tag:blogger.com,1999:blog-51305094772511466352024-03-02T09:25:10.023-05:00Dalethewargamerdalethewargamerhttp://www.blogger.com/profile/11880250994936688330noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-5130509477251146635.post-70135662240044984502024-03-02T09:22:00.005-05:002024-03-02T09:24:24.915-05:00FP3x3PW - OHW-based battle rules<p> </p>
<div class="page" title="Page 1">
<div class="layoutArea">
<div class="column">
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">FP3X3 V2 – OHW battle rules
3/2/24<br />
Author: Dale Munz
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">- Forces = 4 Infantry, 1 Cavalry, 1 Artillery in non-specific-period 1800’s type (horse & musket/rifle) warfare.
- Like OHW, units take 15 hits max then are removed.<br />
- I use these as part of a quasi-Colonial period home-made solo campaign.
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">General:<br />
- Based on </span><span style="font-family: 'Calibri'; font-size: 12.000000pt; font-style: italic;">FastPlay3x3PortableWargame </span><span style="font-family: 'Calibri'; font-size: 12.000000pt;">rules discussed in “Portable Wargame” FACEBOOK group.<br />
- Battlefield is like OHW scenario 3’x3’ grids but scaled down to any size that fits your forces.<br />
- Reserve area is behind baseline. A unit in Reserve Area can first move into any baseline grid then move
normally from then on.<br />
- Will describe movement/shooting range in inches as in OHW rules; you change to the scale you are using.
- Victory condition: enemy cannot continue or any other scenario you choose.<br />
- I use these rules as part of a home-made quasi-Colonial period campaign.
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">SEQUENCE
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Option a) IGOUGO and OHW rules – move OR shoot/charge<br />
Option b) 3-card activation. 3 red (side A), 3 black (side B) cards in a deck. A draws card, then B. Repeat.
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Your 1</span><span style="font-family: 'Calibri'; font-size: 8.000000pt; vertical-align: 4.000000pt;">st </span><span style="font-family: 'Calibri'; font-size: 12.000000pt;">card drawn = I,A units all shoot<br />
Your 2</span><span style="font-family: 'Calibri'; font-size: 8.000000pt; vertical-align: 4.000000pt;">nd </span><span style="font-family: 'Calibri'; font-size: 12.000000pt;">card drawn = I, A units move. If I unit is charging, do it on this activation.
Your 3</span><span style="font-family: 'Calibri'; font-size: 8.000000pt; vertical-align: 4.000000pt;">rd </span><span style="font-family: 'Calibri'; font-size: 12.000000pt;">card drawn = C can charge
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Movement / Shooting:
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Unit Movement Range Hits<br />
I 6” 12” D6<br />
C 12” --- D6+2
A 6” 48” D6-2
</span></p>
<ol style="list-style-type: none;">
<li>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Note1: use of square formation by Infantry is optional. I don’t use it.
</span></p>
</li>
<li>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Note2: I don’t use Skirmishers. Your choice.
</span></p>
</li>
<li>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Note3: Units cannot interpenetrate.
</span></p>
</li>
</ol>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">Charging:
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">a) Cavalry<br />
2x hits if charge flank/rear<br />
1⁄2 hits if charging enemy Cavalry<br />
Withdraw 6” if charge does not destroy enemy unit.
</span></p>
<p><span style="font-family: 'Calibri'; font-size: 12.000000pt;">b) Infantry<br />
Can charge enemy Infantry ONLY if it has 2x remaining strength of enemy.<br />
Attacker rolls first. Record D6 hits. Defender can roll to attack back if it is still standing. After that turns are </span><span style="font-family: Calibri; font-size: 12pt;">simultaneous dice rolls. Once combat is initiated it will end when one unit is destroyed.</span></p>
</div>
</div>
</div>dalethewargamerhttp://www.blogger.com/profile/11880250994936688330noreply@blogger.com0tag:blogger.com,1999:blog-5130509477251146635.post-59933177181280627722021-03-28T14:08:00.000-04:002021-03-28T14:09:03.004-04:00GENERIC WARS - RULES <p> </p><p class="MsoNormal"><b><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">GENERIC WARS - <span style="mso-spacerun: yes;"> </span>RULES <span style="mso-spacerun: yes;"> </span>(current version)<o:p></o:p></span></b></p>
<p class="MsoNormal"><b><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3/28/21<o:p></o:p></span></b></p>
<p class="MsoNormal"><b><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></b></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">CONCEPT OF GENERIC WARS<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Generic Wars is about a “world”, or part of a world, made
up of territories, some inhabited, some not. Nations have been formed with populations
that need to be fed and rulers that govern. The territories contain the
resources needed for survival and growth - food sources, minerals, fuel.
Nations harvest these and create what they need. It is inevitable that in the
course of doing this and dealing with unexpected and catastrophic events as
time passes, conflicts between or among nations develop. Sometimes these
conflicts escalate to war. If they didn’t we wouldn’t be wargaming, would we? This
describes virtually any period of man’s existence.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Using the RISK game board as the “world”, this game
contains the mechanism for nations to conduct daily commercial operations and
then do battle when/if war starts. The player can use any set of battle rules for
any period that he chooses at that time. I also use some the battle mechanisms
of the RISK game itself, which work quite nicely at times and are simple.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">DEFINITIONS<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">TERRITORY</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – one of the areas on
the RISK game board. Different types are:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-tab-count: 1;"> </span>NEUTRAL –
inhabited, but small, mostly agrarian or fishing. Mostly peaceful and will
allow the ARMIES of other NATIONS to pass thru. <span style="mso-spacerun: yes;"> </span>Some may be “strong” with defensive
fortifications and armed forces to defend itself in case it their border is
breached. They will not be pushed around.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-tab-count: 1;"> </span>IMPASSABLE –
Ex: extreme mountain range. No ARMY or commercial group can go through this.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-tab-count: 1;"> </span>CONTROLLED –
A TERRITORY that is within the NATION’s border.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-tab-count: 1;"> </span>COLONY –A
remote TERRITORY from which the NATION will import resources. In turn, the
NATION provides governance and protection. A COLONY is basically
self-sustaining. There must be a secure land or sea route from the NATION to
the COLONY in order to collect taxes.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">NATION</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – several adjacent CONTROLLED
TERRITORIES, with a CAPITAL and a RULER, and possibly COLONIES.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">RULER</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – The ruling entity of a
NATION. It could be one person such as a monarch or dictator, it could be a
party, triumvirate, etc., or a democratic government (Parliament, Congress). A
single-person RULER can be very unstable or aggressive. Multi-person RULERs are
more likely to be deliberate in planning. The RULER will be characterized as
follows:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><u>Aggressive</u>
– wants to expand the nation, take over and control territories, will wage war
wherever and whenever it wants. RULER may be unstable and fanatic, or strong
and determined.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><u>Moderate</u> – Favors
growth but makes decisions more deliberately; will defend itself with military
force if necessary.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><u>CAPITAL</u> –
location of the seat of government, or ruler’s castle, etc.. Also serves as the
RESOURCE CENTER for the NATION.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">RESOURCE TERRITORY </span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">– contains
the RESOURCES needed for a NATION’s survival and to build and maintain military
forces. Each TERRITORY can support its population. <o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">RESOURCE CENTER</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – manufacturing
center for the NATION. RESOURCES are brought into it to be used to manufacture commercial
mechanical equipment and transports, and military equipment and supplies.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">GOLD</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – The standard currency used
throughout the world. This also refers to an amount of currency, such as “1
GOLD”.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">TREASURY</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – where a NATION’s GOLD is
stored.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">ARMY UNIT</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> (AU) – multiple military
elements grouped to operate under one command. These will comprise an ARMY or a
GARRISON. Ex: A Brigade is an AU that has several elements (companies or
regiments)<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">ARMY</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – multiple AU’s organized as
a fighting force. It can attack enemy TERRITORIES and control them. Note: an
ARMY can be whatever the player wants it to be. It can be a corps, a division,
a collection of legions. This term is generic, the player provides the specifics.
For simplicity in this game, I will consider an ARMY to usually consist of no
more than 8 AU’s to fight on the battlefield. More AU’s may be added to the
ARMY to serve as reserves during and after battle. Ex: 4 Infantry,1 Cavalry, 2
Artillery, 1 Machine Gun Unit. <o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">GARRISON</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – provides border
defense.<span style="mso-spacerun: yes;"> </span>Multiples of 4 AU’s (some
infantry, some artillery). NATION may add to border defense in any TERRITORY. One
RISK block will be used to represent 4 AU’s. There is no maximum size.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">FLEET</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"> – Organized group of multiple
SHIPs of either or both of these types:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>TRANSPORT – to transport
cargo and armies<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>WARSHIP – to protect
TRANSPORT ships, lead convoys, battle enemy WARSHIPs<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">TRADE – </span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">commercial activity between a <u>TRADING
PARTNER</u> (another NATION or a NEUTRAL TERRITORY with which a NATION has a
trade agreement), using a secure <u>TRADE ROUTE</u> (land or sea). A NATION or
NEUTRAL may conduct trade with more than one TRADING PARTNERS if it has excess RESOURCES
not required for its own use.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">TURN<o:p></o:p></span></u></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">The game proceeds through TURNS, each of which will be one
SEASON long. The TURN has various PHASES. Each NATION gets to move in each
PHASE.<o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p><span style="text-decoration: none;"> </span></o:p></span></u></b></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>GENERAL
NOTES ABOUT THE GAME<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p><span style="text-decoration: none;"> </span></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1. <b><u>Role of the player<o:p></o:p></u></b></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">The player serves as political and military advisor to each
nation’s RULER. The player makes recommendations as to courses of action, but
the ruler makes the final decision. On the battlefield, the player the
Commander-In-Chief of the armed forces and has full control.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2. <b><u>Gathering Intelligence<o:p></o:p></u></b></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">It is assumed that the NATION has an intelligence network
allowing it to be aware of conditions in all <u>adjacent</u> continental (as they
appear on the RISK board) areas. To gather intelligence beyond them the NATION
must establish outposts in TERRITORIES adjacent to further continental areas.
Ex: From N. America, a nation can “see” into Europe and S. America. To “see”
into Africa, it would need an outpost in S. America.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3. <b><u>The decision-making process</u><o:p></o:p></b></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">The great American baseball player Yogi Berra once said,
“If you come to a fork in the road, take it”. Sounds simple enough. To Yogi.
Actually at many points in this game, a fork in the road will appear, and a choice
will have to be made from one of 2 or 3 possible courses of action. This
represents the advisor offering alternatives to the ruler, who then decides. It
also represents a sub-commander offering alternatives to a Commander-In-Chief.<span style="mso-spacerun: yes;"> </span>A 6-sided die (D6) is rolled. If there are 3
alternatives, then results of 1-2 = 1<sup>st</sup> alternative chosen, 3-4= 2<sup>nd</sup>
alternative, 5-6= 3<sup>rd</sup> alternative. If 2 alternatives, then odd
number = 1<sup>st</sup> alternative, even number = 2<sup>nd</sup>. Basically
that’s it. The process is simple, but the course of the game will be altered in
many, possibly unexpected, ways. The recommendations can be given some weight.
For example, a player would give 2 out of 3 aggressive recommendations to an
aggressive ruler.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">4. <b><u>Finances</u></b><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">In each season, GOLD may have to be spent (ex: provide immediate
replacement troops). However revenue in the form of taxes will be collected only
during the WINTER SEASON. Note that TAXES can only be collected from
territories that are adjactent to the capital, or have secure routes to it.
Taxes cannot be collected from isolated territories. Expenses will be mostly
annual, but may come up during the other seasons as well.<o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Revenue</span></u></b><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3 GOLD per CONTROLLED TERRITORY<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Note: 1 GOLD is
deducted from this amount for each incidence of a natural disaster that is
occurring in the territory.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2 GOLD per COLONY<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>- this assumes there
is a cost to maintain the secure route.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1 GOLD per TRADING PARTNER <o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Expenses<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1 GOLD to maintain 4 AU’s or 4 SHIPS.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1 GOLD to create one AU or build one SHIP<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2 GOLD to create a new GARRISON administrative force, or
add an additional 4 AU’s to it to fortify it.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- as the game progresses, the above costs should be raised
to reflect the increasing costs of conducting war.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">5. <b><u>Movement of an ARMY over sea routes.<o:p></o:p></u></b></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">One SHIP of either type can carry one AU. Ex: to transport
an ARMY of 8 AU’s would require a FLEET of 8 SHIPS (TRANSPORT and/or WARSHIPS.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">6. <b><u>Establishing control of a conquered enemy TERRITORY</u></b><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>- ARMY remains in
the TERRITORY for one full season following the victory to set up controls
(administration, police, defense forces). A GARRISON is built with 4 or more AU’s.
Cost is deducted from the TREASURY. This TERRITORY now becomes a COLONY of the
conquering NATION. The ARMY can then move out from the TERRITORY in the next
season.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">7. <b><u>Record-keeping<o:p></o:p></u></b></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">To keep track of NATIONS and TURNS and results, some
records will have to be kept during the game. These are a Diary, NATION fact sheet,
NATION Plans, Armed forces roster (army and fleet).<o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">SET UP<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Place all NATIONS and their CONTROLLED TERRITORIES. Each NATION
will start with access to one RESOURCE TERRITORY for each 2 of its CONTROLLED
TERRITORIES. A COLONY is considered to be self-sufficent.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Decide which TERRITORY will be the CAPITAL<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Determine initial amount of GOLD in each TREASURY<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Determine the RULER (type and character) of each NATION. <o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Place initial armed forces, if any (ex: 1 ARMY in the
CAPITAL, a FLEET of TRANSPORT ships and WARSHIPS). Also set up any BORDER defenses.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Determine which TERRITORIES around the world are RESOURCE
TERRITORIES.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">- Define any IMPASSABLE TERRITORIES (i.e. extreme mountain
range blocking all movement).<o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p><span style="text-decoration: none;"> </span></o:p></span></u></b></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">TURN SEQUENCE<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Each turn will be one season of the year. Each NATION will
get to move through all the phases in each turn.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1.<span style="mso-spacerun: yes;"> </span><b>NATURAL
DISASTER PHASE</b><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">At the start of a TURN (season), one or more NATURAL
DISASTER CARD will be drawn (see APPENDIX). Then, each NATION moves in each of
the next 2 phases.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2. <b>PLANNING PHASE</b><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>a. The player evaluates the NATION’s current
strength, taking into account recent natural disasters and movement or military
actions of other nations:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>- Identify any
weaknesses or threats (e.g. loss of access to RESOURCES, drop in adequacy of
COMMERCIAL and MILITARY capability, attack by another NATION)<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>- Develop
new possible courses of action as needed.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>b.
