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Sunday, 27 January 2008
Naval Rules
Topic: For The People Material

Naval Rules Philosophy

The easiest solution to the Union naval forces is what has been used since Dunnigan's ACW game, which has been copied in every ACW Grand Strategy game, including VGs Civil War, in that you have naval counters that move on the river hexsides and have zone of control for a distance along the river.

What the player is then forced to do is arrange his boats like a puzzle until he has the optimal positioning that interdicts the river. I was looking for a more visual and less mechanical solution to this historical dynamic. My solution in a nutshell was wherever the Union naval forces could move unobstructed they had naval control. In a perfect situation, if there were no CSA forts, the Union had naval control everywhere. The CSA strategy would revolve around canceling, what was essentially a ubiquitous Union capability, by judicious placement of their interdicting forts, which is the kind of strategic decision they made historically. See my posted article for details.

The simple naval rule is the Union player has control over all CSA riverine and Coastal ports unless there is a CSA controlled fort present in the space (or associated coastal fort). There is a small set of cases that allow the CSA to deny Union naval control over a section of riverine ports if they can ENTIRELY block off Union naval pressure from ALL directions. One of those cases is the opening position in the game.

This is what the key rule states in the Design notes and case 1. Cases 2, 3 and 4 outline some of the other situations that can arise, which are all true at the beginning of the game for the CSA, but are hard to maintain thereafter.


Posted by markherman at 7:34 PM EST
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