Economics
Each important town and city has a certain number of industrial points that can be used to manufacture any of the following:
6lb Cannon = 1 industrial points, $5
12lb Cannon = 2 industrial points, $15
24lb Cannon = 4 industrial points, $30
Rifle = 1 industrial point, $5
Carbines = 1 industrial point, 5$
Warship (small) = 100 industrial points, must be coastal town, $500
Warship (medium) = 250 industrial points, must be coastal town, $1,000
Warship (large) = 500 industrial points, must be coastal town, $2,000
+3 Fort = 2,000 industrial points, $50,000
Supply Wagon = 10 industrial points
Recruitment
$5,000 recruitment/$1,500 upkeep - 1 Company of Infantry (requires 100 rifles, 4 day recruitment)
$7,500 recruitment/$2,000 upkeep – 1 AOR Infantry Company (requires 100 rifles, 4 day recruitment)
$10,000 recruitment/$5,000 upkeep - 1 AOR Company of Cavalry (requires 100 carbines, 100 horses, 4 day recruitment)
$7,500 recruitment/$2,000 upkeep - 1 Company of Cavalry (requires 100 carbines, 100 horses, 4 day recruitment)
$2,500 recruitment/$1,000 upkeep - 1 Battery (requires 4 cannon, 2 horses, 2 day recruitment)
*Upkeep is paid yearly
General Rules
1. One week is equivalent to four months in game.
2. Each player may have three main characters, only one character may be above the rank of General to begin with. All characters must be fighting for the same cause.
3. Character Skills:
Officers
Naval
Field Battles Offensive (bayonet charges and such)
Field Battles Defensive (behind earthworks/defenses and such)
Ambush
Charisma (negates attrition by adding +1)
Spies
Scouting
Running Orders
Sabotage
4. Classes:
Spy = used as a scout, runner, observer.
Officer = a junior officer serving in a unit.
Foot Soldier = Regular Joe, potential for advancement
5. Capturing a capital deprives the nation of half the tax revenue and half the industrial points from the entire state.
6. Stability in the north and south will depend on the actions taken by both sides. The population will react in a historically responsible way for any given action.
7. RP ‘Freedom’ – less rules, more RP. If you want to do something, just do it, PM a moderator for clarification and simply make it happen. Note that your RP will have effects in game both positive and negative.
8. Presidential ‘Round Robin’ – everyone player on a particular side shares the presidency. Every week a new players gets to roleplay either Abraham Lincoln or Jefferson Davis and make all the financial/government decisions. The President can also do things to try to destabilize the other side
9. The Draft:
A draft roll can be done once per year. Recruits from the draft cost ½ of normally recruited regulars. Draftee units have a -1 to all battle rolls in their first battle. The draft can be instated at any time and the rolls are as follows:
North
18-40 years of age: D20 x 4,000
17-45 years of age: D20 x 5,000
South
18-40: D20 x 3,000
17-45: D20 x 4,000
10. Instability Rolls:
Done any time a battle is lost, the draft is instated, or political mischief occurs. Out of a D20:
1-5 = nothing happens
6-10 = minor disruption
11-15 = riots/banditry occurs (D20 x 500 for numbers and cities/areas involved)
16-20 = major riots/major banditry (D20 x 1,000 for numbers and cities/areas involved)
11. You may register historical characters or make up your own. Depending on their back stories they will be assigned traits by moderators. Back stories should be logical and realistic.
Military Rules
1. Supply: Armies require supply or else they will run low on necessary equipment and food. Each company size group of men require 1 supply wagon every turn (one week, four months in game) to receive enough supplies to continue fighting effectively or else they suffer attrition.
2. Attrition: Armies suffering Attrition will have general negative modifiers added for how thin supplies are stretched per company that will affect battle rolls.
1 supply wagon/company = 0
1 supply wagon/2 companies = -1
1 supply wagon/3 companies = -2
1 supply wagon/4 companies = -3
1 supply wagon/5 companies = -4
Etc
3. Foraging: The effectiveness of foraging for supplies will be rolled and approximated in supply wagons each day.
Countryside: D20x10
Town: D20x20
City: D20x40
When foraging occurs there’s a 5/20 chance of D20x100 militia ambushes occurring.
4. Military Organization:
1 Company = 100 men
4-8 companies = 1 battalion
10 companies = 1 regiment
4 Regiments = 1 Brigade
3-5 brigades = 1 Division
1-3 Divisions = 1 Corps
5. Movement:
Armies can march 100 miles per day
Armies can move 500 miles per day by railroad
Armies position within 25 miles of a railroad do not need wagon trains to resupply in friendly territory
6. Ranks: MAJOR GENERAL: A major general had the command and administrative responsibilities for an infantry division. He had to ensure that his division was well cared for and ready to fight when needed. In battle, he commanded his division by issuing orders to his brigade commanders on where to position their troops.
BRIGADIER GENERAL: A brigadier general had the command and administrative duties for an infantry or cavalry brigade, made up usually of four regiments. He had to keep his men in good condition and ready to fight. In battle, he led his brigade by instructing his regiments on where to fight.
