User:Jeff MES/The Campaign of 1863

The Campaign of 1863 is an American Civil War video game under development by Mutant Entertainment Studios. The game is currently in Open Beta testing and is scheduled for release in early 2011 for PC or Mac on Adobe Flash enabled browsers: Internet Explorer, Firefox, Google Chrome, Opera (web browser), or Safari (web browser).

Overview
The Campaign of 1863 is a turn-based team multi-player simulation of the American Civil War Gettysburg Campaign. Taking place in the summer of 1863, the game begins on June 22nd 1863 and runs through July 10th 1863. With each day consisting of 2 game turns (a day turn and a night turn). For each turn players receive staff reports for their units, combat results, and intelligence reports as well as correspondence from other commanders. Players are required to complete their orders and submit correspondence before the deadline for the turn, then await the results. Results are posted and available shortly after the turn deadline.

Set to be released in the first quarter of 2011, The Campaign of 1863 is a Flash game and/or Browser game and requires Flash player 8.0 or higher.

Game Types
There are currently 2 available game types in The Campaign of 1863. "Full" and "Duel" with a 3rd type "Team" listed as "coming soon"

Full
The "Full" game type pits teams of 5 commanders against each other.

One side plays as the North (or Federals) and may choose from the following commanders: The other side plays as the South (or Rebels) and may choose from the following commanders:
 * 1) George Meade
 * 2) John F. Reynolds
 * 3) Winfield S. Hancock
 * 4) Daniel Sickles
 * 5) Alfred Pleasonton
 * 1) Robert E. Lee
 * 2) James Longstreet
 * 3) A.P. Hill
 * 4) Richard S. Ewell
 * 5) J.E.B. Stuart

Duel
The "Duel" game type is a 1 on 1 version of the "Full" game type and pits Lee vs Meade

Game Schedules
As of December 2010, There are 2 game schedule types available: Daily and Weekly. The schedule type determines the turn-in deadline for each game.

Daily
Daily games are run on a 24 hour cycle, with turns due at 12:00 a.m. Pacific.

Weekly
Weekly games are run on a 7 day cycle, with turns due at 12:00 a.m. Pacific on the day indicated in the "Start Day" column of the game listing web page.

Game Turns
The Campaign of 1863 is designed around asynchronous game-play. Game turns last for either a 24 hour period or a set number of days, depending upon which game schedule is chosen. Players log in at any time before the turn deadline and plan and submit their orders. Once the deadline is up, the game processes all of the players orders at the same time. Once the results are processed they are posted and the next game turn is available. The game runs from June 22nd 1863 to July 10th 1863 with each day split into 2 game turns

Turn Resolution Sequence

 * Random Events Phase


 * In the Random Events Phase, players units may lose (or choose not to follow) their orders, become lost, or experience other random events. No complete listing is available


 * Movement and Combat Phase
 * In the Movement and Combat Phase a players orders to their units are executed. In an effort to simulate a realistic command environment The Campaign of 1863 uses a "We-go" movement/turn system, where all players orders are executed simultaneously. The result is that players must carefully consider issues usually unrelated to other strategy war games, such as unit concentration and movement congestion.

Commands
There are three levels of command available to players. Two army commands, six corps commands and two cavalry commands.

Army Command
There are two armies in The Campaign of 1863. The Confederate Army of Northern Virginia, commanded by General R.E. Lee and the Federal Army of the Potomac, commanded General Meade. The Army commanders are the Confederate and Federal team leaders and are in charge of the over-arching strategy for their team. They also control any units directly attached to their armies, as well as being able to issue orders to their subordinate corps and cavalry commanders.

Corps Commands
Corps commanders are subordinate to their respective army commanders, and control all of the units directly attached to their respective corps. The generals with corps commands are:

USA: Reynolds, Hancock, and Sickles

CSA: Hill, Ewell, and Longstreet.

Cavalry Commands
There are two cavalry commands, one for each side and are approximately half the size of the corps commands. The two cavalry commanders are (CSA) Stuart and (USA) Pleasonton.

Units
Units represent the troops under the command of a particular leader. They are represented on the game map using historically accurate symbols for each type and size of a unit. The following unit types appear in the game: Infantry, Artillery, Engineer, Headquarters.

