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- C O N T E N T S
-
- 1 INTRODUCTION 1
- 1.1 Description 1
- 1.2 Hardware Requirements 1
- 1.3 Files 1
- 2 CIVILWAR - MAIN MENU & GAME PARAMETERS 2
- 2.1 Game Parameters 3
- 3 MAIN BATTLE SCREEN 6
- 3.1 Main Battle Screen 6
- 3.2 Battle Map 6
- 3.3 Armies Summary Data 7
- 3.4 Active Unit Data 7
- 3.5 Message Window 7
- 4 UNIT TYPES & ATTRIBUTES 7
- 4.1 Unit Types 7
- 4.2 Unit Attributes 8
- 4.3 Generals 9
- 4.4 Cancel Orders 9
- 4.5 Inspire Units 9
- 4.6 Group Move-to-Location Orders 10
- 5 VISIBILITY & MOVEMENT 10
- 5.1 Visibility 10
- 5.2 Movement 10
- 5.3 Single Hex Movement 10
- 5.4 Move-to-Location Orders 11
- 5.5 Group Move-to-Location Orders 12
- 5.6 Charge 12
- 5.7 Rest 12
- 5.8 Wait 13
- 5.9 Stacking 13
- 6 COMBAT 13
- 6.1 Normal Combat 13
- 6.2 Artillery 14
- 6.3 Line of Sight 15
- 6.4 Limbering Artillery 15
- 6.5 Cannonade 16
- 6.6 Cavalry Charge 16
- 6.7 Resolving Combat 16
- 6.8 Combat Results 16
- 6.9 Retreat 17
- 6.10 Killed Leaders 17
- 6.11 Eliminated Units 17
- 6.12 Capturing Artillery 18
- 7 HOT KEY COMMANDS 18
- 7.1 Hot Keys 18
- 8 OTHER COMMANDS - MENUS 19
- 8.1 Unit Command Menu 19
- 8.2 Move to Location 19
- 8.3 Intelligence 19
- 8.4 Rest 19
- 8.5 Game Options 19
- 8.6 (special options) 20
- 8.7 Game Options 20
- 8.8 Order of Battle ('O') 20
- 8.9 Game Score ('G') 20
- 8.10 Screen Redraw ('S') 20
- 8.11 Briefing 20
- 9 NOTES 21
- 9.1 Realism 21
- 9.2 Time 21
- 9.3 Distance & Other Factors 21
- 10 BIBLIOGRAPHY 21
-
- CIVILWAR BATTLE SET Documentation
-
- EGA CIVILWAR BATTLE SET
- American Civil War Version 2.21
- 1-Player War Game
-
- (c) 1993 W. R. Hutsell
- ===========================================================
- 1 INTRODUCTION
- ===========================================================
- 1.1 Description
- ----------------
- CIVILWAR BATTLESET Version 2.2 is an EGA tactical level war
- game based on battles from the American Civil War. It
- represents many hours or research, programming, and play
- testing. It is an evolution of the prize-winning ASCII game
- which has earned accolades from wargamers across the
- country. The game is easy to play, yet difficult to master,
- and provides an almost endless set of variations and
- challenges.
-
- "Winning" the battles depends on relative casualties, number
- of units eliminated, and controlling a key location on the
- battlefield (the 'objective'). There are several types of
- units and varying terrain situations, all of which affect
- the battle outcome. With this game , you can create,
- customize, and reconstruct Civil War battles. As much as
- possible, the game allows you freedom to not only play the
- scenarios, but also adjust the armies, and even modify most
- of the important aspects of the game itself.
-
- If you are not a registered user, you should become one
- and receive the latest version of the game, more scenarios,
- along with technical support. For details on how to register,
- see the file REGISTER.DOC. If that file is missing, you may
- contact me:
- W. R. Hutsell
- 2021 Hutchinson Drive
- Kingsport, TN 37660
-
- 1.2 Hardware Requirements
- --------------------------
- This version requires EGA graphics or better. It is written
- in Microsoft Basic 7.1 and requires DOS 2.1 or higher. The
- program is provided in complied form, and all required files
- are included.
-
- 1.3 Files
- -----------
- There are 2 main program files, 2 utility files, and several
- supporting data files:
-
- CW22.EXE - the main CIVILWAR EGA game program
- CS22.EXE - the CIVILSET EGA scenario editor
- xxx.CIV - EGA battle data files, each representing a
- battle scenario. Ones with a '$AVE' prefix are
- used to save games in progress
-
- - 2 -
-
- PREFER.CFG - configuration file to save your customized game
- parameter preferences
- UNION.LDR - file of 15 Union leaders and ratings
- REBEL.LDR - file of 15 Rebel leaders and ratings
- TERRAIN.EGA |
- STDICON.EGA |- EGA icon files (MUST HAVE!)
- MISC.EGA |
- ALTICON.EGA |
-
- GENERALZ - history file of games played and scores, by
- player name
-
- MAXSKORS - high scores achieved for each scenario played
-
- NEWHI.SCR - high scores for each scenario completed
-
- MONTHS.DAT |
- PNAMES1.DAT |
- PNAMES2.DAT |- supplemental files for CS Editor
- RNAMES.DAT |
- YNAMES.DAT |
-
- ===========================================================
- 2 CIVILWAR - MAIN MENU & GAME PARAMETERS
- ===========================================================
- 2.1 Main Menu
- --------------
- The main menu appears as shown below. Additional information
- is provided in the following paragraphs.
-
- ╔======================+
- | MAIN MENU |
- +======================+
- | Player : UNION |
- | Load File |
- | Save File |
- | Fight |
- | Parameters |
- | Directory C:\CIVIL21 |
- | Scenario Editor |
- | Quit |
- +======================+
- Menu options are selected by moving the highlighted bar over
- the desired choice (using up/down arrow keys) and pressing
- the 'Enter' key.
-
- The choices are:
-
- a. Select player (shows the current side selected and allows
- you to toggle between Union or Confederate side)
-
- b. Load File (load EGA 'xxx.CIV' scenario file on current
- directory). A menu window will then appear listing the
- scenario files available on the current directory.
