RulesPal
Chat
Rulebook
Across the Potomac thumbnail

Across the Potomac

Across the Potomac Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 The Game In General
    • 1.2 Game Scale
    • 1.3 Rules for Basic Game
    • 1.4 Abbreviations
  • 2.0 Components
    • 2.1 In General
    • 2.2 Dice
    • 2.3 Alternative Dice Table
    • 2.4 The Maps
    • 2.5 Counters
    • 2.6 Sample Combat Units
    • 2.7 Side
    • 2.8 Unit Types
    • 2.9 Historical Identification
      • 2.9.1 Union Abbreviations
      • 2.9.2 Confederate Abbreviations
    • 2.10 Strength Value
  • 3.0 How to Win
    • 3.1 Winning in General
    • 3.2 Combat
    • 3.3 Foraging
    • 3.4 Enemy Cities
    • 3.5 Battlefield Possession
  • 4.0 Setting Up
    • 4.1 Double Blind
    • 4.2 Unit Setup
    • 4.3 Turn Record Sheet and Markers
    • 4.4 Fog of War
  • 5.0 Sequence of Play
    • 5.1 Sequence in General
    • 5.2 Sequence Outline
    • 5.3 Game Length
  • 6.0 Reinforcements
    • 6.1 Arrival
    • 6.2 Confederate Reinforcements
    • 6.3 Union Reinforcements
    • 6.4 Susquehanna River
  • 7.0 Muster-Outs and Withdrawals
    • 7.1 In General
    • 7.2 Delays
    • 7.3 Muster-Outs
    • 7.4 Withdrawals
      • 7.4.1 Northern Draft Riots
      • 7.4.2 North Carolina
    • 7.5 Penalty
  • 8.0 Commands and Actions
    • 8.1 Commands and Actions In General
    • 8.2 Command Points
    • 8.3 Meade
    • 8.4 Capture the Flag
    • 8.5 Actions
    • 8.6 Sequence
  • 9.0 Stacking and Movement
    • 9.1 Stacking in General
    • 9.2 Army Headquarters
    • 9.3 Movement Values
    • 9.4 Movement Bonus
    • 9.5 Roads
    • 9.6 Barriers
    • 9.7 Garrison Units
    • 9.8 Forced Marching
    • 9.9 Border Restrictions
  • 10.0 Combat
    • 10.1 Combat Sequence
      • 10.1.1 Combat Deployment
      • 10.1.2 Preparatory Barrage
      • 10.1.3 Defensive Fire
      • 10.1.4 Offensive Fire
      • 10.1.5 Redeployment
      • 10.1.6 Attacker Advance-after-Combat
    • 10.2 Firing Procedures
    • 10.3 Strength Modifiers
    • 10.4 Instantaneous Hits
    • 10.5 Garrison Units
  • 11.0 Terrain Effects on Combat
    • 11.1 In General
    • 11.2 Rivers
    • 11.3 Tidal and Blocked Hexsides
    • 11.4 Border Hexsides
  • 12.0 Retreats
    • 12.1 Retreats in General
    • 12.2 Subsequent Defense
    • 12.3 Garrison Surrender
    • 12.4 Extra Hit
    • 12.5 Canceled Retreats
    • 12.6 Cavalry Retreat Before Combat
  • 13.0 Foraging
    • 12.1 Foraging in General [sic: printed as "12.1" under section 13.0; sequence indicates 13.1]
    • 13.2 Foraging Restrictions
  • 14.0 Fatigue and Rest
    • 14.1 Fatigue in General
    • 14.2 Effects of Fatigue
    • 14.3 Resting
    • 14.4 Supply Depots
  • 15.0 Fog of War
    • 15.1 Enemy Territory
    • 15.2 Friendly Territory
    • 15.3 Cavalry Patrol Zones
    • 15.4 Probes
    • 15.5 Attacks
    • 15.6 Movement
    • 15.7 Foraging
    • 15.8 Updating
  • 16.0 Optional Rules
    • 16.1 Weather
    • 16.2 Bridge Burning
    • 16.3 Union Naval Movement
    • 16.4 Pickett Goes West
    • 16.5 Old Hands vs Beginners
    • 16.6 Reynolds Takes Command
  • 17.0 The Great Invasion Scenario
    • 17.1 In General
    • 17.2 Union 16 June Setup Changes
    • 17.3 Confederate 16 June Setup Changes
  • 18.0 Lee vs Meade Scenario
    • 18.1 In General
    • 18.2 Special Rules
    • 18.3 Union 29 June Setup Changes
    • 18.4 Confederate 29 June Setup Changes
  • 19.0 1862 Scenario
    • 19.1 Union Setup
    • 19.2 Confederate Setup
  • 20.0 Designer's Notes
  • 21.0 D-ELIM
    • 21.1 Confederacy
    • 21.2 Union

1.0 Introduction

1.1 The Game In General

A. Across the Potomac simulates the Civil War campaign fought in the eastern theatre from 3 June to 22 July, 1863. The battles of Brandy Station, Second Winchester, and Gettysburg occurred during this campaign. One player acts as Gen. Robert E. Lee, commanding the Confederate forces in the game. The other player acts as the commander in chief of the Union Army of the Potomac. Maj. Gen. Joseph Hooker held this position until 28 June, when Lincoln replaced him with Maj. Gen. George G. Meade. Both players attempt to win by occupying territory and destroying enemy forces.

B. A complete game of Across the Potomac takes about four hours to play, but the shorter scenarios can be finished in less time.

1.2 Game Scale

A. Each hex on the map represents 10 miles across.

B. Each game turn represents one day.

C. Each unit represents a corps, division, or brigade of between 1,500 to 13,500 men.

1.3 Rules for Basic Game

The designer/publisher recommends omitting these rules when first playing to get an idea for the flow of the game: 3.5, 4.1, 4.4, 6.0, 7.0, 9.8, 9.9, 10.8, 10.9, 10.10, 11.4, 12.0, 14.0, 15.0, 16.0, 17.0, 18.0.

1.4 Abbreviations

AbbrExplanationAbbrExplanation
CPCommand PointSPStrength Point
MAMovement AllowanceTRSTurn Record Sheet
MPMovement PointVPVictory Point
PZPatrol Zone

2.0 Components

2.1 In General

The components to a complete game of Across the Potomac include these rules, two identical maps, 125 die-cut counters, (The other three counters are errata for other games.), a Battle Card, and a Turn Record Sheet (TRS).

2.2 Dice

To resolve combat, players must provide a standard six-sided die (d6) and a ten-sided (decimal) die (d10). These may be purchased inexpensively at most game and hobby stores. When using a decimal die in this game, always read a 0 as a 10.

2.3 Alternative Dice Table

If you do not have any decimal dice, use two six-sided dice and this table. Roll both dice and cross-index them on the following table. The order of the rolls is important. Different colored dice may be used to distinguish first from second rolls, or roll a single die twice.

