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“AGE of NAPOLEON” a 1796 variant for Empires in Arms

Version 3

(Less reverently titled “Boney’s Excellent Adventure”)

by Warren K. Bruhn
February 5, 2011
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1. Conditions at Start
2. Armies and Leaders
3. Setup
4. Special Rules
5. Optional Rules
6. Design Notes

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1.0 Conditions at Start


1.1 Starting Players
6: Great Britain, France, Austria, Russia, Turkey, Spain
5: Great Britain, France, Austria, Russia, Turkey
4: Great Britain, France, Austria, Russia
3: Great Britain, France, Austria
2: Great Britain, France
1: Hey! Get a life!

1.2 UMP’s
Spain is an active French UMP
Austria is an active British UMP
Prussia, Russia, and Turkey are neutral UMP’s

1.3 Starting Date


This campaign begins with the April 1796 turn.

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1.4 Starting Political Status
Austria [neutral 6]
France [neutral 7]
G. Britain [neutral 9]
Prussia [neutral 5]
Russia [neutral 8]
Spain [neutral 4]
Turkey [neutral 3]

1.5 Ending Date


End with the economic phase of December 1815.

1.6 Starting Wars


The ONLY war at the start of the game is France against an alliance of Austria and Great Britain.
Pre-game declarations of war are NOT allowed.

1.7 Starting Victory Points


All players begin with Zero victory points.

1.8 Starting Alliances


The only existing alliance at the start of the game is between Austria and Great Britain. Pre-game
alliances other than this one are not allowed.

1.9 Starting Enforced Peace Conditions


Prussia and France have an enforced peace until April 1797 (may declare war in April).
Spain and France have an enforced peace until July 1797 (may declare war in July).

1.10 Starting Special Peace Conditions


France may not declare war on Hamburg, Hanover, Hesse, Mecklenburg, Saxony, Duchies, or
Berg until April 1797 (Peace of Basel). France recognized Prussia’s sphere of influence in this
area in exchange for Prussian recognition of similar French rights on the left bank of the Rhine.
Prussia also may not declare war on Palatinate, Flanders, Holland, Kleves, or Switzerland until
April 1797. (Some of these areas start under the control of France or Prussia.)

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1.11 Changes to the Map, and Modifications to Minor Countries
A. Hamburg and its area is an independent minor country for this variant, with 0 money and 0
manpower. There are no national modifiers for control of Hamburg.

B. Georgia is a minor country in this campaign, not a Russian home nation province. It is neutral
at the start of the campaign. Russia needs to gain control of Georgia in order to use the cossack
unit(s) that are available based on control of Georgia. National modifiers for control of Georgia
are: Russia +2, Turkey +1, all others zero. If Georgia is a Russian conquered minor country for
60 consecutive months, then Georgia is converted to a home nation province of Russia for the
remainder of the campaign.

C. The Wesel and Minden areas are Prussian home nation cities and territories. Treat them as
being part of the Prussian Magdeburg province. They are not part of Hanover or Berg. If the
Magdeburg province is ceded, the Wesel and Minden areas go with it. Prussia may place corps,
garrisons, and depots in Wesel and Minden at start, and may use these cities as supply sources.
Forcible access penalties apply, as these are Prussian home nation territories.

1.12 Victory Point Targets for Major Powers


The number of victory points needed for each power to win is as follows:

Austria 625
France 700
Great Britain 680
Prussia 595
Spain 600
Russia 650
Turkey 580

2.0 Armies & Leaders


2.1 Leaders
Leaders arrive (i.e., become available for placement) or are removed during the reinforcement
phase of the specified month, which in some cases is stated in terms of a number of months after
France first becomes a dominant land power, as described in campaign special rule 4.1. The
Bonaparte B leader replaces the Bonaparte C leader when certain conditions are met. And the
Napoleon A leader replaces the Bonaparte B leader when France first becomes a dominant land
power as described in rule 4.1.

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2.1.1 Austria

On map at Start:

4.4.6.B Charles
1.3.2.B Wurmser – remove July 1797 reinforcement step (died August 22, 1797)

Later arriving leaders:

2.3.3.D Melas – arrives July 1797 – remove the 1st month after France first becomes dominant
1.1.2.C John – arrives September 1800
1.3.4.A Mack – arrives the 1st month after France first becomes a dominant land power
2.2.3.C Schwarzenberg – arrives January 1810

2.1.2 France

On map at start:

4.5.3.C* Hoche – remove in Sept 1797 (died of Tuberculosis while in command of army)
3.3.3.B Jourdan (use Dumouriez) – remove in the 1st month after France first becomes dominant
4.4.4.C Moreau – remove in the 1st month after France first becomes a dominant land power
5.5.3.C Bonaparte

Later arriving leaders:

5.5.4.B Bonaparte – replaces Bonaparte C the 1st month after C has won 6 field combats**
5.5.6.A Napoleon – replaces Bonaparte B in the 1st month after France first becomes dominant**
2.2.2.B Bernadotte – arrives January 1799 – remove August 1810 (transferring to Sweden)
4.4.3.C Massena – arrives January 1799 – remove July 1811 (due to ill health related retirement)
4.5.2.B Davout – arrives the 1st month after France first becomes a dominant land power
2.3.3.B* Murat – arrives the 1st month after France first becomes a dominant land power
2.4.1.C Ney – arrives the 1st month after France first becomes a dominant land power
3.3.3.C Soult – arrives the 1st month after France first becomes a dominant land power
3.3.1.C Eugene – arrives the 24th month after France first becomes a dominant land power***
2.2.1.D Jerome – arrives the 36th month after France first becomes a dominant land power***

Optional late arriving leader:

3.4.3.C Suchet (use Pichegru counter from 1792 variant) – arrives July 1811

Special rules for French leaders:

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** Napoleon’s rise to power:
-When the Bonaparte C leader has been in command of French home nation forces in 6
victorious field or limited field combats, then the French player replaces Bonaparte C with the
Bonaparte B leader during the next French reinforcement step.
-When the Bonaparte B leader has been in command of French home nation forces in one or
more victorious field or limited field combat, and France achieves dominance, as described
below in rule 4.1 then the French player replaces Bonaparte B with the Napoleon A leader
during the next French reinforcement step.
-Also, during the first French reinforcement step after France achieves dominant status, remove,
Jourdan and Moreau, and replace them with Davout, Murat, Ney, and Soult.

*** Arrival of Eugene and Jerome depends on whether or not the Napoleon A leader is in play
and is not removed by peace condition C.6. That condition must be met in order to add these
leaders as available reinforcements. If conditions are met after the scheduled arrival dates for
these leaders, then they may enter play as soon as the conditions for their arrival are met.

2.1.3 Great Britain

Available at start:

2.2.2.A York
3.4.2.B Abercromby – remove the 1st month after France first becomes a dominant land power

Later arriving leaders:

Nelson – arrives January 1798 naval reinforcement step


3.4.2.A Moore – arrives the 1st month after France first becomes a dominant land power
5.5.3.B Wellington – arrives the 24th month after France first becomes a dominant land power
3.3.1.B Beresford – arrives the 36th month after France first becomes a dominant land power

2.1.4 Prussia

Available at start:

2.1.3.A Brunswick
1.2.4.B Hohenlohe

Later arriving leaders:

3.3.2.D Yorck – arrives the 1st month after France first becomes a dominant land power
3.4.5.C* Blucher – arrives the 24th month after France first becomes a dominant land power

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2.1.5 Russia

Available at start:

4.5.4.B* Suvarov – remove in January 1800 (illness and impending death)


1.2.3.D Tormazov (initially representing a generic Russian general) – remove in April 1801

Later arriving leaders:

3.4.4.B Kutuzov – arrives January 1800 – remove in January 1813 (illness and impending death)
2.4.4.C Bagration – arrives January 1800
1.2.3.A Alexander – arrives April 1801
2.2.3.C Bennigsen – arrives April 1801
2.2.4.C Wittgenstein – arrives January 1809
3.3.5.C Barclay – arrives January 1810
1.2.3.D Tormazov – arrives January 1811 (returns to play as the actual Tormazov)

2.1.6 Spain

Available at start:

1.2.3.A Cuesta – remove January 1810 (disabled by stroke sometime in 1810 and died in 1811)
2.2.3.A De la Romana (use De la Union) – remove January 1811 (died suddenly Jan. 23, 1811)
1.2.2.B Ruby

Later arriving leaders:

2.2.4.B Blake – arrives the 1st month after France first becomes a dominant land power
3.3.3.C Castanos – arrives the 24th month after France first becomes a dominant land power

2.1.7 Turkey

Available at start:

1.2.4.A Grand Vizier


2.3.2.B Ahmed Pasha

Later arriving leaders:

2.3.3.B* Kushanz Ali – arrives the 1st month after France first becomes a dominant land power
3.4.3.B Pechlivan Khan – arrives the 24th month after France first becomes dominant land power

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2.1.8 Sweden

Sweden has the following leaders available whenever it is a minor free state or a “major-minor”
with a player:

2.3.2.C Fersen – available at start – remove June 1810 (assassinated)


2.2.2.B Bernadotte – arrives as Swedish leader (actually King of Sweden) in November 1810

2.2 Reduced Corps Sizes until France has been Dominant for 24 Months
Summary: The maximum number of infantry type factors (g/i/m) allowed in corps, other than
home nation corps of France and the the Austrian I & II Insurrection corps, is reduced to 10 until
the 24th month after France first becomes a dominant land power. The maximum guard factors
allowed in guard corps of France, Prussia and Russia is also reduced to 5g until then. Artillery
corps for France and Russia may not be placed until the 24th month after France first becomes a
dominant land power (may purchase preceding econ phase). The only cavalry reductions are in
the French I through VI infantry corps as noted below. The 1805 campaign max corps strengths
for corps are used beginning the 24th month after France first becomes a dominant land power.

2.2.1 Austria

Reduce the size of I through IX corps to 10i/m-1c.

2.2.2 France

Reduce the size of I through VI corps to 15i/m-2c. The Imperial Guard corps is not available for
purchase until the Napoleon B leader is available, and is reduced to 5g-1c until the 24th month
after France first becomes a dominant land power. The Imperial Guard may not be committed
for a +2 morale shift until the 24th month after France first becomes a dominant land power, but
may be committed for a +1 morale shift before then. The Artillery corps may not be placed until
the 24th month after France first becomes a dominant land power (may purchase quarter before).

2.2.3 Great Britain

Reduce the size of I corps to 2g-8i/m. Reduce the size of II & III corps to 10i/m.

2.2.4 Prussia

Reduce the size of the Prussian Guard corps to 5g-1c. Reduce the size of I corps to 10i/m-4c.
Reduce the size of II through VIII corps to 10i/m-3c.

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2.2.5 Russia

Reduce the size of the Imperial Guard (V) corps to 5g-2c. The Russian Imperial Guard corps
may not be committed for a +2 morale shift until the 24th month after France first becomes a
dominant land power, but may be committed for a +1 morale shift before then. Reduce the size
of I corps to 10i/m-2c. Reduce the size of II & III corps to 10i/m-1c. The Artillery corps may not
be placed until the 24th month after France first becomes a dominant land power (may purchase
the preceding economic phase).

2.2.6 Spain

Reduce the size of I corps to 2g-8i/m-2c. Reduce the size of II through VIII corps to 10i/m-2c.

2.2.7 Turkey

Reduce the size of Nizami Cedid corps to 10i-2c. Reduce the size of Janissary I & II corps to 10i.