-
- c. Save file (save in-progress battle) Most scenarios will
- play quickly enough that you will not need this option.
- You will need to use F10 to return to the MAIN MENU to
- save a game once it has Provision for up to 5 saved games
- (named $AVE1.CIV through $AVE5.CIV). The date and time of
-
- - 3 -
-
- the games is stamped when the file is saved to help in
- identifying the files. NOTE: If you save over another
- saved game, the older one will be overwritten.
-
- d. Fight (run a loaded battle file). Selecting this option
- will display the main battle screen (Section 3). Once the
- battle is begun, you may return to the main menu by
- pressing the F10 key when it is your turn to move.
-
- e. Adjust various game parameters. This gives you access to
- customize the game itself to meet your needs. See 2.2
- below.
-
- f. Directory allows you to enter a new drive and directory.
- Press "Enter" after you have typed the desired drive and
- directory. When the main menu reappears, the new directory
- information will be displayed. If there is an error, the
- directory will not be changed.
-
- g. Option to go directly to the scenario editor, without
- having to exit to DOS. Be sure to save your game if you
- have one in progress.
-
- h. Quit option (allows you to exit the program).
-
- NOTE: All menus may be used by selecting desired option
- with arrow keys (up/down, 'Home' for top, 'End' for
- bottom) and pressing 'Enter'. A short cut is to
- enter the first letter of the desired command.
- 'Escape' cancels the menu.
-
- 2.1 Game Parameters
- =====================
- CIVILWAR BATTLESET was designed for flexibility to allow
- you, the user, to customize many of the most important game
- features to suit your personal preference. Most of the
- important game parameters are available to you to customize
- as you wish. If you select the game parameter option, a sub
- menu will appear (as shown below) which allows you to select
- and adjust the parameters desired. Unless you save them in
- PREFER.CFG, they are set only for the duration of the game.
- Until they are adjusted, they will remain at a "normal"
- setting as specified by the current PREFER.CFG file.
-
- +=======================+
- | Set Game Parameters |
- +=======================+
- | Difficulty 3 |
- | Adjust Start Position |
- | Visibility 16 |
- | Enemy Aggression 3 |
- | Message Display 3 |
- | SOUND |
- | Scoring Factors |
- | Unit Reliability 3 |
- | Computer vs. Computer |
- | Stack Limit 500 |
- | Limber: ON |
- | Line of Sight : ON |
- | Capture Artil: ON |
- | History : ON |
- | SAVE Settings |
- +=======================+
-
- - 4 -
-
- a. DIFFICULTY : Difficulty level makes your opponent either
- easier or harder to fight. If difficulty is low, the
- enemy takes proportionately more losses, and is more
- likely to retreat. If difficulty level is high, the enemy
- takes fewer losses, and will tenaciously hold his ground.
- Difficulty ranges from 1 (very easy) to 5 (very hard) and
- is maintained in PREFER.CFG.
-
- b. ADJUST START POSITION : Adjusting the starting position
- randomizes the initial position of units slightly to
- provide variety in scenarios. Adjusting the start
- position will randomly shift unit locations slightly
- (both yours and the enemy's). This has no effect on the
- scenario file; only the game currently being played is
- affected. This is NOT maintained in the configuration
- file.
-
- c. VISIBILITY : Visibility affects the range at which units
- can see other units and fire on them with artillery. This
- is normally set at 18 spaces (a hex is 2 spaces). (See
- Section 5 on Visibility and Movement).
-
- d. ENEMY AGGRESSION : The enemy is preset with an
- 'aggression level' from 1 (very timid) to 5 (recklessly
- aggressive), which controls his likelihood of moving to
- engage and attack, and the intensity of his attacks. This
- can be adjusted to make the enemy either more or less
- aggressive. A more aggressive enemy will shift to the
- offensive and launch more and stronger attacks. A timid
- enemy will seek cover, launch weaker attacks, and play a
- more defensive-minded battle. Increased aggressiveness
- does not necessarily make the enemy harder to defeat, nor
- does more timidity mean he will be easier to defeat. Good
- defensive terrain, coupled with a less aggressive
- strategy, can be very effective.
-
- e. MESSAGE DISPLAY : Option to let you set how long messages
- are displayed. Previously if the sound option was turned
- off, some messages went by too fast for some users to
- read. Now you can play without the noises and still see
- what just happened. This can be set in 5 graduations from
- very fast (1) to very slow (5). The default setting is 3.
-
- NOTE: Anytime a message is being displayed in the game and
- you want to go on, simply hit a key. This works
- regardless of how long message are set to be
- displayed.
-
- f. SOUND : Option to let you toggle between SOUND and QUIET.
- This is mainly for the purpose of saving in your
- PREFER.CFG since the game has another toggle that is
- easier to access when it is in progress. (See GAME
- OPTIONS menu).
-
- g. SCORING FACTORS : You can adjust the some of the factors
- used in scoring the game. These factors are:
-
- - 5 -
-
-
- Number of enemy casualties caused...... 1 point
- Number of enemy units eliminated....... x points
- Number of turns Objective controlled... y points
- Bonus: Objective held on last turn..... z points
- Bonus: Annihilating All Enemy Units.. 250 points (fixed)
-
- Initially x is 5 points, y is 10 points, and z is 100
- points. You should be careful not to vary these values
- too much from the initial values. Very large scoring
- factors may result in numbers too large to compute,
- causing an overflow error.
-
- h. UNIT RELIABILITY : Leaders in the Civil War often acted
- on local initiative rather than following the original
- plan. This is simulated through unit reliability. A very
- reliable unit will always follow your orders exactly. A
- very unreliable unit will be difficult to control, and
- will often charge in directions and engage in fights you
- didn't intend. This tendency can be somewhat frustrating
- (although realistic) and can be adjusted from (100%
- reliable) to 5 (maverick). The default is 3, which
- provides some of the challenge of controlling the units
- without being reduced to the role of spectator.
-
- A fix has been made to provide a truly 'absolutely
- reliable' setting. Previously there were a few
- circumstances in which an "absolutely reliable" unit
- would initiate its own action (such as being fired on by
- an enemy artillery unit). However, this override prevents
- issuing "move to location" orders when units are set on
- maximum reliability. The override essentially clears ALL
- move orders a unit might have prior to its turn.
