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Ageod WW1 Manual Cover.qxd

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11.4.1 Units in the HQ Reserve<br />

Breakthroughs occur at the end of all the activated Armies’ battles carried<br />

out after all of the retreats.<br />

The Attacker may draw on a number of units from the HQ Reserves to do<br />

a breakthrough, equal to maximum to the general’s Breakthrough value.<br />

11.4.2 Choices offered to the Attacker<br />

There are two types of breakthroughs:<br />

● Flank Breakthrough: it is an attack inside another region on the front,<br />

adjacent to one of the Attacker’s departure regions and of the<br />

conquered region. In this case, the Attacker automatically benefits<br />

from a “flank attack” bonus (+1/+2 in attack value). He may reuse his<br />

artillery.<br />

● In Depth Breakthrough: this is an advance or attack at a distance of 1<br />

region beyond the conquered region, far from the departure region.<br />

The advance may even be at 2 regions with cavalry in Good<br />

weather** if the 1st region of the Breakthrough is Plain.<br />

** The Russian cavalry may breakthrough 2 regions in Snow also.<br />

The Attacker may try both forms of breakthrough if he uses several reserve<br />

units.<br />

Important: breakthrough units are authorized to attack units having<br />

already engaged in battle. The Attacker may only attack with his<br />

breakthrough units (+ reinforcements from his HQ reserve). The GHQ<br />

cannot send reinforcements.<br />

During a breakthrough, it is entirely<br />

possible to besiege a fortress, carry out<br />

siege firings, and even launch an assault.<br />

On the other hand, no breakthrough may<br />

begin in a region containing an enemy<br />

fortress, even if it has been taken in<br />

assault or has been recaptured.<br />

11.4.3 Enemy Reaction to<br />

Breakthroughs<br />

The Opponent may intercept units<br />

carrying out a breakthrough, with stacks<br />

that have not engaged any battle during<br />

the activation of the current player’s<br />

Armies.<br />

If breakthrough units enter into a region<br />

containing beaten enemy units (those<br />

that have just retreated during the current<br />

set of battles), these units are obliged<br />

to retreat one more region to allow the<br />

breakthrough units to take the region.<br />

● The same for the 2nd breakthrough movement by the cavalry.<br />

● Each opposing stack that just retreated is also Shaken.<br />

● Exceptions, the beaten stack is not required to flee if it has withdrawn<br />

into:<br />

- a city (not a town)<br />

- a region with a friendly fortress<br />

- across a major river (not minor river), strait or canal.<br />

● In the case of battle, this beaten stack may either fight again normally<br />

or flee (owner’s choice).<br />

11.4.4 End of the Breakthrough<br />

A battle resulting from a breakthrough may never create a new<br />

breakthrough, in turn.<br />

11.4.5 Counter-Attacks<br />

If the defender is victorious, he may undertake a counter-attack in order to<br />

continue the battle. In such an instance, the attacker retreats to the area it<br />

entered the battle from, and the defender pursues him there. The battle<br />

takes place inside that “new” area.<br />

● Roles of attacker/defender are thus reversed, and units still in reserve<br />

may be called by both sides.<br />

● The former attacker does not have the benefit of terrain, except in<br />

mountains, behind major rivers or in a city.<br />

● If the former defender is victorious, he is not allowed to breakthrough<br />

from its counter-attack.<br />

● If the former defender is defeated, he retreats into the area he came<br />

from (i.e. the area where the original battle took place).<br />

World War One: La Grande Guerre 1914-1918 49

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