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T: Bonus +1 to Surprise<br />
L: Bonus +1 to all 2nd Shots and to the admiral’s Aggressiveness<br />
(rounds 1 and 2)<br />
C: Bonus +1 for the naval Advantage and to the admiral’s<br />
Aggressiveness (rounds 1 and 2)<br />
A: Bonus +1 to bring in the reinforcing 2nd fleet<br />
F: Penalty -1 to the enemy admiral’s Reaction<br />
(negative value possible)<br />
The tactics are crossed on the Tactics Chart which shows the interactions<br />
between the chosen tactics.<br />
Tactical chart<br />
Enemy Player<br />
T L C A F<br />
T (T) L - A L F 3 C 3<br />
L - - C A 3 C 3 F 3 A<br />
C T 3 L L T - A 3 -<br />
A T - C 3 - F L<br />
F T L 3 C C A - -<br />
Results<br />
T: Suprise +1<br />
(T): Roll even: Allies get T, Odd: Centrals get T<br />
L: +1 all second shots (rounds 1 and 2), Agress +1<br />
C: Tact. Advantage +1 (round 1 and 2), Agress +1<br />
A: 2nd Fleet: Bonus +1<br />
F: Enemy Admiral Reaction -1<br />
3 : Bonus +2<br />
Each side cross-references his tactic with that of its enemy’s. The resulting<br />
box contains either 1 letter (usually the same as the tactic), or 2 letters (the<br />
tactic and another letter), or nothing.<br />
Each player benefits from the bonus given by the letter(s).<br />
● If the letter is followed by “²”, the bonus is +2 instead of +1.<br />
● If both players choose “T”, only one player will get the surprise bonus.<br />
Roll D6: even Entente, odd Central Powers.<br />
14.3.2 Naval Recon<br />
In European Seas (i.e. the seas not depicted on the world globes), the<br />
player with the most Recon units has a bonus for the sea surprise test:<br />
submarines (SS) and naval air units (with an anchor). The bonus equals the<br />
difference of the numbers of Recon units.<br />
All Recon units (even friendly ones from the same side) are added<br />
together. All units have a 2-sea range.<br />
Submarine: Each submarine (SS) counts as 1 Recon unit.<br />
Naval planes: Each plane with an “anchor” symbol counts as 1 Recon unit<br />
or 2 units if the Recon Indicator reaches -1 (the best value). This applies in<br />
clear weather only. They must be based in a coastal city or town. These<br />
naval planes are usually fighters. However, Great Britain has a naval<br />
bomber, and Germany has a naval zeppelin. Both have an anchor.<br />
Harwich Fleet (Great Britain): This fleet counts as 1 Recon unit in the North<br />
Sea, English Channel and North Atlantic. The fleet need not put out to sea<br />
on mission, as it is considered as doing routine recon mission in the<br />
above-mentioned seas.<br />
Aircraft Carrier: The British CV Furious (if built) may be assigned to a fleet<br />
(e.g. Harwich fleet), and counts as a naval plane for the Sea recon.<br />
14.3.4 The Surprise Test<br />
During the 1st round of an encounter, one fleet may benefit from surprise.<br />
Surprise is influenced by the Recon value, the chosen tactic, the type of<br />
sea and the speed of naval units involved.<br />
+ ? naval recon (depending on units difference)<br />
+1 letter “T”; or +2 if T²<br />
-1 enemy Controlled sea<br />
-1 enemy strait (crossed or at the gate)<br />
+1 friendly Controlled sea<br />
+3 the faster fleet (if any) (ex. speed 4- > 3+)<br />
A side that obtains a result ≥ twice that of his opponent’s result gets the<br />
benefit of Surprise.<br />
NB: the speed of a fleet is the speed of its slowest ship squadron. i.e.<br />
a scout fleet (speed ≤ 4) versus a common fleet (speed ≥ 3+). It is<br />
recommended to have a scout fleet as the 1st fleet (the 2nd fleet, slower,<br />
coming later).<br />
14.3.5 Surprise Effects<br />
If a side gets the surprise benefit, it gains the following advantages:<br />
● A bonus of +3 or -3 modifier to determine the type of naval encounter.<br />
The -3 modifier is used if the player wants to avoid a battle.<br />
World War One: La Grande Guerre 1914-1918 71