X. WAR AND PEACE: 1805-1815 GRAND CAMPAIGN GAME

A. INTRODUCTION

On December second, 1804, Napoleon Bonaparte was coronated Emperor of France. By placing the crown upon his head with his own hands, Bonaparte brought Europe to the brink of war. For by its very nature, the act of self-coronation threatened the rule and challenged the legitimacy of every government then in existence.

To safeguard the sanctity of divine right and position based on noble birth, the Euro­pean monarchies branded Bonaparte an in­ternational outlaw and pledged to remain at war with France until the Corsican usurper was overthrown and the Bourbon rule restored. For the next ten years, the fate of the French Empire rested on the abilities of one man; as a warrior, and as a peacemaker.

This scenario is an amalgamation of the preceding nine scenarios. In length and scope it far surpasses them yet it is only slightly more complex. Including naval units, production, and a self-regulating political system which still leaves room for inter-player diplomacy, the Grand Cam­paign Game is well suited for traditional two player gaming as well as solitaire or multi­player games.

Note: Official Optional Rules have been included (Sections DD & EE, below) to alter the 2 player version of the Grand Campaign Game.  These rules are not recommended for 4-6 players.

B.GAME EQUIPMENT

1. The scenario is played on all four map­boards.

2. The scenario requires units of all major and minor states.

3. The Campaign Game Card which in­cludes the Campaign Turn· Sequence, the Naval Results Tables, and the Force Pool Display, is used in this scenario.

C. VICTORY CONDITIONS

1. The French player wins an automatic vic­tory under either of the following conditions.

a.If the French player conquers England, Spain or Russia, and controls at least fifteen production cities (anywhere on the map) at the instant of conquest/control.  The cities controlled include Paris and those within the conquered nation; only cities that are marked with black, red, or white infantry symbols qualify.

b.If there is at least one un-besieged French strength point inside Paris at the end of the game and if France is an active (non-neutral) state which has never been conquered.

2. If the French player does not achieve an automatic victory, the player who controls the most production cities at the end of the game is considered the victor.

a. Only the cities which contain a black, red, or white infantry symbol are counted for vic­tory determination.

b. The player who controls the largest number of strength points which occupy a city hex is considered to control the city in that hex at the end of the game.

c. If two or more players control an equal number of production cities at the end of the game they may be considered joint victors.

3. The scenario begins in September 1805 and ends in August 1815 unless prematurely ended by any of the following conditions:

a. The scenario automatically ends if the French player achieves an automatic victory.

b. The scenario may be terminated at the end of any turn by mutual agreement of all of the players.

c. If Napoleon is killed, the scenario automatically ends one year after the turn in which Napoleon is removed from the map­board.

d. If Napoleon is exiled, the scenario automatically ends one year after the turn in which Napoleon went into exile, unless Napoleon has returned from exile and is deployed on the mapboard.

Note:  See Sections DD & EE, below, for Optional Rules.

D. INITIAL POLITICAL STATUS AND MULTI­PLAYER RULES

1. At the start of the scenario, the political status of the six major states is as follows:

a. Pro-French states: France and Spain.

b. Anti-French states: England, Austria and Russia.

c. Neutral states: Prussia.

2. At the start of the scenario, the political status of the minor states is as follows:

a. French satellite states: Bavaria, Holland, Italy, Switzerland, and Wurtemburg.

b. English satellite states: Portugal.

c. Prussian satellite states: Brunswick, Hesse, and Saxony.

d. Neutral minor states: Denmark and Sweden.

e. Unformed minor states: Dalmatia, Naples, Poland, the Rhine Confederation, and Westphalia (these are states which the French player may create during the game, usually by occupying the state's production city - see section H).

Note: The political status of all minor states and any major state which is not controlled by an individual player is subject to the Alliance rules (see section G).

3. By following the guideline provided below, WAR AND PEACE may be played solitaire, or by as many as six players:

a. Solitaire: The player controls the units of all states in a fair manner, pursuing an automatic French victory while moving pro-­French units, and attempting to gain control of Paris while moving anti-French units. With the exception of France and England, the political status of all major and minor states is subject to the Alliance rules. France is a permanent pro-French state. England is a permanent anti-French state.

b. Two players: The French player controls all pro-French states. The non-French (English) player controls all anti-French states. If a neutral state is invaded by either player, it immediately joins the faction con­trolled by the opposing player. 

c. Three players: The French player con­trols all pro-French states. The English player controls all anti-French states except Russia. The Russian player controls all Rus­sian forces.

d. Four players: As in a three player game but including a separate Austrian player who controls all Austrian forces.

e. Five players: As in a four player game but including a separate Prussian player who controls all Prussian forces.

f. Six players: As in a five player game but including a separate Spanish player who controls all Spanish forces.  Note: If the French player does not achieve an automatic victory, the Spanish player (only), receives double value for each production city controlled by Spain at the end of the game.

4. All rules governing partisans and Cossacks in Scenarios IV, VI, and VIII are considered in effect in the Campaign Game.

5.  Exception to rule J.4.d.  Infantry of a minor state may accompany a leader of another color if the infantry are from a minor state that is a satellite state of a major power  of the same nationality as the leader.

E. CAMPAIGN TURN SEQUENCE

Note: The Campaign Turn Sequence which is printed on the Campaign Game Card is used in this scenario instead of the standard sequence of play. The Campaign Turn Se­quence proceeds as follows:

1. Neutral Player(s) Segment

Note: During this segment, each player who controls a neutral major state is considered an active player.

a. Naval Phase: The active player may move the naval units he controls in accordance with the Naval Movement rules. Neutral naval units may not initiate any form of naval combat (see section F).

b. Reinforcement Phase: The active player may purchase units from his nation's Force Pool and deploy these units on the map­board in accordance with the Reinforcement rules (see section J).

c. Movement Phase: The active player may move the leaders and army units he controls in accordance with the standard Movement rules. Neutral units may not leave their home country or initiate any form of combat. Note: The units of a neutral state which is not controlled by an individual player may not be moved until the state joins either the pro or anti-French faction during an Alliance Phase or as a result of being invaded by pro or anti-French forces.

d. Alliance Phase: The active player must announce if he is remaining neutral or join­ing either the pro or anti-French faction. If an active player joins either faction, the marker representing his state is immediately repositioned on the Alliance Display. When a player joins either faction, his state im­mediately forfeits its neutrality. Note: No player may join the pro-French faction without the consent of the French player.

2. Pro-French Player(s) Segment

Note: During this segment, each player who controls a pro-French major state is con­sidered an active player.

a. Naval Phase: Proceed as in l a, above.

b. Attrition Phase: The French player follows the standard Attrition rules-the die roll he executes is used to determine the ef­fect of attrition in each hex occupied by ac­tive (pro-French) units.

c. Alliance Phase: The French player rolls the die to alter the political status of one major state (see section G).

d. Reinforcement Phase: Proceed as in 1b, above.

e. Movement Phase: Proceed as in 1c, above. Each active player may move his own units or may allow another active player to move his units. The movement of all active players' forces occurs simultaneously dur­ing this phase.

f. Combat Phase: The active player initiates and resolves all combat in accordance with the standard Combat rules. Each active player may allow another active player to control his units for combat purposes. An active player may only initiate combat against a force controlled by an inactive player.

3. Anti-French Player(s) Segment

Note: During this segment, each player who controls an anti-French major state is con­sidered an active player. This segment pro­ceeds exactly like the preceding segment ex­cept that the English player rolls the die dur­ing the Attrition and Alliance Phases.

4. At the end of the Anti-French Player(s) Segment, the Turn marker is advanced and a new turn is immediately initiated.

F. NAVAL UNITS

Note: The 4th Edition Rulebook fully incorporates section AA, Napoleon’s War at Sea.  These were released in the General as the Official 3rd Edition Rules.  Furthermore, the Optional Rules are highly recommended and are provided here.  The expanded sea zones provided in section GG, Napoleon versus Lloyd’s of London, are also incorporated.  Due to the number of changes made none of them have been documented, neither official nor unofficial.

1. Naval Unit Types

a. There are two types of naval units: squadrons and transports.  A stack of naval units may be referred to as a Fleet.

b. Each squadron unit represents a naval combat unit which possesses a Naval Combat strength of one point, and a morale value of one (except English squadrons which possess a morale value of two). Squadron units may never transport army units (Exception:  leaders may be transported by squadrons).

c. Each transport unit represents a non-combat naval unit which possesses the ability to transport production, supply, and army units across all-sea hexsides and from one sea zone to another (see Z.X.F.3, below).

d. In this scenario, all major states except Austria and Prussia possess naval units. The minor states which possess naval units in­clude Denmark, Portugal, and Sweden (only).

e. During this scenario, the only state which may build new naval units is England. Other states may replace previously eliminated naval units but may not build new units (see section Z.X.J).

f. Naval units never suffer attrition. Naval units are simply ignored during the Attrition Phase.

