EIA:House rules

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All optional rules, except militia conversion.

Advanced naval rules, no new crossing arrows.


House rules:


1.Stacking limit

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


Exceptions:

One additional corps may be brought, but then tactical rating is reduced by one.

One cavalry corps may be added without penalty.


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


At least the commanding leaders tactical maximum number of corps must take 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 leaders tactical ability and may exceed the stacking limit. This applies for the whole duration of battle.

Reinforcing leader may bring his tactical maximum + one cavalry corps.



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 you will suffer –2PP additional penalty for a DOW on your ex-ally. (Total –5PP) For every turn you wait, this penalty lowers by one.

If called by an ally against an ally, one must break one of the alliances.

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 that disallows trade.

This penalty does not apply when the one who broke the alliance is not the aggressor.


If you cannot collect any manpower during economic phase, you must immediately (off-phase) sue for peace and accept any kind of peace.


When you reach your VP target, you win. If many nations reach their target at the same time, all win. On the 1815DEC VP phase, all units except controlflags are removed from the board. VPs equal to collectable manpower (not free states) are then awarded to each nation.


If nobody wins, Britain wins.


Bids are processed from highest to lowest. Incase of a tie, dice determine.


When rules are unclear, we vote.


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.


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.



1.2 Unit Counters: The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4.



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.


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)


4.4 Victory Conditions Chart: Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.





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


Naval leaders

British

Nelson (A) as by advanced naval rules, in addition +0.5 morale. (Available after Britain wins a naval combat)

Collingwood (B, only available if Nelson is not): may adjust melee closing roll by one (as Nelson)

Pellew (B): Stack commanded by Pellew may add +1 to a siege roll if blockading a port under siege. (Available 1804)

Smith (C): All-British stack commanded by Smith halves it's upkeep cost. (round up – available 1805)

Cochrane (D): A fleet (Cochrane cannot command a stack, if he is in a stack, he has no effect) commanded by Cochrane always disables a single enemy ship (hulk) before start of naval combat. (available 1801)


French

Villeneuve (A) Adds +1 to roll when breaking through blockade. Subtracts 1 from evasion rolls (succeeds on 1-3) (Available at revolution level 48)


Spanish

Don Carlos Gravina (A): Spanish melee closing rolls are at penalty of 1.. Enemy pursuit rolls are at -1. Any Spanish hulks lost to enemy, but that are sunk on way to port return to spanish control (must roll to reach port as normal. Available 1793)


Russian

Chicagov (A) +1 to combat rolls when maintaining blockade (Only applies if the blockaded fleet participates in the combat. Available 1802)

Ushakov (C): +1 to combat die rolls when fighting Turks.




Crossing arrows: Crossing arrows from advanced naval rules are not used.


Only fleets commanded by Nelson may select melee. After Nelson has used melee once, the option is available to all players and may be selected in any combat.


Evading naval combat: failed roll to evade naval combat causes a penalty of –1 to all combat rolls in the ensuing combat.

Transporting fleets have a –1 to all combat rolls.


Naval combat die roll modifier maximum is +/-2.


Ottoman empire


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


Ottoman troops:

Turkish controlled freestates that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.

Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.



14.3 Uncontrolled Major Powers


Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.

Highbid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victorypoints and may not bid for any new countries.

If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.



Number of depots available:

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


Naval Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.

· Fleets moving in the Flee Step may not transport troops.

· A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.

When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbor raids. A ship in port without a fleetcounter is eliminated if enemy captures the port.


Minor countries may not own hulks. All hulks captured by a minor are property of the controlling majorpower. Majorpower may allow a minor to use it’s hulks for shipbuilding.


Dardanelles: Constantinople port&blockadebox are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)


Naval morale:

Holland 3,5 Austria, Prussia, Turkey 2,0 Others 3,0

+0,5 Dominant Britain/Spain +0,5 Commanded by Nelson +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports. +1,0 Turkish fleets in Mediterranean/Black sea +0,5 Swedish/Danish ships in the Baltic +0,5 Austrian/Venetian ships in the Adriatic

Maintaining a Blockade

A phasing Major Power may at the very start of its naval phase may “test the blockade” at each blockaded port. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6. If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds. If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice (they may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone).

