Core Rulebook: T LL Osts

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AT ALL COSTS!

THE GREAT WAR IN THE EAST V2.0

1.2.2 AREA STACKING LIMIT


A maximum of three (3) Friendly units, regardless of type or size, can be in an area. Forts and empty armies do not count toward stacking limits. Stacking applies at all times even during movement. A unit may not move through an area that is already at the stacking limit.

CORE RULEBOOK
This booklet contains all rules common to this game system. Currently this series of strategic-level games focusing on an individual theatre of World War 1 includes TO THE LAST MAN! For information specific to the game being played, please see the appropriate THEATRE RULEBOOK.

1.2.3 GAME MARKERS


There are several different types of markers included to assist in game play. They vary with the game, but all are listed here: Year/Season marker: used to keep track of current turn. Entrench markers: used to denote Entrenched units.

1.0 GAME COMPONENTS


1.1 GAMEBOARD
The Gameboard has two main components: the Map and the Season and Year Tracks. The Season & Year Tracks allow players to keep track of the current Game Turn. The Map is divided up into separate Areas in order to facilitate combat and movement.

Fortify markers: placed on units that are Fortified. Control markers: used to identify empty Friendly areas. OoS markers (Out of Supply): place on any unit that is not in supply at the end of the turn. Do not remove until the unit is in supply (during the Check Supply Status phase) or eliminated. Retreat markers: place on any unit that retreats to an area with an unresolved battle, remove at the end of combat. Rail markers: place on units which use Rail Movement as a reminder they may move no further this turn.

1.2 PLAYING PIECES


The playing pieces (also called units) represent frontline military forces. There are many kinds of pieces, but one type stands out Armies. An Army acts like a container, holding other pieces within itself. Although it can contain many pieces, an Army and all its contents count as only one playing piece for stacking purposes.

1.3 CARDS
The card deck is the heart of TO THE LAST MAN! The majority of actions can only be performed as the result of card play. Playing cards represents the logistical wherewithal needed to conduct campaigns: ammunition, fuel, transport, and even reserves. After playing a card, it is placed face up on the Discard Pile. Players draw any new cards from the unplayed portion of the deck, called the Draw Pile. The deck is reshuffled whenever the Draw Pile runs out of cards and at the end of every WINTER Seasonal Turn. Players without the right cards are in trouble, and an empty hand usually indicates a retreat will soon follow. A player seeks to bankrupt his opponents hand while maintaining his own hand with as many cards as he can. Players must purchase new cards for their next turn during the Production Phase. As a general rule-of-thumb, players should buy as many cards as they can one less card means one less opportunity. Each type of card is described in the 9.0 Card Manifest.

1.2.1 MILITARY UNIT TYPES


Units represent front-line military forces of the major combatants of World War 1. The unit counters included in the game are the limit available to each player. There are four (4) different basic types of military units:
Armies, Infantry type units, Auxiliary type units, and Forts.

Armies contain other units, such as Infantry and Auxiliary pieces. Infantry comprise the main force in Armies, while Auxiliary units support the Infantry. Unlike other units, Forts represent installations and cannot move nor attack. Each type of unit is summarized in the Playing Pieces Characteristics Chart. For a detailed description of each unit type see 8.0 Unit Manifest.

1.4 ARMY TEMPLATES


Army Templates are off-map cardstock sheets for holding all of the units contained within Armies. Its important not to confuse the contents of one Army with another. Army Templates have two sections, Infantry squares on the bottom and Auxiliary diamonds on top. Only Infantry, Stosstruppen, and Imperial Guards units may be placed in the Infantry section. And only Auxiliary units are placed in the Auxiliary section. The number of each type of unit permitted in an Army is limited to the number of spaces available on the template. For example: A French army can only have a maximum of 3 infantry and 3 auxiliary units. These unit limitations simulate the different qualities of each nations Armies.

