Joseph Bisio - 03:09pm Dec 15, 2001 PST (#3878 of 3922) NEW “War Hawks” Scenario with variable war start and war end: Start the Scenario off in the Winter of 1812 with both nations initially “at peace”, both Nations are at “Negotiations” Status. US Political Point Level is 96 British Level is 63. The Players may reset their status in the Spring of 1812, however at that time the British may not choose “War Hawk”. Neither side starts with any event markers. Setup: Both Sides //Naval setup: Same as at the start of the regular 1812 scenario. Both Sides//Leader setup: Brock anywhere in Canada all the rest in the pool. Decatur at any US port, the rest in the pool. Both Sides //Forts, Fortresses, Number of Supplies, and Arsenals: same as in the regular 1812 scenario. Neutral/Spanish& Tippecanoe Pillage: same as in the regular 1812 scenario. USA Land Setup: Regulars: x7 vet inf., x1 vet light, x1 rec. light, x1 vet siege train, x2 rec. inf. setup anywhere in the USA outside of Indian areas Militia setup: (Anywhere in home areas) New England: 4 vet., Middle States: 2 rec., Northwest: 1 vet 1 rec. South: 3 rec. Setup Limits: The amount of supplies and land combat units in an area may total only up to one half of the normal (non-winter) support strength of an area rounded down. British Land Setup: same as in the 1812 scenario except: a) Only 4 Canadian rec. militia (instead of 6) b) Tecumseh and 3 (not 4) Indians must setup in Canada in Thames, Ft. George, or within 1 space of Upper Canada Setup Limits: The amount of supplies and land combat units in an area may total only up to one half of the normal (non-winter) support strength of an area rounded down, (but Indians don’t count against this limit). Starting the War: Roll at the start of each turn (1st Turn is Winter 1812) after war policy determination. If both nations are in Negotiations war starts on the roll of a “1”. If one Nation is at Moderate & the other at Negotiations war starts on the roll of a “1-2”. If both are at Moderate roll of a “1-3”. If one is at Negotiations and the other at War Hawk on a roll of “1-3”. If one is at Moderate and the other at War Hawk on a roll of “1-4”. If both are at War Hawk on a roll of 1-5. War automatically starts in the Spring of 1813 if it has not commenced before that turn. Reducing War Status in the Summer Autumn , and Winter: Players may reduce their current war status by one level at the start of any of these turns. A Player that reduces his status in a Summer Turn receives 5 political points. A Player that reduces his status in the Fall gets 3 Political points, and in the Winter one political point. The British Player calls out first if he would like to go down one level. The war status is reset to any level on Spring turns only per the normal rules paying the regular political costs, in the case of the Spring Turns both players write down their choice. Pre-War “peacetime” rules: a) Both sides mobilize normally but neither side receives supply points or naval points. Both sides may reset war policy in the Spring, and reduce war status in other seasons. b) Naval Movement may not take place and Event markers may not be played. c) No Force March, pillage, training, Pro-British Indians in the USA in the Upper Creek and Lower Creek areas may not move. d) USA forces may not leave their country (or region if militia) and may not end their move in an Indian area within the USA. e) British forces may not enter the USA. f) Each Player may move no more than four forces per game turn. g) No seasonal attrition takes place, but units are still subject to the normal supply/forage rules. h) No political point changes can occur save through subtractions for war policy (determined Spring of 1812) or purchase of event markers. Ending the War: Start rolling for the end of the war in the Spring of 1814 at the start of each turn after war policy determination. If one nation is at “War Hawk” status the war cannot be ended. If both nations are at Moderate the war ends on the roll of a “1”. If one nation is at Moderate and the other is at Negotiations the war ends on a roll of a “1 or 2”. If both nations are at Negotiations the war ends on a throw of “1, 2, or 3.” If the required roll for War end is made the current turn is played out as the last turn, however each player may have no more than three forces move normally during the last turn (plus one force march). The last turn of the war is always Autumn 1815 if the war has not been ended via die roll