Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
When an Army is activated, one or more units may carry out an<br />
“administrative” movement.<br />
● The units’ movement potential is doubled. In the case of rainy<br />
weather, a -1 effect on the MP is calculated before doubling the MP.<br />
● All movement must be carried out in friendly territory or territory that<br />
has been conquered for a full turn (behind the front).<br />
● Units are not permitted to move into contact with enemy units, except<br />
across a major river or through a city or fortress. They may be in<br />
contact upon departure, but they must move away as soon as<br />
possible.<br />
● Units using administrative movement cannot use rail, nor convert rail,<br />
nor move by sea. They may only move by foot, doing nothing else.<br />
An HQ (and its reserve) may make an administrative move, but in this case<br />
its Army cannot carry out any attack during the same turn.<br />
The GHQ (and its reserve) may never make an administrative move. Its<br />
movement ability always stays at 6 MP.<br />
10.3.6 Movement by Rail<br />
During the movement of units, the player is allowed to move a certain<br />
number of units by rail. This movement is carried out only along friendly<br />
railroads.<br />
The number of units authorized to move by rail is limited by nation and also<br />
according to the capacity of the used sections.<br />
● It is necessary for a unit to be on a rail region at the beginning of its<br />
turn.<br />
● The unit must be in supply at the beginning of its rail movement.<br />
● The unit “uses” 2 MP if it embarks the train in a city or town and<br />
disembarks in another city or town. Otherwise, the unit uses 3 MP<br />
(Add 2 MP for cavalry.)<br />
● If the rail move is for 20 regions or more, add 1 MP.<br />
● An Off-map box is worth 20 regions.<br />
● An enemy ZOC never prevents rail movement.<br />
● The unit cannot enter neutral territory, unless it has access to it (See<br />
diplomatic rules).<br />
Rail and Interception: a stack moving by rail cannot be intercepted, even in<br />
the region where it disembarks the train.<br />
Rail Capacities<br />
Rail capacity limits are as follows:<br />
● Distance: The unit may move 40 regions Maximum by rail, no matter<br />
what the terrain or weather in force.<br />
● Railroad capacities: The maximum number of units (corps, artillery,<br />
etc) which may move by rail is limited by country and by turn. For<br />
instance, in 1914, we have:<br />
GB Egy Ger Fra A-H Rus Ita Tur **minors<br />
1914 14 1 20 14 11 10 9 6 3<br />
**minors: Serbia, Romania, Greece, Bulgaria, Belgium, Holland.<br />
● Allied Countries: Countries on the same side may use each others’<br />
the rail network, deducting the rail capacity from the owning country’s<br />
capacity (ex. the British and the Americans may use the French<br />
network in France, deducting from France’s capacity).<br />
● A transported HQ or GHQ counts as 0, but each unit placed in its<br />
reserve counts normally.<br />
Railroad Section Limits<br />
A section linking 2 cities or towns cannot have more then 5 units pass over<br />
it, during the same turn.<br />
In addition, certain sections have a reduced capacity. The number of units<br />
that may pass is indicated by a number (1–4) in a grey circle within the<br />
region picture in the main interface.<br />
Footnote: When this number equals 2 or 1, the supply by rail capacity is<br />
reduced also as already indicated.<br />
Remember: A rail “section” is that which is between 2 cities or towns.<br />
Railroad Conversion<br />
On sprite On button<br />
To use a captured enemy railroad (for movement and supply), it is first<br />
necessary to “convert” it to the standard railroad of one’s side (and repair<br />
damages and the inferred sabotages suffered).<br />
World War One: La Grande Guerre 1914-1918 37