1792 Campaign Game: 


Note: This 1792 Campaign Game is based as much as possible on the 1792 Campaign published in the General Magazine. (Any changes are because of limitations in the EIA Editor.)


[14.8] This campaign simulates the period of general war in Europe prior to the peace of Amiens in 1802.

Any notation of PR: means Player Responsibility what players need to do manually to get around the few problems caused by a computerized game. 



14.8.1 STATUS CARD SETUP: 


14.8.1.1 POLITICAL STATUS: 
Austria and Great Britain: use the As(III) position; France: use the Tu(II) position;
Prussia: use the GB(I)/Fr(II) position; Spain: use the As(I)/Pr(III) position; Russia: use
the GB(II, III) position; Turkey: use the Sp(II) position. 

14.8.1.2 
TIME:  The game begins in April 1792 and ends after the March 1802 turn. 



14.8.1.3 STARTING VICTORY POINTS: 
All major powers begin with '0' victory points.





14.8.3 EXISTING WARS AND TREATIES: 

14.8.3.1 WARS:  France is at war with Austria and Prussia (Prussia did not make this formal until July, but this was the case). PLR: Make sure to set options so Great Britain does NOT begin the game at war with France. 

18.8.3.2 ALLIANCES: Austria is allied with Prussia. Russia is allied with Spain. 



14.8.3.3 PEACE CONDITIONS AND AGREEMENTS: 
Russia and Turkey just concluded a war, and they have an enforced peace with each other
prior to July 1973.



14.8.4 FORCES SETUP: 
The major powers' forces begin with these strengths: 


AUSTRIA: 63I plus 7I in garrisons in Flanders and Venetia(Austrian Conquered Minors) 6Gd, 12C, 5 depots, and any desired corps, and $20. WURMSER 1.3.2.C and MACK 1.3.4.A  are available at the start of the game. Both insurrection corps begin at full strength, but may not be set up on the map. The freicorps is not used in this game. (PR: All Austrian forces must be placed in the Austrian home nation, except for up to one garrison strength factor per city in Austria's conquered minor countries.) The Austrian player also sets up the forces of Lombardy (three Lombardy I-no corps available at start) and Piedmont (one Piedmont corps with eight Piedmont I and one Piedmont C available at start which must be placed in Piedmont). 


FRANCE: 25I, 110M, 8C, 3 depots, no more than six corps and any desired fleets, 54 ships and $2. DUMOURIEZ 3.3.3.B is the only leader available at the start of the game. 



GREAT BRITAIN: 10I, 1Gd, 3C, 2 depots, no more than two corps and any desired fleets, 91 ships and $30. YORK 2.2.2.A is the only leader available at the start of the game. The British player also sets up the forces of Hanover (the Hanover corps with six Hanover I and two Hanover C available at start which must be placed in Hanover) and Hesse (the Hesse corps with five Hesse I and one Hesse C available at start which must be placed in Hesse).



PRUSSIA: 50I, 5Gd, 12C, 5 depots, no more than five corps, $15 and 39 manpower. BRUNSWICK (2.1.3.A) is the only leader available at the start of the game. 



RUSSIA: 60I, 10C, 20M, 4 Gd, 2 Ck, 6 depots, no more than eight corps and any desired
fleets, 38 ships and $5. SUVAROV 4.5.4.B is the only leader available at the start of the game. 


SPAIN: 20I, 4C, 15M, 1Gd, 2 depots, no more than four corps and any desired fleets, 56
ships and $10. Leaders DE LA UNION 2.2.3.B and RUBY 1.2.2.A are available. The Spanish player also sets up the forces of the Kingdom of two Sicilies. One Naples corps with 10 Naples I and 2 Naples C and the Naples fleet with five Naples ships available at start which must be
placed in Naples 



TURKEY: 25I, 7C, two depots, any desired corps and fleets, 27 ships and $5. All feudal
corps begin at full strength and may be placed on the map if desired. Leaders GRAND VIZIER (1.2.4.A) and ACHMED PASHA 2.3.2.B Cavalry leader are available. The Turkish player also sets up the forces of Egypt (both Egypt corps with 12 Egypt I and eight Egypt C available at start which must be placed in Egypt) and Syria (the Syrian corps with five Syrian I and five Syrian C available at start which must be placed in Syria).



14.8.5 CONTROL: 
The major powers control their home nations (minus ceded provinces that are part of
Poland) Poland is a neutral minor country consisting of Posen and Masovia (ceded from Prussia), West Galicia (ceded from Austria) and Lithuania, Polesia and Podolia (ceded from Russia). 



14.8.6 REINFORCEMENTS: 
The following leaders arrive in the Reinforcement Phase of the years and months indicated
or on any later turn: PR: All leaders are in the reserve at start and it is the Players responsibility to make sure they are not placed until the appropriate month and year. 



Austria: 

Charles 4.4.4.B April 1796 (note values) 

Melas  3.3.3.C July 1799 



France: 

Hoche 3.4.3C Oct 1793 

Pichegru 3.4.3.C April 1794 

Moreau 4.4.4.C July 1794 

Bonaparte "C"(NAP Counter) 5.5.3.C March 1796 

Bonaparte "B"( N counter) 5.5.4.B ???(see below) 

Napoleon "A"(Regular Counter) 5.5.6.A ??? (see below)

Massena 4.4.3.C Jan 1799 



Great Britain: 

Nelson Jan 1798 

Abercromby 3.4.2.B Jan 1800 



Prussia: 

Hohenlohe 1.2.4.B Jan 1796 



Russia: 
Fersen 2.3.2.C April 1794 

Alexander 1.2.4.A March 1801

Turkey: None

Spain: None



14.8.7 SPECIAL RULES 


A. NEW CORPS STRENGTHS: 

The corps to be used and their maximum strengths are unchanged except as given below: 



Austria: The maximum strength of the I through IX corps are reduced to 10 I/M, 1 C. 



France: The maximum strengths of the I through IV corps are reduced to 14 I/M, 2 C; that of the V through IX corps to 12 I/M, 1 C; that of the IC and IIC to 4 C; and the Imperial Guard Corps is reduced to 5 Gd, 1 C. The Imperial Guard Corps cannot be created until the NAPOLEON "A" leader is available. The Artillery, IIIC and IVC corps are not used in this game.



Prussia: The maximum strengths of the I through VIII corps are reduced to 9 I/M, 3 C. 



Russia: The maximum strength of the I through III corps are reduced to 10 I/M; the IC
through IVC to 3 C; and the Imperial Guard (V) Corps is reduced to 6 Gd, 2 C. The 
Artillery corps is not used in this game. 



Spain: The maximum strength of the I corps is reduced to 8 I/M, 2 Gd, 2 C; and the II
through VIII corps are reduced to 8 I/M, 1 C. 



Turkey: The maximum strengths of the I and II Janissary corps is reduced to 12 I and the
Nizami Cedid corps to 8 I, 2 C. 

Minor countries: The following minor countries maximum corps strengths are reduced as follows: 


Bavaria: 9 I, 2 C. 

Lombardy: 7 I, 2 C. 

Poland Inf.: 10 I, 2 C. 

Portugal: 8 I, 2 C.



B. THE 1792 MINOR COUNTRIES CHART:


This campaign game uses the "1805" column of the MINOR COUNTRIES CHART on the Game Card,
with the following changes:



START COUNTRY STATE Inf Cav Sh


Baden* N 2 

Corfu N 

Denmark* N 6 1 29 

Egypt* Tu FS 12 8 

Flanders As C 

Hanover* GB FS 6 2 

Hesse* GB FS 5 1 

Holland* N 20 3 30 

Kleves N 

Lombardy* As FS 3 

Malta N 

Naplesg* Sp FS 10 2 5 

Palatinate N 

Piedmont* As FS 8 1 

Poland* N 5 3 

Portugal* N 8 1 17 

Saxony* N 8 2 

Sicily* Sp FS 

Sweden* N 15 3 12 

Switzerland N


C. FRANCE IN FERMENT: 


1. LEVEE EN MASSE: France gets 60 Extra militia at the first of the game because it has already done the Levee en Masse(this is the only way to do it in the computer game..I didnt take any VP off France for the Levee en Masse). PLR: These 60 militia should NOT be placed into Corps until after the FIRST economic phase. 


2. AGRICULTURAL DISRUPTION: PR: If you want to do this then must have France give the money he supposedly isnt receiving to a minor country and then have that country not buy anything therefore losing the money.
The revolution seriously interfered with France's time honored and largely feudal farming
 system. As a result, there were a number of bad harvests during the 1790s (1793 being so
bad as to threaten famine by early 1794). During all economic phases in September turns,
the French players must total up France's total major power money (including conquered
minor countries) and roll one die to "check the harvest" (round all fractions up). Modify
the die roll by France's status modifier during the Money and Manpower Collection Step.
Apply the result from the following table:



Die Roll Result 
 
6+ France gets normal money 

4-5 France gets half normal money 

2-3 France gets quarter normal money 

1 or less France gets no normal money



D. POLITICAL CHANGES: 


1. FRANCE NOT A DOMINANT POWER: PR: It is possible to make France lose the $10 for not being dominant by forcing France to give the money to a minor who doesnt use it. 
During this game, the morale value of French regular infantry is "3.0" and France's total
income is reduced by $10 on the Money and Manpower Collection Steps of every Economic Phase. [Note: If option 11.8 is used, France may improve on this if it again becomes a dominant power. Since none of the cases in 11.8.2.3 apply, France still gets to choose its spot in the sequence of a Land Phase.] 