Deliver the assessment to the RULER<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>c. RULER makes decisions and issues orders<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3.<span style="mso-spacerun: yes;"> </span><b>ACTION PHASE</b><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>- Orders are delivered to leaders in the field
and the movement of COMMERCIAL units or MILITARY units take place<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">*** At this point, any NATION which has not moved yet will
go to the PLANNING PHASE and start its turn there.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>**<span style="mso-spacerun: yes;"> </span><u>After each NATION</u> has had a turn in each
of the above phases, the next and final phase occurs.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">4.<span style="mso-spacerun: yes;"> </span><b>BATTLE PHASE<o:p></o:p></b></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Several types of battles can be conducted:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1. Invading ARMY attacks an enemy GARRISON. <o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Determine the outcome using battle rules for RISK. Consider
how many AU’s are attacking, and how many AU’s are in the GARRISON, to decide
how many dice will be thrown by each side.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">If the defender has an ARMY in an <u>adjacent </u>TERRITORY,
it may be <u>immediately</u> moved into the defending TERRITORY. The attacking
ARMY must first battle the defending ARMY. 2 garrison AU’s must remain, but
excess AU’s can join the defending ARMY in the battle. Otherwise the invader
attacks the GARRISON directly. If the invader wins, the GARRISON will surrender
and withdraw as well as the defeated ARMY. It is assumed that an ARMY further
away could not send help in time to the GARRISON.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2. Invading ARMY attacks an enemy ARMY.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">The invading ARMY enters the TERRITORY containing the
defending ARMY. The battle is fought off the board. The winning force remains
in the TERRITORY while the losing force must retreat. If it cannot retreat to a
safe TERRITORY (friendly or neutral), or is blocked by the ocean or IMPASSABLE
TERRAIN, the ARMY is disbanded and removed from the board.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3. Invading FLEET attacks an enemy FLEET.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">I have suggested a few simple battle mechanisms that can be
used. The player can use any rules. See APPENDIX. The losing side’s remaining
WARSHIP’s must leave the sea zone and move back toward friendly shores. If a
convoy of TRANSPORT SHIPS only is being attacked, the enemy WARSHIPS throw 1D6,
and the convoy loses that many TRANSPORT SHIPS. The remaining ships retreat as
mentioned above.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">4. Invading ARMY attacks a fortified NEUTRAL TERRITORY <o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Some scrappy territories will put up a fight and bloody the
invader, maybe even repel the invasion. At this point, the player can decide to
conduct a Colonial Era battle, deciding what forces the NEUTRAL will have. Or
the outcome can be determined using RISK dice battle rules dice.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">All battles that have been put in motion will take place
off the board using RISK battle rules, or using any other method the player
wants to resolve the battle.<o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">WINTER SEASON<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Several things occur during the Winter Season being the
final season of the year and one in which most combat will cease.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1. <u>Collect TAXES<o:p></o:p></u></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2. <u>Review / revise NATION’s strategic plans<o:p></o:p></u></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3. <u>Movement<o:p></o:p></u></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>If any movement
is planned this season, conduct 2 D6 tests?<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>a. Can a unit
move?<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>b. If yes, will
it suffer any attrition (ex: 10-20%)<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">4. <u>Add forces to border defenses<o:p></o:p></u></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>AU’s may be moved
to an adjacent territory per Risk rules.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">5. <u>Reinforce armies and fleets as needed</u><o:p></o:p></span></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p><span style="text-decoration: none;"> </span></o:p></span></u></b></p>
<p class="MsoNormal"><b><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">VICTORY CONDITIONS<o:p></o:p></span></u></b></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1. One NATION conquers another<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">The CAPITAL TERRITORY is occupied by an enemy force and
cannot be retaken, or the NATION surrenders due to lack of military capability.
<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Either:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">a. The conquered NATION agrees to become an ally. Its remaining
armed forces will be under control of the conquering NATION.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Or, <o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">b. All armed forces flee the territories and disperse, or
are imprisoned by the conquerer. Either way, they are out of the action. All
the conquered TERRITORIES become NEUTRAL. The conqueror can establish control
over them as described previously.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">In either case, the conquered NATION’s TREASURY is
transferred to that of the conquering nation.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">** The game then continues with the other nations.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2. Winning the game?<o:p></o:p></span></p>
<div style="border-bottom: solid windowtext 1.0pt; border: none; mso-border-bottom-alt: solid windowtext .75pt; mso-element: para-border-div; padding: 0in 0in 1.0pt 0in;">
<p class="MsoNormal" style="border: none; mso-border-bottom-alt: solid windowtext .75pt; mso-padding-alt: 0in 0in 1.0pt 0in; padding: 0in;"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">There really is no winning.
This is solo play. The player decides when to stop.<o:p></o:p></span></p>
<p class="MsoNormal" style="border: none; mso-border-bottom-alt: solid windowtext .75pt; mso-padding-alt: 0in 0in 1.0pt 0in; padding: 0in;"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
</div>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p align="center" class="MsoNormal" style="text-align: center;"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">-----<span style="mso-spacerun: yes;"> </span>APPENDIX<span style="mso-spacerun: yes;">
</span>-----<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1. <u>Naval movement and battle rules<o:p></o:p></u></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Movement</span></u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">: On the Risk board safe sea
routes are indicated. A fleet may move shore-to-shore over this route during
its move. If on open sea, depending on the distance, it may take 2 or more
moves. Up to player to decide.<o:p></o:p></span></p>
<p class="MsoNormal"><u><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Battle:<o:p></o:p></span></u></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>a. Adapted from
Magna Graecia rules<o:p></o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">- To fight, each side rolls a D6 and adds the number
of WARSHIPS in the FLEET. The higher modified roll wins. <o:p></o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">- The loser retreats and loses a number of SHIPs
equal to the difference in the modified die roll.<o:p></o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><o:p> </o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><span style="mso-spacerun: yes;"> </span>b.
Simple dice<o:p></o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><o:p> </o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";">Each rolls 1 D6. Loser loses a SHIP. If score is
2x greater, then lose 2. Keep on until one side surrenders.<o:p></o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><o:p> </o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 12.0pt; mso-fareast-font-family: "Times New Roman";"><span style="mso-spacerun: yes;"> </span>c. RISK
dice – see RISK combat rules<o:p></o:p></span></p>
<p class="MsoNormal" style="background: white; line-height: normal; margin-bottom: 0in;"><span style="color: black; font-family: "Arial",sans-serif; font-size: 10.0pt; mso-fareast-font-family: "Times New Roman";"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2. <u>Using RISK combat rules</u><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">RISK has built-in rules for resolving combat. They can be
used anywhere in the game in lieu of actual battle, or occasionally if you want
to speed up the action. Skip this part if you are familiar with them.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Attacker will throw up to 3 dice. Defender will throw one
or 2. Results of the “attack vs. defense” will be decided. Next turn played
until battle is over.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">First determine the number of dice. Attacker must have more
AU’s than he can throw dice. Ex: If 4 AU’s, can throw 3, if 3 AU’s, then can
throw 2, if 2 or 1 AU, then can throw only one. Defender can throw 2 dice as
long as he has 2 or more AU’s. If only 1 left, then can throw 1.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Rank all dice thrown by each side from high to low and
compare each side’s individual dice one against the other in that order. The
higher die of a pair wins and the enemy loses an AU. If it is a tie, the
attacker loses an element. Keep playing until invader destroys the defender or
decides to stop attacking and withdraw. To extend play, each AU can represent 2
or 4 elements. Each dice “win” removes one element. At the end, divide
remaining elements by 2 or 4 and that is the remaining number of AU’s. Round up
if there is a fraction.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">To speed up the action, I occasionally arbitrarily decide
that hits will be doubled prior to rolling the dice.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3. <u>Natural Disaster Cards<o:p></o:p></u></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">A card deck is set up having an equal amount of disaster
cards and “nullify disaster” cards. When nullify cards are drawn, the
corresponding disaster is removed from one or more of the affected territories.
