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Bayonet & Spade - Bolt Action in The Great War - 0.0.5 'Christmas Truce'

The document provides rules for using the Bolt Action wargame system to recreate battles of World War 1. It introduces period-specific rules changes and divisions of the war into early, mid, and late periods for force selection. Playtest rules are included for feedback to improve game balance and fun.

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0% found this document useful (0 votes)
421 views64 pages

Bayonet & Spade - Bolt Action in The Great War - 0.0.5 'Christmas Truce'

The document provides rules for using the Bolt Action wargame system to recreate battles of World War 1. It introduces period-specific rules changes and divisions of the war into early, mid, and late periods for force selection. Playtest rules are included for feedback to improve game balance and fun.

Uploaded by

finnfvs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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BAYONET & SPADE

Bolt Action Rules for the Great War


Bayonet & Spade is a set of rules for use with the Bolt Action 2nd Edition miniatures game by
Warlord Games, to recreate the battles & conflicts of the Great War (or, if you prefer, World War I.)
Bayonet & Spade is written “identical, except where noted” in regard to the base game; it plays almost
completely identical to the classic WW2 miniatures wargame, and requires no special knowledge or
materials beyond the Bolt Action 2nd Edition Core Rulebook. Some changes to the rules & equipment
are made in this source material in order to better reflect the nature of combat in the Great War; all
changes which are detailed herein.
The purpose of Bayonet & Spade is to represent its source material in a way that makes for fun
and exciting gameplay. You may notice that some moderate compromises have been made on historical
accuracy to this end; while I have endeavored for the best degree of accuracy practical, the truth is that a
100% accurate WW1 wargame would hardly play as a wargame any longer. Additionally, some
mechanical decisions were made on my part as a designer in order to highlight such elements of the war
that capture the public consciousness. The result is that, much like the original Bolt Action 2nd Edition
does with the Second World War, Bayonet & Spade does with the First. That is, the experience herein
is very much a “film-ified” version of the source material, a decision I hope you will come to agree with.
As a set of rules, Bayonet & Spade is written to be as flexible and modular as possible.
Considering that you, the reader, have already dipped your toes into the world of homebrew gaming by
reading this work, consider also that everything herein is to be tweaked and reworked to your and your
playgroup’s satisfaction. Perhaps you wish to play out a scenario in which Italy remained an ally of the
Central Powers rather than joining Entente, fielding Italian forces along Austrian. Perhaps a twist of
history resulted in the US joining the war at its outset, fielding them with early-war equipment. Feel
encouraged to modify the content here to suit your interest.
Bayonet & Spade is divided into three time periods for the purposes of force selection: Early,
Mid, and Late-War periods. Nominally, these three periods can be considered in such a manner:
Early : Starting with its beginning in 28 July, 1914, and covering the initial stages of the war,
Early War battles consist of armies with the least modern equipment, and often still in the mindset of
the 19th century’s large troop movements & sweeping advances. This period would be noted for the
“Race to the Sea”, in which the French and German forces both attempted to outflank each other by
moving further northward toward the North Sea.
Mid : Nominally, for the purposes of Bayonet & Spade, the Mid-War period can be considered
to consist of late 1915 into 1916; this period would mark Italy’s entry into the war against Austria-
Hungary, and in this period all fronts would grind to a halt & calcify into trench warfare. Mid-War
games consist of more modern forces, employing such things as hand grenades, light machine guns, &
other military advancements, gas & chemical warfare included.
Late : The Late-War period can be considered to start with the entry of the United States into
the war in April 1917, and through the historical surrender of Germany in 1918. This period would
include the collapse of the Russian Empire in March 1917, and the Bolsheviks signing the Treaty of
Brest-Litovsk in December (marking the Russians’ exit from the war.) Ahistorical games in Bayonet &
Spade could reach as far forward as 1919 & the hypothetical “Spring Offensive”. Such years mark the
development of truly modern technologies, with armies employing the greatest extent of their arms &
tactics.
In the various force selection lists for the armies of the Great War, many options are listed in
brackets alongside a war period (i.e., “[Mid]”). Such options can only be selected for an army list which
is constructed for, at minimum, such a time period (With Late-War armies being able to select both
Mid- and Late-War force selection options).
PLAYTEST VERSION 0.0.5 - “CHRISTMAS TRUCE”
Christmas Truce is a playtest version of Bayonet & Spade, released for the purpose of getting a
baseline for the balance and fun factor of some of the principle mechanics of Bayonet & Spade-- such
things as the rules for Gas Warfare, Grenades, new Machine Gun Team rules, and other new features.
It includes five playable nations, of whom principally represent the conflict against the German Empire.
On the Entente side, Great Britain, France, Russia, and Belgium, and on the Central Powers side,
Germany.
Christmas Truce represents the very first version of these rules which I have made available
publicly, and as such is very much still a work in progress; do not expect a product without flaws, nor
one free of oversights. It is my recommendation that you approach these rules with an open mind and a
critical eye, as the purpose of me sharing this ruleset is very much to garner critique and criticism, in
order to further strengthen the balance and the enjoyability of the rules and concepts that make up
Bayonet & Spade.
Absent here also are several other planned features, such as scenarios, special terrain rules, and
other aspects which will eventually form a more well-rounded ruleset. In lieu of such things, these
playtest rules will work entirely well with standard out-of-the-book scenarios and rules from the Bolt
Action 2nd Edition core book, and you may also find other sourcebooks to work well with these rules. I
am excited to share this work with you, the reader, and with the Bolt Action community as a whole, and
trust that even in its early state you will find this work compelling and fun.
If you want to contact me with any comments, critiques, criticisms, feedback, or anything at all,
I can be reached at [email protected], and would love to hear from you.
RULES TAKEN FROM SUPPLEMENTAL RULEBOOKS

BEHIND ENEMY LINES


A unit with Behind Enemy Lines is expert at maneuvering into the enemy defenses, and as such
does not suffer the -1 penalty to order tests to come onto the table when Outflanking.

SLOW… PITIFULLY SLOW


The Slow… Pitifully Slow rule is used by vehicles so slow that they cannot outpace infantrymen.
It functions identically to the Slow rule in the core Bolt Action rules, except that a Pitifully Slow vehicle
cannot make a double-speed Run move at all; it still can be issued a Run order, but moves at normal
speed.

ENGINEERS
Engineers are often the principle fortification experts of the battlefield. They receive a +1 bonus
to mine clearance, and can remove up to 6” of a section of barbed wire when they cross it.

DEMOLITION CHARGES
Once per game, an engineer unit issued a Down order can place a demolition charge at any
point adjacent to one of its members. Note an order test must be made to issue the Down order. The
engineer unit may detonate the charge after being issued an Advance, Fire, or Ambush order. The
charge may not be detonated if the placing unit is currently Down. The charge is treated as HE(3"). A
demolition charge may be defused if at least one of its members is adjacent to the charge and a Down
order has been issued. Note an order test must be made to issue the Down order.
NEW SPECIAL RULES
GRENADE EXPERTS
Though most armies in the Great War employed grenades widely, and to almost all troops,
certain specialized troops were given additional training in the use of the hand grenade, putting it to
deadly effect in close combat.
Whenever a squad with the Grenade Experts special rule opts to throw a Hand Grenade when
shooting, they get d6 shots instead of d3; they likewise get an additional d6 hits in the initial round of
fighting in close combat instead of d3. Additionally, when Grenade Experts assault, the defending
squad cannot react by shooting.

SEDITIOUS
Moreso perhaps than any other war in modern history, the Great War was marred by
widespread desertion, political agitation, and sometimes even outright mutiny. While some of these
actions were considered by the common troops to be harmless (such as the Christmas Truce of 1914, in
which Entente and Central Powers troops refused to fight each other and fraternized for the holiday),
often these actions were more insidious, up to encouraging men to turn their rifles on their superiors.
If an army includes at least one Seditious squad, then at the beginning of the game that Army’s
player chooses up to two Inexperienced squads, or a single Regular squad among the opposing army(s).
(Multiple squads with the Seditious rule have no additional effect.)
The chosen squads gain the Shirkers rule for the entirety of the game.

STORM OF LEAD
The devastating power of the machine gun shook the military establishments of the world. First
shown in force during the Russo-Japanese War of 1904-1905, still yet the true impact of the new
weapon system was not fully appreciated in time for the start of the Great War. Infantry tactics were
woefully unprepared for the killing power of the machine gun.
All Machine Gun Teams in Bayonet & Spade have this rule. Whenever a Machine Gun Team
scores three or more hits on a non-vehicle target, the target takes an additional pin.

Bulking up the Medium Machine Gun Team


One of the most prominent, and mythological weapons of the Great War is the Machine Gun. In
particular, the machine gun holds a particular reputation of deadliness and dreadfulness in the annuls of the
Great War of which tactics and technology would very much dull in the following war.
Intersecting with this matter is also the common criticism of the base Bolt Action rules which I’ve
gathered, being that the standard Medium Machine Gun Team of Bolt Action is much overpriced for what you
get, to the extent that some vehicles with the same MMG cost less than an unarmored 3-man team (which is
also true in these rules.)
The Storm of Lead rule is an answer to both of these problems, in a way which also stays in line with
one of my goals of Bayonet & Spade, which was not to change any of the existing mechanics of the game. By
not changing how a Medium Machine Gun works and instead applying a special rule to the MMG team, I’ve
sought to mark the change to how MMG teams work in a way that doesn’t get missed when reading through
the rules and making an army list.
HEAVY WEAPON TOWS
In the Great War, the concept of motorized infantry was all but completely nonexistent. In some
rare instances, such as the famed Taxi Cabs of Marne in September 1914, automobiles were used to
move troops quickly behind the front lines, but this would be the rare exception, and done in an
improvisational manner. Much more commonly, men would move by way of trains, which could not
operate at the front generally, or by horses, which could; or, most commonly, on foot.
Contrarily to this, the issue of transporting artillery was a pressing matter in the realm of
mechanization. The artillery tractor was a common implement used in the Great War, especially by the
materially-superior Entente, who had much in the way of resources and industry. Failing that, horses
were also used in the towing of artillery.
Included in the force selection lists for the armies in this book are a number of Heavy Weapon
Tows. These work identically to standard tow vehicles in Bolt Action, save that none of them have any
transport capacity, and they cannot be used to transport troops; only to tow artillery and other heavy
weapons. Such vehicles, even when they have the theoretical room for troops to ride in, will not be used
other than for the crew of that artillery.
GAS WARFARE
Nearly unique to the Great War was the widespread use of Gas Warfare. Almost all armies in
the war employed gas at one point or another; the French first used tear gas grenades (ethyl
bromoacetate) in 1914 against the Germans; the Germans, in turn, used artillery shells filled with
chemical irritant against the British later that year. Germany would be the first, and most notorious, to
use asphyxiating gas en masse, using chlorine against the British & French in 1915; the British would
respond later that year by developing their own gas capabilities. Throughout the war, numerous other
deadly agents would be used, including phosgene (which would be pioneered by the French), and the
dreaded “mustard gas” (liquid sulfur mustard). As it entered the war in 1917, the United States was
already gearing up to deploy their own Lewisite gas (to be used in the anticipated 1919 Spring
Offensive). By the end of the Great War, gas alone had claimed an estimated 1.3 Million casualties.
Much of the gas deployed in the Great War was deployed by using canisters, which were
unsealed upwind from the enemy, allowing the gas to waft toward enemy positions. The reason for this
was the Hague Convention of 1899, an agreement made between the world powers which banned the
use of projectiles of which "the sole object of which is the diffusion of asphyxiating or deleterious gases".
In spite of the Hague Convention, as the war went on, nations took any and all measures they
thought would win the war. A number of nations would come to start using their artillery, and other
projectile measures to deliver gas attacks.
DONNING GAS MASKS
At any time a player issues a Down order to an infantry unit (Including in response to being
shot at and being the subject of a Gas Attack) that player may also in conjunction order that squad/team
to Don Gas Masks or Remove Gas Masks. When Donning Gas Masks when ordered Down in response
to a Gas Attack or being shot at, the squad must take a Leadership Test. If the test is failed, the squad
fails to Don Gas Masks this round (but is still ordered Down). No test is taken when ordering Remove
Gas Masks.
A unit who has Donned Gas Masks is marked as such; a squad wearing Gas Masks suffers -1 to
rolls to-hit, but also always rolls on the Gas Attack table at -3 while equipped as such.
When starting a game, each player, starting with the playing going first, may choose any number
of their units to begin with Gas Masks on.
GAS CANISTER
In Bayonet & Spade, most army lists have the option of a Gas Team. Gas Teams are armed with
a Gas Canister. Gas Canisters are moved in a manner mostly the same as other artillery pieces; the unit
operating it cannot Advance, and must move it by Running, with which they can move it up to 6". A
Gas Canister cannot be towed. It has the following weapon profile:
Range: *
Shots: 1
Single Use
When a Gas Team uses their Gas Canister, the shooter first rolls on the Gas Deployment chart,
determining the effect of the weapon. An Inexperienced Gas Team takes a penalty of -1 on their roll.
Being a Team Weapon, a Gas Team with only one man remaining takes a (cumulative) -1 on their roll
as well.
Once a Gas Canister is used, its team may abandon it, functioning as standard infantry.

