From Command#30 1914: Glory's End A Battle of the Marne Scenario by Ted S. Raicer Introduction. This is a short scenario (five game turns) covering the fighting along the Marne and the German withdrawal to the Aisne River. All 1914 rules are in effect unless otherwise noted. 1.0 Playing Area. In this scenario neither player may move units east of the Meuse River line or north of hexrow 23xx. German units forced to retreat east of the Meuse are considered eliminated. Despite these restrictions, the German player may trace supply to: Rocroi, Mezieres and Sedan; the Allies may traced to: Verdun, St. Mihiel and Toul. 2.0 Set Up. (The number in parenthesis is the starting step strength of that unit.) Place the three Paris forts on the map; no other fort or FZ units are used. BEF: 1 XXX(4) - 3334; 2 XXX(3) - 3235; 4 XX(2) 3235; 19 X(1) - 3235; 1 Cav XX(2) - 3333. French Army: 1 Cav XXX(1) 3038; 21 XXX(4) 3723; 9 XXX(3) 3230; 15 XXX(3) 3520; 18 XXX(3) 3631; 4 XXX(2) 3036; 5 XXX(3) 3223; 6 XXX(3) 3122; 3RGrp(3) 3022; 42 XX(2) 3130; 7 Cav XX(1) 3224; 12 XXX(3) 3326; 17 XXX(3) 3327. Col XXX(2) 3325; 9 Cav XX(1) 3433; 1 XXX(3) 3231; 2 XXX(3) 3324; 3 XXX(2) 3331; 10 XXX(3) 3231; 11 XXX(3) 3229; 4R Grp (3) 3332; 5R Grp (3) 2936; 45 XX(2) 3037; M XX(2) 2936; 61R XX(2) 3036; 62R XX(2) 3036; 4T XXX(2) 3136; 2 Cav XXX(2) 3433. German Army: 1 Cav XXX(1) 3232; 2 Cav XXX(2) 3233; 3 Cav XXX(2) 3124; 2 XXX(3) 3133; 3 XXX(2) 3232; 4 XXX(2) 3233; 4R XXX(3) 2934; 9 XXX(3) 3131; Gd XXX(2) 3129; 7 XXX(3) 3131; 10 XXX(2) 3030; 1OR XXX(3) 3031; 12 XXX(3) 3029; 12R XXX(3) 2928; 19 XXX(3) 3027; 6 XXX(3) 3023; 8 XXX(3) 3226; 8R XXX(3) 3225; 18 XXX(3) 3124; 18R XXX(3) 3123; 13 XXX(3) 2823; 13R XXX(3) 2922; 16 XXX(3) 2922. Place the Game Turn Marker in the turn eight box (4-6 September). The scenario ends at the conclusion of Game Turn 12 (16-18 September), Place the French Replacement Marker on the "3" space of the Replacement Track. Those are the French replacements for turn eight. Place the German Replacement Marker, and both Allied and German Victory Markers, in the "0" space on the track. There are no British replacements in this scenario. Place German Control Markers on: 2435, 2331, 2932, 2529, 2829 and 2627. 3.0 Scenario Special Rules. The scenario begins with the Allied Player Turn of Game Turn 8. Command control has been rolled and hexes 3235, 3334 and 3333 (the BEF) are OOC. The French 7 XXX(4) enters by strategic movement during turn eight. The German 15 XXX(4) and 7R XXX(4) enter by strategic movement during turn 1O.The German player receives three replacement steps per turn starting on Came Turn 9 (in addition to the three at the start of the scenario). Eliminated units of both sides (including infantry corps) may not be rebuilt. The German player is subject to the restrictions of rules 10.4 and 11.2. 4.0 Winning. Both players score victory points as listed below. The player with the higher total at the end of Came Turn 12 is the winner (draws are possible). In addition, the German player (only!) can win an automatic victory at the end of any of his player turns by taking any hex of Paris or hex 3334 (Melun). Allied VP: Two VP for each German corps (of whatever type) eliminated. Two VP each for holding Laon or Rethel at the end of Came Turn 12. One VP each for holding Reims, Chalons, Vitry, Epernay or hex 2932 at the end of Game Turn 12. German VP: One VP for each British STEP eliminated. Two VP for each French corps eliminated (of whatever type). One VP for each French division eliminated. One VP for each supplied unit south of hexrow 31xx at the end of Came Turn 12. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)