Baton Rouge: Street Fighting in the Louisiana Capital, August 5, 1862
Baton Rouge: Street Fighting in the Louisiana Capital, August 5, 1862 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Parts
- 3.0 Sequence of Play
- 4.0 Actions and Reactions
- 5.0 Movement
- 6.0 Formations
- 7.0 Facing
- 9.0 Fire Combat
- 10.0 Zones of Control
- 11.0 Ammunition Supply
- 12.0 Assault: Melee
- 13.0 Assault: Cavalry Charge
- 14.0 Morale, Rout, and Rally
- 16.0 Artillery Movement and Fire
- 17.0 Leadership and Organization
- 18.0 Combat Effectiveness
- 19.0 Fatigue and Exhaustion
- 20.0 Naval Rules
- 21.0 The Fog of War
- 21.1 Fog
- 21.1.1 Fog Turns
- 21.1.2 Effect on Bombardment
- 21.1.3 Small Arms and Canister Range
- 21.1.4 Effect on Movement Allowances
- 21.1.5 Getting Lost
- 21.1.5.1 Streets/Roads
- 21.1.5.2 Non Street/Road Movement
- 21.1.5.3 Invalid Movement
- 21.1.5.4 Restrictions
- 21.1.6 Special Union Restrictions
- 21.1.7 Bayou Hexsides
- 21.1 Fog
- 22.0 Union Pickets
- 23.0 Random Events
- 24.0 Setup
- 25.0 Victory Conditions
1.0 Introduction
1.2 Abbreviations
| Abbr | Explanation | Abbr | Explanation |
|---|---|---|---|
| AAT | Arkansas Arrival Table | OC | Overall Commander |
| CE | Combat Effective | RET | Range Effects Table |
| CP | Command Point | RW | Retrograde Withdrawal |
| CRT | Combat Results Table | SE | Stand Effective |
| DRM | Die/Dice Roll Modifier | SP | Strength Point |
| LCE | Lost Combat Effectiveness | TCT | Turn Continuation Table |
2.0 Game Parts
2.1 The Map
The 22" x 17" game-map is covered by a hexagonal grid to regulate movement and combat. The different types of terrain and their effects are listed in the Terrain Effects Charts on Movement (5.1.9) and Combat (9.5) Tables.
Errata: Hex 1608 is an Arsenal hex.
2.2 Charts and Tables
Various tables and charts are provided with the game. Their use is explained in the various rules sections.
2.3 The Playing Pieces
2.3.1 Types
Three types of counters are used in the game: combat units (infantry, cavalry, artillery and their crews, plus naval vessels), non-combat units (leaders and wagons), and informational markers.
Design Note: There are no Strength Point (SP) markers with this game. Current strengths may be tracked on the Roster Sheets or with similar markers from other games. Players may also encounter a deficit of other markers. This is not a design limit and players should construct or borrow from other games as many markers as required.
2.3.2 Combat Units
A. The basic Confederate unit is a one-counter regiment.
B. Union regiments are composed of two counters, labeled a or b.
C. Artillery batteries are in two or three sections of two guns, each of which may operate independently.
D. There is only one cavalry unit in the game.
E. Each naval unit represents one Ram or gunboat.
2.3.3 Parent Identification
Combat units have their brigadier (Confederate) or regimental (Union) commander's name printed on them for identification, with each leader's counter having his superior's name also printed.
Design Note: Unless stated otherwise, the term Brigade Commander or Brigadier also refers to Union regimental leaders. The term Brigade refers to both Confederate brigades and Union regiments.
2.3.4 Sample Combat Unit
[Counter sample diagram: front.]
2.3.5 Sample Division or Overall Commander
[Counter sample diagram: front.]
2.3.6 Sample Brigade Leader
[Counter sample diagram: front (Replacement, back).]
2.3.7 Sample Naval Unit
[Counter sample diagram: Bombardment side and Naval Action side.]
2.3.8 Cavalry
[Counter sample diagram: In Line (front) and In Column (back).]
2.3.9 Infantry
[Counter sample diagram: In Line (front) and Routed (back).]
2.3.10 Artillery
[Counter sample diagram: Unlimbered (front), Limbered (back), Crew (one-sided).]
2.3.11 Supply
[Counter sample diagram: Unrouted (front) and Routed (back).]
2.4 Leader Ranks
2.4.1 Union Ranks
Brig. General, Colonel, Lt. Colonel, Major, Captain.
2.4.2 Confederate Ranks
General, Colonel, Lt. Colonel.
2.5 Roster Sheets
These are provided to record casualties, combat effectiveness, fatigue levels, etc. See the sheets themselves for definitions and examples of use.
2.6 Scale
A. Each infantry/cavalry SP equals about 25 men, and each artillery or naval gun point is one gun.
B. The map scale is 110 yards per hex.
C. Turns represent about three-quarters of an hour.
2.7 Dice
A. The game uses six-sided dice to determine the outcome of random events, combat, Morale Checks, and the like.
B. When the term natural is used regarding a die/dice roll, it means before any modifications are applied.
3.0 Sequence of Play
A. Baton Rouge is played in a series of turns, each of which consists of phases to be undertaken in the exact sequence listed below.
B. The player who goes first in each Action Phase is determined by the Initiative rules (4.1).
C. When all phases have been completed the turn is over.
D. The game starts with the 0400 (4 AM) turn and ends at the completion of the 1900 (7 PM) turn unless one side retires or surrenders earlier.
3.1 Initiative Determination Phase
A. Each side rolls one die, adding its Overall Commander's (OC's) Initiative Rating. High total has the Initiative (4.1) for that Turn.
B. See 4.1.4 for the 0400 Turn Confederate First Turn Bonus.
3.2 Action Phase
A. The side with the Initiative may use the Initiative Bonus (4.1.3).
B. The Player Segment: Choose an action and roll on the Turn Continuation Table (TCT). One of three results will occur:
- If the roll is in that player's range, s/he performs the chosen Action and then repeats the Player Segment;
- If the adjusted roll falls within the opponent's range, the opponent performs any one action of his/her choice (Free) and then begins the Player Segment;
- If the TCT calls for a Random Event, the rolling side consults the Random Event Table and follows its instruction.
C. The Player Segment alternates among these items until both sides voluntarily pass consecutively, or either side rolls a Finished result on the TCT or the Random Events Table (4.5).
3.3 Recovery Phase
A. Both sides remove all Action-1 and Action-2 markers from the map.
B. Units that are eligible to recover from Fatigue or Exhaustion have their markers adjusted (19.4).
C. Check for possible Rout Movement (14.4.4).
4.0 Actions and Reactions
A. What a player may do is divided into Actions (4.3) and Reactions (4.4). In the Player Segment of the Action Phase, a player may choose to perform any Action, subject to the restrictions of that particular Action.
B. Before performing an Action, consult the TCT to determine:
- If the player can perform the Action,
- The opposing side gets to perform Actions,
- If there is a Random Event, or
- If the turn is finished.
Exceptions: Initiative Bonus (4.1.3) and Confederate First-Turn Initiative Bonus (4.1.4).
C. Reactions may occur at any time: they are usually triggered by the opposing side's Actions.
4.1 Initiative
4.1.1 Overall Commander
Each side has an Overall Commander (OC) with an Initiative Rating. If the OC is killed, wounded, or Captured, the Replacement OC always has an Initiative Rating of 0.
4.1.2 Initiative Determination
To determine Initiative, each side rolls one die, adding its OC's Initiative Rating. The side with the higher total has the Initiative. Reroll in case of a tie.
4.1.3 Initiative Bonus
A. The side with the Initiative receives an Initiative Bonus of one Free Action at the start of its first Action Phase, taking any one Action without rolling for it on the TCT.
B. This bonus must be taken at the beginning of the first Player Segment; it may not be saved.
4.1.4 Confederate First-Turn Initiative
A. For the 0400 Turn, the Confederacy automatically has the Initiative.
B. In addition, it receives a special First Turn Initiative Bonus which allows it to move each of its units once, bringing them onto the map.
C. As soon as all units have moved once, the bonus is over and the first Player Segment begins.
4.2 Turn Continuation
4.2.1 First Player Segment
A. After the Initiative Side has used its Free Bonus Action, it may either pass play to the opponent or attempt further Actions.
B. To do the latter it must:
- Announce the desired Action, and with which units.
- Then roll two dice and consult the TCT. The TCT roll may be adjusted by that Action's modifiers (4.3.6).
4.2.2 TCT Range
A. The TCT shows the dice ranges needed by each side to perform Actions.
B. The TCT roll results are:
- If the adjusted roll falls within its range, that side must undertake the chosen action. Exception: Limit on Consecutive Actions (4.2.4).
- If the adjusted roll falls within the opposing side's range, that side immediately performs any one desired action without consulting the TCT, after which it begins its Player Segment;
- If the adjusted roll is a 7, a Random Event (23.0) may occur. Play remains with the rolling side unless the Random Event Table states that it passes to the opponent.
- If the unadjusted roll is a 2 or a 12 it is possible that the Action Phase is finished (4.5).
- If both sides voluntarily and consecutively pass, the Action Phase is finished (4.5).
4.2.3 Pass
A side may always voluntarily end its Player Segment and give control of the Action Phase to the opponent simply by saying so. When this happens the opponent begins a normal Player Segment, with no Free Action.
4.2.4 Limit on Consecutive Actions
A. No side may perform more than four consecutive actions.
B. Once a side has completed four consecutive actions, the opponent may perform one Free Action (no TCT roll), after which play reverts back to the original side and the cycle (of four possible consecutive actions) starts anew.
4.3 Actions
4.3.1 In General
Any number of Actions may be undertaken by a side in its Player Segment, limited only by the eligibility of units to perform the Action desired.
4.3.2 Command Status
A. Certain Actions require a unit to be In Command. An infantry unit is In Command if it is within the Command Range of its Brigade commander. Otherwise, it is Out of Command.
B. An artillery unit or supply wagon is In Command if it is within the Command Range of any commander.
C. The Confederate cavalry unit is never In Command.
D. Shield's Detachment is always In Command, since Shield is considered stacked with the unit.
E. The Semmes b artillery section is In Command if it is within one hex of the Shield's detachment.
F. Command status is determined at the time of the TCT roll and lasts for the duration of the Action.
4.3.3 Coordinated Actions
A. Coordinated Actions (4.3.6.1-4.3.6.6) are collective functions allowing the units of a particular brigade that are In Command to perform the specified Action All together.
B. The brigade may include one artillery battery or section (per 16.1.1) and one wagon, as long as they all start the Action In Command of that commander. These added units are not permanently attached to the Brigade; they are free to participate in subsequent Actions either alone or with other units.
C. Also, any superior commanders that are within their Command Range of the Brigadier may take part in that Action.
Player's Note: Even though a unit in a brigade may be eligible to do something, it is not required to participate as long as at least one unit of the brigade performs the Action.
4.3.4 Uncoordinated Actions
A. These actions (4.3.6.7-4.3.6.15) apply to individual units or stacks of units of the same type (infantry, artillery, or wagons) that are Out of Command. If a unit is In Command, it may not perform an Uncoordinated Action.
B. The Confederate cavalry unit may perform only uncoordinated actions.
4.3.5 Administrative Actions
Administrative Actions (4.3.6.16-4.3.6.19) cover rally, promotion, resupply, and Naval activities.
4.3.6 Types of Actions
A. The following are the Actions for which a TCT roll is necessary, with the exception of the Free Action (4.2.2.B.2), the Initiative Bonus, and the Confederate First-Turn Bonus.
B. Actions are summarized on the Action Chart.
C. The table in each Action section below lists the dice roll modifiers (DRMs) for each action. The DRMs in each action are cumulative.
4.3.6.1 Brigade Movement
A. All the units of an In Command Brigade may Move (5.0).
B. Pinned or Routed units may not perform this Action.
C. This Action may not be performed twice in a row in the same Player Segment by the same units.
| DRM | Condition |
|---|---|
| X | Brigade Commander's Action Rating (17.1.2) |
| -1 | Confederate Loss of Combat Effectiveness (18.4) |
| +1 | Union Loss of Combat Effectiveness (18.4) |
| -1 | Any one Confederate unit Disordered |
| +1 | Any one Union unit Disordered |
| X | Fatigue (19.2) |
4.3.6.2 Brigade Fire
A. All the units of an In Command Brigade may Fire (9.0).
B. Disordered, Pinned and Routed units may not perform this Action.
| DRM | Condition |
|---|---|
| X | Brigade Commander's Action Rating (17.1.2) |
4.3.6.3 Brigade Formation Change
All the units of an In Command Brigade may change formation (6.0).
| DRM | Condition |
|---|---|
| X | Brigade Commander's Action Rating (17.1.2) |
| +1 | All Confederate units outside enemy Small Arms range |
| -1 | All Union units outside enemy Small Arms range |
| -1 | At least one Confederate unit is leaving Urban Block Mode |
| +1 | At least one Union unit is leaving Urban Block Mode |
4.3.6.4 Brigade Facing Change
Normally, units may Change Facing as part of Movement. This Action is used when all units In Command wish to Change Facing without moving.
| DRM | Condition |
|---|---|
| X | Brigade Commander's Action Rating (17.1.2) |
| +1 | All Confederate units outside enemy Small Arms range |
| -1 | All Union units outside enemy Small Arms range |
4.3.6.5 Brigade Assault (Melee)
A. All eligible units of an In Command Brigade may Assault (12.0).
B. Disordered, Pinned, and Routed units may not Assault.
C. This Action may not be performed twice in a row in the same Player Segment by the same combat units.
| DRM | Condition |
|---|---|
| X | Brigade Commander's Action Rating (17.1.2) |
| X | Fatigue (19.2) |
4.3.6.6 Combined Assault (Melee)
A. All eligible, In Command, units of the same division (Confederate) or units from more than one Union regiment may attempt a Combined Assault (12.9).
B. This action must be activated by the OC (12.9.7), and has the same restrictions as 4.3.6.5.
| DRM | Condition |
|---|---|
| X | Brigade Commander's Action Rating (17.1.2, 12.9.3) |
| X | Fatigue (19.2) |
4.3.6.7 Infantry Movement
A. Any one Out of Command infantry unit (or stack) may move.
B. This Action also applies to moving Routed units (as an Action, not in the Recovery Phase), regardless of the Routed unit's command situation, and to all Confederate cavalry movement.
