Nation Torn Asunder

Discussion in 'Forum Games' started by bugwar, Dec 17, 2013.

  1. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246





    It is July of 1861 in the United States.
    Several Southern states left the Union and Confederate Armies are nearing a clash with Federal forces by a railroad junction in Manassas, Virginia.
    The War Between the States is about to begin.
    This is where you – the player – come in.

    Welcome to Nation Torn Asunder (NTA).
    You will fill the role as a senior commander fighting for your side – North or South, Union or Confederacy – in the American Civil War.
    As a player in this game, you manage and guide a select group of Generals and their armies towards victory.
    The GM does most of the 'grunt work' behind the scenes stuff for you.

    Note: The use of ‘he’, and ‘his’ should also mean ‘she’ and ‘hers’.

    The general game flow is that each turn you confer with the other players on your side, come up with a plan, and then submit orders to the units you control.
    The Game Master (GM) takes those orders and implements them on the map. Units move, capture territory and battle the enemy.
    You provide the broad guidance to your forces (go here, entrench, and such) while the GM handles the details of implementation.

    Of critical importance is the player’s Avatar, for the values the player assigns to that character influence the course of the game greatly.
    Will yours have great initiative, able to get moving despite obstacles?
    Alternatively, will he be a master of battlefield tactics or even the domestic political scene?
    You decide where your character shines.

    If this looks like a game for you, please post in the forum a statement to the effect that you would like to join, and which side you will play on.
    You may also add a short (if I have to scroll to read it, it is too long) character biography, an image, or other game color item.
    There is no requirement to do so though.
    The game plays the same whether or not you write something for flavor.

    If you have questions, please let me know them.

    Richard Borg’s Battle Cries is the basis for this game. MastahCheef117 and his War Between the States game in another forum also inspired me to this effort.
     
  2. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
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    Current Game State

    Forces as of 01 July 1861:
    Spoiler :


    In the event this is too small a view, and clicking on the image itself doesn't help enough, try the following link:
    http://img7.imageshack.us/img7/2647/sbiw.png



    Avatar Status:
    Spoiler :





    Link to the activities occuring last turn.


    Link to Detailed Game Rules
     
  3. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246
    Introduction



    Game Turns - are two times a week (M & F, orders due by 1900 hours Eastern Time), with each turn usually representing a month in the game.

    Player Sign Up - Post in the game forum a statement to the effect that you would like to join the game, which side you wish to join along with the name of your Avatar and its attribute levels.
    You may also add a short (if I have to scroll to read it, it is too long) biography, an image, or other game color item.
    There is no requirement to do so.
    The game plays the same whether or not you write something up.

    Note that a side may not have more than one player above the number of players on the other side during enrollment.
    Therefore, if four people sign up to be Federals and two jump in as Confederates, then the last Federal applicant will have to hope another Rebel signs on before the game start.


    Avatars - Your in game character.
    You build it to emphasize the important traits you see in a military leader, and during the game it uses those traits to implement the guidance you provide.

    An Avatar has five attributes.
    Each attribute helps in the game, and generally the higher the value, the better.

    The Traits and their uses are:
    Motivation - Helps rally demoralized troops under your command.
    Aggression - Willingness to engage the enemy in battle.
    Initiative - Ability to get your troops from point A to B, despite logistical obstacles.
    Tactics - Ability to influence the course of a battle in your favor.
    Politics - The player President assigns Activations to allow forces to move reliably.
    Who receives them is at the President’s discretion.
    Your political trait is how many votes you have to use in electing your President (or getting a new one if the current administration is not to your liking). ;)


    Avatar Creation -
    You have a pool of 25 points to use for character creation, and at least one point must be assigned to each attribute.
    Discard unused points at the end of the creation process.
    The values of each attribute is the square root of the points assigned, rounding fractions down.

    Examples:
    Attribute____M___A___I___T____P
    Points______1___6____1___16__1
    Value______1___2____1___4___1

    Attribute____M___A___I___T___P
    Points______1___9____4___9___1
    Value______1___3____2___3___1


    NOTE 1: NO ATTRIBUTE MAY HAVE A VALUE GREATER THAN FIVE.
    This applies mostly to advances during the game, but I thought you might want to know now.

    NOTE 2: The Political attribute may not exceed the number of players on your side.
    So if there are only two players on your team, then an Avatar’s Political value may not be larger than two.
    Keep in mind that the numbers of players on each side are not final till the start of the game.
    So if you want to have a big value with your Political attribute, you may want to hold off on submitting your values till required to do so.
     
  4. bugwar

    bugwar Emperor

    Joined:
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    Messages:
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    Display Tour


    The current map state and Leader status shows up on the page with the big ‘Current Game State’ marked on it.
    The GM updates it with the latest information each turn.




    The ‘Activities’ link is for detailed information on what happened during the previous turn.
    The Activities section (below) of the Tour goes into a bit more detail.

    The ‘Detailed Game Rules’ link is just that.
    For those who just have to know every little detail of the game mechanics.
    For the most part, just looking over the summaries for each rule is adequate.
    This section in the spoilers is not required reading by the players as far as I can tell.



    'Activities' Display
    Each turn the GM publishes the actions of the turn in an ‘Activities’ post, linked to the ‘Current’ page.

    Note: Until game start, the images displayed are from testing sessions.





    There are five spoiler sections. Selecting each will display more details about what happened in the previous turn.

    ‘Turn Activity’ displays a map showing the movements of the forces during that turn.

    ‘Headlines’ summarizes significant activities; such as cities lost, brigades destroyed, and other such.

    ‘Orders’ accounts for what each Group tried to accomplish that turn.

    ‘Narrative’ provides a description of what each Group actually did that turn.

    ‘Preparations’ gives a heads up for the upcoming turn, with things like the number of Activations, Invasion authorizations, new forces arriving, and other such.
    This is of key importance to each nation’s President, since they make the allocations of resources.
     
  5. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246



    June 1861 Turn Activity
    Spoiler :


    In the event this is too small a view, and clicking on the image doesn't help enough, try the following link:
    http://img96.imageshack.us/img96/903/psyp.png


    Headlines
    Spoiler :

    Union assaults at Winchester and Leesburg turned back!

