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(Ak: Uusi sivu: ==Overview== This scenario is about the First World War as we know it: Trench warfare, daring dogfights and chemical weapons. But with a twist! The alliances are not set in stone ...)
 
Rivi 27: Rivi 27:
 
===Political setup===
 
===Political setup===
  
* Austria N7
+
* Austria N5
* Britain N7
+
* Britain N10
 
* France N6
 
* France N6
 
* Turkey N3
 
* Turkey N3
 
* Germany D1
 
* Germany D1
* Russia N2
+
* Russia N3
 
* Italy N4
 
* Italy N4
  
 
Existing wars:
 
Existing wars:
* Germany and Austria are at war with Great Britain, France and Russia
+
* Germany and Austria are at war with France and Russia
  
 
Existing alliances:
 
Existing alliances:
* Germany, Austria and Italy are initially allied.
+
* Germany, Austria, Turkey and Italy are initially allied. Italy's alliances expire March 1815.  
 
* Great Britain, France and Russia are initially allied.
 
* Great Britain, France and Russia are initially allied.
  
 
===Initial forces and money===
 
===Initial forces and money===
 
'''''SS''''' stands for ''Steamship''.
 
  
 
* Austria, cash $13
 
* Austria, cash $13
** Land: 100 I, 14 mC, 5 Gd, 7 depots
+
** Land: 20 I, 6 mC, 3 depots
** Navy: 4 SS, $20
+
* France, cash $15
* France, cash $25
+
** Land: 35 I, 10 mC, 4 depots
** Land: 85 I, 19 mC, 3 Gd, 4 depots
+
* Great Britain, cash $35 (GB infantry has morale 3.5)
** Navy: 10 SS, $600
+
** Land: 15 I, 12 mC, 2 depots
* Great Britain, cash $55
+
** Navy 200 points
** Land: 45 I, 6 lC, 0 Gd, 2 depots
 
** Navy: 12 SS, $1400
 
 
* Germany, cash $18
 
* Germany, cash $18
** Land: 65 I, 18 mC, 2 Gd, 5 depots
+
** Land: 55 I, 8 mC, 3 depots
** Navy: 2 SS, $30
+
** Navy: 100 points
* Russia, cash $45
+
* Russia, cash $5
** Land: 105 I, 15 mC, 5 Gd, 6 depots,
+
** Land: 20 I, 5 mC, 300 M, 0 depots. Only one cavalry corps may be deployed at the beginning of the scenario.  
** St.Petersburg navy: 6 SS, $500
 
** Sevastopol navy: 5 SS, $520
 
** Increased portguns: Sevastopol and Sveaborg have 150 port guns.
 
 
* Italy, cash $10
 
* Italy, cash $10
** Land: 41 I, 6 mC, 2 depots
+
** Land: 10 I, 2 mC, 2 depots
** Navy: 2 SS, $300
+
* Turkey, cash $1
* Turkey, cash $11
+
** Land: 15 I, 8 mC, 2 depots
** 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 the amount of money mentioned on the navy section of their country.
 
* Hannover has starting forces of 8 I / 2 C.
 
  
 
===Initially conquered minors===
 
===Initially conquered minors===
  
 
'''Austria'''
 
'''Austria'''
* Conquered: Venice, Lombardy, Berg, Kleves, Wallachia.
+
* Conquered: Venice
* Free states: Bavaria, Wurttenburg.
+
* Free states: None
  
 
'''Britain'''
 
'''Britain'''
* Conquered: Gibraltar, Malta, Corfu
+
*There is no colonial trade for GB while at war with Germany, instead, trade chit is available.
* Free states: Holland (no ships, includes Flanders), Greece (see [[EiA:Greece Track]]).
+
* Conquered: Gibraltar, Malta, Corfu, Egypt, Cyrenaica.
 +
* Free states: Belgium (Flanders: 16I, 2 corps, size as holland), Portugal, Serbia, Albania
 +
*Rumania joins if Bulgarian troops leave Bulgaria or at the end of 1915. Greece joins if Russia makes peace with Germany or 1917 at the latest.
  
