1. INTRODUCTION
The game starts in the Fall of 1805 shortly after Napoleon’s
coronation as Emperor. The game will end on a number of conditions. Automatic
victory is achieved by the defeat of France, or the Defeat of Britain or Russia
and France has at least 6 Victory Points. Otherwise the game ends after 35
turns (Spring, 1814).
However the game ends, victory is determined on points.
2. THE PRIME DIRECTIVE AND THE FOG OF
WAR
Often during the game, especially as the result of each turn
is published, there will appear to happen, various things that players may
believe to be unfair, arbitrary, wrong, misinterpreted or just plain dumb.
While the umpire will gladly look at any situation that a player thinks was not
handled correctly, and fix any mistakes that are made, this will not always be
the case. Often these aren't actually mistakes, just unintended consequences
and are just part of the Fog of War. Remember, you as the player are taking the
role of the Head of State. You can issue orders to your subordinates, including
company commanders, but sometimes these guys aren't going to do what you wanted
or intended. The Fog of War and human factor, both good and bad, are inevitable
parts of life and combat and that is true even in a fantasy world.
3. TURN RESULTS AND CHALLENGES
Free wargaming is based on the kriegspiel concept created by
Lt Gorg von Reisswitz of the Prussian Army in 1824 and later institutionalized
by Helmuth von Moltke, Sr., Chief of the Prussian General Staff.
The first principal of the game system, the driving force
behind the game, is the imposition of a neutral Umpire or Game Master to
adjudicate and manage the game. The Umpire monitors all movement, determines
battle results and interprets all rules.
The second principal applied is "fog of war." In
this game each players sees only his forces and is given only a vague view of
the opposing forces in the Intel Update. More detailed information is available
through direct contact of forces or inter-player diplomacy.
The third principal is the Orders writing process. Here we
see the benefit of the human computer that is the Umpire. If you write detailed
orders they can be interpreted by the Umpire. For instance, if you give the
order to assault a city only if you have 4:1 odds and otherwise lay siege to
the city, then these orders can be carried out (subject to whatever orders your
enemy may have given to his forces). The orders given may be as detailed or
sparse as the players choose. In short, if the orders are legal (not in
violation of the side limits or movement restrictions) and make sense to the
Umpire then you are good to go. This flexibility is often misunderstood and
causes players to sometimes lose track of how the game is played. It can be
frustrating, especially if orders are not interpreted as intended, but add to
the overall all appeal to the game system.
6. OBJECTIVES & VICTORY
When the game ends, Victory Points are calculated for each
player. The highest Victory Point score wins. Ties are won by the player will
the lower starting number of Victory Cities.
Victory Points are scored for each Victory City controlled
in excess of your starting number of Victory Cities. For example, France starts
with 13 Victory Cities and at the end of the game controls 16. France scores 3
Victory Points. Spain starts with 5 Victory Cities and at the end of the game
controls 8. Spain scores 3 Victory Points. Spain would win because it starts
with 5 versus France's 13.
All declarations of war occur in the Winter Turn. You may
not make an attack against a player you have not declared war against. At the
start of the game, only France and Britain are at war. All players may make any
declarations of war, or alliances they choose.
8. SEQUENCE OF PLAY
1. Intel map and Orders of Battle
are published.
2. Players submit Moves.
3. New troops are deployed.
4. Movement is resolved. All
movement is simultaneous.
5. Check line of supply and
“attrition” losses are taken.
6. Battles are resolved.
7. Retreats are resolved.
8. Random Event Rolled and Results
are Published.
9. Orders of Battle are updated.
9. NATIONS.
The map is divided into hexes which govern the location and
movement of units. Certain hexes contain cities denoted by squares and circles.
Squares denote Victory Cities.
France:
PARIS, Orleans, Lyon, Lille, Brest*, Strasbourg, Toulouse, Marseilles,
Brussels, Hanover, Milan, Rome
Austria: VIENNA, Salzburg,
Budapest, Karlstadt, Kolosvar*, Krakow, Lublin, Venice
Britain: LONDON, Edinburgh, York,
Cardiff, Dublin, Gibralter*, Lisbon
Russia: ST. PETERSBURG, MOSCOW,
Grodno, Smolensk, Riga, Kiev, Sevastopol
Spain: MADRID, Barcelona, Ciudad
Rodrigo*, Badajoz*, Granada, Naples
Ottoman: CONSTANTINOPLE,
Bucharest, Belgrade, Sofia, Cairo
Prussia: BERLIN, Breslau,
Konigsburg, Warsaw, Liepzig
Sweden: STOCKHOLM, Nystadt*,
Karlskrona
Denmark: COPENHAGEN, Christiana*,
Leipzig
Bavaria: Munich
10. LEADERS
1. Armies and Grand Fleets. Armies and Grand Fleets are
formed around Generals. An Army or Grand Fleet is any combination of Corps and
Brigades, or Fleets and Squadrons, under the command of one General. The
maximum number of Corps and Brigades (Fleets/Squadrons) a General’s command may
not exceed his Command Rating (CR).
1. Combat Units. The basic land maneuvering units are CORPS
and BRIGADES. Corps and Brigades are composed of infantry Battalions and
Cavalry Regiments. It costs 2 AP to move a Corps or a Brigade. The Turks do not
form Corps or Brigades. The Turk army is organized along feudal lines. Turk
units are on its order of battle and do not change.
2. Corps. The maximum size of each Corps is determined by
Nationality. Each Nation as a specific number of available Corps. Corps are
available only to the French at the start of the game. All other players may
use Corps after the Army Reform event for that country.
3. Brigades. Brigades may have 1 to 6 infantry and 1 field
artillery, or 1 to 4 cavalry and 1 horse artillery. Each Nation may have as
many Brigades as the player desires.
4. Battalions and Regiments:
(a) Combat Value.
This is the combat power of the brigade.
(b) Morale Rating. Each com bat unit has a morale rating of
1 to 5, 5 representing the best troops, 1 the worst. The morale rating for an
"army" is the average of all brigades.
(c) Cost. This is the
cost to purchase one battalion or regiment.
(d) Manpower. This is the cost in manpower to purchase one
battalion or regiment.
(e) Special. Brigades with special characteristics are
noted. i.e. Scout.
(i) Scout – scouting advantage.
(ii) Marauder – Marauders are not part of the command
structure and do not count against the Command Rating limit. Marauders do not
need AP to move. Marauders may make an Attrition attack inflicting 1d6 x 5%
casualties.
(iii) Fanatic – fanatic BGs will charge into combat at the
front of the army ahead of any other troops. Therefore, all step losses
sustained in the battle will be taken by the fanatics before applying losses to
any other BGs.
5. Troop notes:
(a) The Old Guard – France only. Maximum of 8 battalions and
4 cavalry regiments.
(b) Guard infantry. French Middle and Young Guards and the
Guard Battalions of other nations. Not available to Austria.
(c) Grenadiers. Converged Grenadier battalions.
(d) Veteran Line Infantry. Long term, experienced soldiers.
May not be purchased. Received on event rolls.
(e) Austrian Line Infantry. The Austrians had very large
battalions, usually twice the size of the average battalion in any other
country. Therefore it takes to hits to eliminate one Austrian Line Infantry
Battalion.
(f) Turk Feudal infantry and cavalry – Ottoman Turks only.
(g) Cossacks – Russia only.
(h) Artillery – may be formed into a Grand Battery if you
have at least 6 field artillery present. This provides a +1 battle modifier.
12. MOVEMENT
1. All movement is simultaneous. However, when order of
movement issues arise, the player who has spent the greater number of Action
Points has the initiative and is considered to have moved first. All Armies and
Fleets may pass freely through friendly forces, but must stop and fight when
they move into a hex containing an enemy force. Armies and Fleets may move up
to their maximum movement allowance of the slowest unit in the Army/Fleet.
