Burnside Takes Command
Burnside Takes Command Rulebook
Table of Contents
Table of Contents
-
- 1.0 Introduction
- 10.1 Pontoon Bridges
- 10.2 Destroying Pontoon Bridges
- 13.0 Grand Divisions
- 14.0 Artillery Commander Henry Hunt
- 15.0 Basic Game Scenarios
- Scenario 1: The Lincoln-Stanton Plan
- Scenario 2: The Pontoons Arrive
- Scenario 3: Battle of Fredericksburg
- Advanced Game Rules
- 15.0 Advanced Game Sequence of Play
- 16.0 Random Events
- 17.0 Random End of the Action Cycle
- 18.0 Gunboats
- 19.0 Ammunition
- 20.0 Substitute Units
- 21.0 End of the Game
- Scenario 4: Burnside Takes Command
- Random Events Table
- GCACW Standard Rules (companion document)
1.0 Introduction
Burnside Takes Command: The Fredericksburg Campaign is a game module that simulates the American Civil War campaign fought in Virginia in November and December 1862.
This module uses the rules system of the Great Campaigns of the American Civil War (GCACW). The system has so far been used in seven titles, six of which (Stonewall Jackson's Way, Here Come the Rebels, Roads to Gettysburg, Stonewall in the Valley, Stonewall's Last Battle, and On to Richmond) were produced by The Avalon Hill Game Company and one (Grant Takes Command) by Multi-Man Publishing. The most recent title includes a standard rulebook that consolidates the basic game rules for all the games in the series. This module uses that Standard Rules. What follows are additions to those rules. There are also several changes of which players familiar with GCACW should take note. The most important is that this module introduces rules for "Grand Divisions" (an organizational invention of the Union commander in the face of confusion) and rules for fog.
This module requires maps contained in previous titles of the series. The map that has appeared twice in the series, the south map of Stonewall Jackson's Way and the only map of Stonewall's Last Battle, is used in basic game scenario 1 and in the advanced game. The north map of Grant Takes Command (GTC) is used in scenarios 2, 3 and in the advanced game.
The module also uses many of the informational markers contained in any of the games in the series: strength counters, army counters, fatigue counters, "substitute unit" counters, and any others players find convenient. Substitute counters should be taken from GTC.
These are additions and modifications made to the GCACW Standard Basic Game Rules for this module. All rules of the Standard Basic Game Rules apply unless explained below as being superseded. For example, movement allowances for marching and for the commander activation action are as specified in the Standard Basic Game Rules, not the variant movement allowances used in Stonewall in the Valley or On To Richmond.
10.1 Pontoon Bridges
This module modifies the pontoon bridge rules of the GCACW Standard Basic Game Rules into a form similar to the rules used in Stonewall's Last Battle. The modifications are described below.
Note: The "Chatham Bridge" between 4328 and 4427 on the Stonewall's Last Battle map was burned by the Confederates before the start of these scenarios and cannot be used for any purpose in the game. It cannot be repaired. Note that the Union player can build a pontoon bridge across this hexside as described below. [Note: This bridge is not printed on the Grant Takes Command north map, so this change does not apply to scenarios that use the GTC map.]
Pontoon Bridge Placement
The Union player in this module has at most 5 major river bridges. In scenarios 1 and 2 this limit is changed to a smaller number by the scenario's special rules. The Confederate player cannot build major river bridges. Whether the Union player can use pontoon bridges in the advanced game is limited as described in 16.1.
Pontoon Bridge Restrictions
The following restriction from the GCACW Standard Basic Game Rules is modified in this module as follows (the modified text was printed in bold in the original):
A bridge cannot be built if one or more enemy units are present in one of the two hexes the bridge would connect and their combined combat strength (before applying the effects of entrenchments) is 5 or more. A bridge can be built into a hex containing enemy units whose combat strength is 4 or less. Exception: During a turn in which the random event Fog is in effect, a bridge can be built between any two hexes.
Building Pontoon Bridges
Unlike the GCACW Standard Rules, this procedure allows the Union player to build a pontoon bridge at any time. In this module, a Union attempt to build a pontoon bridge across a major river or a minor river succeeds automatically. No die roll is needed.
10.2 Destroying Pontoon Bridges
This rule is the same as in the GCACW Standard Rules, except that a pontoon bridge is not destroyed if an enemy unit ends its move adjacent to the bridge during either of the following turns:
- A turn in which the random event Fog is in effect.
- The turn immediately following a turn in which the random event Fog was in effect.
13.0 Grand Divisions
Historical Note: When Burnside took command of the Army of the Potomac, he was in awe at the expectation that he would coordinate the actions of a very large number of corps commanders. To simplify the chain of command and reduce the number of people to whom he had to give orders, Burnside decided to replace the existing command system with a system of "Grand Divisions." The Army of the Potomac was to consist of three Grand Divisions, Left, Center and Right, commanded respectively by William B. Franklin, Joseph Hooker and Edwin Sumner. Each Grand Division was made up of two corps, and each corps of three divisions.
In the game, each Union infantry unit is a member of one corps (1st, 2nd, 3rd, 5th, 6th or 9th) and also a member of one Grand Division (L, C or R). The effects (positive and negative) of the Grand Division mechanism on play are as follows.
13.1 Grand Division Commander Activation
In addition to activating one unit to march or activating one corps commander, the Union player has a third option, the Grand Division commander activation action. Because a Grand Division is made up of two corps of three divisions each, in a single action phase up to six division-sized units (or more smaller units) can be activated.
Only one Grand Division commander can be chosen per activation. A Grand Division commander is eligible to be activated only if both of its corps commanders are within the Grand Division commander's command range. In addition, one or more units of that Grand Division must be within the command range of their own corps commander and must have a fatigue level of 3 or less. A Grand Division commander activation action is performed as follows.
- The player with the initiative chooses one eligible Grand Division commander on the map.
- The player with the initiative must choose one or more units that are under the activated commander's command and within the command range of their own corps commander (note that if their own corps commander is within the Grand Division commander's command range, the units do not need to be within the Grand Division commander's command range). All units chosen to take part in the Grand Division commander's activation must have a fatigue level of 3 or less. The player is not required to choose all eligible units within the command range of the two corps commanders, but may do so. He must choose at least one unit. He need not choose one unit from each of the subordinate corps.
- The movement allowance of the activated commander is calculated as follows.
- Turns of November 15, 16 or 17: The Union player rolls one die and adds 2 to the result. This modified die roll is the commander's movement allowance.
- Other turns: The Union player rolls one die and adds 1 to the result. This modified die roll is the commander's movement allowance.
The phasing player then performs steps 4 to 9 of the normal commander activation action (Standard Basic Game Rules 5.2). In step 5, only a Grand Division commander can be transferred to the subordinate units chosen in step 2; a corps commander cannot be transferred. The Grand Division commander activation action ends when this procedure is complete, and a new action phase begins.
Grand Division Activation Restrictions
All units chosen in step 2 of the Grand Division commander activation action are restricted in their activity as follows.
- A unit that is marching cannot attack during that march. In a Grand Division commander activation, all kinds of attacks are prohibited.
- A unit that is marching cannot enter an enemy ZOC (including a limited ZOC) during that march (exception: when leaving a hex, if there is no other choice but to enter an enemy ZOC, it may do so). In a Grand Division commander activation action, units may leave an enemy ZOC, subject to the normal movement penalties.
Grand Division Commanders and Assaults
A Grand Division commander cannot perform an assault action. Instead, his command value is used to determine the success of a general assault initiated by the corps commanders under his command.
13.2 General Assault
The Grand Divisions added another level of command between the army's headquarters and the officers actually ordered to attack. As a result, Union general assaults are especially difficult to succeed in this module. To simulate this effect, the Union player must make one more command die roll for a general assault to succeed.
The following condition is added to those the Union player must meet when attempting a general assault:
Grand Division commander: The relevant Grand Division commander must be within command range of the activated commander's hex (this is in addition to the requirement that the army commander be within command range).
Example: Corps commander Stoneman (3rd Corps) succeeds in ordering an assault. If Hooker (Center Grand Division commander) and Burnside (Army of the Potomac commander) are within Stoneman's command range, a general assault can be ordered. If either commander is not within command range, this general assault cannot be attempted.
Step 1 of the normal general assault procedure is replaced as follows.
Command die roll: The phasing player rolls one die. If the result (before modification) is 6, the general assault does not take place. The general assault ends and play returns to step 7 of the assault procedure. If the result is 5 or less, subtract the die result from the command value of the Grand Division commander. This result is the "general assault number." If the general assault number is 0 or less, the general assault does not take place; return to step 7 of the assault procedure. If the general assault number is 1 or more, roll one more die (to obtain the army commander's permission at this point). If this additional die roll is equal to or greater than the army commander's command value (that is, if Burnside is in command, a die roll of 4 to 6), the general assault does not take place; return to step 7 of the assault procedure. If this additional die roll is less than the army commander's command value, the assault takes place. Proceed to step 2 of the general assault procedure, using the general assault number calculated from the first die roll in step 1.
14.0 Artillery Commander Henry Hunt
The Union artilleryman Henry Hunt was an expert at directing fire on specific points of the enemy line. This module represents this effect with a Henry Hunt commander counter.
Hunt's Effect on Movement
Hunt is neither a corps commander nor a division commander. He cannot perform a commander activation action. His counter moves (like an army commander) with the subordinate units into which he is incorporated.
Hunt's Effect on Combat
Any unit in the same hex as Hunt that takes part in combat, whether attacking or defending, always receives a +1 die roll modification. This modification is not used if the defender is in city, woods, swamp or mountain terrain.
Hunt's Commander Transfer
Hunt's commander counter can be transferred to another subordinate infantry unit, like an army commander counter (see 6.3). Hunt is further restricted in that he cannot be transferred to a unit whose artillery value is 0.
The circumstances under which the various kinds of commanders in Burnside Takes Command can be transferred along with the activated commander in a commander activation action are summarized in the table below. In all cases, the commander must begin the action in the same hex as the commander performing the commander activation action, and must be transferred to, and incorporated into, the same unit as the activated commander. A Grand Division commander can be transferred only in a corps commander activation action by a corps commander directly under his command.
| Type of commander being transferred | Activating commander: Corps commander | Activating commander: Grand Division commander |
|---|---|---|
| Army | Yes | Yes |
| Hunt | Yes* | Yes* |
| Grand Division | Yes | No |
| Corps | No | None |
* Must be incorporated into a unit with an artillery value of 1 or more.
15.0 Basic Game Scenarios
This module contains three basic game scenarios. In each scenario, a player gains control of an objective hex held by the enemy at the moment he moves one of his own infantry units (not cavalry or artillery) into that hex.
Scenario 1: The Lincoln-Stanton Plan
Note: The Lincoln administration strongly favored a strategy of attacking while Longstreet's corps was separated from Jackson's wing. The Army of the Potomac would advance to Culpeper and then along the Orange & Alexandria Railroad toward the junction at Gordonsville. A successful Union offensive would drive a wedge between the two Confederate wings and force Lee to fight under unfavorable conditions. Jackson's corps was at Front Royal and Winchester, about three days distant. Burnside was free to act against Longstreet at this time, but he had to protect from Jackson the railroad supply line along which he advanced.
Map: Use the SLB map only.
Game length: November 15 to November 17, 1862, 3 turns.
Union set-up: See "UNION SET-UP" on page 12 of the English rulebook.
* Starting fatigue level is 1. Cannot move in turn 1 and cannot recover until the recovery phase of turn 2.
Confederate set-up: See "CONFEDERATE SET-UP" on page 12 of the English rulebook.
- (star symbol) (Scenario 4 also uses this set-up, placing the GTC map on top of the SLB map.)
- + Hood starts the game disrupted.
- ^ Militia start the game behind breastworks.
- * Ransom's starting fatigue level is 1. He cannot move in turn 1 and cannot recover until the recovery phase of turn 2.
Special Rules
- Random Events: There are no random events in this scenario.
- No Major River Bridges: In this scenario, the Union player cannot use major river bridges.
- Union Movement Restriction: Brooks, Howe and Newton cannot move in turn 1. These units' fatigue level at the start of the game is 1 and they do not recover until the recovery phase of turn 2.
- Confederate Movement Restriction: Ransom cannot move in turn 1. This unit's fatigue level at the start of the game is 1 and it does not recover until the recovery phase of turn 2.
- Confederate Substitute Units: The Confederate player (only) can use substitute units as described in 20.0. As a result, in each turn of this scenario an incorporation phase is added after the commander transfer phase of the sequence of play.
Victory Conditions
The Union player gains and loses victory points for the following.
| VP | Reason |
|---|---|
| +4* | A Union infantry unit is in Orange Courthouse (0832) at the end of the game. |
| +3* | A Union infantry unit is in Rapidan Station (1128) at the end of the game. |
| +2* | A Union infantry unit is in Mitchell's Station (1324) at the end of the game. |
| +3* | A Union infantry unit is in Culpeper (1418) at the end of the game. |
| +1* | A Union infantry unit is in Brandy Station (1916) at the end of the game. |
| +2 | A Union infantry unit is in Rappahannock Station (2414) at the end of the game. |
| +2 | A Union infantry unit is in Bealeton Station (2612) at the end of the game. |
| +2 | A Union infantry unit is in Warrenton Junction (3108) at the end of the game. |
| +1 | For each Confederate strength point lost in combat, retreat or cavalry retreat (not extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -1 |
* If at the end of the scenario the Union can establish a continuous path of railroad hexes from this objective to Rappahannock Station (2414), the VP scored for this objective are doubled. No hex on this path may contain one or more Confederate infantry units. If the rail line is in a Confederate ZOC (or contains a Confederate cavalry unit), the doubling still applies.
At the end of the game, total the Union VP and consult the following table to determine the winner.
| Union VP | Winner |
|---|---|
| 22 or more | Union Decisive Victory |
| 18 to 21 | Union Substantive Victory |
| 14 to 17 | Union Marginal Victory |
| 10 to 13 | Confederate Marginal Victory |
| 6 to 9 | Confederate Substantive Victory |
| 5 or less | Confederate Decisive Victory |
Scenario 2: The Pontoons Arrive
Note: Burnside's first pontoon bridge arrived on November 25 and the second on November 26. With overwhelming numbers and the opportunity to choose his own crossing points, Burnside had an excellent chance to push Longstreet out of his position while Jackson could not arrive from the Shenandoah Valley.
Map: Use the GTC north map.
Game length: November 25 to November 28, 1862, 4 turns.
Union set-up: See "UNION SET-UP" on page 13 of the English rulebook.
* Starting fatigue level is 1. Cannot move in turn 1 and cannot recover until the recovery phase of turn 2.
Confederate set-up: See "CONFEDERATE SET-UP" on page 14 of the English rulebook.
* At the start, Barksdale, AP Hill, Taliaferro, Farly and DH Hill are exhausted.
Special Rules
- Random Events: There are no random events in this scenario.
- Turn 1: The Union player automatically wins the first initiative die roll of turn 1.
- Pontoon Bridges: The Union player has one usable major river bridge marker. If the Union player wishes, he may place this bridge between 4213 and 4214 before the game starts. If the Union player does not make this initial placement, the bridge can be placed in any recovery phase in accordance with 10.1. During the recovery phase of turn 2 (November 26), the Union player receives a second major river bridge marker. This second bridge can be placed in the recovery phase of turn 2 or 3. Even if a pontoon bridge is destroyed, it can be used to build a new bridge in a later recovery phase, as long as the total number of major river bridges at any point in the game does not exceed 2.
- River in Flood: Because of repeated rains, the major river portion of the Rappahannock (the part east of N3311 on the GTC map) is treated as flooded in this scenario. Infantry and artillery units cannot cross this part of the Rappahannock at fords. Cavalry units can cross at fords but pay an additional 1 movement point penalty to do so. Infantry and artillery can cross this part of the Rappahannock only by pontoon bridge or at Scott's Dam Ford (between 3312 and 3411).
Victory Conditions
The Union player gains and loses victory points for the following.
| VP | Reason |
|---|---|
| +12 | A Union infantry unit is in Fredericksburg (N4114) at the end of the game. |
| +8 | A Union infantry unit is in Stannard Mill (N3924) at the end of the game. |
| +6 | A Union infantry unit is in Massaponax Church (N4019) at the end of the game. |
| +6 | A Union infantry unit is in Spotsylvania Court House (N3520) at the end of the game. |
| +6 | A Union infantry unit is in Guinea Station (N4323) at the end of the game. |
| +6 | A Union infantry unit is in Milford (N4730) at the end of the game. |
| -6 | A Confederate infantry unit is in Tabernacle Church (N3614) at the end of the game. |
| +1 | For each Confederate strength point lost in combat, retreat or cavalry retreat (not extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each Union strength point lost in combat, retreat or cavalry retreat (not extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
At the end of the game, total the Union VP and consult the following table to determine the winner.
| Union VP | Winner |
|---|---|
| 48 or more | Union Decisive Victory |
| 40 to 47 | Union Substantive Victory |
| 32 to 39 | Union Marginal Victory |
| 24 to 31 | Confederate Marginal Victory |
| 16 to 23 | Confederate Substantive Victory |
| 15 or less | Confederate Decisive Victory |
Scenario 3: Battle of Fredericksburg
Note: This scenario simulates Burnside's historical offensive of December 11 to 13. Jackson's corps was positioned to cover the southeastern crossing points, and Longstreet's corps held the same position it had held for weeks. A thick fog rolled in and concealed the Union movement. An assault force was prepared to ferry across the river and open the crossing points. The Union could get a chance to cross the river, or might even push the Confederates out of there. The Confederates could seal off the crossing points, or even drive the Union soldiers back into the river.
Map: Use the GTC north map.
Game length: December 12 to December 13, 1862, 2 turns. [Design note: The game turn of December 12 actually includes events that happened late on December 11 historically and events that continued into December 12.]
Confederate set-up: See "CONFEDERATE SET-UP" on page 15 of the English rulebook.
* Ransom starts the game behind breastworks.
Union set-up: See "UNION SET-UP" on page 15 of the English rulebook.
Special Rules
- Random Events: There are no random events in this scenario.
- Fog: On December 12, a thick fog covered the area. It has the following effects. a) In the game turn of December 12, the fog rules described in 16.2 are in effect. On December 13 the fog lifts, the weather is clear, and the fog rules are not in effect. b) Because the fog concealed preparations for battle, the Union player gains a special advantage he may declare once during the December 12 turn. With this advantage, the Union player can win the initiative for three consecutive impulses without rolling the initiative die. After any initiative the Union player has won, he may declare use of this special ability. The Union player then automatically wins the next two initiatives (three consecutive initiatives in total). This advantage cannot be saved from one game turn to another, but must be used in the December 12 game turn. c) The fog allowed Howard's division (and parts of other units) to cross the river by ferry without being noticed by the Confederates. In the December 12 turn, the Union player can use the ferry to have Howard's division cross the Rappahannock and make a surprise attack. No die roll is needed for this movement, but the Union must have the initiative, and this special attack consumes one activation. Howard must have a fatigue level of 0 at the start of this initiative. The Union player simply picks up Howard's division (a single unit, which may not be accompanied by a commander) and places it in a hex on the south bank of the Rappahannock. This hex must be adjacent to a Union unit and no more than 6 hexes from Howard's current position. Howard's fatigue level increases by 1. The Union player may then, before ending this activation, declare a prepared attack by Howard (this post-move attack is an exception to the fog rules of 16.2). In addition, because of the surprise nature of this attack, Howard's division receives a +1 die roll modification in this attack in addition to normal combat modifications.
- Turn 1: The Union player automatically wins the first initiative die roll of turn 1. If he wishes, he may use the fog advantage (see special rule 2 above) immediately to take three consecutive initiatives.
- Pontoon Bridges: At the start of the game, place a Union major river bridge between N4314 and N4315. When no Confederate unit remains in hex 4114, a second Union major river bridge appears between N4213 and N4114. In the recovery phase of December 12, the Union player can build two more pontoon bridges (for a total of 4). Bridges are built as in 10.1, except that Union units building a bridge must have a fatigue level of 0, 1 or 2 at the start of the recovery phase. Note that under the fog rules of 16.2 a pontoon bridge can be built into a hex containing enemy units, and that destruction of pontoon bridges is prohibited during this 2-turn scenario.
Victory Conditions
The Confederate player gains and loses victory points for the following.
| VP | Reason |
|---|---|
| +10 | The Confederates control Marye's Heights (N4014). |
| +10 | The Confederates control Hamilton's Crossing (N4317). |
| +10 | The Confederates control Port Royal (N5721). |
| +15 | At the end of the game the Confederates control all three of the above objectives. |
| -5 | The Union controls Fredelicksburg (N4114). |
| -10 | The Union controls Massaponax Church (N4019). |
| -10 | The Union controls Guinea Station (N4323). |
| -10 | The Union controls Wlthers (N4521). |
| -10 | The Union controls Salem Church (N3814). |
| +3 | For each Union artillery unit that moved from its set-up hex in turn 2. |
| +1 |
At the end of the game, total the Confederate VP and consult the following table to determine the winner.
| Confederate VP | Winner |
|---|---|
| 60 or more | Confederate Decisive Victory |
| 50 to 59 | Confederate Substantive Victory |
| 40 to 49 | Confederate Marginal Victory |
| 30 to 39 | Union Marginal Victory |
| 20 to 29 | Union Substantive Victory |
| 19 or less | Union Decisive Victory |
Advanced Game Rules
15.0 Advanced Game Sequence of Play
Each turn of the advanced game is played according to the following "Sequence of Play."
- Random Event Phase: Roll two dice and consult the Random Events table.
- Supply Phase: Both players may replenish ammunition and move their supply depots.
- Commander Transfer Phase: Commanders may be transferred from one subordinate unit to another.
- Incorporation Phase: Substitute units may be re-incorporated into other units.
- Action Cycle: Action Phase
- A. Initiative Segment: Both players roll one die. The player with the higher result wins. If the results are equal, the Confederate player wins, but if both players' results are 1, the action cycle ends early (see 17.0). The winning player must either take the initiative or pass.
- B. Activation Segment: The player who took the initiative must perform one action with an eligible commander or unit. At the end of the activation segment, the players return to the initiative segment and begin a new action phase. Players repeat action phases until both players pass in the same action phase, or the action cycle ends because of an initiative die roll of 1.
- Recovery Phase: Eligible units may entrench, build bridges, repair bridges, and recover from fatigue, disruption, exhaustion and demoralization.
- Game End Phase: Players check whether the game ends early (see 21.0).
- Turn Indication Phase: Advance the Turn marker one space on the Turn Record Track to begin a new turn.
16.0 Random Events
In each random event phase, roll two dice of different colors (one light and one dark). Read the dark die as the tens digit and the light die as the ones digit (that is, if the dark die is 5 and the white die is 3 the result is "53", not "8"). Players consult the Random Events table and check the result corresponding to the dice. The dice are rolled only once, even if the result no longer applies in the current situation of the game.
16.1 Pontoon Delay
Historical Note: Burnside planned to cross the Rappahannock by pontoon bridges near Fredericksburg. He had been promised that the pontoons would leave Washington on November 17 and probably arrive at Aquia Creek on November 18. For various reasons, however, the Army of the Potomac arrived at Fredericksburg much earlier than the bridges arrived.
The Union player cannot build pontoon bridges before November 18 (turn 4). This date may be pushed back by the "Pontoon Delay" random event. When this event occurs, the Confederate player rolls one die. The arrival of the pontoons is delayed by a further number of turns equal to that number. However, this die roll is modified downward by -1 for each time the "Pontoon Delay" event has previously occurred (but it cannot be modified below 0).
Once the pontoons have arrived, this random event is ignored. The pontoons become usable from the start of the recovery phase of the turn in which they arrive. Before that recovery phase, the Union player cannot build pontoon bridges over either major or minor rivers.
Example: In the random event phase of the November 18 turn, the Union player was hoping to receive the pontoons today and be able to cross the Rappahannock. Unfortunately he rolled 46 on the random event dice that turn (red die 4, white die 6). That meant a pontoon delay. He rolled another die and the result was 2, so the pontoons were delayed 2 days. This made the expected arrival date November 20. On November 19, even worse, the random event was 53, again "Pontoon Delay." He again rolled 2, which was modified to 1 (because the pontoons had already been delayed once). This delayed the bridges until November 21. The random event of the November 20 turn was 12 ("Balloon"), so the bridges were still scheduled to arrive on the 21st. On November 21 the Union player rolled 45, which again raised the possibility of delay. He rolled another die to determine the length of delay, again got a 2, which became 0 after the -2 modification. As a result of the modification there was no delay, and the pontoons arrived on this November 21 turn.
16.2 Fog
When the "Fog" random event occurs, a thick fog covers the whole map and limits visibility. It affects the current turn and may affect later turns as well. If a "Rain + Fog" result occurs, the effects of rain apply in the current turn (the effects of fog do not) and the fog rules take effect in the next turn.
When fog occurs, the following effects apply.
- Assault actions cannot be ordered.
- Units cannot attack unless they start the action phase in an enemy unit's ZOC and attack without leaving that ZOC.
- The attacker receives a -1 modification.
- Artillery plays no role in combat.
- A pontoon bridge can be built from a hex containing friendly units to the hex across the river, regardless of the number of enemy strength points in the hex across the river.
- In a fog turn (or the turn after a fog turn), a pontoon bridge is not destroyed even if an enemy unit ends its move adjacent to it.
16.3 Jackson's March, Delay
Historical Note: Lee did not order Jackson to leave the Valley until November 23. This delay in departure did not matter historically because Burnside remained inactive on the north bank of the Rappahannock. If the Union player is active in the game, Jackson's timetable must be advanced. When the campaign began, Jackson's troops were only a few days from the edge of the map, so November 20 was taken as a possible date.
Jackson's 2nd Corps is scheduled to arrive on the map on November 20. The "Jackson's March" and "Jackson's Delay" events move Jackson's arrival one day earlier or later. Players should record the date on which he is expected to arrive each time a change occurs. If Jackson's corps has already arrived on the map, these events are ignored.
Lee can issue an order to "hurry" Jackson's arrival once Union infantry units have crossed the Rappahannock to the south. If Jackson is "hurried," all Confederate reinforcements arrive on the map at fatigue level 1 and on their exhausted side. Roll one die and consult the following table to see how this order affects Jackson's arrival date.
| Die | Result |
|---|---|
| 1-2 | Arrival turn is 2 days earlier. |
| 3-5 | Arrival turn is 1 day earlier. |
| 6 | No change in arrival turn (because of confusion from the change of orders). |
This change in arrival date accumulates with all changes from random events. On the arrival turn, the Confederate player chooses any one hex on the west edge of the SLB map as the entry hex. All reinforcements must enter from this same hex. However, the Confederate player may delay the arrival by one turn. If he delays the arrival, at the start of the next turn the Confederate player chooses as the entry hex any one hex on the west edge of the SLB map or the west edge of the GTC map. The chosen entry hex cannot be in a Union ZOC.
Confederate reinforcements arrive in the action cycle as follows. At the head of the column is Jones's cavalry; place this unit in the entry hex before the start of the action cycle. Jones must be activated and move from this hex before the other infantry divisions are activated to enter the game. After that, the Confederate player may activate the commander Jackson and bring these infantry units into the game. The first infantry division to enter play must pay an additional 1 movement point to enter the entry hex. The second infantry division to enter play must pay an additional 2 movement points in the entry hex, the third pays 3, and the fourth pays 4. A unit that does not have enough movement points to enter the entry hex by normal movement may make a "minimum one-hex move" into the entry hex. If the turn in which Jackson arrives ends early because of a double "1" on the initiative dice, all remaining reinforcements are placed immediately in the entry hex.
16.4 Smallpox
Historical Note: Hood's division was affected by smallpox and its capability was greatly reduced. To limit its spread, Lee ordered Hood to keep his division at a sufficient distance from other units.
Confederate units become infected with smallpox through random events or by contact with other infected units. Players should record which units are infected with smallpox at any time. Smallpox has the following effects.
- The unit immediately becomes disrupted and goes to its exhausted side.
- A smallpox unit becomes exhausted if its fatigue level is 2 or more at the start of the recovery phase.
If a unit infected with smallpox moves or retreats through a hex containing friendly units, or if another friendly unit moves or retreats through a hex containing a unit already infected with smallpox, there is a 1/6 chance that the other friendly unit will be infected with the disease.
Roll one die for each unit that may be infected; if the result is 6, that friendly unit is infected. At the start of the recovery phase, roll one die for each friendly unit that is in the same hex as an infected unit or adjacent to an infected unit. If the result is 6, that friendly unit is infected as well.
A substitute unit detached from a unit infected with smallpox is also infected. This substitute unit can be re-incorporated only into an already infected unit.
The effects of smallpox continue until the end of the game.
17.0 Random End of the Action Cycle
Initiative
In the basic game, if one player has no eligible units to activate in the initiative segment, the opposing player automatically wins the initiative and no dice are rolled. In the advanced game, however, both players must roll dice in every initiative segment, even if one player has no eligible units to activate (exception: as explained in the special rules of scenario 4, no initiative die is rolled in turn 1). If the player with no eligible units wins the die roll, he must pass.
Double "1" on the Initiative Dice
If both players' dice are "1" in the initiative segment, the action cycle ends immediately. The game proceeds to the recovery phase. Note that the turn ends even if one or both players have had no opportunity to move.
18.0 Gunboats
The Union player has one Gunboat marker that he can use in combat (the Gunboat marker is borrowed from On To Richmond! or Grant Takes Command).
Use of the Gunboat
The Union gunboat can be used only on the Rappahannock River near Port Royal. Place the marker on one of the six usable GTC north map hexes, 5619, 5620, 5720, 5721, 5820 or 5821, to remind the players that the gunboat can be used here.
Gunboats and Combat
A gunboat can provide two kinds of "support": "defensive support" and "bombardment." Support can be provided only in the Rappahannock River hexes 5619, 5620, 5720, 5721, 5820 or 5821. One gunboat can provide both kinds of support in the same turn.
How to Provide Support
Defensive support: If a friendly unit is in a hex in which the gunboat can operate, the gunboat can provide defensive support to that friendly unit. A gunboat can provide defensive support 4 times per turn. Each time the gunboat is used for defensive support, the owning player records it on a slip of paper. After it has been used up, it cannot be used for defensive support until the next turn. Defensive support is declared in the "determine die roll modifications" step of combat. If the player declares defensive support, he receives the following die roll modifications in that combat.
- If the defending unit is in clear or hill terrain, the defending player adds 2 to his die roll.
- If the defending unit is in any other terrain, the defending player adds 1 to his die roll.
Note: In Burnside Takes Command, all six hexes in which the gunboat can operate are hills.
Bombardment: If a player has the initiative, he may "bombard" one hex if both of the following conditions are met.
- At least one enemy unit is in that hex.
- That hex is one of the six hexes in which the gunboat can operate.
Bombardment is not an action, and must be performed before the phasing player declares the action for the current action phase. Each gunboat may bombard at most once per turn. When bombardment of a hex is declared, the phasing player rolls one die and applies the following result to the target hex. This die roll may be modified (see below).
Bombardment die roll modifications: The following modifications apply to bombardment (all are cumulative).
- +2 The target hex is clear terrain.
- +1 The target hex is hill terrain.
- -1 The target hex contains an enemy unit in at least one completed fortification.
Results:
- 3 or less: The bombardment has no effect on the target hex.
- 4 or 5: All strength markers of the units in the target hex become disrupted (but their fatigue levels do not change). If all units in the target hex are already disrupted, the strength value of one unit in that hex (chosen by the defending player) is reduced by 1. The new strength marker is placed on its disrupted side. Units in the target hex may perform a voluntary retreat. Gunboat bombardment does not cause loss of ammunition.
- 6: All strength markers of the units in the target hex become disrupted (but their fatigue levels do not change). In addition, the strength value of one unit in that hex (chosen by the defending player) is reduced by 1. The new strength marker is placed on its disrupted side. If all units in the target hex are already disrupted, there is no additional effect other than the reduction of strength by 1. Units in the target hex may perform a voluntary retreat. Gunboat bombardment does not cause loss of ammunition.
19.0 Ammunition
In the advanced game, both players must record the units that have run out of ammunition because of combat.
Historical Note: Burnside kept Sigel's 11th Corps in reserve to protect the supply line to Washington. The presence of this 11th Corps is represented by the fact that Union depots cannot be damaged by Confederate raids.
Depots
Both players have one depot on the map at the start of the advanced game. A depot supplies additional ammunition for its owning player to replenish ammunition lost in combat. A depot has no combat strength and cannot move or retreat in an action phase. Hexes within 3 hexes of a Union depot are treated as impassable terrain for Confederate units, and Confederate units cannot move or retreat into these hexes. A Union unit can enter a hex containing a Confederate depot if there are no enemy units in that hex. If it does so, that depot is destroyed and removed from the map.
A depot can be moved to a new location in the supply phase (ammunition cannot be replenished in a supply phase in which a depot is moved). The new location for a depot cannot contain enemy units or be in an enemy ZOC. If the Union moves its depot to Culpeper, a Union combat unit must be in that hex. Both players can place their depots only in the following locations.
Union:
- Warrenton (SLB 2403)
- Culpeper (GTC N1204)
- Aquia Creek (GTC N4807)
Confederate:
- Orange Court House (GTC N0618)
- Gordonsville (GTC N0225)
- Guiney Station (GTC N4323)
- Milford (GTC N4730)
Each player can move his depot only once every 7 turns, and not more than twice in the game. After moving a depot, he cannot move it again for the following 6 turns. The Confederate player can return a destroyed depot to the map in the supply phase 3 turns after the turn in which it was destroyed, but this replacement counts as one of the two depot moves allowed in the game.
How Ammunition is Consumed
Units that took part in a combat in which both players' die rolls were the same (before modification) run out of ammunition. If both players' die rolls were the same, of all the units that took part in that combat, those units whose combat result was D run out of ammunition. Place an "Out of Ammunition" marker on each unit that suffered a D result.
Effects of Being Out of Ammunition
A unit that is out of ammunition suffers the following penalties.
- Its combat strength when attacking or defending is halved. Fractions are rounded down to a whole number,, but no unit's strength is reduced below 1/2. A unit that is demoralized and out of ammunition cannot attack. In a stack of attacking or defending units, the combat strengths of all out-of-ammunition units are added and the total is halved.
- Its artillery value becomes 0 in attack and defense.
- If it is a cavalry unit making a cavalry retreat, subtract 2 from its die roll.
Replenishing Ammunition
In a supply phase in which a player has not moved his depot, he may make one or more attempts to replenish ammunition for his friendly units that are currently out of ammunition. Replenishment is done as follows.
All attempts must be assigned before any die is rolled. Each successful attempt removes the out-of-ammunition marker from one unit. No more than 2 attempts can be assigned to one unit in a turn.
Attempts can be assigned only to units in the same county as a friendly depot, or in a county adjacent to a friendly depot. Only units for which a path from the depot can be established can replenish ammunition. This path is made by establishing a continuous line of road or pike hexes between the depot and a hex within 1 hex of the unit being replenished. After that, the supply line extends along road, railroad or pike for only 1 hex, to the unit in question. There may be no enemy units, and no non-limited enemy ZOC, on this path. The path cannot cross at a ford a river that is impassable that turn. Even if the river is impassable, the path can cross at Scott's Dam Ford (GTC between 3312 and 3411) and over friendly pontoon bridges. If a friendly unit is present, it negates enemy ZOC for the purposes of this rule.
The Confederate player may make one ammunition replenishment attempt each turn if his depot is at Gordonsville or Milford. He may make two attempts each turn if his depot is at Orange Court House or Guiney Station.
The Union player may make two ammunition replenishment attempts each turn if his depot is at Warrenton. He may make three attempts each turn if his depot is at Culpeper or Aquia Creek.
Roll one die; if the modified result is 5 or less, the attempt succeeds.
The die roll is modified as follows.
- Unit is exhausted: +1
- Number of blocked hexes on the supply line:
- 0 hexes: +0
- 1 to 2 hexes: +1
- 3 hexes: +2
(A hex is a "blocked hex" if the total combat strength of friendly infantry units in that hex is 3 or more.)
If the supply line crosses the Rappahannock River, the Rapidan River, or both, an additional modification applies based on the distance from the hex immediately before crossing these rivers (that is, the last hex on the depot side of these rivers) to the unit.
- 5 hexes or fewer: +1
- 6 to 14 hexes: +2
- 15 hexes or more: +3
Example: In the ammunition phase the Confederate player is replenishing ammunition. His depot is at Orange Court House. Both Hood's and Ransom's divisions are out of ammunition. The Confederate player assigned one attempt to each division. Both units are south of the Rappahannock and both are exhausted. The path from the depot to Hood is not blocked, but the path to Ransom alone must pass through Hood's hex. Hood's chance to replenish is 1 to 4, Ransom's is 1 to 3. Hood's die roll was 3 and Ransom's die roll was 5. The Confederate player removes the out-of-ammunition marker from Hood. This completes the Confederate ammunition replenishment for this turn.
20.0 Substitute Units
This module uses the substitute unit rules of Grant Takes Command. For details, see 30.1, 30.2 and 30.3 on page 29 of the GTC rulebook. The parts of 30.1 and 30.2 concerning ammunition for substitute units should be ignored. Instead use the following rules.
- An out-of-ammunition marker is placed on every substitute unit detached from a unit that is out of ammunition.
- If any unit is out of ammunition when a substitute unit is incorporated, an out-of-ammunition marker is placed on the unit remaining on the map after that incorporation.
21.0 End of the Game
If either player establishes a decisive advantage early, the game ends early. In this case, that player scores additional victory points and the final total of victory points is calculated.
Early end of the game: In the game end phase of each turn, players check whether one of the following conditions is satisfied.
- If the Union player controls objective hexes worth 40 victory points, the game ends (there must be a continuous path of road or pike hexes from the Union depot to that objective. This path must contain no enemy units and no non-limited enemy ZOC, cannot cross at a ford without a pontoon bridge, and must be 40 hexes or fewer in length. For the purposes of this rule, Scott's Dam Ford cannot be used for crossing). All remaining turns (of the normal 31 game turns) are skipped. For each skipped turn the Union player scores 2 VP.
- If Union strength losses in combat, retreat and cavalry retreat are 25 or more, and these Union losses are more than twice the Confederate strength losses in combat, retreat and cavalry retreat, the game ends. All remaining turns (of the normal 31 game turns) are skipped. For each skipped turn the Confederate player scores 2 VP.
Automatic end of the game: The game ends automatically in the game end segment of turn 31 (December 15).
Scenario 4: Burnside Takes Command
Note: This scenario examines the strategic opportunities Burnside had when he took over command of the Army of the Potomac. He could attack southeast toward Fredericksburg, cross the fords to the south and march the army into the Wilderness as Grant later did, or try to destroy Longstreet while he was at Culpeper.
Map: Use both the SLB map and the GTC north map. The GTC north map should be placed on top of the SLB map.
Game length: November 15 to December 15, 1862, 31 turns. Note that the game may end earlier (see 21.0).
Set-up: Both players are the same as in scenario 1, except that the following units are added.
Union set-up: See "UNION SET-UP" on page 19 of the English rulebook.
Confederate set-up: See "CONFEDERATE SET-UP" on page 19 of the English rulebook.
* Militia start the game behind breastworks.
Reinforcements: The Confederate player receives Jackson's 2nd Corps as reinforcements, as described in "CONFEDERATE REINFORCEMENTS" on page 19 of the English rulebook.
* See 16.3 for details on the arrival and placement of these units.
Special Rules
- Depots: Before rolling the random event dice at the start of turn 1, place the Union depot at Warrenton (SLB 2403). At the same time, the Confederate player places his depot at either Orange Court House (GTC N0618) or Gordonsville (GTC N0225).
- Militia: If the Confederate Militia are forced to retreat from Fredericksburg, they are eliminated. In this case, victory points are scored as though the Militia's strength was lost in combat.
- Pontoon Bridges: The Union player can never have more than 5 major river pontoon bridges. The Confederate player cannot have any major river pontoon bridges. There is no limit to the number of minor river pontoon bridges either player can have.
- Union Movement Restriction: Brooks, Howe and Newton cannot move in turn 1. These units are at fatigue level 1 at the start of the game and do not recover until the recovery phase of turn 2.
- Confederate Movement Restriction:
- Turn 1: Confederate units cannot be activated, entrench or recover in turn 1. No initiative die is rolled in turn 1; the Union player automatically takes the initiative and may freely activate as many units and commanders as he wishes. Turn 1 does not end early by a double "1" on the initiative dice.
- Turn 2: Confederate units cannot be activated until both players roll the same result on the initiative dice. Until this happens, every initiative is Union's, even if the Confederate player's die is higher. Even if the Confederate player has not yet activated a single unit, the action cycle ends immediately if the initiative dice are a double "1."
- Lifting of restrictions: All restrictions in this rule are lifted immediately when a Union unit enters Rappahannock or Culpeper County in turn 1 or turn 2.
Victory Conditions
The Union player gains and loses victory points for the following.
| VP | Reason |
|---|---|
| +20 | The Union controls Fredericksburg (GTC N4114) at the end of the game.* |
| +20 | The Union controls Gordonsville (GTC N0225) at the end of the game.* |
| +15 | The Union controls Orange Court House (GTC N0618) at the end of the game.* |
| +10 | The Union controls Spotsylvania Court House (GTC N3520) at the end of the game.* |
| +10 | The Union controls Bowling Green (GTC N4828) at the end of the game.* |
| +5 | The Union controls Guinea Station (GTC N4323) at the end of the game.* |
| +5 | The Union controls Port Royal (GTC N5721) at the end of the game.* |
| +5 | A Union infantry unit is in Culpeper (GTC N1204) at the end of the game.* |
| +3 | For each Confederate depot destroyed by the Union player. |
| +1 | For each Confederate strength point lost in combat, retreat or cavalry retreat (not extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
* The Union player can score victory points only if there is a continuous path of road, railroad or pike hexes from the Union depot to the objective. This path must contain no enemy units and no non-limited enemy ZOC, cannot cross at a ford without a pontoon bridge, and must be 40 hexes or fewer in length. For the purposes of this rule, Scott's Dam Ford cannot be used for crossing.
At the end of the game, total the Union VP and consult the following table to determine the winner.
| Union VP | Winner |
|---|---|
| 50 or more | Union Decisive Victory |
| 40 to 49 | Union Substantive Victory |
| 30 to 39 | Union Marginal Victory |
| 20 to 29 | Confederate Marginal Victory |
| 10 to 19 | Confederate Substantive Victory |
| 9 or less | Confederate Decisive Victory |
Random Events Table
Roll two dice (dark die = tens, light die = ones).
| Dice | Random event |
|---|---|
| 11 | Union Staff Revolt: Burnside is immediately relieved. The new army commander is Joe Hooker. Couch takes over the Center Grand Division and Hancock takes over the 2nd Corps (flip each commander's counter). For this turn the Union suffers the following effects: the Union cannot perform assaults, Union infantry and artillery movement allowances are reduced by 1, and Union cavalry movement allowances are reduced by 2 (the minimum movement allowance in all cases is 1). This result occurs only once. |
| 12 | Balloon: Reconnaissance by balloon temporarily increases Union information. The Union player automatically wins the first and second initiatives of the current turn. |
| 13 | "Sir, there are Yankees!": A false rumor that Union forces have landed somewhere in the south forces the Confederates to respond with some of their troops. The Confederate player chooses one Confederate division and must march it as far south as possible during the current day (at least 2 marches). Ignore this event in turn 1. |
| 14-15 | Local Guide: A local guide tells one player how to cross a ford that appears impassable. Roll one die. On 1 to 4 it is a Confederate guide; on 5 to 6 it is a Union guide. With this guide, one infantry division or cavalry brigade can cross one ford in any one turn. |
| 16-25 | Pontoon Delay: See 16.1. |
| 26 | Jackson's March: Jackson's 2nd Corps leaves the Valley one day earlier than expected. |
| 31-32 |
GCACW Standard Rules (companion document)
(The following is the English rendering of the Japanese fan translation of the GCACW Standard Rules v1.0, used with Burnside Takes Command.)
Introduction
2.1 Components Included in the Game
This manual was created as a guide for playing the basic game scenarios of all seven of the Great Campaigns of the American Civil War (GCACW) series games published so far. The seven games published so far are as follows, each with a three-letter abbreviation (listed in order of publication). These abbreviations are used throughout this manual.
- Stonewall Jackson's Way (SJW)
- Here Come The Rebels! (HCR)
- Roads to Gettysburg (RTG)
- Stonewall in the Valley (SIV)
- Stonewall's Last Battle (SLB)
- On to Richmond! (OTR)
- Grant Takes Command (GTC)
The components included in each game of the GCACW series differ. For the list of what is included in each game, see the rulebook that comes with that game.
The first six games of the series each came with its own individual rulebook, containing basic game rules including the minor changes made as each new game was published. The series' basic game rules were later unified in the "Standard Series Rules Upgrade Kit" published in issue 1 of the GCACW gamers' guide The Skirmisher. This kit contains the official common rules together with the changes needed for each game. Because the basic game rules have been unified, future games in this series will include a standard basic game rulebook (like this manual) and a separate booklet of campaign-specific rules. Grant Takes Command is the first game published in this format. Chapters 2.0 through 12.0 of the GTC rules are contained in this rulebook.
The rules in this book are the most recent version of the standard series rules (the "Standard Rules") and are to be used in place of the rules of chapters 2.0 through 12.0 of the six games of the series published so far. Note that for each game's special rules and set-ups you must refer to the rules that come with each game. The Skirmisher upgrade kit also includes the 130 counters needed to play up to the fifth game of the series with the Standard Rules.
These Standard Rules increase the realism and enjoyment of the series but, particularly for the early games, slightly increase the complexity of play. The rules in this manual may be considered "official," but this does not completely disallow players who play according to the rules that come with each game. Before starting play of a GCACW game, both players must agree on whether to use the Standard Rules. If these rules are used, it is recommended that all of them be used rather than only some. However, rules marked "optional rule" may be used or not as desired.
No changes to the basic game rules have been made since the Standard Series Rules Upgrade Kit was published in issue 1 of The Skirmisher. However, some rules have been clarified, and some additions needed for the 1864 campaigns have been made. These updates are marked as follows.
- † A rule clarified since issue 1 of The Skirmisher
- § A new rule added for the 1864 campaigns
2.0 Basic Concepts of the Game
2.2 Playing Pieces
The pieces (or counters) used in the game are classified as combat units, commanders, or markers.
One player takes the Union side and the other the Confederate side. However, solo play is not particularly difficult.
Each player commands a particular combination of combat units. These are normally identified by the name of the commander printed on the counter (for example "Gibbon"). However, some small units are identified simply by their regiment name (for example "10 GA", the 10th Georgia Infantry). To the right of many units is the name of the corps or division (or both) to which it belongs. For example, the Union designation "II" means the unit belongs to the 2nd Corps, and the Confederate designation "S" means the unit belongs to Smith's division. To the left of many units is a number identifying the unit, which is written only to identify the unit. For example, "3" is the 3rd Division and "1-2" is the 1st Brigade of the 2nd Division.
Combat units come in 5 sizes:
- III = regiment
- II = battalion (Union only)
- XX = division
- X = brigade
- X+ = half-division (Confederate only)
The half-division is not an official formation but a term used in some Confederate records from early 1862. It combines 2 to 4 brigades of a division, and applies to the early war period when Confederate commanders could not easily command a division of 16,000 men.
Combat units are of 3 types: cavalry, artillery and infantry (each with its own symbol).
Each combat unit has two numbers printed on it: the "tactical value," representing the military ability of the unit's commander and soldiers, and the "artillery value," representing the number of artillery batteries incorporated in the unit. A combat unit has two sides: the front ("normal") and the back ("exhausted"). The exhausted side of a unit is marked with a white band.
(The 2.2 section includes counter diagrams: front and back of infantry, cavalry and artillery units, showing the name, size, division-corps designation, tactical value, artillery value and exhausted indicator; artillery values of artillery units are shown in parentheses as a reminder that artillery units cannot attack in a march action; the front of a unit also has a fatigue-level and extended-march indicator area.)
Commanders
There are 4 types of commanders in the GCACW series. A commander must always be stacked with his own subordinate combat units. The distinctive characteristics of each type of commander (and how to recognize it) are as follows.
Army commander: An army commander's counter bears only one number, the command value. An army commander is used when ordering a general assault and when performing an army commander activation action in advanced game scenarios. An army commander must always be incorporated into a subordinate infantry unit (not cavalry or artillery). Army commanders exist on both sides in all games except SIV.
Wing commander: A wing commander's counter has a red star printed on it. A wing commander's counter bears a tactical value and a command value, like a corps or division commander. A wing commander is a "hybrid" commander who can be used both to activate units for movement or assault (like a corps or division commander) and to order a general assault (like an army commander). A wing commander cannot perform an army commander activation action. A wing commander must always be incorporated into a subordinate infantry unit (not cavalry or artillery). Wing commanders are used in minor theaters of the war that did not historically require deploying the whole army and that were not so large (such as the secondary theaters of SIV and GTC).
Corps and division commanders: Corps and division commander counters bear two numbers, a tactical value and a command value, and have no red star. The player must check the "size" column of the scenario set-up to determine which commanders are corps or division commanders bearing these two numbers. Corps and division commanders are used both to activate units for movement and to order assaults. A corps or division commander must always be incorporated into a subordinate unit belonging to the same corps or division. This subordinate unit may be of any type (infantry, cavalry, artillery) as long as it belongs to that corps or division. In each game of the series, both players are provided with a combination of corps and/or division commanders. For a corps that has both a corps commander and division commanders, the player decides whether the units are activated by the corps commander or by the division commander.
(Diagrams show the front and back of each type of commander counter: name, portrait, command value, and for non-army commanders the tactical value.)
Markers
Strength markers: Each combat unit must always possess one strength marker. A strength marker has a front (organized) and a back (disorganized). The organized side bears a single number from 1 to 21, which represents both the "strength" and the "combat strength." The disorganized side bears two numbers: the number not in parentheses (1/2 to 14) is the combat strength, and the large number in parentheses (1 to 21) is the strength. A strength marker is never used alone; it must always be assigned to one combat unit. At the start of a scenario, place a strength marker of the appropriate strength, organized side up, directly under the unit. When a unit moves, the strength marker it possesses moves with it. At most one strength marker can be assigned to a unit at a time. When a unit suffers losses, change its marker. Players may look at the opposing player's strength markers at any time. Commanders do not possess strength markers.
Strength markers 1 to 21 exist, but in many games of the series the maximum strength is limited to a value lower than 21.
| Game | Maximum strength |
|---|---|
| OTR | 21 |
| RTG | 17 |
| SIV | 8 |
| Others | 18 |
Fatigue markers: When moving or fighting, combat units become "fatigued." Fatigue is expressed in 5 "fatigue levels" from 0 to 4. A combat unit is always at one of these 5 levels. A fatigue marker is placed directly under the unit's strength marker. When a unit's fatigue level changes, change its fatigue marker. A unit at fatigue level 0 does not have a fatigue marker; the absence of the marker indicates level 0. Commanders do not have fatigue markers.
(Diagram of fatigue marker: front shows the fatigue level and extended march indicator; back shows the extended march indicator.)
Exhaustion marker: (Diagram of an exhaustion marker.)
2.3 Map
Primary Terrain
Each land hex on the map is classified as one of 8 primary terrain types: clear, hill, rough, woods, town, swamp, temporary swamp, or mountain. Each terrain type has a movement point cost a combat unit must expend to enter the hex, which is given in the Terrain Chart. Clear and hill hexes are distinguished by the color of the background: clear is yellow and hill is light green. Rough, woods, town, swamp, temporary swamp and mountain are each identified by their own symbols: a green "brush" pattern is rough, a deep green "forest" pattern is woods, a gray "grid" pattern is town, a light "marsh" pattern is temporary swamp, a dark green "marsh" pattern is permanent swamp, and a brown "hill" pattern is mountain. Even if there is only a little of the green "brush" pattern, the hex is rough. Likewise, a woods hex need not be completely filled with forest pattern, and a town hex need not be completely filled with grid pattern.
Special Hex / Hexside Terrain
Some terrain exists along hexsides: rivers, streams, fords, bridges, ferries, dams and county borders. Villages, stations, pikes, roads, landings and breastworks are special terrain that exist within the hex, but these do not affect determination of the hex's primary terrain.
Woods hexside: A "woods hexside" is a hexside between a woods hex and another hex (including another woods hex). A hexside is considered a woods hexside even if the hexside itself is not filled with forest pattern.
2.4 Zones of Control (ZOC)
Regardless of its state, a combat unit exerts a zone of control (ZOC) into the 6 hexes around it. Exception: ZOC extends across a major or minor river hexside only at hexsides that have a ford, dam, ferry or bridge. Also, ZOC extends into or out of swamp and mountain hexes only across a hexside crossed by a road, pike or railroad. ZOC does not extend across a hexside that is entirely water.
Limited ZOC: If a unit exerts ZOC across a woods hexside (see definition above) that is crossed by no road, pike, railroad or trail, that ZOC is treated as a "limited ZOC." A ZOC that is not a "limited ZOC" is sometimes described as a "normal ZOC." Unless otherwise specified, a limited ZOC functions the same as a normal ZOC.
(Diagram: the gray hexes are this unit's six zone of control hexes. If the hexside between the unit's hex and hex A is a woods hexside (see explanation above) and no road, pike or railroad crosses this hexside, hex A is a "limited ZOC.")
2.5 Command Range
A commander sometimes must establish a "command range" to subordinate units or other commanders. A command range is a continuous series of hexes of length 3 hexes or less between the commander's hex and the unit's hex (the commander's hex is not counted; the unit's hex is counted). Terrain does not affect a commander's establishing a command range; the 3-hex path can enter any type of terrain and cross any hexside. A command range cannot enter a hex containing enemy units or an enemy ZOC (it can enter an enemy ZOC if a friendly unit is present). The hex containing the commander is considered within his command range.
2.6 Abbreviations
| Abbreviation | Meaning |
|---|---|
| Art | Artillery |
| Brig | Brigade |
| Cav | Cavalry |
| Cmd | Command |
| Disorg | Disorganized |
| Div | Division |
| Dmorize | Demoralized |
| Inf | Infantry |
| MP | Movement Points |
| Org | Organized |
| Regt | Regiment |
| RR | Railroad |
3.0 Basic Game Sequence of Play
Each turn is played according to the "Sequence of Play."
- Random Event Phase: Roll two dice and consult the Random Events table. (Random events are not used in any of the basic game scenarios.)
- Commander Transfer Phase: Commanders may be transferred from one subordinate unit to another subordinate unit.
- Action Cycle: Action Phase:
- A. Initiative Segment: Both players roll one die. The player with the higher result wins (if the results are the same, the Confederate player wins). The winner must take the initiative or pass (see 4.1).
- B. Activation Segment: The player who took the initiative must perform one action with an eligible commander or unit. When one activation segment is completed, both players return to the initiative segment and begin a new action phase. Action phases are repeated until both players pass in the same action phase (see 4.1).
- Recovery Phase: Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion and demoralization.
- Turn Indication Phase: Advance the Turn marker one space on the Turn Record Track and begin a new turn.
Exception: In basic scenarios, one or more advanced game rules are sometimes used. In such cases, phases may be added to the sequence of play after the Random Event Phase. Such scenarios (and the added phases) are summarized in the following table.
| Game | Scenario | Added phase |
|---|---|---|
| SJW | 5 | Harper's Ferry |
| HCR | 2 | Incorporation |
| SLB | 1, 2, 3 | Incorporation |
| GTC | 1, 2, 4 | Reinforcement |
4.0 The Action Cycle
Each turn has one action cycle of indeterminate length.
4.1 Action Phase
Each action cycle consists of an indeterminate number of action phases. Each action phase consists of an initiative segment and an activation segment. As soon as a player completes an activation segment, a new action phase begins. An action phase continues until a situation arises in which the action cycle ends.
Action phases are repeated as many times as necessary until a situation arises in which the action cycle ends.
4.2 Initiative Segment
In this segment, both players roll one die. The player with the higher result wins. If both players' results are the same, the Confederate player wins. (In all OTR scenarios and in the GTC grand campaign game, the winning player's die result must be written down. In these games, this number determines which units can be activated in that initiative. See 5.2 for an example.) If at the initiative segment one player has no eligible units to activate, the opposing player automatically wins without rolling the die. (Exception: in some scenarios the turn can end when both players' dice are the same. In these scenarios, both players must roll the die in the initiative segment even if one player has no eligible units to activate. If the player who has no eligible units to activate wins, he must pass.) The winning player must choose one of the following two options.
- Take the initiative: He may take the initiative, and thereby must perform an action in the following activation segment.
- Pass: He may "pass," and the initiative is automatically transferred to the opposing player.
A player who lost the initiative die roll but was handed the initiative by a pass must choose one of the following two options.
- Take the initiative: He may take the initiative, and thereby must perform an action in the following activation segment.
- Pass: He may pass, and the action cycle ends automatically.
Pass
If the player who won the initiative die roll passes, that player does nothing. The opposing player must either take the initiative or pass. If the opposing player also passes, the action cycle ends.
4.3 Activation Segment
In the activation segment, the player who took the initiative must perform one action with an eligible unit or commander. The counter chosen to perform the action is called the "activated unit" or "activated commander." The player who owns that unit/commander is called the "phasing player."
4.4 End of the Action Cycle
As soon as a player completes the action in the activation segment, a new action phase begins. Action phases are repeated until both players pass in the same action phase in the action cycle. That is, the action cycle ends when the player who won the initiative die roll passes and the opposing player (who has the option of taking the initiative or passing) also passes. The action cycle also ends when neither player has any unit that can be activated, or when a player passes while the opposing player has no unit that can be activated. When the action cycle ends, proceed to the recovery phase.
5.0 Actions
In the activation segment, the player who took the initiative must perform one action with one of his units or commanders. There are 5 types of actions.
- March
- Commander activation
- Assault
- Station raid (except SIV, OTR)
- Entrench (1863 onward)
5.1 March
Only one unit (not a commander) can be chosen for one march action. Only a unit whose current fatigue level is 3 or less is eligible to march; a unit at fatigue level 4 cannot march. The unit's strength marker may be on its organized or disorganized side. A unit can march more than once in the same turn, but cannot march more than once in the same action phase. A march is performed as follows.
- The player with the initiative chooses one eligible unit on the map. The unit's movement allowance is determined as follows.
- Union infantry or artillery unit: The Union player rolls one die. The result is the unit's movement allowance.
- Confederate infantry or artillery unit: The Confederate player rolls one die and adds 1 to the result. This modified die roll is the unit's movement allowance. Exception: in OTR, the Confederate player rolls one die (and does not add 1 to the result). The result is the unit's movement allowance, but even if the die is 1, the unit's movement allowance is at least 2.
- Union cavalry unit: The Union player rolls two dice. The total is the unit's movement allowance.
- Confederate cavalry unit: The Confederate player rolls two dice and adds 1 to the total. This modified die roll is the unit's movement allowance.
- Increase the chosen unit's fatigue level by 1. Place a new fatigue marker on the unit to reflect this change (or flip the existing marker). If at the start of the march the unit is on its normal side and at fatigue level 3 or 4, or on its exhausted side and at fatigue level 2, 3 or 4, the march is an "extended march" and the extended march table must be rolled. Note: before proceeding to step 3, enemy cavalry in the activated unit's ZOC may perform a cavalry retreat (see 7.7).
- An eligible unit may increase its movement allowance by a "forced march." The movement points gained by a forced march are added to the movement allowance calculated in step 1 to determine the final movement allowance. If no forced march is made, the unit's final movement allowance is the figure calculated in step 1.
- Place the "activated movement allowance" marker on the movement track in the box with the same number as the unit's final movement allowance.
- The unit marches. Each time MPs are expended, adjust the activated movement allowance marker downward. The march ends when that marker reaches 0, or when the phasing player declares the end of the action. If the marker reaches 0 because of an attack, the action does not end until that attack has been resolved.
(Optional rule) A unit whose strength marker is organized may be chosen in step 1 of the march action even if its fatigue level is 4. If a unit at fatigue level 4 marches, its strength marker is automatically flipped to its disorganized side. (The fatigue marker remains at 4.) The player does not roll on the extended march table. A unit at fatigue level 4 cannot make a forced march.
Extended March
If a unit on its normal side marches so that its fatigue level increases to 3 or 4, that action is an "extended march." If a unit on its exhausted side marches so that its fatigue level increases to 2, 3 or 4, that action is also an "extended march." Before proceeding to step 3 of the march action, the phasing player rolls one die and consults the extended march table. This die roll may be modified. If the unit's strength marker is organized, read the intersection of the "Organized" column and the modified die roll. If the unit's strength marker is disorganized, read the intersection of the "Disorganized" row corresponding to its current strength and the modified die roll. There are three possible results.
- NE: No effect: The extended march has no effect on the activated unit.
- D: Disorganized: Flip the unit's strength marker to its disorganized side.
