Post by yanks on Sept 19, 2022 15:07:34 GMT
1.) Start date is February 16th, 1862. Ft Donelson has fallen today, and the Cumberland River is now open to Union Control.
2.) This game is turn based. One turn equals one month. Players will be given atleast 72 hours per turn to get any orders in for that month. Some months you may do nothing except wait in camp. Some months you may give orders that change the course of the entire war. Time will slow down during active campaigning, and speed up during slowdowns.
3.) Player Roles. One player from each team with be the President, in overall command of the team, its objectives/goals, spending and recruitment, and legislation if necessary.
Other players will be the commanding officers of the field armies and garrisons of their respective teams.
4.) Orders of Battle. Every player who commands troops in some form must maintain an order of battle. The starting OOB is provided to each team for each available command. You must repost your order of battle in your own thread, which you will use to both keep a record of your forces, but also give orders in new posts. At the top, you must maintain a summary of troops in the following format: 10,000 Infantry / 100 Cavalry / 450 Guns
5.)Orders.
Each player will provide orders to the men under their command. Orders should outline very clearly what you wish to achieve.
- Where you are going.
- How you are getting there. What roads or paths you will be using. You are encouraged to split your forces into smaller groups when travelling and utilize multiple roads. A single army moving over a single dirt trail will be slow, vulnerable, and risk being intercepted and destroyed by even much smaller organized forces. You will often see reports of famous battles in the Civil War in which not all of an army was engaged. This is because armies did not teleport. They were dozens of elements which had to all converge on one location in order to pull off a concentration.
- Why you are going there. When you get there, what is your objective?
- What will you do if things do not go to plan? "Take the road to Westville" is not as good an order as "Scout the road to westville, if enemies are found, take the alternative route north and then cut west". Are you prepared? Have you scouted the approach? Do you have a vanguard? A Rearguard?
6.)Organization
Your troops are organized into the smallest units that we will allow. You cannot break them down further. You may be given a regiment of infantry and a Company of riflemen. This does not mean you can break your regiments down into companies. They must stay how they are given.
Regiments come with statistics and weapons info. See the below example.
6th Va. -- 570 men, 1842 Smoothbores 4/8/5
This is the 6th Virginia Infantry, they are 570 men strong, they use 1842 Smootbores and their Experience is 4/10, Morale 8/10, and leadership 5/10. These stats are useful for gauging how well these troops will do in battle, both from a player and admin view.
Regiments cannot be split into smaller units.
Any regiment labelled "Garrison Regiment" Cannot be moved out of the garrison unless one of the following two are the reason: 1.) you are abandoning those positions. This means spiking or withdrawing your fortress guns, exploding or withdrawing the powder magazine, and evacuating. 2.) You are redistributing from one garrison to another to respond to real or potential threats. In this scenario, your Garrison Regiments must be sent to another Garrison. Your men from these garrisons can carry out only very simple and limited missions outside of the fortress walls within a very limited distance from their duty station.
The same rules of movement apply to fortress artillery. It stays where it is, except in the scenarios identified.
7.) Supply and Logistics
Supply and Logistics dictated every facet of the Civil War. Supply comes from Sea, River, Rail, and Road. You may request a report on your current situation. You should not make any move without considering.
a.) Where is my supply coming from?
b.) Will my supply be able to get to where I wish to go?
c.) How vulnerable is my supply
It is possible to win stunning victories, but be forced to withdraw from the area regardless, due to absence of supply or lack of ordnance. Winning ten battles in a row and then having your troops surrounded, cut off from supply, and destroyed is still a failure and a defeat, no matter how brilliant your previous ten battles were.
8.) Recruitment and Armament.
Presidents will be responsible for purchasing armament.
You cannot purchase troops, you will be given new troops based on what the admins feel is appropriate, considering a number of factors. Troops will not come with weapons. You must arm them yourself. *If you have spare artillery, You can form artillery batteries with men from regular regiments. 20 men per gun as a rule of thumb. Starting stats 1/9/1 even if the men come from an experienced regiment
Teams will be allotted Industrial Points (IP) which can be spent to purchase new equipment. This will come Quarterly. Delivery of goods will vary, especially if the order must be shipped in from overseas. Expect 2 months for Domestic, and 3 months for Foreign.
