Ageod WW1 Manual Cover.qxd
Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd
● The Attacker’s ship squadrons (if any) in transport mission and located in the adjacent coastal sea zones fire and give artillery support during the battle (without spending MUN). One B. BB, BC or AC is required per subbattle. ● No gas or tank may be used during the landing. No bombardments are allowed. Outcome of landing battles is the following: ● Failure: If the landing battle is lost, the Attacker must re-embark all its units, and suffer an addition 1 hit per corps (1 RP and moral check if the unit is already damaged). ● Success: The beach is captured. Only 1 unit from the HQ reserve may breakthrough (and 1 region only, even for cavalry), except at Sedd-ul-Bahr and Kum-Kale beach regions (Turkish straits) where the harsh terrain prevents any breakthrough. 14.7 Coastal Raids A warfleet with a “Raid” mission may move to and bombard an enemy coastal region. The objective of the raid is to cause economic damage and NW loss. 14.7.1 Raid Resolution The purpose of the Raid is bombarding a coastal city or town. The fleet must not have been forced to abort after a naval battle before that. Any coastal city or town can be a target, with two exceptions: ● a port (major or minor) containing an enemy warfleet cannot be targeted by a coastal Raid. ● London cannot be targeted by a coastal Raid. There is a 50% chance that the Raid is successful. If so, the city or town target of the Raid suffers one hit per B, BB or BC battleship unit (not squadron) inside the raiding fleet. However, a town may receive at the maximum 2 hits and a city may receive 6 hits maximum, all excess hits are ignored. 14.7.2 Effects of the Raid Each hit against a national city or town lowers production by 2 EP during the next Economical Phase (cost of the Civilian and military rebuilding), no matter what the city’s theoretical production value may be. These hits are removed at the end of the following Interphase. Great Britain (only): each time an British city or town is bombarded, the NW is immediately modified by NW -2. Example: Raid against Hartlepool in December 1914 The German Erleuchtung Fleet (scout fleet) executes a Raid in the North Sea against the Hartlepool coastal region (British town). Weather is rainy. World War One: La Grande Guerre 1914-1918 79
This Raid costs Germany 2 (Erleuchtung) + 1 (Raid) = 3 EP. Because of sea hazard in poor wheather there is no naval battle despite a British attempt to intercept with its fleets in a control mission in the North Sea. The German Fleet reaches the English coast, and executes its Raid with success! BC Moltke and Von der Tann inflict 2 hits to Hartlepool (town) and Great Britain immediately loses 2 NW. In addition, Great Britain will lose 4 EP during the Winter 1914 Interphase (2 EP per hit). 14.8 Various Rules 14.8.1 Mine Laying Mines (short for Naval Minefields) are laid in coastal regions (friendly or enemy) with 1 mine (squadron) per region. Mines may be laid during the reinforcement phase within 3 coastal sea zones of a friendly coastal city or town (and will be removed as soon as it is no longer the case). Exception: A mine has no effect if placed in off a Neutral country (ex. Salonica as long as Greece is at peace). Attacks by Mines Mines attack any enemy warfleet entering the coastal sea zone where it is located. Each mine executes 2 attacks, upon one enemy fleet (selected at random if more than one fleet is present). Each attack is resolved on the Mines Chart. ● Mine attacks are resolved immediately, before any naval battle or landing. ● A ship squadron of a randomly selected type is taken in the target fleet(s) and it executes a Survival Test. - If it explodes, it loses one unit. - If it does not explode, the squadron is flipped to damaged, or if it is already damaged, it gets 3 hits. Coastal Batteries A coastal artillery unit may automatically fire at any enemy fleet on mission within the coastal sea zone adjacent to the region where the battery is located. ● There are two coastal artillery types: mobile and immobile. ● The coastal artillery acts in all effects as a “mine” and may attempt up to 2 attacks per coastal sea zone. ● A mobile coastal artillery has a bonus of +1 in the resolution of each attack. 14.8.2 German Overseas Raiders In the 1914 campaign, Germany starts with 4 CL Raider squadrons in her colonies (off-map boxes), and also has its Far East fleet (Admiral Spee) in the Bismarck Archipelago off-map box. Each turn they spend at sea, these Raiders will automatically damage the British commerce, costing up to 4 hits per turn in 1914 (= 2 PE per hit) and per unit. In order to eliminate the drain, the Royal Navy has to pursue them, and sink them one by one (control missions are required). 