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Europe & Middle East, August 01, 1914, Central Powers army of 1999 units opposed to Entente army of 2000 units for a battle of complexity 5.19 at Division(XX) level on a 10 Km/Hex map for 280 turns of Full Week each. by Piero Falotti submited on 27-12-2005 Rugged-Defense Playing Statistics
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THE GREAT WAR 1914-1918Version 4.2.3 And grateful collaboration on 3.5-4.1 by Daniel McBride and Jan Skudlinski and the countless people that study the subject and maintain all the wonderful web sites out there! This is a monster scenario, attempting to recreate the full spectrum of WW1, the war to end all wars, (yeah, right!) For more complete historical information, links, etc. please look also at Daniel Mc Bride?s excellent Great War scenario and briefing at : http://www.the-strategist.net/RD/scenarii/hosted/mcbride/ 1. Notes on version 4.2 This version 4.2 is a big improvement on even 4.1 as most bugs have been rooted out and now has in the event engine. 2. Notes on Land and map I started from the Map of the excellent ?Gotterdammerung 1945? scenario adapted for 1914. Little by little the map changed and was completely overhauled. With hindsight, I wish I did a new map from scratch as some of the original distortions are still there, but overall the map is quite precise and the land features do reflect the 1910?s quite well. It was difficult to portray such a diverse and large land mass for TOAW, especially since sea combat is not the strength of the system, and yet played a large part in WW1. On the Map itself, I decided to "cut" and deploy maps in such as way to allow most conflict areas to be represented while not making too much distortion (the Earth being round). One can now move by sea (and so it is difficult for the Central Powers to do it) units to Africa, Asia, Middle East and play different strategic options. On Scale, I used the 15 Km per hex to represent 10Km hexes to further decrease movement ability, which is too high for the era. I voluntarily reduced the roads in Russia and Middle East, to simulate the longer distances and even more supply and movement hardships and logistical problems. In fact, in Africa, Russia and Middle East, the scale is more 20Km/hex than 10 or 15 to simulate just that. With numerous play test, supplies and distances have been adapted to make it realistic. 3. Notes on Supply This is 1914. Troops advance by foot and supplies by rail or horse. I made the supply ability of all forces extremely low to simulate the low movement abilities of most armies and the static nature of warfare. To simulate the 1914 Schlieffen plan movement and ability to advance fast in the first few weeks, I resolved to artificially equip German forces with extra trucks and troops as well as to prove a shock bonus for the first few turns 4. House rules Optional House rule: area ownership should be turned off and you should not be able to see supplies. Neutrals : until they enter war, no player can enter lands of Bulgaria and Ottoman. Italy and Rumania will enter the war when their exclusion zone is removed. Special Note: Italy was fighting its own war in Lybia since 1911 and this one may be going on at the start of the game. If orders are given, like attack Heligoland island or attack the Dardanelles, the Entente player should comply. Bridges: players may only blow up bridges if these cross river from one side to the other, not when they "follow" the river. Rail Movement: in the Middle East theater (South-East of Constantinople, only one division or two brigades or any number of smaller units may use rail transport per turn) Decoys: Decoys may never enter enemy territory. Russian Revolution: Russia Red and White Armies may never leave Russian territory and may never attack other Powers units. Central Powers sea transport: No German sea transport is allowed in the Mediterranean or Atlantic (North Sea and Adriatic is OK, but at your own risk) and in no way can Central Power forces be shipped to African colonies. Amphibious landings: Only one division per turn can do an amphibious landing plus one marine unit (so max two divisions per turn) French Plan XVII. French units must attack on turn 1. Attacks may be limited and minimize casualties ones, but all units that can attack must attack, with exception that French may not enter Belgium or attack units in Belgium until turn 2. Cavalry: NO CAVALRY IS ALLOWED IN AFRICA (Except Egypt), except for cavalry starting there - in Africa horses suffer from heavy losses due to disease and lack of supply. Entente Cavalry divisions Italian Surrender. If Milano is seized by the Central Powers, Italy will surrender and all its armies disband. The Central Power player may leave units in Italy, but will not be able to attack other Entente countries (i.e. France through the Alps) from Italy. Entente forces in Italy will have to leave Italian territory to the nearest Entente country, by any means (sea, rail, land). If unable to do so, they have to disband or be destroyed. 