- British Fleets receive a “+1” modifier to maintaining a blockade roll.

· If the VILLENEUVE leader is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.

The above modifiers are cumulative. If the phasing Major Power tests a blockade, and rolls “2” or more lower than the lowest blockading stack’s roll, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.


Fleet strengths are secret, like corps strengths.

A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.



Port raids

minor Port Raids · Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.

1.1.1.1 Harbor Defenses If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbor defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbor defense number printed in the blockade box as the strength of the attack.

· If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbor defenses are not used.

· If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbor defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets



EXCEPTION: Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbor defenses are used.

1.1.1.1.1 Port Raid Resolution The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:

     6.7.5.1.1 Port Raid Combat Chart
      Attacking Force
     
    3-3
    3-3
    3-3
     
      Defending Force
    4-1 port guns
    1-1
    2-2
    2-2
    5-1port guns


The attacker’s morale is reduced in accordance with the damage taken while running the harbor guns, prior to the start of the three possible rounds of combat.

The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply. Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.

1.1.1.1.2 Victory and Defeat in a Port Raid To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted. If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.

1.1.1.1.3 Aftermath Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.

Enemy control of port

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


Breaking a blockade


A third fleet breaking blockade may either:

 1.. Engage the blockading fleet in the BB, resulting in normal naval 

combat. Blockaded fleets take no part.

 2.. Avoid interception in the BB and join with fleets in port.
 3.. Engage with the support of the blockaded fleet, resulting in a 

blockade combat.

Supply Chain Restrictions

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

Land

Leader casualty: Every participating leader is rolled for individually.


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


Pursuit

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.


Successful withdraw does not cost any PP.

Withdrawing at night does not cost any PP.

Siege rolls

+1 if arty corps is present.


Siege combat

A fortress may only be assaulted by as many troops that it can hold, plus artillery&Guards.


Retreat


Added to EiA retreat rules: Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.

Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.

Armies never surrender, except as noted above, or on an island that has no enemy free area.

Sponsored minors retreat towards their capital.

Dominance:

Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)

To reach dominant status, country doesn’t have to be at peace with all other major powers.


To lose dominant status, country has to be at peace with all other major powers.


Politics


A minor with troops that doesnt defend itself (field battle or siege to the last man) causes an extra PP loss for it’s controller.


New peace conditions (for unconditional surrender only)


Sphere of influence


Loser may not declare war on any minor that is adjacent to an area controlled by the victor. This lasts as long as the enforced peace.


Deny co-operation


Loser may not grant acces to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately. This lasts as long as the enforced peace.



Exile


“A” ranked leaders must stay in exile for atleast 12 months.

Returning a leader costs (strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up. If the PP cost cannot be payed, the leader may not be returned.

Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.


When Napoleon returns from exile, French manpower is doubled for the next economic phase, only.



1-25 no event

26-27 Diplomatic victory: a random major power may do either: a+a, a+b or b+b:

           a) attempt to neutralize a free state controlled by another 

major power. Both major powers roll as if the minor was just declared war upon. If the major power chosen for this event wins, the free state becomes neutral. All forces remain at current strength, but are temporarily removed from the map..

           b) attempt to gain control of a neutral minor. Any major power 

may oppose and if any do, all roll for control as above. If the major power chosen for this even wins, it gains control of the minor. If the minor can have troops, it must be taken as a free state. If any other major power wins, nothing happens.

28-31 Diplomatic swing. As diplomatic victory, but you may only choose either a or b.

32-34 Good harvest, a random major power gains +20% (roundup) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another majorpower gets good harvest.

35-38 Emancipation, a random major power gets +5 manpower during the next economic phase.

39-45 Trade surplus, a random major power gets double income from trade during the next economic phase. If Britain gets this event, it becomes “Britain expands trade”-event.

46-47 Britain expands trade: British colonial trade is worth +5$/eco more. Cumulative.

48-49 King/Emperor studies Voltaire, a random major power gets +2 political points.

50-58 Famine, 1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.

59-61 Plague, 1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months.

62 Sudden sickness, a random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.

63 Early pension, a random major power loses a random leader to exile. May be returned for normal cost.

64 Cowards leave the army, a random major power loses 1d10 troops if at war. Any units may be chosen. If chosen major power is not at war, no event.

