12.4 Taking Losses
12.4.1 The result of each Player’s die roll on the fire table is his opponent’s Loss Number.
12.4.2 Losses are taken by reducing or eliminating combat units or Forts. Each step removed from a unit provides the unit’s LF towards fulfilling the Loss Number.
12.4.3 Each Player must fulfil as much of their Loss Number as possible without taking more losses than their Loss Number. The Player may not take fewer losses than required if it is possible to take the exact Loss Number, but the Player never takes more losses than the Loss Number.
EXAMPLE: A full strength French Army (LF 3) and a reduced strength French Army (LF 3) suffer a 5 Loss Number. The Player must eliminate the reduced strength Army and replace it with a Corps (LF 1). The Corps then must take two step losses and be eliminated. The full strength Army remains intact. The French Player could not take a step loss from the Full strength French Army (LF 3) and the reduced strength French Army (LF 3) because this would exceed his Loss number.
12.4.4 A reduced strength Army which is eliminated is replaced immediately in its current space by a full strength Corps of the same nationality from the Reserve Box, if such a Corps is available.
If a full strength Corps of the same nationality is not in the Reserve Box, it may be replaced by a reduced strength Corps of the same nationality from the Reserve Box. If no Corps of the same nationality is available in the Reserve Box, the Army is permanently eliminated and may not be rebuilt through Replacement.
220.127.116.11 This replacement with a Corps from the Reserve Box occurs even if the Army is OOS, but the OOS Army is permanently eliminated.
18.104.22.168 If a space with only two full strength 3 LF Armies suffers a 7 LP result, or a space with only two full strength 2 LF Armies suffer a 5 result, and in either case there are no Corps in the Reserve Box, the two armies may not be reduced. Instead one army must be eliminated (as if there were a Corps in Reserve to take the last LP) and permanently removed.
22.214.171.124 Due to the different nationalities within the British forces, there are restrictions on which British Corps can replace Armies.
The BEF Army may only be replaced by the BEF Corps, and the BEF Corps may only replace the BEF Army.
The MEF and BR NE Armies may be replaced by any BR Corps.
The AUS, CND, PT, and the ANA Corps may not be used to replace any eliminated British Army.
12.4.5 Polish Corps can not replace eliminated German Armies; the Czech Legion Corps can not replace eliminated Russian Armies.
In any Combat involving British units as the Attacker with or without other nationalities, there is a priority for which unit must take the first loss if possible without exceeding the Loss Number. The priority list is shown below:
If the highest unit available on the list cannot take a loss without exceeding the Loss Number, then continue down the list. Similarly, in any combat involving the Russian CAU Army as the attacker, that unit must take the first loss if possible without exceeding the Loss Number. In combats involving the MEF and the RU CAU, the attacker may choose between the two units for loss priority. In combats involving the RU CAU and the AUS or CND corps, the RU CAU has first loss priority. In all cases 12.4.5 takes precedence over 12.4.3.
12.4.6 Loss Numbers are applied to defending Forts only if there were no defending combat units in the space, OR if there are sufficient Loss Numbers remaining to match or exceed the Fort’s LF after all defending combat units, including any corps replacing armies from the Reserve Box, have been completely eliminated.
Fort destruction resulting from combat losses is only effectively applied if at least one attacking unit advances after combat into the Fort space, or in the case of besieging attacking units, if at least one unit survives in the Fort space. Otherwise the step loss inflicted on the Fort has no effect and the Fort remains intact.
Note that even reduced strength Attacking units may advance if the defending space was free of enemy units at the beginning of the attack (see 15.0 Forts).
12.4.7 Armies are permanently eliminated when:
An army is unable to perform a retreat, including overstack situations. A replacement corps is not eliminated nor placed onto the map.
An army is replaced with a corps which cannot retreat, including overstack situations. In this case the army is permanently eliminated and the corps is eliminated and placed in the eliminated/replaceable box.
An army is eliminated while OOS.
An Army that is eliminated does not have a corps in the Reserve Box to replace it.
If the Army is any of the following: TU YLD, TU AoI, FR AoO, RU CAU, MEF, or BR NE (marked with a dot to the right of the unit symbol).
12.5.1 If the Attacker wins the Combat and any attacking units remain at full strength, all defending units not eliminated must retreat. This is regardless of the size of the remaining full strength attacking units or the number of steps actually removed by each side. In addition, defending units must still retreat even if the full strength attacking units lack sufficient strength to advance and besiege an intact Fort in the defending space.
12.5.2 The number of spaces of the retreat depends upon the difference in the Loss Numbers. If the difference is one, the defender must retreat one space. Otherwise, the defender must retreat two spaces. Players may not choose to retreat two spaces if the difference in Loss Numbers produces only a one space retreat.
