ACW 1862 Rules

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ACW 1862 Rules

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1.) Start date is February 16th, 1862. Ft Donelson has fallen today, and the Cumberland River is now open to Union Control.

2.) This game is turn based. One turn equals one month. Players will be given atleast 72 hours per turn to get any orders in for that month. Some months you may do nothing except wait in camp. Some months you may give orders that change the course of the entire war. Time will slow down during active campaigning, and speed up during slowdowns.

3.) Player Roles. One player from each team with be the President, in overall command of the team, its objectives/goals, spending and recruitment, and legislation if necessary.

Other players will be the commanding officers of the field armies and garrisons of their respective teams.

4.) Orders of Battle.
Every player who commands troops in some form must maintain an order of battle. The starting OOB is provided to each team for each available command. You must repost your order of battle in your own thread, which you will use to both keep a record of your forces, but also give orders in new posts. At the top, you must maintain a summary of troops in the following format: 10,000 Infantry / 100 Cavalry / 450 Guns

5.)Orders.

Each player will provide orders to the men under their command. Orders should outline very clearly what you wish to achieve.

- Where you are going.

- How you are getting there. What roads or paths you will be using. You are encouraged to split your forces into smaller groups when travelling and utilize multiple roads. A single army moving over a single dirt trail will be slow, vulnerable, and risk being intercepted and destroyed by even much smaller organized forces. You will often see reports of famous battles in the Civil War in which not all of an army was engaged. This is because armies did not teleport. They were dozens of elements which had to all converge on one location in order to pull off a concentration.

- Why you are going there. When you get there, what is your objective?

- What will you do if things do not go to plan? "Take the road to Westville" is not as good an order as "Scout the road to westville, if enemies are found, take the alternative route north and then cut west". Are you prepared? Have you scouted the approach? Do you have a vanguard? A Rearguard?

6.)Organization


Your troops are organized into the smallest units that we will allow. You cannot break them down further. You may be given a regiment of infantry and a Company of riflemen. This does not mean you can break your regiments down into companies. They must stay how they are given.

Regiments come with statistics and weapons info. See the below example.

6th Va. -- 570 men, 1842 Smoothbores 4/8/5

This is the 6th Virginia Infantry, they are 570 men strong, they use 1842 Smootbores and their Experience is 4/10, Morale 8/10, and leadership 5/10. These stats are useful for gauging how well these troops will do in battle, both from a player and admin view.

Regiments cannot be split into smaller units.

Any regiment labelled "Garrison Regiment" Cannot be moved out of the garrison unless one of the following two are the reason: 1.) you are abandoning those positions. This means spiking or withdrawing your fortress guns, exploding or withdrawing the powder magazine, and evacuating. 2.) You are redistributing from one garrison to another to respond to real or potential threats. In this scenario, your Garrison Regiments must be sent to another Garrison. Your men from these garrisons can carry out only very simple and limited missions outside of the fortress walls within a very limited distance from their duty station.

The same rules of movement apply to fortress artillery. It stays where it is, except in the scenarios identified.

7.) Supply and Logistics

Supply and Logistics dictated every facet of the Civil War. Supply comes from Sea, River, Rail, and Road. You may request a report on your current situation. You should not make any move without considering.

a.) Where is my supply coming from?
b.) Will my supply be able to get to where I wish to go?
c.) How vulnerable is my supply

It is possible to win stunning victories, but be forced to withdraw from the area regardless, due to absence of supply or lack of ordnance. Winning ten battles in a row and then having your troops surrounded, cut off from supply, and destroyed is still a failure and a defeat, no matter how brilliant your previous ten battles were.

8.) Recruitment and Armament.


Presidents will be responsible for purchasing armament.

You cannot purchase troops, you will be given new troops based on what the admins feel is appropriate, considering a number of factors. Troops will not come with weapons. You must arm them yourself. *If you have spare artillery, You can form artillery batteries with men from regular regiments. 20 men per gun as a rule of thumb. Starting stats 1/9/1 even if the men come from an experienced regiment

Teams will be allotted Industrial Points (IP) which can be spent to purchase new equipment. This will come Quarterly. Delivery of goods will vary, especially if the order must be shipped in from overseas. Expect 2 months for Domestic, and 3 months for Foreign.

