Campaign System Manual

TABLE OF CONTENTS

1. Overview The Primers

1.1 General
1.2 Wings
1.3 Divisions
1.4 Corps
1.5 Squadrons
1.6 The Rule of Three

2. Interface 2.1 Access to the Game
2.2 Getting started
2.3 Navigating the Interface
2.4 Time
2.5 Proxies
2.6 Points
2.7 Player Options
2.8 Subordinate Wings
2.9 Balance Concepts

3. Headquarters 3.1 Your Place in the Game
3.2 Maps
3.3 States
3.4 Lines of Communications and the HQ
3.5 Tables of Organization
3.6 Reports in the Headquarters
3.7 Moving your HQ
3.8 Map Pins
3.9 Weather

4. Logistics 4.1 Lines of Communications
4.2 Centers of Communications
4.3 Depots
4.4 Field Depots
4.5 Creating Corps
4.6 Units
4.7 Creating Divisions
4.8 Transferring Divisions
4.9 Replacements
4.10 Trains
4.11 Supply Trains
4.12 Engineering Trains
4.13 Forage
4.14 Attrition

5. Correspondence 5.1 Couriers
5.2 Writing Orders
5.3 Corps Orders
5.4 Messages
5.5 Reports
5.6 Rumours
5.7 Spies

6. Orders 6.1 Roads
6.2 Moving
6.3 Cavalry Piquets
6.4 Forced Marches
6.5 Resting
6.6 Marching to Guns
6.7 Garrisons
6.8 Administrative March

7. Battles 7.1 Contact!
7.2 Battle Method Selector
7.3 Miniatures
7.4 SVG Simulator
7.5 Automatic Combat Results
7.6 Retreating
7.7 Sieges

8. Politics 8.1 Nations
8.2 City Control
8.3 Provinces
8.4 Major Powers
8.5 Allied Nations
8.6 Military Governors
8.7 Conquered nations
8.8 Robots
8.9 Guerrillas
9. Navies

9.1 Seas and Ports
9.2 Naval Movement
9.3 Sea Zones
9.4 Straits
9.5 Naval Squadrons
9.6 Naval Transport
9.7Naval Intelligence
9.8 Naval Combat
9.9 Naval Couriers
9.10 Battles in Miniatures

10. Treaties 10.1 Role
10.2 Political Points
10.3 Proposing Treaties
10.4 Treaty Articles
10.5 States and Provinces in Treaties
10.6 Treaty Ratification
10.7 Treaty Legacies

11. Forums  

12. Walk Throughs  

 

1. OVERVIEW

Six Primers:
MAKING AN ARMY
LOGISTICS
INTELLIGENCE
MOVEMENT
CONQUEST & CONTROL
TIME AND BATTLES
SUPPLY AND FATIGUE
NAVIES

1.1 General

Primarily the Campaign system is a web-based 'game' that is designed to encourage and create Napoleonic miniatures battles. Ideally though it transcends that and the manoeuvring about is fun, competitive, and interesting. What this system tries to do that others don't is to better reflect the fog of war and the amount of misinformation and informed guessing involved in Napoleonic campaigning. As well the time delay of distance is invoked. It borrows heavily from the movement system used in the 'Napoleon' board game by Columbia Games and is intended to tie directly in with the 'Napoleon's Battles' miniature system. You won't find maps that show where all your units and the enemy are located in this game. Instead you'll have a map in one hand and reports delivered by couriers from your units in the other. On Tuesday you may order a Corps to take a town and then hear nothing from them until Friday when you get a message that they encountered enemies on Wednesday. It is the books on Napoleon's campaigns by F. Lorraine Petre that this system really uses as its model.

The real test for this though will be if it can be both fun and competitive and also encourage miniature battles. Hopefully it will not encourage armies to bypass each other. There are no victory conditions yet and no coded way to win a war. It is my intention that wars will start and end simply as the players involve decide through motivation and interest. A campaign season or war will correspond exactly to community enthusiasm spikes. It should be noted that this is not a modular game that can have several instances that other communities could make use of. As it is coded, it is linked irrevocably to Malcolm and his circles of playmates.

The SVG Battle Simulator is still under construction but when it comes on-line there will be a chance for shifting focus away from the game being miniatures-based and players could hopefully enjoy the campaigns (and battle simulator) on their own.
 

Players in the Campaign system will command Army Wings that would be composed on 1-3 corps and they might be solely in charge of a theater or depending on the number of players on their side and the campaign strategy, they might be working in concert with others in a common theater.

1.2 Wings

Each player represents a Wing Commander with the entirety of his command referred to as his 'wing'. He can only give orders to units under his wing though he may share locations with others in his alliance that are not in his wing. The Wing Commander is represented in game by a historical character and on the 'board' by a Wing HQ unit. You will begin the game with a Wing and a Wing HQ and nothing else.

As explained later, you will be able to create subordinate commanders. Each subordinate commander is another wing commander that you can play.

1.3 Divisions

The basic unit in the game is the division. This is what does all the fighting, holding of ground, and conquering. On the Napoleon's Battles miniature table it will consist of 2-6 brigades but those are abstracted at this level. A division represents several thousand men but the important one is the divisional commander. They are not named at this level though it was common custom to name divisions after their commanders so when you create your divisions consider naming them for the personality you wish to imagine there.

You will be ordering your divisions around Europe in an attempt to bring them to bear upon your enemies and success or failure in the game will be dependent upon your ability to do so.

Headquarters units are also divisions though they have absolutely no combat effectiveness. It may be hard to conceive of a few commanders taking up road space but this also represents baggage, camp followers, and artillery trains.

Divisions can come under direct command of your Wing Headquarters or you can assign them to Corps.

You begin play with no divisions but can create them.

1.4 Corps

Corps represent middle management. They are a tool for better coordinating your divisions. Each Corps has a historical commander assigned to be in charge of it and has a HQ division on the map representing where that commander and his staff physically are. When the Corps HQ moves it is only the staff that does so. The divisions that it commands must be ordered to move distinctly. One of the greatest benefits of the Corps is that you can issue it Corps orders. This allows you to issue one order and they will issue corresponding orders to their subordinate divisions.

Each Corps has a Line of Communications listed. This is where all couriers will go to that are seeking the corps and where divisions within that corps will retreat toward if required. Think of it as a base of operations if you like. Endeavour to keep your Corps HQ always within 3 days march of their line of communication point. You can update lines of communication at anytime so this can keep up with their movements. In a way, it is a matter of always keeping the logistics of your corps in mind. You can't simply order them about. You must also make sure they get their food, ammunition and (perhaps most importantly) their mail.

You begin the game with no Corps but may make them. You can never have more than four(4) Corps in your Wing.

1.5 Squadrons

Squadrons are the unit of manoeuvre for naval activities. They are handled in a distinctly different manner and their management is much easier but with abstract delays. In general, all naval rules will be in the Naval section of the manual.

1.6 The Rule of Three

The most important rule to remember in the game is The Rule of Three. This rule states that nothing can see more than three cities away from itself. If a courier or unit cannot find the place where it needs to go it will simply sit in place and await orders that it can understand.

It means that you cannot order units to march more than three days march to a destination without giving them an intermediate destination that is within 3 of each. It means that you have to consider the same pathing for your couriers. It means that Lines of Communication must be chains of cities within 3 of one another. It means that your corps should always be within 3 days march of their Line of Communications.

One of the tools provided to allow you to better work around this restriction is Lines of Communications. These are chains of cities that all obey the rule (up to 10 nodes maximum each) and couriers, replacements, and stragglers can all make use of these to move back and forth from one front to another.

Sure, its a restriction applied by devs unable to do AI pathing but such is life. Keep the rule of three in mind at all times and you'll find it works well enough.

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2. Interface

2.1 Accessing the Game

In order to access the game, select the Register for Participation option from the main page. On that page, you will enter in the following information:

Once you are registered, an email will be sent to the administrator with your message and when he approves you for participation in a campaign, you will receive an email informing you that you may now log in. Your Nation and points total will be assigned at that point, usually based on conversations. The Admin will try to accommodate you in your wishes and if he can't will correspond as appropriate. It may be that the current war requires more French players and you wish to be Austrian.

Once you get word (or otherwise discover) that your username and password are working you'll be able to log in through http://www.murat.ca/Campaign.php. You may find it useful to look through the primers while you wait to get processed. When logging into the Campaign system, if you have not yet made a Wing headquarters, you will be sent to a page to enter in critical information:

As well, you should register for the Campaign forums at http://murat.ca/phpBB3/index.php More information on the forums can be found at  Forums

2.2 Getting Started

When you first log in you will see almost no information. If others in the same alliance or nation are already in the game then you might see signs of them by the lines of communications that they've made or some of their troops might be reported as being in your location. You will be told your starting location and that city is your initial depot.

