The Battle Cry of Freedom
Setting
This is a war game that begins on May 20th 1861 following the fall of Fort Sumter to Confederate forces at Charleston and the secession of the upper slave states. For game purposes the attack was led by an elderly Lieutenant Colonel who happened to be a veteran of the War of 1812 and the Mexican-American war. Armies have not been formed outside local militia units in the North and South. Tensions are high in the border states: Kentucky wishes to remain neutral, Missouri is in open conflict, Maryland is a hotbed of Confederate Sympathizers, and Western Virginia is debating secession from the state of Virginia. 
Setting
Game Rules
- Jefferson Davis and Abraham Lincoln will both be playable. The scope of their actions include but are not limited to: Raising troops, managing the economy, foreign relations, and internal affairs.
- The number of actions taken by the Presidents are not limited, however if they conflict in some fashion then there will be a reduced chance of success. If the orders are unrelated then there is a greater chance of success.
- Presidents retain the right to determine the hierarchy of their armies. For example, if they so choose despite popular opinion to replace a popular yet incompetent general they may do so. This is not to say there may be public opinion consequences...
- Politicians will also be playable characters. Politicians are defined as any Governor, Senator, or House representative.
- While being more limited in actions than other characters, they may form coalitions to block legislation or draft some of their own. Governors may manage their own states but this will be reflected generally without any specific details.
- If a player so chooses to replace an existing politician they may do so with their own created character. I will not limit Politicians to ahistorical characters.
- Politicians will not receive any special stats.
- The meat of the game, all generals (including guerrillas/bushwhackers) will be characters created by players. The system for general creation will be listed below.
- Generals may act of their own accord but their actions reflect on their Government. This rules out any early possibility of a march to the sea simply because it worked in reality.
- Battles will be resolved in at most 3 stages (lasting 3 hours each, unless it's the size of Sharpsburg, Gettysburg, or just generally greater than 100,000 men including both sides) in which generals involved send me orders regarding how they want to proceed. Basic orders would entail a general strategy and what they want to come out of the battle with.
- Stats outside of the armies will be abstract, if you wish to know about specific conditions then you would simply ask me for a status report.
- Random events may occur however that could severely damage your cause or armies.
Unit Name:
Commander:
Strength, number of artillery pieces:
Supply level:
Percentage of units adequately equipped:
Morale:
Unit Name: (Name of Army/Corps which is subject to player organization)
Commander: (self-explanatory)
Strength, number of artillery pieces: (An Army/Corps numbers will consists of Conscripts, Volunteers, Veterans, and Professional soldiers of which Conscripts are capped at a morale rating of 60. Why does this matter? Well Volunteers/Veterans/Professionals all should perform well in combat but at the beginning almost the entirety of each Army/Corps will be made up of Volunteers. The number of artillery pieces in your Army/Corps is important in that if your unit lacks artillery an opposing force can fire upon your forces unmolested causing a retreat, an overabundance of it will slow you down)
Supply level: (Ranging from 1-10, this represents how much food/clothing the unit has)
Percentage of units adequately equipped: (Shows if your Army/Corps has modern weapons and ammunition on hand. This stat could be at for example 90% but it's supply level is at 2 with a morale level of 75 and still be able to capture supply depots or other positions. If this stat was instead at 30% with a supply level of 2 and a morale of 45 chances are this army won't be doing much of anything)
Morale: (0-100, almost complete destruction would cause an army with a morale of 100 to break. The opposite would occur if morale is at 0)
- The only difference here for admirals/riverine commanders is that their strength is measured in number of ships and men, but the rest holds true, even general creation.
General Stats:
Name:
Attack:
Defense:
Tactical:
Logistics:
Name: (General name here)
Attack: (How good they are at assaulting a position) 9
Defense: (How well they can hold a position) 4
Tactical: (If they are able to see openings on the battlefield and take advantage of the enemy) 6
Logistics: (Can they manage a supply train? Are they able to efficiently forage?) 12
Total points: 31
Note- After signing up an RNG will be used to determine how many points you may distribute into each category. The absolute max points for a general to roll is 40 while the least is 5. Points may be gained through experience.
Signups
- If you wish to join the game as a politician, you simply have to list your characters name, date of birth, and biography.
- Generals will have to provide the same, and they will also have to post how they want to distribute their points after they receive their number of points.
- I suggest making another character if you wish to become one of the presidents as it's a very important position that only 2 players may have.
- Each side may only have one riverine commander and one naval commander.