A Greater Victory: South Mountain, September 14, 1862
A Greater Victory: South Mountain, September 14, 1862 Rulebook
Table of Contents
Table of Contents
- PART 1: BLIND SWORDS SERIES RULES (Version 1.5)
- Series Rules 1.0 Introduction
- Series Rules 2.0 Unit Counters, Markers and Chits
- Series Rules 3.0 Unit Stacking
- Series Rules 4.0 Sequence of Play
- Series Rules 5.0 Command Decision Phase
- Series Rules 6.0 Artillery Phase
- Series Rules 7.0 Chit Draw Phase
- Series Rules 8.0 Brigade Orders
- Series Rules 9.0 Fire Combat
- Series Rules 10.0 Movement
- Series Rules 11.0 Close Combat
- Series Rules 12.0 Cohesion Tests
- Series Rules 13.0 Rally
- Series Rules 14.0 End Turn Phase Procedures
- PART 2: A GREATER VICTORY EXCLUSIVE RULES
- Exclusive Rules 1.0 Introduction
- Exclusive Rules 2.0 Unit Counters, Markers and Chits
- Exclusive Rules 3.0 Unit Stacking
- Exclusive Rules 5.0 Command Decision Phase
- Exclusive Rules 6.0 Artillery Phase
- Exclusive Rules 7.0 Chit Draw Phase
- Exclusive Rules 9.0 Fire Combat
- Exclusive Rules 10.0 Movement
- Exclusive Rules 11.0 Close Combat
- Exclusive Rules 12.0 Cohesion Tests
- Exclusive Rules 15.0 Designer Notes
- Exclusive Rules 16.0 Scenarios
- PART 3: ERRATA AND CLARIFICATIONS
- A Greater Victory Errata and Clarifications (as of 11/15/22)
- Blind Swords Series Rules Revisions (11/30/2021)
PART 1: BLIND SWORDS SERIES RULES (Version 1.5)
Series Rules 1.0 Introduction
This rulebook is used for the series of American Civil War games published by Revolution Games using the Blind Swords chit-pull system. The "Blind Swords'" system emphasizes the three "FOW's" of military conflict: fog-of-war, friction-of-war and fortunes-of-war. With each chit pull, players will be challenged to make tough decisions based on their assessment of the situation at that moment. Unlike traditional chit-pull systems, the Blind Swords system ensures that no combat units can be counted on, or conversely, counted out. This yields an environment of tense action and constant surprises – an environment that will challenge each player. Each game in the series will include exclusive rules that cover the situations unique to that battle.
Note that there is no Movement Allowance listed on the counter – a unit's Movement Allowance is determined by the unit's type, and orders, in the exclusive rules of each game.
The front of the counters shows the unit at full effectiveness and is called its Fresh (FR) side, while the reverse side shows the unit at reduced effectiveness and is termed its Battleworn (BW) side. The Battleworn side has a lighter background. Units that are totally ineffective ("Broken") are removed entirely from the map board and placed on the Broken Track (see 12.8).
Note that some units have only a BW side – these are termed Fragile Units and are indicated with a yellow circle around their SP. These units are instead eliminated from the game when they would normally be Broken.
Series Rules 2.0 Unit Counters, Markers and Chits
2.1 Unit Counters represent the fighting troops of each side. The gray-colored units are the Confederate player's forces (also called "CSA") and the blue-colored units are the Union player's forces (also called "USA"). At the top of each infantry or cavalry counter is the unit's Brigade affiliation, highlighted in a Brigade-specific color. The Unit's regimental/battalion name is shown in the middle of the counter. Cavalry units have a brown horse head on the counters front. Most cavalry units, not all, have a second counter with a horsehead outline. This represents the unit when dismounted. Artillery units have the battery commander's name at the top of the counter and the battery/section name in the middle of the counter. The unit's Strength Points, Weapon Type, and Cohesion Rating are listed in that order on the bottom of the counter.
Strength Points (SPs) indicate the relative size of the unit; 1 SP equals 50 men. This number is used for combat and stacking purposes. The reverse side of the counter (the BW side) shows a reduced SP value. An SP value of "C" stands for cadre-strength (meaning the unit is down to a core size of about 25 men) and counts as ½ SP. In some cases, reference is made to a unit's printed SP value (shown on the counter on its FR or BW side, whichever side is facing up at that moment) and in other cases refer to the modified SP value, which is the printed SP value adjusted for any applicable markers or game conditions (such as Weapon Range) that modifies the unit's usable SPs but can never be modified below 0.
Weapon Type identifies what kind of weapon the unit is primarily armed with. This is important in Fire Combat Range determination and sometimes in Close Combat.
Cohesion Rating (CR) reflects the unit's training, discipline, experience, and morale. The higher the number, the better the unit will generally perform. A unit's CR can be modified but can never go below "0" or above "6".
2.2 Gameplay Markers: The "Shaken/Disrupted" marker is used to indicate the effects of Morale Hit (MH) results (see 12.5). There are two "Victory Point" markers ("x1" and "x10") that should be placed on the Victory Point Track to indicate the net Victory Points for one side or the other. The Game Turn marker is used to mark the current game turn. Additional gameplay markers will be identified in the exclusive rules of each game.
2.3 Brigade Activation Status Markers are used as a player aid to help keep track of which Brigades have been activated during the current turn. Each player should arrange the markers in front of them so that the "Available" side faces up (the side with the flag). When a Brigade is activated by Division Activation (only), its status marker is flipped over to its "Activated" side (see 7.3).
2.4 Chits are counters that are drawn from an opaque container and specify either a formation of units to be activated or an event to implement. There are three types of chits:
- Activation represents a brigade, division, or Commander in Chief (CIC) each showing the name of a leader and his Command Rating. A second set of Activation chits with a "red cross" graphic added are leader casualty chits. These chits are substituted for the regular chits when the corresponding leader becomes a casualty due to the Fog of War Wild Event chit. (See exclusive rules for each game)
- Event which is describe in the exclusive rules of each game and
- Wild (either the Fog of War or Fortunes of War chits).
2.5 Charts and Tables: Are described in the exclusive rules of each game.
2.6 The Draw Cup holds all the chits, of both sides, currently in the game for random draw. The players must supply the cup, which can be any opaque coffee cup, bowl, etc.
2.7 Dice are not included in the ziplock version the game – players must supply their own. Each player should have at least two six-sided dice. One should be colored and the other white.
2.8 Universal Rounding Rule: In all cases where a unit's values are altered (SPs for Weapon Ranges, Canister, etc.), any fraction is maintained until the end of the calculation. When the calculation is totally complete, any remaining fraction is dropped (i.e., rounded down) with the exception that a fraction of ½ SP is retained and may fire on the C column of the Fire Combat Table.
Series Rules 3.0 Unit Stacking
3.1 Stacking Limits: Stacking refers to the placement of more than one counter in the same hex. The maximum number of unit counters that can physically occupy a hex at the end of a given Phase or Step is determined by the combined units' total unmodified Strength Points, i.e., use the SP printed on the counters. Do not apply any modifiers from Morale Hit markers, etc. Stacking limits can normally be exceeded during movement or retreat (however, see case "c" below) as long as they are met at the end of each unit's movement or retreat. The maximum number of SPs allowed in a single hex is defined in the exclusive rules of each game. However other situations effect stacking, as follows:
a. Artillery Units: Artillery units do not count their full SPs when figuring stacking. See the Artillery Stacking Table on the Player Aid. Example: 6 SP of guns counts as 4.5 SP for stacking purposes.
b. Cavalry Units: Cavalry units may not stack with infantry or artillery units at the end of movement or retreat. They may stack with other cavalry units normally. (The definition of a cavalry unit is a unit that is mounted. Dismounted cavalry is treated as infantry).
c. Road Hexes: If any moving unit wishes to use any Road or March Column movement cost (see 10.5), the stacking limit is in effect always, not just the end of the turn.
d. Accidental over-stacking: If a player is found to have accidentally over-stacked a hex, then just displace the units to the rear in some manner acceptable to both players.
Series Rules 4.0 Sequence of Play
Each game is played in a series of Game Turns, the actual number of turns depending on the scenario selected. Every Game Turn is played in a predetermined sequence of Phases. Each Phase must be completed in its entirety before proceeding to the next Phase. Players should note that in this game fire comes before movement. The Sequence of Play is summarized as follows:
- COMMAND DECISION PHASE
- a. Both players choose event chits and setup draw cup
- ARTILLERY PHASE
- a. Union Artillery Step (move or fire)
- b. Confederate Artillery Step (move or fire)
- c. Both sides alternate "a" and "b" above until done
- d. Artillery Rally/Rebuild Step
- CHIT DRAW PHASE
- a. Held Event Chit Step (play any held events)
- b. Draw Chit Step
- If Event chit, owning player keeps it or plays it, draw new chit
- If Wild chit, resolve immediately, draw new chit
- If CIC chit, owning player selects brigade and proceeds to Phase 4 or holds the chit
- If Division Activation chit, proceed to Phase 4
- If Brigade Activation chit proceed to Phase 4
- BRIGADE ACTIVATION PHASE
- a. Orders Step
- b. Fire Combat Step
- c. Movement Step
- d. Close Combat Step
If the last Game Turn of the scenario has been completed, the game is over. Consult the exclusive rules to see who won.
Series Rules 5.0 Command Decision Phase
During this phase, the chits going into the draw cup are prepared.
5.1 The Key Chit: Each player first secretly chooses a number of their eligible Event chits determined by the exclusive rules of each game and places the Key Chit(s) directly into the draw cup. This is an important step as it guarantees that at least one or more Event chits of your choice will be in the cup. Note, however, that it does not guarantee that it will be enacted this turn – the chit could still be drawn after the Fortunes of War Chit and thus cancelled.
5.2 Included & Excluded Chits: After placing their Key Chit(s) into the cup, each player then flips their remaining Event chits over to their back side. Then, depending on the exclusive rules of the game, each player draws a number of these chits (without looking at their Unique Event sides) and both players add these included chits to the cup. The remaining Event Chits are excluded chits and placed off to the side out of play – these chits are not used this turn! Players may not look at the Unique Event side of the excluded chits.
5.3 Finishing the Draw Cup Setup: Finally, place both players' eligible Activation chits for any formations currently in the game, eligible CIC chits (depending on the game), and both Wild chits into the draw cup.
Series Rules 6.0 Artillery Phase
Artillery units do not organizationally belong to any Brigade or Division. They are independent units and conduct their activities during the Artillery Phase. The Movement Allowance of all Artillery units is defined in the exclusive rules of each game.
6.1 Union Artillery Step: The USA player selects one hex containing one or more USA Artillery units and conducts Fire Combat (see 9.0) or Movement (see 10.0) with all Artillery units in that hex. Each eligible Artillery unit in that chosen hex may either conduct Fire Combat or Movement (not both!) in any order during this step. Resolve all such Fire Combat or Movement normally and to completion. Artillery units stacked in the same hex that are all opting to issue Fire Combat at the same target hex may add their SPs together into one fire total. Artillery units that either Move or Fire in this step will be finished for this entire phase – players should turn a unit's counter or otherwise mark it to indicate that it has already activated during this step. At the end of this Step, all Artillery units in the activated hex are considered to have activated, regardless of whether they moved or fired.
6.2 Confederate Artillery Step: The CSA player conducts Fire Combat or Movement with all Artillery units in any one designated hex, in the same manner as the USA player.
6.3 Alternating Artillery Steps: Players alternate Artillery Steps until all Artillery units have been activated. If a player does not wish to activate a hex of Artillery units during their step, they may elect to "pass" and do nothing. By the same token, if a player runs out of eligible hexes to activate, they must "pass". If both players "pass", then the step ends, and game play moves on to the Artillery Rally step. A player who passed and has artillery that has not yet been activated may then activate a stack of artillery at a later point in the sequence. The risk of passing is that your opponent may then pass and end the Alternating Steps and artillery that could have been activated will not get to be activated this turn.
6.4 Artillery Rally Step: After both players have finished this turn's Artillery Steps, each player then (USA player first) may choose a single Artillery unit that did not move, fire, retreat, or was flipped to Battleworn in the preceding Artillery Steps and that is stacked with or adjacent to any friendly Infantry unit. That chosen Artillery unit may then execute a Rally action (Recovery or Rebuild – see 13.1) if it is 3 hexes or more from an enemy unit. Note that this is the only time during the turn that an Artillery unit may Rebuild.
6.5 Artillery Movement and Fire Considerations:
a. Artillery units may not Engage (voluntarily move within two hexes of an enemy unit, see 10.6.
Important: take special note of this restriction! It will come up often. If an artillery unit finds itself in such a position due to enemy movement, enemy advance after close combat, or a retreat, it may remain in position or voluntarily increase the distance from the enemy unit(s) during its activation. Such increasing of the distance may entail entering a hex that is 2 hexes from enemy units if the artillery unit started the move adjacent to an enemy unit.
b. If an Artillery unit that has not yet activated this phase is forced to conduct Retreat (only) due to enemy Artillery fire, the retreat is considered to be its activation. Mark it as being activated accordingly.
Series Rules 7.0 Chit Draw Phase
The central mechanic that drives the action in the "Blind Swords'" system is the chit-pull system. This will direct the players as to who can move and fight or conduct certain actions.
7.1 Held Chits: Before a new chit is pulled from the cup, both players may play one or more Event or CIC chits they are currently holding. First the USA player announces whether they will play a chit and if so, resolve the actions of that chit. If the CSA player, then wants to play a chit they may do so. Then back to the USA player to play a chit and so on till both players have played any held chits they wish to play.
7.2 The Designated Chit Puller: It is suggested that the CSA player draw the chits on odd Game Turns and the USA player draw the chits on even Game Turns. Since counters have a beveled edge, it is possible to tell back from front when drawing chits from a cup. Try to draw the chits with the back up as this allows the event chits to remain secret.
