Ageod WW1 Manual Cover.qxd

Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd

walter.katharina23
from walter.katharina23 More from this publisher
15.08.2013 Views

Fire – 1st Salvo Each ship squadron executes one shot. Each “ship squadron” actually contains several ships (1 to 5). The exact list and names can be seen in the tooltips and on the units details window. Having several units is important for 2 reasons. The main reason is the better ability to sustain damage, but there is also the possibility to shoot a second time ( See 2nd Salvoes). Each ship squadron salvo is resolved by comparing the Salvo Value, i.e. the difference between the shooter’s fire value and the target’s protection value, and then firing, i.e. “rolling” a die for effect. Bonuses and penalties are applied whenever relevant, the main ones are those listed below: Salvo Value modifiers +1 Target much slower (speed 3+ < 4+) -1 Target much faster (speed 4+ > 3+) -1 if two or more ship squadrons are firing at same target (difficult to adjust fire control) -2 if shooter is also currently under a Torpedo attack (evasion maneuvers) Firing modifiers +1 Tactical Advantage (all squadrons) +1 Aggressive Advantage (3 squadrons) +1 German Rangefinder -1 British defective naval shells -1 Long Range -1 Small Ship penalty. -1 2nd fire salvo -1 Night (rounds 4 and 5) The result obtained may be no loss, or a 50% chance for 1 hit, or 1 to 6 hits, and sometimes a critical hit British Shells: There is a 50% chance the British ship squadrons may have a penalty, because of defective naval shells performance. This is cancelled when the British acquire the “Naval Shells” technology. German Rangefinder: All German ship squadrons get a +1 bonus due to superior fire control equipment. Small Ship: if the firing ship squadron is a smaller size than its target, it gets a -1 penalty for each “level” difference DD < CL < AC < (B, BB or BC). It may inflict only 1 hit, and no critical hit may occur. But this does not apply to torpedoes. Fire – 2nd Salvo Each ship squadron that contains 2+ units is entitled to a 2nd shot. The more ships the squadron contains, the higher the chance. The following bonuses apply: + # ship units +1 If Line of file battle tactic is in effect (rounds 1 and 2) +1 surprise (rounds 1 and 2) However, all 2nd shots have a -1 penalty on the firing results. No 2nd Shot: A ship squadron with only 1 unit may never execute a 2nd shot. The same applies to destroyers (DD or DE). Results and Hits – Damaged Squadrons Each result may inflict several hits on the enemy ship squadron, and sometimes a direct critical hit. The hits are indicated by an explosion symbol on the ship squadron counter, with the value inside indicating the number of such hits. Basically, a ship squadron may sustain up to 3 hits. Upon receiving a 4th hit, the ship squadron is “Damaged” and flipped to the reverse side (white stripe on counter). If there are hits in excess (that is, 5 or more), the excess hits are kept while the squadron is flipped. A Damaged ship squadron may also sustain up to 3 hits. Upon receiving a 4th hit (or more), the Damaged ship squadron must do a Survival check, after all fire salvoes are done. Single-ship squadron: A single-ship squadron (1 unit) has only one side. Upon receiving a 4th hit (or more), it must do a Survival check. Critical Hit and Survival Tests There is sometimes a special and very dangerous salvo fire result, called a "Critical Hit". It comes in addition to the regular hit damage described above. In such instances, the victim ship squadron must roll an immediate “Critical hit” test. The Survival Test happens after all 1st and 2nd firing salvoes are done (but before torpedo attacks, if any). Any Damaged ship squadron or single-ship squadron must roll a Survival test if it gets 4 hits (or more). World War One: La Grande Guerre 1914-1918 75

All ship squadrons victim of these will have a 50% of having one of the ships in the squadron explode and sink. The squadron will become damaged as well. Note however that German squadrons will suffer critical damage only 17% of the time (not 50%) to represent their much better conception, level and training of damage control crews. If a ship squadron has no more units, the squadron is removed. Destroyer flotillas (DD and DE) The DD (or DE) ship squadrons have a higher number of units than usual. They may never be annihilated. If a Survival test fails or a Critical hit occurs, the result of the explosion is that the squadron is Damaged with 3 hits. In such a case, the DD may no longer fire its guns, but it may still execute torpedo attacks. Step (5) – Torpedo Phase (once per warfleet) Each warfleet may execute 1 torpedo attack per naval battle, provided it has at least 3 DD or CL squadrons. This means once for the 1st scout fleet and once for the 2nd fleet. A torpedo attack occurs only at medium range (M) or short range (S). Torpedo Procedure Each one of the 3 DD or CL fires at a different target (your choice). Defensive fire: Each target fires again (new 1st and 2nd salvoes) + 2 CL or AC (screening) (if they are within fire range, and even if they have already shot). Torpedoing Resolution: Each DD / CL, after the defensive fire, executes 1 to 3 torpedo attacks. This is handled as a Salvo with a +4 value. No shell fire modifiers apply, only the torpedo modifiers. Trap battle: note that in case of a submarine attack, there is no defensive fire. Step (6) – Repairs at Sea and Admirals Fate Each side checks the possibility of Repair for each ship squadron which has sustained “hits” during this round. With luck, repairs may be executed while at sea, and this removes 1 hit from the damages received during this round (only). Hits received during the previous rounds cannot be repaired at sea. A Damaged ship squadron cannot be flipped back to its “full” front side by this procedure. KIA Admirals If a ship squadron, with an admiral on 76 World War One: La Grande Guerre 1914-1918 board, has received 1+ hit or exploded (critical hit), this admiral must check for KIA. The chance is 5%, but jumps to 50% if the admiral was aboard the unit that sank. A surviving admiral, who was aboard a sunken unit, is rescued by another unit of the same ship squadron (if none exists, then by another ship squadron). Step (7) – Second Fleet Intervention When a naval battle takes place, a 2nd fleet may intervene, depending on the battle type, at the end of the first round. This 2nd fleet must be a friendly fleet on the same side; there is no penalty for nationality. However, to intervene, this 2nd fleet cannot cross a neutral or enemy strait (e.g. a British fleet in the Aegean sea could not intervene in favor of a friendly Russian fleet in the Black Sea, and vice versa). In most cases, intervention has 50% chance of succeeding, but there are modifiers and penalties, such as: ● Battle Tactic “A” (circle arc) gives a +1 bonus. ● If the 2nd fleet’s mission is different, there is a -1 penalty. ● If the 2nd fleet’s mission is “in port”, this penalty is worsened to -3. ● There are other modifiers for night and weather. Range: The 2nd fleet always arrives at long range (L). Cost: A 2nd fleet in port will pay the cost of a Control mission when it intervenes. A fleet already at sea (in mission) pays nothing more. Controlled Sea: A side in a friendly sea may bring as many fleets as he wishes at the end of the 2nd round.

