EIA:Springtime for Kaiser

Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuun

Overview

This scenario is about the First World War as we know it: Trench warfare, daring dogfights and chemical weapons. But with a twist! The alliances are not set in stone and the short span of the campaign forces any nation wanting a victory to make some sudden moves.

General scenario information

Initial setup

Victory point goals

  • Austria 105
  • Britain 115
  • France 110
  • Turkey 100
  • Germany 110
  • Russia 110
  • Italia 105

Political setup

  • Austria N5
  • Britain N10
  • France N6
  • Turkey N3
  • Germany D1
  • Russia N3
  • Italy N4

Existing wars:

  • Germany and Austria are at war with France and Russia

Existing alliances:

  • Germany, Austria, Turkey and Italy are initially allied. Italy's alliances expire March 1815.
  • Great Britain, France and Russia are initially allied.

Initial forces and money

  • Austria, cash $13
    • Land: 20 I, 6 mC, 3 depots
  • France, cash $15
    • Land: 35 I, 10 mC, 4 depots
  • Great Britain, cash $35 (GB infantry has morale 3.5)
    • Land: 15 I, 12 mC, 2 depots
    • Navy 200 points
  • Germany, cash $18
    • Land: 55 I, 8 mC, 3 depots
    • Navy: 100 points
  • Russia, cash $5
    • Land: 20 I, 5 mC, 300 M, 0 depots. Only one cavalry corps may be deployed at the beginning of the scenario.
  • Italy, cash $10
    • Land: 10 I, 2 mC, 2 depots
  • Turkey, cash $1
    • Land: 15 I, 8 mC, 2 depots


Initially conquered minors

Austria

  • Conquered: Venice
  • Free states: None

Britain

  • There is no colonial trade for GB while at war with Germany, instead, trade chit is available.
  • Conquered: Gibraltar, Malta, Corfu, Egypt, Cyrenaica.
  • Free states: Belgium (Flanders: 16I, 2 corps, size as holland), Portugal, Serbia, Albania
  • Rumania joins if Bulgarian troops leave Bulgaria or at the end of 1915. Greece joins if Russia makes peace with Germany or 1917 at the latest.

France

  • Conquered: Algeria, Morocco
  • Free states: None

Germany

  • Conquered: None
  • Free states: Bulgaria

Russia

  • Conquered: Finland
  • Free states: None

Italy

  • Conquered: Tunis, Tripolitania
  • Free states: None

Turkey

  • Conquered: Rhodos, Palestine
  • Free states: Syria

Naval war

Naval war is abstracted and no fleet markers are used. It is still resolved in the naval phase. Britain may deploy one corps each turn from Britain to France with no fear of failure, unless Germany can match British ships value. Other naval manouvers are played as chit choices, resolved by Britain picking a naval area and once it is resolved, Germany picks one. Then turns alternate.

Supply:

  • 3:2 (Superiority) superiority allows sea supply anywhere if depots are in place. Invasion supply is allowed and depot is placed in the sea area.
  • 2:1 (Dominance)superiority denies sea supply everywhere (Turkey and Russia can still trace supply over Black sea. However, if they are at war with each other, there is 50% chance of supply failing. Resolve in the naval phase).
  • Any other ratio allows sea supply through the north sea only, but invasion supply is prohibited.

Sea areas where picks are made are: North sea(includes Baltic), Atlantic, Mediterranean, Indian ocean, Pacific.

Chits available:

  • Both sides have these chits
    • Troop transport: move your or a willing allies corps from your controlled port to any coastal area bordering the sea in question. GB can use this to create a colonial corps in Egypt(Indian ocean) or France/Britain(Atlantic). Colonial corps are size 14 infantry corps with morale 3. If GB plays this in the Pacific, Tsingtao is captured by Japan.(No restrictions)
      • Maximum number of colonial corps (can mix troops only within same nation and can not drop garrisons)
        • Australia 2(Indian ocean)
        • India 3 (Indian ocean)
        • Canada 2 (Atlantic)
    • Patrol (North sea always. Anywhere if you have superiority. In addittion, Germany can pick this in the Pacific unless GB has successfully played Troop transport there - capture of Tsingtao)
    • Commit the fleet. Playing this chit costs 10$. If enemy has superiority, this can only be played in the North sea, unless opposing fleet has already been committed.
  • Germany only
    • Wolf pack (North sea, Atlantic and Mediterranean only)
    • Raiders (Restricted to North sea if enemy has dominance)
    • Emden (Restricted to North sea if enemy has dominance)
  • Britain only
    • Trade (GB gets 2 trade chits)
    • ASW

Each chit may be chosen only once. An illegal chit may be chosen when it counts as enemy operation succeeds and nothing else happens.

Germany gets +3 to all rolls where naval points are lost, total, regardless of the number of dice rolled.

This results in both sides having 6 chits total, of which 5 must be played each turn)

NP refers to Naval Points.

Results:

Britain / Germany Troop transport Patrol Commit the fleet Trade ASW
Troop transport Both invasion successfull Invading corps destroyed Invading corps destroyed Trade gains 10$, invasion successfull 50% Invasion successfull, else corps destroyed
Patrol Invading corps destroyed Both sides lose 2d6 NP. Patrolling side loses 1d6 NP. No effect Both sides loses 1d3 points.
Commit the fleet Invading corps destroyed Patrolling side loses 1d6 NP. Both sides loses 6d6 NP. No effect ASW loses 1d6 NP
Wolf pack Invading corps destroyed Both sides lose 1d3 NP Both sides lose 1d20 NP Trading side loses 1d6$ Wolf pack loses 1d6 NP
Raiders 50% Invasion successfull, else corps destroyed Both sides loses 2d6 NP. Raiding side loses 1d6 NP. Raiding side gains 1d6$ Both sides lose 1d3 NP
Emden 2 in 3 Invasion successfull, else corps destroyed Emden loses 1 NP. Emden loses 1NP. Emden gains 1d6$ ASW loses 1d3 NP.

Player notes&hints

Austria

England

France

Germany

Russia

Italy

Turkey