The Great War in Europe 1916 Scenario by Ted S. Raicer 22.0 The 1916 Scenario 22.1 In General This scenario begins with the Chit Pull Phase of the Jan/Feb 1916 turn, and ends no later than the end of the June 1919 turn. All applicable normal rules apply. Play starts with the Allied player moving first on the east map, and the Central Powers player moving first on the west map. 22.2 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, Italy, the Russian Empire and Serbia. Montenegro has been eliminated, while Greece, Romania and the USA are still neutral. 22.3 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. Friendly fortifications and heavy fortifications that begin play behind the front lines of the opposing side are considered destroyed. Western Front Allied Front Line: 6811-6612, 6612-6411, 6311, 6211, 6111-5910, 5811, 5710-5511, 5512, 5412-5312, 5313, 5214-5217, 5117-5120, 5221-5224, 5224-4922, 4823-4827, 4827-4628, 4629-4529, 4429, 4329, 4229-3831. Italian Theater Allied Front Line. This front follows the Italian/Austro-Hungarian border with the following exceptions: 2412, 2414-2416, 2517-2819, 3021, 2829, 2729, 2529-2328. Russian Allied Front Line: 6120-6121, 6121-5922, 5923-5824, 5723-5524, 5524-5223, 5223-5024, 5024-4823, 4723-4624, 4523-4324, 4224-4123, 4024-3923, 3922-3524. Salonika Allied Front Line. There is no front line as such, but Allied units may set up anywhere within two hexes of Salonika. Central Powers Salonika Front units may set up in Albania, Serbia and/or Greece north of hexrow E12xx in any supplied hex not occupied by an Allied unit. Gallipoli Allied Front Line: Gallipoli has been evacuated and that campaign is over. 22.4 Preparation for Play Place all units and chits scheduled to arrive after Strategic Turn G in the appropriate holding boxes on the east map. Place the Turn Marker on the Jan/Feb 1916 space on the Turn Record Track, with the Allied East/CP West side face up. Place the BR/BE, FR, and GE Trench Status Markers in the -2 space on the Trench Status Track; place the other Trench Status Markers in the -1 space. Place the CP VP Marker on the 9 space on the General Records Track. Place the Allied Cities Held Marker and VPs Retaken Marker on the 0 space. Lens, Longwy and Mons are active CP resource hexes. Place the USA entry chit on the N space of the Turn Record Track. 22.5 Special Event Chits All eight Allied C event chits have been played, and all air units are available. Place all G event chits in the Allied pool. All eight Central Powers C event chits have been played, and all air units are available. Place all G event chits in the CP pool. The Turn C U-boat chit has been played and canceled; the Central Powers player may not cancel any future U-boat chits. 22.6 Allied Set Up Particulars The Allied player sets up first on both maps. On the western front each front line hex must contain at least one Allied combat unit. On the Italian front all non-Alpine front line hexes must contain at least one Italian combat unit. On the Russian front each front line hex must contain at least one Allied combat unit. All HQs are deployed support side face up. See below for other Allied deployment restrictions. 22.7 Belgium Belgium starts with 2 RPs. All Belgian units must set up in hexes 6811 and 6810 on the western front map. 22.8 Britain Britain starts with 3 RPs. All British units start at one step strength. Remove the British 13, 52, 53 and 54 divisions; they are in Egypt. Place one British 3-4-4 and four 3-4 divisions on the Salonika front. Place two 1-2-6 units and any other four infantry units in the deadpile. The remaining units set up on the western front map north of hexrow 58xx. 22.9 France France starts with 0 RPs. Remove from play the ITL and LFD units. Place four French 2-3-4 units on the Salonika front. Place any four units in the deadpile. All remaining units set up anywhere on the western front, but not stacked with British or Belgian units. 22.10 Italy Italy has 0 RPs. Place two Italian units on the Salonika front. Deploy all other units within the restrictions of 22.6. 22.11 Russia Russia starts with 0 RPs. The Russian (Allied) player begins with any 15 combat units in the deadpile. All remaining units are set up anywhere on or east of the Russian Allied front line, subject to 22.6. 22.12 Serbia/Montenegro Montenegro has been eliminated. Serbia has 0 RPs. All Serbian units except the HQ begin the game in the deadpile. Place the HQ at Salonika (E1116). 22.13 C.P. Set Up Particulars The CP player sets up second on both maps. All front line hexes on both maps must contain at least one CP combat unit. Exception: there is no such requirement on the Italian and Salonika fronts. All HQs are deployed support side up. 22.14 Austria-Hungary Austria-Hungary starts with 0 RPs. Place two 1-6 corps in the deadpile. Place one HQ and 19 combat units on the Italian front. Place three combat units in Montenegro. Place four combat units on the Salonika front. Place all remaining units on the Russian front, with no more than four north of hexrow 46xx. 22.15 Bulgaria Bulgaria has 0 RPs. All Bulgarian units are at two-step strength. Place four units anywhere inside Bulgaria. Place all remaining Bulgarian units on the Salonika front. 22.16 Germany Germany has 3 RPs. Deploy 47 German divisions and four HQs (which must include the 11th and Sud HQs) on the Russian front. Only the Sud HQ and up to six divisions may deploy south of hexrow E46xx. Deploy four German units on the Salonika front. Deploy all remaining HQs and combat units on the western front. The OHL unit is available for use. 22.17 Ottoman Empire Turkey has 3 RPs. Place all units anywhere inside the Ottoman Empire.