Fight The War
A Player Guide
and Manual
Revision 3
TABLE OF CONTENTS
1.2 The Communications Manager (CM)
1.4 The Scenario Design Manager (SDM)
2.1 Participation
and Personal Responsibility
2.3 Personal Risk and Development
3. FTW Campaign Restart Phase Procedures
3.1 A House
Divided: Player Registration
3.2 A House Divided: Player Confirmation
3.3 A House Divided: Player Reorganization
3.4 A House Divided: Marching Orders
3.5 A House Divided: Decisions, Decisions
3.6 A House Divided: Ending the FTW Campaign Restart
Phase
4.1 Preamble to the Battle Phase:
4.2.1
Messages: Odds of Receipt
4.3 ‘Out of Game’ Communication:
4.5 The Maneuver and Battle Turns:
4.7 Living to Fight Another Day
4.9 The End of the Battle Phase
5.1 Preamble to the Pre-Movement Phase:
5.2 After-Battle OOB Adjustments:
5.3 Prisoner related OOB Adjustments:
5.3.1
Prisoners captured by ‘In Contact’ Players
5.3.2
Prisoners captured by ‘Out of Contact’ Players
5.4 Rescued Soldiers related OOB Adjustments:
5.4.1
Soldiers Rescued by ‘In Contact’ Players
5.4.2
Soldiers Rescued by ‘Out of Contact’ Players
5.5 Captured Artillery related OOB Adjustments:
5.6 Captured Weapons, Horses and Supply Wagons related
OOB Adjustments:
5.6.1
Resources captured by ‘In Contact’ Players
5.6.2
Resources captured by ‘Out of Contact’ Players
5.7 Adjustment of the Master Game Map:
5.8 Determination of ‘Contact’ status and Communication
Restrictions:
5.8.1
Access and Communication Restrictions for ‘Out of Contact’ Players
5.8.2
Access and Communication Restrictions for ‘In Contact’ Players
5.8.3
Access and Communication Restrictions for ‘With the President’ Players
5.9 Post Battle Phase Quality Related OOB Adjustments:
5.9.1
Quality Conversion Rules for Infantry Brigades
5.9.2
Quality Conversion Rules for Cavalry Brigades
5.9.3
Quality Conversion Rules for Artillery Batteries
5.9.4
Quality Conversion Rules for Brigade Commanders
5.9.5
Quality Conversion Rules for Division Commanders
5.9.6
Quality Conversion Rules for Corps Commanders
5.9.7
Effects of Promotion on Officer Quality
5.10 Calculate the economic effects of the previous
Movement and Battle Phase:
5.10.1
State of the Government Report
5.11 The End of the Campaign Pre-Movement Phase:
6.1 Preamble to the Campaign Movement Phase:
“Gentlemen, I have been working on a
system of combining the
Hank Smith,
With these words, the
Officers and Gentlemen of the American Civil War Game Club embarked on a truly
ambitious project, to develop a player-driven, game system that would allow
participants to fight the entire Civil War as a single, multiplayer campaign.
From the very beginning, the FTW project managers were deeply committed to the realizing the following objectives:
In short, the FTW project would seek to provide its participants with an unprecedented opportunity to move beyond set-piece battles and limited campaigns; to recreate the conditions and challenges under which the original Civil War was fought, and to develop a strategic and tactical engine that would grant ultimate victory to those who truly mastered the skills to “Fight the War”.
The ‘Fight the War’ Campaign
recreates the conditions under which the
It is a cooperative enterprise which depends upon the active participation and interaction of two groups; the “Administrators” and the “Players”.
The non-player, Administrators monitor all communication between players; create custom scenarios; assess the results of battlefield wins and losses; track the movement and development of individual regiments and officers; calculate the gains and losses of men and resources, and mediate all disputes.
The Players, organize themselves into opposing ‘governments’ which assign commands, formulate a “grand strategy” for prosecuting the war, manage a war-time, industrial infrastructure, and distribute men and resources as needed to ensure the successful outcome of the war.
The game itself is divided into four distinct phases, the Pre-Movement Phase; the Movement Phase; the Pre-Battle Phase and the Battle Phase.
The Pre-Movement and Pre-Battle Phases are provided to give the FTW Administrators the opportunity to calculate the effects of wins and losses, assign resources, track movement, create custom maps and design scenarios.
The Movement and Battle Phases are provided to give the FTW Players the opportunity to distribute men and resources, plan strategy, issue general orders to their commanders in the field and engage in single or multiplayer battles, the results of which will be carried over from one phase to the next, as the game progresses.
Play will continue until one side admits defeat, and a winner is declared.
As their name implies, it is the duty of the FTW Administrators to coordinate, manage and monitor the FTW project to ensure that the game proceeds smoothly from one phase to the next, until the war reaches its final conclusion.
The titles and responsibilities of the non-player, FTW Administrators are outlined below:
The GM is the senior FTW Administrative team member. The duties of the GM shall include, but are not limited to, the following:
1. Assign duties and responsibilities to the other members of the FTW Administrative Team.
2. Monitor the activities of the FTW Administrators to ensure that all duties and responsibilities are carried out in a timely fashion.
3. Coordinate the activities of the FTW Administrators to ensure that game play proceeds smoothly, from one phase to the next.
4. Communicate regularly with the members of the FTW Administrative Team to ensure that all members are aware of any changes in rules, duties or procedures.
5. Calculate the increase or loss of men and resources during the Movement Phase and ensure that they are distributed to the OOBs of the players in accordance with the procedures governing: Reinforcements, Weapons and Supply Wagons.
6.
Create and maintain an FTW Master Game Map (MGM). The MGM will be a general map of the entire
theater of the war, indicating the location of states; cities and ports; rail,
and road connections; shipping lanes, and navigable rivers. The MGM will indicate whether each city or
port is loyal to the
7. Determine, from orders received from player Presidents and ‘out of contact’ Generals, where battles will take place and their duration, and communicate this information to the Scenario Design Manager, the OOB Manager and the Communication Manager in accordance with the procedures outlined in Rules of Play: Communications.
