BALKAN WARS OPTIONAL RULES

Joseph Miranda

(MOVES #81)

 

 

OPTIONAL SEQUENCE OF PLAY

 

Use the following Sequence of Play for the player turns when utilizing the Optional Rules.

 

DIPLOMACY PHASE

(same as in the printed game rules)

 

FIRST PLAYER TURN

·          Mobilization Segment: On every turn marked “Mobilize” on the Turn Track, the First Player raises any new units and replaces losses (4). Flip all units to their “Fog of War” sides (12).

·          Strategic Operations Segment: The First Player conducts any Strategic Intelligence and Secret Operations.

·          Movement Segment: The First Player moves some, none or all friendly units in accordance with the movement rules (5, 7, 8).

·          Offensive Bombardment Segment: The First Player conducts Offensive Bombard with some, none or all of his artillery and fleet units.

·          Defensive Bombardment Segment: The Second Player conducts Defensive Bombard with some, none or all of his artillery and fortification units.

·          Combat Segment: The First Player may attack with some, none or all friendly units, as determined by the Combat rules. The First Player checks the supply status of all friendly units prior to resolving each attack (6, 7, 8).

·          Rally Segment: The First Player attempts to rally any friendly Demoralized units (10).

 

SECOND PLAYER TURN

·          Mobilization Segment: On every turn marked “Mobilize” on the Turn Track, the Second Player raises any new units and replaces losses (4). Flip all units to their “Fog of War” sides (12).

·          Strategic Operations Segment: The Second Player conducts any Strategic Intelligence and Secret Operations.

·          Movement Segment: The Second Player moves some, none or all friendly units in accordance with the movement rules (5, 7, 8).

·          Offensive Bombardment Segment: The Second Player conducts Offensive Bombard with some, none or all of his artillery and fleet units.

·          Defensive Bombardment Segment: The First Player conducts Defensive Bombard with some, none or all of his artillery and fortification units.

·          Combat Segment: The Second Player may attack with some, none or all friendly units, as determined by the Combat rules. The Second Player checks the supply status of all friendly units prior to resolving each attack (6, 7, 8).

·          Rally Segment: The Second Player attempts to rally and friendly Demoralized units (10).

 

 

WEATHER

 

1.     At the beginning of each Game Turn, the First Player rolls a die to determine the weather. Weather remains in effect for the entire Game Turn.

a.     Summer turns (May-October):

·          1-5: Good Weather

·            6: Rain

b.     Winter turns (Nov-Mar):

·      1-3: Good Weather

·      4-5: Snow

·        6: Thaw

 

2.     Effects of Weather:

a.     Good Weather: Use standard rules.

b.     Rain:

·   Increase the cost for entering hexes and crossing river hexsides by “1”. Rail and road movement are not affected (this also applies to cost for tracing line of supply, but not for HQ Command Range).

c.     Snow:

·   Increase the cost for entering hexes by “1” (but not for crossing river hexsides; this also applies to cost for tracing line of supply, but not for HQ Command Range).

·   Increase road movement cost in mountains to “2” per hex: other road movement is not affected.

·   Snow remains in effect until a Thaw occurs, or until April (once Snow is rolled, treat Good Weather die rolls as Snow).

d.     Thaw: Treat as Rain; negates effects of Snow (until Snow is rolled again).

·     April I is automatically treated as Thaw.

 

 

HQs & STRATEGIC INTELLIGENCE

 

Headquarters may perform Strategic Intelligence. This represents Army-level staffs collecting and analyzing information gathered through aerial reconnaissance, code-breaking, and unit reports.

 

1.     During the Strategic Operations segment, each Headquarters may attempt to perform one Strategic Intelligence Operation. It does so by designating any one enemy stack which is within TEN (10) hexes and rolling one die. Strategic Intelligence Results are as follows:

·          Number rolled is less than or equal to the HQ’s Staff Rating: flip all units in the enemy stack to their Open state.

·          Number rolled is “6”: the enemy may immediately examine any one stack belonging to the same country as the HQ which attempted the strategic intelligence operation (Comment: successful counterintelligence).

·          Any other number: no effect.

 

 

RECONNAISSANCE

 

Cavalry units may conduct reconnaissance to determine the nature of enemy units in their Fog of War state.

 

1.     Reconnaissance is conducted during movement.

 

2.     Recon Procedure:

(1)   Move the cavalry unit adjacent to an enemy-occupied hex and declare “recon”.

