13.0 SCENARIOS

 

All rules denoted by an asterisk are ignored for play of the scenarios. The scenarios are suitable for play by two players.

 

[ 13.1 ] SCENARIO FORMAT: The following abbreviations have been used. A = artillery factor or artillery corps designator. C = regular cavalry factor or cavalry corps designator. Ck = cossack counter. Fk = freikorps counter. Gd = guard factor or guard or grenadier corps designator. Gr = guerilla factor. I = regular infantry factor. Lt = light infantry corps designator, and M = militia factor. Where the type of corps is not specified it is an infantry corps. Where the nationality of the corps or army factor is not specified it is that of the major power's home nation. Information is given in the following format.

 

13.1.1 FORCES SETUP: Only the forces involved on the portion of the map in use are given in the scenarios. The opposing forces are setup in the areas specified in the individual scenarios. which will also specify setup order.

13.1.1.1: When a force (including reinforcements) is setup in a province. minor country or area(s) containing a city(s) or depot(s). the army factors or corps may be set up in any unoccupied city(s) (in their corps and/or as garrisons) or depot(s) of that province. minor country and/or area(s). as the controlling player desires

13.1.1.2: The corps counters given for initial setup or as reinforcements are the maximum number available. Only the minor country corps mentioned for setup/reinforcement are used in the scenarios Players may organize their army factors in their corps counters to require less corps counters, if desired and possible. Corps strengths should be recorded on the National Cards and any factors not assigned to corps (except Cossacks, freikorps and guerillas, which have their own counters) should be available as factors of garrison/strength counters.

 

13.1.2 STARTING MONEY: Each major power is allocated a starting amount of money points.

 

13.1.3 CONTROL: Control of minor countries and ceded provinces always remains with the major power controlling them at the start and their forces are not removed from the map if their minor country is conquered (unless exceptions are mentioned in the special rules. For the scenarios, the differentiation of control into a minor free state or conquered minor country is used for reinforcement and historical purposes only. Only those territories needed for a scenario are mentioned-any territories not mentioned are "out of play" for the scenario.

 

13.1.4 REINFORCEMENTS: The available reinforcements in army factors, corps counters, leaders and money are detailed as to what arrives, arrival time and arrival location They must be taken at the listed time and location-if not taken then and there, the reinforcements are lost. Reinforcements are received only if eligible (see 5.2) and, for corps, cossacks and freikorps, only if a counter is available for use.

 

13.1.5 TIME: The Turns that the game starts and ends are given. Setup the Turn markers in the appropriate boxes of the TIME DISPLAY on the Status Card.

 

13.1.6 SPECIAL RULES: Any special rules (if any) that apply to the scenario are explained. Special rules that apply to all scenarios are.

13.1.6.1: Forces may not enter any area outside of the territories specified as under the control of the major powers in the scenario being played.

13.1.6.2: A combat loss is any loss incurred during combat including sieges and surrenders (this excludes foraging losses, besieged foraging losses and reinforcements that are lost (see 13.1.4).

13.1.6.3: Since there is no Lending Money Step in scenarios, the major powers may not lend money to each other unless a special rule says otherwise.

13.1.6.4: If option 12.3.5 is not used, treat all artillery factors as if they are regular infantry factors and allow the artillery corps to hold the same number of regular infantry/militia factors as they could normally hold artillery factors.

13.1.6.5: All of a major power's corps and depots are available for use, unless otherwise stated,

 

13.1.7 VICTORY: This tells how to determine a scenario winner

 

 

[ 13.2 ] THE 1805 (INTRODUCTORY) SCENARIO: This scenario allows players to master the basic military systems of EMPIRES IN ARMS before embarking on the later scenarios and the full military, diplomatic and economic systems of the campaign games. The 1805 scenario simulates Napoleon's victorious Austerlitz campaign.

 

13.2.1 FORCES SETUP:

13.2.1.1 ALLIED FORCES: The Allied forces are setup first.

13.2.1.1.1 Austrian Forces:

A. 3 corps and 1C corps with 23I, 7C and the MACK leader in the Ulm area.

B. I corps with 10I, 1C and the JOHN leader in the Salzburg area.

C. 5 corps, 1C corps and 1Gd corps and the CHARLES leader with 3Gd, 32I and 11C in and/or within 1 area of the Venice area.

D. 1I in Prague.

E. 4I in Vienna.

F. 3 depots anywhere in Austrian-controlled territory.

13.2.1.1.2 Russian Forces:

A. 2 corps and 1C corps with 16I and 3C. 1Ck and the KUTUSOV leader in the Krakow area.

B. 1Gd corps, 2 corps and 1C corps with 5Gd, 11I, 4C and the ALEXANDER leader in the Brest-Litovsk area.

C. 2 corps with 9I and 1M, 1Ck and the BENNIGSEN leader in the Grodno area.

D. 1 depot each in the Brest-Litovsk and Lublin areas.

13.2.1.2 FRENCH FORCES: The French forces are setup second

A. 1 corps with 7I with the BERNADOTTE leader in the Cologne area.

B. 3 corps with 38I and 3C with the DAVOUT and SOULT leaders in the Mainz area.

C. 2 corps, 2C corps and lGd corps with 3Gd, 19I and 10C with the NAPOLEON, NEY and MURAT leaders in the Strasbourg area.

D. The Bavaria corps with 10 Bavarian I and 1 Bavarian C in the "5"-forage area of the Duchies.

E. 2 corps with 21I and 4C with the MASSENA leader in the Milan area.

F. I corps with 9I in the Florence area.

G. 3I in Stuttgart.

H. 1 depot each in the Strasbourg, Mainz and Stuttgart areas.

 

13.2.2 STARTING MONEY: Austria starts the game with $5, Russia starts with $3, and France starts with $10

 

13.2.3 CONTROL:

AUSTRIAN controlled territory consists of the Austrian home nation and Venetia as a conquered minor country

RUSSIAN controlled territory consists of the Russian home nation

FRENCH controlled territory consists of the French home nation plus Flanders, Kleves, Palatinate, Duchies, Baden, Wurttemburg, Berg, Hanover, Switzerland, Piedmont, Lombardy, Tuscany and Romagna as conquered minor countries and Bavaria and Holland as minor free states

 

13.2.4 REINFORCEMENTS:

13.2.4.1 AUSTRIAN: 6 money points every Turn. Also 3I in Vienna, 1I in Ofen and 1I in Prague every Turn. No new corps counters are available.

13.2.4.2 RUSSIAN: 2 money points per Turn. No other reinforcements or new corps counters are available.

13.2.4.3 FRENCH: 5 money points per Turn. 1 corps with 5I and 1M in the Strasbourg area in November--no other new corps counters are available.

 

13.2.5 TIME: The game begins in September, 1805 and ends in December, 1805.

 

13.2.6 SPECIAL RULES: There are no new special rules with this scenario.

 

13.2.7 VICTORY: The French player wins if he controls the city of Vienna at the end of the game. Otherwise, the Allied player wins.

 

 

[ 13.3 ] THE 1809 SCENARIO: This scenario simulates the campaign on the Danube--Napoleon's last major triumph.

 

13.3.1 FORCES SETUP:

13.3.1.1 FRENCH FORCES: The French forces are setup first.

A. 1 corps with 12I. 5M, 1C in the area between the Ulm and Munich areas.

B. 1 corps with 8I and 3C and the Wurttemburg corps with 5 Wurttemburg I and 1 Wurttemburg C and the NAPOLEON and MASSENA leaders in the Nuremburg area.

C. 1 corps and 1C corps with 23I and 7C and the Bavaria corps with 11 Bavarian I and 1 Bavarian C and the DAVOUT leader in the 3-forage area immediately north of the Munich area.

D. 1Gd corps with 9Gd and 2C in the Strasbourg area.

E. The Saxony corps with 7 Saxon I and 1 Saxon C and the BERNADOTTE leader in the northernmost 4-forage area in Bavaria.

F. The Poland corps with 4 Polish I and 2 Polish C in the Warsaw area.

G. 1 corps and 1A corps with 6I and 5A in the Zara area .

H. 1 corps with 12I and 3C and 1 Lombardy corps with 8 Lombard I and 1 Lombard C and the EUGENE leader in the Venice area.

I. 2 Polish I in any Polish city (Poland = Posen and Masovia provinces).

J. 2M in Ulm.

K. 1 depot each in the Venice, Stuttgart, Strasbourg and Warsaw areas

13.3.1.2 AUSTRIAN FORCES: The Austrian forces are setup second.

A. 2 corps with 24I, 2M. 2C in any Bohemia province area or areas

B. 4 corps and 2Gd corps with 48I. 10Gd, 7M and 8C, 1Fk and the CHARLES leader in the Linz area.

C. 1 corps with 9I, 1C in any East Galicia province area or areas

D. 1Lt corps with 4I in the Karlstadt area

E. 2 corps with 20I and 2C and I Insurrection corps with 15M and 3C and the JOHN leader in the Trieste area.

F. 4M in Vienna.

G. 1 depot each in the Vienna, Prague, Krakow and Trieste areas plus 3 other depots in any 3 other areas in Austrian controlled provinces.

 

13.3.2 STARTING MONEY: Austria starts the game with $20 and France starts with no money

 

13.3.3 CONTROL:

FRENCH controlled territory consists of the French home nation plus Illyria, Magdeburg and Tyrol as ceded provinces. Baden, Berg, Duchies, Flanders, Kleves, Hesse, Holland, Hanover, Venetia, Switzerland, Palatinate, Papacy, Romagna, Tuscany and Piedmont as conquered minor countries and Bavaria, Wurttemburg, Saxony, Lombardy and Poland (Posen and Masovia) as minor free states

AUSTRIAN controlled territory consists of the Austrian home nation less Illyria and Tyrol province.

 

13.3.4 REINFORCEMENTS:

13.3.4.1 FRENCH: 5 money points per Turn. Other reinforcements are as follows'

A. In May, the French corps that started with EUGENE receives 13M and/or they may be placed as garrisons in Venetia and/or Lombardy

B. In May, any one eligible French corps may receive 3M.

C. On each Turn after April, place 2 Polish I in Warsaw if it is still controlled by French forces.

D. France may receive 1 new French corps counter of any type per Turn except on the April turn.

13.3.4.2 AUSTRIAN: 3 money points per Turn. Other reinforcements are as follows.

A. The second Insurrection corps is available at full strength (15M, 3C) when activated (see 10.4) and the Tyrol corps with 8I is also available for placement (see 10.1.5).

B. On each Turn after April, 2M are placed in Vienna, Prague and Ofen, if the city is currently Austrian-controlled.

C. On each Turn after April, add 1C to any eligible corps

D. Austria may receive 1 new corps counter of any type per Turn except in the April Turn.

 

13.3.5 TIME: The game begins in April, 1809 and ends in July, 1809

There is no French April sequence (start the game with the Austrian sequence of the April Land Phase).

 

13.3.6 SPECIAL RULES:

A. All French leaders' strategic ratings (but not those of the corps' intrinsic rating) are reduced by one in addition to any other alterations, for the April Turn only.

B. When the French A corps first enters Vienna, it adds 5 artillery factors to its strength.

C. When an Austrian corps is in Poland at the beginning of any Reinforcement Phase it will either lose one army factor or increase the Polish corps by two Polish infantry factors, at the Austrian player's choice.

D. The number of French national corps on the map at any time cannot exceed the guard corps, the artillery corps, 4 cavalry corps and 6 corps. The French have only 5 depots available for this scenario.

 

13.3.7 VICTORY:

A. The Austrian player wins immediately if NAPOLEON is killed or captured.

B. The Austrian player wins if, at the end of the scenario he has suffered less combat losses than the French player and the French player has suffered at least 20 combat losses.

C. The French player wins if, at the end of the scenario. the Austrian player has suffered at least 30 combat losses and at least 20 more than the French player.

D. Any other result is a draw

[ 13.4 ] THE 1812 SCENARIO: The ultimate clash of arms in Napoleonic times is recreated in this scenario, wherein both players must skillfully combine caution with aggression across the sweeping plains of Russia.

 

13.4.1 FORCES SETUP:

 

13.4.1.1 RUSSIAN FORCES: The Russian forces are setup first.

A. 5 corps, 1Gd corps, 3C corps and 1A corps with 10Gd, 46I, 10C and 10A, 2Ck and the BARCLAY and WITTGENSTEIN leaders in or within one area of the Kovno area.

