EMPIRE IN ARMS
THE NAPOLEONIC WARS
1805 ~ 1815 (Updated for version 1.22)
TABLE OF CONTENTS
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From the Main Menu Screen click the “Options” button to access this window, which shows all game options and user preferences. Double-click the desired option or preference to enable/disable it. When done, click the “OK” button to return to the Main Menu Screen.
Ø Winter Land Movement: All terrain movement costs are increased by one and
crossing arrow movement is restricted during winter months in Winter
Zones. EXCEPTION: The Dardanelles
crossing arrow is not affected.
Ø Guard Commitment: Increases the morale level used on the Combat Resolution Table during combat.
Ø
Allow PBEM
Host Functions: Allows host to enforce the desires of the
playgroup during a PBEM game.
Ø
Allow Option
Changes During Game: Allows the freedom to change options during
play.
Ø Third Party Combat System: Allows the results from an external combat
system to be imported.
Ø
PBEM-Hotseat
Passwords: Protects user game files from opponents.
Ø
Economic
Manipulation: Allows Major Powers
to control their economy to gain additional political points, money or manpower.
Ø Great Britain and France Start at War: France and Great Britain must start at war.
Ø
Leader
Casualties: Checks to see if any
become casualties in the combat.
Ø Privateers: Allows
for piracy to affect trade.
Ø
PBEM
Quick Combat: No file exchanges are required.
Ø Use Lille Sea Crossing: Allows for the crossing between Great Britain and Lille, France.
Ø Fog of War: Limits the amount of battle information that is written to the status info window for all to see.
Ø
Show
Possible Moves: Highlights the map areas that a unit can reach
in one turn.
Ø
Political
Shading: Color overlays that show which Major Power
controls the map areas.
Ø
Map
Scroll Delay: Allows the user to control the speed of
scrolling the map (#10 = off).
Ø
See AI
Moves: Will allow players to see how
the AI has moved.
Ø
Always
Show Ranges: Highlights the map areas that a unit can reach
in one turn and displays this information during all phases.
Ø Music: Allows the music to be turned on or off.
Ø Sound Effects: Allows the sound effects to be turned on or off.
From the Main Menu Screen, click on the “New Game” button to bring up the New Game Screen.
Click to highlight any Major Power (center screen) and add your Name and set the Type to “Human” on the left side of the screen. Now double-click your name or your nation in the center screen and you will see that all the other Major Powers have changed to an “easy” AI player. Double-clicking your nation again will change them to a different level of AI player (easy, medium or hard). Now click the “Begin” button and you’ll be sent to the Game Main Screen and the SETUP PHASE. NOTE: If you chose to use the password option, you will be prompted to enter a password, and confirm it, before being sent to the Setup Phase.
NOTE: AI opponents receive the following bonus at the start of the game to reflect a bid:
Ø Easy AI: Receives no bonus.
Ø Medium AI: Receives a random (1-3)% victory point bonus.
Ø Hard AI: Receives a random (2-6)% victory point bonus.
A PBEM game consists of six client players and one host player. The host is charged with the task of setting up the game.
To Start a New PBEM
Game (all human):
As Host:
1. From the Main Menu Screen, click the “New Game” button.
2. Manually fill in, or use the Optional Import Method to import data into, all fields (Name, Type, Email Address, and 2. Victory Point Bids) on the New Game Screen. Click “Host email game” button.
3. Enter a game name and then click the “OK” button.
4. If not playing Russia skip to step 6, otherwise, if Host is playing Russia then:
Ø Enter SETUP PHASE and setup Russian forces.
Ø Click the “End Current Phase” button (top menu) when finished with setup. NOTE: The program will automatically save the game as TheGameName.sav whenever the End Current Phase button is clicked.
Ø Send the gamestart.pbm file (found in the commout folder) AND the Russian setup file (also in the commout folder) to all clients and then skip to step 11. NOTE: A blank email is automatically generated, with email addresses and subject field filled in for convenience or you can use another email account to send files(s).
5. Send the gamestart.pbm file (found in the commout folder) to all clients. NOTE: A blank email is automatically generated, with email addresses and subject field filled in for convenience or you can use another email account to send files(s).
6. When the time comes for you to play your SETUP PHASE, use the “Load Game” button from the Main Menu Screen and load the saved game file TheGameName.sav). IMPORTANT: If the host attempts to load from the gamestart.pbm file to setup his/her forces, the Admin Menu will not be available throughout the game. NOTE: If password protection was selected as an option, you will be prompted to enter a password before proceeding to the game main screen.
7. Next, click the “Load Email Turn File” button found on the top menu bar and load all Major Power turn files that preceded your turn and then setup your forces or load a saved setup file.
8. Click “End Current Phase” button when finished with setup. NOTE: The program will automatically save the game once the End Current Phase button is clicked.
9. Send your setup file (found in the commout folder) to all players.
10. IMPORTANT: From now on, when the time comes for you to play or load a turn, use the “Load Game” button from the Main Menu Screen and load the saved game file (TheGameName.sav).
As Client:
After receiving the gamestart file from the host, place it into the commin folder and then:
1. Click “New Game” button.
2. Click “Load email game” button.
3. Enter email address and click “OK.”
4. Load TheGameName_gamestart.pbm file from the commin folder. NOTE: This is the only time you will use this file.
5. If password protection is enabled, enter password then click the “OK” button.
6. If it is your SETUP PHASE turn, setup your forces or load a saved setup file and skip to step 8, otherwise continue on to step 7.
7. If it is not your turn, click the “Load Email Turn File” button found on the top menu bar and load any Major Power turn files that precede your turn. When it is finally your SETUP PHASE turn, setup your forces or load a saved setup file
8. Click “End Current Phase” button. NOTE: The program will automatically save the game once the End Current Phase button is clicked.
9. Send your turn file (found in the commout folder) to all players.
10. IMPORTANT: From now on, when the time comes for you to play or load a turn, use the “Load Game” button from the Main Menu Screen and load the saved game file (TheGameName.sav).
The program can be set to use the AI (easy, medium or hard) to play those Major Powers that do not have a human player. During exchanges, make sure that all files (the phasing player’s and the AI Major Powers) are included as attached files when sent.
NOTE: AI opponents receive the following bonus at the start of the game to reflect a bid:
Ø Easy AI: Receives no bonus.
Ø Medium AI: Receives a random (1-3)% victory point bonus.
Ø Hard AI: Receives a random (2-6)% victory point bonus.
When the time comes for you to play or load a turn, use the “Load Game” button from the Main Menu Screen and load the saved game file (TheGameName.sav).
To exchange turn files, click the “Send Message to All Players” button (top menu bar) and a blank email is generated, with email addresses and subject field filled in (or you can use another email account to send files). Attached the turn file (found in the commout folder) to this email and send. When receiving turn files, always place them in the commin folder.
Load turn files from the commin folder by clicking the “Load Email Turn File” button found on the top menu bar and load any Major Power turn files that precedes your turn.
When there is field or trivial combat during the Land Combat Phase of a PBEM game, where more than one corps of the defender is engaged, the two player opponents involved will exchange battle files (found in the battles folder). IMPORTANT: The player who is currently playing his turn does not exchange land combat turn files at this time. Each time an opponent plays a round of combat, the program will write the data to a special battle file, which will bear the game name and the location of where the battle is being fought.
Example: pbembattle_GameName_Lille0.battle
When receiving a battle file from your opponent, always overwrite the older battle file (of the same name) found in the battles folder (do not save copies). When the battle concludes, the data from the battle is written to the land combat turn file (.pbm extension). The player who is currently playing the Land Combat Phase must conclude ALL battles during this phase before sending the land combat turn file to all players in the group.
All die rolls are pre-rolled and no chit selections are shown until the attacker is removing casualties from the first round. This should prevent reloading turn files to achieve different results. Also, the number of turn loads more than one is being reported to all players. This is an added security measure for PBEM games!
The host reconciles and enforces the desires of the playgroup during a PBEM game. Using the PBEM/IP Administration Menu (Admin Menu), the host has the ability to:
Ø Enforce a turn deadline and use the Admin Menu to have either the AI play a turn, or skip a turn, for any given player who is unable to submit a turn file and meet the deadline.\
Ø Supply client players with a backup saved game file should file corruption or out of sync errors occur.
Ø Replace client players that no longer wish to play and supply new client players with the appropriate backup saved game file.
Ø Change game options.
Ø Change diplomacy settings between nations.
Ø Add political points, money and manpower.
Ø Move and edit units.
Ø Create garrisons.
These Admin Menu functions are intended to help the host move the game along at an acceptable pace, to correct occasional faulty battle results or game events that are inconsistent with the rules, or to possibly implement some optional rules for particular scenarios. For example, a host could adjust political points and manpower to simulate “Levee en Mass” rules for a 1792 scenario, or enforce “Alternative Failure to Leave” rules following a peace made between Major Powers. Because the host can significantly change a game using these functions, the host and players should carefully agree upon house rules before starting a game.
Using the Admin Menu (host only)
Ø To have the AI play a turn: To have the AI play a turn for a specific client who is next to play his turn, click the “Quick play turn with AI” button, answer “Yes” and then exit the Admin Menu. If the next client in order must also have the AI play their turn, return to the Admin Menu and repeat the above instructions.
Ø
To
replace a player:
o To replace a human player with the AI: If a client player drops out or gets the boot and no other human player is available to take over, the host can substitute a computer opponent for the player. Select the client player’s Major Power from the nation list at the top of the Admin Menu screen. The selected nation will now appear in the “Nation” box on the left side of the Admin Menu. In the “Type” box below the selected nation box, select which AI difficulty level (Easy, Medium or Hard) will take over for the current client player, and then click the “Replace Player” button on the Admin Menu. The AI will now generate a turn file, which must be sent by the human client player that precedes the AI player. For example, if human Britain is first to move during the Naval Phase and AI Russia is next to move, after human Britain completed his turn and advanced the game, the AI would immediately play the Russian turn. Human Britain would then be responsible for sending both his turn AND AI Russia’s turn files to the other members of the playgroup.
o To replace the AI or a human player with a human player: If the host wishes to add a human player to take over for the AI or replace one human player for another, he can easily substitute a new player for the old player. Select the current player’s Major Power from the nation list at the top of the Admin Menu screen. The selected Major Power will now appear in the “Nation” box on the left side of the Admin Menu. In the “Type” box below the selected nation box, select “Email Client.” The host will then add the new player’s name and email address in the boxes on the left side of the Admin Menu (NOTE: These changes should now appear in the nation list at the top of the Admin Menu screen), and then click the “Replace Player” button on the Admin Menu which creates seven backup files. The program will generate a backup file for EACH member of the playgroup, including the host, and the host must send the appropriate file (plus any applicable AI player files) to each member in order for the game to be in sync again. NOTE: The new backup files can be found in the “Save” folder.
o To replace the host: The host also has the ability to remove himself from that duty and appoint a new host from either the list or from outside of the group. To do so, follow the instructions for how to replace a human player with a human player.
Ø
To repair
a game due to out of sync problems:
File corruption, distributing reworked turn files or using an old saved
game file can cause out of sync errors.
When a player attempts to load a turn file that is deemed by the program
to be out of sync, the program will warn the receiving player trying to load
it; “Turn file out of sync – contact game host”. When file corruption or out of sync errors
occur, the host has two options available:
o
Option 1.
Create a set of backup files
using the host’s automatically saved game files. The program automatically
saves the host’s saved game files to the “Save” folder at the start each
month’s Diplomacy Phase. To create backup
files using this method, load the preferred saved game file, listed by game
month. Once inside the game, simply
click the “Create Backups!” button in the Admin Menu window and two files per Major
Power will be generated in the EIANW “Save” folder. Backup files created using this method start
with France’s Diplomacy Phase.
o
Option 2. Create a new set of backup files
from the Admin Menu. To create backup
files using this method, simply click the “Create Backups!” button in the Admin
Menu window and two files per Major Power will be generated in the EIANW “Save”
folder. Backup files created using this
method start where the host last left off.
For example, if the French Naval Phase was the last turn file the host
loaded then each individual backup file would start PRELOADED up to the French
Naval Phase.
o
Using
either method, the host must then distribute the backup files to each member of
the group (including the host). The
backup files are appropriately named for the seven Major Powers so the host
should take care when sending them out. (NOTE for host: DO NOT group list your
email.)
o
Example:
GameName_backup_forplayer_Austria.sav.dat
GameName_backup_forplayer_Austria.sav
When the clients receive the backup files, they put them into their
“Save” folder. The clients and the host
must then use the “Load Game” button (from the main menu) to load the backup
file (the program only recognizes the .sav
extension). The player next to move
works his turn and then clicks the End Current Phase button so that all data
will again be written to the save game file.
As soon as the other six players load that turn file, the program will
automatically update their saved game file too.
All members of the playgroup can now resume play using the SAVED GAME
file. The backup has done its job (it is
obsolete now) and everyone is in sync again and can continue with play. NOTE: As players resume the game from this
point forward, they create NEW turn files and all previously made turn files
(those made before the backup was created) are now obsolete.
o
IMPORTANT: Do not go back to a previously
played turn in PBEM games. The two ways
to make that mistake is to: 1) reload the gamestart file, or 2) if you have
been saving game files on your own (i.e., using copy and paste functions). The program will protect itself and the other
players, so that one cannot “go back” and redo a turn, thus causing out of sync
errors. If you attempt to load your own
turn file, the program will disallow it and you will require a backup file to continue
playing. The only way to advance this
game is to use the saved game file that the PROGRAM creates and continually
writes to.
Ø
To skip a player turn: To
skip a turn for a specific client who is next to play his turn, click the “Skip
current player” button in the Admin Menu, answer “Yes” and then exit the Admin
Menu. If the next client in order must
also have their turn skipped, return the Admin Menu and repeat the above
instructions.
Ø
To create
a garrison: You can create a
garrison by doing the following:
o
First
select the area on the map where you wish to create the garrison.
o
Then
bring up the Admin Menu and select the nation for the garrison you wish to
create (using the “Nation” box on the right side of the Admin Menu screen).
o
Click
the “Create [nation] garrison in [area]” button in the Admin Menu. You can now edit this unit!
Ø
To add political points to a Major Power: You
can add political points to a Major Power by selecting the nation in the
“Nation” box on the right side of the Admin Menu screen, setting the desired
number of political points in the appropriate box, and then clicking the “Add
pp to selected nation” button” in the Admin Menu. NOTE: The game log will report what changes
are made so that all players are made aware. You can now also move a unit off
of the map by selecting the unit and click the “Move unit off of map” button at
the bottom right of the admin buttons.
Ø
To add
money to a Major Power: You can add
money to a Major Power by selecting the nation in the “Nation” box on the right
side of the Admin Menu screen, setting the desired amount of money in the
appropriate box, and then clicking the “Add money to selected player” button”
in the Admin Menu. NOTE: The game log
will report what changes are made so that all players are made aware.
Ø To add manpower to a Major Power: You can add manpower to a Major Power by selecting the nation in the “Nation” box on the right side of the Admin Menu screen, setting the desired amount of manpower in the appropriate box, and then clicking the “Add manpower to selected player” button” in the Admin Menu. NOTE: The game log will report what changes are made so that all players are made aware. If the host wishes to add a human player to take over for the AI or replace one human player for another, he or she uses the Admin Menu, and after clicking to highlight the targeted Major Power, then clicks the “Type” field and chooses “Client.” The host will then add the new player’s name and email address and click the “Replace Player” button, which creates seven backup files. The program will generate a backup file for EACH member of the playgroup, including the host, and the host must send the appropriate file to each member in order for the game to be in sync again. Note: The backup files can be found in the “save” folder.
Ø To change diplomacy: You can change the diplomacy setting for a nation relative to a Major Power by first selecting the Major Power from the nation list at the top of the Admin Menu screen (the selected Major Power will now appear in the “Nation” box on the left side of the Admin Menu), selecting another nation using the “Nation” box on the right side of the Admin Menu screen, and then changing its diplomacy setting (Neutral, Ally, or War) using the “Diplomacy Setting” box just below the selected nation box. NOTE: These changes are immediate and will be reported in the game log so that all players are made aware.
Ø To move or edit units: The Admin Menu provides a powerful capability for moving and editing units. This includes moving units off the map (i.e., deleting units if needed) or placing new units onto the map (i.e., creating new units if needed), which may also be used to implement optional rules not included in the program. NOTE: The game log will report what changes are made so that all players are made aware. The host has two options available:
o
Single Unit Move Option. To
move units to another area, first select the area on the map where you wish to
move units to and then bring up the Admin Menu. Select the unit’s nation using
the “Nation” box on the right side of the Admin Menu screen and then select the
specific unit from the “Units” box below.
The “Move [unit] off of map” button will now appear on the Admin Menu
screen. Click this button to remove the
unit from the map. The “Move [unit] off
of map” button will vanish and the “Place [unit] at [area]” button will now
appear on the Admin Menu screen. Click
this button to place the selected unit at the selected area and then exit the
Admin Menu. See the example below.
NOTES:
§ If you selected a unit still in the nation’s
Counter Pool, only the “Place [unit] at [area]” button will appear for placing
this new unit into play.
§ If you do not click the “Place [unit] at
[area]” button and exit the Admin Menu, the selected unit is simply removed
from play and returned to the nation’s Counter Pool. To completely remove a unit from play, you
must also empty it of all its factors.
Otherwise the unit will retain its current factors when the corps or
fleet counter is repurchased. Garrison
factors, however, are deleted when garrisons are removed from play.
§ You can add new fleets to land areas but not
sea areas. This is a bug and will be fixed.
As a workaround, place the fleet first using this option and then move
it using either option.
§ To place a fleet in a blockade box may
require several attempts to click on the right area where fleets appear in a
port or blockade box. This area is
typically adjacent to the port symbol (i.e., close to where the fleet would
appear if it were in the port/blockade box).
§ There is no checking to see if these moves
are valid so the host can move any unit to any area on the map!
o
Multiple Unit Moves Option. To do
this simply check the “Free Unit Moves” box on the right side of the Admin Menu
screen and then exit the Admin Menu. You should see red text in the middle of
the screen say “ADMIN MOVE ON.” This is to inform the host that when you
click a unit and then click another area that the unit will be moved to that
area. NOTE: There is no checking to see
if these moves are valid so the host can move any unit to any area on the map!
o
Editing Units. Using either method (with or
without actually moving units), the host can also edit the factors of any unit
selected in the “Units” box at the bottom right of the Admin Menu. When you select a unit, you should see the
factor boxes appear. You can use the
spin control to edit these units. NOTE:
These changes are immediate and will be reported in the game log so that all
players are made aware!
EiANW allows players to use an external Game Assistance Program (GAP) that handles the Major Power bid and selection procedure. This program is available, free of charge, for download at the Matrix Games website.
Bids are capped at 30 Victory Points to curb astronomical bidding for France or Britain. Ties are broken using a non-repeating random number event. The password created during the bid procedure was designed to protect the player’s EiANW gamestart file and subsequent turn files. Also during the bid procedure, players can choose which pre-existing wars they would declare should they win control of a specific Major Power. The bid file (.bid), which is encrypted, contains the player’s 7 bids, pre-existing war declaration requests and the password that the player made. The player name and email address is also included but is not encrypted. NOTE: Give recognizable names to your bid files (e.g. YourName_GameName.bid) so that the host understands which game it belongs to (he may be hosting more than one game and your bids may vary from one game to another depending on the Major Power your trying to control).
When completed, the player sends the bid file to either the game host or a non-playing arbitrator, who will use the GAP to compare the bids according to the following order: Great Britain, France, Russia, Austria, Prussia, Spain and Turkey. The host (or arbitrator) also has the ability of selecting the Britain and France at war option at this time. Afterwards, the host (or arbitrator) can send those results, which are written to a text file, by email to all clients. The text file (.txt) contains the results of bidding; the Major Power won, Victory Point Bid cost, player name, email address, pre-existing wars, and a list of the individual bids from all 7 players. NOTE: The Major Powers listed vertically are the aggressors (i.e., made the declaration of war).
The Major Power selection data generated by this program can be easily imported into EiANW by the host (or arbitrator) of the PBEM game by simply clicking the “Import Bids” button. A dialog box will open that will allow the host to find the folder that the bid file was save to (the selection file (.sel) is automatically saved to the folder that the text file was saved to). This is the file that EiANW will use to import. NOTE: The passwords are NOT encrypted so the host or arbitrator can reference them if needed. For a higher level of security it is recommended that you use a non-playing arbitrator.
After loading the selection file, the Name, Email Address and VP Bid data will be filled on the New Game Screen, but not the game Type, which the host must manually set (to “Email Host”). Once the host has set his/her Major Power, double-click on “Email Host” (center of screen) and the remaining six players will change to “Client.” From here follow the instructions, starting with step #3, on how to Start A New PBEM.
The use of an arbitrator offers a higher level of game security for PBEM games because the host will not be able to see the passwords. The arbitrator’s job is:
Ø To receive and compile bid files from a playgroup consisting of seven members, which include six clients and one game host.
Ø To use the EiANW Game Assistance Program to compare and calculate all seven bid files in order to determine control of the seven Major Powers according to the selection procedure
Ø To act in accordance with the majority desires of the playgroup and select the Britain and France at war option if requested.
Ø To send the results, contained within a GAP generated file (.txt), by email to all clients and the host.
Ø To import the results, contained within a GAP generated file (.sel), into EiANW for the purpose of creating a gamestart file.
Ø To send the gamestart file, created by EiANW, to all Clients (not the host).
Ø To send the saved game files (.sav and .dat), created by EiANW, to the Host (not the clients).
Ø To retain a copy of the .sel file, containing all seven passwords, for future reference as needed by a replacement player, should a member of the group leave the game. NOTE: If a player should leave a PBEM game, the host sends the game file and the arbitrator provides the new player with the password found in the .sel file.
A "turn" in EiANW represents one month of real time. Each month consists of a number of "phases." Each phase is completed by all players before going on to the next. The sequence of phases is as follows:
Allocated army and naval forces for the scenario are placed on the map at this time. A Major Power need not use all of the available corps, fleets and depots when first setting up, but must use all army factors and ships given. Any depots not initially placed are still available for use, but must be paid for when placed during the Land Phase. However, any corps or fleet counters not initially placed cannot be placed until they are paid for during a later Economic Phase.
All of a Major Power’s army forces (including those of controlled minor Free States) may be placed as desired in any land areas within the borders of their home nation and/or controlled minor countries. Fleets may start in, or in a sea area adjacent to, any port in the home nation and/or controlled minor countries, or may start on the blockade of any port(s) of another Major Power with which it is at war. NOTE: To determine the current Major Power’s available factors during setup, click any land area on the map and view the Status Panel.
To manually setup a game:
1. Click the “View Available Counters” button to view the COUNTER POOL. NOTE: Free State minor countries have their own counter pool button, found in the Selected Nation screen.
2. Click to highlight a unit(s) and then right-click to exit counter pool.
3. Click the area on the map that you wish to place the unit(s).
At this point the unit is empty. To place factors in the unit simply double-click the unit itself, which will bring up the factor placement screen and allow you to use the spin buttons to place factors in the unit you just placed. You can also click the “Add Forces To Garrison” button to create a garrison in the currently selected city. When placing leaders on map, use the phase button to assign them to the selected corps. NOTE: If you click on the counter and then double-click another area in that Major Power’s territory, the counter will move to that location (this does not apply for depots and leaders).
You can load the default setup file provided with the game, (it will place forces and factors quickly for you) by clicking the “Load A Saved Setup” button. You can also save your own setups using the “Save Current Forces Setup” button and then use them at later dates by simply loading them using the “Load A Saved Setup” button.
Players set up their Major Power and controlled minor countries in this order: Russia, Turkey, Austria, Prussia, Spain, France and Great Britain.
Major
Power Forces
The Major Powers forces begin with these strengths:
Ø RUSSIA: 75 infantry, 5 Guard, 10 cavalry, 2 Cossacks, 49 heavy ships, 8 depots, any desired corps and fleets, and $37. All leaders except BARCLAY, TORMASSOV, and WITTGENSTEIN are available at the start of the game. Corfu as a Conquered minor country.
Ø TURKEY: 35 infantry, 7 cavalry, 22 heavy ships, 7 depots, 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 (and the Syria corps with 5 infantry and 6 cavalry). Syria as Free State minor country; Palestine, Rhodes as Conquered minor countries.
Ø AUSTRIA: 75 infantry, 7 Guard, 15 cavalry, no ships, 9 depots, any desired corps, and $33. Both Insurrection corps begin at full strength but may not be setup on the map. The Tyrol corps may be used only under the conditions of 13.2.5. All leaders except for SCHWARZENBERG are available at the start of the game. Dalmatia and Venetia as Conquered minor countries.
Ø PRUSSIA: 80 infantry, 3 Guard, 17 cavalry, no ships, 8 depots, any desired corps, and $18 and 9 manpower. Only leaders BRUNSWICK and HOHENLOHE are available at the start of the game. The Prussian player also sets up Saxony (and the Saxony corps with 8 infantry and 2 cavalry.) Saxony and Lausitz as Free State minor countries.
Ø SPAIN: 41 infantry, 1 Guard, 6 cavalry, 57 heavy ships, any desired corps and fleets, 6 depots, and $16. Only leaders BLAKE and CASTANOS are available at the start of the game. Tuscany as Conquered minor country.
Ø FRANCE: 135 infantry, 5 Guard, 17 cavalry, 49 heavy ships, any desired corps and fleets, 8 depots, and $45. All leaders except EUGENE and JEROME are available at the start of the game. The French player also sets up Holland (and the Holland corps and the Holland fleet with 4 infantry, 1 cavalry, and 15 heavy ships.) Holland as Free State minor country; Corsica, Flanders, Hanover, Julich, Liege, Lombardy, Luxembourg, Palatinate, Piedmont, Savoy, and Switzerland as Conquered minor countries.
Ø GREAT BRITAIN: 19 infantry, 1 Guard, 4 cavalry, 100 heavy ships, any desired corps and fleets, 8 depots, and $25. NELSON is the only leader available at the start. Home nation provinces of: England, Ireland, Scotland and Wales. Gibraltar and Malta as Conquered minor countries.
Minor Country Status:
|
Classic EIA 1805 Campaign |
|||
|
Country |
Starting Status |
Starting Forces (a) (f) |
Morale Inf - Cav |
|
Algeria (c) (e) |
Neutral |
6 infantry, 5 cavalry |
1 - 2 |
|
Ansbach (d) |
Neutral |
- |
- |
|
Baden (d) |
Neutral |
7 infantry, 1 cavalry |
3 - 4 |
|
Bavaria (d) |
Neutral |
12 infantry, 2 cavalry |
2 - 3 |
|
Algeria (c) (e) |
Neutral |
6 infantry, 5 cavalry |
1 - 2 |
|
Breisgau (d) |
Neutral |
1 infantry |
- |
|
Chechnya |
Neutral |
- |
- |
|
Circassia |
Neutral |
- |
- |
|
Corfu |
Russian Conquered |
- |
- |
|
Corsica |
French Conquered |
- |
- |
|
Cyrenaica (c) (e) |
Neutral |
6 infantry, 5 cavalry |
1 - 2 |
|
Dalmatia |
Austrian Conquered |
- |
- |
|
Denmark |
Neutral |
7 infantry, 1 cavalry, 19 heavy |
2 - 3 |
|
Egypt (c) (e) |
Neutral |
17 infantry, 6 cavalry |
1 - 3 |
|
Finland |
Swedish Secondary District |
- |
- |
|
Flanders |
French Conquered |
- |
- |
|
Genoa |
Neutral |
- |
- |
|
Georgia |
Neutral |
- |
- |
|
Gibraltar |
British Conquered |
- |
- |
|
Gottingen (d) |
Neutral |
- |
- |
|
Hamburg (d) |
Neutral |
- |
- |
|
Hanover (d) |
French Conquered |
- |
2 - 2 |
|
Hesse (d) |
Neutral |
7 infantry, 1 cavalry |
3 - 4 |
|
Holland |
French Free State |
5 infantry, 1 cavalry, 15 heavy |
2 - 3 |
|
Holstein |
Neutral |
- |
- |
|
Imertia |
Neutral |
- |
- |
|
Julich (d) |
French Conquered |
- |
- |
|
Lausitz (d) |
Prussian Free State |
- |
- |
|
Liege |
French Conquered |
- |
- |
|
Lombardy |
French Conquered |
None |
3 - 3 |
|
Luxembourg |
French Conquered |
- |
- |
|
Malta |
British Conquered |
- |
- |
|
Mecklenburg (d) |
Neutral |
1 infantry |
- |
|
Modena |
Neutral |
- |
- |
|
Morocco (c) (e) |
Neutral |
6 infantry, 5 cavalry |
1 - 2 |
|
Munster (d) |
Neutral |
- |
- |
|
Naples |
Neutral |
9 infantry, 2 cavalry, 5 heavy |
2 - 2 |
|
Nassau (d) |
Neutral |
- |
- |
|
Norway |
Danish Secondary District |
- |
- |
|
Oldenburg (d) |
Neutral |
- |
- |
|
Palatinate |
French Conquered |
- |
- |
|
Palestine (e) |
Turkish Conquered |
- |
- |
|
Papacy |
Neutral |
1 infantry |
- |
|
Parma |
Neutral |
- |
- |
|
Persia |
Neutral |
None |
2 - 3 |
|
Piedmont |
French Conquered |
None |
3 - 3 |
|
Portugal |
Neutral |
9 infantry, 1 cavalry, 12 heavy |
2 - 2 |
|
Rhodes |
Turkish Conquered |
- |
- |
|
Romagna |
Neutral |
1 infantry |
- |
|
Sardinia |
Neutral |
1 infantry |
- |
|
Savoy |
French Conquered |
- |
- |
|
Saxony (d) |
Prussian Free State |
9 infantry, 2 cavalry |
2 - 4 |
|
Sicily |
Naples Secondary District |
- |
- |
|
S. Pomerania |
Neutral |
- |
- |
|
Swabia (d) |
Neutral |
- |
- |
|
Sweden |
Neutral |
13 infantry, 2 cavalry, 12 heavy |
3 - 4 |
|
Switzerland |
French Conquered |
- |
- |
|
Syria (c) (e) |
Turkish Free State |
5 infantry, 6 cavalry |
1 - 2 |
|
Thuringia (d) |
Neutral |
- |
- |
|
Tripolitania (c) (e) |
Neutral |
6 infantry, 5 cavalry |
1 - 2 |
|
Tunisia (c) (e) |
Neutral |
6 infantry, 5 cavalry |
1 - 2 |
|
Tuscany |
Spanish Conquered |
1 infantry |
- |
|
Venetia |
Austrian Conquered |
None |
3 - 3 |
|
Wurttemberg (d) |
Neutral |
5 infantry, 1 cavalry |
3 - 3 |
|
Wurzburg (d) |
Neutral |
1 infantry |
- |
(a) For minor countries with corps, when war is declared
on that minor country for a second time or more, the program will start with
whatever forces the minor country last had before they returned to neutral.
(b) Consolidated
into footnote (c).
(c) If this nation is a part of the Ottoman Empire then
the standard morale values are “1.0” for infantry and “2.0” for cavalry. If Turkey controls
this minor as part of the Ottoman Empire, the morale value becomes
"2.0"for infantry and "3.0" for cavalry.
(d) Component minor country of the Confederation of the
Rhine.
(e)
Component minor country of the
Ottoman Empire.
Major
Power Forces
The Major Powers forces begin with these strengths:
Ø RUSSIA: 75 infantry, 5 Guard, 10 cavalry, 32 heavy ships, 7 light ships, and 10 transports, any desired corps and fleets, 6 depots, and $37. All leaders except BARCLAY, TORMASSOV, and WITTGENSTEIN are available at the start of the game. Corfu as a Conquered minor country; Georgia as Ally minor country.
Ø TURKEY: 20 infantry, 2 cavalry, 12 heavy ships, 16 light ships and 10 transports, any desired corps and fleets, 7 depots, and $11. All Feudal corps are at full strength, and may be placed in their province of origin if desired. Feudal corps are also at full strength, though only garrisons may be placed on the map. All leaders are available at the start of the game. Syria as Free State minor country (and the Syria corps with 5 infantry and 6 cavalry); Palestine, Rhodes as Conquered minor countries; Algeria, Imertia as Ally minor countries; Tunisia, Tripolitania and Cyrenaica as Influenced minor countries.
Ø AUSTRIA: 75 infantry, 7 Guard, 17 cavalry, 2 light ships, up to 7 depots, any desired corps and fleets, 9 depots, and $33. Both Insurrection corps begin at full strength but may not be setup on the map. The Tyrol corps may be used only under the conditions of 13.2.5. All leaders except for SCHWARZENBERG are available at the start of the game. Dalmatia and Venetia as Conquered minor countries.
Ø PRUSSIA: 80 infantry, 3 Guard, 17 cavalry, no ships, any desired corps, 8 depots and $18. Only leaders BRUNSWICK and HOHENLOHE are available at the start of the game. Saxony (and the Saxony corps with 6 infantry and 2 cavalry) and Lausitz as Free State minor countries; Ansbach, Danzig, Gottingen as Conquered minor countries; Berg, Thuringia, and Wurzburg as Ally minor countries.
Ø SPAIN: 43 infantry, 6 cavalry, 41 heavy ships, 25 light ships and 10 transports, any desired corps and fleets, 6 depots, and $16. Only leaders BLAKE and CASTANOS are available at the start of the game. Tuscany as Conquered minor country; Naples and Sicily as Ally minor countries; Portugal and Morocco as Influenced minor countries.
Ø FRANCE: 135 infantry, 6 Guard, 19 cavalry, 46 heavy ships, 22 light ships and 20 transports, any desired corps and fleets, 8 depots, and $45. All leaders except EUGENE and JEROME are available at the start of the game. Holland (and the Holland corps and the Holland fleet with 10 infantry, 2 cavalry, 13 heavy ships and 5 light ships), Lombardy as Free State minor country; Modena, Romagna, Parma, Flanders, Genoa, Hanover, Julich, Liege, Luxemburg, Palatinate, Piedmont, Savoy and Switzerland as Conquered minor countries; Breisgau and Baden as Influenced minor countries.
Ø GREAT BRITAIN: 20 infantry, 4 cavalry, 76 heavy ships, 57 light ships and 5 transports, any desired corps and fleets, 8 depots, and $25. NELSON is the only leader available at the start. Home nation provinces of: England, Ireland, Scotland and Wales. Gibraltar and Malta as Conquered minor countries.
Minor Country Status:
|
Alternate EIH 1805 Campaign |
|||
|
Country |
Starting Status |
Starting Forces (a) |
Morale Inf - Cav |
|
Algeria (c) (e) |
Neutral |
5 infantry, 5 cavalry |
1 - 2 |
|
Ansbach (d) |
Prussian Conquered |
- |
- |
|
Baden (d) |
French Influenced |
2 infantry |
3 - 4 |
|
Bavaria (d) |
Neutral |
10 infantry |
2 - 3 |
|
Berg (d) |
Prussian Ally |
1 infantry |
- |
|
Breisgau (d) |
French Influenced |
2 infantry |
- |
|
Chechnya |
Neutral |
2 infantry |
- |
|
Circassia |
Neutral |
2 infantry |
- |
|
Corfu |
Russian Conquered |
- |
- |
|
Corsica |
French Conquered |
- |
- |
|
Cyrenaica (c) (e) |
Turkish Influenced |
5 infantry, 5 cavalry |
1 - 2 |
|
Dalmatia |
Austrian Conquered |
- |
- |
|
Denmark |
Neutral |
10 infantry, 2 cavalry, 13 heavy, 6 light |
2 - 3 |
|
Egypt (c) (e) |
Neutral |
30 infantry, 8 cavalry |
1 - 3 |
|
Finland |
Swedish Secondary District |
- |
- |
|
Flanders |
French Conquered |
- |
- |
|
Genoa |
French Conquered |
- |
- |
|
Georgia |
Russian Free State |
2 infantry |
- |
|
Gibraltar |
British Conquered |
- |
- |
|
Gottingen (d) |
Prussian Conquered |
- |
- |
|
Hamburg (d) |
Neutral |
1 infantry |
- |
|
Hanover (d) |
French Conquered |
- |
2 - 2 |
|
Hesse (d) |
Neutral |
5 infantry |
3 - 4 |
|
Holland |
French Free State |
10 infantry, 2 cavalry, 13 heavy, 5 light |
2 - 3 |
|
Holstein |
Neutral |
1 infantry |
- |
|
Imertia |
Turkish Ally |
2 infantry |
- |
|
Julich (d) |
French Conquered |
- |
- |
|
Lausitz (d) |
Prussian Free State |
1 infantry |
- |
|
Liege |
French Conquered |
- |
- |
|
Lombardy |
French Free State |
10 infantry, 1 cavalry |
3 - 3 |
|
Luxembourg |
French Conquered |
- |
- |
|
Malta |
British Conquered |
- |
- |
|
Mecklenburg (d) |
Neutral |
2 infantry |
- |
|
Modena |
French Conquered |
1 infantry |
- |
|
Morocco (c) (e) |
Spanish Influenced |
5 infantry, 5 cavalry |
1 - 2 |
|
Munster (d) |
Neutral |
2 infantry |
- |
|
Naples |
Spanish Ally |
8 infantry, 2 cavalry, 1 heavy, 6 light |
2 - 2 |
|
Nassau (d) |
Neutral |
1 infantry |
- |
|
Norway |
Danish Secondary District |
- |
- |
|
Oldenburg (d) |
Neutral |
1 infantry |
- |
|
Palatinate |
French Conquered |
- |
- |
|
Palestine (e) |
Turkish Conquered |
- |
- |
|
Papacy |
Neutral |
2 infantry |
- |
|
Parma |
French Conquered |
1 infantry |
- |
|
Persia |
Neutral |
30 infantry, 20 cavalry |
2 - 3 |
|
Piedmont |
French Conquered |
None |
3 - 3 |
|
Portugal |
Spanish Influenced |
8 infantry, 1 cavalry, 8 heavy, 8 light |
2 - 2 |
|
Rhodes |
Turkish Conquered |
- |
- |
|
Romagna |
French Conquered |
1 infantry |
- |
|
Sardinia |
Neutral |
1 infantry |
- |
|
Savoy |
French Conquered |
- |
- |
|
Saxony (d) |
Prussian Free State |
6 infantry, 2 cavalry |
2 - 4 |
|
Sicily |
Naples Secondary District |
- |
- |
|
S. Pomerania |
Swedish Secondary District |
- |
- |
|
Swabia (d) |
Neutral |
1 infantry |
- |
|
Sweden |
Neutral |
12 infantry, 2 cavalry, 10 heavy, 6 light |
3 - 4 |
|
Switzerland |
French Conquered |
- |
- |
|
Syria (c) (e) |
Turkish Free State |
5 infantry, 6 cavalry |
1 - 2 |
|
Thuringia (d) |
Prussian Ally |
1 infantry |
- |
|
Tripolitania (c) (e) |
Turkish Influenced |
5 infantry, 3 cavalry |
1 - 2 |
|
Tunisia (c) (e) |
Turkish Influenced |
5 infantry, 2 cavalry |
1 - 2 |
|
Tuscany |
Spanish Conquered |
- |
- |
|
Venetia |
Austrian Conquered |
None |
3 - 3 |
|
Wurttemberg (d) |
Neutral |
2 infantry |
3 - 3 |
|
Wurzburg (d) |
Neutral |
1 infantry |
- |
(a) For minor countries with corps, when war is declared
on that minor country for a second time or more, the program will start with
whatever forces the minor country last had before they returned to neutral.
(b) Consolidated
into footnote (c).
(c) If this nation is a part of the Ottoman Empire then
the standard morale values are “1.0” for infantry and “2.0” for cavalry. If Turkey controls
this minor as part of the Ottoman Empire, the morale value becomes
"2.0"for infantry and "3.0" for cavalry.
(d) Component minor country of the Confederation of the
Rhine.
(e)
Component minor country of the
Ottoman Empire.
The Diplomacy Phase employs a
pre-action reaction format (standing orders) for several important functions
through the use of the Diplomatic Reactions Screen and the Victory Conditions
Screen, the results of which are calculated simultaneously and revealed at the
start of the Reinforcement Phase.
Detailed discussions of the inter-related functions of these two diplomacy
screens are provided throughout this section. NOTE: The
Diplomacy Phase is simultaneous during PBEM games so you can perform this phase
without having to wait on other players.
Neutral minor countries are non-aligned, and will allow any Major Power to pass through or trace supply through their territory. Major Powers may not place supply depots or garrisons, and may not enter the ports, in a Neutral minor country.
Influenced minor countries are treated as Neutral minor countries with the following exception: If war is declared upon an Influenced minor country, it will automatically become controlled by the Major Power
whose Influence marker is located in that minor country, unless that Major Power was the Major Power to declare war on the
Influenced minor country or the aggressor is an ally of the influencing power. In the event the aggressor is an ally of the
influencing power, control of the minor power is resolved randomly as it was
not influenced
Allied minor countries are treated as Influenced minor countries with the following additions;
Ø
If war is declared upon an allied Major Power, the allied minor country will automatically declare war upon the aggressor and will
be setup by the allied Major Power
during the next Reinforcement Phase.
Ø
The
controlling Major Power will receive “+1” political point per minor district
for gaining the Free State.
Ø If an allied Major Power was the Major Power to declare war on its allied minor country, the allied Major Power will lose an additional “-1” political point for breaking the alliance.
Ø If two Major Powers have an alliance and one Major Power ally declares war on the other Major Power’s allied minor country then this action will cause a break in the alliance between the two Major Powers.
The program randomly determines the order for each Major Power attempting to manipulate diplomatic relations with minor countries. A Major Power may not attempt a diplomatic action on a minor country that has diplomatic relations with a Major Power ally. Each Major Power may attempt up to two diplomatic actions per turn. More than one action may be taken on a minor country, but with a limit of one action per Major Power. Each action may only move a minor country one level (up or down), from the following possibilities:
Ø Neutral to Influence
Ø Influence to Ally
Ø Ally to Influence
Ø Influence to Neutral
NOTE:
To attempt a manipulation of a minor
country, click on an area of that minor country and then click the “Attempt to
Manipulate” button.
Manipulating the Diplomatic
Stance with a Neutral Minor Country Or a Minor Country That has Already
Been Influenced by the Attempting Major Power
A Major Power wishing to change the diplomatic status of a neutral minor country or a minor country that has already been influenced by the attempting Major Power, has a random number between 1 and 10 chosen, which is then modified as follows:
Ø
Random number + two times the National Modifier
+ the Investment Modifier + two times the Political Status Modifier.
Ø
The National Modifier is found on the MINOR
COUNTRY CHART, by cross-referencing the name of the minor country
and the Major Power.
Ø The Investment Modifier is determined by the money spent by the Major Power (e.g., $1 = “+1” modifier).
Ø
The Political Status Modifier is determined by
which column on the POLITICAL STATUS DISPLAY the Major Power is presently
located (Fiasco Zone “-2”,
Instability Zone “-1”, Neutral Zone “0”, Dominant Zone “+1”).
This result is compared to a random number between 1 and 20 chosen on behalf of the minor country by the program (subtract this random number from the attempting Major Power’s random number). If the Major Power undertaking the action has a modified number that is equal to or greater than the Manipulation number found on the MINOR COUNTRY CHART, the minor country has its status changed accordingly, otherwise the attempt was unsuccessful and the status of that minor country remains unchanged.
Ø Example: Spain would like to attempt a diplomatic action on Portugal, which is currently Neutral. Spain’s modifiers are: “+2” (double the National Modifier), “+4” (Investment Modifier, spent $4), and “+2” (Political Status Modifier, 2 times “+1,” as Spain is currently sitting in the Dominant Zone) for a net “+8.” Spain has a random number between 1 and 10 chosen and gets a “5” for a total of “13.” The program chooses a random number between 1 and 20 on behalf of Portugal and gets a total of “11.” Spain's total of “13”, which compared to “11” is “+2.” This “+2” is equal or greater than the number required to move Portugal from Neutral to Influenced status. This means that Spain was successful and Portugal, which was formerly Neutral becomes a Spanish Influenced minor country. Using this same example, if Portugal was already a Spanish Influenced minor country and Spain was attempting to change Portugal’s diplomatic status to Ally, Spain would have failed (and Portugal would remain a Spanish Influenced minor country) as a “+3” is required to move Portugal from “Influenced” to “Ally.”
Manipulating Diplomatic Stance of Another Major Power’s Influenced or Allied Minor Country
A Major Power wishing to change the diplomatic status of another Major Power’s influenced or allied minor country has a random number between 1 and 10 chosen, which is then modified as follows:
Ø
Random number + two times the National Modifier
+ two times the Political Status Modifier.
This result is compared to a random number between 1 and 10 chosen by the program on behalf of the Major Power that currently has relations with that minor country, and is also modified as follows:
Ø
Random number + two times the National Modifier
+ two times the Political Status Modifier.
If the Major Power undertaking the action has a modified number that is equal to or greater than the manipulation number found on the MINOR COUNTRY CHART, the minor country has its status changed accordingly, otherwise the attempt was unsuccessful and the status of that minor country remains unchanged.
Ø Example: Spain would like to attempt a diplomatic action on Portugal, which is currently a British Influenced Minor country. Spain’s modifiers are: “+2” (double the National Modifier) and “+2” (double “+1” Political Status Modifier, as Spain is currently sitting in Dominant Zone) for a net “+4.” Britain’s modifiers are: “+6” (double the National Modifier) and “0” (Political Status Modifier, as Britain is currently sitting in the Neutral Zone) for a net “+6.” Spain has a random number between 1 and 10 chosen and gets an “8,” which is modified to “12.” Britain has a random number between 1 and 10 chosen and gets a “5” which is modified to “11.” Spain’s total of “12,” which compared to Britain’s “11” is “+1.” This is less than the “+2” required to move Portugal to/from Influenced status. This means that Spain was unsuccessful and Portugal remains British Influenced. If Spain had had a random number of “9” chosen, giving a net result of “+2,” then Portugal would become Neutral.
Influenced minor countries may be downgraded at anytime during the Diplomacy Phase without restrictions. Major Powers wishing to downgrade the diplomatic status of Ally minor countries or of their Controlled minor countries may do so, but with the following restrictions:
Ø Downgrading relations with Ally minor countries return the minor country to neutral.
Ø Free State minor countries with corps units may only be downgraded to Neutral (bypassing conquered status) and only if there are no enemy Major Power forces within that minor country. There is no cost for this downgrade.
Ø Free States without corps units may be downgraded to Conquered status at any time during the Diplomacy Phase and without cost.
Ø Conquered minor countries may be downgraded to Neutral status if there are no enemy Major Power forces within that minor country. There is a cost of “-2” political points for this downgrade.
NOTE:
To downgrade a minor country, click on
an area of that minor country and then click the “Downgrade Minor Diplomatic
Status” button.
In
order for a Major Power and its controlled minor countries to attack another Major
Power or neutral minor country or their forces, a declaration of war must have
been made between them during this phase. A Major Power that declares war is called an
"aggressor", and a Major Power or neutral minor country upon which
war is declared is called a "defender." A
declaration of war on a Major Power is also (at no further cost in political
points) a declaration of war on all of its controlled minor countries. Controlled minor countries may not have war
declared upon them separately. Note that
upon
declaration of war, each Major Power must pre-select surrender terms and conditions for the
other Major Power(s) it is at war with (see section 6.4).
NOTE: To
declare war on a nation, click on an area of the nation and then click the “Declare
War” button.
Ø A Major Power loses “-3” political points whenever it declares war on another Major Power.
Ø If a Major Power declares war on an ally, there is an additional loss of “-2” political points for breaking the alliance by the declaration of war.
Ø A Major Power loses “-1” political point for each district in a neutral minor country when it declares war on that minor country, unless no Major Power can be found to run that minor country.
Ø A Major Power may not declare war on another Major Power or neutral minor country if the declaring Major Power has corps, Freikorps, Cossacks, garrisons or guerrillas within the second Major Power's territory or within that neutral minor country.
Ø A Major Power already at war with another Major Power may not declare war on other Major Powers if unbesieged enemy corps are already inside its home nation.
Ø War may not be declared on a neutral minor country if it is physically impossible for the declaring Major Power to enter the minor country's territory during that month’s Land Phase.
Ø A Major Power may not declare war against another Major Power if restricted by an enforced peace. EXCEPTION: If the provisions of the “No Trade” peace term are defied.
Any Major Power who has in this Diplomacy Phase declared war on another Major Power or has had war declared upon it, may demand that an ally declare war on the new enemy (if not already at war with that enemy), by giving the proper standing orders in the DIPLOMATIC REACTIONS SCREEN, the results of which are displayed during the Reinforcement Phase. Allies called upon may only declare war upon the original aggressor or defender (further declarations of war resulting from a call to allies do not permit a further call to allies) and only if they have checked off the appropriate boxes in the DIPLOMATIC REACTIONS SCREEN.
Ø Use the "Allies to call" box to set who you would want to help you fight if you enter a war against another Major Power.
Ø Use the "Allies to answer call from" box to set who you would be willing to help fight if they enter a war against another Major Power.
Ø In both cases, first highlight and check off the Major Power in the "If aggressor/defender is" box at the bottom, and then check/uncheck your Allies in the box above for each action. NOTE: Sometimes this takes a couple of clicks and players should carefully verify their selections.
Ø The defender calls his allies first, and then an aggressor may call his allies only if the defender has attempted to do so.
Ø If two Major Powers declare war on each other simultaneously, they are both considered aggressors and thus neither may call allies.
Ø Should a called ally of a defender refuse a call, that refusing ally is considered to have broken the alliance and loses “-2” political points. If any allies of an aggressor refuse his call to allies, both the ally and the aggressor are considered to have broken the alliance, with both losing “-2” political points for breaking an alliance.
Ø If any ally cannot declare war because of an enforced peace restriction, that ally may not be called upon. If an ally cannot declare war for other reasons, the ally can still be called and, since the call cannot be answered, will be forced to break its alliance.
Peace may only be made at this time and must be in one of the following forms that were pre-selected using the Victory Conditions Screen. Several important choices need to be carefully considered upon declaration of war and periodically reviewed while at war as conditions change:
Ø Give Conditional: If checked “Yes,” then “conditional” surrender terms will be offered if the opponent sues for peace. If not checked, then “unconditional” terms will be offered. For a conditional peace, choose two peace conditions from list "B" of the Victory Conditions Chart. For an unconditional peace, choose three peace conditions from lists "B" and/or "C." Note that the choices in the Conditions box change depending on the type of terms selected.
NOTE: Unconditional peace is the preferred type when you are the victor. It offers you the most options and grants you the most political points, which translates into more victory points towards winning the game. However, unconditional surrender terms can be refused by your opponent and leave you at war. Alternatively, a less harsh conditional peace can often be used to convince an opponent to join with you later after an enforced peace; i.e., you trade leniency for a potential ally. Conditional surrender terms are also useful for ending a war since they cannot be refused. For example, if France is at war with Austria and Prussia then an offer of conditional surrender to Prussia and unconditional surrender to Austria could be used to split them, ending the war with Prussia and continuing the war with Austria alone if she refuses. The various surrender terms are discussed below:
Enforced Peace 24 or 36: These are diplomatic choices. An extended peace can ensure an opponent cannot declare war on you for more than the standard 18 months. This is good for larger nations like France because it allows more time for a new war against another opponent knowing that their ally cannot help for a longer period of time. It is also good for smaller nations since they are further protected from renewed attack.
Reparations 1/2 or ALL, or Cede Provinces: These are economic choices. You should consider your opponent and determine which is more advantageous – the nation’s tax value for the next Economic Phase or the income from the listed province(s) for the next six Economic Phases. You do have the option of taking both if you really need money or want to impose particularly harsh terms on the loser.
Royal Marriage: This is a diplomatic choice. Royal Marriage gives you “+2” political points and is a good way to compel an opponent who is a potential future ally to not fight you again since either party to declare war on the other loses an additional “-1” political point.
No Trading or Half Trade: These are economic choices used to enforce NAPOLEON’s “Continental System” embargo against British trade. If your opponent trades anyway then you can immediately declare war regardless of enforced peace restrictions. However, this rarely happens and most nations can often sacrifice some trade income for a while.
Remove Forces (Fleets, Corps, Garrisons, Leaders): These are military choices used to weaken your opponent's combat capability. Fleets show their values so you can preselect them and put the one you want on top. Corps do not show their values but you can usually guess where the better corps are by their listed locations and recent battle results. You can select less corps to give an opponent a light loss if they are a potential ally in the future. Garrisons, like fleets, also show their values so total these up and try to figure out if this is more advantageous than removing corps. Some leaders (e.g., NAPOLEON, MASSENA, CHARLES, BLUCHER, WELLINGTON and NELSON) are extremely dangerous foes and can be removed from the map, costing your opponent political points to return them.
Enforced Access: This is a diplomatic choice. This allows you to move through the territory of a defeated opponent, which may occasionally be useful for fighting another opponent farther away. For example, France could use enforced access through Austria to attack Russia.
Ø Accept Informal: If checked, then both Major Powers will agree to peace if the opponent offers an informal peace. If not checked, an informal peace may still be attempted by offering one.
Ø Allow Separate Peace: If checked, the Major Power will allow a separate peace to another Major Power ally. The Major Power with which war continues may then demand that the ally or allies that was a victor in the formal peace immediately break their alliance(s) with the Major Power still at war.
NOTE: The goal of an opponent is often to split the allies against it for the purpose of fighting one alone. A way to prevent this is for the allies to NOT check the conditional box for that opponent, forcing him to sue for peace unconditionally and allowing the allies to carefully consider acceptance or refusal of the surrender offer(s).
Ø If Conditional Offered: For whenever a Major Power sues for peace and the victor offers a “conditional” peace, choose one peace condition from list "A" of the Victory Conditions Chart. If surrendering conditionally to more than one Major Power simultaneously, the same or a different peace condition from list "A" may be selected for each victor.
NOTE: A Major Power can pre-select one of the following conditional surrender terms to protect its vital interests: Remove No Forces (cancels Remove 3 Corps and Remove 1 Fleet), Pay No Reparations (cancels Reparations 1/2), No Special Truces (cancels Enforced Peace 24), No Trade Embargo (cancels No Trading), Cede No Land (cancels Cede 1 Province). Again, this choice should be carefully reconsidered as defeat becomes inevitable and you sue for peace.
NOTE: To bring up the Victory Conditions
Screen for selecting surrender terms and conditions for making peace, click the
“Show Current Surrender Settings” menu button.
NOTE: A Major Power can pre-select one of the following conditional surrender terms to protect its vital interests: Remove No Forces (cancels Remove 3 Corps and Remove 1 Fleet), Pay No Reparations(cancels Reparations 1/2), No Special Truces (cancels Enforced Peace 24), No Trade Embargo (cancels No Trading), Cede No Land (cancels Cede 1 Province). Again, this choice should be carefully reconsidered as defeat becomes inevitable and you sue for peace.
Two Major
Powers may informally agree to a peace between themselves and no conditions and no political points are involved. In this case there is no 18-month enforced
peace. If
Major Powers simultaneously sue each other for peace they must both
accept an informal peace.
NOTE:
To offer an informal peace, click on an
area of that nation and then click the “Attempt Informal Peace” button. If the nation you have selected has checked
off the “Accept Informal” peace box in the VICTORY CONDITIONS SCREEN, the peace will
be accepted and the results will be displayed during the Reinforcement Phase.
A Major Power wishing to surrender
may sue for peace. A Major Power may not sue for peace to another
Major Power that does not have forces within the suing home nation’s borders unless,
at the same time, it sues for peace to all Major Powers with which it is at
war. When a Major Power sues for peace,
the opponent must then offer a formal peace, either a “conditional,” which must
be accepted, or “unconditional,” which may be accepted only if the suing player
desires.
NOTE: To
sue for peace, click the “Sue For Peace” button and check off the nation you
wish to surrender to. The results will
be displayed during the Reinforcement Phase.
Conditional
Surrender
Ø A Major Power wishing to accept the conditional surrender
of another Major Power must have checked off the “Give Conditional” box in the VICTORY
CONDITIONS SCREEN
Ø A Major Power accepting the conditional surrender of
another Major Power gains “+3” political points.
Ø A Major Power that surrenders conditionally to any number of other Major Powers at the same time but does not surrender unconditionally to any other Major Power at that same time, loses “-5” political points.
Ø When the peace is conditional, the loser checks off one "peace condition" from the “If Conditional Offered” box in the VICTORY CONDITIONS SCREEN that will apply to him from list "A" of the VICTORY CONDITIONS CHART and the victor chooses up to two peace conditions from list "B" but not conflicting with the list "A" choice. If surrendering conditionally to more than one Major Power simultaneously, the same or a different peace condition from list "A" may be selected for each victor.
Unconditional Surrender:
Ø A Major Power wishing to accept the unconditional surrender of another Major Power must have not checked off the “Give Conditional” box in the VICTORY CONDITIONS SCREEN (i.e. unconditional is the default).
Ø A Major Power accepting the unconditional surrender of another Major Power gains “+5” political points.
Ø A Major Power that surrenders unconditionally to any number of other Major Powers at the same time (at least one must be unconditional) loses “-8” political points.
Ø When the peace is unconditional, each victor chooses up to three conditions from lists "B" and/or "C" and the surrendering loser does not get a choice from list "A." Certain choices in list "B" preclude choices from "C" and vice-versa, as shown on the VICTORY CONDITIONS CHART.
Simultaneous Peace with Multiple
Enemies
If a Major Power makes peace by "surrendering" to two or more enemies at once, it loses only one (the larger, if there is a difference) set of political points. The victors choose their peace terms on an alternating basis, starting with the Major Power with the highest PS number found on the POLITICAL STATUS DISPLAY (any ties are broken by a random number event), until each has gained the maximum number of peace terms possible and/or desired or all peace terms available for that type of surrender have been taken. Regardless of the number of victors, no peace term may be chosen more than once.
The Effects of Peace
When
two Major Powers make any type of peace, the following are always done (except
as mentioned for informal peace):
Ø Prisoner Exchange: All surrendered factors and captured leaders are mutually and automatically exchanged. The exchanged factors are placed the same as reinforcements during the next Reinforcement Phase.
Ø Withdrawal from Capital Cities: All garrison factors in capital cities belonging to either side will be repatriated to the nearest available supply source, or to the nearest unbesieged controlled city in that Major Power’s home nation, ceded province, or controlled minor country. All corps, Cossacks and/or Freikorps in either side’s capital cities will be moved into the city rural area.
Ø Temporary Access: All forces belonging to either side have a three-month grace period to move in the other side’s territory. If, after three Land Phases, there are forces from one of these Major Powers still inside of the other’s territory, the program will repatriate the land forces to the nearest supply source, or to the nearest unbesieged controlled city in that Major Power’s home nation, ceded province, or controlled minor country. Fleets will be moved out to the nearest sea area. Also note that during this temporary period of access that foreign forces will not be allowed into the provincial capital cities (Major or minor). EXCEPTION: If the victor chooses the “enforced access” condition (C.5).
Ø Mandatory Enforced Peace Length: Except for an informal peace, neither Major Power may declare war on the other for 18 months (EXCEPTION: If the provisions of the “No Trading” peace term (B.5) are defied, then the victor may declare war on the loser). Certain peace conditions may extend this time period for the loser.
Ø Status
of Ceded Minor Free States: Any minor Free States acquired as a result of peace conditions
will have them immediately change to conquered minor countries and have their
forces remove.
Separate Peace and Allies
If a Major Power surrenders to some but remains at war with other
Major Powers, a Major Power with which war continues may demand that an ally or
allies that was a victor in the formal peace immediately break their
alliance(s) with the Major Power still at war (and lose “-2” political points for breaking the alliance). For example, Russia and Austria are allies and
are both at war with Prussia. Prussia surrenders to Austria, but not to Russia.
The Russian player may demand that
Austria break its alliance with Russia. An ally may also demand that an ally
that concludes an informal peace with a common enemy break their alliance. Access the VICTORY CONDITIONS SCREEN to declare it as a standing order before peace is made.
A
Major Power wishing to allow separate peace to another Major Power ally must
have checked off the “Allow Separate Peace to” box in the VICTORY CONDITIONS SCREEN before peace is made.
Restrictions
on Territorial Losses
No
Major Power may ever have its home nation reduced by more than a total of three
provinces.
Civil
Disorder
If,
during any Economic Phase, a Major Power can collect no home nation manpower,
that Major Power goes into "civil disorder” and must sue for and accept any type of peace during the next Peace Step with all Major Powers they
are at war with.
New
formal alliances are now established and each of the two Major Powers that ally
gain “+1” political point. To create an
alliance, use the "Request/accept alliance" check boxes in the DIPLOMATIC
REACTIONS SCREEN. These checkboxes must be checked by both
Major Powers wanting to ally in order to create the alliance. For games against the AI, the program chooses
a random number between 1 and 10 for the attempting Major Power and 1 and 20
for the potential accepting Major Power. The attempting Major Power’s number is then
modified by the status modifier (see section 13.7.2) and the value found on the
NATURAL ALLIANCE TABLE by
cross-indexing the two Major Powers involved and then comparing the modified
number to the potential accepting Major Power’s number. If the attempting Major Power’s modified
number is equal to or higher than the potential accepting Major Power’s
unmodified random number then an alliance is formed.
Ø Major Powers who are already allied may not re-ally with
each other.
Ø Major Powers at war with one another may not ally.
Ø Major Powers that broke an earlier alliance may not re-ally
until at least twelve months after
the date of breaking the earlier alliance
If possible, a Major Power will be chosen to run each neutral minor country upon which war has been declared. The Major Power chosen must not be at war with that neutral minor country and may only be an ally of a Major Power at war with it if there are no non-allies willing or eligible to run it. If there is no Major Power willing or eligible to run the minor country, the aggressor does not lose political points for declaring war on it, the minor country forces are not set up, and the program allows that minor country to be auto-conquered.
Any Major Power wishing to be included in the attempt to control a minor country that has had war declared on it, must have checked off the “Accept control of” box, for that minor, in the DIPLOMATIC REACTIONS SCREEN. The results are displayed during the Reinforcement Phase. NOTE: Double-clicking in the “Accept control of” box will check off or clear all of the minor countries listed.
If a controlling Major Power's
political status marker is located in the Instability or Fiasco Zones on the POLITICAL
STATUS DISPLAY during a Diplomacy
Phase, its controlled minor countries may change control or revert to
neutral status.
The
Instability Zone
During the Diplomacy Phase if a Major Power remains in the Instability Zone of the display, all of the conquered minor countries of that Major Power become neutral, unless there is an unbesieged corps of that Major Power in the minor country.
The
Fiasco Zone
During
the Diplomacy Phase if a Major Power remains in the Fiasco Zone of the display,
all controlled minor countries of that Major Power will become neutral
regardless of occupation attempts, including minor Free States.
Changing
Control
If an
enemy corps is located in the minor country and/or an enemy garrison is in the
minor country at these times, the minor country does not become neutral but is
transferred to the control of that enemy Major Power instead. Free States whose control is transferred
become conquered minor countries. When a
minor Free State becomes neutral or its control changes, all of its forces are
removed, but its current fleet strength is stored by the program and will
become available if the minor country later again becomes a Free State. Garrison factors (not corps, Freikorps,
or Cossacks in garrison) of the controlling Major Power must be
immediately removed from the minor country following the repatriation rules.
Political
Points for Changed Control
No political points are lost when a Major Power loses control of minor countries in this way. However, all Major Powers that have the control of a minor country (regardless of the number of districts) transferred to them gain “+1” political point.
Ø If more than one Major Power has
declared war on the same neutral minor country in the same month, any of the Major
Powers can back down from the war declaration (but still lose the political
points for the declaration) if they had
checked off the “Withdraw DoW against Minor” box in the DIPLOMATIC
REACTIONS SCREEN. The results are
displayed during the Reinforcement Phase.
Ø First highlight and check off the
Major Power in the "If aggressor(s) is" box at the bottom, and then
check/uncheck each minor country. NOTE:
Sometimes this takes a couple of clicks and players should carefully verify
their selections. It is easy to forget
doing this and then find yourself at war with another Major Power without
really intending it.
Ø If any two Major Powers that are
both in a period of enforced peace with each other, and therefore are not able
to declare war upon one another, both declare war upon the same minor country
then they must both back down, still paying the political point cost for the
war declaration.
Ø If a Major Power is unable to
declare war on any other Major Power that also declared war on the minor
country for any other reasons, that Major Power must back down, still paying
the political point cost for the war declaration. Major Powers are not considered to have broken
an alliance by these actions.
Ø If more than one Major Power declares war on the same
minor country and none back down from the war declaration and there is no Major Power willing or eligible to run
the minor country, then the program will break any ties by combining the Major
Powers’ Political Status numbers and their available money and allow the Major
Power with the highest total to auto-conquer that minor country.
Ø If no Major Powers remain at war with the minor country it
remains neutral.
If two or more Major Powers do not
back down and remain at war with the minor country, each must declare war on
all the other Major Powers also attacking the minor country (if not already at
war with them all). Those Major Powers
are eligible to attack the minor country and each other. This costs the same in total as a declaration
of war on one Major Power. If there are any allies and/or royal marriages involved,
then the alliances and/or royal marriages are broken and the requisite points
lost for each. There are no calls
to allies for forced war declarations.
The Major Power that will run the minor country is that with the highest modified random number, with any ties being decided by additional unmodified random number event. Each Major Power that had checked off the corresponding minor country box under the “Accept control of” section found in the DIPLOMATIC REACTION SCREEN, has a random number between 1 and 12 is chosen for them, which is then modified as follows:
Ø
Random
number + The National Modifier + The Political Status Modifier + Already At War
Modifier.
Ø
The National Modifier is found on the MINOR
COUNTRY CHART, by cross-referencing the name of the minor country
and the Major Power.
Ø
The Political Status Modifier is determined by
which row on the Political Status Display the Major Power is presently located (Fiasco Zone “-2,” Instability Zone
“-1,” Neutral Zone “0,” Dominant
Zone “+1”).
Ø If already at war with any of the Major Powers who have declared war on that minor neutral, a +2 modifier applies.
The Major Power selected to run the minor country gains “+1” political point per district in the minor country and, to show control, has one of its control flags placed in the minor country. Setup of minor country forces happens during the next Reinforcement Phase. Once a player has been selected to run a minor country, that minor country may no longer incur separate declarations of war, until it returns to neutrality. The Major Power controlling the minor Free State gains and loses political points for any combats involving the minor country's forces.
The
minor power's controlling Major Power has the option (if eligible and not
restricted) of declaring war on none, any, or all of the
aggressors if they had checked off the “Minor to Support” box in the DIPLOMATIC
REACTIONS SCREEN. First highlight and check off the Major Power
in the "If aggressor(s) is" box at the bottom, and then check/uncheck
each minor country. NOTE: Sometimes this
takes a couple of clicks and players should carefully verify their selections. The results are displayed during the
Reinforcement Phase. This costs the same
in total as a declaration of war on one Major Power plus the political points
lost for each broken alliance. No allies
can be called for these declarations of war.
If
the controlling power desires it may pay for depots and/or supply costs for the
minor country without the need to declare war in support of the controlled
minor country. The controlling Major
Power's corps and leaders are ignored in any combat involving that minor
country's forces unless against a force which consists of factors of one or
more countries with which it is at war.
A
Major Power may break any standing alliances, even if made this turn, paying
the cost of “-2” political points for breaking an alliance. This is not a declaration of war.
NOTE: To
sever ties with an ally, click on an area of the nation and then click the
“Break an Alliance” button.
Major Powers can declare that any of their conquered minor countries that can have corps are now minor Free States. The program will replace the conquered control flag with a Free State control flag in that country. Its fleet, if any, is set up at its current strength during the next Reinforcement Phase and its corps, fleets, land, and naval factors may be purchased beginning in the next Economic Phase.
NOTE: To
create a Free State, click on an area of the nation and then click the “Create Free
State” button.
In the
"Request/Allow Trade to" check box in the DIPLOMATIC
REACTIONS SCREEN, Major Powers may request
trade with Great Britain and Great Britain may choose which Major Power they
will allow to trade.
To grant friendly territorial access to allies, the Major Power must give a standing order by checking the appropriate "Grant Access to" box in the DIPLOMATIC REACTIONS SCREEN. To cancel an existing access agreement, uncheck the box and the program will respond to the order to cancel during the next Diplomacy Phase, but allow the ally who formally had access, a three-month grace period to leave the ally’s territory (see “Temporary Access” in section 13.4.1).
To gain access to an ally’s territory, simply make sure that the nation you want access to grants access to you by clicking the “Grant Access to” box in his DIPLOMATIC REACTIONS SCREEN. For an AI opponent you can request access through the AI talk function. (Double-click the map in the Diplomacy Phase. See section 6.16.) If the nation you have selected has checked off the “Grant Access to” box in the DIPLOMATIC REACTIONS SCREEN, access will be allowed during the next Land Phase.
NOTE: To access an
ally’s territory, click on an area of the nation then click the “Request Access
to Selected Nation” button.
Major
Powers may give money to an ally. All funds given are immediately
subtracted from their treasury but the Major Power receiving the money does not
get it until the next Economic Phase.
NOTE: To
loan money to a nation, click on an area of the nation then click the “Lend
Money to Major Power” button. Use the
spin buttons to select the desired amount.
Only Great Britain may settle peace with America and when done, Great Britain loses
“-5” political points
NOTE: The
British player simply clicks the “Settle Peace with America” button.
If a Major Power has no corps within a minor country they have declared war on, then that Major Power is considered to be no longer at war with the minor country and must be at war with the Major Power controlling it before he can attack it again. (EXCEPTION: The program will not recognize a lapse of war if the minor country has forces inside of the enemy Major Power’s territory.) Any garrisons, Cossacks or Freikorps are repatriated. For multi-district minor countries, this applies if a secondary district has been conquered and there are no invading Major Power corps within the rest of that minor country.
A
player can request money, unit(s) to borrow, land and military assistance from
allied AI Major Power(s) at any time during the Diplomacy Phase.
Ø To request money: Double-click on any controlled area of the ally you wish to make the request to. When the Ally request window opens, choose “Request Money.” Click the “Send Request” button to receive the AI’s response.
Ø To request land
or unit(s): Double-click on the area or unit of interest.
When the Ally request window opens, choose the type of request, either “Request
Unit” or “Request Land” (the land area or unit will be already listed). Click the “Send Request” button to receive the
AI’s response.
Ø To request
military action: Double-click on the area to focus on. When the Ally request window opens, choose the
type of request “Request an Attack” or “Request Defense”). Click the “Send Request” button to receive the
AI’s response.
Successful requests for units and military action will be for the next Land Phase, and all successful requests for land or money will be given during the next Economic Phase (but money is immediately taken from the AI ally). A nuisance penalty was added so that each failed request attempt after the first adds to a cumulative toll that increases the chances of a “-1” political point penalty.
Reinforcements are those counters
and strength factors including leaders due to enter the game in the current
month. The order for both naval and army
reinforcement is: Spain, Great Britain, Prussia, Austria, Turkey, Russia, and
France.
Purchased empty fleet counters may be placed in any friendly-controlled home nation port but must have at least one ship strength factor immediately placed in or transferred to them.
NOTE: To
place a fleet counter(s) for a Major Power, click the area and then click the
“View Available Counters” button on the top menu bar (Free State minor
countries have their own counter pool button, found in the Selected Nation screen). From
the Counter Pool screen choose the counter(s) that are highlighted
with a green border and then right mouse click to exit. Click to place in chosen area.
All ships
due this month may be placed in any of their fleets (including fleets just
placed) in a friendly controlled home nation port or conquered minor country
port in which they were built, whether blockaded or not, but not so as to
exceed the ship capacity of any fleet. Ships
due this month can be postponed until any later month. Minor Free State ships are added similarly but
only in ports of that minor Free State.
NOTE: Click on an existing fleet counter and then click the “Add
Ships to Fleet” button. The “Unit
to Unit Transfer” screen will open, allowing you to use the spin buttons to add
ships to the chosen fleet.
A Major Power may also transfer ships between fleets occupying the same sea area, blockade box or port (whether blockaded or not). Fleets of different nationalities, including different minor countries or of a Major Power and any minor country, may not transfer ships. If all ships are transferred from a fleet, the fleet counter is removed from the map at no cost in political points. A fleet counter must be repurchased during an Economic Phase to be placed back on the map.
NOTE: Click
on a fleet from the stack and then click the “Transfer Forces” button. Choose from the list of fleets in the same
area and the “Unit to Unit Transfer” screen will open, allowing you to use the
spin buttons to transfer ships between the chosen fleets.
Purchased empty corps counters may
be placed in an unbesieged home nation city (or minor Free State city for corps
of that minor Free State) or with any existing, unbesieged friendly corps. A factor must be immediately placed in or
transferred to such a corps.
NOTE: To place a counter(s) for a Major Power, click the area and
then click the “View Available Counters” button on the top menu bar (Free State
minor countries have their own counter pool button, found in the Selected
Nation screen). From the Counter Pool
Screen choose the counter(s) that are highlighted with a green border and then
right mouse click to exit. Click to
place in chosen area.
Army factors of artillery, regular cavalry, guard infantry, regular infantry, militia infantry due this month may be added as reinforcements the month they are due (their placement may not be delayed for later reinforcement). If placement of any army factor reinforcement is not possible, due to corps limits or garrison capacities or enemy siege and/or control of cities, these reinforcements are lost. Guard or regular cavalry factors may be converted to infantry factors in order to be placed. To convert these factors, double-click the “Current Reinforcement” yellow text header in the Nation Statistics box BEFORE they are placed.
Adding to Corps Inside Home Nations:
Factors may be added to any unbesieged corps of the same nationality that has the capacity and is inside its home nation (this excludes ceded provinces). Minor Free State factors can be added in this way, but inside that minor Free State's borders. NOTE: During the Reinforcement Phase, feudal and insurrection corps cannot get reinforcements (normally they get new factors during the December Economic Phase).
NOTE: Click
on the corps counter then click the “Add Forces to Unit” button and the “Adding
Reinforcements to Unit” screen will open, allowing you to use the spin buttons
to add factors to the corps.
Adding Factors to Garrisons:
Regular
infantry or militia factors may be added as garrisons in unbesieged
friendly-controlled cities in the home nation. Minor Free State infantry
factors can be added in this way but only inside that minor Free State's
borders.
NOTE: Click an
existing garrison, or click on a city to create a new garrison, then click the
“Add Forces From/To Garrison” button and the “Unit To Unit Transfer”
screen will open, allowing you to use the spin buttons to add factors to
garrison.
Adding Factors to Corps or Depots in Supply:
Any army
factor can be added to an unbesieged corps of the same nationally which is not
up to full strength (for the type of factor) and which is on or adjacent to a
friendly depot that is a supply source or part of a valid supply chain. Another Major Power's depot or supply chain
may not be used for this purpose.
Ø
For regular infantry,
regular cavalry, artillery or guard infantry factors, this depot must be part
of a valid supply chain of six or less depots to that point, which starts at a
supply source. Minor Free States may
receive their factors in the same way
Ø
For militia factors,
the valid supply chain can only be at most three depots long to that point.
Ø
Supply lines for
reinforcements may also be traced in whole or in part via sea supply but not
via invasion supply.
NOTE: Click on the corps
or depot counter then click the “Add Forces to Unit” button and the “Adding Reinforcements to Unit” screen will
open, allowing you to use the spin buttons to add factors to the unit.
Unbesieged corps in the same area may exchange factors as desired, capacity permitting. Corps of different nationalities (including different minors or a Major Power and a minor country) may not exchange factors. This is the only time during a month that army factors may be exchanged, except to detach and absorb garrison factors. Army factors may also be exchanged with garrisons in the same area during this time, and if all factors are detached from a corps, the corps counter is removed. EXCEPTIONS: Feudal, insurrection and artillery factors may not be exchanged. NOTE: Players may also move unbesieged corps between the city and its rural area during this time.
NOTE: Click
on a unit from the stack and then click the “Transfer Forces” button. Choose from the list of units in the same area
and the “Unit to Unit Transfer” screen will open, allowing you to use the spin
buttons to transfer factors between the chosen units.
Ø Army factors forming all or any part of a garrison of a
city or depot may be removed from the map. These factors are lost, but there is no
political point penalty.
Ø If, after transferring or exchanging factors from a corps,
the transfer/exchange should leave the corps counter empty, it must be removed
from the map and repurchased during an Economic Phase in order to be returned
to the map.
NOTE: Click on a unit and then click the “Remove
Counter from Map” button.
The Major
Power selected to run the minor country now sets up those forces.
Ø The player may, at his discretion, set up some, all, or
none of the corps and garrison forces that are available, in any land
areas within the borders of the controlled minor country. Fleets may start in, or in a sea area adjacent
to, any port in the controlled minor country.
Ø If
the minor country has corps, and this is not the
first time setting up, the forces available will be whatever was leftover from
the previous war (but not including prisoners).
NOTE: To place forces for a minor country, click the nation’s
area to open the Selected Nation screen. Click the “View Available Counters” button
then choose the counter(s) and right mouse click to exit. Click to place in chosen area.
Leaders
may be voluntarily retired from the map, unless they are in a besieged city (a
besieged port city must also be blockaded to prevent a leader's retirement). Retired leaders are returned (along with newly
introduced leaders) as reinforcements on any later Reinforcement Phase. Leader reinforcements may be placed with any
corps (fleets for NELSON) controlled by their Major Power. Leaders may also be
transferred to other corps assignments BUT this must be in the same area that
the leader is currently located in. If
you wish to transfer the leader to another corps in another area then you must
retire for one month then bring back the following month. This simulates the leader’s movement.
Leaders
can be placed with any corps BUT the area must be free of enemy corps.
NOTE: To retire a leader, click on the leader and
then click the “Remove Counter from Map” button.
To add a leader, follow placement instructions found in section 7.2.1.
NOTE: To
assign a leader, click on a corps counter and then click the “Assign Leader to
Unit” button.
Leaders may also be removed from the game under peace condition C.6. Removed leaders must spend at least one year in retirement or exile before returning to the map. There is a political point cost for returning the leader and once the political points have been subtracted, the leader is eligible to be returned to the map for normal use during the next or any subsequent Reinforcement Phase.
Great Britain may choose to change the order that they wish to move during the next Naval Phase and France may choose to change the order that they wish to move during the next Land Phase. You can scroll over the Naval or Land Phase identifier at the top of the screen and you will see the move order for the current turn.
NOTE: Click
the “Change Order” button and using the spin buttons, scroll to the desired
position.
Allies may declare that one or more
of their corps, leaders or fleets will be “loaned” for the remainder of the
month, with movement and supply costs of all loaned forces being handled by the
ally borrowing them. This enables allies to move and attack together against a
common enemy.
When a
loaned corps is in a group that is attacked by a nation hostile to the corps
controlling player BUT not hostile to the original owner of the corps then the
corps is repatriated to the corps’s original territory and control is returned
to the original player. When a player
moves into an area with loaned corps and is at war with the original owner of
the corps BUT NOT at war with current controlling player then the loan status
is canceled and they are reverted back to original owner and a battle may be
fought. Fleets are handled in a similar
manner except that control is not automatically reverted when the area is
entered BUT after an attack is setup by the moving player.
Example: If Great Britain is at war with Spain but not
at war with Russia and Great Britain moves fleets into an area that has Spanish
fleets on loan to Russia then nothing happens until Great Britain attempts to
attack the stack, at which point the fleets will be returned to Spanish control
and a naval combat may be fought.
NOTE: There is an important restriction on
disembarking corps from fleets loaned to or under the control of neutral major
powers. Fleets under the control of
neutral powers can only disembark troops into land areas where they have
access. For example, a Spanish
controlled fleet not at war with Great Britain, but carrying a French corps at
war with Great Britain, will not be able to disembark that corps into Great
Britain if the corps is loaned to Spain.
To disembark corps a French corps into a hostile Great Britain from a
Spanish neutral fleet, that fleet must be loaned to France.
NOTE: To
loan a corps, click on the unit of choice and then click the “Lend Unit to
Ally” button. Choose an ally, if more
than one, from the list.
Three types of ships are available: Heavy, Light and Transports.
These represent the ships-of-the-line, the big ships with big guns. If a side of a naval combat has 1.5 times more heavy ships than the other, it receives a +1 to the random number chosen, between 1 and 6, on the NAVAL CRT.
Each heavy ship is capable of carrying 1/2 cavalry factor or 1 factor of any other type permitted to be transported by sea, following the rules of naval transport.
Heavy ships cost $9 and 1 manpower, taking 12 months to build to commission.
These represent the frigates and lighter ships, which would perform anti-piracy operations, act as scouts for the heavy ships and occasionally participate in major battles. In naval battles, if one side consists of heavy (and light) ships and the other side has only light ships, the side with only light ships MUST retreat as if those forces had lost a naval battle.
Each light ship is capable of carrying only 1/2 infantry factor that is permitted to be transported by sea, following the rules of naval transport.
Piracy and anti-piracy has been simplified to be standard light ships only and can be added to either the piracy mission, at which point the major nation can target the Major Power of choice (to inflict losses on trade), or by adding them to anti-piracy operations and defending their own commerce from piracy.
Light ships cost $6 and 1 manpower, taking 9 months to build to commission.
Naval transports represent ships designed specifically to transport troops. Each Major Power has the ability to build one naval transport fleet, with no limit on the number of naval transport factors that can be held in this fleet.
Each naval transport factor is capable of carrying 1 cavalry factor or 2 factors of any other type permitted to be transported by sea, following the rules of naval transport.
Naval transports do not participate in any form of naval combat. If the stack of which they are a part, participates in combat, they are treated as not being present. The only exception to this is if all other light and heavy ships in their stack become either damaged or sunk, the naval transports (and any passengers) are captured. (EXCEPTION: In port evacuation battles, blockaded transports are scuttled if they have are part of a fleet that does not win the port evacuation battle.) If the stack of which they are a part retreats, the naval transports move with the stack.
Naval transports cost $4 and 1 manpower, taking 6 months to build.
Great
Britain may choose, during the Diplomacy Phase, when they wish to move,
otherwise, the Naval Phase order is: Great Britain,
Russia, Turkey, Austria, Prussia, France and Spain.
Ships may only be transferred between fleets during the phasing player's Reinforcement Phase.
Players may move any or all of their fleets up to the maximum movement allowance of seven per fleet during their sequence of a Naval Phase. Movement points may not be accumulated from turn to turn nor may they be transferred among fleets. All naval forces of minor countries move with their controlling Major Power.
Each sea area entered costs one movement point. During winter months, no fleet may enter or leave a sea area north of the ice line.
It costs one point to move into a port from any of the sea areas touching its blockade box and vice-versa. It costs one movement point to enter a blockade box from an adjacent sea area or vice-versa. It costs no movement points to move between a port and its blockade box or vice-versa and all fleets entering or exiting ports are considered to do so by passing through the port's blockade box.
Fleet(s) may only enter a port controlled by another Major Power with the controlling Major Power's permission, or, if at war with the controlling Major Power, to attack fleet(s) there. Fleets may only blockade the port of a neutral Major Power or neutral minor country if enemy fleets are in that port.
A Major Power's and controlled minor's fleets that start a Naval Phase occupying the same port, blockade box or sea area are automatically combined into one “stack.” A player may choose to move all of the fleets in a stack as one or may move each fleet individually. Fleets may be added to this stack by moving it to the port, blockade box or sea area containing the fleet(s) desired to be added.
Once a stack ends its movement, it may not be moved again this player sequence (EXCEPTION: For retreat following naval combat or to leave an enemy-controlled port).
As long as no fleet moves twice or exceeds its movement allowance, the player may continue to repeat this process until all desired fleets have been moved.
NOTE: To
move fleets in the same area as a stack, click on one fleet in the area and
then click the “Select All Units in Stack to Move” button.
If a phasing stack ends its movement in a sea area containing an enemy stack, it may initiate an attack against those enemy fleets in the NAVAL COMBAT PHASE. If a phasing stack ends movement in a port occupied by any enemy fleet(s), an attack must be initiated on the enemy fleet(s).
Fleets may move through areas containing other fleets, (even enemy fleets) with no restriction on movement, except that they may be interrupted by interception. If the interception attempt is successful then combat is fought immediately and if, and only if, the phasing Major Power's fleets win the interception naval combat may they continue movement (without any movement penalty). Interceptions may not be attempted on stacks that are retreating.
NOTE: Players
may give standing orders for their fleets to automatically attempt to intercept
enemy fleets by clicking the “Review/Set Orders”
button.
When a phasing stack enters a sea area occupied by or adjacent to one or more enemy stacks, those enemy stacks may attempt to intercept the moving stack. An “enemy stack” is any stack containing fleets at war with any fleet or fleets in the phasing stack. EXCEPTION: A non-enemy stack may attack the phasing stack if at war with a Major Power owning corps being transported by fleets of the phasing stack. If an interception attempt is successful, the program will automatically have the attacking Major Power declare war on the owner of the transporting fleets (no restrictions for the declaration apply) and the battle will be fought.
Once one Major Power succeeds in interception and forces the moving player to stop moving or retreat, no other Major Power may attempt an interception of that same phasing stack in that same area. Stacks that made or attempted earlier interceptions may be used again for later interceptions of different phasing stacks in the same area or of the same phasing stack in a different area.
Only properly placed fleets in the appropriate circumstances may attempt to intercept.
Ø A fleet in a port may only intercept enemy fleets entering the adjacent sea area(s) and only if not blockaded.
Ø A fleet (or stack) may make one interception attempt for each area that an enemy stack moves into that is either the same or adjacent sea zone(s).
Ø A fleet(s) that currently occupies a blockade box will automatically intercept an enemy fleet leaving that port. A fleet in a blockade box may also intercept enemy fleets, which enter the adjacent sea zone(s) that border that blockade box.
Ø If a Major Power attempting an interception has several different stacks available for an interception, any number may attempt interception. As soon as one stack successfully intercepts, an interception battle is fought. If the intercepting power loses the battle, the program may attempt to intercept with his other available stacks (if standing orders were given to do so). If he wins the battle, he may not attempt another interception on that stack.
Blockade Box Interceptions
When a phasing stack enters a blockade box from a port, enemy fleet(s) there automatically intercepts it and it must win the immediate interception naval combat before it can continue moving. If more than one enemy Major Power's fleets occupy that blockade box, the entering fleet(s) is intercepted by all as a combine force.
Sea Area Interceptions
Except for interceptions in a blockade box, a random number between 1 and 6 is chosen for each stack attempting to intercept.
Ø If attempting to intercept a phasing stack in an adjacent sea area, a “0” or “1” must be chosen. This also covers interception attempts from ports or blockade boxes into adjacent sea areas.
Ø Attempting to intercept a phasing stack in the same area requires a “0”, “1”, “2” or “3.”
Ø If the NELSON leader is with the intercepting stack, one is subtracted from the random number.
Intercepting Fleet Movement
If successful, the intercepting stack must be moved to the area containing the phasing stack that was intercepted, if not already there.
Result of Interceptions
If the interception is successful, a naval combat is fought immediately (i.e., during the Naval Movement Phase) using the naval combat rules. No evasion by the phasing Major Power is possible from an interception.
Outcome of Interception Combat
Intercepting Side Victory: If the intercepting Major Power's stack wins the naval combat, the phasing Major Power must retreat its stack in accordance with the naval retreat rules, with that stack of fleets then ceasing movement after the retreat move. In this case, the intercepting fleets may continue to remain in the area for (possibly) intercepting other phasing stacks.
Phasing Side Victory: If the phasing stack wins the naval combat, the intercepting stack must retreat in accordance with the naval retreat rules, and may not attempt more interceptions during this Major Power's movement sequence. A portion of, or the entire phasing stack may continue movement with whatever movement points the stack's fleets retain. Of course, other fleets can attempt to intercept the phasing fleets in every other sea area that is entered by repeating the interception procedure.
Fleets of the owning Major Power may transport friendly controlled corps and any accompanying leaders during the Naval Phase. Guerrillas, Cossacks, Freikorps, insurrection corps, leaders not accompanying corps, and garrison factors may not be transported. Fleets may also transport the corps of other Major Powers only if they are loaned during that month’s Diplomacy Phase. The transporting ally (borrower) may be intercepted and/or attacked by a Major Power at war with the loaned corps. The Major Power attacking need not be at war with the Major Power owning the transporting fleets, and if not, must immediately declare war on that Major Power before commencing the battle (no restrictions for the declaration apply). NOTE: The program will display a confirmation message window for this purpose.
NOTE: Click
the fleet that will be used for transportation then click the “Load Transport
Fleet” button and choose unit(s) from list.
The corps and the fleet must both begin in the same port city (the corps may be in the city area). They move together until in the sea area or blockade box adjacent to the land area in which the corps is to land or until reaching a port. Fleets and the corps they transport may enter other ports only if friendly controlled, neutral minor controlled, or with permission of the Major Power controlling the port.
Ø Heavy Ship: 1 Infantry or 1/2 Cavalry factor.
Ø Light Ship: 1/2 Infantry factor.
Ø Transport Ship: 2 Infantry or 1 Cavalry factor.
If a corps does not disembark during the Land Phase it is destroyed. If all corps are destroyed in this manner, any leaders with the corps are removed from the map (they may be placed in a subsequent Reinforcement Phase).
If a port in which a fleet is located becomes enemy-controlled, the program will automatically attempt to evacuate the fleets in port before the next Naval Phase. In this case, the program will resolve the naval blockade battle without user input. Harbor defenses are never used against fleets leaving a port. The blockading fleet(s) remains in port box if it wins and the blockaded fleet(s) must be scuttled if it does not win the naval combat (minor country fleets can be scuttled under these conditions). If a naval leader is with a scuttled fleet in this situation he is captured by the Major Power controlling the port. A scuttled fleet counter must be repurchased during an Economic Phase to be brought back into the game. If the blockading fleets lose and the blockaded fleet(s) win the naval battle, they are both retreated in accordance with the naval retreat rules.
A stack may only enter a blockade box if it is at war with the Major Power controlling the port or if the box or port contains an enemy fleet.
Ø If a Major Power begins its naval sequence with a stack occupying a blockade box and it is not at war with the Major Power controlling the port, then the stack must leave that blockade box during its sequence of the Naval Phase.
Ø If a blockade box is occupied, a stack may enter or leave the port without interception if not at war with any of the Major Powers with fleets in the blockade box and they have been granted access from the Major Power controlling the port.
Ø Fleets of a Major Power that are at war with blockading fleets may attempt to leave that port (run the blockade) but will be automatically intercepted by the blockading enemy Major Power's stack.
Ø Fleets of a Major Power that are at war with the blockading fleets may attempt to enter that port (lift the blockade). In this case, the program will prompt the player to decide before any combat takes place (which will occur during the Naval Combat Phase). Fleets that successfully break the blockade may then proceed into the port. The losing side retreats in accordance with the naval retreat rules.
Major Powers can allocate light fleets to piracy or anti-piracy operations against the trade of any other Major Power (whether allied, neutral or at war). These Privateers do not pay for maintenance. See section 12.2.1 of the Economic Phase for the effects of piracy and anti-piracy operations on commerce.
Ø
NOTE: To
add a light fleet to piracy mission, click on fleet then click the “Add
Selected Ships to Piracy Mission” button. From the Piracy Screen, click on the fleet
then choose the target nation. Right
click to exit screen and return to map.
Ø
NOTE: To
add a light fleet to anti-piracy mission, click on fleet then click the “Add
Selected Ships to Anti-Piracy Mission” button. Right click to exit screen and return to map.
Ø
NOTE: To
view, change or remove fleet(s) on piracy missions, click the “View Fleets on
Piracy Mission” button. Click fleet then
choose the target nation to change or double-click a fleet to remove it. Right click to exit screen and return to map.
Ø
NOTE: To
view or remove the fleet(s) on anti-piracy missions, click the “View Fleets on
Anti-Piracy Mission” button. Double-click
fleet to remove. Right click to exit
screen and return to map.
Initiation of naval combat occurs during the Naval Movement Phase when enemy fleets in port, or those that occupy the same sea area or blockade box, may be chosen for attack by the phasing Major Power. Other Major Powers in the sea area, blockade box or port that are not at war with the phasing Major Power will be ignored. A stack may only attack enemy fleet(s) in a port city if at war with the owner of the port. All combat takes place during the Naval Combat Phase.
NOTE:
Ø To initiate an attack in the same area, click the “Attack Enemy” button and then click on the enemy stack.
Ø To initiate an attack on a port from the blockade box, click the “Attack Enemy” button.
Ø To initiate an attack on fleets in a blockade box from a sea area, click on the port.
These rules cover all naval combat caused by interception or by initiation.
The attacker is the phasing side and the defender is the non-phasing side. The defender comprises of any one defender's stack that is present.
If combat
is to take place, the "wind gauge" must be determined. A stack attacking in a port combat, and
blockading fleets combating fleets exiting or entering that blockade box's port
automatically have the wind gauge. In
all other cases each side receives a random number of between 1 and 6, adding
one to the result if that side contains a British fleet and adding a further
one if NELSON is present. Notwithstanding
these modifiers, a "6" is the maximum modified result. If the net random numbers are equal for both sides, there is no wind gauge and
combat is resolved simultaneously. In
any other case, the higher random number gains
the wind gauge and conducts its attack first, removing losses inflicted on the
opponent before the opponent replies.
Prior to
a naval combat, the defending fleet can attempt to evade if the combat is not
the result of an interception nor a port combat, and given any fleet in the
stack has been given standing orders to evade.
Fleets can be given different evasion orders. When you give a fleet orders, you can give an
evasion order only for a defender only in a non-interception / non-port
blockade battle. These three different
options are No Evade, Evade Stronger and Evade All. Only one fleet per stack needs this order set
and it will encompass all fleets in the stack.
When an evade option is set then at the beginning of the naval battle a
1d6 will be rolled and if the roll is a 1 or 2 then the evasion is successful
and the fleets are retreated to the nearest port with a garrison. (If a garrisoned port is not available then
they will retreat to the closest port.)
9.2.1.2 Possible Forced Retreat
If one
side consists of heavy (and light) ships and the other side has only light
ships, the side with only light ships MUST retreat as if those forces had lost
a naval battle. If the phasing player is forced to retreat, this ends that
stacks movement for that month. There is no PP cost for such a forced retreat.
NOTE: This rule represents the impossibility of light ships fighting heavy
ships-of-the-line, as well as the inability of unsupported galleys to fight
heavy ships-of-the-line. In any such encounters, the more maneuverable light
ships and galleys always withdrew.
Each side receives a random number of between 1 and 6, adding one if a British fleet is present on that side, adding one for having 1.5 times more heavy ships than the other, and subtracting one if a Prussian and/or an Austrian fleet is present on that side (these modifiers are cumulative but the net modifier may never be more than +1 or less than -1). The random number is compared to the NAVAL COMBAT TABLE and the result is the percentage of that side's number of ships, which number of ships the other side must remove as losses.
In the combat screen for a naval
combat at sea, attacking fleets may be given orders to pursue retreating
fleets. The attacker can pursue the
retreating force to the port with any of
his forces. This is done by
double-clicking a fleet which will toggle the pursuit setting. The fleet will indicate that it will pursue
by the white arrow drawn at the top left of the fleet counter. Naval pursuit orders are not cleared at the
end of the combat, and need to be reset following each battle.
NOTE: Evading fleets cannot be pursued. Intercepting fleets and defending fleets
(i.e., non-phasing fleets) cannot pursue.
Fleets on blockade duty in a blockade box also cannot pursue.
9.2.2.1 Proportional Naval Losses
If combat occurs in a port, the "harbor defenses" attack the phasing Major Power's fleet(s) first, using the NAVAL COMBAT TABLE with an unmodified random number. The domestic trading values and harbor defense values for each port city are shown on the map. Treat the harbor defense value number the same as if it were that many ships for the combat. There must be a garrison of the port’s controlling Major Power in the port city that is at war with an entering stack in order to use the harbor defenses. The phasing Major Power's surviving ships then attacks the enemy fleet(s) in that port. Finally, any surviving defending ships will perform their combat against the attacker.
Great
Britain and France are at war. It is
Great Britain's Naval Phase. Great
Britain moves NELSON and 3 fleets with 60 ships total into a sea area
containing 3 French fleets with 31 total ships. First, wind gauge is determined: Great Britain gets a "2," which
becomes a "4" after adding modifiers for NELSON and British fleets. France gets an unmodified "5." France wins the wind gauge and fights first.
France gets a "5" on the NAVAL COMBAT TABLE. This means 20 % of
the number of French ships is inflicted as ship losses on the British. 20% of 31 is 6 ships. Great Britain gets a "2,” which becomes a
"3" after adding the modifier for British fleets. This results in 8 French ship losses (60
British ships minus 6 ships lost = 54, then 15% of 54 = 8).
Ø A side that does not lose all of its ships and also
loses fewer ships than the other side wins a naval combat and the other side
loses it.
Ø In naval
combat by initiation: If both sides have surviving ships and losses
were equal, the side that attacked (phasing side) loses the naval combat and
the other side (non-phasing side) wins it.
Ø In naval
combat by interception: If both sides have surviving ships and losses
were equal, the side that attacked (phasing side) wins the naval combat.
Ø If a side loses all of its ships but loses fewer
ships than the other side a naval combat is a draw (this can happen in port
combats).
The victor(s) of a naval combat gains political points and the loser loses them (draws have no political point effects). “+1” political point is gained or lost for each fleet of the defeated Major Power(s) used in that combat, up to a maximum of “+/-3” political points.
Ø If the victor was commanded by the NELSON leader, they get
"+1" extra political point.
Ø If the loser was commanded by the NELSON leader, they lose
"-1" extra political point.
The survivors of one side in a
naval combat must always retreat.
The program will retreat the naval combat loser to the nearest unblockaded friendly (including an ally's port, with access permission) port. If no eligible port is available, the loser retreats to any one adjacent sea area (a sea area into which movement is not possible may not be selected). Retreating fleets may not be intercepted.
If the
naval combat takes place in a port, the attacking fleets (win or lose) must
always retreat to the port's blockade box, and the defending fleets remain in
the port (no pursuit).
If the
naval combat takes place in a blockade box the loser must retreat to that port,
if and only if, the combat resulted from the movement of the loser's stack from
that port, and in any other case must retreat in accordance with sea area
retreat rules. Since movement between a
blockade box and its port is free, the victor (even if the phasing side with
all movement expended) in a blockade box naval combat may be, if the port is
friendly or with access permission, moved into the port following the naval
combat.
Continuing
the example from 9.2.4: As the French
Player lost 8 ships (2 more than the British), he must retreat to the nearest
unblockaded friendly-controlled port or be moved to an adjacent sea area. Great Britain gains "+4" political
points for the win (including "+1" extra for NELSON), and France
loses "-3" political points because the loser had 3 fleets. France is retreated to a nearby home nation
port.
After ships lost in combat are removed, excess fleet counters (those without ships) are removed from the map and must be repurchased during an Economic Phase to be brought back into the game. No political points are lost for removing these empty fleets. If NELSON is with a stack in which all ships and fleets are eliminated by naval combat, NELSON becomes a prisoner of the other side in the naval combat.
All
land units can be moved in this phase. Minor
Free States move in the sequence of their controlling Major Power. France may choose,
during the Diplomacy Phase, when they wish to move, otherwise, the Land Phase
order is: France, Russia,
Turkey, Austria, Prussia, Great Britain and Spain. France's movement order is revealed during
the Land Phase.
In order for a Major Power to move in the sequence of another Major Power, those Major Powers must be allies and must have used the loan corps function during the Diplomacy Phase.
Major Powers may place or remove depots at any time during the phase. Depots may be purchased and placed, up to counter mix limits on the map at any one time, at the cost of $1 each. The same depots may be removed, then placed, any number of times during a Land Phase as long as $1 is paid every time one is placed and the counter mix limits are not exceeded.
Free State forces use the depots of their controlling Major Power. Depots may not be placed in areas containing unbesieged enemy corps, guerrillas, Freikorps or Cossacks (unless an unbesieged corps of the Major Power placing the depot is also in that area) or in an area that already contains a depot (there is a limit of one depot per area except when sea supply is used for a besieged city). Depots may be placed as described in the following sections.
NOTE: To
create a depot, click an area then click “Create/Remove Depot” button. To remove a depot, click on the depot and then
click “Create/Remove Depot” button.
A new
depot may be placed in an area containing a friendly controlled unbesieged
city, in that Major Power's territory.
Even if not itself a supply source or part of an overland supply chain, a new depot may be placed in an area containing an unblockaded friendly controlled port, provided there exists a friendly unblockaded sea supply source to the port.
Ø If such a port is
besieged, then the depot is placed in the port city itself. This is the only case where the depot is
considered to be in a city rather than in the surrounding area.
Ø Another, enemy depot could also be placed in the port
city's area while a depot is also in the port city itself. This is the only case where two depots may be
located in the same area (one in the city and one in the city area).
A new
depot may be placed within two unblocked areas of an already existing (before
this turn) depot that is a supply source or which is part of a valid supply
chain.
A "supply source" is any unbesieged controlled city in a Major Power’s home nation, ceded province, or controlled minor country in which there is also a depot in the surrounding area.
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.
Ø 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.
Ø
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 an enemy fleet.
Ø
Any portion of a supply chain that is not valid
cannot be used for regular supply, although the invalid depots do not have to
be removed.
Ø New depots as part of a supply chain may not be placed in a neutral minor unless the Major Power is at war with the neutral and may only be placed in the territory of another Major Power if given access permission by, at war with, or having imposed victory condition C.5 on that Major Power.
Ø
For a Major Power to place a new depot outside
of its own territory, an unbesieged corps of that Major Power must be in that
area and not have moved or foraged before the depot is placed. For this purpose, Cossack, Freikorps and guerillas
do NOT count as corps!
Ø
If there is an enemy
controlled city in the Major Power’s territory, a depot may only be placed in
that city area, as part of a supply chain, if a corps of that Major
Power is in that city area.
Ø
Depots from different Major
Powers, even if allied, may not combine to form one supply chain (including sea
supply or invasion supply).
Depots
may be placed on heavy fleets (not light fleets) and transports, for the
provision of invasion supply.
Major Powers may move any or all of their corps, Cossacks, Freikorps or guerrillas during their sequence. Free State corps are moved at the same time by the controlling Major Power and are not limited to movement within their minor Free State. Movement may be restricted through other Major Powers' territory. Movement allowances may not be transferred from unit to unit nor may they be accumulated from month to month.
Each land counter has a "movement allowance" (found in the upper right corner of the SELECTED UNIT INFO box) consisting of a number of "movement points" that can be expended to enter new areas on the map. There are two sections of a land area that units may move into and/or reside in. The program identifies these sections as “Besieging Rural” for attacking units and “Rural” for non-attacking units.
With corps bearing a cavalry symbol (including Austrian light infantry), Austrian and Prussian Freikorps and Russian Cossacks the movement allowance is "5." For French corps (including French artillery) the allowance is "4." All other corps have an allowance of "3." Spanish guerrillas have a movement allowance of one area (regardless of terrain).
Ø
The following minor countries will have their
infantry corps movement allowance increased to “4” when they become French
controlled Free States: Denmark, Holland, Lombardy, Naples, Piedmont, Poland, Portugal, Sweden, Switzerland, and Venetia.
Ø
The following minor countries will have their
infantry corps movement allowance increased to “4” when they become components
of a French controlled Confederation of the Rhine: Baden, Bavaria, Hanover, Hesse,
Saxony, and Wurttemburg.
Forced Marching
Corps may increase their movement allowance by one movement point by "forced marching." Cossacks, Freikorps, guerillas, cavalry corps and disembarking corps may not be forced-marched. NOTE: To forced march a unit, double-click the counter on the map and a confirmation window will open.
Each map area generally expends one movement point from a counter's movement allowance to enter, although this varies in some areas, as follows:
Ø
Clear, Forest or
Desert: Clear areas and areas containing a forest or
desert cost 1 movement point to enter.
Ø
Marsh or Mountain: Areas containing a
marsh or a mountain cost 2 movement points to enter.
Ø
Crossing Rivers: It costs +1 extra
movement point to enter an area across a river, if that area contains an
unbesieged enemy corps. There is no
extra cost to move across a river if there is no unbesieged enemy corps
counter(s) in the area.
Ø
Sea Crossing Arrow
Movement: It always costs +1 extra movement point to use
a crossing arrow. Corps, Freikorps
and/or Cossacks may not use a crossing arrow if an enemy fleet occupies the
surrounding sea area.
Ø
Cumulative Costs: These costs are all
cumulative. For example, movement across
a river into a mountain area containing an enemy corps costs 1 movement point
to cross the river, plus 2 more movement points since it is a mountain area,
for a total of 3 movement points of the counter's movement allowance expended.
Foraging is performed while corps are being moved. The program will use the lowest forage value that the corps passed through in order to calculate the forage random number.
Each counter is moved individually.
Ø A corps must cease movement when it consumes its movement allowance or when it enters an area containing an unbesieged enemy corps or depot garrison (not if the area contains only Cossacks, Freikorps, or guerrillas).
Ø Cossacks and/or Freikorps are not required to cease
movement when they enter an area containing enemy forces.
Ø No counter may be moved into an area that would cost more
movement points than the counter has remaining for use.
Ø There
is a stack limitation of 30 counters of any type for each section of a rural
area.
Ø Movement may be ended earlier. There is no requirement to move any counter,
or for any counter to expend its full movement allowance.
There are two sections of a city that units may move into and/or reside in. The program identifies these sections as “Besieging City” for attacking units and “City” for non-attacking units and each has a stack limitation of 30 counters of any type. Any non-loaned, non-artillery, non-feudal or non-insurrection corps may detach factors as garrisons at, or absorb army factors from, depots and/or unbesieged friendly or vacant cities by reducing or increasing its strength, if the capacity is there. There is no movement point cost for doing this.
NOTE: To
move into or out of a city, click on unit then click the “Move into/out of
City” button.
NOTE: To detach/absorb factors to/from garrison,
click on unit then click the “Transfer Factors from/to Garrison” button.
The “Unit to Unit Transfer” screen will
open, allowing you to use the spin buttons to transfer factors between the
chosen units.
Detaching/Absorbing Factors
Restrictions
Regular infantry and/or militia factors may not be detached or absorbed in an area containing enemy corps outside a city.
Ø Minor Free State forces may only detach and absorb their infantry factors to and from cities (they may not garrison depots).
Ø
Detachments cannot
empty a corps. All corps must always
contain at least one army factor to maintain the corps counter on the map.
Garrison
factors can be regular infantry and/or militia factors, represented by the
placement of a garrison counter in the city or as part of a depot in a city
area.
Ø
Cossack, Freikorps and
guerrillas may not detach or absorb factors but may still be used to form all
or part of a city garrison (they may not garrison depots).
Ø
Corps may form all or
part of a city garrison without detaching army factors, so that any types of
army factors in such corps could also be a garrison.
A city's
maximum garrison capacity is 5 times its supply value (e.g., a city with a
supply value of "4" (it has four spires representing the city graphic
on the map), may contain up to 20 army factors. A city may also hold any number of leaders
(NOTE: Leaders may only be moved into a
city with corps counters.)
A depot's
maximum garrison capacity is 10 army factors.
Ø
All army factors used
to garrison a depot must be of the same Major Power as the depot.
Ø
A depot in a besieged
port city does not add any garrison capacity to the city. The port city/depot combination has the same
capacity as just the city alone.
If a phasing Major Power has corps, Cossacks, Freikorps and/or guerillas inside a city which is not being besieged, they may be moved directly out of that city into the area surrounding the city and/or continue normal movement into adjacent areas (if permissible). Moving from a city into its area (or vice-versa) expends no movement points.
Corps
being transported on fleets at sea must be
"disembarked" into any adjacent land area during their Land Movement
Phase or be eliminated. Corps being
transported on fleets that moved into a port must disembark in the port's area.
When disembarking from fleets located in
a blockade box, corps must land in the area containing that blockade box's
port. Disembarking exhausts a corps,
entire movement allowance for all purposes, and counts the same as having
crossed a river for purposes of any combat in that area during the disembarking
player's sequence. If an area contains a
friendly port that is besieged, counters must disembarked directly into the
port's area.
NOTE: Click
the fleet that is transporting the unit(s) then click the “Unload Unit” button
and click the area to disembark into.
If during movement a corps, Cossack, Freikorps or guerilla moves into an area containing an ungarrisoned enemy depot, it may elect to destroy the depot and continue moving or destroy the depot and use it for supply (EXCEPTION: If during movement a corps disembarks into an area containing a lone depot, the program will automatically destroy it). Using the depot for supply ends movement in that area and counts as having successfully foraged for supply (with no loss) for that one corps counter.
If an
enemy depot is garrisoned, the phasing player must halt movement and fight the
garrison.
Enemy
Corps or Depot Garrison in Area
If during
movement a corps moves into an area containing a depot garrison or enemy corps
not in a city, the corps must cease movement and declare an attack.
City Garrison in Area
If during
movement a corps moves into an area where enemy corps and/or garrison factors
are in a city the phasing corps may continue movement or stop movement and
besiege, or not, as the owning player desires. If he decides to besiege the enemy corps and
forages for supply, the foraging random number is
not reduced due to unconsumed movement points.
If a corps ends its movement in an area containing only enemy Cossacks and/or Freikorps, it must declare an attack; however, a corps may move through such an area without stopping or declaring an attack.
Only corps and besieged forces must be supplied. Leaders and unbesieged Cossacks, Freikorps, guerillas and garrisons do not need supply.
Ø To determine a unit’s supply status, click on the
unit and view the Status
Panel.
Ø To
determine the Major Power’s current supply cost, right click any area on
the map and view the Status
Panel.
"Foraging" represents living off the country. When a corps ceases movement it may elect (or be forced) to "forage" rather than use depot supply. If it has forced marched, or is four or more areas from the nearest depot in a friendly valid supply chain, not adjacent to an invasion supply depot and/or supply source or no money is available for depot supply then it must forage for supply. For convenience, when the “Auto Forage” button is used, the program will automatically forage all units that are eligible in accordance with the foraging procedure that follows. If a unit is not eligible to auto forage, it must be done manually using the “Forage” button. Units that are out of supply (that must forage) will appear on the map with a yellow highlighted border.
NOTE: To
auto forage, just click the “Auto Forage” button.
NOTE: To
manual forage, click on the unit then click the “Attempt to Forage” button.
A random number between 1 and 6 is chosen for each foraging corps after it completes movement. This number may be modified, if any modifiers apply. The modified result is than compared with the forage value of the area with the lowest forage value of all the areas passed through or stopped in, not counting the area in which the corps started (unless the corps did not move and remained in one area), during its movement. If the modified result is equal to or less than this forage value, there is no effect. For each modified point above the forage value, the corps must lose one army factor.
When a random number is chosen for a foraging corps, the following cumulative modifiers may apply:
Ø
Other Corps in the
Area: For each other unbesieged corps in the area it
currently occupies, whether that Major Power's or not, "+1" is added
to the random number result, up to a maximum of "+2."
Ø
Unused Movement
Points: For each movement point the corps did not use,
one is subtracted from the random number. EXCEPTION: The random number is not modified due to
unused movement points if the corps is besieging or plans to besiege enemy
forces in the area.
Ø
Forced Marching: If the corps forced
marched, "+1" is added to the random number.
Ø
Winter: If it is winter
"+ 2" is added to the random number unless the corps is not in the
"winter zone."
Ø
In Own Territory: If the corps did not
move into an area outside the Major Power's territory this month and is not now
in such an area, "-1" is subtracted from the random number.
The
factor or factors removed for foraging losses may be any in the corps, with
these restrictions:
Ø Any factors that were part of the corps during its movement
are eligible to be used for forage losses. If possible, forage losses must come out of
the factors actually in the corps when movement is completed.
Ø Corps counters may be removed as a result of forage losses
only if all factors that were part of the corps during its movement are lost to
foraging. If only one factor remains
after foraging losses are removed, that factor must be in the corps and the
corps counter must be left on the map.
Ø If all corps counters in an area are removed due to
foraging losses, any leaders with the removed corps are immediately removed
from the map. They may be returned to
the map during any later Reinforcement Phase.
After the movement and foraging of corps is complete, any corps that did not forage must now pay for supply. Depot supply, while costing money prevents army factors being lost. Paying for depot supply is as follows:
Any corps
in a depot area or which can trace an unblocked route to a depot may use depot
supply. Besieged port city garrisons
(regardless of size) may also use depot supply (via sea supply). The costs for all corps and separate garrisons
are summed and any fraction rounded up, that amount then being deducted from
that Major Power's current treasury balance. A Major Power may not use depot supply for a
corps if it doesn't have enough money to pay the cost and such corps must
instead forage for supply.
Ø
Corps Depot Supply: A corps in the same area as a depot being part
of a valid supply chain costs $1/2 to supply. Other corps up to three unblocked areas away
from a depot pay the number of areas they are away from a depot in a valid supply
chain in money points. For example, a
corps 3 areas away pays $3 to get supply. The route through the intervening areas traced
from a corps to a depot may not be blocked by enemy forces (same rules as for
blocking a supply chain).
Ø
Besieged Port Garrison Depot Supply: Besieged port city
garrisons using sea supply through a depot in the port city cost $1/2 per
garrison to supply. Besieged port city
garrisons using invasion supply cost $1 per garrison to supply as they are in
an adjacent area.
Ø
Winter Depot Supply Cost Increases: All costs are
doubled in winter for corps or garrisons within the WINTER zone.
All or a portion of supply chain can be validly traced across sea areas.
In
order to trace supply across sea areas there must be one of a Major Power's
depots in each of the two friendly
controlled ports between which supply is to be traced. The source side of the sea supply chain must
contain fleet(s) of the Major Power. Neither
port may be blockaded. If these conditions are fulfilled, the ports are valid
links in a supply chain. The effect of
this is as if the depots were in adjacent areas (regardless of the number of
sea areas actually between them) for all purposes including placement of
reinforcements. NOTE: Sea supply will not be checked for in newly
captured port cities until AFTER the phase in which city control was
established.
Apart
from fleets in the blockade boxes of ports used for sea supply, enemy fleets do
not interrupt such a sea supply chain.
Sea
supply may not be traced into or out of an area north of the ice line during
winter months.
Depots
may be constructed in an unblockaded friendly controlled port even if besieged
provided there exists a friendly unblockaded sea supply source.
Ø
This allows forces in
that port to live off sea supply (rather than besieged supply).
Ø
This is the only case
where depots are considered to be inside the city, rather than in the
surrounding area.
Ø
At the end of a
player's movement, a depot in a port city is moved into the surrounding area if
the city is no longer besieged and the surrounding area is not enemy
controlled. If there is already an enemy
depot in the surrounding area, the enemy depot is destroyed.
Ø
A depot in a port city
is immediately removed when there is no longer an unblockaded sea supply
source.
A depot may be constructed on a fleet in a sea area and used to provide supply for all corps and/or besieged port city garrisons into all adjacent land areas (but not beyond) at the normal depot supply money point costs.
Ø Invasion supply can only be used if an unblockaded friendly
controlled port that is a supply source or contains a depot that is part of a
valid supply chain exists from which supply can be traced to the fleet. NOTE: The
depot built on a ship must be that of the same Major Power.
Ø If the fleet containing the depot should move for any
reason, the depot is lost.
Ø Invasion supply does not allow reinforcements to be placed,
nor can it be a link in a chain of supply, it only directly supplies corps in
adjacent land areas or besieged port city.
Ø No more than one depot for invasion supply may be placed in
any one sea area.
Ø Invasion supply is not possible in a sea area north of the
ice line during winter months.
Unless eligible for sea or invasion supply, besieged garrisons and corps must individually check for supply by the foraging method, using the city supply value (which equals the number of spires in the city graphic) rather than the forage value of the area containing the city.
Besieged
Supply Random Number Modifier
The
foraging random number modifiers are not used for besieged supply. Instead, for every full 5 army factors in the
besieged city (regardless of whether the factors are part of a corps or merely
a garrison) "+1" is added to the random number, to a maximum of
"+ 2." For example, a city
with 5-9 army factors would have "+ 1" added to the random number. No other modifiers apply.
For each
point of the random number over the city supply value, one army factor of the
besieged garrison and/or corps is lost. If
all the besieged army factors are lost, any besieged leaders become the
prisoners of the besiegers and the besieging forces immediately gain control of
the city. NOTE: Unbesieged corps in a city use the forage
value of the area in which they are in, not the city supply value.
Besieging forces may live off regular supply or forage. If they forage they are considered to have spent their full movement allowance for supply and use the area supply value and normal modifiers.
Guerilla creation and anti-guerilla operations occur at this time if there is no Land Combat Phase; otherwise, this procedure is checked for at the end of the Land Combat Phase.
Conquests
of minor countries are checked for after all Major Power sequences are
completed. Control flags are changed to show the conquest of minor countries
and their change of control. The control
flags are changed only if the capital of
the minor country was occupied during the previous month and the conqueror has
maintained uninterrupted and unbesieged occupation for the entire current
month. A newly conquered minor country
is always marked with a conquered control flag.
NOTE: The lapse of war check (6.15) occurs during
the Diplomacy Phase. The conquest check
occurs at the end of the Land Phase. Therefore,
conquest requires having a corps remain within the minor country to prevent
lapse of war plus one full month's occupation of the capital. This means from your own Land Phase in which
you first occupy the capital through the end of your next Land Phase. If the minor capital garrison is eliminated
during another player's Land Phase (e.g., the garrison fails to forage), that
does not count for your conquest purposes.
At the
end of all movement and supply in a player's sequence the land combat procedure
commences.
If at the end of all movement of the phasing Major Power, enemy forces (excluding guerillas) occupy the same area as its corps, depot garrison, Freikorps or Cossacks, the phasing Major Power must attack in those areas. The phasing side is the "attacker" and the non-phasing side is the "defender." Forces inside cities are not included in field or trivial combat (they may only attack or be attacked via siege combat).
All field
and trivial combats may be resolved in any order at the phasing player's
option. After a combat is completed, the phasing player's forces may
immediately occupy and/or detach factors to occupy any friendly-controlled or
vacant city in the area. The phasing
player's forces then conduct all siege combats (this can include forces which
just took part in a field or trivial combat) in any desired order.
Field combats simulate open-field battles. Individual field combats may be resolved in any order determined by the phasing player. A combat in one area must be completed before commencing another combat. NOTE: Field combats where one side has a 6:1 or better ratio in strength factors are resolved using trivial combat. Each individual field combat occurs in the following order:
The attacker selects an OPERATIONAL POSSIBILITIES chit first then the defender makes his chit selection. There are different chits for the attacker and the defender, each with its relative strengths and weaknesses (and best counter-chit, as shown in the example below). An outflank chit may be chosen only if a force consists of at least two non-artillery corps (EXCEPTION: The program will allow a depot garrison and one corps, in the same area, to choose the outflank chit).
EXAMPLE:
Ø Outflank
(Offense):
This is a great chit to choose but depends on the Strategic Rating of
your commander and terrain modifiers.
(Cordon)
Ø Assault: This is a
straight-forward attack and works great against most tactics except Defend. Win
or lose, you want casualties. Blood!
(Defend)
Ø Escalated
Assault:
This is like Assault but more risky and rewarding, with heavier
casualties. (Defend)
Ø Echelon: This is a flexible
advance and works best if the attacker has an advantage in morale. But results
are mixed and depend a lot on your opponent’s pick. (Cordon/Outflank)
Ø Probe: Safety play. This is a slow advance, using scouts to
identify enemy positions before pushing forward, and works best against Defend.
You are better and you know it.
(Escalated Counter-Attack)
Ø Outflank
(Defense):
This is a popular “pro” chit on defense and works very well against most
tactics. Expect NAPOLEON to spring a lot
of these. (Probe)
Ø Counter-Attack: Seize the
initiative! Blood! This is effective against Probe and can also
be useful against Outflank if you can win before the attacker's outflank force
arrives. (Echelon/Outflank)
Ø Escalated
Counter-Attack: This is like Counter-Attack but more risky
and rewarding, with heavier casualties.
(Echelon/Outflank)
Ø Withdrawal: This is used to
avoid battle and depends on the Strategic Rating of the commander. Having a cavalry corps helps. Beware attempting a withdrawal that
fails! (Escalated Assault)
Ø Defend: Avoid
casualties. This is very effective
against Assault and is also a good choice if you are outnumbered.
(Outflank/Probe)
Standing
Orders Option
Standing orders may be given to a
corps prior to the Land Combat Phase by clicking the corps designation in the
top left corner of the Selected
Unit Info box. The program
handles controlled minor country corps, alone in an area, automatically and
will use a random chit (as default) when the controlling player does not
pre-select a defensive chit. (See OPERATIONAL POSSIBILITIES CHART for chit
selections)
NOTE: The program will accept outflank for a defensive chit selection but if there is only one corps when a battle occurs the program will override the selection and randomly choose another chit.
If either players or neither player picked the outflank chit, or if the attacking player picked the outflank chit and the defending player picked the cordon chit, skip to section 11.2.3; otherwise, the player who picked the outflank chit must divide his forces into an "outflanking" and “pinning” force.
Outflanking Force Composition
The
player designates part of his force, comprising of at least one corps plus all Cossacks
and/or Freikorps, as the "outflanking force" before the other side
reveals its chit. These are considered
to be "moving around the flank" and are not included for combat
purposes (which includes cavalry superiority) until they
"arrive." EXCEPTION:
Outflanking forces are included for determination of the base morale levels.
Pinning Force Composition
The rest
of his force is considered to be the “pinning force,” comprising of at least
one non-artillery corps plus all leaders, all garrison factors on depots,
artillery factors and attacking guerrillas.
These units will fight until the arrival of the outflanking force.
Both players now have their chosen chit revealed, and cross-indexed on the OPERATIONAL POSSIBILITIES CHART. If the defender did not choose "Withdraw", skip section 11.2.4 and go directly to section 11.2.5.
Any
player who chose "Withdraw" now receives a random number to see if
his force does withdraw.
Withdrawal
Avoids Battle
If the
entire force does withdraw, the battle does not take place.
Withdrawal Procedure
If a player has picked the "Withdraw" chit, the program will determine if he successfully withdraws. To be successful the random number must be less than or equal to the appropriate strategic rating.
Ø
If the opposing side
has chosen "Probe," the withdrawal is automatically successful and no
random number is necessary.
Ø If the opposing side has chosen a chit other than "Probe" then the defending player receives a random number, comparing the result to his commander's strategic rating or, if he has no commander, comparing the result to the intrinsic strategic rating. These strategic ratings may be modified by notes on the OPERATIONAL POSSIBILITIES CHART.
Ø
When a side withdraws,
the program conducts the retreat and there is
no pursuit.
Cavalry Withdrawals
A
defending cavalry corps stacked alone or only with other cavalry corps and/or Cossacks/Freikorps
has its strategic rating (or that of its commanding leader) increased by
"+1" for withdrawal purposes only. If a depot is stacked with the cavalry corps
units, the withdraw still applies EVEN if infantry factors are in the depot.
The
program now reveals both forces and determines their final morale levels.
Morale levels represent a force’s “morale” and the higher the number the better (see the NATIONAL MORALE VALUES CHART). The base morale level is calculated by adding up the products of the number of army factors having the same morale value, and dividing this total by the total number of army factors and rounding up to the next tenth of a point. Example: If a force of 51 total army factors has 21 factors at morale "3.0," 20 factors at morale "4.0" and 10 factors at morale "5.0," then this is: 21 times 3 plus 20 times 4 plus 10 times 5 = 193 divided by 51 factors = 3.784 which rounds to a base morale level of "3.78."
NOTE: Units have their
morale values indicated in the Selected Unit Info Box.
Final Morale Levels
The "final morale level" for each day is the base morale level minus "0.5" for each succeeding day of the combat after the first and any modifiers indicated on the OPERATIONAL POSSIBILITIES CHART. The final morale level is the point at which the force will break. For example, a force with a base morale level of "3.20" will also use that figure for its final morale level on the first day of a combat. On the second day of a combat, the final morale level will be "3.20"minus "0.5" equals "2.70."
Reveal Forces
Both sides have their corps identities, the exact size and composition of their forces and their final morale levels revealed.
The OPERATIONAL POSSIBILITIES CHART refers each player to a series of three sets of combat tables on the COMBAT RESOLUTION CHART. One combat table is used per player per "round" for the three rounds for which a combat "day" lasts. The attacker uses those tables designated by "A" in the OPERATIONAL POSSIBILITIES CHART. The defender uses those tables designated by "D". For example, if the attacker selected the echelon chit and the defender selected the counterattack chit, the attacker's combat tables would be "1-2" (first round), "3-4" (second round) and "2-4" (third round) and the defender's combat tables would be "3-1," "4-1" and "2-1". Each combat table is identified by two numbers (i.e., "3-1 "). The first number represents the "casualty level" and the second number represents the "morale level" of the combat table. These levels are cross-indexed on the COMBAT RESOLUTION CHART to find the combat table used for a round of combat. For example, the "1-5" combat table is the one located in the lower left-hand corner of the COMBAT RESOLUTION CHART.
If all of the attacking forces have crossed a river, a crossing arrow and/or disembarked from at sea to enter the combat area then the river sections (found only in the assault, escalated assault, echelon and probe columns on the cordon line) of the OPERATIONAL POSSIBILITIES CHART are used where appropriate for the first day's combat. If combat continues into a second day, then the normal sections are used.
Until the outflanking force arrives, the first set (labeled "1st ") of combat resolution tables on the OPERATIONAL POSSIBILITIES CHART are used, with the percentage losses caused by the outflanking side being based on the pinning force army factors only. Once the outflanking force has "arrived" the second set labeled "2nd") of combat resolution tables are used with each army factor in the outflanking army factors of the force counting as two army factors for the purpose of determining percentage losses. For example, an outflanking attacker has a pinning force of 20 factors with a 10 factor outflanking force and faces a defender who chose the counterattack operational possibilities chit. In the first combat round, the attacker would have 20 factors on the "2-1" combat table and the defender would use all defending factors on the "2-3" combat table. Assume that the attacker loses 4 factors in the first combat round and that the outflanking forces arrive for the second combat round. For the second combat round, the attacker would have 16 factors (left from the pinning force) plus two times 10 factors in the outflanking force equals 20 factors for a total attacking force treated as 36 factors on the "4-4" combat table and the defender would use all surviving defending factors on the "3-1" combat table.
The combat table may be cumulatively modified by terrain effects in the area where numbers a field combat occurs, although the casualty and morale level numbers may never be modified above "+5" nor below "-1" regardless of the modifiers that apply. These modifiers are:
Ø Forest Modifiers: In forest areas the casualty level is decreased by "-1"
for both sides (e.g., combat table "2-2" becomes "1-2").
Ø Mountain Modifiers: In mountain areas the attacker's casualty level is reduced
by “-1.”
Ø Marsh Modifiers: In marsh areas the casualty level is decreased by "-1"
and the morale level is increased by "+1" for both sides (e.g.,
combat table "2-2" becomes "1-3").
Ø Desert Modifiers: In desert areas the morale level is increased by
"+1" for both sides (e.g., combat table "2-2" becomes
"2-3").
Guard commitment and artillery bombardments now take place
Before
the resolution of a combat round, a player with a guard or grenadier corps may
choose to "commit the guard." A
player may do this only once per day of combat. Only the phasing player may commit his guard
in combat, so loaned corps units are not available for commitment. NOTE: The choice to commit the guard for the second
or third round is actually done after the resolution of the combat round
immediately preceding the second and third round (e.g. to commit the guard for
the second round, click the “Guard” button after the first round concludes).
Ø
The effect of
committing the guard is to increase the morale level used
on the COMBAT
RESOLUTION TABLE by "+1" or "+2." For example, the
"3-2" combat table becomes the "3-3" (increased by
"+1") or "3-4" (increased by "+2") combat table.
Ø
Only two or more guard
factors of French and/or Russian guards may be used to attempt to increase the
morale level by "+2." One or
more guard factors of Austrian, French, Prussian and/or Russian guard factors
may be used to increase the morale level by "+1." Despite these minimums, all available guard
factors of a nationality that is committed must be used for this. British and/or Spanish guard factors may not
be committed.
Ø
When a player commits
his guard the program consults the GUARD COMMITMENT TABLE and a random number
is chosen. The random number is cross-referenced with the column showing the number of
morale levels shifted. The result is the
number of guard factors automatically lost (in addition to any that may be lost
during the coming combat round).
Ø
If at least one guard
factor of the committed nationality is left, then the combat round proceeds,
with the modified morale level. The lost
guard factors do not participate in the combat round. If all committed guard factors were lost, then
the committing side is automatically considered to break without fighting that
combat round (although the opposing side still fights).
Ø
If at least one guard
factor survives and the combat round is fought with the modified morale level,
the other side must be broken during that combat round or the side that
committed the guard is automatically considered to be broken.
Artillery Bombardments
The
French and Russian Major Powers each have the use of an artillery corps. These have special uses during field and
trivial combats. These special uses do
not apply during siege assaults or defender attacks.
Ø
In every combat round
the artillery may be used to "bombard" before normal combat is
resolved, the casualties inflicted by bombardment taking no part in later
combat. If both sides possess artillery,
the bombardment losses are considered to be determined simultaneously.
Ø
The losses removed by
bombardment may not be militia, where possible, if the side taking the
bombardment losses already has a morale loss of "2.0" or greater.
Ø
Artillery bombardment
inflicts only casualties; it has no effect on morale (ignore morale losses when
doing an artillery bombardment).
Ø
Artillery always
bombards using the "5-5" table, irrespective of the tables being used
for the normal combat round. Artillery
bombardment is unaffected by any terrain other than marsh (there can be no
bombardment in marsh terrain), although the artillery factors still participate
in normal combat.
Ø
Artillery also takes
part during the normal combat round (i.e., when used for bombardment it
effectively gets to fight twice).
Ø
If at any time during
a combat round a side (or the pinning force of a side) consists of only
artillery factors, that side is automatically considered to break after
the round is fought.
The
opposing players each receive a random number between 1 and 6 and cross grid their modified random number on their respective combat tables on the COMBAT RESOLUTION
CHART for each round, applying the result.
Combat is considered to be conducted
simultaneously so both forces take their losses at the same time.
The random number can be
modified and these modifications are cumulative, however, the maximum
cumulative modifier can never exceed "+1."
The Commander Chart
Use the COMMANDER CHART
and cross grid the opposing commander's tactical ratings to find the modifiers.
For example, if the attacking
commander's tactical rating is "4" and the defending commander's
tactical rating is "3," the attacker's random number is modified by
"+1." Commander
tactical ratings are recalculated after every round of combat (they can change
if reinforcing corps or a new reinforcing commander arrives).
Cavalry Superiority
If a side
has at least twice as many cavalry factors (including Cossacks and Freikorps)
as the other side at the beginning of any round of a field, or trivial combat
(recalculate the number of cavalry factors present for every combat round), the
superior side gets "+1" added to its combat random number. Cavalry factors in
an outflanking force are not counted for cavalry superiority until the
outflanking force "arrives." Cavalry factors in an outflanking force that
has arrived are not counted as double factors for purposes of determining
cavalry superiority.
EXAMPLE:
There are
several modifiers to combat in EiANW.
Modifiers to the combat are applied for each side and consider things
like terrain, leader ratings, and troop types.
There are two very important things to consider. First, try to use a leader with a good
tactical rating. For leaders, the higher
the tactical rating the better. Second,
achieve cavalry superiority. To do this,
you must have double the amount of enemy cavalry or simply have cavalry if the
enemy has none. Keeping these two things
in mind will increase your chances of winning battles.
Percentage Loss - Types of
Casualties
The "percentage loss" ("% LS") result is the percentage of that side's number of army factors that the other side must remove as losses. Losses incurred may be taken in any fashion within the following conditions:
Ø Where possible, militia casualties may be taken only until
(not including) the round in which the cumulative morale loss of the army
equals or exceeds "2.0."
Ø In the round in which a side breaks, one of its losses must
be cavalry (any type-regular, feudal, Cossack or Freikorps), if possible.
The
"morale loss" ("MRLS") is subtracted from the other side's
final morale level. These are
accumulated from round to round.
When a force is eliminated or its total morale loss reaches or exceeds its final morale level it breaks, may be pursued and must retreat (unless totally eliminated). The combat is over and no further combat rounds are resolved. This may occur at the end of any round.
If the field combat continues, skip this section and go to section 11.2.11
If the combat is over, continue on with this section
A Major
Power wins a field combat when the enemy side or an enemy pinning force either
breaks or is completely eliminated.
Breaking: When a
side's total morale loss equals or exceeds its final morale level, it
"breaks" (retreats from the field) and combat ceases after that round
has been completed. In the round in
which a side breaks, at least one of that side's losses incurred must be
cavalry, if possible.
Pinning
Force Defeat: If a pinning force breaks or is eliminated before the
outflanking force "arrives", the whole side (including the
outflanking force) is considered to be broken and may be pursued.
Ø If the pinning force is eliminated before the outflanking
force "arrives," the program will join the flank force with
the pinning force before the all the casualties that would eliminate the
pinning force are taken and then the outflanking
force is broken and may be pursued.
Ø If a pinning force is eliminated, any excess casualties
caused to that side go on the outflanking force.
Political
Points for Winning/Losing Field Combats: The
victor now gains political points and the loser loses them, recorded on
the POLITICAL
STATUS DISPLAY). “+1/2” political point is
gained or lost for each corps of the defeated side (rounding fractions up) used
during any round of that combat (this includes corps in outflanking forces that
never arrive, but not reinforcing corps that do not arrive) up to a maximum of
"+ 3" political points. For
this purpose a single corps, which begins or reinforces a battle with more than
20 factors in it, is treated as 2 corps.
Ø If the victor was commanded by the NAPOLEON leader, they
get “+1” extra political point.
Ø If the loser was commanded by the NAPOLEON leader, they
lose “-2” extra political points.
Pursuit after Combat: When a side breaks, the victor may launch a "pursuit" using the victor's cavalry factors. Pursuit procedure is as follows:
Pursuit Class: The "pursuit class" is determined from the PURSUIT CLASS TABLE by cross-gridding the victor's total morale loss in the combat with the number of combat rounds completed. Combats going into two or more days always use the "3+" rounds column. The number found is the "pursuit class number", which is then applied on the PURSUIT CLASS TABLE. For example, if the victor had a "2.6" total morale loss when the loser breaks at the end of the second combat round, the "2 - 2.9" line is cross-gridded with the "2" column to find a "3" pursuit class. EXCEPTION: If a pursuit is ordered against forces withdrawing after a day's combat rather than breaking, automatically use a "1" pursuit class (prior to applying any modifiers).
Pursuit Class Modifiers: The following cumulative modifiers all apply when using the PURSUIT TABLE:
Ø Cavalry Leader
Present: "+1" is added to the random number if a cavalry
leader (denoted by a cavalry leader symbol on the leader counter) is present on
the victor's side at the combat even if he was not the commander, so long as at
least one cavalry factor of the leader's Major Power takes part in the pursuit.
Ø In Forest,
Mountain or Desert: If the combat took place in a forest,
mountain or desert area, the pursuit class column used on the PURSUIT TABLE is
shifted one column to the right of the column indicated by the pursuit class
number (a "-1" modification). For
example, if the pursuit class number from the PURSUIT CLASS TABLE is
"3" and the combat area is forest, mountain or desert, the shift is
from the "3" to the "2" column.
Ø In Marsh: If the combat took
place in a marsh area, the pursuit class column used on the PURSUIT TABLE is
shifted two columns to the right of the column indicated by the pursuit class
number (a "2" modification).
Ø No Pursuit: Any result modified
to less than a class 1 pursuit means that no pursuit takes place.
Pursuit Losses: A random number between 1 and 6 is
chosen, modified if applicable, and then used with the modified pursuit class
column on the PURSUIT
TABLE. The result is the percentage loss of the total (this does
include cavalry factors that were in an outflanking force that did not arrive)
cavalry factors in the victor's force inflicted on the broken force. Every loss
in the broken force not taken in cavalry (which includes Cossacks and Freikorps)
is taken as three non-militia or six militia factors
(i.e., 1 cavalry = 3 infantry = 6 militia). If the entire losing force is
eliminated by pursuit, the victor captures all leaders.
Retreat
after Losing a Combat: The loser is retreated one area by the program. This occurs
after pursuit (if any).
Ø
All retreats are made
into an adjacent land area that is closest (any closest area, if several
qualify equally) to the nearest depot of any nationality in the losing force,
or if none is on the map, towards that force's nearest controlled national
capital city.
Ø
A retreating force may
never be split up.
Ø
If the area retreated
to contains an unbesieged enemy corps, Cossack, Freikorps or depot garrison,
the force is retreated one more area, etc., until an open area is reached.
Ø
Retreat across a
crossing arrow or onto ships is not permitted.
Ø
A force may not
retreat into the same area twice in the same retreat.
Ø
A force must surrender
(all army factors and leaders in the force become prisoners) if no retreat
route is available.
Unusual
Field Combat Results: Sometimes field combats may have unusual conclusions.
Ø
Break and Eliminated: If a side's forces break in the same combat
round in which the enemy forces are completely eliminated then the broken Major
Power wins the combat and does not retreat. Political points are gained by the winner
(survivor) and lost by the loser of this victory.
Ø
Both Break: If both forces break in the same combat round
and there are survivors on both sides then neither side wins, gains or loses
political points, or is pursued. Only
the attacker retreats.
Combat has concluded, skip to Section 11.2.14
After
each round of a combat "day," players may attempt to reinforce from
adjacent land areas.
Reinforcing
a Field Combat
After
each round of field combat, both sides that have corps, Cossacks, Freikorps and
guerillas in adjacent land areas may attempt to reinforce.
Ø
Reinforcement across a
crossing arrow or by disembarking is not permitted.
Ø
Forces may not attempt
to reinforce if they have already or will take part in another combat this same
Major Power sequence.
Ø
Besieged corps, Cossacks,
Freikorps or guerillas (for an attacker) in a city in the same area to the
field combat may not attempt to reinforce.
Reinforcing
Procedure
If the
reinforcing forces have a leader with them, the leader's strategic value is
used when checking to reinforce with all the corps in that area as a single
unit, otherwise each corps receives a random number between 1 and 6 and
separately checks using their intrinsic ratings. The strategic rating or less, needs to be
received for a random number to reinforce.
Strategic
Rating Modifiers for Reinforcing
A
reinforcing commander's or corps' strategic rating is reduced by "-1"
if it occupies a mountain, forest or marsh area, or wishes to reinforce across
a river. The reductions are not
cumulative. The maximum reduction never
exceeds "-1." A reduction may
result in corps being unable to reinforce at all.
Pinning
Force Reinforcements
Any
friendly forces that reinforce a battle on a side with a pinning and an
outflanking force are attached to the pinning force, not to the outflanking
force.
Using
Reinforcements
A side's
final morale level is not changed due to the arrival of reinforcements but its
cavalry factors (not doubled for this purpose) are counted for determining
cavalry superiority and all of its army factors may be added to the side's army
factors for determining percentage losses on the enemy. A reinforcing leader may take command.
After the first and second combat rounds of the day, the program will check for the arrival of outflanking forces.
Outflanking
Force Arrival
At the
end of the first round of combat the outflanking player receives a random
number between 1 and 6 and compares the number to the commander's strategic
rating.
Ø If the random number is less than or equal to the
commander's strategic rating, as modified (all modifiers are cumulative)
by terrain and notes on the OPERATIONAL POSSIBILITIES CHART, the
outflank is successful and the outflanking forces
"arrives;" otherwise, the outflankers must check again for possible
arrival at the end of the 2nd round.
Ø For outflanking, commanders' strategic ratings are reduced
by "-1" if the area containing the reinforcing forces is a forest,
mountain or marsh area.
Ø The strategic rating of a commander is increased by
"+2" at the end of the second combat round.
Withdraw
versus Outflanking
If the
opposing side chose the outflank chit and the outflanking force does not arrive
after the first round, all remaining corps of a withdraw chit side are
withdrawn successfully before the second round is fought. This is handled as a normal withdrawal and
there is no pursuit.
If
this is not the third round of the day, return to Section 11.2.6
and use the combat tables appropriate for each combat
round.
At the
conclusion of three combat rounds (i.e., one combat "day"), if
neither side has been eliminated or broken, the players have the choice to
continue a battle or to end it.
Withdrawing
after a "Day" of Combat
Either
one or both sides may automatically withdraw if that was their choice. These withdrawals are handled as per losing a
combat. If both sides choose to
withdraw, both must leave the area and there are no pursuits. Since no one was defeated, no political points
are gained or lost from the combat
New
"Days" of Combat
If both
players chose to fight, the combat goes into a further day (three rounds
more). Return to Section
11.2.1 and new Operational Possibilities
chits are chosen.
Ø The
final morale levels used are those of the first day less "-0.5" for
each succeeding day plus any OPERATIONAL POSSIBILITIES CHART modifiers. Final morale levels are otherwise not
re-calculated even if reinforcements arrived.
Ø Any outflanking forces that have not yet arrived
rejoin the pinning force "overnight," so that all forces are once
again united at the start of each day. Possible reinforcing forces do not
arrive overnight.
If there
are any enemy supply depots in the area with only friendly forces remaining,
then that supply depot is destroyed.
Combats
in which one side initially consists solely of garrison factors on a depot, Cossacks,
Freikorps and/or guerillas not in cities must be resolved using trivial combat. Field combats where one side has a 6:1
or better ratio in strength factors are also resolved using trivial
combat.
Ø Trivial combats are resolved similarly to field combats,
but the procedure is much simplified. No
operational possibilities chits are chosen, but commander and cavalry
superiority modifiers are included as for field combats.
Ø Combat is fought using the "5-2" combat table for
both sides for all three combat rounds, subject to modification for terrain and
guard commitment. Additional
"days" of combat may be fought using trivial combat.
Ø Any type of factor may be removed as a casualty, at the
controlling player's option, during any round of a trivial combat.
Ø The normal field combat methods of determining final morale
values, breaks, retreats, withdrawals at the end of a "day" and
pursuit rules are followed. Depot and
city garrisons cannot retreat and losing survivors that break must surrender if
not eliminated by a pursuit.
Ø No political points are gained or lost in trivial combats.
These
represent the surrounding and reduction of garrisoned enemy cities. A Major Power's corps may besiege any occupied
city in territory controlled by a Major Power or minor neutral with which it is
at war or any city occupied by enemy troops wherever it is located. Depot garrisons may never take part in sieges.
The forces besieging a city are the
"besiegers" and the garrisons inside the city are the "defenders."
A phasing force that just attacked and
won a field or trivial combat in an area may then besiege an enemy city in that
same area if all corps in the phasing force used depot (regular, sea
and/or invasion) supply, and/or did not use unused movement points to modify a
foraging random number.
A besieging Major Power may elect to launch "assault" attempts. For assault attempts a random number between 1 and 6 is chosen and the result is referenced to the SIEGE TABLE.
The random number for assault attempts is cumulatively modified as follows:
Ø City Siege Value: The city siege
value (the number of “forts” in the city graphic on the map) is subtracted from
the random number.The strategic rating of a commander is increased by
"+2" at the end of the second combat round.
Ø Undergarrisoned: "+1" is
added if the city is not garrisoned to within 5 factors of the city's garrison
capacity. For example, if the garrison
capacity is 15, one will be added if there are 9 or less factors in the city.
Standing orders may be given to a garrison, for when there is a breach result during a siege assault, by clicking the garrison name in the top left corner of the Selected Unit Info box.
The results from the SIEGE TABLE are resolved as follows.
Ø Sortie?: If
"sortie?" is the result the defender may elect to "sortie"
(in a sortie a besieged force would launch a limited surprise attack on the
besiegers) out against the besieging force. In a sortie, the defending player receives a
random number between 1 and 6. On a
random number of "5" or "6" the defender loses one army
factor, and any other result is a one army factor loss to the besieger. If the defender chooses not to sortie, nothing
happens.
Ø NR: No results. Nothing
happens.
Ø Breach: If
"breach" (indicating that a gap has been blown through the defender's
walls) is the result on the SIEGE TABLE, the following may be done:
o Surrender: The garrison may
surrender (all become prisoners). There
are no political points for a surrender.
o Assault: If there is no surrender,
the besieger must fight and assault the city.
These simulate attempts to "storm" a city by an assault through a breach. Assault combat is resolved similarly to trivial combat, but is even more simplified.
Ø
The besieging forces
fight on the "5-1" combat table and the defenders on the
"5-2" combat table of the COMBAT RESOLUTION CHART for a maximum of three rounds (assault combats never last
more than one "day") with no modifications for terrain, leaders
and/or cavalry superiority. All
available factors on both sides must participate. There are no pursuits and assault combats may
not be reinforced.
Ø Final morale levels are determined as per Section 11.2.5.
Ø
Any type of army
factor may be removed as a casualty, at the controlling player's option, during
any round of an assault combat.
Ø
If the besieger loses
or does not win (break or eliminate the defenders) within three rounds, the
siege is resumed; with no further combat this player sequence.
Ø
If the besieger wins
(the defender is eliminated or broken), then the city is captured and all
surviving army factors and leaders are surrendered.
Political Points For Siege Assault
Combat Winners
If the assaulted city contains a corps and/or is a "fortress" (has one or more fort), the defender gets “+1” political point if the besieger loses (is eliminated or broken) or does not win within three rounds, and the besieger gets “+1” political point if the city is captured. No political points are ever lost on either side, regardless of the outcome and none are gained if the city has a no corps and is not a fortress (has no forts).
If the attacker wins the assault then they may garrison the city.
NOTE: An auto-garrison feature which will automate the garrison placement at the end of a siege. You can set this garrison size in the Current Nation Panel on the right side.
Defenders
may attack besiegers during the defending player's sequence of a Land Combat
Phase, if desired.
These simulate a city garrison attacking the besiegers and are resolved similarly to siege assault combats.
Ø
If the defending
garrison chooses to attack, the defending Major Power uses the "5-1"
combat table and the besieger uses the "5-2" combat table on
the COMBAT
RESOLUTION CHART for a maximum of three
rounds (garrison attack combats never last more than one "day") with
no modifications for terrain, leaders, or cavalry superiority. There are no pursuits and these combats cannot
be reinforced.
Ø Final morale levels are determined as per Section 11.2.5.
Ø
Any type of army
factor may be removed as a casualty during any round of a garrison attack
combat.
Ø
If the defending force
loses or does not win (break or eliminate the besiegers) within three rounds,
the siege is resumed, unless the combat eliminates every army factor in a
garrison, in which case the city is captured.
Ø
If the defender wins,
the besieger retreats in accordance with the retreat after combat rules, but
may not be pursued, and any previously besieged corps may, if desired, be
immediately moved out of the city into the surrounding area.
Political Points for Garrison Attack
Combats
There are no political points gained or lost for garrison attack combats.
At the
end of a day's combat, when all casualties are removed, excess corps counters
emptied by losses may also be removed from the map. This may cause a change in a commander's
tactical rating for the next day's combat
During
this phase, which occurs only at the end of the March, June, September
and December months, money and manpower are collected and certain expenditures
are made.
NOTE: Click to view
the economic summary for the current quarter
NOTE: AI opponents receive the following bonus at the beginning of each Economic Phase:
Ø Easy AI: Receives a 10% bonus on manpower and money.
Ø Medium AI: Receives a 15% bonus on manpower and money.
Ø Hard AI: Receives a 20% bonus on manpower and money.
EXCEPTION: AI-controlled Major Powers will only receive half bonuses if their capital is under besieged control by a human player OR under an enforced peace with a human player.
Each Major
Power receives the victory points specified for the position at which it is
located on the POLITICAL STATUS DISPLAY. For example, if
the Austrian political status was at 23, Austria would receive 6 victory
points.
Victory point changes are recorded on the Victory Points Display to show the new percentage of the total points required to win. The actual victory points total can be found in the upper left corner of the Current Nation Statistics box.
NOTE: For PBEM games, successful bids for Major Powers are added to the total needed on the Victory Points Display
The
British player has the option of spending up to one third of the victory points
he gained this quarter to subtract that same number of victory points from the
total victory points of any ONE Major Power with which Great Britain is
currently at war. This is done instead
of Great Britain gaining those victory points.
NOTE: To deduct victory points, click on the nation
area and then click the “Deduct VP” button.
During
the Victory Points Tally of a game's final turn, or possibly sooner, a victor
is determined.
Each
scenario has its own victory conditions and the victory determination systems
are different from those used for campaign games.
Victory
points are collected during each Victory Points Tally. In the campaign games, the first player(s) to
obtain enough total victory points to reach or exceed his Major Power's victory
level is a winner. If two or more Major
Powers have reached or exceeded their victory levels simultaneously, those Major
Powers are co-winners. Players may not
transfer victory points to each other. If
no player reaches the required victory level by the end of a campaign game,
Great Britain wins.
Ø Major Power Victory Levels: The required victory levels for each Major Power are given in the Victory Points Display.
Ø Shorter Campaigns: If players wish to finish a campaign game earlier, they can determine the victor by awarding victory to the Major Power that has attained the largest percentage of its victory level.
The
"tax" (for money) and "manpower" (recruiting for ships and
army factors) values for each province and minor country are found in
the Selected Area
Info box (as well as several other screens, such as the Nation Status
Overview screen). The
domestic trading values for each port city are on the
map.
There are
a number of sources from which a Major Power may collect money. The program
will total the money due to him from Economic Manipulation (this may be
negative), from Taxation, from Trade and Spanish Gold. This total is added to any accumulated amount
carried over from previous quarters.
The tax money due a Major Power is determined by adding together all of the tax values of all of its controlled home provinces, currently ceded enemy provinces and conquered minor countries. The tax money due a controlled minor Free State is similarly and separately figured. A Major Power may not collect taxes from a province or minor country if its capital city is occupied by unbesieged enemy factors. A Major Power collects no taxes at all (except for its minor Free States) if its national capital city (or, in the case of Russia, if either Moscow or St. Petersburg) is occupied by unbesieged enemy factors.
The trade money due a Major Power is determined by adding together all of the domestic trading values of its ports. The domestic trade money due a controlled minor Free State is similarly and separately figured. Great Britain may trade with any eligible ports, but only if the Major Power controlling the port also wishes to trade (see DIPLOMATIC REACTIONS SCREEN).
Domestic (Normal) Trade: All domestic trade is considered to be done with Great Britain. When an eligible port does trade, Great Britain receives the first trading value amount listed for its trade and the controlling Major Power gains the second trading value amount. The domestic trading values and harbor defense values for each port city are shown on the map.
Ø
A port is not eligible
for trading (domestic or overseas) if it is blockaded, besieged, or occupied by
an enemy Major Power other than the Major Power controlling the province or
minor country in which the port lies.
Ø
Ports north of the ice
line are not eligible for trade in the last (December) Economic Phase of a
year.
Ø
A Major Power may not
trade using any port in a province or minor country if that province or minor
country's capital city is occupied by unbesieged enemy factors.
Ø
A Major Power may not
conduct any trade (except through eligible controlled minor Free State ports)
if its national capital city (both Moscow and St. Petersburg for Russia) is
occupied by unbesieged enemy factors. A Major
Power at war with Great Britain may not conduct any domestic trade.
Ø
Great Britain may
trade with ports in minor neutral countries, with no Major Power earning the
second amount.
Ø
Great Britain may
trade with eligible ports in provinces and minor conquered countries it
controls, gaining both values. Great
Britain may also trade with eligible ports in minor Free States it controls,
gaining the first amount, the minor Free State gaining the second.
Overseas Trade: This represents trade with nations and colonies not shown on the map.
Ø
British Colonial Trade: Great Britain receives an additional $30
(only $15 money points while at war with the U.S.A.) money points for trade
with its colonies.
Ø
American Trade: American trade represents European trade with
the American continents.
American
Trade Value: Each Major Power other than Great Britain may trade with
America, receiving twice the second domestic trading value of any one port
eligible (must use the one with the highest possible domestic trading values)
for domestic trade, which it controls. This port may not be in a controlled
minor Free State but may be in a controlled conquered minor country. It does
not matter if this port is also used for domestic trade with Great Britain.
Minor Free States have no separate American trade.
Stopping
American Trade-War with the United States:
If Great Britain is at war with
another Major Power(s), it may elect during this time to automatically stop
that Major Power(s) from trading with America.
NOTE:
Click nation area then click the “Stop USA Trade” button.
Ø
If Great Britain stops
the American trade, Great Britain gains the value of the American trade it
stops.
Ø
If this is done, the
British player receives a random number between 1 and 6.
Ø
This roll is done once
each Economic Phase!
Ø
If the random number
is equal to or less than the number of Major Powers denied trade with America
by Great Britain, Great Britain's actions are considered to have started a war
with the USA. Great Britain immediately
loses $15 and loses $15 of its colonial trade every following Economic Phase
while it remains at war with the USA. While
Great Britain is at war with the USA no Major Power may trade with America. The war with the USA lasts until Great Britain
ends it by choosing to lose “-5” political points during any Diplomacy Phase. There may be more than one war with the USA
during the course of a campaign game.
Spanish
Gold: Spain
receives money from a yearly gold convoy from Spanish overseas colonies. A random number between 1 and 12 is chosen on
the SPANISH
GOLD CONVOY TABLE during the September
Economic Phase only and the amount indicated is received in money
points.
Ø
If Great Britain is at
war with Spain at this time, modify the random number by "-2." A modified random number of less than
"2" results in there being no gold for Spain this year; instead,
Great Britain has captured the gold convoy and gets $15 for the capture.
Ø
If all
Spanish-controlled ports are blockaded and/or if no ports are Spanish-controlled
or unoccupied by enemy forces then there is also no gold convoy, although there
is also no random number used in this case.
The Effects of Piracy And Anti-Piracy
Operations (Optional)
The program will automatically
check each nation, for the effects of piracy on trade, at the beginning of the
Economic Phase.
Piracy: For each light fleet conducting piracy, a random number 2 through 12 (2d6) is chosen and the following cumulative modifiers may apply:
Ø “+1” for a Privateer fleet of five or more ships that spent all three months of the quarter participating in piracy operations.
Ø “+1”
for every five Privateer ships participating in piracy operations.
Ø If
the modified result is greater than 7, then $1-5 is taken from the target Major
Power up to the maximum trade value for that Major Power.
Ø The nation operating the Privateer gets nothing – never trust a pirate!
Anti-Piracy Operations: For each light fleet conducting piracy against defenders, a random number 2 through 12 (2d6) is chosen and the following cumulative modifiers may apply:
Ø “+1” for every five Privateer ships participating in piracy operations.
Ø “-1” for every five defending ships participating in piracy operations.
Ø If the modified result is greater than 7, then the defending fleet(s) (randomly chosen) loses 1-3 ships.
Ø If the modified result is less than 7, then the Privateer fleet loses 1-3 ships.
Located in the
Instability/Fiasco Zones
If, during the money collection calculation of an Economic Phase, a Major Power's political status is in the Instability or Fiasco Zones and there is an economic loss number (ELN) in the box, the program will choose a random number between 1 and 6 for that Major Power. No random number event is necessary if there is no economic loss number (ELN) in the box. If the random number is not greater than the economic loss number then only half the available Major Power money and manpower values are collected by that Major Power (rounding fractions up) and its minor Free States collect only their printed values, not the normal doubled amounts. The value of trade is unaffected.
Each player totals the manpower due to him from Economic Manipulation (this may be negative), from friendly controlled home provinces and conquered minor countries only. Manpower is not collected from ceded enemy provinces or from a controlled province or minor country whose capital city contains unbesieged enemy factors. The presence of an unbesieged enemy in the national capital of a Major Power does not affect the collection of manpower except for the capital's province.
Forced
Surrender Due To Civil Disorder
If, during any Economic Phase, a Major Power can collect no home nation manpower, that Major Power goes into "civil disorder” and must sue for and accept any type of peace during the next Peace Step with all Major Powers they are at war with. EXCEPTION: AI opponents use different criteria to determine Civil Disorder (see section 6.4.3)
Minor Free States gain double the money and manpower values printed on the map. To this is added the money value of any domestic trade with Great Britain. Minor Free States do not trade with America. This money and manpower is used exclusively for purchases and maintenance of that minor's forces. Any wastage is lost. The controlling Major Power may give money to a minor Free State. If the capital city of a minor Free State is occupied by unbesieged enemy factors, it gains no money (including trade) or manpower.
Major Powers may give and/or receive money to/from another allied Major Power. Controlled minor Free States may only receive money from Major Powers. Money can be given to another allied Major Power during any Diplomacy Phase; the amount immediately subtracted from that Major Powers treasury, but will not be received by the ally Major Power until the next Economic Phase. Money that changes hands is added or subtracted from the treasury. Manpower may not be loaned or given away at any time.
Allies that “nag” too much for money will cause a nuisance penalty of “-1” political point.
NOTE: To
give money, click on the nation area and then click
the “Give Money” button.
If a Major
Power home nation capital is enemy occupied and unbesieged during a Economic
Manipulation procedure, the Major Power without a
capital may not collect money, or carry out any previously set economic
manipulation, or set any new economic manipulation ("0" is default). Instead, the Major Power's political status
will be adjusted on the POLITICAL STATUS DISPLAY to show the
following deduction of political points: “-3” for
London or Paris occupied; “-2” for Berlin, Constantinople or Vienna occupied;
and “-1” for Madrid, Moscow or St. Petersburg occupied. For Russia, this is “-1” political point per
capital (Moscow and/or St. Petersburg) occupied.
The program will determine if a removed leader (removed as a result of peace condition C.6 - Remove One Leader) can be returned to active duty, or the player may elect to drop political points at this time to ensure the return during the next Reinforcement Phase (see 13.8.3)
Economic
manipulation simulates the ability of a Major Power to control its economy to
gain the additional political points, money or manpower that are needed. P erforming
economic manipulation consists of first recording changes from the last economic
manipulation setting and then resetting the Economic Manipulation Display for
the next economic manipulation. The
setting is always "0" at the start of a campaign.
Setting Economic Manipulation
The owning player sets the economic manipulation position to any numbered square on the Economic Manipulation Display. This position specifies the Political Status modifier and amount of money and/or manpower to be gained or lost in the next Economic Phase.
NOTE: Click the Economic Manipulation display button
to set economic manipulation.
Money and
manpower are used to pay expenses and for building/recruiting new ships and/or
army (regular infantry and cavalry, militia, guard and/or artillery) factors. Minor Free States pay their own maintenance,
at the same rates. If the minor Free
State cannot pay, the Major Power controlling the minor Free State must pay. Any Major Power that becomes
"bankrupt" during this time loses
"-3" political points.
This represents the expense of counters already on the map. If there is insufficient money for the maintenance of all counters, the Major Power pays all available money and becomes bankrupt. This has no effect on the counters on the map.
Corps
Maintenance: For each corps of any type and at any location a Major Power has on the
map (not including minor Free State corps, which are paid for separately) it
expends $1 in maintenance.
Fleet Maintenance: It costs $1 for each fleet located in a port or blockade box and $5 money points for each fleet located in a sea area. NOTE: Privateers do not pay for maintenance
Depot
Maintenance: For each of its depots on the map a Major Power expends $1 money point
in maintenance.
Major Powers now pay off any "formal" debts required through peace terms. If there is insufficient money for this the Major Power pays what there is and becomes bankrupt (if not already so). Players may now also choose, but are not obliged, to pay any informal debts.
Major
Powers with money left may spend it on army factor or ship purchases (see the PURCHASE/COST CHART). For example, using
three money and two manpower points could purchase an infantry factor.
NOTE: To build land forces click on the nation area
and then click the “Build Land Forces” button.
NOTE: To build ships click on the nation area and
then click the “Build Ships” button.
Ø Minor Free States make separate purchases using their own
money and manpower.
Ø Any excess manpower is lost (except for Prussia, which may
save manpower, though its controlled minor Free States may not).
Ø The purchase of army factors and ships and their date of
arrival on the map as reinforcements are recorded and displayed in the Current Nation Statistics window.
Ø Neither the Turkish Major Power or minor Free States may
build militia infantry. Insurrection, feudal troops, guerillas, Cossacks or Freikorps
are not built at this time. Turkey may not build any guard factors and only
France and Russia may build artillery factors.
Ø All ships and factors purchased during this time are placed
on the map as reinforcements during the Reinforcement Phase(s) after the
required number of months have passed (based on the "Time" column on
the PURCHASE/COST
CHART) following the purchase of the
factors. For example, an infantry factor
(which requires three months to build) purchased during the March 1806 Economic
Phase is placed on the map during the June 1806 Reinforcement Phase.
Ø When ships are purchased, the exact port or ports where these ships will become available when completed must be chosen (their building is common knowledge). These ports are the only ones where these ships can become available as reinforcements.
Major
Powers and their controlled minor Free States may purchase fleet and corps
counters from the counter pool by paying $1 per counter. These counters must
be placed on the map within the next three months (the next quarter) or they
must be again purchased on another Economic Phase before they can be placed on
the map. Turkish feudal, Austrian
insurrection and the Austrian Tyrol corps that are not on the map at this time
do not have to be purchased. Only
available fleet and corps counters may be purchased as "new"
counters. Counters currently on the map
may not be purchased to be available for immediate return to play as
"new" counters should they be eliminated.
This is where you will find all the available units for a Major Power. (NOTE: Minor countries have their own counter pool that is accessed by clicking the button found at the top right corner of the Selected Nation box). A green border around the counter (highlighted) means the counter is ready to be placed on the map as desired. Click on the counter(s) you wish to place on the map (they will be now highlighted in red), right-click to leave this screen and place chosen units on map by left-clicking the desired area.
Any remaining unused money or manpower points belonging to minor Free States and Kingdoms are lost.
Any
remaining money points belonging to a Major Power are available for use to meet
any of that Major Power's expenses (i.e., building depots, using depot supply,
etc.) during future months. Prussian
manpower points can also be saved but those of other Major Powers are lost if
not used.
Each
player checks the box on the POLITICAL STATUS DISPLAY containing his political status marker and gains or loses
the political points specified by the value of the Political Status modifier in
the box. Where this is a positive
number, this is a political points gain the marker moves to the right; where
the number is negative, this is a political points loss and the marker moves to
the left. Players may not transfer
political points to one another.
Each
player may decide which controlled minor country or ceded province he wishes to
"cede" (change control) to another allied Major Power. When such territories are ceded as a result of
a peace settlement rather than of a player agreement, the territory is instead
ceded at the moment peace is declared.
NOTE: Click the area then click the “Cede Province
or Minor Country” button.
Ø Unceded home nation provinces may not be ceded at this
time. They may only be ceded as part of
a formal (conditional or unconditional surrender) peace settlement.
Ø Territory ceded during this time may only be ceded to
allies. No individual Major Power may
cede more than one minor country or ceded province during the same Economic Phase.
Ø A territory may not be ceded while it contains any forces
of a Major Power at war with the controlling Major Power or, in the case of a
minor country, separately at war with that minor country, unless it is ceded to
that Major Power with forces inside that territory.
Ø Ceding a territory during this time costs the ceding Major
Power “-1” political point.
Ø When a minor Free State is ceded, the new controlling Major
Power accepts it as a conquered minor country.
Ø A ceded province that is ceded back to its original home
nation becomes an unceded province again. A ceded province that is ceded to any other Major
Power remains a ceded province.
Kingdoms
may be created at this time if the sufficient provinces and minor country
components have been obtained by a Major Power. The Kingdoms available and their component
requirements are as follows:
Only Austria, France and Prussia may create the Confederation of the Rhine.
Confederation of the Rhine
Components
In order to create the Confederation of the Rhine, a player needs any combination of 15 components from the following list of possible components: Ansbach, Baden, Bavaria, Berg, Breisgau, Gottingen, Hamburg, Hanover, Hesse, Julich, Lausitz, Magdeberg (prov), Mecklenburg, Munster, Nassau, Oldenberg, Saxony, Swabia, Thuringia, Tyrol (prov), Wurttemburg, Wurzburg.
NOTE: To create The Confederation of the Rhine, click on any component area and then click the “Create
Kingdom” button.
Ø The Confederation of the Rhine can never be created by one Major
Power, even if all other requirements can be met, if the Confederation of the
Rhine is still in existence with another Major Power's Free State flag.
Ø Any
purchases made for a Free State minor country before it becomes a
component of The Confederation of the Rhine is
lost when the Kingdom is created.
Ø Once created, the Confederation of the Rhine is generally
treated as a normal minor Free State. The
money and manpower of its component parts are doubled in value and used for the
usual purposes.
Ø The component parts of the Confederation of the Rhine are
still treated as separate minor Free States and ceded provinces for purposes of
conquering it. However, as long as the
Confederation of the Rhine's controlling Major Power still controls at least
one component minor country with corps, the Confederation of the Rhine still
exists (consisting of whatever territory remains).
Ø If the last component minor country with corps of the
confederation goes neutral, is ceded or is conquered, the confederation will
cease to exist and become separate parts (either neutral or controlled, as the
case may be) again.
Ø If the Confederation of the Rhine's territories are ceded,
either voluntarily or as a peace condition, they are ceded as separate minor
countries and/or provinces. If the
confederation is gone, then it must be recreated to exist again.
Ø The Confederation of the Rhine is worth two political
points to create. Individually gaining or losing parts of it gain/cost the
usual political points for conquering/losing minor countries/provinces.
Ø The
following minor countries will have their infantry corps movement allowance
increased to “4” when they become components of a French controlled
Confederation of the Rhine: Baden, Bavaria, Hanover, Hesse,
Saxony, and Wurttemburg.
Any Major Power may create Poland.
Poland Components
Russian, Austrian and Prussian
provinces marked on the map with a “(P)” are the available Polish
components.
The following is required in order to create Poland: Masovia (Capital) and any ONE of the following: Danzig, East Galicia, Lithuania, Podolia, Polesia, Posen, Volhynia, West Prussia, West Galicia, and White Russia.
NOTE: To create Poland, click on Masovia and then click the “Create Kingdom” button. The program will add all the available
components owned by the Major Power at the time of creation
Ø Once created, Poland is a normal minor Free State of
whatever size that has been determined and the combined money and manpower
values of its component provinces are doubled in value (as in any minor Free
State and used for the usual purposes).
Ø The Polish minor Free State may only be conquered by the
unbesieged occupation of Warsaw for a month (Polish provinces may not be
individually conquered), after which the provinces that were part of the Polish
Free State are considered unceded provinces, if controlled by their home nation
Major Power, or ceded provinces, if controlled by another Major Power.
Ø The conquering Major Power may, if desired, again declare
Poland a minor Free State during any later Economic Phase.
Ø If Poland is ceded, either voluntarily, or as a peace
condition, it must be ceded as a unit. The
controlling player may not separate individual Polish provinces for individual
ceding or other purposes. When ceded,
the component provinces become ceded and/or unceded provinces, depending on the
controlling Major Power.
Ø Poland is worth “+1” political point to create or to
conquer (capture Warsaw). The loss of a controlled Poland costs “-1” political
point, whether to conquest or by ceding to an ally.
The
Ottoman Empire can be only be created by France, Great Britain, Spain or
Turkey. The Ottoman Empire consists of the, minor countries of Algeria,
Cyrenica, Egypt, Morocco, Palestine, Syria, Tripolitania and Tunisia. If France, Great Britain, Spain or Turkey
controls any six of these (all
possible minor countries that the Major Power controls must be incorporated),
then the Ottoman Empire may be declared by the controlling Major Power.
NOTE: To create The Ottoman Empire, click on any
component area and then click the “Create Kingdom” button.
Ø The Ottoman Empire can never be created by one Major Power, even if all other requirements can be met, if the Ottoman Empire is still in existence with another Major Power's Free State flag.
Ø Any purchases made for a Free State minor country before it becomes a component of The Ottoman Empire is lost when the Kingdom is created.
Ø Once created, the Ottoman Empire is generally treated as a
normal minor Free State. The combined
money and manpower of its component parts are doubled (as in any minor Free
State) in value and used in any desired way for the usual purposes. The combined money and manpower may be used to
purchase army factors for the corps or garrisons of any of the component minor
countries with corps. Garrison factors
from the Ottoman Empire may be placed anywhere within its territory. In addition, there are extra advantages for a
Turkish-controlled Ottoman Empire, as follows:
o Improved Morale: If Turkey controls the Ottoman Empire, the morale value of every Ottoman Empire corps becomes "2.0"for infantry and "3.0" for cavalry.
o Tribute: If Turkey controls the Ottoman Empire, at the conclusion of the December Economic Phase, any unspent Ottoman Empire money points are added as "tribute" to Turkey's remaining money points instead of being lost.
Ø The component parts of the Ottoman Empire are still treated
as separate minor Free States for purposes of conquering it. However, as long
as the Ottoman Empire's controlling Major Power still controls at least one
component minor country with corps, the Ottoman Empire still exists (consisting
of whatever territory remains). If the
last component minor country with corps of the empire goes neutral, is ceded or
is conquered the empire will cease to exist and become separate parts (either
neutral or controlled, as the case may be) again.
Ø If the Ottoman Empire's territories are ceded, either
voluntarily or as a peace condition, they are ceded as separate minor
countries. If the empire is gone, then
it must be recreated to exist again.
Ø The Ottoman Empire is worth “+2” political points to
create. Individually gaining or losing
parts of it gain/cost the usual political points for conquering/losing minor
countries.
During each
Economic Phase, the program will check to
determine if new Cossack and/or Freikorps (section 13.2.2) will be made available for placement. To place available Cossack and Freikorps,
click on the unit in the counter pool, click “Yes” and then choose the appropriate area in the home nation. Cossack and/or Freikorps may also be removed
from the map during any Economic Phase. During the December Economic Phases only,
feudal corps (section 13.2.3) and insurrection corps (section 13.2.4) can be brought up to full strength. Austrian insurrection corps are
automatically raised to full strength if no enemy corps are present in the same
province that the insurrection corps is located.
NOTE: To raise a Feudal corps that are on
the map, click on the unit, click the “Raise Feudal
Unit” button and then choose and area in the home province (for which the unit
is named after). To raise a
Feudal corps from the counter pool, click on the unit in the counter pool,
click “Yes” to restore and then choose and area in
the home province (for which the unit is named after)
This section covers rules that apply
in various phases covered so far.
The
months of January, February and December are "winter" months and the
ice lines on the map apply.
All areas
on the map are in the "winter zone" except for those in the southern portion
of the map, specifically: Morocco,
Algeria, Tunisia, Tripolitania, Cyrenica, Egypt, Palestine, Corfu, Cyprus,
Rhodes, Crete, Malta and Majorca.
All supply
costs are doubled in winter for corps or garrisons within the winter zone.
All terrain movement costs are increased by one and crossing arrow movement is restricted during winter months in Winter Zones. EXCEPTION: The Dardanelles crossing arrow is not affected.
These are
special types of army forces that require unique rules.
Guerillas are special land forces available to Spain when invaded by an enemy.
Creating
Guerilla Factors
Guerilla
counters of the appropriate number of factors are placed on the map under the
following conditions:
Ø Whenever Spain loses a field or limited field combat
involving a Spanish corps inside an unceded Spanish home nation province, one
guerilla factor is created in that area as soon as the combat is ended.
Ø For every unceded Spanish province containing an unbesieged
enemy corps and/or garrison during the Spanish Guerilla Check, a random number
between 1 and 6 is chosen. For every
point the random number is lower than that province's guerilla value (printed
on the map in parenthesis below the name of the Spanish province) one
guerilla factor is placed in an area in that province at the end of a Major
Power’s Land Phase. If there is a Land
Combat Phase, this procedure is instead checked for at the end of the Land Combat
Phase.
