Napoleonic Wars Campaign Rules


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

 Shortly after the Orders are all received by the Umpire, the results for the turn will be  determined. These results will then be posted on the Webpage and an email announcement will be sent out that Preliminary Results have been posted. Any player may send an email to the Umpire questioning or challenging any of the results. However, any question or challenge must be received by the Umpire within 24-hours of announcing that the Preliminary Results have been posted. At the expiration of the 24-hour time period the results will be Official and not subject to challenge.

 4. GAME TURNS

 The game is a maximum of 35 turns. Each turn represents a Season – Winter, Spring, Summer and Fall. The year starts with Winter and ends with Fall. Turn 0, the set-up turn is Summer, 1805. The game will automatically end with the Spring, 1814 turn unless one of the conditions for ending sooner arises.

 5. FREE KRIEGSPEIL

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

 The game will automatically end with the completion of the Winter, 1814 turn. The game will automatically end regardless of turn if France is forced to surrender. The game will also automatically end if either Britain or Russia are forced to surrender and France controls more than 19 Victory Cities.

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.

 7. DIPLOMACY

 Alliances may be made or broken at will. However, there are certain restrictions. Britain and France may never ally. Turkey may not ally with Austria or Russia. All changes to alliances are made in the Winter Turn. Any player in an alliance with France may break that alliance in the turn following a defeat by Napoleon. Alliances are from Winter to Fall. Each Winter turn the alliance must be renewed. Players are not obligated to remain allies and may choose not to renew an alliance in any Winter turn. Players may not break alliances during non-Winter turns.

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

 
Results are determined as above. However, on a result of xR/yR, both sides desingage and fall back (i.e. on a roll of a 7 at 1:1 odds both sides take 20% losses and fall back).

          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

 
            If a siege is unsuccessful, both sides remain in the same hex and are deemed Out of Supply for attrition purposes.  The attacking army may be given orders to retreat if the assault is unsuccessful.

                        (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.

                         (d)   Capture of Generals.  Any time an army is defeated and is unable to retreat or was eliminated by casualties, any generals present are captured.

            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

                         (d)   Roll 2 dice and cross index the total with the appropriate column to obtain the result of battle.

 

 
 
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

 
            8.   Losses.  Losses are incurred by percentage of each arm present at the battle.  Infantry / Cavalry / Artillery, or Men of War / Frigates.  For example, if 10 infantry, 5 cavalry and 2 artillery are present and the army suffers 10% losses, 1 infantry, 1 (.5 rounded up) cavalry and 0 (.2 rounded down) artillery are lost.  An army cannot take more losses than the total number of units present in the opposing force.  Therefore, the same army facing only 1 infantry, can only lose up to 1 infantry.

            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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