The original rules

There are some vague rules in the original rules. e-mail me about vague ones you see (not house rules)

1. When country (a) has a fleet(s) is in a blocade box of a country that it is at war with, if country (b) comes from any where but the blockcaded city and moves into that blockcade box regular sea combat (make chit choice) will occur.

country (a) wins battle, loser has choice to retreat to sea zone or closest port (except one being blockaded) in pbem game, default will be sea zone which will be calculated by die role and port will be decided by the biggest port guns if more than one port is of equal distance.

country (b) wins battle, same as above and it gets to keep moving.

Austrian succession campaign game rules

This campaign simulates warfare from (beginning of dec) 1740 to (the end of dec) 1748

All major powers starting victory points are 0

There is a limit or max that you can bid on a country. That limit is different for each country. I am the only one that knows the limits or the bids. If you exceed the limit your bid will be 1. obviously 33 X 11 = 363 - 231 = 132 would be extremly hard, if not already over the bid limit. 33 wouldn't be that bad of a bid assuming you could get 8 victory points (vp) every economic phase. Nobody except the person that bid for the country and myself will know what they need to win the game. Nobody will know what country will be bid on first second etc.. it will be done randomly. The highest bidder on that country will be given that country. Then the next one will be done randomly until the last one. I will make Austria France Britian and Prussia the random top four. Give me the most prefered country in case of a tie. I really want you to play the country you want to play, so you can have fun. The thrill of victory the agony of defeat. Remember the ally today could be your enemy tomorrow. That's why I love this game but it has so many rules that are vague and unreasonable that many of them must be changed, so please read all the rules and e mail me about anything you don't understand.

status card setup:

political status:

Time

The game begins December 1740 and ends after the December 1748 turn.

 

Existing wars and treaties

Peace:

Turkey finished a war with Russia and Austria in 1739 and as a result have enforced peace with both of those powers until March 1741.

Forces setup:

setup is simultaneous

The major powers' forces begin with these strengths:

AUSTRIA; 70I, 10M, 8G, 11C, 2 depots, no more than 5 corps, $12, and the BROWNE leader.Both insurrection corps start at full strength but may not be set up on the map. The Tyrol corps will be used only under the conditions of 10.1.5. The Austrian freikorps is not used in this campaign. All Austrian corps must start within the Austrian home nation and no city outside of the Austrian home nation may have more than 1 factor as a garrison.

FRANCE; 50I, 20M, & 8C, 3 depots, no more than 3 corps, 40 ships, any fleets, $10, and the LOUIS, BROGLIE and CHARLES leaders. France also sets up the forces of Bavaria. All French corps must start within the French home nation and no city outside of the French home nation may have more that 1 factor as a garrison. All Bavarian forces must start within Bavaria.

GREAT BRITAIN; 18I, 1G, 4C, 2 depots, up to 2 corps, 75 ships, any fleets, $16, and the GEORGE and CUMBERLAND leaders. Great Britain also sets up the forces of Hanover and Hesse.Option 12.3.2 is being played with, British training applies to Hanover.

PRUSSIA; 50I, 5G, 9C, 4 depots, any desired borps, $24, 10 mp and the following leaders: FREDERICK, SCHWERIN and DESSAU.

RUSSIA; 60I, 20M, 6C, 2 cossacks, up to 3 corps, 10 ships, any fleets, $12, and the KEITH and LACY leaders.

SPAIN; 30I, 15M, 6C, 1G, 2 depots, up to 3 corps, 60 ships, any fleets, $10, and the PHILIP and MONTEMAR leaders. Spain also sets up the forces of the Kingdom of Two Sicilies.

TURKEY; 11I, 3C, 2 depots, up to 2 corps, 30 ships, any fleets, $6, and the GRAND VIZIER and AHMET PASA leaders. All feudal corps begin at full strength (8 for the infantry and 7 for the calvary) but may not start on the map. Turkey also sets up the forces of Egypt and Syria; all Egyptian forces must start in Egypt and all Syrian forces in Syria.

POLAND; 17I, 4C, 2 depots, up to 2 corps $6, and AUGUSTUS leader. Starts with all feudal corps full but may not start on the map. 1 Infantry Corps of maximum strength 8I 2C, 1 Cavalry Corps of maximum strength 4C, 2 Feudal Cavalry Corps each of maximum strength 8FC, and 4 Feudal Infantry Corps each of maximum strength 9FI. These Feudal Corps are the same in every way except size as turkish feudal corps.

14.9.5 CONTROL:

Austria: does not control East and West Galicia (currently home nation provinces of Poland). Otherwise controls its home nation, Silesia as a home nation province, Flanders, Lombardy and Tuscany as conquered minor countries.

France: controls its home nation except for Bavaria as a free state, Lorraine and Berg as conquered minor countries, and the colonies of Acadia, Quebec and Louisiana.

Great Britain: controls its home nation, the free states of Hanover and Hesse, Gibraltar as a conquered minor country, Majorca as a ceded province (Britain actually controlled Minorca, which is not separately represented on the map), and the colonies of New England, Pennsylvania, Virginia, Carolina and Georgia.

Prussia: controls its home nation minus West Prussia, Posen, Masovia (currently home nation provinces of Poland), and Silesia (currently a home nation province of Austria).

Russia: controls its home nation minus Lithuania, Polesia, Podolia, White Russia (currently home nation provinces of Poland) and Crimea (currently a home nation province of Turkey).

Spain: controls its home nation, except for Majorca (ceded to Britian); the Kingdom of Two Sicilies (including both Naples and Sicily), and the colonies of Florida and New Spain.

Turkey: controls its home nation, plus Crimea as an unceded province of its home nation, the free states of Syria and Egypt, and has conquered Palestine and Rhodes.

Poland: controls the provinces of Masovia, Posen, West Prussia, West Galicia, East Galicia, Lithuania, Polesia, Podolia and White Russia.

Reinforcements:

The following leaders arrive in the reinforcement Phase of the months and years indicated or on any later turn:

Austria: FRANCIS (JAN 1741), KHEVENHULLER (JAN 1741), NEIPPERG (JAN 1741), TRAUN (JAN 1741), LORRAINE (JAN 1742), LOBKOWITZ (JAN 1742).

France: MAILLEBOIS (JAN 1743), NOAILLES (JAN 1743), COIGNY (JAN 1743), CONTI (JAN 1744), SAXE (JAN 1745).

Bararia: SECKENDORF (JAN 1742).

Spain: GAGES (JAN 1742).

THE AUSTRIAN SUCCESSION:

Initially, there is no Emperor. Any of the following leaders may be elected Emperor:

The following are the electoral seats and who controls them:

Each electoral seat a major power controls gives that power one vote in the Imperial election. Duting any New Political Combination Step, if there is currently no Emperor, any major power may call for an Imperial election; each major power holding votes must vote for one of the candidate leaders (if still alive). If neutral, the minor countries of Bavaria and Kleves will vote for CHARLES, and Saxony will vote for AUGUSTUS; other minor countries will abstain. If a minor country's preferred candidate is ineligible (eg killed earlier), then it will abstain. If a candidate leader receives at least 5 votes, that leader is crowned Holy Roman Emperor. No other leader may be crowned Emperor while there is already an Emperor.

The major power controlling a leader which is crowned Emperor immediately gains +3 political points. The leader crowned immediately gains "1" to his strategic, tactical and tactical maximum ratings, and Imperial forces (Bavarian for CHARLES, Austrian for FRANCIS, Spanish for PHILIP, or Saxon/Polish for AUGUSTUS) gain "+0.5" to both their infantry and cavalry morale, for as long as the leader remains alive and Emperor. Additionally, the major power controlling the Holy Roman Emperor gains "+1" to all rolls for minor country control for minor countries in continental Europe located west of Poland, south of Denmark, and north of Switzerland, exclusive.

