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21.12.4 Stosstruppen and Losses Sustained<br />
As a rule, such Assault corps are sensitive to loss and may lose their<br />
special abilities.<br />
● For the 1st loss sustained, both the corps and its marker are reduced<br />
(white stripe shown). The Stosstruppen bonus becomes +1 in attack,<br />
and +0 in defense.<br />
● With the 2nd loss or if the corps sustains a “M” result, the corps does<br />
a Morale Check (like normal) and loses its assault marker and the<br />
corps ceases to be an assault corps.<br />
A reduced assault corps (having sustained 1 loss) may be brought back to<br />
full strength with 2 RP during the Reinforcement Phase. However, it costs<br />
double the normal cost of a reduced corps to flip an assault corps back to<br />
full strength.<br />
21.12.5 End of the Stosstruppen (Central Powers, Entente)<br />
When a power fails a War Weariness Test, it may neither receive nor<br />
produce Stosstruppen/Assault troops, until the end of the current year.<br />
21.13 Tanks<br />
Tanks are special support units. They have several special combat rules.<br />
21.13.1 Presentation<br />
Tanks are usable and may be created once the Heavy Tank technology is<br />
acquired. Just remember that production of Tanks is slow to occur.<br />
Light Tanks also exist. This Technology is only accessible if Heavy Tank<br />
Technology is possessed first.<br />
Tanks are support units and always follow all the rules concerning these<br />
units. The 2 Tank categories are distinguished by their silhouette: heavy<br />
and light. Their movement and support values are different (a Light Tank is<br />
weaker and faster). Other differences also exist (breakthrough, destruction,<br />
etc).<br />
The value of Tanks is uncertain. It is necessary to test their value before<br />
each battle.<br />
Tanks – Movement and Terrain<br />
● A Tank does not count in stacking limits.<br />
● A Tank is ineffective in mountain or in marsh (its support value<br />
becomes nil and no infiltration is possible, etc).<br />
● A lone Tank, without support corps, has no combat value.<br />
Tank Values<br />
Tanks are difficult to make use of effectively. Their support value in attack<br />
is uncertain. It must be “tested” during battles.<br />
Initially their value is nil. It is necessary to engage a certain number of<br />
Tanks in a battle to have the right to test their new value. The number of<br />
Tanks necessary depends on the size of the battle:<br />
128 World War One: La Grande Guerre 1914-1918<br />
2 Tanks during a Grand Offensive ;<br />
4 Tanks during a limited offensive (it is more difficult).<br />
All the Tanks must be engaged in a battle, as soon as possible. The<br />
offensive must nonetheless last 4 rounds minimum (except of course, if the<br />
Defender retreats before hand).<br />
The test will give a new value.<br />
There is only 1 roll for the Tank value per turn and by side. No matter how<br />
many battles occur with Tanks.<br />
In defense, a Tank is always worth 1 (without a test), in every situation.<br />
Tank Value Check<br />
When a player uses 2 or 4 Tanks (depending on the offensive), a Test takes<br />
place for all the Tanks).<br />
You may only do one test per turn. If other Tanks are engaged elsewhere,<br />
the same Tank value is used.<br />
ATTENTION, if Tanks are engaged in a Grand Offensive, the Tank value<br />
stays the same from one turn to another. There is no additional test during<br />
the entire offensive.<br />
Roll a D12 (in attack):<br />
2–3 value 0 12–13 value 3<br />
4–9 value 1 14+ value 5 or 6 heavy Tank only<br />
10–11 value 2 (according to its printed value)<br />
modifiers:<br />
+ ? last value obtained (+0 in the beginning)<br />
+1 Light Tank technology<br />
+1 event Estienne / Fuller (Entente)<br />
The value obtained is used for heavy and light Tanks.<br />
If the player doesn’t engage the number of Tanks necessary (See above),<br />
there is no test. The Tank has the value obtained previously (or 0 as<br />
default).