First RollSecond Roll 123456
1111222
2333444
3555666
4777

2.4 The Maps

A. The maps show the militarily significant terrain of the region in 1863. Use both maps when playing with the double-blind rules. Use one map if playing without those rules or for solitaire play.

B. A hexagonal (hex) grid has been superimposed on the maps to regulate the placement and movement of units. A unit is considered to be in only one hex at a one time. Each hex contains terrain features that may affect the movement of units and combat between units.

C. The terrain and artificial structures on the map have been altered slightly from their real-world configurations to make them fit within the hex grid, but the relationships between the terrain from hex to hex are accurate to the degree necessary for presenting players with the same space/time dilemmas faced by their historic counterparts in the actual campaign.

D. Each hex on the map has a unique four-digit designation for setup and play purposes.

Example: The city of Baltimore is in hex 2013.

Design Note: When playing Across the Potomac double-blind (on two maps), each side's units and map are kept out of the direct sight of the opponent throughout much of the game. When playing double-blind, a degree of mutual trust and honesty is needed to play the game successfully.

2.5 Counters

A. Most of the counters included in the game represent combat units that participated in the campaign. Others are provided as informational markers and memory aids. After reading through these rules, carefully punch out the counters. Trimming the dog ears off their comers with a fingernail clipper facilitates handling and stacking during play.

B. Each combat unit counter displays several pieces of information: historical identification, unit type, strength value, movement allowance, setup location, and the side the unit is on.

Errata: The Confederate units marked 3510 should be set up in 3509 (Richmond).

2.6 Sample Combat Units

A. This unit is the 2nd Division of the Union 8th Corps. It is an infantry unit with a strength of 2 and a movement value of 1. It sets up in hex 2519.

B. The R indicates the unit is a reinforcement and enters play after the game has begun (6.0).

C. The red band indicates the unit may not cross the USA/CSA border (9.9).

D. The double-icon units are corps; this is important only for purposes of fatigue (14.0).

2.7 Side

The side a unit is on is indicated by its background color. Confederate units are printed on a gray background. Union units have a light blue background.

2.8 Unit Types

Each combat unit belongs to one of four types: Infantry, Cavalry, Field Artillery, and Heavy Artillery.

Historical Note: Heavy artillery consisted of large caliber pieces set in fortifications.

2.9 Historical Identification

A. Each unit is identified by its commander's name or a numerical designation. The number or letter before a slash is the division number or name; the number or letter after a slash is the parent corps or department.

B. For Union Middle Department units, the number before the slash is the independent brigade number.

C. The following designations have been abbreviated:

2.9.1 Union Abbreviations

AbbrNameAbbrName
1/CCavalry CorpsLWLeft Wing
1/MMiddle DepartmentMartMartindale
1/SDepartment of the SusquehannaNYNew York
C-MCampbell and MulliganPENational Guard Pennsylvania Emergency
DVaDepartment of VirginiaRWRight Wing

2.9.2 Confederate Abbreviations

AbbrNameAbbrName
Andrsn/3AndersonL-SLightfoot and Stark
DNCDepartment of North CarolinaRobtRobertson
Jenk/ImbJenkins and ImbodenRMRichmond Militia

2.10 Strength Value

A. This is a measure of a unit's ability to engage in combat. It is based on the number of men, the quality of their leadership, and their level of experience (which ranged from battle-hardened veterans to raw militia).

B. A unit's strength value, or strength points (SPs) is also the number of steps it has. Steps represent a unit's ability to absorb losses before being eliminated. Units may lose strength as a result of combat and muster-outs (7.0).

Example: If a 2-SP unit takes a hit in combat, it is flipped over so its 1-SP side shows. If a 1-SP unit (or a multi-step unit already reduced to its 1-SP value) takes a hit in combat, it is removed from play and placed in the destroyed units pile.

C. All units containing three or more steps are represented by two or three counters. Each such unit may have only one counter in play at any given time. The lower valued counters are substitutes for the higher counters as the units take step losses. A counter's status as a substitute unit is shown by a • for its setup designation.

Historical Note: Confederate units have relatively higher strength than their Union opponents because they had better elan from numerous victories. The Confederates have slightly higher step values because the organization and replacement system of the Union army was less efficient, resulting in more green units. Green units tended to take higher losses, giving them less staying power.

2.11 Movement Value

This number, also called movement allowance (MA), is a measure of a unit's ability to move across the hex grid printed over the map. Section 9.0 explains movement.

2.12 Markers

The counter mix includes several types of informational markers whose use will be explained in appropriate rules sections. The markers printed on the counter sheet are: Capital (8.4); Army HQ (9.2); Infantry and Cavalry (enemy location markers, 15.0); Depot (14.4); Attacker Location (10.1); Fatigued (14.0); Flank Attack (10.8); and Burned Bridge (16.2).

3.0 How to Win

3.1 Winning in General

A. Both sides attempt to score Victory Points (VPs) during the game. The side with the most VPs at the end of the game wins.

B. VPs are awarded for inflicting losses on enemy units, foraging in enemy territory, and capturing enemy cities. Record VPs on the TRS immediately as they are earned.

Historical Note: In game terms, the Union won the campaign by a small margin.

3.2 Combat

Each side earns 1 VP per enemy step destroyed in combat. Steps lost by withdrawal or muster-out do not count (7.0).

3.3 Foraging

A. Each side earns ½ VP per instance of foraging (13.0) in enemy territory. The map area is divided along the Potomac River and the Chesapeake Bay into Northern (Union) territory and Southern (Confederate) territory.

B. No VPs are earned for foraging in one's own territory.

3.4 Enemy Cities

A. Certain cities on the maps have VP numbers printed in their hexes. This is the number of VPs earned when a side first occupies that hex at the end of its player turn. (Treat Norfolk as a Union city even though it is in Southern territory.)

B. VPs may be earned only once per city, and the original owner earns nothing for recapturing its city.

C. VPs are earned only if the capturing side's unit ends its turn on the enemy city. No VPs are awarded if a unit moves through the hex but does not stop.

3.5 Battlefield Possession

A. Each side earns ½ VP each time it gains possession of the battlefield. This occurs when all enemy units in the battle retreat (12.0) or are eliminated.

B. If neither side retreats or loses all of its units in the battle, then the battlefield is still contested and neither receives the ½ VP.

Design Note: Possession of the battlefield represents a material as well as political gain for the victor.

4.0 Setting Up

4.1 Double Blind

After choosing sides, each player takes his/her counters and one copy of the map and sits facing the opponent across a table or desk. Players should sit close enough to be able to hand things back and forth easily but not close enough to look at the other's map. This is best accomplished by placing a divider between the maps.

4.2 Unit Setup

A. Place units on the map according to their setup codes.

B. Units designated • are substitute counters (2.10) and should be set aside.

C. Units designated R are reinforcements and should also be set aside.

4.3 Turn Record Sheet and Markers

A. Photocopy the TRS and place a copy in a neutral area between the players.

B. Place the game markers in a neutral area for both players to use.

4.4 Fog of War

Both players should announce the location of their units as required by section 15.0 after they have set up but before play begins.

