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Ageod WW1 Manual Cover.qxd

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● Germany and USA HQs may command 8 corps.<br />

● Each side (not each major power) may have one “Main” Army per<br />

Front (Eastern or Western). Its limit is 12 corps.<br />

● Minor countries’ HQs may command all of their national units, with no<br />

limit.<br />

● If a stack is not commanded by an HQ, it is called an “independent”<br />

stack. It is played after all the other HQs are played and activated.<br />

Main Army (shown on map by a different star symbol): each side has one<br />

Main Army on the Western front, and one on the Eastern front. Each main<br />

army is allowed to hold 12 corps (valid for all nations). At the start of the<br />

game, War Plans indicate the main armies of each alliance. Players may<br />

change their main armies freely.<br />

In Army-by-Army game mode, each main army will be the first to be<br />

activated each turn (on each front).<br />

Changing the Main Army<br />

Each player may name, if he wishes, a new Main Army (with capacity<br />

increased to 12 corps), in place of the old one. The capacity of the ex-Main<br />

Army is amended automatically.<br />

Remember: Each side has 1 Main Army per Front (Eastern and Western).<br />

This is by side, and not by power. On the Eastern Front, changing the Main<br />

Army is not possible until October 1914.<br />

HQ Reserve<br />

Each HQ has a reserve. Corps may be placed in it to be used during a<br />

battle or to carry out a breakthrough in the event of a victory.<br />

● Each HQ usually has a capacity of 2 to 3 corps and any number of<br />

support units. Corps put in reserve are not physically on the map, and<br />

thus are not directly represented on the map.<br />

● These corps may appear in their HQ’s region during movement<br />

(except in the event of a battle). Once they are deployed in the game,<br />

they are no longer considered in reserve.<br />

● Units placed “in reserve” of their Army’s HQ are used:<br />

1) to intervene as reinforcements in any battle carried out by this<br />

Army, in the HQ’s range (in 1914), at a rate of 1 corps per round;<br />

or<br />

2) in the event of victory, only units in reserve may carry out a<br />

breakthrough or a counter-attack (if the battle took place 2 regions<br />

from the HQ); or<br />

3) the units may also be taken out of the reserve, to appear in the<br />

HQ’s region (during the movement phase).<br />

Placement into an HQ’s Reserve<br />

When an HQ is activated, the player may place units in reserve, if they are<br />

within 2 regions of the HQ.<br />

● Corps maximum: Use the HQ’s reserve capacity (top right) or the<br />

general’s breakthrough value (bottom left) (this first value) plus any<br />

number of artillery and one fighter.<br />

26 World War One: La Grande Guerre 1914-1918<br />

● It is possible to place units in the HQ’s reserve, at the beginning of the<br />

Army’s activation, then to take them out again right afterwards, in the<br />

HQ’s region, to shift them during movement.<br />

The GHQ (General Headquarters)<br />

Each major power has a minimum of one GHQ representing the supreme<br />

command center. However, Germany has 2 GHQs (one for the East and<br />

one for the West).<br />

Most of the GHQs have a historical commander-in-chief whose values take<br />

precedence over that of the GHQ. A GHQ generally operates only on the<br />

front where it is found and has several uses:<br />

● It allows several HQs to be coordinated together.<br />

● It alone may have Strategic Reserve units (mostly useful in Trench<br />

Warfare).<br />

● It allows a possible Reaction Army activation during the opposing<br />

player’s turn (If the Reaction test succeeds).<br />

● Finally, in the cases of German, Austrian, Russian and French GHQs,<br />

it is used to determine the Initiative on the relevant Front.<br />

Placing Units in the GHQ Strategic Reserve<br />

The player may place units in the GHQ Strategic Reserve, except for the<br />

following:<br />

● he unit must be situated in the same area where the GHQ is located<br />

(so they are to be moved there if located elsewhere).<br />

● The GHQ Reserve capacity must not be exceeded<br />

(value on top right).<br />

Exceptions: units that are immobile, cannot be placed inside the GHQ<br />

reserve.<br />

Strategic Reserve<br />

In addition to normal movement, units from the GHQ may carry out an<br />

administrative movement or use rail.<br />

5.6 Fleets<br />

A Fleet is an administrative grouping of naval military assets (i.e. ships). All<br />

details are presented in the Naval Warfare section of these rules.<br />

5.7 Other Units<br />

If a Force is not in an Army, it is considered to be an Independent Force.<br />

(Units left behind to garrison cities and depots usually fall into this<br />

category.) An Independent Force by definition is one that exists outside the<br />

normal Army/Corp command hierarchy. “Independent” units are all the units<br />

that are not commanded by an HQ.<br />

In Army-by-Army game mode these units are played at the end of the<br />

Military Phase after the active player has finished playing all his HQ.<br />

Movement<br />

● They have normal or administrative movement or may move by rail.<br />

● An independent unit may be deployed with an Army at the end of its<br />

movement (if the player so desires).

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