Paths of Glory – Suicide of Europe The First World War, 1914–1918




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13.1.12 Units may not SR to or from the Reserve box under the following conditions: German and Austrian units tracing supply to Sofia or Constantinople, Turk units tracing supply to Essen, Breslau or Sofia, Bulgarian units tracing supply to Essen, Breslau or Constantinople, and Russian and Romanian units tracing supply to Belgrade.
13.2 Near East SR Restrictions

13.2.1 No more than one British Corps (including the AUS Corps, but not including the CND, PT, or BEF Corps) may use Reserve Box SR to or from Near East or SR by sea to or from the Near East per turn. There is no limit on the number of these units that may SR by sea or overland between locations on the Near East map. No other Allied Corps (including CND, PT, or BEF) may use Reserve Box SR to or from the Near East. There is no restriction on the overland SR of British units out of the Near East via Constantinople.

13.2.2 No more than one Russian Corps (never an Army) may SR to or from the Near East map per turn.

13.2.3 No more than one CP Corps may SR to or from the Near East map per turn.

Exception: Turk Corps do not count against this limit.

13.2.4 There is no limit to the number of BR (including AUS), RU, or non-Turk CP that can SR solely within the Near East Map.

Exception: RU units can never SR outside of Russia.

13.2.5 Allied corps can SR to or from the Near East prior to the entry of Turkey into the war.
14.0 Supply

14.1 General Rules

14.1.1 Units must be in supply to perform most actions. Out of Supply (OOS) units suffer many penalties (See 14.3).

14.1.1.1 For activation purposes, units’ supply is checked at the time the Move/Attack markers are placed. Spaces can be activated for movement only if there is least one supplied unit in the space. Subsequent movements that open up a line for tracing supply will enable any previously OOS units to move, provided their space was legally activated.

14.1.1.2 For combat resolution purposes, the supply status of units is checked at the start of each combat resolution. (Advances or retreats caused by earlier combats in the Action might cut off supply, thus prohibiting the play of combat cards).

14.1.2 To be in supply, units must trace a continuous path through any number of friendly controlled spaces to a supply source.

Exception: A Player may not trace supply through or to a space containing a friendly besieged Fort.

A supply line must be traced across either solid or dotted lines across which the tracing unit could move.

(Even though RO and SE units could not move across the dotted lines to the RU off map boxes, those units may still trace supply across those lines.)

14.1.3 Units may not trace supply through an enemy controlled space, regardless of the presence of enemy units or an enemy Fort.

Exception: A Player may trace supply through a space containing a besieged enemy Fort.

14.1.4 Alternately, units may trace supply to a friendly-controlled unbesieged port space, and then directly to a friendly supply space, or to another unbesieged port and overland to a friendly supply space.

14.1.4.1 The Central Powers Player may use only friendly controlled port spaces in Germany and Russia to trace supply.

Exception: The Central Powers Player may not use a besieged Riga for sea supply.

14.1.4.2 The Allied Player may use any friendly controlled ports not in Germany or Russia to trace supply.

Exception: The Allied Player may only use Constantinople as a port to trace supply if they control Gallipoli.

14.1.5 The Montenegrin, British ANA, and Turk SN units are always in supply.

14.1.6 Serbian units are always in supply in Serbia. Serbian units using the special supply of Serbian spaces may still move out of Serbia, resulting in possible OOS.

14.1.7 Forts do not need supply and are unaffected if OOS.

14.1.8 Turk units in Medina are always in special supply. The Turk units in Medina using this special supply may not activate for movement, may not SR, may not take replacements, and may not use combat cards. Note this does not apply to the space itself but to Turk units, so if Medina is abandoned putting it OOS will convert it to the Allies.
14.2 Supply Sources

14.2.1 The supply sources for CP units are Essen, Breslau, Sofia, and Constantinople.

14.2.2 The supply sources for Russian, Serbian, and Romanian units are the spaces marked with the supply source symbol in Russia on the east map edge or in Belgrade. Russian, Serbian, and Romanian units may not use sea supply to trace to these supply sources or to London.

14.2.3 Serbian units may also use Salonika as a supply source if it is under Allied control

14.2.4 London is a supply source space for all other Allied units (even while Great Britain is neutral); in addition, Paris is a supply source for FR units only (i.e. FR units can be supplied by either London or Paris).

Allied Supply lines can be traced through Italy even while Italy is neutral.



