Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd

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● Name and portrait: same as for Generals ● Rank: same as for Generals ● Reaction: The reaction value measures the chances for attempting a successful reaction during enemy turns. The lower this value is set, the more chances to perform a reaction. Reactions may be performed only if the “Strictly turn-based” rule and “Army-by-Army activation mode” are in effect (see Options window). Each GHQ has an intrinsic reaction value that can be affected by the actual Commander-in-Chief leading the GHQ. ● Initiative: The initiative value is the dieroll bonus added during the Initiative Tests. Such tests are performed at the start of every turn in order to determine the order of play among players. Each GHQ has an intrinsic initiative value that can be affected by the actual Commander-in-Chief leading the GHQ. 7.2 Leader Attributes and Special Abilities In addition to providing direct leadership in the form of Combat Modifiers, Leaders also have various individual attributes or special Abilities that differentiate themselves from one another. To get the best use out of your leaders, be sure to always put the right man in the right job. Some Leaders possess Special Abilities that give them advantages in certain circumstances. The Special Abilities that a Leader possesses are indicated by unique Special Ability icons which appear on his Leader counter. A complete list of these Special Abilities and their effects on game play is found in the Appendix section of this manual. In short, these are: Assault bonus: This leader benefits from a valuable bonus in Siege Assaults. Cannot be sacked: This leader probably belongs to the Royal family, so he cannot be sacked by a political choice. Only events may allow his sacking. Sacking bonus: This leader is suspected of treason, so his sacking attempts get a valuable bonus. Gas bonus: This leader benefits of a valuable bonus when using a Combat Gas. Great Aviator: This leader is famous for his dogfighting abilities. He will benefit of a great tactical advantage in all air combats. Lieutenant: This leader doesn’t command the whole army, but only one Corps (to which he grants his abilities), being a lieutenant of the army commander. Railroad usage bonus: If appointed commander-in-chief of the GHQ, the railroad network of his GHQ Front will benefit from a capacity bonus. Main Offensive Leader: If appointed commander-in-chief of the GHQ, this leader grants an immediate National Morale improvement when a new Grand Offensive is launched. In addition, he may bring some other benefits in combats, thanks to his well-known charisma and obstinacy. Misunderstanding at GHQ: When two commanders-in-chief of two allied GHQs located on the same front have this unfavorable “ability”, allied powers suffer a penalty in getting the Initiative on that Front, every turn as long both the two leaders command their respective GHQs. Mutiny suppression bonus: If appointed commander-in-chief of the GHQ, this leader helps prevent mutinies inside the Army. If commanding an army, he helps in repressing mutinies and diminishes the negative effects of mutinies. If he’s a commander-inchief of a GHQ and a mutiny breaks out, all armies under his command benefit from his bonus in repressing mutinies. Naval sorties bonus: If appointed admiral of the main fleet of his nation, this leader helps in promoting a naval sortie with that fleet. German player, for instance, may order a naval sortie with his main fleet only if Kaiser Wilhelm agrees (random check). In such a case, thanks to his well known charisma, such a leader would be able to influence positively the opinion of the Kaiser. Nullifies Morale penalty for minor nationalities: Units belonging to minor nationalities (e.g. Slavic ethnics of Austria-Hungary) commonly suffer from a morale penalty when fighting against troops that belong to the same ethnic nationality. This leader nullifies such penalty thanks to his well known charisma. Rolling Barrage bonus: This leader benefits from a valuable bonus when adopting the Rolling Barrage combat doctrine. Risks suicide when defeated: This leader takes his honor in great account! If badly defeated in battle, he may commit suicide! Tanks usage bonus: This leader benefits from a valuable bonus when using Tanks. 7.3 Appointing or Relieving Leaders from Command This can be done via Political Actions (see relevant section in this manual). Leaders relieved of command (i.e. sacked) may cause a loss of National Will. In some rare instances, leaders can also be removed by events. World War One: La Grande Guerre 1914-1918 29

