Sun Dec 09, 2007 9:20 pm
Ok, here is the second PBEM with Kilcavalry. We have switched sides again. I am now playing the Union and Kilcavalry the CSA.
We are continuing with the PBEM mod but with further modifications. The list of changes are below. Internal commands are not yet available for modifying manpower and entrenchments. So I am continuing to manually make adjustments to meet those conditions.
Many new changes to the game with the most important focused on Missouri, Kentucky and naval warfare.
New level one towns have been added primarily in Missouri and Kentucky but other states as well. The objective is to increase strategic options for both sides.
Missouri and Kentucky now spontaneously produces troops for both sides dependent on control of sets of cities during specific timeframes of the game.
Using a house rule, neither side can enter Kentucky unless we initiate an invasion. In other words, if either side enters Kentucky, they must attack an enemy city to end Kentucky neutrality. Control and movement of neutral Ky troops are allowed and may even leave Ky. However they cannot launch an attack from Ky into enemy territory.
Finally many changes to the navy side. New build times, ship speeds, altered force pools and changes to bombardment are the primary changes. In addition, monitors/ironclads are now all water vessels. However by houserule, they can only enter deep sea water temporarily to avoid coastal forts. Finally the number of ships to blockade a region has been reduced significantly.
New modifications to the PBEM Mod since the last AAR are listed below as changes 20-34. Detailed examples and explanations follow the list.
PBEM Mod
1. Entrenchment values vary by year. Increases by time to max of 4/8. (See notes below for details)
2. March to guns percentages reduced. (See notes below for details)
3. Army Command Control range reduced to one region except very strong commanders (strat 6 and up). (See notes below for details)
4. Army bonus to corps adjusted from -2 to -1.
5. Cavalry mod increases ability of cavalry to retreat from battle
6. Cohesion loss due to movement reduced by 25% except for cavalry. Cohesion loss due to battle doubled. (See notes below for details)
7. Terrain offensive quoto modifiers adjusted. More troops able to commit to battle in better terrain/ground conditions and reverse in poorer terrain/ground conditions. (See notes below for details)
8. DEFFire reduced substantially for infantry. Infantry defense not as strong. (See notes below for details)
9. Artillery DEFFire/OFFire proportionally modified in same manner as infantry.
10. CSA now allowed 36 divisions
11. Manpower production adjusted to produce 2-1 advantage in Union manpower by the end of the war. (See notes below for details)
12. Early to Late conversion of Infantry/Cavalry delayed. (See notes below for details)
13. 12pdrs now upgrade to 10pdrs rather than 20pdrs. Smaller chance of upgrade which means longer time frame for conversion to occur.
14. In the original game, new troops were recruited directly at the level of early or late war troops. Now newly recruited brigades are modded to enter the game with conscript regiments instead of early/late war troops. A newly recruited brigade will take from 2-3 months to convert from strawfoot conscripts to trained early war troops. Even in late war time frames, conscripts must go through the same 2-3 month conversion to early war troops before converting to late war troops. However in the late war phase, the conversion time frame from early war to late war troops is very short once a conscript regiment reaches early war status.
15. Engineers now have the pontoneer ability. Formations cross rivers quicker.
16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with balloon.
17. Cavalry brigades are now part of the recruitment pool.
18. Artillery brigades are now part of the recruitment pool.
19. Amount of experience required for units to gain battle. Most fighting units have prograte of 5-originally 10.
20. Western branch of the Atchafalaya River changed to shallow water from coastal water. Deep draft vessels will no longer be able to use the western branch of the Atchafalaya to bypass the New Orleans forts.
21. Additional level one towns added in Kansas, Iowa, Missouri, Arkansas, Kentucky, West Virginia, Virginia and Pennsylvania. Objective is to increase strategic options for both sides. Some VP's removed and other's added.
22. Missouri theater expanded. Iowa, Missouri and Kansas now produce volunteer regiments dependent on control of specific sets of cities. Starting in 1862, if all cities within a set are captured, then guerillas/partisans are produced instead of volunteer regiments if loyalty level above 30%. (Not implemented until new commands are available.)
23. Monitors/ironclads are now ocean going vessels. House rules allow deep sea movement by monitors/ironclads only when necessary to bypass coastal forts but cannot bypass a coastal fleet with or without an enemy fort.
