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Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

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Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  WJPalmer on Mon Apr 01, 2013 3:46 pm


Players new to HITS MEETS GCM should carefully read “HITS/GCM Game Basics” http://forum.kriegsspiel.org.uk/t585-hits-gcm-game-basics#5107

“Collision at Greeneville” HITS/GCM Game 12
Game Day & Time: Saturday, April 6; 19:00 GMT
Note the time change (Daylight Saving Time has arrived)
Sign-Up: http://doodle.com/2bq3q7rcv2vmat8w
New Players: Always Welcome!
Location: GCM TeamSpeak site (HITS sub-channel) see http://www.sowmp.com/gcm/home/teamspeak

Download a Battlefield Map: https://www.dropbox.com/s/k5bqnk4xni7imtp/HG12%20Antique%20Map.pdf

Overview
With Union forces under General Bull Nelson checked at Cumberland Gap, the way is now open for Jubal Early’s Confederates to make life inconvenient for Ambrose Burnside. General Burnside, whose Army of the Ohio is moving on Knoxville, Tennessee to rally loyal Unionists and take control of rail lines that connect east and west, now must deal with challenge to his eastern flank. He has sent additional force to make good Nelson’s losses together with stern instructions that the newly confident Rebels are to be stopped. Early, for his part, is determined to capitalize on his Cumberland Gap victory. His goal is to meet and again defeat the Federal blocking force and thereby compel Burnside to abandon his drive to control Knoxville.

This battle will be a meeting engagement between roughly comparable forces. Victory will go to the side that controls Greeneville, TN lying midway between Cumberland Gap and Knoxville.

In the HITS/GCM game series the goal is to simulate the challenges of Civil War division and brigade command by combining traditional HITS play with the enhancements and unique maps of Garnier’s Campaign Mod system. Adding to the command challenge are real-world limitations that place significant responsibility for executing players’ orders in the hands of the AI’s computer-controlled subordinates – who bring varying degrees of ability! (see “Restrictions on TC’ing brigades and regiments” below). To further enhance the player experience, participants are asked to be aware of their own position in the game’s OOB, and act accordingly when responding to “orders,” requests and other communication from the Army CinC, corps commanders, and teammates. The in-game chain of command is set up to add realism, direction, and cohesion. Don’t be afraid to have fun role-playing with it!

What’s new in this Game?
The two sides will vie for control of the entrance to Cumberland Gap with, once again, smaller brigade-size commands. The contending armies will both bring guns and be roughly comparable in strength.

-All players are limited to brigade-size infantry commands (Veteran players will occupy division & corps positions as usual to maintain command cohesion);

-There will be the standard 10 minute Council of War period to begin the game. No movement is allowed during this time other than for commanders to order simple formation changes

*We will once again use GCM’s “Fog of War” mod that removes score and enemy casualty information from game displays until the “End Battle” screen. Players must start the game using the “Start Scourge of War with Fog of War” button in the GCM Launcher.

*In past games players have had a number of command choices. In this contest all players will command infantry brigades (exercised by some through division and corps leaders). Command of artillery pools may also be available depending on the preferences of Army CinC’s and player willingness to command just guns.

*In future games we expect to explore options to build in additional asymmetries in infantry numbers, guns, OOB structure, victory conditions, etc. to add variety and interest. To that end, please feel free to post your ideas on specific scenarios for the HG format.

Game Day Reminders
*All players must register on GCM ahead of time http://www.sowmp.com/gcm and run the GCM launcher the day of the game. Plan on joining GCM Teamspeak 15 minutes before game time.

