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Ageod WW1 Manual Cover.qxd

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Commands<br />

● The activated HQ begins by verifying its command. Each HQ may<br />

command up to 7 corps, except Germany and USA who may have 8<br />

corps per HQ.<br />

● Per front, each side is allowed one Main Army, with a capacity of 12<br />

corps.<br />

● A corps’ command distance towards its HQ is to be verified either<br />

before, or after its movement (as you want).<br />

● Intermediary regions must not contain any enemy unit (or forbidden<br />

region).<br />

Attention: if the HQ attacks an Enemy region, the attacked enemy region is<br />

ignored. For command, the HQ is considered as being in its departure<br />

region (just before the battle).<br />

During combat, it is possible to exceed the command capacity (ex.<br />

reinforcements coming from the GHQ, etc.).<br />

Example: the German II HQ has a command range of 3. It finds itself<br />

at Mulhouse and it attacks Belfort. For command, the II HQ is always<br />

considered as being at Mulhouse (which is the departure region for the<br />

attack). It may command corps that end their movement up to 3 regions<br />

away.<br />

Coordination of Armies<br />

In the Army-by-Army mode, it is possible to activate several Armies<br />

together, provided that a coordination die roll between the HQs is<br />

successful.<br />

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

Principle<br />

The player may “coordinate” several Armies so that they are activated at<br />

the same time. These Armies may be at a distance from one another, and<br />

act in a totally separate manner. They can, nonetheless, attack an enemy<br />

region together (which 2 non-coordinated Armies cannot do).<br />

Coordination Roll<br />

During an activation, the active player may attempt to coordinate several<br />

Armies. He uses his HQ Coordination value. If an HQ has a historic<br />

general, it is always the coordination value of the general that is used.<br />

The test is made with a D12 and succeeds if the result ≥ the total of the<br />

Coordination values of these Armies.<br />

Modifiers:<br />

-1 If 3 or 4 armies attempt coordination.<br />

-2 If one of the Armies is different nationality.<br />

These 2 negative modifiers may be added.<br />

Restrictions<br />

● The total number of Armies to be coordinated during 1 turn cannot<br />

exceed the GHQ Combination value. This applies whether there are<br />

one or several coordinations (successful or failed).<br />

10.3 Movement Orders<br />

Forces are moved across the game map in an effort to achieve certain<br />

objectives and engage enemy forces in combat. Movement is always

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