15.08.2013 Views

Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!