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Subject: Special Abilities for Infantry, Artillery, Cavalry, Squadrons, Leaders. rss

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John Griffey
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Infantry: Cost 2, Attack 1, Defend 1, Move 1.
Special Abilities:
-- Defend 2 in their Home Nation.
-- Up to 8 British Infantry with Wellington Defend 2 anywhere. (Original rule.)
-- Up to 8 French Infantry with Napoleon Attack 2 anywhere. (Original Rule.)
-- At the end of a combat round, you must retreat if you have no Infantry and your opponent has Infantry, regardless of your otherwise superiority of force.
-- A nation must pay 1 resource point for every one of its Infantry in the nation's home territory at the end of the nation's Place Units Phase.
--May force march an extra space. Roll for each force marching piece. It is eliminated on a roll of 1.

Artillery: Cost 3, Attack 2, Defend 2, Move 1.
Special Abilities:
--Fire at 3 if Napoleon is present.
-- Fire first in every combat. All hits are inflicted on enemy Artillery. If hits exceed enemy Artillery, excess hits are preemptive and put on any piece of the firing Artillery's choice.
--in the first round of combat, get a preemptive, targeted shot at pieces amphibiously attacking.
--in the first round only, get a preemptive shot at enemy Squadrons which are attacking Squadrons in Port.
--May force march an extra space. Roll for each force marching piece. A piece is eliminated on a roll of 1,2, or 3.

Cavalry: Cost 4, Attack 2, Defend 2, Move 2.
--Fire second in every combat. All hits are inflicted on enemy Cavalry. If hits exceed enemy Cavalry, remaining hits are preemptive. Cavalry cannot pick the pieces which are preemptively destroyed.
--Cavalry may move through an enemy space which does not have Cavalry.
--A force which has more Cavalry than the enemy may retreat before combat to a friendly controlled space. The force's Cavalry must fight one round of Combat with enemy Cavalry before retreating.
--May force march an extra space, with each Cavalry piece eliminated on a roll of 1 or 2. Any surviving attacking Cavalry gets a free unanswered pursuit fire at the retreating Cavalry.
--Fires at defeated, retreating enemy land pieces as they leave the space. May select the target.

British Squadrons: Cost 4, Attack 3, Defend 3, Noncombat Move 10, Combat Move 5.

French Squadrons: Cost 4, Attack 2, Defend 2, Noncombat Move 8, Combat Move 4.

Other Squadrons: Cost 4, Attack 1, Defend 1, Noncombat Move 6, Combat Move 3.

Special Abilities:
--Squadrons take two turns to complete. Pay 2 the first turn, laying the Squadron on its side to indicate it is incomplete. Pay 2 the next turn, completing the Squadron.
--Nations may build Squadrons in home Nation spaces with a Port and resource income. No more than one Squadron may be building per Port Space. All Nations except Britain may also build Squadrons in Minor Nations which they control.
--Each Squadron may transport one (1) land piece.

THREE-PLAYER GAME: FRANCE, BRITAIN, RUSSIA. If the Allies win, the player who controls Paris first wins first place. If the Allies lose, second and third place are determined by whether it is London or Moscow and St. Petersberg which is French controlled. 6, 4, 2 Tournament Victory Points for 1st, 2nd, 3rd place.

FOUR-PLAYER GAME: FRANCE, BRITAIN, AUSTRIA, RUSSIA. If the Allies win, the player who controls Paris first wins first place, and Allied 2nd and 3rd place finishes are determined by which Allied Power has the greatest increase in resource point producing territories under his control. 5, 4, 3, 0 Tournament Victory Points for 1st, 2nd, 3rd, 4th place.

NAPOLEON FORCE MARCH ATTRITION: losses are halved when moving with Napoleon. French units only lose the first, third, fifth, etc. piece that other forces would lose. Each type (Infantry, Cavalry, etc.) rolls separately. If any part of a Force March is in Russia, Turkey, Spain, Gibraltar, or Portugal, Napoleon does not enjoy this benefit.