GAS CANISTER DEPLOYMENT CHART


Less than 1: Mishap! The gas is blown back by strong winds, deadly clouds billowing into friendly lines. Place
a 6” diameter Gas Cloud marker D6+3” away from the Gas Canister in a random
direction, resolving a Gas Attack against each unit (including the Gas Team) in its
path away from the Gas Canister.
1-2: Harmless. Crosswinds blow the gas away ineffectually, dispersing it. The weapon has no effect.
Place no Gas Cloud marker: the weapon is still expended.
3-6: Gas Deployed. The gas cloud escapes with the wind at the team's back, wafting toward the enemy.
Place a 6” diameter Gas Cloud marker within 9" of the Gas Canister, resolving a Gas
Attack against each unit (excluding the Gas Team) in its path away from the Gas
Canister.

[MID] GAS BARRAGE


In addition to the standard artillery and smoke barrages, starting with the Mid-War period,
Artillery Observers can call in a Gas Barrage, which functions similarly to an Artillery Barrage, but
instead uses the following table:

1: Miscalculation Either the observer or the artillery barrage has made a terrible mistake in the heat of
battle. Move the point token 3d6" in a random direction, then place a 9” diameter
Gas Cloud at the new location. If any units are caught within the Gas Clouds as
they're deployed, resolve a Gas Attack against them immediately.
2-3: Delay The battery is probably busy with another fire mission in another part of the battle. The
player making the barrage can move the token up to 12”. Roll again at the beginning
of the next turn.
4-6: Gas Deployed. Place a 9” diameter Gas Cloud at the targeted location. If any units are caught within
the Gas Clouds as they're deployed, resolve a Gas Attack against them immediately.
THE GAS CLOUD, AND RESOLVING A GAS ATTACK
The Gas Cloud marker represents a cloud of toxic gas. A unit is considered to move through a
Gas Cloud if they pass within the 6" diameter of the Gas Cloud marker at any time during their turn,
provided they are not more than 1" above it in elevation or on the other side of a solid wall during this
time. A unit is considered to be within a Gas Cloud if they stop within the diameter of it in the same
manner.
As with Smoke Clouds, Gas Clouds count as Dense Terrain and Soft Cover.
At the beginning of every turn after a Gas Cloud is deployed, roll a d6. On a 1, the cloud
disperses-- remove the Gas Cloud marker. otherwise, move the Gas Cloud Marker d2" in a random
direction. The Gas Cloud marker will not pass through solid walls, and will move over obstacles shorter
than 1" in height. The Gas Cloud Marker cannot move more than 1" upward in a turn; if moving it
would exceed 1" of vertical climb, it stops just before. If the Gas Cloud marker would move off the
table, remove it.
When a non-vehicle unit moves through a Gas Cloud, or a Gas Cloud moves through a unit,
resolve a Gas Attack against the entire unit. In doing so, roll on the Gas Attack chart. If the unit has
Gas Masks on, subtract 3 from the roll. If the unit is partially or wholly within the Gas Cloud as their
move (or the Gas Cloud's move) ends, add 1 to the roll.
Whenever a unit is subject to a Gas Attack, they may react by going Down in order to put on
Gas Masks (detailed below).

GAS ATTACK CHART


1 or less: No Harm. The unit, through a combination of equipment and readiness, evades any harm, though
they are disoriented by the obscuring cloud. The unit takes no damage, and takes a
single pin marker.
2-3: Pain and Panic. The unit is wracked with fits of coughing and seizing, their eyes and lungs burning from
the chemicals. Those with Gas Masks scramble to don them, caught unaware. Resolve
d3 hits against the unit. If the squad has stopped in the Gas Cloud, it immediately
moves out of the Gas Cloud in a direction of the player’s choice. The unit additionally
takes d3 pin markers.
4-5: Dreadfully The unit is caught head-on by the toxic cloud, its men frantically trying to cover their
Effective. eyes and mouths. Resolve d6 hits against the unit. The unit immediately moves out of
the Gas Cloud in a direction of the player’s choice, goes Down, and takes d6 pin
markers.
6 or more: Fatal The unit is caught unequipped and unprepared, not knowing what approaches before it
Catastrophe. is upon them. Resolve 2d6 hits against the unit. The unit immediately moves out of
the Gas Cloud, away from enemy units if possible; goes Down, and takes d6+3 pin
markers.
GAS ATTACKS AGAINST VEHICLES
Though on the face of it, it might seem that men in tanks would have been well-protected
against the hazards of gas warfare, the truth was that the average tank had nothing like a sealed crew
compartment, and when driving through gas, most tanks would still very much be subject to hazards of
gas.
Nearly all tank crews were issued gas masks, which were not often used (as gas was not often
used against tanks). Vehicles never have to Don Gas Masks, and are considered to use them as
necessary and practical (as they often impeded any ability to drive a vehicle, certainly a tank).
Vehicles are subject to Gas Attacks similarly to non-vehicles, whenever they move through the
Gas Cloud or the Gas Cloud moves through (or onto) the vehicle, using the table below to resolve the
effect. If the vehicle is partially or wholly in the Gas Cloud as its (or the Gas Cloud’s) move ends, add 1
to the roll. If the vehicle is open-topped, add 2 to the roll.

4 or less: No Harm. The vehicle and its crew is generally unimpeded by the gas, The vehicle suffers no
adverse effects.
5-6: Crew Panics. The crew panics as their vehicle is surrounded by gas, the driver frantically reversing and
the crew stricken with fear. The Vehicle takes 1 pin marker. If the vehicle is partially or
wholly in the Gas Cloud, it immediately moves out of the Gas Cloud in a direction of
the player’s choice, then goes Down.
7 or more: Crew The vehicle crew breaks into a full-blown terror, threatening to abandon reason and flee
Loses Their Nerve. their vehicle. The vehicle takes d3+1 pin markers, then immediately must make a
Morale test (applying the freshly-added pin markers). If the vehicle fails the Morale
test, the crew abandons it and it is considered destroyed.
WEAPONS & EQUIPMENT
Included here are a number of weapons and equipment, of which are not detailed in the Bolt
Action 2nd Edition Core Rulebook. The equipment which is taken from supplemental Bolt Action
materials will be detailed as such, and operates identical to its counterpart there; additionally, there are
several entirely new weapons and equipment detailed here, which operate as described.

HAND GRENADE
Range: 9"
Shots: d3
Pen: -
A squad equipped with Hand Grenades may have one model throw a Hand Grenade, attacking
with this profile. When doing so, the shooter does not suffer the normal -1 penalty for moving and
shooting. If at least two of these shots hit, the target takes an additional pin marker.
Additionally, when Assaulting, a squad equipped with Hand Grenades gets an additional d3 hits
in close combat; these hits do not score additional hits with the Tough Fighters rule.

BANGALORE TORPEDOES
Bangalore Torpedoes were designed to clear mines, barbed wire and other obstacles from a
distance.
Taken from the D-Day: Overlord campaign book. To use Bangalore Torpedoes the unit must
start their turn within 2" of the target then Advance outside of 2" of the target. At that point the
explosives detonate and the player tests to see if the target is destroyed. To detonate a Bangalore
torpedo all friendly units must be outside of 2" of the target.

GEBALLTE LADUNG
Range: 6"
Shots: 1
Pen: HE
HE 2”, Single Use
The Geballte Ladung (literally bundled charge) is an improvised explosive device put into use
by the German Empire's troops during the later war period. Used for destruction of fortifications, and
later tanks, it was constructed by bundling together the explosive charge of seven Stielhandgrenates to a
single fuse.

INFANTRY GUN
Range: 48”
Shots: 1
Pen: HE
HE 1”
Common to all nations, small-caliber ‘Infantry Guns’ were light, direct-fire man-portable
artillery pieces designed often to fire the smallest possible projectile which could be allowed to carry
explosives; the Hague Convention of 1899 dictated that explosive projectiles must be of at least 400
grams, which lead to most nations adopting a 37mm infantry gun.
Infantry Guns do not count as artillery for the purpose of the Fixed rule; that is, they can be
moved by their weapon team a full 12” when given a Run order.
RIFLE GRENADES
Range: 6-18”
Shots: 1
Pen: HE
HE 1”, Indirect Fire
A mainstay of many armies from the mid-war years onward, Rifle Grenades provided a way for a
soldier on foot to project explosive firepower further than a hand grenade could be thrown, but without
the encumbrance of carrying a mortar or light artillery piece.
Taken from the Armies of France & the Allies sourcebook. A soldier armed with Rifle Grenades
may fire a Rifle Grenade as an alternate fire mode of their standard rifle; it does not replace their rifle,
and as such they can still fire it as normal.

SKIS
Taken from the Finnish force selection list in the Armies of Italy & the Axis sourcebook. Troops
equipped with skis ignore movement penalties for snow and other winter conditions.

