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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: