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GGWBTS Rules Addendum Through 1.030

 
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GGWBTS Rules Addendum Through 1.030 - 11/4/2008 4:45:33 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
1. Change to section 5.3.3 (Artillery Units) - The transport cost of Heavy Artillery is now 12 (instead of 5).
2. Change to section 6.4 (Leader Initiative) - Joseph E. Johnston does not have initiative on turn 1 of the Battle Cry of Freedom (1861 start) scenario.
3. Addition to section 6.4 (Leader Initiative) - A red arrow is now displayed on the map in a region if any leader in the area has initiative.
4. Addition to section 6.7 (Leader Mortality and Capture) - When a leader is hit in combat, he will continue to provide a combat bonus to units under his command during the rest of the combat, but the leader’s ratings will be reduced by 1 for the purpose of calculating these bonuses.
5. Addition to section 6.7 (Leader Mortality and Capture) - Whenever Lee is located outside of the Eastern Theater (see section 6.5), for purposes of leader illness (section 6.7); Lee will be treated as if he has a mortality rating of 9 (instead of 1).
6. Addition to section 9.1.3 (Cavalry Missions) - Cavalry or mounted units that are not attached to a leader will be ineffective if they attempt to raid or scout. Players should only use cavalry or mounted units attached to leaders to raid or scout.
7. Change to section 9.1.3.1 (Scouting) – Prior to the reaction phase (previously this was prior to the combat phase), the following units check against the Scouted Level: 1) Attacking units that moved more than one area check against the SLP (Scouted Level Percentage) of the area they attacked from. 2) Defending units that reacted into a combat area check against the SLP of the conflict area. 3) Other units that moved during their turn but are not attacking check against ½ the value of the SLP of the area they ended their move in (attacking side units only). Units that didn’t move do not check against the SLP.
8. Addition to section 9.1.3.2 (Raids) - The number of supplies that may be destroyed by a cavalry raid in each area raided can never be greater than the raid attack value, while the number of supplies captured can never be greater than the raid attack value divided by 10.
9. Addition to section 9.1.3.2 (Raids) - When the ADV (area defense value) is calculated for a region, 10 is added if there is a Level 1 fort in the area, and 40 is added if there is a Level 2 fort in the area.
10. Addition to section 9.5 (Leader Movement) - Leaders automatically retreat out of enemy areas after their production phase if there are no friendly units in their area
11. Addition to section 10.1.2.3 (Naval Combat Unit Commitment to Ground Combat) - In order to support a ground attack on Fort Jackson (area 8) or Fort St. Philip (area 415), ships must be located in Mississippi R1a (area 404). Ships may no longer support attacks on these regions while in the Gulf of Mexico.
12. Addition to both 10.1.3.1 (Ground Combat Modifiers) and 10.2.2 (Naval Combat Execution) - Heavy Artillery units that have moved during their most recent turn will have 3 subtracted from their die roll when they fire.
13. Addition to section 10.1.5 (Damaged and Eliminated Unit Determination) - Damaged units will never be sent to factories in Border States. The only exception to this is Kentucky if it has become a permanent member of one side.
14. Addition to section 11.4 (Building Artillery, Naval and Factory Units) - Production of certain unit types are now limited to certain states. They are as follows:
Artillery and Heavy Artillery – Only allowed to be built or repaired in New England, New York, Pennsylvania, Ohio, New Jersey, West Virginia, Virginia, Georgia, Alabama and Texas (represents artillery brought in through Mexico).
Cruisers – Not allowed to be built or repaired in Pennsylvania, Maryland, New Jersey.
Ironclads – Not allowed to be built or repaired in Pennsylvania, Maryland, New Jersey, New England.
The computer AI will try to abide by these restrictions. In addition, there may be some cases where units are sent to areas for repair that are not allowed, but when this happens, repair will be possible.
15. Addition to section 12.5 (Attrition) - Attrition is now increased in swamp areas. During summer turns, all units in swamps must check for attrition, and the attrition is not divided by 4 as it is for other supplied units in the summer. The formula is also altered for units in a swamp to include a new variable P as follows: (((W+E)xS)+P)/T. P is set to one of the following values:
1 – For all units in swamp areas with at least one population or resource center.
3 – Confederate units in swamp areas with no population or resource centers.
5 – Union units in swamp areas with no population or resource centers.
Examples: A Union Militia unit in Tampa in June would have a (((1+1)x1)+5)/2 or 3.5% chance of being eliminated. A Confederate Infantry unit in Fort Jackson in August would have a (((1+0)x1)+3/1 or 4% chance of being damaged.
16. Addition to section 15.1 (Political Points) - Whenever the Confederacy wins a strategic victory in a northern state (not border states even if aligned or a permanent member of the USA), the Confederate player will be awarded 40 political points (instead of 20) and the Union player will lose 20 political points (instead of 10).
17. Addition to section 15.1 (Political Points) - The Union player gains 5 Political Points at the end of any Union turn in which he has moved into any one of the following territories, if Confederate controlled, with at least 30 combat units: Manassas, Richmond, or any region adjacent to Richmond. These points are not gained if Richmond is Union controlled.
18. Addition to section 15.1 (Political Points) - If the Union player does not move at least 15 combat units into Manassas on turn 1 of the Battle Cry of Freedom (1861 start) scenario, the Union player will lose 10 Political Points at the end of the Union turn.
19. Change to section 15.2.1 (Kentucky Neutrality) - On the player-turn on which Kentucky is first invaded, no overrun combat is allowed, and no amphibious invasions of Kentucky are allowed. At the end of this player combat will be immediately executed in all Kentucky regions containing combat units.
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