7.3 Drawing and Applying a Chit: The designated chit-puller randomly draws one chit from the draw cup. Depending on the type of chit drawn, proceed as follows:
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Event Chit: If an Event chit is drawn, hand it to the owning player (USA for a blue chit; CSA for a gray chit). The player may look at it and may play it immediately (if applicable). Otherwise, the player keeps the chit in front of them (face down so the opponent cannot see it) and saves it for later use or plays it on the Player Aid Card as a Unique Event. Consult the Unique Event Descriptions section on the back of each player's Player Aid for a full explanation of each Event and how it is applied to play. Some Events must be played immediately, and others can be played immediately or held. Event chits that are held are placed face down in front of the owning player. A held Event chit can be played at any appropriate time (as per its description) and is discarded afterward. Normal play then resumes. The back of the Event Chit in some games has the wording "Command Event". The effects of the Command Event will be included in the Exclusive Rules of each game.
Players should study the Unique Event Descriptions section before play, as the timely use of these chits can provide each player with singular opportunities to affect the game.
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Wild Chit: If either of the two Wild chits is drawn, its effect is immediately enacted, with any necessary die roll being made by the non-chit-pulling player. After resolving any effects of the chit, discard the Wild chit for the turn and draw another chit.
a. The Fortunes of War: This chit means that the next chit pulled will be negated. If this chit is the last chit drawn, it does not affect the next chit pulled for the next Turn. When the Fortunes of War chit is pulled, discard it immediately. Then draw the next chit normally. If the chit is an Event, CIC, Brigade Activation Chit or the Fog of War chit, it is immediately discarded with no effect. If it is a Division Activation Chit, the owning player must select an eligible Brigade from that Division and mark it as "Activated", without allowing it to do anything. The Brigade may not even do a Limited Activation! The owning player then returns the Division Activation Chit to the draw cup if any unactivated Brigade remains in the Division, otherwise discard it for the turn.
b. The Fog of War: When the Fog of War chit is drawn, the non-chit-pulling player rolls one die and consults the Fog of War Chit Table on the player aid (The Fog of War effects are different in each game in the series). After all effects are resolved, the Fog of War chit is discarded (unless deployed onto the map) and the next chit is drawn.
7.4 Discarding Chits: When a chit needs to be discarded, simply find a spot on the table near the Draw Cup to place discarded chits. These chits are no longer involved in the current Game Turn. At the end of the Game Turn, during the End Turn Phase (see 14.0), all unplayed chits have an opportunity to be played or discarded and then all these chits will be gathered up and used again next turn.
Example: It is Game Turn 6 and the USA player is the chit puller. The USA player reaches into the Draw Cup and pulls out a USA Event chit and keeps it. They can't use the Unique Event just yet (Command Confusion) so holds it for later use in the turn. The USA player draws the next chit, and it's the Fortunes of War chit and discards it, noting that the next chit drawn is to be discarded as well. The USA player then draws the McCulloch Division Activation Chit. The CSA player must then activate one of McCulloch's brigades without taking any action. The CSA player selects Pike's Brigade, flipping its Brigade Activation Status marker over to its "Activated" side (without activating any of Pike's units, due to the Fortunes of War chit). The CSA player places the McCulloch's Division Activation Chit back into the cup as McCulloch still has more brigades that could be activated. The next chit drawn is the Van Dorn CIC Chit and the CSA player decides to use it immediately rather than saving it for later in the turn (Note that Van Dorn has no command rating, he automatically activates a brigade; in some games the CIC may have a command rating). The CSA player selects McIntosh's Brigade to activate (even though it's already been activated earlier this turn) and gives it an Attack Order. The USA player then plays the Command Confusion chit that was previously held, and a die is rolled. A roll of "1" means that the CSA player must change McIntosh's order to Regroup. McIntosh's units cannot move or conduct combat but may conduct Recovery or Rebuilding.
Series Rules 8.0 Brigade Orders
When a Brigade is selected to be activated, either by Division Activation Chit, Brigade Activation Chit, or CIC Chit, it must proceed through each Step of the Brigade Activation Phase. The first step is the Orders Step.
8.1 Types of Brigade Orders: There are four possible Orders that a player can assign an activated Brigade during the Orders Step, each with its own gameplay parameters. The four Orders are Attack, Defend, Maneuver and Regroup. When activating a Brigade, the player announces the Order they are assigning to it.
8.2 Attack: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units (see 10.6) and conduct Fire Combat and/or Close Combat. However, the units may not conduct a Rally (13.0) and may not use the March Column movement rate (10.5).
8.3 Defend: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units but may only conduct Fire Combat (no Close Combat can be initiated). Units under this Order may conduct a Rally (but with less efficiency than when under a Regroup Order – see 13.2).
Gameplay Note: Be aware that the Fire Combat Step takes place before the Movement Step and that firing does not preclude movement in the same Activation nor Close Combat (under an Attack Order). This is important when planning tactics under Attack and Defend Orders.
8.4 Maneuver: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units cannot Engage the enemy nor conduct any kind of combat, but they may start Engaged. In addition, these units may not Rally. This is the only Order under which infantry and cavalry units may use the March Column movement rate.
8.5 Regroup: This Order allows units to Rally. However, units under this Order may not move, and may not conduct any kind of combat.
Series Rules 9.0 Fire Combat
The second step of the Brigade Activation Phase is the Fire Combat Step. Fire Combat is announced and resolved to conclusion for each eligible unit or group in any order desired by the owning player. Artillery units do not fire when a Brigade is activated but do use this procedure when they are allowed to fire.
9.1 Firing Eligibility: Units fire individually or by eligible group of units, and each fire is resolved completely before moving to the next one. Each unit can fire only once in the phase, and can only fire at one enemy target hex, but an enemy hex can be targeted multiple times by different units. Firing units may only target enemy units to which they have a Line of Sight (LOS) and that are within Range of their weapons.
a. Line of Sight (LOS): For a unit to fire at a target two or more hexes away, it must be able to "see" the target unit. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex (a piece of string is useful here). The LOS can be Blocked (preventing fire entirely), Obscured (reducing the effectiveness of fire) by intervening terrain (as defined in the exclusive rules), elevation changes, or unit-occupied hexes that the LOS touches, or Clear (meaning a clear LOS that is not Obscured or Blocked). Note that the terrain covering the majority of a hex is considered to span the entire hex – thus, a LOS traced through any part of a hex is affected by the majority terrain in that hex. The LOS trace does not have to contact the actual terrain image. Units' LOS is not affected by their own hex when firing out of hexes that have terrain that blocks LOS.
b. Overhead Fire: Any unit may fire over enemy units at farther targets. Infantry and cavalry units may not fire over friendly units. Artillery units may fire over friendly units if they are not using Canister Range Fire and the friendly unit is not adjacent to the targeted unit.
c. Weapon Ranges: Every unit has a Weapon Type listed, and each Weapon Type has assigned Ranges (see the Weapon Ranges Table) Exception: type CC weapons have no lines listed and may only fire during the Defensive Fire step of the Close Combat procedure 11.0a. Range is measured in hexes from the firing unit (excluded) to the target unit (included). A unit's Range is divided into three categories: Effective, Long, and Extreme. Artillery units have an additional Range category called Canister.
- i. Effective Range: Unit fires at full SP value.
- ii. Long Range: A unit firing at more than Effective Range, up to its listed Long Range, has its SPs halved.
- iii. Extreme Range: A unit firing at greater than Long Range, up to its listed Extreme Range, has its SPs quartered.
- iv. Canister Range: is used only by Artillery units and increases their SP strength by 50%.
d. Other SP Modifiers: A unit's SPs are modified by 50% for each of the following cases: Opportunity Fire (see 10.7) and Supporting Defensive Fire (see 11.3a).
e. Multiple Firing Units: Firing is normally resolved by individual units. However, firing Infantry units stacked in the same hex, or stacked in two adjacent hexes, may add their SPs together into a single Fire Combat total. Cavalry units always fire individually regardless of stacking with or being adjacent to other units. For the infantry units in two adjacent hexes to be eligible to fire together, they must all be from the same Brigade. Artillery units stacked in a single hex may add their SPs together into a single Fire Combat total, but Artillery units in adjacent hexes may not add their SPs together. When combining units' SPs, any Weapon Range considerations are applied normally and individually affect each unit's SP contribution to the total. Add all fractional SPs together and then use the Universal Rounding Rule (see 2.8). When Infantry units in adjacent hexes combine fire, the most restrictive LOS condition that applies to either hex is applied to the combined fire. If Artillery and Infantry units are stacked together and issue Defensive Fire, or Supporting Defensive Fire at the same attacker, add their eligible SPs together (and modify the two units separately as well).
9.2 Target Eligibility and the Lead Unit: When conducting Fire Combat or Close Combat, Players must determine which unit in the targeted hex is the Lead Unit. The Lead Unit uses its CR in resolving any Cohesion Test resulting from the fire.
- If there is only one unit in the targeted hex, it is the Lead Unit.
- If there are multiple units in the targeted hex, the Lead Unit is the one with the largest printed SP value in the hex. If multiple units in the hex are tied for the largest printed SP value, the owning player selects any one of those units to be the Lead Unit.
9.3 Fire Combat Procedure: The owning player of the firing unit(s) declares an eligible enemy target hex. The player finds the column on the Combat Results Table (CRT) that includes the total number of modified SPs firing at the target hex. If the firing unit does not have at least ½ SP ("C") firing after any initial SP adjustments for Morale Hits, Weapon Range, Opportunity Fire, and Supporting Defensive Fire, then it cannot Fire.
CRT Column Shifts: The player then consults the list of possible Fire Combat Column Shifts, found in the exclusive rules and below the CRT, that would apply to this combat. Shifts can move to the left or to the right of the initial column. Combine all applicable column shifts first; then apply the net shift to get the final SP column to use. Fire with column shifts beyond the left of column "C" is ignored. Exception: Defensive Fire is resolved on the "C" column even if shifts take it beyond that column. Fire with column shifts beyond the right of column "23+" are resolved on column "23+." The column shifts for each game will be listed in the exclusive rules and the Combat Results Table.
a. Resolving Fire Combat: When the final adjusted SP column is determined, the active player rolls two dice. Read the colored die first and the white die second to form a two-digit number that will range from 11 to 66. For example, a roll of colored die 2 and white die 4 is read as "24." The player then looks down the SP column to find the row containing the rolled number and checks the result contained in that box. If the result is only a dash (-), the fire has had no effect and this Fire Combat resolution is over. If the result includes at least one colored box, the Lead Unit in the targeted hex may take a Cohesion Test.
Note: To speed up the play of the game it is strongly suggested the player roll the dice for Fire Combat before figuring every single modifier (once you are familiar with the CRT). A low die roll is a miss against anything but the very lowest Cohesion Ratings.
b. Cohesion Test Determination: Check the modified Cohesion Rating of the Lead Unit (see 9.2) in the targeted hex. If the number range of a colored box in the combat result includes the Lead Unit's modified CR, that unit is subject to a Fire Combat Cohesion Test. The color of the corresponding box dictates which Cohesion Test is required – red is Severe, yellow is Tough, and green is Routine. If the Lead Unit's CR is not included in a colored box, the result is treated as a dash (-) result and thus no effect.
Fire Combat Example: The 2nd MO Infantry (3-3) from Sturgis' Brigade is located in a Clear terrain hex adjacent to the CSA 3rd AR Infantry Battalion (4-4), which occupies a Woods hex. It is the Fire Step of Sturgis' Brigade Activation Phase and the Brigade is under Attack Orders. The USA unit decides to issue Fire Combat at the CSA unit. The unit would normally fire with 3 SPs, this is shifted two columns to the left for an Obscured LOS (firing into a Woods hex). That means the fire is resolved on the "1" column. The USA player rolls two dice and gets a 6 on the colored die and a 2 on the white die. The player reads down the "1" column to the range of results that includes "62" (this would be the "6162" line) to get the result of the fire. This gives a result of - | 0 |1-3. The targeted hex has a Lead Unit with a CR of 4 and thus the fire has no effect. If the AR Infantry was Shaken, its CR would be modified to 3, and it would have to take a Routine Fire Combat Cohesion Test. (Note that these values are for example purposes only.)
c. Flanking Fire: If a hex is targeted by Fire Combat (for any reason) from two or more different enemy units whose LOS into the target hex is separated from the other LOS by at least one full hexside, it is subject to Flanking Fire. To use Flanking Fire on a hex, the firing player must announce all included fire attacks against the target hex prior to resolving any of them. Resolve this fire normally with all firing units involved in the Flanking Fire each receiving a one-column shift to the right. If all units in the targeted hex are retreated or placed on the Broken Track before all fire against it is resolved, any remaining firing units may fire at different targets. However, if any units remain in the originally targeted hex, all units announced to be participating in the Flanking Fire must still target that hex.
Series Rules 10.0 Movement
Movement is conducted during the Artillery Phase (by Artillery units only) and the Movement Step (by activated Infantry and Cavalry units only). Certain Event chits also allow movement.
10.1 Movement Procedure: Units are moved one at a time (or one stack at a time, each completing its move before another unit or stack moves and cannot end their move in an over-stacked situation. (See stacking limit in exclusive rules) Units move from hex to adjacent hex and expend Movement Points (MPs) as they enter a hex. Each unit has a Movement Allowance, representing the number of MPs that it can expend during each movement.
10.2 Movement Allowance: The distance an Artillery unit can move is listed on the player aid for each game. The distance Infantry or cavalry units can move in a step is based on the Order that was issued (see Player Aid for the movement allowances for each type of unit under each type of order) for the Brigade during the preceding Orders Step. Some Event chits can change a unit's Movement Allowance.