CODE NAPOLEON: If Napoleon begins the Turn in Paris and spends the entire Turn there, France receives 1 more resource point.

BRITISH SUBSIDIES: Each British Turn in its spending phase, Britain may transfer up to 1/5 (rounding fractions down) of its Resource Income to allies. Simply adjust the Resource Track markers of Britain and the receiving Ally.

LAND COMBAT: Combat lasts only one round. The loser is he who lost the most pieces in the round. The loser must retreat unless he is in his Capital, in which case he may fight another round. Also, if the result is tied, there is a second round. If the result is still tied after two rounds, the attacker retreats. Retreat may not be made to a space containing enemy units unless there are also friendly units there. The retreated units do not survive if their side loses the impending battle, which the retreated units may not participate in.

DIPLOMACY DICE ROLLS COST 3 and succeed on a 1 or 2. Before rolling Diplomacy dice, announce the targeted country. Any number of countries may be targeted but all dice for a country must be rolled at once. The Diplomacy marker advances one space for each 1 or 2 on the dice.

COMBINED FLEETS and ARMIES: If your units start their move in the same space as allied units, you may move the Allied units (with the permission of the owning player if the units are another player's) with your moving force at a cost of 1 resource point per unit moved, taken from your Resource Track. You may even force march the other nation's units, with the permission of owning player if the units are another player's.

NAVAL COMBAT MOVEMENT:
--Opposed Squadrons may coexist in the same sea zone without fighting.
--You need not end a Naval Combat Move in a sea zone containing enemy Ships or in an enemy controlled territory.
--You need not end a Naval Combat Move after a victorious naval combat. Your Squadrons may keep moving after a victory, with any remaining movement allowance.

NAVAL CONTROL: You control a sea zone for purposes of collecting its resource points only if your side has exclusive control of the zone.

NAVAL COMBAT: loser is defined as the side which lost the most ships. If tied, fight a second round. If still tied, attacker retreats. Loser retreats to his nearest friendly Port, which need not be a home port. If loser enters sea zones containing hostile Squadrons on the way those Squadrons may Patrol for him and force him into another sea combat.

PORT BATTLES: Squadrons may attack enemy Squadrons in Port, suffering preemptive fire from defending Artillery in the first round, and non-preemptive fire in subsequent rounds. Artillery does not pick its target. After sinking enemy Squadrons, attacking Squadrons may target and fire back at Artillery which fired at it, hitting it on a "1." Otherwise, they may not fire at Artillery. Port attacks occur before normal Amphibious attack. All Squadrons defending a Port must be destroyed before any amphibious landing there. Squadrons defending a Port cannot retreat and are destroyed if the attacker scores more hits. Attacking Squadrons retreat to adjacent sea zone after suffering Port Artillery Fire, returning fire on Artillery and destroying all enemy Squadrons, and then landing any land units. Squadrons being built are destroyed

PATROL: After the enemy moves into your sea zone, or you move into the enemy's sea zone, either side may Patrol to bring enemy Squadrons to battle. Roll one die for each Squadron. France and Britain successfully Patrol on any die roll of 1 or 2. Other Squadrons successfully Patrol on a die roll of 1. Any successful roll by any Squadron brings all Squadrons on both sides into the battle. If you are the moving force and do not successfully Patrol, you may remain in the zone without battle or move on to a new zone.

PURSUIT: Whenever an enemy naval force leaves your sea zone, each of your Squadrons may roll one die to Pursue. If any British or French Squadron's die is a "1" or "2," all of their Squadrons may follow the enemy Squadrons into the next zone. Other Squadron's Pursue successfully if any die comes up a "1."

