By Swords and Bayonets
By Swords and Bayonets Rulebook
Table of Contents
Table of Contents
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- 1.0 Introduction
- 2.0 Components and Terminology
- 3.0 Sequence of Play
- 4.0 The Command System
- 5.0 The Activation System
- 6.0 The Orders System
- 7.0 Facing and Refusal
- 8.0 Stacking and Extension
- 9.0 Movement
- 10.0 Fire Combat
- 11.0 Shock Assault
- 12.0 Combat Results
- 13.0 Combat Effectiveness and Rally
- 14.0 Special Units
- 15.0 Engineering
- 16.0 Night
- 17.0 Fatigue [Optional]
- Battle Book: By Swords and Bayonets
1.0 Introduction
The Great Battles of the American Civil War (GBACW) system allows gamers to simulate American Civil War era battles on a regimental level, using mechanics that concentrate on the use, effects and personalities of battlefield command, as well as the tactical difficulty in maneuvering such large numbers of troops and bringing them to bear on the enemy.
Each game in the system uses this base set of Series Rules. However, each battle also contains additional rules, and typically some changes to the Series Rules, which allow us—and you—to simulate the specifics and peculiarities of each battle. Battle Book rules take precedence over Series Rules. Each game in the system has its own set of components.
Developer's Note: The 2024 Series Rules includes numerous editorial changes and clarifications. The developers thank all the many GBACW players whose comments and questions since 2019 have helped improve this document.
The relatively few significant rules changes or clarifications are noted with a minie ball icon in the margin of the printed rules. To aid readability, updates and clarifications are indicated in blue text in the printed rules.
2.0 Components and Terminology
2.1 The Game Maps
The maps depict the battlefields, covered by a hexagonal grid that is used to regulate movement and combat. The different types of terrain featured on the map, such as Woods, Streams, Roads, etc., are explained in these rules.
2.2 Counters
Three types of counters are in the game: combat units, leaders, and informational markers.
2.21 Combat Units. Combat Counters are infantry, cavalry, or artillery. In addition, cavalry may have two types of counters: mounted and dismounted. Each combat unit is rated for Weapon Type, and, reading across the bottom of the counter, Combat Strength (Fire Strength for Artillery), Cohesion Rating, and Movement Allowance. Artillery Combat Strengths are bracketed to show they are used for Fire only.
Each counter also shows the unit's parent organization, usually its brigade, division, and corps.
The individual units are color-coded so that they can be identified by brigade. The color of the top band identifies the division to which that unit belongs; the colored Cohesion box identifies the brigade within that division to which the unit belongs. The designation on the right side of the counter indicates the brigade/division/corps to which that unit belongs.
The reverse of all combat units is their Disordered side, indicated by a Disorder icon (or a stripe in Gringo! and its expansions). The values and ratings for Disordered units are lower, except for the Combat Strength, which remains the same. Artillery values remain the same in Gringo!, Churubusco, and Battles with the Gringos. Artillery Movement Allowance remains the same in Twin Peaks, Death Valley, and Into the Woods.
Horse Artillery Movement Allowance is printed in yellow with a black outline as a reminder.
2.22 Leaders. There are four levels of leaders: brigadiers (AKA brigade leader), division leaders, corps commanders, and army commanders [4.1].
2.23 Activation Markers (AM). These markers (usually three or four for each division) represent the mechanic the game uses to determine who goes, and when [see 5.0].
2.24 Informational Markers. These include corps Efficiency Markers (EMs), Orders markers, Step Loss markers to record combat losses, Extended Line markers, markers related to special events, and other similar indicators of status. Use of markers is explained throughout the rules.
2.3 Charts and Tables
The game provides several charts and tables, all used to resolve actions and/or list applied effects. These are discussed throughout the rules in detail.
2.4 Game Scale
2.41 Unit Scale. Most infantry units are regiments, but some units called battalions are included. Cavalry is also by regiment, although many cavalry regiments are divided into two or even three battalions.
Artillery units are mostly batteries (usually of four to six guns each); however, where the guns within the battery were not uniform in caliber, each gun type is represented by a "section." In some games, same caliber guns within a battery may also be divided into sections. Each infantry or cavalry combat Strength Point represents 50 men, and each artillery Strength Point is one gun.
