Doc o War
Posts: 345
Joined: 8/14/2008 From: Northern California Status: offline
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Opps left out bottom half: New Kentucky Honor Rules. While Kentucky is neutral, that is, neither aligned with either side, nor a permanent state, the following restrictions apply to both sides: 1. No strategic movement, rail or naval, allowed into any Kentuckian region on the first player turn that the region is attacked. Only tactical movement, as restricted below, and amphibious invasions, are allowed. 2. On the first player turn that any Kentuckian region is attacked, no units may move into it by tactical movement, unless they begin their turn with a leader that has initiative. Also, no leaders may move into the region, unless they too, have initiative 3. No tactical movement, nor amphibious invasion, is allowed into a Kentuckian region unless it will contain enough units to ensure that it is "pacified" at the end of the player turn. 4. You may not conduct an overrun of a region, until there are three times as many units in it to ensure that the region is "pacified" at the end of the turn. All overrunning units and their leaders must remain in the newly "pacified" region until the start of the next player turn. If you don't meet this threshhold, then you may not click the overrun icon, and must leave the forces in the region to do battle with any enemy militia that may spawn, as well as any reacting enemy forces. 5. "Pacified" is to be defined as having a number of friendly Infantry, Militia, Cavalry, or Mounted Brigades remain in the region through the end of the player turn in which it is first attacked, that is equal to, or greater than, the sum of two times the number of Population in the region, plus the number of Resources in the region, plus one. 6. On subsequent turns, a player may reduce the number of friendly units in a previously pacified region, voluntarily, or involuntarily, without concern for movement restrictions under these house rules. Note that this is at his own risk of inviting partisan activity in the region. 7. These movement restrictions expire immediately when Kentucky aligns with either side, or becomes a permanent state of either side. Note that the latter case is checked at the end of the first player turn in which Kentucky is invaded, when the file to be sent to your opponent is being saved. To make it easier to see the necessary force needed to pacify, or overrun, a region, I've listed the regions and amounts below. The first number is the necessary amount of Militia, Infantry, Mounted, and Cavalry units needed to pacify, and the second is the amount needed to conduct an overrun. Paducah: 4/12 Henderson: 2/6 Bowling Green: 4/12 Louisville: 6/18 Glascow: 4/12 Lebanon: 3/9 London: 4/12 Lexington: 6/18 Ashland: 1/3 Knott: 1/3 Pike: 1/3
< Message edited by Doc o War -- 8/28/2008 7:38:40 AM >
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Tell me the story of the common foot soldier, and I will tell you the story of all wars. ... Heroditus.
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