| Tactics
in 'They Shall Not Pass'
By Doug McNair
March 2007
They
Shall Not Pass is unique among the
Avalanche Press pantheon of games, and not
just because it’s our first game of
World War I ground combat. It’s a game
about a battle which nobody was ever supposed
to win.
As
designer William Sariego says in his introduction:
“The German plan . . . was one of the
most cold-hearted in military history. The
German commander in chief, Erich von Falkenhayn,
conceived a plan to bleed France white by
a simple battle of attrition, without regard
to the suffering of his own soldiers.”
The battle did have the desired effect of
drawing France into a year-long, bloody battle
over one piece of ground. In game terms that
equals a draw, so it’s the job of the
players to defy the dead hand of history and
either pull off a victory for France against
overwhelming German numbers, or win a quick
victory for Germany despite their own commander’s
best efforts.
Game Situation and Setup
They Shall Not Pass covers the first
nine days of the battle, when each side had
a chance to achieve some level of victory
before the action settled into a long and
bloody stalemate. The game map depicts the
town of Verdun and the three trench lines
to the north of it. The infantry units of
French XXX Corps set up in the northernmost
trench line. French divisional level artillery
set up just south of that trench, corps-level
infantry can set up in any trench hexes desired,
and the corps HQ and corps-level artillery
set up in the central village of Louvemont.
The Germans start with four different corps,
setting them up on the north board edge. It’s
their job to overwhelm the French, do maximum
damage to them and take control of as many
towns on the board as possible before French
reinforcements (which begin arriving on the
third turn) stop the German advance.
German Tactics The Germans need to be
very aggressive to pull off a victory against
the well-fortified French. They start the
game with overwhelming troop numbers, but
this changes as French reinforcements arrive.
They’ve got to do a lot of damage and
grab lots of territory early. The factors
that do remain in their favor for most of
the game are their advantages in artillery
and their pioneer units.
There are three different calibers of artillery:
army-level, corps-level and divisional-level.
The larger calibers can barrage enemy units
directly or use interdiction fire to slow
enemy troop movements and interfere with their
supply lines. The smaller calibers can fire
offensive or defensive support to increase
the strength of their troops in assaults.
The Germans begin the game with a huge artillery
advantage, but they need to use it carefully
due to the advantages the French get from
their trenches and forts. How the Germans
use their artillery can also change during
the game. Early on, they want to barrage enemy
units to break their morale. But as French
reinforcements start arriving, they’ll
want to use interdiction fire to slow the
progress of those reinforcements to the front
and to cut the supply lines of reinforcements
that make contact with German units.
The German pioneer units are also crucial
to German victory, because they add to the
odds of any attack they’re involved
in, and can advance farther after eliminating
French units or causing them to retreat. They
(and any units stacked with them) are also
the only units that can move during the German
Breakthrough Movement phase. How the German
player manages his pioneer units is a vital
issue. He can throw them into lots of assaults
to increase his odds, and thus risk losing
them before French reinforcements arrive).
Or he can hold them back and use them to exploit
any breaches his other units make. Finding
a way to balance the two tactics is vital
for the Germans to reach their territorial
objectives while still remaining strong enough
to deal with the French in the midgame and
endgame. French Tactics
The job of the French is much simpler: Hold
back the Germans and do maximum damage to
them until reinforcements arrive, and then
use those reinforcements to stop the Germans,
turn their flank and take back as many towns
as possible.
They’ll have to sacrifice a lot of
front-line infantry units to the cause of
damaging the Germans, but they’ve got
to preserve their artillery units at all costs
so they can get the defensive support they
need to stand up to the German human waves.
Barraging German corps HQs in the hope of
disrupting them is also an effective tactic,
since units belonging to a disrupted HQ can
only trace offroad supply lines through five
movement points’ worth of hexes. Out-of-Supply
units are vastly reduced in strength, so this
is an excellent way to defang advancing German
units. Rules Update
Before I start the game summary, I need to
address one rules issue. After we first published
They Shall Not Pass, we received positive
feeback from players who said the game offers
lots of excitement, since the French must
retreat early but receive reinforcements “in
the nick of time” to block German advances.
But then we received feedback about rule 8.44:
8.44 ZOC Negation.
The presence of one or more friendly units
in a hex negates both Strong and Weak enemy
ZOC in the hex for all purposes (8.42, 8.43).
Thus, all unit types may always enter, move,
advance and retreat, and trace supply through
all hexes containing one or more friendly
units, with no extra MPs spent and no morale
checks required. In addition, units may
“leapfrog” through a series
of such hexes if one unit enters the first
hex and stops moving for the phase, a second
unit enters the hex with the first unit
and then moves to another hex with an enemy
ZOC and stops, and so on.
Some people said the last sentence —
the “Leapfrog Rule” (and NO, that
was not meant as an anti-French slur . . .
sheesh . . . ) — is too generous to
the Germans, in that it allows them to infiltrate
the trenches more easily than was historically
the case. A very aggressive German player
who pays no mind to the danger of having his
supply lines cut can take an inordinate amount
of territory very quickly if French units
do not roll well against the German rearguard
units.
