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Condition<br />
The only preliminary bombardment authorized is flash bombardment.<br />
After flash bombardment, artillery may be reused.<br />
It is necessary to have 4 artillery present (does not matter which ones) to<br />
do a Rolling Barrage: 1 artillery for the Rolling Barrage +1 artillery for<br />
support, for a total of 2 artilleries per sub-battle.<br />
Advantages<br />
● During the battle, artillery assigned to the Rolling Barrage will do<br />
one bombardment round per sub-battle against the “engaged”<br />
enemy unit each round just before resolving the combat. In the<br />
event of success, the Rolling Barrage increases losses and reduces<br />
the defense.<br />
Disadvantages<br />
● Rolling Barrage is delicate and its effectiveness is unforeseeable.<br />
● The 4 artillery each use 1 MUN; for 4 MUN per round.<br />
● It is forbidden in mountain.<br />
● The Tactic of Infiltration may not be used in conjunction. It is<br />
nonetheless possible to use Stosstruppens or Tanks.<br />
Rolling Barrage Procedure<br />
Heavy artillery: the 4 artillery used for the Rolling Barrage are selected.<br />
Firings: the 2 firings (one per sub-battle) are done on the Rolling Barrage<br />
Table, before each combat round, with the following modifiers:<br />
+1 if the Attacker has a siege artillery (in this sub-battle)<br />
+1 General Nivelle (France), for each of the 2 sub-battles, if he is<br />
at GHQ<br />
+1 if the Attacker benefits from the letter “R” (Order of Battle)<br />
+1 per victorious Offensive** with the Rolling Barrage (max. +2)<br />
-1 for each loss of firing cohesion (See below)<br />
-1 if the Enemy has a siege artillery present (in this sub-battle)<br />
-1 if the Defender benefits from the letter “I”(Order of Battle)<br />
-1 if the Defender has a fortress<br />
-1 if the Defender knows the Combat Tactic “Defense in Depth”<br />
Victorious Grand Offensive**: Western Front (French or Italian) and East<br />
(Russian) only. If the Target region has been taken through the use of<br />
Rolling Barrage during the entire battle. The bonus is acquired as soon as<br />
the Grand Offensive is officially victorious.<br />
Firing Cohesion: each time a firing gives no result, the Rolling Barrage<br />
loses its cohesion. The next firings in this sub-battle have a -1 penalty<br />
(cumulative). Each sub-battle has its own firing cohesion.<br />
Firing Results<br />
There are three possible outcome:<br />
124 World War One: La Grande Guerre 1914-1918<br />
● If the result is ≤ 8, it is a failure (cohesion loss for this sub-battle, a -1<br />
penalty for the next firings, to be accumulated)<br />
● If the result is from 9 to 12, it succeeds. The firing has 2 effects,<br />
before and after the round’s combat result is rolled:<br />
- before: the enemy trench has a temporary result of “r2” (just for the<br />
combat that follows).<br />
- after: the combat result is aggravated by one level<br />
● If the result is 13+, it succeeds with maximum effects:<br />
- before: the enemy trench has a temporary result of “r3” (just for the<br />
combat that follows).<br />
- after: the combat result is even more aggravated, by two levels<br />
The battle continues thus from round to round. Note that the Attacker may<br />
stop his Rolling Barrage at an time in a sub-battle, and continue the battle<br />
without it.<br />
21.7 Gas Warfare<br />
The use of a Gas gives two bonuses: one for preliminary bombardments,<br />
the other (random) increases the attackers’ combat value. In addition, the<br />
very first use of Chlorine gas provokes a terror effect.<br />
21.7.1 Learning<br />
Each Gas technology known provides a +1 bonus to the combat gas<br />
discovery test (Chlorine, Phosgene, and Mustard). Requirements for use<br />
are the following:<br />
● You must have the Gas #1 Technology (Chorine), an artillery, and<br />
have discovered this Tactic.<br />
● The first gas to be used is Chlorine gas.<br />
● Gases are used in the following order: Chlorine (#1), Phosgene (#2),<br />
then Mustard gas (#3). As soon as a gas is used, the next one may<br />
be used any following turn, with a minimum of 1 turn delay between<br />
them.<br />
● It is possible to discover the gases in any order. A non-available gas<br />
is “in waiting”. It becomes available for usage #2, as soon as the<br />
preceding gas has been played.<br />
● Important: the Gas #1 “Chlorine” is automatically available to the<br />
enemy as soon as the technology becomes ‘Public domain’.<br />
21.7.2 Double Usage of a Gas<br />
These two usages are applied together during a battle.<br />
Usage #1: Preliminary bombardment (permanent usage)<br />
This Tactic gives a bonus of +1 to preliminary bombardments.<br />
Usage #2: Attack value (short-lived usage)<br />
This seond use is limited in time. A Gas may be used during 3 consecutive<br />
turns (usage turn + two others). Afterwards, this Gas becomes obsolete for<br />
this usage. Usage #2 of a Gas gives a random bonus to the Attacker’s