Monday, October 12, 2015

Command Simulation - The Road Network: A few words to the wise.

As the B & O WINTER command simulation enters Day 7 of the campaign, some minor changes are in the works to be effective on Day 8 of the campaign. Two tertiary roads have been added. One is of relatively minor importance (Jersey Mountain Road), but the other could be of use to commanders and runs from Strasburg to Mooresfield via Wardensville. It will be designated the "Strasburg-Mooresfield Road."

With the poor weather in the first week of the campaign, both players had some very slow movement.  They had both chosen movement along roads designated as "other" in the road network.  As page 9 of the manual stated, these roads are "unreliable and likely to be in very poor condition." There is the potential of a significant negative movement modifier on these roads when they are dry. When it rains or snows, they can easily become impassable - which is what happened through the beginning of the campaign.

In the revisions that will take effect on Day 8, the random roll of road conditions for "other" roads will change from a 4-sided die to a 6-sided die. One of the possible outcomes for the precipitation modifier will be a result slightly slower than a tertiary road, but the others will still carry significant movement penalties, up to having to halt movement due to weather conditions if there are not enough positive movement modifiers to keep a column advancing through the mud or snow.

The key to rapid movement is the primary and secondary roads. On a clear day, movement on primary roads is very fast. Even if a column is delayed and does not begin its march until 11:30 a.m., it can still cover significant ground. It takes a lot of precipitation before movement on a primary road is affected. The precipitation modifier will be reduced for secondary and tertiary roads starting on Day 8, also making them a more viable option than the country roads if the poor weather experienced so far continues.

Primary roads are good for movement. They are also good for detecting the movement of the enemy. Placing an outpost of a detached cavalry or infantry at a strategic crossroad could make a player aware of enemy movement in time to re-act. Country roads may help avoid detection, but they can slow down progress, which equates to more time on the march and more rations consumed between any two points. Country roads are also difficult for maintaining supply lines. A lot of bad weather could quickly turn into a disaster, as rations dwindle and morale plummets.

The quickest way between two points is not always a straight line. The quickest way from Hancock or Bath to Winchester would probably be by train to Green Springs Depot, the Old Town - Romney Road to Romney, and then the Northwest Turnpike to Winchester. Lander's men that took a more direct route according to the maps ended up essentially stuck in the mud for a few days.

Commanders - Roads make a difference.




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