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1993-12-16
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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.