Welcome

Welcome to THE WAR IN ARKANSAS command simulation blog. You will find news p0sted below with archives at the bottom of the page. Additional information and resources are available by clicking on the tabs above.


07 January 2015

Reminder - OZARKS CAMPAIGN RULE CHANGE

I know orders have gone out to some commanders from the Army / Corps Commanders and some orders have started coming in. As a reminder, there was a rule change that is effective with this turn. It was proposed on the madminute games forum site first and then confirmed here on December 26th:

OZARKS CAMPAIGN RULE CHANGE - THE FINALE
As THE OZARKS CAMPAIGN reaches its last few turns through January 2015 and the first week of February, the following rule changes will be in effect starting with the next turn:

1. Strategic Mode and Tactical Mode are cancelled. All action is now essentially a modified tactical mode.

2. Turns will be 40 minutes (a lot can happen in forty minutes when engaged)

3. The laws of time will be suspended when moving from town to town where there is no enemy presence. (Instantaneous movement to the edge of the next map when unopposed and there is no enemy presence)

3.1. Cavalry can move up to three towns when no enemy is present

3.2. Infantry corps can move up to two towns when no enemy is present

3.3. Corps and Cavalry Brigades will reach the entry point of their destination map at the beginning of the turn if they were unopposed. (e.g. Day 8, Turn 2 will start at 6:30 a.m. If a corps is at St. Leger, it can march to Pilot Hill via Bennett’s Bayou. If unopposed, it will enter the Pilot Hill map at the entry point from Bennett’s Bayou at 6:30 a.m. Whether its destination is Bennett’s Bayou or Pilot Hill, the arrival time at the edge will be 6:30 a.m. if unopposed.)


4. Movement from one town to another can be delayed by cavalry, only if the cavalry is given delaying  orders.

4.1. Cavalry has priority movement over infantry and will reach its destination map first.

4.2. Clearing cavalry will still be done on AI (both infantry and cavalry units). Players are not able to control infantry or cavalry actions when infantry fights cavalry under AI.

4.3. Cavalry will delay until their acceptable loss is reached. The time of the delay will be as follows:

4.3.1. Cavalry has a 1% - 20% acceptable loss: 10 minutes delay.
4.3.2. Cavalry has a 21% - 30% acceptable loss: 20 minutes delay.
4.3.3. Cavalry has a 31% - 50% acceptable loss: 30 minutes delay
4.3.4. Cavalry has “at all costs” – all units fight until routed – delay of one turn.

5. Any time opposing infantry is on the same map, any movement is done as part of a tactical turn and units are marched in-game starting from the edge of the map.

No comments:

Post a Comment