    Heavy casualties in the two battles, one Confederate and two Federal brigades destroyed in the fighting.

    The boys in blue invade Kentucky at Lexington!


    Orders
    Spoiler :

    Confederate
    Spoiler :

    Player: Bugwar
    Spoiler :




    Player: NGO33
    Spoiler :




    Player: AshHat
    Spoiler :



    Union
    Spoiler :

    Player: Daird
    Spoiler :




    Player: Malicious
    Spoiler :




    Player: Rimsberg
    Spoiler :




    Narrative
    Spoiler :

    Confederate:
    Spoiler :

    Group A - Army of the Valley (Hood*)
    Spoiler :

    Starting in Strassburg and using his Activation, Hood and his army marched to Winchester, showing up just before a Union force under General Grant did, who was also trying to capture the city.
    Grant then attacked Hood, and in the battle both sides lost a brigade and were demoralized.
    Grant returned to Harper’s Ferry to recover, while Hood maintained control of Winchester.
    Hood recovered from the demoralization using his Motivation skill, but Grant did not.
    Both gained skill in their Aggression and Motivation, while Grant also gained in his tactical ability.
    Hood gained two Victory points for defeating a Union medium sized force


    Group B - Army of Northern Virginia (Lee*)
    Spoiler :
    Begining in Manassas with his Activation, Lee marched his army to Leesburg, arriving before a Union force under the command of General Lyons could do so.
    Lyons then attacked Lee, but lost a Federal brigade in the battle and retreated back to Frederick.
    Both gained skill in their Aggression and Motivation.
    Lee gained two Victory points for defeating a Federal army of medium size.


    Group C - Army of the Potomac (Beauregard*)
    Spoiler :
    Begining in Fredericksburg with his Activation, General Beauregard marched his army to Manassas.


    Group D - Army of North Carolina (Hardee)
    Spoiler :
    Using reduced Initiative, this Group in Hood’s command railed from Charleston to Weldon, via Wilmington and Goldsboro. He did not gain any Initiative skill.


    Group E - Army of the Tennessee (Polk)
    Spoiler :
    No Activation and failed with Initiative, so the Group remained in place at Atlanta.


    Group F - Army of the Gulf (Bragg)
    Spoiler :
    No Activation and failed with Initiative, so the Group remained in place at Mobile.


    Group G - Army of the Mississippi (A. S. Johnston)
    Spoiler :
    No Orders, so the Group remained in place at New Orleans.


    Group H - Army of the Missouri (Price)
    Spoiler :

    Passed reduced Initiative roll, moved by road towards Rolla.
    Encountered a Union force reported to be larger than his own, and returned to Springfield without risking battle.
    Failed to gain skill in either Aggression or Initiative.


    Union:
    Spoiler :

    Group A - Army of the Potomac (McDowell)
    Spoiler :

    No Action. Idle in D.C.


    Group B - Army of Maryland (Lyons*)
    Spoiler :

    Used Activation to move by road from Frederick to the outskirts of Leesburg.
    Meeting a Rebel force there, Lyons gave battle.
    After losing a brigade in combat and with a demoralized force, Lyons left the field and returned to Frederick.
    He gained a level in Aggression and Motivation after recovering from the demoralization.


    Group C - Army of the East (Pope*)
    Spoiler :

    No Action. Idle in Baltimore.


    Group D - Army of the Valley (Grant*)
    Spoiler :

    Used Activation to move by road from Harper’s Ferry towards Winchester.
    Grant then attacked Hood in the city, and during the battle both sides lost a brigade and were demoralized.
    Grant returned to Harper’s Ferry and failed to recover from the demoralization.
    His failure did have a postive aspect of raising his skills in Motivation and Tactics.


    Group E - Army of Pennsylvania (Heintzelman)
    Spoiler :

    Passing the reduced Initiative level, Heintzelman embarks his Group on trains in Pittsburg, then rails through Wheeling to Grafton.


    Group F - Army of the Republic (McClellan)
    Spoiler :

    Failing Initiative, McClellan and his Group stay in Columbus.


    Group G - Army of the Ohio (Anderson)
    Spoiler :

    Using an Activation, Anderson and the Army of Ohio march to seize Lexington, KY.


    Group H - Army of Indiana (Buell)
    Spoiler :

    Failing Initiative, the Army of Indiana stays in Ft. Wayne.


    Group J - Army of Freedom (Halleck)
    Spoiler :

    Failing Initiative, General Halleck and troops stay in Dayton.


    Group K - Army of Illinois (Patterson)
    Spoiler :

    Passing a reduced Initiative check, General Patterson loads his group up for an express rail ride to Rolla, passing through Normal, Springfield and St. Louis enroute.
    Once arrived, he detects a Confederate advance on the city.
    He elects to stay and defend, though the attack never materializes.
    He does not gain a skill level in Initiative though.


    Group L - Army of the West (Hunter)
    Spoiler :

    Failing Initiative, the Group remains in Normal.


    Group M - Army of Missouri (Butler)
    Spoiler :

    No orders, so Butler and forces remain in St. Louis.








    August ’61 Preparations
    Spoiler :

    1. The Union gets three Activations, the Confederates get four Activations.

    2. Mr. President's, please tell your commanders who gets which activations.
    And be so kind as to let the GM know also, as a double check.
    Thanks!

    3. The Federals can also choose an additional Southern port to blockade.
     
  6. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246
    Nation Torn Asunder Game Rules


    In general, be a gentleman. Treat other players with respect etc.

    Don't make things personal!

    At the player level there are fifteen rules for the game.
    Each rule has a summary section, (unless the rule is really short) which should provide all the information a player needs to know.
    For the most part, reading the spoiler contents are for when you have nothing better to do.
    With that caveat, feel free to browse. Critique at your leisure. :)



    1.0. Components:
    This section just displays the game components. No brain strain.
    Spoiler :

    These rules, a map, rosters, and game counters.
    A six sided and one average die.