14.2.5 Spaces (not units) may use any of their side’s supply sources when checking attrition supply.
14.3 Out of Supply Effects

14.3.1 OOS units may be Activated for Attack, but not for Movement. OOS units can participate in multi-space attacks, but will not contribute a bonus to flank attack modifiers.

A space can not be selected as the pinning space in a Flank Attack unless at least one of the attacking units in the space is in supply.

OOS units may not be reorganized.

Note that a space might contain OOS units as well as units in supply. Such space can be activated for both Movement and Attack (as per 9.2.5); supplied units will be able to either move or attack, while OOS units will only be able to be activated for attack, but not for movement.

OOS markers are removed immediately as soon as a Unit has a valid supply path.

Note: a valid supply path to the space could be open by other friendly units moving or advancing earlier in the Action; see 11.1.4.

14.3.2 OOS units may not SR.

14.3.3 OOS units may not entrench, but they do receive the benefits of existing trenches in their space.

14.3.4 OOS units may not receive the benefit of any Combat Event cards. Combats involving OOS attacking units will be affected by the following modifiers:


Attacker’s marker

Attacker

Defender

Attacker out of Supply but with no OOS markers in place

None

None

OOS1 or OOS2

1 Left column shift

None

OOS3 or OOS4

1 Left column shift

+1 DRM

OOS 5

2 Left column shift

+1 DRM

Combats involving OOS defending units will be affected by the following modifiers:




Defender’s marker

Attacker

Defender

Defender out of Supply but with no OOS markers in place

None

None

OOS1 or OOS2

None

1 Left column shift

OOS3 or OOS4

+1 DRM

1 Left column shift

OOS 5

+1 DRM

2 Left column shift

The Attacker and Defender modifiers are cumulative with all other modifiers (see 12.2.6).



Note: a valid supply path to the space could be cut by enemy units moving or advancing earlier in the Action; in this case units could become isolated and out of supply, but without any OOS marker on them yet.

OOS units are eligible to advance after a victorious combat, but their advance is always limited to 1 space.



14.3.4.1 If the attack involves both supplied attacking units and OOS attacking units, then ignore the adverse Attacker modifiers and only apply the Defender modifiers. In this case the attacker can receive the benefit of any Combat Event cards, provided he would be eligible to do so if attacking only with the supplied units.

14.3.4.2 If the combat involves both supplied and OOS defending units, then ignore the adverse Defender modifiers and only apply the Attacker modifiers. In this case the defender can receive the benefit of any Combat Event cards, provided he would be eligible to do so if defending only with the supplied units.

14.3.4.3 Losses must be assigned to OOS units first, if possible.

Clarification: Loss priority as per 12.4.5 takes precedence over 14.3.4; and OOS status per 14.3.4 takes precedence over normal loss assignment per 12.4.3.

14.3.4.4 Units are not affected by being OOS during the Attrition phase.

14.3.5 Units which are OOS at the end of each action receive an OOS marker.

OOS markers have a severity indicator, ranging from OOS1 to OOS5: if the unit already has an OOS marker, increase the severity number by one.

At the end of each Player action:


  1. Remove any OOS markers from all units which are back in supply.

  2. All units with OOS5 markers on them are eliminated. OOS Armies that are eliminated are permanently removed from the game and may not be replaced. Both sides’ OOS5 units are removed simultaneously. Therefore, the elimination of an OOS5 enemy unit cannot open a supply line to any friendly OOS5 units.

  3. Replace all OOS4 markers on units still out of supply with OOS5 markers.

  4. Replace all OOS3 markers on units still out of supply with OOS4 markers.

  5. Replace all OOS2 markers on units still out of supply with OOS3 markers.

  6. Replace all OOS1 markers on units still out of supply with OOS2 markers.

  7. Place an OOS1 marker on units out of supply with no OOS marker on them.

14.3.6 During the Attrition segment of a Player’s Political Action any friendly controlled OOS space which does not contain a friendly unit or an intact friendly Fort becomes enemy-controlled.

Any enemy controlled OOS space which does not contain a friendly unit or an intact enemy Fort, becomes friendly-controlled.

Spaces of both Players are checked for attrition simultaneously.

Exception: Serbian units in Serbia are always considered to be in supply, as per rule 14.1.6; spaces in Serbia are also always considered in supply and only convert to CP control through occupation by CP units.