2.42 Map Scale. See the individual game's Battle Book.
2.43 Time Scale. Each turn encompasses about one hour of real time. The game uses a military (0100-2400) clock. For example, 1600 is four o'clock in the afternoon. Exception: Turns in Twin Peaks are 45 minutes, and Into The Woods uses 12 hour standard time.
2.5 The Die
The game includes one ten-sided die that is used to resolve certain game functions. The 0 is read as zero, not 10.
2.6 The Universal Disorder Die Roll
During play, you will often perform a Universal Disorder Die roll (UDD) to determine the outcome of certain situations. When a unit is required to undergo a UDD, the owning player rolls one die and compares the result to that unit's Cohesion Rating:
- If the result is the same as or lower than the unit's Cohesion Rating, the unit passes, usually without penalty.
- If the result is higher than the unit's Cohesion Rating, the unit fails, and a penalty usually applies.
Note: UDDs are not actions [3.0 III/C/3].
2.7 Terminology
The following words, abbreviations and phrases are used throughout the rules.
Activation: The game mechanic whereby the player determines which of his units is going to undertake movement, fire, etc.
Advance: Occupying an enemy hex vacated due to Fire or Shock. Advance is distinguished from Movement, but affected by terrain, particularly when the advancing unit may Advance beyond the vacated hex [11.46, 11.47, 12.6].
AM (Activation Marker): A chit (one to four for each division) placed in the AM Pool and used in the Activation mechanic.
AM Pool: An opaque container used to hold AMs and other markers for both players.
Base Elevation: The actual elevation of the ground in the hex irrespective of other terrain such as Woods or Towns.
Charge: A Charge is a form of Shock combat in which movement creates much of the effect. There are two types of Charge: Infantry [11.21] and Cavalry [11.5].
CI (Combat Ineffective): A term referring to a formation severely degraded by casualties and disorganization [13.2, 13.3].
Cohesion Rating: The measure of a combat unit's morale, training, regimental-level command, equipment, and esprit de corps, all of which affect how well that unit can fight and what happens to it after taking losses.
Command: A group of units commanded by a leader. This can be a brigade, a division, or a corps.
Commander: A term for the corps and Overall Commanders.
Command Range: The maximum distance: 1) a combat unit may be from its leader to be In Command, or 2) a subordinate leader can be from his superior to be in the Chain of Command [4.15].
Disordered: A loss of unit cohesion—flip the counter to its reverse (Disordered) side and use those values.
DRM: Die Roll Modifier, a numerical adjustment to whatever die roll is being undertaken.
Efficiency: A game mechanic that determines how often during a single turn the divisions in a corps can be activated.
EM: Efficiency Marker [5.0, 5.21].
Fire: The use of small arms and cannon to inflict casualties on the enemy.
Fire Arc: Those hexes into which a unit can fire [7.34, 10.16].
Green: New, untried units [14.1].
Initiative: Gives the designated player a choice of which AM to start a turn with, before AMs are drawn.
Leader: A term for all leaders in the game, but also used for division and brigade leaders when contrasting them with corps and army commanders.
LOF: Line of Fire [10.21].
LOS: Line of Sight [10.21].
Movement: Changing a phasing unit's position to a contiguous hex or series of contiguous hexes. Exceptions: Advances [12.6] and Retreats [12.4], whether voluntary or involuntary. Changing Facing [7.2] and Mounting/Dismounting are not Movement, despite using Movement Points [9.12].
MA: Movement Allowance, measured in Movement Points (MPs), is the capacity of a leader or unit to move/act.
MPs: Movement Points [9.12].
OC: Overall Commander [4.11].
Orders: The type of Orders a command is under determines what the units in that command may do.
Phasing Player: The player whose units are activated and moving/attacking. His opponent is the non-phasing player.
Pivot: The way an Extended Line changes facing [8.4].
Retreat: Exiting an occupied hex due to the effects or threat of Fire or Shock. Retreat is distinguished from Movement, but affected by terrain [9.63, 11.33, 12.4].
Section: Counters for artillery sections in GBACW are sometimes the historical commands. More often, they represent the guns of a particular type (whatever the number) in batteries that include multiple gun types [2.41].
Shock: Hand-to-hand combat in which the main weapon is the weight (and spirit) of the formation. The object is to dislodge the enemy from its position, disrupt it, demoralize it, and, hopefully, put it to flight.
