Rise of Prussia
Fredericus Rex
Instruction Manual
(Version 1.00 for ROP 1.00)
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Table of Contents
1. INSTALLATION.....................................................................................................................................................8
1.1 Installation Procedure (for CD version)................................................................................ 8
1.2 System Requirements............................................................................................................ 8
2. THE MAIN MENU .................................................................................................................................................9
2.1 Options.................................................................................................................................. 9
2.2 Campaigns and Scenarios ................................................................................................... 10
2.3 Loading, Deleting, and Renaming Games .......................................................................... 10
2.4 Saving Games ..................................................................................................................... 10
2.5 Play By Email (PBEM)....................................................................................................... 10
3. WINNING THE GAME (OVERVIEW) .............................................................................................................12
3.1 Victory Points (VP)............................................................................................................. 12
3.2 Scenario Objectives ............................................................................................................ 12
3.3 National Morale (NM) ........................................................................................................ 13
3.4 Automatic Victory/ Defeat.................................................................................................. 14
4. MAIN SCREEN AND GAME INTERFACE......................................................................................................15
4.1 Tour of Main Screen ........................................................................................................... 15
4.2 Regions and Sea Zones ....................................................................................................... 17
4.3 Structures ............................................................................................................................ 17
4.4 Areas and Theaters.............................................................................................................. 19
4.5 Map Filters .......................................................................................................................... 19
4.6 Game Interface.................................................................................................................... 19
5. ORGANIZING YOUR FORCES.........................................................................................................................20
5.1 Understanding the Unit Panel ............................................................................................. 20
5.2 Units............................................................................................................................ 21
5.3 Brigade-Sized Units ............................................................................................................ 24
5.4 Corps ................................................................................................................................... 25
5.5 Armies................................................................................................................................. 27
5.6 Out of Command Penalty.................................................................................................... 28
6. LEADERS AND LEADERSHIP ..........................................................................................................................29
6.1 Leader Ranks (Command and Control) .............................................................................. 29
6.2 Leader Attributes and Special Abilities .............................................................................. 30
6.3 Promoting Leaders .............................................................................................................. 31
6.4 Relieving Leaders from Army Commands ......................................................................... 31
6.5 Seniority and Bypassing Leaders........................................................................................ 32
7. ORDERS ................................................................................................................................................................33
Rise of Prussia: Fredericus Rex manual by AGEOD, version 0.10 2/15/2010
7.1 Activation............................................................................................................................ 33
7.2 Movement Orders ............................................................................................................... 33
7.3 Resting ................................................................................................................................ 34
7.4 Combat Orders .................................................................................................................... 35
7.5 Blocking Movement and Zone of Control .......................................................................... 35
7.6 Intercepting Enemy Forces ................................................................................................. 36
7.7 Combining Friendly Forces ................................................................................................ 36
7.8 Raiding................................................................................................................................ 36
7.9 Entrenching ......................................................................................................................... 37
7.10 Fixed Units........................................................................................................................ 37
7.11 Special Orders................................................................................................................... 37
8. MILITARY INTELLIGENCE (FOG OF WAR) ...............................................................................................39
8.1 Detection Value .................................................................................................................. 39
8.2 Hide Value .......................................................................................................................... 39
9. NAVAL UNITS......................................................................................................................................................40
9.1 Naval Movement................................................................................................................. 40
9.2 Naval Units and Supply ...................................................................................................... 40
9.3 Naval Transport .................................................................................................................. 41
9.4 Amphibious Landings......................................................................................................... 41
9.5 Blockade ............................................................................................................................. 42
10. SUPPLY................................................................................................................................................................42
10.1 The Supply System (Overview)........................................................................................ 42
10.2 Supply Sources and Production ................................................................................ 43
10.3 Supply Distribution........................................................................................................... 44
10.4 Supply Consumption......................................................................................................... 44
10.5 Penalties for Lack of Supply............................................................................................. 46
11. FIELD COMBAT ................................................................................................................................................47
11.1 Engaging in Field Combat ................................................................................................ 47
11.2 Combat Frontage............................................................................................................... 47
11.3 Combat Range................................................................................................................... 47
11.4 Fire Combat ...................................................................................................................... 48
11.5 Assault Combat................................................................................................................. 49
11.6 Special Assault Actions (Cavalry Charges & Forming Squares) ..................................... 49
11.8 Morale ............................................................................................................................... 50
11.9 Withdrawal During Combat.............................................................................................. 50
11.10 Ending Field Combat ...................................................................................................... 51
11.11 Marching to the ‘Sound of the Guns’ ............................................................................. 52
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12. SIEGE COMBAT ................................................................................................................................................53
12.1 Laying Siege ..................................................................................................................... 53
12.2 Storming a Structure ......................................................................................................... 54
13. BATTLE RESOLUTION ...................................................................................................................................54
14. COMMAND POSTURES & RULES OF ENGAGEMENT............................................................................57
14.1 Command Postures ........................................................................................................... 57
14.2 Rules of Engagement (ROE) ............................................................................................ 57
15. ATTRITION ........................................................................................................................................................59
15.1 Effects of Attrition ............................................................................................................ 59
15.2 Hardened Attrition Option ................................................................................................ 60
16. MILITARY CONTROL .....................................................................................................................................60
16.1 Controlling Regions .......................................................................................................... 60
16.2 Civilian Loyalty ................................................................................................................ 61
17. THE LEDGER (MANAGING YOUR FORCES).............................................................................................62
17.1 The Forces List (F1 key)................................................................................................... 62
17.2 Available Replacements Screen (F2 key) ......................................................................... 62
17.3 Military Options Screen (F3 key) ..................................................................................... 62
17.4 Diplomatic Options Screen (F4 key) ................................................................................ 62
17.5 Secretary of State (Objectives) Screen (F5 key)............................................................... 62
17.6 Secretary of State (Historical Background) Screen (F6 key)............................................ 63
18. WEATHER AND SEASONAL EFFECTS .......................................................................................................63
19. LOSSES AND REPLACEMENTS ....................................................................................................................64
19.1 The Replacement Pool ...................................................................................................... 64
19.2 Merging Units ................................................................................................................... 65
20. CAPTURING ENEMY UNITS ..........................................................................................................................66
20.1 Capturing Enemy Units after Field Combat ..................................................................... 66
20.2 Capturing Enemy Units after Siege Combat..................................................................... 66
20.2 Using Captured Units........................................................................................................ 66
21. UNIT EXPERIENCE ..........................................................................................................................................66
21.1 Experience Levels............................................................................................................. 66
21.2 Effects of Experience........................................................................................................ 67
22. SCENARIO EVENTS .........................................................................................................................................67
22.1 Multi-choice events........................................................................................................... 67
23. CONSTRUCTION MODE .................................................................................................................................68
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23.1 The Construction Mode (Overview)................................................................................. 68
23.2 Construction Assets and Limits ........................................................................................ 69
23.3 Units under Construction on the Map............................................................................... 70
APPENDICES............................................................................................................................................................72
A. Terrain Summary for Land Units......................................................................................... 72
B. Movement Summary for Naval Units .................................................................................. 73
C. Shortcut Keys ....................................................................................................................... 74
D. Map Icons............................................................................................................................. 75
E. NATO Symbols .................................................................................................................... 76
F. Leader Special Abilities (Traits)........................................................................................... 77
F1. Special Abilities Applicable Only to Element or Leader ............................................... 77
F2. Special Abilities Applicable Only to the Unit to which an Element Belongs ................ 77
F3. Special Abilities Applicable to an Entire Force ............................................................. 78
F4. Special Abilities Applicable to an Entire Force only When Leader with Special Ability
is in Command ...................................................................................................................... 79
H. Manual Errata and Additions ............................................................................................... 80
J. Credits ................................................................................................................................... 81
K. License Agreement .............................................................................................................. 82
OFFICE ADDRESS ..................................................................................................................................................82
Index ......................................................................................................................................... 83
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Introduction
Rise of Prussia (ROP) is a historical strategy simulation that recreates the
seven years of warfare (1756-1763) that shook the continent of Europe in
the 18th century. Players assume the role of military and political leaders
in command of land and naval forces belonging to either the Prussian
Kingdom (PRU) or nations opposed to Prussia (Austria, Russia, France).
Using a system of simultaneous turn resolution, the simulation can be
played against either the computer’s artificial intelligence (AI) or a human
opponent using file transfer protocols (PBEM) or (TCP/IP).
The ROP game system will be familiar to veteran players of AGEOD’s
previous titles: Birth of America I and II , American Civil War and
Napoleon's campaign. .
Unique Features and Concepts
Even though Rise of Prussia shares a common lineage with earlier AGEOD simulations, some new features and
concepts have been incorporated into the game play like an easy to handle construction mode allowing players to
recruit and build units in their major cities or multichoice events.
Game Scale
Rise of Prussia consists of a number of scenarios that are divided into game turns each representing two weeks (14
days) of game time. The smallest military unit in the game is the Element. An Element is a company, a squadron or
a battery. The map is a 2D representation of central Europa in its entirety—stretching from Memel in the East to the
Rhine in the West. It is divided into regions, areas, and theaters.
Updates
AGEOD makes every effort to fix any problems with its software or documentation as soon as such problems are
identified. Owners of Rise of Prussia are encouraged to visit http://ageod.com for the latest available software
updates.
Moreover, AGEOD’s forums are a great place to meet other players for discussions of strategy, historical
commentary, news, and opinion.
Activation Code
Please consider registering your game, using the activation code. This gives you easy access to our tech support
forums and various other useful discussion forums about the game: http://forum.paradoxplaza.com
Customer Support
Paradox Interactive offers many levels of service for our customers and members. To get the best help possible
please visit below about our services and what best fits your issue. http://www.paradoxplaza.com/support/
Copyright:
© 2010 Paradox Interactive. All rights reserved. Rise of Prussia is a trademark of Paradox Interactive.
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Rise of Prussia: Fredericus Rex manual by AGEOD, version 0.10 2/15/2010
1. Installation
1.1 Installation Procedure (for CD version)
Start your computer and insert the CD labeled ROP into your CD-ROM or DVD drive. The setup program will start
automatically. Follow the on-screen instructions to install the game.
If Autoplay is not activated, start the setup program by double clicking on My Computer, then on the icon of your
CD-ROM drive and finally on “setup.exe”.
If Microsoft (R) DirectX 9.0c (R) is not present on your PC; please launch the DirectX installer, which can be found
on the CD-ROM.
Once the game has been installed, you can start it from the Windows Start menu, the desktop shortcut or if Autoplay
is enabled, by inserting the CD. Note that the CD is not required to play the game.
Removing the game: select “add/remove programs” in the Control Panel. Select ROP. Click “add/remove”. This
will uninstall ROP, including saved games.
1.2 System Requirements
Minimum Requirements
Processor: Intel Pentium or AMD, 1500 MHz
RAM: 1024 MB
Graphic Card: 128 MB vRAM, DirectX 9.0c compatible
Sound Card: 16-bits, DirectX 9.0c compatible (DirectMusic compliant)
CD Rom: x 8
Peripherals: Microsoft compatible keyboard and mouse
Operating System: Windows 2000, XP, Vista
Hard Disk: 2000 MB free disk space
DirectX: Version 9.0c
Recommended Requirements
Processor: Intel Pentium IV or AMD Athlon, 2000 MHz
RAM: 1024 MB (1536 Mb of RAM for Vista)
Graphic Card: 128 Mb vRAM, DirectX 9.0c compatible
Sound Card: 16-bits, DirectX 9.0c compatible (DirectMusic compliant)
CD Rom: x 8
Peripherals: Microsoft compatible keyboard and mouse
Operating System: Windows 2000, XP, Vista (1536 Mb of RAM for Vista)
Hard Disk: 2000 MB free disk space
DirectX: Version 9.0c
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2. The Main Menu
The Main Menu Screen allows players to access basic game functions such as Loading Saved games, starting new
games, and setting game options.
2.1 Options
Game options are divided into various sub-groups.
2.1.1 Media The Media sub-group contains options pertaining to the way in which game audio is configured and
graphics are displayed. Other game settings in the Media sub-group let players set tool-tip delays, pauses after
battles, and combat animations.
Players may choose to display their Forces on the game map as 3D sprites. One of the main differences with the
traditional 2D sprite displays is that there is now only one sprite per nation, whatever the composition of the Force.
Information contained on these sprites is as follows:
Top: Activation-status envelope with a Padlock if unit is locked.
Mid-section: Six circles indicating orders and postures (shown here in Defensive Posture).
Bottom: A gauge indicating the strength of the Force. Each bullet represents four (4)
Command points worth of units. The color of the bullets indicates the average ‘health’ of the
units in the Force. (When the supply filter is used, the color represents the average supply
level.) In both instances, Green is good; Red is bad. The number on right side represents the
number of Forces in region (i.e. 1 in this case). Flag of controlling nationality on the middle.
Figure 2.1 shows a Prussian Unit as a 3D Sprite.
Top: Activation-status envelope with a Padlock if unit is locked.
Mid-section: Portrait of Leader in command of Force or unit representation. Command
Posture and Special Orders on right border
Bottom: A gauge indicating the strength of the Force. Each bullet represents four (4)
Command points worth of units. The color of the bullets indicates the average ‘health’ of the
units in the Force. (When the supply filter is used, the color represents the average supply
level.) In both instances, Green is good; Red is bad. The number on right side represents the
number of Forces in region (i.e. 1 in this case). Flag of controlling nationality on the middle.
Figure 2.2 shows the exact same Prussian Unit as a 2D marker (otherwise known as a Troop Display
Marker or TDM).
Note: In order to avoid confusion, this manual describes the Main Screen and unit appearances as if the game is
being viewed in 2D. Players may alternate between 2D and 3D unit representations at any time during play.
2.1.2 Game The Game sub-group contains options allowing players to activate/deactivate the Fog of War, set
Attrition conditions and intensity, use of randomized Leaders, and more. The default settings are recommended,
especially for players that are new to the game system used in ROP.
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2.1.3 AI (Artificial Intelligence) The AI sub-group contains options allowing players to set individual parameters
of the game’s AI. Players can make the AI very powerful and thus present themselves with greater challenges.
2.1.4 System The System sub-group contains options allowing players to adjust technical settings. These include
‘Texture Init.’ and ‘Region pre-caching’—options that allow for smoother scrolling. The default settings are
recommended for most systems, however, the Armory section of AGEOD’s forum can help you determine which
settings are best for your computer system.
Important Note: Some scenarios require that the Limited Map loading option be turned off in order to scroll the
Main Screen.
2.2 Campaigns and Scenarios
When starting a new game, players are presented with a list of available scenario. These range from relative short
scenarios to full campaign games. Short scenarios are limited in scope and involve less territory on the game map.
Full campaign games, like the Campaign 1757-1763, involve entire theaters of play and literally hundreds of
individual Leaders and units.
The list of scenarios also includes three (3) Tutorial exercises that are HIGHLY recommended for new players. The
game mechanics of Rise of Prussia are relatively simply to learn but don’t be deceived—the game system is
incredibly complex and nuanced behind the scenes. Learning to master the subtleties requires patience and practice.
The tool-tip feature gives brief descriptions of each of the scenarios. Once players have made a scenario selection,
starting the game merely requires choosing a side (generally PRU or AUS).
2.3 Loading, Deleting, and Renaming Games
Instead of starting a new game, players may ‘Resume’ a previously-saved or automatically-saved game. Players also
have the option to Rename, Delete, or Restore a previous turn as indicated by the tool-tip. Holding the mouse over
the game in the Load Game window, provides players with short-cuts to these file-handling options. (It is not
advised to Rename a Saved game outside of ROP.)
2.4 Saving Games
Games are saved automatically by the game system upon completion of a game turn. Usually, the only time a player
needs to manually save a game is when they Quit in the middle of plotting movement for an up-coming game turn
and want to resume issuing orders upon restarting the game. Players may save a game at any time by pressing the
Esc key and accessing the Main Menu. From here, players can select the Save Game menu.
Players also have the option of restoring the previous 24 turns of any Saved game but note that a Saved game is lost
once an ‘older’ turn of that game is restored.
2.5 Play By Email (PBEM)
ROP can be played against another human opponent using PBEM or any other valid file transfer protocol, such as
Instant Messaging. One of the players (the “Host”) will have to initiate the game. The procedure is detailed as
follows:
2.5.1 Create a game
Step1: The Hosting player chooses a Campaign/Scenario and a side and starts the game as usual. This automatically
generates a sub-folder in the C:\Program Files\Rise of Prussia\ROP\Saves\ directory, named after the Campaign
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or Scenario selected (1756 Campaign if you play the ‘1756-1762 Campaign’ scenario, for example). Please note that
a number helps differentiate between multiple instances of the same Campaign/Scenario. However, the best way to
avoid confusion is to rename the in-game Save (e.g. 1756 Campaign John vs. Joe). Do NOT rename any ROP files
externally to the game.
In this newly created folder you will find two TRN files, each with three letters indicating which side it belongs to
(PRU or AUS).
Note: C:\Program Files\Rise of... is the default directory. This directory may be titled something different if the
game is installed to another location. It is also different for the different language versions of Windows.
2.5.2. Host Sends TRN file to Opponent
Step 2: The Hosting player sends his opponent the TRN file with the opponent’s designation (i.e. if you play the
PRU, then send the AUS file to your opponent). The opponent must store this file in the folder named
ROPGame\ROP\Saves\. It is advisable to use subfolders to keep all PBEM games in progress separate. For example,
the opponent could save the TRN file under the ROPGame\ROP\Saves\JohnVsJoe subfolder.
Note: In order to avoid possible data corruption during the file E-mail transfer process, it is strongly advised to EMail the file using the Zip file and password options included.
2.5.3 Non-Host sends ORD file to Host
Step 3: Each player now loads the game and gives his orders for the upcoming turn. When ready, each player saves
the game. This will generate an ORD file (in the folders mentioned above).
Important: Do NOT click on End Turn button at this step. The Non-Hosting player then sends his ORD file to the
Hosting player.
2.5.4 Host Resolves Turn
Step 4: The Hosting player saves the ORD file received from his opponent into the appropriate directory and loads
the game again. He now clicks on End Turn button to launch the turn resolution, where all orders are then
executed.
A new turn is now ready to start. Go back to step # 2 and repeat.
Note: The Non-Hosting player doesn’t get to “play back” his opponent’s turn. However, he can check the game
turn’s Message Log to see what has occurred during the turn.
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3. Winning the Game (Overview)
Victory in Rise of Prussia is determined at the conclusion of each scenario by comparing Victory Point totals. The
side (PRU or AUS) with the most Victory Points (VP) is declared the winner. Relative differences between Victory
Point totals can be used as a measure of how well a player performed in comparison to his opponent. Scenarios can
be brought to an immediate conclusion if conditions for Automatic Victory or Automatic Defeat are met. A
scenario can also immediately end if conditions for Sudden Death are met.
3.1 Victory Points (VP)
Victory Points are earned and accrued each turn for such things as holding important locations on the map,
achieving goals as set forth by individual scenarios, and by destroying enemy units. A running total of a player’s
current Victory Points is displayed in the top left corner of the Main Screen.
Once earned, Victory Points are never lost except in cases where a player has decided to promote a Leader outside
the normal Seniority hierarchy (i.e. players do not lose VPs if their own units are destroyed or if they lose control of
designated Objectives).
VICTORY POINT MODIFIERS
STRATEGIC CITY
OBJECTIVE CITY
ENEMY UNIT DESTROYED
LEADER PROMOTIONS WHICH BYPASS
SENIORITY
NUMBER OF VPS EARNED/LOST
+1 VP PER TURN
+1 TO 3 VPS PER TURN (ACCORDING TO
SCENARIO)
(+ VPS) VARIABLE ACCORDING TO UNIT
(− VPS) VARIABLE ACCORDING TO LEADERS
POLITICAL COST
Important Note: In order to gain credit for a captured Objective or Strategic city, a player must garrison the
location with a regular unit (i.e. no Irregulars, Militias) if the region has a Loyalty Rating less than 51%.
3.2 Scenario Objectives
Each scenario in Rise of Prussia has a specific list of Objectives representing important cities and goals that players
attempt to own or achieve throughout the course of play. These Objectives are listed in the introductory summary
before the start of each scenario and on the Objectives Screen (F5 key) during play.
3.2.1 Objective Cities Players start scenarios with one or more Objective cities already in their possession; the rest
must be taken from the enemy before the scenario’s end. On the Objectives Screen (F5 key), each Objective city is
listed along with its value in National Morale points. National Morale Points gained or lost as a result of Objective
cities changing hands is only calculated once—at the end of the turn. In other words, gaining NM points for
capturing a city is a one-shot deal; you don’t get NM for the city every turn (unlike Victory Points which are earned
each turn).
NM value of Objective City
1 or 2 National Morale Points
3 or 4 National Morale Points
5+ National Morale Points
VPs Received Each Turn
1 VP
2 VPs
3 VPs
3.2.2 Sudden Death Sudden Death refers to winning the scenario by owning or capturing a certain number of
Objective Cities. Some scenarios may be ended early if a player reaches the required number of cities. This type of
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victory should be considered a Major Victory. Not all scenarios have Sudden Death conditions. If a scenario has
Sudden Death conditions, these conditions will be listed in the scenario summary along with the number of cities
required to trigger Sudden Death.
3.3 National Morale (NM)
National Morale is used to represent the willingness of a civilian population (and its military forces) to ‘continue the
fight’. Having a high National Morale total indicates that a populace is more inclined to support the war effort; a
low National Morale total is an indication that the people are close to giving up. In game terms, a high National
Morale may trigger an Automatic Victory while conversely a low National Morale may trigger an Automatic Defeat.
National Morale is also used to modify unit cohesion, the production of supplies, and the accumulation of money.
Winning a scenario by reaching the Automatic Victory threshold should be viewed as a Major Victory whereas
winning by virtue of having more Victory Points is a Minor Victory.
3.3.1 Calculating National Morale Each side (PRU or AUS ) is given a National Morale total at the start of each
scenario. As in the case with Victory Points, National Morale is calculated each turn and a running total is displayed
in the top left corner of the Main Screen. Unlike Victory Points however, a player’s National Morale total can be
(and often is) reduced by events that occur during a turn.
NATIONAL MORALE MODIFIERS
CAPTURE OF OBJECTIVE REGIONS/CITIES
LOSS OF OBJECTIVE REGIONS/CITIES
WINNING A BATTLE
LOSING A BATTLE
LOSING LEADERS (CASUALTIES OR LOSS OF SENIORITY)
LEADER PROMOTIONS WHICH BYPASS SENIORITY
WAR RESILIENCE
WAR WEARINESS
EFFECT ON NM
INCREASES NM ACCORDING TO VALUE SET BY SCENARIO
REDUCES NM ACCORDING TO VALUE SET BY SCENARIO
INCREASES NM ACCORDING TO # OF ENEMY UNITS
DESTROYED
REDUCES NM ACCORDING TO # OF FRIENDLY UNITS LOST
REDUCES NM ACCORDING TO LEADER’S POLITICAL COST
REDUCES NM ACCORDING TO LEADER’S POLITICAL COST
INCREASES NM IF SIDE RETAINS ITS CAPITAL CITY
REDUCES NM ACCORDING TO SCENARIO
3.3.2 National Morale variations Effects National Morale changes affect different game factors, such as unit
cohesion maximum and cohesion recovery (reflecting the fact that military forces with high morale are generally
more combat-efficient), or production of supplies and assets.
