Ero sivun ”EIA:Rise of Nationalism scenario” versioiden välillä
Rivi 62: | Rivi 62: | ||
* Sardinia 500 | * Sardinia 500 | ||
− | == | + | ==Technologial advances== |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | Ironclads funtion as steamships, with following exceptions: | + | Different techs and their levels come available according to Prussian Landtag or other events. After coming to available they can be purchased at economy steps. |
− | Ironclads cost 60$ each. | + | |
− | Destroyed | + | ===Steamships=== |
− | All damage to ironclads in a combat round is halved and then rounded down. | + | Steamships function as heavy ships with the following exceptions: |
− | Ironclads cannot be sunk as a result of ramming. | + | * Steamships cost 30$ each. |
− | Ironclads have +1 morale. | + | * Eaxh steamship counts as two frigates and two heavy ships for determining manouver and heavy ship edge. |
+ | * Each steamship at sea or in a blockade box during economic phase costs 1$ | ||
+ | * If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks. | ||
+ | |||
+ | One steamship on either side may ram during naval combat. Ramming ship may choose it's target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) Roll die 1-2 ramming ship is destroyed 3-4 both ships are destroyed 5-6 target is destroyed. If target is not a steamship, add +1 to the roll. Non-steamships always fail to evade. | ||
+ | |||
+ | |||
+ | Ironclads funtion as steamships, with following exceptions: | ||
+ | * Ironclads cost 60$ each. | ||
+ | * Destroyed ironclads do not become hulks and hulks cannot be used to build ironclads. | ||
+ | * All damage to ironclads in a combat round is halved and then rounded down. | ||
+ | * Ironclads cannot be sunk as a result of ramming. | ||
+ | * Ironclads have +1 morale. | ||
+ | |||
+ | ===Breech-loading rifles=== | ||
+ | If one side in battle has no militia and all infantry is equipped with breech-loading weapons, that side gets additional +1 to combat rolls. | ||
− | |||
− | |||
If both sides qualify, neither gets the bonus. This bonus may take die roll to +2. Maximum combat result is still 7. | If both sides qualify, neither gets the bonus. This bonus may take die roll to +2. Maximum combat result is still 7. | ||
− | ==Railroads== | + | ===Railroads=== |
− | Railroads are available according to the Landtag's decisions. Each level of railroads allows for a single corps to travel between two controlled and unbesieged home nation cities without spending any movement points, each turn. | + | Railroads are available according to the Landtag's decisions. Each level of railroads allows for a single corps to travel between two controlled and unbesieged home nation cities without spending any movement points, each turn. |
− | Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase. | + | |
+ | Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase. | ||
==Initial forces and money== | ==Initial forces and money== |
Versio 24. tammikuuta 2011 kello 20.10
Sisällysluettelo
Abstract
The campaign is about to model the events that occured at the second half of the 19th century. The game starts focusing on Crimean war between almost dominant Russia and the coalition of Great Britain, Second French Empire, Kingdom of Piedmont-Sardinia and Turkey. The middle game is covered with the volatile tensions between Britain and France. Sardinia, taking the role of Spain from the traditional EiA campaign, is forced to field anxious campaign for the unification of Italy, lead by Giuseppe Garibaldi.
However the whole campaign is built up to see Prussia rising to the first of the equals and the birth of the German Empire. The campaign introduces Prussian Landtag, which is a political side-game played partly with the combat rules of the traditional EiA, with all the flavors of the Otto von Bismarck's infamous Blood and Iron speech.
Timeline
- Game starts: 1853 October.
- Game ends: 1870 December.
- Used corps compositions: See below
- Prussian Landtag: EiA: Landtag
- Prussian Elections: EiA: Landtag Elections
Kirjanpito
Initial political situation
- Austria N7
- Britain N9
- France N4
- Turkey N1
- Prussia N5
- Russia D1
- Sardinia N3
- moves where Spain used to move
Existing wars:
- GB vs Russia
- France vs Russia
- Turkey vs Russia
- Sardinia vs Russia
Track effects
EiA:Crimean_War
EiA: Sardinian events
Winning
If a player reaches his/her Victory Point goal before December 1870 he/she wins.
At the Economy Step of December 1870, 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 there are more than one victor, the game is declared draw between those players. Thus it is possible for a group to win together
- If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.
Victory point goals:
- Austria 520
- Britain 605
- France 530
- Turkey 470
- Prussia 540
- Russia 560
- Sardinia 500
Technologial advances
Different techs and their levels come available according to Prussian Landtag or other events. After coming to available they can be purchased at economy steps.
Steamships
Steamships function as heavy ships with the following exceptions:
- Steamships cost 30$ each.
- Eaxh steamship counts as two frigates and two heavy ships for determining manouver and heavy ship edge.
- Each steamship at sea or in a blockade box during economic phase costs 1$
- If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks.
One steamship on either side may ram during naval combat. Ramming ship may choose it's target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) Roll die 1-2 ramming ship is destroyed 3-4 both ships are destroyed 5-6 target is destroyed. If target is not a steamship, add +1 to the roll. Non-steamships always fail to evade.
Ironclads funtion as steamships, with following exceptions:
- Ironclads cost 60$ each.
