Decisive Battles of the American Civil War: Vol. 1 manual
Decisive Battles of the American Civil War: Vol. 1
manual
DECISIVE BATTLES OF THE CIVIL WAR
Strategic Studies Group (SSG)
TUTORIAL (VOL I)
1. GETTING THE GAME TO RUN
(a). System Requirements. This program requires an IBM
PC/XT/AT or PS/2, a Tandy or other IBM compatible computer,
with 512K of memory. The program supports the following
graphics cards - EGA, CGA, MCGA, VGA, Hercules and uses the
16 colour version of Tandy CGA. The program disk does not
include DOS and requires IBM/MS-DOS Version 2.1 or higher to
run.
(b). Backup and Hard Disk Installation. The game disks are
not copy protected. Floppy disk users should use the
standard DOS commands to copy the disks before use. Do not
use the original disks for game playing.
Hard Disk users should create a directory on their hard disk
and copy all of the files from the floppy disks to that
directory. All program files must be in the same directory
for the game to run. The path to this directory should not
be longer than 26 characters.
(c). 3.5" Disk Offer. If you need 3.5" disks for your
system, please return the 5.25" disks to us together with
$5.00 plus $2.50 for postage and packing. North American
users should send their disks to our US Office, everyone
else should use our Australian Office.
(d). Starting the Game. Boot your computer with DOS. Floppy
disk users should insert their copy of Disk One in drive A:
and type db1 followed by (RET). Hard Disk users should
change to the directory containing the program files and
type db1 followed by (RET).
Floppy disk users should note there is one scenario on Disk
One as well as the program files. The other five scenarios
are on Disk Two. The tutorial will explain how to locate and
load in the scenario of your choice. There is a readme file
on Disk One.
(e). System Set Up. The Set-Up menu allows you access to the
user options in the game. It is not necessary to worry about
it while you're learning the game. Use the arrow keys to
locate the line and type (RET).
Choosing will allow you to customise four options.
Use the arrow keys to cycle through the options.
(i). Scrolling. The settings are 0-6. 0 = no scrolling; 1-6
= scrolling speed where 1 is slow and 6 is fast. The default
setting is 3. CGA users have only one scroll speed (it
doesn't matter which setting you choose). Type (RET) to
cycle through the speed settings when the line
is high-lighted. Type (ESC/DEL) to recover the menu window.
(ii). DEL = ESC. The default settings in the game allow the
DEL key to substitute for the ESC key. If you dislike this
option, type (RET) to disable it.
(iii). Sound. This toggles the sound effects in the game to
`on' or `off'.
(iv). Auto-Save. Setting this option to `on' will
automatically save the game as soon as is selected.
Only one file is maintained and it is overwritten each turn
keeping the last turn always available. This file can be
loaded using the command in the Save Game
Utility.
Choosing will save your choices to disk in a special
file.
Choosing will load the current options from that
file, if it exists.
The command sets the DOS path for all DOS operations
like loading and saving files. It is restricted to 26
characters in length. When specifying drive names you must
include the colon (:) as part of the path.
(f). Video Trouble Shooting. EGA and VGA systems will start
up with our "full-map" graphic routines. Other graphic
boards use our standard graphic routines. The program makes
its best guess at your computer's video mode and should run.
In the unlikely event that the program gets it wrong you can
use a command line switch to force the program into the
appropriate video mode. This takes the form
(db1)(space)(n)(RET) where n is a single character; i.e. c =
CGA, e = EGA, t = Tandy, m = MCGA, h = Hercules, v = VGA and
f = switch off "full-map" graphics. The only reason EGA/VGA
users would have to switch off "full-map" graphics (and
instead use standard graphics) is for rapid testing of
original scenarios or the initial creation of an original
game map as described in the WarPaintÖ chapter of the Game
Manual.
(g). DOS Details. In the real world of DOS, save game files
are maintained with the name DF_nnn.DXG where nnn is a
number between 001 and 050. Scenario files have the scenario
name followed by a .DFX suffix. You can use normal DOS
commands to delete or copy these files if necessary, but
since you can save over existing files it should not be
necessary to use DOS often. In addition, the "full-map"
graphic routines use an additional file with the same prefix
as the game file and a .LBM suffix. Again, see the WarPaintÖ
chapter in the Game Manual.
2. LEARNING TO PLAY THE GAME
On July 21st, 1861, the first major battle of the American
Civil War took place. In the rolling farmland north of
Manassas Junction, Irvin McDowell's newly-raised army was
confronted, and eventually routed, by the reinforced Army of
the Potomac under the command of Pierre Beauregard.
The first battle of the war will be your first experience
with the Decisive Battles Game System. The armies are not
large and their internal structure is very simple. The Union
army is organised into 4 divisions while the Confederate
army is a loose collection of 14 independent brigades. A
complete Order of Battle for both sides is given in Part Two
of this manual.
In this tutorial, you are going to take command of the
Confederate army while the computer controls the Union
forces.
As well as this manual, you'll need to have the data card
(if appropriate for your computer) in front of you.
(a). Starting Up. Start up your computer using the procedure
given on the start side of the menu card. Menu A (Start Up
Menu) appears to the right of the title page. As is the case
with every menu in the game, you use the arrow keys to
locate your choice from the menu and then type (RET) to
select it. IBM users may alternatively use a function key to
locate and select a menu item. The line in Menu A
is the third line in the menu; therefore f3 will select it.
Similarly, f4 will select the line.
If you select the wrong menu, don't worry. Apple II and IBM
users type (ESC) to go back to the previous menu; C-64/128
users type (f1). IBM and Apple II users should note that the
(DEL) key will serve as the (ESC) key in most situations.
IBM users can turn the sound on/off through Menu 12 of the
Game Routines. Apple II and C-64 users should type Cntl (S)
to turn on/off the sound. Apple II and C-64 users with a B&W
monitor should type Cntl (B).
(b). Selecting the First Bull Run Scenario. Before we can
start play, we have to select the First Bull Run scenario,
tell the computer that we will control the South forces and
decide which game options we wish to use.
Use either arrow key to locate the line and type
(RET) to go to Menu B (Location Select). At this point, IBM
owners using 5.25" floppy disks should remove Disk One from
the drive and replace it with Disk Two. Apple II owners with
one disk drive should remove the game disk, turn it over and
put it back in the drive.
Use an arrow key to locate the line and type
(RET) to go to Menu C (Scenario Menu).
Use an arrow key to locate the <1ST BULL R> line and type
(RET) to go to Menu E (Edit Utility). The scenario briefing
screen is displayed to the left of the menu window. IBM
users must select the line and then position the
cursor over the line and type (RET).
Use an arrow key to locate the line and type (RET) to
go to Menu N (Game Options). There are two (IBM) or three
(Apple II and C-64) options available when you play the
game.
(i). Exposed. When the exposed flag is set, all units on the
map will be visible at all times. If the exposed flag is not
set, only currently sighted units will be visible on the
battlefield.
(ii). Enhanced (Apple II and C-64 Only). When the enhanced
flag is set, computer controlled forces will be given
certain bonuses. For example, unit size, leadership and
staff ratings may be increased.
(iii). Radio. When the radio flag is set, you will have
automatic communications with every unit in your command. If
the radio flag is not set, only those units directly
attached to the army HQ and within communications range can
be given orders.
For tutorial purposes, we will choose to set the exposed and
radio flags but leave the enhanced flag alone. Position the
cursor on the line and type (RET). An Options in
Effect box has appeared below the menu window showing that
the exposed flag has been set. The cursor will return
automatically to the line. Select the
line to add this flag to the options box then select
to go to Menu F (Handicap Utility).
Since this is only a tutorial, we will give ourselves a
break. The handicaps below the line benefit the
South, those above benefit the North. The effect of a
handicap is to modify the victory point awards, it does not
affect the artificial intelligence nor the composition of
the forces. Note that the handicap structure for IBM users
asks you to select a veteran, normal or novice opponent.
Select a novice.
Use an arrow key to locate the South line and type
(RET) to go to Menu G (Player Select). Locate the
line and type (RET). The cursor has been thrown into the
briefing screen and you have the opportunity to change the
commanders' names. Do this if you wish, otherwise type (RET)
until you get back to Menu E (Edit Utility).
Have a last look at the briefing screen and you'll see the
South has a major handicap advantage (IBM users will be
opposed by a novice computer general which is a fair
description of McDowell), the North forces will be run by
the computer and exposed and radio flags are set.
Use an arrow key to locate the line and type (RET)
to go to Menu H (Game Master).
That's the preliminaries over with. We're just about ready
to play.
Turn your menu card over to the game side.
(c). The First Turn. This tutorial is a brief introduction
as to how the game plays. It is not intended to be a
description of everything that can happen. The Game manual
describes in detail the full use of each menu. Once you have
some experience with the game menus, we recommend you read
Chapter 5 in the Game manual for an explanation of the major
game systems controlled by the computer.
Back to Menu H. A current turn briefing appears above the
menu window. The date is July 21st, 1861, it is 6 am and
this is the first of the fourteen turns in the game. Below
the menu window you can see it is daylight and the weather
is clear.
In the bottom centre of the map is the town of Manassas.
Five Confederate brigades can be seen to the north. Your
army HQ is at Manassas. Don't worry that you can't see it
yet; you are still asleep and it won't be until turn 2 that
your HQ appears.
The and lines in the menu have been
overprinted with a solid bar to show that you cannot access
them. The solid bar will disappear from the line
after the line has been accessed. This is to guard
against accidentally selecting before issuing your
orders. The line will always be overprinted during
the game. The computer does not want you to see what it is
doing!
Locate the line and type (RET). This brings up Menu
2 (Operations Master). Your choices here are ,
, , or , and
(IBM Only).
The map has not changed, just the information above and
below the menu window. Above the menu window you can see the
army I.D. Johnson is Beauregard's second in command. Below
the menu window you are given a casualty and victory point
summary. Obviously, there are no losses yet. The VPs show
what your score would be if the game was to end at this
moment.
The , and lines are over-printed
with a solid bar because you are not present on the
battlefield this turn. You will wake up in time to command
your army next turn. The computer will direct your troops
until you are able to command them yourself. Type (ESC/f1)
to go back to menu H and then select to activate the
turn.
There will be a flurry of activity from the Union forces
near Centreville. One or two of your brigades may redeploy
slightly.
(d). The Second Turn. Back to Menu H again. It is now turn 2
(7 am). Select the line. You will see that the
line is still over-printed with a solid bar. This
is because you have no corps or division HQs to give orders
to.
(i). Reviewing Your Forces. Before issuing orders we'll
examine the battlefield, the objectives and the enemy
forces.
Select the line to go to Menu 3. The screen has
cantered on a hollow, flashing cursor. Use the arrow keys,
the I, J, K and M or the 1-6 keys to move the cursor over
the map. The map will scroll once the cursor reaches the
edge. Type (0) to centre the screen on the cursor. IBM users
can use function keys f1-f9 to select 9x9 map sections; i.e.
f1 will select the top left section, f3 will select the top
right section.
At the very bottom of the information panel, you will see a
three-part icon display. From left to right this shows you
the type of terrain in the hex, which sections of the map
are in use for this scenario together with the relative
position of the cursor and which side currently controls the
hex. The name of the terrain type appears immediately above
the display.
Move the cursor to Centreville. Centreville is an objective.
Its name appears above the terrain type name and its victory
point details are described. Move the cursor to any one of
the Union brigades on the road to the stone bridge. The
icons at the top of the information panel tell you it is an
infantry brigade while below that you are told its formation
and condition.
Type (RET) to bring up the map walk menu. Select ;
all roads are removed from the map. Type (RET) to bring up
the menu again then select to replace the road
network.
allows you to see which side controls a particular
hex. removes all units on the map so you can see the
terrain underneath.
Move the cursor to the Confederate brigade defending Ball's
Ford. This is Cocke's infantry brigade. The information
provided is mostly self explanatory; more details are
available in the Game Manual.
(ii). Operations. Go back to Menu 2. The line is
the place where you must decide where to put your army HQ
and how personally involved you want to get in the battle.
Select . Below you menu window you will see that
both yourself (P. G. T. Beauregard, that is) and General
Johnson are OK. In the battle you can get captured, wounded
or even killed!
Select and you will be presented with the four
profiles you may choose from. You may change your profile
each turn. Your profile will not change from turn to turn
unless you enter this menu and change it. You always begin
with the default value set to . The words here
mean pretty much what they say. Heroic will inspire all
troops within four hexes of your position while increasing
the likelihood of a nasty accident. Cautious will keep you
safe and sound but the effect on your men may prove
disastrous. For this tutorial, keep your profile on
.
Select . This is the mechanism by which you move
your HQ around the map. tells the army HQ to remain
exactly where it is. gives you access to the cursor
so that you can use the I,J,K,M keys, the arrow keys or the
1-6 keys to move your HQ to the location of your choice.
Note that you will not be allowed to select an enemy
controlled hex as your destination.
directs the army HQ to move as quickly as possible
to a friendly corps HQ for the purpose of placing it under
direct command. Since there are no Confederate corps at
First Bull Run, this option has been over-printed by a solid
bar. allows you chose an objective as the
destination for the army HQ, using either the arrow keys or
the name routine.
Since history tells us that McDowell is crossing Bull Run at
Sudley Springs, we will use our foresight to prepare a tough
reception for him around New Market. Select ,
cycle through the arrow keys until you locate New Market and
then type (RET).
Now that the personal matters have been taken care of, it's
time to give orders to your brigades. Type (ESC/f1) until
you get back to Menu 2 and then select .
Because the radio flag is set, you have communications with
all of your brigades. Use the arrow keys to cycle through
them. You may wish to compare the on-screen displays with
the Order of Battle printed in Part Two of this booklet. IBM
users have on-screen access to the Order of Battle via the
function.
Defending Union Mill's Ford is Ewell's brigade. His last
order appears below his I.D. box; i.e. he has been ordered
to defend the Union Mills Ford objective. Locate his brigade
using the arrow keys and type (RET) to bring up the
manoeuvre order menu. The option is exactly the
same as the routine in Menu 2.
You may give Ewell's brigade any one of 5 orders. At the
moment there is no need to change Ewell's orders.
Locate the following brigades and give them all
orders. This tells them to go the current destination of the
army HQ; i.e. to New Market. The brigades are Bee, Early,
Bartow, Jackson and Holmes. These are the men we will use to
stop the Federals.
Go back to Menu H and select to execute the turn.
(e). The Third Turn. Select from Menu 2. By now,
Evans brigade defending the Stone Bridge has probably
started a fight with some brigades from Tyler's division.
Locate Evans brigade and type (RET). If he is engaged, then
you will get the engaged order menu.
There are 4 combat choices. Evans will have already decided
what he is going to do. Outnumbered, he will almost
certainly withdraw. This is a sensible thing to do when
faced by superior numbers so don't change his order. Options
which for one reason or another are not currently available
will be over-printed with a solid bar. If Evans has not yet
engaged, leave him where he is. Bull Run is a good defensive
position.
No-one will have reached New Market yet, so just make sure
that the 5 brigades you gave regroup orders to haven't
changed them and then select .
(f). The Game Plan. Hunter and Heintzelman's divisions have
arrived on the battlefield. Their lead brigades may have
even crossed Bull Run. It's time to deploy your forces to
meet them. Bee and Bartow's brigades should be at New
Market. deploy from the manoeuvre order menu and
you will get control of the indicator cursor.
You may move the brigade one hex in any direction you chose.
Use the arrow keys to select the direction, then type (RET)
to confirm it. Deploy the brigades so that they form a line
at right angles to McDowell's path.
Experiment with both the manoeuvre and engaged orders. Later
on in the battle you may wish to send a couple of brigades
on an offensive push to Centreville using the
order.
