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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).