The base rule is that each step of 10 (ten) NM changes by 5% the efficiency of your troops and nation.
Each positive step increases production and cohesion by 5%. Each negative step decreases production and
cohesion by 5%.
The chart below summarizes the changes
NATIONAL MORALE VALUES
Base Level: 150 – Range values: 145-154
Base Level: 140 – Range values: 135-144
Base Level: 130 – Range values: 125-134
Base Level: 120 – Range values: 115-124
Base Level: 110 – Range values: 105-114
Base Level: 100 – Range values: 95-104
Base Level: 90 – Range values: 85-94
Base Level: 80 – Range values: 75-84
Base Level: 70 – Range values: 65-74
Base Level: 60 – Range values: 55-64
Base Level: 50 – Range values: 45-54
Base Level: 40 – Range values: 35-44
Base Level: 30 – Range values: 25-34
Base Level: 20 – Range values: 15-24
Base Level: 10 – Range values: 5-14
Base Level: 0 – Range values: 0-4
EFFECTS
+25%
+20%
+15%
+10%
+5%
No Effect
-5%
-10%
-15%
-20%
-25%
-30%
-35%
-40%
-45%
-50%
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NB: production is also directly affected by region loyalty
For example: A side which has a National Morale of 78 (i.e. 22 points less than 100, rounded to 80, i.e. so two full
sets of 10 points) would experience a 10% reduction in unit cohesion and cohesion recovery speed. Regions would
also produce 10% fewer supply, money, conscripts, etc….
3.4 Automatic Victory/ Defeat
Automatic Victory is achieved when a side (PRUor AUS) reaches a National Morale total that meets or exceeds the
maximum morale threshold as indicated by the scenario. Conversely, a side that has a National Morale total equal
to or less than the minimum morale threshold as indicated by the scenario is automatically defeated. These
thresholds are indicated on the Objectives Screen (F5 key) of the Ledger and as a tool-tip on the Main Screen.
A scenario immediately ends if either side (PRU or AUS) possesses a National Morale total that meets the
conditions set forth by the scenario for either Automatic Victory or Automatic Defeat. An Automatic Victory is
considered a Major Victory; conversely an Automatic Defeat is considered a Major Defeat.
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4. Main Screen and Game Interface
The majority of your gaming experience in Rise of Prussia will take place while viewing the Main Screen and
satellite displays (i.e. Unit Panel, Unit Detail Panel, etc.). The game map can be scrolled by moving the mouse to
the edges of the field of view or by using the Arrow keys. The map view may also be ‘Zoomed’ (In or Out) by
using the mouse-wheel or by pressing the End, Page Up and Page Down keys. Press the mouse-wheel button
down to toggle between the extreme Zoom magnifications.
4.1 Tour of Main Screen
The Main Screen below (Figure 4.1) shows one part the initial game turn of Saxony invasion. For illustrative
purposes, the Fog of War option has been turned off.
Figure 4.1 The Main Screen
Troop Display Markers (on map): Forces outside of structures are represented on the game map by their TDMs. A
TDM contains a portrait of the Force’s Leader (with 2D option), a color-coded background indicating nationality, a
series of bullets representing the size of the selected Force, and a number indicating the number of additional Forces
in the region.
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4.1.1 The Main Screen Refer to Figure 4.1 regarding the following numbered items of interest.
1.
Player Summary Display: This display keeps a running total of a player’s accumulated Victory Points,
National Morale, and Engagement points (if applicable according to the scenario being played).
2.
Terrain and Weather Panel: This panel gives players a visual indication of the terrain and weather located in
the region of the game map where their mouse is currently positioned.
3.
National Assets Display: This display keeps a running total of a player’s national assets. National Assets
include (clockwise from top left icon): Money (in Thalers x 1,000, the Prussian currency of the time),
Manpower and War Supply Points.
4.
Main Commands Panel: This panel contains three (3) buttons that grant access to the Main Menu, Save
Game procedure, and End Turn (used to initiate computer resolution of plotted activity). The current game
date is also located here. A tooltip informs players of the turns remaining in the scenario being played.
5.
Mini Map Display: The mini-map depicts a map of Europe and contains a jump feature allowing players to
left-click and view any location on the map (allowable according to scenario).
6.
Globe (6a) & Eagle (6b): Left-clicking on the Globe opens the Ledger. Pressing the Esc key closes the
Ledger. Left-clicking on the Eagle makes you enter the Construction Mode. Pressing the Eagle again returns
you to normal mode.
7.
Map Filters: Left-clicking on these toggle buttons allows players to filter the map. Use the tool-tip to determine
each filter and its function. Numeric keys on the keyboard also correspond to various filter functions.
8.
Special Orders Panel: This panel contains Special Orders buttons grouped into two separate tabs (tent and
sword tabs). A grayed-out or subdued button indicates that a particular Special Order is either not applicable or
unavailable.
9.
Postures and ROE Buttons: The top row of buttons allows players to set their desired Command Postures.
The bottom row of buttons allows players to set Rules of Engagement.
10. Unit Panel: The Unit Panel displays the details and composition of the currently selected Force. The individual
unit images appearing on the Unit Panel are referred to as ‘unit counters’. During a game turn, the Unit Panel is
replaced by a Message Log. The Message Log is also displayed if no Force is selected.
11. Elements Panel: The Elements panel contains a graphic representation of all elements belonging to a selected
unit. Left-clicking on an Element icon gives players access to the Unit Detail panel for that element.
12. Stack Tabs: all forces present in a selected region are represented by tabs on the upper section of the unit
display panel. The tabs are used to navigate easily between stacks within the same region. Stacks color
background and top decoration vary if the stack is an Army (yellow/star), a Corps (grey/diamond) or another
force (blue/no top decoration).
13. Stack Navigator:
This feature allow you to do two things: use the inner arrows
navigate between units within the same stack, and use the outer arrows
(in same region or another region). The dot
not) all locked stacks.
to
to go to the next or previous stack
button in the center is an on/off switch that allows to ‘jump’ (or
14. Army Outliner: this is a shortcut that shall take you directly to your armies (star
symbol) present on the map. You see indication of army commander (face), nationality
(background color and shield), army name and attached corps (diamonds on the side,
they give indications in tooltips).
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4.1.2 The Message Log Left-clicking the End Turn button ends a player’s ability to issue orders for the up-coming
game turn and initiates the game turn resolution segment. The Unit Panel is converted into a Message Log window
as seen in Figure 4.2.
Figure 4.2 The Message Log
The Message Log contains a summary of events that took place during the game turn. Message Log text that is
colored red indicates events of particular importance. (In Figure 4.2, the Prussian player has just won Wesel with an
event : this important events may be clicked to view a pop-up newspaper account.
The six toggle buttons to the left of the Message Log window act as message filters. Use these toggles to filter out
unwanted messages or highlight messages concerning particular topics. By double-clicking on a message line in the
log, the Main Screen jumps to the section of map pertaining to that message.
4.2 Regions and Sea Zones
Land Forces and naval units move across the game map by tracing their movement paths into (and through)
hundreds of land regions and sea zones. Holding the mouse over a region or sea zone creates a tool-tip display that
provides players with information specific to the region or zone.
Regions are identified in part by their Civilization Level. The four (4) Civilizations levels are: Wild, Cleared,
Developed, and Rich.
Forces have a limited ability to ‘live off the land’ (i.e. forage) depending upon the civilization level of a region.
Regions that are considered Wild, for example, provide less forage than regions that are deemed Rich. Land forces
may not enter Sea Zones except when being transported by naval vessels, therefore, forage is not available in Sea
Zones.
4.3 Structures
Cities, towns, fortifications, harbors, and depots are known collectively as ‘structures’. Their presence on the map
is indicated by an icon which gives players a visual clue as to their size (i.e. level) and strength. One of a player’s
main goals is to control Objective and Strategic cities in order to generate Victory Points or trigger an Automatic
Victory per the scenario being played.
4.3.1 Cities Certain cities are designated as Objectives or Strategic locations. All cities have their size indicated by a
number appearing on their name plate. This number represents the Level of the city—from small cities (Level 1) to
very large urban centers (Level 20). Cities act as supply sources according to their level. Cities may be captured by
enemy forces but they can never be destroyed.
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Figure 4.3 Structures: Pictured here, Frankfurt and fortified city of Kustrin along the banks of the Oder.
4.3.2. Towns A town is a small city (Levels 1 to 3). Towns are not supply sources and do not have a capability to
distribute supplies unless a depot is built inside. Towns may be captured by enemy forces but they can never be
destroyed.
4.3.3 Fortifications A fortification represents a defensive network of improved positions that provides benefits to
defending units. These structures have a limited ability to generate and distribute supplies. Like cities, fortifications
are represented by Levels which indicate their strength. There are four (4) fortification levels: Non-Existent (Level
0), Standard (Level 1), High (Level 2), and Exceptional (Level 3). Fortifications interfere with enemy movement
and supply transiting the region where they are located. Fortifications may be captured by enemy forces but they can
never be destroyed (NB: unless a special order button is present and allows it in exceptional cases).
4.3.4 Harbors A Harbor is a structure that has the benefit of being able to accommodate naval vessels. Naval
vessels in a harbor are indicated by a figure next to the anchor icon representing the harbor. While inside a harbor,
naval vessels may not be attacked by enemy naval vessels. Harbors provide supply to both land and naval forces
unless they are blockaded by enemy naval vessels. Naval vessels can be ‘repaired’ (regain cohesion and reduce
damage) while inside a harbor.
4.3.5 Depots Depots are supply structures that are either represented on
the game map at the start of a scenario or constructed by a player during
play. For complete information regarding depots, refer to the Supply
section of this manual.
All structures provide ‘shelter’ from attrition. Players may move a Force
‘inside’ structures by drag-drop(ing) the selected Force on the structure.
Once inside, the Force is no longer represented on the game map by a
TDM but rather; as a number on the structure’s name plate. To select a
Force that has entered a structure, left-click on the structure.
Figure 4.4 Pictured here, an on-map depot inside the town of Leipzig in 1757-62 Campaign.
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Commander’s Note: Forces regain cohesion faster if they are placed inside of a structure as opposed to just being
in a region with a structure. In terms of being protected from attrition, however, it makes no difference whether a
Force is physically inside a structure. A Force that is inside a structure may only be attacked through the two forms
of Siege combat.
4.4 Areas and Theaters
Areas are made up of geographically-interconnected regions. Locally-raised units (i.e. militia) have limited combat
efficiency outside of their Areas (loss of 3 discipline levels and 1/3rd of movement points capacity) and slight bonus
inside them (+10 max cohesion). Theaters represent a collection of geographically-interconnected Areas. Use the
Map Filters listed in 4.5 Map Filters to see the Areas/Theaters present in the scenario being played.
4.5 Map Filters
Located just below the mini-map on the Main Screen are two rows of Map Filters toggles. These six (6) toggles give
players the ability to visualize information on the game map.
Military Control (1 key): This filter shows regional ownership (where players have already established
Military Control).
Supply (2 key): The filter shows the location of General Supply and Ammunition stockpiles as
respectively indicated by crate and cannonball icons (with each icon equaling approximately 50 supply
points). The regions highlighted in green indicate the extent of your supply network (i.e. regions through
which supplies may currently pass).
Objectives (3 key): This filter highlights Objective and Strategic cities that grant Victory Points to their
owner.
Loyalty (4 key): This filter highlights regions according to their level of Loyalty.
Areas (5 key): This filter indicates the location and size of Areas on the map.
Theaters (6 key): This filter indicates the location and size of Theaters on the map.
4.6 Game Interface
Game play revolves around activity that takes place on the Main Screen and its assorted display panels. The
interface is designed to allow players to left-click on items to activate or select them. In addition, the tool-tip
feature allows players to gain access to a wealth of information simply by holding the mouse over various aspects
of the game. The tool-tip display is set to “instantaneous’ by default, but this setting may be changed on the Options
Screen.
Pressing the Esc key on your keyboard allows you to close any window that is currently open. If you press the Esc
key while viewing the Main Screen, you are returned to the Main Menu options screen.
Note: A list of keyboard short-cut keys is available in the Appendix section of this manual.
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5. Organizing Your Forces
Success in Rise of Prussia is determined in large measure by how well players are able to organize their military
forces. In order to make the most of your larger military formations, such as Corps or Armies, it is first important to
understand the symbols and information found on the lower echelon units.
Figure 5.1 Military Unit Organization Shown here is the hierarchy of military organization used in Rise of
Prussia. Regiments and Battalions can operate independently or be combined into Brigades. Brigades may also
operate independently or be gathered together to form Corps. Corps may operate independently or operate under
the command of an Army Commander.
5.1 Understanding the Unit Panel
The Unit Panel is a versatile tool for viewing, selecting, and organizing your Forces (Units, Leaders, Naval vessels,
Forces, Corps, Supply Wagons, etc.). Left-clicking on Forces (including Leaders and garrisoned structures) on the
game map causes a horizontal display window known as the Unit Panel to appear along the bottom edge of the
screen.
Figure 5.2 The Unit Panel is the primary means of gathering information about friendly and enemy forces.
The Unit Panel arranges and displays unit counters belonging to the Force you selected. Arrow buttons to the left
and right of the Unit Panel allow you to scroll through the row of units counters making up the Force. Only one
Force can be viewed at a time. If multiple Forces are present in the same location on the game map, these are
displayed as ‘tabs’ along the top of the Unit Panel. These additional Forces can be viewed by left-clicking on their
respective tabs.
Information specific to the Force you are viewing is displayed above the unit counters. This information includes:
the name of the Force,
the number of component units contained in the Force,
the Combat Efficiency of the Force (PWR), a numerical representation of the relative power of the Force,
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icons that display tooltip information (General Supply and Ammunition levels, supply expenditures,
detection and evasive ratings, and penetration indicators),
a white or brown envelope indicating Activation status,
Movement and Combat penalties (flashing red %) due to insufficient Command ratings (if any).
Note: Hold down the Ctrl key to see how many men are in each unit counter belonging to the Force currently being
viewed on the Unit Panel.
5.2 Units
The term ‘unit’ refers to military formations that are represented
by a single ‘counter’ and can be moved independently on the
game map. Units can vary in size from full Brigades to
regiments, Brigades, artillery batteries, Army HQs, and even
individual Leaders. Note that size and strength are two different
concepts. It is possible to have a Brigade-sized unit (weakened
by attrition or combat losses) be reduced in strength to less than
a regiment.
Figure 5.3 Shown here are unit counters for two typical units—
Leaders and combat units.
5.2.1 The Unit Counter When displayed on the Unit Panel, a
unit counter shows information specific to the unit. This information includes:
the nationality of the unit (indicated by the counter’s background color),
zone of origin (primarily displayed on militia units),
Special Ability icons (small symbols in the top left corner),
Unit type (shown by the NATO symbol in the top right corner),
Combat Efficiency (numerical value),
Number of component elements (small ribbons running vertically down the left of the counter),
Unit experience (represented by the color of the element ribbons (bronze, silver, gold),
Unit Cohesion (represented by the purple column),
Unit Strength (represented by the green column).
5.2.2 Component Units Component units are units, Leaders, and support units which may form parts of a Brigade.
For example, a Brigade-sized unit will normally consist of one or more Brigades and several artillery batteries.
These Brigades and artillery batteries are known as component units (only when contained within a Brigade). Any
component units belonging to the selected Brigade appear on the left side of the screen when the mouse is held
over the unit counter. Component units are different from Elements in that they can be attached to or detached
from a Brigade-sized unit. When detached from a Brigade they are considered to be normal units (i.e. able to move
and perform game functions as individual units). Note that component units contain elements which appear on the
Element Display panel along with elements belonging to the other component units in the Brigade.
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5.2.3 Elements Units (and component units) have internal parts known as elements. An element is the smallest
military formation in the game; usually representing a Battalion, Squadron or Battery-sized formation. An element
may also represent a multi-battalion regimental-sized formation. Elements cannot be further sub-divided. (Some
units and component units are so small that they contain only one element.) When an Element loses its last strength
point, it is eliminated.
When a unit (or Force) is selected, its component elements are displayed in a window (known as the Element
Display Panel) located to the right of the Unit Panel. The Command Rating (Strategic/Offensive/Defensive ratings)
of the unit’s commanding officer (if any) is displayed across the top of the Element Display panel. The exact
identity of each element (and identity of its parent unit) is displayed by holding the mouse over the element icon
inside the Element Display panel.
5.2.4 Unit Detail panel Left-click the element icon inside the Element Display panel to open the Unit Detail
panel. The Unit Detail panel consists of three (3) vertically-arranged information panes.
The top pane displays:
the element icon (NATO symbol representing unit-type),
the element’s nationality and national symbol,
the name of the element followed by the element’s position
in the unit (e.g. 2/8 indicates this is the second element out
of a total of 8 elements in the unit),
the element’s experience level (each star symbol indicates
one [1] level of experience),
the element’s strength (manpower symbols; each
representing 10 men on average),
the unit type (i.e. infantry, cavalry, etc.) and actual number
of men remaining/ the maximum number of men allowed.
Note that many units start scenarios at less than their
maximum allowable strength,
Seniority and Political Cost (for Leaders).
Figure 5.4 Unit Detail Panel: Specific information concerning
individual elements is contained on the Unit Detail panel.
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The middle pane displays a variety of values, ratings, and modifiers that are used when the element moves, engages
in combat, or is assessed by various game routines (i.e. supply, attrition, command, detection, etc.):
Offensive Fire: This value is used by the element when it
engages in offensive Fire combat. The higher the value, the
greater the chance this element has of scoring a hit on enemy
units.
Defensive Fire: This value is used by the element when it
engages in defensive Fire combat. The higher the value, the
greater the chance this element has of scoring a hit on enemy
units.
Initiative: This value is used to determine whether the
element will engage in Fire Combat before or after opposing
units. The higher the value, the greater the chance that this
element will fire before enemy units—thus inflicting
casualties before suffering any in return.
Range: This rating indicates the maximum range of the
element’s principal weapons (i.e. rifle, musket, artillery,
bayonet, etc.) A rating of zero (0) indicates that an element’s
principal weapon is used in Assault combat and requires
physical contact with an enemy unit.
Rate of Fire: This value indicates the number of times this
element will fire its principal weapon per combat round. A
high rate of fire gives an element multiple chances of scoring
hits on enemy units per combat round.
Protection: This value is an indication of an element’s ability
to avoid suffering hits from enemy fire and melee combat. A high Protection value makes it more difficult
to inflict casualties on an element. This value is determined by a number of factors such as speed,
dispersion, flexibility, ability to use terrain, etc.
Discipline: This value represents the element’s ability to retain its combat effectiveness. A high Discipline
value indicates that an element can withstand greater punishment without Routing.
Assault: This value is used by the element when it engages in Melee combat. The higher the value, the
greater the chance this element has of scoring a hit on enemy units.
Ranged Damage: These values indicate the number of strength points/ cohesion points the element
inflicts when it scores a hit on an enemy unit in Fire combat.
Assault Damage: These values indicate the number of strength points/ cohesion points the element
inflicts when it scores a hit on an enemy unit in Assault combat.
Cohesion: This value indicates an element’s current number of Cohesion points. Cohesion points are an
expression of an element’s combat readiness and impact on most game functions (morale, speed, combat
efficiency, etc.). The higher the value, the more able an element is to conduct military operations.
Movement: This entry indicates the element’s Movement type. Movement types include Infantry (heavy
and light), Cavalry (heavy and light), and Wheeled (normally used by supply wagons and artillery units).
Note: Horse artillery units are classified as Heavy Cavalry.
Speed Coefficient: This value represents a multiple used to calculate the speed of individual elements. The
higher the co-efficient, the faster units are able to travel. For example, a heavy infantry unit needing three
(3) days to enter a region with Forest-terrain would have its speed coefficient of 150% reduce this time to
only two (2) days.
Detection vs. Land Units: This value represents the ability of an element to detect enemy land units. The
higher the value, the better able an element is to detect an enemy land unit.
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Detection vs. Sea Units: This value represents the ability of an element to detect enemy naval units. The
higher the value, the better able an element is to detect an enemy naval unit.
Hide Value: This value represents the ability of an element to escape detection from enemy units. The
higher the value, the better able an element is to escape detection.
Weight: This number indicates the relative size of the element (in transport capacity) and is used when the
element is transported by naval units.
Support Unit: Yes or No. This entry indicates whether the element is a combat element or a support
element.
Police: This number represents the amount of ‘policing’ an element contributes to gaining military control
over a region on the game map. It is expressed in Police points/per day.
Supply: These numbers represent the number of General Supply points currently stockpiled by the
element/ maximum General Supply point capacity.
Ammo: These numbers represent the number of Ammunition points currently stockpiled by the element/
maximum Ammunition point capacity.
Patrol/Evade: The values represent the element’s ability to block enemy movement (i.e. Patrol value) out
of a region and the element’s ability to ‘Evade’ or bypass enemy units (i.e. move through a region
containing enemy units). The higher the value, the greater chance an element has of blocking enemy
movement and evading enemy units.
Blockade: The value represents a naval unit’s relative ability to institute a blockade of an enemy harbor
(naval units only). The higher the value, the greater the unit’s contribution to the blockade calculation. (The
collective blockade values of all friendly naval units in the sea zone are totaled in order to calculate the
blockade’s effectiveness.)
The bottom pane displays an image representing the element’s principle asset-type (i.e. infantry, cavalry, artillery,
naval vessel, etc.)
5.3 Brigade-Sized Units
Brigades are unique types of units made up of battalion/regimental/squadron/ and battery-sized component units.
Brigades can be broken down into their component parts during a game turn. Brigades may also be created during
a game turn if certain conditions are met. The reason for grouping battalions, regiments, squadrons, and artillery
battery units into Brigade-sized units is to maximize the command effectiveness of leaders. For example, the
command cost to a Leader having three (3) battalions of line infantry and an artillery battery under his command
could range anywhere from four (4) CPs to ten (10) CPs (depending on the number of their component elements). If
these same four (4) units were combined into a Brigade-sized unit, the command cost to the Leader would be only
four (4) CPs.
5.3.1 ‘Breaking Down’ a Brigade If a Brigade-sized unit is selected on the Unit Panel, its component units are
displayed on the left of the Main screen and the elements (which make up those component units) are displayed on
the Unit Detail Panel. The Brigade can then be broken down by left-clicking on the Brigade Break Down button on
the Special Orders panel. The Brigade counter is immediately broken down into its component parts (including the
Brigade commander’s Leader unit). These units are now displayed on the Unit Panel.
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Figure 5.5 Holding your mouse over a Brigade unit counter causes its component units to be displayed.
5.3.2 Creating a Brigade In order to create a Brigade unit, an ‘Active’ Leader and one or more
battalion/regiment/squadron or battery-sized units must be present in a single Force. A maximum of one Leader and
4 units (made of a maximum of 32 elements) may be included in any one Brigade-sized unit.
Other than that, there are no restrictions on the types of units that can be combined into a single Brigade. (Players
could conceivably create a super Brigade-sized artillery unit by combining 32 elements of artillery batteries but as a
practical matter it is not recommended.)