C. This Action may not be performed twice in a row in the same Player Segment by the same units.
| DRM | Condition |
|---|---|
| X | Fatigue (19.2) |
| -1 | Confederate parent brigade has lost Combat Effectiveness (18.4) |
| +1 | Union parent brigade has lost Combat Effectiveness (18.4) |
| -1 | Confederate Disordered |
| +1 | Union Disordered |
| -2 | Confederate Routed |
| +2 | Union Routed |
| +1 | Confederate unit stacked with or adjacent to any friendly division commander or OC |
| -1 | Union unit stacked with or adjacent to any friendly division commander or OC |
4.3.6.8 Artillery/Wagon Movement
A. All Out of Command artillery/wagons in the same hex or in contiguous, connected hexes (i.e., each unit is adjacent to at least one other unit of the same type) may Move.
B. This Action may not be performed twice in a row in the same Player Segment by the same units.
| DRM | Condition |
|---|---|
| +1 | All Confederate units are in the same hex with or adjacent to any superior commander |
| -1 | All Union units are in the same hex with or adjacent to any superior commander |
4.3.6.9 Small Arms Fire
A. Any one Out of Command unit (or stack) with Small Arms capability may Fire.
B. Disordered, Pinned, and Routed units may not undertake this Action.
C. No DRMs apply to this Action.
4.3.6.10 Artillery Fire
A. All Out of Command artillery units that are either in the same hex or in contiguous, connected hexes (i.e., each unit is adjacent to at least one other artillery unit) may Fire.
B. No DRMs apply to this Action.
4.3.6.11 Naval Bombardment
A. Fire all or some naval guns against enemy land units.
B. This Action may be undertaken only if there are no enemy ships on the map, and it may not be performed twice in a row in the same Player Segment by the same units.
| DRM | Condition |
|---|---|
| -1 | Union |
| +1 | Confederate |
4.3.6.12 Assault (Melee or Charge)
A. Any one Out of Command infantry unit (or stack) or cavalry unit may Assault.
B. Disordered, Pinned, and Routed units may not undertake this Action, and it may not be performed twice in a row in the same Player Segment by the same units.
| DRM | Condition |
|---|---|
| X | Fatigue (19.2) |
4.3.6.13 Change Formation
Any one Out of Command infantry unit (or stack) or cavalry unit, or all Out of Command artillery units that are either in the same hex or in contiguous, connected hexes (4.3.6.10) may change formation.
| DRM | Condition |
|---|---|
| +1 | Union |
| -1 | Confederate |
| +1 | Confederate unit stacked with or adjacent to any friendly division commander or OC |
| -1 | Union unit stacked with or adjacent to any friendly division commander or OC |
| +1 | All Confederate units outside enemy Small Arms range |
| -1 | All Union units outside enemy Small Arms range |
| -1 | At least one Confederate unit is leaving Urban Block Mode |
| +1 | At least one Union unit is leaving Urban Block Mode |
4.3.6.14 Change Facing
Any one Out of Command infantry unit (or stack) or cavalry unit, or all Out of Command artillery units either in the same hex or in contiguous, connected hexes (4.3.6.10) may Change Facing. (Facing may also be changed as part of a Movement Action.)
| DRM | Condition |
|---|---|
| +1 | All Confederate units outside enemy Small Arms range |
| -1 | All Union units outside enemy Small Arms range |
4.3.6.15 Leader Movement
A. Any one leader may move alone (without combat units). (See 4.3.3 for which leaders may move in a Coordinated Action.)
B. This Action may not be performed twice in a row in the same Player Segment by the same units.
| DRM | Condition |
|---|---|
| X | Leader's Action Rating (17.1.2,) |
| +2 | Confederate, if no Action Rating |
| -2 | Union, if no Action Rating |
4.3.6.16 Rally
Attempt to rally any one unit that is either Pinned, Routed, or Disordered (per 14.6).
| DRM | Condition |
|---|---|
| X | 14.6.3, 14.6.4: Brigade Commander's Action Rating (17.1) |
| +2 | Confederate division commander or OC: |
| -2 | Union division commander or OC: |
4.3.6.17 Field Promotion
Attempt to replace any one leader who has become a casualty (per 17.5).
| DRM | Condition |
|---|---|
| -2 | Union |
| +2 | Confederate |
4.3.6.18 Resupply
Attempt to resupply any one unit (or stack of the same type) with ammunition (11.4).
| DRM | Condition |
|---|---|
| -1 | Union |
| +1 | Confederate |
4.3.6.19 Naval Segment
A. Either side may choose to activate a Naval Segment (20.3). This may happen only if and when the Arkansas has arrived. The Confederacy may also use this action starting with the 1215 turn to get information on the Arkansas.
B. This action may not be performed twice in a row in the same Player Segment.
| DRM | Condition |
|---|---|
| -1 | Union |
| +1 | Confederate |
4.3.7 Repeating Actions
A. Some Actions may not be performed twice in a row in the same Player Segment by the same units. This is noted in the specific Actions (4.3.6).
B. A different Action must be performed before repeating the first Action with the same units.
C. There are two exceptions:
- Leaders may perform up to two consecutive movement actions as long as they remain outside enemy Small Arms range at all times during such movement.
- If all units of a Brigade are In Command, they may perform up to two consecutive movement actions provided they remain outside enemy Small Arms range at all times during such movement. If any units in that Brigade are on the map and Out of Command, they may not perform two consecutive movement actions.
4.4 Reactions
A. Reactions occur in response to the opponent's Actions.
B. They may also occur in response to some Reactions. Example: Withdrawal Fire is a Reaction which can be performed in response to a Withdrawal Before Melee Reaction.
C. No TCT roll is necessary to perform a Reaction; they are voluntarily undertaken as needed or desired, within each Reaction's rules.
4.4.1 Return Fire (9.8)
A. This Reaction is triggered when non-Acting units are fired upon by enemy units performing a Fire Action.
B. Units may attempt a Facing Change Reaction (4.4.5) before Return Fire and as part of the same Reaction.
C. Return Fire also applies to naval units being bombarded by enemy shore fire (16.6) if there are no enemy ships in the game.
4.4.2 Defensive Fire (12.4)
A. This Reaction is triggered when non-Acting units are the targets of Assaults.
B. Units that used the Retreat Before Melee Reaction (4.4.3) may not use a Defensive Fire Reaction.
4.4.3 Retreat Before Melee (12.7)
A. This Reaction is triggered when non-Acting units are the targets of Melees (not Charges).
B. Units which use this Reaction may not use the Defensive Fire Reaction (4.4.2).
4.4.4 Withdrawal Fire (10.2) and Retreat Fire (10.3)
A. These Reactions are triggered by the movement of enemy units into or out of friendly Zones of Control (ZOCs).
B. These are the only Reactions that may be undertaken by a player during his own Player Segment. Pinned and Disordered units may not use these Reactions.
4.4.5 Change Facing
A. Any Unrouted unit or stack that is fired upon may attempt to Change Facing after the results of such enemy fire have been assessed.
B. First, the reacting unit must undergo a Morale Check (14.2).
C. If the unit Routs as a result of such check, it Routs instead of changing facing.
D. On any other result the unit may Change Facing. (Ignore Pinned and Disordered results.)
E. This Reaction may be combined with Return Fire as part of a single Reaction.
4.5 Ending the Action Phase
4.5.1 Ways of Ending the Action Phase
The Action Phase may be ended:
A. Any time the Confederacy rolls a natural 2 or the Union rolls a natural 12 on the TCT. However, this does not apply unless and until both sides have undertaken at least one Action. If that has not happened, simply consider the 2 or 12 as a normal range roll.
B. When both sides have passed (4.2.2.5). If a player performs at least one action and then passes to the opponent, this is not considered a Pass for the purposes of this section. Both players must voluntarily perform no actions in two consecutive Player Segments for the phase to be finished in this way.
C. When required by a Random Event (23.0).
4.5.2 The Mortmain Clause
A. The ending of an Action Phase may also be affected by The Mortmain Clause. This comes into effect whenever one side has decided to undertake no further actions in its Player Segment.
B. Once this decision is made, that side may not use the TCT anymore, though it is still free to React.
C. The opponent continues to use the TCT for each desired action. However, any adjusted roll of 7, or any natural 2 or 12 becomes an automatic Finished.
5.0 Movement
A. Each type of unit has a Movement Allowance (MA), listed on the Terrain Effects on Movement Table.
B. The MA is the basic number of movement points (MPs) that unit may expend in a single Movement Action.
C. There is a different MA for Fog turns.
D. Moving from one hex to another requires the expenditure of a specific number of MPs, determined by the type of terrain entered and/or crossed.
E. Movement may occur voluntarily, as an Action, or involuntarily, as in a Retreat or Rout.
F. Routs and Retreats are not an Action and do not expend MPs.
G. Units may be moved one at a time or in stacks, hex by hex in any direction or combination of directions the moving side desires, within the rules and restrictions below.
5.1 Movement Conditions and Prohibitions
5.1.1 In General
A. During a Movement Action, a unit may move as far as its MA permits. A unit may not exceed its MA, although it may move less than its MA.
B. A unit is never forced to move as an Action.
C. Unused MPs cannot be saved from Action to Action, nor can they be transferred from one unit to another.
D. Movement must be from hex to adjacent hex; units cannot skip hexes. Exception: City Blocks (5.3).
5.1.2 Terrain Effects on Movement
A. The number of MPs a unit spends to enter a given hex depends on the type of terrain in that hex, the type of terrain (if any) along the hexside the unit is crossing, and the unit's formation.
B. When a hex contains multiple terrain types (e.g., clear and woods), use the highest terrain cost. Also see 5.3.8.
5.1.3 Off-Map Movement
Units may not voluntarily move or Retreat off the map or into the Mississippi. A unit forced to Retreat in such a manner is considered Captured.
5.1.4 Enemy-Occupied City Blocks
During a Movement Action, a unit may not enter a hex or city block occupied by an enemy combat unit. Such hexes/blocks may be entered only during Assault.
5.1.5 Leaving Zones of Control
A. Units may move freely into or out of enemy ZOCs (10.0), although they may be subject to enemy Withdrawal Fire (Reaction) when they do.
B. Other than Withdrawal or Retreat Fire, no combat is allowed during a Movement Action.
5.1.6 Hex Containing Engaged Units
Units may not move through a hex which contains Engaged units (12.8.4).
5.1.7 Street/Road Movement
A. To use the street/road movement rates, a unit must be in Column or Modified Line formation, or limbered (artillery).
B. The unit must move from one street/road hex directly into an adjacent, connected street/road hex (6.1.2).
5.1.8 Blocking Units on Roads/Streets
A. In most cases, a unit using a road prohibits other units from moving through the unit on the road. To pass a blocking unit, other units must move around by paying the movement cost for the other terrain in the hex.
B. Passing units in Streets (5.4) is not permitted.
5.2 Elevation
5.2.1 In General
The Baton Rouge map uses a system of graduated elevation to represent the three-dimensional contours of the battlefields. The gradations represent changes in elevation of about 30 feet and should be considered as relative rather than absolute.
5.2.2 Effects on Movement
A. Units must pay one extra MP when crossing to a higher level (but never to a lower).
B. Ignore the extra cost for the first hex a unit enters in a Movement Action.
5.2.3 Effects of Roads/Streets
Roads/Streets negate any elevation changes.
5.3 City Blocks
A. City Blocks restrict movement, simulating the effects of maneuvering and fighting in built-up, city areas.
B. A City Block is a terrain feature which a unit may enter and move through.
C. Each City Block is treated as if it were a single, individual hex, regardless of its size.
D. Blocks are surrounded by adjacent Road/Street hexes. Exception: Hexes 1423 and 1424 (5.5.5).
E. Throughout the rules the term hex also applies to Blocks, unless stated otherwise.
5.3.1 Block Types
A. There are two types of city blocks: partial and urban.
B. Urban Blocks represent dense areas of buildings.
C. Partial Blocks are less congested areas of mixed buildings and open space.
5.3.2 Block Hexsides
A. Each City Block contains at least one complete hexside, called a Block Hexside (e.g., hexside 3810/3910). Regardless of the number of its Block hexsides, each block is one, separate area.
B. A unit attempting to move through a Block Hexside is considered to be entering that City Block. Example: A unit moving from Street hex 3810 into hex 3910 is, instead, entering that City Block; it is not moving directly into the Road hex in 3910.
5.3.3 Unit Placement in Blocks
To indicate that a unit is in a City Block, and not in the adjacent Road/Street hex, place the unit(s) within the block area and place a Block Mode marker on it. The exact placement within the block is irrelevant.
5.3.4 Eligibility to Enter a Partial Block
Any type of unit (except for cavalry in Line) may enter a Partial Block, as long as they enter from an adjacent Street/Road hex.
5.3.5 Leaving a Partial Block
To leave a Partial Block, move the unit(s) from the Block area into any adjacent Road/Street hex (only) and remove the Mode marker. The unit does not pay the cost to enter the Street/Road hex. It does pay an MP cost equal to the cost of entering the Partial Block hex it just left.
Example: Two units in Block (Hexside) 1618/1619 (the State Capitol) may leave that Partial Block by moving to hex 1518, 1519, 1619, 1719 or 1718, since all are adjacent to that single, Partial Block. Each unit could move into a different Street/Road hex.
5.3.6 Eligibility to Enter an Urban Block
A. Only infantry and leaders may enter an Urban Block. Once in the Urban Block an infantry unit is in Urban Block Mode (6.5), which represents the unit dispersed throughout the Block area.
B. Units in Urban Block Mode have no MA, and do everything else as if they were in Line formation.
C. Infantry in Urban Block Mode may only Fire (4.3.6.1, 4.3.6.9), Change Formation (4.3.6.3, 4.3.6.13; Leaving Urban Block, 5.3.7) or perform these Administrative Actions: Rally (4.3.6.16), Field Promotion (4.3.6.17), and Resupply (4.3.6.18).
5.3.7 Leaving an Urban Block
To leave an Urban Block a unit does not pay any MPs. Instead, it attempts a Formation Change Action and, if successful, it is then placed in any non-enemy-occupied, adjacent Street/Road hex in the formation desired. (Remove the Mode marker.) If it wishes to move further it must attempt a Movement Action.
