21.10.2016 - 15:44
VIVE LA FRANCE! RULE BRITANNIA! Victory Standings after 12 turns Major Victory 1)France (17 european regions) --tied-- 1) Great Britain (Has more naval squadrons than france and spain, no nation has 8 or more euro regions, controls all homelands) Minor Victory 2) Ottoman Empire (7 european regions +7 non european) 3) Prussia (8 regions) Survival 4)Spain (6 regions) 5) Sweden (4 regions) Defeat 6)Russia (12 regions + 1 non european) but lost Estonian homeland 7)Austria (6 regions) but lost Illyrian homeland Expansion rankings (in some games this determines the winner as long as you hold all your homelands) 1)France took 5 regions 2)Prussia took 3 regions 3)Sweden took 2 regions 4) Spain took 1 region
Caricamento...
Caricamento...
|
|
21.10.2016 - 15:44
Great Britain - Tundero Production Points: 12 Political Action Points: 4 Cards: 1 Allies:Austria Enemies:Spain Protectorates: Austria- Zeph Production Points: 7 Political Action Points: 0 Cards: 0 Allies:Great Britain Enemies: Protectorates: Thuringia France - Phoenixking Production Points: 5 Political Action Points: 0 Cards: 4 +1 (one being discarded) Allies:Prussia Enemies: Protectorates: Switzerland, Baden Spain -Mrarmy Production Points: 22 Political Action Points: 3 Cards: 3 Allies: Enemies: Great Britain Protectorates: Prussia - Valetorius Production Points: 3 Political Action Points: 2 Cards: 2 Allies:France Enemies: Denmark Protectorates:Saxony Russia - Andertes Production Points: 4 Political Action Points: 1 Cards: 3 Allies: Enemies: Protectorates: Ottoman -Cvepe1812 Production Points: 15.5 Political Action Points: 1 Cards: 3 Allies: Enemies: Protectorates: Sweden - Numetorius Production Points: 0 Political Action Points: 1 Cards: 2 Allies: Enemies: Denmark - Witch-Doctor Production Points: 9 Political Action Points: 0 Cards: 3 Allies: Enemies: Prussia (has right of passage to british territories
Caricamento...
Caricamento...
|
|
21.10.2016 - 15:44
Sequence of Play 1. PLAYER MOVEMENT TURNS (One Month) April 2. PLAYER MOVEMENT TURNS (One Month) May 3. PLAYER MOVEMENT TURNS (One Month) June 4. PLAYER PRODUCTION TURNS , then repeat etc Movement Land Movement During a player's Movement Turn, his Land Units (Infantry, Cavalry, Artillery, and Leaders) may move the number of regions equal to their "Movement Points". Battles are fought after all pieces have finished moving. Infantry and Artillery units may move one region per turn, and Cavalry and Leader units may move two regions per turn. Land units may not move into the Sea Areas except when using "Amphibious Movement" (see below). Land units may only move into regions that are adjacent to the region where they are moving from. Units may move into Minor Nations that are not owned or occupied by Major Nations. Land units may not move into regions owned by another nation or occupied by other land units that belong to another nation with the following exceptions: ■ The two nations are "allied" (see Alliance) ■ The player has a "Right of Passage" from the player whose units occupy the region (see Right of Passage in Political Actions) ■ The two nations are at war. Whenever land units move into a region with other land units belonging to a nation with whom they are at war, the units entering the region may not move any further during that turn, and a tactical battle occurs Forced March For every inf or artillery you want to move an extra space (2 in total), a die is rolled (1-2) Unit is lost, (3-4) units suffers from Low Morale and Ill-discipline (like militia) for the turn (5-6) No issues Attrition in Spain and Russia Any invading (enemy) armies in Spanish or Russian Homeland Regions must roll for "Attrition" before the Production Phase (after every three months). This reflects the effects of stragglers, deserters, weakness from hunger, thirst, and illness, as well as hostile action of the local population. These were hard places to campaign and the people of these nations were cruel in their treatment of invaders. Roll a die for each army (Infantry, Cavalry, or Artillery unit). If a "1"is rolled, that unit is eliminated. Invading units in Russia during the post-December production Phase, are eliminated on a "1" or "2". Sea Movement Players may move their nation's naval squadrons during their movement turn. Naval squadrons may move any number of sea areas during one turn. However, if they enter a sea area that contains naval squadrons belonging to a nation with whom they are at war, a Naval Battle may occur (see Naval Battles below). If the moving naval squadrons attempt to avoid the enemy naval squadrons and are successful (see Interception of Naval Squadrons below), they may keep moving. If a Naval Battle occurs, the naval squadrons involved may not move any further during that