Offensive: Playing an Offensive card allows the player to move any or all Friendly units on the map or Army Templates subject to movement rules and restrictions. He may also initiate new battle(s) and conduct Combat rounds therein. Most units may move one Area per Player Turn, but there are a few exceptions (Cavalry, Rail Moves, etc.). Passing: Not playing an Offensive card means there will be no Battles nor Combat Phases for the player that Turn. Not playing an Offensive card is called Passing. The phasing player may move one unit only. This unit may not move into an Enemy Area even if that Area is empty; no Combat Phase occurs. Even though he doesnt play an Offensive card, the Passing player may play a Crisis! card. A Strategic Reserves! card may be played, allowing a second unit to be moved. If the player plays no cards at all, he has the option to discard one or more unwanted card(s) and draw new card(s) from the deck to replace them. Any cards so drawn cannot be played until the next impulse.

2.0 SEQUENCE OF PLAY


I PLACE REINFORCEMENTS II FIRST PLAYER TURN

1. PLAY OFFENSIVE OR PASS 2. MOVEMENT PHASE 3. DECLARE BATTLES 4. COMBAT PHASE


III SECOND PLAYER TURN IV REPEAT TURNS II & III V PRODUCTION PHASE

2. MOVEMENT PHASE
When an Offensive card is played, the phasing player may move any or all units. Otherwise, the player Passes and is still allowed to move one unit (some restrictions apply). A unit may move up to its normal movement allotment (usually one Area except for Cavalry, Biplanes, and Rail Moves). Units are moved one at a time and must always obey Stacking Limits (1.2.2). When moving from a Friendly area, a unit may move into any adjacent Friendly, Disputed, or Enemy area. When moving from a Disputed area, a unit may not move into an Enemy area. When a Friendly unit moves into an Enemy Area, the area becomes Disputed and a battle ensues.

1. CHECK SUPPLY STATUS 2. SPEND BUILD POINTS 3. DISCARD EXCESS CARDS 4. CHECK FOR EFT BOX LOSSES
VI ADVANCE TURN MARKER

I PLACE REINFORCEMENTS
Both players check the Game Events Chart to see if they get any Reinforcements, i.e., new units to place on the map. Arriving Reinforcements are placed in any Supplied Friendly or Disputed Areas within Staking Limits.

3. DECLARE BATTLES
This phase is only used when an Offensive card has been played. Newly initiated battles must be fought. That is, Enemy Areas which have just become Disputed this Player Turn must have a Combat round conducted. Whether there is Combat in any other Disputed Area is for the player to decide. a Announce Battle Areas. The Offensive player announces all Disputed Areas where he intends to battle. Players fight one round of Combat in all such designated Battle Areas.

II FIRST PLAYER TURN


The First Player is always the German player unless optional rule @@@ Bidding for Initiative is in effect. Player Turns are sub-divided into phases:

1. PLAY OFFENSIVE OR PASS


In this phase, the player indicates whether or not he will conduct offensive operations, by playing a card having the word Offensive in its title.

b Play Cards. The Offensive player plays any combat enhancement cards (like Poison Gas! or Surprise Attack!) and designates which Battle Areas are affected by these played cards. The Defending player may now also play any combat enhancement cards he wishes (e.g., Bad Weather or Poison Gas!), designating the Battle Areas so affected.

Retreat instead of Firing: Defending units may Retreat into adjacent Friendly or Disputed Areas instead of Firing. Some units may Retreat while others stay to fight. Place a Retreat marker on retreating units to show they have retreated this Combat phase. A unit which retreats loses all firepower for the remainder of that Combat phase. Units forced to Retreat twice in the same Combat phase are eliminated instead.
d Offensive Players Fire Phase

4. COMBAT PHASE
All designated Battle Areas go through a separate Combat phase. In a designated Battle Area, units fire at the opposing units by rolling dice, one die for each unit. Any Hits a player rolls indicates the number of units (or other equivalents) the opposing player must lose. Losses can be satisfied in three ways: units, cards, or both. NOTE: In all cases, the Attacker or Offensive player is the one whose Turn it currently is, i.e., the guy who played the Offensive card. The Defender or Defensive player is the other fellow. Each Battle Area is resolved individually. Before any dice are rolled, Cavalry units from either side may retreat before combat (Attacker chooses first). Then each players units fire in a strict order:
a Dogfight Phase

All of the Attackers units fire (except Dogfighters). Defender takes any losses incurred, by removing units or playing Ersatz.
e Retreat Phase

Either player (in TTLM!) may retreat any or all units from the Battle Area into one adjacent Friendly or Disputed Area (Attacker chooses first).

