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12.10 Turkish Options Theses are the rules for to make Turkey a better rapresentative Power in Africa. Between breacks you'll find the penality (in Victory points) to be paid by Turkey if the particular option is chosen 12.10.1 Grand Vizier: The Grand Vizier is simply the Sultan's chief advisor and commander-in-chief of the army. As such, he is technically "immortal." To simulate this, if the Grand Vizier is the victim of a leader casualty, a die roll of 6 does not eliminate the counter. Instead, treat it as a six month wound (the time taken to find a replacement). The Sultan will simply appoint a new Grand Vizier at that time. 12.10.2 Sultan's Guard: (-1vp for TU): Each Janissary Corps can hold one factor of guard infantry IN PLACE OF one regular infantry factor. The corps capacity thus becomes 1g/14i. Turkey does not begin any scenario or campaign game with a guard factor. They must be built during the course of the game. Turkish guard cannot be used per rule 12.3.4 (guard commitment). The Nizami-Cedid can never hold any guard factors. 12.10.3 Increased Cavalry Capacity: (-2vp for TU): Based purely on numbers, the Turkish regular cavalry is under-represented in the game. If using this option, each Janissary Corps can hold 2c in addition to any infantry. If used along with rule 12.10.2, each Janissary corps has a capacity of 1g/14i/2c in 1805 and 1g/11i/2c in 1792. The capacity of the Nizami-Cedid is increased to 12i/4c in 1805 and 8i/3c in 1792. 12.10.4 Serbian Revolt: Russia can attempt to instigate the Serbian Revolt. The procedure varies depending on whether or not Turkey and Russia are at war (the Serbian Revolt can ONLY be instigated as long as Serbia is an unceded home province of Turkey). If Turkey and Russia are at war, Russia can pay $2 in its Guerilla Step in the Land Phase. The Russian player can then deploy 5Gr factors anywhere within Serbia. Serbian guerillas function as Spanish guerillas but they are controlled by the Russian player and they may never leave Serbia. Use the Spanish guerilla counters provided with the game. Their use outside of Spain will indicate that they are Serbian. Serbia is understood to have a guerilla value of four. Unlike Spain, however, Russia must maintain the revolt by paying $1 per every full 5Gr factors during the Money and Manpower Expenditure Step. If Russia fails to maintain the Revolt, Turkey adds +1 to any anti-guerilla operations until the next Economic Phase. If Russia is at peace with Turkey (and not under an enforced peace with Turkey), the Russian player can instigate the Serbian Revolt by losing 2PP during the Minor Country Control Step of a Political Phase and deploying 5Gr factors. Russia must still maintain the revolt as detailed above. Field Combat within the Serbian province will NOT produce Gr factors. However, if any Turkish corps forages for supply in Serbia (except besieged garrisons), one Gr factor is created and placed by the Russian player. This occurs only if a Serbian Revolt is in progress. 12.10.5 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 (1) PP during the DoW phase and roll two dice. A roll of nine or more causes the Persian war to break out (TU may modify this dice roll by spending more PP-- each extra PP spent lowers the target number by one by a maximum of 5. Thus, if Turkey were to lose 3 PP the target number would 7 instead of 9). The roll is modified by +1 for each Russian corps or garrison with 5 or more factors (both corps and garrison) to a maximum of +3. If Turkey and Russia are at war, Persia is automatically activated in any DoW step if the Turkish player is willing to spend $5 and 2PP. Turkey cannot start the war if allied with Russia OR during an enforced peace. During the following Army Reinforcement Step Phase, Russia must dispatch troops to fight the Persians. 10i, 2c and a corps must be removed from anywhere in the Russian home nation (these forces must come from the map-- including the corps). These forces remain off-map until the war is ended. Russia does not collect the tax or manpower value from Georgia while at war with Persia, and it must support its Persian campaign by spending $2 in each Money and Manpower Expenditure Step (this does not include the corps maintenance which must also be paid). Peace between Russia and Persia can occur in several ways. If Turkey fails to maintain the war by paying $1 each Money and Manpower Expenditure Step, peace breaks out in the following Peace Step. If Turkey and Russia are at war and make a formal peace, the Persian war immediately ends. Otherwise, the Russian player must roll two dice each during each Peace Step in order to end the war. During the first Peace Step, Russia needs to roll two sixes (6,6 OR 12) to end the war. Each Peace Step thereafter, the target number falls by one to a minimum of 7 (i.e., on the second Peace Step, Russia needs an 11 or 12, on the third a 10, 11, or 12). When the war ends, Russia can again collect taxes and manpower from Georgia (provided the capital is not occupied by Turkey or some other major power) and the corps, 5i and 1c are available in the next Reinforcement Phase (the balance of 5i and 1c are lost in the war). The historical war lasted from 1807 until 1813. There can be only one Persian War in the course of the game. Optional rules 12.10.4 and 12.10.5 can only be used in an 1805 campaign game. 12.10.6 Nizami-Cedid: Applies only to scenarios and later campaign games. 12.10.7 Leader Option: Create a leader counter to represent the "Napoleon of Cairo," Muhammed Ali. Ali is available to Turkey during the 1805 scenario if the Turkish player controls Egypt as a minor Free State. He is available in any Army Reinforcement Step following the creation of Egypt as a Free State. he is used in the same manner as the Bernadotte counter. The Muhammed Ali leader counter is rated 3-2-2C. 12.10.8 Sieges: Turkish and Medio-Oriental soldiers were very good at sieges because, historically, they faced lots of sieges and they were constantly facing sieges. To simulate this the morale of feudals, when besieged or besieging is "3.0" 12.10.9 March on the desert: Minor African Corps or National corps that move with Minor African Corps receives a "+1" on the roll for forage if they are in the desert. 12.10.10 The Muslim revolution: To take in consideration the fact that Muslims are usually united against other enemies, when other Powers DOW on Turkey a roll is made for each neutral African Minor. If the result is 1 that particular minor became a free minor, controlled by Turkey and their armies start with as much factors as written on the 1805 Minor Country Chart. If the DOWing Nation has conquered African Minors, a roll of 1,2 or 3 means a revolt (the Minor became a free Minor controlled by Turkey, that can place its army. Its army starts with as much factors as written on the 1805 Minor Country Chart.), while if the DOWing Nation has free African Minors, a roll of 1 or 2 means that the African Minor corp and garrison loses half as much of their factors (fraction rounded down). If Turkey controls Ottoman Empire a "+1" is added on the roll. If the DOWing Nation controls Ottoman Empire a "-1" is added to the roll. The African revolt army can't leave the Minor borders and doesn't need supply or forage while there is no Turkish corp inside the Minor nation. The Minor revolt army remains active until a peace is made. After the peace is made the Minor army is removed from the map.(-2 VP) May we see some as options for Turkey in a future patch of Empire in Arms the Napoleonic Wars of 1805 - 1815 Marshall?
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