10.3 Terrain Movement Costs: Each hex has a dominant terrain feature and costs one or more MPs to enter. These costs differ for each type of unit. Refer to the Terrain Effects Chart of each game for these terrain costs. Where multiple Terrain types affect a unit entering a hex, their costs are cumulative. If a unit does not have sufficient MPs remaining to enter a hex, it must halt its movement in its current hex. However, a unit may always move at least one hex during its movement, regardless of terrain costs as long as it does not over-stack or enter prohibited terrain.
10.4 Stack Movement: A stack of units may be moved as one entity, or each individual unit can be moved separately, at the owning player's discretion.
10.5 Roads: include Roads, Lanes, Trails, Pikes, etc. Their effects are described in each game's exclusive rules. For Series games volume 7 & 8, please refer to series rules version 1.1 for rules on roads.
10.6 Engagement: An Infantry or Cavalry unit becomes Engaged when it moves adjacent to any enemy unit during movement. An Artillery unit becomes Engaged when it is within two hexes of any enemy unit. Artillery units may not voluntarily move to become Engaged during their movement. Once artillery is engaged it may only voluntarily move to increase the distance from the enemy. Note that some Brigade Orders (see 8.0) do not allow Engagement.
10.7 Opportunity Fire: If a unit conducts movement (voluntary or not) out of a hex that is adjacent to one or more enemy units, it must first endure Opportunity Fire (Exceptions: Advance After Close Combat (see 12.7). This movement must first be announced, and the enemy player may then issue Fire Combat from all adjacent enemy units before the unit moves. If a stack of units wishes to leave from adjacent to an enemy, each unit is moved individually and undergoes Opportunity Fire individually. This fire is conducted normally (including being able to combine SPs of eligible firing units), except that units halve their SPs to resolve the fire. Apply all Fire Combat results normally, but the moving unit is automatically the Lead Unit – non-moving units in the same hex cannot be affected other than due to a Panic Result (see 12.1). If the moving unit suffers any Retreat result from this fire, its intended movement is cancelled, and it must conduct only the Retreat move. There is no limit to the number of times a unit can be subject to Opportunity Fire nor how many times a unit can issue such fire.
A unit conducting a Retreat move (see 12.3) does not qualify for Opportunity Fire in the initial hex of the retreat. In other words, enemy units adjacent to the Retreating unit when it starts its Retreat move may not issue Opportunity Fire. However, if the Retreating unit retreats more than one hex, it is subject to normal Opportunity Fire in each hex it exits after the first.
Note that this means that the retreating unit does not normally suffer Opportunity Fire from the units that caused the retreat in the first place. It will suffer fire from enemy units that it must retreat past as it runs away – essentially "running the gauntlet" if it is in a poor position.
10.8 Cavalry Withdrawal: When an enemy infantry or artillery unit moves within one or two hexes of a friendly mounted cavalry unit, the non-moving player may immediately retreat the cavalry unit one hex away from the moving enemy. (A cavalry unit gets two chances to withdraw, at two hexes and at one hex.) The hex the cavalry retreats to must be one that the cavalry unit may enter while mounted and may not be one that would create an over-stacking situation. There is no limit to the number of times a cavalry unit may withdraw one hex from various enemy moves in a turn. The cavalry unit may decide at any time to cease withdrawing and remain in position. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing. The moving enemy unit may continue to move after the cavalry unit has withdrawn.
10.9 Cavalry Mounting and Dismounting: Cavalry units are either mounted or dismounted. They may change from one state to the other at any time during their movement by paying 3MP to change modes. Cavalry cannot mount up in terrain that would be prohibited to mounted units. The movement allowance of the unit remains the one that it began the movement with, minus the 3MP. If they do not have enough movement points left to pay the full cost, they may not mount or dismount this move. Mounting or dismounting adjacent to an enemy unit triggers Opportunity Fire (see 10.7). When mounting or dismounting, find the replacement counter that matches the desired state of the unit. Not all cavalry have a dismounted and mounted counter. Dismounted cavalry units are treated as an infantry unit for all purposes.
10.10 Cavalry Charge Moves: Mounted Cavalry units may make a special Charge Move which grants them a benefit in Close Combat. To charge, a cavalry unit must meet these conditions:
a). it may not be Shaken or Disrupted (see 12.5);
b). It must be in Clear terrain at the start of the movement step;
c). it may only enter Clear hexes;
d). it may not enter a hex so as to create an over-stacked situation at any time during its move;
e). it must end its Charge Move adjacent to an enemy unit;
f). the targeted enemy hex must contain only infantry and/or Artillery units in Clear hexes;
g). in all cases, the Charge Move may not cross a Slope or Steep Slope hexside nor can the targeted enemy unit be located through such a hexside.
If all these conditions are met, a Close Combat must then be declared during the Close Combat step. The Charging Cavalry unit will receive a bonus of two column shifts to the right if it is the Lead unit in the Close Combat.
10.11 Reinforcements Arrival: Artillery units are placed in the hex specified at the start of the Artillery phase, even if over-stacked. Infantry and cavalry reinforcements are all placed in the specified hex, even over-stacked if necessary – only upon the units being activated with a Full Activation. A Limited Activation will simply "burn" the brigade's activation and the units will not enter the game at that time. Reinforcement units move normally from their initial location upon entry, and if over-stacked, must observe Stacking Limits at the end of that first move. Should the reinforcing units be frozen into an over-stacked situation (such as by being forced to operate under a Regroup Order by a Command Confusion event chit), the player must move one unit at a time, starting with the largest SP unit, to an adjacent legal hex until the initial hex meets the Stacking Limit. If the assigned hex is occupied by or adjacent to any enemy unit(s), the reinforcements are delayed until the next turn. If the originally assigned arrival hex is still occupied by or adjacent to any enemy unit(s) when the reinforcements are next activated, they instead enter at the closest eligible hex to the originally assigned arrival hex that is not occupied by or adjacent to any enemy unit(s). If multiple hexes qualify, the owning player may choose among them.
10.12 Off-Map Withdrawals: A unit may voluntarily move off the game map by paying 1 MP to move from any map edge hex (regardless of the terrain in the hex or hexside) off the map. The unit is removed from the map and is permanently out of the game. It may not return at any time.
Series Rules 11.0 Close Combat
Close Combat represents short-range firefights, and, in rare instances, actual bayonet and hand-to-hand melee combat. Close Combat is resolved in the same manner as Fire Combat, with the following exceptions:
- Cohesion Tests resulting from Defensive Fire are resolved on the Fire Combat Cohesion Test Table. Cohesion Tests resulting from the Attacker's Close Combat are resolved on the Close Combat Cohesion Test Table.
- A Close Combat Cohesion Test is always required after a Close Combat attack, regardless of the result achieved on the Combat Results Table, Exception (11.3d). If a "No Effect" result is achieved on the CRT, this is termed a Close Fight result and still requires a reference to the Close Combat Cohesion Test Table under the "Close Fight" column (and these results may affect the attacker as well as the defender).
11.1 Close Combat Ineligibility: Artillery units may never initiate Close Combat.
11.2 Close Combat Declaration: At the start of the Close Combat Step, the active player must announce every Close Combat they plan to make in the current Step and must designate all attacking units and which hexes they are attacking. Attacking is voluntary and there is no requirement to attack adjacent enemy units. Multiple attacking units that are adjacent to the same enemy hex may all attack that hex if they wish and it will be resolved in a single Close Combat. Once an attacking unit is announced, it is committed to attacking the designated hex in the current Step.
11.3 Close Combat Procedure: Each announced Close Combat is resolved individually and in its entirety before moving on to the next Close Combat. The order of Close Combats is up to the active player, who does not have to declare the order of Close Combats at the start of the Step. A Close Combat is resolved in the following order:
a. Defensive Fire: Defending units in the targeted hex may issue Defensive Fire at the attacking units. Attacking Units that are not part of the Close Combat are not affected by Defensive Fire (exception Panic 12.2c). This fire uses the Fire Combat rules and modifiers. In addition, other enemy units adjacent to any currently attacking unit(s), and who are not themselves the target of a different declared Close Combat during this Step, may also issue Defensive Fire, but with only 50% of their SPs (this is termed Supporting Defensive Fire). All such Defensive Fire is issued normally and, in any order, chosen by the defending player. Defensive fire may be combined with Supporting Defensive Fire if the firing units are adjacent to one another and adjacent to the target attacking unit. If any Retreat result is achieved, or if an attacking unit is placed on the Broken Track, the retreated or broken unit(s) cannot take part any further in the Close Combat. Should there be more than one defending unit in the attacked hex, each defending unit may issue Defensive Fire at the same attacking hex, or each can fire at a different attacking hex (if there are more than one). Note: Defending Infantry units armed with "CC" weapons MAY ISSUE DEFENSIVE FIRE (treated as effective range). Defending mounted cavalry units armed with "CC" weapons MAY NOT ISSUE DEFENSIVE FIRE and all Defending mounted Cavalry units (regardless of weapon) attacked by other cavalry units MAY NOT ISSUE DEFENSIVE FIRE.
b. Cavalry Withdrawal: In lieu of issuing Defensive Fire, an attacked mounted cavalry unit may instead immediately withdraw one hex away from an attacking enemy INFANTRY unit (only). The hex withdrawn to must be one that the mounted Cavalry can legally enter. The enemy unit may then Advance After Close Combat (see 12.7). The unit can only advance if the hex is emptied by the withdrawal. There is no limit to the number of times a mounted Cavalry unit can withdraw from various enemy Infantry attacks in a turn. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing.
c. Initial CRT Column: Any announced attacking units that did not Retreat and that were not Broken by Defensive Fire must continue to conduct the Close Combat (regardless of the Defensive Fire results on any other attacking units). If there is a single attacking hex the attacking player finds the column on the Combat Results Table (CRT) that includes the total number of SPs of the attacking units in that hex.
If there is more than one attacking hex committed against the same defending hex, the attacking player must designate one of the attacking hexes as the Assaulting Hex. The other attacking hexes are called Flanking Hexes. This is done after defensive fire; do not announce an Assaulting Hex before that fire as the results of that fire could totally change the situation. Only units in the Assaulting Hex are used to determine the SP total on the CRT, as well as to determine eligibility for all column-shift modifiers except the Out Numbering modifier. Close Combat modifiers are cumulative. For purposes of the Out Numbering modifier only, count all the attacking SPs taking part in this Close Combat (i.e., from the Assaulting Hex plus all the Flanking Hexes) and use that SP total to calculate any eligible column shift (only). Flanking Hex units may still participate in an eligible Advance After Close Combat (see 12.7).
d. Resolving Close Combat Attacks: The method used to resolve Close Combat Attacks is identical to the method for resolving Fire Combat. If modifiers shift the Attacker's CRT column to the left beyond the lowest column of the CRT, then no close combat occurs.
e. Cohesion Test Determination: Close Combats use the same procedure as Fire Combat for determining which Cohesion Test is required but use the Close Combat Cohesion Test portion of the table.
It is especially important to remember that ALL Close Combat results (even a "-" result) require reference to the Close Combat Cohesion Test Table!
Series Rules 12.0 Cohesion Tests
During Fire Combat and Close Combat, some results will require affected units to take a Cohesion Test. This involves a roll of both dice on the Cohesion Test Table corresponding to the combat type. The owner of the unit(s) taking the test rolls both dice, then cross references the colored die with the Depletion Result column and the white die with the Skedaddle Result column. Cohesion Tests are always resolved in order from left to right – apply each result in its entirety and then proceed to the next result. Lead Units always have any results applied to them first before proceeding to results pertaining to any other units.
12.1 Fire Combat Cohesion Test Procedure: The player owning the unit(s) subject to a Fire Combat Cohesion Test refers to the Fire Combat Cohesion Test Table and finds the section that corresponds with the Cohesion Test type achieved on the CRT - Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Deplete (D): The Lead Unit, if on its FR side, is flipped over to its BW side. If it is already on its BW side, it must take an immediate Break Test (se 12.6).
- Deplete Two Units (D2): The Lead Unit plus the next largest printed SP unit in the target hex each suffer a Deplete result as above. If only one unit is in the target hex, treat this as a "D".
- Deplete All Units (D all): Every unit in the target hex suffers a Deplete result as above.
b. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. Sometimes, multiple results can be listed, in which case all are applied together.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Morale Hit (MH): The Lead Unit is given a Morale Hit (see 12.5). A result of 2MH indicates that two Morale Hits are incurred by the Lead Unit.
- Break Test (BT): The Lead Unit must take a Break Test (see 12.6).
- Retreat (R#): The Lead Unit Retreats (see 12.3) the number of hexes indicated.
- Panic Result (P1): This result means that, in addition to the normal result to the Lead Unit, one other unit (if available) will Panic. The firing player selects one enemy unit (not the Lead Unit) in the targeted hex, or in any adjacent hex, that has a modified CR of 2 or less. This selected Panicked unit then suffers one MH and must Retreat three hexes (R3). No Panic occurs if there are no eligible units with a low enough CR. If there is more than one eligible unit to select, the unit with the lowest modified CR of those eligible must be selected. If again there is more than one unit qualified, the firing player can select the eligible unit of the players choice.
Important Note: Only the Lead Unit is affected by Fire Combat Skedaddle results unless there is Panic. The Panic result is applied after all results are first applied to the Lead Unit. Thus, the retreat of the Lead Unit may affect the Unit Support status (and thus the modified CR) of any potential panicking units.
Panic Example: A stack of three targeted units of 4 SPs, 3 SPs and 1 SP and all with a printed CR of 3 and no markers are attacked by Fire Combat. The CRT roll achieves a "Tough" Cohesion Test result. Adjacent to the stack of three defenders is a single friendly Shaken unit with 6 SPs and a CR of 4. The defending player rolls a colored 5 and a white 5, which is a D2 Depletion Test result and a MH RA2 (P1) Skedaddle Test result. The Depletion Test result is applied first, and the D2 causes the defending Lead Unit (the 4 SP unit) and the next-largest SP unit (the 3 SP unit) to be flipped to their BW sides. The Lead Unit is now 1 SP with a CR of 2 and the other affected unit is now a C SP unit with a CR of 2. The Skedaddle Test is then applied, and the Lead Unit is given a "Shaken" marker and retreats two hexes.