Anti-Guerilla
Operations
A Major
Power at war with Spain may mount an "anti-guerilla operation" during
its Guerilla Operations Check at the end of the Major Power’s Land Phase, or if
there is a Land Combat Phase, at the end of the Land Combat Phase, in each
Spanish province occupied by one or more of its corps
that did not participate in any type of land combats during that Major Power's
Land Combat Phase and is not besieged or a besieger. The player receives a random number between 1
and 6 for each province. This random
number is modified by "+1" if the Major Power has two or more corps
available for an anti-guerilla operation in a province. If the result is higher than the province's
guerilla value (printed on map), all unbesieged guerilla factors in any areas
of that province are eliminated. NOTE: If
several different Major Powers had corps in the same Spanish province, each
could do this during that Major Power's Guerilla Check.
Using
Guerillas
Guerillas
have a morale value of "1.0." They may be used as part or all of city
garrisons but may not be used to garrison depots. They may attack if the controlling player
chooses to use some or all of the guerilla factors present in an area, but may
not be attacked using the usual combat procedures unless besieged in a city.
Ø Guerillas are not compelled to attack or defend when
occupying an area containing enemy forces.
Ø Guerillas may block supply lines but need no supply
themselves unless besieged.
Ø Guerillas may besiege cities.
Ø Guerillas may only be moved into one adjacent area
(regardless of terrain) each month, if they are moved at all. They may never leave Spain's original home
nation borders.
Ø Guerillas can be ignored for movement purposes by enemy
forces.
Guerilla
Removal
If there
are no enemy factors inside any unceded Spanish home nation province during a
Spanish Guerilla Check, all guerilla factors are removed from the map.
Each Cossack
or Freikorps counter represents one army factor. This factor is a cavalry
factor for all purposes and has morale value of "1.0" In scenarios,
they are placed as reinforcements when directed by the scenario instructions.
Creation
of Cossacks and Freikorps
New Cossack
and Freikorps counters, if all allowable counters are not already on the map,
are made available during the Levy Check of the Economic Phase.
Cossack
Placement: One Cossack counter is placed in any Russian-controlled
"Cossack province" (a Cossack province has a "C" in
parenthesis next to the province name on the map), so long as there would then
be no more Cossack counters on the map than there are Russian-controlled Cossack
provinces. EXCEPTION: If an enemy corps
is inside the Russian home nation, even if besieged, then there may be up to
two Cossacks on the map for each Russian-controlled Cossack province. Any excess is removed by the program during a
Levy check when enemy corps are no longer inside Russia.
Freikorps
Placement: A new Austrian Freikorps counter is placed in the Vienna
area and a new Prussian Freikorps counter is placed in the Berlin area, if
those areas are under their own home nation control and the cities are
unbesieged. Freikorps are only available after certain dates. The Austrian Freikorps is available starting
in the March 1809 Economic Phase, and the Prussian Freikorps is available
starting in the March 1813 Economic Phase.
Using Cossacks
and Freikorps
Cossacks
and Freikorps have “5” movement points and may not be forced marched. They may move through enemy forces and may be
moved through by enemy forces, without being required to stop. They may not be transported by fleets. Cossacks and Freikorps may move anywhere they
can reach and are allowed by the rules
Ø Cossacks and Freikorps block enemy supply but do not need
to be supplied themselves unless besieged.
Ø When a Cossack or Freikorps ends its movement in an area
containing enemy field forces it must initiate an attack.
Ø When unbesieged Cossack and/or Freikorps that are alone in
an area and are themselves attacked, the controlling player(s) may, if standing
orders were given, automatically retreat (withdraw) them before any combat
occurs into any adjacent area not containing an unbesieged enemy corps. If the standing order to retreat was given, a
random number between 1 and 6 is chosen and if the number is"4" or
less the unit will retreat.
Ø Cossacks and Freikorps may be removed from the map during any
Economic Phase and once removed are not eligible for placement until any
later Economic Phase.
NOTE: To remove Cossacks and Freikorps from the map,
click on the unit, click the “Remove Special Unit” button and click “Yes” to proceed.
Turkey differs from the other Major Powers in that it purchases army factors and ships only for the Janissary, Imperial Cavalry and Nizami-Cedid corps and fleets. Turkish feudal corps (infantry and cavalry) start the game at full strength in feudal infantry or cavalry factors.
Raising
Feudal Factors
All army
factors in the feudal corps are raised in the Levy Check of the December
Economic Phase. The Turkish player may
elect to bring any or all of the feudal corps up to full strength by removing
them from any location on the map, or choosing them from the counter pool, and
then placing them in any area in the province of their origin (the province for
which the feudal corps is named). This
may not be done if that province contains an unbesieged enemy corps, if it is
controlled by another Major Power or if the feudal corps in question is
besieged.
Standing
Down Feudal Corps
During
the year the Turkish Major Power may "stand down" (i.e., remove from
the map) any or all feudal corps (feudal infantry and feudal cavalry) during
Turkey's Land Phase without altering their
army factor strengths. A feudal corps
may not stand down if besieged.
NOTE: To remove a feudal corps from the map, click
on the unit, click the “Remove Special Unit”
button and click “Yes” to proceed.
Returning
Feudal Corps That Stand Down
Any
feudal corps that stands down may be placed back on the map during any later
Turkish Land Phase.
Ø
A feudal corps that
stands down may only be placed back on the map in one of its home province city
areas if that home province does not contain an unbesieged enemy corps or is
not controlled by another Major Power.
Ø
A feudal corps may not
move and does not need to be supplied during the same month it is placed back
on the map.
Using
Feudal Corps
Feudal
corps perform like other corps except that they may neither detach, exchange,
or absorb army factors.
Feudal
Corps Provinces
The
Crimean, Podolian and Transylvanian feudal corps are available only if the
province of the same name is ceded to Turkey. Feudal corps from any provinces ceded by
Turkey to other Major Powers are lost while ceded. Turkey cannot use the feudal corps nor can it
be used by the Major Power to which the province was ceded.
Feudal
Corps Maintenance
Maintenance
must be paid only for feudal corps actually on the map during an Economic
Phase. Feudal corps not then on the map,
even if placed during the following three months, do not have to be purchased.
The
Austrian Major Power has two insurrection corps available.
Placing
Insurrection Corps
Immediately
after an enemy corps, Cossack or Freikorps has entered an area in an Austrian
province, the program may trigger the placement of the insurrection
corps at their current strength. These
provinces are not eligible for insurrection corps activation if the province is
currently ceded.
Ø
If the corps are
placed in the area containing the enemy corps, that enemy corps (but not Cossack
or Freikorps) would have to cease its movement.
Ø
Insurrection corps
need not be placed at the first opportunity and so could cut supply chains if
corps, Cossacks or Freikorps later activate their placement by crossing a
border into an eligible Austrian province.
Ø
Insurrection corps may
only move within their home nation’s provinces, even if they are ceded. If compelled to retreat out of these border
provinces they must immediately stand down.
The
Austrian player may set up to 3 Austrian provinces during the Diplomacy Phase
as Insurrection trigger areas. These
designated areas will immediately halt any enemy corps movement when the units
enter the area. At this time then ALL insurrection
units will become available for placement during the next Reinforcement
Phase. Any area in Austria’s home nation
can be set as a trigger area as long as the Insurrections corps are not placed
or ready to be placed. Provinces are not
eligible as insurrection trigger areas if the province is currently ceded. All insurrection areas will be shaded in
white and will only be visible to the Austrian player!
NOTE: To set an area as an “Insurrection Trigger”
area, select the “Insurrection Toggle” button in the lower left phase button
panel of the Diplomacy Phase. This will
enable an area as a trigger or disable (if already enabled) the area.
Using
Insurrection Corps
Insurrection corps are treated
similarly to Turkish feudal corps in that they may not detach, absorb or
exchange factors. They may stand down
during Austria's Land Phase unless besieged; however, after standing down they
may not be placed on the map unless once again activated by the enemy’s
presence.
Raising
Insurrection Corps Factors
Insurrection
corps are automatically brought up to their
full strength of 15 militia and 3 regular cavalry factors (even if off map),
only during the Levy Check of the December Economic Phase, if not then besieged
and no enemy corps are located in the same province. Unlike Turkish feudal corps, the factors in
the insurrection corps are treated as normal Austrian militia and regular
cavalry factors (although they may not be detached, absorbed or exchange
factors).
Insurrection
Corps Maintenance
Maintenance
must be paid only for insurrection corps actually on the map during an Economic
Phase. Insurrection corps not then on
the map, even if placed during the following three months, do not have to be
purchased.
If a Major
Power to which the Tyrol province has been ceded goes to war with Austria, the
Austrian player may, during the next Austrian Land Phase, place the Tyrol corps in any Tyrol area that does
not contain an enemy corps.
Tyrol
Corps Strength and Use
The Tyrol
corps has an initial strength of eight Austrian regular infantry factors and,
once placed, can be used the same as any other Austrian corps, detaching and
absorbing army factors, getting infantry factors as reinforcements, etc.
Ø
Maintenance must be
paid for the corps during every Economic Phase that it is on the map.
Ø
If the corps counter
is removed from the map for any reason, it cannot be placed on the map again
for the remainder of the war that triggered its placement.
Tyrol
Corps Removal
When
peace is made between Austria and the Major Power that held (and may still
hold) Tyrol province, the Tyrol corps and any infantry factors it may hold at
that time is removed from the map. It
may be introduced again, at its full strength of 8 infantry factors, if there
is another, later war that again triggers its availability, etc.
A minor country is conquered by one month's unbesieged occupation of its capital. The old control flag is changed for a conquered control flag of the new controlling Major Power to show the new control at the conclusion of the Land Phase.
Ø The minor country capital does not need to be occupied (garrisoned) in order to establish control of the city, as long as the city area contains a friendly corps.
Ø If applicable, sea supply will not be checked for in port cities until AFTER the phase in which city control was established.
Ø When a minor country is conquered by a Major Power, the
minor country's surviving land forces are considered to be eliminated and
removed from the map. Minor country
fleets are removed, but remain at their current ship strength and the fleet and
ships are available as soon as that minor country again becomes a minor Free
State. While off-map, no maintenance is paid and factors and ships may not be
added.
Ø A minor country conquest gains the conqueror “+1” political
point per district and costs the Major Power from which the country was
conquered “+1” political point per district.
Ø If a Major Power is not at war with another Major Power
when a minor country it has been selected to run captures army factors of that
other Major Power, those army factors must be returned immediately when the
minor country is conquered or the war lapses.
A Major Power may conquer a ceded province (even if not originally owned by that Major Power) exactly as if it were a minor country, unless the original owner controls it again, in which case it again becomes an unceded province. An unceded province may never be conquered. A Major Power may cede provinces only as part of a formal (conditional or unconditional) peace. Conquest of a ceded province does not gain or lose political points. NOTE: The program uses color overlays in place of a flag to indicate that the province is a ceded province.
Ø An
enemy Major Power’s capital city must be entered, and occupation must be
maintained, in order to establish control for the purpose of conquering the
province.
"Access" is one country permitting another country's forces to operate in the first country's territory.
Any
Major Power may move forces and trace supply through a neutral minor country. A Major Power may not also build depots and/or
occupy cities in a minor country unless that Major Power is at war with or
controls that minor country.
A Major
Power may only move through another Major Power's territory with that Major
Power's permission (called "voluntary access") or, without permission,
if at war with that Major Power, or during a 3-month grace period following a
war (called "temporary access"), or if
Peace Condition C.5 applies (called "enforced
access").
Ø Voluntary Access: Major Powers may request voluntary access into an ally’s territory using the phase button and/or accept (grant) voluntary access into theirs using a standing orders function. To grant access, the Major Power must give a standing order to allow access by checking off the appropriate box in the Diplomatic Reactions Screen. To cancel an existing access agreement, uncheck the box and the program will respond to the order to cancel during the next Diplomacy Phase, but allow the ally who formally had access, a three-month (three Land Phases) grace period (temporary access) to leave the ally’s territory.
Ø Temporary Access: When voluntary access has been cancelled or a war has concluded, all forces affected by either action will have a three-month grace period of continued access. If, after three Land Phases, these forces have not left the other Major Power’s territory, the program will repatriate the land forces to the nearest supply source, or to the nearest unbesieged controlled city in that Major Power’s home nation, ceded province, or controlled minor country. Fleets will be moved out to the nearest sea area. EXCEPTION: If the victor chooses the “enforced access” condition (C.5).
Ø Enforced Access: When
enforced access is gained (Peace Condition
C.5), it is unconditional and may not be rescinded
(unless war between the Major Power's negates the agreements).
A minor country capital does not need to be occupied (garrisoned) in order to establish control of the city, as long as the city area contains a friendly corps. If there is no city garrison or a friendly corps in the city area, the minor power’s city is controlled by the nation that controls the territory in which the city is located.
An enemy Major Power’s capital city
must be entered, and occupation must be maintained, in order to establish
control of the city and its province. If there is no garrison, the Major Power’s
city is controlled by the Major Power that controls the territory in which the
city is located.
The Major Power that controls a port city (indicated in Selection Area Info window) and has a garrison there determines use of the harbor defenses, regardless of the Major Power formally controlling the province or minor country in which the city is located. Port cities without garrisons may not use their harbor defenses (NOTE: The program does not allow corps to determine use of the harbor defenses).
If
garrisons from different nations are in the same city and suddenly find
themselves at war, the program will determine city control between the hostile
garrison forces at the end of the Diplomacy Phase that the declaration
occurred. A random number is chosen and
then modified by the number of factors in garrison. The losing side will have their factors
captured.
Neutral
garrisons or corps (belonging to a Major Power not at war with any of the
besieging corps) in a city belonging to an enemy of a besieging corps must
vacate the city as soon as a siege of the city is announced. These garrison
factors and corps will be repatriated to the nearest unbesieged
controlled city in that Major Power’s home nation, ceded province, or
controlled minor country.
If an enemy occupies a port city containing the building and/or completed but unassigned ships, all of these Major Power ships are considered to be destroyed.
Some
minor countries are unusual in that they consist of two or more
"districts" while most minor countries have only one district.
These minor countries have a "major" district (which gives its name to the whole minor power) and a "secondary" district. For example: The minor country Denmark consists of the major district of Denmark (capital Copenhagen) and the secondary district of Norway (capital Christiana).
Major
Powers may not separately declare war on a neutral secondary district while it
is still part of the neutral combined minor country. For example, a declaration of war on Denmark
is also considered a declaration of war on Norway
(unless Norway has
already been conquered). The cost in
political points to declare war on neutral minor countries with more than one
district is “-1” political point per district.
Whoever
is given control of, or conquers, the major district of one of these minor
countries is also automatically given control of, or conquers, the secondary
district with no need to independently conquer the secondary district capital.
Ø The control of a secondary district is not given to the
controller of the major district if a secondary district is already controlled
by a different Major Power.
Ø It is possible for one Major Power to conquer a secondary district (by controlling its capital) while another Major Power controls the major district. For example, one Major Power can conquer Norway, by controlling Christiana while another Major Power conquers Denmark (the district) by controlling Copenhagen. When this happens, Sweden is considered a separate minor country from Finland, Denmark is considered a separate minor country from Norway. Another way these districts can become separated is when a player declares the major district a Free State, its secondary district (if any) becomes a single conquered minor country. Once separated, the program will not allow for multi-district countries to reform.
The Major
Power controlling the major districts of these minor countries controls their
corps and fleets. For example, Finland
and Norway have no corps and fleets and, when separate, these secondary
districts must be treated as conquered minor countries. When a secondary district is a part of its
combined minor Free State its manpower and money values can be used to purchase
that minor Free State's ships and army factors. For example, when Norway is a province of
Denmark its manpower and money values (all doubled) can be used to purchase
Danish ships and army factors.
Each Major Power has an initial starting position on this status display as given in the setup. That position is altered by winning or losing combats, by gaining formal allies or breaking alliances, being surrendered to or surrendering, declaring war upon a country, becoming bankrupt, by economic manipulation, by conquering a minor country or having one conquered from you or by being selected to run it.
NOTE: To
view the display, click the “Show Political Status Display” button found on the
top menu bar of the main play screen.
When political points are adjusted, all positive adjustments require the Major Power's political status marker to be moved that number of spaces along the display from left to right (the zone lines are contiguous; e.g., the right hand end of the Neutral Zone joins the left hand end of the Dominant Zone). Similarly, negative adjustments require the marker to be moved from right to left along the display. A Major Power's political status marker cannot be adjusted off either end of the Political Status Display, but remains at the end until adjusted away by gains or losses. If a Major Power would have been forced off the lower end of the display, then that Major Power must sue for peace during the next Diplomacy Phase with every Major Power at war with it (only a conditional surrender has to be accepted).
When determining who will run a particular Neutral minor country that has been attacked (see MINOR COUNTRY CONTROL), the following status modifiers apply:
Ø Fiasco Zone: “-2”
Ø Instability Zone: “-1”
Ø Neutral Zone: “0”
Ø
Dominant
Zone: “+1”
The
leaders in the game represent historical personalities who held major commands
during the Napoleonic Wars. All leaders,
except NELSON, must always be stacked with a corps of that Major Power or
controlled minor power when on the map. NELSON
must always be stacked with a fleet(s) of the British Major Power or
British-controlled minor country. If a
leader is voluntarily left unassigned the program will offer two options before
allowing the game to advance: either
accept a random number event 1 through 6, representing the amount of time the
leader must remain inactive in the counter pool, or reassign the leader before
continuing. Where a leader becomes
unstacked due to foraging losses, the leader is removed from the map and is
returned in any later Reinforcement Phase. Leaders do not need supply and, except for
NELSON, may be transported on fleets only if stacked with a corps.
NOTE: The numbers shown for selected leaders
represent their Strategic Rating (ability to withdraw/reinforce/outflank),
their Tactical Rating (head-to-head combat resolution modifier), and their
“Tactical Maximum Rating” (number of corps they can effectively manage). The letter indicates their Seniority Rating
(order of precedence among fellow leaders).
Leaders
may move by spending their entire movement with a corps (fleet for NELSON) with
which they began the Land or Naval Movement Phase. Alternatively, a leader may be retired from
the map during the appropriate Reinforcement Phase (unless in a besieged city
or a besieged port city that is also blockaded) and then placed with any
unbesieged corps (fleet for NELSON) of its Major Power in any later appropriate
Reinforcement Phase.
When all factors on a side or in a pinning force with which a leader is present are eliminated by combat that leader is captured by any Major Power on the opposing side of the owning player's choice. If a leader becomes unstacked through losses incurred during besieged supply, the leader is captured by the besieging Major Power of the owning player's choice. Captured leaders must be returned as an effect of peace and may be returned earlier at the option of the capturing player (who will gain “+2” political points for the early release), the leader being placed on the map in any later appropriate Reinforcement Phase.
When a
leader is removed from the game under peace condition C.6, that leader can only be returned to the game in one of
two ways:
Ø If
the removed leader's Major Power ever occupies the Fiasco Zone on the POLITICAL STATUS DISPLAY during an Economic Phase, the leader is eligible to be returned to the map
for normal use during the next or any later Reinforcement Phase.
Ø If the Major Power is not in the Fiasco Zone during an
Economic Phase, the controlling player may, if desired, drop a number of political
points equal to the total of the removed leader's strategic plus tactical
ratings numbers (EXCEPTION: the NELSON leader, with no ratings numbers, can be
returned for a deduction of “-10” political points). If this is done, the leader is eligible to be
returned to the map for normal use during the next or any later Reinforcement
Phase.
After the
completion of a field, trivial, or naval combat, each side with a leader or
leaders present, is checked to see if any became casualties in the combat by
choosing a random number, 1 through 6.
Receiving a random number of "6" indicates a leader
casualty. If a casualty is indicated,
the program randomly chooses a leader counter from among those present (if more
than one is present) and chooses another random number, 1 through 6, for the
chosen leader. If the random number is a
"6," the leader casualty is "killed" and taken permanently
from the game. On any other result, the
leader casualty is "wounded" and taken from the map for a number of
complete months equal to the random number.
The leader in charge of a force is called the "commander." If no leader is present, the best corps intrinsic ratings (the intrinsic ratings reflect the abilities of the corps commanders) of the corps present is used. Fleets have no intrinsic ratings. If no corps is present, garrisons, Cossacks and guerillas have an intrinsic Tactical and Strategic Rating of zero.
Major Power Intrinsic Ratings
Ø France: Strategic Rating [2] & Tactical Rating [2]
Ø Britain: Strategic Rating [2] & Tactical Rating [2]
Ø Russia: Strategic Rating [1] & Tactical Rating [2]
Ø Austria: Strategic Rating [1] & Tactical Rating [1]
Ø Prussia: Strategic Rating [1] & Tactical Rating [1]
Ø Turkey: Strategic Rating [1] & Tactical Rating [1]
Ø
Spain: Strategic
Rating [1] & Tactical Rating [1]
Minor Country Intrinsic Ratings
Ø Sweden: Strategic Rating [2] & Tactical Rating [1]
Ø Others: Strategic Rating [1] & Tactical Rating [1]
If there is only one leader present on a side during combat, that leader automatically commands; otherwise, the commander is determined as follows:
The leader with the highest Seniority Rating commands the defending army and when there are ties, the leader with the highest combined Tactical and Strategic Rating. If there are still ties, the program gives command to the leader that was last to enter the area.
Commanders among Other Leaders
If there are several leaders from the one Major Power, the leader with the highest Seniority Rating is chosen. "A" is a senior rating to "B" is a senior rating to "C" is a senior rating to "D." If there is more than one leader of the same highest seniority rating then program will choose which leader to use. If there are multiple leaders at the same seniority and their seniority is the highest, then you can double-click the leader NOT currently set to the commander and they will be swapped.
Reinforcing Leaders Taking
Command
If a reinforcing leader arrives during a combat, he takes command only if he has a higher seniority rating or if there is currently no leader.
The
commander chosen will be used for all purposes in combats and only that
leader's Strategic and Tactical Ratings will be used.
Each leader has a Tactical Maximum Rating ("TMR”):
Ø If commanding more corps than this rating, the leader's Tactical Rating is reduced by "-1."
Ø If commanding more corps than twice this rating the leader's Tactical Rating is reduced by "-2."
Ø If commanding more corps than three times this rating the leader's Tactical Rating is reduced by "-3."
Ø If commanding more corps than four times this rating the leader's Tactical Rating is reduced by "-4."
Ø If commanding more corps than five times this rating the leader's Tactical Rating is reduced by "-5."
Ø If commanding more corps than six times this rating the leader's Tactical Rating is reduced by "-6."
Ø Regardless of the number of corps commanded, the Tactical Rating can never be modified to below zero.
Ø Corps included in an outflanking force are counted for determining a commander's Tactical Rating.
For example, if Napoleon, with a Tactical Maximum Rating of "6" and a tactical rating of "5", commands 7-12 corps, then his Tactical Rating is reduced from "5" to "4." If Napoleon commands 13-18 corps, then his Tactical Rating is reduced from "5" to "3."
The
opposing commanders' ratings (which may be modified if Tactical Maximum Ratings
are exceeded) are compared on the COMMANDER CHART, which gives a "0", "+1" or "-1"
random number modifier for attacker and defender in a combat round. The Tactical Rating is calculated round by
round (reinforcements may change the commanders' Tactical Ratings from round to
round).
For pursuits, the combat commander is not necessarily the leader used. Any leader with a cavalry leader symbol may be used to modify the pursuit as long as at least one factor of that leader's nationality is pursuing.
You can click the main menu “Show Phase Skip Menu” button at the top of the screen and you will see a menu popup that will allow you to skip certain phases. You can select to skip the Diplomacy, Reinforcement or Naval phases only at this time. You can either skip just one phase OR skip continuously until you disable the skip setting. NOTE: You cannot select to skip the Naval Phase while in that phase.
Skip settings will be canceled for the Reinforcement Phase if reinforcements are ready to be placed. ANY declaration of war issued against you will cancel ALL skip settings.
The Editor allows you to set up your own scenarios for EiANW. You can set the start year, starting victory points, starting money, unit positions and strengths, corps maximum levels, minor nations statuses, major province statuses and much more!
The Editor is entered from the main menu. At the main menu you should see a button (Editor) at the bottom of the screen. Click this button at which point you should see the Editor window popup. From this window you can load a scenario, create a new scenario or delete an existing scenario.

At the editor screen, go to the New Scenario Map selection box and select the map you wish to use. NOTE: The Default EiANW Map is only one option at present but other maps may become available for use as scenarios are added by Matrix Games. After you have selected the map then select an “Empty” slot in the scenario list box. NOTE: You cannot create a scenario on top of another scenario BUT you must manually delete an existing scenario to make that slot available. Now click the NEW button to create the scenario. The default name will be “New Scenario.” You can change the default name in the Scenario Name box as well as the scenario description in the Description box.
NOTE: An asterisk at the top of the Editor window next to the scenario name indicates that you have unsaved data in the current scenario. Click the SAVE button to save this data and you should see the asterisk go away. Be sure to click the SAVE button or your changes will NOT be saved! To edit your scenario later, select it in the scenario list box and click the LOAD button.
For Major Powers:
1. Starting Victory Points.
2. Victory threshold (with and without Economic Manipulation).
3. Starting Political Status.
4. Starting manpower and money.
5. Starting corps/fleet factors.
6. Corps morale.
7. Conquered major provinces (set to control of any Major Power).
8. Alliance restrictions. This basically means that the chosen Major Power in the far left Nation box and the selected nation in the Complete Nation List box are restricted from forming an alliance for the specified amount of months.
9. Enforced peace settings. This keeps the selected nation from issuing a DOW on the chosen Major Power for the specified number of months.
10. Diplomatic stances toward any other Major Power (i.e., alter the Natural Alliance Table). Stance is actually the number to be used in the Natural Alliance Table between the chosen Major Power in the Nation box and the selected nation in the Complete Nation List. The more negative the more hatred between the two nations. This helps determine how the AI should act toward other nations.
11. Access (None, Voluntary, Forced, or Temporary).
12. Unit strengths as well as map placement. This also includes the ability to change the corps/fleet maximum factors values.
For Minor Nations:
1. Diplomatic status (Neutral, Influenced, Conquered, Free State, Allied, or At War). This is relative to the chosen Major Power. NOTE: You may be able to set a minor at war BUT this may to be done even if you cannot reach the minor thus making a lapse of war unavoidable!
2. Starting corps/fleet factors.
3. Corps morale.
4. Unit strengths as well as map placement, including the ability to change the corps/fleet maximum factors values.
Units:
Each unit of a chosen nation can be selected for editing (i.e., select the nation from the far left Nation box and then you can scroll through all of that nation’s units using the Nation Units box on the right). You can then edit the type of unit (Corps, Fleet, Depot, or Leader), starting location (place on map, place out of game, place in ready, or place in reserve), name of unit, current factors, maximum factors, tactical, strategic and tactical maximum ratings (TR/SR/TMR), movement points, unit attribute (Normal, Feudal, Cossack, Freikorps, or Insurrection), and home provinces.
Creating and Deleting Units:
Double-click in the Nation Units box on a selected unit and you should see a popup menu to create a new unit (Infantry, Cavalry, Heavy Fleet, Light Fleet, Transport Fleet, Depot, or Leader) or to delete the currently selected unit. Once a new unit is created, you can rename it and edit it as described above.
Start Year and month:
The start year and start month can be set as well.
To place a unit on the map, you should select it from the Nation Units box in the Editor window then click the PLACE ON MAP button, at which point you should be taken to the map where you can click to place the unit. NOTE: You must still place the unit in a valid location; i.e., you cannot place a corps in a neutral Major Power without access! You may relocate the unit by clicking the unit on the map then double-clicking on a valid area. By placing a unit on the map for the scenario’s start you must note a couple of things:
1. These units are frozen to the province they are being placed in. You cannot remove these units at the scenario’s Setup Phase!
2. Garrisons (discussed below) cannot be relocated or removed at all. They are frozen in the area they are setup in!
Clicking the “OK” button from the Editor window will take you to the map where you can add garrisons and provinces to the selected nation. Note that in the example screen above you are editing France and are in the Editor mode from the phase label at the top. Double-clicking on the map will bring the Editor window back into view. The popup menu to add a garrison or province can be enabled by simply right clicking on the map. REMEMBER: Go back to the editor and save these changes!
Once you have created a scenario, you may select it from the Scenario list on the Start Game menu. You can then set up forces and save default or AI setups as described in section 5.2. The setup naming conventions are:
<Nation
1st letter><Nation 2nd letter><SCENARIO Name><_User entered
name>
<AI><Nation
1st letter><Nation 2nd letter><SCENARIO Name><_#>
The number at the end of the AI filename simply allows the engine to quickly scan the available setups for the current nation and scenario, starting with zero. These files are saved in the \Setups directory with a .set filename extension. For example, for a new scenario named “Custom Campaign 1805-”, a sample default and AI setup file for France would be named:
FrCustom
Campaign 1805-_Default.set
AIFrCustom
Campaign 1805-_0.set
You must copy the eianw###.ged file which is in the \Data\databases directory. To determine which file, your first scenario in the list should be eianw011.ged. User created scenarios start with eianw011.ged then eianw012.ged and so on. You will also need to copy the tables project file (eianw011.tpf) from the \Data\tables directory then copy these files to the destination PC in the same directories. You could simply rename them to whatever eianw###.ged and eianw###.tpj number to prevent overwriting an existing scenario on someone else’s machine. It does not matter what slot it is in as long as they are the same. Also, you will need to copy any setup files from the \Setups directory for your user created scenario. These could all be compressed into a single zipped file with a readme text file providing additional details about your new scenario.
MINOR COUNTRY CHART
|
National
Modifiers |
|
Manipulation |
|||||||
|
Minors |
Au |
Fr |
GB |
Pr |
Rs |
Sp |
Tu |
Influence to/from |
Ally to/from |
|
Algeria |
+1 |
+2 |
+1 |
+1 |
+1 |
0 |
+3 |
1 |
3 |
|
Ansbach |
+1 |
+2 |
0 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Baden |
+1 |
+3 |
0 |
+1 |
0 |
0 |
0 |
1 |
2 |
|
Bavaria |
+1 |
+3 |
0 |
+1 |
0 |
0 |
0 |
2 |
4 |
|
Berg |
+1 |
+2 |
0 |
+2 |
0 |
0 |
0 |
1 |
2 |
|
Breisgau |
+1 |
+3 |
0 |
+1 |
0 |
0 |
0 |
1 |
2 |
|
Chechnya |
0 |
0 |
0 |
0 |
-2 |
0 |
-1 |
3 |
5 |
|
Circassia |
0 |
0 |
0 |
0 |
+1 |
0 |
+1 |
2 |
4 |
|
Corfu |
+1 |
+1 |
+2 |
0 |
+1 |
0 |
+1 |
1 |
2 |
|
Corsica |
0 |
+3 |
+2 |
0 |
0 |
+1 |
0 |
1 |
2 |
|
Cyrenaica |
0 |
0 |
0 |
0 |
0 |
0 |
+2 |
1 |
3 |
|
Dalmatia |
+3 |
+1 |
0 |
0 |
+1 |
-1 |
0 |
2 |
3 |
|
Denmark |
+1 |
+3 |
-1 |
+2 |
+2 |
+1 |
0 |
2 |
4 |
|
Egypt |
+1 |
0 |
+2 |
0 |
0 |
+1 |
+3 |
2 |
4 |
|
Finland |
+1 |
+3 |
+3 |
+1 |
-2 |
+1 |
0 |
2 |
4 |
|
Flanders |
0 |
+4 |
+1 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Genoa |
+1 |
+2 |
0 |
0 |
0 |
0 |
0 |
2 |
3 |
|
Georgia |
0 |
0 |
0 |
0 |
0 |
0 |
-1 |
2 |
4 |
|
Gibraltar |
+1 |
+1 |
+4 |
+1 |
+1 |
0 |
0 |
1 |
2 |
|
Gottingen |
+1 |
+1 |
0 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Hamburg |
0 |
+1 |
+1 |
+1 |
0 |
0 |
0 |
2 |
3 |
|
Hanover |
+1 |
+1 |
+3 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Hesse |
+1 |
+1 |
0 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Holland |
0 |
+2 |
+1 |
+1 |
0 |
0 |
0 |
3 |
5 |
|
Holstein |
+1 |
+3 |
0 |
+2 |
+2 |
+1 |
0 |
2 |
3 |
|
Imertia |
0 |
0 |
0 |
0 |
-1 |
0 |
+2 |
2 |
5 |
|
Julich |
+1 |
+2 |
0 |
+2 |
0 |
0 |
0 |
1 |
2 |
|
Lausitz |
+1 |
+1 |
0 |
+3 |
0 |
0 |
0 |
2 |
3 |
|
Liege |
+1 |
+3 |
+1 |
+2 |
0 |
0 |
0 |
1 |
2 |
|
Lombardy |
+1 |
+2 |
0 |
0 |
0 |
0 |
0 |
1 |
3 |
|
Luxemburg |
+1 |
+3 |
+1 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Malta |
+1 |
+1 |
+3 |
+1 |
+2 |
+2 |
-1 |
1 |
2 |
|
Mecklenburg |
0 |
0 |
+1 |
+3 |
+1 |
0 |
0 |
1 |
2 |
|
Modena |
+2 |
+2 |
0 |
0 |
0 |
+1 |
0 |
1 |
2 |
|
Morroco |
0 |
+1 |
0 |
0 |
0 |
-2 |
+3 |
1 |
3 |
|
Munster |
+1 |
+1 |
+1 |
+2 |
0 |
0 |
0 |
2 |
3 |
|
Naples |
+1 |
+1 |
+1 |
0 |
0 |
+3 |
0 |
1 |
2 |
|
Nassau |
+1 |
+2 |
0 |
+2 |
0 |
0 |
0 |
1 |
2 |
|
Norway |
+1 |
+3 |
0 |
+2 |
+2 |
+1 |
0 |
2 |
3 |
|
Oldenburg |
+1 |
+2 |
+1 |
+1 |
+1 |
0 |
0 |
2 |
3 |
|
Palatinate |
+3 |
0 |
+1 |
+1 |
0 |
+1 |
0 |
1 |
2 |
|
Palestine |
0 |
0 |
+1 |
0 |
0 |
0 |
+3 |
1 |
2 |
|
Papacy |
+3 |
0 |
+1 |
0 |
0 |
+2 |
-1 |
1 |
2* |
|
Parma |
+1 |
+1 |
0 |
0 |
0 |
+2 |
0 |
1 |
2 |
|
Persia |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
NA |
|
Piedmont |
+1 |
+3 |
0 |
0 |
0 |
0 |
0 |
1 |
3 |
|
Poland |
0 |
+3 |
+2 |
0 |
0 |
+1 |
0 |
NA |
NA |
|
Portugal |
0 |
+1 |
+3 |
0 |
0 |
+1 |
0 |
2 |
3 |
|
Rhodes |
0 |
0 |
+2 |
0 |
+1 |
0 |
+2 |
1 |
2 |
|
Romagna |
+3 |
0 |
+1 |
0 |
0 |
+2 |
-1 |
1 |
2* |
|
Sardinia |
0 |
+2 |
+3 |
0 |
0 |
+1 |
0 |
2 |
3 |
|
Savoy |
+1 |
+3 |
0 |
0 |
0 |
0 |
0 |
1 |
2 |
|
Saxony |
+1 |
+1 |
0 |
+3 |
0 |
0 |
0 |
2 |
3 |
|
Sicily |
+1 |
+1 |
+2 |
0 |
0 |
+2 |
0 |
1 |
2 |
|
S.Pomerania |
+1 |
+2 |
+1 |
+2 |
-1 |
0 |
0 |
1 |
2 |
|
Swabia |
+1 |
+2 |
0 |
+1 |
0 |
0 |
0 |
2 |
3 |
|
Sweden |
+1 |
+3 |
+3 |
+1 |
-1 |
+1 |
0 |
3 |
6 |
|
Switzerland |
+1 |
+3 |
0 |
0 |
0 |
0 |
0 |
4 |
7 |
|
Syria |
0 |
0 |
+1 |
0 |
0 |
0 |
+3 |
2 |
4 |
|
Thuringia |
+1 |
+1 |
0 |
+3 |
0 |
0 |
0 |
2 |
3 |
|
Tripolitania |
0 |
0 |
+1 |
0 |
0 |
0 |
+3 |
1 |
3 |
|
Tunisia |
0 |
0 |
0 |
0 |
0 |
0 |
+2 |
1 |
3 |
|
Tuscany |
+1 |
+3 |
0 |
0 |
0 |
+1 |
0 |
1 |
2 |
|
Venetia |
+3 |
+2 |
+1 |
+1 |
+1 |
+1 |
0 |
2 |
3 |
|
Wurttemburg |
+1 |
+2 |
0 |
+1 |
0 |
0 |
0 |
2 |
3 |
|
Wurzburg |
+1 |
+1 |
0 |
+3 |
0 |
0 |
0 |
2 |
3 |
|
|
* if not Spain, France or Austria then 5 |
|
|
||||||
If there are several joint victors, the choices are made alternately, but no choice may be repeated. Joint victors chose in order according to the Political Status level at the time of surrender
List A: Use with a Conditional Peace:
A.1: Remove no forces (cancels B.1 and B.7)
A.2: Pay no reparations (cancels
B.3)
A.3: No special truces (cancels
B.2)
A.4: No trade embargoes (cancels
B.5)
A.5: Cede no land (cancels B.6)
List B: Use with a Conditional or Unconditional Peace:
B.1: Remove 3 corps. Loser must remove three corps. This choice may not be made if C.1 is already
chosen.
B.2: Enforced Peace 24. Loser may not declare war on the victor
for 24 months. This choice may not be
made if C.2 has already been chosen.
B.3: Reparations 1/2. Loser pays half
the original home nation tax value (fixed at the start) to the victor during
the next Economic Phase. This choice may
not be made if C.3 is already chosen.
B.4: Royal Marriage. Victor gains an additional “+2” political
points for a marriage between the royal houses.
The first of the two to declare war on the other loses an additional
political point (a loss of “-5” political points instead of the usual “-4”).
B.5: No Trading. Loser should not trade with Great Britain or
with America (in this case, Great Britain does not gain the lost American trade),
at the victor’s choice. If the loser
does trade in defiance of this, the victor may declare war on the loser even if
within normal peace time restrictions (the normal 18 month period, or B.2 or
C.2). This choice may not be made if C.7
is already chosen.
B.6: Cede 1 Province or Minor Country.
Loser must cede one minor country or province (if available) of the victor’s
choice. The province must be either
adjacent to the victorious Major Power’s controlled territory and/or contain
one or more of the victor’s corps. The
province may not contain the losing Major Power’s capital city. This choice may not be made if C.4 is already
chosen.
B.7: Remove 1 Fleet. Loser
must remove one fleet. This
choice may not be made if C.1 is already chosen.
List C: use with an Unconditional Peace:
C.1: Remove home nation forces. A victor may choose one of the following:
o C.1.a: Remove 3 Corps. Loser must remove three corps from the map. The choice may include any corps. This choice may not be made if B.1 is already chosen
o C.1.b: Remove Garrisons. Loser must remove all home nation garrison army factors.
o C.1.c: Remove 2 Fleets. Must remove two fleets of the victor’s choice. This choice may not be made if B.7 is already chosen.
C.2: Enforced Peace 36. Loser may not declare war on the victor for 36
months. This choice may not be made if
B.2 has already been chosen.
C.3: Reparations
All. Loser pays all
the original home nation tax value (fixed at the start) to the victor during
the next Economic Phase. This choice may
not be made if B.3 has already been chosen.
C.4: Cede 3 Provinces or Minor Countries. Loser must cede any combination of three provinces and/or minor countries
of the victor’s choice (less may be taken only if less is available). The provinces may not contain the loser’s
capital city. Any province(s) chosen
must be either adjacent to the victorious Major Power’s controlled territory and/or
contain one or more of the victor’s corps. This choice may not be made if B.6 has already
been chosen.
C.5: Enforced
Access. The victor may garrison all
cities in province and minor counties controlled by the loser except for
capital cities. The victorious Major
Power has unconditional access through territory controlled by the loser. All these effects apply until next at war with
each other.
C.6: Remove One Leader. The loser must remove one leader of the victor’s choice.
C.7: Half Trade. (May only be applied against Great Britain.) Half of all money collected thru trade at the time of the surrender (including colonial trade), must be given to the victor for the next four Economic Phases, unless war again breaks out between the two powers. This choice may not be made if B.5 has already been chosen.
|
Type of Expenditure |
Money
Costs |
Manpower
Costs |
Time
(Mo.) |
|
Corps Maintenance |
$1
each |
0
each |
|
|
Fleet Maintenance |
|
|
|
|
Port/Blockade
Box |
$1
each |
0
each |
|
|
At
Sea |
$5
each |
0
each |
|
|
Depot Maintenance |
$1
each |
0
each |
|
|
|
|
|
|
|
Artillery Factor Purchase |
$7
each |
1
each |
6
Months |
|
Cavalry Factor Purchase |
$12
each |
2
each |
5 Months |
|
Guard Factor Purchase |
$7
each |
2
each |
6
Months |
|
Infantry Factor Purchase |
$3
each |
2
each |
3
Months |
|
Militia Factor Purchase |
$0
each |
2
each |
1
Month |
|
Ship Purchase |
|
|
|
|
Heavy
Ship |
$9
each |
1
each |
12
Months |
|
Light
Ship |
$6
each |
1
each |
9
Months |
|
Transports |
$4
each |
1
each |
6
Months |
|
New Corps/Fleet Counters |
$1
each |
0 each |
|
|
New Depots |
$1
each |
0
each |
|
|
Random # |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
|
|
Money |
5 |
10 |
15 |
20 |
20 |
25 |
25 |
30 |
35 |
40 |
40 |
|
|
Available only in September. If Great Britain is at war with Spain,
modify the random number by “-2”. If modified random number is less than “2”,
Britain receives 15 money points and Spain gets nothing. |
||||||||||||
|
Random Number |
0-1 |
2 |
3-4 |
5 |
6-7 |
|
% Loss |
5 |
10 |
15 |
20 |
25 |
|
Random Number
Modifiers: +1: British fleet on the side +1: For having 1.5 times more heavy ships than the other -1: Austrian and/or Prussian fleet on the side |
|||||
|
Determining
the Wind Gauge Highest random number gets the Wind Gauge. “+1” for a side with British fleet(s). “+1” if the side has NELSON. Maximum modified random number is “6”. A fleet(s) attacking a port always has wind gauge. |
|||||
|
Naval
Interceptions When intercepting in the same area, a “3” or less must be chosen as the random number. In an adjacent area “1” or less must be chosen as the random number. When NELSON is with the intercepting fleet, “-1” is subtracted from the random number. |
|||||
OPERATIONAL POSSIBILITIES CHART
|
|
|
|
Attacker |
|
|
||
|
Chit Choices |
Outflank |
Assault |
Escalated |
Echelon |
Probe |
||
|
DEFENDER |
Outflank |
A 1-2 1-4
2-4 |
A 2-3 3-3
3-3 A --
3-1 3-1 |
A 3-3 4-3
3-3 (I) |
A 2-1 3-1
3-2 (I) |
A 2-1 4-2
4-3 (I) |
|
|
Counter
Attack |
A 2-1 2-1
2-2 (I) |
A 3-1 4-2
3-2 |
A 4-1 5-2
4-2 |
A 1-2 3-4
2-4 |
A 1-1 1-3
2-2 |
||
|
Escalated
Counter
Attack |
A 3-1 3-1
3-2 (I) |
A 4-1 5-2
4-2 |
A 4-1 5-2
4-2 |
A 2-2 4-4
3-4 |
A 2-1 2-3
3-2 |
||
|
Cordon |
A 2-1 3-1
2-1 |
A 4-1 4-3
4-1 River |
A 5-1 5-3
5-1 River |
A 2-1 3-1
4-1 (C) River |
A 1-1 4-2
4-2 River |
||
|
Withdrawal |
Strategic rating +1 or less to
withdraw. If not successful: A 2-2 --
-- A --
3-4 3-4 |
Strategic rating or less to
withdraw. If not successful: A 4-2 4-2
4-3 |
Strategic rating or less to
withdraw. If not successful: A 5-2 5-2
5-3 |
Strategic rating +1 or less to
withdraw. If not successful: A 3-1 3-2
3-3 |
Automatic Withdrawal |
||
|
Defend |
A 2-1 3-1
3-1 (E) (I) |
A 3-1 3-1
2-1 |
A 3-1 3-1
2-1 |
A 1-3 2-3
2-4 |
A 1-1 3-1
3-3 |
||
Notes and Modifiers to the Operational Possibilities Chart
Notes:
(A) Armies are not split into pinning and
outflanking forces
(B) A side’s final morale level is increased by
“+1” if commanded by a Turkish leader.