B. 2 corps and 1C corps with 22I and 4C, 1Ck and the BAGRATION leader in or within one area of the Brest-Litovsk area.

C. 2 corps and 1C corps with 18I and 4C and the TORMASSOV leader in the 4-forage area in Polesia province.

D. 2 corps with 16I and 2C in the any Moldavia province area.

E. 10I in Sveaborg

F. 15I shared in any manner between Riga and Vitebsk.

G. 25I distributed to any of the other cities within the Russian major power (maximum of 5 per provincial capital or 2 per any other city)

H. 6 depots are placed within the Russian major power.

 

13.4.1.2 FRENCH FORCES: The French forces are setup second

A. 1 Prussian corps with 10 Prussian I,4 Prussian M and 1 Prussian C in the Konigsberg area.

B. 4 corps, 1Gd corps, 2C corps and 1A corps with 53I, 15M, 20Gd, 19C and 12A and the NAPOLEON, DAVOUT, MURAT, and NEY leaders in an area or areas in or within 2 areas of the Thorn area but not adjacent to the Russian border

C. The Venetia corps with 8 Venetian I. The Lombardy corps with 13 Lombard I. the Bavaria corps with 12 Bavarian I and 1C corps with 5C and the EUGENE leader in the Thorn area

D. The Poland corps and the Poland C corps with 16 Polish I and 6 Polish C. the Saxony corps with 7 Saxon I and 1 Saxon C and the Hanover corps with 8 Hanoverian I and 1 Hanoverian C and the JEROME leader in an area or areas in or within one area of the Warsaw area but not adjacent to the Russian border

E. 1 Austrian corps with 15 Austrian I and 1 Austrian C in the Lemberg area.

F. 6M in Konigsberg and 5 Polish I in Warsaw

G. 1 depot each in the Thorn, Konigsberg, Warsaw and Lemberg areas.

 

13.4.2 STARTING MONEY: Russia starts the game with $10 and France starts with $25

 

13.4.3 CONTROL:

RUSSIAN controlled territory consists of the Russian home nation and Bessarabia as a ceded province and Finland as a conquered minor country

FRENCH controlled territory consists of Poland as a minor free state (consisting of Masovia. West Galicia and Posen)

 

13.4.4 REINFORCEMENTS:

13.4.4.1 RUSSIAN: 7 money points per Turn. Other reinforcements are as follows.

A. In July, 15M are placed in Moscow. 10M are placed in Smolensk. and 8I are placed in Kiev. The ALEXANDER leader must be placed with any corps at this time

B. In September, the KUTUSOV leader is placed with any corps.

C. Beginning in August, Russia receives IM per Turn in each unbesieged Russian-controlled provincial capital of a province containing an enemy corps and an additional IM each in St. Petersburg, Moscow and Kiev.

D. 1Ck is placed in any Russian-controlled cossack (C) province per Turn, up to the counter-mix limit (6 maximum).

E. Russia may place any number of new corps counters of any type in areas with existing Russian corps each turn.

13.4.4.2 FRENCH: 7 money points per Turn. Other reinforcements are as follows

A. In August. remove the JEROME leader.

B. In September, 1 corps with 51 and 11M is placed in Warsaw

C. In November, 2 corps with 5I and 20M are placed in Warsaw

 

13.4.5 TIME: This game begins in June. 1812 and ends in February, 1813, unless ended earlier by victory conditions.

 

13.4.6 SPECIAL RULES:

A. Only the Eastern map is used.

B. The Alexander leader may never be taken off the map (as per 10.6.2) once placed

C. The French can use Lemberg as a supply source

D. The Russian corps that starts in Moldavia may only move to an area in Russia before being able to move elsewhere.

E. Both sides may enter and garrison the provinces of East Galicia and East Prussia

F. The Prussian and Austrian corps will "go home" (are removed, along with all remaining army factors of their nationality, even if detached) whenever their losses equal or exceed 50 percent of their starting strength.

G. The number of French national corps on the map at anyone time cannot exceed the guard corps. the artillery corps, 4 cavalry corps and 6 corps. The French have only 5 depots available for this scenario

 

13.4.7 VICTORY:

A. The French player wins immediately if (I) the ALEXANDER leader is killed or captured or (2) if at any time after August, Russian losses (including forage losses but not reinforcements that are not placed) are three times those of the French and total at least 50 factors, or (3) if the French have at some time occupied Moscow, St Petersburg and Kiev.

B. The Russian player wins immediately if the NAPOLEON leader is killed or captured, or, if at any time, a Russian factor occupies the cities of Konigsberg and Warsaw

C. The Russian player wins at the end of the game unless the French have at some time occupied any two of-St. Petersburg, Moscow, Kiev.

D. Any other result is a draw.

 

 

[ 13.5 ] THE 1813-1814 DER BEFREIUNGSKRIEG SCENARIO: Following the disaster in Russia, the Central European powers foresaw the possibility of liberation. While talking peace the German powers prepared for war

 

13.5.1 FORCES SETUP:

 

13.5.1.1 ALLIED FORCES: The Allied forces are setup first

13.5.1.1.1 Russian Forces:

A. 1Gd corps, 1 corps, 1C corps and 1A corps with 3Gd, 6I, 5C and 6A and the ALEXANDER and TORMASSOV leaders in the Dresden area.

B. 2 corps and 1 C corps with 8I and 3C and the WITTGENSTEIN leader in the Leipzig area

C. 1 corps and 1C corps with 5I and 3C in the Wittenberg area

D. 1 corps with 7I and 1C and the BARCLAY leader in the Thorn area (a portion of this area shows on the western map but the name is on the eastern map).

E. 1 corps with 3I in the Mecklenburg area F. 1 corps with 4I besieging Glogau

G. 1 corps with 8I besieging Danzig.

H. I corps with 4I besieging Stettin

I. 1 corps with 4I besieging Kustrin

J. 2I in Hamburg.

K. 3Ck in any area(s) containing any Allied corps.

L. 2 Swedish corps with 12 Swedish I and 3 Swedish C and the BERNADOTTE leader besieging Stettin.

M. Up to 4 Russian depots in Prussian and/or Saxon areas.

13.5.1.1.2 Prussian Forces:

A. 1Gd corps and 1 corps with 1Gd. 6I, 2M and 2C and the BLUCHER leader in the Dresden area.

B. 2 corps with 5I, 1M and 1C and the YORCK leader in the Leipzig area.

C. 1 corps with 3I, IM and 1C in the Wittenberg area.

D. 5I and 5M and 1 Fk in Berlin.

E. Up to 3 Prussian depots anywhere in Prussia and/or Saxony.

 

13.5.1.2 FRENCH FORCES: The French forces are setup second

A. 2 corps and 1C corps plus garrisons with 221, 5M and 3C and the EUGENE leader in the Magdeburg area

B. 1 corps with 7I and 8M and the NEY leader in the northernmost area of Baden

C. 2 corps and 1Gd corps plus garrisons with 8I, 15M, 2Gd and 2C and the NAPOLEON and SOULT leaders in the Mainz area.

D. 1 corps and 1C corps with 8I, 2M and 6C and the DAVOUT leader in Hanover adjacent to the Hamburg area

E. 1 corps with 9M in the Strasbourg area

F. The Bavaria corps with 13 Bavarian I and 2 Bavarian C in the Nuremburg area.

G. 151 besieged in Danzig.

H. 3I besieged in Glogau.

I. 1I besieged in Stettin.

J. 1I besieged in Kustrin.

K. 3I in Erfurt.

L. 5 Danish I in Copenhagen.

M. 1 depot each in the Magdeburg, Mainz and Strasbourg areas.

 

13.5.2 STARTING MONEY: Russia starts the game with $6, Prussia starts with $3 and France starts with $4. Austria, when it enters, starts with $6.

 

13.5.3 CONTROL:

RUSSIAN controlled territory consists of Sweden (and Finland) as a minor free state. Also, since no part of the Russian home nation is on the western map, the Russians may use (when controlled) the Breslau, Posen, Stettin and/or Danzig areas as supply sources.

PRUSSIAN controlled territory consists of the Prussian home nation less Magdeburg province plus Mecklenburg as a conquered minor country

AUSTRIAN controlled territory consists of the Austrian home nation less Tyrol and Illyria provinces. Saxony is covered by the Special Rules.

FRENCH controlled territory consists of the French home nation plus Magdeburg and Tyrol as ceded provinces, Kleves, Duchies, Holland, Flanders, Palatinate, and Berg as conquered minors countries and Bavaria, Baden, Denmark, Wurttemburg, Hanover and Hesse as minor free states.

 

13.5.4 REINFORCEMENTS:

13.5.4.1 RUSSIAN: 2 money points every Turn. Other reinforcements are as follows.

A. In September, 3 corps and 1C corps with 191, 7M and 2C and the BENNIGSEN leader in the Danzig area.

B. Any number of available corps counters on any and/or every Turn

C. Beginning in May, 1813,3I, 1C, 1A and 1Ck (maximum 3 on the map at one time) are available at any eligible location(s) every Turn.

13.5.4.2 PRUSSIAN: 1 money point every Turn. Other reinforcements are as follows.

A. Any number of available corps counters on any and/or every Turn

B. Beginning in May. 1813, 1M is available at any eligible location every Turn.

C. During the June, September, December and March Turns, 1Fk (if available) in the Berlin area.

13.5.4.3 AUSTRIANS: 3 money points every Turn, after they enter the war. Other reinforcements are as follows:

A. Any number of available corps counters on any and/or every turn after the Austrian entry .

B. Beginning with Austrian entry, 1I and IC are available at any eligible location(s) every Turn.

C. During the June, September, December and March Turns, IFk (if available) in the Vienna area

13.5.4.4 FRENCH: 2 money points every Turn. Other reinforcements are as follows.

A. In August, the MURAT leader is placed with any C corps.

B. In September, the Gd corps receives 5Gd.

C. In September, place one corps with 5M in the Erfurt area.

D. On every Turn after Apri11813, the French player receives 3M which can be placed in any eligible corps. He also places 1M in Paris (one die roll's worth if the NAPOLEON leader is there)

E. On every second Turn (May, July, September, etc.), 1C can be added to any eligible corps.

F. Up to 1 new corps counter of any type per Turn

G. In June, remove the SOULT leader.

 

13.5.5 TIME: The game begins in April, 1813 and ends in April, 1814.

 

13.5.6 SPECIAL RULES:

A. Only the Western Map is used

B. Until Austria has entered the war, no units may enter or retreat into Austrian-controlled territory

C. The Bavarian corps may not move until attacked or until Austria has entered the war

D. Both players may enter Saxony. When the French first occupy Dresden, the French player receives control of the full strength Saxon corps (81 and 2C) in that area. Thereafter, for as long as it lasts, the Saxon corps and/or any detached army factors are controlled by the player controlling Dresden-it is not removed when the control of the Saxon free state changes

E. (OPTIONAL)The Swedish corps may only move in an Allied Land Movement Step if the Allied player rolls a I, 2, or 3 with one die.

F. ARMISTICE: Either player may ask for an armistice at the beginning of any Turn after May, 1813. If the other player agrees to it, then an "armistice" will occur for that arid the following month. If the French side has broken in any combat in which NAPOLEON commanded then the French player may not refuse an Allied request for an armistice. The Allied player may not refuse a French request for an armistice prior to (but excluding) September, 1813, if an unbesieged French factor currently occupies Berlin. Each player may make any number of armistice requests but there may only ever be one armistice. An armistice request may not be made in 1814. Units may only be moved such that they end their movement closer (in areas) towards Paris (if French) or Berlin (if Allied) than the area from which they started movement during the two months of an armistice. Furthermore, combat is not allowed during an armistice (therefore units may not move such that an attack is required under 7.3.7. Sieges may continue but siege assaults or defender attacks may not be attempted. Special reinforcements are placed at the beginning of the armistice.

(1) The allies add 4 Prussian I, 1 Prussian Gd, 5 Prussian C and 30 Prussian M and as many corps as are necessary to accommodate them, in or with any existing Prussian corps. Add 25 Russian I, 3 Russian Gd, 10 Russian C, and 10 Russian M, and as many Russian corps as are necessary to accommodate them, in or with any existing Russian corps. Remove the WITTGENSTEIN leader . Bring the Russian A corps up to full strength. Austria is now in the war on the allied side. For the Austrians, place 2Gd corps, 1Lt corps, 3 corps and 1C corps with 8Gd, 18I, 6M and 11C and the SCHWARZENBERG leader in any area or areas of Bohemia province. Place 2 corps with 121, IM, and 2C anywhere in Austria outside of Bohemia province. The Austrian Fk is placed in Vienna. Place 4 Austrian depots anywhere in Austrian territory. The Tyrol corps, at a full strength of 8I is available for placement (see 10.1.5), as are the two insurrection corps (see 10.1.4) at full strength.

(2) The French add 7Gd, 5I, 15M, and 10C to any appropriate corps. The French player also receives 10 money. Place the French A corps with 8A in any area containing a French corps. Place the Polish corps with 3 Polish I and 1 Polish C in any area containing a French corps.

G. When an Allied force loses a battle on the edge of the map it must be retreated onto an adjacent friendly depot or, if this is not possible, off the map. A force retreated off the map may not return.

H. The number of French national corps on the map at anyone time cannot exceed the guard corps, the artillery corps, 4 cavalry corps and 6 corps. The French have only 5 of their depots available for the scenario.

 

13.5.7 VICTORY:

A. The Allied player wins immediately if NAPOLEON is killed or captured.

B. If either player asks for an armistice and the other player agrees to it, the French player will win the scenario unless, at some time the Allies player has a factor in Paris in which case the Allied player wins immediately.

C. If neither player asks for armistice or one asks but the other player does not agreed to it, the Allied player will win the scenario at the end of April, 1814 unless there are at that time no unbesieged Allied (non-cossack or freikorps) factors on the map in which case the French player wins.

 

 

[ 13.6] THE PENINSULAR WAR SCENARIO (1808-1814): Fresh from his victories in Central Europe, and with Tilsit leaving most of Europe under his control, Napoleon decided it was time to solve the problems in Spain. Who then could have foreseen the next six grisly years?

