Gen Blownaparte
Chieftain
General Blownapartes 1st Never Ending Story!
NAPOLEONS WARS, 1805-1815
This is an easy Never Ending Story, just a few minutes to read the rules and join up. It helps if you have a little background on Napoleon, so do a search for him on the Internet.
The NES has 7 Major Power players: France, Great Britain, Russia, Prussia, Austria, Spain, and the Ottoman Empire. There are also 2 Minor Power players: Denmark and Naples. These nations are much smaller and weaker, but have a few advantages when trying to build a larger empire. So, all in all there are 9 players. Although you may prefer to be France, Russia, or England, the most obviously powerful nations, no nation is doomed to failure in the right hands, and all have a chance at victory.
Every two days, each player will send an Order Set set to me, via email, at linoleumblownaparte@yahoo.com. This order will contain the expenses of your nation as well as the movements of your troops, attack orders, and so forth. Every two days an Update will appear on this page which will include news, some random events, and a map showing the current state of Europe. Also, each player will receive [by email] an Internal Report of secret information such as the current state of your Treasury, tax income, and the makeup of each of your army Corps, which you will use to write your next Order Set.
The map shows Europe and part of Africa. The oceans are divided into named Sea Zones and the land areas are split into named, colored, and numbered Provinces. The name is for identification purposes, the color represents ownership [neutral or unowned is tan] and the number in a province represents its economic value. For example, Britain at the beginning of the game has a total economic value of 26. Some land spaces are connected by arrows, or Straits, which can be crossed under certain conditions.
The game begins in Winter 1804 and proceeds through Spring 1805, Summer 1805, Fall 1805, and Winter 1805, then Spring 1806, etc. Winter turns are especially important because your troops must be supplied if they are outside your territory, and being at war during winter has special penalties. Units may NOT move during Winter! Thus, your goal should be to conquer during Spring and Summer, consolidate your position in Fall, and make sure you have your troops supplied for the Winter season.
On the map, your military units - Infantry, Cavalry, and Artillery - are combined into Corps of up to 4 units, identified with a letter [for example, French Corps G]. On the map, only the letter of the corps is shown, not the individual units which make it up; the owning player receives this information in his Internal Report, and it can only be discovered by other nations through Scouting or battle [discussed later]. Your Squadrons of ships ARE shown individually on the map, however.
WINTER
Units may not move during winter.
Income is calculated each Winter turn. The total economic value of provinces owned by you is added up, and up to 6 gold is added or subtracted randomly. This number is added to your current Treasury total. You do NOT gather income during Spring, Summer, or Fall.
Example: Britain has a total economic value of 26. A dice is rolled and a coin flipped; the results are Heads, 4. Four gold are added to Britains income for a sum of 30 gold. Britain already had 8 gold in its Treasury; hence, the Treasury total is now 38 gold.
During Winter you must supply your troops. Any Squadrons, and any troops in a space of your color or of a publicly declared Allys color are free. However, for troops outside your borders and Allies borders, you must pay 2 gold for each unit, for each space they are away from one of these provinces. For example, if France owns Alsace and has 3 units in Prague, it pays 18 gold; however, if Austria is a publicly declared Ally, it pays nothing.
If you dont have enough gold, the unsupplied units are destroyed.
Even more importantly, a unit which is not in one of your [or an Allys] owned provinces, and cannot trace a line to one of these provinces through 1) provinces which belong to you or an Ally and are not occupied by enemy units, or 2) through neutral or enemy provinces which contain your [or an Allys] units, 3) through neutral provinces which are empty, 4) through seas with at least one of your [or an Allys] squadrons, or 5) across a strait, is automatically DESTROYED. This is called cutting off a units supply.
Ex: France has a unit in Rome, and Austria has a unit in Piedmont & Venice. Even if the French player owns all of Italy, the French unit is destroyed unless it has a squadron in the Western Mediterranean, or Austria's an Ally.
Tip: surrounding units and cutting supply is an excellent way to defeat an enemy without ever fighting a risky battle. If you are invading an enemy country, be careful to shore up your flanks and keep your rear occupied, so enemy units cannot sweep around and surround you.
