American-Mexican War OnLineSinews of WarAMWOL Variant
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1. Currency | 5. Maintenance Costs |
2. Treasury | 6. Buying Supplies and Stores |
3. Manpower | 7. Forts and Coastal Batteries |
4. Building,
Reinforcing, Disbanding, and Scuttling Units and Ships |
Average quality of units and ships
4.2. Build orders, other than builds of
militia units, may be submitted only on T15 of the first
campaign and will be completed on that turn. Militia
builds may be submitted on any turn.
4.3. Units must be raised in cities
controlled by the state building them and part of the
nation of the state building them. (That is, you cannot
raise units in captured cities outside your own nation).
In Mexico, the city must be permanently owned by the
building state. Example: Los Defensores holds Guadalajara
at the start of the game. Los Defensores can build units
in Guadalajara but Los Radicales cannot. Exception:
militia may be built in a city which is part of a state's
home nation and permanently owned by the state, but
controlled by a hostile state, if the city is ungarrisoned
or insufficiently garrisoned. When the city is controlled
by another state of the same nation, you must have a
nearby ally-controlled city or an allied transport group
in the coastal waters of a port city to attempt a
rebellion. Only one order to raise militia in a hostile
city may be sent per turn. If more than one order is sent,
the last one sent will be used. Only one attempt to raise
militia in a hostile city may be made in each city in one
campaign. The cost of the raise is paid whether the raise
is successful or not; if the attempt is being made against
a same-nation state, then only 25% of the cost is paid. [More Details]
4.4. Ships
must be built in on-map ports controlled by the state
building them even if they are not part of the home
nation. Ships cannot be built in off-map ports nor may
transport groups be raised in of-map ports. Example: The
United States captures Veracruz. It may build ships there
but may not raise units there.
4.5. A state cannot buy ships or units
unless the state has sufficient funds to build it and
to maintain it for 15 turns. (This is to prevent players
from buying more armed forces than they can support.) The
funding limit is applied to each order as construction
begins; it does not apply to all pending builds
cumulatively. Thus, an order for two 1000/0 IN requires
the state to have 780 Cr on hand to start construction
(each unit requires 120 build costs plus 270 for 15 turns
maintenance, which is 390 each) but if two such orders are
submitted, each requires 780 Cr on hand; they do not
require 1560 Cr on hand to build both. When the unit will
be built on the same turn it is ordered (either because it
is built on a peace/truce turn or because it takes only 1
campaign turn to build) the funds must be on hand at the
start of the turn, before that turn's income is generated.
4.6. A
state cannot start a new build in a city that is under
siege, but if a city comes under siege during the build
time, the build is not cancelled. However, if the build
causes the number of units to exceed the limit of 12
allied units in one tac square, the units will be built
outside the city tac square. (Note: this may later be
changed so that the builds are cancelled if the 12-unit
limit is exceeded.)
4.7.
The number of units that may be built in one city at one
time depends on the level of the city. For level 1 cities,
the limit is 6, for level 2 cities it is 8, level 3 it is
10, level 4 it is 12, level 5 it is 14. Militia builds are
included in these limits. These limits do not apply on
pre-game starting force build turns
4.8. The
number of dockyards in a port limits the number of ships
(but not transport groups) that can be built and repaired
there. The number being built there, plus the number being
repaired there, may not exceed the number of dockyards
available at that port. Transport group builds are exempt
from this limit. These limits do not apply on pre-game
starting force build turns.
4.9. Infantry and light infantry units must
contain at least 501 and no more than 1500 men, and up to
one battery. Cavalry units must contain at least 501 and
no more than 1000 men, and up to one battery. Artillery
units must contain 300 men and 3 batteries. Militia units
must contain at least 501 and not more than 1000 men, and
cannot contain batteries. Exception: Mexico starts with
two 2000-man infantry units of Guardia Presidencial. They
begin above the 1500-man limit, but if they fall below it,
cannot be rebuilt above it. Exception: Units of 300 to 500
men are allowed in Mexican territory north of row S0, and
the American territory around Yerba Buena. These may be
formed by dividing existing units that are larger; contact
the GA to have the division performed. Army and corps HQs
contain 250 and 100 men respectively, and no
batteries.Crew and Marines are limited to 800/200 aboard
FLs, 600/150 aboard SLs, and 250/25 aboard frigates. There
is no limit to crew on TRs except the capacity of the TR.
