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Revised and Edited Ground combat rules

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Revised and Edited Ground combat rules  Empty Revised and Edited Ground combat rules

Post by Galveston Bay Sun May 02, 2021 8:31 pm

Ground Forces Tech Levels 1-7
General information
Infantry units are as follows:
Company 200 men
Battalion 500 men
regiments 1,100 men  
brigades 2,500 men  
Divisions 5,000 men

Because of the higher density of animals (horses, mules or other) artillery, supply and cavalry units have less manpower but take up on the same amount of space on roads, bridges and other space they take up
Squadron/battery / support company 200 men
Regiment / battalion / support battalion 500 men
brigade / supply train 1100 men
division / supply column 2,500 men
Supply depot 5,000 men

Tech level 0-1 units are limited to companies (bands) and squadrons (parties) and on rare occasions can form regimental or even brigade sized groups but for a very limited time.  Custer ran into one of these big units at Little Big Horn in OTL.   Although they may have modern weapons they have limited numbers of them and fight based on their cultural model.    Tech Level 3 or higher cultures and civilizations can form actual armies.  

Units can be purchased an army at a time or individually based on preference and ability to buy.

The primary field force for combat in Europe and the settled portions of North America is the Corps   Each infantry corps has 3 infantry divisions and 1 artillery battalion, each cavalry corps has 3 cavalry divisions, 1 artillery battalion, and the supply column is a division sized organization able to support a corps with all the ammunition it needs for a typical campaign. Artillery consists of light field guns at the corps level and heavier medium field guns at the corps level. At full strength an infantry division has 5,000 men, a cavalry division 2,500 men, and artillery regiments have 1,000 men (and 18 guns) and an artillery brigade has 2,500 men (48 guns). Thus an infantry corps has 16,000 men at full strength while a cavalry corps has 10,500 men at full strength.  

Types of Armies
Grand Army
The biggest army available in this era is a Grand Army, which are relatively slow moving and take up a megahex on the World in Flames Europe map, and a full hex on the other maps.  These represent historical armies like Napoleon’s Grand Army 1805-1813, or the Union’s Army of the Potomac.   They need a vast amount of supply and support and are subject to problems if operating where there are inadequate roads or water supply routes are available.  The referee expects you to name your Grand Armies (rivers or regions are popular for this) and also designate a commander (internet research).  These armies will have the highest ranking physically active soldier in your army commanding them.   You can only fire that guy if he loses a battle and replace him at that point.   Customs and seniority are a thing after all.  

These huge armies have 5 infantry corps (actually 7, but only 2 divisions per corps instead of 3 so for game purposes call 5 corps), an artillery division at the army level, and 3 cavalry corps. Add a pair of extra supply columns, a pair of extra depot brigades, plus an actual pioneer brigade (for bridging and rivers), and thus are at around 150,000 people including civilians that come with the army.

In peacetime consists of 18 garrison divisions (becoming 15 infantry divisions, 3 supply columns), 17 garrison brigades (becoming 5 artillery battalions, 3 artillery brigades, 9 cavalry divisions) in peacetime for purchase price of 145 points, maintenance cost of 6.5 points if in garrison but in wartime is 30 points.   Mobilization covers the maintenance cost for that calendar year.   Mobilization is free for either peacetime garrison or mass army (conscription) reserve armies.   Volunteer Professional Armies do not have grand armies and must build volunteer grand armies from scratch or by incorporating elements of the peacetime army and volunteer reserve.  These armies use their infantry corps (5 of them) as the main combat element, with the artillery division and cavalry providing support and a screen.    These armies must mobilize at a city on the WIF map in your home territory (when mobilization occurs the referee is told which one)

