Blue & Gray: Four American Civil War Battles
Blue & Gray: Four American Civil War Battles Rulebook
Table of Contents
Table of Contents
Standard Rules
These rules apply to all four games. Scenario rules follow in the sections for each battle.
1.0 Introduction
Blue & Gray is a set of games based on battles fought during the American Civil War. The games included are Chickamauga, Shiloh, Cemetery Hill, First Bull Run and Second Bull Run.
Note: the introduction above is printed as it appears in the Standard Rules. It names the Bull Run games rather than Antietam, which is part of this four-battle set. The Antietam, Cemetery Hill, Chickamauga and Shiloh scenarios are covered in the sections below.
2.0 Components
2.1 Rules
The rules are organized in numbered paragraphs, like this one. When they refer to another, related section, this is noted parenthetically, like this: (2.21). Rules for each separate game, called scenario rules, are included after the game rules, which apply to all four games.
2.2 Map
The maps are divided into hexagonal areas, called hexes, which regulate movement and combat much like the squares on a chessboard. They cover the areas over which the battles were fought at a scale of about 400 meters across each hex. Note that the First Bull Run and Second Bull Run games use the same map.
2.3 Charts and Tables
The charts and tables are used to regulate game play. The Terrain Effects Chart (abbreviated TEC) describes the terrain found on the maps and its effect on movement and combat. The Combat Results Table (abbreviated CRT) is used to resolve combat.
2.4 Counters
The pieces represent units which fought or could have fought in the battles. Union units are blue; Confederate units are gray.
2.5 Definitions
Movement Allowance: A relative measure of a unit's ability to move, expressed in movement points (abbreviated MPs).
Strength Point: A relative measure of a unit's combat strength. A unit's combat strength is stated as a number of strength points. Each strength point (abbreviated SP) represents 250 to 350 men.
4.0 Sequence of Play
The game is divided into a series of game-turns, each composed of two player-turns. Each player-turn is divided into a series of phases, which must be performed in the exact order stated below. The player conducting his turn is called the phasing player; his opponent is called the non-phasing player. All activity in one phase must be concluded before the next phase may begin. The scenario rules will indicate which player conducts his turn first.
I. First Player-Turn
A. Movement Phase. The phasing player may move his units (7.0). The phasing player's reinforcements, if any are available, are brought into play.
B. Combat Phase. The phasing player's units may attack (8.0) adjacent enemy units.
II. Second Player-Turn
The non-phasing player now becomes the phasing player and repeats the sequence above. Once his combat phase is complete, advance the turn marker one space on the Turn Record Track and begin the next turn.
5.0 Zones of Control
Units exert a zone of control (abbreviated ZOC) into the six hexes adjacent to the hex they occupy. Units must stop moving when they enter an enemy zoc.
5.1 No unit may leave an enemy ZOC except as a result of combat (8.5).
5.2 ZOC's do not cancel one another: a hex may include ZOC's of both sides.
5.3 ZOC's do not extend across river or creek hexsides or into river hexes. They do extend across stream, ford and bridge hexsides.
5.4 If a unit is eliminated in combat (8.0), its ZOC immediately ceases to exist as well.
[The Zone of Control diagram on the HexWar page is an illustrative example image and is not reproduced here.]
6.0 Stacking
Up to two combat units of the same side may occupy the same hex. This is called stacking. Stacking limits apply only at the end of the movement and combat phases: any number of units may move through the same hex during the movement phase. (Clarification: Units may not end their individual movement or retreat in violation of stacking)
7.0 Movement
During his movement phase the phasing player may move all, some or none of his units (except those in enemy ZOC's). As a unit moves it expends MPs from its movement allowance according to the type of terrain it enters (see the TEC).
7.1 Unused MPs may not be accumulated from one turn to the next.
7.2 A unit may not enter a hex if it lacks sufficient MPs to pay the movement cost shown on the TEC (exception: see 7.4 below).
7.3 Movement costs are cumulative: therefore, a unit crossing a stream into a wooded hex would pay five MP5: two to cross the stream and three to enter the woods.
7.4 A unit not in an enemy ZOC may always move a minimum of one hex per movement phase, regardless of terrain costs.
7.5 Units may move along roads at a cost of one MP per hex, and along trails at a cost of two MPs per hex, regardless of any other terrain in the hex. To obtain the movement benefit of roads or trails, movement must follow the road or trail across a hexside containing the road or trail, not merely into or out of a hex containing it.
8.0 Combat
During the combat phase, the phasing player's units attack adjacent enemy units and his artillery may project its strength over intervening hexes to attack as well. All of the phasing players units which are in enemy ZOC's must attack. All enemy units in friendly ZOC's must be attacked. The phasing player (the attacker) chooses which of his units will attack which enemy units, and in what order.
