![]() The Avalon Hill Game Empires in Arms has been one of the all time favourites in our club. And why not, as long as the game system is working very well and the rules are simple enough.
As a simulation EiA is rather simplified: less details means more playability. But sometimes
you still need some spice, something unpredictable. You should not underrate the fate, Lady Fortune has her place in the history.
So here it is: a random event table for Empires in Arms, plus a few other rules we have used in our games: RANDOM EVENT TABLEThrow one die (1D6) on every economic round. In case of 5 or 6 there is a random event. Then throw two dice (D66), one for tens, one for ones. Example: 6 and 1 equals 61. 11. Persia makes a treaty with Russia. More troops are available. Russia has manpower +10 MP this turn.
12. Russia can make a treaty with Sweden.
13. War in Persia!
14. Sweden attacks Russia.
15. Prussian resistance strikes.
16. Prussia will introduce new Krumpersystem.
21. Prussians will oppose heavy drafting.
22. Major diplomatic blunder.
23. Archduke Charles reforms Austrian Army.
24. Croatian rebellion!
25. Revolution in Holland.
26. Pope condemns Napoleon.
31. Great patriotic ELAN.
32. Conspiracy in Paris.
33. Denmark will join the continental system.
34. Portugal will join the continental system.
35. Christians insult Muslims.
36. Jihad!
41. Extremely harsh winter.
42. Bumper crop.
43. New gold deposit found in the New World.
44. Rebellion in the New World.
45. Austria's Italian provinces will rebel.
46, 51. German nationalism is raising.
52, 53, 54, 55. Revolts and disorder in small states.
56. Storms at the Atlantic.
61. The Houses of Parliament demand: we must rule Hannover!
62. Hunger strikes in Ireland with the possibility of rebellion.
63. Rebellion / unrest in Greece. 64. Great drought in the Mediterranean area. All the Mediterranean islands have their forage value reduced by -1. Moreover, all unbesieged garrisons must also forage, but they have modification -1 to the die roll.
65. Problem with Poland.
66. Leader returns. |
| FREE-STATE | CONQ-AREA| 1
| no effect
| no effect
| 2
| loose 2 SP
| no effect
| 3
| loose 3 SP
| turns into neutrality
| 4
| loose 4 SP
| turns into neutrality
| 5
| turns into neutrality
| turns into neutrality
| 6
| turns into neutrality
| change side
| 7
| change side
| change side | |
(Change side, look E-in-A 4.6.3)
2b: Pirates of Algiers.
2c: Stubborn natives.
Rule 4: Manpower of France
4b: Quantity: morale drops to 3, but infantry costs only normal 2 MP. French may NOT
change this option. However, E-in-A rule 11.8.2.1 does not reduce French morale furthermore.
5b: Windgauge.
5c: Speed of frigates.
5d: Capacity of frigates.
5e: Taking losses.
Rule 2: North Africa
(Morocco, Algeria, Tunis, Tripolitania and Cyrenaica.)
These independent and troublesome areas were actually not very tempting.
Algerian pirates were a serious menace to seafaring.
And isn't it odd, how easily manpower will join to any foreign army and gain tremendous morale boost.
2a: Manpower.
Rule 3: Sardinia
If any non-Muslim major power will CONQ area, this manpower may be used only to produce militia.
Keep this militia separately, because you may not convert this militia to infantry (as per E-in-A rule 12.1.1).
Any amfibious assault in sea-area adjacent to the City of Algiers must roll one die.
This is number of ships destroyed by pirates. These may be frigates (see rule 5).
These areas will surrend only when their capital is conquered and whole army is destroyed.
The Kingdom of Sardinia had actually very good army.
So put 5I in the Capital of Sardinia, when attacked. Morale is the same as the controlling major power has.
Because of constant warfaring, France had quite a problem to find enough manpower after 1813.
French player should choose in June 1813: Quality or quantity.
4a: Quality: morale remains at 4, but infantry needs now on 3 MP. French may change anytime to quantity.
Rule 5: Frigates
Frigates were eyes of the fleet and very important element to conduct pursuit. They were like
"cavalry of the seas". Frigates usually didn't fight with ships-of-the-line, but their speed was very
valuable to reconnaissance, trade wars and pursuits.
5a: Build Frigates.
Frigates will put into fleets like ships-of-the-line. A frigate will cost 7 money and 1 MP, build time
is 12 months. A frigate will be counted to the limit of 30 ships, but in battle they have firepower 1/3. Initially England and Spain may change one ship-of-the-line to one frigate per a fleet counter. So
Spain could have only 3 frigates. Other countries may change two SOL to two frigates per a fleet counter.
England has commited itself so much to build ship-of-the-lines that in that time they were
quite short of frigates. Royal Navy tried even to convert old ships into frigates, called razees,
but usually they were too slow to be effective frigates.
The side that has superiority in frigates (ie. if a side has at least twice as many frigates as the other side),
may throw again its own die, but this time with -1 modifier.
The fleet that has only frigates, has two evasion / interception rolls.
The fleet that has only frigates, has trasportation capacity 5 MP only
A frigate is worth of SOL, but you may take losses from frigates only when there is not a single ship-of-the-line left.
Games are sold by Fantasiapelit, Helsinki