

Last updated at 0945 on 19 May 1861 (1997)
Turns are processed every Tuesday and Friday. Orders will be processed on those days at 2100 (9PM) eastern time. No new orders will be accepted until results are posted on the web by noon the following day (hopefully). Results will be posted on the web page http://www.mindspring.com/~jhaygood/batnews.txt.
I hope everyone understands that I cannot accept new orders until I get the last turn updated. We are working on getting this process computerized so bear with us.
Sequence of Events
- All RALLYs are handled. All routed units automatically rally.
- All voluntary ROUTS are handled. All units that voluntarily rout are moved to the rear.
- All sanitation regiments give +50 men to each adjacent friendly unit
- All MEDIC orders are handled.
- All units with the FIRE commands are handled (first fire phase for naval units)
- All morale checks are taken. Routs are handled
- All units with MOVE/DIG commands are handled (melees are handled as they happen)
- All morale checks are taken. Routs are handled
- (naval only) All units with the FIREL or FIRER commands are handled (second fire phase for the naval units)
- (naval only) All morale checks are taken. Routs are handled
- All REPLACE command are handled.
- All experience changes are made.
- (ground only) All STRATEGIC movements are handled.
- Results posted on the web
Orders are processed WHEN I receive them. So if you know what you are going to do and you want to do it first, send it in first. The fastest received orders get the first moves. First in First processed.
The map will be 100 squares wide and 200 squares high for a total of 20,000 squares of terrain. In the military you read maps RIGHT THEN UP. That means read left to right (RIGHT) then bottom to top (UP). The first number is the column, the second number is the row. For example if the u30USi is on square 9.52 it is on the 9th column from the left hand side of the map and the 52nd row from the bottom. u30USi would be on the very north part of the map on the west side. Example: c10GAi is on 36.26 it is on the 36th column from left to right and the 26th row from the bottom (basically in the middle of the map). Anyway, 1.1 is in the lower left hand corner of the map, 1.200 is the upper left hand corner of the map, 100.1 is the lower right hand corner of the map, and 100.200 is the upper right hand corner of the map. North is above the 200nd row. South is below the 1st row. A sheet of poster board drawn out helps. There will be 4 such maps in the game. Each map will represent the EAST, WEST, TRANS-MISSISSIPPI, and NAVAL. Each will be the same size and number system.
At all times in these rules the words hex and square mean the same thing.
Any and all mistakes made by me during this are irreversable. Sorry. War is not an exact science and if I am handling 200+ people and orders I will be busy enough. Think of any mistakes as fortunes of war and move on. Life continues. Sorry for being a hard ass.
Full size strengths for ground units in this game and their commanders
- Infantry regiments -- Full size infantry regiments in this game is 1000 men. At no time can an infantry unit be larger than 1000 men. This represents the men and all associated equipment and support. A Colonel leads this regiment into battle. 'i' is the unit type designation.
- Cavalry regiments -- Full size cavalry regiments in this game is 700 men. At no time can a cavalry unit be larger than 700 men. This represents the men, the horses, and all associated equipment and support. A Colonel leads this regiment into battle. 'c' is the unit type designation.
- Foot Artillery battalions -- Full size artillery battalions in this game is 600 men. At no time can an artillery unit be larger than 600 men. This represents 10 guns, the crews, the limbers, the horses, and all associated equipment and support. A Colonel leads this battalion into battle. 'a' is the unit type designation.
- Horse Artillery battalions -- Full size artillery battalions in this game is 600 men. At no time can an artillery unit be larger than 600 men. This represents 10 guns, the crews, the limbers, the horses, and all associated equipment and support. A Colonel leads this battalion into battle. 'h' is the unit type designation.
- Government Formations -- This represents important political personages in the game and their people. Government formations are considered as cavalry in all circumstances except they have a strength of 300 men. At no time can it be greater than 300 men. They are armed with pistols (range 1). If the unit is destroyed the important 'player' is considered captured by the other side. 'g' is the unit type designation.