 
'''France'''
 
'''France'''
* Conquered: Palatinate, Algeria
+
* Conquered: Algeria, Morocco
 
* Free states: None
 
* Free states: None
  
 
'''Germany'''
 
'''Germany'''
* Conquered: Mecklenburg, Duchies
+
* Conquered: None
* Free states: None
+
* Free states: Bulgaria
  
 
'''Russia'''
 
'''Russia'''
* Conquered: None
+
* Conquered: Finland
 
* Free states: None
 
* Free states: None
  
 
'''Italy'''
 
'''Italy'''
* Conquered: None
+
* Conquered: Tunis, Tripolitania
 
* Free states: None
 
* Free states: None
  
Rivi 103: Rivi 93:
 
* Conquered: Rhodos, Palestine
 
* Conquered: Rhodos, Palestine
 
* Free states: Syria
 
* Free states: Syria
 +
 +
==Naval war==
 +
 +
Naval war is abstracted and no fleet markers are used. It is still resolved in the naval phase. Britain may deploy one corps each turn from Britain to France with no fear of failure, unless Germany can match British ships value. Other naval manouvers are played as chit choices, resolved in order:<br>
 +
 +
North sea, Atlantic, Mediterranean, Indian ocean, Pacific, Black sea (Turkish/Russian pick).
 +
 +
Chits available:
 +
*Invasion: move your or a willing allies corps from your controlled port to any coastal area bordering the sea in question. GB can use this to create a colonial corps in Egypt(Indian ocean) or France/Britain(Atlantic). Colonial corps are size 14 infantry corps with morale 3. (GB: everywhere, Germany, North sea, Black sea)
 +
*Patrol (GB:everywhere, Germany: Black sea)
 +
*Raid (GB: Black sea, Germany: everywhere)
 +
*Trade (GB: everywhere, Germany: Black sea)
 +
*Shutdown (Both: everywhere)
 +
*Coastal raid (GB: north sea, black sea. Germany: everywhere)
 +
*Bait (Both: North sea, black sea)
 +
*Submarines (Germany: North sea, atlantic, mediterranean)
 +
*Lone Raider (Ger: everywhere)
 +
 +
Each chit may be chosen only once and all chits are put on table at once. An illegal chit may be chosen when it counts as shutdown.<br>
 +
 +
Germany gets +3 to all rolls, total, regardless of the number of dice rolled.
 +
 +
Results:
 +
{| border="1"
 +
!Britain / Germany
 +
!Invasion
 +
!Patrol
 +
!Raid
 +
!Trade
 +
!Shutdown
 +
!Coastal raid
 +
!Bait
 +
|-
 +
|'''Invasion'''
 +
|Both invasion successfull
 +
|Invading corps destroyed
 +
|Invading corps destroyed on high roll
 +
|Trade gains 10$, invasion successfull
 +
|Invasion successfull
 +
|Coastal raid causes 1PP loss and 1d6 $ lost. Invasion successfull.
 +
|Invasion successfull
 +
|-
 +
|'''Patrol'''
 +
|Invading corps destroyed
 +
|Both sides lose 1d6 ship points.
 +
|Both sides lose 1d3 points.
 +
|Trader gains 10$
 +
|No effect
 +
|Both sides loses 1d3 points.
 +
|No effect.
 +
|-
 +
|'''Raid'''
 +
|Motion not carried, both lose PP
 +
|Compromise wins
 +
|Entrapment wins
 +
|Blood and iron wins
 +
|Motion not carried
 +
|Motion not carried
 +
|-
 +
|'''Entrapment'''
 +
|Motion not carried
 +
|Filibuster wins, unless opponent pays 5$
 +
|Both roll die. High roll wins, low roll loses PP
 +
|Entrapment wins
 +
|Motion not carried
 +
|Negotiate wins
 +
|-
 +
|'''Nationalism'''
 +
|Nationalism wins unless opponent pays 2PP
 +
|Filibuster wins
 +
|Motion not carried
 +
|Motion not carried, Prussia gains 10MP
 +
|Players bid $ for winning
 +
|Motion not carried
 +
|-
 +
|'''Workers unite'''
 +
|Workers unite wins
 +
|Workers unite wins, unless opponent pays 5$
 +
|Motion not carried
 +
|Motion not carried
 +
|Bribery wins, gives 1$ to ministry
 +
|Workers unite wins, gains PP
 +
|}
  
 
==Player notes&hints==
 
==Player notes&hints==

Versio 15. heinäkuuta 2014 kello 03.16

Overview

This scenario is about the First World War as we know it: Trench warfare, daring dogfights and chemical weapons. But with a twist! The alliances are not set in stone and the short span of the campaign forces any nation wanting a victory to make some sudden moves.

General scenario information

Initial setup

Victory point goals

  • Austria 105
  • Britain 115
  • France 110
  • Turkey 100
  • Germany 110
  • Russia 110
  • Italia 105

Political setup

  • Austria N5
  • Britain N10
  • France N6
  • Turkey N3
  • Germany D1
  • Russia N3
  • Italy N4

Existing wars:

  • Germany and Austria are at war with France and Russia

Existing alliances:

  • Germany, Austria, Turkey and Italy are initially allied. Italy's alliances expire March 1815.
  • Great Britain, France and Russia are initially allied.