After studying both points of view, I’ve
decided they’re both right. I have a
personal bias toward a more mobile game, but
designer William Sariego says that the game
should realistically be more static, with
the Germans straining for a while to bust
through a trench and then make a mad dash
to the next one.
So, to avoid spoiling the game for anybody,
I think the best solution is to rename it
the INFILTRATION RULE (with apologies to amphibians
everywhere), and make it an optional rule.
Players who prefer a more mobile game can
use the rule, and those who want to see the
Germans work harder to bust through each trench
can decline to use it. To compensate for the
more rapid advance of German units, change
victory conditions to say the Germans get
one victory point for every three towns they
take control of when using the Infiltration
Rule.
That done, on with the game. For purposes
of this replay, I won’t be using the
Infiltration Rule.
Game Summary: Turn 1 —
February 21, 1916
a) Weather Phase
The weather is always good on Turn 1 (the
Germans timed their attack so they could get
planes up in the air to spot for their artillery).
b) German Organization
Phase
All German units are in supply at game start.
c) German Bombardment Phase
Due to pre-positioning and sighting, German
artillery gets a +1 column shift bonus on
barrages and interdiction on Turn 1. The Germans
have set up their units across from the French
units near road junctions, and they start
by barraging those units. At the west end
of the battlefield, German 7th Reserve Corps’
artillery combines with German offboard artillery
to barrage a French infantry regiment in the
trench north of the town of Brabant. The barrage
gets the +1 bonus mentioned above and another
+1 bonus for it being a good weather turn,
but a –2 penalty due to hitting a target
in a trench. The German player rolls a 4 and
scores an M result, meaning the target unit
must make a two-die morale check. The unit’s
morale of 6 gets a +1 bonus because it is
in a trench. It rolls a 7, which exactly equals
it modified morale, so it isn’t demoralized.
The
next barrages hit the French infantry in the
trenches toward the center of the map, across
from German 18th Corps. The 18th Corps has
twice the amount of corps artillery as 7th
Reserve Corps, so they decide to barrage two
different hexes, with each barrage receiving
support from offboard artillery. The first
barrage rolls a 5 and scores an M1 result,
meaning the French unit gets a –1 penalty
to its morale when making its morale check,
but that’s negated by the +1 trench
bonus. It rolls a 6 and is not demoralized.
The Germans then barrage the infantry regiment
just to the west of the previous one, but
they roll a 1 and don’t harm it.
Farther east, the tactical situation is
a bit trickier. The plateau east of Beaumont
has no roads or towns and is thick with woods
and hills, so attacking there makes for fewer
short-term gains. But the French infantry
is also spread thin in the trenches there,
so breaking through at that point would offer
pioneer units a chance to advance east or
west during the Breakthrough Movement Phase
to cut off French frontline units.
Third Corps therefore barrages the French
infantry unit in the hex midway between Beaumont
and the eastern edge of the plateau. All that’s
left for offboard artillery is the German
naval battery, and the German player saves
that for the bombardment of the French unit
near the eastern road junction town of Ornes.
But even without offboard support, both the
3rd’s corps-level artillery units bombarding
together roll a 6 on the 7-10 column, scoring
an M1 result on the infantry unit. It rolls
an 11 and is demoralized.
Finally, German 5th Corps’ one corps-level
artillery unit barrages a French unit north
of Ornes, with support from the French naval
battery. The barrage scores an M result, but
the unit rolls a 4 and is not demoralized.
So, the French line holds resolutely, except
for the isolated unit near the woods east
of Beaumont.
d) German Movement Phase
All German infantry and divisional-level
artillery can move (corps-level artillery
that fire in the barrage segment can’t
move). They advance to attack positions on
the hexes they bombarded, except for some
units that take up flank security positions,
and others that attack additional hexes to
try and overwhelm the French player’s
ability to provide defensive artillery support.
In addition, 5th Corps (on the east end of
the battlefield) sends some units forward
to pin down French units in the trenches near
Ornes, but they send most of their infantry
west to exploit any breach made by 3rd Corps.
The most concentrated attack falls on the
demoralized French unit, the one just to the
west of it and the one west of that near Beaumont.
First
off, German 7th Reserve Corps attacks a French
infantry unit in the trenches north of Brabant,
and another four hexes east of it. The French
player commits his 72nd Reserve Divisional
artillery to fire defensive support for the
French unit north of Brabant, and that drops
the odds of the German attack from 7-1 to
3-1. The Germans roll a 6, taking one hit
(which the pioneer unit in the assault must
take) but inflicting three. The French infantry
unit must take half the hits against it as
step losses, rounded down because it’s
on defense, so it takes one step loss and
retreats two hexes to satisfy the other two
(otherwise it would be eliminated). The stack
of German units that contains the pioneer
unit advances into the trench hex, putting
its ZOC behind the French unit on the road
northwest of Brabant, meaning it will be out
of supply later this turn.