SEMI-AUTOMATIC RIFLE
Range: 24”
Shots: 1
Developed in very limited numbers in the Great War, still yet nations such as France used the
Semi-Automatic Rifle to effect, issuing them often to veteran troops and others that were best suited to
their use.
Troops armed with Semi-Automatic Rifles operate identically to those with standard Rifles,
except that they take no penalty to hit when Advancing and firing. This is identical to the US Army
Special Rule Fire and Maneuver from the core Bolt Action rules.
ARMIES OF THE ENTENTE
FRANCE
ÉLAN
The French Army of the Great War believed heavily in the primacy of the spirit over the
material-- that is, its soldiers were expected to be brave, bold, & favor the offensive over the defensive.
To reflect this drive many soldiers had, & the driven quality of their officers, squads within the
morale bonus range of an officer gain the Stubborn special rule. French officers may not be issued a
Down order (but may still be forced to go Down).
The single exception to this rule is when a French officer is subject to a Gas Attack; they may be
issued a Down order in reaction in order to attempt to don their gas masks (even the bravest French
officers knew to fear a gas attack!)
THE ‘FRENCH 75’
Numerous and pivotal to the French war effort was the Canon de 75 modèle 1897, known
colloquially as the ‘French 75’. One of the first truly modern artillery pieces, it featured a hydro-
pneumatic recoil system, effectively eliminating the need to re-aim the artillery piece after each shot.
Additionally, its early adoption allowed the French army to amass a great number of them.
French armies get a single free Regular experience Light Artillery team, in addition to the one
they may purchase.
Additionally, this large number of artillery pieces allowed the French artillery batteries to be
plentiful and responsive. When calling in an Artillery Barrage, the French player may reroll the first
Delay result (2 or 3 on the die) on the Artillery Barrage table.
French Great War Reinforced Platoon
1 Lieutenant - 1st or 2nd
2 Infantry Sections
1 Free Light Artillery
Plus
0-3 Infantry Sections
0-1 Captain or Maj0r
0-1 Medic
0-1 Artillery Observer
0-1 Infantry Gun or Field Artillery
0-1 or 0-2 Machine Gun Team or CSRG Automatic Rifle Teams
0-1 Mortar Team
0-1 Sniper Team
0-1 Gas Team or Flamethrower Team
0-1 Heavy Weapon Tow
0-1 Armored Car
0-1 Tank
HEADQUARTERS
OFFICER
Cost 2nd Lieutenant: Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
1st Lieutenant: Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Captain: Inexperienced: 95pts; Regular: 110pts; Veteran: 125pts
Major: Inexperienced: 135pts; Regular: 150pts; Veteran: 165pts
Composition 1 Officer & up to 2 further men
Equipment Pistol, Rifle, or Semi-Automatic Rifle (MAS 1873, Mle. 1892, Pistol 7.65mm “Ruby”, Pistol
Star Mle. 1914; Lebel Mle. 1886, Berthier Mle. 1907/15, RSC Mle. 1917, RSC Mle. 1918)
Options May add up to 2 men (Inexperienced 7pts/man; Regular 10pts/man; Veteran
13pts/man)
Special Rules Stubborn

ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (MAS 1873, Mle. 1892, Pistol 7.65mm “Ruby”, Pistol Star Mle. 1914; Lebel
Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position

MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (MAS 1873, Mle. 1892, Pistol 7.65mm “Ruby”)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
INFANTRY SELECTIONS
INFANTRY SECTION
The ‘Poilus’, literally ‘Hairy Ones’, as they were nicknamed, the average French infantryman in
the Great War was a conscript, like most other European countries. Called up for service for three
years, then a reservist for seven, most of these reservists were called up for service in the Great War.
The stereotypical Poilu had a reputation for bravery and endurance, though not always fanatical loyalty.
The French infantryman was armed with the Lebel Mle. 1886/M93. Revolutionary in the 19 th
century, it was outdated by the Great War. They wore, at first, stark blue coats with red pants, sticking
out sorely, which would later be replaced by a gray-blue uniform. They would adopt the Adrian Helmet
in 1915, a crested helmet with a similar blue finish.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Lebel Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 7 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] Up to one man may replace their Rifle with an Automatic Rifle (Mle. 1915 CSRG)
(+5pts)
[Mid] If no Automatic Rifle is taken, up to one man may replace their Rifle with a Light
Machine Gun. Another man becomes the loader (Hotchkiss Mle. 1909) (+20pts)
[Mid] Up to one man may take Rifle Grenades (VB Launcher) (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(F-1) (+10pts)
[Late] If the squad are Veterans, up to three men that have taken no other firearm may
replace their Rifles with Semi-Automatic Rifles (RSC Mle. 1917, RSC Mle. 1918)
(+1pt/man)
Special Rules Green (If Inexperienced)

CAVALRY SECTION
The French Cavalry was envisioned at the outset of the war as the spearpoint of their oft-
disparaged ‘Cult of the Offensive’ in what they had expected to be a war of movement. Thoroughly
outdated, the most elite of their cavalry, the Cuirasseurs, entered the war still wearing breastplates. By
the middle point of the war many cavalrymen in the French army would be fighting alongside the
infantrymen in the trenches.
Cost Inexperienced: 45pts; Regular: 60pts; Veteran: 75pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Cavalry Swords (Berthier Mle. 1907/15, Berthier Mle. 1916; Mle. 1871 Sword)
Options May add up to 7 additional men (Inexperienced 9pts/man; Regular 12pts/man;
Veteran 15pts/man)
[Mid] Up to one man may replace their Rifle with a Light Machine Gun. Another man
becomes the loader (Hotchkiss Mle. 1909) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (F-1) (+10pts)
[Late] If the squad are Veterans, up to three men that have taken no other firearm may
replace their Rifles with Semi-Automatic Rifles (RSC Mle. 1917, RSC Mle. 1918)
(+1pt/man)
Special Rules Green (If Inexperienced), Cavalry
CHASSEURS ALPINS SECTION
Nicknamed the ‘Blue Devils’, the Chasseurs Alpins were one of the more elite French infantry
organizations, consisting of specially-trained mountain warfare troops (the name Chasseurs Alpins
literally meaning ‘Alpine Hunters’). Formed in 1888 from the French Light Infantry in preparation for
a defense against Italian aggression, the assurance that Italy would not enter the war on the side of the
Central Powers led to the French moving the Chasseurs Alpins to the Western Front, where they would
go on to be some of the most distinguished fighters of the Great War.
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Lebel Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 7 additional men (Regular 11pts/man; Veteran 14pts/man)
The squad may take Horses (+2pts/man)
If the squad did not take Horses, the squad may be equipped with Skis (+1pt/man)
[Mid] Up to one man may replace their Rifle with an Automatic Rifle (Mle. 1915 CSRG)
(+5pts)
[Mid] If no Automatic Rifle is taken, up to one man may replace their Rifle with a Light
Machine Gun. Another man becomes the loader (Hotchkiss Mle. 1909) (+20pts)
[Mid] Up to one man may take Rifle Grenades (VB Launcher) (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(F-1) (+10pts)
[Mid] If the squad has Hand Grenades, they may be Grenade Experts (+10pts)
[Late] If the squad are Veterans, up to three men that have taken no other firearm may
replace their Rifles with Semi-Automatic Rifles (RSC Mle. 1917, RSC Mle. 1918)
(+1pt/man)
Special Rules Cavalry (If Horses are taken), Behind Enemy Lines

TIRAILLEURS SÉNÉGALAISE SECTION


The Tirailleurs Sénégalaise were just one of, and indeed the most famous of, the various French
foreign infantry organizations. The name would come to be used for any number of French troops from
the colonies in Africa and beyond, in spite of the name literally referring to Senegalese troops. There
were many others, like the Tirailleurs Marocains of Morocco, the Tirailleurs Algeriens from French
Algeria, and even the Zouaves formed of conscripted ethnic French settlers in Algeria and Tunisia. The
Tirailleurs Sénégalaise Section detailed here can be readily used to represent most any of those varieties
of troops.
Cost Inexperienced: 40pts; Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles & Knives or Machetes (Lebel Mle. 1886, Berthier Mle. 1907/15)
Options May add up to 7 additional men (Inexperienced 8pts/man; Regular 11pts/man;
Veteran 14pts/man)
[Mid] Up to one man may take Rifle Grenades (VB Launcher) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (F-1) (+10pts)
[Mid] If the squad has Hand Grenades, they may be Grenade Experts (+10pts)
Special Rules Green (If Inexperienced), Tough Fighters
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer (Canon de 75 modèle 1897)
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

MEDIUM HOWITZER TEAM


Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Composition 4 Men
Equipment Medium Howitzer (Canon de 155 C modèle 1915 St. Chamond)
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

HEAVY HOWITZER TEAM


Cost Inexperienced: 92pts; Regular: 115pts; Veteran: 138pts
Composition 5 Men
Equipment Heavy Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

[MID] INFANTRY GUN TEAM


Cost Inexperienced: 24pts; Regular: 35pts; Veteran: 46pts
Composition 3 Men
Equipment Infantry Gun (Canon d'Infanterie de 37 modèle 1916 TRP)
Special Rules Team Weapon, Fixed

MACHINE GUN TEAM


Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Machine Gun (St. Étienne Mle 1907, Hotchkiss Mle 1914)
Special Rules Team Weapon, Fixed, Storm of Lead
[MID] CSRG AUTOMATIC RIFLE TEAM
The CSRG Mle. 1915, often just referred to as the “Chauchat”, was a somewhat crude and
unwieldy weapon, but its low production cost allowed it to be fielded in great numbers and often to
great effect. In lieu of a Machine Gun Team, the French player may select 0-2 CSRG Automatic Rifle
Teams.
Cost Inexperienced: 20pts; Regular: 25pts; Veteran: 30pts
Composition 2 Men
Equipment One man with an Automatic Rifle, another man with a Rifle (Mle. 1915 CSRG; Lebel Mle.
1886, Berthier Mle. 1907/15)

[MID] MEDIUM MORTAR TEAM


Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Mortar (Schneider 75mm Mle. 1915,)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

[MID] HEAVY MORTAR TEAM


Cost Inexperienced: 46pts; Regular: 65pts; Veteran: 84pts
Composition 4 Men
Equipment Heavy Mortar (Mortier de 150 mm T Mle 1917 Fabry)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

SNIPER TEAM
Cost Regular: 50pts; Veteran: 65pts
Composition 2 Men
Equipment Sniper Rifle (Lebel Mle. 1886)
Special Rules Team Weapon, Sniper, Forward Position

[MID] GAS TEAM


Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Rifles, & Gas Canister ()
Special Rules Gas Warfare, Team Weapon, Fixed
[MID] FLAMETHROWER TEAM
Cost Regular: 50pts; Veteran: 60pts
Composition 2 Men
Equipment Flamethrower (Schilt Flamethrower)
Special Rules Team Weapon, Flamethrower
HEAVY WEAPON TOWS
HORSE-DRAWN LIMBER
Cost Inexperienced: 8pts; Regular: 10pts Veteran: 12pts
Damage Value 3+
Tow Any gun or howitzer
Special Rules Wheeled, Slow (when towing)

HOLT TRACTOR
Produced by Holt Manufacturing Co., the Holt Tractor was an American-manufactured tractor,
the first of which touted the use of continuous tracks; a feature that would later lead to their use in
developing the tank. Purchased by almost all of the Entente forces from the US, various models of the
Holt Tractor saw much use in the Great War as an artillery-towing vehicle.
Cost Inexperienced: 12pts; Regular: 15pts Veteran: 18pts
Damage Value 6+
Tow Any gun or howitzer
Special Rules Tracked, Slow

ARTILLERY TRUCK
Possessing a sizable Automobile industry from the outset of the Great War, a number of trucks
were put into service with the purpose of towing heavy artillery, including such models as the Latil TAR
(Tracteur d’Artillerie Roulante), the Renault EG, and the Panhard-Châtillon (among others). Such
automobiles were
Artillery Trucks are considered Slow when towing any gun other than a Light Howitzer.
Cost Inexperienced: 12pts; Regular: 15pts Veteran: 18pts
Damage Value 6+
Tow Any gun or howitzer
Special Rules Wheeled, Slow
ARMORED CARS & TANKS
PEUGEOT ARMORED CAR
One of the first armored cars to see use in the Great War, the Peugeot Armored Car came in
two configurations: The Peugeot AC (Autocannon) and the Peugeot AM (Automitrailleuse), armed
with a direct-fire 37mm gun, and an 8mm machine gun respectively.
Cost Inexperienced: 52pts; Regular: 65pts Veteran: 78pts
Weapons 1 Turret-mounted Medium Machine Gun (Hotchkiss Mle. 1914)
Damage Value 7+
Options [Mid] May replace the Medium Machine Gun with a Low-Velocity Light Anti-Tank Gun
(37mm Hotchkiss Mle. 1887) (+30pts)
Special Rules Wheeled, Recce, Open-Topped

