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This is a strategic game of the American Civil War. There are 2 national leaders, Lincoln and Davis, and generals who become army commanders. The leaders make assignments and give orders, but each subordinate general has the ability to create their own initiatives. Players earn experience points which can be used to obtain positions in future games. | ||
The game is divided into 'turns' of 1-2 months. Each turn consists of a Movement and a Battle Phase. Within these times both sides can give orders, and movement can take place. Command Levels there are 2 levels of command that a player can control - Army Commander, or President The President can give orders to any unit on his side. Army commanders give orders to their army and absorb or detach independent units. It costs the President to move troops, so the President is limited in the number of units he can command each month. Thus it's to his advantage to have player controlled unit commanders who can carry out orders independently. Presidents receive points when troops engage in battle or capture enemy cities, and expend points to give movement orders Three armies for each side are set up at the start, but the President can make adjustments at any time. Presidents may order individual units to move, but more effective coordination is achieved by sending unit assignments to commanders. Presidents have control over all commanders, and may assign or remove commanders. They can issue orders directly to troops, or may send operational messages for their commanders to carry out. This is useful for complex operations required coordination among several units or armies. President can set a recruiting bonus for any empty position Detached Units are controlled by the President. The President can treat armies as detached troops but the movement costs are increased At the end of each turn, the President can Recruit troops - a list of possible recruitment sites is shown, and you can add 1 unit from the replacement pool at any city.
Army commanders have control of several units that form an army. Orders may be received from higher levels, but it's up to the commander to see that they're carried out promptly and accurately. Army rating: Rating changes based on the strength of opponent Eliminate enemy army
After logging in, your options are shown. Units may move at the end of each movment phase. [In real time this will vary from 5 to 48 hrs for a particular game, set at the beginning of the game]. Movement is from one city to another. Each city is connected to others by road, railroad or river. Units encountering an enemy unit initiate combat Road travel - limited to 1 move per turn Railroad travel - can be 2 moves per turn if using friendly RR River travel Combat When opposing troops end in the same city a battle ensues. The defender fires first. Each defending unit fires once. Targets in basic game are determined randomly. If a unit is hit, it is reduced. If hit again it is eliminated. Then the attacker fires. DEFENSIVE modifiers: Crack troops receive a -1 adjustment in hit calculations Entrenched troops receive a -1 adjustment in hit calculations. Any units starting in the permanent entrenchments of Washington DC, Richmond, Vicksburg or Fort Monroe are entrenched. Otherwise the order to entrench can be given on any turn units do not move. If pinned, entrenching stops. After 5 rounds, there is a possibility of retreat. Otherwise another 'day' of battle occurs. This continues until one side retreats or is eliminated. [Armies outnumbered 3:1 or more must retreat unless they are in a fortress] After battle, each unit receives 'experience' and has a chance of being promoted from militia to veteran or veteran to crack. Each unit also receives a number of points which are given to their army commander and president.
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