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Ageod WW1 Manual Cover.qxd

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Enter in play: Military phase, any turn.<br />

Option #1: (historical choice) Surprise effect in battle – If the current battle<br />

is a naval encounter, the side playing this event receives a +1 die roll bonus<br />

to the Naval Surprise test (beware that this modifier can be modded). If it’s<br />

instead a land battle, the following bonuses are going to be applied. In<br />

Movement War, if the side playing this event is the defender, he inflicts a<br />

-3 penalty to the attackers combat die rolls (beware that this modifier can<br />

be modded); this penalty decreases by one point during each combat<br />

round, so becoming 0. On the other hand, the attacker gains no benefit if<br />

playing this event in Movement War. In Trench War, instead, both attacker<br />

and defender may benefit from the above mentioned bonus/penalty (for the<br />

attacker it’s a bonus to the die roll, for the defender it’s a penalty to the<br />

enemy’s die rolls). In addition, if played by the attacker, the defender may<br />

not bring any reinforcements during the first two combat rounds (exactly<br />

during the Flash Bombardments, but beware this bonus can be disabled by<br />

modding) and the attacker benefits from a +1 die roll bonus on the Flash<br />

Bombardments die rolls (also this one is moddable). If played by the<br />

defender, instead, the attacker suffers from a -1 penalty to the Preliminary<br />

Bombardments die rolls (also this one is moddable), whichever is the type<br />

of selected Preliminary Bombardment. Finally, the nation playing this event<br />

will benefit from a +2 bonus die roll modifier for all large river crossing tests<br />

(beware that this modifier can be modded)!<br />

Notes: once successfully in play, the event is discarded and can later be<br />

reshuffled in the deck. Two “Surprise” event cards are inside the deck.<br />

Breakthrough<br />

Description: This event will make any breakthrough surely successful,<br />

bringing also some outstanding bonus in the battle.<br />

Historical notes: Enemy lines have been broken and our troops spread fear<br />

and disorder among our foes. Seize your opportunity.<br />

Conditions: automatic.<br />

Difficulty: die roll 3+.<br />

Enter in play: Military phase, any turn.<br />

Option #1: (historical choice) Breakthrough – If your side wins the battle,<br />

unless an enemy fortress is present in the combat location, a limited<br />

breakthrough battle will take place, where the enemy forces will suffer from<br />

an encirclement (if in Movement warfare doctrine) or a combat value<br />

penalty and a trench reduction (if in Fire-Power warfare doctrine).<br />

Notes: once successfully in play, the event is discarded and can later<br />

be reshuffled in the deck. Two “Breakthrough” event cards are inside the<br />

deck.<br />

Fog<br />

Description: This event will give you a major bonus on combat strength and<br />

a great increase in gas terror effect.<br />

Historical notes: Hoping that it would be a decisive weapon, Germany<br />

utilized the most advanced chemical industry in the world to the production<br />

of poison gas, although it had been banned in the Hague Conventions of<br />

1899 and 1907. Although France was the first to use poison gas in World<br />

War One in August 1914, Germany was the first to make large scale use<br />

in January 1915. During the war, all major factions used agents of<br />

chemical warfare, which gave rise to an occasionally expressed view of<br />

World War I as “the chemist’s war”.<br />

Conditions: automatic.<br />

Difficulty: die roll 3+.<br />

Modifiers: +1 if the current meteo conditions are rain or snow.<br />

Enter in play: Military phase, any turn.<br />

Option #1: (historical choice) Fog on the battlefield – During the current<br />

battle, the attacker receives a +2 bonus to combat die rolls, and the terror<br />

effects on the defender’s troops are more devastating upon the first use of<br />

Chlorine Gas. Finally, the nation playing this event will benefit from a +2<br />

bonus die roll modifier for all large river crossing tests (beware that this<br />

modifier can be modded)!<br />

Notes: once successfully in play, the event is discarded and can later be<br />

reshuffled in the deck.<br />

Encircling<br />

Description: This event will increase strongly the chances of encircling your<br />

enemy. A successful encirclement will bring a major increase in the<br />

combat factor of your units!<br />

Historical notes: A force becomes particularly vulnerable when it is<br />

surrounded as it is unable to receive supply or reinforcement and will be<br />

subject to attack from all sides. If unable to breakout of the encirclement it<br />

could be forced to surrender or face annihilation. The pincer or double<br />

envelopment is considered to be the consummate military maneuver. The<br />

movement executed by Hannibal at the Battle of Cannae is viewed by<br />

historians as one of the finest examples.<br />

Conditions: automatic.<br />

Difficulty: die roll 2+.<br />

Modifiers: -2 when the Fire-Power doctrine is dominant, -1 if the Combined<br />

Doctrine is dominant.<br />

Enter in play: Military phase, any turn.<br />

Option #1: (historical choice) Enemy encircled – You will increase the<br />

enemy forces’ risk of becoming encircled. In case of a successful<br />

encirclement, your assaults will benefit from a large bonus!<br />

Notes: once successfully in play, the event is discarded and can later be<br />

reshuffled in the deck.<br />

World War One: La Grande Guerre 1914-1918 181

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