1805 to 1810 Napoleonic Campaign Game parameters and rules:
1. This scenario simulates the flavor of Napoleonic conflict, without specifically simulating exact campaigns. There are 14 regimes and many variants that allow for a diverse range of diplomatic scenarios. The regimes are not balanced – France is strong at land and Great Britain is strong at sea. Other regimes should take this into account when developing their plans.
2. Production. Each country has it’s own people. Production levels are further modified by:
a. Trade with Britain. Every port has a trade value and the regime will get an increase in productivity if not at war with Britain (e.g., a port with a trade value of 2 increase productivity from 100% to 102%)
b. Tribute to Turkey. Turkey’s productivity level starts at 50% but is increase by 1% for each VP that Egypt has, provided that Egypt is not at war with Turkey. This bonus goes away if Egypt combines with Turkey
c. Barbary Pirates. The Barbary Pirates productivity is increase by 1% for each frigate in their OOB. This bonus goes away if they combine with Turkey.
3. Units. A new unit set is used. There is no R&D.:
a. Land units – Militia, Infantry, Guards. Note that France and Britain use superior infantry
b. Artillery – Artillery, Coastal Guns, Mortars. Artillery is a general weapon for field combat. Coastal Guns and Mortars are used against ships and urban areas respectively. Coastal Guns and Mortars move slowly. Artillery moves like infantry.
c. Cavalry – Light Cavalry, Heavy Cavalry. Note that France, Turkey and Egypt have superior heavy cavalry.
d. Ships – Frigates, Ships of the Line. Note that the British have superior Ships of the Line. Ships have small cargo and transfer capacity. Sea Transports have double transport capacity.
e. Special units – Spanish partisans, Cossacks, Turkish (and Egyptian) Feudal Levys. These units use no supply and arrive is Spain is at war and occupied (for the Partisans). The Cossacks and Feudal troops arrive every April and October provided the regimes are under strength for these troop class (e.g., Russia gets 20 Cossacks, Turkey gets 100 Feudals, Egypt gets 20 Feudals if not combined with Turkey).
f. Staff - Name Leaders. Most regimes can use assigned Leaders. A unit leader can be promoted if an exisiting Leader has been killed in combat those designated. The named leaders have a staff bonus of 20%, 30%, 40% and 50% respectively. Name Leaders in terms of staff bonus and power points they can influence. The named leaders are unique and cannot be replaced. Please note rankings are 5 star, 4 star, and 3 Star. 5 star Generals are not avalialble on every country but those that are a Commander in Chief and can also command any one command level at the same time but must take seniority over any other leaders in the same stack. 4 Star Generals can command Army HQ units or a lower command levels like a Corps subformation type, but cannot command more than one units at a time. 3 star generals can only command a subformation type, they cannot command any unit higher.
g. Leaders must be placed at all command levels appropiate to their rank, if a subformation type is not available in Third Party Battles then the unit in not counted. If there is more than one leader type in a formation, then the Corps or Army name must have the leader name included. ie 1st Corps Soult, or Army of Italy Messena or Seniority take presdence, over lower leader classes.
4. Movement. Regimes start ‘In Garrison’. While in garrison, land movement cost is doubled by 50% of supply needed is provided through an event. Regimes can play an action card to ‘Go into the Field’. While in the field, regime armies have normal movement cost but also must produce there full supply level. Supply is more expensive and production levels are low so it will be difficult to support a large army, especially in the winter. Regimes in the field may go back into garrison by playing an action card. They may also play a ‘Forced March’ card. This doubles land movement but inflicts a readiness penalty next round due to exhaustion. Note that a regime controlled by the AI moves as if in the field but gets the supply benefits from being in garrison.
