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21. Doctrines and Combat Tactics<br />
In 1914, warfare is conducted according to the Movement Warfare<br />
Doctrine, which is mostly described in the above Warfare section.<br />
If victory has not been achieved by one side by the end of 1914, the troops<br />
will start digging in: this is trench warfare and the military leadership adopts<br />
the Firepower Doctrine. When in combat, armies and units in defence now<br />
benefit from very strong protection from entrenchment, characterised by<br />
the Trench Level (from 0 to 3, a value added to the defence value of<br />
entrenched units!). This will change most attacks into pure slaughters,<br />
unless huge amounts of artillery bombardments are assigned. The Combat<br />
table is now changed, and the number of attacks per turn becomes limited.<br />
Each nation is now forced to plan annual Grand Offensives, or they lose<br />
National Will.<br />
Through technological research (and the new weapons they bring) and<br />
results obtained during those Grand Offensives (as they are test beds for<br />
new combat tactics), doctrine will evolve and improve. Theoretically, by the<br />
end of the war in 1918 (or earlier), nations can adopt the Combined<br />
Doctrine that reintroduces movement and fluidity on the battlefield thanks<br />
to new infiltration tactics, assault troops, tanks, air support and various<br />
improvements that will reduce the efficiency of trench levels.<br />
21.1. Generalities of Doctrines<br />
Each country has a “Military Doctrine”. The Military Doctrine determines<br />
which Combat Table is used. It represents the dominant mode of Military<br />
Thought and is used to discover new “Combat Tactics”, the latter having<br />
direct impact on combat table modifiers and resolution.<br />
Each country starts with the Movement Warfare Doctrine. France also has<br />
a Combat Tactic called “Shock”.<br />
21.1.1 Three Different Doctrines<br />
118 World War One: La Grande Guerre 1914-1918<br />
For the scenarios in 1914, 2 primary doctrines exist, summarizing a state<br />
of mind of the militaries and the major states:<br />
Movement Warfare: the Main maneuver.<br />
Firepower: firepower dominates and trenches protect.<br />
Each country starts with the Movement Warfare Doctrine, and may move<br />
on to Firepower at the earliest in October, and latest in Nov–December 14.<br />
In any case, during these 2 turns, the Firepower Doctrine (Trench Warfare)<br />
is only a transition stage (mixture of characteristics of the two doctrines).<br />
A 3rd “Combined” doctrine exists that is available later in the war, around<br />
1917–18, which is reintroducing movement and fluidity on the battlefield<br />
thanks to new infiltration tactics, assault troops, tanks, air support and<br />
various improvements that will reduce the efficiency of trench levels.<br />
Beginning in certain dates, it is possible to pass to the next Doctrine (end<br />
14 for Firepower, and usually sometimes during 1917 or at the beginning<br />
of 1918 for Combined). The development of certain Combat Tactics<br />
facilitates the development of Combined Doctrine.<br />
During combat, the players will have advantages and disadvantages linked<br />
to each Doctrine and Combat Tactic they are tied to.<br />
Each Doctrine is equivalent to a “basic” Combat Tactic. Other tactics<br />
proposed are additional option, after having been discovered (via<br />
technology, event or through testing during a Grand Offensive see<br />
below).<br />
21.2 Movement Doctrine<br />
This Doctrine recommends the spirit of maneuver and movement research,<br />
which brings the encircling and destruction of the Enemy. It also gives the<br />
following advantages and liabilities:<br />
Advantages<br />
● In Defense, when the player retreats at the end of a combat round, he<br />
may reduce the result by 1 loss (to his engaged unit). To do this, he<br />
must retreat 1 extra region.<br />
Exception: “E” result (eliminated) cannot be reduced, and must be applied<br />
without compromise.<br />
● During the opponent’s turn, the player may intercept his moving units .<br />
● In Defense, the player may reinforce with adjacent units following an<br />
attack.