2. Naval Movement

a. All naval units possess a Movement Allowance of four movement points.

b. Naval units may be moved individually or as part of a stack (Fleet) of naval units of the same background color.

c. Naval units may only enter coastal hexes and sea zones. Any hex which is partially covered by the blue sea color is considered a coastal hex (Exception: London and Bordeaux are also considered coastal hexes). If such a hex contains a city, the hex is also considered a port hex, is marked with a naval anchor symbol (4th Edition Map), and is considered a port city.

d. There are sixteen sea zones delineated by white circles on the map board.  Solid white boundary lines connect these zones.  Four of these sea zones are also on the map board delineated by dashed white boundary lines: the Atlan­tic Ocean, the Mediterranean Sea, the North Sea and the Baltic Sea.  These are the European Sea zones, while the remaining twelve are referred to as the Global Sea zones. The boundaries be­tween the four European Sea zones are printed in such a way that certain ports lie directly on the boundary-such ports are considered to be located in both bordering sea zones. Thus, Gibraltar is considered to be in both the Atlantic and Mediterranean sea zones. Brest and Plymouth border both the Atlantic and North Sea zones. Copenhagen is considered in both the Baltic and North Sea zones. All other ports are clearly inside only one sea zone.

e. During the Naval Phase, the active player may move the naval units he controls into any coastal hex or sea zone within the limit of the naval unit's Movement Allowance. Note: Naval units may be moved in­dependently-no leader is required to ac­company a moving naval unit.

f. Wherever sea zones are connected by a solid white line, a moving naval unit may make a change of location between sea zones.  A naval unit must expend the movement point cost listed in the sea zone as “MP” to enter the sea zone.  One movement point is required to enter a port city coastal hex. A naval unit must expend two movement points to enter a non-port coastal hex. If insufficient naval movement points remain to perform the movement the move may not be made.  Note:  No movement cost is expended to move a naval unit between a sea zone delineated by a white circle and a sea zone delineated by dashed white boundary lines so long as the zones are named identically.  They are considered to be the same sea zone.   

Example #1: At the start of the Naval Phase, the English player is active and wishes to move an English transport from Gibraltar-hex A7(1) to Walcherin Island-hex GG17(2). The transport, which is deployed in Gibraltar at the start of the phase must expend one movement point to enter the Atlantic sea zone. It must spend a second movement point to move from the Atlantic into the North Sea zone. Finally, it must spend two movement points (the re­mainder of its Movement Allowance) to enter the hex containing Walcherin Island because it is not a port hex.

Example #2: At the start of the Naval Phase, the French player is active.  French Naval unit bound for North America would leave Brest and enter the Atlantic naval zone at the cost of one MP. It would then be transferred directly to the Atlantic sea zone on the Global Naval Movement display, and could move to the North Atlantic zone at the cost of one MP, then to the North American zone at the cost of two more MPs.

f. At the end of his Naval Phase, the active player's naval units may occupy any coastal hex, or may remain "at sea" in any sea zone. Units which remain at sea may be positioned anywhere in the non-land area of the sea zone they occupy. For convenience, each player's naval units may be deployed as a separate stack (Fleet) within each sea zone.

g. The fortress of Gibraltar is an English possession located in hex A7(l) on the southern coast of Spain. Gibraltar is a special port which cannot be assaulted or besieged as long as it is occupied by at least one army and one naval squadron strength point.

h. Both London and Bordeaux are inland port cities.  These should be treated exactly as other port cities.  The coastal hexes in which these cities reside may be accessed directly from their corresponding sea zones: neither hex FF13 nor hex S12 must be traversed to move between the port city and the sea zone containing the port city.  Hexes FF13 and S12 are treated exactly as other coastal hexes.

3. Naval Transport

a. During his Naval Phase, the active player may transport army units, supplies and English production points via naval move­ment. All naval units may transport supplies or army units of the same color. Only English naval units may transport produc­tion points. Whenever a unit is being transported by a naval unit, it is placed directly under that naval unit.

b. A naval unit may embark or disembark cargo or army units in any coastal hex (including a friendly controlled port city) it oc­cupies during the Naval Phase.  A leader must be present in the hex of embarkation for infantry to embark but is not required to disembark the infantry. There is no movement point cost to embark or disem­bark cargo or units, however, if an army unit is transported by naval movement it may not move in the Ground Movement Phase (overland) during the same player segment. Note: Army units transported by naval movement are automatically considered supplied for the re­mainder of the player-segment.

c. A squadron may only transport leaders. There is no limit to the number of leaders which may be transported by a single naval unit.

d. A transport unit may transport a max­imum of five production or supply points, two infantry strength points, or one cavalry strength point.  Two production or supply points may be transported along with one infantry strength point.  The transport unit may also transport an unlimited number of leaders regardless of what else is being transported.  The numerical markers may be used to represent production or supply points (face-up for supply, face-down for production). In order to transport supply points, a naval unit must begin the Naval Phase inside a port which the active player controls. In order to transport production points, an English naval unit must begin the Naval Phase inside an English production city.

e. Cargo and army units must be disem­barked at the end of the Naval Phase.  A naval unit may not remain “at sea” with any cargo aboard.

f. The hex in which supply points are disem­barked becomes a limited supply source for the remainder of the current player segment. The disembarked supply points may be used to supply an equal number of army strength points which can trace a supply line of three or less movement points from the disem­barkation hex to the hex the strength points occupy. Regardless of whether or not the disembarked supply points are used, the numerical marker is removed from the map­board at the end of the current Player Seg­ment. Note: Only army strength points of the same color as the naval transport which disembarked the supply points may use the disembarkation hex as a supply source. If even one strength point in a force is unsup­plied due to a scarcity of supply points, the entire force is considered unsupplied.

g. Production points may be disem­barked in any coastal hex in a major or minor state. The player who controls that state may use the production points to pur­chase reinforcements during the next Rein­forcement Phase (see section Z.X.J).  All other rules around production also must be applied.

h. If a naval unit is sunk during the Naval Phase, its cargo is automatically eliminated. If a naval unit is captured, its cargo is eliminated and all army units on board become prisoners of war (see section Z.X.G).

4. Naval Interception

a. Whenever the active player moves a naval unit into a sea zone, the inactive player may attempt to intercept the moving unit(s) with any un-blockaded squadron(s) he con­trols which is located in that same sea zone.  Both Naval Interception and Naval Pursuit (see Z.X.F.5, below) use the Naval Pursuit Table.

b. At the instant the active player's unit(s) enters a sea zone the inactive player must an­nounce that he wishes to intercept the moving squadrons. The active player must temporarily cease his unit's movement until the inactive player finishes resolving all interception attempts he wishes to make against the moving unit(s).

c. The inactive player may roll the die separately for each squadron attempting to intercept the mov­ing unit(s), may roll the die once for the entire Fleet, or any combination desired so long as it is announced before the die roll(s). If an intercepting squadron is already "at sea", in the same sea zone as the moving unit, the interception die roll is increased by one. A naval unit which is in a sea zone, but is not in any coastal hex in that sea zone is considered "at sea". The resulting die roll is also adjusted by the Interception Modifier (IM) printed in the sea zone, and by Nelson if relevant (see Z.X.F.8., below), and the result is located on the Naval Pursuit Table. If the indicated result is an "I", the inactive player's squadron in­tercepts the moving unit(s) and may attack the moving unit(s) before the active player may continue his movement. The inactive player may resolve as many interception attempts as he desires, and may then attack the mov­ing unit(s) with all squadrons which succeed in in­tercepting the active player's force. 

d. A squadron inside a blockaded port may never attempt interception.

e. Once a squadron successfully intercepts an op­posing naval force, it may not attempt to intercept a different force for the remainder of the Naval Phase.

f. If a fleet beginning its second turn in a sea zone seeks to intercept an enemy fleet which has also been present during the entire last French Movement Phase, “+1” is added to the Naval Pursuit Table die roll for Interception.

g. If a naval unit wishes to leave a sea zone, no interception may be attempted by enemy units in the same sea zone. However, if it enters a new sea zone containing other enemy naval units, those units may attempt to intercept the moving unit(s) during the active player's Movement Phase, taking into account the new sea zone’s IM.

5. Naval Pursuit

a. Both Naval Interception (see Z.X.F.4, above) and Naval Pursuit use the Naval Pursuit Table.

b. After each round of Naval Combat, the victorious player is permitted to try to pursue the opposing player's force. In this situa­tion, the pursuing player rolls the die once for his entire force and consults the Naval Pursuit Table. If the result is an "I", the pursuing force intercepts the opposing force and may immediately initiate another round of combat. This procedure may be repeated after each round of combat is resolved (see Z.X.F.7, below).  Nelson’s bonus may apply to this die roll (see Z.X.F.8., below).

