1863
1863 Rulebook
Table of Contents
Table of Contents
1.0 Introduction
1863 allows players to recreate all of the major battles of the American Civil War in the Eastern Theater for that year. There are two levels of play, and the level chosen depends on what the players wish to get out of the game.
The Basic Rules are designed and recommended for quick, easy play. These rules work best with the shorter scenarios/battles.
The Advanced Rules bring greater historical detail and complexity, along with more definitive treatments of the problems of Command and Morale. They also allow the players much less control over their ability to plan ahead. Along with the Advanced Rules, players may also incorporate the various Optional Rules included as well.
The 1863 basic and advanced rules may also be used with the previously published 1862 game to bring it "up to date". Players who own 1862 will want to refer to the enclosed 4-page 1862 Rules Addendum.
2.0 Components
Players are provided with maps of the battlefields plus counters that represent the troops that fought the battles. Charts, tracks and tables located on the maps, player aid cards, and in the rules help provide information necessary for play.
Each game includes the following:
- Two "34 x 22" game maps, backprinted
- 400 Diecut counters
- This Rules Booklet
- Scenario Book
- 1862 Rules Addendum
- Two Charts & Tables Sheet
- Two six-sided dice
2.1 The Game Maps
Each individual battle has its own map, depicting the area over which the battle was fought, covered by a hexagonal grid which is used to regulate movement and combat. Each map will have different types of terrain, although several features, such as woods, streams, roads, etc., are usually common to all maps.
2.2 Counters
There are three types of counters in the game: combat units, leaders (used only in the Advanced Game) and informational markers.
2.21 Combat counters represent the units that fought in the battle - anywhere from regiments to divisions, depending on the individual battle and the scale being used. Combat units are either infantry, cavalry or artillery, examples of which can be seen, below. Each combat unit is rated for Combat Strength and Movement Allowance, and Artillery units have a Range factor (printed immediately above their movement allowance). The use of these ratings is discussed in the rules. Additional information gives the name/number of the unit and its Command (for the Advanced Game), if any. Almost all combat units are back-printed, the reverse side showing a reduced strength for that unit.
[Counter diagrams: Typical Combat Unit (ID/Name, Unit Type, Combat Strength, Command, Movement Allowance); Types of Combat Units (Infantry, Cavalry, Artillery, Horse-Artillery).]
Combat units with an asterisk (*) next to their combat rating (see the above example) are considered "Elite". See §8.38.
2.22 Informational Markers are used to keep track of certain information and unit statuses discussed throughout the rules. The markers are:
- Single Action Completed Marker
- Artillery First Fire/No Movement Marker
- Union Player Action Track Marker
- CSA Player Action Track Marker
- Union Player Command Points Expended Marker
- CSA Player Command Points Expended Marker
- Union Player Morale Level Marker
- CSA Player Morale Level Marker
- Breastworks Under Construction Marker
- Breastworks Completed Marker
- Formation "In Reserve" Marker
- Cavalry Unit Dismounted Marker
- Unit Finished for Turn Marker
- Combat Unit Routed Marker
- Combat Step Loss Marker
- Fallen Trees Marker
2.3 Game Scale
Each battle notes how many men each strength point represents, including map scale.
2.4 Terms of Play
The following words/phrases are used throughout the Basic rules. The definitions below are generic; they are not, in themselves, rules.
Initiative: The Player with the Initiative is the one who chooses whether to go first or second in the turn. Initiative is very important in the Basic Game, being a design expression of command capability.
Zones of Control (ZOC): The hexes adjacent to the hex a combat unit occupies into which that unit, through its firepower and use of skirmishers (not represented by counters), exerts its presence. The rules usually use the acronym, ZOC, when referring to this important concept.
Commitment: A numerical measurement of a unit's ability and desire to close with the enemy, as well as the capabilities of their lower echelon commanders to effect that order. (An optional rule, not used in certain battles.)
Fire Combat: The effort to inflict enemy casualties by firing rifles and cannon.
Melee Combat: The effort to dislodge enemy troops from a position by the sheer weight and power of numbers, mostly in the form of hand-to-hand fighting. When undertaken by mounted cavalry this is sometimes called a Charge.
Unit Morale: The measure of a combat unit's training, lower-echelon command, equipment and esprit de corps, all of which equate to how well that unit can fight and how it does after taking losses.
Basic Game Rules
3.0 The Game-Turn
The battles are played in a series of game turns, each game-turn using the same sequence of play. There are two different sequences of play: one for the Basic game, another for the Advanced game.
The phases of each Basic game-turn must be undertaken in the exact sequence given below. Once the sequence has been completed, the turn is over.
Basic Game Sequence of Play
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Initiative Determination Phase (§4.0): Players roll to determine who has the Initiative. The player who wins the Initiative chooses whether to be First or Second Player.
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Ranged Artillery Fire Phase (§8.1-§8.2): Both Players may fire their artillery units at any enemy units two or more hexes distant. Results are applied simultaneously.
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First Player Initial Movement Phase (§5.0): The First Player may move all, some or none of his units.
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First Player Combat Sequence (§8.0): A. First Player Offensive Fire: First Player fires with any combat units that he wishes to so use. B. Second Player Return Fire: Second Player fires with any combat units that were either fired at or have enemy units in their Zone of Control. [Results from A&B are applied simultaneously.] C. First Player Melee Combat: First Player engages in Melee with adjacent enemy units.
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Second Player Initial Movement Phase (§5.0): The Second Player may move all, some or none of his units.
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Second Player Combat Sequence (§8.0): A. Second Player Offensive Fire: Second Player fires with any combat units that he wishes to so use. B. First Player Return Fire: First Player fires with any combat units that were either fired at or have enemy units in their Zone of Control. [Results from A&B are applied simultaneously.] C. Second Player Melee Combat: Second Player engages in Melee with adjacent enemy units.
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First Player Operational Movement Phase (§5.33): The First Player may move any of his units that are not in enemy Zones of Control. Units moving in this phase may not move adjacent to enemy units. Units unable to move may still change facing.
Design Note: Much playtesting and discussion centered upon the Basic Sequence of Play (which underwent more permutations than "The Thing") and, correspondingly, the combat sequence. 1863 is intended as a game more than a simulation: to that end we concentrated on what we thought would help play enjoyment, within the parameters of realism. The intent of the Basic Sequence of Play is to show the advantages of seizing the initiative. Quite simply, the player with the initiative usually has a pretty fair advantage during the turn (the system equivalent of Bedford Forrest's "getting there first with the mostest...".
4.0 Initiative
Initiative in the basic game represents both opportunity and ability at the field command level. The player who wins the initiative in each turns gains the advantage of choosing when he will go.
The Player with the Initiative gets to choose whether he will go First or Second within each turn. Some scenarios/battles state which player automatically has the Initiative for the first turn of the game. To determine which player will have the Initiative each player rolls one die. If the scenario says a player may add to his dieroll, by all means do so. The player with the higher total has the Initiative. Ties? Roll again.
5.0 Movement
Players move units by expending movement points for each hex they enter, up to a unit's maximum movement allowance.
5.1 Movement Allowance
All combat units have their movement allowance printed on the counter. The Movement Allowance represents the total number of Movement Points (MP) that that unit may use in any one Movement Phase (or Action, in the Advanced Game). These MP's may not be saved or transferred in any way. A unit does not have to use all of its Movement Allowance; the player may choose to expend less. He may never expend more. Horse Artillery - those artillery units with the same Movement Allowance as cavalry - use the Artillery column for all movement costs.
5.2 Terrain and Movement
Each battlefield has different terrain, with the types of terrain in each hex having their own costs to enter (such as Woods) or cross (such as creeks). Roads, turnpikes and trails tend to speed movement, or at least make it easier, and each type of unit (infantry, cavalry, etc.) spends different numbers of MP's to enter/cross the various types of terrain. For example, it may cost an infantry unit 2 MP's to enter a woods hex, whereas it will cost an artillery unit 3 MP's to enter the same hex.
The different types of terrain and their costs are listed on the Terrain Effects Chart and discussed, when necessary, in the Battle Rules. Each map has its own TEC. Any terrain not listed on the Chart has no effect on play.
A Word on Roads: To take advantage of a pike, road, or trail a unit must enter that type of hex from a similar, connecting hex. Otherwise, it must use the other terrain type in the hex to determine movement costs. Using pikes and roads negates all other movement costs in that hex/hexside, including elevation costs. Trails, however, are different. They simply reduce the cost of entering that hex by one, to a minimum of 1. Exception: Leaders spend 1 MP to use a Trail hex, regardless of terrain. Trails have no effect on elevation costs. See, also, §5.4.
A Word on Towns (Gettysburg and Fredericksburg): Each town hex is considered to be connected to an adjacent town hex by a Pike hex. Town hexes have roads/pikes into adjacent, non-town hexes only if the map so indicates.
5.3 Initial and Operational Movement
5.31 Each player has two, separate Movement phases: Initial and Operational. Units may move their full Movement Allowances in each phase, subject to the restrictions, below.