Remember that units are only supplied during Winter, so if you are encircled in Summer, you can break out during Fall and thus be supplied in Winter.
During Winter you may also ANNEX provinces, turning them your color. To annex a province which is neutral [tan-colored] and has your military units in it, pay 3 gold; however, to annex a province which currently belongs to another nation and has your military units costs 7 gold. Provinces which are annexed during Winter do NOT count as owned by you for supply purposes this Winter. Thus, if you are striking deep into enemy territory, leave units behind on your path to keep your supply chain open until you can annex the provinces.
Ex: In Summer, France enters Tyrol. In Fall, France goes on to capture Vienna. However, one Corps remains behind in Tyrolia to keep the supply line open.
BUILDING
During any season including Winter, you may build new units in your Home Provinces, the Provinces with which you started the game, if you own them; you may not build in annexed provinces.
IMPORTANT EXCEPTIONS! Britain may NOT build in Gibraltar. Naples may build in Rome, Piedmont, and Venice, if he owns these provinces. Denmark may build in Stockholm, Gotesburg, and Halse, if he owns these provinces.
Four kinds of unit may be built: Infantry, Cavalry, Artillery, or a Squadron. Each individual unit is called a Division [example: Infantry Division]. One Infantry Division costs 2 gold, one Cavalry Division costs 4 gold, one Artillery Division costs 6 gold, and one Squadron costs 12 gold.
IMPORTANT EXCEPTION: For Great Britain, each Squadron costs 8 gold, not 12.
In addition, no player may buy more than 10 Divisions each YEAR [and any number of Squadrons]; this represents the rate of conscription. If you are at War with a Major or Minor nation, then you may conscript 12 Divisions per Year. Nations which have annexed at least 7 provinces from enemies or neutrals may conscript an extra 3 Divisions, added to the conscription for Peace [total 13] or War [total 15].
Any new Divisions in a province are added to a new Corps and may not move this season, but may defend the province if attacked.
BANKING
Any money not spent each Season goes in your Treasury and is saved for future Seasons; however, there is a chance of random events, such as an economic crisis, which might affect banked gold, so spend when you can! Also, no nation can store more than 50 gold between Seasons. That means some very large or rich nations are going to lose money because they have a large income but are limited in how much money they can spend by their rate of conscription. Sometimes huge empires are not always the most efficient.
CORPS
A corps consists of 3 Divisions of any type, whether Infantry, Cavalry, or Artillery. In addition, a Corps may ALSO include a fourth unit which must always be Cavalry. This is called Scouting Cavalry and is important because it can screen your troops and scout the enemy.
New units may be added to Corps or exchanged between Corps, or new Corps can be formed, all of this being free of charge as long as no Corps ever has more than 3 units plus Scouting Cavalry and no unit is not in a Corps. Thus you may combine two Corps into a new third one and remove the two old shells since they have no units in them. And so forth...
DIPLOMACY
You may conspire, consult, or bargain with other nations, either publicly on the thread, or privately through email or Private Messages. All nations start at peace with each other.
You may form a formal, public ALLIANCE with another player, which must be announced by both players on this site for all to see. While it may seem better to keep your alliances secret, only a public alliance confers the following benefits:
-You may move freely through your Allys territory without fighting his units. For example, if Russia wants to attack France, he can form an Alliance with Prussia and send his units through to France.
-Your Allys territory counts for supply, so you can fight free from upkeep far from home.
-You may give money to an Ally. This must be announced publicly in the thread at least 24 hours before the next update.
-You may trade or sell provinces with an Ally. This must be announced publicly in the thread at least 24 hours before the next update and be agreed to by both players publicly.
The Ally of my Ally is not my Ally; if Prussia is allied to Britain and Britain is allied to Russia, Prussia is not automatically allied to Russia, but must sign another Alliance.
An alliance may be BROKEN by one players public declaration at least 24 hours before the next update; however, any units which are in the Allys territory are automatically transported to your nearest province.
One nation may DECLARE WAR on another; this must be done at least 24 hours before the next update and publicly, on this site. You may NOT declare war on an Ally, or on an Ally whose Alliance has been canceled this turn. For example, if in the 2-day diplomacy phase after Spring 1807 Prussia breaks his alliance with Russia, Russia may not declare war and attack during Summer 1807. However, in the next 2-day phase he may declare war, and then attack during Fall 1807.