6. Naval Blockade

a. During the Naval Phase, the active player may blockade any port in which his squadrons equal or exceed the squadrons controlled by the inactive player.

b. When a port is blockaded, all of the inac­tive player's naval units are placed under a Fortress marker and the active player's squadrons are placed directly on top of this marker. If, at any subsequent time, the blockading squadrons become outnumbered, the blockade is negated and the marker is immediately removed. Note: If a port is also besieged, the army units which are inside the city are placed under the same Fortress marker. If, however, there is an enemy army strength point inside the city at the end of any Com­bat Phase, all blockaded naval units in that city are considered captured.

c. A naval unit which is inside a blockaded port may only leave that hex by "running the blockade" during the owning Player's Naval Phase. In order to attempt to escape out of a blockaded port, the active player must an­nounce which naval units are attempting to leave the hex. Naval units may attempt to escape individually, as one combined Fleet, or any combination desired so long as it is announced before the die roll(s). For each squadron or Fleet attempting to escape, the active player rolls the die and locates the result on the Naval Blockade Table. If the result is an "E", the unit(s) may leave the hex without any interference. If the result is an "F", the unit(s) may remain in port or may immediately attack the blockading force according to the Naval Combat rules. After resolving the combat, the active player's unit(s) must return to port unless the blockade is negated (see Z.X.F.6.b., above). If the result is "F*", the blockading force may immediately initiate one round of naval combat. After resolving the combat, the ac­tive player's units must return to port unless the blockade is negated.  If the squadron or Fleet successfully leave the blockaded hex normal Naval Movement is allowed.

d. A naval unit may not attempt to leave a blockaded port more than once during a single Naval Phase.

e. A naval unit may enter a blockaded port hex but may not move into a blockaded port (Exception: see Z.X.F.6.f., below).

f. If a port city is blockaded, only the player who controls the port (see Fortresses and Sieges, Section S) may move his naval units into that port, provided the moving units have sufficient movement points to perform the move (naval units outside of the blockade may freely join the blockaded force in the port).

g. If one or more squadrons is currently blockading a port and attempts interception the unit(s) may not be used to continue the blockade.  Following the die roll, the intercepting squadron(s) is immediately moved to “at sea” regardless of the result and the blockade recalculated.  If the blockading force is no longer sufficient to continue the blockade it is negated and the marker is immediately removed (see Z.X.F.6.b., above).  Combat resulting from a successful interception in such a case is resolved with the intercepting squadron(s) considered to be at sea.  The interception die roll does not get the at sea modifier.

h. Any squadrons of the inactive player that had been blockading a port may not be used to intercept any naval units of the active player that started the Player Segment under the Fortress marker in the same hex.  The units are in the same sea zone.

i. If one or more squadrons is blockading a port, and the active player wants to run the blockade with the isolated Fleet and wants to bring a Fleet that he is moving at sea into the hex to attack the blockaders, he must do so one squadron at a time. They may not combine to attack the blockading Fleet unless the blockading player so wishes. The blockading Fleet may choose which of the two enemy Fleets it wishes to engage first. If victorious, it may then fight the other Fleet. If defeated, it may then retreat as normal. If the blockading player allows both enemy Fleets (the one at sea and the one in port) to join and fights them together, the battle is considered to be fought “at sea” in the sea zone, and the defeated player may choose his port of retreat as per the combat rules. He need not retreat to the port his blockaded Fleet escaped from if he has another choice.

j. If one or more squadrons is blockading a port, and the active player want to bring a Fleet that he is moving at sea into the hex to attack the blockaders he is not limited to doing so one squadron at a time so long as he does not also want to run the blockade with the isolated Fleet.

7. Naval Combat

a. During the Naval Phase, there are three situations in which Naval combat may oc­cur: (1) when the active player's naval units enter a coastal hex which is occupied by naval units controlled by the inactive player, the active player may initiate combat against the units in that hex; (2) when the active player's naval movement is interrupted by inter­cepting naval units controlled by the inactive player, the intercepting units may initiate combat against the moving unit(s); (3) when the active player's naval units attempt to leave a blockaded port, combat may be initiated in accordance with the result obtained from the Blockade Table. Note: Unless attempting to leave, naval units inside a port may never be attacked.

b. Naval combat is resolved very much like land (army) combat. Each player totals the number of squadron strength points in his force.  For each battle, the combat odds ratio is determined by dividing the total strength of the larger force by the total strength of the smaller force. If the result of this division is two or greater, the odds ratio is "2 to 1". If the result is less than two but is equal or greater than one and one-half, the odds ratio is "3 to 2". If the result is less than one and one-half, the odds ratio is "1 to 1". Unlike land combat there is no benefit to having an odds ratio greater than “2 to 1”.  Each odds ratio is printed on a separate horizontal line on the Naval Combat Results Table.  The player who controls the larger force rolls the die and modifies the result for leadership and morale (see Z.X.F.6.f., below). The modified die roll is located opposite the determined Combat Ratio on the Naval Combat Table. The result taken from the Naval Combat Table is interpreted as follows: L = Larger Force, S = Smaller Force, R = indicated force must retreat to nearest, friendly, un-blockaded port, S = indicated force loses one squadron (sunk), C = indicated force loses one squadron (captured).  Example:  LS means one squadron from the larger force is sunk.

c. After the first round of combat, the player whose force is unaffected by the com­bat result (the victorious player) may initiate a second round of combat by rolling to pursue the opposing force on the Naval Pursuit Table (see Naval Pursuit, section Z.X.F.5., above). If suc­cessful, the combat immediately proceeds for a second round. This procedure may be repeated after each round, at the option of the "victorious" player resulting from each round of combat (Exception: see Z.X.F.6.d, below).

d. If a losing force is not pursued, or loses two consecutive rounds of combat, the force must immediately retreat to the nearest friendly, un-blockaded port in the same sea zone. If no un-blockaded friendly port is available, all units in that force are treated like unescorted transports (see Z.X.F.6.e., below).  Note:  Only the Atlan­tic Ocean, the Mediterranean Sea, the North Sea and the Baltic Sea zones have port cities.

e. Transports may not participate in Naval combat. If an unescorted transport is at­tacked, the player who controls the transport rolls the die and locates the result on the Naval Transport Table. The result is interpreted as follows: C = transport (and cargo) captured, S = transport sunk, E = transport escapes to nearest, un-blockaded friendly port in the same sea zone. If no un-blockaded, friendly port is available, the transport is moved to the nearest port in a neutral major state, and is considered cap­tured by that state. If there is no neutral port available in the same sea zone, the transport is sunk.

f. The die roll used to resolve Naval combat is modified for morale and leadership as follows: Morale: The die roll is increased by one if the larger force is English. The die roll is decreased by one if the smaller force is English. Leadership: The die roll is increased or decreased by an additional one if the English force is accompanied by the English naval leader, Nelson.

8. Nelson

a. Nelson has no effect on land (army) combat.  

b. The die roll is increased by one if Nelson is aboard any naval unit which is attempting to intercept or pursue an enemy force.  Nelson adds his combat and pursuit value to the whole stack of naval units (the Fleet) he is with.  If squadrons he is with attempt interception individually, each may receive the bonus.

c. If more than one English Fleet is “at sea” in the same sea zone are all considered to be “with” Nelson if he is also present. Nelson is killed if all naval units with him are sunk.  Nelson is captured if all naval units with him are captured. 

d. At the end of each Naval Combat Phase Nelson is handled like any other named leader and is subject to injury except the dice roll must be less than 11 for him to be unharmed (see Leader Casualties, section R).

e. The die roll is increased by one if the larger force is accompanied by the English naval leader, Nelson. The die roll is decreased by one if the smaller force is accompanied by the English naval leader, Nelson.

f. Nelson is the only leader which affects Naval combat.

g. Nelson may not move across land terrain.

h. Nelson may not be moved independent of other naval units during the Naval Movement phase.  He must accompany other naval units.  He may only accompany naval units in the same hex as him at the start of the English player’s Player Segment.  His movement allowance is limited by that of the naval units he is accompanying.

9.  Naval Sequence of Play

The active player moves each naval unit or stack of naval units (referred to as a "Fleet") separately. When he finishes moving that Fleet he may move another. A moving Fleet may "pick up" another Fleet during its move, but the "picked up" Fleet must move at the rate of the original moving Fleet, and therefore must cease moving when the original Fleet has used all its movement points. A Fleet detachment may be "dropped off" but may not move farther on its own or with another Fleet during that player turn.

a. If one or more naval units of the active player moves into a sea zone and is intercepted, that combat is done before any other combat or movement. If the active player's force is victorious, it may continue moving or follow the defeated unit(s) back to port and blockade it if it has sufficient naval units to do so. The victorious naval unit(s) may also remain where it was in­tercepted, if the controlling player so wishes.