5.32 In the Initial Movement Phase, a player may move any of his units. These units are free to enter enemy Zones of Control, within the restrictions of the Commitment Rules (if applicable). HOWEVER, artillery units that fired in the Ranged Artillery Phase may not move in this phase, and artillery that moved in this phase may not fire in the Offensive Fire Segment of the succeeding Combat Phase. Place an "Arty Moved/No Fire" on that unit.
5.33 In the Operational Movement Phase, only those units that are not in enemy Zones of Control may move, and no moving units may move adjacent to an enemy unit at any time during that movement. It is important to note an important distinction here. The "start" restriction is for units in enemy ZOC's; the "enter" restriction is for moving into any hex adjacent to an enemy combat unit, regardless of ZOC. Exception: a friendly unit in an enemy ZOC may change facing in this phase, even though it can not move.
5.4 Enemy Units and Movement Restrictions
- A friendly unit may never enter a hex containing an enemy combat unit.
- A unit must stop moving when it enters an enemy Zone of Control.
- A unit may not use the Pike/Road/Trail cost to enter an enemy ZOC; it must use the cost of the terrain in that hex.
There are further restrictions concerning enemy Zones of Control (see §6.2).
5.5 Bringing In Reinforcements
Arriving reinforcements may enter in either the Initial or the Operational Movement Phase, unless the scenario rules state otherwise. If more than one unit enters through the same hex, the first unit pays the cost of the entrance hex, the second its cost plus that of the first, and so on. Reinforcements may not enter a hex occupied by enemy units, but may enter an enemy ZOC if moving in the Initial phase. Units unable to enter because of the presence of enemy units may, in the following turn, enter through any hex within two hexes of the original entrance hex.
Should entry still remain blocked due to enemy units, reinforcements may be brought in on the following turn in the nearest eligible hex to the initial entry hex specified. Players may voluntarily withhold bringing in reinforcements. However, once brought in, these units must enter at the entry hex originally specified.
6.0 Facing and Zones of Control
Each unit must face towards the vertex (the corners) of the hex the unit is in. The way a unit is faced determines which hexes surrounding it that unit controls. These "zones of control" inhibit enemy movement.
6.1 Facing
Diagram: a combat unit shown with Front, Flank and Rear sides (Front at the top vertex, Flank on each side, Rear at the bottom).
6.11 All combat units must be faced towards a vertex (joint) of the hex it is in - not a hexside - as illustrated in this diagram. All units in the same hex must face in the same direction. Entering units must immediately assume the facing of friendly units already occupying the hex.
6.12 Facing determines which adjacent hexes, and which of the unit's hexsides, are Front, which are Flank, and which are Rear.
6.13 A unit may change facing any time - and in any direction - but only during a Movement Phase (or Action, in the Advanced Game) or at the conclusion of any Retreat Before Combat or Advance After Combat. Units forced to retreat as a result of combat, or routing units, cannot change facing and simply back out of the hex(es) last occupied.
Design Note: The intent here is that players are allowed to change the facing of a unit when they "voluntarily" control its movement: e.g., normal movement, advance after combat, retreat before combat, etc. They may not do so when such actions are the "forced" result of enemy operations: e.g., retreat as a combat result, etc. In any situation not covered specifically by the rules, apply these principles.
6.14 Facing effects a unit's Zone of Control (§6.2) and ability to fire and melee (§8.0). It has no effect on movement direction.
6.2 Zones of Control (ZOC)
6.21 Combat units exert ZOC's into their Front and Flank hexes; they do not exert a ZOC into their Rear hexes.
Exception #1: Units with "Broken" Unit Morale (see §9.2) exert ZOC's into only their front two hexes, not their flank hexes.
Exception #2: Routed units do not exert any ZOC.
6.22 ZOC's do not extend through hexsides or into hexes across or into which that unit is prohibited from moving. Example: a unit does not exert a ZOC across a river hexside, unless that hexside has a bridge or ford.
6.23 It costs 1 MP, in addition to the cost of the terrain in the hex, to enter an enemy ZOC. A unit must stop when it enters an enemy ZOC. It may not move further, regardless of how many MP's it has remaining in that phase (or Action [Advanced]).
Exception: When using the optional Commitment Rule (§6.3), there is no cost to enter an enemy ZOC. The Pike/Road/Trail restrictions of 5.4 apply whether using Commitment or not.
6.24 A unit that begins an Initial Movement Phase (or, in the Advanced Game, a Movement Action) in an enemy ZOC may move out of that ZOC at a cost of 2 MP's (in addition to the terrain). However, that unit may not enter another - or the same - enemy ZOC in that action/phase. A unit that starts an Operational Movement Phase in an enemy ZOC may not move. Exception: Cavalry units do not pay an additional cost to leave the ZOC of an infantry or artillery unit. They pay a cost of only +1 to leave an enemy cavalry ZOC. However, the restriction on entering a ZOC after leaving still applies.
Design Note: The seemingly high cost of leaving an enemy ZOC represents the difficulties of disengaging with the enemy.
6.25 A unit that starts either Movement Phase (or an action) in an enemy ZOC may change facing in that hex, even if it cannot (or does not) move out of that hex.
6.26 A friendly combat unit negates the effect of an enemy ZOC for purposes of retreat or Rout movement - but only if Stacking rules would allow the retreating unit to move into that hex. It does NOT negate for normal movement.
6.27 If more than one unit exerts a ZOC into the same hex there is no additional effect. Both sides may exert control over the same hex. Thus a CSA unit in 3113 and a Union unit in 3314 would both exert a ZOC into 3214.
6.28 The controlled hex a unit is in determines from where he is attacking. Example: (Brandy Station) A Union unit is 4112, facing north (between 4212 and 4213). A CSA unit is in 4212 facing south (between 4111 and 4112). That CSA unit is in the Union unit's Frontal hex, and all fire and melee would be frontal.
6.3 Commitment (Optional Rule)
Commitment is an optional rule for the Basic Game. It simulates a variety of command problems and is recommended for players familiar with the system who want more "historicity" at the cost of some extra dierolling. It is highly recommended for play balance in the larger scenarios. If using this rule there is no cost to enter an enemy ZOC.
The Basic Game Commitment Rating of each combat unit is listed in each scenario. It usually (but not always) corresponds to the Combat Leader's Commitment Rating in the Advanced Game, and it tends to get lower as the unit takes losses (see §9.2). For an infantry or cavalry unit to enter an enemy ZOC the player must first roll a die and compare that dieroll to the unit's Commitment Rating. If it is higher, the unit may not enter the ZOC and ceases movement for that phase. If it is the same or lower, it may enter. This applies to ALL forms of voluntary movement into an enemy-controlled hex, including advance after Fire (but not advance after Melee, which is not voluntary; see §8.54). All Commitment dierolls are done individually, as the unit is moved.
7.0 Stacking
Basically, only one combat unit is allowed in any one hex at any time. There are, however, important exceptions.
7.1 Stacking Limits
7.11 Stacking refers to having more than one combat unit in a hex at any given time. There are no stacking restrictions for Leaders or informational markers. Stacking limits apply at all times during the turn.
7.12 Unless specifically stated otherwise, only one combat unit is allowed per hex.
Exception #1: All units from the same brigade/division (i.e., those units with the same name/unit number and designated 'a' + 'b' ) may stack together as if they were one unit. Example: At Gettysburg, Heth 'a' and Heth 'b' may stack together.
Exception #2: One artillery unit may stack with any single infantry or cavalry unit (either 'a' or 'b', but not both), regardless of which "division/corps" that artillery unit is assigned to "on paper". Thus, at Gettysburg, Heth 'a' and Henry's Artillery may stack even though they come from different corps.
Exception #3: Two artillery units, regardless of parent organization, may stack in any one hex as long as there are no other units.
Exception #4: A combat unit moving along a pike, road or trail may not pass through or stack with any other combat unit at any time during that movement (i.e. the pike or road is blocked) - even after movement has ended. In other words, there is no stacking on roads, pikes or trails. However, see the special exception under §7.21.
7.13 Stacking order may be changed only during a Movement Phase (or Action).
7.2 Stacking and Movement
7.21 During a Movement Phase (or Action, in the Advanced game) each unit must be moved one counter/unit at a time. Unless otherwise noted, a combat unit may not move through another combat unit, although a unit may move into a hex with an infantry/cavalry unit, as per the above exceptions to stacking, and end its movement therein.
Exception: A unit may move through another friendly unit that is in a road or pike (but not trail) hex by expending the cost to move into that hex's terrain as if there were no road/pike. In essence, the unit is moving "around" the stationary unit.
Example: (Gettysburg) Geary's division (Union/XII) is in 3330. William's division is in 3431 and wants to move up the pike. Normally it could not enter 3330 because (a) it cannot move through another unit and (b) Union infantry cannot stack in this scenario. However, Williams can move "around" Geary by paying the full cost to both enter 3330 (a wooded, rough hex) as well as the cost to cross the stream in 3230 - a total of 5 MP's.
Design Note: The highly restrictive nature of the stacking rules represent the realities of moving large bodies of troops when there are other, similarly large bodies in front of them. Clogged roads and "gridlock" were an unfortunate way of life for both armies.
7.22 Stacking order may be changed at any time during a Movement Phase (or Action, in the Advanced Game) - but only during such phase (action).
