AFA Empires In Arms Rules Supplement ************************************ I. SHIP BUILDING Instead of using the purchase cost chart, use the following table. Ships may only be constructed in these locations. COUNTRY COST TIME LOCATION MAXIMUM NUMBER England 10/2 12/3 Portsmouth 15 Plymouth 15 London 30 Dublin 5 note 1 Glasgow 5 note 1 France 10/2 12/3 Brest 10 Le Harve 8 note 1 Toulon 10 Marseilles 10 Cherbourg 5 note 1 Spain 10/2 12/3 Cadiz 20 Havana (Cuba) 20 Corunna 4 note 2 Barcelona 4 note 2 Cartagena 2 note 2 Prussia 18/6 20/6 Danzig 4 note 3 Konigsburg 2 note 3 Stetin 3 note 3 Austria 14/4 16/4 Trieste 5 Zara 1 Russia 12/3 14/4 St. Petersburg 15 Archangel 4 note 1 Riga 5 Sevastopol 4 Turkey 12/3 14/4 Constantinople 10 Sinope 2 Smyrna 5 Venice 15/5 15/5 Venice 8 Naples 15/5 15/5 Naples 4 Denmark 12/3 12/2 Copenhagen 10 Hamburg 4 Sweden 10/2 12/3 Karlskrona 10 Holland 12/3 12/2 Amsterdam 10 Portugal 12/3 12/2 Libson 10 A. In all cases the manpower cost is one (1) for each new construction and prize repair. B. How to read the table: TIME: 12/4 = 12 months needed for new construction and 4 months needed to repair a damaged/prize ship. COST: 14/4 = 14 money points per ship for new construction and 4 money money points to repair a prize. note 1: add 3 months for new construction, 1 month for repairs. note 2: add 4 months for new construction, 2 months for repairs. note 3: after a total of 8 ships have been constructed at Prussian yards, the time is reduced to 15/5 and the cost to 18/5. C. All that a player must do is announce that ships are being built and announce the number being constructed to within 5. For example, if France is building 4 ships at Brest, all that the French player has to announce is the fact that vessels are being constructed and the number plus or minus five. While nations did not often know for certain the exact number of ships being constructed, it was common knowledge that there was activity in the yards. This does not apply to repairs of prizes. ---------- II. FOREIGN NAVAL SALES One nation may contract with another nation for the construction of ships. These deliberations may remain secret, at the players option. The "approximate" number of ships being constructed at a particular yard must, however, reflect this "contract" construction. ---------- III. NAVAL STORES A. Naval stores represent the various types of lumber, tar, pitch and the like necessary to construct, repair, and maintain ships. The two primary sources of naval stores were the Baltic (Sweden and Russia) and the U.S./Canada. Other sources did, however, exist. Should any of these sources be denied by their owners (England owns Canada and is the only nation that can cut off trade with America), the cost to construct or repair ships increases by 1/3 (round up). If Sweden is neutral and not controlled by a major power, it trades with everyone. B. If a nation is at war with England and attempts to ship naval stores, a die roll of 1-3 (one die) means that the naval stores are intercepted by England. 1/2 the cost of construction (round up) is given to England and the remainder is returned to the treasury of the losing nation. C. Nations may accumulate, per shipyard, naval stores equal to 1/4 of its capacity (round up). D. Other sources of naval stores may be used once "discovered" by the players at the instructor's discretion. ---------- IV. NAVAL PRIZES/REPAIRS Anytime that a battle takes place at sea, the winner has the opportunity to capture prizes and return these along with its own damaged ships to a friendly port for repair. This reflects the fact that not all ships "lost" in a battle were sunk. After a battle takes place at sea, the following applies: A. The winner immediately rolls 1D6 on the following chart: Die Roll 1 2 3 4 5 6 Prizes/Damaged 30% 40% 50% 60% 70% 80% B. Only one die roll is made and this is the percentage of BOTH the friendly and enemy losses that can be be returned to port for repair. Prizes/damaged ships move 3 sea zones per turn. ---------- V. CORPS TRANSPORT The rule on corps transport is modified as follows: A. A corps may remain at sea for no more than three months. B. A cavalry corps counts as double for transport capacity; i.e. a 5 point cavalry corps is equal to a 10 point infantry corps. C. Cavalry factors within an infantry corps are doubled for the purpose of naval transport; i.e. one fleet counter could not transport more than 8 infantry and 1 cavalry factors. D. Corps that remain at sea must pay for supply (see sea supply). ---------- VI. NAVAL SQUADRONS/FLOTILLAS A. A naval squadron/flotilla may consist of between 2 to 6 ships. The following applies to naval squadrons: 1. Movement is 8 sea zones. Movement to the West Indies is permitted as per the BREAKOUT rules. 