 

13.6.1 FORCES SETUP:

 

13.6.1.1 ALLIED FORCES: The Allied forces are setup first.

13.6.1.1.1 Spanish Forces:

A. 1 corps with 121, 4M and 2C and the BLAKE leader in the Corunna area.

B. 1 corps with 3I and the DE LA CUESTA leader in the Leon area (area containing the city only).

C. 1 corps with 5I, 3M and 2C in any area adjacent to the Barcelona area (excluding the Gerona area)

D. 1 corps with 4I and 2M in the Cuidad Real area.

E. 2 corps with 1Gd, 9I, 3M and 4C and the CASTANOS leader in the Seville area.

F. 1 corps with 4I, 4M and 1C in the Valencia area (area containing the city only)

G. 5M in Saragossa

H. 2 depots anywhere in Spain.

13.6.1.1.2 British Forces: 31 and I depot in Gibraltar.

 

13.6.1.2 FRENCH FORCES: The French forces are setup second.

A. 1 corps with 7I, 4M and 2C and the MURAT leader in the Madrid area.

B. 1 corps with 5I, 2M and 1C in the Burgos area.

C. 1 corps with 3I besieging Saragossa.

D. 1 corps with 6M in the Barcelona area

E. 1 corps with 3I and 1M in any area adjacent to the Valencia (city) area.

F. 1 corps with 5I and 5M in the clear area between the Seville and Cuidad Real areas.

G. 1 corps with 9I. 2M and 2C in the Lisbon area.

H. 1 corps with 17I. 6M and 2C in the Bayonne area.

I. 1M in San Sebastian

J. 4I in Perpignan.

K. 3 depots anywhere in France or with a corps or garrison in Spain.

 

13.6.2 STARTING MONEY: Spain starts the game with no money. Britain starts with $10 and France starts with $8

 

13.6.3 CONTROL:

SPANISH controlled territory consists of the Spanish home nation.

BRITISH controlled territory consists of Portugal as a minor free state and Gibraltar as a conquered minor country .

FRENCH controlled territory consists of the French home nation

 

13.6.4 REINFORCEMENTS:

13.6.4.1 SPAIN: 1 money point every Turn. Other reinforcements are as follows.

A. August. 1808. 1 corps with 8I is placed in any coastal area of Spain or Portugal. but may not be moved during that Turn's Land Movement Step.

B. Starting in July, 1808 1I and 2M per Turn may be placed in anyone unbesieged Spanish-controlled city or eligible corps.

C. 1C every 3 months (Jan., Apr., July, Oct.) is placed with any eligible Spanish corps.

D. Up to 1 new corps counter of any type per Turn

13.6.4.2 BRITAIN: 7 money points every Turn. Other reinforcements are as follows:

A. August, 1808. 1 corps with 6I and the WELLINGTON leader are placed (see Special Rule B. for placement).

B. August, 1808. 1 Portuguese corps with 2I in any area in Portugal.

C. September, 1808, withdraw the WELLINGTON leader

D. September, 1808, 1 corps and 1C corps with 13I and 2C and the MOORE leader are placed (see Special Rule B. for placement).

E. May, 1809, the WELLINGTON leader is placed with any unbesieged corps.

F. From October, 1808 on, 1C every 6 months (Oct., Apr.) and 1 Portuguese C every 6 months. (Jan. , July) with any eligible corps.

G. From January, 1811, 1I per Turn.

H. Up to 1 new British or Portuguese corps counter of any type per Turn.

13.6.4.3 FRENCH REINFORCEMENTS: 5 money points every Turn Other reinforcements are as follows:

A. July, 1808, withdraw the MURAT leader.

B. October, 1808, 3 corps and 1Gd Corps with 6Gd, 42I, 9M and 10C and the NAPOLEON and NEY leaders placed in the Bayonne and/or Perpignan areas A bonus of $10 is also available.

C. November, 1808, 2 corps with 10I, 2M and 6C and the SOULT leader placed in the Bayonne and/or Perpignan areas. A bonus of $5 is also available.

D. January, 1809, withdraw the NAPOLEON leader, even if besieged.

E. February, 1809, withdraw the Gd corps with all Gd and 2C (the cavalry may come from elsewhere if not in the Gd corps). This corps is removed from the game and is no longer available as a reinforcement). For each Gd factor less than 5 available for withdrawal, the French player must remove 21 or 4M from any unbesieged garrison or corps.

F. March, 1809, withdraw 3I from any unbesieged garrison or corps.

G. January, 1810, the MASSENA leader is placed with any unbesieged corps A bonus of $5 is also available.

H. April, 1810, 2 corps with 20I, 8M, 2C placed in the Bayonne area.

I. April, 1811, withdraw the NEY leader, even if besieged, and 10I from any unbesieged garrison or corps.

K. February, 1813, withdraw the SOULT leader, even if besieged, and 8I and 2C from any unbesieged garrison or corps.

L. July, 1814, the SOULT leader is placed with any unbesieged corps. A bonus of $5 is also available.

M. From August, 1808 to December. 1811, 21 and 2M per Turn and 1C every 3 months in any eligible corps (Jan., Apr., Jul, Oct.)

N. From January, 1812, 1I and 2M per Turn and IC every 6 months in any eligible corps (Jan., Jul.).

O. Up to I new corps counter per Turn, as long as it is not the same Turn as a particular corps counter is removed.

 

13.6.5 TIME: The game begins in June, 1808 and ends in April, 1814 unless ended sooner due to either player achieving a decisive victory. There is no French June, 1808 sequence (start the game with the Allied sequence of the June, 1808 Land Phase.

 

13.6.6 SPECIAL RULES:

A. COUNTER LIMITS: The maximum corps counter limits are follows.

Spain may have up to all of its corps but no more than 2 depots.

Great Britain may have no more than 2 corps, the C corps and the Portuguese corps.

France may use only the Gd corps (from October, 1808 to February , 1909 only) and regular infantry corps (no artillery or cavalry corps) in this scenario. There may not be more than a total of 10 corps from June, 1808 through March. 1809 and from August. 1809 through March, 1812. From April, 1809 through July, 1809 and from April, 1812 to the end of the game the limit is no more than 6 corps. Army factors in any corps that are removed are eliminated. All French depots are available from June, 1808 through March, 1809 and from August, 1809 through March, 1812. No more than 3 French depots may be on the map during all other Turns (remove any excess during a Depot Creation/Removal Step of an appropriate Turn)

B. ALLIED NAVAL ALLOCATION: To represent Allied naval strength, each Turn the Allied player may move one corps from any coastal area of Gibraltar, Spain or Portugal to any other coastal area of Gibraltar, Spain, or Portugal. This consumes all of the corps' movement allowance. British reinforcements A. and D. are the naval allocation for the August and September 1808 Turns (even though D has 2 corps, in this case both can be placed during one Turn)

C. SUPPLY SOURCES:

French: Bayonne, Toulouse, Perpignan only.

Spanish: Any friendly controlled city in Spain.

British and Portuguese: Any friendly controlled city in Portugal or friendly controlled port city in Spain or Gibraltar Allied forces in a port are in supply if the British player spends $1 for each such corps or besieged garrison plus $1 extra for each such city. This payment is a form of regular supply which is available in port cities and their areas. Such forces may not have been force marched

D. Required army factors for withdrawals are withdrawn from any unbesieged corps or garrison. If no army factors of the correct type are available to withdraw, the French player does not have to withdraw them

E. Guerillas are used (see 10.1.1).

F. The British may freely give money points to the Spanish every Turn, if desired

G. Option 12.3.2 may, if used, be applied to Portuguese forces two years after the British gain control of Lisbon.

 

13.6.7 VICTORY:

A. The French player wins a decisive victory if at any time he controls every city in Spain and Portugal (this excludes Gibraltar and Palma).

B. The Allied player wins a decisive victory at any time he controls every city in Spain and Portugal as well as Gibraltar, Toulouse, Bayonne and Perpignan.

C. If no player wins a decisive victory then the French player wins a marginal victory if he controls 5 or more cities in Spain or Portugal at the end of the game while also controlling Toulouse, Bayonne and Perpignan.

D. The Allied player wins a marginal victory if the French player controls less than 2 cities in Spain or Portugal.

E. Any other result is a draw.


14.0 CAMPAIGN GAMES

 

The campaign games are suitable for play by up to seven players.

 

[ 14.1 ] CAMPAIGN GAME FORMAT: Rules 14.2 and 14.3 should be used to determine who controls each major power. The game is then setup using the information in this section, in 2.0 and in the individual campaign games. The following abbreviations have been used A = artillery factor or artillery corps designator , C = regular cavalry factor or cavalry corps designator, Ck = cossack counter, Fk = freikorps counter, Gd = guard factor or guard or grenadier corps designator, Gr = guerilla factor, I = regular infantry factor and M = militia factor. Where the type of corps is not specified it is an infantry corps Where the nationality of the corps or army factor is not specified it is that of the major power's home nation.

 

14.1.1 STATUS CARD SETUP:

14.1.1.1 POLITICAL STATUS: This gives the starting locations for the major power's political status markers on the POLITICAL STATUS DISPLAY (see 2.4.3.3)

14.1.1.2 TIME: This gives the games starting and ending Turns. Place the Turn markers in the appropriate boxes of the TIME DISPLAY to show the campaign's starting date.

14.1.1.3 STARTING VICTORY POINTS: This gives each major power's total victory points at the start of a game. Record on the VICTORY POINT DISPLAY. These may be reduced by the victory point bids used in 14.2 and/or 143 How to win a campaign game are explained in 8.1.32.

 

14.1.2 PLAYERS: If there are less than seven players, this shows what major powers the players will control in the campaign.

 

14.1.3 EXISTING WARS AND TREATIES: This tells what major powers are already at war and any existing alliances and peace conditions when the campaign game begins.

 

14.1.4 FORCES SETUP: The opposing forces and any setup restrictions are listed for every major power and for their controlled minor free states A major power need not use all of the available corps, fleets and depots when first setting up (unless required to get all the factors on the map), but must use all army factors and ships given. Any depots not listed for initial placement are still available for use, but must be paid for when placed (see 7.2), as usual. However, any corps or fleet counters not initially placed cannot be placed during the next three months, until they are paid for (see 8.5.4) during a later Economic Phase.

14.1.4.1 ARMY SETUP: Major power's army factors (including those of their controlled minor free states) are setup in the following order Russia, Turkey, Austria, Prussia, Great Britain, Spain, France.

14.1.4.1.1: For all major powers. the initial army factors should be distributed among the corps, whose strengths should be recorded on the National Cards (copies of side two recommended for campaign games). Army factors (except cossacks, freikorps and guerillas, which have their own counters) not assigned to corps should be available as an appropriate number of factors of garrison/strength counters for placement in city and/or depot garrisons. 14.1.4.1.2: All of a major power's forces (including those of controlled minor free states) may be placed as desired (conforming to the rules) in any land areas within the borders of their home nation and/or controlled minor countries except where placement is specified.

14.1.4.1.3: Major powers also place as many of their initial depots within their home nation and/or controlled minor countries as allowed by the campaign, so long as all are placed as supply sources and/or as part of valid supply chains

14.1.4.1.4: When a force is setup in a province, minor country or area(s) containing a city(s) or depot(s), garrisons, corps, cossack, freikorps or guerilla counters may be set up in any unoccupied city(s) or depot(s) of that province, minor country or area(s), as the controlling player desires.

14.1.4.2 NAVY SETUP: Next, major powers set up their fleets and assigned ships (including those of their minor free states) in the following order. Russia. Turkey, France, Spain, Great Britain. The initial ships should be distributed among the initial fleets, whose strengths should be recorded on the appropriate National Cards (side two recommended for campaign games) Unless stated otherwise, fleets must start in, or in a sea area adjacent to, any port in the home nation and/or controlled minor countries or may start fleets on blockade of any port(s) of another major power with which it is at war

14.1.4.3 MONEY AND MANPOWER: Starling money and manpower points should be noted and modified as used.

14.1.4.4 NATIONAL CARD SETUP: The National Cards are setup as covered in 2.4.2. The use of copies of side two of these cards is recommended for campaign games

 

14.1.5 CONTROL: The provinces and minor countries controlled by and the form of control or political organization (see options 11.1-11.7) for minor countries is given for the start of the campaign game.

 

14.1.6 REINFORCEMENTS: Unusual reinforcements are given

 

14.1.7 SPECIAL RULES: Any special rules (if any) that apply to the campaign game are explained

 

[ 14.2 ] THE SELECTION OF MAJOR POWERS: Players should utilize the following method of selecting who controls each major power that is to be controlled by a player.

 

14.2.1 SELECTION PROCEDURE (2-7 PLAYERS): Each player secretly notes a bid for each major power specifying the number of victory points he is willing to concede to play each particular major power. A different value must be bid for each major power. A bid may not be zero, a fraction or a negative number, but must be a positive whole number

14.2.1.1: Next, all bids are simultaneously revealed and compared in the following order: Great Britain, France, Russia, Austria, Prussia, Spain, Turkey (skip any major powers that will not have a player).

14.2.1.2: For each major power the player who has bid the highest value gains control of that major power. All other bids for other major powers by this player and all other bids for that major power no longer count as the sequence moves on to other major powers. If two or more bids are equally the highest, the decision is made by unmodified competitive die rolls, between the players who made those equal bids. This process continues until all players have been allotted a major power. Players subtract the number of victory points they bid for their major power, before the game starts, from their victory levels on the VICTORY POINTS DISPLAY on the Status Card (see 1411.3)-this may result in negative victory point totals

 

14.2.2 CONTROL OF MULTIPLE MAJOR POWERS (4-6 PLAYERS): Follow the procedure outlined in 14.1 to select additional major powers. Once all players have selected one major power, they are all eligible to gain control of one of the still unselected major powers, by repeating the procedure in 14.2.1 for the remaining major powers.

