Naval rules

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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jamo262
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Naval rules

Post by jamo262 »

Hi Marshall,

I was checking out empires in harm the other day and noticed that they have cleaned up the naval combat system from what I remember.

Is this the system that the computergame will use?

I was also wondering if your system was going to deal with the use of 1sp corps used as delaying forces or just let it be.

Regards John.
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Hoplosternum
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RE: Naval rules

Post by Hoplosternum »

ORIGINAL: jamo262

Hi Marshall,

I was checking out empires in harm the other day and noticed that they have cleaned up the naval combat system from what I remember.

Is this the system that the computergame will use?

The Advanced Naval combat rules are very different from the original ones and change the game a lot IMO. They appear to be disadvantageous to Britain as blockading is not so effective (IIRC) and because battles can end in draws which again favours everyone except Britain (who tends to win a lot of sea battles which net alot of VPs even if being overwhelmed).

The rules make the naval side of things more fluid. But at the cost of making Britain very vulnerable early on. You may find this a good thing but it does change the game significantly. I hope they are either not used or made an option.

Not a game breaker but it has wide ranging game balance / diplomatic ramifications IMHO. With this France has a chance of getting 20 odd factors into Britain in early '05 which will should net him an Unconditional from the UK. The cost of failure is just a bunch of ships which are just about useless to her anyway. In traditional EiA this is only possible with a 'grand alliance' and is far more risky as each lost battle is -1 PP at least.
ORIGINAL: jamo262

I was also wondering if your system was going to deal with the use of 1sp corps used as delaying forces or just let it be.

Regards John.

I don't know if they are going to deal with this. Of course some may not see this as an exploit but personally I hope they have! I would like to see some sort of overrun rule. But I would make it quite difficult to do. 1:10 or even 1:20 to overrun. It should only be so that large multi Corps armies can brush past these ghost corps and even then only if the ghost corps really is tiny compared to the attacker. Perhaps as a compensation an overrun should cost no PPs either way. The ghost is simply removed. Possibly at the cost of an extra Movement point.
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MarshallEllis
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RE: Naval rules

Post by MarshallEllis »

Hey guys:

Naval combat was a tough part of our design decision base. We decided on a compromise that had to be done since our first design was to bring in the entire EiH v3.0 naval combat rule set. The EiA (Surprising to me) did NOT like this and insisted on EiA naval combat rule set. We did however, decide to add transport fleets, light ships and privateers BUT with the EiA combat rule set (two rolls and we're done).

In short, we compromised BUT not to affect game balance.

We have done nothing to change the ability of someone to implement a Spy Corps delaying an invasion force and have no plans as of today!

Thank you
Thank you

Marshall Ellis
Outflank Strategy War Games


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Hoplosternum
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RE: Naval rules

Post by Hoplosternum »

Cheers Marshall [:D]

Different types of ships won't hurt [;)]

I have played some games where ghost corps are used all over the place and the front lines have looked more like a WW1 simulation. But with battles costing PPs I have never been sure how much of an exploit they are. Seems odd that a couple of thousand men can delay an army of 100,000 for a full month (I dare say they could slow it for a day or so until their low numbers were discovered).

Thanks for your reply.
Naomi
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RE: Naval rules

Post by Naomi »

ORIGINAL: Marshall Ellis

Hey guys:

Naval combat was a tough part of our design decision base. We decided on a compromise that had to be done since our first design was to bring in the entire EiH v3.0 naval combat rule set. The EiA (Surprising to me) did NOT like this and insisted on EiA naval combat rule set. We did however, decide to add transport fleets, light ships and privateers BUT with the EiA combat rule set (two rolls and we're done).

In short, we compromised BUT not to affect game balance.

We have done nothing to change the ability of someone to implement a Spy Corps delaying an invasion force and have no plans as of today!

Thank you
So we still have morale and (tactical-)chit-choosing that feature in naval battles, right?
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Pippin
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RE: Naval rules

Post by Pippin »

So we still have morale and (tactical-)chit-choosing that feature in naval battles, right?

No, tactical chits are not implemented in the computer version. Also to note, even EiH removed the naval chits as well. Seems they tended to be a good idea at the time, but then people decided they were even more un-realistic, so EiH now is more closer to the original naval combat system of EiA.

Make sure you hit that windgage...

Nelson stood on deck and observed as the last of the Spanish fleets sank below the waves…
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