2. Movement must take place only between: a. port to port b. port to fleet c. fleet to port d. to the West Indies during a pursuit and return B. Should a squadron/flotilla be forced into (or initiates) combat, it may NEVER have the weather gauge and subtracts one from its combat die roll. There are NO victory points for squadron combats. ---------- VII. COMBINED FLEETS In order for ships to count as one combined fleet for combat, they must START the turn stacked together. Any squadron that joins a fleet during that turn does not count towards any subsequent combat. It may, however, attack the enemy independent of other fleets or squadrons. ---------- VIII. NAVAL MOVEMENT Not all fleets/squadrons can leave port at will. The movement rule is changed to reflect the following: A. The phasing player first designates all squadrons/fleets that are to sail (leave port) in his turn. B. In the order of the player's choice, squadrons/fleets attempt to sail. For each unit in order, the player rolls 1D6 (one die): If 2-6 rolled, a fleet may leave port If 4-6 rolled, a squadron may leave port This may be modified by the presence of a fleet admiral. If the fleet admiral is located at the port, add a +2 to the die roll. Note that this applies only to those fleets/squadrons attempting to leave port. Once at sea, these units move normally. IX. BREAKOUTS If a fleet manages to evade a blockade, it may escape into the Atlantic. In order to do this, the following procedure is used. A. Prior to making an attempt to leave port, the phasing player writes down the orders for the squadron/fleet. The orders must be one of the following: 1. MOVE TO THE WEST INDIES This takes two months. The unit MUST move there and cannot return until it reaches the Indies. It may move off of any west map edge and can return on any west map edge. 2. MOVE OFF THE MAP AND RETURN THE NEXT MONTH This would constitute an attempt to decieve the enemy player(s) and would permit the return of the unit the following month from the area it exited from or an adjacent area. B. Once a unit announces it is moving off the map, the enemy player(s) must immediately announce if they are going to conduct a pursuit. This announcement will take place before the phasing player moves any other fleets/squadrons and consists of one of the following: 1. MOVE TO THE WEST INDIES If this option is chosen, the player moves the designated fleet/squadron to the Indies regardless of the phasing players orders. The unit cannot return for at least four months and returns on any west map edge. 2. MOVE OFF THE MAP AND RETURN THE NEXT MONTH The unit returns the next month in either the area from which it exited or an adjacent area. C. Once off the map, the enemy may announce an immediate attempt at interception. A die roll of 1 is a successful interception. The intercepting player may, at his option, do one of the following: 1. Initiate immediate combat. All combat rules apply. 2. Trail the enemy fleet. The enemy fleet MUST then reveal it orders to the other player. 3. The fleet that has been successfuly intercepted may also attempt to intercept so as to initiate combat. A die roll of 5 or less is required. D. If the enemy does not pursue, the escape is successful and the unit proceeds as per its orders. E. If both fleets are IN the West Indies, an interception takes place on a die roll of 1-3. ---------- X. NAVAL COMBAT MODIFIER Venice receives a -1 to its combat die roll. ---------- XI. NAVAL ATTACK ON A FORTIFIED PORT When a naval force attempts to force its way into a defended port, the sequence of action is as follows: 1. The fleet is subjected to defensive fire from the fort. 2. The fort is subjected to fire from the fleet. 3. The fleet attacks targets within the harbor. 4. The fleet withdraws, subject to fire from what is left of the fort. ____________________________________________________________ ____________________ Defensive Fire from the Fort - Combat Losses to the Fleet Table (Die Roll 2D6) ____________________________________________________________ ____________________ Fort Value 2 3 4 5 6 7 8 9 10 11 12 ____________________________________________________________ ____________________ 110+ 22 20 18 16 14 14 12 10 10 8 6* 110-109 20 19 17 15 14 13 12 10 9 7 5* 90-99 18 17 15 14 12 11 10 9 8 6 4* 80-89 16 15 13 12 11 10 9 8 7 5 4* 70-79 14 13 12 10 10 9 8 7 6 5 4* 60-69 12 11 10 9 9 8 7 6 5 5 4* 50-59 10 10 9 8 7 7 6 5 4 3* 3* 40-49 8 7 7 6 6 5 5 4 4 3* 