1796 SCENARIO PAGE

1796 Scenario - Age of Napoleon, courtesy of  Todd Schneider


 by Warren Bruhn
 23 April 1997

The Rules are divided into 6 main areas:
1.Conditions at Start
2.Armies
3.Setup
4.Special Rules
5.Miscelaneous Options
6.Questions

1.Conditions at start

1.1.Starting Players:
6: Great Britain, France, Austria, Russia, Spain, Prussia
5: Great Britain, France, Austria, Russia, Spain
4: Great Britain, France, Austria, Russia
3: Great Britain, France, Austria
2: Great Britain, France

1.2.UMP's

Spain is an active French UMP
Austria is an active British UMP
Prussia, Russia, and Turkey are neutral UMPs.

1.3.Starting Political Status

Austria Pr III - [Neutral 4]
France Fr II - [Neutral 9]
Great Britain          Rus III - [Neutral 8]
Prussia Aus III - [Neutral 6]
Russia Rus I - [Neutral 7]
Spain Sp I - [Neutral 5]
Turkey Tu I - [Neutral 3]

1.4.Starting Date:  July 1796

1.5.Ending Date:  June 1816... but game ends immediately if Napoleon is killed.

1.6.Starting Wars

The ONLY wars at the start of the game: France is at war with Great Britain and Austria (no pre game declarations of war allowed).

1.7.Staring Victory Points:  all zero.

1.8.Staring Alliances:  Austria and Great Britain are allied.

1.9.Staring Enforced Peace Conditions:

 Spain and France have an enforced peace until July 1797.
 Prussia and France have an enforced peace until April 1797.

1.10.Starting Special Peace Conditions:

Neither France nor Prussia may declare war on Hanover, Hesse, Saxony, Duchies, or Berg until April 1797 (Peace of Basel); but if any other major power declares war on any of the five minors, the restriction on Prussia and France is immediately lifted. If using special "house rules" for diplomacy on minors, Prussia has the right to do diplomacy on these five minors, but France does not (in the Peace of Basel, France recognized Prussia's sphere of influence in this area in exchange for Prussian recognition of French rights on the left band of the Rhine).

1.11.Special Garrison Rights:

Prussia has the right to garrison Wesel and Minden and place supply depots in those areas (these were Prussian territories). Austria has the right to garrison Ulm and Nuremburg and place supply depots in those areas (Holy Roman Empire rights). These rights are lost to Prussia and Austria if an enemy force takes these cities. Until these cities are taken from the control of Prussia and Austria by force, minor garrison factors may not be placed in them.

1.11.New Political Combinations

Kingdom of Sardinia... Piedmont and Sardinia (+1PP)
Cisalpine Republic... Lombardy and Romagna (+1PP)
Republic of Venice... Venetia and Illyria (+1PP)(allows use of Venetian
Fleet)

1.12.Special Modifications for Minor Power and Political Combinations

Both the Cisalpine Republic and the Republic of Venice can be component parts of the Kingdom of Italy, in which case Romagna acts as part of the K. of Italy.

If Sweden does not control Finland as a secondary district, and the major power controlling Sweden and Norway does not control Denmark, then Norway can be made a secondary district of Sweden. Either Sweden or Denmark can have Mecklenburg added as another secondary district.

1.13.Victory Points Needed to Win

(warning: not yet play tested)
Austria 600
Britain 720
France 680
Prussia 560
Russia 640
Spain 520
Turkey 480

2.Armies

2.1.Leaders

[note: much of the data comes from Mike Treasure and his friends, who were compiling it for a long 1789 variant, as well as from the 1792 variant printed in the General. I have reduced many values, but there is a major tactical rating "inflation" for all nations due to the large number of leaders with tactical ratings of "3".  This massive set of leaders is intended for use with special rules for leader removal and casualties
included in a later part.]

2.1.1.Poland

 POLAND
Name Ratings Arrival Elimination
Kosciusko 3.3.2.C At Start Jan 1807
Poniatowski 3.4.2.C Jan 1807

2.1.2.Egypt
EGYPT
Name Ratings Arrival Elimination
Murad Bey 2.2.2.D At Start Jan 1801
Mehmet Ali Pasha 2.3.2.B Jan 1805
Ibrahim Ali 2.3.3.C Apr 1810

2.1.3.Sweden
SWEDEN
Name Ratings Arrival Elimination
Kingsport 2.2.3.B At Start Mar 1810
Fersen 2.3.2.C At Start Jun 1810
Stedingk 2.2.2.D At Start
Bernadotte 2.2.2.A Aug 1810

2.1.4.Austria
AUSTRIA
Name Ratings Arrival Elimination
Charles 4.4.4.C At Start
Charles 4.4.5.B Special
Charles 4.4.6.A Special
Latour 2.1.3.D At Start Jan 1805
Wurmser 1.3.2.B At Start Aug 1797
Sztaray 3.2.2.D Aug 1796 Jan 1805
Wartensleben 2.2.1.D* Sep 1796 Jan 1805
Alvintzi 3.3.2.D Oct 1796 Aug 1809
Saxe-Coburg 2.2.3.B Nov 1796 Mar 1802
Kray 3.3.4.C Apr 1797 Jan 1805
Bellegard 2.2.3.D Mar 1798
Ott 3.2.2.D* Apr 1798 Jul 1809
Melas 2.3.3.D Jul 1799 Nov 1805
Luer 1.2.3.D Mar 1800 Sep 1803
John 1.1.2.C Oct 1800
Kollowrat 1.2.3.D Oct 1800
Mack 1.3.4.A Jan 1804
Hiller 1.2.2.D May 1809 Jun 1814
Schwarzenburg 2.2.3.C Jan 1810
Radetzky 4.4.4.D Mar 1815