Each type of unit will also have a size. These are (ranging from smallest to largest): Company (or Battery for Artillery), Battalion, Regiment, Brigade, Division, Corp, and Army.

USA (Federal) units are blue, while CSA (Rebel) units are red.

There are 3 types of units players may encounter in the game: Player, Friendly and Enemy.


 * Player Units: Players always have accurate intelligence on their own units. These units appear slightly lighter in color than friendly units, and display a zone of control on the map.


 * Friendly Units: Players generally have reasonably good intelligence on friendly units. Friendly units will appear slightly darker in color and will not display a zone of control.


 * Enemy Units: Players usually have poor intelligence on enemy units, unless they have been recently engaged in combat. Enemy units will appear in the color of the opposing side.

All units have the following attributes: Strength, Morale, Effectiveness, Weapon type, a Commander, and a Zone of Control. These are displayed both within the map and the staff report. These attributes can and will be effected by things like weather, combat, and various orders.


 * Strength: Each unit has a strength number. This represents approximately how many soldiers are within the unit. Strength may only be decreased by combat and desertions (through low morale).
 * Morale: Every unit has a morale value. These are: poor, fair, average, good, excellent, or untested. Any unit that ends the turn with morale that is poor, is in danger of being removed from play. Morale may be increased or decreased by movement, combat, encampment, weather and random events. A unit that is forced to march, retreated or routed will suffer a reduction in morale.
 * Effectiveness: Each unit has an effectiveness value. This represents approximately what percentage of soldiers within the unit are combat ready. Effectiveness may be increased or decreased by movement, combat, encampment, weather and random events. A unit that is forced to march, retreated or routed will suffer a reduction in effectiveness.
 * Weapon Type: Units will always have at least one weapon type, and it is possible for some units to have two. As of December 2010 weapon types are not displayed. The following weapon types are scheduled to appear within the game: Breech-loader, Carbine, Musket, Pistol, Rifle, Repeater. As well as the following types of artillery: Field, Heavy, and Light
 * Commander: Every unit has a commanding officer. For player units historically accurate unit commander names are displayed. For friendly units the name of the senior commanding officer is displayed.
 * Zone of Control: These are only displayed on the game map page and indicate the 3 adjacent hexes that the possessing unit if facing and exerts control over.

Movement
Unit movement in The Campaign of 1863 is comprised of several components. Unit movement points, terrain costs, Hex side elements, Unit concentration and congestion.

Movement Points
Each unit in The Campaign of 1863 has a normal and forced march, movement allowance. As a unit moves it expends movement points. Each unit type begins each turn with a set number of movement points

There is no capacity for rail or water movement in The Campaign of 1863.
 * Infantry units have a normal movement allowance of three (3) movement points (MP) and maximum (forced march) movement allowance of six (6) movement points (MP).
 * Mounted units have a normal movement allowance of five (5) movement points (MP) and a maximum (forced march) movement allowance of ten (10) movement points (MP). Headquarters units are treated as mounted units.
 * Artillery units have a normal movement allowance of three (3) movement points (MP) and may never be force marched.

Terrain Costs
There are 5 different terrain types in The Campaign of 1863. The following table lists the terrain costs and combat effect for each type of unit/terrain

Hex Side Elements
There are 7 different hex side elements in The Campaign of 1863. The following table lists the effect each has on crossing (or disallowing) the hex side.
 * Special note. Road and Turnpike side elements movement points costs (MP) replace any terrain costs of a hex when using a side that has the road/turnpike side element.

Unit Concentration
Due to the enormous logistical strain it puts on a Commander and his staff, the maximum number of units that may occupy a hex is 4. This also impacts Unit Congestion

Unit Congestion
Since the number of units that may occupy a hex is restricted to 4, and all units orders are executed simultaneously there are times when units movement may be blocked by other player units as well as friendly units. This is called unit congestion. An example: A player has 4 units on a hex and issues orders for all 4 units to move 2 hexes to the left however there are 2 friendly units on the hex directly to the left starting position of the 4 player units. The friendly units are encamped and do not move during the turn. This means that only 2 of the player units may join the 2 friendly units at a time. The other 2 units must then wait until there is either 1 or 2 more open positions within the hex and may be delayed from reaching their objective hex.

