Napoleonic Empires FFA alternate universe

  • Customizer

    Test summary from TripleA 13:43:43

  • Customizer

    Here is the starter savegame

    BTW, i need to add everyone’s emails to the dice server before we begin rolling any dice.  Right now only seth and I are on the dice server list.

    PM seth your email and he can add them one by one before he starts rolling any french dice.

    new_napoleonic_FFA.tsvg

  • Customizer

    The empires of Europe are at war.

    The upstart French republic has followed in the footsteps of their American compatriots across the sea
    and cast off the trappings of monarchy.
    Can this new light in europe survive against a host of squabbling adversaries?
    Or will it fall victim to its own aspirations for empire…
    Will the russians be forced to sing La Marseillaise?
    Will the English see the Guillotine raised in Piccadilly?
    Or will the rule of the monarchs be insured by the restoration of Louis XVIII to the Parisian throne?

    Powers of the years 1800-1840 (in turn order):

    France  - (seththenewb)  -

    UK  - (Noll)  -

    Spain  - (Veqryn)  -

    Prussia  - (wheatbeer)  -

    Sweden  - (Narushima)  -

    Austria  - (HuskerMike)  -

    Ottoman Empire  - (Gargantua)  -

    Russia  - (pug6000)  -

    (light blue = neutrals that can be invaded at no cost)

    This is Play-By-Forum, so make sure when you download the savegames, that when you load it, you click: Play By Forum.  (do not click “start local game”)

    How To WIN:
    To win, you must claim a certain number of “Victory Cities” (marked in orange on the map).  Each nation has a different number required:
    France      7
    U.K.          7
    Spain        5
    Prussia      5
    Sweden      5
    Austria      5
    Ottoman    5
    Russia        5

    Free For All = No-one has any permanent alliances.  You may change your alliances as the game goes on.

    • Only 1 person can win, so conduct your diplomacy accordingly.  If you do get backstabbed, try to be a good sport, and do not take it personally, everyone should backstab and be backstabbed eventually.

    • No giving your capitol to a player. If your capital gets taken, and you have no chance to take it back for good, then you have have lost the game.  Command your armies until they are no more, or ask to be replaced by an AI.

    • Have fun! Do Not be a bad sport! Suiciding yourself IS being a bad sport.

    Map Rules and General Info and Help:

    If you are having trouble seeing who owns what territory, then you should change your “Map Skin”.
    First, load up triplea and load the savegame or start Napoleonic.
    Now go to the top of the screen, click the “VIEW” menu.
    Then go to “MAP SKINS”, and select “POLITICAL MAP SKIN

    National Objectives:
    Every nation on the map has only 1 national objective, and it is the same for all nations:
    +4 PUs per turn that you attack and destroy as least 1 enemy unit (can by any type of enemy unit)
    This represents the morale boost your nation receives for victories on the battlefield, however small (just 1 unit is enough).
    As light blue Neutral Nations are not aggressors in this conflict, they are not counted towards destroyed enemy units, which means you must attack actual players to get this bonus.
    (Both ships and land units count, and you are not required to win the battle)

    CANALS:
    Oresund        (Holstein,Sjaelland)  (SZ10,SZ11)
    Kerch Straight        (Crimea,Astrakahn)  (SZ97,SZ101)
    Strait of Messina        (Sicily,Calabria)  (SZ70,SZ71)
    Neva River        (Karelia,Ingria)  (SZ2,SZ3)  (Russia can build navy in the lake)
    Bosphorus        (Constantinople,Kiutayeh)  (SZ84,SZ92)  (connects Turkey, Balkans by land)

    UNITS and RULES:
    Battleships DO NOT REPAIR at end of turn.
    The number of Bombardments allowed is restricted to the number of units making an amphibious assault, however bombardments still kill units without the unit getting to return fire.
    If you make an amphibious assault, noone can retreat (not even the non-amphibious guys).
    Encampments are permanent, and can be captured.
    Generals can move and raise troops in the territory they occupy, IF you owned that territory at the beginning of your turn.
    Generals, Encampments, and Capitals are Factories, meaning they follow all normal factory rules.  They can be purchased and placed anywhere you owned at beginning of turn, they can produce anywhere you owned at beginning of turn, and they can be captured
    Barques (green transports) are not able to capture convoy zones.
    Capturing a Convoy Zone denies the enemy their income, but does not provide you with any income, and can only be done during your Combat Move.
    Corvettes are treated as submarines from the original Axis & Allies Classic. Corvettes can retreat separately from the main force during offense, and can retreat when on the defense to any adjacent friendly/empty sea zone.  They do not submerge, they actually move to an adjacent friendly or empty sea zone.