2. Movement and Action Points. Action points are spent to
move Corps, individual Brigades, Fleets and Squadrons costs 1 AP to move 1 hex,
adjusted by terrain. Multiple Corps and Brigades may be grouped together in an
Army. An Army must be under the command of a General. The maximum size of any
Army is based on the Command Rating of the General. The cost to move an Army
Group or Grand Fleet is based on the cost to move the Commanding General.
3. Terrain movement costs. The cost in movement points
varies by the terrain.
(a) Clear/farmland cost 1 movement
point per hex.
(b) Forest cost 2 movement points
per hex.
(c) Marshland cost 3 movement
points per hex.
(d) Mountains cost 3 movement
points per hex.
(e) Desert cost 1 movement point
per hex.
(f) Rivers. 2 times the cost for
moving through the hex.
(i) Fortresses. Hexes containing a
Fortress may not be bypassed. The Fortress also exerts a Zone of Control to
each adjacent hex which blocks enemy movement. Fortress must be taken by Siege.
The Siege Value of the Fortress is added to the Battle Dice Roll. [See 17.
Battles and Sieges.]
4. Stacking. There are no stacking limits. You may have as
many units in a hex as you want. However, Generals may not have more Corps
under their command than their Command Rating. Also, if there are more Corps in
a hex than its Forage Value, the Army will suffer attrition.
5. Force March. An Army may be forced marched allowing it to
move additional hexes in excess of its movement limit. Any Army that conducts a
force march suffers 10% losses (5% for the French) per extra hex moved. The
maximum Force March is double the Army's normal
movement.
13. FLEETS
1. Naval Rating. Each Nation has an Naval Rating (-1 poor, 0
is average, and +1 is good) representing the quality of its staff, supply and
overall command.
2. Combat Units. The basic land maneuvering units are FLEET
and SQUADRON. Fleets and squadrons are composed of ships, either Man of War or
Frigates. Transport Fleets are composed only of Transports. It costs 2 AP to
move a Fleet or Squadron.
3. Movement of Ships is by sea area rather than hexes. All
movement is simultaneous. However, when order of movement issues arise, the
player who has spent the greater number of Action Points has the initiative and
is considered to have moved first. Fleets may move up to their maximum movement
allowance of the slowest unit in the Fleet. Ships may not travel on rivers.
4. Ships
5. Action Points. Action points are spent to move Fleets and
Squadrons. It costs 2 AP to move 1 Fleet or 1 Squadron. Multiple Fleets and
Squadrons may be brought together as a Grand Fleet. Grand Fleets must be under
the command of a General. The cost to move a Grand Fleet is based on the cost
to move the Commanding General.
6. Boarding a Transport. A Transport may move 2 battalions
or 1 cavalry regiment per transport ship. All troops and the Transport Fleet
must begin the turn in the same location/hex before movement. A Transport may
drop-off troops along its movement route but may not pick up troops.
7. Shore Bombardment. Ships may support amphibious assaults
of ports by adding their CV to the army total.
8. Storms. Naval movement has the risk of storms when the
Storm Event occurs. For each Grand Fleet, Fleet or Squadron at Sea, roll 2d6.
14. CAPTURING TERRITORY.
1. In order to capture a city you must have at least one
Battalion occupying it at the end of the turn. You cannot capture an Objective
by moving through it. In order to maintain control of the city you must
maintain a minimum of 1 Battalion present as an occupying force. Once you move
all forces out of the city it will revert to the original controlling player’s
possession.
2. Occupied Provinces. Occupied provinces have been captured
but have not been annexed by treaty. The occupying player will receive ½ the RP
production of the province if fully occupied (all cities), but no manpower.
3. Annexed Provinces. Annexed provinces are part of the
annexing player’s country and provide full RP and Manpower.
4. Conquered States. Conquered minor states provide full RP
and Manpower.