SP: Strength Point.
Stationary units: any unit or part of an Extended Unit that is not currently moving, retreating, advancing, or retracting.
Terrain: Features of and on the land as defined by the Terrain Effects Chart or in the Battle Book.
UDD: Universal Disorder Die Roll [2.6].
VP: Victory Point
2.8 Questions?
For ongoing online support of this game, the GBACW Facebook Group has grown into a major resource, with over 1800 members, including a number of GBACW designers and developers.
The GBACW design team can also be found, along with most of the rest of the GMT designers and developers, on Consimworld's discussion boards, at www.consimworld.com. We heartily recommend this site to anyone interested in wargaming.
3.0 Sequence of Play
The Sequence of Play is the order in which you perform the functions the rules describe.
General Overview of Play: After determining Efficiency, and giving Orders to eligible brigades, the player with the Initiative (determined by die roll at the start of the turn) chooses which division he wants activated to start the turn. In the Activation Phase, brigades may change Orders and units Move, Fire, Shock, etc., based on their Orders. After the Initiative Player undertakes actions with his chosen command, commands are then activated by blindly drawing an AM from the AM Pool. This continues until all AMs have been drawn. After the Activation Phase, some housekeeping steps are performed, and the turn ends.
The Sequence of Play
I. Initiative Segment
Players roll a die to determine who has the Initiative for that turn [5.1].
II. Orders Segment
A. Determine Chain of Command Phase. Determine if division leaders, brigade leaders, and individual units are within their Chain of Command [4.2].
B. Activation Efficiency Determination Phase. Each player picks Efficiency Markers to determine the Efficiency of each of his corps. He uses this Efficiency to see how many AMs the divisions of that corps receive that turn [5.2 and 5.4].
C. Division Orders Phase. Players with a Chain of Command from brigade leaders to corps commanders may change the Orders of any brigade in that chain.
D. Reinforcement Orders Phase. Give Orders to all reinforcements scheduled to arrive that turn.
E. Reserve Placement Phase. Commands may be placed In Reserve [6.3].
F. Engineering Phase. Place build markers to indicate Breastwork construction.
III. Activation Segment
A. Initiative Activation Choice. The player with the Initiative chooses which AM he will activate to start the turn.
B. AM Pool Placement. All AMs available from II/B for both sides, except the one selected for the Initiative Activation [3.0 III/A], are now placed in the Pool (an opaque container).
C. Activation. The command selected in III/A activates first. Thereafter, either player draws an AM from the Pool. The AM drawn determines which command is now active and able to undertake various actions. An active command may do the following:
- CHANGE ORDERS PHASE. The player may attempt to change the Orders of activated brigade leaders by die roll, using the Brigade Orders Change Table.
- BRIGADE COORDINATION PHASE. The player may attempt to activate all brigades in the division simultaneously by die roll using the Brigade Coordination Table.
- ACTION PHASE. Each unit in an activated brigade may undertake one of the two actions below if not assigned to Construction, or it may do nothing.
- Move and/or Fire; or
- Resupply Ammo [Optional for small arms units] and Rally Disordered units.
Eligible units may Shock after the brigade's units have undertaken all desired actions. Each brigade in that division completes all actions before the next brigade goes. (Exception: Brigade Coordination.)
When the selected division has finished, one of the players blindly draws a new AM from the AM Pool. If none remain, go to IV.
IV. End of Turn Segment
A. Commander Movement Phase. All corps and Overall Commanders may move. This is the only time in the turn they may voluntarily do so.
B. Replacement/Recovery Phase.
- Replace any eliminated leaders.
- Undertake In-Reserve activities [6.35] and automatic Rally or Fatigue reduction [17.42].
- Remove commands from Reserve status, if so desired. Assign Advance or Attack orders to commands removed from Reserve.
- Eliminate all artillery with an Abandoned 2 marker.
- Flip Abandoned guns markers from Abandoned 1 to Abandoned 2.
- Replace Construction markers with Breastwork markers if construction is finished.
C. Combat Effectiveness Phase. Players check to see if any brigades or divisions are Combat Ineffective.
D. Turn Record Phase. Advance the Turn marker one space on the Turn Track and begin a new turn. If the new turn begins past 0000, move the Day marker to the next day.
