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- 10. Realism
- -----------
- Liberties have been taken with time, distance, movement, and
- unit attributes in the scenarios provided, in the interest
- of simplicity.
-
- 10.1 Time
- ---------
- You cannot give orders to every unit on every turn as the game
- progresses. That is because units have different movement factors
- (e.g., cannons are slow and cumbersome), are moving through
- different terrain (such as swamps versus roads), and are
- moving different distances (single hex versus multiple hexes
- to a destination). In addition, some units are under fire
- and other are not. Finally, some units have better leadership and
- morale, which allows them to respond more rapidly. All
- these factors are considered in determining if the unit has
- completed its old orders and is ready for new orders.
-
- In the included scenarios, a time unit may be considered about
- 3-5 minutes.
-
- 10.2 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.
-
- 10.3 End of Game
- ----------------
- The game will continue until the preset time limit has expired.
- There is no provision for regularly checking the status to
- determine if one side is completely annihilated (not likely
- for battles with any semblance of reality). However, you may
- force this check by selecting the 'Order of Battle' option
- In running this report, if it is determined that one side is
- wiped out, the game will end.
-
- 10.4 BIBLIOGRAPHY
- -----------------
-
- Angle, Paul M. A Pictorial History of the Civil War Years.
- ------------------------------------------
- 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.
-
- 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.
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