65 Low on manpower, a random major power has –5 manpower in the next economic phase..

66 Stupid politics, a random major power loses 1 PP.

67 Corrupted generals, a random major power must pay double cost for all upkeep in the next economic phase.

68 Royal party, a random major power loses 15$ in the next economic phase.

69-70 Revolt, a random major power’s random conquered minor turns neutral, unless there is a corps in it.

71 Pirates, a random major power halves all trade income in the next economic phase. If Britain is chosen for this event, British colonial trade goes down –5$/economic phase permanently.

72 Nobles rearrange government funds, a random major power immediately loses 30% (round up) of saved money.

73 Bad weather at Elba, a random exiled leader returns with no cost.

74 Jihad, Turkey may declare war on a major power that has African province(s) for no cost, Lasts 3 turns.

75-81 Persian invasion:

Persia is at war with either Russia or Turkey (50% each). Control of the Persians goes to: firstly, Russia or the Ottoman (the one not being invaded) if at war with each other, secondly to a player who is at war with the invaded Major Power, and finally to anyone who is willing to take control. If multiple Major Powers with equal level of claims desire control, roll D6 to determine control.

Persian forces may only enter the home nation provinces of the Major Power with which they are at war, along with Georgia and Armenia. Persian forces are automatically granted access rights by either Russia or Turkey (the one not at war with Persia) for access through these provinces.

The major power controlling Persia receives $10 initially, and an additional $10 per economic phase for the Persians (for purchase of depots and supply). This money is kept separate, with the Persians treated as a free state. For the controlling Major Power to “loan” money to the Persians, he must do so in an economic phase and be at war with the same major power that the Persians are. The Persians cannot loan money to a Major Power. Persian forces pay no maintenance in the Economic Phase. The Persian forces of two Feodal Cavalry Corps and three Feodal Infantry Corps and any available leaders are setup within Persia immediately when the event is rolled.

The Persian Corps function as normal Feodal Corps, and may be filled in the December Levy Step, in the normal manner. The Persian invasion is over when any of the following conditions are met:

       Persia has suffered a loss of 40 or more factors.
       12 turns have passed since the Persian Invasion event occurred.
     Persian supply source is held by enemy for three months.

The Major Power at war with Persia gains “+3” political points in any of these three cases. The war with Persia may also end if the Major Power at war offers a conditional surrender (which Persia must accept), resulting in the loss of “-5” political points, and the surrendering Major Power must pay reparations (as per peace condition B.3) to Persia. Surrendering to Persia is considered surrender to a Major Power and may be combined with surrender to other Major Powers, for no additional political point loss. Persia automatically “picks” first, taking condition B.3 (money) as its first and only condition.

Following a peace with Persia (either victory or defeat) that Major Power may not be invaded by Persia for 12 months (with the event automatically effecting the other possible victim, if permissible).

The Major Power controlling Persia gains and loses political points in the manner of any Sponsored minor country. The only exception is when the war is over, that the Major Power neither gains nor loses the political points as a result of the peace. If the Major Power controlling Persia is at war with the “victim” of the Persian Invasion, that Major Power may use his depots and pay for Persian supply. If this event is rolled while currently in effect, treat as no event

Persians appear at the edge of the board in Armenia or Georgia with the controlling major power automatically granting them access.

82-84 Fath Ali attempts coup: Major power targeted by Persian invasion may immediately pay 10$ to make Persia surrender conditionally.

85-88 Wahhabist Revolt: This represents raids and attacks on Medina and Mecca by Wahhabist from Arabia. The major controlling Palestine must garrison the Palestine minor country with 20 factors in Corps within the next 4 months with any shortfall being deducted on a $1 per factor basis in the next economic phase, and resulting in a “-2” political point loss. This event can only occur once per year, treat as no event for subsequent occurrence in the same year. 89 Pope excommunicates Napoleon: If Spain is allied to France, Spain loses 2PP. If Spain is at war with France, Spain gets 5 infantry in the next reinforcement step.

90 Diplomatic insult, a random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.

91-92 Resistance movement attacks, a random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat, unless the depot attacked is in Spain.