[MID] WHITE ARMORED CAR


The White Armored Car, much like the Peugeot, was an armored car fielded by the French in
the Great War, which came likewise in an AM configuration (Automitrailleuse) and AC (Autocannon).
It was built on the imported American White chassis, armored completely, including an enclosed turret.
It included a full set of duplicate controls in the rear-facing position, allowing it to be driven backward
at speed.
Cost Inexperienced: 68pts Regular: 85pts Veteran: 102pts
Weapons 1 turret-mounted Medium Machine Gun, 1 Medium Machine Gun mounted on that
turret’s rear arc (Hotchkiss Mle. 1914)
Damage Value 7+
Options May replace the front turret-mounted Medium Machine Gun with a Low-Velocity Light
Anti-Tank Gun (Puteaux 37mm Gun) (+30pts)
Special Rules Wheeled, Recce, Dual-Direction Steering
[LATE] RENAULT FT
The linchpin of the French effort to break the stalemate on the Western Front, the FT was the
most widely-produced tank of the Great War, with nearly 4500 built by the end of the war. Unlike
nearly all of its contemporaries, it included many modern features, notably in its traversing turret, and
its compartmentalized engine. It was cheap and quick to design, with a two-man crew that required far
less training to field. Many other nations would come to use the FT in the interwar years and even into
World War Two.
The rules for the FT here are taken from the Armies of France & the Allies supplement,
reproduced identically for this ruleset.
One-Man Turret
The Renault FT was a revolutionary armored vehicle, being orders of magnitude cheaper to
produce, and was the most highly-constructed Tank of the Great War. This economy, however, was not
without price, and in fact the FT was small, cramped, and under-manned. The Turret gunner had to
serve multiple roles in the tank, being one of only two crewmen.
The FT must take an order test whenever issued an Advance order (even if the tank is not
Pinned).

Cost Inexperienced: 26pts; Regular: 35pts; Veteran: 42pts


Weapons 1 Turret-mounted Medium Machine Gun (Hotchkiss Mle. 1914)
Damage Value 7+
Options May replace the turret-mounted MMG with a Low-Velocity Light Anti-Tank Gun (+30pts)
Special Rules Tracked, One-Man Turret, Slow… Pitifully Slow
[LATE] SCHNEIDER CA1
The First French tank, the Schneider CA1 (originally just the Schneider CA) was developed
starting in 1915, though its first battlefield action would not come until 1917. One of two “Heavy
Artillery Tractors” that were in development, the CA1 was unorthodox as an armored vehicle
compared to models after it, being very bulky and having unusually-arranged armaments (the front-
mounted gun being offset to the side, and the side-mounted machine guns sitting at different locations).
It had a six-man crew and was quite slow, though proved effective at stopping machine gun fire, if not
larger armaments.
Cost Inexperienced: 76pts; Regular: 95pts
Weapons 1 Casement-mounted forward-facing Light Howitzer (Schneider 75mm Gun)
2 Side-mounted Medium Machine Guns (one on each side) (Hotchkiss Mle. 1914)
Damage Value 7+
Special Rules Tracked, Slow… Pitifully Slow

[LATE] CHAR ST. CHAMOND


Produced by the FAMH company of Saint-Chamond, the Char Saint-Chamond was the second
French tank to enter service, being produced as a response to the CA1, as FAMH had a long-standing
rivalry with Schneider. It was massive in size, with a longer-barreled gun fixed in the forward position
and pointing straight out from the front of the tank body, with four machine guns, built to outshine the
Schneider company’s tank. It was slow, and generally ineffective in trench warfare, but would remain in
service, being particularly more effective in the maneuver warfare of 1918.
Unstable Tracks
Built on the Holt track system, the Saint-Chamond tank had a front and rear which overhung its
tracks, making it unbalanced and prone to shaky handling. Whenever the St. Chamond is issued a Run
order, it takes a pin marker immediately after.
Cost Inexperienced: 96pts; Regular: 120pts
Weapons 1 Casement-mounted forward-facing Light Howitzer (St. Chamond 75mm Gun)
4 Medium Machine Guns (one each mounted on front, sides, and rear arcs) (Hotchkiss
Mle. 1914)
Damage Value 7+
Special Rules Tracked, Slow, Unstable Tracks

Giant Tankettes?
It’ll be immediately obvious here that the tanks in Bayonet & Spade are quite different from the
variety of tanks in standard Bolt Action. Notably, they are all of 7+ armor value. The reasoning for this is of a
multitude of factors; notably, the actual armor of Great War tanks was much, much thinner than that of later
counterparts, such that even the heaviest of tanks had thinner armor than the light tanks of WWII. For
example: The Mark IV tank had, at its thickest, 12mm of armor; and for example of comparison, the generally
uncompelling M3 Stuart tank had anywhere from 13mm of armor at its thinnest, to 51mm!
In fact, the entries for both the Renault FT and the Mark IV tank were taken, with only minimal
modification, from existing Bolt Action sourcebooks. The rest of the tanks’ entries were written with those
two as points of comparison. I’m sure, however, in absence of modern anti-tank weapons, that you’ll still find
these tanks more than compelling for play.
BELGIUM
RELIANCE ON THE ENTENTE
When it was attacked by the Germans in the beginning of the Great War, Belgium fought on
bitterly, but their own might was little to slow the advancing German army. Though pushed back to but
a sliver of their former country’s land, the Belgian Army, led by their king Albert I, persisted by the side
of their French and British allies, and were greatly reinforced with Entente numbers.
When selecting squads for force selection, a Belgian force may include up to one French or
British infantry squad or weapon team (at regular cost) for every two Belgian infantry squads or weapon
teams.

BRAVE DEFENDERS
While small in size, and quite under-equipped, the Belgian Army fought valiantly against the
German invaders, and their forces were far more stubborn on the defense than the German Army
would expect; a stubbornness that would only be galvanized by the harsh treatment the Germans would
enact during occupation.
Whenever a Belgian unit is destroyed, all other Belgian units within 6” may remove up to one
pin marker.

Belgian Great War Reinforced Platoon (Including French/British Selections)


1 Lieutenant - 1st or 2nd
2 Infantry Sections
Plus
0-3 Infantry Sections
0-1 Captain or Maj0r
0-1 Medic
0-1 Artillery Observer
0-1 Infantry Gun, Autocannon, or Field Artillery
0-1 (0-2) Machine Gun Team (Or 0-2 French CSRG Automatic Rifle Teams)
0-1 Mortar Team
0-1 Sniper Team
0-1 Gas Team or Flamethrower Team
0-1 Heavy Weapon Tow
0-1 Armored Car
HEADQUARTERS
OFFICER
Cost 2nd Lieutenant: Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
1st Lieutenant: Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Captain: Inexperienced: 95pts; Regular: 110pts; Veteran: 125pts
Major: Inexperienced: 135pts; Regular: 150pts; Veteran: 165pts
Composition 1 Officer & up to 2 further men
Equipment Pistol or Rifle (FN Mle. 1900, FN Mle. 1910; Mauser Mle. 1889, Lebel Mle. 1886)
Options May add up to 2 men (Inexperienced 7pts/man; Regular 10pts/man; Veteran
13pts/man)

ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (FN Mle. 1900, FN Mle. 1910; Mauser Mle. 1889 Lebel Mle. 1886)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position

MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (FN Mle. 1900, FN Mle. 1910)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic

The Belgians Don’t Have Much


You might find the Belgian force selection list a bit empty; in truth, the inclusion of the Belgians here
was expedient largely because their real-life army was quite small and under-equipped, with few machine
guns and no heavy artillery, leading to a very brief list of unique Belgian units. Their most notable military
actions of the Great War were in concert with the French and British; and you’ll find the Belgians work best
when their numbers are filled by their Entente allies.
INFANTRY SELECTIONS
INFANTRY SECTION
At the outset of the war, the Belgian Army was still in the process of reorganization. Owing to its
political neutrality, Belgium had long neglected its army, though army reform had rapidly become a hot
political issue in the 19th century, as there was doubt that the signatories of the 1839 Treaty of London
would intervene in guarantee of Belgian neutrality, a problem made more obvious by the rapid
expansion of both the French and German armies at the start of the 20th century.
The Belgian infantryman’s kit had remained unchanged since 1853, their uniforms dark blue
and their personal equipment not suited for the realities of modern war. Discipline was at times lax and
the Belgian soldier was sometimes described as ‘undisciplined and careless’. In spite of this, the Belgian
infantryman punched well above their weight, significantly delaying the German army’s advance.
Cost Inexperienced: 35pts Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Mauser Mle. 1889, Lebel Mle. 1886)
Options May add up to 7 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] Up to one man may replace their rifle with an Automatic Rifle (Mle. 1915 CSRG)
(+5pts)
[Mid] If no Automatic Rifle is taken, up to one man may replace their rifle with a Light
Machine Gun (Hotchkiss Mle. 1909) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (F-1) (+10pts)
Special Rules Green (If Inexperienced)

CAVALRY SECTION
Cost Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Lances (Carabine Mle. 1889, Berthier Mle. 1916)
Options May add up to 7 additional men (Regular 12pts/man; Veteran 15pts/man)
[Mid] If no Automatic Rifle is taken, up to one man may replace their rifle with a Light
Machine Gun (Hotchkiss Mle. 1909) (+20pts)
Special Rules Green (If Inexperienced), Cavalry

CARABINIERS SECTION
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Mauser Mle. 1889, Berthier Mle. 1916)
Options May add up to 7 additional men (Regular 11pts/man; Veteran 14pts/man)
The squad may be mounted on Bicycles (+1pt/man)
[Mid] The squad may be equipped with Hand Grenades (F-1) (+10pts)
Special Rules Forward Position
GARDE CIVIQUE SECTION
The militia arm of the Belgian state, the Garde Civique (‘Civil Guard’) was a paramilitary
militia organized in 1830 in order to provide the fledgling nation with an actionable reserve of armed
men. The Garde Civique was an under-equipped organ of an already under-equipped army, the result
of which was that most men in the Garde Civique were still using black powder, single shot rifles at the
outset of the Great War.
During the German invasion, German military authorities regarded the Garde Civique as ‘Free
Shooters’, that is, irregulars; deeming them not under the protection of international law if taken
prisoner. Taking this threat seriously, King Albert I ordered the dissolution of the actual Garde Civique
and the integration of their numbers into the main army. which resulted in them being used as
replacements for army divisions, but a side effect of this is that many Garde Civique men and their
outdated arms saw fighting at the front.
Outdated Rifles
The Garde Civique’s single-loading black powder rifles were far and away outdated for most
armies by the start of the Great War. Such older weapons would find use in the hands of all armies,
though almost always tucked away in the rear lines away from actual fighting. The Belgian Army did
not typically have this luxury.
Belgian Garde Civique units are equipped with Outdated Rifles, which limit their ability to fire
effectively without adequate time to load. Garde Civique Sections cannot fire when ordered to Advance;
they may only fire their weapons when issued a Fire order.
Cost Inexperienced: 36pts
Composition 1 NCO accompanied by 5 men
Equipment Rifles (Comblain Mle. 1888, Albini Mle. 1867)
Options May add up to 9 additional men (Inexperienced 6pts/man)
Special Rules Green, Outdated Rifles
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

MACHINE GUN TEAM


Dog Team
Though equipped with a paltry 100 machine guns in total, the Belgian Army employed a novel
way of ensuring on-foot infantry adequate mobility, by assigning a team of two Belgian Mastiffs to tow
their machine guns.
The two dogs in the Dog Team act as members of the squad, and can fight in close combat, but
do not count as crew members for the purpose of determining if a firing penalty is taken for under-
manning the gun. When accompanied by both dogs in a Dog Team, the Machine Gun Team does not
suffer the normal -1 to hit penalty incurred when rotating on the spot and firing via Advance order.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Machine Gun
Options The team may take a Dog Team (+15pts)
Special Rules Team Weapon, Fixed, Storm of Lead
HEAVY WEAPON TOWS
HORSE-DRAWN LIMBER
Cost Inexperienced: 8pts; Regular: 10pts; Veteran: 12pts
Damage Value 3+
Tow Any gun or howitzer
Special Rules Wheeled, Slow (when towing)
ARMORED CARS & TANKS
MINERVA ARMORED CAR
Cost Inexperienced: 48pts; Regular: 60pts; Veteran 72pts
Weapons 1 turret-mounted Light Machine Gun (Hotchkiss Mle. 1909)
Damage Value 7+
Special Rules Wheeled, Open-Topped, Recce
GREAT BRITAIN
OLD CONTEMPTIBLES
At the outset of the Great War, Great Britain was effectively the only military in the conflict
which had a reserve of professional volunteer soldiers upon which to draw. As a result, their much
smaller army was able to punch above its weight from the beginning, owing to the experience of the
British Expeditionary Force.
Though the BEF was bled dry early on in the war, those remaining men from its numbers were
distributed out to the remaining divisions which would later be raised, and their battle experience
proved a valuable supplement to the incoming conscripts.
The Great Britain army lists get the benefit of taking one squad of British Regulars, Veteran
soldiers purchased at a discounted price.