The first thing you'll want to do is start planning your lines of communications. If there are other players in the game you'll want to be sure that your couriers can find them. Its always prudent to have a Line of Communication back to your capital. Next you'll want to build yourself a Corps or two. Then you can start to build your divisions and in no time at all you'll have yourself a small army. All these units will be built on your depot.

You'll notice that you are spending points on all this building. You are strongly advised to not spend all of those points. You will need some spare and you can always build new units later.

Now what? Look to your defenses and objectives. Ascertain which enemy threats there are and wait for spy and piquet reports perhaps to get an idea of what the enemy is up to.

2.3 Interface Navigation

The navigation should be fairly obvious but there are some tips that need explaining due to weaknesses in coding. Be wary of hitting the refresh button on forms. Too often this will generate strange results like creating a dummy unit or line of Communication. If a screen doesn't have a means of backing out of it (usually just a small return or exit link), the Back button may work but it may take a few hits to get you all the way out of that page. If you are seeing lots of error messages on the screen, move to the Campaign (main) screen and check that you are logged in. If in doubt log out and then in again. It is temperamental.

Understand that the Headquarters screen is for information only. You can't do anything there at all but hopefully it is still very useful.

2.4 Time

The basic game time scale is 1 day in real life equals one day in the game. Every night at 11:45 the system will log out all players and undergo the resolution of the previous day. It is not required that you log in every day to play but events will be proceeding regardless. One of the first things that you should do when you log in is to check the Battle Resolution Methods screen to see if there are any battles waiting for you to select method on. If a potential battle is happening and the involved parties don't both come to a common method of resolution the system will have that battle resolved automatically. You wouldn't want to miss an opportunity for a miniatures battle.

When two players have set a battle for miniatures resolution, the game will stop doing resolutions until the next Sunday evening. That will give the players time to play the game and input their results to the game. While the game is paused, you can still log into the game and write new orders but time is not passing and will not pass until Sunday night. When the game restarts it will just resolve one day and do no acceleration for the time missed. Yes, when this happens it may be that one real-life week equals one day in-game.

Because of the time scale and out of a passing regard for historical simulation, there will be times when armies must march toward one another for weeks. The Russians coming to Austria's aid in 1805 is a perfect example. Since armies can move on their own for up to 6 days you may be able to get away with logging in once a week if you are in this situation. Though the central European maps are generally accurate to time scales (1 road leg=1 day's march) I'll be artificially shortening the distances that Russians and Turks would have to march to get involved in Europe. That said, there still will be some relatively long dull marches to get into theater because frankly the passage of time that such a march takes can have critical effects on those in theater.

2.5 Proxies

Players can name a proxy for them for all combats and likewise can be named as a proxy by others. If one wanted to play the system true to the spirit, they wouldn't know immediately if their divisions that were 4 days away were getting involved in battle therefore they shouldn't be able to react to it and players might want to play this way. By naming a proxy, that player will instead be given all information on upcoming battles that the owning player is not actually attending. Its not something designed necessarily for people who are playing from distance since those people could easily email battle information and sheets if they wanted someone to fight miniatures battles on their behalf. No, proxies are really only for when people wish to immerse themselves voluntarily further into the blind nature of the game.

Seeing as the main point of this system is to allow players of miniature games to fight battles within a context it can be said that using the proxies defeats the purpose of this. Your proxy will be making decisions about fights without knowing everything that the commanders on the ground might know (like where their support is and what is at stake in the fight). Proxy or not, the system won't be realistic. The decision to go with a proxy should be based on your choice of playstyle.

2.6 Points

Every player has a pool of points to build their force from (often 200). It is a flexible pool in that it only counts what currently exists and nothing is ever permanently spent. It is designed (hopefully) so that even if you are losing the war you can still field adequate forces to make for fun and fair battles. Because of the way points will be spent in game, players are strongly advised to keep points available at all times.

Points are gained by conquering a state (+10 points) for the character controlling it. Also, a bonus 5 points is given for every state in an alliance. If an enemy depot is captured, the capturing player gains a permanent 10 points.

If a major power capital is captured, each non-subordinate player of that nation loses 50(!) points. If a depot that you own is captured, you permanently lose 10 points.

Point costs:

-Depots. A depot costs 10 points to create. Depots can be destroyed by yourself or enemies and points will be refunded.
-Lines of Communications. Every node of a LoC costs 2 points. As a victorious army advances, their lines will be extended and some points will be bled off here.
-Divisions. Divisions cost points so long as they exist as follows:

Allied divisions can also be purchased and generally cost less.

2.7 Player Options

On the player options page, a number of selections can be made to personalize your preferences.

Also, on this page, you can switch to your subordinate (make certain that you hit refresh when arriving at the main page), or delete the current character.

In order to delete your character, you must select the various radio buttons to match the key provided. this is to prevent accidental deletions. You cannot delete a character that still has a subordinate. Deleting a character does not prevent you from logging in again and remaking the character/wing from scratch unless permissions have been denied you since you initially created the character.

2.8 Subordinate Wings

Subordinate wings may be created if you have 60 points available. The HQ, no matter which character you choose to run the new wing, will cost 10 points so the subordinate will always start with 50 points to work from. 

A subordinate can be from any allied major nation and is an independent player in almost every way. You will be able to log in as the subordinate or you can transfer directly to and from subordinates from either the 'create subordinate' page or the 'player options' page. You will need to hit refresh after doing this switch.

When creating a new subordinate, you will have the option to transfer any corps with a combined value of less than or equal to 50 points to the subordinate upon creation. This essentially reduces the 'cost' of creating the subordinate.

A subordinate does not get the 5 points bonus that normal characters receive for each allied state. 

When you delete a subordinate character, all of the assets of the character are not deleted. Instead, they transfer to the superior. Correspondence and  Reports will be lost.

2.9 Balance Concepts

The fundamental balance concept is the floating points pool linked with the general inability to destroy your own resources. When a wing takes losses they have only one way to replenish their troops and they can't simply discard units. A broken division costs the same amount of points as a Fresh division. Replacements/reinforcements are expensive and maintaining lines of communication also adds up so a victorious advancing army will be obliged to maintain the cost of reinforcements longer as they march the greater distance to the units that need them.

A beaten force falling back on its depot will be able to create reinforcements in one turn and have them used the same turn allowing them the freedom to create more reinforcements the next turn. An army expecting to have to operate deep in enemy territory should leave itself plenty of free points to spend on reinforcements. If one chooses instead to purchase new units it will punish them in the long term but may be the way to win a decisive battle near a depot. Its about choices and balance and hopefully the system is indeed balanced. Play will tell.

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3. Your Headquarters

The headquarters screen is a good place to familiarize yourself with the situation and plan your campaign.

3.1 Your place in the game

When you are created in game, a Headquarters (HQ) unit is created that corresponds to you and the Wing you command. You don't exist separate from this Headquarters and where it is, you are. If you wish to move to someplace else, you must order your headquarters to move there. In the grey panel of your Headquarters screen, you can get a detailed summary of the friendly armed forces that are in your current location or within a day's march.

3.2 Maps of Europe

From your headquarters you can get access to maps of all the areas that currently have coded roadways in the game (Germany is included but not coded yet). Where possible, the maps overlap so that the transition is smooth. Don't be fooled by the apparent changes in scale and road lengths. Every length of road between two towns is a road equal to a normal day's march. The view in the Headquarters is much smaller than that available form the map chest elsewhere. The three levels of node are town, city, and fortress.

Ports are represented by anchors off-shore

3.3 States

Pink borders and dotted lines on the maps demark the various states. In the Napoleonic period it was all too common for states to be independent one day and provinces of a major power the next. There are several different possible status that a state can exist in. They can be independent or they can be provinces. A state can only change in this status as a result of victory conditions (not coded). If the Tyrol begins the game as a province of Austria it will remain a province of Austria until the devs manually change it. It is assumed that such changes will be made between campaigns only normally.

A state that is not a province may be a member of either of the two alliances (French or Allied) and again, at this time that can only be manually altered. There is one circumstance where where this is not true. If you conquer a minor neutral nation and then have it liberated by the opposing alliance, the neutral power will join the alliance against you. Free States that are allied can sometimes be useful for recruiting allied divisions. These troops are not cheaper in point cost but they have the distinction of using the capital of their state as their depot. That means that Bavarian troops may be recruited right in Munich and reinforcements for them come from there also. Allied divisions do suffer from being eliminated the moment that their home nation is conquered.

If you invade a neutral nation, it instantly joins the opposing alliance as an ally.

