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the Nizam!
A 'Soldier Raj' Small-Power
Variant
By Doug McNair
July 2006
The Nizam of Hyderabad is one of my favorite
characters in
Soldier Raj. The perennial fly
in the ointment for the plans of empires,
his tiny but well-fortified kingdom is smack
in the middle of India where it can attack
or protect almost any other Major Power’s
territory at a moment’s notice. So even
though he never has more than a few armies
to his name, his strategic location gives
him negotiating power and lets him demand
concessions of land and money from allies
at crucial moments.
But as fun as the Nizam is to play, long
wars of attrition can put him and other small
powers like Mysore and France at a disadvantage
in some Soldier Raj scenarios. Other
things being equal, a power that starts with
a large army and a high level of domestic
Money and Manpower production will tend to
grind down and destroy smaller powers in scenarios
that take place over several years. A smaller
power (with its smaller treasury) won’t
be able to pay for building armies as often
as the larger powers.
And while smaller powers can ally against
the larger powers to equal them in the field,
each of the smaller powers has to pay money
every time it attacks in concert with its
allies. The smaller powers will run out of
money before the larger power does. And a
power with no money will see its armies deteriorate
due to lack of maintenance funds and eventually
be destroyed.
The original game in the Soldier series,
Soldier Kings,
solves this problem with an automatic victory
rule, which lets any power win the game as
soon as it conquers enough territory to reach
a pre-designated victory point threshold.
But the long-term nature of the struggle for
India makes the use of such an automatic victory
rule historically inappropriate in most Soldier
Raj scenarios.
To survive a long war of attrition and have
a shot at victory, the Nizam and other smaller
powers must have maximum freedom to do what
every small power through history has done
to cripple larger powers: Spy, threaten, bribe
and intrigue.
The Soldier series event cards bring
into the game the politics, intrigue, espionage,
human error, and plain old random chaos which
drive the outcome of wars just as much as
the generals on the battlefield do.To give
smaller powers in longer wars the non-military
ammunition they need to win, I suggest setting
the number of event cards drawn per Major
Power in each Event Card Phase as follows:
| Alternate
Soldier Raj Event Card Draw |
| Major
Power |
Number
of Cards Drawn
Per Event Card Phase |
| Maratha |
2 |
| Britain |
3 |
| France |
4 |
| Mysore |
4 |
| Hyderabad |
5 |
|
This lets the smaller powers mess up the
larger powers’ plans and efforts with
more frequent event card play, and allows
them to pull non-military rabbits out of hats
to give themselves advantages in crucial situations.
It also gives them more negotiating leverage
with the larger powers during the Diplomacy
Phase. (“Surely you don’t want
me to play this one. . . .”)
Players should only use this alternative
event card draw in Soldier Raj Scenarios
1 through 4. The other scenarios are either
short enough not to be wars of attrition,
or use the Automatic Victory rule.
Enjoy!
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