The Union Army of the South Branch is still forming, but it is clear that the two armies will bring nearly (or over) 200,000 men into the campaign simulation. There will be 30 divisions or more, and potentially around 100 or more brigades and batteries. In the campaign simulation format, it is unlikely that they will ever all be on the same map at the same time, but it is possible to have almost all of them involved in engagements on different maps during the same turn. This is a lot of men and a lot orders.
The simplest form of orders is the division level order. Tell the division where to go, its division formation when it gets there, and the stance it should take (hold, defend, probe, attack). For example, a division might be told to advance to Ferguson's Corner on the Arlington Map, deploy in battle line, and hold. (There is a template for giving this kind of order and nothing else is needed.)
Players can give positions for individual brigades and batteries by submitting a map, or by giving specific coordinates on a map. A map can be provided with the positions of each brigade and battery marked. Or, the player can use the TC2M game to identify specific location coordinates where they want the brigades and batteries to go and provide the coordinates. This is the most precise way to deploy a brigade or battery, but requires a lot more work on the part of the player than a division level order.
Given the scale of the campaign, there are a few things I will not do in this simulation:
1. Make tactical decisions: Sometimes players give orders such as battery orders to "deploy where there is the best field of fire." I will not look for a location to deploy a unit. The player will have to either mark and label it on a map, provide the coordinates, or let AI choose under division level orders.
2. Interpret complicated orders: Sometimes narrative orders can be quite complicated. Keep it simple. I am going to base the scripting for turn scenarios on the orders template and any marked and labeled maps attached.
3. Implement caveat or conditional orders: Sometimes we get orders like: "If the enemy does X, do Y, " or "Attack if the enemy force is smaller." This falls under "Not making tactical decisions." You must commit to your orders for the turn, let them play out, and adjust during the next turn.
4. Detach individual regiments or guns from the brigades or batteries: You will not be able to detach or give orders to individual regiments or guns, with the exception of sharpshooters who are attached to a division as an independent unit, rather than brigaded with other units.
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