nothing to do with the individual wielding it. The

machine gun used by the French in 1914 was primarily the air cooled 1907 St.Etienne

machine gun, which had serious defects. This weapon was highly susceptible to

misfeeding because it had an overly complex mechanism. Since the weapon was

extremely unreliable and prone to stoppages, French regulations stated that, unless in

cases of emergency, only one of the two machine guns in each section was allowed to fire

at any one given time. This was done in order to limit the possibility of both weapons

being down from a malfunction at the same time, while the crews performed immediate

or remedial action. The St.Etienne 1907 was quickly replaced by the Hotchkiss 1914

machine gun, however most sources indicate that the Hotchkiss 1914's adoption was

never really complete until early or middle 1915, while other sources indicate that it did

not occur until as late as 1916. Because of this, and the general uncertainty of what the

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vast number of units were equipped with, machine gun ratings for the French are that of

the St.Etienne 1907. It is worth mentioning that another machine gun already in service,

the Hotchkiss 1900, was far better than the St.Etienne 1907 but at the time the Hotchkiss

1900 was too expensive given that the St.Etienne was a government made weapon at

government owned and operated factories. The Hotchkiss 1900 was produced by a

privately owned company and, because of this, the cost per unit was much higher than

that of the St.Etienne, so the St.Etienne received the nod.

The standard French Army rifle in 1914 was the Lebel Model 1886. The rifle was

extremely advanced when it was introduced in 1886, being the first to incorporate a small

caliber bullet and smokeless powder, but by 1914 it was obsolete and clumsy. The Lebel

M1886 was almost six feet long with bayonet attached and weighted nearly ten pounds

unloaded. It had an awkwardly designed eight round magazine, consisting of a

longitudinal tube underneath the barrel. The magazine was difficult and extremely time

consuming to load, taking over one minute to replenish under ideal circumstances. After

the eight round magazine was emptied, practicality forced the soldier to manually insert

single rounds into the breach to fire, since the amount of time to reload the magazine was

unfeasible when subjected to enemy fire. This greatly reduced the rate of fire of a French

infantryman to as much as one half the level of his rivals, the latter employing rifles

equipped with box magazines with quick loading stripper clips. As if this were not

enough, as the rifle's oddly designed longitudinal magazine was depleted, the center of

gravity of the weapon would shift dramatically. In modern rifles, it is now known that

having a perfectly balanced weapon with a constant center of gravity is critical to

maintaining accuracy. The shift in the Lebel's center of gravity as the magazine was

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depleted would cause the weapon to become off balance and disrupt the firer's aim point.

All of these problems were not fully rectified until 1915 when the Lebel-Berthier

M1907/15 rifle was adopted, which featured a box magazine and a Mannlicher-type clip

for rapid reloading. However, the Lebel M1886 would still remain in service with second

line French units throughout The Great War, although these second line units began to

supplement it with other weapons later on. Taken by itself, the Lebel Model 1886 rifle

was bad enough on influencing a low soft attack rating for French infantry, however this

is not the only cause. The French infantry in 1914 frequently employed a tactic where

they would quickly pop up from cover and conduct rapid fire until their magazine was

depleted, then they would take cover and reload (rafale). This tactic resulted in a poor

distribution of fire, massive expense of ammunition, and extremely poor accuracy.

The French Army was almost totally lacking in true indirect artillery support

(howitzers) at the time of 1914. However, the French Army employed the best field gun

in the world: the 75mm Model 1897. This gun was a marvel of technology at the time;

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the Mle 1897 utilized a French copy of a German designed10

long recoil hydraulic brake,

which allowed for a stable firing platform during rapid fire. This allowed the gun to be

fired rapidly and with great precision since the gun did not require frequent relaying. It is

certainly true that the German and British field guns featured similar characteristics;

however the real strength of the French 75mm Field Gun was in its rate of fire. The

German Field Kannone 96 fired approximately five rounds a minute, and the British 18

pounder fired nine rounds a minute. The French Mle 1897 field gun fired a remarkable

fifteen rounds a minute, and even up to thirty rounds a minute in emergencies and when

sufficient ammo was available.

The French infantry in the early order of battle11

are blessed with the highest

assault rating of all infantry, but are cursed with having the lowest defense rating. This is

formulated from several conditions, but the largest factors have to do with the "cult of the

offensive" doctrine of the early period of 1914. Following the French capitulation after in

the Franco-Prussian war of 1870, the officers at the École de Guerre came up with the

opinion that they had been defeated because they had surrendered tactical, moral, and

strategic initiative to the Germans before the battle even began. Their answer to this was

that in the next conflict the French would launch immediate attacks on all fronts,

theoretically causing the enemy to stretch their resources and force them to constantly be

on the defensive. A vocal French officer that supported this view, Colonel de

Grandmaison, has been quoted as saying, "In an attack only two things are necessary: to

know where the enemy is, and to decide what to do. What the enemy intends to do is of

no consequence." This type of mentality, combined with the doctrine of all out attack,

10

Konrad Haussner. 11

The pre “Race to the Sea” period.

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nearly led to complete disaster. With indifference to the enemy's intentions, the French of

the early 1914 campaign approached tactical situations with the surgical precision of a

sledgehammer. Doctrinally, the French answer to most tactical dilemmas was to mass

into dense formation with bayonets fixed, and surge forward to deliver cold steel to the

enemy. It was thought that the massed attack delivered with unflinching determination

would prevail in any situation. To represent this severe vulnerability created by their “cult

of the offensive” doctrine, French infantry have the lowest defense rating out of the other

belligerents. In the late order of battle, the French had abandoned the flawed "cult of the

offensive" doctrine, and this is reflected in the game by French infantry assault and

defense values fluctuating back to a more standard level in comparison to the other

belligerents, thus making French infantry less effective in assaults but more effective in

the defense.

The French system of reserves was very different from that of the strict and highly

organized system used by the German Army. Upon completion of active service in the

French Army, soldiers passed into the Reserve for eleven years of additional service. At

mobilization, the first two reserve classes (soldiers who were on their first of second year

of being in the Reserve) where used to fill out the ranks of the Active Army formations to

bring them up to war strength, and were utilized as replacements from depots. The

remaining nine classes of reservists were used to form reserve units. This meant that the

actual reserve formations contained a mixture of personnel who were anywhere from

three to eleven years out of active service. To make matters worse, there were very few

experienced NCOs and officers in the reserve and exceptions for annual training for

reservists was granted liberally so that it is estimated that only 25% of those called back

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for training actually appeared. This meant that the French reservist quickly became

"demilitarized" once he exited the Active Army. This "system" of reserves was the polar

opposite of the German system which was filled with high quality cadres and excellent

discipline.12

Miscellanea

With interest in keeping historical accuracy, you may notice that the Zouaves and

Tirailleurs Regiments and Battalions adopt a new naming system in the late 1914 order of

battle. In the early 1914 order of battle "RM" appeared before the regimental number13

where as in late 1914 the naming system changed to include "RM" in a full abbreviation

following the regimental number.14

The HQ insignia for the French Army are insignia based on traditional military

map symbols that denoted the size of unit and the colors are based on national colors.

For maximum chrome, the numbering system of French armies and corps are in

accordance with AFGG, the official French history of the war. This means that French

armies are numbered with roman numerals and French corps are numbered with Arabic

numerals, which is basically the opposite of other armies of the period. This keeps it

consistent with official French documents and adds a more historical flavor and

uniqueness to the order of battle.

* * *

12

Terence Zuber, The Battle of the Frontiers: Ardennes 1914, 85. See the German Army section of the

notes for information on the German system of reserves. 13

ie. RM 2e Zouaves. 14

ie. 2e RMZ.

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The German Army

Organization

German jäger battalions were an item of frustration. Some sources place jäger

battalions as a corps level asset, however, other sources and historical accounts place the

same jäger units in various German cavalry divisions. Thus, in 1914, it was decided to

place most of these active jäger battalions in the cavalry divisions since it is indisputable

that they were indeed attached to some of these divisions at some point. However, it may

be noticed that the jäger assignments are in no way uniform. Historically, some German

cavalry divisions had several jäger battalions and others had none at all, and this is

represented in the order of battle. German reserve jäger battalions also were a bit of a

headache. Conflicting sources placed the reserve jäger battalions in specific reserve

divisions, and some had them as Reservekorps level assets. Again, a decision was made

which placed these formations in specific reserve divisions. However, all jäger battalions

that are located in an infantry division are at division level, regardless of the fact that

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some sources place them in specific infantry brigades within that division. This was done

because the jäger would be used where needed by the division commander and putting

them in a brigade restricts their use too severely.

Nothing was more frustrating than trying to

determine the organization and structure of the

1.Marine-Division. Every source consulted, in both

German and English, seems to have a different

answer to what structure this division had in 1914

and anyone who has ever had interest in researching

this has probably ran across the same issue. The two

aspects of the division that have the most

inconsistency are in regards to attached brigades,

artillery, and machine guns assigned to the unit.

Some sources place the Landwehr-Brigade.37 and

38 in the 1.Marine-Division, and later the Reserve-

Ersatz-Brigade.2.15

The same sources that list these brigades as part of the division also

place Landwehr artillery in the division itself along with Landwehr cavalry squadrons.

However, Die Schlachten und Gefechte des Grossen Krieges 1914-1918 (S und G)

specifically lists these two Landwehr and Ersatz Brigades separately when listing the

units which participated in the same battles that the 1.Marine-Division participated in. In

the end, a judgment call had to be made. The end decision is that both S und G and

Hermann Cron’s Geschichte des Deutschen Heers im Weltkriege 1914-1918 was used as

15

A mistake that has been perpetuated over time is that this brigade was called “Ersatz-Brigade.2”. There

was never an independent 1st or 2

nd Ersatz Brigade in existence in the German army; these two units were

both reserve ersatz brigades.

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the final source for the division structure which basically represents the division in its

“bare bones” status. This means that the two Landwehr-Brigade.37 and 38 and

Res.Ersatz-Brigade.2 (later) are represented as separate independent entities that really

only acted in close support of the 1.Marine-Division. The two landwehr brigades were

mixed combined arms formations16

which contained their own artillery, cavalry and

pionier units and these are the same units that some sources list as being attached to the

1.Marine-Division. The S und G and Cron approach implies that the two mixed landwehr

brigades operated in close

support of the 1.Marine-Division

and, as such, lent its cavalry,

artillery and pionier services to

the division but were never

formally assigned to the division

itself. The actual amount of

organic artillery assigned to the

division only consisted of a

single battery of guns,17

which should not be confused with the naval artillery brigade

that was assigned to the division as infantry.18

The one naval artillery battery approach

seems to be consistent with how the 2.Marine-Division was established at the end of

November and provides a nice uniformity to the two division’s structure. So in the end,

16

These mixed landwehr brigades were referred to as “gemischt” landwehr brigades. 17

Hermann Cron, Imperial German Army 1914-18, 100. 18

The “naval artillery brigade” which was assigned to the division was used as infantry which made up the

two matrosen regiments and these troops were utilized as infantry, not as artilleryman.

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the flexibility is left up to the user to choose whether to use the two mixed landwehr

brigades in a supporting role to the 1.Marine-Division or to send them elsewhere.

Pionier battalions within the pionier regiment might seem like they have the

incorrect number of companies at first glance. It is true that pionier battalions had four

companies before mobilization, however, after mobilization the 4th company of a pionier

battalion was split off and used as the foundation of a reserve pionier battalion. The first

three companies of a pionier battalion that did not form pionier regiment was divided up

amongst the regular infantry divisions, and the fourth company and first and second

reserve pionier companies were divided up amongst the reserve divisions. During

mobilization, ten pionier battalions were pre selected to form pionier regiments for the

purpose of siege warfare. These pionier battalions were the 18-20, 23-25, 29-31 and

Bavarian. When mobilization began, these select pionier battalions took on the

regimental number of their original battalion designation and the first three companies in

the battalion formed the I. Battalion of the regiment. The fourth company was combined

with the first and second reserve companies assigned to it and formed the II. Battalion,

thus making a regiment of two battalions, each of three companies and a siege train and

allotted minenwerfers. For simplicity, the II. Battalion of the regiment is a matching

quality of its fourth company so that the battalion can combine into one unit. It is

arguable that the fifth and sixth companies of this battalion should be of lesser quality

because they were in fact formed from the reserve component but this would cause

unnecessary clutter. Also, just as it can be argued that these two companies should be

lower quality, it could also be argued that the diluted battalion would take on the quality

of its senior company once the units are combined.

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Somewhat related to Pioniers, minenwerfers units deserve special mention. In

1915, the Germans began organizing minenwerfers into battalions of 30 mixed light and

medium minenwerfers. In September 1915, company sized formations of 12 mixed

heavy, medium, and light minenwerfers were established, and these company sized units

were attached to each division. These are the most commonly known minenwerfers. In

1914, the Germans did indeed have minenwerfers, but they did not have many. At the

start of the war, the minenwerfer was held in the greatest secrecy, similar to the 42cm

howitzers, and these secret minenwerfers were specifically designed to be used against

field works and light fortifications. The German Army was the only army that took to the

field with such a weapon on the western front, but in late 1914 the French soon followed

with antiquated but longer ranged 220mm de Bange 1880/91 mortar. In the early period,

the German minenwerfers were not organized into any official units and, because of their

level of secrecy; it is difficult to find concrete data about them in the early months.

However, German sources indicate that the minenwerfers they did have in 1914 were

organized with army level pionier units, specifically assigned to what they referred to as

the regiment's siege train. In that regard, the early minenwerfers have been grouped in a

siege train battery for each pionier regiment.

There is a common misconception on what an “ersatz” formation was composed

of in the German Army of 1914. Firstly, it is important to note that the "ersatz"

formations did not draw men from the Ersatz Reserve. The Ersatz Reserve was a pool of

men who could not make it into the army because of their physical condition. The ersatz

formations drew its soldiers from excess soldiers who were supernumerary to active army

units, after the initial reserve formations had been formed. In this regard they intended to

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act as a replacement pool where the trained troops flowed in and awaited to be assigned

to other units so they are essentially rated the same as regular units. Ersatz divisions were

often used as a stopgap force to reinforce a sector and were even used in frontline

combat. Where they were at a disadvantage was in the fact that these Ersatz units lacked

a full cadre of officers and NCOs (leadership) and lacked much of the "logistical

necessities" needed for a field unit to operate effectively and supply itself effectively. For

this reason, Ersatz formation HQ units are rated very low in order to represent these

shortcomings and deficiencies which made them less effective as a front line force when

employed as a stopgap fighting formation.

When the German Army took to the field in 1914 they were lacking many of their

machine guns. The equipping of the German Army with machine guns was done just

prior to the start of the conflict and many reserve formations suffered from a shortage.

Some reserve infantry brigades and reserve jäger battalions went to war without their

machine gun companies. As the campaign progressed, these units would eventually

regain their missing companies, primarily from the machine gun sections that were

scattered amongst German fortress garrisons. Once the threat to the fortified areas was

removed, these units were pulled from their garrison and organized into companies to

bring the machine gun complement of the army up to full strength.19

Thus, after August,

there was a sharp influx of machine gun units. However, it is almost impossible to

determine exactly when each missing machine gun company was regained on a unit by

unit basis.20

It is important to mention that two assumptions were made in game design in

regards to German machine gun troops. First, it can be reasonably assumed that any

19

Eventually the machine gun compliment would surpass “full strength” in 1915 and 1916. 20

It is important to represent that this happened, rather than leave these units missing from the order of

battle during the period in which they were being replaced.

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second draft reserve division or jäger battalion formed between October and December

were likely given their full complement of machine guns since reequipping was a

constant and ongoing process, and it is unlikely that a new unit would have been created

with the same shortage that was currently being addressed. Second, as for the original

units that were not at full complement at the start of the campaign, it is known that the

process of stripping the machine guns from the least threatened fortress garrisons began

at the end of August. It can be assumed that these units started forming and redeploying

shortly after this, therefore the "late" order of battle contains these missing machine gun

units. As a side note, under the reign of von Falkenhayn, and after the full complement of

machine gun units had been established, German machine gun troops began to drastically

expand during 1915. This expansion was Germany's long cherished plan of having one

machine gun company of six guns for each infantry battalion,21

and to equip every jäger

battalion with an addition company of machine guns. This was only possible after

stripping virtually all machinegun companies from their fortress garrisons. In addition to

the shortage of machine gun companies for reserve units, there was also a similar

shortage for cyclist companies for the reserve jäger battalions. While the reserve jäger

battalions gained their missing machinegun companies, they never would gain the

missing cyclist companies.

One unique aspect of the German Army in 1914 was its well thought out reserve

system. The German Army of the period without a doubt had the most extensive, well

organized and effective system of reserves out of all the armies in Europe. Unlike other

armies, the Germans strictly classified and kept track of their reserves by each year in

21

This is referring to all types of infantry battalions; regular, reserve, ersatz, landwehr and landsturm.

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which they passed from the active army and into the reserves.22

This resulted in a

grouping of reservists into classes by year where each class was of similar composition in

readiness, physical condition and overall quality. This method allowed the German Army

to organize them in such as way as to maximize their effectiveness and dramatically swell

the armies ranks with highly trained reservists at mobilization time, while keeping the

older reservists separated. Service in the German Army was divided into two years in the

Active Army (three years for cavalry); five years in the Reserve (four years for cavalry);

eleven years in the Landwehr. The Landsturm included youths between the ages of 17

and 20, too young for Active Army service, and trained and untrained men between the

ages of 39 and 45, who were over ordinary military age.23

The reserves conducted strict

annual training in order to retain their level or readiness. At mobilization, reservists in the

first two year classes were utilized to fill out the ranks of Active Army units to bring

them up to full strength, used as replacements and, most importantly, used to form the

original Reservekorps and divisions. These initial reserve formations were comprised of

the newly made reservists who were still fresh in their training, albeit many were a little

out of shape physically, and who were supernumerary to the requirements of the Active

Army (in excess to the reservists used to fill out the Active Army's ranks). The remaining

reservists (third to fifth year classes) were then mobilized second and used to form the

"first wave" (also called "second draft") of Reservekorps which began entering the

German Order of Battle in October. In France '14, the "initial reserves", which are the

reserves that make up the initial Reservekorps and Reserve-Divisions, are for the most

22

As mention in the French Army section, , this was the direct opposite of the French system of reserves

which kept track of the first two years and then put all other reservists in a huge pool of troops which

diluted their effectiveness. 23

Edmonds, Sir James E. Military Operations: France and Belgium 1914, Vol. I., 21.

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part all rated as equal quality (C) to active army units.24

The difference between active

army and reserve infantry battalions is that the reserve infantry battalion assault ratings

are slightly lower since there was indeed a real world qualitative difference between the

two entities.25

The "second draft" follow on reserve formations which began to show up

in the late "Race to the Sea" period had a slightly different divisional organization and

their quality ratings are less than the "initial reserve" formations. The shock to the world

in early 1914 was that the German "initial reserve" formations were almost equal in

effectiveness to that of the Active Army formations because of the German's strict

reservists classification system and annual training. In many cases the German initial

reserve formations were the tactical equals of the French Active Army divisions.26

The

initial German reserve formations could certainly handle any threat they were met with,

but despite all of their qualitative similarities to active army divisions, reserve divisions

were equipped with less artillery and the Reservekorps lacked heavy artillery and

supporting troops. This shortcoming is what often relegated the German Army to use

these reserve formations as follow on forces, or utilized in less critical areas (since the

active formations had more combat power).

The Landwehr formations in France '14 are rated as D quality units. These

formations were highly trained as they were veterans of anywhere from eight to eleven

years in the army. Quality wise this means that it would not be justifiable to rate them

lower or higher than D quality, but these formations were equipped with obsolete

24

An exception to this is with the divisional pionier units. The 1st and 2nd company of a reserve pionier

battalion was composed of reservists, and the 4th company was composed of active personnel. To represent

this difference, the division that contains the two reserve component pionier companies has those pionier

units rated as D quality, and the division that has the 4th company has this pionier company rated at C. 25

The lower assault rating for these units helps represent the fact that even reservists who had only been in

the Reserve for one or two years were still not as in shape as active army troops. 26

Zuber, The Battle of the Frontiers: Ardennes 1914, 85.

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equipment and rifles (since all the up to date equipment had to be sent to the massive

reserve formations), and the Landsturm combat ratings reflect this.

In late 1914, the Germans raised a second draft of reserve divisions (also known

as "first wave") under the XXII to XXVII.Reservekorps and the 6.bayer.Reserve-

Division. Each reserve infantry battalion in these second draft formations received a

cadre company of an Ersatz battalion numbering 300 men. These men were trained

reservists and they were split up between the four companies in each of the four reserve

infantry regiments in the battalion.27

The remaining 75% of infantry came from a mixture

of untrained men which were over and under the military age, as well as landwehr and

landsturm infantry. The artillery in these divisions was also led by “officer substitutes”

but the artillerymen were of traditional reservist quality. In France ’14, the decision was

made to make the artillery units in these "second draft" divisions at D quality and the

reserve infantry battalions are also rated at D quality. This creates a big difference in

effectiveness between the second draft reserve formations and the initial reserve units.

Only one of the four "Big Bertha" batteries was actually "motorized". The other

three were rail transportable only. However, for game play concerns it was discovered

that a cunning allied player could destroy a few key rail junctions which would

completely stop the siege guns. Since there is no way to repair rail lines within the course

of the scenario, a compromise of sorts was required. The rail transported batteries are of

the horse class, with a speed of 1. This means that these batteries should primarily be

transported by rail but, if need be, they can also be off loaded and transported very slowly

in disassembled pieces to the next available rail line.

27

In other words, each company received 75 of the 300 men.

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BAK28

units, which were designated as FLAK29

units in May 1916, are

not present in either the early or late period order of battle. When the war began,

Germany was still developing a true air defense organization. The Germans had a few

individual BAK guns which were mounted on motorized transport. These individual guns

were assigned to the I, VIII, XXI.Armeekorps and two BAK guns were assigned to the

XV.Armeekorps. These guns were virtually useless when it quickly became apparent that

the real threat was not from balloons, but from aero planes due to the growing

enterprising spirit of enemy airmen. It was not until the "reorganization period" of late

1914 when BAK units began to effectively form, and true BAK batteries of guns were

not used in a sizable force until the middle of 1915 to 1916. Therefore, in France '14, the

German order of battle does not contain any BAK units because they were not yet formed

into an effective force.30

Equipment and Training

Countless books have been written about the quality of the German Army in

World War One, so the subject will not be covered in any great detail here. It is

undeniable that the German Army was one of the best all around armies in Europe at the

time, second to the small professional British Army of course. The German Army was a

well trained, well equipped, and well oiled machine that could accomplish almost any

task assigned to it and it was operating on the pride and many past victories since

Frederick the Great. The individual soldier was not necessarily better than that of the

French Army, Russian Army or any other army in Europe, but it was a collection of

advantages like an abundance of high trajectory artillery and machine guns, an extremely

28

Ballonabwerkannone – balloon defense gun, or anti-balloon gun. 29

Fliegerabwehrkannone – airplane defense gun, or anti-aircraft gun. 30

One or two guns at each AOK adds useless and wasteful counters to the game.

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efficient reserve system, and good quality equipment and training, that made the German

army a force to be feared and respected.

Special mention must be made of German jäger battalions and how they are

represented in France '14 (as pseudo motorized units). It may also be noticed that the

jäger battalions which are assigned to cavalry formations are motorized type units, but

they should not be referred to as "motorized". These troops were not truely "motorized"

in any modern sense of the word, they were simply crammed onto slow moving and

unreliable vehicles when they could so that the unit could keep up with the cavalry; true

motorized infantry did not come into existence until the 1930s. Before the outset of

World War One, the Germans experimented with using motorized transport to move their

cavalry divisional jäger battalions from point to point. Once the war started, these

experiments bore fruit, allowing the battalions to cover unprecedented amounts of

ground. Jäger battalions had a true motorized transport column, but they also

requisitioned wheeled vehicles (mostly wagons) as needed. These wheeled vehicles

usually carried lame soldiers or the equipment of the soldiers who were marching, but

nevertheless the wheeled vehicles did increase the mobility of the unit.31

Miscellanea

31

Zuber, The Mons Myth, 110-111. Zuber states that Jäger-Btl.7 was the only jäger battalion that received

its motorized truck column "during the campaign". Since his book is about Mons and also covers Le

Cateau, it is difficult to determine whether he refers to the "campaign" as the Battles of Mons and Le

Cateau together (his topics in his book), or if he refers to something more extensive like the early campaign

to the 1st Battle of the Marne. In this respect, it was decided that since it is known that all jäger infantry

were taught to be self reliant, that they had a motorized column in their organization, and that they did

acquire wheeled transport at every opportunity to increase their mobility, and that British historical

accounts repeatedly mention aerial reconnaissance seeing truck borne jäger units during the 1st Battle of

the Marne (in places which meant that it could not have only been Jäger-Btl.7), then it was decided that it

was best to represent all of these German cavalry divisional jäger battalions as what could be best referred

to as "pseudo motorized" units.

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The HQ insignia for the German Army are insignia based on traditional military

map symbols that denoted the size of unit. The colors are based on traditional colors used

for the various Germanic states that made up the German Empire. The colors are mostly

for artistic purposes, but they are for identification purposes and historical flavor.

Color codes:

Kingdom of Prussia: grey and black with white numerals

Kingdom of Bavaria: blue and light blue with white numerals

Kingdom of Saxony: green and white with grey numerals

Kingdom of Württemburg: red and black with grey numerals

Kingdom of Hessen: red and white with white numerals (black border)

Kingdom of Baden: red and yellow with yellow numerals (black border)

German Empire (multi): black and white with red numerals (grey border)

Minor kingdoms: black and white with gold numerals (grey border)

* * *

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The British Army

Organization

The British cavalry have been

classified as one makeup regardless of if they

are dragoons or lancers. This was done

because the differences between them were

not as great as the still specialized cavalry of

the German and French armies. Instead,

regardless of whether the British cavalry had

a lance or a saber, they were very effective in

assaults and were also highly trained

marksmen; they were also uniformly well skilled in dragoon type warfare from their Boer

War experiences. From this experience, the British began a total "modernization" of

cavalry where the principle weapon would now be the carbine and the pistol, instead of

the lance and saber. The result is that the British cavalry differ from the German and

French in that they are good all around troops, effective at reconnaissance,

marksmanship, and shock. Generally speaking, they are everything that the German and

French cavalry were, rolled into one package, but were not as effective at shock as some

specialized German and French cavalry were. At this point, the British cavalry was

mostly a homogeneous force with only their historical names remaining intact.

Overall BEF organization was a bit of a headache when creating the order of

battle for France '14, given several reorganizations they made throughout the conflict.

Because the scope of the campaign scenarios can span many months, and because the

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forces on both sides had a tendency to change their organization throughout the war, an

approach was made to make BEF organization as simple as possible. For example, the

BEF's Cavalry Division was split up around September 1914 and was to become one of

the divisions in the new "Cavalry Corps". However, 3rd and 5th Cavalry Brigades

became "Gough's Command" from 6 September to 13 September where it was known as

the 2nd Cavalry Division. Somewhere between this point and 14 October, the Cavalry

Corps was formed. For the sake of simplicity, and to eliminate unnecessary confusion,

reformation will not take place during a scenario. Instead it will occur in following

scenarios. For example, the BEF underwent a few minor structure changes during the

period of the Battle of the Aisne. These changes to the BEF organization will be in place

in the scenarios following that battle, in the Race to the Sea phase. It is impractical in the

game to have units removed from the game then return under a different designation or

organization given that casualty level and fatigue levels would be lost and it would be

impossible to determine where to place the unit as reinforcement on the map.

Equipment and Training

The short barrel, magazine fed, Lee Enfield rifle (SMLE) was arguably one of the

better rifles in the world at the time. The SMLE had one of the smoothest actions when

compared to its contemporaries, could be reloaded quickly and easily, and was light due

to its compact design. The SMLE was not without its flaws, but most of its flaws can be

attributed to early war ammunition. Where the SMLE stood out was when it was in the

hands of a capable and highly trained British regular. In the pre-war years, the British

school of musketry sought to increase the number of machine guns assigned to each

infantry battalion from two to six but this was denied. When war broke out in 1914, the

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British Army was severely lacking an effective and unified machine gun force since the

guns were divided up into two gun sections to support each infantry battalion.32

To

compensate for this lack of firepower, the school of musketry trained the soldiers in

special rapid fire marksmanship drills and the British Army offered pay incentives to

regular soldiers who demonstrated good marksmanship skill. Years of pre-war training

increased their proficiency with the SMLE, thus enabling the BEF regular soldier to

execute accurate and intense rapid rifle fire which would later compel many German

soldiers to believe that they were under machine gun fire. All of this combined to create

an almost mythical legend for the SMLE and the 1914 British professional soldier that

wielded it. In game play terms, something was needed beyond a simple quality level

increase in order to properly represent the doctrinal and proficiency differences with the

BEF professional force. It was decided that in addition to high troop quality levels, the

BEF professional infantry and cavalry would also have a higher soft attack rating, which

is attributed to a combination of the SMLE's advantages as well as the BEF regular

soldier's proficiency and specialized training in its use. The BEF regular infantry also

have a higher defense factor but this comes at the expense of a lower assault rating, since

they generally had a much greater reliance on firepower and marksmanship skill rather

than brute force cold steel, unlike the other infantry of Europe. These special traits

combine to create a realistic advantage for the small BEF which was an extremely

effective force, and this advantage is offset by the fact that the BEF generally had little to

no replacements and slowly dwindled away by the end of 1914. These "special traits" are

only present in the BEF "professional" regular infantry; guard infantry; and cavalry units

of 1914, and are not present in non regular infantry units, such as the British naval and

32

This two gun section per infantry battalion organization was similar to the French Army's approach.

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marine infantry,33

Commonwealth infantry,34

territorial and yeoman units,35

nor any of

Kitchner's "New Army" units that followed in 1915.36

In other words, following the

demise of the core BEF professional force at the end of 1914 and the subsequent dilution

of replacements in 1915, British units became comparable to other European armies in

terms of combat factors.

Another issue involved the stop gap heavy artillery the British began to employ in

the latter months of 1914. Due to a lack of 60 pounder guns, in October the 7th

and 8th

Infantry Divisions arrived in Flanders fielding the awkward 4.7 inch naval guns which

were mounted on Percy Scott carriages. Initially these guns were an improvisation for the

Second Boer War. In that conflict, the British had no answer to the French made 155mm

Cruesot “Long Tom” field gun that the Boer’s employed. The solution was to dismount

the 4.7 inch naval gun from some ships and coastal batteries and mount it on a carriage

designed by Captain Percy Scott of the Royal Navy. The gun lacked any mechanism for

recoil and it had very limited elevation. The 60 pounder gun was created specifically to

address the stop gap and replace the 4.7 inch naval gun improvisation. In 1914, the 60

pounder was initially in very short supply, and this required the British to bring the 4.7

inch naval gun back into service. However, in France ’14, the ratings for these ground

based guns differ from the true naval mounted 4.7 inch guns for a couple of reasons. The

naval mounted 4.7 inch guns have a longer range and higher combat factor than the Percy

33

Naval infantry were ill equipped and composed of raw recruits, and marine infantry were composed of

reservists and recruits. 34

Commonwealth troops were mostly non professional in comparison to the “professional” sense of the

BEF regular, or they did not stress the same level marksmanship, or, in the case of the Indian units, were

only freshly equipped with SMLEs. 35

Yeoman and territorial formations were made up of citizen soldiers. 36

Kitchner’s “New Army” was comprised of hastily trained and poorly led troops and was an emergency

stop gap measure to get more troops to the front.

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Scott carriage mounted guns because of the latter’s limited elevation capability and the

fact that the naval mounted gun could utilize more powerful charges.

* * *

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General Notes

Attachments

Veterans of either the Panzer Campaigns or Modern Campaigns series may notice

that attachments are handled differently in France ‘14. In France ’14, attachments are

made an army level, therefore, corps can be attached to different armies, and independent

divisions and brigades can also be attached to different armies, but divisions cannot be

attached to different corps. The decision to go with this type of attachment scheme was

not an easy one to make. Evidence has shown that divisions were indeed transferred

between corps and corps transferred between armies, however there was overwhelming

evidence pointing to the fact that corps were reassigned amongst armies much more often

than divisions were reassigned amongst corps. The fact is, most division parings

remained the same amongst a corps, and when troops were needed elsewhere the entire

corps was reassigned to another sector of the front, under another army’s command.

During early alpha tests, it was also discovered that when division to corps attachments

were allowed it often influenced the reassignment of supporting units to create an a-

historical "breakthrough corps" of sorts, by combining all heavy artillery from several

different corps. Clearly this type of flexibility was not available during the early part of

World War I, so from a design point of view this was another reason for choosing an

army level attachment scheme in France ‘14. It was eventually decided that army level

attachments of corps was the best choice given both the grand scale of the game, the

potential abuse of divisional attachments thus producing unpredictable results, and, most

importantly, the evidence that it was the most likely and most frequent reorganization

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method that occurred. While this approach is not perfect, it works well and allows

moderate flexibility and reorganization to occur, but not complete flexibility.

