This post on the subject of HOUSE RULES is to invite discussion by all members interested in knowing what "House Rules" have periodically surfaced from time to time in documents that somehow get circulated or in old posts in the forum. There is one exception, which follows shortly, which is posted on the main CCC page. There is otherwise no formal body of such rules posted for the club, though some number of members are using a few "house rules" and I have no real understanding of how many members are so using them. There is one "house rule" under the confusing topic of "optional rules" under the greater tab called CLUB RULES on the main CCC page. To get to this section for anyone who may not have found it, just follow the link to About the Club/ CCC Rules/Contents/Optional Rules.
I will not reproduce the information found there as anyone interested can just visit that tab and read it all for themselves. However, in summary, it presents, only one "house rule" entitled "CCC House Rule, Regimental Unit Integrity." This sole house rule embraces, for those who wish to simulate a more historic management of their forces, a number of suggestions related to formations and movement of troops of the period. At one time graphic illustrations accompanied the text, though the links are now broken and thus no images appear. It describes the historic maneuvers, and includes "exceptions" to the rule if Regimental Unit Integrity is agreed upon by both parties. Interestingly the very last (No.4) exception to this house rule concerns cavalry and how it may be used for scouting and raids, and how it may NOT be used. In my opinion it should be a house rule in its own right, and has been used as such by many members including myself and others in both this club and the American Civil War Club. It is included in the "house rules" listed below. It and the others on the list are provided for your information, consideration and discussion. As in all house rules, and as with the HPS game optional rules, they are only used at the discretion and consent of both players in any game, individual or tournament. Even should a list be adopted and posted, it is not likely that any rule outside of Tiller's own sets could be imposed on anyone. However ONE rule, for which some players, regard in the least to be so critically important, that they will refuse to accept a game with any opponent who does not consent to it: IS the "No melee in column" rule which does include a few clear exceptions to the tactic. More about that when you get to the list way below.
The list of house rules which follows is, is known to many members I have played with in the past in both the ACW and the CCC. Use of the rules has always been more a matter of routine than not. I would add, too, that the rules listed are not of my idea or authorship, but have been collected from various emails, forum posts, and/or papers circulated on the topic in both clubs which share a lot of the same membership. You will find some on the main page of the ACW, and in the CCC as mentioned above, and you should find some mention of them upon a scrupulous search for the issue of Melee in Column in the forums of both Clubs.
An appeal: if anyone is reading who knows that he IS the author of any of these rules, OR sees something mis-stated whether the author or not, please feel free to weight in and correct our mutual understanding, or mis-understanding.
THE HOUSE RULES:
House Rule #1: No Melee in Column: is probably the most important and often used house rule devised and used in the club. Its credibility comes straight, literally, from HPS as it has been stated that the COLUMN formation in the game is, and was intended to be, a MOVEMENT formation and not a COMBAT (Melee) formation. [Explanation: The tactics of the CCC and the ACW are not the same as the significantly much larger formations of the Napoleonic period with tactics permitting the use of flying columns for melee. In the NWC, of course, it is a historically valid tactic. FYI the problem, as has been stated to me by HPS, is that there is no way to "turn off" using the column formation for melee, and hence the need for a house rule.]
Related provision: If a unit moves next to a hidden unit while in column, you must change all adjacent regular infantry units to line before meleeing [bridge hex(s) excluded]. Naturally, the implication of this could well be that your movement allowance remaining after so moving adjacent may not be enough to change formation into line immediately likely causing you to take some serious defensive fire that turn.
Also: when moving adjacent to visible enemy unit, units must do so in line (either regular or extended). It does not matter if you are going to attack the unit or not, if you see it before you move, you must be in line as you move adjacent. Exceptions to this: If all the units in the hex are “routed” you do not need to be in line when entering an adjacent hex – if you wish to melee that unit the unit(s) conducting the melee must do so in line. Reason is as follows – a routed unit can’t be used to slow down an advance by requiring units to go into line to get by. A unit that would melee another unit, even if routed, will take some time to do it and hence the requirement to go into line to do so. Also: A lone officer or a supply wagon does not force a unit who wants to enter an adjacent hex to go into line. If meleeing a supply wagon do so in line, a lone officer may be overrun / meleed by a unit in column. [Bob Breen, the author of this version of the Melee in Column house rule states: "By the way, if your units are routed near the enemy, or your officers and supply wagons alone in hexes near the enemy, the melee in line rule is not likely to be your primary problem.
