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Ageod WW1 Manual Cover.qxd

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At the end of the first round, the 2nd fleet reinforces the battle, at long<br />

range (L). This is automatic if they have the same mission (and<br />

unsurprised). If not or surprised, roll an Intervention check.<br />

“T” = Trap<br />

Each fleet engages all its ship squadrons within shooting range. The battle<br />

goes on for an unlimited number of rounds.<br />

The Trapping admiral is the admiral benefiting from surprise. His opponent<br />

is the Trapped admiral.<br />

Trapped admiral penalties:<br />

● He cannot withdraw during the 1st round.<br />

● He must wait until the end of the 2nd round, with a -1 penalty, to<br />

attempt to reinforce with his 2nd fleet (no penalty afterwards).<br />

Trapping admiral:<br />

● He automatically gets the Tactical Advantage during the first two<br />

rounds. At the end of the 1st round, he may bring in the 2nd fleet<br />

(same mission), no roll. The 2nd fleet’s range is long range (L). If the<br />

2nd fleet has a different mission, roll an Intervention check.<br />

● Submarines (SS) at range (2 seas), may randomly rendezvous at the<br />

trap (50% chance). If yes, at the Torpedo step of the 1st round (after<br />

all fire salvoes), submarines attack. The enemy cannot reply. Range is<br />

determined randomly, 50% chance it will be S, 50% will be M. Each<br />

submarine target is determined randomly, according to the following<br />

priority: B, BB or BC first; then AC > CL > DD.<br />

14.3.9 The Faster Fleet<br />

A Faster fleet may limit or even withdraw before the naval battle. There is<br />

50% that, when the scout fleet (faster) meets a huge battleship fleet<br />

(slower), it enters in a limited battle, or it may withdraw.<br />

● Limited battle: The scout fleet engages a naval battle, as above. But<br />

the enemy may only engage the number of ship squadrons equal to<br />

the scout fleet ones (ex. the scout fleet has 3 ship squadrons only,<br />

then the enemy engages 3 maximum too).<br />

● Withdraw: The scout fleet may engage in a limited battle or withdraw<br />

and retreat (battle is over) or withdraw and keep contact without a<br />

fight because he expects 2nd friendly fleet interception soon, to<br />

engage the battle (at long range).<br />

If there is no fight, there is no naval battle (so, no winner or loser).<br />

14.4 Engaging in Naval Combat<br />

Naval battles are extremely costly in terms of NW for the loser, as, like it<br />

was in that age, the battleships are true national pride items and loss of<br />

them is a decisive blow to national morale.<br />

14.4.1 Summary and Sequence<br />

The naval battle rounds follow the steps below.<br />

1 - Advantage determination: Tactical, Aggressive, React<br />

2 - Fire Range determination<br />

3 - Changing Engaged Squadrons<br />

4 - Fire Salvoes (1st and 2nd shots) (and Survival Tests)<br />

5 - Torpedo Attacks (free, but only once per fleet)<br />

6 - Repairs at sea (and admiral KIA checks)<br />

7 - 2nd fleet Intervention (if any)<br />

8 - Retreat (and Pursuit)<br />

This complete sequence constitutes a “combat round”. Note that in a long<br />

battle, rounds #4 and 5 are night rounds (where salvoes are much less<br />

efficient, but torpedo attacks more dangerous). A naval battle lasts as many<br />

rounds as the players want to (or can) fight.<br />

14.4.2 Presentation and Steps<br />

Each player gets all his 1st fleet ship squadrons (the scout fleet) and can<br />

form his “line of battle” with BC, BB and B. AC types may be added if in<br />

range (M or S). The other CL and DD are ignored (except if at range S),<br />

and are left in the rear section of the battle window.<br />

Note that the 2nd fleet (if any) may reinforce the battle later (through a test),<br />

at end of each round, depending on the battle type.<br />

Submarines (SS) do not take part in the battle except during a “Trap”<br />

battle (See 94.H).<br />

Step (1): Advantage Check<br />

Each side selects one “Advantage” (in secret): Tactical,<br />

Aggressiveness, or Reaction. There is a random test made,<br />

where the Admiral value corresponding to the choice is added,<br />

plus extra bonus depending on the type of encounter, speed<br />

advantage and round.<br />

● Type “C” encounter provides a +1 bonus (rounds 1 and 2).<br />

● The faster fleet (if any) has a +2 bonus.<br />

World War One: La Grande Guerre 1914-1918 73

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