UPDATE: Turn 8 completed - fighting has started. MORE PLAYERS MAY JOIN - PLEASE!
*** We are playing with the latest HPS version, which is 2.01. The latest JTS version is 2.02. I am led to believe that the 2 are not compatible. ***
Now playing with 4 USA players and ONLY 2 CSA players, at a good pace (we could add more players) - currently at Turn 9.
I am acting as "Moderator". None of the participants would know who the other participants are. All communications via myself. Please do not post a reply on the Forum if you have an interest in participating - e-mail me direct at
neilsherriff1@gmail.comstating preference, if any, for USA or CSA, and preferences (if any).
If desired, then the units controlled by each player can be varied. I could take temporary "control " if I think someone has had long enough to do their turn or are not available. I want to make it a little bit "random" - possibly frustrating, but intention of surprises that need to be dealt with.
Before the game commences, subordinate players submitted their assessment of the current situation and proposed a plan of action for their army. The Army Commanders then issued orders. However, due to incompetent staff work, these orders were re-written by me so they are not as straightforward - a bit of confusion seems historically accurate. This procedure would also take place at future points in the game - at my choosing. For all Orders, there would also be a small chance that these they could (after a delay) "fall into the hands" of the an opposing Commander or subordinate.
Also, Army Commanders, may at other times of their choosing, issue orders to their subordinates - there could be a time delay before there orders are delivered. Zero delay if close by, but say up to 5 turns delay if far away. Plus there is a small chance of orders going missing (if they arrive, then you will be notified [but again, there could be a delay in this]). Again, these orders may be re-written by me. Similar for communications back up the chain of Command.
I would choose the order each turn that the players on a particular side will take their turns. If a player's turn would just involve a long boring march, then I might do those moves myself - to speed up proceedings. I might also move some units, just to make things a bit unpredictable (but will always generally act more cautiously then you would want and perhaps take a wrong road) - "stuff happens". Some wagons or limbers might have some temporary "problems".
I would "end" each sides turn. Prior to doing that, I would send the current situation to all members of that army so that they could view how everyone on their side has moved. The game file ready for the next side would be e-mailed to all members of that side so that they can review the opposing sides moves. At the same time an instruction would be given as to whether a player should now do their move or not.
Optional Rules. All selected apart from: Manual Defensive Fire, Optional Melee Resolution (each player would carry out his own melees at the end of his own moves/fires), Artillery Capture, and Mixed Organisational Penalty.
Your obedient servant
_________________
Brig. General Neil Thomas
1/2/III
Army of Northern Virginia
"He walked with long, ungraceful strides, enormous feet adding to the spectacle, and he sat a horse as if leaning into a strong wind."