24. Build times of ships lengthened. Ship speeds adjusted. Assault capability added to ships. Hits/cohesion done is doubled for ships. Adjusted reinforcement pools changing numbers of Monitors, Ironclads, River Ironclads and gunboats available.
25. Ended freeze probability in upland south of "shallowfreeze" rivers. (Should eliminate the frozen rivers south of Cairo, Il.)
26. House rule. Neither side can enter Kentucky, while neutral, unless invading-must attack enemy Ky troops.
27. Using Brigade Name mod. Adds state name to recruited brigades.
28. Added Minnesota Infantry. Will appear in Iowa when recruited.
29. Added cavalry regiments from the following states: Minnesota, Missouri, Kansas, West Virginia, Indiana, New Jersey, Delaware, Massachuetts and Maine.
30. Added militia and volunteer regiments from Kansas and Colorado.
31. Added Rhode Island infantry. Will appear in Connecticut when recruited.
32. Added KS volunteer/militia regiments.
33. Changed blockade values. 4 Ships required to blockade a water region. If an enemy fort present, 6 ships required for blockade-not applicable in river regions. If you have a friendly fort in the region, then only 2 ships required to blockade. Due to rotation, the practical reality is you will need double the number to maintain the seige.
34. Kentucky produces volunteers for both Union and CSA dependent on control of city sets.
Detailed numbers, examples and notes are provided below for the various modifications:
1. Entrenchments- Modified from max 4 for troops without artillery and max 8 for troops with artillery to--
--Restricted to Lvl 2 and 5 in 61-Oct, 62----(for some reason, level 2 entrenchments for troops without artillery appears to work but max entrenchment goes to 6 instead of 5. Not sure why.)
--Restricted to Lvl 3 and 6 in Nov, 62-Oct, 63
--Regular entrenchments of Lvl 4 and 8 from Nov,64 till end of war.
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2. March to Guns- Possibility of reinforcement through march to guns between corps of the same army in adjacent regions is significantly reduced. Don't count on MTG reinforcement of independent corps. Fairly good odds if reinforcements moving along railroads regardless of strat command of leaders. Need good strat leaders for possibility of MTG if not moving along railroad.
Below are the modded MTG parameters and percentage chances of arriving as MTG reinforcements.
March to Guns (MTG)
20% base chance offensive posture
15% base chance Defensive posture
// -5% for each day of marching ---(inactive commanders have longer marching times)
// +6% if adjacent to army HQ
// +9% if the army HQ itself
// +3% for each pt of strat factor of the leader
// Every 10% of MC lacking gives -1% chance (both for start and end region)
Railroad(1day)-Independent Corps-defensive posture
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--37--34--31--28--25--22--19--16--13
BattleRound2--60--56--52--48--44--39--35--29--24
BattleRound3--75--71--67--63--58--51--47--41--34
BattleRound4--84--81--77--73--69--63--58--51--47
BattleRound5--90--87--84--81--76--71--65--58--50
BattleRound6--94--92--89--86--82--77--72--65--57
Clear Terrain(5days)-Independent Corps-defensive
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--17--14--11---8---5---2-----------
BattleRound2--31--26--21--15--10---4-----------
BattleRound3--43--36--30--22--14---6-----------
BattleRound4--53--45--37--28--21---8-----------
BattleRound5--61--53--44--34--24--10-----------
BattleRound6--67--60--50--39--28--11-----------
Woods Terrain(6days)-Independent Corps-defensive
Corps Leader---9---8---7---6---5---4---3---2---1--Strat rating
BattleRound1--12---9---6---3-------------------
BattleRound2--23--17--12---6-------------------
BattleRound3--32--25--17---9-------------------
BattleRound4--40--32--22--12-------------------
BattleRound5--47--38--27--14-------------------
BattleRound6--54--43--31--17-------------------
Adjusted percentages for other situations:
-Corps in same region as Army HQ---add 2 to strategic rating to find correct percentage column from above tables.
Example: Corps with strat leader of 3 in same region as Army HQ is equivalent to an independent corps with strat leader 5. So Jackson, (strat 6, with Army HQ, Using railroad to MTG), is equivalent to strat 8. He has an 92% chance of MTG by battleround 6.
-Army HQ---add 3 to strategic rating to find correct percentage column from above tables.
Example: Army commander McClellan HQ with strat rating of 1 is the equivalent to an independent corps with strat rating 4. Army HQ McClellan has a 11% chance of MTG reinforcements battleround 6 in clear terrain.