14.8.3 Tactical Submarines (SS) 80 World War One: La Grande Guerre 1914-1918 Most naval powers have a tactical submarine (SS) at the start of the game (Germany has 2). A tactical submarine is not assigned to a warfleet. It acts only as a naval recon unit, and may take part in a naval battle only during Traps (50% chance). ● A submarine does not need to execute a mission at sea to operate, this is handled automatically. ● A submarine may redeploy as any naval unit stack. ● If a submarine redeploys, it cannot execute a recon at sea during the same turn. German Submarine on the prowl: one German tactical submarine may act alone in the North Sea or the Channel to attack the Royal Navy each turn (with a limited risk). NB: all these tactical submarine (SS) squadrons are different from “U-Boat” squadrons (only used for Submarine Warfare). 14.8.4 Naval Repairs in Port Naval units that stay in a national or friendly major port for one or more Interphase(s) after a battle may be repaired for free. The procedure is the following: 1st Interphase (after the battle): All hits are removed from the DD (or DE) and CL. 2nd Interphase: All damaged DD and CL are repaired (face up). All hits are removed from the B, BB, BC and AC. 3rd Interphase: All damaged B, BB, BC and AC are repaired (face up). After a 1-year period following the battle (i.e 3 Interphases have elapsed), all damaged naval units are repaired.
- Page 29 and 30: 7. Leaders Leaders have an importan
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- Page 103 and 104: level, the higher the chance). Base
- Page 105 and 106: War Weariness: +1 penalty to the Wa
- Page 107 and 108: World Revolution: all Social Tests
- Page 109 and 110: Revolt and Revolution: same as work
- Page 111 and 112: This income depends on the Civilian
- Page 113 and 114: Design Note: from the construction,
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● The Attacker’s ship squadrons (if any) in transport mission and<br />
located in the adjacent coastal sea zones fire and give artillery<br />
support during the battle (without spending MUN). One B. BB, BC or<br />
AC is required per subbattle.<br />
● No gas or tank may be used during the landing. No bombardments<br />
are allowed.<br />
Outcome of landing battles is the following:<br />
● Failure: If the landing battle is lost, the Attacker must re-embark all its<br />
units, and suffer an addition 1 hit per corps (1 RP and moral check if<br />
the unit is already damaged).<br />
● Success: The beach is captured. Only 1 unit from the HQ reserve<br />
may breakthrough (and 1 region only, even for cavalry), except at<br />
Sedd-ul-Bahr and Kum-Kale beach regions (Turkish straits) where the<br />
harsh terrain prevents any breakthrough.<br />
14.7 Coastal Raids<br />
A warfleet with a “Raid” mission may move to and bombard an enemy<br />
coastal region. The objective of the raid is to cause economic damage and<br />
NW loss.<br />
14.7.1 Raid Resolution<br />
The purpose of the Raid is bombarding a coastal city or town. The fleet<br />
must not have been forced to abort after a naval battle before that. Any<br />
coastal city or town can be a target, with two exceptions:<br />
● a port (major or minor) containing an enemy warfleet cannot be<br />
targeted by a coastal Raid.<br />
● London cannot be targeted by a coastal Raid.<br />
There is a 50% chance that the Raid is successful. If so, the city or town<br />
target of the Raid suffers one hit per B, BB or BC battleship unit (not<br />
squadron) inside the raiding fleet. However, a town may receive at the<br />
maximum 2 hits and a city may receive 6 hits maximum, all excess hits are<br />
ignored.<br />
14.7.2 Effects of the Raid<br />
Each hit against a national city or town lowers production by 2 EP during<br />
the next Economical Phase (cost of the Civilian and military rebuilding), no<br />
matter what the city’s theoretical production value may be. These hits are<br />
removed at the end of the following Interphase.<br />
Great Britain (only): each time an British city or town is bombarded, the NW<br />
is immediately modified by NW -2.<br />
Example: Raid against Hartlepool in December 1914<br />
The German Erleuchtung Fleet (scout fleet) executes a Raid in the North<br />
Sea against the Hartlepool coastal region (British town). Weather is rainy.<br />
World War One: La Grande Guerre 1914-1918 79