8.1 Resolving Combat
Total the combat strengths of all units attacking an enemy-occupied hex and compare the total to the total combat strength of all defending units occupying the hex under attack. State the comparison as a ratio of attacker's strength to defender's strength (like this: 2:1). Round off the ratio in favor of the defender to conform to the odds found on the CRT; thus, an attack of 19 against 7 becomes 2:1. The phasing player rolls the die. Read the result on the appropriate line under the odds column. Apply the result immediately, before resolving any other attacks.
8.2 Modifiers
Attacks across certain types of hexsides or into certain types of terrain may affect the defender's strength, as shown on the Terrain Effects Chart.
8.3 Results
AE All attacking units are eliminated.
DE All defending units are eliminated.
AR All attacking units must retreat (see 8.5 below) one hex and may lose effectiveness (10.0).
DR All defending units must retreat one hex.
EX All defending units are eliminated, along with attacking units with a total combat strength equal to or greater than the printed defense strength of the defending units (attacking player's choice of units).
8.4 Restrictions
8.41 No unit may attack more than once per combat phase and no unit may be attacked more than once per combat phase. Any number of units may combine their factors to attack an enemy-occupied hex, as long as all attacking infantry and cavalry units are adjacent to the hex under attack and all attacking artillery units are within range (see 8.7). A unit may never divide its strength to participate in more than one attack.
8.42 Attacking units stacked together may not attack separate enemy-occupied hexes. The phasing player may attack with only one of the units if he so chooses and not attack at all with the other.
8.43 If a unit (or units) is adjacent to more than one enemy-occupied hex it may attack all of them in a single combat, as along as all attacking units (other than artillery) are adjacent to all defending units.
8.5 Retreat
If the combat result requires units to retreat, the owning player immediately moves them to an adjacent hex.
8.51 Units may not retreat off the map or into hexes occupied by or in the ZOC's of enemy units. Units forced to retreat which are unable to do so are eliminated.
8.52 Units forced to retreat may retreat into hexes occupied by friendly units; if this results in a violation of stacking limits one of the units in the hex must be moved to an adjacent hex (within the restrictions above). If this cannot be done, the retreating unit is eliminated.
8.6 Advances
If the combat result clears a hex of all units (through retreat or elimination), one unit which participated in the successful attack or defense may advance into the hex. This must be done before the next attack is resolved. If more than one hex is cleared of enemy units, the advance is still limited to one unit.
8.7 Artillery
Artillery units (including horse artillery) may attack enemy units within three hexes of their position (count the target hex, but not the artillery unit's hex). They may add their combat strength to that of friendly units making an attack, or may attack by themselves. Artillery units adjacent to enemy units must attack the adjacent enemy units and suffer any adverse results of the attack. Artillery may not advance after combat.
8.71 Artillery units attacking non-adjacent enemy units must trace a line of sight to their target. A straight edge between the center of the artillery unit's hex and the center of the target hex. If the line crosses any forest or town hexes, the line of sight is blocked and the attack is not allowed. If the line of sight runs along the line between two hexes, it is blocked only if both are forest or town hexes. Rivers and other units (both friendly and enemy) never block lines of sight, nor does the terrain in the artillery unit's hex and its target hex.
8.72 Artillery attacking non-adjacent units never suffers any adverse result (though any friendly units adjacent to the target hex and participating in the attack would suffer them). Defending artillery units suffer any adverse results.
8.73 Attacks by artillery alone against non-adjacent units must be made at odds of 1:3 or greater.
8.74 When adding their strength to friendly infantry or cavalry units attacking defenders in more than one hex (8.43), the artillery need only be within range of one of the hexes occupied by the defender.
8.75 Artillery units may not advance after combat.
8.76 Participation by attacking artillery units does not affect terrain modifiers for streams, bridges and fords.
8.8 Voluntary Odds Reduction
Before resolving an attack, the attacker may choose to reduce the combat odds. There is no penalty for doing so, but the attacker may not change his mind once the die has been cast.
9.0 Night
During night turns (shown on each game's Turn Record Track) there is no combat phase. Units adjacent to enemy units may not move. Units may not enter enemy ZOC's during night turns.
10.0 Attacker Effectiveness
Whenever a unit receives an Attacker Retreat (AR) result due to combat, its combat value highlighted in red and it becomes 'ineffective'. It remains ineffective until a night turn or the end of the game, whichever comes first. Ineffective units may not attack but may move and defend themselves.
10.1 Only attacking units lose effectiveness. Units which suffer a DR (defender retreat) result suffer no additional penalty.
