ACW Campaign FAQ


Q. With respect to calculating cavalry superiority for deployment. Take the example when two forces are advancing along separate routes to an enemy controlled box. Is cavalry superiority done as a total for each force or a combined total?

A. Combined total - though arrival times could be different - operating here from a rule of thumb that the defending cavalry would be divided evenly between the two advancing enemy formations

Q. What does the section in Section 7 mean where it says: "In any given turn, the maximum number of marches that can be used by a given units is two". Does this mean that for instance a group of corps can march one box by road and then march another if it is allocated two marches? Or perhaps march by rail and road in the same turn?

A. Yes - or move twice by rail - or once by rail and once by river or twice by river - one exception is if you move by sea - only one march can be used - just port to port Yes - or move twice by rail - or once by rail and once by river or twice by river - one exception is if you move by sea - only one march can be used - just port to port

Q. With reference to 15.62 Reoccurring upgrades, what is the general chance of this upgrade occurring ? Would it be an upgrade occurs on say a die score of 6, or perhaps a 4,5 or 6? Or is it best used as a balancing tool for the campaign? [The Union player is almost counting on their arrival, which I suspect is being a little hopeful]

A. I would give in 1861 a cavalry brigade to the Union - 3-4 PDR in both September and December. To the Confederates I would give a 2-6 R-F or 2-6 SB-H Artillery Battalion in both September and December - it does help with game balance - I would give one upgrade in troop quality each recruiting season until the end of 1862. This needs to be a referee driven balancing tool - the North will complain about the lack of cavalry - the South about the lack of artillery - it gives both sides hope. I would give in 1861 a cavalry brigade to the Union - 3-4 PDR in both September and December. To the Confederates I would give a 2-6 R-F or 2-6 SB-H Artillery Battalion in both September and December - it does help with game balance - I would give one upgrade in troop quality each recruiting season until the end of 1862. This needs to be a referee driven balancing tool - the North will complain about the lack of cavalry - the South about the lack of artillery - it gives both sides hope.

Q. There is no garrison at Pensacola at the start of the game?

A. Yankee held - but no troops present

Q. Do you let the players know the number of recruits they will receive as the campaign progresses? For instance should the Union player know that by 1863 his recruiting score will likely be 5, while the poor old Rebels will be at 2? My general feeling is not to advise the players of these until the perhaps the year in question arrives.

A. I would let them know as it does not matter by 1863, the north starts with 12 corps, picks up 6 in 1861, so it ends the year with 18. In 1862 the North gains 15 more so that have 31 at the end of 1862, in a game where the Max Union Army size is 34. Since the max you can recruit is 6, what this does is allow the Union to take losses and leave garrisons and still keep troops in the field. The South, which should have 12 Corps at the end of 1861, and 20 corps at the end of 1862, needs to measure their manpower a bit more closely. I would let them know as it does not matter by 1863, the north starts with 12 corps, picks up 6 in 1861, so it ends the year with 18. In 1862 the North gains 15 more so that have 31 at the end of 1862, in a game where the Max Union Army size is 34. Since the max you can recruit is 6, what this does is allow the Union to take losses and leave garrisons and still keep troops in the field. The South, which should have 12 Corps at the end of 1861, and 20 corps at the end of 1862, needs to measure their manpower a bit more closely.

Q. Major rivers are represented on the campaign map. How do we reconcile fords over these major rivers? Should fords be considered ferry points?

A. For Washington in our game, the Potomac runs from the northwest corner down to the southeast. It is crossed by three bridges and two fords. Fords are incorrect for these rivers, however if you restrict passage to bridges no one can get across so some options need to be there. Fords on these major rivers should cost half a turn to cross in addition to movement, and put the stand into disorder on the other side. Thus you can reduce the ford into a ferrying point for practical purposes and not worry about needing to provide Pontoon Trains. For Washington in our game, the Potomac runs from the northwest corner down to the southeast. It is crossed by three bridges and two fords. Fords are incorrect for these rivers, however if you restrict passage to bridges no one can get across so some options need to be there. Fords on these major rivers should cost half a turn to cross in addition to movement, and put the stand into disorder on the other side. Thus you can reduce the ford into a ferrying point for practical purposes and not worry about needing to provide Pontoon Trains.