NEW TERRITORIES and SEA ZONES

OTTOMAN EMPIRE (OE):
--Ottoman Empire uses half the yellow Spanish pieces (6 Infantry, 2 Cavalry, 2 Squadrons) and the blank control markers.
-- OE's marker of the Diplomatic Track is at French-2.
-- OE places 1 Artillery, 1 Ship, 1 Cavalry, and 2 Infantry at Istanbul.
-- OE places 1 Infantry at each of SYRIA and EGYPT.
-- Russia places 1 Ship in the Black Sea.
-- Black Sea has resource income of 1.
-- OE has five territories, three territories on the map, and two off-map:
----ISTANBUL, OE1, is the Capital. It is adjacent to OE2, OE3, Black Sea, and Eastern Med. If Istanbul is neutral or friendly controlled, Squadrons may move directly from the Black Sea to the Eastern Med. Capital Istanbul has an income of 2.
----SERBIA, OE2, is adjacent to Austria and the Eastern Med. ----WALLACHIA, OE3, is adjacent to Austria, Russia and the Black Sea.
----OE1, OE2, and OE3 all have Ports and incomes of 1.
----SYRIA, OE4, is off-map. It lies adjacent to the East Med, ISTANBUL, and EGYPT. Its income is 0. It has a Port on East Med.
----EGYPT, OE5, lies adjacent to the East Med, SYRIA, OE4 and the EAST INDIES SEA ZONE. Its income is 0. It has a Port on the East Med and a Port on the East Indies Sea Zone. Neither Port can build Ships, as Egypt's income is zero.

EAST INDIES and WEST INDIES SEA ZONES: Britain controls these two off-map sea spaces with 1 Squadron at the start of the game. Each has an income of 2 resource points per Turn.

The West Indies Sea Zone can be reached from the west map edge for 2 movement points, and the East Indies can be reached for 4 movement points. Return from the two Indies also costs 2 and 4 movement points.

INDIA (N10) and BRITISH WEST INDIES (B6) are two Port territories, each adjacent to EAST INDIES SEA ZONE and WEST INDIES SEA ZONE, respectively. Each has an income of 1 and a Port, and is British controlled at Start. INDIA is a Bristish controlled Neutral territory. BRITISH WEST INDIES is colored red (B6).

MARTINIQUE (F6) is a blue, French controlled Port territory in the West Indies Sea Zone. It has an Infantry at Start. Its income is zero.




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Michael H
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After a quick read here are some comments:

Infantry: Infantry in home countries have a combat value of 2 unbalances the game. For instance Austria would be very difficult/impossible to defeat in the opening turns. Also, the home country infantry attrition rule makes no sense at all. Does that mean a country can have more than 5 infantry in a area outside its home area and avoid the attrition penalty? The current supply rules are adequate to reflect attrition.

Diplomacy: Giving Britain successful die rolls on 3 or less is too generous. Keeping it at 2 is enough for all.

British Squadrons: Combat attack/defend of 3 should be for the first combat round only and revert to 2, like all other countries, for any second round. All other navies should be the same as you have for the French squadrons.

Turkey: First of all it is the Ottoman Empire for Turkey did not exist then. You have not established where the Ottoman Empire starts the game at on the Political Alliance Track. I suggest it be 2 pro French since Ottomans have been long time enemies of Russia and Austria.

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John Griffey
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Thanks for the helpful comments and encouragement. I am not finished editing my original post. In the tidying up I was going to get to the Napoleon/Wellington special Infantry bonus. I left it out because the original post was meant to be all-new ideas. You're right though: I'll mention it in the special abilities.

Naval: I'm still fiddling with the naval rules. I'm going to add an income producing West Indies and East Indies which the French can raid but which Britain controls at start.

Infantry Attrition
The defend-at-two rule for Infantry would be too big an advantage for the defender and would clog the map with Infantry in the home country without some realistic limiting factor. That factor is that masses of Infantry are a pain-in-the-ass for the home country. While people have great moral, tactical and material advantages fighting at home, there are also disadvantages to having masses of Infantry at home:

1. Armies lost more men in this era to desertion than to enemy fire. That's why the uniforms were so colorful: to make it easier for the provost marshals to catch the deserters. And, it's a lot easier to desert in your home country; there,you just melt back into the hills and woods among your home folks. In enemy country, if you desert the local folks will try to kill you if you steal as little as a chicken. So, armies suffered less from desertion when they were on campaign in foreign countries than when they were at home.

