For those that want just the changes, here there are. There are other minor corrections, and, of course, you are welcome to create your own Delta file from the e-rules/Scenarios. In 2 Detailed Sequence of Play, add to the end of 7e3

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For those that want just the changes, here there are. There are other minor corrections, and, of course, you are welcome to create your own Delta file from the E-Rules/Scenarios.

In 3.2 Detailed Sequence of Play, add to the end of 7e3: Agents are placed on the Psychological Warfare Display and morale points deducted.

In 4.6 #1 Combat: This gives shifts in determining combat odds.

1) The shift notation gives the number of shifts to the left or right the player will receive for all land attacks or defenses that turn on that front. “R” shifts apply to the land attacks of the owning player while “L” shifts apply to the land defense of the owning player. For example, a shift of “1R” would mean a player’s attack at 2:1 would shift one right to become a 3:1; a shift of “1L” would mean an opponent’s attack at 2:1 would shift one left to become a 1:1. If both sides receive shifts, use the cumulative difference. For example, if the attacker receives a “2R” shift and the defender a “1L,” the cumulative total would be “1R.”

In 4.6, Description of Strategy Cards, note under Objective Item #2 and Special Instructions these additions:

2) If the objective calls for the player to eliminate a designated number of enemy units, those units can be eliminated at any time during the turn by any means (e.g. enemy units lost when they are attacking count).

Special Instructions: special instructions generated by that card. When reinforcements are specified, those reinforcements may be placed on any unit in command and in supply when the card is played.

7.24 (change) Mobilization point transfers may only originate in a country with more Industrial Cities than the receiving country. A player may transfer a maximum of ten percent (10%) of the current quarter’s output of each country. Mobilization points may be transferred from one country to another country only if an industrial line of communication exists. When a line of communication doesn’t exist, each country (or off-map area) must conduct mobilization as a separate entity. Note: transfers to Russia are limited to five points per quarter (zero in Winter quarters).

7.3 Industrial Line of Communications

Addition at end of paragraph: The rail zone is the shaded area throughout western and central Europe. The CP may only trace a sea portion in the Baltic Sea and the Sea of Marmora.

7.31 If an industrial city can not trace a LOC to another industrial city, its mobilization points must be treated separately. Its points may be accumulated. If a LOC is reestablished, those points can be transferred. If the city is occupied by enemy units, those points are lost.

7.64 Reserve Mobilization. A player may place reserve infantry units on non-industrial city hexes in addition to industrial city hexes of the same country, no more than one such unit per city per Mobilization Phase. The hex of placement doesn’t need to have a line of communication to an industrial city.

7.65 Ottoman Empire. The Ottomans may place one land unit on any Ottoman mobilization hex (the numbered hexes used for set-up) per Mobilization Phase. The hex of placement must have a line of communication to an mobilization hex.


At the end of the Mobilization Phase and during Reorganization segments, a player may reorganize his infantry corps. That allows him to exchange corps of equivalent divisional strength.

11.3 Prohibited Movement

A unit may never enter a hex containing enemy land units of any kind, terrain the unit type may not enter according to the Terrain Effects Chart, or a hex that would place the unit out of supply (that is, more than double the command radius of the nearest HQ), except during rail movement (11.62) or naval transport (11.63). A unit that is out of supply must either remain in the hex it starts the movement segment in or, if it moves, must move to a hex that is in supply. If a unit can not reach a hex that is in supply, then it must move towards the nearest friendly HQ, friendly rail hex, or friendly port, whichever is closer.

11.6 Force March & Strategic Movement

A unit may increase its normal movement allowance using force march or strategic movement. Force march is generally used to transfer units from the command of one HQ to another within a theater. Rail Movement and Naval Transport are generally used for moving units from production areas to fronts or from one front to another and thus do not need to be within an HQ command radius to move – they may move on the extra impulses available within the front they find themselves. Thus it would be possible to rail move to a port in the first impulse, move by naval transport in the second impulse if the embarking port was on an active front for the second impulse (e.g. West Front), arrive in a port on another front (e.g. Middle East Front), and rail move in third impulse to within the Command Radius of an HQ, then move and conduct combat in the fourth impulse (presuming the Front was active for a fourth impulse).