5. Diplomacy. To play diplomatic cards against a regime, a player must first play the action card with the regime’s flag. The appropriate action cards will now become available:
a. Give supply or units. Sends reinforcements and supply. Can only be played if the target regime controls it’s capital. This can be part of a peace arrangement with another regime.
b. Make peace. If at war, the regimes are automatically at peace. Only the regime with the higher victory points can play this card. Note that the target regime can immediately declare war.
c. Join regime. If you are playing a multiplayer and want to leave the game, this card folds your regime into the target regime. If play, a second card asks for confirmation. This is not reversible.
d. PBEM control cards. If this variant is selected, players can set regimes to sleep or wake them up. This is useful if a player must temporarily step away from the game and does not mind having his turn skipped.
e. Give PP. Political points are the currency to exchange for dealing with other regimes, in trying to maintain peacefull relations or as part of a peace terms between players.
f. Unselect regime. Clears the current regime and re-deals the flag to allow selection of a new regime.
6. Purchase cards. If a player controls their capital, they make purchase land units directly with PP. Also this may be part of a peace term.
7. Wx. Winter impacts the northern part of the map during December through February. There is a chance that winter will also impact November and March turns. In the winter zone, units have a readiness penalty.
8. Victory. Victory conditions though starting and average VP are tracked as regime variables. Players agree to victory conditions of the game is the highest Average VP wins
THIRD PARTY BATTLES RULES
TPB rules please use the rules below
1. All units are in HWLG CEH Values
2. Combat procedures are completed in either of 2 ways ATG combat systems where an attack is done versus 1 defender Corps or unit with combined value of 49 CEH or under, this is know as Trivial Combat . All other combat is done by Third Party Battle (TPB) using Histwar les Grognards game system. CEH are those SFT added together of all three, Cavalry, Infantry & Artillery. Where there is no leader in a Corps that Corps will not be counted in a third party battle.
Third Party system will follow the below steps:
a. Only the current phasing player can initaite a TPB, in a neigbouring hex, providing there is enough Action Points (90) and the stacking points of the attacking phasing player must be 200 CEH or under to do so, and at the end of the phasing players move turn can initiate TPB where apllicable and must be resolved before any Trivial Combat in the same turn.
b. Where the TPB occurs the current phasing player must indicate as per diagrams or screenshots where these battles are to take place. Also making screenshots of the defenders army, and copies to be sent to the defender. In ATG map "close" mode.
c. When all TPB concludes for the phasing player, the CEH end calculation as per HWLG Stats Screen losses for each army is transfered to a "dead Corps" units in ATG admin and then disbanded. There is a delete unit card available for this use, only units highlited can be deleted.
In the subsquent player turn, of these TPB losses are also are to be transferred in the same way, before the next phasing player does any moves or trvial battles in ATG or by TPB.
d. Withdrawal of the defending player after TPB must occur after casualties have been taken and if the defender has lost the battle only with a result of Strategic loss of any kind in HWLG.
e. ARMY leader of 4 Stars or Higher is within 3 Hexes, that leader is entitled to be Represented in the Third Party Battle. If outside that range, a die roll will be determined as per Rule Group 8 ( 20% reduction chance for every hex outside 3 hexes) if not then Seniority runs to the most experienced leader in that stack (ATG Rated) if a corps commander to be represented as Army leader in this case, for a Histwar Third Party battle then the game corps leader is the same name.
Minor Country Corps can only be made if any Major Power controls the below towns, Using only troops SFT types of similiar regime
# CORPS NAME TOWN
1 Bavaria Munich
1 Hesse Kassel
2 Naples Naples
3 Italy 1Venice 1Milan 1Turin
1 Saxon Dresden
3 Sweden Stockholm
1 Westphalia Minden
1 Wuttemburg Stuttgart
1 Baden Karlsruhe
1 Denmark Copehhagen
1 Cleve Berg Dusseldorf
1 Nassau Frankfurt
1 Swiss Zurich
1 Hanover Hanover
1 Dutch Amsterdam & Breda
1 Inf 1Cav Poland Warsaw
Percentage chance for weather according the seasons here is the guidlines for a TPB
SUMMER
0 to 90% Fine
91 to 100% Rain
SPRING
0 to 50% Fine
51% to 70% Fog
71% to 100% Rain
AUTUMN
0 to 50% Fine
51% to 80% Fog
81% to 100% Rain
WINTER
0 to 40% Fine
41% to 70% Fog
71% to 100% Snow