The CSA will have a portion of their IP derived from Cotton Sales to foreign buyers. The CSA is encouraged to build ships to help break the blockade or run the blockade. The Union is encouraged to build and station ships to prevent this from happening.
Industrial Points Required for Manufacture or Purchase of Assorted Weaponry
ADMINISTRATIVE, LOGISTICAL
Available to Both Sides
Supply Depot = 20
United States Exclusively
1,000 Model 1842 Springfield Smoothbore = 4
1,000 Model 1861 Springfield rifle-muskets = 7
1,000 Model 1855 Colt revolving rifle = 9
1,000 Maynard, Burnside, or Smith carbine = 12
1,000 Model 1860 Spencer repeating rifles, or Carbine = 15 (limited quantities available)
1,000 Henry Rifle = 18 (limited quantities available)
Confederate States Exclusively
1,000 C.S. Richmond rifle-muskets = 7
1,000 LeMat revolvers = 9*
Available to Both Sides
1,000 Early Pistols (Revolvers) = 4
1,000 Sharps rifle or carbine = 11
1,000 Colt 1860 or Remington 1858 revolvers = 7
1,000 Whitworth rifle-muskets = 13*
1,000 P/53 Enfield rifle-muskets = 6*
1,000 P/51 Enfield carbines = 6*
1,000 1854 Lorenz rifle-muskets = 5*
1,000 Belgian or French tige rifles = 4*
1,000 Belgian, French, Italian smoothbore conversions = 2*
1,000 Muzzleloading Musketoons/carbines = 6
*Must be run through the blockade. May be limits on quantities available per turn. Prices may change.
ARTILLERY
(Note that, unlike infantry, artillery crews are provided for free with purchase of the guns!)
United States Exclusively
Six 3-inch Ordnance rifles = 14
Three 4.5-inch Siege rifles = 14
Six 6-pound Wiard rifles = 10
Six 12-pound Wiard rifles = 14
Six Agar guns = 9
Six Requa guns = 6
One XI-Inch Dahlgren Gun = 7
One 300pdr Parrott rifle = 10
Confederate States Exclusively
Three 6.4-inch Brooke rifles = 15
Three 7-inch Brooke rifles = 16
Six 2.9-inch (12pdr) Blakely rifles = 11*
Six 3.5-inch (16pdr) Blakely rifles = 14*
Six 4.5-inch (20pdr) Blakely rifles = 16*
Three 6.4-inch (100pdr) Blakely rifles = 18*
One 7.5-inch (150pdr) Blakely rifle = 7*
One 9-inch (250pdr) Blakely rifle = 8*
One 11-inch (450pdr) Blakely rifle = 10*
One 12.75-inch (650pdr) Blakely rifle = 12*
Three 2.75-inch Whitworth breech-loaders = 14*
One 70-pound Armstrong rifle = 6*
One 150-pound Armstrong = 7*
One 300-pound Armstrong = 9*
Available to Both Sides
Six M1842 six-pounders = 10
Six M1857 Napoleons = 12
Six 12-pound howitzers = 8
Six 24-pound howitzers = 12
Six 10-pound Parrott rifles = 13
Six 20-pound Parrott rifles = 16
Three 30-pound Parrott rifles = 14
Three 60-pound Parrott rifles = 16
One 100-pound Parrott rifle = 6
One 200-pound Parrott rifle = 8
Six 32-pound garrison smoothbores = 14
Six 42-pound garrison smoothbores = 16
Three 8-inch Columbiads = 10
Three 10-inch Columbiads = 12
Three 12-inch Columbiads = 14
Three 9-inch Dahlgrens = 14
Six 24-pound mortars = 7
Six Model 1861 8-inch mortars = 8
Six Model 1861 10-inch mortars = 9
Six Model 1861 13-inch mortars = 12
*Must be run through the blockade. May be limits on quantities available per turn. Prices may change.