G. THE ALLIANCE PHASE

1. The Alliance Display

a. The Alliance Display printed on the Player-Aid Card is used to record the city points accumulated by the pro and anti­-French factions and to indicate the current political status of the six major states and the four minor state groups; The Western Minor States (Holland and Portugal), The Italian Minor States (North Italy, Naples, Dalmatia, and Switzerland), The German Minor States (Bavaria, Brunswick, Hanover, Hesse, Rhine Confederation, Sax­ony, Westphalia, and Wurtemburg), and The Baltic Minor States (Denmark, Poland, and Sweden).

b. At the start of the scenario the ten Alliance Display markers are placed in the appropriate boxes on the display: The France and Spain markers are placed in the Pro-French Powers Box. The England, Austria, and Russia markers are placed in the Anti-French Powers Box. The Prussia marker, and the four minor state group markers are placed in the Neutral Box. Dur­ing the scenario, whenever the political status of a major state or a minor state group changes, the appropriate marker is reposi­tioned on the Alliance Display.

c. During the Alliance Phase in the Neutral Player(s) Segment, each active player must announce if his state is joining either the pro or anti-French faction, or remaining neutral.

d. During the Alliance Phase in the Pro-­French Player(s) Segment, each active player must announce if his state is remaining pro-­French or adopting neutrality. After this, the French player may announce the name of any single major state (excluding England) which is not controlled by an individual player, and attempt to change the political status of that state by rolling the die. If the modified result is zero (or less), the political status of the specified state is immediately altered. If the state is currently neutral, it becomes pro-French. If the state is currently anti-French, it becomes neutral.  A majority of Pro-French players may elect to force a Pro-French state to adopt neutrality.  Pro-French forces may then initiate combat against that state during the next Pro-French turn.

e. During the Alliance Phase in the Anti-­French Player(s) Segment, each active player must announce if his state is remaining anti­-French or adopting neutrality (England may not adopt neutrality). After this, the English player may choose any one ma­jor state (excluding France) which is not con­trolled by an individual player and roll the die. If the modified result is seven (or more), the specified state immediately changes its political status. If the state is currently neutral, it becomes anti-French. If the state is currently pro-French, it becomes neutral. Note: During the Alliance Phase, if a major state which is not represented by a player becomes neutral (due to a die roll), all of the units of that state which are not inside the borders of that state must return to their home country by the most direct route during the following Neutral Player(s) Movement Phase(s).  Once inside their home country, the units may not leave as long as the state remains neutral.  The movement of the neutral units should be executed by another neutral player if possible.  If there is no neutral player, the English player executes the units’ movement.  A majority of Anti-French players may elect to force an Anti-French state to adopt neutrality.  Anti-French forces may then initiate combat against that state during the next Anti-French turn.

f. The political status of minor states may not be altered by the die roll executed during the Alliance Phase. During the game, whenever a pro-French force controls the production city of a minor state, that state automatically becomes pro-French. Whenever an anti-French force controls the production city of a minor state, that state automatically becomes anti-French. If all of the production cities of a minor state group are controlled by pro-French forces, the group is considered a pro-French power. If all of the production cities of a minor state group are controlled by anti-French forces, the group is considered an anti-French power. If the production city of minor state is not controlled by pro or anti-French forces, the minor state is neutral and the group it is part of is automatically con­sidered neutral as well.  If a minor neutral state is attacked by a pro-French force the state automatically becomes anti-French.  If a minor neutral state is attacked by an anti-French force the state automatically becomes pro-French.  The French or British players decide if they or another member of their coalition will control the units of a minor state that has joined their alliance due to enemy invasion.  

g. The die roll executed during the Alliance Phase is cumulatively modified (a maximum of plus or minus four) as follows:

(-1) for each pro-French City Point, and for each pro-French major state and minor state group.

(+1) for each anti-French City Point, and for each anti-French major state and minor group.

h. During the game, the pro-French faction receives one City Point for each production city in an anti-French major state, which is currently controlled by pro-French forces. This City Point is forfeited when the pro­-French faction loses control of the produc­tion city.

i. During the game, the anti-French faction receives one City Point for each production city in a pro-French major state and each major city in France which is currently con­trolled by anti-French forces. This City Point is forfeited when the anti-French fac­tion loses control of the production city.  This City Point is also forfeited when the unfriendly major state becomes neutral or joins the player’s alliance, unless the city has been designated a supply source (see How States Are Conquered, Section Z.X.I.2.c).  This supply source City Point may be lost if the faction loses control of it, just like any other City Point.

j. During this scenario, the anti-French faction receives three Victory Points if Napoleon is forced to withdraw as per Rule H4.  The pro-French faction never receives Victory Points for any reason.  All Victory Points are forfeited whenever any major state is conquered.

k. During the Alliance Phase, when the English player rolls to change the political status of a major state, the die roll is increased by one for each Production point England lent that state during the immediately preceding Naval Phase.  Note: This increase is in addition to all other die roll modifications.

l. The English player may not roll to change Spain’s political status unless there are more than twenty French strength points on Mapboard 1, or the French player has moved any Spanish land unit during the course of the game in the pro-French Ground Movement phase.

m. If a state is dropped from an alliance, it may not move in that alliance's Movement Phase and must instead move in the next Neutral Phase. If attacked, it joins the alliance opposed to whoever attacked and may then move in that alliance's Movement Phase, even if it has already moved as neutral that turn.

2. Foreign Wars

Note: During the Napoleonic Wars, England became involved in a war against the United States and Russia was intermit­tently at war with Turkey. The following rules reflect the influence these wars had on the military situation in Europe.

a. Each January, during his Alliance Phase, the French player rolls the die two separate times.

b. If the first die roll is a "1" England is "At War" with the United States. During his next Reinforcement Phase, the English player must remove the following forces from the map board and place them in the "At War" section of the English Force Pool Display; 4I, 2F, 2T.

c. If the second die roll is a "1" Russia is "At War" with Turkey. During his next Reinforcement Phase, the player who con­trols Russia must remove the following forces from the map board and place them in the "At War" section of the Russian Force Pool Display: 10I, 4C (or Cossack cavalry), and any Russian leader with a Leadership value of two. Note: While at war with Turkey, Kiev is not considered a Russian production city except for purposes of determining the conquest of Russia.  The loss of Kiev as a production city is merely a penalty for the Russia player for being at war with Turkey.  In order to conquer Russia all production cities, including Kiev, must be taken.  

d. Each turn, while at war, the English player and the Russia player may roll the dice during his Alliance Phase in order to end their respective wars (the English player may not roll for the Russian war and vice versa). Two dice are rolled, separately, for each war. If the dice roll is "12," the war ends and the units in the "At War" Box return to the mapboard during the owning player's next Reinforcement Phase, at any production city in the home country of the returning units.

e. Units required for a foreign war may not be removed from the map while besieged. If the required force is not available on the map, the player must remove the specified units from his Force Pool. If the require­ment cannot be met from either the map­board or the Force Pool, the player may not deploy additional reinforcements on the map until the required units are placed in the appropriate "At War" Box.

f. There may only be one war between England and the United States during the game. If the English player ends the war against America, he need not roll for any future conflict.

g. There is no limit to the number of wars which may occur between Russia and Turkey.

3. Exchange of Prisoners

a. During the game, whenever an army or navy unit surrenders, or is captured, it is im­mediately removed from the map board and placed in the "Prisoners" box of the state which forced its surrender.

b. At the start of each January turn, all im­prisoned units must be exchanged on an equal strength point basis, as completely as possible. After all equal exchanges are com­pleted, additional agreements to exchange remaining units for political cooperation, or any type of diplomatic concession which does not violate the basic game rules, are permitted by mutual agreement of the players directly involved. All exchanged units must return to the Force Pool of their home state.  Prisoners may not be traded to the counter mix.

c. When a state is conquered, or becomes voluntarily neutral, all of its imprisoned units are immediately returned to the Force Pool of their home state.