Brigade Creation Procedure
1. Select the ‘Active’ Leader and left-click on the Enable Brigade Command button on the Special Orders
panel.
2. Select the units to be combined into the Brigade and left-click on the Create Brigade button on the Special
Orders panel.
3. The Leader and unit counters are removed from the Unit Panel and replaced with a single Brigade-sized
counter. The units are displayed as component units to the left of the Unit Panel.
5.4 Corps
A Corps is an administrative grouping of military assets (Brigades, artillery batteries, Supply Wagons, etc.) under
the command of a single Leader. Component parts of a Corps must remain in the same Force to be considered part
of the Corps. Units can be attached or detached from a Corps at any time simply by moving (or removing) the units
into or out of the Force on the Unit Panel. It is important to realize that every Corps is considered a single Force, but
not every Force is considered a Corps.
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5.4.1 Creating a Corps A 2 or 3-star Leader is required to command a Corps. Unlike Brigades, a Corps can contain
any number of units; however, these units are counted toward the Corps commander’s Command Point total. For
example, a 3-star Leader can command a Corps consisting of any combination of units up to nine (9) CPs without
penalty.
Corps Creation Procedure
1. Identify a 2 or 3-star Leader to take command of the Corps. The Leader must be within the Attachment
radius of an Army. The Attachment radius is displayed on the game map by selecting the Army 3-stars
General and holding down the Shift key. It is determined by multiplying the Army commander’s Strategic
Rating by two (2).
2. Select the Leader and units to be combined into the Corps. Left-click on the Create Corps button on the
Special Orders panel.
3. The newly created Corps is indicated on the Unit Panel with a star icon on its tab and a Corps badge in the
top right corner.
Figure 5.6 Keith’s Corps: Shown here, Keith's Corps is made up of James Keith, four infantry brigades, one
cavalry brigade, artillery batteries, and support units. This well-rounded formation contains ten units in total, all of
which are commanded by James Keith without penalty.
5.4.2 Benefits of Corps Organizations Once created, a Corps is considered part of a specific Army. It is entitled to
a number of benefits due to its Army affiliation.
A Corps never suffers penalties for being Out of Command Chain if located within the Command radius
of its parent Army. (Note that Command Radius and Attachment Radius are two different concepts.)
The Corps commander’s Strategic Rating is modified by the Army Commander’s Strategic Rating if the
Corps is located within the Command Radius of its parent Army.
The Corps Commander’s Offensive Rating and Defensive Rating are modified by the Army
Commander’s ratings if the Corps is located within the Command Radius of its parent Army.
Multiple Corps that occupy the same region (and belong to the same Army) may use the Synchronized
Move Special Order in order to coordinate their movement during a game turn.
A Corps has the ability to request support from Corps (from the same Army) in adjacent regions (i.e.
“March to the Sound of the Guns’).
A Corps has the ability to request support from an Army (if from the same Army) in adjacent regions (i.e.
“March to the Sound of the Guns’).
A Corps has the ability to give support to Corps (from the same Army) in adjacent regions (i.e. “March to
the Sound of the Guns’).
Multiple Corps from the same Army receive combat bonuses when fighting together in a region.
A Corps benefits from the Army commander’s Special Abilities when located within the Command
radius of its parent Army.
There is no limit to the number of Corps that can be subordinate to a single Army at any one time. If a Corps
belonging to an Army is selected, the parent Army is indicated by having its TDM flash red.
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NB – see 5.6 below: Any units, which don’t belong to such a Corps, are considered independent for Command Chain purposes,
and they have additional penalties from being out of the Command Chain (-50% to the Command Points generated by the leaders
in the Force).
5.5 Armies
An Army represents the commander, an administrative staff, and a collection of additional Leaders and units
attached directly to the Army.
Armies (like Corps) have the ability to lend support to subordinate Corps in adjacent regions (‘March to the Sound
of the Guns’). This ability has an even greater chance of success than that granted to Corps.
If an Army is selected, all of its subordinate Corps are indicated by having their TDMs flash red.
Figure 5.7 Shown here, Friedrich Elbe's Armee consisting of 5 units (Leaders, brigades and assorted support units).
5.5.1 Creating Armies In order to create an Army, you will need a 3 or 4-star Leader. If the Leader selected to
take command of the Army bypasses other Leaders with greater Seniority, the player will lose National Morale
equal to the political cost of the bypassed Leader.
Army Creation Procedure
1.
2.
Select the 3 or 4-star Leader counter and press the Create Army button on the Special Orders panel.
The newly created Army is indicated on the Unit Panel with an Eagle icon on its tab and an Army badge in
the top right corner.
5.5.2 Command Radius An Army has the ability to extend leadership benefits to a Corps under its command if it is
located within the Army's Command Radius.
The Command Radius of an Army commander with a Strategic Rating of 1 is limited to the region in
which the Army is located.
The Command Radius of an Army commander with a Strategic Rating of 2 through 5 is limited to the
region in which the Army is located and all adjacent regions.
The Command Radius of an Army commander with a Strategic Rating of 6 or greater is limited to the
region in which the Army is located and up to two (2) regions away.
5.5.3 Disbanding Armies Armies can be disbanded by selecting the Force containing an Army and left-clicking on
the Dismiss Army button on the Special Orders panel. A player that dismisses an Army loses National Morale
equal to the political cost of the dismissed Leader. (Despite the cost, dismissing an Army is a convenient means of
replacing weak or ineffectual Leaders since an Army can be subsequently recreated under different leadership.) If
more than one 3 or 4-star Leader is present in the Army Force, a new Leader can be put in command without having
to disband the Army. (When an Army is disbanded and recreated, the name of the Army will change.)
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5.5.4 Army Command Benefits Army commanders pass on bonuses to Corps commanders that are within their
Command Radius. These bonuses are based on the Army commander’s Strategic, Offensive, and Defensive Ratings
as follows:
Command Point Bonus: Corps Commanders receive a number of Command Points equal to the Strategic
Rating of the Army commander minus two (2). For example, if a Corps Commander was located within the
Command Radius of an Army commanded by Frederick II (with a Strategic Rating of [6]), he would
receive a bonus of four (4) Command Points (i.e. 6 − 2 = 4).
Strategic Rating Bonus: Eligible Corps Commanders receive a Strategic Rating bonus from their Army
commander. The amount of bonus that Corps commanders receive is calculated individually and based on
the Army commander’s Strategic Rating. Generally, the higher the Army commander’s Strategic Rating,
the greater the bonus he is able to pass on to his Corps commanders (up to a maximum bonus of four [4]).
Army commanders with a Strategic Rating of 1 or 2 have the potential of passing on a negative Strategic
Rating bonus (up to a maximum bonus of negative two [-2]).
Offensive Rating Bonus: Eligible Corps Commanders receive an Offensive Rating bonus from their Army
commander. The amount of bonus that Corps commanders receive is calculated individually and based on
the Army commander’s Offensive Rating. Generally, the higher the Army commander’s Offensive Rating,
the greater the bonus he is able to pass on to his Corps commanders (up to a maximum bonus of four [4]).
Defensive Rating Bonus: Eligible Corps Commanders receive a Defensive Rating bonus from their Army
commander. The amount of bonus that Corps commanders receive is calculated individually and based on
the Army commander’s Defensive Rating. Generally, the higher the Army commander’s Defensive Rating,
the greater the bonus he is able to pass on to his Corps commanders (up to a maximum bonus of four [4]).
Special Abilities: The Special Abilities of an Army commander are passed down to Corps that occupy the
same region as the Army commander when these Forces are engaged in combat. These abilities are passed
on to Corps even if the Army commander is not directly involved in the combat. For example, Frederick II
would pass his Special Abilities to a Corp commander in the same region even if Frederick’s Force was
assuming a Defensive Posture and his Corps commander was attacking.
Note: Army commander bonuses are never displayed on the first turn of the game or on the turn that a Corps is
created or affiliated with an Army. Allow a turn to be resolved before checking for Army bonuses in these cases.
5.6 Out of Command Penalty
If a Force is neither a Corps (within the Attachment Radius of its parent Army) nor an Army, it is considered to be
an Independent Force. (Units left behind to garrison cities and depots usually fall into this category.) An
Independent Force by definition is one that exists outside the normal Army/Corp command hierarchy. Being ‘Out of
Command’ causes the total number of Command Points generated by the Leaders in the Force to be halved.
For example, a 2-star Leader in a Corps that is within the Attachment Radius of its parent Army provides eight (8)
Command Points. This same Leader, if present in an Independent Force, would provide only four (4) Command
Points.
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6. Leaders and Leadership
Leaders have an enormous impact on the effectiveness and efficiency of your military assets. Leaders are given
leadership ratings that reflect their historical abilities and which affect almost every aspect of the game. Units that
are ‘leader-less’ and/or Forces that exceed their Leader’s Command Point capacity are subject to movement and
combat penalties.
Figure 6.1 Shown here, 3-stars leader Marshall Maximilian Ulysses Browne with his Special
Ability trait icons in a vertical column on the left of his ‘counter’.
6.1 Leader Ranks (Command and Control)
The ability of Leaders to effectively command military assets is expressed as a comparison of their rank in relation
to the number (and size) of the units under their command. Every Leader in the game is assigned a rank ranging
from 1-star to 4-stars. (Naval Leaders are all referred to as Admirals regardless of rank.)
1-star General: Brigadier General (sometimes Colonel)
2-star General: Major General
3-star General: Marshall, Lieutenant General
4-star General: Emperor, King, Czar, Marshall (Artistic note: may also display a special crown graphic
icon on their counter)
6.1.1 Command Points Each Leader provides Command Points (CPs) according to his rank. When multiple
Leaders exist in a single Force the Command Points they provide are cumulative and applied to the Force as a
whole.
Command Points Summary
A 1-star Leader provides four (4) Command Points to units in his Force.
A 2-star Leader provides eight (8) Command Points to units in his Force.
A 3 or 4-star Leader provides twelve (12) Command Points to units in his Force.
6.1.2 Command Cost Each unit is given a Command Cost which reflects the difficulties a Leader would have in
‘leading’ it efficiently (large formations are unwieldy). Each Force has a Command Cost equal to the cumulative
number of Command Costs associated with its component units.
Command Cost Summary
Artillery battery: zero (0) CP
Battalion, Regiment, Squadron: from one (1) to three (3) CPs
Brigade : four (4) CPs
Battalions, Regiments, and Squadrons have Command Costs based on the number of elements they contain,
although these costs are sometimes elevated for overly large units. Increased Command Costs are also used to
represent cultural differences in command and control methodologies between nationalities.
6.1.3 Exceeding Command and Control It is perfectly permissible for a Leader to be put in command of units that
exceed his ability (i.e. Command Costs are greater than his Command Points). When this occurs, the Unit Panel
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displays a warning in the form of a percentage loss of movement and combat effectiveness. The penalty is equal to
roughly 5% per CP over the Command Point allowance of the Force.
Figure 6.2 Command Penalty: At the start of the 1757 Campaign, Schwerin’s Corps contains 17 units and exceed
command capacity. A penalty is therefore assessed to Schwerin’s Corps as indicated on the tool-tip and by the
flashing red 35% on the Unit Panel.
6.1.4 Command Point Modifications The total number of Command Points that can be provided by Leaders in a
single Force is limited to an unmodified maximum of 32. This number can be modified by:
+2: if a Signal support unit is present in the Force (not in version 1.00 of the game),
+1: if a Reconnaissance support unit is present in the Force (not in version 1.00 of the game),
+ (Variable): Leader Special Abilities
Strategic Rating of parent Army commander + (−2): if Corps is within Army Leader’s Command Radius
Note: Any units, which don’t belong to such a Corps, are considered independent for Command Chain purposes,
and they have additional penalties from being out of the Command Chain (-50% to the Command Points generated
by the leaders in the Force).
6.2 Leader Attributes and Special Abilities
In addition to providing leadership in the form of Command Points, Leaders also have various individual attributes
and Special Abilities that differentiate themselves from one another. To get the best use out of your leaders, be sure
to always put the right man in the right job.
6.2.1 Leader Attributes Each Leader has three (3) principal attributes: a Strategic Rating, an Offensive Rating,
and a Defensive Rating.
Strategic Rating: A Leader’s Strategic Rating is used to determine the likelihood that he will be
considered ‘Active’ during a game turn. The higher his Strategic Rating, the more likely he will be
‘Activated’. This rating is also used to determine the Leader’s Command Radius if placed in command of
an Army and the amount of Command Points he is able to bestow upon subordinate Corps and units.
Offensive Rating A Leader’s Offensive Rating is used when a Leader is in command of a Force that
engages in combat while assuming either an Assault or Offensive Posture. The Offensive Fire and Assault
values of every unit in the Force are increased by 5% per point of a Corps commander’s Offensive
Rating. The Offensive Fire and Assault values of every unit in a Brigade are increased by 3% per point of
the Brigade commander’s Offensive Rating. These values are cumulative—units receive bonuses from
both commanders if applicable.
Defensive Rating A Leader’s Defensive Rating is used when a Leader is in command of a Force that
engages in combat while assuming either a Defensive or Passive Posture. The Defensive Fire and Assault
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values of every unit in the Force are increased by 5% per point of a Corps commander’s Defensive
Rating. The Defensive Fire and Assault values of every unit in a Brigade are increased by 3% per point of
the Brigade commander’s Defensive Rating. These values are cumulative—units receive bonuses from
both commanders if applicable.
6.2.2 Leader Special Abilities Some Leaders possess Special Abilities that give them advantages in certain
circumstances. The Special Abilities that a Leader possesses are indicated by unique Special Ability icons which
appear on his Leader counter. A complete list of these Special Abilities and their effects on game play is found in
the Appendix section of this manual.
6.2.3 Leader Experience Leaders gain experience from participating in combat. After each battle, Leaders are
individually checked to see if they have gained or lost experience. This determination is based upon the Leader’s
ratio of losses suffered/losses inflicted and has nothing to do with winning or losing the battle. It is quite possible for
Leaders on the losing side to gain experience while leaders on the winning side may lose experience. Leaders that
gain experience become eligible for eventual promotion if all other conditions are met.
6.2.4 Effects of Leader Experience Leaders gain tangible benefits from their experience levels just as units do.
(Consult Section 21. Unit Experience for the effect of experience on combat units.) These benefits are accrued as
follows:
Strategic Ratings do not change because of experience.
A Leader’s Offensive Rating is increased by +1 for each Even level of experience (2, 4, 6, etc.)
A Leader’s Defensive Rating is increased by +1 for each Odd level of experience (1, 3, 5, etc.)
6.3 Promoting Leaders
Leaders who have proved themselves capable in their current rank may become eligible for promotion. This is
indicated by a flashing promotion icon on their counter and a message to that effect appearing in the Message Log
turn summary. Promoting Leaders to the next rank enhances their ability to provide Command Points and gives
them the ability to command larger echelon formations (i.e. promoting a 2-star Leader to a 3-star rank gives that
Leader the ability to command Armies).
There are several conditions that need to be met in order to promote a Leader:
an entry in the database must exist for the new rank. Consult the Unit Detail panel for the Leader to find out
if the Leader is eligible. (Is Promotable Yes/No)
the Leader must have either gained four (4) Seniority ranks or have a Seniority of 1 or 2. (The Leader’s
initial Seniority ranking is shown in [brackets] on the Unit Detail panel. His current Seniority is listed along
side his initial [bracketed] Seniority.
Note: Seniority is indicated numerically with the lowest numbers actually representing more senior Leaders. In
other words, a Leader becomes eligible when his current Seniority is four (4) points lower than his initial Seniority.
6.4 Relieving Leaders from Army Commands
Leaders may be relieved of command (i.e. sacked). Removing a Leader from an Army command causes a loss of
National Morale and Victory Points equal to the promoted Leader’s political cost unless a new Leader with more
Seniority is put in command of the Army that same game turn. To remove a Leader, select the Leader’s counter on
the Unit Panel and left-click the Dismiss Leader button on the Special Orders panel. A tool-tip gives you the cost of
the action in NMs and VPs.
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6.5 Seniority and Bypassing Leaders
Every Leader in the game is assigned a Seniority number which indicates his position on the promotion hierarchy.
Leaders with low Seniority numbers are considered first in line to receive promotions. Seniority is no guarantee of
quality, however, and there will be occasions when a junior officer shows himself to be more capable than those
with greater seniority. For example, a Leader with a Seniority number of two (2) is considered to be the second-most
Leader in terms of Seniority. A Leader with a Seniority number of 35 would be considered far from the top.
A Leader’s current and initial Seniority is indicated on the Unit Detail panel. Left-click on the Leader Element icon
on the Element Display panel to access the Unit Detail panel. Seniority is displayed as a set of two (2) numbers: the
Leader’s current Seniority [the Leader’s initial Seniority].
If a Leader is promoted when there are other Leaders of the same rank who are senior to him (i.e. have a lower
Seniority ranking), these other Leaders are considered to have been ‘bypassed’. Bypassing Leaders costs an amount
of National Morale and Victory Points equal to the promoted Leader’s political cost. A tool-tip warning is given if
a promotion would cause another Leader to be ‘bypassed’. The NM cost of bypassing the Leader is indicated on the
tool-tip.
Likewise, if a 3 or 4-star Leader is placed in command of an Army when there are other Leaders of the same rank
who are senior to him (i.e. have a lower Seniority ranking), these other Leaders are considered to have been
“bypassed’. Bypassing Leaders costs an amount of National Morale and Victory Points equal to the promoted
Leader’s political cost. A tool-tip warning is given if a promotion would cause another Leader to be ‘bypassed’. The
NM cost of bypassing the Leader is indicated on the tool-tip.
Leaders may gain and lose Seniority based upon their participation in combat. Leaders on the winning side of a
battle may warrant an increase in their Seniority (i.e. have their Seniority number lowered). Leaders on the losing
side of a battle may warrant a decrease in their Seniority (i.e. have their Seniority number raised). Changes in
Seniority based on a Leader’s performance in combat are listed in the Message Log at the conclusion of each game
turn.
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7. Orders
Game play in Rise of Prussia is conducted simultaneously. Players plot their activities for the upcoming game turn
(each turn represents seven days of game time) by issuing ‘orders’ to the various military assets under their
command. Once a player has finished issuing orders to his forces, the game turn is resolved by left-clicking the End
Turn button on the Main Screen. Players are never required to issue orders. Forces without orders will simply
maintain their previous turn Posture and act or react to the presence of enemy forces accordingly.
7.1 Activation
At the beginning of each turn, every Leader undergoes an ‘Activation Check’. (These checks are made even if the
Leader is currently not commanding any units.) Activation checks are made using a Leader’s Strategic Rating. The
higher a Leader’s Strategic Rating, the greater chance the Leader will pass the Activation Check. Leaders who pass
their Activation Check are considered ‘Active’ for the upcoming game turn. Likewise, Leaders that fail their check
are considered ‘Inactive’. Forces without Leaders are always considered Active but suffer movement and combat
penalties accordingly.
7.1.1 Activation Check Modifiers The Activation check is modified by the following conditions:
+1 Strategic Rating: A Leader who was active during the previous game turn increases his Strategic
Rating by one (1) for purposes of the Activation check.
Variable: A Leader of a Corps that is located within the Command Radius of its Army HQ has his
Strategic Rating modified by the Army Commander’s Strategic Rating. Note that a poor Army Commander
can actually reduce the Strategic Ratings of his subordinate Corps Commanders.
7.1.2 Active Leaders Leaders who are considered Active are indicated on the game map by having a white-colored
envelope next to their TDM. Forces commanded by Active Leaders may move and engage in combat normally
during the up-coming game turn.
7.1.3 Inactive Leaders Leaders who are considered Inactive are indicated on the game map by having a browncolored envelope next to their TDM. Units and Forces commanded by Inactive Leaders may still move and engage
in combat during the up-coming game turn, but they do so with penalties applied.
7.1.4 Restrictions Placed on Inactive Leaders Inactive Leaders may only assume a Defensive or Passive Posture
(not applicable for Naval Leaders). In addition, the following restrictions are placed on Inactive Leaders:
Inactive units or Forces suffer a 35% reduction in their movement ability (i.e. speed),
Inactive units or Forces suffer up to a 35% reduction in their combat efficiency if they engage in combat
in hostile territory.
7.2 Movement Orders
Forces are moved across the game map in an effort to achieve certain objectives and engage enemy forces in
combat. Movement is always voluntary, and indeed, there are certain benefits derived from remaining stationary
(such as regaining Cohesion Points and receiving replacements).
7.2.1 Speed of Movement A Force moves at the speed of the slowest Unit in the Force. The speed at which Units
move is based on their most prevalent element-type. For example, a Brigade that is predominately infantry moves at
the infantry rate even though the Brigade may contain an artillery battery.
Movement speed is based in part on the average Cohesion value of the elements in the Force in relation to the
maximum average Cohesion of the elements in the Force. The resulting percentage is halved and then applied to the
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movement rate of the Force. For example, if a Force has an average Cohesion value of 30 at the start of its
movement and a maximum average Cohesion of 60; the difference is 50%. This 50% is then cut in half to 25%.
Based on Cohesion alone, the moving Force in this example would move 25% slower than it would normally.
Elements that have zero (0) cohesion points have a speed that is 50% of their normal movement rate.
Movement is also a function of many variable factors. These include the element’s Activation status, unit-type,
speed coefficient, and Command Posture. Other factors include weather conditions, terrain, and the presence of
enemy forces, etc. Consult the Terrain Summary in Appendix A for a complete listing of all terrain-types and their
effect on movement rates.
7.2.2 Cohesion Cost of Movement Moving Forces spend their Cohesion points as follows:
Normal Land Movement: Land Forces lose one (1) Cohesion Point for each day of normal land
movement. This loss is modified by command posture and whether the Force is ‘Force Marching’.
Naval Transport: Land Forces being transported by naval transport lose a minimal amount of cohesion; a
Force will experience a greater loss of Cohesion when moving through sea zones with harsh weather.
Naval Vessels: Naval vessels lose Cohesion depending on the type of ship and weather in the regions
traveled through.
Forces also take Attrition hits in proportion to the Cohesion cost of the move.
Commander’s Note: It is good practice to assign a Command Posture (and ROE) to a Force before moving it.
7.2.3 Plotting Movement Orders Movement orders are plotted on the game map (for both land and naval Forces)
by left-clicking on a Force’s TDM and drag-drop(ing) the Force on its intended destination. Once the Force is
dropped on its intended destination, a movement path linking the starting point and the destination is displayed.
Each leg of the movement path (i.e. each region) is annotated with an indication of the estimated number of days the
Force requires to travel that distance.
7.2.4 Editing Movement Orders To cancel a movement order, drag-drop the Force back to its original starting
location. To cancel a movement order one leg at a time, press the Delete key once for each leg to be removed. To
add a leg to a movement path, left-click on the Force’s TDM (on the last leg of the movement path) and drag-drop
the Force to the next intended destination. When a Force is moved into an adjacent region, the path-finding
algorithm selects a movement path that is the quickest but not necessarily the most direct route. To get the most
direct route, hold down the CTRL key when drag-drop(ing) the selected Force.
7.2.5 Reliability of Movement Orders A Force does not automatically follow orders if conditions change due to
enemy interference. Remember; the simultaneous nature of the game turn means that enemy action must be
accounted for. For example, if a Force in an Offensive Posture is moving through a region and is engaged by a larger
enemy Force, it is likely that the moving Force will seek to withdraw after a few rounds of combat (thus assuming a
Passive Posture and coming to a halt).