5. Allied States. Allied States provide double RP and
Manpower. However, the Manpower may be used to form troops in Brigades and
Corps for the Allied State only.
15. SUPPLY
1. Check Supply. When your military units are in combat,
they consume more supplies, ammunition and utilities than normal. It is
therefore necessary that every unit be able maintain a source of supply line
when in the field. Each ARMY or BATTLEGROUP is considered out of supply if it
is not located within three (3) hexes of a Supply Center or Depot, and you must
spend 1 Resource Point to Supply each Corp and independent Brigade. Units Not
in Supply suffer attrition and, if in battle, a -2 battle modifier.
2. Depots. Depots may be purchased for $100. Depots may
provide a point of supply during an advance. An Army Group or Brigade in the
same hex as the Depot unit is treated as if it is located at a supply center
for supply and attrition. In order to draw supply from a Depot, the Depot must
be deployed. Once deployed it may not move.
3. Winter Supply. Maintaining supply lines in winter is more
difficult; therefore, BGs are only in supply during a Winter turn if they are
located at a Supply Center.
4. Out of Supply. Any Army Group or Brigade that is Out of
Supply may Forage. If the number of Corps and Brigades foraging exceeds the
Forage Value of the hex, the entire force suffers Attrition. Losses are a
percentage of the total number of battalions/regiments present according to the
terrain.
16. RESOURCE POINTS
1. Resource Points (RP). RP are collected each turn based on
the number of Provinces controlled. Each Province has a Resource Point and
Manpower value which it produces each turn. Each Province also has a trade
value.
2. Trade. For each point of Trade, roll 1d6. The total is
the amount of income in Resource Points generated by trade.
France 2d6 RP
Britain 8d6 RP
Russia 1d6 RP
Austria 1d6 RP
Spain 2d6 RP
Ottoman 2d6 RP
Prussia 1d6 RP
Sweden 2d6 RP
Denmark 2d6 RP
3. Spanish Gold. In each Fall turn Spain receives its annual
gold shipment from the Americas. Spain receives 6xd6 income in the Fall turn.
The Spanish Gold shipment is subject to privateering.
4. Privateering. You may intercept enemy trade shipping. For
every Fleet or Squadron assigned to privateering you deduct 1d6 from the
enemy’s trade and gain 1d6 income. If the enemy
assigns Fleets or Squadrons to protect its shipping you must first battle
the enemy fleet.
5. RP may be converted a rate of:
(a) 1 AP per 1 RP
(b) $10 per 1 RP
6. Resource Points and Action Points may not be banked. Any
unused RP or AP is forfeited at the end of the turn.
7. Cash may be banked. Your Bank is kept at your Capital. If
your Capital is captured, your entire Bank goes to the player who captures your
Capital.
8. Cash and Resource Points may be exchanged between
players.
17. ACTION POINTS
1. Action points are spent to move Armies and Fleets. It
costs 2 AP to move 1 Corps or Brigade. Armies cost 1-3 AP to move depending on
the General.
2. Action Points must be used. Unspent Action Points are
lost. AP cannot be saved.
18. REINFORCEMENTS
1. Income each turn is in RP. These can be exchanged for money at a rate of $10 per 1 RP.
2. Reinforcements may be purchased each turn.
3. All new Brigades are immediately placed in any Home City.
19.
Battles.
1. Battle occurs when two or more enemy armies
occupy the same hex. Players should
state in their orders whether their armies are on the attack or defense in any
engagement. If both armies are on
defend, then movement stops and there is no battle. If one is attacking and the other defending a
Field Battle will occur. If both are
attacking a Meeting Engagement will occur.
The default will be to attack.
2. Add the Combat Value of all battlegroups in
each army and the Combat Modifier for all subordinate generals to get the Army
Combat Value for each force. Compare ACV
of each force to get a battle ratio, Attacker:Defender.
3. Determine
Battle Advantage. Calculate each army's
total battle modifiers. The army with
the greater number of battle modifiers gains a Battle Advantage. The Battle Ratio is shifted one column in
favor of the army with the Battle Advantage.
