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Rules

The GCACW Standard Basic Game Rules version 1.4 will be used for all games.

Die rolls: For PBEM games, all die rolls will be conducted using the ACTS internet die roller. At the start of each round, the GM will create ACTS logs for each game. In the case of combat and initiative rolls, the active player will roll the dice for both sides, and unless otherwise specified, the dice rolls will be Union first, Confederate second. If excess dice are accidentally rolled, discard the extra rolls and keep only as many as you need starting with the first results. If too few dice are rolled, simply roll additional dice (keeping the ones already rolled).

 

If the game is played live using VASSAL or some other live-play method, then the ACTS internet die roller does not need to be used, as both players can observe the rolls.

Recording Moves in PBEM Games: When playing PBEM games, the players' actions need to be recorded in the ACTS logs before the next die roll is made. For example, when moving units, the player specifies in the ACTS log which unit or (if a leader activation) units are moving, then rolls the dice in ACTS to determine the movement allowance. The player then specifies in the ACTS log to which hex each unit is moving. If one or more units must extend march, the player specifies which unit is moving first, then rolls for its extend march, and then identifies to which hex the unit is moving; the player would then do the same if other units must extend march. Then when the action is complete, the player rolls the dice in ACTS to see who has the next initiative. The GM is happy to review the procedures with players.

Sportsmanship: The primary purpose of the tournament is to provide competitive recreation, having fun in a structured setting. The maximum enjoyment can only occur when all players agree to exercise exemplary sportsmanship and to play with consideration for their opponent’s time and interests. The idea behind the competition is to have fun, improve our playing skill, and learn about the historical battles, rather than to win on technicalities. Please give your opponent every benefit of the doubt and extend every courtesy that you would appreciate receiving.

Rules Disputes: To resolve rules questions or disputes, players should feel free to email the GM. GM Mark Booth will rule on disputes except for games in which he is participating, in which case AGM Justin Rice will make the ruling. Should those two both be involved in the dispute, AGM Ed Beach will make the final ruling. Players should attempt to resolve disputes with the spirit of sportsmanship in mind. In resolving PBEM game disputes, the GM will utilize the ACTS logs. In games played live using VASSAL, players are encouraged to save the game files often, mainly in case of a technical failure, but also in case a dispute arises.


Time Limits for a Round and Adjudications: At the start of each round, players will be notified of the deadline for finishing their games. This deadline will be strictly enforced. For PBEM games, ideally players would be able to make a move within a day after their opponent moves, but that clearly is not always possible. We all understand that real life intervenes in all sorts of ways, so please let your opponent and the GM know if circumstances arise that require you to be away from the game for a stretch of time. Depending on specific game circumstances, the time allowed for playing a round should be enough if players make a move on average within every day or two, assuming that they continue with their move if they maintain the game-defined initiative for undertaking actions. Concerted play, over say a weekend if both players are available, can make up for much lack of previous playing time, and is encouraged if one or both players are unavoidably unable to play for certain stretches of time.

If a game does not conclude on time, then the players are encouraged to agree on who is likely to win the game. If there is no such agreement, then the GM or AGMs will rule on who is the winner. The GM will attempt to identify the slower-playing player, using ACTS timestamps or other information provided by the players (primarily by counting when a player lets a day go by without making a move). The general guideline is that, in order to be declared the winner, a player must be considered the favorite by at least the percentage of time they used in the game. For example, if a player used 75 percent of the allotted time, then they need to be considered at least 75 percent likely to win from the game position at the end of the round, as judged by a designated assistant GM or the GM.

If you feel your opponent is playing too slowly without good communication about the planned timetable, please inform the GM as soon as possible so that the issue can be addressed.  If a player has only been able to play exceptionally slowly and has been out of touch for an unacceptably long period of time, the GM will automatically declare the other player as the winner potentially before the end of the time allotted for the round, and the player who has been out of touch may not be allowed to play in future rounds. The GM and assistant GMs can take circumstances unforeseen by them into account on a case-by-case basis.

It is possible that the amount of time allocated for players to complete a round will be too short, as evidenced by multiple games running up against time constraints despite sustained play. In that case, the GM may extend the time limit for a round.


Bidding: For PBEM games, before the game begins, email the GM with your choice of sides and how many VPs, if any, you would be willing to give your opponent in order to play the side of your choice. If both players want to play opposing sides, then there is no bid and play proceeds normally. If both players want to play the same side, the player with the highest bid receives that side in return for giving his/her opponent VPs equal to one more than the opponent bid. For example, if both players want to play the Union, and Player A bids 5 and Player B bids 2, then Player A gets to play the Union for a bid of 3 VPs. If both players want to play the same side and have the same bids, sides will be determined randomly by the GM. The winning player gets the side of his/her choice and the losing player gets bonus VPs equal to the bid.

For live play games, players may choose sides in any agreeable way. The default is that each player rolls a die, and the player with the higher die roll announces which side they would prefer to play and how many, if any, VPs they would give up to play that side. That player could say they prefer that side and are willing to give up 0 VPs, or choose a number of VPs. The other player then has the choice to increase the bid, and so forth. The player willing to give up more VPs gets to play that side.