2.2.8 Minor Countries’ Corps

Reduce the maximum corps sizes of the following minor country corps:

Bavaria to 10i-2c
Denmark to 10i-1c
Egypt I & II to 10i-4c
Hanover to 10i-2c
Holland to 10i-2c
Lombardy to 10i-2c
Poland to 10i-2c
Portugal to 10i-2c

2.3 Minor Countries’ Status and Forces


The following table shows differences at start from those in the 1805 campaign game:

Minor status infantry cavalry ships

Baden As FS 3 0 -
Corfu N - - -
Corsica GB C - - -
Georgia N - - -
Hamburg N - - -
Hanover N 4 1 -

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Lombardy As C - - -
Malta N - - 0* (has 2 hulks)
Palatinate As C - - -
Piedmont As FS 16 2 - (part of Kingdom of Sardinia)
Sardinia As FS - - - (part of Kingdom of Sardinia)
Switzerland N - - -
Wurttemburg As FS 4 1 -

Other minor countries start as in the 1805 campaign game, with hulks added below. The
Kingdom of the Two Sicilies is in existence if that option is being used. The Kindgom of
Sardinia is in existence if that option is being used.

2.4 Minor Countries’ Hulks


The following minor countries have hulks located in the below noted ports:

Minor Hulks Port

Denmark 13 Copenhagen
Holland 15 Amsterdam
Malta 2 Malta
Naples 1 Palermo
Portugal 5 Lisbon
Sweden 3 Karlskrona
Venetia 6 (*+3) Venice (*+3 hulks building at Venice, available December 1796)

(Also note that Venetia has, in addition to hulks, 1 ship, as per the 1805 minor country chart.)

3.0 Major Power Setup


Major powers set up in the following order (note: only 5 depots on map at start, 3 Fr, 2 Aus):

3.1 Austria
Austria begins with 20 money

-In the Piacenza area: 2 corps, 14i, 2c


-In the Turin area: 1 Piedmont corps containing 8i, 1c (must start in the corps, not in garrison)
-In the 2 forage mountain area of Piedmont: 1 Piedmont corps containing 8i, 1c
-In the Mantua area: 1 depot

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-In the Freiburg area: the Baden corps containing 3i
-In the Stuttgart area: the Wurttemburg corps containing 4i, 1c, 1 depot
-Anywhere in Palatinate, Baden, and Wurttemburg: 8 corps, 5g, 62i, 11c, Charles & Wurmser
-In the Vienna area: 1 corps, 4i, 2c
-30m city garrisons, no more than 1m each in cities in the Austria home nation and conquered
minors ( but not in free states)
-The Insurrection I & II and Tyrol revolt corps are at full strength but are not set up

3.2 France
France begins with 15 money

-In the Genoa area: 1 corps,17i, 2c, 1 depot, and the Bonaparte C leader
-In the Toulon area: 1 fleet, 10 ships, 3 hulks, 1 corps, 13i, 1c, 1 depot
-In the Lyon area: 1 corps, 9i, 1c
-1m garrison in each city in Holland, Kleves, Flanders, and the France home nation, except Paris
-In the Paris area: 10m city garrison, 1 depot
-In the Strasbourg area: up to 3 corps, 35i, 4c, and the Moreau leader
-In the Cologne area: up to 3 corps, 34i, 4c, and the Jourdan leader
-In any port city area on the west coast of France: up to 3 fleets, 45 ships, 6 hulks, up to 3 corps,
14i, 20m, 1c, the Hoche leader (fleets, ships, and hulks must set up in ports)
-In Holland: the Holland corps containing 4i,1c
-In the port of Amsterdam: 15 hulks, and the Holland fleet containing 15 ships

3.3 Great Britain


Great Britain begins with 25 money

-In the British home nation: 1g, 15i, 4c, any desired corps
-In port cities in the British home nation: 110 ships, 30 hulks, any desired fleets
-15m set up as city garrisons in the British home nation, no more than 1m per city
-In Gibraltar and/or Corsica (GB has option to garrison Ajaccio at start): 5i garrison(s)
-The York and Abercrombie leaders are available and may be set up if desired

3.4 Prussia
Prussia begins with 10 money and 0 manpower

-In the Prussia home nation: 3g, 60i, 12c, any desired corps
-2m set up in Berlin and 1m is set up as city garrisons in each of the other 13 Prussian home cities
-In Saxony: the Saxony corps with 8i, 2c
-The Brunswick and Hohenlohe leaders are available and may be set up if desired

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3.5 Russia
Russia begins with 15 money

-In the Russia home nation: 3g, 70i, 10c, 2 cossacks, any desired corps
-15m set up as city garrisons in the Russia home nation, no more than 1m per city
-In Russian home nation port cities on the Black Sea: 1 fleet, 9 ships, 3 hulks
-In Russian home nation port cities on the Baltic Sea: up to 2 fleets, 30 ships, 36 hulks
-The Suvarov and Tormazov leaders are available and may be set up if desired

3.6 Spain
Spain begins with 10 money

-In the Spain home nation: 1g, 30i, 6c, any desired corps
-15m set up as city garrisons in the Spain home nation, no more than 1m per city
-In port cities in the Spain home nation: 39 ships, 39 hulks, any desired fleets
-The Cuesta, De La Romana, and Ruby leaders are available, and may be set up if desired

3.7 Turkey
Turkey begins with 10 money

-In the Turkey home nation or in Turkish controlled minors: 30i, 7c, any desired corps
-15m set up as city garrisons in the Turkey home nation, no more than 1m per city
-In port cities in the Turkey home nation: up to 2 fleets, 18 ships, 9 hulks
-Feudal corps start at full strength, and may be set up anywhere in the Turkey home nation
-In Syria or Palestine: the Syria corps containing 5i, 6c
-The Grand Vizier and Ahmed Pasha leaders are available, and may be set up if desired

4.0 Special Campaign Variant Rules


4.1 French Dominance
France is not a dominant land power. Reduce French money by 10 and reduce French infantry
morale to 3.0 until such time as France may gain dominance (except for infantry commanded by
Bonaparte within limits described below). France continues to pick its spot in the land sequence
until another power gains dominant land power status under the alternate dominant powers option.