Overstacking/Out of Command. A general can command up to his Command
Rating in Corps or Brigades. If the
general commands more that his Command Rating that general's Battle Rating is
reduced by one. If more than double his
Command Rating then the Battle Rating is reduced by 2, and so on.
Modifier |
Battle Modifiers
|
+1
|
Superior Army Morale (Army morale is the average of all
army units, rounded up)
|
+1
|
Superior Commanding General (compare commanding generals'
Battle Rating)
|
+1
|
Superior Army Rating
|
+1
|
Superior Skirmisher Rating
|
+1
|
Scouting (light cavalry) advantage
|
+1
|
Grand Battery (may be formed with at least 6 field
artillery under one general)
|
+1
|
Defending a River
|
-1
|
Out of Supply
|
4. Roll 2 dice
and cross index the total with the appropriate column to obtain the result of
battle.
The table
provides the result of the battle for Attacker and Defender. Casualties are shown as a percentage of
losses incurred by each side.[1] A result of "R" indicates that the
Attacker or Defender is forced to retreat.
A result of "25/20R" should be read as 25% casualties to the
Attacking army, 20% casualties to the Defending army. The Defending army is forced to retreat.
Generals
with a +1 Battle modifier add or subtract 1 from the dice roll in their favor
when in command of the army.
|
Field (Attacker v Defender) Battle
Table
|
|
|||||||
|
1:3
|
1:2
|
1:1
|
2:1
|
3:1
|
4:1
|
5:1
|
6:1
|
12:1
|
2
|
35/10R
|
30/15R
|
25/20R
|
20/25R
|
15/30R
|
10/35R
|
5/40R
|
2/45R
|
0/100
|
3
|
36/9
|
31/14R
|
26/19R
|
21/24R
|
16/29R
|
11/34R
|
6/39R
|
4/40R
|
|
4
|
37/8
|
32/13R
|
27/18R
|
22/23R
|
17/28R
|
12/33R
|
7/38R
|
5/39R
|
|
5
|
38R/7
|
33/12
|
28/17R
|
23/22R
|
18/27R
|
13/32R
|
8/37R
|
6/38R
|
|
6
|
39R/6
|
34/11
|
29/16
|
24/21R
|
19/26R
|
14/31R
|
9/36R
|
7/37R
|
|
7
|
40R/5
|
35R/10
|
30/15
|
25/20R
|
20/25R
|
15/30R
|
10/35R
|
8/36R
|
0/60
|
8
|
41R/4
|
36R/9
|
31R/14
|
26/19
|
21/24R
|
16/29R
|
11/34R
|
9/35R
|
|
9
|
42R/3
|
37R/8
|
32R/13
|
27/18
|
22/23
|
17/28R
|
12/33R
|
10/34R
|
|
10
|
43R/2
|
38R/7
|
33R/12
|
28R/17
|
23/22
|
18/27
|
13/32R
|
11/33R
|
|
11
|
44R/1
|
39R/6
|
34R/11
|
29R/16
|
24R/21
|
19/26
|
14/31
|
12/32R
|
10/30R
|
12
|
45R/-
|
40R/5
|
35R/10
|
30R/15
|
25R/20
|
20R/25
|
15/30
|
10/30
|
*Battle is inconclusive after one day and
continues into the next. Apply losses
and roll again. Either side may break
off during the night if given orders to do so.