5.0 Sequence of Play

5.1 Sequence in General

A. Across the Potomac is divided into up to 50 game-turns (turns). Each complete turn is divided into and Administrative Phase and two player-turns. The active side is the side whose player-turn it is. [sic: "and" printed for "an"]

B. Every action taken by either side must be carried out in the appropriate sequence.

C. The Confederate side goes first in every game turn.

D. Once a side finishes its activities for a given phase, it may not go back to perform some forgotten action or redo a poorly executed one unless the opponent graciously permits it.

5.2 Sequence Outline

The turn sequence is given below in outline form. The rest of the rules are organized, as much as possible, to explain things in the order they are encountered each turn.

A. Administrative Phase (optional)

  1. Both sides place available reinforcements (6.0).
  2. Both sides perform any required withdrawals (7.0).
  3. The Confederate side rolls dice to determine weather for that turn (16.1).

B. Confederate Player-Turn

  1. Confederate units are activated with Command Points (8.0).
  2. Confederate units may attack (10.0).
  3. Confederate units may move (9.0).
  4. Confederate units may forage (13.0).
  5. Confederate units may rest (14.0).

C. Union Player-Turn

  1. Union units are activated with Command Points.
  2. Union units may attack.
  3. Union units may move.
  4. Union units may forage.
  5. Union units may rest.

5.3 Game Length

A. The game starts on the 3 June turn. Players should agree beforehand on what turn to stop. For game balance, play at least through Turn 25 but no longer than Turn 50.

B. Play may end at any time if either side feels the situation has become hopeless and concedes.

6.0 Reinforcements

6.1 Arrival

A. Reinforcements appear when released by game events, such as the invasion of enemy territory. Each reinforcement enters play at a choice of hexes. The owner may place the unit on one of those hexes during the Administrative Phase of the turn.

B. The owner may delay a unit's entry as long as desired. A unit must delay its entry if all of its entry hexes are enemy-occupied.

C. Once a unit has been released for entry, it will appear even if the enemy subsequently leaves its release area.

6.2 Confederate Reinforcements

Confederate reinforcements appear as follows:

UnitRelease Conditions
CookePlace at Richmond or Petersburg at the start of Turn 7. (President Davis has already released this unit.)
ColquittPlace at Richmond or Petersburg ten turns after a Union unit moves within three hexes of Richmond or crosses the Blackwater River. When counting the three hexes from Richmond, do count the hex the Union unit is in but not the city hex.
EcholsPlace at Staunton or Lynchburg ten turns after a Federal unit moves within seven hexes of either of those towns.

Example: If a Union unit moves into hex 3408 on Turn 22, Colquitt appears on Turn 32.

Historical Note: Cooke and Colquitt were stripped from the Department of North Carolina. Echols was operating in Western Virginia and was alerted to move east during the campaign but never did.

6.3 Union Reinforcements

A. Union reinforcements are released when the first Confederate unit enters or attacks into Northern territory.

Example: If a Confederate unit crosses the Potomac River on Turn 13, the first Union reinforcement will appear at the start of Turn 16.

B. See the TRS for the list of Union reinforcements, and mark their appearance dates on the sheet once released.

6.4 Susquehanna River

When the first Confederate unit moves or attacks across the Susquehanna River, all remaining Union reinforcements appear one turn sooner than listed; adjust their appearance dates accordingly.

Historical Note: The release of Union reinforcements represents proclamations made by President Lincoln and Governor Curtin of Pennsylvania for volunteer militia to meet the Confederate invasion. Other Union military departments also contributed some of their regular troops for the emergency.

7.0 Muster-Outs and Withdrawals

7.1 In General

Muster-outs represent troops going home when their terms of service expire. Withdrawals represent troops sent to meet an emergency off map. The TRS lists specific information on withdrawals and muster-outs.

7.2 Delays

Sometimes a withdrawal or muster-out may be delayed due to the game situation. In such cases, perform the withdrawal or muster-out on the first turn after the situation changes.

Example: The Union may delay the muster-out of Nagle if any Confederate unit is in Northern territory. It must perform the muster-out as soon as all Confederate units have left Northern territory.

7.3 Muster-Outs

The TRS lists seven muster-outs for the Union. For each one, reduce the affected unit by one step. If all steps of the unit/corps are destroyed, ignore the muster-out. There is no penalty in such a case.

7.4 Withdrawals

If a unit required to withdraw has been eliminated, another infantry step must be withdrawn, but not a zero MA unit.

7.4.1 Northern Draft Riots

A. On 15 July the Union must withdraw the NY unit from play (or from the reinforcement list if it has not entered the game) to deal with the draft riots in New York.

B. The Union may delay this withdrawal if any Confederate unit is across (northeast of) the Susquehanna River.

7.4.2 North Carolina

A. The Confederacy must withdraw Colquitt from play (or from the reinforcement list) on 11 July to return to North Carolina.

B. The Confederacy may delay the withdrawal as long as Union units are within Colquitt's release range.

7.5 Penalty

Forfeit ½ VP for each turn a side fails to comply with a required muster-out or withdrawal.

8.0 Commands and Actions

8.1 Commands and Actions In General

Issue commands to their units to perform actions during the turn. These are expressed in Command Points (CPs). Actions include Attack, Move, and Forage. It requires no CPs for units to Rest.

8.2 Command Points

A. The Confederacy receives 2 CPs per player-turn that all Confederate units are in Southern territory, and 3 CPs per player-turn that any Confederate unit starts the turn in Northern territory.

B. The Union receives 1 CP per player-turn that all Confederate units are in Southern territory, and 2 CPs per player-turn that a Confederate unit is in Northern territory.

C. CPs may not be accumulated from one turn to the next.

8.3 Meade

A. Gen. Meade replaces Gen. Hooker as commander in chief of the Union Army of the Potomac the first time any of the following occurs:

  1. On the Union player-turn immediately after the Confederates capture Washington, Alexandria, or Baltimore.
  2. On the Union player turn immediately after a Confederate unit crosses the Susquehanna River.
  3. On the 13th day after the Confederates first enter Northern territory.

Example: If the Confederates cross the Potomac River on Turn 13, Meade will take command on Turn 26.

B. Once Meade replaces Hooker, the Union receives an extra CP per player-turn.

8.4 Capture the Flag

A. If the Confederacy captures Washington, it may remove the US flag. The Union loses 1 CP per turn for the remainder of the game.

B. If the Union captures Richmond, it may remove the Confederate flag. The Confederacy loses 1 CP per turn for the remainder of the game.

C. Neither side may regain its flag, even if it recaptures its capital hex.

8.5 Actions

A. During the player turn, the active side may spend each of its CPs to activate one unit or one stack of units (9.1). Every activated unit may perform one action that player-turn: Attack, Move, Forage, or Rest.