14.2.2.1: One player may not control more than 2 major powers and the player in control of France may not make a bid for control of Great Britain For example, four players decide to play the 1812-1815 Campaign game. They follow the procedure in 14.2.1 and players have been selected to control France, Great Britain, Russia and Austria. Each player has one major power and they are all eligible to gain control of one more from among Prussia, Turkey, or Spain. The procedure in 14.2.1 is followed only for the three remaining major powers and the Great Britain player gains Spain, the Russian player gains Prussia and the French player gains control of Turkey (all at the cost of additional victory points).

14.2.2.2: If a player controls two major powers, he only wins if both of his major powers reach their victory levels (see 8.1.3.2.3).

14.2.2.3: Two major powers controlled by the same player may never go to war with one another

 

[ 14.3 ] UNCONTROLLED MAJOR POWERS (UMPS) (2-6 PLAYERS): This rule is an alternative to or can be used in addition to using 14.2.2 and allows major powers (each controlled by a player) to temporarily control other major powers that have no player. Rule 14.2.1 is followed to select one major power per player If desired, for games with only two or three players, 14.2.2 could then be followed to select one additional major power per player The selected major powers are called "controlled major powers" and any unselected major powers are called "uncontrolled major powers" ("UMPS") Some campaign games, in their "Players" section have a list of UMPs that are already controlled by other major powers at the start of a scenario,

14.3.1 GAINING CONTROL OF UMPS: During the UMP Control Step of the December Economic Phase of each year, the players use of the following procedure to determine the control of all UMPs. 14.3.1.1 UMP BIDS: Each player secretly writes down a bid between "0" and "5" for each UMP. A major power at war with an UMP who has forces inside the UMP's controlled territory or which just declared war on the UMP that same month (see 14.3.2.4.1) may not bid for control of that UMP. Also, any player who does not care to gain control of an UMP may decline to bid. Each bid must be a whole number and (unlike 14.2.1) can be the same for more than one UMP. Also, a player can gain control of  any number of UMPS, not just one. Totaling these bid numbers gives the number of victory points that player subtracts from his highest controlled major power's victory points total (see 14113) A player at war with an UMP must bid "0" victory points for that UMP For example, four players decide to play the 1805 Campaign game after selecting major powers as per 14.2.1 , they bid for the 3 UMPs (Turkey, Prussia, and Spain) The British player bids 1 for Turkey, 5 for Prussia and 5 for Spain, subtracting a total of 11 victory points from his total victory points

14.3.1.2 UMP CONTROL DIE ROLL MODIFIERS: After simultaneously revealing their bids, each player rolls two dice for each UMP Modifying this dice roll are the following

14.3.1.2.1: Add the number of victory points bid for that UMP

14.3.1.2.2: Add "+ 1" if allied to that UMP

14.3.1.2.3: Subtract " -2" if at war with that UMP

14.3.1.2.4: Add or subtract the value of Status Modifier of the bidding major power on the POLITICAL STATUS DISPLAY on the Status Card (see 10.5.3)

14.3.1.2.5: Add or subtract the "natural alliance modifier" value found by crossgridding the controlled major power with the UMP on the NATURAL ALLIANCE TABLE on the Game Card

14.3.1.3 UMP CONTROL DETERMINATION: After control of UMPs have been decided, play is commenced for the year. Whoever rolled the highest modified number gains control of that UMP for the rest of the year and gains "+ 2" political points, in one of three ways

14.3.1.3.1 Active UMPs: The UMP is "active" if the highest player rolled a modified "10" or higher Active UMPs which were neutral prior to this procedure should be immediately put through a Combined Economic Phase (see 14.3.2.4.6)

14.3.1.3.2 Inactive UMPs: If the UMP is currently at war with any other major power and the highest player's modified dice roll was less than "10," the UMP is "inactive." Inactive UMPS which were neutral prior to this procedure should be immediately put through a Combined Economic Phase (see 14.3.2.4.6).

14.3.1.3.3 Neutral UMPs: If an UMP does not meet the conditions to be active or inactive, the UMP becomes "neutral" If, during the year, a neutral UMP is declared war upon, it becomes an inactive UMP for the controlling major power. If no player currently controls an UMP upon which war has been declared or which is already at war, players may immediately (during the Declarations of War Step) bid for control of the UMP (regardless of the modified roll, a player who gains control in this case has an inactive UMP). If no players wish to bid the UMP must sue for peace in the next Peace Step and accept an unconditional peace with all enemies

 

14.3.2 RULES FOR USING UMPS:

 

14.3.2.1 RULES FOR ALL UMPS: A major power who gains control of an UMP with which it is at war must immediately come to an informal peace with that UMP with no conditions or terms 14.3.2.1.1: A major power may not declare war upon its controlled UMPs nor may they declare war upon it. Declarations of war between major powers and UMPs are handled normally UMPs may call to allies (see 4.3) at the option of the controlling major power (EXCEPTION see 14.3.2.2.2 and 14.3.2.3.3)

14.3.2.1.2: No UMP may ever give or lend money or cede territory to another major power except as a result of a formal (conditional or unconditional terms) peace settlement.

14.3.2.1.3: UMPs are not represented on the POUTICAL STATUS DISPLAY All political points gained or lost by an UMP are instead gained or lost by the controlling major power. A major power may not lose or gain more than 3 political points per battle (unless commanded by NAPOLEON or NELSON-see 6.3.4.2 and 7.5.2.10.1.3) For example, if an UMP and its controlling major power both had say, 4 corps in a battle they lost, the controlling major power would not lose two sets of "2 ", but only "3" total political points

14.3.2.1.4: Controlled UMPs may attempt to control minor neutrals (see 4.7) and use the status modifier of the controlling major power (see 10.5.3)

14.3.2.1.5: A controlled major power that allies with an UMP it controls gains only "1" political point (not one for each major power involved)

14.3.2.1.6: Controlled UMPs gain have an economy and gain reinforcements in the same manner as controlled major powers (see 8.0) UMPs may not use the economic manipulation option (see 12.5). An UMP in a mixed force with other major powers may not take combat losses in excess of their percentage of that force (see options 12.2.5 and 12.3.6).

14.3.2.1.7: When an UMP is setup, its forces and those of its controlled minor countries are placed as per the campaign rules setup (see 14.1.4)

14.3.2.1.8: The 5.1.4 minor country restrictions on scuttling also apply to UMP fleets. UMP army factors may not be demobilized voluntarily--they may be demobilized only if forced to do so by the rules

 

14.3.2.2 RULES FOR ACTIVE UMPS: An active UMP may declare war upon any major power (except its controlling one) When an UMP declares war, the controlling major power loses political points but, if they both declare war on the same major power, in the same phase, only one set of political points (the highest, if different) is lost. An active UMP's forces may be used freely within the following restrictions

14.3.2.2.1: A record should be kept of the number of land factors (excluding Turkish feudal factors, cossacks, freikorps or Austrian insurrection corps factors) lost due to foraging, besieged supply, surrender, scuttling, demobilization and/or combat. As soon as factors equal to double the UMP's original national manpower value are lost, the active UMP reverts to inactive UMP status immediately. Each ship of an UMP that is lost, counts as three land factors when determining whether the UMP reverts to inactive status For example, Spain's original National Manpower value is 16 (printed on the map), therefore as soon as Spain has lost 9 ships and 5 land factors (for a total of 32 equivalent land factors) it reverts to an inactive UMP

14.3.2.2.2: If an active UMP allies to its controlling major power and is declared war upon, it must call on its controlling major power as an ally (see 4.3), if possible. The controlling major power has the choice of breaking the alliance or declaring war on the aggressor

 

14.3.2.3 RULES FOR INACTIVE UMPS: A major power at war with an inactive UMP may force an informal peace in the Peace Step of any Turn that major power has no forces in the UMP's territory.

14.3.2.3.1: An inactive UMP may not declare war upon any major power or neutral minor country and may not attack or besiege a major power's forces outside of the UMP's controlled territory This means that land forces of an inactive UMP may not end its Land Movement Step so that such an attack would be required under rule 7.3.7. There are no restrictions on the usage of an inactive UMP's fleets

14.3.2.3.2: If at any time, an inactive UMP is not at war with any major power, it reverts to neutral UMP status.

14.3.2,3.3: Like active UMPs, an inactive UMP must call to its controlling major power (if allied and possible--see 4.3 and 14.3.2.2.2) if the UMP is declared war upon. The controlling major power has the choice of breaking the alliance or declaring war on the aggressor

 

14.3.2.4 RULES FOR NEUTRAL UMPS: Neutral UMPs are by definition at peace with all major powers and mayor may not be controlled by a player.

14.3.2.4.1: If a neutral UMP without a controlling player is declared war upon, the procedure outlined in 14.3.1.3.3 is followed to determine the controlling major power (if any) for the remainder of the year. However the UMP can only be gained in inactive status and a player who just declared war on this UMP this Turn may not roll for control

14.3.2.4.2: UMPs which revert to neutrality immediately have their forces removed from the map at their current strength and a record kept of their remaining money (and with Prussia, manpower also). If later they revert to active or inactive status, the forces are placed at their current strength anywhere in the UMP's territory by the controlling major power

14.3.2.4.3: Neutral UMPs do not follow the Economic Phase procedure (8.0) and may not attempt to gain control of minor neutrals (see 4.6).

14.3.2.4.4: If an active or inactive UMP gained control of minor countries as in 4.6.1 (but was not at war with the aggressor) and subsequently reverts to neutrality before the minor country is conquered or there is a lapse in the war, then control of the minor country reverts to the UMP's last controlling major power.

14.3.2.4.5: Previously controlled UMPs that have reverted to neutrality still receive reinforcements due to it from a previous Economic Phase and are added to corps or fleets off-map by the last controlling player

14.3.2.4.6: A record is kept of the Turn in which an UMP reverts to neutrality. Immediately, when a neutral UMP becomes active or inactive, the controlling major power performs a "Combined Economic Phase" by counting the number of Economic Phases that the UMP has been neutral and multiplying this figure by the money and manpower values of its controlled provinces and conquered minor countries (see 8.2.1.1 and 8.2.2). This value is then halved (fractions rounded down) and is immediately spent on the purchase of land forces and corps (see 8.5.3 and 8.5.4). Minor free state forces of the UMP are included in this procedure (their money and manpower values being doubled then halved equals their basic values) These forces are immediately added to the current strength of the UMP and the entire force deployed inside the UMP's territory .

 

 

[ 14.4 ] THE 1805-1807 CAMPAIGN GAME: This campaign game simulates the early half of the Napoleonic wars which saw Napoleon achieve his greatest successes before the debacles in Spain and Russia The players begin with the French in a position to carry out the proposed invasion of England or the actual conquests of Austria and Prussia and the triumph over the Russians at Friedland

 

14.4.1 STATUS CARD SETUP:

14.4.1.1 POLITICAL STATUS: Use the (I) positions.

14.4.1.2 TIME: The game begins in January, 1805 and ends after the December, 1807 Turn.

14.4.1.3 STARTING VICTORY POINTS: All major power.. begin with "0" victory points

 

14.4.2 PLAYERS: If there are less than 7 players the following division of major powers is recommended.

6 PLAYERS: Great Britain, France, Russia, Austria, Turkey, Prussia

5 PLAYERS: Great Britain, France, Russia, Austria, Turkey

4 PLAYERS: Great Britain, France. Russia, Austria.

3 PLAYERS: Great Britain, France, Russia.

2 PLAYERS: Great Britain, France Use rules 14.2 and/or 14.3 to gain control of all initially unselected major powers

 

14.4.3 EXISTING WARS AND TREATIES: Before any forces are setup, major powers may announce pre-existing states of war.  This allows major powers in effect, to declare war before the game begins No political points are lost for doing so Players may wish to apply option 11.9.2. Pre-existing states of war may be announced only between major powers. Neutral minor countries may not be involved. No alliances are in effect and no peace conditions apply

 

14.4.4 FORCES SETUP: The major power's forces begin with these strengths.

 

AUSTRIA: 75I, 7Gd, 15C, 7 depots, any desired corps and $33 Both insurrection corps begin at full strength but may not be setup on the map The freikorps is not used in this scenario. The Tyrol corps will be used only under the conditions of 10.1.5. All leaders except SCHWARZENBERG are available at the start of the game

 

FRANCE: 135I, 5Gd, 17C, any desired corps and fleets, 4 depots, 49 ships and $45 All leaders except EUGENE and JEROME are available at the start of the game The French player also sets up Holland (the Holland corps with 4 Dutch I and 1 Dutch C and the Holland fleet with 15 Dutch ships--the Holland fleet must start at Amsterdam)

 

GREAT BRITAIN: 1Gd, 19I, 4C, 2 depots, 100 ships, any desired corps and fleets and $25. NELSON is the only leader available at the start

 

PRUSSIA: 80I, 3Gd, 17C, 5 depots, any desired corps, $18 and 9 manpower. The freikorps is not used in this scenario. Only leaders BRUNSWICK and HOHENLOHE are available at the start of the game. The Prussian player also sets up Saxony (the Saxony corps with 8 Saxon I and 2 Saxon C).

 

RUSSIA: 75I, 5Gd, 10C, 2Ck, 6 depots, 49 ships, any desired corps and fleets, and $37. All leaders except BARCLAY, TORMASSOV and WITTGENSTEIN are available at the start of the game No more than one corps (and no excess factors in garrison there) may commence the game based at Corfu.