2.1.5.France
FRANCE
Name Ratings Arrival Elimination
Bonaparte 5.5.3.C At Start Special Rules
Bonaparte 5.5.4.B Special Rules
Napoleon 5.5.6.A Special Rules
Moreau 4.4.4.C At Start Special Rules Feb 1804
Jourdan 2.2.3.C At Start
Hoche 4.5.3.C At Start Special Rule Sep 1797
Lefebvre 2.3.1.C At Start Jun 1814
Bernadotte 2.2.2.B Jan 1799 Aug 1810(To Sweden)
Massena 4.4.3.C Jan 1799 Jun 1811
Joubert 2.3.1.C Jan 1799
MacDonald 2.3.1.D May 1799
Desaix 5.5.2.B* Jun 1800
Davout 4.5.2.B Jan 1801
Murat 2.3.3.B* Jan 1801
Ney 2.4.1.C Jan 1801
Lannes 2.5.1.C Jan 1801
Soult 3.3.3.C Jan 1801
Eugene 3.3.1.C Jan 1806
Victor 2.3.1.D Jul 1807
Jerome 2.2.1.D Jan 1808
Suchet 4.4.2.D Apr 1809
Marmont 2.2.2.D Jun 1811
St. Cyr 3.3.1.D Aug 1812

2.1.6.Great-Britain
GREAT BRITAIN
Name Ratings Arrival Elimination
York 2.2.2.A At Start Mar 1809
Cornwallis 3.2.2.B At Start Feb 1801
Dundas 2.2.2.B At Start Dec 1805
C. Stuart 3.2.2.C At Start Apr 1800
Lake 2.2.2.D At Start Mar 1800
Nelson Admiral Jan 1798 Mar 1809
Abercromby 3.4.2.B Jan 1800 Jan 1804
Moira 2.3.3.B Jan 1801 Jun 1814
J. Stuart 2.3.1.C Jan 1805 Jun 1814
Wellington 5.5.3.B Jan 1806
Morre 3.4.2.A At Start Jan 1807
Beresford 3.3.1.B Jan 1808
Hill 3.3.1.D Jan 1811

2.1.7.Prussia
PRUSSIA
Name Ratings Arrival Elimination
Brunswick 2.1.3.A At Start Jan 1807
Hohenlohe 1.2.4.B At Start
Mollendorf 3.3.2.B At Start Oct 1802
Louis Frederick 2.4.1.C Jan 1798
Lestock 3.3.1.C Jan 1805
Ruchel 2.1.2.C Jan 1806
Blucher 3.4.5.C Jan 1806
Bulow 2.2.2.D Jan 1813
Yorck 3.3.2.D Jan 1813
Kleist 3.3.1.D Jan 1814

2.1.8.Russia
RUSSIA
Name Ratings Arrival Elimination
Kamenskoi(sr.) 1.2.2.B At Start Jan 1807
Suvarov 4.5.4.B* At Start Jan 1800
Buxhowden 1.2.3.C At Start Jan 1811
Apraxin 2.2.2.C At Start Jan 1808
I. Saltykov 2.3.1.D At Start Jun 1805
Gudovich 1.3.2.D Oct 1796 Jan 1801
Rimsky-Korsakov 2.2.2.C Mar 1797 Aug 1800
Kutuzov 3.4.4.B Jan 1800 Jan 1813
Bagration 2.4.4.C Jan 1800
Alexander 1.2.4.A Mar 1801
Benningsen 2.2.3.C Mar 1801
Tsitianov 3.3.2.D Feb 1802 Mar 1806
Michelovich 1.2.3.D Mar 1806 Jan 1813
Barclay 3.3.5.C Jan 1810
Tormassov 1.2.3.D Jan 1811
Wittgenstein 2.2.4.C Jan 1812
Rtishchev 2.3.2.D Dec 1812
Adm. Tshisagov 2.3.2.D Dec 1812
Sacken 2.2.1.D Apr 1814
Vorontzov 3.3.3.D Apr 1815

2.1.9.Spain
SPAIN
Name Ratings Arrival Elimination
Urrutia 2.3.3.C At Start Apr 1800
Caro 2.2.1.C At Start Apr 1800
De La Cuesta 1.2.3.A Nov 1796 Aug 1809
La Romana 3.3.2.B Apr 1800 Jan 1811
Castanos 3.3.3.B Jan 1805 Jul 1813
Blake 2.2.4.B May 1808
Del Parque 2.3.3.C Sep 1809
Mendizabal 1.2.3.C Jan 1811
Friere 2.2.2.D Apr 1811
Giron 2.2.3.D Mar 1813

2.1.10.Turkey
TURKEY
Name Ratings Arrival Elimination
Grand Vizier 1.2.4.A At Start never*
Ahmed Pasha 2.3.2.B At Start Jan 1801
Beylerbey Runni 1.2.3.C At Start
Chapanoclu 2.2.2.C At Start
Abdurrahman 2.3.2.C At Start
Hakki 3.3.3.C At Start Sep 1811
Kushid 2.2.2.C At Start
Husrev 2.3.3.C Mar 1801
Byrakdar Pasha 2.3.3.B Mar 1805 Nov 1808
Pechlivan Khan 3.4.3.B Nov 1806

2.2.Special Rules related to Leaders

The Bonaparte "C" leader may be replaced by the Bonaparte "B" leader after the "C" leader wins a battle against 2 or more enemy corps. The Bonaparte "B" leader may be replaced by the napoleon "A" leader after the "B" leader wins a battle against 3 or more enemy corps. The French Imperial Guard corps may not be used until the Napoleon "A" leader has replaced the Bonaparte "B" leader. French money is reduced by $5 until the Napoleon "A" leader has replace the "B" leader.