DECISIVE BATTLES OF THE CIVIL WAR
Strategic Studies Group (SSG)
GAME MANUAL
1. THE DECISIVE BATTLES GAME SYSTEM
Decisive Battles of the American Civil War (Vol I) recreates
six important battles from the first years of the War
between the States. The American Civil War lasted four years
and its one million casualties reflect the determination and
ferocity with which it was fought. Hopelessly outnumbered in
terms of manpower and materiel, the thirteen confederated
southern states kept their secession hopes alive by dint of
commitment, superior leadership and a fair amount of luck.
The American armies which took the field in 1861 were little
more than untrained militia, led for the most part by
inexperienced officers and clumsily trying to copy the
military systems of the major European powers.
Four years later these same armies were a match for any
European contemporary. They had evolved new tactics to
accommodate the vastly increased effect of musketry on the
battlefield. The use of trench warfare so characteristic of
the Great War some 50 years later was pioneered by American
armies. Railways were used to expedite the flow of supplies
and reinforcements to contested areas so that for the first
time in the history of warfare, armies could stay in the
field almost all year round.
In the end, of course, the Union triumphed. Robert E. Lee's
surrender at Appomattox Courthouse in April of 1865 marked
the effective end of the Confederacy. The Decisive Battles
Game System has been specifically designed to recreate the
battles of this era. Volumes II and III cover battles from
the middle and latter years respectively.
To get started with the game, we recommend that you follow
this sequence.
(i). Read the specific information for your computer type in
the scenario booklet for details on installation and start-
up.
(ii). Play through the introductory tutorial described in
the scenario booklet.
(iii). Select any scenario and start playing, referring to
this manual as necessary. You should read the Player's Notes
for a particular scenario before playing it for the first
time as they contain useful background information.
This manual contains two major sections. Part One, The Game
Routines explains the operation of the game system and
contains all that you need to know to play a game. Part Two,
WarPlanÖ explains the use of the scenario design routines,
including WarPaintÖ, SSG's icon and terrain editor. While
you do not need to read this section to play the game, it
will provide some insights into the deeper workings of the
game system. In addition, we would encourage everyone to
find out just how easy it is to modify existing scenarios or
create original work.
2. THE TYPES OF GAME MENUS
The order menus which drive the game can be divided into
four types.
(a) Branch Menus - These menus signpost the route to other
menus [2,4,7,9]. Note that most of them also provide some
information.
(b) Information Menus - These menus provide specific
information on the various forces and functions in the game
[3].
(c) Action Menus - These menus are the centre of the game
system. All of the orders used in the game are given through
them [5,6,8,10,11,12].
(d) Single Function Menus - [1].
3. THE GAME MENUS DESCRIBED
Menu H (Game Master)
This screen always appears at the beginning of each turn. It
is common to both players. It is the first screen you will
see after completing the scenario selection details and
choosing .
In the four lines of text above the menu window, you are
told the date, the time of day, the current turn number and
the total number of turns in the game.
Below the menu window you are told whether it is daylight,
dawn, dusk or night and the weather condition.
Menu 1 (Save Game Utility)
This is a single function menu which allows you to load or
save a game, change the DOS path to the current disk or
directory or load an 'auto saved game' if present.
To save a game, locate the line with the arrow
keys and type (RET). A large catalog window displays a list
of current save game files. Use an arrow key to move the
cursor bar to the location in which you wish to save the
game. If that location contains an existing file, then the
current game will be saved over that file. Empty slots are
marked 'free'. When you have chosen a location, type (RET).
The menu window now displays the and
lines. Choosing allows you to edit both the name
of the game and a three line synopsis. When you are ready,
locate the line and type (RET).
To load a game, choose . Use the arrow keys to move
the cursor bar to the desired game location and type (RET).
The chosen game will be loaded.
The command allows you to change the current disk or
directory for loading and/or saving games. The default is
the directory from which the game was run. When typing disk
identifiers, please type a colon (:) after the drive letter
(e. g. B:). The path is limited to 26 characters.
Save game disks must be formatted by DOS before use.
The command will load an auto saved game if one
is present.
Menu 2 (Operations Master)
This is a branch menu. The information appearing above the
menu window identifies the commander of the Army, his second
in command if present and the name of the Army. The icon
representing the Army HQ appears to the left of the
commander's name. The information below the menu window
tells you how many victory points your side has accumulated
to date, a leader and troop casualty summary and whether you
have more victory points than your opponent at this point in
the game. IBM users are given an indication of their
performance to date in the lower right of the screen. The
game is considered contested if there is less than a 20%
difference between each side's VP total. Otherwise you will
be told you are winning or losing.
The menu window is divided into two sections. These are
Operations and Reports.
The function allows IBM users access to a detailed
breakdown of their forces. Every HQ and brigade is listed,
along with their strengths, artillery complements and
current condition. Destroyed and reinforcing brigades are
included. Use the arrow, home, end, or Pg Up/Down keys to
locate individual units or to page through the report. Hit
(RET) to select the unit high-lighted by the menu bar. The
game map appears with the cursor identifying the chosen
unit. Note that brigades have a 9-character I.D. in the IBM
version.
We recommend that you examine the menu before
issuing instructions, especially while you're learning the
game.
Note that this same function is available in
several menus to make information easier to access.
If you select , IBM users will be given access to
five optional features. Menu 12 will give you all the
details. Apple II/C-64 users have the line
replaced with . The option is for use when,
for whatever reason, you wish to end the game. The game will
stop and the end of game screen will be printed. You will be
prompted to avoid accidental resignations.
Menu 3 (Map Walk)
This is an information menu. On selecting from
Menu 2, 8, 10 or 11, the cursor is thrown into the map. Use
the I,J,K,M keys, the arrow keys or the 1-6 keys to march
the cursor across the map which will scroll once the cursor
reaches the edge. Type (0) to centre the screen on the
cursor.
At any time you may type (RET) to bring up the menu window.
You may examine the ownership of hexes, examine the terrain
by temporarily clearing units from the map or examine the
terrain masked by the road network.
You may move the cursor from objective to objective either
by naming the objective you wish to go to or using the arrow
keys to cycle through them.
You may also move the cursor from unit to unit by naming the
unit you wish to go to. The term unit describes any combat
formation, either brigade or HQ.
Use the arrow keys to select the piece of information you
wish to examine and then type (RET). To terminate a display,
type (RET) to replace the cursor in the menu window, use the
arrow keys to select the display you wish to turn off and
type (RET) again to complete the process.
More than one display may be examined at the same time. Be
warned, however, that in some cases the information from one
display will overprint another. Once you have finished, type
(ESC/f1) to return to Menu 2. All displays will be turned
off.
You can (and should) use this menu to get information on
enemy units. It is also useful for examining terrain,
especially in active portions of the map, and as a source of
information on the condition of friendly units. The
information appearing to right of the map describes the
contents of the hex identified by the cursor. What
information you see depends upon what is in the hex.
The majority of hexes will be empty, nor will an objective
be present. For these hexes, you will be told the movement
point cost for entering the hex, how much natural cover or
protection the hex will offer to an occupant and the
expected visibility or sighting into or through the hex.
Below this information, the terrain type is named and below
this name is a three-part iconic display. In the left-hand
compartment you are shown the terrain icon for the hex. In
the centre compartment you are shown a schematic summary of
the location of the cursor in relation to the whole
battlefield. In the right-hand compartment the nationality
icon of the side controlling the hex is displayed.
If an active objective is present in the hex, the middle
part of the report will display its details. You are told
for which turns the objective is active, how many turns you
have held the objective to date and the number of VPs
awarded for its control, both on a per turn basis and at end
of game. The name of the objective appears above the terrain
type name.
If an enemy unit is present in the hex, the top part of the
report will display its details. You are shown an iconic
representation of the enemy unit. Underneath this you are
told whether the unit is in line or column and whether it
appears steady or shaken. A unit is shaken when its current
cohesion value is 3 or less, unless it occupies a
fortification.
As you can see by moving the cursor around the maps, all of
these displays are separate from each other. However, when a
friendly unit occupies a hex, all information on the
display except for the terrain name and the three-part
iconic display are replaced with data on the friendly unit.
A brigade report contains the following information. A boxed
display identifies the brigade, its type and its current
order. At the top of the screen you are shown the HQ icon of
the formation to which the brigade is attached. The name of
this HQ, its current order and the objective, if any, it has
been directed to are also displayed. Where two objectives
are shown, you should read this as the second objective
being the real one. The first objective simply defines the
line of march.
There are four separate icons directly above the brigade ID.
They provide a simple summary of the status of the brigade.
From left to right the icons display the brigade type icon,
whether the brigade is shattered or occupies a battlefield
entrenchment or fortification, whether the brigade is within
the communication range of its superior HQ and finally
whether an order has been issued to the brigade for this
turn.
Below the brigade ID are details of the brigade's current
effective strength (rounded off to the nearest 100 men), the
number of guns attached to the brigade, the current cohesion
level and the experience and leadership ratings of the
brigade.
In Summary
A summary of the effects of the menu appear
below.
Control. All terrain icons are replaced with the Union or
Confederate control icon. Hexes containing units do not
display a control icon; in every case a hex occupied by a
unit will be controlled by that unit. It is difficult to
overstate how important hex control is in the play of the
game. Units in friendly territory are not usually visible to
the opposing player.
Roads. The road network is temporarily removed to reveal the
hex types underneath.
Clear. All units are temporarily removed from the map to
reveal the hex types underneath.
Name Objective. A cursor appears above the menu window. Type
in the name of the objective you wish to examine. Once the
computer has enough letters to distinguish it from other
objectives, the screen and cursor will centre on that
objective.
Cycle Objective. The cursor appears on the nearest objective
and from there the arrow keys are used to cycle the cursor
from one objective to the next.
Name Unit. A cursor appears above the menu window. Type in
the name of the unit you wish to examine. Once the computer
has enough letters to distinguish it from other units, the
screen and cursor will centre on that unit.
Menu 4 (Army Master)
This is a branch menu. The screen has centred on your
present location; i.e. your Army HQ. If the Army HQ has not
yet arrived on the battlefield, the screen will centre on
its scheduled arrival hex. The Army ID is repeated above the
menu window while the personal status of the Army commander
and his second in command is given below the window. The
army leaders can be OK, wounded, captured or killed.
You use this menu to choose the location you wish to send
your Army HQ to and to select the personal profile you wish
to adopt for the next hour of the battle.
Menu 5 (Move Army HQ)
This is an action menu. There are four mechanisms by which
you can move your Army HQ.
Position the cursor over the line and type
(RET). You will be allowed to name the objective you wish to
move your Army HQ to or use the arrow keys to cycle through
the available objectives until you locate the one of your
choice. Only objectives currently under friendly control may
be selected.
Position the cursor over the line and type (RET).
The pinwheel appears in the menu window and you may select a
Corps HQ from it. The Army HQ will move to the Corps HQ.
This line will be overprinted with a solid bar if there are
no corps under your command.
While an Army HQ occupies a hex adjacent to the Corps HQ and
its last move order was to that Corps HQ, it assumes direct
command of the formations subordinate to the Corps HQ as
though they were its own.
If none of the above mechanisms will allow you move your
Army HQ to its desired location, position the cursor over
the line and type (RET). You will be given control
over the cursor appearing on your current Army HQ location.
Use the arrow keys, the 1-6 keys or the I,J,K,M keys to move
the cursor to the chosen location and then type (RET). Only
hexes under friendly control may be selected. Your Army HQ
has now been ordered to that location.
If you wish to cancel an Army HQ move or to halt HQ
movement, select .
Once ordered to move, an Army HQ will take the quickest
route to its chosen destination and become stationary once
it reaches that location. Remember that the staff
effectiveness rating of your Army HQ will be slightly
reduced while it is moving. A careful commander will do his
best to keep HQ movement to a minimum.
An Army HQ may directly supersede the orders of any friendly
brigade within four hexes of its location as explained in
subsequent menu descriptions. Similarly, your Army HQ staff
rating is temporarily reduced when enemy brigades are within
five hexes of the HQ's location. You should keep these two
points in mind when positioning your Army HQ.
Menu 6 (Personal Profile)
This is an action menu. Basically, you must choose the level
of personal danger you wish to expose yourself to for the
next hour. There are pros and cons for each choice. Your
choice will remain active until you change it in a
subsequent hour or conditions make it ineligible. The
default profile is sensible.
Heroic. You will only be allowed to choose this profile if
there is a targeted friendly brigade within four hexes. You
and a small escort are considered to have moved into the
front line to personally direct the battle.
For the hour immediately following your decision to be
heroic, there will be a temporary reduction in your Army HQ
staff value. As compensation, all targeted brigades within
three hexes of your Army HQ will receive a combat bonus.
Leading by example may be the only way to prevent a
disaster. However, the cost of courage is not cheap. You
will be exposed to enemy fire and bayonet point. You run the
risk of being wounded, incapacitated or even killed.
Furthermore, the rest of your Army will be virtually
leaderless until you return to your Army HQ. You will not be
allowed to select a heroic profile after the Army commander
has suffered either a killed, wounded or captured combat
result.
To put this profile in perspective, you should find that in
most of your battles you never have to select it!
Bold. You will only be allowed to choose this profile if
there is a targeted friendly brigade within four hexes. In
this case, you remain at your HQ and have chosen to maintain
a high profile for the purpose of stiffening your men.
A small combat bonus is conferred on targeted friendly
brigades within four hexes at a cost of some danger to
yourself and a slightly reduced staff efficiency
This profile should be selected when all is going well (i.e.
you have no need to send off new orders to your
subordinates) and you wish to get your men off to a good
start.
Sensible. You have chosen to expose yourself to the normal
level of danger present on the nineteenth century
battlefield. This is roughly equivalent to a 2% chance of
being killed or wounded in a normal day's fighting. All
brigades within command radius of your Army HQ may be
stiffened by your presence or they may ignore you. In any
case, your staff effectiveness rating will not be affected.
Cautious. The difference between a cautious profile and a
sensible profile is small. By selecting a cautious profile
you are reducing the risk of personal danger to zero. You
also give up all chance of inspiring your men. There is no
change to your staff effectiveness rating. You should not
confuse cautious with cowardly; I'm sure there are no
Schimmelpfennigs (a luckless Union General found hiding in a
pig-sty after the Battle of Gettysburg) playing this game.
Which of the two latter profiles you choose will depend on
the local situation. It really boils down to how lucky you
feel.
Menu 7 (HQ Select)
This is a single function menu. The pinwheel appears in the
menu window and you may use the arrow keys to select any of
the Corps or Division HQs directly subordinate to your Army
HQ. Note that Division HQs subordinate to Corps HQs do not
appear in the pinwheel unless your Army HQ is temporarily
directing the Corps HQ as explained in Menu 5. Brigades
never appear in the pinwheel. If the radio flag is on then
Corps headquarters are not used in the game. The pinwheel
bar identifies the HQ which is centred on the screen. The
information available for each subordinate HQ is as follows.
The top two lines of the screen show the ID of the HQ and
its current command, either offensive, defensive or reserve.
A HQ with an offensive command can have up to two objectives
displayed beneath its ID. A HQ with a defensive command will
have one objective displayed below its ID. A HQ with a
reserve command will have no objectives displayed beneath
its ID.
There are four separate icons directly above the menu
window. They provide a simple summary of the command status
of the HQ. From left to right the icons display the on-
screen HQ icon (corps or division), the HQ type (infantry or
cavalry), whether the HQ is within the communication range
of the Army HQ and finally whether a command has been issued
to the HQ for this turn. Obviously, a HQ cannot receive a
command while it is out of communication.
