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Congress of Vienna cards, charts & tables .1.07.19 ... 5866,$1 3/$

Aug 02, 2020

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  • AUSTRIAN PLAYER AID CHART v.20 Initial event Phase (10.0) 1. Initial event card Secuence (10.1) 2. Initial Environment Table (10.2): 2 dice at this Table Diplomacy Phase (11.0) 1. Deal game cards sequence (11.1): 9 cards + 1 Austria at Peace? + 1 Italia controlled? + 1 Bavaria controlled? 2. Diplomacy issues selection Sequence (11.2.2): 1 Initial diplomacy round (no modifiers card value)

    3. Diplomatic Rounds Sequence: 6 rounds, +1 debating with Austrian or Neutral National cards.

    4. Determine the Diplomatic winner (if Austria +2 VP). Government Phase (12.0): Beginning with the player on the left of the diplomacy winner, each player decides wich issues gained will activated by resources. 1. Resources (12.1): 3 Austrian Resources + British Aid? + /- Initial Event Card + ?? Staff card played. 2. Issues resolution (12.4)

    a. Congress of Peace (12.4.1 & 15) is the first issue that must be resolved, it will be necessary to check whether the CoP ends up being a success or a failure (see 5). Austria must now pay a resource; just after if he decides not to celebrate, he loses -1 VP. If Austria celebrates a CoP he receives +3 VPs.

    b. Other Peace issues (12.4.1): If the "Armistice" issue remains in the center of the table; no military operations occur between Russia and France until Austria enters the war. If a player wins this issue it is activated by spending a resource marker. While "Armistice" is not in effect; not place Austrian at War & Sweden at War issues at Diplomacy Display. If Austria wins "Peace of Ghent" must spend resource marker and it not is in effect.

    c. Austria and Sweden at War (12.4.2): If Austria wins "Austria at War" issue decides whether to go to war or postpone his entry. If Austria wins "Sweden at War"; Sweden goes to war in favor of the Coalition. The issue(s) is(are) removed from the negotiation table when each nation goes into the war. If Austria wins these issues must spend resource markers.

    d. Placement of military operations (12.4.3): Austrian player places Austrian Military Operation markers on Austrian Armies (one for Army), if there is Generalissimo may place Austrian military support marker on the army of Silesia (Russian). If he wins "Austrian Mil. Op." must spend a resource marker by each issue won.

    e. Political Influence (12.4.4): Austrian player can activate by spending a resource marker for each diplomatic issue gained in Italy, Naples, Saxony, Bavaria and Poland. 1 VP for every activated Austrian Political Influence won (1 Inf. unit by each controlled Austrian minor country).

    f. Central Europe Theater Generalissimo (12.4.5): If Austria actives this issue, merge both Allied armies into the army of Bohemia. Austria and Russia may place up two military support markers in this army. If Austria is Generalissimo recives 1VP. The Generalissimo issue cannot be selected before “Armistice”.

    g. Liberalism versus Absolutism (12.4.6): Austrian player may place resources if Absolutism was won for Russia or Austria with a +1 modifier per resource marker; with a result of 4-6, the green pawn of Absolutism advances one space towards the Absolutism and Holy Alliance. h. Recruitment (12.4.7): + 2 Austrian Mil. Units (-1 VP; except before Austria at War) + ??Initial Sit., Staff & Event cards. Austrian player can activate by spending a resource marker i. Military Support Markers (12.4.8): Austrian player places Austrian up two support markers on Austria.

    j. Future Government of France (12.4.9): Austrian player can activate by spending a resource marker and the black pawn is moved towards "Regency King Louis Napoleon Bonaparte Hapsburg" space. At the end of the game VPs are determined by the position of the black pawn.

    k. Pax Britannica (12.4.10): No affect.

    l. Sound Government (12.4.11): By turn, a player can only obtain no more than one Sound Government VP (1 VP). 3. Ending Government phase (12.4.12) War Phase (13.0) (in each segment of this phase the game begins with the player to the left of the player who won diplomacy segment )

    1. Reinforcements and replacements (even turns only) (13.1): 2 Austrian Mil. units in Austria. If there are not appropiate units, those reinforcements are lost. Place Austrian units in Tyrol or Army of Bohemia.

    2. Distribution of military units and fleets (13.2): Each player can move forward the desired military units until they arrive a friendly army stands.

