The Great War 1914-1918 PBEMThis scenario is a conversion of Ted Raicer's "The Great War in Europe" board wargame. The formations are not historical and are fictitiously named. Special thanks to Ray Wolfe for his excellent map work. 1. Version Version 3.0 It include 3 versions - PBEM version
- Central Powers AI (Players should play as the Entente Powers)
- Entente Powers AI (Players should play as the Central Powers
2. UNIT COLORS 2.1. Central Powers - German: Blue on BLACK
- Austro-Hungarian: Black on GREY
- Turkish: Yellow on RED
- Bulgarian: White on RED
2.2. Entente Powers - French: Red on DK.BLUE
- British: Blue on TAN
- Russian: Tan on GREEN
- Belgian: White on LT.BLUE
- Italian: Blue on YELLOW
- Serbian: Grey on WHITE
- Greek: Lt.Blue on WHITE
- Romanian: Yellow on WHITE
- Montenegrin: Dk.Blue on WHITE
- American: Black on LT.GREEN
3. VICTORY While there are Victory Point locations, the primary way to win this game is to break the will of the opposing force. Capturing the capitol city of most nationalities in the game will result in that country's surrender and withdrawl from the war. This applies to every nation except Germany, Russia, Serbia, Belgium, and England (which cannot be attacked by the Central Powers because of the British control of the seas). NOTE: At some point in 1917 there is a very good chance that the Czar will fall and be replaced by a provisional government. There is a very high chance that a few turns after that the Bolshevik Revolution will cause Russia to withdraw from the war. 4. NATIONAL ACTIVATION TURNS - Belgium: Turn 2
- Turkey: Turn 7
- Italy: Turn 14
- Bulgaria: Turn 19
- Romania: Turn 29
- Greece: Turn 39
- United States: Turn 46
5. HOUSE RULES - Except for Gallipoli, the Entente Player may only use Sea Transport to move between friendly and neutral ports.
- No units may enter Italy until turn 14.
- No units may enter Bulgaria until Turn 19 (yes, this means Turkey is isolated so Turkish units may not leave Turkey until Turn 19).
- No units may enter Romania until turn 29.
- Only 6 Italian units may operate outside the A-H/Italian Front so long as Austria-Hungary is in the war.
- Bulgarian units may not enter Russia, Poland, Austria-Hungary, or Germany.
- Turkish units may not move west of hex row 70.
- Russian, Romanian, and Serbian units may not move west of hex row 60. They cannot enter Italy at any time.
- Only one U.S. unit at a time may operate outside the western front.
- If and when Russia withdraws from the war, 15 German infantry divisions (Regular, Reserve, or Landwehr) must remain in Russia.
6. EVENTS - The Allies will experience Shock effects for the first 2 turns.
- There is no Rail or Sea Transport for either side on turns 1 or 2.
- Entente Powers supply will begin at normal levels, get better for a while, then slowly drop off as the war drags on.
- Central Powers supply begins at normal levels, gets stronger for a while, then trails of considerably as the British naval blockade takes its toll.
- The Battle of Jutland will occur in May or June of 1916. If the German Navy wins, the Central Powers' supply will increase a few turns later.
- At some point in 1918 the Spanish Influenze pandemic will hit both Forces, causing serious Shock effects and making offensive operations almost impossible.
7. HISTORY Rather than attempt to write a history of World War I in this briefing, we encourage players to read one or more of the excellent books on the topic. Two good books to start with are Martin Gilbert's "The First World War" and John Keegan's identically titled "The First World War". Todd Klemme, Bud Windham |