- Sanitation Regiments -- This represents battlefield recovery and field hospitals in the game. If any friendly unit is adjacent to a sanitation regiment (even diagonal) that unit gets +50 men added to their strength at the beginning of the turn up to unit maximums. THIS INCLUDES FRIENDLY AS WELL AS ENEMY UNITS. Sanitation units help everyone regardless of their uniform color. This is the only unit that can use the MEDIC command during the game. These units are considered infantry units in all circumstances except they have a strength of 600 men maximum. They cannot heal themselves. They can be attacked by the bad guys but they cannot attack back in no circustances and will cause no casualties to the attacker. But attacking them is not a good thing for humanity. 's' is the unit type designation.
- Fortress Guns -- This represents emplaced heavy artillery units with large guns. They are almost always smoothbore unless otherwise noted in batnews.txt. This represents 10 guns and crews and cannot have a strength bigger than 600 men. Once placed on the map these units cannot move but can change their facing. The fortress guns are the only units that can fire over the heads of units in their firing arcs without necessarily being on higher elevations. This assumes that fortress guns are build up on higher elevations than normal and can fire over other things. Fortress guns are considered dug-in in all directions. 'f' is the unit type designation.
- Wagons -- This represents supply depots and support assets. They have a maximum strength of 300 men. They may not attack in the game but can defend themselves if they are meleed. Wagons allow for strategic movement to all friendly units adjacent (even diagonal) in the game. This will be explained under the orders section of the rules. Wagons allow all friendly units adjacent to them to order the REPLACE command. Wagons move as limbered horse artillery in all circustances. 'w' is the unit type designation.
- An infantry brigade consists of 3-5 infantry regiments and an artillery battalion. A brigade is led by a Brigadier General.
- An artillery brigade consists of 3-6 artillery battalions. A brigade is led by a Brigadier General.
- A cavalry brigade consists of 3-5 cavalry regiments and a horse artillery battalion. A brigade is led by a Brigader General.
- A division consists of 3-5 brigades. These brigades can be any combination of infantry, cavalry, and/or artillery brigades. Divisions are commanded by a Major General.
- A corps consists of 3-5 divisions. These divisions can be of any combination of infantry, cavalry, and/or artillery divisions. Corps are commanded by Lt Generals or Major Generals.
- An army consists of 3-5 corps. Armies are commanded by Lt Generals or Generals.
Full size strengths for naval units in this game and their commanders
- Ironclads -- Full strength ironclads in this game is equal to 1000 men. At no time can they be larger than 1000 men. The size does not represent the actual number of men on the vessel but a number representing the combat effectiveness of the vessel including armor, guns, men, speed, etc. A Captain leads this vessel into combat. Ironclads can shoot out 8 hexes on each side of the direction they are facing at full strength. This firing arc is determined exactly as in ground combat. For example: the CSS Virginia is armed with smoothbore and is steaming northward in hex 11.10. It can engage targets from 3.10 to 10.10, from 3.11 to 10.11, and from 3.12 to 10.12 eastward AND it could engage targets from 12.9 to 20.9, from 12.10 to 20.10, and from 12.11 to 20.11 westward at full 1000 strength to each target. Ironclads move at a speed of 6 hexes per turn and can assume no formation type. Ironclads do not exert ZOC as ground units do. 'n' is the unit type designation.
- Raiders -- Full strength raiders in this game is equal to 600 men. At no time can they be larger than 600 men. The size does not represent the actual number of men on the vessel but a number representing the combat effectiveness of the vessel including armor, guns, men, speed, etc. A Captain leads this vessel into combat. Raiders fire as in the example above. Raiders move at a speed of 12 hexes per turn and can assume no formation type. Raiders do not exert ZOC as ground units do. 'r' is the unit type designation.
- Ship of the Lines -- Full strength ships of the line in this game equals 800 men. At no time can they be larger than 800 men. The size does not represent the actual number of men on the vessel but a number representing the combat effectiveness of the vessel including armor, guns, men, speed, etc. A Captain leads this vessel into combat. Ships of the line fire as in the example above. Ships of the line move at a speed of 10 hexes per turn and can assume no formation type. Ships of the line do not exert ZOC as ground units do. 'e' is the unit type designation.
