| They
Shall Have Options!
By William Sariego
April 2007
Designing They
Shall Not Pass (hereafter TSNP) was
quite an experience. In my designer’s
notes elsewhere I’ve already supplied
my motivation for designing it. Keeping the
game in APL’s small format forced a
few choices on the counter mix, of which I
will help take care of in this piece. Likewise,
one variant after another presented itself
during the design process. They better ideas
I filed away for a future web article. Here
they are, in alphabetical order, excepting
the last entry which corrects some things
left out.
Download the new counters here.
Airpower
The Germans enjoyed air superiority early
in the battle, especially during the time
frame represented by TSNP. The French would
eventually wrest this from them over the summer
months. Dr. Bennighof has already partially
addressed German air superiority with a variant
for German airships, elsewhere on the
website.
For
our purposes here, the Germans can get an
air unit representing more conventional fighters
and bombers. The air unit is available on
every Good Weather turn, unless the French
player rolls 1 or 2 on a die. If this happens,
heroic aces such as Georges Guynemer or the
American lads of the Lafayette Escadrille
(yes, I’ve seen the movie Flyboys many
times!) stave off the Boche planes. Otherwise
the Germans have a flying artillery asset
that can be used to bomb (Barrage) or strafe
(Offensive Support). Note that the unit is
never shot down; it returns every Good Weather
turn unless the French play makes his counter-air
roll.
Bloody Trenches
Verdun was not just a battle, it was a campaign
lasting from February to December. There were
several mobile stages set amongst more typical
World War One-style stalemate fighting. TSNP
represents the opening stages of the battle,
which were quite mobile as the Germans caught
the French rather unprepared for an offensive
in this quiet sector of the front. To represent
the more “typical” World War One
action play with the following rule: When
Assaulting Trenches or Forts, the attacker
must satisfy losses first.
Cavalry
Both sides had cavalry during the battle,
though it was broken up in squadrons and doled
out piecemeal to infantry divisions. Thus
there are no separate cavalry units in the
game. If we assume each side had concentrated
the few mounted assets into a larger, battalion-sized
combat unit, then you have this variant. The
German cavalry unit starts in the 5th Corps
sector, as more open ground is present on
that flank (historically these divisions had
more squadrons assigned to them). The French
cavalry unit starts deployed with the HQ in
Louvemont. Cavalry can use Breakthrough Movement
but do not allow other units stacked with
them to move. Cavalry have a Weak ZoC and
can never be replaced if eliminated (but can
be given a replacement if reduced).
Chemical Warfare
Later during the battle, after the initial
surge once again settled into a stalemate,
the Germans turned to a heinous method to
break the gridlock. They launched a surprise
barrage of the French positions using phosgene
gas. This rule gives them that option during
the time frame of TSNP.
Once per game, and once per game only (the
French only get surprised by gas once), the
German player can use his corps-level artillery
and his off-board heavy guns to fire gas.
Choose any stack of French units in range
of the firing battery and resolve the attack
as if it were an Interdiction attempt. If
the attempt is successful, all French units
in the stack must make an M1 morale check.
If it is not successful, the gas scatters.
Roll a die to get direction (1 is due north
toward the German lines, and going clockwise
from there) and another die to determine distance
(1-3 in one hex, 4-6 two hexes). Any unit
(including German) in the hex in which the
gas scatters must make a M1 morale check.
The terrain in which the unit checking morale
is located (trenches, for example) does not
provide a positive morale modifier against
gas attacks. Naval
Battery
The Germans made good use of those two massive,
15-inch naval guns off the northern map edge.
It impressed the French so much that in May
they moved some naval guns from obsolete and
decommissioned ships to Verdun; though nothing
approaching the German caliber. One neat thing
about this is that a certain young lieutenant
by the name of Jean Darlan was assigned to
one of the batteries (and yes, his rival Charles
de Gaulle fought at Verdun, also). This variant
proposes the French had such a battery of
guns in place at the beginning of the battle.
Place the Naval Battery in hex 1520 as part
of initial setup. It is considered an army-level
asset.
Leader
Dr. Bennighof stole
my thunder here, so to speak. I was planning
on a piece for this brave warrior at some
point. No worries; it was quite flattering
for my game to get variants and historical
pieces before it was even published!
Place Col. Driant with either of the two
Chasseurs a Pied units at start. He must always
be with one of them. He allows his unit (both
if they are stacked together with him) to
re-roll one failed morale check per turn.
If he is stacked with one Chasseur unit and
it is destroyed, and the other is within three
hexes roll a die; a 1-3 indicates he makes
a heroic escape. Place him atop the other
unit. If he fails the roll, or the other unit
is not within three hexes, eliminate him from
play. Postscript
It seems from lurking around the Board
Game Geek website that TSNP has been pretty
well received. I must say that is most gratifying.
A few things need noting, however.
Leap Frog: Doug and I had
a gentleman’s disagreement over the
“Leap-Frog” rule, and we resolved
it nicely. He has already noted the change
in tactics replay for the first day of the
battle. Future printings will reflect this.
German 121st: Early printings of
the rulebook had erroneously assigned the
German 121st Division to the 18th Corps. In
fact it was assigned to the 5th Corps. The
counter is correct.
French 16th Artillery: During
proofing, the back side of the French 16th
Division artillery counter was misprinted.
A download is included here to correct this.
As always, when you are designing with a game
with a limited counter mix, some things are
streamlined. Players need extra Interdiction,
Out of Supply and Demoralized Markers. We
provide them for you here.
I hope you enjoy the game and try out some
of these new rules. I’ve already figured
out some things I can improve upon; for example,
in They Shall Not Pass I should have
drawn the German trench line for aesthetic
reasons. I’ll make sure my follow-up
game accounts for such things as this.
Doug McNair (with whom it was a pleasure to
work) is eagerly awaiting me to finish the
follow-up, which is progressing as much as
my chaotic lifestyle permits. Don’t
bother asking which battle we’re going
to cover, as surprises are a good thing!
Peace,
The Red Goblin
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