 

SPAIN: 1Gd, 41I, 6C, 2 depots, 57 ships, any desired corps and fleets and $16. Only leaders BLAKE and CASTANOS are available at the start of the game.

 

TURKEY: 35I, 7C, 2 depots, 22 ships, any desired corps and fleets and $11. All feudal corps begin at full strength and may be placed on the map if desired. All leaders are available at the start of the game. The Turkish player also sets up Syria (the Syria corps with 5 Syrian I and 6 Syrian C).

 

14.4.5 CONTROL: The major powers control their home nations plus those minor countries in the status (free state or conquered) indicated in the "1805" column of the MINOR COUNTRIES CHART on the Game Card.

 

14.4.6 REINFORCEMENTS: The following leaders arrive in the Army Reinforcement Step of January in the year indicated or on any later Turn. France EUGENE (1806); Great Britain WELLINGTON (1806) and MOORE (1807); Prussia. BLUCHER (1806); Spain DE LAS CUESTA (1807).

 

14.4.7 SPECIAL RULES: There are no special rules in this campaign game.

 

 

[ 14.5 ] THE 1812-1815 CAMPAIGN GAME: This campaign game simulates the last half of the Napoleonic wars which saw Napoleon's empire, initially at its greatest extent, collapse within only three years. The players begin with French armies poised along the Russian border. Russia, having just ended a war with Turkey, lies ready to meet them. Wellington is ready to commence his 1812 offensive in Spain. Austria and Prussia are set to rise from the ashes. Players will discover that the qualities of all except the British army have declined dramatically.

 

14.5.1 STATUS CARD SETUP:

14.5.1.1 POLITICAL STATUS: Use the (II) positions

14.5.1.2 TIME: The game begins in June, 1812 and ends after the December, 1815 Turn

14.5.1.3 STARTING VICTORY POINTS:

Austria: 210.

France: 260.

Great Britain: 250.

Prussia: 180

Spain: 180

Russia: 205.

Turkey: 200

 

14.5.2 PLAYERS: If there are less than 7 players the following division of major powers is recommended.

6 PLAYERS: Russia, France, Great Britain, Austria, Prussia, Spain

5 PLAYERS: Russia, France. Great Britain, Austria, Prussia.

4 PLAYERS: Russia, France, Great Britain, Austria

3 PLAYERS: Russia, France, Great Britain

2 PLAYERS: Russia, France. For major powers (if uncontrolled): At the start of the game, Turkey is a neutral UMP with no controlling player, Spain is an active British UMP, Prussia is an active Russian UMP, Austria is an active British UMP, Great Britain is an active Russian UMP. UMPs of an UMP become an UMP of the controlling major power

 

14.5.3 EXISTING WARS AND TREATIES:

14.5.3.1 WARS: France is at war wid. Great Britain, Spain and Russia. Great Britain is also at war with the United States (see 8.2.1.2.2.2.2)

14.5.3.2 ALLIANCES: France is allied with Prussia. Great Britain is allied with Spain.

14.5.3.3 PEACE CONDITIONS AND AGREEMENTS: France has the Prussian I and Austrian I Corps on loan (see French forces for strengths) under peace condition B4 through September, 1812 for the Prussian corps and through January, 1813 for the Austrian corps. France has unconditional access through Prussia under peace condition C 5 and Prussia has also agreed to allow voluntary access to the French to garrison Konigsberg. Austria has granted voluntary access for any period to France that is the same as if peace condition C.5 applied. Russia and Turkey just concluded a war and have an enforced peace with each other prior to January, 1814. Peace condition C.8 has been applied to Austria. There is an enforced peace in effect between France and Prussia until March, 1813 and between France and Austria until July, 1813. France and Austria have a royal marriage (peace condition B.5).

 

14.5.4 FORCES SETUP: The major power's forces begin with these strengths

 

AUSTRIA: Apart from the I Corps under the control of the French player (see French forces), the Austrian has 47I, 8Gd,5M, 18C, 1Fk, 9 depots, any desired corps (except the I corps) and $5. Both insurrection corps begin at full strength, but are not on the map. The Tyrol corps (at full strength) will be used only under the conditions of 10.1.5 Only the SCHWARZENBERG leader is available

 

FRANCE: France starts with $25. All French depots may be set up anywhere within the French major power, Prussia and/or in Spain.

 

A. Along The Russian Border:

(1) The Prussian I Corps with 10 Prussian I, 4 Prussian M and 1 Prussian C in the Konigsberg area

(2) The Austrian I Corps with 15 Austrian I and 1 Austrian C in the Lemberg area.

(3) The Venetia corps with 8 Venetian I, the Lombardy corps with 13 Lombard I, the Bavaria corps with 12 Bavarian I and 1C corps with 5C and the EUGENE leader in the Thorn area.

(4) The Poland corps and the Poland C corps with 16 Polish I and 6 Polish C, the Saxony corps with 7 Saxon I and 1 Saxon C and the Hanover corps with 8 Hanoverian I and 1 Hanoverian C and the JEROME leader in an area or areas that are in or within one area of the Warsaw area but not adjacent to the Russian border

(5) 4 corps, 1Gd corps, 2C corps and 1A corps with 53I, 15M, 20Gd, 19C and 12A and the NAPOLEON, DAVOUT, MURAT and NEY leaders in an area or areas in or within 2 areas of the Thorn area but not adjacent to the Russian border.

(6) 1 corps with 5I, 11M in the Posen province

(7) 1 corps with 5I, 20M in Brandenburg province

(8) 6M in Konigsberg

(9) 5 Polish I in Warsaw.

 

B. Forces in Spain:

(1) 1 corps with 16I, 9M and 3C and the SOUL T leader in Andalusia province (in the Seville area and/or any Andalusian areas not containing Spanish corps).

(2) 1 corps with 4I, 3M and 1C in any area or areas of New Castile province

(3) 1 corps with 18I, 6M and 2C in Leon province (any area or areas other than the Cuidad Rodrigo area).

(4) 1 corps with 16I, 11M and 3C in any area or areas of Valencia and/or Aragon provinces.

(5) 1 corps with 12I, 8M and 1C in any area or areas of Catalonia province.

(6) 1 corps with 10I, 12M and 2C in any area or areas of Galicia, Leon (other than the Cuidad Rodrigo area) and/or Old Castile provinces

 

C. Other Forces:

(1) 6M in Bayonne

(2) 40M and 201 set up as garrisons anywhere within the French major power plus Prussia (other than in Prussian capitals).

(3) France begins with 25 ships and up to four fleets in or in sea areas adjacent to any French home nation port or ports

(4) The Denmark corps with 5 Danish I is setup in the Hamburg area. Two Danish I are set up in Copenhagen along with the Denmark fleet and 1 Danish ship.

(5) The Venetia fleet with 3 Venetian ships is placed in Venice, if used (see option 11.2)

(6) The French player also sets up the land forces of Hesse (the Hesse corps with 2 Hessian I) and Naples (10 Neapolitan I, 2 Neapolitan C and may include one or both of the Naples corps) anywhere in French-controlled territory

 

GREAT BRITAIN: Great Britain starts with $125. 5 depots may be placed anywhere within the British major power .

A. 2 corps and 1C corps with 26I and 4C and the Portuguese corps with 18 Portuguese I and 1 Portuguese C and the WELLINGTON and BERESFORD leaders in any area or areas in Portugal,

B. 1I each in Cuidad Rodrigo, Badajoz, Gibraltar, Malta, Corfu, Alexandria and Cairo.

C. 2I in Palermo.

D. 2Gd, 18I and 12M anywhere in the British home nation

E. 120 ships and 7 fleets.

F, 3 Swedish corps and the Swedish fleet with 13I, 3C and 13 ships and the BERNADOTTE leader in any area or areas of Sweden (less Finland, which is Russian-controlled).

 

PRUSSIA: Apart from the I Corps under the control of the French player (see French forces), the Prussian has 201, 3Gd, 2C, 2 depots, $10 and 100 manpower. Only the BLUCHER leader is available at the start of the game

 

RUSSIA: Russia starts with $15. 6 depots may be placed within the Russian major power.

A. 30 ships and up to 3 fleets.

B. 5 corps, 1Gd corps, 3C corps and 1A corps with 10Gd, 46I, 10C and 10A, 2Ck and the BARCLAY and WITTGENSTEIN leaders in or within one area of the Kovno area.

C. 2 corps and 1C corps with 22I and 4C, 1Ck and the BAGRATION leader in or within one area of the Brest-Litovsk area.

D. 2 corps and 1C corps with 18I and 4C and the TORMASSOV leader in the 4-forage area in Polesia province.

E. 2 corps with 16I and 2C in any Moldavia province area.

F. 10I in Sveaborg.

G. 15I shared in any manner between Riga and Vitebsk

H. 8I in Kiev

I. 15M in Moscow and 10M in Smolensk

J. 25I distributed to any of the other cities within the Russian major power (maximum of 5 per provincial capital or 2 per any other city .

 

SPAIN: 101, 29M, 6C, 6 ships, any desired corps, 1 fleet and $4. Only leaders DE LA CUESTA and CASTANOS are available at the start of the game. Spanish forces may be setup anywhere within Portugal, Majorca or Estremadura and/or Andalusia (except for the Seville area) provinces. Up to one depot each may be placed in an area with any Spanish corps or corps. Spain may setup 30 Gr factors (no more than 5 per province) anywhere within the Spanish home nation after the other players have completed their setups.

 

TURKEY: 201, 5C, 2 depots, 12 ships. any desired corps (except the Nizami-Cedid corps) and fleets and $3. All feudal corps start at full strength and may be setup on the map in their respective provinces, if desired. All leaders are available at the start of the game. The Turkish player also sets up Syria (the Syria corps with 5 Syrian I and 5 Syrian C)

 

14.5.5 CONTROL: The major powers control their home nations (minus any ceded provinces) plus those minor countries in the status (free state or conquered) indicated in the " 1812" column of the MINOR COUNTRIES CHART on the Game Card. Other important items are.

 

AUSTRIA: Has lost Tyrol, Illyria and West Galicia provinces to French control.

 

FRANCE:

A. Poland consists of Masovia, Posen, and West Galicia provinces. If option 11.1 is not being used, consider these to be French-controlled ceded provinces and convert all Polish corps and army factors listed in the Forces Setup to French corps and army factors (an additional French C corps is available and the extra French I can be added to other corps in the same setup areas or used as garrisons in those areas.

B. The Kingdom of Westphalia, the Kingdom of Bavaria and the Confederation of the Rhine are in existence with all component minor countries and ceded provinces If options 11.3-11.5 are not being used, treat all of these territories as separate French-controlled minor countries and ceded provinces (status of all minor countries is on the MINOR COUNTRIES CHART on the Game Card)

C. The Kingdom of Italy is in existence with all component minor countries and the ceded Illyrian province. This means that the Venetian ships and fleet are available. If option 11.2 is not being used, treat all of these territories as separate French-controlled territories and the Venetia fleet and ships are not used.

D. France controls only Naples of the Kingdom of the Two Sicilies and controls only the Naples corps counters if option 11.7 is being used.

 

GREAT BRITAIN:

A. Britain controls Sicily (as a conquered minor) and controls the Naples fleet counter (which currently has no ships), should Sicily be made a minor free state, if option 117 is being used.

B. Britain has controlled Portugal as a minor free state for over two years and, if used, option 12.3.2 applies to the Portuguese morale value.

 

PRUSSIA: Has lost Magdeburg, Posen and Masovia as ceded provinces to French control

 

RUSSIA: Controls Bessarabia as a ceded province and Finland as a conquered minor country .

 

SPAIN: Controls its home nation.

 

TURKEY: Has lost Bessarabia as a ceded province to Russian control

 

14.5.6 REINFORCEMENTS: The following leaders arrive in the Army Reinforcement Step of the months and years indicated or on any later Turn. Prussia YORCK (January, 1813); Russia. ALEXANDER (July, 1812) and KUTUSOV (September. 1812). The Prussian freikorps is available during the Levy Step of March, 1813.

 

14.5.7 SPECIAL RULES:

A. The Turkish Nizami-Cedid corps is not used in this campaign game

B. The French player cannot win this campaign game unless, at some time in 1812, one or more French-controlled corps occupy or besiege either Moscow or St. Petersburg and at some time in the game occupy at least one of those cities

C. The French player holds captive the Spanish BLAKE leader and 4 Spanish I. The British player holds captive 3 French l

 

 

[ 14.6 ] THE 1813-1815 CAMPAIGN GAME: This campaign game simulates the final part of the Napoleonic wars as the French armies, decimated in Spain and Russia, struggle unsuccessfully to resist the overwhelming Allied forces. The players begin with the French armies in Spain and Germany being merely a shattered remnant of their former size. The Russian, Prussian, British, and Spanish armies are massing against them and both sides are actively seeking Austrian assistance. Only Turkey remains uninvolved

 

14.6.1 STATUS CARD SETUP:

14.6.1.1 POLITICAL STATUS: Use the (III) positions.

14.6.1.2 TIME: The game begins in April 1813 and ends after the December, 1815 Turn

14.6.1.3 STARTING VICTORY POINTS:

Austria: 240

France: 290.

Great Britain: 280

Prussia: 210.

Spain: 210.

Russia: 245.

Turkey: 230.