- 1/2/3: Reduce the unit's strength by the number of the result. The reduced strength marker is placed disorganized.
If it is not eliminated by this result, the activated unit may continue its march after the extended march result is applied.
Extended march table modifications (all are cumulative):
- +1: In all GCACW games, if the marching unit is Union. (Exception: in RTG or GTC, this modification does not apply to Army of the Potomac cavalry.)
- +1: In SJW, HCR and RTG, if the marching unit is a Union unit not belonging to the Army of the Potomac. Note: In SJW, units not belonging to the Army of the Potomac have their numbers printed in blue on the counter. In HCR, units that do not belong to the 1st, 2nd, 3rd, 5th, 6th, 9th or 12th Corps are not in the Army of the Potomac. In RTG, units not belonging to the Army of the Potomac have their numbers printed in red on the counter.
- +1: In the SJW and HCR advanced games, if the marching unit is out of supply (see 20.0 in SJW and HCR).
- +1: If a unit on its normal side marches increasing its fatigue level from 3 to 4.
- +1: If a unit on its exhausted side marches increasing its fatigue level from 2 to 3.
- +3: If a unit on its exhausted side marches increasing its fatigue level from 3 to 4.
Example: In RTG, a Union unit not belonging to the Army of the Potomac, on its exhausted side, marches, and the march raises the unit's fatigue level to 3. The march is an extended march. The Union player makes a +3 modification to the die and rolls on the extended march table. (+1 because it is a Union unit, +1 because it is a unit not belonging to the Army of the Potomac, +1 because it is an exhausted-side unit increasing its fatigue level from 2 to 3.)
Forced March
A player may increase the movement allowance of an activated unit by making a forced march. A forced march can be declared only in step 3 of the march procedure. An activated unit can make a forced march only if its strength marker is organized. Artillery units cannot make forced marches. When making a forced march, follow this procedure.
- Flip the unit's strength marker to its disorganized side.
- If an infantry unit makes the forced march, roll one die and subtract 1 from the result. If a cavalry unit makes the forced march, roll two dice and subtract 1 from the total. Add this number to the movement allowance calculated in step 1 of the march procedure. The MP gained by an infantry unit's forced march is at least 2 even if the modified die is 0 or 1. The MP gained by a cavalry unit's forced march is at least 4 even if the modified die is 1, 2 or 3.
- If the unmodified die in step 2 was 6 (for infantry), the activated unit loses 2 strength; if the unmodified die in step 2 was 2 to 5 (for infantry) or 8 or more (for cavalry), the activated unit loses 1 strength. The new strength marker is placed disorganized. If the unmodified die in step 2 was 1 (for infantry) or 7 or less (for cavalry), there is no effect on the activated unit's strength.
(Transcribed as printed in the Japanese translation; the cavalry thresholds appear exactly as given above.)
March example: The Union player took the initiative and declared a march by Ord's division, which is on its exhausted side, at fatigue level 1, with an organized strength marker (strength/combat strength 6). The Union player rolled one die to determine Ord's movement allowance and got a 3. Ord's fatigue level increases to 2, and because it is on its exhausted side it is subject to the extended march. The Union player rolled one die and got 4, and reads the intersection of the "Organized" row of the extended march table and 4. Because Ord's division is a Union unit, 1 is added to the die. The result was "NE" so Ord's division is not affected by the extended march. (If it had been a march that raised Ord's fatigue level to 3 rather than 2, the Union player's die result of 4 would become 6 after modification, and the result would be "D (disorganized)." In that case Ord's organized strength marker would be flipped to its disorganized side.) Because Ord's strength marker is organized he may make a forced march, and the Union player decided to make one. He flipped Ord's strength marker to its disorganized side and rolled one die, getting 1. Subtracting 1 gives 0, but the MP bonus of an infantry unit's forced march is at least 2. So Ord's final movement allowance is 5 (3+2). Place the activated movement allowance marker in the 5 box of the movement track. Because the unmodified forced march die was 1, Ord's division suffers no strength loss from the forced march.
5.2 Commander Activation
By "commander activation," in one action phase one or more eligible combat units can be made to perform consecutive march actions. Only one wing, division or corps commander can be activated at a time. Only a commander who has one or more subordinate units with a fatigue level of 3 or less within his command range is eligible to be activated. A commander activation is performed in the following procedure.
- The player with the initiative chooses one eligible commander on the map.
- The player with the initiative must choose one or more units under the activated commander's command (excluding the commander himself) within the activated commander's command range. All units chosen to take part in the commander activation action must have a fatigue level of 3 or less. Place a Union or Confederate "Commander Activation" marker on each chosen unit. The player is not required to choose all eligible units within the commander's command range, but may do so. He must choose at least 1 unit.
Every game has units that are not under the command of any commander. (Example: Union cavalry units in SIV, OTR, SJW, HCR and SLB are not under any commander's command because these games have no Union cavalry commander.) These units cannot be chosen to take part in a commander activation action. They can only perform individual march or entrench actions. The following are special exceptions to this rule:
Exceptions:
- In all games, artillery units can take part in the activation of a commander who is not a cavalry commander even when they are not under the activated commander's command.
- In RTG, the following 4 Confederate cavalry units do not belong to "Cavalry" and cannot be chosen to take part in Stuart's activation: Imboden, 12VA, A Jenkins, 17VA. Note: Regiments detached from Imboden or Jenkins also cannot take part in Stuart's activation.
§ In 1864, or in 1863 when using the "entrench action" optional rule, the player must declare whether each chosen unit will march or entrench. This decision must be made in step 2 of this procedure, before the movement allowance is calculated. The player may perform any combination of marches and entrenching in one commander activation.
(Optional rule) A unit at fatigue level 4 whose strength marker is organized may be chosen for a march (not entrenching) in step 2 of the commander activation procedure. If a unit at fatigue level 4 marches, its strength marker is automatically flipped to its disorganized side. (Its fatigue level remains 4.) The extended march table is not rolled. A unit at fatigue level 4 cannot make a forced march when it marches.
On To Richmond! Special Rule
In OTR, when the Union player performs a commander activation action, the number of units that can be chosen is limited by the initiative segment die roll immediately preceding in that action phase:
| Union die | Result |
|---|---|
| 1-4 | The Union player may choose only 1 eligible unit |
| 5 | The Union player may choose 2 eligible units |
| 6 | The Union player may choose any number of eligible units |
Note: In an action phase in which the Confederate player won the initiative die roll but passed, the Union player may choose any number of eligible units in a commander activation, regardless of the die in the initiative segment. Also, in an action phase in which the Union player took the initiative without rolling the initiative die (because the Confederate player has no eligible units), the Union player may choose any number of eligible units in a commander activation.
-
The movement allowance of the activated commander is calculated as follows.
- Union infantry commander: The Union player rolls one die. Add 1 to the result. This modified die roll is the commander's movement allowance. Exception: in SIV and OTR, the Union player rolls one die (without adding 1 to the result). This result is the unit's movement allowance, but even if the die is 1, the unit's movement allowance is at least 2.
- Union cavalry division commander: The Union player rolls two dice. Add 1 to the total. This modified die roll is the commander's movement allowance.
- § Union cavalry corps commander (for example Sheridan): The Union player rolls two dice. Add 2 to the total. This modified die roll is the commander's movement allowance.
- Confederate infantry commander: The Confederate player rolls one die. Add 2 to the result. (Exception: in OTR, add 1 to the result.) This modified die roll is the commander's movement allowance.
- § Confederate cavalry division commander: The Confederate player rolls two dice. Add 2 to the result. This modified die roll is the commander's movement allowance.
- Confederate cavalry corps commander (for example Stuart or Hampton): The Confederate player rolls two dice. Add 3 to the result. This modified die roll is the commander's movement allowance.
-
The commander movement allowance determined in step 3 is used for all units chosen to take part in that commander's activation. Place the commander movement allowance marker in the appropriate box of the movement track. This marker is to remind the players of the commander's movement allowance and is not moved during that commander activation.
-
The activated commander may be transferred to a unit in the hex of a subordinate unit chosen in step 2. This transfer is optional and can be made only at a time when no unit has yet moved. If a transfer is made, place the commander directly on the unit to which he is transferred.
-
The phasing player chooses one unit to perform a march or entrench action. The unit chosen here must be one chosen in step 2 (that is, it must have a commander activation marker, which is removed at this point). This unit must perform the action determined in step 2 (march or entrench). Immediately increase the chosen unit's fatigue level by 1. Place a new fatigue marker on the unit (or flip the existing marker).
Commander activation example: In 1864 the Union player took the initiative and declared a commander activation using Hancock. Within Hancock's command range are 4 divisions: Gibbon (fatigue level 4), Birney (fatigue level 0), Barlow (fatigue level 2) and Crawford (part of the 5th Corps). All 4 divisions are on their normal side and none is entrenched. Gibbon is not eligible to take part because he is at fatigue level 4. Crawford is not eligible because he belongs to the 5th Corps. Therefore only Birney and Barlow are eligible, and the Union player chose both. He decided that Birney would march and Barlow would entrench, and placed commander activation markers on both units. The Union player rolled one die and got 4. Because the movement allowance is one die plus 1, the commander movement allowance marker is placed in the 5 box of the movement track and remains there until this action ends. Hancock, who was stacked with Gibbon, is transferred to Barlow's hex. The commander activation marker on Barlow is removed, his fatigue level is increased to 3, and his entrenchment status becomes abatis. Next the Union player removes Birney's commander activation marker and makes his march. Birney's fatigue level increases to 1, which has no effect on the march. Since no forced march was made, the activated movement allowance marker is placed in the 5 box of the movement track. When the activated movement allowance marker reaches 0, Birney's march ends. This commander activation ends and a new action phase begins.
5.3 Assault
By an "assault," a wing, division or corps commander can have his subordinate units attack one adjacent hex containing enemy units as a group, rather than individually. Only one commander can be chosen for one assault. A commander is eligible to make an assault only if one or more subordinate units with a fatigue level of 3 or less are in the same hex as himself. No MPs are used in an assault, and the phasing player does not roll dice to determine a movement allowance. Assaults are explained in more detail in the combat chapter (see 7.1).
5.4 Station Raid
Who Can Make a Station Raid
When making a station raid action, only one combat unit (not a commander) can be chosen. Units eligible for this action are those in a station hex with a fatigue level of 3 or less; a unit at fatigue level 4 cannot do it. The unit's strength marker may be organized or disorganized, but the unit must have a combat strength (not strength) of 2 or more. Units in SIV and OTR cannot make station raids.
Procedure
The player with the initiative chooses one eligible unit anywhere on the map. Immediately increase the chosen unit's fatigue level by 1. Place a new fatigue marker on the unit (or flip the existing marker) to reflect this change. Even if the unit's fatigue level becomes 2, 3 or 4 as a result of a station raid, it is not an extended march.
If the unit's combat strength is 2, 3 or 4, place a Damaged marker on that station hex; if its combat strength is 5 or more, place a Destroyed marker on that hex. Other friendly units in that hex do not affect the type of marker placed on the station hex. The action ends and a new action phase begins.
Damaged/Destroyed markers remain in that location throughout the game. (Exception: in some games of the series, Damaged/Destroyed markers are sometimes removed in the advanced game.) However, if a unit with a combat strength of 5 or more performs a station raid action in a hex containing a Damaged marker, the existing Damaged marker is flipped to become a Destroyed marker. If a unit with a combat strength of 2, 3 or 4 performs a station raid action in a hex containing a Damaged marker, there is no effect. If a station raid action is performed in a hex containing a Destroyed marker, there is no effect.
Special note: The Frederick Junction RR Station (RTG S2428, HCR W4317) cannot be destroyed even if a unit with a combat strength of 5 or more performs a station raid action there. If a station raid action is performed in this hex, the result is Damaged regardless of the combat strength of the unit performing it.
5.5 Entrenching
Who Can Entrench
§ In scenarios of 1864 and later, and in 1863 scenarios when both players agree to use the entrench action optional rule, players may add an "entrench" action to the menu of actions available to an activated unit. A unit that would march in a one-unit or commander activation action can perform an entrench action. An entrench action during the action cycle is always performed in addition to the normal entrenching rules. Eligible units can also entrench in step 1 of the recovery phase.
Restrictions on the entrench action: A unit attempting an entrench action must satisfy all of the following conditions.
- It must be a combat unit (not a commander).
- In 1863, its fatigue level must be 0, 1 or 2 (in 1864, 0, 1, 2 or 3). In 1862 or earlier, units cannot perform an entrench action.
- It must not be demoralized. (It may be exhausted, or have a disorganized strength marker.)
- It must not possess a completed fortification marker.
Note: Even a single unit, if eligible, can perform more than one entrench action per turn.
Entrench Action Procedure
When an entrench action is declared, the phasing player performs one of the following two procedures depending on the year of the game.
(Optional rule) 1863 procedure:
- Increase the activated unit's fatigue level by 2. (An entrench action does not result in an extended march.)
- The player places an entrenchment marker on the activated unit (or sets an existing entrenchment marker to the appropriate state) as follows:
- If the activated unit has no entrenchment marker, place a Breastworks Under Construction marker directly on the unit. Note: the Breastworks Under Construction marker is included in SLB but not in RTG. When playing RTG, borrow a Breastworks Under Construction marker from another game, or turn the breastworks marker included in RTG sideways to indicate the under-construction state.
- If the activated unit already has a Breastworks Under Construction marker, flip that marker to its completed side (or, if using the RTG breastworks marker, change it from sideways to normal orientation).
- If the activated unit already has a completed breastworks marker, place a Fortification Under Construction marker directly on the unit.
- If the activated unit already has a Fortification Under Construction marker, flip that marker to its completed side.
- The entrench action ends and a new action phase begins (or the next action of the commander activation begins).
§ 1864 procedure:
- Increase the activated unit's fatigue level by 1. (An entrench action does not result in an extended march.)
- The player places an entrenchment marker on the activated unit (or sets an existing entrenchment marker to the appropriate state) as follows:
- If the activated unit has no entrenchment marker, place an Abatis marker directly on the unit. Exception: if the activated unit is a Confederate unit in a redoubt, place a Breastworks Under Construction marker directly on the unit.
- If the activated unit already has an Abatis marker, flip that marker to its Breastworks Under Construction side.
- If the activated unit already has a Breastworks Under Construction marker, place a Breastworks marker directly on the unit.
- If the activated unit already has a Breastworks marker, flip that marker to its Fortification Under Construction-1 side.
- If the activated unit already has a Fortification Under Construction-1 marker, place a Fortification Under Construction-2 marker directly on the unit.
- If the activated unit already has a Fortification Under Construction-2 marker, flip that marker to its Fortification Completed side.
- The entrench action ends and a new action phase begins (or the next action in the commander activation action begins).
6.0 March and Movement
6.1 Rules of the March
A marching unit may move, attack, or both.
Movement
A unit moves from one hex into an adjacent hex by expending movement points (MP) equal to the cost of the primary terrain of the hex it enters (see the Terrain Chart). A marching unit may use some or all of its MP, or none at all (unused MP cannot be saved for another march or handed to another unit). When a unit expends MP, move the activated movement allowance marker on the movement track downward. When this marker reaches 0, the unit can move no further.
Attack
An attack (except an assault) is part of a march. A marching unit may attack one adjacent hex containing enemy units. There are four types of attack, each costing a different number of MP. (This MP cost also differs for infantry and cavalry.) A unit that does not possess the required MP cannot make an attack. The four attacks and their MP costs are as follows.
- March formation: 0 MP (both infantry and cavalry)*
- Hasty: infantry 1 MP, cavalry 2 MP
- Normal: infantry 2 MP, cavalry 4 MP
- Prepared: infantry 4 MP, cavalry 8 MP
* An attack can be made only when the unit's movement allowance is 1 or more; if the unit's movement allowance is 0, a march formation attack cannot be made.
Note: The defender's terrain does not affect the MP cost of an attack. The four types of attack above are used only when a marching unit attacks and are not used in assaults.
6.2 Movement Rules
Roads, pikes, railroads: When a unit moves across a hexside crossed by a road, pike or railroad, it can ignore the primary terrain cost of the destination hex by paying only 1 MP.
Trails: When a unit moves into a mountain hex across a hexside crossed by a trail, it expends 2 MP. When a unit moves into a non-mountain hex across a hexside crossed by a trail, it expends 1 MP.
Mountains: A unit cannot enter or leave a mountain hex unless it crosses a hexside crossed by a road, pike, railroad or trail.
Swamps: A unit cannot enter or leave a swamp hex unless it crosses a hexside crossed by a road, pike or railroad. A temporary swamp hex is treated as a rough hex, except that in a rain turn it is treated as a normal swamp hex.
Rivers: A unit cannot cross a major or minor river hexside except at a bridge, dam, ferry or ford. A unit can cross a bridge, dam or ford without paying an MP penalty. (If a road, pike or railroad crosses the bridge, dam or ford, the MP cost of the road, pike or railroad is used, ignoring the MP cost of the primary terrain of the destination hex.)
Ferries: A unit can cross a minor river ferry in a non-rain turn without MP penalty, in the same way as a ford. However, at major river ferries and at minor river ferries in rain turns, an MP penalty must be paid (this reproduces the use of boats for crossing). Divide the unit's strength by 3 (rounding down). The result is the MP penalty for crossing that ferry. Add this penalty to the normal MP cost of entering the hex on the far side of the ferry (generally the cost of road movement).
Streams: Stream hexsides do not affect movement. A unit can cross them without a special MP cost.
Water: A unit cannot enter a water hex.
Hexes containing enemy units: A unit cannot enter a hex containing enemy units (but see 7.6).
Entering enemy zones of control: A unit must stop its movement the moment it enters a hex in an enemy normal ZOC from a hex that is not in an enemy normal ZOC. The unit must attack there or end its march. If the unit's attack is successful (that is, it does not suffer a combat result of D, F, f or E), it may continue its march and may move, attack, or both. (However, if after a successful attack it is still in an enemy normal ZOC, it must attack or end its march.) Even if a friendly unit is present in the enemy normal ZOC it entered, the entering unit must stop. If a unit enters the normal ZOC of an enemy cavalry unit and that enemy unit makes a cavalry retreat, the unit may continue its march.
Leaving enemy zones of control: An activated unit cannot leave an enemy normal ZOC unless it begins its march in an enemy normal ZOC and leaves that ZOC as its first activity.
- From ZOC to non-ZOC: When moving directly from an enemy normal ZOC to a hex that is not in an enemy normal ZOC, the unit pays 1 MP in addition to the normal MP cost to enter that hex. If the unit has movement allowance left, it may continue its march.
- From ZOC to ZOC: When moving directly from an enemy normal ZOC to another normal ZOC, the unit ignores the MP cost of the hex and pays a cost equal to its entire movement allowance. This penalty also applies when a friendly unit is present in the enemy normal ZOC hex entered. After entering, the unit has no movement allowance left, so its march ends and it cannot attack. (The normal MP cost of the hex is ignored, but the unit still cannot enter or leave mountain or swamp hexes without a road, pike, railroad or trail, and cannot cross major/minor rivers except at a ford, bridge, dam or ferry.) If a unit moves from an enemy normal ZOC to another normal ZOC and the two hexes are not connected by a road, pike, railroad or trail, the unit's strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the strength marker's strength by 1.) If a unit moves directly from an enemy normal ZOC to another normal ZOC and the two hexes are connected by a road, pike, railroad or trail, this disorganization or strength loss does not apply.
"Limited" ZOC: A ZOC exerted across a woods hexside not connected by a road, pike, railroad or trail (see 2.4) does not affect movement in any way.
Entering hexes containing friendly units: All infantry or artillery units must pay a penalty of 1 MP or more to enter a hex containing friendly infantry and/or artillery units with a total combat strength of 3 or more. This penalty is determined by the terrain of the hex entered and the total combat strength:
| Total combat strength | Clear, hill, rough, town | Swamp, woods, mountain |
|---|---|---|
| 2 or less | NE | NE |
| 3 to 11 | +1 MP | +3 MP |
| 12 or more | +2 MP | +4 MP |
NE: no effect.
Cavalry units do not pay these MP penalties, and do not impose them when infantry/artillery enter their hex.
Cavalry retreat: If an activated infantry unit enters the normal ZOC of an enemy cavalry unit, before the phasing player declares an attack that cavalry unit may make a cavalry retreat (see 7.7).
