American Civil War Game Club (ACWGC)
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CSA War College Communication
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=14044
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Author:  KWhitehead [ Sat Sep 19, 2009 4:47 am ]
Post subject:  CSA War College Communication

I have added a section for AGEOD's ACW game to the War College. This is an open area since I don't think there are enough players yet to justify having CSA/USA versions. The link to the sections is:

http://www.acwgc.org/CSAWC/S_StrategicGames.cfm

You can click on the heading for AGEOD to go to the index to the site. It also contains a zipped map you can download showing their map of the USA/CSA and regions defined.

It currently has two topics in it. One on how to start up a PBEM game on it:

http://www.acwgc.org/CSAWC/StrategicGam ... W_PBEM.cfm

Since this is rather critical issue for us. Also I have added my first howto since many players are at a loss of what to do with the economy and drafts during the start of the game. This is at:

http://www.acwgc.org/CSAWC/StrategicGam ... xTurns.cfm

Once you have played the game against the AI for both sides a few times to get a feel for what is happening I highly recommend the fourth scneario called:

4. 1861 The Civil War (April - Full Campaign w/Kentucky)

They have helped balance the game out quite a bit in this one with the introduction of more complex Kentucky invasion rules. I haven't played this one from the Union perspective but from the Southern you don't want to make the mistake Gen. Polk did and violate Kentucky's neutrality before the Union does. I need to study the rules on this option a bit before I can make a write up but here is a summary of the new Kentucky handling:

If a player wants to invade Kentucky he must purchase the option by picking the Invastion Unit from the Reinforcement screen. This gives him the right to invade on the next turn. It also notifies the other player of your intention to invade through the turn log. But the game also gives you a free move into Kentucky only fighting local militia but handing out severe penalties to the other players units if they enter Kentucky. The other player usually moves up forces to the border and waits for the next turn to enter without penalty.

Another part of the Kentucky handling is a chance it will choose a side without invasion which becomes more likely each turn. These odds are modified based on how many USA or CSA units are adjacent to Kentucky. This was done to force both sides to keep their armies back away from the border.

Be sure to use the lastest version of their game which is 1.14 and the latest Quickfix which is now on 6. Putting in Kentucky neutrality and some other balance changes has required a lot of patching so check to be sure you have the latest. The thread in the AGEOD forums contains the links to these:

http://www.ageod-forum.com/showthread.php?t=14820

The link to the version 1.14 update is in the first post. The latest Qucikfix is usually referenced on the last page or two of the thread.

Lt. Gen. Whitehead
Commandant
CSA War College

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