(C) An Austrian commander adds “+1” to Combat
Resolution Chart random number (net maximum “+1”)
(D) If the outflanking force does not arrive after
the first combat round, the defender automatically withdraws before the second
combat round and cannot be pursued.
(E) The attacking commander’s Strategic Rating is
increased by “+1.”
(F) Tactical Ratings are ignored for the
modification of random numbers.
(G) The defender’s final morale level is increased
by “+1” if commanded by a Russian leader.
(H) If defender is all cavalry and/or Cossacks/Freikorps,
Strategic Rating is “+1.”
(I) Outflanking force arrives if the random number
is equal to or less than the modified Strategic Rating. Modifiers to Strategic Rating are “-1” in
forest, mountain or marsh area and “+2” at the end of the second round.
Modifiers:
Forest: The casualty level
is reduced by “-1” for both sides.
Mountain: The attacker's
casualty level is reduced by “–1”.
Marsh: The casualty level
is reduced by “-1” and the morale level is increased by “+1” for both
sides.
Desert: The morale level
is increased by “+1” for both sides.
COMBAT RESOLUTION CHART
|
Casualty Level |
|||||||||||
|
Morale |
Random Number |
1 |
2 |
3 |
4 |
5 |
|||||
|
%LS |
MRLS |
%LS |
MRLS |
%LS |
MRLS |
%LS |
MRLS |
%LS |
MRLS |
||
|
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
5% |
-0.1 |
|
1 |
0 |
0 |
0 |
0 |
0 |
0 |
5% |
-0.2 |
5% |
-0.3 |
|
|
2 |
0 |
0 |
0 |
0 |
5% |
-0.2 |
5% |
-0.4 |
10% |
-0.6 |
|
|
3 |
0 |
0 |
5% |
-0.2 |
5% |
-0.5 |
10% |
-0.7 |
10% |
-1.0 |
|
|
4 |
0 |
-0.2 |
5% |
-0.5 |
10% |
-0.8 |
10% |
-1.0 |
15% |
-1.4 |
|
|
5 |
5% |
-0.4 |
5% |
-0.8 |
10% |
-1.1 |
15% |
-1.4 |
15% |
-1.8 |
|
|
6 |
5% |
-0.6 |
10% |
-1.1 |
10% |
-1.5 |
15% |
-1.9 |
15% |
-2.2 |
|
|
7 |
5% |
-0.8 |
10% |
-1.4 |
15% |
-1.9 |
15% |
-2.4 |
20% |
-2.6 |
|
|
2 |
0 |
0 |
0.0 |
0 |
0.0 |
0 |
-0.1 |
0 |
-0.4 |
5% |
-0.5 |
|
1 |
0 |
0.0 |
0 |
-0.2 |
5% |
-0.3 |
5% |
-0.7 |
10% |
-0.8 |
|
|
2 |
0 |
-0.2 |
5% |
-0.4 |
5% |
-0.6 |
5% |
-1.0 |
10% |
-1.1 |
|
|
3 |
0 |
-0.5 |
5% |
-0.7 |
5% |
-1.0 |
10% |
-1.3 |
10% |
-1.4 |
|
|
4 |
5% |
-0.8 |
5% |
-1.0 |
10% |
-1.4 |
15% |
-1.6 |
15% |
-1.8 |
|
|
5 |
5% |
-1.1 |
10% |
-1.4 |
10% |
-1.8 |
15% |
-1.9 |
15% |
-2.3 |
|
|
6 |
5% |
-1.5 |
10% |
-1.9 |
15% |
-2.2 |
15% |
-2.3 |
20% |
-2.8 |
|
|
7 |
10% |
-1.9 |
10% |
-2.4 |
15% |
-2.6 |
20% |
-2.8 |
20% |
-3.3 |
|
|
3 |
0 |
0 |
0.0 |
0 |
-0.3 |
0 |
-0.5 |
5% |
-0.8 |
5% |
-0.9 |
|
1 |
0 |
-0.3 |
0 |
-0.5 |
5% |
-0.8 |
5% |
-1.0 |
10% |
-1.1 |
|
|
2 |
0 |
-0.6 |
5% |
-0.8 |
5% |
-1.1 |
10% |
-1.3 |
10% |
-1.4 |
|
|
3 |
5% |
-0.9 |
5% |
-1.1 |
10% |
-1.4 |
10% |
-1.6 |
15% |
-1.8 |
|
|
4 |
5% |
-1.3 |
10% |
-1.5 |
10% |
-1.8 |
15% |
-2.0 |
15% |
-2.3 |
|
|
5 |
5% |
-1.8 |
10% |
-2.0 |
15% |
-2.3 |
15% |
-2.5 |
20% |
-2.9 |
|
|
6 |
10% |
-2.3 |
10% |
-2.6 |
15% |
-2.8 |
15% |
-3.1 |
20% |
-3.5 |
|
|
7 |
10% |
-2.8 |
15% |
-3.2 |
15% |
-3.3 |
20% |
-3.7 |
20% |
-4.1 |
|
|
4 |
0 |
0 |
-0.4 |
0 |
-0.6 |
5% |
-0.9 |
5% |
-1.1 |
5% |
-1.3 |
|
1 |
0 |
-0.6 |
5% |
-0.9 |
5% |
-1.1 |
10% |
-1.4 |
10% |
-1.6 |
|
|
2 |
5% |
-0.9 |
5% |
-1.2 |
5% |
-1.4 |
10% |
-1.7 |
15% |
-2.0 |
|
|
3 |
5% |
-1.3 |
5% |
-1.6 |
10% |
-1.8 |
10% |
-2.1 |
15% |
-2.4 |
|
|
4 |
5% |
-1.8 |
10% |
-2.1 |
10% |
-2.3 |
15% |
-2.6 |
15% |
-2.9 |
|
|
5 |
10% |
-2.4 |
10% |
-2.6 |
15% |
-2.9 |
15% |
-3.1 |
20% |
-3.4 |
|
|
6 |
10% |
-3.0 |
15% |
-3.2 |
15% |
-3.5 |
20% |
-3.7 |
20% |
-3.9 |
|
|
7 |
10% |
-3.6 |
15% |
-3.8 |
20% |
-4.1 |
20% |
-4.3 |
25% |
-4.5 |
|
|
5 |
0 |
0 |
-0.9 |
5% |
-1.1 |
5% |
-1.4 |
5% |
-1.6 |
5% |
-1.8 |
|
1 |
5% |
-1.1 |
5% |
-1.4 |
5% |
-1.6 |
10% |
-1.9 |
10% |
-2.1 |
|
|
2 |
5% |
-1.4 |
5% |
-1.7 |
10% |
-1.9 |
10% |
-2.2 |
15% |
-2.5 |
|
|
3 |
5% |
-1.8 |
10% |
-2.1 |
10% |
-2.3 |
15% |
-2.6 |
15% |
-2.9 |
|
|
4 |
5% |
-2.3 |
10% |
-2.6 |
15% |
-2.8 |
15% |
-3.1 |
20% |
-3.4 |
|
|
5 |
10% |
-2.9 |
10% |
-3.1 |
15% |
-3.4 |
20% |
-3.6 |
20% |
-3.9 |
|
|
6 |
10% |
-3.5 |
15% |
-3.7 |
15% |
-4.0 |
20% |
-4.2 |
25% |
-4.4 |
|
|
7 |
15% |
-4.1 |
15% |
-4.3 |
20% |
-4.6 |
20% |
-4.8 |
25% |
-5.0 |
|
COMMANDER CHART
|
Defending Commander's Tactical Rating |
Attacking Commander's Tactical Rating |
|||||||
|
0 |
1 |
2 |
3 |
4 |
5 |
|||
|
0 |
-1 |
0 |
0 |
+1 |
+1 |
+1 |
||
|
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
|||
|
1 |
-1 |
-1 |
0 |
0 |
+1 |
+1 |
||
|
0 |
-1 |
-1 |
-1 |
-1 |
-1 |
|||
|
2 |
-1 |
-1 |
0 |
0 |
+1 |
+1 |
||
|
0 |
0 |
0 |
-1 |
0 |
-1 |
|||
|
3 |
-1 |
-1 |
-1 |
0 |
+1 |
+1 |
||
|
+1 |
0 |
0 |
0 |
0 |
0 |
|||
|
4 |
-1 |
-1 |
0 |
0 |
+1 |
+1 |
||
|
+1 |
+1 |
+1 |
+1 |
+1 |
0 |
|||
|
5 |
-1 |
-1 |
-1 |
0 |
0 |
+1 |
||
|
+1 |
+1 |
+1 |
+1 |
+1 |
+1 |
|||
|
|
|
Attacker's modifier |
||||||
|
|
Defender's
modifier |
|||||||
|
||||||||
GUARD COMMITMENT TABLE
|
Random Number |
Morale Level Shift |
|
|
+1 |
+2 |
|
|
1 |
0 |
1 |
|
2 |
0 |
1 |
|
3 |
1 |
2 |
|
4 |
1 |
2 |
|
5 |
2 |
3 |
|
6 |
2 |
4 |
|
Notes: Result is the number of extra
guard factors lost. Only the French and Russian guards
may make a +2 shift. British or Spanish Guards may not be used for this purpose |
||
PURSUIT AFTER COMBAT
|
|
|||||||||||
|
Pursuit Class |
Random Number |
Pursuit Class Number |
|||||||||
|
Victor’s |
Number of |
6 |
5 |
4 |
3 |
2 |
1 |
||||
|
1 |
15% |
10% |
10% |
|
|
|
|||||
|
1 |
2 |
3+ |
2 |
15% |
15% |
10% |
10% |
|
|
||
|
0.0-0.9 |
6 |
5 |
4 |
3 |
30% |
30% |
15% |
15% |
|
|
|
|
1.0-1.9 |
5 |
4 |
3 |
4 |
45% |
45% |
30% |
20% |
10% |
|
|
|
2.0-2.9 |
4 |
3 |
2 |
5 |
60% |
60% |
45% |
30% |
15% |
10% |
|
|
3.0-3.9 |
3 |
2 |
None |
6 |
90% |
75% |
60% |
45% |
30% |
15% |
|
|
4.0+ |
2 |
None |
None |
7 |
120% |
90% |
75% |
60% |
45% |
15% |
|
|
Always "1" vs. forces withdrawing unbroken after
a day’s combat |
+1 to random # with pursuing
cavalry leader -2 column shifts to the right in marsh desert. |
||||||||||
|
Pursuit Losses: 1 Cavalry = 3 non militia = 6 militia factors |
|||||||||||
|
|
|||||||||||
SIEGE TABLE
|
Result |
|
|
-1
to +1 |
Sortie? |
|
+2
to +3 |
NR |
|
+4
to +7 |
Breach |
|
Random Number
Modifiers -? City siege value +1 Undergarrisoned |
|
|
Sortie?: If the defender elects to sortie, a random number between 1 and 6 is chosen: “1-4” = besieger loses a factor. “5-6” = defender loses 1 factor. Breach:
may lead to surrender or an assault. |
|
NATURAL ALLIANCE
TABLE
|
Attempting |
Potential Accepting Major Power |
||||||
|
Major Power |
Austria |
France |
Great Britain |
Prussia |
Russia |
Spain |
Turkey |
|
Austria |
-- |
0 |
+3 |
-1 |
+1 |
0 |
-2 |
|
France |
-1 |
-- |
-10 |
-3 |
-2 |
0 |
+1 |
|
Great Britain |
+3 |
-10 |
-- |
+2 |
-1 |
+1 |
0 |
|
Prussia |
-1 |
-2 |
+2 |
-- |
+3 |
0 |
0 |
|
Russia |
+1 |
-1 |
-1 |
+3 |
-- |
0 |
-3 |
|
Spain |
0 |
0 |
+1 |
0 |
0 |
-- |
-1 |
|
Turkey |
-2 |
+1 |
0 |
0 |
-3 |
-1 |
-- |
|
The program chooses a random number between 1 and 10 for
the attempting Major Power and 1 and 20 for the potential accepting Major
Power. The attempting Major Power’s number is then modified by the status
modifier (see section 13.7.2) and the value
found on this table by cross-indexing the two Major Powers involved and then
comparing the modified number to the potential accepting Major Power’s
number. If the attempting Major Power’s modified number is equal to or higher
than the potential accepting Major Power’s unmodified random number then an
alliance is form. |
|||||||
NATIONAL MORALE VALUES CHART
|
|
|
|
Type Army Factor |
Morale Value |
|
Cossack, Freikorps, Guerilla |
1 |
|
Turkish feudal (cavalry & infantry) |
2 |
|
Spanish/Turkish regular cavalry |
3 |
|
All other Major Power cavalry |
4 |
|
All militia infantry |
2 |
|
All guard infantry |
5 |
|
British regular infantry |
4.5 |
|
French regular infantry & artillery |
4 |
|
All other regular infantry & artillery |
3 |
|
Round the base morale value up to the next tenth of a
point. The final morale value is -0.5 per additional “day” of combat. |
|
POLITICAL POINT CHART
|
-2 |
For the breaking an alliance with one other Major Power |
|
-1 |
For the breaking an alliance with an Allied Minor Country (by declaring war on or downgrading diplomatic status) |
|
-2 |
For downgrading a Conquered Minor Country to Neutral status |
|
-3 |
For declaring war on one other Major Power. |
|
-1 |
Per District for declaring war on a neutral minor country. EXCEPTION: No loss if no Major Power will run it. |
|
+2 |
Gained if a royal marriage (peace term B.4) is selected by a formal peace victor |
|
-1 |
Extra lost for declaring war if a royal marriage (peace term B.4) is in effect |
|
-5 |
Lost for surrendering conditionally (but not unconditionally to any) to any number of Major Powers at the same time |
|
+3 |
Gained for accepting the conditional surrender of one Major Power |
|
-8 |
Lost for surrendering unconditionally (some surrenders may be conditional, but at least one must be unconditional) to any number of Major Powers at the same time |
|
+5 |
Gained for accepting the unconditional surrender of one Major Power |
|
+1 |
For each of the two allies that form an alliance |
|
+1 |
Gained per district for being selected to control a neutral minor country |
|
+1 |
For having control of a minor country transferred as a result of a former controlling Major Power being in the Fiasco or Instability Zones |
|
-5 |
When Great Britain settles peace with America |
|
+1 |
(To a maximum of “+3”) Gained by the victor for each enemy fleet participating on a naval combat’s losing side |
|
-1 |
(To a maximum of “-3”) Lost by the loser for each of his fleets participating on a naval combat’s losing side |
|
+1 |
Extra gained by the victor in a naval combat if commanded by NELSON |
|
-1 |
Extra lost by the loser in a naval combat if commanded by NELSON |
|
+1/2 |
(Rounding up to a maximum of “+3”) Gained by the victor for each enemy corps participating on a field or limited field combat’s losing side. Corps starting with 20+ factors count as 2 corps for this purpose. |
|
-1/2 |
(Rounding up to a maximum of “-3”) Lost by the loser for each his corps participating on a field or limited field combat’s losing side. Corps starting with 20+ factors count as 2 corps for this purpose. |
|
+1 |
Extra gained by the victor in a field or limited field combat is commanded by NAPOLEON |
|
-2 |
Extra lost by the loser in a field or limited field combat is commanded by NAPOLEON |
|
+1 |
For the winner of a siege assault combat if the garrison has corps or the city is a fortress |
|
+1 |
Per district for conquering a minor country |
|
-1 |
Per district for having a controlled minor country conquered by another Major Power |
|
-3 |
If Paris or London is enemy occupied and unbesieged during an Economic Phase |
|
-2 |
If
Berlin, Vienna or Constantinople is enemy occupied and unbesieged during an Economic
Phase |
|
-1 |
If
Madrid, Moscow or St. Petersburg (“-1” each) is enemy occupied and unbesieged
during an Economic Phase. |
|
-3 |
For going “bankrupt” during a Money and Manpower Expenditure Step |
|
-/+? |
For Political Status Adjustment during the Economic Phase (section 13.7) |
|
-1 |
Per minor country or ceded province ceded during a Ceding Step |
|
+1 |
Gained for creating or conquering Poland |
|
+2 |
Gained for creating the Confederation of the Rhine or the Ottoman Empire |
|
-? |
To return a removed leader: Poitical point loss must equal the leader’s Strategic plus Tactical Ratings. EXCEPTION: the NELSON leader, with no ratings numbers, can be returned for a deduction of 10 political points |
|
-1 |
For a nuisance penalty (randomly determined) when repeatedly asking an AI ally for help. Each failed request attempt after the first adds to a cumulative toll. |
Every year on
October 21, England commemorates Trafalgar Day. One cannot use the term
"celebrates," for although this holiday does commemorate one of the
greatest victories at sea, it also memorializes the death of England's most
beloved admiral. In the years that have passed since the Battle of Trafalgar in
1805 his reputation has not been surpassed, but rather has grown as the
admirals of other navies have looked to his life for inspiration and tactical
instruction. Although many admirals have been compared to him, none has ever
been set above him. Even Raymond Ames Spruance, who won an overwhelming victory
over a superior Japanese force at Midway and went on to win many other great
battles of World War II in the Pacific, can never take better than second place
to this extraordinary man.
Horatio Nelson was born on September 29, 1758, to Catherine (Suckling) Nelson, the wife of Edmund Nelson, rector of Burnham Thorpe, in the county of Norfolk. He was a sickly child from the start and grew up small and slender. His mother died on Boxing Day in 1767, when young Horatio was only nine years old. When the Falklands Crisis of 1770 arose, young Horatio saw this as an opportunity to contribute his effort to the problem and asked his older brother William to write a letter to their father asking him to have their uncle Maurice Suckling take him to sea.
Captain Suckling was dubious about this idea, but he agreed and Horatio entered the Navy on January 1, 1771. At the time he was only twelve years old, but this was common. Horatio's introduction to the Navy was singularly unpromising, for when he arrived at Chatham he was unable to find his ship and no one would direct him to it. The slender young boy wandered about the docks until someone finally took pity on him and delivered him to the Raisonnable, but his uncle (who was the ship's captain) was not aboard and would not arrive for days. Thus he spent several nights alone before his uncle finally arrived and welcomed him to the service.
In spite of this less than promising beginning, the young Nelson stuck it out and worked his way up the ranks. At the age of twenty he "made post," achieving the rank of captain. Always a romantic, the young Nelson was quick to fall in love with pretty young women, although his friends were able to warn him off the more unsuitable ones. But near the end of his duty as captain of HMS Boreas, he met a young widow by the name of Fanny Nisbet. Still trying to get over his hopeless passion for the beautiful Mary Montray and captivated by Fanny's little boy Josiah, he failed to notice that this woman was a total mismatch for his personality. However his marriage to her seemed to be happy enough for the next several years, mostly because he had nothing else to compare his marriage to, and because he was unhappily beached.
Only after the French Revolution did his efforts to gain a new sea command finally pay off, and he entered the phase of his life that would make him famous. However it also cost him dearly. While doing joint operations with the army ashore at Calvi he was wounded in the face, costing him the sight of his right eye (although the eye itself was not disfigured, contrary to popular belief). Shortly after his dramatic success at the Battle of St. Vincent he undertook an ambitious plan to capture a treasure ship supposedly anchored at Santa Cruz de Teneriffe in the Canary Islands. This ill-conceived and tactically meaningless campaign concluded with him badly wounded while storming the mole of Santa Cruz, his right arm so badly mangled that it could not be saved.
Any other admiral might well have hauled down his flag for good and retired ashore. However Nelson only took long enough to recover from his wounds before he got himself assigned a new flagship, H. M. S. Vanguard and was back to the Med. Here he chased the French fleet to Egypt and crushed them in the Battle of the Nile. Although it was a far larger victory than had ever been won before, he was not the area CinC, so the government saw fit to give him only the lowest title of nobility and he became Baron Nelson of the Nile.
In the course of the battle he was wounded in the head, which apparently caused him some minimal brain damage. Certainly his personality was unsettled and he was uniquely vulnerable to the temptations that he would find as he put in at Naples. There he would meet the beautiful Emma, Lady Hamilton. Recognizing the limitations of a one-armed admiral, she made herself indispensable to him through dozens of small assistances. She quickly discovered how susceptible he was to flattery and fed that. Soon he was hopelessly her captive, to the point that he came to actively detest his lawful wife.
All his Neapolitan campaigns went disastrously wrong and in time he was relieved of command. Instead of going straight home to England, he accompanied the Hamiltons through Germany, thus growing constantly closer and closer to his new mistress. By the time he got home, scandal had preceded him. After a few disgusting scenes, the Admiralty decided that the only thing to do was to get him off to sea and away from Lady Hamilton.
His new command, in the Baltic and under the command of the utterly imagination-free Sir Hyde Parker, was not exactly his idea of an ideal posting. But he dutifully raised his flag and set himself to work planning to deal with the problem of the Northern Alliance. This was the Battle of Copenhagen, in which he created naval history. Midway through the battle Sir Hyde lost his nerve and sent out the recall signal. Nelson, knowing that this was no time to flee, put his blind eye to good use by putting his telescope to it and saying, "I really don't see the signal." Sticking out the fight, he crushed the Danish fleet. Subsequently he was made a viscount, the title he would take with him to his death.
After a brief stint of duty patrolling the English Channel, Nelson was permitted to go into a pleasant retirement which he fully believed to be permanent. He then joined Lady Hamilton, purchasing for her an estate at Merton, just outside of London. Together with elderly Sir William Hamilton, he and Emma enjoyed two of the happiest years in their lives, marred only by the fact that they could not make their relationship legitimate and thus provide for their daughter Horatia. Even when old Sir William died, there remained the matter of Fanny, and all of Emma's behind-the-scenes manipulations could not drive her to her grave.
Not long after Sir William's death, the political climate changed. Lord Nelson received orders to hoist his flag aboard H. M. S. Victory and patrol the Mediterranean, containing the French fleet at Tulon. He would remain aboard that ship for all but a month of the rest of his life. For the next two years he did not once stir himself from his flagship, although it wandered many nautical miles in its patrols. In a day before modern accommodation ladders it was simply too much work for a one- armed admiral to come and go, so he let everyone else come to him.
In August of 1805, sick with weariness after a fruitless chase to the West Indes and back, Nelson applied for and received a leave of absence. Immediately he went to Merton to join his beloved Lady Hamilton. But that leave would be cut short after problems in the fleet led the Admiralty to call him back. Although he disliked going to sea so quickly, duty was too much a part of his personality for him to refuse.
There is something of the cosmic in the unfolding of that last month as he proceeded toward the final battle. Even almost two hundred years after the fact, a well-written account of how Lord Nelson went into the Battle of Trafalgar can bring tears to a reader's eyes. Even as he was winning his greatest victory ever, he was struck down by a sniper's bullet. He lingered on in great agony for several hours, long enough to know that he had won a victory grander than he'd ever won before. However he would not live to reap its glory, which would go to his unworthy brother William. The true line, represented by his daughter Horatia, would be tormented by privation and obscurity while others would bask in the radiance of his legacy
Napoleon Bonaparte was born on August 15, 1769 in Ajaccio on the Mediterranean island of Corsica. Through his military exploits and his ruthless efficiency, Napoleon rose from obscurity to become Napoleon I, Empereur des Francais (Emperor of the French). He is both a historical figure and a legend—and it is sometimes difficult to separate the two. The events of his life fired the imaginations of great writers, film makers, and playwrights whose works have done much to create the Napoleonic legend.
Napoleon decided on a military career when he was a child, winning a scholarship to a French military academy. His meteoric rise shocked not only France but all of Europe, and his military conquests threatened the stability of the world.
Napoleon was one of the greatest military commanders in history. He has also been portrayed as a power hungry conqueror. Napoleon denied being such a conqueror. He argued that he was building a federation of free peoples in a Europe united under a liberal government. But if this was his goal, he intended to achieve it by taking power in his own hands. However, in the states he created, Napoleon granted constitutions, introduced law codes, abolished feudalism, created efficient governments and fostered education, science, literature and the arts.
Emperor Napoleon proved to be an excellent civil administrator. One of his greatest achievements was his supervision of the revision and collection of French law into codes. The new law codes—seven in number—incorporated some of the freedoms gained by the people of France during the French revolution, including religious toleration and the abolition of serfdom. The most famous of the codes, the Code Napoleon or Code Civil, still forms the basis of French civil law. Napoleon also centralized France's government by appointing prefects to administer regions called departments, into which France was divided.
While Napoleon believed in government "for" the people, he rejected government "by" the people. His France was a police state with a vast network of secret police and spies. The police shut down plays containing any hint of disagreement or criticism of the government. The press was controlled by the state. It was impossible to express an opinion without Napoleon's approval.
Napoleon's own opinion of his career is best stated in the following quotation:
I closed the gulf of anarchy and brought order out of chaos. I rewarded merit regardless of birth or wealth, wherever I found it. I abolished feudalism and restored equality to all regardless of religion and before the law. I fought the decrepit monarchies of the Old Regime because the alternative was the destruction of all this. I purified the Revolution.
Davout was born at Annoux (Yonne), and joined the French army as a sub-lieutenant in 1788. On the outbreak of the French Revolution, he embraced its principles. He was chef de bataillon in a volunteer corps in the campaign of 1792, and distinguished himself at the Battle of Neerwinden the following spring. He had just been promoted to general of brigade when he was removed from the active list because of his noble birth. He nevertheless served in the campaigns of 1794-1797 on the Rhine, and accompanied Desaix in the Egyptian expedition of Napoleon Bonaparte.
On his return he took part in the Battle of Marengo under Napoleon, who had great confidence in his abilities, made him a general of division soon after Marengo, and around 1801 gave him a command in the consular guard. At the accession of Napoleon as emperor, Davout was one of the generals who were created marshals of France. As commander of the III corps of the Grande Armée, Davout rendered the greatest services. At the Battle of Austerlitz, after a forced march of forty-eight hours, the III corps bore the brunt of the allies' attack. In the Jena campaign Davout with a single corps fought and won the brilliant victory of Auerstädt against the main Prussian army (more than 63,000 men; Davout had only 28,000).
He took part, and added to his renown, in the campaign of Eylau and Friedland. Napoleon left him as governor-general in the grand-duchy of Warsaw when the Treaty of Tilsit put an end to the war (1807), and in 1808 created him Duke of Auerstädt (Duc d'Auerstaedt). In the war of 1809, Davout took part in the actions which culminated in the Battle of Eckmühl, and also distinguished himself in the Battle of Wagram. He was created Prince of Eckmühl about this time. He was entrusted by Napoleon with the task of organizing the "corps of observation of the Elbe," which was in reality the gigantic army with which the emperor invaded Russia in 1812. In this Davout commanded the I corps, over 70,000 strong, and defeated the Russians at Mohilev before he joined the main army, with which he continued throughout the campaign and the retreat from Moscow. In 1813 he commanded the Hamburg military district, and defended Hamburg, a city ill fortified and provisioned, and full of disaffection, through a long siege, only surrendering the place on the direct order of King Louis XVIII after the fall of Napoleon in 1814.
Davout's military character has been interpreted as cruel, and he had to defend himself against many attacks upon his conduct at Hamburg. He was a stern disciplinarian, who exacted rigid and precise obedience from his troops, and consequently his corps was more trustworthy and exact in the performance of its duty than any other. One example of this is that Davout forbade his troops from plundering enemy villages, a policy he would enforce by the use of the death penalty. Thus, in the early days of the Grande Armée, the III corps tended to be entrusted with the most difficult work. His loyalty and obedience to Napoleon were absolute. He was regarded by his contemporaries as one of the ablest of Napoleon's marshals. On the first restoration he retired into private life, openly displaying his hostility to the Bourbons, and when Napoleon returned from Elba, Davout rejoined him.
Appointed minister of war, he reorganized the French army as far as the limited time available permitted, and he was so indispensable to the war department that Napoleon kept him at Paris during the Waterloo campaign. To what degree his skill and bravery would have altered the fortunes of the campaign of 1815 can only be surmised, but it has been made a ground of criticism against Napoleon that he did not avail himself in the field of the services of the best general he then possessed. Davout directed the gallant, but hopeless, defense of Paris after Waterloo, and was deprived of his marshalate and his titles at the second restoration. When some of his subordinate generals were proscribed, he demanded to be held responsible for their acts, as executed under his orders, and he endeavored to prevent the condemnation of Ney. After a time the hostility of the Bourbons towards Davout died away, and he was reconciled to the monarchy. In 1817 his rank and titles were restored, and in 1819 he became a member of the chamber of peers.
He was elected mayor of Savigny-sur-Orge from 1822 to 1823. His son Louis-Napoléon was also mayor of this city from 1843 to 1846. A main square bears their name in the city, as well as a boulevard in Paris.
Personal life
Davout was known as a very methodic person in both military and personal affairs. Within the army and among his social peers, he was often considered dull and, although respected, he was certainly not well-liked. Indeed, during times of peace, he preferred to spend time with his family and caring for his home rather than cultivate his high social standing. Because of his stubborn personality and poor social skills, he had many enemies and antagonists within the army's officer corps, most importantly and strongly Bernadotte, Murat, with whom he clashed strongly during the 1812 campaign, Berthier and Thiébault, who later smeared Davout in his memoirs. Out of the other Marshals, he had the best relations with Ney, Oudinot and Saint-Cyr. His best friend was possibly General Etienne Gudin, one of his subordinates, who was killed in battle in 1812.
He was also noted for his loyalty to his long-time wife Aimée Davout (née Leclerc), whom he married in 1801 and who remained with him until his death. Their marriage was loving and, most notably, the couple seem to have been faithful to each other despite very long periods of separation. However, their family life was marred by tragedy as several of their children died in their infancy or childhood.
French Marshal
King of Naples
Grand Duke of Berg
1767-1815
One of the most dashing cavalry commanders in an era of beau sabreurs was Joachim Murat.
He joined the army as a cavalry trooper at the age of 20 and his first contact with the rising General Napoleon Bonaparte came when he helped suppress the Vendemaire coup attempt.
Promoted, Murat joined Bonaparte in Italy in 1796 fighting at Tagliamento.
During the Egyptian campaign he won battlefield promotion to general of brigade.
His handling of the French cavalry at Marengo won him more honours.
With his courage and dash, and the marriage to Caroline Bonaparte, it was a certainty he'd become a marshal in 1804.
An important part of the French army's command, Murat was the perfect harasser of retreating enemies, but his intervention at Eylau saved the battle for Bonaparte and was arguably the high point of his military career.
Journeying to Spain in 1808, Murat was partly responsible for the uprising in that country, as his repression of the Madrid insurrection was harsh.
Leaving Spain because of poor health, he was given the kingdom of Naples and ruled his adopted nation well.
He returned to serve France during the 1812 campaign in Russia and fought at Ostronovo, Smolensk, Borodino and Vinkovo before taking command of the latter stage of the great retreat from Moscow.
Returning to Naples temporarily, he rejoined Bonaparte for the 1813 Campaign in Germany. Fighting at Dresden, Wachau and Leipzig, he eventually negotiated with the emperor's enemies to save his own throne.
In 1815 he tried to assist Bonaparte during the 100 Days' Campaign by fomenting a revolt in northern Italy, but acted too soon and the attempt failed.
The defeat of Waterloo forced him to try to regain his own kingdom, but he was arrested and shot.
Vain to the end he told the firing squad to not aim at the head.
He was born at Saarlouis in the Saarland, a naturalized German and the son of a master barrel cooper. He worked as an apprentice clerk for an iron works before he joined the 5th Hussars in 1787, against his father's wishes.
Soldier for Napoleon
Ney at the battle of Kowno (painting by Denis-August-Marie Raffet).
An effective, instinctive and courageous soldier, Ney is known for epitomizing the soldierly virtue of "leading from the front". For instance, he led the charge of the French heavy cavalry against British infantry at the Battle of Waterloo. However, Ney was not merely a hotheaded sabreur, he was also a skilled commander, performing excellently at the Battle of Elchingen (from which battle he later derived his ducal title) and arguably won the Battle of Friedland for Napoleon.
During the Retreat from Moscow, Marshal Ney commanded the rearguard, protecting the remnants of Napoleon's Grande Armée as it staggered back to France. Attacked daily by Russian Cossacks, until he finally staggered off Russian soil. Napoleon, having previously thought Ney to be lost forever, declared that 'France is full of brave men but, truly, Ney is the bravest of the brave'.
Despite Ney's humble roots, he was one of the first to be awarded the rank of Marshal by Napoleon, who valued courage and talent above all. In addition to his military rank, Ney was created Duke of Elchingen on June 6, 1808 and Prince de La Moskowa on March 25, 1813. Ney personified a new French elite that Napoleon was creating as a loyal support base for a planned Bonaparte dynasty.
After Napoleon's fall
When Paris fell and the Bourbons reclaimed the throne, Ney (who was one of those who had pressured Napoleon to accept his first abdication and exile) was promoted, lauded, and made a peer by the newly enthroned Louis XVIII. Although Ney had pledged his allegiance to the restored monarchy, the Bourbon court reacted coolly to his common origins. When he was sent to arrest the returning Napoleon, he was convinced to switch sides and fight for his old leader again. During the Hundred Days campaign, he led the French forces at the Battle of Quatre Bras and commanded the left wing of Napoleon's army at the Battle of Waterloo.
Ney has been criticized for his conduct in this battle, perhaps unfairly so. Napoleon had not explained his strategy for the whole campaign, nor had he listened to his generals' pleas for an outflanking maneuver instead of his own, unsubtle frontal assault on the British positions at Waterloo. Napoleon compounded these errors by remaining away from the front line for the majority of the battle, not giving Ney reinforcements that could have won him the battle and, to round it all off, he was also sick. Ney fought like a tiger, but he could not shift Wellington's men. He was seen during one of the charges beating his sword against the side of a British cannon in furious frustration.
When all was clearly lost, Ney gathered a group of French soldiers together and cried 'come, and see how a Marshal of France can die!' As Victor Hugo said of him 'O, unhappy man - you were reserved for French bullets!'
Execution
When Napoleon was defeated, dethroned and exiled for the second time in the summer of 1815, Ney was condemned for treason by the Chamber of Peers and executed by firing squad in Paris near the Luxembourg Garden – an event that deeply divided the French public. He refused to wear a blindfold and was allowed the right to give the order to fire, reportedly saying, "Soldiers, straight for the heart!" Ney's execution was an example intended for Napoleon's other marshals and generals, many of whom were eventually exonerated by the Bourbon monarchy. He is buried in Paris.
Pretenders and legends
One of the more colourful legends of Ney that have grown up after the Marshal's untimely demise by firing squad was that Ney had managed to escape to the United States. Proponents of this theory argue that Ney had masonic ties, including to the Duke of Wellington, who helped him fake his execution and flee abroad. The basis for these rumors was the presence in the United States of a Peter Stuart Ney, who, when drunk, wowed his friends and students with tales of military glory, and claimed to be – or at least did not deny being – the executed Napoleonic Marshal . While this is almost certainly untrue, Peter Stuart Ney certainly did live for a number of years teaching school in North and South Carolina, including at Davidson College, where he designed the school seal still used today. Ney died in 1846, after uttering the bizarre last words, "Bessières is dead; the Old Guard is dead; now, please, let me die."
Soult was born at Saint-Arnans-la-Bastide (now in the Tarn département), the son of a country notary of that city.
Early military career
He was fairly well-educated and intended for the bar, but his father's death when he was still a boy made it necessary for him to seek his fortune, and he enlisted as a private in the French infantry in 1785. His superior education ensured his promotion to the rank of sergeant after six years' service, and in July 1791 he became instructor to the first battalion of volunteers of the Bas-Rhin. He served with his battalion in 1792. By 1794 he was adjutant-general (with the rank of chef de brigade). After the Battle of Fleurus (1794), in which he greatly distinguished himself for coolness, he was promoted general of brigade by the representatives on mission.
For the next five years he was constantly employed in Germany under Jourdan, Moreau, Kléber and Lefebvre, and in 1799 was promoted general of division and ordered to proceed to Switzerland. It was at this time that he laid the foundations of his military fame, and he particularly distinguished himself in Masséna's great Swiss campaign, and especially at the Second Battle of Zurich. He accompanied Masséna to Genoa, and acted as his principal lieutenant throughout the protracted siege of that city, during which he operated with a detached force without the walls, and after many successful actions he was wounded and taken prisoner at Monte Cretto on April 13, 1800.
Marshal of France
The victory of Marengo restoring his freedom, he received the command of the southern part of the kingdom of Naples, and in 1802 he was appointed one of the four generals commanding the consular guard. Though he was one of those generals who had served under Moreau, and who therefore, as a rule, disliked and despised Napoleon Bonaparte, Soult had the wisdom to show his devotion to the ruling power; in consequence he was in August 1803 appointed to the command-in-chief of the camp of Boulogne, and in May 1804 he was made one of the first marshals of France. He commanded a corps in the advance on Ulm, and at Austerlitz he led the decisive attack on the allied centre.
He played a great part in all the famous battles of the Grande Armée, except the Battle of Friedland (on the day of which he forced his way into Königsberg), and after the conclusion of the Peace of Tilsit he returned to France and was created (1808) duke of Dalmatia. In. the following year he was appointed to the command of the II corps of the army with which Napoleon intended to conquer Spain, and after winning the Battle of Gamonal he was detailed by the emperor to pursue Sir John Moore, with whom he only caught up at Corunna.
For the next four years Soult remained in Spain, and his military history is that of the Peninsular War. In 1809, after being stalemated by Sir John Moore, he invaded Portugal and took Oporto, but was isolated by General Silveira's strategy of contention. Busying himself with the political settlement of his conquests in the French interests and, as he hoped, for his own ultimate benefit as a possible candidate for the throne, he attracted the hate of Republican officers in his Army. Unable to move, he was eventually dislodged from Oporto by Arthur Wellesley, making a painful and almost disastrous retreat over the mountains, persecuted by Beresford and Silveira. After the Battle of Talavera de la Reina (1809) he was made chief of staff of the French troops in Spain with extended powers, and on November 19, 1809 won the great victory of Ocafia.
In 1810 he invaded Andalusia, which he speedily reduced, with the exception of Cádiz. In 1811 he marched north into Extremadura, and took Badajoz, and when the Anglo-Portuguese army laid siege to it he marched to its rescue, and fought the famous battle of Albuera (May 16). In 1812, however, he was obliged, after the Duke of Wellington's great victory of Salamanca, to evacuate Andalusia, and was soon after recalled from Spain at the request of Joseph Bonaparte, with whom, as with the other marshals, he had always disagreed.
In March 1813 he assumed the command of the IV corps of the Grande Armée and commanded the centre at Lützen and Bautzen, but he was soon sent, with unlimited powers, to the South of France to repair the damage done by the great defeat of Vittoria. His campaign there is the finest proof of his talents as a general, although he was repeatedly defeated by the English and the Portuguese under Wellington: his strategy was faulty and his soldiers were but raw conscripts, while the Allies were the veterans of many campaigns. He was successively defeated at the Battle of the Pyrenees, at Vera, Nivelle, Nive, Orthez and Toulouse.
Nicolas Soult.
Political career
Such was the military career of Marshal Soult. His political career was by no means as creditable, and it has been said of him that he had character only in the face of the enemy. After the first abdication of Napoleon (1814) he declared himself a Royalist, received the order of St. Louis, and acted as minister of war from December 3, 1814 to March 11, 1815. When Napoleon returned from Elba, Soult at once declared himself a Bonapartist, was made a peer of France and acted as major-general (chief of staff) to the emperor in the campaign of Waterloo, in which role he distinguished himself far less than he had done as commander of an over-matched army.
At the Second Restoration (1815) he was exiled, but not for long, for in 1819 he was recalled and in 1820 again made a marshal of France. He once more tried to show himself a fervent Royalist and was made a peer in 1827. After the revolution of 1830 he made out that he was a partisan of Louis Philippe, who welcomed his support and revived for him the title of marshal-general (previously only held by Turenne, Villars and Maurice de Saxe). He served as minister of war from 1830 to 1834, as Prime Minister from 1832 to 1834, as ambassador extraordinary to London for the coronation of Queen Victoria in 1838 - where the Duke of Wellington reputedly caught him by the arm and exclaimed 'I have you at last!', again as Prime Minister from 1839 to 1840 and 1840 to 1847, and again as minister of war from 1840 to 1844. In 1848, when Louis Philippe was overthrown, Soult again declared himself a republican.
He died at his castle of Soultberg, near his birthplace.
He was the son of a minor merchant and was born in Nice. Initially Massena intended to pursue a career in the merchant navy. He instead joined the army in 1775 as an ordinary soldier in the Royal-Italien and had risen to the rank of warrant officer (the top rank for a non-nobleman) when he left in 1789. After a brief stint as a smuggler he re-joined the army in 1791 and was voted an officer, rising to the rank of colonel by 1792.
He distinguished himself in the revolutionary wars and within two years he was a general. His first victory was at Saorgio in August 1794. His first major success was at Lonato in August 1795 against an Austrian army under Peter Quasdanovich. He had fought with Napoleon at Lonato and they remained in the same command into 1796 with a stunning series of French victories in Italy. In 1799 Massena was granted a command in Switzerland and was victorious over the Russians under Alexander Korsakov at the Second Battle of Zurich in September, forcing Russia from the Second Coalition. This was the peak of his reputation.
Massena then returned to Italy and led his forces into the unfortunate debacle at Genoa which was one of his greatest military achievements before commanding in the tough Battle of Marengo (June 14, 1800) and was then made commander of the French forces in Italy, but he was soon dismissed for looting. It was not until 1804 that he regained trust, being promoted to the rank of marshal in May and leading forces to capture Verona and later losing to the Austrians at Caldiero (October 30, 1805). He was given control of operations against the Kingdom of Naples, and in this position he was responsible of looting and massacres, including that of Lauria in the August 1806. His behavior led subsequently to his dismissal. Despite this he was granted a (first) ducal victory title in chief of Rivoli in 1808.