8. Establish administrative and player deadlines and determine when all conditions have been met, before announcing the start date for the next phase of play.
9. Arbitrate all Player and/or Administrative disputes.
The GM may delegate any or all of these duties as he sees fit. However, it will remain the responsibility of the GM to ensure that those duties are carried out.
The CM is responsible for monitoring all communications between FTW players, and for coordinating the transfer of information between the players and the appropriate members of the FTW Administration Team. The duties of the CM shall include, but are not limited to, the following:
1. The CM shall create a system to manage all FTW player communication.
2. The CM shall route all player communication in accordance with the procedures outlined in Rules of Play: Communication.
3. The CM shall route all pertinent game information between players and the members of the FTW Administration in accordance with the procedures outlined in Rules of Play: Communication.
4. The CM shall post regular updates, in accordance with the procedures outlined in Rules of Play: Communication. Updates shall also be sent to the Players and Administrators whenever the following conditions have been met:
a. The end of an FTW Campaign Phase has been reached.
b. The start date for the next FTW Campaign Phase has been set.
5. The CM shall control the access of players to any of the closed FTW forums in accordance with the procedures outlined in Rules of Play: Communication, and shall notify the GM of any player violations.
The CM may delegate any or all of these duties as needed. However, it will remain the responsibility of the CM to ensure that those duties are carried out.
During the Battle Phase of FTW, the OOBM shall monitor all turns between players engaged in combat to ensure that the following aspects of player OOBs are tracked accurately:
1. The loss of regimental troops as killed, wounded or captured.
2. The loss or capture of artillery.
3. The loss of individual commanders as killed, wounded or captured.
During the Movement Phase the OOBM will coordinate with the GM to ensure that:
1. The OOBs of each Army has been updated to reflect the receipt of new replacements and equipment.
2. Quality upgrades or downgrades for individual officers and regiments have been performed.
3. Accurate OOB information is transferred to the SDM prior to the Battle Phase.
The SDM shall be responsible for creating custom scenarios for FTW battles, which should reflect, as historically accurately as possible, the actual terrain conditions during the American Civil War.
The SDM will be responsible for maintaining a file of current FTW maps.
The SDM will train, as necessary, any new Scenario Designers to ensure that scenario maps are always readily available at the commencement of the Pre-Battle Phase.
The SDM will be responsible for altering the terrain of FTW maps to reflect player-induced changes during the course of the game. For example: A player may commit to fortifying a city or position during their turn. These additional changes should be reflected in later scenario maps of the area.
In coordination with the GM and OOBM, the SDM will populate the custom scenarios, positioning the OOBs of each player.
With the approval of the GM and OOBM, the SDM will transmit the scenarios through the Communication’s Manager, to the FTW players at the start of the Campaign Battle Phase.
All FTW players will have an unparalleled level of freedom to control their own destinies within the framework of the FTW game system.
As a group, they will create their own ‘governments’ and military command and control structure; assign responsibilities and duties; develop and distribute men and resources, and formulate their own grand strategy for the successful prosecution of the war.
As individuals, they will act upon the General Orders received from their Presidents or Superior Officers as they see fit. They shall maneuver and fight in the manner of their choosing and at their own discretion. They shall work to achieve objectives while conserving their men and resources, and be wholly answerable to their respective governments for their successes and failures.
All FTW players are expected to abide by the guidelines set forth in this manual, especially in the area of communications and to conduct themselves in accordance with the highest standards of honesty and fair play.
A judicial review board shall be established by both governments to investigate, evaluate and render judgments against Officers who fail in the performance of their duties either as a General on the field or as an FTW Player. The FTW Game Manager (GM) will abide by the judgments of these courts martial, which may impose penalties up to and including Dishonorable Discharge from the Army (and from the FTW Campaign).
While in command of an army on the battlefield, all FTW players shall be represented by a personal icon. Players are encouraged to exercise extreme caution when maneuvering their personal icons on the battlefield. While cowardice before the enemy is always discouraged, players should be aware that during a battle they can be personally wounded, captured or even killed, eliminating themselves temporary or permanently from active participation in the FTW campaign.
If a player is wounded in battle, the GM will make a determination during the Pre-Movement Phase of how many game turns the player will be ‘in recovery’ and out of play and contact.
If a player is captured, he will become the ‘prisoner’ of the General who captured him, and will immediately turn over all documents currently in his possession. These will include all messages and reports received since the end of the previous Campaign Movement Phase, including a copy of his current General Orders. He will be considered ‘out of contact’ and may not send or receive messages while in custody.
If the capturing General is considered ‘in contact’, then during the next Campaign Movement Phase he will direct where the prisoner is to be sent to await further movement, exchange or the end of the war.
Once transferred from the capturing General, the prisoner will become part of the opposing government’s POW system, which will be managed at the direction of the President. The President, or his designated representative, may order the prisoner held, exchanged or moved to another location during the Campaign Movement Phase. Directions for the disposition of POWs will be included as part of the President’s GM Report.
Careful management of the POW system is important, as the prisoner is considered a ‘spoil’ of the city where he is held captive. If the city falls into hands of the enemy, then the prisoner will be considered ‘rescued’ and returned to active service.
If a player is captured by a General who is currently ‘out of contact’, then the prisoner will remain in the custody of the capturing General until such time as he reopens his lines of communication.
If the capturing General is himself captured or surrenders his army on the field, then the prisoner shall be considered ‘rescued’ and restored to active duty.
Negotiations for the exchange of prisoners may take place during the Campaign Movement Phase, and shall be conducted by the Presidents or their representatives. If the terms are met, prisoners may be exchanged and restored to active duty within the same month upon notification of the GM without penalty or delay.
An FTW Player who is killed in combat will be removed from active participation in the FTW Campaign. For this reason, players should avoid needlessly exposing themselves to enemy fire.
Depending upon his technical skills and his conduct during the war, the former FTW Player may be offered the opportunity to continue his association with the FTW Campaign as an FTW Administrator.
