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Dec 1, 2010
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  • Hearts of Iron III

Initial Enlistment Period is Over!
Please contact the GM (me) if you wish to join.

Next player orders due by 0901 hours CDT on Sunday



Introduction
Howdy, and welcome to ‘Southern Steel’.
While we are waiting for the resumption of 'MastahCheef117’s' ACW game, I thought this might be a pleasant way to pass the time.
If it works, then I could always run the Northern version next.

In this vision of the Civil War players take on the role of the major military commanders of the Confederacy beginning in late July of 1861. They command the divisions, corps, and armies of the South in an attempt to both win the war and secure their personal legacy for the future.

The players’ responsibility is primarily to direct the movement of their respective commands, identifying cities and regions to both attack and defend from the predations of the North. The GM handles the actual details of combat, reinforcements, supply, attrition and so forth.
Players may use their in game Influence to guide the GM in which military commands receive additional resources (troops, supplies, better equipment) as they become available.

In order to win the game, players must first ensure the South is victorious in the war (Player cooperation helps). Only in that happy occurrence will a player be eligible for the title of Game Winner (Player competition essential). With the Confederacy triumphant, the game winner is the player with the most Glory.


Credits.
This game relies heavily on the inspiration provided by ‘MastahCheef117’ and his “War Between the States!”, as well as using the Matrix Games product ‘Forge of Freedom’ as the underlying game model.​



Sequence
Each turn represents generally two game weeks, consisting of up to 48 hours of real time.
At the start of the turn, players issue movement and related orders to their units, then the GM resolves those instructions and updates the map and associated information screens with the results of movement, battles, etc.​



Current Game State
(Click on thumbnail title links for larger images.)


National Map - a view of the entire area of operations for the war, showing suspected locations of combatants, their estimated strengths, as well as current political control.


Map Legend - What the stuff on the map means.


Leader Board - the Influence and Glory each player has.


Political Control


Recent Battle Sites


Recent Battle Summaries


Where is Waldo?


Confederate Military Strength


Other National Reports


Diplomatic Front


North/South Comparisons


Confederate Army Unit Details.


Resources for Bid - Units, upgrades, Rail Transport, etc. available for player bid.

Underlying Game Mechanics.

Rules

Victory - How to win the game.
Note that players receive ten Glory for each victory point they earn.
In addition, the player causing the most enemy casualties in a battle gets a minimum of three Glory for the battle victory.
Finally, the player with the most troops in a fight that captures a city gains the glory for that.​




Orders
Players use orders primarily to guide the GM in moving their HQ’s with assigned troops about the map.
Orders can be as simple as identifying a HQ and its destination province, or they can be more elaborate; it is the players’ choice.
Players may provide additional details in their orders for specifying particulars of movement, attaching and detaching HQ’s, or engaging in sieges and other what not.
It is up to the players on how much or little time they spend in preparing orders.

Within 48 hours of turn start, the GM processes all received orders.

Units without orders will not take any actions unless part of a larger HQ.

The earlier the submission of the orders, the greater the chance that the GM will be able to review them and respond to perceived issues.
Turn Orders Example.




Groups
Groups are HQ’s. They serve as containers for the actual combat unit, the brigade, as well as other HQ’s.
The smallest group is the Division, which contains only brigades.
Next up is the Corps, which can hold both brigades and Division HQ’s.
Finally is the Army, which can contain all of the other types.
Armies do NOT contain other armies.

The major advantage to being part of a Group is that the brigades and other assigned HQ’s as part of that group all move as one entity.

Based on historical sources, Confederate groups can contain slightly more units than Union groups.
The Group Chart provides details on this capability.​




Movement
Infantry Units may try to move one or two provinces by land, cavalry may go up to three.
Starting in a River province gives a maximum of three potential provinces movement.
Rail movement is limited by remaining rail capacity.
One brigade moving one province uses one capacity.
March Details




Supplies
Most brigades in each unit use supply every turn.
Movement costs supply, combat costs more supply.
If a brigade runs out of its supply, soldiers start leaving the unit in significant numbers.
The GM manages the supply for all brigades.
The GM lets players know when their orders may have a significant negative effect on the supply situation for their units.

Some things a player can keep in mind about supply:
1. Troops in forts and cities do NOT use supply.
2. Rail Supply: A brigade is in Rail Supply whenever it can trace a path along railroad lines to a province no more than 2 provinces away that is controlled by their nation, so long as no enemy units are in Rail Supply does not extend from or through provinces that are in Unrest. The base level of Rail Supply is 2 additional Supply a turn.
3. Land Supply: A brigade is in Land Supply if it is not in Rail Supply, but is adjacent to a province controlled by their nation. It receives a base level of 1 Supply for its re-supply each turn.
4. Fleet Supply: A brigade is in Fleet Supply if it is in neither Rail Supply nor Land Supply, but is in a province adjacent to a friendly non-empty fleet. Its base level of re-supply is 1 Supply each turn.​


Out-of-Supply
If, even with re-supply, a unit cannot meet its Supply costs that turn, it is out-of-supply.
This has various negative effects, such as each turn that a brigade cannot pay its Supply cost, it suffers 20% attrition​




Disease
Almost every turn Disease will strike a brigade on both sides, chosen at random from all the brigades in the game.
If a brigade is stricken by disease, all units in the same province are also affected.
Disease deals 0-28% damage to the Strength of affected units (but usually around 14%), plus an additional 10% for every edge of the province that borders a swamp.
During autumn turns, disease casualties are reduced by three-quarters; in winter disease casualties are reduced by half.
The “Medical” attribute for brigades reduces these casualties, as does any friendly Hospital in that province.
TIP: To reduce vulnerability to disease, do not keep units in large stacks, but try to split them up into multiple provinces whenever this is possible.​





Forts and Siege Details

If it isn't clear, please ASK!
 