SHIPS, IRONCLADS, SUBMARINES, AND... INFERNAL DEVICES
Union Exclusively
Ironclad Frigate, iron hull, New Ironsides type, (screw or paddle, specify) = 150
Steam Frigate, 40 guns (Screw or Paddle, specify) = 100
Ironclad Screw Steamer, Galena type = 90
Steam Sloop, 22 guns (screw or paddle) = 55
Sail Sloop, 20 guns = 40
Turreted Ironclad Monitor, 2 guns, screw = 75
Two-turret Ironclad Monitor, 4 guns, screw = 95
Bomb ketch, 2 mortars, screw or paddle = 35
Steam gunboat, Unadilla-type = 20
Cairo-type river ironclad gunboat, paddle = 65
Single Turret river ironclad (Ozark or Neosho class) = 65
Double Turret river ironclad (Milwaukee class) = 75
Confederate Exclusively
Steam Sloop "Alabama Type", 8 guns, screw = 40*
Ironclad Ram Frigate, heavy rifled guns, screw = 120*
Ironclad conversion, existing hull, ~10 guns, screw = 45
Ironclad, Tennessee type, ~6 rifled guns, screw = 65
Ironclad, Richmond type, ~4 rifled guns, 2 Smoothbore, screw = 60
Ironclad River Ram Gunboat, 2 to 6 guns, Paddle or Screw = 35
David-type torpedo boat = 25
Thirty torpedo-mines = 5
Hunley-type submarine = 10
"Cottonclad" River Gunboat, 2 to 6 guns, Conversion, Paddle = 25
Schooner Rigged, Iron Hulled, Blockade Runner = 30*
Available to Both Sides
Mortar raft, 1 mortar = 5
Unarmored River Gunboat, 6 guns, Conversion, Paddle = 25
Unarmored River Gunboat, 14 guns, Paddle = 30
Converted Coastal Steam Gunboat, variable # of guns = 10
Converted Coastal Sailing Barque, 6 guns = 10
Small Arms List and Firepower
Assorted Musketry -- A ragtag collection of guns, most were at one point in military service. Few soldiers still even have the bayonet for their weapon. Firepower against M1861 Springfields = 30%
M1819 Hall rifles, Ferguson rifles, etc -- very old and in bad repair. Unreliable. Firepower against M1861 Springfields = 35% to 50%
M1796, M1816, M1822, etc., flintlocks -- While older and not rifled, these are of uniform caliber and type and all come with a bayonet. Firepower against M1861 Springfields = 35%
M1816, M1822, M1835, M1840 conversions -- Old flintlocks which were converted to percussion. Firepower against M1861 Springfields = 45% to 50%
STANDARD ARMS -- GENERALLY USEFUL
M1842 Smoothbore -- The last U.S. Army smoothbore, most are getting old but many are relatively new, manufactured as late as the mid-1850s, and they are most effective at close ranges with buck and ball. Firepower against M1861 Springfields = 45% to 55%
1859, 1854, or 1846 Tige rifles -- European Rifles which utilize a primitive system to deform the bullet by smacking it against a steel pillar. Harder to load and quick to foul, these weapons are quite accurate but lose effectiveness in long battles. Firepower against M1861 Springfields = 50% to 80%
M1854 Lorenz rifle -- The Lorenz is an inconsistent weapon that is only as good as the gunsmith who created it. The finest examples are created for the Austrian Army in state arsenals. Few of these weapons that will end up in America are actually made by Austrian State Armories. The examples which are typically sold to the Federals and Confederates are made by independent gunsmiths. The items Firepower against M1861 Springfields = 80% to 90%
M1855 Rifle-Musket -- A modern rifle utilizing the Maynard Tape Primer. The Maynard Tapes proved to be delicate and were phased out of new production shortly after introduction. Firepower against M1861 Springfields = 90% to 105%
P/1853 Enfield rifle-musket -- Broadly similar to the 1861 Springfield in experienced hands. Imported from Britain. Firepower against M1861 Springfields = 90 to 100%.