93 Napoleon excommunicates the Pope: Whoever controls Papacy gains 2PP.

94 Mutiny, a random major powers random fleet counter may not move or intercept(except to retreat from naval combat or if it’s port is occupied) for the rest of the turn.

95-97 Talented general, a random major power gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. Any value of 3 may be upgraded by rolling 1d6. On a six the value goes up by one point and maybe upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.

98 Storms on the Atlantic: All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.

99 Cold winter (only during winter, during summer treat as no event):All Baltic ports, including Copenhagen and Cristina are frozen. All sea areas touching a Baltic port BB is frozen. All forage rolls on winter zone suffer penalty of 1. Lasts until end of winter.

100 roll twice


New leaders



® is for royalty. Royal leaders cause +1/-1 PP swing, just like Napoleon on standard rules.



Austria


Alvintzi 123C

Ott 322D*

Bellegarde 233B (1796)

Johann ® 112D (1800)

Kolowrat 123B (1800)

Charles ® 446A (1797)

Pacifist: If Austria declares a war (except from a call to allies), Charles is unavailable for 6 months. If any nation (except Britain) becomes Dominant, this restriction no longer applies for the rest of the game. (even if the new dominant power is stripped of the status)

Mack ® 134B (1804)

Hiller (1809) 122D

Swartzenberg (1810) 226B

Wurmser 132B (Remove 1997)

Saxe-Coburg 223B

Beaulieu 332B

Kray 323C (Remove 1800)



Britain


Moore 342B (1797)

York® 222A

Abercromby 342B (1797)

Dundas 222B (1803)

Cornwallis 233B (1797, Remove 1805)

Moira 232B

Chatham 122B

Hill 332C (1808)

Beresford 331D (1807)

Murray (1809 – unavailable if GB is at war with USA) 213C

Wellington (1806) 443C

Wellington (1809) 454B

Wellington (1809 and Napoleon has been exiled) 455A


France

Broglie 344B (Royalist)

Conde® 124B (Royalist)

Coigny 223D (Royalist)

Bouille 332C (Royalist)

Angouleme® 115B (Royalist)


Hoche 454B* (Republican)

Moreau 445B (Republican)

Dumouriez 333C (Republican)

Kleber 343D (Republican)

Marceau 432C (Republican)

Lafayette 132C (Republican)

Pichru 343C (Republican)

Desaix 442B* (Republican)


General Bonaparte 553C (Available as according to revolution track. After defeating 3 enemy corps is upgraded to Consul. Bonaparte cannot be killed)

Consul Bonaparte 554B (After defeating 4 enemy corps is upgraded to Napoleon. Bonaparte cannot be killed)

Napoleon® 556A

Napoleon® (Back from exile) 455A

Murat 233B*

Davout 452C

Massena 443C

Soult 333C

Lannes 241D (If a French leader is wounded, the shot is transfered to Lannes. If this happens, Lannes dies)

Ney 241C

Mortier 322D

Eugene(1806) 331C

Suchet(1808) 332C

Marmont(1810) 222D

Vandamme(1809) 321D (Inherits Lannes’ special ability if Lannes is dead)

Bernadotte 222C

La Salle – LaSalle must stack with La Salle’s Light Cavalry and cannot command other units. La Salle may lead the French guard when it is committed. La Salle is never wounded. If he is hit, he is dead.


Turkey


Grand Vizier 225A (If G.V. dies, Turkey loses a PP. 1d6 turns later, new G.V. arrives)

Abdurrahman 222C*

Selim II® 116A

Hakki 222D*

Husrev 223C

Krurshid 222C

Ali Pasha 232B (must stack with Albanian FeodalI)

Pehlivan Khan 343B

Beylerbey® 123C (must stack with a feudal corps)

Bayrakdar (1808, remove G.V. and Selim II) 233B

Mahmud II® (1809, Remove Bayrakdar, return G.V. Turkish regular cavalry improves to morale 4)



Prussia


F. Wilheml II® 123A (Remove 1797)

Hohenlohe 124B

F. Wilhelm III® 112A (1797)

Louisa® 231D (1797, upgrades to 333A when second war (after Louisa’s arrival)

between France and Prussia breaks out)

Brunswick 224A (Remove if Prussia surrenders after 1800)

Blucher 345C* (available after Prussia surrenders but not before 1801, 1810 promotion: 345B*)

