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Rivi 3: Rivi 3:
 
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All optional rules, except militia conversion.
+
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.
+
Additionally following house rules apply...
  
 +
==House rules==
  
 +
===Stacking limit===
  
House rules:
+
A leader may not bring into battle more corps than his tactical maximum allows.
 
 
 
 
 
 
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.
 
  
 +
'''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  
 
This allows for tactical maximum +2 corps at most. However, no leader may  
Rivi 33: Rivi 24:
  
  
 +
===Stacks in combat and reinforcing===
  
At least the commanding leaders tactical maximum number of corps must take  
+
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.
part in the battle.
+
* 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.
  
Surplus corps in the area take any leftover damage caused by combat roll or
 
pursuit, if the corps fighting the battle are destroyed.
 
  
 +
===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.
  
  
Reinforcing from the same area where the battle takes place is permitted.
 
  
 +
=== Forced unconditional surrender ===
 +
If a player cannot collect any manpower during any economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace.
  
  
Reinforcing corps do not affect leaders tactical ability and may exceed the  
+
=== Winning ===
stacking limit. This applies for the whole duration of battle.
+
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
  
Reinforcing leader may bring his tactical maximum + one cavalry corps.
 
  
 +
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.
  
  
 +
=== Bids ===
 +
Bids - if used at any time - are processed from highest to lowest. Incase of a tie, dice determine.
  
  
12.8 allied access. Exception: Turkey may grant access through Dardanelles
+
=== Rule issues ===
without restriction.
+
When the rules are unclear, we vote.
  
  
 +
=== Garrisons ===
 +
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the portguns are used. If there’s an 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.
  
Alliance may have an expiration date. Such alliance is not worth any PP to
 
create. There is no PP cost if the alliance expires.
 
  
  
 +
=== Corrections to the errated standard rules ===
  
Declaring war on an ally is not permitted. After breaking alliance you will
+
* 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
suffer –2PP additional penalty for a DOW on your ex-ally. (Total –5PP) For
+
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded).
every turn you wait, this penalty lowers by one.
+
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.
  
If called by an ally against an ally, one must break one of the alliances.
+
* 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.
  
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.
+
* 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.
  
Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading that disallows trade.
+
* 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)
  
This penalty does not apply when the one who broke the alliance is not the
+
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.
aggressor.
 
  
 +
* 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.
  
If you cannot collect any manpower during economic phase, you must
+
* 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.
immediately (off-phase) sue for peace and accept any kind of peace.
 
  
 +
* 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.
  
When you reach your VP target, you win. If many nations reach their target
+
* 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.
at the same time, all win. On the 1815DEC VP phase, all units except
+
** This applies to forces attacking over a crossing-arrow also.
controlflags are removed from the board. VPs equal to collectable manpower
 
(not free states) are then awarded to each nation.
 
  
 +
* 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.
  
If nobody wins, Britain wins.
+
* 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.
  
Bids are processed from highest to lowest. Incase of a tie, dice determine.
+
* 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.
  
  
 +
===Naval===
  
When rules are unclear, we vote.
+
* 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 harbor raids. A ship in port without a fleetcounter is eliminated if enemy captures the port.
  
If there is a multi-nation garrison in a port, the player with most
+
* 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.
controlled garrison factors decides if the portguns are used. If there’s an
 
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.
 
  
 +
* Dardanelles: Constantinople port&blockadebox are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)
  
 +
* Fleet strengths are secret, like corps strengths.
  
1.1.1 The Map: Austrian Capitals: For purposes of the 4.4 Victory Conditions
+
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.
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.
 
  
  
 +
====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
  
1.2 Unit Counters: The Russia I, II, and III corps should have a cavalry
 
morale of ‘4’. 23/4.
 
  
 +
====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 admiral '''Villeneuve''' 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.
  
  
1.4 The Game Card: The Minor Countries Chart omitted a line for Finland.
+
====Port raids====
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.
 
  
 +
* 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 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.
  
4.2.2.2 Limitations of Declarations: Amend to read: A major power already at
+
* 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:
war with another major power may not declare war on other major powers if
+
::6.7.5.1.1 Port Raid Combat Chart
unbesieged enemy infantry corps are already inside its home nation. 23/4.
+
:::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 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.
  
An area that cannot be reached by land movement from Paris or London does
+
* 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.
not count as being inside one’s home nation for the purpose of this rule
+
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.
only. (Turkish&Spanish islands)
 
  
 +
* 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.
  
  
4.4 Victory Conditions Chart: Amendment: Victory Condition C.7: Change the
+
==== Enemy control of port ====
word "American" to "colonial". 23/4.
+
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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).
 
 
 
 
 
 
 
 
 
 
 
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
 
  
  
 +
==== Breaking a blockade ====
 +
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.
  
Any minor that can be included in the OE produces only half of it’s
+
==== Supply Chain Restrictions ====
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.
 
  
 +
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.
  