H. HOW MINOR STATES ARE CREATED

1. The minor states of Dalmatia, Poland, Naples, the Rhine Confederation and Westphalia may only be created by the French player, as specified below:

a. Dalmatia is created when pro-French forces occupy Trieste. The French player uses the French satellite units bearing a "Da" designation to represent Dalmatia.

b. Poland is created when pro-French forces occupy Warsaw. The French player uses the French satellite units bearing a "Po" designation to represent Poland.

c. Naples is created when pro-French forces occupy Florence. The French player uses the French satellite units bearing an "N" designation to represent Naples.

d. The Rhine Confederation is created when pro-French forces occupy Frankfurt. The French player uses the French satellite units bearing an "R" designation to represent the Rhine Confederation.  Rhine Confederation forces may not be built until the Confederation is formed.  Forces already present as of the Initial Setup are considered pro-French satellite forces but may not be replaced until the Confederation is formed.

e. Westphalia is created when pro-French forces occupy Brunswick and Cassel. The French player uses the French satellite units bearing a "W" designation to represent Westphalia.

Note: These states may only be created when French (not French satellite) forces occupy the appropriate production cities.  Note also that the minor states of Poland, Dalmatia and Westphalia may only produce French satellite units – no anti-French unit may be produced in these states.  Finally, these minor states revert to their original structure if conquered by an anti-French state.

2. At the start of the game, Holland is a French satellite known as the Batavian Republic. The production city of the Bata­vian Republic is Amsterdam. The French player uses the French satellite units bearing an "H" designation to represent Holland. If both Brussels and Amsterdam are occupied by anti-French forces, Holland is created. The production city of Holland is Brussels. The English player may use English satellite units bearing an "H" designation to repre­sent Holland.

3. For ease of play, whenever Sweden is conquered, the controlling player may use Swedish units to represent Sweden.  The controlling player assumes that Swedish units are the same color as his own units for purposes of Movement, Combat, and Supply; the Swedish units retain a morale value of one. 

If the Swedish units at Stralsund or Lubeck are attacked Sweden joins the coalition that opposes the invader.

4. For ease of play, Danish and Portuguese naval units remain in play regardless of which player controls these states; the units are automatically assumed to be the same color as the units of the controlling state.  The French player decides where the Danish units are placed at the start of the scenario.

5.  At the start of the game, Hanover is unformed and controlled by France.  If an anti-French state conquers Hanover he may create the state and build the Landwehr.

I. HOW STATES ARE CONQUERED

1.During the game, whenever all of a state's production cities are controlled by foreign units, the state is considered conquered (Ex­ception: see a and b, below).

a. France is conquered if there is at least one supplied, un-besieged anti-French strength point inside Paris at the end of any Combat Phase.

b. England, Spain, and Portugal are con­quered if there is at least one foreign strength point in every city hex in the country at the end of any Combat Phase.

2. When a major state is conquered, the following restrictions are imposed im­mediately:

a. The state immediately becomes a neutral power and may not join either the pro or anti-French faction until there is no land combat unit left in its Force Pool; nor may either faction roll for that state during the Alliance Phase as long as any land combat units remain in the state’s Force Pool.  Note: This rule means that once a state is conquered, it must remain neutral until all of its available land combat units are deployed on the mapboard!

b. All units of the conquered state which are not inside its borders are immediately removed from the map board and placed in the Force Pool of the conquered state.

c. The faction that conquered the state may automatically take control of any city in the conquered state, at the instant any unit controlled by the conquering faction enters the city hex, unless the hex is occupied by units of the opposing faction. If the hex con­tains only units controlled by the conquered state, these units are immediately removed from the map and placed in the Force Pool of the conquered state. The city should be recorded as a supply source for the conquering faction.  Should control of the city be lost the supply source is immediately lost as well.  If re-occupied the city may once again become a supply source.  Note: Units of the conquering faction must immediately vacate the conquered state's capital(s) on the first possible Movement Phase. Thereafter, no foreign unit may enter the conquered state's capital(s) while the state remains neutral.  Infantry in a capital with no leader present must be “withdrawn” to an adjacent hex during the Ground Movement Phase.  

d. Units of both the pro and anti-French factions may freely move through the con­quered territory, and may move or trace sup­ply through hexes occupied by units con­trolled by the conquered state. Neither fac­tion may attack units of the conquered state while the state remains neutral.

e. While the conquered state remains neutral, it is not subject to attrition. The conquered state may receive Production Points from its capital(s), and any other pro­duction cities which are not controlled by foreign forces, and may use these points to purchase reinforcements from its Force Pool (see section J).

f. When there are no land combat units left in the Force Pool of a previously conquered major state, it becomes subject to the normal Alliance Phase rules.  If an individual player controls the state, he may join either faction or may remain neutral as long as he desires.  If the state is not controlled by a player, both factions may begin rolling for it during the Alliance Phase.

g. If the capital of a major state is controlled by the opposing faction during any Alliance Phase, the player who controls the state may "sue for peace." If the faction which con­trols the capital accepts this suit, the state is immediately considered conquered, and all of the above restrictions are immediately im­posed. If the faction which controls the capital rejects the peace proposal, the state remains at war until it is conquered as de­fined in 1, above.

h. If a neutral major state which has been conquered by France is subsequently invaded by any anti-French unit, it immediately becomes a pro-French state.  The units of the state are placed under the French player’s control while the state remains pro-French, however, they may not leave their home country.  As soon as no anti-French units remain inside its borders, the state immediately reverts to its neutral status.

i. The Peace of Pressburg.  If Austria is conquered by pro-French forces the following peace treaty may be imposed:  Venice is ceded to the Kingdom of Northern Italy and Innsbruck to either Bavaria or France at the French player's option.  An anti-French state may reverse this treaty by conquering the aforementioned minor states.

3. When a minor state is conquered, the following restrictions are imposed im­mediately:

a. All units in the Force Pool of the minor state are immediately replaced by an equal number of strength points which represent the forces of the new, conquering state (see section J). The units removed from the Force Pool are placed aside with the counters which are not currently being used in the game.

b. The conquering player immediately rolls one die. If the result is less than four, all units of the minor state which are currently on the mapboard are removed and placed in the Force Pool of the minor state-these units are then immediately exchanged for an equal number of strength points which represent the new, conquering major state. If the result is four or greater, all units of the minor state are immediately replaced on the map­board with an equal number of strength points which represent the new, conquering state-the newly substituted units are placed in the same hex as the units being replaced unless the hex contains other units con­trolled by the opposing faction. If so, the units may be placed in any vacant hex adja­cent to that hex. The units removed from the map are placed aside with the other counters which are not currently being used.

c. The following French satellite units are never removed from the map board even if an anti-French state conquers their home country; Italy, Poland, Portugal and Spain.

 J. REINFORCEMENTS AND REPLACEMENTS

(Campaign Game Production)

1. How to Use the Force Pool Display

a. The Campaign Game Card contains a separate rectangular display for each major and minor state represented in the game.

b. The display provided for each major state consists of three major sections: a box labeled "Force Pool," a box labeled "Prisoners," and a box which specifies the state's production cities, the units which compose the state's initial Force Pool, and a schedule specifying the units which are add­ed to the state's Force Pool during each January turn. Note: England, France, and Russia have additional display sections which are explained elsewhere in the rules for this scenario.

c. The display provided for each minor state consists of a single box which functions as that state's Force Pool. This box also specifies the state's production city, initial Force Pool, and scheduled additions to the Force Pool during each January turn.

Note: The minor state displays are con­solidated into the four minor power groups (see section G).

d. At the start of the game, all forces are deployed on the map as specified in section L. After this, the units specified for each state's initial (1805) Force Pool are deployed in that state's "Force Pool" box. All other units should be placed aside until required to be added to a particular state's Force Pool. Note: If there is no initial Force Pool specified for a given state, no units are deployed in that state's Force Pool until scheduled to be added during a January turn (Exception: see e, below).

e. During the scenario, whenever any unit is eliminated, it is immediately placed in the appropriate Force Pool. Note: If a leader is killed, it is permanently removed from play; if a leader is wounded, it is placed on the Turn Record Track; if a unit surrenders or is captured it is placed in the "Prisoners" box of the state which forced its surrender.

f. During his January Reinforcement Phase, the active player adds the units specified for the current year to each state's Force Pool. Units scheduled to be added to the Force Pool of a neutral minor state are placed there during the January Reinforce­ment Phase of the Neutral Player(s) Seg­ment.  All additions to the Force Pool are limited by the counter mix provided.  If there is no counter available, the addition is ignored.

2. Major State Production

a. During his Reinforcement Phase, the ac­tive player receives a certain number of Pro­duction Points which he may immediately use to purchase strength points from his state's Force Pool. Units purchased from the Force Pool may immediately be deployed on the mapboard at any production city in that state which is not occupied by an enemy ar­my strength point, however, no more than four strength points may be deployed in the same production city during a single Rein­forcement Phase.

b. In order to determine the number of Pro­duction Points which his state may use, the active player rolls one die at the start of his Reinforcement Phase. If the result is five or less, the state receives one Production Point for each of its production cities which is not controlled by an enemy force. If the result is six or greater, the state receives two Pro­duction Points for each production city which is not controlled by an enemy force.