2. BRITISH-FRENCH RELATIONS (Optional): 

If option 11.9.2 is used, its provisions still appl, but the following changes must be
made for this game:

a. France and Great Britain do not have to start the game at war.

b. The removal of the NAPOLEON/BONAPARTE leader is not required for
France to surrender to Great Britain. 



3. FRENCH FOREIGN RELATIONS (Optional): PR: If you want to play with this rule make sure each player knows not to pick those victory conditions/make an alliance unless France is in the Dom Zone. 
The absolute monarchies of the rest of the Europe were reluctant (as long as France seemed weak) to deal with the regicides of the French revolutionary government. Therefore, alliance with France may only be made when France is in the Dominant Zone on the POLITICAL STATUS DISPLAY. Also, victory condition B.5 (Royal Marriage) cannot be used (either way) when peace is made with France.



E. MILITARY DIFFERENCES IN THE 1790S: 


1. BLOCKADE DIFFICULTIES (Optional): PR: The only way to do this would be to have someone roll the 2 dice and then move the blockading ships away on the blockading powers next turn. 
All the problems involved in holding blockading fleets at sea were not worked out until
the end of the period covered by this game and there is a chance the blockading fleets can
be driven off station. 
a. At the start of the Naval Step, a major power with one or more of its ports blockaded may select any of these blockade boxes in which
to "check the blockade". To check the blockade, the blockade box is announced and all major powers having fleet(s) in that blockade box roll a die for each fleet while the blockaded power rolls one die. Great Britain's rolls are always modified by "+1".

b. If any blockading fleet roll matches or exceeds the blockaded powers roll there is no change. If the blockaded powers roll exceeds the highest blockading roll, all blockading fleets in the blockade box must be immediately moved into the adjacent sea area or areas (the controlling players choice). The blockaded major power then performs its naval movement normally. 



F. NAPOLEON'S RISE TO POWER: 

PR: There are three different leader units for Napoleon Bonaparte (Two new BONAPARTEs and one NAPOLEON from the original game) with different seniority letters to reflect his increasing status as the wars continued. The leader that arrives as a reinforcement in March 1796 is the BONAPARTE unit with the "C" seniority rating. Whenever an army of three or more corps commanded by Napoleon Bonaparte wins a filed combat with an enemy force of three or more corps, the leader unit (unless "killed") used can be replaced by the leader unit with the next higher seniority letter rating - until the "A" seniority unit is reached (and General Bonaparte becomes First Consul Napoleon). Unless commanded by the NAPOLEON "A" leader unit, rules 7.5.2.10.1.3 and 7.5.2.10.1.3.2 covering extra political points gained or lost when armies are commanded by NAPOLEON do not apply.

G. 
MADAME GUILLOTINE (Optional): 
PR: Must manually roll dice and then take off the leader if he dies/is sent to jail.

French generals could provide prominent and convenient scapegoats for their unstable
government whenever anything went wrong and, as a result, many were imprisoned, executed or fled the country one step ahead the gendarmes. To reflect this, use this modification of option 12.7 again, after using it to determine leader casualties. These extra rolls are performed only for French commanding generals, who have failed to win (they do not necessarily have to lose) a field or a limited field combat. Roll two dice, and modify the die roll by "+1", if the combat was a draw, by "+2", if the French lost the combat but
lost no strength factors to cavalry pursuit, and by "+3", if the French lost the combat plus lost strength factors to cavalry pursuit. If the modified dice roll is "12" or more, roll again - this time with just one die. If "4-6" is rolled, the French commander is executed or skips across the border (permanently eliminate the leader counter from the game). If "1-3" is rolled, the French commander is imprisoned for a number of months equal to the die roll (remove the leader unit from the map and it cannot be returned to play until the prison term is over). This rule does not apply once the NAPOLEON "A" leader is available.



H. FAILURE OF THE REVOLUTION - A BOURBON RESTORATION: PR: Player must take off/not use the generals and armies if there is a restoration. 

If France surrenders unconditionally at any time prior to the arrival of the NAPOLEON "A" leader, consider that the revolution is over and there has been a Bourbon monarchy restoration to rule France. The following rules apply if there has been restoration: 


1. France keeps all current leaders in play, but no new French leaders scheduled for later
reinforcements will enter the game. The Napoleon Bonaparte leader remains at its current
seniority rating with no further promotions possible (see Special Rule 14.8.7.G). If
desired, as an additional option, the French player can roll the die once for each current
leader to check for his "political reliability". A roll of "1-5" keeps the leader in the
game and a roll of "6" eliminates a leader permanently. 