Field Army
These are the more usual armies found as they offer a big more flexibility and can move a bit quicker than the huge grand armies.  
Field Armies are organized as follows below and designed to operate in agricultural land and urban areas of Europe and later the settled portions of North America which have sufficient road or trail infrastructure to handle all of the wagons and horses required.  They can handle rough terrain a lot better than the cumbersome Grand Armies.   These powerful formations have names. Give them one. They also have commanders, in wartime assign one or one will be assigned upon request or referee fiat. The standard field army of this era consists of 3 infantry corps, 1 cavalry corps, 1 supply column and 1 artillery brigade. The supply column with these armies also includes specialists like hospital units, headquarters staff as well as pioneers to handle river crossings and repair bridges, signals units (couriers initially, later semaphore), and all kinds of other support units.  Thus a field army has 65,000 people in all. A field army takes up an entire World in Flames Europe map hex or part of a hex on the other maps (but effectively the entire hex.  Cost is 75 points to build, maintenance is 3.5 points in peacetime as the components are in garrison and in war time maintenance is 15 points.  

Field and Grand armies must have a supply depot which acts as their centralized and somewhat fixed supply source that their supply trains draw from.  This will usually be at a port,  river or highway (where such exist) and generally will be at a city if at all possible.   They move once a season and once located do not move again.  If they are captured by the enemy, they are destroyed, and if they are forced to retreat to avoid the enemy, this retreat causes supply problems.    The supply depots are included in the cost and maintenance of the field and grand army costs above.    In peacetime their home base needs to be designated.  

Expeditionary Army
Expeditionary Armies are lighter, and instead of the infantry corps above, they are built around divisions and they have fewer and lighter guns, and generally use pack animals instead of wagons. They can operate in wilderness areas, are easier to transport by sea, and have much lower supply needs. However, they can inflict and take less damage. These are smaller, leaner versions of an infantry corps with attached cavalry, which operate in wilderness areas where it is impossible to forage for sufficient fodder for the animals, and food for the troops is also hard to come by. They also represent armies that are operating on a leaner economic base as well as lower tech armies in Africa and Asia that are still formidable in capability in spite of a technological disadvantage. Examples of low tech armies are the Chinese Banner Armies, the Zulu and various Indian states. Examples of lean industrial base armies in 1805 are the US and South American armies, while the British and French operate expeditionary armies in India which include troops raised locally.

An Expeditionary Army consists of 3 infantry divisions, 1 cavalry division, 1 artillery battalion, and 1 support train. So 15,000 infantry, 2,500 cavalry, 1,000 artillery troops (with 18 medium caliber guns) and a brigade sized support unit. Also a depot brigade of 2,500 men. This works out to a total of 25,000 men. Some armies (the Zulu for example) lack cavalry and artillery and have another infantry division instead.   The cost of an expeditionary army is 25 points, maintenance is 1.2 points in peacetime and 5.5 points in wartime.  

Professional militaries that do not have conscription can keep expeditionary and field armies in peacetime or build them from scratch or from component units on mobilization day.  

Mobilization
mobilizing grand and field armies takes one season (which will go faster when railroads show up), while expeditionary armies can be mobilized in a month.   Mobilization includes time to send orders, assembly time and time to acquire the needed transport and animals for them to move as well as the needed supplies.  

Modifiers
These modifiers adjust the cost of building and maintaining armies and are cumulative.  

Ground forces models
Mass army modifiers 20% reduction in unit maintenance, 10% reduction in cost maintaining fortifications of any kind. Maximum proficiency level 8.
Reserve Units: Treated as garrison units in peacetime (representing cadre and stockpiles). Up to 10% of population can be in military, but only 3% are available for permanent service. Mobilization takes one season (but that time shrinks when railroads and telegraph become available) and Reserve units shift from garrison to active status without cost. Maximum proficiency of a reserve unit is 6. No new ground units can be raised the first year after mobilization as the stockpiles and cadre are not available. Conscription is the law and the principal supplier of manpower in war and peace.