Minimum one-hex move: A unit can always move at least 1 hex, even if it does not have enough movement allowance to enter an adjacent hex, as long as it does not attack during that march. Exception: the unit still cannot enter or leave mountain and swamp hexes (except by road, pike, railroad or trail), nor cross major or minor rivers (except where there is a bridge, dam, ford or ferry). Even if the activated unit's movement allowance has been reduced to 0 by an enemy cavalry retreat before it moves, the unit may move 1 hex. A unit that at the start of the march is adjacent to a ferry hexside and does not have enough MP to pay the ferry's MP penalty may cross that ferry hexside by expending all the MP it can use.
6.3 Movement of Commanders
A commander cannot exist alone in a hex and must always be stacked with his subordinate units. A commander is considered incorporated into the unit he is stacked with, and must move with that unit during a march, including retreats and advances after combat. Multiple commanders can be incorporated into the same unit if they are at different levels of the organization (for example, a division commander and a corps commander, or a corps commander and an army commander). If a commander is stacked in the same hex with several subordinate units and one of those units leaves the hex, the commander may either follow the unit leaving the hex or be incorporated into one of the units remaining in the hex and stay in the hex. A commander cannot move or be activated alone, except by "transfer."
Commander Transfer
A commander can be transferred from unit to unit in two ways:
Commander transfer phase: In the commander transfer phase, the owning player may transfer some or all of his commanders from a subordinate unit to another subordinate unit, or may make no transfers at all. To make a transfer, the owning player must be able to establish a continuous path of hexes of length no more than 10 hexes from the hex of that commander (this hex is not counted) to the hex of the unit to which the commander is to be transferred (this hex is counted). This path cannot enter a hex containing enemy units, but can enter an enemy ZOC. It can pass through any terrain, including swamps, mountains and rivers. The Union player must complete all commander transfers before the Confederate player makes commander transfers.
Commander activation action: A commander can be transferred in a "commander activation" action (see 5.2). This transfer can be made only once per action and only before a unit marches.
Army commanders and wing commanders: Army commanders and wing commanders must obey the following restrictions.
- These commanders can be transferred in the commander transfer phase, but cannot be incorporated into cavalry/artillery units or cavalry commanders.
- If these commanders are in the same hex as a commander performing a commander activation action, they may be transferred with the activated commander in step 5 of the commander activation procedure, but are not required to be. If an army/wing commander is transferred, he must be incorporated into the same unit as the activated commander. Exception: if the activated commander is a cavalry commander, an army/wing commander cannot be transferred in step 5 of the commander activation procedure.
- If an army/wing commander is stacked in the same hex with one or more infantry units and one of those infantry units leaves the hex (including advance after combat), the army commander or wing commander may either follow the infantry unit leaving the hex and be incorporated into it, or stay in the hex, incorporated into one of the remaining infantry units.
- An army/wing commander need not be incorporated into an infantry unit into which a non-army commander is incorporated. An army/wing commander can be incorporated into an infantry unit alone.
6.4 Stacking
There is no limit to the number of units and commanders that can exist in one hex at a given time.
Army Markers
Because stacks become unwieldy when there are more than two units in a hex, players should use substitute counters called "Army markers." Both players have army markers for their own side and a corresponding Army display. Each army marker is identified by a number and has a corresponding box on the Army display. When he wishes, a player may remove an unwieldy stack from the map and place the units, commanders and markers making up that stack in an empty box of the Army display. (Units and markers are laid out so they can be seen at a glance.) Then the army marker corresponding to that box is placed in the hex of the map where the stack was. All units and commanders making up that army are considered to be in the hex where that army marker is placed, and exert ZOC as normal. As long as the normal march rules are followed, units and commanders may leave the army and be returned to the map whenever the owning player wishes. Units that are in the same hex as an army marker at the end of their movement may freely be added to that army. Army markers have no effect on play. Players are not required to use them.
6.5 Fatigue Levels
A unit's fatigue level increases when the unit performs an action. It can also increase as a result of combat. A unit at fatigue level 4 cannot perform actions, but can defend and retreat from combat. Players may turn units that have reached fatigue level 4 sideways so that it is obvious at a glance that they are not eligible to be activated. (Exception: when playing with the optional rules of 5.1 and 5.2, a unit at fatigue level 4 can also be activated if its strength marker is organized.)
7.0 Combat
7.1 Attack
Only units that are marching or taking part in an assault action can attack.
Attack Target
A unit that attacks (or a group of units making an assault) can attack one adjacent hex that contains one or more enemy units. If the attacking unit is adjacent to multiple hexes containing enemy units, it can attack only the one hex chosen by the phasing player.
Participation in an Attack
No one is forced to attack. In a march, only the activated unit can attack. Other friendly units cannot take part in the attack, even if they are stacked in the same hex as the activated unit. A unit can attack more than once in one march, provided it has the required MP and does not suffer a result on the combat results table that prohibits it. In an assault action, only subordinate units stacked in the same hex as the activated commander can take part in the attack. (Exception: see "General Assault.") At most one attack can be made per assault action.
Participation in Defense
All units in the hex under attack must take part in that combat. The attacker cannot choose units within the target hex to attack, and the defender cannot keep units in that hex out of the combat.
Restrictions on Attacks
Rivers: An attack cannot be made across a major or minor river hexside unless a bridge, dam, ferry or ford connects the attacker's hex and the defender's hex.
Mountains and swamps: An attack against a unit in a mountain or swamp hex cannot occur unless a road, pike, railroad or trail connects the attacker's hex and the defender's hex. A unit in a mountain or swamp hex cannot attack unless a road, pike, railroad or trail connects it to the defender.
Artillery: A marching artillery unit cannot attack. The artillery value of an artillery unit is in parentheses to remind the players of this restriction.
Woods hexsides: A unit can attack across a "woods hexside" (see 2.3) only if it satisfies one of the following conditions.
- It begins that action in the attacking hex.
- A road, pike, railroad or trail connects the attacker's and defender's hexes. In this case the activated unit is allowed to march one or more hexes before attacking across the woods hexside.
Attack Procedure (marching units only)
A marching unit can make an attack by the following procedure.
- Choose the target: The phasing player decides the target of the attack.
- Choose the type of attack: The phasing player chooses the type of attack from march formation, hasty, normal and prepared (see 6.1). Move the activated movement allowance marker downward by the MP cost of the attack.
- Determine combat strengths: Both players determine combat strengths and calculate the "strength ratio modification" of the attacker's die in step 5.
- Determine die roll modifications: Both players determine the "tactical" and "artillery" modifications that apply to that combat, and other modifications.
- Roll the dice: The attacker and the defender each roll one die and modify it as necessary. Subtract the defender's modified die from the attacker's modified die. Both players consult the combat results table and apply the result (see 7.5).
- Continue the action: If the marching unit has MP remaining and the combat result did not require the end of the action, that unit may continue its march. If the unit has no MP left, or the combat result requires the end of the march, the action ends and a new action phase begins.
Attack Procedure (assault action only)
A corps, division or wing commander may choose one or more subordinate units with a fatigue level of 3 or less in the same hex as the commander for an assault. No movement allowance is calculated and no MP is expended for an assault; that is, the phasing player does not specify a type of attack (march formation, hasty, normal, prepared). An assault is performed by the following procedure.
- Choose participating units: The phasing player chooses an eligible commander. Next he chooses one or more units in the same hex as the activated commander that belong to the same chain of command as that commander. All units chosen to take part in this action must have a fatigue level of 3 or less. Exception: the player may choose artillery units in the same hex as the activated commander to take part in the assault even if they do not belong to the same chain of command as the activated commander.
- Increase fatigue level: The fatigue level of all units chosen to take part in the assault in step 1 increases by 1. Note: even if a unit's fatigue level becomes 2, 3 or 4 as a result of an assault, it does not become an "extended march."
- Choose the target: The phasing player designates one adjacent hex containing enemy units as the target of the attack.
- Cavalry retreat: The enemy player may make cavalry retreats with his eligible units (see 7.7).
- Command die roll: The phasing player rolls one die. This die may be modified.
- If the result (before modification) is 6, the assault automatically ends. A new action phase begins; do not proceed to step 6.
- If the die is 5 or less, apply the appropriate modification (see below) to the result and subtract the modified value from the command value of the activated commander. This result is the "assault number." If the assault number is lower than 0, the assault ends. A new action phase begins; do not proceed to step 6. However, if the assault number is 0 or more, the assault takes place and the assault procedure continues. The assault number is the upper limit on the number of attacking units that can take part in the assault. (If the assault number is 0, one unit must take part.) If the assault number is equal to or greater than the number of units chosen in step 1, all the units chosen in step 1 (and no others) must take part in the assault. If the assault number is less than the number of units chosen in step 1, the phasing player must choose (from among the units chosen in step 1) a number of units equal to the assault number. (Even if the number of units actually making the assault is smaller than the number of units chosen in step 1, the assault must be carried out.) Whether or not the assault takes place, the fatigue level of all units chosen in step 1 increases in step 2, even if they could not take part in the assault.
- Attempt a general assault: The phasing player may attempt a "general assault" (see below). If the general assault succeeds, other units can take part in the attack. Even if the general assault attempt fails, the assault must proceed to step 7. The phasing player cannot abandon the action.
Example: Corps commander Porter (5th Corps, command value 5) makes an assault. He is stacked with 2 divisions of the 5th Corps (Sykes and Morell). Both divisions were chosen in step 1 to take part in this assault. The Union player rolled one die and got 5. 5 minus Porter's command value (5) is 0, which indicated the assault was carried out, but only 1 unit took part. The Union player chose Morell and removed Sykes from the assault. However, both divisions' fatigue levels increase by 1.
Assault die roll modifications: In every game, in step 5 of the assault procedure by a wing commander, apply the following modification to the phasing player's die:
-2: If the activated commander is a wing commander (not a corps or division commander), subtract 2 from the assault die.
Note: Advanced game assault die roll modifications such as SLB's "Hooker Loses Confidence" (SLB 16.0) and the Union "timid" command in OTR (OTR 18.0) are effective in all scenarios in which they apply.
General Assault
A player may attempt a "general assault" in step 6 of the assault procedure if both of the following conditions are met:
- Army commander or wing commander: A friendly army commander or wing commander is within the activated commander's command range.
- Eligible hex: One or more of the 6 hexes adjacent to the defending unit is eligible to take part in a general assault. A hex is eligible to take part in a general assault if both of the following conditions are met:
- It is adjacent to the defending unit (including the hex from which the assault action was ordered).
- It contains one or more attacking-side units that have not been chosen to take part in the assault by the activated commander, and at least one of those units has a fatigue level of 3 or less.
- Non-cavalry commander: The activated commander ordering the current assault must not be a cavalry commander.
At most one general assault can occur per action, but there is no limit on the number that can be attempted each turn. A general assault attempt is made as follows.
-
Command die roll: The phasing player rolls one die. In the basic game of all GCACW games, this die is never modified. However, in some advanced games it may be modified (see below).
- If the modified die is 6 or more, the general assault does not occur. The general assault ends - return to step 7 of the assault procedure.
- If the modified die is 5 or less, subtract the die from the command value of the army (or wing) commander. The result is the "general assault number." If the general assault number is 0 or less, the general assault does not occur. Return to step 7 of the assault procedure. However, if the general assault number is 1 or more, the general assault must be carried out. Proceed to step 2.
Note: Advanced game general assault die roll modifications such as SLB's "Hooker Loses Confidence" (SLB 16.0) and OTR's "timid" command (OTR 18.0) apply in all relevant scenarios.
-
Choose eligible hexes: From among the 6 hexes adjacent to the defender, the attacker must choose eligible hexes (not units) to use in the general assault, up to a number equal to the general assault number. He must choose at least 1 hex. The definition of "eligible hex" is given above.
-
Choose participating units: In each hex chosen in step 2, the phasing player must choose one or more eligible friendly units to take part in the general assault. A unit is eligible to take part in a general assault if it meets all of the following conditions.
- Its fatigue level is 3 or less.
- It must be eligible to take part in an attack as explained in the "Restrictions on Attacks" rules.
- It must not already have been chosen in step 1 of the assault procedure (whether or not it succeeded).
In this step, which commander a unit is under is not considered. Any eligible unit, regardless of its chain of command (including cavalry and artillery units), can take part in the general assault. Note: the attacking player cannot abandon the general assault once the general assault procedure has proceeded beyond step 1. The attacking player must have at least one eligible unit take part in the general assault from each hex chosen in step 2.
Example: AP Hill in N0922 succeeded in ordering an assault against N1021. Army commander Lee (command value 6) in N0924 is within Hill's command range. There are non-activated Confederate units in N0921 and N1022, both with fatigue level 2. The Confederate player can therefore attempt a general assault. He rolled one die and got 3. The general assault number is therefore 3 (Lee's command value [6] minus the die [3] is 3). The general assault takes place. The Confederate player chose 2 eligible hexes, N0921 and N1022. The non-activated units in each hex must be chosen to take part in the general assault, and each unit's fatigue level increases to 3. The combat strength and artillery value of both units are added to Hill's assault.
7.2 Combat Strength
Each combat unit has the combat strength printed on the strength marker it possesses. A unit's combat strength changes depending on whether its strength marker is organized or disorganized. If the unit's strength marker is organized, its combat strength is simply the number written on that marker. If the unit's strength marker is disorganized, its combat strength is the number not in parentheses (not the number in parentheses; that is the strength). A unit with a disorganized strength marker may have a combat strength of 1/2. In this case the fraction is used as is in combat - it is not rounded up or down. A unit's fatigue level does not affect its combat strength.
In combat, the attacker and defender total the combat strengths of all participating units. Players cannot leave part of the combat strength of those units unused. When determining the combat strength of a unit attacking in a march action, use only that unit's combat strength (other units cannot take part in the attack). When determining the final combat strength in an assault, total the combat strengths of all units taking part in that assault and add the combat strength of units taking part in the general assault (if any). When determining the final combat strength of the defending units, total the combat strengths of all units in the hex being defended.
Maximum: The maximum total combat strength in attack and defense is limited as in the following table (note that OTR has different limits). In a general assault, the limits shown below apply per hex containing attacking units, so the grand total from all hexes may exceed the figure written in the "Attack" row of the table below.
| Situation | OTR | Other games |
|---|---|---|
| Attack | 70 | 80 |
| Defense | 60 | 70 |
| 1/2 or more of the defending units are entrenched | 100 | 120 |
| All defending units are entrenched | 130 | 160 |
If the total combat strength of the attacking units in a general assault is 80 or more, the attacker's strength loss in that combat increases as follows.
- If the attacker's combat strength is 80 to 89, the strength loss increases by 1.
- If the attacker's combat strength is 90 to 99, the strength loss increases by 2.
- If the attacker's combat strength is 100 or more, the strength loss increases by 3.
7.3 Artillery Value
A unit's artillery value is printed on the unit. A unit's fatigue level or strength marker (organized or disorganized) does not affect its artillery value. The artillery value is used to determine the "artillery modification" in combat.
7.4 Combat Die Roll Modifications
Several factors modify the combat die. Modifications are cumulative.
Strength Ratio Modification
The attacking player's die must be modified by the strength ratio modification. To calculate this modification, compare the attacker's total combat strength with the defender's total combat strength, and fit the ratio to the ratios written on the Combat Strength Table, rounding in the defender's favor. Next to each strength ratio is a modification from -12 to +13. This is the strength ratio modification.
Tactical Modification
The attacking player's die is modified by the tactical modification. To calculate this modification, the defending player uses the highest tactical value among the units and commanders in the hex being defended. The attacking player makes the same determination from among the units and commanders taking part in the attack. A commander can use his tactical value only when a subordinate unit in the same hex is attacking. Subtract the defender's tactical value from the attacker's tactical value. The result is the tactical modification, which is added to the attacking player's die (or subtracted if the result is a negative number).
In a march action or commander activation action, a commander can use his tactical value for an attack made by an activated subordinate unit into which that commander is incorporated.
LEE (does not apply in RTG)
If a Confederate wing, corps or division commander succeeds in making an assault action and army commander Lee is stacked in the same hex as the activated commander, the Confederate player adds 1 to that attack's die. This bonus is separate from the +1 modification for an assault, and applies whether or not a general assault takes place. Lee's bonus does not apply in RTG scenarios. Other army commanders have no such bonus.
Artillery Modification
The attacking player's die may be modified by the artillery modification. (Note: if the defender is in a woods, town, mountain or swamp hex, no artillery modification can apply in that situation, so there is no need to determine the artillery value difference.) The attacking player adds the artillery values of the attacking units and subtracts the total of the artillery values of the defending units from that sum. The result is the "artillery value difference." On the Artillery Modification Table, read the intersection of the column of the relevant difference and the row of the terrain of the hex being defended. The result (a positive number, a negative number, or no effect) is the artillery modification applied to the attacking player's die. There are also results for which the attacking player rolls a die to determine the final artillery modification.
Special cases:
- If neither the attacker nor the defender has an artillery value, no artillery modification applies.
- If the defender's artillery value is 0, a negative artillery modification is treated as "no effect."
- If the defender's artillery value is 1, a -2 modification is treated as -1.
Artillery Modification Table
Artillery value difference (attacker's artillery value minus defender's artillery value)
| Defender's terrain | -4 or less | -3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2† |
| Hill | -2 | -1 | NE | +1* | +1 |
| Rough (and temporary swamp when not a rain turn) | -1 | -1* | NE | NE | +1* |
| Woods / Town / Mountain | NE | NE | NE | NE | NE |
* Roll one die before the attack. If the result is even, use the modification shown; if odd, the modification is not used. † Roll one die before the attack. If the result is even, use the +2 modification; if odd, use the +1 modification. § Also applies to temporary swamp in a rain turn. NE: No effect.
§ LONGSTREET
In all scenarios of 1864 and later, the Confederate player adds +1 to the attack die if corps commander Longstreet performs an assault action. This bonus is separate from the +1 modification for an assault, and applies whether or not a general assault takes place. Longstreet's bonus is not added to Lee's bonus. Other corps commanders have no such bonus.
Type of Attack
In a march, the attacking player's die may be modified depending on the type of attack chosen by the phasing player.
- March formation: -3 to the attacking player's die
- Hasty: -1 to the attacking player's die
- Normal: no modification to the attacking player's die
- Prepared: +1 to the attacking player's die
Assault Action
In an assault action, march formation, hasty, normal and prepared attacks do not apply. Instead, in an assault action the attacking player's die is always modified by +1.
Rain
In a rain turn the attacking player subtracts 1 from his die.
Terrain
The defending player's die may be modified by terrain.
Bridge/dam/ferry/ford: If the attack is made across a bridge, dam, ferry or ford hexside, the defending player adds 2 to his die.
Stream: If the attack is made across a stream (even if the hexside is a road, pike, railroad or trail hexside), the defending player adds 1 to his die.
Mountain: If the defender is in a mountain hex, add 2 to his die. However, if the activated attacking unit is also in a mountain hex, the defending player adds only 1 to his die.
Note: In a general assault, when attacking units are located in multiple hexes adjacent to the hex being defended, the above modifications apply only if there is a bridge, dam, ferry or ford - or a stream hexside - between the hex being defended and the activated commander.
Demoralized -2
If a hex in which a unit holding a Demoralized -2 marker is alone is attacked by enemy units, the defending player subtracts 1 from the die of that combat. If a stack of a Demoralized -2 unit and friendly units is attacked, the -1 die modification applies only if more than 1/2 of the combat strength in that hex is in the Demoralized -2 state.
Flank Attack
At the moment of combat, if the defending unit is partly or completely surrounded by enemy units (whether or not activated) or their ZOC (or impassable terrain), the attacking player's die is increased. This bonus is called the "flank attack" and applies even if some of the enemy units surrounding the defender do not take part in the attack. The flank attack bonus is calculated as follows.
-
"Blocked" hexes: The phasing player determines the number of "blocked" hexes among the 6 hexes adjacent to the defender. A blocked hex is one that meets any of the following conditions:
- a. It contains an undemoralized unit of the attacking player (including the attacking unit).
- b. It is in the ZOC (including limited ZOC) of the attacking unit or of an undemoralized unit of the attacking player.
- †c. It is a mountain or swamp hex (including temporary swamp in a rain turn), or the hex being defended is a mountain or swamp hex, and the two hexes are not connected to each other by a road, pike, railroad or trail.
- †d. There is a major or minor river between it and the hex being defended that is not connected by a bridge, dam, ferry or ford. (Exception: in a turn in which the river is impassable, the hex is blocked even if there is a river with a ford between it and the hex being defended. In a rain turn, the hex is also blocked if there is a stream hexside between it and the hex being defended that has no road, pike, trail or railroad crossing it.)
- e. It is the imaginary hex immediately beside the map edge that is considered adjacent to a defended hex at the map edge.