Initial forces and money

  • Austria, cash $13
    • Land: 20 I, 6 mC, 3 depots
  • France, cash $15
    • Land: 35 I, 10 mC, 4 depots
  • Great Britain, cash $35 (GB infantry has morale 3.5)
    • Land: 15 I, 12 mC, 2 depots
    • Navy 200 points
  • Germany, cash $18
    • Land: 55 I, 8 mC, 3 depots
    • Navy: 100 points
  • Russia, cash $5
    • Land: 20 I, 5 mC, 300 M, 0 depots. Only one cavalry corps may be deployed at the beginning of the scenario.
  • Italy, cash $10
    • Land: 10 I, 2 mC, 2 depots
  • Turkey, cash $1
    • Land: 15 I, 8 mC, 2 depots


Initially conquered minors

Austria

  • Conquered: Venice
  • Free states: None

Britain

  • There is no colonial trade for GB while at war with Germany, instead, trade chit is available.
  • Conquered: Gibraltar, Malta, Corfu, Egypt, Cyrenaica.
  • Free states: Belgium (Flanders: 16I, 2 corps, size as holland), Portugal, Serbia, Albania
  • Rumania joins if Bulgarian troops leave Bulgaria or at the end of 1915. Greece joins if Russia makes peace with Germany or 1917 at the latest.

France

  • Conquered: Algeria, Morocco
  • Free states: None

Germany

  • Conquered: None
  • Free states: Bulgaria

Russia

  • Conquered: Finland
  • Free states: None

Italy

  • Conquered: Tunis, Tripolitania
  • Free states: None

Turkey

  • Conquered: Rhodos, Palestine
  • Free states: Syria

Naval war

Naval war is abstracted and no fleet markers are used. It is still resolved in the naval phase. Britain may deploy one corps each turn from Britain to France with no fear of failure, unless Germany can match British ships value. Other naval manouvers are played as chit choices, resolved in order:

North sea, Atlantic, Mediterranean, Indian ocean, Pacific, Black sea (Turkish/Russian pick).

Chits available:

  • Invasion: move your or a willing allies corps from your controlled port to any coastal area bordering the sea in question. GB can use this to create a colonial corps in Egypt(Indian ocean) or France/Britain(Atlantic). Colonial corps are size 14 infantry corps with morale 3. (GB: everywhere, Germany, North sea, Black sea)
  • Patrol (GB:everywhere, Germany: Black sea)
  • Raid (GB: Black sea, Germany: everywhere)
  • Trade (GB: everywhere, Germany: Black sea)
  • Shutdown (Both: everywhere)
  • Coastal raid (GB: north sea, black sea. Germany: everywhere)
  • Bait (Both: North sea, black sea)
  • Submarines (Germany: North sea, atlantic, mediterranean)
  • Lone Raider (Ger: everywhere)

Each chit may be chosen only once and all chits are put on table at once. An illegal chit may be chosen when it counts as shutdown.

Germany gets +3 to all rolls, total, regardless of the number of dice rolled.

Results:

Britain / Germany Invasion Patrol Raid Trade Shutdown Coastal raid Bait
Invasion Both invasion successfull Invading corps destroyed Invading corps destroyed on high roll Trade gains 10$, invasion successfull Invasion successfull Coastal raid causes 1PP loss and 1d6 $ lost. Invasion successfull. Invasion successfull
Patrol Invading corps destroyed Both sides lose 1d6 ship points. Both sides lose 1d3 points. Trader gains 10$ No effect Both sides loses 1d3 points. No effect.
Raid Motion not carried, both lose PP Compromise wins Entrapment wins Blood and iron wins Motion not carried Motion not carried
Entrapment Motion not carried Filibuster wins, unless opponent pays 5$ Both roll die. High roll wins, low roll loses PP Entrapment wins Motion not carried Negotiate wins
Nationalism Nationalism wins unless opponent pays 2PP Filibuster wins Motion not carried Motion not carried, Prussia gains 10MP Players bid $ for winning Motion not carried
Workers unite Workers unite wins Workers unite wins, unless opponent pays 5$ Motion not carried Motion not carried Bribery wins, gives 1$ to ministry Workers unite wins, gains PP

Player notes&hints

Austria

England

France

Germany

Russia

Italy

Turkey