- Merchants -- Full strength merchants in this game is equal to 300 men. At no time can they be larger than 300 men. The size does not represent the actual number of men on the vessel but a number representing the combat effectiveness of the vessel including armor, men, speed, etc. A Captain leads this vessel into combat. Merchants cannot fire but can cause damage to an attacker if they are meleed (boarded in naval terms). Merchants move at a speed of 8 hexes per turn can can assume no formation type. Merchants do not exert ZOC as ground units do. 'm' is the unit type designation.
Now I know that these are paper strength numbers for the real War Between the States unit and that the artillery size is huge compared to historical but these numbers allow the battle calculations to run without any need for conversions etc. If you must, think of these numbers not necessarily as man for man but the combact effectiveness of the unit. Bigger is better.
Formations units may use in battle and their strengths and weaknesses.
Infantry Regiment Formations
- Line = a single or double line of battle that gets every musket firing at the target. Designed to produce a compact and destructive zone of death to the front of the unit.Standard infantry battle formation with no modifiers for firing or being fired upon. A line formation can move 3 hexes per turn. 'L' is the current formation letter (see move command further down these rules).
- Column = a compact marching formation that gets units to and fro quickly and efficiently. Basically a 4 man wide frontage with the rest of the unit behind. This formation has a -3 column downshift modifier when the unit is shooting and a +2 column upshift to the enemy's strength when being shot at. A column formation can move 5 hexes per turn. 'C' is the current formation letter.
- Skirmish = a line formation with space between each file. Used to harass the enemy as well as to provide early warning of an attack. A unit in Skirmish fires at -2 column downshift and also enemy shooting at them fires at -2 column downshift. The reason is the men can take available cover and be generally in loose formations. If you melee or are meleed in this formation you fight normally BUT you will ALWAYS lose the contest and either give up the square if you were attacked or you will fall back to the square you started from if you elected to melee. All morale modifers apply. A skirmish formation can move 3 hexes per turn. 'S' is the current formation letter.
Cavalry Regiment Formations
- Mounted Line = a single or double line formation while mounted. Usable like an infantry line. This formation moves 6 hexes a turn. Mounted units can fire only 1 hex range. 'ML' is the current formation letter.
- Dismounted Line = a single or double line like an infantry formation of the same name. Because 1/4 of the unit is holding the horses for the other 3/4, a dismounted cavalry unit fires at -1 column downshift to its strength. Units firing at dismounted cavalry at -1 column downshift because cavalryman can lay down and load a carbine or pistol. This formation moves at 3 hexes per turn. 'DL' is the current formation letter.
- Mounted Column = column formation like the infantry formation of the same name. Firing from this formation is -3 column downshift and everyone shooting at this formation is +2 column upshift for column formation. This formation moves at a speed of 10 hexes per turn. Mounted units can fire only 1 hex range. 'MC' is the current formation letter.
- Dismounted Column = column formation like the infantry formation of the same name. Firing from the formation is -3 column downshift and everyone shooting at this formation is +2 column upshift for being in column.This formation moves at 5 hexes per turn. 'DC' is the current formation letter.
- Dismounted Skirmish = skirmish formation like infantry formation of the same name. As 1/4 of the unit is holding horses for the other 3/4 this formation shoots at -1 downshift. They do NOT use the normal -2 downshift to firers strength for skirmish formation as that is what cavalry trained in. They do benefit from the -2 downshift strength detriment to the other sides shooting and -1 downshift to firers strength as they can lay down (for a total of -3 downshift for units shooting at them). If you melee or are meleed in this formation you fight normally BUT you will ALWAYS lose the contest and either give up the square if you were attacked or you will fall back to the square you started from if you elected to melee. This formation moves at 3 hexes per turn. 'DS' is the current formation letter.