3* 30-39 6 6 5 5 5 4 4* 4* 3* 3* 3* 20-29 4 4 3 3 3 3 2* 2* 2* 2* 2* 10-19 2 2 2 2 1 1 1* 1* 0* 0* 0* 0-9 1 1 1 1 1 1 0* 0* 0* 0* 0* ____________________________________________________________ ________________ ____ Die Roll Modifiers: Militia only garrison: +1 No garrison: +6 Roll dice twice unless #* results on first roll Offensive Fire From Fleet: Roll 2D6 for each 10 fleet factors or part therof (one shot, no reroll) Result: 2 3-6 7-10 11-12 _________________________________________ Damage to Fort: 7 4 2 0 ---------- XII. SURRENDER CONDITIONS REVISED A. Political Points as per the chart. B. No nation must physically have any corps within another nation's borders to accept either a conditional or unconditional surrender. C. A nation must always be left with at least two home nation provinces, including its capital, after the peace has been concluded. ---------- XIII. POLAND Ammend the Polish rule to include the following: A. Anyone may create Poland. If it is created, Russia, Prussia, and Austria will each lose one political point. The nation that creates it will gain one political point. B. Once created, Poland can be partitioned with each of the nations de-establishing Poland (i.e. partitioning it) receiving one political point. ---------- XIV. PAPACY The occupation of the Papacy by certain nations may cause other nations to lose political points. Use the following chart to determine the cost: Nation occupying Cost to Cost to Cost to the Papacy Austria France Spain ____________________________________________________________ ____ AUSTRIA na 0 0 FRANCE 0 na 0 SPAIN 0 0 na ENGLAND 1 2 1 PRUSSIA 2 1 2 RUSSIA 1 1 2 TURKEY 3 2 2 ____________________________________________________________ ___ These political points are lost at the end of each Economic Phase that a nation controls (signified by a control marker, garrison, or corps in the area) the Papacy. One political point is gained by Austria, France, or Spain for regaining control of the Papacy from another nation. ---------- XV. THE CONTINENTAL SYSTEM A. For each major power that France can put under the continental system, France gains one political point and England loses two political points. 1. To put a country under the continental system, an announcement is made at the declaration of war step. 2. A country under the continental system may not trade with England. 3. A nation may, however, trade in naval stores with England but must announce this fact to all players. B. For any collection of nations (minor nations) as defined in the section of the rules as "new political combinations" that are put under the continental system, France gains no political points and England loses one political point. C. England can gain back the points lost previously if a nation either renounces its participation under the continental system (made during the breaking alliances step) or is forced by a peace settlement to resume all trade with England. A nation under enforced peace conditions may not opt out and must comply with the peace conditions. XVI. EGYPT England was paranoid, to say the least, that Egypt would fall into hostile hands. If during the course of the game Egypt is controlled by a player that is at war with England, the following applies: A. England loses one political point. B. 5 money points in overseas trade are lost during the next manpower/ money collection step. This reflects the lost trade, lost efficiency in finding alternate shipping routes, and the like. C. England receives one victory point when Egypt is no longer under the control of an enemy nation. ---------- XVII. EUROPEAN ROYALTY It was deemed important by some royal houses that the monarch and/or members of his family were present and commanding troops on the battlefield. To reflect this, the following applies: A. All members of a royal house MUST be given a field command (i.e. command of a corps) when their nation is at war. It matters not where the army is located, they just must have a command. An exception to this is the Tsar, who after losing his first field combat may elect not to have another field command. B. If the Tsar is in command of an army that achieves victory in a land combat, Russia gains two political points. C. If the Tsar is present at at defeat, he no longer need accompany the army into the field, although he may do so. ---------- XVIII. HONORS OF WAR Before a field battle takes place, the defender may, if offered, surrender to the attacker. This does not apply to Turks or Spanish within their home nations. ---------- The AFA version of the standard rules contained the following modifications/adaptations. Note that these are for historical realism, not game balance. Note also they are meant to be used in conjunction with the supplemental new rules (posted above) and NOT as stand-alone optional rules or stand-alone errata to the existing rules. I suppose you can use them that way if you wish. 1. England will start the game with 80 ships instead of 100. 