Kriegsspiel News Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Latest topics
» Borodino Map
by rschilla Yesterday at 10:23 pm

» Kriegsspiel: A Bridge Too Far (AAR)
by Martin Sat Nov 16, 2024 6:31 pm

» targeting artillery targets
by Saucier Tue Oct 29, 2024 12:15 am

» Grog can't make it
by Grog Fri Sep 13, 2024 5:59 pm

» Toggle vegetation = true not working
by popeadrian Fri Aug 30, 2024 11:43 pm

» 1862 Kriegsspiel manual by Von Tschiscwitz
by modron Thu Aug 29, 2024 8:23 pm

» SOW Scenario Generator
by popeadrian Sun Aug 25, 2024 5:39 pm

» Guide to map making?
by popeadrian Wed Aug 14, 2024 1:44 am

» SOWWL Artillery batteries
by Uncle Billy Thu Jul 11, 2024 3:15 pm

» Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
by Uncle Billy Tue Jul 09, 2024 10:35 pm

» The New SOWWL Is Now Available On Steam
by Grog Mon Jul 08, 2024 8:14 pm

» Boxed KS set Wallington NT near Morpeth
by Martin Sat Jun 08, 2024 3:50 pm

Statistics
We have 1602 registered users
The newest registered user is cyrilus

Our users have posted a total of 30540 messages in 2306 subjects
Log in

I forgot my password


"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

4 posters

Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  WJPalmer Tue Mar 12, 2013 1:22 pm

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Hg_gam17

Players new to HITS MEETS GCM should carefully read “HITS/GCM Game Basics” http://forum.kriegsspiel.org.uk/t585-hits-gcm-game-basics#5107

“Rearguard at Wildcat Mountain” HITS/GCM Game 10
Game Day & Time: Saturday, March 16; 19:00 GMT
Note the time change for those outside the U.S. (Daylight Saving Time has arrived)
Sign-Up: http://doodle.com/2bq3q7rcv2vmat8w
New Players: Always Welcome!
Location: GCM TeamSpeak site (HITS sub-channel) see http://www.sowmp.com/gcm/home/teamspeak

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Hg10_a12
Download a Battlefield Map: https://www.dropbox.com/s/bscd1uszg0jc0n7/HG10%20Antique%20Map.pdf

Overview
Defeated twice in Kentucky at Richmond and Harrodsburg, Kirby Smith’s demoralized Confederate remnants retreat east in disarray. A torrential downpour soon turns the roads to quagmires slowing passage for the supply wagons, ambulances laden with wounded, and guns. The Yankees, after a 2-day pause to reorganize and deal with their equally severe losses, are now in hot pursuit led by a force of fast-marching light infantry. The Union force under the boisterous General “Bull” Nelson intends to get between the Rebels and their Cumberland Gap stronghold. Unencumbered by supply trains and artillery, this Yankee force finally catches up with the Rebels in southeastern Kentucky – giving Kirby Smith no choice but to fight a rearguard action to allow his slower-moving formations to escape. Adding to Smith’s predicament is his awareness that Richmond has ordered additional troops under newly-minted division commander Jubal Early, detached from the Army of Northern Virginia and sent west to bolster the South’s sinking fortunes. Somehow Kirby Smith must find a way to both stem the Yankee tide and silence growing criticism in Richmond – all before “Old Jube” arrives to steal the show.

Smith chooses to position a screen on the Rockcastle River below Wildcat Mountain. Stripping off his best remaining infantry and a few batteries of guns as a delaying force, the rest of the army continues its slow eastward slog along the bottomless, rain-soaked roads. The Yankee advance elements have a modest numbers advantage, but the Rebels have chosen the ground. Small commands are involved in this battle. Each player will have direct control of a single brigade (though division and corps leadership spots will still be occupied).

In the HITS/GCM game series the goal is to simulate the challenges of Civil War division command (or brigade command) by combining traditional HITS play with the enhancements and unique maps of Garnier’s Campaign Mod system. Adding to the command challenge are real-world limitations that place significant responsibility for executing players’ orders in the hands of the AI’s computer-controlled subordinates – who bring varying degrees of ability! (see “Restrictions on TC’ing brigades and regiments” below). To further enhance the player experience, participants are asked to be aware of their own position in the game’s OOB, and act accordingly when responding to “orders,” requests and other communication from the Army CinC, corps commanders, and teammates. The in-game chain of command is set up to add realism, direction, and cohesion. Don’t be afraid to have fun role-playing with it!

