At the request of comrade Glabro, we have altered our rules for historical campaign for NTW3 mod.
All tasks are reduced, added the system of communication lines (LoC), as is done in mod. France has enough advantage due the Napoleon's balloon on the battlefield.
All rules has infographic with examples.
The difficulty of the game - normal. Turn - 10 minutes, the battle - 1 hour.
Steam: von Peretz
See ya on the battlefield!
Rules
Spoiler Alert, click show to read:France.
1.1. France could not negotiate peace with GB as well as attack Gibraltar.
1.2. Before invasion to Russia France must enter into an alliance with Prussia and Austria after the war with them (to conquer 4 regions of each states; all of it must be returned after alliance).
1.3. France must to have 10 unique regiments from protectorates before invasion to Russia.
Russia.
1.4. Russia could invade France if there is an alliance with Austria and Prussia.
InfographicSpoiler Alert, click show to read:![]()
Sea.
2.1.The landing from the ships is not allowed except the islands (Corsica for France only). Troops must be returned to the port from which they sailed.
2.2. Attack any port by fleet is not allowed (include AI's ports).
2.3. In a trading post can not be more than one merchant ship.
InfographicSpoiler Alert, click show to read:![]()
Regions.
2.4. Exchange of regions is prohibited. We can only give back to the conquered regions are still the owner (start's game owner).
For example. France invaded Venice and returned back it to Austria for peace.
2.5. Destruction in the conquered provinces is not allowed.
InfographicSpoiler Alert, click show to read:![]()
Scientists and spies.
2.6. Opponents can't have more than two intellectual centers.
2.7. Kill the generals and gentlemen by spies is not allowed. Gentlemen may be killed outside the univercity. All include AI.
InfographicSpoiler Alert, click show to read:![]()
Fair play.
For examples:
- if the army does not have enough movement points, then attack by general (cavalry) is not fair;
- you can not use a bug when a player attacks a small town by one units, and entices the AI from the big city;
- with the declaration of war can not use the military access for blitzkrieg;
- it is forbidden to put the troops in an ambush against the AI;
- do not attack the reinforcement near the edge of the map;
- the player who was ambushed must push the START button after the enemy;
- etc.
InfographicSpoiler Alert, click show to read:![]()
LoC system (Line of communications). FOR FUN of realism ONLY.
Spoiler Alert, click show to read:
LIGHT
3.1. Any army must have a direct link with the capital through its own territory or military access. In the case of a line break the enemy (including AI) to restore the line is forbidden conquer (to break blockade only) and recruitment in these regions, and each army should dismiss one unit per turn.
3.2. A region where there are no blocked port has two lines of communications - by land and by sea.
InfographicSpoiler Alert, click show to read:![]()
FULL
Battles.
3.1. Before the start of the battle (except ambush) players will agree the key's positions and points of it. Defender has a total of 5 points for establishing, the attacker has 3 points. It sets a 2-8 key positions.
3.2. For victory you must defeat the enemy or capture key's positions that will give the amount of points more than the sum of the points of enemy.
3.3. Any building or any bridge must have points.
3.4. Each single house is 1 point, the farm, warehouse and bridge (on defender's bank) are 2 points, town hall is 4 points.
3.5. Before ambush key positions are distributed as follows: in the rear of ambushed army 4 points, 2 points ahead, on both sides by 1 point.
InfographicSpoiler Alert, click show to read:![]()
Strategic map.
3.6. Any army must have a direct link (Line of Communication - LoC) with the capital through its own territory, military access or controlled road (by troops).
3.7. If LoC (on the road and off the road) broken by the enemy (including AI) to restore the LoC it is prohibited conquest (to break blockade only) and recruitment in these regions, and each army should dismiss one unit per turn.
3.8. If LoC has not continuous road but has connection without road then further conquest (to break blockade only) in that direction is not allowed as well as recruitment.
3.9. The LoC is considered to be interrupted if the enemy has placed army (yellow circle around the army; at least 5 units) on that LoC for more than 1 turn. Similarly, you can control the road in an enemy province.
3.10. Artillery can move along the road only (1 step around road). Without road can move regimental artillery (4-livres french, 3-funt russian). Without roads army would move if it has sapper's company.
3.11. A region where there are no blocked port has two LoC - by land and by sea.
InfographicSpoiler Alert, click show to read:
![]()





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