There isn't really much need even for that, but I'll do my best to provide the most basic information.Oh, I was thinking it was a sit down and not leave, type of game. No wonder I was confused. So in the day or two after receiving the set-up, I can PM with my own team, and coordinate each effort, and submit the response at a chosen time. I hope I am understanding this. I would initially need a bit of information regarding the map hexes, how movements are counted, etc., and what you may consider common knowledge is a blank receptacle here on my former experience.
Going from one hex to the one next to it is slightly more than a mile.
A unit can spend up to 4 points of fatigue to move, one point at a time. (Fatigue also results from doing other things.) Fatigue recovers at three points a turn, and going above fatigue 2 can exhaust the unit and result in decreased performance.
Each time a unit spends fatigue to move, it gets a number of movement points:
A Union infantry unit gets 1D6 (the result of a six sided dice roll).
A Confederate infantry unit gets 1D6+1.
Units which are being moved by their corps, wing or army commander (who can activate all units within 3 hexes of him) get a +1 bonus to their roll.
Cavalry units get an extra D6 (so Union cavalry gets 2D6 etc).
Stuart specifically gives units of his cavalry 2D6+3.
Moving through hexes costs movement points. The most normal values to know are:
- any movement between hexes along a road costs one movement point (in clear weather) or two (in rainy weather).
- going "offroad" has much higher costs
Attacking also costs movement points.
However, the only thing that really means is that it affects what you should expect from issuing your orders, thus:
An easy march should mean going about 7 miles (Union)/9 (Confederate) for infantry, and about 14 miles (Union)/16 (Confederate), for cavalry. With the unit operating as part of its corps that would be about two miles more, but this is all averages.
A normal march is about half again as much and will mean the unit is at least a little tired the next day.
A forced march is about twice as much (or more) but will mean the unit will be very tired the next day.
Pushing a unit harder than it can normally handle may result in the unit straggling and losing men.
A big part of the idea here is that you tell me what your orders are in the way that a period commander would, which is to say that you're thinking in terms of positioning much more than you're thinking in terms of game mechanics; the things which affect your decisions should be the same sorts of things that real world commanders had to think about on the operational scale, like moving units fast but not too fast.