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POLEMOS - American Civil War - Designers Notes by Peter Riley
Introduction Troop
Quality Did Armies have limits where only 10% of your Army is allowed to be Veteran Elite and no more? I do not like limits. I happen to think that applying limits and providing structured lists is the wrong approach and is very restrictive and unrealistic. In the American Civil War, troop quality was very variable. Did the Iron Brigade perform brilliantly all of the time? Even the Stonewall Brigade went backwards a few times. With Polemos we begin to break this down and can give the troops differing levels of experience with a very simple quality framework, and you can play with the whole Division or Corps of Veterans if you want to. What if you do want to play with a whole Division of Confederate “Veterans” in the later war? You can, but you can also model different levels within the Division. Maybe they have just won a battle at high cost in men; will they all act like Veterans in the next battle? And will they remain unbeatable? Let's take an example of two very different divisions at Gettysburg:
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Hoods
Division, 1st Corps |
Could
be classed as |
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Law’s Brigade | Veteran Elite (SK2) | ||||||||||||||
Anderson’s Brigade | Trained Elites or Veteran (SK1 or 2) | ||||||||||||||
Robertson’s Brigade | Trained Elites or Veteran Elite (SK1 or 2) | ||||||||||||||
Benning’s Brigade | Trained or Trained Elites (SK1 or 2) | ||||||||||||||
Divisional Artillery | Field Artillery | ||||||||||||||
Heths
Division, 1st Corps |
Could
be classed as |
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Pettigrew’s 1st Brigade | Trained Elites (SK2) | ||||||||||||||
Brockenbrough’s 2nd Brigade | Trained (SK0 or 1) | ||||||||||||||
Archer’s 3rd Brigade | Trained (SK0 or 1) | ||||||||||||||
Davis’s Brigade | Raw (SK0 or 1) | ||||||||||||||
Divisional Artillery | Field Artillery | ||||||||||||||
The above is an example of how you can reflect different units and organisations using the Polemos system. We can represent the best or the most mediocre of Divisions. So if you want to represent your favourite units like the Iron Brigade or the Stonewall Brigade as the Veteran Elites they were, then you can. Berdan’s Sharpshooters really can be the Trained or Veteran - Elite (SK2) unit and not just be lumped in with the other Infantry for convenience. You can even model the Virginia Military Institute (VMI) as Raw Elites who were probably better than they thought they were in action.
Base Scales I personally do not like rules that say how many Bases a regiment, battalion or cavalry unit should have; therefore I need 55 bases to represent this Corps and I only have 25. How frustrating is that! In Polemos ACW you can change and play around with the parameters somewhat. For example with Infantry Bases representing from 1200 to 2000 men it gives you the control to halve, or double, the amount of Infantry Bases you need to play the game. So in creating the following two Corps for COA we have shown that depending on your decisions you can scale the game to what you have available in bases. |
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Corps |
Division |
Men |
1200
Per Base |
1600
Per Base |
2000
Per Base |
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1st |
1st
|
3814 |
3
(Round down) |
2
(Round down) |
2
(Round up) |
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2nd |
2982 |
2
(Round down) |
2
(Round down) |
1
(Round down) |
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3rd |
4612 |
4
(Round up) |
3
(Round up) |
2
(Round down) |
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Total |
11408 |
9
(Round down) |
7
(Round down) 8 (Round Up) |
5
(Round down) 6 (Round Up) |
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Corps
Artillery |
30
pieces |
2
bases (16) |
2
bases (20) |
1
base (24) |
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Hills | Heth's |
7036 |
6
(Round up) |
4
(Round down) |
2
(Round up) |
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Pender's |
6277 |
5
(Round down) |
4
(Round up) |
3
(Round down) |
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Anderson |
6725 |
6
(Round up) |
4
(Round down) |
3
(Round down) |
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Total |
|
20038 |
16
(Round down) |
12
(Round down) 13 (Round Up) |
10
(Round down) 11 (Round Up) |
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Div
Artillery |
36
pieces |
3
bases (16) |
2
bases (20) |
1
base (24) |
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Corps
Artillery |
49
pieces |
2
bases (16) |
2
bases (20) |
2
bases (24) |
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Grand
Total |
|
32
(Round down) |
25
(Round down) 27 (Round Up) |
19
(Round down) 21 (Round Up) |
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I wanted to play with a smaller amount of Bases so I chose the 2000 troops per Base for Infantry and 24 guns for Artillery. Some of the Formations were not dividing well so I have rounded some Formations up or down. However I could have used 1600 troops per Base and had a slightly larger game. If I had chosen to just round up I would have had even more Bases, so the system is really flexible to you the player. Working on the Corps total alone you could just divide the total of men into the amount of men per Base to arrive at a total. You could even work on system of a single Base per brigade, so a division of 3 brigades could be three Bases, 4 brigades 4 Bases etc. What I really like is the freedom this approach gives to forming Armies
and Formations that I want to play, rather than being told what scale
and size of battle I have to play. For example in COA we have “Formations” that are, at this level, groupings of troops either within a Corps (Force), they could be divisions, or can be separate ad-hoc formations (Divisions) under the direct command of a general, which would act like a Force. As a familiar example I use Wellingtons divisions in the peninsular, each Division had a general reporting directly to him, this would be a good example of Formations (Divisions) acting like Forces.
