Variant Political Point Awards in War Between the States

The following variant Political Point rules are an attempt to enhance the political game in War Between the States. One of the major complaints is that the game's political system is tied too much around the capture of the five major southern cities and that it does not expand into other areas.

The following rules give each of the players several other options for obtaining political points, besides those already included in the game. Several additional southern cities have been given political point values and the north has been given a schedule for capturing political point cities or risk war weariness do to the fact that they are not keeping up with their historicalrate of advance.If the Union fails to gain control of the Mississippi River in a timely mannerthe Confederate Player is now awarded political points, also due to war weariness. There is now also a political point reason for each player to fight for the Trans-Mississippi Theater. The Union Player may gain political points by occupying and/or destroying certain assets of the Confederacy and the Confederacy may gain political points for capturing northern cities other than those listed in the original rules. Lastly, each side can gain political points for winning major battles, capturing of destroying enemy Army Headquarters and inflicting overall casualties on the enemy.

Here are the variant Political Point Awards.

[25.3] POLITICAL POINT AWARDS

[25.31] Union Player

The Union Player receives Political Points for achieving the following results:

Condition Number of Points

Destroy or capture a

Confederate fort 1

Occupy the following cities:

Charleston, SC 1

Chattanooga 1

Corinth, MS 1

Knoxville 1

Mobile 1

Nashville 1

Vicksburg 1

Memphis 2

New Orleans 3

Atlanta 4

Richmond 10

The above awards are made only once per game. Exception: Should the Union player lose control of a previously occupied city, he loses the political point value of that city. Upon re-occupying said city he will regain the city's political point value.

Occupy all of the following cities simultaneously:

Alexandria, LA

Brashear, LA

Galveston, TX 2

Little Rock, AK

Sabine City, TX

Shreveport, LA

The above award is made only once per game. Exception: Should the Union player lose control of one or more of the above cities, after having previously, simultaneously occupied all of them, he loses2 political points. Upon re-occupying all of the cities, he will regain the lost 2 political points.

The Union Player also receives one Political Point for occupying both the town of Saltville, VA and hex C0819. The Union Player is not required to continue to occupy these two locations however, he must end a turn of movement in each of them to fulfill the requirements for occupying them. These locations represent the Confederate lead and salt mines of southwest Virginia and ending a turn of movement on each of them represents the time necessary to destroy them.

The Union Player also receives one Political Point on each Strategic Turn that the Mississippi River is free of Confederate fortifications and river flotillas and Ironclads and all cities touching on the Mississippi River are in Union hands.

The Union Player also receives one Political Points should he cut and/or occupy the rail line that runs from Lynchburg, VA through Bristol and Knoxville and into Cleveland, TN anywhere between Lynchburg and Cleveland. Should the Confederate Player restore rail service along the entire route, then the one Political Point gained by the Union Player for cutting and/or occupying said route will be lost until such time as the Union Player once againcuts and/or occupies the route.

The Union Player also receives one Political Point each time he forces a Confederate force containing an Army or Corps Headquarters to retreat via combat and the said Confederate force receives 20% or greater casualties.

The Union Player also receives one Political Point for every 75 strength points of Confederate ground combat units eliminated by any method.

The Union Player also receives one Political Point for each Confederate Army Headquarters captured or eliminated from 1861 -1864.

The Union Player also receives Political Points as per cases 22.5, 23.0, and 25.4.

[25.32] Confederate Player

The Confederate Player receives Political Points for achieving the following results:

Condition Number of Points

Destroy or capture 1

a Union fort

Occupy the following

cities:

Washington 50

Baltimore 10

Cincinnati 10

St. Louis 10

The above awards are made only once per game.

The Confederate Player also receives one Political Point on each Strategic Turn that any one or more of the above named cities is unable to trace a path of rail hexes free from Confederate units leading off the north edge of the map.

Beginning with the 1/62 Strategic Turn, the Confederate Player also receives one Political Point on each Strategic Turn that they have ground combat units occupying any at start Union city other than those listed above. The Confederate Player must be able to trace a path via road and/or Confederate controlled railroad free of Union units from the city to a Confederate Department. The Confederate Player receives only one Political Point each Strategic Turn no matter how many Union cities he currently occupies.

Beginning with the 8/62 Strategic Turnthe Confederate Player also receives one Political Point on each Strategic Turn that the Union Player has not captured at least fourConfederate Political Point cities east of the Mississippi River. Beginning with the 10/63 Strategic Turnthe Confederate Player also receives one Political Point on each Strategic Turn that the Union Player has not captured at least seven Confederate Political Point cities east of the Mississippi River. Beginning with the 10/64 Strategic Turnthe Confederate Player also receives one Political Point on each Strategic Turn that the Union Player has not captured at least eight Confederate Political Point cities east of the Mississippi River.

The Confederate Player also receives two Political Points if the Union Player fails to occupy all of the Confederate Political Point Cities west of the Mississippi River simultaneously by the 6/64 Strategic Turn.

The Confederate Player also receives one Political Point each time he forces a Union force containing an Army or Corps Headquarters to retreat via combat and the said Union force receives 20% or greater casualties.

The Confederate Player also receives one Political Point for every 75 strength points of Union ground combat units eliminated by any method.

The Confederate Player also receives one Political Point for each Union Army Headquarters captured or eliminated.

The Confederate Player also receives five Political Points anytime the Union Player issues an Emancipation Proclamation.

The Confederate Player also receives Political Points as per cases 22.5, 23.0, and 25.4.

[25.33] Destruction or Capture of Fort

To be eligible for the one point award, a fort must be captured or destroyed involuntarily and removed from the map. A Player receives one point for capturing one fort (presumably he will take it when he captures his first fort), and that's all, regardless of how many additional forts he takes.