Elias Nordling - 04:57am Jun 10, 1997 PST (#31 of 31) I just got a new computer without the hardware problem that limited the length of my TCP/IP messages to very short. To celebrate this, I will post my list of house rules for the Civil War Brigade series from The Gamers: Elias Nordling’s CWB House rules V1.1 Series rules: CORPS AND ARMY COMMANDERS: This rule is meant to reduce the habit of only giving IPV orders in the CWB games. 1. The army HQ needs specific orders to move, just as corps HQs do. Otherwise they are bolted to the ground. This is considered a simple order, sent to the army commander from himself. 2. Army and corps commanders must roll for initiative to leave their headquarters, otherwise they have to stay or move along with the headquarters (this represents the commanders ability to have his staff carrying out his instructions without him). A loose cannon has no effect on this roll. The roll is done the moment the commander tries to leave his headquarters. Once released, the commander can move freely until again entering the headquarters. 3. The army commander needs his staff for planning and situation review. If the army commander isn’t stacked with his headquarters in the player’s command phase, he doesn’t receive any new command points, but instead those left from last turn carries over to this turn. If the points run out, he has to return to the headquarters to gain new command points. EXTENDED LINES AND FIRE COMBAT This rule corrects the anomaly that units with extended lines suffers greater losses than units without extended lines, despite being less densely packed. 1. In fire combat, all fires against a unit with extended lines are resolved as one fire. If different parts of the unit have different fire modifiers, use those least favourable for the defender. Use only the modifiers for parts of the unit actually fired on. 2. For morale purposes, use the modifiers for the hex fired on that has the greatest negative modifier. Morale results and retreats are only applied to the parts of the unit actually fired on. DEFENSIVE ORDERS A unit that has failed its defensive orders can, at the end of its retreat, choose between entering no-orders status or hold-in-place defensive orders. Note that no-orders status has its advantages, as it makes it easier to implement new orders. Game specific rules: In all cases, the random event tables are considered to be in use. They can be found on the web at http://www.eskimo.com/~graham/gamers/random.html EMBRACE AN ANGRY WIND(krama en arg vind) 1. Change the game-specific random event table to read: 1-2 Conf: 1st time, Hood is Manic. 2nd time, The wonders of discipline. 3rd time and after, Chill Union: Chill 3-4 Conf: Hood Sleeps Union: Schofield Receives New Orders from Thomas 5 Conf: Hood is Manic Union: Wagner Gets Drunk 6 Conf: The Wonders of Discipline Union: Wilson Rides Again Players should not use the Hood Addiction Table and Random Events together when playing EAW. Chill - If this occurs during a night turn, chill is in effect. See the Barren Victory Game Table. Hood Sleeps - When this event occurs, consider Hood to have fallen asleep or gotten stoned on Laudanum. Either way, he may not issue any orders this turn or for the next three, except if he should become manic or decide a disciplining assault is necessary (Random Events 5 and 6 below). On the fourth turn from now, Hood returns to his (relatively speaking) normal state. Schofield Receives New Orders From Thomas - A courier from Nashville arrives with new victory conditions for the Union player. Toss out the victory conditions he currently holds; select his new conditions if the Union player does not hold any Spring Hill town hexes. You may not select Option 3 if the Confederates already hold the Harpeth River bridges. Hood is Manic - Apply the "Manic, Bad Version" result from the Hood Addiction Table. Wagner Gets Drunk (once only)-Wagner hits the sauce and his division immediately receives a loose cannon order written by the Confederate player. Only 2-2-4 and 3-2-4 are subject to the loose cannon order. Release 1-2-4 as an independent unit and free Wagner from the requirement to stack with any of his brigades. However, this will leave the Union player unable to command 2-2-4 and 3-2-4. Once Wagner accepts new orders (either by initiative or command), he sobers up and must return to command. The 1-2-4 also loses its independent status and must return to within division command radius. The Wonders of Discipline - Apply the same-named result from the Hood Addiction Table. Wilson Rides Again (once only)-James Wilson, the Union cavalry commander, performed unusually poorly during the Franklin campaign; in other efforts he was much more successful. If this event occurs, he wises up and his Command Rating is increased by one. 2. In the confederate command phase, before issuing orders, roll one die. On 1-2, Hood can't issue orders this turn. This roll is modified by -2 if a disciplinary assault is under way. April’s Harvest 1. In addition to the result on the random events table, whenever a confederate unit tries to implement new orders, first roll a die. If the result is 1-3, that unit immediately suffers confederate confusion per the special rules in 5.2, and the order is discarded. The status last until midnight. After midnight, no units need to roll for command breakdown. Any time after the first unit has suffered a breakdown, the confederate player can elect to spend 3 VPs and implement rule 3.5. 2. In addition to the result on the random events table, the union player rolls two dice in his command phase from 4.00pm on. If the result is 12 or more, the army of Ohio starts to arrive. 1 is added to the dice for each full hour thereafter. For example, on the 6.00pm turn, the army arrives on a roll of 10 or more. 3. The union gunboats weren’t THAT powerful. Change their combat strengths to 12 points for units in a beach hex, 6 points for a unit one hex from the beach, 3 points two hexes away, and 1 point one hex away.