4.0 The Command System
There are four levels of command in most GBACW games: army, corps, division, and brigade. Each command is represented by a leader (brigade/division) or commander (corps/army). One of the premises of the game system is that units operate better when communications are maintained, in the form of a Chain of Command.
4.1 Commanders and Leaders
4.11 Overall (Army) Commanders (OC) are the generals in command of the battle (e.g., at Gettysburg, Lee and Meade). They have four stars on their counters. An OC has two ratings on his counter: Initiative Rating and Command Range.
INITIATIVE RATING: This rating is used to:
- Affect the Initiative Die Roll; and
- Increase the corps Efficiency of that number of corps commanders, if eligible [5.22].
COMMAND RANGE [4.15].
4.12 Corps Commanders have three stars on their counters. A corps commander has the following ratings on his counter: Efficiency Rating and Command Range.
EFFICIENCY RATING: A Modifier (e.g., +1) used to adjust division Efficiency [5.23].
4.13 Division Leaders have two stars on their counters. They command all brigade leaders in their division, and they are subordinate to their corps commander. They have the following ratings: Brigade Coordination, Command Range, and Activation Rating.
BRIGADE COORDINATION [5.34].
ACTIVATION RATING: A modifier (e.g., +1) used to adjust the number of Activations that division may undertake that turn [5.23].
4.14 Brigade Leaders are the leaders directly commanding combat units. They have one star on their counters. Brigade leaders have the following ratings: Action Profile, Command Range, and Orders Rating.
ACTION PROFILE: (A = Aggressive, N = Normal, C = Cautious, U = Unreliable) This rating is used when a "Loose Cannon" result occurs while changing Orders [see 6.24]. An Aggressive leader also may provide a DRM in Shock.
ORDERS RATING: A DRM used whenever the brigade wishes to change Orders, as needed [6.21].
4.15 Command Range. Command Range is measured in leader MPs and is always counted from the superior to the subordinate leader/unit, including the subordinate's hex but not the superior's hex. Command Range:
- May not be traced into/through a hex/hexside impassable for Leader Movement; and
- May not be traced through a hex adjacent to an enemy unit unless occupied by a friendly combat unit. This applies to all Command Ranges. See 5.36 for the effects of being Out of Command.
- May be extended through adjacent friendly units [4.22].
If a combat unit is adjacent to its leader it is automatically In Command, regardless of the intervening terrain hexside.
4.16 Brigade and Division Leader Movement Allowances. Leaders do not have their MA printed on the counter; it is ten (10) for all brigade and division leaders [9.33].
4.17 Corps and Overall Commander Movement Allowances. The MA for these leaders is 40. They may move only in the Commander Movement Phase, and if they use more than 10 MPs, their abilities are reduced in the upcoming turn [9.32].
4.18 Replacement Leaders and Commanders. The reverse side of a leader counter usually shows the leader who replaces him if he becomes a casualty. See 12.74.
4.2 Chain of Command
4.21 The Chain of Command can use up to four levels of command, from the Overall Commander (OC) to corps commanders to division leaders to brigade leaders.
PLAY NOTE: While the OC is part of the chain, he has little effect on play; you are the OC.
4.22 The Chain of Command is maintained through the Command Range of the leaders.
EXAMPLE: If a brigade leader is 3 MPs from his division leader (Command Range of 5), who is 5 MPs from his corps commander (Command Range of 6), then the Chain of Command is complete from that corps to that brigade.
Exception: If a combat unit is outside its brigade leader's Command Range but adjacent to a unit from the same brigade that is within Command Range, it is considered to be In Command. Likewise, if a combat unit is part of a chain of units, and at least one unit in the chain is in Command Range, then all units in that chain are In Command. Each unit in the chain must belong to the same brigade and must be adjacent to at least one other unit in its brigade. The same applies to units directly subordinate to a division or higher leader (i.e., if the unit is adjacent to another unit that is within range of their direct leader, it too is In Command).
4.23 Command status for Activation purposes and Engineering eligibility [15.11] is only checked during Step II/A of the Sequence of Play. Command status for orders purposes is checked during Step II/A and at the time of a Brigade Orders Change [6.2]. Units Out of Command at these times do not change orders. However, such units automatically change to the orders of their brigade if they are within Command Range when that brigade next activates.