10.2 Ineffective units may not enter enemy ZOC's. If an ineffective unit is in an enemy ZOC at the beginning of its side's combat phase, it must retreat (8.5). This does not allow enemy units to advance (8.6). Note that ineffective units not in enemy ZOC's at the start of the combat phase do not retreat if an enemy unit moves adjacent to them (as the result of an advance) during the course of the combat phase.
10.3 Artillery which is not adjacent to the units it attacks does not lose attacker effectiveness.
10.4 At the end of a night turn, all ineffective units return to their effective status.
11.0 Other Rules
11.1 Strategic Movement (Not allowed in Cemetery Hill, Shiloh or Second Bull Run)
Units which begin their movement phase at least four hexes from the nearest enemy unit (three intervening hexes) may use strategic movement. Infantry and artillery units add three MPs to their movement allowance; cavalry units add four. Units using strategic movement may not move closer than four hexes to the nearest enemy unit during their movement phase and may not combine strategic movement with regular movement.
11.2 Cavalry Retreat
Cavalry units attacked solely by enemy infantry or artillery may retreat two hexes (observing all retreat restrictions above) before combat is resolved. The attacking units may not attack other units, but one of them may advance into the vacated hex.
Combat Results Table (CRT)
Transcribed from the Combat Results Table image on the HexWar page.
| Die Roll | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Ar | Ar | Dr | Dr | Dr | Dr | De | De | De | De |
| 2 | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De |
Attacks executed at greater than 6-1 are treated as 6-1; attacks executed at less than 1-5 are treated as 1-5. Attacks by artillery alone against non-adjacent units must be made at odds of 1-3 or greater.
The chart's abbreviations (Ae, Ar, De, Dr, Ex) are printed as shown and are the results defined in 8.3 (AE, AR, DE, DR, EX).
Blue & Gray Classic Differences
The HexWar page below describes the first-edition "Classic" game. It is not the base rules used in this set and is reproduced for reference only.
Blue & Gray Classic is the game as first published by SPI in the 1970's. Effectively the first edition of the rules. This was added due to popular demand by a large number of Hex Warriors. How this varies from the third edition of the game rules in the normal Blue and Gray games is as follows:
- All units have six movement points.
- Artillery may advance after combat.
- A unit in a stack may not be withheld from combat.
- There is no strategic movement.
- Cavalry may not retreat before combat.
- This is no 'Fog of War' option.
- The attacker effectiveness rule is no in play.
- Artillery do not need to achieve 1 to 3 odds to attack on their own.
Antietam
September 17, 1862. Exclusive Rules.
13.0 Introduction
Antietam is a tactical level simulation of the bloodiest one day battle ever to be fought on North American soil. It was the culmination of the Confederate summer offensive of 1862 and marked the end of the first Southern invasion of the North. While tactically it was little better than a draw, it was a decisive strategic and political defeat for the Confederacy and profoundly influenced the eventual outcome of the war. The battle took place around Antietam Creek, a tributary of the Potomac River, in Maryland.
14.0 Initial Deployment Chart
On the Initial Deployment and Reinforcement Charts, an "a" following the unit's strength means the unit is artillery; a 'c" means cavalry; all other unspecified units are infantry.
14.1 Union Army
| Hex | Strength-Type | Designation |
|---|---|---|
| 0804 | 4-6 | 1/1/I |
| 0706 | 4-6 | 2/1/I |
| 0804 | 4-6 | 4/1/I |
| 0805 | 4-6 | 3/1/I |
| 1106 | 4-6 | 1/2/I |
| 1206 | 4-6 | 2/2/I |
| 1107 | 4-6- | 3/2/I |
| 1008 | 5-6 | 1/3/I |
| 0907 | 4-6 |
14.2 Confederate Army
| Hex | Strength-Type | Designation |
|---|---|---|
| 0517 | 3-6 | Brksdl (Barksdale) |
| 0517 | 3-6 | Kershaw |
| 0416 | 3-6 | Semmes |
| 0416 | 3-6 | Cobb |
| 0715 | 2-6 | Wilcox |
| 0613 | 2-6 | Pryor |
| 0714 | 3-6 | Wright |
| 0714 | 2-6 | Fthstrn (Featherstone) |
| 0613 |
(Above units may not move on game turn one)
| Hex | Strength-Type | Designation |
|---|---|---|
| 0917 | 3-6 | GT And (GT Anderson) |
| 1218 | 2-6 | Toombs |
| 0818 | 2-6 | Drayton |
| 0819 | 2-6 | Kemper |
| 0817 | 3-6 | Pickett |
| 1016 | 3-6 | Jenkins |
| 0920 | 10-6 | JG Wlk (JG Walker) |
| 0811 | 4-6 | Hood |
| 0811 |
14.3 Player Sequence
The Union Player is the first Player. His Player-Turn is first in each Game-Turn.