before that date. Victory Conditions: Britain may claim its 2nd Victory condition if it controls New Orleans and any two USA towns in place of the the normal two USA city requirement. Joseph Bisio - 03:15pm Dec 15, 2001 PST (#3879 of 3922) 1812// New Options… Map Changes: Add a new High Seas locale adjacent to the following 4 areas: Both Gulf of Mexico Blockade locales, the British West Indies, and the High Seas locale located just south of the Bahamas. This new locale will allow the American Player to move from the Atlantic to the Gulf. Note that Nashville is connected to Natchez Trace via a Trail and Cleveland to Lake Erie via a Lake path. Gulf of St. Lawrence: St. Lawrence is an Atlantic Port. Lower Canada is connected Directly to Cape Madeline via an Ocean Path. Lake Champlain: Consider St. John’s in Canada and Champlain/Plattsburg in the USA to both be ports, Gunboats can be built at these locations just like in the Great Lakes (Champlain is actually the sixth largest USA lake after the other five Great Lakes). If a US gunboat occupies Champlain/Plattsburg, British units may not move from this location to Albany or the Mohawk Valley. If a British Gunboat occupies St. John’s US units may not move from this location to William Henry or St. Lawrence. Historical note: The US naval victory on Lake Champlain was the main reason preventing a British advance on Albany in 1814. No naval units can leave the two Lake Champlain area ports just like the other lakes. Optional Rule Changes: (28.0) In order to force march 1 supply unit must be expended for every 6 regiments (or portion of 6 regts) that are part of a force attempting to force march. No more than two forces per player may attempt to force march per turn (and only one force march per side in a Winter turn). These supply units have to be expended in the locale the force march starts in. (32.0) Indians may not be placed and are not rolled for in such a location if the area is pillaged. Leader death in battle rolls: If a leader uses his command value on the battle results table roll 2 dice for each leader that does so at the end of the battle after all combat results and morale checks are made. If a “12” is rolled for that leader eliminate him: killed in battle, the side that lost the leader loses political points equal to his command value. Realistic Wilderness/Mountain Assembly rules: a) Militia may never Assemble in Mountain, or Indian locales, and only up to one unit per turn in Wilderness locales. b) USA Militia may only assemble in Wilderness locales that are not adjacent to Indian locales, unless the adjacent Indian locale is pillaged in which case the normal limit of one unit per turn applies. USA/Canadian militia may not assemble in a locale that cannot trace a line of friendly/contested locales back to an own country city/town. c) Arsenals may only be built in own country cities/towns. Additional New England/USA Restriction: If USA units enter Canada from Upper Maine for the first time (only) subtract 5 USA political points. If British/Canada units enter New England for the first time (only) add 5 USA political points. “President Jefferson’s Gunboats” Rule: USA Gunboats may enter and pass through Blockade zones, but may never end their move in them. They may never enter blockade zones occupied by British Naval units. USA Gunboats may never enter British/Canadian Atlantic ports. British Gunboats in the Atlantic may only operate between Canadian Atlantic Ports using Ocean paths. Joseph Bisio - 04:06pm Dec 16, 2001 PST (#3915 of 3922) 1812 Addenda: Training Limits: A max. of 3 land units and one naval unit per side can be trained from Rec. level to Vet. per turn. Naval units can be trained only if they are stacked with a force that contains a vet naval unit, or a naval leader with a value of "2" or more. 32.0 Increased Indian Resistance Addenda: Indians may never be placed due to this rule in winter game turns. Calling out the Militia: Upon a British land force's first invasion of an American militia area (New England, Middle States, South, Northwest) the movement of the British force is stopped momentarily while the American places one available militia unit from that area at rec. level in any city/town in the area that is uncontested. After militia placement the British force may continue its move. Once all British forces leave the area or are forced out one militia unit belonging to the area has to be instantly removed. The militia may be "called out" any number