Strategy & Tactics issue no. 224

Game Title: Variants for Previously Published S&T Games

Date of Publication: September 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

S&T MAGAZINE GAME VARIANTS
by Joseph Miranda

1918 VARIANT (S&T 223)
INTRODUCTION:
The 1918 Variant provides:
1) additional counters and scenario instructions to extend the game to November 1918;
2) optional rules which can be applied to both games;
3) additional corps and divisions which can be used for reorganization.
VARIANT SCENARIOS & REINFORCEMENTS
	The 1918 Variant has three scenarios: Counterattack, Hindenburg Line and Campaign. The Counterattack scenario covers the initial period of the Allied counteroffensive, from the Black Day of the German Army to the beginnings of the assault on the Hindenburg Line. The Hindenburg Line scenario covers the period of the Allied offensives up the Armistice of 11 November 1918. The Campaign scenario covers the fighting in from the opening of the German offensives in the spring to the armistice. The Counterattack and Hindenburg Line scenarios are set up according to the deployment instructions below. The Campaign scenario is set up according to the 1918 March III deployment.
• The August III front line is the dotted orange line which starts with hexside 3408/3309.
1.0 Game Length:
1.1 Counterattack Scenario: August III – October I 1918 (7 game turns).
1.1 Hindenburg Line Scenario: August III – November II 1918 (12 game turns).
1.2 Campaign Scenario: March III – November I 1918 (32 game turns).
2. Belligerents:
2.1 Germans (also include any Austro-Hungarian units).
2.2 Allies include France, Britain, United States, Belgium, Italy, Portugal.
2.3 Neutrals: Netherlands, Switzerland.
3. Deployment order (for August III 1918 scenarios)
	(1) Germans deploy first (and move first). 
	(2) Allies deploy second (and move second).
4. German Initial Order of Battle or the Counterattack and Hindenburg Line scenarios. 
	All units are deployed on the German side of the 1918 August III front line.
Between hex rows 3900-2600 (inclusive): Rupprecht, 4, 6, 17, 2 Army headquarters. 
Between hex rows 2500-1900 (inclusive): Crown Prince, 18, 9, 7, 1, 3 Army headquarters. 
Between hex rows 1900-1600 (inclusive): Gallwitz, 5, C Army headquarters.
Between hex rows 1500-0200 (inclusive): Albrecht, 19, A, B army headquarters.
Deploy anywhere: 
German: seven shock divisions, 30 infantry corps (or equivalent divisions), 20 second line corps (or equivalent divisions), seven artillery corps, one railroad gun.
Austro-Hungarian: one infantry corps.
German Air Available Box: five German air wings
5. Allied Initial Order of Battle for the Counterattack and Hindenburg Line Scenarios. 
	All units are deployed on the Allied side of the 1918 August III front line.
Between hex rows 3700-3300 (inclusive): Belgian Army headquarters.
Between hex rows 3200-2800 (inclusive): British BEF, 1, 2, 3, 5 headquarters.
Between hex rows 2700-0200 (inclusive): French Reserve, North East, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 headquarters.
Between hex rows 1800-1400 (inclusive): Three US corps. 
Deploy anywhere:
Belgian: two infantry corps.
British: two Canadian/Australian corps, fifteen infantry corps (or equivalent divisions), two British cavalry divisions, four tank brigades, one armored car brigade, five artillery corps.
French: twenty-nine infantry corps (or equivalent divisions), three cavalry divisions, four tank brigades, four artillery corps.
US: three infantry divisions.
Portuguese: one corps.
Italian: one corps.
* Note: bear in mind, while units may be deployed anywhere, the Allied player will find it useful to deploy units within the command radius of headquarters of their own nationality.
Any all sea hex: Allied naval marker
Allied Air Available Box: three British air wings, five French air wings, one US air wing.
6. Initial Victory Points:
German: 
	Counterattack Scenario: 50 
	Hindenburg Line Scenario: 50 
	Campaign Scenario: 0
Allied: 
	Counterattack Scenario: 75
	Hindenburg Line Scenario: 75 
	Campaign Scenario: 0 
7. Special Rules (Counterattack and Hindenburg Line Scenarios).
7.1 Units may begin the game entrenched/disentrenched or in position/out of position. 
7.2 Corps may be broken down into divisions during initial deployment. Also, if there are insufficient infantry or second line corps for deployment, then the player use divisional equivalents in their place.
7.3 Prior to start of play, players determine the command status of all their units. out of command units are marked, and units are restored to in command status normally thereafter. 
7.4 Events. 
7.41 Do not roll for events on August III (Turn 21). Instead, the event German Morale Collapse is considered to be in effect. 
7.42 The event Allied Command Unification is in effect.
7.5 Skip the German player’s turn on the August III. Start the game with the Allied player’s turn, then resume the normal sequence of player starting with August IV.
8. Special Rules (Variant Campaign Scenario). Same as for scenarios starting March III 1918. 