B. Units not activated automatically Rest.

C. The active side must decide which forces to activate that player-turn before performing any actions.

D. If a stack of units is activated, the units do not have to perform the same action or move together.

Example: One unit could march in one direction, another could march in a different direction, and another could forage.

E. No unit may perform more than one action per player-turn.

8.6 Sequence

Actions must be performed in the order below.

  1. First, conduct all attacks (if any).
  2. Next other units may move.
  3. After movement, other units may forage.
  4. Finally, units that performed no action may rest.

9.0 Stacking and Movement

9.1 Stacking in General

A. Stacking is the presence of multiple units in the same hex at the same time. There is no limit to the number of friendly units that may occupy the same hex.

B. Units may never stack with enemy units nor move into or through an enemy-occupied hex.

9.2 Army Headquarters

Each side has an army headquarters marker. To alleviate the problem of a tall, unwieldy stack, place all units of a particular stack onto the Army display box and then put the headquarters marker on the hex.

9.3 Movement Values

A. Units move from hex to adjacent hex; no skipping of hexes is allowed).

B. A unit's MA represents its movement ability when activated for movement.

C. A unit uses one movement point (MP) to move one hex.

D. The movement of each individual unit (or stack, if two or more units are moving together) must be completed before that of another is begun.

E. A unit does not have to use all its MPs when activated, but it may not accumulate MPs for a later turn, nor may MPs be loaned from one unit to another.

Design Note: There are partial hexes on the map for aesthetic reasons. Those hexes are playable. The gray area of the DelMarVa peninsula is not playable.

9.4 Movement Bonus

A. Units not moving into any slow ground at all or across an unbridged major river may move one extra MP. The presence of any other terrain type does not prevent the bonus.

B. The bonus does not apply during rain turns (but see Road Movement, 9.5).

Design Note: Nearly every hex on the map has roads within it and connecting it to the adjacent hexes. Slow terrain represents areas where the roads were too sparse or meandering to facilitate the rapid movement of large formations. The roads on the map represent the few roads good enough to withstand traffic during rain.

9.5 Roads

A. On rain turns, units moving exclusively on roads do get the movement bonus. Road and non-road movement may not be mixed for this purpose.

B. Units moving on a road through a slow ground hex may ignore the effects of that slow terrain.

C. To receive the road bonus, the unit must move exclusively from one road hex to another road hex across a hexside crossed by the road; if the unit enters or leaves the road hex by any other hexside it does not benefit from the road. If the road does not cross a hexside (such as between 2119 and 2220), road movement may not be used between those hexes.

9.6 Barriers

A. Units may not cross tidal river hexsides except at bridges.

Example: A unit may move from 2513 to 2413 but not from 2513 to 2512.

B. Units may never cross blocked hexsides.

9.7 Garrison Units

Units with a zero MA may never move (including force marching).

9.8 Forced Marching

Forced marching gives a unit an additional MP, but the unit fatigues after it moves the extra hex (see 14.0). A unit that is already fatigued may not force march. Units may never force march in rainy weather (16.1), even on roads. The forced march MP is in addition to the movement bonus.

9.9 Border Restrictions

Units with a red band may not move into enemy territory.

Historical Note: The border restrictions represent departmental boundaries as well as the refusal on the part of some militia to venture into enemy territory.

10.0 Combat

10.1 Combat Sequence

A. A battle occurs when one or more units attack a given hex.

B. A unit activated to attack may attack only one adjacent enemy-occupied hex.

C. An enemy hex may be attacked simultaneously from one or more adjacent hexes, but only one battle may occur for that hex per player turn.

D. Follow the sequence below for each battle:

10.1.1 Combat Deployment

A. The attacker announces the battle hex.

B. The defender removes all of its units from the battle hex and places them on the Battle Card. Differentiate fatigued units from rested units.

C. The phasing side removes the attacking units from the map and places them on the Battle Card.

D. Use the Attack marker to note the attacker's location on the map. If units are attacking from more than one hex, keep the attacking forces separate on the card so that at the end of combat they can be returned to their proper hexes on the map.

10.1.2 Preparatory Barrage

If present, attacking artillery units fire.

10.1.3 Defensive Fire

All surviving defenders (artillery and non-artillery) fire, one at a time.

10.1.4 Offensive Fire

Surviving attackers (except artillery that already fired) fire, one at a time.

10.1.5 Redeployment

A. Return all surviving units of both sides to their appropriate map hexes and remove the Attack marker.

B. Maintain the current step status of all units when returning them to the map.

C. Place any eliminated units in a destroyed units pile.

10.1.6 Attacker Advance-after-Combat

A. If all defending units in the battle were eliminated, any or all attacking units may (but are not required to) advance into the defender's hex.

B. This is a free movement resulting from combat. The attacker does not have to spend another CP or MPs to perform this advance, but only units involved in the combat may advance.

C. Defenders may never advance, even if all attackers are destroyed.

10.2 Firing Procedures

A. During combat, each participating unit may fire once.

B. A unit that fires immediately becomes fatigued. If already fatigued, it fires with fewer SPs (14.2).

C. A unit in combat is not required to fire, even if it is fired upon.

D. To fire, the owner specifies the unit which is firing and its target.

E. Roll one die (per Combat Table) and compare the result to the unit's strength value. If the roll is less than or equal to that value, the firing unit hits its target. If the roll is greater, it misses.

F. When a target is hit, flip it, or replace it to its next lowest step value. If the hit unit is already at its lowest strength, it is eliminated.

10.3 Strength Modifiers

A. A unit's firing strength may be modified up or down by terrain (11.5), fatigue status, and flanking position (10.8).

[Note: 11.5 is cited here but is not printed in this document; the terrain effects it refers to are listed on the Battle Card, which is not part of the rules PDF. See 11.1D.]

B. All modifiers are cumulative.

C. A unit with 0 SPs may still participate in combat but will not be able to inflict any casualties on the enemy.

10.4 Instantaneous Hits

A. Fire one shot at a time, with all hits taking effect immediately.

B. In some cases, a unit may be eliminated before it gets a chance to fire.

Design Note: There are no replacements, and units may not merge together during the course of the game. This represents the disorganization caused by the loss of key line officers and men. It would take a month or more of rest and reorganization for an army to recover its fighting effectiveness after a major battle.

10.5 Garrison Units

Units with a zero MA may neither attack nor advance. They may only defend against enemy attacks.

10.6 Artillery

A. Infantry and cavalry units may not fire at enemy artillery units unless there are no enemy infantry or cavalry targets (either having been eliminated or not present at the beginning of the battle). This restriction does not apply to artillery fire, artillery units may fire at any target.

B. An artillery unit may never attack alone. To receive an attack order, it must go into combat stacked with at least one infantry or cavalry unit.

10.7 Heavy Artillery

Heavy artillery units may never attack, but they may fire twice if defending. Such a unit may fire at two different targets if desired.