Note: If a production city in a major state is controlled by an enemy force, the state receives no production points for that city.

c. The French player's die roll is increased by one if Napoleon is currently in Paris. The Russian player's die roll is increased by one if there are twenty or more enemy army strength points currently on Mapboard 4.

    The English player’s Production die roll is decreased by one if France (pro-French) currently controls Portugal.

d. Production Points may only be used to purchase units from the same state's Force Pool. Units are purchased from the Force Pool at the following cost per strength point:

* Guard cavalry = 3 Production Points.

* Guard infantry or regular cavalry = 2 Production Points.

* Regular infantry or Cossack cavalry = 1 Production Point.

* Landwehr, Militia or Partisans = ½ Pro­duction Point.

e. The Production Points received from a city containing a black infantry (production) symbol may only be used to purchase Land­wehr. The Production Points received from a city containing a red infantry symbol may be used to purchase any type of army unit.

f. During his Reinforcement Phase, the ac­tive player may freely remove any leader from his state's Force Pool and deploy it on the mapboard.

g. The French player may use any three ma­jor cities in France as production cities, in addition to Paris. A city which is controlled by an enemy force may not function as a French production city. The cities chosen by the French player may differ during the course of the game, if any designated city is captured by an enemy force. Note: Brussels is not considered a French production city.

h. Production Points may not be ac­cumulated. At the end of each Reinforce­ment Phase, all unused Production Points are forfeited (Exception: see 5, below).

i. The English player controls the production of any neutral or anti-French state which is not represented by a participating player.  The French player controls the production of any pro-French state which is not represented by a participating player.

3. Minor State Production

a. A minor state has no production capacity while it is neutral.

b. If the production city of a minor state is controlled by pro-French forces, the French player may consider it a French Production city during his Reinforcement Phase. If the production city of a minor state is controlled by anti-French forces, the player who con­trols the city may consider it his production city during the Reinforcement Phase. Note, however, that the Production Points re­ceived from a minor state may only be used to purchase units from that state's Force Pool. In addition, during any single Rein­forcement Phase, units may only be pur­chased from one state in each of the four Minor State Groups. Thus, if the French player controls both Milan and Florence, he may purchase either Italian or Naples units, but not both during the same Reinforcement Phase. This would also hold true if two dif­ferent anti-French forces controlled these production cities. Thus, the players who compose the anti-French faction must joint­ly agree where minor state units will be pur­chased.

c. Each major state uses special units to represent the forces of a minor state which is under its control. When a minor state is con­trolled by a major state, the appropriately colored satellite units are used to represent the forces of that minor state.   Note:  Remainder of rule has been removed.  See Z.X.D.5.

Example: If France controls Bavaria, the French satellite units bearing a "B" designa­tion are used to represent Bavarian forces. If Austria controls Bavaria, Austrian land­wehr are used to represent the Bavarian forces. Finally, if Russia controls Bavaria, Russian Cossacks are used to represent the Bavarian forces.

d. If the anti-French faction controls Brunswick and/or Hanover, the Production Points from these cities may be used to pur­chase English satellite units bearing a "K" (King's German Legion) units from the English Force Pool.

If 3, 4, 5, or 6 players are playing, the English player may not build KGL units if the controlling player objects.  He may always replace those already lost in play.

4. Spanish and Portuguese Production

a. Spain and Portugal are subject to the regular Campaign Game Reinforcement rules as long as there are no foreign army units inside their borders. All non-Spanish units are considered foreign units in Spain. All units except English and English satellite units are considered foreign units in Por­tugal.

     While Spain is neutral or pro-French, French units are not considered foreign and may freely enter Spain without being considered an invasion force.  If Spain’s political status changes to anti-French, French units in Spain are immediately considered a foreign invasion force.  Note: If any Spanish unit is attacked by a French unit, Spain immediately becomes an anti-French state.

b. If either Spain or Portugal is invaded by a foreign army, the invaded state immediately joins the faction opposed to the invading force, and the invaded state becomes subject to the Reinforcement rules of Scenario VIII (The Peninsular War), in place of the regular Campaign Game Reinforcement rules. In addition, the units specified to be added to the Spanish or Portuguese Force Pool "if in­vaded," are immediately placed in the Force Pool.

c. The Reinforcement rules of Scenario VIII remain in effect in Spain and/or Portugal, as long as there are any foreign army units, con­trolled by the opposing faction, inside the country's borders.

d. Spanish and Portuguese militia and par­tisan units may only be purchased from the Force Pool if an opposing foreign army is in­side the country's borders.

e. England may lend production points to either Spain or Portugal.  Each English production point is equivalent to six “native” production points.  England may lend each country a maximum of two English production points per turn.

Note: English production points lent to Spain or Portugal should be kept track of on a sheet of paper, separately from the “native” production points recorded on the Production Track printed on the Campaign Game Card.

5. Special English Production Rules

a. Unlike all other states, England may ac­cumulate its Production Points, and may "lend" these points to any major or minor state by transporting them to any port or coastal hex in the receiving state via naval transport.

b. The maximum number of Production Points which England may accumulate is five. There is a marker provided to record accumulated English points on the Produc­tion Track printed on the Campaign Game Card.

c. The maximum number of Production Points which England may "lend" to a state during a single turn may not exceed the max­imum number of Production Points the receiving state can generate from its own production cities.

d. The maximum number of Production Points which may be used to purchase units from the English Force Pool, during a single Reinforcement Phase, is two for land units and five for naval units.

e. The English city of Portsmouth is a special production city. The Production Points generated by Portsmouth may only be used to purchase or replace English (or English satellite) naval units. There is a separate marker provided to allow the English player to accumulate these naval Production Points on the Production Track.

f. Within the limits of the counters provid­ed, the English player may add one naval unit to the English Force Pool during each January Reinforcement Phase. A naval unit may be purchased from the English Force Pool at a cost of five regular and/or naval Production Points. The purchased unit is deployed at Portsmouth.

6. Naval Unit Replacement

a. When a naval unit is sunk, it is im­mediately placed in the Force Pool of the owning state.

b. During his Reinforcement Phase, the ac­tive player may purchase a naval unit from his state's Force Pool for a cost of five, regular and/or naval Production Points. The purchased unit may be deployed in any port in the state which is not controlled by an enemy force.

c. If he wishes, a player may purchase a naval unit from the Force Pool on "the monthly installment plan". By paying a down payment of one Production Point, he may place the naval unit on the Production Track in the box numbered "5". During each Rein­forcement Phase, by paying one or more ad­ditional points, he may move the unit a cor­responding number of boxes, downward on the track. When the unit reaches the "1" box, it may be removed from the track and deployed on the mapboard.

d. Spanish and Portuguese production points may be used to purchase naval units from the state’s Force Pool.  The total cost to purchase such a naval unit is thirty “native” production points.  This cost may be financed in six installments of five production points each as explained in Z.X.J.6.c.

7. Landwehr

a. There are two states (Austria and Prussia) which may produce Landwehr units.  These units should be added to the appropriate Force Pool in the manner explained below.  Once available in the Force Pool, a Landwehr unit may be purchased and deployed on the mapboard during the Reinforcement Phase, like any other unit type.

b. During each anti-French Reinforcement Phase, if Austria is currently an anti-French power, one Austrian landwehr strength point is added to the Austrian Force Pool.  Beginning in January 1809, two Austrian landwehr points are added if Austria is currently an anti-French power.

c. During each anti-French Reinforcement Phase, if Prussia is currently an anti-French power, one Prussian landwehr strength point is added to the Prussian Force Pool.  Beginning in January 1813, two Prussian landwehr strength points are added if Prussia is currently an anti-French power.

General Note: All rules governing partisans and Cossacks in Scenario IV, VI, and VIII are considered in effect in the Campaign Game.

The Campaign Game Card

All additions to the various states’ Force Pools are subject to the limits of the counter sheets.  If there is no available counter, no addition to the Force Pool is permitted.

The Countersheets

If there is any discrepancy between the number of counters called for in the rules, and the number of counters provided in the counter sheets, the latter is considered correct.

The English militia and partisan counters represent Portuguese forces.  The English landwehr counters are used to represent the forces of the minor states which England controls.

K. CAMPAIGN GAME OPTIONAL RULES

The following optional rules recreate certain important historical events of the Napoleonic Wars. By mutual agreement players may use any or all of these rules when conducting a Campaign Game.

1. Bernadotte

a. In August 1810, the French marshal Bernadotte became the crown prince of Sweden. During the pro-French Reinforcement Phase of August 1810, the French leader counter is permanently removed from play and replaced by the Swedish Bernadotte leader counter which is deployed in Stockholm. This rule is ignored if Ber­nadotte is dead.

