Ageod WW1 Manual Cover.qxd
Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd
Learning from other Countries When a Tactic is discovered and used, it will be automatically ‘discovered’ by the other powers, between 1 and 3 turns later. This is automatic. Entente: ● Western Powers (France, Britain, Italy, the United States, Belgium, Holland, Switzerland): difference of 1 turn between them, or 2 turns after a Russian discovery. ● Russia: 2 turns after the Western Powers. ● Turkey and Balkan minors: after 3 turns. Central Powers: ● Germany, Austria-Hungary, Italy and non-Balkanic minors (Belgium, Holland, Switzerland): after 1 turn. ● Turkey and Balkan minors: after 3 turns. Opposite Side: all the countries of the opposite side ‘discover’ automatically the concerned Tactic 3 turns afterwards. If the same Tactic was being currently researched, another one must be selected as research. 21.6 Artillery Bombardments There are four types of artillery bombardments, in addition to the standard one (i.e. normal, which is available in 1914). 21.6.1 Heavy bombardments This type of bombardment increases the efficiency of preliminary bombardments by using a large amount of MUN. Advantages ● During the preliminary bombardments, the Attacker may opt for a “heavy bombardment”, with an intensity of 2, or a “massive bombardment” with an intensity of 3. ● The advantage is a positive shift difference in the columns on the Bombardment table: intensity 2 1 column intensity 3 2 columns Disadvantages ● Each artillery uses 2 or 3 mun (depending on the intensity) instead of 1. ● Flash bombardments may not be used in conjunction. Nor Rolling barrage or an Infiltration attempt. 21.6.2 Flash bombardments This bombardment is an alternative version to heavy bombardments. It consists of bringing about a brief and very violent bombardment, without giving the Defender time to send in reinforcements. Conditions It is necessary to have at least 2 or 3 artillery (heavy, siege or coastal), with a minimum of 6 support value total, to do a flash bombardment. Impact on Tactics Learning Flash Bombardment has a negative effect of -2 for its Learning Test, compensated by two +1 bonuses via the Flame-thrower and Machine Gun Technologies. Advantages ● Only artillery from the enemy HQ may intervene right away in counter-battery, against a flash bombardment. ● Artillery sent in reinforcement from the GHQ by the Defender arrives after the flash bombardment (but before the beginning of the battle). ● The Defender has 50% chance to send 1 unit to reinforce (instead of 2 units) to the front lines, just before the preliminary bombardments. ● There is no Lull during the Main battle. The rounds of the battle are carried out without interruption. ● In Combined Doctrine, 2 firing tests are made (and MUN used accordingly) but only the best result of the two is applied. Disadvantages ● Up to only 3 artillery maximum may participate in the flash bombardment (or double that in Combined Doctrine, for 2 firings). ● This bombardment uses 3 MUN per artillery. ● Heavy bombardments may not be used in conjunction. 21.6.3 Rolling barrage This is a specific method of artillery bombardment, executed simultaneously and synchronized with the attacks during the battle. The Rolling barrage is not a preliminary bombardment. World War One: La Grande Guerre 1914-1918 123
Condition The only preliminary bombardment authorized is flash bombardment. After flash bombardment, artillery may be reused. It is necessary to have 4 artillery present (does not matter which ones) to do a Rolling Barrage: 1 artillery for the Rolling Barrage +1 artillery for support, for a total of 2 artilleries per sub-battle. Advantages ● During the battle, artillery assigned to the Rolling Barrage will do one bombardment round per sub-battle against the “engaged” enemy unit each round just before resolving the combat. In the event of success, the Rolling Barrage increases losses and reduces the defense. Disadvantages ● Rolling Barrage is delicate and its effectiveness is unforeseeable. ● The 4 artillery each use 1 MUN; for 4 MUN per round. ● It is forbidden in mountain. ● The Tactic of Infiltration may not be used in conjunction. It is nonetheless possible to use Stosstruppens or Tanks. Rolling Barrage Procedure Heavy artillery: the 4 artillery used for the Rolling Barrage are selected. Firings: the 2 firings (one per sub-battle) are done on the Rolling Barrage Table, before each combat round, with the following modifiers: +1 if the Attacker has a siege artillery (in this sub-battle) +1 General Nivelle (France), for each of the 2 sub-battles, if he is at GHQ +1 if the Attacker benefits from the letter “R” (Order of Battle) +1 per victorious Offensive** with the Rolling Barrage (max. +2) -1 for each loss of firing cohesion (See below) -1 if the Enemy has a siege artillery present (in this sub-battle) -1 if the Defender benefits from the letter “I”(Order of Battle) -1 if the Defender has a fortress -1 if the Defender knows the Combat Tactic “Defense in Depth” Victorious Grand Offensive**: Western Front (French or Italian) and East (Russian) only. If the Target region has been taken through the use of Rolling Barrage during the entire battle. The bonus is acquired as soon as the Grand Offensive is officially victorious. Firing Cohesion: each time a firing gives no result, the Rolling Barrage loses its cohesion. The next firings in this sub-battle have a -1 penalty (cumulative). Each sub-battle has its own firing cohesion. Firing Results There are three possible outcome: 124 World War One: La Grande Guerre 1914-1918 ● If the result is ≤ 8, it is a failure (cohesion loss for this sub-battle, a -1 penalty for the next firings, to be accumulated) ● If the result is from 9 to 12, it succeeds. The firing has 2 effects, before and after the round’s combat result is rolled: - before: the enemy trench has a temporary result of “r2” (just for the combat that follows). - after: the combat result is aggravated by one level ● If the result is 13+, it succeeds with maximum effects: - before: the enemy trench has a temporary result of “r3” (just for the combat that follows). - after: the combat result is even more aggravated, by two levels The battle continues thus from round to round. Note that the Attacker may stop his Rolling Barrage at an time in a sub-battle, and continue the battle without it. 21.7 Gas Warfare The use of a Gas gives two bonuses: one for preliminary bombardments, the other (random) increases the attackers’ combat value. In addition, the very first use of Chlorine gas provokes a terror effect. 