Of course, you may freely declare war on a nation with which you have no previous relations. Invading neutral territory is NOT war and does not need a declaration.
DECLARING WAR confers the following benefits:
-Your conscription rate increases from 10 to 12 or from 13 to 15.
-You may attack enemy units in neutral territory, or move your units into enemy territory.
HOWEVER!
-If you are At War during a Winter turn, you must pay 5 gold to keep the populace happy.
You may SIGN PEACE with a nation you are currently at war with, ending a Declaration of War. This must be declared publicly at least 24 hours before the next update, and both players must sign the Peace Treaty. The terms of peace may include anything, including money paid by the loser to the victor, territory turned over or turned neutral, rights of passage through certain territory, signing of Alliances, and so forth. Be imaginative, and above all, negotiate!
FLEETS
Some special cases apply to Squadrons. When a Squadrons is built, it can be constructed in any Sea adjoining a space you could build a Division in. Squadrons dont form Corps, and are represented individually on the map. Squadrons of different nations can co-exist in the same Sea without fighting during peace, and even if war is declared, unless one player orders his squadrons to attack the others. Finally, as noted previously, some Straits connect the following Provinces:
-Gibraltar, Murcia, and Morocco
-Corsica and Sardinia
-Sicily and Naples
-Stamboul and Smyrna
-Stockholm and St Petersburg
-Halse, Denmark, and Copenhagen
-Sevastopol and Tagenrog.
If you have a majority of the total Squadrons in the Sea which contains a Strait, you are said to CONTROL that Strait [important for movement].
MOVEMENT
Finally we come to the orders themselves!
Squadrons which have been built this Season, or Corps containing at least one Division which have been built this Season, may not move, but may defend their space.
Otherwise:
Squadrons may move one Sea.
Any Corps with at least one Infantry or Artillery may move only one Province.
If a Corps is completely Cavalry, it may move two spaces.
A Corps MUST stop movement when it enters enemy territory or a space with enemy units in it.
A Corps may travel across a chain of owned or Allied Squadrons from one coastal province to another; however, this constitutes their entire move. More importantly, each Squadron may only transport TWO Corps each season. Be careful, because transports are very vulnerable to attack.
A Corps may travel from one Province to another connected by a Strait, but ONLY if you have the CONTROL of that Strait [majority of Squadrons in the Sea] or if the Controller of the Strait has given you public permission on the site. This constitutes the Corps entire move. For example, a Cavalry corps may not move from Algeria to Morocco and then to Gibraltar because it takes a whole Season to cross the Gibraltar straits.
If no player has Squadrons in the Sea Zone, then the Straits are free to all for crossing.
Combining, forming, or otherwise altering a Corps can never make any individual Artillery or Infantry travel more than one province, or make a Cavalry travel more than two provinces, or allow movement after crossing a Strait, and so on.
IN ADDITION TO THESE MOVES:
If one of your Corps has a Scouting Cavalry attached, you may use this Division to Scout any space adjacent to any space the Corps occupies during its move. Without a battle, you reveal the contents of each Corps in that space, unless one of the target Corps also has a Scouting Cavalry, in which case for that Corps only the presence of a Scouting Cavalry is shown.
If you wish to use the Scouting Cavalry, submit your orders early so that I can reply with the discoveries of your scouts and you can alter orders to take that information into account.
Example: It is Fall 1808. Frances Corps C, containing 4 Cavalry, moves from Alsace to Thuringia and then to Westphalia, where it will winter free in Allied Prussia. On the way, the Scouting Cavalry has orders to investigate Holland [bordering Thuringia], where three British Corps [F, H, and L] have landed. Corps F has two Infantry, while Corps H has 2 Artillery and 1 Cavalry, and Corps L has three Artillery and a 4th Cavalry. The full contents of Corps H and L are revealed to France; however, since Corps L has the special 4th Cavalry, only that Division is revealed, and the rest of the Corps is still a mystery! Since France now knows that the enemy has only 2 Artillery, 2 Infantry, 2 Cavalry, and 3 mystery units, the French player decides to launch a massive attack.
Rules continued in next post...
NAPOLEONS WARS, 1805-1815
This is an easy Never Ending Story, just a few minutes to read the rules and join up. It helps if you have a little background on Napoleon, so do a search for him on the Internet.
The NES has 7 Major Power players: France, Great Britain, Russia, Prussia, Austria, Spain, and the Ottoman Empire. There are also 2 Minor Power players: Denmark and Naples. These nations are much smaller and weaker, but have a few advantages when trying to build a larger empire. So, all in all there are 9 players. Although you may prefer to be France, Russia, or England, the most obviously powerful nations, no nation is doomed to failure in the right hands, and all have a chance at victory.
Every two days, each player will send an Order Set set to me, via email, at linoleumblownaparte@yahoo.com. This order will contain the expenses of your nation as well as the movements of your troops, attack orders, and so forth. Every two days an Update will appear on this page which will include news, some random events, and a map showing the current state of Europe. Also, each player will receive [by email] an Internal Report of secret information such as the current state of your Treasury, tax income, and the makeup of each of your army Corps, which you will use to write your next Order Set.
The map shows Europe and part of Africa. The oceans are divided into named Sea Zones and the land areas are split into named, colored, and numbered Provinces. The name is for identification purposes, the color represents ownership [neutral or unowned is tan] and the number in a province represents its economic value. For example, Britain at the beginning of the game has a total economic value of 26. Some land spaces are connected by arrows, or Straits, which can be crossed under certain conditions.
The game begins in Winter 1804 and proceeds through Spring 1805, Summer 1805, Fall 1805, and Winter 1805, then Spring 1806, etc. Winter turns are especially important because your troops must be supplied if they are outside your territory, and being at war during winter has special penalties. Units may NOT move during Winter! Thus, your goal should be to conquer during Spring and Summer, consolidate your position in Fall, and make sure you have your troops supplied for the Winter season.
On the map, your military units - Infantry, Cavalry, and Artillery - are combined into Corps of up to 4 units, identified with a letter [for example, French Corps G]. On the map, only the letter of the corps is shown, not the individual units which make it up; the owning player receives this information in his Internal Report, and it can only be discovered by other nations through Scouting or battle [discussed later]. Your Squadrons of ships ARE shown individually on the map, however.
WINTER
Units may not move during winter.
Income is calculated each Winter turn. The total economic value of provinces owned by you is added up, and up to 6 gold is added or subtracted randomly. This number is added to your current Treasury total. You do NOT gather income during Spring, Summer, or Fall.
Example: Britain has a total economic value of 26. A dice is rolled and a coin flipped; the results are Heads, 4. Four gold are added to Britains income for a sum of 30 gold. Britain already had 8 gold in its Treasury; hence, the Treasury total is now 38 gold.
During Winter you must supply your troops. Any Squadrons, and any troops in a space of your color or of a publicly declared Allys color are free. However, for troops outside your borders and Allies borders, you must pay 2 gold for each unit, for each space they are away from one of these provinces. For example, if France owns Alsace and has 3 units in Prague, it pays 18 gold; however, if Austria is a publicly declared Ally, it pays nothing.
If you dont have enough gold, the unsupplied units are destroyed.
Even more importantly, a unit which is not in one of your [or an Allys] owned provinces, and cannot trace a line to one of these provinces through 1) provinces which belong to you or an Ally and are not occupied by enemy units, or 2) through neutral or enemy provinces which contain your [or an Allys] units, 3) through neutral provinces which are empty, 4) through seas with at least one of your [or an Allys] squadrons, or 5) across a strait, is automatically DESTROYED. This is called cutting off a units supply.
Ex: France has a unit in Rome, and Austria has a unit in Piedmont & Venice. Even if the French player owns all of Italy, the French unit is destroyed unless it has a squadron in the Western Mediterranean, or Austria's an Ally.
Tip: surrounding units and cutting supply is an excellent way to defeat an enemy without ever fighting a risky battle. If you are invading an enemy country, be careful to shore up your flanks and keep your rear occupied, so enemy units cannot sweep around and surround you.
Remember that units are only supplied during Winter, so if you are encircled in Summer, you can break out during Fall and thus be supplied in Winter.
