Supplemental TGWiE Players' Notes ================================= The following is a supplemental "D-Elim" for TGWiE that designer Ted Raicer sent to me. Dirk Blennemann's players' notes for TGWiE give a good strategic overview of the game; this article will concentrate on operations and tactics. The single most important tactical consideration in TGWiE is that units put out of supply by enemy action die. This rule is historical - - unlike WWII, WWI armies that were pocketed virtually always dissolved into panic stricken mobs. But cutting enemy supply in the game, as it was in the war, is difficult; though often the mere threat of it can be used to force an enemy withdrawal. Control of the "double turn," the OHL/OberOst, and the two hex advance after combat of shocktroop units gives the Central Powers player an advantage in threatening Allied supply, but the Allies have adequate tools to defend themselves if they are alert. The best defense against a Central Powers double turn is preventing that player from calling one. If, for example, the Central Powers player wishes to create a double turn on the east map, the Allied player can prevent it by punching a hole on the west map. The Allies will be happy to trade a double turn on the east map that causes the loss of Poland for a double turn on the west map that retakes Belgium. Of course, sometimes the Allies will be unable to prevent a double turn by this method -- but all is still not lost. The creative placement of headquarters (especially in the west where they are abundant) can allow you to plug holes in the New Units Phase. On the western front, once the British and French are fully entrenched, the Germans will find it difficult to attack. But don't be complacent: protect supply centers behind your lines and form double lines during the last turn preceding a possible double turn in those sectors where a breakthrough is possible. Entrenched stacks of three, two-step units, when available, can hold almost any position. On the east map use cavalry or weak infantry screens to deny the Germans their breakthrough.Keep in mind on which front OHL/OberOst is operating. Despite all precautions, though, breakthroughs will still sometimes occur -- stay calm. The low movement allowances in the east will limit how far the enemy can advance and how much of your army he can bag. In the west, the greater movement allowances make an enemy advance potentially more dangerous. But you should have plenty of alternate supply sources, and unless the Germans punch holes in more than one sector at the same time (which careful play can prevent), he won't be able to encircle any large numbers of units. And a well-conducted counterattack may even trap his advancing spearheads. Finally, remember your armies on both fronts are large, with great powers of recovery. Even the loss of a score of divisions can be survived. The other great tactical factor in the game is the defender's choice of Combat Results Table. Putting everyone up front (stacking four or more) increases combat power but increases losses as well. The Germans, once entrenched, will usually defend with only three units per hex to minimize losses. The Russians will often stack, to increase the cost to the attacker, but the threat of double turns will prevent him from using this tactic as much as he would like. For both sides the 1914 campaign is a time of danger and opportunity. The BEF should be set up in hexes 6315 and 6216, making it impossible for the Germans to put them out of supply. On Turn 2 the British should fall back to the Somme River around St. Quentin, spreading out along the river to the left to link up with the French cavalry falling back from Arras, their right linking up with French forces moving west from the area around Sedan. If possible use the British cavalry to secure Abbeville, and retake at least one of the Channel Ports on Turn 2. I disagree with Dirk about early French attacks in the south, unless the Germans are very weak there. Instead, rush everything you can to the northwest. By Turn 3, reinforced by large numbers of new units, you should have a solid, if thin, line running from Verdun to Soisson to Abbeville, as well as at least one good stack with a headquarters at one or more of the Channel Ports. When you can, send the Belgians to Ostend. Starting on Turn 3 or 4 you'll be able to start selective counterattacks to roll back the Germans. For the German, exploit any chance the Allied player gives you to put units out of supply, using that threat to gain ground. Inflict as many losses on the French as possible on Turns 1 and 2, while you have the edge in combat. But watch your back -- the Belgian army can't be ignored after Turn 1, and your cavalry will have a hard time holding onto all the ports. Don't be afraid to unstack where needed to keep your line intact. From October to March you will be under heavy pressure in the west. Give ground grudgingly, but be realistic -- you can't hold everywhere. By April your minus-two trench level and large numbers of replacements will stabilize the front. In the east the Russian player should plan no offensive operations against the Germans before September -- not unless you want to star in "Tannenberg II - The Sequel." When fully mobilized the Russians are a credible force, but don't get carried away. Strategic Turn D may well see the game's first double turn -- be prepared. As for the German player, if the Russian is cautious in August 1914, you may well have to be prepared to lose East Prussia by October (but hold Konigsberg if at all possible). Defend along the Vistula from Danzig to Posen, and wait for spring. When you attack large Russian stacks, include cavalry or poor infantry to take your losses. The east front campaigns will be long and bloody; accept that and press on. Finally, a word about Gallipoli. An Allied victory will there will require the bulk of the offensive power of the BEF in a campaign that will last anywhere from five months to a year. If Bulgaria stays neutral all that time, it can work -- your call. Ted Raicer