by Breit Holtsclaw
While On to Richmond is an excellent rules system for the Civil War, we found that when trying to simulate the larger battles (in our case, Antietam), the idea of morale passes was not exactly what we wanted. Regular soldiers on either side would have acted much the same, so the morale chart wasn't right for us.
What we finally came up with for simulating the more disjointed and piecemeal attacks of the Union at Antietam, was to go back to a basic card system (of drawing cards at random
for movement.) For a corps that has good leadership and responds quickly to
orders, just let the owning player move any division when a card for any
division in that corps comes up. The best unit for the situation will move
first and the corps commander will have much better control of his troops.
For the average corps, each card will (as described in the rules)
correspond to a particular division. This is the same as we normally play,
but it can be seen that the player with better command control will have a
considerable advantage. To simulate below-average corps control, the system
used is the same, except when a card for a division within the
below-average corps comes up, his opponent decides which unit within that
corps will move. All units will still eventually move in a corps, no matter
what level of leadership they have. But as we all know, getting a
particular unit to move first or last can be critical.
Another way to simulate disjointed Union attacks at any particular battle
would also use cards. In this system, a joker would be inserted into the
deck. Play proceeds normally until the joker is drawn, at which time, Union
movement and fire are over for that turn. This duplicates the lack of
reaction of Union units on many battlefields, and gives the Union general a
better feel of the frustration that occurred when his orders to move were
disobeyed, or not carried out until much later.
Of course, you could combine the two methods. In fact, by doing so is about the only way I can think of to simulate a battle like Chancellorsville!
Fair Game
In order to make a fair game of it, I would suggest that armies with
superior command control have about 15% fewer points/units than normal.
Armies with inferior (or average) command control would have 5% more
points/units. And finally, armies with poorly controlled units (which also
have the joker block) would have 40% more points/units. We've play-tested
both ideas, and done away with the morale passes of figure generals, and
have found that these ideas not only speeded up our games, but also gave
better simulation.
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