The Panic Result must now be resolved. The firing player can apply the Panic Result to one qualified enemy unit. Only the C SP unit can be selected as the 1 SP unit (CR 2) was the Lead Unit and cannot be chosen and the adjacent Shaken 6 SP unit (CR is 3) does not have a low enough CR. So, the player must choose the C SP unit and that unit becomes "Shaken" and then retreats two hexes.
12.2 Close Combat Cohesion Test Procedure: The players refer to the Close Combat Cohesion Test Table and find the section that corresponds with the type of Cohesion Test result achieved on the CRT - Close Fight, Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Attacker Deplete (AD): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) is affected. A unit on its FR side is flipped to its BW side. A unit already on its BW side takes an immediate Break Test (see 12.6).
- Deplete (D): as Fire Combat Cohesion Test
- Deplete Two Units (D2): as Fire Combat Cohesion Test
- Deplete All Units (D all): as Fire Combat Cohesion Test
- Both Deplete (BD*): the defending Lead Unit suffers a Deplete result and the attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) suffers an Attacker Deplete result. Exception: If the attacking units have a total modified SP value that is at least triple the total modified SP value of the units in the defending hex, apply only the "D" result. If the units in the defending hex have a total modified SP value that is at least triple the total modified SP value of the attacking units apply only the "AD" result.
c. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. The results of the Skedaddle Test in a Close Combat are slightly different than in a Fire Combat. If multiple results are listed, all are applied in the order listed. (Lettered "c." in the printed rulebook, following "a." above.)
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Attacker Morale Hit (AMH): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) receives a Morale Hit (see 12.5).
- Attacker Retreats (AR#): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) Retreats (see 12.3) the number of hexes indicated.
- Morale Hit (MH): as Fire Combat Cohesion Test
- Break Test (BT): as Fire Combat Cohesion Test
- Defenders Retreat (RA#): All units in the defending hex each Retreat (see 12.3) the number of hexes indicated.
- Panic Result (P#): as Fire Combat Cohesion Test except that if the result is "P2" or "P3", the enemy player selects two or three eligible units (respectively) to effect. If there are multiple eligible units, they must be chosen starting with the lowest modified CR unit first.
Important Note: When conducting Close Combat Panic, do so in the following order: Apply the normal combat result to the Lead Unit first; then determine who will Panic (which can include units that were stacked with the Lead Unit and may be affected by an "RA" result); then apply the Panic result to the chosen units; and finally, retreat any units that were stacked with the Lead Unit the maximum distance that would apply, either from the original "RA" result or from the Panic effect, whichever is greater (but not both).
12.3 Retreat: If the Cohesion test result dictates a Retreat, the affected unit must be immediately retreated. Retreat is counted in total hexes – not MPs! The terrain MP cost of hexes retreated through is ignored. The unit must retreat the entire distance mandated by the test result. Retreats are conducted by the owning player, one unit at a time if a stack is affected, and follow this order of priority:
- It must finish its retreat the number of hexes away from its original location specified by the retreat result. This means that a unit might retreat more hexes than specified to avoid other retreat restrictions, as long as it ends up that far away from its original hex.
- It may not enter a hex with an enemy unit.
- It may not enter an impassable hex or cross an impassable hexside.
If the retreating unit cannot retreat without meeting all three of these initial requirements, it is placed in Broken Box 3 on the Broken Track. Exceptions: A unit retreating off the map is placed in the Broken Box 1 instead. Artillery and Fragile units are eliminated.
If this first set of retreat requirements can all be met, the following restrictions must be met, if possible. They are listed in order of precedence.
- The retreat path must follow hexes not adjacent to the enemy unit(s) that caused the retreat.
- The retreating unit must avoid moving adjacent to other enemy unit(s) that did not cause the retreat.
Note: that if a retreating unit moves from a hex adjacent to one or more enemy units (other than the initial hex of retreat), those enemy units may Opportunity Fire (see 10.7). Any Depletion, Break Test and/or Retreat result received is applied normally at that point in the retreat, with a Retreat result being added to the total current Retreat distance. The retreating unit may not end its retreat in a hex so as to cause the hex to be over-stacked. If the only hex available to retreat into that meets all the higher priorities is a hex that would now be over-stacked. the retreating unit retreats additional hexes until it reaches a hex it can legally stack in.
12.4 Unit Support: Units that have friendly units from the same brigade in the immediate vicinity can derive morale and physical support from those units, boosting their own ability to withstand enemy fire or assault. This is modeled by modifying an unsupported unit's CR. Unit Support is judged and applied in every instance that a unit is required to refer to its modified CR.
a. Unit Support Qualification: The definition of Support depends on the type of unit involved, as follows:
- i. Infantry and Cavalry: An Infantry or Cavalry unit is Supported if there is at least one non-Shaken and non-Disrupted unit from the same Brigade stacked with it or in an adjacent hex. Note that the unit providing support can be Battleworn.
- ii. Artillery: An Artillery unit is Supported only when stacked with or adjacent to any non-Shaken and non-Disrupted Infantry or Cavalry unit.
- iii. Unit on the Broken Track: Units in the "Available" box on the Broken Track that are attempting to Rebuild are automatically Supported.
b. Unit Support Effect: If a unit does not have qualifying Unit Support, it is deemed to be Unsupported, and its CR is decreased by one (-1).
Note: It is important to note that Unit Support (or the lack thereof) is always considered when a unit's modified CR needs to be referenced.
12.5 Morale Hits: If the Cohesion Test result indicates a Morale Hit (MH), the testing unit applies this result as follows:
- Unit does not already have a Morale Hit marker: The unit receives a "Shaken" marker and its SP and CR values are each reduced by one (-1). If the unit receives two Morale Hits, the marker is placed on its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2).
- Unit already has a "Shaken" marker: The unit's current marker is flipped over to its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2). If the unit receives two Morale Hits, it is marked Disrupted and then must take a Break Test (see below).
- Unit already has a "Disrupted" marker: The unit keeps its "Disrupted" marker and must take an immediate Break Test (see 12.6). If the unit receives two Morale Hits, it must take two separate Break Tests.
12.6 Break Test: Certain Cohesion Test Table results call for units in extreme distress to make a Break Test.
- A unit receiving a "Break Test (BT)" result.
- A unit on its BW side receiving a "Deplete (D)" result. Fragile units only have a BW side.
- A unit with a "Disrupted" marker receiving a "Morale Hit (MH)" result.
A Break Test is resolved immediately upon a unit receiving it. Note that a unit could be required to take more than one Break Test from the same result (for example, a Disrupted unit that receives two Morale Hits). When resolving a Break Test, the owning player rolls one die and compares it to the testing unit's modified CR. Find the row on the Break Test Table that corresponds to the die roll and apply the indicated result as follows:
- Die Roll equals or is less than CR: The testing unit is given a "Shaken" marker. If it is already Shaken, flip the marker to its "Disrupted" side. If the unit is already Disrupted, there is no effect.
- Die Roll 1 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 1 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit (see 2.1), it is eliminated.
- Die Roll 2 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 2 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
- Die Roll 3+ more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 3 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
12.7 Advance After Close Combat: When a hex is vacated by all enemy unit(s) after taking a Cohesion Test caused by a Close Combat (only), the surviving friendly unit(s) that were committed to attack the hex (including Flanking Hex units) or that were attacked from the hex may advance to occupy the now-empty hex, up to the stacking limit. Note that this advance is allowed by both attacking and defending units. Advancing units are not subject to Opportunity Fire (see 10.7) when they make the advancing move.
If the defeated enemy retreated two or more hexes or was Broken (for any reason), the victorious units may advance two hexes. The first hex advanced must be the hex previously occupied by the retreating or broken unit(s). The second hex can be any legal hex adjacent to that hex. Again, no Opportunity Fire is allowed against advancing units.
12.8 The Broken Track: Most infantry and cavalry units do not get permanently eliminated from the game. They are placed on the Broken Track into one of several boxes which corresponds to a unit's level of distress.
Artillery units and Fragile units are never placed on the Broken Track. Instead, they are permanently eliminated from play.
a. The Broken Boxes: Each Broken Box is labeled with a number or "Available". Broken Box "3" represents the greatest degree of disorganization and demoralization. The "Available" Box represents the least disorganized Broken state. Units are placed in a numbered box per the Cohesion Test result achieved. Units on the Broken Track are always placed on their BW side. Remove any markers from a unit on the Broken Track.
Broken Track Adjustments: During the End Turn Phase, all units in each Box are moved down the track to the next lower-numbered Box or to the "Available" Box (from the "1" Box). Units in the "Available" Box must remain in that Box for the remainder of the game unless Rebuilt (see 13.2b). To prevent confusion, move units in the "1" Box first, then the "2" Box, then the "3" Box.
b. Rally Eligibility: Units located in the "Available" Box are eligible to use a Rebuild action (see 13.2b). Rebuilt units are immediately removed from the "Available" Broken Box and placed on the map in an eligible location on their BW side.
Close Combat and Cohesion Test Example: USA units 1st WV (3-2 on its FR side) and 4th WV (4-1 on its BW side) are stacked together, under Attack Orders and adjacent to a Battleworn CSA stack consisting of the 36th VA (5-4 on its BW side) and the 69th NC (2-3 on its BW side). The USA stack is situated on Level-4 Clear terrain, while the CSA stack is on Level-5 Clear terrain with a Slope hexside between the two stacks. The USA player decides to declare a Close Combat attack. The CSA units issue Defensive Fire and get a "No Result." The USA units then attack with 6 SPs, starting the combat on the "6-7" column. This combat is then shifted two columns to the left due to the Slope hexside and another column to the left because the defending units have a better CR. That's three shifts to the left and therefore puts the final Close Combat CRT column at "3". The USA player rolls two dice and gets a colored 5 and a white 2 for "52". Looking down the "3" column, we see that a roll of 52 corresponds to the "51–53" row and a result of - | 0 | 1-3 . The CSA Lead Unit is the 36th VA, which has a CR of 4 (its printed CR of 4 is used because it has Unit Support from the 69th NC, which is also from Smith's Brigade). The result is "–", which during a Close Combat is a Close Fight result. The USA player rolls two dice again, this time rolling a 5 on the colored die and a 3 on the white die and references the "Close Fight" section of the Close Combat Cohesion Test Table.
The Depletion Test result is "BD*," therefore both sides need to Deplete a unit. The USA player must Deplete the 4th WV (as it is the larger SP unit) and since its already on its BW side, the unit must take a Break Test. The USA player rolls one die against the unit's printed CR of 1 and rolls a 1, which means the unit is not Broken but is given a "Shaken" marker. The CSA player must also Deplete the 36th VA (the defending Lead Unit) and it also must then take a Break Test since it's on its BW side. The player rolls a 4, which means the unit is placed on the Broken track in the Broken Box 1 as the die roll was one above its CR.
The Skedaddle Test result is "AM", which means one of the two attacking USA units must take a Morale Hit. Again, this must affect the larger-SP 4th WV (because you use the printed SPs, not the modified SPs), and the USA player flips the "Shaken" marker over to its "Disrupted" side (Note that these values are examples only).
Series Rules 13.0 Rally
To get Battleworn, Shaken, and Disrupted units back into the fight, players must attempt to Rally those units. This activity may only be attempted during the active Brigade's Rally Step, and only under certain orders and in certain conditions.
13.1 Rally Eligibility: To attempt a Rally, a unit must meet all the following qualifications:
- If an Infantry or Cavalry unit it must belong to the currently Active Brigade.
- If an Artillery unit, it must be stacked with or adjacent to any unit belonging to the currently Active Brigade. An Artillery unit may only conduct a Recovery action (see 13.2a) but may do so multiple times in a single turn if it meets this requirement more than once. Artillery may not conduct a Rebuilding procedure (see 13.2b) in the Rally Step – it may only do so in the Artillery Rally Step (see 6.4).
- The Active Brigade must be under Regroup or Defend Orders.
- It must be at least three hexes away from any enemy unit (counting the Rallying unit's hex but not counting the enemy unit's hex), or in the "Available" Box on the Broken Track.
- A unit can be rallied by an event chit by following the procedure outlined in the chit description.
13.2 Rally Procedure: Once eligible units have been identified, the player may perform Recovery and/or Rebuilding, depending on the current Brigade Order. An eligible unit may conduct either Recovery or Rebuilding in a single Rally Step – not both.
a. Recovery: This procedure allows the removal of one or more Morale Hits from a unit. The number of Hits removed depends on the Brigade Order, as follows:
- Regroup Order: Each eligible unit may remove all its Morale Hits. Remove the "Shaken" or "Disrupted" marker.
- Defend Order: Each eligible unit may remove one Morale Hit. A unit can discard its "Shaken" marker or flip its "Disrupted" marker over to its "Shaken" side.
- Any Other Order: Units may not recover.
b. Rebuilding: To attempt to Rebuild a unit, the owning player rolls one die and compares the die roll to the unit's BW modified CR (remember that a Rebuilding unit in the "Available" box is automatically considered to have Unit Support). If the roll is less than or equal to the CR, the Rebuild attempt is successful and the unit flips to its FR side, or if in the "Available" box is placed on-map on its BW side. If greater than the CR, the Rebuild attempt is unsuccessful and the unit remains in its current condition. Note that Fragile units and Artillery units cannot be Rebuilt once eliminated. Also note that a BW Artillery unit still on the map can be Rebuilt to its FR side. In addition, an Artillery unit may only attempt a Rebuild during the Artillery Step.
Rebuilding can only be conducted with units under a Regroup Order. Each eligible unit may make one Rebuild attempt (as described above). If a unit on the map is successful, it is flipped over to its FR side. If this causes the unit's hex to exceed the stacking limit, that unit must immediately displace to an adjacent hex that is further away from the nearest enemy unit and that will not exceed the stacking limit. Repeat this displacement, if necessary, until stacking limits are met. Units under any other Order may not Rebuild.