States can be conquered by placing a garrison in the capital. Note that conquering a province (state that is part of a greater state) accomplishes little other than it would severely disrupt enemy couriers and make it easier for yours to find their routes. When a state is controlled, all cities in the state are considered controlled by that same power unless they are otherwise occupied. Conquered States are liberated if the capital is ever emptied and since it requires a garrison to be conquered, the only way to lose that garrison is through combat (or required retreat from combat).

3.4 Lines of Communication

Lines of Communication (LoC) represent clear paths that historical commanders used to control passage of information. In game mechanics, they are chains of cities that couriers, replacements, stragglers, and sometimes even units use when their destination is not immediately available. Your forces will use any friendly line they can but also every wing will have a LoC city identified that is distinctly theirs and that they will use as their default. All nodes in a line must be within 3 roads of the previous city.

3.5 Organization

There are two organization charts readily available to you. One shows all of your own units based on which corps they belong to and the other just shows the different corps in your alliance and which players/wings they belong to. Note that these tables of organization do not show strength of the units or their locations. It is for you to keep track of that as best you can.

3.6 Reports

There are two frames on the headquarters page for messages. The first is for messages received and the second is for orders sent and they are filed by date sent (not date received!). That means that if a unit 4 days away sent you a message on 14 October and you received it 18 October you need be careful that you don't miss it due to only looking at your most recent messages. Particularly if you have units that are widespread, keep an eye on your full list of messages. In correspondence management, you can delete messages that you no longer require.
Also in management you can sort the messages better.

3.7 Moving your HQ

From your Headquarters, there is the option to move your headquarters. The list of cities that you are given is all cities within 3 of your current location. When moving in this manner, no courier is generated. At next opportunity, your headquarters will move toward the selected destination at the selected speed.

3.8 Map Pins

Virtual map pins can be placed on your maps. The pins have limited colours and space for text, but they can be a very useful tool. The location of your HQ is a permanent map pin that will appear anytime you are viewing a map that your headquarters' location can be seen on. Other pins will not move automatically but can be manually changed as required.

There are five positions for your map pins: SW, SE, NW, or NE of the location or directly on it. This is provided to allow multiple map pins at the same location.

3.9 Weather

From your headquarters, you can see the current weather for your local area. All cities in a province/state have the same weather at the same time. This is the weather that will be in effect during the next turn resolution.

Weather can change each day, based on the previous weather. Mud, for example, can follow from heavy precipitation.

The higher the forage value of a province, the more likely they will be to get precipitation.

 

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4. Logistics

4.1 Lines of Communication

Lines of Communications were routes designated by armies and wings for all correspondence, reinforcements, and supplies to travel through so that they could keep it secure, navigate it cleanly, and so that other elements of the army would know how to contact them. They work the same way here.

Line of Communications(LoCs) are chains of towns, cities, or fortresses that are all within 3 of one another. A courier can find a target that is on a LoC that has one city in common with a LoC that it is on. So if the French had a LoC from Italy to Paris and another from Paris to Strasbourg, messages could be sent from Italy to Strasbourg. It may be more prudent, if possible, to build a special LoC direct from Italy to Strasbourg if you'll be using it often. This is especially important if the player working out of Strasbourg later goes and builds a new LoC that starts in Strasbourg and follows his successful army toward Vienna because the Italy>Paris>Strasbourg connection would no longer work. You'd need to go Italy>Strasbourg>Munich. My examples here are referring to start and end points of LoCs and are not meant to be confused with LoCs themselves.

LoCs cost points to maintain at the rate of 2 points per node. As your army advances and retires your LoCs may require constant maintenance and adjustment but do keep in mind that too much tampering may confuse couriers or reinforcements that might currently be using those LoCs to get around. So really, much as the historical commanders did, you will be rewarded by planning your lines of communication in conjunctions with your plans of campaign and sticking to them as much as possible. Units that do follow LoCs aren't linked to any physical LoC. So if you destroy one and build another approximate to it, you'll be fine. Each turn they start afresh looking for their destinations. What would confuse a reinforcement though is if the city they were ordered to move to was no longer on a LoC.

You can use LoCs built by other players and I envision a busy campaign having the leaders of the Nations perhaps bearing the brunt of the costs for LoCs and keeping the national LoCs administered and garrisoned.

Lines of Communications can extend across seas. If two consecutive points on a LoC are ports, and a courier cannot reach from one to the other by land, they will try to do so by sea. Communications by sea takes much more time and requires that the sea zones adjacent to each port are not enemy controlled.

4.2 Center of Communications

Every Corps should have one city on the LoC designated as its Center of Communications.

Couriers that cannot find a unit within 3 legs will instead try to reach the unit's Center of Communications. When couriers use lines of communications, they do not look for the unit, but its CoC. You cannot therefore send a single division off on its own and expect a courier to find it. The courier will go to its Center of Communications and then start looking for it.

In order to assign a city as a CoC that city must be on a functioning line of communication and in order to make a line, it must have at least 2 nodes.

Also of note, toward Center of Communications is the default path of retreat for armies.

4.3 Depots

Depots must be built on Lines of Communication in either Cities or fortresses in your home nation. The main role of a depot is to be the source for all reinforcements. This is where new recruits are outfitted, trained, and sent on the road to the front. Also, any new units formed are formed at your depot.

In the event that you feel the need to make a new depot you must be aware that there is a delay of 7 game days before it becomes operational. The requirement of the depot to be in your home nation means that as your armies are victorious you will lengthen the distance (and so time) between the available depots and your army. Reinforcements and replacements will become much more scarce.

Depots may be created in foreign cities and fortresses if they are in a friendly controlled port and the enemy does not control the seazone adjacent to that port. These depots will be suppressed, unable to function, so long as enemy fleets control the seazone next to the port.

There is a limit to how many combat divisions may be formed each day at a depot. This is based on the forage value for the province. The limit on divisions that can be raised is reduced by 2/3rds for sea supply depots. While Europe is at peace (before the campaign starts), this limitation is waived.

Units that are at your depot can be disbanded. Each time a unit is so disbanded, that depot has a 3 day time period added to when the depot can be destroyed.

When a depot is threatened (significant enemy forces within two days of it) it can only raise conscripts and conscript replacements.

MARCH DESTINATION (MUSTER POINT): Depots can be assigned a march destination that must be a node on a line of communication that the depot is a part of. Note that as you change your lines of communication, you may need to change your march destinations. Replacements and Divisions on Administrative March orders will try to follow the line of communication from the depot to their march destination. This is intended for administrative purposes and one will be disappointed if they try to use it to order troops into battle.

4.4 Field Depots

Field depots may be constructed in cities or fortresses in allied states that you are military governor of. They will cease to function while you are not military governor of that state. Field depots are designed to allow armies to bypass the limitation of long marches across friendly territory so they are a game conceit for the sake of playability.

Replacements are raised at field depots like any other depots.

Each field depot should be associated with a home nation depot. Divisions and Corps HQ cannot be raised at Field Depots. Instead, units that are built are built at an associated depot.

So long as neither the field depot or the home depot are threatened (enemy within 2 days of the depot), and both depots are functioning, units at the home nation depot can be instantly teleported to the field depot. It may help to imagine that these troops were raised months before and have been marching all along to the field depot and only arriving in theater at the moment that the teleport is done. Units so transported will always lose between 1 and 3 steps so troops built using a field depot/home depot combination will come to the field depot either weakened, worn, or battered.

4.5 Creating Corps

Unlike Unit names, Corps names need not be unique across the game. They SHOULD be unique across your nation though and you can see the list of already existing Corps on the screen. The historical norm was to number Corps with Roman numerals but they could also be named for tasks or leaders. The abbreviation is for 'Napoleon's Battles' labelling purposes so if it can be done in less than 4 characters it is better. You will need to select a leader for your Corps from the list provided. Each of these leaders has a currently hidden rating for aggression and administration. Aggression comes in to play in modifying their chance to march to the sound of the guns. Administration tracks the likelihood of them sending in unsolicited reports. Each leader has a value based on these and the values are based on historical performance.

When a Corps is created, its headquarters unit is automatically created in the depot prefixed with your national abbreviation and ending with the name HQ.

 

4.6 Units

The standard unit is a division which represents 2-6 brigades of men and every brigade could have 4-12 battalions/squadrons of 400-1000 men. That is to say that a division, as a concept, covers a very wide span of what they could represent historically. For the purposes of this game system though all divisions are roughly equal in size and strength except as modified by their type, rating, and condition.

TYPE: There are five types of units.
Infantry Division: This is the standard Napoleonic era division and it is the most robust. It does not have significant attached cavalry.
Cavalry Division: A cavalry division would be regarded as light cavalry unless it was in an all cavalry corps where it may be heavy cavalry.
Mixed Division: These are the Advance Guards and other combined arms divisions that were formed for special tasks. They have their uses but, like any hybrid, are not categorically better than either of the purer types.
Garrison: Garrisons are detached from infantry divisions in towns and then cannot move. They are very weak but ensure that your forces maintain control and, perhaps more importantly, will send reports when attacked. Something that an empty town does not do.
HQ Division: The mechanics of the game require that various HQ elements be represented as division size though they obviously are not. in auto-generated combat (and piquet reports) they are not even counted. They do still suffer from fatigue if force marched and DO count toward road load in movement. In Napoleon's Battles terms, the Corps HQ are the only things with artillery.