Newly built units will have 1 supply; newly built ships
will have 24 stores aboard.
4.10.
If a city or port is captured, all pending builds in that
city or port will be cancelled. If a warship ends a turn
in the harbor of a hostile port with no defending coastal
batteries nor warships hostile to the given warship
present in the harbor, then that warship may cancel
pending naval builds in that port.
4.11. Men and batteries may be transferred
between two units. The units must be of the same type;
that is, IN may not be transferred to LI, MC may not be
transferred to LC, and similarly. CQ and AQ units may not
transfer men at all. Two units must be of the same state;
two allied states cannot transfer men or batteries between
their units. Men may be transferred between active units,
between inactive units, or between an active and an
inactive unit. Each side's War Minister, Prime Minister,
and Monarch are authorized to transfer men and batteries
between that side's units. The CO or XO of the unit that
is giving up the men or batteries may also submit a
transfer order for his unit. During a campaign, units must
be in the same strategic square to transfer; if hostile
units are present in the same strategic square, then they
must be in the same tactical square. When a unit receives
men by transfer, the unit's new ammunition, experience,
fatigue, morale, quality, and supplies carried are
determined by the average of the unit's pre-transfer
qualities and the donor unit's qualities, weighted by the
number of men in each group.
4.12. Crew and Marines may be transferred
between two ships. The ships must be of the same state but
need not be of the same type.Ships must be in the same
tactical location to transfer crew and Marines; if in a
port without hostile ships present, then one may be in
port and the other in coastal waters. Crew may not be
transferred between active ships and inactive ships, nor
between inactive ships (the crew is not aboard an inactive
ship). Each side's Naval Minister, Prime Minister, and
Monarch are authorized to transfer men between that side's
ships. The CO or XO of the ship that is giving up the crew
or Marines may also submit a transfer order for his ship.
Transfers must conform to the limits on unit strength in
rule 4.8. Transfers that do not will be discarded
entirely.
4.13. Two units may merge.
Merging units must be of the same type; that is, IN may
not be merged with LI, MC may not be merged with LC, and
similarly. Merging units must be of the same state; two
allied states cannot merge their units. Units must be in
the same strategic square to merge; if hostile units are
present in the same strategic square, then they must be in
the same tactical square.Each side's War Minister, Prime
Minister, and Monarch are authorized to merge that side's
units. The CO or XO of the unit that is eliminated may
also submit a merge order for his unit. Infantry units may
not be raised above 1500 men and one battery, cavalry
units may not be raised above 1000 men and one battery,
and artillery may not be raised above 300 men and 3
batteries. If a merge order would violate these limits,
the order is carried out, and the extra men and/or
batteries are lost. When two units merge,
the merged unit's new ammunition, experience, fatigue,
moralle, quality, and supplies carried are determined by
the average of the two units' qualities, weighted by the
number of men in each unit.
4.14. On turn 1 of the second campaign,
but not on any other turn, Mexican states may buy new
soldiers and batteries to reinforce existing units. Units
can be reinforced only if they can trace a chain of
contact (via a CQ if not in a city) to a home city [More Details]. For this
purpose, chains of contact may be made between any two
allied and unblockaded ports without regard to distance.
The United States may not reinforce existing units in this
way, though it can do so my merging units or transferring
men between units. Crew and Marines can be added to ships
on any turn, if the ships are located in a home-nation,
friendly-controlled on-map port's harbor, or in its
coastal waters if no hostile ship is present. Both the
United States and Mexican states may recrew warships. The
War Minister, and the Prime Minister and Monarch, can add
new soldiers and batteries to a state's units, and the
Naval Minister, and the Prime Minister and Monarch, can
add crew and Marines to ships. The commander and deputy
commander of a ship can also add crew and Marines to
ships they command - but the commander and deputy of a
land unit cannot add men or batteries. Ships may not move
on the turn on which they add crew (land units may). 500
men, or fraction thereof, cost 20 Cr for IN and MI and 24
for LI. 250 men, or fraction, cost 50 for HC, 35 for MC,
and 30 for LC. 100 men or fraction thereof cost 5 for HA,
MA, and SA, and 10 for LA. Adding batteries costs 20 for
infantry, cavalry, MA, and LA units, 25 for HA, 45 for SA
units. 40 crew and/or Marines, or fraction thereof,
for FL, SL, FR, or TR cost 2 Cr. Additions cannot raise
units above the maximum sizes given in rule 4.9.
