HOME OVERVIEW SEQUENCE OF PLAY COMMAND MOVEMENT COMBAT SUPPLY RESOURCES

OVERVIEW

War Between the States is a operational level game that also has tactical, strategic, and political elements. This large scope makes it a "Grand" game, in the best sense of the term. A rough description of who "you" are in the game could be that for the Union, you are Lincoln and his advisors and various generals. For the South, you are Jefferson Davis and his advisors and Lee.


The game proceeds in approximately weekly turns - 4 turns a month, with a 'strategic phase' every 4 turns. The map hexes represent 15 miles each. Units represent divisions and brigades. Each point of combat strength represents about 1000 men. Historical leaders are present, along with Army headquarter and Corps headquarters. Supply is handled by contiguous paths, and by broadcast to Army headquarters, supply trains, and depots on the map. The map shows the terrain of the eastern United States, from Kansas and Texas on the western edge, to the eastern and gulf coasts. On the map are depicted cities, towns, roads, railroads, waterways, mountains, forests, rivers and swamps. There are no weather effects, other than some 'winter' rules that cause some difficulties for both sides.
Combat units available are infantry and cavalry units, along with naval ships. Combat units go up to strength 10 (about 10,000), and as they lose strength through combat losses or attrition they go down a point at a time, accomplished either by flipping the unit or replacing it with the next number down. Units from strength 4 to 10 are considered divisions. Once a unit gets to 3 or less strength, it is considered of brigade size. Combat units in WBtS do not carry any historical designations. Combat is done via 4 different combat results tables, and losses are usually described by percentage lost. Cavalry can retreat before combat if being attacked by purely infantry.
The command system is represented by leaders and headquarter units. There are army and corps level headquarters. A leader can command units directly, but are more properly put in command of a headquarters, which amplifies their powers of command. Leaders have initiative, command span, and combat ratings. Initiative is used for moving units in leu of getting any orders from higher command, and for initiating combat. Combat units on their own cannot initiate combat, they must be ordered to do so by a leader that has managed to make his initiative die roll. Command span is the number of other units or leaders that a leader can command. Leaders are ranked by stars. The combat rating is the effect a leader can have on combat - at some considerable risk to his personal safety. The command 'range' is only zero (if not in command of a HQ) or one hex (if in command of a HQ), so leaders and the other leaders and units they command must be stacked with them, or adjacent. Every turn initiative chits are pulled from a cup by each side. The number represents the number of "automatic" movement orders that can be made. To make orders beyond this allotment, leaders have to roll their initiative value to order units to move. To order units to attack, the initiative roll of the selected leader must be made - you can't use automatic orders for standard attacks, although an "attack from march" can be made while moving without requiring an initiative roll. Units doing an "attack from march" still need to be under proper command of a Leader though.
All units need to be in general supply, which is done by a trace mechanism. Units that cannot get general supply suffer attrition. Units also often need to expend supply points on the map when engaging in combat. Units that fail to get combat supply, when its required, get halved in strength in combat, and suffer double losses. Army headquarters have a limited ability to carry supply with them, but most on map supply is usually in depots, or being carried along in supply trains.

In the campaign game, the players are in charge of volunteer and draft calls, and production. The players decide what kind of units to produce. This gives the players a strategic control over the nature of the game. Should the Union shift production to more naval and river units to blockade the Confederacy into starvation? Should the Confederacy build more cavalry to increase the number of raids into Union territory? Its up to the players.

War Between the States is Trademark of Decision Games, Bakersfield, CA. USA