Orders
Unit orders are comprised of 2 components, Marching Orders and a Final Facing. Marching Orders must be issued in order to move your units. Players are reminded that the actual actions of a unit will not always correspond to the orders issued. Once a Unit has received their Marching Orders and a destination has been chosen, a Final Facing must selected.

Marching Orders
There are 12 Marching Orders available for players to issue to their units:
 * Attack - A unit will attack any opposing unit that comes into its zone of control, however the unit will not make a suicide charge. If the final calculated combat odds are less than one to two the attack will default to a probe order. A unit may continue to attack as long as it is able to move and its morale remains average or higher.
 * Determined Attack - Units ordered Determined Attack will attack the first enemy occupied hex they encounter and may make only one attack during the turn, regardless of morale. The unit will not continue to voluntarily expend movement points. The final combat value of units with these orders is enhanced, the number of casualties suffered will be significantly increased.
 * Defend - Any unit issued a defend order will stop upon entering an enemy zone of control and move no further. The unit defends in the hex it occupies if it is attacked and may defend more than once per turn.
 * Dispersed Defense - A unit with a dispersed defense order sacrifices combat effectiveness in order to exert its zone of control into all six surrounding hexes, terrain permitting and cannot be outflanked.
 * Resolute Defense - Any unit issued a resolute defense order will attempt to hold the hex it occupies at all costs. Units with these orders have enhanced final combat values and suffer increased casualties, but are otherwise identical to defense orders. Units may only defend resolutely once per turn.
 * Encamp - This is the default order for all units if no orders are issued. An encamp order is used to reorganize troops and recover morale lost through movement and combat. These units can not move or conduct any other voluntary action.
 * Hold And Entrench - The unit defends, and also entrenches at a cost of three movement points. If the unit does not finish its movement to its last planned hex (for example it becomes engaged in combat) no entrenchment is built. No other fortifications may be built in this fashion.
 * Withdraw - Units with these orders will withdraw back along their planned line of movement, if possible, anytime an opposing unit enters its zone of control and can never voluntarily engage in combat.
 * Probe - Combat units with these orders attempt make company strength attacks on enemy forces. Successful probing attacks convey three possible benefits: probes can provide detailed intelligence information about the units contacted, probes can cause disruption of an enemy unit orders, and probing attacks may irritate the enemy leaders. A Probe costs three movement points in order to carry out the mission. Probes are subject to all terrain and zone of control restrictions. No hex will be probed more than once in a turn. Headquarters participating in probes have enhanced results at a very serious risk to the leader. Because of the small number involved, losses are generally light.
 * Rear Guard - A rear guard order is a special type of screening order. A combat unit with this order will defend against opposing units that attack through one of its three rear hex sides. In this case a unit zone of control is reversed. Rear guard units attempt to protect other units in the hex from attack. There is no limit to the number of times a rear guard unit may engage in combat in a given turn.
 * Reinforce - Units issued reinforce orders will reinforce and support units within a one hex radius of battle. The only limitation is that the unit to be reinforced must be controlled by the same player. Reinforcing units may perform this function as often as allowed under rules of engagement.
 * Screen - A unit issued the screen order will not engage in combat voluntarily. It functions similarly to a probe, in that it is gathering information about any units encountered by its zone of control, but if it meets an enemy unit, it will either stop forward movement or retreat. It does not cost additional movement points, as probing does.

Final Facing
Final Facing is the second element of a unit order and must be issued whenever a orders are issued to a unit.
 * Final Facing - The other component of an order is the final facing, which is an instruction indicating the zone of control of a unit at the end of its planned movement. To issue a final facing a player presses the “s“ key after issuing a Marching Order and or moving the unit, and then chooses the appropriate hex to “point” to using the W,E,A,D,Z,X movement system. The actual actions of a unit will not always correspond to the orders issued. A unit does not always end the turn facing as the controlling player intends.

Zone of Control
Units possess a zone of control usually consisting of three hexes. These hexes are generally in the direction of movement, however there are some orders that will change a zone of control. Any unit entering an enemy zone of control must stop and move no further during the current turn, unless permitted to do so by the nature of its orders. The effects of the zone of control is limited in certain cases. Terrains such as broken and woods impair the effectiveness of the zone of control. This is also true for streams, except along bridges, roads and railroads. Rivers, sea and prohibited hex sides always block zones of control regardless of the fords, bridges, roads or railroads.