(2)   Roll one die. If the number rolled is less than or equal to the cavalry unit’s cadre factor, the recon has succeeded. All enemy units in the hex are immediately flipped from their Fog of War state to their Open state.

(3)   If the die roll is greater than the unit’s cadre factor, the recon has failed and there is no further effect.

 

3.     Post Recon:

(1)   The cavalry unit must be flipped to its Open state at the instant it declares “recon” (if not already Open).

(2)   Following completion of the recon, the cavalry unit must cease movement. It may conduct combat normally.

 

4.     Each cavalry unit may conduct only one Recon attempt per turn.

 

5.     Demoralized cavalry may not attempt Recon.

 

 

CAVALRY SCREENING

 

A cavalry unit may attempt to “retreat before combat” to avoid being attacked by enemy units.

 

1.     Retreat Before Combat Procedure:

(1)   At the instant combat is declared against a hex containing ONLY defending cavalry units, the player controlling the defending cavalry may declare “retreat before combat”.

(2)   Roll one die. If the number rolled is less than or equal to the cadre factor of the cavalry with the single lowest cadre factor, the retreat before combat has succeeded. All cavalry units in the hex must immediately retreat three hexes.

(3)   If the die roll is greater than the cadre factor, the retreat before combat has failed and there is no further effect.

 

2.     Retreat before combat is conducted like standard retreat, including any penalties for retreating through enemy Zones of Control.

 

3.     The attacking units may advance after combat normally. They may not attack again that Combat segment.

 

4.     If using the optional Bombardment rule, cavalry may retreat before combat in the face of enemy Bombardment attacks.

 

5.     Demoralized cavalry may not attempt to retreat before combat.

 

 

OPTIONAL SUPPLY EXPENDITURE RULE

 

Add the following to the Combat Supply rule (6.1):

 

1.     A Mobile Supply unit which is used to support an attack is expended. Remove it from the map at the end of the Combat segment in which it supported combat. One Supply unit may support any number of attacks in a single Combat segment, as long as all attacking units can all trace a legitimate Supply Line to the Supply unit.

a.     This does not apply to Depots or other sources of supply.

b.     Supply units which are expended do NOT count as units eliminated. They are replaced at a cost of ZERO (0) Mobilization points on the immediately-following friendly Mobilization segment. Simply place the expended Supply unit on any Depot of the same nationality. No more than one friendly Supply unit may be placed per friendly Depot per turn. This is in addition to any other friendly unit which is mobilized on the Depot.

 

2.     If using the Optional Supply Expenditure Rule and a player uses a Supply unit to support an Offensive Bombardment, that Supply unit is expended at the end of the Combat segment. Each Supply unit may support any number of Bombardments and/or Combats as long as line of supply restrictions are met. Since the Supply unit is not expended until the end of the Combat segment, it may support both Bombardment and Combat in the same turn. Units conducting Defensive Bombardment require supply; however, if using a Supply unit for supply, they do not expend it (Comment: this is because offensive artillery barrages in this period consumed massive amounts of supply; defensive artillery was usually fired only when the enemy attempted to assault friendly lines).

 

This gives a more realistic, if somewhat more complex, picture of the difficulties of logistics in this era. A player must consider the problem of his troops outrunning their lines of supply.

 

 

ALTERNATIVE COMBAT RESULTS TABLE

 

 

Odds Ratio

Die Roll

1/3(-)

1/2

1/1

2/1

3/1

4/1

5/1

6/1(+)

0 or less

E/D

E/D

R/D

R/D

S/D

S/D

S/S

-/S

1

E/-

R/-

R/D

S/D

S/D

S/S

-/S

-/S

2

R/-

R/-

S/-

S/-

S/S

S/S

-/S

-/S

3

R/-

S/-

S/-

S/S

-/S

-/S

-/S

-/R

4

S/-

S/-

S/S

-/S

-/S

-/S

-/R

-/R

5

S/-

S/S

-/S

-/S

-/S

-/R

-/R

-/E

6

S/S

-/S

D/S

D/S

D/R

-/R

D/E

D/E

7 or more

D/S

D/S

D/R

D/R

D/R

D/E

D/E

D/E

 

This is the result of our experience with the original Balkan Wars CRT. The problem with the original CRT was that it was too easy for the attacker to gain an unrealistic advantage because of the “charge” die roll modifier. The attacker could usually amass more charge points than the defender, thus allowing him to avoid the disastrous “D” (Demoralized) results. The Alternative CRT is basically the same as the one which appeared in the original game, except that it shifts the “D” results for the attacker to the upper die roll range, and to the lower for the defender. Since “D” results affect only charging units, this makes it much more expensive to use this tactic, reflecting the realities of this era’s combat. It increases the winner’s attrition, causing any campaign to run out of impetus over the long term.

