Date: Mon, 22 May 2000 22:44:11 -0700 To: hotspur@rocketmail.com From: Sean Emerson Subject: Guns of August update The Guns of August Module for the War Game Processor Avalon Hill's strategic/corps level game of World War One allows you to fight the entire European theater of war on either or both western and eastern fronts, year by year, or the entire campaign on both fronts, from the beginning to the end of the war. You must own a copy of the board game in order to use this module. Scenarios - Included along with the two module files, you'll find six saved game scenario files, one each for the Campaign/1914 scenario (since the start positions are the same for both), 1915, 1916, 1917, and 1918 scenarios, as well as one with all the units just sorted into their respective force pools (GoA3FP.gps). In the case of the specific yearly scenarios, I placed the units available on start up, grouped according to type; near but behind the national borders or scenario start lines. It will of course be up to the player to place specific units in the hexes they desire before the start of the game. In the case of the division of units between fronts, usually applying to Germany and Austria-Hungary, I placed the minimum amount of the weakest strength corps available opposite the least important (historically speaking or in my opinion) front. I also placed the minimum amount of artillery that would have to be withdrawn in a one front game near the less important front. Of course players are free to rearrange these as they see fit before they begin; only needing to adhere to the minimum corps requirement for each front. In scenarios with nations that begin as conquered, I placed no garrisoning forces as required in the advanced rules. This too will be up to the players to do before beginning a game. Where particular nations, units, or markers come into play later in the same year after the start of the scenario, those forces, units, and markers are left off map at start. Map - I adhered as closely as I could to the look of the board game, with the main exceptions being the rail lines are now dark purple instead of black, making both the rail lines themselves, passing through the many black hex sides, and the non-objective black cities the rail lines connect to, easier to pick out, and I changed the symbol (both on map and on the markers) for fortresses. They should still be readily obvious. The only city place names I could not fit entirely in the hex name field were Brest-Litovsk, abbreviated by dropping all the vowels, and Constantinople, abbreviated by dropping the last three vowels. Again, they should be readily recognizable. The line of red "x's" inside the border of France is the west front 1915-1918 scenario start line. The line of western-most red "x's" on the eastern front, still partly within the borders of Germany and Austria-Hungary is the east front 1915 scenario start line. The more eastern line of red "x's" on the east front, almost entirely within Russia, is the 1916-1917 east front scenario start line. The line of blue "x's" within and along the Rumanian border with Russia is the continuation of the 1917 scenario start line. The lines of red "x's" within and along the borders of Italy and Greece are the Italian and Balkan scenario start lines, respectively. The turn tracks were moved from their respective sea areas in the board version to the left and right border areas below the replacement point tracks. Lastly, I used some extra space below (geographic south) the map to make two eliminated unit-holding areas, for units to be replaced with replacement points. You can split up eliminated units east and west, Central Powers and Allies, or any way you'd like. I recommend you view this module in 65K color or higher and 640X480 resolution (or no higher than 800X600 for the "wider" view) for best effect. The Redcoats Are Back - I also tried to reproduce the units and markers from the board game as closely as possible and mostly succeeded (a tip of the hat to the color palette, since most of the units are shades of green and brown, the remainder being shades of gray and blue). But though I could reproduce the dark green of the British units almost exactly, the black attack, defense, and movement numbers, as well as the unit icons, were almost impossible to read. I found it less glaring to my eye to change the color of the unit to something different than to change the attack/defense/movement numbers and the icons to a different color than black when all the other units in the game have black strength numbers and icons. So the British forces are now red in color. Also, as mentioned above, I had to come up with a different fortress symbol for the fortress markers. The unit values are attack strength (total), defense strength (total), and movement (minimum). The unit names use the same one or two letter national designations that are found on the board game counters, for example G, for German, and show the size of the unit (xxx, III, II), for use with naval and rail rules. For use with the combat function and the after combat report, between the national designation and the size of each unit, I listed its attack/defense/movement ratings (example AH 243 xxx, for an Austro-Hungarian 2-4-3 infantry corps). Since many infantry, cavalry, and artillery units between nationalities and even within the same nationality have different values, this is the only way you could get an accurate display of strengths involved in a combat report. On the other hand, German Stosstrupen units, and British and French tank and air units, as well as all fortress and rail engineer units, have unit type designations rather than strength designations in their names, since their attack and defense strengths are constant according to type and they also result in die roll modifications or have other functions. I thought it would be more useful in the combat report to show units that modified the die roll, especially since their strengths are uniform to their type and should be known. I didn't do this with the two German siege artillery units, since there are only two and they are easily identified in the combat reports by their unique 3-2-1 and 3-1-1 ratings. However, as a reminder of their special abilities and a way to easily identify them on the map, I added a red dot to the upper right hand corner of the six German Stosstrupen counters and a blue dot to the upper right hand corner of the two German siege artillery units. I added an extra 64 markers to the module, in the form of extra entrenchment, fortification, isolation and demoralized markers mostly, with a few extra entrained and rail head markers. There are also 15 blank counters, stacked in the bottom-most central sea hex, below the Malta box. These can be used for any purpose the player wishes, such as a reminder of which units received demoralized markers in the current game turn, etc. Play Of