What’s new in this Game?
For the first time in HG Confederate and Union forces will not be mirrors of each other.
The changes in place for this game include:
-The Union will enjoy a 10% advantage in infantry, but with few or no guns;
- Confederates bring a few batteries and established defensive positions;
-All players are limited to brigade-size infantry commands (Veteran players will occupy division & corps positions as usual to maintain command cohesion);
Special Movement during Councils of War (10:00 - 10:10). Rebels may move toward the objective during the Council period. Yankees beginning in the vicinity of the objective MUST move away in the direction of their main force.
Movement after Councils of War (10:10 – 10:20). Confederates may freely move for an additional 10 minutes (or less, at their option). Federals may also move during this time with the restriction that all Federal regiments must end this period no closer than half-way between the objective and a map-edge. Both sides may freely scout during this period within the guidelines of HG and KS rules i.e., scouting player-leaders may not knowingly move within 200 yards of enemy infantry and non-player leaders (e.g., objective holders, subordinate officers) must remain within 100 yards of friendly infantry. Communication during this period is by courier.


*We will once again use GCM’s “Fog of War” mod that removes score and enemy casualty information from game displays until the “End Battle” screen. Players must start the game using the “Start Scourge of War with Fog of War” button in the GCM Launcher.

*In past games players have had a number of command choices. In this contest all players will command infantry brigades (exercised by some through division and corps leaders).

*In future games we expect to explore options to build in additional asymmetries in infantry numbers, guns, OOB structure, victory conditions, etc. to add variety and interest. To that end, please feel free to post your ideas on specific scenarios for the HG format.

Game Day Reminders
*All players must register on GCM ahead of time http://www.sowmp.com/gcm and run the GCM launcher the day of the game. Plan on joining GCM Teamspeak 15 minutes before game time.

*Regular HITS Players must be sure that the mods below are disabled before the game begins:
-CouriersAndMaps1-5
-SmallCouriersAndMaps

*Players may use most other mods and are encouraged to activate
-GCM Toolbar (or other favorite enhanced toolbar. Only 1 toolbar should be activated)
-Marching-Thru-Georgia’s “Just Couriers” mod for enhanced written courier order capabilities (see link under “Resources” below)

*To encourage those new to the HITS experience and accommodate any who wish to play only a brigade, players are asked to express command preferences in advance at http://doodle.com/2bq3q7rcv2vmat8w

*Restrictions on TC’ing brigades and regiments:
The HITS/GCM games impose limitations on players’ ability to take control (TC) their units that differs from standard HITS and GCM play
a) Players may give the full-range of written courier, command map, point & click, and button-rock commands to brigades, through AI-controlled brigade leaders, at any time. It is then up to computer-controlled subordinates to carry out those orders. Courier(s) will deliver all player-orders issued by any method;
b) Civil War division and corps commanders did occasionally step in to personally direct individual brigades and regiments. In this game, players may take direct control of (i.e., “TC”) and issue direct orders to any infantry brigade (through its leader) or individual regiment(s) within 50 yards. Once a player moves beyond 50 yards away, all TC’d brigade commanders and regiments must be returned to computer control. A unit that is TC’d may receive orders by any method. In other words, to take personal, direct control of a brigade or regiment, a player must be there, and remain close by. Unlike earlier games, it is possible for a player to have multiple leaders and regiments TC’d at the same time so long as he remains within 50 yards of each;
c) The only way a player may give direct orders to an individual regiment is when he is within 50 yards per “b” above. Beyond 50 yards, players may never send orders to a computer-controlled regiment. This direction must come through orders (typically written) given to a regiment’s brigade commander;
d) Batteries, individual guns, objective holders and supply wagons may be freely TC’d and moved by any method at any time;
e) Players at brigade-command level are subject to the same TC’ing limitations as divisions i.e., a brigade commander may only TC regiments within 50 yards and must return regiments to AI control once beyond 50 yards.