The CSA will have a portion of their IP derived from Cotton Sales to foreign buyers. The CSA is encouraged to build ships to help break the blockade or run the blockade. The Union is encouraged to build and station ships to prevent this from happening.

Industrial Points Required for Manufacture or Purchase of Assorted Weaponry

ADMINISTRATIVE, LOGISTICAL

Available to Both Sides
Supply Depot = 20



United States Exclusively
1,000 Model 1842 Springfield Smoothbore = 4
1,000 Model 1861 Springfield rifle-muskets = 7
1,000 Model 1855 Colt revolving rifle = 9
1,000 Maynard, Burnside, or Smith carbine = 12
1,000 Model 1860 Spencer repeating rifles, or Carbine = 15 (limited quantities available)
1,000 Henry Rifle = 18 (limited quantities available)


Confederate States Exclusively

1,000 C.S. Richmond rifle-muskets = 7
1,000 LeMat revolvers = 9*


Available to Both Sides

1,000 Early Pistols (Revolvers) = 4
1,000 Sharps rifle or carbine = 11
1,000 Colt 1860 or Remington 1858 revolvers = 7
1,000 Whitworth rifle-muskets = 13*
1,000 P/53 Enfield rifle-muskets = 6*
1,000 P/51 Enfield carbines = 6*
1,000 1854 Lorenz rifle-muskets = 5*
1,000 Belgian or French tige rifles = 4*
1,000 Belgian, French, Italian smoothbore conversions = 2*
1,000 Muzzleloading Musketoons/carbines = 6

*Must be run through the blockade. May be limits on quantities available per turn. Prices may change.



ARTILLERY

(Note that, unlike infantry, artillery crews are provided for free with purchase of the guns!)

United States Exclusively
Six 3-inch Ordnance rifles = 14
Three 4.5-inch Siege rifles = 14
Six 6-pound Wiard rifles = 10
Six 12-pound Wiard rifles = 14
Six Agar guns = 9
Six Requa guns = 6
One XI-Inch Dahlgren Gun = 7
One 300pdr Parrott rifle = 10

Confederate States Exclusively
Three 6.4-inch Brooke rifles = 15
Three 7-inch Brooke rifles = 16
Six 2.9-inch (12pdr) Blakely rifles = 11*
Six 3.5-inch (16pdr) Blakely rifles = 14*
Six 4.5-inch (20pdr) Blakely rifles = 16*
Three 6.4-inch (100pdr) Blakely rifles = 18*
One 7.5-inch (150pdr) Blakely rifle = 7*
One 9-inch (250pdr) Blakely rifle = 8*
One 11-inch (450pdr) Blakely rifle = 10*
One 12.75-inch (650pdr) Blakely rifle = 12*
Three 2.75-inch Whitworth breech-loaders = 14*
One 70-pound Armstrong rifle = 6*
One 150-pound Armstrong = 7*
One 300-pound Armstrong = 9*

Available to Both Sides
Six M1842 six-pounders = 10
Six M1857 Napoleons = 12
Six 12-pound howitzers = 8
Six 24-pound howitzers = 12
Six 10-pound Parrott rifles = 13
Six 20-pound Parrott rifles = 16
Three 30-pound Parrott rifles = 14
Three 60-pound Parrott rifles = 16
One 100-pound Parrott rifle = 6
One 200-pound Parrott rifle = 8
Six 32-pound garrison smoothbores = 14
Six 42-pound garrison smoothbores = 16
Three 8-inch Columbiads = 10
Three 10-inch Columbiads = 12
Three 12-inch Columbiads = 14
Three 9-inch Dahlgrens = 14
Six 24-pound mortars = 7
Six Model 1861 8-inch mortars = 8
Six Model 1861 10-inch mortars = 9
Six Model 1861 13-inch mortars = 12

*Must be run through the blockade. May be limits on quantities available per turn. Prices may change.


