by Jerrold Thomas
The VERDUN artillery CRT clearly shows that the most important function of artillery units, as far as infantry assaults went, was demoralizing the enemy. Depending on the overall morale of a nation's troops, and the ability of a unit's commander, it was possible for artillery to cause enormous casualties without destroying the morale of the survivors. This can be reflected in the game through the use of "Decimation" results. Decimation results in the formation of a weaker (half strength) but good-order unit. Each player is limitted in the number of decimated units that he may have on the board in any one turn, and this is a factor dependent on morale level. A decimation result is always elective - a player may choose demoralization instead, and he may only choose a decimation result when he is permitted an additional decimated unit on the board, Decimated units are returned to full strength just as demoralized units are. Decimated units may be demoralized, but may not be decimated again. A decimated unit counts against the limit until it is returned to the board at full strength, Included is a new Artillery CRT showing the decimated results.
HandicapsBoth players' armies had handicaps, the built-in "idiocy factors," that helped to make WW I the blood bath that it was. French Handicaps The greatest handicap for the French was the "Grandmaison" doctrine of the attack which resulted, until Petain put a stop to it, in constant penny-packet counterattacks with no chance of success, and in a refusal to retreat even when it was mandatory. The following rules can reflect this doctrine and it's effects:
2. Counterattacks - By the beginning of the February 26th turn, the French must have made at least six infantry assaults; if they have made less, they lose the difference in battalions of the German player's choice, at the start of the 26th turn. Units executing counterattacks may move in any direction desired, they are exempt from the no-retreat requirements. 3. Morale - The six Infantry Battalions that start the game in Verdun were African Colonials unprepared for the intensity of the Verdun barrages, and consequently, several units of this force surrendered without firing a shot. Accordingly, whenever any one of these units is first Infantry-Assaulted, (they can be marked with a "T" for Tirrailleur to identify them), roll the die, with a one or two resulting in the immediate demoralization of the unit, or it's elimination if already demoralized. This effect occurs only the first time each unit is attacked, and never after February 25th; switch attacked units to unmarked units to identify those who cannot be subsequently demoralized in this matter. 4. French Artillery Coordination - The French had difficulties with their artillery coordination at the best of times, and especially at Verdun/ therefore, whenever a demoralized French artillery unit fires, a 1 or 2 on a die roll causes that unit's fire to scatter one hex. Use the phosgene table, shifting the numbers clockwise into the hexes. German Handicaps Falkenhayn, the German CGS, had some very peculiar ideas about how the battle was to progress, and more significantly, he did not communicate these ideas to the generals commanding the troops. Falkenhayn's ideas can cause the German some problems, and they can be reflected in the following rules:
2. Prolonged Battle - Falkenhayn wanted to drag the French into defending Verdun, so he did not want the attack to proceed too rapidly; accordingly the XV Corps may not be committed, and no replacement division may be rolled for, on turns in which the Germans advance more than one hex towards Verdun. (Measured by the unit closest to a Verdun hex, not by each unit.) 3. Flamethrowers - The French soon learned the weaknesses of the Flamethrower, and it's effectiveness diminished. After February 25th, flip a coin with heads meaning that the Flamethrower has no effect on the battle -- obviously, do this after the attack has been committed. 4. V Reserve Corps - This corps would constitute the first two replacement divisions entered, It was made up of unenthusiastic Alsatians and Silesian Poles - each division contains 5 "A" marked battalions. On first contact with the enemy either attacking or defending, use the same procedure as with the French "T" units, and the same results - this effect lasts throughout the game. More Verdun Game Variants
Initial Order of Battle Forts Artillery CRT Variation Observation Use of the Artillery Shell Table Verdun: The Situation (Background and History) Back to Table of Contents -- Panzerfaust #67 To Panzerfaust/Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1975 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |