You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
the sub-battles gives a bonus (for flanking attack) on the remaining<br />
resolution of the other sub-battle. When the Fire-Power doctrine is in<br />
vigour, a Large battle takes place whenever at least the Attacker has<br />
4+ corps.<br />
11.1.2 Rounds<br />
During each round of a battle, you choose which one of your corps you will<br />
engage in combat, among those you have present in your stack. The<br />
enemy does the same, but you have no idea of which corps it will engage.<br />
This choice is made for each one of the sub-battles in the case of large<br />
battles.<br />
● The attacker uses his attack value, the defender the defence value<br />
(+ modifications for terrain and weather). The difference between<br />
those two values determine the column used on the Combat Table.<br />
● Each player may engage one artillery (as a support unit), if one is<br />
present, and to do so must use 1 Munitions (MUN). This gives an<br />
increase to the combat value. If both players use artillery, the<br />
respective bonuses cancel each other out. Beware; the MUN stock<br />
is limited.<br />
● If the defender is in an area with a friendly fortress, the latter can be<br />
used as an artillery during 3 combat rounds without expanding any<br />
MUN, and in addition the defence value of the fortress is added to the<br />
defence value of the player.<br />
Combat is then solved by random rolls, but each roll in each round can be<br />
influenced by 2 important modifiers:<br />
1 – Generals: a general often has stars (0 to 2) for Attack - (0 to 2) for<br />
Defence. During the battle, the stars of both sides generals are compared<br />
(one in attack, the other in defence). The difference gives a bonus/penalty<br />
during the combat roll. Remark: if an HQ has no historical general, a<br />
random one is drawn just for the purpose of that battle (removed after<br />
combat).<br />
2 – Fire values: each corps also possesses a fire value (+0 to +3). This<br />
simulates its strength in machine guns, field artillery, grenades and other<br />
equipment). During the battle, the respective fire values are compared. It<br />
also gives a bonus/penalty to the combat roll (range is -3 to +3).<br />
Important: both the general and firepower bonus / penalties are cumulative,<br />
and the maximum is limited to +2/-2.<br />
Combat Results<br />
Both corps engage in battle and the results inform the player about their<br />
fate. They can suffer between 0 and 2 hits (losses) each, and may be<br />
forced to undergo a morale check.<br />
● 1 Hit: the corps becomes wounded, and its combat values are<br />
reduced. You can see it visually, as a white stripe is displayed on the<br />
unit counter. If the corps was already wounded, it must undergo a<br />
Morale check (see below).<br />
● Morale Check: the corps suffers 1 hit and makes a Morale check<br />
(whatever its original status).<br />
● 2 Hits: the corps is wounded and must make a Morale check. If it was<br />
already wounded, the Morale check is undertaken with an additional<br />
penalty.<br />
Historical Note: the French in August 1914 will suffer higher losses<br />
than their opponents (because of their red/blue uniforms and their shock<br />
tactics).<br />
11.1.3 The Morale Check<br />
Each corps concerned must first spend 1 RP (recruit point), unless he has<br />
an Exploit (combat result) If no RP are available, the corps is wounded. If<br />
already wounded, it is eliminated.<br />
Each corps has a morale level (or category); usually on par with its combat<br />
values (best units usually have best morale!). There are 5 different levels:<br />
Elite (rare, excellent), Veteran (good), Active (average), Reservist (bad),<br />
Mobilised (worst).<br />
The Morale check is done with essentially two modifiers: the morale level<br />
of the unit and the country’s National Will (NW) bonus. In August and<br />
September 1914, the NW levels of most countries are very high, therefore<br />
granting almost always a +2 bonus to the morale test. Corps should<br />
usually pass their tests, but this will change later in the war when the NW<br />
drops.<br />
The Results of the Morale check indicates the fate of the wounded corps.<br />
There are 5 possible outcomes:<br />
Repulsed: the corps cannot be engaged in the next combat<br />
round (later rounds are still possible)<br />
Disorganized: the corps cannot be engaged anymore during<br />
this battle (it will be operational again after the battle is over).<br />
Out of Combat: the corps is removed till the end of the turn and<br />
will reappear as a reinforcement in the following turn (unless it<br />
was unsupplied and/or isolated at the time of the battle, in<br />
which case it is eliminated<br />
Eliminated: the corps is destroyed.<br />
Panic: the corps is destroyed and the battle is lost! Two other<br />
corps in the same area must make a Morale check<br />
immediately.<br />
Exploit: the opposite of panic, the corps has no damage or suffers no effect.<br />
Historical Note: the French in August 1914 have an extra +1 Morale check<br />
bonus, due to their shock tactics (balanced by heavier losses, see above).<br />
World War One: La Grande Guerre 1914-1918 41