*Regular HITS Players must be sure that the mods below are disabled before the game begins:
-CouriersAndMaps1-5
-SmallCouriersAndMaps

*Players may use most other mods and are encouraged to activate
-GCM Toolbar (or other favorite enhanced toolbar. Only 1 toolbar should be activated)
-Marching-Thru-Georgia’s “Just Couriers” mod for enhanced written courier order capabilities (see link under “Resources” below)

*To encourage those new to the HITS experience and accommodate any who wish to play only a brigade, players are asked to express command preferences in advance at http://doodle.com/2bq3q7rcv2vmat8w

*Restrictions on TC’ing brigades and regiments:
The HITS/GCM games impose limitations on players’ ability to take control (TC) their units that differs from standard HITS and GCM play
a) Players may give the full-range of written courier, command map, point & click, and button-rock commands to brigades, through AI-controlled brigade leaders, at any time. It is then up to computer-controlled subordinates to carry out those orders. Courier(s) will deliver all player-orders issued by any method;
b) Civil War division and corps commanders did occasionally step in to personally direct individual brigades and regiments. In this game, players may take direct control of (i.e., “TC”) and issue direct orders to any infantry brigade (through its leader) or individual regiment(s) within 50 yards. Once a player moves beyond 50 yards away, all TC’d brigade commanders and regiments must be returned to computer control. A unit that is TC’d may receive orders by any method. In other words, to take personal, direct control of a brigade or regiment, a player must be there, and remain close by. Unlike earlier games, it is possible for a player to have multiple leaders and regiments TC’d at the same time so long as he remains within 50 yards of each;
c) The only way a player may give direct orders to an individual regiment is when he is within 50 yards per “b” above. Beyond 50 yards, players may never send orders to a computer-controlled regiment. This direction must come through orders (typically written) given to a regiment’s brigade commander;
d) Batteries, individual guns, objective holders and supply wagons may be freely TC’d and moved by any method at any time;
e) Players at brigade-command level are subject to the same TC’ing limitations as divisions i.e., a brigade commander may only TC regiments within 50 yards and must return regiments to AI control once beyond 50 yards.

Resources:
-GCM Website: http://www.sowmp.com/gcm
-More on Kriegspiel HITS: http://forum.kriegsspiel.org.uk/f32-scourge-of-war
-More on HITS play in SoW: http://www.norbsoftdev.net/forum/hits-headquarters-in-the-saddle
-GCM TeamSpeak Channel (GCM Site): http://www.sowmp.com/gcm/home/teamspeak
-Blaugrana’s Tips on Setting Up TeamSpeak Whisper Channels: http://forum.kriegsspiel.org.uk/t270-teamspeak-whisper-keys
-More on sending couriers: See page 62 of the SoW Game Manual
-Marching Thru Georgia’s “Just Couriers” mod download (an enhanced set of written orders for courier delivery): https://www.dropbox.com/s/lhsoim0115jk89q/JustCouriers.zip
-More on the 1862 campaign to control the Cumberland Gap “The American Gibraltar” http://en.wikipedia.org/wiki/Battle_of_the_Cumberland_Gap_(June_1862)
-Listen to 2nd South Carolina String Band sing “Cumberland Gap”: http://www.youtube.com/watch?v=ZgntNdjwzUE

Will Jubal Early again defeat Bull Nelson and compel Burnside to give up his dream of capturing Knoxville? Control the destinies of the armies when you take command in HG12!
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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  mitra on Tue Apr 02, 2013 5:55 pm

19:00 GMT are now 20:00 London Time and 21:00 Rome time

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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  Blackstreet on Thu Apr 04, 2013 1:20 pm

mitra wrote:19:00 GMT are now 20:00 London Time and 21:00 Rome time

Yes, I don't think anywhere is on GMT any more - we are now BST, and it will be 20:00!

I'm hoping to bring a new fellow along - name of Malc. He's without internet until Saturday, so hopefully he'll be able to sign up and join, but I'm not certain yet. I've played a HITS game with him, and he enjoyed it and is looking forward to some more HITS action - HG12 should be just the ticket!

See you there (hopefully!)

Ollie
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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  WJPalmer on Fri Apr 05, 2013 11:33 pm

Sounds great. The more, the merrier!