Below the menu window you are told the leadership and staff
ratings of the HQ. If the HQ commander has been
incapacitated (i.e. killed, wounded or captured) then the
leadership line will tell you there is a new commander. You
are not told how capable he is! To issue a command to the
selected HQ, type (RET).
Menu 8 (HQ Order)
This is an action menu. It is used to give the HQ its orders
for the next hour.
HQs which are out of communication with the Army HQ will
only be able to access the line in the menu. A
message in the menu box will inform you that the HQ is out
of command. HQs which are in communication with the Army HQ
will have access to the full range of options in the menu.
There are three command types, the effects of which are
explained below. Note that the chosen command type will have
an effect on both communications and combat.
The Offensive Command. An offensive command allows the Army
commander to select either a friendly or enemy controlled
objective as the destination for the HQ. Furthermore, an
additional objective may be specified to define the route of
march.
Position the cursor on the line and type (RET).
You can use the arrow keys or the name routine to locate the
chosen objective. Type (RET) to accept the objective. When
issuing this command, you must specify the manoeuvre point
as the first objective and the intended destination as the
second objective. If you don't need to include a manoeuvre
point, you must type (RET) twice. Once you have completed
this routine, you are returned to Menu 7.
A corps HQ which has been given this command will check its
subordinate formations and, where necessary, amend their
orders to comply with the new command. How quickly this
happens; indeed, whether it happens at all will depend on
the leadership rating of the corps HQ. The corps HQ itself
will accompany one of its subordinates. Note that the HQ
icon is not allowed to enter enemy controlled territory.
Remember that to supersede the authority of a corps HQ over
its subordinates, you will have to select that corps HQ from
Menu 5 and wait until you are adjacent to it.
A division HQ which has been given this command will execute
it as soon as conditions allow. A poor division commander
may take longer to obey his command than a capable officer.
A division in contact with the enemy may take some time to
disengage.
Once a formation reaches its destination it will `listen'
and look for enemy units. Should any be detected within 5
hexes, then the formation will march to engage them; i.e.
they will march to the sound of the guns. Note that
formations subordinate to a corps HQ may not all take
exactly the same route as specified for the corps HQ nor
will they all select the same objective; they will not,
however, stray very far away. If there are no visible or
audible enemy, then the formation will deploy to defend its
objective(s).
Do not attempt a major redeployment of engaged troops. You
will almost certainly end up with a disaster.
The Defensive Command. A defensive command allows the Army
commander to select a friendly controlled objective as the
destination for the HQ. You will not have access to enemy
controlled objectives.
Position the cursor on the line and type (RET).
You can use the arrow keys or the name routine to locate the
chosen objective. Type (RET) to accept the objective. Once
you have completed this routine, you are returned to Menu 7.
The command is implemented much the same as the offensive
command except that formations which have reached their
destination will not march to the sound of the guns but will
deploy and defend their objective. There is always a small
chance that a commander who is out of communication with his
superior will spontaneously decide to march to the sound of
the guns.
The Reserve Command. A reserve command instructs the
subordinate HQ to withdraw from action and rest or simply to
wait in place until the appropriate time for its employment.
A corps HQ with a reserve command will usually call off any
attacks made by its subordinates. Offensive commands will be
changed to defensive or reserve commands depending on
circumstances.
A division HQ will instruct its component brigades to
withdraw from action where applicable and to recover lost
cohesion. Brigade responses are covered in the notes
accompanying the description of Menus 10 and 11.
Note that cavalry formations will generally continue in a
screening role until a deterioration in their own condition
compels a withdrawal.
Do not confuse the HQ reserve command with the brigade
reserve order. They are quite different.
Special Note. On the first am turn of any day after the
first day of a battle, you may be allowed access to all the
corps and division HQs subordinate to the army HQ. See the
note in Chapter 6 for more details.
Menu 9 (Brigade Select)
This is an information menu. Brigades are the combat units
in the game. All of the actual fighting is done by them. The
orders which they can be given are generally dependent upon
their current circumstances. The information given here on
each brigade is exactly the same as you see when you access
the brigade through the routine. Use the arrow
keys to cycle through the brigades.
When the flag is set for a scenario, all brigades
can be accessed by the army HQ from this menu. When the flag
is not used (thus recreating a more authentic nineteenth
century battlefield), only certain brigades can be accessed
by the army HQ through this menu.
These brigades are: all brigades which are directly attached
to the army HQ and which are in communication (including
brigades directly attached to a corps which is being
temporarily superseded by the army HQ); all brigades within
4 hexes of the army HQ which are in communication, no matter
to whom they are subordinated.
Note that those brigades within four hexes which are
subordinated to a corps or division HQ will display the
order which their commander has chosen for them this turn.
You may override the order if you wish.
Independent brigades attached directly to the army HQ which
are out of communication cannot be accessed at all and you
will have to rely on their commanders to do the right thing.
Note that you may always access every brigade through the
routine; you just won't be able to tell it to do
anything.
Once you have selected the brigade you wish to assign an
order to, type (RET) to bring up the brigade order menu.
There are two distinct brigade order menus. Which one you
get is determined by your proximity to enemy units.
A brigade adjacent to an enemy brigade will always use the
engaged order menu. A brigade within two hexes of an enemy
brigade will generally use the engaged order menu. The
exceptions are when a river, bridge or ford intervenes, when
the friendly brigade is unsighted or when a prohibited hex
intervenes. A brigade more than two hexes away from all
enemy brigades will always use the manoeuvre order menu.
An engaged brigade is distinguished on the screen from a
to whom they are subordinated.
Note that those brigades within four hexes which are
subordinated to a corps or division HQ will display the
order which their commander has chosen for them this turn.
You may override the order if you wish.
Independent brigades attached directly to the army HQ which
are out of communication cannot be accessed at all and you
will have to rely on their commanders to do the right thing.
Note that you may always access every brigade through the
routine; you just won't be able to tell it to do
anything.
Once you have selected the brigade you wish to assign an
order to, type (RET) to bring up the brigade order menu.
There are two distinct brigade order menus. Which one you
get is determined by your proximity to enemy units.
A brigade adjacent to an enemy brigade will always use the
engaged order menu. A brigade within two hexes of an enemy
brigade will generally use the engaged order menu. The
exceptions are when a river, bridge or ford intervenes, when
the friendly brigade is unsighted or when a prohibited hex
intervenes. A brigade more than two hexes away from all
enemy brigades will always use the manoeuvre order menu.
An engaged brigade is distinguished on the screen from a
to whom they are subordinated.
Note that those brigades within four hexes which are
subordinated to a corps or division HQ will display the
order which their commander has chosen for them this turn.
You may override the order if you wish.
Independent brigades attached directly to the army HQ which
are out of communication cannot be accessed at all and you
will have to rely on their commanders to do the right thing.
Note that you may always access every brigade through the
routine; you just won't be able to tell it to do
anything.
Once you have selected the brigade you wish to assign an
order to, type (RET) to bring up the brigade order menu.
There are two distinct brigade order menus. Which one you
get is determined by your proximity to enemy units.
A brigade adjacent to an enemy brigade will always use the
engaged order menu. A brigade within two hexes of an enemy
brigade will generally use the engaged order menu. The
exceptions are when a river, bridge or ford intervenes, when
the friendly brigade is unsighted or when a prohibited hex
intervenes. A brigade more than two hexes away from all
enemy brigades will always use the manoeuvre order menu.
An engaged brigade is distinguished on the screen from a
manoeuvre brigade by the fact that the intended target of
the engaged brigade is identified by the battle cursor.
Menu 10 (Engaged Order)
This is an action menu. The engaged order menu appears at
the bottom of the information panel. Some of the information
concerning the brigade has changed.
The top four lines show the type of enemy unit targeted,
whether it is in column or line formation (mounted/
dismounted for cavalry, limbered/unlimbered for artillery)
and whether it is steady or shaken. A brigade will be shaken
if its cohesion is less than 4 unless it is in a
fortification.
The four status icons and the brigade ID do not change.
There is some additional information concerning the
equipment of the brigade. You are told both the type of
small arms and the type of artillery used by the brigade.
The routine is identical to the routine available
through Menu 2. Below the line are the four
options available to an engaged brigade.
Note that a surprised brigade will have these options
replaced with a message that informs him of his bad luck.
Only brigades moving in column can be surprised. Brigades
which are encamped are always considered to be in column for
this purpose.
To select an option, position the cursor on the appropriate
line and type (RET). You will be returned directly to Menu
9. The four options are.
Assault. This option is available to all brigades adjacent
to their targeted enemy opponent unless a river hex-side
intervenes. It is a full-scale brigade charge combined with
a volley of musketry. The targeted enemy brigade will almost
always fire before the charge goes in so that a well
positioned, determined defender is very difficult to
dislodge on a one-on-one basis. If you are not adjacent to
your opponent, you will be denied access to the
line.
Skirmish. This option is always available when the enemy
brigade is two hexes away. It may or may not be available
when the enemy brigade is adjacent. Your brigade is told to
stand and fire at its opponent when he is adjacent or to
send a couple of regiments forward to harass your opponent
if he is two hexes distant.
This is the order which gives you the best chance to fire
first, particularly if you did not move in the previous
turn. The artillery component of a brigade cannot fire if
the brigade moved in the previous turn unless the brigade is
cavalry.
If you are adjacent to your opponent, not in a
fortification, not separated by a bridge, ford or river hex-
side and the combined cover values of your hex and your
opponent's hex are less than 4, you will be denied access to
the line.
Advance. This option is always available when the enemy
brigade is two hexes away. It is also available when your
opponent is adjacent and separated from you by a river hex-
side. Where possible, the order will move you adjacent to
your opponent. The brigade will deliver a volley of musketry
but generally not until all stationary brigades have fired
first. Use this order to get into position to deliver an
assault.
Withdraw. This is the only option which is always available
to an engaged brigade, regardless of whether it is one or
two hexes away. The brigade will attempt to move out of
contact with both its opponent and any other enemy present.
A cavalry brigade given a withdraw order will fight as
though it had a skirmish order but move as though it had a
withdraw order.
Menu 11 (Manoeuvre Order)
This is an action menu. The manoeuvre order menu appears at
the bottom of the information panel. Some of the information
concerning the brigade has changed.
The information above the brigade ID does not change. Below
the brigade ID you are told whether the brigade is in line
or column (mounted/dismounted for cavalry,
limbered/unlimbered for artillery), its size and artillery
strength, the number of movement points available for the
coming turn and the maximum number of hexes it may move
regardless of its MP allowance.
The routine is identical to the routine available
through Menu 2. Below the line are the six
options available to a manoeuvre brigade. Note that a
manoeuvre brigade cannot be surprised.
Column/Objective. A brigade attached to a division will
display the line, a brigade attached to a corps or
army HQ will display the line.
This means that a brigade attached to a division cannot be
given a separate objective; placing it in column will direct
it to the current objective of its division HQ. An
independent brigade may be given a separate objective.
Position the cursor on the line and type (RET). You
will be returned directly to Menu 9. Position the cursor on
the line and type (RET). The cursor will move to
the map and centre on the brigade's last objective. If there
is no last objective, the cursor will centre on the nearest
objective. Use the arrow keys or the name routine to locate
the chosen objective and type (RET). You will be returned
directly to Menu 9.
Deploy. This order allows the commander a one hex radius in
which to reposition the brigade. Position the cursor on the
line and type (RET). The cursor will move to the
map and centre on the brigade. The brigade icon will flash
alternately with an indicator icon to show the direction the
brigade will move in.
Use the arrow keys to redirect the indicator icon and type
(RET) when it is facing in the chosen direction. Once a
direction has been chosen, the indicator icon will disappear
to be replaced with an action icon over the chosen hex. In
the ensuing turn, the brigade will move into the hex
identified by the action icon.
Regroup. A brigade with a regroup order will attempt to move
as quickly as possible to its superior HQ. Position the
cursor over the line and type (RET). You will be
returned directly to Menu 9. A brigade to which the division
HQ is attached cannot regroup; rather it will act as the
locus for regrouping by other brigades in the division.
Stand. A brigade with a stand order will stay exactly where
it is. Position the cursor over the line and type
(RET). You will be returned directly to Menu 9.
Reserve. A brigade must be in reserve to recover lost
cohesion. Never miss an opportunity to put a brigade into
reserve if its cohesion is fair or worse. Position the
cursor over the line and type (RET). You will be
returned directly to Menu 9. Brigades in reserve will not
move and are automatically surprised if they enter the
engaged order routines. Shattered brigades cannot go into
reserve if their cohesion is 4 or greater. Other brigades
cannot go into reserve if their cohesion is 6 or greater.
Brigades with objective/column or regroup orders will move
in column (mounted for cavalry, unlimbered for artillery).
If they are forced into the engaged order routines while
they have these orders, there is a chance they may be
surprised. The higher the leadership and experience, the
lower the chance of being surprised. A surprised brigade is
considered to have had insufficient time to deploy for
combat and suffers accordingly.
Battlefield entrenchments can be dug by certain infantry
brigades. A side must be specified in the briefing setup as
capable of entrenchment. If this is the case, then infantry
brigades which do not move or fire in a particular turn may
dig a battlefield entrenchment. The entrenchment will
disappear as soon as the brigade leaves the hex or is given
an assault order. Shattered brigades will not benefit from
entrenchments. Battlefield entrenchments are treated as
fortifications with a value ranging from 1 - 3.
Menu 12 (Options)
There are five options available.
The line will tell you the final score if the
scenario were to end at this point. Hit any key to return to
the options menu.
The line will display a couple of paragraphs of
handy hints for the scenario. Hit any key to return to the
options menu.
The line operates as explained in Menu 2.
The line toggles the sound on/off.
The line activates the Auto Save feature. When
Auto Save is on, the scenario in play will be saved at the
end of each turn. Only one file is maintained and it is over-
written each turn with the current turn. This file can be
loaded using the line in Start Menu C.
4. THE GAME SYSTEMS
The major systems which operate within the game are sighting
(visibility), communications, combat, cohesion and
manoeuvre. There is quite a bit of inter-relation between
these systems but for ease of clarification they have been
discussed separately.
To play the game, all you need to know is what the menus do
and how to use them. To understand what is going on behind
the scenes and to play the game well, you should read this
chapter carefully.
Sighting
After a couple of introductory games, most people will want
to play the game with the flag switched off. Not
knowing where all your opponent's troops are, not knowing
how many he has, add a completely new dimension to the play
of the game.
The sighting rules work like this. There are two mechanisms
by which a unit may be sighted. The first is by the eyeball
contact of a friendly unit, the second is by a patrol picket
represented in the game by the hex control icons you can
observe in the routine.
Each terrain type on the map has a cover value assigned to
it. These values can be found from the routine.
The computer sums the cover values between each friendly
unit and every enemy unit within five hexes, including both
the hex occupied by the friendly unit and the hex occupied
by the enemy unit.
The sighting value is increased by 4-15 points for each of
the following conditions which apply; overcast, rain, snow,
dawn, dusk, night, heavy fog and light fog.
The sighting value is increased by 8 for each intervening
hex. A random number of 0-7 is added. If the final sighting
value is less than 56, the enemy unit is sighted.
Furthermore, the maximum sighting range at night or in heavy
fog is one hex. As you can see, it is possible for a unit
which sights an enemy unit to remain undetected by that
enemy unit!
A sighting check is made at the end of each turn and all
units which have been sighted by this mechanism are so
flagged and become visible on the map.
The second mechanism for sighting has nothing to do with
enemy units or terrain type. Whenever a friendly unit moves
adjacent to an enemy control icon, it is flagged as picketed
and immediately becomes visible on the screen.