If a successful unit is re-entering the map from the "Available" Box, it is placed on its BW side in any hex that is at least three hexes from any enemy unit. It must also be within three hexes of another unit from the Active Brigade. If there is no other unit from the Active Brigade on the map, then it must be within three hexes of another unit from the Active Brigade's Division. If this is not possible, then it can be placed within three hexes of any friendly unit. If no such hex exists on the map, then the unit may not attempt to Rebuild until an eligible hex is available.
Example: Tyler's Brigade has been taking heavy casualties and the USA player decides it's time to get those units rallied. The Disrupted 7th IN-a is on its BW side and adjacent to an enemy unit. The fresh but Shaken 7th IN-b is immediately behind it. The 110th PA-a is in the "Available" Box on the Broken Track.
If the USA player wants to do some rallying but also keep fighting, they could give Defend Orders to the Brigade. This will allow the Brigade to conduct Fire Combat, withdraw the 7th IN-a back two hexes (subjecting it to Opportunity Fire) and move the 7th IN-b up one hex to relieve them. During the Rally Step, since the boys from Indiana are now three hexes from any enemy unit, they can perform a Recovery action on the 7th IN-a and flip the "Disrupted" marker to its "Shaken" side.
If the player had instead chosen a Regroup Order, none of the units could move and they would only have been able to Rebuild the 110th PA-a (because it's in the "Available" Box of the Broken Track) since both the 7th IN-a and 7th IN-b are too close to the enemy. If they had rolled a "1" on the die, this would be less than the 7th IN-b's CR of 2 and would allow the unit to be immediately returned to the map on its BW side, at least three hexes from any enemy unit and within three hexes of either of the other two USA units.
REBUILD OPTION: To more accurately reflect the fact that once a unit broke in combat it rarely returned to good order, we recommend that you not allow a unit to ever Rebuild to its FR side once it has been placed on the Broken Track. Unfortunately, it is not possible within the physical constraints of the game package to provide markers to keep track of such units. However, if players wish to do some additional bookkeeping, they may opt to not allow units that have returned from the Broken Track to ever to be Rebuilt to their Fresh sides – they must remain on their Battleworn sides.
Series Rules 14.0 End Turn Phase Procedures
When no chits remain in the draw cup, players proceed to the End Turn Phase to conduct various housekeeping procedures, check on special situations, and update the game's progress.
14.1 Final Held Chit Play: Both players may play one or more of any eligible Event or CIC chits they are still holding at this time (i.e., any chits that were being held, such as CIC, Firefight and Rebel Yell chits). First the USA player announces and plays a chit, followed by the CSA player and so on until all the eligible chits are played.
14.2 Victory Point Awards: Both players count the number of Victory Points earned for the current turn and adjust the VP markers to indicate the new net VP total depending on the scenario being played. This step is skipped in some games that do not collect VP every turn.
14.3 Reset Brigade Activation Status Markers: Any Brigade Activation Status markers on their "Activated" side are flipped back over to their "Available" (flagged) side. In addition, any Brigades that will be entering play next Game Turn have their Brigade Activation Status markers added to the existing group of markers.
14.4 Update Broken Track: Move all units on the Broken Track to the next lower-numbered box, except units located in the "Available" Box, which remain there.
14.5 Prepare for Next Turn: Both players gather all their Event chits together to get ready for next turn's Command Decision Phase. Finally, move the Game Turn marker to the next space of the Game Turn Track. If this is the last turn of the scenario, count the number of Victory Points for each side (see the scenario rules) and determine the game's winner.
PART 2: A GREATER VICTORY EXCLUSIVE RULES
Exclusive Rules 1.0 Introduction
A Greater Victory is a simulation of maneuver and combat that occurred on September 14, 1862. Just three days prior to the momentous battle of Antietam (also in Maryland), South Mountain was a Union tactical victory, but it also set the stage for the Confederate strategic withdrawal to follow. The game system is from Revolution's popular Blind Swords series that utilizes a chit-pull mechanic emphasizing the three "FOW's" of military conflict: Fog-of War, Friction-of-War, and Fortunes-of-War. Blind Swords features the immersive experience of tactical American Civil War combat without a heavy rules load (please read the included standard Series Rulebook first). The game can be enjoyed solitaire (play both sides as best you can), two-player (one Union, one Confederate), or multi-player (with each participant taking one or more separate commands). Gameplay will include tense decision making, surprise and strategy, while also recreating a battlefield that accurately showcases the chaos of war.
Game Components
- 1 – 22 x 34 inch map
- 2 – Counter-sheets of 176 5/8" counters
- 5 – Player Aid Charts
- 1 – Series Rulebook
- 1 – Exclusive Rulebook
- 2 – Brigade Activation Cards
- 1 – Game Box or Ziplock Bag
- 2 – Dice (Boxed version only)
Exclusive Rules 2.0 Unit Counters, Markers and Chits
2.1 Unit ID & Organization: Unless otherwise noted, Infantry and Cavalry units belong to a BRIGADE, with each Brigade belonging to a DIVISION. Artillery units are INDEPENDENT and do not belong to any Brigade or Division. IMPORTANT: Do not get rid of counters that are blank on their front side, the reverse of these pieces show their Fragile status and such units are used during play.
2.1a Cavalry Units: Cavalry units do not have a Fresh side and a Battleworn side like most other units; instead, they show Mounted on the front and Dismounted on the reverse. All Cavalry units are Fragile, whether Mounted or Dismounted, meaning they must undergo a Break Test if they suffer a Depleted result. Play Note: All Fragile units have their strength in a yellow circle background as a reminder.
2.1b Divided Regiments: Some larger Regiments are split into a and b units. Each half functions as a separate unit, there is no requirement to keep the two units together.
2.3 Brigade Activation Status Markers: Brigade Activation markers are provided to assist players with tracking which Brigades have been activated this turn (as shown on the reverse side of these counters). IMPORTANT: Unlike Command Activation chits, these Brigade markers never go into the draw cup; they exist solely for player reference. Play Note: Union markers are denoted as either I Corps or IX to help identify a Brigade's command area (scenario 16.3 only). Cards are included to assist players in keeping their Brigade Activation markers organized.
2.9 Game Scale: Each map hex is approximately 150 yards across. Infantry and Cavalry units represent individual regiments (or battalions) with each Strength Point being roughly equal to 50 effectives. For Artillery batteries (or sections), one Strength Point usually equates to 1 gun. Each Game Turn approximates 30 minutes of real time.
2.10 Map Terrain and Features: Play Note: The South Mountain battlefield was fought over very rough and elevated terrain which requires several modifications to the standard Blind Swords system rules. Please pay particular attention to these rules along with reference to the included Terrain Effect Chart (TEC) on the Player Aid. Various types of terrain are depicted on the game map. A hex is only considered to contain a certain terrain feature if the terrain's graphic occupies or traverses at least half of the hex. Play Note: This means that a small fragment of terrain will not Block or Obscure LOS since it is not the majority terrain in the hex.
a. Elevation Levels: At various locations throughout the map, elevation numbers have been printed to aid the players with movement and Line-of-Sight (LOS). For example, hex 3030 is Level 2 as are two surrounding hexes 2929 and 2930; hexes 3029, 3129, 3130, and 3031 are all Level 1. Hex 3012 is elevation 5, and hex 3111 is Level 6.
b. Terrain Features: See the TEC for the movement point costs for the various terrain features.
- Bridge: Negates the movement penalty of a Stream; but does not affect Close Combat.
- Buildings: These have no effect on gameplay and are provided for historical reference only.
- Clear: No effect on combat.
- Marsh: Artillery may not enter Marsh unless on Road/Pike/Trail.
- Orchards: Obscures LOS for Fire Combat at the same elevation through an Orchard hex, 1 Left Column Shift. Provide a 1 Left Column Shift to Fire Combat for target units occupying an Orchard. These modifiers are cumulative. For example, a unit fired on through an intervening Orchard hex that also occupies an Orchard hex would get 2 Left Column shifts to Fire Combat. Artillery may deploy into and Fire from an Orchard hex without restriction.
- Road/Pike: Affects movement and Retreat (not combat). Allows Artillery and Cavalry to enter or exit Woods hexes. Cavalry and infantry moving normally (i.e., not in March Column) on a Road/Pike pay 1 MP per hex. Cavalry and Infantry in March Column pay ½ MP per Road/Pike hex (but see below). Artillery always pays ½ MP per Road/Pike hex. The only Pike in the game is the National Road. Play Note: Some Roads turn into Trails upon meeting with elevated terrain (e.g., the Old Sharpsburg Road). IMPORTANT: Infantry and Cavalry must pay an extra 1 MP to use March Column at any point(s) in their Turn, see 10.3.
- Gentle Slope: Normally in Blind Swords crossing a gradual elevation change (i.e., a hex with a contour line) does not cost a moving unit any extra Movement Points. On the rugged South Mountain battlefield however, it costs +1 extra MP for any unit not on a Road/Pike/Trail to cross (up only, not down) into an adjacent gradual elevation hex (e.g., going up from Level 3 to Level 4). For example, a unit moving from hex 2034 to hex 1933 would pay 2 MP's (1 MP for the hex and 1 MP for traversing up the Gentle Slope). Gentle Slopes themselves do not affect LOS.
Exclusive Rules 3.0 Unit Stacking
3.1 Stacking Limits: The maximum number of Strength Points allowed in a single hex at the end of an activation is three units up to 10 SP's, or one unit if more than 10 SP's. Play Note: Artillery units do not stack at their full SP value; see the Artillery Stacking Chart on the Player Aid. Reinforcing Brigades may freely stack in their entry hex (also see 16.3), regardless of how many units are being placed.
a) Woods hexes: Artillery and Cavalry units may only ever enter or exit a Woods hex if they are on a Road/Pike/Trail.
b) Road/Pike hexes: If a moving unit is in March Column (Maneuver Order only) and wishes to use the March Column rate (see the Terrain Effects Chart) upon entering a hex, the 10 SP stacking limit is enforced at all times (see series rules 10.5b, and 6.5d in these rules).
c) Large Units: Some regiments exceed the 10 SP stacking limit as printed on their counter; such a unit is never considered overstacked when alone in a hex.
d) Dismounted Cavalry: When Dismounted, Cavalry is considered to be Infantry in all regards. Play Note: most Cavalry units have a lower strength on their Dismounted (Infantry) side accounting for training, doctrine, horse holders, etc. Also, see Standard rule 3.1b.
Exclusive Rules 5.0 Command Decision Phase
5.1 The Key Chit: Each side first selects a Key Chit per turn as directed by each scenario. Play Note: Make sure to follow a scenario's instructions carefully to ensure that the draw cup is properly seeded each turn.
5.2 Included & Excluded Chits: Without looking, each side draws a number of random chits as indicated in each Scenario. Place those into the draw cup, excluding the rest (without looking) of the chits for the remainder of the Turn.
Exclusive Rules 6.0 Artillery Phase
All Artillery units are Independent and conduct their activities during the Artillery Phase of the Sequence-of-Play. The movement allowance of all foot Artillery units (Union and Confederate) is 6 MP's. Horse Artillery units (denoted by a small horse head on their counter) have a movement allowance of 8 MP's. Play Note: Artillery doesn't get Orders so can't enter March Column mode, but when moving they automatically pay only ½ MP per hex when on a Road or Pike, and 1 MP per Trail hex.
6.5 Artillery Movement and Fire Considerations:
c) Activity: Regardless of what formation they accompany, unless otherwise specified, all Artillery is Independent and they move freely and fire only in the Artillery Phase. The Union always acts first each Artillery Phase.
d) Woods and Marsh: Artillery (and Cavalry) units may only ever enter or exit Woods or Marsh hexes via any connected Road/Pike/Trail hex. An Artillery unit moving along a Road/Pike/Trail into a Woods or Marsh hex that would create an overstack must pay 3 MP's (total) for that hex. Play Note: This represents the delay time incurred waiting for the other units to clear the road for the Artillery. IMPORTANT: Artillery may never Fire from a Woods or Marsh hex, even when on a Road/Pike/Trail.
e) Steep Slopes: Artillery (and Cavalry) units must use their full movement allowance (all MP's) to cross a Steep Slope hexside (unless on Road/Pike/Trail). Play Note: This means they must start adjacent to the Steep Slope hexside to cross onto the other side unless on Road/Pike/Trail. IMPORTANT: Artillery cannot Fire down and across an adjacent Steep Slope hexside (or vertex) into an adjacent hex. Artillery (and Cavalry) may retreat normally across a Slope, but if forced to retreat across a Steep Slope (up or down), they are eliminated.
f) Clear: IMPORTANT: Artillery spends 2 MP for each hex.
Exclusive Rules 7.0 Chit Draw Phase
7.3 Drawing and Applying a Chit: IMPORTANT: Event chits supersede any other rules. For example, if a chit says that a unit is considered Supported that means a unit in Woods can be supported by the event chit (if the conditions apply).
b. The Fog of War: When the chit is drawn, roll 1 die and use the Fog of War table for the scenario in use (16.1, 16.2, 16.3) on the player aid.
c. Indecision (play Immediately): Indecision is used only in Scenario 16.3. This "Wild" chit goes into the draw cup each Turn (like Fog-of-War and Fortunes-of-War) as directed, affecting both sides equally. After being drawn, this chit applies a -2 DRM modifier to all Command Activation ratings for the remainder of the turn, except it does NOT affect a CIC (McClellan and Lee), whose Activation rating remains the same. Play Note: Indecision represents a variety of historical and gameplay factors so place the chit where both players can clearly see it after being drawn.