France may initially gain dominant land power status under the following conditions:

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1. France may not be in the instability or fiasco zones on the political status chart.

2. France must control all home nation provinces, with no enemy corps or unbesieged garrisons
present in any home nation provinces.

3. The Bonaparte B leader must be in play and not removed, and must have won at least one
victory in while in command of French home nation forces in a field or limited field combat.

4. The French player must achieve a total score of 17 of the following factors during the New
Political Combinations step of an economic phase on or after the March 1801 economic phase:

+1 for each minor country district controlled by France which is free of enemy corps or
unbesieged garrisons.
+1 for each French victory in field or limited field combats in which a force including at least one
French home nation corps were commanded by the Bonaparte B leader
+1 if France is in the dominant zone on the political status chart
+1 if France is at peace with all other major powers
+? for the last two digits of the year (i.e., +1 for 1801, +2 for 1802, +3 for 1803, +4 for 1804, etc.)

The effects of gaining dominance include an increase in French infantry morale to 4.0, an increase
in French home nation money by 10 (restores the 91 map printed home nation money), and the
replacement of the Bonaparte B (First Consul) leader by the Napoleon A (Emperor) leader.

4.2 Political Changes and Special Rules Related to Napoleon


A. Option 11.9.2 does not apply unless and until France is a dominant land power with the
Napoleon A leader in play and not wounded, captured or removed under peace condition C.6.

B. Until the Napoleon A leader is in play, France may not choose the royal marriage peace
condition, and other powers may not choose royal marriage as a peace condition against France.

C. Bonaparte’s inspirational leadership: When France is not a dominant land power the morale
of French infantry in corps stacked with Napoleon Bonaparte have their morale increased to 4.0
for up to 15 infantry factors for the Bonaparte C leader, for up to 20 infantry factors for the
Bonaparte B leader, and for up to 30 infantry factors for the Napoleon A leader (the last would
only happen after France gained and then lost dominant land power status). This rule reflects
Napoleon’s ability to inspire troops, especially those in the small armies he initially commanded.

D. Blitzkrieg in Italy: In the April 1796 game turn, the Bonaparte C leader and the corps which
begins stacked with him may move twice and declare an attack after each move, which reflects his
lightning campaign that month. First, during the French land phase the Bonaparte C leader is
moved with the corps which he begins stacked with in the Genoa area and declares and resolves
an attack. Then, all other French forces are moved, along with the Bonaparte C leader and the

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corps he is stacked with, making their second move, and then all declared attacks are resolved.

E. Piedmont War Weariness: if the French are besieging or have taken Turin at the end of April
1796, Piedmont will immediately be conquered by France due to Piedmont war weariness,
without requiring the normal full turn of occupation.

F. Peace condition C.6 may not be chosen by any power against any other until the 24th month
after France first achieves dominant land power status.

4.3 Irish Rebels


If France is at war with Great Britain and lands a corps in Ireland, then the French player may roll
1d6 to determine how much support is received from Irish rebels. Add a number of militia factors
to any one French corps in Ireland equal to the number rolled on 1d6. In each subsequent month
add one Irish militia factor to any one French corps in Ireland that is not besieged.

If Spain is at war with Great Britain, it may receive support from Irish rebels in exactly the same
manner. If France and Spain are both at war with Great Britain and both have corps in Ireland,
then only one of them can receive each factor of Irish rebel militia. France and Spain may agree
on which is to receive the Irish rebel militia, or, if they do not agree, must make competing d6
rolls for each factor of Irish rebel militia with the high d6 gaining the Irish rebel militia factor.
The d6 roll is modified by the position of France and Spain on the political status display, as when
rolling for control of minor countries.

Additionally, one time prior to April 1801 the French player may purchase a corps and place it in
Ireland as a revolt corps, rolling as above to see how many factors of Irish militia join the revolt.

4.4 Provincial Janissaries and Anatolian Militia


Historically, the Turkey nation had lower grade provincial janissaries and various forms of local
militia available to garrison cities. Turkey starts with and may build or rebuild static immobile
militia factors in cities in the Turkey home nation. These factors may never be moved, even to
garrison a depot in the area, and may not be put into corps, but otherwise cost the same and
perform like other nations’ militia factors in sieges and in operation of port defenses. The number
of militia factors that Turkey may build in each city is limited to one militia factor per city spire.
Turkey may not use the “militia conversion” optional rule. If Turkish militia factors are returned
as prisoners after a war, then those factors must be placed in home nation cities up to a limit of
one militia factor per city spire. If there is not enough room in home nation cities to place all the
militia prisoners being returned, then excess militia factors are lost.

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5.0 Optional Rules

5.1 New & Modified Political Combinations and Multi-district Minors


A. The “Kingdom of Sardinia” is a two district minor country consisting of Piedmont and
Sardinia, with Piedmont as the primary district, and Sardinia as the secondary district. The power
that controls Piedmont has use of the Piedmont corps. The Kingdom of Sardinia exists at start.

B. Allow only Turkey to create the “Ottoman Empire.” Upon forming the Ottoman Empire, only
the infantry in component corps and garrisons, are increased to morale 2. Cavalry morale for
Ottoman corps is NOT increased to 3, though the cavalry in the Egyptian corps still has morale 3.

C. Change the composition of the “Kingdom of Italy” to Lombardy, Romagna, and Venetia. The
Papacy and Illyria province are NOT required and may NOT be added to the “Kingdom of Italy.”
Formation of the “Kingdom of Italy” is NOT required in order to make use of the Venetian fleet.
France may not create the “Kingdom of Italy” until the Napoleon A leader is available, i.e., when
France first achieves dominant land power status. Formation results in +1 PP.