Exceptions to No Melee in Column:
a. If the hex does not support movement in line, which is to say going over a bridge which you can only do in column. Important to note: When the terrain in a hex disrupts units in line then you must either accept the disruption or not move into the hex.
b. Indian units are exempt from this rule. Native American Units can be in extended line or column when meleeing. It makes a difference. All other things being equal, a 30 man native unit in extended line melees as effectively 12 men; in column those 30 men are effectively 45. This is explained in the HPS Documentation for melee.
c. Cavalry units are exempt from this rule.
House Rule #2: Scouting ahead of the clear "Front" of the battle: A LONE (emphasis added) leader, meaning NOT accompanied by a combat unit, mounted or dismounted, are not to scout ahead of the front (either the relatively established front line or the head of a column, using both their relative immunity to fire combat AND their generous movement allowance to reveal hidden positions. Again, IF accompanied by a combat unit which is to say comprising a bona fide scouting unit, such movement is OK.
House Rule #3: Scouting in the enemy's rear i.e. "raiding": Similarly, a LONE (emphasis added) unit, meaning one company of a Regiment of Cavalry or Mounted Infantry should not be ranging far and wide ahead of the front and deep into the enemy rear via some circuitous route in order to capture an objective hex, supply wagon, leader or sit in surprise waiting for some hapless column to come down a wilderness road behind their own lines. Now, again, sending out a detachment of part of a regiment of cavalry or infantry is different. Then it would be a dedicated recon or raiding mission, not a "gamey tactic" of a single member of a greater unit.
House Rule #4: Lone leaders and Supply Wagons on hilltops: Intentionally positioning LONE (emphasis added) supply wagons or leaders upon conspicuous high points where they will draw AUTOMATIC DEFENSIVE FIRE of artillery contributing to the waste of the enemy's ammunition supply. The operative word here is "intentionally." Of course if a wagon routs to such a position, or a combat unit, the player has no control over where the game engine sends a routed unit. It would be courteous to try to relocate that wagon unit on the next turn out of a LOS or maybe put it with a nearby combat unit. Likewise a leader could end up being so routed. The difference between a leader and a combat unit which might be so routed is that the leader will draw artillery fire, but for all intents and purposes, would be immune to it. Obviously a routed combat unit would be a fair target for the game's Automatic Defensive Fire.
House Rule #5: Regimental Unit Integrity: As was stated at the outset of this post this rule is posted on the CCC main webpage and I see not reason to make this already very long post any longer. If you are interested please visit the CCC main page and find it under Club Rules.
The last point I will make here for response is the suggestion that the current OPTIONAL RULES heading under the CONTENTS of the CCC Club Rules, be changed. The use of optional is too "loaded" and misleading by conjuring up the Official HPS Optional Rules which are the game sets optional rules that any players may embrace or not at their mutual approval. I am sure that what was intended under the CCC Rules was that the Regimental Unit Integrity rule...is "optional"...which it is. Should we get to a point where there "House Rules" are officially adopted (as voluntary as they may be), the Regimental Unit Integrity rule should also be listed as it is on the main page now, in the list above when, and if, it may be accepted and posted.
My profuse apologies for the length of this post. It is a great deal to read. Note that I was requested to start such a string for discussion, and it is not a topic that lends its self to brevity...not anyway unless one were to forgo some of the reasoning behind the proposed provisions.
_________________ [img]http://www.home.roadrunner.com/~theciampas/corporal.jpg[/img] Ens. Tom Ciampa Continental Regulars/1sDiv/NY&NJ Brigade/3rd NY Regt
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