10.8 Flank Attacks

A. A flank attack occurs when attackers from two or three hexes attack the same enemy hex. Flank attacks were hard to coordinate but effective when they worked.

B. After Combat Deployment (10.1.1), the attacker must specify the hex of attacking units that is the frontal attack. These units will automatically attack as normal. All other attacking units are flankers.

C. The attacker then rolls one d6 per hex of flankers to determine whether the attacking units from those hexes may participate in the battle. If the die roll is less than or equal to the attacker's Coordination Value, the units from that flanking hex each fire with a +1 strength bonus. Place a Flank Attack +1 marker by that group of units.

D. If the die roll is greater than the attacker's Coordination Value, the units from that flanking hex may not fire or be fired at during the battle. Place a Failed Flank Attack marker by that group of units.

E. Units that fail a flank attack may still advance after combat if the frontal attack succeeds (better late than never).

F. The attacker must commit its units to a flanking attack before rolling to see if it becomes coordinated.

10.9 Coordination Values

The Confederacy (Lee) has a Coordination Value of 4. Meade has a value of 3, and Hooker has a value of 2.

10.10 Defenders in Flank Attacks

A. When flanked, defending units fire normally at attacking units, frontal or flanking, but may never fire at failed flank attackers.

B. If defensive fire eliminates all the frontal attackers, then the surviving flankers immediately lose their +1 flanking bonus, and they will fire normally during Step 4 (10.1.4). Failed flankers still may not fire.

Design Note: In other words, a flanking attack will not work if the frontal attack is overwhelmed because the enemy will have time to shift its own front around.

10.11 Combat Example

A. This illustrates the battle of Second Winchester.

B. It is the Confederate player-turn of 14 June. The following units are in hex 2620: Jenk/Imb; Early, Johnson, Rodes/2, and Valley. The Union has the 2/8 in Winchester (and wishes otherwise). The Confederacy has used 1 CP to activate the units in 2620, and announces an attack into Winchester.

C. Both sides deploy their units onto the front line positions of the Battle Card except the Confederacy has chosen to hold back Jenk/Imb. It remains on the map and will not participate in the battle.

D. The Confederate artillery fires first. The battle hex is plain terrain, so the Confederacy rolls a d10, needing a 1 or 2 to hit. The roll is an 8 and the 2 Artillery unit is now fatigued.

E. The Union unit now fires. The Union chooses to fire at Johnson, rolling a d6 and needing a 1 or 2 to hit, but also misses. The 2/8 is fatigued.

F. The Confederacy now fires back with its infantry. Rolling a d6, it gets a 3 for Early, a hit. The 2/8 is flipped to its 1-step side, and Early is fatigued. The Valley unit fires, misses, and is fatigued. The Confederate rolls a 1 for Johnson; eliminating the 2/8. Johnson is fatigued.

G. Rodes never fired, so it remains rested.

H. The Union retreats to hex 2419, allowing it to recover one step of the 2/8 (12.1).

I. The Confederacy advances (gaining ½ VP), removing its units from the Battle Card and placing them in the Winchester hex. The Confederacy also places a Fatigued marker over all the units except Rodes. As Jenk/Imb is still activated, it marches into Winchester to join the victors.

11.0 Terrain Effects on Combat

11.1 In General

A. The terrain of the defender's hex (the battle hex) determines the die to roll for a unit when firing.

B. Each unit uses either a six-sided (d6) or ten-sided (d10) die.

C. The terrain of the intervening hexside may limit the number of units that may attack across that hexside.

D. The effects of each type of terrain are listed on the Battle Card.

11.2 Rivers

A. A maximum of four units may attack across a minor river hexside.

B. A maximum of two units may attack across a major river hexside.

11.3 Tidal and Blocked Hexsides

Units may not attack across a blocked or tidal river hexside, even if there is a bridge.

11.4 Border Hexsides

Units not allowed to move across border hexsides into enemy territory may also not attack across them (9.7). [sic: the cross-reference is printed as 9.7; the border restriction is section 9.9.]

12.0 Retreats

12.1 Retreats in General

A. Retreating allows a side to recover one step from one of its units (including an eliminated unit) from the total hits scored against it during the combat.

B. Retreats are not permitted if units suffered no hits.

C. A retreat awards the opponent gains ½ VP for having possession of the field (3.5).

D. When the attacker retreats, it forfeits the opportunity for its non-artillery units to fire. All attacking units are placed back in the hex(es) from which they launched the attack, and they are immediately fatigued.

E. When the defender retreats, all surviving units are fatigued (whether or not they fired). They must move to an adjacent hex according to these restrictions:

  1. The retreating units may not cross an unbridged tidal or blocked hexside, exit the map edge, or enter an enemy-occupied hex.
  2. The retreating units must retreat either to a hex not adjacent to enemy units or to a hex occupied by friendly units (whether or not it is adjacent to the enemy).
  3. Only if the retreating units cannot comply with the second restriction above may they retreat to an unoccupied hex adjacent to the enemy.

F. Any unit that cannot retreat within the above restrictions is eliminated.

G. Defenders must retreat as a stack.

H. Retreating does not count against a unit's movement for the next player-turn, nor does it cost CPs.

12.2 Subsequent Defense

If a defending unit retreats from one attack and finds itself in a hex that comes under subsequent attack that same player-turn, it may participate normally in the second combat and even retreat again.

12.3 Garrison Surrender

A. Units with a zero MA may never retreat.

B. They automatically surrender (and are eliminated) if the other defenders in the hex retreat.

12.4 Extra Hit

A. If all enemy units are eliminated before the firing side has finished firing all of its units, it may continue firing at the destroyed target(s) to try to gain an extra hit.

B. If scoring the extra hit, the enemy may not retreat to retrieve one of its steps. In effect, the extra hit represents overwhelming fire from which the defenders cannot escape.

12.5 Canceled Retreats

When using the fog of war rules (15.0), the defender must announce the hex it wishes to retreat to. If any enemy unit occupies that hex, the retreat path is blocked and the retreat is immediately canceled.

12.6 Cavalry Retreat Before Combat

A. Defending cavalry units may elect to leave the battlefield after combat deployment but before firing begins. Such cavalry units may not fire or be fired at, and they must retreat out of the battle hex at the end of combat unless other defending units still remain in the hex, in which case they stay.

B. If they retreat out of the hex, they are automatically fatigued.

13.0 Foraging

12.1 Foraging in General [sic: printed as "12.1" under section 13.0; sequence indicates 13.1]

A. Foraging represents the use of small raiding parties to procure provisions in enemy territory.

B. The side foraging earns ½ VP per instance of foraging.

C. Record VPs earned through foraging on the TRS.

13.2 Foraging Restrictions

A. Units may only forage in towns in enemy territory.

B. Only infantry and cavalry units may forage. Artillery units may not forage.

C. Only one unit per hex may forage per turn. A given town may be foraged any number of times during the game, but only once per turn.

