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All optional rules, except militia conversion.
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From standard rules we use:
 +
* All optional rules, except militia conversion.
 +
* Advanced naval rules, no new crossing arrows.
  
Advanced naval rules, no new crossing arrows.
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Additionally following house rules apply...
  
 +
==House rules==
  
  
House rules:
+
=== General ===
  
 +
==== Rule issues ====
 +
When the rules are unclear, we vote.
  
 +
==== Diplomacy ====
 +
Diplomacy can be conducted at any phase during the game.
  
1.Stacking limit
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==== Bids ====
 +
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.
  
A leader may not bring into battle more corps than his tactical maximum
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==== Enforced peace ====
allows.
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Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.
 +
* If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.
  
 +
==== Winning ====
 +
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together
  
  
Exceptions:
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At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:
 +
* Remove all units from the board
 +
* For each players country count in the total manpower from their home provinces and their conquered minors
 +
** Do not count manpower from free-states or such home provinces that have been ceded by other majors!
 +
* Add the total value of manpower to player's victory points
 +
* All those players who reach their victory point goal are declared victors
 +
* If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.
  
One additional corps may be brought, but then tactical rating is reduced by
 
one.
 
  
One cavalry corps may be added without penalty.
+
==== Uncontrolled Major Powers (14.3) ====
  
 +
* Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.
 +
* High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.
 +
* If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.
  
  
This allows for tactical maximum +2 corps at most. However, no leader may
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==== Corrections to the errated standard rules ====
bring more than 6 corps to battle.
 
  
 +
* Change to the rule '''''1.1.1 The Map''''': Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city
 +
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.
 +
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded. 
  
 +
* Change to the rule '''''1.2 Unit Counters''''': The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.
  
At least the commanding leaders tactical maximum number of corps must take
+
* Change to the rule '''''1.4 The Game Card''''': The Minor Countries Chart omitted a line for Finland.
part in the battle.
+
** The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0. 
 +
** Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.
  
Surplus corps in the area take any leftover damage caused by combat roll or  
+
* Change to the rule '''''4.2.2.2 Limitations of Declarations''''': Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.
pursuit, if the corps fighting the battle are destroyed.
+
** An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)
  
 +
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.
  
 +
* Change to the rule '''''7.2.3.1 Supply Source Definition''''': Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).
  
Reinforcing from the same area where the battle takes place is permitted.
+
* Change to the rule '''''7.3.1.2 Force Marching''''': Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.
  
 +
* Change to the rule '''''7.3.5 Disembarking''''': If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.
  
 +
* Change to the rule '''''7.4.2.1.1.1 Corps Depot Supply Additional Costs''''':  If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.).  In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).
  
Reinforcing corps do not affect leaders tactical ability and may exceed the  
+
* Change to the rule '''''7.5.2.1-7.5.2.7 Operational Possibilities Chart''''': The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.
stacking limit. This applies for the whole duration of battle.
 
  
Reinforcing leader may bring his tactical maximum + one cavalry corps.
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* Change to the rule '''''7.5.2.10.3.6 Retreat after Disembarking''''': Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.
 +
** This applies to forces attacking over a crossing-arrow also.
  
 +
* Change to the rule '''''8.8 Ceding''''': Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace
 +
** Free states may not be ceded.
  
 +
* Change to the rule '''''10.3.1.2.1.3 General Access Rules''''': Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers).  If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.
  
 +
* Change to the rule '''''10.3.4 Forcible Access''''': If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:
 +
** 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).
  
 +
* Change to the rule '''''10.3.4.2''''': A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used.
 +
** For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access.  France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.
  
12.8 allied access. Exception: Turkey may grant access through Dardanelles
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* Change to the rule '''''10.3.4.3''''': The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1.  This chance to declare war is repeated each time a counter using forcible access is moved.  If war is declared, allies may be called as in 4.3. 23/4.
without restriction.
 
  
 +
* Change to the rule '''''10.2.1 Conquest of Minor Countries''''': Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.
  
 +
* Addition to the rule '''''11.8.2.5 Leader Improvement''''': Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.
  
Alliance may have an expiration date. Such alliance is not worth any PP to
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===Naval===
create. There is no PP cost if the alliance expires.
 
  
 +
* Crossing arrows: Crossing arrows from advanced naval rules are not used.
 +
* Transporting fleets have a –1 to all combat rolls.
 +
* Naval combat die roll modifier maximum is +/-2.
  
 +
* Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.
 +
** Fleets moving in the Flee Step may not transport troops.
 +
** A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.
  
Declaring war on an ally is not permitted. After breaking alliance you will
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* When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.
suffer –2PP additional penalty for a DOW on your ex-ally. (Total –5PP) For
 
every turn you wait, this penalty lowers by one.
 
  
If called by an ally against an ally, one must break one of the alliances.
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* Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.
  
PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.
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* Ship building locations are not declared, but deployment location, if placed into a harbour, is.
  
Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading that disallows trade.
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* Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)
  
This penalty does not apply when the one who broke the alliance is not the
+
* Fleet strengths are secret, like corps strengths.
aggressor.
 
  
 +
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.
  
  
If you cannot collect any manpower during economic phase, you must
+
====Naval morale====
immediately (off-phase) sue for peace and accept any kind of peace.
 
  
 +
* Holland 3,5
 +
* Austria, Prussia, Turkey 2,0
 +
* Others 3,0
  
 +
* +0,5 Dominant Britain/Spain
 +
* +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.
 +
* +1,0 Turkish fleets in Mediterranean/Black sea
 +
* +0,5 Swedish/Danish ships in the Baltic
 +
* +0,5 Austrian/Venetian ships in the Adriatic
  
When you reach your VP target, you win. If many nations reach their target
 
at the same time, all win. On the 1815DEC VP phase, all units except
 
controlflags are removed from the board. VPs equal to collectable manpower
 
(not free states) are then awarded to each nation.
 
  
 +
====Maintaining a Blockade====
  
 +
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6.
  
If nobody wins, Britain wins.
+
* If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.
 +
* If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice
 +
** They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone
 +
* If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.
 +
** In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.
  
 +
Roll modifiers:
 +
* British Fleets receive a “+1” modifier to maintaining a blockade roll.
 +
* If admiral '''Villeneuve''' is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.
 +
* The above modifiers are cumulative.
  
 +
====Port raids====
  
Bids are processed from highest to lowest. Incase of a tie, dice determine.
+
* Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.
  
 +
* Change to the rule '''''1.1.1.1 Harbour Defenses''''': If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.
 +
** If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.
 +
** If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets
 +
** '''EXCEPTION''': Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.
  
 +
* Change to the rule '''''1.1.1.1.1 Port Raid Resolution''''': The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:
 +
::6.7.5.1.1 Port Raid Combat Chart
 +
:::Attacking Force
 +
::::3-3
 +
::::3-3
 +
::::3-3
 +
:::Defending Force
 +
::::4-1 port guns
 +
::::1-1
 +
::::2-2
 +
::::2-2
 +
::::5-1 port guns
 +
** The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.
 +
** The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.
 +
** Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.
  
When rules are unclear, we vote.
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* Change to the rule '''''1.1.1.1.2 Victory and Defeat in a Port Raid''''': To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted.
 +
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.
  
 +
* Change to the rule '''''1.1.1.1.3 Aftermath''''': Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.
  
  
If there is a multi-nation garrison in a port, the player with most
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==== Enemy control of port ====
controlled garrison factors decides if the portguns are used. If there’s an
+
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.
equal amount and they disagree, portguns don’t fire. If there is no
 
garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.
 