Volunteer army modifiers: Maximum proficiency is 9. Reserve units exist but are maintained just as regular units although have a lower proficiency and are considered Volunteers as far as proficiency is concerned so are proficiency level 7. Militia are considered level 6 in proficiency but can only be police troops, light infantry/light cavalry or fortress troops. No more than 3% of the population is available for service, with another 3% available for Reserve or Militia service. Militia service can be subject to conscription but is rarely enforced. Volunteer armies can have up to 20% of their forces consist of mercenaries (such as Gurkha and Caribbean African regiments) which do not count against their manpower limits. Volunteer armies cannot have field or grand armies in peacetime.   The Russian Army is technically a conscript force but as service is for 20 years, and many volunteer for it, the Russian Army is considered a volunteer army.   The difference in costs is because conscripts are given nominal payment (enough for a bit of drink and trip to the brothel occasionally) while volunteer armies are paid better either directly or because allowances are made for dependents and retirement benefits are a bit better.   To avoid the headache of pensions and the like using this mechanic to illustrate the difference.  

Of course in really big wars even the volunteer armies end up resorting to conscription after a couple of years.  

other modifiers
Industrial nations – 10% initially plus 5% additional for each industrial center and 1% additional for craft centers. (unless captured or destroyed)
Commercial nations- 1% for each craft center and major port. If the major port is blockaded that bonus is lost but craft centers always provide their bonus until captured or destroyed.
Agricultural nations- Same as commercial nations but have far fewer major ports and craft centers
Primitive nations are handled by referee fiat but generally treated as poorer versions of an agricultural nation and their weapons usually reflect that.

The bonuses above reflect economies of scale advantages and indeed big nations due have an advantage over smaller ones because of the size of their economies all else being equal.

Individual units
Infantry Division – combat value 10 (5d6 attack, defense 10) cost 5, maintenance 1
breaks down to 2 infantry brigades, if destroyed, regroups as 1 infantry brigade,
Infantry brigade- combat value 5, (2d6 attack, defense 5) cost 3, maintenance .25
breaks down to 3 infantry regiments, if destroyed, regroups as 1 infantry regiment, a regiment regroups into an infantry battalion
Infantry Regiment (1100 men), combat value 2 (1d6 attack, defense 3) cost 1, maintenance .1
Infantry battalion (500 men) combat value 1 (1d6 attack, defense 1) cost .25, maintenance .03

At Tech level 4 one third of all infantry divisions are rifle troops, which get +1 vs infantry and artillery , but cavalry gets a +1 against them and they function like cavalry in garrison duties (they patrol better), also they can make amphibious landings, Rifle Brigades or Divisions, and they cost double that of regular infantry as as they are part of of divisions and corps later, add the difference of making one brigade or division in a division or corps as rifle troops. Cannot have more then third of infantry units as Rifles.  They have no extra cost at tech level 4.   At tech level 5 ALL infantry are rifle troops and the cavalry loses their bonus against rifle troops (at no extra cost)

Cost of raising/ upkeep for tech level 3
Rifle Division Cost 10 points, maintenance 2 points
Rifle brigade- Cost 6 points, maintenance .5 points

Engineer Brigade- 2,500 men, Combat 0, Cost 2, Maintenance 1: A brigade sized unit equipped with sappers for siege work, bridging equipment, boats and other equipment. Allows field armies to cross rivers without penalty and attack across them with the penalty reduced by 50%. A country can only build 1 per 25,000 regular soldiers under arms, and can only have 1 attached to any army. Allows all Infantry and Light Infantry units in a field army to treat forts and fortresses as field units after 4 months of siege.  Grand Armies have one as part of the cost.  