    1.1 The Map:


    1.2 Map features:



    1.3 Counters



    1.4 Rosters and Tables

    1.4.1. Avatars


    1.4.3. Spare Brigades


    1.4.5. Odds Table
    Used to find which column to use on the CRT and TAOS chart.


    1.4.6. CRT


    1.4.7. TAOS Chart
    Cross reference the column found on the Odds Table and a d6 roll. Find the leader's Skill level in the intersection and use that guidance.


    1.4.8 GM use Icons


    1.5. Game Scale
    Most turns are one month, and the strength value of a Group is the number of brigades in it.


    2.0. Players
    Game registration, departure, responsibilities, force assignment, and office holding.
    The Presidential office holding and Group assignment parts are a bit detailed.
    I will post guidance to these parts in the forum when it comes time to do these activities.
    Spoiler :

    2.0 Players -

    2.1. Signing up
    Post in the game forum a statement to the effect that you would like to join the game, which side you will join, the name of your Avatar and its attribute levels. You may also add a short (if I have to scroll to read it, it is too long) biography, an image, or other game color item. There is no requirement to do so. The game plays the same whether or not you write something up.

    Note that a side may not have more than one player above the number of players on the other side during enrollment. Therefore, if four people sign up to be Federals and two jump in as Confederates, then the last Federal applicant will have to hope another Rebel signs on before the game start.

    2.2. Leaving
    Please post in the forum is you have to leave the game. You might also want to send a reminder PM to the GM and the people on your side.
    The first time a deadline passes and a player does not submit orders, he is considered absent. If the player still has not submitted orders on the following turn, he is struck from the game and the GM assigns that former player’s Groups to the remaining players, with the players with the fewest groups splitting them equally.

    2.3. Responsibilities
    Post orders on time
    Keep informed of pertinent game changes.

    2.4. Initial Group Assignment
    a. Players list the starting locations for Groups in their nation in order of descending desire to control.
    b. For the Union players, they will list twelve locations, the Confederates will note eight.
    c. The GM will then assign Groups to players based on those lists.
    d. Assignment order
    i. The GM will list all of the players’ first choices. If there are no duplicates, then each player will get their choice. If there are duplicates, then the GM will randomly assign that unit to one of the players listing it.
    ii. Next the GM will list all of the players’ second choices. The GM will follow the above process where feasible.
    iii. However, in the case that the desired Group is already assigned, then the player(s) desiring the
    already chosen Group will receive nothing that round.
    iv. This process continues until all Groups are assigned.
    v. It is possible that some players will receive more units than others.
    However, every player will receive at least one Group.
    vi. In the event that the GM finishes the list, and one or more players have no Groups, then the GM will select the player with the most Groups (random in case of ties), and assign the lowest priority Group on the losing players list to a player without any Groups. This process continues till all players have at least one Group.

    2.5. Office Holders -
    2.5.1. President -
    The President assigns Activations, replacement brigades, and new Groups to Players.
    The President serves at the pleasure of the Players.
    At any time, the players may cast a “No Confidence” vote on the President.
    If at least half of the players agree, then an election is held for a new president.
    Any player receiving at least half the vote becomes the new President.
    In case of ties, the GM will randomly select from the tied candidates.
    The number of votes each player can cast is equal to their Avatar’s Political attribute value.

    The President may assign the activations to whomever he desires, as long as each player receives at least one.
    If there aren’t enough activations for all players, then no player may receive more than one.
    The same goes for replacement brigades and new Groups.

    2.5.1.1 The overall number of Activations for a given turn will be rolled for on one average die (Average Die = 2,3,3,4,4,5).
    Die Roll Activation
    1 2
    2 3
    3 3
    4 4
    5 4
    6 5

    Note that if possible, each player will receive at least one Activation.
    If there are too few Activations for each player to receive one, then the President may allocate Activations to players as he sees fit.
    In this case, a player may only receive one Activation.

    2.5.2 Group Commanders:
    Ideally, Players should only be allowed to command only one Group, but that depends on how many will play.
    Players issue orders to their Group(s), specifying what actions to take, whether movement, rally, or dig in.



    3.0. Leaders
    Leaders manage the movement, combat and other actions of Groups under player control.
    There is one leader (avatar) representing the player, and proxy leaders for those Groups owned by the player that are not with the avatar.
    Leaders allow for the chance of more unit activities, and influence the actions of the units in engaging and defeating the enemy.
    This section also provides the details of how often to check for attribute improvement, generally as it is used.
    Spoiler :

    3.1. Each leader has five attributes: Motivation, Aggression, Initiative, Tactics, and Political. Generally the higher the value, the better for the leader. No attribute may exceed a value of five.

    3.2. Avatar Creation
    At the start of the game, each player will create an avatar. They have a pool of 25 points to use, and at least one point must be assigned to each attribute. Discard unused points at the end of the creation process.
    The values of each attribute are the square root of the points assigned, round fractions down.


    3.3. Proxy leaders
    Groups controlled by the player that not with the player’s avatar receive a proxy leader. That leader has attributes equal to one half of the player’s avatar (round fractions down), but not below a value of one. The proxy has NO Political attribute though.

    3.4. Attribute Effects
    3.4.1. Motivational: Chance that unit will remove a Demoralized status from the force without having to use an Activation.
    3.4.2. Aggression: Effects Course of Action when near an enemy force. The lower the value, the larger the error in estimating the size of the enemy force, and the more likely that the commander will retreat from the battle or not attack the enemy.
    3.4.3. Initiative: Chance of following movement orders without an Activation.
    3.4.4. Tactics: Chance that unit will gain a combat die roll shift in its favor.
    3.4.5. Political: Votes that leader adds to the controlling player’s voting.

    3.5. Attribute Improvement
    Avatars may have attribute values change over the course of the game. No attribute may go beyond five. Check only for Avatar Group use, alternates do NOT check.

    3.5.1. Motivational: Check for advancement after each use. Roll a d6 and increase the value by one if the result is greater than the current level.

    3.5.2. Aggression: Check after each battle. Roll a d6 and increase the value by one if the result is greater than the current level.

    3.5.3. Initiative: Check for advancement after each use (Not when Activation used). Roll 1d6, and if result greater than the current level, gain a level.