M1861 Springfield -- A simplification of the M1855 rifle, it did away with the Maynard primer and had a few other minor changes that made it easier to produce in vast numbers. Simple, accurate, reliable, and trusted, it was easily the most-used rifle of the war.
C.S. Richmond rifle -- Virtually identical to the M1861 Springfield, made on captured Union machinery. Some captured specimens, in fact, were considered to be better-made than the Springfield. Firepower against M1861 Springfields = 100%
NEWFANGLED STUFF
M1859 Sharps rifle (or carbine) -- Extremely accurate, and easily loaded when prone. Firepower against M1861 Springfields = 140%
M1855 Colt revolving rifle -- This gun was essentially a .58-caliber Colt revolver, with a buttstock and long rifle barrel. It could get off five shots in as many seconds -- awesome firepower for the 1860s -- but was difficult and clumsy to reload. This prevented its use by cavalry. Firepower against M1861 Springfields = 150%
Maynard carbine -- A carbine utilizing the Maynard Tape Primer. Fast to fire and load. Can be utilized by Cavalry Firepower against M1861 Springfields = 150%
Smith carbine -- A breechloading carbine that used a paper cartridge and common percussion cap.. Great for cavalry. Firepower against M1861 Springfields = 150%
Burnside carbine -- A quick to load and fire carbine. Widely used by both infantry and cavalry. It saw widespread use during the war. Firepower against M1861 Springfields = 150%
Spencer rifle and carbine -- Magazine fed rifle. Quick to load and fire. In short durations, almost nothing can match the output of the Spencer. Over long durations, soldiers would run out of ammunition. Supply chains in the civil war could not cope with an army infantry armed with these. Firepower against M1861 Springfields = 210%
Whitworth rifle -- This gun closely resembled the P.53 Enfield but was actually a .45 caliber with a very special type of rifling . These guns are extremely accurate over long ranges but not suitable for line use as they fouled quickly under combat conditions
2.) This game is turn based. One turn equals one month. Players will be given atleast 72 hours per turn to get any orders in for that month. Some months you may do nothing except wait in camp. Some months you may give orders that change the course of the entire war. Time will slow down during active campaigning, and speed up during slowdowns.
3.) Player Roles. One player from each team with be the President, in overall command of the team, its objectives/goals, spending and recruitment, and legislation if necessary.
Other players will be the commanding officers of the field armies and garrisons of their respective teams.
4.) Orders of Battle. Every player who commands troops in some form must maintain an order of battle. The starting OOB is provided to each team for each available command. You must repost your order of battle in your own thread, which you will use to both keep a record of your forces, but also give orders in new posts. At the top, you must maintain a summary of troops in the following format: 10,000 Infantry / 100 Cavalry / 450 Guns
5.)Orders.
Each player will provide orders to the men under their command. Orders should outline very clearly what you wish to achieve.
- Where you are going.
- How you are getting there. What roads or paths you will be using. You are encouraged to split your forces into smaller groups when travelling and utilize multiple roads. A single army moving over a single dirt trail will be slow, vulnerable, and risk being intercepted and destroyed by even much smaller organized forces. You will often see reports of famous battles in the Civil War in which not all of an army was engaged. This is because armies did not teleport. They were dozens of elements which had to all converge on one location in order to pull off a concentration.
- Why you are going there. When you get there, what is your objective?
- What will you do if things do not go to plan? "Take the road to Westville" is not as good an order as "Scout the road to westville, if enemies are found, take the alternative route north and then cut west". Are you prepared? Have you scouted the approach? Do you have a vanguard? A Rearguard?
6.)Organization
Your troops are organized into the smallest units that we will allow. You cannot break them down further. You may be given a regiment of infantry and a Company of riflemen. This does not mean you can break your regiments down into companies. They must stay how they are given.
Regiments come with statistics and weapons info. See the below example.