COLONEL: A colonel had the command and administrative duties for an infantry, cavalry, or artillery regiment, made up of varying numbers of companies. The colonel was expected to lead his regiment into battle personally to ensure that it performed to its utmost ability. For this reason, colonels were often killed or wounded in action.
LIEUTENANT COLONEL: A lieutenant colonel was the second in command of an infantry, cavalry, or artillery regiment. He had to assist the colonel in all duties, and in battle, he helped lead the regiment into the fight. If the colonel was killed or wounded, the lieutenant colonel immediately took command of the regiment.
MAJOR :A major was third in command of an infantry, cavalry, or artillery regiment and assisted the colonel in administrative and combat duties. In battle, an infantry major led the regimental attack, positioning himself at the front with the color guard. If the colonel and the lieutenant colonel were killed or wounded, the major took command of the regiment.
CAPTAIN :A captain had command of a company of infantry or cavalry, or an artillery battery of guns. In addition to his administrative duties, an infantry captain led his company into battle by giving the proper commands for the movement and fighting of his troops, in concert with the other companies in the regiment.
LIEUTENANT: Lieutenants were second in command of infantry and cavalry companies and artillery batteries. Infantry lieutenants assisted the company captain in their positions behind the line of battle by guiding the troops in their movements and firing.
SERGEANT MAJOR: A sergeant major was a regimental staff member responsible for keeping reports for the regiment. In battle, he advanced on the left, behind the line of battle, to help guide troop movement.
SERGEANT: Sergeants served either in the regimental color guard or in the individual companies of the regiment. There could be divisions, related to administrative duties, within the rank—for example, first sergeant, ordnance sergeant, and quartermaster sergeant. Infantry sergeants advanced either in or behind the line of battle, depending on individual responsibilities. They helped guide troop movements and kept the men in their positions by example and force of command.
CORPORAL: Corporals served either in the regimental color guard or in the individual companies of the regiment. During combat, infantry corporals who were not part of the color guard were positioned in the line of battle. They helped to keep a uniform line in the movement of the company. Privates looked to corporals to help guide them during combat.
PRIVATE: Privates served as the backbone of the army and did most of the fighting in battle. Privates moved together shoulder to shoulder in straight battle lines and acted on the commands of their company officers. Privates rarely acted independently but rather worked as a group with the single purpose of fighting as a sheer force of numbers.
Ships:
Gunboat (Light) - 100 industrial points must be coastal town, $500
* Wooden hull
* 5 guns x 6 Ib guns
* Small and fast
* Available in river and coastal battles
Torpedo Boat (Light) - 250 industrial points must be coastal town, $1000
* Wooden hull
* 3 x 6 Ib guns guns
* Small and fast
* Carries deadly torpedoes
* Available in river and coastal battles
Armored Frigate (Medium) - 500 industrial points must be coastal town, $2000
* Armored plated
* 14 x 12 Ib guns
* Medium speed
* Available in coastal battles
* Size makes them unusable in river battles
Ironclad (Heavy) - 1500 industrial points must be coastal town, $5000
* Iron hull
* 18 x 12 Ib guns
* Slow
* Available in river and coastal battles
Military Organization:
Fleet - 2 Battle Fleets/12-16 Ships
Battle Fleet - 2 Squadrons/6-8 Ships
Squadron - 3-4 Ships
Single Ships can act alone
Ranks:
Admiral - Commander of a Fleet
Commodore - Commander of a Battle Fleet
Naval Captain - Commander of a Squadron and single ships
Lieutenant - second-in-command on a ship, could be awarded command of a ship
Commander - third-in-command of a ship, could be awarded command of a ship
Ensign - Lowest officer on a ship, could not be awarded the command of a ship
Seaman - Lowest rank on a ship, the worker
Map Key
Georgia - $550,000
1. Dahlonega – 1,000 industrial points
2. Atlanta – 10,000 industrial points
3. Savannah – 2,000 industrial points
Alabama – $450,000
1. Montgomery – 2,000 industrial points
Mississippi – $500,000
1. Jackson – 2,000 industrial points
Louisiana - $300,000
New Orleans – 2,000 industrial points
Tennessee - $550,000
1. Memphis - 3,000 industrial points
2. Nashville – 5,000 industrial points
Virginia – $650,000
1. Richmond - 6,000 industrial points
2. Petersburg
North Carolina - $350,000
1. Raleigh - 3,000 industrial points
South Carolina - $400,000
1. Charleston - 1,500 industrial points
Arkansas - $300,000
1. Little Rock – 1,500 industiral points
Florida – $250,000
1. Tallahassee - 2,000 industrial points
CSA Total:
$1,350,000 per week in taxes
13,667 points per week in industrial points
-------------------------------------------
Missouri – $150,000
1. Jefferson City – SOUTHERN CONTROLLED
2. St. Louis – 3,000 industrial points
Illinois – $300,000
1. Springfield – 1000 industrial points
2. Chicago – 5,000 industrial points
Ohio – $300,000
1. Columbus – 4,000 industrial points
Kentucky – $150,000
1. Frankfort – 4,000 industrial points
Michigan – $350,000
1. Detriot - 4,000 industrial points
Indiana – $350,000
1. Indianapolis – 3,000 industrial points
Pennsylvania – $500,000
1. Philadelphia – 6,000 industrial points
2. Gettysburg
Maryland – $150,000
1. Annapolis – 1,000 industrial points
Deleware – $75,000
New Jersey – $150,000
Trenton – 3000 industrial points
New York - $500,000
Albany – 1,000 industrial points
New York City – 6,000 industrial points
Connecticut - $50,000
Hartford – 1000 industrial points
Rhode Island – $50,000
Providence - 1000 industrial points
Massachusetts – $350,000
Boston – 3,000 industrial points
Vermont – $50,000
Montpelier – 2000 industrial points
Maine - $50,000
Augusta – 2000 industrial points
New Hampshire – $100,000
Concord – 2000 industrial points
USA Total:
$1,441,666 per week in taxes
17,334 points per week in industrial points
http://www.statemaster.com/states
Wildcard Rules
Confederate States of America
Bonuses: +2 to volley rolls for increased accuracy, +1 charisma for all officers above the rank of Colonel, +1 to all battle rolls in the south.
