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For The People 10th Anniversary Variant Rules - C3i - 23

Variant rules for For the People

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Edward Holzman
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100% found this document useful (1 vote)
57 views4 pages

For The People 10th Anniversary Variant Rules - C3i - 23

Variant rules for For the People

Uploaded by

Edward Holzman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ForThePeople The American Civil War, 1861-1865

effects' allow its movement. The USA Riverine battle occurs; see naval battle. Flotilla. The Fleet can exit the Mississippi us-
Flotilla counter is moved across the map by E. Naval Battle: If the USA Riverine Flo- ing the same Riverine Flotilla movement rules
tracing a path through adjacent riverine spaces tilla enters a space with a CSA ironclad or the and once past the Fort Philip-Jackson space
until it reaches its desired destination. The CSA River Flotilla a naval battle is resolved. can move to any coastal fort or port.
USA Riverine Flotilla can never end its move- 1. If the USA Riverine Flotilla enters a Player's Notes: This rule has many opportuni-
ment in the same space with any CSA naval space with a CSA ironclad each player rolls ties for lots of rules questions, so use common sense
counter (e.g., ironclads, CSA River Flotilla, the die. The Union player's die roll has the to resolve unusual situations. The Fleet is sailing
Hunley, Torpedoes) or fort. It is unaffected by Amphibious Assault modifier (hereafter AA into the Mississippi via the delta and can move
the presence of CSA Generals and SPs. mod) added to the die roll. If the Union AA up river. To leave the Mississippi it has to leave
1.If the USA Riverine Flotilla enters a mod is currently zero, the CSA adds three to via the delta. Any other weird situations need to
space with a Confederate non-coastal fort it its die roll otherwise there is no CSA modifier. be assessed from this basic premise.
can conduct a 'running the guns' procedure The high die roll wins the battle and in case
and if successful the River Flotilla can of ties, the Union wins. If the Union loses the II. CSA Naval Capabilities
continue moving. A Riverine Flotilla can only USA Riverine Flotilla is placed, not moved, A. CSA River Flotilla
perform one 'running the guns' procedure per in any Union Riverine Logistics base, Union The play of CSA event 116: Confederate
move. player's choice and the CSA ironclad remains River Flotilla places the CSA River Flotilla
2.If the USA Riverine Flotilla enters a in the space. If the Union player wins the counter in any supplied and controlled
space with a CSA ironclad a naval battle naval battle, the CSA ironclad is eliminated CSA riverine port that is free of any Union
occurs; see naval battle. and the USA Riverine Flotilla may continue counters. Once placed the CSA River Flotilla
3.If the USA Riverine Flotilla enters a moving if it so desires. acts in all other ways like a CSA Ironclad
space with the CSA Riverine Flotilla a naval 2. If the USA Riverine Flotilla enters a except in naval battles. Once placed the CSA
battle occurs; see naval battle. space with the CSA Riverine Flotilla each River Flotilla cannot move except by the play
4.If the USA Riverine Flotilla enters a player rolls the die. The Union player's die roll of the Galveston event where it can be placed,
space with a CSA torpedo marker, roll the has the AA mod added to the die roll. If the not moved to another CSA controlled riverine
die, on a die roll of one, reduce the Union Union AA mod is zero there is no die roll port (in or out of supply). If placed in a space
Amphibious modifier by one. On a die roll of modifier for either side. The high die roll wins with Union Fleet or Riverine counter a naval
1,2, or 3 remove the torpedo counter (note: the battle and in case of ties, the Union wins. battle occurs. Once removed from play, it can-
that a die roll of one both removes the torpedo If the Union loses the USA Riverine Flotilla not be rebuilt.
counter and reduces the Union amphibious is placed, not moved, in any Union Riverine B. CSA Ironclad movement
assault modifier). The USA Riverine Flotilla Logistics base, Union player's choice and the The play of a CSA ironclad or Hunley event
can continue moving, but cannot end its move CSA Riverine Flotilla remains in the space. allows the player to move one on-map iron-
in the space with a torpedo counter (assumes If the Union player wins the naval battle, the clad, to an adjacent CSA controlled riverine
that the torpedo was not removed by the die CSA Riverine Flotilla is eliminated and the space or from a coastal fort to its associated
roll). Note the Union Amphibious modifier USA Riverine Flotilla may continue moving port or from a port to its associated coastal
can never be reduced below zero. if it so desires. fort. If this places the ironclad in a space with
5.If the USA Riverine Flotilla enters a F. Union Riverine Logistics Bases the Union riverine or fleet counter a naval
space with the Hunley, it can continue mov- The Union player receives three Riverine battle occurs.
ing, but cannot end its move in the space. Logistics bases at their named locations at
