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An infantry unit must pass over the railroad to be converted, using 1 extra<br />
MP. Neither cavalry, nor artillery, nor an HQ may convert it.<br />
One may convert several rail regions at one time, with one or several units,<br />
beginning first with the connected region (then the following ones).<br />
Rails may also be converted during an enemy Reaction.<br />
A region with a besieged enemy fortress cannot be converted, as long as<br />
the fortress has not been taken.<br />
Russian Railroads<br />
Russian railroads do not have the same gauge as the others. As a result,<br />
to use conquered Russian railroads, the Central Powers must use 2 extra<br />
MP (instead of 1) to convert a region with an infantry unit.<br />
The Russian must also use 2 extra MP when it wants to convert a Central<br />
Powers rail region to its national network.<br />
10.4 Interception and Reaction Moves<br />
10.4.1 Enemy Interception<br />
During the enemy military phase, you can see the move of the activated<br />
enemy army. As soon as one of its stacks moves adjacent to one of yours,<br />
or attacks one of your stacks, an information window pops-up.<br />
● You have the option to intercept the moving enemy stack. Just click on<br />
38 World War One: La Grande Guerre 1914-1918<br />
the OK button and the interception takes place. Be aware that you<br />
have only a limited time to make the decision.<br />
● By default, interception takes place with the minimum number of the<br />
corps present in your stack (but this choice may be modified in the<br />
interception window).<br />
● Interception automatically succeeds (no test) and your stack enters<br />
the area where the enemy is located. A battle takes place (after all the<br />
other movements of the activated enemy army), where you are the<br />
Defender, therefore benefiting from the effects of terrain and weather.<br />
Be aware that you cannot intercept across a major river,<br />
or into an enemy city or enemy fortress. Note that when<br />
an enemy stack is intercepted, the interceptor may be<br />
intercepted in turn too by the enemy.<br />
N.B. Interception is only possible in Movement Warfare<br />
(i.e. usually in 1914). When trenches exist, the rule no<br />
longer applies.<br />
10.4.2 Enemy Army Reaction<br />
The enemy side has the option to interrupt the play of the<br />
active side to take control and move 1 army in reaction.<br />
This is not an interception (which takes place during the<br />
enemy move) but rather a way to counter<br />
the movement of the opponent (between the activation of<br />
two of its non-coordinated armies). This reaction is<br />
allowed once per front, and the choice must be made after<br />
each activation of an enemy army (until it is<br />
successful or the last enemy army has played).<br />
A reaction test is necessary and its success depends on<br />
the value of the Commander-in-Chief at the GHQ, on the<br />
distance between the said GHQ and the reacting army’s<br />
HQ to activate, and finally on the Initiative on this front for<br />
the turn.