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Ruleset including orders format *Important*

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Ruleset including orders format *Important*

Post  Father General on Tue Oct 02, 2012 5:42 am

Subject to modification until 00:01 GMT - 10/4 and afterwards as a result of mutual consent of corps commanders or in the event to effect a major repair of the ruleset.*

THE WESTERN CAMPAIGN

1. About
2. How to join
3. Forming larger units (divisions, corps)
4. The game map
5. Responsibilities
6. Unit development
7. Winning
8. War records
9. Movement, Orders, and Reinforcements

1.0 About

1.1 The Western Campaign is a fictional strategic-to-tactical campaign of point-to-point movement set in the American Civil War. Participants will command personal units which develop over time, building skills, receiving reinforcements, and so on. The commander also enjoys their own career and can be promoted, awarded medals, mentioned in dispatches, and so on. The campaign is hosted by and played in the spirit of the greater Kregisspeil community with emphasis on camaraderie, cooperation, and realism.
1.2 All battles will be fought with full HITS and Couriers settings. That means you will remain in the saddle during battle (this is pre-set by the host) and you may only communicate using in-game courier messages unless you are beside a commander on the field. Only when in close physical proximity to another commander may you use a whisper voice chat via Teamspeak.

2.0 How to join

2.1 Post in the enlistment thread the following information:
2.1.1 Name – This will be your commander’s name. You must use an actual name, even if it is fictional, with a Christian first name and a proper last name. For example, Joe Smith is acceptable. Yankeekiller1863 is not. We will make the determination if your name is acceptable. Also, historic names such as Jackson and Lee are generally okay, however, we will not allow multiples of the same personage.
2.1.2 Command type: Choose Infantry, Artillery, or Cavalry. Infantry units start with 2,000 men to the brigade, divided into 4 regiments. Artillery will have two batteries of 4 guns each. Cavalry will be 4 regiments of 250 men.
2.1.3 Choose unit states and names: These may be historic or fictional, but should follow historic conventions. For example, the 10th VA is okay, as is the 2nd California. (an actual Union cavalry unit). Units may NOT (yet) have special names such as “The Stonewall Brigade.” These may be earned.
2.1.4 Brigade commanders will begin the game with the rank of colonel and may be promoted to brigadier by their division commanders.

3.0 Forming larger units

3.1 For now, your unit will be assigned to a division and that division to a corps. There will probably be only 1 for each side during the inaugural campaign.
3.2 Before the campaign begins, a division commander and corps commander will be chosen from the players who have joined. Normally, this will be an elected position, however in the inaugural campaign, these posts will be appointed.
3.3 In future games, divisions will be limited in size to 6 brigades and corps to three divisions, absolute maximum. Actual totals will probably be lower.
3.4 Divisional commanders will be major generals and corps commanders lieutenant generals.
3.5 Battery commanders will begin as Captains and may promote to Colonel.

4.0 The Game Map

4.1 The map will be divided into nodes to facilitate point-to-point movement.
4.2 Each node will be associated with a battlefield map in SOW in advance. This information will be available to all players from the start.
4.3 Each map will have at least one location designated 100 percent friendly from which supply flows.
4.4 The corps commander moves his division and subordinate units on the map. A commander on detached or independent detail may also assign movements to his own units.
4.5 Nodes may feature certain benefits such as a supply, reinforcement, or victory benefit.

5.0 Responsibilities

5.1 Being a commander is a responsibility before anything else. Expect work. Do not accept such a posting if you cannot fulfill the responsibilities. If your situation changes and you cannot continue to fulfill your obligations, please let your superior know. If you are a division or corps commander and must vacate your post, please do not share secret information with other players while the campaign in in progress.
5.2 The Brigade Commander. Your responsibilities should be the simplest of all. Run your brigade.
5.2.1 If you are on independent command, your duties may consist of additional responsibilities consistent with those of the division or corps commander. You will be notified of this circumstance.
5.2.2 Submit reports to your Division Commander as needed.
5.3 Division Commander.
5.3.1 You will handle battlefield command of all units in the same node as you at the time of battle.
5.3.2 You will assign positions to all units prior to battle, which will be used by the scenario designer to post your troops. You will be given a “set up area” for your forces. In some cases, this may not apply.
5.3.3 Conduct pre-battle briefings, both written and verbal.
5.3.4 You will direct all battlefield operations including the command of any subordinate AI controlled units.
5.3.5 After battle, you will within 48 hours, submit an after action report to the Corps Commander and the game umpire.
5.3.6 You will be notified of all relevant results of which you are privy, within 48 hours of submitting your report.
5.3.7 Some results may permit you to grant an award, allocate supplies or reinforcements, skill points to brigades, and so on.
5.3.8 You will provide marching orders to all units under your command for each campaign turn.
5.4 Corps Commander
5.4.1 Your primary responsibility is to coordinate your side’s forces on the strategic map.
In addition,
5.4.2 Provide general orders to you division commanders.
5.4.3 Move forces on the strategic map.
5.4.4 Coordinate battle times for all players.
5.4.5 Work with the umpire to manage the players and keep the campaign moving.
5.4.6 Serve as a channel between campaign officials and divisional command.
5.4.7 Allocate available resources and awards to the divisions.
5.5 Umpire
5.5.1 The umpire will manage and direct the campaign as required.
5.5.2 Set the initial conditions of the campaign.
5.5.3 Set the victory conditions.
5.5.4 Allocate rewards, resources, and all other material to corps commanders.
5.5.5 Inform corps commanders of current situations via briefings.
5.5.6 Receive copies of AARs from Corps and Division commanders and compile a “war archive” detailing key events and milestones.
5.5.7 Publish a “newsletter/newspaper” for participants to read.
5.5.8 Declare the victor in battle.
5.5.8.1 On most occasions, the victor will be clear, but on rare occasions, a victory may go counter intuitively to a side which appears to lose. This will be only in the case of secret victory conditions. It is also possible for both sides to win or lose, depending on any objectives. This should be an exceptionally rare circumstance.
5.5.9 Enforce campaign rules, and appropriate behavior.
5.5.10 Is the final say on all matters.
5.6 Scenario Designer
5.6.1 The scenario designer will coordinate with the umpire and the commanders of each side to prepare scenarios.
5.6.2 In cases where one side or the other may “set up” before battle, the scenario designer will coordinate with the ranking commander on the field of said battle. That commander may set the general startlocs of his units. There will be no guarantee of perfect deployment.
5.6.3 The scenario designer will distribute the game file as needed just before battle.
5.6.4 The scenario designer will maintain the OOBs of both sides with input from campaign officials and commanders.



6.0 Unit Development
6.1 Units in the game are dynamic and will change throughout the game in accord with their actions and the decisions of their commanders.
6.2 All units at the initial campaign start will share a common initial rating.
6.3 New units that join mid-game will have an “average rating” with averages taken from the stats of the opposing side.
6.4 After each battle, casualties will be applied. Some wounded will return, some will be permanently lost.
6.5 Prisoners are held by the other side and may be exchanged at the agreement of the corps commanders.
6.6 In general, a unit that sees actions will receive an increase in stats between games.
6.7 An existing unit that receives reinforcements will see a decrease in stats proportional to the number of reinforcements added to the ranks.
6.8 Brigade commanders must keep their units throughout a campaign. They may not switch or transfer unless approved by a corps commander. Only one transfer during the course of a campaign may ever be allowed for a commander.
6.9 If a unit is entirely lost, it is lost. The commander may have a very small unit, or none at all until assigned reinforcements.
6.10 Corps commanders may fold smaller units into larger ones and split large units as desired.
6.11 A units may receive reinforcements, food (affects fatigue and morale), ammunition, and battle honors. Units with a battle honor, as designated by their battlefield superior, may be given a special name (e.g. the Iron Brigade).
6.12 A unit whose commander has been absent for three battles will be disbanded at the umpire’s discretion. A unit that is not disbanded will be assigned at the corps commander’s discretion. Generally speaking, the decision to disband will be based only on the effort to maintain balance.
6.13 A unit sans commander on the day of battle may be assigned to a temporary commander who is available as an alternate to pick up any spare units.
6.14 The battlefield commander decides if a unit is to be assigned a brevet commander or will remain under his or AI control. The battlefield commander also chooses who will of the available potential participants will command the unit.
6.15 Captured guns become the property of the capturing side’s divisional commander. They may be reassigned to batteries, or new batteries formed, as desired.

7.0 Winning
7.1 Each side will have mutually exclusive win conditions set by the umpire at the start of a campaign.
7.2 The side which meets its win conditions first wins at the conclusion of a turn wherein the win condition is met.
7.3 The umpire will immediately announce the development, and end the campaign.
7.4 The umpire will share both side’s previously secret objectives, the war records of both sides, and so on.
7.5 An exception may be if a campaign is designed to persist through multiple seasons.

8.0 War Records
8.1 Your war record will be your notable accomplishments in battle, the listings of any rewards, and any campaign-related content relevant to your individual efforts. This will be kept by the umpire and revealed to all players at the conclusion of a campaign.

9.0 Time – In many games, time moves according to a set standard. For example 1 turn may equal one day (1:1). In the Western Campaign, Thunder in the Shenandoah, time is a bit more fluid.

Specifically, units of time are not standardized. This may seem like a strange and unrealistic departure from familiar war-game conventions, however it is designed to simplify the first campaign iteration by avoiding the minutiae of tracking hours.

Instead, think of a single turn merely as a fluid unit of time. Units may move from one point to another in one turn. Some distances are substantially greater than others, so how can a unit march from point A to B in the same amount of time as another from C to D when the distances are different? The answer is whatever it needs to be. Perhaps one road is better for travel, or some unforseen circumstance, such as a flooded creek or mud, or a lost courier resulted in delay.

Understand that the goal of the first campaign is primarily to play. Once this significant challenge is successfully met, more features will be added to subsequent campaigns.

9.1 Each turn equals a variable period of time that is consistent for all players but may not equal a day.

9.2 Movement – Movement is simple with orders written by the corps commander and sent to the umpire. The umpire makes the moves and replies with relevant information to the corps commander. Infantry moves 1 node per turn and cavalry up to two. Rail movement (9.2.4) provides an exception.

9.2.1 Individual units or any subdivision of a corps moves independently when the corps commander is not moving with the unit. Those units must submit orders individually.

9.2.2 Individual units that have unresponsive commanders will be reported to corps command. The corps commander may ultimately compose the orders for that unit, if needed to maintain campaign progress. An exception to this would be if a commander chooses to defy orders – this is a valid choice for a subordinate commander, even if it is not always a smart decision!

9.2.3 Orders format:
Node of origin
Relevant units
Node of destination
Orders upon arrival (Attack/Defend/March/Encamp/Entrench)

9.2.3.1 Types of orders
Attack – The unit will attack any enemy in the node on contact. This prompts a battle.
Defend – The unit will assume a defensive posture upon arrival. If the enemy is present, the unit will not attack. It will defend if attacked.
March – A unit will continue marching through a node. If the enemy is present, a battle may result.

9.2.3.2 Stationary orders
Encamp – A unit without orders will encamp.
Entrench – A unit with orders to entrench will spend the next turn positioning on the best available ground. The commander in the node will designate this on a map. There will be a reasonable limit on the deployment area.

Example: General Georgia wishes to hold a node from the advancing Father General. He has two turns before the Father General Arrives. He orders the following:

Turn 1

Node A
1st Brigade
2nd Brigade
Battery A
Node B
Entrench

Meanwhile, Father General orders:
Node D
1st Division
Node C
March

General Georgia arrives in node B and stops while Father General arrives in node C and keeps moving.

Turn 2

General Georgia
Node B
All units
Entrench

Father General
Node C
1st Division
Node B
March

Now, the Father General has stumbled into General Georgia.

General Georgia will be given the assigned battle map and his units will be positioned on or near a location of his choosing. He will be informed of the Father General’s route of approach. Father General will not be permitted to set up. His forces will be places on a road with orders to move down it until contact with the enemy. At that point, both sides may fight as desired.

9.2.4 Rail movement – Each side will have allotted a certain rail capacity. Both sides may move a unit by rail, any distance between connected points, (friendly node to friendly node only) on a given turn. This capacity will increase with each turn that it is unused to a maximum of 5 units for each side.

9.2.4.1 Busted tracks – A severed rail line is that which has been destroyed by the enemy. To destroy a rail line, a unit must spend one turn on a node with the commander specifying “destroy” in addition to the standard orders. All rail movement must stop at this node.

9.4.2.1 Repair –Tracks may be repaired by any side. To do so, a commander must spend a turn on the space and specify “repair” instead of destroy.

9.4.3 No unit may rail through an enemy occupied node. Movement will stop and a battle will ensue.

9.3 Battle Victory

9.3.1 Battle victory will be based on score.

9.3.2 A victorious commander may immediately issue new orders to his units. This will take effect next turn. Example, a victorious commander may pursue the enemy by specifying a new node and attack.

9.3.3 A defeated commander must retreat. He must attempt to retreat in the general direction of his supply lines and along friendly lines of communication, although he will retreat along any exit point to which he, the commander, routs. While this can be gamed and abused, we will trust you will refrain from doing so deliberately.

9.3.3.1 A commander who is somehow compelled to retreat behind enemy lines will be out of supply. He loses his supply train which is awarded to the victor.

9.3.3.2 A unit may retreat towards another enemy unit for a variety of reasons. This may result in more combat.

9.4 Effects of being out of supply (OOS) – An OOS unit receives no new supplies, reinforcements, and does not recover any casualties. A 10 percent per turn morale penalty is imposed down to 70 percent morale. Fatigue is likewise reduced per turn down to 70 percent. The unit will be said to be foraging.

9.5 Surrender – A unit may surrender if its commander elects to do so. Using in-game chat (x key) the commander will send a message to all players “SOS”. Both commanders should screencap this and end the battle. The surrendered unit will be out of play for the campaign unless exchanged or paroled by mutual consent of the corps commanders.

9.5.1 An automatic surrender will occur of a unit is beset by more than 3-1 odds as determined by the number of effectives in opposing commands and that unit cannot retreat.

9.5.2 Otherwise, the unit will retreat as per rule 9.3.3.

9.6 Reinforcements -- Each corps commander will have three "reinforcement cards" to play. At any time during the campaign, they may call for reinforcement. Units will receive replacements as per Hays' OOB editor reinforcement feature. Use this wisely...


Last edited by Father General on Tue Oct 02, 2012 5:54 am; edited 4 times in total (Reason for editing : *I'd like to think these rules are perfect...)
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Father General

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