turn, except that after the battle, they may move into any friendly ports that are adjacent to the sea area in which the battle took place. All naval battles occur immediately upon interception. STRAITS OF CONSTANTINOPLE: Whoever holds constantinople and anatolia can choose to block people from entering the marmara sea . Ports Ports are represented by an anchor symbol. They are special "sea areas". Naval squadrons may move into them as if they were normal sea areas. Naval squadrons may only move into ports in regions owned by their nation or an allied nation. Ports are adjacent to any sea area that the anchor symbol touches. All newly built naval squadrons must be placed in a port in the building player's homeland. If a player-nation has no homeland ports, he may not build new naval squadrons. If a region with a port is captured by enemy armies, any naval squadrons in that port must be immediately moved into an adjacent sea area. Naval squadrons in a port may be attacked by enemy naval squadrons that are in adjacent sea areas even though the attackers may not "move" into the port. A maximum of two enemy naval squadrons may attack a single port in any one turn. The defending naval squadrons get +2 to their naval battle roll. Naval squadrons moving out of a port and into a sea area that contains enemy naval squadrons are intercepted 66% of the time. (see Interception of Naval Squadrons below) Amphibious Movement Players may move armies and leaders from any coastal region with an anchor symbol (Port) to any other coastal region on the map. To do this, a player declares which land units are moving and traces a path through Sea Areas from the region where the move begins to where they land. The following rules apply: 1) The moving player must have his own or allied naval squadrons in a sea area adjacent to the DESTINATION region. These naval squadrons must equal or exceed the number of armies being landed(leader units do not count against the number of naval squadrons; i.e. they move for "free") 2) If any sea areas along the path are occupied by enemy naval squadrons, a roll to determine if the "transports" (land units moving on the water) are "intercepted" must occur for each of these sea areas that the transports pass through (see "Interception of Transports" below). 3) If a player lands units amphibiously into an enemy homeland region that is not "Uprising" (see "Uprising" below), three (3) enemy Militia units appear in the region where the landing takes place. 4) If a region that is being landed in contains enemy units (including Militia as a result of #3 above), a battle is fought. The defending enemy units get an additional +2 on all fire and charge combat rolls for this entire battle. Ownership of Regions Major Nations can own regions in addition to their homeland regions. Ownership can only change hands as a result of a Political Action (see below). Even if an enemy nation's units "occupy" a region (by having armies there), they do not own it until Ownership is changed as a result of a Political Action. Production Production occurs after every three movement turns (months), after the March, June, September, and December Turns. Production Points During each production round, each player takes a turn adding up his total Production Points based on how many regions he "Owns" (This is not necessarily the same as those that he occupies with troops - see Ownership above). Regions that are occupied by enemy armies or in "Uprising" (see "Uprising" Political Action below) are not counted toward a nation's total production points for that Production Turn. Every Region is worth 2 Production Points , and Capital Regions are each worth unique amounts of PP's depending on the Capital Region (Listed Below). The exception to this is that all regions in North Africa (between Morocco and Egypt), Caucasus, and the Middle East which are only worth 1 Production Point . Note: BRITISH PRODUCTION POINTS The British player may give some or all of his production points to other players. Because of their shortage of manpower for the army, their relative safety from invasion, and their surfeit of money, the British tended to give money and armaments to other nations to do their fighting for them. Mainland European powers were happy to get British cash and equipment, but resented the British for it at the same time. THE OTTOMAN GOVERNMENT All regions owned by the Ottoman player (including homeland) only generate 1 Production Point during the Production Phase instead of 2. The exception to this is the capital region: Constantinople, which generates 2 PP's. The Ottoman government and bureaucracy was medieval in organization, structure, and outlook, and riddled with inefficiency and corruption. Although these traits existed