Originally by: S. Craig Taylor, Jr.
The
Revolutionary Wars campaign covers the period between 1792-1802.
This period goes from the initial, post-revolution tulmut, which features
a powerful Russia watching Austria and Prussia try to restore the Bourbon
and ends in the rise of Napoleon. So, without further ado, here we
go:
STATUS CARD SETUP:
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POLITICAL STATUS: Austria and Great Britain: use the As(III) position;
France: use the Tu(II) position; Prussia use the GB(I)/Fr(II) position;
Spain: use the As(I)/Pr(III) position; Russia: use the GB(II,III) position;
Turkey: use the Sp(II) position.
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TIME: The game begins in April 1792 and ends after the March 1802
turn. [NOTE: Use 1805 as 1792, 1806=1793, etc. to mark the
years.]
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STARTING VICTORY POINTS: All major powers begin with "0" victory
points.
PLAYERS:
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6 PLAYERS: Great Britian, France, Austria, Prussia, Spain, Russia.
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5 PLAYERS: Great Britain, France, Austria, Prussia, Spain.
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4 PLAYERS: Great Britain, France, Austria, Prussia.
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3 PLAYERS: Great Britain, France, Austria.
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2 PLAYERS: Great Britain, France.
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For major powers (if uncontrolled): At the start of the game, Turkey is
a neutral UMP with no controlling player, Russia is an active Spanish UMP,
Austria and Spain are active British UMPs and Prussia is an active Austrian
UMP. UMPs of a UMP become a UMP of the controlling major power.
EXISTING WARS AND TREATIES:
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WARS: France is at war with Austria and Prussia (Prussia did not
make thie formal until July, but this was the case.)
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ALLIANCES: Austria is allied with Prussia. Russia is allied
with Spain.
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PEACE CONDITIONS AND AGREEMENTS: Russia and Turkey just concluded
a war, have an enforced peace with each other prior to July 1793, and may
not conclude an alliance with each other prior to January 1793.
FORCES SETUP: The major powers' forces begin
with these strengths.
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AUSTRIA: 70I, 6Gd, 12C, 5 depots, any desired corps and $20.
Both insurrection corps begin at full strength, but may not be set up on
the map. The freikorps is not used in this game. Only leaders
WURMSER and MACK are available at the start of the game. All Austrian
forces must be placed in the Austrian home nation, except for up to one
garrison strength factor per city in Austria's conquered minor countries.
The Austrian player also sets up the forces of Lombardy (three Lombardy
I - no corps available at start) and Piedmont (one Piedmont corps with
eight Piedmont I and one Piedmont C available at start which must be placed
in Piedmont.)
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FRANCE: 25I, 50M, 8C, 3 depots, no more than 6 corps and any desired
fleets, 54 ships and $2. DUMOURIEZ is the only leader available at
the start of the game.
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GREAT BRITAIN: 10I, 1Gd, 3C, 2 depots, no more than two corps and
any desired fleets, 91 ships and $30. YORK is the only leader available
at the start of the game. The British player also sets up the forces
of Hanover (the Hanover corps with six Hanover I and two Hanover C available
at start which must be placed in Hanover) and Hesse (the Hesse corps with
five Hesse I and one Hesse C available at start which must be placed in
Hesse.)
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PRUSSIA: 50I, 5Gd, 12C, 5 depots, no more than five corps, $15 and
39 manpower. The freikorps is not used in this game. BRUNSWICK
is the only leader available at the start of the game. All Prussian
forces must be placed in the Prussian home nation, except for up to one
garrison strength factor per city in Prussia's conquered minor countries.
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RUSSIA: 60I, 20M, 4Gd, 2Ck, 6 depots, no more than eight corps and
any desired fleets, 38 ships, and $5. SUVAROV is the only leader
available at the start of the game.
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SPAIN: 20I, 15M, 1Gd, 2 depots, no more than four corps and any
desired fleets, 56 ships and $10. Leaders DE LA UNION and RUBY are
available. The Spanish player also sets up the forces of the Kingdom
of the Two Sicilies (Naples and Sicily are seperate, if option 11.7 is
not being used - one Naples corps with ten Naples I and two Naples C and
the Naples fleet with five Naples ships available at start which must be
placed in Naples and/or Sicily.
