TGW Rulebook Exp2
TGW Rulebook Exp2
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INTRODUCTION
The Command and Colours WWI THE GREAT WAR game rules allow players to portray important engagements
throughout WWI history. The battles in the scenario section focus on the historical deployment of forces and important
terrain features in scale with the game system. The scale of the game is flexible and varies from battle to battle. For
some scenarios, a few infantry units may represent an entire wing of a larger battle, while in other scenarios a unit may
represent just a few brave soldiers going over the top.
The Command card system drives movement, creates a “fog of war” and presents players with many interesting
opportunities, while the battle dice resolve combat quickly and efficiently. The Combat cards add an element of
suspense and will challenge players to coordinate their use in a timely manner. Overall, the battlefield tactics players will
need to execute to gain victory conform remarkably well to the strengths and limitations of the various types of WWI
units, their weapons, battlefield terrain, and written history.
In this second expansion for THE GREAT WAR, we focus on battles involving the French army. The French army, like
other European powers, prior to the war was caught up in an arms race of sorts and when Germany declared war
on Russia, on 1 August 1914, France honored their treaty with Russia and mobilized to meet an expected German
offensive. Germany, as anticipated, marched through Belgium, and as they say the rest is history. Early on in the war on
the Western Front, France would fight in many battles and campaigns: Marne, Ypres, Champagne, Somme, Frontiers,
Lorraine, Charleroi, the “Race to the Sea” and Verdun. It is the latter, The Battle of Verdun, which is the main focus
of the scenarios in this second expansion. That is not to say that the engagements prior to Verdun or following were
of less importance. Rather, the Battle of Verdun, lasting from February through December 1916, is a testament to the
strength and fortitude of the French Armed Forces.
In addition to the soldiers of the French army, PSC Games as a bonus has included in this expansion a set of special
personnel figures for the French, British and German armies. Like the bomber special personnel figure already
introduced, each of these new special personnel figures, when added to a unit will allow the unit to modify its normal
actions. Many of the scenarios in this expansion already have a number of the new special personnel figures deployed.
For the official scenarios prior to this expansion, players should refer to the Scenario Special Personnel Deployment
listing, which will recommend the number of special personnel figures that can be deployed for each side in a scenario.
In this manner, any scenario can be customized by adding special personnel figures of your own choosing prior to the
start of a game.
Richard Borg
Notice: This product is an expansion for THE GREAT WAR board game, NOT A STAND-ALONE GAME. An original copy
of THE GREAT WAR is required to play, and a copy of the TANK expansion is required to play scenarios including tanks.
1
COMPONENTS
• 3 Terrain and Accessories punchboards containing
33 double-sided terrain tiles
5 Fortified Position / Wire double-sided rectangular markers
2 double sided French Artillery rectangular tokens (numbered 2/3, 4/5)
10 Round French/German double-sided Victory Medal tokens
• 75 WWI plastic French soldier figures:
48 French Infantry
3 French Special Personnel Bomber
3 French Machine Gun teams (1 machine gun figure and 3 crew members)
3 French Mortar teams (1 mortar figure and 3 crew members)
• 50 WWI Special Personnel figures:
18 German Special Personnel figures
18 British Special Personnel figures
14 French Special Personnel figures
• 1 Rule & Scenario Booklet
• 2 Special Personnel and Terrain Summary Sheets
2
COMPONENTS
Terrain Tiles
The terrain tile hexes represent a wide range of terrain features and are placed
on the map board to recreate a historical battlefield for a scenario. For a
description of new Terrain tiles: see “Terrain” rules section.
Bunker/Fort
A Bunker is terrain tile hex that is a permanent battlefield emplacement that
offers more protection than a fortified position or trench. A group of bunker
terrain tiles in adjacent hexes, for game purposes, represents a fort.
48 French Infantry
3 French Special Personnel Bomber
3 French Machine Gun teams (1 machine gun figure and 3 crew members)
3 French Mortar teams (1 mortar figure and 3 crew members)
An infantry unit is made up of four soldier figures with rifles. An infantry unit is
classified as a battlefield soldier unit.
A machine gun team unit is made up of 1 machine gun with a gunner figure
and three additional crew member figures. A machine gun unit is classified as a
battlefield soldier unit.
A mortar team unit is made up of 1 mortar with a loader figure and three
additional crew member figures. A mortar unit is classified as a battlefield
soldier unit.
A special personnel figure, when added to a unit, will allow the unit to perform
one or more special actions. The French main army, in the expansion, has three
special personnel bomber figures.
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WWI Special Personnel Figures
A special personnel figure, when added to a unit, will allow the unit to perform
one or more special actions. For a description of new special personnel
figures: see “Special Personnel” rules section. The number of additional special
personnel figures, if any, a player may deploy for an army is detailed in the
scenario’s notes under Personnel.