7.3 Resting
A Land Force can recover Cohesion Points by spending time resting rather than moving and fighting. The basic rate
of recovery for land units is 0.75 Cohesion Points per day of rest.
This basic rate of 0.75 Cohesion Points per day is modified by the following conditions:
+1.00 CPs: Force is stationary in Passive Posture.
+0.75 CPs: Force is stationary and inside a structure.
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+0.50 CPs: Force is stationary and outside of a structure.
+0.50 CPs: Force is stationary and located in a loyal region.
+0.50 CPs: Force is a stationary Irregular unit.
−0.50 CPs: Force is in Offensive Posture.
−0.50 CPs: Force is besieging.
−0.50 CPs: Force is being transported by naval transport.
−1.50 CPs: Force is besieged.
Variable CPs: Cohesion Point gains/losses are modified by National Morale.
Variable CPs: Certain Special Abilities increase/decrease the amount of CPs recovered.
A Medical support unit in a Force increases the per turn Cohesion recovery by 15%
7.4 Combat Orders
Players do not issue combat orders per se. Combat is executed automatically (under certain conditions) if opposing
forces are present in the same region and at least one side is assuming an Assault or Offensive Posture.
7.5 Blocking Movement and Zone of Control
The simultaneous nature of Rise of Prussia movement plotting and resolution segments means that players (and the
computer AI) must anticipate their opponent’s activities. The presence of enemy forces and fortifications inhibits
friendly movement in a land region during the resolution portion of a game turn. If the presence is strong enough,
friendly units will be able to enter a region but move no further. Note that there is a minimum threshold required to
block movement. (A weak enemy ZOC will not prevent friendly forces from entering a region where they have no
Military Control.)
7.5.1 Patrol Values Each element has a Patrol Value that represents the ability of the element to block (i.e.
interrupt) enemy movement. The modified average of all the Patrol Values belonging to friendly elements is added
to the Patrol value of any friendly fortifications in a region. Having Military Control in the region also adds to the
Patrol Value’s effectiveness. The resulting value represents the strength of the Zone of Control that friendly forces
exert in the region.
7.5.2 Evasion Values Each element has an Evasion Value that represents the ability of the element to avoid contact
with enemy forces. The sum of all the Evasion Values belonging to friendly elements is modified by weather and
terrain. The size of a friendly Force is also taken into account—smaller forces have an easier time avoiding enemy
contact.
Small Force: A Small Force is a Force that contains fewer than four (4) Units and/or fewer than four (4)
Command Points worth of Units/Elements.
Large Force: A Large Force is a Force that contains more than nine (9) Units and/or more than nine (9)
Command Points worth of Units/Elements.
7.5.3 Effectiveness of Zone of Control Once the strength of the Zone of Control (i.e. total modified Patrol Value)
is determined, it is divided by the Evasion Value of the opposing Force. An opposing Force is prevented from
entering any adjacent region where its level of military control is less than this number. Regions that a Force cannot
enter due to a blocking Zone of Control are indicated in Red on the game map. Additional information regarding
blocked movement is obtained by holding your mouse over adjacent regions.
Commander’s Note: Small fast moving cavalry forces have the best chance to avoid being pinned down by enemy
Zones of Control.
7.5.4 Fortifications and Zone of Control Fortifications have a Patrol Value equal to [the level of Military Control
in the region] x [the fortification level]. As a result, it is virtually impossible to bypass large enemy fortifications.
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7.6 Intercepting Enemy Forces
During movement plotting portion of a game turn (i.e. pre-resolution), rather than direct a friendly Force to move to
a specific region, a player may direct a friendly Force to ‘intercept’ an enemy Force. If during the resolution portion
of the game turn, the intercepting Friendly Force fails to locate the enemy Force; it will immediately stop moving. If
a friendly Force attempts to intercept an enemy Force that subsequently splits into multiple Forces; the intercepting
Force will attempt to engage the larger of the enemy Forces. An intercepting Force will have its movement path
adjusted by the computer AI in order to intercept the moving enemy force.
To intercept an enemy Force, drag-drop the friendly intercepting Force (or Forces) on top of the enemy Force’s
TDM on the game map. An icon indicating the Interception attempt is placed on the friendly Force’s TDM.
7.7 Combining Friendly Forces
During movement plotting portion of a game turn (i.e. pre-resolution), players may direct a Force to combine with
another friendly Force in another region. The two Forces are combined into one Force once the two Forces reach
each other inside the same region. Leadership of the newly combined Force goes to the senior Leader in the Force
by default.
7.7.1 Combining Forces in Different Regions To combine friendly Forces in different regions, simply drag-drop
the TDM of one friendly Force inside the TDM of the other friendly Force. The other friendly Force may now be
moved, or remain in its present location. A friendly Force will have its movement path adjusted by the computer AI
in order to combine with the other friendly Force. An icon indicating the Combination order appears on the Force’s
TDM.
7.7.2 Combining Forces in the Same Region Forces in the same region can be combined without requiring a
movement order. All Forces in a region are displayed on the Unit Panel when any one Force in the region is
selected. The unselected Forces appear as ‘tabs’ above the row of units in the selected Force. To transfer units and
Leaders, drag-drop the unit counters onto the ‘tab-ed’ Forces as desired.
Note that combining friendly Forces in this manner is different from ‘merging’ units. A combined Force will be
composed of units belonging to the previously separated Forces with no adjustments made to their unit strengths.
The Force will have just as many units as the two Forces did previously—it’s just that they will all be together in a
single Force under command of a single Leader.
7.8 Raiding
A player who is able to disrupt the enemy’s supply network will severely cripple his opponent before the first shot is
even fired. For this reason, it is important to take advantage of opportunities to strike at the enemy’s supply lines and
infrastructure. Accordingly, players may set the desired behavior of their Forces using Special Orders as follows:
Default Orders: Forces will automatically capture any supply stockpiles located in enemy structures that
they capture while moving. The capturing Force first replenishes its own supply up to capacity, leaving the
remaining supplies intact. Enemy structures remain intact and change ownership.
Evade Fight: Forces will immediately destroy all enemy supplies they encounter while moving except in
their final destination. Enemy structures remain intact and change ownership.
Destroy Depot: To destroy a Depot, a Force must begin the turn in the region with the enemy Depot and
be assigned the ‘Destroy Depot’ Special Order. The Depot is destroyed before the Force executes any
additional movement orders. (Note: Only Level 1 depots can be destroyed).
Pillage: Certain units (i.e. Cossacks, Guerillas, etc) immediately destroy all supplies and Depots they
encounter. (They cannot destroy fortifications.) These units are identifiable by their ‘Pillage’ Special
ability icons.
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7.9 Entrenching
Entrenchments provide defensive benefits depending on their level (1 to 8). They are not considered to be structures,
although they do provide limited shelter against bad weather. They are not subject to the rules governing siege
combat. Entrenchments are attacked using the Field Combat resolution procedure.
Entrenchment Levels beyond 5 do not provide additional cover but they increase the firepower of friendly artillery
batteries. In addition, entrenched artillery batteries will defend the river(s)/seacoast in their region and fire on
moving enemy fleets. Batteries will also block enemy supply transport moving by river and engage enemy
bombarding ships.
Entrenchment levels are displayed graphically on the map, with Levels 5-8 being identified by a gun icon.
Entrenchments are eliminated once ALL units that occupy the entrenchment are moved out of the region. Friendly
Forces within the same region may occupy different levels of entrenchments.
Entrenchments only appear as part of the initial scenario set-up or, in certain scenarios, by events. Players do not
construct entrenchments.
7.10 Fixed Units
Many scenarios have Forces that begin the game as ‘Fixed’. Fixed Forces are indicated with a Lock icon next to
their TDM on the game map or on the face of their unit counters on the Unit Panel. Fixed Forces may not move
from their fixed location until:
A friendly non-fixed Force ends its turn in the region (or structure)
with the fixed Force (as per scenario restrictions),
the fixed Force is attacked by enemy forces,
a specific date has been reached (as per the tool-tip).
Figure 7.1 Fixed Units: Shown here are two units (a leader and a brigade, but any kind of unit can be fixed). The
small lock icon in the upper left corner of their unit counters indicates that these are ‘fixed units’.
Some Forces (such as automatic garrison elements) are permanently fixed and may never move under any
circumstances. (A Static Element has a Move ratio of 0%). Consult the tool-tip information for information
regarding specific units.
7.11 Special Orders
Special Orders allow players to fine tune how their forces move and react to the enemy during the upcoming turn.
The Special Orders available to a particular Force are indicated by on two columns (tent and sword) of Special
Orders buttons located to the left of the Unit Panel. Available Special Orders are highlighted—unavailable Special
Orders are subdued. Leaders who are ‘Inactive’ may not perform certain Special Orders that would otherwise be
available to them if they were Active.
7.11.1 Special Order Activity Checks Unless otherwise noted, Special Orders require that the initiating Force pass
an activity check (mostly related to Leaders and their attributes) in order to perform the desired Special Orders.
Special Orders that require multiple days to complete are always executed at the beginning of a game turn. If time
remains after completion of the Special Order, the Force will carry out any plotted movement.
7.11.2 Special Orders Available to Land/Naval Forces The following Special Orders are available to land/ naval
forces and may be initiated by using the Special Orders buttons if activated. A Special Orders button will only be
Active if the pre-requisite conditions are met.
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Special
Order Icon
Special Order
Ambush
Forced March
Seek Shelter
Special Order Description/ Effects
Non-moving irregular forces (i.e. Partisans, Guerillas, Etc) can try to set up an ambush in Marsh, Forest,
Hill, Wooded Hills, Mountainous and Alpine terrain. If successful, the ambushing units receive combat
benefits (such as first fire) and have an increased chance to withdraw.
A force that force-marches is able to move faster but at an increased loss of cohesion. Light Infantry and
Cavalry are likely to suffer less cohesion loss. A force containing only leaders and/or support units may
not force march.
A force that seeks shelter will enter a structure at its destination. A force that retreats in battle will enter a
structure in the current region.
Build Depot
The force expends Two (2) Supply Wagon units or Two (2) Naval Transport units and constructs a Depot.
Depot construction requires Two (2) Game Turns to construct.
Destroy Depot
Force must begin the turn in the region with the enemy Depot and be assigned the ‘Destroy Depot’ Special
Order. The Depot is destroyed before the Force executes any additional movement orders. (Note: Only
Level 1 Depots can be destroyed).
Subordinate Corps and Army HQs in the same region will move together at the pace of the slowest force.
In addition, when the Army HQ moves, all subordinate Corps in the region will automatically synchronize
their movement without need for the special order.
The leader is promoted to the next highest rank.
Synchronized
Move
Promote
Leader
Combine Units
Selected units can be combined into a single unit (Usually to form a Brigade). This order is also used to
merge weak units into a stronger one by merging elements.
Brigade
Break-Down
Attach Corps
to Army
This order is used to Break-Down a Brigade into its component parts. Component parts are henceforth
treated as Individual Units.
Detach Corps
from Army
This order is used to detach a Corps that is part of (and subordinate to) an Army. The detached Corps is
considered an Independent force upon its removal from the Army.
Evade Combat
A force with this order will seek to avoid contact with the enemy during movement. It will also assume a
Raiding mode.
Surrender
This order instantly removes selected unit(s) from the game. The men in units become prisoners.
Create Army
This order is used to create new Army-Level commands. A 3 or 4-Star Leader is required to be present.
Disband Army
This order is used to disband an Army. The Army is replaced by its Army leader.
Naval
Bombard
A Naval Force will bombard the first coastal structure or entrenched position it encounters provided a
friendly land force is present in the region. Enemy batteries in fortifications or entrenchments greater than
level 4 have an opportunity to return fire.
If activated, the selected unit is destroyed (removed from game).
Disband
This order is used to make an independent force part of (and subordinate to) an Army (and its Army
Commander).
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8. Military Intelligence (Fog of War)
Rise of Prussia recreates the uncertainty regarding enemy locations and intentions by presenting players with a
condition known as the ‘Fog of War’. Essentially, the position of enemy forces is withheld unless players are able to
‘detect’ their presence. Keep in mind, however, that a player’s ability to detect an enemy is somewhat offset by the
enemy’s ability to hide.
8.1 Detection Value
The ability of friendly Forces to see into a region they occupy (and adjacent regions) is determined by the number of
Detection Points that a Force (or friendly region) is able to generate. Detection Points are not cumulative. Only the
largest number of Detection Points generated by a single source is used. Once determined, this number of Detection
Points is known as the Detection Value.
8.1.1 Detection Point Generation Summary Detection Points (DPs) are generated by the following conditions:
Highest Detection Rating of any friendly unit in the region. For example, an element belonging to a cavalry
brigade usually has a Detection Rating of 4 DPs; a line infantry element usually has 2 DPs.
In regions in which a player does not have friendly forces:
+2 DPs: Military Control in the region is at least 51% (friendly).
+2 DPs: Population in the region is at least 51% Loyal.
−1DP: Detection Points used to see into adjacent regions.
8.1.2 Detection Procedure The Detection Value is applied to the enemy’s Hide Value. If the Detection Value
exceeds the enemy’s Hide Value, enemy forces are detected (i.e. revealed on the game map). If not, the enemy
forces remain concealed. For each point of Detection Value over an enemy’s Hide Value, the accuracy of the
information received is increased.
Commander’s Note: Enemy forces near your territory or units are almost always detected unless the region is Wild
(i.e. no structures present in the region) or the enemy units are particularly stealthy. Irregular units are good choices
for both reconnaissance and infiltration.
8.2 Hide Value
The ability of friendly Forces to escape detection is determined by the number of Hide Points that a Force
generates. Only the lowest number of Hide Points generated by a single source is used. Once determined, this
number of Hide Points is known as the Hide Value and is used in comparison with an enemy’s Detection Value to
determine if a Force has been spotted.
8.2.1 Hide Point Generation Summary Hide Points (HPs) are generated by the following conditions:
If a Force is located within a region with a structure (either friendly or enemy), its Hide Value is automatically set to
one (1) unless the Force is assuming a Passive Command Posture.
+1 HP: Only Leaders are present in the Force.
+1 HP: Force is Passive or considered Small.
+1 HP: Covered Terrain (i.e. Bocage, Hills, Wooded Hills, Marshes, Wilderness, Mountain, Alpine)
+1 HP: Harsh Weather (i.e. Mud, Snow, Frozen, Blizzard)
−1 HP: Force is considered Large.
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Hide Points are cumulative. For example, a Small Force (+1 HP) containing only elements of Cossack cavalry
(Irregular) has a base Hide Value of three (3); if located in a region with covered terrain (+1 HP) and harsh
weather (+1 HP) it would have a modified Hide Value of six (6). A Force with a Hide Value of six (6) that remains
in a Passive Command Posture is practically invisible—perfect for scouting behind enemy lines.
Small Force: A Small Force is a Force that contains fewer than four (4) Units and/or fewer than four (4)
Command Points worth of Units/Elements.
Large Force: A Large Force is a Force that contains more than nine (9) Units and/or more than nine (9)
Command Points worth of Units/Elements.
9. Naval Units
The naval aspect of the game in Rise of
Prussia is currently limited to river units (it
may later on be improved through modding or
new game versions).
9.1 Naval Movement
Naval movement orders are issued and plotted
in the same manner as Land movement. Naval
Forces are assigned Command Postures and
ROEs that mirror those assigned to Land
Forces. Movement is traced through adjacent
sea zones (i.e. regions). Movement paths are
indicated on the game map and annotated with
the estimated number of days required to reach
each sea zone.
9.1.1 Naval Activation Checks Admirals are required to make Activation Checks each game turn. However, an
Admiral who fails the Activation check is not prevented from assuming an Offensive Command Posture, only
delayed in executing his movement orders.
9.1.2 Intercepting Naval Movement Naval Forces can never be directly prevented from entering a sea zone (or
river section). However, whenever a naval Force enters a sea zone (or river section) where an opposing naval Force
is present, each naval unit uses its Patrol and Evasion Ratings to determine whether a naval engagement occurs.
Coastal fortifications (and fortifications astride a navigable river) have high Patrol Values. In most cases this will
enable them to fire on opposing naval forces as they pass by.
9.2 Naval Units and Supply
Naval vessels require General Supply and Ammunition to operate efficiently just as land units do.
9.2.1 Replenishment of Naval Units Naval units may replenish their inherent supplies of General Supply and
Ammunition supply points in friendly-controlled Ports which have a supply of General Supply and/or Ammunition
points available. Naval units may replenish their inherent General Supply points while at sea if they occupy a sea
zone adjacent to a land region with a supply of General Supply points available.
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9.2.2 Naval Transport of Supplies Naval Transport units may be used to transport and distribute supplies (both
General Supply and Ammunition) to friendly land units and structures located in adjacent coastal regions. This
method of distributing supplies is similar to that used by Supply Wagons.
9.3 Naval Transport
Both sides have naval vessels designated as transports. Naval transports are distinguished by their carrying capacity.
For example, a river barge has the ability to transport (i.e. carry on-board) up to five (5) points of transport weight.
Naval Transport Procedure
There are two separate ways in which land units may board naval transports:
1.
Land units begin a game turn located inside a harbor with a Force containing naval transports. The land
Force is combined with the transporting naval Force by drag-drop(ing) the land Force on the naval Force’s
tab (on the Unit Panel). The transporting naval Force must have sufficient transport capacity (i.e. transport
points greater than or equal to the ‘weight’ of the land units). A movement order may now be issued to the
transporting naval Force.
2.
Land units begin a game turn in a region adjacent to a coastal sea zone containing a naval Force with
transport units. The land Force is combined with the naval Force by drag-drop(ing) the land Force on the
naval Force’s TDM. A movement order may be issued to the naval transport Force. This movement order
will be delayed until the land Force boards the transports.
Land units may remain on-board transport vessels in sea zones or rivers indefinitely. However, land units will suffer
attrition losses while embarked (at sea or on rivers). Land units automatically disembark (i.e. leave the naval
transports) when the transporting naval Force enters a harbor. They may also disembark in a region without a harbor
(i.e. conduct an Amphibious Landing).
9.4 Amphibious Landings
NB: Not available in version 1.0 of the ROP game.
As was the case historically, the anti-Prussian Coalition player will usually have an undisputed command of the
Baltic sea (while Britain, the ally of Prussia, commands all other seas surrounding Europe). This advantage can
often be used to threaten large stretches of coastline with invasion.
Amphibious Landing Procedure
The Amphibious Landing procedure is a two-step process conducted as follows:
1.
2.
The transporting naval Force and units being transported are moved to a coastal region.
On the following game turn, the player must manually move (i.e. drag-drop) the land units being
transported from the transporting naval Force’s Unit Panel into the adjacent land region (i.e. the land region
where the landing is to take place).
Distant unload special order
If player already know where land units shall disembark, he can use distant unload special order. Using distant
unload permit to only select landing destination and naval stack will move automatically to nearest coastal region
and disembark all his land forces.
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9.5 Blockade
One of the more effective ways that seapower can influence a land campaign is through blockading enemy harbors.
A blockade is nothing more than a cordon of naval combat vessels that seeks to prevent enemy ships from entering
or leaving a particular harbor.
Each harbor has one or more exit points (sea zones). Each exit point must be occupied by naval units possessing the
required number of Blockade points in order for the harbor to be considered ‘blockaded’. A harbor that is blockaded
does not generate supply points.
10. Supply
One of the most daunting challenges faced by any military leader is keeping an army supplied with all the goods and
services it needs to maintain itself in the field. Forget about strategy for a moment—it’s logistics that wins most
battles.
10.1 The Supply System (Overview)
The supply system represents the means by which supplies are broadcast forward from their point of production
through a series of intermediate staging areas to the point of consumption (i.e. troops in the field). In game terms,
supply points are produced (and accumulated) in various map locations, moved as needed to friendly structures and
storage units within range, then delivered to combat units (again, within range). This chain of supply (from
production to consumption) is handled automatically and requires no input from players. However, there are
limitations to the amount of supply points that can be distributed along a single link in the supply chain and lengthy
(or poorly protected) supply chains are susceptible to enemy interruptions.
10.1.1 Types of Supply (General Supply and Ammunition) There are two types of supplies: General Supply and
Ammunition. Both are produced and distributed in similar fashion but are accounted for separately. General Supply
represents items used by military units to maintain their manpower in good fighting order (i.e. food, water, clothing,
etc.) Ammunition represents the supply of munitions that military units expend in combat (i.e. bullets, gunpowder,
cannon shot, etc.)
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10.1.2 Supply Requirements Military units (including naval vessels) require General Supply each turn to maintain
their operating efficiency. Ammunition is required only when military units engage in combat. Units that are unable
to satisfy their General Supply requirements are considered ‘Out of Supply’ and operate at a reduced level of
efficiency (in addition to suffering other ill-effects). Units that are unable to satisfy their Ammunition requirements
are considered ‘Out of Supply’ for combat purposes and participate in combat at a significant disadvantage.
10.2 Supply Sources and Production
Each turn, supply points (both General Supply and Ammunition) are
produced and stored in friendly-controlled cities, ports, fortifications, and
depots.
The amount of supply points produced by a structure depends primarily on
the level of the structure but other factors are involved in modifying the
actual amount of supply points that are created. Supplies are produced and
distributed on the first day of each game turn.
Figure 10.1 View of Map using the Supply filter to show General supply and
ammunition stockpiled in the depot in Berlin. Each icon represents
approximately 50 supply points of General Supply (crates) or ammunition
(cannonballs).
10.2.1 Supply Production Summary The following table summarizes the
effectiveness of supply-producing structures. The output of these supplyproducing structures is further modified by factors listed in 10.2.2.
SUPPLY PRODUCING
STRUCTURE
CITY
DEPOT
HARBOR
FORTIFICATION
GENERAL SUPPLY
PRODUCTION
8 GS points per turn (per level)
4 GS points per turn (per level)
4 GS points per turn (per level)
2 GS points per turn (per level)
AMMUNITION PRODUCTION
2 AM points per turn (per level)
1 AM points per turn (per level)
1 AM points per turn (per level)
None
Therefore, according to the production summary, an unbesieged Level 5 city has a basic production output of 40
General Supply points and 10 Ammunition points per turn.
10.2.2 Supply Production Modifiers The base production of supply-producing structures is modified by the
following factors:
Loyalty. Supply production is multiplied according to the Loyalty percentage of the region plus 50%. The
equation is: [Loyalty + 50%] X [base # of supplies produced]. For example, if a region is completely loyal
(i.e. 100% loyalty) the base supply production in the region would be multiplied by 1.5.
National Morale. For every two NM above 100, the amount of supplies produced by a supply source is
increased by 1%. For every two NM below 100, the amount of supplies produced by a supply source is
reduced by 1%.
Besieged Structures. Structures that are besieged by enemy forces do not produce supply points. Supply
points previously accumulated are retained (and consumed by the friendly forces being besieged).
Blockade. Ports that are blockaded by enemy naval vessels do not produce supply points. Supply points
previously accumulated are unaffected by naval blockade and may be distributed (by land) normally.
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10.3 Supply Distribution
Conceptually, each turn military units and structures draw supplies from other supply producing/storing structures.