 

COLUMN SHIFTS:

Artillery superiority: Attacker Bombardment strength minus Defender Bombardment strength. Only good order artillery units may participate (do not use this if using the Optional Bombardment Rule).

Terrain: total the shifts for ALL types in defender’s hex. Include “-2” if ALL units attacking across River, Lake, or both. Maximum shift is FOUR columns.

Unsupplied Attackers: Some = -1, All = -2 (see rule 6.1).

 

DIE ROLL MODIFIERS (cumulative):

+2       Charging ATTACKERS have higher total Shock Value.

+1       Attacker expends a Morale Point.

+1       One or more Engineer units attack a Fortification or Entrenchment.

-1       Charging DEFENDERS have higher total Shock Value.

-1       Defender expends a Morale Point.

 0       Both Charging Attacker and Defender declare same number of Shock Points.

 

EXPLANATION OF COMBAT RESULTS

Result to the left of the slash affects the Attacker / results to the right of the slash affect the Defender.

-: No effect.

Disrupted (D): All CHARGING units belonging to the side receiving this result become DEMORALIZED and are placed beneath a “D” marker. Units that are already Demoralized are ELIMINATED(*) instead. If no units Charged, one unit of the owner’s choice must still become DEMORALIZED (or is ELIMINATED if already Demoralized).

Elimination (E): All units ELIMINATED(*).

Rout (R): All units become DEMORALIZED and are placed beneath a “D” marker. Units that are already Demoralized SURRENDER(**) instead. All surviving units then retreat THREE hexes.

Shattered (S): All affected units become DEMORALIZED and are placed beneath a “D” marker. Units that are already Demoralized SURRENDER(**) instead.

(*) Remove from the map. Fortifications, Depots, and Army Artillery never return to play. Place all other units in the friendly Mobilization Pool.

(**) Fortifications, Depots and Army Artillery never return to play. Place all other surrendered units in the Enemy Prisoners of War box beneath the OPPONENT’S Mobilization Pool on the map.

 

 

ARMY LEVEL ARTILLERY AND BOMBARDMENT

 

This is the original Artillery rule. We dropped it since it added more complexity to the game than planned. But you can use it in place of the “artillery superiority” CRT shift (see rule 6.3).

 

1.     Heavy artillery, fortifications, and fleets function as per the standard rules, with the following additions: Heavy artillery, fortifications, and fleets (i.e., any unit with a Bombardment strength) may make offensive and defensive Bombardment attacks in the appropriate segments of the game turn.

 

2.     Bombardment: Bombardment attacks are conducted during the Bombardment segment.

a.     Procedure:

(1)   Total up the number of Bombarding factors.

(2)   Compare this to the column on the Bombardment Table.

(3)   Shift the column to the left a number of columns equal to the defender’s defensive terrain benefit.

(4)   Roll one die. Add to it a number equal to one of the Bombarding units’ cadre values; subtract from it a number equal to the highest defending cadre value.

(5)   Cross-index the die roll and column, determine the result, and apply it.

b.     Bombarding units must be adjacent to the hex being bombarded.

c.     The defender’s combat/bombardment strength ratings do not count for Bombardment combat.

d.     Demoralized units may not bombard.

e.     Terrain: only the terrain in the hex gives defensive shifts. Hexsides (e.g., rivers) do not. Units may bombard across Lake and All-Sea hexsides, and into Mountains.

 

3.     Offensive Bombardment: Offensive Bombardment fire is conducted in the friendly Bombardment segment. This is conducted by friendly artillery and fleet units.

 

4.     Defensive Bombardment: Defensive Bombardment fire is conducted in the enemy’s Bombardment segment, after he has finished all bombardment attacks. This is conducted by friendly artillery and fortification units. Note that, among other things, this might possibly reduce the odds of an attack in the upcoming combat segment by demoralizing/eliminating potential attacking units.

 

5.     Units may not advance after Bombardment.

 

6.     Fleets may be affected by enemy Bombardment. A Demoralized Fleet which is Demoralized again is NOT eliminated, it remains Demoralized.