4a. SURPRISE ATTACK! COMBAT


NOTE: When a Surprise Attack! card is played, the Attacker specifies one Battle Area where a special Combat Phase is conducted. Below, you will find the sequence of play for this special Surprise Attack! Combat Phase:
a Dogfight Phase

When both players have Biplanes involved in the same Battle Area, all Biplane fire is resolved during the Dogfight phase. Opposing Biplanes in the same Battle Area must fire exclusively at each other. Dogfight fire is resolved simultaneously; both sides take any losses immediately. NOTE: Dogfighting Biplanes may not fire again later in this Combat phase, even if all opposing Biplanes are eliminated. If neither player, or only one player, has Biplanes in the Battle Area, skip the Dogfight phase and move on directly to the next phase.
b Offensive Players Artillery Fire Phase

When both players have Biplanes involved in the same Battle Area, all Biplane fire is resolved during the Dogfight phase. Opposing Biplanes in the same Battle Area must fire exclusively at each other. Dogfight fire is resolved simultaneously; both sides take any losses immediately. NOTE: Dogfighting Biplanes may not fire again later in this Combat phase, even if all opposing Biplanes are eliminated. If neither player, or only one player, has Biplanes in the Battle Area, skip the Dogfight phase and move on directly to the next phase.
b Offensive Players Fire Phase

The Attackers Artillery units fire. The Defender takes any losses incurred, by removing units or playing Ersatz.
c Defensive Players Fire Phase

All of the Attackers units fire (except Dogfighters). Defender takes any losses incurred, by removing units or playing Ersatz.
c Defensive Players Fire Phase

All of the Defenders units fire (except Dogfighters). Attacker takes any losses incurred, by removing units or playing Ersatz.

All of the Defenders units fire (except Dogfighters). Attacker takes any losses incurred, by removing units or playing Ersatz.
d Retreat Phase

Either player (in TTLM!) may retreat any or all units from the Battle Area into one adjacent Friendly or Disputed Area (Attacker chooses first).

III SECOND PLAYER TURN


The Second Player is always the Entente player unless optional rule @@@ Bidding for Initiative is in effect. Repeat Player Turn Phases 14 above for the Second Player, i.e., the Entente player is now the Attacker.

4. CHECK FOR EFT BOX LOSSES


The EASTERN FRONT TRANSIT BOX represents the Russian Front in World War I. The German player may move his units into the EFTR BOX in order to get a boost in Victory Points (see WINNING THE GAME below). However, units in the EASTERN FRONT TRANSIT BOX are subject to removal. Roll one die for every 5 BPs of units (or fraction thereof) in the EFT BOX. For every die roll of 1 the German player must eliminate one unit. IMPORTANT: Do not use this phase if you are playing with AT ALL COSTS!the Great War in the East.

IV REPEAT TURNS II & III


Repeat Player Turns II and III, one after the other, until both sides Pass consecutively. Only after both sides Pass in turn, do you go on to the Production phase below.

V PRODUCTION PHASE
In the Production Phase, players spend their allotment of Build Points (BPs) to buy new units, more cards, and/or Entrench units. Players must first see if any of their units are unsupplied.

VI ADVANCE TURN MARKER


Advance the Season marker to the next season. When going from WINTER to SPRING, advance the Year marker to the next year. Reshuffle the deck at the end of every WINTER season. New Seasonal Turns begin with Phase I PLACE REINFORCEMENTS. Check for Game Events in the upcoming Season. NOTE: The 23rd Turn, WINTER 1919-20, is the last Seasonal Turn of TO THE LAST MAN! You will almost never see it, someone will have won before then.