The exception to this intentional limited flexibility is that, in many cases, some

armies allowed cavalry divisions and reserve divisions to be reassigned amongst armies

and this has been modeled. In fact, special mention must be made of the French Army's

organization. The French Army in 1914 reorganized itself more than any other. Corps

were sent from the army formations in the east to army formation in the west as needed,

and reserve and territorial divisions were committed to different armies in crucial areas as

well. In the early part of 1914, there are a couple of unique aspects of the French

reserves. As a French player, you will have more flexibility to transfer units around but at

the same time you may end up with a completely disorganized force if it is not managed

properly. The second distinctive characteristic about the French Army and its attachment

capabilities are its reserve and territorial divisions. The GQG Reserve and Territorial

Reserve contain individual divisions allowing the French to attach these divisions as

needed, directly to various armies if necessary. Actually, any division that may have been

independently transferred between armies has been represented as a direct army level

attachment, as a kind of independent division. Some French infantry divisions fit this

description as well. Of special mention is the French 37th and 38th Infantry Divisions

which were sent from North Africa at the outbreak of the war. These two divisions

bounced around many different French corps during the conflict so it was decided to

allow these units to attach directly to armies as well, creating a capable fire brigade or

sorts.

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Cavalry Units, cavalry tactics, and cavalry types

Cavalry units in First World War Campaigns of 1914 represent the twilight period

of cavalry in the traditional sense of the word. Most cavalry during this period still had its

roots in Napoleonic warfare and were still training in the tactics of arme blanch.37

While

cavalry met with some success on the more mobile eastern front, cavalry units on the

western front had little usefulness other than dismounted infantry after 1914. However,

during the fluid battles that were characteristic of 1914, cavalry were still used in their

traditional role until the point in which the west front developed into a static line, devoid

of any flanks.

Cavalry units in this series differ from anything available in the Panzer

Campaigns series in that when they are in Travel Mode they are not classified as being in

"travel mode" per se, rather they are just simply considered to be "mounted". From there

37

Arme blanche is a French term which essentially means cold steel. In this literal sense it refers to the use

of thrusting or cutting weapons in battle. In regards to cavalry, it describes their sole traditional role: to be

held back until the right moment as a decisive tactical striking force. In modern times this is often referred

to as “shock”.

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it is assumed that when these units are "mounted" they would be able to move into charge

formation or column formation rather quickly, and they do not need to be micromanaged

on when to do this. While this might seem like a rather abstract approach, it works nicely

given the scale of the game. Cavalry can move rapidly and conduct charges while in their

mounted Travel Mode state, or they can dismount and perform as if they were infantry.

Some cavalry units have specializations while others do not. However, this is said

with reservation and depends on the nation in question, and the experiences they had at

the time, and not necessarily related to the armament of the individual cavalryman.

During the First and Second Boer War in South Africa, the British were matched

up against an opponent to which they were initially unprepared. The Boers, essentially

Dutch farmers in South Africa, utilized fast mobile hit and run cavalry tactics where they

relied exclusively on the carbine. Initially, Britain’s traditional cavalry were unable to

deal with this threat until they switched exclusively to dragoon type tactics to match their

foes. Following the war, several British military studies were conducted on lessons

learned and how cavalry should evolve. Some advocated for no change in cavalry from

its Napoleonic style because the Boers were hardly considered to be a similar threat that

another European army would be. Others argued that with the modernization of weapons,

the lance and saber needed to be discarded and that a single unified mounted infantryman

type cavalry force needed to be made.

One of the first British tacticians to argue for a complete change in cavalry tactics

and composition was Colonel F. R. Henderson. Colonel Henderson spent a considerable

time studying the American Civil War and came to the conclusion that the Americans had

"stuck the true balance between shock and dismounted tactics." Henderson pointed out

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that by 1861 firepower had become the dominant factor in battle, and the Americans had

adopted alterations to traditional cavalry tactics that were necessary to both counter and

maximize firepower. Henderson believed that the true balance lay in the American's

choice of mixing both fire and shock. The result was that by 1907 the British began

modernizing their cavalry into a single homogenous force that was well rounded in

dismounted warfare, marksmanship and shock tactics.

General Francois de Négrier was a Frenchman who had been an observer in the

Russo-Japanese War. He believed that lessons learned in that struggle demonstrated the

need for a change in the methods of cavalry as well. Similar to Henderson, Négrier was

convinced from what he observed that cavalry needed to abolish the traditional

distinctions among lancers, dragoons, hussars and the like in favor of a single robust

cavalry force trained in both shock and fire tactics. However, he failed to reckon that the

French would be the most reluctant of all to change. Despite his studies, France went into

battle in 1914 with almost no change to the cavalry over their Napoleonic ancestors.

In Germany, one of the leading military writers of the pre-Great War period was

General Frederick von Bernhardi and he had much to say about cavalry tactics of the

future. Although he had strong faith in the value of dismounted action, he maintained that

cold steel remained the chief cavalry threat on the battlefield. However, Bernhardi

pointed out that modern cavalry should not rely exclusively on shock tactics, but instead

should consider various methods of fighting to create a single homogenous force capable

of both cold steel and dismounted accurate rifle fire. Like Négrier of France, he was to be

a voice in the darkness. Other nations, such as the United States and Britain, seemed to

pay more attention to their studies than their own armies did.

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In the First World War Campaigns, specialized cavalry of the period were very

similar to, and in some cases exact, Napoleonic period formations and were trained, or

sometimes specifically equipped, for a certain style of combat. Lighter cavalry units such

as Uhlans and Chasseurs specialized in reconnaissance, and were somewhat weaker in

their shock capability than other types. Some cavalry of the period were classified as

"heavy" and consist of large men, sometimes wearing obsolete armor,38

and were

mounted on large powerful horses. These heavy cavalry units were the Napoleonic

equivalent of modern main battle tanks, and at the time of the First World War this was

expected to still be the case. All of this translates into the cavalry unit ratings in First

World War Campaigns; man cavalry units in the game have inherent advantages and

disadvantages which determine when they should and should not be used.

The primary advantages of all cavalry is their mobility and, due to their mobility,

their inherent strength in reconnaissance operations. Some cavalry have the ability to

conduct the recon spotting ability, which is a unit command menu order that instructs the

selected unit to expend movement points in an attempt to spot enemy units within their

line of sight. This is useful when cavalry units are moved forward into areas that were not

spotted at the beginning of the turn and helps you to avoid a blundering move into enemy

forces. In game play terms, cavalry that have this recon spotting ability are the light

cavalry units. These include, but are not limited to Uhlans, Lancers, Chasseurs, Cossacks,

and the “modern” classless British cavalry units. These light cavalry units should be

utilized in screening and reconnaissance, and should rarely be used in a full blown charge

38

The French Cuirassiers of 1914 went into battle wearing their armored breastplates for traditional

purposes and not for actual protection. The polished, shiny, breastplate was quickly covered with a brown

cloth, and the breastplate was completely discarded by French cuirassiers by the end of 1914. At the start of

the Great War, German and Russian cuirassier cavalry only wore their breastplates in full dress uniform for

ceremonial or parade purposes.

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unless the situation is extremely beneficial to do so. Another advantage of cavalry units is

their ability to evade the enemy when mounted.39

When a mounted cavalry unit is

assaulted, it will retreat (if possible) and avoid high combat losses. However, this is only

true if all the defending units in a hex consist of mounted cavalry.40

These two

advantages, mobility and evasion, combine to make cavalry extremely useful in a role of

rear guard, covering a friendly infantry force’s retreat long enough to put a substantial

distance between it and its pursuers, and then repeating this process as necessary. Perhaps

the greatest advantage of mounted cavalry units is their ability to conduct a cavalry

charge. Unlike other units, mounted cavalry only require 1/3 of their movement to

conduct an assault, allowing them to make repeated assaults and to move almost to their

full extent before assaulting. When mounted cavalry units conduct a charge, their assault

rating is multiplied by four times its normal value, which, in the case of a charge en

masse or in the case of a heavy cavalry charge, can result in an absolutely overwhelming

result for the defender. As with every other assault, the end result is of course due to the

condition, size and type of the defending unit(s), and the terrain they are situated in.41

The greatest disadvantage of cavalry units is their vulnerability when mounted. As

with all other units in Travel Mode, mounted cavalry are more vulnerable to enemy fire

than a deployed unit. As mentioned, Travel Mode for cavalry units is not representing

that they are in column formation like standard units, instead it is an abstraction to

39

“Mounted cavalry” are cavalry units which are in Travel Mode. See the User Manual for more

information. 40

See the User Manual for more information. 41

For the class based cavalry of the early war, it is intentional that only the dragoon cavalry type has as

hard attack rating. This was done because the dragoon is essentially mounted infantry, which have

comparable ratings to standard infantry formations. This means that cavalry units of other classes in 1914

cannot assault fortresses, redoubts, bunkers nor armored cars. These cavalry units can push such enemies

out of a hex if they are disrupted, but they are intentionally not sufficiently powerful enough to cause any

other effect.

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represent that they are mounted on horseback and, because of this, a larger, much more

vulnerable target. A poorly executed cavalry charge can have the opposite result that the

attacker intends, and can leave the cavalry unit vulnerable to retaliatory fire on the

enemy’s turn. Use cavalry charges with caution, the ability should only be used in a

situation of either desperation or extreme advantage, not as norm; cavalry units should be

husbanded and not wasted in futile cavalry charges. Part of the reason for this is their

next weakness. Cavalry was an expensive branch of service to equip, maintain, and train;

it took roughly three years to turn a man on a horse into an effective cavalry trooper.

Because of this, regular (non elite) cavalry units received very little replacements, and

elite cavalry units received even less. Strategically, cavalry of the period generally

regarded itself as a one shot weapon, something that would only be used en masse and in

force "when the time was right". The cavalry arm of all sides generally viewed itself as a

force that would battle enemy cavalry on the flanks in sweeping battles where they would

trade loss for loss, similar to trading knights in a game of chess, as they cover the flanks

of the armies. Cautiously utilized cavalry as a reconnaissance force would obviously be

around longer than a mass used as an offensive striking force, and this is partly why both

sides shied away from committing massed cavalry in one huge decisive action. When a

cavalry unit is decimated in the early period of First World War Campaigns, it will

essentially be gone forever if it is an elite unit, or it will take a very long time for it to

regain its strength if it is a regular unit.42

Also, the expense to equip and maintain the

42

This is due to the fact that in the "early" period all regular cavalry units have a 1% replacement rate, elite

cavalry units have a 0% replacement rate. In the "late" period (Race to the Sea and beyond), no cavalry

units receive replacements, however at that point all units (cavalry and otherwise) begin to receive

recovery. In the early period, the cavalry replacements represent the finite pool of troopers that were being

trained but who had not yet completed training, or those who were being processed from the ersatz units.

Recovery is set to 0% in this early period to represent the fact that both sides were on the move and had not

yet established permanent rear area facilities to process stragglers and the treated wounded. The pool of

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these units, as well as the high cost of potentially losing both the mount and rider, means

that cavalry units are worth two times as many Victory Points as infantry formations. A

successful cavalry commander of the period must always keep in mind that a cavalry

charge which might cause a massive proportion of enemy infantry loss may carry with it

a substantial loss of irreplaceable cavalry in the charge, possibly making the charge itself

an exercise in futility. The infantry formation can usually, depending on the nationality

and supply situation, recover and replace its losses with ease where as the cavalry unit

cannot. In addition, the point value of friendly cavalry may actually turn out to be equal

to, or higher than the loss inflicted on the enemy. The higher victory point value for

cavalry loss makes the proposition of their use as stand in, dismounted infantry cannon

fodder an expensive proposition; this option should only be reserved when combating and

standing up against enemy cavalry formations that are employed in a similar manner,

such as the case in the First Battle of Ypres, 1914. All of these advantages and

disadvantages create a dilemma where knowing when and how to utilize cavalry

efficiently and effectively is a challenge, and a great deal of fun!

Replacements

Replacements are the strength recovery of a unit based on the individual unit's

replacement rate that is applied in the Order of Battle. Replacements are in addition to the

recovery rate (if any) which is specified in the parameters data. It is important to

familiarize yourself with the rule mechanics of the replacement feature, in order to get the

maximum amount of replacements to your units. The most critical aspect of gaining

treated wounded soldiers who could return to duty had also not accumulated yet. In the late period, the lack

of cavalry replacements represent the "drying up" of the pool of replacements, and the start of recovery

represents the fact that units began processing strength from losses at the start of the war (it represents a

transitional period). See the user manual for the different between replacements and recovery.

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replacements is the Local Supply Level. First World War Campaigns titles are meant to

be played with the Virtual Supply Truck optional rule activated. By activating this rule,

your supply levels can vary across the map depending on the location of the hex in

relation to the nearest supply source that is providing supply to that hex. The replacement

rate of the unit is directly influenced by the supply level, therefore if your units are

located in an area with poor supply then you will receive a reduced rate of replacements.

When the local supply is greater than 50%, you will receive 100% of the assigned

replacement rate of that unit each turn, which is typically 3 or 4% strength for 1914. This

might seem like a lot, but the supply levels decline a great deal by the end of 1914 and

during the later periods of the campaign it is quite unrealistic to expect your units to have

a > 50% local supply value level at all times. As your units advance and as the campaign

progresses to the late period, the local supply level will drop and you will receive less

replacements based on the local supply level. If a unit has a replacement rate of 3% and is

drawing on a local supply of 40%, then that unit will receive only 2/3rds of its maximum

replacement rate (which would be 2%).43

The replacement rate is reduced even further

(halved) if the unit in question is out of range of its parent HQ (detached). With this in

mind, when resting units it is advisable to position them in range of its parent HQ and to

position the units in an area that is getting a "good" supply level that is greater than 50%

(this might require you to move the units out of a forested or swampy area and move

them closer to a road or rail network).

Infantry movement speed

43

See the user manual for more information on Replacements.

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Early in the FWWC series, the regular infantry speed was set to 3 hexes per turn.

Although this value was assigned in good intention, it was later realized that it was too

slow for early war period infantry which were relatively lightly equipped and had been

documented as moving faster tactically, and it hindered the historical progress of some

battles and campaigns. The original slower speed was certainly justified for the middle to

late period of World War I, when what was termed "heavy infantry" were developed, but

not for the early periods where mobility was stressed.

So, with that in mind, in the FWWC series the tactical speed of regular infantry in

the early battles of this series is set at a standard 4 hexes per turn, and light infantry unit

speeds are at 5 hexes per turn. This puts the non-light infantry speed in the early period at

the same speed as the Panzer Campaigns series and it is rationalized that the early war

infantry were as fast, and faster in the case of light infantry, as World War II infantry

units, but they were of course lighter equipped and had much less firepower. Gradually

these World War I infantry then became slower during the war (a speed value of 3 in

game terms) as they were burdened with heavier trench warfare type weapons, thereby

maximizing firepower but sacrificing mobility. Then, near the end of World War I, the

Germans revolutionized infantry with the advent of assault infantry (Stoßtruppen) which

balanced both speed and firepower with infiltration and small unit tactics. These assault

infantry essentially became World War II style infantry, returning their mobility back to

early World War I levels while still retaining the firepower of their mid-war predecessors.

In other words, for the FWWC series, the design approach that will be followed

is: in the early years of the war the infantry will be highly mobile, as was historically the

case, to better allow battles and campaigns to develop during the mobility period of the

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war. Then in the middle of the war infantry speeds will become slower but infantry we

also become more powerful. By the end of the war the Germans will restore early war

speeds, combined with mid war firepower, and the ability to infiltrate and break down

into companies.

Lack of "Go On Foot" command

Veteran Panzer Campaigns and Modern Campaigns players might notice the lack

of the "Go On Foot" command in the Command menu. The reason for the lack of the Go

On Foot command is because it was not desired that cavalry units be able to go on foot

because, essentially, they could not abandon their horses in this way. They could

dismount and move away from the, but they could not just totally abandon them; some of

the personnel of that unit had to tend to them and keep them together, they could not just

completely ditch them at the brigade HQ so their mobility, even when dismounted, must

be restricted by where their horses can go. Cavalry units of the period were either foot

type units, or they had horses, but not a combination of both.

That said, of course this also means that "motorized" units cannot go on foot

either, but that too was desired because these units were not as flexible as true motorized

infantry of World War Two, so it was thought to be a better reflection of warfare of the

period to prevent them from going on foot. The short answer for why the Go On Foot

command was removed in FWWC is simply to limit flexibility at this period of warfare.

Unit frontages, attack formation (1914)

A successful attack comes from knowing where and how to concentrate your

forces. Typical German “by the book” attack formations of the period shed light on how

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you should concentrate your forces.44

In the attack, a German infantry regiment’s

frontage was only 1 km wide, with the regiment deployed in depth. Depending on the

situation, usually only one battalion would be in the front and the other two battalions

would be in reserve, ready to relieve the front battalion, or ready to move forward to

administer an assault. The infantry regiment’s MG companies were usually in front with

the lead battalion, ready to deploy to provide a base of fire, as was the division’s field

guns. The “book” attack frontage for a brigade was therefore only 2 km wide, the

division was 4 km wide, and a corps was 8 km wide.45

It is easy to see how the Germans

intended to concentrate as much force on a small area to provide for a sustained attack.

The deployment in depth was a direct result of observation experience of the Japanese in

the Russo-Japanese War in Manchuria. On the attack, the deployment in depth ensures

that reserves can move forward to provide a fresh impetus to the momentum of the

advance. The Japanese deployed on too broad of a front on the attack and did not have

reserves in depth so their attacks frequently stalled. Of course, the situation did not

always allow the book to be followed, but it does give the attacker a guideline to follow;

attacking in depth should always be preferred to width in World War One. And if it can

be spared, a defense in depth is almost an immovable force.

On the attack, if you follow this strict frontage guideline where possible, then you

should be able to use the front battalion to absorb fire and whittle away the defenders to

get disruptions, then commit the reserve to assault and get a breakthrough. The key here

is knowing when to commit the reserve for the assault and when to simply relieve the

forward battalion to continue the attack by fire. The “book’s” decision point on when to

44

The “book” is referring to the 1909 Exerzier-Reglement für die Infanterie, the German infantry field

manual. 45

Zuber, 53.

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commit the assault is in the cold calculated moment that the attack begins to suffer from

noticeably less retaliatory fire, when it is discovered that they are disrupted or low on

ammo or suffering from some other combat related stresses like high fatigue.

Unit frontages, defense formation (1914)

In the defense, the “book” prescribed that wider frontages could be the norm

given that a defending force could spread out and still effectively hold ground. The

frontages were essentially doubled in the defense, with a regiment usually holding a 2 km

front (two battalions on the line, one in reserve), a brigade holding a 4 km front, a

division holding an 8-9 km front and a corps holding a 16-18 km front. As mentioned, if

it can be spared, a defense in depth is obviously preferred over width. It is important,

much more so than is true in the Panzer Campaigns and Modern Campaigns series, to

keep track of enemy formation names on enemy units with Fog of War on. In other

words, you should keep a careful eye on enemy unit’s organizational names in order to

determine if the defender is spreading himself too thin. It cannot be stressed enough that

this can be a revealing sign on where to strike. The same is true if the roles are reversed,

if you can determine that an enemy division or other formation is spread out, then you

will know where you do not need to concentrate your reserves. During this period of

warfare, extensive records were kept on enemy formation locations to ascertain strength

and intentions; an effective commander in First World War Campaigns should do the

same.

Forts

Forts come in two types: strong and weak, or in game terms, vacated and non-

vacated. In the game rules, any vacated fortification is one half the normal defensive

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bonus applied to the fortification. The actual size of a particular fort in no way translates

into the defense value of the fort, nor whether or not it is considered to be a “strong” or

“weak” fort at start. Several factors are considered when determining if a fort should

begin the game in a vacated status.

The primary factor beyond the actual study of each fortification was a research

chart that was constructed showing the number of days a fort held out against

bombardment of a particular caliber of siege gun. For example, seven of Liege's twelve

forts held out for only one day, most being bombarded by 210mm howitzers. The other

five held out from a period of two to four days again being bombarded by 210mm

howitzers. A few of the forts were hit by 305mm Mortars and 420mm "Big Bertha"

howitzers and these fell promptly afterwards. The same is true for Namur. The forts of

Antwerp held out from five to thirty days of bombardment from 420mm Howitzers. This

translates to Namur and Liege having weaker forts, however both were armed with a

rather large amount of cannon as they had a wide range of artillery ranging in caliber

from 57mm to 210mm guns that were, for the most part, obsolete.

So, what is the rationale behind the placing of fortification types? In most cases

fort strengths, whether they are vacated or not, are determined mainly by how long they

historically held out in bombardments, as mentioned above. In most cases the actual size

of the fort is ignored in terms of defensive ability, with the size only determining how

large the garrison and gun battery is. In some cases more capable forts will also have

higher quality defenders. However, as a general rule, the following guidelines are

applied:

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FORT: The most capable of forts. These were modern constructions that usually

were equipped with gun turrets and modern guns but this is not always true. The most

capable forts were elaborate constructions that were quite impenetrable, before the world

witnessed the power of Big Bertha and other massive siege guns of course.

Fort: Lesser forts, either of stone construction or because they had less capable

defenses either through neglect, or obsolescence. Within the rules of the game, this also

represents destroyed or damaged capable forts (vacated).

REDOUBT: Redoubts, ouverages, small forts or any lesser fortification made of

concrete (above or below ground). This could be equipped with guns or gun turrets but

most often only contained a garrison of infantry.

Redoubt: Citadels and obsolete forts (ancient fortresses) or destroyed (vacated)

redoubts. These are usually scattered across the map and are no longer garrisoned or

equipped with guns.

BUNKER: Earthen bunkers and trenches.

Bunker: Primitive or damaged or destroyed (vacated) bunkers.

In cases where a supply source is present on a fortification hex and there is no

fortress gun unit (static), or fortress battalion unit present then a small, static, garrison

unit of less than 100 men will be present. The more capable fortified zones will also have

an HQ assigned to the garrison and the less capable zones will need to rely on the

currently assigned Army HQ radius for command. The sole purpose for these small

garrison units is to man the fortifications and keep an accidental move that would vacate

the fortification from occurring, from a user moving a unit into and out of a FORT or

REDOUBT hex, and to keep LOS to such fortification hexes and make them easy to find.

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The SHIFT key can also be used to locate fortifications as the positions of all forts are

pinpointed with labels.46

It is important to note that fortresses in general are abstractions. Given the amount

of forts located in France, not every single fort has been placed on the map. Only the

most important ones are present and, in the case of obsolete forts, only the ones that were

temporarily used for refuge or were used for landmarks are present.

Trenches and Improved Positions

The trenches that were dug in 1914 were extremely primitive. These early field

works were simply nice straight and narrow ditches that were rarely continuous and

barely capable of covering a standing man. There were no traverses, were severely

overcrowded, and were extremely vulnerable to artillery fire. Many of these early

trenches were the graves of many soldiers as nearby exploding artillery fire collapsed the

walls and buried the men alive as they knelt for protection. For this reason, trenches in

France '14 do not have the high defensive ratings as they in no way represent the more

46

The exact locations of fortresses of the period were well known to both sides. It is intentional that the

enemy can note fortress locations that he does not have LOS to by using map labels.

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elaborate trenches constructed out of experience in the later years of the war.47

Improved hexes represent the piling of debris, man made or natural, to create a

more defensible position. It also represents a hastily dug scrape in the ground or the

simple act of creating a concealed position. An alternate term for these positions might be

"breast works".

Given the low entrenching value, it is the designer's intent to mainly allow

improved positions to be built, with it taking a lengthy amount of time to construct a

primitive trench. Engineers will be vital in order to speed up the process and make it

more likely to successfully construct fighting positions. This decision is primarily due to

the lack of training, doctrine or entrenching equipment that resided in the line units of

1914. This would of course change drastically in the following years.

Heavy Machine Gun Units

Note: "Heavy machine gun" and "machine

gun" is referenced interchangeably elsewhere in

the notes document but all refer to the "heavy

machine gun" units that are described in this

section.

It was a tedious process to determine

exactly what kind of combat factors heavy

machine gun units of the period should have. But

before this is discussed, it is important to

47

The elaborate trenches that most people characterize as standard World War I trenches did not come into

existence until mid 1915 and early 1916, after both sides obtained substantial entrenching experience.

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understand that the term "heavy machine gun" differs from the modern terminology. The

term today usually refers to a heavy barrel machine gun of 12.7mm48

or higher. However,

in the early 1900's, it referred to a machine gun which was on a heavy mount to stabilize

the weapon in which to provide it with a stable firing platform. Unlike World War II and

later periods, the ratings for these heavy machine gun units had to be completely different

and in a class of its own. The manner in which heavy machine guns were employed in an

artillery type role, combined with the limited infantry tactics of the day, results in a

period where the heavy machine gun reigned supreme and necessitates that they be

completely separate units, not factored into infantry battalion combat ratings. The result

is a unit with combat factors that greatly differ from anything in the Panzer Campaigns or

Modern Campaigns series.

The source of the formula that determined their combat ratings was based in

professional military studies of the period. These historical studies calculated that one

heavy machine gun was essentially worth the firepower of approximately 60-100 rifles,

with the more consensual figure being around 80 rifles. This estimate was a cold harsh

calculation of firepower versus the rigid early war infantry tactics and effectiveness of the

day. Maxim and Maxim copy heavy machine gun soft attack and assault strengths are

derived from calculations based on number of weapons per element in question,

compared to the soft attack strength of an average infantry battalion in the order of battle

by using a ratio of 80:1, which is determined at the maximum effective range to target.

Specifically, the rating at two hexes is (A * E * R) / M, where A = average infantry Bn

48

.50 caliber.

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soft attack [2.5]49

, E = per rifle estimate [80], R = range value denominator [3], M =

number of men per heavy machine gun [15]. In other words, the heavy machine gun units

have a standard attack strength directly based upon their 1914 firepower effectiveness

estimate at 2,000m range. This base rating is then adjusted higher or lower to represent

various different types of heavy machine guns, with the Maxim and Maxim copy being

the median. The resulting high, almost artillery like, rating makes heavy machine gun

units particularly deadly during this period in the history of warfare, but a cumbersome

and slow to deploy unit that is only really useful in the defense.

Deciding on the number of men per weapon was a serious headache. The idea

initially was to convert these units into gun type units and avoid the issue altogether but it

was decided that is more accurate to have crew casualties than it would be to have losses

jump in increments of guns. This makes heavy machine gun units more effective and

increases their survivability.50

The strength in men of the heavy machine gun unit is

derived from an average so as to maintain a consistency regardless of any small variance

in crew strength between the different nationalities. The actual number of men assigned

to physically operate the weapon was usually six, regardless of nationality. However,

there were addition soldiers that were assigned to the crew that had nothing to do with its

direct operation but were still vital to the function of the heavy machine gun such as

range takers, ammunition carriers, gun captains, layers, loaders, assistant loaders, and so

forth. When all of these operators are taken into account, the number of men per weapon

rises to approximately 15, with an average of 30 men per heavy machine gun section.

49

The average infantry battalion soft attack rating is 2.5, which is an average of the Gewehr 98 [2] and

SMLE [3] equipped infantry soft attack ratings. 50

This increased survivability is especially true for the smaller two gun section sized units. See the User

Manual for more information on combat resolution.

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This entire crew of men assigned to the heavy machine gun's direct and indirect operation

would have been utilized to maintain and operate the machine gun if attrition took its toll.

Therefore, in the order of battle, for every 15 men in a heavy machine gun unit there is

one heavy machine gun present, so the smallest unit consists of 30 men.51

Field Guns, direct versus indirect fire

Historically, field guns such as the French 75mm mle 1897, British 18 pounder,

and German 7.7cm field gun were in fact capable of utilizing low trajectory indirect fire

by first determining the bearing to the target, and then determining the elevation using a

"sight clinometer" to set the appropriate height. The round was then fired at such a

trajectory that it flew in a low arc to the target, allowing them to fire over the heads of

their own troops. This left a tough dilemma of sorts to be decided on whether these low

trajectory indirect fire capable guns should be allowed to fire true indirect fire over hills

and built up terrain or whether they should be restricted exclusively to direct fire only,

leaving indirect capability to howitzers. The reality is that neither approach would be

correct, leaving a situation where the lesser of two evils approach had to be taken. With

that in mind, it was felt that these guns should be limited to direct fire only, at least in the

early period of the war until the employment of the guns and the guns themselves

changed. Where the conflict was mobile in the early period of the war, it was felt that it

would be more correct to restrict these low trajectory guns to direct fire only in order to

allow their true destructive potential to be achieved when using line of sight firing, and to

allow them to be quick firing (three immediate direct fire shots versus one single

"barrage" that has to be plotted with a delayed delivery).

51

The smallest machine gun unit is a section, therefore 15 men per gun, two guns per section, 15*2 equals

30 men.

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Machine Gun and Field Gun Unit setup

In First World War Campaigns, a design approach was taken which requires

machine gun and field gun units to expend their full movement point to exit from Travel

Mode. These units only require 1/3 of their movement allowance to enter Travel Mode

though. This approach was taken because this requirement to exit from Travel Mode

represents the actual setting up of these units into firing positions. This setting up

involved setting up the guns themselves, stockpiling and preparing ammunition, and

communicating with their local HQ. All of these required a substantial amount of time to

do when taken as a whole, and this process left the unit vulnerable the enemy until it was

completed.

The primary reason for this approach is game play considerations on how these

units were historically used. By requiring a full turn to exit from Travel Mode, it puts the

advantage of these units squarely in the hands of the defense, which is where these units

excelled. These units can enter Travel Mode quickly and move away to another position,

but any attempt to use these units as a leading force in an attack will intentionally subject

them to enemy fire before they have a change to deploy (since one turn must be spent in

Travel Mode). This also means that these units are extremely vulnerable to counter

assault by the enemy and especially vulnerable to enemy cavalry in general. In other

words, if the attacker intends to move these gun units adjacent to the enemy as some sort

of driving force, they can certainly choose to do so but it will come with a consequence.

These units should always be accompanied by friendly infantry to protect them from

assault, and the guns should expect retaliatory fire on the enemy’s turn. It also means that

this vulnerability discourages these units from being able to race forward alone to a

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strategic location (such as a crossroads) in order to quickly plant themselves as an

immovable force. This all contributes to “influencing” a more historical use for these

units.

In the offensive, care must be taken with their employment so as to not subject

them to too much enemy fire as they move forward. It also means that once these units

are setup and rooted to the ground, you should avoid moving them unless they are

completely out of range with the enemy. Ideally, the “safe” approach would be to move

these units forward to a stand off range of two hexes from the enemy, in order to safely

avoid the most harmful retaliatory fire, then deploy into this hex in order to lay down

disrupting fire before your infantry moves forward for the assault. If you, as the attacker,

intend to be bold and bring these units up as a killing force, then you must contend with

the draw back that you will ultimately lose valuable guns and men to enemy fire, and this

is especially true if you decide to mass multiple such units into the same hex. You will

also inherently accumulate a large amount of fatigue in the process and possibly get them

disrupted as well. The defender could then wisely choose to fall back once these units

have deployed, thus requiring you to move forward and repeat the same bloody process

again, trading the strength of these valuable units for ground.

On the defensive, when being perused by an enemy, you would want to use these

units to move rearward, picking out your key defensive points, and screened them by

friendly infantry to keep the enemy away from the machine guns and field guns until they

deploy. Once these machine gun and field gun units are deployed, the screening friendly

infantry should retire onto them to form the main line of resistance. As the main line

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gives way to enemy assault, these field gun units and machine gun units should be the

first to fall back to their next position where the process repeats if necessary.

Towed Gun Limitation (stacking)

First World War Campaigns has a new feature where limitations are set on

exactly how many Towed Guns can be deployed in a single hex. Towed Guns consist of

all manner of artillery units, as well as machinegun units. The rationale behind this

limiting is that there was a practical limit on the number of guns that could be deployed

in any one given area. This practical limit was based on the fact that the guns needed

room to operate effectively, and the fact that it was very difficult to supply large

concentrations of guns with the amount of ammunition they whey would require to be

effective. The engine places a limit on the number of guns that could be effectively

employed in any given hex, requiring the excess to remain in Travel Mode. Naturally this

limit exists primarily to place guidelines on historical behavior and to prevent the

creation of "super stacks" of guns. It is important to note that Towed Gun type units in

Travel Mode do not have to abide by the Towed Gun stacking limit, these Travel Mode

units reference the Towed Gun stacking limit once they attempt to deploy from Travel

Mode. So, while the guns remain in travel mode, they are subject only to the normal

stacking limits.

It is advised that the user examines the Parameter values under the Help menu (or

by pressing the F4 key) and see what the Towed Gun stacking limit is, keeping in mind

that one gun is equal to 10 men.52

It is certainly possible to subject your Towed Guns to

unnecessary fire by moving a quantity of guns to one location, only to find out (after the

52

For example, a Towed Gun stacking limit of 450 men means that 45 guns can deploy in a single hex, or

any combination of guns and machine gun units that will equal that amount.

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enemy conducts their next turn of retaliation) that the number of guns you moved to that

hex is in violation of the Towed Gun stacking limit. In this case you will only be able to

deploy a portion of the guns and should move the rest away to another position. The

current Towed Gun limit is quite generous and historically accurate, so it is not very

likely that you will violate this limit unless your field gun units are stacked extremely

dense.