The defender may not retreat if the Loss Numbers result in a tie.
12.5.3 Defending units in spaces containing intact friendly Forts, Trenches, Forests, Deserts, Mountains, or Swamps may chose to ignore a retreat by taking one additional step loss. This is not just an increase in the Loss Number.
The step loss may be taken from any defending unit. One additional loss cancels the retreat, regardless of the number of retreat spaces required, provided at least one defending step remains after the additional loss. The last defending step left in a space cannot be eliminated to negate the retreat.
Defending units that retreat into a space occupied by friendly units in supply or into a friendly Fort, or into Trenches, Forests, Deserts, Mountains, or Swamps as the first space of a two space retreat may automatically ignore the second required retreat space without the need to take one additional step loss.
12.5.4 Units which cannot perform retreat nor ignore the retreat by taking an extra step loss are eliminated. Armies eliminated for failure to retreat are permanently removed from the game and may not be replaced. In this case, a replacement corps for the army is not taken from the Reserve Box nor placed onto the map nor eliminated with the army.
12.5.5 Retreating Russian units whose first space of a two space retreat is into an off-map box are eliminated if the units are not able to fulfill the second space of the retreat.
Example: Russian units in Kiev suffered a two space retreat and Chernigov, Beleya Tserkov, and Zhitomir were occupied by CP units, the Russian units would retreat into the “To Kharkov” off map box and then be eliminated because they could not fulfill the second space of the required retreat.
12.5.6 If a Corps from the Reserve Box that has just replaced an eliminated army can not perform the retreat, ignore the retreat by taking an extra step, or is eliminated due to an overstack situation, it is eliminated. In addition, the army which was just eliminated is permanently eliminated as if the army itself could not have performed the retreat. The replacement of an eliminated army with a corps from the Reserve Box is not meant as an escape to prevent permanent elimination. This may require some memory about identifying which specific corps replaced an eliminated army. After the current combat is over, the replacement corps is treated normally.
12.5.7 Units which retreat must follow the restrictions below:
May not enter a space containing an enemy unit or a non-besieged enemy Fort.
May not retreat from a port by sea.
May not retreat back into the original defending space.
May not end its retreat overstacked, but may retreat in violation of stacking limits through the first space of a two space retreat. In cases where the Defender has no other route, he would choose which retreating units would be able to stack within limits and then eliminate the rest.
May end their retreat adjacent to the original defending space if retreating two spaces as long as the units entered two spaces during the retreat.
For example, a unit retreating two spaces from Sedan could retreat to Cambrai and then end the retreat in Chateau-Thierry.
Retreating units may retreat to different spaces.
Must first retreat into friendly-controlled spaces if possible, but may retreat into empty enemy-controlled spaces if it is not (they do not gain control of enemy controlled spaces they retreat through; they do gain control of spaces they retreat into; but also see 15.1.10).
Must end their retreat in supply if possible.
In cases where multiple spaces that are not fully stacked exist for a unit to retreat, follow the following priority list:
Into a friendly space in supply.
Into a friendly space not in supply
Into an enemy space that would result in the retreating unit being in supply.
Into an enemy space that that would result in the retreating unit not being in supply.
For two space retreats, follow the retreat priority for the first space and then follow the priority again from the first space to the second space.
12.5.8 If defending units retreat into a space that is attacked later in the same Action, the units that have already retreated do not add their CF to the Combat against that space. In addition, if a Loss Number of at least 1 is achieved, the already retreated units are immediately eliminated and do not count towards fulfilling the Loss Number. The already retreated units are immediately eliminated and placed into the Eliminated / Replaceable Units box They do not count toward fulfilling the Loss Number and are not replaced by replacement corps from the Reserve Box.
Army units are still permanently eliminated if the relevant conditions apply (see 12.4.7).
12.5.9 Attacking units never retreat.
12.5.10 Retreating from a space does not cause control of that space to change to the other side. The control of that space would only change after attacking units advanced into the space.
12.6.1 When played from the hand the Withdrawal card represents a planned withdrawal similar to the British defense at Mons.
12.6.2 The Withdrawal combat card is played after the Attempt Flank Attack die roll.
12.6.3 Defending units (not forts) negate one required Corps step loss after the Take Losses Step. In cases of a successful flank attack, the Corp step loss is not negated until after the defender has completed his Determine Result Step of the combat.
(In other words, the defender does not regain the step loss until after he has fired.)
12.6.4 Defending units must then retreat one space. Full strength attackers may advance one space. This retreat is required and is done even if the Loss Numbers of the combat resulted in a tie or the Attacker lost the combat. This retreat is still only one space even if the difference in Loss Numbers would have normally required a two space retreat.