SHIPS, IRONCLADS, SUBMARINES, AND... INFERNAL DEVICES


Union Exclusively
Ironclad Frigate, iron hull, New Ironsides type, (screw or paddle, specify) = 150
Steam Frigate, 40 guns (Screw or Paddle, specify) = 100
Ironclad Screw Steamer, Galena type = 90
Steam Sloop, 22 guns (screw or paddle) = 55
Sail Sloop, 20 guns = 40
Turreted Ironclad Monitor, 2 guns, screw = 75
Two-turret Ironclad Monitor, 4 guns, screw = 95
Bomb ketch, 2 mortars, screw or paddle = 35
Steam gunboat, Unadilla-type = 20
Cairo-type river ironclad gunboat, paddle = 65
Single Turret river ironclad (Ozark or Neosho class) = 65
Double Turret river ironclad (Milwaukee class) = 75

Confederate Exclusively
Steam Sloop "Alabama Type", 8 guns, screw = 40*
Ironclad Ram Frigate, heavy rifled guns, screw = 120*
Ironclad conversion, existing hull, ~10 guns, screw = 45
Ironclad, Tennessee type, ~6 rifled guns, screw = 65
Ironclad, Richmond type, ~4 rifled guns, 2 Smoothbore, screw = 60
Ironclad River Ram Gunboat, 2 to 6 guns, Paddle or Screw = 35
David-type torpedo boat = 25
Thirty torpedo-mines = 5
Hunley-type submarine = 10
"Cottonclad" River Gunboat, 2 to 6 guns, Conversion, Paddle = 25
Schooner Rigged, Iron Hulled, Blockade Runner = 30*


Available to Both Sides
Mortar raft, 1 mortar = 5
Unarmored River Gunboat, 6 guns, Conversion, Paddle = 25
Unarmored River Gunboat, 14 guns, Paddle = 30
Converted Coastal Steam Gunboat, variable # of guns = 10
Converted Coastal Sailing Barque, 6 guns = 10

Small Arms List and Firepower

Assorted Musketry -- A ragtag collection of guns, most were at one point in military service. Few soldiers still even have the bayonet for their weapon. Firepower against M1861 Springfields = 30%

M1819 Hall rifles, Ferguson rifles, etc -- very old and in bad repair. Unreliable. Firepower against M1861 Springfields = 35% to 50%

M1796, M1816, M1822, etc., flintlocks
-- While older and not rifled, these are of uniform caliber and type and all come with a bayonet. Firepower against M1861 Springfields = 35%

M1816, M1822, M1835, M1840 conversions -- Old flintlocks which were converted to percussion. Firepower against M1861 Springfields = 45% to 50%


STANDARD ARMS -- GENERALLY USEFUL

M1842 Smoothbore -- The last U.S. Army smoothbore, most are getting old but many are relatively new, manufactured as late as the mid-1850s, and they are most effective at close ranges with buck and ball. Firepower against M1861 Springfields = 45% to 55%

1859, 1854, or 1846 Tige rifles -- European Rifles which utilize a primitive system to deform the bullet by smacking it against a steel pillar. Harder to load and quick to foul, these weapons are quite accurate but lose effectiveness in long battles. Firepower against M1861 Springfields = 50% to 80%

M1854 Lorenz rifle -- The Lorenz is an inconsistent weapon that is only as good as the gunsmith who created it. The finest examples are created for the Austrian Army in state arsenals. Few of these weapons that will end up in America are actually made by Austrian State Armories. The examples which are typically sold to the Federals and Confederates are made by independent gunsmiths. The items Firepower against M1861 Springfields = 80% to 90%

M1855 Rifle-Musket -- A modern rifle utilizing the Maynard Tape Primer. The Maynard Tapes proved to be delicate and were phased out of new production shortly after introduction. Firepower against M1861 Springfields = 90% to 105%

P/1853 Enfield rifle-musket -- Broadly similar to the 1861 Springfield in experienced hands. Imported from Britain. Firepower against M1861 Springfields = 90 to 100%.

M1861 Springfield -- A simplification of the M1855 rifle, it did away with the Maynard primer and had a few other minor changes that made it easier to produce in vast numbers. Simple, accurate, reliable, and trusted, it was easily the most-used rifle of the war.