6th Va. -- 570 men, 1842 Smoothbores 4/8/5
This is the 6th Virginia Infantry, they are 570 men strong, they use 1842 Smootbores and their Experience is 4/10, Morale 8/10, and leadership 5/10. These stats are useful for gauging how well these troops will do in battle, both from a player and admin view.
Regiments cannot be split into smaller units.
Any regiment labelled "Garrison Regiment" Cannot be moved out of the garrison unless one of the following two are the reason: 1.) you are abandoning those positions. This means spiking or withdrawing your fortress guns, exploding or withdrawing the powder magazine, and evacuating. 2.) You are redistributing from one garrison to another to respond to real or potential threats. In this scenario, your Garrison Regiments must be sent to another Garrison. Your men from these garrisons can carry out only very simple and limited missions outside of the fortress walls within a very limited distance from their duty station.
The same rules of movement apply to fortress artillery. It stays where it is, except in the scenarios identified.
7.) Supply and Logistics
Supply and Logistics dictated every facet of the Civil War. Supply comes from Sea, River, Rail, and Road. You may request a report on your current situation. You should not make any move without considering.
a.) Where is my supply coming from?
b.) Will my supply be able to get to where I wish to go?
c.) How vulnerable is my supply
It is possible to win stunning victories, but be forced to withdraw from the area regardless, due to absence of supply or lack of ordnance. Winning ten battles in a row and then having your troops surrounded, cut off from supply, and destroyed is still a failure and a defeat, no matter how brilliant your previous ten battles were.
8.) Recruitment and Armament.
Presidents will be responsible for purchasing armament.
You cannot purchase troops, you will be given new troops based on what the admins feel is appropriate, considering a number of factors. Troops will not come with weapons. You must arm them yourself. *If you have spare artillery, You can form artillery batteries with men from regular regiments. 20 men per gun as a rule of thumb. Starting stats 1/9/1 even if the men come from an experienced regiment
Teams will be allotted Industrial Points (IP) which can be spent to purchase new equipment. This will come Quarterly. Delivery of goods will vary, especially if the order must be shipped in from overseas. Expect 2 months for Domestic, and 3 months for Foreign.
The CSA will have a portion of their IP derived from Cotton Sales to foreign buyers. The CSA is encouraged to build ships to help break the blockade or run the blockade. The Union is encouraged to build and station ships to prevent this from happening.
Industrial Points Required for Manufacture or Purchase of Assorted Weaponry
ADMINISTRATIVE, LOGISTICAL
Available to Both Sides
Supply Depot = 20
United States Exclusively
1,000 Model 1842 Springfield Smoothbore = 4
1,000 Model 1861 Springfield rifle-muskets = 7
1,000 Model 1855 Colt revolving rifle = 9
1,000 Maynard, Burnside, or Smith carbine = 12
1,000 Model 1860 Spencer repeating rifles, or Carbine = 15 (limited quantities available)
1,000 Henry Rifle = 18 (limited quantities available)
Confederate States Exclusively
1,000 C.S. Richmond rifle-muskets = 7
1,000 LeMat revolvers = 9*
Available to Both Sides
1,000 Early Pistols (Revolvers) = 4
1,000 Sharps rifle or carbine = 11
1,000 Colt 1860 or Remington 1858 revolvers = 7
1,000 Whitworth rifle-muskets = 13*
1,000 P/53 Enfield rifle-muskets = 6*
1,000 P/51 Enfield carbines = 6*
1,000 1854 Lorenz rifle-muskets = 5*
1,000 Belgian or French tige rifles = 4*
1,000 Belgian, French, Italian smoothbore conversions = 2*
1,000 Muzzleloading Musketoons/carbines = 6
*Must be run through the blockade. May be limits on quantities available per turn. Prices may change.
ARTILLERY
(Note that, unlike infantry, artillery crews are provided for free with purchase of the guns!)