BTW, I'd like to tag Mitra and Blackstreet to command in Saturday's HITS/GCM battle. Looking forward to another knock-down, drag-out fight!
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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  Martin on Sat Apr 06, 2013 7:07 pm

Just checking it's an 8 pm start for us Brits.

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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  WJPalmer on Sat Apr 06, 2013 7:20 pm

Martin wrote:Just checking it's an 8 pm start for us Brits.

It is. With this game I've begun including a "BST" reference in the Doodle sign-up.
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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  Blackstreet on Sun Apr 07, 2013 12:24 am

http://www.sowmp.com/gcm/battles/battle/15815

A very tough fight, and a very enjoyable game.

Sirs,

The Confederate forces under my command started out spread out from the centre-North, to the centre-east sides of the map. The initial plan was to converge upon Scott - a farm North of the objective - and then move South towards the objective.

As our forces begun to arrive at Scott, we could already see Yankees in the field around objective 2. I believed the enemy must be isolated, and ordered an immediate attack. Palmer went forward on the left, with Scott supporting his right. Meanwhile Hays came up on the right, and Martin on the far right. This initial attack pushed back the enemy rapidly.

The enemy appeared to be more prepared to defend the next objective (3). Palmer had been pushing the enemy right well, and Martin was in a good position to strike their left. Robinson brought up the artillery reserve in the centre.

Palmer had pushed the enemy right back hard, but our right was slower in coming up into action. I had Palmer hold off from developing his position further, while the rest of the army caught up.

As our right flank (Martin, Hays) started its attack, the enemy reinforced. The attack was checked, and eventually was reversed so that I had to order a defence on this side. At the same time Palmer on our left reported that his flank was being turned - I also ordered him to fall back as required. Both our flanks seemed in trouble, and I seriously believed it may all have been over at this point. However, and inspection of the centre revealed that we had not probed here sufficiently.

Ordering Scott to probe the centre, and then requesting that Robinson commit his infantry here, we discovered Soldier was dug in, but had already been engaged by Hays earlier. Soldier held on to the objective for as long as possible, and I was relying on our attack here to succeed. By good fortune I received an intercepted message from Soldier requesting support from Swinder who had been attacking Palmer on our left.

I advised Palmer on the left to prevent Swinder from moving to support Soldier. Riding over to the right I found Martin's division shattered, and Martin himself drinking heavily. But the enemy were starting to fall back, and Hays held his position in the woods well. As Robinson's infantry was pushing for the objective, I ordered Hays back onto the attack, and for Martin to support him where possible. Martin's drinking became more acute.

Palmer had managed to pursue the enemy right flank and stopped at the river. The rest of the army was in general advance onto objective 3, and facing elements of Scott, Robinson and Hays' divisions, Soldier finally fell back.

The advance continued towards objective 1. Scott was making a bid for the final objective as the clock struck noon.

Sirs, we have managed to drive a most stubborn and skilful enemy away from Greeneville. I await your further orders.

Your obedient servant,

Blackstreet
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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  Martin on Sun Apr 07, 2013 9:20 am

Sir

I must respectfully refute the inshinuation that I hit the bottle during yesterday’s action.

My brigade attacked in fine shtyle and was clearly about to win a shtarting victory when the d*mndest thing happened. Not one, but two, very large pink rabbits flanked our right.

I shteadied the boys, asked my medical officer for something to shteady me, and prosheeded to conduct possibly the finest fightin withdrawal in military hishtory.

I then rallied what was left of the boys a little to the rear, and brought them again into action. I do sweaar that when we reappeared on General Hays’ right, there was tears in his eyes.

Your obedient an mosht humble shervant

Thadeus P Grumble, BG CSA etc

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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  Blackstreet on Sun Apr 07, 2013 11:36 am

Laughing
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Re: Collision at Greeneville: HITS/GCM Game 12 Info and Sign Up

Post  WJPalmer on Sun Apr 07, 2013 1:13 pm

I don't recall the quartermaster's requisition of pink elephants?!? Very Happy
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