Gneissenau 335D (available if Blucher is not)

Scharnhorst 334D (Available if Blucher and Gneissenau are not)

Mollendorf 322C

Yorck (1812) 232D

Bulow(1808) 222C


Russia


Suvarov 454B* (Remove 1800)

Potemkin 344A (Remove 1796)

Buxhowden 212C

Platov 221D* (available after enemy forces enter Russia for the first time, after 1805)

Alexander I® 125A (1801)

Bagration 243C

Kutuzov 344B

Dochturov (1806) 222D

Benningsen (1807) 223B

Wittgenstein (1808) 222C

Miloradovich (1809) 232C

Barclay (1810) 334B

Barclay (replace after Barclay wins a field battle) 336A

Rayevski (1808) 222D

Tormassov (1812) 123C

Yermolov (Available after Kutuzov wins a field battle) 222C


Spain


Caro 221C

Godoy 113A

La Romana 223B

Castanos 333B

De La Cuesta (1807) 123B

Blake (1806) 224B

La Romana (1808) 223B

Palafox (available after first guerrilla appears, not before 1800) 231D

Araizaga (1809) 212C

Del Parque (available after spanish corps I wins a field battle, not before 1800) 232C

Giron (1810) 222B

Ferdinand® 222B (Available after Spain recaptures Madrid from enemy)

Ballesteros 421C (Available 3 months after Ferdinand is available)



Minors (must stack with own corps)


Bavaria: Wrede 222C

Denmark: Frederick VI® 122B

Morocco: Mulay Sliman® 321B

Egypt: Mehmet Ali 342C*

Algeria: Murad 112C*

Persia:

Hasan Quli® 222B

Fath Ali® 123A

Ali Mirza® 322C


Poland:

Kostiuszko 344A (Remove after Poland is destroyed)

Kosojuszko 232B

Ponjatowski 231B


Sweden:

Gustav III® 113A (remove 1808)

Adlercreutz 233B

Sandels 241D (cannot operate outside Finland/Karelia. If Sandels is in Finland, Finland has guerrilla value 4)

Döbeln 332C

Bernadotte® (1810) 323A


Naples

Cardinal Ruffo 122D (Ruffo takes no prisoners: All troops captured by a stack led by Ruffo are eliminated instead. Leaders are not eliminated)




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.


British colonial trade starts at 0$.


If Egypt is controlled by a nation at war with Britain, Britain loses 1PP and half colonial trade each economic unless there is a British controlled fleet(s) with strength of atleast 20 ships on or east of Malta.


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 8infantry 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 and at any point thereafter, if Britain and France are at war with eachother (but not with any other major power), Britain must offer informal peace to France. If France accepts, neither side may declare war on ANY major power for 18 months.


Pitt the younger elected PM

During the peace of Amiens, if Britain did not fight a land battle (field, limited field or siege, all qualify) roll 1d6 at the end of turn. If the result is 6, British colonial trade is increased by 5$ (to maximum of 15$. After reaching 15$, you need two results to get +5$). If the result is 1, half British land factors (each type separately, round up) are immediately removed from the board. Units in Britain can only be removed if no other units are available.




French Revolution


Whenever “No event” is rolled, French revolution advances 1 step. All effects marked with * are permanent until cancelled.


0 Ludvig XVI politics, trade treaty – Britain must trade with France*

Lose all leaders except those marked “Royalist”

France cannot gain dominant status*

All French DOWs cost extra 2 PPs*.

Artillery may be built only by dominant powers.

1 Ludvig XVI manages finances – all tax income is halved.* and no militia maybe

       purchased*

2 Edicts and noble revolt – lose 3 PP. Gain 30$. France cannot declare wars*

3 France bankrupt – lose 3 PP. Treasury becomes 0.

4 Peasant revolts – lose 1 PP. All French territory gains guerrilla value 3. Guerilla’s

      are controlled by Turkey.

5 Estates general begins – gain 2 PP. France can declare wars again*

6 Storming of Bastille – Lose 1 PP. Lose all royalist leaders. Gain all leaders

  marked republican. Remove all guerilla’s.
  New guerilla’s are controlled as émigré’s.

