Ero sivun ”EIA:Rise of Nationalism scenario” versioiden välillä

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Rivi 10: Rivi 10:
 
* Game starts: 1853 October.  
 
* Game starts: 1853 October.  
 
* Game ends: 1870 December.  
 
* Game ends: 1870 December.  
* Used corps compositions: See below
+
* Rules: [[http://eia.xnetz.com/rules/eiarules-with-errata.html|Errated standard EiA rules]]
 +
* House rules: [[EIA:House_rules|house rules]] (1805 campaign spesific rules like "La Salle" not used)
 +
* Used corps compositions: [[EiA:Rise of Nationalism Corps]]
 
* Used leaders: [[EiA: Nationalism Leaders]]
 
* Used leaders: [[EiA: Nationalism Leaders]]
 
* Prussian Landtag: [[EiA: Landtag]]
 
* Prussian Landtag: [[EiA: Landtag]]
 
* Prussian Elections: [[EiA: Landtag Elections]]
 
* Prussian Elections: [[EiA: Landtag Elections]]
 +
* Sardinian Events: [[EiA: Sardinian events]]
  
==Kirjanpito==
+
=== Journals ===
 +
* Game journal: [[EIA:Game Journal 1/2011]]
  
[[EIA:Game Journal 1/2011]]
+
== Initial setup ==
  
== Initial political situation==
+
=== Initial political situation ===
  
 
* Austria N7
 
* Austria N7
Rivi 36: Rivi 40:
 
* Sardinia vs Russia
 
* Sardinia vs Russia
  
==Track effects==
+
===Initial forces and money===
 
 
[[EiA:Crimean_War]]<br>
 
[[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
 
 
 
==Technological advances==
 
 
 
Different techs and their levels come available according to the [[EiA:Landtag|Prussian Landtag]] or other events. After coming to available players are free to apply them to their country by buying them on any following economy step.
 
 
 
===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''.
 
'''''SS''''' stands for ''Steamship''.
 
  
 
* Austria, cash $13
 
* Austria, cash $13
Rivi 123: Rivi 68:
 
** Navy: 1 SS, $290
 
** Navy: 1 SS, $290
  
=== Notes for initial forces ===
+
==== 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
 
* 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
 
** No steamships may be initially purchased
* For corps compositions see page [[EiA:Rise of Nationalism Corps]]
 
 
==Minor countries==
 
  
 
===Initially Conquered Minors===
 
===Initially Conquered Minors===
Rivi 163: Rivi 105:
 
* Conquered: Rhodos, Palestine
 
* Conquered: Rhodos, Palestine
 
* Free states: Syria
 
* Free states: Syria
 +
 +
 +
== Scenario specific rules ==
 +
 +
* [[EiA:Landtag|Prussian Landtag]]
 +
* [[EiA: Landtag Elections|Prussian Elections]]
 +
* [[EiA:Crimean_War|Crimean war]]
 +
* [[EiA:Sardinian_events|Sardinian events]]
 +
 +
 +
===Victory point goals===
 +
* Austria 520
 +
* Britain 605
 +
* France 530
 +
* Turkey 470
 +
* Prussia 540
 +
* Russia 560
 +
* Sardinia 500
 +
 +
 +
=== New major power: Sardinia ===
 +
 +
Kingdom of Piedmont-Sardinia (or just Sardinia) is used to replace Spain, which is having a civil war. Thus entering Spain terrotories and Morocco are prohibited. Gibraltar is a British province.
 +
 +
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Itally. In order to archive the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).
 +
 +
==== Special rules for Sardinia and Italy====
 +
* Every year Sardinia may use one of the events described on page [[EiA: Sardinian events]]. The player of Sardinia announces the use of an event after the previous turn has been ended and before the next turn.
 +
** e.g. if the player of Sardinia chooses event ''Expedition of the Thousand'' (which gives automatic DoW on any neutral Italian minor) and Sardinia targets DoW on Sicily the Sardinian special corps ''I Mille'' is formed and deploeyd to Sicily immediatelly - before the next turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a ''whole turn''
 +
*** Expedition of the Thousand has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
 +
 +
* Sardinia can not declare war on neutral Italian minors during the Declaration of War step.
 +
 +
* If Sardinia can unite all of Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.
 +
 +
* The Papal State cannot be a target of a DoW while there is a French corps stationed in it.
 +
 +
* Every Italian minor conquered by Sardinia becomes Sardinian province.
 +
 +
* If willing, Sardinia automatically gains control of any and all Italian minors declared war by other countries.
 +
 +
 +
===Technological advances===
 +
 +
Different techs and their levels come available according to the [[EiA:Landtag|Prussian Landtag]] or other events. After coming to available players are free to apply them to their country by buying them on any following economy step.
 +
 +
====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.
 +
  