|
Meeting (Attacker v Attacker)
Battle Table
|
|
|||||||
|
1:4
|
1:3
|
1:2
|
1:1
|
2:1
|
3:1
|
4:1
|
5:1
|
10:1
|
2
|
30/10R
|
25/15R
|
20/20R
|
15/25R
|
10/30R
|
5/35R
|
-/40R
|
-/45R
|
0/100
|
3
|
31/9R
|
26/14R
|
21/19R
|
16/24R
|
11/29R
|
6/34R
|
1/39R
|
-/40R
|
|
4
|
32R/8R
|
27/13R
|
22/18R
|
17/23R
|
12/28R
|
7/33R
|
2/38R
|
1/39R
|
|
5
|
33R/7
|
28R/12R
|
23/17R
|
18/22R
|
13/27R
|
8/32R
|
3/37R
|
2/38R
|
|
6
|
34R/6
|
29R/11
|
24R/16R
|
19/21R
|
14/26R
|
9/31R
|
4/36R
|
3/37R
|
|
7
|
35R/5
|
30R/10
|
25R/15
|
20R/20R
|
15/25R
|
10/30R
|
5/35R
|
4/36R
|
0/60
|
8
|
36R/4
|
31R/9
|
26R/14
|
21/19R
|
16R/24R
|
11/29R
|
6/34R
|
5/35R
|
|
9
|
37R/3
|
32R/8
|
27R/13
|
22R/18
|
17/23R
|
12R/28R
|
7/33R
|
6/34R
|
|
10
|
38R/2
|
33R/7
|
28R/12
|
23R/17
|
18R/22
|
13/27R
|
8R/32R
|
7/33R
|
|
11
|
39R/1
|
34R/6
|
29R/11
|
24R/16
|
19R/21
|
14R/26
|
9R/31
|
8R/32R
|
10/30R
|
12
|
40R/-
|
35R/5
|
30R/10
|
25R/15
|
20R/20
|
15R/25
|
10R/30
|
9R/31
|
5. Sieges.
All fortresses must be captured by siege. Fortresses cannot be bypassed, even if not
garrisoned. (An ungarrisoned fortress
will automatically be captured.) Battle
is the same as for a Field Engagement, but consult the combat result table
below.
|
Siege Battle Table
|
||||||
|
1:1
|
2:1
|
3:1
|
4:1
|
5:1
|
6:1
|
7:1
|
2
|
35/20R
|
30/30R
|
25/40R
|
20/50R
|
15/60R
|
10/70R
|
5/80R
|
3
|
36R/9
|
31/28R
|
26/38R
|
21/48R
|
16/58R
|
11/68R
|
6/78R
|
4
|
37R/8
|
32/26R
|
27/36R
|
22/46R
|
17/56R
|
12/66R
|
7/76R
|
5
|
38R/7
|
33R/12
|
28/34R
|
23/44R
|
18/54R
|
13/64R
|
8/74R
|
6
|
39R/6
|
34R/11
|
29R/16
|
24/42R
|
19/52R
|
14/62R
|
9/72R
|
7
|
40R/5
|
35R/10
|
30R/15
|
25/40R
|
20/50R
|
15/60R
|
10/70R
|
8
|
41R/4
|
36R/9
|
31R/14
|
26R/19
|
21/48R
|
16/58R
|
11/68R
|
9
|
42R/3
|
37R/8
|
32R/13
|
27R/18
|
22R/23
|
17/56R
|
12/66R
|
10
|
43R/2
|
38R/7
|
33R/12
|
28R/17
|
23R/22
|
18R/27
|
13/64R
|
11
|
44R/1
|
39R/6
|
34R/11
|
29R/16
|
24R/21
|
19R/26
|
14/62R
|
12
|
45R/-
|
40R/5
|
35R/10
|
30R/15
|
25R/20
|
20R/25
|
15R/30
|
(a)
Pursuit. The victorious army may
pursue the defeated army and inflict additional losses. Only Cavalry units may engage in Pursuit. Casulties of the defeated army are increased
by 1% for every ten cavalry regiments present in the victorious army. There is no Pursuit after a siege battle.
(b)
Retreat. An army forced to
retreat may only move into Friendly or Neutral hexes free of enemy forces and
never into an existing battle area. The
attacker may only retreat through a hex side that was used to attack. The defender may not retreat through a hex
side that was used by the attacker to enter the hex. If both sides enter the hex through the same
side, neither may retreat through that hex side.