15.0 Reinforcements
General Rule: Players may receive Reinforcements according to the Reinforcement chart. These units are placed on the edge of the map in the hex indicated. Reinforcing units arrive during the Player's Movement Phase of the Game-Turn indicated.
15.1 The Owning Player may enter his reinforcement units onto the map at any time during his Movement Phase.
15.2 Once a unit has entered the map, it may move and engage in combat freely, just as any other unit already present.
15.3 Each reinforcing unit expends one Movement Point to be placed on the entry hex. Units may exceed the stacking restriction when entering the map in the same hex, as long as they conform to stacking restrictions by the end of the Movement Phase.
15.4 Units forced off the map by combat are considered eliminated for Victory Conditions.
[HexWar Clarification: Units must enter the game at the indicated locations. If the entry hex is blocked by enemy units then the units are delayed until a later turn. Units may enter the map in hexes in enemy ZOC's].
16.0 Reinforcement Chart
16.1 Union Army
Appearing on Game-Turn 4 on hex 2112:
| Strength | Type | Designation |
|---|---|---|
| 5-6 | Infantry | 1/1/VI |
| 5-6 | Infantry | 2/1/VI |
| 5-6 | Infantry | 3/1/VI |
| 6-6 | Infantry | 1/2/VI |
| 6-6 | Infantry | 2/2/VI |
| 6-6 | Infantry | 3/2/VI |
16.3 Confederate Army
Appearing on Game-Turn 7 on hex 0126:
| Strength | Type | Designation |
|---|---|---|
| 16-6 | Infantry | AP Hill |
16.4 Game Length
Antietam is composed of ten Game-Turns.
17.0 Victory Conditions
General Rule: Victory is determined by the accumulation of Victory Points. Points are awarded to each Player according to the Victory Point Schedule for the elimination of Enemy units and the possession of Sharpsburg.
Procedure: These Victory Points are awarded for a variety of actions as detailed on the Victory Point Schedule (17.1). At the end of the game, the number of points is totalled for each Player, and the Player with the higher number of Points is awarded a victory.
17.1 Victory Point Schedule
Each Player receives one Victory Point for each Enemy Strength Point eliminated. Confederate units which cannot, at the end of the game, trace a line of hexes free of Enemy units or Zones of Control (Friendly units do not negate Enemy Zones of Control for this purpose) to hex 0126 are considered eliminated for Victory Point purposes.
15 Victory Points for control of all four hexes of Sharpsburg (hexes 0815, 0816, 0716, 0616) at the end of the game. The Controlling Player is defined as being the last Player to have a unit occupy or move through the hexes. No Victory Points are awarded for individual hexes of Sharpsburg; one Player must control all four in order to receive the Victory Points. The Confederate Player controls Sharpsburg at the beginning of the game.
17.2 Victory Levels
Stated as a ratio of Union Victory Points Confederate Victory Points:
| Result | Ratio |
|---|---|
| Union DECISIVE VICTORY | 2 to 1 or greater |
| Union SUBSTANTIVE VICTORY | At least 1.5 to 1, but less than 2 to 1 |
| Union MARGINAL VICTORY | Greater than 1 to 1, but less than 1.5 to 1 |
| Confederate MARGINAL VICTORY | 1 to 1 or less, but greater than 1 to 1.25 |
| Confederate SUBSTANTIVE VICTORY | 1 to 1.25 or less, but greater than 1 to 1.5 |
| Confederate DECISIVE VICTORY | 1 to 1.5 or less |
The Antietam Victory Conditions page on HexWar repeats 17.2 only; it is not transcribed twice.
18.0 Movement Restrictions
18.1 Union Player
The Union Player may not move all his units on Game-Turn One. He may move only 15 units on Game-Turn One. He may move only 10 units on all following Game-Turns. There are no limitations on the number of units which may attack. Union reinforcements arriving on Game-Turn Four do not count against this restriction until Game-Turn Five. All movement restrictions are permanently removed from the Union Player in the Union Player-Turn following the movement of any Confederate unit across a creek hexside. From this point on, the Union Player is free to move all units (which are capable of movement) every Game-Turn.
18.2 Confederate Player
The Confederate units which begin the game in hexes 0517, 0416, 0715, 0714, and 0613 may not move during Game-Turn One.
Union artillery units are immobile. Once placed, they may not be moved during the course of the game. If forced to retreat due to combat, they are eliminated instead. They are not effected by Retreat Combat Results when attacked solely by Enemy artillery units.
Union artillery units function in exactly the same manner as other artillery units, except that they have a range of seven (7) hexes.
19.0 Union Rifled Artillery
Union artillery units are immobile. Once placed, they may not be moved during the course of the game. If forced to retreat due to combat, they are eliminated instead. They are not effected by Retreat Combat Results when attacked solely by Enemy artillery units.