 

14.6.2 PLAYERS: If there are less than 7 players the following division of major powers is recommended

6 PLAYERS: Russia, France, Great Britain, Austria, Prussia, Spain, Prussia

5 PLAYERS: Russia, France, Great Britain, Austria, Prussia

4 PLAYERS: Russia, France, Great Britain, Austria.

3 PLAYERS: Russia, France. Great Britain

2 PLAYERS: Russia. France For major powers (if uncontrolled). At the start of the game, Turkey is a neutral UMP with no controlling player, Spain is an active British UMP, Prussia is an active Russian UMP, Austria is an active British UMP, Great Britain is an active Russian UMP UMPs of an UMP become an UMP of the controlling major power

 

14.6.3 EXISTING WARS AND TREATIES:

14.6.3.1 WARS: France is at war with Great Britain, Prussia, Russia and Spain Great Britain is also at war with the United States (see 8.2.1.2.2.2.2).

14.6.3.2 ALLIANCES: Great Britain, Prussia and Russia are all allied with each other. Great Britain is also allied with Spain

14.6.3.3 PEACE CONDITIONS: France has voluntary access for the two Polish corps only through Austria under conditions that are the same as if peace condition C5 applied except that France may not garrison any Austrian cities. This voluntary access agreement ends when both of the Polish corps leave Austrian territory for French-controlled territory .Russia and Turkey have an enforced peace with each other prior to January, 1814. France and Austria have an enforced peace with each other prior to July, 1813. Peace condition C.8 has been applied to Austria by France. France and Austria have a royal marriage (peace condition B.5)

 

14.6.4 FORCES SETUP: The major power's forces begin with these strengths.

 

AUSTRIA: 67I, 8Gd, 32M, 20C, 1Fk, 5 depots, any desired corps and $20 Both insurrection corps begin at full strength, but are not on the map The Tyrol corps (at full strength) will be used only under the conditions of 10.15. Only the SCHWARZENBERG leader is available.

 

FRANCE: France starts with $14. All French depots may be setup anywhere within the French major power and/or in Spain.

A. In Germany:

(1) 2 corps and 1C corps with 22I, 5M and 3C and the EUGENE leader in the Magdeburg area

(2) 1 corps with 7I and 8M and the NEY leader in the northernmost area of Baden.

(3) 2 corps and 1Gd corps with 8I, 15M, 2Gd and 2C and the NAPOLEON and SOULT leaders in the Mainz area

(4) 1 corps and 1C corps with 8I, 2M and 6C and the DAVOUT leader in Hanover adjacent to the Hamburg area

(5) 1 corps with 9M in the Strasbourg area

(6) The Poland corps with 7 Polish I and 2 Polish C in the Olmutz area

(7) 15I besieged in Danzig

(8) 3I besieged in Glogau.

(9) 1I besieged in Stettin.

(10) 1I besieged in Kustrin

(11) 3I in Erfurt.

 

B. In Spain:

(1) 1 corps with 17I, IM and 3C in any area or areas of Valencia province.

(2) 1 corps with 5I, 3M and 1C in the Burgos area

(3) 2 corps with 26I, 4M and 4C in the Madrid area.

 

C. Other Forces:

(1) 1 corps and 2C corps with 10I, 15M and 10C in the Paris and/or Lyon areas

(2) 8I and 6M divided in any manner between San Sebastian, Barcelona, Gerona and/or Saragossa.

(3) 4I and 11M in any cities in the French home nation, to a maximum of 3 factors per city

(4) 2 Naples corps with 12 Neapolitan I and 1 Neapolitan C and the MURAT leader in the Naples area.

(5) 1 Danish corps with 9 Danish I and 1 Danish C in the Christiana area

(6) The Danish fleet with 5 Danish I and I Danish ship in Copenhagen

(7) France begins with 34 ships and up to 4 fleets

(8) The Venetia fleet with 4 Venetian ships in Venice, if used (see option 11.2). The Venetia corps with 5 Venetian I is also placed in Venice.

(9) The Baden corps with 1 Baden I. the Hanover corps with 1 Hanoverian I, the Hesse corps with 1 Hessian I, the Lombardy corps with 5 Lombard I, and the Wurttemburg corps with I Wurttemburg I may be placed anywhere in the French major power.

 

GREAT BRITAIN: Great Britain starts with $85. 5 depots may be placed anywhere within the British major power

A. 2 corps and 1C corps with 22I and 4C and the Portugal corps with 14 Portuguese I and 1 Portuguese C and the WELLINGTON and BERESFORD leaders in any area or areas of Portugal.

B. 1I each in Cuidad Rodrigo, Badajoz, Gibraltar, Malta, Corfu. Alexandria and Cairo

C. 2I in Palermo

D. 5I and 8M anywhere in the British home nation

E. 122 ships and 7 fleets

F. 1 Swedish corps and the Swedish fleet with 4 Swedish I and 13 Swedish ships in the Stockholm area.

G. 2 Swedish corps with 12 Swedish I and 3 Swedish C and the BERNADOTTE leader besieging Stettin

 

PRUSSIA: Prussia starts with $25 and 68 manpower 3 depots may be placed anywhere within the Prussian major power or in areas with Prussian corps in Saxony.

A. 1Gd corps and 1 corps with 1Gd, 6I, 2M and 2C and the BLUCHER leader in the Dresden area

B. 2 corps with 5I, 1M and lC and the YORCK leader in the Leipzig area.

C. 1 corps with 3I, 1M and 1C in the Wittenberg area.

D. 5I and 5M and 1Fk in Berlin

 

RUSSIA: Russia starts with $30. 5 depots may be placed anywhere within the Russian or Prussian major powers or in areas with Russian corps in Saxony

A. 36 ships and up to 3 fleets

B. 3 corps and 2C corps with 30I, 8C and 10M and the BENNIGSEN leader anywhere in the Russian home nation.

C. 1Gd corps, 1 corps, 1C corps and 1A corps with 3Gd, 6I, 5C and 6A and the ALEXANDER and TORMASSOV leaders in the Dresden area

D. 2 corps and 1C corps with 8I and 3C and the WITTGENSTEIN leader in the Leipzig area

E. 1 corps and 1C corps with 5I and 3C in the Wittenberg area

F. 1 corps with 7I and 1C and the BARCLAY leader in the Thorn area.

G. 1 corps with 3I in the Mecklenburg area H. 1 corps with 4I besieging Glogau.

I. 1 corps with 8I besieging Danzig.

J. 1 corps with 4I besieging Stettin

K. 1 corps with 4I besieging Kustrin.

L. 2I in Hamburg.

M. 3Ck in any area(s) containing any Russian or Prussian corps

 

SPAIN: 14I, 31M, 6C, 6 ships, 2 depots, any 6 corps, 1 fleet and $10. Only leaders DE LA CUESTA and CASTANOS are available at the start of the game. Spanish forces may be setup in any area or areas within Portugal, Majorca, Galicia, Leon, Andalusia and/or Estremadura. Spain may setup 30 Gr factors (no more than 5 per province) anywhere within the Spanish home nation after all other players have completed their setups.

 

TURKEY: 251, 6C, 2 depots, 14 ships, any desired corps (except the Nizami-Cedid corps) and fleets and $10. All feudal corps start at full strength and may be setup on the map, if desired, in their respective provinces. All leaders are available at the start of the game. The Turkish player also sets up Syria (the Syria corps with 5 Syrian I and 4 Syrian C)

 

14.6.5 CONTROL: The major powers control their home nations (minus any ceded provinces) plus those minor countries in the state (free state or conquered) indicated in the "1813" column of the MINOR COUNTRIES CHART on the Game Card. Other important items are

 

AUSTRIA: Has lost Tyrol and Illyria provinces to French control and West Galicia province to Russian control.

 

FRANCE:

A. Although Poland has disappeared. France still holds the Polish loyalty marker. Use option 11.1 for this campaign game to keep the Polish forces on the map.

B. The Kingdom of Westphalia is in existence with all component minor countries and ceded province. If option 11.3 is not being used, treat all of these territories as separate French-controlled minor countries and a ceded province

C. The Kingdom of Bavaria is in existence, with Tyrol province attached and is neutral. If option 11.4 is not being used, Bavaria remains neutral, but Tyrol province is considered to be a French- controlled ceded province.

D. The Confederation of the Rhine is in existence with all component territories except for Bavaria and Saxony (neutral) and Mecklenburg (controlled by Prussia). If option 115 is not being used, treat all of the remaining components as separate French-controlled minor countries and a ceded province

E. The Kingdom of Italy is in existence with all component minor countries and the ceded Illyrian province. This means that the Venetian ships and fleet are available. If option 11.2 is not being used, treat all of these territories as separate French-controlled minor countries and a ceded province

F. France controls only Naples of the Kingdom of the Two Sicilies and controls only the Naples corps counters, if option 11.7 is being used.

 

GREAT BRITAIN:

A. Britain controls Sicily (as a conquered minor) and controls the Naples fleet counter, should Sicily be made a minor free state, if option 11.7 is being used.

B. Britain has controlled Portugal as a minor free state for over two years and, if used, option 12.3.2 applies to Portuguese morale.

 

PRUSSIA: Has lost Magdeburg province to French control and Posen and Masovia provinces to Russian control

 

RUSSIA: Controls Bessarabia, Masovia, Posen and West Galicia as ceded provinces

 

SPAIN: Controls its home nation.

 

TURKEY Has lost Bessarabia province to Russian control

 

14.6.6 REINFORCEMENTS: There are no special reinforcements in this campaign game.

 

14.6.7 SPECIAL RULES:

A. The Turkish Nizami-Cedid corps is not used in this campaign.

B. Whenever Naples is not French controlled, the MURAT leader is removed from the board. In an Army Reinforcement Step of a Turn after Naples reverts to French control, MURA T is again avail- able as a French leader.

C. In June 1813, the French receive 5Gd placed in the guard corps if it is eligible.

 

 

[ 14.7 ] THE GRAND CAMPAIGN GAME: This campaign game simulates the entire Napoleonic wars from 1805 onward. It encompasses the full splendor and sorrow of Bonaparte's rise and fall The players relive the greatest and the most disastrous of the campaigns that made Napoleonic legend a story to inspire courage and fear.

 

14.7.1 STATUS CARD SETUP:

14.7.1.1 POLITICAL STATUS: Use the (1) positions

14.7.1.2 TIME: The game begins in January, 1805 and ends after the December, 1815 Turn.

14.7.1.3 STARTING VICTORY POINTS: All major powers begin with zero victory points

 

14.7.2 PLAYERS: If there are less than 7 players the following division of major powers is recommended.

6 PLAYERS: Great Britain, France, Russia, Austria, Turkey, Prussia

5 PLAYERS: Great Britain, France, Russia, Austria, Turkey

4 PLAYERS: Great Britain, France, Russia, Austria

3 PLAYERS: Great Britain, France, Russia.

2 PLAYERS: Great Britain, France. Use rules 14.2 and/or 14.3 to gain control of all initially unselected major powers

 

14.7.3 EXISTING WARS AND TREATIES: Before any forces are setup. major powers may announce pre-existing states of war. This allows major powers in effect. to declare war before the game begins. No political points are lost for doing so. Pre-existing states of war may be announced only between major powers. Players may wish to apply option 11.9.2. Neutral minor countries may not be involved. No alliances are in effect and no peace conditions apply.

 

14.7.4 FORCES SETUP: The major power's forces begin with these strengths

 

AUSTRIA: 75I. 7Gd.15C, 7 depots, any desired corps and $33. Both insurrection corps begin at full strength but may not be setup on the map. The Tyrol corps will be used only under the conditions of 10.1.5. All leaders except SCHWARZENBERG are available at the start of the game

 

FRANCE: 135I. 5Gd. 17C, any desired corps and fleets, 4 depots, 49 ships and $45. All leaders except EUGENE and JEROME are available at the start of the game. The French player also sets up Holland (the Holland corps and the Holland fleet with 4I, 1C and 15 ships)

 

GREAT BRITAIN: 1Gd.19I, 4C, 2 depots. 100 ships, any desired corps and fleets and $25. NELSON is the only leader available at the start.

 

PRUSSIA: 80I, 3Gd, 17C, 5 depots, any desired corps, $18 and 9 manpower. Only leaders BRUNSWICK and HOHENLOHE are available at the start of the game. The Prussian player also sets up Saxony (the Saxony corps with 8 Saxon I and 2 Saxon C).

 

RUSSIA: 75I, 5Gd, 10C, 2Ck, 6 depots, 49 ships, any desired corps and fleets, and $37. All leaders except BARCLAY, TORMASSOV and WITTGENSTEIN are available at the start of the 8ame. No more than one corps may commence the game based at Corfu (and no excess factors in garrison there).

 

SPAIN: 1Gd, 41I, 6C, 2 depots, 57 ships, any desired corps and fleets and $16. Only leaders BLAKE and CASTANOS are available at the start of the game.

 

TURKEY: 35I, 7C, 2 depots, 22 ships, any desired corps and fleets and $11. All feudal corps begin at full strength and may be setup on the map if desired. All leaders are available at the start of the game. The Turkish player also sets up Syria (the Syria corps with 5 Syrian I and 6 Syrian C).

 

14.7.5 CONTROL: The major powers control their home nations plus those minor countries in the status indicated (free state or conquered) in the "1805" column of the MINOR COUNTRIES CHART on the Game Card.