7.3 Stacking and Combat
7.31 If more than one combat unit is stacked in a hex, that hex is subject to a Massed Target penalty when fired upon. A player firing at a Massed Target gets a one column to the right (1R) adjustment on the Fire Results Table.
7.32 If more than one combat unit is stacked in a hex, only the top unit may fire. Both units may melee. Exception: stacked artillery units may always fire, regardless of where they are in the stack. (In this way, an infantry unit can "mask" an artillery unit.)
7.33 If more than one combat unit is stacked in a hex, the top unit takes step losses before any other unit. ALL OTHER COMBAT RESULTS APPLY TO ALL UNITS IN THE HEX.
8.0 Combat
Units may 'fire' at enemy units, hoping to cause casualties, and/or they may assault (melee) them to try to force them to retreat.
There are two types of combat - Fire and Melee. Except for Ranged Artillery Fire, both take place within the Combat Sequence in the following order:
- Offensive Fire
- Return Fire
- Melee
Design Note: To recreate the distinctive tactical advantage that defenders had at this time without resorting to play complexity on the level of the GBACW game series (TSS, Dead of Winter, etc.) we separated combat into Fire and Melee (although they are, in effect, each part of a whole). Fire produces casualties and disorders units, and disordered attackers are at a distinct disadvantage in the ensuing Melee. This separation of fire and melee also allowed us to more accurately recreate the advantages and disadvantages of mounted cavalry in combat. So, for those who question why the Melee CRT does not have any Disordered results (as did several of our playtesters), they are there - in the Fire CRT; and the Fire-then-Melee combat sequence must be read holisticly.
8.1 Fire Combat
8.11 Infantry units may fire at enemy units in adjacent hexes. Cavalry units may not fire. Artillery units may fire at enemy units within the hex range on its counter. However, if an artillery unit fires at a hex that is greater than half its Range, it reduces its strength by one for each hex further than half its range (retaining fractions), to a minimum of 1. A unit is never required to fire.
Example: If an artillery unit with a Range of '7' and 4 SP's fired at a range of 2 or 3 hexes it would use all 4 SP's. But if it fired at a range of 4 hexes, it would use 3 SP's. At a range of 5 hexes, it would use 2 SP's. At a range of '6' or '7' it would fire with only 1 SP.
8.12 There are three times during a game-turn that a unit may Fire:
A. In the Offensive Fire Segment phasing units may fire through their front or flank hexsides at any enemy unit within range (§8.11) and Line of Sight (Artillery only; §8.2). If there is more than one enemy unit that a friendly unit can fire at it must choose which unit is the target. A combat unit cannot fire at more than one hex, although friendly units may combine fire against an enemy hex.
Exception: Artillery units that moved in the immediately preceding Initial Movement Phase may not fire in the Offensive Fire Segment. Use the "Arty Moved/No Fire" markers to so indicate.
B. In the Return Fire Segment, the following, non-phasing units may fire:
- A unit that is in an enemy Zone of Control; or
- A unit that was fired at in the preceding Offensive Fire segment. Such unit must fire at the unit that fired at it.
All facing and LOS rules apply. In addition, artillery firing in the Return Fire Segment into an adjacent hex doubles (2x) its Combat Strength.
C. Artillery units (only) NOT OCCUPYING AN ENEMY ZOC may fire in the Ranged Artillery Phase. Such fire may be directed only at units at ranges of two or more hexes, and both players fire before applying results. Artillery units located in an enemy ZOC may not fire during this phase (such units would be able to fire in the Offensive/Return Fire Segment). Artillery units that fire in this phase may not move in their Initial Movement Phase for that turn. Use the "Arty Fired/No Move" markers to so indicate.
8.13 Results from the Offensive and Return Fire segments are applied simultaneously. Thus, effects of Offensive Fire are noted but not taken until the opposing player completes his Return Fire. The same applies to the Ranged Artillery Phase.
An Example of a Fire Segment: (Gettysburg) Barnes' division (Union V) is in 2636, and Ayres' division plus the V Corps Artillery is in 2635. Both Hood 'a' and Hood 'b' (CSA) are in 2536 and Henry's Artillery is in 2434. It is the Union Player's turn and his Combat Phase. In his Offensive Fire Segment Barnes fires at Hood's infantry, while the V Corps artillery fires at Henry's artillery. Then, in the CSA Player's Return Fire Segment - after noting any results/casualties, but before applying them - Hood's 'a' (the top unit in 2536) fires back at Barnes while Henry fires at the V Corps Artillery. All results are now applied. While Henry's artillery had a line of fire to both 2635 and 2636, it had to fire at the V Corps artillery in 2635 because that was the unit that fired at it.
8.14 A unit may be fired at only once in a single Phase (or Action, in the Advanced Game). Exception: They may be fired at more than once when/where artillery and small-arms are not allowed to combine fire; see §8.15 and §8.61.
8.15 Artillery units may fire at targets one or more hexes away, within their Range. They may only combine fire with infantry units with which they are stacked at one-hex (adjacent) range. If an artillery unit is alone, in an enemy ZOC and wishes to fire, it must, if it can, fire at the enemy unit exerting the ZOC. See §8.18.
8.16 To fire, the firing player states which units are firing at which targets. Units firing into the same hex may combine fire, except as per §8.61. He totals the Combat Strength of all units firing into a given hex and then locates the corresponding column on the Fire Combat Table.
Thus, 23 Combat Strength Points would fire under the 20-25 column (unadjusted).
8.17 Fire Column Shifts Table (See the Charts & Tables Sheets). The fire column may be adjusted - shifted in one direction or the other - by a variety of factors, as listed on the Charts & Tables Sheet. Shifts to the right favor the firing player; shifts to the left favor the defender. The maximum overall shift allowed may never be more than two columns in either direction and no shift may go further to the left or right than the printed columns. The "Less than 1" column is used only to account for column shifts.
8.18 When artillery is firing alone its effect on the target is sometimes different from that of small-arms, as shown on the Fire Results Table. Essentially, artillery firing in the Return Fire Segment into an adjacent hex (or, in the Advanced game, defensive fire into an adjacent hex) is treated the same as small-arms whenever a 1/D or # result appears. At all other times, when artillery fires and the result is 1/D, the player applies the D (Disordered) result, not the step loss. If the result is an "AD", that means a Disordered result is applied only if artillery was firing. In addition, artillery fire (alone) may not cause more than one step loss at any one time, regardless of the number listed on the table. If using the optional "R" result (see §8.41), these apply regardless of any changes/reductions to steps lost.
8.2 Line of Sight (Artillery)
You can fire artillery only at what it can see, and certain types of terrain will block the ability to see/fire.
Artillery units firing at two hexes or more may fire only at targets to which they can trace a Line of Sight (LOS); i.e., they must be able to "see" it. LOS is traced from the center of the firing hex to the center of the target hex. The basic premise is: if the LOS is blocked, fire is not possible.
- For units firing at enemy units on the same elevation level the following, intervening terrain (and other) types will block LOS:
- Woods, town or Combat units** on the same elevation
- A hex of higher elevation.
- For units firing at a target at a different (higher or lower) elevation the following types block LOS:
- A hex of higher elevation than both the target and the firing unit;
- Woods, town or Combat Units** in a hex of same or higher elevation than the firing unit.
Terrain or units can block the LOS between units on different elevations if the blocking hex is higher than the lower unit. To determine whether something blocks between units on different levels count the hexes between the lower unit and the potential obstacle. (Count the blocking hex, but not the hex the lower unit is in.) If this distance is less than half the number of hexes between the firing and target units the LOS is blocked. If the number is equal to or greater than the total distance, LOS is clear.
**Artillery firing at a distance of two hexes or greater may always fire through its own units on the same or lower level, as long as those units are not adjacent to the target unit.
A Note For Players: LOS rules often produce some anomalies. We suggest that you resolve any seemingly unresolvable problems by the roll of a die or by implementing "House Rules". We make this stuff up; so can you.
8.3 Melee
8.31 Infantry and cavalry may melee any enemy units in their Zones of Control. Artillery units may not melee attack, although they may defend against a melee if alone in a hex; see §8.62.
8.32 A unit does not have to melee - but if it does there are certain requirements. It must melee all enemy units in its ZOC that are not Screened (see §8.33, et seq). An individual, defending unit may be meleed only once per phase (or Action/Advanced). In the case of multiple units attacking several enemy units, the attacker may split his attacks in any way he sees fit, as long as the Fire/ZOC/Screening requirements are met. A single unit may melee more than one enemy unit, but it may never split its strength into two or more separate melees.
8.33 Screening: If a friendly unit has enemy units in more than one of its controlled hexes it must either melee all or none of those units, or melee some hexes while the remaining enemy units are screened by other friendly units. Any infantry or cavalry (but not artillery) unit may screen any one of its controlled hexes.
8.34 To Screen enemy units in its controlled hexes a friendly infantry or cavalry unit, other than one that is actually meleeing, is assigned to screen (negate) that hex (regardless of the number/strength of enemy units in that hex). The screening unit does not actually attack, but it must be eligible to be part of the Attack operation. There are no minimum combat odds required, but a single friendly unit may screen only one of its controlled hexes.
