U.S. HISTORY CIVIL WAR - SIMULATION TARGETS:

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TARGETS: U.S. HISTORY CIVIL WAR - SIMULATION 1. Identify and describe the political and military decisions made during the war and their consequences. 2. Evaluate the advantages and disadvantages for each side. THE GAME For the next few days, you will be playing a game designed to simulate the Civil War. The class will be divided into teams, Union and Confederacy. Some of you will be asked to act as Umpires and play The Cherokee Nation, Britain, or France. The Union and Confederacy teams will try to use politics, diplomacy, and military force to gain their goal. You will be playing for extra credit! WHAT YOU NEED TO DO! 1. Determine what the goal is for your specific team. What do you need to do in order to win? Each team s goal or objective is different. 2. Arm yourself with information. Use your textbook (chapter 11) or the internet to look over the events, battles, technology, and leaders during the actual the Civil War. That way you can avoid mistakes or get ideas that were successful. 3. Understand the rules. If any team accumulates 3 strikes or rule infractions, that disqualifies the whole team from earning their extra credit. UMPIRES 1. Head umpire (teacher)- rules on results of political moves, technological moves, and domestic moves. Their decision is final. No whining! 2. The Prime Minister of Britain/Southern Advisor: a. Will make all political decisions regarding Britain b. Will be responsible for advising on the Southern military campaign. 3. The President of France: (teacher) a. Will make all political decisions regarding France 4. Native American Chief/Recorder: a. Will make all political decisions regarding the Cherokee Nation b. Will keep a record of all actions political and military. LEVELS OF COMMAND I. Political Leaders 1. President (1) a. Makes political and diplomatic decisions. b. Sets goals for military. c. Selects the military strategist and advises them if they wish. d. May replace any of the positions if they wish. 2. Vice President (1) a. advises the President on all decisions. 3. Foreign Affairs(1) a. acts as the ambassador and presents written political decisions to the appropriate umpire. 4. Domestic Affairs (1) a. Presents all domestic decisions, in written form, to the head umpire including new technological advancements. b. Advises the President on the countries Morale.

II. III. Military Strategist 1. 5 Star General (1) a. Decides the makeup of forces. b. Assigns field commanders. Army and Navy. c. Issues orders to field commanders d. Decides to attack or defend before battle e. Informs the President on the state of the war. f. Discusses any technological innovations with the Domestic Advisor. Field Commanders 1. Generals (remainder) a. Move army (or Fleet) b. Fight battles c. May make strategic suggestions SEQUENCE OF PLAY This is a turn based game. Each turn is represented by a season. Every piece can move once per season. There are 15 turns before the game is officially over. 1. Start of the war: Each side announces the location and makeup of their forces and provides a list of players and roles. The Union is first. 2. Summer 1861: Forces move, and battles are fought 3. Fall 1861: Forces move, and battles are fought 4. Winter 1861-1862: Political moves. Umpires revise strengths. Strategic orders. 5. Spring 1862 6. Summer 1862 7. Fall 1862 8. Winter 1862-1863 9. Spring 1863 10. Summer 1863 11. Fall 1863 12. Winter 1863-1864 13. Spring 1864 14. Summer 1864 15. Fall 1864: Game ends TALKING RULES During the spring, summer, and fall you may only communicate through written notes and you MUST remain in your designated seat. Exceptions include; Political leaders (they are in the same location) and field commanders (they are all on the battlefield). During the winter, the talking rules are OFF, you may speak to anyone, and you can move around the room. Any violations of the talking rules will result in a strike. THE WINTER As you know, the winter is when the talking rules are off and you can move about the room. It is also the time when you can present treaties to foreign countries, make domestic decisions, invent new technology, build ships, fire and hire generals, discuss strategy, and restore troops to full strength.

POLITICAL MOVES All political moves must be submitted, in writing, to the head umpire. Political moves can be things done in real life or things you ve thought about on your own. Understand that political moves can have positive or negative effects on your team depending on what you do, when you do it, or how it is worded. Please consider all possibilities before submitting a political move. Below is a list of possible political moves and their consequences. This is but a small sample of the moves you can make during the game. Political Move Possible Consequences 1. Free the Slaves Could add a corps. Could lose one or more states. 2. Use black soldiers Could add a corps. Could lose one or more corps. 3. Build a railroad Could add a state, and therefore a corps. 4. Ask Britain for an alliance Could add 10 fleets and 2 corps 5. Ask France for an alliance Could add 3 fleets and 2 corps 6. Ask Native Americans for an alliance May add a corps 7. Replace general They could hold a grudge and not follow orders in the future. 8. Negotiate a settlement with the other Could win, or lose the game. side s political leaders TECHNOLOGY You may propose new technology that could help you gain an advantage during the war. You may also attempt to build other military resources as well. All technology must be something actually used during the Civil War. No anachronisms! All requests must be submitted in written form to the head umpire and will be made during the winter time only. For the purposes of this game we will assume that certain technology, such as that which would be used by INDIVIDUAL soldiers is being developed by both sides by default. These would include repeating rifles, Minie bullets, Gatling Guns, etc. When in doubt, try to make a new technology. The worst the head umpire can say is no. MORALE: The will of the soldiers and citizens to continue to fight and support the war. Each side has a certain level of morale or, morale points, which is indicated by a numerical value. The value is determined by the various advantages each side had at the beginning of the war. Those values can go up or down depending on the consequences of political/domestic decisions, foreign developments, or combat. Every winter that a team s morale is at zero or lower, that team will lose a corps (chosen at random). Each side s morale points could also be one factor used to decide who wins the simulation. Each side starts with the following morale points: Union Confederacy Advantage Morale Points Advantage Morale Points 19 Corps 5 12 Corps 2 5 Fleets 2 Motivation 5 Abraham Lincoln 2 Quality Generals 2 Industry/Supplies 1 British support/cotton 1 Starting Morale: 10 Starting Morale: 10

