A. INTRODUCTION
On
December second, 1804, Napoleon Bonaparte was coronated Emperor of
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
b.If there is at least one un-besieged French
strength point inside
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:
b. Anti-French
states:
c.
Neutral states:
2. At
the start of the scenario, the political status of the minor states is as
follows:
a.
French satellite states:
b.
English satellite states:
c.
Prussian satellite states:
d.
Neutral minor states:
e.
Unformed minor states: Dalmatia,
Note: The political status of all minor states and any major
state which is not controlled by an individual player is subject to the
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
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
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
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.
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.
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
e. During this
scenario, the only state which may build new naval units is
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:
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
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
Example
#2: At the start of the Naval Phase, the
French player is active. French Naval
unit bound for North America would leave
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
h. Both
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
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
1. The
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
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
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 (
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
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
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,
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"
c. If
the second die roll is a "1"
d. Each
turn, while at war, the English player and the
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
g.
There is no limit to the number of
wars which may occur between
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
a.
Dalmatia is created when pro-French forces occupy
b.
c.
d. The
Rhine Confederation is created when pro-French forces occupy
e.
Westphalia is created when pro-French forces occupy
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
2. At
the start of the game,
3. For
ease of play, whenever
If the
Swedish units at
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,
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.
b.
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
i. The
Peace of Pressburg. If
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;
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:
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.
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
The English player’s Production die roll is
decreased by one if
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
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.
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
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
d. If
the anti-French faction controls
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.
While
b. If
either
c. The
Reinforcement rules of Scenario VIII remain in effect in
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.
Note: English production points lent to
5.
Special English Production Rules
a.
Unlike all other states,
b. The
maximum number of Production Points which
c. The
maximum number of Production Points which
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
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
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 (
b.
During each anti-French Reinforcement Phase, if
c.
During each anti-French Reinforcement Phase, if
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
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
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
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
4. Pro-French
Expeditionary Forces
a.
Although all of the European monarchies generally supported the war against
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
b.
While Napoleon is in exile,
c.
After Napoleon's exile, all non-French units must leave
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
e. Upon
returning to
f. If
Napoleon is shot before reaching
g. If
Napoleon enters
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
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
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
The following sections comprise a method
of economic warfare on the high seas between the pro-French navies and those of
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
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
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
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
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
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
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
L. INITIAL DEPLOYMENT
Note: To assist with naval setup refer to pages
38-39 of section AA, below.
1.
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.
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
b.
English satellite forces: At Lisbon: Leader (0), 4I, 1C, 1S, 1T (Pt) * At London: 1I (K).
3.
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.
All Austrian
forces are deployed as in Scenario I.
5.
a.
Prussian forces: At Magdeburg:
b.
Prussian satellite forces: At Dresden: Leader (0), 3I, 1C (S) * At Brunswick: 1I (Br) * At
Cassel: 1I (He).
6.
At
7.
Neutral Minor States
a.
b.