1864 Year of Decision
Simulation of the decisive campaigns that brought the American Civil War to its violent conclusion.
Discussion Board on Consim for 1864.
This is a copy of the original review on Web-Grognards.
Subject: Fw: 1864 Year of Decision - Omega Games
Brandon wrote in message
The game is a high level operational game on the 1864 campaigns of
Grant and Sherman against Richmond and Atlanta. Army/corps level plus
a few divisions+garrisons+militia, 6 turns per month. 2 half maps, 1
for each theater, and both are used for the campaign game. The
emphasis is on playability and being a simulation, and I think the
designer (Don Alexander) accomplished his goal. The emphasis is
on playability so the designer abstracted where he could. The game uses
a pt-pt map which is kind of abstract. There are few units per side,
say 10 mobile units and some militia and garrisons. I estimate a
scenario (Shermans Drive on Atlanta) can be finished in 1 gaming
session with experienced players.
Some of the interesting ideas in the game:
1) the combat system is the best part of the game. Units and HQs are
rated for initiative. To attack each participating unit rolls a die.
If it blows its initiative it sits out. An HQ can control 2 or 3 units
(Grant can control 3, Johnston 2). If the HQ makes its roll then all
its subordinate units may attack. Typically the veteran and well lead
units have higher initiatives. Lee is a 5, Johnston is a 2, so don't
count on him to attack much.
Units also have a tactical rating, which is rolled against on a
variable tactical table to see the battle rating. Grant can have a bad
day (he must have rolled a 1 at Cold harbor), and Polk can have a good
day. The net DRM is usually 1 to 3, but can be as high as 5.
Troop quality also contributes a battle DRM.
Combat is odds based with many columns broken out by 25% increments.
Losses are percentage based, with POS suffered at the extremes. The
DRMs are important and can turn a big attack into a repulse.
Say Longstreet is entrenched. He gets a -2 DRM for the entrenchment,
probably a -1 or -2 DRM if attacked by a mixed force of veterans and
newly raised units, and maybe another -1 DRM for tactical skill. Say a
-4 or -5. If he is attacked at 2.25 - 1, he will stop the attacker cold.
2) replacements - 1/2 the combat losses return at the end of the
month. Plus each side receives replacements. But units are limited to
how many men they may absorb each month. A unit that takes very heavy
losses will take a couple of months or longer to rebuild. Unist also
have a maximum size you can't give Longstreet 40,000 men.
3) political points - victory is based on political points which are
gained/lost by taking objectives,devastating regions, winning battles,
conducting off map cavalry raids, and suffering losses. Political
points also affect attrition. If you take very heavy losses and lose
some objectives (say Atlanta) your troops will be more likely to
desert. This may cost a few thousand men per theater per month.
4) Supply is simple, its based on proximity to rail lines. A units
supply state deteriorates each turn its out of supply. Combat will
cause a reduced supply unit to become out of supply and suffer nasty
combat DRMS, and suffer nasty attrition. What happens in practice is
the Union tries a flanking maneuver and faster a few turns rotates the
units so the original flankers are back in supply before they reach a
critical state. This can result in some forced marching, attack from
march, and other maneuvering to try and get around the south's front
Reproduced with permission of Web-Grognards.