The Real Civil War
Posted: Wed Sep 19, 2007 3:51 pm
Pun intended.
Henry and I are going to start a new game when 1.07 comes out with a new set of quite restrictive house rules. After three games through mid 1862, we both noticed that the game did not 'feel' like the civil war. Thus we agreed to try an AAR game, with new rules specifically designed to make the game challenging and get the feel we are looking for. So as we wait for 1.07 to finalize, it was decided to start hashing out the house rules now, with the boards support.
Premises: We both feel that the game moves too fast, and have decided production is a big part of that.
Supply trace rules are too generous for the era
Too many generals, especially Union are active too early, though limiting independent commands may help with that.
Sea invasion is too easy without the countervailing union disinterest in expanding amphibious bridgeheads.
I'm sure Henry will add more when he chimes in. Some of the ideas we have knocked around is massively limiting the use of financial and draft options, those allowed determined by year, a 2 or 3 area limit of advance from a depot, and mandating maintaining a supply trace til 63 or 64, when the Grant and Sherman started doing without, A 2 region depth limit for seaborne landings, either excepting the James and Mississippi, or giving a hard limit on expandable invasions, among many other things.
We opened the thread early with the hopes of producing a standard set of 'historical' house rules for those of us grogs who want to 'replay' the civil war, hopefully 'modular' so that at somepoint we can have a list of rules pbem opponents can pick and choose from as community standards. Henry and I will test these rules in the 1.07 game, so it may be restarted once or twice.
So feel free to critique, add or modify ideas for our ruleset, with the caviat that we want the game to 'feel' right. (whatever that means)
wyrmm
![Tongue[1] :fleb:](./images/smilies/tongue[1].gif)
Premises: We both feel that the game moves too fast, and have decided production is a big part of that.
Supply trace rules are too generous for the era
Too many generals, especially Union are active too early, though limiting independent commands may help with that.
Sea invasion is too easy without the countervailing union disinterest in expanding amphibious bridgeheads.
I'm sure Henry will add more when he chimes in. Some of the ideas we have knocked around is massively limiting the use of financial and draft options, those allowed determined by year, a 2 or 3 area limit of advance from a depot, and mandating maintaining a supply trace til 63 or 64, when the Grant and Sherman started doing without, A 2 region depth limit for seaborne landings, either excepting the James and Mississippi, or giving a hard limit on expandable invasions, among many other things.
We opened the thread early with the hopes of producing a standard set of 'historical' house rules for those of us grogs who want to 'replay' the civil war, hopefully 'modular' so that at somepoint we can have a list of rules pbem opponents can pick and choose from as community standards. Henry and I will test these rules in the 1.07 game, so it may be restarted once or twice.


So feel free to critique, add or modify ideas for our ruleset, with the caviat that we want the game to 'feel' right. (whatever that means)
wyrmm