1. CHECK SUPPLY STATUS


Units are said to be in Supply when they can draw a line from Friendly Area to Friendly Area, no matter how long, to a Friendly Supply Source. Units that are not in Supply at this time are Unsupplied. NOTE: Disputed Supply Source Areas (i.e., Supply Source Areas occupied by both Friendly and Enemy forces) function as Supply Sources only for units in that Area. Unsupplied Forts are reduced by one Unsupplied Forts at one strength are eliminated Unsupplied Armies lose one unit of the players choice Unsupplied Armies at one or zero strength are eliminated Unsupplied individual pieces are eliminated

3.0 WINNING THE GAME


3.1 VICTORY POINTS (VPs)
Victory Points may be totaled at any time. Add together all Victory Points from German-Friendly Areas. VPs in Disputed and Enemy Areas are not counted. To this base VP total, add or subtract the Victory Point Modifications listed below. Reference this Modified VP total to the Victory Chart (located on the players aid card) to determine the current Level of Victory.

2. SPEND BUILD POINTS


Players consult the Build Points Chart to see how many Build Points (BPs) they can spend this Production Phase. Players may replenish their hands with new cards or Entrench Armies and Infantry units. Players may also build new units in any Supplied Friendly or Disputed Area, even adding them to Armies however they want.

VICTORY POINT MODIFICATIONS


+1 VP for every currently eliminated Entente Army. 1 VP for every currently eliminated German Army. +1 VP for failing to remove Infantry required by an Entente Military Crisis! (for each occurrence). 1 VP for failing to remove Infantry required by a German Military Crisis! (for each occurrence). +1 VP for every 5 BPs worth of units in the EFT Box (1914-1917 only).*

3. DISCARD EXCESS CARDS


Every once in a while a player spends too much on cards and ends up with more cards than he can legally hold (please see Maximum # of Held Cards Chart). In these cases, he must discard any cards in excess of this maximum (his choice).

Total Blockade Effects on VPs per year


1 VP 2 VPs 3 VPs 4 VPs SPRING 1916 to WINTER 1916-17 SPRING 1917 to WINTER 1917-18 SPRING 1918 to WINTER 1918-19 SPRING 1919 to WINTER 1919-20

* This 5BPs = 1VP modification is only used when playing solely with TTLM! Do not use this
modification when linked with AT ALL COSTS! since events on the Russian front are directly represented there.

3.2 ARMISTICE CEASEFIRE


Players can try to end the game at any time. Either player may request Armistice at any time, and if the other player agrees the game ends at the current Level of Victory. Its more likely that the other player will want to continue playing, striving for a better Victory.

Area status is checked prior to movement and changes immediately as a result of movement. Area ownership can be determined at any time. NOTE: When a Friendly unit moves into an Enemy Area, the area immediately becomes both a Disputed and a Battle Area one round of combat must occur therein.

3.3 ARMISTICE SURRENDER (PLAYER RESIGNATION)


A player may resign the game at any time, except when he is winning. This indicates a humiliating surrender and so the Level of Victory is considered one level worse for him. For example, if the German player resigns during a Stalemate its considered a Marginal Entente Victory instead.

4.2 RESTRICTIONS
Units may move from Friendly Areas to any other type of Area: Friendly, Disputed, and even Enemy (Neutral Areas are a special case). Units moving from Disputed Areas are more restricted in their movement options; they may only move to Friendly or Disputed Areas. Units may never move from a Disputed Area to an Enemy Area. Even units which may move more than one area (e.g., Cavalry & Biplanes) cannot move from a Disputed to an Enemy Area. Units may only enter an Enemy Area during an Offensive. The Strait of Dover, North Sea, Baltic Sea, Black Sea, and the Netherlands are not playable and units may never enter these regions.