He did not soldier again until 1809 against the forces of the Fifth Coalition, fighting the Austrians. When the French vanguard in the Danube was cut off and isolated, Massena was part of the command, leading IV Corps, of the defense centred around Aspern and Essling, before they were rescued after a bloody struggle. He was rewarded in 1810 with a second, now princely victory title, Prince d'Essling, for his efforts there and in the Battle of Wagram.
Arms of André Masséna
During the Peninsular War he led the invasion of Portugal in 1810, where he commanded the first clash with the Allies at Buçaco (September 27) and forced the Allies to retreat to the Lines of Torres Vedras where a stalemate perpetuated until the arrival of British reinforcements in 1811. When Massena was forced to retreat from Portugal after the battles of Barrosa and Fuentes de Oñoro he was replaced by marshall Auguste Marmont and did not serve again, being made a local commander at Marseilles.
He retained his command after the restoration and on the return of Napoleon from Elba he refused to commit to either side and kept his area quiet. He was disinclined to prove his royalist loyalties after the defeat of Napoleon and died soon after.
Eugène's first campaign was in the Vendée, where he fought at Quiberon. However, within a year his mother Joséphine had arranged his return to Paris. In the Italian campaigns of 1796-1797, Eugène served as aide-de-camp to his step-father, whom he also accompanied to Egypt. In Egypt, Eugène was wounded during the Siege of Acre (1799). He returned to France in the autumn of 1799 and helped bring about the reconciliation which then took place between Bonaparte and his mother. When Napoleon became First Consul, Eugène became a captain in the Chasseurs à Cheval of the Consular Guard and with his squadron he took part in the Battle of Marengo.
During the War of the Fifth Coalition, Eugène was put in command of the Army of Italy, with General Macdonald as his military advisor. He fought and lost the Battle of Sacile against the Austrian army of the Archduke John, but Eugène's troops decisively won the rematch at the Battle of Raab. After the Battle of Aspern-Essling, Napoleon recalled the Army of Italy and after joining the main army, on the island of Lobau in the Danube, Eugène took part in the Battle of Wagram.
During the Russian campaign, Eugène again commanded the Army of Italy (IV Corps) with which he fought in the Battle of Borodino and the Battle of Maloyaroslavets. After Napoleon and then Joachim Murat had left the retreating army, Eugène took command of the remnants and led it back to Germany in 1813.
During the campaign of 1813, Eugène fought in the Battle of Lützen. Napoleon then sent him back to Italy where he organized the defense against the Austrians, holding out until the abdication in 1814. After the fall of Napoleon in 1814, Eugène retired to Munich and at the behest of his father-in-law did not get involved with Napoleon and France anymore.
Status and Titles
In 1804 he was made an official member of the imperial family as His Imperial Highness, French Prince (Prince français) Eugene de Beauharnais. By a statute of June 5, 1805, the Emperor added Viceroy of Italy to his titles.
Prince Eugène was adopted by Napoleon on 12 January, 1806; while excluded from the French empire's succession, he was given presumptive rights for him and his descendants in the male line to the throne of Italy in the absence of a second son of Napoleon on February 16, 1806, and hence on December 20, 1807 given the title of Prince de Venise 'Prince of Venice', which had been instituted by article 9 of the decree of March 30, 1806 (when the former Austrian province of Venice was united to Bonaparte's kingdom of Italy) for the Heir Presumptive to Napoleon in Italy.
His stepfather also made him heir to the Grand Duchy of Frankfurt in 1810 and hence he technically succeeded Grand Duke Archbishop Dalberg, the Prince-Primate of the Confederation of the Rhine, upon the latter's abdication in 1813. This position however was purely theoretical, as Dalberg's abdication was due to his Grand Duchy's imminent conquest by the Allied armies.
A further sinecure was archichancelier d'état de l'empire de France.
Jérôme Bonaparte, King of Westphalia (November 15, 1784 - June 24, 1860) was the youngest brother of Napoleon, who made him King of Westphalia (1807-1813). After 1848, when his nephew Louis Napoleon became President of the French Republic, he served in several official roles there.
Jérôme was born Roland Buonaparte in Ajaccio, Corsica as the eighth and last surviving child, fifth surviving son, of Carlo Buonaparte and Letizia Ramolino. He was a younger brother of Joseph Bonaparte, Napoleon Bonaparte, Lucien Bonaparte, Elisa Bonaparte, Louis Bonaparte, Pauline Bonaparte and Caroline Bonaparte.
He served with the French navy before going to the United States. On December 24, 1803, Jérôme married Elizabeth Patterson (1785-1879), daughter of Baltimore merchant William Patterson and his wife Dorcas Spear. Napoleon annulled their marriage but a son, Jérôme Napoleon Bonaparte was born in Camberwell Grove, Camberwell, London, England.
Made King of Westphalia, the short-lived realm created by Napoleon from the states of northwestern Germany (1807-1813), with its capital in Cassel, Jérôme married the second time to Catharina of Württemberg, with whom he had another son, Napoléon Joseph Charles Paul Bonaparte (1822-1891), also known as "Prince Napoleon" or "Plon-Plon". Their second child, a daughter, the Princess Mathilde Bonaparte, was prominent during and after the Second French Empire as a hostess. After his own kingdom was dissolved, he was granted the title of Prince of Montfort by the King of Württemberg.
After Emperor Napoleon's exile, Jérôme moved to Italy where he married Giustina Pecori-Suárez, the widow of an Italian nobleman.
When his nephew, Prince Louis Napoleon, became President of the French Republic in 1848, Jérôme was made governor of Les Invalides, Paris, the burial place of his famous elder brother Napoleon I of France. He later became marshal of France and president of the Senate in his nephew's regime, and was confirmed in the title of prince français.
Jérôme Bonaparte died on June 24, 1860 at Villegenis, France (today Massy in Essonne). He is buried in Les Invalides, Paris.
His grandson Charles Joseph Bonaparte served as United States Secretary of the Navy and United States Attorney General. He founded the Federal Bureau of Investigation in 1908
French Marshal
King of Sweden
Prince de Ponte Corvo
1763-1844
One of the most controversial of Napoleon Bonaparte's marshals, Jean-Baptiste Bernadotte was a committed republican whose career, mainly a self-serving one, can be divided into three stages.
The first was his rise through the ranks of the French army from 1780 to 1794 and saw him go from enlisted man to general of division.
Along the way he fought, mainly along the Rhine, and won a victory at Limburg in 1796. Two years later he was sacked for quitting his command due to dissatisfaction with how the war against the Second Coalition was being fought, but had the good fortune to marry Desiree Clary.
The second period of Bernadotte's career started well, he performed well at Austerlitz and earned his princedom, but his military star was on the wane and in 1807 he again faced dismissal.
The reason was his poor efforts at Jena and Auerstadt, where he did not help the much outnumbered Marshal Davout at Auerstadt, nor did he lead his troops to Jena where Bonaparte was fighting. Two things probably saved him.
The first being Davout pulling off one of the great military victories and the second being Bernadotte's wife, Desiree Clary, was a former lover of Bonaparte.
Smarting from the dressing down he got from Bonaparte, Bernadotte successfully chased General Blucher's Prussians and forced the fierce warrior to surrender at Lubeck.
Seemingly with a renewed taste for action he won clashes at Mohrungen, Spanden and Linz but again failed when he erred at Wagram and was sacked by the emperor.
This led to his third and most successful time - as the newly elected Crown Prince of Sweden!
Adopted by the childless Charles XIII, Bernadotte took his new country to heart and put his talents to excellent use.
Initially amicable with Bonaparte, things became strained when France occupied Swedish Pomerania in 1812.
By 1813, Bernadotte joined the Sixth Coalition against his former emperor and beat two former comrades in arms - marshals Oudinot and Ney at Gross Beeren and Dennewitz.
He then added his Swedish troops to the Allied mix at Leipzig earning political points with Bonaparte's eventual conquerors.
In 1814 he incorporated Norway into Sweden.
In 1818, Bernadotte became King Charles XIV of Sweden and, while regarded as a traitor by the French, began a long new royal dynasty that is still in existence today.
Born The Honourable Arthur Wesley at either his family's social season Dublin residence, Mornington House, or at his family seat, Dangan Castle near Trim in County Meath, Ireland, he was the third son of Garret Wesley, 1st Earl of Mornington. His exact date of birth is a matter of some contention. All that exists is a church registry of the event marked a few days after it must have occurred. The most likely date is 1 May 1769, but it is possible the birth occurred a few days either side. He legally changed his surname (with other members of his family) to Wellesley in March 1798.
He came from a titled family long settled in Ireland; his father was the 1st Earl of Mornington, his eldest brother, who would inherit his father's Earldom, would be created Marquess Wellesley, and two of his other brothers would be raised to the peerage as Baron Maryborough and Baron Cowley.
Wesley was educated at Eton from 1781 to 1785, but a lack of success there, combined with a shortage of family funds, and led to a move to Brussels in Belgium to receive further education. In 1787, his mother and brother Richard purchased for Wesley a commission as an Ensign in the 73rd Regiment of Foot; he attended the Military Academy of Angers in France, after having received earlier training in England. His first assignment was as aide-de-camp to two successive Lords Lieutenant of Ireland (1787–1793). He was promoted to Lieutenant in 1788; two years later, he was elected as an independent Member of Parliament for Trim in the Irish House of Commons (in 1790), a position he held until 1797. He rose rapidly in rank (largely through the purchase system, which at that time allowed, and, indeed, generally required, officers in the British Army to purchase their rank) becoming Lieutenant-Colonel in the 33rd Regiment of Foot in 1793. He participated in the unsuccessful campaign against the French in the Netherlands between 1794 and 1795, and was present at the Battle of Boxtel.
In 1796, after a promotion to Colonel, he accompanied his division to India. The next year, his elder brother, Richard Wesley, 2nd Earl of Mornington, was appointed Governor-General of India, and when the Fourth Anglo-Mysore War broke out from 1798 against the Sultan of Mysore, Tipu Sultan, Arthur Wellesley commanded a division of his own. While serving in that capacity, he was appointed Governor of Seringapatam and Mysore, positions he held until 1805. While in that position, he defeated the robber chieftain Dhundia Wagh (who had ironically escaped from prison in Seringapatam during the last battle of the Mysore war). In the Maratha War of 1803, he commanded the (outnumbered) British army at Assaye and Argaum, and stormed the fortress at Gawilghur. On one occasion, he outran the Mysore soldiers pursuing him and avoided getting killed. Through his own skill as a commander, and the bravery of his Scottish troops, the Indians were defeated at every engagement, and, following the successful conclusion of that campaign, he was appointed to the supreme military and political command in the Deccan. In 1804, he was created a Knight of the Bath, which would be the first of numerous honors throughout his life. When his brother's term as Governor-General of India ended in 1805, the brothers returned together to England, where they were forced to defend their imperialistic (and expensive) employment of the British forces in India. India did teach him to abandon the then-common British habit of infrequent bathing. Lord Wellington is usually credited with popularizing the custom of daily bathing in his own country.
Wellesley was elected MP for Rye (in the British House of Commons) for six months in 1806; a year later, he was elected MP for Newport on the Isle of Wight, a constituency he would represent for two years. During this time, he was an established Tory, and in April 1807 (while representing St Michael), he was invested a Privy Counsellor. Additionally, he served as Chief Secretary for Ireland for some time. However, his political life would soon come to an abrupt end, and he would sail to Europe to participate in the Napoleonic Wars.
Napoleonic Wars
Portrait of the Duke of Wellington by Francisco de Goya, 1812-14.
It was in the following years that Wellesley undertook the events that made his place in history. Since 1789, France had been embroiled in the French Revolution, and after seizing the government in 1799, Napoleon had reached the heights of power in Europe. The British government was casting about for ways to end Napoleon's threat; and Wellesley helped to supply them.
First came junior command in an expedition to Denmark in 1807, which soon led to Wellesley's promotion to Lieutenant-General and a transfer to the theatre of the Peninsular War. Although that war was not going particularly well, it was the one place where the Portuguese and the British had managed to put up a fight on the European mainland against France and her allies. (The disastrous Walcheren expedition was typical of the mismanaged British expeditions of the time.) Wellesley had submitted a memorandum to Lord Castlereagh on the defense of Portugal and Castlereagh appointed him head of an expeditionary force. Wellesley defeated the French at the Battle of Roliça and the Battle of Vimeiro in 1808. Unfortunately, Wellesley was superseded in command of the British army, and he was compelled to sign the controversial Convention of Cintra, which stipulated that the British navy would transport the French army out of Lisbon with all their loot; Wellesley was recalled to Britain to face a tribunal brought about by political opponents in Parliament. In the meantime, however, Napoleon himself had come to Spain with his veteran troops, and when the new Commander of the British forces in the peninsula, Sir John Moore, died during the Battle of Corunna, Wellesley (triumphantly acquitted) was sent back to Portugal to command the tiny British garrison still holding Lisbon.
Quickly reinforced, Wellesley took the offensive in April 1809. First, he crossed the Douro River in a brilliant daylight coup de main, and routed the French troops in Oporto. Then he joined with a Spanish army under Cuesta and defeated one of the armies of King Joseph of Spain (Napoleon's eldest brother) at the Battle of Talavera de la Reina in 1809. For this, he was raised to the Peerage as Viscount Wellington of Talavera and of Wellington in the County of Somerset. (His brother Richard selected the name Wellington for its similarity to the family name of Wellesley.) Deprived of supplies promised by the Spanish, the British were compelled to retreat to Portugal. When the French army under Marshall André Masséna invaded Portugal again (in 1810), he first slowed them down at Busaco, then blocked them from taking the Lisbon peninsula by his magnificently constructed earthwork Lines of Torres Vedras coupled with the waterborne protection of the British Royal Navy (the bloodless Battle of Lisbon). The baffled and starving French invasion forces retreated after six months. Wellesley followed and after several skirmishes, drove them out of Portugal entirely except for a small garrison at Almeida which was placed under siege. In 1811, Masséna attempted a return to Portugal, and Wellesley narrowly defeated the French at the twin battles of Fuentes de Oñoro and Albuera. In May 1811, he was promoted to General for his services in Portugal.
In 1812, by capturing the twin fortresses of Ciudad Rodrigo and Badajoz (the 'Keys' guarding the roads into Portugal), Wellington was able to join his small British force to the resurgent Portuguese army, rebuilt by Beresford. Driving into Spain, he defeated the French yet again at Salamanca, then liberated the Spanish capital of Madrid. Around this time, he was created Earl of Wellington and given command of all Allied armies in Spain. But he failed to take the vital fortress of Burgos, due to a lack of siege equipment, and the French counterattack that year put the British forces in a precarious position. Nimbly, Wellington withdrew his army southward, and joining with the smaller corps commanded by Rowland Hill, retreated the combined allied army to his base in Portugal. Still, his victory at Salamanca had caused the French to withdraw all their troops from southern Spain and concentrate them in the north.
In 1813, Wellington led a new offensive, taking advantage of the withdrawal of many French troops for Napoleon's doomed invasion of Russia the previous year. He personally led a small force in a feint against the French centre, while the main army (commanded by Sir Thomas Graham) looped around the French right, leading to the rout of the French forces. Continuing to outflank the French lines, Wellington brought the French to battle at Vitoria, which hurled the enemy back into France and for which he was promoted to Field Marshal. (However, the British troops broke discipline to loot the abandoned French wagons instead of pursuing the beaten foe. Wellington, in his official after-battle report, furiously and famously called them "the scum of the earth, enlisted only for drink".) A few months later, after taking the small fortresses of Pamplona and San Sebastián, Wellington invaded France, and defeated the French army under Marshall Soult at the Battle of Toulouse. (Ironically, this occurred four days after Napoleon had already surrendered to the Allied armies of the Prussians, Russians, and Austrians.) Napoleon was then exiled to the island of Elba in 1814.
Hailed as the conquering hero, Wellington was created Duke of Wellington, a title still held by his descendants. (Since he had not returned to England during the entire Peninsular War, he was awarded all his patents of nobility in a remarkable ceremony lasting an entire day.) He was soon appointed Ambassador to France, then took Lord Castlereagh's place as First Plenipotentiary to the Congress of Vienna, where he strongly advocated allowing France to keep its place in the European balance of power. On 2 January 1815, the title of his Knighthood of the Bath was converted to Knight Grand Cross upon the expansion of that order.
On 26 February 1815, Napoleon escaped his gilded prison on Elba and returned to France. Regaining control of the country by May, he faced a reformation of the alliance against him. Wellington left Vienna to command the Anglo-Allied forces during the Waterloo Campaign. He formed up in Belgium, commanding the British army and the allied Dutch-Belgians alongside the Prussian forces under Gebhard Leberecht von Blücher. But the French defeated the Prussians at Ligny, and fought an inconclusive draw at Quatre Bras, so the British army retreated to a ridge on the Brussels road just south of the small town of Waterloo. Two days later, on 18 June, came the titanic Battle of Waterloo. After an all-day fight, the French Guard was dramatically repulsed by British volley fire, and the arrival of Prussian reinforcements turned Napoleon's defeat to a rout. The French Emperor abdicated once again (on 22 June), and was spirited away by the British to distant St Helena.
Wellington as soldier
Despite oft-cited similarities between Napoleon Bonaparte and Wellington, the strategies and tactics employed by them were diametrically opposed. Perhaps the main reason that Napoleon stands in many history texts above Wellington is that Napoleon offered radical changes in warfare in every respect, whereas Wellington's contribution to warfare lay more in his brilliant use of the old ways.
Napoleonic tactics were typified by massive conscript armies who advanced in tight columns to rout opposing forces. This was soon adopted by nearly every major participant in the war, with the chief exception of the British, and the Portuguese and Spanish troops they trained. In almost every engagement, the tight-packed French columns (in which only the first two ranks and outer edges could fire) would advance, apparently unheeding of casualties. Against the ill-trained and panic-prone armies of the Austrians, Prussians, and the other allied powers, it was spectacularly successful. Against the disciplined and trained British regulars who stood in line in two ranks (thus permitting every man in line to fire), the column was a spectacular failure. Despite the demonstrated helplessness of the French column against the British line, the French commanders in Iberia continued to attack in column. (Indeed, column attacks were used even at the Battle of Waterloo.) Thus, in many instances, a single British battalion would defeat an entire French division.
Wellington is often viewed as a 'defensive general', despite the fact that many of his greatest victories (Assaye, Douro, Salamanca, Vitoria, Toulouse), were all offensive battles. In fact, on the defensive, Wellington made a number of mistakes, most famously at the battle of Fuentes de Oñoro, where his disastrous misplacement of a division was only retrieved by his quick thinking and the steadiness of the British and Portuguese troops in retreating under fire.
Strategically, Wellington also appears somewhat anachronistic, with the Peninsular War revolving partly upon the possession and besieging of fortified strongholds. Conventional military wisdom of the era, especially under Napoleon, dictated that the opposing field army was to be eliminated at any price necessary, before disease and wastage could reduce the attacking force to nothing. In pursuit of this aim, desperate measures would be taken, such as winter battles, forced marches, and privation alleviated only by foraging. Wellington's campaigns instead displayed carefully planned offensives, supported by a magnificent supply train, and tempered by subsequent consolidation of gains.
In other strategic areas however, Wellington seemed to forecast the tide of the future. His construction of the fortifications near Torres Vedras, and the subsequent attritional campaign which ensued, seems to typify the manner that warfare would evolve within the following century. He also cooperated closely with the British navy, a necessity for success on the water-bound Iberian Peninsula.
Tactically, Wellington capitalized on the reforms of Sir John Moore and the Duke of York by creating large units of independent infantry, often armed with rifles, who fought in both regular and irregular fashion. His relationship with his cavalry arm — as well as his cavalry commanders — was infamously stern and demanding. Wellington was never satisfied with the performance of his cavalry, and he continued to consider them undisciplined in the charge stating:
"...a trick our officers have acquired of galloping at everything and then galloping back as fast as they galloped on the enemy. They never consider their situation, never think of manoeuvring before an enemy- so little that one would think they cannot manoeuvre except on Wimbledon Common; and when they use their arm as it ought to be used, viz. offensively, they never keep nor provide for a reserve."(Redcoat, p. 225)
However, Wellington and commanders such as William Henry Paget, Earl of Uxbridge and John Gaspard le Marchant made the cavalry arm among the most effective in the army, producing decisive results at Assaye, Salamanca, and Waterloo. The latter saw Uxbridge's use of two cavalry brigades to rout an entire French corps. (But the cavalry's indiscipline immediately after their magnificent charge destroyed their effectiveness for the rest of the day.)
Wellington should also be considered a model for multi-national leadership. He efficiently coordinated the efforts of Portuguese, Spanish, and a multitude of other foreign units, as well as negotiating with a home government not always sympathetic to his military concerns. It is a testament to Wellington's ability that he successfully integrated and commanded British, Spanish, Portuguese, Hanoverian, Saxon, Prussian, Swiss, Indian, Dutch, and Belgian troops; a retinue only Napoleon himself could probably match. In command of these forces, he was almost always outnumbered, and succeeded by the merits of his attention to detail and tactical foresight.
An important point when comparing Wellington and Napoleon is that whereas Napoleon was effectively supreme commander of the armed forces of his Empire, Wellington was merely a general in the field, with little or no influence on the organization or administration of the British Army as a whole. He was driven to exasperation on several occasions, for example by the fact that his artillery and engineers were administered separately from the infantry and cavalry, and by the quality of some of the commanders and staff officers imposed on him by the Commander-in-Chief, the Duke of York. (For example, General Erskine was appointed second in command of the cavalry; Wellington considered him both incompetent and mad (bipolar), and only Erskine's suicide finally removed him from the scene.)
However, when he himself became Commander-in-Chief, he made no major changes to the Army's policies, maintaining practices such as purchase of commissions and flogging for disciplinary offences unchanged for almost forty years. He is often criticized for being 'brutal' in this respect, but it must be remembered that, good or bad, this was typical and accepted practice in the British armed forces at the time.
Later life
Politics beckoned once again in 1819, when Wellington was appointed Master-General of the Ordnance in the Tory government of Lord Liverpool. In 1827, he was appointed Commander-in-Chief of the British Army, a position he would hold for the remainder of his life, except during his premiership. Along with Robert Peel, Wellington became one of the rising stars of the Tory party, and by 1828, had become Prime Minister.
As Prime Minister, Wellington was the picture of the arch-conservative, fearing that the anarchy of the French Revolution would spread to England. Oddly enough, the highlight of his term was Catholic Emancipation, the granting of almost full civil rights to Catholics in the United Kingdom. The change was forced by the landslide by-election win of Daniel O'Connell, a Catholic proponent of emancipation, who was elected despite not being legally allowed to sit in Parliament. Lord Winchilsea accused the Duke of having "treacherously plotted the destruction of the Protestant constitution". Wellington responded by immediately challenging Winchilsea to a duel. The duel is also one of the reasons for the founding of King's College London. On 21 March 1829, Wellington and Winchilsea met on Battersea fields. When it came time to fire, the Duke deliberately aimed wide and Winchilsea fired into the air. He subsequently wrote Wellington a groveling apology. In the House of Lords, facing stiff opposition, Wellington spoke for Catholic emancipation, giving one of the best speeches of his career [1]. He had grown up in Ireland, and later governed it, so he knew firsthand of the misery of the Catholic masses there. The Catholic Emancipation Act was passed with a majority of 105. Many of the Tories voted against the Act, and it passed only with the help of the Whigs
Wellington's government fell in 1830. In the summer and autumn of that year, a wave of riots (Swing Riots) swept the country. The Whigs had been out of power for all but a few years since the 1770s, and saw political reform in response to the unrest as the key to their return. Wellington stuck to the Tory policy of no reform and no expansion of the franchise, and as a result lost a vote of no confidence on 15 November 1830. He was replaced as Prime Minister by Lord Grey.
The Whigs introduced the first Reform Act, but Wellington and the Tories worked to prevent its passage. The bill passed in the House of Commons, but was defeated in the House of Lords. An election followed in direct response, and the Whigs were returned with an even larger majority. A second Reform Act was introduced, and defeated in the same way, and another wave of near insurrection swept the country. During this time, Wellington was greeted by a hostile reaction from the crowds at the opening of the Liverpool and Manchester Railway, and eventually the bill was passed after the Whigs threatened to have the House of Lords packed with their own followers if it were not. Though it passed, Wellington was never reconciled to the change; when Parliament first met after the first election under the widened franchise, Wellington is reported to have said "I never saw so many shocking bad hats in my life". During this time, Wellington was gradually superseded as leader of the Tories by Robert Peel; when the Tories were brought back to power in 1834, Wellington declined to become Prime Minister, and Peel was selected instead. Unfortunately Peel was in Italy, and for three weeks in November and December 1834, Wellington acted as a caretaker, taking the responsibilities of Prime Minister and most of the other ministries. In Peel's first Cabinet (1834–1835), Wellington became Foreign Secretary, while in the second (1841–1846) he was a Minister without Portfolio and Leader of the House of Lords.
Wellington retired from political life in 1846, although he remained Commander-in-Chief of the Forces, and returned briefly to the spotlight in 1848 when he helped organize a military force to protect London during that year of European revolution. He died at Walmer Castle (his honorary residence as Lord Warden of the Cinque Ports, which he enjoyed and at which he hosted Queen Victoria) in 1852. Although in life he hated travelling by rail, his body was then taken by train to London, where he was given a state funeral - one of only a handful of British subjects to be honored in that way (other examples are Nelson and Churchill) - and was buried in a sarcophagus of luxulyanite in St Paul's Cathedral.
British General
(1761-1809)
Commissioned at 15, Sir John Moore served in the American War of Independence and within eight years was a member of parliament.
In 1794 he was involved with the British backing of Paoli's conquest of Corsica and then served in West Indies.
Becoming a major general in 1798, Moore then took part in operations in Holland and Egypt, where he was a leading player in defeating the French at the second battle of Aboukir.
Sir John Moore's main contribution, however, to Britain was his training of light infantry and his military changes earned him a lieutenant generalcy.
He became the commander of British troops in Portugal following the removal of Sir Harry Burrard for his signing of the Convention of Cintra and advanced in to Spain to back local forces against the French.
Moving to attack the dispersed French forces he found himself cut off from his supply lines and began a horrific retreat to Corunna.
There he organized a skillful rearguard battle that kept the French from attacking his embarking army but he was mortally wounded during the engagement.
His French counterpart, Marshal Soult, was so impressed by Moore that he ordered a monument erected to his fallen foe as a sign of respect.
Beresford, William Carr (2 October 1768 - 8 January 1854)
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Referred to as Carr Beresford in the army lists. Natural son of 1st Marquess of Waterford. Younger brother of Admiral Sir John Beresford and older half-brother of General Lord George Beresford.
Ensign 6th Foot 1785, Lieutenant 16th Foot 1789, Captain Independent Company 1791, Captain 69th Foot 1792, Major 69th Foot 1794, Lieutenant Colonel 124th Foot* 1794, Lieutenant Colonel 88th Foot 1795,
Brevet Colonel 1800, Brigadier General on the Staff 1804-1808, Major General 1808, Lieutenant General Peninsula 1809, Lieutenant General 1812, General 1825.
* disbanded 1795.
Served in Portuguese Service 1809-1822. Promoted Marshal of the Army 1809.
Early service: British North America 1786-1790, Toulon 1793, Corsica 1794, West Indies 1795, India 1800 and a brigade with force from India in Egypt 1801-1803. On staff Ireland 1805. Brigade at capture of Cape of Good Hope 1806. Captured Buenos Aires 1806 and was himself taken prisoner when it was retaken. Escaped 1807. Commanded on Madeira as temporary Major General 1807-1808.
Portugal & Spain: Commanded brigade Portugal 1808 and a brigade Spain 1808-1809 and at Corunna 1809.
Peninsular War: Commander-in-Chief of Portuguese Army 1809-1814. Commanded a detached corps January - May 1811 and commanded at first siege of Badajoz and at Albuera 1811. Wounded at Salamanca July 1812. Commanded a Corps at different periods 1813 -1814. Other Service: Commanded Portuguese Army 1814-1822. Defeated a rebellion in Portuguese Colony of Brazil 1817. Lieutenant General of the Ordnance 1823-1824, Master General of the Ordnance 1828-1830.MP 1811-1814. KB 1810. GCB 1815. GCH 1818. Created Baron Beresford 1814. Created Viscount Beresford 1823. Created Conde de Trancoso and Marquez de Campo Maior in Portuguese Peerage. Created Duque de Elvas in Spanish Peerage. Lieutenant Colonel Commandant 124th Foot 1794-1795. Colonel of 88th Foot 1807-1819, 69th Foot 1819-1823, 16th Foot 1823-1854, Colonel-in-Chief of 60th Foot 1852-1854.
Tsar of Russia
1777-1825
An on-off
supporter of Napoleon Bonaparte, Tsar Alexander ended by being one of the
French Emperor's most implacable foes.
His disenchantment with Bonaparte began with the death of the Duc d'Énghien and led to Russia joining the Third Coalition against France.
His forces took the field in the campaigns that led to the battles of Austerlitz, Eylau and the humiliating defeat at Friedland but his anti-French feelings were changed at the personal meeting with Bonaparte at Tilsit.
Initially drawn into the Continental System of trade, his attitudes began to change when the Russian economy was hurt by the blockade of British goods.
Refusing to be cowed by the appearance of a French army on his borders in 1812, Alexander showed remarkable strength of character to refuse to hold talks with his invader even after the capture and burning of Moscow.
Following Bonaparte's disastrous retreat from his country, Alexander sent army after army to defeat his foe.
When Bonaparte abdicated, the tsar's affection for France returned and he was an important influence on limiting Prussia's demands for vengeance.
Even after the 100 Days' Campaign he was determined to keep the balance of power level in Europe by maintaining France as a political force.
Mikhail Kutusov
Russian General
1745-1813
One-eyed and with
a penchant for young women, Mikhail Kutusov was a much underrated leader in the
Napoleonic era.
His early and middle military days saw him in conflict with Russia's southern enemy - the Turks - and his first clashes with European soldiers came along the Danube.
Leading Russia's military arm of the Third Coalition he arrived too late to assist Austria against the French at Ulm, but did skillfully exorcise his men from a potential trap afterwards.
Pursued by Napoleon Bonaparte and hamstrung by having to explain his tactics to Tsar Alexander and King Frederick-Wilhelm, Kutusov was unable to avoid taking on the French at Austerlitz.
Following that debacle, he continued his wars against the Turks until being recalled to defend Mother Russia against the Grand Armee in 1812.
Replacing Barclay de Tolly after the battle of Smolensk, Kutusov's tactics of retreat, which traded space for time, earnt him no friends.
At Borodino he gave Bonaparte a bloody nose, but at great cost, and left Moscow to be captured by the French.
As Bonaparte retreated, Kutusov's forces allowed him no respite and had luck been more with him, his strategies of trapping the retreating French army before it escaped over the Beresina could have completely destroyed the invaders.
Mikhail Bogdanovich, Prince
Barclay de Tolly
Russian
field marshal who was prominent in the Napoleonic Wars.
Barclay
was a member of a Scottish family that had settled in Livonia in the 17th
century. Entering the Russian army in 1786, he served against Turkey (1788–89),
Sweden (1790), and Poland (1792–94). In the campaign of 1806–07 against
Napoleon, Barclay distinguished himself in the Battle of Pultusk and was
wounded in the Battle of Eylau, after which he was made lieutenant general. In
1808–09 he commanded Russian forces against the Swedes in Finland. From 1810 to
1812 he was Russian minister of war.
In
1812 Barclay took command of one of two Russian armies operating against
Napoleon. His strategy of avoiding decisive action and retreating into Russia
proved unpopular, and he was forced to resign his command in favor of General
M.I. Kutuzov, who followed the same strategy.
Barclay
was present at the Battle of Borodino, left the army soon afterward, and was
recalled in 1813 for service in Germany. After the Battle of Bautzen he was
made commander in chief of the Russian forces, and after the Battle of Leipzig
he received the title of count from the emperor Alexander I. Barclay took part
in the invasion of France in 1814 and while in Paris was promoted to field
marshal. In 1815 he was commander in chief of the Russian army that invaded
France after Napoleon's return from Elba. He was made a prince at the end of
that campaign.
Russian Generals of the Napoleonic Wars: General Peter Bagration
By Alexander Mikaberidze, FINS
(1765 - 24 September 1812, Simy)
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Peter Bagration descended from the Bagrationi royal dynasty of Georgia. His family immigrated to Russia in 1766 and he was brought up in a remote town of Kizlyar in Daghestan and received basic education at garrison school. He joined as private the Astrakhan Infantry Regiment in 1782 and participated in a number of campaigns on the Northern Caucasus in 1783-1787. He served under Alexander Suvorov in Crimea and distinguished himself at Ochakov in 1788 and was promoted to captain skipping the rank of sub lieutenant. Bagration was promoted to ensign [praporshik] on 9 July 1787, to captain on 18 December 1788 and nominally given rank of sub lieutenant [podporuchik] on 9 July 1789. In 1789-1790, Bagration served in Gregory Potemkin’s staff and participated in negotiations with representatives of Ali Mahmud Khan of Persia. He also served as adjutant to various generals, including Count Ivan Saltykov and Johann Hermann, who commanded Russian troops in the Caucasus. In 1790, he participated in the campaign against Chechens. By early 1792, Bagration was transferred to the Kiev Horse Jager Regiment and promoted to second major (9 July 1792) and then to premier major (8 December 1793). On 15 May 1794, he was transferred to the Sofia Carabineer Regiment and served in Poland in 1794. He took part in actions at Brest-Litovsk, Sedlitsy, Deryachin, Tatarovka, Sokolnya, In late October, he led his squadron in a surprise attack against a thousand Polish troops camped in woods with a cannon. Bagration’s squadron captured 250 men and the gun, while the fleeing Poles lost up to 300 killed and wounded. For this success, Bagration was promoted to lieutenant colonel on 27 October 1794. In November, he followed the main army to Praga, the suburb of Polish capital, but he did not participate in the assault because his regiment was assigned to cover the artillery. Bagration was given command of the 1st Battalion of the Lifland Jagers at Volkovysk in the Grodno gubernia in June 1795. After the military reorganization in 1796, Bagration was appointed commander of the 7th Independent Jager Battalion on 28 May 1797. However, his battalion was soon transformed into the 7th Jager Regiment. On 24 February 1798, Bagration was promoted to colonel and, on 28 January 1799, appointed chef of his regiment, now renamed to Prince Bagration’s Jager Regiment. He took part in Suvorov’s campaign in Italy and Switzerland in 1799. Commanding the advance and rearguards of the Russian army, he distinguished himself at the battles at Brescia, Lecco, Tortona, Alexandria, Marengo, Turin, Tidone, Trebbia and Novi in Italy as well as during the crossing of the St. Gottard Pass, storming of the Devil’s Bridge, actions in Muothatal Valley, Nafels, Netstal, Glarus and the Panixer Pass. For his actions, he was awarded Orders of St. Anna (1st Class), of St. Alexander of Neva, of St. John of Jerusalem, Order of Saints Maurice and Lazarus, Austrian Order of Maria Theresa in late 1799. In 1800, his regiment was transformed into the 6th Jagers (10 April) and Bagration was appointed chef of the Life Guard Jager Battalion on 21 June 1800. In 1801, he was appointed commandant of imperial residence at Pavlovsk. In 1805, Bagration commanded the rearguard of the Austro-Russian army and fought with determination at Lambach and Amstetten. At Schöngraben (Hollabrunn) on 16 November 1805, he commanded 7,000 men against 30,000 French under Marshals Joachim Murat and Jean Lannes. Losing two thirds of his troops, Bagration halted the French for over eighteen hours and let the main Allied forces escape to safety. He was promoted to lieutenant general and awarded Order of St. George (2nd Class) on 20 November 1805. During the Allied offensive, he fought at Wischau and Raussnitz and commanded the right wing of the Allied army at Austerlitz on 2 December 1805. After the battle, he covered the retreat of the Russian army to Hungary. He was appointed commander of the Russian advance guard in early January 1807 and joined the army on 25 January. Bagration commanded the Russian advance and rearguards and distinguished himself at Wolfsdorf, Eylau, Altkirch, Guttstadt, Quest, Deppen, Heilsberg, Friedland, and Tilsit, receiving Order of St. Vladimir (2nd Class) and Prussian Orders Red and Black Eagles. During the Russo-Swedish War of 1808, he commanded the 21st Division and successfully occupied southwestern Finland, including Abo. He defeated the Swedish landing near Abo in September 1808. On 15 March 1809, he led the famous march across the frozen Gulf of Bothnia to occupy the Aland Islands and precipitated the coup d’etat in Stockholm. For his actions, he was promoted to general of infantry on 21 March 1809 and appointed assistant to commander-in-chief General Prozorovsky of the Army of Moldavia on 13 July 1809. After Prozorovsky’s death on 21 August, he became commander-in-chief and immediately launched offensive southward, capturing fortresses of Macin, Constanta, and Girsov and reaching Cavarna and Bazardjik. On 16 September 1809, Bagration defeated the Turks at Rassevat and on September 22, he besieged Silistra, forcing the Grand Vizier Yussuf to cancel his invasion of Serbia and Wallachia. Bagration halted superior Turkish army at Tataritsa on October 22, but had to lift the siege of Silistra because of lack of supplies and ammunition. He succeeded in taking Ismail and Braila in late 1809. In March 1810, he resigned after disagreement with the Tsar on the overall strategy and for over a year (March 1810 - August 1811) traveled in Austria and Russia arranging his private affairs. On 25 August 1812 he was appointed commander of the Army of Podolsk, which was reorganized into the 2nd Western Army in March 1812. During the Russian Campaign, Bagration successfully eluded Napoleon’s enveloping maneuvers and achieved victories at Mir and Romanovo. He outmaneuvered Marshal Nicholas Davout at Moghilev and joined Barclay de Tolly at Smolensk on 3 August. He was chief proponent of the Smolensk offensive, but was able to perceive Napoleon’s designs and successfully defended Smolensk on 15-16 August. His bitter opposition to the retreat led to the dismissal of Barclay de Tolly and the appointment of Mikhail Kutuzov. On September 7, Bagration commanded the Russian left flank at Borodino and fiercely defended the fléches against the main French attacks. However, he was seriously wounded by a shell splinter to his left leg and died of wound complications on 24 September at Simy in Vladimir gubernia. He was buried at a local church but his remains were transferred to the Great Redoubt at Borodino battlefield in August 1839. His grave was destroyed by the communists in 1932, but restored in 1987. He was unhappily married to Countess Ekaterina Skavronsky, who had an illegitimate child with Clemence von Metternich in 1801 and played important role in the Congress of Vienna in 1815.
Levin August Gottlieb Theophil (Russian: Leonty Leontyevich), Count von Bennigsen (February 10, 1745 - December 3, 1826) was a Russian general.
He was born into a Hanoverian family in Brunswick and served successively as a page at the Hanoverian court and as an officer of foot-guards where he participated in the Seven Years' War. In 1764, he retired from the Hanoverian army and entered the Russian service as a field officer of Vyatka musketeer regiment in 1773. He fought against the Turks in 1774 and in 1778, becoming lieutenant-colonel in the latter year. In 1787 his conduct at the storming of Ochakov won him promotion to the rank of brigadier, and he distinguished himself repeatedly in smashing the Kościuszko Uprising and in the Persian War of 1796. In 1794 he was awarded Order of St. George of the Third Degree and estate in Minsk guberniya and promoted to Major General for his accomplishments in the former campaign.
In 1798 he was fired from military service by the Tsar Paul I allegedly because of his connections with Platon Zubov. It is known that he took an active part in the planning phase of the conspiracy to assassinate Paul I, but his role in the actual killing remains a matter of conjecture. Tsar Alexander I made him governor-general of Lithuania in 1801, and in 1802 a general of cavalry.
In 1806 he was in command of one of the Russian armies operating against Napoleon, when he fought the battle of Pultusk and met the emperor in person in the sanguinary battle of Eylau (February 8, 1807). In the battle of Pultusk he defeated French troops under Jean Lannes but later he retreated. This victory brought him Order of St. George of the Second Degree while after the battle of Eylau he was awarded Order of St. Andrew - the highest order in the Russian empire. Here he could claim to have inflicted the first reverse suffered by Napoleon, but six months later Bennigsen met with the crushing defeat of Friedland (June 14, 1807) the direct consequence of which was the treaty of Tilsit.
Bennigsen was heavily critisized for the battle of Friedland and for the decline of discipline in the army and now retired for some years, but in the campaign of 1812 he reappeared in the army in various responsible positions. He was present at Borodino, and defeated Murat in the engagement of Tarutino where he himself was wounded in the leg, but on account of a quarrel with Marshal Kutusov, the Russian commander-in-chief, he was compelled to retire from active military employment.
After the death of Kutusov he was recalled and placed at the head of an army. Bennigsen participated in battles of Bautzen and Lützen and led one of the columns which made the decisive attack on the last day of the battle of Leipzig (16th-19th of October 1813). On the same evening he was made a count by the emperor Alexander I, and he afterwards commanded the forces which operated against Marshal Davout in North Germany, most notably in the year-long Siege of Hamburg (1813-14). After the peace treaty of Fontainebleau he was awarded the St. George order of the First Degree - the highest Russian military order - for his actions in the Napoleonic wars in general.
After the general peace he held a command from 1815 to 1818, when he retired from active service and settled on his Hanoverian estate of Bantein near Hildesheim. By the end of his life he completely lost his sight. His son, Alexander Levin, Count von Bennigsen (1809-1893) was a distinguished Hanoverian statesman.
Russian Generals of the Napoleonic Wars: General Peter Ludwig Wittgenstein
By Alexander Mikaberidze, FINS
(1769 - 1843)
Prince Peter Ludwig Wittgenstein, son of a Prussian general in the Russian service, he fought in Poland and Caucasus in the 1790s. In 1801, he was appointed commander of the Elizavetgrad Hussars Regiment and participated in the 1805 Campaign against Napoleon. In 1806, he was transferred to the Moldavian Army and fought the Turks. He returned to Poland the next year to fight the French. In 1812 he commanded a detached corps and covered St. Petersburg. After his victory at Polotsk in November 1812, he was called “the Savior of St. Petersburg.” In 1813, he occupied Berlin and succeeded Kutuzov in command of the Russian armies. After defeats at Lützen and Bautzen, Wittgenstein resigned but remained in the army. He was seriously wounded during the 1814 campaign in France. In 1818, he was given command of the 2nd Army and became a member of the State Council. During the Russo-Turkish War he commanded the Russian army and captured Macin and Braila in 1828. The next year he resigned and retired to his estate. In 1834, the King of Prussia conferred on him the title of Prince.
Born in 1752 into a noble Russian
family, Alexander was commissioned as a Porochuk (Lieutenant) in
the Viatka Infantry Regiment at the age of 20. He saw action in the
Russo-Turkish War of 1787-92, taking part in the storming of Ochakov, at the
mouth of the Danube, in 1788, under the command of Prince Grigori Potemkin.