-
- i. A computer vs. computer option has been provided to help
- in evaluating playability/balance of scenarios you
- design. You must first load a scenario, then select the
- "Computer vs. Computer" option. Sound is automatically
- turned OFF and message delays are set at minimum level to
- make this play as fast as possible. The RECON option is
- turned ON to allow you to view all units in play. (Note
- that units that have not yet arrived will NOT be shown
- until their time of arrival). The elapsed time used (real
- time) is displayed as the game progresses. Play should
- proceed very rapidly.
-
- Although the computer plays both sides using the same
- logic rules, it displays the score from the point of view
- of the side you have chosen (in your preference file).
-
- To interrupt the computer vs. computer game in progress,
- press AND HOLD F10 until the opening menu appears.
- (Control-Break will not interrupt the game). However,
- once the automatic computer vs. computer mode is begun,
- you CANNOT toggle to the normal fight mode from the
- opening menu. If you wish to play a game normally after
- you have used this option, you should restart the
- program.
-
- j. The STACK LIMIT can be adjusted in increments of 500
-
- - 6 -
-
- from a stack limit of 0 (no stacking permitted) to
- 2000. The default is 500.
-
- k. Artillery LIMBER toggle : The default setting is ON,
- which means that artillery must be limbered to move and
- unlimbered to fire. (See unit information for
- instructions on limbering/unlimbering artillery).
-
- l. Artillery LINE OF SIGHT toggle : The default setting is
- ON, which means that artillery must have a clear line of
- sight to target an enemy. (See unit information for more
- detail on how line of sight is determined).
-
- m. Artillery CAPTURE option toggle : The default setting is
- ON, which means that some portion of eliminated artillery
- units may be captured. (See section 6.10.1 for a more
- complete explanation).
-
- n. HISTORY toggle : The default setting is ON, which means
- that game high scores will be reported and saved (file
- MAXSKORS), as well as the cumulative performance of each
- commander (file GENERALZ).
-
- o. SAVE SETTINGS : Option to create a new PREFER.CFG file.
- The setting will be displayed on the title screen when
- the game is started.
-
-
- ===========================================================
- 3 MAIN BATTLE SCREEN
- ===========================================================
-
- 3.1 Main Battle Screen
- ========================
- The battle screens is divided into 4 zones as shown:
-
- +==========================================================+
- | | |
- | | 2 - Armies |
- | | Summary |
- | | Data |
- | | |
- | 1- Battle Map +===============+
- | | 3 - Active |
- | | Unit |
- | | Data |
- | | |
- | | |
- +==========================================================+
- 4 - Message Window
-
- 3.2 Battle Map
- ================
- The battle map is based on a hexagonal layout, 27 hexes wide
- by 20 hexes high, with terrain features shown by EGA graphic
- icons. More complete information is provided on-line via the
- F1 help key.
-
- - 7 -
- DESCRIPTION MOVEMENT EFFECT
- ------------------------- ---------------------
- forest/wooded terrain slow
- road fast
- bridge fast
- clear or open terrain normal
- swamp/small stream very slow
- hill/elevation slow
- river/lake/water prohibited
- mountain very slow
- fortification normal
- objective normal
- village/house normal
-
- 3.3 Armies Summary Data
- =========================
- The number of turns remaining in the battle is shown in the
- top section of this zone. A summary is given of the total
- losses incurred by each army and the number of turns each
- side has controlled the objective. The side you are playing
- is indicated by a '' character. The side currently
- controlling the objective is indicated by a '' character.
-
- 3.4 Active Unit Data
- ======================
- A summary is given for the player-controlled unit that is
- active, showing unit number, unit name, unit type, current
- strength, terrain, leadership, and morale. In addition, the
- time the unit will next be available for movement is shown.
- If the unit is under 'orders', the message "ORDERS" will
- appear next to the unit number. The message "DUG IN" appears
- for entrenched units. The unit displayed is available for
- moving, is attacking, is being attacked, or is being
- 'scanned' by the cursor.
-
- 3.5 Message Window
- ====================
- The message window provides comments on battle maneuvers and
- outcomes as they occur. It also shows when the enemy
- (computer) is taking its turn. At the very beginning of the
- game, the enemy will take a longer turn as he sets his
- overall strategy. Afterwards, enemy turns will be quicker.
-
- ===========================================================
- 4 UNIT TYPES & ATTRIBUTES
- ===========================================================
- 4.1 Unit Types
- ================
- There are 4 basic unit types, Infantry, Artillery, Cavalry,
- and Generals. Artillery has 4 main subtypes: Rifled
- Artillery, Napoleons (smoothbore), Horse Artillery, and
- Emplaced Guns (stationary). In addition. there are Boat
- units (representing gunboats) which are a special form of
- artillery. They are shown on the display by distinctive
- "standard" military icons, in gray for Confederate units and
- blue for Union units. (Press 'F1' to get a full display of
- icons, terrain features and effects, and hot key commands).
-
- Melee
- Type Movement Combat Special Abilities
- ------- ------- -------- -----------------------------
- Infantry average average may 'charge' on open
-
- - 8 -
-
- ground if morale is 60 or
- greater
-
- Cavalry fast good very good ATTACK on open
- terrain; movement very
- slow if not on roads or
- open/clear terrain
-
- Artillery slow poor may fire on units at a
- distance; (rifled) more
- accurate than smooth bores
-
- Napoleon slow poor may fire on units at a
- (smooth distance; distance; less
- bores) range and accuracy than
- rifled artillery, but more
- effective at close range
- targets due to use of
- canister shot
-
- Horse average poor may fire on units at a
- Artillery distance distance; more
- mobile than other
- artillery but causes less
- damage
-
- Emplaced NONE poor may fire on units at a
- Guns distance; large caliber &
- powerful guns; can not
- move even if attacked
-
- General average poor increased combat effect on
- adjacent friendly units;
- can cancel orders of other
- units; can inspire units
- into action
-
- Boat average (only acts as artillery unit in
- vs. water hexes; will sink if
- other receives severe hit
- boats)
-
- 4.2 Unit Attributes
- =====================
- Each unit has the following attributes:
-
- Attribute Limits Influences
- --------- ------- ------------
- Unit number 1-80 Identifier only
- Name 16 characters max Identifier only
- Unit Type I,Φ,A,N,H,C,G,B Combat, move, & other
- Strength depends on type Combat
- Leadership 10-110 Combat, move, & other
- Morale 10-110 Combat, move, & other
-
- Units which have leadership lower than about 50-60 are
- poorly led, and will have difficulty in movement and combat.
