Ageod WW1 Manual Cover.qxd
Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd
● Each turn, the players may attempt a “Diplomatic Actions” in a foreign country where there is at least one AMBassador counter. ● When a Diplomatic Check occurs, the country’s diplomatic level is modified, and the country draws nearer one side or the other. ● After a diplomatic action has been resolved, all the AMBassadors in that country are removed. 17.1 The Alliances WW1 is a war fought between two Alliances: the Central Powers (initially Germany and Austria-Hungary, possibly Italy) and the Entente (initially France and Russia, possibly Great Britain). Each nation that joins the war is assigned to one of these alliances, depending on which side it decided to join or which enemy nation declared war upon her (in which case it automatically joins the alliance opposing her enemy). Belligerent nations are either allied or at war against each other, within a same alliance. All other nations are neutral, at various degrees of neutrality. As a rule, all neutral nations will tend to get closer to one side or the other (either as Pro-Entente or Pro-Central Powers). Some nations are stiffly neutral and will usually not move much via diplomacy (but may move fast via events; the USA for instance). Allies, neutrals, enemies Units of allied nations are allowed to co-exist within the same area or sea zone. They share supply and will defend together if attacked by a common enemy. They cannot attack together unless military cooperation is in place (decided via political action, scenario rules, setup or events) Units that are neutral are not allowed to enter areas owned by other nations, and shall not fight if they are located in the same sea zone with units of other nations. 17.2 Diplomats Each major nation has a set of Diplomats (a.k.a. Ambassadors) available at the start of the scenario (usually located in the nation’s capital). They have to send them on missions the capital of neutral nations to undertake diplomacy (via the Diplomats Management window). Ambassador Points, or “AMB” Each major power has a yearly amount of AMBassadors, noted as “AMB”. The power may also buy additional AMBassadors during each Interphase. A major power receives its AMBassadors once per year, during the Winter Interphase. This amount is a fixed value (BASE), modified by a Geopolitical Modifier, given in the Appendices. Furthermore, during each Interphase (including Winter), the major power may buy additional AMBassadors, by spending 5 EP per AMB, using the production window (see below). Each power gets an AMB amount consisting of: ● Winter : yearly amount + purchase ● Summer and Fall: purchase only. - The AMB have a generic picture (for fog of war purposes) but an individual value from 0 to 3 (a 0 AMBassador is a decoy). - Each power may receive one decoy AMB counter per Interphase. 17.3 Diplomacy Management Window The Diplomacy Management Window is used for diplomatic action management, i.e. the assignment of diplomats on station, or the start of a diplomatic action on a target neutral country. Sending Diplomats Select the AMBassador you want to send, then the target foreign country you want him to go on station. Validate World War One: La Grande Guerre 1914-1918 89
“Send on Station” and you will notice a small world icon next to the diplomat, as well as the flag of the destination country. Each alliance can send no more than two diplomats towards the same target nation. Technical Hint: In the above window, when you double-click on a nation’s flag, it immediately opens the country’s diplomatic window, giving you all the information you need. Asking audience for AMBassadors Once the AMBassadors are in their station, they may just stay idle, awaiting your orders (no need to do anything as a player). Or you can have them ask audience, which means that the next diplomatic action you shall undertake will be this one (therefore you can ask only once per turn). You can also ask audience with an AMB that has just been deployed and is on its way to the target country: to do so you must first send it, then once the sending order is approved and valid, you click on the “Send on Mission” button, meaning the diplomat will execute a diplomatic action immediately upon arrival (i.e. during the current diplomatic phase). NB: AMBassadors may be deployed in their own countries while neutral (i.e. Britlish AMBassadors in Great Britain, or American AMBassadors in the United States). 17.4 Diplomacy Resolution Diplomatic Actions may occur each turn. Each side may attempt 1 Diplomatic Action per turn (so at most it means a maximum of two different neutral nations will be affected each turn). To designate the target of the Diplomatic Action, the player opens the Diplomatic Management Window (see above) and chooses a target neutral 90 World War One: La Grande Guerre 1914-1918 country where he has an AMB with a value 1 to 3 (decoys are not allowed). A diplomatic check, is made (see below). See the Diplomatic Appendices to see the check modifiers. NB: a player may also do nothing, and forfeit his diplomatic action for this turn. When a player “executes” a Diplomatic Action in a country: ● Each side’s AMBassadors present in this country are now revealed. ● The Diplomatic Action is resolved immediately, the country diplomatic marker is adjusted, and the result applies at once. ● The AMBassadors are removed. As long as no action is resolved in a country, the AMB stay in this country (maximum 2 AMB per side). Enemy players cannot remove them, but the owning player may send them elsewhere. Diplomatic Check Procedure Diplomatic Checks use the following procedure: Both sides’ numbers of AMBassadors in the current target country are substracted. The subtraction is always in this order: “Centrals Powers AMB – Entente AMB” This difference gives the column number on the Diplomatic Table. This column is modified by: ● Pro-Entente country, 1 column to the left. ● Pro-Centrals country, 1 column to the right. ● Isolationist Country [e.g. United States], 2 columns toward the 0 column (shift left or right, depending on the situation). There are some modifiers for each country to the check roll, depending on the political and military situation. For instance: ● The general situation of the war, in particular the control of some key strategic objectives by your side (example: Russian control of the Austrian fortress city of Przesmyl strongly influences the Balkan minors) ● The previously achieved threshold with the target minor neutral nation ● The results of some historical events, or the play of diplomatic stratagems (especially important in 1914 for the Ottoman Empire entry in the war), ● And finally by the balance of power, especially for key neutrals like Italy or the Ottoman Empire, and also some Balkan nations. They usually all tend to side with the camp opposed to the one favoured by their neighbours. The roll result gives a value, which is the value by which the country’s diplomatic level is adjusted: down is usually in favor of the Entente, up is in favor of the Central Powers. The new diplomatic result is effective immediately. The Appendices booklet explains the detailed results, depending on the new diplomatic level.
