Thomas Prowell - 01:58pm Oct 28, 1997 PST (#876 of 924) Playing: War for the Union (CoA), Omaha (The Gamers), Marengo (The Gamers) Somebody, some posts ago, asked for house rules for VG's The Civil War and I promised to deliver. Here they are. Most of these ideas appeared in Paper Wars #20 two years ago. There were some other variant ideas, including an extensive section on Untried Leaders, that were useful that I don't have the time or energy to repeat here, as they required extra counters. Leader Promotion This is NOT automatic after every battle. Instead, a one-star leader is only promoted on a casualty dice roll of 8 or higher. Two-star and three-star leaders are promoted on a 9 or higher. Confederate Leader Casualties In 1861 and 1862 (ie., through Game Turn 9), Confederate three-star leaders are threated as two-star leaders when checking for casulaties. That makes them more vulnerable, just like A.S. and J.E. Johnston. Banks and Butler To reflect their importance as military generals, add 5 VPs to the total Lincoln needs for re-election on Turn 17 for each of these bozos that does not command an army. (eg, if they're both playing Hearts in Boggy Depot, Lincoln needs 60. If Butler commands the Army of the James and Banks is in cold storage, Abe needs 55). McClellan Little Mac has a variable initiative rating. He is a 2 for rallying troops, a 3 on Union and Neutral soil, and a 4 on Confederate land. The Union player also loses 1 VP for every turn after 9 that Mac hasn't been removed, to reflect his opposition to Emancipation. Army Leader Removal The current rules doen't go far enough to recreate the personalities and politics that Lincoln and Davis faced. Here are some ideas. In order to remove a leader, certain conditions have to be met, but the CP cost is lessened to one. Union Conditions 4-rated leaders (Fremont and Halleck) may be removed at any time. Other army leaders must fight a demoralizing battle before they can be removed. More senior leaders can move in and take command without this condition being necessary. Confederate Conditions The CSA player may remove an army leader when he satisfies one of two conditions. 1) the Union player occupies a Southern city with a VP value of 3 or more that is adjacent to or was immediately held by the Confederate army, or 2) after the army is involved in a demoralizing battle, the player may roll for removal. Roll a d6, if you roll less than or equal to the number of DM battles that army leader has fought, you can dump him. Obviously, you'll have to record the number of DM battles fought be each leader. Confederate army leaders ignore seniority -- a leader does NOT lose his army when a more senior commander moves in. This recreates the situation JE Johnston was put in as "theater" commander in the West. JE Johnston receives a DRM for reaction movement. Whenever he is attempting to avoid combat, or use reaction in a way that will not lead to combat, he gets a favorable -1. When he wants to bring on a battle, he gets a +1. Also, to recreate his feud with Pres. Davis, whenever the CSA player can possibly remove JE Johnston (he satisfies one of the two conditions above), he MUST remove him. Bragg on the other hand has Davis's support, so the CSA player must meet the conditions for removal TWICE (you can't dump Braxton at first opporunity). But after the conditions have been met once, lower Bragg's re-roll rating to -2 to reflect the loss of confidence felt by his subordinates. Players may reinstate a leader after he's been removed, but then you have to meet the conditions for removal all over again if you decide to later dump him. Thomas Prowell - 02:19pm Oct 28, 1997 PST (#878 of 924) Playing: War for the Union (CoA), Omaha (The Gamers), Marengo (The Gamers) Oh, one more idea: It takes only 1 CP to initiate any cavalry leader, but then you have to roll that a d6 that is higher than the leaders' initiative. If you roll less than or equal, you can spend the remaining CPs it would tkae to normally activate that leader or just write off the 1 CP. This makes cavalry operations more economical vis a vis other operations ("hmm, spend 3 CPs to move Stoneman and 1 SP, or spend 2 CPs to move Grant and the whole army?"), and gives players something to do on turns where the dice differential is 1.