Ageod WW1 Manual Cover.qxd
Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd
Fortifications A fortification represents a defensive network of improved positions that provides benefits to defending units (called a fortress for simplicity). These structures have a limited ability to generate and distribute supplies for their garrison. They also provide free but limited artillery support when a battle takes place in their region. Ports A port offers the benefit of being able to accommodate naval vessels. Naval vessels in a port are indicated by a sprite on top of the anchor icon (blue minor, red major) representing the harbor. While inside a port, naval vessels may not be attacked by enemy naval vessels. Ports usually provide supply to both land and naval forces. Naval vessels can be “repaired” while inside a port, the speed of repair depending on the harbor (minor or major, and with or without shipyard). Shipyards A shipyard is shown by a 3D crane next to the city where it is located. The crane symbol is used as an on-map shortcut to enter the shipyard interface. Factories (production sites) A factory is indicated by a round grey symbol on the map, usually with a picture depicting the main production done there. Hence also the term production site. When a production site is not operating, it is indicated by a special red symbol on top of it. 4.4 Areas and Theaters Areas are made up of geographically-interconnected regions. Theaters represent a collection of geographically-interconnected Areas. Use the Map Filters listed in 4.5 Map Filters below to see the Areas/Theaters present in the scenario being played. 4.5 Map Filters Located just below the mini-map on the Main Screen are two rows of Map Filter toggles. These four (4) toggles give players the ability to visualize information on the game map. Military Map The military mode (and the strategic mode which is almost the same) is the most used one in the game. The map shows the various terrain types in the different areas, presence of cities and towns, rivers and borders, all the military units’ stacks and ongoing actions (combats, sieges). The “fog of war” is active and prevents you from seeing enemy forces too far away from your own troops and areas (it can be lifted or changed by some stratagems, such as Spies, or sometimes by aerial reconnaissance). The “Tab” key allows the display of different filters in this map mode, such as (in sequence, each tab displays the next one): Supply, Fronts, Reconnaissance, Weather, Climate and Regions (for politics and diplomacy) Strategic Mode Same as military, with the addition of strategic objectives (cities) that are displayed in the color of the current owning nation. Political Mode Areas are color-coded according to ownership. Also note that, in all map modes, capital cities display a larger than normal flag of the owning nation (whereas control of standard areas is indicated by a smaller flag). Diplomatic Mode A color filter is applied on the map to show all of your allies (in green) and your enemies (in red). Neutral nations are displayed using a color varying according to their diplomatic level. 4.6 Game Interface Preliminary Note: 1914 Game play revolves around activity that takes place on the Main Screen and its assorted display panels. The interface is designed to allow players to left-click on items to activate or select them. In addition, the tooltip feature allows players to gain access to a wealth of information simply by holding the mouse over various aspects of the game. The tooltip display is set to “instantaneous” by default, but this setting may be changed on the Options Screen. Pressing the Esc key on your keyboard allows you to close any window that is currently open. If you press the Esc key while viewing the Main Screen, you are returned to the Options screen. Note: A list of keyboard short-cut keys is available in the Appendix section of this manual. The very first turn of 1914 in World War One: La Grande Guerre 14–18, and more generally all the turns of 1914 till the trench warfare starts, have a few specificities that are detailed in the next section. World War One: La Grande Guerre 1914-1918 21
5. Organizing Your Forces Success in World War One: La Grande Guerre 14–18 is determined in large measure by how well players are able to organize their military forces. In order to make the most of your larger military formations, such as Corps or Armies, it is first important to understand the symbols and information found on the lower echelon units. Military units are of two types: combat and non-combat (support units), be they land or naval. There are dozens of land unit types and 10 different naval units. Each unit has its own characteristics: Type (infantry, cavalry, warships, non-combat units etc.), Combat Value (attack, defence, support, firepower, and fire range), Resistance (for ships and fortresses), Morale, Movement or speed, and Reconnaissance Value (planes). Similarly, leaders have various characteristics, valued between 1 and 6: attack and defence values, obstination, sacking and coordination values; and some specific abilities (all are detailed on the leaders’ tooltips) Combats are strongly influenced by the military doctrine in use: in 1914, it is Movement Warfare, a fluid battle. But by the end of 1914, troops start digging in and trench warfare starts, and the Firepower doctrine is introduced. When in this doctrine, attacks are not numerous but they are violent and very costly in terms of casualties, and movement is extremely 22 World War One: La Grande Guerre 1914-1918 limited. It’s only around the end of the war, when the Combined Warfare doctrine is implemented, that the battlefield sees some movement again. Military ground units are divided into 3 Main categories: ● HQ (headquarters): one unit per Army. An HQ is used mainly to identify its Army and to activate the units it commands each turn. An HQ is also used to keep several units in reserve (off the map). - Certain HQs have a historical general whose values replace that of the HQ. - HQs are identified by a Star symbol next to their on-map sprite as well as their Army number. ● Corps (mostly infantry or cavalry): these are the combat units which are the only units that may be engaged in the front lines during a battle. The “corps” is the standard unit and has a reduced side (indicated by a white stripe on the counter). ● Support Units: these consist of artillery (heavy, siege or coastal), air force (fighter, bomber, zeppelin), assault troops and armor. They give bonuses to combat units but they don’t participate directly in combat. Armies and HQ Each country’s ground forces are divided into one or more Armies, each one having a number (in addition, certain ones are also specifically named, for historical reference). An HQ represents an Army. It commands its own corps (with its Army number). It may also command other corps (without an Army number). Its units are divided into one or several stacks. See below for more details. 