21.7.1 Learning Each Gas technology known provides a +1 bonus to the combat gas discovery test (Chlorine, Phosgene, and Mustard). Requirements for use are the following: ● You must have the Gas #1 Technology (Chorine), an artillery, and have discovered this Tactic. ● The first gas to be used is Chlorine gas. ● Gases are used in the following order: Chlorine (#1), Phosgene (#2), then Mustard gas (#3). As soon as a gas is used, the next one may be used any following turn, with a minimum of 1 turn delay between them. ● It is possible to discover the gases in any order. A non-available gas is “in waiting”. It becomes available for usage #2, as soon as the preceding gas has been played. ● Important: the Gas #1 “Chlorine” is automatically available to the enemy as soon as the technology becomes ‘Public domain’. 21.7.2 Double Usage of a Gas These two usages are applied together during a battle. Usage #1: Preliminary bombardment (permanent usage) This Tactic gives a bonus of +1 to preliminary bombardments. Usage #2: Attack value (short-lived usage) This seond use is limited in time. A Gas may be used during 3 consecutive turns (usage turn + two others). Afterwards, this Gas becomes obsolete for this usage. Usage #2 of a Gas gives a random bonus to the Attacker’s
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Learning from other Countries<br />
When a Tactic is discovered and used, it will be automatically ‘discovered’<br />
by the other powers, between 1 and 3 turns later. This is automatic.<br />
Entente:<br />
● Western Powers (France, Britain, Italy, the United States, Belgium,<br />
Holland, Switzerland): difference of 1 turn between them, or 2 turns<br />
after a Russian discovery.<br />
● Russia: 2 turns after the Western Powers.<br />
● Turkey and Balkan minors: after 3 turns.<br />
Central Powers:<br />
● Germany, Austria-Hungary, Italy and non-Balkanic minors (Belgium,<br />
Holland, Switzerland): after 1 turn.<br />
● Turkey and Balkan minors: after 3 turns.<br />
Opposite Side: all the countries of the opposite side ‘discover’ automatically<br />
the concerned Tactic 3 turns afterwards. If the same Tactic was being<br />
currently researched, another one must be selected as research.<br />
21.6 Artillery Bombardments<br />
There are four types of artillery bombardments, in addition to the standard<br />
one (i.e. normal, which is available in 1914).<br />
21.6.1 Heavy bombardments<br />
This type of bombardment increases the efficiency of preliminary<br />
bombardments by using a large amount of MUN.<br />
Advantages<br />
● During the preliminary bombardments, the Attacker may opt for<br />
a “heavy bombardment”, with an intensity of 2, or a “massive<br />
bombardment” with an intensity of 3.<br />
● The advantage is a positive shift difference in the columns on the<br />
Bombardment table:<br />
intensity 2 1 column<br />
intensity 3 2 columns<br />
Disadvantages<br />
● Each artillery uses 2 or 3 mun (depending on the intensity) instead<br />
of 1.<br />
● Flash bombardments may not be used in conjunction. Nor Rolling<br />
barrage or an Infiltration attempt.<br />
21.6.2 Flash bombardments<br />
This bombardment is an alternative version to heavy bombardments. It<br />
consists of bringing about a brief and very violent bombardment, without<br />
giving the Defender time to send in reinforcements.<br />
Conditions<br />
It is necessary to have at least 2 or 3 artillery (heavy, siege or coastal), with<br />
a minimum of 6 support value total, to do a flash bombardment.<br />
Impact on Tactics Learning<br />
Flash Bombardment has a negative effect of -2 for its Learning Test,<br />
compensated by two +1 bonuses via the Flame-thrower and Machine Gun<br />
Technologies.<br />
Advantages<br />
● Only artillery from the enemy HQ may intervene right away in<br />
counter-battery, against a flash bombardment.<br />
● Artillery sent in reinforcement from the GHQ by the Defender arrives<br />
after the flash bombardment (but before the beginning of the battle).<br />
● The Defender has 50% chance to send 1 unit to reinforce (instead of<br />
2 units) to the front lines, just before the preliminary bombardments.<br />
● There is no Lull during the Main battle. The rounds of the battle are<br />
carried out without interruption.<br />
● In Combined Doctrine, 2 firing tests are made (and MUN used<br />
accordingly) but only the best result of the two is applied.<br />
Disadvantages<br />
● Up to only 3 artillery maximum may participate in the flash<br />
bombardment (or double that in Combined Doctrine, for 2 firings).<br />
● This bombardment uses 3 MUN per artillery.<br />
● Heavy bombardments may not be used in conjunction.<br />
21.6.3 Rolling barrage<br />
This is a specific method of artillery bombardment, executed simultaneously<br />
and synchronized with the attacks during the battle. The Rolling barrage is<br />
not a preliminary bombardment.<br />
World War One: La Grande Guerre 1914-1918 123