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EUROPEAN EMPIRESPeter Calcraft, Software Simulations, 23rd August 2002,updated January, March and April 2003, May and September 2004. Phone:   01935 475657  Fax:   01935 475659  Email:   peter@pbmsports.com SCENARIO & RULES European Empires uses the standard rules for Empires, except as amended here (and subsequently in the messages section of the game report). Start positions are a few large countries which are roughly those at the start of the Napoleonic Wars (the idea is that we're working towards a version that accurately captures the look and feel of Napoleonic battles and campaigns). The changes in these rules are that armies move and attack differently according to whether you provide additional units called "supply trains". These are cheap but move only up and down supply lines, so that as you move your armies around you need to consider how your supply lines are organised. Get it right and movement will be quicker and cheaper than in the standard rules. Get it wrong and you'll find your armies get stranded or dispersed. S.1  SUPPLY TRAINS Supply trains reduce your supply and movement costs and help prevent dispersals. They are built in your capital or in naval bases and can be moved overland along supply lines. They're allowed only on land. They can be delivered by sea, but only when they can be picked up from a naval base (see S.13.3) and dropped off somewhere adjacent to your fleet. Supply trains are used up by your armies when they move or attack, and lost (captured) in retreats. Supply trains aren't needed at sea (ships carry their own supplies). Supply lines are formed by chains of retreat locations (so supply moves along the line in one direction, while retreating armies would move along it in the other direction). If your supply lines are in good order then you can send the supply trains you've built direct to your army. Once your lines are broken you have to move supplies around one area at a time, which is going to use a lot of actions and slow you down. You need to plan the movement of your armies around maintaining your supply lines, and if you can break your opponents supply lines, all the better. Note: In this version you're going to spend as much time and effort on supply as on moving your troops. They're very cheap, but you're probably going to build more supply trains than armies. S.2  SUPPLY CENTRES A "supply centre" in these rules is an area where you can build new supply trains and to which your armies can trace their supply lines. Only your capital and your naval bases are supply centres. S.3  CAPITALS The CAPITAL action assigns (or re-assigns) the area nominated as your "capital". If the area is coastal then it will also be a naval base. The cost is 10 treasury BPs. [ CAPITAL ]  [ WHERE]  [ blank]  [ blank ]  to nominate your capital A naval base (created using the BASE action, see 5.16 in the main rulebook) is automatically a supply centre as well. |