- Likewise, units with morale less than about 50-60 will not
- be very effective, and should be rested if possible. Units
- with morale lower than 60 cannot use the 'charge' option.
-
- - 9 -
-
- During the heat of battle, morale and leadership may briefly
- go outside the ranges shown.
-
- 4.3 Generals
- ==============
- A General unit greatly improves the fighting abilities of
- adjacent units. However, you must be careful in actually
- engaging General unit itself, since it is usually relatively
- weak (which reduces combat effectiveness).
-
- 4.4 Cancel Orders
- ===================
- Sometimes in the thick of battle you will have units engaged
- in combat (and not moving) or with movement orders which you
- need to redirect. To cancel existing orders for all friendly
- units, type 'X' when a General unit has its turn. As
- described earlier, this is not 100% effective (some units
- will ignore it) and may cause morale and leadership to
- suffer in units that do comply.
-
- Friendly units that are "under orders" are indicated on the
- map as units WITHOUT a contrasting color border. For
- instance, Union units normally have a light blue border, but
- Union units currently under orders do not have the border.
-
- When a General cancels orders, a message indicates how many
- units obeyed out of the total currently 'under orders'. This
- allows you to see whether you need to issue additional
- commands to cancel orders.
-
- The "cancel orders" option shows how many units FAILED to
- obey orders and thus are still on local command. Using this
- in conjunction with the intelligence option change allows
- more control over units.
-
- 4.5 Inspire Units
- ===================
- General units may issue an iNspire command to rally another
- individual unit. The hot key for this command is 'N' (for
- iNspire). Using this command, a General unit may activate
- another unit nearby IF the target unit meets all these
- conditions:
-
- (a) unit is close enough - maximum distance is .5 of the
- visibility limit set for the game
- (b) the sum of the General's leadership and morale factors
- is greater than the sum of the target unit's leadership
- and morale.
- (c) unit's next move will occur within 10 turns
-
- The General unit does not move when iNspiring another unit.
- The target unit has its time of next action set to the
- current turn. The General unit has its time of next action
- set to the time the target unit WOULD HAVE moved. The target
- unit gains 5 morale points; the General unit loses 7 morale
- points.
-
- If the target unit is too far to communicate, there is no
- penalty.
-
-
- - 10 -
-
- If the General unit has insufficient leadership and morale,
- the General loses 7 morale points AND 5 leadership points
- due to the loss of respect. If the target unit's time of
- next action is more than 10 turns away, the General unit
- suffers the loss of 7 morale points.
-
- The "iNspired" unit normally will activate and be ready to
- move within the same turn. In effect, the General unit has
- passed its movement turn to another unit (by exhorting and
- inspiring them into action). This allows you to rally
- worn-out troops for one last action (e.g., to seize the
- objective).
-
- 4.6 Group Move-to-Location Orders
- ===================================
- General units may order several nearby units to move to a
- destination by issuing a group move-to-location order. The
- hot key for this command is F6. More information on this
- command is given in the visibility & movement section.
-
- ===========================================================
- 5 VISIBILITY & MOVEMENT
- ===========================================================
- 5.1 Visibility
- ================
- All your friendly units are visible, but enemy units are not
- always visible. Enemy units do not become visible until they
- are within a certain visibility range from friendly units.
- The visibility range is calculated from a base visibility
- range (set in the battle data file), and adjusted based on
- the terrain occupied by both the friendly unit and the enemy
- unit. If your unit occupies a mountain or hill it has
- increased ability to see enemy units; while occupying a
- forest or swamp, it has decreased ability to see enemy
- units. If the enemy is in a forest, he is much more
- difficult to see, and your unit must be closer. Enemies that
- move into forests may disappear from view. The base
- visibility range may be altered (see 'Game Parameters').
-
- 5.2 Movement
- ==============
- When one of your units is ready to move, it will be
- highlighted and a short tone will sound. At that point, you
- have several command options as described in the paragraphs
- below. If the unit is entrenched, you will be prompted to
- confirm that you want it to move. If you do not confirm the
- move, the unit automatically is Rested (see 5.6).
-
- 5.3 Single Hex Movement
- =========================
- You may move the unit to an adjacent unoccupied hex by using
- the appropriate arrow key (numeric key pad). Since the unit
- may not move directly up or down on the hexagonal map, the
- 'up' or 'down' keys are reinterpreted as diagonal 'up' or
- 'down' moves. You cannot control whether these reinterpreted
- diagonal moves are right or left (done randomly), so you
- should generally avoid using the 'up' and 'down' keys for
- single hex movement.
-
- If you attempt to move into a prohibited hex (occupied or
-
- - 11 -
-
- water), a tone will sound. There is no movement penalty.
-
- After the unit moves, it may reveal enemy units that were
- previously hidden.
-
- Any units that were entrenched at the beginning of the
- scenario (using the scenario editor) may be reluctant to
- move from the safety of their trenches. Occasionally such
- units will not respond to move orders (a message to that
- effect is displayed). Units that are low on morale or that
- are poorly led are more likely to do this.
-
- 5.4 Move-to-Location Orders
- =============================
- Single hex movement may be tedious. You may wish to give
- your units orders to move to a particular location instead.
- To do this, press 'M' when the unit is highlighted and a
- cursor will appear on top of the unit. Move this cursor with
- the arrow keys to the desired destination, and press
- 'Enter'. When the "move to" order is issued, the destination
- is will be indicated by a small white circle and a line will
- connect the unit with its intended target. On its next turn,
- your unit will then begin to move to the selected
- destination, following the most direct path. (It will not
- necessarily follow the same path you used in moving the
- cursor to the destination). If it is blocked by a friendly
- unit or by prohibited terrain (water or edge of map screen),
- or if the unit is attacked in any way, the movement order
- will be cancelled, and the unit will wait for new
- instructions.