Brigade and regimental HQ units

Unlike in the Panzer Campaign's series where regimental and brigade HQ units

usually provide more flexibility to a division, in the First World War Campaigns series it

has a different effect. Given the rather strict command system in this series where units

that are out of command suffer a one step loss in morale, brigade and regimental HQ

units, with their small command radius, intentionally restrict a division's effective “foot

print”. This is necessary to properly represent the rigid command structures present

during the First World War and to keep a division from being too intermixed which

would allow a player to put battalions and MG units anywhere they are needed. A user

can still choose to do this, but there are consequences if the units being "shoved into the

breach" are outside of their parent brigade's range (they will not perform as effectively as

they normally would). The relatively small command ranges of brigade and regimental

HQs can prove to be an Achilles heel to the entire structure. If one such HQ unit is

eliminated or disrupted then the entire chain is affected and attacks and defenses could

falter. If, for example, you cut off the head of a division then all brigade HQs will most

likely fail their command checks, which could affect their command radius or

replacement and recovery levels. The command structures during this period were not at

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the level of capability where small units were able to operate on their own initiatives. In

later war scenarios this will gradually begin to change with brigade and regimental HQ

units getting a larger command radius, or possibly being removed altogether to allow

greater flexibility.

When moving brigade and regimental HQs you should keep them as close to their

subordinate units as possible but also out of danger as much as possible. You do not want

to risk losing the HQ unit in a fight, but it is a balance between risk versus maintaining an

effective link with your units on the battlefield. Front lines can be penetrated and HQ

units overrun to great effect, possibly routing or disrupting a larger force when they are

further pressed.

Off map HQ units with 0% arrival

In some scenarios there are supreme HQ units, such as OHL; GQG; and GHQ;

which have a 0% chance of arrival. Any scenario where an HQ unit is scheduled for a 0%

arrival chance is an intentional representation that the higher HQ is out of range and

remains out of range of the units that are depicted in the scenario. These out of range HQ

units usually show up as arriving in one of the corner map hexes and are labeled as “out

of range” to serve as a reminder of this fact. Given how the engine works, if a higher HQ

is not present on the map nor scheduled as reinforcement then it is assumed that the

higher HQ is off map but within range of the units on the map. By placing the HQ as

reinforcement with 0% chance of arrival, it effectively breaks the link between the units

on the map and the scheduled HQ unit, which represents the fact that this HQ units was

very far away from the battle area.

Commanders

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With the exception of the BEF, in France ’14 you will find that only the GHQ,

Army HQs, and Corps HQs, have commander names. This was done because the game

covers several months, and given the scale of the order of battle, it is impractical to

properly name commanders at division level and below because of how often they

changed during this period. There are a few exceptions to this of course, and these

exceptions are usually made for only the most famous or most capable commanders. The

effect of naming every division commander within the time frame represented by the

game would be a complex changing of HQs and almost twice the amount of HQ portraits

for the various commanders. On the west front, the corps level and above is really where

the commanders stood out from their peers. For the most part, a division commander

during this period of warfare was about as special as a brigade commander; the corps was

the basic unit of action in most cases.

Historically, many commanders were relieved and replaced throughout the 1914

campaign. However, it is quite unreasonable to expect that every commander is properly

represented and replaced when it historically occurred, so several design decisions had to

be made. Firstly, only the most important commander changes are represented when it

actually occurred, such as the replacement of the French IIIe and Ve Armée commanders,

as well as the promotion of Foch to command the new IXe Armée. In these cases, it is

important to represent the change of command when it happened because of the change

in HQ rating, or the formation of a new army. Of course, many brigade and division

commands changed as well but it is not practical to represent this except in cases where

an exceptional commander appeared. When Army HQs are changed, it is handled with

Strategy and Operations selections so that you can choose the best location for the change

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of command to occur in relation to the current location of the army. Corps commanders

that were replaced or promoted with a comparable replacement appear with a hyphenated

name depicting the {first}-{second} commanders.

The primary disadvantages to replacing HQ units when a change of command

occurred are that the user might choose a location that has been overrun by the enemy,

and for that, it is completely up to the user to pay attention to where they are deploying

the replacement HQ. Also, the user may have moved the army in such a way that the HQ

locations are very distant. This has hopefully been negated by providing many different

locations in which the HQ can be deployed, and from there the user can move the HQ by

rail or road to where it is needed. Of course the HQ locations are in the general historical

location of where the change of command occurred, but there are a few choices provided

that should allow flexibility. The actual location of the change of command does not

necessarily represent where the former commander was replaced, as they could have been

"summoned" to any given location and relieved of their command. Corps HQs that

appear hyphenated also have a disadvantage because the quality of the first leader may

not represent the quality of the one who took his place. Foch is a clear example where,

upon his promotion to commander of the new IXe Armée, his post at XXe CA

commander was taken over by Balfourier. However, since Balfourier and Foch shared the

same corps level HQ unit, they both have the same quality.53

This is a necessary evil

given that it is impossible to predict the location of specific corps at the time in which the

HQ unit should get replaced.

In all cases, everything is correct by the time of the second phase race to the sea

period, which is the “late” order of battle. In some cases several changes in command do

53

Balfourier carries Foch’s B quality.

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not occur at their historical time if it occurred near the transition period between the early

and late order of battle. As already mentioned, every change in command may not be

represented; only the most important cases that have the most impact on play actually

occur.

Engineer units, minefields, obstacle and rubble clearing

During the early part of World War I, neither participant utilized mines or

constructed minefields to a large degree. To a large extent mines were something that

was known about, as Imperial Germany created the first modern fused land mine in 1912,

however they were not widely used at this point on the battlefield. It was not until around

1917 that minefields began to see widespread use, particularly during the battle of

Passchendale of that year. From this point onward it is still not accurate to allow engineer

units of this period to lay minefields or obstacles within the scope of a scenario; they

were instead something that was only put into place over a long period of fortifying. The

same is true of clearing obstacles and mines. Obstacles tended to be extremely thorough

forms of barbed wire, which were arrayed in hellish and elaborate concentric belts.

During the duration of a scenario, it was only possible to cut through them for a passage

lane. These wire constructions were so elaborate that it would be impossible to

completely clear the area within the scope of a several hour turn.54

Also, accurate and

thorough mine clearing, also known as demining techniques, were not adopted until

World War II, particularly with the invention of the electronic mine detector in 1941.

With the exception of some units, "mine clearing" during The Great War was almost

54

The obstacle counters in the First World War Campaigns series represents the most elaborate wire

obstacle contructions of the period, and not the often erected single strand obstacle. Unlike the Panzer

Campaigns or Modern Campaigns series where obstacles usually represent a hasty abatis or several strands

of rolled wire, the most elaborate wire obstacles of the Great War were elaborate and complicated

constructions that could not be easily cleared and removed.

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strictly limited to engineers clearing and maintaining passage lanes. In game play terms,

this means that engineer units in France '14 do not have the capability to lay mines nor

clear obstacles or minefields. It is decided that these traits are largely absent from

engineer units until the battles covered in the Panzer Campaigns series.

Engineer type units are also the only units that can destroy rail lines and ferries,

which is different from both Panzer Campaigns and Modern Campaigns. This was done

because the line units of the period did not yet carry the demolition equipment required to

conduct these tasks. It was also a desired change so that every unit in the order of battle

was not capable of destroying these features, which would result in an a-historical wide

spread destruction of rail lines, and it also places greater value on engineer units.

There are documented cases where some engineer units in The Great War

constructed boats or rafts and ferries friendly troops across the river. However, it is

undesirable for engineer units to be as flexible as they are in the Panzer Campaigns,

where engineers in that series can ferry infantry across rivers. The ferry ability for

infantry in First World War Campaigns was removed because it was felt that, in the cases

where infantry were ferried across the river, this is adequately represented by having a

bridging engineer unit construct a bridge, and these rafts and boats were usually

constructed by the engineers that had bridging capability. In most of the documented

cases of engineers constructing rafts or boats, it took these engineer units a lengthy

amount of time to construct such devices which would be represented by many turns.

However, if engineers retained the Panzer Campaigns ability to ferry troops then they

would become too effective since they would be able to move to and send infantry and

cavalry across a river in the span two turns at most. The rapid engineer troop ferrying

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capability is more of a characteristic of blitzkriegesque modern warfare, not a

characteristic of warfare of the early 1900s.

Engineers of this period also do not have the rubble clearing capability that they

have in Panzer Campaigns and Modern Campaigns. The rationale is that these units

during this period did not have the heavy equipment that "modern" engineer units had

and were therefore unable to clear rubble during the course of a single scenario or

campaign. This is especially true given the massive mounds of rubble that were formed

from entire towns being flattened in the artillery barrages of war.

It was decided early on that only engineer units that were company sized or larger

should be included in the order of battle. This means that the detachment and platoon

sized engineer units of the German and French cavalry divisions,55

are intentionally

omitted from the order of battle. This was done primarily to cut down on counter density

and the amount of units that the user must manage in relation to their actual usefulness.

These small units would, historically, provide menial tasks to the division such as

providing at least some sort of minimal fortifying asset. On the other hand, division level

bridging detachments are included in the order of battle, but given that they were so

small, they are not represented by an explicit unit. Instead, these divisional bridging

detachments, if present, are represented by giving the division level engineer unit the

bridging capability, resulting in a hybrid bridging / pioneer type unit.56

These units are

capable of deploying a bridge, but the corps level bridging train units are better at this

task since they can construct it quicker (the division level bridging units are small units).

This approach works well since it makes the actual bridge / pontoon bridging units better

55

German and French engineer platoons (in the cavalry divisions) consisted of 90 and 36 men respectively. 56

Historically the bridging detachments were indeed attached to the division level engineer units and did

not operate on their own.

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at constructing bridges, while still maintaining a minimal bridging capability at bridging

level. It must be noted that the Germans had exceptional bridging capability with every

division formation containing its own bridging detachment. One the other hand, the

French had very little bridging capability, relying almost entirely on the corps level

bridging assets.57

Stacking limits

In France '14 it may be noticed that there are extremely high stacking limits. A

balance is struck between maximum physical space and maximum practical space. Also,

the area stacking and road stacking limits are intentionally not a straight 3:1 ratio in

relation to each other.

Area stacking: Assuming that, for the sake of simplicity, a soldier with ruck sack

takes up approximately a 1 square meter area. Within a 1,000 square meter, there could

physically exist about ~10,000 soldiers. This would obviously be quite outrageous. In

1914 unit formations, the appearance tended to resembled that of a Napoleonic unit so a

large amount of men must be allowed to stack in one hex: much more than previous

games allowed. Tactically, and with some exceptions, soldiers certainly did not march

arm in arm in dense formations of infantry as their Napoleonic ancestors did, quite the

contrary, they operated loose skirmisher formations. However, small unit tactics that

characterize modern infantry tactics did not yet exist, and tactical command and control

was still as crude as it was during the Napoleonic Wars. For this reason, despite the fact

that individual infantry had about two meter intervals between them, in skirmish

57

Prior to the outbreak of the war, France had planned to create division level bridging detachments but

this organization not formed in time. This meant that the only real division level bridging detachments were

that of the few independent regular divisions. General Staff, War Office. Hand Book of the French Army

1914., 294-295.

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formations infantry still had to remain relatively close together, in long ranks with

subsequent ranks following one after the other, rather than small groupings of squads

which characterize modern warfare and the “assault” infantry of late World War One.

With this in mind, it was decided that the stacking limit should be less than one half of

this "physically possible" approach, with the maximum area stacking at ~4,200 men per

hex. This still might seem like a lot of men, and certainly is, but this is the extreme case

and you will likely pay for high stacking with horrendous losses due to stack density.

Road stacking: Road stacking is a rather unique situation in this series. The

battlefields of World War I did not have the same level of threats to rear areas like that of

World War II or modern times, so units tended to move in what could be called "parade

ground" columns. Around the period of World War II, infantry began to move in tactical

columns along the sides of the road with substantial intervals to avoid air interdiction.

However, in early World War I this threat did not exist and units would move along the

road in massed, dense columns. Where it might be completely outrageous to take the

maximum physically possible approach to area stacking, it is not so outrageous when it

comes to road stacking since these units tried to keep the column as short as possible. In

the above example of a soldier taking up a one meter square area, this means that you

could fit approximately 1,000 men in a file across a 1,000 meter long road. Units tended

to march in three to four files so this would mean that you could fit 3,000-4,000 men

along a 1,000 meter stretch of road. For the sake of generosity and the fact that

companies often marched with a slight interval between them, this has been lowered to a

road stacking limit of ~2,600 men.

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In both cases, care should be taken so as not to provide too dense of a target to the

enemy. Only stack more than one infantry battalion in a hex if there is a low threat level

to that hex, or only if it is absolutely necessary to do so.58

In most cases it is advisable to

have one infantry battalion deployed adjacent to the enemy to disrupt them and two

behind it in order to execute an assault if need be.

Night operations

Wireless radios of the Great War were known as "wireless telegraphs" or

"radiotelegraphs", and were large, primitive, fixed stations where the transmission tower

either had to be constructed or already in place.59

Wireless telegraphs provided brief text

based communication and were usually employed at army, corps, division and brigade

headquarters. Text messaging on a modern cell phone could be considered a form of

radiotelegraphy so, needless to say, even though the radiotelegraph was a technological

advancement for the day, strategic level orders were slow to transmit, receive, and

disseminate.

During the Great War, units lacked tactical man portable wireless radios,

henceforth referred to as “modern wireless radios”. This lack of modern wireless radios

meant that company and platoon level units could not effectively communicate “on

demand” with their sister companies or battalion HQ. This meant that tactical level

command and control was extremely difficult at best and completely non existent at

58

It may be beneficial to stack several infantry battalions or cavalry regiments in a single hex when

conducting an assault, but overstacking will cause high losses to opportunity fire or on the enemy’s next

turn. 59

Wireless telegraphs of the period were utlitized at the strategic level of almost every army in Europe at

the time. The Russian army of 1914 extensively used wireless telegraphs during the 1914 campaign in East

Prussia. The Germans intercepted these strategic transmissions which, to the German’s delight, were

broadcasted in the clear, and were able to anticipate Russian movements and determine unit locations.

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worst.60

Anyone with military experience knows that tactical level command and control

is absolutely necessary during night operations, and even with the aid of modern light

amplification equipment, night operations can be a difficult and clumsy affair. In a period

where effective command and control at the tactical level was nonexistent, “efficient”

night movement and night combat operations was practically impossible. Night

operations had not yet matured, and effective night movement was limited to following

roads and rail lines in column formation.61

This translates into game play that, unless you

are moving strategically in Rail Mode or in Travel Mode along roads, your units will

become disrupted any time they move during a night turn.62

Several realistic situations and tendencies occur because of this rule. The first is to

make it more obvious that, unless you absolutely need to move your units, you should be

resting them during night turns. Doing so is not only a good decision to prevent

disruptions from tactical movement, but it also keeps units from gaining more fatigue

during night turns. If you do need to move your units then you should only be moving

them strategically to break contact, put more distance between you and a pursuer, or to

move units up to the front line from rear areas. You can also choose to drive the advance

forward along roads, but doing so is quite a risky proposition. The second tendency that

occurs is that, during night operations, it is often wise to cover road junctions to protect

against a forced night advance by the enemy. If you are conducting a rearward night

march, then it can be more effective to temporarily leave some units along major roads to

60

It was not until World War II that modern wireless radios were introduced, thereby rectifying the tactical

level command and control difficulties. 61

During darkness, it is much easier to follow in a file, one behind the other, in a column formation, along

a known road, that it would be to move tactically or in a column across open terrain. 62

In other words, if you are not utilizing the road movement rate of the unit then the unit will disrupt when

it moves during night turns. See the User Manual for more information about movement and night

operations.

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act as a rear guard to stop any night pursuits. Cavalry work particularly well in this regard

role, and you can recall any units used as rear guards on the morning turn.

Siege Gun Units

Some artillery of the period, such as the massive German 42cm howitzer "Big

Bertha" and the Austro-Hungarian 30.5cm howitzer “Schlanke Emma”, was designed

with the sole intent of penetrating and destroying fortresses. These units are designated as

Siege Guns in the order of battle and are primarily effective against fortresses, redoubts,

and pillboxes. The more capable the fort or redoubt is, the more resistant it is against the

siege artillery. The smallest pillboxes, such as citadels and obsolete forts, were veritable

graves to these guns.

In the First World War Campaigns series, there are a number of other heavy

artillery units that are not considered Siege Guns in the same sense as the heaviest ones

were, but these non Siege Gun units were still intended to be used against smaller forts

and bunkers, such as the German 21cm howitzer and the German 28cm mortar. In game

play terms, obviously neither of these non Siege Gun units are as effective at reducing

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fortresses as the “true” Siege Guns are, but these non Siege Guns are more effective at

targeting bunkers and enemy units located in non fortified areas.63

Rail capacity

Getting the rail capacity level correct was a tricky issue.64

Both sides largely

transported their supplies and heavy artillery by rail when the situation permitted, but

neither side had the capability to transport massive amounts of troops on a whim: it

required careful planning of rolling stock movements and time tables. With that in mind,

the rail capacity level was determined by first determining the largest sized corps unit on

both sides; this was then determined to be the optimal rail capacity amount. The optimal

rail capacity level was then reduced by three quarters to provide the final, less than

optimal level. This approach was taken for several reasons.

Firstly, the rolling stock of both sides were gainfully employed transporting

various units, supplies, and replacements between different sectors and were not available

to draw upon at will. It was not as if hundreds of locomotives and train cars were just

standing by to be summoned to a certain area on a moments notice. French corps from

the Alsace region did arrive in the early campaign by rail, as well as various German

units, and these transports are considered to be of the carefully planned and coordinated

variety, where the rolling stock was gathered for the effort and then dispersed to continue

its other tasks. If a full corps or division were allowed to be rail headed on demand, then

it would create an a-historical rail transport capability since arriving reinforcement corps

and supplies would exceed the practical capacity; this would allow far too much mobility.

63

Siege Gun units are not effective against bunkers or lesser fortified hexes, they do not receive their Siege

Gun benefit in these cases. See the User Manual for more information about Siege Gun units. 64

“Rail capacity” refers to the amount of units that both sides can transport, on demand, with rail

movement.

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In other words, a corps or two could arrive by scheduled reinforcement on rail, before

which the user embarked a corps of choice by rail, thus ending up with far too much rail

heading capacity than was historically available.

The second reason for the reduction is to prevent rapid “on demand” rail transit. If

a corps must be broken in small pieces to rail head to an area then it would encourage

short movements and quick debarkations in order to move the other half of the corps,

essentially discouraging wholesale troop readjustments, thus minimizing “gamey” levels

of mobility.

Thirdly, as more supply units and reinforcements arrive by rail, and as the

Germans move their siege artillery by rail, the capacity will be intentionally exhausted

and it will prevent any further rail movement until existing units are debarked.65

This

means that when a reinforcement does arrive by rail it should encourage the user to

quickly move and unload the troops where needed, rather than leaving them on the rail as

a rapid deployment force of sorts. The user should also make sure that they unload the

reinforcements exactly where they are needed because chances are they will not have the

rail capacity to embark the entire force again, since the trains are considered to be

sticking to their planned schedules and have moved on to other tasks. If a reinforcement

corps is unloaded in a location that is deemed incorrect, then the user will have to march

from there, or transport the corps piece meal by rail to a new area. From a game design

point of view, it is better to have less rail capacity than is fully needed in order to create a

dilemma for the user, rather than having an abundance of rail heading capacity which

does not encourage careful management and planning.

65

Supply units are only available when the Explicit Supply rule is selected in the Optional Rules Dialog at

the start of a new scenario. See the User Manual for more information about Explicit Supply.

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It is worth noting that the “late” campaign, the period known as the “Race to the

Sea” and beyond, rail capacity is at minimal levels. This is done because the rolling stock

of both sides was exceptionally busy during this period, transferring many corps around

France and Belgium and this left little “on demand” rail head capability to either side.

Artillery setup parameter

In First World War Campaigns, especially in the early years of the war, the

artillery setup parameter is set to an intentionally low parameter.66

This was done because

setting up guns for indirect fire, getting the ammo in place and establishing

communication with their HQ could become an extremely time consuming process in a

period before portable radios. The position of the guns had to be determined by terrain

association and map reading, and this position had to be relayed to the HQ and, in many

cases, wire had to be run between the artillery unit and the HQ for the use of field phones

if the situation permitted. If field phones were not used, such as in the case of a period of

high mobility, then someone had to physically travel from the higher HQ’s position to the

artillery unit’s position (or vice versa) in order to establish a communication link, and

thus had to travel between the two to relay messages. It was not the most effective system

to say the least, and the only way to model this is to have varying degrees of probability

for setting up indirect fire artillery. It may take only several turns to setup an artillery unit

or it may take many turns, so you should the location that you want your artillery to setup

very carefully.

Multiplayer

66

See the User Manual for more information about the artillery setup rule.

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As with every other game in existence, France '14 is definitely more enjoyable

when played against a human opponent. In World War I, and especially during the early

period of 1914, army commanders seldom cooperated with each other in the optimal

sense, and often had conflicts of interest, rivalries, or competing ambitions (think of von

Kluck’s and von Bülow’s relationship during the German invasion of France in early

1914, or Rennenkampf’s and Samsonov’s relationship in the Russian invasion of East

Prussia in 1914). This facet more than once influenced how the two sides advanced and,

at various points of the campaign, directly influenced the front line situation. With

enough users available, France '14 becomes more historical when there are multiple

players per side, particularly for the allies. While this can be accomplished either through

PBEM or through TCP/IP, I will concentrate on PBEM here because this method is

usually the most practical.67

The most enjoyable situation is a balance of having the most players involved,

without detracting from the length of the turn from the time it takes to email it to the

participants in the chain. This problem does not exist in TCP/IP games since the general

rule is that the more players involved, the faster the turn will be. In PBEM team games,

having one player per available army produces the most exciting results, provided that the

turns could be passed along the chain of players quickly enough. At the very least, France

'14 is most enjoyable with four human players assigned to the following positions: the

BEF commander, the Belgian Army commander, the French Army commander and the

German Army commander. If only three players are available then the BEF and Belgian

Army should be combined under the same player. The BEF and French should never fall

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PBEM team based play is accomplished by forming a chain of players that mail the turn to each other,

with the last player on that side ending the turn and emailing it to the other side where the process is then

repeated.

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under the same player if possible. Any inclusion of further players should be used to

divide up the German armies.

During the early half of the campaign, before the Race to the Sea period,

emphasis should be placed on isolating the German 1, 4, and 6.Armee into one player,

with the other player having the 2, 3, and 5.Armee as well as overall command. Division

of German forces should primarily stress separation of the 1.Armee and 2.Armee into

separate users, since the historical coordination between these two armies was lacking,

with the overall command not falling under the player that has control of the 1.Armee.

Three German players should see the forces divided up further, into one player having the

1.Armee, the second player having the 2 and 3.Armee, and the third player having the 4,

5, and 6.Armee and so on. The result of this is to better simulate the often general lack of

cohesion and stress the amount of communication that was required to coordinate actions,

which often resulted in failure.

While splitting the campaigns into multiple players creates the most excitement,

smaller scenarios are also very enjoyable with multiple users per side as well.

As mentioned, TCP/IP team play of France '14 is particularly entertaining with

the same force divisions already described and are usually faster with the more people

that participate, thus making it practical to have one user per army or an even greater

division of forces if enough users are available.

Listening Music

I found that my gaming experience was greatly enhanced when I listened to

Napoleonic period music using Windows Media Player, with the Media Player's volume

at 20% so I could still clearly hear the game. The early period of the Great War was both

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struggling to find its own identity as well as seemingly mimicking the tactics, élan, and

appearance that characterized the Napoleonic period or, at the very least, the Franco-

Prussian War period. As a result, I think that this type of music fits the early years of The

Great War quite well. Some affordable and excellent CDs you might want to consider

picking up and adding to your media player play list are:

Bagpipe Marches and Music of Scotland, Legacy International.

French Military Marches, Legacy International.

Famous German and Austrian Marches, Premium Music Collection.

German Military Marches, Legacy International.

Highland Pipes and Drums, Legacy International.

Regimental Marches of the British Army Vol. 1, Chandos Collect.

Regimental Marches of the British Army Vol. 2, Chandos Collect.

Tchaikovsky: 1812 Overture - Marche Slave, Deutsche Grammophon.

Obviously, these CDs also provide great listening music for HPS' Napoleonic Campaigns

series.

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Conclusion

I hope you enjoy playing this game as much as I have enjoyed creating it. I can

only hope that the years of toil spent will help inspire further reading and study, and

revitalize interest in the history of The Great War. This work is my feeble attempt to

contribute to the memory of The Great War, and to honor the millions that gave their

lives during this conflict. Perhaps it is not until you play First World War Campaigns that

you realize the full awe inspiring scope of the conflict, and the tragic loss of humanity.

The four years spent creating this work is dedicated to all brave soldiers of the

world both past and present, who have fought and died in battle. Most of all, I want to

dedicate this to a personal friend, SSG Christopher L. Everett. May his memory, and

others like him, never be forgotten.

Courage Conquers!

31 March 2010

Edward L. Williams

[email protected]

* * *

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Scenario Notes

Getting Started: The Guns of August

This scenario is meant to demonstrate the awesome firepower of the German siege guns

against forts.

Many Belgian fortress garrisons surrendered from the siege gun bombardment. Instead of

having Belgian units automatically withdrawn from the map, the surrendering procedure

works perfectly when you disrupt *all* of the defenders of the fort with the siege guns,

then surround and follow up with infantry assaults. When executed correctly, this

procedure will yield large quantities of captured Belgian garrison troops.

Historically, the key forts that were blocking the roads into and out of Liège were

“cleared” first so that the 1.Armee could advance unhindered. The last of the Liège forts

would not fall until August 16th.

As war broke out on the western front, Germany raced to mobilize its forces to execute

the Schlieffen Plan as soon as possible. During this "mobilization" period, it was

recognized that the Belgian Fortress city of Liège needed to be taken in order to clear the

route for the 1.Armee. A mixed force was comprised of various infantry brigades that

were located along the frontier. These infantry brigades were from five separate divisions

and were allotted cavalry, artillery and pioneers to comprise a combined arms force.

When the German attack commenced, the Belgian 3e Division recognized the futility of

the situation and made a run for the northwest, braving the swarming German cavalry

patrolling the area. It was a risky strategy to be sure, but the Belgians succeeded in

escaping the closing net. On the night of the 5th, the German infantry were in position to

begin their assault. The infantry attacks were initially unsuccessful except for

Infanterie.Bde.14 led by General Ludendorff. Ludendorff had taken command of the

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brigade as the attack had faltered and led them through the defenses. By the next day

Ludendorff's brigade had captured Liège itself.

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1914_0804_01s: The Assault on Liège

This scenario covers the initial attack on Liège up to the point where the city itself was

captured and the Belgian 3e Division escaped to the northwest. At this point it became a

stalemate until the siege artillery arrived on August 12th.

Since the Germans attacked Liège while the rest of the troops mobilized, the infantry

brigades involved in the attack were all at peace time levels, at approximately 75%

strength.

On August 5th, Infanterie.Bde.14 will lose its HQ unit temporarily. Later in the day

another HQ will arrive from Verviers which represents Erich Ludendorff. Ludendorff

was a staff officer to von Emmich's Maas.Armee at the time and he seized command of

the Infanterie.Bde.14 at the point in which the attack began to falter. Ludendorff

personally led the brigade through the defenses around Fort de Fléron and captured the

city of Liège. This action was to be the preliminary catalyst of his rise to power.

As the Maas.Armee approached Liège, General Leman, the Belgian commander at Liège,

recognized the fact that expending the 3e Division in the defense of Liège would be a

terrible error. On the morning of the 6th

, Leman ordered the division to breakout and

make a run for the west, braving the swarming German cavalry patrolling the area and

link up with the Belgian Division de Cavalerie at Hallogne. The Belgians can indeed

choose not to extricate the 3e Division, but this would pass up a large amount of VPs

from the exit hexes to the west. The Belgian player is encouraged to exit this division as

was historically the case, however, defending the fortress or a combination there of might

also yield success. The worst case scenario would be the Belgians not being able to

extricate themselves, and losing Liège as well.

Are the German cavalry divisions preventing the escape of the Belgian 3e Division? Try

moving the division northwest to Ft Latin and deploying it. Once the division is deployed

properly, no cavalry division will be able to stand in its way, but you most likely will

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have to fight for the exit. If the German cavalry divisions attempt to block you then, with

superior countering, you can inflict enough high VP point casualties to drive them off.

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1914_0812_01s: The Battle of the Silver Helmets

Uhlan.Regt.9 is withdrawn from the scenario on the second turn to represent its recon and

screening action to the northwest to hinder any possible Belgian attempt to flank the

HKK.2 from that direction.

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1914_0815_01s: A Crossing at Dinant

Keep in mind that the German are extremely limited in their river crossing options here.

All German units, other than the bicycle jäger units, must cross at the heavy bridge at

Dinant (the light bridges do not support horse or motorized units). The bicycle jäger

companies, which begin the scenario combined into a battalion, should be reserved as a

force to assault across the light bridges near either Yvior or Houx. They can also be sent

south to Anseremme, or split into companies if needed. Utilize the other units available to

soften up the crossing for this unit, and attempt to take the main crossing at Dinant by

force.

A young French Lieutenant named Charles de Gaulle, of the 33e RI, was wounded in the

clash at Dinant.

The commander of the German HKK.2 was the father of Manfred von Richtofen (aka. the

Red Baron).

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1914_0818_01s: Driving the Wedge

Historically, the Belgians withdrew to the River Dyle in the afternoon and early evening

of the 18th, shortly after Haelen and Diest was taken by storm and their flank was

exposed, with the 1er Division d’Armée being the primary force engaged. HRH Leopold

II recognized that the Germans were trying to drive a wedge between his army and

Antwerp and, shortly after the line along the Dyle was established, ordered a withdrawal.

On the 19th of August his army conducted a skillful withdrawal to Antwerp, arriving

there by the 20th and thus avoiding the trap.

This scenario ends at the point where the Belgians began falling back to Antwerp.

The main objective for the Belgians is to keep as many German units from exiting the

map to the west, and, where possible, hold the objectives to prevent a total rout of the

Belgian Army.

The Germans can choose to drive off the Belgian's left flank around Haelen by taking the

objectives concentrated in that area; it is assumed that a successful wedge is driven

between the Belgians and Antwerp if the Germans can take all of those objectives. The

Germans can also choose to bypass the Belgian line and gain points by exiting units on

the western map which is the route to Bruxelles. By doing this it should balance out any

failure on the Germans to drive the Belgians away from Antwerp, but it will probably not

gain them a major victory.

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1914_0820_01s: Von Moltke's Indecisiveness

From turn the third turn on, two German and two French Corps will arrive along the

length of the east edge of the map. Pay close attention to the protected hexes under the

View > Shade menus. The French units will arrive first and then the pursuing German

units will arrive the turn following. These arriving units represent the eastern tip of the

French salient that was pushed back from about the vicinity of Diueze (10-20km off the

east edge of the map).

Even though the French were badly beaten in the frontier battles of Lorraine, the German

counter offensive would force the French armies to retract to the west and it would be a

big factor in Joffre's abandonment of Plan XVII. Rupprecht's counter offensive would

place the French on the defense south of Metz. This shift in French posture allowed Joffre

to transfer units west, thus creating another German strategic failure.

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1914_0822_01s: Home Before the Leaves Fall

This campaign begins on the August 19th at a

point where both sides were committed to their

specific plans. Choosing any point earlier would

results in an outcome that would never be close

to the historical one (as the French player would

certainly not commit to Plan XVII). Therefore,

this scenario begins just after the long period of

German marching on the wing and right at the

moment that the French began to abandon Plan

XVII. The battles in the period prior to this

moment are all represented in separate scenarios

(mentioned on previous pages).

This campaign ends when the Germans

historically went on the defensive following

their defeat at the Marne, covering the first day

of what was historically the German withdrawal

to the Aisne on the 10th of September (the

campaign ends on the evening the 10th). This

essentially grants the campaign one additional day beyond the Battle of the Marne where

the Allies can push the Germans back, or the Germans can make up lost time, rather than

just cutting it off at the moment in which the Germans began to fall back. Another reason

why this campaign ends on September 10th is because a combination of things occurred

to help draw this phase of the 1914 campaign to an end. Besides the successful Allied

counter offensive at the Marne, the weather began to deteriorate heavily on the 11th and

both sides saw a large drop in supply as they exhausted the stockpiles that they had

gathered for the short war, a war that was predicted to last only until the end of August.

So, rather than have the "main event" (early phase) go out with a whimper with supply

dropping, storms, and deteriorating ground conditions, it seeks to go out with a high

intensity finale.

Historically, after the Battle of the Marne was decided on the 9th, the 10th-12th of

September was the period in which the Germans retreated to the Aisne. The Battle of the

Aisne historically began immediately following this point on the 13th, and it is covered in

a separate scenario (#1914_0913_01s_Aisne). The Battle of the Aisne marked the

“intermission” between the early campaign and the second phase of the war known as

"the race to the sea". The race to the sea is beyond the scope of this campaign and there is

a separate campaign covering this period as well (#1914_0917_01s_Campaign_Race).

Once the race to the sea began, it was essentially a new phase in the conflict as both

sides, having exhausted themselves, adopted a completely new strategy of turning the

other's flank as the rest of the front solidified.

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Historically this campaign can be said to have ended in a draw with neither side

victorious over the other; a victory to such a degree that would have forced an end to the

conflict did not occur.