NAVAL BLOCKADE
The British Empire entered into the Great War with vastly inferior manpower numbers in its
land army, and would only shore up those numbers in time with a combination of conscription and the
vast manpower resource of its larger empire. In contrast to this, what they immediately brought to the
table was the greatest navy in the world, and its most immediate and drastic effect was to impose
complete restriction on naval trade of its German, Austrian, and Ottoman enemies.
Representing the material disruption the British naval blockade confers, the first time each game
the opponent rolls to bring in a unit from Reserve, they do so at an additional -1; additionally, the first
time each game the opponent rolls to resolve an Artillery Barrage, you may have them re-roll the result.

British Great War Reinforced Platoon


1 Lieutenant - 1st or 2nd
2 Infantry Sections
Plus
0-3 Infantry Sections
0-1 Captain or Maj0r
0-1 Medic
0-1 Artillery Observer
0-1 Infantry Gun, Autocannon, or Field Artillery
0-1 Machine Gun Team
0-1 Mortar Team
0-1 Sniper Team
0-1 Gas Team or Flamethrower Team
0-1 Heavy Weapon Tow
0-1 Armored Car
0-1 Tank
HEADQUARTERS
OFFICER
Cost 2nd Lieutenant: Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
1st Lieutenant: Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Captain: Inexperienced: 95pts; Regular: 110pts; Veteran: 125pts
Major: Inexperienced: 135pts; Regular: 150pts; Veteran: 165pts
Composition 1 Officer & up to 2 further men
Equipment Pistol or Rifle (Webley Mk. VI, Webley Automatic, Colt M1911;No. 1 Mk. III SMLE, Magazine
Lee-Enfield, Magazine Lee-Metford, Enfield Pattern 1914)
If the men have Horses, they instead may be armed with Pistols or Carbines (Webley Mk.
VI, Webley Automatic, Colt M1911;No. 1 Mk. III SMLE)
Options May add up to 2 men (Inexperienced 7pts/man; Regular 10pts/man; Veteran
13pts/man)
If the platoon includes at least one unit of Cavalry, the officer and his men may take
Horses (+2pts/man)
Special Rules Cavalry (If Horses are taken)

MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (Webley Mk. VI, Webley Automatic, Colt M1911)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
ARTILLERY OBSERVER
Naval Observer
Uniquely an option for Great Britain in Bayonet & Spade, the Naval Observer uses the same
rules as an Artillery Observer with the exception that it has a different effect when the Fire For Effect
result is rolled on the Artillery Barrage chart. A Naval Observer cannot fire a Gas Barrage.
Fire for Effect
Roll a die for each unit, friend or foe, within D6+9" of the aiming point.
On a roll of 1-4, the unit is not hit directly but takes D3 pin markers.
On a roll of 5 it is a Near Miss. Place a 2" template over the target, resolving damage rolls with
+2 penetration. If a vehicle suffers a Near Miss, the shock wave from the explosion either causes
superficial damage or flips the vehicle over. After rolling a Near Miss result, the player conducting the
barrage rolls another die. On a roll of 1 the Near Miss does nothing. On a roll of 2, 3, or 4 the near miss
causes superficial damage. Roll on the 'Damage Results on Vehicles' chart at a -3 to the roll and apply
the result. On a roll of 5 or 6, the vehicle has flipped over, and is counted as destroyed. All units
suffering a Near Miss receive D6 pin markers.
On a result of 6 the unit takes a Direct Hit from a very large caliber naval shell. Place a 4"
template on the target unit in the same way as HE shells and resolve hits with a Pen value of +6. If the
unit survives, it takes D6+2 pin markers.
Infantry and Artillery can go Down to halve the hits taken from both a Near Miss or a Direct
Hit. Armored targets are hit on their top armor. Near Misses do not affect units in buildings or bunkers.
If buildings or bunkers are hit directly from a Naval Artillery Barrage, follow the same rules for building
damage on page 125 of the Bolt Action 2nd Edition book, with the exception that a Naval Artillery
Barrage causes 3D6+2 damage.
Cost Regular: 100pts; Veteran: 115pts
Naval Observer: Regular: 150pts; Veteran: 165pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (Webley Mk. VI, Webley Automatic, Colt M1911;No. 1 Mk. III SMLE, Magazine
Lee-Enfield, Magazine Lee-Metford, Enfield Pattern 1914)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position
INFANTRY SELECTIONS
INFANTRY SECTION
The British Army of the Great War began as a small, disparate force composed of several
separate smaller armies, and rapidly evolved into one of the most sophisticated fighting forces in the
world. Formed initially in 1914 from the Regular Army, professional soldiers, and the Territorial Force,
a part-time volunteer force originally used in home island defense. It would later be supplemented by,
firstly, volunteers flocking to Lord Kitchener’s call to arms, and later conscripts after the introduction of
compulsory service.
Nicknamed “Tommy Atkins”, or more commonly just “Tommy”, the British infantry had a
reputation for professionalism which they had rightly earned at the outset of the war. They wore khaki
uniforms, and were issued typically the SMLE, a short rifle which held ten rounds in a detachable
magazine (which was typically loaded by stripper clip). Older models of rifle were common to see as
well, with the old-standard MLE and MLM being long versions of the SMLE. The American-
manufactured Pattern 1914 Enfield was also commonly seen in service. In late 1915, the Brodie Helmet
was issued, a wide-brimmed metal helmet which would see service well into WWII.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (No. 1 Mk. III SMLE, Magazine Lee-Enfield, Magazine Lee-Metford, Enfield Pattern
1914)
Options May add up to 5 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] Up to one man may replace their rifle with a Light Machine Gun. Another man
becomes the loader (Lewis Automatic Machine Gun) (+20pts)
[Mid] One Man may take Rifle Grenades (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(Mills Bomb Mk. II) (+10pts)
Special Rules Green (If Inexperienced)

BRITISH REGULARS INFANTRY SECTION


As indicated by the Old Contemptibles rule, any Great Britain army list may include up to one
squad of British Regulars.
Cost Veteran: 50pts
Composition 1 NCO accompanied by 9 men
Equipment Rifles (No. 1 Mk. III SMLE, Magazine Lee-Enfield, Magazine Lee-Metford, Enfield Pattern
1914)
Options [Mid] Up to one man may replace their rifle with a Light Machine Gun. Another man
becomes the loader (Lewis Automatic Machine Gun) (+20pts)
[Mid] One Man may take Rifle Grenades (+20pts)
[Mid] If Rifle Grenades were not taken, the squad may be equipped with Hand Grenades
(Mills Bomb Mk. II) (+10pts)
Special Rules Old Contemptibles
CAVALRY SECTION
Like all nations, the British entered the war with, and would put to great use, a number of
Cavalry divisions. British Cavalry were trained, unlike most other nations, as both mounted and
dismounted soldiers, owing to their experience in the Boer Wars.
Cost Inexperienced: 50pts; Regular: 65pts; Veteran: 80pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Cavalry Swords or Lances (No. 1 Mk. III SMLE; Pattern 1908 Sword; 9-foot
Lance)
Options May add up to 5 additional men (Inexperienced 10pts/man; Regular 13pts/man;
Veteran 16pts/man)
[Mid] Up to one man may replace their carbine with a Light Machine Gun. Another man
becomes the loader (Hotchkiss Portable Machine Gun) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (Mills Bomb Mk. II) (+10pts)
Special Rules Green (If Inexperienced), Cavalry

The Infantry Section


The ‘Squad’ as a modern infantry unit did not really develop until the very end of the Great War, and
even in that case the concepts would vary quite a lot from army to army.
Most armies in the later war fielded a subunit of platoon known as the ‘section’, which was roughly
analogous to the squad, though typically with greater numbers of men.
To the end of balance, and recognizable gameplay, some great concessions have been made in this
sourcebook in regard to the accuracy of the numbers of men in any given squad/section/subunit. Research
into accurate small unit tactics has already been quite challenging, and has lead me to craft something
recognizable based on the available information regarding later WWII formations.
That said, I am interested greatly on shoring up my knowledge regarding Sections/Squads of the
Great War. If you know more about the subject or know sources worth reading, contact me.
ROYAL ENGINEERS FIELD SECTION
Vital to the war effort of Great Britain were the Royal Engineers, men trained in the
construction, maintenance, and occasional demolition of railways, roads, water supplies, and numerous
other matters. Amongst the most rugged of which were the Field Companies, which were attached to
Infantry Divisions, with the purpose of assisting frontline troops in battlefield-related engineering tasks,
including mine clearance, barbed wire placement and removal, and a number of others.
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (No. 1 Mk. III SMLE, Magazine Lee-Enfield, Magazine Lee-Metford, Enfield Pattern
1914)
Options May add up to 5 additional men (Regular 11pts/man, Veteran 14pts/man)
Any man may take a Pistol in addition to their other equipment (Webley Mk. VI, Webley
Automatic, Colt M1911) (+1pt/man)
The squad may take Bangalore Torpedoes (+10pts)
[Mid] The squad may take mine-clearing gear (+1pt/man)
[Mid] Up to one man may replace their rifle with a Light Machine Gun. Another man
becomes the loader (Lewis Automatic Machine Gun) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (Mills Bomb Mk. II) (+10pts)
Special Rules Engineers, Demolition Charges

[MID] BOMBERS SECTION


As the Great War raged on, the British, like many other armies, would come to greatly
appreciate the value of the ‘trench raid’, in which lightly-equipped mobile troops would infiltrate into
enemy lines and attack in less-defended areas. Chief to this effort was the hand grenade, of which the
British would make quite effective use, with dedicated troops trained in their use. The name ‘Bombers’
comes from a traditional dispute in the British army, as the title of ‘Grenadiers’ had already long been
in use by the Grenadier Guards.
Cost Regular: 47pts; Veteran: 56pts
Composition 1 NCO accompanied by 2 men
Equipment Pistols & Hand Grenades (Webley Mk. VI, Webley Automatic, Colt M1911; Mills Bomb
Mk. II)
Options May add up to 7 additional men (Regular 9pts/man; Veteran 12pts/man)
Any man may take a Rifle in addition to their other equipment (No. 1 MkIII SMLE, Enfield
Pattern 1914) (+2pts/man)
Up to one man may take Rifle Grenades (+20pts)
Up to one man may take a Light Machine Gun. Another man becomes the loader (Lewis
Automatic Machine Gun) (+20pts)
Special Rules Grenade Experts, Tough Fighters
SPECIAL TEAMS & WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer ()
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