-
- Artillery units must be LIMBERED (or the limber option must
- be turned off) to respond to move-to-location orders. Orders
- can be issued to unlimbered artillery, but the orders are
- ignored, and the unit will not move. This applies to the
- special group move-to-location orders issued by General
- units as well. Emplaced artillery can not receive
- move-to-location orders.
-
- For destinations that are far away, moving the cursor may be
- speeded by holding down 'Shift' before pressing the desired
- arrow key. The cursor will then move to the indicated map
- edge. Pressing the '5' key at the center of the key pad will
- center the cursor on the screen.
-
- Once a unit has reached its assigned destination, it will
- flash and a tone will sound, along with a message that it
- has arrived at its destination. At that point its orders are
- cancelled, and it will await further instructions.
-
- While units are 'under orders' to move you will not normally
- be able to access them, even if you change your mind about
- what they should do. The only way you can overcome this is
- having one of your General units cancel the unit orders
- using the 'X' command. (See 'hot keys' section). This is not
- 100% effective (due to communication breakdowns and stubborn
- subordinate officers). Even if the orders are actually
- cancelled, morale and leadership may be reduced in units
- affected due to the conflicts between unit commanders and
- General unit. Thus, the 'cancel orders' option should be
-
- - 12 -
-
- used only as needed to free units that have become locked in
- combat.
-
- Since the General units are your only means to cancel
- orders, you should usually not give them movement orders.
- That way, you will be able to access them more frequently.
-
- Though your units will normally wait for your commands, on
- occasion they will decide to move on their own initiative
- (generally in an attempt to engage an enemy unit which they
- have sighted). Such units issue their own orders to move to
- the chosen destination. You can choose to adjust the
- tendency of your troops to do act on their own by setting
- the 'Reliability' level in the 'Game Parameters' menu.
-
- 5.5 Group Move-to-Location Orders
- ===================================
- A General unit ONLY may order a group of nearby units to
- move to a destination. To activate this feature, press F6
- when a General unit is highlighted and awaiting your
- command. A cursor will appear as described in the
- Move-to-Location section above. Move the cursor to the
- target destination and press 'Enter'. The number of nearby
- units that plan to obey the order is given in the screen
- message. Units must be no further away than half the
- visibility limit to receive the order. Likewise, in order to
- obey the order, the unit must not be 'under orders'. Note
- that the General unit himself does not go 'under orders',
- only those OTHER UNITS that comply with his orders.
-
- 5.6 Charge
- ============
- Infantry units ONLY may double their speed for short
- distances on OPEN TERRAIN OR ROADS only with a 'C' (CHARGE)
- command. Units in 'charge' mode will be shown with a
- distinctive icon. While in 'charge' mode they will move
- twice as fast as normal infantry.
-
- If charging units become involved in combat, or are attacked
- by artillery, or move into any other than open or roads
- terrain, they will switch out of 'charge' mode. In addition,
- each time a unit in 'charge' mode is moved, there is a
- chance that the unit will simply become too tired to
- continue the charge. Units that are moved until they are too
- tired will be delayed in their action for a time while they
- rest.
-
- The 'charge' option affects both movement and combat
- (increases 'shock' effect of attacks). Units with too low
- morale will not be able to charge at all until their morale
- improves.
-
- Note that switching to 'charge' mode requires one turn. Then
- the unit may be moved a single hex or given orders.
-
- 5.7 Rest
- ==========
- You may not wish to move a unit on its turn. By pressing the
- space bar you can skip the unit and allow it to rest for a
- few turns. If the unit's morale is low, it will improve
-
- - 13 -
-
- slightly after resting.
-
- 5.8 Wait
- ==========
- To avoid having to repeatedly issue a 'Rest' order, an
- option is provided whereby units may 'Wait'. Press 'W' when
- the unit has its turn. The unit icon will change to a solid
- colored block. The unit will become inactive, automatically
- resting to regain morale. The unit will reactivate if
- attacked (either melee or cannonade). Waiting units suffer
- no penalty if attacked.
-
- In addition, you may activate the WAITing unit at any time
- another friendly unit has a turn. Press 'I' for the
- intelligence cursor and pass it over the inactive unit you
- wish to wake. The icon will change to the normal icon. Now
- press 'esc' and the first unit can take whatever action you
- wish.
-
-
- 5.9 Stacking
- ==============
- Normally, units cannot move onto other friendly units
- (stack). However, units can now be stacked under certain
- conditions:
-
- (a) TOTAL unit strength resulting from stacking must be
- stack limit or less (stack limit default is 500)
- (b) If dissimilar units are stacked, an INFANTRY unit
- will result, unless one of the units is a
- GENERAL, in which case a GENERAL will result
-
- The leadership value for the stacked unit will usually be
- the higher of the two units that are being combined. An
- exception is if one of the units is a General and the other
- is not; in that case, the resulting leadership value is
- always that of the General unit.
-
- Morale will generally INCREASE slightly if LIKE units are
- stacked. It will generally DECREASE slightly if UNLIKE units
- are stacked.
-
- Stacking results in a time delay for the unit to get
- reorganized. The reorganization delay is reduced if
- leadership is high.
-
- ===========================================================
- 6 COMBAT
- ===========================================================
- 6.1 Normal Combat
- ===================
- Units can attack enemy units in an adjacent hex. To do so,
- attempt to move the selected unit on top of the enemy. A
- menu will appear in the 'Armies Summary Data' zone of the
- screen showing the attack options. Four different
- intensities of attack are permitted:
-
- Option Relative Intensity
- -------------- ------------------
- Light Skirmish 1
- Medium Fight 2
-
- - 14 -
-
- Heavy Attack 3
- All-Out Assault 8
-
- Note the 'All-Out Assault' is just that, and that it should
- be used relatively sparingly, since it will result in heavy
- casualties for BOTH sides. If you do not wish to attack at
- all, you may cancel the attack by pressing the 'escape' key;
- however, that will forfeit the unit's turn for the current
- round (the price paid for indecision).