11.61 Force March. A unit may force march using normal land movement, except its printed movement allowance is tripled. Such units may not start in or enter an EZOC. Force march may only be used to enter friendly hexes. Exception: when a unit is out of supply, it may use force march to move towards the closest HQ, friendly rail hex, or friendly port hex (whichever of these is closest).

11.63 Naval Transport. A land or air unit must start the movement segment in a port hex; it may not perform any other type of movement during that segment. See 29.1 for procedures. (rest of paragraph deleted)

11.631 If it is a Central Powers unit, it may move to and from friendly ports bordering the Baltic Sea or the Black Sea and Sea of Marmora in Turkey. No Central Powers unit may move directly from a port on the Black Sea or Sea of Marmora to one on the Baltic Sea, or vice versa.

11.64 Restrictions on Strategic Movement. No unit may use more than one type of strategic movement in the same impulse. No unit may mix normal and strategic movement in the same impulse. A unit may not enter enemy controlled hexes or EZOC when making any kind of strategic move. A unit must end its strategic move in a hex in which it can trace a line of supply.

14.12 All units defending in a single hex must defend together, and their combat strengths must be added together to form a single combined total. The defender may not withhold units from the defense. Each defending hex may only be attacked once per combat segment.

15.44 Sea LOC. The path of sea LOC hexes is further constrained as follows.

1) Central Powers sea LOC hexes may only be traced from port to port in the Baltic Sea or the Black Sea and the Sea of Marmora.

2) Entente sea LOC hexes may only be traced from port to port in the Atlantic, Mediterranean, Black Sea, Red Sea and/or Persian Gulf. LOC may not be traced through the Sea of Marmora unless Constantinople is Entente occupied.

15.71 Additional Segments. A friendly combat unit that’s “in command” may move and attack in segments after the first one if a friendly Strategy card is being played that allows these additional segments. This is determined at the instant the unit begins to move or attack. Note a unit may move out of command in its movement (but not out of supply; see 11.3) without penalty other than potentially being unable to move or attack in the further segments. A unit may be able to move and attack due to an HQ moving up to where a unit is “in command”.

15.72 Combat Shifts. Attacking and defending units “in command” may utilize combat shifts from strategy cards to shift the combat results column in their favor. See rules 11.2 and 11.6. Command status is determined at the instant of combat. Attacking units would always have their attacking shifts in additional segments because they can only attack when “in command” however defending units might not receive their benefits if they are not “in command”.

17.1 Fortification markers (“forts”) are placed on the map according to scenario instructions, and they have the following effects and limitations: 1) forts may never move or attack; 2) forts and all units stacked with them ignore retreat results, and 3) forts may not be attacked using the Infiltration CRT.

19.24 Penalties & Restrictions. Ultimatums may cause shifts in morale as described on that table. Neither side may ever violate the neutrality of Sweden or Norway.

19.3 Surrender

Once a country has entered the war it can never again become a neutral. Countries may surrender. Surrenders should be noted on the Country Status Sheet.

19.31 All countries in an alliance will surrender if that side’s morale falls below one. If an entire alliance surrenders, it loses the game and the other player checks to see if his alliance has attained its victory conditions.

19.32 Individual countries within an alliance may surrender if the following occur.

1) Certain political events call for a player to check the Revolution Table. The player must roll a die for each country in his alliance. Certain results (Red Terror or Nationalist Revolution) will cause individual countries to surrender.

2) Certain ultimatum events call for the targeted neutral country to surrender.

20.3 Japan removed.

21.44 IMPORTANT—IMPULSES: units moving in the off-map areas or from the Game Map to an off-map area may move only in the first and second impulse. Units moving from an Off-Map area to the Game Map may only move in subsequent impulses if the Campaign card for the front provides for further impulses.

21.51 The Entente player may transport one land or one air unit starting in an off-map area with a port to any other port hex in the same or adjacent area.

