JAMiAM
Posts: 6165
Joined: 2/8/2004 Status: offline
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Well...maybe not *that* many, but I am winding down some games and will soon need new blood. 1861 scenario, Historical leaders, CSC and FOW on. Either side. Prefer to not use the limited command recovery rule. Am open to discussions on Kentucky. I can go "no holds barred" or something along the lines of the house rules I suggested in this post. Or, something else entirely. [Note: Kentucky Honor Rules have been amended and are at the end of this post.] Just to give you a heads up, the game will be brutal. Of the "fresh meat" that I got from my last call out, one (Confederate) player surrendered after his April 1862 turn. After the reaction battles of my May 1862 turn, the Union led 1079:823. Half of Mississippi and Tennessee was overrun, Manassas taken, and several bridgeheads established along the Atlantic and Gulf coasts. He still had some fight left in him, but figured it would be better to build his skills a bit, before a rematch. Another player is bravely soldiering on as the Confederates, but the game will likely end with zero Confederate PP's within the next four turns, before the end of the 1863 campaign season. Yet another Confederate player disappeared off the face of the earth after thirteen turns. A couple other games are still going and are better match-ups. I've got a leisurely paced game with WarHunter, where he is the Union. Unfortunately, it is with Semi-Random leaders. There are definitely some issues with the randomization scheme used by the game, with some pretty screwy results. However, we're both plodding along with the good, the bad, and the ugly. Finally, my grudge rematch with Erik Rutins is coming down to the wire in an extremely closely fought game. He was able to get Lincoln re-elected, but the timer is ticking and he will be having to fight tooth and nail to knock my Confederates down to zero PP's by the start of July 1865. It's February 1865 and I've still got 763 PP's. An epic game, to be sure! Anyhow, please respond in this thread, or by PM, if you're interested. New Kentucky Honor Rules. While Kentucky is neutral, that is, neither aligned with either side, nor a permanent state, the following restrictions apply to both sides: 1. No strategic movement, rail or naval, allowed into any Kentuckian region on the first player turn that the region is attacked. Only tactical movement, as restricted below, and amphibious invasions, are allowed. 2. On the first player turn that any Kentuckian region is attacked, no units may move into it by tactical movement, unless they begin their turn with a leader that has initiative. Also, no leaders may move into the region, unless they too, have initiative. 3. No tactical movement, nor amphibious invasion, is allowed into a Kentuckian region unless it will contain enough units to ensure that it is "pacified" at the end of the player turn. 4. You may not conduct an overrun of a region, until there are three times as many units in it to ensure that the region is "pacified" at the end of the turn. All overrunning units and their leaders must remain in the newly "pacified" region until the start of the next player turn. If you don't meet this threshhold, then you may not click the overrun icon, and must leave the forces in the region to do battle with any enemy militia that may spawn, as well as any reacting enemy forces. 5. "Pacified" is to be defined as having a number of friendly Infantry, Militia, Cavalry, or Mounted Brigades remain in the region through the end of the player turn in which it is first attacked, that is equal to, or greater than, the sum of two times the number of Population in the region, plus the number of Resources in the region, plus one. 6. On subsequent turns, a player may reduce the number of friendly units in a previously pacified region, voluntarily, or involuntarily, without concern for movement restrictions under these house rules. Note that this is at his own risk of inviting partisan activity in the region. 7. These movement restrictions expire immediately when Kentucky aligns with either side, or becomes a permanent state of either side. Note that the latter case is checked at the end of the first player turn in which Kentucky is invaded, when the file to be sent to your opponent is being saved. To make it easier to see the necessary force needed to pacify, or overrun, a region, I've listed the regions and amounts below. The first number is the necessary amount of Militia, Infantry, Mounted, and Cavalry units needed to pacify, and the second is the amount needed to conduct an overrun. Paducah: 4/12 Henderson: 2/6 Bowling Green: 4/12 Louisville: 6/18 Glascow: 4/12 Lebanon: 3/9 London: 4/12 Lexington: 6/18 Ashland: 1/3 Knott: 1/3 Pike: 1/3 [Aug 27 edit to number 2, adding restriction to leaders]
< Message edited by JAMiAM -- 8/27/2008 8:43:15 AM >
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