This document provides an overview of the rules of Gathered In
Their
Masses (GITM), the land combat module of the American-Mexican War
OnLine
(AMWOL).
It does not give the reader enough information to play GITM, but
provides
a quick introduction to the game and how it is played. After
reading
this
document, the reader will eventually want to consult the Basic
Rules
prior
to playing GITM for the first time.
1. Strategic Map
GITM is played on a strategic map of North American, containing
130 columns
(labelled A0 through N9 - letter I is not used) and 110 rows (P0
through Z9). Each strategic
square
contains terrain, is part of a nation, and may contain a city, or
units.
Click to see a sample
strategic
map with units, or the full
strategic map without any. Clicking on a map icon will
reveal information about the
terrain, city, and/or units that are there.
2. Tactical Maps
Each strategic square on the GITM has an associated tactical map
which
shows details of the terrain in that square. Click to see a sample
tactical map. Each tactical map has 15 rows and 15 columns,
numbered
0 to 14. Each square on a tactical map has terrain and a defensive
rating
(0 to 4) and may contain units. Clicking on a unit icon will
reveal the
identities of the units that are there.
3. Units
Each unit has a nationality,
a service arm (line or light infantry, light, medium, or lancer
cavalry,
light, medium, or heavy artillery), and a number. For example,
MX4MC is
the Mexican Fourth Medium Cavalry. There are also army and
corps
headquarters units. Each unit is rated for strength, artillery
batteries,
quality, morale, experience, fatigue, and supplies and ammunition.
Each
unit has a commander and a deputy commander; the deputy can send
orders
for the unit if the commander does not.
4. Detection
Units can detect other units on the strategic map only if they are
within detection range. Army headquarters can see friendly units
up to
5 squares away; other types of units can see friendly units up to
3
squares
away. Light cavalry can see enemy units up to 2 squares away;
other
units
can see enemy units only in the same or adjacent squares. On the
tactical
map, enemy units hidden behind other enemy units are not visible.
A
player
can see only what his units can see; thus, what each player sees
is
different,
and it is necessary to report what your units can see to your
fellow
players.
5. Turn Sequence
GITM runs in turns. Players send orders for each of their units
each
turn. At the start of each turn, units receive supplies and
ammunition
if they can. Then, movement occurs on tactical maps and battles
are
fought
in four phases, then movement occurs on the strategic map in six
phases.
There are two exceptions to this sequence. First, the first phase
of
strategic
movement comes in the middle of tactical movement, so that units
in
adjacent
strategic squares can join a battle in progress. Second, after
strategic
movement there is a final phase of tactical movement so that units
can
deploy prior to the start of the next turn. The full turn sequence
is
thus:
6. Submitting Orders
Players send orders to GITM using the orders
submission form. Players may submit orders on the form in
any
combinations
they desire. If both the commander and the deputy send orders, the
commander's
are used; if a player sends more than one set of orders, the last
set
received
is used.
7. Strategic Movement
Units can move across the strategic map, one square per phase of
strategic
movement. Infantry can move up to 3 strategic squares per turn,
cavalry
can move up to 4. Units can move one extra square if they force
march,
one less if they carry supplies with them, and one less if they
are not
in
communications
with army headquarters. To move strategically, a
unit must have a clear path to the edge of its tactical map in the
direction
it wishes to move. Units can be ordered to halt on encountering
the
enemy,
to pursue enemy units, or to march to the largest nearby battle.
Units
can specify the tactical square in which they will enter the
tactical
map
of their new strategic square.
8. Tactical Movement
Units can move across the tactical map, up to four squares per
phase
of tactical movement (six squares for light and medium cavalry and
light artillery). Units specify a destination and, optionally, a
waypoint
to move through en route to the destination if they wish to
approach
the
destination from a particular angle, or if they need to cross a
river
or
mountain ridge at a ford or pass. If a unit enters a square
containing
an enemy unit during its movement, a battle begins in that
tactical
square,
and any unit that is in that square, or moves into it, joins the
battle.
Units can be ordered to engage the nearest enemy unit. They can
also be
ordered to intercept the movement of enemy units, or to move to
support
friendly troops fighting in nearby battle, or to move to the
nearest
city, or river ford or mountain pass square.
9. Combat
Combat occurs in a firing segment and a melee segment. Each unit
in
the battle may be ordered to fight in the front rank, second rank,
or
rear
rank of the battle formation. In the firing phase, infantry in the
front
rank and artillery in the first two ranks fire at the enemy. In
the
melee
phase, all units remaining in the battle after the firing phase
fight
for
possession of the tactical square. The loser of the melee must
retreat
to an adjacent tactical square, or be forced to surrender. Units
that
take
casualties in either segment take morale checks, and may retreat
to a
nearby
tactical square, or rout to an adjacent strategic square, or
surrender
if their retreat or rout movement is blocked by enemy units.
10. Communications and Supply
To fight effectively, units must maintain lines of communication
and
supply. Communications lines begin at an army headquarters, and
run
through
corps headquarters to individual units. A corps HQ must be within
5
squares
of an army HQ to receive communications, and a unit must be within
2
squares
of a corps HQ to receive communications (it cannot receive
communications
directly from an army HQ). A unit located in a friendly-controlled
city
can instead receive communications from that city. Supply lines
begin
at
a city or corps headquarters which has supplies available, and run
to
individual
units. A corps HQ must be within 8 squares of a city to draw
supply
from
that city, and a unit must be within 2 squares of a corps HQ to
draw
supplies
from that corps HQ. If the corps HQ is carrying supplies, it can
supply
units from the supplies it is carrying as well as from a city.
Units
located
in friendly-controlled cities can draw supply directly from the
city if
there are supplies located in the city. Units not in supply will
suffer
losses; units that can requisition supplies can reduce but not
eliminate
these losses. Units (except cavalry) that run out of ammunition
cannot
fire and fight in melee at reduced strength. Units not in
communications
suffer a loss of strategic movement.