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Master of Empire

Master of Empire

This is a Napoleonic Wars alternate history game pitting the Western Powers against the Eastern Powers.

This game is a variation on the original Napoleonic Wars campaign by LSSAH & Verqry.

Visit http://triplea.winnage.ca/tiki-index.php?page=Master+of+Empire for map details.


  =Master of Empire=



Introduction

Designed by the legendary Veqryn & LSSAH, this map offers a great balance and replayability. All we did here is modify the basic alliances in such a way that Britain, France and Spain find themselves allied against the Eastern Powers.

Although severely stressed by weaker production, the Western Powers compensate for this by strategic advantage for control over the seas. France bears the brunt of the assaults, and must be assisted by it's allies for the Western powers to have a chance at victory.

Download & Play

Follow these instructions to download and install this map for the TripleA game.

  • Click here to download Master of Empire
  • Make sure you have TripleA version 1.5.2.1 before attempting to install thisMaster Series map.
  • Extract the folder in the "maps" folder of your TripleA game install.

Alliances

Let's face it, this scenario is designed for a cooperative player faceoff against A.I.s as the eastern powers. That does't mean that alternative player setups aren't possible!

  • Western Powers Make sure France doesn't fall and work hard to sabotage enemy backwaters to pull troops away from the main frontline.
    • Britain Challenge the Scandinavians and Ottomans, sabotage enemy capitals and assist France.
    • France Build up a line of defense on your eastern borders and beseech your allies for assistance.
    • Spain Push for Africa and assist France.
  • Eastern Powers Work together to break France's back while keeping the Spanish and British fleets in check.
    • Austria Push for ground units to destroy France.
    • Prussia Push for ground units to destroy France.
    • Russia Push for cavalry to support your allies and attack France.
    • Sweden Push for a fleet to challenge the British & French.
    • Ottoman Empire Push for a fleet to dominate the Mediteranean.

Rules

The following rules and recommendations should be taken into account when playing this scenario.

  • Diplomacy This option should be turned off.
  • Low Luck This option should be disabled also.
  • Battleships Battleships do not repair at end of turn.
  • Bombardments The number of Bombardments allowed is restricted to the number of units making an amphibious assault, however bombardments still kill units without the unit getting to return fire. Extra Units are available starting on round 2.
  • Encampments & Generals Generals can move and raise troops in the territory they occupy, IF you owned that territory at the beginning of your turn. Generals, Encampments, and Capitals are Factories, meaning they follow all normal factory rules. They can be purchased and placed anywhere you owned at beginning of turn, they can produce anywhere you owned at beginning of turn, and they can be captured Barques (green transports) are not able to capture convoy zones. Capturing a Convoy Zone denies the enemy their income, but does not provide you with any income, and can only be done during your Combat Move. Un-check the game option 'Use Triggers' to turn off these units permanently. Encampments are permanent, and can be captured.

Changes from Napoleonic Wars scenario

We tweaked some minor things that appeared irksome to us, mainly to allow a more defensible clash line for France.

  • Territory Values Liguria, Venetia and Helvetica now produce 2 production units per turn.
  • Corvette Corvettes no longer have submarine ability. Instead have artillery ability.
  • General Generals now have movement 2.

Canals

The following terrains grant their owner control over passages between sea zones:

  • Oresund (Holstein,Sjaelland)(SZ10,SZ11)
  • Kerch Straight (Crimea,Astrakahn)(SZ97,SZ101)
  • Strait of Messina (Sicily,Calabria)(SZ70,SZ71)
  • Neva River (Karelia,Ingria)(SZ2,SZ3)(Russia can build navy in the lake)
  • Bosphorus (Constantinople,Kiutayeh)(SZ84,SZ92)(connects Turkey, Balkans by land)

Land Units

There is a wide variety of land units available to all playable nations in this map.

Fusiliers

  • Attack: 1
  • Defend: 2
  • Move: 1
  • Cost: 3
  • Special: Supportable

Chasseurs

  • Attack: 1
  • Defend: 3
  • Move: 1
  • Cost: 5
  • Special: Supportable

Grenadiers

  • Attack: 2
  • Defend: 2
  • Move: 1
  • Cost: 5
  • Special: Supportable

Marines

  • Attack: 2
  • Defend: 2
  • Move: 1
  • Cost: 6
  • Special: Amphibious Assault +1 Attack, TransportCost: 1

Howitzer

  • Attack: 1
  • Defend: 1
  • Move: 1
  • Cost: 4
  • Special: Gives Support (+1 attack)

Artillery

  • Attack: 2
  • Defend: 1
  • Move: 1
  • Cost: 5
  • Special: Gives Support (+1 attack)

Horse Artillery

  • Attack: 1
  • Defend: 1
  • Move: 2
  • Cost: 4
  • Special: Gives Support (+1 attack)

Hussars

  • Attack: 1
  • Defend: 1
  • Move: 2
  • Cost: 4
  • Special: Blitz, Supportable

Dragoons

  • Attack: 2
  • Defend: 2
  • Move: 2
  • Cost: 6
  • Special: Blitz, Supportable

Cuirassiers

  • Attack: 3
  • Defend: 2
  • Move: 2
  • Cost: 7
  • Special: Blitz, Supportable

Naval Units

There are many naval units as well, here are their statistics.

Barque

  • Attack: 0
  • Defend: 1
  • Move: 2
  • Cost: 8
  • Special: Transport Capacity: 3

Cutter

  • Attack: 1
  • Defend: 1
  • Move: 2
  • Cost: 6
  • Special: Gives Support (+1 attack)

Brigandine

  • Attack: 1
  • Defend: 2
  • Move: 2
  • Cost: 8
  • Special: Supportable, Transport Capacity: 1

Corvette

  • Attack: 2
  • Defend: 1
  • Move: 2
  • Cost: 9
  • Special: Gives Support, Transport Capacity: 1

Frigate

  • Attack: 3
  • Defend: 2
  • Move: 2
  • Cost: 12
  • Special: Supportable, Bombard, Transport Capacity: 1

Battleship

  • Attack: 4
  • Defend: 4
  • Move: 2
  • Cost: 21
  • Special: Two Hits (doesn't repair), Supportable, Bombard, Transport Capacity: 1

Special Units

These units are also available for Master of Empire.

Encampment

  • Attack: 0
  • Defend: 0
  • Move: 0
  • Cost: 11
  • Special: Can Produce Units, Can be Captured

General

  • Attack: 0
  • Defend: 0
  • Move: 2
  • Cost: 15
  • Special: Can Produce Units on Territory you owned at beginning of turn, Can be Captured, Can be Transported, Transport Cost=3

Mortella Tower

  • Attack: 0
  • Defend: 2
  • Move: 0
  • Cost: 3
  • Special: None

Fortress

  • Attack: 0
  • Defend: 4
  • Move: 0
  • Cost: 6
  • Special: None

Mortars

  • Attack: 5
  • Defend: 0
  • Move: 1
  • Cost: 7
  • Special: Gives Support (+1 attack)

Elite Cavalry

  • Attack: 4
  • Defend: 3
  • Move: 2
  • Cost: 9
  • Special: Supportable, Name changes for each Nation

Change Log

  • 03-18-2012: Version 1.0 published.





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