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● If the test is passed, the enemy army is immediately activated. Once it<br />
has played (and ensuing battles have been resolved), the initially<br />
active player resumes its normal play (the opponent may no longer<br />
react on this front)<br />
● If the test is a failure, the opponent has missed his opportunity, and<br />
no other reaction may occur on the same front during this turn.<br />
Reaction Test<br />
The Reaction value of the national GHQ is to be used to “take control” and<br />
play one designated Army during the opponents turn.<br />
There may only be, for each side (not country), 1 Reaction attempt per front<br />
each turn, whether the result be a success or a failure. The Reaction must<br />
take place:<br />
● between two activations<br />
● after the 1st enemy activation, and before the last<br />
A Reaction is successful when the D12 result ≥ the GHQ Reaction.<br />
● Modifiers<br />
-2 if the player does not have the Initiative<br />
Distance from the GHQ to the activated Army’s HQ.<br />
-0 distance of 1 to 2 regions (no effect)<br />
-1 at 3 regions<br />
-2 at 4 or 5 regions<br />
-3 at 6 and 9 regions<br />
-4 at 10+ regions<br />
Great Britain/United States: Their GHQs ignore all European seas from<br />
port to port. Ex. London – Mons, distance 3 regions.<br />
London – Ostende (port): 1 – empty region: 2 – Mons: 3<br />
To determine the distance between the HQ and GHQ, regions under<br />
enemy control or forbidden regions may not be used.<br />
If the HQ and the GHQ are out of contact (no matter what reason), it is<br />
necessary to apply the worst distance penalty: -4.<br />
Effects<br />
In the event of a successful Reaction, the Enemy immediately activates<br />
the designated Army and plays it normally. The Army is thus played<br />
2 times:<br />
● If the Enemy has already played: he played it during his game turn.<br />
He plays it again, this time in reaction.<br />
● If the Enemy has not already played: he plays it now in reaction, then<br />
will play it a second time during his game turn.<br />
This rule favors the player with Initiative because he has no negative effect<br />
to Reaction. Once the “Reaction” is ended (success or failure), the active<br />
player continues his activities on the front in play.<br />
No other enemy Reaction may be attempted for this turn on this front.<br />
10.5 Blocking Movement and Zone of Control<br />
The simultaneous nature of World War One: La Grande Guerre 14–18<br />
movement plotting and resolution segments means that players (and the<br />
computer AI) must anticipate their opponent’s activities. The presence of<br />
enemy forces and fortifications inhibits friendly movement in a land region<br />
during the resolution portion of a game turn.<br />
10.5.1 Zone of Control Reminder<br />
Each combat unit influences the 6 regions that surround it called the “Zone<br />
of Control” or “ZOC”.<br />
● A stack containing at least one corps has a zone of control (ZOC) into<br />
the 6 adjacent regions.<br />
● A stack besieging a fortress has no ZOC.<br />
Exceptions<br />
A ZOC doesn’t extend through certain terrains:<br />
● a major river (not to be confused with a minor river)<br />
● a lake or a sea region side<br />
● a high mountain (alpine) or a mountain crest<br />
A ZOC doesn’t extend:<br />
● into a region occupied by an enemy stack<br />
● or if there is an enemy fort<br />
● into the regions of a neutral country<br />
ZOC Effects<br />
● A ZOC allows the interception of an enemy stack (during its<br />
movement).<br />
● A ZOC does not cut off supply.<br />
● A ZOC does not cut off movement by rail (there is no interception).<br />
● However, an unbesieged fortress’ ZOC does cut off supply.<br />
10.6 Combat Orders<br />
Players do not issue combat orders per se. Combat is executed<br />
automatically (under certain conditions) if opposing forces are present in<br />
the same region and at least one side is assuming an Assault or Offensive<br />
Posture.<br />
10.7 Entrenching<br />
World War One: La Grande Guerre 1914-1918 39