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Ageod WW1 Manual Cover.qxd

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7. Leaders<br />

Leaders have an important impact on the effectiveness and efficiency of<br />

your military assets. Leaders are given leadership ratings that reflect their<br />

historical abilities and which affect different aspects of the game, although<br />

they are mostly dedicated to combat.<br />

7.1 Leaders<br />

Leaders are generals (G) or admirals (A) that the player (or the game’s<br />

scenarios) assign to HQs and fleets respectively. Having a leader is, in<br />

most of the cases, a bonus compared to having none. They have the<br />

following information:<br />

7.1.1 Generals<br />

● Name and portrait: for historical purpose and ease of identification.<br />

Some names are shortened to fit on counters.<br />

● Rank: Rank is the seniority level of leaders. Rank value spans from A<br />

(the most senior) to Z (the lesser). Rank is used to determine the<br />

commander in charge when more than one leader is present.<br />

● Attack Bonus (G) is a number of stars displayed on the left-hand side<br />

of the general’s portrait. Each star is +1 point in combat modifier<br />

bonus, and in battle it is compared with the Defensive rating (see<br />

below), the net value is applied to battle resolution.<br />

● Defense Bonus (G) also indicated as stars. Comes in deduction of the<br />

offensive rating when resolving battles. If the attacker’s general has no<br />

stars, this means he will suffer a penalty (e.g. this is often the case in<br />

the Serbia 1914 scenario, as the Serb general is an excellent 2**<br />

defensive leader, while his Austrian opponents have less or no<br />

Offensive ratings)<br />

● Coordination: The coordination value is the difficulty for coordinating<br />

the army. Army-by-army activation mode (see Options window)<br />

requires only one army per activation may be moved. When this rule<br />

is in force, players may try to coordinate one or more armies with the<br />

currently active one. In case of success, players are so able to move<br />

more than one army. This has a cost. When attempting such actions,<br />

the coordination value of the armies are summed up. The higher is the<br />

sum, the more difficult is the attempt. Commonly a coordination<br />

succeeds if a dice roll is higher than the difficulty level (sum). Each<br />

HQ has an intrinsic coordination value, that can be affected by the<br />

actual general commanding the army.<br />

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

● Pursuit: The pursuit value is the maximum number of corps that can<br />

be placed in HQ reserves. Corps may be placed in HQ reserves to be<br />

used during a battle or to carry out a breakthrough in the event of a<br />

victory. Each HQ has a variable reserve capacity that refers to corps<br />

only (not the artillery or the support units which are “free”). Each HQ<br />

has an intrinsic reserve value, that can be affected by the actual<br />

general commanding the army.<br />

● Sacking: The sacking value is the resistance of the General in being<br />

sacked: replaced in command by another leader. The higher this value<br />

is set, the more difficult will be to remove such leader from his<br />

command. It measures the political cost of such removal.<br />

● Obstination: The obstination value of generals indicates the minimum<br />

number of combat rounds must be fought when that leader is in<br />

command. Each round of major battle counts twice in Movement War<br />

(but only once in Trench warfare). In all modes, Minor battles count<br />

always one per round.<br />

7.1.2 Admirals<br />

● Name and portrait: same as for Generals<br />

● Rank: same as for Generals<br />

● Aggressiveness: The aggressiveness value of admirals is the dieroll<br />

bonus modifier applied to the Advantage Checks performed during a<br />

naval battle’s rounds of combat. Each round, players choose one type<br />

of naval advantage to put in force: aggressive, tactical or reactive. So<br />

try to exploit the abilities of your commanding admiral! If successful,<br />

the Aggressive advantage makes the fire range shorter, gives a bonus<br />

when firing salvoes, but causes a penalty for next advantage check on<br />

next combat round.<br />

● Reaction: The reaction value of admirals is the dieroll bonus<br />

modifier applied to the Advantage Checks performed during a naval<br />

battle’s rounds of combat. Each round, players choose one type of<br />

naval advantage to put in force: aggressive, tactical or reactive. So<br />

trying to exploit one of the abilities of the commanding admiral. If<br />

successful, the Reaction advantage makes the fire range “medium”<br />

in force, gives a bonus in redeploying ship counters, and causes<br />

a penalty to your opponent for next advantage check on next<br />

combat round.<br />

● Tactic: The tactic value of admirals is the dieroll bonus modifier<br />

applied to the Advantage Checks performed during a naval battle’s<br />

rounds of combat. Each round, players choose one type of naval<br />

advantage to put in force: aggressive, tactical or reactive. So trying to<br />

exploit one of the abilities of the commanding admiral. If successful,<br />

the Tactical advantage makes the fire range free, gives a bonus in<br />

firing salvoes and in any 2nd fleet intervention checks<br />

(reinforcements).<br />

7.1.3 Commanders in Chief<br />

These are generals when they are appointed to the GHQ. They do not<br />

influence battles directly, but act at the higher strategic level, with the<br />

following additional features:

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