- Mounted Skirmish = skirmish formation like infantry formation of the same name but unit is mounted as well. A mounted unit fires at full strength. They do NOT use the normal -2 downshift to firing strength for skirmish formation as cavalry was trained in this formation. Firing at the mounted skirmish unit gets a -1 downshift for firing at skirmish unit. If you melee or are meleed in this formation you fight normally BUT you will ALWAYS lose the contest and either give up the square if you were attacked or you will fall back to the square you started from if you elected to melee. This formation moves at 6 hexes a turn. Mounted units can fire only 1 hex range. 'MS' is the current formation letter.
Artillery Battalion Formations
- Limbered = formation used by artillery for maneuver. Horses are hitched to limbers and caissons and moved around. Anyone shooting at limbered artillery get the +2 upshift bonus for target in column and they do NOT use the -2 downshift detriment if firing unit is not artillery because when in limbered mode you can hit horses, men, limbers, etc. Artillery may NOT shoot while limbered. Foot artillery may move 5 hexes limbered. Horse artillery may move 8 hexes limbered. 'LB' is the current formation letter.
- Unlimbered = formation used by artillery for firing. Guns are faced forward and discharged to great effect. A non-artillery unit shooting at an unlimbered artillery unit gets a -2 downshift to strength for that shot. Artillery shooting at artillery is no bonus and will NOT use this -2 downshift modifier. An artillery unit unlimbered may NOT move but MAY change facing and still fire in the same turn. 'UL' is the current formation letter.
Actions a unit commander can take per order turn.
There are ELEVEN distinct actions a unit can take per battle turn. They are hold, rout, medic, rally, move, dig, replace, strat move, fire, fire right, and fire left. Some orders can be given only to naval and others to only ground and others to both ground and naval. The following list defines this.
- Hold - ground or naval
- Rout - ground only
- Medic - ground only
- Rally - ground only
- Move - ground or naval
- Dig - ground only
- Replace - ground or naval
- Strat Move - ground only
- Fire - ground or naval
- FireR - naval only
- FireL - naval only
Orders can be sent in by use of a form posted on the web at the Wargame Form. This is the preferred way of sending orders. If it is unavailable, then use the following procedure...
Orders are sent in to Jay Haygood on the SUBJECT LINE of an email message. No other part of the message will be read at all. I will not even look at anything else but sender and subject. The format for any and all orders in this game is as follows:
UNIT NAME/CURRENT FORMATION FOR USE THIS DAY/ORDERS FOR THE DAY
- examples:
- u44NYi/L/Fire 10.3 = 44NY infantry in line firing at hex 10.3
- c10GAi/L/N N N (E) = 10GA infantry in line moving 3 hexes north and end up facing east
- u3DEc/MC/S S S S E (W) = 3DE cavalry in mounted column moving 4 hexes south and one east then facing west at the end
- c21MSa/UL/FIRE A4 = 21MS artillery unlimbered firing at hex A4
- c2TXh/UL/(N) FIRE 10.3 = 2TX horse artillery unlimbered is changing facing to north and firing at hex 10.3
- u3USi/L/RALLY (S) = 3US infantry wishes to rally then face south
- u1MEi/C/strat move Washington-u3NYw = the 1MEi wishes to move strategically to Washington to the 3NY wagon unit
- c5MOc/MC/REPLACE = 5MO cavalry is adjacent to a friendly wagon and wishes to replace +250 men strength
- c3CSr/Fire 10.14 10.18 = 3CS raider fires to target hexes 10.14 on the right of the vessel and 10.18 to the left of the vessel during the first fire phase
- c1VAn/FireR = 1VA ironclad fires second phase to the right (starboard to you naval guys). no target is picked. the admin picks the closest enemy ship
- u2USn/FireL = 2US ironclad fires second phase to the left (port to you naval guys). no target is picked. the admin picks the closest enemy ship
If I cannot understand the orders, if they are wrong, or if they are late they will NOT COUNT AND WILL NOT BE ACTED UPON. This isn't hard so dont screw up.