The Charles "C" leader may be replaced by the Charles "B" leader after the "C" leader wins a battle against 2 or more enemy corps. The Charles "B" leader may be replaced by the Charles "A" leader after the "B" leader wins a battle against 3 or more enemy corps.

Hoche died at a young age of a freak illness. Instead of simply eliminating him from the game in September 1797, consider that he has become a casualty twice in that month. If he is killed on one of the two casually rolls, he's gone. But if Hoche is not killed, the number of months of wounding on the two rolls is cumulative, and then Hoche will return to play. (Option: just eliminate Hoche in September 1797)

Moreau was considered a rival by Napoleon. Moreau was banished from France in February 1804. He lived in New Jersey until 1813, when he returned to Europe to observe the German campaigns from the allied side. He was killed at Dresden by a cannonball in October. Eliminate Moreau in February 1804 if the Napoleon "A" leader has become available, or as soon after that as the Napoleon "A" leader is available. Moreau is returned to play if the Napoleon "A" leader is removed due to peace condition C.6, until October
1813.

The Grand Vizier is an office, not just one person. If the Grand Vizier is killed, roll one 6 sided die. The number rolled is the number of complete months that must elapse before a new Grand Vizier is available.

2.3.Corps Sizes

The following reductions apply from July 1796 until June 1806, after which, the corps sizes revert to those of the normal 1805 campaign. Except that no European minor corps is reduced to less than 8i, or less than 2c.

AUSTRIA: Reduce the size of the I-IX corps to 11i/m-1c

FRANCE: Reduce the size of the I-VI corps to 15i/m-2c. The Imperial Guard corps is reduced to 5g-1c, and is not available until the Napoleon "A" leader is available. The Imperial Guard may only be committed for a morale column shift of "1" until July 1806. The III Cavalry, IV Cavalry, and Artillery Corps are not available until July 1806.

GREAT BRITAIN: Reduce the size of the I corps to 2g-8i/m. Reduce the size of the II and III corps to 10i/m.

PRUSSIA: Reduce the size of the I-VIII corps to 10i/m-3c. Reduce the size of the Guard corps to 5g-1c.

RUSSIA: Reduce the size of the I-III corps to 10i/m-1c. Reduce the size of the Imperial Guard corps to 5g-1c. The Imperial Guard may only be committed for a morale column shift of "1" until July 1806. The Artillery corps is not available until July 1806.

SPAIN: Reduce the size of the I corps to 2g-8i/m-1c. Reduce the size of the II-VIII corps to 10i/m-1c.

TURKEY: Reduce the size of the Nizami-Cedid corps to 8i-2c. Reduce the size of the I-II Janissary corps to 11i.

EGYPT: Reduce the size of the I-II corps to 8i-3c.

MINORS: Change the size of all European minor infantry corps to 8i-2c.This applies also to Europeanized" Arab State corps.

2.4.Minor Countries Status and Forces

GEORGIA and IRELAND are minor countries in this variant.
MINOR STATUS INF CAV SHIPS
Baden Neutral 1
Corfu Aus Conq
Corsica GB Conq
Georgia Neutral
Hanover Neutral 7 2
Ireland GB Conq
Malta Neutral
Romagna Fr Conq
Saxony Neutral 8 2
Switzerland Neutral
Syria Tu FS 6 12
Tuscany Fr Conq
Venice Aus FS

Other minor countries are in the same condition as in the 1805 campaign.

The Kingdom of Two Sicilies is in existence.

2.5.Minor Countries Hulks

For use with the "Advanced Naval Rules" or any other system using hulks,
the following minor countries have hulks:
COUNTRY HULKS AT PORT
Denmark 13 Copenhagen
Holland 15 Amsterdam
Malta 2 Malta
Naples 1 Palermo
Portugal 5 Lisbon
Sweden 3 Karlskrona
Venetia 7 Venice

In addition, 3 more Venetian hulks appear at Venice in March 1797.

3.Setup

3.1.Starting Major Power Forces

(set up in this order)

3.1.1.AUSTRIA
($25)
In the Ulm area: 21i, 6c, 3 corps, and the Latour leader.
In the Nuremburg area: 5g, 27i, 8c, 4corps, 1 depot, and Charles "C" leader.
In Tyrol Province: 23i, 2c, 2 corps, 1 depot, and the Wurmser leader.
In Mantua (besieged): 6i.
In Venice: 1i.
In Illyria Province: 3i.
In the Austrian home nation outside Tyrol and Illyria Provinces: 16i, 2c,
2 corps, and 2 depots.

3.1.2.FRANCE
($20)
In the Mantua area (besieging Mantua): 21i, 2c, 2 corps, 1 depot, and the Bonaparte "C" leader.
Anywhere in Piedmont, Lombardy, Romagna, or Tuscany: 9i, 1c, 1 corps, and 1 depot.
In Toulon: 10m, 13 ships, 1 fleet.
In the Strasbourg area: 32i, 6c, 3 corps, 1 depot, and the Moreau leader.
In the Mainz area: 33i, 6c, 3 corps, 1 depot, and the Jourdan leader.
In the Lorient area: 4i, 1c, 1 corps, and the Hoche leader.
At any of the following port cities: Bordeaux, La Rochelle, Brest,
Saint-Malo, Cherbourg, or Le Havre:
5i, 2 corps, 51 ships, and 3 fleets.
At any cities in the French home nation or Belgium: 20m.
France also sets up the Holland corps with 4i, 1c, and the Holland fleet
with 15 ships in Amsterdam, and 15 hulks in Amsterdam.