As the default Optional Rules suggest, this scenario (and all others) should be

played with the Virtual Supply Trucks (VST) optional rule turned on. This rule

creates a realistic situation where supply levels vary depending the location of the

area in relation to friendly supply sources, where distance and the road and rail

network play a factor. While this is not much of an issue in smaller scenarios with

smaller maps, if this VST optional rule is turned off in this large campaign, then

both sides will get their full supply no matter what the location of their units, which

will cause unintended results. The outcome will be at a much higher intensity

instead of the supply lines being realistically stretched with the advance.

The BEF begins fixed in the positions they historically were in at the battle of the Mons

which occurred the next day. For the most part this is correct for the starting deployment

but in the case of a few components, such as the 19th Infantry Bde who was just arriving

to Valenciennes by train, the 22nd was spent arriving into those locations and creating

hasty fortifications.

In order to ensure that the German attack and advance through Belgium proceeded

according to the Schlieffen Plan, von Bülow (2.Armee) was given control over 1.Armee

and 3.Armee on August 9th, an arrangement that had to be abandoned eight days later

following disagreements between von Bülow, who was cautious by nature, and the

aggressive commander of 1.Armee, von Kluck. However, even though the arrangement

was abandoned, the HKK.2 (on the German extreme flank) would remain reassigned to

2.Armee. This resulted in poor cooperation with the cavalry and 1.Armee. The HKK.2

was reassigned to the 1.Armee shortly after the Battle of Mons.

The German GHQ, General von Moltke, begins the campaign off the map and arrives

later on the August 30th. This is due to the fact that prior to August 17th

, von Moltke’s

HQ was in Berlin, and from the 17th to the 30th he relocated to Coblenz. Coblenz, the

closer of the two points, is roughly 60km east of the map edge – a huge distance to say

the least. Thus, during the crucial period of the campaign, von Moltke was over 200km

from the critical areas where the fate of the campaign hung in the balance. This certainly

contributed to the outcome of the campaign as it historically caused problems in the

German chain of command. In the early stages of the campaign, all German armies are

intentionally detached from OHL since OHL was well out of range. On October 30th

,

OHL arrives in the city of Luxembourg (at the little red school house) where it remains as

a static unit for the remainder of the campaign.

The Royal Ordinance Survey created a map in 1920 that placed the German HKK.1 in the

vicinity of Binche on August 23rd. In 1924 the Royal Ordinance Survey revised this map

and placed the HKK.1 northwest of Namur, in reserve positions recovering from their

previous actions. Germans sources also place them in this reserve location, so this is

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where they begin the scenario. This is only mentioned because of the confusion created

by early British maps.

The "non priority" areas of the front line in the southwest (around Nancy) have lower

level supply sources which represent the fact that both sides were concentrating their

main efforts in other places.

The Belgian field army HQ is fixed for the duration of this campaign within the fortified

area of Antwerp. The reason for this is to discourage the Belgians from going on an all

out offensive. By fixing the field army HQ, as well as the overall Belgian HQ, any a-

historical all out offensive will come with a disadvantage of risking the loss of valuable

objectives within Antwerp (if the region is vacated), objectives which historically all

remained under Belgian control for the duration of this campaign, and it ensures that

subordinate formations will be out of command if they stray too far from Antwerp. The

position of the fixed superior HQs should still allow (and encourage) periodic limited

attacks and demonstrations out of Antwerp.

See the notes on the #1914_0822_02s_Charleroi and #1914_0822_03s_Ardennes

scenarios (below) for information on the details concerning the Charleroi and Ardennes

sectors.

This campaign works well as a TCP/IP team based game of eight (Allied) versus seven

(German). The Allied players should consist of #1 [Overall commander (Joffre) & 9e

Armée (formed later) & GQG Réserve & Les défenses mobiles du nord-est & Réserve

Régional & Réserve Territoriale], #2 [Belgian Army], #3 [BEF], #4 [IIe Armée], #5 [IIIe

Armée], #6 [IVe Armée], #7 [Ve Armée], #8 [VIe Armée & Armée de Lorraine & Gouv.

militaire de Paris]. The most inexperienced player should be commander #3 [BEF], and

he should sit as far away from commander #7 [Ve Armée] as possible. The German

players should consist of #1 [Overall commander (von Moltke) & OHL Reserve], #2

[1.Armee], #3 [2.Armee], #4 [3.Armee], #5 [4.Armee], #6 [5.Armee], #7 [6.Armee]. The

two best German players should be commander #2 [1.Armee]and #3 [2.Armee], and both

of these player's should sit as far apart as possible. A PBEM team based game could

consist of three (Allied) versus two (German), with Allied players consisting of 1#

[Belgian Army], #2 [BEF], #3 [French Army (with additional players splitting up the

French forces)], and the German team should consist of #1 [1.Armee & 5.Armee &

6.Armee], #2 [2.Armee & 3.Armee & 4.Armee], with additional players splitting up the

forces from there but, for the sake of historical accuracy, 1.Armee and 2.Armee should

not be controlled by the same player in a team based game and overall command should

not fall under the player that controls 1.Armee.

Changes:

1.01) Congestion markers are used in northern Belgium (to the east and west of

Antwerp). These markers represent civilians fleeing the war to the Netherlands, and their

associated debris. This congestion affects both sides and cannot be removed and is

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present on most of the major road intersections where at least four roads meet in one

place.

1.01) Better represented the fortified area of Metz and Diedenhofen (Thionville) with

additional research of material.

1.01) The French 18e CA was moved up to its historic location, a correction over its

previous representation which had them arriving as reinforcements in the south due to a

mistranslated French source. Its current location has the 36e DI in the process of

deploying in and east of Thurin (it arrived in that location in the evening of the 21st), and

the 35e DI was historically spread out from Beaumont to the southwest and did not see

any action on the 22nd because it was assembling. The 35e DI is fixed at start in

Beaumont to represent it forming, where it then has a varied release in the early afternoon

so that it can start moving up to the Sambre where it historically took up the position west

of the 36e DI by 1900 hours, minus one brigade (69e) which was sent to Nalinnes to

support the 3e CA.68

1.01) Placed the French 4e GDR in its proper location. It was moved up near the Sambre

before to cover an empty gap and prevent "gamey" behavior by way of triggered release

to allow this formation to move up and cover the canal. Since the 18e CA is in its correct

place, this is no longer necessary.

1.02) Corrected the missing release for two German FAR battalions.

1.02) Corrected the arrival date and location of the French 21e CA to be more historical.

1.03) Quartered the objective values and VP levels so as to make casualties play a more

realistic and historical role in the outcome of the campaign.

1.04) Further altered and streamlined VP objective locations so that there are much fewer

objective locations. This was done in order to further stress that the Allied Powers should

fall back (or be allowed to fall back) early in the campaign without suffering any ill effect

from that historical decision, because the vast majority of the terrain no longer has value.

Objectives are now placed in key areas such as in the Ardennes to encourage a historical

early French offensive (see below), vital fortified areas, and along the Marne where the

final battle of the early campaign was fought.

1.04) Added the early termination rule to the campaign scenario in order to encourage the

French side to at least try to maintain their historical offensive at the start of the campaign

just to see if they can possibly achieve a sudden and quick victory. This creates a

68

Hanotaux, Histoire illustrée de la guerre de 1914, 236-304. In this book, German and British

dispositions on the "Bataille de la Sambre" (272) map are, for the most part, completely incorrect (the

books were published in 1915, before any official reference sources from those two nations were available).

An example is that the BEF in that map is shown southwest of Maubeuge, which coincides with Lanrezac's

erroneous report to GHQ that the BEF was "in echelon behind his left" when in fact they were actually far

forward of his position along the Sambre on the 22nd. The German positions are a little more accurate.

Despite these errors, the books in this series are useful for French related information.

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dilemma for the Allied Powers side on deciding when they should call off the attack, and

when to continue pressing the offensive.

1914_0822_02s: Lanrezac, the Defiant

The scenario begins just after the bloody French assault towards the Sambre was halted.

Historically the French surged forward to destroy the German bridge heads on the south

side of the river and they expected to drive the Germans back at the point of the bayonet.

The assault failed and the ensuing German counter attack nearly caused the rout of the

entire Ve Armée. It was only the timely arrival of the 18e Corps d'Armee that ultimately

prevented it.

On the evening of the 22nd, the 1er Corps d'Armee was given orders to move to and

strengthen the crumbling line to its northwest. Hours later this order was cancelled

ordering them back to their positions on the Meuse. Some historians say this was a huge

mistake on Lanrezac's part, and this allowed von Hausen's troops to cross the Meuse at

Dinant. However, at the time, the Prussian Guard was threatening to destroy Lanrezac's

centre and he was unsure if the 18e Corps d'Armee would arrive in time. When playing

against an AI allied opponent, the AI will issue these historically countermanding orders.

However, with a human player as the Allies, you can decide to leave the Ier Corps on the

Meuse, to commit it to the assistance of 10e Corps d'Armee, or even decide to send a

portion to assist the Belgians in Namur. Any approach you take though will no doubt

center on what to do with the 1er Corps d'Armee since, no matter how you look at it, the

situation will grow increasingly desperate with each passing turn.

Historically, Sordet's Corps de Cavalerie was falling back from Gambloux, in hot pursuit

by the Germans. Sordet's troopers rode almost completely around Belgium since the war

began, and because of this they were exhausted at the time of this battle. Sordet's troopers

were to move into an area south of Thurin to thwart any German breakthrough in that

area and to rest and reorganize briefly before high tailing it off again. Their rest would

last approximately two days before taking flight again on a twelve day exhausting ride

from Thurin to Paris that almost drove Sordet’s mounts and troopers into the ground

(Sordet was later sacked and replaced by General Bridoux on September 8th).

The 4e GDR is located in reserve and took no part in the heavy fighting (although it did

see some minor action on the 23rd). On the 23rd the 4e GDR moved north to the Sambre

(north of where it starts) and took up position to oppose the approaching German

formations, where the 4e GDR essentially acted as a deterrence to any major German

activity in that area. In this scenario, half of the 4e GDR (69e DR) is on map and fixed

near Solre-le-Château (the 53e DR was located off map at Avesnes to the southwest). The

53e DR does not come into play since it historically moved up to briefly take up the

position between Maubeuge and the 69e DR, which is mostly off the map to the west (the

units that would be on the map are represented with an impassible area on the south side

of the Sambre). The entire 4e GDR is withdrawn on the 24th, which is the day when the

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formation disengaged and began moving south to Maubeuge. (No longer applicable since

1.02, see below)

The Belgian 4e Division d’Armée is withdrawn on the night of the 23rd, as it historically

withdrew south across France and embarked by ship for Antwerp. This division would

not make it to Antwerp until after the Battle of the Marne.

On the night of the 22nd, the German 13.Infanterie-Division becomes fixed in place. This

was done because historically it moved into the Binche area and remained there to cover

the flank of the 2.Armee against the BEF (see the Mons scenario which takes place on the

following day). This division then assisted in the attack against the BEF there on the

23rd. Two approaches were considered here. The first option was obvious, to simply have

the 13.Infanterie-Division withdraw on the night of the 22nd. The only problem is that

even though this division did not play any role in the fighting in this scenario after this

point, removing it from the map would leave a huge gap in the German right flank, which

could allow some "gamey" movement on the part of the French or, at the very least, it

would leave Binche open and require more German units to move there to secure it. This

of course would not make sense given that the 13.Infanterie-Division remained in the

area. It is rationalized that if the French try to do something bold on the 23rd to the

degree that they move along the map edge toward Binche, then the 13.Infanterie-Division

would get released again by line of sight and would use its full force to counter that

movement, rather than conducting their historic attack on the BEF right. (No longer

applicable since 1.02, see below)

Changes:

1.01) The French 18e CA was moved up to its historic location, a correction over its

previous representation which had them arriving as reinforcements in the south due to a

mistranslated French source. Its current location has the 36e DI in the process of

deploying in and east of Thurin (it arrived in that location in the evening of the 21st), and

the 35e DI was historically spread out from Beaumont to the southwest and did not see

any action on the 22nd because it was assembling. The 35e DI is fixed at start in

Beaumont to represent it forming, where it then has a varied release in the early afternoon

so that it can start moving up to the Sambre where it historically took up the position west

of the 36e DI by 1900 hours, minus one brigade (69e) which was sent to Nalinnes to

support the 3e CA.69

1.01) Placed the French 4e GDR in its proper location (partially off map). It was moved

up near the Sambre before to cover an empty gap and prevent "gamey" behavior by way

of triggered release to allow this formation to move up and cover the canal. Since the 18e

69

Hanotaux, Histoire illustrée de la guerre de 1914, 236-304. In this book, German and British

dispositions on the "Bataille de la Sambre" (272) map are, for the most part, completely incorrect (the

books were published in 1915, before any official reference sources from those two nations were available).

An example is that the BEF in that map is shown southwest of Maubeuge, which coincides with Lanrezac's

erroneous report to GHQ that the BEF was "in echelon behind his left" when in fact they were actually far

forward of his position along the Sambre on the 22nd. The German positions are a little more accurate.

Despite these errors, the books in this series are useful for French related information.

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CA is in its correct place, this is no longer necessary. (No longer applicable since 1.02,

see below)

1.01) Subtracted 750 points from each VP level due to the fact that the west side of the

map is not longer "up in the air" because of the correction to the 18e CA's disposition.

Historically the French held this area and it is now rationalized that any loss of the

forward three 250 point objectives in this area along the Sambre is unfavorable towards

the possibility of a French victory.

1.02) A triggered 0% release has been added to the 13.Infanterie-Division. This is

scheduled for 0600 on the 23rd, and it exists to keep the Allies from doing something

gamey like attacking or pushing forward north of the Sambre in this area. The Allies are

advised to fall back to the Sambre and to attempt no funny business in this area or else

the 13.Infanterie-Division will be fully released from its blocking position as it is

understood that it would have reacted to the threat accordingly.

1.02) Updated the Allied global supply level and map edge supply levels for both sides to

be more consistent with the #1914_0822_01s_Campaign_Early scenario (Allied global

supply level was supposed to be 70% not 80%).

1.02) Corrected the missing release for two German FAR battalions.

1.02) Corrected an issue with the German 1.Garde-Division's deployment; changed this

division so that it starts out released so that it can move south and assist the 2.Garde-

Division in its attack towards Fossé on the first day (as was historically the case), or so

that it can be used in any other manner seen fit by the user. It was previously fixed for the

whole of the 22nd, which caused the Germans to be unable to make historical gains

towards Fossé on the first day. Historically the 14.Reserve-Division moved south to take

1.Garde-Division's place covering the west side of Namur.

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1914_0822_03s: Offensive à Outrance!

The Battle of the Ardennes officially began on the 21st when Joffre first issued the order

to the IVe Armée to attack into the Ardennes. However, the entire day was spent

marching north. This scenario begins just as the Germans and French were making

contact on the morning of the second day.

The French advance has been likened to a "flight of steps" with each corps offset in a

descending “stair” pattern from west to east. The intent was that each corps would be able

to turn and face any threat from the east if needed, and for any two corps to theoretically

be able to come to the aid of the other. In reality, it was to become a fatal flaw in that if

one corps in the pattern of steps was routed, then the rest would come down like a house

of cards. Historically, three French corps (the Colonial Corps, XVIIe Corps and Ve

Corps) were to be dealt a crushing blow which would in turn cause gaping holes to

develop in the French line.

In almost every place, the deployment of the front line formations are about two or

three turns ahead of where they historically began on the morning of 22nd of

August. On average, the front line deployment is what it would have been on the

1200 turn. This was intentionally done so as to "force" both sides into the historical

situation they found themselves in after first contact was made. Because of hindsight and

game play considerations, if this approach was not taken then the fighting in the

Ardennes would in no way represent even a vaguely historical outcome; the French

would likely pull back immediately without suffering a single loss. The obvious

disadvantage of this approach is that it allows three more turns of fighting in the

Ardennes than was historically the case. However, this disadvantage is offset by the fact

that it forces at least three turns of "hindsight free" combat before the French can break

off and start acting more intelligently than was historically the case (since the French

player is fully aware of the German strength). In this case, an accelerated a-historical

setup is more important in order to create a historical flow of the battle.

Near Rossignol (35,37), the French 3e Division d'Infanterie Colonial (DIC) was in a bad

position. Specifically, the division was split as one of the brigades was ahead of the other

and advancing on Neufchateau. To make matters worse, the division's elite cavalry

regiment was behind the infantry advanced guard and was not used for reconnaissance.

This was mostly because the 3e DIC was convinced that its right flank was secured by the

4e Division d'Infanterie, which had falsely reported its location that morning.

Historically, the separated brigade was hit in the flank as it advanced and promptly fell

back towards Rossignol, but it was too late; the brigade was cut off from the remainder of

its division at the Semois River by the German Infanterie-Brigade.22. Prior to the battle,

General Lefevre, the Colonial Corps commander, was ordered to keep his 2e DIC in

reserve at Jamoigne, despite repeated pleas to IVe Armée HQ for its release. The blame

can certainly be equally placed on the army, corps, and division level commanders, but

the fact is that most of the 2e DIC sat in reserve the entire day while the 3e DIC was

systematically destroyed. By nightfall the 3e DIC, an elite fighting force, had ceased to

exist and an entire brigade was completely overrun in a climactic battle at Rossignol. It

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was a tragedy of the highest order, one in which over 11,000 veteran colonial French

soldiers would be lost. The event of the day would cause the name "Rossignol" to evoke

French memories similar to American memories of the Alamo, or the Little Big Horn, but

on a much grander scale.

For lack of a better term, think of this scenario as a Pearl Harbor type situation for the

French. The French were basically surprised with the meeting engagement and the

German commander's main intent should be to capitalize on this as much as possible in

the first few turns. The Germans must cause maximum havoc and damage before the

French can recover, reorganize, fall back or press forward. There are great expectations

placed on the Germans in this scenario to eliminate a large quantity of French forces as

was historically the case, as well as the expectation that they will both take and hold the

same objectives that they historically held and captured (the historical result is assumed

to be a German victory). The French commander must not have a weak stomach: he will

take heavy losses as was historically the case but if the French can save some of the units

that were historically destroyed, as well as capture some German objectives and prevent

the Germans from taking several French ones, then you will stand a good chance of

winning.

This was to be Erwin Rommel’s first battle. At the time of this battle, the twenty-two year

old lieutenant commanded the 1st infantry platoon in the 7.kompagnie, II.Battalion,

Infanterie-Regiment.124. He and his unit fought in a famous action in and around the

town of Bleid.

This was also to be Freiherr Manfred von Richthofen's first battle (the future Red Baron).

Von Richthofen was a young lieutenant in Ulanen-Regt.1 which was part of the

9.Infanterie-Division. On 21 August, von Richthofen was part of a 15 man cavalry patrol

which was sent out to locate the French. Upon seeing a French patrol of Dragoons, von

Richthofen's patrol charged and came across French infantry. Von Richthofen and four

other men were the only ones able to escape on horseback, the others returned later on

foot or were killed. It was an obscure and nearly fatal beginning for the man that would

become the greatest ace and one of the most well known people of the Great War!

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1914_0823_01s: The Contemptibles Make Their Stand

This scenario covers the entire clash at Mons, including the second day when von Kluck

attempted to turn the British left flank and push the BEF towards Maubeuge.

The entire British I Corps will be withdrawn on the morning of the 24th to simulate their

withdrawal to the southwest (see the map label and impassible area east of Maubeuge

which shows their fallback position). It is recommended that the Germans should

advance quickly in that area as soon as it happens in order to compromise the British

position along the Canal du Centre, which is represented by the capturing of the

rearward objectives. This withdrawal is done because the I Corps historically started

withdrawing south before the II Corps received orders to do so, which left the latter

exposed on the right flank. The scenario design rationale here is that if the I Corps in not

withdrawn from the scenario, then the British player has no reason to do so themselves

since historical issues do not have to be taken into consideration (such as the French

withdrawing on the BEF’s right at Charleroi, and the German cavalry moving around the

BEF’s left flank). With the I Corps' forced withdrawal, then the II Corps must begin

falling back to avoid being flanked, and other units may have to be sent to cover its flank.

Historically, part of the British 4/Royal Fusiliers was deployed in the town of Nimy, but

this was actually only a small portion of the regiment. The other 4/5ths of the regiment

was deployed facing west on a north-south line from Nimy to Mons along the Canal du

Centre. Since the majority of the regiment was not located in Nimy, and since the

regiment cannot break down into companies, it would make perfect sense to deploy the

regiment in the average position of all of its companies (which would be one hex south of

Nimy). However, this would be impractical in regards to the historical context that the

regiment fiercely opposed the bridge crossing in the town of Nimy, and would allow the

Germans to walk across the canal relatively effortlessly. Therefore, to make the scenario

more historical, the 4/ Royal Fusiliers must be placed entirely in Nimy in order to hold

the bridges in a historical manner.

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1914_0823_02s: First Clash at Mons

This scenario covers the first clash between the BEF and the Germans between Jemappes,

Nimy, Obourg and la Bois Haute.

Historically, part of the British 4/Royal Fusiliers was deployed in the town of Nimy, but

this was actually only a small portion of the regiment. The other 4/5ths of the regiment

was deployed facing west on a north-south line from Nimy to Mons along the Canal du

Centre. Since the majority of the regiment was not located in Nimy, and since the

regiment cannot break down into companies, it would make perfect sense to deploy the

regiment in the average position of all of its companies (which would be one hex south of

Nimy). However, this would be impractical in regards to the historical context that the

regiment fiercely opposed the bridge crossing in the town of Nimy, and would allow the

Germans to walk across the canal relatively effortlessly. Therefore, to make the scenario

more historical, the 4/ Royal Fusiliers must be placed entirely in Nimy in order to hold

the bridges in a historical manner.

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1914_0824_01s: Flank Guard at Elouges

The battle begins just after the failed cavalry charge on the Sugar Factory (which would

have been around hex 8,7) by the British 9th Lancers and 4th Dragoon Guards. Following

that, the British cavalry retired east to Elouges where they were subjected to more

German fire.

The Cheshire would fight stubbornly and almost hold to the last man. The Cheshires, who

at the start of the battle mustered over one thousand soldiers, would suffer severely. At

role call the next morning only two officers and two hundred men would answer to their

name.

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1914_0825_01s: The Rage of Dreaming Sheep (1st Sortie)

The Belgian's first sortie made good progress but it was abandoned with the Belgian

retirement back to Antwerp on the 26th

of August. Arguably the Belgians could have

broken out of Antwerp during this battle but they historically called off the sortie when it

was learned that the BEF and French were falling back after the Battles of Mons and

Charleroi. Another reason for the decision to withdraw was because the Belgians were

informed that Joffre was suspending allied counter offensive operations until a later date.

This meant that any breakout of Antwerp would essentially not accomplish much since

the Belgian Army would be completely on its own.

At the time of this scenario, the 4e Division d’Armée was still extricating itself from

Namur, so it was not present during this battle.

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1914_0826_01s: Taking One for the Team

The British 1/Duke of Cornwall's and 1/East Surrey were historically formed up on the

road southeast of Le Cateau (34,18) when the action began. At 0600 hours, just as the

order came for these two units to move south, these two units began to take fire from

Germans who had managed to move into town and around their flank. The British

suffered around 200 casualties before falling back to the southwest of town, along the

valley to the main British line. For several hours a desperate battle echoed through the

narrow valley, unseen by anyone else along the entire British battle line.

Since the historical battle saw the British fall back from their initial positions by the end

of the 26th (to the Haucourt-Ligny-Bertry-Honnechy line), and since there is no way to

encourage the British user to actually do so in such a short scenario where there are no

strategic aspects to take under consideration, this scenario effectively ends after nightfall.

This is the point when the British historically began to fall back from the line because of

strategic considerations (they needed to disengage so that they could continue the retreat).

This makes this scenario very busy, yet short and sweet. The German user should be

mindful of this and should do everything he can to "soften up" the British positions at the

objectives for an assault on the final two turns. Be careful not to spend your force early

on.

On the British left flank of the battlefield the 1/Royal Lancaster was caught alone in the

open and, as the morning fog lifted, they were cut to ribbons by fire from 21 German

machine guns and over 36 field guns. The battalion was driven back by heavy fire and

assault and the British 1st Warwicks rushed forward to cover them. Among the soldiers

of the 1/Warwicks was a young junior officer named Bernard Montgomery.

Most of the British 4th Infantry Division starts the battle as disrupted. Although it was

fresh, it had marched into position during the night and at least one of the brigades (the

11th) got disoriented and lost their way, and the remainder of the division could be said

to be in a state of disruption.

Historically, Sordet's Corps de Cavalerie was located in the vicinity of Lesdain but, as

soon as day broke, it galloped off to the west through Banteux. It then supported the 84e

Division d'Infanterie Territoriale near Cambrai until the evening. In this scenario, it is

understood that Sordet's Corps de Cavalerie has already left and his exhausted troopers

will return in the evening near the end of the battle.

As the Germans, avoid sending the 22.Reserve-Division into the line. It was historically

used to cover the German right flank around Cambrai, to protect the forces fighting in

this sector for the arriving French cavalry (see the map label for where they arrive). Also,

be sure to turn on the Protected Hex shading to see both where the French cavalry arrive

and which areas to avoid. If you have units located in this protected area when the French

cavalry arrive, then your units will be broken. This prevents "gamey" behavior of the

Germans being able to sit in their arrival area as a method to block the French from

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arriving. If the French cavalry are blocked properly then they will play little effect on the

battle, but if they are not blocked properly then they may be able to wreak havoc on the

flank.

It is interesting to note that Smith-Dorrien's decision the night before to stand and fight

triggered Sir John French, in his pessimistic and depressive state of mind, to write the II

Corps off "as good as lost" to the enemy.

For the sake of honoring the memory, it must be mentioned that if you look to the

northwest of the map you will see Cambrai. The events the #1914_0826_02s_Cambrai

scenario are occurring at precisely the same moment as this scenario is unfolding. If you

play both scenarios it is easy to see how the bravery of the men of the French 84e DIT, a

territorial unit made up of reservists, and the Corps de Cavalerie helped save the British II

Corps. It is not difficult to speculate that had the 84e DIT not fought off the elite German

II.Armeekorps in that area, then the II.Armeekorps would have been able to flank around

the rear of the British II Corps, making it impossible for them to extricate themselves. It

is tragic how little has been written about the action at Cambrai, and how it has been

completely overshadowed by the battle at Le Cateau.

Changes:

1.01) Made adjustments to the German 2.Kavallerie-Division composition and starting

disposition based on information that was not available at the time of the scenario was

first created.70

70

Zuber, The Mons Myth, 217-226.

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1914_0826_02s: Unwritten Valor

The Germans will receive bonus points for exiting units at the south of the map. This

represents the intended long flanking movement being a success, which would have

placed the German II.Armeekorps deep behind the BEF line at Le Cateau (the

#1914_0826_01s_Le_Cateau scenario occurs just off the east of this map).

The French Corps de Cavalerie will arrive during the course of the scenario but it has a

possibility of being withdrawn again. Pay close attention to the withdrawal

announcements in the Command Report so that you are not caught off guard when the

cavalry units are withdrawn. It is a good idea to fall back with the 167e Brigade of the

84e DIT immediately, so it can be in a position to cover the areas that are left vacant

when the Corps de Cavalerie is withdrawn. The French 5e Division de Cavalerie has a

very low change of being withdrawn, so that it becomes likely that it will remain for the

duration of the scenario. This is done so that this division can be used to hold off the

Germans moving towards the exit hex. However, it is still possible that this division too

will be withdrawn so the French player should have a contingency plan if this happens.

Historically, the Corps de Cavalerie withdrew to move east to assist the BEF at Le

Cateau. See that scenario for when this occurred. The quick arrival and departure of the

Corps de Cavalerie should give some insight on just how frantic General Sordet was

moving his corps from place to place, never really staying around long enough in once

place to make his presence truly effective.

Changes:

1.01) Made small adjustments to the German 2.Kavallerie-Division composition based on

information that was not available at the time of the scenario was first created.

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1914_0829_01s: French Morale Restored

The remainder of the German VII.Korps (specifically the 14.Infanterie-Division) was

located off to the west of the map along with the HKK.1. These units were positioned to

cover the flank of von Kluck's 1.Armee and were in screening positions in front of the

BEF, who was positioned in the vicinity of La Fère.

The battered BEF to his west, being in no condition to support the French attack, would

use the entire day of the 29th for some much needed rest. It is arguable that the French

Ve Armée was in just as bad of shape as the BEF, yet Sir John French's paranoia and

pessimism kept him out of the battle.

Although the battle that ensued was a tactical French defeat, it would be regarded as a

strategic victory because it would briefly check von Bülow's 2.Armee, and allow the

allies to resume a more orderly withdrawal and gain some much needed rest from the

German brief operational pause while the 2.Armee recovered.

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1914_0901_01s: A Desperate Rear Guard

In the historical battle, the British 6th Brigade turned back north to cover for the 4th

Guards Brigade as it began to become overwhelmed. The 6th Brigade was positioned

slightly south of Villers-Cotterets, just barely off the map edge, and does not take part in

this scenario.

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1914_0905_01s: Uncovering the Enemy's Hand

According to the impression left by orders issued from GQG, the French were not

expecting any contact to occur west of the Ourcq. At the start of this battle, the French

were marching east towards the Ourcq and were just stopping to rest and prepare for

lunch.

With the exception of the Battle of Le Cateau, the IV.Reservekorps saw little action since

the start of the conflict, being tasked out for various details, lines of communication

security, and the occasional siege. As a matter of fact, a brigade of the 22.Reserve-

Division was returning from being tasked out to security of Bruxelles. Von Gronau's

troops were itching to prove themselves and were in good condition.

Von Gronau's spoiling attack disrupted the French advance and eliminated the element of

surprise, thus allowing von Kluck to start taking immediate action on the night of the

5th/6th to counter it. The result of the Battle of the Marne could have been far worse for

the Germans had von Gronau not made this vital decision. Von Gronau's decision to

attack has often been compared to von Alvensleben at the Battle of Vionville in the

Franco-Prussian War of 1870.

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1914_0906_01s: Miracle at the Marne

This scenario represents what is historically known as The First Battle of the Marne, and,

rather than only covering the famous Paris sector, it covers the entire battle from Paris to

Verdun. After careful consideration it has been determined that the Nancy sector would

not be covered in this scenario. While it is true that the battle raged around Nancy during

the battle of the Marne, the Nancy sector was largely stagnant in comparison to the

mobile action to the west. Also, it was felt that by expanding the battle to the relatively

stagnant Nancy area, the scenario would bog down and be too large to be enjoyable. This

is especially true since this was the point in which both sides began drawing away forces

from the Nancy sector which means that as the battle progresses it would become less

eventful.

The scenario begins at what is largely recognized as the start of the battle, when the

French counterattack from Paris began to seriously develop. It is important to understand

that the battle actually began the day before near Iverny which is represented in another

scenario. During that battle, the French had stumbled into the force which von Kluck

assigned to screen his flank from any minor patrols or raids from Paris. In reality, the

clash around Iverny served to warn von Kluck of a major French attack and, by the time

this scenario begins, he was already sending the II.Armeekorps north to aid his screening

force.

The scenario ends at the point in which the Germans began to withdraw to the Asine

(evening of September 9th). It is rationalized that if the Allies can get a victory by this

point then the Germans would historically retreat to the Aisne. If not, then the Germans

probably would have redirected the 1.Armee towards Paris or gotten a breakthrough at

some other point between Melun and Verdun.

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It is uncertain what precise role Sordet's Corps de Cavalerie played in the fighting on the

6th of September as it does not appear to be mentioned in any French sources. It is

practically certain that it was still south of the Seine (southwest off the map) refitting

from its exhausting one month ride through France and Belgium. It is recorded that an ad

hoc cavalry brigade (brigade de cavalerie Gillet) was located between the French and

BEF. Sordet's Corps de Cavalerie did arrive later to help secure VIe Armée's left flank. It

is almost impossible to determine the exact composition of the brigade de cavalerie

Gillet, but some educated assumptions have been made. What is known is that it was an

ad hoc unit comprised of a mix of eight cavalry squadrons which were hastily thrown

together.

The German 4.Kavalerie-Division on von Kluck's flank was a shell of its former self. It

suffered severely in a clash with BEF cavalry (primarily the 1st Cavalry Brigade) at Néry

on the morning of September 1st.

As a result of the Battle of Iverny, the German II.Armeekorps has begun to march north

to relieve the IV.Reservekorps, now withdrawn to Trocy.

The French 63e DR of Groupe Ebner remained in Paris for most of the duration of this

scenario. The 63e DR, Bde de Fusiliers Marins and the RMCIC (Spahis cavalry brigade)

all began moving on the afternoon of the September 8th to a line Dalmartin - Montge.

They were sent to form a second line of defense in that area. These units have been left

out of the scenario since they were tasked with defending the rear area of the VIe Armée,

because they would arrive so late in the scenario (they would have arrived in the area on

the morning of the 9th with five turns remaining). From a design point of view it is better

to leave these units out rather than allowing the possibility of an allied player sending

them into a final rush.

The French 7e DI is the unit that historically arrived by taxis from Paris. In the annuls of

history this event has been exaggerated to mythological proportions. Historically the

infantry component of this division was sent by Paris Taxi while the rest of the division

was sent by rail. Since the sudden Paris Taxi movement cannot be represented in the

game (other than having them magically appear at their destination). The Taxi transport is

abstractly represented by giving the infantry brigades a head start over the other elements

in the division, therefore the infantry arrives several turns prior to the rest of the division.

