Post by General. Jabez Fitch on Sept 28, 2006 18:20:45 GMT -5
1: The Map: The map consists of boxes marking locations within the eastern United States, which are linked to one another by transportation lines representing rivers, railroads, and roads. Movement will be done along the transportation lines linking the different boxes. Those boxes which have numbers in the lower corners are considered as recruiting cities, in which reinforcements can be raised for the two sides. While most cities will only allow recruiting by one side or the other, some cities will allow recruiting by either side. If the number is in the lower right hand corner, it is a recruiting center for the Confederacy. If the number is in the lower left hand corner, it is the recruiting number for the Union.
2: Army Size: The total number of friendly recruiting cities controlled by a side determines the total strength of that sides army in terms of units. The Union starts with 33 recruiting cities in its control, with 2 additional ones that can be captured and used. The Confederacy starts with 28 cities, with an additional 6 that can be captured and used. Recruiting cities can be gained or lost as the game progress. A side may not have a larger army in play than they have recruiting cities to support. If that happens, a side does not remove units from play. Rather, they may not recruit any additional units until the actual army size falls below the number of recruiting cities that they control. When computing the size of an army, corps count as 1 unit and field (double corps) count as 2 units, Cavalry count as 2 units.
3 Capturing Boxes: Each side starts the game in possession of the set number of boxes. Northern boxes are indicated by being clear while Southern boxes are indicated by a dot pattern. Kentucky starts the game neutral, and it's boxes are considered to belong to neither side and are marked in stripes. To capture a box from the enemy, at the end of their turn a side must have one or more units in the box after all battles are resolved for that turn. Units which move through a box in the course of the turn do not capture the box. They must end their turn in a box for it to be considered captures. Once captured, a box belongs to that side until an enemy unit ends their turn in the box, and recaptures it.
4: Cavalry Corps: Cavalry corps may not capture boxes by themselves if the box in question was part of the opposing country at the start of the game. They can be used to recapture boxes that were part of their country at the start of the game. Note that Kentucky is not considered part of the Union or Confederacy.)
5: Union Victory Conditions: The Union side wins when (and if) they control every Confederate recruiting city with a value of 2. These cities are Charlotte, Norfolk, Charleston, Wilmington, Richmond, and Atlanta. When the Union side captures the last of these cities, play ends and the Union side has won the war.
6: Confederate Victory Conditions: The Confederate side wins if either of the following two conditions are meet:
At the end of the June, 1866 turn, the Confederacy still controls at least one Confederate city with a recruiting value of 2 or more.
Capture enough recruiting cities (and avoid losing enough) so that the Confederate Army maximum is larger than the Union Army maximum. If the Confederate Army maximum is 28, and the Union Army maximum drops to 27, play ends and the Confederates will have won the game.
7: Fall of Washington: The Confederate capture of Washington may or may not have ended the war, as it's impact on Union public opinion would depend on a number of political factors. Regardless, it would have a major importance on the outcome of the war, and the safety of the capital was always something that the Union high command needed to worry about. If the Confederates ever capture Washington, a D6 will be rolled. The result is the number of boxes that the Union will permanently lose from their army maximum. If Washington is recaptured by the Union, the Union will only regain 1 recruiting box as that is Washington's recruiting value. If the Confederates are able to capture Washington a second or even third time, the procedure is repeated.
8: Cavalry Divisions: Players may detach cavalry divisions to serve to screen the movement of their parent formations. A cavalry division can operate within one link of the controlling formation, and is assumed to be part of that formation for the purposes of using marches. These screening divisions must always remain within one link of the parent formation, and may not otherwise move independently The detached cavalry divisions count as being part of their corps for purposes of determining corps size, and for overall army size. NB this rule applies to cavalry divisions of cavalry corps, which would allow them to cover two spaces. I was planning to let the cavalry corps move within one box of the parent formation, but never more than two boxes per march used. One division of the corps was assumed to be in the box with the main body, one division as a screen.
9: Movement: The overall number of marches possible will be diced for, with a roll of a 1 being treated as a 2. This number will be communicated to the President of the country, who will assign the marches to his commanders as the President see's fit.
Each march allows any or all of the corps at a given box to move other boxes which are connected to the starting box by roads, rivers or railroads. Corps may move to different cities as part of the same march, provided they all start the march from the same city. The distance that a corps moves in a march will depend on the transportation line on which it is moving:
Transportation Union Infantry Corps Rebel Infantry Corps Union Cavalry Rebel Cavalry
Road 1 1 2 2
Railroad 4 3 3 2
River 2 2 2 2
* Railroads: To use railroad movement, all boxes moved through must be controlled by the moving player. Any rail line which runs between boxes controlled by opposite sides is treated as a road, and rail movement is not permitted.
Union corps (not Cavalry) which move by rail may move a total of four boxes per march on a railroad. Confederate corps (not Cavalry) moving by railroad may move a total of three boxes per march. Cavalry corps may move by rail, but they move one less box then does infantry
In any given turn, the maximum number of marches that can be used by a given units is two. If a corps moves into an enemy occupied box, movement ceases and a battle is fought unless the moving unit uses a "jump" march to avoid combat. (See below) If a battle results from movement into a box, any remaining movement left to the unit is lost.
