15.08.2013 Views

Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd

SHOW MORE
SHOW LESS

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

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

Saved successfully!

Ooh no, something went wrong!