  
  
 +
==== Port guns with multi-nation garrisons ====
 +
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.
  
1.1.1 The Map: Austrian Capitals: For purposes of the 4.4 Victory Conditions
 
Chart only, Ofen is an Austrian national capital city (i.e. a victorious
 
power may not select Hungary for cession unless all other Austrian provinces
 
are already ceded).  For purposes of 8.2.1.1 (Money Collection by Taxation)
 
and all other rules, Ofen remains a provincial capital.
 
  
 +
==== Breaking a blockade ====
 +
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.
  
 +
A third fleet breaking blockade may either:
 +
* Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.
 +
* Avoid interception in the BB and join with fleets in port.
 +
* Engage with the support of the blockaded fleet, resulting in a blockade combat.
  
 +
==== Supply Chain Restrictions ====
 +
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.
  
 +
==== Hulks ====
 +
* Ships of the Line and Heavy ships generate a hulk when sunk in battle.
 +
** Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).
  
1.2 Unit Counters: The Russia I, II, and III corps should have a cavalry
+
* A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.
morale of ‘4’. 23/4.
+
** Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.
  
 +
* Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.
  
 +
* Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.
  
 +
* If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.
  
 +
* Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.
 +
** Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.
  
1.4 The Game Card: The Minor Countries Chart omitted a line for Finland.
+
=== Land ===
The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp
 
0, Tu 0.  Finland is a secondary district of Sweden in 1805, and a Russian
 
conquered minor in 1812 & 1813.
 
  
 +
====Forcible Access====
  
 +
If a country cannot be declared war upon, such as France's enforced peace during Phase I, they cannot enter major powers' areas using forcible access.
  
4.2.2.2 Limitations of Declarations: Amend to read: A major power already at
+
====Insurrection corps====
war with another major power may not declare war on other major powers if
 
unbesieged enemy infantry corps are already inside its home nation. 23/4.
 
  
An area that cannot be reached by land movement from Paris or London does
+
Insurrection corps can be brought onto the board as a response to an enemy moving into an insurrection area or in reinforcement phase.
not count as being inside one’s home nation for the purpose of this rule
+
* As a response the corps can only be brought into the area that an enemy moved into and only if the area previously had no enemy corps.
only. (Turkish&Spanish islands)
+
* In the reinforcement phase the corps can be brought into any unoccupied insurrection area.
  
 +
====Cavalry types====
  
 +
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.
  
4.4 Victory Conditions Chart: Amendment: Victory Condition C.7: Change the
+
====Stacking limit====
word "American" to "colonial". 23/4.
 
  
 +
A leader may not bring into battle more corps than his tactical maximum allows.
  
 +
'''Exceptions:'''
  
 +
* One additional corps may be brought, but then tactical rating is reduced by one.
 +
* One cavalry corps may be added without penalty.
  
 +
This allows for tactical maximum +2 corps at most. However, no leader may
 +
bring more than 6 corps to battle.
  
  
 +
====Stacks in combat and reinforcing====
  
 +
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.
 +
* Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.
 +
* Reinforcing from the same area where the battle takes place is permitted.
 +
* Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.
 +
* Reinforcing leader may bring his tactical maximum + one cavalry corps.
  
  
7.2.3.1 Supply Source Definition: Cities in ceded home nation provinces are
+
====Leader casualty====
not valid supply sources, unless the province has been incorporated in a
+
Every participating leader is rolled for individually.
minor free state as part of a multi-district minor (10.4.5) or a new
+
* Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.
political combination (11.0).
 
 
 
 
 
 
 
 
 
 
 
7.3.1.2 Force Marching: Amend to read: Corps may increase their movement
 
allowance by one movement point by “force marching”. Cossacks, freikorps,
 
guerrillas, cavalry corps and disembarking corps may not be force marched.
 
23/4.
 
 
 
 
 
 
 
 
 
 
 
7.3.5 Disembarking: If an area contains a friendly port that is besieged
 
(but not blockaded), counters may be considered to be disembarked directly
 
into the port (if there is room) or into the port's area, as the controlling
 
player desires. 23/4.
 
 
 
 
 
 
 
 
 
 
 
7.4.2.1.1.1 Corps Depot Supply Additional Costs:  If a single depot is used
 
to supply more than four corps, the cost of supplying every corps after the
 
fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant,
 
etc.).  In winter, costs are doubled twice (i.e. the fifth corps to be
 
supplied by a depot in winter costs $2 if in the depot’s area, $4 if one
 
area distant, etc.).
 
 
 
 
 
 
 
 
 
 
 
7.5.2.1-7.5.2.7 Operational Possibilities Chart: The attacker's first combat
 
table when crossgriding an Escalated Assault with a Cordon river crossing
 
should be "5-1" instead of "5-2". 23/4.
 
 
 
 
 
 
 
 
 
 
 
7.5.2.10.3.6 Retreat after Disembarking: Corps which disembarked into a land
 
area (7.3.5) and are then forced to retreat in the subsequent land combat
 
step must surrender (all army factors and any accompanying leaders become
 
prisoners), unless atleast one of the attacking corps attacked by land.
 
 
 
This applies to forces attacking over a crossing-arrow also.
 
 
 
 
 
 
 
8.8 Ceding: Clarification: Ceding of minor countries or ceded provinces is
 
allowed only 1) to allies when the ceding major power is at peace with all
 
other major powers, 2) by virtue of a formal peace
 
 
 
 
 
Free states may not be ceded.
 
 
 
 
 
 
 
10.3.1.2.1.3 General Access Rules: Neutral forces that previously had access
 
in territory that has changed control (i.e., due to reconquest or ceding)
 
can be given voluntary access under any new conditions granted by the new
 
controlling major power (unconditional access must be given if peace
 
condition C.5 applies between the involved major powers).  If no access is
 
given or available, the neutral forces must be handled as with force
 
repatriation (see 4.4.6.2 and/or option 12.4). 23/4.
 
 
 
 
 
 
 
 
 
 
 
10.3.4 Forcible Access: If a major power is denied voluntary access or
 
denied desired access conditions, its land forces may still be moved into or
 
through desired areas by using “forcible access,” as follows:
 
 
 
10.3.4.1: Forcible access operates under the same restrictions as access
 
through neutral minor countries (see 10.3.1.1).
 
 
 
10.3.4.2: A phasing major power loses one political point per Turn for each
 
major power's territories in which forcible access is used. For example,
 
during a Turn, French counters are moved through some Bavarian and Saxon
 
areas using forcible access.  France loses one political point if both these
 
minor countries are controlled by Prussia, but loses two political points if
 
Bavaria is Austrian-controlled and Saxony is Prussian-controlled.
 
 
 
10.3.4.3: The major power controlling territory in which forcible access
 
occurs may, if desired, immediately declare war and lose the requisite
 
political points for each separate declaration on any or all of the major
 
powers using forcible access in its territory, unless prevented by
 
limitation in 4.2.2.1.  This chance to declare war is repeated each time a
 
counter using forcible access is moved.  If war is declared, allies may be
 
called as in 4.3. 23/4.
 
 
 
 
 
 
 
 
 
 
 
10.2.1 Conquest of Minor Countries: Amendment: A minor country is conquered
 
by one month’s unbesieged occupation of all cities in the minor’s primary
 
district.
 
 
 
 
 
 
 
Naval
 
 
 
 
 
 
 
 
 
Crossing arrows: Crossing arrows from advanced naval rules are not used.
 