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OBJECT OF THE GAME
The object of a game, depending on the selected scenario victory conditions, is to be the first player to gain a set
number of Victory Medals. One Victory Medal is gained for each enemy unit eliminated. When the last figure of an
enemy unit is eliminated, a Victory Medal is placed on your Victory Medal Card. In some scenarios, additional Victory
Medals may be gained by capturing certain terrain hexes or other battlefield objectives. Victory is achieved the instant
the last Victory Medal required is gained.
2- Each scenario specifies which army is at the top or bottom of the battlefield, and players should sit on the side
closest to the army they will command.
3- Place the terrain tile hexes, markers and tokens on the battlefield, as indicated by the scenario map.
4- Place the units onto the battlefield, matching the various units’ positions to the scenario map. Each unit symbol
on the map represents an entire unit of figures on the battlefield.
5- Each player takes a Victory Medal Card and places the card next to their board edge.
6- Each player takes a numbered reserve artillery token, as indicated in the scenario notes, and places it next to their
board edge with its proper strength number facing up.
7- Shuffle the command card deck thoroughly and deal the number of command cards to each player, as indicated
by the scenario notes. Keep the command cards a secret from the opposing player. Set the remaining deck of
command cards facedown alongside the game board.
8- Shuffle the combat card deck thoroughly and deal the number of combat cards to each player, as indicated by
the scenario notes. Keep the combat cards a secret from the opposing player. Set the remaining deck of combat
cards facedown alongside the game board.
9- Create a common pool of HQ tokens, alongside the battlefield near the deck of combat cards. Each player takes
the number of HQ tokens from the common pool as indicated by the scenario notes and places them next to their
board edge.
10- Set the WWI battle dice, targeting dice, targeting templates and the Victory Medal tokens alongside the battlefield
near the deck of command cards.
11- Review all special rules and victory conditions that apply to the scenario.
12- Prior to the start of a battle, when No-Man’s-Land Shelling rules are in effect for the scenario, the starting player
will roll for the shelling of No-Man’s-Land, to determine the placement of shell craters.
13- The starting player, as indicated in the scenario notes, takes the first turn to begin play.
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GAME TURN
The scenario notes will state which player moves first. Players then alternate taking turns, until one player reaches the
number of Victory Medals indicated by the scenario victory conditions.
PLAYER’S TURN
The player taking his turn is the active player and will follow the sequence shown below.
Players accumulate Victory Medals in a number of ways: eliminating enemy units is the most common. The unit’s last
figure to be eliminated marks the defeat of the unit, and the gain of a corresponding Victory Medal for the opponent.
• For a machine gun unit, the machine gun figure is always the last stand to be eliminated in the unit.
• For a mortar unit, the stand with the figure loading the mortar is always the last stand to be eliminated.
• For a unit with a special personnel figure, see the Special Personnel rules section for stand elimination.
• Accomplishing scenario specific Victory Medal objectives, like occupying a trench or capturing certain terrain hexes,
will be explicitly spelled out in the scenario’s notes.
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OBJECTIVE MEDALS
Temporary Medal Objective - The Victory Medal for this objective hex is immediately gained and is retained as long as a
unit of the appropriate side occupies the objective hex. If the unit vacates the hex for any reason (movement, retreat or
elimination), the medal is immediately lost.
Start Turn Temporary Medal Objective - The Victory Medal for this objective hex is held and captured only as long as a
unit of the appropriate side occupies the objective hex at the start of its turn. If the unit vacates the hex for any reason
(movement, retreat or elimination), the medal is immediately lost.
A Temporary Medal Objective and a Start Turn Temporary Medal Objective can also apply for a group of hexes, such
as a line of trenches, forest or hills. When the side occupies any hex in the group, the Victory Medal for this group is
gained. If none of the hexes in the group are occupied for any reason (movement, retreat or elimination), the medal is
immediately lost.
Start Turn Temporary Majority Medal Objective - The Victory Medal for this group of objective hexes goes to the side
that has units in an absolute majority of these hexes at the start of its turn. The absolute majority means: occupy more
of the hexes in the group than your opponent. If your side occupies 1 hex and your opponent does not occupy any
of the hexes in the group, your side occupies the absolute majority. If the majority is lost for any reason (movement,
retreat or elimination), the medal is immediately lost.
Note - A temporary victory medal objective hex is still considered occupied when an ordered unit moves out of a hex
and another friendly unit is ordered to occupy the objective during the movement phase.
Permanent Medal Objective - The Victory Medal in this objective hex is captured and permanently gained the moment a
unit of the appropriate side occupies this hex. The medal is not lost, even if the unit later vacates this hex.
Start Turn Permanent Medal Objective - The Victory Medal in this objective hex is captured and permanently gained
when the appropriate side occupies the hex at the start of its turn.