Abbreviations
# x: number of units received
ArtC: Artillery Corps
AhC: Austro-hungarian Corps
ArcB: Armored car Brigade
Aw: Air wing
BelD: Belgian Division
CavD: Cavalry Division
Ic: Infantry corps
Id: Infantry division
ItC: Italian Corps
Ld: Second line division
Tb: Armored brigade
AEF Hq: American Expeditionary Force Headquarters
1 Army HQ: 1st Army Headquarters
2 Army HQ: 2nd Army Headquarters

Note: Belgian Reinforcements are received in the same manner as British reinforcements, but the Allies must occupy at least one hex of Belgium to receive these units.
VICTORY POINTS
	The following points are received in addition to those received in the original game if playing the variant scenarios except:
If playing the Counterattack or Hindenburg Line scenarios, Allies gain the first time any Allied units enters: 
any hex at least two hexes on the German side of the 1918 Variant Front Line: 5 *; 
any hex at least four hexes on the German side of the 1918 Variant Front Line: 10 *; 
any hex in Germany: 10.
* Units moving via amphibious landing do not count. This is in place of the points gained for crossing the original 1918 front line.
Assessed at the end of the game if a German Morale Collapse is in effect:
Germans gain for occupation of*:
	Paris (each hex): 5; 
	Dunkirk, Calais, Boulogne, Verdun, Orleans: 3 each;
Lille, Brussels, Antwerp (each hex): 5 each; 
	Each other French city which started the scenario behind the Allied front line: 3;
	Each German city: 1.
* These points are gained in place of the normal scenario points for these cities.
Assessed at the end of the game if a German Morale Collapse is in effect:
Allies gain for occupation of*:
	Metz, Strassbourg: 5 each; 
	Each other German city: 3 each;
Lille, Brussels, Antwerp (each hex): 3 each; 
Paris (each hex), Orleans, Verdun: 3 each;
Dunquerque, Boulogne, Calais: 2 each; 
	Each other French or Belgian city: 1 each.
* These points are gained in place of the normal scenario points for these cities.
1918 SCENARIO OPTIONS
	The scenario options allow players to explore different hypothetical situations given different deployment, diplomatic and other situations. Prior to start of play, each player chooses in secret which options he will use, then reveals them simultaneously. Once chosen, an option must be implemented. Scenario options have a cost/bonus in Victory Points, representing the political-military trade off. Scenario options may be used in all scenarios. 
1. German Options
A. Maximum German forces. The Germans receive the following additional units at start of play; these may be set up anywhere on the German side of the front line: three cavalry divisions, one tank brigade, one armored car brigade, one artillery corps. Allies gain 15 victory point for this option.
B. More Mobility. German Cavalry and Armored car units may advance after combat two hexes. Allies gain five victory point for this option.
C. Free Deployment. Germans may deploy their units anywhere on their side of the Front Line. Allies gain 20 victory point for this option.
D. Variable Victory Conditions. Double the victory point the Germans receive for occupying cities at the end of the game. Halve the victory point the Germans receive for eliminating enemy units (round fractions up). 
E. Variable British Morale. The instant any German land unit enters any one of the following — Dunkirk, Calais, Boulogne — roll one die: on a “1-2” the Germans gain 10 victory point (instead of “5”); on a “3-4” the Germans gain “5” victory point (as per the Victory Point schedule); on a “5-6” the Allies gain 10 victory point (and Germans do not gain “5”).
F. Variable Paris Morale. The instant any German land unit enters any one hex of Paris, roll one die: on a “1-2” the Germans gain 10 victory point (instead of “5”); on a “3-4” the Germans gain “5” victory point (as per the Victory Point schedule); on a “5-6” the Allies gain 10 victory point (and Germans do not gain “5”).
G. Strategic Aero-Wings. The German player begins the game with one additional SAC wing. Allies gain five victory point for this option.
H. Freikorps. On any turns starting with October I in which a German Morale Collapse is in effect, the German player gains one Freikorps division (“FK”) as a reinforcement. Freikorps divisions are treated as German shock divisions, except they may never be combined to form corps, are always In Command, and are never affected by German Morale Collapse. Allies gain 10 victory point for this option.
2. Allied Options
A. Maximum British Reinforcements. The Allies receive one additional British 1-2-4 division on turns March IV, April IV, May IV, June IV. Germans gain 10 victory point for this option. 
B. More Mobility. Allied cavalry and armored car units may advance after combat two hexes. Germans gain five victory point for this option.
C. US Better Prepared. US may form infantry corps starting with March III. Also, Allies receive the US 1st Army headquarters and the US armored brigade as reinforcements on July II (the 1st Army HQ and tank brigade are not received on August III). Germans gain 10 victory point for this option.
D. Free Deployment. The Allied player may deploy starting Allied units anywhere on Allied side of the front line, with the following qualifications: 1) Belgian, British and Portuguese units must be placed in British Army and Army Group zones; 2) French units must be placed in French Army and Army Group zones; 3) up to three corps or equivalent divisions may be placed anywhere on the Allied side of the front line. Germans gain 20 victory point for this option. 
E. Better Allied Intelligence. Germans set up first, Allies set up second. Germans still move first. Germans gain 10 victory point for this option.
F. Variable Victory Conditions. Double the victory point the Allies receive for occupying cities at the end of the game. Halve the victory point the Allies receive for eliminating enemy units (round fractions up). 