MEDIUM HOWITZER TEAM


Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Composition 4 Men
Equipment Medium Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

HEAVY HOWITZER TEAM


Cost Inexperienced: 92pts; Regular: 115pts; Veteran: 138pts
Composition 5 Men
Equipment Heavy Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

[LATE] INFANTRY GUN TEAM


Cost Inexperienced: 24pts; Regular: 35pts; Veteran: 46pts
Composition 3 Men
Equipment Infantry Gun (1.59-inch Breech-Loading Vickers Q.F. Gun, Mk II)
Special Rules Team Weapon, Fixed

QF 1-POUNDER ‘POM-POM’ TEAM


Low-Velocity Light Autocannon
Adopted in the late 19th century, and firing the 37mm HE cartridge, the Pom-Pom was first and
foremost an anti-air gun by role in the Great War, seeing service largely in the African Theater. The
Pom-Pom has a +1 penetration value instead of the normal +2.
Cost Inexperienced: 32pts; Regular: 40pts; Veteran: 48pts
Composition 3 Men
Equipment Low-Velocity Light Autocannon (37mm QF 1-Pounder ‘Pom-Pom’)
Special Rules Team Weapon, Fixed, Flak
MACHINE GUN TEAM
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Machine Gun (Vickers Machine Gun Mk. I)
Special Rules Team Weapon, Fixed, Storm of Lead

[MID] MEDIUM MORTAR TEAM


Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Mortar (Stokes 3-inch Mortar)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

[MID] HEAVY MORTAR TEAM


Cost Inexperienced: 46pts; Regular: 65pts; Veteran: 84pts
Composition 4 Men
Equipment Heavy Mortar (9.45-inch Heavy Mortar)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

SNIPER TEAM
Cost Regular: 50pts; Veteran: 65pts
Composition 2 Men
Equipment Sniper Rifle ()
Special Rules Team Weapon, Sniper, Forward Position

[MID] GAS TEAM


Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Rifles, & Gas Canister ()
Special Rules Gas Warfare, Team Weapon, Fixed
[LATE] FLAMETHROWER TEAM
Cost Regular: 50pts; Veteran: 60pts
Composition 2 Men
Equipment Flamethrower (Hay Portable Flamethrower)
Special Rules Team Weapon, Flamethrower
HEAVY WEAPON TOWS
HORSE-DRAWN LIMBER
Cost Inexperienced: 8pts; Regular: 10pts; Veteran: 12pts
Damage Value 3+
Tow Any gun or howitzer
Special Rules Wheeled, Slow (when towing)

HOLT TRACTOR
Produced by Holt Manufacturing Co., the Holt Tractor was an American-manufactured tractor,
the first of which touted the use of continuous tracks; a feature that would later lead to their use in
developing the tank. Purchased by almost all of the Entente forces from the US, various models of the
Holt Tractor saw much use in the Great War as an artillery-towing vehicle.
Cost Inexperienced: 12pts; Regular: 15pts; Veteran: 18pts
Damage Value 6+
Tow Light or Medium Howitzer, Infantry Gun
Special Rules Tracked, Slow
ARMORED CARS & TANKS
AUSTIN ARMORED CAR
Limited Traverse Twin Turrets
The Austin Armored Car featured two top-mounted turrets, each with their own independent
traverse, though this was limited somewhat by the side-by-side location of the turrets. Both turret-
mounted MMGs on the vehicle can fire at independent targets when firing; the left turret covers the
front, left, and rear arcs of the vehicle, while the right-side turret covers the front, right, and rear arcs.
Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Weapons 2 turret-mounted medium machine guns, on two separate turrets
Damage Value 7+
Special Rules Wheeled, Limited Traverse Twin Turrets, Recce

[MID] ROLLS-ROYCE ARMORED CAR


Cost Inexperienced: 56pts; Regular: 70pts; Veteran: 84pts
Weapons 1 turret-mounted medium machine gun
Damage Value 7+
Special Rules Wheeled, Recce
[MID] HEAVY TANK, MARK I
The first Tank to be fielded, and indeed the first
practical tank ever built, the Mark I was a pioneering
achievement of military technology, thought of in
theory before but never prior put into practice.
Designed by the Landship Committee, and later
finished by the Tank Supply Committee, the name
“Tank” was an obfuscating measure to make the
project seem innocuous to potential spies. It was so-
called for the boiler tank plate which the original
prototypes were made from.
Limited Traverse Sponsons
The Mark I Tank existed in two configurations,
referred to as the Male and Female configurations. The
Male configuration replaced the sponson-mounted
machine guns with two Hotchkiss Six-pounder guns,
implemented to field more effective artillery fire in the
armored tank hull. These guns were quite large for the sponsons they were mounted in, and had
somewhat limited fields of fire. Each Low-Velocity Medium AT Gun has a firing arc of only the front
half of their sides, ending perpendicular to the front of the tank, and extending forward just far enough
that the guns can fire pointing directly forward. These firing arcs can be visualized with the help of the
chart provided; note that the chart depicts the later Mark IV Tank, but the firing arcs are identical.
Brittle Armor
One of the very first fielded Tanks, the Mark I had not quite been brought up to battlefield
standards for armor quality, and as such was quickly relegated to training roles. When struck by gunfire,
the Mark I’s armor tended to spall, showering the inhabitants with shrapnel.
Whenever the Mark I Tank is hit by small arms fire, and the resulting round of shooting would
not cause the tank to become pinned, roll a d6. On a result of 5 or 6, the tank still takes a pin as if it
were hit by heavy weapons fire.

Cost Inexperienced: 52pts


Weapons 5 medium machine guns; one mounted on the front arc, two each on the side arcs
(Vickers Machine Gun Mk.1)
Damage Value 7+
Options May replace the four side-mounted MMGs with two Low-Velocity Medium Anti-Tank
Guns (Hotchkiss 6-pounder) (+80pts)
Special Rules Tracked, Slow… Pitifully Slow, Fatigue, Brittle Armor
Limited Traverse Sponsons (If the two Low-Velocity Medium AT Guns are taken)
[LATE] HEAVY TANK, MARK IV
Limited Traverse Sponsons
The Mark IV Tank existed in two configurations,
referred to as the Male and Female configurations. The
Male configuration replaced the sponson-mounted machine
guns with two Ordinance Quick-Firing Six-pounder guns,
implemented to field more effective artillery fire in the
armored tank hull. These guns were quite large for the
sponsons they were mounted in, and had somewhat limited
fields of fire. Each Low-Velocity Medium AT Gun has a
firing arc of only the front half of their sides, ending
perpendicular to the front of the tank, and extending
forward just far enough that the guns can fire pointing
directly forward. These firing arcs can be visualized with
the help of the chart provided.

Cost Inexperienced: 64pts; Regular: 80pts; Veteran: 96pts


Weapons 5 medium machine guns; one mounted on the front arc, two each on the side arcs
(Lewis Automatic Machine Gun)
Damage Value 7+
Options May replace the four side-mounted MMGs with two Low-Velocity Medium Anti-Tank
Guns (Ordnance Quick Firing 6-pounder) (+80pts)
Special Rules Tracked, Slow, Fatigue
Limited Traverse Sponsons (If the two Low-Velocity Medium AT Guns are taken)
[LATE] MEDIUM MARK A “WHIPPET”
One Gunner
While it was equipped with four individual Hotchkiss machine guns, the Whippet only had a
three-man crew, of which one man was designated as the gunner. Resulting from this is the limitation
that the Whippet Tank can only fire one of its medium machine guns at a time.
Two Gunners
If an additional crewman is taken, the Whippet Tank may fire two of its guns at a time instead of
one.

Cost Inexperienced: 40pts; Regular: 50pts


Weapons 4 medium machine guns; one mounted on each firing arc (front, each side, and rear)
Damage Value 7+
Options May take another crewman, replacing the One Gunner rule with Two Gunners. (+7pts)
Special Rules Tracked, Slow, One Gunner

[LATE] MEDIUM MARK B


Two Gunners
An updated version of the Whippet Mark A with a new chassis, the Mark B was fielded standard
with a four-man crew, including two machine gunners. The Whippet Mark B may fire only two of its
guns at a time.

Cost Inexperienced: 52pts; Regular: 65pts


Weapons 5 medium machine guns; two mounted on the front firing arc and one on each other
firing arc (sides and rear)
Damage Value 7+
Special Rules Tracked, Slow, Two Gunners
Russian Empire
DETERMINED DEFENDERS
While often disparaged for their poor ability to carry out offensives, the army of the Russian
Empire was notoriously stubborn on the defensive, owing partly to the lessons learned from the Russo-
Japanese war. They were held back largely as a matter of material disadvantage, and would learn to
make up for this by concentration of manpower-- one of the few resources Russia had in abundance.
As long as a Russian infantry unit has more than 10 men remaining in it, its Morale rating is
increased by 1.

URA! CHARGE
Once (per army) per game, when issuing a Run order to a squad in order to initiate Close
Quarters Combat, you may declare it an Ura Charge. When you do, the squad automatically passes all
Order Tests to initiate the charge, and gains the Tough Fighters rule for that combat.

Russian Great War Reinforced Platoon


1 Lieutenant – Junior or Senior
2 Infantry Sections
Plus
0-3 Infantry Sections
0-1 Captain or Maj0r
0-1 Medic
0-1 Artillery Observer
0-1 Infantry Gun or Field Artillery
0-1 Machine Gun Team
0-1 Mortar Team
0-1 Gas Team or Flamethrower Team
0-1 Heavy Weapon Tow
0-1 Armored Car
HEADQUARTERS
OFFICER
Cost Junior Lieutenant: Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Senior Lieutenant: Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Captain: Inexperienced: 95pts; Regular: 110pts; Veteran: 125pts
Major: Inexperienced: 135pts; Regular: 150pts; Veteran: 165pts
Composition 1 Officer & up to 4 further men
Equipment Pistol or Rifle (Nagant M1895; Mosin-Nagant M1891, Mosin-Nagant M1907 Carbine)
If the men have Horses, they instead may be armed with Pistols or Carbines (Nagant
M1895; Mosin-Nagant M1891 ‘Dragoon’, Mosin-Nagant M1907 Carbine)
The men may be armed with Swords (Whether on foot or on horse)
Options May add up to 4 men (Inexperienced 7pts/man; Regular 10pts/man; Veteran
13pts/man)
If the platoon includes at least one unit of Cavalry, the officer and his men may take
Horses (+2pts/man)
One extra man may replace their weapons with a Flag (+25pts)
Special Rules Tough Fighters (If armed with Swords), Cavalry (If Horses are taken)

ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (Nagant M1895; Mosin-Nagant M1891, Mosin-Nagant M1907 Carbine)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position

MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (Nagant M1895)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
INFANTRY SELECTIONS
INFANTRY SECTION
With over 115 infantry divisions in 1914, the Imperial Russian Army was the largest army to
participate in the Great War, a massive, lumbering military organization with a reputation for both its
indomitability, and its slowness. Conscription formed almost the entirety of the Imperial Russian Army,
its troops varying wildly in quality and morale. Being materially and doctrinally inferior to the German
forces, and only barely the match of the aging armies of Austria-Hungary, the Russian soldiers fought
stubbornly in almost universally adverse conditions, which would lead to mass mutinies as the Russian
Empire collapsed in 1917.
Armed with the Mosin-Nagant M1891 when available, the Russian infantryman would often
find themselves armed with a number of other rifles, sourced from other Entente members. The sheer
size of the Imperial Russian Army made it such that keeping steady stocks of equipment was a
challenge; outside of sparse adoption of the French Adrian Helmet, no head protection was issued to
soldiers, and their uniforms were largely unchanged from the ones worn in the Russo-Japanese War.
Cost Inexperienced: 70pts; Regular: 100pts; Veteran: 130pts
Composition 1 NCO accompanied by 9 men
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Options May add up to 10 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] If the squad are Veterans, up to one man may replace their rifle with an Automatic
Rifle, or two if the squad numbers 20 men (Fedorov Avtomat) (+5pts)
[Mid] The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
Special Rules Green (If Inexperienced)

CAVALRY SECTION
Making up a large contingent of the Imperial Russian Army, the cavalry entered the Great War
as a thoroughly 19th century institution, a matter that was common to most armies of the time. Though
cavalry was in common service for the entire war, by the mid-to-late war period most Russian
cavalrymen were fighting on foot with the rest of the army.
A significant contingent of the cavalry were the Cossacks, a group of Russian and Ukrainian
peoples with a very proud and storied history of mounted combat, and who were legendary in their
service and regarded as valuable soldiers in their loyalty and prowess.
Cost Inexperienced: 45pts; Regular: 60pts; Veteran: 75pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines & Cavalry Swords or Lances (Mosin-Nagant M1891 ‘Dragoon’, Mosin-Nagant
M1907 Carbine)
Options May add up to 10 additional men (Inexperienced 9pts/man; Regular 12pts/man;
Veteran 15pts/man)
The squad can be made Cossack Cavalrymen. If so, they are Tough Fighters, and
Fanatics (+4pts/man)
[Mid] One man may replace their carbine with a Light Machine Gun. Another man
becomes the loader (Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
Special Rules Green (If Inexperienced), Cavalry
CZECHOSLOVAK LEGIONARY INFANTRY SECTION
A notable force fighting on the side of the Entente, the Czechoslovak Legionaries were ethnic
Czech and Slovak peoples which had fled the rule of Austria-Hungary, of whom sought the
independence of the Austro-Hungarian controlled regions of Bohemia and Moravia. Fanatical in their
loyalty, their origins in the Austro-Hungarian empire led them to take a personal oath to the Tsar, and
their actions reflected a drive to prove their devotion.
They were pivotal in a number of actions during the war, particularly during the Kerensky
Offensive, where in the Battle of Zborov they completely overran the Austrian trenches. They gained a
reputation as elite soldiers and hardy men.
Cost Regular: 104pts; Veteran: 128pts
Composition 1 NCO accompanied by 7 men
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Options May add up to 7 additional men (Regular 13pts/man; Veteran 16pts/man)
[Mid] Up to two men may replace their rifle with an Automatic Rifle (Fedorov Avtomat)
(+5pts)
[Mid] The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
Special Rules Fanatics

POLITICAL AGITATORS
The army of the Russian Empire was long troubled by political instability, and oftentimes
conscripted men would actively work to undermine the authority of their officers. Whether pro-western
Liberals, independence-seeking Nationalists or revolutionary Bolsheviks, many different groups had
their reasons to erode the Russian war effort.
Though clearly detrimental to their home nation’s war effort, political agitators had the side
effect of occasionally spreading their ideals and propaganda to the enemy as well, often encouraging
them that both sides ought to be fighting against their imperialist overlords.
Cost Inexperienced: 100pts
Composition 10 Men
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Special Rules Shirkers, Seditious
[LATE] VOLUNTEER INFANTRY SECTION
In 1917, following the February Revolution, the Tsar abdicated, and the Provisional
Government of Russia was established. Still obligated to the Entente, the Provisional Government was
in dire straits and needed to re-invigorate the fighters at the front. To this aim, they formed various
Volunteer Battalions, formed of those who would voluntarily help with the war effort, including various
Women’s Battalions, among which Maria Bochkareva’s Battalion of Death would gain renown.
Mixed Quality
Though often of dubious morale, and even sometimes running at the first sight of danger, the
Volunteer Battalions brought at times great tenacity to the Russian frontlines. They are considered
Green (as the special rule), except if they are uprated to Regular when testing for Green, roll another
die. On a roll of 5 or 6 they are uprated again to Veterans.
Cost Inexperienced: 80pts
Composition 1 NCO accompanied by 9 soldiers
Equipment Rifles (Mosin-Nagant M1891, Arisaka Type 30, Type 38, or Winchester 1915)
Options May add up to 10 additional soldiers (Inexperienced 8pts/man)
Up to one man may replace their rifle with an Automatic Rifle, or two if the squad
numbers 20 soldiers (Fedorov Avtomat) (+5pts)
The squad may be equipped with Hand Grenades (M1914 or F-1) (+10pts)
The squad can be Stubborn (+1pt/man)
Special Rules Mixed Quality
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer (76mm Gun M1900, 76mm Divisional Gun M1902)
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

MEDIUM HOWITZER TEAM


Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Composition 4 Men
Equipment Medium Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

HEAVY HOWITZER TEAM


Cost Inexperienced: 92pts; Regular: 115pts; Veteran: 138pts
Composition 5 Men
Equipment Heavy Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

[MID] INFANTRY GUN TEAM


Cost Inexperienced: 24pts; Regular: 35pts; Veteran: 46pts
Composition 3 Men
Equipment Infantry Gun (37 mm trench gun M1915)
Special Rules Team Weapon, Fixed

MACHINE GUN TEAM


Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Machine Gun (PM M1910)
Special Rules Team Weapon, Fixed, Storm of Lead
[MID] MEDIUM MORTAR TEAM
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Mortar (9 cm Mortar Type GR)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

[MID] HEAVY MORTAR TEAM


Cost Inexperienced: 46pts; Regular: 65pts; Veteran: 84pts
Composition 4 Men
Equipment Heavy Mortar ()
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

[MID] GAS TEAM


Though they suffered much in the way of gas attacks at the hands of the Germans, the Russian
Empire only began manufacture of poison gas in 1916. Nearly all of this gas went unused during the
war; however, in recognition of the rare cases in which is was used, the option to deploy a Russian Gas
Team is available here.
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Gas Canister & Gas Masks (Chlorine or Phosgene Gas)
Special Rules Gas Warfare, Team Weapon, Fixed

[LATE] FLAMETHROWER TEAM


Cost Regular: 50pts; Veteran: 60pts
Composition 2 Men
Equipment Flamethrower (Tovarnitski Portable Flamethrower)
Special Rules Team Weapon, Flamethrower
HEAVY WEAPON TOWS
HORSE-DRAWN LIMBER
Cost Inexperienced: 8pts; Regular: 10pts; Veteran: 12pts
Damage Value 3+
Tow Any gun or howitzer
Special Rules Wheeled, Slow (when towing)
ARMORED CARS

TACHANKA
Horse-Drawn Cart
The Tachanka was nothing more than a horse-drawn card with a machine gun; beyond being
unarmored, it was vulnerable to gunfire in multiple ways, being made of wood and pulled by horses.
Every time it suffers one or more pin markers as a result of an enemy attack, it automatically suffers one
further pin marker.
Cost Inexperienced: 16pts; Regular: 20pts; Veteran: 24pts
Weapons 1 rear-mounted Medium Machine Gun (PM M1910)
Damage Value 3+
Special Rules Wheeled, Horse-Drawn Cart

[MID] AUSTIN ARMORED CAR


Limited Traverse Twin Turrets
The Austin Armored Car featured two top-mounted turrets, each with their own independent
traverse, though this was limited somewhat by the side-by-side location of the turrets. Both turret-
mounted MMGs on the vehicle can fire at independent targets when firing; the left turret covers the
front, left, and rear arcs of the vehicle, while the right-side turret covers the front, right, and rear arcs.
Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Weapons 2 turret-mounted medium machine guns, on two separate turrets
Damage Value 7+
Special Rules Wheeled, Limited Traverse Twin Turrets, Recce

[LATE] AUSTIN-PUTILOV ARMORED CAR


Designed for anti-infantry purposes, the Austin-Putilov Armored Car was an armored fighting
vehicle with a five-man crew and armed with two Maxim Machine Guns. Based on the early-war design
of the Austin Armored Car, it included a number of changes from the original design, notably turret
placement; the two turrets were mounted diagonally to each other to better provide overlapping fire
coverage. It was not deployed in the field until 1918, and as such is a Late-War option.
Twin Turrets
The Austin-Putilov Armored Car featured two top-mounted turrets, each with their own
independent traverse. Both turret-mounted MMGs on the vehicle can fire at independent targets when
firing.
Cost Inexperienced: 64pts; Regular: 80pts; Veteran: 96pts
Weapons 2 turret-mounted medium machine guns, on two separate turrets
Damage Value 7+
Special Rules Wheeled, Twin Turrets, Recce
ARMIES OF THE CENTRAL POWERS

GERMAN EMPIRE

STOßTRUPPTAKTIC
One of the most prominent features of the German Army in the Great War was their pioneering
of infiltration tactics. After exploring an early version of these tactics in late 1915,Willy Rohr began
training officers in ‘modern close combat’, where they were taught to use their ‘Stoßtruppen’, as they
would become known, to attack enemy lines, avoid directly confronting strongpoints, and strike at the
weakest areas of an enemy defense to create a breakthrough.
Representing their breakthrough-focused training, German Empire infantry squads of Regular or
better experience may cross a single area of Rough Ground or Obstacle whilst issued a Run order.
(Normally, Rough Terrain & Obstacles may only be crossed when issued an Advance order.)

GENERAL STAFF PLAN


The German General Staff was one of the premier organizations of the German Army of the
Great War, allowing them to engage in effective operational control. The General Staff was constantly
in study of all aspects of war, and enabled a centralized control on war plans.
Representing this, right before the start of the first turn, the German Empire player may choose
a single set up non-tank, non-artillery squad and place it back in reserves, or choose a single non-tank,
non-artillery unit held in reserve and deploy it into their set-up zone. If no deployment zone is used,
they may instead move one non-tank, non-artillery unit from their first wave into reserve, or vice-versa.