Example: The 14th Maine (a) is in Urban Block 2118/2219 and wishes to move out of that block. After a successful Formation Change, it is placed in Road hex 2118, in Column. The Union now wishes to move the 14th Maine across town so rolls (successfully) for a Movement Action. It moves into Partial Block 2019/2118 (2 MPs) and then into Street Hex 2019 (2 MPs, the cost for leaving the Partial Block, not for entering the Street). It finishes its movement by expending its last remaining MP to move two street hexes, into hex 2021.
5.3.8 Terrain with City Block and Road or Street
A. A hex that contains part of a City Block plus a Road/Street hex plus other terrain (e.g., 2109) is considered a Street/Road hex for infantry in Column or Modified Line, cavalry in Column and limbered artillery. For other moving units, the hex is treated as the other non-city block type of terrain (usually clear or Building hex).
5.4 Streets
A. A Street is a special type of Road hex: paved, but with more restrictive movement and stacking limits because of the surrounding buildings.
B. The Confederate cavalry unit using a Street must be in Column.
C. Only one artillery section (two guns) may occupy a Street hex, or fire down it, at any one time.
D. Infantry must be in Column or Modified Line (6.1) to occupy and use a Street hex.
E. Passing a unit in a Street is not permitted.
F. An infantry unit leaving an Urban or Partial Block to enter a Street hex must Change Formation to Column or Modified Line.
G. Roads negate the cost of crossing Bayous or Streams only where indicated on the map.
Examples: No negation: 2107/2208; negation: 2107/ 2108.
5.5 Special Terrain
5.5.1 Union Camps, Race Course
The Union camps, and the Race Course have no effect on play.
5.5.2 Union Barracks, Arsenal
The Union barracks and Arsenal are ignored for terrain purposes.
5.5.3 Orphan Asylum
The Orphan Asylum hexside (2812/2813, only) may not be crossed or fired through by any unit.
5.5.4 Penitentiary
The Penitentiary is surrounded by a high wall which may not be crossed. No unit may cross a hexside completely contained within or covered by those walls.
5.5.5 Hexes 1423/1424
Hexes 1423 and 1424 are treated as Urban Blocks; they may be entered and exited into from any adjacent hex.
5.5.6 Building Hexes
Some hexes have buildings but are not considered blocks (e.g., 1516). These are Building hexes. They are treated as normal terrain, not blocks, and affect movement, stacking, and combat. Also, see effects on LOS (9.6.4).
5.6 Movement Limitations
A. A unit may move any number of times in a Player Segment, subject only to the restrictions of Fatigue (19.0) and Repeating Actions (4.3.7).
B. Disordered (9.7.3) and Routed (14.4.2) units also have reduced movement capabilities.
Exception: Artillery may move only twice per turn.
5.7 Retrograde Withdrawal
Retrograde Withdrawal (RW) allows units in close combat to withdraw in good order, without taking excessive losses. Although a Movement rule, this section is understood best in context with 7.22 (Facing) and 10.2 (Withdrawal Fire).
5.7.1 Eligible Units
A. RW is part of a Coordinated Infantry Brigade Movement Action or an individual artillery movement Action.
B. RW applies to any infantry brigade that has at least one unit in an enemy ZOC and to individual artillery units in an enemy ZOC.
C. It may be used only by infantry in Line formation and unlimbered artillery.
D. Regardless of how many friendly units are in an enemy ZOC, all units in the brigade may, if eligible, use RW.
5.7.2 Ineligible Units
RW may not be undertaken by:
- A single, Out of Command infantry unit,
- The cavalry unit,
- Pinned, Disordered, or Exhausted units, or
- Units that have Lost Combat Effectiveness.
5.7.3 Restrictions
- RW allows units to move backwards; i.e., they may back out of a hex to their rear, through a rear hexside.
- They may not enter/cross (back into) bayous, building hexes (artillery only), blocks of any type, breastworks, woods (artillery only), in addition to any normally prohibited terrain.
- Their MAs are halved (rounding down).
5.7.4 Units in Enemy ZOCs
After having successfully attained a Movement Action, roll one die for each unit in an enemy ZOC.
A. If the adjusted roll is the same as or lower than the unit's Morale, that unit may use RW.
B. If it is higher, it must use regular movement rules if it wishes to move (i.e., present its rear/enfilade to exit the hex).
C. Apply the following DRMs (cumulative), if relevant:
| DRM | Situation |
|---|---|
| +1 | Unit/brigade is Combat Effective (18.1). |
| +2 | Unit/brigade is Fatigued. |
5.7.5 Artillery
A. Artillery units use the battery/section Morale, not the crew's, and, if they fail the Morale roll, may not RW move.
B. Artillery RW rolls have no DRMs.
5.7.6 Units Not in Enemy ZOCs
Units of a brigade using RW that are not in an enemy ZOC do not have to undergo the RW Morale Check. They may use RW freely or use regular movement.
6.0 Formations
Only infantry, cavalry, and artillery have formations. A unit's formation affects its ability to move and engage in combat.
6.1 Infantry Formations
6.1.1 In General
Infantry is either In Line, Modified Line (most useful for street movement and fighting), or Column.
6.1.2 Road Movement
A. Only Infantry in Column or Modified Line (Mod Line) may use roads/streets for movement. The road/street must be unoccupied.
B. Otherwise, it must move around the blocking units, paying the cost of the other terrain in the hex.
C. A moving unit may never enter or move through an occupied Street hex. Exception: If the unit blocking a Road hex is in Line or is unlimbered artillery, the moving unit (if in Column or Mod Line) may use the road to move through these units. This does not apply to Streets.
6.1.3 In Column
A. Infantry in Column may not Fire or Assault.
B. Indicate Column status with a Column marker.
6.1.4 In Line
A. Infantry in Line may move and engage in combat normally but may never use roads/streets.
B. They may enter Partial Blocks but not Urban Blocks or Streets hexes.
6.1.5 Road/Streets With Modified Line
A. Infantry units in Mod Line may use Roads/Streets, under the following conditions:
- Only one unit (counter) per hex;
- The current fire/Melee strength of the unit is halved, rounded down.
B. Formation/facing rules remain the same.
6.1.6 Modified Line
A. Mod Line is a separate formation from Line and a Formation Change Action is necessary.
B. Use Mod Line markers to indicate such status.
6.2 Artillery Formations
A. Artillery is limbered or unlimbered.
B. When limbered, it can move but it cannot fire. When it is unlimbered, it can fire but it cannot move.
C. When artillery is Assaulted or fired upon by Small Arms, only the gun crew's strength (16.2) is considered.
6.3 Cavalry Formations
A. Cavalry in Column may not charge, Melee or fire. It can use streets, but it may never enter an Urban block.
B. Cavalry In Line can fire, charge and Melee, but it may not use roads/streets, nor may it enter city blocks.
C. Cavalry may not dismount.
6.4 Changing Formation
6.4.1 Restrictions
A. A unit may change formation only as part of a Change Formation Action (4.3.6.3, 4.3.6.13).
B. There is no movement or facing change allowed in this Action.
C. There are no other restrictions.
6.4.2 In Enemy ZOC
A. A unit that changes formation while in an enemy ZOC triggers a Withdrawal Fire Reaction (10.2).
B. If that fire causes any casualty (i.e., loss of SP), Disorder, Rout, or Pin result, the formation change is canceled, unless mandated by the combat result.
6.4.3 Artillery Change Within Range of Small Arms Unit
If an artillery unit attempts to change formation within range and line of sight (LOS) of any enemy Small Arms unit, those enemy units may fire a Withdrawal Fire Reaction.
6.4.4 MP Cost
There is no cost in MPs to change formation.
6.5 Block Modes
Block Modes are not formations; they are methods of indicating what units in blocks can do.
6.5.1 Partial Block Mode and Formations
A. Infantry and artillery in Partial Block Mode may be in any formation and may change formation normally.
B. When the unit leaves the Partial Block, it uses its current formation, unless it has to change formation to enter a Street hex (5.4).
C. Cavalry may use only Line in a Partial Block.
6.5.2 Urban Block Mode
Units in Urban Block Mode have no formation. To leave the Urban Block they must use a Formation Change (per 5.3.7).
7.0 Facing
All infantry, artillery, and cavalry units have a specific facing, dependent on their formation.
7.1 Facing Orientation
7.1.1 Line, Mod Line, and Artillery
A. All units in Line, infantry in Mod Line, and unlimbered artillery have two frontal hexsides, two enfilade hexsides and two rear hexsides.
[Diagram: hex facing orientation showing Front, Enfilade and Rear hexsides around a counter.]
B. The front of the unit is the top of the counter. For all these units, the top of the counter is always oriented towards the vertex (corner) between two hexsides.
7.1.2 Column and Limbered Artillery
A. Units in Column and limbered artillery all have one frontal hexside and five enfilade hexsides.
B. They have no Rear hexsides.
C. For these units, the top of the counter is always faced towards a specific hexside.
[Diagram: hex facing orientation for Column and limbered artillery showing one Front hexside and five Enfilade hexsides.]
7.1.3 Other Unit Types
All other unit types, including units in Block Mode, have no specific facing; they present frontal hexsides at all times and cannot be enfiladed.
7.1.4 Units in the Same Hex
All units stacked in the same hex must maintain the same facing. A unit moving into a hex assumes the facing of the unit already in that hex.
7.2 Effects of Facing on Movement
7.2.1 Change Facing During Movement Action
A. Units may Change Facing at no movement cost throughout a Movement Action, as part of a Facing Change Action or in a Facing Change Reaction.
B. When changing facing, a unit may turn in place any number of hexsides/vertices.
7.2.2 Restrictions
A unit may move into only a frontal hex, except for RW (5.7).
7.3 Effects of Facing on Fire Combat
7.3.1 Firing
A. Units may fire through only their frontal hexsides.
B. They may be fired upon through any hexside.
C. The Fire CRT lists the effects of facing on Fire Combat.
7.3.2 Fire Through Multiple Hexsides
If a unit is fired upon through more than one type of hexside, use the one that most benefits the target/defending unit on the Fire CRT.
7.3.3 Effect of LOS
A. If an LOS (9.6) bisects a frontal hexside and an enfilade hexside, the unit is considered to be fired on through its frontal hexside.
B. If an LOS is between rear and enfilade, it is considered enfiladed.
7.4 Effects of Facing on Assault
7.4.1 Attacking vs Defending
A. Units may Assault or charge (cavalry only) only into one of its frontal hexes.
B. Units may be Assaulted through any hexside.
C. The Assault Results Table lists the roll modifiers for facing.
7.4.2 Changing Facing After Melee
The Melee winner may freely rearrange its units' facing.
8.0 Stacking
A. Generally, units can move through other friendly units, although there are severe restrictions when inside the city and using streets.
B. There is no cost in MPs to stack or unstack.
C. Stacking restrictions apply throughout the turn.
D. Units in the same City Block must be stacked together.
E. The rules for stacking in hexes also apply to City Blocks.
8.1 Stacking Restrictions
8.1.1 Stacking Limits
A. The Stacking Restrictions Table lists the number of infantry/cavalry SPs and/or artillery sections that can occupy a single hex.
B. The units allowed to stack together are listed in the Formation Stacking Chart.
8.1.2 Basic Rule
A. Regardless of the SP limitation, a single unit can always occupy any hex (or Block) containing terrain it could normally enter.
B. A single unit is defined as:
- Any one Confederate infantry regiment,
- The a or b unit of a Union regiment,
- The Confederate cavalry battalion, or
- Any one battery (i.e., all the sections belonging to that battery) or section.
8.1.3 Stacking Points
For stacking purposes, the current strength of a unit (unadjusted by terrain, etc.) is its number of stacking points.
8.1.4 City Block Stacking Limit
The number of Block Hexsides in a block determines the number of SPs that may stack in that City Block.
8.1.5 Leaders and Markers
Leaders and markers never count against stacking restrictions.
8.1.6 Retreat Into Friendly-Occupied Hexes
A. A unit may not Retreat into or through a hex occupied by friendly units.
B. If a Retreating unit is forced to enter a friendly-occupied hex, the other units in that hex are Displaced (15.3.2).
8.2 Effects Of Stacking On Combat
8.2.1 Fire Losses
A. Only the top unit in a stack takes losses when the hex is fired upon.
B. If a combat result calls for losses greater than the top unit's SPs, the remainder of the losses must be taken from the next infantry or cavalry unit in the stack.
C. Artillery crews suffer losses only if no infantry or cavalry units are in the hex, or if the artillery unit was subject to Withdrawal Fire.
8.2.2 Bombardment
A. When artillery or naval guns fire at bombardment range (16.3), they do not fire at the top unit; rather, they fire at only one unit in the hex, chosen randomly by the attacker after the gun fires.
B. Any result applies only to that unit, with the exception of a Morale Check causing a Pin, which applies to all units in the hex.
C. Target density is calculated normally.
8.2.3 Limit on Firing From a Hex
The Stacking Restrictions Table lists the maximum number of SPs and/or sections/batteries which, when stacked together, may fire out of the same hex.
8.3 Density and Fire Combat
In determining the Fire Strength column on the Fire CRT, the attacker must consult the Density Adjustment Table for any adjustments to the final Fire CRT column. Density may be affected by the type of unit being fired upon.
8.4 Stacking Order
Units may stack or change their stacking order only during a friendly movement Action.
Exception: When the top unit runs out of ammunition, the owner may immediately change the stacking order.
9.0 Fire Combat
A. Combat units may fire their weapons at enemy units in accordance with the rules on Range, Fire, and LOS.
B. Fire is an Action that can be done at any time during the Player Segment.
C. Fire can also be a Reaction: Retreat Fire, Return Fire, etc.
D. A unit is never required to fire, and a unit may fire any number of times, limited only by ammunition supply.
E. For each Fire Combat, the attacker:
- Designates the firing unit(s) and the enemy target unit(s);
- Determines the Fire Strength of each firing unit (9.2);
- Totals all Fire Strengths firing at each target;
- Locates the Fire Strength column on top of the Fire CRT;
- Shifts (adjusts) that column left or right for any effects such as terrain or facing;
- Rolls two dice, cross-references their total under the final adjusted column, and applies the result.
9.1 Combat Strength
9.1.1 In General
The combat strength represents a unit's current manpower, fire strength, Assault capabilities and, in most cases, stacking points (8.3). This strength may be reduced by casualties.
