CVW Command Point Cost Table

updated 190422


ACTIVITY
COST
NOTES
Move 1 SP
1
May use Discretionary CP or one from SP’s theater location. An SP may only move once per pulse, although it may be activated more than once per pulse.
Move 1 NSP
1
May use Discretionary or Naval CP only. A NSP may be activated only once per pulse. When a Union naval transport moves a SP, there is no cost to activate the SP, the NSP activation cost is includes the SP activation in the hex.
Move Leader
1
May use Discretionary CP or one from the Leader’s theaters location. The leader may then move up to 12 Movement Points by himself, and along rail lines for free. The leader must end his movement in a hex containing a friendly SP or depot. He may not end in a hex by himself or in a hex containing only leaders. Like a SP, a leader can move only once per Pulse, although it may be part of a force that is activated more than once per Pulse.
Use Leader to move SP's/NSP's
Leader's Initiative Rating
May use Discretionary CP's or CP's from the theatre location. However, naval leaders may be activated only with Discretionary or Naval CPs. The leader may then move SP;s or NSP's that begin the Pulse stacked with the leader. He cannot "pick up" the SP's or the NSP's as he moves. The leader must move with the SP's/NSP's for the duration of the movement. However, SP's/NSP's may be dropped off as the leader moves the force.
Pick Leader
0
Entering a leader as reinforcement never cost Command Points. If the reinforcement leader enters due to winning the Initiative dice roll; there is no cost in Initiative Dice Difference. If entering during the pulse, there is a cost of one Initiative Dice Difference.
Remove Leader
2
Only a *** star leader in command of an Army can be removed. When removed, the leader may be moved to another map location (at no additional cost); removed and placed in the Removed Leader Box, or demoted. Only a leader with a ** rank counter available may be demoted. When demoted, this three star counter is placed in the Removed Leader box and his ** counter is placed on the map.
Build Army
2
May be built in a hex that is in supply and contains either a *** or **** leader and at least one SP. The hex cannot contain a Demoralized force. May use either Discretionary or theater command points.
Build Depot
2
May be built in a supplied or unsupplied city or stockade hex controlled by the player. A maximum of one depot may occupy a hex. My use either Discretionary or theater command Points.
Build Fort
3
May be built in a supplied hex that is in supply and contains a SP. A maximum of one fort may occupy a hex. May not be built in a hex containing a map printed fortress symbol. May use Discretionary Command or theater Command Points.
Build Fortress
3
May be built in a supplied VP city hex that is in supply, contains a SP and a fort. A maximum of one fort may occupy a hex. May not be built in a hex containing a map printed fortress symbol. May use Discretionary Command or theater Command Points.
Enter CSA NSP
2
Each NSP costs 2 Discretionary to enter. If not entered, the NSP's remain on the Game-Turn Track and may be entered later.
Enter USA NSP
2
The Union player spends 2 Discretionary or Naval Commands to enter all of the NSP in the Naval Pool (they are not paid for individually). NSP's remain in the Naval Pool until they are entered.
Enter SP
0
Entering a SP as reinforcement never cost Commands. If the SP enters due to winning the initiative die roll, there is no cost in Initiative Die Difference. If entered during a pulse, there is a cost of one point of Initiative Dice Difference.
Recovery from Demoralization
Leader's Initiative Rating
A force that is in supply and stacked with a ground leader can be rallied by expending that leader’s Initiative Rating in Discretionary or theater Command Points. If there is more than one leader in a hex, use the value of the highest ranked, most senior leader.
Combined Land/Naval Attack
Both Leader’s Initiative Rating
To make a combined land/naval attack, both forces must occupy the same hex/hexside. Commands must be spent to activate each of the leaders, using Discretionary or Naval Commands for the naval leader and Discretionary or theater Commands for the ground leader.
FAR WEST ADDITIONAL COMMANDS
Move Tribal Indian
1
May use either Discretionary or Far West Command Point.
Change Tribal Indian Allegiance
1
A player may spend either Discretionary or Far West Command to attempt to gain control of an enemy Tribal Indian. He spends a Command and rolls a die. On a roll of 1 through 4, there is not effect. On a roll of 5 or 6, the Tribal counter changes allegiance. A player may make only one attempt per Pulse for a given Indian counter.
Move Texas Ranger
1
May use Discretionary or Far West Command Point.
Move Civilized Indian
1
May use Discretionary or Far West Command Point.
Enter Reinforcement
1
All Far West counter types enter the game at a cost of one Far West or Discretionary Command Points each.
Important: Regardless of type, each Command Point spent uses up on Point of the Dice Difference for the player spend the Command.