2. English Militia. A. England may set up 10 militia factors anywhere in England or Ireland. These factors may move around in England or between England and Ireland but may not leave only if an invasion takes place. ((This is exactly how the rule is worded. I believe the intent is that these are permanent militia factors (which may be rebuilt) that can only leave the British Isles if an invasion has taken place. Doesn't make much sense, does it? But there should be historical justification for it...so go out and dig it up)). B. As soon as any force lands in England or Ireland the British player may place an additional 15 militia factors anywhere in England, including the area where the enemy corps landed. Once there is no more enemy unit(s) in the British Isles, These militia factors "go away." They return at full strenght should England again be invaded. 3. Home nation provinces may be ceded while at peace during any ceding step. The nations concerned do not have to be allied. 4. Money may be loaned to anyone. The two nations do not have to be allied. 5. Casus Beli. Even though a nation may have an enforced peace of 24 or 36 months imposed upon it, there may come into play reasons why the enforced peace may be broken. A casus beli is simply a reason to go to war. This will be used only with the approval of the instructor. Should you think a casus beli exists, ask the instructor. ((It may be difficult to find an instructor to ask. Don't write me. If you are using the "living" rules format, you will already have an adjuciator or referee/rules judge established. If you are using the "rigid" rules format, I don't see how this can be implimented, unless there is a three or five person casus beli panel established (kind of like a court of appeals) which can rule on each casus beli on an individual, situation specific basis. I don't know what mechanism to suggest to you to use. Kick the idea around)). ------------------- TEAM PLAY Although EiA is usually run with one player per country. This doesn't have to be the case. In the original AFA version, each country was represented by a team of individuals. One way of organizing the teams is for one person to be the Head of State/Economics Minister, one the Diplomat, and one the General/Field Commander. Alternatively, any internal division labor that the team members decide on is acceptable. When using the AFA "living" rules concept, you need a team in order to effectively allocate areas of research responsibility. Even when using "rigid" rules, team play has a lot of benifits (and interesting side effects). You learn about internal bureaucratic friciton (such as when the diplomat negotiates for one thing, the general does another, and the economic minister budgets for something else), styles of leadership (as in getting the other team members to accept your plan or strategy), and other such real world problems. METHODOLOGY Watch for a posting on CONSIM-L for the course methodology under the subject: Con Sim in Ed (Empires in Arms). Given how the course was run and how rules were developed, you may not find this a "playable" or "balanced" presentation. To sum it up VERY briefly, the AFA modified rules were developed by the faculty coordinating team in the year before the course was offered. Students (cadets) were organized into teams (one for each country). The "game" proceeded parallel to the teaching of the history of the Napoleonic Wars. Anything that teams could dig up on diplomacy, economics,military tactics, etc of the period that had relevance to the game was then incorporated into the game at that point as a supplemental rule IF a team could provide sufficient documentation and historical relevance. Thus the game rules were a "living" document. This encouraged the students to dig into the history of the period to find facts that would support "rules" that would give them an advantage. And dig they did...which was the objective of the exercise. FINAL WORD I hope you all find this as interesting an addition to Empires in Arms as I do. It will definitely give you a different appreciation for the history of the period and hopefully enhance your enjoyment of the game Hank Meyer Laguna Beach, CA 92651 USA hcmeyer@uci.edu in hoc signo vinces