The Entente had the initiative this turn, meaning they moved before my own armies did. To block the movement of the 1st Army, they launched an attack that was easily repulsed. I ordered a counterattack, but I must have selected the wrong region. Instead of marching toward Compiègne—closer to Paris—they attacked and captured Péronne. The French made another attempt to capture Colmar; the bloody battle ended in a German victory. However, the Germans’ own attempts to capture Saint-Mihiel and Val de Moselle were not successful either. Verdun is an exception, but since there is a fort there, a siege—probably a long one—will follow.
The first encounter with the British has occurred: the BEF attacked Lille. It was shaping up to be a major battle given the forces involved, but the British did not press on after their initial losses.
In the East, unfortunately, the Königsberg field unit was unable to hold out until I could move up the reserves, so the city is now under siege. The 9th Army’s advance units managed to capture Lodz. Yet the loss of Lodz actually boosted the Russians’ national will. There is a dynamic of national and patriotic resurgence, which adds a nice layer of flavor to the game. Here’s what the manual says about it:
"Whenever a city or fortress of a Major Power is taken by the enemy, there is a 33% chance of “National Resurgence”. The Power gains NW instead of losing it. The enemy’s NW gain, however, is unchanged. A power may not make a National Resurgence test if its capital has been taken by the enemy (for example Budapest for Austria-Hungary, or Paris for France). Merely besieging it is not sufficient.
The Patriotic Reaction (rare)
Beginning in 1915, if a Major Power is beaten in its homeland, after an enemy Grand Offensive, or if it loses a national city or a fortress (even by a secondary offensive), it undergoes a Patriotic Reaction Test. There is only 1 test, even if the Major Power loses several cities, fortresses or regions in the same turn. A Patriotic Reaction has very positive effects on its NW, its Parliament, and its war economy."

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In the Balkans, the Serbs’ attempt to break out has failed, and there were many low-intensity battles between Austria-Hungary and Russia.
In the Caucasus, I noticed that I actually have some reinforcements available for the Ottoman army—two corps, to be precise. I used them to renew my offensive from Sarikamish toward Kars. The attacks were barely successful, but in the end, the remnants of the 3rd Army are no longer isolated.

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In Mesopotamia, the British were defeated in the Battle of Al Jarah, and after the battle, Kuwait was captured by advancing units.
The movement phase of the war is now coming to an end: Germany (and Austria-Hungary) have changed their doctrine to “transition to trenches.” I’m going to copy the manual in full, partly because I use this AAR for easy reference.
"In October 1914, then in Nov-December, the Movement Warfare will disappear progressively and will transform itself into Trench Warfare. In 1915 at the latest, the transformation is complete.
Test of Passage – end of September 1914
Uncertainty exists in October 1914. Each side has a 50% chance to change to Trench Warfare. This is tested at the end of September 1914. Entrenchment will be automatic for non-moving stacks, at level 0 for the start.
In October 1914
There is a partial evolution towards Trench Warfare (first step). If a side is applying Firepower doctrine ( i.e. Trench Warfare) on a front, the following effects apply (for this front):
● The Trench Table becomes the new Combat Table when that side is the Defender in a battle.
● The Morale check Table stays the same one as used in the Movement Warfare (because it is in a transition stage towards trenches)
● Reaction: only 1 authorized voluntary attack.
● Breakthrough: any number of free attacks.
● Interception: the Defender only has a 50% chance to intercept at each attempt.
● (Only in October), if the Enemy is still in Movement Warfare, its attack receive a negative modifier of -1.
● All other rules of the Movement Warfare still apply normally (Reinforcement, Cavalry retreat, Counter-offensive).
In Nov–December 1914
The partial evolution towards Trench Warfare continues (second step).
● The passage to Trench Warfare becomes automatic and obligatory for all nations. Apply the same effects as in October, with in addition:
● Defender’s ZOC (Zone of Control) becomes fixed (See below).
● Defender has a bonus of +1 to all his morale checks (trenches bonus, whatever the Trench level).
Fixed ZOC of the Trenches
A fixed ZOC does not cut supply, nor movement by rail, but it blocks movement in the following case:
● A friendly stack may not enter an empty region and then move directly towards another region, if these 2 regions are situated in an enemy ZOC (fixed). The friendly stack stays blocked in the 1st region (empty).
● Exception: except to go directly attack an enemy stack exercising the ZOC. If 2+ enemy stacks exercise ZOC, only the closest stack may be attacked directly.
● The following turn, the stack may progress into the second region, etc.
Remember: A stack besieging an enemy fortress doesn’t exercise a ZOC. The presence of friendly units in a region (before their movement)
neutralize enemy ZOC. There is no ZOC across a major river. Example: 2 enemy units, separated by an empty region, exercise a fixed ZOC between themselves. The player sends 3 corps into the empty region, without being able to go further (because he doesn’t intend to attack 1 of these stacks).
From 1915
Trench Warfare is now in full operation. Firepower doctrine is the prevalent one for every nation."