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Ageod WW1 Manual Cover.qxd

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(commander in chief) or the GHQ Reserve value (if no general<br />

there).<br />

● 2 heavy artillery units may be placed in the GHQ’s general artillery<br />

reserve. Additional artillery units may be in reserve at GHQ, to be<br />

placed with corps.<br />

● 2 fighters and 2 bombers (or zeppelins) may be placed in the GHQ’s<br />

reserve.<br />

● Each GHQ may hold 1 foreign Fighter and 1 foreign Bomber (half of<br />

its aerial capacity).<br />

12. Siege Combat<br />

Siege Combat is distinct from open field combat in that one side is<br />

defending a fortification. Usually, cities and towns without fortresses are<br />

captured at the same time as the area that holds them, unless a fortress is<br />

present. Immediately after battles (and breakthroughs), if an enemy<br />

fortress is present, it becomes besieged. The besieger may fire on the<br />

fortress with its artillery (1 MUN is expended for each firing unit) in order to<br />

attempt to weaken or destroy the fortress defences.<br />

The Siege Test then takes place after the Military phase of both sides. All<br />

besieged fortresses are tested individually (for the test, their resistance<br />

value is used, and this value may have been reduced by the artillery<br />

attacks of the besieger). The more important the fortress is, the longer the<br />

siege. But also note that each elapsed turn increases the probability of the<br />

fortress surrender. When the test is a success, the fortress surrenders and<br />

is removed from play.<br />

The capture of a fortress has an important impact in terms of<br />

NW (negative for the loser, positive for the besieger) as they usually<br />

protect key strategic locations. Fortress sites are already marked on<br />

the game map. Each Fortress is represented by a fortress ‘counter’ in the<br />

interface.<br />

11.9.3 Immediate Exit<br />

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

Corps in reserve at a HQ or GHQ may always come out of reserve, into the<br />

same region, at any moment: i.e. if the HQ is attacked, or in case of retreat.<br />

Exception: not once a battle starts (then only 1 reinforcement/round) or if<br />

the region is empty (exterior).<br />

12.1 Fortresses and their Effects<br />

All the cities and towns on the map which are fortress sites are also<br />

indicated by a fortress symbol on the map, in the form of bastions located<br />

nearby the sprite city buildings.<br />

When a fortress is neutralized or destroyed, it is no longer operational and<br />

the city or town is then displayed as a normal city.<br />

Two types of fortresses exist: large ones (with possible reduced values)<br />

and small ones (only one level). Fortresses may thus be eliminated or<br />

reduced in certain cases.<br />

12.1.1 Fortress Garrison<br />

Certain fortresses have a “garrison” corps with their name. This unit must<br />

always be placed under the fortress counter.<br />

The garrison corps cannot intervene in combat except in the event of an<br />

assault against the fortress. It never participates in exterior battles, and<br />

cannot attack besieging units in the event of a siege.

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