Missing a Round: It is not necessary for players to play in all of the preliminary rounds, but your chances of advancing to the final will be greatly enhanced if you do. If you miss a round, you will need victories in the other rounds to advance. You may continue to play in the preliminary rounds of the tournament even if you miss a round (and regardless of your record in any case) unless you drop out in mid-round (see above). Makeup games will not be permitted.

Error Handling: Errors are bound to happen in games. There's a lot to keep track of. Please try to resolve errors in the spirit of sportsmanship that we all want.

 

We do have specific rules on how to handle errors if needed. Any errors identified by an opposing player are resolved by backing up to the point of the error and playing from there (that is, ignoring any die rolls or moves that occurred after the error). If, however, the opposing player has made a subsequent move or game die roll prior to the identification of the error, play is not revised and the error stands. Example: player A moves, then player B moves. Once player B starts moving it's too late to redo any of player A's moves in the event player B later recognizes an earlier error. Another example: a player has had their forces attacked, and they are not required to retreat but wish to voluntarily retreat. If the other player has continued with the initiative and moved, and not offered the opportunity for a voluntary retreat, then the player whose forces were attacked can back up play and retreat the unit, and then play restarts from that point. (Advice: stop after all combats, make sure your opponent concurs with the results, and if no retreat is required, see if they want to voluntarily retreat.) Special case: If there is an error calculating combat modifiers, you do not reroll the combat. Rather, play back tracks to the combat with the error and using the original die rolls for this combat, recalculate the result using the correct modifiers. Play continues forward from that point (that is, subsequent initiatives and combat die rolls are ignored).

It is not considered an error for these purposes if a player inadvertently rolls dice out of order in a way that does not affect play. For example, when resolving a combat, if a player inadvertently forgets to roll for the even/odd artillery modifier, and first rolls for the combat, and then realizes the mistake and rolls for the artillery modifier, then the rolls as specified by the player stand. As another example, if a player undertakes an assault and inadvertently first rolls the two dice for combat, and then realizes that he/she forgot to roll to see if the assault takes place, and then makes that assault roll, the dice rolls as specified by the player stand even though done out of order. Likewise, if the assaulting player forgot to make the assault roll altogether, the opponent may point that out, in which case the assaulting player rolls for assault, and the combat dice rolls as specified stand. Rolling dice out of order when play is not otherwise affected is discouraged and repeated occurrences are not allowed.

If a player rolls dice out of order in a way that affects play, then that constitutes an error. For example, if a player has a leader activate three units, and then rolls for each unit’s extended march at the same time before moving the units (or first saying where they are going regardless of the extend march die result), then that action is out of order and the opponent may identify the error and require the actions (the extended march rolls and movement in this example) be undertaken in the proper order and the dice be re-rolled. Likewise, for example, if a player has a leader activate two units and rolls for movement before announcing that a unit is entrenching, that too would be out of order and the player, having observed the movement die roll, must move the units without any allowance for entrenchments.

HSN Errata:

1. Charts handout, page 4, upper left Movement summary, 3rd counter. Where it says “1D minimum 2” it should be “1D6 minimum 2”. And on 4th counter the “2D” should be “2D6”

2. Page 33, campaign setup, 91 IN should be a “regt” not “div”

3. In scenario 2 (Race For Columbia), for the purposes of calculating the movement points for a LOC, the weather is always treated as clear (not rain).

4. In scenario 4 (We Will Make the Fight), the last 3 sentences of rule 1 are modified as follows, where the added text is in bold:

In these three initiatives, when infantry units and wagons are activated as part of a March or Activate Leader action (by an infantry leader), the minimum die roll is 3. Die rolls of 1 and 2 are converted to 3. This minimum die roll does not apply to cavalry activations (if a wagon is activated by a cavalry leader, there is no minimum die roll).

5. HSN Basic Rules, section 2.2 on Wagon Trains, the 2nd to last bullet, its 2nd to last sentence is modified to read as follows (the added text is in bold): Wagons may neither entrench (and do not gain any entrenchment benefits in Union Redoubts or Forts) nor participate in a Defender’s Cavalry Retreat Option. Wagons may flanks refuse and do gain the intrinsic flanks refused benefits of Union Redoubts and Forts.

6. HSN Basic Rules, section 2.2 on Wagon Trains, the last bullet is rewritten as follows with added text in bold: Wagon trains exert Zones of Control normally. However, they may never contribute to flank bonuses in Union attacks. Any hexes covered solely by wagon trains’ ZOC, or hexes occupied solely by wagons, are not considered to be covered for a flank bonus computation in Union attacks.  Wagons stacked in a hex with other units do not contribute their manpower for flanking purposes in Union attacksIn Confederate attacks, wagons are treated like any other Union unit for all flank purposes.

7. In scenarios 2, 3, & 4, the Combat value referenced in the LOC in the VCs should be “Combat value (not modified by entrenchments)”

8. HSN Basic Rules clarification, section 2.2 Military Pieces, change the sentence on

Cleburne to the following where the new text is in bold:

The “4/3” on Cleburne’s Confederate infantry division counter means that his Tactical value

is 4 when he is attacking (either as an active attacking unit or successfully brought into an

assault or grand assault) and 3 when defending. Note: this overrides Standard Rule 7.4 that

says in an assault action the tactical value of the leader initiating the assault is always

used.


Tournament Prizes: The winner of the tournament will receive a BPA Plaque ("Wood"). Other placing players will receive "Laurels". See the BPA for more details.

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