Drawbacks: Less money and industrial points to work with
Wildcards:
Slavery. Union armies in the south will have to deal with slaves attempting to defect to the Union. Their responses may affect stability back home
Loyalists. There are still some anti-secesh southerners, they are not always non-violent about their opinions.
United States of America
Bonuses: Starts with more available resources. Starts with the navy. +1 to all battle rolls in the north
Drawbacks: Less skilled troops
Wildcards:
Riots: The north is susceptible to riots. +1 to unrest rolls after a battle is lost.
Democrats: Democrats in the north constantly push for peace with the south. -1 to draft rolls.
Battle Rules
Morale
Each unit starts with a morale counter at 100%, more if a charismatic general is nearby. Distinguished units or veteran units can start with more than 100% morale. Highly successful armies can also start with more as a whole depending on their level of prior success. The same is also true for starting with less than 100%. Morale rolls will be done for units depending on the size of the battle. Larger battles may receive rolls on a regimental level while smaller battles may receive company rolls. Player controlled sub-units always receive an individual roll. Here’s how morale works:
100% - fearless
90% - doing fine
80% - still fine
70% - still fine
60% - wavering, -1 rolls on volleys
50% - wavering, -1 rolls on volleys
40% - wavering -2 rolls on volleys, -1 roll on charges
30% - wavering -2 to volley rolls, -2 on charges
20% - broken, forced to tactical retreat
10% - routed, the unit is in complete disarray
Gaining Morale
Outfiring enemy units - +5%
Successful Bayonet charge +10%
Colonel or above in line of fire - +10%
Breaking an enemy unit - +15%
Routing an enemy unit - +25%
Losing Morale
Targeted by enemy artillery -x%
Being outfired by enemy units -5%
Losing in a melee – instant tactical retreat
Losing more than 25% of the unit -10%
Losing more than 50% of the unit -25%
Losing officers:
-3% Leiutenant
-5% Captain
-7% Major
-10% Colonel
-15% General
Death Rolls:
Death rolls really depend on how the unit is operating or what the unit is doing. Every character in the line of fire gets a death roll. Different actions may necessitate slight modifications:
1-7 = unscathed
8-12 = wounded, nonfatal
13-17 = wounded, loss of limb
18-10 = death
Terrain
Hills – offer a +3 to all volley rolls, +5 to all artillery rolls
Swamps – offer a -5 to all charge rolls
Thick forest – offers a -2 to volley rolls
Thick brush – offers a -2 to charge rolls
Battle Dynamics
The infantry carry an average of 40 rounds apiece when fully supplied. This may be less if supply trains are disrupted.
Cannon ammunition will follow similar rules, but with shot shared for all batteries. If fully supplied, each battery will have 50 rounds apiece.
Rate of Fire: Regular infantry can fire 3 shots in 1 minute. Draftees will fire 66% slower than regular troops until they gain real battle experience. Carbines can fire 4 shots per minute. Cavalry in general has superior firepower in close range against infantry.
Fire Effectiveness: Battle rolls will include rolls for accuracy.
700+ yards -5 volley rolls
600 yards -4 volley rolls
500 yards -3 volley rolls
400 yards -2 volley rolls
200-300 yards -1 volley rolls
50 yards +1 volley rolls
Artillery rate of fire: rate of fire is the same for canister or regular shot, but the accuracy and range is different
Regular Shot
6 pdr: (1000+ yards -4) (900 -3) (800 -2) (700 -1) (200 or closer, +1)
12 pdr: (1,500+ yards -4) (1,200 -3) (1,100 – 2) (900 -1) (400 or closer, +1)
24 pdr: (movement penalty) (2,000+ yards -4) (1,700 -3) ( 1,500 -2) (1,300 -1) (600 or closer +1)
Cannister
400+ yards -5
300 yards -3
200 yards -2
100 yards or closer - +1