Artillery brigade- combat value 10 (10d6 attack, defense 5) cost 5, maintenance 2
Artillery battalion – combat value 5 (2d6 attack, defense 3) cost 3, maintenance .25, 500 men
breaks down to 2 artillery batteries (200 men) combat value 2, (1d6 attack, defense 1) cost 1, maintenance .1 or if a battalion is destroyed, regroups as 1 battery. Batteries if destroyed do not regroup

Cavalry Division (2500 men) combat value 10 (6d6 attack, defense 8 ) cost 5, maintenance 1
Breaks down to 2 cavalry brigades or if destroyed becomes a cavalry brigade
Cavalry brigade (1100 men) combat value 3 (3d6 attack, defense 3) cost 2 maintenance .25
breaks down to 2 cavalry regiments (500 men) combat value 1 (1d6 attack, defense 1), cost 1, maintenance .1 or if destroyed a brigade becomes a regiment
Cavalry regiments if destroyed to do not regroup

Supply train- mobile supply consisting of lots of wagons, specialists, hangers on, and various support people (including some civilians). In peacetime are garrison brigades, and become supply trains for free. A division sized unit, costs the same as 2 garrison brigades.
Army Depot (depot brigade) – fixed based for an army where most of its equipment is stored or organized and moved to at mobilization. This is where a peacetime army assembles upon mobilization. Treat as a garrison brigade for cost and maintenance and manpower.
Depots and Supply trains are treated as militia infantry for combat value (militia division or militia brigade).

Garrison brigades – 2500 men. In peacetime consists of various army posts and barracks where troops are housed and their garrison troops. In wartime, can be mobilized.  Cost: 1 point, maintenance .1, To mobilize,  
Garrison divisions- 5,000 men, as above just larger. Cost 2 points, maintenance .25 points
Garrison units can also provide replacement units – a brigade or division can provide trained replacements each season.  A brigade can generate an infantry or cavalry regiment or artillery battalion each year (although you still have to pay for the unit itself) or from divisions can generate one infantry or artillery brigade or cavalry division each year (again after you pay for the unit).   Although they can produce the manpower you still have to actually recruit and equip it.   The advantage is of this system is that your replacement units have the same proficiency as your units already in battle.  

Militia
organized militia is older conscripts who still owe service or in voluntary military societies consist of weekend warriors who muster monthly and do some drill between drinking.    They have sufficient military skills to be considered trained for proficiency purposes (level 5).  
Cost is the same as a unit of their type but maintenance is half annual peacetime maintenance for that unit type.   Designate them as National Guard (or you can call them Landwehr, Home Guard or even State/Territorial Militia).

Unorganized militia show up in wartime.  You can generate one for each homeland city you have on the World in Flames map each quarter the cost is the same as a garrison brigade and are treated as weak infantry units.   There proficiency will reflect their limited training and equipment.  

Fixed defenses
Fixed peacetime fortifications
Armies can include fortifications as well, which take the place of mobile brigades. There are 4 standard types of fortifications.

A fortified area is a location defended by several major or numerous minor works, with interlocking trenches with obstacles such as moats and abatis (later barbed wire). Historical examples are Washington DC during the Civil War, Limes of Torres Vedres during the Napoleonic War, and Paris during the Franco-Prussian War. They are rare and require a garrison of 15,000 men. They also include the fortifications defending New York City for most of American history and later on the entrance of Chesapeake Bay. Manila Bay in World War II is another example.12 points, 2 years to build, 1 point upkeep
it is essentially impossible to neutralize a fortified area by naval gunfire unless there is a tech advantage of 2 or more.  

A fortress is a heavily fortified fort with large numbers of guns and solid defenses (which can be stone, brick or just a lot of dirt and wood) designed to defend a specific location. Examples include Fortress Monroe. They are relatively common compared to the fortified area, and require 1,000 men- cost 4, maintenance .25, 2 years to build.  A fortress can be neutralized by sufficient naval gunfire and higher tech level warships get a bonus against lower tech level forts (and vice versa)

A fort is a weak fortification useful in garrison work but doomed when facing artillery of the same tech level or better. However they provide a useful base for troops dealing with unhappy natives. require 500 men, cost 2, maintenance .1, 1 year to build

Fortresses and Fortified areas provide coast defense artillery protection if located at a port city or coastal area.  However a fourth position exists, a coast defense fort.  Coast defense forts just like the forts above but have no significant ground defense capability and can be neutralized by sufficient naval gunfire.  See above for tech level advantages and disadvantages.  

