EIA:Springtime for Kaiser
Sisällysluettelo
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
- Game starts: 1914 July.
- Game ends: 1918 December.
- Rules: Errated standard EiA rules
- House rules: House rules
- Additional naval rules: EIA:Naval rules
- Scenario specific rules: EIA:First_World_War_rules
- Used corps compositions: EiA:First_World_War_corps
- Used leaders: EiA:First_World_War_leaders
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 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)
- Maximum number of colonial corps (can mix troops only within same nation and can not drop garrisons)
- 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.
- 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)
- 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. |