High Level Compare Contrast of ACW Systems

This comparison document examines the two American Civil War wargame systems: A Most Fearful Sacrifice (AMFS), which utilizes the Black Swan (related to Blind Swords) system, and the Line of Battle (LoB) series, which is a regimental-level evolution of the CWB/RSS systems.

  1. Command Rules

The two systems represent command and control with fundamentally different philosophies:

  • A Most Fearful Sacrifice (AMFS): Uses a card-driven activation system. Command is handled at the Corps level, with players determining Division activation priority during the Command Decision Phase. Units are activated by drawing Corps Activation cards, and the effectiveness of that activation is determined by rolling on a leader’s specific Command Table. Players assign one of three specific Orders (Attack, Defend, Maneuver) to the active formation, which dictates what those units can do during their step.
  • Line of Battle (LoB): Relies on a written order system where players must record precise objectives and routes of advance on paper. To issue or implement these orders, leaders must pass Command Rolls based on their Command Value. Orders have delivery delays based on the physical distance between commanders. Formations must also stay within a Command Radius (measured in hexes) to function effectively.
  1. Combat Rules

Both systems distinguish between ranged fire and close-quarters combat but use different resolution mechanics:

  • Fire Combat:
    • AMFS: Players total Strength Points (SP), apply column shifts to the Combat Results Table (CRT), and roll three dice: two for the CRT result and one red die for the target’s Cohesion Test.
    • LoB: Fire is part of a “Fire Activity.” Stacks fire independently with an 8 SP limit per hex. It uses an “Opening Volley” mechanic, which provides abstract defensive fire when an enemy moves adjacent or initiates a charge.

  • Close Combat:
    • AMFS (Assault Combat): Resolved simultaneously. Both players roll on the CRT, and the intersection of their results on a matrix determines the outcome, such as units being “Crushed” or embroiled in a “Close Fight”.
      • LoB (Charge): Represents shock combat. The attacker must pass a Closing Roll to get close enough to charge. Instead of simultaneous fire, the defender takes an automatic 1 SP loss (if the attacker is large enough) and then must pass a Morale Check with specific charge modifiers.
  1. Chance and Chaos Factors
AI generated comparision info graphic

Both systems emphasize the “Friction of War,” but through different mechanical “engines”:

  • AMFS: Chaos is integrated via the Fog of War and Friction of War cards placed in the draw pile. These cards trigger unpredictable “Black Swan” events or battlefield mayhem. Additionally, rolling “doubles” during combat triggers random Combat Events, such as ammunition caissons exploding.
  • LoB: Friction is simulated through Closing Rolls, which represent the difficulty of getting troops to “cowboy up” and close with the enemy. Another major factor is Fluke Stoppage, where a division’s attack may prematurely end due to confusion or exhaustion, regardless of the player’s intent.
  1. Morale Handling
  • AMFS: Morale is represented by a Cohesion Rating (CR) from 0 to 6. Units have Fresh and Battleworn sides; taking too much damage or failing tests flips them or forces Break Tests and Panic Tests. The system emphasizes Unit Support, where being adjacent to friendly units prevents CR degradation.
  • LoB: Uses a categorical Morale Rating (A through F). Units exist in various Morale States: Normal, Shaken, Blood Lust, Disorganized (DG), or Routed (R). Failed morale can trigger a “Cowardly Legs” marker, which penalizes the morale of nearby units, simulating the “falling domino” effect of a line breaking.
  1. Movement Models

The scale of the maps (200 yards/hex in AMFS vs. 110 yards/hex in LoB) influences the movement feel.

  • AMFS: Movement is strictly governed by the assigned Order. Attack Orders allow 5 MP (enabling engagement), while Maneuver Orders allow 8 MP but forbid moving adjacent to the enemy. Movement and Fire are separate steps within an activation.
  • LoB: Movement is tied to Formations (Line, Column, Mounted, Limbered). It uses an integrated Activity Phase where a unit chooses either a “Move Activity” (full move, no fire) or a “Fire Activity” (half move, then fire). Enemy Zones of Control (EZOC) “lock” units into local engagements, making it difficult to move away once entangled.