Finally finished up Galacia after more than a year on the table. Yes, that long. Pathetic is too kind a description.
Shamed, I had no other option But to set up another Der Weltkrieg offering, Osmanli Harbi. Much lower counter-count, but some very interesting scenarios and rules.
The module’s scenarios cover the Caucasus, Macedonia, Iraq, Sinai and Albania theaters. Just the names bring back memories of these regions bedeviling me while playing Pursuit of Glory.
Each theater has separate battle scenarios, as well as a campaign, which the system refers to as “Duration Game Scenario(s).”
Decided to play a Sinai scenario involving the Third Battle of Gaza , and covering the period October through December 1917.
The game’s rules have some significant differences/additions from/to the Der Weltkrieg Standard Rules.
The overarching changes for Osmanli Harbi address the differences between fighting in Europe and the game’s theaters. These focus on the harsh environmentss, with its effects on operations as well as logistics.
Desert hexes have reduced stacking limits; roughly half of that allowed in the standard rules. Units crossing desert hexes also lose one movement point. An attacker suffers one additional loss when attacking into a desert hex. Operations during Summer turns involve further reductions in movement allowances as well as increased mandatory combat loses.
Lines of Communications (LOC) and Supply Depots are introduced to reflect the lack of transportation networks in these remote theaters.
LOCs are required for a unit to remain in supply. LOCs must be traced to a rail line, port, headquarters or depot, with a maximum length of two hexes in the desert. The headquarters or depot must be within two hexes (in the desert) from a rail line or port. You cannot “daisy chain” headquarters units. So, in the desert, a unit risks out-of-supply effects if it is more than two hexes from a rail line, or four hexes with an intervening headquarters. The effects are attritional, either losing one (1) strength point if moving more than half of its allowance – in any terrain, and/or having to roll for attrition during the Special (first) Phase of a monthly turn.
Other scenario-wide rules involve reduced rail construction and capacity.
The impact of these changes pale in comparison to the rule that allows Ottomans to mount counter-attacks at maximum strength without infantry or cavalry units being supplied. In the series rules, a unit can only counterattack at full strength with the expenditure of two (2) supply points per strength point. If not supplied, the unit attacks at half-strength. This is a significant factor, with the designer explaining this rule reflects the Ottoman’s ability to put together scratch forces (much like German Kampfgruppes) to respond to Allied operational successes.
Each set of scenarios also has its own special rules. For Gaza, these include rail capacities, German and Austria-Hungary support units, the requirement(s) to maintain garrisons, and special attack rules for the 1918 Meggiddo scenario.
I am also using an alternate Combat Results Table (CRT). This CRT is recommended for low counter density scenarios.
The 3rd Gaza scenario is a stand-up slugging match, with the British assaulting an entrenched Ottoman force. It’s a good solo scenario since the Ottoman player simply using his limited reinforcements to plug gaps created by British attritional attacks. Maneuver is limited by desert and mountain terrain.
Victory is determined by capturing/defending cities and combat losses – which are accounted for as “Demoralization Points”.
The first play-through resulted in a Central Powers (Ottoman) Decisive Victory, as the British (Entente) suffered significant casualties while seizing just one of three cities required for a Substantial Victory.
I’ve set the scenario up again, and am giving it another try. Here’s shot of the game.