Special Movement Cases:
10: Cavalry Corps Jump March: A Cavalry Corps may move through a box occupied by the enemy under the following restrictions:
The movement may not be by river or rail.
There can not be an enemy cavalry corps in the box that is being moved through.
It can not end this march at a box containing enemy troops after moving through another occupied box. If it uses another march, it may continue it's movement and enter into battle elsewhere, but not while using a "jump" march.
11: Potomac River Restrictions: Due to the presence of the Union Navy, Confederate units may not move along the Potomac between Fredericksburg and Washington. Union units may however use the Potomac to move between Washington and Fredericksburg.
Union Naval Movement: The Union may, due to its naval superiority, may move units from friendly port to friendly port. (Ports are marked with anchors.) Each unit so moved costs one march. Therefore if three units move from one port to another port, it still counts as three separate marches. Corps which use naval movement may not make a second march as part of their turn.
12: Naval Invasions: On any turn that the Union rolls a "6" for movement, the Union may launch an invasion of any Confederate port. The Union units used must start the game in a port held by the Union at the start of the game. (Fortress Monroe is considered as a Union port.) This move still costs 1 march per unit used, and if more than one unit is used, it must land at the same Confederate port. Any units which make a Naval Invasion move may not make a second march as part of their turn. The Union player is not required to make a naval invasion when a "6" is rolled, but the ability is lost, and may not be saved for later use. If the invasion results in the Union units being landed at a box where Confederate troops are located, a battle will be fought.
13: Entrenchments: With the exception of the entrenchments at Washington, Richmond, and the Mississippi River fortress, non battlefield entrenchments are built as part of strategic movement . A unit may elect to use a march to entrench, with it costing one march to entrench in a recruiting city, and two marches to entrench elsewhere. The marches used to entrench may also be used to move units which start the turn at that box.
Recovery: Both sides recover 50% of all of the losses (rounding up) from that day's fighting. Losses from previous days have already been recovered, and are not counted again when determining losses for that day. In addition, the state of the division at the end of the day determines what it can do during the evening turn.
14: Supply Sources: A supply source is any friendly recruiting city or unblockaded port connected by rail or river, or a combination of the two to another friendly recruiting city or unblockaded port. The connection can be of any length, but may not pass through a box controlled by the enemy. (Since the Confederacy can not blockade the Union, all Union controlled ports count as connected for purposes of supply.)
15: Foraging: Units needing supply can forage in recruiting cities at the end of their movement phase. The recruiting value of a city is the number of corps that can subsist by foraging there. (Remember that field corps count as two for purposes of foraging. Units may not attempt to forage in the November - December, or January - February turns. Units which forage do not have to roll for attrition.
2: Army Size: The total number of friendly recruiting cities controlled by a side determines the total strength of that sides army in terms of units. The Union starts with 33 recruiting cities in its control, with 2 additional ones that can be captured and used. The Confederacy starts with 28 cities, with an additional 6 that can be captured and used. Recruiting cities can be gained or lost as the game progress. A side may not have a larger army in play than they have recruiting cities to support. If that happens, a side does not remove units from play. Rather, they may not recruit any additional units until the actual army size falls below the number of recruiting cities that they control. When computing the size of an army, corps count as 1 unit and field (double corps) count as 2 units, Cavalry count as 2 units.
3 Capturing Boxes: Each side starts the game in possession of the set number of boxes. Northern boxes are indicated by being clear while Southern boxes are indicated by a dot pattern. Kentucky starts the game neutral, and it's boxes are considered to belong to neither side and are marked in stripes. To capture a box from the enemy, at the end of their turn a side must have one or more units in the box after all battles are resolved for that turn. Units which move through a box in the course of the turn do not capture the box. They must end their turn in a box for it to be considered captures. Once captured, a box belongs to that side until an enemy unit ends their turn in the box, and recaptures it.
4: Cavalry Corps: Cavalry corps may not capture boxes by themselves if the box in question was part of the opposing country at the start of the game. They can be used to recapture boxes that were part of their country at the start of the game. Note that Kentucky is not considered part of the Union or Confederacy.)
5: Union Victory Conditions: The Union side wins when (and if) they control every Confederate recruiting city with a value of 2. These cities are Charlotte, Norfolk, Charleston, Wilmington, Richmond, and Atlanta. When the Union side captures the last of these cities, play ends and the Union side has won the war.
6: Confederate Victory Conditions: The Confederate side wins if either of the following two conditions are meet:
At the end of the June, 1866 turn, the Confederacy still controls at least one Confederate city with a recruiting value of 2 or more.
Capture enough recruiting cities (and avoid losing enough) so that the Confederate Army maximum is larger than the Union Army maximum. If the Confederate Army maximum is 28, and the Union Army maximum drops to 27, play ends and the Confederates will have won the game.
