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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