I will ONLY read the first order from you per day. DO NOT SCREW UP. This isn't hard. Check yourself before sending any messages. I hope to have 200+ players playing and I will not have time to babysit everyone. Sorry for being an asshole.
- HOLD - unit elects to do nothing this phase but stay put. Nothing going on. Unit gets a +1 melee upshift if meleed this turn. This is the order your unit gets if no order received from you that turn. NAVAL units cannot issue this order.
- ROUT - unit may elect to rout out of its current situation and move towards its baseline at the fastest current speed its formation can move. Routing is handled by the administrator like normal routs. Note that routs happen before FIRE so you can ORDER this to get a unit out of trouble if you wish.
- RALLY - unit MUST rally if it was routed in a previous turn. When issuing the rally command the unit commander may face in any direction desired for free and any formation for free. Rallying is automatic upon the order being issued.
- MOVE - a unit may move up to maximum number of hexes for their formation and type this turn. All hexes you enter count, you may NOT move diagonally.You must specify your route hex by hex. You must specify your facing at the end of the move. You may enter an enemy ZOC but you may not move thru an enemy ZOC unless the very next square is an enemy unit (this allows a melee). The only way to leave an enemy ZOC is to move directly away from the ZOC then you may move normally up to your maximum that phase (see examples at the end of the rules). To change facings within a hex you must issue the move command. ZOC is the front three hexes a unit is facing. Example: if a unit is in hex 10.10 facing North his ZOC would be hexes 9.11,10.11,11.11. Move orders are issued as follows in the following format (unit name/current formation for this turn/ hex hex hex (facing): uNY44i/L/S S S (S) = the union 44NY infantry currently using line formation wishes to move south three hexes and face south at the end of the move. cGA10i/L/ N N E (N) = the confederate 10GA infantry unit currently using line formation wishes to move north 2 hexes then east one hex and face north at the end of the move. cVA2c/MC/N N N N N E E E E E (E) the confederate 2VA cavalry using mounted column wishes to move north 5 hexes then east 5 hexes and end up facing east. uOH21a/LB/S S E E (E) = the union 21OH artillery wishes to move 2 hexes south then 2 hexes east and face east at the end of the move. If cavalry moves into a hex with an enemy unit, it is considered a charge. Cavalry units charging get a +4 melee upshift this turn if attacking the enemy's rear. They receive +2 if attacking the enemy's flank. If you move INTO an enemy ZOC (explained at the end of the rules) then your turn STOPS UNLESS the very next hex you move into is an enemy unit. At the end of a melee both units are to face each other unless one or both routs, in which case they face toward the baseline as normal.
- DIG - dig/build hasty works. -4 downshift detriment to enemy fire. example: uMD3i/L/DIG = union 3MD infantry in line digs works. They face in all directions.
- MEDIC - allows a sanitation unit to send out field medics to help repair a units strength back up to maximum size. Use of a medic command results in the target unit gets +25 men added to its ranks. Range is unlimited. You must state target unit. Example: u1USs/C/MEDIC u30USi the union 1st US Sanitation regiment gives +25 men to the union 30th US Infantry unit.
- REPLACE - allows a unit adjacent (even diagonally) to a friendly wagon unit to replace men back into the ranks. For the Union forces this order gives them +500 men to their strength up to unit maximums with a loss of -5 experience. (historically the union did not replace into existing units. they built new units from recruits. i am allowing the union to rebuild shattered units at a cost of -5 experience). For the Confederate units this orders gives them +250 men to their strength up to unit maximums. (the south replaced men back into existing units and kept veterans with green men. it helped overall morale.) Any friendly wagon can replace troops into any number of friendly adjacent (even diagonal) unit. If an enemy unit is adjacent (even diagonal) to a wagon then the REPLACE command WILL NOT DO ANYTHING and the order will be invalid.