So General Lee as Army HQ, (strat 6, army HQ, MTG in clear terrain), is equivalent to a strat 9. Army HQ Lee has a 67% chance of MTG by battleround 6 from clear terrain.
A corps commanded by Stonewall (strat 6, HQ region, MTG clear terrain) in the same region as Lee HQ has a 60% chance of MTG by battleround 6. If he were not with Lee's Army HQ, he would be strat 6 and have a 39% chance of MTG by battleround 6. Corps with army bonus will also impact strategic rating.
A corps commanded by Bonham with strat rating of 2 in the same region as a CSA HQ is equivalent to strat 4 and has a 11% chance of MTG by battleround 6 in clear terrain. If Bonham were not in the same region as any CSA army HQ, he would not have any chance of MTG from clear terrain. Although the army bonus may adjust the strat rating of Bonham as well which might give him a different strat value.
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3. Command Control-Reduced army control radius but increased army bonus for those under army control. Army commanders, with less than 6 strategic command, only provide army command bonus in their own region. Army leaders of strat rating of 6 and above, normally have 2 region command radius. Army bonus is now -1 instead of -2.
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5. Cavalry Mod- Increased possibility of cavalry retreating from battle--increases survivability
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6. Cohesion loss reduced by 25% due to movement except for cavalry. However increased cohesion loss due to battle-approximately double vs regular game. Troops can march further with less cohesion loss (-25% from regular) but suffer greater when in battle (+100% over regular).
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7. Offensive infantry frontage quota modifiers increased in clear/hill/woods terrain but reduced in poor terrain such as wilderness and mountains. Artillery frontages also modified-increased for high vision terrain and reduced for low vision situations. Mud, snow, frozen, blizzards reduce quota modifiers due to poor mobility. Makes the assumption that offensive side able to concentrate troops vs defends and reflects initiative advantage of offense. Allows side on offense with greater numbers to better use those numbers. Ground conditions more important. Best in terms of utilizing maximum troops to attack with good ground conditions. This change only has an impact on larger formations containing more troops than can be effectively used in the specific terrain/ground type.
Infantry Offensive multiplier modifier (Percentage modifier to offensive quota)
Best offensive situation listed generally from top to bottom and left to right. Clr/Clr (200%) best offensive quota situation. Swamp/blizzard (65%) worst situation.
----------Clr/mud/snow/frz/blizzard
Clear------200/125/150/150/75 (and desert/prairie)
Woods------150/100/125/125/75
Hills------125/100/125/125/75
Forest-----100/75/100/100/75
Mountains--75/75/75/75/75
Wilderness-75/65/70/70/65
Swamp------75/65/70/100/65 (and marsh)
Artillery offensive Quota
Prairie----150/100/125/125/25 (and desert/prairie)
Clear------150/100/125/125/25
Woods------100/75/85/85/25
Hills------115/85/100/100/25
Forest-----85/75/75/75/25
Mountains--100/75/85/85/25
Wilderness-75/65/70/70/25
Swamp------75/65/70/100/25 (and marsh)
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8. The spread between OFFFire and DEFFire significantly reduced. Early war Rebs have slightly greater OFFFire than US troops. Advantage of defense reduced but not eliminated. Early war Rebs maintain their cohesion, TQ, Asslt, etc advantages over early war Union troops. Reb infantry improved partially to compensate for the increased manpower ratio between US/CSA.
-----------------OFF/DEF
Early War Union: 10/12-----------------------------------------previously 10/16
Early war Rebs 12/13++ early war Tq, asslt, etc advantages---previously 10/16
Late war Union 11/14----------------------------------------------------11/21
Late war Rebs 13/16----------------------------------------------------11/21
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10. CSA now allowed 36 divisions instead of 24 divisions.
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6. Brigade Name Mod- Adds state origin to brigades name identifier
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11. Reduced manpower---------Not implemented yet. Union will have approximately 2-1 advantage in manpower over the course of the game.
The following will be the manpower
Monthly conscription increased for Union. Volunteer and drafts reduced for both Union and CSA. The importance of drafts reduced substantially for both sides as draft/conscription produced a very small proportion of total troops.
The primary source of manpower for both sides are the total volunteers. The volunteer manpower is a combination of monthly volunteers and twice a year special calls for volunteers.
