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Ageod WW1 Manual Cover.qxd

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5.4 Artillery<br />

Artillery is a major support unit because of its importance in combat. It<br />

exists in three forms: heavy, siege or coastal artillery. Artillery acts<br />

principally as support and augments the value of the supported unit during<br />

a battle.<br />

The Different Artillery Types<br />

There are 3 different types of artillery.<br />

● Heavy Artillery: It supports units in combat, and has a munitions<br />

“MUN” expenditure.<br />

● Siege Artillery: It is used during sieges to bombard fortresses<br />

(but can be used as regular heavy artillery in the field too).<br />

● Coastal Artillery: It is assimilated into a siege artillery (although<br />

weaker). It may fire against an adversary’s Fleets (passage through<br />

a strait or during a landing). Coastal Artillery may be stationary<br />

(placed at the beginning of the game, without movement possibility)<br />

or mobile.<br />

Artillery Use<br />

The key use conditions are:<br />

● Artillery support units are used both for combat and for fortress<br />

sieges. Artillery may be placed with other units or in the HQ reserve<br />

(or GHQ).<br />

● Artillery may be used as “support” during a combat round. It adds its<br />

support value to that of the “engaged” unit. Only 1 artillery may be<br />

used in support per round; 2 in the case of the “major battle” (that is<br />

to say one artillery per battle flank).<br />

● Also, the same artillery may only provide support in one battle for<br />

each Activation. It can, nonetheless, sometimes participate in a<br />

second battle, in the case of a flank breakthrough.<br />

● Each artillery uses 1 MUN per round of use.<br />

● Certain artillery have an Army number. They may only act and lend<br />

support to their assigned Army.<br />

● Most other artillery, without an Army number, may be assigned to any<br />

Army or placed in the GHQ Strategic reserve.<br />

Siege Artillery<br />

All types of Artillery units may be used during a siege to try to destroy a<br />

fortress or to neutralize it temporarily. But siege artillery is specially made<br />

for this task, especially because of a stronger firepower and intrinsically<br />

higher chances of scoring favorable results on the besieged fortress. Note<br />

that when bombarding fortresses, mobile coastal artillery may act as siege<br />

artillery.<br />

Fortress<br />

A fortress may be used as “static” artillery. In all cases, it automatically fires<br />

3 times for free (each battle, the shells are taken from the fortress depots).<br />

5.5 Armies and Army HQ’s<br />

Each major power has a General Headquarters (GHQ), led by a<br />

Commander-in-Chief (e.g. Joffre for France in 1914), holding the strategic<br />

reserve of the country.<br />

Each major power has more than one army. These armies (and their<br />

detachments), and not the individual corps they are made of, are the<br />

sprites that are shown on the game map.<br />

The basic army formation is the HQ (Headquarters), where the army<br />

general is located, as well as the army reserves.<br />

It is possible to have corps elsewhere, called Detachments (DET),<br />

usually not far away from the HQ in order to be supplied and properly<br />

commanded.<br />

The HQ is often the main stack of the army, and it holds the army reserve<br />

(to support battles or breakthroughs).<br />

HQs may be led by a historical general, or they may have none (they have<br />

their own standard values). Historical generals have abilities that affect the<br />

HQ standard values and this may give an extra bonus or additional<br />

penalties or constraints.<br />

Each army stack (HQ or DET) holds the game’s units: army corps (combat<br />

units used in battles) and support units (used as bonus to help the corps).<br />

● A stack may hold up to 6 corps (max.) in most terrains, except in<br />

mountains and deserts (4 corps).<br />

● A stack may hold support units in addition, without limitation<br />

● The HQ may also have in addition to its on-map stack some corps<br />

in reserve (supposed to be in the rear). On average, each HQ<br />

has 2 corps in reserve, but some historical generals may have<br />

more (or less). Unlimited support units may be held in reserve.<br />

Corps in reserve are used to intervene in battles, to intercept<br />

(in movement warfare), or to effect breakthroughs after a victorious<br />

battle.<br />

The Army General<br />

A historic general assigned to an HQ stays with the HQ and is moved with<br />

it. He may change his assignment during each Interphase.<br />

Nonetheless, HQs without historic generals do exist. In the event of<br />

combat, an “unknown” general is picked at random and placed with the HQ<br />

(until the end of the battle).<br />

Army Content<br />

An HQ may command units situated in its Range of Command (or in<br />

reserve) up to a usual maximum limit of 7 corps and any number of<br />

support units. However,<br />

World War One: La Grande Guerre 1914-1918 25

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