Simultaneously with this, as the friendly unit moves across
the map, it switches the control icon of every hex adjacent
to its path except hexes across a river, bridge or ford hex-
side and hexes adjacent to an enemy unit. For example, you
would only see the first unit of a column of troops moving
along a road which was enemy controlled at the start of the
turn. It would be up to you to decide if the force was a
single brigade or a whole corps!
A picket check is made every time a unit moves and the
picket flag is set as soon as a positive result is
triggered.
At the beginning of each turn, the sighting status of all
units is updated. All units with the picketed flag set
become unsighted. All units with the sighting flag set
become picketed.
Communications
When you play the game with the flag set, there is
no need to worry about communications at all. You are always
in control of every HQ and brigade in your force. Again,
however, after you have played a couple of games, you will
want to experience a more authentic battle environment.
Switching the flag off will introduce you to the
frustrations and challenges of the pre-twentieth century
battlefield. With both the and flags
switched off, you can be sure of a very exciting experience.
At the beginning of each turn, every brigade and HQ on the
board except for the army HQ makes a check with its superior
formation. As a result of this check, every brigade and HQ
will be either in communication or out of communication.
Army HQs are always considered in communication. Troops yet
to arrive on the battlefield are always out of
communication.
Whether a brigade or HQ is in communication or out of
communication is displayed in its status report as described
in Menus 7 and 9.
The mechanism by which this judgement is made is as follows.
The distance between the unit and its superior unit is
measured in hexes and cross-referenced to the communications
table. The number obtained is the base chance measured
against a random 15 (i.e. a number between 0 and 15) that
the unit will be in communication.
There are several variables which modify the base chance
before it is checked against the random number. Note that
the base chance can never fall below 0; i.e. there is always
at least 1 chance in 16 that a unit will be in
communication.
Time of Day. Night (-4), dawn, dusk (-2).
Weather. Rain, snow, heavy fog (-3), drizzle, light fog (-
1).
Staff Rating. Add the staff value of the testing unit's HQ.
Corps Modifiers. Infantry corps (0), cavalry corps (+4)
Division Modifiers. Infantry division (0), cavalry division
(+6), army HQ (+2), corps HQ (0).
Brigade Modifiers. Infantry brigade (0), mounted infantry,
artillery brigade (+6), cavalry brigade (+8), army HQ (+2),
corps HQ (1), division HQ (0).
Miscellaneous Modifiers. For army HQs: -2 if enemy brigade
within 4 hexes, -1 if moved last turn, -3 if heroic, -1 if
bold; for corps HQs: -1 if enemy brigade within three hexes,
-1 if offensive command.
First am Turn Provisions
On the first move turn of each day after the first day of
the battle, there may be a special opportunity to issue
commands to corps and division HQs. If there have been 6
consecutive no move turns (i.e. the move value in the
briefing routine is set to 0, then an army HQ will be
allowed access to all on-map HQs for command purposes. This
is to simulate the nightly briefing which would (should)
have occurred.
An army commander will have the most control over his forces
when his army HQ is not engaged, is stationary and the
weather is good. The more you move around, the more closely
you get involved in the action, then the more tenuous will
be your control over your troops.
You must strike the right balance between committing
yourself personally and directing your army efficiently. The
player who does this consistently better than his opponent
will win.
Combat
After you have issued commands and orders to your troops,
the first on-screen events you will witness after selecting
the line are the combat reports. The target unit of
each battle is identified by the action icon and all
brigades attacking it are identified by indicator icons.
The information panel describes the battle represented on-
screen by the combat icons. The attacker's information
always appears above the defender's information.
The combined strength of all attacking brigades is shown
together with the defending brigade's strength. The combat
result is shown as a number of hits and a cohesion loss.
The relationship between hits and cohesion is detailed later
in this section and an explanation of cohesion provided in a
later section. Leaders may be killed, wounded or captured.
Firstly, you need to know who fights who, in what order
these fights are carried out and what factors are used to
calculate fire and melee values.
Target Selection. Only brigades select targets. Brigades and
HQs may be selected as targets. Each brigade must select one
eligible enemy unit within its range as its target. Target
selecting priorities are as follows. Note that occasionally
they will be violated to reflect the uncertainty of war.
Each brigade will select the closest enemy brigade.
Each brigade will select an untargeted enemy brigade in
preference to an already targeted enemy brigade.
Each brigade will select a deployed enemy brigade in
preference to an enemy brigade in column.
Obviously, this routine is used only when there is more than
one potential target.
In summary, this means that adjacent enemy units will almost
always be chosen in preference to more distant enemy units
and that multiple brigades cannot gang up on a single
brigade unless it is alone.
Sequence of Attack. Each brigade fires and/or melees
separately. For convenience of combat reporting, however,
all attacks against a single unit are displayed as a
combined attack. The screen would look too messy if we did
it any other way. We tried several display systems. What we
ended up with is by far the best. There is no distinction
between sides in these combat routines.
Not every brigade which selected an opponent in the target
selection routine is actually eligible to attack. Artillery
brigades which moved in the preceding turn cannot fire.
Similarly, the artillery component of non-artillery brigades
which moved last turn will not contribute to their brigade's
fire value unless the brigade type is cavalry.
All other attacking brigades fall into one of four
categories. All brigades within one category will attack
before any brigades in subsequent categories will attack.
Within a category, every brigade consults a formula to
determine the order of attack.
The four categories are.
(i). Infantry and mounted infantry in line, dismounted
cavalry (unless with assault orders) and unlimbered
artillery which did not move in the preceding turn.
(ii). Infantry and mounted infantry in line, dismounted
cavalry (unless with assault orders) and unlimbered
artillery which did move in the preceding turn.
(iii). Infantry, mounted infantry and cavalry which has been
surprised (i.e. in column).
(iv). Cavalry with assault orders. For game purposes, this
is considered to be a cavalry charge. Note that any brigade
with a small arms type which has a range of 0 also fits into
this category. There are no such unit types in Civil War
battles. A Zulu impi, for example, would have a small arms
type with 0 range.
Within each category, the mechanism used to determine the
sequence of attack is calculated from the following formula.
Cohesion + 0.5 (lead. + exp.) + brigade type + brigade order
+ rnd (3)
Where brigade type is artillery (+4), all others (0) and
brigade order is skirmish (+6), assault or advance (+2),
withdraw (0). Note that a cavalry brigade with a withdraw
order is treated as though it had a skirmish order for the
purpose of determining the sequence of attack.
In summary, every attacking brigade has been assigned a
position in the firing order. Properly deployed, prepared
troops will generally fire first. And, as you will see from
the firing mechanics, firing first is a tremendous
advantage.
The Fire Value. Each brigade determines its fire/melee value
according to the following data.
(i). Artillery Brigades
(a). Add all battery strength points
(b). Add 1 for each point of experience above 4
(c). Add 1 for each point of leadership above 4
(d). Add rate of fire value
(e). Add effectiveness value (if opponent is adjacent)
(f). Add penetration value (if opponent is not
adjacent)
(g). Subtract 2 for every intervening hex
(h). Subtract half of the cover value of the firer's
hex (unless in a fortification)
(i). Subtract the cover value of the target's hex
(unless in a fortification or the target has an assault
order)
(j). Subtract twice the fortification value of the
target's hex (unless the target has an assault order)
All artillery brigades have a maximum fire value of 6 in
rain, snow, heavy fog or at night. Artillery brigades with a
withdraw order may not have a fire value greater than 8.
The fire value of the artillery component of other brigade
types is calculated in the same way.
(ii). Infantry, Mounted Infantry and Cavalry Brigades
Note that cavalry brigades with assault orders and all
brigades with a small arms range of 0 are treated
differently.
(a). Add all of the first 8 strength points, half of
the next 8 strength points and one quarter of the remaining
strength points
(b). Add 1 for each point of experience above 4
(c). Add 1 for each point of leadership above 4
(d). Add 1 for every regiment in the brigade above 4
(e). Add fire value of the small arms type
(f). Add twice the melee value of small arms type (if
order is assault)
(g). Subtract half of the cover value of the firer's
hex (unless in a fortification)
(h). Subtract the cover value of the target's hex
(unless in a fortification or the target has an assault
order)
(i). Subtract twice the fortification value of the
target's hex (unless the target has an assault order)
Surprised brigades cannot have a fire value greater than 2.
Brigades with a withdraw order cannot have a fire value
greater than 8. Note that cavalry brigades with a withdraw
order are treated as though they had a skirmish order.
Brigades with a small arms range of 0 cannot have a fire
value greater than 2. Brigades have a maximum fire value of
6 in rain, snow, heavy fog or at night. Brigades firing at a
non adjacent opponent have their fire value reduced to 25%.
(iii). Cavalry Brigades with Assault Orders
This group includes all brigades with a small arms range of
0 who are assaulting.
(a). Add all strength points
(b). Add 1 for each point of experience above 4
(c). Add 1 for each point of leadership above 4
(d). Add 1 for every regiment in the brigade above 4
(e). Add twice the melee value of small arms type (if
current order is assault)
(h). Subtract twice the cover value of the target's hex
(unless in a fortification or the target has an assault
order)
(i). Subtract three times the fortification value of
the target's hex (unless the target has an assault order)
Brigades have their fire/melee value reduced by 50% in rain,
snow, heavy fog or at night.
As a final modifier, the current cohesion rating of a
brigade affects its fire value. Cohesion value 6 or 7 = no
effect, 4 or 5 = 75%, 2 or 3 = 50%, 1 = no fire value.
All brigades with an assault order are eligible to receive a
combat bonus if a heroic army commander is within four
hexes. This bonus can be as much as 50% again of the
brigade's fire value.
The fire value is the principal factor used in calculating
how much cohesion a brigade loses as a result of being fired
upon. Cohesion is explained in the following section.
Cohesion
The gradual reduction in a brigade's fighting ability
throughout the game is measured through a fluctuating
Cohesion Value. The cohesion value is decreased as a
consequence of taking losses from combat. The cohesion value
can only be increased while a brigade is in reserve.
As soon as a brigade's cohesion value drops to 0, then the
brigade is removed from play.
As soon as a brigade's cohesion value drops to 2, it
shatters. There is no additional effect when a shattered
brigade's cohesion value drops to 2.
If the shatter flag in the brigade creation screen is set to
1, then the brigade begins the game in a shattered
condition. If the flag is set to 0, then the brigade begins
the game in a normal condition.
A normal brigade may recover to a cohesion value of 6. A
shattered brigade may recover to a cohesion value of 4.
During night turns, normal brigades may sometimes recover to
a cohesion rating of 7, shattered brigades may reach a
cohesion rating of 5.
A brigade's cohesion value can only drop as a consequence of
sustaining casualties in combat. Each time a brigade is a
target for enemy fire, it immediately checks to see if a
cohesion value loss has occurred. This loss is implemented
immediately.
The procedure for calculating a brigade's cohesion value
loss is given below. Note that HQs do not have a
vulnerability value. If they are subject to enemy fire, they
make an automatic retreat of 2-4 hexes.
Step One. Calculate the target's vulnerability value using
the following formula.
Current Cohesion + 0.5 (lead. + exp.) + brigade type +
brigade size + rnd 3
where brigade type is artillery (8), infantry (6), mounted
infantry, cavalry (4), all surprised brigades, all reserve
brigades (0) and brigade size is 1-4 SPs (0), 5-8 SPs (1), 9
16 SPs (3), 17+ SPs (6).
Step Two. Compare the fire value with the vulnerability
value to obtain the number of hits scored. Table 2 gives the
details.
Each hit scored is one random (1) chance of causing a
cohesion loss except against a brigade with a withdraw order
or a brigade with the encamped flag set. In the former case
it is one random (3) chance of causing a cohesion loss and
in the latter case it is an automatic loss of one cohesion
point.
Step Three. At the completion of all combat, each brigade
fired on makes a cohesion check to see if its current orders
are over-ridden. The test is:
Current Cohesion + 0.5 (lead. + exp.) + fortification value
+ tactical factor + confidence factor + command factor +
current order + previous turn + rnd 7
where tactical factor is fired at through frontal hex-sides
(4), enfiladed (0), the confidence factor is the number of
friendly brigades within three hexes minus the number of
enemy brigades within 2 hexes, the command factor is heroic
army leader in range (3), bold army leader in range (2),
sensible army leader in range (1), cautious army leader in
range (0), current order is assault (2), withdraw (-2).
Note that an account is also made for events which occurred
in the previous turn. Friendly brigades within four hexes
and enemy brigades within 3 hexes may have an affect.
Subtract 1 for each friendly brigade which retreated, 3 for
each friendly brigade which shattered and 7 for each
friendly brigade which was KIA'd. Add 2 for each enemy
brigade either retreated, shattered or KIA'd.
The maximum negative value of this variable is -7. There is
no limit as to how large it may be. Finally, the effect of a
KIA'd brigade may persist for up to two turns.
(a). If this value is 0 - 6, then a shattered brigade is
eliminated, all other brigades become shattered and flee 3-4
hexes to the rear.
(b). If this value is 7 - 10, then the brigade shatters and
flees 3-4 hexes to the rear.
(c). If this value is 11 - 15, then brigade retreats 1-2
hexes to the rear.
(d). If this value is 16+, then there is no effect.
Remember that independent of these results, as soon as a
brigade's cohesion value drops to 2 it will shatter and as
soon as it drops to 0 it will disappear (KIA) for the rest
of the game.
Manoeuvre
Once the last combat report has been displayed, the movement
routines are activated. The computer determines in which
order the units will move. This is based on staff,
experience, leadership, cohesion, current order and a small
random component. If necessary, the movement routine will be
divided into a series of pulses. This is to ensure that
every unit has the maximum opportunity to complete its
movement without being blocked by friendly units.
The menu window will display the word throughout
the duration of the movement routines. The screen will
centre on each unit as it moves. Note that there will be no
indication of the movement of unsighted units. The number of
movement points available to a unit can be reduced by any of
the following; bad weather, time of day, low cohesion, poor
leadership or just plain bad luck. Units out of
communication are more likely to lose MPs.
6. WINNING THE GAME
The game will end with the completion of the movement
routine on the last turn. The victory screen will appear and
summarise the players' performance.
Additionally, players may elect to end the game at any time
by selecting the line from Menu 2. If this is done,
victory points will be displayed as though the game was
scheduled to end on that turn.
DECISIVE BATTLES OF THE CIVIL WAR
Strategic Studies Group (SSG)
SCENARIOS (VOL I)
There are 6 scenarios included with the Decisive Battles of
the American Civil War Vol I game. The First Bull Run
scenario (#1) is the tutorial and is highly recommended for
beginners. In order of increasing complexity, the other
scenarios are Shiloh (#2), Fredericksburg (#5), Second Bull
Run (#3), Antietam (#4) and Chancellorsville (#6).
Each scenario is accompanied by a short historical briefing,
a situation map an order of battle, player's notes and
scenario variants.
Before playing a scenario, we recommend you read all the
notes and examine the situation map.
1. THE BATTLE OF FIRST BULL RUN
July 21st, 1861
The first major battle of the Civil War was fought at Bull
Run, near Manassas railway junction (after which the battle
is sometimes named). The armies involved were not large by
Civil War standards. On the Union side, led by Brigadier-
General Irvin McDowell, were approximately 30,000 men
divided into four divisions under Tyler, Hunter, Heintzelman
and Miles. On the Confederate side, led by Brigadier-General
Pierre Gustav Toutant Beauregard, was a similar number of
troops divided into thirteen infantry brigades under Bonham,
Ewell, Jones, Longstreet, Cocke, Early, Holmes, Kershaw,
Evans, Jackson, Bartow, Bee and Smith and one cavalry
brigade under Stuart. Few of the troops on either side had
been in battle before.