Manpower production per year:
(Monthly Prod)Monthly Tot/Vol Tot/Draft Tot--Annual Tot
61--CSA----(30)780/-500-/200-----1280(1480)
----US-----(65)1690/-600-/250---------------2190(2340)
----Ratio---2.2
(Numbers in Parenthesis are the totals if one side picks an early draft.)
62--CSA---(30)780/-500-/250------1530
----US-----(65)1690/-500-/250---------------2190(2340)
----Ratio---1.7
63--CSA---(25)650/200/200------1050
----US-----(55)1430/400/250---------------2080
----Ratio---1.7
64--CSA---(20)520/100/100------720
----US-----(50)1300/350/250---------------1900
----Ratio---1.8
65--CSA---(15)390/100/100------590
----US-----(40)1040/250/250---------------1540
----Ratio---2.0
Totals:
CSA 5170 (5370)----equiv 40 divisions (0riginal Max 10040)
US 10700 (10500)---equiv 80 divisions (Original Max 14345)
Total Ratio 2.0
Note that both CSA and Union peak in manpower production in 1862. However the CSA decline in annual manpower production is more severe than the US starting in 63. Drafts become a more significant source of manpower as volunteers drop off as the war progresses. By 1865, CSA manpower is close to tapped out.
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CSA Volunteer and Conscription Production
Twice a Year Vols
CSA------1861--62----63----64---65 Year
Vols Free-200---200---100---40---40 Conscripts produced
Vols, 1K--250---250---125---50---50
Vols, 2K--275---275---135---60---60
Vols, 3K--300---300---145---70---70
Once a Year Draft
CSA-------1861---62----63----64---65
Consc,Par--150---200---200---75---40
Consc,Ful--200---250---250---100--100
ExtraCost--10NM--2NM---2NM--2NM--2NM
Union Volunteer and Draft Production Choices
Twice a Year Vols
Union----1861---62----63----64---65
Vols Free-250---200---150---100--75
Vols, 1K--300---250---175---125--100
Vols, 2K--325---275---200---150--125
Vols, 3K--335---300---210---160--135
Once a Year Draft
Union------1861----62----63----64---65
Draft,Par--200----200---200---200--200
Draft,Ful--250----250---250---250--250
ExtraCost--10NM--10NM---2NM---2NM--2NM
Note that 2k and 3k volunteers are available but expensive for the small number of extra troops provided. Although towards the end of the war, they are a more attractive option. 1K volunteers are the logical choice in 61-63.
If a player calls a draft before the actual historical timeframe, there is a significant National Morale penalty.
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12. Early War to Late War Conversion of infantry and cavalry delayed.
New phase dates per time frame:
-----------------------------------------------Infantry&Cavalry
Early to Late, Phase I--- 1862/10/01-63/09/31--3% US 6% CSA
Early to Late, Phase II-- 1863/10/01-64/09/31--35% US 40% CSA
Early to Late, Phase III- 1864/10/01-----------40% US 45% CSA
Here is the promotion ranking of troop type and percentage chance of promotion per Time Phase:
Phase I Phase II Phase III
US-CSA
Militia:---------------7%/7%------Same------Same
Volunteers:-----------15%-20%-----Same------Same
Conscripts:-----------15%-20%-----Same------Same
early war infantry:----3%-6%------35%-40%---40-45%
late war infantry:
Militia promotes to volunteers, then conscipts, then early war, and finally late war infantry.
Cavalry, Conscript:----7/7%
Cavalry, early war:----3/6%-------35%-40%---40-45%
Cavalry, late war:
Each Spencer Rifle event provides an extra 10% chance per occurence for conversion from early to late war for Union cavalry in 1863.
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16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with attached balloon unit.
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15. Engineers now have the pontoneer ability. Formations cross rivers quicker. (May remove this ability as it can cause problems with synchronized movement.
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17. Cavalry brigades are now part of the recruitment pool. Cavalry brigades are typically 3-5 cavalry regiments and 0 or 1 artillery battery. Command cost is 2 CP. (A single leader can command a cavalry regiment outside the command chain without penalty.)
-CSA may recruit 3 cavalry brigades beginning in July 61. An additional 3 cavalry brigades may be recruited in Dec 61 for a total of 6 cavalry brigades.
-US may recruit 4 cavalry brigades beginning in March 62. An additonal 4 brigades may be recruited both in March 63 and March 64 for a total of 12 cavalry brigades.