D. A unit may not forage in a hex adjacent to a located enemy unit unless an unbridged tidal hexside separates the two.

E. A unit that forages may perform no other action that player-turn, nor may it rest.

14.0 Fatigue and Rest

14.1 Fatigue in General

A. A unit is either rested or fatigued.

B. A unit fatigues when it fires in combat (whether attacking or defending) or when it force marches.

C. Units that take a hit in combat but which do not fire are also fatigued at the end of the battle (not at the moment they are hit).

D. Use Fatigued markers to show a unit's fatigued status. In a stack of units, place all fatigued units beneath a single marker (instead of marking each unit), and place any rested units on top of the marker.

14.2 Effects of Fatigue

A. A fatigued unit may not force march, and its firing strength is decreased by 1 (for divisions or brigades) or 2 (for corps).

B. Units can be reduced to a strength of 0, but never to less than 0.

Example: A fatigued Union corps with 4 SPs fires with a strength of 2, while a fatigued division with 4 SPs fires with a strength of 3.

14.3 Resting

A. A unit recovers from fatigue as soon as it rests during its player-turn.

B. Unactivated units always rest.

C. Activated units which perform no action (attack, move, or forage) also rest.

D. Remove any Fatigued marker from rested units.

E. Resting never prevents fatigue, only cures it. A rested unit gains no benefit from more resting.

14.4 Supply Depots

A. If the Confederacy captures Alexandria, it gains control of the Union supply depot.

B. If the Union captures Richmond, it gains control of the Confederate depot.

C. Loss of one's depot prevents recovery from fatigue for the remainder of the game, even if the depot hex is recaptured. (This simulates the disruption of ammo and food supplies.)

Exceptions: Confederate units may rest in Alexandria, and Union units may rest in Richmond (in other words, the victors may live off the captured goods in the enemy's depot hex only).

15.0 Fog of War

Player's Note: If playing solitaire, or if you do not like double blind systems, ignore this section and just use one map. Although it takes longer to play the double blind version, the game suspense is considerably heightened, and you can better appreciate the boldness/trepidation of the actual commanders.

15.1 Enemy Territory

A. The map area is divided along the Potomac River (although there are two small Union strongholds on the south bank) and Chesapeake Bay into Northern territory and Southern territory.

B. Whenever friendly units are in enemy territory, their locations must be announced.

  1. If the hex contains only infantry and/or artillery types, announce, "Infantry in [hex number]."
  2. If the hex contains any cavalry, regardless of the presence of infantry and/or artillery, announce, "Cavalry in [hex number]."

C. The opponent then places an Enemy marker on showing its appropriate on that hex of his/her map.

D. Whenever friendly units vacate a hex in enemy territory (such as moving to an adjacent hex), announce that the hex has been vacated.

15.2 Friendly Territory

A. The locations of friendly units in friendly territory are announced only when the units are within the patrol zone (PZ) of enemy cavalry (15.3) or the enemy tries to enter the hex.

B. One may voluntarily announce any locations during one's own player turn if desired.

Design Note: You may want to voluntarily announce your location to prevent enemy foraging in an adjacent hex, to project a PZ across the border, or to make a "demonstration" to divert your opponent's attention.

15.3 Cavalry Patrol Zones

A. Cavalry units automatically exert a PZ into the six adjacent hexes surrounding their location hex.

B. Announce the location of friendly units per 15.1 if they are within a known enemy PZ.

Exception: PZs do not extend across unbridged tidal hexsides or blocked hexsides.

15.4 Probes

A. An activated unit may probe one adjacent hex to gather more information about the enemy's force and location. Probing is an Attack action.

B. A unit may not probe across an unbridged tidal hexside or blocked hexside.

C. The active side chooses an activated unit to probe and then announces, "Infantry [or cavalry] in [current hex number] is probing [adjacent hex code]."

D. The enemy must then answer how many combat units, if any, are in the probed hex (ignoring markers) and whether it is an infantry or cavalry force as defined by 15.1.

E. The probing side then has three options for its probing unit:

  1. No matter what the enemy player answers, the unit may end its action, remaining in its hex. It may not perform any other action that player-turn. (In other words, the probing unit stops after obtaining the information.)
  2. If the probed hex is empty, it may advance into that hex. The phasing side must announce this. (This option is similar to advance after combat, only there is no combat.)
  3. If the probed hex is enemy-occupied, the unit may turn its probe into an attack against that hex. The probing side must announce this immediately.

F. Although a unit may probe across a bridged tidal river hexside, it may not attack across such a hexside.

15.5 Attacks

When attacking, the phasing side must announce which hexes its units are attacking from after deploying them on the Battle Card. The defender should mark this on his/her own map (if it is not marked already) to avoid trying to retreat into those hexes.

15.6 Movement

A. When moving in enemy territory or in enemy PZs, announce each hex when trying to enter it.

B. If an enemy unit is in the hex, the enemy must respond by saying, "I've got infantry [or cavalry] there." The moving unit must immediately stop. It does not enter the hex, and it may not attempt to move in a different direction or to rest that player-turn.

C. When cavalry moves in enemy territory, the enemy must declare its locations as soon as the moving cavalry PZ falls on them.

D. When a side completely vacates a hex in enemy territory or in an enemy PZ where it had units, it must announce this by saying, "I've vacated [give the hex number]."

15.7 Foraging

A. The active side must announce the hex location when foraging. Foraging in a hex is not allowed if the active side knows there is an adjacent enemy force.

B. An adjacent force that the active side does not know about will not prevent foraging.

Player's Note: In a case like this, if you do not want the enemy to forage, you must behave aggressively: You must voluntarily announce your location at the end of your player turn. (Voluntarily announcing your location during the enemy player turn will not prevent foraging.)

15.8 Updating

Either or both sides may ask for an update of known enemy locations at the end of a player-turn. This will help resolve any possible errors.

16.0 Optional Rules

16.1 Weather

A. Weather is clear or rainy on a given turn, with the first turn of the game having clear weather.

B. During the Administrative Phase of each turn, the Confederacy rolls two d6 and sums them.

  1. On a roll of a 12, clear weather changes to rain.
  2. On a roll of a 6, rainy weather changes to clear.
  3. On any other roll, weather remains unchanged from the previous turn.

C. Record the current weather on the TRS.

D. During rain:

  1. Units may not gain the movement bonus, except on roads,
  2. Units may not force march.
  3. All rivers flood. Treat river hexsides as major rivers and major rivers as tidal hexsides for movement and attack purposes, but not for naval movement (16.3).

16.2 Bridge Burning

A. Each side may burn its own bridges. This is not an action and does not require CPs or units.

B. At the start of the game, each side owns the bridges in its territory and adjacent to its units.

C. Each side may burn its bridges at any time during the turn, even while enemy units are moving. Place a Burned Bridge marker on the map to show this.

D. A unit captures an enemy bridge if it moves adjacent to the bridge, there is no enemy unit on the other bank, and the enemy chooses not to burn it.

