EIA:America and privateers
Sisällysluettelo
United States of America
Common rules
- USA begins the game as a major country.
- Victory condition: Gain 690 victory points.
- USA makes her land moves between X and Y and her naval moves between Z and W.
- USA's national modifiers versus all countries in Europe is -1 and versus all countries in Africa and the Mid-East is -2.
Initial setup
- Starts with XXX as core provinces.
- Starts on political track: N2
- Forces for Phase I campaign: 10 Inf
- Depots for Phase I campaign: 1/6
- Cash: 5$
Manipulation
- -15$ and 6MP for +2 PP
- -9$ or 5MP for +1 PP
- +8$ or +4MP for -2 PP
- +8$ and +4MP for -3 PP
Corps Compositions
A Brand New USA | Jefferson's Presidency | Manifest Destiny | War of 1812 | |
---|---|---|---|---|
PHASE I | PHASE II | PHASE III | PHASE IV | |
I | 10I | 12I | 14I | 18I 1C |
II | 8I | 10I | 14I | 15I 1C |
III | 8I | 10I | 14I | 15I 1C |
IV | 6I | 8I | 10I | 14I |
V | 6I | 8I | 10I | 14I |
VI | N/A | 8I | 10I | 14I |
Guards | 4G (+1 shift) | 6G | 8G | 10G 1C (+2 shift) |
C | 4C | 6C | 8C | 12C |
Fleet I | N/A | 20S | 30S | 30S |
Fleet II | N/A | N/A | 30S | 30S |
Fleet III | N/A | N/A | 30S | 30S |
Fleet IV | N/A | N/A | N/A | 30S |
Morale
- Infantry 3.5
- Cavalry 4
- Guard 5
- Ships 3
Leaders
Generals:
- Default 121D
- Stephen Decatur 151D
- Henry Dearborn 212C
- George Washington ???A (Remove 1800)
- Andrew Jackson ???D (1801?)
Admirals:
- Default 21D
Special rules
- Jotain jotain
Dominant status
Requirements:
- If USA controls .....
Effects:
- American infantry morale rises to 4.5
- A single American leader gets +1 to all stats.
- The province of Washington is worth 10$ more in every economic phase.
Player notes & hints
Canada and New Spain
Common rules
- Canada and New Spain are colonies and not independent countries.
- Canada is controlled by Great Britain.
- New Spain is controlled by Spain.
- Colonies act as free states, but their provinces can only be ceded in a formal peace.
- Colonies can accept help from their controller, but cannot give help to the controller. Thus no colonial forces can be transferred from the New World to Europe. Forces from Europe can, however, be transferred to the New World.
Initial Setup
Canada
- Canada starts with XXX as core provinces.
- Forces for Phase I campaign: 10 Inf, 6 Inf (GB), 6 SoL, 1 T
- Depots for Phase I campaign: 1/5
- Cash: 8$
New Spain
- New Spain starts with XXX as core provinces.