5. RUSSIAN REVOLUTION Version 4.2 has some new events for Russian Revolution. Now the Russian revolution will not happen as it did historically. This is due to the fact that Central Power players could just wait until 1917 to get fresh troops west and thus making the very important East front quite uneventful. Not so anymore. Now the Russian revolution(s) are triggered by social turmoil but also military successes or failures. If Russia manages to be successful and seize important objectives in East-Prussia or Silesia, it may well be that the Russian revolution is cancelled or delayed (spelling doom on the German ability to launch a final all-out offensive). If however the Central Power is able to advance deep into Russia and Ukraine, it may be that the discontent of the Russian people will force an earlier revolution, thus liberating more troops earlier (before the Americans reach the west front) 6. Notes on Forces and strategies most info comes from numerous books and web sites, of which a special mention should go to the excellent "the World War I data-book" by John Ellis and Michael Cox, but alto to the Nafziger collection, the Osprey Campaign and Men-at-Arms series and numerous books on artillery of WW1. Some few units names may be wrong or inexact in their deployment or location. Likewise, some (minor) liberty has been taken on the equipments and deployments. Some more liberty has been taken to portray some Generals to make them very good (strong force) or weaker. These can be disbanded as new army generals appear. 6.1. France French forces are well equipped and quite strong, if perhaps lacking of small size units and weak in Cavalry. French forces are configured for the attack, with little heavy artillery, they will improve over time with more machine guns and mortars and much more artillery at army level. French air forces are also very good, but one has to keep an eye on production as new types of planes can bring a sudden edge on a battlefield. France starts the game with orders to attack. This will either lead to a fast victory or to forces bled white. The first 7 turns of the game will be important as these will be the ones where the German forces will be stronger and you will have limited reinforcements. After turn 7, your situation ? if not hopeless ? will become better and you will be able to stabilise the front. Of course the defence of Paris is of the utmost importance and all must be sacrificed to keep it away from German hands. In 1915 and onwards, as French forces become stronger, you will be able to mount more attacks and even spare a few corps for operations on ?secondary? theatres. A French corps in Albania, for example, will be a nightmare for the Central Power player to counter, but then you may need that corps to stop the latest German offensive?. 6.2. Britain and Commonwealth The British Army has a superbly trained and equipped army at start, but very small. It can prove a block to the advancing Germans, but not for long and so has to be used well. Lose it and the West Front will be lost and perhaps with it the war. With time, the new territorial army and more guns and equipment will make it a formidable army, able to be used - with caution - in all theatres of operations, often as fire-fighters to plug holes in the front?s defences. But care must be taken not to suffer too many losses as replacements will become scarce with time. An additional welcome reinforcement will come from the forces of the Empire: Australians, New Zealanders, Indians, South Africans, Canadians, West Indies and Africa. These troops of varying quality, will be hard needed on the Western Front as well as in Africa and the Middle East. The Royal Navy will have for the most of the war the dominance of the seas, but care has to be put in not loosing its expensive assets, which may cost dearly in victory points. For King and Country! 6.3. Russia The Russian army may well hold the key to victory. In 1914, if it can endanger East Prussia or even Berlin, or fix enough German forces in the East to prevent German victory in the West, it can save the day. While some of the Russian armies are strong and well equipped, some are weak in equipment, morale and training. Will they improve fast enough through the war and not suffer defeats that will spark the popular revolution? The Revolution, once under way, will weaken further the Russian military machine and eventually bring it to a halt and eventually to ceasing fighting. 6.4. Belgium Belgium has a small but good army and a set of very well defended fortresses in Liege, Namur and Antwerp. Could it hold long enough for the British and French forces to come to its help Or will it retrench in its forts? Belgium will fight on for the duration of the war, and has an important part to play in Africa, where from its Congo colony, it can attack the German colonies. 