All ship squadrons victim of these will have a 50% of having one of the<br />

ships in the squadron explode and sink. The squadron will become<br />

damaged as well. Note however that German squadrons will suffer critical<br />

damage only 17% of the time (not 50%) to represent their much better<br />

conception, level and training of damage control crews.<br />

If a ship squadron has no more units, the squadron is removed.<br />

Destroyer flotillas (DD and DE)<br />

The DD (or DE) ship squadrons have a higher number of units than usual.<br />

They may never be annihilated.<br />

If a Survival test fails or a Critical hit occurs, the result of the explosion is<br />

that the squadron is Damaged with 3 hits. In such a case, the DD may no<br />

longer fire its guns, but it may still execute torpedo attacks.<br />

Step (5) – Torpedo Phase (once per warfleet)<br />

Each warfleet may execute 1 torpedo attack per naval battle, provided it<br />

has at least 3 DD or CL squadrons. This means once for the 1st scout fleet<br />

and once for the 2nd fleet. A torpedo attack occurs only at medium range<br />

(M) or short range (S).<br />

Torpedo Procedure<br />

Each one of the 3 DD or CL fires at a different target (your choice).<br />

Defensive fire: Each target fires again (new 1st and 2nd salvoes) + 2 CL or AC<br />

(screening) (if they are within fire range, and even if they have already shot).<br />

Torpedoing Resolution: Each DD / CL, after the defensive fire, executes 1<br />

to 3 torpedo attacks. This is handled as a Salvo with a +4 value. No shell<br />

fire modifiers apply, only the torpedo modifiers.<br />

Trap battle: note that in case of a<br />

submarine attack, there is no defensive<br />

fire.<br />

Step (6) – Repairs at Sea and Admirals<br />

Fate<br />

Each side checks the possibility of Repair<br />

for each ship squadron which has<br />

sustained “hits” during this round. With<br />

luck, repairs may be executed while at<br />

sea, and this removes 1 hit from the<br />

damages received during this round<br />

(only). Hits received during the previous<br />

rounds cannot be repaired at sea.<br />

A Damaged ship squadron cannot be<br />

flipped back to its “full” front side by this<br />

procedure.<br />

KIA Admirals<br />

If a ship squadron, with an admiral on<br />

76 World War One: La Grande Guerre 1914-1918<br />

board, has received 1+ hit or exploded (critical hit), this admiral must check<br />

for KIA. The chance is 5%, but jumps to 50% if the admiral was aboard the<br />

unit that sank. A surviving admiral, who was aboard a sunken unit, is<br />

rescued by another unit of the same ship squadron (if none exists, then by<br />

another ship squadron).<br />

Step (7) – Second Fleet Intervention<br />

When a naval battle takes place, a 2nd fleet may intervene, depending<br />

on the battle type, at the end of the first round. This 2nd fleet must<br />

be a friendly fleet on the same side; there is no penalty for<br />

nationality. However, to intervene, this 2nd fleet cannot cross a neutral<br />

or enemy strait (e.g. a British fleet in the Aegean sea could not<br />

intervene in favor of a friendly Russian fleet in the Black Sea, and<br />

vice versa).<br />

In most cases, intervention has 50% chance of succeeding, but there are<br />

modifiers and penalties, such as:<br />

● Battle Tactic “A” (circle arc) gives a +1 bonus.<br />

● If the 2nd fleet’s mission is different, there is a -1 penalty.<br />

● If the 2nd fleet’s mission is “in port”, this penalty is worsened to -3.<br />

● There are other modifiers for night and weather.<br />

Range: The 2nd fleet always arrives at long range (L).<br />

Cost: A 2nd fleet in port will pay the cost of a Control mission when it<br />

intervenes. A fleet already at sea (in mission) pays nothing more.<br />

Controlled Sea: A side in a friendly sea may bring as many fleets as he<br />

wishes at the end of the 2nd round.

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

Saved successfully!

Ooh no, something went wrong!