B. The CSA cannot place or build any the beginning of the game. They can never III. Blockade
naval units (e.g., ironclads, CSA River Flotilla, move and if a CSA PC marker is placed in the Designer's Notes: This rules module focuses on
Hunley, Torpedoes) in a space containing the space the Riverine Logistics Base is removed the impact of logistics on the blockade whereby the
USA Riverine Flotilla. from the map. The instant the named location cards have a more specific impact on the blockade
Important Player's Notes: The only way for returns to Union control regardless of the die rolls.
the GSA to displace the USA Riverine Flotilla space's supply status, the Riverine Logistics The CSA receives a new Bermuda
is to build a fort in the space, which immediately base is returned to the map. If at any time Logistics value marker, which is placed on the
places, not moves, the USA Riverine Flotilla there are no Union Riverine Logistics Bases 0-9 portion of the Strategic Will track. It has
to a Union Riverine logistics base; Union on the map, the USA Riverine Flotilla is also a +10 side to denote values of greater than
player's choice. removed from the map. The instant a Union 10. At no time can the Bermuda Logistics
C. The CSA cannot cross a river in a space Riverine Logistics Base is returned to the map value become less than zero or exceed 19
that contains the USA Riverine Flotilla. the USA Riverine Flotilla is placed at that (excess effects cannot be saved and are lost).
D. USA Riverine Flotilla effects location. If more than one location becomes The Bermuda Logistics value increases and
1.Any land battle that occurs in a space available, Union player's choice. decreases due to the play of events (see Insert)
with the USA Riverine Flotilla present gives G. Union Fleet by both sides. Due to events (see Insert) the
the Union a +1 die roll modifier. This The Union Fleet marker acts in a manner Union player receives several Blockade logistic
modifier is not considered a naval modifier, similar to the Riverine Flotilla, but with ad- base markers, which are placed on the map
so it is not considered when calculating the ditional capabilities. The Union fleet begins in the appropriate blockade zone (on or near
naval modifier, and is not part of the +3 the game in Philadelphia. Whenever the the appropriate ship symbol). The interaction
naval modifier limit. Fleet counter is moved it can be moved to any of the Union blockade level, Union blockade
Coastal fort or port (if its associated fort is logistics bases, and the Bermuda Logistics
2.If the USA Riverine Flotilla enters a Value modify the normal rules for CSA
space with a CSA ironclad a naval battle oc- Union controlled) OR to a Riverine port on
the Mississippi by beginning its movement at blockade zone reinforcements and the
curs; see naval battle. placement of SPs due to specific CSA
3.If the USA Riverine Flotilla enters a the Fort Philip-Jackson coastal fort and then
using the movement rules for the Riverine blockade runner reinforcement events.
space with the CSA River Flotilla a naval
10th Anniversary Variant Rules — ForThePeople
A. During the Reinforcement Phase, Step conducts a Commerce Raider procedure. On attrition. The secondary impact of these rules is
A, the CSA player determines his blockade a die roll equal to or less than the Commerce armies that want to operate in enemy territory
die roll differently than stated in the rules. The Raider value; decrease the Union SW by one. will need to re-establish a railroad or naval
blockade value for any zone is determined by If the Commerce Raider die roll is a one, in LOC to remain viable. The corollary of this is
the following procedure: The blockade value addition to reducing the Union SW, the CSA CSA raiding and deep army incursions still
for a zone is equal to the Union Blockade SW is increased by one. remain viable, but will require better planning
level minus one if the zone does not contain Player's Notes: This variant adds a lot of fun and positioning.
a Union blockade logistics base. If a Union for some additional rules overhead. I do not think All of these Rules modifications must be
Blockade Logistics base is present there is it will ever see tournament play, but it makes for used together.
no die roll modifier. Union blockade logistics more interesting solitaire gaming.
bases are placed due to card play. The blockade 8.44 Railroad LOC restrictions
die roll cannot be reduced below zero. If the Definition: A Railroad LOC is a LOC
blockade zone is closed, as in there are no where a friendly space with a rail connection
CSA controlled ports in that blockade zone, can trace a path of contiguous friendly (not
no die roll is made as per the standard rules. neutral) controlled rail spaces either to an
B. In addition to the determination for the ultimate supply source or for the Union to a
blockade value, the CSA subtracts one from friendly controlled in-supply port.
the die for a particular zone if 5.21 (modify)
1. There is no Union Blockade Logistics Playing a 2 or 3 value OC allows an Army
base present in the zone being rolled for marker to be placed on any controlled space,