-
- Normally your units will wait for you to issue an attack
- order. However, they may occasionally attack on their own
- initiative. When this happens, you will receive a message in
- the 'Message Window' zone, and the attack intensity menu
- will appear for you to select the intensity, as described
- above. Pressing 'Esc' will abort the attack for now, but the
- unit will miss its turn.
-
- When units become engaged in combat, they are somewhat
- 'locked in place', and their ability to respond to orders is
- reduced. They also are more likely to act on their own
- initiative, to renew the combat without any orders to do so.
-
- 6.2 Artillery
- ===============
- Artillery ('A','B','E', 'H', or 'N') units may bombard
- visible enemy units some distance away, rather than melee
- adjacent units (which they do very poorly anyway). To fire
- the cannons, press 'F' (for 'FIRE') when the artillery unit
- is given its turn to move. (If LIMBER option is ON, you will
- be prompted to unlimber first - see section 6.3 below).
-
- When you fire artillery, a cursor will appear. Also, the
- range of the cannon and the current distance to target is
- displayed in the 'Message Window'. If the cursor is moved
- out of range of the cannon, the distance will be highlighted
- (to remind you it is out of range). You may move the cursor
- using the key pad (as described earlier for unit movement)
- to the selected target, then press 'Enter'. Both the firing
- cannon battery and the defending unit are highlighted until
- the results are displayed in the 'Message Window' and in the
- 'Armies Summary'.
-
- Range of the artillery depends on the same factors as
- visibility (elevation and cover). Rifled artillery ('A' and
- 'E') is more effective at longer ranges than smoothbore
- napoleons ('N'). Horse artillery ('H') is lighter and more
- mobile than either and causes less damage.
-
- A new 'EMPLACED GUN' unit type has been added to allow for
- fixed, fortified gun positions. These are treated as very
- heavy rifled artillery for the purpose of range and damage.
- For a given artillery unit strength, EMPLACED GUNS will do
- more damage than any other artillery type. They fire at a
- slightly slower rate than other rifled cannons, however.
- EMPLACED GUNS can not retreat or otherwise move. They can be
- captured if the 'artillery capture' option is activated.
-
- Enemy artillery will concentrate more fire on units that
- threaten the artillery unit (especially those immediately
-
- - 15 -
-
- adjacent). Damage from canister fire at close range is often
- devastating. This makes artillery units tough to overrun, if
- they have a chance to fire.
-
- There is a (low) probability of artillery exploding and
- killing members of the firing battery.
-
- 6.3 Line of Sight
- ===================
- A new line of sight option has been added, which when active
- restricts artillery units to fire only at enemy units not
- blocked by obstructing terrain features. Line of sight is
- considered by tracing an approximate straight line path from
- the firing unit to the enemy (while keeping to the map
- hexes). Line of sight is traced until an obstruction is
- encountered. If there are no obstructions, the line of sight
- is reported as clear. Otherwise, the artillery unit cannot
- see the enemy and is prohibited from firing at that target.
-
- Trees, villages, hills and mountains are considered
- obstructions. Army units are NOT considered as obstructions.
-
- A firing unit on a hill may see over ONE obstructed hex with
- a forest or village (but not any additional obstructed
- hexes). A firing unit on a hill cannot see over a hill or
- mountain.
-
- A firing unit on a mountain may see over TWO obstructed
- forest or village hexes. A firing unit on a mountain can see
- over ONE hill, but never over another mountain.
-
- The line of sight option can be toggled on or off as desired
- in the game parameter menu. Because gunboats will generally
- have a more unobstructed view, they have an increased line
- of sight ability vs. land based artillery.
-
- 6.4 Limbering Artillery
- =========================
- A 'limber' feature is provided to add realism by requiring
- all land-based artillery units (Artillery-Rifled, Napoleon,
- and Horse Artillery) to limber before being moved and to
- unlimber before being fired. The 'L' hot key will toggle
- land-based artillery units between limbered and unlimbered
- states. A LIMBERED unit is represented on the map by an open
- circle (think of it as a "wheel") and its unit description
- has an 'L' in front of the name (e.g. LNapoleon). Unlimbered
- units are represented by icons as in the regular game.
- Changing between limbered/unlimbered requires 5 additional
- turns. In addition, units with morale less than 60 require
- an additional 5 turns to change.
-
- The feature is activated via a toggle in the 'Game
- Parameters' and-based artillery units (Artillery-Rifled,
- Napoleon, and Horse Artillery) to limber before being moved
- and to unlimber before being fired. When the limber feature
- is ON, you cannot move unlimbered artillery units nor fire
- limbered units.
-
- Limbered artillery is extremely vulnerable to attack, either
- melee or artillery fire. Limbered artillery is very
-
- - 16 -
-
- ineffective in melee attack.
-
- 6.5 Cannonade
- ===============
- Attacks by artillery (cannonades) are a special type of
- combat. The outcome depends on the strength of the attacking
- unit, the strength of the defending unit, the terrain, and
- luck. Given the more uncertain nature of this form of
- combat, the outcomes are more variable. However, in the long
- run cannonades will cause considerable damage. Cannonades
- against units immediately next to the artillery unit will
- cause twice the normal damage, as the defenders receive
- canister fire at pointblank range. Napoleon units are even
- more effective in pointblank attacks due to their use of
- canister (grapeshot).
-
- 6.6 Cavalry Charge
- ====================
- When cavalry in a CLEAR or ROAD hex attacks an enemy also in
- a CLEAR of ROAD hex, the cavalry may 'charge' (receive an
- attack bonus). The charge option is automatically put into
- effect and a special message will announce it. Note that
- bridge hexes do not allow charges due to the constricted
- space.
-
- 6.7 Resolving Combat
- ======================
- In resolving the combat, the attacker goes first, then the
- defender. While the attacker is attacking, the defender's
- terrain is used in determining defender casualties. When the
- defender returns fire, the attacker's terrain is used in
- determining extent of attacker casualties.