    3.5.4. Tactics: Check after each battle. Roll 1d6, and if both die are greater than the current level, gain a level.

    3.5.5. Political: Check at start of each November. Roll a d6 and increase the value by one if the result is greater than the current level. Value may not exceed either the number of players on your side or five, whichever is less.

    3.6. Avatar location: Each turn, the player will designate one of his Groups as being led by the player’s Avatar.





    4.0. The Map
    The game is played on a map of a portion of the United States.
    The map consists of zones marking certain locations in the country.
    These zones represent important areas and places.
    It is on this map that Groups deploy and move from one zone to another.
    Groups capture zones by ending the turn on them.

    Some zones serve as supply sources.
    The more you have, the larger your side is in available forces.

    Spoiler :

    4.1 Zones: Zones are linked to one another by transportation lines representing rivers, roads, and railroads.
    Movement will only take place along transportation lines linking the different zones together.
    For example, movement is not possible from New Bern to Staunton since there is no transport line between them.

    4.1a Supply Zones: The zones that have numbers in the upper left and/or right corners are considered supply zones, which reinforcements can be raised from and supply lines can be determined.
    While most zones will only allow recruiting/supply by one side or the other, four zones will allow recruiting/supply by either side (Baltimore, Cairo, Cincinnati, and Louisville).
    If the number is in the upper right (grey), it is a friendly Confederate recruiting/supply zone.
    If the number is in the upper left (blue), it is a friendly Union recruiting/supply zone.

    4.2 The number of friendly supply zones controlled by a side determines the total number of supply sources available for that side.
    Supply sources are used to determine the number of Groups that can be in play and a sides recruiting potential during the Muster phase of a turn.
    Each supply zone is worth a certain amount of supply for a particular side (see below).
    The Union starts with 22 supply zones under their control worth 32 points, with 2 additional zones worth 1 point each that can be captured.
    The Confederacy starts with 22 supply zones under their control worth a total of 28 points with an additional 7 zones worth 1 point each that can be captured.
    Supply zones can be gained or lost as the campaign progresses.


    4.3 Group Size: The number of supply sources available determines the number of Groups a side can have in play at any one time.
    Each Group uses three (3) supplies.
    4.3a A side does not have to remove Groups in play if they have more Groups in play than supply sources.
    That side simply just cannot build new Groups until their army size falls below the total number of supply sources controlled.
    4.3b Note that the Union start the campaign with an army size of 36 and the Confederates start with an army size of 24 (twelve and eight Groups respectively each using three supply each).
    This means the Union side will not be able to form new Groups until the Union reduces the number of Groups in play so that their army size is sufficiently low enough to form new Groups.
    4.3d Removing Groups: The GM will remove Groups from play when all their units have been eliminated or transferred to other Groups.

    4.4 Zones on the Map: Each side starts the game in possession of a set number of zones.
    Northern zones are blue while Southern zones are grey.
    Kentucky starts the game neutral, and its zones are considered to belong to neither side and are marked in yellow.
    To capture an enemy or neutral zone, a side must have a Group in the zone at the end of the turn after all battles are resolved.
    Groups that simply move through a zone in the course of the turn do not capture the zone.
    They must end their turn in a zone for it to be considered captured.
    Once captured, mark it as captured and it remains so until an opposing Group ends its turn in that zone and recaptures it.





    5.0. Game Length
    The campaign starts with the July 1861 turn – as this is when the armies began maneuvering – and continues unit the end of 1865, though it is possible for it to end before this.
    Spoiler :


    Turn 1 - January/February *
    Turn 2 - March
    Turn 3 - April *
    Turn 4 - May
    Turn 5 - June *
    Turn 6 - July
    Turn 7 - August *
    Turn 8 - September
    Turn 9 - October *
    Turn 10 - November/December

    * - Union may add a blockade marker to a port
    Month - Muster



    6.0. Victory
    For a player to win the game, he must not only have the most victory points of all players on his side, but his side has to win.
    Players gain victory points through defeating enemies and capturing supply sources.
    The loss of Washington D.C. can have severe consequences for the Federal side.
    Spoiler :

    6.1 Union Victory Conditions: The Union side wins if either one of the following two conditions is accomplish during the game:
    6.1a Capture six of the seven Confederate recruiting zones with a value of 2. These zones are Atlanta, Charleston, Mobile, Nashville, New Orleans, Richmond, and Wilmington. When the Union side captures the last of these zones, play ends and the Union side has won the war.
    6.1b Prevent the Confederate from achieving their victory conditions.

    6.2 Confederate Victory Conditions: The Confederate side wins if either one of the following two conditions is accomplish during the game:
    6.2a If at the end of 1865 the Confederates still control of at least two Confederate zones with a point value of 2 or more.
    6.2b Hold on to enough supply zones at the end of a turn so that the Confederate total supply sources exceed that of the Union by 6 or more. For example, if the Confederate get 29 points and the Union have 23 points, play ends and the Confederates win the game.

    6.3 Tie Game: Any other result is a tie.

    6.4 The Fall of Washington:
    The Confederate capture of Washington may or may not have ended the war, as its 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 supply sources that the Union will permanently lose.
    If Washington is recaptured by the Union, the Union will only regain a maximum of 1 point since Washington's supply value is [1/-].
    If the Confederates are able to capture Washington a second or even third time, the procedure is repeated.

    6.5. Player victory.
    Each time a player defeats an enemy force, he gains VP’s equal to the class of the defeated force.
    Class (brigades)____VP
    Small (1-3)________1
    Medium (4-9)______2
    Large (10+)_______3

    Each time the player captures an enemy supply zone, he gains VP’s equal to the printed supply value of the zone.




    7.0. Sequence of Play
    The game is played in a series of turns, each of single month turns during March to October, and two-month turns in November-December and January-February.
    Each turn consists of four phases.
    Phase 1) Order Submissions
    Phase 2) Movement
    Phase 3) Recovery
    Phase 4) Muster – after both sides have finished their turns. March, June, and September turns only.