 
 
 
 
Transporting fleets have a –1 to all combat rolls.
 
 
 
 
 
  
Naval combat die roll modifier maximum is +/-2.
 
 
 
 
Ottoman empire
 
 
 
 
Any minor that can be included in the OE produces only half of it’s
 
manpower if controlled by anyother nation than Turkey. Exception: Egypt
 
produces full MP. Exception: Spain gets full MP for Morocco and Algiers.
 
Exception: Any free state produces full manpower.
 
 
 
 
Ottoman troops:
 
 
Turkish controlled freestates that can be included in the OE have morale 2
 
for infantry and 3 for cavalry even if OE is not in existence.
 
 
Ottoman cavalry is doubled for the purposes of determining cavalry
 
superiority only.
 
 
 
 
 
 
14.3 Uncontrolled Major Powers
 
 
 
 
Leaving the game. A country that cannot win (player steps down), but can
 
still affect the result of the game is auctioned with secret victory point
 
bids.
 
 
Highbid becomes the controller of the nation and loses his bid in VPs. A
 
country out of the game itself collects no more victorypoints and may not
 
bid for any new countries.
 
 
If Britain gains control of any country in this fashion, Britain loses it’s
 
“win if no one wins” ability.
 
 
 
 
 
 
Number of depots available:
 
 
Austria 9
 
Britain 6
 
France 8
 
Prussia 7
 
Russia 8
 
Spain 8
 
Turkey 7
 
 
 
Naval
 
Flee step, Immediately before naval movement step:
 
A Major Power that had war declared upon it this turn may move any and all
 
controlled Fleets up to their maximum allowed movement.
 
 
·        Fleets moving in the Flee Step may not transport troops.
 
 
·        A Major Power that moves any Fleets in the Flee Step, may not
 
conduct any type of naval movement (other than evasion or retreat from naval
 
combat), or attempt naval interception during the remainder of the turn.
 
 
When a ship is launched, it must be placed in a fleet or port. If placed in
 
a port, it can fire during harbor raids. A ship in port without a
 
fleetcounter is eliminated if enemy captures the port.
 
 
 
 
Minor countries may not own hulks. All hulks captured by a minor are
 
property of the controlling majorpower. Majorpower may allow a minor to use
 
it’s hulks for shipbuilding.
 
 
 
 
Dardanelles: Constantinople port&blockadebox are considered part of
 
Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)
 
 
 
Naval morale:
 
 
Holland 3,5
 
Austria, Prussia, Turkey 2,0
 
Others 3,0
 
 
+0,5 Dominant Britain/Spain
 
+0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.
 
+1,0 Turkish fleets in Mediterranean/Black sea
 
+0,5 Swedish/Danish ships in the Baltic
 
+0,5 Austrian/Venetian ships in the Adriatic
 
 
Maintaining a Blockade
 
 
A phasing Major Power may at the very start of its naval phase may “test the
 
blockade” at each blockaded port. Both the blockaded stack of the phasing
 
Major Power and the non-phasing blockading stack each roll one D6. If the
 
blockading stack’s roll is equal to or higher than the blockaded stack’s
 
roll then the blockade holds.  If the blockade does not hold then the
 
blockading stack must withdraw to an adjacent sea-area, at the blockading
 
stack’s choice (they may subsequently attempt to intercept any Fleets
 
leaving port as usual from this sea zone).
 
 
-  British Fleets receive a “+1” modifier to maintaining a blockade
 
roll.
 
 
·        If the VILLENEUVE leader is with a blockaded stack, “-1” modifier
 
to Fleets maintaining a blockade.
 
 
The above modifiers are cumulative.  If the phasing Major Power tests a
 
blockade, and rolls “2” or more lower than the lowest blockading stack’s
 
roll, the phasing Major Power initiates a blockade battle with his blockaded
 
stack, against all of the blockading forces.
 
 
 
 
Fleet strengths are secret, like corps strengths.
 
 
A fleet that is blockaded for a full turn must announce some of it’s
 
strength – how many full “squadrons” (10 ships) are present.
 
 
 
 
 
Port raids
 
 
minor Port Raids
 
· Minor countries fleets must be accompanied by at least the
 
same number of vessels from a player Major Power to participate in
 
a port attack.
 
 
1.1.1.1    Harbor Defenses
 
If there is a garrison or Corps in the port, that are at war or that has
 
denied access to the attacking stack, the harbor defenses inflict casualties
 
and morale loss on the attacking force equal to a single, unmodified, D6
 
roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbor
 
defense number printed in the blockade box as the strength of the attack.
 
 
· If the attacking stack is given access by the port’s controlling
 
Major  Power, or no enemy Corps or garrisons are in the port, the harbor
 
defenses are not used.
 
 
· If denied access to the port, the phasing stack may still attack,
 
but the port’s controlling player may use the harbor defenses. No
 
declaration of war is required in this case, but the attacker may declare
 
war, as if attacking transporting fleets
 
 
 
 
 
EXCEPTION: Even if the attacker has unconditional access (peace term C.5)
 
and/or an earlier voluntary access agreement with the Major Power that
 
controls the port, if any of the Fleet(s) being attacked belong to the Major
 
Power controlling the port, the harbor defenses are used.
 
 
1.1.1.1.1    Port Raid Resolution
 
The surviving attacking stack then engages all defending stacks in battle.
 
No tactical chits are chosen. Instead the following indicates which combat
 
tables to use on the Combat Resolution Chart:
 
 
      6.7.5.1.1 Port Raid Combat Chart
 
 
      Attacking Force
 
     
 
    3-3
 
    3-3
 
    3-3
 
     
 
 
      Defending Force
 
    4-1 port guns
 
    1-1
 
    2-2
 
    2-2
 
    5-1port guns
 
 
 
The attacker’s morale is reduced in accordance with the damage taken while
 
running the harbor guns, prior to the start of the three possible rounds of
 
combat.
 
 
The raid lasts for three combat rounds, or until the attacking force breaks
 
or is eliminated. If the defending force breaks, the attacking stack
 
continues to attack for the duration of the three rounds but the defender
 
can no longer reply.
 
Following the three rounds of combat (or earlier, if the attacking stack
 
breaks), the attacking stack (regardless of whether broken or not) withdraws
 
past the harbor guns, suffering another (unmodified) attack on the 5-1
 
table.
 
 
1.1.1.1.2    Victory and Defeat in a Port Raid
 
To be considered a victor in a port raid, a force must have both broken (or
 
totally eliminated) the opposing force and have inflicted more losses than
 
he has received. If there is a victor, political points are adjusted. If
 
neither side can claim victory, the battle is considered to be a draw and no
 
adjustments are made.
 
 
1.1.1.1.3    Aftermath
 
Regardless of the outcome of the port raid, the attacking stack is moved to
 
the blockade box or the nearest sea zone (attacker’s choice). Both sides
 
retain their own damaged ships, and the attacker must roll to return them to
 
a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship
 
damaged in the port raid, on a “1” that ship is eliminated.  There is no
 
general chase or naval pursuit after a port raid.
 
 
Enemy control of port
 
 
If a naval leader is with a scuttled stack in this situation,
 
he is captured by the Major Power controlling the port. Minor country Fleets
 
cannot be scuttled, and will surrender if placed in these
 
conditions. Each Fleet scuttled causes the loss of “-1” political point.
 
 
 
 
Breaking a blockade
 
 
 
 
A third fleet breaking blockade may either:
 
 
  1.. Engage the blockading fleet in the BB, resulting in normal naval
 
combat. Blockaded fleets take no part.
 