During Winter you may also ANNEX provinces, turning them your color. To annex a province which is neutral [tan-colored] and has your military units in it, pay 3 gold; however, to annex a province which currently belongs to another nation and has your military units costs 7 gold. Provinces which are annexed during Winter do NOT count as owned by you for supply purposes this Winter. Thus, if you are striking deep into enemy territory, leave units behind on your path to keep your supply chain open until you can annex the provinces.
Ex: In Summer, France enters Tyrol. In Fall, France goes on to capture Vienna. However, one Corps remains behind in Tyrolia to keep the supply line open.
BUILDING
During any season including Winter, you may build new units in your Home Provinces, the Provinces with which you started the game, if you own them; you may not build in annexed provinces.
IMPORTANT EXCEPTIONS! Britain may NOT build in Gibraltar. Naples may build in Rome, Piedmont, and Venice, if he owns these provinces. Denmark may build in Stockholm, Gotesburg, and Halse, if he owns these provinces.
Four kinds of unit may be built: Infantry, Cavalry, Artillery, or a Squadron. Each individual unit is called a Division [example: Infantry Division]. One Infantry Division costs 2 gold, one Cavalry Division costs 4 gold, one Artillery Division costs 6 gold, and one Squadron costs 12 gold.
IMPORTANT EXCEPTION: For Great Britain, each Squadron costs 8 gold, not 12.
In addition, no player may buy more than 10 Divisions each YEAR [and any number of Squadrons]; this represents the rate of conscription. If you are at War with a Major or Minor nation, then you may conscript 12 Divisions per Year. Nations which have annexed at least 7 provinces from enemies or neutrals may conscript an extra 3 Divisions, added to the conscription for Peace [total 13] or War [total 15].
Any new Divisions in a province are added to a new Corps and may not move this season, but may defend the province if attacked.
BANKING
Any money not spent each Season goes in your Treasury and is saved for future Seasons; however, there is a chance of random events, such as an economic crisis, which might affect banked gold, so spend when you can! Also, no nation can store more than 50 gold between Seasons. That means some very large or rich nations are going to lose money because they have a large income but are limited in how much money they can spend by their rate of conscription. Sometimes huge empires are not always the most efficient.
CORPS
A corps consists of 3 Divisions of any type, whether Infantry, Cavalry, or Artillery. In addition, a Corps may ALSO include a fourth unit which must always be Cavalry. This is called Scouting Cavalry and is important because it can screen your troops and scout the enemy.
New units may be added to Corps or exchanged between Corps, or new Corps can be formed, all of this being free of charge as long as no Corps ever has more than 3 units plus Scouting Cavalry and no unit is not in a Corps. Thus you may combine two Corps into a new third one and remove the two old shells since they have no units in them. And so forth...
DIPLOMACY
You may conspire, consult, or bargain with other nations, either publicly on the thread, or privately through email or Private Messages. All nations start at peace with each other.
You may form a formal, public ALLIANCE with another player, which must be announced by both players on this site for all to see. While it may seem better to keep your alliances secret, only a public alliance confers the following benefits:
-You may move freely through your Allys territory without fighting his units. For example, if Russia wants to attack France, he can form an Alliance with Prussia and send his units through to France.
-Your Allys territory counts for supply, so you can fight free from upkeep far from home.
-You may give money to an Ally. This must be announced publicly in the thread at least 24 hours before the next update.
-You may trade or sell provinces with an Ally. This must be announced publicly in the thread at least 24 hours before the next update and be agreed to by both players publicly.
The Ally of my Ally is not my Ally; if Prussia is allied to Britain and Britain is allied to Russia, Prussia is not automatically allied to Russia, but must sign another Alliance.
An alliance may be BROKEN by one players public declaration at least 24 hours before the next update; however, any units which are in the Allys territory are automatically transported to your nearest province.
One nation may DECLARE WAR on another; this must be done at least 24 hours before the next update and publicly, on this site. You may NOT declare war on an Ally, or on an Ally whose Alliance has been canceled this turn. For example, if in the 2-day diplomacy phase after Spring 1807 Prussia breaks his alliance with Russia, Russia may not declare war and attack during Summer 1807. However, in the next 2-day phase he may declare war, and then attack during Fall 1807.