- STRAT MOVE -- strategic movement. This allows any unit adjacent to any friendly city or a wagon to move to any other friendly city or wagon within 30 hexes inclusive. Your order should contain only the destinations of each of your waypoints. There are only 8 squares available around a destination so if you are the 9th unit ordered to move strategically to that location your orders will be invalid. You will always end the strategic movement in COLUMN formation. This represents using rails, major roads, rivers, etc for movement. Wagons are important supply centers that combat units can use as waypoints in their movement. You may move any number of waypoints as long as the TOTAL distance does not exceed 30 hexes TOTAL for that movement. To use this type of movement you MUST start in/adjacent to a friendly city and/or wagon. You CANNOT start from a waypoint that has enemy force adjacent and you CANNOT move to a waypoint that has an enemy unit adjacent (even diagonal) to a city or wagon. If you do your orders will be invalid. Strategic movement is handled in step 14 of each turn (that is the last phase). If you are attacked while preparing for strategic movement, you will suffer horrible losses. Examples: c10GAi/C/STRAT MOVE c3CSw:c4CSw means the 10GAi in column moves to the 3CS wagon then to the 4CS wagon. u44NYi/C/STRAT MOVE Washington:u4OHw:Wheeling:u3ILw means the 44NYi in column moves strategically to Washington, then to the u4OH wagon then to the city of Wheeling then to the 3IL wagon. Notice that you can use allied wagon units, not just your OWN state wagons.
- FIRE - A target square must be ordered and within normal range. example: uVT1i/L/FIRE 32.11 = union 1VT infantry in line formation wishes to fire at hex 32.11. All modifiers for firing and targets apply to fire combats. Firing cannot be done over enemy or friendly units UNLESS the firer is either on a higher elevation or the firer is a fortress guns (class f) unit. Naval units order FIRE in the first firing phase of their turn. Both sides of the ship fire at the designated one target hex on each side of the ship.
- FIRE R - naval ships second firing phase out the right side of the vessel at the closest enemy target. No target hex is defined. The admin fires at the closest. Fire is figured as normal.
- FIRE L - naval ships second firing phase out the left side of the vessel at the closest enemy target. No target hex is defined. The admin fires at the closest. Fire is figured as normal
Weapon ranges
- Infantry can fire 3 hexes.
- Dismounted cavalry can fire 3 hexes
- Mounted cavalry can fire 1 hexes
- Repeater rifles can fire 3 hexes
- Smoothbore artillery can fire 8 hexes
- Rifled artillery can fire 10 hexes
- Naval guns can fire 8 hexes
Firing is done out of your Zone of Control (ZOC) (see near the end of the rules for explanation) to the limit of your weapon ranges. You cannot fire over the heads of intervening units unless you or your target are on higher elevation. The only exception is fortress guns. They can always fire over heads. If you are an infantry unit armed with rifles and you are in hex 2.1 facing north your ZOC would be hexes 1.2, 2.2, 3.2. You could shoot a bad guy in the following hexes: 1.2, 2.2, 3.2, 1.3, 2.3, 3.3, 1.4, 2.4, 3.4. You could NOT shoot anything in say 3.1 (not in ZOC) or 2.5 (too far away). Smoothbore artillery can shoot 8 hexes. A smoothbore artillery unit in the same 2.1 hex could hit hexes 1.2, 2.2, 3.2, 1.3, 2.3, 3.3, 1.4, 2.4, 3.4, 1.5, 2.5, 3.5, 1.6, 2.6, 3.6, 1.7, 2.7, 3.7, 1.8, 2.8, 3.8, 1.9, 2.9, 3.9. Simple huh?
Tactical combat resolutions
Combat is resolved by the Jay Haygood or designate as ordered on the commands from the unit commander. The process is simple and quick. I will post the combat tables soon. Right now you dont need to worry with them. Just remember upshift is good and downshift is bad. Basically you can damage your target up to 20% of your firing strength maximum. Lets say you have 1000 infantrymen firing at 800 bad guys. You have no modifers. I roll a 10 sided dice and multiply the result by 2% per pip on the die. Llets say you roll a 10. You do 20% of your shooting strength as damage to the bad guys (1000*20%=200). The bad guy now has 600 men left and he must take a morale check this turn. If you had rolled a 1, the bad guys would have lost (1000*2%=20). He would now be down to 780 men left. Maximizing shots on one target is a good thing. 5 units firing have a chance of doing 20% each could wipe an enemy unit out in one turn.