  2.. Avoid interception in the BB and join with fleets in port.
 
  3.. Engage with the support of the blockaded fleet, resulting in a
 
blockade combat.
 
 
Supply Chain Restrictions
 
 
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet
 
must be able to move the distance in a single turn) without touching a
 
depot.
 
 
Land
 
 
Leader casualty: Every participating leader is rolled for individually.
 
 
 
 
Guard commitment: A leader must be chosen to lead the guard. The guard
 
adjustment (+1 or +2) is then added to that leaders casualty roll.
 
 
 
 
Pursuit
 
  
 +
==== Pursuit ====
 
1d6*10% (round down) of all pursuit losses are prisoners.
 
1d6*10% (round down) of all pursuit losses are prisoners.
  
  
 
+
==== Prisoner drain ====
Reinforcement phase
+
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.
 
 
 
 
 
 
At the end of reinforcement phase, each major power removes (ie. Kills) 10%  
 
(round up) of it’s prisoners. Different nationalities are removed  
 
separately. Cheapest units are removed first.
 
 
 
 
 
 
 
New units
 
 
 
 
 
 
 
La Salle’s Light Cavalry (LSLC): LSLC is a French unit and is treated as
 
Cossack for all purposes, except as noted below.
 
 
 
LSLC may not be rebuilt.
 
 
 
If La Salle dies, LSLC is eliminated.
 
 
 
LSLC has morale level of 5.
 
 
 
When LSLC attacks alone, opponent may not retreat.
 
 
 
 
 
 
 
 
 
When La Salle is available, France must exchange one cavalry factor for
 
LSLC. If no cavalry is available, LSLC remains off board untill one is
 
available.
 
 
 
 
 
Successful withdraw does not cost any PP.
 
 
 
Withdrawing at night does not cost any PP.
 
 
 
Siege rolls
 
 
 
+1 if arty corps is present.
 
 
 
 
 
 
 
Siege combat
 
 
 
A fortress may only be assaulted by as many troops that it can hold, plus
 
artillery&Guards. Cavalry has the same morale value as infantry when assaulting a fortress. (Cossacks, freicorps and LSLC retain their morale).
 
 
 
 
 
Retreat
 
 
 
 
 
 
 
Added to EiA retreat rules: Any area from which the attacker marched to
 
battle (or reinforced from) may not be retreated to, unless the defender is
 
surrounded.
 
 
 
Surrounded and defeated army takes double normal losses for pursuit. All
 
these additional casualties are prisoners.
 
 
 
Armies never surrender, except as noted above, or on an island that has no
 
enemy free area.
 
 
 
Sponsored minors retreat towards their capital.
 
 
 
Dominance:
 
 
 
Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)
 
 
 
To reach dominant status, country doesn’t have to be at peace with all other
 
major powers.
 
 
 
 
 
 
 
To lose dominant status, country has to be at peace with all other major
 
powers.
 
 
 
 
 
 
 
Politics
 
 
 
 
 
 
 
A minor with troops that doesnt defend itself (field battle or siege to the
 
last man) causes an extra PP loss for it’s controller.
 
 
 
 
 
 
 
New peace conditions (for unconditional surrender only)
 
 
 
 
 
 
 
Sphere of influence
 
 
 
 
 
 
 
Loser may not declare war on any minor that is adjacent to an area
 
controlled by the victor. This lasts as long as the enforced peace.
 
 
 
 
 
 
 
Deny co-operation
 
 
 
 
 
 
 
Loser may not grant acces to third parties without permission from the
 
victor. All access agreements with nations that are at war with the victor
 
must be cancelled immediately. This lasts as long as the enforced peace.
 
 
 
 
 
 
 
 
 
 
 
Exile
 
 
 
 
 
 
 
“A” ranked leaders must stay in exile for atleast 12 months.
 
 
 
Returning a leader costs (strategic+tactical+tactical maximum)/3 + rank
 
(D=0, C=1, B=2, A=3) + political zone (dominant=+1, neutral=0,
 
Instability=-1, Fiasco=-2) rounded up. If the PP cost cannot be payed, the
 
leader may not be returned.
 
 
 
Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political
 
points.
 
 
 
When Napoleon returns from exile, French manpower is doubled for the next
 
economic phase, only.
 
 
 
Political track, starting positions:
 
 
 
France N1
 
 
 
Britain N6
 
 
 
Austria N6
 
 
 
Prussia N9
 
 
 
Russia N10
 
 
 
Spain N4
 
 
 
Turkey N1
 
 
 
 
 
 
 
Forces:
 
 
 
Austria: 85I, 5G, 18C, 6 depots, 20$
 
 
 
Britain: 14I, 2C, 80S, 2 depots, 30$
 
 
 
France:75I, 3G, 17C, 40S, 4 depots, 4$ (only royalist leaders are available)
 
 
 
Turkey: 25I, 6C, 23S, 4 depots, 10$
 
 
 
Prussia: 64I, 4G, 18C, 5 depots, 15$
 
 
 
Russia: 130I, 4G, 10C, 35S, 4 depots, 35$
 
 
 
Spain: 22I, 6C, 45S, 4 depots, 10$
 
 
 
 
 
VPs needed for victory
 
 
 
Austria 730(880)
 
 
 
Britain 780(940)
 
 
 
France 740(890)
 
 
 
Turkey 650(780)
 
 
 
Prussia 660(790)
 
 
 
Russia 730(880)
 
 
 
Spain 645(775)
 
 
 
 
 
Special rules:
 
 
 
Austrian, Prussian, Russian, Spanish, British and French (and their
 
controlled and sponsored minors) corps have a –2 penalty to all forage
 
rolls. This is cancelled as indicated by French revolutionary track (except
 
for French Emigree’s who are never free from this rule). This rule does not
 
affect potential Ottoman corps in Ottoman territory.
 
 
 
 
 
If Egypt is controlled by a nation at war with Britain, Britain loses 1PP
 
and half colonial trade each economic. Each British controlled fleet(s) on or east of Malta reduces $ penalty by 1$ for each ship in it. If 10 or more ships is present, the PP loss is eliminated also.
 
 
 
 
 
 
 
Once during the game, when France and Britain are at war, France may
 
trigger an Irish rebellion. Irish rebels consist of a single corps of
 
8 infantry at morale 2. Ireland also gains guerrilla value 4 and Irish rebels
 
receive 1 infantry as reinforcements each turn (2 infantry, if Dublin is
 
controlled by enemies of Britain). The corps counter may be purchased by
 
France every economic phase, if it is off the board (but maintenance need not be payed).
 
 
 
If Irish rebels (and other enemies of Britain) manage to gain unbesieged
 
control all cities in Ireland for a whole month, rebellion succeeds. Ireland
 
becomes a neutral minor country and it’s values are halved if it is
 
conquered. Remaining Irish forces are taken off the board and are used if
 
Ireland is attacked.
 
 
 
If at any point there are no Irish units on the board (including
 
guerrillas), Irish rebellion fails and Ireland loses it’s guerrilla value
 
for the rest of the game.
 
 
 
 
 
 
 
Peace of Amiens
 
 
 
After French revolution track reaches 48, both Britain and France make informal peace with all nations. Neither may DOW any major power for 12 months.
 
 
 
 
 
 
 
Pitt the younger elected PM
 
 
 
As peace of Amiens begins, Britain loses following troops:
 
All militia.
 
