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Tournament - Rules of Engagement
Since we will be adding all individual game scores together, all battles will be fought
using the same rules listed below. These rules were jointly negotiated by representative
of both the Union and Confederate sides and are no longer open for suggestions
ACWGC house rules
1. Wagons, limbered and unlimbered artillery (not already present when the enemy
unit moved up) and lone officers will not be used to cut off enemy retreat.
2. Lone officers (that is, any number of officers not stacked with at least one cavalry,
infantry, or artillery unit) will not be used in front of your lines as scouts to determine
the position of enemy forces. Positioning any officers on high ground behind your lines
to better view the battlefield, however, is perfectly acceptable.
3. Lone officers (that is, any number of officers not stacked with at least one cavalry,
infantry, or artillery unit) will never be used to cut off an enemy retreat. (Sometimes
it may seem your opponent has done this, but there may be an unseen enemy unit exerting
a ZOC on the hex.)
4. Withdrawal of all (or a substantial portion of) forces from the battlefield, unless
specified in the scenario as a victory condition, will cost the withdrawing player a 2-step
reduction in the level of victory. Removal from the map of individual units, routed behind
enemy lines by the game engine, is allowed.
5. Routed units will not be moved in such a manner as to cut off an enemy retreat deliberately
by the player. Units moved by the computer are exempt from this restriction.
6. If conducive to a routed unit's survival, the unit should be moved towards their own lines
(except when such a move would violate item 5 above).
Additional Rules
7.
Embedded melee rule
- A player may move/fire as many units under his command as
he wishes, setting up his melee combats for the turn. He then executes all melee combats.
He may then move/fire any units still eligible to do so, but may not conduct any further
melee combat for the remainder of the turn.
8.
Communications rule
- Communications between players on the same team with regards
to orders and/or coordination of movements is limited to every 4th move. (i.e unlimited
communication is allowed before making the first move, after receiving and before beginning
the 1st move, 4th move, 8th move, 12th, etc). After sending the 4th, 8th, etc move back to the
enemy, no further communications are allowed. This of course does not apply to technical
computer, file transfer, how's the weather, why my football team is going to beat your football
team, etc messages. Exception to this rule is when two army or corps commanders occupy the
same hex (ie. When Lee and Longstreet occupy the same hex, unlimited messages are allowed
between the two players that are playing as Lee and Longstreet as long as they continue to occupy
the same hex). Each player will take the role of an army commander and corps commanders.
Division commanders in the same hex does not mean communications can occur between players
(i.e. Picket and Early in the same hex, nor Picket and Lee in the same hex will mean communications
will be allowed), The purpose of this rule is to do away with "radio type communications" that
were not available in the War Between the States.
9.
Withdrawal of Units
- Withdrawal from the map of individual non-routed units, whether they are behind enemy
lines or not, will be allowed as long as a substantial portion of a players forces are not removed
(substantial being defined as 50% or more). This rule will help stop ZOC kills that use the edge of
a map as part of the ZOC.
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Just to be clear, the following are allowed:
1. Melee's with infantry in column formation.
2. Night movement of all forces in any direction
3. Night attacks allowed
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