    TREATIES:
    There are 4 “Political States” that you can be in with a player: War, Ceasefire, Open-Borders, and Alliance.
    War is self explanatory.
    Ceasefire is just like being “neutral” in Global1940.  It means you can not enter that player’s land territories.  You can still have ships in the same sea zone though.  Otherwise, you are completely ignored by the other player.
    Open-Borders means you can enter that player’s land territories.  You are otherwise completely ignored by that player.  If an enemy of that player, who is neutral/ceasefire/allied to you, attacks that player on their territory, your units will be ignored.  If an enemy of that player, is also an enemy of you, attacks that player on their territory, your units will participate.
    Allied is also self explanatory.  Allied also means you give back any original territories you have conquered from this player (if you were previously at war, or if you conquered it from a 3rd nation, etc).
    If you are allied/open-borders with someone, then they switch to ceasefire, any units you have in their territories may move out of their territories IF they are touching a territory that they can move into (ie: border territories).  If they are in a territory that is surrounded by territories you can not move to, then they are stuck there until either you declare war, or you go back to open-borders/alliance.

    What is to stop someone from becoming Allied one turn, then declaring War the next turn?  Let me address this:
    When you declare a “political state” with someone, it lasts for a certain number of turns.  The formula is very simple.

    When you declare “War” on someone (doesn’t matter what state you were previously), then you are stuck in a State of War for 2 full rounds (this current round, plus the whole next round).  After 2 rounds, you remain in a State of War but are given the option to change it to “Ceasefire”.

    When you declare “Ceasefire” with someone (doesn’t matter what state you were previously), then you are stuck in a State of Ceasefire for 1 full round (the current round).  You will remain in a State of Ceasefire after this round, but are given the option to change it to either: “War” or “Open-Borders”.

    When you declare “Open-Borders” with someone (doesn’t matter what state you were previously), then you are stuck in State of Open-Borders for 1 full round (the current round).  You will remain in a State of Open-Borders after this round, but are given the option to change it to either: “Ceasefire” or “Open-Borders”.  Additionally, after 2 full rounds, you will be given the option to change it directly to “War”.

    When you declare “Allied” with someone (doesn’t matter what state you were previously), then you are stuck in State of Alliance for 1 full round (the current round).  You will remain in a State of Alliance after this round, but are given the option to change it to “Open-Borders”.  Additionally, after 2 full rounds, you will be given the option to change it directly to “Ceasefire”

    Essentially, the formula is that you must wait 1 round to go “up” the ladder one at a time, from War -> Ceasefire -> Open-Borders -> Alliance.  You must also wait 1 round to go down the ladder one at a time.  But if you wait 2 rounds, you can go down two spaces (openborders -> war, or alliance -> ceasefire).  Declaring War forces you to wait 2 rounds to do anything.

    Alliances and War do not chain together.  Meaning, Player A can be allied to Player B, and Player B can be allied to Player C, and Player A can be at War with Player C.

    Allies do not automatically help defend.  You must both be at war with the attacking player, in order to defend together.  The attacking player attacks all units that are at war with him.

    Unit List:
    attack / defense / movement / cost  ….  special
    1 / 2 / 1 / 4  Fusiliers . Supportable, TransportCost: 2
    1 / 3 / 1 / 5  Chasseurs . Supportable, TransportCost: 2
    3 / 2 / 1 / 6  Grenadiers . Supportable, TransportCost: 2
    2 / 2 / 1 / 6  Marines . Amphibious Assault +1 Attack, TransportCost: 1 (can fit on any boat except Cutter)
    1 / 1 / 1 / 4  Howitzer . Gives Support (+1 attack), TransportCost: 2
    2 / 1 / 1 / 5  Artillery . Gives Support (+1 attack), TransportCost: 2
    1 / 1 / 2 / 5  Horse Artillery . Blitz, Gives Support (+1 attack), TransportCost: 3
    1 / 1 / 2 / 4  Hussars . Blitz, TransportCost: 3
    2 / 2 / 2 / 6  Dragoons . Blitz, Supportable, TransportCost: 3
    3 / 2 / 2 / 7  Cuirassiers . Blitz, Supportable, TransportCost: 3
    0 / 1 / 2 / 8  Barque . Transport Capacity: 3
    1 / 1 / 2 / 6  Cutter . Gives Support (+1 attack)
    1 / 2 / 2 / 8  Brigantine . Supportable, Transport Capacity: 1
    2 / 1 / 2 / 9  Corvette . First Strike, Can Retreat (Is Sub), Transport Capacity: 1
    3 / 2 / 2 / 12  Frigate . Supportable, Bombard, Transport Capacity: 1
    4 / 4 / 2 / 21  Battleship . 2 Hit Points (doesn’t repair), Supportable, Bombard, Transport Capacity: 1
    0 / 0 / 0 / 11  Encampment . Can Produce Units, Can be Captured
    0 / 0 / 1 / 15  General . Can Produce Units on Territory you owned at beginning of turn, Can be Captured, Can be Transported, TransportCost: 3

    Special/Extra Units:
    0 / 2 / 0 / 3  Mortella Tower
    0 / 4 / 0 / 6  Fortress
    5 / 0 / 1 / 7  Mortars . Gives Support (+1 attack)
    4 / 3 / 2 / 9  Marshal . Blitz, Supportable, TransportCost: 2
    4 / 3 / 3 / 9  Ney/Wellington/Blucher/Charles/Kutusov . Blitz, Supportable, TransportCost: 2
    Fortresses and Towers are normal units, and as such they must be placed with a factory of some kind (a general, encampment, or capital) (if they are producable [turn on “triggers” to allow them])

    Let the game begin….

    NE_beginning_politics.png

  • Customizer

    Spain accepts the offer of ceasefire from Noll (UK)
    and
    Spain accepts the offer of ceasefire from Prussia (wheatbeer)
    and
    and Spain offers open borders to France (seth)


  • UK accepts open border with Prussia


  • The kingdom of Sweden respectfully offers a ceasefire to the following nations: United Kingdom, Austrian Empire, Ottoman Empire and Russia.

  • Customizer

    hm…. so many ceasefires…

    i hope we can get some war going…


  • Austria accepts cease-fire with Sweden.


  • UK refuse Sweden propose.


  • Then at war we shall remain.


  • Ok, lots of politics to start, in turn order they are*

    France - me  :lol:
    Propose open borders with Spain (accepted)

    UK - Noll
    Proposes Ceasefire with Spain (accepted)

    Spain - Verq

    Prussia - Wheatbeer
    Proposes Ceasefire with Spain & France (accepted)
    Proposes Open Borders with UK (accepted)

    Sweden - Narushima
    Proposes Ceasefire with UK, Austria, Ottoman Empire, & Russia

    Austria - Huskermike
    Proposes ceasefire to all nations (France)

    Ottoman - Gargantua
    Proposes ceasefire to all nations (France, Prussia, & Austria)

    Russia - Pug6000
    Awaiting input

    • Green accepted, Red Declined, Blue awaiting response

  • And please for my own sanity, let’s stick with turn order from now on . . . . it’s a lot easier for me to find the various countries I need before plugging it all in.  :-D


  • I would like to add a proposal of open borders to the kingdom of Prussia.

  • '17

    I would like to accept Sweden’s offer.

    France - me  :lol:
    Propose open borders with Spain (accepted)

    UK - Noll
    Proposes Ceasefire with Spain (accepted)

    Spain - Verq

    Prussia - Wheatbeer
    Proposes Ceasefire with Spain & France (accepted)
    Proposes Open Borders with UK (accepted)

    Sweden - Narushima
    Proposes Ceasefire with UK, Austria, Ottoman Empire, & Russia
    Proposes Open Borders with Prussia (accepted)

    Austria - Huskermike
    Proposes ceasefire to all nations (France)

    Ottoman - Gargantua
    Proposes ceasefire to all nations (France, Prussia, & Austria)

    Russia - Pug6000
    Awaiting input


  • Hi,

    sorry, didnt notice the new thread at first.

    Ok,

    First I accept the ceasefire with Sweden. If you stay
    Second I deny the ceasefire to the Ottomans.
    Third I would like to remind the Austrian Emperor, that the Ottomans already twice stood before the gates of Vienna. They will always be a big threat! Dont let them fool you and declare war on them! I will come to your aid!

    Pug


  • So I guess France can start the combat phase?


  • You’re killing me Verq, I did all the politics and my combat only for triplea to tell me you didn’t input your own email correctly  :roll:


  • Ok, it’s NOT your address . . . but if someone’s not registered it just says that the first address is the one that’s not registered and not the real culprit.

    I have the addresses for myself, Veqr, Wheatbeer, and HuskerMike. If you sent me an email address and it’s not listed, then yours was the one that wasn’t registered or correct when you sent it to me. As it is, we have four people on the email list, so I think impartiality and accountability can be established pretty well with what we have. France to follow.


  • TripleA Turn Summary for game: Napoleonic Empires: FFA, version: 4.0.6

    Game History

    Round :1

    Combat Move - France
                1 Cutter moved from SZ63 to SZ60
                1 Barque and 1 Grenadiers moved from SZ64 to SZ63
                1 Marines moved from Corsica to SZ63
                1 Grenadiers and 1 Marines moved from SZ63 to Liguria
                1 Brigantine moved from SZ64 to SZ63
                1 Horse_Artillery moved from Valais to Liguria
                1 Horse_Artillery moved from Valais to Liguria
                1 Fusiliers moved from Burgundy to Helvetica
                1 Fusiliers and 2 Grenadierss moved from Valais to Helvetica
                3 Fusilierss moved from Champagne to Rhine
                1 Dragoons moved from Picardy to Rhine
                1 Horse_Artillery moved from Orleanais to Rhine
                1 Horse_Artillery moved from Champagne to Rhine
                1 Dragoons moved from Champagne to Helvetica
                1 Barque, 1 Battleship and 1 Brigantine moved from SZ35 to SZ34
                1 Marines and 1 Ney moved from SZ86 to Egypt
                1 Brigantine and 1 Marines moved from SZ81 to SZ86
                1 Marines moved from SZ86 to Egypt

    Purchase Units - France
                France buy 1 Brigantine, 1 Cutter, 1 Encampment, 2 Fusilierss, 1 Horse_Artillery and 2 Hussarss; Remaining resources: 0 PUs;

    Combat - France
                Battle in SZ34
                    France attack with 1 Barque, 1 Battleship and 1 Brigantine
                    UnitedKingdom defend with 1 Cutter
                    France win with 1 Barque, 1 Battleship and 1 Brigantine remaining. Battle score for attacker is 6
                    Casualties for UnitedKingdom: 1 Cutter
                Battle in Helvetica
                    France attack with 1 Dragoons, 2 Fusilierss and 2 Grenadierss
                    Neutral defend with 3 Fusilierss
                    France win, taking Helvetica from Neutral with 1 Dragoons, 2 Fusilierss and 2 Grenadierss remaining. Battle score for attacker is 12
                    Casualties for Neutral: 3 Fusilierss
                Battle in Rhine
                    France attack with 1 Dragoons, 3 Fusilierss and 2 Horse_Artillerys
                    Neutral defend with 3 Fusilierss
                    France win, taking Rhine from Neutral with 1 Dragoons and 2 Horse_Artillerys remaining. Battle score for attacker is 0
                    Casualties for France: 3 Fusilierss
                    Casualties for Neutral: 3 Fusilierss
                Battle in Liguria
                    France attack with 1 Grenadiers, 2 Horse_Artillerys and 1 Marines
                    Neutral defend with 2 Chasseurss
                    France win, taking Liguria from Neutral with 1 Grenadiers and 1 Horse_Artillery remaining. Battle score for attacker is -1
                    Casualties for France: 1 Horse_Artillery and 1 Marines
                    Casualties for Neutral: 2 Chasseurss
                Battle in Egypt
                    France attack with 2 Mariness and 1 Ney
                    Neutral defend with 2 Chasseurss
                    France win, taking Egypt from Neutral with 1 Marines and 1 Ney remaining. Battle score for attacker is 4
                    Casualties for France: 1 Marines
                    Casualties for Neutral: 2 Chasseurss

    Non Combat Move - France
                1 Artillery, 1 Fusiliers and 1 Marines moved from Languedoc to Provence
                1 Horse_Artillery and 1 Hussars moved from Gascony to Provence
                1 Fusiliers moved from Valais to Provence
                1 Fusiliers moved from Auvergne to Burgundy
                1 Artillery moved from Auvergne to Burgundy
                1 Fusiliers moved from Auvergne to Champagne
                1 Artillery and 3 Fusilierss moved from Picardy to Champagne
                1 Howitzer moved from Orleanais to Champagne
                2 Hussarss moved from Poitou to Champagne
                2 Dragoonss moved from Anjou to Burgundy
                1 Chasseurs and 2 Mariness moved from Brittany to Normandy
                1 General moved from Orleanais to Normandy
                2 Fusilierss moved from Anjou to Orleanais
                1 Hussars moved from Normandy to Champagne

    Place Units - France
                1 Brigantine and 1 Cutter placed in SZ34
                1 Encampment placed in Provence
                2 Fusilierss, 1 Horse_Artillery and 2 Hussarss placed in Orleanais

    Turn Complete - France
                France collect 60 PUs; end with 60 PUs total
                Objective France destroys TUV: France met a national objective for an additional 4 PUs; end with 64 PUs
                Objective Balancing Convoy Income for balanced game: France met a national objective for an additional -6 PUs; end with 58 PUs


  • Was the bonus changed from 6 to 4 for killing stuff or is my memory off?

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