21.52 Certain off-map areas have more than one port. In those cases, the player may transport one unit per port, but only via the sea areas to which they are adjacent. The east coast of the US has two ports; so it could transport two units. Example: the US west coast has one port and the US east coast has two ports. One Entente naval unit could be started in the west coast, moving via the Eastern Pacific; two more units could be started in the east coast, moving via the Atlantic. Example: a British corps in Australia could be moved to India in two impulses – in the first impulse embark and move into the West Pacific, and in the second impulse move to the Indian Ocean and disembark into India.

21.53 Transported units must end their movement in a port adjacent to the sea area in which they moved. A maximum of one unit may be landed per port per phase, meaning each port has a maximum capacity of one unit embarking and one unit debarking. Example: a unit starting on the US east coast and being transported via the Atlantic could end its move in any port adjacent to the Atlantic area or on the West Front game map (see below).

25.21 The following restrictions apply to naval movement.

1) Gibraltar: Central Powers surface naval units in the Mediterranean section of the Game Map may not move to the Atlantic section of the Game Map and vice versa. All Entente naval units and Central Power submarines may freely move back and forth between the two sections. Note: these units are not moving into the Atlantic off-map sea area in moving between these two sections of the Game Map.

2) Denmark: neither side’s surface units may move into or through Denmark Restricted Waters hexes as long as Denmark is neutral. Entry into such hexes is considered a neutrality violation. Submarines may freely move back and forth between the Baltic and North Sea..

25.71 Off-Map Naval Lines of Communication. In most Off Map areas, the Entente player has various Industrial Centers and will be using the corresponding forces to occupy Off-Map areas and remove Uprising Markers, e.g. British forces in British Africa, French forces in French Africa, Japanese forces in China. In the unlikely situation that non-corresponding forces are employed, those forces must have a naval transport in a corresponding area port. For example, if any Entente forces are used in China other than Japanese, each such country would require a naval transport to be place in Hong Kong.

26.31 General Engagements take place between adjacent opposing naval units.


1) The attacker declares a general engagement.

2) Players determine the contact differential and then roll on the Contact Table.

3) Any combat is then resolved.

Multi-Hex/Multi-Unit Combat Procedure.

1) If a player decides to attack from a hex, he must attack with all naval units in that hex.

2) The attacking player may not combine naval units from different hexes into a general engagement attack on the same enemy hex.

3) All defending units in a hex must defend.

4) A single stack of naval units may attack or defend only once per combat segment.

26.43 A given force may make any number of naval transit attacks each movement segment against different defending forces. A given force may be attacked in more than one enemy naval transit attack per movement segment, provided each attack is conducted by a different naval force.

29.12 Disembarkation: units may disembark at any friendly port up to stacking limits.

29.2 Amphibious Assaults are directed against unfriendly ports or naval bases. (All references to ports apply equally to naval bases in this section, the only difference is naval bases receive an additional column shift.) They are conducted by having a transport flotilla transport a land unit to an unfriendly port hex. Each side may conduct only one amphibious assault per turn, and only in the first phase of a turn. The invading unit must attack the port hex and any enemy units occupying the hex. All port and naval base hexes are considered to have a defensive strength of five for amphibious defense (that is, that defensive value wouldn’t apply if the port was attacked by land combat). That value is added to the combat strength of any combat units in the hex.

If the assaulting unit belongs to the Central Powers, both the port of embarkation and the port of disembarkation or amphibious assault must border either the Black Sea/Sea of Marmora or the Baltic Sea. The unit may not move from a port in one sea to a port in the other.

If the assaulting unit is Entente, the port hex may border the North Sea, Atlantic, Mediterranean, Red Sea or Persian Gulf. The unit may move from a port bordering one sea to a port bordering any sea on the list. In addition, assaulting units may embark and assault ports within the Black Sea, but not into or out of unless Constantinople is Entente occupied.

30.23 A player may raise his air doctrine level through the mobilization process, expending the requisite number of mobilization points and playing an appropriate weapons and tactics card. A player may raise his air doctrine level a maximum of one level per calendar year beginning with Level 2 in 1915.