7: Fall of Washington: The Confederate capture of Washington may or may not have ended the war, as it's impact on Union public opinion would depend on a number of political factors. Regardless, it would have a major importance on the outcome of the war, and the safety of the capital was always something that the Union high command needed to worry about. If the Confederates ever capture Washington, a D6 will be rolled. The result is the number of boxes that the Union will permanently lose from their army maximum. If Washington is recaptured by the Union, the Union will only regain 1 recruiting box as that is Washington's recruiting value. If the Confederates are able to capture Washington a second or even third time, the procedure is repeated.
8: Cavalry Divisions: Players may detach cavalry divisions to serve to screen the movement of their parent formations. A cavalry division can operate within one link of the controlling formation, and is assumed to be part of that formation for the purposes of using marches. These screening divisions must always remain within one link of the parent formation, and may not otherwise move independently The detached cavalry divisions count as being part of their corps for purposes of determining corps size, and for overall army size. NB this rule applies to cavalry divisions of cavalry corps, which would allow them to cover two spaces. I was planning to let the cavalry corps move within one box of the parent formation, but never more than two boxes per march used. One division of the corps was assumed to be in the box with the main body, one division as a screen.
9: Movement: The overall number of marches possible will be diced for, with a roll of a 1 being treated as a 2. This number will be communicated to the President of the country, who will assign the marches to his commanders as the President see's fit.
Each march allows any or all of the corps at a given box to move other boxes which are connected to the starting box by roads, rivers or railroads. Corps may move to different cities as part of the same march, provided they all start the march from the same city. The distance that a corps moves in a march will depend on the transportation line on which it is moving:
Transportation Union Infantry Corps Rebel Infantry Corps Union Cavalry Rebel Cavalry
Road 1 1 2 2
Railroad 4 3 3 2
River 2 2 2 2
* Railroads: To use railroad movement, all boxes moved through must be controlled by the moving player. Any rail line which runs between boxes controlled by opposite sides is treated as a road, and rail movement is not permitted.
Union corps (not Cavalry) which move by rail may move a total of four boxes per march on a railroad. Confederate corps (not Cavalry) moving by railroad may move a total of three boxes per march. Cavalry corps may move by rail, but they move one less box then does infantry
In any given turn, the maximum number of marches that can be used by a given units is two. If a corps moves into an enemy occupied box, movement ceases and a battle is fought unless the moving unit uses a "jump" march to avoid combat. (See below) If a battle results from movement into a box, any remaining movement left to the unit is lost.
Special Movement Cases:
10: Cavalry Corps Jump March: A Cavalry Corps may move through a box occupied by the enemy under the following restrictions:
The movement may not be by river or rail.
There can not be an enemy cavalry corps in the box that is being moved through.
It can not end this march at a box containing enemy troops after moving through another occupied box. If it uses another march, it may continue it's movement and enter into battle elsewhere, but not while using a "jump" march.
11: Potomac River Restrictions: Due to the presence of the Union Navy, Confederate units may not move along the Potomac between Fredericksburg and Washington. Union units may however use the Potomac to move between Washington and Fredericksburg.
Union Naval Movement: The Union may, due to its naval superiority, may move units from friendly port to friendly port. (Ports are marked with anchors.) Each unit so moved costs one march. Therefore if three units move from one port to another port, it still counts as three separate marches. Corps which use naval movement may not make a second march as part of their turn.
12: Naval Invasions: On any turn that the Union rolls a "6" for movement, the Union may launch an invasion of any Confederate port. The Union units used must start the game in a port held by the Union at the start of the game. (Fortress Monroe is considered as a Union port.) This move still costs 1 march per unit used, and if more than one unit is used, it must land at the same Confederate port. Any units which make a Naval Invasion move may not make a second march as part of their turn. The Union player is not required to make a naval invasion when a "6" is rolled, but the ability is lost, and may not be saved for later use. If the invasion results in the Union units being landed at a box where Confederate troops are located, a battle will be fought.
13: Entrenchments: With the exception of the entrenchments at Washington, Richmond, and the Mississippi River fortress, non battlefield entrenchments are built as part of strategic movement . A unit may elect to use a march to entrench, with it costing one march to entrench in a recruiting city, and two marches to entrench elsewhere. The marches used to entrench may also be used to move units which start the turn at that box.
Recovery: Both sides recover 50% of all of the losses (rounding up) from that day's fighting. Losses from previous days have already been recovered, and are not counted again when determining losses for that day. In addition, the state of the division at the end of the day determines what it can do during the evening turn.
14: Supply Sources: A supply source is any friendly recruiting city or unblockaded port connected by rail or river, or a combination of the two to another friendly recruiting city or unblockaded port. The connection can be of any length, but may not pass through a box controlled by the enemy. (Since the Confederacy can not blockade the Union, all Union controlled ports count as connected for purposes of supply.)
15: Foraging: Units needing supply can forage in recruiting cities at the end of their movement phase. The recruiting value of a city is the number of corps that can subsist by foraging there. (Remember that field corps count as two for purposes of foraging. Units may not attempt to forage in the November - December, or January - February turns. Units which forage do not have to roll for attrition.