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Formations
in COA |
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Units |
Formations |
Force |
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Brigades (units) | Divisions
(numbers of brigades) |
Corps
(numbers of Divisions) |
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So in this fictional example:
We now show this using the Wellington example:
The basic premise is to enable the players to use the flexible system to suit the battle they want to play. To enable the players to fulfil the sometimes ad hoc nature of the forces generals had to hand, as well as model the imperfect world battles happened in, and to not restrict and confine the games to set lists and set points a side. Army Lists We all know that orders are mislaid, Generals can be bull headed, and
that armies are made up of human beings. So use them to produce armies
that will challenge one side or the other or use them to produce Forces
and then build a scenario around them, rather than using them to try and
get balanced forces for a competition game which can be done by the players
with a bit of forethought. I felt that the Generals in the American Civil War were a big influence on the way the battles were fought and how the armies performed; they needed to be included and separated out. This gives the player the ability to use their armies more as they would have been, with the Union and their constant tinkering with CinC’s, and command changes, and the Confederates using their attacking tactics and strategic defence. I have, I think, placed more importance on winning the Tempo Bidding Phase by streamlining the combat procedure and allowing combats to flow across turns. I think that adding in reserves in the current rounds tends to favour the defence; it should be a function of Tempo and brave Generals. Bombardment There was a huge mixture gun types in any formation and it is assumed that these would be used at the ranges that suited them allowing larger artillery formations to fire through the whole turn. The designation of Field or Reserve is really about the majority of weapons present in the base and the role in which it would be used not necessarily a strict expression of gun type per base. This approach covers lots of things, the confederate habit of moving
Field batteries out of the line to save them from the more numerous Union
Reserve batteries engaging in long range counter battery fire as well
as batteries moving away from attacking infantry that were getting a little
to close for comfort. I also hope that we have modelled the demoralizing
effects on batteries engaged in prolonged duals, and the huge effort of
firing the guns for long periods of time; they are only human and we gamers
can forget that sometimes. I am sure there are more examples however I am also sure that you get the idea and they are enough to be going on with. I think the table and the results deliver the impressions of these effects on the game. Ranged Attacks - 'Firing' Towards the end 1862 there were still some 75% of Union and 85% of Confederates armed with weapons that were either smoothbores or 2nd rate rifles. These percentages are too huge to ignore, even at the COA scale, and so I have included them. It is up to you as a player to decide if you want to distinguish weapons at this scale. The designation of weapons being smoothbore or rifled is really about
the majority of weapons present in the base and not necessarily a strict
expression of a weapon type per base. The smoothbores range is so small
there is a plus in the tables to represent close range and buck and ball
loads. The attackers were generally shot to pieces; however using cover and artillery could save them from a determined counterattack. This means that the attacking troops must try to use artillery to support infantry attacks into close combat. Launching Attacks - 'Combat' I was not really comfortable with the idea of piling in more troops in the same Phase to extend the combat to and try to finish it in one turn. I also thought through the process and realised that by not having this element it makes the next Tempo Bidding Phase a more crucial part of the game. You could bring in Supports in the next turn but it would be a conscious decision by the CinC to do this. It does add the ability for the Tempo winner to react first (this can be unpredictable and subject to who thinks it is more important). So this places more emphasis on Tempo Bidding and command rather than just having troops handy, as you may have more often on defence. I have also combined some of the tables to make it a more streamlined process through to the outcomes. Summary
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