All infantry.
 
Half guards (round down).
 
Half cavalry (round down).
 
British freestates and KGL are not affected.
 
 
 
KGL<br>
 
When Britain loses control of Hanover, all Hanoverian garrisons are eliminated, the Hanoverian corps becomes King German Legion. Upkeep of KGL is paid by Britain. KGL recieves 2MP every December and no other reinforcements. Britain must pay for any troops that are purchased. KGL cannot change factors with other British corps, but may drop garrisons. Any troops of the KGL that are used as garrison become British infantry and may not return to KGL corps.
 
If confederation of the Rhein is in existence, KGL recieves no reinforcements.
 
 
 
 
 
 
 
French Émigrés
 
The exiled princes and nobles of France created a small army based in
 
Germany to fight the Revolution.  This army known as the “Army of the
 
Princes” fought in many of the battles of the Revolutionary War until it was
 
annihilated at the Battle of Hohenlinden in 1800.  This rule allows the
 
player to show their real, if albeit minor, contribution to the war against
 
the Revolution.
 
 
 
Control of the French Émigrés
 
The French Émigrés are controlled by any Major Power at war with Republican
 
France, in the following order of precedence: Austria, Britain, Spain,
 
Russia, Prussia and Turkey.  If no Major Powers are at war with France,
 
Austria takes control.  French Émigré army factors will only fight Republic
 
France (and any of Republican France’s Allies, if in a combined force).
 
 
 
Using the French Émigrés
 
The Major Power controlling the French Émigrés receives the normal taxation
 
and manpower values of French provinces not under the control of Republican
 
France during the Money and  Manpower Collection Step.  The taxation money
 
is used to purchase French Émigré army factors given the available manpower
 
points.  The controlling Major Power also receives all exiled French
 
Royalist leaders, who may command only Emigree troops.
 
 
 
·          Émigré forces are held off map until Stage 11 of the French
 
Revolutionary Track has been reached.  At this point, they are placed on the
 
map, anywhere in France except for Paris. AT this time, Emigrees get as many corps counters as they want for free.
 
Afterwards, Emigree units receive reinforcements to anycorps or controlled city in France or in any area controlled by the major power controlling the émigrés.
 
 
 
·          When the French émigrés army is first formed, it receives a
 
special one time reinforcement of four Infantry factors and one Cavalry
 
factor. And one corps counter. Emigres have 6 corps counters with capacity
 
of 10I and 2C each.
 
 
 
·          French Émigré factors are never taken prisoner by Republican
 
France’s forces (they are eliminated).
 
 
 
·          Should Royalist France be restored, French Émigré factors become
 
the Royalist France army.
 
 
 
If Ludvig XVI is alive, there are additional benefits for controlling the
 
Émigrés. The power in control of Emigree’s may demand return of Bourbouns to
 
the throne. This can be done as part of unconditional surrender (costing one
 
peace condition pick).
 
 
 
If Bourbons are returned to power, French revolution track goes down to 0.
 
Every turn, the revolution advances as normal untill it reaches the point where it was when Bourbons were returned to power. Normal revolution check is used thereafter.
 
 
 
MINOR TROOPS<br>
 
All minors have 0.75% (round up) starting forces in phase 1 and 100% thereafter.<br>
 
 
 
 
 
 
 
 
 
Muslim fanatism
 
 
 
Turkish feodals receive +0,5 morale while in their home province. Turkish
 
regulars receive +0,5 morale while in Anatolia or Rumelia,
 
 
 
 
 
 
 
POLAND
 
 
 
 
 
 
 
Poland begins the game as Russian protectorate. All territory marked with
 
(P) are part of Poland. Russia has access through Poland. Russia receives
 
10$ each economic from Poland, but no manpower. Russia may not declare war
 
on Poland.
 
 
 
If any other nation declares war on Poland, it is considered a DOW on
 
Russia. (costing 3PP) Russia may still be DOWed separately.
 
 
 
If Russia and Poland go to war together, Polish forces are available and all
 
Polish money and manpower is used to raise Polish units (Russia does not
 
receive 10$ from Poland).
 
 
 
Attacker cannot make peace without making it with both Russia and Poland.
 
Ie. You make peace with Russia and Poland is automatically included.
 
 
 
 
 
 
 
Every time “no event” is rolled, roll die, if result is 6, Poland revolts. If Poland fails to revolt after six tries, +1 applies to the roll for each 6 failed tries.
 
 
 
When Poland revolts, Poland becomes an independent minor country consisting
 
of all territory marked with (P). All Russian depots in Poland are destroyed
 
and Russian access is revoked. Forcible access cannot be used against
 
Poland. Any attempt at forcible access is considered a DOW on Poland.
 
 
 
 
 
 
 
Declaring war on independent Poland
 
 
 
A DOW on Poland costs 3 PP, regardless of Polands current size. Roll for
 
control as for any other major power (Britain +1, Russia&Turkey –1). Gaining
 
control of Poland is worth 3PP.
 
 
 
Poland sues for peace when all cities in two provincies are held by the
 
attacker(s). Attacker may decline the offer to conquer more territory. Attacker
 
gains 3PP when Poland surrenders and chooses one territory. Poland cedes
 
that territory. If attacker controls Warsaw, two provinces maybe chosen
 
instead.
 
 
 
If Poland surrenders, controller loses 3PP.
 
 
 
Polish victory happens if there are no enemy forces in any (P) marked area
 
controlled by Poland (of the attacking country) at end of any turn. This
 
results in a lapse of war and Polands controller gains 2PP. Poland then
 
reverts to neutrality and regains one (P) marked province from the attacker.
 
(unless at war with another majorpower).
 
 
 
Poland may be at war with several major powers and in such case can surrender several times.Poland surrenders first to the nation controlling Warsaw, then to the nation that went to war first. Resolve ties randomly.
 
 
 
When war with Poland is over (win or lose) there is 12 months of enforced
 
peace.
 
 
 
Polish provinces become home provinces of the power conquering them first,
 
if allowed as follows:
 
 
 
Posen: Prussia
 
 
 
Masovia: Prussia
 
 
 
West Galicia: Prussia, Austria
 
 
 
East Galicia: Austria
 
 
 
Lithuania: Russia
 
 
 
Polesia: Russia
 
 
 
Podolia: Russia, Turkey
 
 
 
 
 
 
 
Polish army
 
 
 
When Poland reverts to neutrality (by lapse of war or by surrender) all
 
Polish units are reset. During wartime, they receive reinforcements as
 
normal. When at war, last Polish economic phase is created and
 
reinforcements bought. Poland cannot buy militia.
 
 
 
Poland has 4 Infantry corps (capacity 16I, 2C) and 3 cavalry corps (Capacity
 
7C). All units have morale 3. Total Polish forces are 40I, 16C.
 
 
 
All Polish areas controlled by Poland have guerrilla value of 3.
 
 
 
 
 
 
 
If Poland ceases to exist, all standard rules of Poland are used instead.
 
 
 
 
 
 
 
 
 
 
 
Russo-Turkish war
 
 
 
 
 
 
 
As Campaign starts, both Russia and Turkey secretly determine if they wish
 
to fight. If neither wants to fight, they come to an informal peace. If both
 
want to fight, they start at war and cannot come to an informal peace (for
 
this war only). If only one wants to fight, the other must immediately
 
conditionally surrender.
 
