EIA:America and privateers

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American Events

At the beginning of each turn, in addition to the normal event, USA rolls an American event.

Troop upgrades

Nations on the new world map can buy advanced unit types 1 phase later than others, with the exception of frigates.

ie. Regular cavalry is available on phase 3, heavy ships/cavalry phase 4.

United States of America

Common rules

  • USA begins the game as a major country.
  • Victory condition: Gain 835 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.
  • USA can not build militia.
  • USA can build minutemen
    • Build time 1 turn
    • Cost 1$/2mp
    • Minutemen count as infantry
    • Minutemen have morale of 3
    • If, at the end of any turn, hostile units owned by Britain are not within original borders of the USA, all minutemen are eliminated.
    • USA can save manpower, this manpower can only be used to build minutemen.
      • Minute-manpower cap is 5/10/20/50 by phase
  • USA can only DOW countries that have territory or units in the new world map and nations that attacked American trade in the previous economic phase
    • Exception: USA can DOW any nation it can attack on the European map in the turn of the DOW

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

-20$ and -6MP for +2 PP
-12$ or -4MP for +1 PP
+9$ or +3MP for -2 PP
+14$ 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 20I 2C
II 8I 10I 14I 16I 2C
III 8I 10I 14I 16I 2C
IV 6I 8I 10I 14I
V 6I 8I 10I 14I
VI N/A 8I 10I 14I
U.S.M.C. 4G (+1 shift) 6G 8G 10G 1C (+2 shift)
CI 4C 5C 6C 8C
CII N/A 4C 6C 8C
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 (LC 3, no heavy cavalry may be bought)
  • Guard 5
  • Ships 4

Leaders

Generals:

  • Default 211D
  • Stephen Decatur 151D (Must command U.S.M.C. only Decatur can commit U.S.M.C.)
  • Henry Dearborn 212C
  • George Washington 422A (Remove 1800)
  • Andrew Jackson 332D (1801)
  • Jacob Brown 231D (1807)
  • Winfield Scott 231D (1812)

Admirals:

  • Default 22D
  • John Rodgers 23A (1802)
  • Stephen Decatur 33D (available only if not commandind the U.S.M.C.)

Special rules

  • Snipers: USA gains +1 when rolling to wound enemy leaders in land battle.
  • Home waters: USA cannot send fleets out of America, unless American ships outnumber the enemy in America. If American ships are outnumbered, fleets must return to America.
  • Indian allies: USA has Indian corps that function like Austrian insurrection corps with the following exceptions:
    • Indian corps can never gain reinforcements.
    • If eliminated or taken off-board, the Indian corps is permanently eliminated.
    • Only one Indian corps can be on board at any time.
    • Indian corps Choctaw(6I), Cherokee(10I, 2C), Creek(9I)
    • Indian infantry has morale 1, cavalry has morale 2.
    • Indian corps are not subject to -2 forage penalty in phase 1 and 2.
  • Peace condition limitations
    • USA cannot demand an unconditional surrender unless the surrendering major power has territory in the New World.
    • The first time USA wins a war against Britain, instead of choosing peace conditions, the neutral state of Maine joins the union.
    • USA cannot choose royal marriage. No nation may choose royal marriage against USA.
    • If USA chooses trade embargo peace condition (Free trade!), the target must trade with USA and the profits are reversed (USA gains what the major power used to gain and vice versa). Lasts as long as the enforced peace is in effect.

Dominant status

Requirements:

  • USA controls all original home provinces and Maine, Florida, Texas, Louisiana and Alaska. USA also must have more ships ($ worth) on the New World map than all other major powers combined.

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.

Alaska

If Russia controls Alaska (has completed both expansions), USA may purchase Alaska in economic phase. If USA offers 100$ or more, Russia has to accept the offer.

If Russia does not complete both expansions, USA gains control of Alaska automatically.

Alaska is worth no income, but adds 25% more gold from the Gold Rush event.

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.
    • Colonies cannot give any money to Europe, but can be given gold by controlling major power. In that case, half the money given is lost.
  • Any militia built by Canada or New Spain is eliminated if at the end of any turn there are no hostile enemy units within original Canadian / New Spanish borders

Initial Setup

Canada

  • Canada starts with XXX as core provinces.
  • Forces for Phase I campaign: 10 Inf, 6 Inf (GB, these units must start as garrison), 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$

Colonial France

  • Colonial France starts with Louisiana and Haiti as core provinces
  • Forces for Phase 1 campaign: 12 Inf
  • Depots for Phase 1 campaign: 0/4
  • Cash: 0$

Corps composition

Canada

Recovering Canada Expanding Canada Canada 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
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

Colonial France

PHASE I PHASE II PHASE III PHASE IV
I 10I 12I 14I 18I 1C
II 10I 10I 14I 15I 1C
III 10I 10I 14I 15I 1C
IV 10I 8I 10I 14I
V N/A 8I 10I 14I
VI N/A 8I 10I 14I
C N/A 6C 8C 12C
Fleet I N/A 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 (Light cavalry 3, no heavy cavalry may be purchased)
  • Ships 3 (3.5 for Canada)

Leaders

Canada

Generals:

  • Default 121D
  • George Prevost 222B


Admirals:

  • Default 21D

New Spain

Generals:

  • Default 111D

Admirals:

  • Default 21D

Special rules

  • Indian allies: Canada has Indian corps that function like Austrian insurrection corps with the following exceptions:
    • Indian corps can never gain reinforcements.
    • If eliminated or taken off-board, the Indian corps is permanently eliminated.
    • Only one Indian corps can be on board at any time.
    • Indian corps Shawnee(9I), Ojibway(4I), Chickamauga(4I, 1C), Fox(3I, 2C), Iroquois(10I, 2C), Mingo(6I), Kickapoo(9I), Mascouten(4I), Mohawk(10I, 2C), Potawatomi(9I), Sauk(6I), Wyandot(4I)
      • If the Mohawk corps is ever reduced to exactly 1 factor by any way except voluntary elimination, it is replaced by the "Last Mohican". LM functions like a cossack, except it has morale 4 and movement allowance of 3. LM cannot be rebuilt.
    • Indian infantry has morale 1, cavalry has morale 2.
    • Indian leader Tecumseh (222D) can lead any indian corps.
    • Indian corps are not subject to -2 forage penalty in phase 1 and 2.
  • Bourbon instability: If Madrid is enemy controlled, New Spain income is halved.
  • Local economy: New Spain and Canada going bankrupt in the economic phase only costs controlling major power 1PP.

Spanish gold convoy

Each September, after receiving the gold convoy, Spanish player writes down which route the next convoy will take. Options are:

Coast convoy - as per standard rules, vulnerable in the Caribbean privateer box
Cuba - An additional -1 to gold convoy roll. Vulnerable in the eastern seaboard
Round the horn - An additional -2 to gold convoy roll. Vulnerable in the Peruvian sea, Magellanean strait and southern atlantic
Round the globe - An additional -3 to gold convoy roll. Vulnerable in the Peruvian sea, Pacific, East asia, Indian ocean

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, Canadian trade)
Carribbean (Spanish gold convoy, New Spain trade)
North Atlantic(all trade with america that is not vulnerable in the mediterranean sea
Sargasso sea(All trade vulnerable in mediterranean)
Equatorial Atlantic (Dakar, Cape town, Persia, Bombay, Mascarenes, Seychelles trade)
South-eastern Atlantic(Cape town, Persia, Bombay, Mascarenes, Seychelles trade)
Indian ocean(Batavia, Persia, Bombay, Mascarenes, Seychelles trade)
Arabian sea(Persia, Bombay trade)
Andaman sea (Batavia, Bengal, Spice Islands trade)
Malacca straits (Batavia, 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)

Mapboard ports and trade worth:
Dakar (Equatorial Africa. Portuguese, 1795 turns French and gains 1I) 20 cannons, 1 spire, 0 fletches, trade worth 1
Cape town (South-eastern Atlantic, Dutch) 30 cannons, 30 cannons, 2 spires, 0 fletches, trade worth 2
Persia (Arabian sea, British) 20 cannons, 1 spire, 0 fletches,trade worth 2
Mascarenes (Indian ocean, British) 10 cannons, 1 spire, 0 fletches, trade worth 1
Seychelles(Indian ocean, French, British in phase III campaign) 5 cannons, 1 spire, 0 fletches, trade worth 1
Bombay (Indian Ocean, British) 40 cannons, 3 spires, 0 fletches, trade worth 5
Bengal (Adaman sea, British) 10 cannons, 1 spire, 0 fletches, trade worth 1
Spice Islands(Adaman sea, British) 30 cannons, 1 spire, 0 fletches,trade worth 2
Batavia (Malacca straits, Dutch) 30 cannons, 2 spires, 0 fletches, trade worth 3
Panama (Peruvian sea, Spanish) 10 cannons, 1 spire, 0 fletches, trade worth 0

All ports begin every campaign with 1I, except Batavia which has 4I and Bombay which has 12I of East India Company (morale 3.5, cannot leave Bombay)
Ports are not colonies and trade and cannons are controlled by whoever controls the garrison.
If besieger rolls forage, roll is against 1 regardless of month.
Besieger can also pay invasion supply costing 10$,

Raiding and privateers

Privateers can:
Ecomonth only: Escort trade (as long as they are not at war with either trade participant). A privateer can not move during the current turn after escorting trade.
Blockade ports the controlling major power is at war with
Ecomonth only: Attack trade of a major power that is at war with the controller of the privateer
Hunt privateers of a major power that is at war with the controller of the privateer
Hide: Privateer can not attack but all hits against this privateer are cancelled on a roll of 4+

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 trade cancels any successful privateer attack against that trade on a roll of 4+
A privateer hunting privateers gets +1 to combat roll.

All privateer action against trade is resolved in the controlling major powers naval combat phase, including possible escort. However, privateers shoot each other simultaneously at the end of last naval phase of the turn.

After any trade attack is resolved, privateers hostile to eachother and any that were escorting/attacking trade, fire at one enemy/escorting/raiding 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 hunt privateers or escort trade. 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.

Privateers never fight in a blockade box. If a privateer fails to test the blockade, it can not leave the port. If a privateer fails by 2 against a fleet, it is eliminated. Failing by 2 against another privateer has no additional effect.

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, even if under blockade.

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.

Crossing the oceans

A fleet/privateer can enter a mapbox by moving offboard with or without a corps.
A fleet/privateer must spend one full turn in a mapbox before it can leave.
If a fleet ends movement in mapbox, roll d6. On a roll of 1, one random ship is lost.
Corps has to roll forage in mapbox against value of 1. If 10$ supply is payed, roll against 4 instead.
Leaders can only cross over or return with a fleet/corps.