 

14.7.6 REINFORCEMENTS: The following leaders arrive in the Army Reinforcement Step of January in the year indicated or on any later Turn. Austria: SCHWARZENBERG (1810); France: EUGENE (1806) and JEROME (1808); Great Britain: WELLINGTON (1806), MOORE (1807) and BERESFORD (1808); Prussia. BLUCHER (1806) and YORCK (1813); Russia. BARCLAY (1810), TORMASSOV (1811), and WITTGENSTEIN (1812); Spain: DE LAS CUESTA (1807). The Austrian freikorps is available during the Levy Step of March, 1809 and the Prussian freikorps is available during the Levy Step of March, 1813. The BERNADOTTE leader changes from being a French to a Swedish leader in August, 1810.

 

14.7.7 SPECIAL RULES: There are no special rules in this campaign game


15.0 PLAYER NOTES

 

The following notes apply primarily to campaign games

 

[ 15.1] AUSTRIA: Like Prussia, Austria holds a central position on the map Surrounded by Russia, Turkey, Prussia and France, it requires a true Metternich to successfully negotiate the rocky path of "real politik"

First, attempt to negotiate a nonaggression pact with Russia and Turkey Russia should be easier than Turkey because, with so many Turkish provinces near the Austrian border, the Turkish player may find a war to his advantage However, Turkey may only want North Africa and may desire peace in the Balkans to facilitate a Franco- Austrian conflict

A pact with Prussia could be crucial to counter an aggressive French player Austria will eventually have to face the French army so, if Austria finds itself falling behind in the territorial scrabble for minor countries, face that war sooner rather than later. This means that the more friends Austria has, the better. While the French are strong they are not invincible. If Austria can ally early with Great Britain and Prussia, the alliance will have superior strength.

If Austria finds itself at war with Turkey, the insurrection corps can prove to be invaluable. It is important to place these corps down at the correct time Let the first few corps past and only when Turkey is moving its last few, place the insurrection corps on the map, forcing a battle and cutting supply lines. Turkey's first few corps should not be able to take part in the battle (unless adjacent) and you will be fighting on more even terms At the very least, the threat from off-map insurrection corps should make Turkey cautious when crossing the Austrian border. In the 1812 and 1813 campaign games, Austria's objective has to be the destruction of France. Only when France is brought down to size can Austria pursue its own plans for victory.

 

[ 15.2 ] FRANCE: France is the strongest power in Europe. Better troops, faster movement, better and more leaders and a buoyant economy make France a very powerful opponent. However it is not unbeatable, especially if overstretched and faced by a powerful, well-financed coalition

Do not pressure Austria or Prussia too much, especially in the early phases of games starting in 1805, as this may create a coalition against France and, early in the game, France is weaker than a combined Austria/Prussia coalition. Try to weaken a possible Austria/Prussia coalition, perhaps by favoring one of them in the division of minor countries or by encouraging Turkey or Russia to attack one of them. "Divide and conquer" should be the basis of French diplomacy in all campaign games.

Control of Italy could cause the greatest amount of friction in games starting in 1805. With Russia controlling Corfu, every major power except Prussia has the capacity to claim some part of Italy. Being too forceful with French demands could prove disastrous. On the other hand, if the other major powers squabble over Italy, this is definitely to the French advantage, so encourage this by offering morsels to potential allies

France has a lot of victory points to gain so don't be frivolous in declarations of war. If possible, get the other major powers to declare war on France. With better French morale and leadership, France should win at least 60% of the battles and thus gain more political points than are lost. Remember, it is better to tackle a large army with low morale than a small army with high morale since they are easier to beat and winning battles means gaining pursuits and victory points (via political points) and that is what the campaign game is all about. If France does declare war, try to have the forces available to win that war fast!

In the 1812 campaign game, France faces a tough situation. Moscow is a long way from Poland and a powerful Austria and Prussia (and probably Turkey) are just waiting to draw sabers. First, take Moscow or St Petersburg. Move the two corps from central Prussia into Russia. Even though they are mostly militia, they are great for absorbing battle and attrition losses. Guard Warsaw while marching east to Moscow or St Petersburg. Leave at least one French infantry corps plus the Poles (who can receive reinforcements) and Davout to defeat Tormassov. If the Russians have Bagration's force all in one area, strike in the first Turn! Always leave a couple of corps in areas which can be used to build depots and use money for supply for as long as possible. If Poland is lost, French supply lines will extend back to Mecklenburg or Saxony and these are difficult to defend, even against roving cossacks. As soon as Moscow or St Petersburg falls, get out of Russia, pronto! Hopefully, the Russians will be too crippled to greatly hinder the withdrawal

Get out of Spain! Historically, Napoleon refused to give up any of his empire and so lost the lot. If Prussia and Austria choose to fight a winter campaign, every factor will be needed to hold Italy and Germany However, France has a huge force in Spain and if the British or Spanish follow too closely, crush them!

If things are going well, especially in the Grand Campaign Game, France may wish to impose a "continental system" on the rest of Europe by denying trade money to Great Britain, Although this will not bring the British lion to its knees, as Napoleon hoped, it can slow them down and deny them subsidy money to finance France's continental opponents. Peace condition B.6 allows this to be imposed on major powers that lose wars to France and, if France has a decent money surplus, other major powers may be persuaded not to trade with Britain by offering them cash subsidies equal to lost trade if they do not trade with Great Britain. Perhaps the most powerful weapon at France's disposal is the ability to say when France moves in the Land Phase sequence. This allows France to plan "double moves" (move last in one Turn, then first in the next Turn). This can mean attacking an enemy that was eight areas away before that enemy can react. A favorite tactic of one of our play testers was to move last in the last month before an Economic Phase and occupy an enemy capital This forces that major power to rely on British charity for the finances to continue a war.

When the inevitable coalition forms against France, remember Napoleon's words "I would rather fight allies than be one of them"

 

[ 15.3 ] GREAT BRITAIN: Correct play of Great Britain, more so than that of any other major power, requires the process of maximizing the strengths of the British position and minimizing , its weaknesses. This is so because those strengths and weaknesses I are more pronounced than for other powers.

Precisely because enemy access to Great Britain is restricted by the English Channel and policed by the overwhelmingly powerful British navy, the British player need never retain any major troop numbers at home Almost the entire army can be used overseas. However, it must be said that that army will always be rather small' and so where and when it will be committed should be chosen with caution. Likely places include the islands of the Mediterranean, North Africa, Spain, Scandinavia, Russia (to threaten St. Petersburg and/or weaken the Russian navy), the Dardanelles and East Prussia where, because of their wealth, the British forces can use regular supply while other armies may suffer from foraging for sup- ply Of course, as circumstances develop, the better places for commitment will present themselves.

Almost never commit British armies in fragments, keep them together so as to minimize the risk of having them destroyed piecemeal and to gain the maximum benefit from Wellington's superior leadership abilities.

Proper use of money is central to proper British play. Simply giving it to whoever begs loudly will not do. Decide who Great Britain's long-term enemies will be (usually France) and dole out money in small increments to those major powers which appear to be staunchly opposed to those enemies. The establishment of a "slush fund" for the purchase of military and political favors from these and other major powers can also prove useful.

It is seldom worth denying trade with America. The loss of colonial trade resulting from a war with the United States is worth more to Great Britain than the few money points denied to enemies. However, as such a loss may really hurt financially weak countries at crucial moments, this should not be ignored. A final warning about trading-it does not do to have too many enemies, and consequently, too few trading partners at any one time.

Build up the army as evenly as possible, concentrating on regular cavalry and infantry. The British army has unequaled quality regular infantry but lacks size. Most militia is better used for home garrisons than in the field diluting the high British morale. Always maintain a naval superiority over the combined navies of any two enemies or potential enemies

 

[ 15.4 ] PRUSSIA: Prussia, like Austria, is in a central position and, in a campaign game starting in 1805, has a large high-quality army. Prussia has access to many minor neutrals, but a lack of political acumen could find Prussia embroiled in a losing war. Until BLUCHER arrives in 1806, Prussia has very poor leadership and unless a good opportunity presents itself, Prussia should try not to antagonize its neighbors early. Form an alliance with Austria, Russia and/or Great Britain. This would have the major benefit of support in a defensive war. Preserve the large army, especially the cavalry which is expensive to buy.

The toughest question in the opening stages of the game is whether to create a Polish free state. If done, Prussia could gain large numbers of high quality Polish troops However, Austria and/or Russia could attack and conquer the Prussian Polish provinces that would otherwise be difficult to obtain. Mecklenburg, Hesse, Saxony, and Duchies are in the Prussian sphere of influence, with Hanover and Denmark less so but still attainable. With British help, maybe even Sweden could be taken.

In the 1812 and 1813 campaign games, Prussia must help with the French downfall Use the saved up manpower (as regular infantry if Great Britain will provide the necessary money) on the Turn that Prussia attacks.

 

[ 15.5 ] RUSSIA: Russia has great defensive strength, due mainly to its edge-of-the-map position. This position, coupled with its great size, poor forage values and cossacks, make it difficult for other major powers to force Russia to peace terms.

A major problem for Russia is the lack of adjacent neutral minor countries. Neutral minor countries are the coinage of diplomacy and provide room for easy expansion. Russia should gain Scandinavia through conquest or an arrangement with other interested powers and the Polish free state question can be used as a lever in diplomacy with Prussia or Austria. Russia has a large army of good quality, allowing it to pick all the combat options with confidence, particularly the "Defend" option, as this increases Russian morale. Russia also has decent leaders, an artillery corps and a good basic economy.

Russia will often be called upon to intervene in Central Europe and must negotiate useful gains in these wars. A Turkish war can only be undertaken with good planning and powerful forces and can be made easier with help from an ally. Turkey is especially dangerous to Russia early in campaign games starting in 1805 or anytime that Turkey has the help of a powerful ally.

Corfu has strategic advantages that belie its seeming insignificance. Using sea supply from the Baltic, reinforcement corps and factors can allow rapid expansion into Italy and North Africa.

The last question is where to place the Russian navy. Two fleets in the Baltic and one in Corfu appears to be the best option at the start of a campaign game starting in 1805, but may be modified by the results of Russian diplomacy.

In the 1812 campaign game, retreat before Le Grande Armee. Keep a large force south of the Pripet Marshes to threaten to cut supply behind the French advance to Moscow. Keep cossacks busy in the French rear areas to force detachments to guard French supply lines. Fight for control of St Petersburg and Moscow and try to get support from Turkey. With superior play, the French can be sent reeling back to Poland with the specter of defeat haunting their every faltering step.

 

[ 15.6 ] SPAIN: Spain's advantage lies in her large fleet, therefore an entente with France and/or Great Britain (both of whom could find Spain a useful ally) could provide several opportunities to expand into North Africa and Italy. In the early stages of campaign games starting in 1805, with some diplomacy, Spain could get Naples, some of North Africa and Portugal. Further minor countries may need to be decided by force of arms.

Spanish guerillas can be used as an excellent deterrent to an attack on the Spanish home nation. They can cut supply lines and even amalgamate to attack isolated factors Spain must still leave some regular forces to defend the homeland and to prevent occupation of all provincial capitals.

In the 1812 and 1813 campaign games, Spain is, of course, at war with France and the French may wish peace. Great Britain and Spain are natural allies in these games and Spain should bargain for a good settlement, if any is made. France may need peace much more than Spain.

 

[ 15,7] TURKEY: Turkey has possibly the most interesting and challenging set of tasks of all the seven major powers. It bas virtually unlimited amounts of feudal (basically militia) infantry and cavalry with which it can relentlessly assault an enemy, but with such low morale, Turkey will not win very many battles.

When in combat, pick one of the high risk-high yield options such as outflank, assault, cordon or defend, when fighting an opponent with high morale (such as the French or British) If "Echelon" or "Probe" is picked, inferior Turkish morale will probably cost the combat, even though the opponent's pursuit will not be good (as he will have lost a lot of morale as well). Choosing the indicated options could lead to spectacular failures but, if the opponent is outguessed, it could mean a stunning victory where a (usually) superior Turkish cavalry force (plus cavalry leader) can mean a relentless pursuit. When in combat, ensure that there is a feudal cavalry corps to take pursuit losses if the battle is lost. One combat advantage Turkey does have is that feudal infantry is not counted as militia for purposes of taking losses once having lost "2.0" morale. Turkey can continue taking losses from feudal infantry regardless of total morale loss. 

In the early stages of campaign games starting in 1805, concentrate on carving out a North African empire and try gaining a foothold in Italy. In Italy, Turkey can be opposed by France, Austria, Spain, Russia and/or Great Britain, so don't get too greedy. Austria and Russia will be wary of a strong Turkish strategic position and, to avoid antagonizing them, do not set up corps on their borders. An early pro-Austrian stance could be to your advantage as it allows Austria greater freedom to fight the French (which could debilitate both of them).

In the 1812 and 1813 campaign games, an initial anti-French stance is essential to bring her down to size with the degree of commitment to her downfall dependent on the number of victory points that the French player bid for France

 

[ 15.8 ] GENERAL HINTS: Like most games involving a diplomatic element, campaign games of EMPIRES IN ARMS require players to be constantly negotiating among themselves. Players should realize that even the shorter campaign games are long enough for many political changes and re-alignments to occur and today's enemy can be tomorrow's ally. Try to be as truthful as possible in dealing with other players and faithful in honoring informal agreements. Players can appreciate a skillful "double-cross" when it is decisive in deciding the outcome of a game, but gratuitous "stabs in the back" (especially early in a campaign game) that gain only a few political points accomplish little except to gain everyone's distrust and a desire for "revenge" among the other players that can have disastrous long-term consequences. Imposing a "harsh" peace on a current enemy (i.e., removing the best leader, corps and fleets, the best and richest provinces, etc) can leave that enemy so weak that other major powers can declare war on the weakened major power to gain "easy" political points (known as "shooting cripples") and the weakened major power will be useless as a potential needed ally in some later war.

Have goals and a general plan for achieving them. Do not make alliances lightly! Alliances that do not last can cost political points (and victory points) when they have to be broken When asking for help in negotiations have something favorable to offer in return for the desired help. This could take the form of a loan or subsidy, ceding territory that the other player wants, offering help in future projects or anything else that an imaginative mind can conjure. For example. France or Britain could offer to send a corps and a good leader to which a large number of Spanish corps (Spain lacks good leaders for large armies) without leaders could be attached This offer is favorable to Spain as it increases Spain's chances for winning battles and political points while it is favorable to the offering major power as it enables France or Britain to risk few factors in the campaign on that front and leaves most of their strength free for use elsewhere. Always offer something, but try to offer no more than is absolutely necessary Players with a reputation for upholding and following through on agreements will find that their negotiating position is far stronger than that of more erratic players In this game, friends can be very important and many of the game's rules favor coalition activities.

A campaign game is won or lost based on the accumulation of victory points. Gaining large numbers of victory points depends on gaining political points and keeping an overall high position on the POLITICAL STATUS DISPLAY. It is not necessary to win every war and/or battle to win the game. What is important is not getting into situations where long stretches of time are spent in the Fiasco and/or Instability Zone with resultant low gains in victory points. In the long run, it is better to realize that a situation is hopeless, surrender early enough to get the most favorable peace terms possible and accept a few Economic Phases with low victory points rather than to "fight to the end" and be reduced to a military "basket case" lacking the strength to avoid further surrenders, to exert diplomatic leverage or to later rapidly regain the lost political points

Study the number of victory points required for the major powers to win a game and figure what is called for in terms of victory points per Victory Points Step. For example, in an 1805-1807 campaign game, Austria needs 110 victory points to win This is an average of a little over 9 victory points per Victory Points Step. If 10 victory points is bid for and gains control of Austria, this increases the average needed to 10 victory points per Victory Paints Step. Is a bid this high or even higher warranted to gain control of Austria ? Once the need is established, what plan gives the best chance of accumulating the required total of victory points ?

Study the POLITICAL STATUS DISPLAY. There are definitely times when securing alliances, making peace, ceding minor countries, economically manipulating, etc. are most advantageous in minimizing or maximizing political/victory point losses and gains. For example, if a major power's political status marker is in the Dominant Zone box with "-2 PSA " and "11  victory points ", making an alliance ("+ I", political points) just before an Economic Phase is not very productive. The alliance maker's political status marker would be advanced into the "-3PSA" and "II victory points" , box so that no additional victory points would be gained from the alliance and the Political Status Adjustment Step will see the marker adjusted into the same box where it would have been if no alliance had been mode. In a case like this, waiting far a more favorable moment to make the alliance makes good sense. Since political points are lost to declare war, the ideal war is a short and successful one; preferably declared just after an Economic Phase and concluded before the next Economic Phase. The political points dropped to declare a war can cost a considerable number of victory points over the course of a long war, even if eventually victorious. Of course winning some big battles can counteract the initial political point drop, but can always winning be assured?

 

Tricks of the Trade: As with most games there are some helpful "tricks" that can come in handy during the course of a game A few to keep in mind are as follows.

 

1. Especially during a Grand Campaign Game, there are periods of peace when a major power may safely cut expenses by getting corps and depots and their maintenance costs off the map Corps without cavalry can be put into garrison until needed later and feudal and insurrection corps can stand down. Remaining corps can be spread out into richer (higher forage value) areas where (since they are not moving) they can safely forage without risking forage losses. As war approaches new depots can be placed where needed, corps massed where needed, new corps created from garrisons and, if necessary, new regular cavalry factors built in time for the start of hostilities

 

2. A depot garrison can participate in a field combat with friendly corps in its area. The up to 10 extra factors garrisoning a depot can be a useful increment in force to a defending army without adding another corps that could reduce a commander's tactical rating.

 

3. If an army contains militia, do not mass it all in one corps, but spread it over as many corps as possible. Then, if foraging losses occur, as many as possible can be militia factors

 

4. For security, large garrisons are often left in home nation cities, especially in capitals and border cities If Method One for determining final morale (see 7.5.2.6.1) is used, a garrison of 11-20 factors that contains all regular infantry plus I militia factor has the same final morale as a garrison of the same size that contains all "3.0" morale value regular infantry. This is also true for garrisons of 21 or more factors with 2 militia factors. This can save a few bucks in the creation of these large garrisons.

 

5. If Method One for determining final morale (see 7.5.2.6.1) is used. the inclusion of a cossack or freikorps or two with a large army should have no effect on final morale, but do provide cavalry factors for loss if the army breaks and/or is pursued.

 

6. If option 12.3.4 is used and a guard or grenadier corps is available, carefully study the situation after every combat round. Sometimes committing the guard can guarantee that an enemy will break on the next combat round where this would not be sure without the guard. In other cases, if it is certain or nearly certain that the army with the guard will break on the next combat round, using the guard may cause greater morale loss to the victor and reduce their pursuit class

 


16.0 GLOSSARY

 

ALLIES--Major powers that have formally made an alliance (sec 4.5) are allies Major powers must be allies in order to use combined movement together (see 4.9-this is also required to transport another major power's corps-see 6.2.5), to declare war if in the same area as an ally that is attacked (see 7.3.8.3), to provide (with permission) depot supply to another major power (see 7.4.2.2), to be used to trace sea supply for another major power (see 7.4.3.1), to loan money (see 8.3), to cede territory to each other during a Ceding Step (see 8.8.2) or to grant voluntary access (if option 11.8 is used). Major powers may not re-ally until at least 12 months after breaking an earlier alliance (see 4.5.3). A major power may only run a neutral minor country at war with an ally if there are no non-allies that can or wish to run it (see 4.6).

BLACK SEA--Sea north of Constantinople surrounded by the Turkish and Russian coasts.

BREAKING--A side's total morale loss in a combat equals or exceeds its final morale level at the start of the combat

CAVALRY--Regular cavalry, feudal cavalry and cossacks and freikorps

CEDED PROVINCE--Province given by one major power to a second as part of a peace settlement or such a province that has since been reconquered by another major power or powers that are not the initial owning major power. If reconquered by the initial owning major power it is no longer considered a ceded province but becomes an unceded province.

CITY GARRISON CAPACITY--Maximum capacity of army factors (in corps and/or garrisons) being five times the city supply value (the number of spires in the city picture)

CITY SIEGE VALUE--Strength of city against siege assault (equals the number of fleches in the city picture)

CITY SUPPLY VALUE--Number of spires in the city is the supply value used for supplying besieged corps or garrisons

COMBAT LOSSES--Are losses due to field combats, limited field combats, siege combats, trivial combats pursuits and/or surrenders

CONTROLLED (FRIENDLY) CITY/PORT--A controlled city/port is any vacant city/port in that major power's territory, or any city/port in which that major power has factors, whether besieged or not

CONTROLLED MINOR COUNTRY--A minor country which is either a minor free state or conquered minor country , controlled by a major power

CONTROLLED PROVINCE--A currently unceded home province or province currently ceded to that major power unless that province's capital city is occupied by unbesieged enemy factors. This affects collection of taxation and manpower and the placement of cossacks, freikorps and feudal forces.

CONQUERED MINOR COUNTRY--A minor country controlled by a major power that is not a minor free state. This is indicated by the presence of a conquered control flag and allows the collection of basic tax and manpower by the controlling major power. Conquered minor countries do not have forces nor may they build any.

CORPS--Large land unit counters. NOTE. Corps on the map must have at least one army factor

CORPS INTRINSIC RATINGS--Each nationality has an intrinsic strategic and tactical rating for its corps. This rating is used when no leaders are present, for all strategic and tactical purposes. If option 12.3.7.1 is used, all corps are considered to have an unprinted intrinsic tactical maximum rating of' '1' ,

DISTRICT--A major named component of a large minor country

Field FORCES--Land forces excluding guerillas (unless attacking) not in a city or port

FLEET--Large naval unit counter. NOTE: Fleets on the map must have at least one ship.

FORTRESS--Any city with fleches in its picture.

GARRISONS--Regular infantry, cossack, freikorps, guerilla or militia factors which are not pan of a corps, and are placed in a city , port or on a depot.

HOME NATION--Austria, France, Great Britain, Prussia, Russia, Spain or Turkey as defined by the major power borders, less any ceded provinces.

INFANTRY--Regular infantry, militia, guerillas, feudal infantry and guard infantry

MAJOR POWER--Home nation plus controlled minor countries plus provinces ceded to that home nation

MINOR FREE STATE--Minor country controlled by a major power which has been declared a minor free state (indicated by the free state control flag). Allows collection of double tax and manpower which can only be used for forces of the minor free state.

MONEY--The game's currency is in the form of "money points," denoted by a dollar sign ("$").

NEUTRAL MINOR COUNTRIES--All minor countries not under the control of any of the major powers.

PEACE CONDITION OR PEACE TERM--Used interchangeably. These are the items from lists "A," "B," or "C" on the VICTORY CONDITIONS CHART on the Game Card used when making a conditional or unconditional peace (see 4.4).

PHASING-The "phasing" player, corps, forces, etc. terminology refers to the player or forces of that major power currently per-forming its portion of a Turn, phase or step. All other players and forces are defined to be "non-phasing" at that time

PORT ADJACENT TO SEA AREA--A sea area is adjacent to a port if it is touched at all by that port's blockade box

PROVINCE--A major named component part of a major power's home nation.

REGULAR CAVALRY--Cavalry that is not cossacks, freikorps or feudal cavalry.

REGULAR INFANTRY--Infantry that is not militia, guerillas, feudal infantry or guard. Turkish Janissaries are regular infantry

SEA SUPPLY--Supply chain between two unblockaded ports, at least one containing one or more friendly fleets and both containing a depot

SEIGE--Garrisons or corps in a city/port with an enemy corps placed on top

SUPPLY SOURCE--Any unbesieged controlled city in a home nation or in a controlled minor country in which there is also a depot in the surrounding area

SURRENDER OF TROOPS-- These factors and leaders are kept as prisoners by the capturing major power and are returned when peace with that major power is reached as ordinary reinforcements in the next Reinforcement Phase

VALID SUPPLY CHAIN--A valid supply chain is a connected series of depots of one major power, with at most one intervening area between them, back to a supply source of that major power. No area in a valid supply chain, including the intervals between depots, may contain any unbesieged enemy corps, cossack, freikorps, guerillas or garrison unless it also contains an unbesieged friendly corps or garrison or unbesieged allied corps or garrison. A valid supply chain may not be traced across sea areas unless by sea supply, but may be traced across a crossing arrow unless the surrounding sea area contains in enemy fleet.

WINTER--December, January, and February Turns.

WINTER ZONE--All land areas on the map excluding those in Morocco, Algeria, Tunisia, Tripolitania, Cyrenaica, Egypt, Palestine, Corfu, Cyprus, Rhodes, Crete, Malta, and Majorca.

 


17.0 DESIGNER'S NOTES

 

This game started out many years ago as a divisional level game covering Europe only. Its development into its current format was an evolutionary rather than a revolutionary process. The greatest change was the institution of a corps level game. We wanted players to represent the commanders-in-chief of their respective countries. The use of corps (and equivalents) would best accomplish this. The leaders included in the game are only those that commanded armies during the Napoleonic years Thus excellent leaders such as Lannes and Hill are not included as they were only single corps commanders. We feel the three most innovative sections of our game are:

 

[  17.1 ] LAND COMBAT SYSTEM: This unique system allows each major power to forge an empire not only by superior movement (and we recommend the optional regular supply rule be used to force players to maneuver carefully--see 12.3.1) but also by outthinking your opponent. Although the land combat system is involved, the fact that players' futures depend on their chit choice means that it is never dull. Further, the doing away with an odds system eliminates the glitch of gamers trying to find that extra factor to gain that somehow mystical 3-1. Every factor counts unless that factor reduces your morale that 0.1 which means the difference between breaking or not. The combination of all these influences makes no two combats alike and all campaigns memorable.

 

[ 17.2 ]THE POLITICAL SYSTEM: Nearly all so-called political games degenerate into, "How about you and I crush Prussia?" EMPIRES IN ARMS quantifies all the important elements of Napoleonic politics and the status of one major power with respect to another may require responsibilities (as in an alliance) or commitments (as in open warfare). The political decisions relating to allies and enemies must not be made lightly. A fickle player will quickly find himself in the bottom half of the Political Status Display and thus collecting few victory points.

 

[ 17.3] UNCONTROLLED MAJOR POWERS (UMPS): This is perhaps the most important rule of the game. We realize that arranging 7 wargamers to play a long game may be difficult, therefore it is important that UMPs play their historical significance. The NATURAL ALLIANCE TABLE is a method of addressing the historical influences of one major power on another. If a player gains control of an UMP that he should not, he has only a limited potential to exploit that UMP before losing control. An inactive UMP cannot be used offensively and an active UMP can only lose a limited number of factors

 

We hope you enjoy this game and find that EMPIRES IN ARMS provides the resources to make and break empires in true Napoleonic tradition.

 

Harry Rowland

Greg Pinder