As stated at the outset of this manual, the success of the FTW Campaign will depend upon the cooperation and interaction of everyone involved. A key element of this cooperation is the timely response of all Players and Administrators to the deadlines set by the GM.
It will be the responsibility of the Presidents to monitor their player’s level of participation, and to take such action as they deem necessary to ensure that deadlines are met. Officers who are chronically late with reports will not be tolerated.
It is expected that real life issues will occasionally arise that will temporarily interfere with an officer’s ability to perform his duties. It is also expected that unforeseen circumstances may arise that will cause an FTW player to withdraw from the FTW Campaign entirely. In either case, players should notify their President immediately so that temporary or permanent replacements can be found.
All FTW players will maintain a computer file folder containing copies of all turns and communications sent and received by the player. This will provide a means to resolve disputes, to recover lost files in the event of a computer crash, and to provide information to capturing Generals, should the Player be captured on the battlefield. Players are also encouraged, if they have the necessary equipment, to occasionally burn back up disks of these files, which can be used to restore files, in the event of an accident.
In addition, all FTW Players will be expected to maintain accurate OOBs for their individual armies, and update them, during every phase of play. This will provide backup files for the OOBM and GM, should their Master Files become lost. It will also provide the basis for resolving disputes, should questions arise about discrepancies between the OOB Master Files and the Player’s OOB files. In the case of OOB disputes, the GM will serve as the ‘Court of Final Appeal’ and his judgments will be considered final.
The following procedures will be utilized solely for the purpose of restarting the FTW Campaign. Once the FTW Campaign Restart Phase has ended, play will be governed by the terms set forth in Rules of Play.
The Players will register their intentions to
participate in the FTW Campaign Restart by
1.
Name
2.
Current email
address
3.
Intention to
fight for the
Once the
registration period has ended, the CM will send an email to each player to
confirm that they have registered to participate in the FTW Campaign Restart as
either a member of the
Upon receipt of
an email response from all players, the CM will restrict access to the closed
FTW CSA and
On September 24th, the CM will contact each
of the players by email and inform them that the appropriate permissions have
been granted by the FTW Webmaster to allow them to enter their respective
closed
Once sequestered in their respective closed
forums, the CM will provide each group of players with access to the following
information:
1. A copy of the Game Map, indicating the current status
of cities as either loyal to the
2.
A complete OOB List
for their side. The OOB List will include the following:
a.
The location of
all regiments and newly recruited troops both assigned and unassigned.
b.
The type of
troops, as infantry, artillery, cavalry or horse artillery.
c.
The quality of
all troops and individual officers by regiment.
d.
The numerical strength
of all regiments.
e.
The type of
weapons and equipment carried by each regiment.
f.
The current level
of munitions available for each regiment.
3. A recap of the locations and industrial capacity of
factory sites.
4.
The sites
currently selected for recruitment.
It will then be up to the players, communicating
within their respective closed forums, to reorganize themselves by:
1. Selecting a ‘President’ and forming a ‘Government’
2. Establishing a military chain of command.
3. Assigning commanders to the various armies.
4. Allocating available resources.
5. Formulating a ‘Grand Strategy’ for the successful prosecution
of the war.
Once the
Reorganization deadline date has been reached, all access to the closed FTW
forums will be temporarily suspended. From
that point forward, except in very special circumstances as outlined in Rules
of Play: Communication, all further communications between FTW players will be
routed through the CM, with copies to the FTW Administrators.
The CSA and
The GM Report will include the following
information:
1. A general description of the government and the
hierarchy of the military organization, along with a list of the players
currently filling those positions.
2. A list of players currently commanding armies.
3. The allocation of available resources.
4. Assignment of new recruited soldiers to individual
commands.
Each President will prepare a set of
General Orders for each officer under their command, directing them to fulfill
certain duties or attain certain objectives.
The General Orders may be broadly or narrowly focused, depending upon
the needs of the situation as determined by the President.
Each President will email the GM Report and
General Orders directly to the CM, with copies to the other FTW Administrators.
Upon receipt of their General Orders, the
Army Generals will respond in a reply message to the CM stating whether they
intend to follow their General Orders as written, amend them as necessary, or
ignore them completely.
If a General intends to amend or ignore his
General Orders, then he must provide the CM with a detailed report of what he
intends to do, with copies to the other FTW Administrators.
Generals considered ‘out of contact’ will
receive no General Orders during the FTW Campaign Restart phase, and will be
expected to file an independent report of their intentions directly with the CM,
with copies to the other FTW Administrators.
In either case, Army Generals are free to act
upon their own initiative. However, it should be remembered that their choices
and the resulting consequences of their actions will rest entirely upon their
shoulders.
Upon receipt of the replies from all Army
Officers, the CM, at the direction of the GM, will post to the Open FTW Forum
and the MDT Tavern that the end of the FTW Campaign Restart Phase has been
reached, and will set a date for the start of the FTW Campaign Battle Phase.
Editor’s note: It is assumed that all participants in the FTW Campaign already possess a working knowledge of the HPS combat system. Therefore, this Player’s Guide and Manual will only concern itself with those elements which are unique to the FTW Campaign.
The FTW Campaign in divided into four distinct phases; an administrative, Pre-Battle Phase; a Campaign Battle Phase; an administrative, Pre-Movement Phase and a Campaign Movement Phase. The rules governing play during each of these phases will be discussed in the following sections.
The Battle Phase will commence as soon as the GM receives the following information:
Upon receipt of this information, the GM will plot the movements on the Master Game Map and determine if, where and who will be fighting during the upcoming Campaign Battle Phase.
If it is determined that a battle will take place, the Players involved will be contacted and requested to reply with a preference for the length of the upcoming battle and the start time. The lengths of the scenarios are divided as follows:
1. Skirmish: 6-9 Turns
2.
Light
3.
Moderate
4.
Heavy
5.
All-Out
Upon receipt of this information, the GM will determine which player will receive the ‘Initiative’. The player who gains the ‘Initiative’ will determine the length and the start time of the scenario, though this information will not be provided to any of the players involved.