30.54 Friendly air units must stop movement and resolve any interceptions whenever entering a hex containing an enemy air unit and the opposing player declares an Interception. Surviving friendly air units may proceed with their movement to carry out their mission. Note: an opposing player with an air doctrine level of four or higher may declare a Combat Air Patrol (CAP) when a hex adjacent to an opposing air base is entered. (Note: like Naval Transit attacks, any number of Interceptions/CAPs can be conducted by a particular force of the non-moving side, but the moving side is subject to only one such attack per non-moving force. For example, if moving side force A is intercepted by non-moving side force X, force A can not be attacked again by force X however it could be attacked by force Y.)

30.57 Strategic Movement of Air Units. Air units may use rail and naval transport. Each air unit counts as one divisional equivalent for strategic movement purposes.


During the Supply Attrition Phase, players must check their units’ logistical situation. Units that can’t trace a supply line are subject to attrition.

31.1 Land Units

All land units except those listed below must trace a line of communication to any friendly headquarters (regardless of country). That line of communication is traced normally, except it may be a number of hexes up to twice the headquarters’ command radius. The headquarters itself must be able to trace a line of communication back to a friendly mobilization hex using standard line of communication rules.

31.11 During the Supply & Attrition Phase, every land unit that can’t trace a line of communication as described above must immediately have a die rolled for it. That result is then checked on the Supply Attrition Table. Exception: Guerrillas and headquarters never make attrition checks. Other units that are in naval bases, industrial cities, fortified zones, ports, and cities never make attrition checks. Units in Desert or Mountain hexes are eliminated on a roll or one or two (1-3 in winter). Units in all other terrain are eliminated on a roll of one (1-2 in winter).

31.12 During regular movement, land units may not move out of supply (11.3), nor may HQs move such that units are placed out of supply (11.5). Units conducting a Force March must remain in supply at all times, with the exception that a unit that starts the first impulse out of supply may use a Force March to move closer to the nearest hex that is in supply (11.61). Units moving via Strategic Movement (Rail or Naval) do not have to trace a LOC to an HQ in order to move and thus will be out of supply until they reach their final destination (see example in 11.6).

33.1 Prerequisites

In order to conduct a poison gas attack, the player must have accomplished the following.

1) Developed the “Poison Gas” weapons and tactic card.

2) Played a campaign card that gives at least a 1R land combat bonus. Poison gas maybe employed only on the front(s) designated by that card. Contingency card bonuses don’t count.

3) Have poison gas points available produced during a previous Mobilization Phase.

(Note: Poison Gas markers should be placed on the country’s capital or other designated spot to differentiate the country of production. Poison gas markers may only be used by units of the producing country.)

33.2 During any friendly combat impulse, the attacking player may use chemical warfare if he has the capability. He rolls on the Poison Gas Table after declaring poison gas use but prior to executing the attack itself, and then applies the results. The attack may not be called off. If the hex being attacked is vacated by enemy units, then an advance after combat into the vacant hex may be conducted by eligible units. Note that only the attacker may conduct poison gas attacks, never the defender.

33.4 Air units may also conduct poison gas attacks if at air doctrine level five. See the Air Missions Chart for details. This is conducted in place of a strategic bombardment attack. Note that other air units could conduct offensive ground support in the same hex.

34.3 Effects of Devastation

Industrial cities lose their mobilization capability until repaired as described in rule 34.4.

Petroleum sources lose their petroleum capability.

Naval bases are no longer naval bases. Ports are no longer ports – naval supply lines may not be traced through them and units may not embark.

Railroad hexes may not be used as railroads or roads until repaired as described in rule 34.4.

Cities retain their defensive shifts and supply attrition effects even when devastated. Reserve units may be mobilized in non-industrial cities - only the railroad aspect is affected.

34.4 Duration of Devastation

A devastation marker may be removed if the player expends the points designated on the Mobilization Table during a Mobilization Phase, or in the case of RR hexes, repairs them via HQ repair per 16.4.