4.0 MOVEMENT
4.1 PROCEDURE
When an Offensive card is played, the phasing player may move any or all units. Otherwise, the player Passes and is still allowed to move one unit (but not into an Enemy Area, even if empty). Although moving into or out of armies within in the same area counts as zero areas moved, it still counts as having moved a unit. Movement must be from area to adjacent area, or into and out of an Army. A unit may move up to its normal movement point allotment (usually one Area except for Cavalry, Biplanes, and Rail Moves). Units are moved one at a time and must always obey Stacking Limits (1.2.1). There are four kinds of Areas, based on who controls it: Friendly Area: Your units were the last ones to occupy or move through this Area. All Areas in your country are Friendly in Summer 1914. All Areas on your side of the frontline are Friendly when a scenario begins. Enemy Area: Your opponents units were the last ones to occupy or move through this Area. Disputed Area: Both your units and your opponents units currently occupy this Area. Sometimes this is referred to as a frontline Area or a Battle Area. Neutral Area: Neither players units have occupied nor moved through this Area. Neither player owns this Area, and in some cases neither players forces may move into this Area. For example, HOLLAND is a Neutral Area and may never be entered. In the Free Game and some Historical Variant set-ups, Belgium, Luxembourg, and the UK begin as Neutrals. See the THEATRE RULEBOOK.

4.3 ENTRENCHMENT STATUS


When an entrenched unit moves, it loses entrenched status. This also includes the optional Fortified units. When an infantry-type unit moves into an entrenched Army, it immediately becomes entrenched as well. This also applies to Fortified Armies. When an empty army moves into an area containing an entrenched infantry unit, it may immediately incorporate the infantry unit into itself and thus become entrenched as well. This also applies to Fortified infantry units.

4.4 RAIL MOVEMENT


Rail Moves represent movement by rail (and to a lesser extent by road). All Rail Moves must follow rail lines. Each area on the TTLM! mapboard contains rail lines connecting to all adjacent areas. Since rail lines are ubiquitous, theres no need to show them on this map.

Rail moves allow units to move up to three (3) areas. To use rail movement a unit must begin the movement phase in a Friendly area, move only through Friendly areas, and end the move in a Friendly area. Rail moves cannot be combined with any other type of movement. All areas must have been Friendly at the beginning of the players turn to be eligible for rail movement. Thus its easier to remember if you do Rail Moves first. Rail moves are limited to two units per Player Turn.

5.0 COMBAT
5.1 BATTLE AREAS
5.1.1 CREATING DISPUTED AREAS
Disputed Areas are created when a Friendly unit is moved into an Enemy Area. Disputed Areas can only be created during an Offensive. Battles must be declared in newly created Disputed areas, and a round of Combat must be fought therein.

4.5 STRATEGIC MOVEMENT (Entente player only)


The Entente player has great flexibility in his movement to and from Friendly Entente Supply Source Areas. Only Entente units can use strategic movement at a rate of one unit per impulse. Strategic movement allows a unit to move from any Friendly Entente Supply Source area to any other Friendly Entente Supply Source area. Both supply source areas must have been friendly at the beginning of the Entente players turn. This cannot be combined with any other type of movement.

5.1.2 DECLARING BATTLES


A player may announce as many battles as he wishes during the Declare Battles phase (exception: Limited Offensive card). Once a battle has been declared it must be resolved during the Combat Phase. A player cannot change his mind after other battles have gone badly for him he must still fight all declared battles. As stated above, Battles must be declared in newly created Disputed areas. All designated Battle Areas go through a separate Combat Phase. In a designated Battle Area, units fire at the opposing units by rolling dice. Any Hits a player rolls indicates the number of units (or other equivalents) which the opposing player must lose.

4.6 UK SEA MOVEMENT


UK reinforcement Armies as well as any rebuilt eliminated UK Armies must appear in the ENGLAND Area. Such armies must then first cross the Channel before moving up to the front line. UK units (only) can use sea movement at a rate of one unit per movement phase. Whether moved as part of an Offensive or as the Pass Move, one (1) UK army or unit can move from the ENGLAND area to any Friendly or Disputed Entente Supply Source area. UK units may also move from any Friendly or Disputed Entente Supply source area back to the ENGLAND area. Sea movement cannot be combined with any other type of movement. UK forces may never sea move into an Enemy-controlled Entente Supply Source Area (i.e., there are no invasions to the French/Belgian coast). Units cannot use Sea Movement to retreat during the combat phase. NOTE: In the Campaign Game, the two units which begin set up in ENGLAND (1st UK Army and an infantry unit), must be kept separate while they remain in the ENGLAND Area. That is, while in ENGLAND, the infantry may not move into the 1st UK Army.

