Ageod WW1 Manual Cover.qxd

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

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voluntary and, indeed, there are certain benefits derived from remaining stationary. Each move will be affected by the movement abilities of the moving units, the terrain, and the presence of enemy units (notably their ZOC). Each turn, land units may use the movement ability indicated on their counter (3rd value to the right), expressed in terms of Movement Points (MP). 10.3.1 General Aspects ● Each HQ has a movement allowance of 4 MP (Movement Points). Corps have on average 4 or 3 MPs, cavalry corps 6, and most support units have 3. The GHQ has a potential of 6 MP. It may place in reserve non-isolated units taken from anywhere on the front, whatever the distance. It may release units from reserve at any time, in the area where it is currently located. ● An area may hold only 1 HQ, at the end of all movements (not in WEGO mode). ● Terrain in the area influences movement and generates a cost in MP for all units. In sunny weather, clear terrain costs 1 MP, all other terrains vary between 1 and 2 MP. This cost increases in rain or snow weather. ● Major rivers have a +1 MP additional cost for crossing (except at bridges, i.e. in areas with friendly cities). There are also some huge rivers (e.g. the Danube in the Balkans), that may be crossed at neighbouring cities (or with a crossing risk if there are no adjacent cities). ● Land units may move freely between empty regions or those occupied by friendly units. ● Units may enter directly into a region containing enemy units to engage in combat. ● A stack always moves according to the ability of the slowest unit. Nevertheless, it is possible to divide the stack in 2 to advance more quickly. ● Fortresses have a blocking effect on enemy movement. Even if besieged, no breakthrough is allowed from such an area. 10.3.2 Types of Movement Besides the “normal” movement, there are also three other types of movement (they are chosen by clicking on the relevant button on top of the unit panel) ● Normal: a stack may move up to its MPs allotment (i.e. the MP value of its slowest unit). On sprite On button ● Administrative: a stack may move up to double its MPs, if it moves exclusively through friendly territory and never moves through an area neighboring the enemy. ● Rail: a stack may move over long distance by rail, from a city or town to another city or town, for a variable cost in MP. Each country has a limited rail transport capacity. Most rail sections have the capacity to transport 5 corps, but there some more limited sections (1 to 4 corps) on secondary lines. ● Naval: each power has a sea transport capacity. The Central Powers are usually penalized in most seas, except the Baltic, as they are usually controlled by the Entente most of the time. 10.3.3 MP Expenditure and Region Entrance Costs As a rule: On sprite On button On sprite On button On sprite On button ● A unit is never required to move, or to use all of its MP in moving during the same Movement Phase. ● Used MP are renewed at each new phase. ● Unused MP are not saved from one phase to another. ● Starting a battle does not cost the moving units any extra MP. Each region crossed (even if it contains friendly units) costs a certain number of movement points (MP) to the unit that moves. This number depends on the terrain crossed and the weather (see section 2 – Terrain Summary). A unit may always move at least 1 region, no matter the cost (except into a prohibited region). ● High mountain (alpine): only mountain units may enter there. ● Major river: crossing a major river costs nothing if the departure or arrival region contains a friendly city or town, or if it is by a friendly railroad that connects to the other shore. As well, the arrival region cannot contain enemy units. ● City/Town: it is not a terrain in itself; instead the terrain surrounding the region is used. Fortress Obstacles An enemy fortress blocks movement, unless there has been a siege for at least 1 full turn. No breakthrough is possible when the region is taken (and the siege started). ● Armies activated afterwards are also blocked, even if the fortress has been immediately taken (by bombardment or assault). ● In the event of enemy attack, the besieging Army may not counter-attack (even if the fortress has been taken). ● If the besieging Army attempts and succeeds in a Reaction, it may play and be activated during the opposing turn. This occurs without taking into account the blocking effect of the fortress. This will no longer be the case in Trench Warfare (in 1915). World War One: La Grande Guerre 1914-1918 35

● During the August 14 pre-turn, a fortress taken has no blocking effect during the August turn (that follows). This is an exception. ● If the siege lasts for at least 1 turn, crossing the region becomes possible and costs 1 extra MP (as long as the siege lasts). The blocking effect no longer applies. Battle/Interdiction Regions – Ban During the movement phase, units cannot enter a region where a battle has already been fought by an activated friendly Army previously during that turn. This is strictly FORBIDDEN, no matter whether this battle was won or lost. Exceptions: This is nonetheless authorized in the case of a breakthrough, following a battle, no matter which Army was victorious. Or if an Army moves a second time, in “Reaction”, during the opposing turn. It may attack again freely wherever it wants. Or, if the Enemy has carried out a Reaction and wins a battle, you may attack the same region again (when it is your game turn). Example: in August 1914, the German I Army attacks the British Army at Mons and is victorious. The II Army is then activated. It is strictly forbidden for him to pass through Mons in August (except in the event of a breakthrough). Movement and Combat Battles are resolved after the active player has selected to end of all of his movements (or his activated Army/Armies in Army-by-Army mode). Change of Army Assignment It is possible to directly reassign independent units or units from one Army to the activated Army, under 2 conditions: 1. It is not a unit belonging to a specific Army (with its number); 2. It ends its movement in the HQ’s range of command. The opposite is also true, it is possible to send one or more units to another Army (with a change of command). These units cannot then move again (when this Army is activated). ● Reassignments are free beginning in August 1914. ● During the August Pre-turn, this is only possible between activated Armies. ● Russia is an exception to both cases, beginning in September 1914. ● On the other hand, the players may not change their Army’s generals during all of 1914. It is necessary to wait for the Interphase (in Winter 1914). GHQ Reserve In the same way, GHQ Strategic Reserve units may be activated and directly assigned to an activated Army (and thus played) any time (except during combat, it is 1 reinforcement per round). HQ and the Enemy An HQ may always place his reserve corps into the game, and this may occur anytime (except during combat, it is 1 reinforcement per round). 36 World War One: La Grande Guerre 1914-1918 If the region, where a lone HQ (without units) is located, is captured, the HQ must immediately attempt to retreat. If it cannot, it is destroyed, but it returns to the game during the next Reinforcement phase. GHQ Movement Each GHQ has “6 MP”. Its strategic reserve units are moved with it of course, even if their MP is less than 6. A GHQ may move by foot or by rail. It may move during the Military phase at the time of the activation of a Main Army (if playing in Army-by-Army activation mode). By rail, each unit in its reserve counts as 1 in its country’s railroad capacity. The GHQ itself doesn’t count. Moltke: the German GHQ (West) moves at the beginning of the turn, before the activations of the German Armies. This is a penalty and ceases in October 14, when Falkenhayn replaces Moltke at the GHQ. 10.3.4 Sea Transport Units are transported from one friendly port to another friendly port. The crossing costs 0 MP if the transport takes place in the same sea. ● It costs 1 MP to disembark in the arrival port region (no matter what terrain). The transport uses 0 MP from port to port, in the same sea. ● No enemy interception is allowed in the region of the arrival port. ● Beyond one sea area, each transported unit has a -1 MP negative effect per additional sea crossed; -2 MP for cavalry. ● Units transported by sea may then move, but they cannot voluntarily initiate combat. Sea transport procedure is detailed in the Naval Rules (section 14). 10.3.5 Administrative Movement