Each general had planned a turning movement on the right
flank but confusion in the orders meant that the Confederate
attack did not develop properly and it was on Beauregard's
left flank that the battle was mostly fought. McDowell's
plan involved a feint by Tyler's division at the stone
bridge and a further feint by a brigade of Miles' reserve
division at Blackburn's ford. Simultaneously, Hunter's and
Heintzelman's divisions would attack from the north, having
crossed Bull Run at Sudley Springs.
McDowell had allowed for the difficulties of moving his
inexperienced troops into position by starting the flanking
movement at 2.00 am but even so they did not reach Sudley
Springs until 9.30, some two and a half hours late. By this
time the false attacks at the stone bridge and Blackburn's
ford had been underway for some hours and Beauregard was
becoming highly suspicious at their lack of progress. When
he received a message that troops were crossing the Bull Run
at Sudley Springs he knew at once that this must be the main
attack and moved accordingly.
McDowell had about 18,000 men in his attacking force and
Beauregard was obliged to feed in troops piece-meal and
several times the defence nearly broke. He was aided by men
like Evans and Bee who moved in their brigades on their own
initiative and by the staunchness of Jackson's Virginians.
Bee's rallying cry "There is Jackson standing like a stone
wall", was the origin of Jackson's famous nickname.
By about 3.30 pm his line was not only solid, it overlapped
the Union lines on their right flank and he gave the orders
for an attack. The green Union troops gave back, at first in
a fairly ordered retreat, but as the pressure continued
cries of "Betrayal!" broke out and they panicked and ran.
The equally green Confederate troops, however, were too
disorganised to follow up and the Union army retreated
safely to Washington. Casualties were about 2,000
Confederate to 3,000 Union.
PLAYER'S NOTES
UNION. The only thing wrong with the Union plan in this
scenario is that your men are not experienced enough to
implement it! Command delays will prevent you from reaching
New Market in time to set up a solid line of defence. You
can expect next to no control over the brigades near
Centreville. Do not be tempted to commit your troops
piecemeal. It is better to forgo a little ground if it
allows you to make a co-ordinated attack.
Your chance of victory improves markedly if you play with
the radio flag on.
CONFEDERATE. Your troops are not much better that your
opponent's; it's just that you have less distance to cover
to reach the likely battlefield. With no corps or division
subordination, you must keep your Army HQ within 4 hexes of
the main battle area and take your chances that you will
keep enough control over your other brigades to hold onto
the major Bull Run crossing points.
Form a steady line just south of New Market and let the
Federals move against you. If nothing untoward occurs, you
should have enough men to beat them back. If you play with
the radio flag on, you can experiment with a push to
Centreville from the south.
SCENARIO VARIANT
(a). The Federals were completely surprised to find the
brigades of Jackson, Bartow, Bee and Smith on the
battlefield; they had freshly railed in from the Shenandoah.
In fact, troops were still debarking after midday! You can
remove these brigades completely from the data base or
better still give each an arrival turn of 1, 2, 3 or 4 and
set a likelihood value for each of 4 or 5. As you will see,
the Civil War very nearly got off to a completely different
start.
2. THE BATTLE OF SHILOH
April 6th-7th, 1862
The battle fought between Shiloh Church and the Pittsburg
Landing on the Tennessee River was initiated by Confederate
Generals Johnston and Beauregard in an attempt to catch the
Union Armies divided. Ulysses S. Grant, Halleck's second in
command, was camped on the Tennessee with 40,000 men in six
divisions. He was awaiting the arrival of Buell's Corps with
a further 20,000 men. The Confederate forces also numbered
40,000 and were divided into four corps together with
Forest's cavalry brigade. As Grant's flanks were protected
there was no alternative but a frontal attack. Johnston and
Beauregard relied on surprise to tip the balance in their
favour.
Setting out from Corinth on 3rd April, Johnston planned to
attack on 4th but the inexperience of his marchers and the
difficult wooded terrain meant that his troops were not in
position until the evening of the 5th. By this stage,
Beauregard wanted to call the whole thing off, convinced
that surprise had been lost. He was wrong, but he should
have been right. The men blundered along with all sorts of
noise and inefficiency. Grant, however, was convinced that
his enemy would not leave Corinth and ignored all
indications to the contrary.
When the attack came on the morning of the 6th, therefore,
Grant's army was still cooking its breakfast. Prentiss and
Sherman were nearest to the point of attack and both
abandoned their coffee rapidly. Nevertheless they managed to
form a rough line and McClernand came up to fill the gap
between them. Although many of the troops were green, most
of them held to their guns, giving way only under heavy
pressure. Prentiss was making a stand in the natural shallow
trench of a sunken road, soon to become known as the
"Hornets' Nest". As the day wore on he held his position
against twelve assaults and two hours of point-blank
cannonade from 62 guns. Finally, outflanked and surrounded
he surrendered at 5.30 pm, his entire division killed,
wounded or captured.
His stand had given Grant what he needed, which was time.
Lew Wallace's division was camped some five miles away and
Nelson's division of Buell's Corps was somewhere across the
river and he sent out urgent messages hurrying them on. In
the event neither arrived in time to fight that day but
Grant managed to hold a line about one and a half miles back
from his starting position. The Confederate attack became
disjointed as units became mixed in the rough, wooded
terrain. Matters were not helped much by the death of Albert
Sidney Johnston who bled to death from a severed femoral
artery.
Beauregard had received a false report that Buell was moving
towards Decatur so he made no effort to withdraw overnight.
Although he did not realise it, his position was hopeless.
Grant had more than 20,000 fresh troops and outnumbered his
opponent significantly. The Union attack initially took the
Confederate troops by surprise and they gave ground but
Beauregard was able to make an orderly withdrawal .
Casualties on both sides were high: 13,047 Union and 10,694
Confederate, almost one quarter of the troops involved,
figures which shocked both sides. There were cries for
Grant's dismissal but the pragmatic Lincoln refused. "I
can't spare this man" he said "He fights." Each side claimed
some sort of victory but the strategic advantage was
definitely with the Union for the South was never again
strong enough to re-take Western Tennessee.
PLAYER'S NOTES
UNION. Your Army HQ does not arrive until turn 3 which is
probably for the best since your sleepy, front line troops
are getting pounded by the Rebs just as you arrive at
Pittsburg Landing. You must try to stem the rout. Cloud
field is a good place to set up a solid line of defence.
Wheel your artillery batteries into position here. Your
objective on the first day is to hang onto the vital landing
so that Buell's men can reinforce you on the second day.
The Rebs will run out of puff if they don't capture the
Landing and you can expect to take back most of the lost
ground by game's end.
CONFEDERATE. Johnston and Beauregard have deployed for an
all-or-nothing assault against an unprepared enemy. Hit the
forward Federal brigades as hard as you can while they are
still encamped. You can expect to destroy 3 to 6 units this
way. Keep on the move with the aim of preventing Grant from
establishing a solid line. If the Federals firm up too soon
(and too far away from the Landing), you will find it heavy
going to reach the Tennessee. By late afternoon, reinforcing
Federals will have evened up the forces and your own men
will be exhausted. Don't throw tired men against fresh
troops!
If you're close to the Landing on the morning of the second
day, you can try one more assault. Otherwise, dig in and
delay the Federal counter-attack as long as possible.
SCENARIO VARIANT
(a). General Earl van Dorn and his Army of the Trans-
Mississippi was supposed to meet up with Johnston's Army of
the Mississippi at Corinth by the end of March, 1862. As
events turned out, van Dorn was "foiled" in northern
Arkansas near Pea Ridge so that he never made the
rendezvous. Let's assume he arrived on the battlefield on
the evening of the 6th and his troops were ready for action
on the morning of the 7th. To add Van Dorn's troops to the
data base will require the addition of 1 corps HQ (#5), 2
divisions (#5-6) and 6 brigades (#19-24). The division and
brigade data can be found in the accompanying tables. The
corps HQ data is as follows (Van Dorn) (3) (16) (0) (14) (0)
(4) (13) (9) (0) (3) (2) (2) (7).
IBM users will find the variant units already installed in
the Shiloh data base. Their arrival times have been set to
95 to deactivate them. To bring them to life, set the
arrival time of Van Dorn's Corps to 14, Little, Slack and
Green's brigades to 14, Hebert and McIntosh's brigades to 15
and Pike's brigade to 16.
To add a little suspense to Van Dorn's participation, assign
a likelihood value of 4 or 5 to all the brigades and the
corps HQ.
THE BATTLE OF SECOND BULL RUN
August 29th-30th, 1862
The second battle at Bull Run Creek occurred after several
days of manoeuvre on the part of both armies. Lee turned
Pope out of a strong defensive position near Sulphur Springs
on the Rappahannock by sending Jackson around behind his
lines to destroy his supply base at Manassas, which he
burned on 27th. Pope set out in pursuit but could not find
Jackson until a sharp engagement at Groveton on the evening
of 28th revealed his position. Pope's army consisted of
60,000 men divided into five corps under Sigel, McDowell,
Heintzelman, Porter and Reno. Lee's consisted of about
52,000 in two corps under Jackson (25,000) and, when he
arrived, Longstreet (27,000).
Jackson was deployed in a NE-SW line in an unfinished
railway cutting in the woods to the north of Groveton. Pope
planned co-ordinated attacks on both flanks but this proved
impossible as McDowell and Porter had been delayed in the
darkness. However, he sent in Sigel, Reno and Heintzelman.
An attack on Jackson's left flank nearly broke through but
was held in some savage hand-to-hand fighting. All day,
Jackson's line wavered as it was struck by repeated attacks
but it never quite broke. Pope was annoyed with Porter for
not attacking Jackson's right but Porter refused, saying
that he was facing Longstreet and half the Confederate army.
Pope did not believe him but it was true - Longstreet had
arrived mid-morning, but took no part in the battle that
day, being worried about reports of troops at Manassas (this
turned out to have been Porter).
On the 30th, Pope, observing only a few of Jackson's troops,
assumed that he was retreating and prepared to follow up. In
point of fact, his own position was precarious in the
extreme for Jackson had simply pulled back into the woods
for a rest. With Longstreet deploying to the south, Pope was
in the jaws of a "V", the apex of which was bristling with
artillery. Pope took time to prepare his "pursuit" properly
and it was not until mid-afternoon that the attack was
launched. The canny Longstreet waited until all the reserves
were committed before unleashing his artillerymen. They sent
heavy, rapid fire into the flank of the advancing Union
troops who fell back shattered.
At last, Longstreet sent his soldiers forward. Jackson's
men, realising this, also swept forward and the jaws of the
nut-cracker closed. The Union retreat, although precipitate,
was a marked contrast to the retreat from 1st Bull Run,
almost a year before. It lacked the overall sense of panic,
and a number of fighting stands meant that the retreat was
successfully carried out. Nevertheless, the casualty figures
- Pope's total of killed, wounded and captured came to
18,000 compared to Lee's 9,000 - told the story.
PLAYER'S NOTES
UNION. Delays on the evening of the 28th have meant that not
all of your troops are in position to assault Jackson's men,
now deployed along an unfinished rail-road cut north of
Groveton. It will take quite some time to get all your men
into position. Indeed, you will need three or four turns to
get up to the front yourself. You may not be able to prevent
your lead units from engaging the Rebs until you get there
in person and deploy them out of harm's way. Only a co-
ordinated attack has any hope of driving Jackson off Sudley
Mountain.
Beware of Longstreet's arrival. His men begin appearing on
the afternoon of the 29th. Defence in depth is the right
plan for the second day.
CONFEDERATE. Tactically, the situation is pretty simple.
Jackson's men are too outnumbered to consider moving away
from their good position. What they must do is hold out
against all attacks until Longstreet is in position to
launch a counter-attack. If the Union general has been
sensible and not wasted his men piecemeal, it will be a hard
fight to reach the major objectives. Against a spent Federal
force, however, you have a real chance of driving the foe
across Bull Run for a second time.
SCENARIO VARIANT
(a). Had Pope been able to assemble his troops as intended,
the going would have been much tougher for Jackson. Assume
Porter and Heintzelman had moved with greater speed.
Relocate all units from Porters Corps to any hex within 2
hexes of the Bethlehem Church. Relocate all units from
Heintzelman's Corps to any hex within 3 hexes of New Market.
Relocate pope's Army HQ to hex 14,9 (New Market). Do not
change the arrival times.
THE BATTLE OF ANTIETAM
17th September, 1862
McClellan's 80,000-strong army arrived at Antietam Creek on
the afternoon of 15th November to find Lee with 18,000 in a
strong position in front of Sharpsburg. There was no attack
on the 16th as McClellan wanted a clear look at the terrain
and at Lee's dispositions before attacking, which increased
Lee's numbers to 26,000 when Jackson arrived at noon. When
the attack started on 17th, Lee's army was still scattered,
but by the end of the day, the missing divisions of McLaws,
Anderson and A. P. Hill would arrive. McClellan's plan
consisted of an upstream crossing by Hooker, Sumner,
Mansfield and Franklin, followed by an attack on Lee's left,
where Jackson was placed and a simultaneous attack on Lee's
right by Burnside against Longstreet. In the event, the
attacks were not well co-ordinated.
Hooker was the first to attack and in spite of fierce
resistance he pushed back the Confederate line. He was
viciously counter-attacked and driven back by the men of
Hood's division who, in the Dunker churchyard, had been
having their first hot meal for days and were consequently
furious at being interrupted. Mansfield then attacked along
the same route. Mansfield himself was killed but his corps
took and held a forward position just short of the church.
Williams, now in command, sent for re-inforcements to
exploit the position. Sumner's corps came up, but by a
different route, and the lead division was caught in column
on the flank by McLaws division (which had arrived earlier
in the morning) and massacred.
This was basically the end of the attack on that flank, but
Sumner's remaining two divisions pressed forward against D.
H. Hill who was holding the centre with the newly arrived
Anderson. Hill had a strong position in a sunken road but,
due to a misunderstanding, the brigade on the left fell back
and the others became open to enfilading fire and were also
forced to retire. They were too weak to withstand an assault
and Franklin, arriving with another five brigades, saw this
and requested permission from Sumner to advance. But Sumner,
still shaken by the mauling of his first division, refused
and so, despite Franklin's pleas, did McClellan. This ended
the attack in the centre.
On the south flank, Burnside had been trying all morning to
get across the river by the bridge which was thereafter to
bear his name. His four divisions were being held at bay by
a single brigade under the command of Robert Toombs. It is
perhaps typical of the unfortunate Burnside that he forgot
to check the depth of the water by the bridge, which was
easily wadeable. About one o'clock he finally stormed the
bridge and in the face of this, and another division which
had found a ford downstream, Toombs fell back. After more
delays Burnside finally got the main attack underway at 3.00
pm and drove towards Sharpsburg. All was going well when A.
P. Hill arrived after a forced march from Harper's Ferry.
Hill's men had replaced their tattered uniforms with the
neat, new blue ones they found at Harper's Ferry and this
caused much confusion as they drove into Burnside's left
flank. The attack, which had been just about to swamp Lee,
was broken in the nick of time and driven back.
Casualties were heavy on this, the bloodiest day of the war
being 11,000 Confederate and 12,000 Union. Strategically,
the victory was McClellan's for Lee's position was
impossible and he was obliged to retreat. Considering the
possibilities missed for a crushing victory, however, it
cannot be considered anything but a tactical failure.
PLAYER'S NOTES
UNION. You are in for a day of intense frustration. You
outnumber the Rebs nearly 3 to 1 yet are hamstrung by an
unco-operative staff structure and some pretty dreadful
corps commanders. There's no doubt you will do much better
with the radio flag on! You can count on Fighting Joe Hooker
to get the ball rolling in the north. In the centre there
will be more reluctance. To keep Burnside moving forward you
must virtually accompanying him into the battle. You must
somehow apply pressure all along the Confederate front to
prevent them from establishing a fresh reserve. Most Reb
units are very small (and therefore brittle as you will see
from the explanation of the combat mechanics given in the
game manual) and cannot survive more than 2 or 3 hours in
battle.
CONFEDERATE. Your army is in a desperate position and by all
rights should have no chance of avoiding destruction.
However, you have been reprieved. Your one chance is the
Union commander... McClellan. The early danger will come
from the north as Hooker gets underway at first light. With
normal luck you will be able to beat off his challenge
before other formations get into the fight. Reinforcements
begin arriving around midday and these should provide the
strength to hold the centre. You must hope that Burnside
cannot cross the creek until late afternoon at best when
Ambrose Hill's men appear to protect the escape route across
Harper's Ferry.
SCENARIO VARIANT
(a). What if McClellan had suffered a bad bout of flu on the
16th and had therefore been unable to take command during
the battle? And why not make Sumner and Burnside likewise
affected?
Some changes have to be made to the command structure. Begin
by placing Hooker in command of the Army of the Potomac. His
army HQ stats are (Hooker) (-) (Army of) (the Potomac) (15)
(9) (0) (7) (1) (0) (0) (9) (4) (5) (5). Promote Meade to
replace Hooker. Meade's corps stats are (Meade) (6) (2) (0)
(0) (0) (6) (7) (9) (0) (4) (4) (3) (7). Promote Seymour to
replace Meade. Seymour's division stats are (Seymour) (4)
(0) (0) (6) (7) (4) (4). Add a new brigadier, Roberts, to
replace Seymour. Other than the I.D., the brigade data is
unaltered.
Sack Sumner. Promote Sedgwick to command the corps.
Sedgwick's corps stats are (Sedgwick) (17) (9) (0) (0) (2)
(0) (0) (9) (0) (6) (4) (4) (7). Promote Howard to replace
Sedgwick. Howard's division stats are (Howard) (5) (0) (2)
(0) (0) (5) (3). Add a new brigadier, Owen, to replace
Howard. Other than the I.D., the brigade data is unaltered.
Sack Burnside. Promote Rodman to command the corps. Rodman's
corps stats are (Rodman) (13) (17) (0) (0) (2) (0) (0) (9)
(0) (4) (3) (5) (7). Promote Fairchild to replace Rodman.
Fairchild's division stats are (Fairchild) (8) (0) (1) (11)
(0) (4) (3). Add a new brigadier, Kimball, to replace
Fairchild. Other than the I.D., the brigade data is
unaltered.
Now the Union can have some fun!
THE BATTLE OF FREDERICKSBURG
13th December, 1862
Fredericksburg was Ambrose E. Burnside's only major battle
as commander as the Army of the Potomac but it forms a
textbook example of bad generalship. He had hoped that by
crossing the river at the obvious point he would take the
devious Lee by surprise, which was in itself a great piece
of optimism. Nevertheless, when he discovered that Lee was
ready and waiting he did not cancel his attack but went
ahead, which represents optimism of a much more profound
sort. His so-called plan of battle was nothing more than a
direct frontal attack, uphill, against a veteran army in a
heavily fortified position and it produced much the disaster
that might be expected.
Lee allowed the army to cross unopposed on the 12th and it
spread out on the plain south of Fredericksburg. A heavy fog
covered the low ground until mid-morning of the 13th when
the battle got under way. Longstreet held the Confederate
left on Marye's Heights, opposed by Sumner and Hooker.
Jackson held the right where the slope was much less steep
and he was opposed by Franklin.
About 11.30 am the first attack went in at Marye's Heights.
Longstreet had deployed in a strong, barricaded position in
a sunken road and the attack was bloodily repulsed. After a
pause it came back, failed, came back and then failed again
without a soldier having got within 50 yards of the
Confederate position. On the opposite wing, Meade's small
division managed to break through the Confederate line by
trudging through an unguarded bog, but they were massacred
by a strong counter-attack.
After this double failure there was a pause, then about 4.00
pm Sumner and Hooker were ordered to continue the assault on
Marye's Heights and three more attacks went in, with as
little success as before. By 6.00 pm, well after sunset,
Hooker himself finally called a halt without reference to
his superior. "Finding that I had lost as many men as my
orders required me to lose" he wrote sarcastically in his
battle report "I suspended the attack".
Apart from some minor artillery work on the following day,
that was the end of the battle. Burnside wanted to continue
the assault but his subordinates persuaded him against it.
The 14th was a day of truce and on the 15th Burnside
retreated under cover of a storm. All Burnside had achieved
was the official casualty totals of 12,653 Union to 5,309
Confederate and this latter was reduced by more than a
thousand when it was discovered that many independent-minded
Southern soldiers had taken advantage of the confusion to go
home for Christmas.
PLAYER'S NOTES
UNION. A good sub-title for this scenario would be No Way
Out. The Confederate position behind Fredericksburg is
virtually impregnable and the Rebs are only slightly more
vulnerable further south on the flat between Lee's Hill and
Hamilton Crossing. If you discover a way to work the Rebs
out of their defences and/or drive them off Marye's Heights,
let me know!
CONFEDERATE. It's party time! The only danger confronting
the troops defending the Stonewall is boredom; i.e. they
will get tired of killing blue-bellies. It is possible to
get into trouble further south if you get too reckless and
expose your men on open ground. Beware of the stationary
Union reserve artillery deployed on the east bank of the
Rappahannock. Come within range and you'll get chewed up
pretty bad.
SCENARIO VARIANT
(a). Burnside's only conceivable chance of capturing
Fredericksburg would have been if he had managed to catch
the Rebs by surprise. We can simulate this by making the
Rebs encamped when the scenario begins. Go to the
menu and enter a value of 1 for the South on the Encamped
line.
THE BATTLE OF CHANCELLORSVILLE
2nd-4th May, 1863
In conception, and to a certain extent in execution,
Chancellorsville was one of the most elegant battles of the
Civil War despite being fought in an awkward tangle of
vegetation known as the Wilderness. It involved three
extensive turning movements with first Lee, then Hooker,
then Lee again being obliged to change front and manoeuvre.
Hooker's total force of 130,000 was more than twice the size
of Lee's.
Despite its ignominious conclusion, Hooker's plan was
excellent. Having sent his cavalry to attack Lee's
communications he crossed upriver with a force of about
60,000: Couch's corps crossing at United States Ford and
Slocum, Howard and Meade crossing further upstream at
Kelly's Ford. Sedgwick simultaneously crossed just below
Fredericksburg on pontoon bridges and established a
bridgehead. On 30th April Hooker paused at Chancellorsville
to order Sickles' corps to join him from the left, bringing
his force to over 75,000.
Looking at Sedgwick's bridgehead, Lee guessed that the main
attack would be from upstream and was obliged to leave his
prepared positions, sending Jackson to re-inforce Anderson
and McLaws who were holding the line there. However, on 1st
May, when Union and Confederate forces marched into each
other, Hooker unaccountably failed to press forward and fell
back on Chancellorsville.
The following day, it was Hooker who was turned, for Jackson
had taken a circuitous route south to attack Hooker's right
flank near the Wilderness Church. Due to the delays of the
march, Jackson was not able to attack until after 5.00 pm
and while it drove the flank inwards, Hooker's army was
still intact at sunset, two hours later. In a tragic
accident, Jackson was wounded in the left arm by his own
men, from complications of which he died a week later.
May 3rd saw Hooker's army contracting in an ever-diminishing
arc, towards the U. S. Mine Ford. The withdrawal was mostly
directed by Couch as Hooker had been temporarily disabled
when a shell caused a section of his headquarters to descend
upon him. Lee occupied Chancellorsville at about 10.00 am
and was preparing a further assault when he was turned for
the second time.
The cause was Sedgwick who, after hard fighting, had driven
Early from Marye's Heights and was now marching towards
Lee's rear. Lee was forced to send McLaws with 7,000 men to
slow him down which he managed to do, holding Sedgwick east
of the Salem Church overnight. In the morning Lee, realising
that Hooker had gone completely onto the defensive, left
Jackson's corps (now under Stuart) to hold him and moved
against Sedgwick's position. He could not shift him from
Bank's Ford however, across which he escaped that night.
Lee moved back against Hooker, who still outnumbered him
from a strong defensive position. But Hooker's nerve had
gone and he too retreated back across the Rappahannock. As
he said later "For once, I lost confidence in Joe Hooker".
PLAYER'S NOTES
UNION. For the first time since Antietam, the Union has the
Confederate army in a position where it can be destroyed.
Your corps commanders are mostly capable and your men ready
and keen to avenge the previous year's disasters. Develop a
steady attack along the whole front and be ready to unleash
your main attack when it becomes clear where Jackson is. You
have many more men than your opponent and more than enough
time to get the job done. There is a small chance that one
or both sides will receive reinforcements from the east.
Above all, don't emulate Hooker and hide under a tree!
CONFEDERATE. Hooker's bold manoeuvring has placed the Army
of Northern Virginia in dire peril. It is in imminent danger
of being crushed from east and west. The day begins with
Jackson's corps moving into place for a fierce counter-
attack. Whether you go ahead with this attack or otherwise,
the main body will have to hold on grimly in the face of an
overwhelming opponent. Should Sedgwick's men appear from the
east, your doom is assured. If Early arrives first (and
especially if Sedgwick doesn't arrive at all), you chances
will improve considerably.
SCENARIO VARIANT
(a). Jubal Early had been given the job of screening
Fredericksburg against an attempted breakout. Assume the
Federals had been under the command of a less adventurous
soldier and that they had stayed put in their bivouacs.
Remove all of Sedgwick's troops from the data base. Change
the likelihood value for all of Early's troops to 7.
Run 5 Magazine
Additional scenarios have been published in our support
magazine, Run 5. Each issue contains at least two new
scenarios for our various game systems as well as
suggestions on game play, variations to existing scenarios,
order of battle information for scenario designers, errata
(features?) and historical articles. The magazine is a very
useful tool for anyone interested in getting more from their
original investment in the game. Subscription details are
provided on a separate enclosure.
DECISIVE BATTLES OF THE CIVIL WAR
Strategic Studies Group (SSG)
CONSTRUCTION KIT MANUAL
1. INTRODUCTION
The following notes are meant as a guide to WarPlan. The
information they contain will also provide some insights into how
the game works, and should be read at some stage even if you
never construct your own scenarios.
Varying an existing scenario is fairly straight-forward and the
easiest way to get the most out of your game. All of the
scenarios in the game come with suggested variations which can be
easily implemented. However, designing an original scenario will
require a reasonable degree of familiarity with the game itself.
We publish complete scenarios for the Decisive Battles Game
System in our magazine Run 5. The magazine contains all the
information required to create entirely new games using WarPlan
and WarPaint. For details on Run 5 magazine, please contact
Strategic Studies Group (SSG).
2. USING THE DESIGN MENUS
The data card contains a schematic display of the design menus.
They operate in the same way as the Game Menus that you have
already used.
You cannot make changes to the historical scenarios themselves;
rather you must save the scenario onto a save game disk and then
edit the data. This is to prevent you from accidentally
corrupting the historical scenarios. Nor can you edit a game in
progress. Only scenarios with a game turn number of zero may be
edited.
3. PREPARING A DISK
Whether making a variation to an historical scenario or creating
an original scenario, the procedure for preparing a save game
disk is essentially the same. Examine the Start and Design menus.
If you have not formatted a Decisive Battles save game disk,
prepare one using the procedure given in Chapter 3 of the Game
Routines.
When making a change to an historical scenario, select the
line from Menu A and type (RET) to obtain Menu B.
If the template which is providing the source for the variation
is on a scenario disk, select the line and type (RET).
Select the chosen scenario from Menu C. The computer will
automatically process you through to Menu J (Create Master).
If the template which is providing the source for the variation
is on a save game disk, select the line and type (RET).
Load the chosen file from Menu D. The computer will
automatically process you through to Menu J (Create Master).
Use WarPlan and WarPaint to make whatever changes you wish to
the data and then come back to Menu J.
Select the line to go to Menu D. Select the line.
Locate the desired save location in the catalog with the arrow
keys and then type (RET). You will be offered an opportunity to
enter a comment. Use it if you wish, otherwise select the line and type (RET).
IBM users can store scenario and save games in the same catalog.
Thus, there is no Menu D in the IBM routines.
When you wish to create an original scenario, repeat the above
procedure but before entering data use the line in Menu J
to erase the data bases.
4. THE WARPLAN DESIGN MENUS
This section describes the various menus in WarPlan together
with explanations of their functions. The order in which they are
presented represents a convenient sequence for the creation of a
new scenario. Once you completed your new scenario, we suggest
you run it through in mode several times to fine tune
the game balance. To assist with this process, type Cntl (F) at
any time to enter the fast resolution mode.
(a). MAP DATA (Menu 5)
(i). Map Size/Info (Menu 6)
The map size in Decisive Battles is variable. Each map element is
9 hexes wide by 9 hexes deep. There may be up to three elements
across and three down. Thus, the maximum size of a battlefield is
27 by 27 hexes. At a suggested ground scale of 300-500 yards per
hex, this represents an area somewhere between 20 and 60 square
miles.
In creating a scenario, map size must be set before anything
else. Select the smallest map size that can comfortably support
the action you wish to represent. Apart from being less work,
smaller maps will mean faster games.
The top left sector should always be set to 0. Set the bottom
right sector variable to the appropriate value. To make a 9 x 9
grid (i.e. a 1 sector map), set the bottom right sector variable
to 0!
IBM users can choose colours for river, coast-line and map-edge
hex-sides. Road and cursor colours are also selectable.
(ii). Define Terrain (Menu 7)
There are thirty-two (32) terrain shapes in Decisive Battles.
Each shape can be completely redrawn using our powerful WarPaint
graphics editor. The names and sighting, movement, cover and
fortification effects of each terrain type are defined here. It
is possible to represent the ground conditions of any battlefield
by judicious use of names and effects. Use the (RET) key to
advance the cursor through the screen.
Examine any (or all) of the game scenarios and the blank design
form in Appendix A.
For each terrain shape you wish to use, enter a 1-11 character
name.
The sighting value represents the ease of visibility into and
through the hex. A value of 0 specifies that there is no
impediment to visibility; i.e. the hex is easy to see through. A
value of 15 specifies that the line of sight is completely
blocked. Values of 8-15 will create super dense terrain and may
result in adjacent units being unable to see each other.
The movement value of a hex specifies how many movement points
each unit must expend when traversing it. Units in column
formation will pay only 1 MP when using visible roads no matter
what terrain type is underneath. Hidden roads do not affect the
movement value of a hex. Note that terrain types with an MP value
of 0 prohibit entry for any unit.
The terrain symbol along the top of the screen corresponds to the
line currently being edited by the cursor.
The cover value of a hex measures the extent of natural
protection from enemy attack provided by the terrain type. This
does not include any man-made structures. A value of 0 specifies
that there is little or no protection afforded to units occupying
the hex. A value of 7 indicates tremendous protection. Note that
brigades defending hexes with high natural cover values may have
more difficulty in bringing fire to bear on the enemy than a
brigade in more open terrain. Assaults launched from heavily
covered hexes are less effective than assaults from open ground.
There is a balance to be struck . Brigades assaulting from open
terrain will suffer more severely than brigades assaulting from
heavily covered terrain.
The fortification value measures the extent of man-made rifle
pits, breastworks and basic field defences in a given hex type.
We have allowed the use of 31 hex types to ensure there are
enough to construct detailed field defences. A value of 7
specifies the extensive development of field defences. A value of
0 specifies none. A separate entry should be used for North and
South fortifications.
By examining the terrain data bases in each of the historical
scenarios, you can quickly see how to implement these values in
your own designs. Field defence construction became an ever more
important battlefield tactic to both sides as the war progressed.