6.5. Serbia The Serbian Army is small, but well trained and equipped, after its recent victories in the 1913 Balkan War. It may prove a tough nut to crack for the Austro-Hungarian army. With skill, it can hold out for most of 1914 and 1915, but it will have to be helped if it wants to hold on longer than 1915, especially as Bulgaria will threaten its eastern frontier. 6.6. Montenegro Montenegro has a small army, barely able to hold the ground, but it also faces week Austrian Forces and with reinforcements it can be difficult to conquer for the Central Player. 6.7. Italy The Italian army is week and ill equipped in artillery, but will initially have the advantage of starting the war later, in the spring of 1915, and with fresh troops. Will it strike against the fortifications of the Trentino or the ones of the Isonzo? or will it try to work its way through the Greece or Albania? Italy has some strategic advantages, but will have to face a rebellion in its recently conquered Libyan colony . The Italian Navy is small and may risk bold actions with its motor torpedo boats, but will not be easy to replace if lost. If Italy?s industrial heartland, and the city of Milano fall, Italy will surrender. 6.8. Rumania Rumanian forces are well trained, but limited in numbers, they will need help or will be crushed by the Central Powers. However, with possible good defensive terrain, it can prove to be a front of importance, especially if Bulgaria can be knocked out of the war. 6.9. Greece Greek forces will be split between pro-Central Power royalists and pro-entente (pro-prime minister Venizelos) forces. The Greek Army will defend its land but won't be able to mount large offensive operations. It is however well armed, well equipped and consist of veterans from the Balkan wars of 1912 and 1913. 6.10. Arab The Arab forces are small but mobile and perfect to mount guerrilla operations and raids against the Ottoman forces in Arabia. Care however must be taken not to bite more than one can chew! Lawrence will be the leader to bring Arabia to victory. 6.11. Japan Japan will enter the war to seize the easy prize of German Far-Eastern Colonies. It will field a small army to attack Tsing-Tao. 6.12. Portugal Portugal will send a small expeditionary force to the West Front and fight German forces in Africa. 6.13. USA Entering the war in 1917, the USA will field a strong army backed by a strong economy, but it will require time to build up! Very well equipped with French and British weapons, it may well tip the balance (but perhaps too late) of the War. 6.14. Germany Germany has the largest and most powerful army in the world, but will it be enough for a war on two, three - and more - fronts? The Schlieffen plan aims for a quick victory - seizing Paris - in 6 weeks, while holding the East against Russia. Should it fail, what next? The passage at Liege and Namur fortress is an absolute necessity, if time is lost there, the whole plan might drag on too much until French and British forces make a solid defence. A decision will be: to drive through the shortest route to Paris - and thus exposing your right flank, or secure the channel coast, but making it a longer path to Paris. The German army, like all others will also suffer from a limited number of replacements and will have to chose its attrition battles carefully. That will be a little offset by an industry able to produce a massive quantity of guns and equipment, but that will have to be ? in part ? given to other armies, like the Austrian-Hungarian or the Ottoman ones that will suffer from smaller industries. The German Navy is strong, but not a match for the Royal Navy. What will it be used for? Germany has also some far flung colonies, with some decent, but small, forces. Will it be able to defend its colonies against the British, French, Belgians, Portuguese and Japanese? 6.15. Austria-Hungary Austri-Hungary has an immense territory and borders to defend and has to start with attacking Serbia, which may be more difficult than expected. Austria-Hungary will quickly have to face a numerically superior Russia, a strong and defiant Serbia and possibly, from 1915 onwards, an aggressive Italy, all the while watching Rumania and possible Entente landings on the Dalmatian coast. Its Navy and Army are well equipped but will have few replacements and will require help from Germany. Also, despite its large numbers and overall good quality, Austro-Hungarian forces are of different ethnical composition, which may bring some issues to its cohesion and performance. 6.16. Ottoman Empire Entering the war in October 1914, the Ottoman Empire has too many fronts to defend and possibly to attack: Egypt, Mesopotamia, Arabia, the Caucasus, the Dardanelles Straights and the Balkans. It can not attack or defend all. Some will have to give but this may be the cause of its future collapse. Should Constantinople fall, it will trigger the surrender of the Ottoman empire and Entente forces will be able to travel through it. If late in the war, as the Ottoman will be exhausted, the fall of cities like Aleppo and Erzurum may also trigger the Ottoman surrender. 