2. Blucher

a. The Prussian leader Blucher was one of Napoleon's staunchest opponents. This counter is not included in the early part of the game because Blucher was then a low ranking officer who did not hold an independ­ent command. During the 1806 Campaign, however, Blucher played an important role in leading the remnants of the badly defeated Prussian army.

b. To reflect Blucher's historical role, he may be deployed with Ruchel at the start of the game. For combat purposes, Blucher is considered to have a leadership value of zero if he is commanding any force of more than three strength points. If any other named Prussian leader occupies the same hex as Blucher, he is considered the Prussian com­mander for combat purposes.

c. Blucher's full leadership value becomes effective during the first turn after Prussia is conquered, or on the turn he is scheduled to be placed in the Prussian Force Pool.

3. Schwarzenberg

a. The Austrian leader Schwarzenberg is treated similarly to Blucher. At the start of the game, Schwarzenberg is deployed with Mack and is considered to possess a leader­ship value of zero.

b. Schwarzenberg's full leadership value becomes effective after Charles is killed or Austria has been defeated a second time, or on the turn he is scheduled to be placed in the Austrian Force Pool.

4. Pro-French Expeditionary Forces

a. Although all of the European monarchies generally supported the war against France, minor Austrian, Prussian and Spanish forces were requisitioned by Napoleon and forced to participate as French allies during several campaigns.

b. If any major state which is not controlled by an individual player becomes pro-French, the French player immediately rolls two dice to determine the number of infantry strength points which may be requisitioned from the allied state. If the die roll is six or less, the French player receives one unnamed leader and one cavalry strength point in addition to the indicated number of infantry strength points.   If the die roll is seven or greater, the French player receives two cavalry strength points and the indicated number of infantry strength points.  In addition, he receives one named leader which should be chosen in a random manner from a cup in which all of the available named leaders are mixed.   The requisitioned force is treated as a pro-French force for all purposes and may be used in any manner the French player desires.

c. The requisitioned force may leave its home country but must maintain its own supply line. If this force leaves its home country, it is subject to Attrition during the Pro-French Player(s) Segment. Units eliminated from an expeditionary force return to the Force Pool of their home coun­try. Although these units may be purchased back from the Force Pool, they do not return to French control.

d. Except for the requisitioned force, the French player may not move any other units of an allied, pro-French major state without the consent of the player who controls that state. If no player controls the state, the French player may not move any other units of that state unless it is invaded by anti-French forces.  If the state is invaded, the French player may move all of the allied states’ units anywhere within their home country but only the requisitioned force may leave their home country.

5. Napoleon's Abdication and Exile

a. If France is conquered, the following French units are immediately removed from the mapboard and placed in the box labeled "Napoleon in Exile" on the French Force Pool display: Napoleon, Leader (0), 1GI.

b. While Napoleon is in exile, France is con­sidered a conquered state, and a neutral power (subject to the restrictions of section I). In addition, French units may not be moved while Napoleon is in exile.

c. After Napoleon's exile, all non-French units must leave France as rapidly as possible and may not reenter France unless Napoleon has returned from exile. Note: After Napoleon's exile, an anti-French state which wishes to attack another anti-French state must become pro-French in order to do so.

d. During each pro-French Player's seg­ment at any point during the Alliance Phase after Napoleon has been in exile at least three turns, the French player may roll the die to attempt to return Napoleon to France. This die roll is decreased by one for each pro-French Power and for every three months Napoleon has remained in exile. If the modified result is zero, the French player may immediately deploy Napoleon and the other exiled units in any port in France within the Mediterranean Sea zone.

e. Upon returning to France, Napoleon's force receives a special Movement Allowance of fifteen Movement Points for the current pro-French Movement Phase. This Movement Allowance must be used im­mediately, and Napoleon must attempt to reach Paris by the most direct route. If Napoleon's force enters any hex containing an equal or smaller number of French strength points, the units immediately join Napoleon's force and continue moving with it toward Paris. If Napoleon's force enters any hex containing a greater number of French strength points, the French player immediately rolls one die. If the result is four or less, the entire force joins Napoleon and may continue moving with him. If the result is a five, the force immediately retreats three Movement Points, directly towards Paris. If the result is a six, Napoleon is shot and his force immediately stops moving (see f, below).

f. If Napoleon is shot before reaching Paris, the game ends immediately and the player who controls the most production cities is considered the victor.

g. If Napoleon enters Paris without being shot, France immediately becomes a pro­-French power and the game continues until August 1815, or until the French player achieves an automatic victory.

h. After Napoleon has remained in exile for one year, the game automatically ends and the player who controls the most production cities is considered the victor.

i. If France is conquered a second time, the game automatically ends and the player who controls the most production cities is con­sidered the victor.

6. Naval Prizes

a. Captured Naval Units are no longer placed in the POW box. Instead, the capturing player must im­mediately destroy the prize (i.e., the POW) and return it to the owning player's force pool or keep the prize in play by leaving it on the mapboard. As long as the capturing player retains physical posses­sion of the prize he may, at his option, tow it to a friendly port, repair it and incorporate it into his own active forces.

b. A friendly port is a home port belonging to the capturing player's nation or a port conquered by his national forces. A prize is towed by placing it under a combat naval unit and moving the two together at normal naval movement rates. Transports may not tow prizes. Prizes may not remain at sea for three consecutive player segments (even when under tow).  Also they may not enter coastal hexes except at ports.  Place a siege marker above the unit and increment at the end of the player segment.  If forced to remain at sea for more than two con­secutive player segments or enter a non-port coastal hex, the prize is automatically eliminated. The tow­ing unit is unaffected. A combat unit may tow only one prize at a time. Prizes may be picked up and dropped off at sea and in port.

c. Once in a friendly port, a prize may be repaired.

d. To move a prize before repairs are effected requires towing. Each captured combat naval unit requires a payment of three production points and takes three full months (not including the turn of arrival) to repair. Place a siege marker above the unit and increment at the end of the player segment.  Transports cost one production point and take one month to repair. A prize may be paid for on the "installment plan". Only one prize may be repaired at a time. Thus, if two combat units and a transport were captured in the same turn, it would take seven production points and seven turns in friendly ports to repair them all.

e. The repair of prizes in no way conflicts with the construction and rebuilding of naval units. Once a prize is fully repaired, it becomes in every way equivalent to the owning player's other naval forces. The number of prizes a player may so incor­porate is not limited in any manner.

f. Prizes may be recaptured either in port or at sea.

g. Even if recaptured by the original owner, such must still be repaired in order to be incorporated into his active forces.  Replace the siege marker and set it to one.

h. Combat fleets towing a prize have their morale reduced one level for combat purposes. Towing fleets may jettison their prize just prior to combat to avoid this penalty, but the attacking player then en­joys the option of either continuing the attack or breaking off to retrieve the prize. If the forces do engage in combat, the victor obtains possession of all the towed prizes-which take no part in the battle-as well as any others he may have captured in the course of the combat.

i. Prizes may not be bought, sold, traded or bartered among the players.

7. Naval Battle Damage

a. Any squadron forced to retreat due to an adverse combat result suffers battle damage.

b. A damaged squadron is immobilized in the port to which it retreated; it cannot be moved until it has been repaired.

c. Repair costs one production point per naval unit and takes one complete turn to complete. Two or more units can be repaired simultaneously. This activity does not interfere with prize repair or regular naval con­struction. Exception: English squadrons may repair while at sea or while on blockade duty-but while under repair their morale level is reduced one level for combat purposes; the ability to intercept or pursue is unaffected.

8. Napoleon versus Lloyd’s of London

The following sections comprise a method of economic warfare on the high seas between the pro-French navies and those of England.

Commerce Raiding

a. A French or French-allied squadron Naval unit (or Fleet) beginning its Movement Phase in a sea zone, and remaining for the entire phase within that zone, may engage in “commerce raiding” instead of movement. To successfully raid a sea area, total the value of the Naval units in the sea zone and add it to the sum of the roll of two dice. French squadrons have a value of “1” and non-French allied squadrons have a value of “.5” each.

b. Take the resultant total and add to it any MT (Maritime Traffic) modifiers that the appropriate sea zone indicates. (Example: The MT in the North Sea is “+2”, indicating a wealth of English Shipping). From this combined total, now subtract the number of English squadrons in the sea zone, and any “AAB” modifiers which the English player has created by his “Action Against Bases” (see below), as well as the constant (and arbitrary) value of “9”. The remaining positive number (if any) represents the change in the insurance rates for English shipping. Repeat this procedure for each and every sea zone in which the French player has stationary friendly Naval units, totaling the change in rates. This value is the “Current Lloyd's of London Insurance Rate” (at game start, 5%).

c. Should French commerce raiders operate in the North American zone during a given year, for any “War With America” die roll during the January of the following year, the chance of an American war with England is reduced. Should war be indicated by a die roll of “1”, roll again: an even-valued result means the war occurs as usual; odd means the Americans are too fed up with both combatants to declare war on the English. The English-American war roll may be made in subsequent Januaries, until the war is actually fought. Should the French end a game-year without raiding commerce in the North America zone, the subsequent January war roll is conducted as per the standard rules. Should an American War be raging, the MT modifier for the North American zone is reduced to “0'”, representing the interruption of normal English bound trade there during wartime.