PLAY NOTE: As units/commands under March Orders may move the equivalent of four Activations, they are, in effect, always considered to be In Command for Activation purposes [5.35].
4.3 Artillery Command
4.31 Artillery brigade leaders are treated as brigade leaders for purposes of Activation. All batteries assigned to that artillery brigadier may Move, Fire, etc., when activated.
4.32 Artillery assigned at division level may be attached to brigades in that division, one battery per brigade. Assign artillery during the Division Orders Phase [3.0 II/C] at the start of a turn. Command Range does not matter for such an assignment, but will for the number of times the artillery activates [5.36].
4.33 Certain battles have artillery commanders (corps-level officers) and large "Reserve" formations. The rules for their use are found in the individual Battle Books.
5.0 The Activation System
The Activation system is based on Efficiency—the ability of the cardboard units to do what the player wants them to do. Efficiency is a product of Chain of Command and leadership ability. The Efficiency mechanic serves two other play and simulation functions: it slows down the pace of a gamed battle to something approaching reality a bit more, and it provides just a touch of the fog of war.
General Overview: Players determine the Efficiency of their corps by blindly drawing an Efficiency Marker for each corps that has units on the map from the Pool of available Efficiency Markers. The number on that marker represents the number of Activations he may provide for each of his subordinate divisions. For each division, that number may be further adjusted by the corps commander's Efficiency Rating, the Activation Rating of the individual division leader, the Chain of Command, and Combat Effectiveness.
To represent a division's Activation Efficiency, both players then place AMs equal to that Efficiency, for each division, in the AM Pool for blind draw. When a division is activated by AM, each of its brigades may then undertake actions.
5.1 Turn Initiative
5.11 To determine which player will have the Initiative each turn, each player rolls one die, to which the following adjustments (DRMs) may be made:
- The player who had the Initiative for the previous turn adds one (+1) to his roll.
- The player may add his OC's Initiative Rating to the roll if the OC did not use more than 10 MPs in the Commander Movement Phase and has at least one of his corps commanders in his range.
Exception: Some scenarios state which player automatically has the Initiative for the first turn of the game.
5.12 The player with the higher total has the Initiative. If the modified rolls are tied, no one has the Initiative. Place all AMs in the Pool and start drawing.
5.13 The player with the Initiative chooses which of his divisions will be used first in the Activation Phase. Remember to set aside one of that division's AMs; it does not go into the Pool. The March AM of the Initiative Player's side may also be chosen as the first AM. Also, the player with the Initiative changes Orders, gives Reinforcement Orders, and moves commanders before the other player. If neither player has Initiative, apply the above to the player who last had Initiative.
PLAY NOTE: Phases II/C, II/D, and IV/A normally can be done simultaneously. But, if it matters, the Initiative Player goes first.
5.2 Efficiency
Efficiency determines how many times the units in a corps may be activated in a turn.
DESIGN NOTE: Smaller battles, especially those that do not have corps, use a similar system to this but focus more on divisions.
5.21 In the Activation Efficiency Determination Phase [II.B], each player places his EMs (the ones numbered 1 through 4) into an opaque cup (the Efficiency Pool). The player then randomly draws an Efficiency Marker for each corps which has any units on the map or entering that turn as Reinforcements. The drawing player must announce for which corps he is drawing and assign the Efficiency Marker to that corps on the Efficiency/Activation Chart.
PLAY NOTE: On the game map or on a separate display there is a series of boxes for each corps commander (the Efficiency/Activation Charts), so that the drawn Efficiency Marker may be placed in it, face down, in case "A Matter of Honor" arises.
5.22 A corps' Efficiency may be adjusted by the OC's Initiative Rating. If an on-map corps commander is within Command Range of his OC, and the OC has an Initiative Rating greater than zero, the OC may increase that number of corps commanders' Efficiency by +1 (each). Thus, an Initiative Rating of +2 (quite rare in this series), would allow an OC to increase two in-range corps' Efficiency by one each. A corps' Efficiency may never end up below one or above four.
DESIGN NOTE: The number and ratings of the EMs for each battle differ and they are not truly linear. They reflect a bell curve of capabilities, possibly adjusted for different battles.