35.15 The player controlling Bolshevik units receives three Bolshevik Agents. Any Agents lost are replaced during each Mobilization Phase.

37.2 If an alpine unit participates in an attack against enemy units in mountain or rough terrain, the attack odds are shifted one column right. If part of a defending stack, shift one column left. When losses are called for, the Alpine unit must be the first unit eliminated.

38.1 They (armored trains) may move only by rail movement. Unlike other units, they may move adjacent to enemy units and conduct combat in a phase that they use rail movement.

45.42 The following weapons and tactics cards are in effect in scenarios starting after the designated turns. Production of corresponding units may be started in the turns indicated.

•Blockade: Autumn 1914 (Entente)

Scenario Notes Additions:

11. All forts set-up in their respective countries unless otherwise indicated.

12. All units set-up on deployment hexes are placed on or adjacent to their deployment hexes inside their own countries unless otherwise indicated. All city placements are on those hexes only.

13. All “anywhere within...” must be set-up in supply. Those units which start the game out of supply (Ottoman 4th Army) are subject to Supply Attrition (31.0).

AH: Riva (3132): 1 two-division Alpine corps.

(A-H) Second Army: 1 headquarters, 2 two-division active corps, 1 two-division reserve corps, 1 two-division cavalry corps. Note the cavalry corps may be assigned to Fifth Army—if so place it on Fifth Army HQ at the beginning of the game. (Note: set-up hexes for the two Austrian plans are noted on the map for those who wish to experiment with having the Second Army deployed per the historical plans.)


The Ottomans are neutral throughout Summer 1914, but become a Central Powers belligerent in Autumn 1914. They’re not allowed to move, attack, or mobilize during the Summer 1914 turn. Deployment is on or adjacent to the Deployment hexes.


On or adjacent to Deployment Hex 1 (may not deploy on border hexes): 1 headquarters, 5 two-division active corps, 1 three-division reserve corps, 1 two-division cavalry corps.

On or adjacent to Deployment Hex 2 (may not deploy on border hexes): 1 headquarters, 5 two-division active corps, 1 three-division reserve corps, 1 two-division cavalry corps.


On or adjacent Deployment Hex 4 (1637): 1 headquarters. Reinforcement: 3 two-division active corps, 2 two-division reserve corps.

Russians use hex 1637 for the set-up of 4th Army under the historical Plan A. Set-up for Plan G uses the “4G” hex. (Note: historically the Russians intended to attack AH, but the French plea for an attack on the Germans led to the ill-fated Tannenberg Campaign.)

Notes: “Reinforcement” units appear on or adjacent to the deployment hex (or Siberia for Siberian units) at the beginning of the Entente third impulse of the Summer 1914 turn. Those units are received at no mobilization cost. If they are unable to deploy on or adjacent to their deployment hex, they arrive at the closest friendly city hex or may be placed as reinforcements during the Mobilization Phase.

Note #2: No other Entente forces may enter Russia until after its surrender.

Special Russian Rail Rule: Russian rolling stock depleted significantly over the course of the war. By 1917 it had come down to a choice of supporting the army in the field or feeding the people at home. Thus the Russian rail capacity starts at 10 in Summer 1914 and is reduced by one each turn until it reaches zero in Winter 1917. The Russian player may use the rail capacity without detriment each impulse in each turn (no carry over), and may use more rail capacity than available at a cost of one morale point per unit transported above the capacity.

Fortifications: 1 per fortified city.

Special: Serbian units may trace LOC/supply to Nish during Summer 1914. Serbian units may trace supply to Salonika beginning in Autumn 1914 if the Allies have a Naval Transport and a LOC to an industrial city in Great Britain or France.


Special Rules

3) During each Mobilization Phase that Central Powers occupy any hex of Italy, roll a die and, on a six, French and British forces may enter Italy the following turn. Should the Central Powers occupy any hex in Italy adjacent to an Italian city, add +3. Once the die roll is successful, both the British and French may begin sending one unit per quarter to Italy (two units may be sent on the first turn of reinforcement). This also allows Italian naval units to stack with French or British naval units. Should the Central Powers occupy an Italian city, French/British reinforcement occurs automatically (no die roll) and any number of French or British units may enter Italy.