-
- Attacking is risky business, since the attacker must expose
- himself, while the defender can take advantage of whatever
- cover is available. Thus, attackers will generally take
- proportionally more casualties. The results will be
- displayed as the battle progresses in the 'Armies Summary'
- area and in the 'Message Window'. Morale of both armies
- under fire will decrease.
-
- 6.8 Combat Results
- ====================
- The primary factors affecting combat results are shown
- below:
-
- Factor Relative Effect
- ----- ---------------------
- Intensity Major
- Unit Strength Major
- Unit Leadership Moderate (major if very low)
- Unit Morale Moderate (major if very low)
- Terrain Moderate (major for some
- (see note) conditions, such as
- cavalry in swamps)
- Unit Type Moderate (major if Artillery
- or General units
- directly involved
- in combat)
- Adjacent Friendly Moderate
-
- - 17 -
-
- General
- LUCK Slight-Moderate
- Adjacent Friendly
- Unit Slight
-
- NOTE: The terrain occupied by EACH unit is considered in
- adjusting combat outcome. A unit is at a disadvantage in
- swamps, but is at an advantage in forest or hill hexes. A
- unit is at a considerable advantage on mountains or in fort
- hexes. Cavalry and Artillery units (all types) are
- particularly disadvantaged in swamps, and somewhat
- disadvantaged in forests. Entrenchment (if any) is also
- considered. Entrenched units gain a bonus in addition to
- any terrain effect.
-
- 6.9 Retreat
- =============
- If a unit takes particularly heavy casualties, and
- leadership and morale are sufficiently low, it will decide
- to retreat. When this happens, the unit attempts to move to
- one of the 3 hexes furthest from the attacker. The selected
- hex must be an unoccupied hex. When a unit attempts to pull
- back, a message will appear and the unit will appear in
- purple. When an army retreats, its morale suffers, and it
- takes a few additional casualties as wounded men are
- captured.
-
- Since pulling back means exposure to enemy fire, units will
- take additional casualties when they decide to retreat.
- Units that are cut off and unable to retreat will take
- particularly heavy additional losses in the confusion.
- Botched retreats will also reduce effectiveness of unit
- leadership.
-
- Sometimes the enemy unit will have to retreat as well, if it
- has taken heavy losses. In some instances, one unit in
- combat will have to retreat while the victor has not taken
- much damage. The victorious unit may advance to pursue the
- fleeing unit. Morale increases for the pursuing unit;
- leadership may also improve, as the commander hones his
- skills.
-
- The human attacker is given the option to pursue if
- reliability setting is normal or better (instead of
- automatically pursuing).
-
- 6.10 Killed Leaders
- ====================
- Occasionally, the unit commander himself will be killed in
- the combat. When this happens, a message to that effect will
- appear in the 'Message Window'. The leadership ability of
- the new leader will be displayed. It will usually (but not
- always) be lower than the deceased commander.
-
- 6.11 Eliminated Units
- ======================
- Occasionally units will be eliminated from the battle. This
- is announced in the message window and an "death's head"
- icon will appear in the hex the eliminated unit occupied.
- When this happens, the opponent is awarded additional
-
- - 18 -
-
- victory points (as established in the scoring factors) for
- eliminating the unit.
-
- If one side is completely annihilated by having ALL of its
- units eliminated, the game will end. A bonus of 250 points
- is awards to the victor in this case.
-
- 6.12 Capturing Artillery
- =========================
- In the case of eliminated artillery, some portion of the
- eliminated unit may be captured by the attacker. This will
- occur if: (a) The "artillery capture" option is ON (b) There
- is an unused unit number for the attacking side for the new
- artillery unit that will be formed. (c) The attacker chooses
- to pursue into the hex where the eliminated unit had been.
- The option to capture occurs only when the artillery unit is
- eliminated. Otherwise, the unit is permanently removed from
- the remainder of the game.
-
- ===========================================================
- 7 HOT KEY COMMANDS
- ===========================================================
- 7.1 Hot Keys
- ==============
- In addition to the movement and combat commands, there are
- several commands available during the battle. Some of these
- are accessed through the menus described later. Most can be
- reached using 'hot keys' as described below.
-
- Command Use
- -----------+----------------------------------------
- (space bar)| Rest the unit - skip a turn
- G | Game score
- O | Order of battle summary
- Q | Toggle between SOUND and QUIET
- R | RECON Mode Toggle *
- S | Screen redraw
- -----------+----------------------------------------
- I | Intelligence on visible units
- | and Activate WAITed units
- M | Move to destination - give move orders
- W | Wait (All Units)
- -----------+----------------------------------------
- N | iNspire Unit (General units only)
- X | Cancel orders (General units only)
- F6 | Group Move to Destination (General units only)
- -----------+----------------------------------------
- C | Charge (Infantry units only)
- -----------+----------------------------------------
- F | Fire (Artillery, Napoleon, Horse Artillery only)
- -----------+----------------------------------------
- (F1) | On line Help
- (F2) | Unit Command Menu
- (F3) | Game Options Menu
- (F10) | Return to main menu from game level
- -------------┼----------------------------------------
-
- * When RECON is activated, ALL enemy units currently in the
- battle will become visible, even if they are out of
- visibility range. Eliminated units and units that are
- delayed and have not yet appeared in the battle will NOT be
- revealed.
-
-
- - 19 -
-
- ===========================================================
- 8 OTHER COMMANDS - MENUS
- ===========================================================
- 8.1 Unit Command Menu
- =======================
- This menu is accessed by pressing the F2 key when one of
- your units is waiting for orders (is highlighted).
-
- Menu Hot key Equivalent
- +==================+
- | UNIT COMMAND |
- +==================+
- | Move to location | M
- | Intelligence | I
- | Rest | (space bar)
- | Game Options | ---
- | (special options)| X,C,or F depending on unit type
- +==================+
-
- 8.2 Move to Location
- ======================
- This option is described in section 5.4. Note that the group
- move to location option is not available from the Unit
- Command menu.
-
- 8.3 Intelligence
- ==================
- This option causes cursor to appear on your highlighted
- unit. The cursor may be moved to get strength and terrain
- information on any unit that is currently visible. Press
- 'esc' when done. Placing the cursor over a friendly unit
- will display that unit's current status in the 'active unit
- data' window.