 
===Dominant Status requirements===
 
===Dominant Status requirements===
  
'''French Dominant status requirements'''
+
====French Dominant status requirements====
* Confederation of the Rhein
+
* Control all home provinces and all of:
* Denmark
+
** Confederation of the Rhein
* Flanders  
+
** Denmark
* Holland  
+
** Flanders  
 +
** Holland  
  
  
'''Sardinian Dominant requirements'''
+
====Sardinian Dominant status requirements====
* Control the whole Italy
+
* Control the whole Italy and any 7 of:  
* Any 7 of:  
 
 
** Corsica
 
** Corsica
 
** Cyrenaica
 
** Cyrenaica
Rivi 186: Rivi 201:
 
** Tyrol
 
** Tyrol
  
'''Prussian Dominant requirements'''
+
==== Prussian Dominant status requirements ====
 
* Requirements are listed on [[EiA:Landtag#Ministerpr.C3.A4sident.27s_Office|Landtag-page]] under "Ministerpräsident's Office".
 
* Requirements are listed on [[EiA:Landtag#Ministerpr.C3.A4sident.27s_Office|Landtag-page]] under "Ministerpräsident's Office".
  
'''Other countries dominant status requirements are as in the orginal rules.'''
+
==== Other countries dominant status requirements ====
 +
As in the orginal rules.
 +
 
  
===Other rules releated to minors===
+
===Rules related to minors===
  
* Papal State consists of Papacy and Romagna.
+
* Morocco is controlled by Spain and cannot be target of a DoW.
* Neutral Italian minors cannot be DOWed.
+
* Papal State consists of Papacy and Romagna.
* 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.
 
  
  

Versio 25. tammikuuta 2011 kello 04.36

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.


Game resources

Journals

Initial setup

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

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

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


Scenario specific rules


Victory point goals

  • Austria 520
  • Britain 605
  • France 530
  • Turkey 470
  • Prussia 540
  • Russia 560
  • Sardinia 500


New major power: Sardinia

Kingdom of Piedmont-Sardinia (or just Sardinia) is used to replace Spain, which is having a civil war. Thus entering Spain terrotories and Morocco are prohibited. Gibraltar is a British province.

Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Itally. In order to archive the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).

Special rules for Sardinia and Italy

  • Every year Sardinia may use one of the events described on page EiA: Sardinian events. The player of Sardinia announces the use of an event after the previous turn has been ended and before the next turn.
    • e.g. if the player of Sardinia chooses event Expedition of the Thousand (which gives automatic DoW on any neutral Italian minor) and Sardinia targets DoW on Sicily the Sardinian special corps I Mille is formed and deploeyd to Sicily immediatelly - before the next turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a whole turn
      • Expedition of the Thousand has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
  • Sardinia can not declare war on neutral Italian minors during the Declaration of War step.
  • If Sardinia can unite all of Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.
  • The Papal State cannot be a target of a DoW while there is a French corps stationed in it.
  • Every Italian minor conquered by Sardinia becomes Sardinian province.
  • If willing, Sardinia automatically gains control of any and all Italian minors declared war by other countries.


Technological advances

Different techs and their levels come available according to the Prussian Landtag or other events. After coming to available players are free to apply them to their country by buying them on any following economy step.

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.


Dominant Status requirements

French Dominant status requirements

  • Control all home provinces and all of:
    • Confederation of the Rhein
    • Denmark
    • Flanders
    • Holland


Sardinian Dominant status requirements

  • Control the whole Italy and any 7 of:
    • Corsica
    • Cyrenaica
    • Illyria
    • Malta
    • Provence
    • Switzerland
    • Tripolitania
    • Tunisia
    • Tyrol

Prussian Dominant status requirements

  • Requirements are listed on Landtag-page under "Ministerpräsident's Office".

Other countries dominant status requirements

As in the orginal rules.


Rules related to minors

  • Morocco is controlled by Spain and cannot be target of a DoW.
  • Papal State consists of Papacy and Romagna.


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*