 

7.     Supply: If using the original Combat Supply rule (6.1), Out of Supply units may not conduct offensive Bombardment. Additionally, units conducting Defensive Bombardment must also be able to trace a line of supply in the same manner as do attacking units. Units which are automatically in supply do not require a line of supply.

 

BOMBARDMENT CRT

 

 

(Total bombardment factors)

Die Roll

0(-)

1

2-3

4-7

8-15

16-24

25(+)

1(-)

NE

NE

NE

NE

NE

NE

NE

2

NE

NE

NE

NE

NE

NE

NE

3

NE

NE

NE

NE

NE

NE

DD

4

NE

NE

NE

NE

DD

DD

DD

5

NE

NE

DD

DD

DD

DD

DD

6

NE

DD

DD

DD

DD

FE

FE

7

NE

DD

DD

FE

FE

FE

FE

8(+)

DD

FE

FE

FE

FE

FE

FE

 

(The 0 column is used only when negative column shifts move the column used off the left edge.)

 

Column Shifts:

·          - for terrain effects

 

Die Roll Modifiers:

·          + highest bombarding units cadre factor

·          - highest defending cadre value

 

Results:

NE: No effect. Nothing happens.

DD: All Good Order defenders Demoralized. Demoralized units remain Demoralized.

FE: Eliminate one defending unit (defender’s choice, but fortress must be eliminated first), then apply a DD result to remaining enemy units.

 

 

 

AGENTS & SECRET OPERATIONS

 

Players may utilize “Agents” to conduct various forms of Secret Operations. Agents are accounted for by writing the number of friendly agents on a piece of paper. What is a Balkans game without skulduggery?

 

1.     Types of Secret Operations:

·          Espionage – may examine enemy forces

·          Propaganda – raise or lower Morale Points

·          Assassination – attempt to demoralize an enemy HQ

·          Subversion – attempt to raise guerrillas

·          Counterintelligence – used to reduce the chances of an enemy Secret Operation succeeding.

 

Secret Operations are conducted during the friendly Strategic Operations segment. A player may conduct one or more Secret Operations as long as he as sufficient Agents to do so.

 

2.     Use of Agents:

a.        Agents are not deployed on the map. Rather, they are accounted for off-map on paper and expended when the player conducts Strategic Operations.

b.        Agents may be mobilized at a cost of TWO (2) Mobilization Points each. They are not “placed” on Depot units.

c.        Agents belong to the “player”, not to individual countries. Consequently, the player does not have to designate which country individual Agents belong to.

 

3.     Procedure for Strategic Operations:

(1)    Designate the type of Strategic Operation being conducted.

(2)    Attacker commits any number of available Agents.

(3)    Defender commits any number of available Agents.

(4)    Subtract the number of defending Agents from attacking; this is the Secret Operations differential. Use the Secret Operations differential to determine which column on the Secret Operations Table will be used.

(5)    Roll one die and determine the outcome.

 

4.     Espionage Operation:

The player designates any country on the map. A successful Espionage Result causes all enemy units within that country’s borders to be flipped to their Open side.

5.     Propaganda:

The player designates any belligerent country, friendly or enemy. A successful die roll allows the player to alter its National Morale by “1” or “2” in his favor (i.e., plus one or two if a friendly country, minus one or two if enemy).

 

6.     Assassination:

The player designates any Open status, Good Order, enemy HQ unit. A successful Assassination Reslt Demoralizes the HQ.

 

7.     Subversion:

The player designates any one belligerent country on the map. If the operation succeeds, then enemy units must expend one extra movement point to enter each hex completely inside that country. This applies for their immediately following player turn only.

 

8.     Counterintelligence:

The defending player may assign one or more Agents to “defend” against any enemy Secret Operation. The number of defending Agents is subtracted from the attacking to determine the final Secret Operations Differential.

 

9.     Starting Secret Agents:

a.        Scenario 1

·             Balkan League: 2

·             Ottomans: 2

b.        Scenario 2

·           Bulgaria: 1

·           Balkan League: 1

c.        Scenario 3

·          Austria-Hungary: none

·          Serbia: none

d.        Scenario 4

·          Ottomans: 3

·          Balkan League: 1

 

 

SECRET OPERATIONS TABLE

 

 

Secret Operations Differential

Die Roll

-1(-)

0

1

2

3

4(+)

0

N

N

N

N

N

N

1

N

N

N

N

N

N

2

N

N

N

N

N

N

3

N

N

N

N

N

S1

4

N

N

S1

S1

S1

S1

5

N

S1

S1

S1

S1

S2

6

S1

S1

S1

S1

S2

S2

7

S1

S2

S2

S2

S2

S2

8(+)

S2

S2

S2

S2

S2

S2

 

Differential is number of attacking Agents minus number of defending (Counterintelligence) Agents.