(c)
Death of a General. In any turn
that the "Death of a General" Event occurs, roll one die for each
side taking part in any battle. On a
roll of a "1" a general is killed in the battle. The general killed with the be lowest ranking
general present in the battle.
6. Sea Battles.
(a) Determine whether battle occurs. Any fleet at sea must have Intercept or Evade
orders. Any time enemy fleets enter the
same Sea Region or Trade Box, a Sea Battle may occur. If both fleets have Intercept orders, battle
occurs. If both fleets have Evade
orders, no battle occurs. If one fleet
has Intercept and the other Evade, roll one die for each side. If the Evading Fleet rolls higher, then there
is no battle. If the Intercepting Fleet rolls higher, battle occurs, unless the
evading fleet is comprised of all frigates and the intercepting fleet contains
at least 1 MoW in which case the evading fleet flees. When a frigate fleet flees it moves to the
nearest friendly port or sea area which contains no enemy fleets.
(b) Add the Combat Value of all ships in each
fleet and the Combat Modifier for all subordinate admirals to get the Fleet
Combat Value for each force. Compare FCV
of each force to get a battle ratio, Attacker:Defender.
(c)
Determine Battle Advantage.
Calculate each fleet's total battle modifiers. The fleet with the greater number of battle
modifiers gains a Battle Advantage. The
Battle Ratio is shifted one column in favor of the fleet with the Battle
Advantage.
Modifier |
Battle Modifiers
|
+1
|
Superior Fleet Morale (Army morale is the average of all
ships, rounded up)
|
+1
|
Superior Commanding Admiral (compare commanding Admirals'
Battle Ratings)
|
+1
|
Superior Navy Rating
|
+1
|
Scouting (frigate) advantage
|
|
|
Sea
Battle Table
|
|
|
|||||
|
1:4
|
1:3
|
1:2
|
1:1
|
2:1
|
3:1
|
4:1
|
5:1
|
6:1
|
2
|
25/20R
|
25/20R
|
25/25R
|
20/25R
|
5/30R
|
0/50R
|
0/55R
|
0/60R
|
0/65R
|
3
|
25/15R
|
25/20R
|
21/24R
|
21/24R
|
10/29R
|
0/45R
|
0/50R
|
0/55R
|
0/60R
|
4
|
25R/15
|
25/15R
|
22/23R
|
22/23R
|
15/28R
|
5/40R
|
0/45R
|
0/50R
|
0/55R
|
5
|
25R/10
|
25R/15
|
23/22R
|
23/22R
|
18/27R
|
5/35R
|
5/40R
|
0/45R
|
0/50R
|
6
|
30R/10
|
25R/10
|
24R/20
|
24/21R
|
19/26R
|
10/30R
|
5/35R
|
5/40R
|
0/45R
|
7
|
30R/10
|
30R/10
|
25R/20
|
20/20R
|
20/25R
|
10/30R
|
10/30R
|
5/35R
|
5/40R
|
8
|
35R/5
|
30R/10
|
26R/19
|
21R/24
|
21/24R
|
10/25R
|
10/30R
|
10/30R
|
5/35R
|
9
|
40R/5
|
35R/5
|
27R/18
|
22R/23
|
22R/23
|
15/25R
|
10/25R
|
10/30R
|
10/30R
|
10
|
45R/0
|
40R/5
|
28R/15
|
23R/22
|
23R/22
|
15R/25
|
15/25R
|
10/25R
|
10/30R
|
11
|
50R/0
|
45R/0
|
29R/10
|
24R/21
|
24R/21
|
20R/25
|
15R/25
|
15/25R
|
10/25R
|
12
|
55R/0
|
50R/0
|
30R/5
|
25R/20
|
25R/20
|
20R/25
|
20R/25
|
15R/25
|
15/25R
|
The table prvoides the result
of the battle for Attacker and Defender.