9.1.2 Artillery
All artillery have a Fire strength equal to their gun points.
9.2 Weapon Type and Range
9.2.1 Range Effects Table
A. The types of weapon used by each unit are listed on the Range Effects Table (RET). A unit's weapon type determines how far and how effectively it can fire.
B. The RET gives the SP multipliers for that weapon at that range. Multiply the current strength by that number to get the Fire strength.
9.2.2 Maximum Range
A. The maximum range (in hexes) for each weapon type is also listed on the RET. No unit may fire at a target beyond that range.
B. Calculate the range by counting the distance in hexes from the firing unit to the target. The firing unit's hex is not counted; the target hex is.
9.2.3 Adjacent Defined
A. Adjacent, opposing units may engage in fire combat against each other, or they may fire at more distant, opposing units.
B. A unit in a City Block is adjacent to the road/street hex, not another block.
C. Each adjacent road/street hex is always at a 1-hex range, regardless of the size of the block.
9.2.4 Units in Column
Units in Column have no weapon type and cannot fire.
9.3 Fire Strength Per Hexside
9.3.1 Limit on Small Arms SPs
The number of Small Arms SPs that can fire out of (as opposed to into) a given hex is dependent on the type of hex it is and the number of frontal hexsides through which it is firing. See the Stacking Restrictions Chart for the allowable strengths.
9.3.2 Hexside Limits Priority
The SPs per hexside limits are applied before any range modifications.
9.3.3 Artillery/Naval Guns
Artillery/Naval guns are not limited to SPs per hexside.
9.4 Multiple Unit Fire
9.4.1 General Rule
A. Generally, if two or more friendly units fire at the same enemy-occupied hex, all firing units must combine their fire strength into a single total, whether the firing units are stacked together or in different hexes.
B. Each unit's fire strength is computed separately for range, and then all are added together.
9.4.2 Allowable Combinations
A. Small Arms may combine with artillery canister for the Return and Defensive Fire Reactions.
B. Artillery bombardment may never be combined with any other fire.
C. If a target is subject to both bombardment and Small Arms/canister fire, both types are resolved separately.
9.4.3 Artillery and Naval Ranges
A. Artillery fires at two different ranges: canister and bombardment. The two types of fire are never combined.
B. Naval units always fire bombardment, and naval bombardment may not be combined with any other type of fire (including field artillery bombardment).
9.4.4 Infantry From Different Brigades; Confederate Cavalry
A. Infantry units from different brigades may only combine in Return and Defensive Fire Reactions if they are eligible to react at the same time.
B. The Confederate cavalry unit may not combine fire with any other unit.
9.4.5 No Restrictions on Taking Fire
There are no restrictions as to the number of times a unit may be fired upon.
9.4.6 Dividing Fire Strength
A. Within any given Fire Action or Reaction, a unit may choose to divide its fire strength, directing it at any number of target hexes, as long as it follows the rules on facing and maximum fire strength per hexside.
B. A unit that divides its fire strength can fire at several targets at the same range or at different ranges, resolving each fire separately. Example: A Confederate infantry regiment with a current strength of 3 can fire with a strength of 1 at three different enemy hexes or it may fire with a strength of 2 at one hex and 1 at another.
C. It is the current strength that is divided, and not the final, modified strength.
9.4.7 Minimum Fire Strength
A. In splitting a unit's fire strength, the current strength may not be so divided as to make the final fire strength less than 1.
B. This restriction applies only when splitting fire strength. Example: A section of two L guns could not fire at two individual targets twelve hexes distant, because the final fire strength would be ½ point per target. The section would have to so split its fire so that each target had a necessary 1 point minimum. However, that section could fire at two targets if density, formation, etc., provided enough column shifts to raise the final fire strength to at least 1.
9.5 Terrain and Other Effects on Fire
A. A defending, friendly unit receives the benefit of the terrain it is in as long as at least one of the firing enemy units is firing through or into that terrain.
B. Terrain effects on combat are listed on the Terrain Effects on Combat Table (TECT).
C. All terrain effects are cumulative.
D. Neither side may fire into a hex containing an Engaged marker (12.8.4).
9.6 Line of Sight
A. The ability of a unit to fire from its hex to some other hex depends on the terrain between those two hexes: the Line of Sight (LOS). An LOS is represented by a straight line drawn from the center of the firing hex to the center of the target hex.
B. Depending on the elevation of both hexes, LOS can be blocked only if it passes through a hex with blocking terrain or a blocking hexside which is not common with or adjacent to either the firing unit's or the target unit's hex.
C. A clear LOS always exists out of a blocking hex containing a firing unit and into a blocking hex containing a target unit.
D. Depending on elevation, an LOS does not extend through blocking terrain.
E. A unit can always fire into an adjacent hex.
F. The basic premise is: if something bigger is in the way, LOS is blocked and fire is not possible.
9.6.1 Blocking Terrain
A. The types of blocking terrain are listed on the TECT.
B. In addition, all combat units are considered to be blocking terrain.
C. Whether terrain actually blocks LOS depends on the elevation of both the firing and the target hex.
9.6.2 Height
A. For purposes of determining LOS, ground level (regardless of the actual elevation of the hex) is 0 feet.
B. Infantry, artillery, and cornfields are 5 feet high.
C. Mounted cavalry and wagons are 10 feet high.
D. Woods and the Penitentiary Wall are 20 feet high.
E. City blocks, buildings in Partial Blocks, the Asylum, and the State House are 30 feet high.
F. Each change in elevation is 30 feet.
9.6.3 Determining LOS Between Different Elevations
A. Terrain or units can block the LOS between units on different elevations if the blocking hex is higher than the lower unit and lower than the higher unit.
B. To determine whether something blocks between units on different levels count the hexes between the lower unit and the potential obstacle.
- If this distance is less than half the number of hexes between the firing and target units the LOS is blocked.
- If the number is equal to or greater than half the distance, LOS is clear.
9.6.4 Buildings Outside Urban Blocks
Individual buildings not within an Urban Blocks (i.e., those buildings within a Partial Block or in a Building hex) do not block LOS unless the building covers an entire hexside (e.g., the Asylum and the State House).
9.7 Results of Fire Combat
9.7.1 In General
A. When the Fire CRT yields a numerical result and the target is infantry or cavalry, that unit loses that number of SPs (casualties). The owner adjusts the affected unit's strength by checking off the number of SPs lost on the Roster Sheet for the unit plus its Brigade, where applicable.
B. For results with an asterisk, the unit undergoes a Morale Check (14.2) after taking casualties.
C. Remove a unit from play when all SPs are lost.
9.7.2 Artillery
A. If an artillery unit is stacked with an infantry or cavalry unit, the artillery unit does not suffer any casualties from Small Arms or canister fire unless the infantry/cavalry is first eliminated.
B. When artillery is affected by Small Arms/canister, only the crew suffers casualties.
C. If artillery suffers a result of 1 or more from Small Arms/ canister fire, the crew is eliminated.
D. If a crew is eliminated the artillery counter remains on the map with an Abandoned Guns marker placed on it.
9.7.3 Disorder (D) Result
A. On a Disorder (D) result, roll one die and compare that to the unit's Morale.
- Apply a -1 DRM if the unit is stacked with a leader.
- Apply a +1 DRM if it is enfiladed or hit from the rear.
B. If the adjusted roll is higher than the Morale Ratings, the unit becomes Disordered. Place a Disordered marker on it.
C. A Disordered unit suffers the following effects:
- Its MA is reduced by 1.
- It may not enter an enemy ZOC.
- It is immediately placed in Line formation. It may not change formation until the unit is rallied (14.6). It remains in Mod Line if it is in a Street. This does not apply to artillery and units in Urban Blocks.
- The unit may not initiate a Fire Action.
- It may not use Withdrawal or Retreat Fire Reactions.
- It may use Return and Defensive Fire Reactions, but with a Fire CRT column shift of one to the left (1L).
- It may not initiate an Assault Action.
- If already Disordered, it automatically Routs.
9.7.4 Morale Check (M) Result
On a Morale Check (M) result, the unit(s) must undergo a Morale Check (14.2, 18.2).
9.7.5 Disorder or Rout (D/R) Result
A. On a Disorder or Rout (D/R) result, roll one die and compare the number to the unit's Morale Rating.
- Apply a -1 DRM if the unit is stacked with a leader.
- Apply a +1 DRM if the unit is enfiladed.
B. If the roll is higher than the Morale Rating, the unit is Routed.
C. If it is the same as or lower than the Morale Ratings, it is Disordered.
9.7.6 Units in Urban Blocks
A. Units in Urban Blocks treat Rout or Pin results (either Fire or Assault) as Disorders.
B. They ignore any requirements to Retreat.
9.7.7 Leader Casualties
See 17.5 for combat results and leader casualties.
9.8 Return Fire Reaction
A. A unit fired upon during an enemy Fire Action may Return Fire as a Reaction.
B. The reacting unit may fire only at the unit(s) that fired at it, provided they are in the Reacting unit's LOS, facing, and Range.
C. Return Fire is a form of fire combat and follows all fire rules.
D. Field artillery may Return Fire against naval units per Shore Fire Rules (16.6).
9.8.1 Opportunity to Return Fire
A. The defender/reacting side must be given opportunity to Return Fire after each Fire Action against one of its units/stacks.
B. Resolve the Return Fire before the Acting side selects its next action.
C. If the defender declines to Return Fire, the opportunity is lost.
9.8.2 Applying Fire CRT Results
All Fire CRT results, including Morale Checks, are applied before Return Fire is attempted by the defending unit.
9.8.3 Routed and Pinned Units
A. Routed units may not Return Fire.
B. Pinned units can Return Fire, but at half strength, rounding down, but not less than 1.
9.8.4 Return Fire Against Multiple Units
If a unit/stack was fired upon by more than one enemy unit, the Reacting unit may Return Fire against any number of those units, restricted by Range, facing, etc.
9.8.5 Limit on Return Fire
A unit may Return Fire as many times as it is fired upon, subject to ammunition depletion.
9.8.6 Top Defender Eliminated
If the top unit in a stack is eliminated by enemy fire, the remaining units may Return Fire.
9.8.7 Enfiladed or Fire From Rear
Units that have been enfiladed or fired on from the rear may attempt a Facing Change Reaction before Return Fire (4.4.4).
10.0 Zones of Control
A. All units in Line or Mod Line formation, and unlimbered artillery have a ZOC extending into their two frontal hexes.
B. Cavalry in Column exerts a ZOC into its one frontal hex.
C. Units in either Block Mode extend ZOCs into each adjacent Road/Street hex. Infantry in Column, wagons, and limbered artillery have no ZOC.
D. ZOCs affect Withdrawal, Retreat, Supply, and Command.
10.1 Extent of ZOCs
10.1.1 Urban and Partial Blocks
A. ZOCs do not extend into Urban Blocks.
B. A ZOC that extends into any part of a Partial Block affects all units in that block.
10.1.2 Restrictions
A. The presence of a friendly unit negates an enemy ZOC for purposes of Command Range, but not for Resupply, Withdrawal Fire, or Retreat Fire.
B. ZOCs do extend across hexsides that units may be prohibited from moving across.
C. ZOCs do not extend into a hex into which there is no LOS.
10.2 Withdrawal Fire Reaction
10.2.1 Leaving Enemy-Controlled Hex
A. If a friendly unit leaves an enemy-controlled hex, the enemy unit exerting that ZOC may fire Withdrawal Fire as a Reaction at the moving unit before it leaves the hex, at the following times:
- Movement, including changing formation;
- Retreat Before Melee;
- Charge.
B. Friendly Withdrawal Fire may also occur when an enemy artillery unit changes formation within range and LOS of a friendly Small Arms unit.
10.2.2 Timing of Withdrawal Fire
Withdrawal Fire takes place before the withdrawing unit leaves the hex; thus, the range is one hex. Units firing at enemy artillery changing formation may, of course, fire at a distance greater than one hex.
10.2.3 Multiple Units Withdrawing
If there are at least two units in the same hex and they both wish to withdraw from an enemy ZOC, the enemy unit may fire only once at the withdrawing stack.
10.2.4 Covering Units
A. When there are two (or more) units in the same hex, some may wish to withdraw from an enemy ZOC. Only the remaining unit(s) are subject to the Withdrawal Fire since they are covering for the withdrawing units.
B. Target density adjustments are based on the remaining/covering units, not the entire stack.
10.2.5 Casualties from Withdrawal Fire
A. A unit suffering casualties from Withdrawal Fire is treated normally, rolling for possible Disorder, Morale Checks, leader loss, etc.
B. A unit that suffers a Pin may move only one hex, then it is Pinned. Exception: Retreat Before Melee (12.7.7).
C. A withdrawing unit is not affected if its covering unit is Pinned.
10.2.6 Path of Withdrawal
A. A unit may withdraw from an enemy ZOC through any hexside it wishes.
B. It may not enter an enemy-occupied hex.
C. Firing units receive the benefit of enfilade/rear fire if the withdrawing units, in moving, present their enfilade/rear side. (See Retrograde Withdrawal, 5.7.)
10.2.7 Withdrawal Due to Fire
A unit that is fired upon while in an enemy ZOC and then forced to Retreat out of that hex is not subject to Withdrawal Fire.
10.2.8 Eligible Units
A. When a unit triggers Withdrawal Fire, it can be fired upon once by each eligible enemy unit.
B. A unit can perform Withdrawal Fire any number of times, subject to ammunition depletion.
10.2.9 Urban Blocks
A. Units in or leaving an Urban Block are never subject to Withdrawal Fire.
B. ZOCs do not extend into Urban Blocks.
10.3 Retreat Fire Reaction
A. A unit that is forced to Retreat into an enemy unit's ZOC, other than the one which caused the Retreat, may undergo Retreat Fire.
B. The procedure for Retreat Fire is the same as for Withdrawal Fire, with one exception: in Retreat Fire units entering the ZOC trigger the reaction, as opposed to units leaving the ZOC.
10.3.1 Opportunities for Retreat Fire Reaction
A. Each time a unit Retreats into the ZOC of a different enemy unit/stack, the possibility of a Retreat Fire Reaction is triggered.
B. Therefore, a Retreating unit can be fired upon by several enemy units/stacks as it Retreats.
10.3.2 Units Eligible to Fire
Enemy units firing on Retreating units may fire only once at a specific Retreating unit. Ammunition depletion rules apply.
10.3.3 Effect of Casualties
Retreating, Routed units that suffer casualties from Retreat Fire do not roll for Disorder, D/R, or make Morale Checks.
11.0 Ammunition Supply
A. All units capable of fire combat are subject to possible ammunition depletion.
B. These units may be resupplied by supply wagons, which carry both Small Arms and artillery ammunition.
C. Resupply is an Action and requires a successful TCT roll.
11.1 Supply Wagons
11.1.1 In General
A. Supply wagons are not combat units. They may never fire or initiate an Assault Action.
B. If forced to defend alone against an Assault they are automatically Captured.
C. They have no formation.
D. Wagons carry an unlimited supply of artillery and Small Arms ammunition.
11.1.2 Retreat Before Melee
A. Supply wagons may attempt to Retreat before Melee. To do so, roll one die:
- On a 1-4, the wagon may Retreat one or two hexes.
- On a 5-6, the wagon remains in place.
B. Wagons may attempt to Retreat Before Melee whether or not they are stacked with other units.
11.1.3 Small Arms/Canister Fire Upon Wagons
The effects of Small Arms or canister fire against wagons are:
- All numbered casualty results are treated as automatic Routs. Wagons Rout like other units.
- All other results are treated as possible Pins. On a 4-6 the wagon is Pinned.
11.1.4 Artillery Bombardment Upon Wagons
The effects of artillery bombardment are:
- All numbered results, plus all D/R results are treated as automatic Pins.
- All other results are treated as possible Pins, per 11.1.3.2.
11.1.5 Effects of Pin or Rout
Pinned or Routed wagons may not provide supply. They are Rallied like other units (14.6).
11.1.6 Results When Stacked With Combat Units
A. When stacked with combat units, wagons ignore K, R, and Rpls Assault results.
B. Wagons are Captured if the enemy unit is in the same hex as the wagon at the end of the Assault Action.
11.1.7 Effects of Capture and Recapture
A. Captured wagons may not be used by the capturing side; capturing simply denies their use by their original owner.
B. If recaptured, they function normally.
11.1.8 Destruction/Movement of Captured Wagons
Captured wagons may not be destroyed; they may be moved.
11.2 Small Arms Ammunition Depletion
11.2.1 Becoming Low Ammo or Depleted
A. Each time a Small Arms unit fires and a 6 or 8 is rolled on the Fire CRT, there is a possibility the unit will suffer loss of ammunition.
B. Rolls another die. On the 1-3, the unit becomes low on ammo. Place an Ammo Low marker on it.
C. If a 6 or 8 is rolled on the Fire CRT for a unit that is already Ammo Low, that unit is automatically Out of Ammunition. Place an Ammo Depleted marker on it.
D. All units under an Ammo Depleted marker are considered out of ammo (but see 8.4).
11.2.2 Effects
A. A unit that is out of ammunition may do anything except Fire. To be able to fire it must be resupplied (4.3.6.18).
B. There is no penalty for being Low on Ammo, other than described in 11.2.1.C.
C. This does not apply to the Confederate cavalry unit, which is always has ammo.
11.3 Artillery Ammunition Depletion
11.3.1 Roster Sheet
The Roster Sheet for each side includes the names of each artillery section and the boxes representing rounds of canister and bombardment ammo available.
11.3.2 Expending Ammunition
Whenever a side fires with one of its artillery sections and rolls a 5, 7, or 9 on the Fire CRT, the unit expends one round of the type of ammunition listed, if that was the type of fire undertaken. Check off one box to indicate such expenditure.
11.3.3 Multiple Sections Firing
When more than one section is firing at the same time and target, and any ammo expenditure applies to only one section, owner's choice.
11.3.4 Split Fire
Split fire that results in ammo expenditure causes only one round to be expended, regardless of how many times the owner rolls for that unit in the Action.
11.3.5 Out of Ammo
A. If an artillery unit has expended all its rounds (of both types), it is Out of Ammo and may not fire until resupplied (11.4).
B. If it has expended only one type it may always fire with the other. See also Firing Bombardment at Canister Ranges (16.3.2).
11.3.6 Effect of Capture
If an artillery section is Captured its ammunition supply is immediately eliminated.
11.3.7 Effect of Gun Loss
A. Any time an artillery unit is hit by bombardment fire and suffers a gun loss (a 2+ Fire CRT result), there is a chance that the caisson was hit and some ammo lost. The owner rolls one die:
- On a 5, one round of canister is lost;
- On a 6, one round of bombardment is lost.
B. If only one type is present, that is what is lost.
11.3.8 Naval Guns
Naval guns never run out of ammo.
11.4 Ammunition Resupply
11.4.1 Eligibility
A. For artillery to be resupplied they must be out of enemy Small Arms range (taking LOS into consideration).
B. For infantry to be resupplied they must not be in an enemy ZOC.
C. Friendly units do not negate an enemy ZOC for this purpose.
11.4.2 Requirements
A. To be resupplied, a unit must be stacked with or adjacent to a friendly, Unrouted, Unpinned wagon (with no intervening impassable terrain).
B. Any Union unit in or adjacent to an Arsenal hex (1608, 1708, 1709) may be resupplied from that hex.
11.4.3 Artillery Resupply
A. An artillery section adjacent to a wagon it may receive a maximum of two rounds of ammunition (of either or both types) in one Resupply Action.
B. If stacked with a wagon, it may be fully resupplied (with both types) in one Resupply Action.
C. No section may ever carry more than three rounds of each type of ammunition.
11.4.4 Exchanging Rounds
Artillery sections from the same battery that are stacked together during a Resupply Action may exchange rounds if they have the same gun types and they are out of enemy Small Arms range.
11.4.5 Infantry Resupply
Infantry units with either an Ammo Low or Ammo Deplete marker may attempt to resupply.
12.0 Assault: Melee
A. The term Assault refers to hand-to-hand combat, sometimes referred to as shock, in which one side attempts to dislodge the other from its position.
B. There are two types of Assault: Melee and Charge. Only cavalry in Line may Charge.
C. All combat units, with certain restrictions, may initiate Melee. Melee is initiated from an adjacent hex. Charge is initiated at a distance of two to four hexes.
D. A Charge Action may never be combined with a Melee Action.
E. Under certain circumstances units from different brigades may combine their Melee attacks as part of the same Assault (12.9).
F. To engage in Melee, a friendly unit must begin the Assault Action adjacent to an enemy unit, and that enemy unit must be in the friendly unit's ZOC. The friendly unit must also undergo the possibility of enemy Defensive Fire (12.4).
G. If the Assaulting unit survives the Defensive Fire, it is then moved into the hex with the enemy unit.
H. Compare the attacker's Melee SPs with those of the defender. Express this as a ratio, rounding it in the defender's favor.
I. For odds greater than 7-1 or worse than 1-4, use those columns, respectively.
12.1 Definition of Melee Strength
12.1.1 Infantry or Cavalry
The Melee strength of an infantry or cavalry unit is its current strength.
12.1.2 Artillery Crew
The Melee Strength of an artillery crew is 1 when alone in a hex (16.2).
12.1.3 Wagons
Wagons have no Melee strength (11.1.1).
12.2 Melee Initiation and Restrictions
12.2.1 Defender in Column
A. An Assaulted unit in Column immediately goes into Line formation (or Mod Line, if in a street).
B. The attacker is still considered to have enfiladed the defender if it attacked the column through an enfilade/rear hexside.
12.2.2 Restrictions
The following types of units may not initiate a Melee Action:
- Infantry and cavalry in Column,
- Gun crews and wagons,
- Pinned, Disordered, or Routed units.
12.2.3 Initiating Melee
Initiating Melee is voluntary; a unit is never required to do so simply because it is adjacent to an enemy unit. However, all initiated Melees must be resolved.
12.2.4 Requirements
To initiate Melee, a unit must be part of an Assault Action, and it must pass a modified form of Morale Check, even if Assaulting a wagon alone in a hex.
12.3 Melee Initiation Procedure
A. The side conducting the Assault Action announces all Melee attacks to be attempted, indicating each enemy-occupied target hex, as well as the friendly units participating in each attack. Once declared, attacks may not be altered.
B. The defender may Retreat Before Melee (12.7). Any adjacent attacking units can now execute Withdrawal Fire and/or advance into the vacated hex.
C. All remaining (non-Retreated) Assault targets, plus any other friendly units adjacent to them, may Defensive Fire (12.4).
D. All attacking units stacked with leaders of their own command automatically Melee; no Morale roll is necessary for these units.
E. For all attacking units not stacked with leaders the attacker conducts a Melee Initiation Morale Check. (See the Melee Initiation Procedure Summary.)
- If the result is equal to or less than the unit's Morale Rating, that unit must attack.
- If the result is greater, it may not attack.
- Each unit makes a separate Morale Check, unless it is in a stack, in which case only the top unit checks and the result applies to the entire stack.
- The top unit must be eligible (12.2.2) to Melee if its Morale Rating is to be used; otherwise, the second unit is used, etc.
- Units which fail this Morale Check take no part in the attack.
F. Attacking units that are eligible (12.3.D, 12.3.E) now enter the defender's hex and the Melee is resolved.
12.4 Defensive Fire Reaction
12.4.1 Eligible Unit Types and Formations
Infantry/ Cavalry in Line or Mod Line and unlimbered artillery may use Defensive Fire.
12.4.2 Eligible Units
A friendly unit may use Defensive Fire when it is the target of a Melee. A friendly unit may also use Defensive Fire if, while not the actual target of an Assault, it is adjacent to a friendly unit that is a target.
12.4.3 Target and Effect of Defensive Fire
Defensive Fire is directed into the hex from which the Assaulting unit will enter the target hex. If the Assaulting unit is Disordered by the Defensive Fire, it does not Melee and remains in the adjacent hex.
12.4.4 Disorder, Pin, Rout, and Loss of Combat Effectiveness
Disordered and Pinned units, and units from brigades that have Lost Combat Effectiveness (18.4), may use Defensive Fire. Routed units may not.
12.5 Terrain and Other Effects on Melee
12.5.1 In General
The effects of terrain on Melee are listed in the TECT. Other adjustments are noted in the Assaults Results Table.
12.5.2 Effect of Engaged
A. If units are Engaged in a Melee, terrain effects are ignored after the first round for the original combatants, unless the terrain is an Urban Block. In that case, the original defenders always retain the defensive benefit.
B. Terrain effects do apply to any additional units who join an Engaged Melee.
12.5.3 Prohibited Terrain
A unit may not Assault into a hex it could not move into normally.
12.5.4 Effects of Rout
A. A Routed, defending unit's Melee strength is halved, rounding down, but never less than 1.
B. If a Routed unit becomes part of an Engaged result, it must Retreat from that Melee. If it cannot Retreat, it is Captured.
12.6 Stacking in Melee
12.6.1 Effect of Stacking Limit
The maximum number of SPs that may conduct Melee in a single hex is listed on the Stacking Restrictions Table. If the number of SPs exceeds that limit, ignore the extra points when calculating the odds/ratio.
12.6.2 Separate Stacking Limits
Stacking limits apply to each side separately.
12.6.3 Application of Melee Losses
A. Melee losses are always taken from the topmost unit in a stack.
B. Losses are always taken from infantry/cavalry before any other unit type is affected.
12.7 Retreat Before Melee Reaction
After the attacker announces its Melees, the defender must either immediately exercise its option to Retreat Before Melee, if conditions allow, or declare that it will accept the Melee.
12.7.1 Ineligible/Eligible Units
A. Unlimbered artillery (the guns, not the crews), Pinned/Routed units, and units entirely surrounded by enemy ZOCs may not Retreat Before Melee.
B. Infantry, cavalry, and limbered artillery may Retreat Before Melee.
C. Crews, whether or not with their guns, that are not stacked with infantry or cavalry, may attempt to Retreat Before Melee.
D. Wagons may attempt to Retreat Before Melee (11.1.2).
12.7.2 Retreat Requirements
Units Retreating Before Melee may move away up to two hexes, but may not enter an enemy ZOC.
12.7.3 Withdrawal Fire
All units that Retreat Before Melee are subject to Withdrawal Fire, except for units leaving Urban blocks.
12.7.4 Morale Check
Units that Retreat Before Melee must make a Morale Check (14.2) at the conclusion of their Retreat. Units that suffer casualties from Withdrawal Fire do not make an additional Morale Check.
12.7.5 Eligible Adjacent Units
A. Units adjacent to friendly units that Retreat Before Melee may also Retreat, even though they may not be Melee targets.
B. Such units must be within Command Range of their Brigade commander.
C. These units are not required to make a Morale Check unless they suffer Withdrawal Fire casualties.
12.7.6 Cavalry and Limbered Artillery
Cavalry and limbered artillery that Retreat Before Melee do not trigger Withdrawal Fire and do not have to make a Morale Check.
12.7.7 Pinned Result From Withdrawal Fire
A unit attempting to Retreat Before Melee that is Pinned as a result of Withdrawal Fire may not Retreat and is forced to accept the Melee.
12.7.8 Advance Into Vacated Hex
A hex that is vacated by a unit that Retreated Before Melee can be occupied by any units that had announced Melee against that hex, within Stacking Restrictions.
12.8 Results of Melee
12.8.1 Killed (K) Result
A. A Killed (K) result eliminates 1 SP from the affected infantry/cavalry unit.
B. An Artillery Crew is eliminated when it suffers any casualty (16.2.2).
12.8.2 Retreat (R2) Result
A. A Retreat (R2) means that all affected units must Retreat two hexes. The path of Retreat is away from enemy units toward friendly lines (15.4).
B. Units that cannot Retreat are Captured (12.8.3).
C. Units forced to Retreat into or through enemy ZOCs trigger possible Retreat Fire.
D. At the end of the Retreat, the owner conducts a Morale Check for each Retreating unit. For crews, see 16.2.4.
12.8.3 Captured (C) Result
A Captured (C) result means that 1 SP has been Captured. The affected unit is reduced by that number of SPs as if it were a casualty. Prisoners may not escape.
12.8.4 Engaged (ENG) Result
A. An Engaged (ENG) result means that all units in the hex are still fighting. Engaged units can neither fire nor move, nor can those units be fired upon by other, engaged units.