 

[note by MK: Columns 1 and 2 are identical; I do not know if this is what was intended.]

 

Die Roll Modifiers:

·          Attacker expends one (maximum) Morale Point from Agent’s country: +1

·          Defender expends one (maximum) Morale Point from Agent’s country: -1

·          For each friendly Belligerent Great Power: +1

 

Espionage Results:

S1: Flip all enemy units in the targeted country to their Open Status.

S2: Flip all enemy units in the targeted country to their Open Status.

 N: No Effect.

 

Propaganda Results:

S1: Alter Morale plus or minus 1.

S2: Alter Morale plus or minus 2.

 N: No Effect.

 

Assassination Results:

S1: Defender GAINS one (1) Morale Point (outrage over dastardly assassins!); targeted HQ not affected.

S2: Demoralize targeted Good Order HQ; already Demoralized HQ not further affected.

 N: No Effect.

 

Subversion Results:

S1: No Effect.

S2: Enemy units must expend one extra movement point to enter each hex completely inside that country their following player turn.

 N: No Effect.

 

 

 

 

ADDITIONAL SCENARIOS

 

 

SCENARIO 3. ON TO BELGRADE! (MINI-SCENARIO)

 

Historical Notes: This is a hypothetical scenario. It is based on a “what if” situation: Austria-Hungary launches a quick punitive expedition into Serbia in order to suppress pan-Slavic nationalists. The scenario presumes that the Austro-Hungarians initiate a sneak attack, hoping to catch the Serbs unprepared. It also serves as a mini-game for players who desire to learn the system quickly.

 

Game Length: 6 game turns

First Player: Austria-Hungary

Second Player: Serbia

 

Victory Points

Either Side

·     Control:

Belgrade (1440): 10

Nish (1836): 3

Waljewo (1343): 3

Kragajewac (1538): 3

Zajecar (1534): 3

Austria-Hungary

·     Control any other Serbian towns: 1 each

Serbia

·     Control:

Sarajevo (1546): 20

·     Control any other Austro-Hungarian towns: 1 each.

 

Initial Forces

Serbia (Deploy first)

National Morale: 7

Great Powers control markers: not applicable

·     On or adjacent to Belgrade (1140): 1st Army HQ, 1st Brigade / 3rd Infantry Division, 1st Artillery Battalion, 1st Engineer Battalion

·     Nish (1836): 1st Brigade / 1st Infantry Division

·     Waljewo (1343): 1st Brigade / 2nd Infantry Division

·     Kragajewac (1538): 1st Brigade / 4th Infantry Division

·     Zajecar (1535): 1st Brigade / 5th Infantry Division

·     Any towns or cities in 1912 Serbia: 2nd Brigades

·     Depot: 1 each in Belgrade (1140) and Nish (1836)

·     Mobilization Pool: all remaining units.

Serbian special mobilization: the Serbian player receives 3 mobilization points per friendly depot each turn (representing mobilization of reservists).

Austria-Hungary (Deploy second)

National Morale: 7

Great Powers control markers: not applicable

·     Anywhere in Austria-Hungary: 15th Mountain Corps (one HQ, four Mountain Infantry Brigades, one Engineer Battalion, one Artillery Brigade, one supply unit)

·     In any Austro-Hungarian towns, not more than two units per hex: 1st Corps [use Rumanian units] (one HQ, four Infantry Brigades, one Cavalry Brigade, one Engineer Battalion, one Artillery Brigade, one supply unit)

·     Depots: one in Sarajevo (1546), one in any Austro-Hungarian town (use Rumanian depot).

Neutrals

None. (See Special Rules)

Special Rules

1.     Use only the designated Austro-Hungarian and Serbian units. Rumanian units are treated as Austro-Hungarian units for all game purposes.