NOTE: Empty spaces become enemy controlled during the Attrition segment of a Player’s Political Action because of lack of friendly supply, not because of enemy supply. The space does not need to trace to enemy supply sources in order to change control. This may lead to the control of spaces changing back and forth from one Political Action round to the next.
15.0 Forts

15.1 General Rules

15.1.1 No units may enter a space that contains an unbesieged enemy Fort, either during movement or advance, unless they can besiege the Fort (see also 11.1.8). Units which enter a space that contains an unbesieged Fort may not move nor advance further during the Action.

15.1.2 Forts do not have to be besieged to be eliminated. They may be attacked from an adjacent space if not already besieged.

15.1.3 A besieged Fort may only be attacked by units in the same space as the Fort.

15.1.4 Forts add their CF to the combat strength of friendly units defending in their space.

15.1.5 Forts only defend; they may not add their CF to the combat strength of any attack.

15.1.6 Forts without friendly units in their space may never be the target of a Flank Attack or benefit from any trench in their space. However, a Flank Attack may be made against a space that has unentrenched enemy combat units and an enemy Fort.

15.1.7 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 and any of their replacement corps have been completely eliminated.

15.1.7.1 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 12.2.12 and 12.7.1).



DESIGN NOTE: The original idea for this rule was published in the Banquet des Generaux website; full credit goes to the Authors.

15.1.7.2 Forts have only one step. If they take a step loss and the attacker occupies the space at the end of the combat, they are eliminated and marked with a Destroyed marker.

If the attacker does not or can not occupy the space then the step loss is ignored and the Fort remains intact.



Clarification: If a Fort is attacked by enemy units already besieging it (i.e. enemy units are already in the same space as the Fort), the attackers are not required to advance to destroy the Fort: in this case as the enemy units are already in the space, inflicting a step loss on the Fort is sufficient to destroy it as long as at least one of the attacking units survives the combat.

15.1.8 Defending Forts are not affected by any unsatisfied Loss Numbers if any defending combat units survive the combat (even if they have all retreated from the Fort’s space).

15.1.9 Destroyed Forts may be rebuilt: see 15.4.

15.1.10 A space cannot be controlled by the enemy (and its VP cannot be claimed) as long as an intact friendly Fort is in the space, even if the Fort is besieged.

15.1.11 German units may not attack spaces containing Russian forts until the “Ober Ost” event card is played or the Central Powers War Status is 4 or higher. German units may, however, besiege unoccupied Russian forts. Austro-Hungarian units are not restricted by this rule.

15.1.12 Russian units may not attack, enter, or besiege a German Fort space during the August 1914 turn.
15.2 Besieging

15.2.1 To besiege an enemy Fort, either at least one Army or a number of Corps equal to the Fort’s LF must enter the Fort’s space during a single Action and then stop movement.

For example, to besiege Verdun, a CP army (full strength or flipped) or three CP corps (full strength or flipped) would be required.

Place besieged Fort markers to help identify that a Fort is besieged.



15.2.2 Once an enemy Fort is besieged, other friendly units may ignore the enemy Fort for all purposes including tracing supply.

Exception: CP units may not trace Sea Supply through a port in a besieged enemy Fort space (Riga is the only example.)

15.2.3 A Player may Activate units in a besieged enemy Fort space for Combat. However, only the units above those required to besiege the Fort may attack adjacent spaces. Units in the besieged Fort space may attack the Fort.

15.2.4 A Player may not move units off a besieged Fort in such a manner that the Fort is occupied but not besieged at the end of the Action. If a force besieging a Fort takes losses which drop it below the minimum level to besiege (or if the War in Africa event removes a BR corps), the units do not have to retreat but the Fort is no longer besieged. This means no surrender die roll is made during the Siege Phase and neither side may trace supply through this space. If additional friendly units enter the space, the total number of friendly units must meet the requirements of 15.2.1 in order for the Fort to become besieged again.

15.2.5 Although the terrain Effects Chart prohibits combat into or out of Desert spaces during Summer turns, forts in Desert spaces can still be besieged and suffer Siege Resolution during Summer.
15.3 Siege Resolution

15.3.1 During the Siege Phase of each Economic Action all forts besieged by the active Player must be checked to see if they surrender.

If the friendly units in supply in the Fort space are insufficient to besiege the Fort on their own, then no siege roll is made.



Example: Two Italian Corps and one Serb Corp besiege Trieste. Recent CP occupation of Belgrade has cut off supply to the Serb Corps. While Trieste is still besieged, no siege die roll is made during the current Siege phase.
15.3.2 A die is rolled for each besieged Fort. If the number rolled is greater than the besieged Fort’s LF, the Fort is eliminated. Mark the Fort with a Destroyed marker.