Combat
Combat may occur as units are moved during a turn. There are five types of combat: actions, skirmishes, engagements, assaults and battles. Units may sometimes voluntarily engage in combat more than once in a game turn. All combat results take effect immediately regardless of what point in the turn they may occur. Leaders may participate directly in combat by leading from the front, although this carries significant risk to the player's commander. The category of a particular combat is determined by the size of the defending force. Categories are used to impart information about the strength and intensity of a fight, and are available in the player staff reports and may be referenced by a battle marker on the map.
 * Action - An action is combat involving defending units of regimental size. Actions do not generally consume movement points. After an action the participating units may continue to move as long as no opposing unit remains in their zone of control.
 * Skirmish - Combat involving defending units of brigade strength is considered a skirmish. Skirmishes may cost the participating units a single movement point. After a skirmish the participating units may continue to move as long as no opposing units remain in their zone of control and they have movement points remaining.
 * Engagement - Combat involving between two and five defending brigades is considered an engagement. Engagements generally consume two movement points. After an engagement the participating units may continue to move if they have enough movement points remaining and if no opposing units remain in their zone of control.
 * Battle - Combat involving more than five defending brigades is considered a battle. Participation in a battle stops all voluntary movement.
 * Assault - These are any attack made against a fort. Participation in an assault stops all voluntary movement.

Fortifications
There are three types of fortifications that appear in The Campaign of 1863: Entrenchments, Improved Entrenchments, and Forts. Of these only entrenchments may be built during the course of a game.
 * Entrenchments - These are simple field fortifications constructed rapidly by units and are the only fortifications that can be built during the game. Once it is built, all friendly units in the hex may benefit from a defense bonus as long as their facing is the same as the entrenchment. Building an entrenchment expends three movement points. Entrenchments are temporary, in that if all units benefiting from one leave the hex, it will disappear.
 * Improved Entrenchments - An improved entrenchment provides a better defensive bonus for all units in the hex. Improved entrenchments are permanent and may not be destroyed. They otherwise function exactly as a normal Entrenchment.
 * Forts - Forts are the largest of the fortifications and allow a double defense bonus. They are permanent structures and may not be destroyed. Units inside forts have no zone of control and have a surrounding defensive barrier.

Weather
There are 3 types of weather within The Campaign of 1863. They are Fair, Hot and Rain. Each has differing effects upon a game and is randomly determined for each game turn.
 * Fair - This is normal, most common, weather condition in the game. There are no adverse effects upon either movement or combat.
 * Hot - Hot weather does not effect movement directly. Hot weather significantly effects a units morale and effectiveness.
 * Rain - Heavy rains cause all streams on all game maps to be impassable except at bridges. Movement and combat are otherwise normal. Unit effectiveness and morale will decline.

Victory Conditions
In the Campaign of 1863 each side (USA and CSA) is given different overall goals. The main goal of the CSA is to take as many Northern cities and towns as possible. With the theory being that Lee's goal was to place enough political pressure on Lincoln that he would be forced to sue for peace. The goal of the USA is much more plain. Destroy the Army of Northern Virgina.

As such, victory points are assigned to potential objectives within the game.

CSA goals:

 * Washington - 800 pts/turn - 8000 pts for capture (1 time only)
 * Baltimore - 200 pts/turn - 3000 pts for capture (1 time only)
 * Harrisburg - 200 pts/turn - 5000 pts for capture (1 time only)
 * Alexandria - 200 pts/turn - 2000 pts for capture (1 time only)
 * York - 100 pts/turn - 1000 pts for capture (1 time only)
 * Columbia - 100 pts/turn - 1000 pts for capture (1 time only)
 * Harpers Ferry - 20 pts/turn
 * Winchester - 20 pts/turn
 * Culpepper - 20 pts/turn
 * CSA casualty inflicted - 1 pt

USA goals:

 * Harpers Ferry - 20 pts/turn
 * Winchester - 20 pts/turn
 * Culpepper - 20 pts/turn
 * USA casualty inflicted - 2.5 pt

Reviews
None as of 1/04/2011