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Ageod WW1 Manual Cover.qxd

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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.

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