12.6.5 The defending Player may not choose to negate the required retreat of the Withdrawal card due to terrain or a trench.
12.6.6 If no Corps step was lost, then one Army step loss may be negated.
12.6.7 If there is neither a Corps nor Army step lost in combat, this event still requires the one space retreat.
12.6.8 The following situation only occurs if Armies take losses.
If an Army has no Corps in reserve, the Army is only flipped back if the loss number equals its loss factor value. If the loss number is greater than the value of the loss factor, then this Event has no effect as no corps can be flipped back.
12.6.9 If the Defender can fulfill his Loss Number in several ways, then he should fulfill the loss through Corps (not Armies), therefore saving a Corps step rather than an Army step.
EXAMPLE: BR 1, BR c, and BR c play Withdrawal and suffer 3 Loss Number. Instead of flipping and then unflipping BR 1, the Allied Player would instead need to eliminate BR c and flip BR c to (BR c) and then unflip the (BR c) or place back onto the map the other (BR c).
12.6.10 If all defending units are eliminated, the Withdrawal card still enables one reduced corps to survive if a Corps was in the space or if a Corps was placed onto the map from Reserve.
If the space was occupied by army(ies) that did not have replacement Corps in Reserve and these Armies were all eliminated, then one reduced Corps would not survive in this case.
12.6.11 When played from the hand, the Withdrawal card is placed in the Played Cards zone, where it will remain either until voluntarily discarded by the owning Player (see 126.96.36.199), until recycled (see 188.8.131.52) or until the end of the turn following the one in which it has been played.
While the Withdrawal card is in the Played Cards zone, the owning Player can (once per Round) elect to use it in a combat in which he is the defender and his defending units do not include Armies or Forts.
The decision of whether to use a face up Withdrawal combat card in a specific combat is declared during Step 5. Play Combat Cards.
Use of the face-up Withdrawal card forces the defending units to fire on the Corps / Fort fire table, even if they would otherwise be eligible to use the Army table.
A defending force using the face-up Withdrawal card will automatically lose the combat.
The face-up Withdrawal card enables the defender to reduce losses, as follows:
If the attacker has obtained a Loss Number of zero or one, reduce the Loss Number to zero; the defender loses the combat and must retreat by one space.
If the attacker has obtained a Loss Number of two or three, reduce the Loss Number to one; the defender loses the combat and must retreat by two spaces.
If the attacker has obtained a Loss Number of four or higher, reduce the Loss Number by two; the defender loses the combat and must retreat by two spaces.
A face up Withdrawal combat card is not discarded after the combat
12.7.1 All remaining full strength attacking units may advance, within stacking limitations, if the defending units retreat or are completely eliminated.
Reduced strength attacking units may also advance, within stacking limitations, if the defending space was free of enemy units at the beginning of the attack.
Exception: In cases of an attack on an enemy Fort without enemy units, the attacker cannot advance unless at least one step loss is inflicted on the Fort, even if the attacker won the battle by comparing Loss Numbers.
12.7.2 If the defending units suffered a retreat of one space, the advancing units may only enter the defending space.
12.7.3 If the defending units suffered a retreat of two spaces, all defending units were eliminated, or if the defending space was free of enemy units and did not contain an intact and unbesieged enemy Fort at the beginning of the attack, then the advancing units may advance by two spaces.
12.7.4 Advancing units executing a two-space advance must enter the defender’s space as the first space of their advance. Note that advancing units do not automatically gain control of the space they advance through (as per 11.1.4); rather, control will change at the end of the advance.
Advancing units must stop upon entering an enemy controlled space, or a Forest, Mountain, or Swamp space, or if entering space containing an enemy Trench or intact and unbesieged enemy Fort.
Note: An advancing unit entering a space containing an enemy trench will remove or reduce it.
Advancing OOS units must stop upon entering the first space of their advance.
Advancing units that qualify may advance into a second space, provided the first space of advance is already friendly controlled, or; in case the space also contains an intact enemy Fort, provided the first space of advance is occupied by other friendly units sufficient to besiege the Fort.
The second space advanced into can be any adjacent space into which the advancing unit could legally move.
12.7.5 Advancing units may not enter a space containing enemy units.
12.7.6 Advancing units may enter a space containing only an intact enemy Fort if they can besiege it (eventually in conjunction with other units eligible to advance as a result of the current combat), but may advance no farther. However, after sufficient advancing units besiege the Fort other advancing units may continue to advance under the conditions of 12.7.3.
12.7.7 Central Powers units may advance into Amiens, Antwerp, Calais, or Ostend only if one of the following applies:
it was the defending space in the Combat, or
the “Race to the Sea” Event has been played, or
the Central Powers War Status is 4 or higher.