RATING: Ratings represent the general training of the units.
Elite: Guard units. They are well overpriced but are better than regulars.
Veteran: In most cases, veteran divisions aren't reflected well on the battlefield so may not be worth the expense. They may be worthwhile for the French in 1813 though, for example.
Regular: Meat and potatoes. The main advantage that regular troops have is that they are the best troops that can be replenished through reinforcements.
Conscript: Generally poor raw recruits. These may be a bargain in that, like veterans, they likely aren't reflected accurately on the miniature battlefield. They do suffer though for fatigue and take nasty losses in automated battles.
Guerrilla: More than just Spaniards, these represent irregulars for any nation such as the Austrian Insurrection Infantry or the Russian cossacks.

CONDITION: Condition represents the slow deterioration of effectiveness of units. For regulars (and below) it can be remedied with reinforcements.
Fresh: Standard starting condition.
weakened: Only slightly worse than Fresh. Units easily become weakened.
worn: A worn unit is an effective unit and this may be the norm for what you can allow a unit to fight at before it gets pulled off the line.
battered: Units in this condition are looking worse for wear but are still combat capable. Be careful with them though.
broken: Broken Units are nearly useless. They are not likely to be destroyed but they do almost nothing in battle. All they do is clog the roads.
destroyed: It is hard to destroy divisions. Even attempting to get them wiped out will likely just result in them retreating before they are destroyed. Even at the end of the retreat from Moscow the different divisions of Napoleon's army were still distinct and organized... though broken.

The game often tries to estimate force sizes. When it does this, it has the guideline that a fresh infantry division is 10,000 men, a cavalry division is 5000, cavalry, and a mixed division is 5000 infantry and 2500 cavalry.

Broken units caught on their own are destroyed.

4.7 Creating Units

Players may create units at any time and they appear instantly in their depot. They may do so, that is, so long as they have the points to spare. Each unit must belong to a Corps and your Wing counts as a Corps. The fields are self explanatory (I trust) but it should be noted that the abbreviation field is for miniatures. It goes onto their labels so if you can do it in less than 4 characters the better.

For naming the divisions there are two common historical conventions: They were either named for their commander or they were given a number. Some nations (Prussians and Austrians at least) would sometimes call their divisions brigades. So a typical name for an Austrian Division might be Hertsfeld Bde or for a French Division it might be 23rd Division. There are no restrictions on what you can call your divisions except that they must be unique across the whole game. So if someone calls their Division 1st Division, everyone else will need to be more creative. Understand that division commanders for 'Napoleon's Battles' are randomly generated and unnamed so even if you call a division 'Morand Division' the labels and OOB for a battle with that division will not provide Morand's statistics.
Avoid using apostrophise or quotes in the names. Though it may accept it the game will hiccough at times from it. Finally, remember that Garrison units cannot move so the only reason to build a Garrison unit is to protect that particular depot.

When guerrillas are created, they appear at a random city in the province that they are built in.

If using a field depot, newly raised units appear at the associated home nation depot.

Allied divisions will normally appear in their capital but you can choose to raise them in your depot instead.

 

4.8 Transferring Units

Select the Corps that you wish to transfer from and the Corps they will transfer to and hit the submit button then the available divisions will appear. Transfer the divisions one at a time. Transferring does not in any way order the unit to move to that new headquarters. All it does is change which corps would issue them orders and who they would retreat toward if it came down to that.

Note that if using miniatures, you cannot transfer units cleanly after the miniatures OOB has been created. You should make your inter-corps transfers prior to the turn resolution following your selection of battle method.

Divisions can also be transferred to allied players, not only those from your same nation. Though the receiver will get an email telling them that they are gaining a division, you should tell them, through the form (and it will appear in the email), where that unit is believed to be and what its current orders are.

4.9 Replacements and Stragglers

Replacements can be created at your depot. Select a city on an active line of Communications that the depot shares and the units will automatically march toward that city every turn no matter how far. They will follow the Line of Communication. If any of your divisions is not moving and shares a town with a replacement that can absorb the replacement and regain a level of condition.

For Headquarters, purchase artillery replacements. Note that you cannot specify which unit is to pick up replacements. That selection box is only for trains.

If a replacement finds itself in a town with an enemy unit it becomes a straggler and then will daily retreat toward its depot. IF an enemy unit comes across a straggler, it destroys it. Enemy units parked between your army and your depot effectively means therefore that you'll get no replacements.

Currently, replacements cannot use naval transports or sea supply in any way. They can though be raised at sea supply depots.

Allied replacements normally are raised in their capital but may be raised at the depot if preferred.

4.10 Trains

Trains are special purpose logistic elements that attach to headquarters. They are purchased from the depots page. The four major trains are:

Trains not attached to a headquarters will move exactly like a replacement, advancing toward the end of the march destination for that depot. If a train is assigned to a certain HQ, only that HQ will pick it up when they are in the same location. It does not automatically attach the train to that HQ. A train is created at your depot.

While a HQ has at least one train attached to it, it is limited to speed 1 (but can still move up to two in a day if successfully forced marching).

Trains can be abandoned via the Corps Logistics page. Points are immediately redeemed for abandoned trains. 

4.11 Supply Trains

Supply trains (2 points) are like other trains functionally. Their role is to remove fatigue.

If a HQ with a supply train attached has adjacent units that did not move, they will automatically recover fatigue. On any day where a supply train was used to recover fatigue, there is a 1 in 3 chance that the supply train will be destroyed (and points returned).

On the Corps Logistics page, your Corps may be set to Requisition Supplies. If a Corps is so set and does not move, and you have the points to spare, the Corps HQ will try to create a supply train from the local town. The ability to do so is dependant upon whether the town has enough forage. If a town has forage available, a supply train may be generated there.

4.12 Engineering Trains

Engineering trains (5 points) are like other trains functionally but give a special ability to the HQ that they are attached to.

Each day that an HQ with an engineering train does not move, it will make an admin test to see if it will improve the field fortifications of its corps. When the unit has fortify value of 3, it is considered to have field fortifications (breastworks and redoubts). All units of that corps that are in the same location will be +25% stronger in combat (not including cavalry divisions).

When an HQ moves, its fortification number resets back to zero.

4.13 Forage

Each city/town/fortress might have forage available. When it is used up, the season and forage value of the province determine its chance to replenish.

Each time a supply train is generated there through local requisition, the forage is exhausted.

Forage can also be exhausted when troops moving through the town take advantage of the forage to stave off attrition losses.

4.14 Attrition

When a fatigued unit moves, there is a small chance of a unit suffering a step loss, based on the administrative ability of the troops or commander. The chance is modified by administrative rating of the unit (or corps commander if near) but also season, weather, and forage value of the province. If a division has a Corps HQ within a day's march with a supply train then the chance of suffering attrition is reduced by a further 66%. The worst attrition chances will generally be something like 10%.

 Units that move more than speed 1 through mud (including heavy precipitation) have a 1 in 3 chance of becoming fatigued. HQs that intend to sprint through mud should therefore not be surprised if they become fatigued doing so.

When a unit is about to lose a step from attrition, it will have a 50% chance of avoiding the loss if the local town has forage. If it uses it, there is a 50% chance that the town's forage will be exhausted.

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5. Correspondence

5.1 Couriers

Invisibly, couriers are riding all across the map at all times, trying to deliver messages as required. All orders, messages, and reports are transmitted by courier. Couriers have a range of 3 road legs and cannot move through enemy occupied cities nor through enemy controlled territory Unlike divisions, couriers do not check their intermediate destinations first. If they can reach their final destination they will do so. If they cannot then they will look to go to their destination's Line of Communications point or Corps HQ location. For couriers, the intermediate route is designed to allow messengers to travel up to 6 road legs 'directly'. Once a message, order, or report is received the unfortunate courier is destroyed.
There is no mechanic for capturing or killing couriers if the city they are in is captured. The courier may get confused though which really has the same result.

In order to change the control of cities that do not have your troops in them, you can occupy the capital of a state with a garrison.

Sometimes Couriers get lost and can use a nudge. You can check the Lost Couriers page to see if any are currently lost and you may select a city within 3 of them to set as their intermediate destination. You can also choose to delete that courier (and any mail it carried) if you wish.