Note: Even if any of the 6 hexes adjacent to the defended hex meets more than one definition of a "blocked hex," each is counted only once.
-
Basic flank bonus:
- 6 hexes blocked: If all 6 hexes adjacent to the defender are blocked, the "basic flank bonus" is +4. Proceed to step 3.
- 5 hexes blocked: If 5 of the 6 hexes adjacent to the defender are blocked, the "basic flank bonus" is +2. Proceed to step 3.
- 4 or fewer hexes blocked: If 4 or fewer of the 6 hexes are blocked, there is no flank bonus. Skip the rest of this procedure.
-
Final flank bonus: The basic flank bonus obtained in step 2 may be reduced in determining the "final flank bonus." From the basic flank bonus, subtract 1 for each blocked hex that meets one or more of the following conditions:
Reductions to the flank bonus: The final flank bonus obtained in step 3 is reduced in both of the following situations:
- Flank defense: The flank attack bonus may be modified by a "flank defense" marker. (The flank defense marker is no longer an optional rule. It is used in all GCACW games: see 7.8.)
- Cavalry: The flank attack bonus may be modified when both the attacker and the defender possess cavalry units (see "Cavalry and Flank Attacks" below).
† Flank attack situation: The attacker's situation modifies the flank bonus. If the total combat strength of one or more attacking-player units that are in, or exert ZOC into, a single hex adjacent to the defended hex is less than 1/4 of the defender's combat strength (including entrenchments), that hex is not considered "blocked" in step 1a or 1b of the flank attack procedure. Units attacking from multiple hexes may add their combat strengths together to reach 1/4 of the defender's total combat strength, if all of them are adjacent to the same "blocked" hex. Demoralized non-activated attacking units contribute in no way to achieving the flank attack bonus. A unit that contributes to the flank attack bonus without taking part in the attack cannot use its tactical value in the combat, and cannot be the cause of a terrain modification.
Cavalry and flank attacks: The final flank bonus may be reduced if both of the following conditions are in effect:
- The activated unit making the attack is a cavalry unit (or the commander making the assault is a cavalry commander).
- More than 1/2 of the total combat strength of the defending hex is occupied by cavalry units.
If both of these conditions are met in a combat to which a flank bonus applies, the final flank bonus of that combat may be modified as follows:
- If the final flank bonus is +4, it is reduced to +2.
- If the final flank bonus is +3 or +2, it is reduced to +1.
- If the final flank bonus is +1, the modification is lost (no bonus applies).
Note: When making an attack that is not a flank attack under these conditions, the +1 modification to the attacker's die that applies when a flank defense marker is present does not apply (see 7.9). Also, if a flank defense marker is present in the defended hex, or if the defense is in a redoubt hex, the normal flank defense/redoubt rules apply instead of the above cavalry rule.
7.5 Combat Results
The "Combat Results Table" is used to resolve combat. Combat produces two results: one for the attacker and one for the defender. When resolving combat, subtract the defender's modified die from the attacker's modified die. On the combat results table, the attacker reads the intersection of this result and the column corresponding to his total combat strength, and the defender reads the intersection of this result and the column corresponding to his total defense strength (before applying the effects of entrenchments). The result for each player is shown as one number, one or two letters, or a combination, and is applied immediately. If a dash is shown, that player's units are not affected.
Note: A combat strength may fall between two columns (for example 3 1/2). In that case round the value up and use the right-hand column.
Note: In SJW, the "Union Panic" result is still in effect in the advanced game (see SJW 18.0). In SJW, if a result written in italics on the GCACW Standard Combat Results Table is obtained, Union Panic occurs.
Letter Results
There are 8 kinds of letter results.
- D (Disorganized/Fatigue): The unit's strength marker is flipped to its disorganized side. (If already disorganized, it stays so.) The unit's fatigue level increases by 3 (4 is the maximum). A unit already at fatigue level 4 stays so. Finally, an activated unit that suffers a "D" result can expend no further MP. Its march action ends and a new action phase begins.
- F (Fatigue -2): The unit's fatigue level increases by 2 (4 is the maximum). The activated unit can expend no further MP. Its march ends and a new action phase begins.
- f (Fatigue -1): The unit's fatigue level increases by 1 (4 is the maximum). The activated unit can expend no further MP. Its march ends and a new action phase begins.
- E (End action): The activated unit can expend no further MP. Its march ends and a new action phase begins. Since an assault ends automatically after that combat is resolved, this result has no effect on an assault action.
- r (Retreat): The unit must retreat (see 7.6).
- R (Rout/Demoralized -1): The unit routs (see 7.6). Also place a Demoralized -1 marker on the unit. If it already has that marker, flip it to its Demoralized -2 side. If it is already Demoralized -2, there is no further effect.
- R* (Rout/Demoralized -2): The unit routs (see 7.6). Also place a Demoralized -2 marker on the unit. If it already has a Demoralized -1 marker, simply flip it to its Demoralized -2 side, with no further effect. If it already has a Demoralized -2 marker, it loses 1 strength in addition to the normal strength loss result.
- a (Advance): The unit may advance after combat (see 7.6).
Note: Even if a unit's fatigue level becomes 2, 3 or 4 as a result of combat, it does not become an "extended march."
Numeric Results
A numeric result written before a letter result indicates a loss of strength (not artillery value). Remove the unit's strength marker and replace it with another marker bearing the strength after the loss (that is, the strength before combat minus the numeric result). The new strength marker is placed in the appropriate state (organized or disorganized):
- If the unit's strength marker was disorganized before that combat, the new strength marker is also disorganized.
- If the unit's strength marker was organized before that combat, the new strength marker is disorganized if the combat result includes "D" (disorganized/fatigue), and organized if the combat result does not include "D."
Exception: In a general assault, if the total combat strength of the attacking units is 80 or more, the attacker's strength loss in that combat increases (see 7.3).
Applying Results
Attacker: In a march, letter and numeric results are applied only to the activated unit, even if other units are in the same hex. In an assault, the attacker's letter results are applied to each participating unit, including units taking part in the general assault. The attacker's numeric result is applied to the whole group of units that attacked, not to each attacking unit. As long as the numeric result is fully applied, the attacking player can freely allocate losses among the units that attacked. Units that contributed to the flank attack bonus without taking part in the attack are not affected by the combat result.
Defender: The defender's letter results are applied to each unit that defended. The defender's numeric result is applied to the defending units as a whole, not to each defending unit. As long as the numeric result is fully applied, the defending player can freely allocate losses among the units that defended.
† Combat results are always applied to the defending units before being applied to the attacking units.
Entrenchments and Combat Strength
Defending units can increase their combat strength by entrenchments (see 9.0). However, when determining the defender's combat result, the column of the combat results table represents the combat strength before applying the effects of the defender's entrenchments.
Example: If Cobb's brigade defends with a combat strength of 6, its combat result is determined in the "4 to 6" column of the combat results table. If a breastworks marker is on Cobb's brigade, its combat strength is 12 (6x2). However, Cobb's combat strength of 12 is used in calculating the strength ratio in combat, and the combat result is determined in the "4 to 6" column of the combat results table.
Elimination of Units and Commanders
A unit is eliminated when its strength is reduced to 0. If, because a unit was eliminated, a commander is left in a hex with no subordinate units, that commander is placed in the nearest hex containing subordinate units. When no subordinate units remain, that commander is removed.
7.6 Retreat, Rout and Advance
There are 3 kinds of retreats: normal ("r"), rout ("R") and cavalry retreat. In a normal retreat, the player must retreat his defending units at least 2 and at most 4 hexes. In a rout, the player must retreat his defending units at least 4 and at most 6 hexes. For cavalry retreat see 7.7. The distance and path of a retreat can be decided by the defending player as long as the following rules are obeyed. Retreating units must move as one stack and cannot split. Commanders must retreat with the unit in which they are incorporated. No MP is expended in a retreat, and terrain has no effect except for the following exceptions.
Retreat Restrictions
Retreating units are subject to the following restrictions.
- Mountains and swamps: A retreating unit can enter a mountain or swamp (including temporary swamp in a rain turn) only by crossing a road, pike, trail or railroad hexside.
- Rivers: A retreating unit can cross a major or minor river hexside only at a bridge, dam, ferry or ford. In a rain turn, a unit cannot retreat across a ford hexside, or across a stream hexside with no road, pike, trail or railroad.
- Off the map: A unit cannot retreat off the map.
- Starting hex: A retreating unit cannot enter the hex from which it began the retreat.
- Same hex: A retreating unit cannot enter the same hex twice.
- Adjacent hexes: A retreating unit cannot end its retreat in a hex adjacent to the hex from which it began the retreat. (Exception: a retreating unit may end its retreat in an adjacent hex if making a voluntary retreat of 1 hex. See "Defender's Voluntary Retreat.")
- Approaching the attacking unit: A retreating unit cannot enter a hex that is closer, by the shortest path, to the activated enemy unit that caused the retreat than the hex it is retreating from. A unit cannot retreat into a hex containing the activated enemy unit.
Surrender: If there is no hex into which a unit can retreat without violating any of the above restrictions, the retreating unit surrenders and is removed from play. VP are awarded for this.
Retreat Priorities
The retreating player must obey the "retreat priorities" written on Retreat Tables 1 and 2 (see page 9) as well as observing the "retreat restrictions." A retreating unit must observe the retreat priorities for each hex it enters in the retreat. The table used for a retreat may also change from hex to hex within a single retreat.
Retreat Table 1: The player must use Retreat Table 1 in any of the following cases:
- The first hex entered in a normal retreat.
- The first 4 hexes entered in a rout/cavalry retreat.
- When the unit leaves an enemy ZOC (including "limited" ZOC, see 2.4) in a retreat, rout or cavalry retreat.
Retreat Table 2: The player must use Retreat Table 2 in any of the following cases:
- The 2nd, 3rd and 4th hexes entered in a normal retreat, when the unit does not leave an enemy ZOC.
- The 5th and 6th hexes entered in a rout/cavalry retreat, when the unit does not leave an enemy ZOC.
Using the retreat tables: Before entering a hex in a retreat, the player checks the appropriate table and follows these steps:
- Check retreatable hexes: The player determines how many of the 6 hexes adjacent to the retreating unit it can retreat into under the "retreat restrictions."
- Type of retreat: For each retreatable hex determined in step 1, the player determines which "type of retreat" on the appropriate retreat table a retreat into that hex fits.
- Priority: Each type of retreat referenced in step 2 has a corresponding "priority number." The player must retreat the unit into a hex that uses the type of retreat with the lowest priority number in step 2. (Exception: see "Ignoring Retreat Priority.") If more than one hex meets this requirement, the player may retreat the unit into any of those hexes. Also, if two different types of retreat have the same priority number, the player may choose either type for the hex to be entered in the retreat.
- Completing the retreat: The player repeats steps 1, 2 and 3 for each hex entered in the retreat. When the retreat requirement is satisfied (at least 2 and at most 4 hexes in a normal retreat; at least 4 and at most 6 hexes in a rout or cavalry retreat), the retreat ends.
Ignoring Retreat Priority
If application of the retreat rules would leave the unit unable to avoid surrender because of the "retreat restrictions," the player may "ignore" the retreat priority once in that retreat. The player does this by choosing from among the types of retreat listed on the appropriate table, regardless of their priority numbers, and retreating the unit into that hex. He need not choose the lowest priority number in this case. A unit that cannot avoid surrender even after one ignore is eliminated.
Loss of Strength
If a unit retreats using a type of retreat that involves a loss of strength, the retreating unit loses the indicated number of strength. Replace its strength marker with one reflecting that loss, placed on its disorganized side. If a stack of multiple units retreats into a hex that requires loss of strength, the loss applies to each unit in the stack, not to the stack as a whole.
Note: Loss of strength in a retreat varies depending on whether the unit retreats across a road, pike, trail or railroad hexside, and whether it retreats into a hex containing friendly units (see the retreat tables). In a retreat, when entering or leaving a town hex, treat it as having crossed a road hexside regardless of whether a road hexside was crossed.
Principles of Retreat
Consulting the retreat table for each hex entered in a retreat may seem difficult. However, players will find it very easy to use after a few games. To help players become accustomed to the retreat tables, the principles are summarized below:
Retreat Table 1: On Retreat Table 1, the highest-priority retreat is to move 1 hex, across a road, pike, trail or railroad hexside, into a hex with no enemy units/not in an enemy ZOC, in a direction farther from the activated enemy unit. If that cannot be done, the next highest priority is to try to do the same across a hexside that is not a road/pike/trail/railroad. If that cannot be done, the next highest priority is retreat into any hex that contains no enemy units and is not in an enemy ZOC. (This may cause a loss of strength.) If that cannot be done, the next highest priority is to avoid retreating into a hex containing enemy units. (This may cause a loss of strength.)
Retreat Table 2: On Retreat Table 2, the highest-priority retreat is movement into any hex that contains no enemy units and is not in an enemy ZOC. If that cannot be done, the next highest priority is to avoid retreating into a hex containing enemy units. (This may cause a loss of strength.)
Retreating into Hexes Containing Enemy Units
Some types of retreat allow retreat into a hex containing enemy units, and their presence causes the retreating unit to lose 3 strength. (However, a unit can never retreat into a hex containing the activated enemy unit.) A unit cannot end its retreat in a hex containing enemy units. If there is no other choice, the retreat may be extended by as many hexes as needed to reach a hex containing no enemy units.
Defender's Voluntary Retreat
If the combat result applied to the defender did not include "r" or "R," the defending player may voluntarily retreat one or more of his units 1 to 4 hexes, following the retreat rules. This is treated as a retreat, not a rout. In this case the defending player may end the retreat in a hex adjacent to the hex from which he began the retreat. No fatigue results from this. (Exception: if the defender received a "-" result (no effect), the fatigue level of all units that took part in the defender's voluntary retreat increases by 1, with a maximum of 4. A unit at fatigue level 4 can also take part in this retreat.) The defending player must carry out the voluntary retreat immediately, before the enemy player takes the next action.
Advance After Combat
If the attacker receives an "a" result, some or all of the attacking units may advance into the hex vacated by the defender. This advance is not treated as movement and costs no MP. Units may enter or leave an enemy ZOC without penalty or advance from one enemy ZOC to another enemy ZOC. Whether or not the unit received an "a" result, it may continue its march unless it suffered a "D," "F," "f" or "E" result. However, if it advanced into an enemy ZOC, it cannot continue moving. In this case the unit must attack or end its march. Commanders (including army/wing commanders) may advance with their subordinate units (and must advance if no subordinate unit would remain in the commander's hex). A commander may advance with subordinate units into which he was not incorporated immediately before the attack, but in that case the phasing player must make clear the new incorporation. A commander cannot advance with units that are not his subordinates, nor be incorporated into units that are not his subordinates.
Combat Example
The Union McCall division (combat strength/strength 9, artillery value 2, tactical value 2) is in hill hex OTR N1523 (Old Cold Harbor) with 5th Corps commander Porter (tactical value 3). The Confederate JR Anderson half-division (combat strength/strength 17, artillery value 2, tactical value 2), incorporating division commander AP Hill (tactical value 4), makes a march action. The Confederate Branch brigade (combat strength/strength 7, artillery value 1) is currently in OTR N1522. All units' strength markers are organized and all units' fatigue levels are 1. JR Anderson moves to OTR N1423, and the Confederate player expends 1 MP and declares a hasty attack against McCall. The Confederate player compares Anderson's combat strength (17) with McCall's combat strength (9) and calculates the strength ratio of 17 to 9. Unfortunately for the Confederate player, 1 more combat strength was needed to make 2-1, and 17-9 is rounded down to a 1-1 ratio. Branch did not take part in the march and so cannot take part in this combat. (Its combat strength of 7 is 1/4 or more of McCall's combat strength, so it contributes to the flank attack bonus.) A 1-1 attack has no strength ratio modification.
The Confederate player compares Anderson's artillery value (2) with McCall's artillery value (2). Because the values are equal, the artillery value difference is 0. Reading the intersection of the "-3 to +1" column of the Artillery Modification Table and the "Hill" row (the terrain of McCall's hex) shows an artillery modification of -1 to the Confederate player's die.
To determine the tactical modification, the Union player's highest tactical value (Porter's 3) is subtracted from the Confederate player's highest tactical value (AP Hill's 4), so a +1 modification applies to the Confederate player's die.
Because the Confederate player makes a hasty attack, he must subtract 1 from his die. As for the flank attack, because Branch's brigade is in OTR N1522, the 5 hexes adjacent to McCall are "blocked" by enemy units or enemy ZOC. Because 5 hexes are blocked, the basic flank bonus is +2. Because there is no factor reducing the basic flank bonus, this becomes the final flank bonus.
The final Confederate die modification is +1: 0 (strength ratio), -1 (artillery), +1 (tactical), -1 (hasty attack), +2 (flank) = +1 (total). The Union die is not modified.
Both players roll one die; the Confederate player rolled 5 (6 because of the +1 modification) and the Union player rolled 2. Subtracting the Union player's die from the Confederate player's die gives 4 (6-2 = +4). The Union player reads the intersection of the +4 row and the "7-11" combat strength column on the combat results table (McCall's combat strength is 9). The result is "1DR."
McCall's strength marker is removed and replaced with a marker of strength 8 (9-1=8). The new marker is placed disorganized because of the "D" result. McCall's fatigue 1 marker is increased by 3, to fatigue level 4. McCall routs 4 hexes, with Porter, to OTR N1925 (Tucker Town), using Retreat Table 1 to decide all 4 hexes entered. In every case a priority 1 retreat path hex existed, so the Union player had to retreat into that hex. The Union player could have retreated 2 more hexes through Tucker Town (using Retreat Table 2) but declined to do so. There is no additional strength loss from the retreat. Finally, because of the "R" result, a Demoralized -1 marker is placed on McCall.
The Confederate player reads the intersection of the +4 row and the "12-18" attack strength column on the combat results table. (JR Anderson's combat strength is 17.) The result is "1fa." JR Anderson suffers a loss of 1 strength, and its strength becomes 16. Because it did not suffer a "D" result, the new strength marker stays organized, and because of the "f" result the fatigue level increases by 1, to 2. JR Anderson's march must end at this point because of the "f" result, but because of the "a" result it can advance into the hex McCall vacated. JR Anderson advances with AP Hill and ends its action. Branch did not take part in the attack and so cannot advance. A new action phase then begins.
7.7 Cavalry Retreat
A cavalry unit can use a "cavalry retreat" to avoid an attack by enemy infantry or artillery (non-cavalry) units. A cavalry unit can make more than one cavalry retreat per action. The player owning a cavalry unit may declare a retreat in any of the following situations.
Enemy movement: A marching enemy infantry/artillery unit moves into a normal (not limited) ZOC exerted by the cavalry unit.
Starting adjacent: An enemy infantry/artillery unit began its march in a normal (not limited) ZOC of the cavalry unit. Exception: if an infantry unit began its march in a limited ZOC of a cavalry unit and is ordered to attack that cavalry, the cavalry unit may make a cavalry retreat.
Advance after combat: An enemy infantry/cavalry unit advanced after combat into a normal (not limited) ZOC of the cavalry unit.
† Assault: The enemy player declares an assault against a hex containing at least one cavalry unit (except when that assault was declared by a cavalry commander - in that case no cavalry retreat can be made).
A player who wishes to declare a cavalry retreat must declare it as soon as one of the above situations occurs - before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls the die that determines whether the assault takes place). If he does not declare at that time, that cavalry unit's ability to make a cavalry retreat is lost for the duration of that enemy unit's march.
Carrying Out a Cavalry Retreat
A cavalry retreat is optional. A cavalry unit can make a retreat regardless of its condition - even if demoralized, disorganized, exhausted or at fatigue level 4. A player who wishes to make a cavalry retreat must say so when the opposing player performs one of the above actions. The enemy unit's march (or assault) is suspended while the retreat is carried out. A cavalry retreat is carried out as follows:
- Roll the die: The cavalry player rolls one die. This die may be modified (see below). Divide the modified die by 2 (rounding fractions down to a whole number). This result is the number by which the enemy unit's activated movement allowance marker is reduced on the movement track. In an assault action, because there is no movement allowance, this die has no effect. However, the die is rolled in order to determine in step 2 whether the cavalry unit suffers losses.
- Loss of strength: If the die in step 1 was 1 (before modification or halving), the cavalry unit's strength is reduced by 1. The new strength marker is placed on its disorganized side. If the die was 2 to 6, no loss occurs.