in the more modern European great powers as well, they reached amazing depths within the Ottoman Empire. Values of Capital Regions: Paris: 10 London: 10 Berlin: 10 St. Petersburg: 2 Moscow: 2 Constantinople: 2 Vienna: 8 Madrid: 2 Production points may be spent or saved at the player's. However, only the British player may give PP's to other players. Purchasing After Production Points are calculated, the players then take turns spending their production points to buy new units. Units Militia Cost: 2.5 Move: 1 Attack Dice:1 Local Fighters: Can't leave homelands, unless Ottoman or Prussian. Weak Morale: Enemy can eliminate them with 5 and 6 rolls. Ill-disciplined: Rally only on a "6" instead of 5-6 Infantry Cost: 4 Move: 1 Attack Dice: 1 Elite Infantry Cost: 6 Move: 1 Attack Dice: 2 Special: Players must build 2 regular Infantry units for each Elite Infantry unit produced (in the same production phase when the Elite Infantry is built). Special: Disciplined: Can be rallied with a 4, in addition to normal 5 and 6 Artillery Cost: 8 Move: 1 Attack Dice: 4 in front rank, 2 in rear rank Special: Gun Range: Can fire from rear rank Irregular Cavalry Cost: 5 Move: 2 Attack Dice: 2 Specials: Eastern Cavalry:Only available to russians and ottomans Weak Morale: Enemy can eliminate them with 5 and 6 rolls. Ill-disciplined: Rally only on a "6" instead of 5-6 Bloodthirsty: +1 to hits during the pursuit after enemy retreats. Cavalry Cost: 7 Move: 2 Attack Dice: 3 Cuirassier Cost: 9 Move: 2 Attack Dice: 4 Leader Cost: 8 Move: 2 Attack Dice: 3 (in front rank) Special: Leaders cannot be attacked in battle, only in pursuit. Special: Leaders in the rear rank get 2 rally attempts (see below) (Napoleon is a special leader, rolls 5 dice when in front rank, and +1 in all rally Attempts, if he dies, the French player loses the war (sues for peace) immediately.) Naval Squadrons Cost: 10 Move: Unlimited sea areas Political Action Cost: 7 Used to do political things Placing A player's newly produced units may be placed in any of that player-nation's homeland regions that are not owned by another nation, occupied by enemy armies, or in Uprising. If a nation has no homeland regions that fit that description, it may not build new units. Newly built naval squadrons must be placed in that nation's homeland ports that fit the above description. THE BRITISH ARMY The British player may not build more than 2 new land units (Infantry, Cavalry, Artillery, or Leaders) in any single Production Turn. (It can build elite infantry without having to build 2 infantry though.Because the British placed so much importance on their fleet, it usually received the lion-share of resources. This included things like men, money, and armaments; All things that the British army needed and had a difficult time getting. Consequently, the British army grew very slowly throughout the period. THE OTTOMAN ARMY The Ottoman Empire may only produce Militia, Irregular Cavalry, and Leader units. They may not produce artillery or other, more advanced types of Infantry or Cavalry until Reformed by a card. While the Ottoman army attempted to keep pace with their European neighbors, they steadily fell behind in weapons technology as well as tactical and organizational innovations. Their armies resembled swirling masses of insects rather than the ordered and disciplined ranks of European armies. If an enemy army could weather the first frantic rush, they could usually defeat the disorganized and disheartened mob of Ottoman warriors. Alliances Alliances may be formed to allow players to co-operate against another nation or nations. Alliances may only be formed as a result of a "Diplomatic Overture" Political Action. Alliances have the following benefits and rules: 1) Allied nations may put their units under the command of allied players 2) Allies may fight battles together as if they were one nation. 3) Naval squadrons may transport allied units of other nations. 4) Allies may move into each other's ports. 5) A nation is never obligated to go to war with the enemies of his ally. The decision of whether to go to war with an ally's enemy is always available to a player, but not required. Failing to declare war on an ally's enemy does not automatically end the allince Political Action and Diplomacy Points Political Action Points (PAP's) are a way of tracking Political "Capital" or Influence. Players accumulate Political Action Points over time, or for winning battles, winning wars, and through the investment of hard cash (trade grants, bribes, etc.). Player-Nations may spend this political capital to perform various Political Actions (see below). He may hold his PAP's for as long as he desires. He may spend them at any time. Political Action Points are earned as follows: ■ Before