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Fighting Battles and Maneuvers

ACWGC 107

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There are numerous types of engagements that you can play in the ACWGC and which are registerable at the DoR.

 

To begin with the most popular type of game in the Club is the traditional “Battle” between a Confederate Member and Union Member. These battles offer the full allotment of points as distributed according to Club Rules and help add to the flavor of the Club by keeping the two sides in constant competition.

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A “Training” is only used at the start of your Membership for your battle against your instructor. You will receive 30 points at the conclusion of the Training and a promotion to Lieutenant within the Club.

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A “Maneuver” is defined as an engagement between two Members from the same side in the Club. The Club Rules only distribute half the usual amount of points for these games. These games are nearly as popular as full “Battles” as many Members play their friends regardless of the side they are technically on. But to rack up points a little quicker the “Battle” option is preferable. 

Confederate

vs.

Federal

Registered as Battle

Cadet

vs.

Training Officer

Registered as Training

vs.

Federal

Registered as Maneuver

Federal

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A “Multiplayer” game is defined as a game with more than two players involved. These games are also very popular with the more social Members of the Club who like the challenge of trying to coordinate with other players to achieve a victory. These games can take any type of format you can organize (1 vs. 2, 2 vs. 2, 3 vs. 3, etc.) but the most common is the two-on-two format. Points are distributed equally to the participants at the same rate as a traditional “Battle.” Playing a “Multiplayer” game is a fun experience and should be attempted at some point. The process of how to rotate turns and email them is the same as in a regular game except that the turn is not closed-out before sending it to an ally. Only after the final player has moved from your side will he then close the turn and send the file to the other team. Further directions on this are easily attainable from any Club Member, the MDT, or from your commanders. These games do take much longer to complete because of the added file exchanges between players. Before engaging in a “Multiplayer” game be sure that the other participants are ready to go the distance and/or that a contingency plan is in place should a Member go on vacation at some point or need to leave the game.

 

“Moderator-led Games” are unique and, I think, the most challenging. They can be organized in many different ways and contain any number of Moderator pre-determined rules and stipulations for the participants. These games are not very common and require an active Member to organize the effort and enlist participants. To compensate the moderator of such a game they will receive double the points of a single player of the winning side (with the approval of both CoA’s to distribute the extra points).

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Lastly, there are “Campaign Games”. The WDS games allow for a campaign series of games joined together. Each game in the campaign is to be filed separately. Players engaged in “Campaign Games” will earn the score for each individual game completed. Although not as popular in the club, for reasons I will state, these are still fun games which offer a unique challenge. The disadvantage to “Campaign Games” is that they can stretch into hundreds of turns which can take a very long time to complete. Further, there is no encryption in a “Campaign Game” so you are at the mercy of your opponent’s honor to not open the gaming file on your turn to scout your troops. Further, while some campaign scenarios are balanced and fun, others are very imbalanced and can be a chore to play with so many disadvantages. Single scenario games offer you the ability to pick and choose which scenario to play (usually one you have examined beforehand to judge its playability) whereas in “Campaign Games” you are stuck playing whichever scenario you are given by the computer program.

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