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Atlanta Is Ours, règles simplifiées

Posté : lun. 5 oct. 2020 18:44
par Drago

Je suis actuellement sur une grande campagne d'AIO avec la nouvelle version des règles modifiées et simplifiées pour le supply.

C'est très bien car cela permet de se concentrer sur ce qui rend cet opus passionnant, sans le côté pénible des règles liées au supply.
AIO “Lite” uses all the AIO Advanced Game and scenario rules except as indicated below. The main changes are units no longer require supply and passive turns are streamlined. The effect of supply on both sides is changed to only requiring each side to keep their rail line to their rear useable or there are penalties. For the Confederates the penalty is on VPs if a rail into Atlanta is not kept open. For the Union the penalty is modifiers on their command posture roll making it harder to stay active. Furthermore, on the Union their ability to operate far from the rail is now constrained by a modifier on Sherman’s distance from the rail.

Deleted Rules
• All supply rules, including depot & wagon units are deleted. A few “indirect” supply rules are retained and are listed below.
• Off map rules (everything in green).
• Atlanta Bombardment.
• Strategic events relating to supply are converted to NE.
• Strategic event for Forrest is converted to NE. All the Forrest rules, in both off map (green) and on-map (red) are deleted.

Changed Rules
Only changes are listed. Since only a few supply rules are kept, and these affect the other changed rules listed below, the few supply rules are listed here first to avoid confusion while reading the other changed rules.

Supply, Section 11
All supply rules are deleted except the sections noted below are kept and changed as indicated

Supply Segment (11.1), page 50
• The existing steps 2-5 are deleted; only step 1 is retained.
• A new step 2 is added that allows the Union to move the Railhead Marker.
• A new step 3 is added that affects some VCs. The Confederate checks if he can trace a RR Supply Path to W&A Depot (E3113) in Atlanta and simply notes the result.
• A new step 4 is added. All units that cannot trace a LOC to a Supply Source are affected as described below.
o A LOC is a path of hexes from a unit’s hex to the Supply Source. The path may not enter the hex of an enemy unit or the ZOC of an un-demoralized enemy unit or cross impassible hex-sides. Exceptions:
 An un-demoralized friendly unit of any type negates an enemy ZOC for LOC purposes.
 Rain and river unfordability are ignored. This means creek hexsides, river fords, etc. are always passable for LOC purposes.
o The effects on a unit not being able to trace a LOC are as follows:
 If the unit is organized it is flipped to its disorganized side.
 If the unit is already disorganized it loses 1 manpower. This manpower loss does not count for VPs. A unit may be destroyed in this manner.

Supply Sources (11.2.)
Skip past the red and green text and then Supply Source is kept for both sides and RR Supply Path is kept.

Railhead Marker (11.2.1), page 51
This rule is kept with the following changes:
• Effect on supply point & depot placement does not apply.
• The marker can now also be moved in the Strategic Cycle, step 9D, after railroad station repair.
• A new effect is in the Union Command Segment of the Strategic Cycle, Sherman’s distance from the Railhead Marker is a new modifier on the Command Posture Table, and another modifier is if the Railhead Marker can trace a RR Supply Path.

RR Station Repair/RR Bridge Repair/Pontoon Bridge Dismantling (11.8)
This section is retained as-is.

Sequence of Play, Strategic Cycle
• The VP Segment is moved to be after the Supply Segment. This is so the Confederates can repair RR stations leading into Atlanta, which can affect VPs. Also, at the start of the VP Phase, a Union Cohesion check is now performed. Union divisions in cohesion at this time replaces Union divisions needing to be in supply for some VCs.
• Supply Segment, most of what is discussed in this summary on page 41 is deleted. Only step 1 in Section 11.1 is retained. But we also add a new step 2 & 3 as discussed in the changes of section 11.1 (step 2 is Railhead Marker can be moved; step 3 is Confederates check RR Supply Path to W&A Depot).

Receiving Union Command Points
Before the Cohesion Check in this Segment, the Union player may first conduct a Leader Transfer of Sherman as per the Leader Transfer Phase Standard rule 6.3 (the 10 hex path).

Determining Union Command Posture
The Active Command Posture table is changed such that for a modified die roll of “28 or greater”, 10 command points are required.

Command Posture Modifiers
• OOS modifiers are deleted
• The following are newly added modifiers:
o +2/+3/+6 If the Railhead Marker cannot trace a RR Supply Path (see Section 11.2) due to the following. The effects are not cumulative, so if multiple conditions exist then only the highest modifier is used.
 +1 One or more damaged RR stations
 +2 One or more destroyed RR stations
 +2 One or more enemy units:
• An undemoralized enemy infantry or artillery unit with a Breastworks-Complete marker or stronger
• An undemoralized enemy cavalry unit with a Fort-Complete marker
 +3 Exiting an enemy controlled county
 +6 A destroyed RR bridge
o +1 For EACH hex, above 5 hexes, that the Sherman counter is from the Railhead Marker. For example, if he is 7 hexes away then the modifier is +2. The path of hexes is traced as follows.
 It is a path of hexes from the Sherman counter (not counting that hex) to the Railhead Marker (counting that hex). The path may not enter a hex occupied by an undemoralized enemy infantry division. Enemy ZOC and terrain are irrelevant when tracing this path.
 If no path is possible due to enemy divisions or if the marker is off-map then the modifier is 15.
 At the instant of tracing this path, if the Railhead Marker is occupied by an enemy infantry division, the Union player may move it as per 11.2.1.

Passive Command Posture
This section is completely rewritten to as follows. Players should realize that Confederate cavalry raids may be somewhat easier in these new rules; a desired effect of this is that the Union should more heavily garrison rear RR stations (due to the negative effect they have on the command roll if they are damaged) and that the Union cavalry may need to be used more for defensive purposes than in the previous rules, which is also a desired effect. Union cavalry raids will be a bit more difficult in these new Passive rules than before.

If Union posture is passive, play proceeds normally but the following rules are in effect:
1. The Union player is under the following restrictions at all times:
• The Union player subtracts 1 from the Movement Allowance of each of his infantry and artillery units. Notes: This is in addition to the effects of Command Paralysis, if it is in effect for the current turn. If a unit is reduced to a Movement Allowance of 0, it may still move 1 hex (see 6.2 of the Basic Rules). Cavalry units are not affected. Units performing Strategic Movement (see 8.0) are not affected.
• The Union player may not perform an assault action with infantry leaders.
The assault restriction is removed immediately if one of the following occurs:
o A Confederate infantry unit attacks a Union infantry or artillery unit.
o A Confederate infantry unit moves into the ZOC (restricted or unrestricted) of a Union infantry or artillery unit which is not already occupied by a Confederate infantry unit.
If these restrictions are removed, they are not applied again for the remainder of that Action Cycle.
2. The turn proceeds under the above restrictions on the Union until both players have won an initiative and then until the next tied initiative, at which point the Action Cycle immediately ends. This means that if both players have rolled “1’s” in an Initiative segment before both players have won an initiative then play continues.
3. After the normal Action Cycle ends, the Confederate player may conduct a single action with a unit or leader. However, the Confederate player may not attack the Union player in any manner and may not move any units into a Union ZOC (restricted or unrestricted) unless a Confederate infantry unit already occupies the Union ZOC. The Union player may conduct a cavalry retreat in a normal cavalry retreat situation; however, the Confederate player may not attack that cavalry if it does not cavalry retreat.
4. Next, play proceeds to a special phase as detailed below. During this phase, the players do not roll the dice to determine initiative:
• The Union player may perform a series of consecutive “march” or “activate leader” actions, as long as each selected unit/leader is eligible to perform strategic movement and all active units adhere to strategic movement restrictions throughout their movement (see 8.0). Next, the Union player may perform RR embarkation and/or RR movement (see 9.0).
• The Confederate player may perform a series of consecutive “march” or “activate leader” actions, subject to the same strategic movement restrictions applying to the Union player, above. Next, the Confederate player may perform RR embarkation and/or RR movement.
• Note: If the Confederate player wishes, he may reverse the order in which the players perform this step. If so, he states this fact, and performs strategic movement first, followed by the Union player.
• The Action Cycle ends, and play proceeds to the Recovery Phase.

Cohesion Check
• Union units in the following counties are exempt from cohesion check: Walker, Catoosa, and Whitfield if north of the Conasauga River.
• Union units more than 8 columns northwest of the Railhead marker are exempt from cohesion check.
• Confederate cavalry do not block a cohesion check path unless the cavalry unit(s) is entrenched to BW level or above and not demoralized.
• There is no longer a Cohesion check in Passive turns at the end of the Leader Transfer Phase. Note that this means that Out of Cohesion markers are no longer used.
• In the VP Phase of the Strategic Cycle, a Cohesion Check is added. Union divisions being in cohesion replaces them needing to be in supply for some VCs.

Railroad Movement
Union RR embarkation no longer requires a unit to be able to trace a RR path to W0102 or W0109.

Setups and VCs
• Wagons and Depots are deleted from the Setups & VP sections in all scenarios.
• A few key VCs have conditions regarding Confederate ability to place a supply point in W&A Depot in Atlanta. This ability is replaced to as follows. Replace “place a Supply point” with “trace a RR Supply Path to”. See the new step 2 in the Supply Segment above.
• Several VCs are conditional on Union infantry divisions being “in supply”. This qualification is changed to being “in Cohesion”. A Cohesion check is added to the start of the VP Phase as discussed above.

Re: Atlanta Is Ours, règles simplifiées

Posté : mar. 6 oct. 2020 11:37
par rulx
Où se trouvent-elles ?

Re: Atlanta Is Ours, règles simplifiées

Posté : mar. 6 oct. 2020 11:53
par Drago
Elles ne sont pas publiées et sont actuellement en test, elles seront éditées dans un futur numéro du Skirmisher (MMP); le texte que j'ai collé dans mon post précédent est le corpus principal.

En gros il n'y a plus de dépôts ni de points de supply, celui-ci est vérifié au tour stratégique de façon lapidaire (il faut qu'une unité puisse tracer sans passer dans une ZDC ennemie non occupée par une unité amie non démoralisée).

Re: Atlanta Is Ours, règles simplifiées

Posté : mar. 6 oct. 2020 13:41
par Thierry Michel
C'est le yéti qui va être content.

Re: Atlanta Is Ours, règles simplifiées

Posté : mar. 6 oct. 2020 14:26
par Drago
C'est clair que ça épure beaucoup cet opus qui garde tout son sel sans les grains de sable dedans.

C'est Mike Belles qui s'est à mon avis un peu loupé sur la complexification des règles, et la patine est passée par Chris Withers (que certains connaissent ici, il est venu à l'OPJH).

Re: Atlanta Is Ours, règles simplifiées

Posté : lun. 26 oct. 2020 15:46
par Drago
Pour info, les règles simplifiées sont toujours en cours d'évolution pendant les tests, ne tenez donc pas trop compte de la version que j'ai collée dans le 1er post.

Mon partenaire et moi recommençons une nouvelle fois la campagne.

Les règles étaient par trop permissives pour le sudiste, ça donnait de la science-fiction (campagne à front renversé, etc.).