The BEF cavalry brigade locations have been pinpointed using war diaries and, as such,

they do not agree with official GHQ situation maps of the day. This disagreement is

exists because on the night of the 5th, the majority of the brigades were located behind

the BEF (since they were formerly in front of the BEF's direction of travel to the south) --

which is more or less where the GHQ situation maps has them. However, during the late

evening of the 5th, the cavalry brigades were ordered to move north and to the east flank.

At some point during the issuance of orders and the actual movement is where the

contradiction occurs. With that in mind, it is more accurate to go with war diary locations

than the situation maps.

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The BEF is in terrible condition regarding its fatigue. This was done because at this point

it had been marching for thirteen straight days with only one day of rest over a distance

of one hundred and thirty-six miles. Although the French Ve Armée was suffering from a

similar situation, its retirement was better managed. To put it bluntly, the BEF was near a

state of total exhaustion from the retreat and the constant harassment from the German

1.Armee. One British officer summed it up at the time, "I would never have believed that

men could be so tired and so hungry and yet live." At various points Sir John French

made the BEF's withdrawal seem more like a hopeless rout with (mentally) the only good

destination being the nearest channel port. Historically the BEF moved very slowly on

the first and second days of the Battle of the Marne. This is justifiable and easily

represented if we consider that their fatigue was almost at maximum level from such a

long and relentless retreat. In other words, it is better to not push the BEF forward too

hard during the first couple of days of the battle so as to allow them to recuperate and

have some semblance of effectiveness.

Von Hausen's (3.Armee) memoirs paint him as a guileless straight forward commander

that was more interested in the quality of the quarters that he slept in each night rather

than the outcome of the campaign. As accurate or inaccurate of a judgment this might be,

throughout the invasion of France he constantly provided neighborly aid and co-operation

that was unique among German army commanders. However, this aid always came at an

expense of initiative of his 3.Armee. In a sense, he was a sort of mobile reserve for the 2

and 4.Armee; always providing assistance but never leading and rarely getting any

assistance in return. At the start of the Battle of the Marne, von Hausen had divided his

army in half to simultaneously aid the 2.Armee and 4.Armee. This created a gap in his

sector but there also existed an identical gap between the French IXe and IVe Armée

directly opposite of him.

Von Hausen had rested his 3.Armee the entire day of the 5th. Because of this, his army

had lost contact with the French but his troops were well rested.

Foch's 42e DI, Division Morocaine and 9e CA (-) were all given offensive orders for the

day of the September 6th. However, just after dawn, the Germans would attack first

across the marshes of St Gond. The 42e DI, Division Morocaine and 9e CA (-) was in the

process of moving north to accomplish this task when a meeting engagement developed

north of the marshes. To simulate this attack, the 17e DI begins the scenario fixed for one

turn, as this is supposed to represent their move into their current positions, since the

human player has not real incentive to do so, and by turn 2 they are free to fall back as

was historically the case.

The German 3.Armee's 32.Infanterie-Division and 23.Reserve-Division were extremely

difficult to place in their starting locations. Several maps show these divisions to be west

and northwest of Chalons-sur-Marne, however it seems that both of these divisions

actually continued moving to their currently represented spots during the day and night of

the 5th. Fighting at Normée, Lenharrée, and first contact at Sommesous is recorded as

having occurred on the 6th (the fighting at Normée having occurred in the morning), and

there is no other way for this to have happened unless they were in their currently

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represented locations. Apparently the commander of the 32.Infanterie-Division attacked

towards Normée on his own accord and the 23.Reserve-Division covered its flank, and

these movements do not seem to be well documented.

HKK.4, near Revigny, is fixed with no release for the duration of the scenario. This is

because this formation essentially held the pivot point between the German 4. and

5.Armee. Should this formation start released or be released at some point, then someone

would naturally, with the wonderful gift of hindsight, send them to some other sector for

a breakthrough.

The French 17e CA starts deployed as Fixed where they were by the morning of the 7th.

This is done to prevent the French commander from, due to hindsight, charging the corps

forwards to gain some strategic ground, while at the same time taking into account the

historical redeployements that were taking place in that area during the 6th.

Between Revigny and Verdun there are a large quantity of objectives that begin under

German control even though they are forward of the German positions. This was done

primarily to influence the Allied player to move forward as was historically the case. The

idea is that the French must advance forward as was historically the case, otherwise the

French will probably permanently surrender these objectives to the Germans in this

scenario.

There are a great number of victory points located immediately south of Verdun. This

was done to influence the French player to resist and maintain contact with the fortified

area of Verdun, as was historically the case (and even though this was a dangerous and

reckless decision by Sarrail), rather than influencing the French to move south and form a

more advantageous, but completely a-historical, defensive position.

This scenario works well as a TCP/IP team based game of six (Allied) versus five

(German). The Allied players should consist of #1 [VIe Armée], #2 [Ve Armée], #3

[BEF], #4 [IXe Armée], #5 [IVe Armée], #6 [IIIe Armée]. The German players should

consist of #1 [1.Armee], #2 [2.Armee], #3 [3.Armee], #4 [4.Armee], #5 [5.Armee]. A

PBEM team based game could consist of two versus two, with Allied players consisting of

#1 [VIe Armée & Ve Armée & IVe Armée] and #2 [BEF & IXe Armée & IIIe Armée]. The

German team should consist of the #1 [1.Armee & 5.Armee] and #2 [2.Armee & 3.Armee

& 4.Armee].

Changes:

1.02) Adjusted VP levels for better balance.

1.02) Corrected some starting deployments of French units.

1.02) Placed the GQG unit on the south edge of the map (fixed status) since it was

historically just off the map area.

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1.02) The French 23e DI is now more historically deployed.

1.03) Made several significant changes to German deployments in the St. Gond sector

based on Gabriel Hanotaux's descriptions of how the battle unfolded on the French side

on the 6th.

1.03) Updated the release time and date of the French 11e CA and 52e DR to allow for

more historical play as it prevents, from hindsight, the French from rushing forward

immediately to create a buffer of space between the objectives and the Germans (11e CA

was holding fast on 6th and 52e DR was kept in reserve until the evening of the 7th).

1.03) The French 60e DR begins in its historic locations which are a mixture of where it

was moving to, and where it was residing in on the 6th. The division's cavalry squadrons

had been sent east to be a liason with IVe Armée, and two of the division's infantry

battalions were sent to Fere-Champenoise. One brigade was located at Semoine, and the

"remainder of the division" was located at Villers-Herbisse.71

Given the gift of hindsight,

it was decided that this division would begin in those locations and would get released

during the 6th, which allows it to rush to help defend Sommesous, rather than having the

division move to Sommesous immediately on the first turn.

71

Gabriel Hanotaux, Histoire illustrée de la guerre de 1914, Thome I, 210.

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1914_0906_02s: The Juggernaut Exposed

The scenario begins at what is largely recognized as the start of the battle, when the

French counterattack from Paris began to seriously develop. It is important to understand

that the battle actually began the day before near Iverny which is represented in another

scenario. During that battle, the French had stumbled into the force which von Kluck

assigned to screen his flank from any minor patrols or raids from Paris. In reality, the

clash around Iverny served to warn von Kluck of a major French attack and, by the time

this scenario begins, he was already sending the II.Armeekorps north to aid his screening

force.

The scenario ends at the point in which the Germans began to withdraw to the Asine

(September 9th). It is rationalized that if the Allies can get a victory by this point then the

Germans would historically retreat to the Aisne. If not, then the Germans probably would

have redirected the 1.Armee towards Paris or gotten a breakthrough at some other point

between Melun and Verdun.

It is uncertain what precise role Sordet's Corps de Cavalerie played in the fighting on the

6th of September as it does not appear to be mentioned in any French sources. It is

practically certain that it was still south of the Seine (southwest off the map) refitting

from its exhausting one month ride through France and Belgium. It is recorded that an ad

hoc cavalry brigade (brigade de cavalerie Gillet) was located between the French and

BEF. Sordet's Corps de Cavalerie did arrive later to help secure VIe Armée's left flank. It

is almost impossible to determine the exact composition of the brigade de cavalerie

Gillet, but some educated assumptions have been made. What is known is that it was an

ad hoc unit comprised of a mix of eight cavalry squadrons which were hastily thrown

together.

The German 4.Kavalerie-Division on von Kluck's flank was a shell of its former self. It

suffered severely in a clash with BEF cavalry (primarily the 1st Cavalry Brigade) at Néry

on the morning of September 1st.

As a result of the Battle of Iverny, the German II.Armeekorps has begun to march north

to relieve the IV.Reservekorps, now withdrawn to Trocy.

The French 63e DR of Groupe Ebner remained in Paris for most of the duration of this

scenario. The 63e DR, Bde de Fusiliers Marins and the RMCIC (Spahis cavalry brigade)

all began moving on the afternoon of the September 8th to a line Dalmartin - Montge.

They were sent to form a second line of defense in that area. These units have been left

out of the scenario since they were tasked with defending the rear area of the VIe Armée,

because they would arrive so late in the scenario (they would have arrived in the area on

the morning of the 9th with five turns remaining). From a design point of view it is better

to leave these units out rather than allowing the possibility of an allied player sending

them into a final rush.

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The French 7e DI is the unit that historically arrived by taxis from Paris. This event has

been exaggerated to mythological proportions. Historically the infantry component of this

division was sent by Paris Taxi while the rest of the division was sent by rail. Since the

sudden Paris Taxi movement cannot be represented in the game (other than having them

magically appear at their destination). The Taxi transport is abstractly represented by

giving the infantry brigades a head start over the other elements in the division, therefore

the infantry arrives several turns prior to the rest of the division.

The BEF cavalry brigade locations have been pinpointed using war diaries and, as such,

they do not agree with official GHQ situation maps of the day. This disagreement is

exists because on the night of the 5th, the majority of the brigades were located behind

the BEF (since they were formerly in front of the BEF's direction of travel to the south) --

which is more or less where the GHQ situation maps has them. However, during the late

evening of the 5th, the cavalry brigades were ordered to move north and to the east flank.

At some point during the issuance of orders and the actual movement is where the

contradiction occurs. With that in mind, it is more accurate to go with war diary locations

than the situation maps.

The BEF is in terrible condition regarding its fatigue. This was done because at this point

it had been marching for thirteen straight days with only one day of rest over a distance

of one hundred and thirty-six miles. Although the French Ve Armée was suffering from a

similar situation, its retirement was better managed. To put it bluntly, the BEF was near a

state of total exhaustion from the retreat and the constant harassment from the German

1.Armee. One British officer summed it up at the time, "I would never have believed that

men could be so tired and so hungry and yet live." At various points Sir John French

made the BEF's withdrawal seem more like a hopeless rout with (mentally) the only good

destination being the nearest channel port. Historically the BEF moved very slowly on

the first and second days of the Battle of the Marne. This is justifiable and easily

represented if we consider that their fatigue was almost at maximum level from such a

long and relentless retreat. In other words, it is better to not push the BEF forward too

hard during the first couple of days of the battle so as to allow them to recuperate and

have some semblance of effectiveness.

Changes:

1.02) Adding a withdrawal for the German 14.Infanterie-Div. which historically was sent

to the St-Gond sector during the course of this scenario.

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1914_0906_03s: Foch Stands Firm

The scenario ends at the point in which the Germans began to withdraw to the Asine

(September 9th). It is rationalized that if the Allies can get a victory by this point then the

Germans would historically retreat to the Aisne. If not, then the Germans probably would

have redirected the 1.Armee towards Paris or gotten a breakthrough at some other point

between Melun and Verdun.

Von Hausen's (3.Armee) memoirs paint him as a guileless straight forward commander

that was more interested in the quality of the quarters that he slept in each night rather

than in the outcome of the campaign. As accurate or inaccurate of a judgment this might

be, throughout the invasion of France he constantly provided neighborly aid and co-

operation that was unique among German army commanders. However, this aid always

came at an expense of initiative of his 3.Armee. In a sense, he was a sort of mobile

reserve for the 2 and 4.Armee; always providing assistance but never leading and rarely

getting any assistance in return. At the start of the Battle of the Marne, von Hausen had

divided his army in half to simultaneously aid the 2.Armee and 4.Armee. This created a

gap in his sector but there also existed an identical gap between the French IXe and IVe

Armée directly opposite of him.

Von Hausen had rested his 3.Armee the entire day of the 5th. Because of this, his army

had lost contact with the French but his troops were well rested.

Foch's 42e DI, Division Morocaine and 9e CA (-) were all given offensive orders for the

day of the September 6th. However, just after dawn, the Germans would attack first

across the marshes of St Gond. The 42e DI, Division Morocaine and 9e CA (-) was in the

process of moving north to accomplish this task when a meeting engagement developed

north of the marshes. To simulate this attack, the 17e DI begins the scenario fixed for one

turn, as this is supposed to represent their move into their current positions, since the

human player has not real incentive to do so, and by turn 2 they are free to fall back as

was historically the case.

The German 3.Armee's 32.Infanterie-Division and 23.Reserve-Division were extremely

difficult to place in their starting locations. Several maps show these divisions to be west

and northwest of Chalons-sur-Marne, however it seems that both of these divisions

actually continued moving to their currently represented spots during the day and night of

the 5th. Fighting at Normée, Lenharrée, and first contact at Sommesous is recorded as

having occurred on the 6th (the fighting at Normée having occurred in the morning), and

there is no other way for this to have happened unless they were in their currently

represented locations. Apparently the commander of the 32.Infanterie-Division attacked

towards Normée on his own accord and the 23.Reserve-Division covered its flank, and

these movements do not seem to be well documented.

Changes:

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1.02) Added the previously missing German division (14.Inf.Div.), historically this

division arrived from off the west edge of the map as reinforcement on the 8th.

1.02) Removed the French 9e DC from the east edge of the map (the area east of

Sommesous) and replaced it with an impassible area. This was done because additional

German 3.Armee divisions (23. 24. and 40.Infanterie-Division) were advancing south

from Chalons-su-Marne along the east edge of the map. Historically the 9e DC did

nothing else in the battle except cover the gap between the IVe Armée and IXe Armée,

and it fell back to the south as the battle proceeded in order to keep the gap covered.

However, in this scenario the user has no incentive to keep the 9e DC in covering

positions because of the non-existent threat, and is more inclined to a-historically use the

9e DC as a harassing force along the east side of the map, or to send it somewhere else in

this area to hold the line. By removing the division from the scenario, it prevents it from

being a-historically used as anything other than a covering force, and by making the area

impassible it prevents the Germans from advancing through the area that the 9e DC

would be covering.

1.02) Adjusted VP levels for better balance.

1.02) Corrected some starting deployments of French units.

1.03) Further adjusted the starting fatigue of French units in the Morius-le-Petit to

Sommesous sector to be more historically fragile.

1.03) Made several significant changes to German deployments in the St. Gond sector

based on Gabriel Hanotaux's descriptions of how the battle unfolded on the French side

on the 6th.

1.03) Updated the release time and date of the French 11e CA and 52e DR to allow for

more historical play as it prevents, from hindsight, the French from rushing forward

immediately to create a buffer of space between the objectives and the Germans (11e CA

was holding fast on 6th and 52e DR was kept in reserve until the evening of the 7th).

1.03) The French 60e DR begins in its historic locations which are a mixture of where it

was moving to, and where it was residing in on the 6th. The division's cavalry squadrons

had been sent east to be a liason with IVe Armée, and two of the division's infantry

battalions were sent to Fere-Champenoise. One brigade was located at Semoine, and the

"remainder of the division" was located at Villers-Herbisse.72

Given the gift of hindsight,

it was decided that this division would begin in those locations and would get released

during the 6th, which allows it to rush to help defend Sommesous, rather than having the

division move to Sommesous immediately on the first turn.

72

Gabriel Hanotaux, Histoire illustrée de la guerre de 1914, Thome I, 210.

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1914_0906_04s: Opportunity Lost

The scenario ends at the point in which the Germans began to withdraw to the Asine

(September 9th). It is rationalized that if the Allies can get a victory by this point then the

Germans would historically retreat to the Aisne. If not, then the Germans probably would

have redirected the 1.Armee towards Paris or gotten a breakthrough at some other point

between Melun and Verdun.

HKK.4, near Revigny, is fixed with no release for the duration of the scenario. This is

because this formation essentially held the pivot point between the German 4. and

5.Armee. Should this formation start released or be released at some point, then someone

would naturally, with the wonderful gift of hindsight, send them to some other sector for

a breakthrough.

The French 17e CA starts deployed as Fixed where they were by the morning of the 7th.

This is done to prevent the French commander from, due to hindsight, charging the corps

forwards to gain some strategic ground, while at the same time taking into account the

historical redeployements that were taking place in that area during the 6th.

Changes:

1.02) Corrected an error where both sides had too much air support.

1.02) Corrected the arrival of the French 21e CA to be more historical (a fixed release at

the appropriate time, rather than arriving by rail).

1.02) With the use of new and previously unavailable information, corrected the starting

deployment of French units between the St-Lumier and Sermaize-les-Bains area to be

more historical.

1.02) The French 23e DI is not more historically deployed.

1.02) Repositioned some objectives on the west side of the battlefield to place greater

historical emphasis on that area.

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1914_0906_05s: Flirting With Disaster

The scenario ends at the point in which the Germans began to withdraw to the Asine

(September 9th). It is rationalized that if the Allies can get a victory by this point then the

Germans would historically retreat to the Aisne. If not, then the Germans probably would

have redirected the 1.Armee towards Paris or gotten a breakthrough at some other point

between Melun and Verdun.

Between Revigny and Verdun there are a large quantity of objectives that begin under

German control even though they are forward of the German positions. This was done

primarily to influence the Allied player to move forward as was historically the case. The

idea is that the French must advance forward as was historically the case, otherwise the

French will probably permanently surrender these objectives to the Germans in this

scenario.

There are a great number of victory points located immediately south of Verdun. This

was done to influence the French player to resist and maintain contact with the fortified

area of Verdun, as was historically the case (and even though this was a dangerous and

reckless decision by Sarrail), rather than influencing the French to move south and form a

more advantageous, but completely a-historical, defensive position.

Changes:

1.02) Corrected an error where both sides had too much air support.

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1914_0909_01s: The Belgian Diversion (2nd Sortie)

The 4e Division d’Armée had just recently arrived from Namur. Historically it was

evacuated across France from Namur and embarked on ships and sent to Antwerp. It

remains in this scenario in a fixed status as it was being reconsolidated.

Historically, the Germans reacted quickly to the second Belgian sortie from Antwerp.

They brought the 6.Reserve-Division back to the area permanently; halted the march of

the IX.Reservecorps (which was on its way to France, off the map to the south and does

not appear in the scenario); and they diverted the lead division of von Herringen's

7.Armee, which was on its way from Alsace to the extreme right flank of the German

armies along the Aisne.

One objective of the second Belgian sortie was to turn the German's east flank and sweep

around and disrupt German lines of communication. However, due to the German

reaction, the Belgians had to abandon the sortie after heavy fighting that inflicted over

8,000 Belgian casualties. Even though the Belgians called off the attack, they succeeded

in attracting German attention with their sortie, and greatly disrupted German movement

and planning.

The German 5.Reserve-Division intentionally has a 0% triggered release by subunit. In

other words, this division will not be released unless it is in contact with the enemy. Once

the division makes contact, it will release parts of the division depending on which

brigade made contact. The intent is that, historically, this division remained in place to

cover the left of the line. In order to prevent the German player from sending this division

on the offensive or sending it around to the east, it must be fixed in its historic place.

However, if the Belgian player becomes aggressive in the 5.Reserve-Division's area then

it will become active and can be used accordingly. The Division and Corps HQs will not

be released unless they have direct line of sight with an enemy unit, therefore, the intent

is that the brigades in this division should not go very far from the immediate vicinity of

the rest of the division.

The Belgian Division de Cavalerie is fixed in place during the first night (from 1800 on

the 9th, to 0600 on the 10th). This was done because the division was supposed to screen

the left flank while the Belgian infantry moved forward. Since the Belgian user has the

gift of knowing that there is no threat to the east and southeast, this division is forced to

screen the flank on the first night, thus limiting the advance of it to a more historical rate.

The three historical Belgian covering positions (objectives) southwest of Malines have

intentionally high VP levels. This was done so as to provide historical objectives to the

flank, which is what the 1er and 5e Division occupied and held throughout the battle

(securing the Belgian right flank). These objectives were occupied just prior to when this

scenario begins, in the day spent moving forward from the attack positions.

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1914_0913_01s: Everything at Stake!

This scenario covers the mobile portion of the battle which was historically known as the

First Battle of the Aisne.

The historical battle continued off and on until the end of the month, but deadlock was

achieved by the end of the third day (September 15th) and trench warfare, in the sense of

what most people come to think about when they think of the Great War, began in this

sector. This start of stagnation is when this scenario ends.

The bridges located at Chavonne (76,40) and south of Vailly (71,40) were indeed

destroyed at the start of this battle. At Chavonne the Germans, in their haste to get across

the river, had left a temporary trestle construction over a broken span. At Vailly the

destroyed section was small enough that British infantry were able to bridge it with a

single plank of wood. In game play terms this means that neither bridge is destroyed

especially since both of them were historically in a crossable condition.

The German 5.Kavallerie.Div does not appear in this scenario since it was moving east to

reinforce 3.Armee. Historically, at the start of this scenario, the division was located

roughly behind the 2.Armee so they played no part in the battle in this sector.

The German XVIII.Armeekorps was sent from 4.Armee to 2.Armee during the battle but

it was held in a strategic reserve on the 15th so it does not appear in the scenario.

The French XIIIe Corps d'Armée was en route from the VIe Armée from the Ier Armée

and began arriving near the end of this scenario. It was not until 17th September that this

corps actually came into the battle line at the (at that time) extreme left flank to the west

of IVe Corps d'Armée. This is the point in which the "Race to the Sea" began.

The French Corps de Cavalerie (formerly under the command of Sordet, but now under

the command of Bridoux) was positioned on the far left of the Allied front line. Two of

the cavalry divisions (1er and 5e DC) were just off the map to the left of the 3e Division

de Cavalerie. These two cavalry divisions pushed north throughout the battle nearly

reaching the Somme near Bray (around 25km north-northwest of Roye). These two

cavalry divisions pushed stragglers before them and never turned inward behind the

German 1.Armee so they are not included in this scenario.

South of the town of Bourg (83,42), there is a British artillery unit that may seem out of

place. The XXXII Bde RFA was temporarily loaned to The Cavalry Division (from the

4th Division).

The German 13.Infanterie-Division (HQ at 107,40) was retreating northeast and not

advancing (in case anyone there is some confused as to which direction they should be

heading by their starting disposition). The division was conducting rear guard actions

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with the gem.Landwehr-Brigade.25 (HQ at 83,41), and both organizations suffered

heavily from it.

In desperation, the Germans employed their 15cm and 21cm howitzers in the direct fire

role around Vregny and along the Chemin des Dames. This tactic allows the Germans to

bring in immediate heavy fire but it comes with the inherent cost the guns must be

vulnerable in order to be used in this way (they are naturally spotted and can be fired on,

and they can be overrun in an assault). The Allies should try to put effective fire on these

guns.

This scenario works well as a TCP/IP based team based game of three versus three. The

Allied players should consist of #1 [Ve Armée], #2 [VIe Armée], #3 [BEF] and the

German players should consist of #1 [1.Armee], #2 [2.Armee], #3 [7.Armee]. A PBEM

team based game could consist of two versus two, with Allied players consisting of #1

[French Army], #2 [BEF] and the German players consisting of #1 [1.Armee], #2

[2.Armee & 7.Armee].

Changes:

1.01) Made small corrections to Belgian unit dispositions and release conditions.

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1914_0917_01s: The Race to the Sea

This campaign ends after Antwerp was evacuated, the Belgians reached their positions

behind the Yser, and just before #1914_1018_01s_Campaign_Flanders begins (October

17th, evening). At this point, both sides essentially reached the channel coast and the

great flanking maneuvers had ended and a new phase began.

As the default Optional Rules suggest, this scenario (and all others) should be

played with the Virtual Supply Trucks (VST) optional rule turned on. This rule

creates a realistic situation where supply levels vary depending the location of the

area in relation to friendly supply sources, where distance and the road and rail

network play a factor. While this is not much of an issue in smaller scenarios with

smaller maps, if this VST optional rule is turned off in this large campaign, then

both sides will get their full supply no matter what the location of their units, which

will cause unintended results. The outcome will be at a much higher intensity

instead of the supply lines being realistically stretched with the advance.

The Royal Marine Brigade was not intended to be a front line force. Where as the British

Naval units were an improvisation, the Royal Marine Brigade was not. On the outbreak

of war, the brigade was planned to be formed from recruits and used to secure and guard

any temporary port that might be necessary. In September 1914, this brigade was

intended to guard Dunkerque and secure a line of communication and supply to the

channel port as the BEF was shifting its base of operations from the Aisne to Flanders.

However, the events unfolding in Antwerp forced this brigade to be sent forward as a

token reserve force to try to aid the Belgians in any way possible. British sources state

that when the Royal Marine Brigade was moved from Dunkerque to Cassel on the 30th of

September, it left behind its "untrained recruits" which was about half of its strength (the

brigade numbered 2085 men when it moved out, which is approximately 52% strength).

There is no effective way to represent this in game play other than having the brigade

arrive at this reduced strength. This reduced strength has been carried over to each

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scenario in which the Royal Marine Brigade is involved in during the period of August

through October.

This scenario does not include withdrawals for the British 1st Royal Naval Bde, the user

can instead choose to move them north to the border with the Netherlands (either the

northern map edge or the impassible hexes in the north) and exit the units from map.

Historically the 1st Royal Naval Bde fled into the Netherlands, a neutral country, and was

disarmed at 2200 hours on October 9th.

Historically, the reason the British 1st Royal Naval Bde had to flee into the Netherlands

was because the order for the brigade to withdraw on the night of 8/9 October was

mistakenly delivered to the brigade’s Drake Bn. The Drake Bn withdrew on its own and

the mistake was not noticed until the early morning hours of the 9th. This historical

blunder is simulated by fixing the brigade (less the Drake Bn) on the night of the 8th and

creating a variable percentage that the brigade will be released by morning.

Congestion markers are used to represent the massive flow of panicked civilians that

were fleeing Antwerp as the city’s final hour approached. Unlike the

#1914_0822_01s_Campaign_Early scenario, this congestion only affects the Allied

Powers since, in this case, the fleeing civilians were leaving Antwerp well in advance of

the German attack.

Actual French rail transit time tables were used to determine exact departure and arrival

times of the reinforcements. The reinforcements arrive on the map edges at the point in

which they are able to move to, and disembark at, their historical points at the historical

time. Some random variation in unit arrival probability (for both sides) is added, in order

to provide a degree of variation each time this campaign is played.

The British I Corps does not appear in this scenario. Historically it was arriving near St.

Pol on the 19th, which is two days after this scenario ends.

Some reinforcements will arrive away from the map edge. These units will arrive in

Travel Mode and, when they arrive, they may be placed along roads or rail lines. The

reason for this is that these units were historically disembarked in these locations near the

map edge, where they then marched from that point to the front line. The initial units that

arrived were historically dropped in these out of the way locations because commanders

did not know where the exact position of the enemy. Having the advantage of perfect

hindsight, if these units arrived on the map end in Rail Mode, then the user would

obviously move them to a better location across the map.

Avoid the temptation of sending a column of Rail Mode units into enemy territory as

some sort of rapid moving vanguard. The enemy could ambush the train to devastating

effect either by assault or by attack by fire.

As the Belgian Army withdraws from Antwerp (if it does), Belgian and British engineer

units should consider destroying rail lines between Antwerp and the Yser, or else you

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may find German corps arriving quickly by train in these areas near the end of the

campaign.

Avoid the temptation of using allied units at Dunkirk as some sort of force to move into

German rear areas and cause mischief. The British Oxfordshire Hussars, British

Eastchurch Squadron, French Brigade de Fusiliers Marins, and the British Royal Marine

Brigade are better utilized in assisting the extrication of the Belgians from Antwerp, and

in screening allied objectives in Calais. Do not complain if you send these units into

German areas only to have the German cavalry capture the allied objectives across Calais

and cause equal mischief behind the Allied front lines.

This scenario works well as a TCP/IP based team based game of four (Allied) versus

three (German). The Allied players should consist of #1 [VIe Armée & IIe Armée], #2

[Xe Armée & GAN (Foch)], #3 [BEF], #4 [Belgian Army] and the German players

should consist of #1 [1.Armee & 2.Armee], #2 [6.Armee], #3 [AG.Beseler]. A PBEM

team based game could consist of three (Allied) versus two (German), with Allied players

consisting of #1 [French Army], #2 [BEF], #3 [Belgian Army] and the German players

consisting of #1 [1.Armee & 2.Armee & 6.Armee], #2 [AG.Beseler].

Changes:

1.03) Halved the objective values and VP levels so as to make excessive casualties play

some role in the outcome of the campaign.

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1914_0919_01s: A Dagger to the Heart

The Crown Prince's attack (off the northwest map edge) would gain little ground, but

Armee-Abt.Strantz's attack was a great success, forming the Saint Mihiel salient and

capturing the Fort du Camp des Romains. However, he was unable to advance beyond

Saint Mihiel.

The bayer.Ersatz-Division historically arrived in sector at the end of September to

reinforce the III.bAK and has been left out of the scenario. German sources state that the

division arrived late in September to reinforce the III.bAK after the salient had formed,

which is essentially when this scenario ends.

The German Inf.Bde.17 HQ and the 9.Infanterie-Div HQ are fixed on the north edge of

the map, along with the division's howitzers. This was done because historically that area

marked the beginning of the relatively static front line, and half of Inf.Bde.17 was off the

north edge of the map holding the flank of what would form the St-Mihiel salient. The

Germans are encouraged to anchor their line in the north off this area as was historical the

case, but they can of course choose to advance the 9.Infanterie-Div. and half of

Inf.Bde.17 but they will intentionally suffer from moving out of range of their fixed HQ

units.

This scenario ends on the evening of September 26th, when Fort du Camp des Romains

historically fell and the front began to solidify.

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1914_1001_01s: Never Give Up!

This scenario is unconventional in that it is a tug of war of sorts, similar to

#1914_0804_01s_Liege and #1914_0818_01s_Gette situations. The German objective is

simple; take as many objectives as possible and to block allied unit withdrawals to the

west if possible. The allied objective is to hold the objectives as long as possible while at

the same time exiting forces to the west, thereby weakening their capability to hold those

objectives. The proper balance is for the allies to hold as long as possible with the least

amount of forces as possible, and exit forces to the west to cancel out German gains. A

successful allied player must strike a balance between both options with the most

successful being able to hold off the German advance and prevent the capture of Antwerp

by the end of the scenario while at the same time extricating at least 85% of their forces.

Historically, all of the Belgian divisions (with the exception of about half of the 2nd

Division) retreated west between October 6th and 7th while the other half of the 2nd

Division, fortress troops, and most of the British Royal Naval Division retreated on the

8th. The city fell around October 9th (formally surrendered on October 10th), and this

result is considered to be a draw since the bulk of the Belgians escaped but the Germans

took the city.

The scenario ends on the evening of October 10th which was after Antwerp historically

(and formally) surrendered, and after the bulk of the Belgian Army retreated to the west

and the remaining Belgian defenders surrendered.

The Royal Marine Brigade was not intended to be a front line force. Where as the British

Naval units were an improvisation, the Royal Marine Brigade was not. On the outbreak

of war, the brigade was planned to be formed from recruits and used to secure and guard

any temporary port that might be necessary. In September 1914, this brigade was

intended to guard Dunkerque and secure a line of communication and supply to the

channel port as the BEF was shifting its base of operations from the Aisne to Flanders.

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However, the events unfolding in Antwerp forced this brigade to be sent forward as a

token reserve force to try to aid the Belgians in any way possible. British sources state

that when the Royal Marine Brigade was moved from Dunkerque to Cassel on the 30th of

September, it left behind its "untrained recruits" which was about half of its strength (the

brigade numbered 2085 men when it moved out, which is approximately 52% strength).

There is no effective way to represent this in game play other than having the brigade

arrive at this reduced strength.

This scenario does not include withdrawals for the British 1st Royal Naval Bde, the user

can instead choose to move them north to the border with the Netherlands (either the

northern map edge or the impassible hexes in the north) and exit the units from map.

Historically the 1st Royal Naval Bde fled into the Netherlands, a neutral country, and was

disarmed at 2200 hours on October 9th.

Historically, the reason the British 1st Royal Naval Bde had to flee into the Netherlands

was because the order for the brigade to withdraw on the night of 8/9 October was

mistakenly delivered to the brigade’s Drake Bn. The Drake Bn withdrew on its own and

the mistake was not noticed until the early morning hours of the 9th. This historical

blunder is simulated by fixing the brigade (less the Drake Bn) on the night of the 8th and

creating a variable percentage that the brigade will be released by morning.

Congestion markers are used to represent the massive flow of panicked civilians that

were fleeing Antwerp as the city’s final hour approached. Unlike the

#1914_0822_01s_Campaign_Early scenario, this congestion only affects the Allied

Powers since, in this case, the fleeing civilians were leaving Antwerp well in advance of

the German attack.