Special: Entente forces may land at Salonika and operate within three hexes of Salonika in Greece without triggering Greece joining the Central Powers beginning in Autumn 1914. The Entente forces may not move west or south of hexes 1410 or 1411 inclusive. The Entente forces may not land until a CP unit comes within five hexes of Salonika or anytime beginning with Autumn 1915. The Germans and AH may attack Entente forces in neutral Greece without triggering Greek entry, but may not enter Greece. If the Greeks are in the Entente side, the capture of Salonika by the CP subtracts five Morale Points rather than adds one point (Entente still losses one point) – the CP deduction is due to infighting between the AH and Bulgaria about who would gain the port after the war. If the CP manages to maneuver the Greeks onto the CP side, the extra deduction does not apply.


Fortifications: 1 per fortified city.

#13: 1R naval attacks.

#51 & #70: “German-held” or “German-occupied” should be interpreted as any city in France, Belgium, or the Netherlands captured by the CP in previous quarters.

#54 & #58: These Entente defensive shift cards may be revealed simultaneously with the CP Campaign cards.

#91: Prerequisite: 1917

Map changes: Delete the “4” in 2333.
Counter explanations: There are a variety of extra counters included in the game that players are free to use as they see fit – there are no rules or requirements for them. These include substitute counters with letters on them (players could substitute them for stacks of land units), fleet/arrow markers that could be substituted for naval units, country status markers to mark countries if players want to vary the alliances. A substitution box card will be available on the web site.
Chart changes:
Land Combat Results Table: Last sentence of Retreat changed to read: Entrenched units, fortified zone units, and units stacked with fortified zone units are never affected by Retreat results. Units unable to retreat are eliminated instead.

Naval Combat Chart: “1-5” column is now “3-5”. Additional column added for “1-2” with die rolls of 1-4 resulting in “0”, and die rolls of 5-6 resulting in “1.”

Air-Ground Attack Table: A “B” result has no effect on railroad hexes.

Mobilization Chart: Br/US Reserve infantry take two quarters to build

U.S. Entry & Diplomacy Table: The Card is correct. U.S. Entry can not be attempted until Spring 1917. The modifiers for Romania and Bulgaria are optional if players want these countries to be variable rather than historical entry.

Revolution Table: Delete the notes under National Revolution and Red Terror regarding the loss of 10 points of friendly morale – morale point loss is per the morale chart

Ultimatum Table: Add the following modifiers: Belgium or Switzerland is the targeted country: -3, Netherlands or Denmark: -1.

Colonial Campaign Tables: When the Allies Seize German Colony result is achieved on the CP table, one uprising marker is removed. When the result is achieved on the Allied table, all uprising markers are removed. When the Agents stir up Revolt or East African/Von Lettow-Voreck Campaign result is achieved, one uprising marker is added to British Africa.

Supply Attrition: simplified to the following. Naval units are in supply while in or adjacent to a friendly naval base, or when stacked with a naval transport. Land units out of supply do not suffer attrition when in an industrial city, fort, naval base, port, or city. Attrition is on a die roll of one or two when in desert or mountain hex. Attrition is on a die roll of one for all other terrain. Combat is shifted 1R if defender is OOS and 1L if attacker is OOS.

On the next two pages are Substitute Counter Displays.

Substitute Counter Display (Central Powers)

Fleet 1

Fleet 2

Fleet 3

Austria A

Austria B

Austria C

Austria D

Austria E

German A

German B

German C

German D

German E

German F

German G

German H

German I

German J

German K

German L

German M

German N

German O

German P

German Q

German R

German S

German T

Substitute Counter Display (Entente)

Fleet 1

Fleet 2

Fleet 3

British A

British B

French A

French B

French C

French D

French E

French F

French G

French H

French I

French J

Russian A

Russian B

Russian C

Russian D

Russian E

Russian F

Russian G

Russian H

Russian I

Russian J

Russian K

Russian L

Russian M

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