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Ageod WW1 Manual Cover.qxd

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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

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