- Destroyed ironclads do not become hulks and hulks cannot be used to build ironclads.
- All damage to ironclads in a combat round is halved and then rounded down.
- Ironclads cannot be sunk as a result of ramming.
- Ironclads have +1 morale.
Breech-loading rifles
If one side in battle has no militia and all infantry is equipped with breech-loading weapons, that side gets additional +1 to combat rolls.
If both sides qualify, neither gets the bonus. This bonus may take die roll to +2. Maximum combat result is still 7.
Railroads
Railroads are available according to the Landtag's decisions. Each level of railroads allows for a single corps to travel between two controlled and unbesieged home nation cities without spending any movement points, each turn.
Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.
Initial forces and money
SS stands for Steamship.
- Austria, cash $13
- Land: 100 I, 14 mC, 5 Gd, 7 depots
- Navy: 4 SS, $20
- France, cash $25
- Land: 85 I, 19 mC, 3 Gd, 4 depots
- Navy: 10 SS, $600
- Great Britain, cash $55
- Land: 45 I, 6 lC, 0 Gd, 2 depots
- Navy: 12 SS, $1400
- Prussia, cash $18
- Land: 65 I, 18 mC, 2 Gd, 5 depots
- Navy: 2 SS, $30
- Russia, cash $45
- Land: 105 I, 15 mC, 5 Gd, 6 depots,
- St.Petersburg navy: 6 SS, $500
- Sevastopol navy: 5 SS, $520
- increased portguns: Sevastopol and Sveaborg have 150 port guns.
- Sardinia, cash $10
- Land: 41 I, 6 mC, 2 depots
- Navy: 2 SS, $300
- Turkey, cash $11
- Land: 45 I, 8 mC, 2 depots
- Navy: 1 SS, $290
Notes for initial forces
- Players are allowed to buy ships to their navies with amount of money mentioned on the navy section of their country
- No steamships may be initially purchased
- For corps compositions see page EiA:Rise of Nationalism Corps
Leaders
Minor countries
Initially Conquered Minors
Austria
- Conquered: Venice, Lombardy, Berg, Kleves, Wallachia.
- Free states: Bavaria, Wurttenburg.
- If Prussia targets DOW on Austria, Austria immediately gains the following free states, regardless of controller: Hannover, Hesse, Saxony, Baden.
Britain
- Conquered: Gibraltar, Malta, Corfu
- Free states: Holland (no ships, includes Flanders).
France
- Conquered: Palatinate, Algeria
- Free states: None
- Corsica is a French province, not a minor country
Prussia
- Conquered: Mecklenburg, Duchies
- Free states: None
Russia
- Conquered: None
- Free states: None
- Finland is a Russian province, not a minor country
Sardinia
- Consists of Sardinia and Piedmont. Neither is capital.
- Conquered: None
- Free states: None
Turkey
- Conquered: Rhodos, Palestine
- Free states: Syria
Dominant Status requirements
French Dominant status requirements
- Confederation of the Rhein
- Denmark
- Flanders
- Holland
Sardinian Dominant requirements
- Control the whole Italy
- Any 7 of:
- Corsica
- Cyrenaica
- Illyria
- Malta
- Provence
- Switzerland
- Tripolitania
- Tunisia
- Tyrol
Prussian Dominant requirements
- Requirements are listed on Landtag-page under "Ministerpräsident's Office".
Other countries dominant status requirements are as in the orginal rules.
Other rules releated to minors
- Papal State consists of Papacy and Romagna.
- Neutral Italian minors cannot be DOWed.
- Morocco is controlled by Spain and cannot be DOWed.
- Every Italian minor conquered by Sardinia becomes Sardinian province.
- If Sardinia can unite all of Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.
- If willing, Sardinia automatically gains control of any and all Sardinian minors DOWed by other countries.
Player notes&hints
Austria
You will be sunk. Try to fight it but know that it's inevitable.
England
France is not a friend but as long as Russia is an enemy there's no point in pressing the issue further. Keep your edge on sea and make sure no one has the time to invade.
France
France is not weak, but you will need a miracle to get to dominant status. Keep your cool, assess the situation carefully and exploit any possibilities you find to gather your might.
Make sure Sardinia cannot plot to take Provence from you and that Prussia doesn't grow too strong. If all goes well the Confederation of Rhine may become reality.
Prussia
You start out slow but little by little you will gather strength. Make sure France, Austria and Russia can't crush you before that happens. You can rely on Sardinia to keep Austria and France on their toes or knees, focus on helping him and bid your time.
Russia
The Crimean War is a tough nut to crack right from the start. Winning naval battles is a high priority, keeping Sevastopol as well but it can be exchanged for a decisive victory elsewhere. Just don't lose Moscow.
Sardinia
Starting out weak is tough but you have the Crimean Coalition to back up your early aspirations in taking over Italy.
Keep your head up, take pieces of Italy and start preparing for aggressions with Austria.
Turkey
You probably suck. Try to live with it. After the Crimean War is over your army will get better but it costs a lot. You have to get the money from somewhere.
Connection to Tero through Skype:
- Skype name: EiA-Otto
- Secret phrase: *feodals*r0ck*