Introduction and Rules

The Grand Campaign
The Grand Campaign Simulation series uses maps from the same fictional region as the previous South Branch and North Branch Campaigns. There are a few notable differences from the previous sims:

1. Expanded Campaign Theater: The area of operations is much larger and its scale has been enlarged by reducing movement rates.  Railroads now give the campaign an added strategic component.

2. Smaller Armies: The North Branch Campaign had massive armies. The Grand Campaign starts small, with the players slowly building their fictional armies as the simulation series progresses.

3. Early War Theme: All regiments enter the army as large, inexperienced units. Most units will take the field with outdated weapons that can be upgraded later.

4. Strategic Focus: The only time a player can issue orders directly to units is when his headquarters are present at the engagement. Only limited orders can be issued at remote engagements and small skirmishes are fought entirely under AI. Certain areas of the campaign theater generate commissary supplies and other resources for occupying armies Orders are given to cover one simulated week at a time.

5. Support Units and Functions: Engineer Battalions, Staff officers, hospitals, supply depots and trains, railroads and other features support the army and expand its ability to campaign.

6. Self-Determined Objectives: The campaign has no victory conditions or designated objectives for winning. Each army can determine its own objectives and strategies for the conduct of the campaign.


The Grand Campaign II Rules (Simulation to run in 2020)
The Grand Campaign II Rules (December 2019)



Cost Sheets
Cost sheets show the costs in resource points of available units and support before the start of each month. They are revised monthly.
September 1861 Cost Sheet (Grand Campaign II)







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