Example: In this diagram, the CSA cavalry (Whiting) screens the Union infantry (3/2/II), while the CSA cavalry (WHFLee) and CSA infantry (McGowan) attack the Union cavalry (Custer).
[Diagram: hex-grid counters for the Screening example, showing Custer (Union 3/Cav), McGowan, WHFLee, 3/2/II, Whiting and the CSA cavalry counters.]
8.35 If an enemy artillery unit is alone in a hex it does not have to be screened to be ignored.
8.36 Screening is not combat, and there is no combat resolution. Screening units may Fire without Melee, however. Screening units may never advance after combat.
8.37 After all Fire has been resolved, the attacking player now resolves all remaining melees in any order he wishes. He compares the strength of the attacking units with that of the defending units, stated as an odds ratio reduced to its simplest form and rounded down in favor of the defender. Thus, a 6 point unit and a 7 point unit attacking an enemy 5 point unit would melee at 2-to-1 (6+7 = 13 to 5, rounded down to 2-1). The player then consults that odds ratio column on the Melee Table, makes any adjustments (§8.38), rolls one die and applies the results immediately.
8.38 The Melee Odds Column Adjustment Table (See the Charts & Tables Sheet).
8.4 Determining Combat Results
8.41 The following are the possible results from combat. See the Combat Tables for when they are applied.
Fire Combat Results
1 or 2 = These are the number of steps a unit loses; see §8.42. This applies to attacking or defending units as a whole - not each, individual unit. If there is more than one unit in a target/attacking hex the top unit absorbs the loss. If the loss exceeds the top unit's strength, then the bottom unit takes the remaining losses.
D = Disordered units suffer the following effects:
- They may not move in an Initial Movement Phase; they may move only in Operational Movement Phases.
- They may not Retreat Before Combat (§8.67).
- They may not voluntarily enter an enemy ZOC. However, if there is an enemy unit already in their ZOC and the D result was from Return Fire, they may Melee - but with a 1L adjustment (see §8.38). They may Screen.
- They may not fire in an Offensive Fire Segment.
- They may fire in a Return Fire Segment, but there is a 1L Fire Column shift (even in combination with other, non-Disordered units.)
- If a Disordered unit receives an additional D result it must retreat one hex away from the firing unit, if possible. If it cannot retreat (enemy units, ZOC's and/or impassable terrain) it stays where it is at no penalty. Otherwise, there is no additional effect of receiving more than one D.
1/D = The "D" result applies to all artillery fire except Defensive Fire into an adjacent hex; the '1' result applies to all other types of fire.
AD = This is a Disordered result that applies only to artillery fire. If infantry fire, treat as No Result.
RD = Roll one die for each affected unit. If odd, it must Retreat one hex and is Disordered (if not already so). If even, no effect other than the step losses. This is NOT a Rout, which occurs only during a Recovery Phase.
- = No Effect (no losses).
Melee Combat Results
AR = All Attacking units retreat one hex.
AR1 = All Attacking units retreat one hex plus one unit loses one step. Owning player designates which units absorbs step loss.
DR = All Defending units retreat one hex.
DR1 = Same as AR1, except result applies to Defender.
EX = Both Attacker and Defender lose 1 Step and remain in place.
EX/A = Both Attacker and Defender lose 1 step each and Attacker retreats all units one hex.
EX/D = Same as EX/AR except Defender retreats.
8.42 All combat units with a reverse side have four possible steps to lose. Units with no reverse side (those with only 1 SP) may absorb only 2 Step Losses.
- For the first step lost, place a Step Lost marker under the unit. There is no effect to its combat or movement abilities.
- For the second step lost, remove the marker and flip the unit to its "Reduced" side. The unit will now have a lower combat strength and it's Unit Morale is now Fair. If there is no reverse side, the unit is eliminated.
- For the third step lost, place a Step Lost marker under the Reduced unit. The marker has no effect on combat strength, but Unit Morale is now Broken.
- For the fourth step lost, the unit is permanently removed from play.
(Players should note that this unit is not actually wiped out to the last man; it is simply so reduced in strength and will to fight that it is useless.)
8.43 The Fire Results Table (See the Charts & Tables Sheet).
8.44 The Melee Results Table (See the Charts & Tables Sheet).
8.45 An Example of a Combat Phase: (Brandy Station; Union Player's Combat Phase. See §8.66 first).
Jones 'b' (CSA) is in 4211, while Jones 'a' and Hart's artillery is in 4111. For the Union, Ames 'a' infantry is in 4311, while Davis' 'a' cavalry is in 4212, and Davis 'b' is in 4112. All cavalry units are mounted. The B/L 2US battery is in 4510, but it just moved into that hex in the immediately preceding Union Initial Movement Phase so is ineligible to fire. All units are at full strength.
In the Union Offensive Fire Segment, Ames' infantry (the only Union unit eligible to fire) fires at Jones' 'b' cavalry in hex 4211 with 6 SP's. There is a 1L column adjustment for the woods, and the Union player rolls a '5', resulting in a Disorder (which can be applied immediately as the cavalry cannot fire back anyway).
It is now the CSA Return Fire Segment. The only CSA unit eligible to fire is Hart's battery (because it is in an enemy ZOC.) The CSA player fires Hart (which doubles it's 1 SP to 2, as it is firing return fire into an adjacent hex, although this has no effect on the Fire column) but rolls a '2', so there was no result.
It is now the Melee Segment. The Union player decides to "screen" hex 4111 with Davis' 'b' cavalry and attack Jones' 'b' in the woods hex with Ames' infantry and the rest of the cavalry. Because cavalry is attacking/screening, the defending CSA cavalry may not Retreat before Combat (8.67). The Union player has 12 total SP's (6+6=12) against Jones' 5 SP's, for an odds ratio of 12-5, which reduces (for the Melee Table) to 2-1. (Davis' cavalry is doubled, because it is attacking; Jones' cavalry is not doubled, because it is defending against infantry - a rare example of combined arms cooperation in this war.) However, Jones is in the woods, so there is a 1L column shift. All units have Good morale and there are no "rear" attacks. The Union player rolls a '2' and, using the 3-2 column (a result of the 1L shift), he obtains an "EX + AR" result. Jones' cavalry takes a one step loss, as does Ames' infantry (the Union player choosing that unit to absorb the casualties rather than Davis' cavalry). Ames retreats into 4412 while Davis 'a' retreats to 4213. Jones' 'b' remain in 4211 but is still Disordered from the previous fire. The units in 4112 and 4111 do not undergo any melee as Davis' 'b' was only screening the CSA cavalry and artillery in that hex.
8.5 Advance and Retreat
8.51 A unit that is forced to retreat moves one hex away from the attacker within the following restrictions:
- It cannot retreat off the map or cross a hexside or enter a hex that it would normally not be able to move across/into;
- It cannot enter an enemy-occupied hex;
- It cannot enter an enemy ZOC unless that hex is occupied by a friendly unit and stacking restrictions allow it;
- Artillery units forced to retreat are automatically Disordered.
8.52 Units prevented from retreating by the 8.51 restrictions stay in place and lose an additional step instead.
8.53 If, as a result of Offensive Fire, an enemy/target hex is left vacant, one firing infantry unit MAY advance into that hex. (If 'a' and 'b' stacked together, only one may advance.) This decision must be made immediately after the Fire result and before any other fire. This advance is subject to Commitment (§6.3), if using that optional rule.
8.54 If a defender vacates or is completely eliminated from a hex as a result of melee the attacker MUST advance all of the attacking units from an one attacking hex into that vacated hex. Advance after victorious melee is not subject to the optional Commitment rule.
8.55 Units Retreating Before Combat or Advancing After Combat may freely change facing at the conclusion of their movement.
8.6 Artillery, Cavalry and Combat
8.61 Artillery Strength points are never used for melee, except for §8.62. Artillery (alone) may not enter an enemy ZOC unless that hex is occupied by another friendly combat unit (and stacking restrictions permit). Artillery may not combine their fire with infantry, except as per §8.15.
8.62 If artillery is alone in a hex and is meleed, it has a total melee strength of one (1), regardless of how many artillery units are in the hex. In this case, if artillery attacked alone suffers any result that would cause a step loss (including an EX), that result eliminates the artillery unit. When artillery occupies a hex with other friendly non-artillery combat units, the artillery unit contributes no strength towards the melee combat to be resolved.
8.63 If artillery is stacked with another unit all step losses are taken from the top unit. (In this way, infantry/cavalry may "mask" the artillery and allow it to fire.) If artillery is required to take step losses from melee it takes them normally. Step losses from Fire are taken as per §8.41. The artillery may retreat (if required; and see §8.64).
8.64 If an artillery unit is forced to retreat it is automatically Disordered at the conclusion of the retreat.
8.65 Artillery units that move in an Initial Movement Phase may not fire in the Offensive Fire Segment that immediately follows. Artillery units that fire in the Ranged Artillery Phase may not move in that turn's Initial Movement Phase. (This rule is NOT in effect when the Advanced game TCT is being used.)