Changes:

1.02) Improved VP levels for better balance.

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1914_1001_02s: Turning the Flank

This scenario represents what is historically known as the First Battle of Arras.

This battle historically began to subside at the end of the 4th of October, which is when

this scenario ends. On the 5th, the situation was mostly stabilized in this sector and the

fighting shifted north.

The French 21e Corps d'Armée is not present because it was not until the 7th of October

when this force arrived from the north (specifically from the Lille-Armentières area). At

that point the battle to turn the flank was carried further north.

The key to this battle lies in the north. Historically the Germans moved their

reinforcement infantry corps to the center of their line, which freed their cavalry in the

center to move north (to the "new" flank). Doing this efficiently while resting the cavalry

in preparation of advancing in the north, is the key to success. The center and south

should be put under great pressure of course, but the pressure the Germans can put on the

north flank by repositioning their forces accordingly will decide the fate of many

objectives.

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1914_1018_01s: Where Valor Sleeps

The British Official History of the War series (and any books or maps based on it) imply

that the Belgians had formed a second cavalry division near Veurne after the Belgian

Army took up permanent residence along the Yser in mid October of 1914. However,

Belgian records consistently state that there was still only one cavalry division in

existence at this time and that the second cavalry division was not established until late

1916 to early 1917 (from various divisional cavalry regiments that were previously

assigned to Belgian infantry divisions), and then changed back to one cavalry division in

1918. It is possible that a number of cavalry regiments which would eventually make up

the Belgian 2e Division de Cavalerie were located in reserve near Veurne and it is also

possible that British sources incorrectly assume that a second division was had been

established when this occurred. In France ’14, the decision was made to follow Belgian

sources and represent only one cavalry division for the Belgian Army throughout 1914.

In this scenario, some of the various cavalry units which would eventually make up the

2e Division de Cavalerie are placed in reserve in the vicinity of Vuerne, since it is

obvious that there was a concentration of cavalry in this area.

The Dover Patrol Flotilla arrived in time to help breakup the German attack from the

4.Ersatz-Divison along the coast. Historically the fire was accurate along the coast which

stopped the German advance and eventually caused the 4.Ersatz-Division to withdraw

back to Oostende. The flotilla also directed their guns inland on areas where they

suspected the German heavy artillery to be firing from, but the flotilla’s fire was mostly

ineffective and scattered because of lack of accurate spotting.

The marsh area along the Yser was flooded near the end of this scenario. Given that the

map is static and is based on the master map, this area must begin in its flooded state.

Since marsh terrain has a positive combat modifier (it penalizes the defender), the

Belgians should either dig in this area to negate the penalty, or pull back beyond the

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marsh as soon as these units are released (the historical choice). It can be rationalized that

the moment the Germans reached the Yser (either sooner or later than was historically the

case), the Belgians would have released the sluices at that moment.

When the scenario begins, the German III.Reservekorps (in the Yser sector) was just now

drawing off to the north, away from the French cavalry advancing towards Roulers. The

III.Reservekorps was screening for the arrival of the new reservekorps of the 4.Armee, of

which it was remarkably successful.

Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

This scenario works well as a TCP/IP based team based game of three (Allied) versus

three (German). The Allied players should consist of #1 [French Army], #2 [BEF], #3

[Belgian Army] and the German players should consist of #1 [4.Armee], #2 [6.Armee],

#3 [AG.Beseler & AG.Fabeck & AG.Linsingen]. A PBEM team based game could consist

of two (Allied) versus two (German), with Allied players consisting of #1 [French Army],

#2 [BEF & Belgian Army] and the German players consisting of #1 [4.Armee &

AG.Beseler], #2 [6.Armee & AG.Fabeck & AG.Linsingen].

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1914_1018_02s: The Belgian Bulwark

The British Official History of the War series (and any books or maps based on it) imply

that the Belgians had formed a second cavalry division near Veurne after the Belgian

Army took up permanent residence along the Yser in mid October of 1914. However,

Belgian records consistently state that there was still only one cavalry division in

existence at this time and that the second cavalry division was not established until late

1916 to early 1917 (from various divisional cavalry regiments that were previously

assigned to Belgian infantry divisions), and then changed back to one cavalry division in

1918. It is possible that a number of cavalry regiments which would eventually make up

the Belgian 2e Division de Cavalerie were located in reserve near Veurne and it is also

possible that British sources incorrectly assume that a second division was had been

established when this occurred. In France ’14, the decision was made to follow Belgian

sources and represent only one cavalry division for the Belgian Army throughout 1914.

In this scenario, some of the various cavalry units which would eventually make up the

2e Division de Cavalerie are placed in reserve in the vicinity of Vuerne, since it is

obvious that there was a concentration of cavalry in this area.

The Dover Patrol Flotilla arrived in time to help breakup the German attack from the

4.Ersatz-Divison along the coast. Historically the fire was accurate along the coast which

stopped the German advance and eventually caused the 4.Ersatz-Division to withdraw

back to Oostende. The flotilla also directed their guns inland on areas where they

suspected the German heavy artillery to be firing from, but the flotilla’s fire was mostly

ineffective and scattered because of lack of accurate spotting.

The marsh area along the Yser was flooded near the end of this scenario. Given that the

map is static and is based on the master map, this area must begin in its flooded state.

Since marsh terrain has a positive combat modifier (it penalizes the defender), the

Belgians should either dig in this area to negate the penalty, or pull back beyond the

marsh as soon as these units are released (the historical choice). It can be rationalized that

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the moment the Germans reached the Yser (either sooner or later than was historically the

case), the Belgians would have released the sluices at that moment.

When the scenario begins, the German III.Reservekorps was just now drawing off to the

north, away from the French cavalry advancing towards Roulers. The III.Reservekorps

was screening for the arrival of the new reservekorps of the 4.Armee, of which it was

remarkably successful.

Both sides will have units gradually drawn off during the course of this scenario as the

battle shifted south towards the Ypres salient (into the impassible areas on the south edge

of the map). Most notably, the German XXVI and most of the XXIII.Reservekorps will

be drawn away as they diverted their axis of advance to the south. Historically these two

corps would still have been located on the map, but with the absence of any physical

threat to them in the south, they would a-historically be used to the attack to the allies in

this sector. It is advisable for the remaining elements of the XXIII.Reservekorps to go on

the defensive in the south at the time in which these German units began to get

withdrawn.

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1914_1018_03s: The Graveyard of the Contemptibles

This scenario covers what is historically known as the First Battle of Ypres.

Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

The German XIII.Armeekorps moved south on the 19th to assist in the battle in that area

(you can find it near Loos in the #1914_1020_02s_Armentieres-La_Bassee scenario).

Historically, on the 23rd and 24th, the French and British launched a counter offensive

aimed at taking back Passchendaele. This is a viable option once the French 9e Corps

d’Armée arrives.

The French 2e Corps de Cavalerie and 9e Division de Cavalerie being the scenario in the

positions that they reached at the end of the day. In other words, the French cavalry in the

north of the map begin the scenario in the positions that the historically moved to by the

end of the first day in this scenario, and they start the scenario as fixed. This was done to

force the scenario to play out historically in the north, because otherwise a user would

probably send these cavalry formations all over the map at the start, since there is no

threat from the off map German units in the Yser area.

Keep a close eye on the protected hex shading feature to know what hexes you should

stay away from. Given the abundance of German troops approaching this area, in the

north, east, and south of the map the Germans intentionally arrive in long columns with

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each stack having a large protected range of hexes. This was done to prevent any gamey

attempt by the allies of moving into this area where the Germans arrive in force. The

same is true for the Allies in the western map edge.

The British 1st Division was in the process of being relieved by the French and was

falling back to the vicinity of Ypres to rest. This division had been single handedly

holding back the German XXIII.Reservekorps for four days and had been bombarded all

throughout the night on the 24th when it was supposed to be extricated. As a result, the

division was in poor shape and the it had only begun to pull out of the line in the early

morning hours of the 25th, and it was not until 0800 that the division was fully clear of

the line.

Historically, the massive German offensive by Heersgruppe.Fabeck was to commence on

the 30th of October. The 29th was to have an attack to take Gheluvet by the

XXVII.Reservekorps, supported by the newly formed 6.bayer.Reserve-Div. The German

cavalry of HKK.1, 2 and 4 were also to advance and pin the enemy in place. All of these

attacks were primarily intended to cover the buildup of Heersguppe.Fabeck and the attack

of it on the 30th

was made in complete surprise.

After the German infantry divisions began to take over the front line from the cavalry

divisions along the Lys Canal on the evening of the 30th of October, most of the German

cavalry divisions were pulled back into reserve north of Lille (in this map area). This

reserve of cavalry was intended to be called up to exploit a breakthrough or to fill in and

cover the flanks of the spearhead that would be formed by Armeegruppe Fabeck.

The French 32e Division d’Infanterie, which arrived on the 30th of October, was split up

piece meal and sent to each place in the line where the Germans were threatening to

breakthrough. Of primary importance was an entire brigade of infantry and some artillery

that were rushed to the British Cavalry Corps sector near Wyschaete.

The BEF 7th Division, battered and exhausted, began to move into reserve on the 5th

of

November. On the 6th of November, the 20th Infantry Brigade from this division was

moved west off the map to Meteren and the Northumberland Hussars and various

division assets followed the next day. These units have a chance of withdrawal at the start

of their respective dates, so the Allied player needs to adjust accordingly.

During the 10th of November, the battered 22nd Infantry Brigade of the BEF 7th

Division moved west to Merris into reserve, southwest of Bailleul, off map and out of

sector. This unit joined the other elements of the division out of sector, minus the 21st

Infantry Brigade which was in the line at Ploegsteert. These off map units remained for

the duration of the Ypres battle. Thus, the 22nd Infantry Brigade has a chance of

withdrawal their respective day.

This scenario intentionally has duplicate units in it. If you open it in the scenario editor

you will be presented with messages of duplicate units. Historically, many units were

withdrawn from the sector and then returned later on so the duplicate units are necessary

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to represent this, but no two of the same units should even be on the map at the same time

since they are always withdrawn before returning.

This scenario works well as a TCP/IP and PBEM team based game of two (Allied) versus

two (German). The Allied players should consist of #1 [Dét d'Armée de Belgique], #2

[BEF & Belgian Army] and the German players should consist of #1 [4.Armee &

AG.Linsingen], #2 [6.Armee & AG.Fabeck]. For TCP/IP, any further players could

break down each side by corps.

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1914_1018_04s: The Salient is Formed

The German XIII.Armeekorps moved south on the 19th to assist in the battle in that area

(you can find it near Loos in the #1914_1020_02s_Armentieres-La_Bassee scenario).

This scenario ends at the end of the 24th of October where the #1914_1025_01s_Ypres

scenario resumes the battle.

Historically, on the 23rd and 24th, the French and British launched a counter offensive

aimed at taking back Passchendaele. This is a viable option once the French 9e Corps

d’Armée arrives.

The French 2e Corps de Cavalerie and 9e Division de Cavalerie being the scenario in the

positions that they reached at the end of the day. In other words, the French cavalry in the

north of the map begin the scenario in the positions that the historically moved to by the

end of the first day in this scenario, and they start the scenario as fixed. This was done to

force the scenario to play out historically in the north, because otherwise a user would

probably send these cavalry formations all over the map at the start, since there is no

threat from the off map German units in the Yser area.

Keep a close eye on the protected hex shading feature to know what hexes you should

stay away from. Given the abundance of German troops approaching this area, in the

north, east, and south of the map the Germans intentionally arrive in long columns with

each stack having a large protected range of hexes. This was done to prevent any gamey

attempt by the allies of moving into this area where the Germans arrive in force. The

same is true for the Allies in the western map edge.

Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

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1914_1020_01s: The Unglamorous Struggle

To the south of the well known Ypres sector lies

a forgotten front: the La-Bassee sector which

held the southern flank of the Ypres salient. So

far as valor and determination of the troops that

fought here are concerned, the fighting was

equally ferocious and desperate as the fighting

that occurred immediately around Ypres, but the

La Bassee sector never had the same strategic or

sentimental importance. The La Bassee sector

was originally supposed to be the area that the

BEF would outflank the Germans in early

October as they advanced towards Lille, but the

advance quickly ran into resistance and attention

shifted to the north. In the middle of October, as

the Ypres salient was only beginning to be

formed, the German 6.Armee launched a

powerful offensive with the attempt of smashing

through the Allied line, which would thereby put

the allied forces to the north in untenable

positions.

This scenario obviously covers the Armentieres

and La Bassee sector but is named “La Bassee” since the majority of the hard fighting

occurred to the north and west of this town around Neuve Chappelle. It is also named “La

Bassee” because, quite simply, “La_Bassee-Armentieres” does not fit in the File

Selection Dialog box.

This scenario covers the full German 6.Armee offensive from 20th October to 2nd

November when the area largely became stagnant following the capture of Neuve

Chappelle. The “first phase” from the 20th to the 23rd was an all out offensive to

accomplish a breakthrough, and when this failed a “conclusion” phase began which saw

the objectives change from breakthrough to simply pinning the enemy and preventing

them from assisting the fight around Ypres. Because of this shift in strategy, there are exit

hexes in friendly territory along the north edges of the map (both French and British units

may use the British exit hex at 9,0). These exit hexes provide victory points under the

rationale that forces sent north to assist the fighting around Ypres could play a decisive

role on the outcome of the battle there. However, if either side sends forces north to the

Ypres sector then they will significantly weaken their own ability to hold or take

objectives in the La Bassee sector. In other words, if one side or the other exits units to

the north then it will upset the historical balance of forces in the area. If such an occasion

occurs, then the opposing side can either exit forces of their own or push their attack on

enemy objectives. This will undoubtedly produce wildly varying results depending on

what happens in the campaign. Users may want to consider conducting aerial recon

missions around enemy exit hexes near the end of the scenario and are encouraged to

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keep a close eye on the victory levels so that you are not caught off guard by a sudden

exit of forces to Ypres. The Germans should provide constant pressure on the Allied line

to prevent them from disengaging a sizable force, and the Allies should counter attack if

the Germans feel that they have the luxury to exit units. Since the user is free to exit units

for points, units that were historically withdrawn (ie. East Lancashire, Somerset LI,

Hampshire – the entire 6.bayer.Res.Div etc) do not have a withdrawal in this scenario.

The user can instead decide to use them in the area or withdraw them as was historically

the case. Keep in mind that units that were historically withdrawn have already been

factored into the victory point total (so as to force their withdrawal). For historical unit

withdrawals, see #1914_1020_02s_La_Bassee withdrawal dialog. For obvious reasons,

HKK.1 is not included in the scenario since it is rationalized that this unit was already

committed to the north (historically it was located at Lille and moved north as soon as

this scenario begins).

The official British history includes this area in the overall battle for Ypres, where it is

basically considered the southern shoulder of the Ypres salient. In the practical sense the

Armentieres area was indeed a separate sector from the main event around Ypres in the

same sense that the Yser sector (north of Ypres) was also separate. Despite what the

official British history states, it divides Ypres and Armentieres into separate maps and the

official German history considers it a separate conflict from Ypres. It is important to state

these facts because careful consideration has been made on whether or not to include this

area in the Ypres sub scenarios. While it is true that the entire Flanders front fought for

the same purpose, the final decision was that the individual Yser, Ypres, and La Bassee-

Armentieres areas had conflicts and concerns of their own and are more practically

represented as separate scenarios. Those who want the “full effect” have the option to

play the entire massive Flanders front campaign in scenario

#1914_1018_01s_Campaign_Flanders.

This battle was to be the scene for the death of the British 2/Royal Irish. On October

19th, the regiment had launched a gallant attack, in which it lost over 200 men, and

seized the town of Le Pilly. The French cavalry, from the Ier Corps de Cavalerie, were

supposed to cover the unit's flank as it simultaneously attacked towards the town of

Fournes. However, the French had difficulty meeting their objectives and the Irish were

left to stand alone and fought bravely to the bitter end after the Germans surrounded and

annihilated them.

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1914_1020_02s: A Taste of Hell

This scenario obviously covers the Armentieres and La Bassee sector but is named “La

Bassee” since the majority of the hard fighting occurred to the north and west of this

town around Neuve Chappelle. It is also named “La Bassee” because, quite simply,

“La_Bassee-Armentieres” does not fit in the File Selection Dialog box.

This is the short version of the battle which ends on the 23rd of October, essentially at the

end of the first onslaught. Given the objectives of the first phase, there are no exit hexes

to the north of the map nor is there an objective in Estaires (see

#1914_1020_01s_Campaign_La_Bassee).

This battle was to be the scene for the death of the British 2/Royal Irish. On October

19th, the regiment had launched a gallant attack, in which it lost over 200 men, and

seized the town of Le Pilly. The French cavalry, from the Ier Corps de Cavalerie, were

supposed to cover the unit's flank as it simultaneously attacked towards the town of

Fournes. However, the French had difficulty meeting their objectives and the Irish were

left to stand alone and fought bravely to the bitter end after the Germans surrounded and

annihilated them.

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1914_1025_01s: The Salient Pushes Back

This scenario ends on the 28th of October where the #1914_1029_01s_Ypres scenario

resumes the battle.

The British 1st Division was in the process of being relieved by the French and was

falling back to the vicinity of Ypres to rest. This division had been single handedly

holding back the German XXIII.Reservekorps for four days and had been bombarded all

throughout the night on the 24th when it was supposed to be extricated. As a result, the

division was in poor shape and it had only begun to pull out of the line in the early

morning hours of the 25th, and it was not until 0800 that the division was fully clear of

the line.

Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

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1914_1029_01s: Enter the Conqueror

This scenario ends at the end of the 10th of November where the #1914_1110_01s_Ypres

scenario resumes the battle.

Historically, the massive German offensive by Heersgruppe.Fabeck was to commence on

the 30th of October. On the 29th, a German attack commenced to take Gheluvet by the

XXVII.Reservekorps, supported by the newly formed 6.bayer.Reserve-Div. The German

cavalry of HKK.1, 2 and 4 were also to advance and pin the enemy in place. All of these

attacks were primarily intended to cover the buildup of Armeegruppe Fabeck and the

attack of it on the 30th was made in complete surprise.

After the German infantry divisions began to take over the front line from the cavalry

divisions along the Lys Canal on the evening of the 30th of October, most of the German

cavalry divisions were pulled back into reserve north of Lille (in this map area). This

reserve of cavalry was intended to be called up to exploit a breakthrough or to fill in and

cover the flanks of the spearhead that would be formed by Armeegruppe Fabeck.

The French 32e Division d’Infanterie, which arrived on the 30th of October, was split up

piece meal and sent to each place in the line where the Germans were threatening to

breakthrough. Of primary importance was an entire brigade of infantry and some artillery

that were rushed to the British Cavalry Corps sector near Wyschaete.

The BEF 7th Division, battered and exhausted, began to move into reserve on the 5th of

November. On the 6th, the 20th Infantry Brigade from this division was moved west off

the map to Meteren and the Northumberland Hussars and various division assets followed

the next day. These units have a chance of withdrawal at the start of their respective

dates, so the Allied player needs to adjust accordingly.

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Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

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1914_1110_01s: Last Chance for Glory

During the 10th of November, the battered 22nd Infantry Brigade of the BEF 7th

Division moved west to Merris into reserve, southwest of Bailleul, off map and out of

sector. This unit joined the other elements of the division out of sector, minus the 21st

Infantry Brigade which was in the line at Ploegsteert. These off map units remained for

the duration of the Ypres battle. Thus, the 22nd Infantry Brigade has a chance of

withdrawal their respective day.

Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

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1914_1111_01s: The Prussian Guard's Grand Finale

This scenario begins after the fierce two hour (stockpiled) German heavy artillery

bombardment of the allied line in this sector, thus most of the German artillery is low on

ammo/unavailable.

The scenario occurs near the end of 1914 where both sides were running low on supplies.

Firing in this scenario will most likely cause the unit to go low on ammo and thus, reduce

its assault rating. This is something the German user should keep in mind, since you will

want to maximize your assault power. Fire with disrupted units that cannot assault, or

with MG, field guns, and artillery and use the other good order units only for assaults.

Technically, the Prussian Guard did not have special assignment to issue the “knock out

blow” or “main attack” on the Ypres salient, but given that the Guard division and the

4.Infanterie-Division were both fresh and elite troops, and given their placement in the

center of the line, high expectations were naturally placed upon them to help deliver the

decisive result.

Tragically, and wastefully, the Prussian Guard was shot down en masse by accurate rifle

and machine gun fire and was, in all practicality, utterly destroyed. When the battle

subsided and the remnants of the Prussian Guard withdrew, they were unaware that they

had come perilously close to smashing through the final British defenses, the only thing

lying between them and the Channel coast were a handful of weakened units. The Guard

would go on to fight in the remainder of the war, but the organization would always be

just a shadow of its former glory.

While there are many reasons for the failure of the Prussian Guard attack, one of the

primary reasons for their failure was from the fact that the Guard had divergent attack

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orders to the north and west, rather than convergent orders to overrun any one part of the

British line. The German player can of course attack however they like, and possibly

achieve success, but the British player may also reinforce his line in his own way to

counter it (thus a convergent attack may not always work either, either case depends on

how the enemy reacts).

Congestion markers are used around Ypres to represent the congestion caused by masses

of rear area personnel and support units moving in and out of the small area. Congestion

in this area is specifically mentioned in official British historical accounts as the primary

delaying factor to the units moving in and out of the salient. Congestion only affects the

Allied Powers side since it is rationalized that this type of congestion would be driven off

by any German advance into the area.

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Grand Campaign Notes The "Grand Campaign" is a series of scenarios that are intended to be played in sequence,

with the result of each deciding which scenario to play next and, eventually, collectively

deciding the outcome of the war. All Grand Campaign scenarios are intended to be

played as head-to-head with another player (or as a team game with a group of players).

The goal of the Grand Campaign is to provide a fun way to explore the history of the war

by providing influential outcomes, continuity and, occasionally through the use of the

Strategy and Operations feature, some historically based decision making. The intent is

that the players feel as if they are working towards an overall objective rather than just

playing a series of otherwise unrelated scenarios, and to allow some a-historical "what-if"

situations to be explored where certain decisions can carry far reaching consequences.

Note that Grand Campaign scenarios sometimes feature MASSIVE amounts of

reinforcements from Strategy and Operations selections. It is recommended that you

utilize the "Place All" button in the Reinforcement Dialog when placing large amounts of

reinforcements.

Campaign Outcome (Campaign Victory Points - CVPs)

The Grand Campaign is intended to be played across all available games in the First

World War Campaigns series, and is designed around the accumulation of "campaign

victory points". The sum total of Campaign Victory Points (CVPs) is what decides the

outcome of the campaign.

Note that some minimal and simple bookkeeping is required for the campaign to keep

track of the CVP total and progress and, if the "CVPs for prelude scenarios" optional rule

is used, the number of prelude scenario major victories per side (see Optional Rule: CVPs

for Prelude Scenarios. ).

At the start of the campaign, there are 0 CVPs; the CVP scale (above) starts in the center

at zero. After each campaign scenario is played, CVPs may be obtained from the result

and the Campaign Victory Point level is updated: when one side obtains points the scale

moves in that direction and when the other side obtains points then the scale moves back

in the opposite direction, and so on. For example, if the first campaign scenario result was

+2 CVPs for Central Powers, and the second campaign scenario result is -2 CVPs for

Allied Powers, then the new running total is now 0 CVPs (+2 then -2 = 0).

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Once the Central Powers reach a total of +FOUR Victory Points or when the Allied

Powers reach -FOUR Victory Points then the Grand Campaign is over: that side

has won the war (the opposing side has capitulated)! If this has not occurred then

the Grand Campaign is so far inconclusive and continues on (the CVP total carries

on through the entire campaign and never "resets").

Note that all campaign scenarios do not provide the same amount of CVPs to the winner,

and this represents the fact that some campaigns had greater importance on the outcome

of the war. Also, some campaign scenarios may provide asymmetrical amounts of CVPs

to the winner and loser and may provide no CVPs for minor victories. This asymmetrical

CVP awarding is by design and represents the occasional asymmetrical level of

importance of certain battles.

Some scenarios have Strategy and Operations selections that must match between several

campaigns scenarios (it specifically mentions this on the strategy and in the scenario's

notes in this document). The side that has these choices is bound by honor to make

selections that are consistent between the scenarios. If it is determined that those

selections were not consistent, then that side has forfeited both scenarios and the other

side is given a Major Victory result. However, if a the Grand Campaign ends in a forfeit

loss, the winning side can choose to have the campaign continue for one additional battle

to see if the opposing side can push the CVP scale back and remain in the fight.

Optional Prelude Scenarios (and CVPs for Prelude Scenarios)

Prelude scenarios are scenarios that occur in the time period before and between the

various campaign scenarios, and these are specifically mentioned in the "Prelude

Scenarios" notes section for each individual Grand Campaign scenario. Prelude scenarios

can either be skipped or played for fun (for the sake of getting the "whole picture" of the

war). Alternatively, if both sides prefer that the prelude scenario results should influence

the outcome of the campaign, then the "CVPs for Prelude Scenarios" optional rule can be

used (see below).

Optional Rule: CVPs for Prelude Scenarios. If both sides agree, the results of the optional

prelude scenarios can provide some minor influence the outcome of the campaign by

introducing the possibility that CVPs may be rewarded for achieving a string of decisive

victories. The process is as follows:

Keep track of each Major Victory obtained by both sides in the prelude scenarios

in a running total. These are called Campaign Prelude Points (CPP).

Each CPP gained cancels out one CPP from the other side's total (but their CPP

total can never drop below 0).

The moment a side has obtained FIVE total CPPs, that side gets one Campaign

Victory Point (CVP) in their favor (i.e. Central Powers: +1 CVP or Allied

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Powers: -1 CVP) and then that side's CPP total count is reset back to 0 (the

enemy's CPP count is NOT reset to 0 when this happens however).

Carry the total CPP count over throughout the Grand Campaign (from the France

'14 prelude scenarios to the East Prussia '14 prelude scenarios, and so on).

Example 1:

The Central Powers win three major victories in prelude scenarios before the Allied

Powers win any major victories. Central Powers have 3 CPP. If the Central Powers can

obtain two more major victories then they will gain a CVP and their CPP count returns

back to 0 and the process begins again.

Example 2:

Continuing on the above example where the Central Powers have a total of 3 CPP, if the

Allied Powers can win a major victory before the Central Powers could win those other

two, then the Allied Powers would have 1 CPP, and Central Powers would have 2 CPP

(3-1 = 2).

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Grand Campaign Scenario Progression Tree version: 21 May 2014

(supersedes all previous versions)

It is important to note that although the Grand Campaign Scenario Progression Tree defines which

scenarios to play in what order and which scenario to start from, the campaign is NOT intended to be rigid.

Both sides can agree to start the campaign at any point in the tree, can skip scenarios if they want, or can

agree on a result for a specific scenario and move forward. For a shorter campaign, both sides can agree to

end the campaign after a certain scenario and then whoever is in the lead on the CVP scale can be declared

as the winner.

F14-A EP14-A F14-A is the START scenario.

Normally EP-14A is played after F14-A, but it can be played simultaneously (recommended).

Do not proceed further until both are resolved!

F14-B* Skipped if either side obtained a Major Victory in F14-A.

F14-C EP14-B Normally EP-14B is played after F14-C, but it can be played simultaneously (recommended).

Do not proceed further until both are resolved!

EP14-C

stalemate If neither side has achieved enough CVPs to win, then the campaign is so far inconclusive (a draw).

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Legend:

BLUE = Western Front

GREEN = Eastern Front

* = sometimes skipped

grouped on same line = can be played simultaneously, otherwise play in sequence from

left to right and top to bottom (be sure to check the notes for each scenario for any

prelude scenarios in between)

Notes:

1. The Grand Campaign may be expanded in future titles, at which point players can

go back and play any scenarios that were newly added to the tree. In the case

where additional scenarios might be added to the end of the tree, players can

decide to resume their Grand Campaign and continue on playing the new

scenarios with their CVP total.

2. The ideal situation is to play the Grand Campaign with a group of players and,

even better, several teams of players with each team specific to a certain front.

The next ideal situation would to have the same players play all fronts but at least

have a different player act as the overall commander in each front. The least

preferred situation would be for two people to play the entire Grand Campaign

one scenario at a time (this would not be impossible, but it would take a lot of

effort and time).

3. The campaign tree only exists as a graphical representation to show the flow of

the campaign, in order to view the long term path of the campaign. Each Grand

Campaign scenario's notes section specifies which scenario Grand Campaign

scenario to play next so that you are not required to study the tree after each

result.

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GRAND CAMPAIGN SCENARIOS

1914: The Grand Campaign (scenario F14-A)

This scenario is part of the Grand Campaign series, designed to cover all campaigns in

the First World War series with the outcome of the war being decided by scenario results.

This particular scenario is based on the #1914_0822_01s_Campaign_Early scenario,

most of the notes regarding that scenario still apply and should be referenced before

playing.

Although both sides can agree to start the Grand Campaign at any scenario, this scenario

is intended to be played FIRST. However, this scenario can be played simultaneously

with the East Prussia '14 scenario #1914_Grand_Campaign_EP14-A (Ideally it should be

played as a team effort with one team playing this scenario, and another team

simultaneously playing the other.)

Other than the different scenario description text, the following differences between this

scenario and #1914_0822_01s_Campaign_Early are:

This scenario begins seven days earlier on the 15th, in the period where some of

the armies were still concentrating and when the German armies just began to

advance into Belgium and France.

Numerous Strategy and Operations selections are added based on the various

historical war plan options, strategic force movements between fronts, and army

concentration options.

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The German exit hex has been removed from 412,329 (Epinal), and in its place a

1500 point objective has been added at Neufchateau (346,321) and at Joinville

(298,312). This was done because in the standard campaign the Nancy area is

well fortified and heavily occupied, so there isn't much hope to push through

south of Toul, so the incentive for the Germans to push hard in that area is to

invest Epinal to the south, which would help push back the French forces off the

map to the southeast. In this campaign, the Germans actually could push through

south of Toul due to the different war plans that can be chosen, and now there is

an incentive to consider it as these two added objectives are essentially "bread

crumbs" leading into the VP rich area towards Paris.

The objectives and VP levels and values are based on "version 3" of the

#1914_0822_01s_Campaign_Early scenario.

Be sure to check for corps attachments on the midnight turn of first day, as many reserve

units are assigned to GHQ/OHL reserves and need to be assigned to the army formation

of your choice.

Prelude Scenarios

The following is a list of optional "prelude" scenarios that can be played before this

particular Grand Campaign scenario is played. The results of these prelude scenarios are

just for fun and have no effect on the outcome of the Grand Campaign, unless the "VPs

for prelude scenarios" optional rule is used (see Optional Rule: CVPs for Prelude

Scenarios. ). As many or as few of these scenarios can be played as desired:

(France '14)

#1914_0804_01s_Liege

#1914_0812_01s_Haelen

#1914_0815_01s_Dinant

Strategies and Operations

This section covers a description of the various Strategy and Operations selections

available during this Grand Campaign scenario. Careful thought and consideration has

gone into determining the grand strategic and operational selections in the campaign.

Please read these notes about the different choices and choose your selections carefully.

Central Powers ---Plan of Attack---

!(selection must match in #1914_Grand_Campaign_EP14-A or forfeit both)!

Plan 1905 (Massive wing, neglect Russia)

Massive attacking right (north) wing

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Minimal forces in East Prussia, the Germans will rely primarily on Landwehr

formations drawn from the surrounding region to conduct a purely defensive

campaign (II.LK is utilized, and Hauptreserve Posen arrives sooner), Germans are

initially deployed in a more defensive stance in East Prussia

Less defense on the German left (south) wing in France, and no historical counter

offensive into Lorraine on AUG 20th, therefore no additional reinforcements will

arrive

Allows a moderate amount of additional French reinforcements from the Ière

Armée to arrive later in the campaign from the Vosges sector after the French

would have adjusted to the situation

HKK.3 attached to the 3.Armee

Ersatz divisions deployed behind the attacking right wing in France

16 Landwehr brigades deployed behind the attacking right wing in France

Two corps from East Prussia deployed with the attacking right wing in France

(XVII.AK & XX.AK)

Violation of Dutch neutrality: 1.Armee is accelerated in their approach march by

a day, but one corps lost as a Dutch observation force (IX.RK)

Aggressively tries to win in France, while all but giving up East Prussia, but can

also be vulnerable to Allied war plans that place the bulk of their forces in

Belgium

Plan 1912 (Strong wing, partially neglect Russia)

Strong attacking right (north) wing

Light defense in East Prussia, the Germans will rely more on Landwehr

formations drawn from the surrounding region to conduct a mostly defensive

campaign (II.LK is utilized), Germans are initially deployed in a more defensive

stance in East Prussia

Moderate defensive left (south) wing in France, capable of launching a secondary

Cannae type offensive; historical offensive into Lorraine occurs on August 20th,

bringing additional forces to the area from just off the east side of the map

Allows some minor additional French reinforcements from the Ière Armée to

arrive later in the campaign from the Vosges sector after the French would have

adjusted to the situation

Ersatz divisions deployed behind the attacking right wing in France

16 Landwehr brigades deployed behind the attacking right wing in France

One corps from East Prussia deployed with left wing in France for a possible

Cannae type two pronged offensive (XX.AK)

Violation of Dutch neutrality: 1.Armee is accelerated in their approach march by

a day, but one corps lost as a Dutch observation force (IX.RK)

Possibly vulnerable to certain types of Allied war plans, but still concentrates on a

higher chance of victory in France above all else

Plan 1914 (Moderate wing, do not neglect Russia) (historical)

Moderate attacking right (north) wing

Moderate defense in East Prussia, able to conduct counter offensive operations

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Strong defensive left (south) wing in France, extremely capable of launching a

secondary Cannae type offensive which could be quite successful against a

cautious French plan of defense (XVI), or a successful diversion to the attacking

wing; historical offensive into Lorraine occurs on August 20th, bringing

additional forces to the area from just off the east side of the map

No additional French reinforcements from Ière Armée, due to the fact that the

Germans are so strong in the Alsace-Lorraine sector

Ersatz divisions deployed behind the mostly defensive left wing in France

8 Landwehr brigades deployed behind the attacking right wing in France

Conservatively organizes strength to counter all possible Allied war plans, while

sacrificing a higher chance of victory in France

Notes:

1. The Allies should look for the appearance of either the XVII.Armeekorps or the XX.Armeekorps

in both F14-A and EP14-A. If either of these corps appears in both, then the S|O selections do not

match, and the Central Powers have forfeited both scenarios.