each Production Phase, each Player-Nation gets (1) ■ When a Player-Nation wins a major battle (1) ■ When a Player-Nation wins a war (2 or 1) ■ When an enemy nation is defeated. The first nation at war with the defeated nation gets 2 Political Action Points. The second nation at war with the defeated nation gets 1 PAP. All others get 0 PAP's. ■ PAP's may be purchased during a player's Production Turn for 10 Production Points Political Actions Players may choose from the following menu of Political Actions. These actions may be performed at any time, provided that the player has enough Political Action Points to pay the cost. Diplomatic Overture Cost = 2 PAP's Diplomatic Overture is essentially an attempt to change the diplomatic status of that nation up or down. For Example: If the target nation is Neutral toward your nation, a successful Diplomatic Overture would make them "Allied". There are three different types of Diplomatic Overtures depending on whom they are targeting: • Player Nation (One of the seven Major Nations that was also a player's starting nation): A Diplomatic Overture to another Player-Nation is very simple. The player who wants to improve their diplomatic status, pays 2 PAP's and announces the Overture, the target player-nation then responds with agreement or refusal. Either way, the PAP's are spent. • Neutral Minor Nation (A region that is not owned by any major nation): A Diplomatic Overture to a Minor Nation is an attempt to draw them into the player-nation's alliance. The effect of this is to give the player-nation control of the minor nation (ownership) and its forces. When attempting this, a player must pay 2 PAP's and roll two dice. If he rolls a 9 or higher (8 or higher if he has a Leader unit in the Minor Nation), the attempt is successful and he gains control of that region. He also gains free military units (representing the army of the minor nation) that are placed in the minor nation that has joined his "sphere of influence". The forces that join are determined randomly: 1-4 infantry (roll one die and ignore a 5 or a 6), 1-2 cavalry, and 0-1 artillery units (1,2,3 mean 0 and 4,5,6 mean 1). Minor nations that join a major nation in this way are treated as part of the major nation's empire. A failed attempt has no negative effects except the loss of the 2 PAP's. Portugal, Holland, Denmark, and Sweden had fairly large navies during the Napoleonic era. If they join a player nation's empire through a Diplomatic Overture or annexation, one free naval squadron is placed in an adjacent sea area. If a player attempts to annex one of these nations and the Minor Nation resists them, the free naval squadron goes to the Player Nation that gains control of their forces Annex Region Cost Various (see below) Annexing regions is the primary way in which control of regions changes hands. There are three forms of annexation: • Region belonging to a Major Nation (Non-Homeland): Cost = 1 PAP Regions may only be taken from a Major Nation after it has just lost a war (sued for peace). As soon as any war ends, a "Congress" occurs to determine how many regions the loser loses, and which of the victors gets them. (see Sue for Peace below) • Region belonging to a Major Nation (Homeland): Cost = 2 PAP's This is the same as above, except that each homeland region costs the victors 2 PAP's to annex. A Major Nation's Capital Region (except st. petersburg) cannot be annexed until all other homeland regions of that nation have been annexed first. • Neutral Minor Nation: Cost = 1 PAP Player-Nations may declare that they are annexing any Minor Nation at any time during their turn as long as they have at least one military unit in the region being annexed. After this announcement has been made, that player rolls to determine whether the Minor Nation resists or allows itself to be absorbed. One die is rolled. If a "5" or higher is rolled (with the modifiers below added), the attempt was successful, and no resistance occurred. However, if the modified result was less than "5", then the Minor Nation defends itself with its military units. MINOR NATION MILITARY UNITS (roll randomly) 1 to 4 Infantry, 1 to 2 Cavalry, and 0 to 1 Artillery MODIFIERS: • Add "1" to the roll if the annexing nation has 4-6 military units in the Minor Nation. • Add "2" to the roll if the annexing nation has 7 or more military units in the Minor Nation. • Add "1" to the roll if the Minor Nation is adjacent to any region that is already owned by the annexing nation. • Subtract "1" from the roll if there are any Major Nations which claim to protect the state. Sue for Peace Cost = 2 PAP Suing for peace means that the major nation has lost the war that it is in. Major nations will sue for peace due to one of three things: 1) The