As listed
on the HPS Simulations site, Civil
War Battles is a series that includes the following titles:
- Corinth
- Ozark
- Franklin
- Gettysburg
- Peninsula
- Shiloh
- Vicksburg
- Atlanta
- Chickamauga
- Antietam
- Chancellorsville
All of
the titles of this series share common traits with one another. The
following is an extract from the user documentation.
Sides:
A Civil War Battle is played by two sides, one Union
and one Confederate. A battle may be played by one person against the
computer, or by two persons using a variety of modes such as Two-Player
Hot Seat Play-By-E-Mail (PBEM), or Network Play.
-Game
Scale-
Hexes:
Each battle is played on a map made up of hexagons (hexes).
Each hex measures 125 yards across. Each hex contains terrain which
affects movement and combat in that hex.
Turns: Each battle is conducted
in turns each of which typically represents 20 minutes of real time,
although this may vary by scenario. Each player has a number of units
under their control, some of which are on the map at the beginning of
the battle, while others arrive as Reinforcements.
Units:
Typically, each unit is a regiment of Infantry, a regiment of Cavalry,
or a battery of Artillery. Each Infantry and Cavalry unit has a strength
value in increments of single men, while each Artillery unit has a strength
value in number of guns. In addition there are specialized units such
as Leaders and Supply Wagons. Infantry, Cavalry, and Artillery units
are capable of firing on enemy units and each has a range value indicating
the number of hexes that unit may fire.
-Style
of Play-
Turns vs. Phases: Each battle can be fought in one of two modes.
In the default Turn-based mode, each player moves, fires, and melees
using units under his control in his turn. There are only a few restrictions
on this:
•
After firing, a unit cannot move for the remainder of the turn, but
may melee in that turn.
• After meleeing, a unit cannot move or fire for the remainder
of the turn.
The purpose
of these restrictions is to help ensure that the resulting battles are
fought in a manner similar to historical Civil War battles and with
less flexibility that would be found in more modern combat. As each
player performs actions in their turn, Defensive Fire is possible by
the opposing side under the control of the computer. In the Phase-based
mode, invoked using the Manual Defensive Fire Optional Rule, each turn
is played as described in the next section.
Phases:
Under the Manual Defensive Fire Option, each turn of the battle is divided
into Phases. A Phase will be under the control of one side or the other.
A complete turn is made up of a total of 10 phases. For example, if
the Union player is the first player in each turn, the phases will be:
•
Union Movement Phase
• Confederate Defensive Fire Phase
• Union Offensive Fire Phase
• Union Melee Phase
• Confederate Movement Phase
• Union Defensive Fire Phase
• Confederate Offensive Fire Phase
• Confederate Melee Phase
At the
beginning of each Phase (under Local Control) the Phase Dialog is displayed
(see the Main Program Help File ). In each phase only certain actions
are possible. Movement is restricted to the Movement Phase and firing
is restricted to the Fire Phases, Defensive and Offensive. The Melee
Phase allows hexes containing enemy units to be assaulted and possibly
captured.
End
Of Game: As each player finishes their turn or phase, they
advance the battle to the next turn or phase by using the Next Turn
or Next Phase function of the Turn/Phase Menu. This continues until
the time limit specified in the scenario at which point the win, lose,
or draw outcome of the battle is determined. Winning and losing are
determined by a calculation based on the ownership of certain Objective
hexes and the relative losses of the two sides.
-Unit Types-
This section
describes many of the various unit types that are in the game. Understanding
the various unit types, their abilities and their restrictions, is key
to successfully mastering Civil War tactics.
Leaders:
Leaders represent individuals that command the various forces. Leaders
are used to improve the effectiveness of the forces under their command
and to support other commanders subordinate to them. In general, the
presence of commanders improves the Morale of units and thus increases
their fighting abilities. Leaders can be Mounted (on horseback) or Dismounted
(on foot).
Infantry
Units: Infantry units have a strength measured in number of
men. They have a Quality value which affects their effectiveness in
combat. They have a weapon that allows them to fire at enemy units.
