Gavrilo Sartorys
Private
- Joined
- Aug 7, 2019
- Location
- Orléans, France
Hi, I'm actually working on a Civil War boardgame combining with plastic cards rather than wooden blocks (no materials at home). The main part is done (the rules) but, when I get into details, the officers' tactical skills and initiative are quite difficult to manage, in order to bring more balance and historical value when battle phases are played.
(Brief explanations = to create the rules, I was mainly inspired by Dixie Card Games and Bobby Lee Boardgame).
In a battle phase, each player places his cards (units of 2,000 (II) to 3,000 (III) effective men) on his battlefield part (rear-line left wing, rear-line right wing, reserve).
The front-line is common to both players and determines who's the attacker and who's the defender.
Battle phase is composed of many rounds. For each round, a player has three choices :
- moving unengaged units.
- disengaging units from combat.
- firing at the enemy with engaged units (aka units placed on the top of left & right wings, in contact with enemy units).
One unit cannot move and fire in the same round (exceptions, see General Abilities).
A unit (representing approximately a brigade) can attack with 2 (II) or 3 (III) eight-sided dice, with a standard combat value of 1.
The combat value represents the maximum score obtained with the dice to inflict a casualtie on an other unit. To boost this combat value, the generals necessarily provide tactical values and bonuses.
There are three general ranks available =
- Brigadier-General (Division Command (CS) or Corps Command (US)), who can command only standard units
- Major-General (Corps Command (CS) or Army Command (US)), who can command BGs or standard units
- Lieutenant-General (Army Command (CS) or Army Group Command (US)), who can command every cards of lesser rank (BGs, MGs and standard units)
Each general card contains several pieces of informations, otherwise than name and rank =
1) - Initiative Value (A, B or C, regarding strategic and moving skills in front of an enemy). It determines more generally which player begins the battle phase. Exceptionally, a general in attacking posture will fire directly against units commanded by a general with a lesser Initiative Value (B or C, regarding the value of the attacking general). In any other case, the battle phase isn't affected by the Initiative Value.
2) - Command Capacity (number or subordinate the general can control in a single position, ranging from 2 to 6).
Example : an LTG with a CC of 5 can commit into the front five subordinates units (either MGs, BGs or standard units). It can be clever to gather many subordinate generals under his command in order to allow a great concentration of fighting units (in this case, the LTG can command three MGs, each of them also commanding subordinate units, either BGs or standard units. The BGs under their commands can also be in charge of other subordinate units, creatin a huge chain of command).
3) - Tactical Value (and Tactical Bonuses) represents the battle skills showed by the generals. A Tactical Value (TV) is ranging from 1 (weak) to 3 (strong) and is attached to the Initiative Value (for example = A2, B3, C1, etc.). Only MGs and LTGs have Tactical Bonus (TB), which provides 0 (weak) to 2 (strong) points more to the TV of their subordinates.
During a combat, the generals who are directly in command of the engaged units (subordinate generals) provide their own Initiative Value and Tactical Value to the engaged units, while their direct commanding officers provide them Tactical Bonuses.
I know that these rules can be exceptonally boring and clumsily explained but I hope it would allow the full comprehension of what is the purpose of this thread : I need some advices to complete my generals stats before printing the cards. If anyone is looking for a better explanation, don't hesitate ! I did'nt write in English for several months and I believe that I've lost my touch with the process.
Nevermind, here are my first edition project for the CSA. Enjoy and react !
Officers List (CSA) (for #/#, the 1st number is the attack bonus, the 2nd is the defense bonus):
- LTG Sidney Johnston (A3 - 2/1) = CC3
- LTG Bobby Lee (A3 - 2/2) = CC3
- LTG Joe Johnston (A2 - 1/2) = CC3
- LTG Beauregard (A2 - 1/1) = CC3
- LTG Bragg (A1 - 1/0) = CC3
- MG Polk (B1 - 0/0) = CC2
- MG Van Dorn (A1 - 0/0) = CC2
- MG Magruder (B2 - 0/1) = CC2
- MG Hardee (A2 - 1/1) = CC4
- MG Longstreet (A3 - 1/2) = CC4
- MG Jackson (A3 - 2/2) = CC3
- MG Kirby Smith (A2 - 1/0) = CC2
- MG Ewell (B2 - 1/0) = CC3
- MG A. P. Hill (B2 - 0/0) = CC3
- MG D. H. Hill (B2 - 0/1) = CC3
- MG Hood (A2 - 1/0) = CC3
- MG Anderson (A2 - 1/1) = CC3
- MG Early (A2 - 1/0) = CC3
- MG Stewart (B2 - 1/1) = CC3
- MG S. D. Lee (A2 - 0/1) = CC3
- BG Ewell (A2) = CC2
- BG Loring (B2) = CC3
- BG Cheatham (B3) = CC4
- BG D. H. Hill (B3) = CC3
- BG Hindman (B2) = CC2
- BG Breckinridge (A2) = CC4
- BG McLaws (B2) = CC2
- BG A. P. Hill (A2) = CC4
- BG Anderson (A2) = CC3
- BG Buckner (B2) = CC4
- BG Hood (A3) = CC2
- BG Pickett (B1) = CC3
- BG Cleburne (A3) = CC2
- BG Early (A2) = CC3
- BG Johnson (B2) = CC2
- BG Rodes (B2) = CC3
- BG Heth (A1) = CC3
- BG Stewart (B3) = CC2
- BG S. D. Lee (A2) = CC2
- BG Gordon (A3) = CC3
The Union list will follow soon.
(Brief explanations = to create the rules, I was mainly inspired by Dixie Card Games and Bobby Lee Boardgame).
In a battle phase, each player places his cards (units of 2,000 (II) to 3,000 (III) effective men) on his battlefield part (rear-line left wing, rear-line right wing, reserve).
The front-line is common to both players and determines who's the attacker and who's the defender.
Battle phase is composed of many rounds. For each round, a player has three choices :
- moving unengaged units.
- disengaging units from combat.
- firing at the enemy with engaged units (aka units placed on the top of left & right wings, in contact with enemy units).
One unit cannot move and fire in the same round (exceptions, see General Abilities).
A unit (representing approximately a brigade) can attack with 2 (II) or 3 (III) eight-sided dice, with a standard combat value of 1.
The combat value represents the maximum score obtained with the dice to inflict a casualtie on an other unit. To boost this combat value, the generals necessarily provide tactical values and bonuses.
There are three general ranks available =
- Brigadier-General (Division Command (CS) or Corps Command (US)), who can command only standard units
- Major-General (Corps Command (CS) or Army Command (US)), who can command BGs or standard units
- Lieutenant-General (Army Command (CS) or Army Group Command (US)), who can command every cards of lesser rank (BGs, MGs and standard units)
Each general card contains several pieces of informations, otherwise than name and rank =
1) - Initiative Value (A, B or C, regarding strategic and moving skills in front of an enemy). It determines more generally which player begins the battle phase. Exceptionally, a general in attacking posture will fire directly against units commanded by a general with a lesser Initiative Value (B or C, regarding the value of the attacking general). In any other case, the battle phase isn't affected by the Initiative Value.
2) - Command Capacity (number or subordinate the general can control in a single position, ranging from 2 to 6).
Example : an LTG with a CC of 5 can commit into the front five subordinates units (either MGs, BGs or standard units). It can be clever to gather many subordinate generals under his command in order to allow a great concentration of fighting units (in this case, the LTG can command three MGs, each of them also commanding subordinate units, either BGs or standard units. The BGs under their commands can also be in charge of other subordinate units, creatin a huge chain of command).
3) - Tactical Value (and Tactical Bonuses) represents the battle skills showed by the generals. A Tactical Value (TV) is ranging from 1 (weak) to 3 (strong) and is attached to the Initiative Value (for example = A2, B3, C1, etc.). Only MGs and LTGs have Tactical Bonus (TB), which provides 0 (weak) to 2 (strong) points more to the TV of their subordinates.
During a combat, the generals who are directly in command of the engaged units (subordinate generals) provide their own Initiative Value and Tactical Value to the engaged units, while their direct commanding officers provide them Tactical Bonuses.
I know that these rules can be exceptonally boring and clumsily explained but I hope it would allow the full comprehension of what is the purpose of this thread : I need some advices to complete my generals stats before printing the cards. If anyone is looking for a better explanation, don't hesitate ! I did'nt write in English for several months and I believe that I've lost my touch with the process.
Nevermind, here are my first edition project for the CSA. Enjoy and react !
Officers List (CSA) (for #/#, the 1st number is the attack bonus, the 2nd is the defense bonus):
- LTG Sidney Johnston (A3 - 2/1) = CC3
- LTG Bobby Lee (A3 - 2/2) = CC3
- LTG Joe Johnston (A2 - 1/2) = CC3
- LTG Beauregard (A2 - 1/1) = CC3
- LTG Bragg (A1 - 1/0) = CC3
- MG Polk (B1 - 0/0) = CC2
- MG Van Dorn (A1 - 0/0) = CC2
- MG Magruder (B2 - 0/1) = CC2
- MG Hardee (A2 - 1/1) = CC4
- MG Longstreet (A3 - 1/2) = CC4
- MG Jackson (A3 - 2/2) = CC3
- MG Kirby Smith (A2 - 1/0) = CC2
- MG Ewell (B2 - 1/0) = CC3
- MG A. P. Hill (B2 - 0/0) = CC3
- MG D. H. Hill (B2 - 0/1) = CC3
- MG Hood (A2 - 1/0) = CC3
- MG Anderson (A2 - 1/1) = CC3
- MG Early (A2 - 1/0) = CC3
- MG Stewart (B2 - 1/1) = CC3
- MG S. D. Lee (A2 - 0/1) = CC3
- BG Ewell (A2) = CC2
- BG Loring (B2) = CC3
- BG Cheatham (B3) = CC4
- BG D. H. Hill (B3) = CC3
- BG Hindman (B2) = CC2
- BG Breckinridge (A2) = CC4
- BG McLaws (B2) = CC2
- BG A. P. Hill (A2) = CC4
- BG Anderson (A2) = CC3
- BG Buckner (B2) = CC4
- BG Hood (A3) = CC2
- BG Pickett (B1) = CC3
- BG Cleburne (A3) = CC2
- BG Early (A2) = CC3
- BG Johnson (B2) = CC2
- BG Rodes (B2) = CC3
- BG Heth (A1) = CC3
- BG Stewart (B3) = CC2
- BG S. D. Lee (A2) = CC2
- BG Gordon (A3) = CC3
The Union list will follow soon.