player controlling that nation decides to do it to end a war. (Voluntary) 2) 2 The nation loses a battle wherein it lost 6 or more units AND it failed its "Commitment Rating" roll (see below). (Involuntary) 3) Enemy troops entered the nation's capital region AND it failed its "Commitment Rating" roll (see below). (Involuntary) After a nation sues for peace, all nations that were at war with it are now neutral. The loser must lose 2 PAP's, and the winners gain PAP's: (2 for the first nation to declare war on the loser, 1 for the second nation, and none for other nations who declared war thereafter). After the end of the war none of the winning nations may declare war on the losing nation for 12 turns (1 year), although the loser can declare war on any of them. Immediately after the war ends, the winning nations hold a "Congress" to divide the spoils. Each nation takes turns annexing one region belonging to the loser. The first nation to declare war on the loser chooses first, the second next, and so on until no one wants or can afford any more (see Annex Region above). The loser may, of course, negotiate deals with the winners to influence them in their decisions. Cause Uprising Cost = 1 PAP When this action is chosen, an "Uprising" occurs in any non-homeland region chosen by the player performing the political action. (Three traditionally rebellious homeland regions may also be chosen: Ireland, Poitou, and Donetsk). Until the uprising is defeated, the owning player does not gain PP's for this region. If it is a homeland region, enemy forces may amphibiously land there without penalty or the creation of defending militia as long as the uprising is going on (see amphibious landings). An uprising may be put down by the nation that owns the region by the movement of military units into the region. At the end of every one of the owning nation's turns that it has military units in the region, the player may roll to put down the uprising. He rolls two dice. If the die roll is equal to or less than the number of military units in the region, the uprising is put down. If the roll is higher than the number of military units in the region, then the player loses one unit from the troops in that region (his choice). Liberate Region Cost =1/2 PAP (2 for 1) After a player-nation has defeated another nation in war, he may choose to "Liberate" regions owned by the defeated nation. The victorious player names the two regions during his turn of the "Congress" (see Sue for Peace) and pays 1/2 PAP per region. They return to their original ownership: Minor Nations become independent again, and homeland regions return to the control of the homeland nation. Break Alliance Cost = 1 PAP A player-nation may end an alliance at any time for the cost of 1 PAP. Any troops that share a region with the old ally must be moved out immediately unless war is declared or a "Right of Passage" is granted. If they cannot move to a region that is not owned and/or occupied by their former ally, they may be moved immediately to their nation's Capital Region if it is not occupied by enemy troops. If both players have troops in the same region at the end of the turn that the Alliance was broken, and a "Right of Passage" is not in force, battles will occur whether they want them to, or not (although war will not necessarily be declared unless one of them declares it.) Right of Passage Cost = 0 PAP A player-nation may request the "Right of Passage" any time and at no cost. If granted, the player's units may move through regions owned by the granting nation, or occupied by its troops without a battle resulting. When the right is rescinded, the player's units must move out of the other player's regions immediately. If both players have troops in the same region at the end of the turn wherein the Right of Passage was rescinded and there is no alliance in place between the two nations, battles will occur whether they want them to or not (although war will not necessarily result unless one of them declares it). Declare Protectorate Cost = 0 PAP, limite once per every three months A player-nation may claim to protect any minor nation at any time. If an enemy tries to annex it, the minor will join you if it resists but you MUST also declare war on the nation invading regardless of outcome (for free). You can cancel this whenever Declare War Cost = 1 PAP Player-nations may declare war on any other major nation in the game at any time. The military units of the two nations may then enter each other's regions and engage in battles. War between two nations may only end if one of the nations sues for peace or an Armistice is agreed to. Declare Armistice Cost = 1 PAP each Two player-nations who are at war may agree to end the war without a winner. This costs