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Ageod WW1 Manual Cover.qxd

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12.3.4 After the Assault (in all situations)<br />

In terms of combat losses (for NW count purpose), the Defender suffers 0<br />

losses if he resisted the assault, or 1 loss per corps if the fortress was<br />

taken. This, for the entire assault battle.<br />

13. Air Units<br />

In 1914, at the beginning of the conflict, the air force is still in its infancy. It<br />

only has the very secondary role of reconnaissance. It will then develop<br />

little by little owing to technology, beginning in 1915. But by the end of the<br />

war, the role of the air force should be crucial and decisive.<br />

13.1 The Air Force<br />

In 1914, at the start of the conflict, airplanes are still a new untried weapon.<br />

New technologies have to be developed to make aviation useful.<br />

Air Forces are built around air units squadrons, representing between 50<br />

and 100 aircrafts. Aviation is represented by three counter types :<br />

● Light planes, also known as “fighters” (small aircrafts, monoplanes,<br />

biplanes and triplanes used for Recon, Aerial Combat and Tactical<br />

Support)<br />

● Heavy planes, also known as “bombers” (with bombs of all kinds, they<br />

are usually unavailable at the start of the game)<br />

● The German “zeppelins”, airships used as another kind of bombers<br />

(and employed only by Germany)<br />

Air Squadron Unit Description<br />

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

The Defender does not use any RP, even if he must do Morale checks. He<br />

is immune from RP use.<br />

● Black circle with the support value (tactical support and strategic bombardment), a bonus to combat values<br />

(from 0 to +5)<br />

● A grey rectangle (camera) showing the reconnaissance value (for air units only)<br />

● NATO symbol showing the type of unit<br />

● Name of Unit<br />

● A plate showing the dogfight value (attack in air combat) and defensive values of the unit, as well as its<br />

movement potential (in Movement Points) and, in addition the Range.<br />

Air units values<br />

Each plane has 4 values: Dogfight, Speed/Defense, Reconnaissance and<br />

Tactical Support. These values have an important influence on the aircraft’s<br />

performance, and they vary in the course of the game, when new<br />

technologies are acquired.<br />

The Range<br />

Range is a key indicator for air unit. Each air unit has a range of action to<br />

carry out its mission (value at bottom right of the squadron plate). This is<br />

the number of regions the air unit can “fly” to.<br />

Note that the range is also the movement capacity of the unit, i.e. the one<br />

used for movement, administrative movement and redeployment.<br />

NB: air units may be redeployed using rail movement with the HQ or GHQ<br />

they are based in. If the HQ or the GHQ moves by rail, the Air Force moves<br />

with them, no matter what the distance traveled. Each air squadron counts<br />

as 1 unit (i.e. equivalent of 1 corps) for rail capacity usage.<br />

Reconnaissance Value<br />

The black figure in the grey rectangle is the Reconnaissance value of the<br />

air unit. Basically, to succeed in a Recon mission, there must be a roll less<br />

than or equal to that value.<br />

Support/ Tactical/Strategic bombing value<br />

This value is the red figure in the black circle. When the plane has a<br />

bombing mission order, this value will be used both to determine mission<br />

success (as in Reconnaissance) and as a combat support value in every<br />

battle in which the plane is committed. This value also will be used on the<br />

strategic warfare bombing table in the case of strategic bombing.<br />

Dogfight, Speed/Defense<br />

The first two indicators, Dogfight and Speed/Defensive, are used in<br />

combat, respectively in attack and in defense.<br />

The side with the higher speed value may receive either a +1 bonus to its<br />

dogfight roll, or inflict a -1 penalty on the enemy’s when resolving an<br />

aerial duel (random choice).

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