 
 
 
 
 
 
Minors:
 
 
 
 
 
 
 
Austria
 
 
 
            -conquered: Flanders, Berg, Lombardy
 
 
 
 
 
 
 
Britain
 
 
 
-        free states: Hanover
 
 
 
- Conquered: Gibraltar
 
 
 
 
 
 
 
France
 
 
 
            -Free states: Kingdom of two sicilies (Naples&Sicily) (Changes
 
control to the
 
 
 
same side as emigres when émigrés are placed on board and will fight against
 
France as long as Emigree’s exist. After Émigré’s are gone, Naples becomes
 
neutral and forces are recorded for later use).
 
Naples fighting against France is considred minor vs major war, but there is no lapse of war. (ie. Only France can conquer Naples).
 
 
 
-        Corsica is a French province, not a minor country.
 
 
 
 
 
 
 
Prussia
 
 
 
-        Conquered: Kleves, Palatinate, Saxony, Duchies
 
 
 
 
 
 
 
Russia
 
 
 
-        Conquered: None
 
 
 
-        Georgia does not produce Cossacks until Russia has fought Persia
 
without losing control of Tiflis.
 
 
 
-        Crimea has been ceded to Turkey
 
 
 
 
 
 
 
Spain
 
 
 
-        Conquered:  Tuscany, Romagna
 
 
 
 
 
 
 
Turkey
 
 
 
            - Conquered: Crimea, Rhodos
 
 
 
-        Ottoman empire is in existence with all participant countries,
 
with total forces 45I, 15C. Ottoman empire is dissolved 1799 January (or
 
earlier if Turkey enters Fiasco zone) all participant nations becoming
 
independent regardless of who is in control. Their starting forces also
 
reset to 1805 campaign start values.
 
 
 
 
 
 
 
Neutral minor special rules
 
 
 
 
 
 
 
Armed neutrality alliance (Portugal, Sweden, Denmark, Holland, Russia)
 
 
 
Any DOW on any member nation except Russia is considered a DOW on all member
 
nations and must be payed for separately (very expensive). Russia gains an
 
additional +2 (for war) to gain control if this happens.
 
 
 
Sweden includes Mecklenburg.
 
 
 
Britain (only) may attack any fleets belonging to the alliance, unless it is
 
on the Mediterranean/Black sea. If Britain wants to raid a port, minor
 
troops&fleets are placed on board for that turn only.
 
 
 
French free DOW on Holland does not count as a DOW on all members.
 
 
 
1805 January, the alliance is dissolved, all rules above are null and void. Alliance is also (temporarily) cancelled if all participant nations are controlled by a major power.
 
 
 
 
 
 
 
 
 
 
 
Holy Roman Empire
 
 
 
 
 
 
 
Baden, Bavaria, Wurttenburg, Hesse, Prussia and Austria form HRE. Austria
 
and Prussia cannot DOW Baden, Bavaria, Wurttenburg or Hesse without DOWing
 
all other members of HRE also. Other nations are not so restricted.
 
If Austria or Prussia DOWs HRE, Austria and Prussia cannot make informal peace (for this war only).
 
 
 
This rule is revoked if France, Austria or Prussia becomes dominant, but not
 
before 1800.
 
 
 
 
 
 
 
 
 
 
 
Kingdom of Sardinia
 
 
 
 
 
 
 
Sardinia consists of Sardinia and Piedmont. There is no main district and
 
all parts must be conquered separately. A DOW on Kingdom of Sardinia is also
 
considered a DOW on Britain. A DOW on Sardinia by Britain costs 2 additional
 
PP.
 
 
 
Starting forces: 12I, 1C.
 
 
 
 
 
Switzerland is worth 0/0 until 1796.
 
 
 
 
 
 
 
The very first DOW on Papacy costs 2 additional PP. (except for
 
Republican/Imperial France) Also, all nations (except Turkey) have a free DOW on the agressor (again, Republican/Imperial France is not included)
 
 
 
 
 
 
 
Venetia also includes Corfu. City of Venetia cannot be besieged, unless it
 
is also blockaded (cancell if Venetia is conquered). Venice forces start at
 
10I, 1C, 15S.
 
 
 
Amsterdam has two fletches, except in winter months. Siege battle in Amsterdam is always worth 1PP, regardless of  the current months.(Cancel if Amsterdam is conquered)
 
 
 
 
 
 
 
 
 
 
 
Player notes&hints:
 
 
 
 
 
 
 
Austria
 
 
 
  
  
If Turkey&Russia fight, Austria has several options. Attacking France is  
+
==== Withdrawing ====
tempting, but if Turkey and Russia come to peace, Austria might endup in
+
* Successful withdraw does not cost any PP.
serious trouble. Alliance with Prussia is imperative, as usual.
+
* Withdrawing at night does not cost any PP.
 +
* If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.
 +
** e.g. roll from pursuit class 1.
  
 +
==== Sieges ====
 +
* Siege rolls get +1 if arty corps is present.
  
 +
'''Siege combat'''
 +
* A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards.
 +
* Cavalry has the same morale value as infantry when assaulting a fortress.
 +
** EXCEPTION: Cossacks, freicorps and LSLC retain their morale.
  
Britain
+
==== Allied Depot Garrisons ====
 +
* Allied countries can garrison each other's depots.
 +
* If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.
  
  
 +
==== Pillaging & Burning of cities ====
  
Borderline boring. Sit back, look for an opportunity to destroy a (French)
+
About the usage of these rules:
fleet and build up. Nevermind peace of Amiens. It is (likely) SO far away in
+
* City pillaging and burning rules are used in scenarios where [[EIA:Russia_track|Russia-track]] is in use.  
the future, that you can build your army to full size and lose it in battles
+
* The rules may also be used in any other scenarios if any of the two applies:
all over again. Several times.
+
** Players agree (or vote) to use them when setting up a new game
 +
** Scenario setup demands their usage (e.g. in 1812 campaign)
 +
* Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.
  
Don’t forget that Russia/Austria/Turkey could grow to such a force that you
+
===== General rules related to burning and pillaging =====
must treat them like “France”.
+
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:
 +
* A city can be burned or pillaged only when it's captured by successful besieging.
 +
* An undamaged city may be either burned or pillaged
 +
* A pillaged city can be burned, but may not be pillaged again before being recovered
 +
* Only one corps may pillage or burn same city on same turn.
  
 +
===== Effects of pillaging a city =====
 +
* The pillaging corps gains $ equal to half the number of towers in the city, rounded up.
 +
** If the pillaged city is a major power capital, this amount is multiplied by 5.
 +
* A penalty of -1/2 PP is applied against the pillaging major power
 +
** If the city is major power capital, an additional penalty of -2 PP applies.
 +
** If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.
 +
* A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0).
 +
** In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.
 +
* A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.
 +
* Trade income is not affected.
  
 +
===== Effects of burning a city =====
 +
* If the city was not already pillaged, all effects of pillaging apply.
 +
* In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)
 +
* Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.
 +
* A burned city is not a valid supply source.
 +
* Burned cities cannot trade.
  
France
+
===== Recovering cities =====
 +
* A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.
 +
* A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.
 +
* Neutral minors always recover their cities as fast as possible and always have enough money to do so.
  