Union artillery units function in exactly the same manner as other artillery units, except that they have a range of seven (7) hexes.
20.0 Optional Rule Modifications
Not Used.
21.0 Recovery of Attack Effectiveness
At the beginning of each Friendly Combat Phase, the Player rolls the die for each of his ineffective units. If a one is rolled, the unit is considered to have "rallied" and regained its Attack Effectiveness and is again subject to all rules governing effective units. There is no limit to the number of times that a unit can be rendered ineffective and subsequently recover its effectiveness. Units may always attempt to recover effectiveness; the presence of Enemy units or Zones of Control have no effect.
Antietam Terrain Effects Chart
Transcribed from the Terrain Effects Chart image on the HexWar page.
| Terrain | Movement Points to Enter/Cross | Effect on Combat | Line of Sight |
|---|---|---|---|
| Clear Hex | 1 MP | No effect | |
| Forest Hex | 3 MP | No effect | Blocked |
| Rough Hex | 3 MP | Defender doubled in hex | |
| Creek Hexside | May only cross at bridges | Not allowed | |
| Bridge Hexside | None | Defender doubled | |
| River Hex | May not enter | Not allowed |
Cemetery Hill
High Watermark of Rebellion, July 1-3, 1863. Exclusive Rules.
14.0 Introduction
Cemetery Hill is a simulation, on an operational level, of the battle between the Army of the Potomac and the Army of Northern Virginia at the town of Gettysburg, PA. The game covers the period from July 1 to July 3, 1863, when these two armies fought the bloodiest battle in American history to that point.
14.1 The game lasts 15 turns. The Union player is the first player. There is no Union player-turn on turn one.
14.2 Set Up
Players set up their units in the hexes noted on the map.
14.3 Reinforcements
During his movement phase, the phasing player may place any of his units due to enter play as reinforcements at the location noted.
14.31 Reinforcements may not enter the map in a hex occupied by an enemy unit, but may enter the map in an enemy ZOC (note that this will affect their ability to move).
14.32 Each reinforcement expends one MP to enter the map.
14.33 If a reinforcement entry hex is occupied by an enemy unit or its ZOC and is not entered into play the unit(s) will be rescheduled to enter one turn later at the next unblocked map-edge road hex to the south or east for the Union or to the north or west for the Confederates.
Entering reinforcements is optional after game turn one.
14.34 Reinforcement Schedules.
Union
- Turn Two at 0127: 2/Ill infantry (19-6)
- Turn Three at 1127: 1/II infantry (12-6); 2/II infantry (11-6); 3/II infantry (11-6)
- Turn Four at 2112: 1/V infantry (12-6); 2/V infantry (10-6)
- Turn Four at 1127: 1 Regular artillery (6-6); 1 Volunteer artillery (6-6); 2 Volunteer artillery (3-6)
- Turn Five at 2112: 3/V infantry (8-6)
- Turn Five at 1127: 3 Volunteer artillery (6-6); 4 Volunteer artillery (6-6)
- Turn Six at 2112: 1/2 cavalry (5-6); 2/2 cavalry (5-6); 3/2 cavalry (4-6)
- Turn Six at 2120: 1/VI infantry (16-6); 3/VI infantry (16-6); 2/VI infantry (12-6)
- Turn Ten at 0127: 1/Reserve cavalry (5-6); 3/1 cavalry (5-6)
Confederate
- Turn Two at 0104: 1 Johnson infantry (12-6); 2 Johnson infantry (12-6); 1 Anderson infantry (14-6); 2 Anderson infantry (9-6); McIntosh artillery (3-6)
- Turn Three at 0104: 1 McLaws infantry (12-6); 2 McLaws infantry (10-6); 1 Hood infantry (11-6); 2 Hood infantry (10-6); Alexander artillery (5-6); Nelson artillery (3-6)
- Turn Six at 1101: F Lee cavalry (4-6); W Lee cavalry (4-6)
- Turn Nine at 0104: 1 Pickett infantry (9-6); 2 Pickett infantry (9-6); Hampton cavalry (5-6)
- Turn Nine at 2101: Jenkins cavalry (4-6); Robertson cavalry (4-6)
14.4 Exiting the Map
Cavalry units may exit the map from any hex on the east or south edges at a cost of one MP. A unit which leaves the map may not return, and is not counted as destroyed for victory purposes. Units may not retreat (8.5) off the map.