2. Keeping masses of men under arms at home is expensive. You cannot forage (steal) from your own people. Taxes must support the troops. In enemy country in this period, armies foraged freely on the defenseless enemy population.

3. The 1/5 attrition penalty for Infantry at home is not so bad. E.g., if you've got nine Infantry at home, you lose only 1 Infantry, better than 1/6 out-of-supply Attrition. The out-of-supply attrition affects all units. The 1/5 Attrition affects only Infantry.

Diplomacy: agree with you. I went too far on that and was about to change it back.

Turkey: If you prefer I'll call it the Ottoman Empire. "Turkey" I was just using for brevity. The Turks were very unhappy with the French in this period because of Napoleon's recent misadventure in Egypt. On the other hand, Russia was their historical enemy. I'll check and see what the Sublime Port was feeling in 1805.

 
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John Griffey
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PS: I'm also going to add some realistic terrain for the French, Swiss, and Julian Alps.
 
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John Griffey
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Charging 1 resource point for every three Infantry in home nation at end of Place Units Phase would be realistic.
 
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Michael H
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I think your additional British Resource Points for West/East Indies are excessive and unbalance the game in favor of Britian. The current resource points for Atlantic and Mediteranneanean seas represent the value of trade traveling these areas.

Using your orginal model as a starting point I would recommend the following variant:

War & Peace Variant

Infantry: Cost 2, Attack 1, Defend 1, Move 1.
Special Abilities:
-- Up to 8 British Infantry with Wellington Defend 2 anywhere.
-- Up to 8 French Infantry with Napoleon Attack 2 anywhere.
-- Infantry is the last to fire in a combat round and all hits are determined by the enemy. Players must retreat if they have no Infantry and the enemy has Infantry, regardless of your otherwise superiority of force.

Artillery: Cost 3, Attack 2, Defend 2, Move 1.
Special Abilities:
-- Fire at 3 if Napoleon is present.
-- Fire first in every combat. All hits are inflicted on enemy Artillery. If hits exceed enemy Artillery, excess hits are preemptive and put on any piece of the firing Artillery's choice.
-- During amphibious attacks defending artillery get a preemptive targeted opening shot prior to the start of regular combat.
-- Get a preemptive shot at enemy Squadrons which are attacking Squadrons in Port.

Cavalry: Cost 4, Attack 2, Defend 2, Move 2.
-- Fire second in every combat. All hits are inflicted on enemy Cavalry. If hits exceed enemy Cavalry, remaining hits are preemptive. Cavalry cannot pick the pieces which are preemptively destroyed.
-- Cavalry may move through an enemy space which does not have Cavalry.
-- Armies which have more Cavalry than the enemy may retreat before combat to a friendly controlled space. The force's Cavalry must fight one round of Combat with enemy Cavalry before retreating.
-- Fires at selected defeated, retreating enemy land pieces as they leave the space.

British Fleet Squadrons: Minus 1 to the first combat die roll.

Naval Construction: Nations may build Squadrons in home Nation spaces with a Port and resource income. No more than one Squadron may be building per Port Space. All Nations except Britain may also build Squadrons in Minor Nations which they control.

CODE NAPOLEON: If Napoleon begins the Turn in Paris and spends the entire turn there, France receives 1 more resource point.

BRITISH SUBSIDIES: Each British Turn in its spending phase, Britain may transfer up to 1/5 (rounding fractions down) of its Resource Income to allies. Simply adjust the Resource Track markers of Britain and the receiving Ally.

LAND COMBAT: Combat lasts a maximum of two rounds. After each round a player must retreat if he lost the most pieces in the round unless he is in his Capital, in which case he may fight a final and could be third round. Also, if the result is tied, there is a second round. If the result is still tied after two rounds, the attacker retreats. Retreat may not be made to a space containing enemy units unless there are also friendly units there. The retreated units do not survive if their side loses the impending battle, which the retreated units may not participate, in.