During every New Political Combinations Step following the Emperor's coronation, the Emperor must roll for leader casualties as in 12.7, even if not currintly placed on the map, if the Emperor is "wounded" he is instead "ill" for the duration, and if he is "killed" he dies of natural death.

Emperor status may be lost in the following ways: death of the Emperor as a leader casualty in combat; natural death; removal of the Emperor leader by peace term C.6; or eissolution of the Holy Roman Empire by peace term C.8. In all of these cases, all of the benefits of comtrolling the Emperor are lost. A new Emperor may subsequental be elected, except in the case where the Holy Roman Empire has been dissolved by C.8., in which case a new Emperor may not be elected unless the Holy Roman Empire is reestablished by peace term C.9

Peace term C.8 may only be applied to the major power controlling the Emperor; or, if no Emperor exists, it may be applied to Austria. Peace term C.9 may be applied to any power which has applied C.8 by any major power controlling a candidate for Emperor.

Add the new peace term B.8.: In all future Imperal elections, loser should use his electoral votes to vote for the candidate of victor's choice. If the loser votes for another candidate in defiance of this, the victor may declare war on the loser even if within normal peace-time restrictions (the normal 18 month period or B.2 or C.2).

Insurrection Corps:

Maria Theresa received the enthusiastic support of the Hungarians during this war. While Austria is at war with any major power, the two Insurrection Corps are nor restricted to operating within the insurrection provinces during this campaign; they may be moved anywhere in the Austrian home nation and minors, and, if offmap, the Austrian player may place them in any area of any insurrection province during a reinforcements phase. The insurrection provinces include Hungary, Transylvania, Military Border and Illyria.

New Leader Counters:

NEW CORPS STRENGTHS;

The corps to be used and their maximum strengths are unchanged except as given below:

Austria: The maximum strengths of all infantry corps is reduced to 10I/M, 1C.

Britain: The maximum strength of the I Corps is reduced to 8I 2G, and all other infantry corps are reduced to 8I.

France: The maximum strengths of all infantry corps is reduced to 10I/M, 2C, and all cavalry corps are reduced to 4C. The guard, artillery, XI and XII corps are not used. French corps counters have an intrinsic corps commander rating of "111" in both campaigns.

Prussia: The maximum strengths of all infantry corps is reduced to 9I/M, 3C. Prussian corps counters have an intrinsic corps commander rating of "221" in both campaigns.

Russia: The maximum strengths of all infantry corps is reduced to 10I/M, all cavalry corps to 3C, the guard corps to 5G 2C, and the artillery and XI through XV infantry corps may not be used by Russia at all. The Russian guard may be committed for at most a "+1" shift.

Spain: The maximum strength of the I Corps is reduced to 8I/M, 2G, 2C, and all other infantry corps to 8I/M, 1C.

Turkey: The maximum strengths of the janissary corps are reduced to 10I. The Nizami-Cedid Corps is not used. The feudal corps for infantry are reduced to 8 and the feudal cavalry are reduced to 7

Poland: has 1 Infantry Corps of maximum strength 8I 2C + 1 corps same size after reform, 1 Cavalry Corps of maximum strength 4C, 2 Feudal Cavalry Corps each of maximum strength 8FC, and 4 Feudal Infantry Corps each of maximum strength 9FI.

Minor Countries:

Sweden 24I, 5C, 12S; up to 3 corps maximum strength 8I 2C and the CROWN PRINCE leader.

Holland 20I, 3C, 30S; has 2 Infantry Corps, each of maximum strength 8I 2C.

Bavaria 20I 2C; has 2 Infantry Corps, each of maximum strength 8I 2C.

Saxony 10I 2C; has 2 Infantry Corps, each of maximum strength 8I 2C.

Lombardy 0; has 1 Infantry Corps of maximum strength 8I 2C.

Portugal 12I 1C 17S; has 1 Infantry Corps of maximum strength 8I 2C.