2.     Ignore the following rules section: (3) Diplomacy (including Random Events).

3.     Movement limitations: units of both sides may enter only Austria-Hungary and 1912 Serbia (and note that Serbian units may enter Austria-Hungary)

4.     Entrenchments: units may not begin the game entrenched.

5.     Mountains: only Alpine units may be initially deployed in Mounted hexes.

 

 

SCENARIO 4: JIHAD! (OTTOMAN FANTASY SCENARIO)

 

Historical Notes: This is how the Turks thought the war would go. It depicts an Ottoman offensive which catches the Balkan League before it has fully mobilized.

 

Game Length:

       Start: October III, 1912

       End: December III, 1912

First Player: Ottoman Empire

Second Player: Balkan League

 

Victory Points

Either Side

·     Commit any Austrian units: Lose 20

·     Commit the British Fleet: Lose 10

·     Commit German HQ: Lose 5

Ottoman Empire

·     Control:

Constantinople (3012): 5

Adrianople (2720): 2

Salonika (3332): 2

Skopje (2537): 2

Scutari (2543): 2

Tirana (2843): 2

Sofia (2231): 5

Philippopolis (2426): 3

Varna (1815): 3

Belgrade (1140): 5

Nish (1836): 3

Athens (4628): 5

Larissa (3834): 3

Cetnje (2435): 3

·     Control any other Enemy Belligerent towns: 1 each

·     Enemy Belligerent country National Morale “0” at end of game: 5 (each).

Balkan League

·     Control:

Constantinople (3012): 10

Adrianople (2720): 5

Salonika (3332): 5

Skopje (2537): 5

Scutari (2543): 5

Tirana (2843): 5

Sofia (2231): 3

Belgrade (1140): 3

Athens (4628): 3

Cetnje (2435): 2

·     Control any other Ottoman towns: 1 each

·     Ottoman National Morale “0” at end of game: 10.

 

Initial Forces

Balkan League (Deploy first)

Bulgaria – National Morale: 4

Serbia – National Morale: 3

Greece – National Morale: 3

Montenegro – National Morale: 4

Great Powers control markers: Russia

 

1.  Bulgaria (all units deploy within 1912 Bulgarian borders)

·     On or adjacent to Sofia (2231): 1st Army HQ, Guard Cavalry Regiment, 1st Infantry Division (1st Bridgade), 10th Infantry Division (1st Brigade), 1st Artillery Brigade, 1st Engineer Battalion, Engineer Regiment, 1st Supply Unit

·     On or adjacent to Philippopolis (2426): 2nd Army HQ, 8th Infantry Division (1st Brigade), 9th Infantry Division (1st Brigade), 11th Infantry Division (1st Brigade), 2nd Artillery Brigade

·     On or adjacent to Rustchuk (1622): 3rd Army HQ, 4th Infantry Division (1st Brigade), 5th Infantry Division (1st Brigade), 6th Infantry Division (1st Brigade), 3rd Artillery Brigade, 3rd Engineer Battalion, 3rd Logistic Unit

·     Any town in Bulgaria, not more than two units per hex: 2nd, 3rd & 7th Infantry Divisions (all with 1st and 2nd Brigades)

·     Adjacent to any Bulgarian/Ottoman border hexes: Cavalry Division (“Cv”, 1st and 2nd Brigades)

·     Depot: 1 each in Sofia (2231), Philippopolis (2426) and Rustchuk (1622)

·     Mobilization Pool: all remaining units.

2.     Serbia (all units deploy within 1912 Serbian borders)

·     On or adjacent to Belgrade (1140): 1st Army HQ, 3rd Infantry Division (1st Brigade), 1st Artillery Battalion, 1st Engineer Battalion, 1 Supply Unit

·     Nish (1836): 1st Infantry Division (1st Brigade)

·     Waljewo (1343): 2nd Infantry Division (1st Brigade)

·     Kragajewac (1538): 4th Infantry Division (1st Brigade)

·     Zajecar (1535): 5th Infantry Division (1st Brigade)

·     Any towns or cities in 1912 Serbia: 1st and 2nd Cavalry Brigades

·     Depot: 1 each in Belgrade (1140) and Nish (1836)

·     Mobilization Pool: all remaining units.

3.     Montenegro (all units deploy within 1912 Montenegrin borders)

·     Alpine Brigades

·     Brigades

·     Depot: 1 in Cetnje (2345)

·     Mobilization Pool: all remaining units.