of times in an area during the game the only requirement for them to be called out the second and subsequent times is that British forces must have left before the next call out. Invasions solely by pro-British Indians never trigger a call out. Per Joe Miranda if using the "Champlain Lake" rules treat MacDonough as a naval leader (he was only a lieutenant at the battle in 1814) Addenda to "War Hawks" scenario: During peacetime turns each player receives one supply unit per turn. The British may place their supply unit in Canada. Joseph Bisio - 06:08pm Dec 21, 2001 PST (#4000 of 4040) Below are my "home brew" rules that somewhat better reflect the position of Spanish East & West Florida in the War of 1812. Revised War of 1812 Florida Rules: 1812-era Spanish Florida was divided into two main sub-provinces: West Florida (the Mobile & Pensacola locales) part of which some Americans considered to be a piece of the 1803 Louisiana Purchase, and East Florida (the rest of the territory governed from St. Augustine). The British had also held & campaigned in various parts of Florida throughout much of the 18th Century. The position of the Spanish during the war of 1812 was somewhat ambiguous. Although their defacto home government, a junta based at Cadiz, was allied with the British against Napoleon, in Florida the local government of the far-flung colony exercised only nominal control over an area known to be a haven for smugglers and escaped slaves. For game purposes Florida is divided into East & West Florida as described above. Each area may be invaded separately by each side. The first time an area is invaded by either side a die is thrown to determine its future status, and possibly the future of the other Florida area as well. American Invasion of West Florida: Roll Die on a 1-3 the Spanish go neutral remove the two Spanish units in Mobile and Pensacola & both sides may freely enter the two West Florida locales. On a “4” the invasion is canceled and the president disavows the actions of the local commander, cancel the invasion & return the invasion force to the space (or ships) it came from and end its operations, lose 3 political points…no USA invasion of either Florida is allowed for the next two turns. On a 5 or 6 the Spanish resist, consider all Spanish units in both Floridas to be pro-British, both sides may freely enter both areas. Deduct 1 from the die roll if a “3” USA leader is part of the initial invasion force. American Invasion of East Florida: Roll die on a “1” the Spanish go neutral remove all the Spanish Combat units, the St. Augustine Fortress becomes an American fortress, and both sides may freely enter both Floridas, USA loses 5 political points. On a “2” the president disavows as above, but lose 5 political points & on a 3-6 the Spanish resist as above. Deduct 1 from the die roll if a “3” USA leader is part of the initial invasion force. British Invasion of West Florida: Roll die on a 1-3 the Spanish go neutral remove the two Spanish units in Mobile and Pensacola & both sides may freely enter the two West Florida locales. On a “4” the invasion is canceled and disavowed (see above as for USA)& 3 political points are lost. On a “5” the two Spanish units in West Florida join the British & both sides may freely enter the two West Florida locales. On a “6” the Spanish resist consider all Spanish units in both Floridas to be pro-USA, both sides may freely enter both areas. Deduct 1 from the die roll if a “3”or “4” British leader is part of the initial invasion force. British Invasion of East Florida: Roll die on a 1-2 the Spanish go neutral remove the Spanish combat unit in St. Augustine & the St. Augustine Fortress becomes a British fortress, both sides may now freely enter East Florida. On a “3 or 4 ” the invasion is canceled and disavowed (see above as for USA) & 5 political points are lost. On a “5” all Spanish units in both Floridas join the British & both sides may freely enter either area. On a “6” the Spanish resist consider all Spanish units in both Floridas to be pro-USA, both sides may freely enter both areas. Deduct 1 from the die roll if a “3”or “4” British leader is part of the initial invasion force. Joseph Bisio - 11:04am Dec 22, 2001 PST (#4008 of 4040) Thanks Joe for the suggestion: Integrate the following with my Florida rules... USA Southern Militia & Florida: US Southern Militia check at +2 die roll when attempting to enter West Florida from the USA & +1 die roll for East Florida entry.