5.2 Writing Orders

The whole of chapter 6 is dedicated to expanding on Orders. Currently, the 'date effective' is not enabled but will hopefully soon allow you to delay when an order is to take effect. For priority, 1 is highest priority and 3 is lowest.

The Intermediate destination can be very important for moving. Remember that 3 cities distance is the furthest a unit can see to detect a path to it. You can give orders to any of your divisions regardless of their corps or location so long as the couriers can find them. The 'courier through' field allows you to give up to a 3 city boost to its ability to find the unit.
The order to Leave Garrison is not fully enabled yet though it will dutifully drop of a garrison at the city if it gets there. You would need to specify that the unit needs to move to the destination. The Garrison order is not a movement order.
Be wary of the 'avoid combat' choice because if it is selected, the unit will happily retreat all the way to Moscow (possibly taking losses as it does so) without putting up a fight.

5.3 Writing Corps Orders

These are much like Corps orders but what happens here is that the order is sent to the Corps HQ and then they send out couriers to all their sub-units and pass on the orders. Up to two specific units can be exempted from the order. Pay attention to the 'speed of HQ" because if it is too high, the HQ will be charging along into combat ahead of the Corps. The default is 1.

There are three distinct methods of moving your corps:

5.4 Sending Messages

The option to send messages is included for those players seeking to further embrace the nature of the game. Sure you can pick up the phone or email the other players in the game but by including message you also have the option to refrain from that and try restricting yourself to in-game communications.
The messages just go from one player to another via courier so there is a time delay. If the recipient is quite a ways away, check the lines of communication to ensure that your courier will be able to find him.

5.5 Reports

Units send reports direct to their wing commander (the player) as opposed to putting it through their Corps HQ. You get reports for various circumstances including when your forces encounter enemy, when a battle is fought by the computer and results are found, when piquets encounter enemy or other piquets and on a fairly random basis from Corps commanders. They'll send these approximately once every 3 days modified by their administration ability and your luck. The reports they send will describe conditions of their troops in their location and adjacent. If a unit from their corps is more than one city away, its status will not be listed in the reports.
These reports will not deleted until you choose to do so.

The reports can be sorted by date written (descending), date received (descending) or originator name (ascending).

5.6 Rumours

Each day, your divisions will hear rumours from the local area. Specifically, up to two legs from their location. The rumours are generally true but often vague or imprecise. The nature of rumours is such that they will always be at least a day old. This diminishes their value.

If none of your troops have any rumours to report (no enemy presence within 2), then you will receive a single 'strategic' rumour. These will try to tell you rumoured locations of enemy centers of communications, the enemy strength at the nearby capital, or maybe what depots are being used.

Rumours from the divisions use couriers as usual which may have them even further out of date. strategic rumours are generated at your headquarters.

5.7 Spies

Spies may be hired for the low low cost of 3 points. This simulates finding an agent, sending them deep into enemy territory, and then having them come rising back to you to say what they saw while they were there. You can send a spy to any city (including friendly) and ask them to watch for a certain nationality of troops. This prevents them from panicking when the French spy sees French troops and also allows you to set a watch on the Russians marching from the east. When the spy sees Austrians in Vienna it isn't news but when 6 Russian divisions appear there it becomes news. You also set a range on how many divisions you care to know about. Do you care if one division is running around there or do you only wish to be informed when it is larger than a corps?

A spy will take 2-3 days to reach the destination (no matter the real distance) and will take 2-3 days to return with his news. As such spies are not terribly useful for in-theater operations but they will tell you which theater the enemy are operating in. An Austrian spy in Strasbourg and another in Petit St Bernard will allow the Austrians to know if the French are coming via Italy or the Rhine. Of course, they are bamboozled if some rogue general marches an army over Great St Bernard.

Once a spy has reported in, he will spend 2-3 days returning to his post. Spies may be discredited at any time to get the points back for them.

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6. Orders

6.1 Roads

Roads are of two varieties: Major road and minor road. These are wide and narrow on the maps respectively. A maximum of 10 divisions can move down a major road in a day and 6 can use a minor. The road doesn't care which army used it. It is full after it is capped and not available to anyone (other than couriers). Roads that cross rivers (regardless of river size) are considered bridged and they have their capacity halved. One day there may be bridge destruction and repair mechanics but not yet. The scale of the maps takes such things as mountain roads and well made roads into account by playing with real-world distances. It would require more days therefore to cross the Swiss Alps than if you went around them perhaps. Divisions cannot stop on roads. They only exist in cities. Battles that are taken to miniature should not be assumed to be city fights though. In the abstract they are occurring in the vicinity of the cities and towns.

6.2 Moving

Units move in order of priority (and if they have the same priority, in order of which unit was made first, of course). All units generally have a movement rate of 1 but HQ units can move as fast as 3 if desired. They can be forced to march faster if required. The priority of movement for a unit is as follows:

-First they will try to reach their intermediate destination
If they cannot reach it in a single march they will look for a path that will get them there in two marches and take one.
If they cannot do that they look for a route that will get them to the intermediate within 3 marches and take a road that will get them closer.
Units can only find targets that are within 3 moves of their current location

-If they cannot find their intermediate they will look to see if their Corps HQ is within 3 of their intermediate. If it is then they will move toward their Corps HQ if they can.
-If that is no good they will look to see if their Corps' Line of Communication is within 3 and they will move toward that if they can.

-As long as they have an intermediate goal they will continue to try to reach that before even looking at their final destination. Once they reach the intermediate goal though they will begin to focus on that final destination.

You can therefore order a unit to go to an intermediate destination that is 3 legs away and then on to the final destination that is 3 further legs away. So a unit has an order range of 6. Of course this all assumes that there is no road congestion or enemy troops interfering with them. If a road has reached its daily capacity and a unit sees another way to reach its destination it will start moving toward it. So don't assume that they are always politely waiting to take the shortest route. Your on-site commanders will make their own decisions. It should be noted that if a unit is obliged to retreat from combat, the retreat path overwrites any intermediate destination they might have had.

Now, if you were really tricky (or bored) you could set it up so that a unit was 3 legs from its Corps' LoC which was 3 legs behind its Corps HQ and its intermediate destination was 3 legs further on and the final destination was 3 legs beyond that and if the Corps HQ didn't move until it was passed and nothing flummoxed the unit, it could march for 12 days without further orders and arrive at its destination. This represents an extreme though rather than something to be attempted.

Units will move in order of priority (lowest number first). The default priority is 1 for mixed divisions, 2 for infantry, 3 for cavalry, and 4 for headquarters. When ordering a division to move you may assign a new priority to the unit. the priority will revert to default when it reaches its destination.

When moving through mud, heavy snow, heavy rain, or storms, there is a 1 in 3 chance that a division will spend an additional movement point getting to the location. This will mostly affect cavalry and HQs who have a speed of 2 and 3 respectively. If means that HQs, for example, no longer have a reliable speed of 3 in inclement weather.

6.3 Cavalry Piquets

Cavalry divisions and mixed divisions can be tasked with sending out patrols to scout adjacent cities. They will spy out the land without engaging the enemy significantly and they generally won't be sighted as they do this. If, on the other hand, their enemy is also scouting out the same road then the piquets will encounter one another and bounce.
Cavalry piquets will send reports of contacts that they see to their wing commanders. Their reports are generally accurate plus/minus 25%.
Due to the amount of resources required to support long range reconnaissance, these units can only watch one road effectively at a time and they will do so when ordered.

If you select 'piquet advance' on the Corps Orders screen then the Corps commander will order all cavalry and mixed units under his command to send piquets out in random directions (not to friendly controlled towns) when the units are stopped.

6.4 Forced Marching

Units may be ordered to force march and once so ordered will continue to put in that effort until specifically ordered to no longer force march. A force marching unit can move twice as far as a unit moving normally but it may acquire fatigue as it does so. Fatigued units cannot force march (though they retain their order to force march and will try again once they are no longer fatigued). Cavalry, elite, mixed, guerrilla, and veteran units are all less likely to gain fatigue when forced marching. Conscripts, of course, are more likely to gain fatigue. Fatigue has adverse affects on some combat resolution methods (not miniatures). HQ units that force march could potentially move up to 4 road lengths.

6.5 Resting

If a unit spends a day not moving (regardless of whether it wanted to move or not), it has a chance of losing any fatigue it has. The chance is less for conscripts and guerrillas than it may be for others. Also, if a unit is spending the day not moving and there are replacements in the same town that match their rating, nationality and type they can regain strength and the replacement (even straggler) will be removed.

If the Corps HQ of a resting unit is nearby with a Supply Train attached, recovery of fatigue is automatic.