2. Plan 1912 is an estimate and it represents the fact that von Schlieffen revised his plans every year

after his retirement in 1906, until his death in 1912. It is rationalized that his final revision would

have been something of a mix between the more aggressive Plan 1906, and the more conservative

Plan 1914. Essentially the 1912 plan recognizes the fact that Russian mobilization speeds were far

exceeding the original 1906 plan, which was of grave concern to the Germans.

3. No matter what, the historical reinforcements will be sent to East Prussia on the 26th of August.

However, the Germans can decide to bring those reinforcements back to France with the

"Reinforcements from Western Front" strategy (see below).

4. Players may be surprised to discover that although Plan 1912 and 1906 are more aggressive than

Plan 1914, neither is not completely better than Plan 1914, just different. Plan 1914 has its own

inherent strength: it plays a safe hand. What Plan 1914 has going for it is that it tries to be safe in

all places, which has an effect of minimizing risk and avoiding the possibility of a quick

campaign-terminating series of defeats. Of course being safe everywhere also means that Plan

1914 is not likely to result in a quick campaign-terminating series of Central Powers victories

either, but Plan 1914 is likely to give the Central Powers longer legs because it decreases the

possibility of losing in all places. When choosing the more aggressive Plan 1906 and 1912, East

Prussia is almost a guaranteed loss (or at least victory is unlikely), and if a major victory cannot

also be obtained in France then the result may be a disaster (because the possibility would then

exist that the Allied Powers could obtain a total of -4 CVPs at worst). Alternatively, with Plan

1914, the possibility of victory in East Prussia is much more likely, and a minor victory is still

possible in France. Another possibility is that with the aggressive Plan 1906 and 1912, the

Germans could achieve a major victory in France (+2 CVPs) but suffer a major defeat in East

Prussia (-2 CVPs), with no ground gained. With Plan 1914's greater strength in East Prussia, a

major win there (+1 CVP) with a minor victory in France (+1 CVP), or a draw in France (+0 CVP)

would still see the Central Powers in the lead.

5. The ideal Central Powers counter to Plan Michel would be to attack heavily in the Verdun-Toul-

Nancy sectors, either via a plan of attack that does this, or by recognizing the French war plan and

redeploying forces to the south. Doing this will open up the south and allow the valuable swath of

objectives to be captures in a sweeping movement similar to the Franco-Prussian War campaign.

Central Powers ---Reinforcements from Western Front---

!(selection must match in #Grand_Campaign_EP14-A or forfeit both)!

Continue on to East Prussia (historical)

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The Gardereservekorps, XI.Armeekorps and 8.Kavallerie-Division continue on to

East Prussia and, with the matching selection in #1914_Grand_Campaign_EP14-

A, these forces will arrive there to assist in the battle

Reinforcements redirected back to France

The Gardereservekorps, XI.Armeekorps and 8.Kavallerie-Division are redirect

back to France and, with the matching selection in

#1914_Grand_Campaign_EP14-A, these forces will not arrive in East Prussia.

Although these units will return to France, they will be delayed by one day after

they would have historically arrived in East; this delay represents the disruption

that the change of decision would have caused to the rail network (rail scheduling

was difficult to change and often it was easier to go all the way to the planned

destination THEN turn around and go back)

Because of the delay and the fact that these units were moving through Germany,

these units arrive back in France rested and at full strength; this represents them

using the one day delay to take on reinforcements, plus the natural reinforcements

they would have taken on during their normal redeployment

The air units from these two corps are not returned back to France, as it is

rationalized that these units would not have had time to setup operations again

before the end of the campaign

This selection represents a hypothetical situation where OHL changed its mind,

and halted, then returned the reinforcements back to France; Essentially it allows

the Central Powers overall commander to decide where these forces are most

needed -- either arrive in East Prussia on time, or return to France in hope to use

them in the closing moments of the battle there

Notes:

1. After the 1st of September, the Allies should look for the appearance of either the

Gardereservekrops, XI.Armeekorps, or 8.Kavallerie-Division in both F14-A and EP14-A. If

any of these units appear in both scenarios after that date, then the S|O selections do not

match, and the Central Powers have forfeited both scenarios. (These units start the campaign

in F14-A and are withdrawn in late August, then may either return back to F14-A or be

transferred to EP-14A at the beginning of September - they may not appear in both campaigns

in September!).

Allied Powers ---Plan of Defense--- Plan Michel: defensive, reinforce Belgium and hold Lorraine

Ière & IIe Armées will NOT attack into Alsace (off map), therefore units that

would have participated in the attack will instead start the campaign on map,

uncommitted, and will not arrive as exhausted reinforcements from the east of

Nancy

IIe Armée begins in a defensive arrangement between Verdun to Nancy

IIIe, IVe, Ve Armées deployed between Lille and Rethel, ready to immediately

advance into Belgium and assist in the defense and counterattack, if possible

Ier Corps d' Armée and 8e Brigade deployed with the rest of Ve Armée

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37e and 38e Division d' Infanterie deployed as a GQG reserve, staged to embark

on rail transport if need be

Corps de Cavalerie (Sordet) deployed as a reconnaissance force on the left flank,

ready to advance into Belgium and fully rested

All reserve divisions are evenly distributed between the armies and deployed

behind active forces ready to act as an integrated tactical reserve

Affords the French commander two main options: advance into Belgium to

counter the German advance, or deploy on the French border and fortify before

the Germans arrive

Cautious plan placing the bulk of French forces on the Franco-Belgian border

between Lille and Rethel, ready to move northeast to assist the Belgians in the

defense, and the remainder of French forces are placed on the defense along the

Franco-German border (in the Verdun and Nancy sectors), giving up all

possibility of winning a sudden victory from an attack into the Ardennes and

around Metz but focused on stopping a German sweeping movement through

Belgium; above all this plan seeks to avoid or minimize the possibility of being

enveloped by a German attack through Belgium, so it is best used against a very

aggressive German plan of attack (1905), but the disadvantage of this plan is that

it is vulnerable to a cautious German plan of attack (1914) that pushes heavily in

Lorraine (which is something Michel believed would not be probable)

Plan XVII: offensive, IVe Armée in reserve

Ière & IIe Armées will attack in Alsace-Lorraine region (off map), therefore units

which are committed to the historical offensive off map will arrive east of Nancy

on the 20th as exhausted reinforcements (be sure to check the reinforcement

dialog for their arrival and make sure to secure their area, or risk additional

losses)

French armies begin in a mobile offensive arrangement, approaching the frontier

with the IVe Armée deployed in reserve behind the other armies, but it is ready to

move immediately

IIIe and Ve Armées are temporarily fixed to allow for the other armies to

advance, otherwise the gift of hindsight would make things unfair to the German

armies which begin the campaign as fixed and waiting for the wing armies to

make progress

Ier Corps d' Armée deployed with the rest of Ve Armée and is released early so

that they can either move to aid the Belgians at Namur and block the Meuse River

crossings, or advance into the Ardennes to act as an advance guard to the rest of

the Ve Armée

37e and 38e Division d' Infanterie deployed in mobile positions in reserve with

the IVe Armée and ready to move via rail

Corps de Cavalerie (Sordet) and 8e Brigade deployed to reconnoiter the front and

left flank of the advancing French armies and partially fatigued from conducting

conservative reconnaissance across the Belgian border

Conservative plan of attack allowing flexibility to adjust as the situation requires

with the uncommitted centrally located strategic reserve IVe Armée which can be

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used to the bolster the attack in the Ardennes or in Lorraine (Nancy sector), or

materialize an attack on Metz, or move to the left flank as a covering force

Plan XVII Amended: full offensive, all armies forward (historical)

Ière & IIe Armées will attack in Alsace-Lorraine region (off map), therefore units

which are committed to the historical offensive off map will arrive east of Nancy

on the 20th as exhausted reinforcements (be sure to check the reinforcement

dialog for their arrival and make sure to secure their area, or risk additional

losses)

French armies begin in a mobile offensive arrangement, approaching the frontier

with the Ve Armée deployed on the left (western) flank poised to march into

lower Belgium, and the IVe Armée on the front line in between the IIIe and Ve

Armées preparing to attack into the Ardennes.

IIIe and IVe Armées are temporarily fixed to allow for the other armies to

advance, otherwise the gift of hindsight would make things unfair to the German

armies which begin the campaign as fixed and waiting for the wing armies to

make progress

Ier Corps d' Armée and 8e Brigade deployed to lower Belgium, south of Namur

along the Meuse

37e and 38e Division d' Infanterie deployed south of Charleroi in support/reserve

of Ier Corps d' Armée

Corps de Cavalerie (Sordet) arrives south of Charleroi and exhausted and greatly

disorganized from conducting aggressive but uneventful reconnaissance towards

the Belgian-German frontier

Aggressive plan of attack, committing all armies to the front line making them

vulnerable to certain German war plans, but also bringing the total weight of

French strength to the battle quickly and across the widest frontage

Notes:

1. Plan Michel is essentially General Victor Michel's proposed version of the plan that would have

replaced the antiquated Plan XVI, and would have become Plan XVII. Since this plan was never

officially approved, some of it is an educated guess based on second hand description. General

Michel was the Chief of the General's Staff until being relieved by the War Minister, Adolphe

Messimy, in 1911. Michael proposed a plan which stated that the most probable German axis of

attack would be through "the whole of Belgium", given that the Franco-German border was

heavily fortified, and the fact that the Germans were unlikely to repeat their Franco-Prussian War

plan as it would be too predictable. With that in mind, the Michel Plan called for a defensive force

along the Franco-German border in Lorraine with no offensive into Germany, defensive forces

between Verdun and Toul, and the bulk of the army along the Franco-Belgian border from Rethel

to Lille. When war broke out, the force between Rethel to Lille would advance northeast into

Belgium in order to assist the Belgians in defense and to oppose the German main push, and

advance like a large wheel pivoting on Verdun. The hope was that the French Army would

advance until contact was made with the Germans, then assist the Belgians in the defense thus

forming a continuous line Antwerp-Namur-Verdun-Toul-Epinal, and if the situation turned sour

then the French armies would begin to fall back in a counter clockwise pivot on Verdun. Also,

since much of the war would be waged on Belgian soil, it was thought that it would leave more

room for French forces to withdraw under pressure before the Germans could reach Paris. In any

case, when Michael proposed his plan it was looked at as insanity because of the fact that it was

mostly defensive in nature in the sense that it did not take the war directly to German soil, and

popular sentiment in the French Army at the time was clearly oriented towards establishing and

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maintaining the offensive into enemy territory, mostly due to the disastrous Franco-Prussian War

of 1870 where the French Army was almost always on the defensive and never holding the

initiative. It was a twist of fate that Michel's plan did not become Plan XVII, and that Michel was

relieved of command. This operational selection rationalizes that the opposite happened:

cautiousness prevailed and Michel's plan was adopted, however it is assumed that Joffre still

assumed command prior to 1914 to carry out Plan Michel.

2. It is important to note that Plan Michel was not completely defensive in nature. Popular history

has painted Michel as a level headed defensive minded general with sage like clairvoyance to see

into the future and predict the perfect passive counter to the so called Schlieffen Plan. However,

Michel's Plan still took the fight to the Germans in an early offensive, only that the initial

offensive was moved from Alsace-Lorraine to Belgium. This carries its own set of advantages and

disadvantages depending on the German plan of attack, and it is unclear if Michel's Plan would

have meant much difference in the outcome of the campaign. It is provided here in this Grand

Campaign scenario as a historical "what-if" in order to test the thesis that it would have been

better (or worse) than the historical Plan XVII.

3. One of Plan Michel's provisions was a complete reorganization of the reserves, in that they would

be better integrated into the active army ranks upon mobilization, thereby doubling the size of

each active division. This too was frowned upon by high ranking officials in the French Army

because the reserves were looked at with contempt, and it was thought that any integration would

dull the offensive capability of the active French Army. Many believed that the reserve force was

only capable at defensive operations and this mentality transferred into neglect, which was sort of

a self fulfilling prophecy and is in stark contrast to the integrated and extremely effective reserve

system in the German Army. That said, Plan Michel does not completely reorganize the French

Army in this scenario, but rather, the reserve infantry divisions are more evenly spread between

the armies as a tactical reserve.

4. The ideal Central Powers counter to Plan Michel would be to attack heavily in the Verdun-Toul-

Nancy sectors, either via a plan of attack that supports this, or by recognizing the French war plan

and redeploying forces to the south. Doing this will open up the south and allow the valuable

swath of objectives to be captured in a sweeping movement similar to the Franco-Prussian War

campaign. The French would then have to counter by rail moving reinforcements to the area.

Allied Powers ---BEF Concentration--- Deploy in western Belgium (landed at Oostende)

Cautiously deploys to provide immediate assistance to the Belgians on the 17th,

which allows the BEF to come into action sooner and allowing for a possible joint

Anglo-Belgian counter attack or flanking distraction, but also carries the risk that

the BEF may be trapped in Antwerp or against the English Channel and made

irrelevant or even destroyed

In reserve at Amiens

Cautiously deploys to the rear at Amiens on the 19th, giving up terrain but

matching any cautious French war plan which seeks to develop the situation

before committing to any decisive action

Deploy at Mons (historical)

Aggressively deployed to cover the left flank of the French armies at Mons on the

22nd, with the intent of establishing a continuous front in the event of an

aggressive French war plan

Notes:

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1. There are intentionally no supply sources located in Oostende. This is because there were no

large harbors in the area to support heavy resupply, so it should be taken into account when

this deployment is selected. Essentially the BEF must draw on supply from other sources, so

they have to take special care not to end up in a situation where they are cut off from both

Antwerp and the map edges sources to the west and south.

Scenario Results

The German invasion of France and Belgium is deemed as a battle of equally vital

importance for both sides. Achieving a major victory during this campaign would have

greatly altered the outcome of the war and because of that, the CVP values are substantial

and symmetrical. The historical outcome of this battle is considered to be a Draw.

If EP14-A is NOT being played simultaneously:

Central Powers Major Victory: +2 Campaign Victory Points to Central Powers

go to #Grand_Campaign_EP14-A

Central Powers Minor Victory: +1 Campaign Victory Point to Central Powers

go to #Grand_Campaign_EP14-A

Draw: no Campaign Victory Points to either side

go to #Grand_Campaign_EP14-A

Allied Powers Minor Victory: -1 Campaign Victory Point to Allied Powers

go to #Grand_Campaign_EP14-A

Allied Powers Major Victory or Central Powers forfeit: -2 Campaign Victory

Points to Allied Powers

go to #Grand_Campaign_EP14-A

If EP14-A is being played simultaneously:

Central Powers Major Victory: +2 Campaign Victory Points to Central Powers

go to #Grand_Campaign_F14-C (skip F14-B)

Central Powers Minor Victory: +1 Campaign Victory Point to Central Powers

go to #Grand_Campaign_F14-B

Draw: no Campaign Victory Points to either side

go to #Grand_Campaign_F14-B

Allied Powers Minor Victory: -1 Campaign Victory Point to Allied Powers

go to #Grand_Campaign_F14-B

Allied Powers Major Victory or Central Powers forfeit: -2 Campaign Victory

Points to Allied Powers

go to #Grand_Campaign_F14-C (skip F14-B)

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1914: The Grand Campaign (scenario F14-B)

This scenario is part of the Grand Campaign series, designed to cover all campaigns in

the First World War series with the outcome of the war being decided by scenario results.

This particular scenario is based on the #1914_0917_01s_Campaign_Race scenario, most

of the notes regarding that scenario still apply and should be referenced before playing.

Although both sides can agree to start the Grand Campaign at any scenario, this scenario

is intended to be played after both the #1914_Grand_Campaign_F14-A and the East

Prussia '14 scenario #1914_Grand_Campaign_EP14-A and the results of both might

cause this scenario to be skipped (see those two scenarios for more information).

Prelude Scenarios

The following is a list of optional "prelude" scenarios that can be played before this

particular Grand Campaign scenario is played. The results of these prelude scenarios are

just for fun and have no effect on the outcome of the Grand Campaign, unless the "VPs

for prelude scenarios" optional rule is used (see Optional Rule: CVPs for Prelude

Scenarios. ). As many or as few of these scenarios can be played as desired:

(France '14)

#1914_0909_01s_Antwerp

#1914_0913_01s_Aisne

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Strategies and Operations

None.

Scenario Results

The "Race to the Sea" is deemed as a battle of equal, but not vital, importance for both

sides. Achieving a victory during this campaign would have altered the outcome of the

campaign in France, but probably not the outcome of the entire war at this point. The

CVP values are minor and symmetrical. The historical outcome of this battle is

considered to be a Draw.

Central Powers Major Victory: +1 Campaign Victory Points to Central Powers

go to #Grand_Campaign_F14-C (EP14-B can be played simultaneously)

Central Powers Minor Victory: +1 Campaign Victory Point to Central Powers

go to #Grand_Campaign_F14-C (EP14-B can be played simultaneously)

Draw: no Campaign Victory Points to either side

go to #Grand_Campaign_F14-C (EP14-B can be played simultaneously)

Allied Powers Minor Victory: -1 Campaign Victory Point to Allied Powers

go to #Grand_Campaign_F14-C (EP14-B can be played simultaneously)

Allied Powers Major Victory: -1 Campaign Victory Points to Allied Powers

go to #Grand_Campaign_F14-C (EP14-B can be played simultaneously)

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1914: The Grand Campaign (scenario F14-C)

This scenario is part of the Grand Campaign series, designed to cover all campaigns in

the First World War series with the outcome of the war being decided by scenario results.

This particular scenario is based on the #1914_1018_01s_Campaign_Flanders scenario,

most of the notes regarding that scenario still apply and should be referenced before

playing.

Although both sides can agree to start the Grand Campaign at any scenario, this scenario

is intended to be played after #1914_Grand_Campaign_F14-B. However, this scenario

can be played simultaneously with the East Prussia '14 scenario

#1914_Grand_Campaign_EP14-B (Ideally it should be played as a team effort with one

team playing this scenario, and another team simultaneously playing the other.)

Prelude Scenarios

The following is a list of optional "prelude" scenarios that can be played before this

particular Grand Campaign scenario is played. The results of these prelude scenarios are

just for fun and have no effect on the outcome of the Grand Campaign, unless the "VPs

for prelude scenarios" optional rule is used (see Optional Rule: CVPs for Prelude

Scenarios. ). As many or as few of these scenarios can be played as desired:

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(France '14)

#1914_0919_01s_St_Mihiel

#1914_1001_01s_Antwerp

Strategies and Operations

None.

Scenario Results

The Battle of Flanders is deemed as a battle of equal, but not vital, importance for both

sides. Achieving a victory during this campaign would have altered the outcome of the

campaign in France, but probably not the outcome of the entire war at this point. The

CVP values are minor and symmetrical. The historical outcome of this battle is

considered to be a Draw.

If EP14-B is NOT being played simultaneously:

Central Powers Major Victory: +1 Campaign Victory Points to Central Powers

go to #Grand_Campaign_EP14-B

Central Powers Minor Victory: +1 Campaign Victory Point to Central Powers

go to #Grand_Campaign_EP14-B

Draw: no Campaign Victory Points to either side

go to #Grand_Campaign_EP14-B

Allied Powers Minor Victory: -1 Campaign Victory Point to Allied Powers

go to #Grand_Campaign_EP14-B

Allied Powers Major Victory: -1 Campaign Victory Points to Allied Powers

go to #Grand_Campaign_EP14-B

If EP14-B is being played simultaneously:

Central Powers Major Victory: +1 Campaign Victory Points to Central Powers

go to #Grand_Campaign_EP14-C

Central Powers Minor Victory: +1 Campaign Victory Point to Central Powers

go to #Grand_Campaign_EP14-C

Draw: no Campaign Victory Points to either side

go to #Grand_Campaign_EP14-C

Allied Powers Minor Victory: -1 Campaign Victory Point to Allied Powers

go to #Grand_Campaign_EP14-C

Allied Powers Major Victory: -1 Campaign Victory Points to Allied Powers

go to #Grand_Campaign_EP14-C

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Gameplay tips

When to assault

The most important thing to know in First World War Campaigns, is when to

press home an assault and when not to assault. Generally speaking, you should of course

get accustomed to the particular strengths and weaknesses of the units in general. For

example, an infantry unit can almost always assault a mounted (Travel Mode) cavalry

unit, bicycle unit, or engineer unit with success without having to disrupt them before

hand. "Success" in this case is defined as taking the ground. You should also always to

have at least a 2:1 numerical advantage when making an assault, try to avoid numerical

1:1 assaults as much as possible.

In the case of enemy cavalry, you can usually tell whether it is a pesky cavalry

squadron or a full cavalry regiment by seeing what the effect is of their return fire. If the

enemy is deemed to be nothing more than a cavalry squadron, then you can press home

the assault to great effect, again without waiting for the enemy to be disrupted. This is

also true for engineer units which might also be broken down into companies. If you have

a pesky engineer unit barring the way somewhere, then simply overrun it with a massed

infantry assault and you can probably rest assure that the enemy is throwing "the kitchen

sink" in the line at this point if they are wasting engineer units in this manner.

And finally and most importantly, you should NEVER wait for field gun or

machine gun units to be disrupted before carrying out an assault. If said units are

disrupted then that is great, otherwise always try to disrupt the enemy infantry battalions

at the very least. In almost every case, all you need to do is disrupt the enemy infantry

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battalions, then press forward with an assault of two or more infantry battalions of your

own. Such an assault will force the non disrupted field gun and machine gun units to bear

the brunt of the attack and will cause them to take significant losses. This can then be

followed by more assaults if possible to drive the enemy out of the hex. Either way, if

you are not able to take the hex then you have likely caused a great loss to the core

defense of the hex, thus making it easier to take in future turns or forcing the enemy to

withdraw on his own turn altogether.

Breaking contact, retreating

When attempting to fall back or retreat in the face of an overwhelming attack or

an unfavorable disposition, you have to first break contact with the enemy. Breaking

contact with a superior force can be tricky in a period of warfare where everything moves

at roughly the same speed, and is even trickier if your force is lower quality than the

enemy's force. When attempting to break contact, use any method necessary that puts the

most distance between your forces and the enemy. Use of a rear guard is vital in most

cases and cavalry and field artillery (field gun) units work particularly well at this task.

Cavalry and field artillery units can delay an enemy advance long enough to put some

distance between the advancing enemy infantry and friendly forces, then mount / limber

up and fall back to their next delay position which should be just behind the last friendly

infantry unit in the retreating force, thus repeating the process.

When your force contains inferior quality troops then you must take into account

that you will move slower than your pursuing enemy. This is also true if your force

contains a large number of disrupted or broken units. In either of these cases, you must

plan your retreat in advance, using good order units to act as a rear guard in order to give

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these slower units time to get a head start on the movement. You must also take care not

to stick around too long in any one place, lest you end up in a situation where it is

impossible for you to retreat back fast enough. In all of these cases, you should try to stay

close to primary roads as they are critical in your ability to fall back. Not taking these

things in consideration will result in the devastating loss of many an infantry battalion.

Understanding how night movement works in this series is also the key to

breaking contact. The best result is to prepare your units for movement and get them into

position to move strategically along the roads during the night turn. Cavalry and field gun

units can be placed at key road junctions to block any enemy units that try to pursue

along the roads during the night. Night retreats come at the expense of a large amount of

extra fatigue, but occasionally this is necessary in order to safely extricate forces. Unless

it is in an emergency, avoid the temptation of holding a rear guard to the "last man" with

cavalry and field gun units. Doing so will definitely buy more time but will also reward

the enemy with a large number of victory points. If you are not careful, the victory points

the enemy gains from the careless loss of valuable cavalry and artillery guns can easily

make up for lost time and objectives.

The art of taking ground

Where possible, avoid direct assaults when trying to take ground from the enemy.

The best way to take ground is by simply making it untenable. On the attack, you make

ground untenable by pushing around the flanks of the strong point. By doing this you

leave the defender with two options: either displace and save the units or allow them to

be bypassed, isolated, and eventually destroyed. The act of making ground untenable can

be done at both the tactical level (divisions, brigades and battalions), but more

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importantly it can be done at the strategic level with corps and armies. Always look at

"the big picture" to see where you can flank an entire enemy corps or army, thereby

forcing the defender to give up ground wholesale or by causing the destruction of an

entire army (which was the holy grail of objectives in the 1914 "early" campaign; in

game play terms, the destruction of an army could yield around 10,000 Victory Points!).

Getting tactical level "tunnel vision" and not recognizing strategic opportunities is the

most common cause of failure in a campaign.

Secondly, when on the offensive you should avoid concentrating your attack at

one point for a long period of time since this allows the enemy to reinforce that point

with units from nearby non-threatened areas. If possible you should consider limited

attacks around the central point of emphasis, and these limited attacks would have the

goal of simply tying the enemy in place where they cannot move to reinforce the main

attack. Another technique that works is demonstrations. Often you can demonstrate an

attack in area and tie down enemy forces in that area because they are forced to defend

against the looming attack that may or may not be carried out. For example, in the St-

Gond scenario, the German 1.Garde-Divsion intends to attack across the eastern edge of

Les Marais de St-Gond. However, doing so will allow the French in the immediate area

to the west to move to any threatened area and reinforce or relieve the defenders.

However, the 20.Infanterie-Division to the west can move south towards the enemy and

demonstrate that they are about to attack across the marsh, even if they do not intend on

doing so. The French are then forced to hold units in this area for an attack that may

proceed, thereby giving an easier time to the 1.Garde-Division to its east. If the French

ignore the demonstration then the 20.Infantrie-Division would be in a prime position to

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continue its attack. This attack can proceed forward to the point that the French begins to

pay attention to the threat and shifts forces that way, whereby the Germans can pull back

the attack, and continue pushing with the 1.Garde-Division, or vice-versa. Think of these

types of maneuvers as a pin or skewer in chess.

Cyclist units, the use of

Use cyclist units for their high mobility on primary roads as a probing or

screening force. When the cyclist’s host unit is traveling in column, use the cyclists to

“orbit” the unit as it moves to get eyes on the enemy. This can be done by seeking out

good vantage points along the parent unit’s axis of advance. These cyclist units can also

move forward to secure key road junctions or bridges that the host unit needs to

accomplish its mission. Beware though, these cyclist units are not intended to hold

ground for too long; they should only be used to delay or probe if they are needed for

combat. Using cyclist units as some sort of rapid force to sweep behind the enemy for

isolation is a waste; cyclist units used in this manner will likely be easily overrun by an

assault from cavalry or any line infantry battalion. Also, be sure not to advance cyclist

units too far in Travel Mode, it is better to move them just far enough that they can

quickly retire or that they can deploy at the end of the turn. A Travel Mode cyclist unit

that ends its turn in contact with the enemy is a dead cyclist unit. It is intentional that

cyclist units are not “recon” units that are capable of Recon Spotting; cyclist units are

intended to be supplemental and to work in conjunction with reconnaissance capable

cavalry.

Another important use of cyclist units is to have these units be the ones who

conduct "Patrolling". These units can be useful to move quickly to an area, hide in a

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forest or get behind a hill, then patrol to see if there are any enemy units within two

hexes. Obviously this works best when there is a terrain type or elevation in front of the

cyclist unit to where it does not have a line of sight to the second hex. Cyclist units are

also great units to devote to "Patrolling" during night turns. This can be done in places

where they are stacked with a rear guard force, or in places where they are stacked with

line units on the front line. In this way, you can have a sort of early warning on enemy

movements that are two hexes distant during night turns. It is important to remember that

other units can patrol as well, it is not a unique ability for cyclist units. Cavalry should be

used to patrol to good effect, and line infantry units can certainly patrol, but it is

suggested that cyclist units be used to patrol so that other units, such as infantry and

cavalry units, can be freed up to do other important tasks, and so that they are not left in a

weakened state such as what occurs when "patrolling". A stacked cyclist unit that is

patrolling is secured by the stacked infantry or cavalry unit, while the infantry or cavalry

unit rests, digs in, or engages the enemy.

Rail lines, the use of

Do not underestimate the importance of rail roads. Rail lines were particularly

vital during this period of warfare for the rapid movement of troops and materials. Care

should be taken to protect rail lines with detachments of lines of communication troops to

ensure that the rail lines are not obstructed or cut. Rail lines are primarily used for

transporting complete corps from one sector of the front to another, but are also important

for the mobility of some siege guns. When explicit supply is used, rail lines should be

utilized to the fullest to transport supply units quickly to front. These supply units will

arrive on map at major roads and should be moved to the nearest railhead and sent

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forward. Originally it was planned to make separate rail type supply units but this was

abandoned because these types of units would be totally restricted to rail lines. Instead,

the user has the freedom to move the explicit supply units by rail (as long as the rail

capacity for that side is not exceeded) and unload and continue to move them when

necessary. If an army loses access to a rail line then it can quickly become detached from

the overall strategic situation and runs the risk of being defeated by an opposing army

that has access to a rail line.

Playing as the French

Playing the French in 1914 is not for the faint-hearted. The French in “early”

battles of France'14 are best utilized in massed bayonet assaults on the enemy, supported

by or preceded by bombardments from their rapid firing field guns. French infantry unit

ratings are directly representative of their doctrine, and their somewhat flawed

equipment. Direct fire with their infantry should only be done in order to disrupt the

enemy, or when in good defensive positions. The French should rely almost exclusively

on their excellent 76mm field guns to cause casualties and disrupt attacking enemy

infantry. The MG sections can also be useful to strengthen its parent infantry battalions

footing in the defense.

When you are on the offensive and you find yourself facing murderous defensive

fire, sometimes it is better for French infantry to give the bayonet and carry out the

assault before the enemy is completely disrupted (as long as you outnumber the defenders

at least by 3:1). Knowing when to do this and when to back down is crucial. Such is the

dilemma when learning to deal with the advantages and disadvantages inherent with the

"cult of the offensive”. Try to avoid stacking more than two infantry battalions in a single

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hex if it can be avoided so that you limit your losses from retaliatory fire. In most cases it

is better to keep infantry battalions in reserve to push forward and assault en masse at the

right moment, rather than having them massed adjacent to the enemy at all times.

Keep in mind that as you retreat your supply lines retract and improve. This

means that the closer you pull back a unit then the better their replacement rate might be

(depending on how low your supply level is at the extremities of your front). Once you

reach the historical battle of the Marne location you should be gaining much needed

replacements and supplies which were historically the case as fresh troops were arriving

from the close depots. It is also better to completely pull a unit out of the battle line if

possible, in order to replenish its losses and recover fatigue rather than continue to leave

it on the firing line.

Playing as the British

The BEF's main strength is in the quality of the British professional soldier and

their awesome direct fire with the SMLE rifle. You should rely on delaying actions and

inflict as many casualties as possible with your superior marksmanship before you fall

back. In the campaign, try to avoid prolonged exposure to German massed infantry

assaults because the Germans can replace their losses with ease, whilst the BEF cannot.

The BEF will die off, there is no avoiding this. The trick is to make the tiny BEF last as

long as possible and to maximize their effectiveness throughout 1914.

Another strength of the BEF is that they have a fairly decent amount of indirect

fire howitzers at their disposal, unlike the French who have almost none at all in 1914.

Playing as the Belgians

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The strength of the Belgians lies in the fact that their army, while not being strong

in any one area, does not have any serious weaknesses other than their almost total lack

of indirect fire capable artillery (the do have one siege gun regiment of antiquated guns

from the 1800s), and their low troop quality which is attributed to their flawed

mobilization program. The Belgians should rely on harassing and slowing the German

advance and causing as much trouble from Antwerp as possible.

Playing as the Germans

The German’s strength lies in their numbers, their good quality infantry, and their

massive amount of howitzers and in their employment of machine gun units. German

infantry formations on the advance are almost an unstoppable steam roller. When the

infantry is backed up by howitzers there is almost no defensive barrier that cannot be

breached. When the Germans are forced on the defensive, their MG kompagnien can be

used to solidify the line along with supporting fire from howitzers and field guns. In 1914

the biggest problem the Germans have is that they seem to be always racing against the

clock and spreading themselves thin. You will need to make split decisions on when to

charge home and push the enemy back at the expense of more casualties so that you can

keep your forward momentum, or engage the enemy in direct and indirect fire attacks at

the expense of forward movement.

