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Ageod WW1 Manual Cover.qxd

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This rule only applies under the Movement Doctrine in 1914.<br />

11.4.6 Mandatory Attacks<br />

Certain powers have an attack obligation in August 14, usually when they<br />

have chosen an offensive Warplan (France, Russia, Austria, sometimes<br />

Germany). These stacks are indicated on the game map by a red flag icon<br />

next to them.<br />

● Each stack of the attacking Armies must “attack”, without leaving any<br />

unit behind (unless due to stacking limits in the attacked region, if this<br />

is the case, the attacking stack must be divided in 2, and each stack<br />

attacks separately).<br />

● An “attack” must be aimed at the opposing enemy stack, a fortress (to be<br />

besieged), or an entry in depth, the furthest possible, into enemy territory.<br />

● Only units in the HQ reserve are not required to attack.<br />

● If an attacking Army falls back (during the Pre-turn of the opponent’s<br />

August turn), it must retreat and stay adjacent to the Enemy, in order<br />

to insure an attack during its game turn (and respect its attack order).<br />

Once orders for attack are considered satisfactory, a green flag symbol is<br />

displayed instead of the red one on the unit stack.<br />

Offensive Warplans Constraint<br />

Any power applying an offensive Warplan in August 14 may not voluntarily<br />

retreat after having carried out a victorious battle (in attack).<br />

11.4.7 Overruns<br />

In the event of battle, if the Attacker has at least 3 corps involved (6 corps<br />

in Fire-Power doctrine), the Army may move 1 extra region, and re-attack<br />

(+ then breakthrough), if the 1st battle was too short and the intensity was<br />

too weak. In other words:<br />

The Attacker’s Army is blocked from performing the overrun if:<br />

● the Defender has 2 corps (or more)<br />

● and if the battle lasts at least 2 rounds<br />

Overrun<br />

If the Attacker’s Army is not blocked, the player may perform an automatic<br />

breakthrough move all of his reserve units (still having MP) 1 more region,<br />

if the terrain permits.<br />

This movement occurs at the end of the battle. A new battle may be<br />

engaged immediately afterwards.<br />

No Overrun<br />

If the Attacker’s stack only has 1 or 2 corps, it is still blocked (no matter<br />

what the battle is). Thus, this rule is to be ignored.<br />

Exception: no overrun may take place if the attacked region contains a<br />

fortress.<br />

50 World War One: La Grande Guerre 1914-1918<br />

Fast Overrun<br />

If the Attacker engages the enemy with 4+ corps and the Defender has<br />

only 1 corps, no battle is performed, but the Attacker is slowed down by 1<br />

movement point, 1 corps is flipped and suffers from a Morale Check and<br />

the attacker suffers from 1 loss. If 2 corps are engaged by the defender,<br />

attacker is stopped. Otherwise, as written above, a battle occurs and the<br />

defender must engage his 2 corps during the battle before he can choose<br />

the retreat option, whatever the battle result.<br />

11.5 Trenches<br />

Trench warfare is the consequence of the change in combat doctrines,<br />

from Movement Warfare prevailing in 1914 to Firepower Doctrine by the<br />

end of that same year and early 1915.<br />

The change involves three major consequences:<br />

● Units are now entrenched (symbol on their stack) and receives a<br />

defensive bonus for trenches<br />

● The combat table used for resolving battles is different, as well as the<br />

combat procedure<br />

● Beginning in 1915, each player may prepare a Grand Offensive in<br />

advance, on a predetermined date, to strongly attack one point on the<br />

front (for one or more turns). The political and NW consequences will<br />

be increased.<br />

In 1915, all units automatically entrench at the end of their movement, and<br />

benefit from certain defensive advantages.<br />

11.5.1 The Trench Levels<br />

The trenches begin at a level of +0 when the Fire Doctrine is adopted,<br />

and may be increased up to +3 by technology. The two sides may<br />

undertake research to make their trenches more elaborate (See<br />

Technology section 22).<br />

11.5.2 Combat Advantage<br />

A trench adjusts its occupants’ defense value. This defensive bonus begins<br />

at +0 (no bonus) and may increase up to +3 as technology improves.<br />

● The Trench Table replaces the Combat Table when defending.<br />

● The Morale Check Table is modified (See below).<br />

● The Defender gets a +2 bonus on all Morale Checks (never the<br />

Attacker).

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