Eqypt 12I 6C 8S; has a fleet counter, but Egyptian fleets have a -1 in combat (or are 2.0 morale) much like Austrian and Prussian fleets. Egypt has 2 Infantry Corps, each of maximum strength 7I 3C.

Syria 5I 6C; has 1 Infantry Corps, of maximum strength 6I 6C.

The rest of the minor countries corps max size and morale stay the same as the orignal rules. minor country starting factors: algeria 5I 5C; Baden 4I; cyrenaica 5I 5C; denmark 6I 1C 30S; hanover 10I 2C; hesse 8I 1C; morrocco 5I 5C; naples 8I 1C 5S; piedmont 16I 2C; portugal 12I 1C 17S; syria 5I 5C; Tripolitania 5I 5C; tunisia 5I 5C; venetia 4I 1C 5S; wurttemberg 4I 1C;

FRANCE NOT A DOMINANT POWER

France is not a dominant power initially, and thus has 3.0 infantry morale and collects $10 fewer during Money and Manpower Collection and moves before Russia. France may only become dominant if she controls all home nation provinces and at least six of the territories listed in 11.8.4.1 and is at peace with all major powers during a New Political Combinations Step.

PRUSSIA HAS 3.5 MORALE INFANTRY

A rare military morale boost happened in history. A field Padre ,Padre Seegebarth, stopped the Prussians from breaking in a major battle in 1742. Great leaders or a respected man have that effect on men because they are able to remind them of a belief, cause or even fear. Prussia was also a well disciplined army compared to other armies of the time.

POLAND

I've read history books. This is very tough, but a player for this country seems possible. I'm going to have a lot of house rules here. Poland was being pillaged and plundered but still had millionares living there just before the start of the game. During the 17th and 18th century, Poland had government problems so bad that their army was just for show because they couldn't agree on how to use it and the army was never trained. what is their morale and why. The country is a bunch of principalities (who were in some other major powers pocket) who basically throw lots to see who will be king. They in turn trust someone else to run it. There is hope because the group running the country really tried to reform the government during the years of the game.

POLISH INFANTRY IS 3.0 MORALE CALVARY IS 4.0

Additional corps in Poland are it's feudal corps which are 2.0 morale. Four feudal infantry corps from Masovia, Lithuania, East Galicia and White Russia and two feudal cavalry corps from Posen and Polesia. These feudal corps have the same attributes as Turkish feudals, and must be set up in their home provinces; if the home province of a feudal corps is ceded to another major power, that corps cannot be placed. Polish feudal corps which are off the map during a December Levy Step levy to full strength. These corps do not have a +1 to forage.

Poland can build militia. They can not go into the feudal corps. They can go into the regular corps.

POLAND CAN HAVE FLEETS AND ARE 3.0 MORALE

Poland has 1 fleets that can hold 30 ships. They actually had a leader that fought naval battles before 1740, but since I don't know if they actually had a navy or what size it could have been they start with no ships.

Government Reform in Poland takes one year. It has to pay 15 money and 5 manpower each economic for four economics. It does not have to pay it in dec 1741 or after that. 15 is not just a random number it is figured by the five territories that were unloyal to the controlling party (the Czartoryscy) not contributing 3 money each economic. Besides changing the law, it also gave the government a standing army. Eventhough, I'm giving Poland a starting army considerate it the Czartoryscy's army. Besides it is only defense because Poland cannot declare war on any major power until jan 1742. during this time if he has all his corps up he only has 19 money not including buying any troops or counting depots or fleets. Poland can add it's 2nd regular corp (8I/M 2C) at the army reinforments phase of jan 1742.

Bribes to the princes was common in Poland. Only certain countries can bribe certain provinces. Poland does not recieve this money.

The bribe takes place last in an economic phase. Once paid it lasts until the next economic phase. The corp can still be levied and moved as usual by the polish player. The bribed corp is considered not at war with the country that bribed it. But can attack the major power that bribed it if the major power that bribed it is doing combined movement with another country that is stacked with it.