You may choose to have these fortifications in caretaker status.  They are treated as reserve units and treated as a garrison.  For a fortified area this is maintenance of .25 points a year, a fortress is only .1 points a year and forts only exist in wartime (and have to be built).


Last edited by Galveston Bay on Tue May 04, 2021 8:58 pm; edited 1 time in total
Galveston Bay
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Revised and Edited Ground combat rules  Empty Re: Revised and Edited Ground combat rules

Post by Galveston Bay Sun May 02, 2021 8:32 pm

Proficiency and other combat modifiers
Army units vary in quality and leadership but this is a general average
Mob  1
Militia 2
Practiced Militia 3
Experienced militia / police 4
Conscripts/reservists 5
Conscripts (after 6 months) / Volunteers 6
Professionals (conscripts/volunteers after 1 year, long service regulars in peacetime) 7
Experienced professionals (includes On the job training) 8

additional bonuses + 1 Guards and other long service elite troops

Referee compares the average proficiency of the units that compose opposing forces at the start of the battle.  The higher proficiency army gets the advantage.  

As the battle is about to be gamed out the referee then looks at other DRMs

DRMs (die roll modifiers)
Better proficiency +1
Better tech level +1
Great Captain +1
Enemy is exhaused or demoralized +1
Defending in urban, woods, forest, hill, jungle, ountain, swamp terrain +1
Variable situational advantages +1 (referee determined)
All DRMs are then added together for each side.   The arny with the most DRMs then gets first fire advantage

First Fire
Each round of combat (which represents essentially half a day), the better Army gets a to shoot with its units at the enemy.   Surviving enemy units and the better army then fight a mutual combat round.  

General rules for how combat is resolved
Referee fights the battle using infantry and cavalry brigades and artillery battlions as the standard tactical unit.  So for example an infantry corps has 3 divisions of infantry (6 brigades) plus an artillery battalion or three.    

Each army keeps a portion, usually 20-35%, as a reserve.   These units do not fight in the first round of combat.  

Generally speaking the two armies fight a first round, and all units that fight that round are considered exhausted.   Shattered units (any unit that suffers a hit is shattered) cannot be regrouped for the duration of the battle and remain shattered.   Exception are units that are in fortified areas and cities of significant size (major ports, capitals, production centers and craft centers).  

When an army takes 30% casualties, it is considered shaken.   Units that have fought are exhausted.   Generally speaking it is rare to attack beyond that point, if if one side has more fresh troops (significantly so) than the other, the other army will probably retreat.  (historically)

if an army has suffered 50% casualties, the whole army, including fresh troops not so far committed, are demoralized as individuals begin to examine their chances of survival and do the math.    Only Elite troops and long service experienced professionals will avoid this problem.

At 75% ALL troops are demoralized, and any unit attacked immediately shatters regardless of whether it takes a hit or not.  Units that take a hit simply dissolve after shattering.  

Thus the importance of keeping a reserve

If a battle goes more than one day (rare but it happens) then each night exhausted units lose that status and and shattered units can be regrouped.  

Orders:
the referee would prefer you give mission orders when possible.   The Army of the Potomic is to march on Richmond after landing at Fort Monroe (OTL sample).   General Sherman will take his army and march from Atlanta to Savannah Georgia and aggressively forage the entire distance with the aim of creating panic and demoralization among the rebels (another OTL example).