5.23 Each division in a corps uses its parent corps' Efficiency (regardless of where it is on the map) to determine the number of Activations it may undertake that turn. That corps' Efficiency [5.22] may be adjusted as follows, for each division:
- If a division leader is within Command Range of his corps commander, the corps commander's Efficiency Rating is applied as follows: a. When the corps commander's Efficiency Rating is +2, the Activation Efficiency of one In Command Division may be increased by two, or the Activation Efficiencies of two In Command Divisions may be increased by one each. b. If the corps commander's Efficiency Rating is +1, he may increase the Activation Efficiency of any one, In Command division leader by one. c. If the corps commander's Efficiency Rating is –1, the corps Efficiency for that turn is reduced by one for all In Command divisions [see #3, below]. d. If the corps commander's Efficiency Rating is 0, there is no effect.
- If a division leader is not within Command Range of his corps commander, subtract one from that number (for that division only). This applies if a division leader and/or corps commander is/are not on the map. Exception: Entering Reinforcements [9.71].
- The division leader's Activation Rating, whether positive or negative, adjusts the number of Activations that the division may undertake that turn [4.13]. If the leader is off map, do not apply the adjustment. Exception: Entering Reinforcements [9.71].
- Division Ineffective Status [13.32].
EXAMPLE: II Corps draws an Efficiency of 3 for that turn. The II Corps commander has a +1 CE Rating. There are three divisions: 1/II and 2/II's leaders have Activation Ratings of 0; The 3/II leader has an Activation Rating of +1. Both 2/II and 3/II are within the corps commander's range; 1/II is not. The following division AMs are used this turn:
- 1/II: 2 AMs. The division leader is out of range (–1).
- 2/II: 4 AMs. The corps commander gives him the +1 [1b above].
- 3/II: 4 AMs. His Activation Rating gives him a +1.
5.24 The result of the above is the number of Activations [5.3] the brigades in that division may undertake that turn, represented by AMs. For each division, take that number of AMs and place them in the AM Pool. A division's number of AMs may never be below one or above four.
5.25 A Division whose division leader is not within Command Range of that division's corps commander may never use more than 3 AMs in a turn, although units under March Orders may move the equivalent of four activations regardless of their command status.
5.26 A brigade whose brigade leader starts his turn out of the Command Range of his division leader must skip one division AM in that turn. The choice of which AM not to use (for that brigade) is up to the player.
EXAMPLE: Division 1/I gets 3 AMs for a turn, but 1/1/I is Out of Command Range. As the turn progresses, the player decides, as the second 1/I AM is drawn, not to "activate" the 1/1/I with that AM.
5.27 Unless specifically stated otherwise in the rules for a given battle, a brigade always activates at least once per turn.
5.28 The following are instances when certain units do not use the marker-induced Activation result:
- MARCH ORDER UNITS: Units (be they corps, division, brigade, or individual) entering the map as reinforcements under March Orders, or have been given March Orders to move, have a maximum possible Activation Level of four. Moreover, units under March Orders do not use the divisional AM [5.35]. Exception: On-map Commands given March Orders during the Division Orders Phase use the March AM, but in the initial turn of that March receive a number of AM equivalents equal to the AMs allotted for that division. Thus, such a command may be limited to less than four Activation equivalents that turn, with a minimum of one [5.24].
- SPECIFIC AM: Some reinforcements arrive with a specific number of Activations available for that turn.
EXAMPLE: A brigade that arrives as a reinforcement with an Activation Efficiency of 1 may be activated only once that turn, regardless of how many AM its division has.
PLAY NOTE: Even if an entire command corresponding to a division AM is under March Orders or in Reserve, its Division AMs should be placed in the Pool during Step III/C, as the possibility of changing orders or involuntarily leaving Reserve would otherwise leave such commands unable to activate. Calculate division AMs as if the command were not under March Orders.
5.3 Activation
5.31 The player with the Initiative selects the AM he will use to start the turn. All other AMs are randomly drawn from the Pool (an opaque cup or similar container). Each turn, the Pool will start with:
- All of the AMs available that turn to each player (or fewer, if a player so elects),
- The March AM for each player (if he has units under March Orders at the time),
- The Random Event marker (if the game uses that rule), and
- Any Battle-specific AMs (e.g., Artillery leaders).