DIPLOMACY: Die Roll costs 3 and succeed on a 1 or 2. Each favorable roll can be applied as the player desires.

PORT BATTLES: Squadrons may attack enemy Squadrons in Port, suffering preemptive fire from defending Artillery in the first round, and non-preemptive fire in subsequent rounds. Artillery does not pick its target. In port squadrons are not affected by combat die rolls of 2 where as attacking squadrons must disengage on that die roll. After sinking all enemy Squadrons, attacking Squadrons may target and fire back at Artillery which fired at it, hitting it on a "1." Otherwise, they may not fire at Artillery. Port attacks occur before normal amphibious attack. All Squadrons defending a Port must be destroyed before any amphibious landing there.

OTTOMAN EMPIRE (OE):
-- OE marker on the Diplomatic Track is at French 2.
-- Russia places 1 Ship in the Black Sea.
-- Black Sea has resource income of 1.
-- OE1, with the capital Istanbul, is adjacent to OE2, OE3, Black Sea, and Eastern Med. If Ottoman Empire is neutral or friendly controlled, Squadrons may move directly from the Black Sea to the Eastern Med. Capital Istanbul has an income of 2.
-- OE2, is adjacent to Austria and the Eastern Med and has an income of 1.
-- OE3, is adjacent to Austria, Russia and the Black Sea and has an income of 1.
-- OE4, is adjacent to OE1 and the East Med with an income of 1
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John Griffey
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I jyst had eye surgery, am half blind and can't see keyboard to respond well but what I see looks good.

Fear Napo artillery preemp at 3 will overwhelm Infantry at 1.

Was planning to make Brit units more expensive to balance the higher income I gave. Brit Inf were better paid and treated than continental Infantry, so Brit Inf 3, Artillery 4, Cav 5, Ships 5 was plan.
 
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John Griffey
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I see a bit better

I think my original idea of letting Infantry defend at 2 in its home country, paying a supply cost. is needed to counter Nappy 3 Artillery.

EXAMPLE: Nappy buys 12 Artlly for 36 RP. Austria buys 18 Infantry for 36 RP. Nappy Art. fires first, scoring 6 hits. 12 surviving Infantry fire second @1, scoring just 2 hits on average. Nap loses 6 RP of Art. Austria loses 12 RP of Infantry. This is a wipe out. If Aus Infantry fired at 2. it scores 4 hits, which is more balanced. Nap of course will have some Inf to absorb those hits.

What's your naval movement allowance proposal?

Does OE 4 include both Stria and Egypt? If so, you could apply the rule that French control drops Brit income by 1, as it allows France to stir up trouble in India and base corsairs and pirates more easily in the Indian Ocean.

I agree I was getting a but carried away with the super high Brit income at start and will cut that.
 
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Michael H
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Hi John,

Glad you are on the mend. I too, share your passion to tweek this game for it has great potential. As to your questions:

I think Napoleon's Grand Battery should be limited to 4 units of artillery. I still think charging supply costs in home countries infantry and changing the home country infantry combat value to 2 as unnessary and imbalances the game. The exception would be for Russia which should be able to inhance up to 8 infantry if combat occurs in Russia which represents "General Winter".

I think naval movement and combat is fine in the orginal rules with the exception of Britain getting a minus one to the die roll on the first round of combat. .

OE4 include Syria and Eqypt. I think Britain being reduced 1 RP if France or its allies control OE4 is unneccessary. Control of the existing sea areas will reflect the income home countries get or are denied from colonies and over seas trade.

Keep working on this and I think this can still be a great game.

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Paul Regulski
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allocation of hits seems strange. why all artillery hits inflicted on artillery 1st ? [ artillery tended to target troops 1st - those were order reminders frequently given by wellington & napoleon themselves !! - " counter battery fire was usually discouraged ]. Likewise cavalry did not always " hit " cavalry in a battle....
 
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