15.3.3 All siege die rolls are modified by –2 during the August and September 1914 turns. This reflects the shorter duration (one month) that these turns represent, versus three months for all other turns.
15.4 Building Forts

15.4.1 After all Activated spaces are marked the Active Player may build Forts.

A CF 1 Fort may be built in a supplied friendly space activated for movement by reducing the trench level of the space by 1 and eliminating one full strength Corps from the space. The Corps thus eliminated is placed in the eliminated/replaceable box.

Forts may be built in any space, up to a CF of 1.

15.4.2 Spaces that contained a Fort at the beginning of the game can be rebuilt up to their initial strength by the original owning Player only.

The CF of a re-built Fort may be increased by a maximum of 1 point per Action in a supplied friendly space activated for movement by reducing the trench level of the space by 1 and eliminating one full strength Corps of the nationality owning the space at the beginning of the game. The Corps thus eliminated is placed in the eliminated/replaceable box.


16.0 War and Peace

16.1 Player War Status

16.1.1 Both Players begin all scenarios in the Mobilization Commitment level.

16.1.2 Beginning on the Fall 1914 turn (turn 3) in any scenario except the Introductory scenario, at the end of each Action the active Player checks to see if his War Commitment Level has increased.

16.1.3 If a Player’s War Status is 4 or higher during this check, the Player’s War Commitment Level rises to Limited War.

The Player adds his Limited War cards to his Draw Pile and reshuffles his Draw Pile and Discard Pile together to form a new Draw Pile. His Draw Pile will now consist of his Limited War cards and his Mobilization cards which are not in his hand currently, which have not been permanently removed and which are not in his Played Cards zone, plus any substitute Cards already brought into play.

If the active Player is the first to reach the new commitment level, then the number of rounds per turn is immediately increased to 9 for Limited War (and similarly to 10 for Total War). Add the required numbered action markers available to each Player.

War status enhances the ability of players to draw cards, (see 8.1.6 ).



16.1.3.1 Turk Entry: When the Central Powers War Commitment Level increases to Limited War, Turkey enters the war on the Central Powers side. Place the Turk units on the map per the set-up chart.

If still neutral, Great Britain also immediately joins the war.



Note: Turkey will therefore always enter the war at the end of a Central Powers Action. If both Great Britain and France are neutral, then both would join the war at this point.

16.1.4 If a Player’s War Status is 11 or higher during this phase, the Player’s War Commitment Level rises to Total War. The Player adds his Total War cards to his Draw Pile and reshuffles his Draw Pile and Discard Pile together to form a new Draw Pile. His Draw Pile will now consist of his Total War cards and his Limited War and Mobilization cards not in his hand currently, which have not been permanently removed and which are not in his Played Cards zone, plus any substitute Cards already brought into play.

16.1.5 A Player’s War Status marker may never be decreased; therefore, a Player’s War Commitment Level can never decrease.
16.2 Combined War Status

16.2.1 During the War Status Phase of any turn in which the Combined War Status marker is at 40 or more, an Armistice is declared. The game ends and victory is determined.

16.2.2 The BR Entry / US Involvement Status acts as a prerequisite to British and US Entry and the Russian Turmoil Status acts as a prerequisite to Russian Capitulation.

A neutral Great Britain will instantly enter the war if the BR Entry Status marker reaches a level of 8.


16.3 US Entry

16.3.1 Full US Entry into the war is a three step process which is recorded on the US Entry Track. The US Entry marker initially begins in the US Neutral Box.

16.3.2 Move the US Entry marker into the “Zimmermann Telegram Allowed” box of the US Entry Track when the US Involvement Status reaches 30. The “Zimmermann Telegram” Event cannot be played if the US Involvement Status is lower than 30.

16.3.3 When the “Zimmermann Telegram” is played, move the US Entry marker into that box. The US is now an active nation for the Allied Player, but the Allied Player still may not play US Reinforcement Cards.

16.3.4 The “Over There” Event may not be played before the turn following the play of “Zimmermann Telegram.” When the “Over There” Event is played, move the US Entry marker into that box. The Allied Player may now play US Reinforcement Cards, but not more than one per turn.

16.3.5 The “14 Points” Event does not affect US Entry, but it also may not be played before the “Zimmermann Telegram” Event. Therefore, its event indicator is on the back of the US Entry marker.
16.4 Russian Capitulation
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