5.32 When a division's AM is drawn, all that division's brigades—regardless where they are on the map—may be activated. Each brigade activates individually, completing all actions before the next brigade is activated (Exceptions: Brigade Coordination [5.34] and Out of Command Brigades [5.26, 5.36]).
EXAMPLE: The 1/I Union Division has three brigades: 1/1/I, 2/1/I, and 3/1/I. The Union player activates 2/1/I first, completing all of its actions. He then activates 1/1/I, etc.
5.33 Brigade Activation. When a brigade is activated, all combat units—regardless of their location—may do what the Orders for the units in that brigade allow [4.23, 6.1]. The brigade may include as a combat unit any one artillery battery (all sections) that is from that division.
EXAMPLE: A brigade under Advance Orders has four regiments. The player may now Rally one of its Disordered units, construct Breastworks with another, and Move or Fire with the other two.
5.34 Brigade Coordination. Division leaders are rated for their ability to coordinate and combine the actions of more than one of their infantry or cavalry brigades during any one action (a DRM ranging from +0 to +3). Any divisions attempting this must have their brigade leaders within the division leader's Command Range; brigades outside that range are not eligible for coordination. The player wishing to combine brigades into a single Activation rolls the die, adjusting it by adding the division leader's Coordination Rating. The possible results are:
- CONFUSION: No units of the brigades whose leaders are within the division leader's Command Range may undertake any move or combat actions that AM. Leader Movement, Rally, Ammunition Resupply, and one-vertex Facing changes are allowed.
- FAIL: No penalty; brigades move individually: No coordination is possible, but there is no penalty for trying.
- MAY COORDINATE # BRIGADES: The player may undertake actions with that number of In Command brigades from that division as if they were one brigade.
- MAY COORDINATE ALL BRIGADES IN COMMAND: All eligible brigades may undertake actions as if they were one brigade.
PLAY NOTE: Coordination does not override stacking restrictions [see 8.12], nor does Confusion override Loose Cannon results of Brigade Orders Change [see 6.24].
Brigade Coordination Table
| Adjusted Die Roll | Result |
|---|---|
| 0–2 | Confusion |
| 3–6 | Fail |
| 7–9 | May Coordinate 2 Brigades |
| 10, 11 | May Coordinate 3 Brigades |
| 12 | All |
DRM: + Division Leader's Coordination Rating
EXAMPLE: Smith's Division's AM is drawn. All three of Smith's brigades are within his range, and the player wants to launch a division-sized attack with all of his brigades at once, rather than piecemeal. Smith has a Coordination Rating of 2. He rolls the die, getting a 6. The player may activate two of Smith's brigades (his choice) at the same time, as if they were one. The other activates separately.
PLAY NOTE: The Coordination Ratings usually are not very high (lots of 0's).
5.35 March Order Activation. Units under March Orders do not move when their division AM is drawn; they move only when their (one) March AM is drawn. When a player's March AM is drawn, he may move all units under March Orders the equivalent of any number of Activations, from one to four (but see the Fatigue rules [17.22]). Each unit completes its move before the next one starts.
Exception 1: Entering reinforcements with an AM # are limited to that number of Activations [9.74].
Exception 2: see 5.28.
5.36 Out of Command. Being Out of Command affects units depending on the nature of that unit or command.
- DIVISION LEADERS: May not receive Orders from their corps commander, which means they may not transmit any Orders to their brigades in the II/C Phase. The division has one fewer AM placed in the AM Pool [5.23 #2].
- BRIGADE LEADERS: May not receive Orders from their division leader in the II/C Phase. They must roll a die in the III/C/1 Phase, if they wish to change Orders. And, they activate one fewer times than the division [5.26].
- INDIVIDUAL UNITS: Out of Command combat units use the last Order received while In Command. They also activate one fewer times than the division, with a minimum of one, like Out of Command brigades.
PLAY NOTE: Units, brigades, or divisions under March Orders and Out of Command cannot change orders during the II/C Phase but suffer no other penalty.
5.4 Efficiency Transfer
Players may take advantage of the Chain of Command to increase the Efficiency of certain commands by transferring two Activations from one or two divisions to another division. These divisions need not belong to the same corps.
5.41 In the Activation Efficiency Phase [3.0 II/B], after all Efficiency and Activation Levels have been determined for that turn, a player may transfer focus—in the form of an increased Activation Level—to a selected division.