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● Each turn, the players may attempt a “Diplomatic Actions” in a foreign<br />
country where there is at least one AMBassador counter.<br />
● When a Diplomatic Check occurs, the country’s diplomatic level is<br />
modified, and the country draws nearer one side or the other.<br />
● After a diplomatic action has been resolved, all the AMBassadors in<br />
that country are removed.<br />
17.1 The Alliances<br />
<strong>WW1</strong> is a war fought between two Alliances: the Central Powers (initially<br />
Germany and Austria-Hungary, possibly Italy) and the Entente (initially<br />
France and Russia, possibly Great Britain). Each nation that joins the war<br />
is assigned to one of these alliances, depending on which side it decided<br />
to join or which enemy nation declared war upon her (in which case it<br />
automatically joins the alliance opposing her enemy).<br />
Belligerent nations are either allied or at war against each other, within<br />
a same alliance. All other nations are neutral, at various degrees of<br />
neutrality. As a rule, all neutral nations will tend to get closer to one side or<br />
the other (either as Pro-Entente or Pro-Central Powers). Some nations are<br />
stiffly neutral and will usually not move much via diplomacy (but may move<br />
fast via events; the USA for instance).<br />
Allies, neutrals, enemies<br />
Units of allied nations are allowed to co-exist within the same area or sea<br />
zone. They share supply and will defend together if attacked by a common<br />
enemy. They cannot attack together unless military cooperation is in place<br />
(decided via political action, scenario rules, setup or events)<br />
Units that are neutral are not allowed to enter areas owned by other<br />
nations, and shall not fight if they are located in the same sea zone with<br />
units of other nations.<br />
17.2 Diplomats<br />
Each major nation has a set of Diplomats (a.k.a. Ambassadors) available<br />
at the start of the scenario (usually located in the nation’s capital). They<br />
have to send them on missions the capital of neutral nations to undertake<br />
diplomacy (via the Diplomats Management window).<br />
Ambassador Points, or “AMB”<br />
Each major power has a yearly amount of AMBassadors, noted as “AMB”.<br />
The power may also buy additional AMBassadors during each Interphase.<br />
A major power receives its AMBassadors once per year, during the Winter<br />
Interphase. This amount is a fixed value (BASE), modified by a Geopolitical<br />
Modifier, given in the Appendices.<br />
Furthermore, during each Interphase (including Winter), the major power<br />
may buy additional AMBassadors, by spending 5 EP per AMB, using the<br />
production window (see below).<br />
Each power gets an AMB amount consisting of:<br />
● Winter : yearly amount + purchase<br />
● Summer and Fall: purchase only.<br />
- The AMB have a generic picture (for fog of war purposes) but an<br />
individual value from 0 to 3 (a 0 AMBassador is a decoy).<br />
- Each power may receive one decoy AMB counter per Interphase.<br />
17.3 Diplomacy Management<br />
Window<br />
The Diplomacy Management Window is<br />
used for diplomatic action management,<br />
i.e. the assignment of diplomats on<br />
station, or the start of a diplomatic action<br />
on a target neutral country.<br />
Sending Diplomats<br />
Select the AMBassador you want<br />
to send, then the target foreign country<br />
you want him to go on station. Validate<br />
World War One: La Grande Guerre 1914-1918 89