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● During a Major Battle, this bonus applies to one sub-battle only. With<br />
2 different fighters or bombers executing 2 tactical support missions,<br />
the bonus would apply to both sub-battles.<br />
NB: with the “Aerial Support” combat tactic, 2 air squadrons may support<br />
the same sub-battle, which gives a +2 modifier (this is forbidden if the<br />
combat tactic is not available). Conversely, this combat tactic improves the<br />
Tactical Support value by +1.<br />
Strategic Bombing Mission<br />
This mission is not possible at the start of the war. It requires a special<br />
technology. In particular Light Bombs or Heavy Bombs technology must be<br />
known.<br />
● The group on this mission must contain only 1 or 2 bombers or<br />
Zeppelins (and no fighters). The target within range must be an<br />
enemy city with an Economic (EP) value.<br />
● A German Zeppelin group may not be intercepted as long as the<br />
Entente has not discovered the “High Altitude” technology.<br />
Resolving a Strategic bombing mission is similar to a Tactical Support<br />
mission. If the mission is successful, the target city will suffer a production<br />
capacity (EP) decrease, of 2 EP.<br />
Aircraft Repair<br />
Damaged aircraft (reverse side) may be repaired during the Reinforcement<br />
Phase. Each player may flip one or more Air Squadrons to the front side by<br />
clicking on the repair indicator below the squadron symbol.<br />
During the following Interphase, each<br />
repair will be for free of cost for the<br />
equivalent number of aviation sites your<br />
nation has active (i.e. not those under<br />
Civilian Production). Every other repair (in<br />
addition to this) will cost 2 EP during the<br />
next Economic Phase.<br />
Aviation Double Capability<br />
Each Aviation may attempt 1 (after the<br />
aerial battle) per turn.<br />
Naval Aviation<br />
Some air squadrons have an “Anchor”<br />
symbol. These are Naval Aircraft.<br />
They usually are fighters, but Great<br />
Britain has a naval bomber and Germany<br />
has a naval Zeppelin. A naval aircraft may<br />
be used normally or it may be assigned<br />
to a fleet for naval patrol. It cannot<br />
do both.<br />
If a naval encounter occurs in the<br />
adjacent sea, each patrolling naval<br />
aircraft counts as a “Recon unit” for the<br />
Surprise Test (See Naval Warfare).<br />
13.3 Aerial Battles<br />
64 World War One: La Grande Guerre 1914-1918<br />
Attacking (or reacting to an attack) is impossible as long as the Dogfight<br />
value is 0 or less. Otherwise, upon an enemy interception, an aerial battle<br />
occurs.<br />
A battle is resolved in 2 rounds, each air unit firing at an enemy unit. During<br />
each round, the air units are aligned front to front. This deployment is<br />
simultaneous (and secret). For each air unit that faces an enemy air unit,<br />
there is one combat action.<br />
● Facing air units will shoot at each other simultaneously, as if many<br />
“duels” were happening at once.<br />
Aerial Duel Resolution<br />
Each duel uses the following procedure :<br />
● A player subtracts the target planes’ Speed/Defensive value from the<br />
opposing shooting planes’ Dogfight value (this gives a column number<br />
for the Air Combat Table).<br />
● The opponent does the same.<br />
● Shots are made. All combat results are applied simultaneously<br />
● After both players have resolved all initial aerial duels and applied<br />
the results, they fight a 2nd round. They resolve the duels a second<br />
time.<br />
NB: If a player has a Speed advantage, he may either benefit from a +1<br />
bonus to his Dogfight value or inflict a -1 penalty to his opponent’s Dogfight<br />
value (but not both, this is determined randomly). When facing several<br />
enemy aircraft, the opponent does not add penalties.