5.2 FIRE RESOLUTION


5.2.1 FIRING
Each Battle Area is resolved individually. Before any dice are rolled, Cavalry units from either side may retreat before combat (Attacker chooses first). See 5.4.3 CAVALRY RETREAT for more details. Then each players units fire (i.e., roll dice) in a strict order:
a- Dogfight Phase b- Offensive Players Artillery Fire Phase c- Defensive Players Fire Phase d- Offensive Players Fire Phase

NOTE: The Surprise Attack! order is somewhat different:


a- Dogfight Phase b- Offensive Players Fire Phase c- Defensive Players Fire Phase

NOTE: In all cases, the Attacker or Offensive Player is the one whose Turn it currently is, i.e., the guy who played the Offensive card. The Defender or Defensive Player is the other fellow. If there are multiple Battle Areas, the Offensive player decides the order in which combats are resolved. Combat in an area is always completely resolved before beginning with another area.

Units fire at each other by rolling one (1) six sided die for each unit in the Battle Area, in the order dictated by the Combat Sequence. Certain conditions may cause some units not to fire (e.g., a Siege Gun unit in a Battle where there are no Forts present).

5.2.2 FIREPOWER
A units Firepower F followed by a number indicates what it needs to roll in order to Hit. F1 means that a Hit occurs on a die roll of 1. F2 means a Hit occurs on a die roll of 1 or 2. F3 a Hit occurs on a die roll of 1 or 2 or 3. [F#] means that the player rolls a die for that unit only in certain circumstances. Please see 8.0 Unit Manifest, as well as the Unit Capabilities Chart for further details.

Losses applied to a Fort reduce it by that number of Hits. For example, if the Antwerp Area Fort were forced to take a Hit, the Antwerp 3 Fort marker would be replaced with the Antwerp 2 Fort marker. If forced to take another Hit, the Fort marker would be removed and replaced with the Antwerp 1 Fort marker. When a fort reaches zero (0) strength, it is removed from the game (except: see Sedan). Example: The Entente player suffers 3 hits during a battle in the Verdun area. His forces consist of three units: an individual cavalry unit, an entrenched army (containing 3 infantry and 2 artillery), and the Verdun fort at 4. The first hit must come from the army since it has the largest strength of 5. Infantry units are the most numerous component of that army so an infantry unit must be taken as the first loss. The second loss can be taken from either the 4 fort or the army as it now has 4 units. The Entente player decides to reduce the 4 fort to a 3 fort satisfying the second loss. The third loss must now come from the army as it is once again the strongest unit. The player now has a choice of taking either an infantry unit or artillery unit for the loss since there are two of each. Because the army is entrenched (and hes on the defensive) the player elects to take an artillery unit for his third loss.

5.2.3 HITS
Hits cause Enemy losses which must be removed immediately. Hits can be paid for by eliminating units and/or cards as detailed below.

5.3 TAKING LOSSES


When a player rolls a hit during combat his opponent must satisfy the hit by taking a loss. Losses can be taken in the form of units, cards, or a combination thereof.

5.3.2 CARD LOSSES


Ersatz cards can cover losses too. Playing an Ersatz 3 card is equal to taking up to 3 Hits. Likewise, an Ersatz 2 card equals up to 2 Hits. All other cards may be used as an Ersatz 1 to take a single hit. A player can use multiple cards to absorb losses. Any excess Ersatz left over is lost; it cannot be carried over into other battles or phases. Example: If you use an Ersatz 3 to absorb two (2) hits in the Artillery Fire Phase the one (1) remaining Ersatz is lost and cannot be used in the following Offensive Fire Phase.