Casualties are shown as a percentage of losses incurred by each
side. A result of "R"
indicates that the Attacker or Defender is forced to retreat. A result of "25/20R" should be read
as 25% casualties to the Attacker, 20% casualties to the Defender. The Defender is forced to retreat.
(e)
Captured ships. Half (50%) of the
lost ships of the defeated side are captured by the enemy. The victorious side
must sail the prize ships back under escort (1 escort per prize ship) to one of
its home ports. The following turn after the prize ships are in port they may
be added to that player’s fleet.
7. Replacing lost generals. Any time a player loses a general which
reduces the number of generals available below nine (9), they will autoatically
gain a replacement general. Players that
start with less than nine generals may purchase additional generals for $500
each, up to a total of nine. Ratings for
replacement generals are randomly generated.
Die Roll
|
Rank
|
Battle Rating
|
Command Rating
|
CV Mod
|
Extra
|
1
|
D
|
1
|
1
|
0
|
+1 Morale
|
2
|
D
|
2
|
2
|
0
|
|
3
|
D
|
2
|
2
|
0
|
|
4
|
C
|
3
|
3
|
+5
|
|
5
|
C
|
3
|
3
|
+5
|
|
6
|
B
|
4
|
4
|
+10
|
+1 Battle mod
|
9. Raids. Raids may be conducted against
cities and ports. When conducting a
raid, damage is inflicted to the raided country's resources. The amount of RP lost is equal to the
proportionate value of the city that province (rounded down for non victory
cities, rounded up for victory cities).
For example, the British send a fleet to Grenoble with orders to Raid
the port. There are 3 cities in Provence
which produces 7 RP, therefore, the French lose 2 RP income next turn. If there, there is a garrison, it must be
defeated prior to the raid. After the raid,
the raiding force must leave the city.
20. CONQUEST AND SUBMISSION
1. Submission. A Nation must
submit at the end of any turn in which its Capital has been captured. (In the
case of Russia, both of its capitals must be captured to force submission).
When a Nation forces another to Submit, ware between them ends.
(a) Terms of Submission. The
Nation that forces Submission may chose one of the following terms of
Submission:
(i) 2 provinces ceded (each
player chooses one) and a 1 year enforced peace; or
(ii) 1 province ceded
(defeated player chooses) and 2 year peace; or
(iii) Pay reparations based on
the submitting Nation’s annual income and a 1 year peace (4 turns). Reparations
are paid each turn during the peace.
France $455/turn
Britain $180/turn
Russia $350/turn
Austria $330/turn
Spain $160/turn
Ottoman $115/turn
Prussia 0 $160/turn
Sweden $75/turn
Denmark $40/turn
(b) Friendly Territory. During the term of the
enforced peace all of the territory of the submitting nation is considered
Friendly Territory for the victorious nation. That nation may move freely
through the submitting nation’s territory and draw supply from the submitting
nation’s cities.
2. Conquest. A nation that has
lost all of its Victory Cities and its Capital is Conquered and is eliminated
from play.
21. CLIENT STATES AND MINOR
POWERS
1. Players may control one or
more client states or minor powers.
22. VICTORY
1. At the end of the Game
Victory is determined by the player with the most Victory Points. Each player
gets one Victory Point for each Victory City in excess of his starting number
of Victory Cities. (Example: France starts with 15 Victory Cities, if at the
end of the game France has 20 Victory Cities, the French player scores 5
Victory Points.) A player also receives 1 Victory Point for each country they
forced to submit during the game.
2. Victory
Points may also be gained by forming, and controlling, various kingdoms: Poland
(Grand Duchy of Warsaw); Confederation of the Rhine; Savoy; Kingdom of Italy;
Westphalia.
[1] Note
that this is a change from the old tables.
The tables now show the percentage of losses each side takes as a result
of the battle. This is a direct measure
of losses. There is no need to multiply
by each side's CV. The relative CV of
both sides is inherent in the force ratio itself. Multiplying by the CV is really a double tap
of that factor and should not be done.
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