7. Great fear – lose 2 PP. Militia may be raised.*

8. Declaration of rights of man – Gain 2PP. France makes informal peace with all

     nations. France may not DOW or be DOWed.*

9. Let them eat cake - France may be DOWed* No tax income on December turns*

10.Jacobines take charge- France may DOW*

     French DOWs don’t cost extra anymore*
     Remove all guerrillas.

11. Political chaos - Lose 1 PP. France makes informal peace with all nations. Emgireet kentälle

  France may not DOW or be DOWed.*

12. Navy mutiny – Random fleet may not move each turn*

      France may DOW and be DOWed*

13. Tax reform – Gain 1 PP. Tax value returns to normal*

14. Agricultural reform – Gain taxes in December as normal*

15. End of royalty – lose 3PP. Add 5I to Emigree army. All alliances broken for no

cost. France makes informal peace with all nations.
France cannot DOW or be DOWed.*

16. Army mutiny – lose 1d6 cavalry and 2d6 infantry

17. France condemns royalty - France may DOW and be DOWed.*

18. Army mutiny – French guard corps is now an emigree unit

19. Collapse of government – lose 4 PP. France makes informal peace with all

           nations. France may not DOW or be DOWed*.

20. French republic established – gain 5 PP. France may DOW and be DOWed*

     Free DOW on Austria if France so wishes.
     Spain has free DOW on France* Corps of
     French republic (or French minors) not subject to 2
     point penalty to forage*
     Remove all guerrillas.
     Britain does not have to trade with France*

21. Execution of Ludvig XVI – gain 3PP. Free DOW on Britain and/or Holland if

  France so wishes.
  All nations, except Turkey have free DOW on France.

France can only ally with Turkey until stage 49*

If France chooses not to execute Ludvig XVI, none of the effects take place.

22. Levee en masse – if France is at war, French manpower is doubled. Half of all

          units raised must be militia*

23.Committee of public safety – gain 1PP. French areas lose guerrilla value*

24. Robespierre – lose a random leader

25. Execution of Marie Antoinette – Gain 2PP. Austria has free DOW on France.

                                                          Austria may not 

ally with France unit stage 49*

          France may choose not to execute Marie and
          none of the effects apply.

26. Robespierre on the loose – lose another random leader

27. Robespierre doesn’t know when to stop – loose two random leaders.

28. We all love Robespierre (or else) – lose 4PP.

29. 9th Thermidor – Gain 3PP.

30. Vendee rebellion – all French territory has guerrilla value of 3*

Guerilla’s are controlled by whoever controls emigrees

31. L’Amalgame – France may exchange 1I and 4M to 4I, each reinforcement phase.

     All must be in the same location*

32.

33. Whiff of grapeshot – gain remaining leaders

34. Vendee rebellion over – French territory loses it’s guerrilla value*

35. Navy reform – Naval mutiny over*

36.

37.

38.

39.

40. Naval reform – Gain 10 ships

41. Naval reform – Gain 10 ships

42. Naval reform – Gain 10 ships

43. Naval reform – Gain 10 ships

44. Jourdan Law – Levee en masse cancelled* L’Amalgame cancelled*

                           - French infantry morale is 3.5*

45. Naval reform – Gain 10 ships

46. Naval reform – Gain 10 ships

47. Napoleonic time – No event is counted as no event. French revolution track is no

longer advanced by the dice, but by events only.
Bonaparte may be promoted*
When Consul Bonaparte is available, move to next stage.

48. Coup de tat – Lose remaining Republican leaders. Peace of Amiens* (British rule)

                            When Napoleon is available, move to next phase.

49. Emperor is crowned – Gain 3PP. France becomes dominant, if in possession of

     required territories. Remaining Emigrees are eliminated.
     French infantry morale returns to 3(or 4 if dominant)
     Guard corps returns to French control.
     All nations forage as normal.
     Spain loses free DOW on France.

Artillery may be built as normal.



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. The End year of revolution is moved 18 months to the future (1804jan for the first time this happens) and revolution program is recalibrated. All effects are applied all over again.



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.

Amsterdam cannot be besieged, except in winter turns.

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)


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.

French artillery corps may not be built before “Emperor is crowned”.

Russian artillery corps can be built at the same time as French arty corps can or at anytime if Russia is dominant.



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.