8. Military Control, Weather, Fog of War Military control of territory in World War One: La Grande Guerre 14–18 is handled automatically. Similarly, weather is calculated by the game system and its effect is applied to the game units and movement or combat. Finally, the game also handles the Fog of War. 8.1 Controlling Regions Military control is gained by having friendly forces enter a region. Gaining military control is of fundamental importance for supply reasons, but also because VPs are gained essentially by achieving territorial objectives. In addition, railroad control is also essential for the transit of supply. 8.2. Weather As all generals discovered, weather can be a general’s best friend or his worst nightmare. Weather effects are applied on a weather zone basis. For example, the weather conditions present in one region can be considerably different than weather occurring in an adjacent region. Weather generation does take into account general seasonal variations in temperature. Therefore, the likelihood of harsh weather occurring in a region is greater during winter months (November through February). The weather for each Weather Zone is determined for the whole turn. The weather affects movement capacity primarily and, to a lesser degree, combat. 8.2.1 Weather Zones There are 5 main weather zones. You can see them in military map mode, using the tab key to navigate among the different filters provided by the game. ● Temperate ● Continental ● Severe ● Mediterranean ● Desert As soon as units enter a different Weather Zone, the new effects of the weather are immediately applied. Note that the various off map boxes in the rest of the world are all assigned to one of these zones (even if theoretically the "name" used for the weather zone is not really appropriate). 8.2.2 Weather Table To determine the weather in each Weather Zone, the game checks the Weather Table (under the current month). In general: 30 World War One: La Grande Guerre 1914-1918 ● In Summer (months: June, July, and August): it is always Good Weather all over the map. ● In the Desert Zone: it is always Good Weather ● In September 1914, the weather is always "Good". 8.2.3 Weather Types and Effects They are the following: Good Weather No modification to movement and combat rules. Rain Main Effects: ● The cost of movement increases by +1 per region (except by train). ● The Defender in a Plain receives a +1 defensive value bonus. Secondary Effects: ● Flood Plains are considered Marshes. ● Landings and naval transport are prohibited. Snow Main Effects: ● All units, except HQ, have -1 MP for movement rate. ● The Defender receives a +1 defensive value bonus everywhere. ● The Attacker receives a -1 to the D12 for combat. Secondary Effects: ● Major and minor rivers and lakes are ignored (because they are frozen) in the “Severe” weather zone. ● Landings and naval transport are prohibited. 8.3 Fog of War World War One: La Grande Guerre 14–18 recreates the uncertainty regarding enemy locations and intentions by presenting players with a

8. Military Control, Weather, Fog of War<br />

Military control of territory in World War One: La Grande Guerre 14–18 is<br />

handled automatically. Similarly, weather is calculated by the game<br />

system and its effect is applied to the game units and movement or<br />

combat. Finally, the game also handles the Fog of War.<br />

8.1 Controlling Regions<br />

Military control is gained by having friendly forces enter a region. Gaining<br />

military control is of fundamental importance for supply reasons, but also<br />

because VPs are gained essentially by achieving territorial objectives. In<br />

addition, railroad control is also essential for the transit of supply.<br />

8.2. Weather<br />

As all generals discovered, weather can be a general’s best friend or his<br />

worst nightmare. Weather effects are applied on a weather zone basis. For<br />

example, the weather conditions present in one region can be considerably<br />

different than weather occurring in an adjacent region. Weather generation<br />

does take into account general seasonal variations in temperature.<br />

Therefore, the likelihood of harsh weather occurring in a region is greater<br />

during winter months (November through February).<br />

The weather for each Weather Zone is determined for the whole turn. The<br />

weather affects movement capacity primarily and, to a lesser degree,<br />

combat.<br />

8.2.1 Weather Zones<br />

There are 5 main weather zones. You can see them in military map mode,<br />

using the tab key to navigate among the different filters provided by the<br />

game.<br />

● Temperate<br />

● Continental<br />

● Severe<br />

● Mediterranean<br />

● Desert<br />

As soon as units enter a different Weather Zone, the new effects of<br />

the weather are immediately applied. Note that the various off map boxes<br />

in the rest of the world are all assigned to one of these zones (even<br />

if theoretically the "name" used for the weather zone is not really<br />

appropriate).<br />

8.2.2 Weather Table<br />

To determine the weather in each Weather Zone, the game checks the<br />

Weather Table (under the current month). In general:<br />

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

● In Summer (months: June, July, and August): it is always Good<br />

Weather all over the map.<br />

● In the Desert Zone: it is always Good Weather<br />

● In September 1914, the weather is always "Good".<br />

8.2.3 Weather Types and Effects<br />

They are the following:<br />

Good Weather<br />

No modification to movement and combat rules.<br />

Rain<br />

Main Effects:<br />

● The cost of movement increases by +1 per region (except by train).<br />

● The Defender in a Plain receives a +1 defensive value bonus.<br />

Secondary Effects:<br />

● Flood Plains are considered Marshes.<br />

● Landings and naval transport are prohibited.<br />

Snow<br />

Main Effects:<br />

● All units, except HQ, have -1 MP for movement rate.<br />

● The Defender receives a +1 defensive value bonus everywhere.<br />

● The Attacker receives a -1 to the D12 for combat.<br />

Secondary Effects:<br />

● Major and minor rivers and lakes are ignored (because they are<br />

frozen) in the “Severe” weather zone.<br />

● Landings and naval transport are prohibited.<br />

8.3 Fog of War<br />

World War One: La Grande Guerre 14–18 recreates the uncertainty<br />

regarding enemy locations and intentions by presenting players with a

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