B. Engaged units have no ZOC.
C. Engaged leaders cannot rally other units and their Command Ranges are reduced to one hex.
D. Other units may not move through the hex, although units may be moved into the hex as reinforcements.
E. Place an ENGAGED marker on the hex.
F. The side which next chooses to perform an Assault Action and has Engaged units on the map must first resolve all Engaged Melees (G.1-3 below) before proceeding with its chosen Assault, whether or not the Engaged units would have been part of that new Assault Action.
G. That side may choose one of the following options to resolve the Engaged Melee:
- Fight another Melee with the same units, recomputing the odds/ratio if necessary (considering terrain effects, 12.5.2). For this purpose, units that could not normally initiate Melee are here allowed to do so unless they are currently Routed.
- Within stacking restrictions, bring in other, adjacent units and fight another Melee, as above.
- Retreat its Engaged units two hexes, making Morale Checks for each unit at the end of the Retreat. Units Retreating from an Engaged Melee do not suffer Withdrawal Fire, but they may not participate in any further Melees in that Action. There is no advance by the non-Retreating units. Unlimbered artillery and wagons may not exercise this option, but units that were Routed at the beginning of the original Melee must use this option; they may not remain Engaged. This option may not be combined with G.1 or G.2 above.
12.8.5 Repulsed (Rpls) Result
A. A Repulsed (Rpls) result means that the attacker must Retreat all its units two hexes, roll for possible leader loss on the Leader Casualty Table (if a leader is present), and then perform a Morale Check for the Retreated units.
B. The defender does not Retreat, although it also rolls for leader loss and performs a Morale Check for all its units.
12.8.6 Removal of Pin Markers
Prior to resolving combat, Pin markers are automatically and immediately removed from units involved in a Melee.
12.8.7 Elimination of Both Sides
If the result of a Melee completely eliminates both sides, substitute an Engaged result instead.
12.9 Combined Assault
12.9.1 Definition
A Combined Assault Action means Assaulting with more than one brigade from the same division (Confederate) or more than one regiment (Union) at the same time.
12.9.2 Eligibility
A. The Union may attempt a Combined Assault with any or all of its regiments, provided that all the regimental commanders are within the OC's Command Range.
B. The Confederacy may attempt a Combined Assault with any or all of the brigades of one division provided that all the commanders of those brigades are within the division commander's Command Range and the division commander is within the OC's Command Range.
12.9.3 Requirements
A. To launch a Combined Assault, make a TCT roll, in any order, for each brigade (Confederate) or regimental (Union) leader. The normal TCT modifiers are used, and the OC's or division leader's Command Points (CPs) may be used to augment the rolls (17.2.3).
B. The possible outcomes for these TCT rolls are:
- If within that side's TCT Range (4.2.2.B.1) proceed to the next commander (if there is one).
- If the die is an adjusted 7 (will not cause a Random Event), there are no more TCT rolls and that side must Assault with all those regiments/brigades that had successful rolls above.
- If the result falls within the opponent's TCT Range, there is no Combined Assault and play passes to the opponent, per 4.2.2.B.2.
12.9.4 Required Units
After determining which regiments/brigades will participate in the Combined Assault, the attacker must Assault with at least one unit of each of those regiments/brigades.
12.9.5 Out of Command
Out of Command units may never participate in a Combined Assault.
12.9.6 Shield's Detachment
Shield's Detachment may participate in a Combined Assault if it is within the Command Range of the coordinating division commander.
13.0 Assault: Cavalry Charge
A. Charge is treated like Melee, except:
- When Charging, the cavalry unit's strength is doubled.
- Cavalry must start the Charge from 2-4 hexes distant.
- The Charge movement to the target is part of the Assault action, not movement.
- Facing may not be changed during the Charge.
B. See the TECT for terrain restrictions.
C. The Charging unit is subject to Withdrawal Fire from all units whose ZOCs it passes through on the way to the target.
D. The Charging unit is subject to Defensive Fire (12.4). If Disordered, it does not complete the Charge.
E. No unit may Retreat to avoid a Charge.
F. After Charging, the cavalry is automatically Disordered.
14.0 Morale, Rout, and Rally
14.1 Morale Ratings
14.1.1 In General
Each combat unit has a Morale Rating from 5 (Best) to 1 (Worst).
14.1.2 Modification to Morale
Morale ratings may only be modified per 14.1.4 and 14.1.5, although a Morale Check roll may be modified under various circumstances (14.2).
14.1.3 Artillery Morale
An artillery crew's Morale Rating is used only when the crew is separated from its guns. When together, use the gun unit's rating.
14.1.4 Decreased Union Morale
A. If there are no Union naval vessels on the game-map, all Union Morale Ratings, except for artillery and crews, are reduced by one, but not less than 1. This occurs the instant all the Union vessels leave the map or are all eliminated.
B. If the Union naval vessels return, the ratings return to normal.
14.1.5 Decreased Confederate Morale
If the Arkansas arrives and is later sunk, the Confederate Morale levels are permanently reduced by 1.
14.2 Morale Checks
14.2.1 Morale Roll Reference Chart
The Morale Roll Reference Chart lists when units are required to either undergo a Morale Check Table roll or simply compare a roll with its Morale Rating.
14.2.2 Resolving Morale Checks
Morale checks are resolved on the Morale Check Table. Roll one die, applying any/all modifiers, and cross-reference the adjusted roll with the unit's Morale Rating.
14.3 Effects of Stacking on Morale Checks
14.3.1 Check Per Unit
If several units in a hex are required to make a Morale Check, each unit checks separately.
14.3.2 Morale Checks Due to Combat
A. If a stack is required to make a Morale Check as a combat result, the top unit checks first.
- If it suffers no adverse result no other unit needs to check.
- If it fails, the next unit in the stack must then check Morale, and so forth.
B. If the top unit is eliminated, then the unit immediately beneath must make a Morale Check.
14.3.3 Leaders
A. Only leaders stacked with units of their own command can affect their Morale Checks.
B. Leaders stacked with Routed units may Retreat with them or, if there is another, friendly combat unit still there, remain in the hex.
14.3.4 Pin and Disorder
A. If one unit in a stack becomes Pinned, all other friendly units in that stack are immediately Pinned.
B. Disorder affects only the unit in question.
14.4 Effects of Rout
14.4.1 Procedure
A. When a unit is Routed flip it to its Routed side (infantry), or place a Rout marker on it (all others).
B. The unit must Retreat three hexes (not MPs), in addition to any other Retreats mandated by the combat result. (See also Rout Movement Check, 14.4.4).
C. Routed units unable to Retreat are Captured.
14.4.2 Characteristics of Routed Units
A. Routed units have a MA of one hex per Movement Action, regardless of terrain costs, except that they may not move into City Blocks.
B. A Routed unit may only move away from the nearest enemy unit. If it cannot do that, it cannot move voluntarily.
C. Routed units have no ZOCs.
D. Routed units may not change formation or move adjacent to an enemy unit.
E. Routed units may not fire, Retreat before Melee, or initiate Assault.
F. If a Routed unit is the target of an Assault, it defends at half-strength, rounding down, but not less than 1.
14.4.3 Effects of Combat Results
A. A Routed unit that receives an additional Rout result remains Routed and Retreats an additional three hexes.
B. Routed units treat Pin results as a new Rout.
C. A Pinned unit that Routs is no longer Pinned but Routs instead.
D. Routed units ignore D results.
14.4.4 Rout Movement Check
A. In the Recovery Phase, starting with the Initiative side, the owner rolls one die for each Routed unit on the map. If the roll is higher than that unit's Morale Rating, it immediately Retreats its full, normal MA, within all normal movement and Retreat rules.
B. Routed units that cannot move their full MA because of terrain costs or a map edge simply end the Rout movement in the last possible hex.
C. If the only usable Retreat path is into enemy ZOCs, the unit is considered Captured.
D. This form of Rout Movement is considered to be a Fatigue Action (19.1), but no TCT roll is necessary; it is mandatory and automatic.
14.5 Effects of Pin
14.5.1 Procedure
When a unit becomes Pinned, place a Pin marker on it. All units in the hex are now Pinned.
14.5.2 Characteristics of Pinned Units
A. Pinned units may not move, except to Retreat as a result of combat.
B. Pinned units may not fire as an Action, nor may they use the Withdrawal/Retreat Fire Reactions.
C. Pinned units may use Return and Defensive Fire, and their current strength is halved (rounding down), but not less than 1.
14.5.3 Restrictions
A. Pinned units may not initiate Assaults, although they defend normally.
B. Although they have a ZOC, they may not Retreat Before Melee.
14.5.4 Facing and Formation
Pinned units may Change Facing but not formation.
14.5.5 Effect on Disordered Units
A. When Disordered units become Pinned, they are now Pinned, not Disordered. (See also 14.4.3).
B. Pinned units ignore D results.
14.6 Rally
14.6.1 In General
Routed, Disordered and Pinned units are returned to normal status by a Rally Action, where the owner uses a leader or makes a roll to rally individual units.
14.6.2 Effects
A. When performing a Rally Action, Routed/Disordered/Pinned units stacked with any commander are automatically rallied.
B. This does not require expending a Rally Point (17.1.3.).
14.6.3 Procedure
A. A Routed/Pinned/Disordered infantry unit is rallied in a Rally Action if it is within Command Range of its brigade commander and that commander spends one of his Rally Points to rally that unit.
B. The Command Range may not be traced through enemy combat units, enemy ZOCs (unless friendly-occupied) or impassable terrain.
14.6.4 Rally by Roll
A. Besides 14.6.2, Routed/Pinned/Disordered artillery units, crews, wagons, Shield's Detachment, and the Louisiana Partisan Rangers may rally by roll.
B. In a Rally Action, the owner rolls one die. If the result is equal to or lower than the unit's Morale Rating, the unit is rallied. If higher, its status remains unchanged.
C. For this type of rally, one Rally Action per unit is required.
D. Disordered and Pinned infantry units may be also rallied in this way.
15.0 Retreat
A. Units can be forced to Retreat as a result of a Morale Check Rout or an Assault. As such, Retreat is neither an Action nor a Reaction.
B. All Retreats are conducted by the Retreating unit's owner.
C. A Retreating unit must always end its Retreat the number of hexes it is required to Retreat away from the hex in which it began the Retreat.
D. A unit cannot enter the same hex twice during a Retreat.
E. See 15.4 for Retreat direction.
15.1 Restrictions on Retreat
A. A unit may not Retreat through an enemy unit, impassable hex or off the map.
B. A unit unable to Retreat is considered Captured and removed from the game.
15.2 Retreating Through Enemy ZOCs
A. Units may Retreat into and through enemy ZOCs but are subject to Retreat Fire Reactions.
B. Units Retreating before Melee are prohibited from entering enemy ZOCs.
15.3 Presence of Friendly Units and Retreat
15.3.1 In General
A Retreating unit may not enter a hex occupied by another friendly unit if there is another hex open to it free of enemy units and their ZOCs.
15.3.2 Displacement
A. If a unit must Retreat into or through a friendly unit, that latter unit is Displaced (Retreated) one hex and then must undergo a Morale Check.
B. If the Displaced unit is already Routed, it Routs again, Retreating an additional three hexes.
C. A Displaced unit must Retreat into a vacant hex, if possible; if not, a third unit (and possibly more) may be Displaced in chain reaction fashion.
D. If it is not possible for a Displaced unit to Retreat, it is not Displaced and the original unit must Retreat elsewhere (if possible).
E. Units in City Blocks may not be Displaced.
15.3.3 Retreating Gun Crews
A. Retreating gun crews may Retreat through friendly units without causing Displacement or Morale Checks.
B. Only the crew of an artillery section will ever actually Retreat or be Displaced. The guns remain in place, Abandoned.
15.3.4 Retreat Prohibited Into Occupied Urban Block
Retreating units may never enter an occupied Urban Block.
15.4 Retreat Direction
15.4.1 Union Units
A. Union units must Retreat towards the Mississippi if there are Union naval units on the map.
B. Otherwise, they Retreat towards the Union barracks and Arsenal.
15.4.2 Confederate Units
A. Confederate units Retreat towards the eastern edge of the map.
B. However, if the Arkansas is the only naval unit in the river, they may, at the Confederacy's option, Retreat towards the Mississippi.
16.0 Artillery Movement and Fire
16.1 Batteries and Sections
16.1.1 In General
A. The basic artillery unit in the game is a section, two or more of which make up a battery.
B. If all available sections of a battery are in the same hex, that unit is functioning as a battery, otherwise, they are functioning as sections.
16.1.2 Attachment
Any artillery battery (per 16.1.1) or any one section may be attached (see Coordinated Actions, 4.3.3) to a Brigade for the purposes of Brigade Actions.
16.2 Gun Crews
A. Each artillery section includes a crew. Do not place a crew counter on the map until a combat result adversely affects that crew.
B. Crews are treated as line infantry for most purposes.
C. Because of illness on both sides, gun crews at Baton Rouge start at reduced strength levels.
16.2.1 Effects of Fire, Bombardment, and Assault
A. Crews suffer casualties or Retreat results as a result of Assault or canister or Small Arms fire (and only if there are no infantry or cavalry left in the hex) or as a result of Withdrawal Fire.
B. Crews can be Routed or Pinned by canister fire.
C. Crews are not affected by bombardment, only the guns.
16.2.2 Effect of Casualties
A crew that takes a casualty is eliminated. Place an Abandoned Guns marker on the artillery unit.
16.2.3 Assault Defense Strength
A. Each crew defends with a strength of 1 when a section is Assaulted and not stacked with infantry/cavalry.
B. Otherwise, it contributes nothing.
16.2.4 Retreat Before Melee
A. Limbered artillery may always attempt to Retreat Before Melee. When an unlimbered artillery section is the target of an Assault, only the crew may attempt to Retreat Before Melee.
B. Limbered artillery may Retreat as a combat result, but if an unlimbered section suffers a Retreat or Rout result, only the crew Retreats. The guns are Abandoned and may be Captured.
16.2.5 Transferring Crews
A. Crews may be transferred between sections of the same battery, but not between different batteries.
B. Recaptured and/or abandoned guns may be recrewed and used in the same turn a crew from the same battery stacks with them.
16.2.6 Abandoned Guns
Abandoned guns do not block LOS and may be moved through freely by both sides. They have no effect on play.
