15.08.2013 Views

Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Each player assigns missions, then there is a naval check for encounter,<br />

and if successful, a naval battle ensues, or if not, nothing happens.<br />

Enemy seas: Beware, if a fleet goes into a sea controlled by the enemy, it<br />

has a penalty for surprise and on retreat.<br />

Straits: (Gibraltar, Danish and Turkish Strait) If any enemy fleet passes<br />

through a friendly straight, the enemy fleet is revealed.<br />

Transport: If the enemy executes a mission in your friendly controlled sea<br />

where you conduct a naval transport, you have to execute a “Transport”<br />

mission with a fleet (to protect it) or abort the naval transport.<br />

Mutiny: Beginning in 1917+, Germany may have to deal with mutinies when<br />

a fleet puts to sea.<br />

Choosing Missions<br />

Each player chooses the “Naval Mission” for his fleet(s) and squadron(s)<br />

from the following: In Port, Patrol, Transport, Raid and Control.<br />

● A player may order up to 2 fleets together, with the same mission. If a<br />

naval battle occurs, only one fleet will engage at first. The 2nd fleet<br />

may reinforce later. The scout fleet, if present, is always the first fleet<br />

engaged (failing that, the fleet with the lowest EP cost).<br />

● The player may also assign different missions to his fleets, but they<br />

will not be able to fight together easily if a battle occurs.<br />

Range<br />

Fleets may move up to 4 Moves each turn. The non-coastal (open) sea<br />

zones (including the overseas ones on the globes at the bottom right of the<br />

computer game map) cost 1 each. Each coastal sea zone uses 0 of these<br />

move, but only for those coastal seas that are bordering the open seas<br />

crossed.<br />

Missions and Cost (EP)<br />

Each mission has a cost in Economic Points (EPs). This comes in addition<br />

to the cost each nation pays to activate the concerned fleet(s).<br />

In Port (0 EP): In practice the fleet does not sail or makes short training<br />

exercises near its base. The fleet spends no EP<br />

Patrol (0 EP): The fleet patrols the target sea to find and possibly encounter<br />

the enemy. Such a mission has a contact value of “3” (see below)<br />

Sea transport (1 EP): The fleet escorts a military troop convoy, either bound<br />

for a friendly port, or attempting a landing on an enemy beach. The contact<br />

value is “0”.<br />

Raid (1 EP): The fleet tries to bombard an enemy coastal city. The contact<br />

value is “2”.<br />

Control (3 EP): The fleet attempts to take complete control the sea area.<br />

The contact value is “4”.<br />

COST:<br />

The cost of a mission will be paid during the next Interphase (to resupply<br />

the coal). At that time, the engine takes the fleets’ EP values, plus all the<br />

spent mission costs. Each time, the end cost is:<br />

Fleets Activation Cost(EP) + Mission Cost (EP)<br />

NB: The end cost is doubled for a Control mission.<br />

Example: France sends its Mediterranean Fleet (3 EP) + its Scout Fleet<br />

(1 EP) in a Control mission in the Adriatic (3 EP). The sum is 7 EP, to be<br />

doubled because this is a Control mission = 7 x 2 = 14 EP! This cost is paid<br />

during the next Interphase. Sending the whole French Fleet is expensive!<br />

Example: Italy sends its Flotta Crusere (1 EP) + Flotta Mare (3 EP) on a<br />

Raid mission (1 EP). The cost is Crusere 1 + Mare 3 + Raid 1 = 5 EP.<br />

In addition, Britain pays every Interphase a special 4 EP extra naval cost<br />

(to represent the maintenance of a larger naval establishment and power)<br />

14.2.3 Contact Value and the Naval Encounter Test<br />

Each mission has a “Contact” value (except the “in port” mission). It serves<br />

to determine the probability of an encounter at sea.<br />

Automatic Encounters<br />

No check is made in the cases below, where the encounter is automatic.<br />

● Double Controls: If both players have a control mission, their fleets<br />

automatically meet at sea.<br />

● Landing: If a player attempts a landing, the encounter is automatic.<br />

● Strait: if an enemy fleet tries to cross a strait, the encounter is<br />

automatic. Straits are: Dardanelles (in the Sea of Marmara). Gibraltar<br />

(in the Mediterranean, before the gate). Danish straits (in the Baltic).<br />

World War One: La Grande Guerre 1914-1918 69

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!