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"ACW Campaign Rules by the DFW Irregulars" Topic


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Clay the Elitist02 Apr 2011 5:17 a.m. PST

My gaming group in the Dallas area is playing another ACW campaign and I'm sharing our rules if anyone is interested.

PDF link

This is not a strategic game (though Allen has a huge ACW campaign map on the wall, so who knows?)…the rules are designed for basically pickup games that are tracked by the players and allow them to see their ACW troops evolve over time. We use Fire & Fury….

Well, read it and see for yourself. You're welcome to use it as you see fit.

vtsaogames02 Apr 2011 7:47 a.m. PST

Very nice, think I'll save a copy. Thank you.

I do have questions – I'm easily confused.

From "Meeting engagement":

"One division from each side arrive via the same entry points on turns four, six and every two turns afterward, until they are all on the table.

Arriving Reinforcements: The first newly arrived player rolls a die: 1-5 Confederate, 6-10 Union.
Arrivals alternate sides after that."

The first sentence says one from each side every even numbered turn. The latter statement says roll a die for the first reinforcement and then alternate. These seem (to me) to be contradictory. As said above, I'm easily confused.

I'm also not sure how the reinforcements show up for the "X".

scotty0802 Apr 2011 9:51 a.m. PST

looks interesting, think I'll save a copy

raylev302 Apr 2011 10:12 a.m. PST

Some great ideas…downloaded.

Clay the Elitist02 Apr 2011 3:05 p.m. PST

Arriving reinforcements covers what happens when Scott wakes up late and shows up for the game at 2:00 PM. If the sides are even, he adds a Union division to their side. If the sides are not even – i.e. the Union players outnumber the Confederates – then he comes on as a Confederate with a new division to bolster the Rebel side. It has nothing to do with the scenario, except I think for that one we roll a die for it.

In today's game, Scott texted us that he was too tired and skipped the battle. The sides were even and the Yankees won, so they didn't need him anyway…the lazy bastard.

We ran into an issue with the Surprise Attack scenario today and I'll be rewriting that scenario.

Clay the Elitist02 Apr 2011 3:12 p.m. PST

My confederate division had an 8-stand veteran brigade, a 9-stand green brigade, and an 8-stand green brigade. And two guns.

In the game today, the 9-stand green brigade lost two stands. It recovered one and is now an 8-stand Veteran brigade.

The 8-stand Veteran captures two standards and a general, but lost seven stands. It recovered four stands and is now a 5-stand Crack brigade.

The 8-stand Green brigade lost two stands and is now a 7-stand Veteran brigade.

This gives me 20 stands of infantry. My division's maximum size is 25. I could bring in 5 stands as reinforcements and either add them to existing brigades or create a new brigade. If I add even a single stand to a brigade, it immediately drops to Green. I cannot create a new brigade because the minimum size for NEW brigades is six stands.

So I've left my division at 20 stands and will fight it that way for the next battle, and just pick up the reinforcements after that game.

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