One of the most crucial elements in designing a playable game is the maintenance of balance. In the situation depicted in Battle of the Wilderness, the Confederate Army suffered under the handicap of an almost two-to-one numerical inferiority, while forced to maintain a limited offensive aimed at halting the steady southward movement of the Army of the Potomac.
The first handicap encountered in balancing the game was the necessity of conforming to the established Blue & Gray system, notably the "set" Movement Allowance, terrain costs and the Combat Results Table.
To partially offset the numerical superiority of the Union Army, a balancing of the Combat Strength Points was necessary, as well as historically realistic. The Confederate Army was factored at 250 men per Strength Point; the Union, at 300. Additional Points were allocated to units with a proven battle record; for example, the Stonewall Brigade in the Confederate Army and the Irish Brigade in the Union Army. Also taken into account were the higher number of fresh conscripts in the Union brigades and a certain morale (desperation) factor for the Confederates. Smooth bore artillery was factored into the various brigades, whereas howitzers and rifled cannons comprised the separate artillery units.
The restrictions of a standard Movement Allowance were overcome by the development of the special movement rules confining Union movement primarily to roads and trails. This accurately reflects the poor coordination between the various Union units, as well as the inaccessibility of good maps. Terrain costs were also altered to allow for the Confederate Army's generally higher rate of tactical mobility. Additional "balancing" Optional Rules were also included. These are an attempt to reflect some of the "intangibles" that brought some balance to the battle itself.
These changes and additions having been incorporated, the game works as a fairly accurate simulation within the confines of a simple, playable system.
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