6.6 Marching to the Sound of the guns

Depending on the weather it was common in the Napoleonic era to hear cannon fire long before any courier would arrive to report that there had been an encounter. Therefore some commanders would institute the policy of marching to the sound of the guns. If a general heard cannonfire he would change plans and order his troops to make all haste to the battlefield with knowledge of what they were marching toward. When issuing orders, you can order commanders to adopt this policy. Some commanders might have conveniently fickle hearing though. Therefore if a unit is not in a combat themselves and there is a battle in an adjacent city, they can try marching to the sound of the guns and may arrive as reinforcements. If their Corps commander is not present to influence their decision making, the game looks to their default national characteristics. Consider your orders to 'march to the sound of the guns' to be more of an encouragement than anything guaranteed. Marching to the Sound of Guns does take road load into consideration. Units marching to the sound of the guns may suffer fatigue since this is effectively a forced march as they hurry to the battlefield.

If the unit does get sidetracked and so marches, they will lose any intermediate destinations they may have been ordered to go to but will retain their original final destination (if any).

6.7 Creating garrisons

You can order a unit to drop off a garrison at a town, city, or fortress when it is there. Only Fresh, weakened or worn infantry units can do this. Doing so weakens their condition by a step. The garrison, once created, comes under the Wing Commander's command (as opposed to any corps). Garrisons can never move and if forced to retreat are eliminated. They DO NOT cost points to maintain. Garrison units are enhanced in combat strength when defending a fortress.

If you place a garrison in the capital of an enemy state, control of that state changes to that of your alliance. This makes it much easier for couriers to function.

Also, when you sponsor an allied nation, any fortresses and capitals of that minor nation that did not have a garrison in them, immediately get regular garrison.

It should be noted that garrisons represent administrative control of a city in a way that a division being parked there does not. As such, there are a few things that require garrisons in order to take effect:

Garrisons do not appear on the Order of Battle table on the right hand side of most pages. Instead, there is a link on that table to a page for garrisons that you control. On that page, it will also detail if there are any lines of communications nodes within range of the garrison.

6.8 Administrative March

On the generals page, and at the time of creating a unit, you can flag a unit to be on 'administrative march' orders. Whenever a unit receives a specific march order destination or intermediate, it cannot perform administrative march orders and will seek to perform its orders instead.

While on administrative march orders, units will attempt to follow a single line of communication toward a single point: the march destination of your current depot. It will travel one leg per day.

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7. Engagements

7.1 Contact!

When and divisions share a city there is combat that can only end with one side retreating. There is first a check on the local commanders (assuming the player is not located there) where based on the odds and their aggression level they may decide to retreat.

If neither side retreats then there will be a battle in one form or another. Hopefully there will be email notifying the player (or proxy) of the upcoming fight but currently they must needs daily check their Battle Method Selector to see what has queued up overnight. Recognize that you are choosing the resolution method for a battle that is, in effect, already under way. It will be resolved (one way or another) by the next turn resolution.

7.2 Battle Method Selector

The Battle Method Selector lists all the battles that you are responsible for on a given day and the forces that are there at start. It is assumed that some battles will not be worth fighting by miniatures (or SVG) so hopefully enough information is provided to allow you to choose how you wish to deal with it. If both parties have not selected a method of resolution for a given battle it will automatically be resolved by the computer.

If you (and your opponent) elect to fight a battle by miniatures or SVG, the Campaign will halt awhile so that you have time to play the game out. For Miniatures it is until the next Sunday night. If you have not resolved it by then it resolved by computer and the game carries on.

When the game presents the size of battle, it does not include any troops that are marching to the fight (either on orders or by marching to the sound of the guns). There is no guarantee that what looks like a fair (and fun) game at this point will be the same when the battle goes to be fought.

When selecting method, you can also select a single city that the enemy cannot retreat to. This applies in automated battles only. This is in place to provide a safety net for common sense, not to trap enemy armies. So if you imagine that your army is sitting astride a certain road when the enemy attacks you, select the one city 'behind' you as the one that the enemy cannot retreat to. The game's retreat pathing, though often reasonable, cannot be relied upon to not make strange anomalies from time to time. 

7.3 Miniature Battles

The game directly supports 'Napoleon's Battles' miniatures but there is no reason why the information provided by the game couldn't just as well be used by other rulesets. For example, maybe some players look for the small 2 division vs 2 division fights and play those out using 'Shako'.

When both players have selected to resolve a battle using miniatures the game is paused to allow them to complete the game over the weekend. The day following the selection of the battle (the system needs to confirm the assent) Orders of Battle and labels will be available for each side through the Engagements interface.

There are two reinforcement phases which the players can determine how to use for themselves in the game. The basic rule of thumb is the fatigued divisions arrive in reinforcement phase 2 and non-fatigued ones arrive in reinforcement phase 1. In the OOB it will list Corps artillery as arriving in reinforcement phases and it should be assumed that Corps commanders arrive with them.

The OoB is randomly generated but modified for nationality and condition so if a division is broken you should expect it to show up with perhaps 2 16 figure brigades. Corps and Wing commanders use their NB stats but divisional commander stats are random. certainly by mutual consent players could swap in their personal favourite NB stats if they so choose.

All brigades in a fatigued division (listed as such on the OOB) should be given 1D3 hits at the start of the game.

Following the miniature battle, players should sit down and come to mutual agreement on the state of all of their divisions following the battle. 'destroyed' should rarely if ever be the choice. Once that is done (and the tables and chairs have been put away) the players should individually log in and input the results of the fight through the Combat Results form. On that form, disregard the error message that appears at first above the message box. It'll clear up when the battle is selected. If you are a proxy you have the option to write a message to the owner of the army, describing the results of the battle. Couriers will ensure that the appropriate time delay is adhered to.

For casualties among commanders, they should be noted and replacement commanders can be assigned. The Generic replacement ones are free but the others cost points. There is nothing to factor in long term wounds so keep in mind that if you mark a commander as dead they are really most sincerely dead.

Note that there is also a column for retreats. Your available options are to any adjacent city that is not enemy controlled so you could 'retreat' to another fight a la Quatre Bras intentions. All entries into the system of battlefield results and retreats are honour based. I'm sure, for example, that there will be times when a listed available retreat path has a side advancing through the enemy but that is not the intended use for this. Retreats are for backward movement. If you wish to pursue or move on following a fight actual orders will need to be sent.

Unless both parties input their battle results in before 23:45 Sunday evening, the system will think that the battle has not been fought and will run it as computer generated.

7.4 SVG Battle Simulator

Still under development but with interesting prospects. Some browsers have trouble seeing it. Mozilla works fine (and its free).

7.5 Computer Generated Results

Battles that are automatically resolved are fought over three rounds, with units on each side having a chance in each round of losing strength. At the end of three rounds of loss checks, a winner is determined and the loser must retreat.

The strength of forces in a battle are modified by the aggression rating of one present commanders.

Also, the strength of the various nationalities might be modified by the era. The strengths in the various eras can be found listed on the Nations page.

Units will report battle results and immediately after a battle will send in a strength report.

7.6 Retreats

Units retreating will have a chance of suffering further losses based on the strength difference of enemy in the town they retreat from. Also, retreating units have a chance of becoming fatigued.

Retreat priority is as follows:

If none of the above options are available, units will be destroyed. Wing HQ will be transported to their depot.

Retreating units ignore road congestion.

7.7 Sieges

A siege is created when a defending force at a fortress with a garrison retreats. Instead of moving to an adjacent town, they will retreat inside the fortress and a siege will begin. If there is no garrison, troops cannot retreat into a fortress.

Once a siege has begun, it will continue until either all attackers leave the town or the defending garrison is destroyed. When the defending garrison is destroyed, all other defending units are immediately eliminated, regardless of condition. They are assumed to have surrendered.

Each day, there is a 1 in 10 chance that each defending unit will take a step loss of condition (Fresh>weakened>worn>battered>broken>destroyed). It might, on average, take 50 days therefore to reduce a garrison from Fresh to destroyed. A two month siege is not unreasonable for this time period. There are though ways to reduce this time.

If the besieging force has a Siege Train, the chance is increased to 1 in 5 each day.

If a fortress has open access to the sea then the chance of causing a loss is reduced to 1 in 20 (1 in 10 if siege train)

Each day, the NPC commander of the besieged force will assess the strength of both forces and, depending on his aggression, may decide to sally out if he thinks he has a chance to throw back the besieging force. The garrison might be damaged in this sally.

Also each day, the NPC commander of the besieging force will assess the strength of both forces and, depending on his aggression, may assault the fortress. Doing this may be costly in manpower but it may damage the defending garrison. Note that if you grossly outnumber the defenders and have an aggressive attacker, he may assault everyday. Sieges can wear down a large army quickly. To prevent assaults, keep minimum number of forces at a siege and assign less than aggressive commanders.

If the only defending unit at a siege is the garrison, there is a decent chance everyday that the garrison will simply capitulate if the attacking force is large enough. Do not expect isolated garrisons to hold out for more than a few days. If you want a fortress to last, provide it with a couple of divisions to supplement the garrison.    