    8.0. Orders
    Orders are instructions to the various Groups under a player’s control to take an action. The order types are:
    Move, Transfer(troops between Groups), Rally, and Entrench (1863 or later).
    Please ensure that each turn you specify which of your Groups has your Avatar.

    Spoiler :

    8.1. Players write orders for the Groups they control. Then they submit those orders to the GM before the next deadline (1900 hours EST on Monday and Friday).
    8.1.1. A given Group may receive only one type of order each turn.
    8.1.1.1. The types of the orders are:
    a. Move - List if the Group has the projected zone path.
    Indicate whether the Group will move by rail, river, sea, or road.
    They must stay on that type of path for the entire move.
    b. Transfer - Move units from one Group to another. The two Groups must start adjacent to each other.
    c. Rally - Remove disruption from Group.
    d. Entrench - Dig in for better protection from attack. Not usable before Jan. 1863.

    8.2 Activations
    Only one Activation can be issued to a given Group and only Groups that receive an Activation are certain to move during that phase of the turn.
    The Activation ensures that the order is carried out without having to rely on a leader’s Initiative.

    8.3. When submitting orders, please indicate which Group your Avatar is with for this turn.





    9.0. Movement
    The basic unit for the game will be the Group, which is the term used here to represent the troop structure (Corps and Divisions) of the individual units in the zone.
    Those units move from zone to zone within limitations.
    The biggest limitation is that only ONE group may be in a given zone at the end of the turn.
    Road is the slowest (adjacent zone), River is quicker (two zones), and Rail travels the farthest (four zones).
    Groups may use rivers and rails ONLY if the entire path is along friendly zones.

    Confederates may not use the Potomac river.
    Federals may move forces between friendly ports.
    The Union may from time to time invade enemy ports.

    Spoiler :

    9.1. One Group per Zone: No more than one Group from the same side may occupy the same zone at the end of the movement phase.
    The infrastructure of a zone can only support so many troop formations and movements, and this is easiest way to reflect these limitations during the game.

    9.2. Opposing Groups may never pass through one another. A Group must stop moving once it enters a zone containing an opposing Group and battle.

    9.3 Moving: An Activation (or successful attribute check in its absence) will allow a Group in a given zone to move to another zone that is connected by one or more roads, rivers, and railroads.
    The distance that a Group (G) may move will depend on the transportation line chosen (see Movement Table below).
    To utilize the full potential of moving via railroad or river the moving player must control all the zones being moved through and the Group must stay on that transportation line for its entire move.
    They cannot switch between lines of transportation.


    Movement Specifics - Movement is done during a series of Impulses.
    There are four Impulses during movement, and any combat during a specific Impulse is completed before continuing to the next Impulse.


    Before moving units in a specific impulse, the GM randomly assigns a sequence number to each moving unit.
    No two numbers match, and the movement order is in sequence order, from lowest to highest.

    9.3.a Railroads: To use railroad movement, the moving player must control all the zones that are being moved through.
    Any railroad line, which runs between zones that is controlled by opposite sides, is treated as a road and no railroad movement is permitted.
    9.3.b Rivers: To use river movement, the moving player must control all the zones that are moved through.
    Any river line, which runs between zones that is controlled by opposite sides, is treated as a road and no river movement is permitted.
    Due to the increasing Union naval transportation and gunboat support, starting in 1863 the Union player may use river movement and disregard which side controls a zone being moved through unless a Confederate Group is in the zone.
    The presence of an enemy Group will stop movement.

    9.3.c Potomac River Restrictions: Due to the presence of the Union Navy, Confederate Groups may not move along the Potomac between Fredericksburg and Washington DC (the river line is hard to see but it’s there just to the right of Manass.Jn.).
    Union Groups may however use the Potomac to move between Washington DC and Fredericksburg.

    9.4 Union Naval Movement: The Union may, due to its naval superiority, move Groups from one friendly port to another friendly port.
    Ports are marked with anchors on the campaign map. It takes one Activation to move one Group using naval movement.

    9.5 Union Naval Invasions: On any turn that the Union rolls a "5" on the Average Die for movement, the Union may launch an invasion of any Confederate port (occupied or empty).
    The Union Group used must start the turn in a port owned by the Union at the start of the game and may land at any Confederate port.
    Note that Fortress Monroe in VA is considered a Union port.
    The move costs one Activation to perform.
    The Union player is not required to make a naval invasion when a "5" is rolled, but if declined the ability is lost and it may not be saved for later use.
    If the invasion results in the Union Group landing in a zone where a Confederate Group is located, a battle will be fought.

    9.6 Transferring Units: Individual brigades from one Group may be transferred to another Group within the following restrictions:
    1) Both Groups must be in adjacent zones.
    2) Both Groups must have Activations (or successful Initiative attribute checks) issued to them.
    3) Neither Group can move – only the brigades are moved from one Group to another.
    9.6a A Group cannot have more than sixteen (16) infantry units at any one time during the game.
    Note: The GM removes Groups from play when all their units have been eliminated or transferred.
    9.6b Transfers take place in Phase Four (4). If the donating unit is attacked before executing the order, the order is cancelled.






    10.0. Rally
    A Rally order will remove a Demoralization state from a Group.
    If as a result of using an Activation, the removal is automatic.
    Otherwise, check the Leader’s attribute versus a d6, and if successful, remove the state.
    Rally occurs in phase Zero (0), before all other actions.

    11.0. Entrench
    A player may elect to use an Activation to entrench (build fieldworks) for a Group.
    The Group cannot move and uses its Activation to entrench in the zone it currently occupies.
    The GM notes an entrenched counter on the Group.
    Entrenched counters are lost when the Group moves from the zone.
    Union and Confederate Groups may not be entrenched until the start of 1863.

    Link to Final Part of the Rules.
     
  7. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246
    12.0. Combat
    The larger side has a better chance to win in a battle.
    The higher the Aggression rating of a commander, the better the chance he will move to engage an enemy and fight.
    A superior Tactical rating betters your chance of inflicting damage on the enemy.