5.3.1 UNIT LOSSES


One unit may be removed from the mapboard to pay for each Hit taken. Any units removed from the board are placed in the players force pool. Unit losses are removed one at a time. Any unit losses must come from the strongest unit in that Battle Area (usually an Army or Fort). When units are of equal strength the player taking the loss decides which unit is removed. Armies have a strength equal to the number of units on its army template. For example, an army with 3 infantry and 2 cavalry has 5 strength. Forts have a strength equal to the number on the fort counter on the map (e.g., the Verdun 4 counter has 4 strength). All other individual units on the map have a strength of 1. Losses applied to an Army must come from the most numerous or prevalent type of unit in the Army. When

5.3.3 UNIT AND CARD LOSSES


Any combination of units and cards can be used to satisfy losses; all rules concerning Losses apply.

5.3.4 ANNIHILATION
Players are never forced to play cards to satisfy remaining losses when all Friendly units are eliminated from a Battle Area. In other words, a player is never compelled to take losses in excess of the number of his pieces he has in the Battle he can completely eliminate all his units in the Area, instead. This is sometimes a good way to cut losses, but at the cost of territory lost. For example, suppose the German 1st Army containing 5I + 2A, causes 3 Hits to a single French Infantry unit. The French player has the option to lose 3 Hits of Ersatz cards, thus allowing the unit to continue to exist. On the other hand, he can also choose to eliminate that one Infantry unit from the Battle and so not suffer the additional 2 Hits loss.

units are of equal strength the player taking the loss decides which unit is removed. For example, if an
Army containing 3 Infantry, 2 Artillery, and 1 Cavalry were forced to take 1 Hit it would have to lose 1 Infantry piece (the most numerous type). NOTE: An Army that loses its last unit in Combat is eliminated.

5.4 RETREATS
There are three kinds of retreat in TO THE LAST MAN! Retreat Instead of Firing, Retreat After Combat, and Cavalry Retreat. Place a Retreat marker on each unit that retreats; these are removed at the end of the combat phase in which they are placed. A unit which retreats loses all firepower for the remainder of that Combat phase. Units may never retreat into an Enemy area.

6.0 SUPPLY
Military forces require supplies to function they need ammunition, food, fuel and other equipment. If an armys supplies cannot reach it, the army will lose the ability to fight effectively. Independent units will dissolve quickly without supplies.

5.4.1 RETREAT INSTEAD OF FIRING


The Defending player may retreat any number of units from a Battle Area instead of firing them (i.e., rolling dice). The defender can retreat any number of units and leave any number to fight normally. Retreating units can move to any adjacent Friendly or Disputed area, and multiple units may retreat separately into different areas. If all units retreat and the opposing player has cavalry in the area, the retreating units may be subject to Pursuit Fire (see Cavalry section of the Unit Capabilities Chart).

6.1 SUPPLY SOURCES


Supply Sources are the colored half filled-in circles along the Map edge. In TTLM!, Green Supply Sources are used by the German player while the Blue Supply Sources are for the Entente. Areas containing sources are called Supply Source Areas. Supply Source Areas represent rail links to the players off-map Production.

6.2 CHECKING SUPPLY


Supply is checked once each turn during the Supply Phase. Units are in supply when they can draw a line of any length from area to area, solely through adjacent Friendly areas to a Friendly Supply Source Area. If a unit cannot do this, then it is considered to be Out of Supply (OoS).

5.4.2 RETREAT AFTER COMBAT


Either player may retreat any number of surviving units from a Battle Area at the end of combat. Players can retreat any number of units and leave any number behind. The Attacking player chooses first whether to retreat. Retreating after combat is more restricted than other types of retreat. All units in a single Battle Area which retreat after combat must be moved to the same adjacent Friendly or Disputed area. NOTE: This rule applies only to Modern Forces. Any nation whose forces are not considered Modern may not retreat after combat. In TTLM! all nationalities are considered to field Modern Forces. In AAC! only German units are considered to be Modern.

6.3 DISPUTED SUPPLY SOURCES


Supply sources in a Disputed area can only supply Friendly units in that area.

6.4 IN SUPPLY EFFECTS


Armies and Infantry units that are in supply are eligible to Entrench. Areas that are in supply may receive newly built units during the Production Phase.