them each 1 PAP as they have both proved that they are not strong enough to win the war. This political action ends the war between them but it does not affect wars that either of them may have with other nations. -- Commitment Ratings --- Each major nation has a Commitment Rating assigned to it in each scenario. A Commitment Rating is the ability of that nation to continue fighting (avoid "Suing for Peace") after an enemy has beaten them badly on the battlefield or captured their Capital. If a major nation loses a battle wherein they lose 6 or more units, or an enemy unit occupies their capital region, they must roll two dice. If the resulting roll is higher than the nation's "Commitment Rating", then that nation immediately loses the war and "Sues for Peace" (see above). For 1796 scenario they are as follows France 9 Britain 8 Prussia 6 Russia 6 Ottoman 5 Austria 7 Spain 5 Sweden 5 Denmark 5 Naples 5 Land Battles[/color] Whenever two enemy armies occupy the same region, a tactical battle occurs. The player that moved his army into the region where the battle occurs is the "attacker", and the player whose army were already there is the "defender" for that battle. "Major Battles" are when both sides have 6 units or more (not including leaders). If either player has 5 or fewer units, then the battle is considered a "Skirmish" ( I autoresolve skirmishes by just having both sides fire at e/o until one wins). The player that wins a major battle will get to draw a card. Setting up a Major Battle At the beginning of the battle both players choose if their units will be in the front or the rear rank and pm this to GM. The Sequence of Battle When both players are ready to begin the battle, . The sequence of battle is as follows: MOVE: Defender may move any or all units FIRE: Defender "fires" any or all units that may fire RALLY: Defender's Leaders may attempt to "Rally" eliminated units from this battle (if there are any) MOVE: Attacker may move any or all units FIRE: Attacker "fires" any or all units that may fire RALLY: Attacker's Leaders may attempt to "Rally" eliminated units from this battle (if there are any) This sequence is repeated until one side wins the battle and the loser retreats. Moving During a player's Battle Move Phase, he may move any units from the front rank to the rear rank and vice versa. There are no limitations on how many or which units may be moved except that there must be at least one non-leader unit in the front rank at all times to avoid losing the battle (see "Ending the Battle" below). Firing During a player's fire phase, each unit that is in the front rank must "Fire" at the enemy units that are in the enemy's front rank. When firing, the player rolls a certain amount of dice for each unit (1 for Infantry, 3 for Cavalry, 3 for Leaders, and 4 for Artillery, etc). For each "6" that is rolled, a "Hit" is scored and an enemy unit from the enemy's front rank is eliminated. Any unit that is in the enemy's front rank may be chosen by the firing player to be eliminated (except for leaders). During the battle, only units that are in the enemy's front rank may be fired at. Artillery Fire The exception to the front rank firing rule is that artillery units may fire from the Rear Rank. When artillery units fire from the rear rank, they roll 2 dice (as opposed to the 4 dice that they roll when firing from the front rank). Leaders Leader units that are in the front rank may fire. When they are firing from the front rank, they get 3 dice. When they are in the rear rank, they may not fire, but they may "Rally" (see below). Leaders may not be eliminated in battle, but may be eliminated in pursuit after a battle (see below). Eliminating Units and Rallying Units that are eliminated are not necessarily destroyed, and may be "Rallied" and brought back into the battle. Leaders that are in the rear rank (only) may attempt to rally troops that have been eliminated from that battle. During each Rally Phase, each leader that is in the rear rank rolls two dice. For each "5" or "6" that is rolled, one unit that was eliminated is "rallied" and return to the rear rank. Ending the battle, Retreat and Pursuit As soon as a player has no armies (non-leader units) remaining in his front rank, he loses the battle. The other player (the winner) then gets one additional fire phase called "Pursuit". During pursuit, the winner fires all of his units normally (using the same dice as he would during the battle), except now he may target and eliminate any enemy units (including leaders and units in the enemy's rear rank.) A player may voluntarily lose a battle during his Move Phase by moving all of his units out of the front rank. Retreating from Battles After Pursuit fire, all of the loser's surviving units must "Retreat" from the region where the battle took place. The winner's surviving units remain in the region where the battle occurred. Where to Retreat The defending player may retreat his surviving units to any region adjacent to the region where the battle occurred, except: ■ A region containing any enemy armies ■ A region from which any attacking armies entered the battle The attacking player may only retreat to any adjacent region(s) from which his armies entered the battle. Note: A player may not retreat his units amphibiously. Naval Battles Naval Battles When a naval battle occurs, each side rolls two dice and adds the total of the naval squadrons that they and their allies have in that sea area. The two sides then compare their two totals. The side with the smaller total loses the Naval Battle and some naval squadrons based on the difference between the two totals. Difference Loss 0: No Loss 1 or 2: Lose 1 Squadron 3 or 4: Lose 2 Squadrons 5 or more: Lose 3 Squadrons OTHER BONUSES IN NAVAL BATTLES Ports: As stated above, if a battle occurs in a port, the defender adds "2" to his naval battle roll. Some major nations have special advantages or disadvantages: THE BRITISH FLEET When at least half of the naval squadrons on one side of a naval battle are British (red), that side gets +1 on the naval battle roll. During this era, the British not only had the largest fleet, but they also had the best trained and most experienced crews and captains. When faced with relatively even odds, the British squadrons would almost always triumph. THE OTTOMAN NAVY When at least half of the naval squadrons on one side of a naval battle are Ottoman, that side gets -1 on the naval battle roll. Similar to the Ottoman army, the Ottoman navy had fallen behind their European counterparts in the quality of the weapon systems and the innovations of their use in battle. There are two types of Interception: INTERCEPTION OF NAVAL SQUADRONS When naval squadrons belonging to nations at war occupy the same sea area, a naval battle may occur. If both sides want a battle, it occurs. If neither side wants a battle, it does not occur. If one side wants a battle, and the other does not, the moving player rolls to see if the reluctant naval squadrons are "Intercepted" and forced into a naval battle. The player rolls one die. If a "5" or "6" is rolled, the fleeing naval squadrons are intercepted and a naval battle follows immediately (see "Naval Battle" below). If the naval squadron(s) that are attempting to avoid battle have just left a port and are attempting to avoid enemy naval squadrons in a sea area adjacent to the port (anchor symbol), then they will be intercepted on a "3", "4", "5", or "6" instead of the usual "5" or "6". This also applies if they are attempting to move through the straights from The Mid-Atlantic to The Barbary Coast (or vice versa), or from The Aegean Sea to The Black Sea (or vice versa). INTERCEPTION OF TRANSPORTS When a player is amphibiously moving an army unit and it is attempting to move through a sea area that contains enemy naval squadrons, he must roll to see if they are intercepted. The moving player rolls one die for each unit. If the result is more than the Interception Rating (see below), then the unit is safe and may continue moving. If the roll is equal to or lower than the Interception Rating for that sea area, then it is intercepted and eliminated. The Interception Rating is simply the total of enemy naval squadrons in that sea area minus the number of naval squadrons owned by the moving player and his allies in that sea area. This total can never be less than "1" if there is even one enemy naval squadron in a sea area. Card Play ■ 1 card is drawn by each player before his Production Turn. ■ 2 cards are drawn by a player who wins a Major Battle (6 or more military units on both sides) ■ 1 card is drawn by a player who loses a major battle Some cards must be played immediately after they are drawn (Random Events), others may be held in a player's hand until he wants to play them. These may be played at any time (even during another player's turn or during a battle). A player may only hold a maximum of four cards in his hand. If he already has four cards and wants to place another one in his hand, he must either play or discard one of the original four. When cards are playedor discarded, they are placed back into the deck and it is reshuffled. Random Event Cards:Random Event cards must be played immediately afterbeing drawn. Effect Cards: Effect Cards are similar to Random Event Cards, except that the player who holds them may determine if and when he wants to play them, and sometimes upon whom. Effect cards may be played immediately or held in a player's hand. They may be played at any time