Q. In our second battle of the campaign a considerable Confederate victory on the battlefield has taken place, outside Washington. It may be difficult for the confederates to eject the remaining Union forces out of the city, however as they have to cross the Potomac and assault a city. How do you determine "victory"

A. In terms of your battle the object of the Confederates was to capture Washington, ie hold those town squares. Their failure to do so means that they have not won the battle and must either continue on the next day or fall back to their starting location. Defeating the enemy is not as important as carrying the town. [I’m not sure I agree totally with this for some battles as often the object is to destroy the enemy army rather than secure the city. Moscow and Vienna in 1809 being examples]

Q. On the ACW Campaign we have railways marked on the campaign map and rules to allow the arrival of reinforcements by rail during the game. Do you intend that the railways are actually represented on the tabletop, and if they are where do the troops get off the train when fighting the battles. Do they get off at the tabletop edge or somewhere along the track as it runs across the tabletop?

A. Tracks need to be there on the map. Troops get off at the town that the square is named for, they get off at the rate of 1 stand per turn, and are placed in disorder. We have had several battles were the first thing the attacker moved on when he arrived in the square was the rail line to cut the reinforcements railing in, as it allows the defender to get a division in early instead of waiting for 1 PM.

Q. Did they have bridges (road and rail) crossing the big rivers like the Tennessee, Missouri and Mississippi? If so how frequently? I mean would you have several on a tabletop?

A. The Tennessee was crossed with bridges at several points, but never more than one per square. The Mississippi and Missouri were not crossed with bridges at this time. The Tennessee was crossed with bridges at several points, but never more than one per square. The Mississippi and Missouri were not crossed with bridges at this time.

Q. How do you handle the No Elites category in the Civil War?

A. All infantry are considered to have elites present except PDR. All infantry are considered to have elites present except PDR.

Q. What effect does the loss of Washington in the October turn have on the Union recruitment in Washington. Does the Union still get the artillery that would have turned up in Washington during the September ‘61 turn somewhere else?

A. No, consider it to have disappeared - on rail cars in Washington waiting to be unloaded when the city fell. No, consider it to have disappeared - on rail cars in Washington waiting to be unloaded when the city fell.

Q. The Union player has some weak divisions and wants to amalgamate them. He then wants to promote a spare DC to a CC. I'm reluctant to allow this as I feel CC should be coming from the "new" corps that are recruited.

A. He just loses the extra divisional commanders - no promotion to corps commander allowed.He just loses the extra divisional commanders - no promotion to corps commander allowed.

Q. The Union player wants to form an artillery reserve at divisional level and allocate a DC to this. My understanding is this should probably happen at army level around late 62 when Hunt came on the scene.

A. Be very careful with this one - as I did not write rules for it was only the Army of the Potomac had such a commander all war. I would not allow it as it makes for a very powerful artillery army - though under V&B 2 the guns can’t move as quickly - however feel free to allow it if you want - but restrict the guns to one battalion per corps.

Q. The Rebels are in Washington with no garrison in Manassas. The Union armies are in Baltimore & Fredrick. If the Union moves a corps to Leesburg and detaches a garrison then marches again to Manassas, while at the same time advances from Baltimore and Fredrick where does the Rebel player retreat to?

A. They don't have anywhere to go - they get to stand and fight as they may not retreat to an enemy held box. They don't have anywhere to go - they get to stand and fight as they may not retreat to an enemy held box.

Q. How do you intend battles to be fought when a naval invasion takes place. Is the point of disembarkation off-table and the invading army marches on table normally?

A. The landing is considered off table - and the troops march on as normal The landing is considered off table - and the troops march on as normal

Q. Can multiple corps invade with one march? From and to a single point of course?

A. No - one corps per march - field corps cost two marches, even though they start and end at the same point. To move three corps as part of the invasion force would cost three marches. This allows the north the ability to invade, but the cost in marches makes it difficult to move large forces unless you use most of your marches. It also gives the south the ability to counterattack quickly before the north can build up its forces. No - one corps per march - field corps cost two marches, even though they start and end at the same point. To move three corps as part of the invasion force would cost three marches. This allows the north the ability to invade, but the cost in marches makes it difficult to move large forces unless you use most of your marches. It also gives the south the ability to counterattack quickly before the north can build up its forces.