    3. Placing military support markers (13.3):Place Austrian support markers on Austrian Armies (one for Army), if there is Generalissimo may place Austrian military support marker on Army of Silesia (Russian). 4. Strategic Movement Sequence (13.4): Austria can move, free of charge, max. 2 Austrian Mil. units in mapboard. 5. Military operations and battles Sequence (13.5) (Once established the initiative order for activated forces, this order is followed to carry out Mil. Op. )

    a. Determine order (for all players): 1st Central Europe; 2nd Northern Europe;3th Portugal; 4th Mediterranean; 5th Italian; 6th Sicilian and 7th War of 1812.

    b. Battles (13.5.3); if both sides have placed Op.Mil. Markers; consider then attacker/defender simoultaneusly.; otherwise, consider the army with Op.Mil. Marker as attacker and the other side as defender.

    b1. Withdrawal: Only one army may choose withdrawal (the French player begins selecting this option). b2. Calculate Battle DRM (13.5.3.2) of each army are determined: two dice roll ; # military units (max.12); Staff & event cards (maximum +12);-3 Attacker on mountain space; +3 If the majority of units are in their own nation; +3 Mil. support marker (each); -6/-12 for withdrawal.

    b3. Determine and remove casualties: DRM Record Track determines enemy losses. In withdrawal at least one military unit must remain in your army/ box.

    b4. Advance and retreat (13.5.3.4 & 13.5.4.5): The winner always is the one who did not choose withdrawal; otherwise who has received the lowest number of casualties. The loser must retreat a space from battlefield, except French in Paris, War of 1812 &Denmark box, or in mountain territories (and this last case he may remain in the battlefield losing an additional unit). An attacking army must remain (or return) in this original territory when: 1) he does not win the battle; 2) In a mountain territory if the defender remains; 3) French in Paris or War of 1812 &Denmark box; 4) Otherwise, the winning army advances one territory.

    b5. Major battle and VPs (13.5.3.6)(except in withdrawal): In the case of a major battle (4+ Mil. unit in both sides or 6+ total military units involved at the War of 1812& Denmark boxes) and casualties difference ≥ 1 . The winner obtains a major victory and 1 VP and the loser receives a major defeat and -1 VP (2 VP/ -2 VP, if Napoleon is military active). The penalty for destroyed army (no Mil. units remain) is 1VP.

    b6. End of military operations (13.5.3.9): When all battles, retreats and advances are resolved; remove all military support and military operation markers.

    End of turn phase and Victory checking (14.0): Eliminate this Initial Event card. 1. You check for Generalissimo VP (12.4.5); 2. +2 VP if Austria is not at War. 3. If France has reached 80 VPs; wins; 4. If Napoleon has surrendered, the game ends; 5.+3 VPs if the “Peace Congress” issue is activated por Austria; 6. If the “Peace Congress” issue is gained by any player), the game will be ended except it is a fiasco; 7. If this turn was the month of March-April 1814 (or the last turn of a shorter scenario), the game ends; 8. If Napoleon has not surrendered, the next turn begins by advancing the turn marker to the following turn.

  • INITIAL RUSSIAN DEPLOYEMENT -March 1813 1. Central Europe Front: Austria space, Army of Silesia; 3 Austrian Mil. units. 2. Italian Front: Tyrol space, Army of Italy (Austrian); box is empty. 3. On the “Force Pool” Box; 9 Russian Mil. units.

    Card Choice 1. Implement any Initial Initial Event card & Enviroment Table Instructions. 2. Afterwards "Austria at War", reserve Schwarzenberg for War Phase. 3. Roll 1d6 (choice between British, Austrian & French cards in the 1st-3rd round). 4. 1-2 Play High Value Card. If choice random. 5. 3-4 Play 2º High Value Card. If choice random. 6. 5-6 Play Lowest Value Card. If choice random. 7. If agenda card win, look at highest value card in hand (no leader), if choice random, and pick issues (see Initial Situation Picking Two issues, paragraph 5) aligned to high card's attribute. 8. Win or lose, go to Negotiation segment issues, choices.

    Diplomacy issues selection (two issues) Look at cards and based on available issues pick two issues; 1. Recruitment only when Austrian unit on map < 10. 2. Afterwards "Austria at War", if Schwarzemberg or Bellegarde are in his hand, pick Austrian Mil. Op. 3.After Armistice, if Generalissimo is not activated or this is Russian, pick this issue. 4. In 1814, pick Future Government of France issue. 5. Other "Austrian" issues: Bavaria, Italy, Naples, Saxony, Poland, Absolutism, Recruitment, Austria at War, British Aid, Austrian Mil. Op. for which the Austrian hand has the highest value + Attribute. In case of ties, choose randomly

    Advancing an Issue 1. Intent is to hold strongest card + attribute for last. 2. Considering the above restrictions, pick the next strongest card + attribute that advances an "Austrian" issue onto Austrian Track, moves an isuue closest to Austrian Track, if choice pick randomly. 3. If Armistice is active, do not advance "Austria at War" else advance the issue once at first oportunity then ignore the issue until last card play then follow item 2 instructions. 4. If Generalissimo is not activated do not adv