and the Bermuda Logistics value is greater with a railroad LOC, containing at least one
than two times (not equal to) the Union general and five or more in-supply SPs.
,r blockade value.
8.44 (new)
2. If a blockade zone contains a Union lo- Railroad Logistics Variant (Optional) A force that enters a friendly controlled space
gistics base and the Bermuda Logistics Value with a railroad LOC or is a space (friendly,
Designer's Notes: One of the difficulties
is greater than three times (not equal to) the neutral or enemy controlled) that is adjacent
when designing an American Civil War game
Union Blockade level. to a space with a railroad LOC pays one
is how to handle logistics. At the beginning of
3. In all other situations, there is no CSA the war political constraints and conventional space of movement. A force that enters a
blockade zone die roll modifier. wisdom enforced a secure line of communications space under any other condition pays an ad-
C. When the CSA plays a reinforcement (hereafter LOC) mindset. The common practice, ditional space of movement to enter the
card that has the phrase 'blockade runner' in especially with most Union generals, created self space. If a force does not have sufficient
the event text (see table for card numbers) imposed restrictions on maneuvering away from spaces of movement to enter a space it cannot
there is an additional restriction on where secure LOCs. As the war progressed the political enter the space.
those reinforcements can be placed. Note that thinking moved toward a harsher war doctrine, 9.2 Railroad LOC Attrition Effects (add)
the blockade runners additional effect occurs coupled with early war operational experience, If during the attrition phase a force is not in a
prior to determining the Bermuda Logistics thus changing senior thinking on the efficacy of space with a railroad LOC or in a space adja-
Value for SP placement. an army foraging in enemy territory. The leading cent to a space with a railroad LOC the force
1. If a blockade zone contains a Union thinkers in this area were Lee, Jackson, Grant, is considered to be OOS for attrition purposes
blockade logistics base a CSA SP reinforce- and Sherman. Based on this view I designed the and must forage (exception: rule 8.4)
ment can only be placed in that zone if the logistic system to reflect this late war reality and Player's Notes: Six RR OOS counters have
Bermuda Logistics value is three times greater used the strategy ratings of generals to reflect their been supplied to help keep track of these situations
(not equal to) the Union blockade level. LOC risk taking behavior. when they arise during play.
2. If the blockade zone does not One of the consequences of these historical 10.21 (modify)
contain a Union blockade logistics base a assumptions is at times players do not use or ... An army (up to a limit of 3 SPs total for
CSA reinforcement can only be placed in reflect on the locations of railroads as much as they each player), can receive a SP if it is in supply
that zone if the Bermuda Logistics value is should. Although the railroads are key to strategic and has a LOC directly to the location of the
two times greater (not equal to) the Union movement and logistics in the game, their impact SP (it does not have to have a rail connections;
blockade level. on maneuver diminished over the course of the however each reinforcement counts against
3. The CSA can place more than one SP in war (1864 rules) as armies learned through the player's Strategic Movement limit).
a zone, but no more than one per port, if other experience what they really needed to operate Player's Notes: It is possible, not certain, that
zones are blocked by cases 1 and 2. However in the field. The design takes these factors into this RR logistics variant might someday find
if no legal location is available for an SP, then consideration. This variant is intended to place a its way into tournament play once I morefully
the SP is permanently lost. bit more restriction on early war operations that understand its impact on the games balance. I
were more tied to the railroads that diminished look forward to hearing player feedhack on this
W. Commerce Raiding over the course of the war. It is meant more as an question.
The CSA receives a Commerce Raider experiment than an official design change, but it
marker, which is placed on the 0-9 portion of offers another way of looking at FTP logistics. Final Musings
the Strategic Will track. The play of events Player's Notes: These rules modifications do I want to thank all of FTPs loyal players
increases and decreases the CSA Commerce not alter how the game is played or successful for this ten year journey that has no end in
Raiding value. strategies. The main impact of this variant is that sight. I plan on continuing to play this game
During Political Control Determination Trans-Mississippi, Cumberland Gap, and West on a regular basis indefinitely and I appreciate
Segment, Step 3 if the CSA Commerce Virginia become more logistic intensive to the fact that there is no shortage of opponents.
Raider value is greater than zero, the CSA traverse or encamp on with large forces due to Enjoy the variants!

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