3.1.3.GREAT BRITAIN
($30)
1g, 15i, 4c, no more than 2 corps, 2 depots, the York, Cornwallis, Dundas, C. Stuart, and Lake leaders, 7 fleets, 110 ships, and 30 hulks.  The corps may only be set up in the British home nation (which doesn't include Ireland).
No more than 10i may be set up outside the British home nation.

3.1.4.PRUSSIA
($10) (10 manpower)
5g, 50i, 10c, no more than 4 corps, 2 depots, and the Brunswick, Hohenlohe, and Mollendorf leaders.
Prussia may garrison and place depots in Minden and Wesel.

3.1.5.RUSSIA
($15)
4g, 70i, 6c, 2 Cossacks, no more than 5 corps, 2 depots, and the Kamenskoi (sr.), Suvarov, Buxhowden, and I.Saltykov leaders.
At any Russian ports on the Baltic Sea: 1 fleet, 30 ships, and 36 hulks.
At any Russian ports on the Black Sea: 1 fleet, 9 ships, and 3 hulks.
Russia does not control Georgia, which is a neutral minor country.

3.1.6.SPAIN
($10)
1g, 30i, 4c, no more than 3 corps, 2 depots, the Urrutia and Caro leaders, 2 fleets, 39 ships, 39 hulks.

3.1.7.TURKEY
($10)
30i, 7c, any desired corps, 2 depots, the Grand Vizier, Ahmed Pasha, Beylerbey Runni, Chapanoglu, Abdurrahman, Kushid, and Hakki leaders, 1 fleet, 22 ships, 5 hulks.
All feudal corps start at full strength.
Turkey also sets up the Syrian corps with 6i, 12c.

4.Special Rules

4.1.French Dominance
France is not a dominant power at the start of the game in July 1796. Reduce French money by $10 until dominant status is gained. French infantry morale is reduced to 3.0. France continues to pick its spot in the land sequence until another power gains dominance.

4.2.French Depression
The Terror is over. The Guillotine has been dismantled. The major Vendee revolts have been mopped up.  The worst of the Agricultural disruption is passed. An oligarchy of the bourgeoisie (the Directory) is in power, bringing an effort to stabilize the economy in favor of men of property. (In short, this is NOT the 1792 variant!!!) But France is still suffering from an economic depression in the wake of the Revolution and all the unpaid debts of the ancien regime. In addition to the $10 France is missing each quarter for not being dominant, France also reduces money by $5 until the Napoleon "A" leader is available (no need to actually place the counter on the map).

4.3.Irish Revolt
The willingness of most of the Irish to support the enemies of England, especially France and Spain, is primarily represented in the 1796 variant by treating Ireland as a conquered minor country. But there is also a one time Irish Revolt in the game. If France is at war with Britain and a French corps lands in Ireland, the player controlling France rolls one 6 sided die. The number rolled on the die is the number of rebel militia factors that are immediately added to the French corps. Alternatively, the French player may purchase a corps and place it in Ireland, rolling a 6 sided die and placing a number of rebel militia in the corps equal to the number rolled on the die. If France and Spain are allied and are both at war with Britain, France may delegate the right to control the Irish Revolt to Spain, in which case the revolt my be conducted with a Spanish corps. (Historically, one of many Irish revolts took place in 1798 and was crushed. The British tried to pacify the Irish by emancipating the Catholics and by passing the Act of Union in 1798. But many Irish would have still supported powerful enemies of England in the hope of someday gaining independence. This is the reason for considering Ireland as a minor country.)

4.4.Increased Foraging Losses
From July 1796 through June 1801, Austria, Great Britain, Prussia, Spain, and all European (non-Arab State) minors add +2 to all foraging die rolls. From July 1801 through June 1806, Austria, Great Britain, Prussia, Spain, and all European (non-Arab State) minors add +1 to all foraging die rolls. From July
1806 through June 1816 (game end), all corps forage normally.

4.5.Depot Supply Limits
From July 1796 through June 1801 each supply depot may supply no more than 4 corps.
From July 1801 through June 1806 each supply depot may supply no more than 5 corps.
From July 1806 through June 1816 each supply depot may supply no more than 6 corps.

4.6.Battle Fleet Coordination
During naval combat, "1" is subtracted from a side's combat die roll for each fleet engaged on the side in excess of 1 fleet. Fleets present in a stack do not all have to engage, but losses on the side in excess of the.number of ships in the engaged fleets must be taken from the unengaged fleets present on the side.
There is no limit to the number that may be subtracted from the combat die roll, but the combat result is not reduced below the lowest result possible on the naval combat tables being used. (It was very difficult to coordinate large fleets effectively for a naval battle before WWI, or even then. Smaller more compact forces could inflict decisive defeat on larger numbers of ships sailing in multiple groups. Read about the Battle of Cape St. Vincent in 1797.)

4.7.Hulks
When forces take possession of a port city containing hulks, the hulks are not automatically destroyed.  The player taking possession of the port has the option to immediately destroy any hulks present.  Thereafter, a player may destroy hulks present in any controlled port during the naval reinforcement phase, but a player my not destroy hulks in a port city in his own controlled minor free states which originally were hulks or ships of that minor state (those hulks belong to the controlled minor nation and politics of the times did not allow such destruction). A player may destroy hulks captured in minor ports, and if hulks are present in a conquered minor port, the player may repair and man them to make them his own national ships.

(Note: historically the French captured 2 hulks in Malta and 10 in Venice, all of which were taken into French navy. Several of these were later captured by the British, who gave one of them to the Turks.)

4.8.Arab States
The following minors are referred to as Arab States: Syria, Egypt, Cyrenaica, Tripolitania, Tunisia, Algeria, and Morocco.
Arab States produce no manpower when conquered by major powers other than Turkey. (The idea that Christian monarchies in Europe could have filled the ranks of their armies and the decks of their fleets with hordes of Arab Muslims during the 1796-1816 period is completely absurd!!! The Muslims bitterly resisted the efforts of Napoleon to incorporate them into his force in Egypt, and they eventually forced out the occupying forces of Britain after 1801. Even "Turkey" actually had no system for employing Arab
manpower in it's own armies, relying on imperial semi-independent governorships over the Arab States instead.)

If a major power other than Turkey converts a conquered Arab State into a free state, it automatically begins to "Europeanize" the armed forces of the Arab State minor along the lines of Western military theory and
training. The Arab State's maximum corps composition is immediately changed to 8i-2c.
Turkey may "Europeanize" the armed forces of a conquered Arab State when it converts it to a free state, but this is an option, not automatic. If a controlling major power is in unbesieged occupation of the minor Arab free state capital for 36 consecutive months with a garrison of at least one factor of the major power's own regular infantry (yea, it's supposed to be tough to do), then the morale value of all of that minor Arab free state's infantry, including garrison infantry, is increased to "2.0" for the duration of the game. Unlike the "British training" option, this increase in morale level is not lost if the major power which trained the Arab free state loses control of it.

(Historically, the forces of Turkish controlled Egypt were trained in Western techniques after 1801. Mehmet Ali Pasha, who became governor of Egypt in 1805, sent these forces, under command of his son, Ibrahim Ali, to crush revolts against the Ottoman Empire in Arabia and Greece.) The first time a major power other than Turkey moves an Arab State corps to a place outside of Africa, Palestine, Syria, or the original "Turkey" home nation, it receives a one time penalty of -1PP. This represents public disapproval of the use of Muslim auxiliaries against Christian areas of Europe. Each major power other than Turkey can suffer this penalty once during the game.

4.9.Ottoman Empire
Do not use the "Ottoman Empire" political combination option included in EiA. The Ottoman Empire was still in existence, although with only nominal authority in some parts. (There was no such thing as "Turkey" in 1796-1816.)
Whenever a major power other than Turkey declares war on Syria, Palestine, Egypt, Cyrenaica, Tripolitania, or Tunis (while they are neutral), then Turkey may declare war on that major power immediately at a cost of only -1PP, before rolling for control of the minor. Turkey may then add +2 for being at war with that major power when rolling for control.
Turkey collects "annual tribute" each December levy step from certain controlled capitals in what was the Ottoman Empire. The Turkey player rolls one 6-sided die for each of the following capitals that he controls (either as free states or as conquered): Cairo, Damascus, and Tunis. Turkey collects money equal to the total number rolled on the dice. (Note: this will average only about $9-10 per year for the Turk when all 3 capitals are controlled. It should not unbalance the game.)

4.10.Special Militia Forces
4.10.1.British "Constitutional Force"
By law, the British government was required to have 120,000 men enrolled in a national militia. These men were supposed to be called out to repel an invasion.

During any land reinforcement step, the Britain player may "stand up the Constitutional Force". 60m are placed anywhere in the British home nation (which does not include Ireland in this variant). The Britain player suffers an immediate -3PP penalty (huge political disaster to actually have to call this force to arms). While the Constitutional Force is "stood up", only those militia in excess of 60m may be moved outside of the Britain home nation. Also, only those militia in excess of 60m may be converted to regular infantry by "militia conversion".

The Britain player may "stand down the Constitutional Force" during any land reinforcement step in which there are no enemy forces in the Britain home nation, and there are 60m in the Britain home nation. The Britain player removes 60m from inside the Britain home nation. The Britain player immediately receives a benefit of +2PP.

There is only one Constitutional Force. Thus the Britain player cannot "stand up" the force if it is already stood up (this is NOT like "levee en masse"), nor "stand down" the force if it is already stood down (no
collection of more +PP just for turning in 60m every now and then).

(Note: The law was changed in 1806 to allow recruitment of a percentage of the Constitutional Force into the regular British army each year. However, I'm not sure that the British government wasn't required to still maintain 120,000 militia on the rolls by recruitment of replacement militia. I think this would then have no net effect on the 60m in game terms. Recruitment of partially trained militia did help the British maintain their high training levels during the long Peninsula War.)

4.10.2.Spanish Ordenanza

Spain had an "Ordenanza" similar to the British Constitutional Force, but smaller, only 30,000 men. Its primarily roll was to defend Spanish ports, and it remained under arms for much of the 1796-1816 period.

During any land reinforcement step, the Spain player may "stand up the Ordenanza". The Spain player places 15m anywhere in the Spanish home nation, and suffers a -1PP penalty. While the Ordenanza is stood up, only militia in excess of 15m may be moved out of the Spanish home nation, and only militia in excess of 15m may be converted to regular infantry by the "militia conversion" option.

During any land reinforcement step in which there are no enemy forces in the Spanish home nation, and there are at least 15m in the Spanish home nation, the Spain player may "stand down the Ordenanza", removing 15m from inside the Spain home nation, and gaining an immediate benefit of +1PP.

There is only one Ordenanza to be stood up or down (as above).

4.10.3.Ottoman Garrisons and Anatolia Militia

Empires in Arms did not take account of the large number of garrisons throughout the Ottoman Empire.
These were composed of a nucleus of lower grade "provincial janissaries" and a variety of types of local garrison troops. Selim III even began a Western style militia to supplement these forces in Anatolia during his ill fated reign (1789-1806).

"Turkey" may build one factor of militia (use the grey counters) for each city in the "Turkey" home nation. (Alternatively, players may agree to let Turkey start with one factor of militia in each city in the Turkey home nation... that's more historical.) These factors may only be placed in unbesieged cities, no more than one per city. These factors are immobile, they may not be placed in corps, nor may they even be moved out of the city to garrison a depot.

Players may wish to allow Turkey to have two factors of militia in each city of the Anatolia region to represent the Anatolian militia.

4.11.Accomodations Necessary For Really Long Games

Because the 1796 theoretically covers 20 years (yea, I know it's ridiculous), I figured it was necessary to come up with a few rules to reflect the fact that armies didn't get too massive, and leaders usually
disappeared from nation's roster of commanders after being humiliated in one of more battles.

4.11.1.Regular Infantry Limits
(optional, of course, but try it out)
There was a limit to how much regular infantry could be produced before the influx of foreign mercenaries and less patriotically motivated conscripts was producing poor material.  The total number of regular
infantry that may be on the map at any one time for each nation is limited to 5 x map printed manpower from July 1796 through June 1806, and is limited to 7 x map printed manpower from July 1806 through June 1816. (Players may agree to limit Britain to starting national manpower of 12 instead of map printed manpower of 16, which number includes Ireland... Britain always had a very small army of regulars) Players may build regular infantry in excess of this number (in anticipation of losses), but when it arrives, those factors which would exceed the limit are taken as militia instead.

4.11.2.More Maintenance Costs
(again optional, of course, but try this one too)
In addition to the maintenance costs paid for corps, fleet, and depot counters on the map during the economic phase, the following additional maintenance costs for factors on the map are assessed at $1 per each:

(1) For each 20 ships or fraction thereof (not hulks)
(2) for each 20 non-British regular infantry factors or fraction thereof
(3) for each 40 militia or fraction thereof
(4) for each 10 guard or fraction thereof
(5) for each 10 regular cavalry or fraction thereof (not feudals)
(6) for each 10 artillery or fraction thereof
(7) for each 15 British regular infantry or fraction thereof
(Note: I admit this rule would be tough on players, but it would be add lots of realism.)

4.11.3.Political Durability of Leaders
I have listed as much data as I and the group of players including Mike Treasure could find out regarding actual natural death, illness, or retirement due to old age. In many cases, the figures are a guess.
However, this does not entirely account for the disappearance of numerous leaders who were not killed in combat. Many of them never got another field command after losing a major battle.

Use one of the following options (or make up one of your own) to remove leaders who have been disgraced. Under both of these rule offerings, the disgraced leader is treated as if they are "removed" under peace condition C.6, and they can be returned to field command at the cost of -PP equal to strategic rating plus tactical rating. If a nation is ever reduced to no leaders in play, one "removed" leader may be immediately returned to play at no -PP cost. If a nation has been reduced to no leaders in play, and
there are no "removed" leaders available to be returned, then the next arriving reinforcement leader is
immediately placed into play.

For purposes of either of these options, a corps containing 20 or more factors counts as two corps.

OPTION "A":
Each leader may take a number of political "hits" equal to his strategic rating. Each time the leader losses a battle while in command of three or more corps, he suffers a "hit". When the total hits reach the total of the
leader's strategic rating, the leader is "removed" at the end of the month in which the last hit was taken. (Players may want to make that the end of the quarter or year... whatever strikes you as a reasonable period for the removal... usually this wouldn't take place in the middle of a seasonal campaign). A leader removed under this procedure may be returned to play by paying the required political points. But the returned leader may take a number of new political hits equal only to his half his strategic rating rounded up before being removed again.

OPTION "B":  When a leader in command of two or more corps losses a battle. There is a chance that he will be removed through political disgrace. At the conclusion of the lost battle, the leader rolls a pair of
6-sided dice. It the leader commanded two corps, a roll of "12" causes the leader to be removed.
If the leader commanded three or four corps a roll of "11" or "12" causes removal. If the leader commanded five or more corps rolls of "10", "11", or "12" cause the leader to be removed. The leader is removed at the end of the month (or quarter, or year, whatever the players think most reasonable for this rule... the leader would probably be able to complete the campaign).

4.11.4.Casualties of Leaders not on Map
Many leaders who were already qualified for, and had exercised, independent field command were killed or wounded at battles where they were in subordinate command to another army commander. These included leaders such as Lannes, Desaix, and Bagration. Many of the massive number of leaders listed for the 1796 variant were present at larger battles in subordinate command. In Empires in Arms, there is often no motivation to expose these leaders to enemy fire by putting their counter on the map. In order to correct for
this, and to deal with casualties of the many new leaders available, use this rule:

Whenever there are more corps counters than leader counters present at a battle which involves more than one corps on the side, consider that any of the leaders not on the map who are of equal or junior seniority to the commander might be present at the battle. If a casualty occurs the possible leader casualty may be any leader whose counter is present at the battle or any leader of equal or junior seniority to the commander whose counter is not on the map. (Include those leaders in the random pick to see which leader takes the
casualty)

4.12.Alternative to Dominant Power Morale
(totally optional of course)
For people, like myself, who don't really like the dramatic swings in morale due to gain and loss of territory, I offer the following option:

Instead of using the dominant powers rules of the normal game, vary infantry morale of the French, British, British trained minors, and Poles over the course of the 1796 variant according to the following table:
YEAR     FRENCH                        BRITISH                      POLES AND BRITISH TRAINED
   1796            3.0                                    3.5                                     3.0
   1797            3.1                                    3.6                                     3.1
   1798            3.2                                    3.7                                     3.2
   1799            3.3                                    3.8                                     3.3
   1800            3.4                                    3.9                                     3.4
   1801            3.5                                    4.0                                     3.5
   1802            3.6                                    4.1                                     3.6
   1803            3.7                                    4.2                                     3.7
   1804            3.8                                    4.3                                     3.8
   1805            3.9                                    4.4                                     3.9
   1806            4.0                                    4.5                                     4.0
   1807            3.9                                    4.5                                     4.0
   1808            3.8                                    4.5                                     4.0
   1809            3.7                                    4.5                                     4.0
   1810            3.6                                    4.5                                     4.0
   1811            3.5                                    4.5                                     4.0
   1812            3.4                                    4.5                                     4.0
   1813            3.3                                    4.5                                     4.0
   1814            3.2                                    4.5                                     4.0
   1815            3.1                                    4.5                                     4.0
   1816            3.0                                    4.5                                     4.0

Britain still picks it's spot in the naval sequence. France always picks its spot in the land sequence. Instead of subtracting $10 for France not being dominant, and $5 for French depression until the Napoleon "A" leader is available, just subtract $15 from French money until the Napoleon "A" leader is available.

Rationale: (ok, this needs an explanation)

Poles
Poland had just suffered partition. The ink was still wet on the treaty between Prussia, Russia, and Austria in 1796. It's hard for me to believe that the Poles would show sudden enthusiasm for one of their conquerors (as these are the only powers likely to be able to reform Poland early in the game), especially not to the extent of acting virtually as a guard corps for one of them. The Poles probably benefited to some extent from the French tactical system, although I don't know if that is true. It just seems more reasonable to let Polish morale recover gradually from the trauma of being partitioned.

British and British trained infantry Britain entered the 1790s without the dramatic advantage over other
European powers that the 4.5 morale would indicate. In the late 1790's, there began a gradual change in British tactics to a more flexible system that made better use of light infantry and exposed the thin well-trained British lines to fewer casualties, and therefore less morale loss. Britain suffered plenty of humiliations prior to the Peninsular War, but by then the British system fully justified the 4.5 morale that EiA gives them.

French
All nations other than the Ottoman Empire had pretty good morale in their regular formations. A major part of the "morale" value assigned in EiA might be a matter of exposure of the troops to casualties through the
tactical system used. The French put clouds of skirmishers out to inflict casualties on exposed enemy formations, while protecting formed French battalions until the last minute. The French columns depended on speed and mass to break enemy lines quickly, counting on the faster formation to break the enemy before long exposure to fire caused the French battalions to break. Combined with revolutionary and patriotic enthusiasm, a great release of officer talent due to the removal of aristocratic birth as a qualifier for advancement, and greater experience, training, and success with the system, the French "morale" reached a peak in about 1805-1807.

The inclusion of numerous foreign elements in the French corps after 1806 caused a drop in the nationalistic component of morale. Massive casualties and the need to get large forces in the field against multiple enemies caused declining levels of training. As Napoleon called up more and more recruits far in advance of their draft period, even employing 14 year old boys in 1814, the conscripts showed less and less enthusiasm. Also, France's enemies showed a significant increase in nationalistic fervor, and they began to emulate the more flexible French tactics, so the relative advantage of the French in these areas declined.

I have to admit that this table does not take into account that a game of EiA may promptly go off in a different direction from history. However, simply incorporating these "morale" changes via this table might have some interesting effects.

(1) Prussia, Austria, and Russia will be less motivated to reform an independent Poland early in the game because of its fantastic morale.

(2) The British and their trained minors will not be so fearsome.

(3) The French will want to fight much more in the middle of the game, which will produce the kind of casualties which will actually justify the morale drop incorporated in the table (how's that for circular logic) and which will mirror the peak of Napoleon's and France's ambition to dominate Europe (Napoleon's enthusiasm for conquest did decline). As French morale will be changing around the average of 3.5, instead of just sitting at 4.0, nations may be motivated to war with France individually, rather than depending only on grand coalitions to bring down that high 4.0 morale. Also, because France will not be able to change morale by losing dominance, the ambition of major coalitions to strip France of every territory will be lessened.

At the least, the option could produce some interesting results, and is probably worth trying once or twice to see what happens.

5.Miscelaneous Options

These options have nothing specifically to do with the 1796 variant, but I'm throwing them in because I have your attention, and because they are just food for thought.

5.1.Special Peace Condition

Add a new special peace condition C.10 in two parts. C.10.a can be picked by a power to whom Britain surrenders unconditionally: Britain can no longer subtract victory points from the power that has chosen it. C.10.b can be picked by Britain against a power which previously picked C.10.a against Britain: Britain can resume victory point subtraction against the power that earlier picked C.10.a.

5.2.New Types of Formal Peace

Two new types of formal peace result in a period of enforced peace lasting18 months. In effect, both sides are surrendering to each other in order to gain a period of enforced peace, and some mutual trade of peace conditions. If using the official "No Ceding" rule 12.3.9 from the errata, these types of formal peace allow ceding of territory.

5.2.1.Formal Conditional Peace Without Victory

Two powers may make a formal conditional peace without victory. The two powers suffer a -2PP penalty. Both powers pick two conditions against the other from list A. Then both pick one condition against the other from list B. One power may simultaneously make this type of peace with multiple other major powers, suffering only one -2PP penalty, and may pick a different set of two conditions from list A against each enemy.