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8. Politics

8.1 Nations

The terminology is inconsistent for these. Be it a nation, a province, a state, region or an area, the chunk of land surrounded by pink is a political entity that can be conquered, allied, or invaded. Every nation has a default alliance status in each campaign and that cannot be changed through the course of the campaign. That alliance status can change at the end of a campaign through peace treaty conditions. The alliance of a nation affects its control requirements but control of a nation is dependent on control of the capital.

To control a nation that is not allied to you, you must have a garrison in its capital. Having troops there is not enough. It must be a garrison which represents administrative control.

Specific information can be found on each nation from links on the Europe page.

8.2 City Control

A couple of times every day, control is tested for each city. Control can block enemy couriers and replacements. Control for each city will be set to match the control of the capital unless the city is occupied by enemy forces, in which case it is in enemy control.

There is an important exception though: If an empty city is enemy controlled, it will not revert to the control of the nation's controlling faction if there are enemy forces adjacent to it. This does NOT mean that having forces in enemy territory will grant you control of adjacent territory but rather, it will let you maintain control of areas that your armies have marched through.

If one were to leave a garrison in every third city as an army marched deep into enemy territory, they could maintain control of that line. It would be a very narrow line and possibly very flimsy. If the line were to be broken by enemy forces, troops would need to be sent back to re-enter and reconquer the lost cities.

Cities under siege are controlled by the besiegers.

8.3 Provinces

A state can become a province of another state but this can only be done between campaigns or at the end of campaigns through peace treaties. 

Provinces are treated as part of a major power for determining where depots can be built and therefore troops can be raised. Provinces pool their total number of allowed naval squadrons to that of their major nation. Troops raised in provinces are national troops though you could also raise allied troops there if they are allowed.

Some nations do not exist as separate nations but are only composites of various provinces. They do still have a capital that determines their control status. These special cases currently are:

Britain - It has the capital of London which is also the capital of England.

Spain - Spain has the Capital of Madrid which is also the Capital of New Castile.

Some other composite powers that may be used in future campaigns are The Confederation of the Rhine and Italy.

8.4 Major Powers

The Major powers in the game are Austria, France, Prussia, Britain, Russia, Spain and the Ottoman Turks. These powers are exceptions to conquest rules, the most important of which is that their forces are not destroyed when their capital is captured.

When a  Major Power is conquered though, all players of that major power lose 50 points. Also, conquering a major power gets the conqueror 5 Political Points toward Peace Treaties.

Though major powers do have the ability to fight on after conquest, enemy control of their capital has the usual effects of determining control of the cities in the state.

8.5 Allied Nations

Allied nations are nations that are part of an alliance but are not provinces of another nation. For every ally in an alliance, the players of that alliance get 5 points added to their pool. Allied nations can also be used to raise troops if there is a military governor.

Troops raised in an allied nation are raised in the capital city. Note that allied corps cannot be created. All Corps commanders will be from your home nation and can only be raised at depots. If you want to organize allied units into corps you'll need to raise them in their capital and send a Corps commander running to them to assume command.

Allied troops that don't have orders or a nearby corps command, will tend to move about on their own (keeping within their borders) See robots

8.6 Military Governors

Every state that is in an alliance can have a player assume military governorship of it. Military governors assume control of all fortress and capital garrisons in that nation so that messages from those garrisons will have somewhere to go. If there is no governor, garrisons will not messages. There is no limitation on how many nations a player can be military governor of but while one player is governor, another cannot be.

Also, while being military governor, that player is able to raise allied units and allied replacements in the capital of that nation (where applicable) or at their own depot.

Only the military governor of a province can maintain functioning field depots in that province. 

It should be clarified that military governor gets control of all fortress and capital garrisons in that province. If one French player puts down garrisons to secure their line of advance in cities and towns, they will retain control of them even if another French player assumes military governorship of the region.

8.7 Conquered Nations

When a nation that is a member of one alliance has in its capital a garrison of the opposing alliance, it is conquered. Conquered nations grant the conquering player 10 points and 1 political point (so long as it remains his garrison in the capital).

Conquered nations are neither allies nor provinces for the conquering player and offer no improved ability to raise troops in that nation.

8.8 Robots

When allied troops are left to their own devices (outside three range of their Corps HQ and with no current orders) they may act of their own free will. Generally this involves them moving toward their capital if it is not in their alliance's hands and moving about randomly within their borders if their capital is controlled.

Robots that are below worn will not move, unless they are guerrillas.

If a unit under robot conditions does manage to occupy its capital, it will attempt to drop a garrison there.

8.9 Guerrillas

Guerrillas may be purchased in certain provinces/states but only when you do not have control of them. When a guerrilla is purchased, it appears in a random unoccupied town in that state and then will use robot movement, likely aiming for the capital of that nation. If the capital is well defended then they will not go there. If possible, guerrillas will attack any nearby replacements belonging to the enemy.

Once purchased, the points spent on a guerrilla can never be returned until the guerrilla is destroyed in combat by the enemy. Therefore, if you purchase guerrillas prior to conquering their nation, you may have those guerrillas hovering around acting as bandits and troublemakers for the duration of the campaign. They will not oppose or fight you and will still respond to your orders but they will drain your point allotment.

Guerrillas, like garrisons, do not appear on your order of battle table but instead can be examined on the Garrisons and Guerrillas page.

Because control of a nation might change hands through conquests several times, it may come to pass that there are guerrillas from both sides fighting against one another.

Guerrillas have very limited interest in administrative matters. Although they may send reports to their higher commanders, if those couriers do not reach that headquarters within a day, they lose interest and wander off to the nearest pub, tossing their missives away.

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9. Navies

9.1 Seas and Ports

The waters around our Europe are divided into several seas with each having a designated size that can be seen on the Naval Map. This size (3-5 days, for example) represents the time that it will take for a fleet to cross that sea. Some seas are considered adjacent to others and in this case, squadrons can sail directly from one sea to the adjoining sea.

In the case where seas are not adjacent, longer travel is abstracted by using 'open seas'. Open Seas are special in that they can never be controlled and naval combat cannot occur there. It is an abstraction so a fleet going from North Sea to Bat of Biscay will travel through Open seas and it will take approximately exactly as long if they were sailing from North Sea to Aegean Sea, since they must also use open seas there. Open seas has the longest delay for naval movement.

Some cities, towns, and fortresses are designated as ports. Each port is on a specific sea. In rare cases, ports are attached directly to open seas. Naval Squadrons can be located at ports and this is true even if the port is not friendly. In this case, the ships are considered to be at sea in the harbour. If a city or fortress (not towns) is also a port, then sea supply depots can be built there.

9.2 Naval Movement

Naval Movement occurs after checks for interceptions and combats. When a fleet first enters a sea zone, it is given a movement date that represents the size of the sea. If a squadron has a destination assigned to it and that date is reached, it will then move. If a squadron has been in the same sea for more than a week, for example, and it receives a movement order, it will already have waited its necessary delay and will move immediately. If a squadron is engaged in combat, its movement date gets bumped up.

Leaving or entering a port/harbour takes one day.

When ordering squadrons to move, there are no couriers involved. Instead there is a simple mechanic. If the squadron is in port anywhere in the world, the order arrives the next day. if the squadron is at sea, the delay for the orders to arrive will equal the size of the sea, minus 1.

There is the option to assign a flagship to a squadron. When there is a flagship in a location, all friendly squadrons with orders to go to the same destination will move on the flagships date. Also, when there is a flagship, all orders to squadrons in that location will arrive on the same date.

9.3 Sea Zones

Currently there are four distinct sea zones: North Atlantic, Mediterranean, Baltic, and Black Sea. Squadrons moving from one sea zone to an adjacent sea zone don't concern themselves with sea zones but if travelling via open seas, the sea zones matter greatly.

This means that a squadron going from Portsmouth, England to  Akhtiar, Crimea (Sevastapol) would look like this:

Portsmouth > English Channel > Open Seas (North Atlantic) > Strait of Gibraltar > Open Seas (Mediterranean) > Bosphorus Strait > Black Sea > Akhtiar

9.4 Straits

The major straits in the game are bottle necks for travel between sea zones. Straits are transition points between the sea zones.

The Strait of Gibraltar and Skagerrak Strait do not have any physical blockade aspects. That is to say, the guns of Gibraltar fortress do not in any way restrict access to the strait. Now, that doesn't mean that there isn't a big advantage to having a base there were you can more easily maintain a few squadrons at the bottleneck. Because of the way that sea zones will change while a squadron is in a strait, if they are intercepts on the first day of their passage of the strait, they will retreat back to the sea zone they came from. If on later days, they would retreat toward their new sea zone.

