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Ageod WW1 Manual Cover.qxd

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voluntary and, indeed, there are certain benefits derived from remaining<br />

stationary.<br />

Each move will be affected by the movement abilities of the moving<br />

units, the terrain, and the presence of enemy units (notably their ZOC).<br />

Each turn, land units may use the movement ability indicated on<br />

their counter (3rd value to the right), expressed in terms of Movement<br />

Points (MP).<br />

10.3.1 General Aspects<br />

● Each HQ has a movement allowance of 4 MP (Movement Points).<br />

Corps have on average 4 or 3 MPs, cavalry corps 6, and most<br />

support units have 3. The GHQ has a potential of 6 MP. It may place<br />

in reserve non-isolated units taken from anywhere on the front,<br />

whatever the distance. It may release units from reserve at any time,<br />

in the area where it is currently located.<br />

● An area may hold only 1 HQ, at the end of all movements (not in<br />

WEGO mode).<br />

● Terrain in the area influences movement and generates a cost in MP<br />

for all units. In sunny weather, clear terrain costs 1 MP, all other<br />

terrains vary between 1 and 2 MP. This cost increases in rain or snow<br />

weather.<br />

● Major rivers have a +1 MP additional cost for crossing (except at<br />

bridges, i.e. in areas with friendly cities). There are also some huge<br />

rivers (e.g. the Danube in the Balkans), that may be crossed at<br />

neighbouring cities (or with a crossing risk if there are no adjacent<br />

cities).<br />

● Land units may move freely between empty regions or those occupied<br />

by friendly units.<br />

● Units may enter directly into a region containing enemy units to<br />

engage in combat.<br />

● A stack always moves according to the ability of the slowest unit.<br />

Nevertheless, it is possible to divide the stack in 2 to advance more<br />

quickly.<br />

● Fortresses have a blocking effect on enemy movement. Even if<br />

besieged, no breakthrough is allowed from such an area.<br />

10.3.2 Types of Movement<br />

Besides the “normal” movement, there are also three other types of<br />

movement (they are chosen by clicking on the relevant button on top of the<br />

unit panel)<br />

● Normal: a stack may move up to its MPs allotment (i.e. the MP value<br />

of its slowest unit).<br />

On sprite On button<br />

● Administrative: a stack may move up to double its MPs, if it moves<br />

exclusively through friendly territory and never moves through an area<br />

neighboring the enemy.<br />

● Rail: a stack may move over long distance by rail, from a city or town<br />

to another city or town, for a variable cost in MP. Each country has a<br />

limited rail transport capacity. Most rail sections have the capacity to<br />

transport 5 corps, but there some more limited sections (1 to 4 corps)<br />

on secondary lines.<br />

● Naval: each power has a sea transport capacity. The Central Powers<br />

are usually penalized in most seas, except the Baltic, as they are<br />

usually controlled by the Entente most of the time.<br />

10.3.3 MP Expenditure and Region Entrance Costs<br />

As a rule:<br />

On sprite On button<br />

On sprite On button<br />

On sprite On button<br />

● A unit is never required to move, or to use all of its MP in moving<br />

during the same Movement Phase.<br />

● Used MP are renewed at each new phase.<br />

● Unused MP are not saved from one phase to another.<br />

● Starting a battle does not cost the moving units any extra MP.<br />

Each region crossed (even if it contains friendly units) costs a certain<br />

number of movement points (MP) to the unit that moves. This number<br />

depends on the terrain crossed and the weather (see section 2 – Terrain<br />

Summary). A unit may always move at least 1 region, no matter the cost<br />

(except into a prohibited region).<br />

● High mountain (alpine): only mountain units may enter there.<br />

● Major river: crossing a major river costs nothing if the departure or<br />

arrival region contains a friendly city or town, or if it is by a friendly<br />

railroad that connects to the other shore. As well, the arrival region<br />

cannot contain enemy units.<br />

● City/Town: it is not a terrain in itself; instead the terrain surrounding<br />

the region is used.<br />

Fortress Obstacles<br />

An enemy fortress blocks movement, unless there has been a siege for at<br />

least 1 full turn. No breakthrough is possible when the region is taken (and<br />

the siege started).<br />

● Armies activated afterwards are also blocked, even if the fortress has<br />

been immediately taken (by bombardment or assault).<br />

● In the event of enemy attack, the besieging Army may not<br />

counter-attack (even if the fortress has been taken).<br />

● If the besieging Army attempts and succeeds in a Reaction, it may<br />

play and be activated during the opposing turn. This occurs without<br />

taking into account the blocking effect of the fortress. This will no<br />

longer be the case in Trench Warfare (in 1915).<br />

World War One: La Grande Guerre 1914-1918 35

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