14.5 Victory
The level of victory is determined by the ratio of Union VPs to Confederate VPs.
| Ratio | Result |
|---|---|
| 2:1 or greater | Union Decisive |
| 3:2 but less than 2:1 | Union Substantive |
| Greater than 1:1 but less than 3:2 | Union Marginal |
| 1:1 or less, greater than 2:3 | Confederate Marginal |
| 2:3 or less, but greater than 1:2 | Confederate Substantive |
| 1:2 or less | Confederate Decisive |
14.51 The Confederate player receives two VPs for each Union SP eliminated and one VP for each Union SP which at the end of the game cannot trace a line of hexes free of enemy units or ZOCs (unless the hex is occupied by a friendly unit) to a road which leads off the east edge of the map.
14.52 The Union player receives three VPs for each Confederate SP eliminated and one VP for each Confederate SP which at the end of the game cannot trace a line of hexes free of enemy units or ZOCs (unless the hex is occupied by a friendly unit) to a road which leads off the west edge of the map.
14.53 At the end of each Union player-turn, each player determines the cumulative total of his cavalry units (not SPs) which have exited the map up to that point in the game. Each turn, the Confederate player is awarded five VPs for each exited Confederate cavalry unit in excess of the total of exited Union cavalry units. For example, if the Confederate player exit three cavalry units on turn 12 and the Union two on turn 13, the Confederate player would be awarded five VPs. If no more cavalry units exit the map, the Confederate player would continue to receive five VPs per turn until the end of the game.
The Cemetery Hill Victory Conditions page on HexWar repeats 14.5 through 14.53 verbatim; it is not transcribed twice.
14.6 Note
The creek is treated as if there are ford hexsides along its whole length.
Cemetery Hill Terrain Effects Chart
Transcribed from the Terrain Effects Chart image on the HexWar page.
| Terrain | Movement Points to Enter/Cross | Effect on Combat | Line of Sight |
|---|---|---|---|
| Clear Hex | 1 MP | No effect | |
| Forest Hex | 3 MP | No effect | Blocked |
| Rough Hex | 3 MP | Defender doubled in hex | |
| Broken Ground Hex | 3 MP | Defender tripled in hex | |
| Wooded Broken Ground Hex | 6 MP | Defender tripled in hex | Blocked |
| Forest & Rough Hex | 6 MP | Defender doubled in hex | Blocked |
Chickamauga
The River of Blood, September 19-20, 1863. Exclusive Rules.
12.0 Chickamauga
Chickamauga is a simulation on a Grand Tactical level of the battle which took place between the Union Army of the Cumberland and the Confederate Army of the Tennessee in September, 1863. The battle occurred around Chickamauga Creek, a tributary of the Tennessee River, in Northern Georgia.
12.1 The game lasts 15 turns. The Union player is the first player.
12.2 Set Up
Players set up their units in the hexes noted on the map.
12.3 Reinforcements
During his movement phase, the phasing player may place any of his units due to enter play as reinforcements at the location noted.
12.31 Reinforcements may not enter the map in a hex occupied by an enemy unit, but may enter the map in an enemy ZOC (note that this will affect their ability to move).
12.32 Reinforcements enter play one at a time as though arriving from a road stretching off the map. The first expends one MP to enter the map, the second two MPs to enter the map and so on [Comment: In the HexWar version the system does not take into account Strategic Movement for this penalty so that once 6 units have arrived at a hex no more units with six movement points or less may arrive at this location in the current game turn].
12.33 Reinforcements unable to enter the map may be delayed until a later turn or may enter at the map-edge hex nearest their scheduled entry location (at the phasing player's choice if there is more than one such hex [Comment: In the HexWar version the game AI allocates a new entry hex]. The owning player may always choose to delay reinforcements if he wishes.
12.34 Reinforcement Schedules.
Union
- Turn Two at 0728 OR 1027: l/2/XIV infantry (5-6); 2/2/XIV infantry (4-6); 3/2/XIV infantry (5-6); XIV artillery (3-6); 3/4/XIV infantry (5-6); l/2IXXI infantry (4-6); 2/2/XXI infantry (5-6); 3/2/XXI infantry (5-6); l/3/XXI infantry (4-6); 2/3/XXI infantry (4-6); 3/3/XXI infantry (4-6); XXI artillery (3-6)
- Turn Five at 0728 OR 1027: 2I1IXX infantry (5-6); 3/1/XX infantry (5-6); 1/2/XX infantry (5-6); 2/2IXX infantry (5-6); 3/2/XX infantry (5-6); l/3/XX infantry (5-6); 2/3/XX infantry (5-6); 3/3/XX infantry (5-6); XX artillery (3-6)
- Turn Six at 0728 OR 1027: 1/1 cavalry (4-8); 2/1 cavalry (4-8); 3/I cavalry (4-8)
- Turn Seven at 0728 OR 1027: Supply Train
- Turn Eight at 0728 OR 1027: 2/2 cavalry (4-8)
Confederate
- Turn Two at 1627 OR 1928: Deshler infantry (5-6); Helm infantry (4-6); Adams infantry (4-6); Stovall infantry (3-6); 2 artillery (4-6); Deas infantry (6-6); Anderson infantry (6-6); Manigault infantry (6-6); I artillery (3-6)
- Turn Five at 1627 OR 1928: Crews cavalry (3-8); Russell cavalry (2-8); Morgan cavalry (4-8); Harrison cavalry (5-8)
- Turn Eight at 1627 OR 1928: Roddey cavalry (4-8)
12.4 Exiting the Map
Either player may exit his units from the map at hexes 0101 and 0111 at a cost of one MP. A unit which leaves the map may not return, and is not counted as destroyed for victory purposes (rather, it adds to its side's victory point total). Units may not retreat (8.5) off the map.
