by Anthony De Lyall, Australian Member, ACW Society
Those of you who wargame with On To Richmond will probably have discovered, as I have, the need for some paper work when you play a game. Reproduced in this article are two playing aids I have developed to make this chore a little easier. THE PLAYSHEETIn any game you will need to keep track of various playing factors. The playsheet is intended to help with this. Here is how you fill it out. CORPS NAME: Write in the name of your corps. This is for documentary purposes only. COMMANDER: At the top of the play sheet enter the name of your Corps commander. In each divisional box enter the name of the divisional commander. This is for documentary purposes only. COMMANDER'S RATING: This will be either Exceptional, Firebrand, Aggressive, Cautious, or Poltroon. Fill this out for the Corps commander and each divisional commander. MORALE PASSES: When you have determined the morale rating for each commander, indicate how many morale passes they have by striking out the numbers that are not required. For example, if the commander is Aggressive, then strike out the 5 and the 4. As each morale pass is used by a commander, cross out a number. DIVISION: Enter the name of each division. BRIGADE: Enter the name of each brigade in the division. NO. OF STANDS: Enter the number of stands the brigade has at the start of the game. This will enable you to determine the number of stands lost when using the morale chart. TROOP TYPE: This will be either Elite, Veteran, Regular, or Green. CV: (Combat Value). This depends on troop type. Artillery is always "6". DBLE/TIME MOVES: (Doubletime Moves). Record each doubletime move made by a brigade by striking out a number. Artillery are allowed only one such move per game. BRIGADE ARTILLERY: Identify each artillery stand in the brigade. If you have a seperate artillery reserve, use the last divisional box on the page that has extra artillery rows to accommodate this case. TYPE: Circle either SB (smoothbore) or rifle to indicate the artillery type. KILLS: Record each kill received by the artillery stand by crossing off a number. Remember, Two kills result in the stand being lost. MELEE VALUE TABLEThe melee value of each side engaging in melee is calculated by the formula - MELEE VALUE = S x (CV + A) x M + D10. To save you the trouble of using a calculator or doing the sums on paper, you can use this look-up table. The maximum number of stands shown on the table is 12. If you need more than this you can split any number of stands into parts, look these parts up on the table, and add the seperate values together. Then add the dice throw. For example, if a unit of 14 stands is in melee with a modified combat value of 5, then this can be broken into 4 stands and 10 stands. Looking up each of these parts gives values of 20 and 50 respectively; adding the values together gets 70, to which the result of a Dl0 throw is added. This resulting number is the melee value for 14 stands. I think that the lowest modified combat value possible is I - a green unit that is disordered; and the highest possible combat value is 14 - an elite unit defending a ford while in works with an exceptional divisional CO. and with a commander attached. Such explains why the table has columns 1 to 14 for the modified combat value. I hope that On To Richmond find these aids of use and add to the enjoyment to their games. Editor's Note: Subscribers have permission to photocopy the three pages that comprise this article. However, such permission is limited to the gaming group they belong to and is not extended to any other people whatsoever.
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