5.1 Understanding the Unit Panel The Unit Panel is a versatile tool for viewing, selecting, and organizing your Forces (Units, Leaders, Naval Vessels, Forces, Corps, Supply Wagons, etc.). Left-clicking on Forces (including Leaders and garrisoned structures) on the game map causes a horizontal display window known as the Unit Panel to appear along the bottom edge of the screen. Units When you click on a stack of military units, the unit panel displays more information (see # on the picture below):
- Page 1 and 2: Instruction Manual
- Page 3 and 4: A game produced by SEP WW1 This man
- Page 5 and 6: 17.6 War Declarations 91 Entry Into
- Page 7 and 8: Introduction World War One: La Gran
- Page 9 and 10: 2. Understanding the Game There are
- Page 11 and 12: Advantages of Initiative ● For ea
- Page 13 and 14: Terrain Description Movement Cost C
- Page 15 and 16: The names of country capitals are i
- Page 17 and 18: Calculating National Will Each majo
- Page 19 and 20: 3. The Main Menu The Main Menu Scre
- Page 21: 3. Game Turn The current game turn
- Page 25 and 26: Naval Squadron Unit Under the unit
- Page 27 and 28: ● Germany and USA HQs may command
- Page 29 and 30: 7. Leaders Leaders have an importan
- Page 31 and 32: 8. Military Control, Weather, Fog o
- Page 33 and 34: 9.1.3 Supply by Railroad A stack of
- Page 35 and 36: Commands ● The activated HQ begin
- Page 37 and 38: ● During the August 14 pre-turn,
- Page 39 and 40: An infantry unit must pass over the
- Page 41 and 42: Entrenchments provide defensive ben
- Page 43 and 44: 11.1.4 End of Round Each player now
- Page 45 and 46: ● The difference of the Attacker
- Page 47 and 48: A destroyed isolated unit always eq
- Page 49 and 50: If both sides have no more units to
- Page 51 and 52: This rule only applies under the Mo
- Page 53 and 54: ● The Russian Front extends to th
- Page 55 and 56: ● Italian Front: the same. ● Ru
- Page 57 and 58: However, this does reduces the effe
- Page 59 and 60: (commander in chief) or the GHQ Res
- Page 61 and 62: This is the only case when opposing
- Page 63 and 64: 12.3.4 After the Assault (in all si
- Page 65 and 66: ● During a Major Battle, this bon
- Page 67 and 68: ● Each Ace has a single life. Onc
- Page 69 and 70: If allowed, both sides execute miss
- Page 71 and 72: Encounter Test An encounter test is
5. Organizing Your Forces<br />
Success in World War One: La Grande Guerre 14–18 is determined in<br />
large measure by how well players are able to organize their military forces.<br />
In order to make the most of your larger military formations, such as Corps<br />
or Armies, it is first important to understand the symbols and information<br />
found on the lower echelon units.<br />
Military units are of two types: combat and non-combat (support units), be<br />
they land or naval. There are dozens of land unit types and 10 different<br />
naval units.<br />
Each unit has its own characteristics: Type (infantry, cavalry, warships,<br />
non-combat units etc.), Combat Value (attack, defence, support, firepower,<br />
and fire range), Resistance (for ships and fortresses), Morale, Movement<br />
or speed, and Reconnaissance Value (planes).<br />
Similarly, leaders have various characteristics, valued between 1 and 6:<br />
attack and defence values, obstination, sacking and coordination values;<br />
and some specific abilities (all are detailed on the leaders’ tooltips)<br />
Combats are strongly influenced by the military doctrine in use: in 1914, it<br />
is Movement Warfare, a fluid battle. But by the end of 1914, troops start<br />
digging in and trench warfare starts, and the Firepower doctrine is<br />
introduced. When in this doctrine, attacks are not numerous but they are<br />
violent and very costly in terms of casualties, and movement is extremely<br />
22 World War One: La Grande Guerre 1914-1918<br />
limited. It’s only around the end of the war, when the Combined Warfare<br />
doctrine is implemented, that the battlefield sees some movement again.<br />
Military ground units are divided into 3 Main categories:<br />
● HQ (headquarters): one unit per Army. An HQ is used mainly to<br />
identify its Army and to activate the units it commands each turn. An<br />
HQ is also used to keep several units in reserve (off the map).<br />
- Certain HQs have a historical general whose values replace<br />
that of the HQ.<br />
- HQs are identified by a Star symbol next to their on-map sprite<br />
as well as their Army number.<br />
● Corps (mostly infantry or cavalry): these are the combat units which<br />
are the only units that may be engaged in the front lines during a<br />
battle. The “corps” is the standard unit and has a reduced side<br />
(indicated by a white stripe on the counter).<br />
● Support Units: these consist of artillery (heavy, siege or coastal), air<br />
force (fighter, bomber, zeppelin), assault troops and armor. They give<br />
bonuses to combat units but they don’t participate directly in combat.<br />
Armies and HQ<br />
Each country’s ground forces are divided into one or more Armies, each<br />
one having a number (in addition, certain ones are also specifically named,<br />
for historical reference).<br />
An HQ represents an Army. It commands<br />
its own corps (with its Army number).<br />
It may also command other corps<br />
(without an Army number). Its units are<br />
divided into one or several stacks.<br />
See below for more details.<br />
5.1 Understanding the Unit<br />
Panel<br />
The Unit Panel is a versatile tool for<br />
viewing, selecting, and organizing your<br />
Forces (Units, Leaders, Naval Vessels,<br />
Forces, Corps, Supply Wagons, etc.).<br />
Left-clicking on Forces (including Leaders<br />
and garrisoned structures) on the game<br />
map causes a horizontal display window<br />
known as the Unit Panel to appear along<br />
the bottom edge of the screen.<br />
Units<br />
When you click on a stack of military<br />
units, the unit panel displays more<br />
information (see # on the picture below):