Once the Initiative and Scenario time and length have been determined, the GM will contact the SDM, who will be responsible for providing a scenario map, and the OOBM, who will be responsible for compiling the OOBs for the Armies that will participate in the battle.
Once the OOBs have been compiled, the OOBM will transfer that information to the SDM, who will place the armies on the field at the locations indicated by the GM. The players will be positioned as follows:
1. Meeting Battles: Both players will enter the battlefield based on the direction they were heading on the Master Game Map.
2. Defensive Battles: In this case, one player is defending an objective, like a city. The Defensive Player’s Army will be placed in a defensive position around the objective. The Offensive Player will enter the battlefield from the direction they were heading on the Master Game Map.
3. On-going Battles: In this case, both players have elected to continue a battle which began in a previous Campaign Battle Phase. Each player will begin in the positions they occupied at the end of the last Game Battle Phase. Reinforcements and fresh supply wagons will arrive from the direction they were heading on the Master Game Map.
Once the SDM has placed the troops on the field, the scenario will be reviewed by the GM. If the scenario meets with the GMs approval, the GM will forward the game files to the starting player and the Game Battle Phase will begin.
Note: The Campaign Battle Phase will not begin until all Game Battle Phase scenarios have been created and approved by the GM.
In order to simulate the difficulty of communication during the American Civil War, and to allow FTW Administrators to track the progress of battles, all communications sent between players during the Campaign Battle Phase, including all PBEM files, shall be routed through the Communications Manager (CM), with copies to the other FTW Administrators.
Messages between players participating in a Game Battle may be sent at the end of each player’s turn, and should be forwarded to the CM, with copies to the other FTW Administrators, as an attachment to the PBEM files.
All messages sent between players during a multi-player Game Battle must include the name, title and command of the sender; the name, title and command of the recipient and the game ‘time’ that the message was sent. Improperly addressed messages will be lost.
Unless sent between players occupying the same hex, messages sent during a Game Battle may be:
1. Received during the next game turn.
2. Delayed up to 3 turns.
3. Lost
4. Intercepted by the enemy.
The GM will determine when or if a message is received based on the following odds:
1. Messages sent within the same hex: 100% R
2. Messages sent while both Officers are within Line of Sight: 80% R, 20% D
3. Messages sent within 10 hexes: 70% R, 20% D, 10% L
4. Messages sent at 10+ hexes: 50% R, 30% D, 20% L, 10% I
5. Messages sent across enemy lines: 50% I, 30% L, 20% D, 10% R
Except in the case of ‘same hex’ communications, Players will not know if their messages were received unless they request a confirmation message from the receiving Players. Confirmation messages are susceptible to the same odds of receipt as the original message.
In addition to messages sent by courier, FTW Players may also attempt to relay messages thru the use of an alternative method such as semaphore. If a Player intends to use an alternative method to send a message, this must be clearly stated in the message. The GM will make the determination of whether the message was successfully received.
All player messages sent to the FTW Administrators will be delivered and responded to without fail.
All FTW Players, during any
phase of play, even those declared ‘out of contact’, are permitted to post,
without prior review or approval by the FTW Administration, FTW related ‘newspaper’
accounts, diary entries, idle gossip or novellas in the Mason Dixon Tavern or
the FTW Open Forum. However, players are
restricted to describing events which have already occurred, and may not
disclose information about their future intentions, except in the most general
sense. For example, “On to
Players posting information to any open forum that is deemed by the GM to be an attempt to circumvent the rules governing ‘player to player’ communication will be stricken with dysentery and ‘hospitalized’ for a full FTW Campaign Turn.
Prior to initiating the first turn, the player should select the following game preferences:
1. Phased turns (if involved in a single player battle)
2. Regular turns (if involved in a multiplayer battle)
3. Auto defensive fire
4. Flank morale modifier
5. Quality fire modifier
6. Quality melee modifier
7. Partial retreats
8. Weak ZOC
9. Isolation rules
As stated earlier, each General participating in a battle will be given the opportunity to request a length for the scenario. The player, who wins the ‘Initiative’, as determined by the GM, will be allowed to determine the length and the start time of the scenario, though this information will not be disclosed to the players.
Once the battle has begun, each side will maneuver their armies on the battlefield until two infantry regiments from opposing sides have exchanged fire and one or both have received casualties.
As soon as two opposing infantry regiments have engaged, the battle phase will begin and continue for the number of turns specified by the player who won the ‘initiative’, or until the following conditions have been met:
1. A message is sent from one General to the other, requesting his terms of surrender. The ‘odds of receipt’ rules do not apply in the case of armies being surrendered to the enemy. Any such requests will be processed immediately.
2. One side abandons the field.
3. The Players are notified that the end of the scenario has been reached.
Under no circumstances are Players permitted to open the OOB file sent with each game turn, as it contains the forces for both sides. However, Players are required to create a paper or computer form upon which to list all the Officers and Regiments under their command at the start of play.
The non-Player Officers should be listed by Quality, Corps, Division and the Regiments under their command.
The Regiments and Artillery batteries should be listed by Quality, Type, and Weapon.
During each phase of play, the player should carefully note any losses experienced by his Officers, Regiments and Batteries, listing them as either killed, captured or wounded.
Note: Soldiers lost through “overstacking” will be considered captured and must be so noted in the Player’s OOB Tracking Form. Soldiers lost through “overstacking” who are not so listed in the Player’s OOB Tracking Form will be considered killed.
Artillery lost through Melee will also be considered captured. However, the Player who captures the artillery will be required to assign a 25 man artillery crew to operate each piece at the conclusion of the game battle. Assignments for the new artillery crews will be made by the Player in his After Action Report following the battle.
If the opposing Players are in agreement, individual units may be surrendered during the course of the game battle. The losing Player will form his Infantry units into columns and limber his Artillery and move them in the direction of the board edge as indicated by the winning Player. Once the units have been surrendered and formed into the appropriate formation, no additional penalties will be assessed if they are accidentally fired upon by friendly or enemy units.