Add a joker or two. Two cards are drawn each turn. If a joker, the deck is
reshuffled. When you have run through the deck, reshuffle and start again.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">I use the following:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Spades / odd
number = SICKNESS, even = nullify the sickness<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Diamonds / odd
number = BAD WEATHER, even number = nullify<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Hearts / odd
number<span style="mso-spacerun: yes;"> </span>= FAMINE, even number = nullify<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"> </span>Clubs – RESOURCES
DEPLETED – there is no nullify. Once a TERRITORY dries up (i.e. <span style="mso-spacerun: yes;"> </span>becomes barren), inhabitation is not possible
and the population must move out. However, the territory may be fortified to
maintain it as a useful military position.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1) SICKNESS – Any army in the territory suffers an
immediate 10% loss of troops. For each turn the army remains in the territory
and the sickness is in effect, it will lose 20%. <o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2) BAD WEATHER – weather is severe enough to stop most
movement. To move into or out of the territory, roll 1 D6. Result of 5 or 6
means move can be made. Else stop.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">3) FAMINE – food resources are depleted. No immediate
effect on first move into the territory, but if an army is in the territory the
following season, it will lose 20% forces and each season thereafter.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">4. <u>RISK board markers</u><o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Risk square block: <o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">1) One block only = a CONTROLLED TERRITORY with
administrative staff, police, etc.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">2) 2 or more blocks = each additional block represents 4
AU’s of garrison troops<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Risk oblong block = 1 fleet including warships<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><o:p> </o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Plastic markers:<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">White = barren territory<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Yellow = sickness<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Blue = Bad weather<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Orange = Famine<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;">Red cluster = impassible territory<o:p></o:p></span></p>
<p class="MsoNormal"><span style="font-family: "Arial",sans-serif; font-size: 12.0pt; line-height: 107%;"><span style="mso-tab-count: 1;"> </span><o:p></o:p></span></p>dalethewargamerhttp://www.blogger.com/profile/11880250994936688330noreply@blogger.com0tag:blogger.com,1999:blog-5130509477251146635.post-32627281670222401252021-01-07T21:09:00.003-05:002021-01-07T21:54:14.104-05:00<p><b>NAPOLEONIC CAMPAIGN RULES -- Using the Game of RISK </b></p><p><b>Date: 1/7/21 </b></p><p><b> </b></p><p><b><u><b> INTRODUCTION </b></u> <br /></b></p><p><b>Uses RISK rules and board as a campaign's strategic theater. Battles are fought on your battle table or game board. They are Corps- and Division-level.
I use these battle rule sets for land:
CORPS-sized battles: Pub Battles (from Command Post);
DIVISION-sized battles: One-Hour-Wargame (Neil Thomas) and Portable Napoleonic Wargame (Bob Cordery).
For sea battles, I use a simple ruleset (see APPENDIX).</b></p><p></p><p><b>One campaign scenario is described in the rules and other scenarios are provided in another post in this blog, but additional scenarios can be developed. These rules are designed to be used solo, but I am sure they can be adapted for multi-player use. Some, but not all, the RISK rules are the basis for strategic movement. What is described below is not a set of specific, "must use" rules, but rather a more general description of the process at that moment in the campaign. The reader most likely has various rules and mechanisms in his repertoire to be used. </b></p><p><b> </b></p><p><b><u> BASIC DEFINITIONS</u> </b></p><p><b>Territory - one of the areas shown on the RISK board.</b></p><p><b>Country - Starts as 3 adjacent territories, one of which is the capital. Countries will grow in size as the campaign progresses. </b></p><p><b>Continent - One of the continents on the RISK board. If one country occupies all territories in the continent, it can receive the continent bonus per RISK rules. </b></p><p><b>Force - will be used to indicate the building blocks of the army and navy. </b></p><p><b><i>Army</i>: </b></p><p><b>BRIGADES form DIVISIONS which can form CORPS </b></p><p><b>GARRISONS are 1-4 brigades located in the main fort of each territory.
Capital can contain 4, all others max is 2. These are
defensive only. </b></p><p><b><i>Navy</i>: </b></p><p><b> SHIPS - TRANSPORT to move a brigade-sized force; it is unarmed, and
WARSHIP - carries standard armament of a frigate </b></p><p><b> Block - in RISK, wooden blocks are used to represent a force in a territory's garrison. One block equals one brigade of infantry. </b></p><p><b>CHANCE - a chance occurrence, or random event, which affects the actions of the force whose turn it is. Things such as confusion over orders (lose this turn), low supplies (lose multiple turns till resupplied), revolt occurred in an occupied territory. I include some that I use but I often change them. They are used to create the "fog of war" conditions of a campaign. Be creative and use your own. </b></p><p><b>GOLD - This represents both currency in the treasury to be spent on armed forces, but also the total resources a territory produces for the country (e.g. agricultural products, minerals). </b></p><p><b> </b></p><p><b><u> CAMPAIGN SCENARIO:</u> </b></p><p><b> 3-4 COUNTRIES located in any continent on the board. Each will have a specific objective (ex: establish secure trade route to an ocean port). All try to achieve their objective, doing battle as conflicts arise. </b></p><p><b> </b></p><p><u><b>ARMY AND NAVY ORGANIZATION </b></u></p><p><b><i>Army</i> </b></p><p><b> Corps: minimum of 2 divisions.</b></p><p><b>Division: 6 brigades each consisting of
1 C-in-C,
1 Skirmisher detachment,
4 Infantry Brigades,
1 Cavalry Brigade,
1 Artillery Battery</b></p><p><b> note: This is the organization I prefer. Size of each brigade, as well as any other division or corps organization, is player's choice. </b></p><p><i><b>Navy </b></i></p><p><b>A collection of transport and/or warships. A country can have as many navies as it wishes to protect its ports and transport its armies. </b></p><p><b> </b></p><p><u><b> SET UP on RISK board </b></u></p><p><b> 1. Determine number of COUNTRIES and locations of their capital territory.</b></p><p><b> 2. Determine total number of adjacent territories including capital that are initially controlled.
Min = 3 , max = 6. </b></p><p><b>3. Determine size of treasury.