 +
===== Limits on pillaging and burning cities =====
 +
* Republican and imperial French can never pillage or burn a city.
 +
** Exception: Massena may pillage cities at will.
 +
* Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.
 +
* Austria: only involuntary pillaging and burning is allowed.
 +
** Exception: Emigrees always pillage French cities.
 +
* Prussia: only involuntary pillaging and burning is allowed.
 +
* Britain: only involuntary pillaging and burning is allowed.
 +
* Sweden: only involuntary pillaging and burning is allowed.
 +
* Russia: only involuntary pillaging and burning is allowed.
 +
** Exception: Suvorov may pillage and burn at will.
 +
** Exception: Platov may pillage at will.
 +
** Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.
 +
* Spain: only involuntary pillaging and burning is allowed.
 +
** Exception: may burn and pillage any Turkish city or any city in Africa at will.
 +
* Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.
  
 +
===== Involuntary pillaging and burning =====
 +
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.
  
Sacre bleu! They are big and you are small! This is not the France of 1805!
+
==== Retreat ====
Think defense. If Austria or Prussia attacks (or both!), you might be better
+
'''''Added to EiA retreat rules'''''
off surrendering early. Bide your time, France will rise. And pay attention
+
* Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.
to the revolution. It is not all bad.
+
* Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.
 +
* Armies never surrender, except as noted above, or on an island that has no enemy free area.
 +
* Sponsored minors retreat towards their capital.
  
  
 +
==== Supply ====
 +
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.
  
Prussia
+
=== Politics ===
 +
* If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.
 +
** Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.
  
 +
==== Peace conditions ====
  
 +
* Reparations
 +
** The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.
  
Weak – yes. Surrounded by stronger countries – yes. Don’t lose your army.
+
* Corps on loan
Get your share of Poland in co-operation with someone else or it will be too
+
** As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)
expensive. Other than that, fight only when you know you are going to win
+
** When a corps on loan takes forage damage, the original owner decides what factors are lost.
with light losses. All manpower you can sock up for later is like money in  
+
** When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.
the bank.
+
** If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.
  
 +
For unconditional surrender only.
  
 +
* Sphere of influence
 +
** If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace.
 +
** Lasts as long as the enforced peace.
  
Russia
+
* Deny co-operation
 +
** Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately.
 +
** Lasts as long as the enforced peace.
  
 +
* Exile
 +
** “A” ranked leaders must stay in exile for at least 12 months.
 +
** Returning a leader costs ''(strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone'' (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up.
 +
** If the PP cost cannot be paid, the leader may not be returned.
 +
** Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.
  
 +
==== Alliances ====
 +
* Change to rule '''12.8 allied access'''. Exception: Turkey may grant access through Dardanelles without restriction.
 +
* Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.
 +
* Declaring war on an ally is not permitted.
 +
* After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.
 +
** This penalty does not apply when the one who broke the alliance is not the aggressor.
 +
* If called by an ally against an ally, one must break one of the alliances.
 +
* PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.
 +
* Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.
  
War with Turkey is expensive, but you have no choice. Russian army is by far
+
==== Forced unconditional surrender ====
the strongest on board, but you are missing key elements of your money and
+
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.
manpower base. Beat on Turkey until he submits, then the focus must be
 
Poland.
 
  
 +
=== Other ===
  
 +
==== Ottoman empire ====
  
Spain
+
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey.
 +
** Exception: Egypt always produces full MP.
 +
** Exception: Spain gets full MP for Morocco and Algiers.
 +
** Exception: Any free state produces full manpower.
  
  
 +
'''Ottoman troops:'''
 +
* Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.
 +
* Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.
  
Good news is France wont bother you for a long while. Bad news is, Britain
 
is pretty much free to do what he wants. Turkey is way too strong early in
 
the game and minors are all somehow unreachable (maybe Papacy). Think
 
defence. No, think turtle. Spain cant afford any adventurism early on.
 
  
 +
==== Depots ====
 +
Number of depots available per major power:
  
 +
* Austria 9
 +
* Britain 6
 +
* France 8
 +
* Prussia 7
 +
* Russia 8
 +
* Spain 8
 +
* Turkey 7
  
Turkey
+
==== Dominance ====
 +
* Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)
 +
* To reach dominant status, country doesn't have to be at peace with all other major powers.
 +
* To lose dominant status, country has to be at peace with all other major powers.
  
 +
==== Free state and minor power garrisoning ====
  
 +
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.
  
Oh yes! Muslim power! Look at Austria tremble when you threaten with war.
+
===Suez===
Bad news is, you are at war with a monster Russia. If you can win that war,  
+
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.
dominant status will be your reward (eventually). The cost for trying is  
 
likely to be high on PPs, but if you can stay afloat on PPs, you will
 
eventually wear them out and win. You are not outnumbered.
 
Money is still a serious problem.
 
  
 +
===Muslim fanaticism===
 +
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.
  
 
[[Category:EiA]]
 
[[Category:EiA]]

Nykyinen versio 4. heinäkuuta 2016 kello 18.41

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From standard rules we use:

  • All optional rules, except militia conversion.
  • Advanced naval rules, no new crossing arrows.

Additionally following house rules apply...

House rules

General

Rule issues

When the rules are unclear, we vote.

Diplomacy

Diplomacy can be conducted at any phase during the game.

Bids

Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.

Enforced peace

Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.

  • If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.

Winning

If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together


At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:

  • Remove all units from the board
  • For each players country count in the total manpower from their home provinces and their conquered minors
    • Do not count manpower from free-states or such home provinces that have been ceded by other majors!
  • Add the total value of manpower to player's victory points
  • All those players who reach their victory point goal are declared victors
  • If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.


Uncontrolled Major Powers (14.3)

  • Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.
  • High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.
  • If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.


Corrections to the errated standard rules

  • Change to the rule 1.1.1 The Map: Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city
    • For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.
    • i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded.
  • Change to the rule 1.2 Unit Counters: The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.
  • Change to the rule 1.4 The Game Card: The Minor Countries Chart omitted a line for Finland.
    • The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0.
    • Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.
  • Change to the rule 4.2.2.2 Limitations of Declarations: Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.
    • An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)
  • Change to the rule 4.4 Victory Conditions Chart: Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.
  • Change to the rule 7.2.3.1 Supply Source Definition: Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).
  • Change to the rule 7.3.1.2 Force Marching: Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.
  • Change to the rule 7.3.5 Disembarking: If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.
  • Change to the rule 7.4.2.1.1.1 Corps Depot Supply Additional Costs: If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).
  • Change to the rule 7.5.2.1-7.5.2.7 Operational Possibilities Chart: The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.
  • Change to the rule 7.5.2.10.3.6 Retreat after Disembarking: Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.
    • This applies to forces attacking over a crossing-arrow also.
  • Change to the rule 8.8 Ceding: Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace
    • Free states may not be ceded.
  • Change to the rule 10.3.1.2.1.3 General Access Rules: Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.
  • Change to the rule 10.3.4 Forcible Access: If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:
    • 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).
  • Change to the rule 10.3.4.2: A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used.
    • For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.
  • Change to the rule 10.3.4.3: The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.
  • Change to the rule 10.2.1 Conquest of Minor Countries: Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.
  • Addition to the rule 11.8.2.5 Leader Improvement: Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.

Naval

  • Crossing arrows: Crossing arrows from advanced naval rules are not used.
  • Transporting fleets have a –1 to all combat rolls.
  • Naval combat die roll modifier maximum is +/-2.
  • Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.
    • Fleets moving in the Flee Step may not transport troops.
    • A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.
  • When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.
  • Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.
  • Ship building locations are not declared, but deployment location, if placed into a harbour, is.
  • Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)
  • Fleet strengths are secret, like corps strengths.
  • A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.


