Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options
ORIGINAL: StCyr
Question to all of you: Did anybody play with "overrun-houserules" ? My groups never had much fun to see one corps with one factor to block an army of for example 12 coprs and 150 factors with Napoleon for one month.
ORIGINAL: anarchyintheuk
Yeah, we never sat down and decided on a specific number like 10-1 odds, we just used a bs meter. If the majority of the people playing thought the force comparison overwhelming, the corps was considered overun. We considered other factors like the terrain, rivers, commanders, cavalry, nationality, etc. A one factor corps holding up almost any army, anywhere was always considered bs.
ORIGINAL: Roads
How can you know whether it's a 1 factor corps or a 25 factor corps?
ORIGINAL: anarchyintheuk
The honesty of the player. He was supposed to bring up an overrun possiblity. A third party checked whether it was. Not very workable, but better than the one factor corps.
We played overrun on a factor ratio: every single factor was considered to bind up to 5 enemy factors. And starting from 7 defending factors there was no overrun possible at all. It was up to the moving player who considered to face a "ghost army" to enter corps by corps the area with the force in question and to ask the ememy if he is strong enough to bind the 2. corps, the 3. corps etc. ("Are you strong enough to bind more than 5 factors ? Yes ? Ok, so there are a least 2 factors, now I have more than 10 factors, can you hold more than 10 factors" - and so on....)
For example, if there is one defending corps with 3 factors, and 3 corps with 11 factors each enter the area, only the 3. corps is allowed to performe overrun.
Of course another ratio is possible with perhapse better arguments. And a PC would be very helpfull.
This is the houserule I like.
[font="times new roman"]12.3.9 Overwhelming Numbers and Overruns[/b]: One of the absurdities of the original rules is the sight of 1SP corps stalling an invasion turn after turn, when in reality these small detachments would easily be swept away by an advancing army.[/i][/font]
[font="times new roman"]12.3.9.1[/b] Field or limited field combats where one side has a 5:1 or better ratio in strength factors must[/i] be resolved using trivial combat. [/font]
[font="times new roman"]12.3.9.2 [/b]During the Movement Phase, the phasing player(s) may interrupt the movement of a corps in order to attempt an overrun attack. Overrun attacks are not normal combat (7.5.2) and may only be attempted against enemy corps and depot garrisons in the area entered by the attempting corps. Overrun attacks occur after all non-phasing reaction attempts (see 12.3.7.4). Overrun attacks do not cost movement points.[/font]
[font="times new roman"]12.3.9.3 [/b]The phasing player attempts an overrun attack by announcing the total strength of his corps in the area; phasing corps already in the area must be included. The non-phasing player(s) then compares this total to the strength of all corps and depot garrisons in the area currently at war with the phasing player(s) and announces whether the odds are 5:1 or greater. [/font]
[font="times new roman"]12.3.9.4 [/b]If the odds are at least 5:1, the non-phasing corps or depot garrisons are removed from the map and their strength points either destroyed or surrendered, at the discretion of the non-phasing player. The moving corps may continue its move with any remaining movement points. Freikorps, cossacks, cavalry corps and city garrisons are unaffected. [/font]
12.3.9.5 [/b]If the odds are less than 5:1, the moving corps must end its movement in the area. During the subsequent combat phase, the phasing players’ forces in the area attack with a die roll modification of –1, in addition to any other modifiers.