- Retreat 4 to 6 hexes: The cavalry unit must retreat 4 to 6 hexes. The retreating player must obey the retreat restrictions and uses Retreat Table 1 or 2 or both to complete this retreat. However, a cavalry unit suffers no loss of strength even if it retreats into a hex on the retreat table that requires a loss. Exception: if a cavalry unit retreats into a hex containing enemy units, it is automatically eliminated.
- Fatigue: After carrying out the retreat, the cavalry unit's fatigue level increases by 1 (the maximum is 4). Note: a cavalry retreat does not cause an extended march.
- Disorganization: The cavalry unit's strength marker is flipped to its disorganized side. If it was already disorganized, there is no additional effect. †6. Resuming the action: The activated unit or commander resumes its activity from the point at which it was suspended. If the unit's movement allowance has been reduced to 0, its march ends. (Exception: if the unit has not yet moved, a 1-hex move is permitted; see 6.2. Flank defense cannot be performed.) In an assault action, if the hex targeted by the activated commander has been emptied by a cavalry retreat, the units taking part in that assault may advance into the hex that the cavalry unit occupied. No attack occurs, and that assault action ends. (Exception: if the phasing player's command die roll in step 5 of the assault procedure did not succeed, the units taking part in that assault cannot advance into the hex the cavalry unit occupied.)
Cavalry Retreat Die Modifications
The following cavalry retreat modifications apply in all GCACW games, replacing all earlier modifications. Modifications are cumulative.
- +3: Mountain (all games): The cavalry unit is in a mountain hex. This modification is reduced to +1 if the activated unit is also in a mountain hex.
- +2: River (all games): There is a bridge, dam, ferry or ford over a major/minor river between the cavalry unit and the activated unit or commander. This modification also applies in a rain turn if there is a stream between the cavalry unit and the activated unit (but the stream modification is not made in a non-rain turn).
- +2: Very large force: The total combat strength of all cavalry units in the hex (including the effect of entrenchments) is 3 or more. For Confederate cavalry units, this modification increases to +3 in SJW and HCR, and to +4 in OTR and SIV.
- +2: Large force (Confederate player in OTR and SIV only): The total combat strength of all Confederate cavalry units in the hex, including the effect of entrenchments, is 2.
- +1: Large force (Confederate player in SJW and HCR only): The total combat strength of all Confederate cavalry units in the hex, including the effect of entrenchments, is 2.
- -2: Demoralized (all games): All cavalry units in the hex are Demoralized -1 or -2.
- -2: Fatigue (all games): All cavalry units in the hex are at fatigue level 4.
- -2: Ammunition (all games): All cavalry units in the hex are out of ammunition (advanced game only).
- -2: Small force: The total combat strength of all cavalry units in the hex, including the effect of entrenchments, is exactly 1. Exception: for Confederate cavalry units this modification is -1 in SJW and HCR. In OTR and SIV, Confederate cavalry ignore this modification.
- -4: Very small force: The combat strength of the cavalry unit in the hex is 1/2. Exception: for Confederate cavalry units this modification becomes -3 in SJW and HCR, and -2 in OTR and SIV.
Stacking Cavalry with Other Units
With cavalry units: If two or more cavalry units are stacked in the same hex, those units must make the cavalry retreat together. Only one die is rolled in step 1, and all units must retreat into the same hex.
With infantry units: A cavalry unit stacked with infantry units can make a cavalry retreat, but the infantry units cannot.
Multiple Cavalry Retreats
Same unit: One cavalry unit can make more than one cavalry retreat per action.
Cavalry units in different hexes: If two or more cavalry units in different hexes are eligible to make cavalry retreats and all wish to retreat, each retreat is carried out separately. If there are reductions to the enemy unit's movement allowance, they are cumulative.
7.8 Flank Defense
At a cost of 1 MP, the phasing player may place a "flank defense" marker, with the appropriate side up, on a marching unit. (Exception: a flank defense marker cannot be placed on a unit in a mountain or swamp hex, nor on a unit making an assault.) When a flank defense marker is placed on a unit, that unit's march ends. (The unit can perform actions afterward.) At most one flank defense marker can exist in a hex, and its effect applies to all units in that hex. A unit does not need to spend 1 MP to enter a hex where a flank defense marker has already been placed; it enters the hex with no additional MP cost and receives the effect of that marker - and can continue its march.
When a unit leaves a hex, the flank defense marker does not follow the unit. A flank defense marker cannot be placed after a unit has retreated, routed or advanced after combat. There is no limit to the number of flank defense markers that can be used in the game.
Effect of the Flank Defense Marker
Units in a hex with a flank defense marker can perform all actions as normal (but after the action ends, the marker is removed; see below). Units in a hex with a flank defense marker can defend more effectively against enemy flank attacks, but are weaker against normal attacks:
- A flank attack that meets the requirements for a +4 bonus to the attacker's die is treated as a +2 bonus.
- A flank attack that meets the requirements for a +3 or +2 bonus to the attacker's die is treated as a +1 bonus.
- A flank attack that meets the requirements for a +1 bonus to the attacker's die is unchanged (the bonus remains +1).
- In all attacks that are not flank attacks, the attacker's die receives a +1 bonus (in addition to other modifications), even if the requirements for a flank attack are not met.
Removal of the Flank Defense Marker
A flank defense marker can be removed, at no MP cost, when one of the units in that hex is ordered to march. (The activated unit need not leave the hex.) If all units in the hex take part in one assault action, the marker must be removed. If there is only one unit in the hex and that unit moves or attacks, the marker is also removed. (Even in that case, the player can place the marker again at a cost of 1 MP in the same march.)
8.0 Recovery
In the recovery phase, the following actions are performed strictly in the order listed:
- Units at fatigue level 0 may entrench, build a bridge, or repair a bridge/ferry. A unit cannot perform more than one of the above activities per recovery phase, and cannot perform any of them in a rain turn. In RTG, Confederate infantry units can requisition from Pennsylvania towns in this step.
- In the advanced game, units at fatigue level 0, 1 or 2 that did nothing in step 1 of the recovery procedure may forage (see the "Foraging" rules of each GCACW game).
- (The numeral for this step is not printed in the translation.) Note: Units at fatigue level 0 or 1 are affected as follows:
- a. A unit at fatigue level 0 or 1 with a disorganized strength marker flips that strength marker to its organized side. Exception: a unit that holds a Demoralized -2 marker at the start of this step keeps its disorganized strength marker. Also, in the advanced game of each GCACW game, a unit that is out of supply and has a disorganized strength marker keeps its disorganized strength marker. In SLB and RTG the "out of supply" state does not exist.
- b. An exhausted unit at fatigue level 0 or 1 is flipped to its normal side. Exception: an exhausted unit that holds a Demoralized -2 marker at the start of this step remains exhausted.
- c. Remove the Demoralized -1 marker from a unit at fatigue level 0 or 1 that holds one, and flip the Demoralized -2 marker of a unit at fatigue level 0 or 1 that holds one to its Demoralized -1 side.
- Flip units at fatigue level 3 or 4 to their exhausted side. If those units are already exhausted, they stay as they are with no additional effect. Note: In the GCACW Standard Rules, the reverse side of all combat units in SJW, HCR and RTG is treated as "exhausted," not as "out of supply" or "out of ammunition."
- Reduce the fatigue level of all units at fatigue level 1 or higher by 3 levels (with 0 as the minimum). Replace each unit's fatigue marker with one 3 lower than its current one. (No marker is placed on a unit at fatigue level 0.)
- In SIV (Union player only), and in OTR and GTC (both players), a unit that is out of supply and has an organized strength marker flips its strength marker to its disorganized side. Note: In SJW and HCR, the procedure of flipping out-of-supply organized units to disorganized in step 2 of the supply effects phase continues to be used. Also, since units do not become out of supply in SLB and RTG, step 6 of the recovery phase is not used.
9.0 Entrenchments
Entrenchments strengthen a unit's defensive ability. Units can entrench in the recovery phase and, from 1863 onward, in the action phase. The Confederate player can also increase the effect of entrenchments by "redoubts."
Entrenching
There are 4 kinds of entrenchments: redoubts, abatis, breastworks and fortifications. A redoubt represents a permanent defensive position; it is printed on the map and is not built. Abatis, breastworks and fortifications, however, are built either in the action cycle (see 5.5) or in the recovery phase.
A unit that entrenches in the recovery phase must be at fatigue level 0. A unit building or repairing a bridge/ferry cannot entrench in the same recovery phase. Also, entrenching cannot be done in a rain turn.
The procedure for entrenching in the action phase (for 1864 games and 1863 games using the entrench action optional rule) is explained in 5.5. The procedure for entrenching in the recovery phase is explained below: depending on the year the game depicts, players use one of 3 different procedures. Choose the procedure appropriate to the year of the game:
- 1862: games up to the end of 1862
- 1863: games of 1863
- 1864: games of 1864 and later
Entrenching (1862): SJW, HCR, SIV and OTR
In the GCACW Standard Rules, the breastworks and fortification markers of SJW, HCR, SIV and OTR must have an "under construction" side and a "completed" side. The entrenchment markers that come with SIV and OTR simply have "breastworks" on one side and "fortification" on the other. In the following entrenching procedure, players should, if they can borrow them from other GCACW games, use entrenchment markers with "under construction" and "completed" sides. Alternatively, a SJW or HCR marker can be turned sideways to represent the "under construction" side of a breastworks or fortification marker, and placed normally to represent the "completed" side.
1862 entrenching procedure:
- When a unit entrenches, place a Breastworks Under Construction marker directly on the unit. Exception: when a Confederate unit entrenches in a redoubt hex, place a Breastworks Completed marker directly on the unit.
- When a unit that already holds a Breastworks Under Construction marker entrenches, flip that marker to its completed side.
- When a unit that already holds a Breastworks Completed marker entrenches, place a Fortification Under Construction marker directly on the unit.
- When a unit that already holds a Fortification Under Construction marker entrenches, flip that marker to its completed side.
- Special note on HCR: Under the rules that come with HCR, the Confederate player could not build fortifications in Maryland. This restriction is also used in the GCACW Standard Rules. Also, in HCR scenario 2 (Harper's Ferry - Crampton's Gap), the Union D'Utassy and Trimble units begin the scenario holding a Breastworks Under Construction marker if the GCACW Standard Rules are used.
Entrenching (1863): SLB and RTG
In the GCACW Standard Rules, the fortification markers of SLB and RTG must have both "under construction" and "completed" sides. The fortification marker that comes with SLB is of this form. However, the RTG fortification marker has no "under construction" side. In the following entrenching procedure, players should, if they can borrow it from another GCACW game, use a fortification marker with "under construction" and "completed" sides. Alternatively, the RTG fortification marker can be turned sideways to represent the "under construction" side, and placed normally to represent the "completed" side.
1863 entrenching procedure:
- When a unit that has no entrenchment marker (or that holds a Breastworks Under Construction marker) entrenches, place a Breastworks marker directly on the unit. This is equivalent to "Breastworks Completed" in 1862; in SLB, use the completed side of the breastworks marker.
- When a unit that already holds a Breastworks marker entrenches, place a Fortification Under Construction marker directly on the unit.
- When a unit that already holds a Fortification Under Construction marker entrenches, flip that marker to its completed side.
§ Entrenching (1864): GTC
1864 entrenching procedure:
- When a unit entrenches, place a Breastworks Under Construction marker directly on the unit.
- When a unit that already holds an Abatis marker entrenches, place a Fortification Under Construction-1 marker directly on the unit.
- When a unit that already holds a Breastworks Under Construction marker entrenches, place a Fortification Under Construction-2 marker directly on the unit.
- When a unit that already holds a Breastworks, Fortification Under Construction-1 or Fortification Under Construction-2 marker entrenches, place a Fortification Completed marker directly on the unit.
Removal of Entrenchments
An abatis, breastworks or fortification marker possessed by a unit is removed the moment that unit leaves that hex. If a unit holding an abatis, breastworks or fortification marker leaves a redoubt hex, that marker is removed but the permanent redoubt is not affected.
§ Effects of Entrenchments
Entrenchments strengthen the combat strength and artillery value of defending units (not attacking units).
- A Confederate unit in a redoubt hex with no other entrenchment has its combat strength and artillery value multiplied by 1.5 when defending. (Fractions of combat strength are left as they are; the artillery value is the total of all artillery values in the hex multiplied by 1.5 and rounded up to the nearest whole number.) Union units gain no benefit from being in a redoubt hex.
- A unit directly under an Abatis marker (or, from 1864 onward, a Breastworks Under Construction marker) has its combat strength and artillery value multiplied by 1.5 when defending.
- A unit directly under a completed Breastworks marker, a Fortification Under Construction marker (1863 and earlier), or a Fortification Under Construction-1 marker (1864 onward) has its combat strength and artillery value multiplied by 2 when defending.
- A unit directly under a Fortification Under Construction-2 marker (1864 onward) has its combat strength and artillery value multiplied by 2.5 when defending.
- A unit directly under a completed Fortification marker has its combat strength and artillery value multiplied by 3 when defending.
- A unit directly under a Breastworks Under Construction marker has no modification to its combat strength and artillery value before 1863.
The effects of abatis, breastworks and fortification markers apply per unit, not per hex. In one stack, units holding markers and units not holding them may be mixed. Only units that actually entrenched in a preceding action or recovery phase have their combat strength/artillery value multiplied by the entrenchment marker. Units in the same hex that hold no marker use unenhanced numbers.
Exception: All Confederate units in a redoubt hex have their defensive ability strengthened by the redoubt. However, only units that further entrenched in an action or recovery phase receive a defensive enhancement beyond that obtained from the redoubt.
When determining whether there is combat strength available to achieve a flank bonus (see "Flank bonus conditions" in 7.4), the entrenchment enhancement of combat strength is not applied. Also, when determining the additional MP cost for entering a hex containing entrenched units, combat strength is not increased by entrenchments.
Flank Attacks on Redoubt Hexes
When a Confederate unit is in a redoubt hex, its defensive ability against flank attacks is strengthened (see 7.4).
- +4 bonus: If the Union player meets the requirements for a final flank bonus of +4 in an attack against one or more Confederate units in a redoubt hex, that bonus is reduced to +2.
- +3/+2 bonus: If the Union player meets the requirements for a final flank bonus of +3 or +2 in an attack against one or more Confederate units in a redoubt hex, that bonus is reduced to +1.
- +1 bonus: If the Union player meets the requirements for a final flank bonus of +1 in an attack against one or more Confederate units in a redoubt hex, no flank bonus is obtained.
Unlike flank defense, the Union player does not receive a +1 bonus when making an attack that is not a flank attack against a redoubt hex. Confederate units under a breastworks or fortification marker in a redoubt hex also receive the effect of the redoubt against flank attacks. However, breastworks and fortifications in a hex that is not a redoubt do not produce these effects.
10.0 Bridges, Dams and Ferries
Units can cross major and minor rivers only at bridges, dams, ferries and fords. When a unit enters a hex through a bridge, dam or ford, if a road, pike or railroad crosses that bridge, dam or ford, the unit can ignore the primary terrain cost of the hex and enter by paying only 1 MP instead. If the bridge or ford has no road, pike or railroad, the unit must pay the MP cost of the primary terrain of the hex it enters. (For the MP penalty of ferries, see 6.2.) A road crossing a stream hexside is not treated as a bridge, ferry or ford.
10.1 Pontoon Bridges
In the GCACW Standard Rules, bridges built during the game are called "pontoon bridges" to distinguish them from the "fixed bridges" printed on the map. Also, in all GCACW games except SLB (see below), a player who wishes to build a bridge must roll one die; a bridge is not built automatically.
Note: The bridge-building rules that come with SLB (see SLB 10.0) are in effect, including for major river bridges. These rules are not modified by the GCACW Standard Rules.
Building Pontoon Bridges
Eligible infantry units can attempt to build pontoon bridges.
Note: In some GCACW games, building a bridge over a major river was prohibited, but under the Standard Rules this becomes possible. Also, under the Standard Rules a bridge can always be built at a ford.
In step 1 of the recovery phase, only infantry units that meet all of the following conditions are eligible to build a pontoon bridge.
- Fatigue level is 0.
- Combat strength is 5 or more. Exception: in SIV, combat strength 3 or more.
- It is in a hex containing a major or minor river hexside without a bridge/dam.
Exception: Confederate units can attempt to bridge major rivers only in OTR and GTC. Union units can attempt to bridge major rivers in all GCACW games except SIV.
- It has not entrenched, or repaired a bridge or ferry, in the same recovery phase.
- When bridging a minor river, the player must have an unused minor river bridge marker. Exception: in SJW, HCR, RTG and SIV there is no limit to the number of minor river bridge markers in the game. The player can build as many minor river bridges as he wishes.
- When bridging a major river, the player must have an unused major river bridge marker.
In OTR and GTC, the Union and Confederate players' minor river bridge markers are limited to 8 and 4 respectively. In games in which one or both players can bridge major rivers, the number of major river bridge markers is limited to 1 each.
Note: The bridge rules that come with SLB limit the Union player's major river bridge markers to 2, and this SLB limit is still in effect.
If the number of bridge markers included in the game is limited and all markers of a given type are in use, the player cannot build that type of bridge until one or more markers become available through dismantling or destruction (see 10.2).
Note: In SJW, HCR and RTG, the Union bridge markers are not distinguished into major river bridges and minor river bridges. In these three games, players can borrow major river bridge markers from other games, or designate one of the markers as a major river bridge marker.
Pontoon Bridge Restrictions
- Cavalry/artillery units and commanders cannot build bridges.
- A bridge cannot be built across a stream hexside.
- A bridge cannot be built if one of the two hexes the bridge would connect contains one or more enemy units whose combined combat strength is 5 or more. A bridge can be built into a hex containing one or more enemy units whose combined combat strength is 4 or less.
Exception: In SIV, a bridge cannot be built if one of the two hexes the bridge would connect contains one or more enemy units whose combined combat strength is 3 or more. A bridge can be built into a hex containing one or more enemy units whose combined combat strength is 2 or less.
- One eligible unit can attempt to build at most one bridge per recovery phase, but can attempt to build a bridge more than once during the game - even in the same hex.
- At most one infantry unit per hex can attempt to build a bridge in step 1 of each recovery phase.
- At any time, at most one bridge (of any type) can exist on a hexside.
- Units cannot build bridges in a rain turn.
Building Pontoon Bridges (Procedure)
In step 1 of the recovery phase, for each unit eligible to attempt to build a bridge, the owning player follows this procedure:
Exception: In SLB, bridges are not built by the following procedure. The bridge rules that come with SLB are in effect.
- Identify the hexside across which the bridge is to be built.
- Roll one die and modify the result if necessary (see below).
- 5 or less: If the modified die is 5 or less, the bridge is successfully built. Immediately place the appropriate bridge marker (major river or minor river) of the building player's army on that hexside, with one end of the bridge symbol pointing toward the unit that built it and the other toward the hex across the river.
- 6 or more: If the modified die is 6 or more, the bridge is not built. An attempt to build a bridge across that hexside cannot be made until a later turn.
Die modifications for building: If the following conditions are in effect, the pontoon bridge building die is modified (modifications are cumulative):
- -3: When the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate capital (OTR N0627/GTC S3626).
- +1: When the river to be bridged is impassable at that time (see 12.0).
- +1: When bridging between OTR S3409 and OTR S3509 (Barrett's Ferry).
- +2: When the river to be bridged is a major river.
- +1: When there is no ford or ferry (or destroyed fixed bridge or ferry) through the hexside to be bridged - but a road or pike or railroad exists in both hexes.
- +2: When only one of the two hexes to be connected has a road, pike, trail or railroad.
- +3: When neither of the two hexes to be connected has a road, pike, trail or railroad.
Note: If a pontoon bridge is successfully built, and both hexes connected by that bridge have a road, pike, trail or railroad, the bridge is considered to have a road (not a pike) crossing it. Otherwise, the bridge is not considered to have a road crossing it.
SJW/SLB Chatham Bridge: In SJW, the Chatham Bridge (S4328-S4427) is considered a Union pontoon bridge even though it is printed on the map. The GCACW Standard Rules apply to its dismantling and destruction (see 10.2), and to rebuilding it if destroyed or dismantled. The GCACW Standard Rules apply in preference to the rules concerning the Chatham Bridge that come with SJW (see SJW 19.0). In SJW the Chatham Bridge does not count toward the limit of one major river bridge for the Union player. In SLB the Chatham Bridge is considered destroyed at the start of the game.
Confederate pontoon bridges in RTG: In the RTG advanced game, all the Confederate pontoon bridge rules (see RTG 23.0) remain in effect.
