The rules for the Turkish Variants given here are from The General Volume 29, No.5, by William J. Sariego.


The following variations are offered to players who wish to expand EIA treatment of the Ottoman Turks. The first two are historical and should be used, while the rest are purely optional. They do not adversely effect play balance and have been playtested in campaigns with my gaming group. Their use should be decided on among the players before the Major Powers are chosen. If used at all, Options five and six must be used together. Options three and four carry a victory point loss for play balance purposes which is added to the bid of the Turkish player.

(01).The Grand Vizier:
The Grand Vizier is simply the Sultan's chief advisor and commander-in-chief of the army. As such, he is "Immortal." If the Grand Vizier is the victim of a leader casualty, a die roll of 6 does not eliminate the counter permanently. Treat the result as a six month wound instead. The Sultan will simply appoint a new Grand Vizier at that time.

(02).Egypt:
The one glaring historical error in EIA is that Egypt is listed as a British conquered state in the 1812 and 1813 campaign games. This simply was not the case. Egypt was returned to full Ottoman control by Muhammed Ali by this time. Therefore, treat Egypt as a Turkish Free State in these campaign games. The British infantry factors can be deployed by the British player as Garrisons elsewhere at that player's whim. In 1812, deploy one Egyptian Corps with 5 Inf and 2 Cav. In 1813, deploy one corps with 8 Inf and 3 Cav, Muhammed Ali is placed with the Egyptian army if option 8 is used.

(03).The Sultan's Guard (1 VP):
Each Janissary Corps can hold one factor of guard infantry in place of a regular infantry strength point. The Corps capacity thus becomes 14 Inf, 1 Guard in 1805. Historically, picked warriors from the 60th through 63rd Ortas, known as the Solaks, constituted the Sultan's finest troops. Turkey does not begin any scenario or campaign game with a guard factor. They must be built during the course of the game. Turkish guards can not be used per rule 12.3.4. The Nizami-Cedid can not have any guards attached.

(04).Increased Cavalry Capacity (2 VP):
Based purely on numbers, the Turkish regular cavalry is under-represented in the game. If using this option, each Janissary Corps can hold 2 Cav in additionto the infantry. If used along with the Sultan's Guard, each Janissary corps has a capacity of 1 Guard, 14 Infantry, and 2 Cavalry in 1805, and 1 Guard, 11 Infantry, and 2 Cavalry in 1792. The capacity of the Nizami-Cedid, is increased to 12 Inf, 4 Cav in 1805, and 8 Inf, 3 Cav in 1792.

(05).The Serbian Revolt:
Russia can attempt to instigate the Serbian Revolt. The procedure varies depending on whether Turkey and Russia are at war. If at war, Russia can pay $2 in its Guerilla Step in the Land Phase. The Russian player can now deploy 5 GR anywhere within Serbia. Serbian Guerillas function as Spanish Guerillas but are controlled by the Russian player, and can never leave Serbia. Unlike Spain, Russia must spend $1 during the money and manpower expenditure step. If Russia fails to maintain the revolt, Turkey adds +1 to the Anti-Guerilla operations until the next Economic Phase. Serbia has a guerilla value of 5. If at peace with Turkey, Russia can cause the Serbian Revolt by losing 1 political point during the Minor Country Control step of a political phase and deploying 5 GR. Any field combat within the Serbian Province will create 1 GR (even if between Turkey and a power other than Russia). There is no restriction on the number of times Russia can instigate a rebellion, but a revolt can not be instigated if Turkey and Russia are allied or when the two are under an enforced period of peace.

(06).The Persian War:
The Turkish player can attempt to instigate a war between Russia and Persia. If the two powers are at peace, Turkey must subtract one Political Point during the Declarations of War step and roll two dice. A roll of nine or more causes the Persian War to break out. The roll is modified by +1 if any Russian garrison or Corps is in Georgia. If Turkey and Russia are at war, Persia is automatically activated in any Declaration of War Step if the Turkish player is willing to Spend $2. Turkey cannot start the war if allied with Russia or during an enforced peace.
     During the Army reinforcement phase Russia must dispatch troops to fight the Persians. 10 Inf and 2 Cav must be removed from anywhere in the Russian home nation. These forces remain off-map until the war is ended. Russia does not collect the tax value from Georgia while at war with Persia, and must support its Persian campaign by spending $1 in each Money and Manpower Expenditure Step.
     Peace between Russia and Persia can occur in several ways, diplomacy between the Tsar and Sultan being one. If Turkey fails to maintain the war by paying $1 in the Money and Manpower Expenditure Step of any Economic Phase, Peace breaks out in the following Peace Step. Otherwise, the Russian player must roll a "12" with two diec during a Peace Step in order to end the war. When the war ends, Russia can again collect taxes from Georgia, and 5 Inf and 1 Cav are available in the next Army Reinforcement Phase (the balance is lost).
     The Historical war lasted from 1807 until 1813. There can only be one Russo-Persian war per game. Optional rules 5 and 6 are only usable during the 1805 Campaign Game.

(07).The Nizami-Cedid:
Allow the use of the Nizami-Cedid Corps in the 1812 and 1813 scenarios/campaign games, but restrict its usage to within the Turksih home nation and controlled minors (only) and consider it to have a capacity of 8 Inf, and 2 Cav. The rules are too harsh by not allowing its use. It was restored by Selim's brother in 1808 but did not reach its former glory until after the Napoleonic Era, when it was used to crush the Janissaries in 1826.

(08).Leader Option:
Create a leader counter to represent the "Napoleon of Cairo," Muhammed Ali. Ali is available during the 1805 scenario if Turkey controls Egypt as a Minor Free State. He is available in any army reinforcement step. He is used in the same manner as the Bernadotte leader counter in the standard game. The Muhammed Ali leader counter is rated 3-2-2-C.