16.2.7 Removal
A. Artillery sections are removed from the game only when one of the following conditions has been met:
B. All the guns in the section have been eliminated;
C. An enemy infantry (or friendly), cavalry or crew spends four MPs in a hex with Abandoned guns.
D. The guns are considered Captured (or spiked) and removed from play.
16.3 Artillery Ranges
16.3.1 Range Effects Table
Artillery fires at either canister or bombardment range. The RET shows what type of fire is used by each gun at specific ranges.
16.3.2 Firing Bombardment at Canister Ranges
A section may not fire bombardment at canister ranges unless it is out of canister ammunition. In the latter case, it may bombard at any canister range with a bombardment multiplier of 1x replacing the canister multipliers.
16.3.3 Units Affected by Bombardment and Canister
A. Bombardment affects one unit in the hex, per 8.2.2.
B. Canister affects only the top unit in a stack.
16.4 Rapid Fire
16.4.1 In General
A. Only N, Land HA gun types may Rapid Fire.
B. Rapid Fire is used only for canister at a range of 1-2 hexes.
16.4.2 Fire CRT Column Shift
When a unit uses rapid fire, the Fire CRT column is adjusted one to the right (1R).
16.4.3 Expending Ammunition
A. Units using Rapid Fire automatically use one round of canister ammunition.
B. They do not expend an additional round on a roll of 5 or 7.
16.4.4 Combining With Non-Rapid Fire
Rapid-firing and non rapid-firing units may combine against the same target.
16.4.5 Fouling
If an artillery section uses rapid fire twice or more in the same turn, resolve the fire, then roll one die per gun each time over the first. On a 6, that gun has fouled and is Disordered. It may fire again when rallied.
16.5 Indirect Fire
Naval units and the Union light howitzers (HA) have the capability of using indirect fire. This is firing at targets to which there is no clear LOS.
16.5.1 Eligibility
A unit may use Indirect Fire to bombard any target only within its bombardment range, regardless of LOS.
16.5.2 Procedure
A. Indirect Fire uses the normal firing procedure, except:
B. Before resolving the fire, roll one die.
- On a 1-4, the fire hits the target.
- On a 5-6, it misses with no effect.
C. There is an automatic Fire column shift of one to the left (1L).
16.5.3 Automatic Indirect Fire Turns
During Fog Turns 0530 and 0615, all bombardment is resolved using Indirect Fire (see 21.1.2).
16.6 Shore Fire
16.6.1 Artillery Fire at Naval Units
A. Artillery units may fire at enemy naval units on the map. This type of fire is considered an Artillery Fire Action (4.6.10). [Cross-reference as printed; the Action Chart number 4.6.10 does not appear elsewhere in this text, and Artillery Fire is 4.3.6.10.]
B. Regardless of how many sections fire in that Action, each fires separately, even if stacked together.
16.6.2 Requirements
A. Only sections that are within four hexes of any river hex (not counting the firing hex) may use Shore Fire.
B. They may fire at any enemy naval unit anywhere on the map. LOS and Indirect Fire rules apply.
C. Only sections with Bombardment ammo may use Shore Fire.
D. Shore fire may be used by a player only when none of his naval units are on the map.
16.6.3 Procedure
A. To use Shore Fire, designate the target naval unit and the firing section.
B. Consult the Naval Vessel vs Vessel Fire Table. Roll one die, using the 1 Column, regardless of the section's actual strength.
C. The results are the same as if it were regular naval fire.
16.6.4 Expending Ammunition
A roll of a 2 or 12 when resolving Shore Fire, uses one round of Bombardment ammo (instead of rolls per 11.3.2).
17.0 Leadership and Organization
A. Confederate infantry is organized in brigades of regiments, with two brigades in a division and all divisions under Major General Breckinridge.
B. The Confederacy also has an independent unit, Shield's detachment (4.3.2), and the Louisiana Partisan Rangers, an independent cavalry unit.
C. The Union has a large brigade of seven regiments, each with its own regimental commander, all under Brig. Gen. Williams.
D. Infantry functions most efficiently when in Command Range of their brigade/regimental commanders.
- Units not In Command are forced to act individually (or in single stacks).
- Artillery and wagons operate independently, or they may be attached to brigades/regiments.
- Confederate Brigadiers function most efficiently when in the Command Range of their division commanders who, in turn, work best when in range of Breckinridge.
- Likewise, Union regiment commanders function best when in Command Range of Williams.
17.1 Brigade Commanders
A. Brigade commanders control all the regiments assigned to their Brigade plus any other units the Action will allow him to control.
B. Brigade commanders have three ratings: Command Range, Action Rating, and Rally Points.
17.1.1 Command Range
A. The Command Range is the maximum number of hexes a unit may be from its Brigade commander and still be In Command.
B. The Command Range may be increased by a Confederate division commander or an OC.
C. Command Ranges are reduced by one when in an Urban Block.
D. A Command Range may not be traced through an Urban Block, occupied or not.
17.1.2 Action Rating
A. The Action Rating is used to affect the TCT roll (4.3.6).
B. Confederate commanders have a positive rating while Union commanders have a negative rating.
17.1.3 Rally Points
A. Rally Points are used to Rally Routed, Disordered or Pinned units.
B. Each Rally Point allows a commander to rally, in a single Rally Action, one infantry unit in his command within his Command Range and not stacked with him.
C. The Rally Points are the total number that may be used in a single turn.
17.1.4 Units Stacked With a Brigade Commander
A Brigade commander may always rally any of his units with which he is stacked at no cost in Rally Points.
17.1.5 Shields Leader
There is no Shields leader counter. He is part of the detachment counter. He cannot become a casualty or be promoted. See also Command Status (4.3.2).
17.2 Confederate Division Commanders
17.2.1 Ratings
Division commanders have two ratings: Command Range and CPs.
17.2.2 Limits on Command Range
A. A division commander's Command Range (17.1.1) applies only to those brigadiers who are directly subordinate to him.
B. Brigadiers can receive CPs from their division commanders only if they are within the latter's Command Range.
17.2.3 Division Command Points
Division CPs are the number of points that commander may use in a single turn to do one or both of the following (if applicable):
- Increase the Command Range of a subordinate brigadier for any one Action by one hex for each point spent, up to a maximum of two hexes;
- Augment the Action Rating of a subordinate brigadier for any one Action by a maximum of one point.
17.2.4 Transfer of CPs
CPs may be given (per 17.2.3) at any time during a turn. This is not an Action; the brigadier simply has to be in his Division commander's Range.
17.2.5 Increasing Command Range
A brigadier may have his Command Range and Action Rating increased at the same time (for the same Action), but only by one superior.
17.2.6 Effect on TCT Rolls
Division commanders may affect TCT rolls for certain actions applying to individual subordinate units if stacked with or adjacent to that unit.
17.2.7 Rally
Division commanders may rally any unit with which they are stacked.
17.3 Overall Commanders
17.3.1 Ratings
OCs have three ratings: Command Range, CPs, and Initiative. The OC's Command Range works the same as described in 17.1.1 and 17.2.2.
17.3.2 Williams
Williams may use his CPs to augment the Action Ratings and Command Ranges of his regimental commanders, per 17.2.3.
17.3.3 Breckenridge
A. Breckinridge may use his CPs to augment the number of CPs of any division commander within his Command Range. To do this, the Confederacy must be using the division commander to enhance a brigadier's ratings.
B. The division commander, in effect, becomes a pipeline between Breckinridge and the brigadier.
C. If Clark's division is leaderless (17.6.5), Breckinridge may augment Clark's brigadiers directly.
17.3.4 Overall Commanders' Effect on TCT
OCs may affect TCT rolls for certain actions applying to individual subordinate units, if stacked with or adjacent to that unit. Use the Initiative Rating as the TCT modifier.
17.4 Leader Stacking Restrictions
A. There is no limit to the number of leaders that may stack in one hex. However, a unit may be affected by only one leader and the unit must be subordinate to that leader.
B. Leaders are never required to stack with a combat unit.
17.5 Leader Casualties
17.5.1 In General
Leaders may be killed, wounded, or Captured as a result of combat.
17.5.2 Procedure
A. Whenever a leader is stacked with a unit that suffers a numerical combat casualty (SP loss), the owner rolls two dice and refers to the Leader Casualty Table.
B. Roll separately for each leader in the hex, and leader loss is checked before any Morale Checks are made.
17.5.3 Effect
If a leader becomes a casualty, immediately remove him from the game. Note his status on the Roster Sheet.
17.5.4 Effect of Rout
Leaders never Rout, although they may Retreat with Routing units with which they are stacked.
17.5.5 Capture
A leader alone in a hex is instantly Captured any time an enemy combat unit moves into that hex.
17.5.6 Stacked With Eliminated Units
A. If all the combat units a leader is stacked with are eliminated by fire and the leader is not a casualty, immediately place him with the nearest unit in his command.
B. If the leader is surrounded by enemy units/ZOCs or impassable terrain or if his combat units have been eliminated in an Assault, the leader is Captured instead.
17.5.7 Pinned Effects
A. If a leader is stacked with a combat unit that becomes Pinned, the leader is also Pinned.
B. Pinned leaders have their Command Ranges reduced by one, and they may not move except to Retreat as a result of an Assault or Rout.
17.5.8 Effect on Morale Checks
When a combat unit undergoes a Morale Check as a result of any combat in which any leader in that hex was killed, wounded, or Captured, add one to that Morale roll.
17.6 Battlefield Promotion
17.6.1 Procedure
A. If a Brigade commander becomes a casualty, he is removed from the game. To replace him, the owner must succeed in rolling for a Promotion Action.
B. If successful, flip over that removed counter to its Replacement side (a lower-ranked leader usually with lower ratings). Place the counter with any combat unit in that command.
17.6.2 Replacement Brigade Commander Casualty
If a Replacement Brigade commander becomes a casualty, he is removed and replaced in the same manner as 17.6.1, ad infinitum, using the same replacement officer.
17.6.3 Replacement Confederate Division Commander
A. If a Confederate division commander becomes a casualty, remove it from the map and flip the counter over.
B. The brigade commander named on the reverse side is promoted to division commander, per 17.6.1.
C. When he becomes the new division commander, remove his brigadier counter from the map just as if he had become a casualty and follow the procedure for 17.6.1 for promoting his replacement.
Example: Brigadier General Clark, a Confederate division commander, is wounded and removed from play. As part of the same Promotion Action, the Confederacy flips the Clark counter to its Replacement side, to see that Brigadier General Helm is now in command of the division. At the same time, Helms' counter is flipped to its replacement side (Col. Hunt).
17.6.4 Overall Commander Casualties
A. If Breckinridge becomes a casualty, he is replaced by Clark.
B. Williams is replaced by Colonel Cahill. Use the procedure in 17.6.3.
17.6.5 Clark and Helm Casualties
If Clark becomes a casualty and Helm already is, no one replaces Clark and there is no division commander.
18.0 Combat Effectiveness
Combat units have three levels of combat effectiveness, expressed as a relationship between the starting strength of a Brigade and the number of casualties the Brigade can sustain before its fighting abilities are adversely affected.
18.1 Effectiveness Levels
18.1.1 In General
Each Brigade has three levels of Effectiveness: Stand Effective (SE), Combat Effective (CE), and Lost Combat Effectiveness (LCE).
18.1.2 Initial Effectiveness Level
A. All units start the game in SE. Each time a unit suffers a casualty, check off the number of boxes equal to the SPs lost on the Roster Sheet for that Brigade.
B. When the number of boxes marked off exceeds the SE level, the Brigade's units become CE, losing the benefits of SE.
C. When casualties cause the CE level to be exceed, that Brigade becomes LCE.
D. The effects of moving into a lower effectiveness level begin at the conclusion of the Action in which the loss occurred.
18.2 Stand Effectiveness
At the Stand Effective level all units in Brigade receive the following benefits:
- Apply a -1 DRM to all Morale Check rolls;
- A Rout result that occurs from adjusted Morale Check rolls of 6 or less is treated as a D (Disorder) instead.
18.3 Combat Effectiveness
There are no special benefits or penalties at this level.
18.4 Lost Combat Effectiveness
At the LCE level units operate under the following restrictions:
- Apply a +1 DRM to all Morale Check rolls;
- May not initiate Assault, except when Engaged. They defend normally.
- They may not move adjacent to any Unrouted enemy combat unit.
- Certain TCT rolls are affected.
18.5 Brigade Retreat
18.5.1 LCE Units
A. If a unit in an LCE level Brigade Routs and that unit is In Command, all In Command, Unpinned, or Unrouted units of that Brigade must immediately Retreat two hexes.
B. At the end of the Retreat, roll a die for each Retreating unit. If it is higher than that unit's Morale, it Routs.
18.5.2 Already-Routed Units
The already-Routed units in a Brigade subject to Brigade Retreat retreat three hexes (not two) but do not check for additional Rout.
18.5.3 Pinned or Disordered Units
A. Pinned units in a Brigade Retreat remain Pinned and do not Retreat or check for Rout.
B. Disordered units are treated per 18.5.1.
18.5.4 Retreat Rules
All normal Retreat rules apply, and units unable to Retreat are Captured.
18.5.5 Artillery Units
A. An artillery unit within Command Range of a leader whose units are undergoing a Brigade Retreat has the option to Retreat.
B. If unlimbered, it may limber and Retreat without an Action, subject to all rules pertaining to withdrawal and change of formation. This is the only time an artillery unit may change formation without an Action.
19.0 Fatigue and Exhaustion
A. The more a unit does during a single turn, the more likely it is to become Fatigued and, perhaps, so Exhausted that it can hardly function.
B. Fatigued and Exhausted units are reduced in abilities and must rest to resume normal status.
19.1 Fatigue Actions
19.1.1 In General
A. Certain Actions may lead to Fatigue/Exhaustion if performed too many times within a single turn. These Fatigue Actions are noted on the Action Summary Chart, and are basically all movement and Assault actions.
B. Reactions never lead to Fatigue, but Assault Actions always cause Fatigue for both sides.
19.1.2 Action-1 Markers
A. If a unit performs a Fatigue Action, place an Action-1 marker on it.
B. If an entire brigade performs the action, place the Action-1 marker on the commander.
19.1.3 Action-2 Markers
If a unit with an Action-1 status performs a Fatigue Action, flip the marker over to indicate Action-2 status.
19.1.4 Fatigue Markers
If an infantry unit in Action-2 status performs a Fatigue Action replace that marker with a Fatigue marker. That unit is now Fatigued.