    From the players perspective, combat happens when one side enters a zone with an enemy unit in it.
    This happens when the moving unit has orders to enter the zone, and its commander determines that the enemy is small enough to defeat.
    Just before the moving unit enters the zone, the defending commander checks to see if the moving force is too big to fight and instead evacuates before battle.

    The defenders Initiative determines how likely that force will spot the foe before the battle, and both player’s Aggression determine whether they will attack, defend, or withdraw before battle.

    Combat is a large, detailed section of rules, implementing the above guidance.
    It is mainly for the GM's use, so that details aren't missed when implementing the above.
    Spoiler :

    12.1. Sighting the Foe.
    Follow the sequence:
    a. Friendly unit moving into enemy occupied zone, use steps 2-4 below.
    b. Enemy unit moving into friendly occupied zone, use steps 1-4 below.

    1. Roll d6 versus Initiative.
    If result is less than or equal to attribute, continue with this procedure.
    Otherwise, skip remainder of section.

    2. Estimating enemy size:
    a. Roll 2d6 and multiply by (6 - (year - 1860)). This is the percent difference between actual and reported force size. Modify the roll by the following:
    o +8 If commander Aggression level 1
    o +4 If level 2
    o -2 If 3
    o -4 If 4
    o -8 If 5

    b. Roll a die for high or low.
    On an even result, increase the reported size of the actual enemy force by the percent difference. On an odd result, decrease the reported size of the actual enemy force by the percent difference. Round all fractions to the smaller value.

    Example. The enemy has 12 brigades. Our commander is aggression level 3. The die roll is ‘7’. The result is (7x5 = 35 - 2) = 33%. The second die roll is odd, so our commander believes that the enemy has 8 = (12*(1-.33) brigades.

    3. Determine Strategy:
    a. Combat Ratio/Differential Determination: Consult the Combat Ratio/Differential Determination Chart and cross-reference the friendly strength with the enemy strength. Use the result as the TAOS Column for resolving the decision. Treat all overrun results as table L, and treat all “-“ results as table A.

    b. TAOS use. Roll a d6. Find the column on the table determined above and use the die result row in that column. The numbers in the block are the Aggression skill levels. Use the result that matches the leader skill level.

    4. Execute Plan
    a. Retreat - If moving, stop before entering next zone.
    - If stationary, retreat from current zone before the enemy makes their move.

    b. Defend - If moving, stop before entering next zone.
    - If stationary, do nothing.

    c. Attack - a. If moving, enter the enemy zone.
    b. If stationary, move into the zone the enemy wants first, and then the enemy enters the zone. The enemy is the attacker in the subsequent battle.

    12.2. Combat Procedure
    Combat occurs when a force moves into a zone containing an opposing force. A Demoralized force can never initiate combat, although it must defend if attacked.

    12.2.1. Combat Ratio/Differential Determination: If both forces occupy the same zone, then combat is initiated. The moving player is always the attacker, even if the stationary player uses Reaction Movement to initiate combat. Consult the Combat Ratio/Differential Determination Chart and cross-reference the attacker’s strength with the defender’s strength to determine the Combat Results Table Column to be used in resolving the combat.

    12.2.2. Combat Results Table Column Shifts: The number of Combat Results Table column shifts that will apply to the combat is determined. The column will be shifted to the right one column if the defending force is already demoralized.

    12.2.3. Leader Effects, Tactical and Strategic
    The leader with the larger value adds the difference in skill to his die roll.
    Strategic is one-half of Tactical, round fractions down. Number of rerolls side allowed.


    If the stationary force is entrenched, shift one column to the left.

    12.2.4. Both Players Roll a Die: Each player rolls one die and locates his result on the Combat Results Table under the column determined by use of the Combat Ratio/Differential Determination Chart. The moving player locates his result under the “Def” column to determine the damage he has done to the defender (the stationary player). The stationary player does likewise, but locates his result under the “Att” column.

    12.2.5. Strategic Reroll procedure:
    12.2.5.1. If own die roll is one or two, reroll own die.
    12.2.5.2. If own die roll is above two, and enemy is above three, force enemy reroll.
    12.2.5.3. Else, pass.
    12.2.5.4. The attacker use first reroll.

    12.2.6. Combat Results Application: The result depends on the size of the attacking force, which is either Small (1 to 3 brigades), Medium (4 to 9 brigades), or Large (10 or more brigades). The defender does likewise by locating his result under the “Att” column next to his force size.

    12.2.7. Demoralization: If the CRT indicates that a force is Demoralized, then place a Demoralization marker on the force. A force that is out of supply when involved in combat is automatically demoralized at the conclusion of the combat, regardless of the outcome of the battle.
    12.2.7.1. Effects of Demoralization:
    12.2.7.1. 1. A Demoralized force can never enter an enemy-occupied zone which it cannot overrun and thus cannot attack.
    12.2.7.1. 2. The CRT is shifted one column to the right if the defender is demoralized. The Demoralized force still receives column shifts for entrenchment, however. The Demoralization shift is subtracted from any entrenchment shift to yield a final shift total.
    12.2.7.1. 3. A Demoralized force that is attacked uses a single unmodified die roll to resolve combat.
    12.2.7.1. 4. When a Demoralized force is attacked, all the attacker’s Tactical Combat Rating modifications and Re-Roll Options are doubled to a maximum of 6. The attacking force automatically receives a minimum die roll addition of 1 and 1 Re-Roll Option, if he would normally receive none.
    12.2.7.1. 5. A Demoralized force that enters the zone of an unDemoralized Friendly force immediately causes that force to become demoralized. Conversely, any force entering a Demoralized force’s zone is automatically demoralized.
    12.2.7.1. 6. A Demoralized Force has 1 subtracted from its Reaction die roll.
    12.2.7.1. 7. A Demoralized Union force cannot make an amphibious Assault
    (although it can be transported).
    12.2.7.1. 8. A Demoralized force cannot move into the Reaction Radius of an enemy force.
    12.2.7.2. Rally from Demoralization: A force can be rallied only if it is in supply. A player can rally a force with a Rally order.