Exclusive Rules 9.0 Fire Combat
9.1 Cavalry Firing Eligibility: When Mounted, only Union Cavalry armed with "C" (carbines) may Fire, and they do so at ½ strength (round down). When Dismounted, Cavalry is considered Infantry and fires normally. Historical Note: The Union 1862 Cavalry manual specified training (every 3 months) for troopers to fire their carbines from the saddle. How much actual training occurred is unknown.
IMPORTANT: Artillery may NOT fire down an adjacent Steep Slope hexside (including a vertex) into an adjacent hex.
a. Line of Sight (LOS): Elevation changes, Woods hexes, and Orchard hexes may Obscure or Block Line-of-Sight (see these 2.10). Vertical Slope hexsides always block Line-of-Sight, regardless of elevation.
Firing unit and Target unit are on the same level:
- i. Any intervening hex that is higher than both units will Block the LOS.
- ii. If any intervening hex is at the same level as both units, the LOS is Blocked if there is any Woods or any unit (friendly or enemy) in the hex.
- iii. If any two intervening hexes are occupied by Orchards, the LOS is Blocked.
Firing unit is at a lower level than Target unit:
- i. Any intervening hex that is higher than both units will Block the LOS.
- ii. If any intervening hex is at the same level as the Target unit, the LOS is Blocked.
Firing unit is at a higher level than Target unit:
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If any intervening hex is at the same level as the Firing unit, the LOS is Blocked.
A LOS is always Obscured if the Target unit is in a Woods or Orchard hex. If an LOS passes exactly along a hexside, the LOS is affected by the more restrictive of the two hexes. Blocked fire is prohibited. Obscured fire is allowed but suffers a detrimental column shift. Fire that is both Blocked and Obscured is Blocked.
Play Note: Look at the map and try to see the "wedding cake" layout of the terrain. This means that units at a higher elevation must be at the edge of the height level in order to see down to a lower level. If they are farther back from the edge, they are on a plateau and cannot view hexes at a lower elevation. This also applies in reverse – units on a plateau (i.e., not adjacent to the elevation's edge) cannot be seen by units located at a lower level.
LOS Example (illustrated on the page): The USA infantry unit A wants to fire at the CSA unit C. A is on Elevation 2 and C is on Elevation 3. Hex 3524 is on Elevation 3 and would Block LOS to unit C. Think of hex 3524 as filling the whole hex with Elevation 3 even though it looks like part of their hex is Elevation 2. USA unit B on Elevation 2 does have a clear LOS to unit C as the intervening hexes between the two units is Elevation 2.
9.3 Fire Combat Procedure:
CRT Column Shifts: The column shifts are as follows:
- Target in Woods = shift two columns to the left if the targeted hex is a Woods hex.
- Target is Cavalry = shift two columns to the right.
- Half or more of Firing Artillery SPs are "S" Weapon Type firing Canister = shift one column right. (You could be at canister range but not able to fire canister because it was over your own troops in which case you would not get the shift)
- Flanking Fire = shift one column to the right if the firing unit(s) qualify for Flanking Fire (Series Rules 9.3c).
- Half or more of Firing Artillery SPs are "MX" Weapon Type firing at Long or Extreme range = shift one column to the left.
- Target in Orchard or fire through Orchard = shift one column to the left.
- Target behind Stonewall (small arms fire only) = shift one column to the left.
- Fire Across Adjacent Steep Slope (up or down) = shift one column to the left.
- Sharp's Rifle Firing = shift one column to the right.
Exclusive Rules 10.0 Movement
10.3 Movement Costs: Several changes have been made to the Terrain Effects Chart from prior Blind Swords series games. For example, Woods hexes cost 3 MP's for Infantry to enter, Clear hexes cost 2 MP's for Artillery and Vertical Slopes cannot be crossed by any unit. These combined changes account for the especially rough terrain of the battlefield. For example, to cross up a Slope (+2 MP) into a Woods hex (3 MP) would cost an Infantry unit 5 MP's total.
IMPORTANT: It costs an Infantry or Cavalry unit a one-time cost of 1 MP to use March Column at any time(s) during its move (Maneuver Order, only). For example, a unit under a Maneuver Order conducts its entire movement along the National Pike. The unit first pays 1 MP to enter March Column this Turn, then uses the remainder of its MP's to travel 12 hexes (6 MP at ½ MP per hex) along the Pike. If the same unit only moved 6 hexes along the Pike (3 MP's), it would have 3 MP's remaining (of 7 MP's) to move off-road.
A unit may always traverse 1 hex, using all its given Movement Points (if normally allowed to move) even if it doesn't have all the MP's to do so. For example, a unit under a Defend Order (3 MP's) could still move one hex across an adjacent Steep Slope hexside and into a Woods hex, then stop.
Exclusive Rules 11.0 Close Combat
11.2 Close Combat (CC) Declaration: There are no Cavalry Charges in this game, so ignore all rules relating to Cavalry Charge. Cavalry may initiate Close Combat normally when mounted. When dismounted, Cavalry is considered infantry except they cannot initiate Close Combat.
Close Combat across a Slope or Steep Slope, whether up or down incurs negative column shifts to the assaulting player (see Combat Chart). Choose the worst terrain feature for the Attacker if attacking across different types of hexsides. Play Note: This is a change from the series rules. Close Combat cannot occur across a Vertical Slope.
11.3 Close Combat Procedure:
c. CRT Column Shifts:
- Total Attacking SPs are Triple the Defending SPs (3:1 Odds): Shift three columns to the right.
- Total Attacking SPs are Double the Defending SPs (2:1 Odds): Shift two columns to the right.
- Total Attacking SPs are 50% more than the Defending SPs (3:2 Odds): Shift one column to the right.
- Defending SPs are 50% more than the Total Attacking SPs (2:3 Odds): Shift one column to the left.
- Defending SPs are Double the Total Attacking SPs (1:2 Odds): Shift two columns to the left.
- Defending SPs are at least Triple the Total Attacking SPs (1:3 Odds): Shift three columns to the left.
Only one of the above six Odds column shifts can apply in each combat. Other column shifts are cumulative.
- Half or more Defending SPs are Artillery: Shift four columns to the right.
- The best Attacking unit's CR (from the Assaulting Hex) is higher than the defending Lead Unit's CR: Shift one column to the right.
- The Defending Lead Unit's CR is higher than the best Attacking unit's CR (from the Assaulting Hex): Shift one column to the left.
- Defending unit is on Lower-elevation side of a Slope hexside than Attacker: Shift one column to the left.
- Defending unit is on Lower-elevation side of a Steep Slope hexside than Attacker: Shift two columns to the left.
- Defending unit is on Higher-elevation side of a Slope hexside than Attacker: Shift three columns to the left.
- Defending unit is on Higher-elevation side of a Steep Slope hexside than Attacker: Shift four columns to the left.
- Half or more of Attacking SPs are "S" or "MX": Shift one column to the right.
- Half or more of Defending SPs are "S" or "MX": Shift one column to the left.
- Flanking Attack: Shift two columns to the right if a Flanking Hex is at least two hexes away from the Assaulting Hex in the same combat or if there are two or more Flanking Hexes involved in the same attack (regardless of their position relative to the Assaulting Hex).
- Defender is Cavalry: Shift three columns to the left.
- Across a stone wall: Shift one column to the left.
Exclusive Rules 12.0 Cohesion Tests
12.1/12.2 Cavalry Depletion: All Cavalry units are Fragile so they have only one side (Front is Mounted, Back is Dismounted), thus they cannot Deplete; if forced to do so, they make a Break Test instead and are eliminated if forced to go to the Broken Track. This applies to all other Fragile (strength in a yellow background) units, as well.
12.3 Retreat Movement: If a unit is forced to retreat into a hex that it cannot enter (For example, Artillery forced into Woods while not on a Road/Pike/Trail, any unit forced to retreat off the map in scenario 16.3, or any unit forced to cross an impassable Vertical Slope hexside), it is eliminated. Units may retreat across a Slope hexside without penalty. Artillery or Mounted Cavalry units retreating (up or down) across a Steep Slope hexside are eliminated (does not apply if on a Road/Pike/Trail). Infantry retreating (up or down) across a Steep Slope hexside incur an additional Depletion result per each Steep Slope hexside retreated across (this may cause a Break Test, but does not apply if retreating on a Road/Pike/Trail). No units may ever move across nor retreat through a Vertical Slope hexside. Play Note: As noted on the TEC, Artillery cannot cross a Stone Wall hexside; thus they cannot retreat across a Stone Wall (unless on a Road/Pike/Trail) and would be eliminated if forced to do so.
After all other retreat priorities have been met, the Union player must try to retreat his units to the East and/or South edges of the map. The Confederate player must try to retreat his units to the North and/or West edges of the map. IMPORTANT: If a clear path is available (i.e., a hex not occupied by enemy unit), any retreating unit may as a last resort deviate its directional retreat in order to avoid crossing a Steep Slope or Vertical Slope as long as it does not overstack at any point during the retreat. Play Note: This allows a retreating unit to possibly avoid becoming eliminated or suffering a Depletion result if a safer path is available.
12.4 Unit Support:
a. Unit Support Qualification:
i. Any Unit in Woods: A unit located in a Woods hex (even if it has a Road or Trail) never receives Support, nor does it provide Support to any other unit. Exception: Confederate Last Stand Event.
Exclusive Rules 15.0 Designer Notes
"If I can believe one tenth of what is reported, God has seldom given an army a greater victory than this." ---Union Commanding General George B. McClellan writing to his wife Mary Ellen after the battle of South Mountain.
Coming close on the heels of the stunning Rebel triumph at 2nd Manassas, the battles at South Mountain and Antietam ended the bold Confederate 1862 invasion of the North. The first major engagement of the war fought north of the Potomac River, South Mountain played a critical role in the events that followed. For example, nearby Harper's Ferry was simultaneously under siege by forces commanded by Confederate General Thomas "Stonewall" Jackson, and South Mountain occupied Union formations that otherwise could have attempted to relieve the siege (Harper's Ferry capitulated the next day - September 15 - with more than twelve thousand Union soldiers taken prisoner, their largest surrender of the war). Not satisfied with the lack of aggressive pursuit of Rebel forces after the battles, President Lincoln once again subsequently relieved General McClellan of overall command. Today McClellan is usually mentioned in mostly derogatory terms, but he was competent at South Mountain and his uncharacteristic pre-battle aggressiveness forced the Confederate offensive onto the defensive.
Lee did not want to fight at South Mountain, but when the larger Union Army unexpectedly marched away from the nation's capitol and threatened to further divide Confederate forces, General Daniel Harvey Hill ("Stonewall" Jackson's brother-in-law) was suddenly thrust from rear guard into the limelight. The effective delaying action at South Mountain is considered Hill's finest hour even though Lee's campaign ended in a strategic defeat.
I tailored the pool of Event Chits contained in the game to provide more narrative flavor for each Scenario. Take particular note of chits that can be held and those which must be played immediately. A new feature to the Blind Swords series, each scenario now also uses its own Fog-of-War table.
Line-of-Sight (LOS) can be difficult at times on this battlefield; the extended elevations sometimes opened or blocked LOS for the combatants. To keep things simple, if there's reasonable doubt among players whether LOS exists or not, allow the Fire to occur.
While researching the design, I consulted a variety of published and online resources, being somewhat taken aback by various notable discrepancies. On occasion, some adjustments were necessary.
When looking at the Order-of-Battle (OOB), I also took note of the large number of stragglers that the Southern army suffered just prior to the engagement (Robert E. Lee himself complained about too many stragglers in his pre-battle letters to Confederate President Jefferson Davis), causing significant reductions to the Rebel "on paper" roster. Indeed, Rebel ranks were actually fuller at Antietam because of the large number of stragglers who rejoined the army after South Mountain exceeded losses in that battle. Some pre-battle "on paper" Union rosters appeared to be greatly inflated, as well. In rare cases, I combined very small or poor units. And while contemporary Army Organizations were helpful, in several cases regiments listed were apparently not present at South Mountain, for a variety of reasons (securing an uninvolved pass, guarding wagons, or having been just reorganized). So overall, I would consider this OOB to definitely not be aligned with current "on paper" conventional wisdom. I have tried to be as meticulous as possible, and am grateful for the kind OOB assistance rendered by others; any errors are my own.
Reinforcements can create a significant bottleneck, and that is intentional - it reflects the coordination, fatigue, and terrain issues that figured so prominently during the engagement. We shifted some Union arrivals from Bolivar to the Mount Tabor Church in order to avoid potential extreme clutter (plus the Rebels can't go down there anyway due to map restrictions). With the "Indecision" chit (7.3c) coming into play for three hours during the Full Scenario (16.3), there also is a variability factor built in as both sides will have doubts about Brigade Activation, with some Brigades barely participating, just as happened historically. This works well to avoid the bird's eye "perfect information" platform that so many other games present.
Besides being the prelude to Antietam, South Mountain is mostly known for the ruggedness of the terrain over which the battle was fought. There likely will be more Close Combat occurrences here than contained in prior Blind Swords series games as the harsh South Mountain battlefield often compelled closure with the enemy in order to capture objectives. Artillery will also have a reduced role, and Batteries must be positioned carefully (even for those long range shots). Be mindful of Steep Slopes and always try to keep a retreat path open for your guns.
Exclusive Rules 16.0 Scenarios
There are three scenarios offered in A Greater Victory. The first scenario covers the morning action at Fox's Gap. The second scenario moves the action near Frosttown in the late afternoon. The third scenario covers the full day of action at South Mountain.
In all scenarios, the Union side sets up first.
16.1 Scenario 1: "Carnival of Death"
This small scenario portrays the morning combat at Fox's Gap. The Confederates must conduct a stout defense until additional reinforcements arrive or the Union attack withers. The Rebels will eventually be outnumbered, but initially they have the advantage of terrain plus some artillery support. Confederate General Samuel Garland was mortally wounded in action and his brigade suffered almost 40% casualties. The battle was hard-fought as elements of Reno's Union IX Corps were determined to capture the objective (the hard-charging 23rd Ohio was led by future President Rutherford B. Hayes, who was wounded during this engagement).