6.5 OUT OF SUPPLY EFFECTS


Each time a unit is found to be Out of Supply (OoS) it suffers the following attrition results: Forts are reduced by one (1) strength. Out of supply Forts at 1 strength are eliminated. Armies lose one (1) unit of the owning players choice. An Army that loses its last unit due to being Out of Supply is eliminated. Empty Armies are likewise eliminated. Individual units on the map are eliminated. Cannot receive reinforcements or newly built units. OoS units can entrench.

5.4.3 CAVALRY RETREAT


Cavalry units can retreat before combat occurs. Before any dice are rolled, Cavalry units from either side may retreat before combat (Attacker chooses first). Retreating units can move to any adjacent Friendly or Disputed area, and multiple units may retreat separately to different areas. Cavalry retreats are not subject to Pursuit Fire.

5.4.4 RETREAT INTO COMBAT


It is possible for units to retreat into an area where combat has not yet been resolved. Retreated units do not participate in combat nor take losses in this subsequent battle. Units forced to retreat twice in the same impulse are eliminated. There are two ways in which this might occur: Force-retreat for Empty Armies, and Retreated units left with no Friendly non-retreated forces in the area after Combat is resolved.

7.0 PRODUCTION
Players consult the Build Point Chart to see how many Build Points (BPs) they can spend during the Production Phase. BPs may be spent on any combination of new units, entrenching, and/or more cards. Both players expend BPs at the same time. BPs must be used during the current Production Phase or they are lost.

7.5 UPGRADING INFANTRY TO STOSSTRUPPEN


When upgrading an Infantry unit to a Stosstruppen unit, remove the infantry piece and place a Stosstruppen unit in the same area or Army Template from where the infantry counter was removed. The infantry unit is then placed back in the force pool.

7.1 BUYING CARDS


The Production Phase is your only opportunity to add cards to your hand. Players must announce how many cards are being bought before drawing them face down from the top of the draw pile. Only the announced number of cards can be drawn. Drawn cards cannot be viewed until all of a players BPs are spent (this prevents players from continuing to draw cards until they get the card they want). Players may not hold more cards than the maximum specified on the Card Limit Chart. If a player is found to have more than the limit, he must immediately discard any excess cards and place them face up on the discard pile. Any BPs expended on the extra cards are lost.

7.6 BUILD POINT COSTS


One (1 BP) will purchase:

1 Card or 1 Army (empty) or 1 Infantry unit or 1 Cavalry unit or 1 Artillery unit or 1 Siege Gun unit (German & A-H only) or 1 Biplane unit or Entrench 4 units (an Army equals 1 unit) or Upgrade 1 German Infantry into Stosstruppen Fortify an Entrenched Army (optional).
Two (2) BPs can buy:

7.2 BUYING UNITS


Units built during the Production Phase may be placed in any army or individually in any Friendly or Disputed area that is in supply. Eliminated armies that get rebuilt are treated differently.

1 Tank unit or 1 Stosstruppen unit (German player only). 1 Imperial Guard unit (Russian player only). Rebuild 1 Commonwealth Infantry (UK only).

7.3 REBUILDING ARMIES


Armies ordinarily enter play as reinforcements according to the Turn Record Track. On the other hand, eliminated armies can only be rebuilt during the Production Phase. Rebuilt armies must be placed on the map in a Supplied, Friendly area within their home country. For example, the Belgian army can only be rebuilt in a Friendly Belgian area in Supply. If there are no Friendly and supplied Belgian areas, then the Belgian Army cannot be rebuilt. EXCEPTION: US Armies, like all US units, are a special case; they treat France as if it were their home country.

See the Unit and Card Manifest for sections 8.0 and 9.0 See the THEATRE RULEBOOK for sections 10.0 and up.

7.4 ENTRENCHING
Four (4) units on the mapboard can be entrenched by expending one (1) BP. Flip the counters to their entrenched side. A limit of 1 BP can be spent on Entrenchment during SUMMER of 1914 (Turn 1) and AUTUMN of 1914 (Turn 2). During the WINTER of 1914 and thereafter there is no limits to Entrenchment.

Tim Taylor 19 July 2011

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