The Bosphorus Strait has two bottlenecks that will restrict access:

 On the Mediterranean side, if your enemy controls both Madytos and Sultaniye Kalesi fortresses then you cannot travel between Bosphorus Strait and Aegean Sea or Open seas (Mediterranean). If one of those two fortresses is not in enemy hands, then the passage is open.

On the Black Sea side, if your enemy controls both Constantinople and Galata fortresses then you cannot travel between Black Sea and Bosphorus Strait or Open Seas (Black Sea). If one of those two fortresses is not in enemy hands, then the passage is open.

There will be no messages generated to inform you of the blocked passage.

9.5 Naval Squadrons

The Campaign assumption is that building squadrons for the campaign do not represent constructing new ships nor does destroying a squadron specifically represent sinking ships. When a Squadron is purchased with points, it instead represents that orders for and provisions for assembling a group of ships is given so that 5-9 days later the squadron is ready to respond to orders. When a naval unit is destroyed, it represents that enough ships in the squadron were disabled, sunk, or otherwise incapable of immediate action and so the squadron is not seaworthy.

There are three types of naval squadrons:

There is a limitation on how many naval squadrons a nation can have at any given time. This is made up of a core number for the nation plus some added for each province. Loss of provinces can therefore reduce the number of fleets available in a campaign.

Squadrons can be assembled at only a limited number of ports (no more than three per state) and these ports are listed on the nations page. This means that you do not have to watch every enemy port for increased naval activity and can make strategic decisions based on these critical ports.

At game start, each player (not subordinates) will receive a number of Fast Fleet tokens. These may be applied to a squadron that is assembling to make it immediately assembled.

9.6 Naval Transport

Each transport squadron can transport up to two combat divisions and one headquarters element across the seas. The order to embark troops is done through naval orders and does not involve any couriers or delay but the order to embark is separate from any orders that get the land forces and naval forces into the requisite same port. Any port can be used for embarkation.

Important - Once land units have been assigned the order to embark  aboard a specific squadron, that squadron cannot leave port until all of its cargo is aboard.

While at sea, and even if in harbour, if a transport squadron is dispersed/sunk, all divisions aboard the transport are destroyed.

The order to disembark troops is done as a checkbox on the naval orders page. When ordering squadrons to move, you can order the squadron to disembark all troops when they reach the port that you assign as their destination. If the squadron is obliged to retreat to another port, or is later sent to another port, the troops will not be disembarked until specifically ordered to disembark at a specific port.

Disembarking can be done at any port UNLESS there is an enemy garrison at that port AND an enemy combat squadron in that port. It should be assumed that all enemy fortresses are garrisoned.

Troops disembarking will be fatigued and will fight with only one third effectiveness if they are obliged to do battle immediately.

9.7 Naval Intelligence

Naval intelligence is immediate, in that they do not send couriers to report what they sea or experience. This can instead be seen on the naval org chart. If a fleet is at sea, it will report what other enemy squadrons it thinks are in the same sea. If they are in port, they will report what enemy squadrons are there, what enemy fleets might be being assembled, and if the port is vulnerable to naval invasions. Also, you can see where all of your fleets are at all times.

Following naval combats, results are immediately delivered as messages.

The only way to determine who controls a sea is for their to be combat in the sea. Until the next real-world Sunday following a naval battle, the control of that sea will be listed on the naval orders page. Also it will list how many squadrons on each side suffered defeats. Defeats include retreats away and dispersals.

9.8 Naval Combat

Before any naval movement each turn, tests are made to see if opposing squadrons in the same sea zone encounter one another to engage in combat. There are three distinct forms of naval combat.

The default is that all naval combats will be resolved on the following real-world Sunday. This is to allow for miniature battles should the players wish it. If either player though checks the 'resolve immediately' check box for the battle, it will resolve in the next turn.

The basic mechanic for naval combat is that the system will pick a squadron at random and test it for possible defeat, based on the combat ratios and minimum/maximum chances of defeat based on type of battle. After being tested, that squadron is removed from calculations for combat strength in that battle. If a squadron passes its test, it is removed from the battle and remains in the sea, ready to move in the movement phase if so ordered. If a squadron fails the test, it will either retreat to a nearby friendly port or to another sea OR the squadron will be destroyed. Currently, it is a straight 50/50 chance between retreat and destruction.

Note that there are references to wind gauge, formations, naval doctrine etc for naval battles. Currently this system is not in effect and only represents some future ideas.

9.9 Naval Couriers

The seas affects couriers in two distinct ways.

Firstly, couriers can use the seas as part of their normal lines of communications. If two adjacent legs on a line of communication are ports, and both those ports have seas that are not enemy controlled, then the courier can cross the seas. There will be a delay though on that courier equal to the random sea delay for the involved sea zones, combining the delay if they are different zones. The delay for couriers is one less than the listed delay for squadrons. The delay from Antwerp to Folkstone could be 0 or 2 days. The delay from Folkstone to Marseille might be as many as 6 days. Note that lines of communication that use ports will confuse the courier delivery estimates provided by some tables.

Secondly, and distinctly, couriers may have to be sent by forces that are currently being naval transported or sent to them. For these, the Center of Communication is of critical importance.

Messages sent from a unit at sea will check a distance to their line of communication (if it is a port) and the courier will arrive at the center of communication after a delay.

Messages sent to a unit at sea will first have to go to their center of communications and then, if it is a port and not blockaded, then with a delay based on the sea zone of the unit at sea, the message will strive to reach the unit.

When troops are embarked for a destination, it is recommended therefore that their Center of Communication be set to be their point of disembarkation if it is friendly controlled and the port of embarkation if it is not. 

9.10 Naval Battles in Miniature

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10. Treaties

10.1 Role

Peace treaties are intended to be used to bring the campaign to a close in a clean and decisive manner but only when the game has come to a meaningful conclusion. It also prevents the campaign from being unending or open-ended such that players will simply lose interest and stop playing.

Basically, once a player has become dominant, they can set up a treaty such that the campaign will end on their terms in a short period (usually two weeks) unless something drastic changes the game balance. Similarly, if a player is losing badly, they can propose a treaty that is not likely favourable to them but that will end the campaign shortly unless the victors make a counter proposal.

The treaty system does not have clear winners and losers. Players use their political points to give them increased leverage in getting what they want from a treaty. Peace treaties represent the Clausewitzian notion that war is politics carried on by another means and that they thereby represent slight shifts in balance rather than conquest and complete defeat.

10.2 Political Points

Political Points (PPs) are used to propose peace treaties. All players start with zero political points and those will rise and fall based on the actions of themselves and allies.

Subordinate Wing commanders collect political points normally and can propose treaties.

10.3 Proposing a Treaty

When you consider proposing a treaty, you will get a value of that treaty, in political points. It can have a negative point cost but you cannot propose a treaty that costs more political points than you currently have.

You may only propose a new treaty if the value of your new treaty proposal would be greater than the value of the current treaty proposal (or zero if there is no current treaty proposal).

You cannot propose a treaty if the current treaty proposal is your own. So if you expect to be getting a ton of PPs shortly, don't propose a treaty.

10.4 Treaty Articles

There are a number of articles in the treaty that need to be clarified:

10.5 States and Provinces in Treaties

For each non-neutral state that is involved in the war, you can propose that it change its situation for the next campaign. There is no 'conquered' or 'occupied' status for nations as once peace is declared, the nations settle into a normalcy. Some states can become provinces of up to two other states but it is limited to what historical or natural relationships might have been.

If a nation has not been conquered, the options for how you can alter the nation's status for the next campaign are very limited. Generally, maintaining the status quo costs 0 points and is the default position.

Once a state is conquered, you will be more able to affect its proposed status. You will be able to propose that it become an ally in the next campaign.

Note that a state cannot go from being a province of one nation to being the province of a conquering nation over the course of a single campaign. You will need to strip the territory from the owner for one war and then absorb it as a province in the next. 

10.6 Treaty Ratification

Once a treaty is proposed, it remains in proposed status until any of the following occur:

1. The proposing player no longer has political points equal to the value of the treaty - The treaty fails and is removed from consideration

2. Another player proposes a treaty of greater value - The previous treaty is replaced by the new proposal

3. All players (not including subordinates) vote to accept the treaty - The treaty is immediately ratified and the campaign ends.

4. The deadline is reached - The treaty is immediately ratified and the campaign ends.

10.7 Treaty Legacies

As the campaign system is currently being run, we are hopping through time in no particular order. Still, in order for treaties to have some value, we are, where possible, maintaining treaty effects from campaign to campaign. So, whereas, for example, Gibraltar was lost to the Spanish as a result of our 1809 Espagne campaign, when we start up our 1805 campaign a few months later, Gibraltar is a Spanish province.  

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11. Forums

 

 

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