8.66 Cavalry units double (2x) their printed strength when attacking in a melee; they double their strength when defending against other cavalry (only). If attacked by infantry (even in combination with cavalry) they do not double their printed strength when defending.
8.67 Mounted Cavalry (only) that is about to be attacked (either by Fire or Melee) by enemy infantry may, before the combat is resolved, Retreat Before Combat either one or two hexes, player's choice. Disordered and routed cavalry may not so Retreat. Moreover, the cavalry unit may not retreat if it is in an enemy mounted cavalry ZOC at the time, or its retreat would move it into any enemy ZOC. If the retreat is before Melee, any/all of the units that were going to melee may advance into the vacated hex, subject to Commitment restrictions if using that optional rule. All stacking rules apply.
8.7 Rally and Rout
Rout occurs only as a result of trying to rally a Disordered unit; it is not a combat result. Disordered and Routed units may be rallied in the Recovery Phase. Disordered units first.
8.71 To Rally a Disordered unit, roll one die. If the dieroll is a:
- 1-4, the unit is no longer Disordered. Remove the marker.
- 5, it remains Disordered.
- 6, The unit Routs and must Rout Move its full Movement Allowance.
8.72 To Rally a Routed unit, roll one die. If the dieroll is a:
- 1, the unit is no longer Routed. Remove the marker.
- 2-4, the unit is no longer Routed, but is, instead, Disordered. It retains this new status until, at least, the next Recovery Phase.
- 5-6, The unit remains Routed and must Rout Move its full movement allowance.
8.73 Rally Dieroll Adjustments (See the Charts & Tables Sheet).
8.74 A Unit undergoing Rout Movement must retreat towards the nearest friendly Entrance Hex in a direct a path as possible. It may not enter the same hex twice, although it may change direction to avoid enemy units and impassable terrain. Units that cannot complete this Rout Move because of enemy units or enemy ZOC's must move as far as they can and then lose a step. Units that cannot complete Rout Movement solely because of impassable terrain simply stop, with no additional penalty. If a friendly unit is in its path it moves through the friendly unit, causing the latter to be immediately Disordered. If it was already Disordered there is no further penalty. If the last hex it would enter is occupied by a friendly unit, it simply stops where it is at no additional penalty.
8.75 Players may choose not to undergo rally rolls for a unit. Such ignored units simply remain in place in their present status.
8.76 Routed units may not move, fire or attack in the ensuing turn. They have no ZOC's. They may not stack with any other units. If meleed or fired at, the attacking unit gets a 1R benefit (in addition to any other adjustments).
8.77 If an artillery unit routs it is, instead, eliminated.
9.0 Unit Morale
Unit morale measures a unit's ability to fight over a period of time, usually as a function of how many casualties it has taken.
The Basic Game covers Unit Morale. The Advanced Rules allow players to use an additional layer of morale, Command Morale. A unit's level of Unit Morale depends on how many casualties it has taken. Morale levels may affect melee and victory.
9.1 Unit Morale Levels
9.11 There are three levels of Unit Morale: Good, Fair and Broken.
9.12 Units at full strength, or at full-strength with a Step Loss counter, have Good Unit Morale. Units at Reduced Strength have Fair Unit Morale, and units at Reduced Strength with a Step Loss have Broken Unit Morale.
9.13 Artillery is always considered to have Good Morale, regardless of losses.
9.14 As units may usually not recover lost steps they may never increase their Morale levels. Exceptions: Gettysburg and Mine Run, §9.6.
9.2 Effects of Unit Morale Levels
(See the Charts & Tables Sheet.)
Advanced Game Rules
All Basic Rules apply to the Advanced Game - unless specifically stated otherwise.
The following additional/changed rules are usually used only when playing the advanced version of the game, although some may individually be grafted on to the basic rules. The advanced game is more 'historical' in that it addresses the realities of command and morale at greater depth. Through the turn continuation system, it removes a great deal of control from the player. It also has more dierolling. Unless noted otherwise, the rules below are in addition to the Basic Rules. Where rules change/supersede Basic Rules, it is so noted.
2.23 Leaders
- Combat Leaders are those leaders directly commanding combat troops. They are rated for Action (a negative [-] number for Union, a positive [+] number for Confederates, or a 0); and Command Range. An asterisk (*) next to a Combat Leader's Action Rating indicates that they have a Melee Modifier (see §10.13). Leaders in some battles have a Commitment Rating. Leaders do not have a printed Movement Allowance; it is '12'. The reverse side of a Combat Leader is his Replacement, if killed. All ratings are explained in §10.1.
[Diagram: Combat Leader - Name (Command); Level of Command; Action Rating; Commitment Rating; Command Range. Example leader: McGowan, Wilcox, Rep'l, with values 4 5 0.]
- Superior Commanders are those leaders to whom Combat Leaders are subordinate. They do not lead troops but affect the performance of the Combat Leaders in their command. In addition to a Command Range they sometimes have Command Points which can be used to help their Combat Leaders.
[Diagram: Superior Commander - Command Range; Command Points / Melee modifier. Example: R.E. Lee, ANV, with values 8 1.]
Note: In Brandy Station, Corps Commander Stuart has a question mark "?" instead of a Command Point Value. Refer to the Brandy Station battle rules for details.
2.24 The "stars" on the leader counters do not represent rank; they indicate level of command:
- * = Brigadier
- ** = Division Commander
- *** = Corps Commander
- **** = Army (Overall) Commander
2.4 Advanced Game Terms of Play
The following words/phrases are used throughout the Advanced rules.
Initiative [CHANGE]: The Player with the Initiative is the one who is undertaking actions. Initiative has much less impact in the advanced game than the basic, as much of the simulation of command problems is shifted to the TCT and the individual leaders.
Turn Continuation Table (TCT): The method which the Advanced game uses to determine whether a player may undertake a chosen action or whether Initiative has, instead, passed to the Reacting Player.
Action: Movement or Combat undertaken by a group of units under the command of a single leader, or by a single unit.
Free Action: An action for which a player does not have to roll on the Turn Continuation Table. Free Actions are usually available when (1) the player has the Initiative Bonus; (2) after the opponent's Third Consecutive Action; and (3), when the opposing player rolls on the TCT in your dice range.
Reacting Player: The player who does not have the Initiative.
Command: All of the combat units assigned to a specific leader - usually a brigade or division. Units belonging to a command are considered "In Command" if they are within that leader's Command Range.
Command Morale: The measure of a command's esprit de corps and command structure, both of which equate to how well that command can fight as a "group". Command Morale is used in addition to Unit Morale - not instead of.
Reserve: Units are placed In Reserve to rebuild Command Morale and, in certain instances, recover lost steps. Units In Reserve may not undertake Actions.
3.0 [MAJOR CHANGE] The Game-Turn
The advanced rules game turns use the "turn continuation system", a much more fluid - and somewhat random - method of determining which player can move and/or fight.
The phases of each game-turn must be undertaken in the exact sequence given below. The player who goes first in each game turn is determined by the rules for Initiative (§4.1). Players then move and fight in the Action Phase. When all phases of the Sequence have been completed, the turn is over.
Advanced Game Sequence of Play
A. Initiative Determination Phase:
- Both players roll one die, to which they may add Command Points from their Overall Commander, if he is present. The high total gains the Initiative; see §4.1.
- Players now place "Reserve" markers on those units for whom they wish to Recover Command Morale. The Initiative Player goes last here.
B. Action Phase: All Actions (§4.3) are performed in this phase, as below:
- The Player with the Initiative (§4.11) may use his Initiative Bonus to undertake one "Free" Action (§4.13); THEN
- [The Player Segment] The player with Initiative chooses a desired Action and rolls on the Turn Continuation Table. If successful, he performs the chosen Action and then repeats this section again; OR,
- If the TCT calls for a Random Event, the player consults the Random Event Table and follows the instructions therein; OR,
- If unsuccessful on the TCT (i.e., the adjusted dieroll falls within his opponent's range), the opposing player may perform any one "Free" Action of his choice (if he has units eligible to do so) and/or then HE reverts to his Player Segment; OR
- The Player may "Pass" the segment to his opponent (§4.24).
Play continues to alternate among '2' through '5' until the phase is Finished as per §4.4.
C. Recovery Phase:
- Players attempt to Rally Disordered/Routed units.
- Commands with all units in Reserve Status and not in an enemy ZOC may recover two Morale boxes. See §9.1.
- (Optional Rule) Place Replacement leaders. (§10.32, et seq.)
4.0 [MAJOR CHANGE] The Turn Continuation System
The player whose 'initiative' it is chooses what he wants to do (action) and consults the TCT. He rolls two dice; if they fall within his range, he performs his chosen action. If they fall in his opponent's range, his opponent goes. If it is a '7' it is a possible random event.
DESIGN NOTE: By way of explanation, we digress. The TCT reflects the application of Chaos Theory to wargaming. Battles rarely (if ever) go as planned; too many unforseen events occur which can change any situation drastically, and it is unrealistic to get to do even a small percentage of what you want to do, when you want to do it. This system reflects the infusion into the game of that inability to plan ahead with absolute certainty. The better players - and the winning players - will now be the ones that can adapt their plans to a changing situation.