Roll 5 D6 to generate GOLD units. </b></p><p><b>4. Determine each country's objective (why it is waging this campaign) and its initial campaign strategy. (note: I use SCMR - Campaign Mobilization Rules by William Sylvester described in his book The Solo Wargaming Guide).</b></p><p><b> 5. From the treasury, buy and build initial army, navy, and garrison forces. Garrisons are placed in controlled territories; army/naval forces start in capital. </b></p><p><b> </b></p><p><b><u>TURN SEQUENCE</u> </b></p><p><b> Each turn consists of 3 phases - RESOURCE, MOVEMENT, BATTLE. All countries get an opportunity to move in each PHASE, then play moves on to next PHASE. When all PHASES are completed, the turn is complete and a new one begins. Randomly choose the order of movement in each turn. </b></p><p><b> 1. RESOURCE PHASE </b></p><p><b>At a COUNTRY'S turn:
Roll D6:
1 = cannot receive RISK continent bonus this turn.
2 = can only collect 1/2 total gold
3 = can only collect 2/3 total gold
4-6 = can collect ALL gold
Roll a 2nd D6. If it matches the first, a territory has revolted. Randomly choose which territory revolted (not capital, and not adjacent to capital). A DIVISION must move to it during the MOVEMENT PHASE (following rules of movement) to quell the revolt. Once the DIVISION enters the territory, the revolt is over and it can return to battle, again following rules of movement.</b></p><p><b> a) Collect the allowed amount of GOLD and add to treasury. </b></p><p><b>b) Maintain all current forces (see APPENDIX for costs). </b></p><p><b>c) Place new garrison brigades in any territory up to the max; move any number of existing blocks to an adjacent territory. </b></p><p><b> d) Build new army or navy forces </b></p><p><b> 2. MOVEMENT PHASE </b></p><p><b> At a COUNTRY's turn: </b></p><p><b> 1) Roll 2 D6:</b></p><p><b> 2-7 = all forces can move </b></p><p><b>8-9 = 1/2 forces can move only </b></p><p><b>10 = lose this turn</b></p><p><b>11 = Revolt has occurred </b></p><p><b>12 = Sickness in "n" randomly-chosen divisions (roll D6 to determine number) - lose 20% of forces if doubles thrown; else 10%. </b></p><p><b>2) Move forces & attack, or, reorganize divisions in the same territory to transfer troops or form a corps.
note: army movement is straight-forward, just move to an adjacent territory. Naval movement for purpose of attacking over a sea route or along the coast has specific rules (see APPENDIX) </b></p><p><b> 3. BATTLE PHASE </b></p><p><b>Conduct all battles, including sieges of garrisons (see APPENDIX for siege rules). </b></p><p><b> </b></p><p><b><u>ATTACKING</u> </b></p><p><b> 1. <u>ON LAND</u></b></p><p><b> note: if 2 DIVISIONS are joining together to form a CORPS for attack, they do so in their controlled territory first. This counts as 1 move for each.
An army attacks by entering enemy territory.
General combat rules</b></p><p><b> 1. Defending force may retreat. Attacking force can move into the territory uncontested and control it.
2. Defending force can engage in battle. </b></p><p><b>3. Defending force can move into garrison. Attacker then must conduct SIEGE (see APPENDIX), or retreat from territory. </b></p><p><b>4. If battle is lopsided (e.g. attacking with twice the force), defender usually retreats unless desperate. </b></p><p><b>Types of battles: </b></p><p><b> a. <u>One unit vs. one unit (division or corps)</u>.
Conduct a battle as per the ruleset being used. Loser must retreat from territory. </b></p><p><b>b. <u>Multiple corps each side</u>
Attacker moves all corps into the enemy territory. One corps attacks firsts. Defender chooses a corps to defend. Battle is conducted. Loser retreats from territory. Next remaining corps then battle. Again loser retreats. If all enemy forces are gone, and there is a garrison, it surrenders and attacker controls the territory. If the battle has not been decisive, the remaining attacking force leaves the territory. After the resource phase, attacker decides whether or not to try again. </b></p><p><b>c.<u> SIEGE</u> </b></p><p><b>Use RISK battle dice rules. Count all attacker's foot brigades vs. all garrison's brigades. Multiply each by 2 or to conduct the battle; divide by same amount at end to determine losses. </b></p><p><b> </b></p><p><b>2. <u>AT SEA </u></b></p><p><b>Only navy warships engage in battle (not transport ships). If an attacking force with transports loses its warships and is threatened by naval force with warships, it must retreat back to safe port. See APPENDIX for quick battle rules.
At end of battle, all losses are permanent. Can only reinforce during RESOURCE PHASE. </b></p><p><b> </b></p><p><b><u> OCCUPYING UNOCCUPIED OR CONQUERED TERRITORY</u> </b></p><p><b> Place 1-2 block(s) as garrison. Deduct cost from Treasury. </b></p><p><b> </b></p><p><u><b>SUPPLY CHAIN </b></u></p><p><b>All forces must be in contiguous territories or unthreatened sea routes. If a force becomes isolated out of chain, it cannot be reinforced, and cannot attack. It must move to a friendly territory ASAP. At end of the next turn after it became OOS, if still in that state, it loses 1 brigade, and 1 more each turn afterward until it is destroyed.</b></p><p><b> </b></p><p><b> ------------------- APPENDIX ----------------- </b></p><p><b> </b></p><p><u><b> COST OF FORCES </b></u></p><p><b>a. New:
army brigade = 1 GOLD,
navy transport ship = 1 GOLD
, navy warship = 2 GOLD </b></p><p><b>b. Maintenance:
1 GOLD per 4 units (brigades and/or ships)
note: costs of both new and maintained forces is raised periodically as campaign progresses. No arbitrary rule for this. Matter of player choice of timing and amount. </b></p><p><b> </b></p><p><u><b>NAVAL MOVEMENT AND BATTLE</b></u></p><p><b> To move an army over a sea route (as shown by parallel lines on the Risk game board) and land on an enemy shore, a navy is needed. 6 transport ships (i.e. 1 per brigade) as a minimum. If enemy navy is expected, attacking navy should include warships as well. A NAVY move is one move shore-to-shore over the sea route. Open sea sailing is not allowed. However, a naval force can move along a controlled territory's coasts (up to 2 coasts per turn). </b></p><p><b>Quick Naval Battle Rules</b></p><p><b>Each side rolls 1 D6: Loser loses 1 warship. If double score, loser loses 2 ships. If tie, each loses 1 ship Then roll again. </b></p><p><b> Attacker or defender can quit any time and retreat to safe port.
Note: there are many naval battle rulesets available. I like to keep these battles simple.
</b></p>dalethewargamerhttp://www.blogger.com/profile/11880250994936688330noreply@blogger.com0tag:blogger.com,1999:blog-5130509477251146635.post-82214966453333547712020-07-24T20:40:00.002-04:002020-07-26T14:43:39.734-04:00NAPOLEONIC CAMPAIGN SCENARIOS TO USE WITH RISK BOARD GAME RULES
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>USING THE RISK
BOARDGAME TO RUN NAPOLEONIC CAMPAIGNS<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u><o:p><span style="text-decoration: none;"> </span></o:p></u></b><u>Concept<o:p></o:p></u></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p>I play campaigns and wargames solo. I tried using the RISK
boardgame and rules to create and run large-scale, multi-corps-level solo
Napoleonic campaigns. I found the RISK board geography and rules to be
well-suited for these kinds of campaigns. Armies can be any size, and any set
of battle rules can be used.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
I created specific campaign rules to use for these
campaigns. They are bits and pieces of great ideas I got from other campaign
authors, with some original flavor added. The reader can and probably will use
any other set of rules of his/her choice. I will publish my rules in this blog
soon. Following is a basic description of how my campaigns work.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Two types of campaigns, both are fun. Other campaign ideas
can be created.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1. Conquer the world</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Start with 3-4 colors. Using the RISK card deck, deal all
cards to each color and place blocks in assigned territories. Look for clusters
and pick 3 adjacent territories for each color. Those will become countries. Remove
the other blocks. Assign a capital. Play RISK rules of movement. When 2 enemy
armies meet, run a battle. Finally, one country will emerge victorious.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
2. Battle of two continents</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Two "continents" - Eurasia (Europe, Asia, <st1:country-region w:st="on">Australia</st1:country-region>), and Amerafrica (N & S America, <st1:place w:st="on">Africa</st1:place>). 2 mini-campaigns are run, one in each continent.
Assign 3 colors in the first continent. Look for clusters as in first campaign.
Will then have 3 countries. Using RISK rules, each in turn expands its
territory and battles other countries for control. When one country conquers
another, it then controls all its existing territories and armies. When one
country emerges victorious, its forces remain in place after the campaign. Now
play the second mini-campaign the same way. Final campaign: With all forces in
position from the end of each mini-campaign, the countries in each continent
battles for overall supremacy.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<u>general rules<o:p></o:p></u></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
At the start:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1) Use SCMR to determine each country's initial strategy.
SCMR stands for Solo Campaign Mobilization Rules and can be found in William
Sylvester's book The Solo Wargaming Guide. I will be happy to describe them to
you if interested. They are very effective, and yet uncomplicated.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
2) each country rolls a D6. It gets that many extra blocks.
Place in any controlled territory(s). note: the blocks will be used as garrison
forces or to build field armies.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
During play:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Each country gets a turn in each phase.</div>
<br />
1) Resource phase:<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
When new blocks are received according to the RISK rules,
they are added to a country's controlled territory or to the capital. Each
country can then move extra blocks from one territory to any one adjacent
territory that does not have enemy forces. It now takes control of the
territory. When all countries have had their turn, move on to the movement
phase.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
2) Movement phase:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
When a division (or other size unit of your choice) is built
(must be built in the capital), it can then be moved to the front to advance
upon the enemy. Or, you can continue expansion and build additional divisions
depending on your strategy.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p></div>
dalethewargamerhttp://www.blogger.com/profile/11880250994936688330noreply@blogger.com0tag:blogger.com,1999:blog-5130509477251146635.post-31905899879912174572020-03-20T11:36:00.000-04:002020-07-26T14:43:39.765-04:00SOLO ANCIENT WARGAMING CAMPAIGN RULES - LAND & SEA<br />
<div style="border: 1pt solid currentColor; padding: 1pt 4pt;">
<div class="MsoNormal" style="border: currentColor; margin: 0in 0in 0pt; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 1.0pt 4.0pt 1.0pt 4.0pt; padding: 0in; text-align: center;">
<b style="mso-bidi-font-weight: normal;">ANCIENT CAMPAIGN RULES 1.0<o:p></o:p></b></div>
<div align="center" class="MsoNormal" style="border: currentColor; margin: 0in 0in 0pt; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 1.0pt 4.0pt 1.0pt 4.0pt; padding: 0in; text-align: center;">
<b style="mso-bidi-font-weight: normal;">Land & Sea<o:p></o:p></b></div>
<div align="center" class="MsoNormal" style="border: currentColor; margin: 0in 0in 0pt; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 1.0pt 4.0pt 1.0pt 4.0pt; padding: 0in; text-align: center;">
<b style="mso-bidi-font-weight: normal;">3/3/2020<o:p></o:p></b></div>
</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><o:p> </o:p></b></div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">1. CONCEPT<o:p></o:p></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><o:p> </o:p></b>Campaign area is divided into “territories" (inland or
coastal). Aggressive “empires” try to expand by conquering other territories
and eliminating foes. Neutral territories that are inhabited may defend their
territory only. An initial strategy is determined for each empire. The campaign
ends when one empire has conquered all its foes, or all empires agree it is
futile to continue. Ideas used in these campaign rules come from several
sources:<span style="mso-spacerun: yes;"> </span>DBA 1.0 (section on campaigns),
<st1:place w:st="on">Magna Graecia</st1:place> campaign rules, SCMR (Solo
Campaign Mobilization Rules) and other concepts found in “The Solo Wargaming
Guide” by William Sylvester, Duelling Republics Ancient Campaign Rules. <span style="mso-spacerun: yes;"> </span>And some stuff I made just made up and tried
out.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p>2.<span style="mso-spacerun: yes;"> </span><b style="mso-bidi-font-weight: normal;">DEFINITIONS<o:p></o:p></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Territory</u></b>
– an area of land (map zone)</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1. <u>wild</u> - uninhabited, wild terrain; no empire can
own it; empires can move through some types at a movement cost.</div>
2. <u>neutral</u> - It can defend its territory if it has a
fort with a garrison. <span style="mso-spacerun: yes;"> </span><br />
3. <u>empire</u> territory - Initial part of an empire;
supplies gold to empire.<br />
4. <u>ally</u> - a neutral territory that is taken over by
the empire; supplies gold to the empire; it can revolt (see CHANCE in APPENDIX).<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Territories have value based on resources, access points,
etc. See APPENDIX.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Empire</u></b><u> </u>–
2 or more territories that are adjacent and have one ruler. One territory contains
the capital.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Gold</u></b> –
Each year, an empire’s territories pay gold to the ruler's treasury. It is used
to:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1) maintain (pay/feed/supply) the troops</div>
2) buy replacement troops or navy/fleet ships<br />
3) build new field army / navy/fleet<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Supply chain</u></b>
– Chain from the capital to each fleet army consisting of contiguous empire-controlled
territories. <span style="mso-spacerun: yes;"> </span>A wild territory or a
neutral sea zone between empire territories can be part of the chain. This
chain must be unobstructed by enemy forces. The field army must stay connected
to it. If the chain is blocked, the field army has one season to restore it, or
else it must return to the supply chain. Each season after that it will lose
“n” elements. Roll D6 to determine how many. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">3.<span style="mso-spacerun: yes;"> </span>ORGANIZATION OF FORCES<o:p></o:p></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="mso-spacerun: yes;"> </span><b style="mso-bidi-font-weight: normal;">Field Army</b> – Army is 16 elements max, 6 minimum. Built/expanded
during recruitment phase in Winter.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">Garrison - </b>a
small force of undefined composition that resides in the garrison and can only
defend it. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<span style="mso-spacerun: yes;"> </span><b style="mso-bidi-font-weight: normal;">Navy - </b>1) Can combat other navies, 2) can "blockade" a
port. Typically Biremes and Triremes. No minimum or maximum size.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p><b style="mso-bidi-font-weight: normal;">Fleet</b> - fleet of
ships used to transport armies from coast to coast. One ship holds one army
element.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">4.<span style="mso-spacerun: yes;"> </span><u>TROOP COSTS<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<u>Element</u> <span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 2;"> </span><u>gold units</u></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
General<span style="mso-tab-count: 2;"> </span><span style="mso-tab-count: 1;"> </span>5</div>
Heavy Cavalry<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 1;"> </span>4<br />
Heavy Infantry<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 1;"> </span>3<br />
Light Horse<span style="mso-tab-count: 2;"> </span><span style="mso-tab-count: 1;"> </span>2<br />
Light, medium
foot, bow<span style="mso-tab-count: 1;"> </span>1<br />
Navy ship<span style="mso-tab-count: 2;"> </span><span style="mso-tab-count: 1;"> </span>2<br />
Fleet ship<span style="mso-tab-count: 3;"> </span>1<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p>Note: these are starting costs. As the campaign progresses,
they become more expensive. When to increase, and how much, are up to
individual choice.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
- New armies are built in the capital and can then move
forward. New navies/fleets are formed in the capital port.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">5.<span style="mso-spacerun: yes;"> </span><u>CAMPAIGN SETUP<o:p></o:p></u></b></div>
<br />
Determine the number of empires and their territories,
location of capital, size of forces, initial treasury (suggest doubling the
total empire territory rating points to start). <br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">6. <span style="mso-spacerun: yes;"> </span><u>STARTING</u> <u>CAMPAIGN<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p>Determine aggressor empire(s). Using SCMR (see APPENDIX),
decide initial strategy for each empire. The campaign has begun. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">7.<span style="mso-spacerun: yes;"> </span><u>RUNNING THE CAMPAIGN<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Campaigns run for 4 seasons –</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
-<span style="mso-spacerun: yes;"> </span><u>Spring, Summer,
Fall</u> – all army/naval movement takes place, all battles fought. </div>
-<span style="mso-spacerun: yes;"> </span><u>Winter</u> –
armies / navies return to winter quarters <span style="mso-spacerun: yes;"> </span>(any friendly territory / port). Other actions
take place.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Each empire army, navy, or fleet has one move in each
season. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Spring, Summer,
Fall</u>:<o:p></o:p></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1.<span style="mso-spacerun: yes;"> </span>Test supply chain to
all armies. If any break exists, empire’s first priority is to restore it or
risk losing the army.</div>
2. Move all armies / navies / fleets (see Move Chance in
APPENDIX)<br />
3. Fight any battles, land and sea.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Winter:<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
All armies must be in winter quarters (i.e. an empire
territory). Ships in friendly port.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Actions during
Winter</u></b>:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1. Collect “gold” from territories (1 gold per territory
rating point, plus 1 gold for each territory) and add collected amount to the
existing treasury amount.</div>
2. Determine if cost of replacement troops has increased.<br />
3. Winter CHANCE <span style="mso-spacerun: yes;"> </span>(see
Appendix) <br />
4. Maintain armies & navies (1 gold per 4 army elements,
1 gold per 3 navy ships, 1 gold per 4 fleet ships) by taking gold from the
treasury.<br />
5. Replace lost (or add) troops / ships<br />
6. Build a new field army in the capital, or a navy/fleet in
capital port if desired.<br />
7. Review/revise campaign strategy.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">** </b>If not enough
gold to maintain an army, navy, or fleet, calculate the deficit and eliminate
equivalent elements. Choose randomly which ones.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">8.<span style="mso-spacerun: yes;"> </span><u>MOVEMENT<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">MOVEMENT POINTS (MP’s)
</b>are the number of zones (territories) an army or navy/fleet can move
through on its turn:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">Army</b> – 2 MP’s
total / season</div>
<b style="mso-bidi-font-weight: normal;">Navy/fleet</b> –<span style="mso-spacerun: yes;"> </span>3 MP’s<span style="mso-spacerun: yes;">
</span>total / season<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>On land<span style="mso-spacerun: yes;"> </span>(see map)<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
- Impassable territories: mountains, dense forests, lakes.</div>
- Woods, or bad going: <span style="mso-spacerun: yes;"> </span>MP-1.<br />
- move across <u>river</u>:<span style="mso-spacerun: yes;"> </span>MP-1.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>On sea<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
- <u>Rough seas</u> - when passing through this zone, stop
and test for attrition. MP-1.</div>
- <st1:place w:st="on"><st1:placename w:st="on"><u>Wild</u></st1:placename><u>
<st1:placetype w:st="on">Coast</st1:placetype></u></st1:place> - ships cannot
land on this.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">9.<span style="mso-spacerun: yes;"> </span><u>INVASION<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1-2 invading army(s) enter an enemy empire or neutral
territory.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1) <span style="mso-spacerun: yes;"> </span><b style="mso-bidi-font-weight: normal;"><u>Battle in enemy territory</u></b></div>
If the army is defeated, the garrison automatically surrenders.
Defeated army flees the territory.<br />
Defending army may:<br />
1. Engage the invading force in battle<br />
2. Retreat all forces to a friendly territory<br />
3. Move into the fort <span style="mso-spacerun: yes;"> </span>and stand siege (see section on <b style="mso-bidi-font-weight: normal;">siege</b> below)<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Fight battle using rule set of choice.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">2)</b><span style="mso-spacerun: yes;"> </span><b style="mso-bidi-font-weight: normal;"><u>Battle
for neutral territory<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1. If uninhabited, no battle occurs and invader may take
over.</div>
2. If protected by fort & garrison, roll D6. If result
is 6, then territory chooses to become <b style="mso-bidi-font-weight: normal;">ally</b>
and no battle is fought. Else, invader must lay siege to control the territory.
Can begin siege this turn.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<u>3) <b style="mso-bidi-font-weight: normal;"><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>Multiple
armies invading and defending in same territory<o:p></o:p></b></u></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
If multiple armies are invading, choose one army to do
battle. The other army may send in reinforcements as losses occur. A
reinforcement element is "transferred" to the invading army, then enters
the battlefield at times/locations randomly chosen by the player. No more than
16 elements can be fighting at one time. When 1/3 the total elements of the
invading army at any time during the battle are lost, the battle is over.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><o:p> </o:p></b><b style="mso-bidi-font-weight: normal;">4) <u><span style="mso-spacerun: yes;"> </span>Siege<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Invading army rolls D6. Victory result is: </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
6<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span>if defender's army is in the fort</div>
5,6<span style="mso-spacerun: yes;"> </span>if only
garrison<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
If victorious, the garrison and the army surrenders. Invader
absorbs defeated elements into its army. <span style="mso-spacerun: yes;"> </span>Else, invader loses "n" elements
(see </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Element Loss in APPENDIX), and must wait till next season to
try again. Number needed for victory then will be reduced by “1”. When Winter
comes, invader must withdraw.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">5) <u><span style="mso-spacerun: yes;"> </span>Control of Territory following battle Victory<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
In order to control the territory, the invading field army
must remain in the territory for one extra season following the battle to allow
a garrison command to be established. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">6)<span style="mso-spacerun: yes;"> </span><u>Naval conflict<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Navies are used to control a sea lane. <span style="mso-spacerun: yes;"> </span>If an enemy navy enters a sea zone, a naval
conflict occurs. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<u>Naval battle rules:</u> See APPENDIX.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
7) <b style="mso-bidi-font-weight: normal;"><u>Blockade<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
If the territory is an island, or it is a coastal territory
with a port, an enemy navy may set up a blockade. If the invading navy stays in
the port's sea zone for 2 consecutive seasons, the blockade is successful. The
navy must return to a friendly port during Winter. The blockaded territory will
lose 2 territory points of value when Winter comes. Blockade is only good for
one year.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">10.<span style="mso-spacerun: yes;"> </span><u>CAMPAIGN VICTORY<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Usually the conditions for a campaign’s end are fairly
obvious. Either one empire dominates and is the victor, or it is futile for the
campaign to continue and there is no victor.</div>
<br />
<div align="center" class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span style="font-size: 14pt;">___________________________<o:p></o:p></span></b></div>
<b style="mso-bidi-font-weight: normal;"><span style="font-size: 14pt;"><o:p> </o:p></span></b><br />
<br />
<div align="center" class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span style="border: 1pt solid currentColor; font-size: 14pt; padding: 0in;">APPENDIX</span></b><b style="mso-bidi-font-weight: normal;"><span style="font-size: 14pt;"><o:p></o:p></span></b></div>
<br />
<div align="center" class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><span style="font-size: 14pt;"></span></b> </div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>CHANCE</u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<o:p> </o:p><u>Option 1:<o:p></o:p></u></div>
Chance occurs 1) before each army or navy's move, and 2)
Each Winter for the entire empire.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">Move Chance</b> -
roll a D6</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<u>Result<span style="mso-tab-count: 1;"> </span>Effect<o:p></o:p></u></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1<span style="mso-tab-count: 1;"> </span>Bad weather.
Army/navy cannot </div>
<span style="mso-tab-count: 1;"> </span>move this
turn.<br />
2<span style="mso-tab-count: 1;"> </span>Troop
unrest. Army must <br />
<span style="mso-tab-count: 1;"> </span>withdraw to
friendly territory.<br />
3-6<span style="mso-tab-count: 1;"> </span>No chance
this turn.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;">Winter Chance </b>-
roll 2D6</div>
<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<u>Result <span style="mso-tab-count: 1;"> </span>Effect<o:p></o:p></u></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
2<span style="mso-tab-count: 1;"> </span>Harvest loss
occurred <span style="mso-tab-count: 1;"> </span>(see <u>Harvest
Gain/Loss</u> below)</div>
3<span style="mso-tab-count: 1;"> </span>Sickness in
army. Lost "n" <span style="mso-tab-count: 1;"> </span>troops. See
<u>Element Loss</u> below.<br />
4<span style="mso-tab-count: 1;"> </span>An allied
territory revolts.<span style="mso-tab-count: 1;"> A</span>my must
be sent to it to stop it. When army
arrives, revolt<span style="mso-tab-count: 1;"> </span><br />
<span style="mso-tab-count: 1;"> </span>is stopped.<br />
5<span style="mso-tab-count: 1;"> </span>Navy loses
"n" ships.<br />
<span style="mso-tab-count: 1;"> </span>See <u>Element
Loss</u> below.<br />
6<span style="mso-tab-count: 1;"> </span>Harvest
increased this year.<br />
<span style="mso-tab-count: 1;"> </span>See <u>Harvest
Gain/Loss</u> below.<br />
7<span style="mso-tab-count: 1;"> </span>Ruler dies,
new ruler changes<span style="mso-tab-count: 1;"> </span>strategy.
Use SCMR.<br />
8-12<span style="mso-tab-count: 1;"> </span>No chance this
Winter.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>NAVAL <st1:place w:st="on"><st1:city w:st="on">BATTLE</st1:city></st1:place> RULES <span style="mso-spacerun: yes;"> </span>(options)</u></b></div>
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u><o:p></o:p></u></b> </div>
<span style="mso-spacerun: yes;"> </span>1. <u>Quick battle</u>
(just dice)<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Each navy rolls a D6. Loser loses 1 ship.</div>
If difference is >3, loser loses 2 ships.<br />
If both D6 rolls are equal, each navy loses one ship. <st1:city w:st="on"><st1:place w:st="on">Battle</st1:place></st1:city> ends when one navy
gives up and retreats.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
2. <u>All Ships!
Ram Speed</u>!<span style="mso-spacerun: yes;"> </span>- this is a detailed
ruleset if you like naval battles. </div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<a href="https://juniorgeneral.org/naval/salamis.html" target="_blank"><span style="color: blue;">juniorgeneral.org/naval/salamis.html</span></a></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
3. <u>Ram or Die!
Fast and Easy Naval <st1:city w:st="on"><st1:place w:st="on">Battle</st1:place></st1:city>
Rules</u> - this is just as the name describes.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<a href="http://www.navalwargamessociety.org/rulesonline.html" target="_blank"><span style="color: blue;">www.navalwargamessociety.org/rulesonline.html</span></a><b style="mso-bidi-font-weight: normal;"><u><o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>TERRITORY RATINGS<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
A territory has value in the form of rating points. Add one
point for each of the following features to determine the rating:</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
- It is the empire capital</div>
- it has a port<br />
- it is considered fertile land good for farming or raising livestock<br />
- it has a river running through it, or has a body of fresh
water within or bordering it.<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>ELEMENT LOSS<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Roll one D6:</div>
<u></u><br />
<u>Result<span style="mso-tab-count: 1;"> </span>Effect<o:p></o:p></u><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1-2<span style="mso-tab-count: 1;"> </span>Lose 10%
total army elements</div>
3-4<span style="mso-tab-count: 1;"> </span>Lose 20%<br />
5<span style="mso-tab-count: 1;"> </span>Lose 25%<br />
6<span style="mso-tab-count: 1;"> </span>Lose 30%<br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
<b style="mso-bidi-font-weight: normal;"><u>HARVEST GAIN/LOSS<o:p></o:p></u></b></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Note: Harvest is the total gold collected this year.</div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
Roll 1 D6:</div>
<o:p> </o:p><br />
<u>Result<span style="mso-tab-count: 1;"> </span>Effect</u><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
1<span style="mso-tab-count: 1;"> </span>Lose 10% </div>
2-3<span style="mso-tab-count: 1;"> </span>Lose 20%<br />
4-5<span style="mso-tab-count: 1;"> </span>Lose 30%<br />
6<span style="mso-tab-count: 1;"> </span>Lose 50%<br />
<b style="mso-bidi-font-weight: normal;"><u></u></b><br />
<b style="mso-bidi-font-weight: normal;"><u>SCMR<o:p></o:p></u></b><br />
<br />
<div class="MsoNormal" style="margin: 0in 0in 0pt;">
SCMR (Solo Campaign Mobilization Rules) are found in “The
Solo Wargaming Guide” by William Sylvester. They introduce random selection of
possible army/empire strategies during a campaign. The solo player gives up
some control, but not all. If not familiar with them, this is a brief summary:
At campaign start, for each side (country/empire) participating in the
campaign, choose 3 possible courses of action. For example, all armies will not
advance, 2 armies invade North and one army invades East, etc. They can be as
detailed as desired. Then roll a D6 to decide which strategy is actually used.
The side will try to faithfully execute that strategy until it is in contact
with the enemy, or it accomplishes the objective. At that point, after
reviewing the total situation, 3 more courses of action are built, and again
one is chosen per dice roll. This method runs throughout the campaign. There
may be a time when only one course of action makes any sense, and the method
can be put aside temporarily. Campaigns can take some very interesting turns
using this approach.<b style="mso-bidi-font-weight: normal;"><u><o:p></o:p></u></b></div>
dalethewargamerhttp://www.blogger.com/profile/11880250994936688330noreply@blogger.com1