4.15. States may disband existing
units. Units can be disbanded by the War Minister of their
state, or the Prime Minister or Monarch. The disbanded
unit must be in a strategic square that is free of enemy
units, except for militia which may disband in the
presence of enemy units if they are in the strategic
square of the city in which they were raised. Units in
garrisons in off-map ports cannot be disbanded. Batteries
will be lost, as will supplies carried. Except for militia
units, the manpower in a disbanded unit will return to the
manpower pool at the end of the season following the
season in which the unit is disbanded. If the unit is
disbanded outside its state's territory, then
approximately 40% of its strength is lost and not returned
to the manpower pool, and the disbanding state pays a
penalty of 1 VP for every 250 men disbanded (as if they
were casualties). Units from fragmented states must
disband in a strat square strictly close to their own
cities than any others to avoid this penalty (that is, a
unit that disbands in a square that is equidistant from
one of their cities and an allied city of a different
fragmented state of the same nation, and farther from all
other cities, pays the penalty). Manpower from disbanded
militia units returns to the militia pool of the city in
which it was raised, and is available immediately.
Disbanded units will be disbanded during the orders phase
at the beginning of the turn, and will not carry out any
orders sent for it on the turn it is disbanded.
4.16. Ships and TRs may be removed
from the game when not in the same tactical location as
enemy ships. Ships can be scuttled by the War Minister of
their state, or the Prime Minister or Monarch. The ship
commander and deputy may NOT scuttle the ship. Ships may
not be removed if they are in a sea area unless at least
one friendly ship (not being removed) is present, but TRs
may be. In either case, the crew go back into the manpower
pool at the end of the season following the season of the
removal. TRs may not disband with units aboard. Any
supplies aboard TRs that are removed are lost.
Unit type | Active cost | Inactive cost |
IN and LI | 3 per 500 men | 1 per 500 men |
NC, MC and LC | 3 per 250 men | 1 per 250 men |
HA/MA/LA/SA | 5/4/4/8 per battery or per 100 men |
1 per battery or per 100 men |
Militia | 5 per 500 men | None |
AQ/CQ | 75/50 | 10/5 |
5.2.For purposes of calculating costs, unit
strengths are rounded up to the nearest 500 men for
infantry, nearest 250 men for cavalry, and nearest 100 men
for artillery. If an infantry or cavalry unit has a
battery attached, it pays a maintenance cost of 3/1 Cr
(active/inactive) for infantry units and 4/1 Cr for
cavalry units. Example: a light cavalry brigade with 1100
men and a battery costs 19 per wartime turn to maintain
(same cost as a 1250 man brigade, plus 4 for the artillery
battery), not 12 (the cost of a 1000 man brigade without
artillery). Maintenance costs are assessed each turn.
Artillery costs depend on either the number of batteries
or 100s of men in the unit, whichever is greater. Example:
An HA unit with 200 men and 2 batteries costs 10 per turn
(2 batteries, 2x100 men) but one with 300 men and 1
battery costs 15 per turn (3x100 men) and one with 100 men
and 3 batteries also costs 15 per turn (3 batteries).
5.3. In peace or truce turns, maintenance
costs are equal to 15 times the wartime inactive
maintenance cost.
5.4. For active ships, the cost depends on
whether the ship is in its base harbor or not; ships (but
not transport groups) tied up in their base cost less than
their ordinary maintenance cost. On each wartime turn,
maintenance costs of active ships are:
Ship type | Sailing cost | Base harbor cost |
Frigate (FR) | 8 |
3 |
Sloop (SL) | 4 |
1 |
Transports | 8 per 1000 capacity | 8 per 1000 capacity |