This distribution of supplies is handled automatically by the computer during the game turn and is not visible to the
player (i.e. Supply distribution is handled by supply columns which are not represented by actual units). This
abstract handling of supplies is done by computer so as not to burden players with unacceptable levels of micromanagement.
10.3.1 Limitations on Supply Distribution The amount of supply points that can transit a structure during any
given game turn is roughly limited to the production capacity of the structure. For example, a level 8 un-besieged
city is able to distribute 64 points of General Supply and 16 points of Ammunition (subject to certain modifiers) in a
single game turn. Depots, however, have enhanced abilities to distribute supplies (equal to a level 15 city).
10.3.2 Transit Distance for Supply Distribution The maximum distance that supply points may travel from a
supply source to a requesting unit or structure is three (3) map regions. However, this distance is affected (i.e. often
reduced) by the type of terrain being transited, inclement weather, and the presence of enemy forces. Important:
Supply may only transit through regions in which a player has a minimum of 25% Military Control. (Enemy light
cavalry units acting as Raiders automatically block all supply from transiting a region in which they are located.)
10.4 Supply Consumption
Supplies are consumed by military units (both land and naval). General Supply points are consumed by units each
game turn in order to maintain themselves (regardless of whether the unit engages in combat). Ammunition points
are consumed by units only if the unit engages in combat at some point during the turn. General Supply is consumed
during the first day of each turn. Ammunition is consumed at the moment of combat. Units that have expended their
inherent supply and are unable to draw new supplies are designated as being ‘Out of Supply’
Players can check the supply consumption of each of their units by holding the mouse over the unit. A unit’s current
stockpile of inherent supplies is displayed on the tooltip along with the estimated amount of General Supply needed
for the turn. The amount of Ammunition expended by the unit (if it were to engage in combat) is also displayed.
Normally, multiple units will be grouped together into forces under the command of a leader. In this case, the tooltip
displays the total number of supplies required by the force (and total amount of ammunition required for the force to
engage in combat without penalty).
10.4.1 Inherent Unit Supply Each military unit has an inherent capacity for storing supplies (both General Supply
and Ammunition). This storage capacity is roughly equal to the amount of General Supply needed to maintain the
unit for two (2) turns and Ammunition enough for two (2) battles.
Each turn, units attempt to draw supplies from the supply network in order to replenish their inherent supply up to its
maximum capacity. These supplies must be located in the same or an adjacent region to the unit. Therefore, in order
to have their supplies replenished, units must be co-located with a supply producing/storage structure (that possesses
the necessary amounts of supply points) or located adjacent to a region with an unbesieged supply producing/storage
structure.
10.4.2 Depots Depots represent extremely large storage areas for both General Supply and Ammunition supply
points. In addition to depots depicted on the game map at the start of each scenario, players may also build depots in
regions they currently control (a minimum of 51% control is required). As a practical matter, depots tend to bridge
gaps in the existing supply network and allow on-going operations deep in enemy territory by extending the reach of
supply chains. On-map Depots have a limited ability to produce supply points as well.
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Depot Enhanced Distribution Depots have an enhanced ability to distribute supplies. All depots,
regardless of level, distribute supply points as if they were a level 15 city. In other words, a depot may
distribute 120 General Supply points and 30 Ammunition points per game turn.
Building Depots Players may build depots during the course of a scenario. Building a depot requires two
(2) Supply Wagon units be present in the region where the depot is to be built. The region must be at least
50% controlled by the player building the depot. Join the two Supply Wagons together in the same force
(without a Leader present). The ‘Build Depot’ option is activated once these conditions are met.
Construction of a depot requires two (2) game turns to complete and the Supply Wagon units are expended
during the depot-building process (i.e. you are effectively trading in two supply wagon units for one depot.)
Building Depots in Ports using Naval Transports Players may build depots in ports using two (2) Naval
Transport units instead of Supply Wagons.
Note: Building Depots requires two (2) Supply Wagon units, not supply wagon elements. Supply wagons used in
constructing Depots are not required to have a full complement of four (4) supply wagon elements, however.
10.4.3 Supply Wagons Supply Wagons are special units which act as mobile stockpiles of
supplies (both General Supply and Ammunition). They are represented in the game as regular units
and are allowed to move independently. Supply wagons consist of one or more supply elements as
indicated on the Element Display panel.
Supply Wagon elements have a supply capacity of 20 General Supply points and 20
Ammunition points. Since there are usually four (4) supply elements to a Supply Wagon, Supply
Wagons usually have a capacity of 80 General Supply and 80 Ammunition. These supply points
may be used to provide supply to any force located in the same region as the Supply Wagon.
Supply Wagon elements are able to fully distribute their supplies during a game turn and are
replenished in the same manner as other units.
Supply Wagons are usually slower than other types of units and tend to hinder the movement of forces they are
grouped with. Otherwise, they are subject to the same movement rules as other units.
Supply Wagon Special Features
A Supply Wagon provides a +10% Fire bonus during combat (provided it has Ammunition points
available). This feature is not cumulative if multiple Supply Wagons are present.
Supply Wagons shield friendly units from the effects of adverse weather by trading General Supply points
over Attrition hits. One (1) Attrition hit is negated for every five (5) General Supply Points expended in this
manner.
Supply Wagons reduce the effect of Attrition on Forces they accompany by 10%.
A besieged force will never surrender as long as a Supply Wagon (with General Supply points remaining)
is located inside the besieged city. Once its General Supply points have been consumed, however, this
special feature is lost.
Commander’s Note: Supply Wagons operating with friendly forces in forward areas are often quickly depleted. An
effective use of Supply Wagons is to send depleted Supply Wagons to the rear for replenishment close to sources of
supply with large capacities. Supply Wagons should be protected at all times, however, as they make tempting
targets for marauding cavalry units.
10.4.4 Foraging No matter how good a supply network is, the vast distances involved in campaigning in Europe
means that at some point, troops will have to fend for themselves and ‘live off the land’ (i.e. forage for supplies).
Units which cannot satisfy their General Supply requirements through regular supply means must forage. Units may
never satisfy Ammunition requirements by foraging.
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Foraging Procedure Each unit that is required to forage undergoes a Foraging Check to determine if it is able to
find enough supply to satisfy its supply needs for the turn. Foraging Checks are handled automatically by the
computer and require no input from players. Foraging Checks are modified by the type of terrain and civilization
level of the region in which the foraging unit is located. Other modifications include Weather effects and certain
Special Ability leadership attributes. (As you might expect, your chances of finding adequate supplies in a Wild
region in the middle of winter (snow or blizzard) are remote.)
10.4.5 Looting and Recovery A region is considered ‘Looted’ once a unit located in a region fails its Foraging
Check. (Looting means that a region has been essentially stripped of useful supplies.) Looted regions are designated
with a Looted icon on the game map. Regions designated as ‘Looted’ cease to produce supplies until such time as
the ‘Looted’ designation is removed.
Looted regions have a chance to recover their normal production (i.e. remove the Looted designation) each turn. The
chance of recovery is modified by the current weather. Fair weather increases the likelihood that a region will
recover.
10.4.6 Irregular Units and Looting Irregular units such as Cossacks and Guerillas automatically Loot enemy
regions they enter unless an enemy force is present. (The enemy force must be located outside of any structure in the
region and not be adopting a Passive Command posture.)
10.4.7 Special Leadership Abilities Affecting Supply There are several Special Ability leadership attributes which
have an effect on supply.
ICON
SPECIAL ABILITY
DESCRIPTION
SUPPLY RANGER
MASTER LOGISTICIAN
FORAGER
EXPERT FORAGER
COLONIAL
PILLAGER
EFFECT
GENERAL SUPPLY CONSUMPTION REDUCED BY 15% IN WILD
REGIONS.
GENERAL SUPPLY CONSUMPTION IS REDUCED BY 25%.
REDUCES CHANCE A REGION WILL BE PILLAGED WHEN FORAGING
BY 25%.
REDUCES CHANCE A REGION WILL BE PILLAGED WHEN FORAGING
BY 50%.
GENERAL SUPPLY CONSUMPTION REDUCED BY 25% IN COLONIAL
REGIONS.
REGIONS ARE PILLAGED. ONLY LOYAL AND POLICED REGIONS ARE
SPARED.
SEE NOTES
1
2
1
2
Notes:
1.
2.
: effect is applied to the entire Force
: if Special Ability is possessed by the commanding officer
10.5 Penalties for Lack of Supply
There’s an old saying among veterans that an army travels on its stomach. Soldiers need adequate food and water to
maintain the good physical condition necessary for military operations. Therefore, small forces that are kept
supplied are usually able to defeat larger enemy forces without supplies. While a good commander will make every
effort to see that his forces remain supplied, extraordinary circumstances can occur in which a force will find itself
‘Out of Supply’.
10.5.1 Attrition Due to Lack of Supply Units that are unable to satisfy their General Supply requirements during a
turn (either through regular supply means or failure to forage) suffer Attrition hits.
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10.5.2 Loss of Unit Cohesion Units that are unable to satisfy their General Supply requirements during a turn
(either through regular supply means or failure to forage) suffer a loss of Cohesion.
10.5.3 Loss of Combat Effectiveness Units that are unable to satisfy their General Supply requirements during a
turn (either through regular supply means or failure to forage) suffer a loss of combat effectiveness when
participating in combat. This loss of effectiveness is separate from (or in addition to) combat penalties assessed due
to a lack of ammunition.
10.5.4 Lack of Ammunition and Combat Units that are unable to satisfy their Ammunition requirements during a
turn suffer a loss of combat effectiveness when participating in combat. This loss of effectiveness is separate from
(and in addition to) combat penalties assessed due to a lack of general supply. Note: The penalty for participating in
combat without adequate ammunition is quite severe (as you might imagine).
11. Field Combat
Field combat is defined as two opposing forces engaging in ‘maneuver combat’ in the open. That is to say, neither
side is defending or attacking a structure, as would be the case with Siege combat. Field combat can range from a
mere skirmish involving only a few units to a major set-piece battle involving tens of thousands of soldiers and
lasting several days.
11.1 Engaging in Field Combat
In order to engage in Field combat, two opposing forces must occupy the same region on the game map. At least one
of the opposing forces must be assuming an Offensive posture to initiate the combat. Field combat is resolved in a
series of six (6) consecutive one (1) hour combat rounds per day. If neither side withdraws (voluntarily or otherwise)
the battle extends into a second day. It is conceivable (but unlikely) that a single battle could continue for 42 combat
rounds if a battle was initiated on the first day of the game week.
11.2 Combat Frontage
Depending upon the type of terrain in the region where field combat takes place, only a certain number of a unit’s
component elements will actually take part in a battle during any single combat round. Elements that are unable to
participate in a combat round are held in reserve and may be called upon to relieve other weakened elements in
subsequent combat rounds.
To determine the number of elements able to participate in a given combat round, the maneuverability of unit’s
component element-types are compared against the prevalent terrain in the region. Some element-types are more
maneuverable than others in different types of terrain. For example, line infantry elements are quite slow in
mountain terrain and take up greater combat frontage. Partisan elements are faster in mountainous terrain and take
up less combat frontage. Therefore, quality issues aside, a greater number of Partisan elements are able to take part
in a combat round in mountainous terrain in comparison to line infantry elements.
11.3 Combat Range
The distance at which the two opposing forces begin combat operations is referred to as the ‘initial combat range’.
The initial combat range used to resolve the first round of combat is determined according to the type of terrain in
the region and the local weather conditions. It is greatest (opposing forces start farther away from each other) in
cases where a battle is fought in Fair weather over terrain that is open—thus allowing for long range spotting with
unobstructed fields of fire.
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After the first combat round of a battle is fought at the initial combat range, the range decreases (by one range) each
subsequent combat round until physical contact between the two opposing forces is made. Only elements that are
considered ‘in range’ will be able to fire in a given combat round. (Elements that are unable to fire due to range may
still suffer casualties from the enemy’s return fire.) Once opposing forces make physical contact (i.e. a range of
Zero), the combat range remains face to face until the conclusion of the current day (six combat rounds). If a battle
is renewed on a subsequent day, the initial combat range is recalculated and the closing procedure is repeated.
Commander’s Note: Combat range is an important consideration. A force with superior firepower will benefit from
combat fought at longer distances while a force with superior melee power will want to look for opportunities to
engage the enemy ‘up close and personal’.
11.4 Fire Combat
Fire combat refers to the use of projectile weaponry to cause casualties among the enemy (i.e. rifles, muskets,
artillery).
11.4.1 Fire Combat Initiative Each combat round, Fire combat is resolved by having elements of the force with the
highest initiative fire first. After casualties are deducted from the opposing force, surviving elements belonging to
the opposing force then have the opportunity to return fire.
11.4.2 Fire Combat Modifiers The effectiveness of an element’s Fire combat is modified by a variety of factors—
all of which are taken into account by the computer without player input.
Discipline Rating
Experience Level
Strength of Firing Element
Leader Attributes
Special Abilities of Units/Leaders
Target cover (terrain or fortifications)
Weather
Command Bonuses/Penalties
Out of Supply Penalties
Terrain Considerations
River Crossing Penalties
Amphibious landing Penalties
Friendly Supply Wagon present
Command Posture (Offensive/Defensive)
Failed Withdrawal/Passive Posture
Forced March Penalties
11.4.3 Fire Combat Resolution Each element that is eligible to fire in a combat round is given an opportunity to
score hits (i.e. inflict casualties) on enemy units. Eligible elements may fire their weapons multiple times during a
combat round based upon their ‘rate of fire’. Firing elements use their Offensive or Defensive Fire values to
determine whether they have scored a hit on an enemy element. The higher the value, the greater chance an element
will score a hit. If a firing element scores a hit, the element that has been hit loses both strength points and cohesion.
11.4.4 Fire Combat Effects - Casualties Strength point losses from Fire combat are assessed according to the type
of element that is firing. Infantry and cavalry elements that score a hit during Fire combat cause the target element to
lose one (1) strength point. Artillery elements that score a hit generally cause a two (2) strength point loss. Heavy
artillery units (siege artillery, ships, etc.) that score a hit cause a three (3) strength point loss. An element that loses
its last remaining Strength point is eliminated.
11.4.5 Fire Combat Effects – Cohesion Cohesion point losses from Fire combat are assessed according to the type
of element that is firing. Generally, a hit from small-arms or artillery fire inflicts between five (5) and fifteen (15)
points worth of cohesion damage.
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11.5 Assault Combat
Assault combat refers to the type of combat that occurs when opposing forces make physical contact and engage in
hand-to-hand fighting. The principal weapons used in Assault combat are the saber and bayonet. Unit morale is
particularly important in determining who stands their ground and who runs away.
11.5.1 Assault Combat Initiation Assault combat occurs automatically when the combat range between opposing
forces decreases to Zero (0). Once combat reaches a range of Zero (0), it does not increase on subsequent combat
rounds. Thus, if a battle reaches a range of Zero on the second combat round of the day, it will remain at Zero for the
remaining combat rounds in the day.
11.5.2 Assault Combat Resolution Each element participating in Assault combat is given an opportunity to inflict
casualties on enemy elements. Assault combat is conducted simultaneously (i.e. no casualties are suffered until all
elements have engaged in combat). Elements engaging in Assault combat use their Assault Value. An element’s
Rate of Fire is not a consideration in Assault Combat; each element gets one opportunity to engage in Assault
combat per combat round.
11.5.3 Assault Combat Effects – Casualties Strength point losses from Fire combat are assessed according to the
type of element that is doing the assaulting and the size of the assaulting element. Battalion-sized infantry and
cavalry elements that score a hit during Assault combat generally cause the target element to lose one (1) strength
point. Elements containing multiple battalions can cause up to three (3) strength point losses per hit. An element that
loses its last remaining strength point is eliminated.
11.5.4 Assault Combat Effects – Cohesion Cohesion point losses from Assault combat are assessed according to
the type of element that is doing the assaulting and the size of the assaulting element. Generally, a hit during Assault
combat inflicts between nine (9) and fifteen (15) points worth of cohesion damage.
11.6 Special Assault Actions (Cavalry Charges & Forming Squares)
Cavalry could be a potent weapon on the Frederician-era battlefield. Only highly disciplined bodies of troops could
withstand the shock effect of seeing hundreds of horses thundering toward them. Yet, while cavalry charges could
be devastating, they were difficult to coordinate and vulnerable to steadfast ranks of enemy bayonets.
11.6.1 Cavalry Charges Once a Field Combat has reached a combat range of Zero (0), a Force containing cavalry
elements is checked to see if it will mount a ‘cavalry charge’. The chance of mounting a cavalry charge is
determined by the Discipline Value of the cavalry being checked. This check is modified by the Leader’s Offensive
Rating. The leadership bonus is applied fully if the Leader in direct command of the charging unit/element or is
halved if the Leader providing the bonus is commanding the entire Force. If successful, cavalry units are considered
to have charged the enemy elements they are in contact with.
11.6.2 Forming Squares If an opposing force mounts a cavalry charge, defending line infantry elements have the
ability to ‘form squares’. To Form Squares, the defending elements must pass a Form Squares Check. The chance of
Forming Squares is determined by the Discipline Value of the defending infantry elements being checked. This
check is modified by the Leader’s Defensive Rating. The leadership bonus is applied fully if the Leader is in direct
command the defending element or is halved if the Leader providing the bonus is commanding the entire Force.
Cavalry Charge Resolution
A Cavalry charge attacking defending elements that have not ‘Formed Squares’ inflicts a 50% increase in damage
(i.e. damage equals 150% of normal). A Cavalry charge that attacks infantry elements that have ‘Formed Squares’
results in normal damage being done to the defending elements. The damage done to cavalry elements that charge
defending elements in ‘Squares’ is increased by 100% (i.e. damage equals 200% of normal).
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11.8 Morale
Just as National Morale is an indication of a nation’s willingness to continue a conflict, unit morale is an indication
of a unit’s willingness to remain in combat. Basically, units that are successful in combat and suffer few losses tend
to remain effective for longer periods of time. Units that suffer high casualties in combat tend to Rout (i.e. leave the
field of battle). If enough units rout, panic can spread throughout an entire force causing it to ‘break and run’. A
Force that is routed from battle is susceptible to suffering additional casualties from ‘Pursuit’.
11.8.1 Morale Checks Prior to Combat Round At the beginning of every combat round, elements that have
suffered losses (in any preceding combat round) must pass a Morale check. Morale checks are performed using the
element’s Discipline value. If the element passes the Morale check, it may continue fighting normally. If an element
fails the Morale check, it is considered ‘Shaken’ and has its Rate of Fire and Assault Value reduced during the
current combat round.
11.8.2 Morale Checks During Combat Round Elements that suffer losses in a combat round (due to either Fire or
Melee combat) must immediately pass a Morale check. Morale checks made during a combat round use the
element’s Cohesion value. The Morale check is modified:
if the checking element is Militia fighting in their own home area,
if the checking element is defending in fortifications (or trenches),
if the checking element is defending a symbolic objective (i.e. home capital),
if the checking element has previously suffered losses.
If an element passes the Morale check, it may continue fighting normally. If an element fails a Morale check during
a combat round, it is considered ‘Routed’. Routed elements (and units) are considered to have left the field in panic
and may no longer participate in the battle.
11.9 Withdrawal During Combat
At the start of each combat round (beginning with the second round), both sides in a battle are checked to see if the
commanding officer chooses to withdraw. The decision to withdraw from the battle is based on the relative strengths
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of the opposing forces, the Commanding officer’s aggressiveness (i.e. Offensive Rating), and the presence of
fortifications. A Force that decides to withdraw (whether it is successful or not) has its command posture
automatically changed to Passive for the remainder of the game turn.
Forces conducting an Amphibious Assault may not withdraw.
11.9.1 Withdrawal Attempt Modifiers A force that decides to withdraw must pass a Withdrawal check. The
Withdrawal check is modified by:
the existence of an ‘Evade Fight’ Special Order,
the relative size of the opposing forces,
a commanding officer’s Strategic Rating,
the presence of cavalry (both friendly and enemy),
a successful ‘Ambush’ Special Order,
a Leader with a ‘Skirmisher’ Special Ability.
11.9.2 Failure to Withdraw Forces that fail the Withdrawal check are forced to fight the upcoming combat round at
a slight penalty. Such forces automatically attempt to withdraw at the beginning of each subsequent combat round.
The chance of successfully withdrawing is increased with each successive combat round.
11.9.3 Successful Withdrawal from Battle A Force that passes a Withdrawal check is considered to immediately
withdraw from the battle—thus ending the battle before the start of the upcoming combat round. A Force that
withdraws from battle is moved to a friendly-controlled adjacent region on the game map. If the Force has a ‘Seek
Shelter’ Special Order and there is an unbesieged structure in the region where the battle took place, the Force is
moved into the structure. Depending upon the level of enemy control, a withdrawing Force may be forced into
another battle in the region it withdrew to.
11.9.4 Withdrawal vs. Rout Clarification Disengaging from an enemy is a complicated maneuver once a battle has
begun. Each turn, a Force is first checked to determine whether it will attempt to withdraw. If a decision is made to
withdraw, the Force is then checked to see if the withdrawal is successful. A withdrawal from battle is an orderly
procedure that seeks to put distance between opposing forces with minimal risk to the withdrawing force.
A Rout is an unwanted (i.e. involuntary) withdrawal from battle that occurs due an overall collapse of morale. It is
an unorganized flight to safety conducted without leadership or purpose other than to get as far away from an enemy
as quickly as possible. As a result, men and equipment are often abandoned. A Force which Routs is subject to
additional casualties (Pursuit).
11.10 Ending Field Combat
Field combat is concluded in a variety of ways:
a Force is successful in withdrawing from combat,
a Force is defeated in combat and forced to Rout,
the battle ends in a Draw at the end of the current game turn if neither side withdraws.
11.10.1 Pursuit of Routing Force A Force that is Routed suffers additional losses in the form of “Pursuit”
casualties. (Pursuit casualties represent losses due to the chaos and disintegration of an army running away in the
face of an organized enemy force). Pursuit casualties are increased if the non-routing force (i.e. the winner of the
battle) contains a significant number of cavalry units.
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11.10.2 Effects of Battle on Leaders At the conclusion of every battle, each Leader who participated in the combat
is checked to see if he has become a casualty. Lower ranking officers are more likely to be personally affected than
are higher ranking officers. Leaders of 3-star rank or higher are immune from Casualty checks; however, ALL
Leaders, regardless of rank, may become a casualty if their immediate subordinate unit is eliminated. Leaders that
survive the battle may gain experience based upon their ratio of losses suffered/losses inflicted (even Leaders on the
losing side). Leaders may also gain or lose Seniority depending on whether they won or lost the battle. Winning
Leaders are sometimes granted additional Special Abilities as well.
11.10.3 Effects of Battle on Unit Experience Units participating in combat gain experience regardless of whether
they won or lost the battle.
11.10.4 Effects of Battle on National Morale The winning side gains NM according to the losses inflicted on the
opposing force. The losing side loses NM equal to the losses suffered in combat.
11.10.5 Effects of Battle on Victory Points The winning side gains Victory Points according to the losses inflicted
on the opposing force. The losing side neither gains nor loses Victory Points.
Commander’s Note: Victory in a battle is determined primarily by the losses suffered and losses inflicted. It is
possible to be considered the victor in a battle even if a Force withdraws if it inflicts serious losses on an opposing
force.
11.11 Marching to the ‘Sound of the Guns’
A Corps (or Army) engaged in a battle may decide to request reinforcements from nearby Corps (or Armies). Such
requests are made once at the start of each day of combat.
11.11.1 Corps Units Corps in adjacent regions (belonging to the same Army as the Corps making the request) are
eligible to answer the call and enter the battle as reinforcements. In order to enter the battle, a Corps is required to
pass a ‘Sound of the Guns’ Check. A ‘Sound of the Guns’ Check takes into account the Strategic Rating of the
reinforcing Corps commander, the level of friendly control in both regions and the distance the reinforcing Corps
must travel to reach the battle. If the reinforcing Corps passes the check, its elements are made available for combat.
At the conclusion of the battle, reinforcing Corps are returned to their original adjacent region.
11.11.2 Armies Armies follow the same procedure as Corps except that they have an even greater chance of calling
for reinforcements when engaged in battle. They also have an increased chance of successfully responding to such a
call. If the reinforcing Army passes its ‘Sound of the Guns’ Check, its elements are added to the total of elements
belonging to the requesting Corps. At the conclusion of the battle, the reinforcing Armyis returned to its original
adjacent region.
Commander’s Note: If positioned correctly in regions adjacent to component Corps, an Army can act as mobile
‘fire-brigade’—rushing to assist threatened Corps as needed.
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12. Siege Combat
Siege Combat is distinct from open field combat in that one side is defending a structure (city, fortification, or
depot). There are two separate ways of resolving a siege open to an attacking force. An attacking force (i.e. the
Besieging force) may choose to either: (1) ‘lay siege’ to the structure or (2) ‘Storm’ the structure.
12.1 Laying Siege
Laying siege to a structure can be a time-consuming process. It consists of a gradual wearing-down of the defender’s
will to resist through attrition (i.e. starvation, disease, desertion, etc.). Combat is resolved by comparing the Siege
Value of the besieging force to the Siege Value of the defending force (i.e. the besieged force).
12.1.1 Calculating the Attacking Force Siege Value The attacking force is given a randomly generated Siege
Value which is then modified by the following beneficial conditions:
the amount of artillery strength points in the attacking force,
attacking force commanded by a Leader with ‘Siege Engineer’ Special Ability,
attacking force contains Sapper units (with ‘Siege Expert’ special abilities),
presence of a ‘Breach’ in the structure’s defenses,
the defending force lacks General Supply.
12.1.2 Calculating the Defending Force Siege Value The defending force is given a randomly generated Siege
Value which is then modified by the following beneficial conditions:
the amount of artillery strength points in the defending force,
defending force commanded by a Leader with ’Engineer’ or ‘Fort Defender’ Special Ability,
the level of fortification (which is from 0 to 3 in this game).
12.1.3 Siege Resolution Value (SRV)
Once both siege values have been determined, they are compared. The difference between the two values is
expressed as a single number referred to as the SRV (i.e. Siege Resolution Value.) For example, a besieging force
with a Siege Value of six (6) is compared to a besieged force with a Siege Value of three (3). The resulting SRV
would be three (3). If a besieging force with a Siege Value of four (4) is compared to a besieged force with a Siege
Value of eight (8). The resulting SRV would be minus four (−4).
SRV
SIEGE RESOLUTION
GREATER THAN DEFENDERS
AVERAGE UNIT DISCIPLINE
Defending force immediately surrenders (all units are eliminated). If the Defending force contains a Supply Wagon with
General Supply points remaining, this result is ignored and a Breach is made instead (See below).
GREATER THAN OR EQUAL
TO 3
A Breach is made. Each breach reduces the fortification level of the structure by one (1). Reductions in fortification level
affect the benefits of fortifications in future rounds of the current siege. The number of breaches suffered by the
fortification is indicated by the sprite on map, both with its colour background and the number it shows.
GREATER THAN
0
The defending force suffers five (5) strength point hits per point of SRV. For example, an SRV of three (3) would result in
the defending force losing 15 strength points.
LESS THAN
0
The defending force manages to repair a previously-suffered breach. Increases in fortification level affect the benefits of
fortifications in future rounds of the current siege.
Note that results on this table are cumulative. A positive SRV greater than or equal to three (3) indicates that: (1) a
breach is made; and (2) the defending force suffers hits accordingly.
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12.2 Storming a Structure
If time is an important consideration, a structure may be attacked outright rather than wait for a lengthy siege to be
resolved. A direct assault on a structure is known as ‘Storming’ a structure and it is resolved in much the same way
as Field Combat except that a defending force derives great benefit from the structure’s fortifications.
Combat considerations involved in ‘Storming a Structure’ are:
defending units receive combat bonuses due to the structure’s level of fortification (bonuses are reduced for
cities without fortifications and depots)
combat frontage (for both sides) is severely limited.
defending units may not withdraw from combat
a defending force that Routs as a result of combat is eliminated.
Important Note: in this game, No storming is allowed if the fort or fortress has not received a total of breach
results equivalent to its level.
13. Battle Resolution
Once battle is joined, players exercise little direct control over their forces. Instead, each battle is fought according
to a very complex series of AI routines.
Figure 13.1 Shown below here, a battle circle displaying
Austrians attacking the Prussians at Wesel. As you can see
by the green/red ratio bar, Austrian forces hold a huge
advantage in the number of un-routed elements committed
to the battle during this particular combat round.
Each battle is resolved individually and sequentially. The
first battle to take place during the game turn is resolved
first, followed by the remaining battles until all battles
taking place during the turn are resolved. Each battle is
reported back using two reporting schemes; the Battle
Circle and Battle Report.
The Battle Circle is an animated display showing the
location of the battle, the principal opposing commanders,
flags representing the faction or nationalities involved, the
number of Forces as they are committed to the battle, and
finally, the ratio of un-routed elements committed to the
battle on any given combat round.
While combat is being resolved, the Battle Circle gives you updates as additional Forces enter the battle and as the
number of un-routed elements on both sides changes. Audio cues are also used to indicate various battle events
(Committing the Guard, a cavalry charge, etc.).
Once the battle has been resolved, the Battle Circle is replaced by the Battle Report. The Battle Report is a static
display that presents players with a very detailed summary of the battle that was just fought.
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Figure 13.2 After each land combat or naval engagement, a battle report is generated which acts as an after-action
schematic representation of the battle. Note that this Battle Report is different from the Battle Circle resolution
depicted in Figure 13.1.
The Battle Report gives players detailed information as follows (from top to bottom):
Battle Description: Each report has a heading that indicates the name (location) of the battle, the date of
the current game turn, the exact day the battle took place, and—most importantly—who won.
2. Leaders Present: The report lists each of the Leaders who were present at the battle. Use the tool-tip to
find out their exact identities.
3. Initial Forces: The report lists the number, type, and nationalities of all combat and support elements that
participated in the battle.
4. Ranged Casualties: Each red figure equals 10 hits suffered from Fire combat. The number indicates how
many full elements were eliminated by Fire combat.
5. Assault Casualties: Each red figure equals 10 hits suffered from Melee/Boarding combat. The number
indicates how many full elements were eliminated by Melee/Boarding combat.
6. Leader/Unit Abilities: Round icons indicate the Leader/Unit special abilities that were factored into the
combat equation.
7. Specific Action Indicators: Square icons indicate specific actions/events. Use the tool-tip to see specific
actions/events that took place during the battle.
8. Global Combat Values: The scales indicate the global combat values for both sides (accounting for all
elements participating in the battle.)
9. Total Casualties Suffered: The number indicates the exact number of men lost in the battle.
10. Weather and Terrain panel: This panel displays a graphic representation of the predominant terrain.
Underneath is a weather icon which indicates the weather at the time of the battle.
11. Battle Summary Panels: These panels, located in the bottom corners of the report window, give specific
information about the battle as it relates to each side (i.e. # of units Routing, # of men taken prisoner, etc.).
Use the tool-tip to find out exact information contained in each icon.
12. NEW - Detailed Round Reports button: by clicking on this Page-looking button next to the X close
button, you open the Detailed Battle Report. See below
1.
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NB: The Battle Report gives a detailed summary about each battle but it is left up to the player to analyze the report
and determine what actually took place on the battlefield.
The NEW Detailed Battle Report gives players a more detailed level of information as follows (from top to
bottom), regarding how the battle was conducted, on a round-by-round basis:
Figure 13.3 The Detailed Batlle Report (new feature)
1.
2.
3.
4.
5.
6.
Battle Description: as in the normal battle report.
Leaders Present: as in the normal battle report.
Round Selector (left): click on the black circle button which is displaying the round number to access the
detail fighting report of that round.
Round Summary (right): gives a summary on the number of committed units on both sides, as well as the
hit suffered or inflicted by your side.
Committed Units Battle Performance: Each of the sections (both left and right) describes the
performance of a single unit in the battle. Your units are on the left-hand side, the enemy’s on the righthand side. Scrolling arrows in the middle section allow to move from the top to the end of the list of
committed units. Most information displayed here is self-understandable. The small icons situated in the
central part are giving some flavour data (in tooltip) about special feat of arms during the battle.
Close button: click on the X button will return you back to the standard Battle Report.
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14. Command Postures & Rules of Engagement
All Forces deployed on the game map assume a Command Posture which determines how they react to enemy
activity each game turn. These Postures are selected by the player or assigned to a Force by default. As a reminder, a
Posture icon appears on the game map to the left of each Force’s TDM. Rules of Engagement define the intentions
of a Force if it participates in a battle. Taken together, these options allow players to exercise a high degree of
control over their forces even after they have issued Orders for the game turn.
14.1 Command Postures
There are four (4) Command Postures to choose from:
Assault: A Force will attack any opponent it detects in its region. Rather than besiege a
fortification/city, it will immediately ‘storm’ the defenses (i.e. assault the city).
Offensive: A Force will attack any opponent it detects in its region. Rather than ‘storm’ a
fortification/city outright, it will besiege it instead (or continue an on-going siege).
Defensive: A Force will not attack opponent forces in the region. If attacked, it defends itself with the
benefit of the region’s terrain bonus (if any). A Force will initiate (and continue) a Siege combat. This is
the default posture.
Passive: A Force will not attack opponent forces in the region. If attacked, it defends itself without
benefit of terrain and with combat penalties. A Force will have an increased chance to withdraw from a
battle. Forces assuming a Passive posture do not increase the % of military control in the region they
occupy. A Force in Passive Posture is automatically assigned a Retreat if Engaged ROE. Units belonging
to a Force in Passive Posture recover Cohesion at an increased rate (up to the maximum level for the unit).
A Force in Passive Posture takes priority in receiving potential replacements (all other conditions being
equal).
14.2 Rules of Engagement (ROE)
The Rules of Engagement options available are different according to the Posture that has been assigned to a Force.
14.2.1 Assault and Offensive Posture ROEs The possible ROE options for a Force in either an Assault or
Offensive posture are:
All-Out Attack: A Force will not attempt to retreat during the first two (2) combat rounds of a battle.
The chances of attempting a retreat are reduced during subsequent combat rounds. Losses are increased for
both sides.
Sustained Attack: A Force conducts combat normally. This is the default ROE for Forces in Assault
or Offensive posture.
Conservative Attack: A Force attempts to withdraw from the battle beginning with the third combat
round unless it appears as if victory is at hand. The chances of succeeding in withdrawing from battle are
increased. Losses for both sides are reduced.
Feint/Probe Attack: A Force attempts to withdraw from the battle beginning with the second combat
round unless it appears as if victory is at hand. The chances of succeeding in withdrawing from battle are
greatly increased. Losses for both sides are significantly reduced.
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14.2.2 Defensive and Passive ROEs The possible ROE options for a Force in a Defensive posture are:
Hold At All Costs: A Force will never attempt to retreat. Routing is still possible. Losses for a
defending Force will be increased.
Defend: A Force conducts combat normally. This is the default ROE for Forces in Defensive or
Passive posture.
Defend and Retreat: A Force attempts to withdraw from the battle beginning with the third combat
round unless it appears as if victory is at hand. The chances of succeeding in withdrawing from battle are
increased. Losses for both sides are reduced.
Retreat if Engaged: A Force will attempt to withdraw beginning with the first combat round. The
chances of succeeding in withdrawing from battle are increased. Losses for both sides are reduced. A
‘Retreat if Engaged’ ROE is automatically assigned to a Force adopting a Passive Posture.
Force Postures and ROEs are assigned to Forces individually and independent of assignments made to other Forces.
In other words, it is permissible (and indeed likely) that multiple friendly Forces located in the same region of the
game map will have different Postures and ROEs. Such groupings of Forces treat the presence of enemy forces
according to their individually assigned Postures and ROEs.
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15. Attrition
The term ‘Attrition’ refers to a unit’s gradual loss of combat efficiency and manpower (i.e. disease, desertion,
accidents, etc.). Most armies suffered more from attrition than they did from combat with the enemy. This fact is
reflected in the game by exposing Forces to potential attrition losses based on activities they perform throughout a
game turn.
15.1 Effects of Attrition
Losses from attrition are reflected by the reduction of Cohesion and elimination of Strength Points.
15.1.1 Checking Attrition Forces are checked for attrition under these conditions:
Movement: A Force which moves during a game turn is subject to potential attrition losses in proportion to
the Cohesion cost of the move. (Forces suffer one (1) Cohesion point loss for each day of movement
subject to a number of modifiers.)
Desert Region: A Force which occupies a Desert region for all or part of a game turn is subject to
potentially severe attrition losses.
Lack of General Supply: A Force which lacks General Supply (‘Out of Supply’) is subject to potential
attrition losses each game turn.
Harsh Weather: A Force which lacks shelter (i.e. in a region without a structure) during Harsh weather
(i.e. Snow, Frozen, and Blizzard) is subject to potentially severe attrition losses.
Epidemics: Large concentrations of strength points in a region have the potential of causing an outbreak of
disease. If an epidemic breaks out, Forces are subject to potential attrition losses.
15.1.2 Attrition Reduction The effects of Attrition are reduced by:
Rich Region: Attrition losses are reduced by 50% if a Force is occupying a Rich region,
Civilized Region: Attrition losses are reduced by 10% if a Force is occupying a Civilized region,
Supply Wagons: A Supply Wagon (with General Supply) accompanying a land Force reduces attrition
losses by 10%. Fleets are not protected by the presence of Naval Transports.
Force is entrenched: A Force that is entrenched (regardless of level) reduces attrition losses by 20%.
Attrition modifiers (both positive and negative) are cumulative. For example, if an entrenched Force that lacks
General Supply experiences an epidemic all three of these conditions would be factored into the final Attrition loss
equation.
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15.2 Hardened Attrition Option
Players may choose to play the game using the Hardened Attrition Option. This rule, while more realistic, will
result in increased losses due to attrition as the name indicates. All units, regardless of whether they have moved
during the current game turn, are subject to attrition under this option, even if they occupy a structure (in case the
region is pillaged and not very loyal). Also, units will not be eligible to receive replacement strength points or
elements unless they remain stationary and occupy a Depot.
16. Military Control
Military control of territory in Rise of Prussia is handled more realistically than is the case with other simulations or
war-games. No longer do players gain immediate control over an area just because they happen to have a few units
pass through on their way to somewhere else.
16.1 Controlling Regions
Military Control over a region is expressed as a percentage of friendly/enemy control. A contested region is one in
which control is split between the players with each player exercising a certain percentage of control. A player is
said to exercise total control over a region when the percentage of friendly control reaches 100/0 (i.e. 100% control
vs. 0% for the opposing player. A player can have anywhere from 51% to 100% and be considered to have military
control over a region. (At 51%, however, a player’s military control can best be described as tenuous.) At the
beginning of each scenario, the military control of regions on the map is indicated by icons representing the
controlling side.
16.1.1 Gaining and Losing Military Control Military control is gained by having friendly forces enter a region and
remain for a period of time. The amount of time needed to gain complete control is dependent upon a number of
factors. (Essentially, the larger the presence a player has in a region; the quicker the level of military control will
reach 100.)
If opposing players each have forces in a region, neither will increase their level of military control until one or the
other player assumes an Offensive Posture. If the player assuming an Offensive Posture is successful in driving the
opposing force out of the region (or into a structure within the region), his level of military control will begin to
increase. If only one player has forces in a region, his level of military control will begin to increase. On average,
friendly forces will gain total control over a region in only a few turns. (Forces in Passive Posture do not increase
or contest military control of a region.)
Military control is also affected by the level of civilian loyalty in a region. Military control is gradually increased
over time if the citizens of a region are at least 51% loyal. Military control is gradually decreased over time if the
citizens of a region are less than 51% loyal. Loyalty only affects military control in regions in which neither side has
military forces (i.e. leaving a garrison in a region nullifies the effect of civilian loyalty).
16.1.2 Effects of Military Control Having military control over regions has the following effects:
Cohesion costs for movement are increased in enemy controlled regions,
an increased chance for successful ‘March to the Sound of the Guns’ checks,
an increased Detection Level,
an increased chance of blocking enemy movement through the region,
supplies cannot transit through regions with less than 26% friendly Military Control.
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16.1.3 Entering Hostile Territory Hostile territory is defined as being a region in which a player has less than 6%
military control. Entering such regions with friendly forces has the following effects:
A Force that enters a hostile region automatically assumes an Offensive Posture. (Forces consisting of
cavalry units, Irregulars, or support units ignore this rule when transiting hostile territory.)
A Force that conducts an Amphibious Assault or river crossing into a regions with less than 10%
control, automatically assumes an Offensive Posture. (Forces consisting of Irregulars or support units
ignore this rule.)
A Force cannot retreat from a battle into a region that is less than 6% controlled by the retreating player.
(A player that loses a battle and is surrounded by hostile territory is likely to see the total destruction of his
forces.)
16.1.4 Controlling Structures In order to assume control over a structure (city, objective city, town, etc.) a side
need only be the last to occupy it. It is not necessary to leave a garrison behind to maintain control although it is a
good practice. Note however, that Victory Points are not gained from Objective/ Strategic cities in regions with less
than 6% Loyalty (i.e. hostile territory) unless the cities are garrisoned.
Irregular units and Partisans may only take control of a structure if the Loyalty of the region is greater than 50%.
Likewise, they cannot capture fortifications. (Irregulars and Partisans immediately destroy any Depots they enter
including any supplies stockpiled inside).
16.2 Civilian Loyalty
Loyalty is a measure of the civilian population’s support for a player’s side and is independent from the level of
military control. (It is quite possible to have a high degree of military control over a region and yet a very low level
of civilian support.) Winning the ‘hearts and minds’ of civilians in regions you control is a lengthy process.
16.2.1 Effects of Civilian Loyalty A region is considered Loyal if a player has at least a 51% Loyalty. (Granted, a
Loyalty percentage of only 51% is a slim margin.) A player gains the following benefits from having a loyal region:
garrisons in Objectives are not required in order to earn Victory Points,
an Increased Detection value in the region,
a gradual increase of the Military Control percentage.
16.2.2 Influencing Loyalty Loyalty is influenced by capturing Strategic Cities. Each time a player captures an
enemy Strategic City, one (1) Loyalty Check is made in the following locations:
each Strategic City on the map,
each region with a Strategic City in the Area,
each region adjacent to the newly captured Strategic City (This also includes the region with the newly
captured Strategic City.)
These checks are cumulative. For example, a region with a Strategic City that is captured by the enemy would be
checked three (3) times—once for each of the Loyalty Check conditions mentioned above.
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17. The Ledger (Managing Your Forces)
Rise of Prussia is a complex simulation involving a myriad of command decisions each turn. To assist players in
managing their forces, a Ledger feature has been included which places a wealth of critical information into an
easily accessible format.
To open the Ledger, left-click on the Globe located to the left of the Unit Panel on the Main screen. You may also
open a specific page on the Ledger by pressing any of the function keys (F1 through F5) as indicated below.
17.1 The Forces List (F1 key)
The Forces List is a roster of all Leaders, garrisons and maneuver forces available in a given scenario.
17.1.1 Sorting the Forces List The Forces List can be sorted so that specific information is readily displayed. Use
your mouse to select the feature you are interested in viewing (i.e. unit strength, cohesion, unit name, region, etc.)
Use the mouse wheel to scroll through the Forces List.
17.1.2 Forces List Filters Located to the left of the Forces List is a column of filters that can be toggled On and Off
to further refine your display of specific information. (You can identify the filters by holding your mouse over the
filter icons.) For example, if you were interested in finding out the strength of cavalry brigades in Germany, you
would simply sort the Forces List by Area (or Theater) and toggle the cavalry filter to ON.
17.1.3 Jump to Unit Feature The Forces List allows you to select and jump to any unit on the game map by
clicking on the icon in the right corner of the unit’s information box.
17.2 Available Replacements Screen (F2 key)
The Available Replacements Screen contains a graphic summary of all available replacement chits according to their
specific sub-types and nationality.
17.3 Military Options Screen (F3 key)
The Military Options Screen contains a description of all Military Options open to a player along with the cost of
these options (in terms of Victory Points). These options will vary according to the scenario being played. Not all
scenarios contain selectable Military Options.
The Message Log indicates when Military Options are (or become) available. Players take advantage of these
options by left-clicking the option text on the Ledger screen. A signature appears next to the option to indicate that it
has been selected. Certain options may be selected multiple times (as long as the player can afford the associated
costs).
17.4 Diplomatic Options Screen (F4 key)
The Diplomatic Options Screen contains a description of all scenario options open to a player along with the cost of
these options (in terms of Victory Points). These options will vary according to the scenario being played. Not all
scenarios contain selectable Options.
17.5 Secretary of State (Objectives) Screen (F5 key)
The Secretary of State (Objectives) Screen contains:
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a brief synopsis of the current scenario,
a summary of National Morale totals (enemy totals in brackets),
location of your capital city,
your total combat losses (enemy totals in brackets),
the number of enemy Prisoners of War (POWs) held,
your Victory Point totals (enemy totals in brackets),
Victory Points received each turn for owning Strategic/Objective cities (enemy totals in brackets),
The current date and number of game turns remaining in scenario.
Scenario Objective cities are listed on the second page of this screen. The list displays the name of the city, the
current ownership, the value of the city in NMs, and the location (area) of the city. (Clicking on the ownership icon
closes the ledger and takes you to the city on the game map.)
17.6 Secretary of State (Historical Background) Screen (F6 key)
This screen contains a brief historical description of the scenario that may assist you in developing strategies of your
own.
18. Weather and Seasonal Effects
Weather can be a general’s best friend or his worst nightmare. Weather effects are applied on a regional basis. For
example, the weather conditions present in one region can be considerably different than weather occurring in an
adjacent region. Weather generation does take into account seasonal variations in temperature and wind patterns.
Therefore, the likelihood of harsh weather occurring in a region is greater during winter months (November through
February).