Other Modifications to the Insurance Rate

d. A lack of French success at sea, or a paucity of effort, will encourage English underwriters to reduce their rates. To represent this fact of economic life, each turn - notwithstanding any action of the French player - three (3) is subtracted from the total achieved above, to create a new “Current Lloyd's of London Insurance Rate”. The English insurance rate may not be lowered to less than 5% (representing the historic level of French privateering). Should it occur that the French player makes no commerce-raiding rolls at all in his player turn, the amount to be subtracted is doubled to six (6).

Example:  The French have just begun commerce raiding with two squadrons in the North Atlantic zone. At the beginning of the units' Movement Phase, the French player rolls the dice for a total of “11”. Add in the value of the commerce raiders (two) and the MT modifier of the sea zone (+3), subtract the number of English Naval units (zero) and their AAB modifier (also zero), and the total of “16” is reached. Subtract nine (a constant) for a change in the Lloyd's of London Insurance Rate of “7”. Add this change to the old rate (5% in this example) for a new total of 12%.  At the beginning of the English turn, this “12” will be modified by the constant -3 (due to French activity, 6 if not), representing the confidence of underwriters in English counter-measures, for a final total of “9”. This new rate of 9% is the Insurance Rate to be carried over to the next turn.

Effects of Skyrocketing Rates

e. When the Current Lloyd's of London Insurance Rate reaches 10%, the English must take action.  One of three options is available: Send to the Global Sea zones either (1) a total of three squadrons (2) or two English infantry strength points (with a Transport Unit), or (3) he must expend three production units in each subsequent turn. This latter represents creating new units and diverting sources to the high seas commerce war. The expended production points may only be used for an “Action Against Bases” attack in the turn that they are Spent.  Unused points are lost.

f. If the Naval units involuntarily sent from the map are destroyed in combat in the off-board display, they must be replaced during the next English Movement Phase. Neither the naval or land units may return from the Global Sea zones so long as the Current Lloyd's of London Insurance Rate remains at 10% or higher, unless first replaced by equivalent units or production spending. Land units on Transports in the sea boxes are absolved from the rule requiring that they land at the end of each turn. We assume that ports are available in the sea boxes as required by transported units.

g. It is possible for the English player to alternate his reaction to the high Insurance Rates. For example, he may first elect to expend three production points, but should he later send three naval (or two land) SP to the sea boxes in a subsequent turn, he can cease expending the production points. He may also trade off Naval units for land units, and vice versa.   

h. If the Current Lloyd's of London Insurance Rate reaches 15% (or higher), the English player may not draw more than one point each from his production centers.

i. If the Lloyd's of London Insurance Rate reaches 20%, the English player must expend three production points per turn until the Insurance Rate is less than 20%; if he is already expending three production points per turn, he must then send three Naval SP, or two land SP (with Transport) to the sea boxes.

j. If the Insurance Rate should reach 30%, he must spend three production points per turn, as well as maintain in the sea boxes at least three Naval SP and two land SP (with Transport).

k. If the insurance rate reaches a catastrophic 40%, no production points may be lent to allies (in the unlikely event that the English player has any to spare), and no English land units may leave England (except to go into the Global Sea zones), and all English units outside England upon the WAR & PEACE map are forbidden to engage in attacks (they defend normally).

Action Against Bases (AAB)

l. The English player during his Combat Phase simply indicates the sea zone where he hopes to suppress enemy ports. He cannot choose the North Atlantic (because the French are assumed to be using Continental ports). Too, any favorable modifiers the English payer achieves from port suppression in the North America and the Caribbean sea zones are ignored during, an American war, to represent the upsurge of American privateers operating from North American bases.

m. Once the English player has chosen a sea zone to attack for port suppression, he rolls two dice and subtracts ten (-10). To this remainder he adds the number of English Naval squadrons and English infantry units in the same sea zone. He also adds the number of production points spent this turn (if he is making port-suppression attacks, the expended production points may be divided between the attacks but the same production points may not  be used in more than one attack). If the result is a positive number, the sea zone acquires an “Action Against Bases” modifier of “+1”. As mentioned above, this reduces the effectiveness of French commerce raiding in the affected sea zone.

n. If he has sufficient forces (i.e., units and production points), the English player may divide such and attack the same sea zone more than once in a turn. This allows the English player to acquire more than a single “Action Against Bases” modifier that turn for the same sea zone (if successful in more than one attack). Once acquired, the modifier is cumulative and may never be reduced. There is no limit to the size of this cumulative modifier.

o. If the sea zone under attack is the Mediterranean, the Atlantic, the North Sea or the Baltic, the AAB modifiers do not come into effect unless every enemy port opening to those seas on the WAR & PEACE map is captured. Because of the paucity of usable French bases in the Cape of Good Hope area, unless Portugal is a French conquest (and thus the French have access to African colonial bases), each successful AAB score for the Cape zone wins the English player twice the usual AAB modifier (that is, “+2” instead of “+l”').

9. Naval Hidden Movement

To make the commerce-raiding aspect even more realistic (and more favorable to the French player), secrecy may be maintained. In this case, duplicate Global Naval Movement displays are necessary to provide the English and French player each with a display. Movement between boxes is conducted in secret (insofar as it doesn't violate the rules above), and the French need announce their presence in a sea zone only when the English player announces that he is entering, or is already within, a sea zone and it happens that that sea zone contains a French Naval unit (this is completely voluntary; the English player needn't announce his movement), or the French roll for commerce-raiding in a sea zone. In the latter case, the French player will state something like, “I’m commerce-raiding in the North Atlantic”, and then make his roll. If this option is used, I strongly suggest that the constant subtraction of “9” for commerce raiding (see above) be raised to “10”, as such secrecy makes operations very hard for the British Admiralty.

L. INITIAL DEPLOYMENT

Note: To assist with naval setup refer to pages 38-39 of section AA, below.

1. France

All French and French satellite forces are deployed as in Scenario I (1805). Additional French forces are deployed as follows: At Toulon: 6I, 3S, 1T * At Rochefort: 4I, 2S * At Boulogne: 3I, 1T * At Brest: 3S * At Amsterdam: 1S.

2. England

a. English forces: At London: Leader (0), 6I, 2C * At Plymouth: 2T * At Gibraltar: 1I, 1S * Blockading Amsterdam: 1S * Blockading Brest: 3S * Blockading Rochefort: 2S * Blockading Corunna: 2S * Blockading Cadiz: 1S * Blockading Cartagena: 1S * Anywhere in the Mediterranean Sea (including coastal hexes): Nelson, 1S.

b. English satellite forces: At Lisbon: Leader (0), 4I, 1C, 1S, 1T (Pt) * At London: 1I (K).

3. Russia

All Russian forces are deployed as in Scenario I. Additional Russian forces are deployed as follows: At Moscow: Barclay de Tolly, 5I, 1C * At St. Petersburg: Leader (0), 5I, 1C, 1S, 1T * At Kiev: Tormazov, 5I, lCC.

4. Austria

All Austrian forces are deployed as in Scenario I.

5. Prussia

a. Prussian forces: At Magdeburg: Brunswick, Ruchel, 10I, lC * At Weimar: Hohenloe, 6I, 1C * At Berlin: Leader (0), 1I * At Dresden, Konigsberg, Posen and Thorn: 1I each.

b. Prussian satellite forces: At Dresden: Leader (0), 3I, 1C (S) * At Brunswick: 1I (Br) * At Cassel: 1I (He).

6. Spain

At Madrid: Costanos, 5I * At Corunna: Blake, 4I, 2S, 1T * At Cadiz: 4I, 1S * At Cartagena: LaRomana, 4I, 1S * Anywhere in Spain: 3C.

7. Neutral Minor States

 a. Denmark (Use French satellite units): At Copenhagen: 3I, 1S, 1T * In Denmark, within two hexes of Lubeck: 2I, lC (France determines the placement of these units).

 b. Sweden (Use Russian satellite units): At Stockholm: Leader (0), 6I, 2C, 1S, 1T * At Stralsund: 2I * At Lubeck: 1I.