Fight The War

A Player Guide and Manual

 

Turn 5 Restart

Special Addendum

 

October 18, 2006

Version 1

 

 


TABLE OF CONTENTS

 

RULES OF PLAY.. 2

1. Recruits. 2

1.1 Adding Recruits to existing units. 2

1.1.1 Infantry / Cavalry / Artillery: 2

1.1.2 Infantry and Cavalry: 2

1.1.3 Artillery: 2

2.  New Units. 2

2.1 Weapons Distribution. 2

2.2 Weapons Upgrades. 3

3.  Troop Movement 3

3.1 Adjacent City Movement 3

3.2 Rail Movement 3

3.3 Water Movement 3

3.4 Recruit Movement 3

3.4.1 As Part of an Existing Army: 3

3.4.2 Not as Part of an Existing Army: 3

3.4.3 Dual Recruit for a City: 3

4.  Supply  4

 


RULES OF PLAY

 

1. Recruits

Recruits may or may not be incorporated into an existing army at the discretion of the commanding officer.  Recruits not added to an existing army will automatically be formed into new units.

1.1 Adding Recruits to existing units

Recruits added to existing units in an existing army will follow the following rules.

1.1.1 Infantry / Cavalry / Artillery:

If the number added exceeds 15% of the original, the unit will be reduced one level in quality.  The lowest possible level is F.

1.1.2 Infantry and Cavalry:

The maximum number of recruits that can be incorporated into an existing unit is 25% or 100 men, whichever is greater.

Recruits added will have the same weapons as the original units.

The maximum size of a unit is 800 men.

1.1.3 Artillery:

The maximum that can be added in a turn is 1 tube (25 men).

The maximum size of an artillery unit is 8 tubes.

2.  New Units

Recruits that are not incorporated into an existing army, within existing units will form new units as follows:

1.      The following general formula will be used:  1,000 infantry, 200 cavalry, and 2 artillery batteries.  (25 men per tube)

2.      Regardless of the type of recruit:  infantry, cavalry, or artillery, they may be re-designated to comply with the above general rule.

3.      Unit designations will be determined by the administration.

4.      Requests for specific leader and unit names will be considered on a case-by-case basis.  For example:  The 3rd British Dragoons will definitely be denied.  A request for a brigade commander named F. DiNola will definitely be considered.

2.1 Weapons Distribution

Newly formed units will be armed as follows:

Infantry - muskets. 

Cavalry - shotguns. 

Artillery – 6 lb cannons.

2.2 Weapons Upgrades

Requests to upgrade weapons based on stockpiles accumulated during previous turns will be taken on a case-by-case basis.

3.  Troop Movement

The following are the rules for moving troops:

3.1 Adjacent City Movement

Any number of units may be moved to any number of adjacent cities as directed by the command officer.

The smallest unit to be moved is a division.  Special request will be handled on a case-by-case basis.

3.2 Rail Movement

Each side will be allowed to rail troops in accordance with the following point system:

Max points per side:  Confidential (see your forum)

 

Note:  These numbers are not to be shared with the opposing side.

 

Points will be charged as follows:

Infantry – 2 points

Cavalry – 5 points

Artillery – 333 points

3.3 Water Movement

Movement by water (ocean or river) will not be considered for turn 5.  This will be addressed in future turns.

3.4 Recruit Movement

The following are the rules effecting recruits and movement:

3.4.1 As Part of an Existing Army:

Recruits who are incorporated into an existing army, either into an existing unit or by forming new units of that army, may move with the army at the discretion of the command officer.

3.4.2 Not as Part of an Existing Army:

Recruits that are not incorporated into an existing army may not move their first turn.  They must stay and train.

3.4.3 Dual Recruit for a City:

Where a city recruits for both sides, the recruits may stay and train, request to engage in battle, or be moved to an adjacent city.

4.  Supply

To be determined by the FtW Administration at the time a scenario is built.