Of course, you may freely declare war on a nation with which you have no previous relations. Invading neutral territory is NOT war and does not need a declaration.
DECLARING WAR confers the following benefits:
-Your conscription rate increases from 10 to 12 or from 13 to 15.
-You may attack enemy units in neutral territory, or move your units into enemy territory.
HOWEVER!
-If you are At War during a Winter turn, you must pay 5 gold to keep the populace happy.
You may SIGN PEACE with a nation you are currently at war with, ending a Declaration of War. This must be declared publicly at least 24 hours before the next update, and both players must sign the Peace Treaty. The terms of peace may include anything, including money paid by the loser to the victor, territory turned over or turned neutral, rights of passage through certain territory, signing of Alliances, and so forth. Be imaginative, and above all, negotiate!
FLEETS
Some special cases apply to Squadrons. When a Squadrons is built, it can be constructed in any Sea adjoining a space you could build a Division in. Squadrons dont form Corps, and are represented individually on the map. Squadrons of different nations can co-exist in the same Sea without fighting during peace, and even if war is declared, unless one player orders his squadrons to attack the others. Finally, as noted previously, some Straits connect the following Provinces:
-Gibraltar, Murcia, and Morocco
-Corsica and Sardinia
-Sicily and Naples
-Stamboul and Smyrna
-Stockholm and St Petersburg
-Halse, Denmark, and Copenhagen
-Sevastopol and Tagenrog.
If you have a majority of the total Squadrons in the Sea which contains a Strait, you are said to CONTROL that Strait [important for movement].
MOVEMENT
Finally we come to the orders themselves!
Squadrons which have been built this Season, or Corps containing at least one Division which have been built this Season, may not move, but may defend their space.
Otherwise:
Squadrons may move one Sea.
Any Corps with at least one Infantry or Artillery may move only one Province.
If a Corps is completely Cavalry, it may move two spaces.
A Corps MUST stop movement when it enters enemy territory or a space with enemy units in it.
A Corps may travel across a chain of owned or Allied Squadrons from one coastal province to another; however, this constitutes their entire move. More importantly, each Squadron may only transport TWO Corps each season. Be careful, because transports are very vulnerable to attack.
A Corps may travel from one Province to another connected by a Strait, but ONLY if you have the CONTROL of that Strait [majority of Squadrons in the Sea] or if the Controller of the Strait has given you public permission on the site. This constitutes the Corps entire move. For example, a Cavalry corps may not move from Algeria to Morocco and then to Gibraltar because it takes a whole Season to cross the Gibraltar straits.
If no player has Squadrons in the Sea Zone, then the Straits are free to all for crossing.
Combining, forming, or otherwise altering a Corps can never make any individual Artillery or Infantry travel more than one province, or make a Cavalry travel more than two provinces, or allow movement after crossing a Strait, and so on.
IN ADDITION TO THESE MOVES:
If one of your Corps has a Scouting Cavalry attached, you may use this Division to Scout any space adjacent to any space the Corps occupies during its move. Without a battle, you reveal the contents of each Corps in that space, unless one of the target Corps also has a Scouting Cavalry, in which case for that Corps only the presence of a Scouting Cavalry is shown.
If you wish to use the Scouting Cavalry, submit your orders early so that I can reply with the discoveries of your scouts and you can alter orders to take that information into account.
Example: It is Fall 1808. Frances Corps C, containing 4 Cavalry, moves from Alsace to Thuringia and then to Westphalia, where it will winter free in Allied Prussia. On the way, the Scouting Cavalry has orders to investigate Holland [bordering Thuringia], where three British Corps [F, H, and L] have landed. Corps F has two Infantry, while Corps H has 2 Artillery and 1 Cavalry, and Corps L has three Artillery and a 4th Cavalry. The full contents of Corps H and L are revealed to France; however, since Corps L has the special 4th Cavalry, only that Division is revealed, and the rest of the Corps is still a mystery! Since France now knows that the enemy has only 2 Artillery, 2 Infantry, 2 Cavalry, and 3 mystery units, the French player decides to launch a massive attack.
Rules continued in next post...