A player may perform any Action in his Player Segment with any eligible unit(s), subject to the restrictions particular to that Action. Before performing a given Action, a player must first consult the Turn Continuation Table (TCT) to determine whether or not he can perform the Action, unless he receives a Free Action. See §4.13, §4.23[2] and §4.25.
4.1 Initiative
4.11 To determine which player will first have the Initiative - i.e., which Player has the Player Segment and can undertake actions - each player determines how many of his Overall Commander's Command Points he wishes to use (see §10.25) and rolls one die, adding those points to the dieroll. CP's may be added only if the OC is on the map. The player with the higher total has the Initiative. Ties? Roll again, using the same Initiative points.
4.12 See the Battle Rules for who, if anyone, automatically has the Initiative for the first game-turn in a battle.
4.13 The player who wins the Initiative dieroll receives an Initiative Bonus of one "Free" Action at the start of his first Player Segment. He may undertake any one Action without first rolling on the TCT. This bonus MUST be taken at the beginning of the first Player Segment; it may not be saved for later use. The Initiative Bonus is exempt from the Free Action Exclusion (§4.26).
4.2 Turn Continuation
4.21 After the player with the Initiative has used his bonus Action, he may either pass play to his opponent or he may attempt further Actions. To do the latter he must:
- Announce what Action he wishes to perform and with which units; he then
- Rolls two dice and consults the TCT. The TCT diceroll is adjusted by the Action Rating of the Combat Leader commanding the units wishing to undertake that action. The CSA player will add (+) to his diceroll; the Union player will subtract (-). If a rating is '0' there is no adjustment to the diceroll. See, also, §4.22.
Example: The Union Player wishes to move Sykes' V Corps: 3 infantry units and 1 artillery unit plus Sykes. All combat units are within Sykes' Command Range, and his Action Rating is "-1". The Union Player rolls two dice and gets '7'. Sykes' "-1" rating adjusts that roll to a '6', which falls within the Union Player's Turn Continuation Range. The Union Player may now move all of Sykes' units, including Sykes. This counts as one action for both Sykes and his combat units.
4.22 There are three instances when a Leader's Action Rating is not the (only) diceroll adjustment used:
- If the Confederate player is undertaking an Uncoordinated Action by an Out of Command unit (§4.33) he subtracts one (-1) from his TCT diceroll, while the Union player adds one (+1).
- If a player wishes to undertake an action with a unit that is In Reserve, he either adds one (+1) if Union, or subtracts one (-1) if CSA from any TCT diceroll involving that unit (see §9.13).
- Superior Commanders that do not have an Action Rating use +2 (CSA)/-2 (Union) if they wish to move by themselves.
4.23 The TCT diceroll results are as follows:
- If the adjusted diceroll falls within the range listed for that player, he must undertake the action he has chosen.
- If the adjusted diceroll falls within the range of the opposing player, play, that player immediately undertakes any one "Free" action of his choosing WITHOUT consulting the TCT (Exception: see §4.26), after which it is now his Player Segment;
- If the adjusted diceroll is a '7' a Random Event may occur. (See §11.0) Play remains with the rolling player unless the Random Event Table states that it passes to his opponent. In either case, after the event, play reverts to the Player Segment.
4.24 A player may always voluntarily Pass the Action Phase to his opponent simply by saying so. When this happens the player to whom play is passed begins a normal Player Segment (no Free Action). There are three exceptions to the above: Consecutive Actions (§4.25); the Free Action Exclusion (§4.26) and the Repeat Action exception (§4.27).
4.25 The Consecutive Action Exception: Regardless of the above, no player may execute more than THREE (3) consecutive actions of any type, including any Free Actions. Once a player has completed his third consecutive action, his opponent may:
- Perform one Free Action (see §2.4) with any eligible units (see §4.26), OR
- If - and only if - he has no units eligible to undertake a Free Action (see §4.26) he may, instead use a TCT diceroll to attempt an Action.
- If all his units have already undertaken two Actions and he has "finished" for the turn, he still rolls on the TCT, as per #2; see §4.42 for effects of such dicerolls.
Regardless of which of the above three occur, play then reverts to the first player (with whom Initiative still remains) and the "three cycle" starts anew - unless the Phase has ended as per §4.42. Use the Consecutive Action Track to keep a record of how many consecutive actions have been performed by a player.
4.26 The Free Action Exclusion: In Command units with leaders that have a printed Action Rating of '0' AND Out of Command units may never undertake a Free Action. The player must always roll on the TCT for those units.
There are two Exceptions to the Free Action Exclusion:
Exception #1: Reinforcements; see §5.52; and
Exception #2: A "0" leader who has at least one unit in his command with an enemy unit in its ZOC may use a Free Action to undertake a Fire Only Action.
4.27 The Repeat Action Exception: No commander may lead, or no unit may perform, two consecutive actions unless there are no other units with which to perform an action. Any intervening action or attempted action by either player is sufficient to break the continuity. Commanders with an Action Rating of +2/-2 and Superior Commanders may ignore this restriction.
4.28 The Turn Continuation Table (See the Charts & Tables Sheet).
4.3 Actions
There are two standard actions: movement or combat. Optional rules may add other actions.
4.31 Any number of Actions may be undertaken by a player in his Player Segment of the Action Phase, within the restrictions of §4.2 and §4.34. An unsuccessful TCT diceroll is not an Action.
4.32 Coordinated Actions are those in which more than one unit may partake and require those units to be "In Command". An infantry or cavalry unit is In Command if it is within the Command Range of its Combat Leader. Otherwise, it is Out of Command. An artillery unit is In Command if it is within the Command Range of any commander. Command status is determined at the time of the Action, before the TCT diceroll; it lasts for the duration of the Action, regardless of what happens during that Action. Coordinated Actions use the Action rating of the Combat Leader as a TCT diceroll modifier. Superior Leaders may move in a coordinated action if the leader coordinating such action is in the Superior Leader's Command Range; otherwise he must use an Uncoordinated Action to move. Coordinated actions include Movement (§5.0) and any form of Combat (§8.0). When playing the Optional Rules, Resupply (§8.82) is an Action that requires the unit to be In Command.
4.33 Uncoordinated actions are undertaken by all units in any one hex that are Out of Command, or by leaders wishing to move alone without co-ordinating an action as per §4.32. In Command units may not undertake an Uncoordinated action, unless their leader is in Action-2 status. Uncoordinated Actions use the automatic TCT modifier in §4.22, except for combat leaders, who use their Action Rating, and Superior Leaders, who use an automatic +2/-2 modifier (if they have no Action Rating). Uncoordinated Actions are Movement (§5.0) and Combat (§8.0).
4.34 A unit (even a leader) may perform no more than two actions, either co-ordinated or uncoordinated, in a given turn. A leader with an Action-2 status may not command his combat units for coordinated actions, even if some of those units have not yet reached Action-2. Those combat units, however, may attempt Uncoordinated actions. See, however, §4.35.
4.35 When using the optional Resupply rule (and only then), both Resupply AND the first time a unit uses "Fire Only" are not treated as actions for the purpose of affecting Action status only (§4.34). The first time a unit uses Fire Alone, place a "First Fire" marker on it, and do not treat it is an action for status purposes. The next time such unit Fires Alone, replace the First Fire marker with the appropriate Action Status marker. See §8.19.
Design Note: We have linked Fire Only with Resupply because to do otherwise would simply give the player an extra action with no penalty. The penalty here is possibly running out of ammo.
4.36 An action commanded by a leader is considered to be undertaken by that leader AND all units in his command (as per §4.38). An action undertaken by an individual unit - even a leader - applies (for §4.34) only to that unit. Usually the Action status of a unit is that of its leader. However, as shown in the example below, units within a command may have differing statuses. Judicious use of the Action status markers should keep all of this clear.
Example: Howe, commander of the Union 2/VI division, has four combat units in his command. Because of combat, however, Howe has become separated from his troops (they are out of his range). The Union player uses an uncoordinated Action to move Howe within Command Range of three of his units, but the 3/2/VI[b] is still not within his range. He therefore uses another uncoordinated action to move the 3/2/VI[b] so that it, too, is within Howe's Command Range. All of Howe's division is now In Command. However, both Howe and the 3/2/VI[b] have an Action-1 status, while the remaining combat units of the 2nd division have no Action status.
4.37 A Random Event does not count as an action, unless it specifically states that such event should count as an action. Likewise, a failed TCT diceroll is not an action.
4.38 Not every In Command unit must participate in a chosen action; the player may choose to act with some units and allow others to do nothing. However, whatever those units do, it must always be the same action; e.g., one unit in a command may not "move" if the action chosen is a Melee. An In Command unit that does not participate in the chosen action is still considered to have undertaken that action in terms of §4.34.
4.4 Finishing the Action Phase
4.41 Two-Player Finish: The Action Phase is over when one of the following occurs:
- All In Command units of both players - excluding units either in Reserve or forbidden by scenario rules from performing actions - have undertaken two actions in that turn.