United States Exclusively
Six 3-inch Ordnance rifles = 14
Three 4.5-inch Siege rifles = 14
Six 6-pound Wiard rifles = 10
Six 12-pound Wiard rifles = 14
Six Agar guns = 9
Six Requa guns = 6
One XI-Inch Dahlgren Gun = 7
One 300pdr Parrott rifle = 10
Confederate States Exclusively
Three 6.4-inch Brooke rifles = 15
Three 7-inch Brooke rifles = 16
Six 2.9-inch (12pdr) Blakely rifles = 11*
Six 3.5-inch (16pdr) Blakely rifles = 14*
Six 4.5-inch (20pdr) Blakely rifles = 16*
Three 6.4-inch (100pdr) Blakely rifles = 18*
One 7.5-inch (150pdr) Blakely rifle = 7*
One 9-inch (250pdr) Blakely rifle = 8*
One 11-inch (450pdr) Blakely rifle = 10*
One 12.75-inch (650pdr) Blakely rifle = 12*
Three 2.75-inch Whitworth breech-loaders = 14*
One 70-pound Armstrong rifle = 6*
One 150-pound Armstrong = 7*
One 300-pound Armstrong = 9*
Available to Both Sides
Six M1842 six-pounders = 10
Six M1857 Napoleons = 12
Six 12-pound howitzers = 8
Six 24-pound howitzers = 12
Six 10-pound Parrott rifles = 13
Six 20-pound Parrott rifles = 16
Three 30-pound Parrott rifles = 14
Three 60-pound Parrott rifles = 16
One 100-pound Parrott rifle = 6
One 200-pound Parrott rifle = 8
Six 32-pound garrison smoothbores = 14
Six 42-pound garrison smoothbores = 16
Three 8-inch Columbiads = 10
Three 10-inch Columbiads = 12
Three 12-inch Columbiads = 14
Three 9-inch Dahlgrens = 14
Six 24-pound mortars = 7
Six Model 1861 8-inch mortars = 8
Six Model 1861 10-inch mortars = 9
Six Model 1861 13-inch mortars = 12
*Must be run through the blockade. May be limits on quantities available per turn. Prices may change.
SHIPS, IRONCLADS, SUBMARINES, AND... INFERNAL DEVICES
Union Exclusively
Ironclad Frigate, iron hull, New Ironsides type, (screw or paddle, specify) = 150
Steam Frigate, 40 guns (Screw or Paddle, specify) = 100
Ironclad Screw Steamer, Galena type = 90
Steam Sloop, 22 guns (screw or paddle) = 55
Sail Sloop, 20 guns = 40
Turreted Ironclad Monitor, 2 guns, screw = 75
Two-turret Ironclad Monitor, 4 guns, screw = 95
Bomb ketch, 2 mortars, screw or paddle = 35
Steam gunboat, Unadilla-type = 20
Cairo-type river ironclad gunboat, paddle = 65
Single Turret river ironclad (Ozark or Neosho class) = 65
Double Turret river ironclad (Milwaukee class) = 75
Confederate Exclusively
Steam Sloop "Alabama Type", 8 guns, screw = 40*
Ironclad Ram Frigate, heavy rifled guns, screw = 120*
Ironclad conversion, existing hull, ~10 guns, screw = 45
Ironclad, Tennessee type, ~6 rifled guns, screw = 65
Ironclad, Richmond type, ~4 rifled guns, 2 Smoothbore, screw = 60
Ironclad River Ram Gunboat, 2 to 6 guns, Paddle or Screw = 35
David-type torpedo boat = 25
Thirty torpedo-mines = 5
Hunley-type submarine = 10
"Cottonclad" River Gunboat, 2 to 6 guns, Conversion, Paddle = 25
Schooner Rigged, Iron Hulled, Blockade Runner = 30*
Available to Both Sides
Mortar raft, 1 mortar = 5
Unarmored River Gunboat, 6 guns, Conversion, Paddle = 25
Unarmored River Gunboat, 14 guns, Paddle = 30
Converted Coastal Steam Gunboat, variable # of guns = 10
Converted Coastal Sailing Barque, 6 guns = 10
Small Arms List and Firepower
Assorted Musketry -- A ragtag collection of guns, most were at one point in military service. Few soldiers still even have the bayonet for their weapon. Firepower against M1861 Springfields = 30%
M1819 Hall rifles, Ferguson rifles, etc -- very old and in bad repair. Unreliable. Firepower against M1861 Springfields = 35% to 50%
M1796, M1816, M1822, etc., flintlocks -- While older and not rifled, these are of uniform caliber and type and all come with a bayonet. Firepower against M1861 Springfields = 35%
