Don60420
Posts: 124
Joined: 9/26/2007 Status: offline
|
I. Setup Phase A. Loading Default Setup-Press the default setup button in order to load the default setup that comes with the game. The default setup button looks like a page and is located on the far right hand side of the top line of the phase buttons in the setup phase. B. Saving setup-Save your setup for future games by clicking on the save setup button. The save setup button looks like a page and is located to the left of the default setup button on the top line of the phase buttons in the setup phase. Sample setups of each nation are available for download under the mod section of the Matrix games Empire in Arms forum. C. Completing Setup-The status window in the lower left keeps track of all the factors you still have to deploy. It looks something like 35i,8c,(FS)8i,4c I think. As long as you have anything showing there you still have not finished deploying. Any numbers following the FS mean they're free state factors. D. Set up of Controlled Free State Forces-If you see (FS), then you have control of a free state and need to set up their forces as well. If you click on the third button from the left on the top left of your screen, a small box will pop up, showing your country status, including Free States you control. Click on the name of the free state, wnd the game will move the map to the location of the free state and another box may pop up, where you can click to pck any Corps units that FS may have. II. Diplomacy Phase A. The difference between minor "states" of ally, Free State and Conquered minor-An allied state requires successful influencing during the diplomatic phase. An allied state will declare war on any major power you go to war against and let you use their corps. A free state collects double its listed $ and manpower and can build its own units, though you will probably have to lend them some $. A minor with no corps or fleets should never be freed, and the game might not allow it. A conquered minor adds its $ and manpower rating to your natioanl values, and you should gain trade from any ports it has. B. Royal Marriage Peace Condition-A royal marriage provides +2pp and creates an additional pp penalty if you go to war with a nation you have a royal marriage with in the future. It is basically an atempt to gain extra pp and convince the old enemy to stay friendly or pay a greater penalty to go to war again in the future. C. III. Reinforcement Phase IV. Naval Phase V. Land Phase A. Forced March-Double-click on a corps and the game will ask you if you want to force march. B. Supply Chain Restriction-For those of you thinking of invading your neighbors, keep this important supply chain restriction in mind at the beginning of each Land Phase during your invasion. There was some very important text (in bold – see below) omitted from the printed and pdf manuals, but will be added to the next in-game manual update and also added as an official addendum to the former two. CHANGE Section: 10.3.3 Depots In Supply Chains Subsection: Supply Chain Restrictions Changed the second line (second bullet) to read: For a major power to place a new depot outside of it’s own territory, an unbesieged corps of that major power must be in that area and not have moved or foraged during the current land phase. For those of you who ask: why? Because it was designed for the old EiA-like game and is considered as a way for the program to simulate the original EiA step format that required that depots be placed before movement and supply. C. Foraging-You need to learn to use foraging as much as possible within the game to keep your expenses to a minimum. In other words live off the peasants! Check the buttons during the movement phase till you find the forage buttons...there is one that auto forages everyone --- don't use this until you have moved everyone or it will burn up all your units movement points. I move everyone first then hit this button. But if you have someone that is about to siege a city this will make them forage instead. So you have to be careful about using the auto forage button. The auto forage button is right next to the manual forage button. Auto forage forages all those units that can forage without losing any factors. If you are not assaulting, click the autoforage button and the message window above the buttons should tell you your supply cost. If it is acceptable, just end the turn, any unit out of supply and not able to auto forage will have to forage but at least they are sitting where you wanted them. If you are assaulting or your costs are too high, then check each unit one at a time and use the manual forage button for each one you want to forage. Or if they are not engaged in combat use the cancel move button and try to find a better path of shorter move to reduce your risk of foraging losses. Foraging can lead to HEAVY losses so try to think about the replacement costs of what you will lose. Turkish Feudals in December can forage with impunity, your guard corp cannot. The manual forage button just forages for the active unit. So move your unit first then if you can forage without risking loosing forces "factors" then forage instead. *** This entire system is to try and simulate the fact the moving your armies fast in poor areas will cause them to be killed off by starvation, especially if there are other forces there already *** As someone else mentioned --- remember to place your supply markers close to your corps. In summer support cost as follows: 0 areas - 1/2 money pts, 1 - 1 pts, 2 - 2 pts, 3 - 3 pts. Winter is doubled. Another thing to remember about depots is that you must be within one area of a depot in order to place combat factors into a Corp marker. Foraging is compared