    12.2.8. Retreat Priorities: At the conclusion of a combat, only one force can occupy the combat zone. The second force will be either eliminated or forced to retreat. Retreat is a move of one zone. The results of the combat will determine which side is forced to retreat. Following are the retreat priorities in descending order. If the first priority does not apply, proceed to the second, and so forth. If a result is reached that is applicable, ignore all results following it.
    12.2.8. 1. If one side is eliminated, then the opposing side remains in the combat zone; no retreat.
    12.2.8. 2. If either side achieves no result, then the attacker must retreat.
    12.2.8. 3. If the defender is already Demoralized before the attacker enters his zone, then any additional Demoralization result will cause the defender to retreat.
    12.2.8. 4. If the combat Demoralizes one force, but not the other, the Demoralized force must retreat.
    12.2.8. 5. If both forces suffer Demoralization or neither suffers Demoralization, but one force loses more brigades, then the side with greater loss must retreat.
    12.2.8. 6. If both sides suffer the exact same result, then the attacker must retreat.


    12.2.9. Retreat Procedure: If the attacker retreats, he must retreat into the zone from which he entered the defender’s zone. A defending force must retreat into one of the zones adjacent to the combat zone, but not adjacent to the zone from which the attacker entered the combat zone. In other words, the defender must retreat such that there is at least one zone between him and the zone occupied by the attacker before he entered the defender’s zone.

    12.2.9.1. A force must remain together when it retreats. The owner cannot split a force into separate forces by retreating into different zones.
    12.2.9.2. A force (even if demoralized) can retreat into an enemy-occupied zone only if the enemy in the zone would be overrun. In other words, you cannot retreat into an enemy-occupied zone unless you are able to overrun the enemy.
    12.2.9.3. A force cannot retreat into a zone in the Reaction Radius of an enemy Army, unless there is no other zone to enter. A force entering a zone in the Reaction Radius of an Army other than the Army that caused the retreat does not trigger that Army’s Reaction; Army Reaction applies only to the player whose half of the Pulse is not in progress - in this case, the defender.
    12.2.9.4. A force that is unable to retreat due to restricted terrain or the presence of enemy forces is eliminated. Leader Loss Checks are made for the defender, but regardless of their result, leaders who survive are placed on the Game-Turn Record Track for the next turn.
    12.2.9. 5. Summary of Retreat Priorities: A retreating force must retreat into zones that fulfill priorities in the order given. In the event of more than one choice in zones, priority is towards the friendly capital. A priority can be skipped only if it does not apply to the retreating force:
    12.2.9. 5.2. Into a friendly vacant zone.
    12.2.9. 5.3. Into a zone in the Reaction Radius of an enemy Army.
    12.2.9. 5.4. Into a zone containing an enemy force that the retreating force is capable of overrunning.

    12.5 End of Battle: When the battle is finished, the winning side stays in the zone where the battle took place and the defeated side must retreat his forces from the zone to any other adjacent zone that is empty and which is currently controlled by his side, and which was not used by the enemy this turn. The victory also counts for purposes of recruiting for the next recruiting phase for the winning player.
    12.5a If there are no empty zones to retreat to, a retreating Group may push another friendly Group out of a zone by forcing it to retreat as well, thereby making room. If the Group being forced to retreat cannot do so, then the original push does not happen.
    12.5b If a Group finds itself in a situation where it is unable to retreat, that Group will surrender to the other side.
    12.5c Due to the presence of the Union Navy, Union Groups may retreat from one port to another friendly port. Confederate Groups cannot retreat in this fashion.





    13.0. Rally
    If the Group is demoralized, the GM rolls a d6 against the Motivation value of the Group leader.
    If the result is equal to or less than the Attribute level, then remove the Demoralized status from the unit.



    14.0. Muster
    At the end of the March, June, and September turns, and only after both sides have carried out all battles and recovery as well as reorganizations, a Muster is held.
    The Muster exists to raise additional Groups as well as to refit current Groups.
    To a large extent, the President decides which player receives new resources
    Spoiler :

    14.1 Recruitment: To recruit new brigades roll one D6 for the side in question. Apply any recruiting modifiers and then cross-reference the die roll with the current number of supply sources that side currently controls to determine how many new brigades are recruited.
    Modifiers:
    +1 for the Union side (reflects the greater recruitment potential of the North)
    -1 for the Confederacy starting in 1862 (reflects the lack of recruitment potential)
    -2 for the Confederacy starting in 1863 “
    -3 for the Confederacy starting in 1864 “
    +1 for Battlefield Victories - The side that has won the most battles during the turn. Example, if the Union had won two battles and the Confederacy had won three battles, a modifier of +1 will be given to the Confederacy.


    14.2 Newly raised brigades can be used to form new Groups or they may be added to existing Groups.
    14.2a Types and Limits: The limits can never be exceeded when newly raised brigades are added to existing Groups.
    14.2b Newly raised brigades may only be added to existing Groups that occupy a friendly supply zone that supplies for their side only (blue/upper-left for Union, grey/upper-right for Confederate). Note that Knoxville (a Confederate zone) can supply Union but not Confederates; Chillicothe (a Union zone) can supply Confederate but not Union; Cairo (a Union zone) can supply both sides.
    14.2c New Groups: Each side has an army size that determines the number of Groups a side can place in the field. If the army size is low enough to meet the supply resources than additional, Groups may be raised. Remember, a Group takes 3 Supply. Should there not be enough newly raised brigades to form a new Group, then the units are held in a pool and used to form a Group in a subsequent recruiting phase when enough brigades are available.
    14.2d Newly raised Groups may only be placed in a friendly supply zone that supplies for that side only.

    14.3 Presidential Actions in the Muster
    At the end of a Muster turn, the GM posts the number of new brigades for the side. The President then lists which players get those brigades in his next set of orders. The GM posts that to the players at the end of the following turn, and the selected players post the assignments of their new brigades in their next set of orders.







    15.0. Closing Ports
    The Union can use their fleet to close Southern ports.
    Spoiler :

    15.1. Blockade: The Union starts the game (April, 1861) with Charleston under blockade, and may add one port every other turn to the blockade list - January-February, April, June, August, and October turns only. (New Orleans, Mobile, Jacksonville, Brunswick, Port Royal, Charleston, Wilmington, New Bern, and Norfolk).
    15.2. Effects: During the Replacement phase, roll a die for each blockaded port. If the number is less than the year, a blockaded port produces no supplies, otherwise it produces one-half of its normal supplies, round down. It still serves as a source of supply.