Naval morale

  • Holland 3,5
  • Austria, Prussia, Turkey 2,0
  • Others 3,0
  • +0,5 Dominant Britain/Spain
  • +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.
  • +1,0 Turkish fleets in Mediterranean/Black sea
  • +0,5 Swedish/Danish ships in the Baltic
  • +0,5 Austrian/Venetian ships in the Adriatic


Maintaining a Blockade

A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6.

  • If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.
  • If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice
    • They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone
  • If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.
    • In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.

Roll modifiers:

  • British Fleets receive a “+1” modifier to maintaining a blockade roll.
  • If admiral Villeneuve is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.
  • The above modifiers are cumulative.

Port raids

  • Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.
  • Change to the rule 1.1.1.1 Harbour Defenses: If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.
    • If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.
    • If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets
    • EXCEPTION: Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.
  • Change to the rule 1.1.1.1.1 Port Raid Resolution: The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:
6.7.5.1.1 Port Raid Combat Chart
Attacking Force
3-3
3-3
3-3
Defending Force
4-1 port guns
1-1
2-2
2-2
5-1 port guns
    • The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.
    • The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.
    • Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.
  • Change to the rule 1.1.1.1.2 Victory and Defeat in a Port Raid: To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted.
    • If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.
  • Change to the rule 1.1.1.1.3 Aftermath: Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.


Enemy control of port

If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.


Port guns with multi-nation garrisons

If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.


Breaking a blockade

When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.

A third fleet breaking blockade may either:

  • Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.
  • Avoid interception in the BB and join with fleets in port.
  • Engage with the support of the blockaded fleet, resulting in a blockade combat.

Supply Chain Restrictions

Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.

Hulks

  • Ships of the Line and Heavy ships generate a hulk when sunk in battle.
    • Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).
  • A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.
    • Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.
  • Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.
  • Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.
  • If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.
  • Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.
    • Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.

Land

Forcible Access

If a country cannot be declared war upon, such as France's enforced peace during Phase I, they cannot enter major powers' areas using forcible access.

Insurrection corps

Insurrection corps can be brought onto the board as a response to an enemy moving into an insurrection area or in reinforcement phase.

  • As a response the corps can only be brought into the area that an enemy moved into and only if the area previously had no enemy corps.
  • In the reinforcement phase the corps can be brought into any unoccupied insurrection area.

Cavalry types

There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.

Stacking limit

A leader may not bring into battle more corps than his tactical maximum allows.

Exceptions:

  • One additional corps may be brought, but then tactical rating is reduced by one.
  • One cavalry corps may be added without penalty.

This allows for tactical maximum +2 corps at most. However, no leader may bring more than 6 corps to battle.


Stacks in combat and reinforcing

  • At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.
  • Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.
  • Reinforcing from the same area where the battle takes place is permitted.
  • Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.
  • Reinforcing leader may bring his tactical maximum + one cavalry corps.


Leader casualty

Every participating leader is rolled for individually.

  • Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.


Pursuit

1d6*10% (round down) of all pursuit losses are prisoners.


Prisoner drain

At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.


Withdrawing

  • Successful withdraw does not cost any PP.
  • Withdrawing at night does not cost any PP.
  • If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.
    • e.g. roll from pursuit class 1.

Sieges

  • Siege rolls get +1 if arty corps is present.

Siege combat

  • A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards.
  • Cavalry has the same morale value as infantry when assaulting a fortress.
    • EXCEPTION: Cossacks, freicorps and LSLC retain their morale.

Allied Depot Garrisons

  • Allied countries can garrison each other's depots.
  • If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.


Pillaging & Burning of cities

About the usage of these rules:

  • City pillaging and burning rules are used in scenarios where Russia-track is in use.
  • The rules may also be used in any other scenarios if any of the two applies:
    • Players agree (or vote) to use them when setting up a new game
    • Scenario setup demands their usage (e.g. in 1812 campaign)
  • Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.
General rules related to burning and pillaging

If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:

  • A city can be burned or pillaged only when it's captured by successful besieging.
  • An undamaged city may be either burned or pillaged
  • A pillaged city can be burned, but may not be pillaged again before being recovered
  • Only one corps may pillage or burn same city on same turn.
Effects of pillaging a city
  • The pillaging corps gains $ equal to half the number of towers in the city, rounded up.
    • If the pillaged city is a major power capital, this amount is multiplied by 5.
  • A penalty of -1/2 PP is applied against the pillaging major power
    • If the city is major power capital, an additional penalty of -2 PP applies.
    • If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.
  • A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0).
    • In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.
  • A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.
  • Trade income is not affected.
Effects of burning a city
  • If the city was not already pillaged, all effects of pillaging apply.
  • In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)
  • Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.
  • A burned city is not a valid supply source.
  • Burned cities cannot trade.
Recovering cities
  • A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.
  • A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.
  • Neutral minors always recover their cities as fast as possible and always have enough money to do so.
Limits on pillaging and burning cities
  • Republican and imperial French can never pillage or burn a city.
    • Exception: Massena may pillage cities at will.
  • Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.
  • Austria: only involuntary pillaging and burning is allowed.
    • Exception: Emigrees always pillage French cities.
  • Prussia: only involuntary pillaging and burning is allowed.
  • Britain: only involuntary pillaging and burning is allowed.
  • Sweden: only involuntary pillaging and burning is allowed.
  • Russia: only involuntary pillaging and burning is allowed.
    • Exception: Suvorov may pillage and burn at will.
    • Exception: Platov may pillage at will.
    • Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.
  • Spain: only involuntary pillaging and burning is allowed.
    • Exception: may burn and pillage any Turkish city or any city in Africa at will.
  • Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.
Involuntary pillaging and burning

Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.

Retreat

Added to EiA retreat rules

  • Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.
  • Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.
  • Armies never surrender, except as noted above, or on an island that has no enemy free area.
  • Sponsored minors retreat towards their capital.


Supply

Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.

Politics

  • If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.
    • Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.

Peace conditions

  • Reparations
    • The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.
  • Corps on loan
    • As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)
    • When a corps on loan takes forage damage, the original owner decides what factors are lost.
    • When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.
    • If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.

For unconditional surrender only.

  • Sphere of influence
    • If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace.
    • Lasts as long as the enforced peace.
  • Deny co-operation
    • Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately.
    • Lasts as long as the enforced peace.
  • Exile
    • “A” ranked leaders must stay in exile for at least 12 months.
    • Returning a leader costs (strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up.
    • If the PP cost cannot be paid, the leader may not be returned.
    • Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.

Alliances

  • Change to rule 12.8 allied access. Exception: Turkey may grant access through Dardanelles without restriction.
  • Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.
  • Declaring war on an ally is not permitted.
  • After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.
    • This penalty does not apply when the one who broke the alliance is not the aggressor.
  • If called by an ally against an ally, one must break one of the alliances.
  • PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.
  • Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.

Forced unconditional surrender

If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.

Other

Ottoman empire

  • Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey.
    • Exception: Egypt always produces full MP.
    • Exception: Spain gets full MP for Morocco and Algiers.
    • Exception: Any free state produces full manpower.


Ottoman troops:

  • Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.
  • Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.


Depots

Number of depots available per major power:

  • Austria 9
  • Britain 6
  • France 8
  • Prussia 7
  • Russia 8
  • Spain 8
  • Turkey 7

Dominance

  • Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)
  • To reach dominant status, country doesn't have to be at peace with all other major powers.
  • To lose dominant status, country has to be at peace with all other major powers.

Free state and minor power garrisoning

Free states and minor powers are not restricted in garrisoning outside their home territory in any way.

Suez

If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.

Muslim fanaticism

Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.