6.17. Bulgaria Bulgaria is eager for revenge after the second Balkan War. It has a small but experienced army and a strategically important position between Austria-Hungary and the Ottoman Empire, from where it can strike on Serbia (war aims for Bulgaria are to control Macedonia). However the fall of its capital Sofija will cause the Bulgaria to surrender and its army to disband 6.18. Soviet Red Army The Russian revolution might bring to power the Bolsheviks who will attempt to seize power. The Red Russian forces will have to first get hold of Petrograd through the second revolution, and if successful, will quickly grow to an impressive size and will aim to control the whole of Russia. I decided to give control to these forces to the German player as, even if often hostile to Germany, the "victory points" seized by the Red Army in Russia should count against the Entente ? as these will see in the spread of Bolchevik ideas possible turmoil in their own countries and armed forces. 6.19. Russian White Army The Russian White Armies will appear after the Russian revolution. These forces are numerous but divided and should have as a major objective: to hold as much territory and as many towns as possible against the Red Army. 6.20. Albania In 1914, Albania is a rugged and wild land inhabited by backwards, warmongering, opposing tribes and factions that will fight for one side or the other. These forces are weak, but may hassle either player in those regions. Albanian forces should not wander far from Albania?s ?borders?. 6.21. Finland With the Russian revolution, comes Finland?s independence. Finnish troops will fight mainly the Red Army, this is why I decided to give control of these to the Entente player. Will they be able to seize and hold Helsinki and Vyborg? 7. Notes on Headquarters Headquarters reflect partly the equipment and organisation of headquarters, but also the skill of the General and should not be looked as examples of their real force and structure (for Example Gen.Diaz or Hindenburg never had 800 guns in its direct command, but proficiency is not a good way to reflect strategic influence of a good general on his troops.). Armies will have new HQ units (New Generals) that appear. These can replace previous ones by replacing them (disband the previous unit) or can be dismissed (by disbanding them). Some will reappear if there are no replacements, some will not disappear, simulating the confusion that too much sacking can cause in an army. 8. Notes on Decoys Decoys are available to simulate false information about troops... use them wisely... 9. Notes on Africa Supply in Africa is a problem... if you move your forces too fast without rest, even a division might loose to a battalion... and beware of mosquito! 10. Events and Politics. This game does not want to be a political game and so events are fairly simple and few, but some are fundamental. Be sure to read at each turn the news and events, some will impact your ability to run offensives and manage multiple fronts. 11. Offensives After 1914 a few times a year, each side will have an event called "Launch a major offensive?" which simulates the stockpiling of troops and ammunitions to launch major offensives. These offensives will be limited and have to be used wisely. Also, offensives will be consuming a huge amount of supplies and weapons, these take time to replace and therefore limit, as it was then, the number of offensives. 12. Victory How does one wins? There are two ways to win. 1.A knockout victory, by seizing major cities and provoking the collapse of the enemy. For the Central Powers, seizing Paris will provoke the collapse of the Entente. For the Entente, the seizing of the Ruhr, Vienna or Berlin will provoke the collapse of the Central Powers. there is a victory for the entente if the French manages to take Metz in the first 10 turns (plan XVII) Some countries, like Russia, the Ottoman Empire, Italy, Bulgaria, Montenegro, etc. will collapse when moral reaches a low point or when a key city is captured. Some, however will fight on, like Rumania, at least for a while. 2.The other way to win is to hang on and fight until exhaustion forces a side to seek armistice. With time and defeats, Russia will suffer a revolution. Likewise for France, Britain, Germany and Austria-Hungary, time will not work in their favour. Chances are that by the end of 1918, Germany will collapse, but there are cances that the fighting can go on until the end of 1919, in which case, all sides eventually will stop fighting. In all cases the number of victory points gathered will be important to calculate the level of victory. Effects of Victory will be different if victory happens in 1914 after a short war, or if after a long and bitter war. In the case of a long war, Entente wins if the results are either significant victory OR draw. Central Powers only win if it is a significant victory. |