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.

11.5.3 Trenches on the Eastern Fronts<br />

On the Eastern Fronts, the effect of trenches is reduced.<br />

● Russian Front: the level of trenches is 1 level less than normal for that<br />

side (min. +0). The maximum possible is +2.<br />

● Balkan, Armenian, Oriental Fronts: it is 2 levels less than normal for<br />

that side (min. +0). The maximum possible is +1.<br />

This represents the lower density of men on those Fronts.<br />

11.5.4 The Trench Morale Check Chart<br />

A few bonuses apply compared to the Movement Warfare situation.<br />

● All damaged corps suffers a -1 penalty, or -2 if it has suffered a result<br />

of “2” losses. This -1 modifier is applied as soon as the corps is<br />

damaged.<br />

● “Mobilized” units have a -1 penalty (instead of -2 as before).<br />

● A trench gives a +2 morale bonus to the Defender. NB: This is<br />

balanced by a -1 penalty if the trench suffers an “r2” result or -2 if it is<br />

an “r3”.<br />

11.5.6 The Rigid ZOCs of Trenches<br />

A rigid ZOC cuts neither supply nor movement by rail. But it blocks<br />

movement in the following case:<br />

● a friendly stack cannot be moved directly from an empty region<br />

next to another region, if both regions are located in a (rigid)<br />

enemy ZOC. The friendly stack remains blocked in the first (empty)<br />

region.<br />

● Exception: It is nevertheless possible to go and directly attack the<br />

nearest enemy stack (via that empty region).<br />

● Unblocked: a rigid ZOC does not block retreat movement, a<br />

breakthrough, or an overrun.<br />

A stack besieging an enemy fortress does not assert<br />

a ZOC.<br />

Remember: The presence of friendly units in a region<br />

(before their move) neutralizes enemy ZOCs. ZOCs<br />

do not extend across major rivers.<br />

11.5.7 Empty Region(s)<br />

If your front contains an empty region, the adversary<br />

may enter it quite easily (but he may get blocked<br />

there rigid ZOC).<br />

11.5.8 The GHQ General Artillery Reserve<br />

The GHQ may now have 2 heavy artillery capable of<br />

acting at each activation, in attack or defense. This<br />

heavy artillery may intervene in all battles on the<br />

Front:<br />

● Western Front: anywhere<br />

● Russian Front: within a range of 6 regions from the GHQ<br />

They may be returned to the general GHQ reserve immediately after the<br />

battle.<br />

These heavy batteries may be re-used several times per turn in different<br />

battles. But they may be employed only once per Army activation altogether.<br />

Reminder: each GHQ may have more artillery (heavy or other) in its<br />

reserve, but they may not act in this manner.<br />

11.5.9 Independent Units<br />

They are those units not attached to a specific Army. These stacks may<br />

never attack. On the other hand, they may be reinforced, during a<br />

defensive battle, only from HQs or GHQs located within 6 regions.<br />

11.5.10 Assault on a Fortress<br />

From 1915+, the Attacker may not carry out any preliminary bombardment,<br />

tank or stosstrüppen during an assault on a fortress.<br />

GAME ADVICE<br />

In Trench Warfare, it is strongly advised that:<br />

● You have, if possible, 3 corps per region (West), and<br />

2 corps (East).<br />

● The other units should be in the HQ reserve. It is better to have<br />

corps without an Army number in reserve<br />

(so they may reinforce elsewhere).<br />

● Keep 2 heavy artillery and several corps with good morale in the<br />

GHQ (ready to intervene on the Front).<br />

● When the “Flash bombardment” Combat Tactic is found, it is<br />

better to have 4 corps per region (West), and 3 corps (East).<br />

11.6 Trench Warfare Fronts Sectors and Offensives<br />

As in the Movement Doctrine: for each Front (East and West), one player<br />

will have obtained the Initiative. This player determines who plays first.<br />

When the designated player has finished, the other player takes his turn on<br />

that front.<br />

The player that has obtained the Initiative determines who plays first (he’s<br />

the first player by default, but he may change the turn order). In any case,<br />

both Western and Eastern Fronts are played simultaneously.<br />

11.6.1 The Sectors of the Front<br />

Western Front: Eastern Front:<br />

divided into 2 sectors divided into 4 sectors<br />

French Front Russian Front<br />

Italian Front Armenian Front<br />

Balkan Front<br />

Oriental Front<br />

World War One: La Grande Guerre 1914-1918 51

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

Saved successfully!

Ooh no, something went wrong!