Order of Battle

OOB, also called OB or OoB and shorthand for Order of Battle, is the manner in which your military is organized. It is the organisational table that shows which unit are part of which groups and how those groups are bundled in turn under ever higher commands. GT:TCW uses a more stringent and restrictive OOB system than a player might be used too, with order delay and feuding/insubordinate commanders increasing the complexity of commanding large forces and executing complicated battle plans.

A well organized OOB is often the key to a well oiled warmachine, where groups have specific functions, purposes, and task, but where they are still able to lend support to other groups or react to adversity. You should not treat the OOB as static once you have done your initial military (re)organisation and recruitment. As campaigns progress and casualties, both from battles and attrition, mount, it may become necessary to place diminished formations in reserve commands while bringing fresh formations to the front. Alternatively, you might find yourself pressed on fronts where you lack forces, necessitating the transfer of units from one theater to another.

Over the course of the war, your armies will grow in size and complexity, and to help manage this the corps structure will be introduced. For gameplay reasons mainly related to ease of reorganisation, all "armies" created before researching the Military II policy will actually be disguised corps level commands, rather than the higher placed army commands. This has otherwise no appreciable impact on gameplay.

## OOB Hierarchy

### Campaign OOB Hierarchy

The campaign OOB is more limited in detail than historical OOBs, with most of the smaller forces like regiments not making an appearance

#### Detachments & Skirmishers/Scouts

A mix of different sized forces, detachments are drawn from brigade level units for specific purposes. They vary in size from 200 men strong skirmisher detachments to 60 men artillery detachments. Detachments only exist during battles on the tactical map, once a battle is finished they are automatically folded back into their parent unit.

#### Brigades/Battalions

This level forms the basic building block for all OOB related matters. The higher levels of command cannot exist if they don't have one of these somewhere in the subordinate chain. Generally called units or combat units, these are the military formations that will do the actual fighting part of the battle, while the higher levels direct part of or the whole effort.
*For a more detailed explanation, see the OOB/Combat Unit page.*

#### Divisions

*For a more detailed explanation, see the OOB/Division page.*

#### Corps

*For a more detailed explanation, see the OOB/Corps page.*

#### Armies

*For a more detailed explanation, see the OOB/Army page.*

### General OOB Hierarchy

The OOBs found in historical battles can at times have more or different hierarchy levels than can be found in the campaign. This is especially true for some of the smaller scale battles.

#### Detachments & Skirmishers/Scouts

Used for example to capture enemy artillery. A unit can only detach one detachment/skirmishers at a time. When detaching skirmishers in battle, one of the regiments is detached and fights in loose formation, covering the movement of the main body and harassing enemy units with accurate fire. Scouts are a small party of cavalry men, who will move ahead of the main body.

#### Company/Battery

Companies (infantry/cavalry) have 100 men under a captain, and artillery batteries usually 4-6 guns.

#### Battalion

In case of artillery, it usually consists of 2-5 artillery batteries (10-20 guns), commanded by a major.

#### Regiment

Usually 1000 men strong, commanded by a colonel, and consists of 10 companies.

#### Brigade

Usually consists of 4-5 regiments. In the game the smallest infantry/cavalry unit. Only pure brigades (consisting of 1 unit type) are used in the game.

#### Division

Can consist of multiple brigades and lower level units. Usually commanded by a major general or brigadier general.

#### Corps

Can be infantry, mixed, cavalry or artillery reserve. The smallest unit you can move on the campaign map. Union corps are commanded usually by major generals, and CSA corps by lieutenant generals. Only possible after Military 2 is passed.

#### Army

Can consist of multiple corps, divisions and single units (brigades and smaller). Usually commanded by major generals in the Union army, and full generals in the CSA army.

## Other

### Order of Battle

> **Order of Battle** refers to listings that count and categorize military forces in terms of unit type (e.g., armor, infantry, brigade, division) and quality and quantity of armament. Sometimes order of battle *intelligence analysis* offers estimates of military units' combat effectiveness by extrapolating from recent events. Units engaged heavily in combat might be rated less effective—because of recent personnel and equipment losses—than experienced full‐strength units.
> Order of battle information is crucial to battlefield success: a commander who is unaware of the number, type, and quality of opposing units risks disaster. Attacks are more likely to succeed if they are directed against inexperienced units or units weakened by combat. Movement of experienced units to a given sector can indicate that an attack is imminent.
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### Grand Tactician OOB

