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Entrenchments provide defensive benefits depending on their level (1 to 3).<br />
They are not considered to be structures. They are not subject to the rules<br />
governing siege combat. Entrenchments are attacked using the Field<br />
Combat resolution procedure.<br />
Entrenchment levels are not displayed graphically on the map itself but<br />
on the unit sprites, either by sandbags (+ a numerical value) at the base<br />
of the 3D unit sprite, or by a value printed on the NATO square counters.<br />
10.8 Immobilized Units<br />
Many scenarios have Forces that begin the game as ‘Fixed’. Fixed Forces<br />
are indicated with a Lock icon.<br />
11. Field Combat<br />
When an army has completed all its moves, and all interceptions<br />
have been enacted, battle resolution is undertaken. The attacking<br />
stack is the one which moved into the area, the stack that was present<br />
initially is the defender (who benefits from the terrain and weather).<br />
A battle window now opens (NB: in case of an interception, the<br />
interceptor is the defender). If the battle is in a region without a<br />
fortress, it is considered as field combat. Otherwise it is a siege (see<br />
section 12).<br />
40 World War One: La Grande Guerre 1914-1918<br />
10.9 Units in RP conversion and vice versa<br />
When a country is short of RP, the player may decide:<br />
● to reduce an intact corps (it does not matter where) – gaining 1 RP. It<br />
is also possible to reduce garrisons in a fortress.<br />
● to eliminate a corps – gaining 2 RP for a full corps or 1 RP if the<br />
corps is reduced (flipped). It is not permitted to completely eliminate a<br />
garrison in a fortress.<br />
The unit must be in supply and of the same nationality.<br />
The player may repeat this action as many times as necessary, anytime<br />
during his game turn.<br />
11.1 Combat Procedure Summary – General<br />
When a field combat is started, it follows a number of steps that are always<br />
the same. The main difference in field combat will come from the military<br />
doctrine currently in vigor (section 23 of these rules). The game starts in<br />
1914 with Movement Warfare doctrine, and the description below applies<br />
to it. From 1915, the particularities of Firepower doctrine and the ensuing<br />
Trench Warfare will alter field combat (see section 11.5).<br />
11.1.1 Types of Battles<br />
A battle may either be a large or a small<br />
one, depending on the number of corps<br />
involved by both sides.<br />
● Small battle: both players each<br />
have a stack with 1 to 3 corps (not<br />
including those in the HQ reserve).<br />
● Large battle: both players each have<br />
a stack with 4 corps or more (not<br />
including those in the HQ reserve).<br />
Such a battle is resolved as<br />
two separate and simultaneous<br />
sub-battles.<br />
Each battle lasts a number of undefined<br />
rounds . A battle ends when a player does<br />
not want or cannot engage anymore<br />
corps, or when a player decides to call it<br />
quits and retreats at the end of a round.<br />
In case of a large battle, 2 sub-battles are<br />
resolved simultaneously. Victory in one of