- Forces for Phase I campaign: 10 Inf, 5 SoL
- Depots for Phase I campaign: 1/5
- Cash: 4$
Corps composition
Canada
Recovering Canada | Expanding Canada | Canada | War of 1812 | |
---|---|---|---|---|
PHASE I | PHASE II | PHASE III | PHASE IV | |
I | 10I | 1G 11I | 2G 12I | 4G 14I 1C (+1 shift) |
II | 8I | 10I | 14I | 15I 1C |
III | 8I | 10I | 14I | 15I 1C |
IV | 6I | 8I | 10I | 14I |
V | 6I | 8I | 10I | 14I |
VI | N/A | 8I | 10I | 14I |
C | 4C | 6C | 8C | 12C |
Fleet I | 10S | 20S | 30S | 30S |
Fleet II | N/A | 20S | 30S | 30S |
Fleet III | N/A | N/A | 30S | 30S |
Fleet IV | N/A | N/A | N/A | 30S |
New Spain
West Florida Controversy | Pickney's Treaty | San Francisco Controversy | End of the Viceroyalty | |
---|---|---|---|---|
PHASE I | PHASE II | PHASE III | PHASE IV | |
I | 10I | 12I 1C | 14I 2C | 16I 3C |
II | 10I | 12I 1C | 14I 2C | 16I 3C |
III | 10I | 12I 1C | 14I 2C | 16I 3C |
IV | 10I | 12I 1C | 14I 2C | 16I 3C |
V | 10I | 12I 1C | 14I 2C | 16I 3C |
VI | 10I | 12I 1C | 14I 2C | 16I 3C |
VII | 10I | 12I 1C | 14I 2C | 16I 3C |
VIII | N/A | N/A | 14I 2C | 16I 3C |
C | N/A | 3C | 4C | 6C |
Fleet I | 10S | 20S | 30S | 30S |
Fleet II | N/A | 20S | 30S | 30S |
Fleet III | N/A | N/A | 30S | 30S |
Fleet IV | N/A | N/A | N/A | 30S |
Morale
Both Canada and New Spain have the following morale levels:
- Infantry 3
- Cavalry 4
- Guard 5
- Ships 3
Leaders
Canada
Generals:
- Default 121D
Admirals:
- Default 21D
New Spain
Generals:
- Default 121D
Admirals:
- Default 21D
Special rules
Player notes & hints
Privateer Rules
Privateers operate as light naval units that intercept or protect trade.
Each privateer costs 7$ and 1mp.
Privateers may not attack enemy fleet markers, but can be attacked by fleets and other privateers.
Privateers may operate in any of the following privateer boxes (trade that is vulnerable):
Atlantic, europe (All trade)
Mediterranean (Any trade that must cross mediterranean to reach it's destination)
Baltic sea (Any trade that must cross the Baltic to reach it's destination)
Eastern seaboard (All trade with America)
Carribbean (Spanish gold convoy)
North Atlantic(all trade with america that is not vulnerable in the mediterranean sea
Sargasso sea(All trade vulnerable in mediterranean)
Equatorial Atlantic (Cape town, Persia, Bombay, Mascarenes, Seychelles trade)
South-eastern Atlantic(Cape town, Persia, Bombay, Mascarenes, Seychelles trade)
Indian ocean(Persia, Bombay, Mascarenes, Seychelles trade)
Arabian sea(Persia, Bombay trade)
Andaman sea (Bengal, Spice Islands trade)
Malacca straits (Bengal, Spice Islands trade)
Pacific (none)
Peruvian sea(5$ worth of spanish gold convoy)
Magellan strait(None, privateers must roll 1d6 to enter, on a 1, the privateer is disabled)
Raiding and privateers
Privateers can:
Escort trade
Blockade ports the controlling major power is at war with
Attack trade of a major power that is at war with the controller of the privateer
Attack privateers of a major power that is at war with the controller of the privateer
A privateer attacking trade causes 1d6$ to be lost from the trade. If a 6 is rolled, the raiding major power gains 1$.
A privateer escorting raid cancels any successful privateer attack against that trade on a roll of 4+
A privateer hunting privateers gets +1 to combat roll.
After any trade attack is resolved, privateers hostile to eachother and any that were escorting trade, fire at one enemy privateer. On a modified result 0f 6+, the opposing ship is disabled. If disabled already, it is sunk instead.
Privateers that are disabled move normally, but may not attack trade or other privateers. In addittion, they must roll 1d6 and on a roll of 1, the privateer is sunk.
A disabled privateer that spends a full turn in a friendly port is immediately fixed.
Privateers gain +1 to avoid blockading ships of any type.
Fleets and privateers
Fleets can attack enemy privateers. If they do so, all frigates in the fleet roll 1d6 with each 6 killing a privateer (instead of disabling)
If there is any fleet marker in the box, only privateers of that nation may operate. If there are more than one fleet (different controller) no privateer may operate.Fleets in port count.
A fleet in a privateer box may attack enemy trade. All ships roll 1d6. Frigates roll at -2. Heavies and SOLs at -4. Transports at -6. Result is the damage to the trade.