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Rivi 121: Rivi 121:
 
===Leaders===
 
===Leaders===
 
'''Generals''':
 
'''Generals''':
* Default 121D
+
* Default 111D
 
* Stephen Decatur 151D
 
* Stephen Decatur 151D
* Henry Dearborn 212C
+
* Henry Dearborn 212D
* George Washington ???A (Remove 1800)
+
* George Washington 422A (Remove 1800)
* Andrew Jackson ???D (1801?)
+
* Andrew Jackson 331D (1801)
  
 
'''Admirals''':
 
'''Admirals''':

Versio 29. lokakuuta 2012 kello 19.49

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 Great Britain and Spain and her naval moves between France (Dutch Republic) and Spain.
  • 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 111D
  • Stephen Decatur 151D
  • Henry Dearborn 212D
  • George Washington 422A (Remove 1800)
  • Andrew Jackson 331D (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 111D

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.