12.7.8 The Defender may never advance.
12.7.9 At the end of the advance the Advancing units gain control of any space they have advanced into, unless they are besieging a Fort.
13.0 Strategic Redeployment
13.1 General Rules
13.1.1 SR is used to move units long distances through friendly controlled territory or to/from the Reserve Box, or to tactically re-deploy units without having to activate their space.
13.1.2 Each SR Point will SR one full or reduced strength Corps.
It takes 3 SR Points to SR one full or reduced strength Army.
Each SR Point can be used to Tactically Redeploy one full or reduced strength unit (Army or Corps).
Clarification: Tactical Redeployment can not be made by sea, but is an SR move for all other purposes (only peculiarity being that distance covered will be small).
Up to two SR points may be converted into OPS points to activate spaces for Movement or Attack, under the normal rules, however, at least one SR move must be made when playing an SR card.
All SR moves in the Action must be completed before any Operations (i.e. normal Movement and / or Attack) can take place.
Units may end their SR move into a space activated for Movement and / or Attack, but may not then move farther nor attack in the same Action.
13.1.3 No unit may SR more than once in each Action. A unit may SR each time that a Player takes an SR Action.
13.1.4 SR may be split up among different nationalities and spaces as a Player sees fit. A Player may SR some units from a space and not others without any penalty.
13.1.5 Units must be in supply to use SR.
13.1.6 Units may SR from their space to any other friendly supplied space by using solid or eligible dotted lines connecting spaces. The route between the two spaces may only enter friendly-controlled spaces.
A Combat unit performing a Tactical Redeployment may only enter friendly-controlled spaces up to its MF. (as usual, all spaces cost 1 MP to enter, regardless of the terrain type; unused MPs cannot be accumulated for future Actions or transferred to other units).
Note: Tactical Redeployment is an economic way to rearrange units on the front line, particularly in multi-national spaces where activation is expensive.
Exception: Russian units may only SR or tactically redeploy inside Russia including the Russian Near East. This includes both overland SR and also SR from or to the Reserve Box. Russian corps are not allowed to SR by sea because of this rule. Russian corps are not allowed to SR from one off map box to another unless a valid connecting solid or eligible dotted line exists. Russian corps could SR from the off map box into the Reserve Box and then, on a later Action, SR from the Reserve Box to the other off map box.
Any or all of the spaces may be adjacent to enemy units or forts. Units can SR through a hex that contains a besieged enemy Fort, but never through an enemy combat unit.
Units can SR into and out of a besieged enemy Fort so long as the Fort remains besieged. A unit cannot SR out of a besieged enemy Fort space if the Fort would no longer be besieged after the SR.
13.1.7 Corps may also SR by sea from one friendly-controlled port space to another friendly-controlled port space. Units that SR by sea may not combine this with SR overland. They must start and end in a friendly controlled port space. Armies may never SR by sea. Except for the restriction on the SR of RU corps outside of Russia, all other nationalities can SR by sea.
184.108.40.206 The Central Powers Player may use friendly controlled port spaces in Germany and Russia for SR sea movement.
Exception: A besieged Riga may not be used for Central Power SR sea movement or sea supply.
220.127.116.11 The Allied Player may use any friendly controlled ports not in Germany or Russia for SR sea movement.
Exception: Allied units may not SR to or from Constantinople by sea unless they control Gallipoli.
13.1.8 Units may SR out of the Reserve Box into any space containing a supplied unit of the same nationality within the stacking limit.
Exceptions: Not into spaces containing only the British ANA or Turk SN Corps.
Corps may also SR out of the Reserve Box into any supplied friendly capital or supply source in their nation. Rule 14.1.6 for Serbia special supply does not allow SR from the Reserve Box. However, Serbia Corps can SR from the Reserve Box to Salonika since it is a supply source for the Serbs. A British Corps using SR between the Reserve Box and any space in the Near East counts as the single corps that may be SR’d by sea under rule 13.2.1. US Corps may SR from the Reserve box to any Allied-controlled port in France even if the port space does not contain a US unit.
13.1.9 Supplied Corps units may SR from the map to the Reserve Box.
13.1.10 Players may sequence the order of their SRs as they wish.
Example: Unit “A” can SR from the Reserve Box onto Unit “B”. Unit “B” can SR into a different space. Unit “C” could then SR from the Reserve Box onto Unit “B” in the new space.
13.1.11 If the enemy controls or besieges a nation’s capital (Paris in the case of France, Vienna or Budapest in the case of A-H), no Corps of that nation may SR to or from the Reserve Box as long as the enemy control lasts.
Exception: Belgian and Serb units and the Dutch Corp are not affected by this restriction. The MN unit may not use SR overland. It may SR to and from the Reserve Box.