ARMY MAINTENANCE Add Army: This will build a army next to your capital. If your country has two capitals army '5' will be built at your second capital. Otherwise the army will built in the direction that its number represents from your capital (dry land permitting). For each type of troop you are asked the number (in 1000s). Troop Morale: This number determines the loss in percentages at which these troops will break off combat. Since battle is done in rounds casualties mount after a few rounds of battle. Troops with high morale will continue to fight while those with low morale will break off combat. When you split one army into two, the original army will retain its old morale and leader. A new leader may be selected for the new army. Also your morale of the original army is unchanged. When joining two armies only one leader of the two may be selected. The other leader goes into transit and is unavailable for the remainder of the turn. The morale of each type of troop will be averaged together and prorated per the number of troops. In order to extricate a good leader out of a bad situation and send him home do the following: Split his army. Join his army with the one just split. Choose a new leader or no leader, but not him. Your leader will now be available next turn for a new assignment. New armies will appear in the spaces surrounding the capital city. If these are occupied by enemy troops no army can be built in that space. Armies can be modified when in or adjacent to the main capital city. If there are available troops these can be added into the army. Also troops can be taken from the army and put back into the general pool/garrison. Troop morale will be reset to their initial values with the addition of any new troops. Garrisons - Troops other than guards not allocated to armies will be divided among your home cities and capitals as garrisons. These battle in the same manner as neutral city militia. Guards in a garrison will only fight when one of your capitals is under attack. Garrison troops are only engaged when no friendly army is present in the city. The fighting value of troops relative to each other is as follows: Guard : 40 Grenadiers : 35 Cavalry : 35 Regular: 30 Cossacks : 15 Militia: 15 Cannons : 25 In addition only cannons can be used to fight naval forces effectively. (Guards ability vs naval forces is 8, where a man o'war is 40.). Terrain will modify this value per the following: A: D: A: D: Woods : 3/4 6/5 Mountains : 2/3 4/3 + 10 Cities : 3/4 6/5 Fortress : 1/3 5/3 + 20 Capitals : 2/3 6/5 Also note that cavalry and cossacks fighting value is reduced by 10 when in any of the above close terrain. Leaders influence battle by adding to the fighting ability of troops with their Tactical skill and add to the morale with their Leadership. Each Tactical factor add about 3% to the fighting ability of troops. Leadership also is an indication of the number troops the leader can lead into battle. This number is 35,000 plus 5,000 for each leadership factor. More troops than this may be in the army led by the leader but they do not partake in the battle. As not all possible leaders appear on the available list a player must choose only from those available. Leaders always benefit an army even a poor one. Leaders relieved of command will be 'in transit' for the remainder of the turn. Only with a leader may your army move at full speed or force march. Leadership Present at s= sometimes LEADER NAME Strategic Tactical Start A= always Augereau 6 3 s N= never Bernadotte 6 4 s Davout 12 9 s Eugne 5 2 s Grouchy 8 8 s Jerome Bonaparte 3 3 s Kellerman 9 7 s Lannes 11 8 s MacDonald 6 5 s Marmont 9 5 s Massna 7 8 A Murat 10 5 s Napoleon 16 10 A Ney 12 7 s Soult 8 8 s St. Cyr 7 6 N Suchet 9 8 s Victor 4 6 s Bresford 6 5 s Hill 6 7 s Hope 4 3 s Moore 10 8 s Ponsonby 6 4 s Prince of Orange 2 1 s Wellington 10 10 A Berg 3 3 s Blcher 12 7 A Brunswick 3 1 s Blow 7 5 s Gneisenau 8 6 N Hohenloe 5 3 s Kleist 6 6 s Pirch 8 6 s Prince William 7 4 s Rchel 5 7 s Thielmann 4 3 s Yorck 6 5 s Zieten 9 5 s Archd. Ferdinand 1 1 s Archduke Charles 10 8 A Archduke John 1 2 s Bellegrade 2 2 A Constantine 3 3 N Hiller 3 2 s Mack 3 3 s Pr.Liechtenstein 2 2 N Schwarzenberg 5 5 N Wurmser 1 1 s Bagration 5 5 s Barclay de Tolly 10 7 N Benningsen 3 2 A Buxhowden 3 1 s Docturov 2 2 s Kutuzov 11 8 A Langeron 6 6 s Steinwell 4 4 N Tormazov 4 3 s Tsar Alexander I 7 3 s Wittgenstein 8 6 N Pasha 9 5 A The Emir 2 2 s The Grand Vizier 6 6 s The Mullah 1 1 s The Prince 4 4 s The Sultan 3 3 s .