  
Ottoman troops:
+
===Ottoman empire===
  
Turkish controlled freestates that can be included in the OE have morale 2
+
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by anyother nation than Turkey.
for infantry and 3 for cavalry even if OE is not in existence.
+
** Exception: Egypt produces full MP.
 +
** Exception: Spain gets full MP for Morocco and Algiers.
 +
** Exception: Any free state produces full manpower.
  
Ottoman cavalry is doubled for the purposes of determining cavalry
 
superiority only.
 
  
 +
'''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.
  
  
 +
=== 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.
14.3 Uncontrolled Major Powers
+
* 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.
 
 
 
 
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.
 
 
 
 
 
 
 
  
  
 +
=== Depots ===
 
Number of depots available:
 
Number of depots available:
  
Austria 9
+
* Austria 9
Britain 6
+
* Britain 6
France 8
+
* France 8
Prussia 7
+
* Prussia 7
Russia 8
+
* Russia 8
Spain 8
+
* Spain 8
Turkey 7
+
* 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
+
=== Land ===
  
Leader casualty: Every participating leader is rolled for individually.
+
====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 ====
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.
 
1d6*10% (round down) of all pursuit losses are prisoners.
  
  
 
+
==== Reinforcement phase ====
Reinforcement phase
+
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.
 
 
 
 
 
 
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.
 
 
 
  
  
 +
==== 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  
 
When La Salle is available, France must exchange one cavalry factor for  
Rivi 561: Rivi 268:
 
available.
 
available.
  
 +
==== Withdrawing ====
 +
* Successful withdraw does not cost any PP.
 +
* Withdrawing at night does not cost any PP.
  
Successful withdraw does not cost any PP.
 
  
Withdrawing at night does not cost any PP.
+
==== Sieges =====
 +
* Siege rolls get +1 if arty corps is present.
  
Siege rolls
+
'''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.
  
+1 if arty corps is present.
 
  
 +
==== 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.
  
Siege combat
+
=== 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.
  
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).
 
  
 +
=== 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.
 +
* If Napoleon returns from exile, French manpower is doubled for the next economic phase.
  
Retreat
+
==== New peace conditions ====
  
 +
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.
  
Added to EiA retreat rules: Any area from which the attacker marched to
+
* Deny co-operation
battle (or reinforced from) may not be retreated to, unless the defender is
+
** 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.  
surrounded.
+
** Lasts as long as the enforced peace.
 
 
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.
 
 
 
If the loser does nevertheless declare a war on such an adjacent
 
minor the victor may declare war on the loser disregarding 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.
  
  
 +
[[Category:EiA]]
  
 
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:
 
Political track, starting positions:
Rivi 1 155: Rivi 815:
 
eventually wear them out and win. You are not outnumbered.
 
eventually wear them out and win. You are not outnumbered.
 
Money is still a serious problem.
 
Money is still a serious problem.
 
 
[[Category:EiA]]
 

Versio 24. tammikuuta 2011 kello 12.38

Takaisin pääsivulle

HUOM!! Exile säännön jälkeen alkavat eeppisemmän napoleon kamppiksen erikoissäännöt (eivät siis koske normikamppista)

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

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.


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 any economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace.


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.


Bids

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


Rule issues

When the rules are unclear, we vote.


Garrisons

If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the portguns are used. If there’s an 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.


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
    • 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.
  • 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.


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 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)
  • 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 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 admiral Villeneuve 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.


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 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.
  • 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 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.
  • 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.


Breaking a blockade

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.


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.


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.
  • 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.


Depots

Number of depots available:

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


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

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


Reinforcement phase

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.

Withdrawing

  • Successful withdraw does not cost any PP.
  • Withdrawing at night does not cost any PP.


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.


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.
  • If Napoleon returns from exile, French manpower is doubled for the next economic phase.

New peace conditions

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 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.
    • 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.


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
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
All minors have 0.75% (round up) starting forces in phase 1 and 100% thereafter.



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 tempting, but if Turkey and Russia come to peace, Austria might endup in serious trouble. Alliance with Prussia is imperative, as usual.


Britain


Borderline boring. Sit back, look for an opportunity to destroy a (French) fleet and build up. Nevermind peace of Amiens. It is (likely) SO far away in the future, that you can build your army to full size and lose it in battles all over again. Several times.

Don’t forget that Russia/Austria/Turkey could grow to such a force that you must treat them like “France”.


France


Sacre bleu! They are big and you are small! This is not the France of 1805! Think defense. If Austria or Prussia attacks (or both!), you might be better off surrendering early. Bide your time, France will rise. And pay attention to the revolution. It is not all bad.


Prussia


Weak – yes. Surrounded by stronger countries – yes. Don’t lose your army. Get your share of Poland in co-operation with someone else or it will be too expensive. Other than that, fight only when you know you are going to win with light losses. All manpower you can sock up for later is like money in the bank.


Russia


War with Turkey is expensive, but you have no choice. Russian army is by far the strongest on board, but you are missing key elements of your money and manpower base. Beat on Turkey until he submits, then the focus must be Poland.


Spain


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.


Turkey


Oh yes! Muslim power! Look at Austria tremble when you threaten with war. Bad news is, you are at war with a monster Russia. If you can win that war, 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.