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TURKEY: 25I, 7C, two depots, any desired corps and fleets, 27 ships,
and $5. All feudal corps begin at full strength and may be placed
on the map if desired. Leaders GRAND VIZIER and ACMED PASHA are available.
The Turkish player also sets up the forces of Egypt (both Egypt coprs with
12 Egypt I and eight Egypt C available at start which must be placed in
Egypt) and Syria (the Syrian corps with five Syrian I and five Syrian C
available at start which must be placed in Syria.)
CONTROL: The major powers control their home
nations (minus any ceded provinces that are part of Poland) plus those
minor countries indicated in the MINOR COUNTRIES
CHART. Poland is a neutral minor country consisting of Posen
and Masovia (ceded from Prussia), West Galicia (ceded from Austria) and
Lithuania, Polesia, and Podalia (ceded from Russia). The Kingdom
of the Two Sicilies (Naples plus Sicily) is in existence as a Spanish Free
State if option 11.7 is used.
REINFORCEMENTS: The following leaders arrive
in the Reinforcement Phase of the months and years indicated or on any
later turn:
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Austria: CHARLES (April 1796), MELAS (July 1799) and JOHN (October 1800).
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France: HOCHE (October 1793), PICHEGRU (April 1794), MOREAU (July 1794),
BONAPARTE "C" (March 1796) and MASSENA (January 1799).
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Great Britain: NELSON (January 1798) and ABERCROMBY (January 1800).
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Prussia: HOHENLOHE (January 1796).
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Russia: FERSEN (April 1794) and ALEXANDER (March 1801).
SPECIAL RULES:
A. NEW LEADER COUNTERS: The new leaders
are listed with the modified nation sheets below.
B. NEW CORP STRENGTHS: The armies of the
time period were significantly smaller than in the traditional 1805-1815
period. Listed here are the new army corp sheets:
C. THE 1792 MINOR COUNTRIES CHART: The following
chart
covers the initial setup of the minors in the game.
D. FRANCE IN FERMENT
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LEVEE EN MASSE: Up to twice during the game, during any desired
Money and Manpower Collection Steps, the French player may declare a "levee
en masse." When declared, France immediately loses three political
points each time (or, alternately, see Special Rule I below), but can collect
four
times the French manpower (including any conquered minor countries,
but not French controlled minor free states) that would normally be available
during the step.
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AGRICULTURAL DISRUPTION: The revolution seriously interfered with
France's time honored and largely feudal farming system. As a result,
there were a number of bad harvests during the 1790s (1793 being so bad
as to threaten famine by early 1794.) During all Economic Phases
in September turns, the French player must total up France's total major
power money (including conquered minor countries) and roll one die to "check
the harvest" (round all fractions up.) Modify the die roll by France's
status
modifier during the Money and Manpower Collection step. Apply the
result from the following table:
Die Roll |
Result |
6+ |
France gets normal Money |
5 |
France gets half normal Money |
4 |
France gets half normal Money |
3 |
France gets quarter normal Money |
2 |
France gets quarter normal Money |
1 or less |
France gets no normal Money |
E. POLITICAL CHANGES:
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FRANCE NOT A DOMINANT POWER: During this game, the morale value
of French regular infantry is "3.0" and France's total income is reduced
by $10 on the Money and Manpower Collection Steps of every Economic Phase.
[Note: if option 11.8 is used, France may improve on this if it
again becomes a dominant power. Since none of the cases in 11.8.2.3
apply, France still gets to choose its spot in the sequence of a
Land Phase.
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BRITISH-FRENCH RELATIONS (Optional): If option 11.9.2 is used, its
provisions still apply, but the following changes must be made for this
game:
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France and Great Britain do not have to start the game at war.
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The removal of the NAPOLEON/BONAPARTE leader is not required for France
to surrender to Great Britain.
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FRENCH FOREIGN RELATIONS (Optional): The absolute monarchies of
Europe were reluctant (as long as France seemed weak) to deal with the
regicides of the French revolutionary government. Therefore, alliance
with France may only be made when France is in the Dominant Zone on the
POLITICAL STATUS DISPLAY. Also, victory condition B.5 (Royal Marriage)
cannot be used (either way) when peace is made with France.
F. MILITARY DIFFICULTIES OF THE 1790s:
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INCREASED FORAGING LOSSES: Most armies in the 1790s were still tied
to the depot supply system and their numerous mercenary soliders would
desert in droves when supplies failed. For all corps except
the French, Russian and Turkish home nation corps and minor country corps
from Asia and North Africa, an additional "+2" modifier applies to all
foraging die rolls. This modifier does not apply for beseiged
supply.
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BLOCKADE DIFFICULTIES (Optional): All the problems involved
in holding blockading fleets at sea were not worked out until the end of
the period covered by this game and there is a chance the blockading fleets
can be driven off station.
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At the start of its Naval Step, a major power with one or more of its ports
blockaded may select any one of these blockade boxes in which to "check
the blockade". To check the blockade, the blockade box is announced
and all major powers having fleet(s) in that blockade box roll a
die for each fleet while the blockaded power rolls one die. Great
Britain's rolls when blockading are always modified by "+1".
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If any blockading fleet roll matches or exceeds the blockaded power's
roll, there is no change. If the blockaded power's roll exceeds the
highest
blockading roll, all blockading fleets must be immediately moved into the
adjacent sea area or areas (the controlling player's choice). The
blockaded naval power then performs its naval movement normally.
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INDECISIVE NAVAL ACTIONS (Options): Although some admirals, notably
"Black Dick" Howe at the Glorious First of June, were not adverse to fighting
unconventionally, prior to January 1798 (when Nelson rose to command the
fleets) naval actions were ruled by stilted "Fighting Instructions" and
tended to have indecisive results. Therefore, prior to January 1798,
for any naval combat except when using harbor defenses (which are handled
normally), the losses on both sides are halved (fractions rounded
up).
G. NAPOLEON'S RISE TO POWER: The are three
different leader units from Napoleon Bonaparte (two new BONAPARTEs and
one NAPOLEON from the original game) with different seniority letters to
reflect his increasing status as the wars continued. The leader that
arrives as a reinforcement in March 1796 is the BONAPARTE unit with the
"C" seniority rating. Whenever an army of three or more corps, the
leader unit (unless "killed") used can be replaced by the leader unit with
the next higher seniority letter rating - until the "A" seniority unity
is reached (and General Bonaparte becomes First Consul Napoleon).
Unless commanded by the NAPOLEON "A" leader unit, rules 7.5.2.10.1.3 and
7.5.2.10.1.3.2 covering extra political points gained or lost when armies
are commanded by NAPOLEON
do not apply.
H. IMPROVED HANOVER MORALE (Optional): If
using option 12.3.2, consider that Great Britain has controlled the Hanover
Free State for 24 continuous months prior to the start of the game.
I. THE REVOLT IN VENDEE (Optional): The
Vendee Revolt (centered in the province of Poitou) was a thorn in the side
of the French Republic throughout most of this period. Start using
this option the first time a "levee en masse" (see Special Rule
D.1 above) is declared instead of dropping the three French political
points. Use Spanish guerilla counters for the Vendee guerillas (their
use outside Spain indicates their nationality). All rules on Spanish
guerillas (see 10.1.1) apply, with the following changes:
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The Vendee guerillas are always controlled by the British player,
even if Great Britain and France are not at war.
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Assume that the French province of Poitou has a guerilla value of "3".
During every British Guerilla Step after the first French "levee
en masse" declaration, a die is rolled and for every point the die is less
than Poitou's guerilla value, one Vendee guerilla factor is placed in a
Poitou area. There is no need for a French corps or garrison in Poitou
for this to be done. This is not done if Poitou is ceded to
a major power other than France.
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Only French home nation corps may be used to conduct anti-guerilla operations
against the Vendee guerillas. Handle as in 10.1.1.2 (consider all
these provinces to have a guerilla value of "3" for this purpose).
All Vendee guerillas are automatically removed during a French Guerilla
Step when France is at peace with all other major powers or in the
event of a Bourbon restoration (see Special Rule M) and will not be reintroduced
for the remainder of the game.
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Vendee guerillas are moved aone area per turn during the British Land Movement
Steps. As with Spanish guerillas which are restricted to moving within
Spain, the Vendee guerillas may be moved only within the following French
provinces: Brittany, Guyenne, Languedoc, Normandy, Poitou and Provence
(regardless of who controls these provinces).
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For the Vendee guerillas, "friendly" forces are any that are at war with
France.
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Treat any French city held by Vendee guerillas the same as if it were held
by enemy forces.
J. THE REVOLT IN IRELAND (Optional): Both the
French and British felt that the French Revolution could be spread to Ireland.
Use Spanish guerilla counters for the Irish rebels (their use outside Spain
indicates their nationality). All rules on Spanish guerillas (see
10.1.1) apply, with the following changes:
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The Irish rebels are always controlled by the French player, even
if Great Britain and France are not at war.
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During every French Guerilla Step while one or more French-controlled
corps are located in Ireland, two rebel factors are automatically placed
in an Ireland area. This is not done if Ireland is ceded to a major
power other than Great Britain.
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Only British-controlled (not necessarily home nation) corps may be used
to conduct anti-guerilla operations against Irish rebels during a British
Guerilla Step. Handle as in 10.1.1.2 (consider Ireland to have a
guerilla value of "4" for this purpose).
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Irish rebels are moved one area per turn during French Land Movement Steps.
As with Spanish guerillas which are restricted to moving within Spain,
the Irish rebels may be moved only within Ireland.
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For the Irish rebels, "friendly" forces are any that are at war with Great
Britain.
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Treat any city held by Irish rebels the same as if it were held by enemy
forces.
K. MADAME GUILLOTINE (Optional): French generals
could provide prominent and convenient scapegoats for their unstable government
whenever anything went wrong and, as a result, many were imprisoned, executed
or fled the country one step ahead of the gendarmes. To reflect this,
use this modification of option 12.7
again, after using it to determine
leader casualties. These extra rolls are performed only for the French
commanding
generals who have failed to
win (they do not necessarily have to
lose) a field or limited field combat. Roll two dice, and modify
the die roll by "+1" if the combat was a "draw", by "+2" if the French
lost the combat but lost no stength factors to cavalry pursuit, and by
"+3" if the French lost the combat plus lost strength factors to cavalry
pursuit. If the modified dice roll is "12" or more, roll again -
this time with just one die. If "4-6" is rolled, the French commander
is executed or skips across the border (permanently eliminate the leader
counter from the game). If "1-3" is rolled, the French commander
is imprisoned for a number of months equal to the die roll (remove the
leader unit from the map and it cannot be returned to play until the prison
term is over). This rule does not apply once the NAPOLEON "A" leader
is available.
L. FRENCH EMIGREES (Optional): French monarchists
driven from France by the revolution served with the armies of France's
enemies.
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The French emigres are considered to be controlled by the major power highest
in the following listing that is currently at war with France: Austria,
Prussia, Great Britain, Spain, Russia.
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Control of the French emigres allows the collection of money and manpower
(half normal values; round up fractions per province) from any French home
nation province(s) occupied by (but not ceded to) any major power
at war with France. The money and manpower collected in the name
of the French emigres can be used by the controlling major power the same
as if the announced provinces were provinces of the controlling major power
home nation.
M. FAILURE OF THE REVOLUTION - BOURBON RESTORATION: If
France surrenders
unconditionally at any time prior to the arrival
of the NAPOLEON "A" leader, consider that the revolution is over and there
has been a Bourbon monarchy restoration to rule France. The following
rules apply if there has been a restoration:
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France keeps all current leaders in play, but no new French leaders scheduled
for later reinforcement will enter the game. The Napoleon Bonaparte
leader remains at its current seniority rating, with no further promotions
possible (see Special Rule G). If desired, as an aditional option,
the French player can roll one die for each current leader to check for
his "political reliablility". A roll of "1-5" keeps a leader in the
game and a roll of "6" eliminates the leader permanently.
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France may not use a "levee en masse" (no more Special Rule D.1).
Unfortunately, the agricultural disruption (Special Rule D.2) continues.
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All French militia infantry must be immediately eliminated
from the game, although new French militia may be raised later.
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France may now make alliances and royal marriages normally (no more Special
Rule E.3).
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Any Vendee revolt ends immediately (no more Special Rule I) and French
corps can no longer start Irish revolts (no more Special Rule J).
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The guillotine is dismantled and shipped to a museum (no more Special Rule
K).
N. HOW TO WIN: This replaces the victory levels
given on the Game Card:
FRENCH REVOLUTION VICTORY
LEVELS CHART
|
MAJOR POWER |
FINISH |
Austria |
300 (275) |
France |
320 (290) |
Great Britain |
340 (300) |
Prussia |
290 (265) |
Russia |
320 (290) |
Spain |
295 (270) |
Turkey |
285 (260) |
Use the numbers in parentheses if playing without Economic Manipulation.