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18. Artillery brigades are now part of the recruitment pool. Artillery brigades are composed of 4 batteries of 12pdrs, 10pdrs and/or 20pdrs either as a mixture or single type brigades. Artillery brigades cost 2 CPs and may be commanded by a leader.
-CSA may recruit 6 batteries beginning in Feb 62. An additional 6 batteries may be recruited in December 62.
-US may recruit 8 batteries beginning in Feb 62. An additional 8 batteries may be recruited in December 62.
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19. Amount of experience required for units to gain battle experience stars reduced by 50%. Prograte changed from 10 to 5 for most fighting units.
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21.Added level one towns:
Iowa: Chariton, Ottumba
Kansas: Fort Scott
Missouri: Chillicothe, Mexico, Versaille, Pappinsville, Neosho, Hillsboro, Ironton, Van Buren, Buffington
Arkansas: Batesville
Kentucky: Mt. Sterling, Mt. Vernon, Madisonville, Bardstown
West Virginia: Beverly, Summersville
Virginia: Staunton, Harrisonburg
Pennsylvania: Oakland, Chambersburg
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22. Troop Production for KS, Mo, Iowa;
Iowa-Control of at least one of the following Ia cities, (Chariton, Ottumba, Des Moines, Council Bluffs) produces 2 volunteer regiments in 61. One regiment in 62.
Kansas-Control of at least one of the following Ks cities, (Scott, Lawrence, Smith) produces 2 Jayhawker regiments in 61. One regiment in 62.
Missouri-
a. Control of at least one of the following Mo cities, (Chillicothe, Bloomington, Mexico, Saint Joseph) produces 2 Union volunteer regiments 61.
b. Control of at least one of the following Mo cities, (Rolla, Ironton, Van Buren, Buffington, Charleston) produces 2 CSA volunteer regiments in 1861. From 1862 onwards, produces 1 volunteer regiment a year.
c. Control of at least one of the following Mo cities, (Lexington, Papin, Versailles, Jefferson City) produces 2 CSA volunteer regiment in 1861. From 1862 onwards, produces 1 volunteer regiment a year from 1862 onwards.
d. Control of at least one of the following Mo cities, (Springfield, Neosho) produces 4 CSA volunteer regiment in 1861. From 1862 onwards, produces 2 volunteer regiment a year from 1862 onwards.
The above sets of cities will produce partisans/guerillas if all cities are controlled by the opposing side and loyalty remains above 30% CSA. (Not implemented until new commands created)
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24.
Approximate Build Times, US Ships
2 months Brig, Gunboat, all others
3 months Frigate, River Ironclad
4 months Monitor, Steam Frigate, Blockade Flotilla
5 months Ironclad, Armored Frigate
Approximate Build Times, CSA Ships
2 months Brig, Gunboat, all others
3 months Frigate
4 months
5 months Steam Frigate
6 months Ironclad
Ship Speeds: (Normal=100)
50- Monitor, bateaux
60- Ironclad
80- River Ironclad
100-Blockade ships, Brigs, gunboats, transports, all others not listed
120 Frigate
125 Armored Frigate
150 Steam Frigate
Reduced CSA production of Ironclads to 9 per year.
Reduced US production on Monitors to 16 per year.
Reduced US production of River ironclads to 13 per year.
Gunboats for both sides increased.
Both hits and cohesion damage doubled for ship combat. Combat will be more deadly. Monitors/Ironclad will be more powerful.
Bombardment file adjusted to increase effectiveness of ship bombardment.
34. The following sets of Kentucky cities produce troops in 61/62.
-Paducah and Columbus, Ky produce one CSA Ky volunteer regiment in 61 and 62 if at least one city controlled by CSA.
-Louisville and Bardstown, Ky produce one Union Ky volunteer regiment in 61 if at least one city controlled by USA.
-Madisonville and Bowling Green, Ky produces one CSA and one Union Ky volunteer regiment in 61 if at least one city controlled by US or CSA. And one CSA volunteer regiment in 62 if at least one city controlled by CSA.
-Lexington, Mt Vernon and Mt Sterling, Ky produces one CSA and one Union Ky volunteer regiment in 61 if at least one city controlled by US or CSA. And one CSA volunteer regiment in 62 if at least one city controlled by CSA.
-Prestonburg and Clarksburg, Ky produces one CSA and one Union Ky volunteer regiment in 61 if at least one city controlled by US or CSA. And one CSA volunteer regiment in 62 if at least one city controlled by CSA.
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