12.5 Union Supply Train
The Union supply train may never attack and may not enter enemy ZOC's. It may defend itself.
12.51 If enemy units move adjacent to the supply train during the Union combat phase (through an advance or retreat), the supply train must immediately retreat (Confederate units may not advance if this occurs).
12.52 The supply train may not stack with other units. No unit may move through the hex occupied by the supply train during the movement phase. The supply train may not enter a hex occupied by another unit.
12.53 The supply train has a movement allowance of six.
12.54 The supply train must always occupy a road or trail hex. If forced to retreat to a non-road or trail hex, it is eliminated.
12.55 The supply train exerts no zoc. Confederate units are not required to attack the supply train if they move adjacent to it.
12.6 Victory
The player with the most victory points (abbreviated VPs) at the end of the game wins.
12.61 Each player receives one VP for each enemy SP eliminated. Any Union units (including reinforcements which did not enter play) which at the end of the game cannot trace a line of up to 10 hexes free from Confederate units (not Confederate ZOC's) to a road which leads to hexes 0101 or 0111 are considered destroyed for victory purposes.
12.62 The Union player receives one VP for each of his SP's which exit the map.
12.63 The Confederate player receives 10 VPs for each of his SP's which exit the map provided that at the end of the game he can trace a line of connected road hexes free from Union units (not Union ZOC's) from 0101 or 0111 to any road hex on the eastern edge of the map.
12.64 The Confederate player receives 10 VPs if the Union supply train fails to exit the map.
12.65 Either player receives five VPs for each of the following hexes if his units occupy them at the end of the game or were the last to pass through them: 0822, 1108 or 1115.
12.66 The Confederate player receives 20 VPs for each of the following hexes if his units occupy them at the end of the game or were the last to pass through them: 0211, 0502.
12.67 The Union player receives 10 VPs if his units occupy at the end of the game or were the last to pass through hex 1920. He receives 20 VPs if his units occupy at the end of the game or were the last to pass through hex 2311.
12.68 Hexes 0211, 0502, 0822, 1108 and 1115 begin the game with Union units the last to pass through them. Hexes 1920 and 2311 begin the game with Confederate units the last to pass through them.
The Chickamauga Victory Conditions page on HexWar repeats 12.6 and 12.7 verbatim; it is not transcribed twice.
12.7 Optional Combat Strength
The first edition Chickamauga is rightly noted as one of the most competitive wargames ever produced, but achieves this razor-edge balance at some expense to its historical validity. Chiefly, the Confederate cavalry has been strengthened far beyond its actual numbers, with brigades taking on the strength of divisions.
To correct this, remove the Confederate Forrest. Scott, Harrison and Morgan cavalry brigades. Add the optional Chalmers and Bowen infantry brigades (more properly labeled as Wofford and Bryan on their reverse sides) as Turn Eight reinforcements, appearing at hex 1627 or 1928.
Chickamauga Terrain Effects Chart
Transcribed from the Terrain Effects Chart image on the HexWar page.
| Terrain | Movement Points to Enter/Cross | Effect on Combat | Line of Sight |
|---|---|---|---|
| Clear Hex | 1 MP | No effect | |
| Forest Hex | 3 MP | No effect | Blocked |
| Rough Hex | 3 MP | Defender doubled in hex | |
| Forest & Rough Hex | 6 MP | Defender doubled in hex | Blocked |
| Stream Hexside | 1 MP additional MP to cross | Defender doubled | |
| Creek Hexside | May only cross at bridges | Not allowed |
Shiloh
Battle for the West, April 6-7, 1862. Exclusive Rules.