> *One of the most important things the player will be doing, is army management: from recruiting troops to appointing commanders to lead them, and to organizing the troops into units and effective armies. **Grand Tactician: The Civil War (1861-1865)** also allows a number of ways for the player to customize the units he commands.*
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> **Volunteers Needed!**
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> *War! War! War!* The beginning of the Civil War saw both sides mustering volunteers to fight for their cause. When the war was said to last ninety days tops, there was no lack of men willing to join the ranks. The initial recruitment system was not designed for a long war. As the war dragged on and number of casualties kept rising, the fervor died with the brave volunteer soldiers. Soon both sides would struggle to fill their ranks.
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> During the campaign of **Grand Tactician: The Civil War (1861-1865)**, player will need to manage the armies carefully to keep on fighting. Here, support and morale play a key role. Each state is tracked for support for both sides of the war, and the morale of the population. With high morale, or war fervor, you will find volunteers to fight for the side they support, especially if the contract time is short. Some states will end up supplying troops for both sides. But as the war drags on and list of casualties within the state grows longer, the willingness to join up will diminish. While volunteers could be difficult to lead at times, especially when the end of the contract period is near, drafting could cause opposition among the public and increased rate in desertion.
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> This means, population is the key. And there are ways to influence the population, from policies to economy and to immigration, to having armies foraging up all the food in the countryside or even raiding and burning the crops to deny support for the other side. With mismanagement of the population, you could end up with no-one left willing to join the ranks, and many of the service men reported being away without leave.
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> **Getting Organized.**
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> In addition to recruiting new units, infantry, cavalry and artillery, player has the tools to manage the organization of the armies. Single brigades can be formed into divisions and corps, and placed under armies, or garrisoned in fortifications. This is done in the army management view (as seen in the image above), by dragging and dropping units inside the order of battle. While changes within an army will happen fast, transferring unit to another theater will take time.
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> Whenever a new unit is created, player has the ability to appoint the commander he wishes. Managing the commanders is important, and here too player has some options. There are three types of commanders available: professional soldiers (mostly Westpointers), volunteers and high ranking political figures, and each type has its own characteristics. The professionals are trained for warfare, and come with a special experience in one of the four main “branches” in the U.S. military of the time: infantry, cavalry, artillery or engineer. Even though most are captains, as the U.S. army is merely 16,000 men prior to the Civil War, they can be trusted with command responsibility wherever needed. The volunteers are from the recruiting state, and usually have no experience of military matters. They too can rise in rank, but require combat experience. A political strongman, assigned in high command within your army, could bring in the support of his state, but could also create personal issues within the leadership, and be hard to get rid of without a political backlash.
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> In commander management, the personalities matter, as will seniority and fame, and political influence. Not always you can put the best man in command of the largest armies. And in case of defeat, even the best commander could lose the trust of his men and the population, and needs to be replaced to avoid a drop in support.
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> **Unit Customization.**
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> When recruiting, player has the first opportunity to customize the new unit (though this is not necessary, if the player does not want to). The color of the uniform can be changed for the unit to stand out, or the main weapon changed. In case of weapons, most important weapon types of the Civil War will be available, but being able to use them requires money, industry, or import. A mix of obsolete weapons like flintlock muskets for infantry or shotguns for troopers will always be available, and the more standardized weapon types will cost a lot less money and time to produce in numbers. So, while equipping all of your army with repeating rifles or breech-loaders could sound tempting, it won’t be possible for your armories to produce the more complex weapon types fast enough in required numbers.
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> When the volunteer (or forced via conscription) greenhorns are formed into brigades and ordered to join an army, they are not much of soldiers. Drilling them will do some good, but only with combat experience, *“seeing the elephant”*, will they become an effective fighting force, especially if well led by a competent officer.
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> When a unit gains experience and stands out from the rest, it’s possible that they get specialized training (a ka *an attribute, a perk*), that makes them more effective in certain way of fighting, or allows them to carry out feats others cannot. The unit could become known for its fearsome charge (*“Texans always move them!”*) or sheer discipline (*“They must be made of iron!”*), or it could have specially trained sharpshooters for effective long range engagements, or engineers to build pontoon bridges. The number of these perks will be limited, making the specialized units really stand out. With enough experience, or a heroic feat in a battle, they will get better in their trait, and even become an elite unit, in which case player can rename the unit (yes, it does make a difference whether a unit is called *“1st Brigade”* or *“Iron Brigade”*, doesn’t it?) and give them a unique flag they will carry proudly in battle. Armies and fleets can also receive custom attributes to make them more effective: a balloon corps would help in intelligence gathering while rigorous forced marches could earn fame as a *“foot cavalry”*. To mention a few…
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> The unit customization options are historical, and hopefully will make you care more about your units and the fate of the men serving in them. They will not make super-soldiers out of your troops, but the public will love great stories about the famous units, and in a desperate fight, the arrival of an elite unit could rally wavering men to stand their ground instead of turning and running.
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> Most Respy,
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> *Gen’l. Ilja Varha*
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> *Chief Designer, &c.*
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1. ↑ https://docs.google.com/document/d/1xnXTol0TP-4oo3LqdMKNiP-5aCYSGokevH4LXF268YY/edit?usp=sharing
2. ↑ [1]
3. ↑ [2]
4. ↑ 4.0 4.1 http://www.grandtactician.com/thecivilwar/blog/articles/managing-your-armies