Example: For the Union, all his commands except Howard's division and an Out-of-Command unit from V Corps, are Action-2. Howard's troops are Action-1 and the Out-of-Command unit has not undertaken any action yet. For the CSA, all his In Command units are Action-2; he has one Out-of-Command unit at Action-1. The Union has the Initiative. If he undertakes an action with Howard, after completing that action the Phase is over. If he undertakes an action with the out-of-command unit the turn continues until Howard's Corps does undertake an action.
- Both players voluntarily and consecutively PASS. A Pass may only occur in a Player Segment in which the player CHOOSES to perform NO actions. If a player performs an action and then passes play to his opponent, this is NOT considered a Pass for the purposes of this section.
- A Random Event ends the phase.
4.42 One Player Finish: Once one player has undertaken two Actions with ALL of his combat units - other than those units either in Reserve status or forbidden by scenario rules from undergoing actions - the opposing player operates under the following restrictions:
- All remaining (opposing) units that are eligible to undertake an action may each undertake only one additional action. Players should place Action-1 markers on all units that have not yet undertaken an action; and
- If, in rolling for an action for an Out of Command unit that TCT diceroll fails, that unit is Finished for that turn; and
- An adjusted TCT diceroll of '7', or an unadjusted (natural) '2' or '12' diceroll, is automatically a Phase Finished; and
- Three consecutive dicerolls in the Finished Player's range end the Phase.
5.0 Movement
CHANGE: When a player has successfully rolled a Movement Action for his units on the TCT, those chosen units may move.
5.1 Movement Allowances
Leaders do not have a printed Movement Allowance; it is 12 in all scenarios.
5.4 Enemy Units and Movement
A friendly unit may enter a hex containing only an enemy leader, in which case the latter is immediately placed with the nearest combat unit in his command - after rolling for possible elimination. (See §10.32).
5.5 Bringing in Reinforcements
CHANGE: Reinforcements enter using a Movement Action.
5.51 A unit, or a group of units, scheduled to arrive without a leader may use their leader's Action Rating (whether he is on the map or off) to enter the game. All these units may continue to use that Action Rating to determine the TCT diceroll (even if Out of Command) as long as they undertake only Movement Actions that use, exclusively, Pikes, Roads and/or Trails, and any unit in the group does not enter an enemy ZOC or find itself in one. The instant all units in the group end a movement action within their leader's Range, or they violate the above restrictions, this section no longer applies and they must abide by normal command/action rules.
5.52 To take advantage of §5.51, all such units must remain in connecting hexes and follow the same route.
5.53 Reinforcements using Movement Actions as per §5.51 may take advantage of a Free Action opportunity, even if their commander is rated "0"!
6.1 Facing
6.13 CHANGE: A unit may change facing any time - and in any direction - but only during a Movement Action. If a unit wishes to change facing without moving it must still undertake a Movement Action.
Exception: Units may also change facing at the conclusion of any Advance After Combat or Retreat Before Combat.
6.2 Zones of Control
6.21 Leader units do not exert a ZOC.
6.26 A friendly combat unit negates the effect of an enemy ZOC for purposes of tracing Command Range.
6.3 Commitment
In the Advanced Game, this rule is no longer optional; it is standard.
For a combat unit to enter an enemy ZOC the player must first roll a die. For In Command units the player compares that dieroll to the Combat Leader's Commitment Rating. If it is higher, the unit may not enter the ZOC and ceases movement for that action. If it is the same as or lower, it may enter. If the unit is Out of Command, the combat unit is considered to have a Commitment Rating of '1'. This applies to ALL forms of voluntary movement into an enemy ZOC, including advance after combat.
8.0 Combat
CHANGE: When a combat unit undertakes a Combat Action it may do one of the following:
- Fire Only (Infantry and artillery; no Defensive Fire. See, also, §4.35)
- Melee Only (Infantry and cavalry; includes Defensive Fire).
- Fire and then Melee (All three combat types; includes Defensive Fire)
When choosing a Combat Action the phasing player must, before rolling on the TCT, state which of the above three he is going to do. This choice applies to ALL units in that action.
8.1 Fire Combat
8.14 CHANGE: A unit may be fired at only once in a single Action. There is a Defensive Fire exception to this, however. See 8.39[5] and Basic Rule §8.61.
8.3 Melee
In the Advanced Game, Melee is a Combat Action, and it may be conducted either with or without a preceding Fire Combat (§8.1) by the attacking unit. (Melee without Fire is usually undertaken only by cavalry.) When Melee and Fire are combined in one action not all units must Fire; at least one unit must fire and such fire must be directed only at units about to be meleed.
8.32 NOTE: The ZOC requirements and screening rules still apply. Screening is part of a melee action. However, units from different commands may not Screen - only units in the command undergoing the action.
8.38 Melee Column Adjustments Table (See the Charts & Tables Sheet).
8.39 Prior to resolving the melee (but after any preceding Fire within the same action), the defending player may Defensive Fire with any of his units that are either about to be meleed or are adjacent to a friendly unit about to be meleed. He may fire at any (but not necessarily all) of those attacking units that are in his firing unit's ZOC's. Defensive Fire is conducted in exactly the same fashion as Fire Combat except that:
- It is not an Action and requires no TCT diceroll - it is part of the other player's Melee; and
- Artillery doubles its strength when firing Defensive Fire (only).
- A unit may Defensive Fire only once per action.
- There is no advance (§8.5) after Defensive Fire.
- Units from different commands may not combine defensive fire. Instead, as an exception to §8.14, they each fire separately at the target enemy unit.
8.4 Combat Results
[There are some slight changes to the effects of Disorder for the Advanced Rules] #2 and #3 from the BASIC GAME still apply.
D = Disordered units suffer the following advanced effects:
- They may undertake only one additional action that turn, if they have not already reached Action-2 status. That action may only be Movement.
- Their Movement Allowance is halved, rounding any fractions down.
- There is a 1L Fire Column shift if they fire Defensive Fire (even in combination with other, non-Disordered units.)
- If a Disordered unit receives an additional D result it must retreat one hex away from the firing unit, if possible. If it cannot retreat (enemy units, ZOC's and/or impassable terrain) it stays where it is at no penalty. Otherwise, there is no additional effect of receiving more than one D.
8.5 Advance and Retreat
8.52 CHANGE: Units prevented from retreating by the §8.51 restrictions stay in place and lose an additional step plus a Morale Box from their Command Morale; only one box is lost per melee, regardless of how many units must retreat.
8.53 Advance after Fire is not an action, needs no diceroll or movement points and is not applicable to Defensive Fire or a Fire Only Action. Commitment rules apply.
8.6 Artillery, Cavalry and Combat
8.64 ADDITION: In addition to the Basic rule, after retreating (and being Disordered), roll one die. If the dieroll is a '6', the unit takes a Step Loss. (It has abandoned some of its guns in its haste to depart.)
8.65 CHANGE: The Basic Game fire restriction on artillery not being able to fire (after movement) is not used in this advanced game. As long as they are eligible to undertake an Action, artillery may both Move and Fire in a single turn.
8.67 CHANGE: Cavalry (only) that is about to be attacked (either by Fire or Melee) by enemy infantry may, before the combat is resolved, Retreat Before Combat either one or two hexes. A one hex retreat does not use movement points (and is not an action in the Advanced Game). Two hex retreats are considered an action in terms of §4.34, although no TCT diceroll is necessary. Cavalry units in Action-2 status may retreat only one hex. Disordered and routed cavalry may not RBC. The cavalry unit may not retreat if it is in an enemy cavalry ZOC at the time, or its retreat would move it into any enemy ZOC. If the action chosen by the enemy included Melee, any/all of the units that were going to melee may advance into the vacated hex, ending the action (for those units), subject to §6.3 restrictions, if using that optional rule. A cavalry Retreat Before Combat has no effect on Morale.
10.0 [MAJOR ADDITION] Command
Leaders affect their units' abilities to move and fight. There are two types of leaders: Combat Leaders and Superior Commanders. The Overall Commander is a Superior Commander with special capabilities.
10.1 Combat Leaders
10.11 Combat Leaders are the leaders directly commanding troops. Thus, if Herman's Brigade, Nofi's Brigade and Bay's Brigade are all in Dunnigan's Division, General Dunnigan is the Combat Leader for those units.
10.12 A Combat Leader's Action Rating is the modifier (plus [+] for Confederates and minus [-] for Union) for all TCT dicerolls involving that leader.
10.13 A few combat leaders have a Melee Modifier, an asterisk (*) next to their Action Rating. This gives the player a one column adjustment in that player's favor for all melees (attacking or defending) which include a unit with which he is stacked.
10.14 A Combat Leader's Command Range is the maximum number of hexes distant a combat unit in that leader's command may be from the leader and still be considered In Command. The hex the leader is in is not counted, but the hex the combat unit is in is. This Command Range may not be traced through or across hexes/hexsides into or across which a leader could not normally move. It may not be traced through an enemy ZOC unless that hex is occupied by a friendly combat unit, in which case the player must count the additional points for entering/leaving that ZOC.