Resources:
-GCM Website: http://www.sowmp.com/gcm
-More on Kriegspiel HITS: http://forum.kriegsspiel.org.uk/f32-scourge-of-war
-More on HITS play in SoW: http://www.norbsoftdev.net/forum/hits-headquarters-in-the-saddle
-GCM TeamSpeak Channel (GCM Site): http://www.sowmp.com/gcm/home/teamspeak
-Blaugrana’s Tips on Setting Up TeamSpeak Whisper Channels: http://forum.kriegsspiel.org.uk/t270-teamspeak-whisper-keys
-More on sending couriers: See page 62 of the SoW Game Manual
-Marching Thru Georgia’s “Just Couriers” mod download (an enhanced set of written orders for courier delivery): https://www.dropbox.com/s/lhsoim0115jk89q/JustCouriers.zip
-More on the 1862 campaign to control the Cumberland Gap “The American Gibraltar” http://en.wikipedia.org/wiki/Battle_of_the_Cumberland_Gap_(June_1862)
-Listen to 2nd South Carolina String Band sing “Cumberland Gap”: https://www.youtube.com/watch?v=ZgntNdjwzUE

Will the Yankees destroy the remnants of the proud Cumberland Gap Rebels? Or will Kirby Smith’s force survive to find its way back to safety? Take a command in HG10 and find out!
WJPalmer
WJPalmer

Posts : 526
Join date : 2012-08-10
Location : Colorado

http://rwberg53.wix.com/adventure-images

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  mitra Thu Mar 14, 2013 6:02 pm

Palmer, just to be sure: the time for those outside US is still 19:00 or 20:00 GMT? Here the daylight time is at the end of month.

mitra

Posts : 337
Join date : 2012-10-10

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  WJPalmer Thu Mar 14, 2013 6:21 pm

Mitra,
Saturday's game will be at 19:00 GMT (rather than 20:00 GMT when we've played before). I know that in the UK British Summer Time doesn't kick in until the end of March, so the game for them will be an hour earlier than they're used to. Sounds like you might be in that same situation?
WJPalmer
WJPalmer

Posts : 526
Join date : 2012-08-10
Location : Colorado

http://rwberg53.wix.com/adventure-images

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  mitra Thu Mar 14, 2013 6:49 pm

Yes, but luckily i'm GMT+1 so I can attend (perhaps with only 10-15 of delay), Suchet also I think he can attend

mitra

Posts : 337
Join date : 2012-10-10

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  Grog Fri Mar 15, 2013 5:17 am

Ron

I really like your poster and map, here. Has a real nostalgic feel to them and they do look familiar.

I presume you took the design from some bygone magazine, book or game? I would hazard a guess at the 1970's ??

I recently got given ( as a wedding present!) some ACW tea cards by my uncle, who collected them when he was a boy. They are great. They have art work depicting key events during ACW battles with a brief written description on the back. You could also get 'Confederate money', which were a prized currency to some British schoolboys. I don't know how much a Beetles single would cost though!

It was before my time but I wonder if any of the Brit 'old timers' here remembered them or even if they made it across the pond??

You can get hold of them on ebay. I am tempted to get some Confederate money, which I'm sure we will need soon in the Campaign once we liberate Pennsylvania Razz

If anyone is interested, I will scan a few and post.

Mike
Grog
Grog

Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  Hays Fri Mar 15, 2013 12:25 pm

Mike,

I don't now about Tea Cards, but I did collect American Civil War bubblegum cards.

See my post on NSD.

http://www.norbsoftdev.net/forum/off-topic/56663-how-the-memorys-came-flooding-back

They sound like they where a similar thing.

Ron, You should checkout Card No.9 "Savages Attack"

Niall
Hays
Hays

Posts : 73
Join date : 2012-02-20

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  WJPalmer Fri Mar 15, 2013 12:46 pm

Hays wrote:You should checkout Card No.9 "Savages Attack"
Self-portrait!

Mike, like you I've always been interested in CW money. The American Numismatic Association with its museum is located here in town and maintains a great display of money from both sides. Union "greenbacks" from the era are nearly as fascinating as Confederate bills considering Salmon Chase's war-time innovation of the U.S. national banking system and the first national currency. Cool stuff!

-Ron
WJPalmer
WJPalmer

Posts : 526
Join date : 2012-08-10
Location : Colorado

http://rwberg53.wix.com/adventure-images

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  Grog Fri Mar 15, 2013 3:47 pm

Niall

Appologies, Yes, they are the bubblegum cards that you remember and thanks for the link.

I have 30 of them, all in good condition but, as much as I like them and am appreciative of them as a gift, I think I will try to convince my uncle to accept them back because they have to hold far more nostalgic value to him than curiosity viewing for me.

I'll make sure he leaves them to me in his will though Wink Very Happy

Grog
Grog

Posts : 847
Join date : 2012-08-31
Age : 55
Location : Nottingham, England

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  mitra Sun Mar 17, 2013 10:25 am

Match replay


mitra

Posts : 337
Join date : 2012-10-10

Back to top Go down

"Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up Empty Re: "Rearguard at Wildcat Mountain" HITS/GCM Game 10 Sign Up

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum