EIA rules clarification

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

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isandlwana
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EIA rules clarification

Post by isandlwana »

It has been a while since I last played - Question is this

During transport of corps by fleets Rules 6.2.5 and 7.3.5 require disembarking during Land Movement step--Is this required at the next land movement step following the naval movement step or can it wait until the next or several months later? --otherwise corps transport would be limited to only the 7 space movement of the fleet during a given month--this would be unrealistic given long transport times during the histroical period.


Thanks
Daniel S. Gordon
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zaquex
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RE: EIA rules clarification

Post by zaquex »

ORIGINAL: isandlwana

It has been a while since I last played - Question is this

During transport of corps by fleets Rules 6.2.5 and 7.3.5 require disembarking during Land Movement step--Is this required at the next land movement step following the naval movement step or can it wait until the next or several months later? --otherwise corps transport would be limited to only the 7 space movement of the fleet during a given month--this would be unrealistic given long transport times during the histroical period.


Thanks

It is required in the next land move phase, if you wait the land units die.
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isandlwana
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RE: EIA rules clarification

Post by isandlwana »

Thanks--I thought I remembered this correctly. Are there any known optional rules in any scenarios allowing transport for more than 1 month turn?
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delatbabel
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RE: EIA rules clarification

Post by delatbabel »

ORIGINAL: isandlwana

Thanks--I thought I remembered this correctly. Are there any known optional rules in any scenarios allowing transport for more than 1 month turn?

No, it's impossible to stay at sea for more than one month with anyone on board. Apparently it's impossible to sail to Australia. Odd, since the original designers of EiA live in a country where at least a certain proportion of the population were descended from people who did exactly that. [:'(]
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iamspamus
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RE: EIA rules clarification

Post by iamspamus »

Sigh. Firstly, this is a game balancing mechanic. Secondly, there is no Australia on the map. When we played the Frederick the Great scenario for this, we allowed trans-Atlantic and India traffic to "stay on ships", but they took a steep attrition penalty.

So, no it's not impossible to sail to Australia... This is why Britian had (from WWI terminology) "coaling stations" or friendly ports along the way. Stop in W Africa, Southern Africa, various islands in Indian Ocean and/or India, Singapore, then Australia. In addition, are we talking about ships sailing or ships sailing with a fully competent and battle ready body of individuals ready to invade somewhere?

Thus, back to the game if GB wants to sail to Egypt from England, he will have to stop in Gib or Malta or both. No problem with historical thinking there.[8D]

Jason
ORIGINAL: delatbabel
ORIGINAL: isandlwana

Thanks--I thought I remembered this correctly. Are there any known optional rules in any scenarios allowing transport for more than 1 month turn?

No, it's impossible to stay at sea for more than one month with anyone on board. Apparently it's impossible to sail to Australia. Odd, since the original designers of EiA live in a country where at least a certain proportion of the population were descended from people who did exactly that. [:'(]
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RE: EIA rules clarification

Post by pzgndr »

Game turns are abstract, so it's not like being at sea for a turn must mean being at sea for 30 days.  An embarkation towards the end of one month and debarkation towards the beginning of the next month could be much less than 30 days, but would be 2 game turns.
 
I wouldn't want embarked troops to be able to remain at sea indefinitely, but only 1 turn seems unnecessarily restrictive to me.  EiANW is a new game with new ship types, so some fresh reconsiderations of the original rules may be good.  Would a 2-turn limit game option be acceptable as a possible future enhancement? 
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isandlwana
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RE: EIA rules clarification

Post by isandlwana »

Historically transports as well as ships could remain at sea for at least two and sometimes three months.  Complete with battle ready troops.  England often sent both troops and escorts to India, Australia, and the Caribbean necessitating greater than 1 month between stops.  This limits projection of British power (what little they had) maybe decided on by game designers  to limit the chance of GB having too great of an impact in other areas of the map? 
Daniel S. Gordon
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RE: EIA rules clarification

Post by gwheelock »

As a suggestion - Allow 2 or 3 month sustainability; but only on TRANSPORTS
this would actually give transports a PURPOSE.
 
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La Provence
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RE: EIA rules clarification

Post by La Provence »

Transport during 2 months should be better :
Corps must disembark at the land phase IF it already was at sea at the beginning of the turn.
 
AND
 
5 (or 6) movement point for the transport when it is empty.
4 (or 5)  "                "                  "         when it is loaded.
Salut et fraternité

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RE: EIA rules clarification

Post by carnifex »

IMO only Invasion troops should disembark on the first turn.  Any troops that didn't land on the first turn would be limited to disembarking to into a friendly port only.
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