Breakthrough Medal Objective - When a player’s victory objective requires his forces to achieve a Breakthrough, each
unit that exits the battlefield from an opponent’s baseline hex gains the player a Permanent Victory Medal. To exit, the
unit must be ordered and moved off the battlefield. Moving from a baseline hex on the opponent’s baseline off the
battlefield counts as one hex of movement to exit. A unit must start its turn on an opponent’s baseline hex to exit off the
battlefield and thereby gain a Breakthrough Medal.
A player may not exit units from the battlefield when playing the “Rush & Rotation” command card.
Time Pressure Medal Objective - When Time Pressure rules are in effect against the attacker, the defending player, after
playing a “Recon (Left, Centre or Right)” command card, may take a Permanent Victory Medal and draw 1 command
card, instead of drawing 2 command cards at the end of his turn.
Taking a Permanent Victory Medal instead of drawing 2 command cards is not possible, if doing so would give the
player his final Victory Medal to win the battle.
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FRENCH SOLDIER UNITS
Infantry Unit Movement
An ordered infantry unit may move up to 1 hex and battle,
or 2 hexes and not battle.
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SPECIAL PERSONNEL
PSC Games, as a bonus, has included in this expansion a set of special personnel figures for the French, British and
German armies. Like the bomber special personnel figure already introduced, each of these new special personnel
figures when added to a unit will allow the unit to modify its normal actions.
• When a special personnel figure is deployed in a scenario, the special personnel figure is added to a unit when
setting up the battle, giving the unit one additional figure.
• A special personnel figure’s pose, and its square base, will identify a special personnel figure in the battlefield unit.
• The special personnel figure does not count as a figure that can be removed to satisfy losses.
• When a unit with a special personnel figure loses one or more figures in combat, there is a chance that the special
personnel figure may also be removed. Your opponent will roll one die to see if the special personnel figure is also
removed in addition to the other figures. If the Deadly Die side symbol is rolled, the special personnel figure is also
lost and removed from the unit. All other symbols rolled on this check are ignored. When the special personnel
figure is lost, the unit no longer will receive the special action of the special personnel figure.
• When a special personnel figure is removed, it will not count as a Victory Medal.
• When the last figure in the unit is eliminated, the special personnel figure is also removed from the battlefield along
with the last figure of the unit.
British
3 Bomber (core game), 3 Elite, 1 Engineer, 0 Flame-thrower, 2 Heavy Weapons, 3 Light Machine Gun, 4 Marksman,
3 Officer (2 poses), 2 Spotter
French
3 Bomber (French expansion), 2 Elite, 1 Engineer, 1 Flame-thrower, 1 Heavy Weapons, 2 Light Machine Gun,
2 Marksman, 3 Officer (2 poses), 2 Spotter
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Elite Figure
• An elite (shock troop) figure may only be added to an infantry
unit.
• An infantry unit with an elite figure may move up to 2 hexes
and battle.
Engineer Figure
• An engineer figure may be added to an infantry or tank unit.
• An infantry unit with an engineer figure may move onto a hex
with wire and remove the wire from a hex and still battle.
• An infantry unit with an engineer figure, when ordered and
the unit is not adjacent to an enemy unit, instead of moving
and battling, may fortify its own hex or an adjacent hex for
a cost of 2 HQ. Place a fortified position rectangular marker on
the hex. Note, some placement restrictions still apply.
• An infantry unit with an engineer figure, instead of moving
and battling, when in an adjacent hex to a damaged bridge
may repair the damaged bridge. When a damaged bridge is
rebuilt, flip the damaged bridge token over to the bridge side.
• A tank unit with an engineer figure will roll 1 additional die to
recover a bogged down tank.
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Light Machine Gun Figure
• A light machine gun figure may only be added to an infantry
unit.
• An infantry unit with a light machine gun figure may still
move 1 hex and battle, or 2 hexes and not battle.
• An infantry unit with a light machine gun figure may “cross
fire” with other units with machine guns.
• An infantry unit with a light machine gun figure has a range of
4 hexes:
(adjacent no range combat, the 4 dice is close combat)
(two hexes to target 3 dice)
(three hexes to target 1 dice)
(four hexes to target 1 die)
Marksman Figure
• A marksman figure may only be added to an infantry unit.
• An infantry unit with a marksman figure, when unit does not
move, will roll 1 additional die in ranged combat.
(adjacent no range combat, the 3 dice is close combat)
(two hexes to target 3 dice)
(three hexes to target 2 dice)
(four hexes to target 2 die)
Officer Figure
• An officer figure may only be added to an infantry unit.
• An infantry unit with an officer figure may move up to 1 hex
and battle or 3 hexes instead of 2 hexes, and may not battle.
• An infantry unit with an officer figure, after a successful
close combat, may gain ground and is eligible to battle in close
combat a second time during the turn.
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Additional Special Personnel Deployment
Some of scenarios in this expansion already have a number of special personnel figures deployed, but some scenarios
will require a player to add additional special personnel figures of a player’s own choosing. The number of additional
special personnel figures, if any, a player may deploy for an army is detailed in the scenario’s notes under Personnel.
Official scenarios prior to this expansion will also require players to deploy a number of special personnel figures.
Players should refer to the following Scenario Special Personnel Deployment listing. The list recommends the number
of special personnel figures to be deployed for each side. Each scenario therefore can be customized by adding a
number of special personnel figures of a players own choosing prior to the start of a game. The number listed is in
addition to any special personnel bomber figures already deployed in a scenario.
Should players choose to do so and agree prior to a battle, one or more special personnel figures already deployed can
be replaced by another type of special personnel figure. The main objective here is to provide you and your gaming
buddy the opportunity to try different special personnel combinations.
When additional special personnel figures are being used in a scenario, the following rules must be followed:
• A special personnel figure may be added to any already deployed friendly unit.
• A special personnel figure must be added to the proper parent unit.
• Only one special personnel figure may be added to a unit.
• The player that is moving first in the scenario will add all his special personnel figures to units first.
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THE GREAT WAR TANK EXPANSION SCENARIOS
German British Scenario Battle
Special Special
Personnel Personnel
2 3 21 Somme (High Wood) - 15 September 1916
1 1 22 Somme (Flers-Coucelette) - 15 September 1916
1 1 23 Messines Ridge - 7 June 1917
3 2 24 Passchendaele (Fray Bentos) - 24 August 1917
2 2 25 Cambrai (Siegfried Stellung Line) - 20 November 1917
2 1 26 Cambrai (Siegfried Stellung Line - Part 2) - 20 November 1917
1 3 27 Cambrai (Flesquieres Ridge) - 20 November 1917
2 3 28 Cambrai (Havrincourt Village) - 20 November 1917
2 2 29 Cambrai (Graincourt) - 20 November 1917
3 3 30 Cambrai (St. Quientin Canal) - 21 November 1917
2 2 31 Cambrai (Fontaine-Notre-Dame) - 23-25 November 1917
2 3 32 Cambrai (Bourlon Village & Wood) - 23-25 November 1917
2 2 33 Cambrai (German Counter Attack) - 30 November 1917
2 1 34 St. Quentin - 21 March 1918
1 1 35 Colincamps - 26 March 1918
1 2 36 Second Battle of Villers-Bretonneux - 24 April 1918
1 1 37 Villers-Bretonneux (Tank vs Tank) - 24 April 1918
1 1 38 Villers-Bretonneux (Tank vs Tank - Part 2) - 24 April 1918
1 1 39 Villers-Bretonneux (Tank vs Tank - Part 3) - 24 April 1918
1 1 40 Niergnies - 8 October 1918
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RESERVE ARTILLERY
A player’s reserve artillery unit does not have any figures, instead it is represented by a reserve artillery token in a
player’s play area. The number on the reserve artillery token represents the strength of the army’s reserve artillery. The
strength of an army’s reserve artillery token is detailed in the scenario notes.
• A player’s reserve artillery is not a battlefield unit and therefore can only be ordered to perform ranged combat.
• An ordered reserve artillery battery, when it battles, does not have any range or line of sight restrictions.
• A reserve artillery battery can be ordered by using one order from a section command card, unless the section card
only issues orders to battlefield units.
• When a reserve artillery battery is ordered by a section command card the enemy unit or the hex being targeted must
be in the same section as the section card being played.
• When a reserve artillery battery is ordered when playing an “Artillery Bombard” tactic command card and may target
any enemy unit or any hex anywhere on the battlefield.
• A reserve artillery battery may not normally be targeted in combat by a battlefield unit or the opponent’s reserve
artillery.
• For a description of reserve artillery combat: see “Reserve Artillery Ranged Combat” rules section in the core game.
Key Rule - When the reserve artillery battery is ordered, it is always the first to combat during Phase 4 Battle.
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TERRAIN
CHURCH
A church, for the most part, has the same characteristics as a building.
Movement
• A unit that enters a church hex must stop and may move no
further on this turn.
Combat
• A unit that moves onto a church hex may battle, but reduces the
number of battle dice rolled by 1 this turn.
• A unit that is already on a church hex does not reduce the number of battle dice it rolls.
• Targeting a unit on a church hex in ranged or close combat, the unit on the church hex will ignore 1 soldier symbol
and may ignore 2 flags.
• When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the church hex.
When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice
symbols rolled will count. The hex, after this combat, is considered a building rubble hex when determining terrain
protection: see “Building Rubble” rules section in the core game.
Line of Sight
• A church hex blocks line of sight.
BUNKER / FORT
A Bunker is terrain tile hex that is a permanent battlefield
emplacement that offers more protection than a fortified position
or trench. A group of bunker terrain tiles in adjacent hexes, for
game purposes, represents a fort.