German Great War Reinforced Platoon


1 Lieutenant - 1st or 2nd
2 Infantry Squads
Plus
0-3 Infantry Squads
0-1 Captain or Maj0r
0-1 Medic
0-1 Artillery Observer
0-1 Infantry Gun or Field Artillery
0-1 Machine Gun Team
0-1 Mortar Team
0-1 Sniper Team
0-1 Tankgewehr Team
0-1 Gas Team or Flamethrower Team
0-1 Heavy Weapon Tows
0-1 Tank
HEADQUARTERS
OFFICER
Cost 2nd Lieutenant: Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
1st Lieutenant: Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Captain: Inexperienced: 95pts; Regular: 110pts; Veteran: 125pts
Major: Inexperienced: 135pts; Regular: 150pts; Veteran: 165pts
Composition 1 Officer & up to 2 further men
Equipment Pistol or Rifle (Reichsrevolver M1879, Luger P08, Mauser C96; Gewehr 1898, Gewehr
1888/15, Kar98AZ)
[Late] The men may also be armed with Submachine Guns (MP18/I)
Options May add up to 2 men (Inexperienced 7pts/man; Regular 10pts/man; Veteran
13pts/man)

ARTILLERY OBSERVER
Cost Regular: 100pts; Veteran: 115pts
Composition 1 Observer & up to 2 further men
Equipment Pistol or Rifle (Reichsrevolver M1879, Luger P08, Mauser C96; Gewehr 1898, Gewehr
1888/15, Kar98AZ)
Options May add up to 2 men (Regular 10pts/man; Veteran 13pts/man)
Special Rules Forward Position

MEDIC
Cost Regular: 23pts; Veteran: 30pts
Composition 1 Medic & up to 2 Assistant
Equipment Pistol (P08 Luger, C96 Mauser)
Options May add up to 2 assistants (Regular 10pts/man; Veteran 13pts/man)
Special Rules Medic
INFANTRY SELECTIONS

INFANTRY SQUAD
Entering into the war with their invasion of Belgium, the German Army’s infantryman was well-
trained and well-disciplined from the outset, with a reputation for being cold & calculated. Based on a
conscription system in which troops would spend three years in the army and four in the reserve, a large
base of trained German men came into the conflict with some of the most modern military doctrine at
play.
Armed with the Gewehr M1898, a relatively modern rifle with a five-round internal magazine,
they wore dark gray uniforms that were equally modern in their thinking. They were issued at first the
Pikelhaube, a spike-topped helmet designed to protect against cavalry swords, but that helmet proved to
be ineffective against the true dangers of shrapnel and debris. They would later be issued the M1916
Stahlhelm, which would go on to be used in a modified form throughout the Second World War as
well.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Gewehr 1898, Gewehr 1888/15, Kar98AZ)
Options May add up to 5 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] One man may replace their rifle with a Light Machine Gun. Another man becomes
the loader (MG08/15 or Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
[Late] The NCO may replace their rifle with a Submachine Gun (MP18/I) (+3pts)
Special Rules Green (If Inexperienced)

LANDWEHR SQUAD
The reservist core of the Germany Army was quickly activated when the Great War broke out in
earnest. The Landwehr was the military organization of these Reservists, whose numbers were used to
bolster the trained ranks of the regular army. Landwehr troops were usually relegated to second-line
combat duties, but the nature of the Great War was such that they very often saw combat just as their
better-trained counterparts did.
Usually equipped with the Gewehr M1888/15, the second-standard rifle of the Germany Army,
they could even sometimes be found with even older weaponry,
Cost Inexperienced: 35pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Gewehr 1888/15, Gewehr 1898)
Options May add up to 5 additional men (Inexperienced 7pts/man)
The squad may be Green (±0pts)
[Mid] One man may replace their rifle with a Light Machine Gun. Another man becomes
the loader (MG08/15) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
Special Rules
CAVALRY SQUAD
As is the case for most armies in the Great War, the German Army entered the war with a much
more sizable cavalry than they left it; starting with 55 brigades of cavalry which formed various divisions
and attachments to infantry divisions, in 1916 the cavalry were greatly reduced in number, and they
often fought dismounted as often as mounted.
German cavalrymen were armed with various carbines, often the Karabiner M1888, or the later
Karabiner M1898, the latter of which was functionally more of a short rifle, being often used by the
infantry as well.
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 1 NCO accompanied by 4 men
Equipment Carbines, Cavalry Sword or Lance (Kar88, Kar98AZ)
Options May add up to 5 additional men (Inexperienced 7pts/man; Regular 10pts/man;
Veteran 13pts/man)
[Mid] One man may replace their carbine with a Light Machine Gun. Another man
becomes the loader (Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
Special Rules Green (If Inexperienced), Cavalry

PIONIERE SQUAD
Trained specially in tasks of construction and demolition, the Pioniere (literally ‘Pioneers’) were
usually very motivated soldiers, receiving very in-depth training for various battlefield engineering tasks,
often being tasked with things such as mine clearance and barbed wire removal. Their training and their
equipment (of which they were often issued many different sorts, both experimental and modern) often
led to them being used as specialist assault infantry as well.
Cost Regular: 55pts; Veteran: 70pts
Composition 1 NCO accompanied by 4 men
Equipment Rifles (Gewehr 1898, Gewehr 1888/15, Kar98AZ)
Options May add up to 5 additional men (Regular 11pts/man Veteran 14pts/man)
Any man may take a pistol in addition to their other equipment (P08 Luger, C96 Mauser)
(+1pt/man)
[Mid] One man may replace their rifle with a Light Machine Gun. Another man becomes
the loader (MG08/15 or Madsen M1905) (+20pts)
[Mid] The squad may be equipped with Hand Grenades (M1915 Stielhandgrenate)
(+10pts)
[Mid] One man may take a Geballte Ladung (+5pts)
[Mid] The squad may be equipped with mine-clearing gear (+1pt/man)
[Late] The NCO and up to one other man may replace their rifle with a Submachine Gun
(MP18/I) (+3pts)
[Late] Up to one man may replace their rifle with a Flamethrower. Another man
becomes the assistant (Wechselapparat) (+20pts)
Special Rules Engineers, Demolition Charges
[MID] STOßTRUPPEN SQUAD
One of the most infamous elite formations of the great war, the Stoßtruppen were specially-
trained assault infantry whose primary purpose was to infiltrate into enemy lines. Once there, they
would create confusion and panic, do as much damage as possible, and attempt to create a break in the
enemy lines so that regular troops could flood in and cause a full breakthrough.
Armed usually with the Karabiner 1898AZ, the most modern of German short rifles, many
Stoßtruppen forwent the rifle entirely, entering enemy trenches with pistols and close combat weapons.
They were equipped with grenades, and were trained well in their use, with many Stoßtruppen
considering it to be their primary weapon even superseding their firearms. They wore the M1916
Stahlhelm, and in some instances even experimented with body armor (though that was often found too
cumbersome).
Cost Regular: 47pts; Veteran: 56pts
Composition 1 NCO accompanied by 2 men
Equipment Pistols & Hand Grenades (P08 Luger, C96 Mauser; M1915 Stielhandgrenate)
Options May add up to 7 additional men (Regular 9pts/man; Veteran 12pts/man)
Any man may take a Rifle in addition to their other equipment (Gewehr 1898 or
Kar98AZ) (+2pts/man)
Up to one man may take a Light Machine Gun. Another man becomes the loader
(MG08/15 or Madsen M1905) (+20pts)
The squad may be equipped with Body Armor (+5pts/man)
One man may take a Geballte Ladung (+5pts)
[Late] The NCO & up to two other men may take a Submachine Gun (MP18/I) if they
have not taken another firearm (+3pts/man)
Special Rules Grenade Expert, Tough Fighters
SPECIAL TEAMS & HEAVY WEAPONS
LIGHT HOWITZER TEAM
Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Light Howitzer (7.62 cm Infanteriegeschütz L/16.5)
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

MEDIUM HOWITZER TEAM


Cost Inexperienced: 60pts; Regular: 75pts; Veteran: 90pts
Composition 4 Men
Equipment Medium Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

HEAVY HOWITZER TEAM


Cost Inexperienced: 92pts; Regular: 115pts; Veteran: 138pts
Composition 5 Men
Equipment Heavy Howitzer ()
Options May add a Spotter (+10pts)
Special Rules Gun Shield, Team Weapon, Fixed, Howitzer

[MID] INFANTRY GUN TEAM


Cost Inexperienced: 24pts; Regular: 35pts; Veteran: 46pts
Composition 3 Men
Equipment Infantry Gun (5.7 cm Maxim-Nordenfelt Gun)
Special Rules Team Weapon, Fixed

MACHINE GUN TEAM


Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Machine Gun (MG08)
Special Rules Team Weapon, Fixed, Storm of Lead
MEDIUM MORTAR TEAM
Cost Inexperienced: 35pts; Regular: 50pts; Veteran: 65pts
Composition 3 Men
Equipment Medium Mortar (M1913 17cm Mitteler Minenwerfer)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

HEAVY MORTAR TEAM


Cost Inexperienced: 46pts; Regular: 65pts; Veteran: 84pts
Composition 4 Men
Equipment Heavy Mortar (25cm Schwerer Minenwerfer)
Options May add a Spotter (+10pts)
Special Rules Team Weapon, Fixed, Indirect Fire

SNIPER TEAM
Cost Regular: 50pts; Veteran: 65pts
Composition 2 Men
Equipment Sniper Rifle (Gewehr 1898 w/ 3x or 4x Commercial Scope)
Options [Mid] The team may be equipped with Body Armor (+15pts)
Special Rules Team Weapon, Sniper, Forward Position

[LATE] TANKGEWEHR TEAM


Cost Inexperienced: 21pts Regular: 30pts; Veteran: 39pts
Composition 2 Men
Equipment Anti-Tank Rifle (Tankgewehr)
Special Rules Team Weapon

[MID] GAS TEAM


Cost Inexperienced: 40pts; Regular: 50pts; Veteran: 60pts
Composition 3 Men
Equipment Rifles, & Gas Canister (Weisskreuz, Grünkreuz, Gelbkreuz, or Blaukreuz)
Special Rules Gas Warfare, Team Weapon, Fixed
[MID] FLAMETHROWER TEAM
Cost Regular: 50pts; Veteran: 60pts
Composition 2 Men
Equipment Flamethrower (Kleinflammenwerfer)
Special Rules Team Weapon, Flamethrower
HEAVY WEAPON TOWS
HORSE-DRAWN LIMBER
Cost Inexperienced: 8pts; Regular: 10pts Veteran: 12pts
Damage Value 3+
Tow Any gun or howitzer
Special Rules Wheeled, Slow (when towing)
TANKS
[LATE] STURMPANZERWAGEN A7V
Formed as a response to the British tanks which appeared on the western front, the German
War Department commissioned the construction of twenty “armored assault vehicles” in order to
counter the British armor effort. Build on the Holt track system like many other early tanks, it followed
the ‘large crew’ doctrine of many other tanks, fielding with a staggering crew of eighteen men. Though
slow by modern standards, the A7V was relatively quick on the road, if somewhat unstable when
moving off-road.
Though constructed and fielded in minuscule numbers, the A7V represents an iconic fixture in
the popular consciousness of the Great War, and as such is included as an option here for selection.
Cost Inexperienced: 112pts; Regular: 140pts
Weapons 1 front-mounted low-velocity light anti-tank gun (Maxim-Nordenfelt 57mm gun)
6 medium machine guns; two each on the other firing arcs (sides & rear) (MG08)
Damage Value 7+
Options May replace the front-mounted Low-Velocity Light AT Gun with two front-mounted
medium machine guns (MG08) (-20pts)
Special Rules Tracked, Slow

[LATE] BEUTEPANZER MK. IV


Though the German Empire lacked the larger industrial capacity to make many of their own
Tanks, they did employ, in surprising numbers, captured British tanks; which they would call
“Beutepanzer” (Trophy Tanks). The Beutepanzer Mk. IV is identical to the British Mark IV tank (and
uses its special rules, which can be found in the Great Britain force selection). It was required that its
British-made armament be replaced with similar-but-not-identical German arms, and the Germans also
naturally lacked repair parts with which to repair them; as such, it is also Unreliable.
Cost Inexperienced: 48pts
Weapons 5 Medium Machine Guns; one mounted on the front arc, two each on the side arcs
(MG08)
Damage Value 7+
Options May replace the four side-mounted MMGs with two Low-Velocity Light Anti-Tank Guns
(Maxim-Nordenfelt 57mm gun) (+40pts)
May replace the four side-mounted MMGs with two Anti-Tank Rifles (Tankgewehr)
(±0pts)
Special Rules Tracked, Slow, Fatigue, Unreliable
Limited Traverse Sponsons (If the two Low-Velocity Medium AT Guns are taken)

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