C.S. Richmond rifle -- Virtually identical to the M1861 Springfield, made on captured Union machinery. Some captured specimens, in fact, were considered to be better-made than the Springfield. Firepower against M1861 Springfields = 100%


NEWFANGLED STUFF

M1859 Sharps rifle (or carbine) -- Extremely accurate, and easily loaded when prone. Firepower against M1861 Springfields = 140%

M1855 Colt revolving rifle -- This gun was essentially a .58-caliber Colt revolver, with a buttstock and long rifle barrel. It could get off five shots in as many seconds -- awesome firepower for the 1860s -- but was difficult and clumsy to reload. This prevented its use by cavalry. Firepower against M1861 Springfields = 150%

Maynard carbine -
- A carbine utilizing the Maynard Tape Primer. Fast to fire and load. Can be utilized by Cavalry Firepower against M1861 Springfields = 150%

Smith carbine -- A breechloading carbine that used a paper cartridge and common percussion cap.. Great for cavalry. Firepower against M1861 Springfields = 150%

Burnside carbine -- A quick to load and fire carbine. Widely used by both infantry and cavalry. It saw widespread use during the war. Firepower against M1861 Springfields = 150%

Spencer rifle and carbine -- Magazine fed rifle. Quick to load and fire. In short durations, almost nothing can match the output of the Spencer. Over long durations, soldiers would run out of ammunition. Supply chains in the civil war could not cope with an army infantry armed with these. Firepower against M1861 Springfields = 210%

Whitworth rifle -- This gun closely resembled the P.53 Enfield but was actually a .45 caliber with a very special type of rifling . These guns are extremely accurate over long ranges but not suitable for line use as they fouled quickly under combat conditions
Last edited by admin on Sun Jul 05, 2020 11:35 am, edited 10 times in total.
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Re: ACW 1862 Rules

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Writing Orders and General Info To Keep In Mind

Glossary of Terms:

ROADS - There are two types of roads - major and secondary. Major roads are well laid and generally hard surfaced. They always cross water at a bridge. Secondary roads are usually dirt and typically cross water at fords.
PARALLEL ROADS- These are roads which are separate and distinct, but go to the same general destination. It is quicker to send two divisions down Parallel roads than it is to try to fit two divisions down a single road.
MAJOR RIVERS - These are generally impassable without long delays except at fords and bridges.
MINOR RIVERS - These are generally difficult to cross other than at fords.
MOUNTAINS - These are areas of extremely rough or impassable terrain.
FOOTHILLS - These are very hilly areas which would be very difficult to cross when not on a road.
WILDERNESS - Heavily wooded areas that have not been developed. Difficult to move through, easy to hide in.
PASSES - These are the roads that cross mountain areas.

Organization of forces
Armies are divided into corps, divisions, and brigades. Additionally, while not represented by in game unit will have supply trains (food, ammunition, ambulances) that need to accompany it on marches. Brigades and smaller units operating independently can generally live off the countryside for food, but repeated skirmishes will reduce ammunition supplies, and lack of a hospital attachment will harm overall casualty numbers.

Subordinates
Each military unit, and the sub commands within it, has an officer in charge. These officers may have personalities of their own which develop according to historical and in-game actions which have or will occur. If any of these subordinates performs in an unsatisfactory fashion they may be removed from their position. The next ranking officer will be promoted to fill their position, or you may select another officer for the position. Subordinates will attempt to carry out their orders. If they are cut off from communication, meet a situation that requires an immediate response, or cannot carry out their orders, they will act on their own initiative. The more chains in the link away from your direct command a subordinate is, the less control you have over his individual actions.

Movement

The ability to move is based on the type of terrain moved through, formation, weather, supply state, traffic, orders, and the ability of the commander of the unit.


Terrain

Roads - two types
Major Roads - Hard Surfaced and graded.
Secondary Roads - Considered soft surfaced for foot movement

Cross Country
Clear - Farm land and small lanes
Wilderness - some paths, but easy to get lost
Foothills - rugged, difficult terrain
Mountains - Impassible.

Fords
Most secondary roads cross water at fords.

Move Distances

Miles per day on Roads
Infantry - Normal March = 16; Cautious March = 12; Forced March = 20
Cavalry - Normal March = 24; Cautious March = 16; Forced March = 32

Miles per day Cross Country
Infantry - Normal March = 8; Cautious March = 4; Forced March = 12
Cavalry - Normal March = 12; Cautious March = 8; Forced March = 16
Cavalry Scout/Screen = 12

When available railroad trains take about a day to load a unit, about a day to unload a unit, and move at a rate of about 80 miles a day. Infantry may load anywhere on a rail line, but everything else must load or unload in a town, city or rail junction. It may take some time to gather sufficient railroad trains to begin rail movement. A similar procedure is available to the Union with sea transport.

Movement may be delayed due to:

Using secondary roads
Traffic jams
Crossing fords or rivers
Being tired
Bad weather
Poor commanders
Out of supply
Luck

Movement may be increased due to:

Losing a battle
Imperative orders
Clear and present danger
Luck


Forming a unit for battle takes time. You cannot march directly to your battlefield and immediately form. Consider this when picking destinations and making your orders.

Tactical Battle considerations

Positioning
An Army marches with a Vanguard in front, and a Rearguard in the back. The player has the option of assigning specific units to either. If you encounter the enemy unexpectedly, this potentially could be a factor in how the opening stages of the battle are played out.

Coming into contact
When units on opposing sides try to occupy the same space there will be contact. This may lead to a tactical battle. Contact can result from formed units advancing on each other, marching units bumping into each other or a variety of other circumstances. If a player is with a contacting force he or she may make the decision as to initiate a tactical battle or not. If a subordinate is in command he will decided on an appropriate response. If a tactical battle develops other units may or may not respond to it. If ordered to form for battle, about one hour is necessary for each brigade in the unit.

Size of units/Straggling
Units may be reduced in size due to previous casualties or straggling. Straggling is defined as deserters who leave the army prior to battle or otherwise refuse to participate in combat. Stragglers are not necessarily permanently gone and can be brought back into the army. Each regiment or battery that has forced marched, marched in hot weather, or marched while tired will be subject to straggling. The longer a unit has marched under adverse conditions the greater will be its straggling. Losses due to straggling will be determined "In General" prior to a battle, and "In Detail" after a battle.


Fatigue

Units will suffer fatigue if they are ordered to march for a number of days in a row. Although it will vary by unit, more than six days of continuous cautious or normal marching, or more than two days of forced marching will cause problems for the unit beyond those normally suffered. A battle is considered a day of forced marching. Units can recover from fatigue by spending a day in camp. High fatigue is the number one cause of straggling.


Scouting

Cavalry are the primary means in which an army scouts its surroundings. Screens are the method in which an army prevents enemies from scouting its true numbers or positions. Pickets are stationary camps setup by infantry or cavalry in order to look out for enemy soldiers/scouts and report back info to the army.

Information
You will constantly be receiving information of varying quality from a variety of sources. Info from civilians, especially in unfriendly territory, may not be wholly reliable. The only information that you have any control over will come from your own units.
Hostus Lucretius Tricipitinus
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Re: ACW 1862 Rules

Post by Hostus Lucretius Tricipitinus »

Unit Reinforcements:

We are adding a new mechanic where you can send extremely small regiments (caused due to battle) to the rear to recruit more men, refit, retrain and return to the front. This is a multi-week or month process. The admins will use a mathematical formula to determine end unit stats after getting reinforced.

Example:

Sending back the 2nd Alabama, 100 men, 7/8/7, could see 400 new men added to the regiment over time. When ready, they would return at 3/8/3. Better than just mustered in troops, but notice that increasing the regimental size by 5 times dilutes the stats significantly. Something to think about.

To enact this, you just need to inform the admins in your orders thread - indicating what regiments are being sent back and an ideal number of men recruited for these regiments (does not guarantee you get that many). I will keep track from there.
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Re: ACW 1862 Rules

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