KINGDOM OF SARDINIA

The Kingdom of Sardinia is a New Political Combination which may be created by Austria, France or Spain, and initially exists as a neutral minor country. The Kingdom of Sardinia may be created if the major power controls Piedmont (the major district) and Sardinia (a secondary district) and may includ Lombardy and Sicily (as secondary districts). If Lombardy is part of the Kingdom of Sardinia, the Kingdom of Sardinia gains the use of the Lombard Corps. Sicily is part of the Kingdom of Sardinia, the Kingdom of Sardinia gains the use of the Naples Fleet. Districts may be added to the Kingdom of Sardinia during a New Political Combinations Step. The Kingdom of Sardinia is worth 1 PP to create. Components of the Kingdom of Sardinia are ceded as separate minor countries. The Kingdom of Sardinia ceases to exist if Piedmont is ever conquered or ceded.

While the Kingdom of Sardinia is in existence, Piedmontese corps have a movement rate of "4" instead of "3" and have intrinsic corps commander ratings of 221.

REPUBLIC OF VENICE

The Republic of Venice is a New Political Combination which may be created by Austria, France, Spain or Britain. The Republic of Venice consists of Venetia as major district and may include Corfu, Crete, Greece, Illyria and Malta as secondary districts. The Republic of Venice may be created if the major power controls the major district and at least one secondary district. The Republic of Venice is worth 1 PP to create. Additional secondary districts may be added during any New Political Combinations Step. Components of the Republic of Venice are ceded as separate minor countries. The Republic of Venice ceases to exist if Venetia is ever conquered or ceded.

While the Republic of Venice is in existence, the Venetia fleet may be used even if the Kingdom of Italy is not in existence. All ports which are under the control of the Republic of Venice have their trade value increased by +1/+1.

THE NEW WORLD

The following Colonial Provinces exist (from north to south):

Acadia, Quebec, New England, Pennsylvania, Virginia, Carolina, Georgia, Florida, Louisiana, New Spain.

France initially controls Acadia, Quebec and Louisiana.

Britain initially controls New England, Pennsylvania, Virginia, Carolina and Georgia.

Spain initially controls Florida and New Spain.

Each Colonial Province has an economic value of $3 and 1 CMP (colonial manpower). Colonial manpower may only be used to purchae colonial factors; colonial militia cost 2 CMP, colonial infantry cost $3, 2 CMP, and colonial cavalry cost $ 15, 2 CMP. Home nation manpower may be used to substitute for colonial manpower (but not vice versa), up to a maximum of 3 MP per economic phase.

France may levy indian factors (morale 1.0, similar to guerillas) during a levy step. One indian factor may be levied if France has fewer indian factors that colonial provinces (or twice the number of colonial provinces if at war with Great Britain) and placed in any French-controlled colony.

Money and manpower collected from colonial provinces replaces British colonial trade (8.2.1.2.2.1).

Spain still receives the Gold Convoy in addition to their colonies.

Britain starts with 1 colonial infantry and 4 colonial militia.

France starts with 1 colonial infantry, 2 colonial militia, and 1 indian factor.

Spain starts with 3 colonial infantry.

When colonial factors are set up, they may be placed in any colony under their major power's control. Colonial factors have the same morale as regular factors of their nationality.

Immediately after the Guerilla Step of a month containing an economic phase, a Colonial Step occurs. During the Colonial Step, a power with colonial factors may move colonial factors from one colony to an adjacent colony (either north or south). Colonial factors may be moved into colonies under friendly control, under enemy control, or under control of a major power willing to provide access. A colonial factor may not be moved from a colony under enemy control into another colony under enemy control. Colonial reinforcements arrive during the Colonial Step; militia and infantry arrive in the first Colonial Step after they are purchased, cavalry arrive in the second. Colonial reinforcements may be placed in any friendly-controlled colony which does not contain enemy factors.