● During the August 14 pre-turn, a fortress taken has no blocking effect<br />

during the August turn (that follows). This is an exception.<br />

● If the siege lasts for at least 1 turn, crossing the region becomes<br />

possible and costs 1 extra MP (as long as the siege lasts). The<br />

blocking effect no longer applies.<br />

Battle/Interdiction Regions – Ban<br />

During the movement phase, units cannot enter a region where a battle<br />

has already been fought by an activated friendly Army previously during<br />

that turn. This is strictly FORBIDDEN, no matter whether this battle was<br />

won or lost.<br />

Exceptions:<br />

This is nonetheless authorized in the case of a breakthrough, following<br />

a battle, no matter which Army was victorious. Or if an Army moves a<br />

second time, in “Reaction”, during the opposing turn. It may attack again<br />

freely wherever it wants. Or, if the Enemy has carried out a Reaction<br />

and wins a battle, you may attack the same region again (when it is your<br />

game turn).<br />

Example: in August 1914, the German I Army attacks the British Army at<br />

Mons and is victorious. The II Army is then activated. It is strictly forbidden<br />

for him to pass through Mons in August (except in the event of a<br />

breakthrough).<br />

Movement and Combat<br />

Battles are resolved after the active player has selected to end of all of his<br />

movements (or his activated Army/Armies in Army-by-Army mode).<br />

Change of Army Assignment<br />

It is possible to directly reassign independent units or units from one Army<br />

to the activated Army, under 2 conditions:<br />

1. It is not a unit belonging to a specific Army (with its number);<br />

2. It ends its movement in the HQ’s range of command.<br />

The opposite is also true, it is possible to send one or more units to<br />

another Army (with a change of command). These units cannot then move<br />

again (when this Army is activated).<br />

● Reassignments are free beginning in August 1914.<br />

● During the August Pre-turn, this is only possible between activated<br />

Armies.<br />

● Russia is an exception to both cases, beginning in September 1914.<br />

● On the other hand, the players may not change their Army’s generals<br />

during all of 1914. It is necessary to wait for the Interphase (in Winter<br />

1914).<br />

GHQ Reserve<br />

In the same way, GHQ Strategic Reserve units may be activated and<br />

directly assigned to an activated Army (and thus played) any time (except<br />

during combat, it is 1 reinforcement per round).<br />

HQ and the Enemy<br />

An HQ may always place his reserve corps into the game, and this may<br />

occur anytime (except during combat, it is 1 reinforcement per round).<br />

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

If the region, where a lone HQ (without units) is located, is captured, the<br />

HQ must immediately attempt to retreat. If it cannot, it is destroyed, but it<br />

returns to the game during the next Reinforcement phase.<br />

GHQ Movement<br />

Each GHQ has “6 MP”. Its strategic reserve units are moved with it of<br />

course, even if their MP is less than 6.<br />

A GHQ may move by foot or by rail. It may move during the Military phase<br />

at the time of the activation of a Main Army (if playing in Army-by-Army<br />

activation mode).<br />

By rail, each unit in its reserve counts as 1 in its country’s railroad<br />

capacity. The GHQ itself doesn’t count.<br />

Moltke: the German GHQ (West) moves at the beginning of the turn, before<br />

the activations of the German Armies. This is a penalty and ceases in<br />

October 14, when Falkenhayn replaces Moltke at the GHQ.<br />

10.3.4 Sea Transport<br />

Units are transported from one friendly port to another friendly port. The<br />

crossing costs 0 MP if the transport takes place in the same sea.<br />

● It costs 1 MP to disembark in the arrival port region (no matter what<br />

terrain). The transport uses 0 MP from port to port, in the same sea.<br />

● No enemy interception is allowed in the region of the arrival port.<br />

● Beyond one sea area, each transported unit has a -1 MP negative<br />

effect per additional sea crossed; -2 MP for cavalry.<br />

● Units transported by sea may then move, but they cannot voluntarily<br />

initiate combat.<br />

Sea transport procedure is detailed in the Naval Rules (section 14).<br />

10.3.5 Administrative Movement

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