Rules Changes for CWOL-10

Note: These rules will be in effect for the EUWOL test games as well as for CWOL-10 and the Anaconda game.
Note: These rules are now included in the main CWOL rules as well.

Note: The rule that railroad squares that are empty of units will change back to control of the nearest city is not yet implemented; it should be done during the cadet game of December 2020.

CWOL rules

1. The scoring system has been revised to reflect the lessons of CWOL-9. Major changes: naval battles produce 1/5 of the laurels they did previously, and damaging or destroying naval batteries in naval combat produces laurels. There are additional minor changes as well.

ROTD rules

1. Units can resupply with ammunition only if they are drawing supply from: 1) a supply depot that contains supplies; 2) a home-nation city with a manufacturing level of 3 or higher; 3) a city with a chain of contact to a home-nation city with a manufacturing level of 3 or higher; 4) a CQ which satisfies one of the first three conditions, or 5) a CQ which is carrying at least one supply and last loaded supplies from source meeting one of the first three conditions, even if that CQ has no supply source. (The purpose of this rule is to prevent units that are raiding behind enemy lines from resupplying with ammunition unless they re-establish a line back to home territory.)
2. Units that have no supply source or whose supply source is a CQ with no supply source, are on hostile soil, and have 3 or fewer friendly units in their strategic square, have a 50% chance each turn to use up one point of ammunition from skirmishing with small groups of hostile militia. (If you have more than 3 units present the small enemy militia groups run away before you shoot at them. That way this really only affects cavalry raiders, not army-sized invaders who are off their supply lines. Fighting in battles is in addition to this penalty.)
3. The morale penalty for being out of supply and not able to forage increases proportionately to the number of turns the unit has been out of supply. (This way being OOS and not foraging for a couple of turns has no major effect on morale, but after three or four turns the morale effect will start to get nasty.)
4. If a unit that has been out of supply at least 6 turns is in the firing phase of a combat, then it must pass a dissolution check for fighting while being out of supply long term, even if it takes no losses. If the unit's morale is 40 or higher it will pass the check. Otherwise, the chance to fail is 5% for an Excellent unit to 35% for a Very Poor unit, plus 1% for each point of morale below 40, plus 30% if the unit is out of ammunition. Units that fail the dissolution check will shatter.
5. Units that have been out of supply for at least three turns will no longer regain deserters.
6. A unit is besieged if it cannot trace a path of non-diagonal moves from its position to the edge of the tac map without crossing impassible terrain or a non-allied unit. (It must reach a tac map edge which doesn't have impassible strategic terrain in the next strat square, so you can besiege someone against an ocean or impassible mountain.) The essence of this rule is that if enemy units plus river or mountain terrain form a connected circle around a unit (diagonal connections are good enough) then any unit inside that connected circle is besieged.
7. Initiative now depends on quality (better units get lower initiative) and morale (high morale units get lower initiative) as well as fatigue and experience. Artillery, militia, and Q/PB units never get initiative 1.
8. A detecting unit may trace a line of contact through a square adjacent to hostile cavalry when it is trying to detect a cavalry unit, but not otherwise.
9. Firing units which are firing on targets with one or two open flanks get the same bonus that they get in melee, which the exception that the melee is done as a reduction in defender strength, and because there is no "defender strength" in the firing formula, in the firing phase it's being given as a bonus to the firing side's strength.
10. Units which have all 8 directions covered by fortifications, cannot be flanked.
11. Shattered units now lose 20% to 60% casualties and reform only if they have supply and comms.
12. NBs take up 4 spaces per man in battle lines, not 8 (reflects that they sit in embrasures rather than in the field, prevents them from getting flank bonuses they shouldn't).

WISC rules

1. Mobile AL is now a river port; square E6-Y6 is now the mouth of the Alabama River. Galveston TX is now a river square and the mouth of the Trinity River, which is no longer at B2-Z0. Squares E6-Y5, B2-Z1, and B2-Z2 are a new terrain type, which is all-water but contains a river direction (so that ships can sail through them to standard river terrain squares).
2. The movement rules (section 6, rules 1 to 10) have been completely rewritten for greater clarity and accuracy.

SLAG rules


1. A unit must have a minimum strength of 500 men to build fortifications. Strength is checked when the order is placed; if it drops below 500 during the build, the build continues.

Date: 12-14-20