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