At the conclusion of his turn, the player will attach a copy of this running OOB total to his PBEM game files and forward them to the GM (via the CM).
The GM will review the turn and confirm the losses indicated, adding them to the OOB Master List. It is critical that each player maintain a current and accurate record of his OOB, so that it can be carried forward from one Campaign Phase to the next.
FTW Battles can be resolved in one of four ways:
The following sections describe these results, and how they are resolved:
At any point during regular play, the Players involved may send messages through the FTW Administration offering or requesting terms of surrender. If both sides are in agreement, then the battle is concluded and all hostilities will cease immediately. The actual terms of the surrender agreement are worked out between the players themselves. However, it is generally understood that unless specifically prohibited, the winning General is entitled to the following:
1. All officers and soldiers, to be taken as prisoners of war.
If the winning Player is currently ‘in contact’ he may direct, in his After Action Report to the FTW Administration, where these surrendered soldiers will be sent, during the Campaign Movement Phase to await exchange, further movement, as directed by the POW Department of his government, or the end of the war.
If the winning Player is currently ‘out of contact’ he will be required to provide a guard for the prisoners until such time as he reopens his lines of communication. 100 men are required to guard 1,000. Assignments for the prisoner guards will be made by the Player in his After Action Report following the battle. During the Campaign Pre-Movement Phase the player’s OOB will be adjusted to show that the required number of men are now guards, and are considered non-combatants.
2. All supplies, including weapons, artillery, supply wagons and horses.
These items may be distributed within the winning General’s Army or, if the General is ‘in contact’, he may direct them to be sent to the city of his choosing to be re-distributed by his government’s War Department during the Movement Phase. The disbursement of any captured resources will be made by the Player in his After Action Report following the battle.
3. All communications currently in the possession of the defeated General, including his last set of General Orders.
If the winning General is ‘in contact’ the captured intelligence can be sent to the President and/or the Players of his choosing during the ‘Movement’ Phase.
If the winning General is ‘out of contact’ then the captured intelligence will become part of his personal papers, and will be turned over to the enemy if he himself is subsequently captured or surrenders his army before he reopens his lines of communication.
Even though a Player may be in a desperate situation, he is not obliged to accept an offer of surrender terms. Instead, he may elect to hold his ground. If neither player has surrendered by the end of the scenario, then the battle is concluded. Both players will be given the option to remain on the field or move during subsequent Campaign Phases.
If faced with insurmountable odds, a Player may choose to withdraw from a fight before the end of the scenario. In order to accomplish this, there must first be a friendly or unoccupied city adjacent to his current position on the Master Game Map. If there is no friendly or unoccupied adjacent city available, then the player must stand and fight, or surrender. If a friendly or unoccupied city does exist, the Player must move his army to the board edge that corresponds with its general direction. In FTW play, the outside board edges are considered ‘out of bounds’ so if the player can reach the appropriate board edge, and then place his infantry in column and limber the artillery, they will be considered ‘skedaddled’ and no further damage will be assessed even if they are accidentally fired upon. Having taken this position, these troops are now considered ‘out of play’ and may not re-enter the battle under any circumstances. Note: Under no circumstances, should players exit units off the board. Troops exiting the board will be considered permanently lost and will be deducted from the player’s OOB during subsequent Campaign Phases.
Cutting Your Losses:
It may not be possible for the withdrawing Player to skedaddle every unit in this manner. Some units may be unable to reach the necessary board side and safety. It will be up to the withdrawing Player to determine when he has gotten every unit that he can out of harm’s way. Once that point is reached, the Player will move his personal icon onto a board edge hex and inform the FTW Administration, that his army has ‘Skedaddled’ and the battle will be concluded, except in the case of multiplayer scenarios (see below), with all non-skedaddled units becoming the prisoners of the opposing player.
Rescuing remaining ‘non-skedaddled’ Soldiers:
In the case of Multiplayer Scenarios it is permissible for one General to “skedaddle” from the field, leaving the other General behind to continue the fight on alone. In this case it may be possible for the remaining General to ‘rescue’ the remaining ‘non-skedaddled’ units, who would otherwise remain fixed on the field.
Before the remaining General can move any of the abandoned units, he must first make physical contact with them by entering the same hex with either an Officer or a unit from his own command.
Once the abandoned unit has been ‘tagged’, the remaining General will then be free to move them, as he would his own soldiers. Once the battle is concluded, the remaining ‘rescued’ soldiers will be added back to the skedaddled General’s OOB.
Movement Restrictions on Skedaddled Armies:
If an FTW Player abandons the field before the end of the scenario, his army will be considered ‘in transit’ during the upcoming Campaign Movement Phase. If he reaches his ‘safe’ city unchallenged, he will remain there until the next Campaign Movement Phase.
However, if an opposing Army chooses to enter the ‘safe’ city during the Campaign Movement Phase, both Players will fight a ‘Meeting Battle’ at that location during the next Campaign Battle Phase.
Any reinforcements of men, equipment and fresh supply wagons sent to the ‘safe’ city during the Campaign Movement Phase, will be added to the ‘skedaddled’ General’s OOB, before the battle begins.
At the conclusion of an FTW Game
Battle, the Players involved will be required to file an After Action Report
(AAR) with the FTW Administration. The
1. A complete recap of the losses which the Player suffered during the Game Battle. The recap should list any losses of Officers; the loss of any Troops and Artillery (by individual regiment and battery), as well as any supply losses. The FTW Administration will review these figures and compare them to the OOB Master List. Any discrepancies will be resolved by the GM, whose judgments are considered final. If changes to the Player’s OOB are made by the GM, the Player will be notified.
2. Instructions for the disposition of any prisoners captured during the Game Battle. And the assignment of units to guard prisoners by ‘out of contact’ Players.
3. Instructions for the disposition of any soldiers rescued during the previous Game Battle.
4. Instructions for the assignment of units to man batteries captured during the previous Game Battle.
5. Instructions for the distribution of any resources (weapons, horses and supply wagons) which occurred during the Game Battle.
6.