They can also attack enemy units in melee attacks.
Cavalry Units: Cavalry units have a strength measured in number
of men. They may be Mounted on their horses or Dismounted on foot. They
have a weapon which may only be fired while Dismounted. They may Melee
either Mounted or Dismounted, but Cavalry charges are not that effective
against Infantry.
Artillery
Units: Artillery units have a strength measured in number of
guns. They can be either Limbered or Unlimbered. When Limbered, they
can move but cannot fire. When Unlimbered, they can fire, but not move
other than to change their facing.
Gunboats:
Gunboats can only move in Water hexes. The can fire against ground units,
but they may not melee. It is possible to fire on Gunboats, but generally
that is not very effective.
Supply
Wagons: Supply Wagons are used to resupply Infantry units that
become Low or Out of Supply. For each unit of strength, they can resupply
10 men. They have no ability to attack the enemy but they can be captured
by the enemy.
-Unit
Formations-
Each formation
has a purpose and strengths and weaknesses in the game.
Line
Formation: Line formation can be used by Infantry units. The
unit can fire while in this formation as well as move. This formation
is the standard one for Infantry while in combat.
Column Formation: Column formation is used by Infantry units.
It has increased mobility over Line formation and allows the unit to
take advantage of roads and paths, but the unit cannot fire while in
this formation. Column formation is also the only formation that Supply
Wagons can have.
Mounted
Formation: Mounted formation is the standard formation for
Cavalry. The formation has good mobility, but Cavalry cannot fire and
it is vulnerable to enemy fire while in this formation.
Dismounted
Formation: Dismounted formation allows a cavalry unit to fire
its weapons. In this formation, it moves and fights much like Infantry,
however its effective strength is reduced by the need to have soldiers
hold the horses.
Limbered
Formation: Limbered formation is used by Artillery units and
represents Artillery ready to be moved. While this is the formation
you must use to move Artillery, it cannot fire in this formation.
Unlimbered
Formation: Unlimbered formation is used by Artillery units
and represents Artillery ready to fire. While in this formation, Artillery
units cannot move, but may only change Facing.
Skirmishers
Formation: This is a special case of Line formation where an
Infantry or Dismounted Cavalry unit has deployed a line of Skirmishers
in advance of its main formation. This line of Skirmishers will provide
it with additional information and protection during battle, although
it will slow the unit down in maneuvers.
Emplaced
Formation: This represents artillery units that have been emplaced
into fortifications or some other fixed position. Such units cannot
move, change their facing, or change formation during the game.
-The
Campaign Game-
A Campaign
consists of a series of Situations. Each Situation
offers each side in the Campaign a list of Choices.
Each side picks one of these Choices not knowing what the other
side has decided. After each side has selected their Choice,
then the selections are cross referenced to arrive at an Outcome.
An Outcome consists of a Scenario in a Module
and 5 other Situations associated with the 5 possible victory
conditions that can result from a battle:
- Major
Defeat
- Minor
Defeat
- Draw
- Minor
Victory
- Major
Victory
In addition,
an Expected Value is associated with each Outcome
for use by the A/I (Artificial Intelligence).
The Scenario
is fought by the two sides and the Union victory condition resulting
from this battle is used to determine the next Situation according
to the 5 Situations associated with the Outcome. This
process is repeated and continues until a Terminal Situation
is reached which represents the resolution of the Campaign.
(Italics, mine -when used to differentiate between game specific terms,
which may just be the computer nerd in me coming out :-D ).
The Civil
War Campaign Editor supports the creation and modification of Campaigns
for use in the Campaign Series of Civil War games.
-Scenario
Editor-
The Scenario
Editor can be used to create new scenarios and to modify existing scenarios
in the Campaign Series of Civil War games. The Editor has full support
for all unit placement and modification (such as strength and fatigue
modification) and full support for other scenario features (such as
breastwork and objective placement). The Editor also supports the creation
and modification of A/I Scripts in the scenarios.
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