M1816, M1822, M1835, M1840 conversions -- Old flintlocks which were converted to percussion. Firepower against M1861 Springfields = 45% to 50%
STANDARD ARMS -- GENERALLY USEFUL
M1842 Smoothbore -- The last U.S. Army smoothbore, most are getting old but many are relatively new, manufactured as late as the mid-1850s, and they are most effective at close ranges with buck and ball. Firepower against M1861 Springfields = 45% to 55%
1859, 1854, or 1846 Tige rifles -- European Rifles which utilize a primitive system to deform the bullet by smacking it against a steel pillar. Harder to load and quick to foul, these weapons are quite accurate but lose effectiveness in long battles. Firepower against M1861 Springfields = 50% to 80%
M1854 Lorenz rifle -- The Lorenz is an inconsistent weapon that is only as good as the gunsmith who created it. The finest examples are created for the Austrian Army in state arsenals. Few of these weapons that will end up in America are actually made by Austrian State Armories. The examples which are typically sold to the Federals and Confederates are made by independent gunsmiths. The items Firepower against M1861 Springfields = 80% to 90%
M1855 Rifle-Musket -- A modern rifle utilizing the Maynard Tape Primer. The Maynard Tapes proved to be delicate and were phased out of new production shortly after introduction. Firepower against M1861 Springfields = 90% to 105%
P/1853 Enfield rifle-musket -- Broadly similar to the 1861 Springfield in experienced hands. Imported from Britain. Firepower against M1861 Springfields = 90 to 100%.
M1861 Springfield -- A simplification of the M1855 rifle, it did away with the Maynard primer and had a few other minor changes that made it easier to produce in vast numbers. Simple, accurate, reliable, and trusted, it was easily the most-used rifle of the war.
C.S. Richmond rifle -- Virtually identical to the M1861 Springfield, made on captured Union machinery. Some captured specimens, in fact, were considered to be better-made than the Springfield. Firepower against M1861 Springfields = 100%
NEWFANGLED STUFF
M1859 Sharps rifle (or carbine) -- Extremely accurate, and easily loaded when prone. Firepower against M1861 Springfields = 140%
M1855 Colt revolving rifle -- This gun was essentially a .58-caliber Colt revolver, with a buttstock and long rifle barrel. It could get off five shots in as many seconds -- awesome firepower for the 1860s -- but was difficult and clumsy to reload. This prevented its use by cavalry. Firepower against M1861 Springfields = 150%
Maynard carbine -- A carbine utilizing the Maynard Tape Primer. Fast to fire and load. Can be utilized by Cavalry Firepower against M1861 Springfields = 150%
Smith carbine -- A breechloading carbine that used a paper cartridge and common percussion cap.. Great for cavalry. Firepower against M1861 Springfields = 150%
Burnside carbine -- A quick to load and fire carbine. Widely used by both infantry and cavalry. It saw widespread use during the war. Firepower against M1861 Springfields = 150%
Spencer rifle and carbine -- Magazine fed rifle. Quick to load and fire. In short durations, almost nothing can match the output of the Spencer. Over long durations, soldiers would run out of ammunition. Supply chains in the civil war could not cope with an army infantry armed with these. Firepower against M1861 Springfields = 210%
Whitworth rifle -- This gun closely resembled the P.53 Enfield but was actually a .45 caliber with a very special type of rifling . These guns are extremely accurate over long ranges but not suitable for line use as they fouled quickly under combat conditions