If he so chooses, the Player may also include
dispatches to his fellow Players, which will be delivered at the start of the
Campaign Movement Phase, if deemed appropriate by the GM, in accordance with
the rules governing FTW Campaign Movement Phase communications. Like Battle Phase communications, all
dispatches sent with the
As soon as all Game Battles have been concluded, the GM will set a date for the start of the FTW Campaign Movement Phase, allowing adequate time for the FTW Administrators to complete their Pre-Movement duties.
The CM will inform the players that the FTW Campaign Battle Phase has now ended and inform them of the date for the start of the FTW Campaign Movement Phase, allowing adequate time for the FTW Administrators to complete their assigned duties during the Pre-Movement Phase.
The
Pre-Movement Phase of the FTW Campaign is provided to allow the FTW Administrators
the opportunity to perform the following functions:
1.
Adjust Army OOBs to
accurately reflect the results of the previous Battle Phase.
2.
Initiate the movement
of captured POWs, as directed by the ‘in contact’ Player in his After Action
Report (AAR) to the FTW Administration.
3.
Adjust Army OOBs to
accurately reflect the assignment of units to act as guards for captured POWs for
Players who are currently ‘out of contact’.
4.
Initiate the movement
of ‘rescued’ soldiers, as directed by the ‘in contact’ Player in his After
Action Report (AAR) to the FTW Administration.
5.
Adjust Army OOBs to
accurately reflect the disposition of Officers and men who were ‘rescued’ by
Players who are currently ‘out of contact’.
6.
Adjust Army OOBs to
accurately reflect the distribution of assets captured during the previous
Battle Phase.
7.
Initiate the movement
of captured assets, as directed by the ‘in contact’ Player in his After Action
Report (AAR) to the FTW Administration.
8.
Adjust Army OOBs to
accurately reflect the assignment of units to man batteries captured during the
previous Game Battle, as directed by the Player in his After Action Report
(AAR) to the FTW Administration.
9.
Determine when and if
dispatches sent by Players as attachments in their
10.
Determine whether any
Armies are currently ‘out of contact’ as a result of the previous Battle Phase,
and limit their access to forums and websites.
11.
Determine whether any
Army has restored its lines of communication, as a result of the previous
Battle Phase and restore their access to forums and websites.
12.
Adjust the Quality Ratings
of all Armies and Officers to accurately reflect the results of the previous
Battle Phase.
13.
Calculate the effects
of the previous Battle Phase on recruitment, equipment and supplies, to be
distributed during the upcoming Movement Phase.
14.
Establish the
‘current’ location of all units on the Master Game Map (MGM).
A detailed explanation of these
duties is provided in the following sections:
The
Battle Phase will commence as soon as the GM receives After Action Reports
(AAR) from each of the Players involved in Game Battles during the previous
Campaign Battle Phase. These
1.
A complete recap of
the losses which the Player suffered during the Game Battle. The recap should list any losses of Officers;
the loss of any Troops and Artillery (by individual regiment and battery), as
well as any supply losses. The FTW
Administration will review these figures and compare them to the OOB Master
List. Any discrepancies will be resolved
by the GM, whose judgments are considered final. If changes to the Player’s OOB are made by
the GM, the Player will be notified.
2.
Instructions for the
disposition of any prisoners captured during the Game Battle. And the
assignment of units to guard prisoners by ‘out of contact’ Players.
3.
Instructions for the
disposition of any soldiers rescued during the previous Game Battle
4.
Instructions for the
assignment of 25 man crews to operate batteries captured during the previous
Game Battle.
5.
Instructions for the
distribution of any resources (weapons, horses and supply wagons) which were
captured during the previous Game Battle.
6.
If he so chooses, the
Player may also include dispatches to his fellow Players, which will be
delivered at the start of the Campaign Movement Phase, if deemed appropriate by
the GM, in accordance with the rules governing FTW Campaign Movement Phase
communications. Like Battle Phase
communications, all dispatches sent with the
Upon
receipt of each Player’s
Once
the After Battle OOBs have been reviewed and adjusted, if necessary, the FTW
Administrators will review the Player’s
Players who are considered ‘in
contact’, will devote a section of their
The prisoners will be considered
‘arrived’ at that location at the start of the Campaign Movement Phase, unless
they are deemed by the GM to still be ‘in transit’, in accordance with the
rules governing movement during the Campaign Movement Phase.
Once ‘arrived’ at the city
designated by the capturing General, the prisoners will fall under the control
of the War Department. The President, or
his designated War Department representative, may order the prisoners held,
exchanged or moved to another location during the Campaign Movement Phase. Directions for the disposition of POWs will
be included as part of the President’s post Campaign Movement Phase GM
Report.
Careful management of the POW
system is important, as prisoners are considered a ‘spoil’ of the city where they
are held captive. If the city falls into hands of the enemy, then any prisoners
held there will be considered ‘rescued’ and returned to active service, unless
they are ‘recaptured’.
If prisoners are captured by a
General who is currently ‘out of contact’, then the prisoners will remain in
the custody of the capturing General until such time as he reopens his lines of
communication.
While holding prisoners, the ‘out
of contact’ Player will be required to provide for the assignment of guards in
his
If the Army of the capturing Player
is itself surrendered before re-establishing communication, then the prisoners in
his custody shall be considered ‘rescued’ and restored to active duty.
Once
the disposition of Prisoners has been determined and the Player’s OOB has been
reviewed and adjusted, if necessary, the FTW Administrators will review the
Player’s
Like prisoners, an ‘in contact’
Player will devote a section of their
The rescued Officers and soldiers
will be considered ‘arrived’ at that location at the start of the Campaign
Movement Phase, unless they are deemed by the GM to still be ‘in transit’, in
accordance with the rules governing movement during the Campaign Movement
Phase.
Once ‘arrived’ at the city
designated by the rescuing General, the prisoners will fall under the control
of the War Department. The President, or
his designated War Department representative, will make whatever dispositions
they deem necessary to rearm, reassign and restore the rescued Officers and
soldiers to active duty. Directions for the disposition of POWs will be
included as part of the President’s post Campaign Movement Phase GM Report.
