Saphroneth
Lt. Colonel
- Joined
- Feb 18, 2017
This is partly an interest check and partly a sign up thread.
I've been working for a while on doing a version of the Grand Campaigns of the American Civil War rules to explore the what-if possibility of the Loudoun Valley campaign, or more specifically the possibilities offered if McClellan hadn't been fired.
This also has some scope, in my opinion, for a community game.
For those who don't know the GCACW ruleset, it can be found here:
Advanced Rules
Refsheet
The module I've done is in this case covering the period from 8th November to 10th December inclusive; it can go further but by that point we should be able to compare the result to the results of the Battle of Fredericksburg.
Here's the intended game structure.
Each side (Federals and Rebels) will be controlled by committee. Only the units released to the main commander of each side will be under the command of the committee; other units will be controlled by the gamesmaster. (This shouldn't be significant in general and is mostly to reduce the workload.)
I will provide a blank map copy at the start of the game, and again on request, so that the players know the layout of the area.
I will also provide a map to each side showing the locations and strengths of THEIR side at the start of the game (only), unless as noted below.
At the end of each turn, I will provide a scouting and march report in text in a google document. This document should be used for planning and discussion purposes.
Each turn, players will need to provide march orders for their units, in words. These will be interpreted as follows:
- No instructions - that unit will do nothing (except defend itself), or continue to follow previously given instructions if those instructions have not been fulfilled.
- Rest - the unit will not move.
- March to a location - the unit will attempt to move to that location.
-- If it is ordered to conduct an easy march, it will stop before it hits the extended march rule.
-- if it is ordered to conduct a forced-march, the unit will burn itself out trying to get there if necessary (and may suffer both exhaustion and attrition as a result).
-- if neither of these instructions are given, the unit will march until it reaches fatigue 3.
- Up to 20 manpower (10,000 men) in one unit may travel by rail per day. This unit may move up to 40 hexes (at the cost of 2 fatigue points).
In addition, the unit may be ordered to attack, or retreat if attacked. Without these instructions, the default behaviour is:
- If a unit is on the move and makes contact with an enemy, make the most hasty attack which would have at least a +4 advantage; otherwise stop.
- If an infantry unit is attacked, attempt to hold position.
- If a cavalry unit is attacked, hold position unless the enemy would have at least a +2 advantage; otherwise conduct a cavalry retreat away from enemy forces.
The end of turn report will consist of:
- the results of all marches conducted during the turn, in terms of success or failure.
- any contact with enemy forces. (Enemy forces are seen if there is no more than one clear hex between them and a friendly force.)
- the results of any battles.
- information from cavalry scouting.
-- cavalry scouting information consists of the locations and approximate strengths of any enemy units within 10 movement of friendly cavalry, unless those units are within 5 movement of enemy cavalry.
In addition, if a corps or larger unit was entirely stationary for the whole of the turn, a strength report is provided for that formation.
(Both sides would start with an accurate report for their own forces.)
So, does this sound interesting? Like something you'd want to sign up for?
I've been working for a while on doing a version of the Grand Campaigns of the American Civil War rules to explore the what-if possibility of the Loudoun Valley campaign, or more specifically the possibilities offered if McClellan hadn't been fired.
This also has some scope, in my opinion, for a community game.
For those who don't know the GCACW ruleset, it can be found here:
Advanced Rules
Refsheet
The module I've done is in this case covering the period from 8th November to 10th December inclusive; it can go further but by that point we should be able to compare the result to the results of the Battle of Fredericksburg.
Here's the intended game structure.
Each side (Federals and Rebels) will be controlled by committee. Only the units released to the main commander of each side will be under the command of the committee; other units will be controlled by the gamesmaster. (This shouldn't be significant in general and is mostly to reduce the workload.)
I will provide a blank map copy at the start of the game, and again on request, so that the players know the layout of the area.
I will also provide a map to each side showing the locations and strengths of THEIR side at the start of the game (only), unless as noted below.
At the end of each turn, I will provide a scouting and march report in text in a google document. This document should be used for planning and discussion purposes.
Each turn, players will need to provide march orders for their units, in words. These will be interpreted as follows:
- No instructions - that unit will do nothing (except defend itself), or continue to follow previously given instructions if those instructions have not been fulfilled.
- Rest - the unit will not move.
- March to a location - the unit will attempt to move to that location.
-- If it is ordered to conduct an easy march, it will stop before it hits the extended march rule.
-- if it is ordered to conduct a forced-march, the unit will burn itself out trying to get there if necessary (and may suffer both exhaustion and attrition as a result).
-- if neither of these instructions are given, the unit will march until it reaches fatigue 3.
- Up to 20 manpower (10,000 men) in one unit may travel by rail per day. This unit may move up to 40 hexes (at the cost of 2 fatigue points).
In addition, the unit may be ordered to attack, or retreat if attacked. Without these instructions, the default behaviour is:
- If a unit is on the move and makes contact with an enemy, make the most hasty attack which would have at least a +4 advantage; otherwise stop.
- If an infantry unit is attacked, attempt to hold position.
- If a cavalry unit is attacked, hold position unless the enemy would have at least a +2 advantage; otherwise conduct a cavalry retreat away from enemy forces.
The end of turn report will consist of:
- the results of all marches conducted during the turn, in terms of success or failure.
- any contact with enemy forces. (Enemy forces are seen if there is no more than one clear hex between them and a friendly force.)
- the results of any battles.
- information from cavalry scouting.
-- cavalry scouting information consists of the locations and approximate strengths of any enemy units within 10 movement of friendly cavalry, unless those units are within 5 movement of enemy cavalry.
In addition, if a corps or larger unit was entirely stationary for the whole of the turn, a strength report is provided for that formation.
(Both sides would start with an accurate report for their own forces.)
So, does this sound interesting? Like something you'd want to sign up for?
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