Shooting Modifers
- +1 column upshift if firer is using repeaters
- +2 column upshift if smoothbore artillery firing at 1 or 2 hex range
- +2 column upshift if rifled artillery firing at 1 hex range
- -1 column downshift if firing from a stream
- -2 column downshift if firing unit is infantry and in skirmish formation
- -3 column downshift if firing unit is in column
- -1 column downshift if firing unit is dismounted cavalry
- -2 column downshift if firing unit is charging (entering melee this turn)
- all modifiers are cumulative at all times
Target Modifers
- +1 column upshift if target unit in the target hex is attacked in flank
- +2 column upshift if target unit in the target hex is attacked in column
- +3 column upshift if target unit in the target hex is attacked in the rear
- +2 column upshift if target unit is limbered artillery
- +2 if bow rake (fires directly down the throat of an enemy ship)
- +4 if stern rake (fires directly up the kilt of an enemy ship)
- -1 column downshift if target is in woods
- -1 column downshift if target is uphill from the firer
- -1 column downshift if target unit in the target hex is dismounted cavalry
- -2 column downshift if target is artillery and firer is NOT artillery
- -2 column downshift if target unit in the target hex is in hasty works
- -2 column downshift if target is in skirmish formation (infantry or cavalry)
- -4 column downshift if target is dug-in in the facing of the attack
- all modifers are cumulative at all times
Melee Modifiers
- +4 column upshift if cavalry charging enemy in rear
- +2 column upshift if cavalry charging enemy in flank
- +1 column upshift if on hold orders this turn
- +2 column upshift if infantry charging
Melee an enemy unit
Anytime a unit moves into a hex with an enemy unit melee ensues. Movement ceases for the mover for that phase and the unit moved into cannot do anything if it has not yet done anything this phase (the target is screwed up defending against melee so he cannot execute his orders this turn IF he has not done so already. If he has already done his thing this turn then that is ok.) All firing and target modifiers apply. Both units fire at full strength at that time regardless if they have fired already or not. Both sides take losses as necessary. Any morale checks taken. Any routs are handled. If necessary, both units melee at the leftover strength and all melee modifiers apply. Both sides take losses as necessary. The unit who lost the most men rolls a 1d6. The unit that lost the least men rolls a 1d10. the high roll stays in the hex. the low roll falls backward one hex directly away from the encounter. The winner gets a +5 experience.
Example: the u1USi/L/1000 men are meleeing the c1CSi/L/1000 men. both units fire if possible even if the c1CSi has already had its turn. losses are applied (-32 US...-40 CS). Because neither unit broke the 100 increment level no morale checks are necessary. Then the 968 US men fire again. The 960 CS men fire again. losses are applied (-40 US...-42 CS). Again no morale checks necessary. The US lost -72 men the CS lost -82 men. The US roll 1d10. The CS rolls 1d6. The US rolls a 4, the CS a 6. The CS still controls the hex, faces toward the enemy melee unit, and gets a +5 experience. The US falls back 1 hex, faces toward the enemy melee target.
Naval units that end up in an adjacent hex are considered a ram/board attempt. It is figured out as above but with a chance of one side capturing the other. Ironclads are hard to board so they will get a bonus in their defense. Ironclads are hard to board from so they will get a negative in their boarding attacks.
Terrain Effects
Any time a unit moves into a woods, hill, stream, town, or woods/hills combo hex, movement STOPS for that phase. Moving from same level hill to same level is no problems, but if the hex moved to is a woods or combo hex it would have to STOP as well. Roads allow a unit to double speed the whole turn if it follows the road hex and never leaves the road the whole turn. Using a road also negates the terrain being crossed (ie: you dont have to stop as per the rule above.)