D. Add the “Cisalpine Republic” as an optional political combination. Component territories are
Lombardy and Romagna. Formation results in +1 PP to France. Only France may create the
“Cisalpine Republic.” France may not create the “Cisalpine Republic” after the Napoleon A leader
becomes available, i.e., when France has first achieved dominant land power status.

E. If Sweden no longer controls Finland as a secondary district, and a major power controlling
Sweden and Norway does not also control Denmark, then Norway may be added to Sweden as a
secondary district. However, money and manpower values are NOT doubled for Norway when
Norway is a secondary district of Sweden.

F. Austria, Prussia, and Russia do not gain +1 PP for creating “Poland” (“The Grand Duchy of
Warsaw”). The first time “Poland” is created by any major power Austria, Prussia, and Russia
each suffer an immediate -1 PP. This is a one time penalty, and if Poland is created multiple
times it does not result in additional -1 PP penalties. Austria, Prussia, and Russia may not create
Poland until the New Political Combinations step in which France first becomes a dominant land
power (they had just finished carving up Poland between them in 1796, and it would not be
feasible for any of them to create a dependent Polish state so soon after the partition). This, of
course, does not prevent other powers from creating Poland.

5.2 Optional Cavalry Rules


A. Any force containing only cavalry factors has a strategic rating of 5 for resolving withdrawal
attempts unless attacked by an enemy force which also contains only cavalry factors.

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B. Any force containing only cavalry factors has a strategic rating of 5 for resolving reinforcing
attempts.

C. Foraging in areas: Whenever a foraging corps suffers more than three losses in a single
foraging attempt, one of the losses must be a cavalry factor if present in the corps.

D. Foraging in cities while besieged: Whenever a corps being besieged contains one or more
cavalry factors, if the besieged forces in the city suffer more than a two factor loss in a single
besieged foraging attempt, then one factor lost must be cavalry.

E. Cavalry Reserve Commitment: players controlling one or more cavalry corps in a battle, not
including the Austrian light infantry corps or Turkish feudal corps, may “commit the cavalry
reserve” in order to obtain morale table shifts in a manner similar to that of guard commitment.
Players may obtain a +1 morale table shift by committing one or more cavalry corps which
contain at least 4 cavalry factors. The cavalry corps so committed will suffer a number of
casualties indicated by a roll on the +1 morale shift table for guard commitment. Players may
obtain a +2 morale shift by committing one or more cavalry corps containing at least 8 cavalry
factors. The cavalry corps so committed will suffer a number of casualties indicated by a roll on
the +2 morale shift table for guard commitment. It is not intended that this rule be used for
cavalry with an intrinsic morale of less than 3. This is, of course, an optional rule. So if players
want to agree to extend the option to the Prussians or Egyptians by treating a full 4 factor cavalry
component of the Prussian I corps or the Egyptian I & II corps as eligible for the “committing the
cavalry reserve” option, then feel free to do so.

F. Freikorps of Austria and Prussia may be available as early as the 24th month after France first
becomes a dominant land power, but at a cost of 1 VP for Austria or Prussia the first time they
place freikorps prior to the availability dates specified in the standard rules.

5.3 Optional Restriction on Army Factors’ Ability to Inflict Casualties


The maximum number of army factors which may inflict casualties on the enemy in any one
round of land combat is limited based on the date, and on the size of the smaller force in the
combat, and may not exceed the following totals:

-40 army factors from April 1796 through the 24th month after France first becomes dominant
-80 army factors from the 24th month after France first becomes dominant, through March 1812
-120 army factors from April 1812 until the end of the campaign

-200% (2x) rounded up of the number of factors in the smaller force, but a minimum of 5 factors
of the larger force may be used (to guarantee some chance of a casualty in the smaller force)

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5.4 Optional Arab States Rule

The following minor countries are referred to as Arab states: Syria, Palestine, Egypt, Cyrenica,
Tripolitania, Tunisia, Algeria, and Morocco. Arab states produce no manpower when conquered
by major powers other than Turkey. Major powers other than Turkey may not convert conquered
Arab states into free states, although major powers may gain control of an Arab free state through
the minor country control step when another power declares war on the Arab state. Major powers
other than Turkey may not move Arab state corps into land areas outside of the Arab states and
the Turkey home nation. Major powers other than Turkey may not create the Ottoman Empire. If
a major power other than Turkey declares war on an Arab state, Turkey may immediately declare
war on that major power at a reduced cost of only -2 PP before rolling the die in the minor country
control step, and may then use the “at war” modifier when rolling for control.

5.5 Optional New Type of Peace


Allow players to agree to a “formal peace without victory.” Both players suffer a -1 PP penalty
for ending a war via a “formal peace without victory.” There is an 18 month enforced peace as a
result of this type of peace. Prisoners are exchanged. Players may agree to terms on a voluntary
basis, including the ceding of territory, and may gain +1 PP each for agreeing to a royal marriage.

5.6 Optional Naval Rules


A. Amsterdam’s Excellent Sailors: the Holland’s Fleet gets a +1 in naval combat, as in the 1792
campaign variant. The Holland Fleet also gets a +1 for determining the wind gauge. These
benefits only apply if the Holland Fleet is not stacked with fleets from powers other than Britain.

B. Blockading Forces Blown Off Station: A player with blockaded fleets may choose one port
each month to check whether the blockading fleets have been blown off station. The blockaded
player rolls a d6 before commencing his naval movement phase, and if a 6 is rolled then the
blockading fleets at the chosen port’s blockade box are moved to an adjacent sea zone of the
blockaded player’s choice. The formerly blockaded player may then move his fleets.

C. Captured and Disabled Ships: Hulks are included in the setup for major powers and minor
countries. When naval combat results indicate that a ship is “sunk” instead roll to determine the
fate of the ship. On a d6 roll of 1 or 2 the “sunk” ship is converted to a hulk but is still owned by
the originally owning player. On a d6 roll of 3, 4, or 5 for the “sunk” ship it becomes a captured
hulk. On a d6 roll of 6 the “sunk” ship is really sunk. If the original “sunk” results were caused
by British ships commanded by Nelson, then add a +1 to this die roll. Also, against ships and
hulks in a port battle +1 is added to this d6 roll, by both sides. The port battle and Nelson +1
modifiers are cumulative. The same table is used even with hulks in port, and a “sunk” result on
the naval combat table still requires a roll on the second to determine what actually happened. A
disabled result without capture does not have any effect on the hulk, and it remains a hulk.

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Whichever player now controls the ships converted into hulks by these results, the players must
make attempts to get each individual hulk home to ports controlled by the player by rolling a
number on a d6 which is equal to or higher than the number of movement points necessary to
reach the designated friendly port from the spot of the naval battle. This does not require actual
movement of the fleet counters. If the player is unsuccessful in the d6 roll to get a hulk back to a
controlled port, then the hulk is sunk. Players may attempt to return ships converted into hulks in
battle to a port controlled by an ally who is also at war with the same enemy, with that ally’s
permission. The hulk may be rebuilt into a ship in the ally’s port with the ally’s permission, or
players may transfer hulks to allies. Each December economic phase roll a d6 for each hulk, and
on a roll of 6 the hulk is eliminated due to irreparable rot and decay.

D. Defeat of Invasion Fleets: When a fleet or stack of fleets carrying corps are defeated in naval
battle, the victorious fleets are considered to be in pursuit, with a chance to interfere with landing
the corps, and an invasion fleet landing corps would be vulnerable to attack. A stack of fleets
carrying corps which were defeated in a naval battle must make a d6 roll of 3 or less in order to be
able to remain at sea after the defeat rather than retreating to a friendly port.

E. Engagement Limits: No naval battle during this period involved the effective engagement of
more than 30 ships on a side during any single day of combat. The number of ships of either
alliance involved in a naval battle which are allowed to attack (i.e., are used for calculating losses)
in any single day of naval combat is limited to 30 ships. Naval battles may take place over
multiple days. A fleet or stack of fleets that is victorious in a day of naval combat may attempt to
engage in a another day of combat. If the fleet or stack of fleets that was defeated wishes to avoid
any subsequent day of combat, it may do so by making a d6 roll of 3 or less to evade action the 2nd
day, and a 4 or less to evade action on the 3rd or subsequent day. Political points are only awarded
for the entire battle, not for each day of battle.

F. Finding the Enemy: There was no satellite or aerial reconnaissance in the Napoleonic era.
Fleets may not simply move into a sea area and attack enemy fleets as if they had perfect
knowledge of where the enemy fleets are. Instead, a fleet or stack of fleets that moves into a sea
area and wishes to attack enemy fleets in that area must roll to find the enemy. This requires a d6
roll based on the number of movement points remaining for the moving stack of fleets. The fleet
in a moving stack with the least movement points remaining determines the number of movement
points left for the stack attempting to find the enemy. If the moving stack of fleets has 1 or 2
movement points left, then the d6 roll needed to find the enemy and make the attack is 1. If the
number of movement points remaining is 3 or 4, then the d6 roll required is a 2 or less. If the
number of movement points remaining is 5 or 6, then the d6 roll required is a 3 or less. Nelson
does not affect this d6 roll. However, there is a -1 to the d6 roll to find the enemy in a sea area
adjacent to the moving fleet’s controlled land territory (not radar, just more friendly patrol and
dispatch vessels in the area, and potential spotting of the enemy fleets from land).

G. Ships Allowed in Ports Without Fleets: Ships are not automatically eliminated or reduced to
hulks when the fleet counter containing them is removed. Ships may be present in a port without

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a fleet counter. Those ships are simply immobile until a fleet counter adds the ships during a
naval reinforcement step. Therefore players can stand down their fleets and leave functional ships
available in ports until the player decides to deploy fleet counters again. Ships may also sit in port
after being built with no requirement that a fleet be placed there or be moved to that port within
any specific time limit.

H. Hulking Fleets and Ships: When peace condition C.1.c is applied against a surrendering
power, the ships in the removed fleets are not totally destroyed, but are merely demobilized by
converting the ships into hulks belonging to the surrendering power. The hulks are distributed in
the surrendering power’s controlled ports as the surrendering power decides unless the removed
fleets are blockaded by fleets of another power that the surrendering power remains at war with.
In that case, the ships in the removed fleet or fleets are converted to hulks in the blockaded port.
A player may voluntarily reduce ships to hulks, with or without removal of a fleet counter, and
this may be an agreed term in a “formal peace without victory.” When a player succeeds in
capturing enemy ships in a blockaded port by having land forces capture the port city and winning
the resulting battle in the blockade box, the captured ships are immediately reduced to hulks. The
capturing player can immediately attempt to get the captured hulks to a port in the player’s own
controlled territory in the manner used after a battle, or may leave the hulks in the captured enemy
port. The capturing player may destroy the hulks in the following month or any month thereafter
while in possession of the enemy port.

I. Interception Bonus: Nelson does NOT give intercepting fleets a -1 on the interception roll. He
was really not any better at intercepting enemy fleets than other admirals. However, there is a -1
to the d6 roll to intercept when the fleet or stack attempting to intercept is attempting to intercept
a fleet or stack of fleets that is moving into a sea area that is adjacent to the interceptor’s
controlled land territory.

J. Building Hulks and Converting Hulks to Ships: Hulks may be built in 9 months at a cost of 5
money and 0 manpower. The build location must be specified in writing when the build cost is
paid, and then the build and location are announced at the end of the builds part of the economic
phase, after all players have recorded their builds. Hulks may be converted into ships in 6 months
at a cost of 5 money and 1 manpower. Commencement of this process must also be announced at
the end of the builds part of the economic phase after players have all made their builds. Hulks
being converted to ships are not subject to elimination due to rot and decay per rule C above.

K. Kaiser und Koenig Navy: Austria and Prussia may develop a naval tradition and fleet skills
over the course of such a long game. There is at the start of this campaign, a -1 for determining
the wind gage by an Austrian or Prussian fleet, or by a stack of fleets containing an Austrian or
Prussian fleet, in addition to the -1 on the combat roll suffered by a fleet or stack of fleets
containing an Austrian or Prussian fleet. Both these -1 penalties, for wind gage and combat, are
permanently dropped for either of these nations if the nation maintains a fleet counter on the map
containing at least 5 ships for 36 consecutive months.

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L. Wind Gauge Modification: All fleets in a stack must be British and/or Dutch in order to get the
+1 for determining the wind gauge. If any fleet in a stack is Austrian or Prussian prior to
development of a naval tradition for that fleet per special rule K above, then the stack receives -1
on the roll to determine the wind gauge.

M. Portuguese fleet: Historically, when Junot’s forces captured Lisbon, the King of Portugal, the
government, and the treasury were loaded onto the Portuguese fleet and sailed to Brazil, to
continue resistance from there. When a power which is at war with Britain conquers Portugal by
taking Lisbon, if the Portuguese fleet is in existence containing at least one ship, and is not
blockaded in port, consider that the Portuguese King, government, and treasury have transferred to
Brazil. Remove the Portuguese fleet. It is not available for use by the power that conquered
Portugal. Six months after the removal of the Portuguese fleet, if Britain is still at war with the
power which conquered Portugal, and regardless of which power may have controlled Portugal
prior to the conquest, the Portuguese fleet will become available for use by Britain containing half
rounded down of the number of ships that the Portuguese fleet contained before it transported the
Portuguese government to Brazil. Britain may continue to use the Portuguese fleet for as long as
it remains at war with the power that conquered Portugal, and Britain must pay maintenance for
the fleet. If Britain makes peace with whatever power controls Portugal, and Britain does not gain
control of Portugal, then the Portuguese fleet and its ships are eliminated. Whatever power then
controls Portugal as a free state may then build new Portuguese ships and a new Portuguese fleet.

5.7 Optional Spanish Capitals


Spain’s government operated for most of the Peninsular War from Cadiz, even while it was under
siege by the French. Cadiz functions as a second Spanish capital. Occupation of either Madrid or
Cadiz during an economic phase by forces at war with Spain and which are not besieged costs
Spain -1 PP. If both are occupied by enemy forces which are not besieged, then Spain loses -2 PP.
Occupation of both capitals by enemy forces which are not besieged is required to prevent Spain
from collecting money via taxation and trade.

5.8 Optional Immortal Leaders


Modify the leader casualty optional rule, if used, to allow each player to designate one key leader
to be “immortal” during the time frame of the campaign. If a leader casualty result indicates that
the leader is killed, instead convert that to the leader being wounded for the next 12 months.
(This rule is recommended for long campaigns in order to try to keep all players in the game. It
would be a shame for a player to quit a long campaign based on his best leader being killed.)

5.9 Optional Return of Leaders Removed Under C.6 Peace Condition


Leaders which were removed under peace condition C.6, may be returned to play at a cost in minus
political status equal to the highest single rating of that leader. For example, Charles has a tactical
maximum rating of “6,” and so can be returned to play at a cost -6 PP.

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6.0 Design Notes
A long time ago, in a galaxy far, far away, I attempted to bridge the French Revolutionary War
period and the Napoleonic Wars by drafting a 1796 campaign variant, using the career of Napoleon
himself as the bridging principal. I failed, because I doubt if anybody has ever played the variant.
After getting interested in Empires in Arms again after 12 years away from the game, I took a look
at my old 1796 campaign variant and decided that it should be rewritten, and produced a version 2.
Then a couple of years later, I realized that much of the content was too different from what
dedicated EiA players are used to. So I decided to produce a version 3, attempting to strip down
the rules and options in an effort to make this variant more palatable to players who prefer the
original EiA.

When it came to reducing the corps sizes for the earlier part of the campaign, I decided to use
something that would be very easy to remember across all major and minor countries’ corps sheets.
I hope that players like the general reduction of most corps to only 10 infantry type factors, along
with the general reduction of guard corps to 5 guard factors. With such a simple general reduction,
there is no need to create and print out new corps size sheets. I hope that the corps sizes chosen
properly reflects the relative advantages of France during the earlier part of this period.

Unlike my effort in 1997 to include as much historical trivia as possible, I more recently thought
about whether rules added anything to play or whether the historical chrome added was really
worth the trouble. For example, I finally decided to throw out specific rules about some militia
forces like the French National Guard, the British Constitutional Force, and the Spanish
Ordenanza. But I wanted to retain the Turkish militia and provincial janissaries, as Empires in
Arms had left these out. I decided that it made more sense to just start each nation with city
garrisons, as the numerous lower quality garrison troops, whether actually called militia or not,
were an important part of military establishments of the time. In the 1805 and 1792 campaigns
players need to build some militia at the beginning in order to free up their regulars from garrison
duty. I decided it would allow players to get going on their plans for world domination more
quickly if they each started with 15m or more. Besides, that is more historical, in my opinion.

The earlier versions of this campaign game started in the summer of 1796, partly because that’s
when the French armies on the Rhine finally got moving, and partly because it seemed impossible
to simulate Bonaparte’s initial blitzkrieg through northern Italy using the mechanics of EiA. How
can Bonaparte actually knock Piedmont-Sardinia, the Papacy, and Naples out of the war, while
taking Tuscany, Romagna, Piedmont, and Lombardy in the process, in only three months? I
decided to try to set up the situation at the time Napoleon took command by starting the war weary
Papacy (including Romagna), Tuscany, Naples, and Bavaria as already neutral, since these quickly
went neutral historically (with the Papacy giving up Romagna to the French). I decided for version
3 to reflect the war weariness of Piedmont-Sardinia and to reflect the historical split between the
Austrian and Piedmont-Sardinian commands by starting them in different areas and letting the
French try to defeat them in detail, as it happened historically, via rule 4.1, along with giving
Bonaparte a one time double move and attack option in April 1796. This start allows the French to

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get started on the Rhine more quickly, but it’s that threat that should keep the Austrians from
sending too many reinforcements to Italy too quickly. There is a danger in this start position that
Prussia, Russia, or Turkey might attack Austria, but hopefully none of them will want to see a
dominant France too early, and will stay neutral or support Austria. I removed depots that were
present or allowed in version 2, so that in version 3 players will have to build depots at the start.

Among the rules that I think are really important is the Arab States rule. I think that inclusion of
Arab manpower for countries other than Turkey is absurd. Just as bad is the idea that a power
other than Turkey would have moved Arab corps into Christian regions of Europe prior to WW1. I
switched that rule to optional because of the long standing tradition of the EiA original rules, and
the fact that long time players are used to using North Africa as a manpower mine.

The optional rule restricting the number of factors that can inflict casualties in a combat round
reflects the changing scale of battle and battlefield command control over the time period covered
by this campaign. It is based on a careful review of historical battles, and is based on my belief
that each factor of land troops represents about 2000 men. This was placed in the optional rules
section to appease traditional players. However, I think it is the most important rule that I have
written in this variant. The “monster stack” is one of the most unhistorical aspects of Empires in
Arms. Most of the battles of the period were much smaller than the endless repeats of Borodino
and Leipzig that so often happen in Empires in Arms games. It’s unfortunate that the game system
made those giant battles too common. The supply depot limits didn’t really fix that. Also, a large
disparity of force size did not allow for all of the units in the larger force to engage the smaller
force in a single combat round, given the range of weapons and the space taken up by combat
formations. So I’ve provided the option of only allowing 200% rounded up of the number of
factors in the smaller force to be used to calculate casualties in any one round of combat.

The naval rules are another area of Empires in Arms that was lacking in historical flavor. Seeing
massive naval stacks was as bad as seeing massive army stacks. And the combat wasn’t that fun.
While the Advanced Naval Rules weren’t entirely satisfactory to many players, the use of hulks
really should add an enjoyable dimension to naval combat, and better capture the flavor of the age
of wooden ships. Capturing prizes is really what it was all about for British naval officers. And
the hulk rules change the navy economics. I’ve provided a lot of naval options that I think would
improve the historical feel, true scale of naval battles of the period, and flexibility in naval play.
These are admittedly experimental ideas, which have not been tested yet. In particular, the rules
for searching for the enemy and defeat of naval invasion fleets may mess up defense of England
against enemy fleets, one of the most critical mechanics in EiA. So I will say right away that some
of these options may not give satisfactory results when they are played.

I have not used the numbering convention that was used in the official variants. When there is a
desire to cite any of these rules, I would suggest citing them as 1796, v. 3, number, letter.

I thought about including a shorter version of the campaign using the 1796 start position, but then
decided not to. Players who want to end early should figure out victory by adding each powers’

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accumulated VP to national manpower levels (not including free states), and then divide that
number by the VP target to get a percentage of progress toward each powers’ VP goal. That is a
fair enough measure of victory in a shorter game. Of course, I hope players can make it through at
least 5 years of game turns before ending the campaign early.

Thanks to Jason Johns for suggesting more leaders rather than less. I still did not want to include
the vast Empires in Harms type leader list that I included in version 1 in 1997, but I did drop the
two leaders at a time system that I had written into version 2 in 2009. Note that some leader
counters are really composites of multiple people in this variant. Yorck, for example, represents
Prince Louis Ferdinand, Ruchel, Lestock, Yorck himself, Bulow, and Kleist, only one of which is
ever acting temporarily as a leader who is better than the average Prussian corps commander. Of
course, the Grand Vizier has always represented more than one individual. And Tormazov in this
variant represents a sort of generic Russian leader. In fact, most leaders with low or middling
abilities can be thought of as representing more than one individual. But the names on the counters
are what came in the box and in the General magazine. So I just decided to stick with those.

A special thanks goes to Björn Engqvist and friends, who were the first players I know of to
seriously consider trying the variant, and who gave me valuable feedback as I was writing version
3. In particular, they helped prompt me to address the critical problem of how France would
initially achieve dominant land power status, something I had inadequately addressed in previous
versions. It took some effort to figure out a reasonable and somewhat historical way for France to
initially gain dominance, which I am interpreting as the establishment of the marshalate and the
Empire. The originally published alternate dominant powers rule really did not provide a good
way to effect that initial transition for France. I needed to find a way to make it almost inevitable,
while also making sure that it doesn’t happen too soon, and while letting players have some
influence over when this transition occurs.

Once I figured out a solution for that, I was able to change the timing of leader entry, the increase
in max corps sizes, and the increase in battlefield lethality under the optional casualty restrictions
based on when France initially becomes a dominant land power. I was able to provide
compensation to all the other powers for France achieving dominant land power status by keying
the arrival of better leaders and bigger corps to the event of France becoming dominant. Since
small French forces under Napoleon have higher morale, the player for France is more likely to be
able to get France into dominant status, eventually. Other players may avoid combat with
Bonaparte, but if they do, then France will probably take more minor country districts. A
restriction on use of peace condition C.6 was necessary in order to make sure that France had a
shot at becoming a dominant land power. Anyway, that peace condition mostly reflects the
removals of Napoleon in 1814 and 1815, so it can be seen as part of the escalating harshness and
scale of warfare after Napoleon became Emperor.

Not sure how much of this is going to work in practice. But I think version 3 is ready for a test
drive. Anyway, thanks for reading the variant, and I hope there is a group willing to give it a try.

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