Morale Points: Action: Result: Losing a battle -1 Losing a Corps -2 Losing a state -5 Wining a battle as an underdog (head ump s +3 discretion) Losing a battle that should have been won (ump s -3 discretion) Losing a fleet -1 South wins a battle in Northern territory South: [+3] North: [-5] Successfully defending Capital +2 Sinking of fleet with Corps on board 1 Corps [-1] 2 Corps [-2] *plus penalty for losing Corps South loses all 5 Ports -5 (food/supply shortages and food riots) Britain Joins South South: [+5] North: [-5] France/Natives Americans Join +2 Losing a foreign ally that was once fighting on your -3 side Losing British support -2 North fights no battles during the year -2 General is fired or resigns -2 Political/domestic moves Consequences depend on the move and when it is made. These points are determined independent of the above list. After the Fall of 1864 only If the Southerners have lost a majority of their states, even if their capital and army are still intact: [-10 morale] If Northern casualty numbers are exceedingly high (head ump judgment call) [-10 Morale] * *Only if the simulation is close. CORPS MOVEMENT RULES Forces move in the spring, summer and fall. Each corps/fleet can move once per season. All forces must start in friendly territory Land forces move one state(combined state), port, or capital per turn. Movement must be between States that have a common border. If corps are loaded onto a ship (2 max), the ship must be in a port and the corps in that state. The loading counts as a turn for the corps but the ships may then move anywhere they can on the map. The unloading would take place the following turn and must be done in a port or in a state adjacent to the Mississippi River. An army may move into a state, even if an enemy army is already there. Fleets can move anywhere, containing water, on the map in one turn. All armies must maintain a supply line through friendly territory. Deduct 1 point from each die roll for each army that is cut off. [-1 morale each turn] Only one side at a time can occupy capitals or ports. In order to capture a capital or port an army must fight and win a battle. This clears out the capital/port and the attacker can capture it. No army may advance into enemy territory if there is an enemy army in the state that they are in. (imagine that they are blocking you) They may move into a friendly state. Each field commander is assigned a certain number of pieces which are labeled with a number. It is the field commander s responsibility to keep track of where their pieces are on the map at all times. If a field commander moves any pieces other than their own, the team receives a strike.

BATTLES RULES: Battles are decided by throwing dice. Each side will roll as many dice as it has corps. Each corps represents 20,000 men. Before each battle is fought the 5-Star General decides whether to attack or to defend A defending army receives a +3 defense bonus for EACH corps participating in the battle. (reflects a well fortified army that is dug in ) If two armies are in the same state and decide to defend, no battle takes place If two armies are in the same state and one decides to attack and the other decides to defend, the attacker must roll a total greater to the defenders and their +3 defense bonus (for each corps). If the attacker wins, the defender must retreat. The losing corps are also at half-strength for the remainder of the year. (all rolls are cut in half with odd rolls rounded down ) If the defender wins the attacker may remain in the state, but is at half-strength If both armies decide to attack, the army that rolls the higher total wins. The loser is at half strength but neither has to retreat. If the two armies roll (with bonuses) the same numbers, then the battle is a draw. Both sides are at half-strength. The army that is in the opponent s territory must retreat. The army that is in their own territory may remain. If a half-strength army loses a battle they are destroyed and are wiped off the map. All corps are returned to full strength (reenforcements) during the winter time. NAVAL COMBAT Naval battles are decided by throwing dice. Each side will roll as many dice as it has fleets. Each fleet represents 8 war ships. Once side initiates naval combat the opposing side In the open water, up to 3 fleets from each side may cannot retreat. If both naval forces defend, no battle takes place There are NO defense bonuses for naval units There is NO half-strength for naval units. If a fleet loses a battle, it is destroyed. Naval units (except subs) may travel up and down the Mississippi River provided New Orleans is unoccupied. They may drop off any corps on board to any state that touches the river. Fleets can be converted to Corps or vice versa only in the winter and only if they are in a port. participate in the battle. Only 2 fleets can attack a port at any given time. A corps stationed in a port does receive its defense bonus but cannot participate in any battle within the state. It is impossible for the South to capture or threaten any Northern ports which is why none are visible on the map. Naval units may transport up to two corps per fleet. If the fleet is sunk, the corps is lost as well. If corps are loaded onto a ship, the ship must be in a port and the corps in that state. The loading counts as a turn for the corps but the ships my then move anywhere on the map. The unloading would take place the following turn. The Northern port is in New Jersey. To blockade a port a fleet must be inside the port. GAINING AND LOSING STRENGTH Both sides have the potential to gain or lose corps through political/domestic moves and a change in control of states, capitals, and ports. Each side starts with the following forces: Union Confederacy 18 states and combined states 17 corps 9 states or combined states 9 corps 2 Ports (not on map) 5 fleets 5 ports 1 corps Washington 2 corps Richmond 2 corps Total: 19 Corps, 5 fleets Total 12 corps

After the winter season, the Head Umpire will announce; all changes in the control of states, capitals, ports, as well as political/domestic consequences. Action: Result: Losing a state or combined state -1 corps per state Gaining a state or combined state +1 corps A side loses its capital -2 corps A side gains the other side s capital +2 corps The South loses all 5 of its ports -1 corps Controlling States, capitals or ports If there are armies from both sides in a state, the state remains part of its original side until the opposing side wins a battle in that state. An unoccupied state remains on its original side, but changes side if the last army through it was from the opposition An opposing army must actually enter a port or a capital to control it.