Attributed to: "Gary S. Moody"
<gsmoody@empire.net>
Additional Optional Rules for
VG's The Civil War 1861 to 1865
Page 7L CSA Commerce Raider
Phase: Minor Commerce Raiders
Historical Inspiration: The Confederates had considerably more
commerce raiders then the game presents. Early in the war the Union Navy was
subject to severe public abuse for their failure to counter these early
privateers and had their naval policy directly effected by the need to respond.
·
Starting Game Turn 2 the Confederate Player has one minor commerce
raider counter placed in the At Sea Box. This marker represents 3 minor
commerce raider points. (A 3 SP marker at the start will do). Reduce the SP
marker by 1 if the Union controls hex 5613. Reduce the SP marker by 1 if the
·
The Union Player commits 0, 1 or 2 Naval, (and/or Discretionary), CPs
to modify the raider roll per the usual procedure. These same points count
separately against regular Commerce Raiders as well.
·
The Confederate Player makes single Raider roll of 2 dice. Do not modify this roll for Naval CP
commitment the way regular rolls are modified.
Use the procedure below instead to determine the number of ships sunk.
·
The Confederate Player sinks 1/3 of the number rolled for each point of
Minor Commerce raider he has in the box. However, each Union Naval CP negates 1
Minor Commerce Raider point for the turn it was spent in. Round losses down for fractions.
Page 7R
Blockade Effects Phase: Blockade Patrol Squadron Coaling Stations
Historical Inspiration: The ability of the
·
When calculating the Confederate Port Capacity for turn ignore Ports
along the Atlantic Coast that are closed only because of Union control of
another hex, as listed in the port control box on the map, unless the Union has
a depot in a Atlantic Coast hex per the requirements listed under Minor
Commerce Raiders. (Exception is
·
Depot is not in place per the Minor Commerce Raider rule.
Page 10R
Command Point Types: The Army's Boats
Historical Inspiration: The initial river forces assembled by the
·
To reflect this conflicting command problem, during turns 1 through 3
at least one of the points spent to move Union river forces in the Western or
Trans-Miss Theaters must come from the theater's CPs. Since river NSPs are
placed along hexsides, in cases where the NSP(s) are adjacent to both theaters the
CP can come from either side. (The ocean aspect is handled later on by
requiring an army officer be a part of any amphibious landing operation).
Page 11R Army Leader Removal: Leader Removal Restrictions:
Historical Inspiration: Generals got commands early on for various
reasons, often ones connected with who they knew or for past
accomplishments. Once in place it was
often hard to get rid of them.
·
An army commander cannot be removed unless he lost his last battle
while in command of the army, (lost meaning his army failed to remain in the
hex at the conclusion of combat). Or he may be removed if his army did not move
at all in the previous Game Turn. (Reactions and Retreats do not count as
movement for this rule.
Page 12R Leader Effects on Rally; Rally of forces while out of
supply:
Rule Problem Being Addressed: The standard way to get around rally while
out of supply is building a depot. In effect this makes all leaders Initiative
rating 2 for rally purposes. In addition the Army is now in supply for its next
move and combat. A later rule limits
creating depots to situations where they are only created in supplied hexes as
part of an extending and functional supply chain.
·
An Army can be rallied when out of supply by spending CPs equal to the
Army Commander's Initiative rating plus 1.
And as the troops are considered to be foraging for supply at this time
this action counts as movement for the pulse.
Page 12R Army Leader Loss and Page 13R Stacking
Limit; Garrisons and Lesser Armies:
Historical Inspiration: There were several other Armies created during
the war that are not represented in the game.
When of sufficient size these were commands of prestige and required
generals be assigned to them just like the provided armies did.
·
The most SPs that can garrison a hex without a leader present are 3
SP. Add one to this limit for a city
hex, one for the presence of a depot, one for the presence of a fort, two for
the addition of a fortress. Thus 7 SP is
the maximum that can garrison a hex without a leader present. In hexes that
contain neither a city, depot, fort nor fortress their can never be a medium
sized force without a leader being present.
·
Once a leader is present in the hex the garrison size of the hex
increases by the number of SPs the general can normally command for movement.
Only the command capacity of the ranking leader in the hex can be used to
increase the garrison size. SPs in
Armies are never counted against the garrison capacity of the hex.
·
If a hex contains more SPs then allowed by the above listing because of
leader loss, or depot removal then it is treated exactly like an army whose
commander has been eliminated. With the
following exceptions:
·
The player does not need to bring a 3* general to command the forces in
the hex unless there are 5 or 6 SPs over and above the non leader garrison
capacity of the hex that are causing the need for a leader. Likewise a 2* does
not need to be sent if a 1* general can fulfill the command requirements. Generals outside of armies cannot be moved to
the hex if a general of sufficient command capacity is available who is not in
an army. A general cannot be pulled from a hex if his withdrawal would create a
condition of insufficient command in the hex.
If no leader is available who can put the hex under proper command then
the hex can be left unattended until a leader becomes available from later
arrivals, promotions or force reductions in other
·
hexes. No new SPs can be entered
into the hex unless proper command requirements per this optional rule can be met.
Page 13R
Leaders and Ground Movement & Page 14L SP Movement Limits: Adjustment to Movement of
Strength Points:
Historical Inspiration: There was a difference between 2* and 3
ranks. Also there are times when a force
was spread out to accomplish a specific mission and then pulled together for a
new mission. In the standard rules gathering in SPs is overly expensive in
terms of CPs required.
·
2 * generals can only control up 2 4 SPs at a time.
·
A general can spend his Initiative Rating in CPs to assemble any SPs
within 4 MPs of his location. To be moved by this method a SP must be in a hex
without a leader, be able to reach the assembly hex following normal movement
requirements and restrictions, and not be within 4 MPs of another leader who
outranks the leader making the recall. This action counts as movement in the
pulse for all SPs that move to the hex and all SPs already in the leader's hex.
Page 14R Cavalry Leaders:
Redefined Cavalry Leader Ability:
Calvary Leaders can be more easily
abused then other leaders under certain conditions. And were historically often
infantry officers as well.
·
A cavalry leader is considered as a regular 2* leader. Under such
conditions the cavalry abilities of the leader are lost.
·
A cavalry leader cannot leave a hex containing only 1 SP unless there
is an non-cavalry leader present in the hex already.
Page 15L
Rail Movement: Using converted rail in enemy territory
Historical Inspiration: Keeping a rail line operating in enemy
territory was a difficult task.
·
A rail line hex in enemy territory can only be used for rail movement
if the hex is occupied by or adjacent to at least 1 friendly SP. An enemy SP
moving without a leader cannot convert such protected hexes back to their
original control.