WEATHER TYPE
EFFECT ON
MOVEMENT/SU
PPLY
COMBAT EFFECTS
(ATK/DEF)
ATTRITION
NOTES
FAIR
MUD
SNOW
(HARSH)
FROZEN
(HARSH)
BLIZZARD
(VERY
HARSH)
Moderate Penalty
Crossing rivers more
difficult
Moderate Penalty
Slight Penalty (Atk)
Mountain regions suffer
Attrition
See
Note 1
Moderate Penalty (Atk), Battles
start at Close Range
Attrition unless Sheltered
See
Note 1
Moderate Penalty,
Bodies of water may
freeze
Severe Penalty,
Bodies of water may
freeze
Moderate Penalty (Atk)
Attrition unless Sheltered
with increased severity
See
Note 1
Severe Penalty (Atk), Battles
start at Close Range
Attrition unless Sheltered
with even greater severity
See
Note 2
Notes:
1.
2.
Forces in a loyal region (over 50% Loyalty) with a friendly structure ignore Attrition losses due to Harsh Weather. The Force
does not have to be physically placed inside the structure to benefit. Do not apply if hardened attrition option is in effect.
The attrition effects of Snow, Frozen, and Blizzard conditions involve increasing amounts of severity (with attrition due to
Blizzard being the most severe).
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19. Losses and Replacements
When combat and attrition losses occur, they are apportioned among elements belonging to the Force which has
suffered the casualties. These elements have their losses indicated on the Unit Panel by the presence of gray
manpower symbols (black manpower symbols representing remaining strength points).
Each hit suffered causes the loss of one (1) strength point. The exact total of men remaining in the element is
indicated numerically. As long as elements have at least one (1) Strength Point remaining, they are eligible to
receive replacements. Once the final strength point is lost, the element is eliminated.
19.1 The Replacement Pool
The number, type, and nationality of
available replacements are displayed
on the Replacements Screen (F2
key) of the Ledger. This pool of
replacements represents manpower
which is being trained and held in
reserve until such time as it can be
forwarded on to eligible combat
units. Replacements are represented
on the Replacement Screen in terms
of
replacement
chits.
Each
replacement chit is equivalent in
strength to an average battalionsized element of the nationality
indicated.
Figure 19.1 The Replacement Screen is a graphic representation of the Replacement pool showing the number, type,
and nationality of available replacement chits.
19.1.1 Replacement Chits Each game-turn, specific regions on the map generate ‘conscript companies’ and money.
By holding the mouse over regions on the map, the tool-tip feature indicates how many ‘conscript companies’
and/or how much money is produced in the region. Note that not every region produces conscript companies and/or
money.
Players only receive conscripts and money for regions they control. In addition, certain military options may be
selected that allow players to supplement their production of conscripts. These options come with a price that is
indicated on the Military Options screen (F3 key).
A portion of attrition and combat losses suffered in the field is also returned to the Replacement Pool. This
represents, in part, injured soldiers returning to duty and stragglers rejoining their units. The number of conscript
companies returned to the Replacement Pool is as follows:
1/3rd of combat losses is returned to the Replacement Pool as conscript companies,
2/3rds of attrition losses are returned to the Replacement Pool as conscript companies.
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19.1.2 Absorbing Replacements Replacement chits are used in two (2) ways:
absorbed into elements that have lost one or more strength points,
used to create entire battalion-sized elements that can be merged into Brigade units that have lost an entire
element.
Replacement chits that are used to replace lost strength points are removed from the Replacement Pool when the last
of their strength points is consumed. Players do not have a means of knowing how many strength points are
remaining in individual replacement chits. This is handled internally by the game engine. Replacement chits used to
provide entire battalion-sized elements are removed from the Replacement Pool immediately.
19.1.3 Eligibility to Receive Replacements In order for a unit that has suffered strength point losses to be eligible
to receive replacements, it must remain stationary for the complete game turn. The number of replacement strength
points a unit may absorb (as a percentage of its full strength) is a function of the type of terrain it occupies as
follows:
10%: unit in a region with an unbesieged town,
20%: unit in a region with an unbesieged city (level 4 or greater),
30%: unit in a region with an unbesieged Depot
5% per level: unit is a naval vessel in harbor (represents repair to damaged ships)
Note: These percentages are non-cumulative. A unit with a maximum strength of 27 strength points is allowed to
replace nine (9) strength points per turn if it remains stationary in a region with a depot (30% of 27 = 9).
19.1.4 Prohibitions to Receiving Replacements The following units may not receive replacements:
units that are currently at full strength,
units of a type different from the available replacement chits,
units of a different nationality from the available replacement chits,
units that have moved regardless of the terrain they occupy,
units that are besieged (unless located within an un-blockaded harbor),
Note: In order to receive an entire element as a replacement for an element that has been lost, the receiving unit may
not be a component of a Brigade. It must be located on the map as a Force independent of any Brigade or Corps.
19.2 Merging Units
Units that suffer the elimination of an entire element may be combined with other similar units. For units to merge
they must first be present in the same Force. A unit that is entirely absorbed by another is eliminated. For example,
if an infantry Brigade had lost an entire infantry element, it could be merged with an infantry element belonging to a
different infantry Brigade. Similarly, if an infantry Brigade had lost one infantry regiment and one artillery battery,
it could be merged with a brigade that had lost all of its elements except for one infantry regiment and one artillery
battery.
Merging Procedure
Left-click on a Force to reveal all of its units on the Unit Panel. Select the units to be merged by Ctrl-Clicking on
their unit counters. Once the units are selected, left-click on the Add Units button on the Special Orders Panel. Note
the Add Units button will only become active if units capable of being merged are present.
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20. Capturing Enemy Units
At the conclusion of every battle or siege combat in which the losing side is Routed or Surrenders, the winning side
has the opportunity to capture enemy artillery and supply units. Essentially, Routed units that are fired upon by
enemy elements are susceptible to being captured. This represents the destruction of an organized line of resistance
and the vulnerability of rear echelon formations to being overwhelmed by an advancing enemy.
20.1 Capturing Enemy Units after Field Combat
At the conclusion of a Field Combat in which the losing side has Routed, support units which survived the combat
are susceptible to capture. Each artillery battery and supply wagon belonging to the losing side is checked to see if it
is captured. Captured units are immediately placed into a single TDM controlled by the winning side. Such units are
identified as ‘Captured’ by the gray background and word ‘Capt’ printed on the unit counter face.
20.2 Capturing Enemy Units after Siege Combat
At the conclusion of a Siege Combat in which the losing side has Routed, support units which survived the combat
are susceptible to capture. Each artillery battery and supply wagon belonging to the losing side is checked to see if it
is captured. Captured units are immediately placed into a single TDM controlled by the winning side. Such units are
identified as ‘Captured’ by the gray background and word ‘Capt’ printed on the unit counter face. Fixed artillery
(such as emplaced or coastal batteries) are automatically Captured.
20.2 Using Captured Units
Captured artillery and supply wagons function exactly as normal units in every respect. However, captured units
may not recover losses unless they are replacement points available of the same nationality.
21. Unit Experience
One of the most telling factors in any combat situation will be the experience (or lack thereof) of the participants.
Prussians Guard units were effective not because of their pretty uniforms, but because the men in these units had
years of experience in dealing with the stresses of campaigning. (Consult Section 6.2 for information regarding the
effect of experience on Leaders.)
21.1 Experience Levels
There are multiple levels of experience: bronze, silver, and gold (i.e. levels 1 through 3 respectively). Elements are
assigned experience levels at the beginning of each scenario and may gain experience during play by participation in
combat. Units and Leaders never lose experience at any time. There is no upper limit to the number of experience
levels a unit may gain during play.
21.1.1 Experience Indicators A Unit’s level of experience is indicated by the color of the ribbons on its unit
counter. For example, a unit with one level of experience has bronze-colored ribbons, a unit with two levels of
experience has silver-colored ribbons, and a unit with three (or more) levels of experience has gold-colored
ribbons. Note that all levels of experience above three are indicated by gold-colored ribbons.
Experience is also indicated by star icons located on the top pane of an element’s Unit Detail panel display. Each
star represents a level of experience. For example, certain Old Guard units begin scenarios with up to five (5) levels
of experience. These units have five (5) stars in their Unit Detail panel displays.
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21.1.2 Gaining Experience Experience is gained by participating in combat or through training provided by
Leaders with Training-related Special Abilities. When a unit participates in combat, depending upon its individual
success, it may be awarded Experience Points (EPs). Experience awards are noted in the Message Log. In order to
gain an Experience Level, a unit must acquire anywhere from 5 to 20 Experience Points. Eligible units are checked
at the end of each game turn to see if they have gained an experience level.
21.2 Effects of Experience
The net effect of experience is to make units more efficient military formations. For each level of experience, units
have their abilities increased as follows:
For each Odd level of experience (i.e. 1, 3, 5, etc.), units gain a +1 increase in their Initiative, Discipline,
Patrol, and Evasion values.
For every Even level of experience (i.e. 2, 4, 6, etc.), units gain a +1 increase in their Offensive Fire,
Defensive Fire, Assault, and Police values.
For every level of experience, units gain a 10 point increase in their Cohesion value. (For example, a unit
with two levels of experience receives 20 extra Cohesion points.)
22. Scenario Events
Each scenario contains scripted ‘events’ designed to introduce historical perspective and happenstance into the
game. Events can be triggered by players who fulfill certain conditions or triggered simply by reaching a particular
date in the scenario. Most events are noted in the Message Log. Some even come with their own ‘press releases’.
In many cases, the occurrence of an event is merely for information purposes. Some events, however, insert or
delete troops from the game map. Pay close attention to the Message Log at the beginning of each turn and use the
‘jump’ feature (left-clicking on message text) to go directly to the map where an event has taken place.
22.1 Multi-choice events
This is a new feature compared to our previous games. When such an event occurs, you shall see a red line in the
message log (usually associated with a question mark). When you click on it, the multi-choice window opens. It
offers you between two and four choices, but only one can be selected (or even none). Each choice is clearly
explained in terms of game consequences in the tooltip appearing when your mouse is over the choice’s title.
Event choice made will be implemented in the hosting phase following the turn it appears.
Important Note: if you make no choice, the game will decide among one of the choices offered at random.
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23. Construction Mode
This mode is one of the new features included in our game. Although we had such a mode in our game Ageod’s
American Civil War™ before, we re-designed it in order to make it more intuitive and simple to use.
23.1 The Construction Mode (Overview)
The construction mode is used to allow you to build new units for the nation
you are playing. Of course, some limitations are applied to the possibility to
build new units, such as how many your nation is allowed to have (force pool
concept) in the field, the various assets needed to pay for the construction
(recruits, money and war supplies) and also the location of the build, as it is
not always possible to construct all kind of units everywhere.
To enter Construction mode, just click on the Eagle statue located on the roof
décor on the bottom left-hand site of the interface (above the minimap).
23.1.1 Construction Buttons There are two types of buttons which are used
to filter the various construction possibilities. One set allow you to filter
constructions by Unit types while the other allows filtering by Nation. In
both cases, you may click on the ALL button(s) to return to the whole list (all
units, all nations).
23.1.2 Constructible Units These are listed in the main interface. You can
see all those units that are still available for construction, and the number of
them is indicated in the white square on the upper-left corner of the unit
stamp. A tooltip on each unit gives you indication on the number of these
on map, name, costs in the various assets required (money, men, war
supplies) and construction time (in number of days).
23.1.3 Where to build When you select a unit for
construction, the map coloring changes. You can see
where a unit can be dropped for construction as the region
is in a green color.
If the region is colored in orange, you could in theory
construct there, but you are lacking one (or more) of the
assets to do so (NB: drop the unit there and the error
message will tell you the reason).
Finally, all regions where construction is not allowed are
colored in a red background.
You can also know beforehand (before dropping the unit)
why it can’t be built in a given region. Simply over the
mouse over the red colored region and you’ll get the
reason.
In this game, construction is usually only possible in cities originally belonging to your own nation in 1756. For
instance, you cannot build units in conquered opponent’s cities.
Note: each unit has a certain construction weight and a given region can only allow construction of a limited
number of units’ weights. This is to avoid seeing all the production appear in the same location. So choose and
plan carefully.
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It is also possible to see the statistics of the elements part of the unit to be built, by clicking on the NATO symbols,
in the bottom right panel, when a unit is selected.
23.1.4 How to build Select the unit you plan to build and drag and drop it on the map, in a green-colured region.
This is as simple as that. In other regions, the drag & drop will be refused, and a short message will appear in the top
part of the interface: it usually happens when the construction capacity of the chosen site is exceeded or you are
lacking one (or more) of the assets required for construction (see below).
23.1.5 Possible causes preventing the construction of units
If the region is in green, you can build the unit. If the region is in yellow/orange, you could theoretically, if you had
enough resources. If the region is in red, there is at least one regional constraint preventing you from
building/construction the unit. Some possible causes are:
-
No available unit in the force pool.
The region build capacity is exceeded.
The unit is a ship and there is no harbor.
The region is not playable in this scenario.
You don’t have enough military control in the region.
The loyalty of the region is too low or the region is in riot.
The unit need soldiers and the region don’t have enough population.
A specific structure is necessary but is not there (e.g. War Supplies production for Artillery units)
The unit can only be built in some parts of the theater (e.g. you recruit Hungarian units in Budapest –
Hungary, but not in Wien - Austria).
The unit can only be built in the capital.
There are some rarer causes preventing you from building a unit in a given region. In all cases, the tooltip will give
you the reason.
23.2 Construction Assets and Limits
To raise units, you will need Men, Money and Supplies: this is what your war economy is about. However, you are
limited in the numbers and locations of your newly raised units since each owned city of your home nation
(conquered cities do not contribute) can only provide a limited share of its resources to your war effort.
23.21.1 Men Except for a very few places which raise a minimal amount of recruits every turn, the
only ways of recruiting more men is through the play of options (Not in version 1.0 of the game).
Men are needed in order to raise new units.
23.2.2 Money Money is produced each turn in a few places such as your national capital or key
financial or commercial centers (e.g. major ports), but those sources of income are marginal. The
great bulk of your income will proceed from exceptional events.
In addition to Men and War Supplies, every unit has a cost in Money.
23.2.3 Supplies Supplies come in three varieties in ROP. Cities will produce these three kinds of
supplies each turn depending on their size.
War Supplies
This is a general term representing the equipment needed by your troops. Artillery and Cavalry
cost lots of War Supplies, as they require industrial capacity, horses and raw materials. Infantry, on
the other hand, costs fewer supplies, as muskets and other light equipment are easier to
manufacture.
General Supply
Armies need food, clothing, and other basic supplies to keep on moving and fighting. These are all
grouped into the term “General Supply” (as opposed to “War Supplies”) and are distributed to
your Depots and your troops every turn.
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Ammunition
Finally, another commodity you will need to keep your troops battle ready is Ammunition, which
is tracked separately from General Supply but otherwise follows the same production and
distribution mechanisms.
23.2.4 Visual Representation of Assets This feature has been added under the form of a pie chart, showing, for a
given region with production, the number of each of the assets produced there. You need to have the Supply Mode
activated to see the pie.
You can see, from top to bottom, clockwise:
-
Money production
Conscripts production
War Supplies production
VP value of region
23.2.5 Force Pools Each Nation can only field a limited number of troops at any time. This is what is called her
Force Pool (FP). In addition, if all of a Nation’s units are in play, the Nation can’t field more units until some are
eliminated.
23.3 Units under Construction on the Map
Units appear immediately on the map on the same turn as you request them, but they start completely depleted (i.e.
with one Strength and one Cohesion point only), as they are gathering men and training them, collecting supplies,
etc.
Such units cannot be moved and are basically defenseless.
Their status is indicated by a red label. The label on the unit will change color progressively (to a white
color) when the construction process advances.
Their various components are shown in red (i.e. depleted) and will fill up progressively as times passes by.
After a while, units under construction progressively lose this ‘special’ status and can be moved, but rushing those
green units into combat should best be avoided.
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Note: Ideally, you should wait until they have completed their training (i.e. health and cohesion is at 100%) before
issuing them combat orders. You can move then in passive mode toward their destination though, they will continue
to be completed (all soldiers and equipment are considered there, but the troop is still in very green). Note that when
a unit can be moved you get a message in the message panel.
23.3.1 Build Duration The build duration is indicated in the tooltip when you hover over the unit under
construction. This is the time in days needed for a unit to reach its full Strength and Cohesion and depends on unit
type (as well as the morale level and some military reforms which influence it). Within the unit, the various elements
will achieve 100% health at their own construction speed though (in essence the time indicated for the whole unit is
the time of the element which is the longest to built/recruit).
Example: Militia are low-quality troops but have a good build rate while cavalry takes quite a while more time to
complete .
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Appendices
A. Terrain Summary for Land Units
Terrain Type
EFFECT ON
MOVEMENT/SUPPLY
ROADS
Treat as clear terrain
regardless of actual terrain
MAJOR ROADS
Cost of moving is 50% of the
cost of clear terrain
COMBAT EFFECTS
(ATK/DEF)
CLEAR
OTHER EFFECTS
NOTES
Foraging Bonus
WOODS
Slight Penalty
Atk: None
Def: Slight Bonus
FOREST
Moderate Penalty
Atk: None
Def: Moderate Bonus
MARSHES
Severe Penalty
Atk: None
Def: Moderate Bonus
Hide Bonus
See
Note 2
WILDERNESS
Severe Penalty
Atk: Severe Penalty
Def: None
Hide Bonus
See
Note 3
MOUNTAIN
Severe Penalty
Atk: Severe Penalty
Def: None
Hide Bonus
Limited Foraging
See
Note 4
MAJOR RIVER/
LAKE
Severe Penalty
Atk: None:
Def: Major Bonus
May freeze during Winter
See
Note 5
MINOR RIVER
Moderate Penalty
Atk: None
Def: Minor Bonus
FERRY/BRIDGE
Moderate Penalty
Atk: None
Def: Minor Bonus
SHALLOW WATER
Moderate Penalty
COASTAL WATER
Impassable
OCEAN
Impassable
TRANSIT LINK
Travel To and From requires
1 full Turn
See
Note 5
Negated if Frozen
See
Note 5
May freeze during Winter
Notes:
1. Irregular/Light units receive Major Combat bonus (Atk & Def). Not in this version of the game.
2. Irregular/Light units receive Slight Combat bonus (Atk), receive Major Combat Bonus when Ambushing
3. Irregular/Light units receive Moderate Combat bonus (Atk) when Ambushing
4. Irregular/Light units receive Moderate Combat bonus (Atk) when Ambushing, increased movement penalties for wheeled and mounted units.
5. Friendly Forces attacking across a river (major or minor) do not incur a penalty if the region has a level of friendly military control greater than
10%
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B. Movement Summary for Naval Units
Terrain Type
MAJOR RIVER
EFFECT ON
MOVEMENT/SUPPLY
Shallow draught vessels only
MINOR RIVER
Prohibited to naval units
COMBAT EFFECTS (ATK/DEF)
OTHER EFFECTS
Weather may reduce initial combat
range
May Freeze
Weather may reduce initial combat
range
May Freeze
NOTES
FERRY/BRIDGE
SHALLOW
WATER
Shallow draught vessels only
COASTAL
WATER
Weather may reduce initial combat
range
OCEAN
Weather may reduce initial combat
range
TRANSIT LINK
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C. Shortcut Keys
Zooming:
Mouse wheel
Click on mouse wheel
End
Page Up
Page Down
: Zoom in/Zoom out
: Alternate between maximum and minimum zoom levels
: Alternate between maximum and minimum zoom levels
: Zoom in
: Zoom out
Handling Forces:
Left-click
Right-click
Ctrl + left-click
Drag-drop on another region
Drag-drop on same region
Drag-drop on another Force
Drag-drop on city, harbor
Drag-drop on a tab
Drag-drop + Ctrl
Del
C
Shift
Shift
Ctrl
Q/W
E/R
T/Y
S
Ctrl +S
Ctrl + L
Right-click on a tab
Keys 1 – 6
Ctrl F1-F4
Ctrl F9
Ctrl + Shift + S
: Select a Force.
: Unselect (and returns to messages display)
: Cycle through the various region Forces, make multiple selections on the Unit Panel
: Moves Force to desired location.
: Cancel whole move (exception: if [Shift] is pressed it allows circular trips)
: Either intercept an enemy or combine with a friendly Force
: Enter the structure
: Combine with this Force
: Moves Force to desired location (Disables pathfinding)
: Cancel the last leg of the movement path of an Army or Fleet
: Center map on selected Force
: When an Army Force is selected: Displays Army Command Radius.
: When a (non-Army) Force is selected: Displays regions and nature of the links.
: Show number of men
: Cylce through 'locked' land forces.
: Cycle through land Forces. Simultaneously press [Ctrl] to skip units that are not moving.
: Cycle through naval Forces. Simultaneously press [Ctrl] to skip units that are not moving.
: (Sentry) Selected Force will be skipped when cycling with keys E/R/T/Y
: Remove all “sentry” orders
: Lock/unlock all Forces (prevents a Force dropped onto another Force from merging)
: Lock/unlock this Force.
: Switch Map Filter
: Use unit filter for you or your enemy.
: End Game Turn
: Save Game
F1
F2
F3
F4
F5
F6
: Force List
: Replacements (Secretary of War)
: Military Options (Secretary of War)
: Diplomatic Options (Secretary of State)
: Objectives (Secretary of State)
: Scenario Background
In the Unit Panel:
Ctrl-click
Mouse wheel scroll
Select unit(s) then drag-drop
: Select/unselect multiple units
: Move through the list of units
: Create a new Army/Fleet. This is used for disembarking in a coastal region without a friendly harbor.
A, O, D, P
: Change the Force to the corresponding posture
Operational Orders (if applicable):
Shift+T
: Enter Town upon reaching destination
Shift+D
: Build Depot
Shift+S
: Sortie from structure
Shift+M
: Force March
Shift+A
: Set an Ambush
Shift+B
: Burn Structure (land units)
Messages Log:
Simple-click
Double-click
Mouse wheel scroll
: Go to region where event occurred (if relevant)
: Display messages content (if message is red) and opens specific message window
: To scroll up and down the message list
Windows & Interface:
Esc
R
: Close the window
: When on the main menu: Resume last played game.
Saved Games
:When you move the mouse over a saved game on the load game screen, you can either back up one turn (Home
key), rename it (Insert key) or delete it (Delete key).
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D. Map Icons
Depot
Town (level < #3)
City (level 3+)
Fortress
Fort
Town & Depot
City & Depot
Fortress & Depot
Fort & Depot
Town & Fort
City & Fort
City & Fortress
Port
Town & Fort & Depot
City & Fortress
City & Fortress & Depot
Fortified Camp
Fortified Camp
Town & Fortress
Town & Fortress & Depot
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E. NATO Symbols
Admiral (one to three anchors symbols)
Infantry Brigade
Artillery, Coastal
Infantry, Heavy
Artillery, Field
Infantry, Light
Artillery, Heavy
Irregular
Artillery, Horse
Marines
Artillery, Light
Medical
Artillery, Siege
Militia (initials designate areas, if any)
Balloons
Mountain
Cavalry
Naval Engineers
Cavalry Brigade
Partisans
Cavalry, Heavy
Sappers
Cavalry, Light
Engineers
General (one to four stars symbols)
Goods
Headquarters
Headquarters
Headquarters
Indian
Infantry
Rangers
Privateer
Sharpshooters
Signal
Slaves
Supply
Flotilla
Transport
Warship
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F. Leader Special Abilities (Traits)
F1. Special Abilities Applicable Only to Element or Leader
Icon
Special Ability
Over Cautious
Emplaced Guns
Medical Service
Signal
Reconnaissance
Description of Special Ability
This commander is far too cautious when it comes to engaging the enemy, resulting in passivity and a lack
of reactivity in the Chain of Command of his Army. -4 CP if the commander of the Force
These guns are emplaced batteries and can't be moved outside the region.