Unit Experience
There are Fours classifications of experience and 2 states of morale unit can be in at all times during a battle. One class of experience is in effect at all times as is 1 state of morale.
Morale is checked everytime a unit takes 100 or more casualties in a single turn and/or 100 man increments are reached and after losing a charge if the attacker. To explain: the 1USi has a current strength of 1000 and has taken 107 casualties this turn, it must make a morale roll lower than its level (explained below) to be ok. The 3CSc has a current strength of 837 and has lost 39 this turn (down to 798), it must check because the 800 increment was passed. The 9USa has 522 current strength and has taken 22 hits this turn. He does NOT check morale as he has not broken the 500 mark, but 1 more and he checks.
States of Morale
Every unit in battle is either in Good Order or Broken. Good Order units can do anything they want. A broken unit's first order next turn MUST be RALLY. Rally is automatic and the commander can face the unit in any direction for free. New units start the game with morale of 0 (green).
Classes of Experience
- Green = raw recruits. Not yet seen the terror of combat. This is for units that have never been in a battle before. The green unit breaks on a roll of more than 70% on a random roll of 1-100. It routs toward the friendly baseline directly backwards to the max speed of the current formation regardless of terrain. If these hexes are enemy controlled, any alternate route is taken as long as the unit is retreating towards its baseline (south if Secessionist and north if Unionist). If there is no path backward toward the friendly baseline the unit stays in place Broken and losses and additional random 1-100 casualties to capture. A unit is only green for the FIRST morale check ONLY. Regardless of whether the check was passed or failed, the unit from that point on is considered of Regular experience and keeps at least a 1 experience. The surviving men of the command has seen the elephant and are steadier for it.
- Regular = good average soldiers. Men who have seen battle and know how to react rationally in an irrational environment. A Regular unit breaks on a roll of more than 80% on a random roll of 1-100.These men are the bulk of most armies. A unit is Regular class from the first check after Green and until it has accumulated +1 to +40 points. A unit may never again in the scope of the game have less than a 1 experience. You get + points as per the below table.
- Veteran = battle hardened soldiers of many a battle. These men have seen it all and have lived anyway. A Veteran units breaks on a roll of more than 90% on a random 1-100. These units are rare as it takes +41 to +80 points.
- Elite = the baddest of the bad. These men have been in more than their share of the war. They can be counted on to die to the last man if necessary. An Elite unit does not break in the context of this game. An elite unit is created after +81 or more points
- Changes to Experience
- you kill some bad guys +1
- you win a melee +5
- Union unit orders REPLACE command -5
Remember that routing is directly rearward and toward the friendly baseline if at all possible. The administrator determines the rout path. Your men's bodies are trying to be where their brains are telling them to be...anywhere but here!
Zones of Control
A unit in hex 3.1 exerts a zone of control (zoc) out the front of the unit into the shaded hexes. An enemy unit can move INTO 3.1's zoc, WITHIN a zoc, or OUT of a zoc directly backward. At no time can a unit move past the zoc towards the unit exerting the zoc. Once an enemy unit enter a zoc that phase of the turn is over UNLESS the very next hex the unit moves into is the unit exerting the ZOC, then melee will ensue. This is the ONLY time a unit can move within and thru a ZOC.
Examples:
An enemy unit can move from 2.3 to 2.2 but then must stop for that phase. A unit can move from 2.2 to 3.2 but must stop for that phase. A unit can move from 3.2 to 3.3 to 4.3. That is legal. A unit CANNOT move from 4.2 to 4.1 as he has moved THRU the zoc of the unit in 3.1. A unit CANNOT move from 2.2 to 1.2 because you must move directly BACKWARD out of a zoc to leave a zoc.
If you have any questions, mail to me and ask them
Jay Haygood -- Georgian in the Service of Virginia
Having a better time than should be allowed by law.
Once More Dear Friends into the Breach !!
rules created by and property of Joseph L Haygood