The Confederacy, particularly, excelled in the preparation of
complex and deadly entrenchments.
In many instances, you will note several hex shapes with the same
name and effect values. The large number of hex types available
has allowed us to customise terrain features to produce a more
aesthetically pleasing battlefield.
(iii). Map Create Utility (Menu 8)
It's probably a good idea to make a draft version of your
battlefield before completing the rest of the map data. However,
we strongly advise you not to edit the map screen until all the
information in Menus 6 and 7 has been compiled and entered into
the program. IBM users should read the note at the end of this
section.
A 9 x 9 hex section of the map will appear with a white, hollow,
flashing cursor. In the top right of the screen you will find the
hex co-ordinate of the cursor's current location. In the bottom
right of the screen you will see the terrain name, the icon
corresponding to the name, the relative position of the cursor in
relation to the whole map and the icon identifying the side which
controls the hex. If the hex has been defined as an objective,
the name appears immediately above the terrain name.
There are 32 terrain types which can be entered. River, bridge
and ford hex-sides can be entered. Roads can be added to a hex .
Every hex must be identified as North or South controlled.
The I,J,K,M and 1-6 keys will move the cursor around the
battlefield. Type (0) centre the screen on the cursor.
IBM users can use the f1 - f9 function keys to select sequential
9x9 sectors of the map; i.e. f1 selects the top left sector, f9
selects the bottom right sector.
To create a terrain type in a hex, type (T)(n) where n = a number
between 0 and 31. Please see the blank terrain effects chart in
Appendix A. Note that terrain types T1-T3 require you to type (T)
(n) (SPACE). This is to distinguish them from double digit
terrain types which use 1-3 as the first number. Terrain types T0
and T1(SPACE) are water hexes. T0 cannot be entered by any units.
T1(SPACE) can be entered by all units and is therefore suitable
as a bridge, ferry, ford or pontoon link across a wide body of
water. Terrain types T2(SPACE)-T31 can be entered by all unit
types and it is these types which make up the land component of
the battlefield.
The road structure needs some explanation. There are two types of
roads; functional roads and cosmetic roads. Functional roads are
those used by the movement routines to march columns of men long
distances. Cosmetic roads are those which end in dead ends, the
map edge or anywhere which could confuse the computer. Use a
cosmetic road if you don't want the computer to treat the hex as
a road when moving troops in column or determining march routes.
Units using either type of road pay 1 MP per road hex entered. To
add a functional road to a hex, type (R) while the cursor is over
the hex. Type (R) again to remove the road. To add a cosmetic
road to a hex, type (C) while the cursor is over the hex. Type
(C) again to remove the cosmetic road.
Functional roads are one of two types; normal or hidden. Type (R)
(X) to specify a hidden road. The road icon is masked by the
terrain icon and any units using the road will pay the movement
value of the terrain in the hex.
The movement routines will nonetheless use hidden roads as though
they were normal roads when determining march routes and column
movement. This technique is suited for picking out a track
through dense terrain where placing a normal road would confer
too great an advantage on the user. Type (X) again to convert the
hidden road back to a normal road.
To create a river hex-side, you must type three keys. The first
is (S). This identifies a hex-side. The second is a number
between 1 and 3. This identifies north, north-eastern and south-
eastern hex-sides respectively. Note that the south hex-side of
one hex is the north hex-side of the hex directly below it. In
this way, all 6 hex-sides can be edited. The third is a number
between 1 and 3. (1) identifies a river. (2) identifies a bridge.
(3) identifies a ford.
Type (S0) to clear all hex-sides from a particular hex. Rivers
cannot be crossed except at fords or bridges. The presence of
small streams can be accounted for in the terrain types.
Unlike our previous design kits, cities are created by using the
terrain types; they are not a separate flag.
To set control of a hex to North or South, type (RET) to bring up
the map menu and select or as
appropriate. All hexes, except T0s, will have their terrain icon
replaced by the North or South control icon. As the cursor moves,
it will leave a trail of the appropriate control icons behind it.
To change control, type (RET) to bring up the map menu and select
. You are back at square one and can repeat the
procedure using the other control icon. When editing hex control
from scratch, the default value is South.
For convenience, you can set the cursor to automatically produce
a terrain shape. With the cursor flashing on the chosen terrain,
type (RET). This brings up the map menu on the right of the
screen. Selecting from this menu will lock the
current terrain shape to the cursor. You may now move the cursor
and the selected shape will be created wherever the cursor is
moved. Type (RET) again to go back to the menu and select to turn off the shape.
We suggest you keep the map size as small as possible for your
first original scenario.
All maps are compromises between the actuality of the terrain and
its representation. Do not feel afraid to be creative with
terrain to make the map work properly within the game system.
Important Note for IBM Users. If your IBM supports an EGA or VGA
card and you have a colour monitor, you will be able to use our
"full-map" graphics. There are a few changes you need to be aware
of when you are building a new map. There are up to 250 full map
icons which can be used to create the map. However, there are
still only 32 different terrain types. In other words, the new
graphics are purely an overlay covering the basic terrain shapes.
What you must do is first create a map using the basic graphics
(i.e. go to DOS and re-enter the program, disabling the "full-
map" graphics). For example, the Decisive Battles Vol I game is
usually started with the command db1. To start up without the
"full map" graphics, use the command db1 f.
Build up the map using the standard graphics and save as normal.
Return to DOS and restart with the "full-map" graphics enabled.
You can now go to the WarPaint routines and prepare brilliant,
16 colour terrain shapes and unit icons.
These icons are stored in a .lbm file and are DPAINT2 (c
Electronic Arts) compatible. Note that when you place these full-
map hexes on the map, the original terrain type and name will
remain in the lower right of the screen.
Finally. Issue 14 of our Run 5 magazine contains an extensive
article on the use of "full map" graphics.
(b). UNIT DATA (Menu 9)
(i). Limits (Menu 10)
The limits menu is used to divide the available unit blanks
between the North and South. Select and by typing the
(RET) key repeatedly you will see there are three values to be
entered.
There are a maximum of 15 Corps which may be created. When you
type a number into the line you are allocating the
available Corps between the North and South. The South is
allocated a number of Corps equal to 1 less than the number
entered. For example, if you type (8) the South will be allowed a
maximum of 7 Corps. This number appears in the column of
the Southern Corps line.
The procedure for allocating divisions and brigades is identical.
For example, a value of 19 in the division line would mean that
the Rebs could use a maximum of 18 divisions, the Union 21.
We have chosen this way of unit allocation so that we can produce
the largest possible force pool in the smallest amount of memory.
Note that the value range displayed to the left of the North
forces shows the current, legitimate range for each entry.
(ii). Weapons (Menu 13)
Examine the blank weapons roster in Appendix A. If the scenario
you are preparing is set in the American Civil War, then the
weapons roster used in all of the historical scenarios should be
more than adequate. Otherwise, you will have to make your own.
There are 31 possible weapon types you may use. These must be
divided between artillery types and small arms types. You will
have already used Menu 10 (Define Limits) to select the number of
each type you require.
Artillery
To create an artillery type, complete the following steps.
I.D. Enter a 1-11 character name to identify the artillery type.
RANGE. Enter a value between 0 and 5. This is the effective
range, measured in hexes, of the artillery type. For example, in
a scenario where the ground scale is 500 yards/hex, a 6pd
smoothbore would have an effective range of 2 hexes.
RATE OF FIRE. Enter a value between 0 and 7. This value measures
the reliability, ease of use and rate of fire of a gun.
EFFECTIVENESS. Enter a value between 0 and 7. This value measures
the performance of the gun at close range; i.e. the effectiveness
of its fire into an adjacent hex.
PENETRATION. Enter a value between 0 and 7. This value measures
the fall-off in performance as the range of the gun increases. A
value of 0 means that the gun has little effect beyond the first
hex. A value of 7 means that the gun retains much of its
effectiveness at its maximum range.
Small Arms
To create a small arms type, complete the following steps.
I.D. Enter a 1-11 character name to identify the small arms type.
RANGE. Enter a value of 0 or 1. A value of 0 indicates that the
small arms type is primarily for melee use. A value of 1
indicates that the small arms type is primarily a projectile
weapon. Troops armed with both melee and projectile weapons
should be assigned a value corresponding to their primary type.
FIRE EFFECT. Enter a value between 0 and 7. This value is a
quantitative measure of the firepower delivered by the small
arms type.
MELEE EFFECT. Enter a value between 0 and 7. This value is a
quantitative measure of the melee performance of the small arms
type.
For example, Civil War cavalrymen used firearms for skirmishing
but switched to sabres on the occasion of a charge. The fire
effect of the pistol should be 1 or 2 while the melee effect of a
sabre in the hands of a mounted cavalryman should be 5 or 6.
However, Civil War cavalrymen were not primarily employed in a
charging role so the range should be set at 1.
(iii). Forces (Menus 11)
Examine the blank force rosters in Appendix A. One of these
should be prepared for each formation in the game. Do not attempt
to edit the screen until these rosters have been completed.
The most important thing to note about troop creation in the
Decisive Battles System is that there is no fixed organisational
structure. For example, brigades may be attached to divisions, or
corps, or even directly to the Army HQ. Such a flexible structure
is the best way to reflect the operational employment of troops
in the nineteenth century.
Army HQs
COMMANDER. Enter a 1-11 character name to identify the commander
of the Army.
SECOND IC. Enter a 1-11 character name to identify the second in
command of the Army. This variable should only be used where a
second in command was officially appointed such as Beauregard at
Shiloh. A 2IC will reduce the adverse effects of a C-in-C
casualty.
HQ I.D. Enter one or two 1-11 character names to identify the
Army.
LOCATION. Enter the x, y map co-ordinates of the Army HQ's start
or arrival hex.
ARRIVAL. Enter a number between 0 and 95. This is the turn that
the Army HQ will arrive on the map. An arrival number of 0 means
the HQ begins the game deployed on the map. A human player will
have no control over his subordinates until the Army HQ appears
on the map.
OFFENCE #1. Enter a value between 0 and 23. A value of 0
specifies that there is no offensive objective; any other value
identifies the chosen objective. Only enemy controlled objectives
should be chosen.
OFFENCE #2. Enter a value between 0 and 23. As above. A computer
Army commander will attempt to capture the first objective before
moving on to the second objective.
DEFENCE #1. Enter a value between 0 and 23. A value of 0
specifies that there is no defensive objective; any other value
identifies the chosen objective. Friendly controlled objectives
must be chosen.
DEFENCE #2. Enter a value between 0 and 23. As above. A computer
Army commander will defend both objectives, giving preference, if
necessary, to the first defensive objective.
HQ MOVEMENT. Enter a value between 0 and 15. It is the number of
movement points the Army HQ has available each turn to move over
the map. The value should reflect the vigour shown by the Army's
commander throughout the battle. The value should also be related
to the movement allowances of other troops and to the terrain
effects. In general, an Army HQ should have a higher movement
allowance than a Corps HQ.
STAFF. Enter a value between 0 and 7. This value is a subjective
evaluation of the amount of preparation the Army HQ has done for
the battle. Factors which are included in this rating are
battlefield familiarity (recon), extent and detail of the
briefings given to subordinates, staff experience and the overall
confidence of the army in its commander.
STRENGTH. Enter a value between 0 and 7. This value simply
describes the size of the provost guard accompanying the Army HQ.
The units are 100s of men. It is not suitable for offensive use.
LEADERSHIP. Enter a value between 0 and 7. This value is only
used when the computer is placed in command of an Army. Human
commanders must rely upon their own judgement and intuition when
issuing orders to subordinates. You can expect a much tougher
battle from a commander with a high leadership value than from a
lowly rated duffer.
Corps HQs
ARMY HQ I.D. Enter 1-9 character name to identify the Corps or
its commander.
LOCATION. Enter the x, y map co-ordinates of the Corps HQ's start
or arrival hex.
CORPS TYPE. Enter a value of 0 or 1. A value of 0 specifies an
infantry corps; a value of 1 specifies a cavalry corps.
ARRIVAL. Enter a number between 0 and 95. This is the turn that
the Corps HQ will arrive on the map. An arrival number of 0 means
the HQ begins the game deployed on the map. You will not be able
to issue commands to the subordinates of a particular corps until
that corps' HQ has entered the map. Brigades belonging to a Corps
not yet on the map may be directed by the Army commander provided
they are within the four hex immediate command range.
ORDERS. Enter a number between 0 and 2. 0 = offensive, 1 =
defensive, 2 = reserve. A Corps formation must have an offensive
order to move on an enemy controlled objective or to issue such
an objective to a division HQ under its control. A Corps with an
offensive order may select two objectives, the first defines the
route of march to the final destination.
A Corps with a defensive order may move, or issue such an order
to a subordinate division HQ, only to a friendly controlled
objective. Only one objective can be given to a corps with a
defensive order. A Corps with a reserve order will hold in place,
awaiting further orders. A Corps with a reserve order will not
pay any attention to an objective. Note that the Army commander
can change these orders as soon as the Corps HQ comes within
communication range. The primary function of these orders is to
make sure that newly arriving troops do not mill about aimlessly
but move sensibly into battle.
OBJECTIVE #1. Enter a value between 0 and 23. A value of 0
specifies no objective; any other value identifies a particular
objective. The previous paragraph describes their purpose.
OBJECTIVE #2. Enter a value between 0 and 23. As above.
HQ MOVEMENT. Enter a value between 0 and 15. It is the number of
movement points the Corps HQ has available each turn to move over
the map. The value should reflect the vigour shown by the Corps'
commander throughout the battle. The value should also be related
to the movement allowances of other troops and to the terrain
effects. In general, Corps HQs should have more MPs than
subordinate brigades of the same type.
DAILY COMMITMENT. This value is used only by computer army
commanders. For any particular day of a battle, a corps commander
can be specified as being completely out of communication. The
army commander will not be able to issue orders to the corps
commander. An example of where this feature is used is the
Chattanooga scenario. Thomas, one of Grant's corps commanders, is
a very capable officer. However, on the first day of the battle,
Grant wanted Thomas to remain on the defensive while Sherman's
and Hooker's troops moved into position. For a human commander,
implementing this plan is no problem. For the computer, it's not
so easy. The Union is on the offensive on the first day and thus
the first time a computer controlled Grant gets in contact with
Thomas, he will be given an offensive command. By using this
value to put Thomas out of communication with Grant on the first
day of the battle, the computer can properly implement Grant's
historical plan. Enter 0 if this feature is not to be used by the
corps. Enter 1 if the corps is to be isolated on the first day
only, enter 2 if the corps is to be isolated on the second day
only, enter 3 if the corps is to be isolated on the first and
second days only, enter 4 if the corps is to be isolated on the
third day only, enter 5 if the corps is to be isolated on the
first and third days only... etc; i.e day 1 =1, day 2 = 2, day 3
= 4 and day 4 = 8. If the corps is to be isolated for more than
one day, add the value for those days together.
LEADERSHIP. Enter a value between 0 and 7. This value measures
the experience, confidence and determination of the Corps
commander. It is especially important when the Corps HQ is not in
communication with its Army HQ and must rely on its own
initiative to get things moving.
STAFF. Enter a value between 0 and 7. This value is a subjective
evaluation of the amount of preparation the Corps HQ and its
commander have done for the battle. Factors which are included in
this rating are battlefield familiarity (recon), extent and
detail of the briefings given to subordinates, staff experience
and the overall confidence of the corps in its commander. These
are the same criteria used to rate the Army staff values.
STRENGTH. Enter a value between 0 and 7. This value simply
describes the size of the provost guard accompanying the Corps
HQ. The units are 100s of men. It is not suitable for offensive
use.
