Civil War OnLine

Rolling of the Drums

Player Support Page:
Reading the ROTD Turn Report


At the end of each turn of a ROTD campaign, each player receives a turn report showing him everything that occurred during the turn that the units under his command (including units on which he is deputy) did or observed. This help page explains the format of the report and how to interpret it.

The turn report contains four types of sections. At the start of the turn report are the Orders section and the Supply section. The former reports problems, if any, with the orders sent during the turn; the latter reports information about supplies and ammunition for each unit. After these two sections are Tactical Movement sections and Strategic Movement sections, one for each tactical and strategic phase. Each is discussed in detail below. Take a look at the sample turn report and become familiar with it before continuing.

Note that every player receives a different turn report, because each player has units in different places. No one player can see everything that happens, or even very much of it. Your turn report will contain information that other players on your side will not see, and other players will see information that you do not.

1. Orders

The first section describes any errors that occurred while processing orders for a player's units. If no message is printed for a particular unit, that means the unit received valid orders for the turn. Otherwise an error message of some kind is printed. Possible error messages and their meanings include:
 
Error Report Interpretation
No orders sent for US2IN No orders were received for this unit
Invalid password for CS1CV An order was received with an incorrect password
Malformed stratmove4 coords for US3IN Orders contained invalid data for strategic movement for phase 4

Other error messages are possible as well.

2. Supply Phase

The second section describes events that happen in the supply phase, when units consume and draw supplies. The first thing that happens in the supply phase is that stragglers rejoin their units. This produces a report like

   23 stragglers rejoin CS1IN.

If a unit receives no report of stragglers rejoining, then the unit has no stragglers. The second thing that happens is that units consume supplies. If a unit is carrying supplies, there will be a report like

   US2IN consumes its supplies.

If a unit is not carrying supplies, but has a valid supply line, it will draw supplies and consume them. If the unit draws them from a city by way of a corps HQ, the report will be

   CS1CV draws supply from CS3SD via CS1CQ
   CS1CV consumes the supplies it drew.

If the unit draws supplies from a corps HQ store, only the corps HQ will be mentioned; if it draws directly from a depot or city, only the depot ID or city name will be mentioned. If the unit cannot draw supplies, it will attempt to requisition them. There will be a report such as

   CS1IN has no line of supplies.
   CS1IN successfully requisitions supplies.
   CS1IN suffers desertion due to lack of supplies.
   CS1IN loses 67 men and 0 batteries.

if the unit successfully requisitions, or one like

   US1IN suffers desertion due to lack of supplies.
   US1IN loses 170 men and 0 batteries.

if it is unable to requisition. The third thing that happens is that units replenish ammunition, and supplies if they wish to carry them. A unit that replenishes ammunition receives a report like

   US3IN draws ammunition

A unit that replenishes supply receives a report like

   CS1CV draws supply from Richmond via CS1CQ

and one that is unable to replenish supply receives an error message explaining the failure. A unit that is already carrying as many supplies as its orders request receives a report like

   CS1CQ already has its desired supply load.

3. Tactical Movement

The third section reports the results of a tactical movement phase. There are five tactical movement phases in a turn. Results are reported for each tactical square. For example:

   Strategic square G5-T3
   US2IN moves to 14-8
   US3IN moves to 14-8
   CS2IN finds no enemy unit to engage.

Tactical movement can result in the start of a battle. For example:

   Strategic square F9-T6
   CS1LA starts a combat in F9-T6, 3-5
   US1CV is engaged in it.
   CS1LA moves to 3-5
   CS1IN joins the combat in F9-T6, 3-5
   CS1IN moves to 3-5

After all battles have begun, units with support orders come up in support of friendly units engaged in battle.

   Combat Support Moves

   Strategic square G5-T3
   US2IN moves to 12-10

At the end of tactical movement, battles are resolved. A battle report contains three segments: an order of battle, a firing segment and a melee segment. The order of battle lists all the units involved in the combat for each side, and their rank in the battle formation. Each unit's strength (men and batteries) and combat attitude (X=assault or last-ditch, A=attack, D=defense, S=skirmish, E=evade) is shown.

   Battle at F9-T6, 3-5
   Confederate forces:
   Front rank: CS1CV (1745-0 A)
   Second rank: CS1LA (284-1 A)
   Rear rank:
   Union forces:
   Front rank: US1CV (1250-0 D)
   Second rank:
   Rear rank:

The firing segment shows the total firing strength of each side and the casulties to each unit. If a unit routs or retreats from the fire, that is noted. If an outnumbered unit backs down to skirmish attitude, that is also noted.

   Firing Segment
   Firing strengths: 320 Confederate and 0 Union
   US1CV loses 29 men and 0 batteries.
   US1CV backs down to skirmish attitude.

If both sides still have at least one unit remaining after firing and they close with each other, then the melee segment occurs. The battle odds, winning side, casulties, and any retreats or routs are reported.

   Melee Segment
   Odds are 4.818554:1
   Confederate side wins the melee!
   CS1LA loses 18 men and 0 batteries.
   US1CV loses 516 men and 0 batteries.
   US1CV moves to 4-0
   US1CV fails morale check and retreats to 4-0
   CS1CV loses 110 men and 0 batteries.

3. Strategic Movement

The fourth section reports the results of a strategic movement phase. There are six strategic movement phases in a turn. If a friendly unit moves successfully, there will be a report whose form depends on the unit's side and commander. If the player is commander or deputy on the unit, the report will be like

   Unit US1LA moves to F7-T7, entering in square 0-7

If the unit is friendly but not commanded by this player, the report will be like

   US1CV marches southeast out of strategic square F7-T7.

if the moving unit is leaving the observer's strategic square, or

   US1CV marches into strategic square F8-T8 from the northwest.

if it is entering. If the unit is an enemy unit, then the report will be like

   Union infantry marches east out of strategic square F9-T5.

if the moving unit is leaving, and

   Union infantry marches into strategic square G0-T5 from the west.

for an entering unit. If an enemy unit pursues, there will be a report like

   CS1LA attempts to pursue.
   Unit CS1LA moves to G0-T5, entering in square 0-7

If a unit's move fails, there will be an explanation of the failure such as

   Strategic move to non-adjacent square for US1AQ to G8-T8
   CS1LA tries to move to G0-T6, but has already moved this strategic phase.
   CS1IN has no clear path to the east edge of strategic square G4-T3 and cannot depart.

Other error messages are possible also.


Page maintained by Stephen Schmidt. Last updated 4-11-13.