that is appropriate (They are marked as either Strategic or Battle). The Strategic cards can be played any time at all, while the battle cards can only be played when the owning player has units in a tactical battle. Innovations Cards:Innovations Cards represent the many tactical innovations that were invented, evolved, and perfected during the Napoleonic period. When a player "possesses" a particular innovation. His forces then benefit from that innovation. Victory Conditions After 12-18 months (idk yet) (probably like 1 month or so irl depending on how fast people post movements and resolve battles) the game will end: 1) Total Victory (Very Rare; This player is an especially gifted warrior-king. Their nation is destined to rule the world.) All Nations except Great Britain: ■ Own more regions than the next two largest nations combined; AND ■ Retain ownership of all of their own homeland regions. Great Britain: ■ Own more regions than any other single nation; AND ■ Have a navy that has more squadrons than the next two largest navies combined; AND ■ Retain ownership of all of their own homeland regions. 2) Major Victory (This player has placed his nation into a dominant position in Europe. They will have an advantage in the next war.) All Nations except Great Britain: ■ Own more regions than any other nation, AND ■ Retain ownership of all of their own homeland regions. Great Britain: ■ No other nation owns more than 8 non-home-land regions; AND ■ Have a navy that has more squadrons than thenext two largest navies combined; AND ■ Retain ownership of all of their ownhomeland regions. 3) Minor Victory (These players have ruled well. Their nation is still an important player on the world stage.) All Nations except Great Britain: ■ Own the second or third most regions, AND ■ Retain ownership of all of their own homeland regions. Great Britain: ■ Have a navy that has more squadrons than the next two largest navies combined; AND ■ Retain ownership of all of their own homeland regions. 4) Survival (This nation has not improved it's position much, if at all. It is still a contender, but will have to find powerful allies for the next war.) All Nations including Great Britain: ■ Retain ownership of all of their own homeland regions. 5) Defeat (This nation is still alive, but has been reduced in strength. It will probably fade into the status of a minor power.) All Nations including Great Britain: ■ Retain ownership of at least one of their own homeland regions, but do not own them all. 6) Extinction (This nation exists no longer. It has beentossed upon the scrap heap of history.) All Nations including Great Britain: ■ All homeland regions are owned by other nations; Completely eliminated from the game.
Caricamento...
Caricamento...
|
|
21.10.2016 - 15:49
Count me in!!! Do we choose our countries or will you divy them up? If the former, I would like France or Ottomans :3
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
Caricamento...
Caricamento...
|
|
21.10.2016 - 15:56
First come first serve or you can trade with others
Caricamento...
Caricamento...
|
|
21.10.2016 - 15:57
Please put me down for France
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
21.10.2016 - 16:39
i edited 10 mins ago
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
21.10.2016 - 18:42
invited to SP Police for trolling
---- ho
Caricamento...
Caricamento...
|
|
21.10.2016 - 19:15
trolling in heart!
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
21.10.2016 - 22:39
If anyone would like to switch with meh let me know por favor
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
Caricamento...
Caricamento...
|
|
22.10.2016 - 00:56
I'd said "in" when you advertised on Imperium of Man game kick rank 3 alt and put me there pl0x
----
Caricamento...
Caricamento...
|
|
22.10.2016 - 02:49
I would but I'm Sweden.
Caricamento...
Caricamento...
|
|
22.10.2016 - 02:52
Looks like a nice game, reminds me of empire total war... Looks like everything is taken, but you know I check forums everyday, so if you need another player just quote me (if you do add 4 minor states and let me in, I'd love to be Portugal. I'm guessing HRE isn't in this, it would probs get shredded by France and Aust anyway)
----
Caricamento...
Caricamento...
|
|
Caricamento...
Caricamento...
|
|
22.10.2016 - 04:36
>when Naples has a land army as big as GB
Caricamento...
Caricamento...
|
|
22.10.2016 - 07:36
Caricamento...
Caricamento...
|
|
22.10.2016 - 07:54
Austria has 29 units, Prussia has 14 so no
---- Someone Better Than You
Caricamento...
Caricamento...
|
|
22.10.2016 - 08:59
Can I switch with you? I want to be France.
Caricamento...
Caricamento...
|
|
22.10.2016 - 08:59
Can I switch with you? I want to be France.
Caricamento...
Caricamento...
|
Sei sicuro?