19.1.5 Cavalry in Action 2
If the cavalry unit in Action-2 status performs a Fatigue Action, roll one die, and compare that to its Morale Rating. If higher than its Morale Rating, the unit is Fatigued.
19.1.6 Fatigued Unit Performing Fatigue Action
If a Fatigued unit performs a Fatigue Action, roll one die for each unit, and compare the result with that unit's Morale Rating. If higher, flip the marker over to indicate that the unit is now Exhausted. Otherwise, it remains Fatigued.
19.1.7 Units Not Subject to Fatigue
Leaders, naval units, artillery, and wagons do not suffer from Fatigue.
19.1.8 Tracking on Roster Sheet
Players may use the ACT 1, ACT 2, FAT and EX boxes on the Roster sheet to show the status of individual units if so desired.
19.2 Effects of Fatigue and Exhaustion
19.2.1 TCT Rolls
If a Fatigued unit, or a Brigade with any Fatigued units, attempts an Action:
- Apply a -1 DRM to any Confederate TCT roll.
- Apply a +1 DRM to any Union TCT roll.
19.2.2 Exhausted Units
The following effects apply to Exhausted units:
A. TCT Rolls:
- Apply a +3 DRM to Union TCT rolls with a Fatigue modifier.
- Apply a -3 DRM to Confederate TCT rolls with a Fatigue modifier.
- These DRMs apply to individual units as well as coordinated actions where at least one unit is Exhausted.
B. Reduce their current strength by one, but not below 1. This is a temporary loss and should be indicated as such on the Roster Sheet. It does not affect Effectiveness levels. It may be recovered when the Exhausted marker is removed (19.4).
C. MA is halved (rounded up).
D. Apply a +1 DRM to all Morale Check or Morale rating rolls.
19.3 Heat
August 5th, 1862, was an extremely hot day. Starting with the 1130 turn, the following Heat effects are used:
- Fatigued units that perform a Fatigue Action are automatically Exhausted without a roll.
- Any unit in Action-2 status, or any Brigade with such a unit, is treated as if it were fatigued for TCT modifier purposes.
- Exhausted units that perform a Fatigue Action roll one die at the end of the action. If the result is higher than that unit's Morale Rating, that unit permanently loses 1 SP. Apply a +1 DRM per 19.2.2.D.
19.4 Recovery
19.4.1 Action-1 and Action-2 Markers
All Action-1 and Action-2 markers are automatically removed in the Recovery Phase.
19.4.2 Fatigued Units
A. Any Fatigued unit that does not perform any Fatigue Actions during an entire turn, starting with the turn after it became fatigued, has the Fatigue marker removed.
B. A Fatigued unit may perform non-Fatigue Actions and still recover.
19.4.3 Exhausted Units
Any Exhausted unit that does not perform any Fatigue Actions during an entire turn, starting with the turn after it becomes Exhausted, becomes Fatigued in the Recovery Phase and its Exhausted SP (19.2.2.B) is restored.
20.0 Naval Rules
A. The Union troops in Baton Rouge were protected by the Union gunboats Essex, Cayuga, Katahdin, and Kineo, plus a Ram, the Sumter.
B. The newly-launched, imperfect, yet much-feared Confederate Ram, Arkansas, had been ordered to clear out the Union vessels and support Breckinridge's attack. Historically, the Arkansas never arrived (engine failure) but the game recreates that possibility, and what might have happened if it did.
20.1 Naval Units
20.1.1 In General
The Union has five naval units, while the Confederacy has the possibility of one arriving (20.2.1).
20.1.2 Unit Characteristics
Naval units have two sides.
- The front side (marked guns) is the side used for naval bombardment of land units (16.3, 16.5), and lists the number and type of guns that may be used in a single fire action.
- The reverse side is used for vessel to vessel combat and lists the F (Fire), D (Defensive) and RAM (Ram attack) capabilities of the vessel.
20.1.3 Land Bombardment
When using land bombardment, place the naval unit in any all-River hex prior to firing. This is the only time a naval unit must be placed in a specific River hex.
20.1.4 Location, Movement, Facing
Naval units do not sail around the River hexes, and their actual location in the Mississippi has no effect on what happens during the Naval Segment (20.3). There are no movement or stacking restrictions, and facing rules do not apply.
20.2 The Arkansas
20.2.1 Possible Arrival
The Arkansas arrives as a possible reinforcement via the Random Events Table (23.0). When it will actually enter the game (if ever) is made known to the Confederacy by rolling on the Arkansas Arrival Table (AAT).
20.2.2 Using the Arkansas Arrival Table
A. Prior to the 1215 turn, the Confederacy can use the AAT only as a result of a Random Event. Starting with the 1215 turn, it may use the table simply by rolling for a Naval Segment Action.
B. The AAT tells if, when, and in what condition, the Arkansas arrives.
C. Once information about the Arkansas is obtained the AAT is never used again.
20.3 The Naval Segment
20.3.1 In General
A. The Naval Segment is an action which either player may attempt to use.
B. The Union may not attempt a Naval Segment Action until the Arkansas has been placed on the map for the first time.
C. If the Arkansas has not yet arrived, the Confederacy may not attempt a Naval Segment Action until the 1215 Turn, at which point it may attempt such action to use the AAT.
20.3.2 Arkansas' Arrival
On the turn the Arkansas is scheduled to arrive, the Confederacy may attempt a Naval Segment action to place it on the map.
20.3.3 Restrictions
A. There are no TCT modifiers for a Naval Segment action, other than the listed Unconditional modifiers.
B. Neither side may attempt to perform two Naval Segments consecutively.
20.3.4 Naval Phases
A. A Naval Segment consists of five Naval Phases in which each player is allowed to perform one of the five Naval Commands listed below.
B. The side that initiated the action performs the first Command in each Naval Phase.
C. After the second Command of the fifth phase the Naval Segment is finished.
20.3.5 Naval Commands
Either side may do any one of the five Naval Commands listed below in its half of the Naval Phase.
20.3.5.1 Naval Fire
Fire at any one enemy vessel with a friendly vessel, using the Vessel vs Vessel Fire Table.
20.3.5.2 Ram
Attempt to Ram any one enemy vessel with one of its rams.
20.3.5.3 Evade
Remove one of its ships from the map to avoid enemy action.
20.3.5.4 Return
Place one off-map vessel on the map. (This Command may be used only in the first Naval Phase of the Naval Segment, never later). The Arkansas is brought into play using this command.
20.3.5.5 Pass
The side does nothing. If a side has no commands to perform, it must Pass.
20.3.6 Naval Bombardment of Land Units
Naval bombardment of land units is an Artillery Fire action and not part of the Naval Segment. It may happen only when there are no enemy vessels on the map.
20.4 Naval Combat
20.4.1 Vessel vs Vessel Fire
A. Take the Fire Rating (F) of the firing ship, cross-referencing it with the Defensive Rating (D) of the target ship on the Vessel vs Vessel Fire Table.
B. Roll two dice. If the roll falls within the listed range, the target ship suffers a Hit. Check off one of the boxes on the Roster Sheet for that ship.
C. Each Hit reduces the vessel's Defensive and Fire Ratings by one and subtracts one from a Ram roll.
20.4.2 Sinking
If a vessel's Defensive Strength reaches 0, it sinks.
20.4.3 Ramming
A. Only those vessels that say RAM may attempt to Ram.
B. Ram attacks may be initiated only in the first, second or third Naval Phases of a Naval Segment and require three consecutive phases to complete.
C. In the phase the Ram Command is selected, place a RAM-1 counter on the ramming vessel.
D. In the next phase, the owner must decide to:
- Continue the Ram attack by selecting the Ram command, in which case the RAM-1 marker is flipped to its RAM-2 side; or
- Abort the Ram attack by removing the RAM-1 counter. This counts as the Naval Command for that phase.
E. If continuing the attack, the owner must in the next (third) phase select the Ram command and resolve the attack.
20.4.4 Resolving Ram Attacks
A. To resolve a Ram attack, the Ramming vessel is cross-referenced with the defending vessel on the Ramming Table.
B. Roll one die, compare the result to the number range listed, and apply the result
C. An Evade result is applied in the same way as an Evade Naval Command, except that it is automatic and not counted as a Naval Command for the owner.
20.4.5 Evade Command
A. The owner, voluntarily or as a result of a Ram attack, removes the designated ship from the map, and it is now out of play.
B. The ship may be returned to the map on the first Phase of any subsequent Naval Segment by selecting a Return command.
20.4.6 Pass Command
A. The player does nothing, either voluntarily or because s/he cannot do anything.
B. If both sides Pass consecutively, the Naval Segment is over, regardless of how many Naval Phases remain.
21.0 The Fog of War
21.1 Fog
21.1.1 Fog Turns
The first four turns (0400, 0445, 0530 and 0615) are Fog turns. Normal play is limited during Fog turns.
21.1.2 Effect on Bombardment
A. Artillery bombardment is not allowed on the 0400/0445 turns.
B. During the 0530/ 0615 turns, artillery units may fire bombardment as follows:
- All bombardment ranges begin at three hexes (the current strength multipliers become 1 at three hexes), maximum ranges are unchanged.
- All bombardment uses the Indirect Fire resolution procedure (16.5.2);
- Normal LOS rules still apply.
C. Naval bombardment is not allowed during Fog turns.
21.1.3 Small Arms and Canister Range
During all Fog turns Small Arms and canister fire at a maximum range of two hexes.
21.1.4 Effect on Movement Allowances
MAs are reduced for all units. See the TEMT [as printed] for the Fog Movement rates (the first listed number).
21.1.5 Getting Lost
Moving units are subject to getting lost during Fog turns.
21.1.5.1 Streets/Roads
Units using Streets/Roads do not get lost as long as units follow a road or street (5.1.7).
21.1.5.2 Non Street/Road Movement
Designate for each moving unit separately the hex it will attempt to enter, and roll one die on the Non-Street/Road Movement Table.
21.1.5.3 Invalid Movement
If a unit is directed to move into a prohibited hex, does not have sufficient MPs available, or would move off the map, the unit remains where it is and may move no more that action.
21.1.5.4 Restrictions
Random Fog movement does not apply to the first hex entered by Confederate units during their first-turn Initiative Bonus (4.14 [sic; 4.1.4]), nor does it apply to Retreating or Routed units.
21.1.6 Special Union Restrictions
The Union guns and infantry in hexes 2106/7 and 2202/3/4 may not move during Fog turns.
21.1.7 Bayou Hexsides
Units are not permitted to cross bayou hexsides during Fog turns.
21.2 Sun
For the 0700 turn (only), any Small Arms unit firing into a clear, cemetery, or cornfield hex that is Southeast or Northeast of the firing unit (into the early morning sun) suffers a one column to the left (1L) shift on the Fire CRT.
22.0 Union Pickets
22.1 Restricted Movement
Prior to the 0700 turn no Union unit may undertake a Movement Action (4.3.6.1, 4.3.6.7, 4.3.6.8, 4.3.6.15) nor may any Union artillery perform bombardment fire unless one of the following happens:
- Any unit undertakes a Fire Action;
- A Confederate unit moves adjacent to a Union unit;
- A Confederate unit is detected by Union pickets.
22.2 Detected Confederate Advance
A. At the end of every Confederate Movement Action, the Union counts the number of hexes separating the Union and Confederate units that are closest to each other. Do not count the Union hex; count the Confederate hex.
B. The Union rolls one die and consults the Union Picket Table for the appropriate turn. If the roll falls within the listed range Union pickets have detected the Confederate advance and alerted the Union forces. They are now free to move.
C. Only one Picket roll is made per Action, and once the Union is alerted this procedure is ignored.
23.0 Random Events
A. An adjusted TCT roll of 7 requires a second roll of two dice against the Random Events Table. Exceptions: Mortmain Clause (4.5.2) and Combined Assaults (12.9.3.B.2).
B. The Random Event result is carried out immediately and, unless specifically stated otherwise, the same side then rolls again on the TCT, retaining control of play. The Action may be changed from what it was before the Random Event.
24.0 Setup
24.1 General Setup
A. Units may set up in any formation and facing.
B. Regimental commanders start with either unit of their command.
C. Naval units are placed in any all-River hex.
24.2 Confederate Units
A. All Confederate land units arrive during the 0400 turn (or later, if the Confederacy wishes). The Confederate First-turn Initiative Bonus should be used to bring each unit onto the map.
B. The Confederate forces must enter at the following locations:
| Location | Unit |
|---|---|
| Hex 4001 | Shield's Det + Semmes' b artillery |
| Anywhere north of the Greenwell Springs Road, inclusive | Clarke's Division |
| Anywhere between the Greenwell Springs Road and the Marietta/Gay Cut Road, inclusive | Ruggles' Division |
| with either Clarke or Ruggles | The Louisiana Partisan Rangers |
| With any of the above | Breckinridge |
C. Artillery sections are assigned per the Confederate Roster Sheet.
D. Confederate units enter the map as part of a Movement Action. The first unit entering pays the normal cost for the hex entered. Each subsequent unit entering directly behind that unit pays not only the cost of the first hex but also the cost paid by all of the units that preceded it in that action. Units may enter in any formation desired.
24.3 Union Setup
All Union units start the game on the map according to the hex location on their Roster Sheet.
25.0 Victory Conditions
Designer's Note: This is a tough battle for the Confederates to win, as their main objectives are difficult to reach, especially if the Arkansas doesn't arrive.
25.1 Confederate Total Victory
The Confederacy wins a total victory if, at the end of any turn it captures both the State-House (1619) and the Union HQ/Arsenal (Hexes 1609, 1708, 1709). Capture means occupying or being the last side to occupy that hex with any combat unit that is not Routed, Pinned, Disordered, or exhausted.
25.2 Confederate Minor Victory
If the Confederacy holds only the HQ/Arsenal hexes at the end of the game it wins a minor victory.
25.3 Confederate Tactical Victory
A. The Confederacy wins a tactical victory if one of the following is the situation at game's end:
- The Union suffers 50% or more greater casualties (SP losses) than the Confederacy.
- There are no Union In Command, Unrouted combat units east of Royal Street (the 2100 hex row), exclusive of that row.
B. In this case, the Union garrison may have retained the city, but they lost the battle.
25.4 Union Victory
Any other result by the end of the 1900 turn is a Union victory.