2.  Unfortunately the agricultural disruption (Special Rule 14.8.7.D.2) continues. 


3. All French militia infantry must be immediately eliminated from the game, although new
French militia may be raised later. 


4. France may now make alliances and royal marriages normally (no more special rule
14.8.7.E.3) 


5. The guillotine is dismantled and shipped to a museum (no more Special Rule 14.8.7.K).

N. 
HOW TO WIN: 
This replaces the victory levels given on the Game Card:

FRENCH REVOLUTION VICTORY 
LEVELS CHART:

MAJOR POWER FINISH 
 
Austria 300 (275) 

France 320 (290) 

Great Britain 340 (300) 

Prussia 290 (265) 

Spain 295 (270) 

Russia 320 (290) 

Turkey 285 (260)



Use the number in the parenthesis if playing without Economic Manipulation.




CORPS/FLEET CHART (1792) (Gd/ Inf/ Cav values)


AUSTRIA (5/ 3/ 4):
I-IX: 10I/M, 1C
I & II GRENADIER: 5GD, 1C
I & II INSURRECTION: 15M, 3C **
TYROL: 8I
I & II CAV: 4C 
LT INF: 4I, 2C
I FLEET: 30 heavy ships
**(Insurrection combat value: Inf: 2, Cav: 4)



BRITAIN (5/ 4.5/ 4):
I: 2GD, 12I/M
II & III: 14I/M
IV-VI: 10I/M
CAV: 8C
I-VII FLEETS: 30 heavy ships



FRANCE (5/ 3/ 4) (if France becomes dominant, Inf combat value raised to 4)
I-IV: 14I/M, 2C
V- XII: 12 I/M, 1C
IMP GD: 5GD, 1C
I & II CAV: 4C
I-IV FLEETS: 30 heavy ships

PRUSSIA (5/ 3/ 4):
I-VIII: 9I/M, 3C
GD: 7GD, 1C
I FLEET: 30 heavy ships



RUSSIA (4/3/4):
I-XV: 10I/M
I-V CAV: 3C
IMP GD (V): 6GD, 2C
I-III FLEETS: 30 heavy ships 
COSSACKS:  1C (cossack combat value: 1) 



SPAIN (5/ 3/ 3):
I: 2GD, 8I/M, 2C
II-VIII: 8I/M, 1C
CAV: 4C
FLEETS: I-III 30 heavy ships



TURKEY (0/ 3/ 3)
I & II JANISSARY: 12I
NIZAMI CEDID: 8I, 2C
IMPERIAL CAVALRY: 6C
 ALBANIA, ANATOLIA, BOSNIA, BULGARIA, GREECE, MACEDON., SERBIA: 9FI
ANATOLIA II & III, RUMELIA: 8FC
(PODOLIA, TRANSYLVANIA: 9FI)
(CRIMEA: 8FC)
I & II FLEETS: 30s
(feudal combat value, inf and cav: 2)

all militia combat value: 2 



MINOR POWER CORPS/FLEETS
:

Country # Corps Corps Str Morale Fleet 

Baden 1** 8/1 3/4 - CR

Bavaria 1** 9/2 2/3 - CR

Berg - CR

Denmark 1 12/1 2/3 

Duchies - CR

Flanders - 

Hanover 1** 12/2 2/2 - CR

Hesse 1** 8/2 3/4 - CR

Holland 1 12/2 2/3 

Kleves - CR

Mecklenburg - CR

Palatinate - 

Poland inf 1 10/2 4/4 - 
Poland cav 1 4 4/4 - 

Portugal 1 8/2 2/2(4/4*)  

Saxony 1** 8/2 2/4 - CR

Sweden 3 8/2 3/4 

Switzerland - 

Wurttemburg 1** 6/2 3/3 - CR 

Lombardy 1** 7/2 3/3  

Naples 2 8/2 2/2 - KTS

Papacy - 

Piedmont 2 8/1 3/3 - 

Romagna - 

Sicily  KTS

Tuscany - 

Venetia 1** 8/1 3/3 

Corsica - 

Sardinia - 


Syria 1 6/12 1/2* - OE

Palestine - OE

Egypt 2 16/4 1/3* - OE

Cyrenaica 1 5/5 1/2* - OE

Tripolitania 1 5/5 1/2* - OE

Tunisia 1 5/5 1/2* - OE

Algeria 1 5/5 1/2* - OE

Morocco 1 5/5 1/2* - OE


