From: charbonn@silver.ucs.indiana.edu (gary charbonneau)
Subject: VG's Civil War: Rules modifications
Organization: Indiana University
Date: Thu, 17 Dec 1992 14:27:41 GMT

Briefly, and with a few minor points left out:

1. The number of SP's that can be moved/commanded by an infantry
leader is one greater than the leader's number of stars.  In other
words, 1, 2, 3, and 4-star leaders can move/command 2, 3, 4, and 5
SP's, respectively.

2. In order to use all of the strength points in an army, the army
must contain enough leaders (within the limits set in (1) above) to
command them all.  Excess strength points are ignored for combat
purposes, although they may still move with the army.  Example: The
Army of the Potomac contains 25 strength points.  It is accompanied
by two 3-star leaders (one of whom is the army commander), a 2-star
leader, and a 1-star cav leader.  Only 12 of the 25 strength points
are counted when determining combat odds.

3. Any force (within the leader/SP limits defined in (1) above may
always retreat before combat.  The would-be attacking force temporarily
interrupts its movement while the retreat is resolved.  Example.  The
Army of Mississippi under Van Dorn is two hexes away from a Union force
of four strength points under Banks.  Van Dorn activates, moves one
hex (adjacent to Banks), and then attempts to initiate an attack by
entering Banks' hex.  Banks decides not to stick around for the battle,
thank you, and announces that he is retreating.  The retreat is resolved
as follows: Banks rolls a die.  If the result is greater than his
initiative, he retreats without penalty.  If it is less than or equal
to his initiative, he still retreats, but is demoralized.  Van Dorn
has two movement points left.  He expends one by following Banks (I
should have said that a retreat is one hex) and attempts to initiate
another attack.  Banks retreats again.  Assume that he had demoralized
as a result of the first retreat.  This time, when he rolls the die,
he must subtract one for being demoralized.  Let's say he rolls a "4".
This is modified to "3" for being demoralized, which is not greater than
his initiative.  Failed again.  Since he was already demoralized, the
penalty is that he loses a strength point.  Van Dorn has one movement
point left, and again follows Banks.  Banks once again retreats, once
again rolls a lousy result, and once again loses a strength point.
Net result: No battle, but Banks has fallen back three hexes and has
lost two SP's.

4. The winner of a land battle receives victory points based on the size
of the defeated force: 1 VP if the loser was a "small" force, 2 VP's
if it was a "medium" force, and 3 VP's if it was a "large" force.
That's the reason why Banks didn't hang around to fight Van Dorn in
the above example.

5. It costs only one discretionary CP to bring on a Confederate naval
SP instead of two.

6. If playing the Far West option, any eliminated Indians or Texas
Rangers are permanently removed from play.

7. If, at the end of a turn, a force is found to be out of supply, it
is demoralized.  If already demoralized, it loses a strength point.

8. Depots may not be built in hexes adjacent to enemy armies unless
"regular" supply lines can be traced to them.

9. The first time one of the three border states is converted, the
converting side gets one SP in each city in the state.  These additional
SP's are optional; the owning player may choose to take all, some, or
none of them, but if he decides not to take them immediately, he may
not bring them in later.

- Gary Charbonneau
  charbonn@silver.indiana.edu
  
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