The scenario starts at 9 AM (SKIP the Artillery Phase at 9am) and concludes after completion of the 12 PM Turn. The playing area for this scenario is restricted (see Special Rule 4). IMPORTANT: Remember that units in Woods hexes normally cannot receive Support, nor can they give Support to any adjacent unit (certain event chits may change this). The initial setup is as follows:
Union Army Setup (see Special Rule 4)
- Scammon's Brigade (4 units: 12 OH Hex 2335, 23 OH Hex 2336, 30 OHa Hex 2532, 30 OHb Hex 2533)
- WV Cavalry Hex 2434, Dismounted (see Special Rule 3).
Union Reinforcements
- 10:30 AM Crook's Brigade (5 units: 11 OH, 28 OHa, 28 OHb, 36 OHa, 36 OHb), Hex 2835
- McMullin's Artillery Battleworn side, Hex 2835 (see Special Rule 5)
- 11 AM Simmond's Artillery Battleworn side, Hex 2835 (see Special Rule 5)
Confederate Army Setup (see Special Rule 4)
- Garland's Brigade (5 units: 5 NC Hex 2133, 12 NC Hex 2033, 13 NC Hex 1827, 20 NC Hex 1929, 23 NC Hex 1931)
- Bondurant's Artillery Hex 2032
- 5th VA Cavalry Hex 1929 Dismounted (see Special Rule 3)
- Pelham's Horse Artillery Hex 1929
Confederate Reinforcements
- 09:30 AM D. H. Hill (add to Draw Cup) (see Special Rule 6)
- 10 AM Lane's Artillery (see Special Rule 2)
- 11 AM G. B. Anderson's Brigade (2 units: 2 NC, 4 NC) Hex 1824 (see Special Rule 6)
Activation and Event Chits in Draw Cup (graphic): Cox (Union, Command Rating 5; see Special Rule 6), USA Key Chit, USA Random Chit, Fog of War (*Use 16.1 Fog of War Table on back of rules); CSA Key Chit, CSA Random Chit, Fortunes of War.
Starting Event Chit Mix (graphic): Union – Firefight, Rally!, Charge!, Fatigue, Skirmishers. Confederate – Firefight, Rally!, Reaction, Fatigue, Skirmishers. Set all other Event Chits aside.
Special Scenario Rules
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Both the Union and Confederate players select a Key Chart normally, starting on Turn 1. Each side will thus have 2 event chits in the cup per Turn for this scenario, 1 Key and one random.
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Lane's Artillery does not deploy on the map, instead it is abstractly represented. Each Turn, starting with the Artillery Phase of the 10 AM Turn and during one of his alternating Artillery activations, the Confederate player may roll a '1' strength Fire combat against any Union unit; there are no terrain shifts or LOS considerations, just roll. Historical Note: Lane's Battery was deployed on high ground north of Turner's Gap. It had extended range Parrott guns that allowed shells to target Union positions.
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The Confederate 5th VA Cavalry and the Union West Virginia Cavalry activate separately as their own (1 unit) Independent Brigade in this scenario. They may give Support to or receive Support from any unit (but not in Woods), including Artillery.
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The Area of Play is bounded by hexes xx24 (to the South) and 28xx (to the West), inclusive. Units may not move or retreat (voluntarily or involuntarily) outside of this perimeter; if they are forced to do so, they become Broken 1. (See map on next column) (The map illustration shows the area of play, with "XX24 South" and "28xx West" marked.)
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The two Union Artillery units that enter the game on their Battleworn side may not Recover to full strength. Other Artillery units deployed at full strength may attempt to Recover normally if they become Depleted.
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Cox can activate any Union Brigade when drawn. D. H. Hill can activate any Confederate Brigade when drawn, including the two units from G. B. Anderson's Brigade. There is no CIC for either side in this scenario.
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SKIP the Artillery Phase at 9 AM.
Victory Determination
The last side to pass through or occupy both the Wise House (hex 1929) and Fox's Gap (hex 1927) with any Infantry unit at the end of the game is the winner. If one side controls the Wise House and the other side controls Fox's Gap, then the side with the fewest units eliminated and/or on the Broken Track wins. Otherwise, the game is a Draw. Both objectives begin play in Confederate control.
16.2 Scenario 2: "Every Man was a Hero"
This small scenario focuses on the conflict near Frosttown, leading up Turner's Gap. General Meade's Division (of Hooker's I Corps) would assault the north mountain spur defended by Rodes' battle-hardened Brigade and Stevens' half-strength Brigade. The steep terrain offered many obstacles to the attacking Union forces (as it will to the Union player). However, the Federals were up to the challenge and they captured the key elevations from the outnumbered Rebels. The playing area is restricted; see Special Rule 3.
This scenario begins on the 4:30 PM Turn and concludes upon completion of the 7 PM Turn. Play Note: At their option, players may use the Night Turn rule from scenario 16.3 for the final Turn of this scenario.
Union Army Setup (See Special Rule 3)
- Seymour's Brigade (5 units): 1 PA Reserve Hex 3110, 2 PA Reserve Hex 3109, 5 PA Reserve Hex 3209, 6 PA Reserve Hex 3208, 13 PA Reserve Hex 3108.
- Magilton's Brigade (3 units): 4 PA Reserve Hex 3014, 7 PA Reserve Hex 3015, 8 PA Reserve Hex 3115.
- Gallagher's Brigade (4 units): 9 PA Reserve Hex 3011, 10 PA Reserve Hex 3212, 11 PA Reserve Hex 2911, 12 PA Reserve Hex 2912.
- Cooper's Artillery Hex 3711
Union Reinforcements
- 6 PM Place Ricketts leader in cup. Duryee's Brigade (4 units): 97 NY, 104 NY, 105 NY, 107 PA Hex 3105, Historical Note: Duryee's Brigade was in reserve and mostly performed mop-up duty.
Confederate Army Setup (See Special Rule 3)
- Rodes' Brigade (5 units): 3 AL Hex 2612, 5 AL Hex 2710, 6 AL Hex 2809, 12 AL Hex 2518, 26 AL Hex 2613
- Stevens' Brigade (5 units): 17 SC Hex 2716, 18 SC Hex 2616, 22 SC Hex 2615, 23 SC Hex 2614, Holcombe's Legion Hex 2816
Confederate Reinforcements
- 5 PM Place Hood leader in cup. (Historical Note: Stevens' half-strength brigade didn't reach the Mountain House until 4 PM and they barely arrived in time for the Union assault. In game terms, they have already moved at 4:30 PM and thus do not get to activate that Turn. Once Hood arrives at 5 PM, then Stevens can activate normally).
Activation and Event Chits in Draw Cup (graphic): Meade (Union, Command Rating 4; for Meade, see Special Rule 2), USA Key Chit, USA Random Chit, USA Random Chit, Fog of War (*Use 16.2 Fog of War Table on back of rules); DH Hill (Confederate, Command Rating 5; for DH Hill, see Special Rule 1), CSA Key Chit, CSA Random Chit, CSA Random Chit, Fortunes of War.
Starting Event Chit Mix (graphic): Union – Firefight, Double Quick, Skirmishers, Hold Fire, Overshoot. Confederate – Firefight, Command Confusion, Skirmishers, Last Stand, Double Quick. Set all other Event Chits aside.
Special Scenario Rules
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Hill controls Rodes' Brigade. Hood (arrives @ 5 PM) controls Stevens' Brigade. Historical Note: Due to a conflict between Evans and Hood, Stevens temporarily was in charge of Evans' Brigade.
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Meade controls Seymour's, Gallagher's and Magilton's Brigades. Ricketts controls Duryee's Brigade. Historical Note: What was intended as a coordinated assault ended up being a broken three-pronged attack due to command confusion and rugged terrain.
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The area of play in this scenario is restricted: a) The winding Frosttown Road/Trail (extending west from hex 4020 to 1016) forms the SOUTH border of play, inclusive. EXCEPTION: The Bent House (2617) is also in play (it's a VP hex). Historical Note: The Frosttown Road separated Meade's Divisional attack on the North spur and Hatch's Divisional attack at the South spur. b) Hexrow xx04 (that runs East to West) inclusive forms the NORTH boundary of play. Play Note: There is no restrictive EAST or WEST boundary. See illustration on next page for boundaries. Units may not move or retreat (voluntarily or involuntarily) outside of this perimeter; if they are forced to do so, they become Broken 1.
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There is no CIC in this scenario, for either side.
Victory Determination
The UNION side (only) can earn VP's via control (last to occupy or pass through with an Infantry unit) the following hexes at the end of the game. All objectives begin play in Confederate control.
- Moser House Crossroads 2206 = 2 VP's
- Crossroads 2405 = 1 VP
- Widow Main House 2808 = 1 VP
- Bent House 2617 = 2 VP's
- Haupt House 2713 and O'Neil House 2715 = 1 VP (must control both to earn the VP)
In addition, each player receives ½ VP for each one step (Fragile) enemy Infantry unit on the Broken Track or eliminated at the end of the game, and 1 VP for each enemy two sided (steps) enemy unit on the Broken Track or eliminated at the end of the game.
At the end of play subtract Confederate VP's from Union VP's (remember, only the Union side earns objective control VP's). If the result is 5 or more, the Union wins; any other result is a Confederate victory.
16.3 Scenario 3: The Battle for South Mountain
This scenario covers the full day's fighting at South Mountain. It begins at 8 AM and ends at the completion of the 7:30 PM Turn (see Special Rule 10 for Night), unless the Union scores an Automatic Victory (see Victory Determination, below) first. Play will be wide open with both sides choosing where to send their reinforcing formations and where to stand and fight. The entire map area is in play (but see Special Rules 1, 3 and 8). Play Note: G. B. Anderson's Brigade (Hill's Division) and G. T. Anderson's Brigade (Jones' Division) are both present, please do not confuse the two formations.
Union Army Setup
- Farnsworth's Brigade* (3 units) mounted or dismounted (player choice), Gibson's Artillery within 5 hexes of 3833 (Bolivar). *See Special Rule 1.
- Benjamin's Artillery Hex 3833 (Bolivar)
- Scammon's Brigade (4 units) Hex 3137, one unit per hex on the Road stretching back to Hex 3436
- WVA Cavalry* Hex 3041 (mounted or dismounted, player choice). *See Special Rule 4
Union Reinforcements See Special Rule 8
- 9:30 AM Crook's Brigade (5 units), McMullin's Artillery, Simmond's Artillery Hex 4034
- 12:30 PM Remove Union Rally! chit from the game, add the white Indecision chit to draw cup, Remove WV Cavalry if still in play (See Special Rule 4). Begin Artillery Rest Phase roll (Special Rule 11).
- 1:00 PM Place Wilcox leader in draw cup. Christ's Brigade (5 units), Welsh's Brigade (3 units), Cook's Artillery Hex 4034
- 1:30 PM Place Sturgis leader in draw cup. Nagle's Brigade (4 units), Fererro's Brigade (4 units), Durell's Artillery, Clark's Artillery Hex 4034
- 2:30 PM Place Meade leader in draw cup. Seymour's Brigade (5 units), Magilton's Brigade (3 units), Gallagher's Brigade (4 units), Simpson's Artillery, Cooper's Artillery, Ransom's Artillery Hex 4022
- 3:30 PM Remove Indecision chit from the game. Place Hatch and Rodman leaders in draw cup. Event Chits Black Hats, Command Confusion, McClellan (CIC) are added to Event Mix. Phelps Jr.'s Brigade (5 units), Doubleday's Brigade (4 units), Patrick's Brigade (4 units), Gibbon's Brigade (4 units), Edgell's Artillery, Monroe's Artillery, Reynold's Artillery, Campbell's Artillery Hex 4022,
- 3:30 PM Fairchild's Brigade (3 units), Harland's Brigade (4 units), Muhlensberg's Artillery Hex 4034
- 4 PM +1 random draw event chit per Turn
- 4:30 PM Place Ricketts leader in draw cup. Event Chits Double-Quick, Overshoot, and Hold Fire! are added to Event Mix. Duryee's Brigade (4 units), Christian's Brigade (4 units), Hartsuff's Brigade (4 units), Matthews' Artillery, Thompson's Artillery, Hex 4022
Confederate Army Setup
- 5th VA Cavalry* (dismounted), Pelham's Horse Artillery Wise's House Hex 1929. *See Special Rule 4
- Colquitt's Brigade* (5 units) within six hexes of 1818. *See Special Rule 3
- Garland's Brigade (5 units), Bondurant's Artillery, Hex 1925, one unit per hex on the Trail stretching back to 1821
- Hardaway's Artillery, Jones' Artillery, Carter's Artillery, Lane's Artillery within 2 hexes of 1216, one unit per hex. See Special Rule 12
Confederate Reinforcements See Special Rule 8
- 10 AM G. B. Anderson's Brigade* (4 units) Hex 1016. *See Special Rule 9
- 11 AM Rodes' Brigade (5 units) Hex 1016
- 12 NOON Ripley's Brigade? (4 units) See Special Rule 2
- 12:30 PM Remove Reaction chit from the game, add the white Indecision chit to draw cup, Remove 5 VA Cavalry if still in play (See Special Rule 4). Begin Artillery Rest Phase roll (Special Rule 11).
- 1 PM Event Chit Lee (CIC) and Arrival are added to Event Mix. Drayton's Brigade (5 units), G. T. Anderson's Brigade (5 units), Hex 1016. Play Note: These two Brigades arrive without their Division Commander (Jones, who does not arrive till 2 PM), so activation is only possible until then via the Arrival chit or CIC Lee.
- 2 PM Place DR Jones leader in draw cup.