Movement
• A unit that enters a bunker hex must stop and may move no
further on this turn.
Combat
• A unit that moves onto a bunker hex may battle, but reduces the
number of battle dice rolled by 1 this turn.
• A unit that is already on a bunker hex does not reduce the number of battle dice it rolls.
• Targeting a unit on a bunker hex in ranged combat the unit on the bunker hex will ignore 2 soldier symbols and may
ignore all flags.
• Targeting a unit on a bunker hex in close combat, the unit on a bunker hex will ignore 1 soldier symbol, and may
ignore all flags, except from a flame-thrower attack, see “Special Personnel Flame-Thrower” rules section.
• When reserve artillery targeting dice have 3 or more dice On Target, place a shell crater token on the bunker hex.
When the battle dice are rolled for the On Target hex on this combat, all terrain protection is ignored and all dice
symbols rolled will count. The hex, after this combat, is considered a rubble hex when determining terrain protection:
see “Building Rubble” rules section in the core game.
Line of Sight
• A bunker hex blocks line of sight.
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WATERWAY (River, Canal, Stream)
A waterway is classified as either, impassable terrain and can
only be crossed when units move across it via a bridge, or as
fordable terrain and can be moved onto and crossed without
a bridge. The scenario notes will indicate when the waterway
hexes are impassable or fordable.
Movement
• A waterway, classified as impassable terrain, can only be
moved across via a bridge.
• When a soldier unit enters a waterway classified as fordable,
it must stop, and may move no further on this turn. A
waterway that is fordable terrain is still impassable terrain for
tanks and field artillery.
Combat
• When a soldier unit moves onto or is already on a waterway
hex classified as fordable terrain, it, may not battle.
• Targeting a unit on a fordable waterway hex in ranged or
close combat, the unit on a waterway hex does not have any
protection and may not ignore soldier symbols or flags.
• When reserve artillery targeting dice have 3 or more dice On
Target, do not place a shell crater token on the waterway hex.
When the battle dice are rolled for the On Target hex on this
combat, all terrain protection is ignored and all dice symbols
rolled will count.
Line of Sight
• A waterway hex does not block line of sight.
• A unit on a fordable waterway hex, however, will block line
of sight.
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FORTIFIED POSITION
A fortified position token may not occupy the same hex as a wire
token, damaged bridge, another fortified position token, building
rubble, a waterway hex or a bunker hex.
Movement
• A fortified position token has the same movement restrictions
as the hex the fortified position token occupies.
Combat
• A unit, that moves onto a hex with a fortified position token or
that is already on the hex, has the same combat restrictions as
the hex the fortified position token occupies.
• Targeting a unit on a hex with a fortified position token, the unit will ignore 1 soldier symbol, and may ignore 1 flag.
Ignoring 1 soldier symbol and 1 flag is in addition to the protection of the hex the fortified position token occupies. A
fortified position token protection will stack with the protection of the terrain hex it is on.
• When reserve artillery targeting dice have 3 or more dice On Target, remove the fortified position token from the hex
and continue with the rules governing what happens to the terrain when 3 or more dice are On Target.
Line of Sight
• A fortified position token has the same line of sight restrictions as the hex the fortified position token occupies.
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scenarios
• Verdun (Bois Des Caures) - 21-22 February 1916
• Verdun (Beaumont) - 22 February 1916
• Verdun (Samogneux) - 24 February 1916
• Verdun (Fort Douaumont) - 25 February 1916
• Verdun (Across the Meuse) - 6-9 March 1916
• Verdun (Le Mort Homme) - 13-20 March 1916
• Verdun (Fort Vaux) - 7-8 March 1916
• Verdun (Malancourt) - 20-22 March 1916
• Verdun (French Attack on Fort Douaumont) - 22 May 1916
• Verdun (Fight For Fort Vaux) - 2-6 June 1916
• Verdun (Fleury) - 23 June 1916
• Verdun (French Retake Fort Douaumont) - 24 October 1916
• Nivelle Offensive (St. Quentin) - 1-4 April 1917
• Nivelle Offensive (La Folie Farm) - 4 April 1917
• Nivelle Offensive (Caronne) - 16 April 1917
• Nivelle Offensive (Caronne afternoon) - 16 April 1917
• Nivelle Offensive (Berry-au-Bac) - 16 April 1917
• Nivelle Offensive (Moulin-de-Laffaux) - 5 May 1917
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S cenario
41 - V (B D C ) - 21-22 F 1916
erdun
ois
es
aures
ebruary
German General Falkenhayn’s plan for the Verdun Offensive was aimed at securing positions in the Verdun sector, which
were of such great pride to the French that they would in his words be “blooding themselves dry” to hold onto these and
counterattack to retake any positions that were lost. After the German initial bombardment, three German Corps went
over the top against the French in the Verdun sector. This sector had been stripped of many of its defenses to supply
more active sectors, yet Driant’s 56th and 59th Chasseurs somehow managed to recover after the bombardment and held
out for almost two days before the German attack finally overwhelmed them.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 12
• Reserve Artillery 4
• Personnel 0
NO-MAN’S-LAND
• MOVE FIRST
French
• Command Cards 5
• Combat Cards 5
• HQ Tokens 6
• Reserve Artillery 3
• Personnel 1
19
S cenario
42 - V (B ) - 22 F 1916
erdun
eaumont
ebruary
South of Bois des Caures lay the village of Beaumont. The 208th Regiment occupied the village and had almost completed
