Tactical Tips for
On to Richmond

ACW Wargame Strategy

By Paul Koch

This article is to be read in the deepest secrecy. It is ammunition against that tightwad opponent who is too cheap to buy a subscription to THE COURIER. Seriously, it is hoped that the suggestions contained in this piece will help you play OTR better, thereby increasing your enjoyment and frequency of victory. We have included 9 separate hints to aid your generalship. The list is by no means exhaustive, indeed, if you have tactical devices that have helped your fortunes in miniature combat, do write the author. After all, he too would like to see the backs of his enemies more frequently.

1. Passing Attack Columns Through Lines: The rules point out that any column will disorganize any line and thus force it to receive a "Morale marker". Many players feel that this is a small enough price to pay. They fire their unit in line and then attack through it with a unit in attack column, worry about the "Morale marker" later. This tactic however is most cleverly done with artillery. A battalion of guns is deployed at close range (preferably some big bore Napoleons) and fires away. Hopefully the enemy is now disrupted. An attack column if infantry is then launched through the guns to attack. As we said the guns deployed in line should now receive a morale marker, however since artillery is exempt from any morale problems and thus receives no markers there is no harm done. This tactic is not a glitch in the rules. It simulates the advance of an attacking force under close support of its guns. Try it, this really works.

2. Cavalry in Double Line: This formation is included under the optional rules section, but really should be used. We have been studying about cavalry recently and brigade sized units almost neverwould enter combat without a supporting line. It is therefore a more realistic formation than a single line. it also has tactical advantages. Not the least of the advantages is the greatly enhanced maneuverability. Under the base requirements for OTR a cavalry brigade in line has a frontage of 12 to 16 inches! That is simply a "bear" to wheel in either direction, since the rules forbid any stand from moving more than its allowed movement. The double line contracts the frontage making for a far more maneuverable unit. in combat too it is handy. One must be careful, of course, since the second rank counts only if the unit attacks, but even so it is good to have it there. Let us say, for example, that you have been unfortunate enough to have your cavalry brigade attacked and therefore the second line does not count in melee. The melee is then lost but you rally behind your second line and since it is part of the unit it must be fought by the victor in his bonus move. The net result may be the mauling of your cavalry but you will have saved your infantry from those mounted flank attacks which all veterans of OTR know with dread.

3. Reinforced Line Formation: As a rule of thumb this is THE formation for your infantry, being the single most advantageous formation in the game. First, it has good if not great fire power. It's defensive advantages are legion, if for no other reason than that it effectively denies any frontal assault a bonus move. it also takes fire as a line which is 10% better than any column.

A reinforced line also has offensive advantages: if a unit in reinforced line charges the second line may close up behind the first and count in the melee. These advantages are purchased for the small price of reduced fire as compared with a line and reduced movement as compared with a column. My advice is move march columns forward in double time and then get them into reinforced line; it pays.

4. Fire & Charge: The key to a successful attack in OTR is coordination of arms. Since divisions move on the same card all units in that division must act toward a single goal to ensure success. As a rule of thumb fire the divisional artillery at the chosen enemy target, further soften him upwith a blast of rifle fire and then and only then charge with the bayonet. The preliminary fire will with any luck at all disorder him and might just get a stand or two. Disordered fire is much less deadly and might allow you to get your attacking brigade(s) into the melee intact. The bonuses are reserved for well ordered units on the melee chart and these guidelines will help take advantage of them.

5. Resurrection of the Dead: No, I am not bringing religion into it. My long time friend, Pat Condray, refers to my Brigade rebuilding rules in this way and I think it's funny. This is the forgotten key rule to OTR. In the heat of battle players forget to withdraw battered brigades even after they are so used up as to be basically useless. They should be withdrawn and rebuilt. The rules provide for this and ought to be used. A semi-worthless 2 stand unit may be back up to 5 or 6 stands in just a few turns, with a bit of luck. Believe me, the use of the rule is a habit that may win a battle for you.

6. Digging in at any Opportunity: Another forgotten part of OTR is the digging-in procedure. This is perhaps more difficult to explain than the "resurrection" rule because it is not an unusual procedure nor is it foreign in any sense to actual American Civil War combat. Yet for some reason very few wargamers of my acquaintance ever bother to dig in. It is a habit well worth developing. Works very nearly double the melee value of your troops. They give 10 to 20% better protection from fire as well, not to mention the very substantial bonus in morale. If given two or three turns, an elite unit has an even chance to build works. That can anchor a flank. it never hurts to have that reserve dig in; it beats standing around and you never know when it might save the day.

7. The Strategy of the Morale Pass: Most gamers who play OTR regularly use commander morale passes until they are gone and then take their chance on the Morale Chart. I really believe this to be an error. Units do best on the Morale Chart when still fresh. That is before they have lost four or five stands, from which point they are in deep trouble. I suggest that chances be taken earlier in the game and those precious passes hoarded until the final turns when they are needed. if your luck fails on those early rolls just pack it in and catch "Mike Hammer" on the tube. As a rule of thumb, try it. it has worked out here in the wilds of California.

8. Danger and DoubleTime: It is no secret that OTR units in double time really scoot around the board. There is, however, a great danger. The 0 modifier for units in march column make them "mugging victims" in melee. My son refers to march columns as "columns of suicide". The answer is always to try to screen your columns with cavalry. A widely dispersed cavalry line will take the losses and keep your infantry strike force intact. After all, what good are cavalry anyway, horses eat so much and did you ever see a dead cavalryman?

9. The Heroic Use of Poltroons: This final bit of advice is really kind of cheating. Once in awhile our best division ends up being commanded by a Poltroon. Only one morale pass and otherwise a useless bum. What is a gamer to do? The answer is to let him die a hero's death. All generals give a +1 bonus in melee if they gallantly lead their troops into it. LET HIM LEAD! Then, home for a kill number on the dice. A second commander simply can't be any worse, and you might just win the melee and end up with a Phil Sheridan on the next roll.

I hope these hints help your play and improve your skill in playing OTR.


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