Alfred Wallace - 08:21am Sep 21, 1998 PST (#45 of 53) Last Good Book Read: The Master of Go, by Yasunari Kawabata And here, in all their glory, are the "advanced" La Guerre de l'Empereur rules I've been working on. PRODUCTION All units (ex.: Guard and Levy units, see below) bought during one production phase come in during the next turn's production phase, after all units are bought for that turn. 1. UNIT DIFFERENTIATION There are now two extra kinds of markers in the game, Guards markers (marked "GUARDS") and Levy markers (marked "SUCK"). Each nation/player has a certain number of these. France has 5G/9L, Russia 4/12; GB, AU, PR 3/3; SP 2/5; TU 4/9. Any division/regiment/whatever can be a Guards unit by spending one more dollar on it and delaying it one extra turn (2 turns; using my earlier production variant). Any infantry unit (or Russian/Turkish cavalry) can be a levy unit by spending the normal amount of money and placing it on the map as per the original rules. Levies and Guards provide modifiers in combat (below). Further, a player with Guards troops can choose whether or not to "deploy the Guard" to take the modifier. If modifiers are used, Guards and Levies take the first hits in combat (undue bravado in the first case; cannon fodder in the second). 2. COMBAT Combat takes place in up to two rounds. In each round, a player takes the number of corps he has (or, alternately, total divs/3, rounded up) and rolls 1D10 (+/- modifiers) against the appropriate table: 1 or 2 Corps: 0,0,1,1,1,2,2,2,3,4 2 to 4 Corps: 0,1,1,2,2,2,3,3,4,5 5+ Corps: 0,1,2,2,3,3,3,4,5,6 The number is the number of units lost by the other side. A roll modified to more than 10 is treated as the "10" value plus one; a roll modified to less than 0 is treated as a "-1"--the rolling side LOSES a unit. Losses are simultaneous. Modifiers: -1 per "divided command" if more than one major power is on a side (the "Austerlitz" phenomenon; three MPs on a side would suffer a -2) -1 if you're Turkey -1 if at least 1/3 (rounded up) of your side is Levy troops -1 if no artillery +1 if "deploying the Guard" +1 if you have artillery superiority of 3:2 or greater (an extra +1 if you are France or Russia with this advantage) +1 if you have cavalry superiority of 3:2 or greater After one round of combat, both sides simultaneously declare whether or not they are withdrawing. If both sides withdraw, the battle ends and both sides retreat from the battlefield. If one side withdraws, the other gets a "free hit" at the next lowest CRT row (in the case of the 1-2 corps line, roll at -1). All modifiers are still in effect, but rolls of -1 or 11 are treated as 0 and 10. Supply and attrition: I'm going to steal another mechanic from "For the People." Behold, "Alfred's Alternate Rule #4:" Every Winterphase, stacks not in their home countries suffer the following effects: 1-3 units: None 4-6 units: Lose 1 unit 7-12 units: Lose three units More than that: Lose (units)/3 units