    16.0. Supply
    Groups must be in supply to avoid attrition.
    At the end of a side’s turn, the GM determines which Groups are in supply and which are not.
    Generally, a Group that traces a path of friendly zones to two or more friendly Supply zones is in supply.
    Spoiler :

    16.1 Out of Supply: Groups in friendly-owned supply zones are in supply if they can trace a supply line to any other friendly-owned supply zone. Groups not in a supply zone are in supply if they can trace a supply line to any friendly-owned supply zone that is itself in supply. Groups are considered out of supply if they cannot meet these conditions.
    16.1a Union Groups in ports or able to trace a supply line to a friendly-owned port are automatically in supply.
    16.2 Supply Lines: A supply line may be of any length. It must be traced through only friendly-owned zones along any number of friendly railroads and/or rivers sections, but may only travel a maximum of one (1) road section.
    16.3 Attrition: If it is discovered that a Group is out of supply at the end of a side’s turn, the GM will roll one D6 for each pair of brigades in the Group. On a roll of 5 or 6, one of the brigades must be eliminated. Example: A Group has seven brigades. The owning player must group six of them into three pairs and roll a D6 for each pair. If a 5 or 6 are rolled, the GM eliminates one of the brigades in the pair.
    16.3a If the Group only has one brigade (minimum two to form a pair), then it is automatically in supply and does not roll for attrition.





    17.0. Special
    The following special rules come into play at different times during the game, Kentucky Neutrality, Valley Pike.
    Of particular importance is the D.C. Fortress rule, which allows defending units in the Federal Capital to ignore retreat results.
    Spoiler :

    17.1 Kentucky Neutrality: At the start of the war, Kentucky declared its neutrality and refused to take sides in the conflict. The result was that neither side was willing to be the first to enter into Kentucky and violate her neutrality and push the Kentuckians to choose sides.
    17.1a Whichever side first sends troops into Kentucky (yellow zones on the map), automatically gives to the other side a onetime Recruitment Modifier of +4 for the purpose of computing recruitment during the next Muster phase.
    17.2 The Valley Pike: One of the few all weather roads is the Valley Turnpike, which ran from Harpers Ferry to Staunton (down the Shenandoah Valley - Harpers Ferry, Winchester, Strasburg, Ft. Royal, and Staunton). For purposes of supply only, this road is treated as a railroad for both sides. It is not treated as a railroad for purposes of moving Groups.
    17.3. Units in D.C. do not have to retreat.




    18.0. Setup Sequence
    1. Players sign up and list their side and Avatar values.
    2. GM closes registration.
    3. Players list their Group choices, final Avatar values, and vote for President.
    4. GM reveals Group assignments, Presidential office holders, and starting Activation values.
    5. (Informally) Presidents assign Activations, players devise plans.
    6. Players submit orders; Presidents include their Activation assignments in their orders.
    7. GM processes orders, posts results, including next turn Activation value.


    19.0. Groups
    When forming new Groups, the limits listed below must be followed.
    Existing Groups may be expanded by adding new units or by transferring units from one Group to another.
    Spoiler :

    19.1 Union Groups: Starting and newly recruited Union Groups will have eight (8) units.
    19.2 Confederate Groups: Starting and newly recruited Confederate Groups will have eight (8) units.
    19.3 Initial Union Group locations:
    * Army of the Potomac, Washington DC – (McDowell)
    * Army of Maryland, Frederick – (Butler)
    * Army of the East, Baltimore – (Hunter)
    * Army of the Valley, Harper's Ferry – (Patterson)
    * Army of Pennsylvania, Pittsburgh – (Heintzelman)
    * Army of the Republic, Columbus – (McClellan)
    * Army of the Ohio, Cincinnati – (Anderson)
    * Army of Indiana, Fort Wayne – (Buell)
    * Army of Freedom, Dayton – (Halleck)
    * Army of Illinois, Chicago – (Grant)
    * Army of the West, Normal – (Pope)
    * Army of Missouri, St Louis – (Lyons)

    19.4 Initial Confederate Group locations:
    * Army of the Valley, Strasburg – (J E Johnston)
    * Army of Northern Virginia, Manassas Jn. – (Beauregard)
    * Army of the Potomac, Fredericksburg – (Holmes)
    * Army of North Carolina, Charleston – (Hardee)
    * Army of the Tennessee, Atlanta – (Polk)
    * Army of the Gulf, Mobile – (Bragg)
    * Army of the Mississippi, New Orleans – (A. S. Johnston)
    * Army of the Missouri, Springfield – (Price)






    20.0. Charts and Tables
    Spoiler :

    20.1. Odds



    20.2. CRT



    20.3. TAOS






     
  8. Daird

    Daird Warlord

    Joined:
    Oct 28, 2013
    Messages:
    165
    Location:
    The Birthplace of God
    Sign me up for the Union. If I went Reb, my ancestors would haunt me.

    Attributes are 1-1-1-16-6
     
  9. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246
    Thanks for the entry.

    As I understand your note, you want the following attribute levels for your Avatar:

    Tactical: 1
    Aggression: 1
    Motivational: 1
    Political: 4
    Initiative: 2

    The only problem with that distribution is that the Political attribute cannot exceed the number of players on your side.

    So if there are at least four Federal players, your assignments are just fine.
    If there are fewer, you may want to adjust those values to compensate.

    However, there is no rush.

    On a separate note, is there an 18th century period name you wish to associate with your Avatar?
     
  10. Daird

    Daird Warlord

    Joined:
    Oct 28, 2013
    Messages:
    165
    Location:
    The Birthplace of God
    Yeah, Theophilus Rodenbach. He was a Captain in the 2nd U.S. Cavalry and my great-great-grandfather.
     
  11. bugwar

    bugwar Emperor

    Joined:
    Sep 15, 2012
    Messages:
    1,246
    Done and updated.
     

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