1914 (game) - Standard Game

Standard Game

The combat ratings of each unit was given in the form of their Attack-Defense-Movement ratings. (German artillery units list their caliber.) Cavalry units had their attack factor in parentheses, indicating they can only attack isolated artillery units. The major (corps) units had a sequence of steps they could lose as a result of combat or lack of supply. At each step loss the Attack and Defense factors were reduced. Thus a German active corps went from a 7-12-3, to 5-10-3, then 4-9-3, and a 2-7-3, before it was finally destroyed. However, each side in the game also received step replacements which could be used to build back up units that had taken losses, as long as the unit was in supply and some distance from an enemy unit.

Combat was based on an odds ratio between the attacking units Attack Rating and the defending unit's Defense Rating. The odds ranged from 1-to-4 or less, up to 5-to-1 or more. Different combat results charts were used based on the number of Defense Factors, and the results determined by rolling a six-sided dice. The result was in terms of step losses by each side, with at most one step being lost. Many of the results called for a step loss by both sides, reflecting the heavy attrition incurred throughout this conflict. Defending units in clear terrain that suffered a step loss also had to retreat a hex, or lose a second step.

Rules were included for the effects of fortresses. A fortress could be attacked and destroyed by a purely infantry attack. However, the infantry incurred step losses from these attacks and only had a 1 in 6 chance of destroying the fortress. The German side also had the option of using their artillery to destroy a fortress, which frequently improved the odds of success. The most effective artillery, however, was the German railroad guns; since they could never leave rail lines, they were limited in geographic scope.

Units could move their indicated movement factor during a turn, with higher movement cost for certain types of terrain. No more than two corps could end their movement in the same hex, and only one corps could defend a hex. The infantry typically had a movement rating of 3, with some reserve units moving 2 per turn. Cavalry units had a movement rating of 4, and artillery could move 2.

The basic 1914 system did not include zone of control rules, but did have a supply requirement. Units were in supply as long as a line could be traced through any three contiguous hexes to a friendly railroad line. Enemy units blocked supply lines, but only in the hex they occupied.

The game was played in a series of turns, with first the German and then Allied player performing their actions. Each player would receive any reinforcements scheduled for the turn; move any friendly units up to their maximum movement, then initiate combat against adjacent enemy units. (Neither movement nor combat was required, but was at the option of the current player.) If an enemy unit was forced to retreat due to combat, the current player could also advance into the abandoned hexes.

Each game began with each player marking on the Mobilization Chart where their forces would initially be deployed. A few units were required to occupy specific hexes, such as French active infantry corps in Toul, Belfort, etc., but the remainder could be placed in any friendly hex. This secret deployment created an element of surprise at the start of the game.

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