E. The side whose unit captures the bridge then treats the bridge as its own.

F. Bridges may change hands any number of times, but a burnt bridge may not be rebuilt during the game.

16.3 Union Naval Movement

A. The Union may transport one activated unit of any size per turn. Naval movement is a Move action.

B. The transported unit may move nine hexes by sea or along tidal rivers, in which case every hex entered must contain a tidal hexside. Follow the course of rivers; do not move across peninsulas.

C. The unit may not enter or move through Confederate-occupied hexes.

D. The unit must stop immediately if it moves adjacent to a Confederate-owned fortification, whether or not it is occupied by a Confederate unit, as Confederate naval batteries are still present.

E. A unit that starts adjacent to a Confederate-owned fortification may use transports to leave, but its first hex of movement must be away from the fortification (that is, it may never sail upriver of the fortification).

F. Richmond and Petersburg are the only Confederate-owned fortifications at the start of the game, but the Confederacy may gain others through capture.

G. Units with a zero MA may not use naval transport.

H. A transported unit may end its move in a bay hex, and it may remain there indefinitely, but it may not land until the Union spends a CP to activate it and transport it further.

I. A unit may never use naval movement to attack across a tidal hexside.

J. A unit may never combine naval movement with ground movement in the same turn.

16.4 Pickett Goes West

In April 1863, the Confederate Secretary of War, James A Seddon, asked Lee to send Pickett's Division to reinforce Bragg's army in Tennessee, but Lee opposed the move. In May Seddon again requested Lee to transfer Pickett's Division, this time to help Pemberton in Mississippi. Lee once again objected, reporting how outnumbered his own army was, and suggesting that without reinforcements he "may be obliged to withdraw into the defenses around Richmond!" Just how vital was Pickett's Division to Lee's army? In this option, Lee complies with Seddon and sends the division west.

Delete Pickett and Corse units from the 3 June setup, and award the Confederacy 1 VP in return.

16.5 Old Hands vs Beginners

If you are an old hand playing against a beginner, use one of the following CP changes to handicap your side.

A. For old hands playing the Confederate side, reduce your CP level by 1. Thus, you will get 1 CP instead of 2, and 2 CPs instead of 3.

B. For old hands playing the Union side, ignore the Meade CP bonus (8.3) and Meade Coordination Value (10.9). You will play as Hooker for the entire game.

16.6 Reynolds Takes Command

On 2 June Lincoln offered command of the Army of the Potomac to Gen. John Reynolds: he outranked Meade by a week. He declined the offer because Lincoln would not guarantee him the freedom of action he desired. What if Reynolds had accepted? He was respected by officers and men alike, and was more aggressive than Meade.

A. If this option is used, Hooker has already been replaced by Reynolds.

B. The Union player receives 2 CPs per turn all Southern units are in Southern territory, and 3 CPs per turn any Southern unit(s) is in Northern territory.

C. Reynolds has a coordination value of 3.

D. The Union player is penalized 5 VPs.

E. Ignore the Gen. Meade rule (8.3).

17.0 The Great Invasion Scenario

If the head of Lee's army is at Martinsburg and the tail of it on the Plank road between Fredericksburg and Chancellorsville, the animal must be very slim somewhere. Could you not break him? - President Lincoln to Gen. Hooker, 14 June 1863

17.1 In General

This scenario picks up the campaign just after the Confederates have crossed the Potomac to begin their invasion of the North.

A. This scenario starts on Turn 14 and ends between Turns 25 and 50, whatever is agreed upon by the players beforehand (5.3).

B. Victory is determined per section 3.0.

C. For scenario balance, both players start with 0 VPs.

D. All units set up per the historical setup with the changes noted below.

E. Units with a -1 are set up reduced 1 SP.

F. Units marked F are set up fatigued.

G. After setup but before play begins, each side announces its units' locations if in enemy territory or in an enemy PZ.

H. The weather was clear on the previous turn.

17.2 Union 16 June Setup Changes

A. Union reinforcements were released on Turn 13.

B. The NY Infantry unit will appear on Turn 16, etc.

C. Hooker is still in command. Meade will take over on Turn 26 unless he replaces Hooker sooner (8.3).

HexIDHexID
21218/2 (-1 F)26163, 5, Res
26171/C, 2/C241712 (F)
24161, 11, RW (F)27146 (-1), LW
28152 (-1)34064

17.3 Confederate 16 June Setup Changes

The Confederacy gets 3 CPs this turn since it has invaded the North.

HexIDHexID
1919Jenk/Imb (F)2817Stuart, Robt, Jones
2119Rodes/2 (F)2917McLaws/1, Pickett/1
2319Early/23114Andrsn/3, Heth/3, 3, Pender/3
2519Johnson/2, Valley, 23311Corse
2718Hood/1, 13510Wise/Cooke

18.0 Lee vs Meade Scenario

Gen. Meade will commit no blunder in my front, and if I make one, he will make haste to take advantage of it. - Gen. Robert E. Lee, [30] June 1863

18.1 In General

This scenario covers the last half of the campaign, after Meade took command of the Union army.

A. The scenario starts on Turn 27 and lasts through the end of Turn 50.

B. Victory is determined per 3.0.

C. Both sides start with 0 VPs.

D. All units set up per the historical setup with the changes noted below.

E. Units with a -1 are set up reduced 1 SP.

F. Unit marked F are set up fatigued.

G. After setup but before play begins, each side announces its units' locations if in enemy territory or in an enemy PZ.

18.2 Special Rules

A. The weather was clear on the previous turn. For this scenario (only), weather will change to rain on a roll of 11 or 12, but a roll of 6 still changes rain to clear weather.

B. The bridge at 1415 is burned.

18.3 Union 29 June Setup Changes

Union reinforcements were released on Turn 13. 1/S will appear on Turn 30, etc.

HexIDHexID
1317NY, PE22166 (-1)
2016322181/8, 2/8 (-1)
21152/C34091/4, 1/7, 2/7, Dva
21163/C, 1 (-1), 2 (-1), 5, 11, 12, 1/M, 1/22, 2/22 (-1), LW, RW, Res3503Nagle
21171/C

18.4 Confederate 29 June Setup Changes

Colquitt is released and will appear on Turn 33.