to the lowest forage value of all the areas you move a unit through. So if you end your move in a forage 5 area, but passed through a forage 2 area, you roll against forage 2. So be very careful and don’t forget to look at the areas you choose to move through. Here’s a list of all the foraging mods: +1 per extra corps up to a max of +2 -1 per movement point spent (you have the option to spend your remaining movement points or not. Not spending them allows you to still conduct siege combats at the turn end, spending them prevents you from conducting siege combats). +1 if you force marched your units +2 if winter -1 if you stayed within your own territory for the entire land phase. Move through even one non-home area and you lose this modifier. So assuming you have a standing army of 3 or more corps, you need to keep them in a home province of forage value 6 to guarantee they can forage for free each turn during winter if they have a movement value of 3. (mods -3 for movement points, -1 for home territory, +2 for stack size, +2 for winter = total forage roll mod of 0). If they have 4 movement points, they can sit out the winter in a forage area of 5. If you only keep single corps in an area, you can winter in forage areas of 4 for movement value three units and 3 for movement value four units. And always keep large stacked armies stacked on a depot. Even one area away doubles supply costs, so try not to move away from your depots unless conducting an attack. And never attack until you can afford to pay 4 per corp per turn for 3 turns for your entire army. Otherwise attrition from foraging in enemy territory with a large stack will wipe out most of your army. D. Sieges-For a siege, you need to move into a city that has enemy factors in it. You will see a small white dot on your corps when you are beseiging. Remember, you cannot use all your movement points when foraging if you wish to besiege a city. Moving into the city allows you to start the siege. If you forage after getting there and don't use your movement points you can then move into the city. However if you do use the movement points to get a better forage attempt, you won't be able to move into the city until the next turn. E. Removing Losses After Combat-Just click on the picture of the unit you want to lose the point from. There are buttons under your corps in case you need to lose a Corps. F. How to Conquer a Free State-Move troops into the red city of the free state you are at war with. G. Lapsed DOW on Minor-If you DOW a minor, and do not move corps into the province, then the war against that minor lapses, and the country then belongs to the major power that took control of it when you originally declared on it. You can no longer attack that minor, unless you are at war with the major power controlling the minor. H. Leader stats-A leader has a strategic, tactical and max corps he can command rating. The tactical rating is compared to the enemies tactical rating (which if just a corp is normally a default of 1.1.1, or +1) which provides a bonus or penalty to one or both sides. I do not know if the table has been recreated and posted in the rule book, but basically the higher your rating the better. It is possible, like when two +5's face off, that both recieve a +1. The strategic rating is used to perform mnvs in combat like outflank our withdraw. You will need to roll equal to or less the rating to arrive in outflank on round two, or rating +2 to arrive for round three ofthe battle. Roll the rating or less to withdraw, with all cav forces gaining a +1 (failing to withdraw is a sure fired way to get beat up bad, but if you have a lonely, and expensive cav corp, or a small corp with a good leader you hate to lose, withdraw can be worth the risk). The last number is how many corps the leader can command without penalty. Forevery additional set of corps over this third number, the leader suffers a -1 to his strategic and tactical ratings. So napolean can command 6 corps without penalty, but he will suffer a -1 if he commands 7-12 corps, and a -2 if he commands 13-18 corps. A leader with a +3 tactical and strategic rating and 18 corps is so very, very scary. I. Orders for Garrisons-Standing orders may be given to a garrison, for when there is a breach or sortie result during a siege assault, by clicking the garrison name in the top left corner of the Selected Unit Info box. You can give a garrison orders during any phase using this method but during the naval and land phase there is also a phase button available that will bring up the same garrison orders screen. VI. Economic Phase A. Excessive Maintenance Costs-Maintenance costs jump if your fleets are at sea, notably -- five-times -- or if you have more depots or corps or fleets than you need, since these things (and supply costs) are by per-counter. Cost-wise, supply costs also jump if you're further from the depot... The game might also be judging 'excess' as a fraction of your income or treasury. B. Kingdom creation-Creating a kingdom provides +1pp and all the nations in the new kingdom get to add together their $/mp and then double it plus get trade which provides you with $/mp to build their corps/fleets and use as you please. VII. Victory VIII. Map A. Area Numbers on Map- Port numbers, 1/2/30, for example, means GB gets $1 from trade with that port, the owning power gets $2 and if there is a garrison the port guns have the power of 30 ships (Light? Heavy?). The big single digit numbers in each area represent the forage values of the area. B. Gibraltar-(GB controlled) is not connected with Morocco by a crossing arrow, but Cadiz is, so you can block the crossing if you have a fleet in sea area 22.
< Message edited by mcclarey -- 12/10/2007 2:03:31 PM >
|