From: William Sariego Subject: The Civil War (VG) THE CIVIL WAR: Revisited By William Sariego The Civil War by Victory Games is one of the few games in my collection which has never gathered dust on my bookshelf. The innovative design by Eric Lee Smith is as fresh today as when it was included in Victory's initial four game release way back in February, 1983. The following rules are offered to add a little variety, but two points are actually errata that should be present in the game. The 1864 scenario is perfect for solo play, as the gamer attempts to subdue the Confederacy on one hand and stave off the inevitable on the other. Of course, pretending that Kentucky actually succeeded (they did... sort of) from the Union is a plausible Confederate "What If..." 1864 SCENARIO 1] Fort Sumter did not fall to Union troops until February, 1865. Yet in the scenario set up, one Union strength point begins there! Place the Union strength point in New York, instead. The scenario has three Confederate strength points in Charleston. Add another one strength point to Fort Sumter. Beaurgard's OoB in the early summer listed 18,000 men (though many were militia consisting of the very old or very young), so this extra strength point is not unjustified. 2] To clarify; the Georgia Militia IS available for muster in this scenario. Historically, the incursions around Savannah and Chickamagua did not cause Governor Brown to call them out. They mustered in June of 1864. 3] The Confederate player has the option of converting General Price to a cavalry leader on turn 15. His initiative rating becomes two and he is considered a three star leader (i.e. he can command three strength points). This switch is irreversible. Immediately place one strength point with Price as a reinforcement. Historically, General Price lead what amounted to as massive invasion/raid into Missouri; bringing together many irregular troops and "bushwhackers." KENTUCKY GOES CONFEDERATE Kentucky was a prime example of the Brother against Brother aspect of the American Civil War. With a legislature that had a Unionist majority to a governor who was pro-Confederate, the state was a microsm of the overall conflict. Kentucky would provide 50,000 men for the Union and 35,000 to the Confederacy. This variant reverses those numbers and has Kentucky joined with the Confederacy. 1] Delete one strength point from the Union player's West reinforcements on turns two, four, and six. 2] Kentucky is an integral part of the Confederacy for all purposes. Treat the state as if it had a grey background. Add three strength points to the Confederacy, one each on turns two and four (West). The other is part of the revised set up in rule three. Kentucky has a militia strength point available as per the normal rules. 3] Remove one strength point from 2016 (Memphis) and hex 2513, and General Johnston from Nashville. Place General Johnston and one strength point in 3309 (Frankfort). Place one strength point each in hexes 2312 (Paducah) and 3008 (Louisville). Add a Fort and Depot marker in hex 2312 (Paducah).