- 3:30 PM Remove Indecision chit from the game. Place Hood leader in draw cup. Event Chit Command Confusion is added to Event Mix. Stevens' Brigade (5 units), Garnett's Brigade (4 unit), Kemper's Brigade (5 units), MacBeth's Artillery Hex 1016
- 4 PM Event Chit Longstreet* is added to Event Mix, also +1 random event chit draw per Turn. *See Special Rule 5
- 5 PM Event Chit Double-Quick is added to Event Mix. Wofford's Brigade (4 units), Law's Brigade (4 units) Hex 1016
- 5:30 PM Walker's Brigade (6 units), Hex 1016
Activation and Event Chits in Draw Cup (graphic): Cox (Union, Command Rating 5), Pleasonton (Union, Command Rating 3), USA Key Chit, USA Random Chit, Fog of War (*Use 16.3 Fog of War Table on back of rules); DH Hill (Confederate, Command Rating 5), CSA Key Chit, CSA Random Chit, Fortunes of War. At 4pm each side will randomly draw TWO chits in addition to the KEY CHIT to add to the draw cup (thus each side will have THREE event chits in the cup per turn, 2 Random and 1 Key chit).
Starting Event Chit Mix (graphic): Union – Rally!, Charge!, Firefight, Fatigue, Skirmishers. Confederate – Rally!, Reaction, Firefight, Fatigue, Skirmishers. Set all other Event Chits aside.
Special Scenario Rules
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Command Areas: For command purposes (both sides), the National Road (Pike) separates the battlefield into a South (Fox's Gap) and a North (Twin Spurs) section. For the Union player, the IX Corps is committed to the South portion of the map, while the I Corps is committed to the North portion of the map. This means that any unit from a formation of that Corps may not move (nor advance) more than 2 hexes away from the National Road in a direction that is opposite of its command portion of the map. For example, a unit from I Corps (North) could legally move to hex 1820, or hex 2627, or hex 3634, but not beyond that. If for any reason (e.g., a retreat) a unit is forced outside of its Corps command boundary, it must move back into its Command Area at the earliest opportunity. If a formation sets-up in a Command Area, it is committed there for the entire game (e.g., Garland sets-up in South Command at Fox's Gap, so his Brigade may not go to North Command).
Pleasonton's Cavalry was tasked to protect the National Road (for later army advances), so those Union Cavalry units (including the 3 USC&G Horse Artillery Battery, as an exception to the normal rules) are assigned to North command. Historical Note: Benjamin's Battery (Wilcox's Division) was temporarily assigned to provide fire support for Pleasanton's cavalry, but in the game the Union player is free to deploy it anywhere.
The Confederate player is under no such Corps (Division) command restrictions, units (even portions of a Brigade) may be sent wherever desired (but see Special Rule 3). However, once committed to either the North or South areas of play, those Confederate units must remain in those command areas for the remainder of the game. For example, the Confederate player decides to send two units of G. B. Anderson's Brigade to support Fox's Gap. Those two units move towards Fox's Gap and are thus committed to the South command area for the remainder of the game.
IMPORTANT: As long as a Confederate formation/units stay within 2 hexes of the National Road, they do not have to commit to either the North or South portion of the map until they actually move beyond the 2 hex limitation. Continuing the above example, the other two regiments of G. B. Anderson's Brigade remain next to the Mountain House, so they are free to deploy later to the North or the South as the Confederate player sees fit.
This rule in no way impacts Artillery which can freely move anywhere (but see above for the Union Horse Artillery unit, and also Special Rule 12 below).
Play Note: It usually should be obvious for most units whether their commands are North or South, but we have included some markers in the mix for reference purposes if the need arises; use the markers on the map or on the Brigade Activation sheets as you wish.
Victory Determination
VP's earned once per game upon capture (and hold with any non-Artillery unit until the end of the indicated Turn, unless otherwise specified):
- UNION ONLY (1 VP) occupy (not just control) - at the end of the 12:30 PM Turn – Steven's House, 3127
- EITHER side (4 VP's) whomever controls - at the end of the 12:30 PM Turn - Fox's Gap, 1927
- EITHER side (1 VP) whomever controls – at the end of the 12:30 PM Turn – Wise's House, 1929
- UNION ONLY (10 VP's) achieve control of the Mountain House (1818) at the end of any Turn prior to 3 PM; these VP's are in addition to the VP's listed below.
- UNION ONLY (1 VP): achieve control of the D. Hutzel House (1229) at the end of any Turn prior to 3 PM; this VP is in addition to the VP listed below.
VP's earned only at the end of the game:
- EITHER SIDE (5 VP's): Mountain House, 1818
- EITHER SIDE (3 VP's): Fox's Gap, 1927
- EITHER SIDE (2 VP's): Moser House crossroads, 2206
- EITHER SIDE (2 VP's): Bent House, 2617
- EITHER SIDE (1 VP): Widow Main House, 2808
- EITHER SIDE (1 VP): D. Hutzel House, 1229
- UNION ONLY (10 VP's): Zittle House, 1216
- CONFEDERATE ONLY (3 VP's): Frosttown, 3115
- CONFEDERATE ONLY (3 VP's): D. Beachley House, 2725
- CONFEDERATE ONLY (1 VP): Mentzer's Saw Mill, 3038
In addition, each player receives ½ VP for each one step (side) enemy Infantry unit on the Broken Track or eliminated at the end of the game, and 1 VP for each enemy two sided (steps) enemy Infantry unit, or any Artillery unit, or any Cavalry unit on the Broken Track or eliminated at the end of the game. Also, the Union may receive an additional VP for Confederate Ripley's Brigade's appearance (see Special Rule 2).
Subtract Confederate VP's from Union VP's (retain any fraction), and if the total is 3 or more the Union side has prevailed. If the difference is 0 or less, the Confederates have won. If the result is 1 or 2, the battle is a Draw.
UNION AUTOMATIC VICTORY – If the Union occupies or was the last to pass through (with any Infantry unit) the following six hexes at the end of any Turn, they have achieved an Automatic Decisive Victory: Mountain House (Hex 1818), Zittle House (Hex 1216), D. Beachley House (Hex 2725), Mentzer's Saw Mill (Hex 3038). Frosttown (Hex 3115), and Moser's Crossroads (Hex 2206).
Historical Note: In essence, the Union establishes a broad front advance and potentially traps part of Lee's Army at South Mountain, which would have had a key impact at Antietam 3 days later.
Confederate Player Notes: The Confederate army is somewhat brittle so the Rebel player will have to wisely balance giving up terrain versus the potential of heavy losses (and resulting VP's to the Union side). You will have to carefully judge how much strength to (permanently) send to South Command for the fight at Fox's Gap, and how much strength to preserve for the North (VP's and also to prevent a Union Automatic win). Just throwing units at more powerful Union formations likely will result in excessive Confederate losses disproportionate to the historical battle. Consider use of your Rally! chit to try and bring back eligible units from the Broken Track, especially while the Union player is unable to do so after 12:30 PM (when his Rally! chit is removed from the game). When the Indecision chit is in effect, you may not be able to deploy proper defensive positions (especially to the extent of the North Command area), so as soon as practical prepare for the inevitable Union assault there. Finally, don't be overwhelmed by enemy numbers late in the day, terrain and time are your friends.
Union Player Notes: Why doesn't the Union just use its superior strength to march up the National Road and smash their way through to victory? Well you can certainly try, but because of the vagaries of the activation system and the stacking rules, more often than not Brigades will simply just get in each other's way. The historical commanders knew that this blunt approach was an inefficient use of massed formations, so spreading the Rebels out should allow most of your formations to engage. You'll often be faced with a decision whether to push forward Brigades in play for piecemeal attacks or wait and bring on additional Brigades for much-needed attack support. Note that we shifted I Corps reinforcements to Mount Tabor Church to avoid extreme counter clutter at Bolivar, and also to remind players of the North/South Command Area limitations (Mount Tabor is basically a Turn's march from Bolivar). You will lose your Rally! chit at 12:30 PM, reflecting extreme fatigue and ammunition shortage – multiple Union regiments did withdraw due to such considerations before the battle was actually over. Do not despair if you roll poorly for post-Indecision activations, you have plenty of Brigades available and should be able to move at least some of them forward. Finally, while a rich source of VP's, Fox's Gap is not required for a Union Automatic Victory. While it's unlikely that the South will be able to capture their specific objectives by game's end, those objectives are in place to keep the Union player honest.
Fog of War Tables
16.1 Fog of War Table
- 1-3: No Event
- 4: Union Leader Casualty - (Lt. Colonel Rutherford B. Hayes, wounded) The Union 23 Ohio Regiment is always considered Supported for the remainder of the scenario. Place reminder marker. This event may occur just once, ignore if rolled again. Historical Note: After being wounded, Hayes refused to leave the field and thus continuously inspired the troops with his gallantry.
- 5: Confederate Leader Casualty - (General Samuel Garland, killed) For the remainder of the current Turn, all units in Garland's Brigade are considered Unsupported (they can neither give nor receive Support). Place reminder markers on effected units. This event may occur more than once. Historical Note: As word of Garland's death spread throughout his Brigade, his regiments became dispirited.
- 6: Friendly Fire - Roll a die, on a 1-3 the Confederate player gets the marker and on a 4-6 the Union player gets the marker. This chit may be held until an enemy unit(s) attempts to Fire or initiate a Close Combat. If Fire, the entire Fire is cancelled. If Close Combat, the entire Close Combat is cancelled (i.e., there is no Defensive Fire). If not used by the end of the Turn, it is discarded. Play Note: The Friendly Fire chit never goes into the draw cup. This event may occur more than once.
16.2 Fog of War Table
- 1-2: Charge! – The Union player receives the Charge event chit for play this turn. It remains in the available pool for future turns. Ignore this result if rolled again.
- 3-4: Union Fatigue - The Confederate player selects any one Union unit that does not have a Morale Hit marker and give it a "Shaken" marker.
- 5-6: Good Ground - The Confederate player chooses one of his occupied hexes (any terrain type, even Clear) and places a 'Good Ground' marker on it; units(s) in that hex receive an additional 1 Left column shift when defending against enemy Fire or Close Combat. The hex keeps the 'Good Ground' marker until any unit (friendly or enemy) moves into or leaves the hex, then remove it. If no 'Good Ground' marker is available (there are 2), ignore this roll. Play Note: an in-play Good Ground marker cannot be just picked up and moved elsewhere; there must be a marker not in-play to implement this event. The event represents defenders finding a favorable terrain niche that is below the scale of the game.
16.3 Fog of War Table
- 1: Huzzah! – Union units may only advance 1 hex after any Close Combat; thus, Union two-hex advances after CC are prohibited for the remainder of this Turn.
- 2: Rough Going – For the remainder of the Turn, Union units under a Maneuver Order (only) subtract 2 MP's from their Movement Allowance (so from 7 MP to 5 MP). There is no effect on Union formations that are not under a Maneuver Order.
- 3: Wayward Confederate Move – The Union player may move any Confederate unit 1 hex in any direction (this does not trigger Withdrawal Fire). The unit may not be moved across prohibited terrain nor off the playable map area, it may not exceed stacking rules, nor may Artillery violate the 2 hex engagement rule.
- 4: Wayward Union Move – The Confederate player may move any Union unit 1 hex in any direction (this does not trigger Withdrawal Fire). The unit may not be moved across prohibited terrain nor off the playable map area, it may not exceed stacking rules, nor may Artillery violate the 2 hex engagement rule.
- 5: Possible General Casualty – Roll two dice and read the roll as a number from 11 to 66 (with red being the tens digit and white being the ones digit). Then consult the General Casualty Table for the result. If the listed General does not yet have a Brigade in play, ignore this event.
- 6: Friendly Fire - Roll a die, on a 1-3 the Confederate player gets the marker and on a 4-6 the Union player gets the marker. This chit may be held until an enemy unit(s) attempts to Fire or initiate a Close Combat. If Fire, the entire Fire is cancelled. If Close Combat, the entire Close Combat is cancelled (i.e., there is no Defensive Fire). If not used by the end of the Turn, it is discarded. Play Note: The Friendly Fire chit never goes into the draw cup. This event may occur more than once.
PART 3: ERRATA AND CLARIFICATIONS
A Greater Victory Errata and Clarifications (as of 11/15/22)
- (2.1) errata: Confederate Walker's Brigade, fragile units are missing their yellow strength dots (it's obvious that they are fragile because if you go to flip them, the front side is blank).
- Confederate Palmetto's Sharpshooters mistakenly has their front value in black, not white.
- The three spare (extra) Confederate leaders (Hill, Jones, and Hood) have their reverse sides one column off (wrong info), so they're misprinted on the back. These three counters are not needed at all, we recommend throwing them out to avoid confusion with the correctly provided counters.
- (9.0) clarification: The rules and player aids are correct, there is no Overhead Fire penalty in this game (the vertical scale here is greater than other titles in the series).
- (16.2) clarification: The Confederate event chit "Last Stand" is used only in Scenario 16.2.
- (16.3) clarification: An Artillery unit brought on as a reinforcement during the Artillery Rest period (special rule 11) does count against the two activation per turn limit.
Blind Swords Series Rules Revisions (11/30/2021)
Publisher errata issued for the earlier (2021) printing of the Series Rules; Version 1.5 above may already incorporate some of these. Transcribed as printed.
- 7.3 a. Fortunes of War - if this chit is drawn as the last chit of the turn there is no effect on the first chit of the following turn.
- 11.0 - first bullet point should read: Cohesion tests resulting from the Defensive Fire are resolved on the Fire Combat Cohesion Test Table. Cohesion tests resulting from the Attackers Close Combat use the Close Combat Cohesion Test table.
- 11.0 - second bullet point should read: A Close Combat Cohesion Test is always required after a Close Combat attack regardless of the result achieved on the Combat Results Table.
- 11.0 d. it is possible that after defensive fire and modifiers that the remaining attacking units have a modified column of less than the "C" column. In this case the attacking units suffer a deplete result and retreat 3 hexes.