That kind of thing please.   You are the leader of your country and except for very rare circumstances at this point in history national leaders are not commanding armies or even traveling with them.
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Revised and Edited Ground combat rules  Empty Re: Revised and Edited Ground combat rules

Post by Galveston Bay Sun May 02, 2021 8:33 pm

Counterinsurgency and Colonial Pacification
infantry, cavalry, police and garrison brigades are all treated as police for this purpose
in wartime or during active revolts they can pacify the following number of civilians over the course of one year (and inflict casualties sufficient for demoralization to occur). The population makes a morale check (beats a 7 on 2d6, there are some DRMs involved that are circumstantial) if it it makes the morale check than revolt continues. Failure means the revolt ends at the end of second year. The morale roll is made annually until it fails or the occupier gives up.

Regiment- 10,000 civilians
brigade- 25,000 civilians
division - 50,000 civilians
expeditionary army (in garrison or active mode) - 250,000 people
field army (in garrison or active mode) - 1 million people

the numbers above only apply to clear and urban terrain.   All other terrain (or in Arctic weather zone) this number is halved
in peacetime regiments, brigades and divisions control that number x 2, expeditionary armies x 3, and field armies x 5  (last two are greater than the sum of their parts)

In frontier regions or an active war zone, the rebels will have field forces that have to be beaten on the battlefield or kept from doing damage while their base of support (the civilians above) are pacified (civilized with a Krag is a term used)

atrocities are normal and general ignored this century unless committed against people who are considered "civilized" which mostly means Western Europeans, North Americans, and Central Europeans, all of whom have newspapers and journalists and "look like us"

hence the sharp criticism the Germans got during the Franco Prussian War and World War I

Populations that are revolt prevent the occupying power from getting half of all commercial income as well as any resource income from that region until the revolt is suppressed.


Modernization (operating at a higher tech level)
Ground forces can be equipped with modern weapons and equipment, higher than their economy can produce. This requires access to foreign trade and a willing supplier.

Tech level 3 nations can equip up to TL 4, and Tech level 4 can equip up to tech level 5
Units can be modernized individually or the the entire army can be modernized
However this is expensive

The effect, modernizing to tech level 5 gives your army access to explosive shells (artillery), percussion cap muskets and up to 20% of their infantry as rifle units, and cavalry will get revolvers when they become available
each unit modernized pays three times normal maintenance that year and the process takes 1 year. The maintenance costs each year after that is twice normal.

Tech level 3 nations can upgrade to muskets, field artillery and the like, although their proficiency does not go up without some social changes. Same rules as above

Supply issues
units that are beseiged or isolated from their supply lines start to suffer attrition.  After one season the referee rolls 1d6 for each division in the army and 1d6 for each seperate brigade.  A 6 counts as a hit and the unit takes a step loss.    Weather, road conditions and terrain can influence supply lines.

Generally speaking, on the WIF Europe map, an army or grand army can trade a line of supply up to 6 hexes if by road or downstream on a river to its supply depots.  In bad weather this is reduced by 2 hexes to 3 hexes.   ON the other maps this is 4 hexes, 2 in bad weather.    

Expeditionary armies can operate and remain in supply for twice the distance above due to their lower supply requirements and lighter (mules and carts instead of wagons) supply elements.  

If your capital city falls to the enemy, ALL supply depots are out of supply for one season until a new capital is designated.   This represents administrative chaos.

As a general rule armies will not intentionally move out of supply unless you specifically order them too and they will usually not be happy about it.  IF cut off from their supply lines they will make their best effort to restoring that before trying to do anything else.  

Disease outbreaks
occasionally the referee will determine that an outbreak of a serious disease is hitting your army.   This is not uncommon when temperate zone troops are operating in the tropics (Malaria, Yellow Fever) or when locked in long duration struggles like a seige (dysentary, choleria).  For that season the referee will roll the same die roll as if units where out of supply (even though they are not otherwise affected by supply issues).    Tropical zone troops are vulnerable in winter if operating in temperate zones (vulnerable to colds and exposure).   Sometimes mass armies of volunteers have this problem the first year they exist as rural and urban populations mix and give each other things like the measles and mumps while volunteers are initially cavalier about things like proper sanitation.
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