LIKELIHOOD. Enter a value between 0 and 7. This value measures
the likelihood of a Corps HQ appearing on its start or arrival
hex at the scheduled time. A value of 7 means that the Corps HQ
is certain to arrive. HQs or brigades on the same side with the
same likelihood value will be delayed by the same number of
turns. Units with values of 4 or less may not arrive at all.
Division HQs
DIVISION HQ I.D. Enter 1-9 character name to identify the
Division or its commander.
CORPS. Enter a number between 0 and 15. This number defines the
place the division will occupy in the order of battle. An entry
of 0 places the division directly under the command of the Army
HQ. An entry of 1-15 places the division under the command of the
Corps HQ identified by that number.
DIVISION TYPE. Enter a value of 0 or 1. A value of 0 specifies
an infantry division; a value of 1 specifies a cavalry division.
Mounted infantry divisions should be classified as infantry
divisions for this purpose. You should not place artillery
brigades in divisions but rather attach them to Corps or Army
HQs. Division artillery should be distributed among the component
brigades.
ORDERS. Enter a number between 0 and 2. 0 = offensive, 1 =
defensive, 2 = reserve. A division must have an offensive order
to move on an enemy controlled objective. A division with an
offensive order may select two objectives, the first defines the
route of march to the final destination. A division with a
defensive order may move only to a friendly controlled objective.
Only one objective can be given to a division with a defensive
order. A division with a reserve order will hold in place,
awaiting further orders. A division with a reserve order will not
pay any attention to an objective. Note that the Army commander,
or the Corps commander, can change these orders as soon as the
division comes within communication range. The primary function
of these orders is to make sure that newly arriving troops do not
mill about aimlessly but move sensibly into battle.
OBJECTIVE #1. Enter a value between 0 and 23. A value of 0
specifies no objective; any other value identifies a particular
objective. The previous paragraph describes their purpose.
OBJECTIVE #2. Enter a value between 0 and 23. As above.
LEADERSHIP. Enter a value between 0 and 7. This value measures
the experience, confidence and determination of the division
commander. It is especially important when the Division HQ is not
in communication with its superior HQ and must rely on its own
initiative to get things moving.
STAFF. Enter a value between 0 and 7. This value is a subjective
evaluation of the amount of preparation the Division HQ and its
commander have done for the battle. Factors which are included in
this rating are battlefield familiarity (recon), extent and
detail of the briefings given to subordinates, staff experience
and the overall confidence of the division in its commander.
These are the same criteria used to rate the Army and Corps staff
values.
Brigades
BRIGADE I.D. Enter a 1-3 character name to identify the brigade
or its commander. IBM users can enter a 1-9 character name.
UNIT SIZE (IBM Only). Enter a 1-3 character name to identify the
size of the unit; e. g. Bde, Rgt, Bn or Bty. This is cosmetic
only and appears on the unit roster in the IBM version.
LOCATION. Enter the x, y map co-ordinates of the brigade's start
or arrival hex.
CORPS. Enter a number between 0 and 15. This number helps define
the place the brigade will occupy in the order of battle. An
entry of 1-15 places the brigade directly under the command of
the Corps HQ identified by that number. An entry of 0 means that
the brigade is not under the command of any of the corps in the
game.
DIVISION. Enter a number between 0 and 39. This number helps
define the place the brigade will occupy in the order of battle.
An entry of 1-39 places the brigade directly under the command of
the Division HQ identified by that number. An entry of 0 means
that the brigade is not under the command of any of the divisions
in the game. Note that if both Corps and Division values are 0,
then the brigade will be under the direct command of the Army HQ.
ARRIVAL. Enter a number between 0 and 95. This is the turn that
the brigade will arrive on the map. An arrival number of 0 means
the brigade begins the game deployed on the map.
BRIGADE TYPE. Enter a value of 0-3. A value of 0 specifies an
infantry brigade, a value of 1 specifies a mounted infantry
brigade, a value of 2 specifies a cavalry brigade and a value of
3 specifies an artillery brigade.
OBJECTIVE. Enter a value between 0 and 23. A value of 0 specifies
no objective; any other value identifies a particular objective.
In general, the only brigades which need objectives are
independent brigades attached to Corps or Army HQs or brigades
scheduled as reinforcements. If a reinforcing brigade does not
have an objective, it will mill about for one turn before
receiving instructions from its superior HQ.
SMALL ARMS TYPE. Enter a value between 0 and 31. A value of 0
specifies that the brigade is not equipped with small arms. A
value of 1-31 specifies which small arms type from the weapons
list has been issued to the brigade.
ARTILLERY TYPE. Enter a value between 0 and 31. A value of 0
specifies that the brigade is not equipped with artillery. A
value of 1-31 specifies which artillery type from the weapons
list has been issued to the brigade.
TROOP STRENGTH. Enter a value between 0 and 31. This value
describes the size of the brigade in increments of 100 men.
MOVEMENT. Enter a value between 0 and 15. It is the number of
movement points the brigade has available each turn to move over
the map. We recommend that Infantry and artillery brigades be
given 4-8 MPs, mounted infantry and cavalry brigades 6-12 MPs.
Brigades which were capable of particular initiative or
enthusiasm can be given a 1-3 MP bonus. The final value chosen
should also take into account the movement point costs of the
terrain on the battlefield.
ARTILLERY STRENGTH. Enter a value between 0 and 15. This value
specifies the number of artillery pieces in the brigade. For all
Civil War battles, we recommend that 1 point of this value be
equal to 2 pieces of artillery. Thus, a typical 6 gun battery
attached to a brigade would have an artillery strength of 3.
SHATTERED. Enter a number between 0 and 1. A value of 0 indicates
that the brigade begins the game in a normal condition. A value
of 1 indicates that the brigade begins the game suffering from a
recent mauling. The effect is the same as for a brigade shattered
in the course of the game.
LEADERSHIP. Enter a value between 0 and 7. This value measures
the experience, confidence and determination of the brigade
commander. It is especially important when the brigade is not in
communication with its superior HQ and must rely on its own
initiative to get things moving.
COHESION. Enter a value between 0 and 7. This value should be set
at 7 unless the scenario begins in the middle of a battle.
Cohesion measures the current fighting condition of the brigade
as described in the game routines section.
EXPERIENCE. Enter a number between 0 and 7. 0 = green and
unreliable (but not necessarily useless), 7 = elite troops of the
highest quality (for example the Iron Brigade or the Stonewall
Brigade). The average brigade should have an experience between 3
and 5, although this value should increase toward the end of the
war; especially for Confederate brigades.
REGIMENTS. Enter a number between 0 and 7. This number specifies
the number of regiments (or major sub-units) which make up the
brigade. It is a very good indicator of the brigade's
flexibility.
LIKELIHOOD. Enter a value between 0 and 7. This value measures
the likelihood of a brigade appearing on its start or arrival hex
at the scheduled time. A value of 7 means that the brigade is
certain to arrive. HQs or brigades on the same side with the same
likelihood value will be delayed by the same number of turns.
(iv). Objectives (Menu 12)
Examine the blank objective chart in Appendix A.
A maximum of 23 objectives per scenario can be created. The
and lines in the menu window are used to bring
up the next objective. The line is used to enter the
objective and set its parameters. The line is an
alternative method of positioning the objective on the map.
Each objective must be given a 1-11 character name and an x, y
map location.
Victory points for each side can be awarded for the possession of
an objective on a turn by turn basis throughout the game and/or
at the end of the game.
When awarding points throughout the game, you must select the
turn that point scoring will begin and the turn on which it will
end.
If you wish to create an objective simply as a signpost for the
direction of your troops, then don't assign any VPs for its
possession.
A manoeuvre value of 0-15 is available to make a particular
objective more attractive to the computer's movement routines.
The higher the value, the more likely is the computer to route
troops through that point. The best way to get the feel for this
tool is to have a careful look at the historical scenarios. Then,
if the troops in your scenario are reluctant to go the way you
want them to, experiment with the manoeuvre value.
(c). TITLE (Menu 15)
Enter a 1-16 character name for the scenario. There are up to
three 26 character lines you can use for a sub-title to the
scenario.
Enter a 1-9 character name to identify the North nationality.
Enter a 1-9 character name to identify the South nationality.
These character names will be the ones appearing in the first
game menu; i.e. Menu H (Game Master).
(d). BRIEFING (Menu 14)
(i). Rosters (Menu 15)
There are two items to enter here. The advice window allows you
to enter several paragraphs of handy hints for each side. These
can be accessed during the game from Menu 12.
The roster menu should only be edited once you have entered all
the data for your forces. The display shows your forces organised
in a standard military way. All you have to do is tidy up the
appearance by inserting line spaces to make the roster look
professional. Look at one of the scenarios to see what can be
done. To do it, use the arrow keys to select the line and
then the arrow keys again to move the bar cursor to the line
below where you wish to insert a space. Hit (RET) to insert the
space. Blank lines are identified by the word . To remove
a blank line, position the bar cursor over the blank line and hit
(RET).
(ii). Scenario Setup (Menu 16)
Enter the turn, day, month, year and century that the scenario
begins.
A maximum movement distance (in hexes) must be specified for each
type of unit. A separate specification is made for each
nationality. Enter a value between 0 and 15. We recommend, for
Civil War battles, these values; infantry brigades (4-6), mounted
infantry brigades (6-9), artillery brigades (4-9), cavalry
brigades (6-12) and HQs (9-15).
To recreate the conditions of a surprise attack, enter a value of
1 in the line for a side which is caught unprepared by
the enemy assault. If there is no surprise, enter a value of 0.
To allow a side to construct battlefield entrenchments in the
course of the scenario, enter a value of 1-7 in the
line. A value of 0 means a side cannot construct battlefield
entrenchments. Entrenchments increase the cover value of a hex.
The higher the entrenchment value, the more protection a unit
will receive.
In addition to the victory points awarded for the occupation of
objectives, points are also awarded for causing casualties to
enemy leaders and troops. A value of 0-31 can be entered for each
category.
IBM Only. A combat value of 0-7 has been added to reflect the
change in unit density in combat as the war progressed; i.e. the
lethality of the rifled musket forced troops to abandon the
exposed formations characteristic of the Napoleonic Wars. A value
of 0 describes very exposed formations; a value of 7 describes
formations deployed to minimise enemy firepower.
(iii). Scenario Details (Menu 16)
Examine the blank briefing form in Appendix A as well as any of
the scenarios.
A scenario may last as long as 4 days. These routines fill out
much of the background information necessary to get the game
moving.
For each day the expected atmospheric weather must be defined,
whether each side is expected to take the offensive must be
decided and three values must be entered for each of the 24 hours
in a day.
WEATHER. Enter a value between 0 and 4. 0 = clear, 1 = overcast,
2 = drizzle, 3 = rain, 4 = snow.
NORTH OFFENSIVE. Enter a value of 0 or 1. A value of 0 puts the
North on the defensive for the day. A value of 1 puts the North
on the offensive for the day.
SOUTH OFFENSIVE. Enter a value of 0 or 1. A value of 0 puts the
South on the defensive for the day. A value of 1 puts the South
on the offensive for the day.
MODE. Enter a value between 0 and 3. 0 = night, 1 = dawn, 2 =
dusk, 3 = day.
MOVE. Enter a value between 0 and 3. 0 = no move, normal cohesion
recovery will occur; 1 = normal move, both sides will move and
fight; 2 = end game, a normal move is completed and then the game
ends; 3 = skip, no move and no cohesion recovery is allowed.
FOG. Enter a value between 0 and 2. 0 = no fog, 1 = light fog, 2
= heavy fog.
5. WARPAINT
WarPaint is entirely new to wargame construction. Even we are
amazed at just how useful it is. Every icon in the game can be
edited, including all unit and terrain icons.
5.1 WARPAINT (Menu 17)
The line gives access to the icon editor. The
and lines are used to install or extract a graphics set
from any save game or scenario disk.
To transfer the graphics from one scenario to another, you would
execute the following steps. Load the source scenario, and use
the line to load the graphics. Remove that disk and
insert the destination disk. Load the destination scenario and
use . The graphics that were in the source scenario are
now in the destination scenario. Save the altered scenario and
the change is permanent.
The line gives IBM users access to the "full-map"
graphic routines.
5.2 DESIGN GRAPHICS (Menu 18)
The screen shows a large boxed section on the left. This shows a
pixel by pixel representation of an icon. Below it the icon is
shown in white and the allowable colours as it would look upon
the screen. The icon number is shown above the menu box. The
current selected colour is shown below the menu box. Selecting
the line shows a flashing cursor in the top left of the
icon box. The box is fourteen elements across by 16 elements
down. The presence of a pixel is shown by a white square and its
absence by a white dash.
The I, J, K, and M keys or the arrow keys are used to move the
cursor around the icon box. At any location the (RET) key creates
a pixel if none is present and removes it if one is. As you make
changes in the large icon box these are reflected in the small
icons at the bottom of the screen.
The rules for manipulating the screen icons are a trifle
complicated and may vary from computer to computer. They are
explained in detail below.
After using the edit function type (ESC) to leave. Apple II/C64
users will be asked to or their changes and must
make this choice before returning to Menu 21. Choosing
incorporates any changes you have made while returns the
icon to its previous shape. IBM users have access to the
function described below.
The option allows you to change the selected colour of
the icon. The and options allow you transfer an
icon between different icon numbers, allowing easy variations.
The option blanks the screen, and for IBM users, at the
same time transfers the previous image to the clip location. The
option restores the screen with the image currently in the
clip location.
5.3 "FULL-MAP" GRAPHICS (Menus 19-21)
These notes offer some suggestions for the use of the "full-map"
graphics available to IBM users with EGA or VGA cards and a
colour monitor. Read the note at the end of text in Menu 8 (Map
Create Utility). It explains how to disable the "full map"
graphics so the basic map can e created.
Users with EGA or VGA cards can access our enhanced graphics
routines for the 250 icons which make up the different terrain
shapes and the 60 odd icons which represent units and other
functions.
The cumbersome and lines from the standard
graphic routines have been replaced by a 'Clip' feature. Whenever
you edit a shape, the original shape is transferred to the 'clip'
window. To restore the original shape, select from the
menu window.
The enhanced graphics routines have a number of additional
features. Select to bring up the enhanced graphic menu.
will take you into the icon image. Use the arrow keys to
locate the pixel you wish to edit. Use the Tab/Shift Tab keys to
select a colour from the palette at the bottom of the screen.
Type to set the drag key. This will trail the chosen colour
after the cursor. Type again to turn off the drag feature.
will show you what your terrain shape will look like
on a full screen.
allows you to change a particular colour to another.
Select and then use the arrow keys to locate on the
terrain shape the colour you wish to change. Now hit (ENTER) and
use the arrow/tab keys to locate from the palette the colour you
wish to substitute.
shunts the terrain shape in the direction specified by
the chosen arrow key. Use this feature to vary a particular
terrain shape.
will flip the shape horizontally.
will flip the shape vertically.
will bring in the corresponding terrain shape from the
standard graphic routines.
The f1-f8 and Alt f1-f8 keys will select a particular colour. The
f9 key will select the colour under the cursor. Tab/Shift Tab and
+/- will select the next colour in either direction.
A little familiarity with these routines will teach you all you
need to know.
TECHNICAL NOTES
(a). IBM Users. IBM users have neither pixel nor colour-mixing
problems! The CGA card has fewer colour choices than the EGA
card. Note that Tandy users have the same number of colour
choices as an EGA user.
(b). Icon Functions. All icons have a particular function. In the
case of the terrain icons (numbers 0 to 31), the functions and
the name are defined in the terrain menu. All other icons serve a
particular purpose which does not change. If you edit the
Confederate Army HQ icon to look like a woods symbol, it will
still function as an Army HQ.