This was a particularly brutal campaign, in which all Turkish inhabitants of
the captured towns were massacred.
Having risen to Major-General,
Tormassov led the left-flank cavalry under the command of Prince Repnin at the
storming of Machin, in modern Romania, on 28 March 1791. He was awarded the
Order of St. George, 3rd class, for his conduct in that battle.
Tormassov served under the great
Suvorov in the campaign to suppress the Polish Uprising of 1794. He was in
command of one of the seven columns which stormed the Polish bridgehead of
Praga, on the right bank of the Vistula opposite Warsaw, on 4 November 1794. In
the same manner in which they had treated the Turks, Polish civilians and
soldiers alike were slaughtered to the number of some 13,000 (14,500 were made
prisoner, and a further 2,000 drowned trying to swim the river to safety).
Tsar Paul promoted Tormassov to
Lieutenant-General and named him Colonel-in-Chief of the Ordensky Cuirassier
Regiment. That erratic monarch later abruptly dismissed Tormassov from the
service, and then reinstated him.
Under Tsar Alexander I, Tormassov
was promoted to General of Cavalry. From 1808 until early 1812 he was
Commander-in-Chief of Russian forces in Georgia. Tormassov was recalled from
the Caucasus to take command of the Third Army of the West, forming south of
the Pripet Marshes.
As Napoleon's invasion of Russia
progressed eastward toward Smolensk, Tormassov moved north to threaten the
enemy's right flank and communications. The Third Army of the West mauled a
Saxon brigade at Kobrin, near Brest-Litovsk, on 27 July 1812. It was apparent
that Reynier's VII (Saxon) Corps would not be able to contain Tormassov, and
Schwarzenberg's Austrian Contingent was sent to the area.
Tormassov launched a cavalry raid
into Poland, sowing panic and disruption as far as Warsaw. On 30-31 July 1812
The Third Army of the West fought off the superior numbers of Schwarzenberg's
and Reynier's Corps at Gordetschna, withdrawing in good order. The continuing
threat of Tormassov's army prevented Schwarzenberg from moving east to join
Davout as planned, and caused large numbers of Polish troops to be retained as
garrisons inside the Grand Duchy of Warsaw rather than supporting Napoleon's
operations in Russia. For his part in this signal strategic success, Tormassov
was awarded the Order of St. George, 2nd Class.
With the arrival in September of
Admiral Tchichagov's army marching north from Moldavia, recently released due
to the peace treaty between Russia and the Turks, Tormassov took part in the
sweeping advance west and north of the Pripet Marshes that resulted in the
capture of Minsk on 16 November 1812.
Tormassov served under Kutusov,
and then Wittgenstein through the winter of 1812-13. After the Battle of Lützen
(2 May 1813), plagued by deteriorating health, Tormassov resigned his command
and returned to Russia. He served on the Council of State, and in 1814 took up
the post of Governor of Moscow, in charge of the rebuilding of the ruined city.
His successful efforts in this immense task were rewarded with the title of Graf
(Count). Tormassov's illness turned suddenly worse, and he died in the autumn
of 1819, aged 67 years.
Frederick William (German: Friedrich Wilhelm; October 9, 1771, Braunschweig, Holy Roman Empire – June 16, 1815, Quatre-Bras, Netherlands), Duke of Brunswick-Lüneburg, Duke of Oels, called "The Black Duke", was a military officer and one of the bitterest opponents of Napoleonic domination in Germany. He briefly ruled the state of Brunswick-Wolfenbüttel.
Frederick William was the fourth son of Charles William Ferdinand, Duke of Brunswick-Lüneburg and Princess Augusta Charlotte of Wales. He joined the Prussian army in 1789 as a captain and participated in battles against France. In 1805, after his uncle, Frederick Augustus, Duke of Oels, had died childless, Frederick William inherited the Duchy of Oels, a small mediatized principality subordinate to the King of Prussia.
In October of 1806, Frederick William participated in the Battle of Jena-Auerstädt as a major general of the Prussian army, of which his father was the field marshal. His father died from a wound he received in this battle, and Frederick William inherited Brunswick-Wolfenbüttel, since his eldest brother had died childless two months ago, and both the second and third brother were mentally retarded. After the defeat of Prussia, his state remained under the control of France, however, and was formally made a part of the Kingdom of Westphalia in 1807. Frederick William fled to his parents-in-law in Bruchsal, Baden, where he lived for the next few years.
When in 1809 a war between France and Austria broke out, Frederick William used this opportunity to create a corps of partisans with the support of Austria. This corps was called the Schwarze Schar — the "Black Group" (commonly called the 'Black Legion' by historians) because they wore black uniforms in mourning for their occupied country. He financed the corps independently by mortgaging his principality in Oels, and made his way from Austrian Bohemia through the French-allied states of Saxony and Westphalia to the North Sea coast. He briefly managed to take control of the City of Brunswick in August 1809, which gained him the status of a local folk-hero. He then fled to England to join forces with his brother-in-law, later to be King George IV. His corps of originally 2300 soldiers was largely destroyed in battles in Spain and Portugal.
He returned to Brunswick in December of 1813, after Prussia had ended French domination. But when Napoleon returned to the political scene in 1815, Frederick William raised fresh troops. He was killed by a gunshot at the Battle of Quatre Bras on 16 June 1815.
Friedrich Ludwig Fürst zu Hohenlohe-Ingelfingen (en: Frederick Louis, Prince of Hohenlohe-Ingelfingen) (1746 - February 15, 1818), Prussian general, was the eldest son of Prince Johann Friedrich (d. 1796) of Hohenlohe-Ingelfingen. He began his military career as a boy, serving against the Prussians in the last years of the Seven Years' War.
Entering the Prussian army after the peace (1768), he was on account of his rank as prince at once made major, and in 1775 he became lieutenant-colonel; in 1778 he took part in the War of the Bavarian Succession and about the same time was made a colonel. Shortly before the death of Frederick the Great he was promoted to the rank of major general and appointed chief of a regiment. For some years the prince did garrison duty at Breslau, until in 1791 he was made governor of Berlin. In 1794 he commanded a corps in the Prussian army on the Rhine and distinguished himself greatly in many engagements, particularly in the Battle of Kaiserslautern on September 20.
He was at this time the most popular soldier in the Prussian army. Blücher wrote of him that he was a leader of whom the Prussian army might well be proud. He succeeded his father in the principality, and acquired additional lands by his marriage with a daughter of Count von Hoym. In 1806 Hohenlohe, now a general of infantry, was appointed to command the left wing of the Prussian forces opposing Napoleon, having under him Prince Louis Ferdinand of Prussia; but, feeling that his career had been that of a prince and not that of a professional soldier, he allowed his quartermaster-general Massenbach to influence him unduly. Disputes soon broke out between Hohenlohe and the commander-in-chief, the Duke of Brunswick, the armies marched hither and thither without effective results, and finally Hohenlohe's army was almost destroyed by Napoleon at the Jena.
The prince displayed his usual personal bravery in the battle, and managed to rally a portion of his corps near Erfurt, whence he retreated into Prussia. But the pursuers followed him up closely, and, still acting under Massenbachs advice, he surrendered the remnant of his army at Prenzlau on October 28, a fortnight after Jena and three weeks after the beginning of hostilities. Hohenlohe's former popularity and influence in the army had now the worst possible effect, for the commandants of garrisons everywhere lost heart and followed his example.
After two years spent as a prisoner of war in France, Hohenlohe retired to his estates, living in self-imposed obscurity until his death. He had, in August 1806, just before the outbreak of the French War, resigned the principality to his eldest son, not being willing to become a mediatized ruler under Württemberg suzerainty.
At the age of fourteen, he and his brother entered the service of Sweden against parental advice. In the Pomeranian campaign of 1760 he was taken prisoner by the Prussians. He was persuaded by his captors, namely his relative Oberst von Belling, to enter the Prussian service.
He took part in the later battles of the Seven Years' War, and as a hussar officer gained much experience of light cavalry work. In peace, however, his ardent spirit led him into excesses of all kinds, like a fake execution of a priest suspected to support Polish uprisings in 1772. Due to this, he was passed over for promotion to Major. Blücher sent in a rude letter of resignation, which Frederick the Great granted in 1773: Der Rittmeister von Blücher kann sich zum Teufel scheren (Cavalry captain von Blücher may go to hell).
He then settled down to farming, and in fifteen years he had acquired an honorable independence, a wife, 7 children, and free mason memberships. During the lifetime of Frederick the Great, Blücher was unable to return to the army, but after the king's death in 1786, he was reinstated as a major in his old regiment, the Red Hussars in 1787.
Blücher took part in the expedition to the Netherlands in 1787, and in the following year was promoted to lieutenant-colonel. In 1789 he received Prussia's highest military order, the Pour le Mérite, and in 1794 he became colonel of the Red Hussars. In 1793 and 1794 he distinguished himself in cavalry actions against the French, and for his success at Kirrweiler he was promoted to major-general. In 1801 he was promoted lieutenant-general.
Blücher monument in front of the University of Rostock's main building, created in collaboration with Johann Wolfgang von Goethe
He was one of the leaders of the war party in Prussia in 1805-1806, and served as a cavalry general in the disastrous campaign of the latter year. At Auerstedt Blücher repeatedly charged at the head of the Prussian cavalry, but too early and without success. In the retreat of the broken armies he commanded the rearguard of Prince Hohenlohe's corps, and upon the capitulation of the main body of Prenzlau, he led a remnant of the Prussian army away to the north, after having secured 34 cannon in cooperation with Scharnhorst. In the neighborhood of Lübeck he fought a series of combats, which, however, ended in his being forced to surrender at Ratekau (November 7, 1806). Blücher insisted that a clause be written in the capitulation document that he had to surrender due to lack of provisions and ammunition, and that his soldiers were honored by a French formation along the street. He was allowed keep his sabre and to move freely, only bound by his word of honor, and soon was exchanged for General Victor, and was actively employed in Pomerania, at Berlin, and at Königsberg until the conclusion of the war.
After the war, Blücher was looked upon as the natural leader of the patriot party, with which he was in close touch during the period of Napoleonic domination. His hopes of an alliance with Austria in the war of 1809 were disappointed. In this year he was made general of cavalry. In 1812 he expressed himself so openly on the alliance of Russia with France that he was recalled from his military governorship of Pomerania and virtually banished from the court.
Following the start of the 1813 War of Liberation, Blücher was again placed in high command, and he was present at Lützen and Bautzen. During the armistice, he worked on the organization of the Prussian forces, and when the war was resumed, Blücher became commander-in-chief of the Army of Silesia, with Gneisenau and Muffling as his principal staff officers, and 40,000 Prussians and 50,000 Russians under his command.
The irresolution and divergence of interests usual in allied armies found in him a restless opponent. Knowing that if he could not induce others to co-operate he was prepared to attempt the task at hand by himself often caused other generals to follow his lead. He defeated Marshal Macdonald at the Katzbach, and by his victory over Marmont at Möckern led the way to the decisive overthrow of Napoleon at Leipzig which was taken by Blücher's own army on the evening of the last day of the battle.
On the day of Möckern (October 16, 1813) Blücher was made a field marshal, and after the victory he pursued the French with his accustomed energy. In the winter of 1813-1814 Blücher, with his chief staff officers, was mainly instrumental in inducing the allied sovereigns to carry the war into France itself.
The combat of Brienne and the Battle of La Rothière were the chief incidents of the first stage of the celebrated campaign of 1814, and they were quickly followed by the victories of Napoleon over Blücher at Champaubert, Vauxchamps and Montmirail. But the courage of the Prussian leader was undiminished, and his great victory of Laon (March 9 to 10) practically decided the fate of the campaign.
Statue of Gebhard Leberecht von Blücher, Unter den Linden, Berlin
After this, Blücher infused some of his own energy into the operations of Prince Schwarzenberg's Army of Bohemia, and at last this army and the Army of Silesia marched in one body directly towards Paris. The victory of Montmartre, the entry of the allies into the French capital, and the overthrow of the First Empire were the direct consequences.
Blücher was inclined to make a severe retaliation upon Paris for the atrocities and overall severe calamities that Prussia had suffered from the armies of France had not the allied commanders intervened to prevent it. Blowing up the Jena Bridge near the Champ de Mars was said to be one of his contemplated acts.
On June 3, 1814 he was made Prince of Wahlstatt (in Silesia on the Katzbach battlefield), and soon afterwards he paid a visit to England, being received everywhere with the greatest enthusiasm.
After the war he retired to Silesia, but the return of Napoleon from Elba soon called him to further service. He was put in command of the Army of the Lower Rhine, with General Gneisenau as his chief of staff. In the campaign of 1815 the Prussians sustained a very severe defeat at the outset at Ligny (June 16), in the course of which the old field marshal was ridden over by cavalry charges, his life being saved only by the devotion of his aide-de-camp, Count Nostitz. He was unable to resume command for some hours, and Gneisenau drew off the defeated army. The relations of the Prussian and the English headquarters were at this time very complicated, and it is uncertain whether Blücher himself was responsible for the daring resolution to march to Wellington's assistance. This was in fact done, and after an incredibly severe march Blücher's army intervened with decisive and crushing effect in the Battle of Waterloo. The great victory was converted into a success absolutely decisive of the war by the relentless pursuit of the Prussians, and the allies re-entered Paris on July 7.
Prince Blücher remained in the French capital for some months, but his age and infirmities compelled him to retire to his Silesian residence at Krieblowitz, where he died aged seventy-seven.
He retained to the end of his life that wildness of character and proneness to excesses which had caused his dismissal from the army in his youth, but however they may be regarded, these faults sprang always from the ardent and vivid temperament which made Blücher a dashing leader of horse. The qualities which made him a great general were his patriotism and the hatred of French domination which inspired every success of the War of Liberation. Whilst by no means a military genius, his sheer determination and ability to spring back from errors made him a competent leader.
He was twice married, and had, by his first marriage, two sons and a daughter. Statues were erected to his memory at Berlin, Breslau and Rostock.
In gratitude for his service at Waterloo and before, an early British locomotive engineer named his invention Blucher after him, and Oxford University granted him an honorary doctorate (Doctor of Laws).
Hans David Ludwig Yorck von Wartenburg (September 26, 1759 - October 4, 1830) was a Prussian Field Marshal of alleged English ancestry.
His father, Dawid Jonatan Jark von Gostkowski, was born in Rowe near Bütow in German Pomerania (now Bytów) in Poland). His family traced its origins from the Kashubs of Pomerania. Hans David changed his name from Jark to Yorck to make it look more English and dropped the "von Gostkowski".
Yorck entered the Prussian army in 1772, but after seven years' service was cashiered for disobedience, having critizied his superior for his recruiting methods. Entering the Dutch service three years later he took part in the operations of 1783-84 in the East Indies as captain. Returning to Prussia in 1785 he was, on the death of Frederick the Great, reinstated in his old service, and in 1794 took part in the operations in Poland, distinguishing himself especially at Szczekociny.
Five years afterwards Yorck began to make a name for himself as commander of a light infantry regiment, being one of the first to give prominence to the training of skirmishers. In 1805 he was appointed to the command of an infantry brigade, and in the disastrous Jena campaign he played a conspicuous and successful part as a rearguard commander, especially at Altenzaun. He was taken prisoner, severely wounded, in the last stand of Blücher's corps at Lübeck.
Statue of Hans David Ludwig Yorck von Wartenburg, Unter den Linden, Berlin
In the reorganization of the Prussian army which followed the Treaty of Tilsit, Yorck was one of the leading figures. At first major-general commanding the West Prussian brigade, afterwards inspector-general of light infantry, he was finally appointed second in command to General Grawert, the leader of the auxiliary corps which Prussia was compelled to send to the Russian War of 1812 in support of Napoleon. The two generals did not agree, Grawert being an open partisan of the French alliance, and Yorck an ardent patriot, but before long Grawert retired, and Yorck assumed the command.
Opposed in his advance on Riga by the Russian General Steingell, he displayed great skill in a series of combats which ended in the retirement of the enemy to Riga. Throughout the campaign he had been the object of many overtures from the enemy's generals, and though he had hitherto rejected them, it was soon borne in upon him that the French Grand Army was doomed. Marshal Macdonald, his immediate French superior, retreated before the corps of Diebitsch, and Yorck found himself isolated. As a soldier his duty was to break through, but as a Prussian patriot his position was more difficult. He had to judge whether the moment was favorable for the war of liberation; and, whatever might be the enthusiasm of his junior staff-officers, Yorck had no illusions as to the safety of his own head. On December 20 the general made up his mind.
The Convention of Tauroggen armistice, signed by Diebitsch and Yorck without consent of their king, declared the Prussian corps "neutral". The news was received with the wildest enthusiasm, but the Prussian Court dared not yet throw off the mask, and an order was despatched suspending Yorck from his command pending a court-martial. Diebitsch refused to let the bearer pass through his lines, and the general was finally absolved when the Treaty of Kalisch definitely ranged Prussia on the side of the Allies. Yorck's act was nothing less than the turning-point of Prussian history. His veterans formed the nucleus of the forces of East Prussia, and Yorck himself in public took the final step by declaring war on Napoleon as the commander of those forces.
On March 17, 1813, he made his entry into Berlin in the midst of the wildest exuberance of patriotic joy. On the same day the king declared war. During 1813-14 Yorck led his veterans with conspicuous success. He covered Blücher's retreat after Bautzen and took a decisive part in the battles on the Katzbach. In the advance on Leipzig his corps won the action of Wartenburg (October 4) and took part in the crowning victory in the Battle of the Nations of October 18. In the campaign in France, Yorck drew off the shattered remnants of Sacken's corps at Montmirail, and decided the day at Laon.
The storm of Paris was his last fight. In the campaign of 1815 none of the older men were employed in Blücher's army, in order that Gneisenau (the ablest of the Prussian generals) might be free to assume command in case of the old prince's death. Yorck was appointed to a reserve corps in Prussia, and, feeling that his services were no longer required, he retired from the army. His master would not accept his resignation for a considerable time, and in 1821 made him General Field Marshal. He had been made Count Yorck von Wartenburg in 1814. The remainder of his life was spent on his estate of Klein-Öls, the gift of the king. A statue (by Rauch) was erected to him in Berlin in 1855.
The amount of information available on the Turkish military leaders is quite small so we at Matrix have tried to compile a complete history of the Turkish military during the Napoleonic wars. Many of the leaders in EiANW are not specific people but abstracts of Turkish military leadership positions. This mainly because Turkish military and Turkish political potions were VERY dynamic and long term leaders were very hard to come by. We do offer the below summary of many:
Yusuf Ziya Pasha
The Grand Vezir
Who Couldn't Fight
by William E. Johnson
I have long been convinced that the problem with the Ottoman army of the Napoleonic Era was not so much the army, as its leadership. The Pasha system by which the Ottomans ruled their vast and far flung empire combined the roles of politician, governor and general, all in one man. It is a rare man who can do all three of these well. A case in point is Yusuf Ziya Pasha. His skill in keeping the economy running was good, his political skills were extraordinary, but his military skills were abominable. In his long career as Grand Vezir he would lose a long string of battles against a host of enemies on three continents.
Yusuf Ziya Pasha was twice named Grand Vezir, the Ottoman equivalent of prime minister, holding that job for an unprecedented 11 years during the height of the Napoleonic Wars.
As Grand Vezir he served as chief minister of the Ottoman state and commander-in-chief of all Ottoman military forces in time of war, first against the French in the 1798-1801 campaign and then against the Russians during the 1806-1812 campaign.
The Early Years
Born about 1734, he entered Ottoman service as a Georgian slave, eventually rising to the position of Tutugi-Bashi (Master of the Pipes) to the Pasha of Erzurum. When his master died he purchased first the governorship of the city of Erzurum and eventually that of the entire province with the help of an Armenian banker.
Intelligent and hardworking, he restored and organized the region's gold and silver mines. His good government won him not only the affection of the people, but of the Sultan, who raised him to the position of a Pasha of two tails.
However, his big break came at the time of the French invasion of Egypt. Sultan Selim III's previous Grand Vezir, Mehmed Izzet Pasha, had been a leader of the liberal faction in the capital. As such, he was an important backer of the Sultan's Nizam-i Jedid reform program and strongly pro-French in his sympathies.
When Napoleon invaded Egypt Mehmed tried to delay the declaration of war against France, hoping for a negotiated settlement. However, when all attempts at negotiations failed, he was arrested and charged with treason.
Selim's liberal reform movement had sparked great opposition within the empire, especially from the religious establishment -- the Ulema. As a well-known conservative, Yusuf Ziya Pasha was an ally of the Ulema. His appointment as Grand Vezir was the logical step to unify the empire in the face of the French threat.
The War Years
Yusuf immediately assembled the main Ottoman field army and led it overland through Syria to attack the French in Egypt. In late 1799 General Kleber, then commanding the French forces following Napoleon's return to France, sent agents to meet with the Grand Vezir.
While confident he could defeat the forces of the Grand Vezir, Kleber believed that in the long run his army would eventually be worn away by his seemingly inexhaustible foe. After long negotiations, a document which became known as the Convention of Al Arish, was signed in January, 1800, effectively ending the war. (see the accompanying article on the Battle of Helipolis for details).
The plan collapsed when the British, then allied with the Ottomans, refused to allow the French to surrender. Some have argued that they didn't want to see a fresh supply of 20,000 to 30,000 battle-hardened French troops back in Europe. Others, less generous, have argued they had their own designs on Egypt and didn't want the war to end until their troops were in place to dominate the region.
Whatever the real reason, the fighting began again. In March, the French and Ottoman armies met on the plain of Koubbe, a few miles east of Cairo, beside the ruins of ancient Heliopolis. The battle was a complete victory for the French.
Yusuf fell back to Jaffa where he calmly began to reorganize his army for another attack on Egypt. After a few months of rest and resupply, he returned to Egypt, this time defeating a 5,000-man French force on May 16, 1801, at the Battle of Bilbeis.
Following the victory, Yusuf's army joined with the joint Anglo-Ottoman army which had landed at Abukir Bay earlier in the year. The combined forces took Cairo and then finished the liberation of the country from the French.
Yusuf remained in Egypt after the war in an attempt to restore the province to obedience to the Porte. In this action he was actively opposed by the British who had their own plans for Egypt. They continued to find excuses not to withdraw their army from the region and began to actively support the still rebellious Mamluks, especially the faction led by Elfi Bey. When Yusuf and the Ottoman Grand Admiral, acting on the Sultan's orders, arrested the leaders of the Mamluks, General Hutchinson, then in command of British forces in Egypt, threatened to attack the Ottomans if the Mamluks weren't turned over to him. He then freed the Mamluks who fled to Upper Egypt to renew their struggles against the Porte.
Only when the Sultan threatened to ally with the French did the British finally agreed to withdraw their army from Egypt. Even so, they continued to secretly back the Mamluks with arms, money and technical advisors.
To counter these moves Yusuf decided to leave the Albanian units of his army behind in Egypt as a counter-weight to the Mamluks. In time, this move would have far-reaching consequences, allowing a minor Albanian commander, Mohammad Ali, to become a powerful new force in the empire. However, that would be years in the future and Yusuf had other problems of a more immediate nature.
Ahmed Jezzar Pasha, the hero of Acre who had stopped Napoleon's advance into Syria, had expected, but not received the governorship of Egypt at the end of the war. As a result he was now threatening revolt. To head off this potential crisis Yusuf led the Imperial army back to Istanbul, stopping along the way to oust Jezzar's men and install new local governors loyal to himself throughout Syria, especially in Aleppo.
The Political Years
Once back in Istanbul, Yusuf and the Grand Admiral, Kuchuk Huseyin Pasha, who had fought side-by-side against the French, now came to head opposing political factions. Kuchuck, the liberal, actively backed the Sultan's reform efforts at home and sought to restore the Ottoman Empire's traditionally strong relationship with France. His experience in Egypt had convinced him that the real threat to the empire came from the British.
The conservative Yusuf, on the other hand, led the faction that felt the real threat was from Russia and believed that the friendship of Britain had to be kept at all costs as a bulwark against both Russia and France.
Yusuf soon proved himself a master of the Byzantine world of Ottoman politics. For almost three years following the war Yusuf Ziya managed to retain his position by using the prestige gained by his defeat of the French in Egypt and by allying himself with Yusuf Agha, a protégé of Sultan Selim's mother and leader of the Harem party.
Since his earliest days as Grand Vezir, Yusuf had opposed Hakki Pasha, one of the rising stars in the Ottoman world. Hakki had made his reputation by defeating the bandit hordes which had come to power in the Balkans following the chaos of the war of 1789-1792 against Russia and Austria. The withdrawal of most of the Ottoman forces from the Balkans between 1798-1801 to fight the French had allowed these bandits, never completely repressed, to once again become a serious threat. So in 1801 Sultan Selim once again called on Hakki to restore order to the region which he did with great vigor.
Hakki was a protege of Yusuf's political rival, Grand Admiral Kuchuk Huseyin Pasha. Fearing the power and prestige Hakki was gaining from this campaign, Yusuf set about to sabotage him. He encouraged the local notables to resist Hakki while delaying the flow of money and supplies to Hakki's forces, causing them to become rebellious. As a result Hakki achieved little and was removed from his posts and banished in 1803.
But Yusuf's victory over Hakki proved a disaster for both the empire and himself. Without Hakki's strong leadership the bandit forces and the power of the strong willed independent Pashas of the region continued to grow, leading to a loss of effective Ottoman control of the Balkans. It also proved Yusuf Pasha's own undoing. In 1804 a rising of these very same Balkan notables forced Yusuf from power.
Sultan Selim had never abandoned his plans to replace the Janissaries with the new Nizam-i Jedid army. While his plans were making great progress in Anatolia, he was having almost no success in the Balkans where the local notables were actively supporting the rebellious Janissaries and the various bandit armies as a way of gaining effective independence from the central government.
When, as Grand Vezir, Yusuf Ziya attempted to extend the Sultan's reforms into the Balkans by organizing a Nizam-i Jedid regiment at Edirne during 1804 and early 1805, the Balkan notables became enraged. Their protests, as well as pressure from the Janissaries and the Ulema leaders, compelled Selim to dismiss Yusuf and he returned to his old post as governor of Erzurum.
The Provincial Years
However, Yusuf's service to the state was not at an end. At this time Tayyar Mehmed Pasha, one of the powerful Derebeys (Lords of the Valleys) had risen in revolt and taken much of what is now northern Turkey along the Black Sea coast. An attempt to surpress him by force led by his old enemy and fellow Derebey, Chapanoglu Suleyman Bey, failed in early 1805.
So Sultan Selim dispatched Yusuf to negotiate with Tayyar. Yusuf's enemies in Istanbul, fearing the prestige that he'd get from settling the affair might enable him to regain his old post, sent their own agents to Tayyar.
Tayyar reacted by attacking and pillaging both camps of negotiators. He openly declared his disdain for the Sultan and established himself in full independence, extending his influence until it stretched from Trebizond west to Bursa. While he achieved great success for a short while, by the end of 1805 the combined forces of Yusuf Pasha and Chapanoglu Suleyman Bey had defeated him, forcing him to flee to Russia.
Yusuf was again pressed into service in 1807 after the outbreak of war with Russia. As governor of Erzurum he was named commander of the eastern armies with orders to gather a force in the east to meet any Russian advances out of Georgia. His hastily prepared 30,000-men army was defeated by the Russians near Kars on the banks of the Arpa Su River later that year.
Finally realizing that military command was not Yusuf's strong suit, Selim attempted to move him to the less militarily critical position of Baghdad, but Yusuf refused to go. With the Russians already on the Danube, Selim didn't have time to deal with the matter and instead just left Yusuf in place with orders to regroup his army as soon as possible.
In May of 1807 the Janissaries, long unhappy with Sultan Selim, staged a coup and ousted him in favor of the more conservative Mustafa IV. Mustafa, who had spent his entire life in the Imperial Palace in the capital, was a weak Sultan, completely dominated by those around him, especially Ataullah Effendi, the head of the Ulema.
With the change in politics at the capital, Tayyar Pasha now received a pardon from the new Sultan and left Russia and came to Istanbul. His earlier rebellion against the deposed Sultan Selim gave him hero status and he rapidly rose to become Kaymakam (assistant Grand Vezir).
With the Grand Vezir away at the front fighting the Russians, this made Tayyar one of the most powerful men in the empire.
Tayyar soon became drunk on the heady wine of power and began secret dealings with the new Sultan who was growing increasingly frustrated at his own lack of real authority. Sultan Mustafa promised to make Tayyar Grand Vezir if he could eliminate Ataullah. However, Ataullah found out about this plan and once again used the threat of a Janissary uprising and a revolt by Tayyar's old enemies in eastern Anatolia, Chapanoglu Suleyman and Yusuf Ziya, to force Tayyar's resignation and exile.
The Last Hurrah
About this time Yusuf was briefly named governor of Aleppo, but when Sultan Mahmud II came to the throne in 1808, following yet another revolt in the capital, Yusuf was once again called upon to serve the empire, becoming Grand Vezir in November of 1809.
Unfortuately for Yusuf his tenure as Grand Vezir and Ottoman supreme commander coincided with the appointment of Prince Bagration as Russian commander in the Balkans.
Yusuf had never been a strong military leader and Prince Bagration was without question the greatest Russian commander of the war. As a result 1809 saw an almost unbroken string of defeats for the Ottomans. The defeats of 1809 and 1810 finally caused Yusuf to be dismissed. He was replace by Laz Ahmet Agha in early 1811. Yusuf died in 1819 at the age of about 85.
Note:(As Ottoman names do not easily translate into English, many variations in spelling will be found. You can find Yusuf listed in various sources as Kor Yusuf Ziyauddin Pasha, Jussuf Pacha, Jusuff Pasha, Youzouf Zia Pacha, Yousef Pasha, and Khousreff Pasah.)
Yusuf Ziya Pasha, The British View
British observers during the war against the French described Yusuf Ziya Pasha as polished and affable with a mild manner, but a weak and irresolute character. While they said he took advice from Europeans with patience and even gratitude, his unshakable belief in the superiority of the Ottoman system made it impossible for him to accept any European military innovations.
His love of the Djarid, a military game played on horseback, at which he was considered expert, had cost him his right eye in an accident, but even at 66 he was still an active participant. Captain Thomas Walsh described him as "Notwithstanding the loss of his eye, his highness is a very good looking man of his age. His figure is prepossessing, and a venerable white beard, of which he takes the utmost care, gives him the appearance of a warrior of old.
Kapudan Pasha
by William Johnson
The commander of the Ottoman fleet, the Kapudan Pasha, held a position of great importance in the Ottoman Empire, second only to that of the Grand Vezir. He held the rank of a Vezir of three Tugs, was a member of the Divan (the ruling imperial council) and was entitled to a Mehter, or military band, of 30 musicians.
At right, the Kapudan Pasha shown in his official dress of four-sleeved green pelice lined with brown fur. The boots and sash on his white cap are yellow.
While primarily a naval officer, it was not uncommon for the Kapudan Pasha to personally lead troops on land such as when Gazi Hasan Pasha led troops against the Russians during the War of 1787-92 or when Kuchuk Huseyin Pasha led the land forces cooperating with the British in Egypt in 1801.
To ensure a ready source of both manpower and materials for the fleet, the Kapudan Pasha had direct control of the Archipelago, a term which included numerous islands in the Aegean and Ionian seas and several coastal districts noted for their abundant and high-quality timber.
The largest island in this grouping was Cyprus. Nonisland districts included in the province were Gallipoli in Europe and the districts of Izmid, Kocaeli, Biga and Smyrna in Asia Minor.
The Arsenal
His main base of operations, though, was the Arsenal, the large naval base on the Golden Horn opposite Istanbul.
Describing the Arsenal in Istanbul, a British visitor said:
"The Arsenal itself terminates the long line of docks, warehouses, rope-walks and workshops, appertaining to the Imperial establishment, which extends from Galata for a mile and a half along the lip of the water; and which, in whatever point of view it is considered, must be admitted to be highly creditable to the government.... The vessels which are constructed ... are worthy of the Arsenal from which they emanate, being finely built, and perfectly equipped.... (Above stands) the palace of the Kapudan Pasha, looking more like the remains of an aqueduct than of a dwelling; and forming a long line of arches extremely picturesque in their effect." The main source of the Kapudan Pasha's strength came from the approximately 40,000 naval officers, men and Marines under his direct command. Also under the command of the Kapudan Pasha was a small force of harbor police in Istanbul.
After the Janissaries, the navy constituted the main military force in and around the capital. The plotters seeking to overthrow Sultan Selim waited until the fleet had sailed off to fight the Russians before risking their uprising in 1807, and it was primarily the actions of the navy which saved Sultan Mahmud II from being overthrown in the second Janissary uprising in 1808.
Kapudan Pasha - (Lord Captain) also Kaptain, Kaptan, Capudan, Kapudan-i Derya, Qapudan Pasa.
The Fighting Admiral
Gazi Hasan Pasha Jezayirli
by William Johnson
The Ottoman navy of the Napoleonic Era was one of the largest and most modern in the world. In 1800 it numbered 180 warships, including 30 ships of the line. It owed this fleet almost exclusively to the effort of just one manÄGazi Hasan Pasha (1713-90). While he died just as the Napoleonic Era was dawning, his influence would be felt throughout the age.
Gazi Hasan Pasha is considered one of the greatest Kapudan Pashas in the history of the Ottoman Empire. Originally a slave, he joined the Janissary Corps when his master freed him in the 1730s. He took part in the Austrian War of 1737-39 and particularly distinguished himself at the Battle of Krozka (Hisardjik) on July 23, 1739.
At the end of the war he went to Algiers where he made a name for himself as a Corsair, eventually becoming a Dey and finally being appointed Bey of Tlemcen. In time he fell out of favor with the Pasha of Algiers and had to escape to Spain.
Received
Here he was kindly received by Charles IV who recommended him to the king of Naples. As a representative of the king of Naples he was sent to Istanbul in 1760. He immediately impressed Sultan Mustafa III and was accepted into the Sultan's service and given command of a warship. He rapidly rose through the ranks and in 1766 was appointed to command the Kapudana, the fleet's flagship.
In 1770 he took part in the naval war against Russia. Considered an expert seaman, he was one of the few heroes to arise from the Ottoman naval disaster at Cheshme. In the battle, which saw the total destruction of the Ottoman fleet, Hasan destroyed the Russian flagship. Though wounded, he was able to swim to shore and make his way overland back to the Dardanelles. Immediately given a new conunand, on Oct. 10, 1770, he succeeded in winning back the island of Lemnos from the Russians by a bold stroke. For this brilliant feat, of arms he received the title of Gazi (holy warrior) and the rank of Kapudan Pasha (Lord high admiral).
In 1773-74, as Seraskier (military commander) of Ruschuk, he took part in the war with Russia on land. After the Peace of Kainardja Quly 1774) he resumed his post as Kapudan Pasha. As Grand Admiral he headed a total rebuilding and European-style modernization of the Ottoman navy between 1774 and 1791, including the construction of new European-style shipyards in the Golden Horn, the Black Sea and the Aegean.
Reestablishing Authority
Following the War of 1768-74 he was put in charge of reestablishing the authority of the Sultan within the empire. Many provincial governors had used the chaos of the war to break away from the empire and establish their own kingdoms. In 177576 he crushed the power of Shaikh Omar Al-Tahir and his sons in Syria, taking Acre by siege, an act Napoleon would later fail to emulate.
In 1779 he recovered the Morea, which with Russian aid, had risen in rebellion. He completely routed the Albanian hordes which had settled in the region following the Russian withdrawal. For this service he was named govemor of Morea and did much to improve its industry and give it an honest and capable government.
In 1780 he took his fleet and appeared before Alexandria and collected the Egyptian tribute, payment of which had been refused for several years by the Mamluks. On his return voyage he chastised the rebellious Mainots in the Peloponnese
Reorganization
For the next few years he was primarily involved in the reorganization of the navy. In 1784 he built new barracks at the naval Arsenal in Istanbul, at Sinop on the Black Sea and on the Island of Lesbos in the Aegean, were the sailors were subject to constant discipline and training.
To improve the quality of officers supplied to the fleet he developed a naval engineering school at Aynalikavak in which he served as an instructor. He also saw to the organization and upgrading of the Bosporus forts at the entrance to the Black Sea.
In 1784-85 he led a combined land and sea expedition against Kara Mahmud Pasha, the rebellious governor of Scutari in northern Albania and leader of the powerful Bushatli family, forcing him back into obedience.
He then led a two-year campaign against the Mamluks in Egypt in 1786-87 which restored Ottoman control from Cairo to the sea. He accomplished this with a remarkably small force. With an initial force of only 500 men he fought his way to Cairo, relieved Yegen Mehemmed Pasha who was besieged there (Aug. 8, 1786) and routed the Mamluks. Complete conquest of the Mamluks, though, was cut off by the threatened outbreak of a new war with Russia. He was recalled in August of 1787 to help deal with the coming war.
While Gazi Hasan's recall left the Mamluks still in charge of Egypt, they were so chastened by his war against them that they continued to make their regular tribute payments to the Porte without further prompting. Napoleon would later argue that he had gone to Egypt to bring the Mamluks back into obedience to the Porte and restore the province to the empire. The Porte knew the transparency of this lie because Gazi Hasan had already done it and Egypt in 1798 was no more rebellious than most Ottoman provinces, and more obedient than many.
War of 1787-1792
While he strongly argued against the War of 1787-92, arguing that both the army and navy needed more time to institute reforms, he was an important military commander against the Russians in the conflict. At the outbreak of hostilities he was entrusted with the relief of the important fortress of Oczakov. While he was able to land reinforcements and supplies, he was unsuccessful in several sea battles against the Russians, led by American naval hero John Paul Jones, and, after losing several more ships to storms, he was forced to return to Istanbul at the beginning of December 1788.
In April 1789 Sultan Abd ul-Hamid I, one of Gazi Hasan's greatest supporters, died. The new Sultan, Selim III, dismissed Hasan as Kapudan Pasha and appointed one of his childhood friends to the post. The change was designed to win the favor of Grand Vezir Yusuf Pasha, the leader of the conservatives, the most distinguished Ottoman commander of the war to date and a bitter foe of Gazi Hasan.
But Selim was convinced that Gazi Hasan, one of the most capable commanders of his age, was too valuable a man to lose. So he appointed him governor of Ismail and commander of the land armies in Moldavia with the task of retaking Oczakov and then moving against the Crimea.
It was not long though, before Yusuf Pasha was himself dismissed. He, unfortunately for the empire, was replaced by a total incompetent who allowed the main Ottoman field army to be outmaneuvered and destroyed. Panic gnpped the Empire and Ottoman forces were falling back on all fronts. Only at Ismail, where Gazi Hasan come mended, did the Ottomans hold and successfully resist repeated Russian assaults. Selim then appointed Gazi Hasan as Grand Vezir in October in hopes he could repair the situation.
Novel Strategy
To fight the Russians he had proposed a novel strategy of dividing his army into corps of 10,000 and having each attack separately, but in a coordinated manner. He believed the strength of the Ottoman army was in its wild, furious charges which carried great energy, but were of short duration.
As an example, he proposed dividing an army of 100,000 men into 10 corps which were to attack separately and be so arranged that the retreat of one repulsed corps would not overwhelm and disorder the others. He believed no army in the world could withstand 10 all-out Ottoman attacks, and that an attack of 10,000 was as dangerous as that of 100,000.
While he was able to do much to improve the morale of the army and organized a new supply system, he did not live long enough to lead the troops in battle. A few days after ordering the army's march out from winter quarters he fell ill and died on March 30, 1790. He was buried in the Bektasi monastery which he himself had built before the gates of Shumla.
Gazi Hasan Pasha was preeminently distinguished for his personal valor. His expeditions to Syria, to the Morea and to Egypt show not only great military ability but also a political insight rare in his day.
He was almost unique in the Ottoman bureaucracy of the period in that he was knowledgeable in several European languages including French, English and Italian. He is entitled to great credit for reconstructing the fleet destroyed at Cheshme and for beginning the reorganization of the navy along Western lines.
(As Ottoman names were originally written in Arabic script, there is no definitive English spelling. You will also find Gazi Hasan Pasha's name listed in various documents as Cezayirli Hasan Pasa, Hassan Pasha, Palabiyik, Djezairli Ghazi Hasan Pasha, and Gazi Cezayirli Hasan Pasha, to name only a few.)
More Gazi Hasan Pasha
Ottoman Style
by William Johnson
Gazi Hasan Pasha was not only one of the greatest admirals in Ottoman history, he was also one of the most colorful. His nickname was Palabiyik (scimitar-moustache) and he was often accompanied by his tame lion.
As to his leadership style, a story is told of how he enforced order in his navy. He was a firm believer that the captain of the ship was fully responsible for every aspect of it and the crew. After one of his capital ships foundered in 1778 because of poor caulking, he ordered that each captain be present and personally inspect all caulking operations.
One day, during one of his frequent personal inspections of the shipyard, he came upon a ship undergoing repairs. Inspecting the caulking, he found it to be of poor quality. When he called for the captain, he was told the captain was at his home. Gazi Hasan sent one of his servants for his blunderbuss and another to the home of the missing captain demanding his presence.
He then sat down on a small carpet, smoked his pipe and calmly waited. As the captain approached Gazi Hasantook up his blunderbuss and, without speaking a word, shot him dead.
"Take and bury him," he ordered, "and let the other captains attend him to the grave, and suspend the caulking till they return." It is said that the caulking of Ottoman ships was not a problem after that.
Levend Ciftlik
Levend Ciftlik, which would in time become the main base of Sultan Selim's Nizam-i Jedid army, was originally given by Sultan Abdul-Hamid I to Gazi Hasan as an estate in reward for his long and meritorious service. Hasan mainly used men from the navy (Levends) to farm this estate, so it came to be called Levend Ciftlik, or sailor’s farm. Construction of the Nizam-i Jedid barracks began there in August of 1792.
# Setup
K Setup Phase;placing forces on map;manual setups;default and saved setups;nation setup order
# Diplomacy
K Diplomacy phase;minor country diplomacy;minor diplomacy;declarations of war;call to allies;peace;alliances
# Reinforcement
K Placing fleet counters;placing ships;placing corps counters;placing factors;setting up minor forces;leader retrirement
# Naval Moves
K Heavy Ships;Light Ships; Transports;Naval movement;interceptions;blockades;land unit transportation;piracy missions
# Naval Combat
K Determining The Wind Guage;Naval Combat Resolution;Naval Combat In A Port;Naval Combat Example;Naval Victory and Political Points
# Land Moves
K Combined Movement;Depots;Supply Chain;Land Movement;The Supply Check
# Land Combat
K Land Combat Rules;Field Combat;Chits;Combat Resolution;Victory and Defeat;Sieges;Pursuit
# Economic
K Victory Points;Money and Manpower Collection;Lending Money;Ceding Minor Countries;Economic Manipulation
# Scenario Editor
# Diplomacy Charts
# Economic Charts
# Brunswick
# Hohenlohe
# Blucher
# Yorck
# Turkish Military History
# Kushanz Ali
# Pechlivan Khan
# Grand Vizier