Any Officers and soldiers
‘rescued’ by a Player who is deemed ‘out of contact’ will remain under the
‘protection’ of the Player and are carried on his OOB as ‘unarmed combatants’
until such time as he reopens his lines of communication. ‘Rescued’ troops may not participate in any
subsequent battles, and are kept ‘off the board’ until they have been safely
turned over to the War Department for debriefing, rearming and reassignment.
If the Army of the ‘rescuing’ Player is itself surrendered
before the lines of communication are reopened, then the ‘rescued’ Officers and
soldiers will revert to their previous ‘prisoner’ status.
Once
the disposition of Prisoners and Rescued Soldiers has been determined and the
Player’s OOB has been reviewed and adjusted, if necessary, the FTW
Administrators will review the Player’s AAR instructions for the assignment of
25 man crews to operate artillery pieces captured as a result of Melee during
the previous Game Battle, and adjust the Army’s OOB accordingly.
Once the assignment of artillery
crews has been accomplished, and the Player’s OOB adjusted accordingly, the FTW
Administrators will review the Player’s
Players who are considered ‘in
contact’, will devote a section of their
At the Player’s direction, any or
all of these resources may be distributed among the units under his command, or
they may be moved to the city of his choosing to await further disposition by
the War Department during the Campaign Movement Phase.
If the resources are distributed
among the units under the Player’s command, his OOB will be adjusted
accordingly.
If the resources are transferred
to a city selected by the Player, then they will be considered ‘arrived’ at
that location at the start of the Campaign Movement Phase, unless they are
deemed by the GM to still be ‘in transit’, in accordance with the rules
governing movement during the Campaign Movement Phase.
Once ‘arrived’ at the city selected
by the Player, the captured resources will fall under the control of the War
Department. The President, or his
designated War Department representative, may order the resources held at that
location, distributed to an Army at that location, or moved to another location
during the Campaign Movement Phase.
Directions for the disposition of captured enemy resources will be
included as part of the President’s post Campaign Movement Phase GM
Report.
Careful management of the resource
system is important, as unassigned resources will be considered a ‘spoil’ of
the city where they are held. If the city falls into hands of the enemy, then
any resources held there will be considered captured and turned over to the
capturing Player.
Players who are considered ‘out
of contact’, will devote a section of their
At the Player’s direction, all capture resources will be
distributed among the units under his command and his OOB will be adjusted
accordingly.
At
the end of the Battle Phase the FTW Administration will review the current
placement of Players on the Master Game Map and prepare a separate map for each
side showing the current locations of their ‘in contact’ Armies and resources.
These
updated, side-specific, versions of the Master Game Map will be placed in each
side’s closed Website at the start of the Movement Phase.
At
the end of the Battle Phase the FTW Administration will review the current
placement of Players on the Master Game Map in order to determine which Players
are currently ‘in contact’ and ‘out of contact’. This determination is made based on the
following rules:
Note: It is possible that two or
more players could find themselves ‘in contact’ with each other, but ‘out of
contact’ with their governments.
Once
this determination has been made, the FTW Administration will temporarily
impose the following access and communication restrictions:
Players who are deemed to be ‘out
of contact’ will lose access to their closed FTW Forum until they reestablish
their lines of communication.
Players deemed ‘out of contact’
during the Movement Phase will be required to send Player to Player messages
through the FTW Communications Manager, with copies to the FTW
Administration.
Odds of Receipt for ‘Out of
Contact’ Players:
All Movement Phase messages sent by
Players to Players ‘across enemy lines’ will be forwarded using the same Odds of Receipt
used to calculate the odds of sending messages across enemy lines during a Game
Battle.
All messages sent by Players to the
FTW Administrators will be received and responded to without fail.
Players who are deemed to be ‘in
contact’ but not in the same location as the President will temporarily lose
access to the FTW Forum.
Players deemed ‘in contact’
during the Movement Phase will be required to send Player to Player messages
through the FTW Communications Manager, with copies to the FTW Administration.
Odds of Receipt for ‘In
Contact’ Players:
Messages sent between Players deemed
‘In Contact’ during the Campaign Movement Phase may be:
1.
Received
2.
Overheard by the enemy.
3.
Intercepted by the enemy
The GM will determine when or if a
message is received based on the following odds:
1.
Messages sent within
the same city: 95% R, 5% O
2.
Messages sent within 5
cities: 85% R, 10% O, 5% I
3.
Messages sent 5+ cities:
80% R, 15% O, 5% I
Players will not be informed if
their messages have been overheard by the enemy.
Players will not know if their
messages have been intercepted or received unless they request a confirmation
message from the receiving Players. Confirmation messages are susceptible to
the same odds of receipt as the original message.
All player messages sent to the FTW Administrators will be
delivered and responded to without fail.
Each President will retain access
to their closed FTW Forum throughout the Campaign. The closed Forum will be designated as the
President’s official headquarters and will be located wherever the President is
currently residing. Players who are
deemed to be ‘in contact’ and in the same location as the President will also retain
their open access to the FTW Forum and Website and are free to converse ‘in
real time’, with the President for the duration of the Campaign Movement Phase.
All messages sent from Headquarter to Players not ‘with
the President’ must be sent through the FTW Administration. The applicable ‘odds of receipt’ will be
applied to all messages sent from Headquarters to Players not currently ‘with
the President’.
Once all other OOB adjustments have been made, the FTW
Administration will calculate the quality changes for Officers and soldiers
resulting from the previous Battle Phase, based on the following conversion
rules:
The quality of
infantry brigades are listed from poorest to highest quality based on the
following scale:
1.
0 – F
2.
1 – E
3.
2 – D
4.
3 – C
5.
4 – B
6.
5 – A
The quality of an Infantry
Brigade, which participated in the previous Game Battle, will be increased by
one level if they sustained casualties of 5% or more.
An Infantry Brigade, which participated in the previous
Game Battle, but sustained casualties of less than 5%, will have a 50% chance
of increasing their quality, as determined by the FTW Administration.