4.     Greece (all units deploy within 1912 Greek borders)

·     Athens (4628): 1st Infantry Division (1st and 2nd Regiments), one Heavy Artillery Brigade, one Engineer Regiment

·     Any Greek City or Town, no more than two units per hex: 2nd Infantry Division (1st Regiment), 3rd Infantry Division (1st Regiment), 4th Infantry Division (1st Regiment), 1st Cavalry Division (1st and 2nd Regiments), one Supply Unit

·     Depot: 1 each in Athens (4628) and Larissa (3834)

·     Mobilization Pool: all remaining units.

Ottoman Empire (deploy second)

National Morale: 9

Great Powers control markers: Germany

·     Constantinople (3012): 1st Army HQ, Guard Cavalry Regiment

·     On or within four hexes of Constantinople (3012): 1st Infantry Division, 2nd Infantry Division, 3rd Infantry Division, 2nd Cavalry Brigade, 1st Heavy Artillery Brigade, 1st Engineer Brigade

·     On or within four hexes of Rodosto (3016): 4th Infantry Division, 5th Infantry Division, 6th Infantry Division, 3rd Cavalry Brigade

·     On or within four hexes of Kilisse (2618): 7th Infantry Division, 8th Infantry Division, 9th Infantry Division, 4th Cavalry Brigade

·     On or within four hexes of Adrianople (2720): 10th Infantry Division, 11th Infantry Division, 12th Infantry Division, 5th Cavalry Brigade

·     Anywhere in the Ottoman Empire, east of the Strumo River: 1st Cavalry Brigade, 1st Brigade, 2nd Alpine Brigade, one Logistics Unit

·     On or within four hexes of Salonika (3332): 13th Infantry Division, 14th Infantry Division, 15th Infantry Division, 6th Cavalry Brigade, 2nd Heavy Artillery Brigade, 2nd Engineer Brigade

·     On or within four hexes of Monastir (3038): 16th Infantry Division, 17th Infantry Division, 18th Infantry Division, 7th Cavalry Brigade

·     Anywhere within the 1912 borders of the Ottoman Empire: 22nd Infantry Division, 23rd Infantry Division, 24th Infantry Division

·     Anywhere in the Ottoman Empire, west of the Strumo River: 3rd Rifle Brigade, 4th Alpine Brigade, one Logistics Unit

·     Depot: one each in Constantinople (3012), Adrianople (2720), Salonika (3332), Scutari (2543)

·     Fortifications: one each on Chatlja (2912), Maidos (3520), Kirk Kalisse (2517), Adrianople (2720), Yannina (3739) and Scutari (2543)

·     Ottoman forces off-map; see special rules below: 7th Corps (19th, 20th, 21st Infantry Divisions, 7th Cavalry Brigade), 8th Corps (25th, 26th, 27th Infantry Divisions, 8th Cavalry Brigade)

·     Mobilization Pool: all remaining units.

Neutrals

·     Rumania – National Morale: 3. Ottoman Player places all Rumanian units within any Rumanian Cities or Towns, no more than two units per hex.

·     Austria-Hungary. Ottoman Player places all Austro-Hungarian units within any Austro-Hungarian Cities or Towns, no more than two units per hex.

·     Germany. Place Headquarters off-map.

·     Britian. Place Fleet off-map.

·     Albania: Albania has not yet become an independent country. If it does, it enters with a National Morale of 5; place the Albanian unit in Tirana after all other forces have evacuated, as per the ALBANIA Political Event.

Special Rules

1.     Entrenchments: units may not begin the game entrenched.

2.     Mountains: only Alpine units may be initially deployed in Mountain hexes.

3.     Balkan League Special Mobilization: the Balkan League Player receives THREE mobilization points per friendly depot for turns 1-4 (representing mobilization of reservists). The Balkan League Player may place up to TWO friendly mobilized units per Depot on game turns 1-4.

4.     Ottoman 7th and 8th Corps: the Ottoman 7th and 8th Corps begin the game in the Ottoman off-map area. The Ottoman player may bring one, both or neither of them into the Operational map at any time, but if they do and the “Ottoman Subjects Revolt Elsewhere Event” occurs, one of the following penalties will apply: (1) if only one corps has been brought into play, the Ottomans lose one Morale Point the turn the event is rolled; also, the Ottoman off-map replacement rate is permanently reduced by “1”; (2) if both corps have been brought into play, the Ottomans lose two Morale Points the turn the event is rolled; also, the Ottoman off-map replacement rate is permanently reduced by “2”.

5.     Note that there are two towns called “Scutari” on the map; all deployment refers to the one in Albania.

 

 

Transcribed by Mark Kindrachuk

July 2003