an intermediate trench line that ran directly through the village, just before the German attacked. Storming forward
toward the buildings over the open ground, Germans casualties were starting to mount. As darkness fell, both sides were
embroiled in house-to-house fighting.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 0
• MOVE FIRST
NO-MAN’S-LAND
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 4
• Reserve Artillery 3
• Personnel 1
20
S cenario
43 - V (S ) - 24 F 1916
erdun
amogneux
ebruary
After two days of fighting, the German advance had been slower than expected and failed to gained much territory. Near
Samogneux, however, the Germans were pressing hard to take the village and Hill 344 just to the east. Near the end of the
day, Commandant Duffet reported his French forces had no ammunition, no rations and only a few officers remained in his
command. He was instructed to hold on a little longer.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 0
• MOVE FIRST
NO-MAN’S-LAND
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 4
• Reserve Artillery 3
• Personnel 0
21
S cenario
44 - V (F D ) - 25 F 1916
erdun
ort
ouaumont
ebruary
Fort Douaumont dominated the northern approach to Verdun and was touted to be worth 100,000 men in pre-war
propaganda. But by the time the German attack reached the Douaumont sector, most of the French infantry had been pulled
from the fort to reinforce Beaumont. Remaining in defense of the fort were Adjutant Chenot and a detachment of artillery.
The German 24th Regiment, after pushing back the French 95th, broke into the fort and within minutes the French guns
were silenced. Through the rest of the Battle of Verdun, the possession of the Fort Douaumont would become a matter of
honor for both sides
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 4
• HQ Tokens 8
• Reserve Artillery 2
• Personnel 1
• MOVE FIRST
NO-MAN’S-LAND
French
• Command Cards 4
• Combat Cards 3
• HQ Tokens 4
• Reserve Artillery 2
• Personnel 1
22
S cenario
45 - V (A M ) - 6-9 M 1916
erdun
cross
the
euse
arch
In late February, after an early thaw and the arrival of French reinforcements, the German advance began to stall. In
addition, the Germans had gone beyond the range of their artillery covering fire and were now in range of the French
artillery west of the Meuse. Realizing something must be done, Falkenhayn laid out a plan to attack across the Meuse. On
6 March the German 6th Corps launched its attack from Forges. After the capture of Bois des Corbeaux, their advance did
not meet serious resistance until Cumieres. A bold French counter-attack succeeded in retaking the woods on 8 March,
but the French were themselves counter-attacked and thrown back again.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 3
• Personnel 0
• MOVE FIRST
French
NO-MAN’S-LAND
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 3
• Personnel 0
23
S cenario
46 - V (L M H ) - 13-20 M 1916
erdun
e
ort
omme
arch
After the initial few days on the left bank of the Meuse, German infantry - unable to make further progress - dug in on
13 March and waited. Their wait was not long, for shortly after the German bombardment resumed and another assault
was launched against Mort-Homme, appropriately named “Dead Man”, and Hill 304. The fighting for control of these two
positions continued for the next week and it was not until 20 March that the French 29th Division defending these positions
was finally overwhelmed.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 4
• Personnel 0
• MOVE FIRST
French
NO-MAN’S-LAND
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 4
• Personnel 0
24
S cenario
47 - V (F V ) - 7-8 M 1916
erdun
ort
aux
arch
On 7 March the Germans renewed their attack on the right bank of the Meuse, which coincided with the attacks against
the French positions on the left bank. The German objective was Fort Vaux, but first the 408th and 409th German
Regiments would have to overcome the French defense in Vaux Village and a number of French strong points. After
almost 24 hours and many assaults, the village was finally taken. Too weak after taking the village to press on against the
fort, it would take the Germans until the end of the month before the fort would be taken.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 0
NO-MAN’S-LAND
• MOVE FIRST
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 6
• Reserve Artillery 4
• Personnel 0
25
S cenario
48 - V (M ) - 20-22 M 1916
erdun
alancourt
arch
All direct attacks toward Hill 304 had been a costly failure. Therefore a plan to outflank the position was proposed and
on 20 March, after a lengthy bombardment by trench mortars, General von Kneussl’s 11th Bavarian and 11th Reserve
divisions attacked Malancourt and Bois de Malancourt. The attack against the woods was successful, however, the French
remained in control of the village at the end of the day. German forces then paused, as another big bombardment was
prepared for the next day. On 22 March, the two divisions moved on “Termite Hill” near Hill 304, but the advance was met
by a massive French artillery shelling, which ended the German advance.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 4
• HQ Tokens 7
• Reserve Artillery 3
• Personnel 1
• MOVE FIRST
French
• Command Cards 5
• Combat Cards 2
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 1
26
S 49 - V
cenario
(F A F D )-
erdun
rench
ttack
on
ort
ouaumont
22 M 1916 ay
The French assault to retake Fort Douaumont began at 11:50 AM, 22 May. The plan called for a three-pronged attack. On
the left, the 36th Infantry Regiment managed to capture the Morchée Trench, but it was costly and the regiment became
pinned down and could advance no further. The 74th, on the right, could not make any progress and only the 129th
Infantry Regiment in the center made it to the fort. By nightfall, only a small portion of the fort was under French control.