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Game Setup

If you wish to play, please post that in this thread.
The game starts two days after the first two players make their enlistment posts.
Players wishing to start after that point should contact the GM to arrange for their entry into the game.

Influence - Each player starts with 100 Influence, and receives an additional 100 each turn. Players may expend their Influence in attempts to gain new Headquarters and troops when they become available, or save it for future use.

At the start of the game, players bid against each other for control of the initial HQ’s.
For this task, each player has a pool of 100 Influence available for their use. No deficit spending.
Each player lists the HQ's and the amount of Influence they bid to assume control. Thus a player could ask for the Division in Osage (25 Influence) and Jacksonville (20 Influence), and a Corps in Shenandoah as their bid (40 Influence). The player would then have a reserve of 15 Influence for use later.

There are 13 initial HQ's available for player control. Note that two HQ's have subordinate HQ's attached. The player controlling a subordinate unit is free to attach and detach that unit from a higher echelon element.
 
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Expected Reinforcements, Replacements, and Upgrades
Early August 1861
This is what players can spend their Influence on, in competitive bidding against other players for additional troops, rail mobility, and unit upgrades.

Countrywide
Replacements -
Players list the HQ they want to receive replacements.
Approximately 1500 replacements available nationwide for depleted brigades.
No more than 500 replacements go to any one brigade.​


Rail -
30 capacity.
In your bid, in addition to the amount wanted, specify the details of what the GM uses the capacity for, such as if you want the capacity for moving reinforcements to your HQ, or shifting HQ with their troops to another location.​


Medical Wagons -
The GM will assign an additional four the first turn. Players should indicate in their bid which HQ is to receive the upgrade.
Note 1: Osage, Franklin, Shenandoah, James River, and Norfolk provinces already have one medical wagon assigned to a brigade in their division.
NOTE 2: Fredericksburg has enemy troops in the province; they will NOT receive any medical wagons.​


Supplies -
Default assignment for each HQ each turn is Low level of supply.
The Supply Priority chart specifies the effects of each supply level.
When bidding Influence for additional supplies, submit which HQ and the new level of supply.
Please note that when bidding for replacement troops, a successful bid automatically puts the HQ at the 'High' level of supply receipt.


Local Reinforcements.
Shown on the map.
If players wish to get priority in these reinforcements, they should identify which brigades they want, along with how much Influence they will spend to take control of them.
If you want them moved by rail, be sure to put a bid in for that.
Please do not bid for more brigades than your HQ can hold.

Whatever units aren't under player bids I will use to reinforce as I see fit.

Again, if something is not clear, please ASK!
 
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I wanna play! I haven't gotten intimate with the rules quite yet since I'm short on time right now, but count me in.
 
...meant to post in here. Anyway, I'm in.
 
Map Update

Map updated to reflect locations of all Confederate forces.

This change provides the commanders with a better knowledge of what they can call upon for reinforcements, and how much attrition may be involved if those forces move on foot.

Also note that a number of Federal garrisons appeared.
For the time being, if it is a fort or city in Union territory, assume that it contains a garrison of 3k troops unless otherwise marked on the map.

Please let me know your questions on this.
 
Pre- game thoughts

Some things for the players to consider.

The initial recruitment window closes Thursday evening, and so far there are four players with 13 commands available for their use. This means an average of three HQ per person, IF divided equally. With the option for bidding, you never know though.

Anyway, with no assigned troops to a headquarters, HQ's can move overland about five provinces a turn, and cost NOTHING to move by rail. The risk though is that if caught alone in a province with enemy troops, an empty HQ is destroyed.

Union Initial Activity Trends
Eastern Theater - Fredericksburg is a battle that will happen, sometimes the Union wins, and sometimes the Confederates do. Players can try sending reinforcements to tip the odds, most of the time they arrive after the initial battle. Players can also try avoiding battle with the forces starting in the province, sometimes that is enough to allow reinforcements to get there in time.

The U.S. 11th Division may try to move into Kenawha to cut the rail line there, or it may sit on its posterior. I do not recall it ever trying to take on the Confederate forces in Franklin first off.

Down south, a siege of the Union fort at Pensacola seldom is interfered with before the Federals surrender. It is also a good way to get some practice in for siege warfare.

Western Theater - For the most part, the U.S. tends to stay out of Kentucky if the Confederates reciprocate. Sometimes the boys in blue move south from Cairo to attack Memphis, sometimes they don’t. There is an Army and Division HQ in Saint Louis; I am not certain what they do on the first turn, though I think I have seen them join an attack on Memphis from time to time. What players do with the HQ in New Orleans is up to them; I have been dumping its troops into the fortress and sending the empty HQ to other locations.

Trans-Mississippi - The Third U.S. division in Black River sometimes just sits there, other times it makes a move for the MO State Guard unit in Osage. The Union usually leaves Leavenworth alone until the rebels capture it, if they do. In Texas, I have yet to see any Union activity in the initial months of the war.