HexIDHexID
1418Jenk/Imb2619Robt
1518Johnson/2, Rodes/2, 22518Jones
1515Early/22519Valley
1820Hood/1, McLaws/1, Pickett/1, 1, Andrsn/3, Heth/3, Pender/3, 33316Corse
2214Stuart3410Ransom, Cooke, Wise, DNC

19.0 1862 Scenario

19.1 Union Setup

HexIDHexID
20132m, 3m26152, Law
2413flag, Mart, Norfolk, Haskins2721C-M
23181, 2/431212/8
2513Slough, DeRussy, Supply35033, 5, 6, 11, 12, 1/4, 1/7, 2/7, 1/22, 1/C, 2/C, Res, DVa, RW
26131/8

19.2 Confederate Setup

HexIDHexID
3602Wise, L-S3120Pender, Jones, Jenkins, 2
3708Valley, RM3013Johnson/2, 3
3506Early/2, Andrsn/33016Stuart, Pickett, Ransom
3504Heth/3, Hood/1, McLaws/1, 1, DNC3019Rodes/2
3509Rhett, flag, supply

20.0 Designer's Notes

A. I grew up south of the Mason-Dixon Line, north of the Potomac River, and 40 miles from Gettysburg National Military Park, so my interest in the battle came early and was non-partisan. Whether reading accounts of the battle or walking the battlefield, one can understand Gettysburg as an American tragedy. The spirit that carried Gen. Armistead, hat on sword, and 150 other Southerners over the stone wall on Cemetery Ridge was the same spirit found in the Northerners defending that wall: an American spirit of defiance. For these reasons, I wanted to design a Gettysburg Campaign game.

B. I started with three goals: 1) the map should cover the area from Philadelphia to Petersburg to include all possible campaign objectives for both sides; 2) the rules should be akin to A House Divided or Napoleon; and 3) the design needed a fog of war system to show how the armies could bump into each other in out-of-the-way burgs.

C. At one point the game map included railroads, but this required special rules for rail movement as well as rail destruction. In place of this bulk, the reinforcement and withdrawal rules account for 90 percent of the historical rail usage in the campaign. The remaining 10 percent was of no consequence and does not merit additional rules.

D. Likewise, the game uses a simple supply system. Players should find it more exciting to capture the enemy's main depot than to keep track of supply wagons in the field. In this way, supply becomes a game objective rather than a passive accounting system.

E. The fortifications represent established defensive works around key places. The combat system itself (where defenders fire first) already accounts for the defenders' use of stone walls, breastworks, and terrain obstacles on the battlefield, so no rule for building fieldworks was needed. Rivers and hills limit the number of attackers that can get at the defenders, and at 10 miles across a hex, there was no need to show individual fords and passes.

F. The game also dispenses with any subordinate leaders and chain of command rules. Instead, these effects are built into the Command Point and Coordination Values (and even the unit strengths), and you are the commander in chief. The more centralized your army is (that is, stacked together), the easier it is to command.

G. The combat quality of units is also built-in. Originally units were rated for both number of men and quality, but then I discovered that the fatigue rule in combination with unit strength (size and quality combined) could neatly handle the effects of quality without having to put a quality value on every unit. For example, a Union militia division of 7,000 men rates as 1 SP, while a Confederate elite division of equal size rates as 4 SPs. The elite division has more firepower, more staying power, and is less affected by fatigue, which is as it should be.

H. My final comments concern the order of battle. Averell's Brigade of Union cavalry has an MA of 1 (not 2) because most of its strength represents mounted infantry regiments that had just received their mounts in June, and the men and animals were still getting used to one another. Averell's immediate superior, Brig. Gen. Kelley, called Averell's movement "exceedingly slow." The Confederate Valley District unit represents several different organizations: At first, it contains the Maryland Line and the 25th and 31st Virginia. The Second Corps absorbed these, but then Early's Division detached several regiments for duty in the Shenandoah Valley. Wharton's small brigade, which reinforced the district in July, is also lumped into the Valley unit. In cases like this, I worked from the top down so the total army strength is accurate, and even if a particular unit looks off, it still represents a true part of the total army. In the 3 June setup, Corse actually represents Davis's Brigade of Heth's Division. Davis's Brigade joined Heth and marched north while Corse's Brigade (of Pickett's Division) remained behind (as shown in the 16 June and 29 June setups).

I. I hope you have fun and maybe learn something new about the campaign.

21.0 D-ELIM

Despite low MAs, this is more a game of maneuver than of firepower. You will not win by throwing your whole army in a frontal attack against your opponent's whole army. That approach will only result in a repeat of Pickett's Charge or Marye's Heights. Instead, you should maneuver to defeat the enemy in detail. Try to catch portions or detachments of the enemy army (such as at Winchester), and bring substantial fire power against them. You will do better by winning several small battles than by betting everything on a single big battle. Therefore, think in terms of maneuver.

21.1 Confederacy

A. You must invade the North to forage and capture Northern cities. A successful invasion will also draw the Union army out of Virginia. But don't think you have to throw everything into Pennsylvania. You would be unwise to strip the Richmond defenses any more than Lee actually did. Your main army of nine infantry divisions with artillery and cavalry support can look after itself. Adding another brigade or two will not affect the outcome north of the Potomac, but will leave Richmond weak. You might even consider making a weaker invasion, leaving one or two of your big divisions in Virginia.

B. Capturing Philadelphia is not the primary objective of your offensive. Getting your army between the Union army and Washington/Alexandria is. If you accomplish the latter, you can 1) attack Washington/Alexandria with a chance of success or 2) force the Union to make a desperate attack against your army to stall your attack on its capital. Either way, you should come out ahead.

C. It may be tempting to launch a fast cavalry raid into the North as soon as possible, but why send a boy to do a man's work? You're not going to beat the North in 10 days. The campaign lasts 50 days (unless you agree to a shorter length). Therefore, take your time and do it right. Invade the North in strength and forage along the way. Move to threaten a Northern city or force, but remember that once you capture a city, the Union will no longer feel compelled to defend it, and will consolidate its army accordingly.

21.2 Union

A. Even though your army starts the campaign in a better position (that is, inside enemy territory), your single CP per turn as Gen. Hooker will put you on the defensive. Most of the time you will be responding to Confederate moves. Splitting your army at this point in the game will create as many problems as it attempts to solve because you can only move one group at a time.

B. You probably cannot stop the Confederates from crossing the Potomac River, but try to keep their army as far away from Washington as possible. Forage in the South to offset Confederate foraging in the North, or move adjacent to the invaders to prevent them from foraging.

C. But don't get stuck in a defensive mentality. If the Confederate army moves against Philadelphia, the road to Richmond should be open: leave the bulk of your army to cover Washington, and march the rest south to burn the Rebel capital. Once Meade takes over, try to regain the initiative by making your opponent respond to your own threatening moves.

D. In terms of total combat strength, you outnumber the Confederacy, but lose strength faster when fatigued. For this reason, your army will perform fine in the defense but poorly in the attack. If your army fatigues itself by attacking, you should expect an immediate Confederate counterattack the next day. Even if the Rebels do not counterattack, your army will be too spent to make any substantial follow-up attack without resting first. Historically, the Union commanders of the Army of the Potomac kept a sizable reserve in hand so they would have some fresh troops available. Decide for yourself if that is a wise policy.

  • 2.11 Movement Value
  • 2.12 Markers
  • 10.6 Artillery
  • 10.7 Heavy Artillery
  • 10.8 Flank Attacks
  • 10.9 Coordination Values
  • 10.10 Defenders in Flank Attacks
  • 10.11 Combat Example
  • 8
    8
    8
    5999000
    6Reroll second die