The next day, troops from the French 34th Division tried to reinforce the Frenchmen in the fort, but were repulsed.
Without support, the French in the fort surrendered. The stage is set, the battle lines are drawn, and you are in command.
The rest is history.
The stage is set,
the battle lines are
drawn, and you are in
command. The rest is
history.
Germans
• Command Cards 5
• Combat Cards 4
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 0
NO-MAN’S-LAND
French
• Command Cards 5
• Combat Cards 4
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 0
• MOVE FIRST
27
S cenario
50 - V (F F F V ) - 2-6 J 1916
erdun
ight
or
ort
aux
une
The Germans artillery had constantly pounded the area around Fort Vaux since the beginning of the offensive. Yet, the fort
was still controlled by the French under the command of 49-year-old Commandant Raynal, when on 1 June, the Germans
made another strong attempt to take the fort. Surrounded and with water in short supply, Raynal’s pleas for a counter
offensive against the German attack were finally answered. On 6 June the relief effort went over the top. The French
attack, however, failed and shortly after, Raynal’s French were forced to surrender. An ill advised plan to retake the fort the
following day also ended in failure.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 8
• Reserve Artillery 3
• Personnel 4
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 8
• Reserve Artillery 3
• Personnel 3
28
S cenario
51 - V (F ) - 23 J 1916
erdun
leury
une
Having taken Vaux, the Germans had only one more French defensive line to breakthrough. However, the German army
had already started to feel the effects of the Allied offensive in the Somme, as artillery and men were being transferred to
this new front. Still, on 23 June the Bavarian Guards stormed into Fleury and the French responded and rushed forward
reserves to meet the attack. A French strongpoint just to west of Fleury was able to enfilade the German advance, and
this along with the French artillery managed to slow the German attack. Although the French line was stretched thin, the
French managed to hold and the initial German assault was stopped.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 3
• Personnel 3
• MOVE FIRST
NO-MAN’S-LAND
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 4
29
S cenario
52 - V (F R F D )
erdun
rench
etake
ort
ouaumont
- 24 O ctober
1916
With the withdrawal of most of the German artillery to the Somme, the French attack to recapture Fort Douaumont had
artillery superiority and was aided by two heavy 400mm rail guns. The fort was evacuated on 23 October after being hit a
number of times by the monster shells of the rail guns. During the bombardment of the fort the French infantry regiments
had pulled back from their frontline trenches. When orders came to attack on 24 October, the French units near the fort
found their startline trench was occupied by German units that had evacuated the fort. Both Douaumont village and fort,
however, were taken by the end of the day. On this day the French had regained what had taken the Germans over four
months to conquer during the Battle of Verdun.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 4
• Combat Cards 2
• HQ Tokens 5
• Reserve Artillery 2
• Personnel 3
French
NO-MAN’S-LAND
• Command Cards 5
• Combat Cards 4
• HQ Tokens 12
• Reserve Artillery 5
• Personnel 4
• MOVE FIRST
30
S cenario
53 - NIVELLE OFFENSIVE (ST.QUENTIN) - 1-4 APRIL 1917
The Nivelle Offensive of 1917 was a Franco-British offensive on the Western Front. The offensive opened with the French
Third Army’s preliminary attacks on German forward observation points near St. Quentin. The initial French attack was
directed against Dallon on 1 April, but failed to gain any ground. On 3 and 4 April additional attacks, preceded by a steady
bombardment, captured a number of German-held villages and hill positions southwest of St. Quentin in front of the
Siegfriedstellung (Hindenburg Line).
