Napoleon in Europe by Eagle Games FAQ

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    Q26. After the defending cavalry is defeated by my cavalry in a pursuit, can the rest of my units attack ?

    A: No. If the enemy has even one cavalry “covering” the retreat, only your cavalry may pursue. They must first eliminate any covering cavalry, but if there are any remaining attacks after the enemy cavalry are eliminated, they may target any other units that are retreating.

    Q27. Are all tactical battles fought simultaneously?

    A: No, the defender selects the order of the battles, which may be important for retreat possibilities. Units may not retreat into a region that contains enemy units. This includes other battles.

    Q28. Where can defending units retreat following a battle?

    A: They can go to any adjacent space except (1) a space currently occupied by enemy forces, or (2) any space(s) from which the attacker entered this battle. Note 1: Attacking troops “currently occupy” the region where any remaining battles are still to take place. Note 2: Units may retreat into spaces controlled by a neutral major nation, but doing so will provoke a war and requires 1 PAP, either immediately or when next obtained by the retreating player. To avoid the war, the retreating player may first make one or more Diplomatic Overtures in an attempt to sway this neutral into an alliance. Retreating units may choose to be eliminated rather than provoke such a war.
    NAVAL

    Q29. Can you clarify how the naval squadrons move?

    A: Any or all naval squadrons from a single sea zone may be moved together as a “fleet”. As the fleet moves into new sea zones, new squadrons may join the fleet. If the fleet is intercepted by enemy squadrons, it may combine with any friendly or allied squadrons in that sea zone before battle. Any naval squadrons that move into a battle may not move any further that turn. Naval squadrons which have not moved into that battle and which have not moved yet that turn, may move after the battle (during the appropriate player’s turn).

    Q30. Can a land unit combine land and sea (amphibious) movement in the same turn?

    A: No. Land units wishing to move via sea must begin their movement in a port region. Wherever they disembark (friendly or enemy) is where they must end their movement for the turn. Note that this implies that there is no retreat possible for the attacker in an amphibious attack.

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    Q31. When can a naval squadron make an interception attempt? Could you provide an example?

    A: Naval squadrons conduct interception attempts under two circumstances: offensively and defensively. Defensive interceptions occur when a moving player attempts to move into or through a space occupied by another player (and assuming, of course, a state of war), but the moving player does not wish to fight. These interception attempts occur during movement and are completely resolved (including any resulting battle) immediately. All naval squadrons (of involved parties) present in that space at the time of the interception take part in the battle. Finally, defensive interceptions may be made against an enemy fleet that simply remains (but does not move) in a jointly occupied sea space. Offensive interceptions (those made by the active or moving player) should be performed once all naval movement is completed. Example 1: Britain and France are at war. France has naval squadrons in the Bay of Biscay as does Britain, while Britain has naval squadrons in several other spaces as well. On the French turn, France decides to try to intercept the British squadrons in the Bay, which do not themselves wish to fight at this time as they are outnumbered. The British squadrons successfully evade the French, and all squadrons remain in place. The French squadrons may not move following the unsuccessful interception attempt. On the British turn, Britain brings in several squadrons from another space. Now it is France that does not wish to fight, so the British player decides to attempt an interception. Success is followed by an immediate battle with all the French and British squadrons (assuming no allies) in the Bay. NOTE: As an optional rule, players may allow the moving player to intercept with each squadron or squadrons as they move rather than waiting for the end of the moving player’s naval movement. This rule can benefit the stronger naval power, giving it more attempts to succeed in finding enemy ships, at the risk of engaging them without its full force.

    Q32. Suppose an enemy fleet tries to move into a sea space occupied by my naval squadrons. I search when they move in, but I’m unsuccessful. When that player finishes movement, can I search again at the end of his/her move?

    A: No, unless he/she moved additional squadrons into the space following your unsuccessful search. Essentially, you only get one chance at intercepting each squadron/fleet: either when they move or at the end of the move. Of course, you will get another search at the end of your own move!

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    Q33. Could you explain amphibious movement in greater detail?

    A: Amphibious movement requires the active (moving) player to place a number of naval squadrons in a sea space adjacent to the land space to which the troops will be moved. These are the naval support squadrons, and they must remain there until the amphibious movement turn is completed. The actual transports are not shown. In addition, the troops being moved by water must trace a path from their debarkation to the landing site, and may be subject to attack along this route. To make a completely safe amphibious move, both the sea space containing your naval support and all the sea spaces from the debarkation port to the landing site must be devoid of enemy naval squadrons. Your naval units may, of course, attempt to find and destroy such enemies prior to making the amphibious move. Please see the rules, pp. 28-29 and the example there for more information.

    Q34. When do defending troops receive the +2 modifier for amphibious assault?

    A: Whenever a region is attacked by sea. Other units attacking by land do not affect this modifier.

    Q35. How often does the defender receive the extra 3 militia when a homeland region is attacked by sea?

    A: Each time.

    Q36. Do players receive militia when their homeland is invaded by land?

    A: No. The militia rule is intended to make nuisance raids difficult and to model the very real practice of militia units being stationed along the coasts to defend them. When a nation’s homeland was invaded by land, militia’s were very often incorporated into the regular army (simulated in the game through the quarterly raising of units).

    Q37. Following an amphibious attack, what happens to any surviving militia that appeared?

    A: They remain on the board (but can’t leave their homeland, unless they are Turks, or Prussians after 1809).
    MISCELLANEOUS

    Q38. Can England ever produce elite infantry?

    A: Yes. The wording there was intended to indicate that 2 units of regular infantry must have been produced, up to and including the turn in which the elite infantry is produced. A simpler method is just to require that regular infantry must maintain a 2:1 ratio with elite infantry.

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    Q39. Is Sicily or Naples the port? Is Constantinople or Anatolia the port?

    A: Sicily and Anatolia are the ports.

    Q40. Does the counter-mix provided act as a limit to the number or type of units that may be built?

    A: No. More runners are available from Eagle Games, and 1/72 scale Napoleonic miniatures are available from toy soldier websites (see links).

    Q41. In Historical games, what happens when a player-nation is defeated and sues for peace?

    A: That player is out of the game; the nation he/she was playing becomes neutral and acts henceforth like a non-player major neutral nation. That is, this nation can be re-activated by normal diplomatic means, but will be “played” by one of the remaining players. Please allow a moment of silence while the defeated player skulks from the room.

    Q42. How do the two (2) Russian capitals work? Does an invader need to capture both to force a commitment roll? If both are captured, does the Russian roll twice?

    A: Each space is treated as a Russian capital, and all rules applicable to capitals should be followed for each. Thus, capturing even one of the capitals causes a commitment roll from Russia, and holding both would cause two rolls.

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    This is being remade with chits and/or meeples replacing the plastic:

    http://boardgamegeek.com/boardgame/185241/victory-and-glory-napoleon


  • I recently required this game after long time and I’m wondering if there is anyone here who could answer some questions with regards to the rules, things not overly complex but not clearly stated in the rules and not covered in this FAQ?

  • Customizer

    What questions do you have?

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