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Summary
First World War
SPI, 1977
Obscure Rules
Section 5
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5.14 A unit can always move 1 hex unless surrounded, is a depot, off a
rail line or in improper phase.
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5.5 No second movement phase between November I and April III
(inclusive).
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5.6 Maximum sea distance on Limited Naval Transfer = 10.
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5.64 If C3105 is occupied by a Central Powers unit, no LNT into/out of
Antwerp.
Section 6
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6.44 Rail capacity = original National Morale x 5.
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6.46 Every 5 RP transferred equal 1 division on Rail.
Section 7
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7.4 No ZOC through Forts or trenches
Section 9
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9.35 Fortifications improve National Morale by 1.
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9.36 Maximum final DM in Land Combat is 3.
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9.83 When active divisions would be lost, they are not lost. They
transform into reserve divisions.
Section 10
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10.22 Maximum National Morale = 3. Minimum National Morale = 0.
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10.23 When a unit losts more than the current National Morale, it must
retreat at least 1 hex.
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10.25 When several units in a hex have different National Morales, use
the lowest.
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10.26 If a unit's Morale = 0, it never expends Resource Points.
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10.73 Under the Mutiny rule, the French can only roll if none of his units
have attacked since the last Strategic turn. (Roll during the Political
Phase).
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10.8 Reduce British National Morale by 1 when they accumulate 10 Dm.
Section 11
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11.23 Ignore Rail Lines when tracing supply.
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11.3
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11.42 Belgians and Serbians can avoid attrition by tracing supply to a
Friendly ally. Their effective National Morale is the ally's National Morale.
Section 12
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12.13 Only one-third of a depot's Resource Points can be used for expansions
and conversions (round down).
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12.53 If Germans have sea superiority, receive 25+ Resource Points.
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12.7 Special Production and Resource Point situations (US, stealing points,
Egypt, Suez Russian star hexes).
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13.3 Except for Germans and Russians, fleet morale remains constant unless it
reaches 0.
Section 13
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13.41 When a fleet has a National Morale of 1 and it loses one or more ships,
it can never sortie again.
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13.42 If the German fleet sorties and disengages, it cannot sortie in the next
Strategic Phase.
Section 16
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16.14 Turks must always keep 10 divisions within 10 hexes of Istanbul.
Other Notes
Movement Phase 1
- All combat units have 3 Movement Points (MP)
- All depots have 0 Movement Points
Movement Phase 2
- Cavalry: 3 MP
- Depot along the rails: 1 MP
- Shock Unit: Equal to National Morale
- Active Infantry: Equal to National Morale
- Reserve Infantry: Equal to National Morale minus 1
Order of Losses
- Shock
- Active (Treat Active - 1 as Reserve)
- Reserve
- Cavalry
- Forts
Recommended Optional Rules
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