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 8
• Reserve Artillery 3
• Personnel 2
French
• Command Cards 5
• Combat Cards 5
• HQ Tokens 10
• Reserve Artillery 4
• Personnel 3
• MOVE FIRST
31
S cenario
54 - NIVELLE OFFENSIVE (LA FOLIE FARM) - 4 APRIL 1917
During the attack on 4 April, just north of the farm of La Folie, the Germans could not hold and were pushed out of their
defensive positions. In their haste to gain safety, a number of German artillery pieces were abandoned and a store of
supplies were left behind. The French had attacked in intense cold and driving rain and the captured supplies were needed
and welcomed.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 3
• Personnel 3
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 5
• Reserve Artillery 3
• Personnel 4
• MOVE FIRST
32
S cenario
55 - NIVELLE OFFENSIVE (CARONNE) - 16 APRIL 1917
The Nivelle Offensive of 1917 was a Franco-British offensive on the Western Front. Robert Nivelle, recently appointed
supreme French commander, hoped that the first Schneider CA tank units could be of some use in his planned offensive.
The Germans, however, had learned of the French offensive and were aware of the French armor units. On 16 April, waves
of French infantry moved against the German trenches. Tank support arrived in the late afternoon.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 8
• Reserve Artillery 4
• Personnel 3
NO-MAN’S-LAND
French
• Command Cards 5
• Combat Cards 4
• HQ Tokens 8
• Reserve Artillery 3
• Personnel 3
• MOVE FIRST
33
S cenario
56 - NIVELLE OFFENSIVE (CARONNE AFTERNOON) -
16 APRIL 1917
On 16 April, waves of French infantry moved against the German trenches. The German front trench line was taken and,
when the French tanks arrived, the tanks pushed through the second line. The Germans in the second line, however,
did not panic at the sight of the French tanks. The German units remained in cover to allow the tanks to pass and then
emerged to engage the French infantry that were moving forward. At the end of the day, the French infantry could not
continue and pulled back along with the remaining tanks.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 5
• Combat Cards 3
• HQ Tokens 8
• Reserve Artillery 4
• Personnel 3
• MOVE FIRST
French
• Command Cards 5
• Combat Cards 3
• HQ Tokens 8
• Reserve Artillery 3
• Personnel 3
34
S cenario
57 - NIVELLE OFFENSIVE (BERRY-AU-BAC) -
16 APRIL 1917
North of Berry-au-Bac, the French tanks succeeded in crossing the first two German trench lines. Advancing on the third line,
a direct hit on the group leader’s tank “Dare-devil” did not prevent the remaining Schneiders from pushing onward through a
narrow valley toward the third line of German trenches. Now in plain sight of German batteries on the surrounding hills, the
tanks waited for the French infantry. The French infantry, weakened from the attacks on the first set of trenches, were unable
to quickly follow up. In the early evening, however, fresh infantry units finally arrived and, together with the tanks, conquered
the third German trench, marking this as the high tide of French progress during the entire operation.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 4
• Combat Cards 2
• HQ Tokens 4
• Reserve Artillery 4
• Personnel 0
French
• Command Cards 4
• Combat Cards 2
• HQ Tokens 8
• Reserve Artillery 4
• Personnel 3
NO-MAN’S-LAND
• MOVE FIRST
35
S cenario
58 - NIVELLE OFFENSIVE (MOULIN-DE-LAFFAUX) -
5 MAY 1917
As the Nivelle Offensive drew to a close, the French command focused on the taking of limited objectives. On 5 May, the
windmill at Laffaux, being used by the German artillery spotter, became the objective. The 4th, 9th and 11th Cuirassiers,
who lost their mounts the year before, were to make the assault. These cavalry units, now acting as infantry units, were
supported by tanks.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Germans
• Command Cards 4
• Combat Cards 2
• HQ Tokens 4
• Reserve Artillery 4
• Personnel 0
French
NO-MAN’S-LAND
• Command Cards 4
• Combat Cards 2
• HQ Tokens 8
• Reserve Artillery 4
• Personnel 4
• MOVE FIRST
36
CREDITS
CREATION & DEVELOPMENT
Richard Borg
DEVELOPMENT
Pat Kurivial, Roy Grider
PLAYTESTING
George Carson, Neal Ekengren, Rene Hoevenberg, Richard Lightle, Steve Malecek,
Steve May, Richard May, Charles Heckman, Bill Massey, Terry Mikrut, Paul Miller,
Stan Oien, Jim Riley, Louis Rotundo, Bob Santiago, Rick Thomas,
Ken Sommerfield, Bob Wanio, and PSC Games staff
ILLUSTRATION
Peter Dennis
FIGURE SCULPTOR
James Mason at The Plastic Soldier Company
PROJECT MANAGER
Dan Mersey
EXECUTIVE PRODUCER
Will Townshend
SPECIAL THANKS
Anita Beros, Kevin Duke, James Hamilton, Leon Locke at Adler Miniatures,
Martin Neale and all the guys at The Neale Agency