23.0 The 1918 Scenario 23.1 In General This scenario begins with the Chit Pull Phase of the Jan/Feb 1918 turn, and ends no later than the end of the June 1919 turn. Players should use optional rule 20.8, the Red Army. Note that this scenario has special Central Powers victory conditions that supersede those of the campaign game. Play begins with the Allied player moving first on the East Map and the Central Powers player moving first on the West Map. 23.2 Sides The Central Powers side consists of: Austria-Hungary, Bulgaria, Germany and the Ottoman Empire. The Allied side consists of: Belgium, the British Empire, France, Greece, Italy, Bolshevik Russia, Romania, Serbia and the USA. Montenegro has been eliminated, while Romania and Russia have collapsed. There are no neutrals left that can enter the game. 23.3 Start Lines The Allied front lines are listed below. The Central Powers front lines are those hexes adjacent to the Allied front line to the east or north on the West Map, and to the west on the East Map. Fortifications and Heavy Fortifications that begin play behind the front lines of the opposing side are considered destroyed. Western Front Allied Front Line: 6811-6711, 6612, 6613-6311, 6212-6111, 6012-5813, 5712-5314, 5315, 5216-5217, 5117-5120, 5221-5223, 5123-4922, 4823-4827, 4827-4628, 4629, 4529, 4429, 4329, 4229-3831. Italian Front Allied Front Line: The Italo-Austrian border to hex 2511, 2412-2415, 2315-2318, 2419, 2319-2321, 2222-2223, 2223-2024. Russian/Romanian Front: 6221-5922, 5824, 5723-5524, 5524-5223, 5223-5024, 5024-4023, 4823-4624, 4624-4222, 4223-4024, 3923-3625, 3524, 3425-3324, 3224, 3123-2725, 2725-2729. Salonika Front: 1210-1213, 1312-1315, 1416, 1417-1218. 23.4 Prepare for Play Place all units scheduled to arrive after Strategic Turn O in the appropriate holding boxes on the East Map. Place the Turn Marker in the Jan/Feb 1918 space on the Turn Record Track, with the CP West/Ally East side face up. Place the BR/BE, FR and GE Trench Status Markers on the -2 space on the Trench Status Track. Place all other Trench Markers on the -1 space. Place the Central Powers VP marker on the 11 space on the General Records Track. Place the Allied Cities Held and VPs Retaken markers on the 0 space. Place the Ploesti marker on Strategic Turn N. Lens, Longwy and Mons are active Central Powers resource hexes. Place eight Devastated Zone markers on the West Map in hexes: 6012, 5912, 5812, 5813, 5711, 5712, 5612 and 5613. 23.5 Special Event Chits The Allied player places all Turn O Event Chits in his cup, along with both Turn C "No Event" chits. All other Allied chits have been played. The RTC and French AAC units are available. The Convoy Chit is in the Strategic Warfare Box. The British Tank BN is eliminated. All gas chits and the Mine Attack chit have been used. All air units are available except for Ball, who is KIA. The Central Powers player places all Turn O Event Chits in his cup, along with both Turn C "No Event" chits. All other Central Powers chits have been played. The flamethrower chit and all gas chits have been used. All air units are available except for Immelmann and Boelcke, who are KIA. 23.6 Allied Set Up Particulars The Allied player sets up first on both fronts. On the East Map, all front line hexes must contain at least one Allied unit. There is no such requirement on the East Map. All HQs are deployed support side up. 23.7 Belgium Belgium starts with five RPs. All Belgian units must set up in hexes 6811 and 6810 on the West Map. 23.8 Britain Britain starts with six RPs. Remove from play the BR10, 13, 52, 53, 54, 3IN and 7IN Divisions (they're in the Middle East). Place any two cavalry divisions in the deadpile. All British units are at one-step strength. The Allied player may place up to six British (not ANZAC, CND or PT) units on the Salonika Front, and up to four other British units on the Italian Front. All other units must deploy on the Western Front in or north of hexrow 54xx. Up to 15 units may start in the Available Units Box. 23.9 France France starts with three RPs. The Allied player may place up to six French units on the Salonika Front, and up to four French units on the Italian Front. All other units start on the Western Front in or south of hexrow 55xx. 23.10 Greece Greece starts with two RPs. Place all three Greek units on the Salonika Front. 23.11 Italy Italy starts with zero RPs. Place two Italian units on the Salonika Front and two on the Western Front. All other units start on the Italian Front. 23.12 Romania Romania is collapsed and has zero RPs. Place six 1-2-4 divisions and the 1-6 corps in the deadpile. All remaining Romanian units begin set up within two hexes of E2726. 23.13 Russia The Bolshevik Revolution has taken place and Russia has collapsed. All non-Provisional Government units have been eliminated. Place 80 Provisional Government divisions on or east of the Russia/Romanian front line: all others have been eliminated. For the purposes of the Red Army optional rule, the Bolshevik Revolution took place on Strategic Turn N. 23.14 Serbia Serbia starts with one RP. Place four 2-4 divisions and the 1-6 division in the dead pile. The remaining units start on the Salonika Front. 23.15 The USA The USA entered the war on Turn L. One US division starts on the map anywhere on the Western Front. 23.16 Central Powers Set Up Particulars The Central Powers player sets up second on both maps. In this scenario all Shocktroop units have been converted. The Central Powers player may divide his forces among the various fronts subject only to rules 3.7, 23.17 and 23.19. All HQs are deployed support side up. 23.17 Austria-Hungary Austria-Hungary begins with zero RPs. At least 30 Austro-Hungarian units must set up on the front line on the Italian Front. Subject to rule 3.7, all other Austro-Hungarian units may be set up on any of the other Central Powers fronts. 23.18 Bulgaria Bulgaria starts with zero RPs. All Bulgarian units start at one-step strength. Subject to rule 3.7, they may set up anywhere in Central Powers controlled territory in the Balkans. 23.19 Germany Germany starts with three RPs. Any, some or all German cavalry divisions may start the scenario already converted to infantry (Central Powers player's choice). The Central Powers player may place no more than 190 divisions on the Western Front, and no more than 12 divisions on the Italian Front. Otherwise, German units are subject only to the restrictions of rule 3.7. 23.20 Turkey Turkey starts with zero RPs. Place the 3-4-4 division in the dead pile. Put up to four Turkish units anywhere in the Balkans in Central Powers controlled hexes. All other Turkish units begin anywhere in Turkey. 23.21 Victory In this scenario the Central Powers player loses unless he achieves his victory conditions by June 1919; there are no draws possible. Players may win this scenario according to rules 4.2, 4.3 and 4.5. In addition they may win according to the following victory conditions. Central Powers. The Central Powers player wins if he has achieved two out of three of the following during any Victory Check Phase and has at least 14 VP: 1) control Venice; 2) control Salonika; 3) control every city (not just victory cities) in Russia and Russian Poland. Allies. If the Central Powers have not won by the end of June 1919, the Allies win. Design Note. These victory conditions allow players to explore the strategic ideas advanced by German Gen. Max von Hoffman, and others, to "open the ring" surrounding Germany in the east and south, then offering "reasonable" peace terms on the Western Front. While these conditions work well in this 1918 scenario, they should not be used in the other scenarios because they would provide the Central Powers player with an unrealistic degree of hindsight.