a house divided

Updated 4/16/2013

AHD   
    
    21
 10 11 14 17 20 23       

   Lampeter       Conestoga 3      Terrace 1

David Metzger, NY

2012 Champion

2nd: Phil Rennert, MD

3rd: Brad Raszewski, MD

4th: Chris Byrd, CT

5th: John Teixera, VA

6th: Scott Sirianna, NY
Event History
1999    David Metzger     18
2000    Tom Cannon     12
2001    Phil Rennert     16
2002    David Metzger       8
2003     David Metzger     12
2010     David Metzger     30
2011    John Sutcliffe     34
2012    David Metzger     21

Terry Coleman, CA
2013 GM

1 Top Six GM Nomination

Links

   

What's old is new again ...

Given that the past three years have been the most successful years in the history of this tournament, the format will generally stay the same in 2013. The only major change is the addition of bidding for sides.

Rules Edition:
We will play the Basic version of the game with no optional or advanced rules. The Third Edition rules from the Phalanx version of the game are the default used for this tournament. However, anyone who has the GDW 2nd edition (released in 1989), may also use that game set, as the Basic game is the same.

Tournament Format:
The tournament will be single-elimination with a mulligan round. Winners of the Mulligan round are excused from the first round of single-elimination play, but should check in with the GM to let me know if you are continuing in Round 2.
We will use the 1861 scenario throughout the tournament. This scenario begins July 1861 and runs through June 1862, for a total of ten turns.

Choosing Sides:
Sides for each match will be determined by bidding Victory Points. Players will bid for the right to play their preferred side. Each player will roll one die. The player with the higher die roll will make the opening bid. That player will state the number of Victory Points he is offering and the side he wishes to play. For example, "I bid 1 to play the Union." An initial bid of 0 is allowed. The opposing player must either accept or raise the bid for the same stated side. Players alternate making bids until one player accepts the bid. The final "Victory Point" bid will be deducted from the bidders "Army Maximum Size" at the end of the last game turn. As a reminder, the "Army Maximum Size" is used to determine the victor in the game. Therefore, the bid will not have any impact if an automatic victory is achieved during the course of the game.

Victory Conditions:
1861 Scenario = The Union player wins if, at the end of the Scenario, his Army Maximum is at least 5 greater than the Confederate Army Maximum; otherwise, the Confederate player wins. In addition, the Confederate player gains an automatic victory if he captures Washington, D.C. or if the Confederate Army Maximum ever surpasses the Union. If either of these conditions is met, game play stops immediately and the Confederate player wins.

Rules Reminders & Clarifications:

Cavalry jumps:
* Strictly speaking, a cavalry jump cannot use naval movement (although a Union naval jump can be done by cavalry, if the other requirements for naval jumps have been met)
* Similarly, cavalry movement via river may not be combined with any other type of movement, land or rail (you'd be surprised how often people forget this one)
* Cavalry cannot jump over enemy cavalry (it doesn't matter how much cavalry you have vs. your opponent's horsemen - one unit of enemy cavalry is enough to stop you from jumping over them)
* As a courtesy, I recommend both players place cavalry units on top of their stacks, as it makes identifying where enemy cavalry are much easier (and speeds up the game as well)
* Cavalry cannot jump over an occupied space into another occupied space

Area Control:
One of the biggest mistakes that players make when they play AHD is to assume they control a space immediately after the combat is over. That isn't the case. Control comes at the end of your Player Turn. So, you don't control a recruiting space until after you recruit for that turn. So, it is convenient to think of the turn sequence this way:
1. Union Movement
2. Union Combat
3. Union Promotions
4. Union Recruiting
5. Union Control
Followed by Confederate Turn in the same order
Exactly when control occurs is particularly critical in the early stages of the game, where both players tend to move into Kentucky. The Union won't be able to recruit immediately into Louisville the turn they capture it, nor will new Rebel forces spring immediately from say, Bowling Green. Thus, when you make advances, you'll need to consider how much time (at least one additional turn) it will take to consolidate your position - and to possibly deny your opponent his increased recruiting base.

Cavalry and Control:
* Cavalry does control the space they end the turn in but only while the cavalry unit is there. When the cavalry leaves, the space reverts to its original color.
* What does this mean? It means that if a Confederate cavalry unit takes Chicago, for example, and then moves out on a following turn, the Windy City goes back to Union control. The only way for the Confederates to hold Chicago (or Pittsburgh, or any other Union city) is to 1) take it with an infantry unit, or 2) control it temporarily with cavalry, then recruit into it but the latter only works in cities such as Chillicothe or Cairo, which have Confederate recruiting values.
* This same rule also affects Neutral cities, such as Louisville, which revert to neutral after the cavalry leaves.

Entrenchments:
* When you move a unit onto another entrenched unit, the new unit is NOT entrenched
* If you choose to pay an extra march to entrench all of the units in the space, make sure they can legally do so. Each unit may only spend two marches per turn, and that includes entrenchment
* If all units are in a permanent fort, such as Vicksburg or Washington, they are automatically in the fort; but this is different than a non-permanent entrenchment
* Finally, don't forget that if you choose to entrench in a non-recruiting city, it costs two marches, not one
* Units which are entrenched should be under the entrenchment marker, and those not entrenched on top (or at least, however you keep track of this, be fair and clear about it to your opponent)

River Defense:
* This works slightly differently than entrenchments
* Units attacking over a river are at a disadvantage: The first two turns of the battle, defending units add one to their firepower
* Defending units get this bonus, even if they come in for the second round as reinforcements (assume they are on the correct side of the river)
* After two rounds, the bonus goes away, regardless of how the battle seems to be going
* If a defending unit is behind a river and entrenched, it does get both bonuses

 GM      Terry Coleman  [2nd Year]   NA 
    terryleecoleman@hotmail.com    NA

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