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Ageod WW1 Manual Cover.qxd

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9.1.3 Supply by Railroad<br />

A stack of units is considered in supply if found within the 2 region* range<br />

of a railroad which is itself connected by rail to a friendly supply source.<br />

(*or 1 region in the desert).<br />

The distance along the rails towards the supply source is unlimited.<br />

(cost=0 regions).<br />

For supply purposes, the rail line in question cannot be broken by the<br />

presence of an enemy unit, or by the ZOC of an unbesieged enemy<br />

fortress.<br />

Note: A rail “section” is the portion of rail between 2 cities or towns.<br />

9.1.4 Sea Supply<br />

One major or two minor ports may act as a supply source. Moreover, an<br />

HQ located on a landing beach (beachhead) is a supply relay if the<br />

adjacent sea is not enemy controlled and allows a supply source port to be<br />

reached.<br />

Supply distance at sea is unlimited, as long as the sea or seas crossed for<br />

supply are not under enemy control.<br />

Basic Sea control is:<br />

● Baltic and Black Sea by the Central Powers,<br />

● North Sea and Adriatic Sea** are controlled by nobody<br />

● All the other seas by the Entente.<br />

**Adriatic Sea is Central Powers controlled if Italy joins this side.<br />

9.1.5 Siege of an Enemy Fortress<br />

An unbesieged enemy fortress has a ZOC around it with a blocking effect<br />

for supply (except in regions where there are friendly units, before move).<br />

A besieged fortress has no ZOC as soon as and for as long as the siege<br />

lasts. It no longer blocks supply, except in its region.<br />

9.2 Penalties for Lack of Supply<br />

There’s an old saying among veterans that an army travels on its stomach.<br />

Soldiers need adequate food and water to maintain the good physical<br />

condition necessary for military operations. Therefore, small forces that are<br />

kept supplied are usually able to defeat larger enemy forces without<br />

supplies. While a good commander will make every effort to see that his<br />

forces remain supplied, extraordinary circumstances can occur in which a<br />

force will find itself “Out of Supply”.<br />

9.2.1 Lack of Supply Effects<br />

Unsupplied units are immediately identified by a “Out of Supply” symbol<br />

next to their sprite on the map. Penalties are applied, as follows:<br />

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

● They attack and defend at ½ strength (rounded down, minimum value<br />

1), after all terrain, weather, etc. modifications.<br />

● The Firepower of the corps is considered zero (+0).<br />

● They suffer a -2 penalty for morale checks in combat.<br />

Exception: Unsupplied units in a city (not a town) defend normally (without<br />

penalties), but attack at ½ strength (with penalties).<br />

9.2.2 Unsupplied HQ<br />

An HQ may be out of supply if it is too far from a Supply Source (or relay).<br />

This is independent of the supply of its Army’s units (which may still be<br />

supplied).<br />

This has no direct consequences on the units under its command. It only<br />

affects the HQ’s own capacities:<br />

● It cannot be a supply relay.<br />

● No breakthrough is possible.<br />

However, its general retains all his abilities, notably those for a bonus to the<br />

combat D12 (the stars), both in attack and in defense, and the same for his<br />

special abilities (tanks, gas, etc.)<br />

9.3 Isolation<br />

An isolated unit is a unit that cannot establish communication with a<br />

supply source from its side through a “line” of regions. This line is blocked,<br />

either by enemy units or by enemy ZOC or by forbidden regions.<br />

9.3.1 An Isolated Stack<br />

Suffering Isolation is different and more severe than being unsupplied. A<br />

stack is “isolated”:<br />

● if it is totally encircled and cut off from a friendly supply source (or<br />

from a relay);<br />

● or if it cannot trace an path of 5 regions towards a friendly supply<br />

source (or relay).<br />

Such a path is blocked by:<br />

● the ZOC of an unbesieged enemy fortress;<br />

● regions occupied by enemy corps; or<br />

● impassable regions (lake, sea, mountain crest or high mountain,<br />

neutral country).<br />

Consequences<br />

● An isolated unit may not use any RP in combat.<br />

● Each isolated unit will do an Attrition test at the end of the turn.<br />

● During the 2nd consecutive turn of isolation, each isolated unit is<br />

destroyed.<br />

9.3.2 Isolated Army<br />

If the isolated stack is with its HQ, apply the above rule to the stack as well.

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