10.15 Combat Leaders in some battles also have a Commitment Rating. If they do, Commitment (§6.3) must be used.
10.2 Superior Commanders
10.21 Superior commanders are those leaders above the Combat Leaders who do not directly affect combat units but, rather, affect the Combat Leaders subordinate to them. Thus, if Bomba's Division and Cummins' Division are in Poulter's Corps, Bomba and Cummins are subordinate to Superior (Corps) Commander, General Poulter.
10.22 Superior Commanders have a Command Range, which works in the same fashion as §10.13 except that it affects only his subordinate Leaders within his range.
10.23 Superior Commanders also have Command Points (CP). These may be used to:
- Increase a subordinate Combat Leader's Action Rating by 1; OR
- Increase a subordinate Combat Leader's Command Range by 1; OR
- Increases a subordinate Combat Leader's Commitment Rating (Optional Rule) by 1; OR
- Affect an Out-of-command's unit's TCT penalty (§4.22). See §10.26.
10.24 Only one Command Point may be used for any given Action, and the commander's CP's are the maximum that may be used in one turn. Command Points must be given out before the TCT diceroll they would help. Once given they are expended, regardless of the TCT result. Use of one of these "points" for one purpose means that that point may not be used for the other.
10.25 The Overall Commander - the Superior Commander who is in charge of all the troops for that player - also has a Command Range and Command Points. The latter may used to influence the Initiative dieroll in addition to §10.23.
10.26 Superior Commanders may never command combat units in terms of placing them In Command for TCT purposes. However, if an Out of Command unit is stacked with a Superior Commander (and is in his command), that Superior Commander may use his CP's to affect the TCT diceroll.
10.3 Leader Casualties
10.31 Leaders cannot be killed or otherwise eliminated by combat. If units they are stacked with are eliminated the leader is immediately moved to the nearest combat unit in his command and charged with an Action. (If already Action-2, there is no additional penalty.) This means that a command may have a leader in Action-2 and combat units with Action-1. In that case, each combat unit would then have to undergo Out of Command/uncoordinated actions if they wish to do anything else that turn, as per §4.34. If the leader is already Action-2, there is no penalty. If all his combat units are gone, remove the leader.
11.0 Random Events
Random events are unusual occurrences that may change the course of a battle.
An adjusted TCT diceroll of "7" results in the rolling player consulting the Random Events Table for each battle, for which he rolls two dice. The planned Action is cancelled. The result of that diceroll is then carried out immediately and, unless stated otherwise, the same player then rolls again on the TCT. He may change his Action from what it was before the Random Event.
Advanced Game Optional Rules
8.8 Optional Rule: Ammunition and Resupply
This rule should be used by players wishing more detail. Although it does increase the number of dierolls in the game, we recommend it highly. This rule may also be used in the Basic Game.
8.81 Each time a unit fires (including defensive fire) and the player rolls a '6' ("A" on the table), that unit is low on ammunition. Place an Ammo Low marker on it. If the unit was already Ammo Low and the player rolls a 1, 4, or 6 ("AL" or "A" on the table) that unit is now Out of Ammo and may not fire until Resupplied.
8.82 To be resupplied the player must undertake a Resupply Action. If successful, the player may resupply - remove any Ammo Low or Out of Ammo marker - any one In Command unit that is:
- Not Disordered or Routed; and
- Is not in Action-2 status; and
- Is at least two hexes distant from the nearest enemy combat unit.
8.83 The player does not use Leader Action Ratings to adjust a Resupply TCT diceroll. However, the unit must be In Command. There is an automatic +2 (CSA) or -2 (Union) adjustment to this TCT diceroll.
8.84 Although Re-supply is an action that requires a TCT diceroll it is not an action that counts against Action status, as per §4.34.
8.85 If using this rule in the Basic Game, all units that qualify under §8.82 [1] and [3] are resupplied in the Recovery Phase.
8.86 The Oops We Goofed Rule! "Ammo Low/Out of Ammo" markers were mistakingly left out of this countermix (we didn't catch this error in time). Please accept our apologies for this oversight. Players will want to create/borrow their own markers to implement this rule.
9.0 Optional Rule: Command Morale
Command Morale is used in addition to the Unit Morale Rule. It is optional because it requires record-keeping as well as keeping track of two different levels of morale at once. It is recommended to those players looking for more sophistication and willing to undertake a bit of accounting.
For each Combat Leader/Command there is a Morale Track on the game-map. During the course of the game the players adjust the boxes on these tracks to record the current Command Morale of that Command. Command Morale levels affect melee, command capability and victory. Unless indicated otherwise, all commands start the game with the highest possible Command Morale.
9.3 Adjusting Command Morale Levels
The Morale Level for a given Command may be adjusted as the battle proceeds by losing or regaining Morale Boxes. Command Morale markers are used to keep track of these levels, and any adjustments are made instantly.
9.31 Command Morale can be lost or recovered by a unit's performance in combat. It may also be recovered by placing a command In Reserve; see §9.4. Performance by one unit affects all units in that command, whether that unit is In or Out-of Command (except for §9.34). However, a single result affecting more than one unit only adjusts the track once.
Example: Two units from the same command stacked together are forced to retreat. Even though both units retreat, only one Morale Box is lost.
9.32 The Command Morale Track may never be adjusted higher than the maximum listed or lower than '0'. The maximum adjustment per action is two boxes in any one direction. Exception: if a leader is killed (§10.32) there is no "maximum" limitation for that action for the command suffering the loss.
9.33 Once a command has slipped from High Morale to Good Morale it may never be raised above Good Morale for the remainder of the game, regardless of how many "+" adjustments it earns. Once a command is Broken, it can never be raised higher than Fair Morale.
9.34 Losses to, or retreats by, artillery have no effect on a command's Morale.
9.35 Because there are two, layered morale systems, it is possible that a unit's Unit Morale may differ from that of its command's Command Morale.
9.36 The Command Morale Level Table (See the Charts & Tables Sheet).
9.4 Reserve Status
9.41 Aside from positive combat results, the only way a command may Recover Command Morale is by placing all of its units in Reserve in the Initiative Phase.
9.42 To place units In Reserve, the player simply places an In Reserve marker on top of the Combat Leader for that command in the Initiative Determination Phase. All In Command units are now In Reserve. No command may go into Reserve if any units are in an enemy ZOC.
9.43 If an In Reserve command has any units that are Out of Command, those units may only undertake Movement Actions that will help bring the Out of Command unit into command range. Once that unit enters command range it is automatically In Reserve.
9.44 If, in the Recovery Phase, all units in a command have a "Reserve" marker on them, and none are in an enemy ZOC, that command may Recover two Morale Boxes. (Recovery is not an action.) A Command may not recover Morale boxes until all its units are In Command. This does not apply to artillery units nominally assigned to a command.
9.45 The "Reserve" marker does not stop a unit from undergoing any action a player wishes it to perform. However:
- If a player wishes to undertake an action with a unit In Reserve, he either adds one to (+1 if Union), or subtracts one (-1 if CSA) from, any TCT diceroll involving that unit. That command is now out of Reserve; and
- If a unit with a Reserve marker is either meleed or fired at from a range of one hex, the entire Command is no longer In Reserve and the command is ineligible for Recovery. Artillery fire from two or more hexes away does not affect Reserve status.
9.46 Players may not place a Reserve marker on a unit whose command has no Command Morale boxes to recover. (This may sound silly, but both Gettysburg and Mine Run have additional rules on individual units' recovering lost steps.)
9.5 Effects of Command Morale Levels
The effects of Command Morale are in addition to those of Unit Morale. Artillery is always considered to have Good Morale, even when attached to a command that has a different level. Refer to the Command Morale Level Table (see chart).
10.32 Leader Casualties Optional Rule. If a leader is in a hex that is fired upon and the result was at least one Step Loss, the leader's player rolls two dice. If he rolls a '12' that leader has been killed and is removed from play. (This effectively renders all units in that command Out of Command until the Recovery Phase.) In the Recovery Phase, flip the counter over to the Replacement Leader side and place the "new" leader with any unit in that command. If the replacement for a Superior leader is a Combat leader in play, simply flip both counters (the Combat leader, on being "promoted" must also be replaced) in the Recovery Phase.
10.33 If units with which a leader is stacked are totally eliminated by either Fire or Melee, or a leader is alone in a hex and an enemy unit moves adjacent, the leader's player rolls one die.
- If he rolls a 1-5, the leader is immediately placed with the nearest combat unit in his command, as per §10.31 (and continue moving the enemy unit as if the leader hadn't been there). If all his combat units are gone, remove the leader. If the leader is surrounded by enemy units (but not ZOC's) and/or impassable terrain, he is captured (and removed, as per §10.32).
- If he rolls a '6', the leader is killed, as per §10.32.
10.34 If a Combat Leader is killed, lower his command's Command Morale Level by one box, in addition to any other adjustments. If it is a Superior Leader, lower by two boxes the Command Morale Level of the command of any unit from his command that is within his range. Treat an Overall Commander like a Superior Commander, except that the reduction is three boxes. There is no maximum reduction when a leader is killed.
Design Note: Optional Rules §10.32-§10.34 must all be used together.
12.0 1862 Rules Addendum (See Separate Insert)
The 1862 Rules Addendum is a separate four-page insert, not part of this rules booklet, and is not reproduced in this rulebook.