10.2 Destruction of Bridges and Ferries
In the GCACW Standard Rules, the bridge/ferry destruction and dismantling rules take precedence over the rules of all GCACW games, including the SIV advanced game (see SIV 23.1). (The following rules are the same as those of OTR.) In all games, fixed bridges, pontoon bridges and ferries can be destroyed, but fixed bridges/ferries are harder to destroy than pontoon bridges.
Destruction of Pontoon Bridges
When a player builds a pontoon bridge, that player "owns" it. Enemy units cannot cross the bridge in a march, retreat or advance after combat, and cannot attack across it. The bridge exists until an enemy unit with a combat strength of 5 or more (or 3 or more in SIV) ends a march, retreats, or advances after combat in one of the two hexes connected by the bridge. At that moment the bridge is immediately removed. ZOC extends across a bridge that has not been destroyed as normal.
Dismantling
At any time during a march, if the activated unit is in one of the two hexes connected by a friendly pontoon bridge, the phasing player may "dismantle" that bridge. If he does, the bridge marker is removed. This requires no MP, and the activated unit can then continue its march.
Destruction of Fixed Bridges and Ferries
If an infantry unit with a combat strength of 5 or more (3 or more in SIV) ends a march in one of the two hexes connected by a fixed bridge, or if an infantry or cavalry unit regardless of its combat strength ends a march in one of the two hexes connected by a ferry, the phasing player may attempt to destroy that bridge/ferry. One unit can make at most one bridge/ferry destruction attempt per turn. However, with different units the player can attempt to destroy the same bridge/ferry any number of times in one turn.
Exception: If there is an enemy unit in one of the two hexes connected by the bridge/ferry, the phasing player cannot attempt to destroy it. Also, if one of the two hexes connected by the bridge/ferry is in an enemy ZOC - including limited ZOC - and no friendly unit is in that ZOC, the phasing player cannot attempt to destroy it. Finally, some fixed bridges cannot be destroyed (see below).
Dams and fords: Dams and fords cannot be destroyed.
Fixed bridge/ferry destruction procedure: When attempting to destroy a fixed bridge or ferry, the player rolls one die. (This die may be modified: see below.)
- Bridge: If the modified die is 2 or less, the fixed bridge is "destroyed." If the modified die is 3 or more, the attempt to destroy that fixed bridge fails.
- Ferry: If the modified die is 1 or less, the ferry is "destroyed." If the modified die is 2 or more, the attempt to destroy that ferry fails.
If a fixed bridge/ferry is destroyed, immediately place a "Destroyed" marker on that hexside. If the attempt fails, the player may attempt to destroy the bridge/ferry as many times as he wishes, as long as one unit does not make more than one destruction attempt per turn.
Note: SJW, HCR, RTG and SLB have no Destroyed markers. Players may borrow Destroyed markers from other games if they have them, or make their own markers.
Destruction die modifications: When a player attempts to destroy a fixed bridge or ferry, the die is modified if the following conditions are in effect (modifications are cumulative):
- -2: When the Confederate player attempts to destroy a ferry.
- -1: When both hexes connected by the bridge/ferry are not in an enemy ZOC (including limited ZOC).
- -1: When the activated unit spent a single march only in a hex connected by the bridge or ferry, and neither moved nor attacked in that march.
- +2: When the phasing player attempts to destroy the C&O Canal Aqueduct (HCR W4126). Note that under the GCACW Standard Rules this aqueduct is considered a bridge, not a ford.
Indestructible bridges: The following fixed bridges cannot be destroyed:
- Chain Bridge (SJW N5809; HCR E0932)
- Aqueduct Bridge (HCR E1233)
- Patterson Viaduct (HCR 2712)
- Thomas Viaduct (HCR E2714)
- Frederick Junction RR Bridge (HCR W4317; RTG S2428)
- Long Bridge (Alexandria map extension)
- Hunting Creek Bridge (Alexandria map extension)
C&O Canal Aqueduct: In the HCR advanced game, the GCACW Standard Rules' fixed bridge destruction rules are used in preference to the rules for destroying the C&O Canal Aqueduct (see HCR 22.0).
Effects of Destroyed Fixed Bridges/Ferries
If a fixed bridge or ferry over a minor river is destroyed, the hexside where that fixed bridge/ferry existed is treated as a ford. (In a rain turn, ZOC does not extend across a destroyed bridge/ferry hexside.) If a fixed bridge or ferry over a major river is destroyed, that place is not treated as a ford.
Exception: If Snicker's Ferry or Berry's Ferry on the Shenandoah River is destroyed, that hexside is treated as having a ford through it.
10.3 Repair of Fixed Bridges and Ferries
The following GCACW Standard Rules for repairing fixed bridges and ferries (the same content as OTR) apply to all GCACW games.
Note: These rules take precedence over the SIV repair rules (see SIV 23.2). In SIV, Union and Confederate units can attempt to repair bridges and ferries following the GCACW Standard Rules procedure.
In step 1 of the recovery phase, an infantry unit that meets all of the following conditions is eligible to repair a fixed bridge/ferry:
- Fatigue level is 0.
- Combat strength is 5 or more. Exception: in SIV, combat strength must be 2 or more.
- It is in a hex containing at least one destroyed bridge or ferry hexside.
- It has not entrenched or built a pontoon bridge in the same recovery phase.
- In SIV, the Union player can attempt to repair only bridges or ferries in a county the Union player currently controls (see SIV 22.1).
Repair Restrictions
- Cavalry/artillery units and commanders cannot repair bridges or ferries.
- If one of the hexes connected by the bridge/ferry contains one or more enemy units with a total combat strength of 5 or more (2 or more in SIV), the fixed bridge or ferry cannot be repaired. If the total combat strength of those enemy units is 4 or less (1 or less in SIV), it can be repaired.
- Each player can make at most one repair attempt per recovery phase.
- Repairs cannot be made in a rain turn.
Repair Procedure
In the recovery phase, an eligible unit can attempt to repair a fixed bridge/ferry by the following procedure:
- Identify the hexside to be repaired.
- Roll one die and modify the result if necessary (see below).
- Fixed bridge: If the modified die is 3 or less, the bridge is repaired. Remove the Destroyed marker and the bridge functions again. If the modified die is 4 or more, the repair attempt fails.
- Ferry: If the modified die is 5 or less, the ferry is repaired. Remove the Destroyed marker and the ferry functions again. If the modified die is 6 or more, the repair attempt fails.
Repair die modifications: The die for repair is modified if the following conditions are in effect (modifications are cumulative):
- +1: The river on which the fixed bridge or ferry is located is currently impassable (see 12.0).
- +2: The river on which the fixed bridge or ferry is located is a major river.
SLB Chatham Bridge: In SLB, the Chatham Bridge (4328-4427) cannot be repaired, but the Union player may build a bridge on that hexside following the normal SLB bridge rules (see SLB 10.0).
11.0 Demoralization
A unit that receives an "R" result in combat is assigned a Demoralized -1 marker (or an existing Demoralized -1 marker is flipped to its Demoralized -2 side). A unit that receives an "R*" result in combat is assigned a Demoralized -2 marker. Commanders are never demoralized. A demoralized unit can be activated as normal, but its ability to attack is lower than normal.
Effects of Demoralized -1
A unit holding a Demoralized -1 marker is affected as follows:
- Its combat strength when attacking is halved. Fractions are rounded down. (Exception: if a unit with a combat strength of 1 or 1/2 holds a Demoralized -1 marker, its combat strength when attacking is 1/2.) Its combat strength when defending is the same as normal.
- Its artillery value becomes 0 when attacking and when defending.
- While not activated, it cannot contribute to achieving a flank attack bonus.
- It cannot be chosen to take part in a general assault.
Effects of Demoralized -2
A unit holding a Demoralized -2 marker is affected as follows:
- Its combat strength when attacking becomes 1. (Exception: if a unit with a combat strength of 1 or 1/2 holds a Demoralized -2 marker, its combat strength when attacking is 1/2.) Its combat strength when defending is the same as normal.
- Its artillery value becomes 0 when attacking and when defending.
- While not activated, it cannot contribute to achieving a flank attack bonus.
- It cannot be chosen to take part in a general assault.
- If any unit in the hex being attacked holds a Demoralized -2 marker, 1 may be subtracted from the defender's combat die (see 7.4).
Removal of Demoralization Markers
A demoralization marker stays on the unit to which it was assigned wherever that unit moves. However, if the unit's fatigue level is 0 or 1, in step 3c of the recovery phase the unit's Demoralized -1 marker is removed (or the Demoralized -2 marker is flipped to its Demoralized -1 side).
12.0 Rain
Rain is a random event in all GCACW games. Even under the GCACW Standard Rules, the effects of rain apply only in the advanced game in some games (SJW, HCR, RTG and SLB), and in both the basic game and the advanced game in the others (SIV, OTR and GTC). The GCACW Standard Rules also do not change the method of determining whether it is raining. Use the Random Events table that comes with each GCACW game unchanged, as in that game's rules. Also note that in a rain turn units cannot make entrench actions, nor entrench in the recovery phase.
Rain
The Random Events table contains 4 kinds of "rain" results:
- Rain (current): The rain rules are in effect throughout that turn. Place a Rain marker in the current turn box of the turn track.
- Rain (current +1): The rain rules are in effect throughout that turn and the next turn. Place Rain markers in the current turn box and the next turn box of the turn track.
- Rain (current +2): The rain rules are in effect throughout the current turn and the following 2 turns. Place Rain markers in the current turn box and the following 2 turn boxes of the turn track.
- Rain (current +3): The rain rules are in effect throughout the current turn and the following 3 turns. Place Rain markers in the current turn box and the following 3 turn boxes of the turn track.
Note: If a multi-turn rain result occurs when the turn track already has one or more Rain markers, place additional markers on the turn track only if the new rain result extends the period of rain into a period in which no Rain marker was previously placed. For example, if the result on turn 6 was "Rain (current +2)," place Rain markers in the turn 6, 7 and 8 boxes of the turn track. If the result on turn 7 is "Rain (current +1)," no additional Rain marker is placed because the new result does not extend the period of rain. However, if the result on turn 7 is "Rain (current +2)," a Rain marker is added in the turn 9 box because the period of rain has been extended.
Effects of Rain
Temporary swamps: Temporary swamps function as swamps in rain turns. If a rain event occurs while a unit is in a temporary swamp hex with no road, pike or railroad, that unit's fatigue level increases by 1 and its strength marker becomes disorganized. (If it was already disorganized, it suffers no further effect.) It must also immediately be moved to an adjacent hex containing no enemy units. This special movement requires no activation and no expenditure of MP. It cannot move into an enemy ZOC unless there is no hex that is not an enemy ZOC. It also cannot move into another swamp hex, or across a major/minor river hexside with no bridge or ferry. If there is no hex to which it can move, the unit is eliminated and VP result from it.
Zones of control: In a rain turn, ZOC does not extend across a ford or a destroyed bridge/ferry hexside. It also does not extend across a stream hexside with no road, pike, railroad or trail (except when at least one of the two hexes on either side of the stream hexside is a town hex).
Attacks: In a rain turn, the attacker subtracts 1 from the die of all combats. In a rain turn, attacks cannot be made across a ford or a destroyed bridge/ferry hexside. In a rain turn, attacks cannot be made except across a stream hexside crossed by a road, pike, trail or railroad (or a stream hexside for which at least one of the two hexes on either side is a town hex). In a rain turn, when an attack is made across a stream hexside, the defender receives a +2 modification to the combat die (instead of the normal +1 modification).
Movement: In a rain turn, when a unit moves across a road or railroad hexside, it expends 2 MP (instead of 1). In a rain turn, when a unit moves across a pike hexside, it expends 1 1/2 MP (instead of 1). In a rain turn, when a unit enters a mountain hex across a hexside crossed by a trail, it expends 3 MP rather than 2; in a rain turn, when a unit enters a non-mountain hex across a hexside crossed by a trail, it expends 2 MP rather than 1. In a rain turn, the cost of entering all primary terrain without a road, pike or railroad increases (see the Terrain Chart).
Rivers and streams: In a rain turn, units can cross minor and major rivers only at bridge, dam and ferry hexsides, and cannot cross at fords or destroyed bridges/ferries. In a rain turn, units can cross streams only across a road, pike, railroad or trail hexside. Exception: units can always cross a stream hexside for which at least one of the two hexes on either side is a town hex.
Bridges: In a rain turn, units cannot build or repair bridges.
Entrenchments: In a rain turn, units cannot entrench.
† River Crossing
In a rain turn, units cannot use fords to cross a major or minor river hexside. Also, a rain result on the Random Events table makes fords unusable in the period after the rain turn as well. Each time a rain result occurs, the player places "Major River Impassable" and "Minor River Impassable" markers on the turn track. (If they are already on the turn track, advance them a number of boxes.)
Note: If the game being played does not include one or both of these markers, players can borrow them from OTR or GTC or make their own.
The placement and movement of these two kinds of markers on the turn track is determined according to the type of rain result and the game being played. In every game, when a rain result occurs, consult the following table to determine the minor river rain number.
Minor River Rain Number Table
| Rain event | OTR | SIV | Others |
|---|---|---|---|
| Rain (current) | 1 | 0 | 0 |
| Rain (current +1) | 2 | 1 | 1 |
| Rain (current +2) | 4 | 3 | 2 |
| Rain (current +3) | 6 | n/a | n/a |
Place a Minor River Impassable marker on the turn track a number of boxes ahead of the current turn equal to the minor river rain number. If a Minor River Impassable marker is already on the turn track, advance it a number of turns equal to the rain number. When the rain number is 0, no Minor River Impassable marker is placed on the turn track.
Major River Rain Number Table
| Rain event | OTR | SIV | Others |
|---|---|---|---|
| Rain (current) | 1 | 1 | 1 |
| Rain (current +1) | 3 | 3 | 2 |
| Rain (current +2) | 6 | 5 | 3 |
| Rain (current +3) | 9 | n/a | n/a |
Place a Major River Impassable marker on the turn track a number of boxes ahead of the current turn equal to the major river rain number. If a Major River Impassable marker is already on the turn track, advance it a number of turns equal to the rain number.
Note: Under the rules that come with RTG, rain affects major river crossings only on the Potomac River (see RTG 14.0). Under the GCACW Standard Rules, all major rivers in RTG are affected by rain.
Effects of Impassability
When a Major River Impassable marker is on the turn track, from the current turn through the turn in which the marker is placed, units cannot cross a major river at a ford in movement, retreat or advance after combat. When a Minor River Impassable marker is on the turn track, from the current turn through the turn in which the marker is placed, units cannot cross a minor river at a ford or destroyed bridge/ferry in movement, retreat or advance after combat. When a ferry is used to cross a minor river that is impassable at that time, the unit must pay the normal ferry movement point penalty (strength divided by 3; see 6.2). A marker is removed at the end of the turn in which it is placed.
Conversion of Set-ups
The Standard Basic Game Rules use the new fatigue and recovery rules introduced with Stonewall in the Valley, the fourth game of the series. Therefore, for the first three games of the series (SJW, HCR and RTG), set-ups of scenarios in which units start with a fatigue level other than 0 should be modified. The conversion of fatigue levels in set-ups is given in the following table.
SJW, HCR, RTG
| State as published | State under the Standard Basic Game Rules |
|---|---|
| Fatigue level 0 | Fatigue level 0 (normal) |
| Fatigue level 1 | Fatigue level 0 (exhausted) |
| Fatigue level 2 | Fatigue level 1 (exhausted) |
If a unit is disorganized in the original set-up, it is placed disorganized.
Exception: In RTG scenario 1 (First Day at Gettysburg), Reynolds' wing is marching at dawn on July 1, just before the start of the scenario. In this scenario the Union 1st Corps and 11th Corps begin at fatigue level 1 (normal) rather than the fatigue level 0 (exhausted) described above.
For those interested in how this set-up conversion is determined, it is very simple. Add 2 to the fatigue level in the set-ups of these three games. The result is the unit's fatigue level at the end of the previous turn (before the recovery phase). The new recovery rules are applied to this to determine the state in the Standard Basic Game.
Scenario Balance Adjustments
The first 4 games of the series were released more than five years ago and have been played repeatedly in GCACW tournaments. Through these tournaments much more information about the play balance of the scenarios has been gathered than was available before the games were released. We have prepared suggestions for VP adjustments that balance the Union and Confederate players in these games' scenarios. These adjustments are summarized below. Note that some scenarios have not been played in tournaments, and scenarios not listed here simply have no balance suggestion at present. (This does not mean those scenarios are perfectly balanced.) All adjustments are listed as VP that should be added to the Union player for proper balance.
STONEWALL JACKSON'S WAY
- Ceder Mountain: +7***
- Lee vs. Pope: +45
- Stuart's Raid: balanced
- Jackson's March: +2***
- From the Rappahannock to Bull Run: +30
HERE COME THE REBELS!
- South Mountain: balanced
- Harper's Ferry - Crampton's Gap: +8***
- McClellan's Opportunity: +2
- The Baltimore Raid: balanced
- The Battle for Washington: +15
ROAD TO GETTYSBURG
- First Day at Gettysburg: +2
- Meade Moves North: +3***
STONEWALL IN THE VALLEY
- McDowell: +6
*** For scenarios marked with an asterisk, it is recommended to use the revised scenarios published on the GCACW website (http://www.gcacw.com).
Retreat Tables
Each time a unit retreats 1 hex, check Retreat Table 1 or 2 (see 7.6). The unit must retreat into a hex that fits the "type of retreat" with the lowest "priority number."
Retreat Table 1
The player must use Retreat Table 1 in the following situations:
- The first hex entered in a normal retreat
- The first 4 hexes entered in a rout or cavalry retreat
- When the retreating unit leaves an enemy ZOC in a retreat, rout or cavalry retreat
| Priority number | Strength loss* | Type of retreat |
|---|---|---|
| 1 | 0 | Retreat through a road, pike, trail or railroad into a hex farther from the activated enemy unit than the hex being left. The hex must not be in an enemy ZOC or contain enemy units. |
| 2 | 0 | Retreat not through a road, pike, trail or railroad into a hex farther from the activated enemy unit than the hex being left. The hex must not be in an enemy ZOC or contain enemy units. |
| 3 | 0/1† | Retreat into a hex not farther from the activated enemy unit than the hex being left. The hex must not be in an enemy ZOC or contain enemy units. |
| 4 | 0/1‡ | Retreat into a hex that is in an enemy ZOC but contains no enemy units, and that is farther from the activated enemy unit than the hex being left. |
| 4 | 1/2‡ | Retreat into a hex that is in an enemy ZOC but contains no enemy units, and that is not farther from the activated enemy unit than the hex being left. |
| 5 | 3 | Retreat into a hex containing enemy units. |
Retreat Table 2
The player must use Retreat Table 2 in the following situations:
- The 2nd, 3rd or 4th hex entered in a normal retreat without leaving an enemy ZOC
- The 5th or 6th hex entered in a rout or cavalry retreat without leaving an enemy ZOC
| Priority number | Strength loss* | Type of retreat |
|---|---|---|
| 1 | 0 | Retreat that does not enter an enemy ZOC or a hex containing enemy units. |
| 2 | 0/1‡ | Retreat into a hex that is in an enemy ZOC but contains no enemy units. |
| 3 | 3 | Retreat into a hex containing enemy units. |
Notes on the application of Retreat Tables 1 and 2:
* A cavalry unit suffers no strength loss in a cavalry retreat even if it retreats into a hex for which the retreat table requires a strength loss. Exception: if it retreats into a hex containing enemy units, it is eliminated.
† In the case of a retreat or rout along a road, pike, trail or railroad, use the number to the left of the slash as the strength loss. Otherwise use the number to the right of the slash.
‡ In the case of a retreat or rout along a road, pike, trail or railroad, or into a hex containing friendly units, use the number to the left of the slash as the strength loss. Otherwise use the number to the right of the slash.
Ignoring retreat priority: If the elimination of a retreating unit cannot be avoided, the retreat priority can be ignored once during that retreat. In such a case the unit may retreat using any type of retreat on the appropriate tables - even if it is not the lowest priority number.
Standard Rules companion: the Japanese translation file does not reproduce the Terrain Chart, the Extended March Table, the Combat Strength (strength ratio) Table or the Combat Results Table that the text above refers to; only the Retreat Tables are included. The Japanese translation is credited at its end as translated into Japanese from "The Great Campaigns of the American Civil War Series, The Standard Rules (Version 1.0 rev. 1.1, Apr. 11, 2002)".