At the rate I'm snipping and gluing, it'll be a while before I have a paper regiment ready to play Glory:1861. But that needn't stop me from designing it. Glory:1861 is deliberately similar to roleplaying games in that the "character" of the regiment is paramount. Its background, skills and experience all must be determined both beforehand and in the course of play. And character creation is a key part of any RPG; it is in fact a lead-in to play, because the mere act of rolling dice and writing down the results feels like play to newbies.
I chose to build a (fictional) US regular battalion because I recently read two volumes about the Regulars in the Civil War. These were That Body of Brave Men, on the Regular Brigade in the West, and Sykes' Regular Infantry Division 1861-1864, on the Regular Division in the East.
These were both formed from newly raised infantry regiments, the 11th through 19th, authorized in 1861 to, in theory, triple the size of the US Army. This was because, instead of the ten-company, single-battalion organization of the first ten US Infantry regiments and the militia which became the US Volunteers, they were composed of three eight-company battalions. In practice, not only were 27 battalions never raised, but the ones that were rarely got up to eight companies or even full strength. Both books spend considerable pages on the extreme difficulty of recruiting for the regular army:
- Volunteer regiments had lighter discipline, better promotion prospects, and a commonality of culture as troops were from the same state.
- Volunteer regiments paid more, particularly from mid-war as bounties appeared and the draft encouraged more to enlist.
- Officers had to leave the battalion for extended periods to raise troops, train them and transport them back to the battalion, leading to a paucity of leadership in the active elements of the unit.
On the other hand, they had greater esprit de corps and experience based on their prewar officer and NCO corps, and (unlike most volunteer regiments) actively recruited and reinforced so that rookie troops were backed by stolid veterans. This made them somewhat more reliable than volunteers.
While normally regiments start off as green, there is an option to make regulars "competent" rather than poor or inexperienced. This appears to require nine months experience and five training bonuses. Initial upgrades may apply to the entire regiment, but future ones are purchased by company.
A battalion has eight companies, at four points per company. The field officers cost two points, and the standard bearer and drummer will cost two more, for a total of 36 points spent and 14 left over, which I'll spend on training bonuses and other characteristics, including rerolls. This will also come out to thirty-three eight-man bases (one of them a command base), and two individual officer bases. There is a free band available at helion.com, so I might build one and count it as the musician and the command base as the standard bearer.
Basically I'm losing two companies and one field officer (the battalion would not have a colonel), in exchange for better quality. The field officers (let's call them Lt. Col. Smith and Major Jones) begin with the following characteristics:
Command range of 18", Initiative of 4, and Combat Experience of 2. Since I only have the two officers, I'm going to roll to improve their command range. Smith's increases to 27". (Given my small figure scale and table, I'll probably reduce distances - perhaps to cm rather than inches.)
Each also receives one random characteristic on a D66 chart. I roll 45 for Smith and 15 for Jones. Smith is Humanitarian, meaning that no company may be Unrestrained, and Jones is Wheezy, meaning he must rest for one turn in every five. He must be pretty old, or maybe he got shot in the chest with an arrow during the Seminole Wars.
The battalion has eight companies, A through H, and of course eight Captains to command them. Each rolls on a quality table.
- A - Captain Able (
UselessSlow) - B - Captain Baker (
SlowOvereager) - C - Captain Carle (Overeager)
- D - Captain Doggett (
UselessHeroic) - E - Captain Easy (
UselessSlow) - F - Captain Fox (Tolerated)
- G - Captain Goff (Tolerated)
- H - Captain Howell (Tolerated)
Useless means a 1/3 chance of orders being ignored. Slow means an extra turn for orders to be followed. Tolerated means no bonus or detriment, and Overeager means that a unit taking a morale test may advance 2d6". Out of eight dice, I rolled a four or better once. I'll pay two points for four rerolls: 2, 6, 4 and 2. That upgrades Able and Easy to Slow, Baker to Overeager and Doggett becomes the only competent CO in the battalion, with a +1 to morale throws.
Next, I need to characterize the companies. Cowardly companies have -2 to morale throws, Reluctant ones require a field officer nearby to advance, Resolute has no effect, and Unrestrained, like Overeager, provides a chance of advancing further. As my CO is Humanitarian, I reroll Unrestrained. I also rerolled D Company's result, leaving me with ten points; out of twenty dice so far, I've rolled a single 5.
- A - Reluctant
- B -
UnrestrainedResolute - C - Resolute
- D -
CowardlyResolute - E - Reluctant
- F - Reluctant
- G - Resolute
- H -
UnrestrainedCowardlyFired Up
Now to training upgrades. Initial ones may apply to the entire regiment; after the first game they apply only to individual companies. So best use them now. Based on the sample regiments provided, I'll choose:
- Move - units always move at least 3" per die.
- Rally - unit can attempt to rally in one phase.
- Load - reloading takes one phase.
- Fire - bonus on firing modifier.
- Fix/remove bayonet - Unit can ... fix or remove bayonets.
- Skirmish Order - Unit can skirmish.
- Close Order - Unit can ... move in close order.