The Game - Very little needs to be altered from the board game. If using the random method of setting up on each front, simply roll a die rather than picking a front marker. I recommend that for the purpose of combat, units be placed in the attack and defend boxes along with any strength or die roll modifying markers in an order that will show which units are affected by which markers. For example, if a hex is being defended that has units below a fortification or entrenchment, or isolated units are participating in an attack, place the units in the attack and defend boxes so that as you scroll down the list of units in a given box, the appropriate marker appears above only those units that are actually affected by that given marker. Then in the combat report, the order of the listing of units will also show which units are beneath which markers. I included the sets of east and west front replacement markers and the appropriate boxes to stack the units they represent in the module. Though there is no danger of knocking over stacks of units in the module, I wanted to remain as faithful as possible to the board version and the front markers can still add to the element of "fog of war." When Phase II of the WGP arrives, it will be possible to designate the units beneath a front marker as hidden while the marker itself is visible, thereby achieving true fog of war in the sense intended in the rules. 3RD Edition - This module incorporates all of the errata from the 18/3 and 25/5 issues of the General magazine. Mostly this has to do with scenario set-ups but also includes minor counter and map-board errata, such as providing a French 3-2-2 siege artillery unit and moving the rail line that was originally in HH15 south one hex to HH16. If you play without one or both versions of the errata, it may be necessary to adjust scenario at-start forces. In addition I've included all the units and map-board additions necessary to use the Naval module which appears in the General, volume 18/3, either alone or in conjunction with the Diplomacy and Mobilization modules from the same issue. Basically this involves providing naval unit counters and naval damage markers along with four "off-map" boxes, for the Atlantic Ocean and Eastern Mediterranean Sea areas and for the ports of Scapa Flow and Malta. Beneath the name of each off-map box and sea area, the adjacent sea areas squadrons can move to are indicated in parentheses as two-letter codes, which should be obvious, i.e., AO = Atlantic Ocean, NS = North Sea, etc. Gunnery and Protection values for naval squadrons are listed under attack and defense values, respectively, since they function exactly the same. Unfortunately, the Naval module as presented in the General is far from comprehensive and there are numerous points that will have to be decided by the individual player or agreed upon by two or more players before starting a game. Among other things, damage repair, both during battle and in port; what constitutes a "pursuit unit" when disengaging individual squadrons, as opposed to entire fleets; how exactly the "optional" squadrons listed in the Fleet Order of Appearance section come into play; and why the US shows a fleet squadron size of 3-6 for Battle Cruisers (BC's) when they neither receive any BC squadrons at set-up, cannot build any squadrons using the Mobilization module, nor receive any BC squadrons as reinforcements in the Fleet Order of Appearance section of the Naval module are points that need clarification. I've included enough naval units to build the maximum amount of each type for each nation if using the Mobilization module in a campaign game extended to December, 1919 (including five BC US squadrons, the same as the maximum number of BB squadrons they could possibly have, for use at player discretion). In addition, I've included both a Turkish and German version of the Goeben and a Turkish and British version of the 2-3 BB squadron for use with the Diplomacy module. Since it's not clear if the British BB unit would be a normal 4-8 if not given to Turkey (possibly due to superior British seamanship and command?) as the Fleet Order of Appearance would seem to indicate and as would make sense as additional impetus not to hand it over to the Turks, I've also included one additional 4-8 British BB over and above the maximum buildable total, again to be used at player discretion. In the 1917 scenario, Greece starts as a neutral, but as per the rule book, I've placed the Greek units on map, along with the 2-4 B squadron, which remains in Salonika, the only on-map Greek port, stacked beneath the British corps. There are twenty naval damage markers, with light damage on the front and heavy damage on the back that can be used to mark damaged squadrons during each round of combat. Squadrons, which are sunk can simply be inverted before removal. If using the Mobilization module, the month/year track can be used to keep track of when a squadron will be launched after laying down the keel and then again when it will be completed after the final cost is paid after launching by inverting/turning face up the counter and placing it on the appropriate month. For nations that take eighteen months to launch, some memory/note-taking may still be necessary. The preplotted moves for squadrons each turn can be sent to your opponent(s) by encoded message and then confirmed by exchanging passwords. Each scenario has the at-start naval forces for each nation stacked in one port. With the exception of nations with only one port and Russia, which starts with squadrons specifically split between the Baltic and Black Seas, players are free to adjust and distribute squadrons among their various ports as they see fit before starting play. If you don't have access to the Naval module, or prefer not to use it, you can either place the naval counters back in the individual national force pools, or simply ignore them. Finally, there are a series of "Game Kits" produced by the Deer Valley Game Company which expand/clarify a number of games (all from Avalon Hill, as far as I've seen). There's one for Guns of August, available for download from the Web Grognards site (www.grognard.com), that helps clarify some of the above mentioned problems with the Naval module, providing you accept their interpretation. It also includes numerous additions to the system, such as optional submarine units and "command chits," as well as three more additional "off-map" ports, two for Russia and one for France. Maybe one of these days I'll produce an unofficial "4th Edition" of this module, incorporating all the changes from the game kit (but don't count on it). The General magazine additions to the game may not be perfect, but now they're here for your use and experimentation. I hope you enjoy the module, and if you'd like to contact me to play a game or to comment, you can reach me at julianta@aol.com. Tony Arena 3/5/00