Knowing when to rest your attacking forces is also the key to victory. Rest them

too often and you will lose the initiative. If you do not rest them often enough then your

attack will falter and your lines will begin to break.

* * *

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Glossary of abbreviations used in the Order of Battle in the First World War Campaigns Series

French / Belgian

ACMs Auto-Canons-Mitrailleuses - Armored Machingun Cars

BA Bataillons “Alphabétiques" - Formation of Zouaves, most likely temporary

battalions

BCA Bataillon de Chasseurs Alpins - Alpine Chasseurs Battalion

BCI Bataillon de Chasseurs Indigènes - Indigenous (Moroccan) Infantry

Battalion, light infantry unit

BCP Bataillon de Chasseurs à Pieds - Chasseurs Infantry Battalion, light

infantry unit

Bie Batterie - Battery

Btn Battalion

CA Corps d'Armée - Army Corps

CAC Corps d'Colonial - Colonial Corps

CC Corps d'Cavalerie - Cavalry Corps

Chas. Chasseurs - literal: "hunters"

Cie Compagnie - Company

Dét Détachement – Detachment

DAB Détachement d’Armée de Belgique – French army detachment for the

Belgian area (Flanders)

DIC Division d'Infanterie Colonial - Colonial Infantry Division

DC Division d'Cavalerie - Cavalry Division

DIT Division d’Infanterie Territoriale - Territorial Division

DM Division Marocaine - Moroccan Infantry Division

DR Division d'Réserve - Reserve Division

GAN Groupe d'Armées du Nord - Group of Armies of the North (Flanders

sector)

GDR Groupe de Division de Reserve - Group of Reserve Divisions

GQG Grand Quartier Général - Supreme Headquarters

GR Groupe d'Réserve - Reserve Group

Mit Mitrailleuse - Machine Gun

RAC Régiment d'Artillerie de Campagne - Campaign Artillery Regiment

RACC Régiment d'Artillerie de Campagne Colonial - Colonial Campaign

Artillery Regiment

RAL Régiment d'Artillerie Lourde - Heavy Artillery Regiment

RAM Régiment d'Artillerie Montagne - Mountain Artillery Regiment

REI Régiment Etranger d'Infanterie - Foreign Legion Infantry Regiment

RFM Régtiment d'Fusiliers Marin - Marine Fusiliers Regiment

RI Régiment d'Infanterie - Infantry Regiment

RIC Régiment d'Infanterie Colonial - Colonial Infantry Regiment (European,

not native troops)

RIT Régiment d'Infanterie Territoriale - Territorial Infantry Regiment

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RM Régiment de Marche - ad hoc Regiment; used seperately in early 1914

designations

RMCIC Régiment de Marche de Chasseurs Indigènes à Cheval - ad hoc Spahis

Regiment, RMSM in 1915

RMT Régiment de Marche Tirailleurs - ad hoc "rifleman" Regiment

RMZ Régiment de Marche Zouaves - Zouaves ad hoc Regiment

RMZT Régiment Mixte de Zouaves et Tirailleurs - Mixed Zouaves and Tirailleurs

ad hoc Regiment

RTM Régiment de Tirailleurs Marocains - Moroccan Tirailleurs

Sec Section - Section

Tir. Tirailleurs - literal: "sharpshooters" These were African troops serving in

the French colonial army

German

A.Abt Armee-Abteilung - Army Detachment

Abt Arbeitlung - Battalion Detachment

AOK Armee Oberkommando - Army Command, as in the Army headquarters

AR Artillerie Regiment - Artillery Regiment

Art Artillerie - Artillery

b Bayerische - Bavarian

bayer Bayerische - Bavarian (long abbreviation)

baden Badisches - Grand Duchy of Baden

Bde Brigade

Bel Belagerungstrain - (preceded by "Pionier" or abbreviation "Pio") Pioneer

Siege Train

Battr Battarie - Battery

Btl Battalion

CR Carabinier Regiment - Essentially these were dragoons

det. Detachement - Detachment

Div Divisione - Division, a combined arms force of various types of

components

DR Dragoner Regiment - Dragoon Regiment, cavalry used for dismounting

and fighting on foot

ErsR Ersatz Regiment - Depot or replacement Regiment

Esk Eskadron - Cavalry Squadron

FAR Feldartillerie Regiment - Field Artillery Regiment, lighter more mobile

artillery intended to support armies in the field

FußAR Fußartillerie Regiment - Foot Artillery Regiment, the traditional Prussian

designation for heavy artillery

FüsR Füsilier Regiment - Fusilier Regiment

GAR Garde Artillerie Regiment - Guard Artillery Regiment

GC Garde du Corps - Life Guard Cavalry Regiment, Heavy cavalry, the

German cavalry elite

Gd Garde - Guard

GDR Garde Dragoner Regiment - Guard Dragoon Regiment

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gem Gemischt - Mixed, combined arms

GErsR Garde Ersatz Regiment - Guard Depot or Replacement Regiment

GFAR Garde Fußartillerie Regiment - Guard Heavy Artillery Regiment

GFüsR Garde Füsilier Regiment - Guard Fusilier Regiment

GGR Garde Grenadier Regiment - Guard Grenadier Regiment

GHQ Großen Hauptquatier - Supreme Headquarters

GKR Garde Kürassier Regiment - Guard Armored Cavalry Regiment

GR Grenadier Regiment

GResR Garde Reserve Regiment - Guard Reserve Infantry

GResDR Garde Reserve Dragoner Regiment - Guard Reserve Dragoon Regiment

GRzFß Garde Regiment zu Fuß - Guard Infantry Regiment, literal: "Guard

Regiment of Foot"

GRzP Grenadier Regiment zu Pfrede - Horse Grenadiers, light cavalry used for

skirmishing

GUR Garde Uhlan Regiment - Guard Lancer Cavalry Regiment

hesse Hessisches - Grand Duchy of Hesse

HKK Höhere Kavallerie-Kommandeur - Senior Cavalry Commander; essentially

this is a cavalry corps although it worked a bit differently than a regular

army corps: the HKK commander was essentially a senior cavalry

commander that was only a command authority concerning tactics and

strategy of the employment of the cavalry divisions and support assets

within the grouping

HR Husaren Regiment - Hussar Regiment, medium cavalry

ILR Infanterie Leib Regiment - Body Infantry Regiment, literal: "body guard"

IR Infanterie Regiment - Infantry Regiment

Kp Kompagnie - Company (German spelling changed to "kompanie" in 1929)

KR Kürassier Regiment - Armored Cavalry Regiment, heavy cavalry used for

shock

kz Kürze - short

Ldw Landwehr - Militia

LdwIR Landwehr Infanterie Regiment - Militia Infantry Regiment

LGR Leib Grenadier Regiment - Life Grenadier Regiment

LgR Leibgarde Regiment - Life Guard Regiment, literal: "life guard" (Hessian)

LHR Leib Husaren Regiment - Life Guard Hussar Regiment

LIR Lehr Infantry Regiment - Infantry Instruction Regiment, as in the

"instructors"

LKR Leib Kürassier Regiment - Life Guard Armored Cavalry Regiment

Lst Landstrum - Reservists / Territorial Troops

MFüsR Marine Füsilier Regiment - Marine Regiment

MG Maschinengewehr - Machine Gun

MGK Maschinengewehr Kompagnie - Machine Gun Company

MGSfK Maschinengewehr Schärfschützen Kompagnie - Machine Gun

Sharpshooter Company

MörR Mörser Regiment - Mortar Regiment

MR Matrosen Regiment - Sailor Regiment

Mwf Minenwerfer - Trench mortar

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Nr Nummer - Number

OHL Oberste Heeresleitung - Supreme Army Command

Pio Pionier - Pioneers, engineers

Regt Regiment - comprised of several battalions; could also appear as "Rgt" to

prevent text overflow

Res Reserve

RR Reiter Regiment - cavalry, literal: “rider regiment", usually preceded with

an “s”, designating a heavy cavalry regiment.

Rtnd Reitende - riding

s schwere - heavy

sächs Sächisches - Kingdom of Saxony

UR Ulanen Regiment - Lancer Cavalry Regiment, light cavalry at this time

used for reconnaissance

württ Württembergisches - Kingdom of Wurttemberg

Austro-Hungarian

FsAB. Festungsartilleriebataillon - Fortress Artillery Battalion

k.u.k. Kaiserlich und Königlich - "Imperial and Royal"; the regular army of the

Austrian-Hungarian Empire

* * *

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Content Changes

v1.01

- Corrected the #1914_0822_02s_Charleroi and #1914_0822_01s_Campaign_Early

scenarios to put the French 18e CA in more historical starting locations.

- Corrected missing releases in the #1914_1018_01s_Campaign_Flanders scenario.

- Corrected some missing units in the 2nd wave of reserve divisions (in the late OOB)

and added those missing units to the scenarios that the parent formations participate in.

- Corrected German starting positions in the #1914_0826_01s_Le_Cateau (in the west)

and #1914_0826_02s_Cambrai scenarios.

- Updated the #1914_0823_02s_Mons scenario to be a little better balanced.

- Fully modeled the fortified area of Metz and Diedenhofen (Thionville) in the

#1914_0822_01s_Campaign_Early and #1914_0822_03s_Ardennes scenarios.

- Added unit artwork for the Metz fortress area.

- Updated the notes.pdf document with more information and some clarifications.

v1.02

- Corrected a problem where v1.01 inadvertently changed von Moltke's on map HQ

command radius to 0 in the early campaign OOB.

- Corrected an issue with a High Wall hexside and the full hex bridge at Antwerp (the

wall was blocking movement across the bridge).

- Corrected two unreleased German FAR battalions in the #1914_0822_02s_Charleroi

and #1914_0822_01s_Campaign_Early scenarios.

- Corrected a duplicate unit name in the "late" OOB (Res.Jager-Btl.25 x2, one should

have been #25 and the other is #26).

- Corrected the erroneous release messages in the Marne sub scenarios.

- Added 60 man Ersatz MG detachments to the German Ersatz brigades in the "late"

OOBs and scenarios. It seems that there was a mistake in translation during initial

research in that it was thought that each of these brigades had one MG, and as such, it

was not worth adding to the OOB, but the correct translation was that each BATTALION

in the brigade had one MG, which was formed into a brigade level detachment, similar to

an MGK. Needless to say, this change should give a subtantial amount of firepower to

Ersatz brigades. After careful deliberation, it was decided that these MG.dets would be

given to the Ersatz brigades in the "late", but not the "early" OOB, due to the historical

MG shortage in this early period. (A big thanks to those that pointed out the issue).

- Updated the notes.pdf document with more information and some clarifications.

- Removed all VII battalion infantry units from the French reserve infantry regiments.

These battalions were depot units of cadre, and were responsible for the training of

French recruits, the these battalions were not located in the front line units, but were

instead in rear areas where the recruits were being trained. However, the VII battalion

units are still located in the OOB, its just that the units themselves are not present in the

scenarios. (A big thanks to the French community for pointing out this issue).

- Corrected an abbreviation in the OOB (and in the notes). Previously, German field

artillery were "AR" as in "artillerie-regiment", but this was incorrect. The proper name is

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"feldartillerie-regiment", "FAR". However, to complicate things, the heavy artillery

regiments, or "fußartillerie-regiment", were all labeled "FAR", so these too are now more

correctly abbreviated as "FußAR" to differentiate the two.

-Improved VP levels in the #1914_1001_01s_Antwerp scenario.

- Corrected German sFH 13 howitzer soft attack rating from 17 to 18.

- Raised the quality of the German IR.124, the regiment Rommel was in, because it was

known to be well versed in its own brand of small unit tactics. German units were

decentralized in their training, and many units adopted their own methods of training.

The B quality represents IR.124's somewhat unique training.

- In the "late" OOB, changed British 1-pdr Pom-Pom anti-aircraft guns to type Heavy

Anti-Aircraft. This is done only in the early years of the war because recon aircraft did

not fly very high in 1914 and 1915.

- Corrected Horse movement in Village, Town, City, Industrial from 10 10 15 25 to 15 15

20 30.

- Corrected an error in the #1914_0906_04s_Vitry and #1914_0906_05s_Revigny

scenarios where both sides had too much air support.

- Corrected error with BEF infantry where some infantry were had a 7 defense (Guards)

and some had an 8 defense (Regulars). All non-territorial BEF infantry should now have

a defense of 7.

- Corrected an error with the German guards infantry defense and assault ratings. Their

defense was previously 6, when it should have been 5. Their assault rating was 9 and is

now 10 (this retains their current assault capability). The reason for this change is

because the German guards were historically known to exclusively employ massed/dense

formations in the attack. The guard infantry were used as an assault force, where they

were rooted in the "old way" of combat which made them highly effective in assaults but

prone to high losses. Essentially it is tradeoff between higher assault capability than

ordinary infantry but at the cost of being a little more vulnerable to enemy fire. This

intentionally makes them similar to early war French infantry, although by comparison

the German Guard is more effective in direct fire but less effective in the assault.

- Corrected #1914_0906_03s_St_Gond scenario by adding the previously missing

German division (14.Inf.Div.) that historically arrived as reinforcement.

- Corrected #1914_0906_02s_Ourcq-Morins scenario by adding a withdrawal for the

German 14.Infanterie-Div. which historically was sent to the St-Gond sector.

- Adjusted the VP levels in the #1914_0906_03s_St_Gond scenario for better play

balance.

- Corrected some starting deployments of French units in the #1914_0906_03s_St_Gond

scenario.

- Updated the Allied global supply level and map edge supply levels for both sides in the

#1914_0822_02s_Charleroi scenario to be more consistent with the

#1914_0822_01s_Campaign_Early scenario (Allied global supply level was supposed to

be 70% not 80%).

- Corrected a problem in the #1914_0906_01s_Marne and #1914_0906_04s_Vitry

scenarios where some German cavalry squadrons were unintentionally releasing a large

number of French units (from LOS) on turn 1.

- Corrected a mistake with the Belgian Minerva armored car's speed value, it is now 8

instead of 12.

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- Added the missing 2./s.Küstenmörser siege battery to the

#1914_0822_01s_Campaign_Early scenario, historically this battery assisted with the

two day bombardment of the French Fort de Manonviller. Also, the withdrawal % of both

siege gun batteries have been changed from 100% to 20% to allow the possibility of them

staying around a few turns longer.

- Adjusted the VP levels in the #1914_0822_02s_Charleroi scenario for better play

balance.

- Edited #1914_0822_02s_Charleroi by removing the entire west edge of the map

(including the 13.Infanterie-Division and most of the 35e Division d'Infanterie from the

play area (the map is now impassible on those places). This was done as the only solution

to remove the gamey behavior on the map edge, in an area that historically was static

during the battle. This also was done to place greater emphasis on the areas where the

heavy fighting actually occurred.

- Corrected Landwehr-Div.2 name to Höhere Ldw.Kommand.2 (the divisions were

renamed as Landwehr Divisions later).

- Corrected the speed and assault ratings of all regular German Kuerassier units in the

"early" OOB. Speed is now 4 instead of 5, and assault is now 9 instead of 10 (these

values were already correct in the "late" and "mobilization" OOBs).

- Corrected German reserve dragoon squadrons to be of type dragoon instead of type

hussar.

v1.03

- Drastically improved the VP levels and objective values in the

#1914_0822_01s_Campaign_Early scenario. Based on feedback from campaign results,

the old VP levels and objective values have been quartered. The change is minimal, but it

has a drastic impact on the game play since greater historical emphasis is now placed on

casualties than before (for example, von Moltke's historical decision to turn away from

Paris was based largely on the desire of destroying the French Army by inflicting heavy

losses on it in a double envelopment). It is rationalized that any losses sustained on a

level that is massively out of proportion to the enemy's (on a difference of a half of a field

army of men or more) would have influenced the outcome of the war, as the political will

to fight a prolonged conflict would have likely been broken immediately. In regards to

the changes to the campaign the following points must be mentioned...

a) Neither side can no longer afford to lose over a hundred thousand men and

thousands of guns more than their enemy, doing so will alter the outcome.

b) If one side manages the elusive "holy grail" result of isolating and destroying

an entire enemy field army then the campaign will likely be won easily. This was not

possible before.

c) It has now been calculated that the Allies can afford to fall back from the start

to the Marne, and still keep the game close in the draw result region. Losses above or

beyond this, or taking back or losing objectives along the final line should tip the result

one way or the other.

d) A forward Allied defense that disregards all losses should reliably result for

them than a draw now, depending on how many losses were inflicted and which

objectives were held of course. However, such an Allied tactic is risky because,

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combined with high losses, and just "a few more objectives" taken by the Germans will

likely result in a Central Powers victory, rarely resulting in an Allied victory unless

something miraculous occurs (such as like loss ratios are kept close).

e) Because of the changes above, the odds are stacked a little more fairly. A

successful Allied tactic now is to bloody the Germans at the start, then break contact and

fall back and repeat. Continue to fall back, periodically holding or counter attacking

(delaying) in some areas as you, overall, continue the strategic withdrawal. The point in

which the Allies should withdraw is once the Germans begin inflicting heavier casualties

than the the Allies themselves are inflicting, taking into consideration also the time spent

delaying the German advance. In other words, a series of delaying actions, with each

disengaging at the point when the Germans begin to get the upper hand is advised. Near

the end of the campaign, perhaps in the final week or so, the Allies should be looking to

hold fast and counter attack where possible. Do this too early and the Germans may

decimate the Allies and win from objectives and casualties inflicted. Do this at the right

time and the Allies can push the Germans back and possibly administer heavier losses on

the enemy (think of the historical out flanking at the Marne for example, and the near

destruction of the German 1.Armee).

- Adjusted the VP levels and objective values in the #1914_0917_01s_Campaign_Race

campaign scenario. Similar to the change made to the early campaign but not as drastic,

the VP levels and objective values in the Race to the Sea campaign are now halved to

allow for casualties to play some role in the result, but not as much of a role as they do in

the early campaign. The rationale here is that although casualties should play a role in the

Race to the Sea campaign, by this time both sides were desperately attempting to win the

war before the end of 1914, regardless of cost. To do this, the Germans wanted to break

through to Calais to outflank the Allies and shorten the line, and the Allies were doing

their own counter attacking to push the Germans back (thus the formation of the Ypres

salient). Because of that, it is factored in that losses are a little less important here, they

are still secondary to the terrain objectives but are not totally irrelevant either.

- Duplicated the "early" and "late" PDT files and created new ones with the "-no rail"

suffix on the filename. The difference with these is only that the normal PDT files have

rail capacity, while the "no rail" PDT files are for smaller scenarios which now have a rail

capacity of 0 for both sides. This was done to allow a rail capacity in the largest

campaign scenarios, while preventing gamey "rail blitzes" in the smaller scenarios.

- Edited the "mobilization" and "early" OOB by removing all replacements from artillery

type units. After additional research and consideration, it is determined that in the early

stages of the campaign, neither side should receive artillery replacements since, during

this period of mobilization, no surplus existed. Essentially, the guns available were all

there were. The effect on game play is that devoting time and effort to counter battery fire

in the early campaign actually becomes useful because each gun lost will never return.

Also, this change penalizes those who choose to deplete their field gun units in hold-to-

almost-the-last-man situations, because they can no longer withdraw and rebuild them

during the campaign.

- Major changes to the #1914_0906_03s_St_Gond and #1914_0906_01s_Marne

scenarios for more historical play in the Morius-le-Petit to Sommesous sector.

- Corrected German "pseudo-motorized" Jaeger unit speed from a mix of 5 through 7 to

the correct value of 7.

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- In the #00_Started scenario, corrected the starting location of HQ Position de Liege

(Leman) to now be in the historical location of Fort de Loncin.

- Changed the starting strength of the German Gardekorps units to be a more historical

level in the #1914_0913_01s_Aisne scenario.

- In the #1914_0822_02s_Charleroi scenario, removed the German 13.Infanterie-Division

units that arrived as reinforcements in the impassible area. These forces were not

supposed to be included in the scenario as per the change made in v1.02 and their arrival

was overlooked.

- Edited German starting dispositions on the north map edge in

#1914_0919_01s_St_Mihiel scenario to be more historical.

- In the #1914_1001_02s_Arras scenario, changed the arrival time of 45e DI to be 0600

instead of 0800 on 4 OCT, but the probability was lowered from 80% to 60%. This was

done to allow the possibility of the division arriving earlier but at a less likelihood of

doing so.

- Corrected an error in the "early" OOB where a German unit III./ResDR.2 was

incorrectly specified as a pioneer unit instead of a dragoon unit.

- Corrected the name of the 1/Royal Irish to 1/Royal Irish Fusiliers in the early and late

OOBs.

- Added the missing 1/Royal Irish Fusiliers and 2/Seaforth Highlanders in the

#1914_0826_01s_Le_Cateau scenario (they were in reserve positions south of Haucourt.

- Corrected some issue in the OOB and with missing portraits for the French foreign

legion units.

- In the "late" OOB, corrected the German IR.240 to be a reserve formation instead.

- Improved the VP levels in the #1914_0919_01s_St_Mihiel scenario.

- Changed the title of #1914_1111_01s_Ypres scenario so that it matches the scenario's

filename.

v1.04

- Complete overhaul of artwork by Jan Johansson (Jison), bringing the artwork up to the

East Prussia '14 standard.

- Edited #1914_0822_01s_Campaign_Early scenario so that it uses the new early

termination feature. It is now possible for the French to carry through with their historical

Plan XVII attacks in order to get an immediate victory. It is assumed that if the French

can capture the objectives on the map, then the attack would inevitably continue eastward

(off the map) resulting in a French victory. The disadvantage to this approach is that the

French must know when or whether to abandon the attack and pull back, otherwise they

will become too committed to a losing situation.

- Added new "Grand Campaign" scenarios (#Grand_Campaign_F14-A,

#Grand_Campaign_F14-B, #Grand_Campaign_F14-C). These are designed to play with

the associated East Prussia '14 Grand Campaign scenarios, for those who want to try to

add a sense of a wider campaign where game results will decide the outcome of the war.

See the notes document for more information.

- Doubled the probability of air unit availability, because it was felt that air units were not

becoming available after use fast enough. Now it should take about a day before they are

ready for a new mission (rather than two days on average).

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- Increased the setup % of indirect artillery units from 40 to 60 because artillery units

were taking a little too long to setup.

- Corrected British Royal Marine infantry battalion assault ratings in the "early" and

"late" OOB (it was too low).

- Corrected German reserve infantry battalion assault ratings in the "early" OOB (it was

slightly too high).

- Corrected German Landwehr infantry battalion soft attack rating in "early" OOB to be

consistent with the "late" OOB.

- Corrected all cavalry unit speeds in the "early" OOB, they were using early values and

were too fast, now lowered to their correct value by -1 speed to almost all cavalry units.

- Corrected German Jaeger MG unit assault ratings in all OOBs.

- Corrected the name of the unit Res.Jäger-Btl.8 and Res.Jäger-Btl.9 (there were

previously duplicate Res.Jäger-Btl.9 units) in the "early" and "late" OOBs.

- Added the missing MGKs for Res.Jäger-Btl.8 and Res.Jäger-Btl.14 in the "late" OOB,

and added those missing units to the #1914_0917_01s_Campaign_Race scenario.

- Added the missing Deal RMLI (MG) unit to the #1914_0822_01s_Campaign_Early

scenario.

- Moved the Res.Jäger-Btl.9 to its correct division in the "early" and "late" OOBs.

- Swapped the map label and, in appropriate scenarios, the unit locations for the Belgian

Fort de Loncin and Fort de Lantin. It turned out that these two forts were accidentally

swapped when designing the original scenarios.

- Corrected the Horse movement cost in clear terrain in all PDT files.

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Evaluation”. The Journal of Military History 71 (January 2007): 75–97. Society for

Military History.

Banks, Arthur. A Military Atlas of the First World War. Heinemann Educational Books

Ltd, 1975.

Becke, Major A. F. (compiler). Order of Battle of Divisions. Part I - The Regular British

Divisions. HMSO, 1935. (Part of History of The Great War, based on official documents,

by direction of the Historical Section of the Committee of Imperial Defence.)

Bulletin Officiel du Congo Belge / Ambtelijk Blad van den Belgischen Congo. Various

numbers, 1888-1914.

Bulletin Officiel du Ministère de la Guerre. Paris et Limoges: Imprimerie militaire, 1913

and 1914.

Chappell, Mike. The British Army in World War I (1): The Western Front 1914-16.

Osprey Publishing Ltd., 2003.

Childers, Erskine. War and the Arme Blanche. London, Edward Arnold, 1910.

Clayton, Anthony. France, Soldiers and Africa. Oxford, Brassey’s Defence Publishers,

1988.

Clayton, Anthony. Paths of Glory: The French Army 1914-18. Cassell, 2003.

Compiled Records from the General Staff, AEF. Histories of Two Hundred and Fifty-one

Divisions of the German Army Which Participated in the War (1914-1918). London

Stamp Exchange, 1989.

Cron, Hermann. Geschichte des Deutschen Heers im Weltkriege 1914-1918. Berlin:

Germany, 1937.

Cron, Hermann. Imperial German Army 1914-18. Helion & Company, 2006.

David, Daniel. The 1914 Campaign: August-October, 1914. Wieser, 1987.

Doughty, Robert A. Pyrrhic Victory. The Belknap Press of Harvard University Press,

2005.

Edmonds, Sir James E. Military Operations: France and Belgium 1914, Vol. I. Nashville:

Battery Press, 1995.

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Edmonds, Sir James E. Military Operations: France and Belgium 1914, Vol. II.

Nashville: Battery Press, 1995.

Engerand, Fernand. La Bataille de la Frontiere. Paris: Editions Bossard, 1930.

Esposito, Vincent J. The West Point Atlas of American Wars: Volume II (1900-1953).

Praeger, 1959.

Frederick, J.B.M. Lineage Book of British Land Forces, 1660-1978. Microfilm Academic

Publishers, revised ed. 1984.

General Staff, War Office. Hand Book of the Belgian Army 1914. Nashville: Battery

Press, 1998.

General Staff, War Office. Hand Book of the French Army 1914. Nashville: Battery

Press, 1995.

General Staff, War Office. Hand Book of the German Army 1914. Nashville: Battery

Press, 2002.

German General Staff. Ypres, 1914. Trans. G C W. Nashville: Battery Press, 1994.

GMT Games, LLC. The Great War in Europe Deluxe. California: GMT Games LLC,

2007.

GMT Games, LLC. Paths of Glory. California: GMT Games LLC, 1999.

Griffith, Paddy. Fortifications of the Western Front 1914-1918. Osprey Publishing Ltd.,

2004.

Guinard, Colonel Pierre, and Jean-Claude Devos and Jean Nicot. Inventaire Sommaire

des Archives de la Guerre, Série N 1872-1919. Troyes: La Renaissance, 1975.

Hamilton, Ernest W. The First Seven Divisions: Being a Detailed Account of the Fighting

From Mons to Ypres. E.P. Dutton and Company, 1916.

Hanotaux, Gabriel. Histoire illustrée de la guerre de 1914, Thome I-XII. Paris:

Gounouilhou, 1915.

Hanotaux, Gabriel. La Bataille de la Marne, Thome I-II. Paris: PLON-NOURUIT et Cie,

1922.

Hazell's Annual for 1913. Hazell, Watson & Viney, Ld., 1913.

Histoire de la Force Publique.General Emile Janssens. Ghesquière & Partners, 1979.

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James, Brigadier E.A. British Regiments, 1914-1918. Samson Books, 1970.

Kingdom of Belgium. L’Imprimerie Moderne. Annuaire des Officiers de la Garde

Civique, 1914. Brussels, 1914.

Kingdom of Prussia. Armee. Grosser Generalstab. Die Schlachten und Gefechte des

Grossen Krieges 1914-1918 : Quellenwerk nach den amtlichen

Bezeichnungen zusammengestellt vom Grossen Generalstab. Berlin, 1919.

von Kluck, Alexander. March on Paris and the Battle of the Marne 1914. Longmans,

Green and Co., New York, 1920.

L’Infanterie: Filations et Traditions. Luc. A. Lecleir, Chef du Service Historique des

Forces Armées. "Filations des Forces Armées Belges", Service de l’Historique, Brussels.

n.d.

Les Armées Françaises d’Outremer. Paris: Official, 1931.

Les Troupes de Marine, 1622-1984. Paris: Charles-Lavauzelle, 1991.

Lomas, David. First Ypres 1914. Osprey Publishing Ltd., 1998.

Lomas, David. Mons 1914. Osprey Publishing Ltd., 1997.

McEntee, Girard. Military History of the World War. Scribners, 1937.

Michel, Marc. L’Appel a l’Afrique, Contributions et Réactions à l’Efforts de Guerre en

AOF, (1914-1919). Paris: Sorbonne, 1982.

Militaria Belgica, (journal of the Société Royale des Amis du Musée Royal de l’Armée et

d’Histoire Militaire), various issues.

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1920.

Ministère de la Défense Nationale, État-major Général de l’Armée. Les Campagnes

Coloniales Belges, 1914-1918. Section de l’Historique. Brussels, 1927.

Ministère de la Guerre. Annuaire Officiel de l’Armée Belge, 1914. Brussels, 1914.

Ministère de la Guerre. Annuaire Officiel de l’Armée française pour 1914. Paris, 1914.

Ministère de la Guerre, État-major de l’Armée, Service Historique. Les Armées

Françaises dans le Grande Guerre. Multiple volumes. Paris, 1922.

Muller, Emmanuel Colonel. Les Troupes du Katanga et Les Campagnes d’Afrique, 1914-

1918. Office de Publicité, Brussels. 1937.

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Nicot, Jean. Inventaire Sommaire des Archives de la Guerre, Répertoire Numérique des

Journaux des Marches et Operations. Troyes: La Renaissance, 1968.

Perris, George H. The Campaign of 1914 in France and Belgium. Henry Holt and

Company, 1915.

Prior, Robin & Wilson, Trevor. The First World War. Cassel, 1999.

Rommel, Erwin. Attacks. Athena Press, 1979.

Sumner, Ian. The French Army 1914-1918. Osprey Publishing Ltd., 1995.

Taylor, William L. “The Debate over Changing Cavalry Tactics and Weapons, 1900-

1914”. Military Affairs, Vol. 28, No. 4 (Winter, 1964-1965), pp. 173-183. Society for

Military History.

"The French Army in August 1914”. The Tactical Notebook. Institute for Tactical

Education, Quantico, Virginia, 1992.

Thomas, Nigel PhD. The German Army in World War I (1): 1914-15. Osprey Publishing

Ltd., 2003.

Tuchman, Barbara W. The Guns of August. Ballantine Books, 1994.

Tyng, Sewell. The Campaign of the Marne. Westholme Publishing, 2007 (reprint).

Uniformes, les Armées de l’Histoire. Various issues 1980s and 1990s. Paris: Argout-

Editions.

Whitton, Frederick E. The Marne Campaign. Houghton Mifflin Company, 1917.

Westlake, Ray. The Territorial Force, 1914. Ray Westlake Military Books, 1988.

Zuber, Terence. The Battle of the Frontiers: Ardennes 1914. Tempus Publishing, 2007.

Zuber, Terence. The Mons Myth: A Reassessment of the Battle.The History Press, 2010.

Websites (in no particular order):

*Links are functional as of 30 JAN 2009*

Volcano Mods.com http://www.volcanomods.com

(website site for games modifications and forums for this and other Tiller games)

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The Blitz.org http://www.theblitz.org

(excellent site for ladder wargaming to setup play-by-email matches with others, and

forums for discussing this and other Tiller games)

First World War.com http://www.firstworldwar.com

(excellent site for general facts and topics about WWI)

Belgian Fronts http://users.skynet.be/fonck/

(good information on the Belgian Army of WWI)

Tulip Academy http://www.tulipacademy.org/gew/index.htm

Historique de Régiments http://www.chtimiste.com/

(excellent source for WWI French regimental history)

Mark Conrad's homepage http://marksrussianmilitaryhistory.info/

(excellent source for Allied 1914 order of battles)

Axis History Forum http://forum.axishistory.com/

Der erster Weltkrieg http://www.1914-18.info/

World War One Image Archive http://www.gwpda.org/photos/greatwar.htm

(excellent site for World War One photos; some of the images in this notes document

came from this website)

Other sources:

Belgian Ministry of War's army budget summary for the year 1914, presented to the

Belgian parliament on March 10, 1914. (In Flemish; used for order of battle information

of the Belgian Army.)

Great Britain. War Office. Army Orders, 1914. (Published 1 January 1915. Contains very

detailed organizational charts of all types of units.)

Great Britain. War Office. Monthly Army List - July, 1914.

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Special Thanks

Although I conducted my own research, it was helpful to brainstorm ideas and come to a

consensus on how to best represent historical situations with the abstractions inherent in a

war game. I want to thank Dr. Robert Bruce for his time, patience, and ideas. However,

Dr. Bruce’s most significant contribution is one that he is probably not aware of: the

instilment of a desire to create the most detailed wargame series about the Great War that

has yet been created. It speaks volumes about the effectiveness of a teacher that can

inspire creativity and the desire for further learning.

Also, I want to thank the testers. Great testers are a valuable resource and are quite hard

to find. Over the year that France '14 was tested, the testers did an outstanding job on a

project that probably seemed to them like it was never going to end. Despite this, they

continued to test for over a year and did as best as anyone could humanly hope for.

Without their help, France '14 would not be a reality.

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