The quality of
Cavalry Brigades are listed from poorest to highest quality based on the
following scale:
1.
1 – E
2.
2 – D
3.
3 – C
4.
4 – B
5.
5 – A
The quality of a Cavalry Brigade,
which participated in the previous Game Battle, will be increased by one level
if they sustained casualties of 5% or more.
A Cavalry Brigade, which
participated in the previous Game Battle, but sustained casualties of less than
5%, will have a 50% chance of increasing their quality, as determined by the
FTW Administration.
A Cavalry Brigade with a quality rating of C or above,
whose units participated in the previous Game Battle, will be given a 33.3%
chance of increasing one level their units suffered casualties of 5% or more,
as determined by the FTW Administration.
The quality of
Artillery Batteries are listed from poorest to highest quality based on the
following scale:
1.
1 – E
2.
2 – D
3.
3 – C
4.
4 – B
5.
5 – A
The quality of an Artillery
Battery, which lost one or more guns during the previous Game Battle, will be
increased by one level.
An Artillery Battery, which
participated in the previous Game Battle, will have a 50% chance of increasing
their quality, as determined by the FTW Administration.
An Artillery Battery with a quality rating of C or above,
whose units participated in the previous Game Battle, will be given a 33.3%
chance of increasing one level, as determined by the FTW Administration.
Brigade Commanders may increase
their quality in two areas, depending on the performance of their brigades
during the previous Game Battle. One
area is Command, the other area is Leadership.
Both qualities are listed from poorest to highest quality based on the
following scale:
1.
0 – F
2.
1 – E
3.
2 – D
4.
3 – C
5.
4 – B
6.
5 – A
A Brigade Commander, whose units
participated in the previous Game Battle, will increase one level in Command
and/or Leadership quality if 50% of their units suffered casualties of 5% or
more, as determined by the FTW Administration.
A Brigade Commander, whose units
participated in the previous Game Battle, will be given a 50% chance of
increasing one level in Command and/or Leadership quality if 50% of their units
suffered less than 5% casualties, as determined by the FTW Administration.
A Brigade Commander with a quality rating of C or above,
whose units participated in the previous Game Battle, will be given a 33.3%
chance of increasing one level in Command and/or Leadership quality if 50% of
their units suffered casualties of 5% or more, as determined by the FTW
Administration.
Division Commanders may increase
their quality in two areas, depending on the performance of their Brigade
Commanders during the previous Game Battle.
One area is Command, the other area is Leadership. The base quality of a Division Commander is 1
level higher than their lowest quality subordinate officer. This base level will not change if the
Division Commander is transferred to the command of a Division with better
quality brigades. Any increase of his
initial base quality must come as a result of his performance on the
battlefield.
A Division Commander will
increase by one level in Command and/or Leadership quality if 50% of his Brigade
Commanders participated in the previous Game Battle, and 50% of their brigades suffered
casualties of 5% or more, as determined by the FTW Administration.
A Division Commander will receive
a 50% chance of increasing his Command and/or Leadership quality if 50% of his
Brigade Commanders participated in the previous Game Battle, and 50% of their
brigades suffered less than 5% casualties, as determined by the FTW
Administration.
A Division Commander with a quality rating of C or above will
be given a 33.3% chance of increasing one level in Command and/or Leadership
quality if 50% of his Brigade Commanders participated in the previous Game
Battle, and 50% of their brigades suffered casualties of 5% or more, as
determined by the FTW Administration.
The Corps Commanders will be rated by their SE rating…???
When openings in the ranks occur, the highest ranking
subordinate officer will be promoted to fill that position, with a loss of two
quality points in his Command and Leadership.
Once
all the Officer and unit quality adjustments have been calculated, approved,
and incorporated into the Player and Master OOB Lists, then the FTW
Administration then determine what effects the previous Campaign Movement Phase
(from orders issued by the President in his post-Movement Phase GM Report) and
the previous Battle Phase have had on the industrial output (Men, Equipment and
Supplies) of each country, and prepare a State of the Government Report, to be
issued to each country’s President at the start of the Campaign Movement Phase.
The State of the Government
Report will include the following information:
1.
A Treasury Report
providing the total income generated since the previous Campaign Movement
Phase, to be disbursed as needed to provide for various war related expenses by
the President or his designated Representative.
2.
A Recruitment Report
listing the total number of soldiers recruited by city and state since the
previous Campaign Movement Phase.
3.
A Weapons Output
Report listing each weapons factory by location, and the total amount of
equipment (by type) generated since the previous Campaign Movement Phase.
4.
A Munitions Output
Report listing each munitions factory by location, and the total number of
Supply Wagons generated since the previous Campaign Movement Phase.
5.
An Infrastructure
Report listing all ongoing war related projects, like fortifications,
shipbuilding, etc. etc. and their expected completion dates.
Once all the previous elements
have been completed, the FTW Administration will inform the Players that the
Campaign Pre-Movement Phase has ended and the Campaign Movement Phase has
begun.
The
Campaign Movement Phase is provided to allow Players the opportunity to perform
the following duties:
1.
Exchange and receive
Player to Player messages in accordance with the rules governing communications
during the Campaign Movement Phase.
2.
Disburse Treasury
Funds to provide for the purchase of essential war-related necessities such as
weapons, munitions and uniforms; and to provide funding for building a wartime
industrial infrastructure like ships, factories, fortifications etc.
3.
Outfit and equip new
recruits.
4.
Assign new recruits
to Army Commanders.
5.
Manage the affairs of
the War Department with respect to the reparation of rescued Officers and
soldiers.
6.
Manage the affairs of
the War Department with respect to the custody of P.O.W.s.
7.
Develop new plans and
strategies for achieving a quick and successful end of the War.
8.
Prepare GM Reports to
direct the movement of men and material, in accordance with the rules governing
Movement Phase communications.
9.
Issue General Orders
to subordinate Players in accordance with the rules governing Movement Phase
communications.
A detailed explanation of these
duties is provided in the following sections:
At the
start of the Movement Phase, the FTW Administration will: