Making Irish and Serb nationalists work in EIA

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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Dancing Bear
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Making Irish and Serb nationalists work in EIA

Post by Dancing Bear »

I also thought about the optional rules for Irish and Serb Guerrillas. Instead of the old style guerrilla rules that we use for Spain, which would require some tough programming for Marshall, I was thinking about a one time (or at least once per year) rallying of local nationalists when supporting French or Russian troops arrive (some one who knows their history better than I can suggest strengths for these units).

Instead of guerrilla units like Spain has, the editor be used to create Cossack type units, but with a movement of "1" or maybe "3", and strength factors of 3, 5, 10, or whatever we decide on. Ireland would then become a French "Cossack" province, and Serbia, a Russian Cossack province. We would have to count on the French and Russian players to only add these units at the appropriate time, which should be ok, as it is obvious to everyone when the units are put into play. The only change to the code that I think is required is to allow Serbia and Ireland to be "cossack" provinces for Russia and France respectively.

This is a way to work within the existing game structure and stick to the spirit of the original rules. In many ways, when I think of the Irish revolt, it might closer simulate the immediate swelling of French ranks with Irish nationalists better than the existing guerrilla rules.

What do you guys who frequently use the editor think? Would this work? And would adjustments be necessary to existing game? Finally, what would be appropriate number of factors and movement points for these Serbian-Irish units?

The Irish guerillas were a great feature of the 1792 scenario, and this might work to bring this into the game without much trouble.
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Yearworld
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RE: Making Irish and Serb nationalists work in EIA

Post by Yearworld »

Hi DB,

It would be great if we could use Irish and other Guerillas. The only problem I can see with your idea is how do the Irish get to Ireland? If they are Cossacks they would have to start in France(or Spain) because you can only get Cossacks if you own the province. Then the problem is cossacks cannot go on ships.

I think this is a good idea which might better be used by making a feudal unit for France and Spain which they could call up only when Irish Guerillas can be used. Unfortunately, there would have to be a coding change for this too. You can create feudal units for any nation but there is a bug where they will be 0.0 Morale which doesn't work. With a code change this would work and I would say give about 10,000 Irish "feudals" to be used only in Ireland.

Yearworld
Dancing Bear
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RE: Making Irish and Serb nationalists work in EIA

Post by Dancing Bear »

Actually Yearworld, all I thought would be required would be removal of the code that limits these "cossacks" to provinces that you own. So you could place these cossacks in provinces even if you don't own them. Perhaps a check box in the editor, that says "Cossack units limited to owned provinces Y/N?". Otherwise no difference. This way they can be placed in Ireland or Serbia without the supply lines or shipping required.

Restraint would be needed on the part of France or Russia to only place them when the rules allow.

About 10,000 Irish would be about 5 factors. Seems about right. What movement should they have? I would think 2 maybe?. As "cossacks" they would not need to forage, but they might be hard to organise for a March.

I think these modified cossacks units (and the saved manpower) would be really make the 1792 scenario be almost as attractive as the 1805 scenario. Like two games for the price of one (plus a little coding).
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Yearworld
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RE: Making Irish and Serb nationalists work in EIA

Post by Yearworld »

Hi DB,

Okay now I understand what you are saying. Yes, if this could be coded in to let Cossaks be placed anywhere it would be great and add a lot to the 1792 game and the 1805 Game.

Yearworld
Dancing Bear
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RE: Making Irish and Serb nationalists work in EIA

Post by Dancing Bear »

A type of Feudal would work to, as long as the bug that gives 0 morale is fixed, and the restriction that requires them to be placed in controlled areas is lifted. The only disadvantage is that would need a supply souce, but that is not the end of the world.

Your idea about using Feudals for the Levee En Mass also works, if the 0 morale bug is fixed.

I forget that this could also be used for the emigree forces placed by Britain.
Dancing Bear
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RE: Making Irish and Serb nationalists work in EIA

Post by Dancing Bear »

This would also work for the Tyrol revolt corps in Austria (does this unit exist in the current game?).
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