The attack east of Brabant is tougher due
to the target hex having woods and a trench,
and even after the divisional artillery fires
offensive support the attack odds is 4-1.
The only French artillery that could fire
support is the corps-level artillery with
the French HQ, but the French player wants
to save that for the stronger attacks in the
middle of the board. So he lets the Germans
attack without firing support, and they roll
a 3, inflicting three hits to two. The French
player takes a step loss and retreats two
hexes, and the German player takes two step
losses (one from a pioneer unit) and advances
into the trench.
Next
comes 18th Corps’ attack north of Beaumont.
The Germans commit their divisional-level
artillery units to offensive support and bring
the attack up to a base of 10-1 odds, but
the French 51st Division commits its artillery
to defensive support, and after the trench
bonus the attack drops to 4-1 odds. Unfortunately
for the Germans, they roll a 1 and each side
takes two hits. But that’s enough to
force the French to retreat out of the trench
to avoid being annihilated, and the Germans
take two hits and advance to the trench.
The next attack to the east is against an
infantry unit in a trench in the woods, and
both sides have their divisional artillery
hold their fire, so with the –3 defensive
column modifier for terrain the attack goes
in at 3-1 odds. The Germans roll a 3 and each
side scores two hits, so the French take a
step loss and retreat while the Germans take
two step losses and advance into the trench.
Last comes the attack on the demoralized
French unit two hexes to the east, and both
sides pour in all their available artillery,
so the attack is at 4-1 odds. The Germans
roll a 4 and score three hits to one, forcing
a two-hex French retreat and advancing into
the trench.
e) German Breakthrough
Movement Phase
Two German pioneer units of 7th Reserve
Corps lead the units with them southward into
the breach between Brabant and Haumont, cutting
off a second French unit near Brabant. Then
a 3rd Corps pioneer unit at the breach east
of Beaumont leaves a unit in the trench behind
it (to protect its supply line) and then moves
southwest with another unit, putting it next
to the fleeing demoralized French unit in
hopes of making it surrender. It’s also
now to the rear of another reduced French
unit that fled from a trench to the northwest,
and if that unit doesn’t get some support
or pull out fast, it will be cut off next
turn.
f) French Organization
Phase
The two French infantry units in the trenches
near Brabant (on the west board edge) have
been cut off by advancing German ZOC and are
out of supply. They also won’t be able
to move this turn because you can’t
move directly from one enemy strong ZOC to
another, so the French need to get units next
to them to re-establish their supply line.
All other French units are in supply.
Next, the demoralized half-strength French
unit that fled from the trench east of Beaumont
tries to rally, and just barely fails to do
so (rolling a 5 against its modified morale
of 4; it gets a –2 morale penalty for
being reduced-strength and demoralized). Since
it failed to rally and is alone in a hex adjacent
to a German unit, it surrenders and is removed
from the game permanently. That opens a breach
straight to 51st Reserve Division’s
artillery and the Corps HQ in Louvemont!
The French player gets no reinforcements
yet, but he gets one replacement, which he
uses to bring a reduced unit near the western
breach at Brabant up to full strength (he
has fewer units there to respond).
g) French Bombardment Phase
The
French player has two unfired artillery units
— the heavy Left Bank artillery in Forges,
and his railroad gun. The Left Bank artillery
barrages the German units that took the trench
near Brabant, but rolls a 2 and does no damage.
The rail gun barrages the German units in
the breach east of Beaumont (the ones that
caused the fleeing units to surrender), but
it also rolls a 2 and does no damage.
h) French Movement Phase
The French rush units westward and adjacent
to their cut-off units, so that if they are
still alive by next French Organization Phase
they’ll be in supply. Others reconstitute
the western line as best they can, and units
near the central breakthrough pull back to
the second trench line.
i) French Assault Phase
Nobody attacks, since French units are spread
out holding a line and therefore can’t
concentrate to get good odds on any German
units. They’ll have to wait for reinforcements
to arrive before they can do anything but
defend.
j) French Breakthrough
Movement Phase
French hunter units move up to reinforce
weak positions in the line.
k) Mutual Recovery Phase
Everybody flips their artillery units back
to their unfired sides, and the turn ends.
So, after the first day at Verdun, even
though the initial German artillery barrage
only demoralized one French unit, the German
infantry managed to breach the northernmost
trench line in five places. They took damage
doing it, but they receive three replacements
per turn (courtesy of Falkenhayn), so they’ll
be able to go at the French units that fled
from the trenches with gusto.
As for the French, one of their units surrendered,
two are out of supply and three are at reduced
strength. They’ve still got a decent
defensive line, but part of it on the west
flank is out of the trenches, and their center
has retreated to the second trenchline. If
German artillery does better next turn, the
French right flank may need to pull in fast
to stop a major breakthrough.
Will the French hold the line until reinforcements
arrive? Tune
in next time for Day 2 and find out!
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