This element is a Medical Service company, able to provide health care even on the battlefield. Give
+15% to the Cohesion Recovery rate of all others elements of the Force they are in.
This signal unit is of great use to an able commander for transmitting orders along the chain of command.
+2 Command Points to the Force it is in. This ability does not improve.
Improves the detection of enemy units in regions adjacent to the Force
Large Transport
If the most senior commander in the region, this leader will let his men burn and pillage the countryside.
Only the most loyal and policed regions will be spared by his cruel behaviour. If an element, it will burn
immediately any enemy Depot or stockade captured.
This unit has a transport capacity of 10 CPs.
Medium Transport
This unit has a transport capacity of 5 CPs.
Transport
This unit has a transport capacity of 3 CPs
Small Transport
This unit has a transport capacity of 2 CPs.
Tiny Transport
This unit has a transport capacity of 1 CPs.
Pillager
F2. Special Abilities Applicable Only to the Unit to which an Element Belongs
Icon
Special Ability
Entrencher
Skirmisher
Description of Special Ability
Raises Defensive Fire value by 10%, increases Protection value by 1. Applies to all elements in the Unit
(ONLY) when the Unit is entrenched.
Raises Initiative by 1. Applies to all elements in the Force/Unit.
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F3. Special Abilities Applicable to an Entire Force
Icon
Special Ability
Staffer
Screener
Deceiver
Deep Raider
Patroler
Sea Spotter
Brave
Militiaman
Cavalryman
Artillerist
Defensive Engineer
Partisan
Irregular Fighting
Skill
Fire Discipline
Infantryman
Defensive
Commander
Ranger
Pontoneer
Mountaineer
Supply Ranger
Description of Special Ability
+1 Command Point per ability level, even if NOT in command. (If in a Force with an Army HQ,
subordinates corps also receive this bonus)
This element or Leader is able to screen and mask the progression of the whole Force with the clever use
of scouts, use of side-tracks and stealthy march subterfuges. +1 to the Hide Value of the Force and +25%
to the Evasion Value, if the Force is moving.
This element or Leader is adept at establishing dummy positions (Quaker guns and such), camouflaging to
the enemy the real strength of his Force. +1 to the Hide Value of the Force, if entrenched.
This element or Leader is able to mount deep raids which can avoid enemy patrols, with the use of sidetracks and stealthy march subterfuges. +50% to the Evasion Value, if the Force is moving.
This element or Leader is proficient in making more effective patrols in the region he is in, by setting an
effective network of surveying detachments or establishing signal towers. +1 to Detection Value, +35% to
the Patrol Value of the Force the element is in, if entrenched.
This element or Admiral is proficient in surveying the seas and spotting enemy ships. +1 to Detection
Value, +35% to the Patrol Value of the Force the element is in.
Increases Cohesion by 10. Applies to all elements in the Unit. If the commander, applies to all elements in
the Force.
Raises Discipline value by 1, increases Cohesion by 10. Applies to all Militia elements in the Force/Unit.
Raises Assault value by 25%. Applies to all cavalry elements in the Force/Unit if occupying clear, prairie
or desert terrain.
Raises Offensive/Defensive Fire value by 20%. Applies to all artillery elements in the Force/Unit.
Raises Defensive Fire value by 10%, increases Protection value by 1. Applies to all elements in the
Force/Unit when the Force/Unit is entrenched.
Raises Offensive/Defensive Fire value by 30%, raises Assault value by 30%, Increases Protection value
by 2. Applies to all Irregular elements in the Force/Unit in difficult terrain.
Raises Offensive/Defensive Fire value by 15%, raises Assault value by 15%. Applies to all elements in the
Force/Unit when in combat versus Irregulars or Partisans units (only in difficult terrain).
Increases Offensive/Defensive Firepower value by 10%, increases Assault value by 10%, +3 bonus to the
check needed to form a square against cavalry charges. Applies to all regular infantry elements in the Unit.
If the commanding officer, applies to all regular infantry elements in the entire Force.
Increases Offensive/Defensive Firepower value by 10%, increases Assault value by 10%. Applies to all
infantry elements in the Unit. If the commanding officer, applies to all regular infantry elements in the
entire Force.
Increases Defensive Fire value by 10%. Applies to all elements in the Force/Unit.
Increases speed by 25%. Applies to all elements in the Unit. If the commander, 25% increase applies to all
elements in entire Force. (Wild Areas ONLY).
Increases speed crossing rivers by 50%. Applies to entire Force when crossing rivers.
If the commander, provides a 25% move bonus to the whole Force in Hills, Wooded Hills, Mountain or
Alpine terrains.
Reduces consumption of General Supply by 15%. Applies to the entire Force/Unit. (Wild areas ONLY).
Siege Expert
This element or commander reduces by 25% the chances that a unit pillages a region when foraging (i.e.
when General Supply is lacking).
This element or commander reduces by 50% the chances that a unit pillages a region when foraging (i.e.
when General Supply is lacking).
Provides a one point siege bonus to the whole Force when attacking Forts.
Colonial
25% reduction in supply consumption to the whole FORCE in colonial areas.
Fort Defender
Provides a one point siege bonus to the whole Force when defending in a Fort.
Engineer
Provides a one point siege bonus to the whole Force when defending or attacking Forts.
(Nationality)
Commander
Training Master
Leader can lead units of applicable nationality without penalty.
Forager
Expert Forager
Provides 1 experience point every turn to all the troops in the Force.
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F4. Special Abilities Applicable to an Entire Force only When Leader with Special
Ability is in Command
Icon
Special Ability
Over Cautious
Superior Tactician
Offensive Master
Master of Defense
Wonderful
Tactician
Fast Mover
Description of Special Ability
This commander is far too cautious when it comes to engaging the enemy, resulting in passivity and a lack
of reactivity. -4 CP if the commander of the Force
Increases Initiative by 1. Applies to all elements in the Force/Unit.
Units under his command may deploy better and more units when attacking. If the commander, allows an
easier retreat on the first four hours of the battle.
Units under his command may deploy better and more units when defending, reducing the enemy's
effectiveness.
Initiative bonus of 1 to all units under his command. Plus, if naval commander, +1 bonus to Wind Gauge.
Ambusher
Increases speed by 15%. Applies to all elements in the Unit. If the commander, the 15% increase in speed
applies to entire Force.
Increases speed by 25%. Applies to all elements in the Unit. If the commander, the 25% increase in speed
applies to entire Force.
Increases speed by 25%. Applies to all cavalry elements in the Unit. If the commander, the 25% increase
in speed applies to all cavalry elements in entire Force.
Increases speed by 25%. Applies to all Irregular elements in the Unit. If the commander, 25% increase
applies to all Irregular elements in entire Force.
Decreases speed by 25%. Applies to all elements in the Unit. If the commander, 25% decrease applies to
entire Force.
Increases speed by 25%. Applies to all elements in the Unit. If the commander, 25% increase applies to
entire Fleet.
Reduces consumption of General Supply by 25%. Applies to all elements in the Unit. If the commander,
25% reduction applies to all elements in the Force.
If the commander, 50% bonus to Irregulars’ chance to ambush in non-clear areas
Surpriser
If the commander, 20% chance of surprising the enemy (first fire).
Withdrawer
If the commander, allows a 30% greater chance of withdrawing during the first two (2) hours of a battle.
Adept Raider
Reckless
If the commander, allows an 85% chance of retreat at any round of battle, if overwhelmed. Applies only to
Forces needing 4 or fewer command points.
If the commander, will have difficulty retreating on the first two hours of the battle.
Hothead
If the commander, won't be able to order a retreat during the first two hours of the battle.
Expert Withdrawer
If the commander, allows a 30% greater chance of withdrawing during the first four (4) hours of a battle.
Multinational
Can lead units of any nationality without penalty.
Recruiting Officer
Can muster up to 5 new Conscripts companies on a regular basis in cities of Level 5+. Must be in the city
to do so.
If the commander, will train up to two (2) regiments of Conscript every turn.
Very Fast Mover
Very Fast
Cavalryman
Very Fast Raider
Slow Mover
Seaman
Master Logistician
Training Officer
Master Spy
Poor Spy Network
Charismatic
Good Army
Administrator
Dispirited Leader
Admired
Commander
Good Population
Administrator
Good Commander
Gifted Commander
If the commander, improves the detection of enemy units (except Irregulars) within the Theatre by
reducing Evasion Level by -1.
If the commander, erroneous reports received which worsen the detection of enemy units (except
Irregulars) within the Theatre by adding +1 to the Evasion level.
This leader has a charismatic aura. If the commander, provides +5 maximum Cohesion and a +25%
increase in the fatigue recovery rate of units under his command.
The leader is appreciated by his men and cares about their well-being. If the commander, provides a +15%
increase in the fatigue recovery rate of units under his command.
This commander is absolutely not charismatic in the eyes of his men or is a defeatist. -5 Maximum
Cohesion to the Force if the commander, -25% to the Cohesion recovery rate.
The leader is beloved and revered by his men, as he cares about their well-being. If the commander,
provides a +25% increase in the fatigue recovery rate of units under his command.
If the most senior General in the region, will progressively increase the Loyalty of the population over
time. (+1% each turn up to 75%)
If in command provides +1 Command Point per ability level.
This general is gifted for command. +2 Command Points and +1 additional CP per ability level above 1, to
any Force he commands.
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Good Subordinates
Quickly Angered
Great Strategist
Dispersed Move
Sea Raider
Fort Runner
This general knows how to pick his subordinates and is able to delegate command at the right moment. +3
Command Points to any Forces he commands. This ability does not improve.
This general is quickly angered and is often having arguments with his subordinates. -4 Command Points
to the Force he commands.
If the Commander in Chief in the Department, provides +1 Command Point and an additional +1 per
ability level, to his Force.
This general (if the commander) has the bad habit of letting his troops move in disorder, thus reducing
how they can effectively patrol the region, or conceal their approach. −25% to Evasion and Patrol, −1 to
hiding Value of the whole Force, if moving.
If the admiral in command, this leader will be adept at avoiding enemy naval Forces, if need be. +25% to
the Evasion Value of the Fleet. Works even if not moving.
If the admiral in command, this leader will be adept at running enemy Forts, if need be. +10% to the
Evasion Value, −35% to the damage taken from Forts firing on the passing Fleet. Works only if moving.
H. Manual Errata and Additions
This section will contain changes or additions to information as a result of future updates to the software.
Information contained in this manual is current up to version 1.01.
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J. Credits
PARADOX FRANCE - Athena Games Entertainment Online Distribution (AGEOD)
General Manager:
Game Designers:
Development:
Art Director:
Graphics:
Historical Research:
Additional Research:
Sounds SFX:
Documentation:
Proofreading:
Corporate Communications:
Administration:
Thanks to:
Lena Blomberg
Philippe Thibaut & Philippe Malacher
Florent Quesnel & Philippe Thibaut
Gilles Pfeiffer
Gilles Pfeiffer
Philippe Thibaut, Florent Quesnel, Philippe Sacré, Florent Loyer
Philippe Malacher
Michael Huang
Orignal documentation by Laurence Russell
Stefan Rach, Paul Roberts, Steve Dunn, Mark Kratzer
Ludovic Grousset, Mark Kratzer
Philippe Thibaut
Steve Dunn , Paul Roberts, Norbert Hofmann, Arturo Sanchez
Stefan Rach, Arne Meyer Vedo-Hansen, Mark Kratzer
Volunteers (Alphabetically): Arsan, Berto, Cat_Lord, Ebbingford, Dooya, Florent, Lodilefty, Pangi,
Rafiki, Sunray, Sol Invictus.
Production: A game produced by AGE Studio
PARADOX INTERACTIVE
CEO:
Fredrik Wester
EVP Development:
Johan Andersson
EVP Sales:
Reena M Miranda
EVP Publishing:
Susana Meza
CFO:
Lena Blomberg
Product Manager:
Boel Bermann
Associate Producer: Mattias Lilja
PR & Marketing:
Shams Jorjani
Community Manager:
Linda Kiby
Game Evaluation:
Chris King, Thomas Johansson,
Johan Andersson
Marketing Assets:
Jonathan Wedman, Fredrik Persson
Finance & Accounting: Emilia Hanssen
Packaging Layout:
Christian Sabe
Cover Art:
Keun Chul Jang
Packshots:
Martin Doersam
Thanks to all our partners’ worldwide and last, but not least, a special thanks to all forum
members, operation partners and supporters, who are integral for our success.
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K. License Agreement
This Software is licensed, not sold, to the User by Paradox Interactive AB and its authorized licence
holder and may only be used under these following restrictions. Paradox Interactive AB reserves all rights
not expressively released to the User.
Copying. The License Agreement allows the User to use the Software on one computer at a time, with the
exception for such Network games that are described in the documentation enclosed with the Software.
Copying of the Software is illegal.
Restrictions in User rights. The Software and the enclosed printed matter is protected by copyright laws.
The User overbinds not to in any way recreate the Software’s source code so that it can be apprehended
by the User or anyone else. The User may not change, adapt, translate, sub-let, lease, sell with profit, or
distribute the Software, nor may he store it on a public network or create derivative products based on the
Software or any of its parts. The User overbinds not to, in whole or part, spread the Software or its printed
documentation to others, or to electronically transfer it from one computer to another over a network.
Rights. The User owns the original CD ROM discs on which the Software is stored, but Paradox
Interactive reserves the rights of ownership to all copies of
the actual Software. The Software is copyright protected.
Office Address
Paradox Interactive AB. Åsögatan 108, 11th floor, 118 29 Stockholm, Sweden.
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Index
Activation Checks......................................................................................................................... 40
Ammo ........................................................................................................................................... 24
Ammunition ................................................................ 19, 21, 24, 40, 41, 42, 43, 44, 45, 47, 68, 69
Amphibious Landing .................................................................................................................... 41
Areas ............................................................................................................................................. 19
Army Command Benefits ............................................................................................................. 28
Army HQs................................................................................................................... 21, 27, 38, 52
Assault................................................................................................. 23, 30, 35, 49, 50, 51, 57, 61
Assault combat.............................................................................................................................. 49
attrition.......................................................................................... 18, 19, 21, 23, 53, 59, 60, 63, 64
Attrition hits ...................................................................................................................... 34, 45, 46
Automatic Defeat .................................................................................................................... 13, 14
Automatic Victory ...................................................................................................... 12, 13, 14, 17
Available Replacements Screen.................................................................................................... 62
Blockade ................................................................................................................................. 24, 43
blockaded ................................................................................................................................ 43, 65
breach ............................................................................................................................................ 53
Brigade.................................................................................................................. 21, 24, 25, 29, 38
Calculating National Morale......................................................................................................... 13
Captured units ............................................................................................................................... 66
Cavalry Charges............................................................................................................................ 49
Chain of Command ................................................................................................................. 77, 79
Cities ....................................................................................................................................... 17, 61
Civilization Level.......................................................................................................................... 17
cohesion .................................................................................................... 13, 14, 18, 19, 23, 34, 62
Cohesion Points ...................................................................................................................... 33, 34
Combat Efficiency .................................................................................................................. 20, 21
Combat Frontage........................................................................................................................... 47
combat round ............................................................................................ 23, 47, 48, 50, 51, 57, 58
Combining Friendly Forces .......................................................................................................... 36
Command Costs ............................................................................................................................ 29
Command Points....................................................................................... 28, 29, 30, 31, 77, 79, 80
Command Postures ........................................................................................................... 16, 40, 57
Component units ........................................................................................................................... 21
conscript companies...................................................................................................................... 64
Corps ................................................................................. 20, 25, 26, 27, 28, 30, 33, 38, 52, 79, 80
Defensive Fire......................................................................................................................... 23, 48
Defensive Rating............................................................................................................... 26, 30, 49
Depots ................................................................................................................... 18, 36, 44, 45, 61
Detection Points ............................................................................................................................ 39
Discipline ........................................................................................................ 23, 48, 49, 50, 53, 78
Division......................................................................................................................................... 24
elements ................ 16, 21, 22, 23, 24, 25, 29, 35, 37, 38, 40, 47, 48, 49, 50, 52, 62, 64, 65, 66, 77
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Entrenching ................................................................................................................................... 37
Evasion........................................................................................................................ 35, 40, 78, 80
exit points...................................................................................................................................... 42
Experience............................................................................................................. 31, 48, 52, 66, 67
Field Combat................................................................................................... 37, 47, 49, 51, 54, 66
Fire combat ....................................................................................................................... 23, 48, 49
Fire Combat Casualties ................................................................................................................. 48
forage .......................................................................................................................... 17, 45, 46, 47
Foraging Checks ........................................................................................................................... 46
Force .... 9, 15, 16, 18, 19, 20, 22, 25, 27, 28, 29, 30, 34, 35, 36, 37, 38, 39, 40, 41, 46, 49, 51, 53,
57, 58, 59, 61, 63, 64, 65, 74, 78, 79
Forces List..................................................................................................................................... 62
Forming Squares ........................................................................................................................... 49
fortification ................................................................................................................. 18, 53, 54, 57
fortifications.......................................................... 17, 18, 35, 36, 38, 40, 43, 48, 50, 51, 53, 54, 61
garrisons.................................................................................................................................. 61, 62
General Supply............................................................ 19, 24, 40, 42, 43, 44, 45, 46, 53, 59, 68, 69
Globe....................................................................................................................................... 16, 62
Hardened Attrition Option ............................................................................................................ 60
harsh weather .................................................................................................................... 34, 40, 63
Hide Points.............................................................................................................................. 39, 40
Hide Value .................................................................................................................. 24, 39, 40, 78
Hostile territory............................................................................................................................. 61
initial combat range........................................................................................................... 47, 48, 73
Initiative ............................................................................................................................ 23, 48, 79
Installation Procedure ..................................................................................................................... 8
Intercepting Enemy Forces ........................................................................................................... 36
Irregular units........................................................................................................ 39, 46, 61, 72, 78
Leaders.............................. 10, 12, 13, 20, 21, 27, 28, 29, 30, 31, 32, 33, 36, 37, 38, 39, 48, 52, 62
Ledger ......................................................................................................................... 14, 16, 62, 64
Looted icon ................................................................................................................................... 46
Looting.......................................................................................................................................... 46
Loyalty ...................................................................................................... 12, 19, 43, 60, 61, 63, 79
Main Menu Screen.......................................................................................................................... 9
Manual Errata................................................................................................................................ 80
Map Filters .............................................................................................................................. 16, 19
Media .............................................................................................................................................. 9
Melee combat.................................................................................................................... 23, 49, 50
Message Log ..................................................................................................................... 11, 16, 31
Military control ............................................................................................................................. 60
Military Control .............................................................................................. 19, 35, 39, 44, 60, 61
Military Options...................................................................................................................... 62, 74
Mini Map Display ......................................................................................................................... 16
movement order ................................................................................................................ 34, 36, 41
movement path.................................................................................................................. 34, 36, 74
National Assets Display................................................................................................................ 16
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National Morale ................................................................ 13, 14, 16, 27, 31, 32, 35, 43, 50, 52, 63
Objective cities........................................................................................................................ 12, 63
Objectives ........................................................................................... 12, 14, 17, 19, 61, 62, 63, 74
Objectives Screen (F5 key) ........................................................................................................... 12
Offensive Fire ............................................................................................................................... 23
Offensive Posture............................................................................................ 30, 34, 35, 57, 60, 61
Offensive Rating ......................................................................................................... 26, 30, 49, 51
Partisans ...................................................................................................................... 38, 61, 76, 78
Patrol ..................................................................................................................... 24, 35, 40, 78, 80
PBEM.................................................................................................................................. 7, 10, 11
Player Summary Display .............................................................................................................. 16
Police............................................................................................................................................. 24
Protection ...................................................................................................................................... 23
Raiding.................................................................................................................................... 36, 38
randomized Leaders ........................................................................................................................ 9
Range ................................................................................................................................ 23, 47, 63
Ranged Damage ............................................................................................................................ 23
rate of fire................................................................................................................................ 23, 48
Rate of Fire ............................................................................................................................. 23, 50
recovery....................................................................................................................... 34, 35, 46, 79
regions................................. 7, 13, 17, 19, 26, 27, 34, 36, 39, 40, 41, 44, 46, 52, 60, 61, 63, 74, 77
replacement chit ............................................................................................................................ 64
Replacement Pool ......................................................................................................................... 64
replacements ................................................................................................... 13, 33, 57, 60, 64, 65
Resting .......................................................................................................................................... 34
sea zone............................................................................................................................. 17, 24, 40
Seniority................................................................................................................ 12, 13, 27, 32, 52
Siege combat..................................................................................................................... 19, 47, 57
Sound of the Guns....................................................................................................... 26, 27, 52, 60
Spanish Campaign 1808-1814 ...................................................................................................... 10
Special Ability ...................................................................................................... 21, 31, 46, 51, 53
Special Ability icons ............................................................................................................... 21, 31
Special Orders............................................................................... 16, 24, 25, 26, 27, 31, 36, 37, 65
Special Orders Panel ............................................................................................................... 16, 65
Speed Coefficient.......................................................................................................................... 23
Strategic Rating......................................................................................... 26, 27, 28, 30, 33, 51, 52
strength point .............................................................................................................. 48, 49, 53, 64
structure............................. 18, 19, 34, 35, 37, 38, 39, 43, 44, 46, 47, 51, 53, 54, 59, 60, 61, 63, 74
Sudden Death ................................................................................................................................ 12
Supply. 14, 16, 18, 19, 20, 21, 24, 25, 38, 40, 41, 42, 43, 44, 45, 46, 47, 48, 53, 59, 63, 67, 68, 69,
70, 72, 73, 78, 79
supply sources......................................................................................................................... 17, 18
Supply Wagons ....................................................................................................................... 41, 45
Support Unit.................................................................................................................................. 24
support units...................................................................................................................... 38, 61, 66
System Requirements...................................................................................................................... 8
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Rise of Prussia: Fredericus Rex manual by AGEOD, version 0.10 2/15/2010
TDP ............................................................................................... 16, 18, 26, 33, 34, 36, 37, 57, 66
Terrain and Weather Panel............................................................................................................ 16
Theaters......................................................................................................................................... 19
Towns............................................................................................................................................ 18
Troop Display Panel ..................................................................................................................... 16
Unit Cohesion ................................................................................................................... 13, 21, 47
unit counters’ ................................................................................................................................ 16
Unit Detail panel ............................................................................................................... 16, 21, 22
Unit Panel...................................... 15, 16, 20, 22, 24, 25, 26, 27, 29, 31, 36, 37, 41, 62, 64, 65, 74
Units... 20, 21, 22, 23, 24, 25, 28, 29, 33, 37, 38, 40, 43, 44, 45, 46, 47, 48, 50, 52, 57, 65, 66, 72,
73, 79
Victory Points ................................................................... 12, 13, 16, 17, 19, 31, 32, 52, 61, 62, 63
Weather effects ....................................................................................................................... 46, 63
Wind Gauge .................................................................................................................................. 79
Zone of Control............................................................................................................................. 35
Zoom magnifications .................................................................................................................... 15
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