G. Strategic Aero-Wings. The Allied player begins the game with one additional SAC wing. The Allies receive a second SAC unit on August III. Germans gain five victory point for this option.
H. Allied Mobile Reserves. The Allied player begins the game with three additional French cavalry divisions and an armored car brigade. They are deployed in any French deployment zone. Germans gain five victory point for this option.
I. Red Guards. On any turns starting with October I in which a German Morale Collapse is in effect, the Allied player gains one Red Guard division (“RG”) as a reinforcement. Red Guard divisions are placed in any hexes in Germany which do not contain a German or other Allied unit or Zone of Control. Red Guard divisions are treated as Allied infantry divisions, except: they may not be combined into corps, may never stack with other Allied units, are always In Command, and are never affected by Allied Morale Collapse. Red Guard units have no Victory Point value. Germans gain 20 victory point for this option.
J. Tank Corps. The Allied receive two British tank corps at the start of the September III turn. These units are treated as tank units in all respects. They may not break down into smaller units. Also, it does not have to be the first unit eliminated in the event the attacker takes a loss—the Allied player may choose some other unit in the same attack, instead. Also, starting with August III, the British do not receive any tank brigades as reinforcements. Germans gain 10 victory point for this option.
K. Allied Airborne Division. The Allies receive one US airborne division (1-1-4) at the start of the September III turn. Once per game, the Allied player may make an airborne assault. The airborne division must start in a supplied city or town hex. The Allied player may then move it to any clear hex on the map that does not contain an enemy unit. This uses up all the unit’s movement for that phase. The unit functions normally thereafter. This unit is treated as an infantry division in all other respects; however, it may not be used to build infantry corps. Germans gain 10 victory point for this option.
L. Allied Amphibious. The Allies receive the British amphibious division (2-1-6) at the start of the September III turn. This unit may make amphibious invasions from all-sea hexes, attacking enemy units on coast hexes. If the attack clears all defenders from the coastal hex, the amphibious division must advance into the hex; otherwise, the amphibious division is eliminated. Germans gain five victory point for this option. 
 ADDITIONAL 1918 OPTIONAL RULEs
[19.0] SCREENING 
	Under certain circumstances, cavalry may choose which CRT with which it will defend.
19.1 If all defending units in a hex are cavalry, and there are no cavalry units in the attacking force, then the defending player may (at his option) choose the Probe CRT for the combat. In order to choose this option, there must be at least one hexagon adjacent to the defending cavalry which contains NO enemy units, enemy zone of control, or prohibited terrain, and into which the cavalry can retreat without overstacking.
• This is the only circumstance where a defender may choose which CRT will be used for combat.
[20.0] NAVAL TRANSPORT & AMPHIBIOUS LANDINGS 
	The Allied player may move units by naval transport across all sea hexes and also make amphibious landings with certain types of units.
20.1 Naval Transport. Allied units using naval transport must start a movement segment in a friendly port. They are then placed on any other Allied occupied port hex on the map. 
20.2 Amphibious Landing. Allied units using amphibious landing must start that movement segment in a friendly port. They are then placed on any coastal or port hex on the map. The hex they land in may not be occupied by an enemy unit. It may contain an enemy zone of control.
20.3 Units using naval transport and amphibious landing must either:
	1) start the movement impulse in a port hex; OR
	2) British or American infantry/marines scheduled to arrive this 
		turn as reinforcements. 
* British and United States infantry/marines may land via amphibious landing if all placement hexes are blocked. This happens in the scheduled turn of placement, within the limits stated below.
20.4 Units using naval transport and amphibious landing may move no further that movement phase. Units may begin and end their naval transport/amphibious landing move in an enemy zone of control. They may not land in an enemy occupied hex or an all sea hex. Units may conduct combat normally that turn. Naval transport/amphibious landing may be conducted during a second impulse if the moving units are in command.
20.5 Limits. 
20.51 The Allies may move a maximum of three divisions or corps equivalent each impulse via naval transport and amphibious landing (total). 
20.52 All Allied unit types may use naval transport. Only the following unit types may make amphibious landings: all Allied infantry and marine types.
20.6 Allied units that arrive in port hexes as reinforcements do not count against the total for naval transport/amphibious landing for the turn. 
20.7 Air zones do not affect naval transport/amphibious landing.
STRATEGIC AERO-WINGS (SAC) 
	When using this scenario option, Strategic wings (SAC) have an unlimited range; they can be placed anywhere on the map. However, SAC wings do not negate enemy air zones, although they are negated normally by enemy air units. 
• SAC units are received only when using the scenario options.
SHOCK TROOP TRAINING
	The German player may convert a maximum of one infantry division per turn to a shock division.
1. Procedure. The unit to be trained must be in a city in Germany which can trace a rail line free of Allied units and ZOCs to the east map edge. Remove the unit from the map at the start of the German reinforcement phase (it may be reused as a regular reinforcement). Twelve turns later, the German player receives one shock division as a reinforcement.
2. A maximum of one German infantry division per turn may be removed in this manner.