After moving during the Colonial Step, a power with colonial factors in the same colony as enemy factors may declare a trivial combat against them. Declaring such a colonial combat costs $2 to supply ($4 in winter). Colonial factors do not otherwise require supply. This trivial combat lasts for three rounds only (no additional "days"). Defending allied powers may combine their colonial units for combat; attacking allied powers may combine their colonial units for combat only if they have declared combined movement.

During the Conquest Step after a Colonial Step, a power with colonial factors in an enemy-controlled colony with no enemy colonial factors present may conquer that colony. Not that indian factors cannot conquer or prevent conquest.

Colonies may be taken in lieu of minor countries as part of the B7 or C4 peace terms, although only major powers with fleets may take colonies this way.

America may be declared as a New Political Combination. America must include Virginia, Pennsylvania and New England to be created, and may optionally also include Carolina and Georgia (which may be added during any New Political Combinations Step). America is worth 1 PP to create; if ceded, it must be ceded as a unit. America ceases to exist if all of its component colonies are conquered. No American trade occurs unless the American free state is in existence. America collects one half the value of all American trade conducted as additional income. American morale is 2 for infantry and 3 for cavalry.

Canada may be declared a free state as a New Political Combination. Canada include Aacadia and Quebec (only). Canada is worth 1 PP to create; if ceded, it must be ceded as a unit. Quebec is the major district and if conquered, Canada ceases to exist and all of Canada is conquered. Canadian morale is 2 for infantry and 3 for cavalry.

America and Canada may purchase only colonial factors.

JACOBITE REBELLION

Supporters of the House of Stuart rebelled in Scotland during 1745-1746, forcing English troops to be recalled from the continent to put down the rebellion. Use Spanish guerilla counters for Jacobites (their use outside Spain indicates their nationality). All rules on Spanish guerillas (see 10.1.1) apply, with the following changes:

l. A major power at war with Britain who has landed at least one corps in Scotland may start the acobite Rebellion by placing the STUART leader with a corps in Scotland during a Guerilla Step. That major power then has control of the STUART leader and all Jacobite factors. The Jacobite Rebellion may not be started if STUART has previously been placed the campaign. Once STUART has been placed, STUART cannot be retired from the board except as a result of unstacking. STUART'S seniority as a leader is "A" while in Scotland, England or Wales and "D" elsewhere.

2. Every Guerilla Step of the major power controlling the Jacobites, if the STUART leader is in Scotland, that major power may automatically place 2 Jacobite factors in any area of Scotland. This includes the first Guerilla Step in which STUART is placed.

3. Only British-controlled (not necessarily home nation) corps may be used to conduct anti-guerilla operations against Jacobites during a British Guerilla Step. Handle as in 10.1.1.2 (consider Scotland to have a guerilla value of "4" and other British provinced as haaving guerilla value "3" for this purpose). Jacobites stacked with the STUART leader are not eliminated by anti-guerilla operations, however.

4. Jacobites are moved one area per turn during the Land Movement Step of their controller. Jacobites may be moved only within Scotland, England and Wales. The STUART leader, however, is permitted to leave the British home nation.

5. For the Jacobites, "friendly" forces are any that are at war with Great Britain.

6. While the STUART leader is on the board, Britain may only accept a surrender from the major power controlling STUART if it includes removal of the STUART leader (peace term C.6).

7.If the STUART leader is killed, captured by British forces, or removed from the game, the Jacobite rebellion is crushed; all Jacobite factors are immediately removed, STUART is permanently removed from the game, and no new Jacobites may be placed for the remainder of the campaign.

8. If the STUART leader is on the map, and the GEORGE leader is either dead, captured by enemy forces, or has been removed from the game, the Jacobite rebellion succeeds. During the next peaace step, if at war with the major power controlling STUART, Britain must immediately sue for peace with that power and accept any kind of surrender. GEORGE is permanently removed from the game and STUART becomes a British "A" leader, and also the British Sovereign. All Jaacobite factors are removed, and an equal number of British militia factors arrive as reinforcements during the Reinforcements Phase. No further Jacobites may be placed for the remainder of the campaign.

         

 

 

 

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