13.0 Introduction
Shiloh is a tactical level simulation of the largest single battle in U.S. military history up to that date. Before the two day battle was ended, elements of three complete armies totaling 100,000 men had participated, as well as elements of the U.S. Navy. At the end of the second day, over 23,000 men were casualties. The battle was launched by the South, hoping that the newly created Army of the Mississippi could decisively defeat the Union Army of the Tennessee before it could link up with the Army of the Ohio. Tactically, the battle was a marginal victory for Union forces, although its strategic implications were much more far-reaching. Had the South succeeded in its attempt, the state of Tennessee would have been recaptured by the Confederacy, and Union offensive power broken in the Western Theater for at least a year. A Confederate thrust into the North would have been by no means improbable. The Union victory at Shiloh, more than any other battle, sealed the Confederacy's fate in the West.
13.1 The game lasts 13 turns. The Confederate player is the first player.
13.2 Set Up
Players set up their units in the hexes noted on the map
13.3 Reinforcements
During his movement phase, the phasing player may place any of his units due to enter play as reinforcements at the location noted.
13.31 Reinforcements may not enter the map in a hex occupied by an enemy unit, but may enter the map in an enemy ZOC (note that this will affect their ability to move).
13.32 Each reinforcement expends one MP to enter the map.
13.33 Reinforcements unable to enter the map may be delayed until a later turn or may enter at the map-edge hex nearest their scheduled entry location (at the phasing player's choice if there is more than one such hex). The owning player may always choose to delay reinforcements if he wishes.
13.34 Reinforcement Schedule
Union
- Turn Five at 1701: Gunboat Lexington; Gunboat Tyler
- Turn Five at 1905: 10/4 infantry (5-6)
- Turn Six at 0901: 1/3 infantry (5-6); 2/3 infantry (5-6); 3/3 infantry (5-6); 3 cavalry (1-6); 3 artillery (2-6)
- Turn Six at 1905: 19/4 infantry (5-6); 22/4 infantry (5-6); 14/5 infantry (5-6); 4/2 infantry (6-6); 11/5 infantry (6-6); 5 Ohio artillery (3-6)
- Turn Nine at 1905: 5/2 infantry (6-6); 6/2 infantry (6-6); 2 Ohio artillery (1-6)
There are no Confederate reinforcements.
13.4 Special Rules
13.41 Union Movement Restrictions
On turns one and two every Union unit not in a Confederate ZOC must move one, and only one, hex to the north or northeast (Union player's choice). Units in enemy ZOC's may not move.
13.42 Gunboats
Gunboats may only enter river hexes. They may move any number of hexes. Gunboats are treated exactly like artillery units. They have no ZOC's, are not affected by Confederate ZOC's and may not be attacked.
13.43 Rivers
Units may not enter river hexes. Union units may cross the river through the river ferry hexes at a cost of three MPs, and only from east to west. Units may never end the movement phase in the river ferry hex. They may enter the river ferry hex only if they have sufficient MPs to enter both the river ferry hex and the hex on the opposite bank in the same movement phase, and may only enter and exit the ferry through the hexes indicated by the ferry symbol on the map. The river ferry may not be used if either entry hex is occupied by enemy units.
13.5 Victory
Victory is determined by accumulating victory points (VPs) and capturing Pittsburg Landing (hex 1508). One VP is awarded for each enemy SP eliminated. There are several different levels of victory possible for each player.
13.51 Confederate Decisive: The Confederate player achieves a decisive victory if he scores twice as many VPs as the Union player and his units occupy or were the last to pass through Pittsburg Landing.
13.52 Confederate Substantive: The Confederate player achieves a substantive victory if he scores at least as many VPs as the Union player and his units occupy or were the last to pass through Pittsburg Landing.
13.53 Confederate Marginal: The Confederate player achieves a marginal victory if he scores twice as many VPs as the Union player.
13.54 Union Marginal: The Union player achieves a marginal victory if he has more than half as many VPs as the Confederate player and his units occupy or were the last to pass through Pittsburg Landing.
13.55 Union Substantive: The Union player achieves a substantive victory if he scores at least as many VPs as the Confederate player and his units occupy or were the last to pass through Pittsburg Landing.
13.56 Union Decisive: The Union player achieves a decisive victory if he scores twice as many VPs as the Confederate player and his units occupy or were the last to pass through Pittsburg Landing.
The Shiloh Victory Conditions page on HexWar repeats 13.5 verbatim; it is not transcribed twice.
Shiloh Terrain Effects Chart
Transcribed from the Terrain Effects Chart image on the HexWar page.
| Terrain | Movement Points to Enter/Cross | Effect on Combat | Line of Sight |
|---|---|---|---|
| Clear Hex | 1 MP | No effect | |
| Forest Hex | 3 MP | No effect | Blocked |
| Rough Hex | 3 MP | Defender doubled in hex | |
| Forest & Rough Hex | 6 MP | Defender doubled in hex | Blocked |
| Creek Hexside | May only cross at bridges | Not allowed | |
| Bridge Hexside | None | Defender doubled |