-
- If the friendly unit under the cursor is WAITed, it will
- activate on its next time of action. (Note that this may not
- be immediately).
-
- Intelligence is useful to identify units that are weak or
- are bogged down by terrain or combat and not likely to move
- very soon. When doing an intelligence scan of friendly units
- that are 'under orders' to go to a specific location, that
- location is shown on the map and with a line connected to
- the unit.
-
- Use of the Intelligence command does not cost a turn. This
- gives the human player more information in selecting units
- to attack.
-
- 8.4 Rest
- ==========
- This option is described in section 5.6. The Wait option
- allows units to repeatedly rest.
-
- 8.5 Game Options
- ==================
- This is another way to the game menu option described in
-
- - 20 -
-
- section 8.7 below.
-
- 8.6 (special options)
- =======================
- This option will appear only if a General, Artillery, or
- Infantry type unit is waiting for orders. It will give these
- options:
-
- Cancel Orders (General)
- Fire (Artillery)
- Charge (Infantry)
-
- Note that all of these may be directly accessed using the
- appropriate 'hot key'. In addition, the 'W', 'N', and 'F6'
- commands may ONLY be accessed by hot keys.
-
- 8.7 Game Options
- ==================
- This menu is displayed by pressing the F3 key, or via the
- unit command menu.
-
- Menu Hot key Equivalent
- +====================+
- | GAME OPTIONS |
- +====================+
- | Order of Battle | O
- | Game Score | G
- | Screen Redraw | S
- | Briefing | ---
- +====================+
-
- 8.8 Order of Battle ('O')
- ===========================
- This option gives a detailed listing of all your units and
- their status, as well as listings of known (visible) enemy
- units. While the information for your own units is accurate,
- it is only approximately correct for enemy units. Units in
- trouble will be shown in red. This option can also be used
- to end games where the enemy has been completely
- annihilated.
-
- 8.9 Game Score ('G')
- ======================
- This option gives the current game score. The score depends
- on the scoring factors and the current game status. Scoring
- depends on relative casualties, number of units eliminated,
- and number of turns of control of the objective. (A ''
- character will appear in the 'Armies Summary Data' zone next
- to the word 'Objective' for the army controlling the
- objective). The objective is 'controlled' by moving a
- friendly unit onto the 'Θ' character on the battle map. ONCE
- OCCUPIED, THE OBJECTIVE REMAINS UNDER CONTROL UNTIL AN ENEMY
- MOVES ONTO IT - you do not have to CONTINUE to occupy the
- objective to get further credit for control.
-
- 8.10 Screen Redraw ('S')
- =========================
- This option redraws the screen.
-
- 8.11 Briefing
- ==============
-
- - 21 -
-
- Information on the battle (background, objectives,
- commanders, special problems, significance, etc.) will be
- provided if it is available in the scenario.
-
- ===========================================================
- 9 NOTES
- ===========================================================
- 9.1 Realism
- =============
- Liberties have been taken with time, distance, movement, and
- unit attributes in the scenarios provided, in the interest
- of simplicity and game playability. However, the historical
- scenarios have been researched and play tested for
- correspondence to actual results.
-
- 9.2 Time
- ==========
- You cannot give orders to every unit on every turn as the
- game progresses. This is unlike some other war games, where
- each unit can move each turn, but units move different
- numbers of spaces.
-
- In this game, movement is always one space, but the
- different unit movements take different amounts of time due
- to unit type, terrain, leadership and morale factors. In my
- mind this more closely simulates the confusion of battles at
- a tactical level, and still allows the game to be easily
- played. Fast moving units will still move fast (they get
- MORE TURNS!) but cannot dash 5 hexes to the objective on a
- single turn while all other units are in suspended
- animation.
-
- In the included scenarios, a time unit may be considered
- about 3-5 minutes.
-
- 9.3 Distance & Other Factors
- ==============================
- Hexes are about 150 yards each, making game map about 2
- miles (high) by 5 miles (wide). An infantry unit can travel
- at a normal pace 10 hexes (1 mile) in about 40 turns (1/2 -
- 1 hour). In 'Charge' mode an infantry unit can travel at
- twice the normal pace (for short distances only).
-
- Civil war artillery pieces were quite varied, but a range of
- about a mile (20 spaces or 10 hexes) is not unreasonable.
- Most of the effective firing will done at targets that are
- closer.
-
- Unit strengths are intended to be relative approximations
- only. All these factors can be modified as desired, either
- in the design of the scenario, or through the game
- parameters.
-
- ===========================================================
- 10 BIBLIOGRAPHY
- ===========================================================
-
- Angle, Paul M. A Pictorial History of the Civil War Years.
- ------------------------------------------
-
- - 22 -
-
- Garden City, New York: Doubleday, 1967.
-
- Churchill, Winston S. The American Civil War.
- -----------------------
- New York:Fairfax Press, 1958.
-
- Clark, Champ. Gettysburg : The Confederate High Tide.
- --------------------------------------
- Alexandria, VA: Time-Life Books, 1985.
-
- Davis, William C. Gettysburg, The Story Behind the Scenery.
- ----------------------------------------
- Las Vegas, Nevada: K.C. Publications, 1983.
-
- Dunnigan, James F. How to Make War.
- ---------------
- New York: Quill, 1983.
-
- Flato, Charles. The Golden Book of the Civil War.
- --------------------------------
- New York: Western Publishing Company, 1961.
-
- Horn, Stanley F. The Battle of Stones River.
- ---------------------------
- Harrisburg, PA: Historical Times, 1972.
-
- Jordan, Robert Paul. The Civil War
- -------------
- Washington, D.C.: National Geographic Society, 1969.
-
- Kennedy, Frances H. ed., The Civil War Battlefield Guide
- -------------------------------
- The Conservation Fund, Houghton Mifflin Co., Boston, 1990.
-
- Stevenson, Paul. Wargaming in History: The American Civil War
- --------------------------------------------
- New York. Sterling Publishing, 1990.
-
- Sword, Wiley. The Battle of Shiloh
- --------------------
- Harrisburg, PA: Historical Times (National Parks
- Service), 1978.
-