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Suggested Log Exchange for GBACW VASSAL Tournament:
Player Turn:
1st Mailing Phasing Player:
a. Adjustments from end of previous turn (Conducts Morale and
routs due to opponent's Fire and Melee attacks, etc.)
b. Initial Command Phase: Check for Divisional Command Control,
Designate Command Points, Decide Detachments / Attactments, Check for
Brigade Control, mark units Out of Command.
Set up all Reinforcements for this turn to line up OFF board.
c. Movement Phase - Move all usints desired. BE CERTAIN TO 'DROP'
moving units IN EACH HEX they pass through. This is vital as mistakes in
movement points CAN happen, plus overlooked Reaction Fire may be
necessary. (Plus, it simply makes the game easier to follow and MUCH
MORE pleasing for the non-phasing player.)
NOTE: IF Reaction Fire is required, (e.g., moving through a combat
unit's frontal hexside) I suggest the moving player
conduct the Enemy die roll as part of the move, and any resulting morale check and rout if necessary.
Thus it is just 'part of the move.'
IMPORTANT POINTS:
1. IF during the move, the
Phasing player is found to have missed a Reaction Fire, OR have applied any
Reaction Fire modifiers detrimental to
the non-phasing player's result, and this results in a new result - a
Morale Check or a casualty and thus a Morale check, the NON-PHASING player will
conduct the Phasing player's morale check and apply the Rout (or Pin) if needed.
Note the unit's new location.
2. If the Moving play mis-applies
movement points, and thus, the unit
does not get as far as the Phasing player thought - oh well. There is penalty for mistakes.
Note the mistake in the log, put the unit at the last hex it could
legally reach, and move on to your Defensive Fire.
Certainly, in the first move or two, it is fine to help your opponent
out and be flexible on this, but it will help both players be sharper if
there is some 'cost' to not being mindful of the move. Plus, it is much
more akin to the real battles of the time. Commanders ORDERED the units
to get somewhere fast - and who knows WHERE they really went! :)
When Move has ended, save the Log, and send to Opponent.
1st Mailing Non-Phasing Player
Defensive Fire
Non Phasing Player checks log.
a - if an illegal move was made (unit miscounted points - stop the unit
at the point it runs out of MPs.)
b - if a Reaction Fire was missed, make the die roll and if no result,
unit is where the log shows he is. If there is a result, non-phasing
player makes the morale check. If pass, the unit is where the log says
he is. If he fails, place unit back in the hex where he failed in a
routed state, and note in log the Phasing player needs to rout the unit
away.
c - Conduct all Defensive Fire - often very little in the early
going.
Save log. Send to Phasing player.
As early turns have NO contact, or little contact, this should be a
QUICK same day or 1 day turnaround. (Max 2 day turnaround.)
2nd Mailing Phasing Player: (NOTE - Players MAY CHOOSE TO BREAK
THIS IN TWO - but it can be done in one.
d) Conduct Morale checks and Routs as necessary due to Defensive
Fire.
e) Conduct ALL Offensive Fire, and note which units will advance
IF the enemy units
Routs or is eliminated due to Fire.
ANOTHER NOTE: Since Advance
after an Enemy Retreats allows you to move into a hex much like Melee
would have, you CAN Send this to the Non Phasing player as a Mailing if
you want so he can conduct his morale checks and Routs. (IF you do
this, also designate WHICH UNITS WILL MELEE their target. If the target
does not rout, the opponent can then decide if they are going to RETREAT
BEFORE MELEE, etc.)
IMPORTANT NOTE - IF the Players
don't mind the opponent making the Morale checks, the Phasing Player
makes the Morale Checks as they happen for the opponent. That can make
this ALL one mailing if both sides agree to this.
If the Phasing Player is conducting the Morale Checks, the next step
is important:
State it is melee time, and State your Melee Target. Ask if the unit is
going to Retreat before Melee
BEFORE he looks at the rest
of the log. (ie, before he SEES the Melee results. )
ASSUME the unit is NOT RETREATING BEFORE MELEE, and conduct the
melee.
NOTE:
As Retreat Before Melee is usually at least as deadly as standing for
a melee (showing a flank to retreat, free Retreat Fire Attack, etc)
and offers NO HOPE of damaging the opponent, most times Units
will stand and take the Melee. That of course CHANGES in a case where units are stacked
(so the unit left behind takes the Retreat Fire) or
they are in woods or terrain that gets an offsetting defensive modifier
- but even then, it is pretty dicey.
f) Conduct Melee. If the results are bad for the Phasing Player
units, Retreat and apply Moral checks, etc. IF bad for the Non-Phasing
Player, leave the units so he can adjust them before the start of his
next turn.
g) Ammo Resupply Phase as needed (NA in Cedar Mountain)
h) Rally Phase - Remove pins on Friendly units. Rally units if in Command Range and
unit can rally (if Army commander has points, etc.)
j) Replace leaders, note casualties, etc.
Save and send log to opponent.
End of sequence, return to top and repeat as Non Phasing Player becomes
Phasing Player. Note that the first part of the Opponets effort will be
conducting his Melee Retreats and Morale checks.
In the early turns, you will likely spend more time with this as you
feel your way along. (And if you are playing TSS, you DO have an
Artillery Bombardment Phase, and the resulting Counter Battery
Bombardment Phase, too - but they can be folded into the mailings above.
)
But most games are meeting engagements, and there is no contact for a
turn or two. You can get the motions down, and get into the feel of the
game, and usually have only one exchange for a turn or three. By the
time you are getting into Defensive Fire, you are more comfortable with
the actions of using the VASSAL Interface and the Log exchange!
Enjoy!
Added resources
Errata for
GBACW |
Errata for Bloody
April |
Fire/Melee Chart
| Rout Chart |
Quick Reference Card |
Article
List | GBACWv1 Rules |
GBACW Turn
Sequence Chart |GBACW Leader
Chart
| Cedar Mountain Scenario Card
| Cedar Mountain
Victory Tracker v3 | Corinth
Scenario Card
| Corinth
Victory
Tracker | Pea Ridge Scenario Card
| Pea Ridge
Victory Tracker | Stonewall (Optional) upgrade to GBACW
Exclusive Rules | Stonewall
Scenario Card |
TSS 2nd
Pinned/Ammo/Command chart | Rout Chart
| Reinforcements Charts
|
Errata |
Fire/Melee charts
| Victory Tracker |
Quick Reference Card
New to VASSAL?
Download this file:
Click Here
Using VASSAL to exchange LOG Files:
Click Here
Any questions? send me a note at
rgifford@russgifford.net
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