5.2.2.Formal Unconditional Peace Without Victory

Two powers may make a formal unconditional peace without victory. The two powers suffer a -5PP penalty. Both powers pick any two conditions from lists B and C. A player may make this type of peace simultaneously with multiple other major powers, but suffers a -5PP penalty for each such peace
made. If playing with restrictions on peace between France and Britain, this peace satisfies the requirements for those restrictions. (Note: there is really no historical justification for this second type of peace, but I throw it in for those players who have battered a pair of countries into oblivion but can't take each other out. In the spirit of duelists, they might only be satisfied by shooting each other in this manner.)

5.3.Special Restrictions on English Channel Crossing Arrow

Use of the English Channel crossing arrow causes some strange problems for France and Britain. It was one of the most heavily patrolled waterways of the period. It should not be necessary to detail a whole battle fleet to prevent a crossing there. No serious crossing of the Channel in force could really be contemplated without first clearing all naval opposition from within range of the Channel and having a covering force for the operation. If using the English Channel crossing arrow, apply these restrictions:

Corps may not cross the English Channel via the crossing arrow unless a friendly battle fleet is present and there are no enemy battle fleets in the English Channel or in port cities (even if blockaded), blockade boxes, or sea zones adjacent to the English Channel.

5.4.Cavalry Options

WITHDRAWAL: Any all cavalry force (not just cavalry symbol corps) has a strategic rating of 5 for withdrawal purposes only.

REDUCED COSTS: For those who think cavalry is too expensive, use these costs:
morale 4 cavalry: $12, 2mp
morale 3 cavalry: $9, 2mp
morale 2 cavalry: $6, 2mp
(costs according to the morale level on the major or minor country's corps)

CAVALRY BESEIGED: Whenever a besieged force takes more than one factor of loss in one supply phase due to foraging inside the city, one of the lost factors must be cavalry if any is present. (I would eat those horses. Wouldn't you??? Anyway, they die quickly from lack of forage.)

CAVALRY FORAGING LOSSES: Whenever more than three losses are taken by a corps in a single foraging attempt on a turn in which the corps moved through non-clear terrain, one of the foraging losses must be cavalry, if any is in the corps.

6.QUESTIONS
However, in the reading, I've few questions

1) Hulks in Kronstadt (for Sweden), do you mean Karlskrona, because Kronstadt is in Transylvania!!

OOOOoooooppppsss!!! Yes, I do mean Karlskrona. That was the main base for the Swedish fleet. My brain has been turning to mush as I write this into many e-mail parts. I have just been having too much trouble sending this as a word-processed document to various people who have asked for it. All of it will be out on the wires via e-mail installments by the end of this weekend.

2) Georgia wasn't neutral (in my sources) because in 1783 they allied to Russia against the Turks, so I think that Georgia was conquered) and annexed in 1801 by Alexander.

That is interesting, but "allied" is the sort of status that a minor country would have (and some players have systems for doing diplomacy on minors). My sources indicate that Russia actually invaded Georgia in 1800 to conquer it. Because the status of Georgia is not so clear, I think it would be good to treat Georgia as a minor. That way, whoever is in actual possession of Georgia, can collect the $2. Also, an invasion can force some Cossacks to go home to Georgia. There are too few minors out in the east to provoke wars anyway. Since Georgia does not produce manpower, it seems fair to treat it the same way Corsica is treated, even though Corsica had been a French possession for a long time before the French Revolution.

3) Why the strength of the first part of the scenario isn't those in the 1792 scenario?

Do you mean corps strengths??? If so, I will explain the corps strengths in a separate message. Send a
single message asking about the corps strengths if that is what you mean.

4) In the victory points, 480 seems quite easy for Turkey (it is an average of 6 victory points per month)

Yes, the victory point totals have not been play tested. I just felt that I had to throw out some numbers to get things started. I once played the 1805 campaign for over 10 years. The Turk was one of the most brilliant players I have ever seen. I fear ever seeing that man in charge of France!! But he never won a single battle as the Turk (he stood in for the Spain player and beat the French twice.)

I had in mind that players might want to make the Turk situation even worse by treating the janissaries as militia, as historically, they were pathetic by this period, and were more a danger to the Sultan than to his enemies. Selim III was trying to phase out the janissaries and replace them with Western style troops, the Nizami-Cedid, and the effort cost him his life.

I have not actually written a rule like that, as players probably want some play balance, even if the quality of the janissaries in EiA is really a fantasy. The victory points will need to be adjusted, either way, after
play test.

5) Venetia was an Austrian free state. It is surprising, because in 1792 and 1805 Venetia was an Austrian conquered (what happen around 1796? I don't know very much about Italian history around 1800, maybe you can answer me)

This was a difficult question. Venice was pretty much conquered by Austria, in the sense that Austria had stripped Venice of Illyria, and apparently did not permit Venice a significant self-defense force. I don't
really know if Venice was providing Austria with money and manpower. During 1796/97, Napoleon sent forces to intimidate the Venitian government, which seemed to be independent, but supportive of the
Austrians. He effectively conquered Venice during this period. I only threw into Venice a single factor of Austrian infantry, even though this is not strictly historical, simply to force the French to besiege Venice to get it (since the French could move first and simply drop a factor into Venice...not sure I wanted to force the Austrians to besiege the French in Venice...but you can change this by pushing the Austrian factor back to Illyria if you think that's more correct).

The terms of the "Peace of Campo Formio" in 1797 allowed Austria to "conquer" Venice, which seems to imply that Venice was a free state beforehand.

In the final analysis, I wanted to make sure that Austria could not destroy or use the Venetian hulks as Austrian ships (which my hulk rules would allow if Venice was Austrian conquered) because these ships were actually captured and taken into French service.

Your ideas of leader elimination is quite interesting (damn, the Spanish leadership is, as always, pathetic!!)