Tannenberg

Optional Rules

by Ryan Schultz



Several optional rules are now presented to spice up the game. These may be added as desired. In addition, you may use them to balance out a game between a novice player and a veteran wargamer.

A. Heavy Artillery

(Pro-German) Attacks on forts are very rare in TANNENBERG. In order to allow more attacks consider using the following optional rule which takes advantage of the fact that heavy artillery was the most efficient and way of destroying forts as the German attacks against Liege and Namur in Belgium proved.

The 2-1-4 artillery brigades which are provided one to each army now represent the Russian's heavy artillery. For any Russian attacks on forts involving these units 1 is subtracted from the CRT die roll (a 1 is still a 1). The two artillery brigades may not combine and attack the same fort in the same turn.

For the Germans the situation is more complicated. Each active corp TO&E had a detachment of 150 mm howitzers while 8th Army TO&E had even larger sized howitzers available. Therefore any attack on a fort by the German player using the active corps HQ attack shift or the 8th Army attack shift (for attacks on forts involving any German unit) may subtract one from the CRT die roll (a roll of 1 is still a 1). This benefit may be extended to a maximum of minus 2 to the die 'roll (a roll of a 1 or 2 is still a 1),

For both sides for the benefit to be gained the units attacking must be in supply and in command control. If these conditions can not be met and the player still desires to attack the fort he may do so but without the die roll modification. This represents the more traditional infantry attack on the fort.

B. Sea Movement

(Pro-German) This rule will rarely be used but is an interesting option for the German player. Each turn the German player may move up to 8 stacking points per turn between any ports or off board to Germany. Cavalry units count double steps. Movement is treated like railroad movement and may be combined with railroad or normal movement upon arrival in the port if enough movement points are left. The Western Front reinforcements may be brought on by sea movement. The cost of "shipping" is your TCR value in movement points and it may not be done in a ZOC nor may you disembark in a ZOC. Dummy Gruppe Markers nay be brought on and moved by sea.

The following are considered ports for this optional rule: Gdynia (0630), Danzig (0830), Braunsberg (0823), Brandenburg (0521). Koenigsberg (C520), Pillau (0523) and Labiau (0417). Braunsberg, Brandenburg and Koenigsberg may not be used if Pillau is occupied by a Russian unit. In addition Koenigsburg may not be used if 0522, 0521. 0622. 0621 and 0620 is not occupied by a Russian unit.

C. German Garrisons

(Pro-Russian) Any unit which initially starts the game set up in Koenigsberg may not move until a Russian unit moves with in 5 hexes of Koenigsberg. In addition, the FR division which starts the game set up in Thorn may not move until a Russian unit moves with 5 hexes of Thorn, Allenstein, Osterode or Deutsch-Eylau.

D. German Supply Units

(Pro-German) At the cost of of 2 command control points from the 8th Army HQ and awarding 30 VP to the Russian player the German player may "buy" a supply unit (up to two units) which arrives two turns later via a west map edge rail road hex entrained or via sea movement, if using the above optional rule. This allows some deep penetrations into Russia later in the game and is a big advantage to the German player.

E. West Front Reinforcements

(Pro-Russian) One of the major problems with the original game is one similar to ANZIO. The Germans always go for the maximum COB. This means they usually call for the West Front reinforcements on turn 1 and take the 65 VP lots. This can usually be made up by the German player after 9 full turns of their use.

To correct this consider the following:

Vest Front reinforcements (whether triggered or voluntarily called for) on turns 1 costs 4 times the normal VP (180 VP points!). If they are called for on turns two or three it is three times the normal cost (135 VP) and on turn 4 it is double the normal VP cost (90 VP). Turn 5 to 7 it is the normal VP cost (45 VP) while if the West Front units are called for after turn 8 it costs only 25 VP.

F. Cavalry Units

(Pro-Russian) All cavalry units for both Germans and Russians are now always in command control with out expending any points from HQ units. This is a big advantage for the Russian player and allows a more aggressive advance as the cavalry units can now operate very effectively on the flanks. Use this to help a novice Russian player.

G. Ammunition Limitations

(Pro-German) Although both sides started the war with what they considered adequate ammo stockpiles the intensity of the conflict soon caused a severe shortage. The Russian situation was particularly bad. This may already be partially factored in into the game with the lower combat values for the Russian player. To rob a favorite rule from AH's old BATTLE OF THE BULGE game each player may make up to 7 supplied attacks per turn for turns 1 to 7.

After turn seven this is reduced to 5 supplied attacks per turn for the Germans and 3 per turn for the Russians. Unused attacks may be saved and used an a later turn. This will put some planning restrictions on both players. Any attacks conducted in excess of the above restrictions takes place as a unsupplied attack with each unit attacking at half strength and requiring a attrition die roll just like a unsupplied attack.

H. Entrenchments

(Pro-German) Any unit which does not move for a complete turn and is in command control and in supply may build a entrenchment in its hex. Any attacks versus a entrenched hex adds one to the die roll. Units defending under an entrenchment must be in supply at the instant of combat to gain advantage of the die roll modification. At least two stacking points must be in the hex to build and maintain the entrenchment.

Blank Gruppe markers may not build entrenchment; and Gruppe markers which have real units that built entrenchments may place them on the off map Gruppe Display instead of on top of the Gruppe marker on board.

If the hex is vacated due to combat or movement, the entrenchment counter is removed from play. Players may want to make up suitable entrenchment counters on the back of the OOC and RR counters.

I. Unit Elimination

(Pro-Russian) The opposing player now receives an extra 1 VP for any total elimination of units in addition to the required step lost VP. This is to penalize the player from wiping out their small units to keep their big ones untouched.

J. TCR Variations

(Pro-Russian)All German units with a TCR of 1 is not totally accurate. Actually the Active and Reserve troopswere quite superior it was not so evident at theLandwehr and Ersatz level. Therefore onlyactive and reserve troops Set the TCR of 1. Landwehr, Ersatz, Fortress Reserve troops all have a TCR of 2. This means they lose the benefit ofrail road move and attack in the same turn and also may not retreat through a ZOC.

Upgrade any Russian Guards unit (any unit with G in its designation) to a TCR of 2. Vhile evidence suggests that the Guards units did not fight any better than the regular troops it is one way to help the Russian player and add some color.

For attacks involving mixed TCR levels use the best level possible for the attacker even if only one step of the better TCR level is used.

Tannenberg: Game Strategy


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