5.42 Only divisions that can trace a Chain of Command back to the Overall Commander may benefit by, or be used for, Transfer.
5.43 A player may add one to a division's number of Activations by lowering another division's by two, or lowering two other divisions' by one each. A division may never have its Activation Level reduced to 0, nor increased above 4, by Efficiency Transfer.
5.44 A Player may undertake only one Efficiency Transfer per turn.
EXAMPLE: The corps Efficiency for XV Corps is 2. All of XV Corps' division leaders are within range, and 2/XV has a +1 division leader. This means that, normally, 1/XV and 3/XV would get two AMs, and 2/XV three AMs. However, the player wants to undertake a big push with 2/XV, so he reduces 1/XV and 3/XV to one AM each, and gives an extra AM to 2/XV, so that it has four.
5.5 Ending the Turn
The Activation Segment is finished when no AMs remain to be drawn from the Pool.
6.0 The Orders System
General Premise: All brigades operate under Orders. Orders determine the parameters under which the combat units under those Orders may Move, Fire, Rally, etc. The ability to give and change Orders has nothing to do with the Efficiency or AM mechanics; it has everything to do with Chain of Command and brigadier leadership ability.
6.1 The Orders
6.11 The three types of Orders are March, Advance, and Attack. A brigade (and the units therein) must be under one of these three Orders at any given time. If a command has no such marker, it is considered to be under Orders to Advance. Death Valley and later games include a limited number of Advance markers used to designate units that were Out of Command when their brigades switched from Advance to March or Attack.
Orders Comparison Chart
| Action | March Orders | Advance Orders | Attack Orders |
|---|---|---|---|
| Road/Pike Movement Rate | ½ MP | 1 MP | NA |
| Move Adjacent to enemy unit? | No (keep 4 hexes away) | No | Yes (except enemy artillery) |
| Activation | March AM | normal | normal |
| Infantry Stacking | 7 SPs | 15 SPs | 15 SPs |
| Cavalry Stacking | 4 SPs | 7 SPs | 7 SPs |
| Construction? | No | Yes | No |
6.12 Orders can be changed in three different phases:
- DURING THE DIVISION ORDERS PHASE [3.0 II/C]: Any division leader that is within Command Range of his corps commander may change the Orders of any or all of his brigades if the brigadier is within his range. Each brigade may have different Orders; no die roll is necessary—simply change the Orders.
- DURING THE CHANGE ORDERS PHASE OF THE ACTIVATION SEGMENT [3.0 III/C/1]: Before any brigade is activated, the player may, if he wishes, try to change brigade orders by rolling a die [6.2].
- DURING THE REPLACEMENT/RECOVERY PHASE [3.0 IV/B]: Commands removed from Reserve status may be assigned Attack or Advance orders.
6.13 March Orders. A command or unit under March Orders:
- Uses March Movement Rates [9.22].
- Moves only when the March Order AM is drawn.
- May not move into any hex that is within four hexes and LOS of an enemy combat unit. Regardless of LOS, no such unit may move adjacent to an enemy unit. Units under March Orders that start their Activation within four hexes and LOS of an enemy combat unit may not move. [see also 6.25 and 6.26]
- Must use Extended Column [8.5] where applicable.
- Must obey the Stacking limits for March Orders [8.12].
- May not Fire—not even Reaction Fire.
- Suffers a Pre-Shock Cohesion Check DRM of +2 if shock attacked.
- May not Rally or Resupply.
- May not Retreat Before Shock, Advance after Shock, or Continue Shock.
- May not undertake any Construction.
- May not use Reaction Refusal/Facing Change [9.61] or Reaction Movement [9.63].
PLAY NOTE: In essence, the only thing units under March Orders can do is move.
6.14 An on-map Command may be given March Orders only in the Division Orders Phase, and only if no unit in that command is currently within four hexes and LOS of an enemy combat unit. Entering reinforcements may be assigned March Orders during the Reinforcement Orders phase, unless the Battle Book specifies otherwise.
6.15 Advance Orders. An activated combat unit under Advance Orders:
- May Move or Fire, not both (changing Facing one vertex to fire is not considered movement).
- If moving, uses Advance Movement [9.23].
- May not move into the hexes adjacent to an enemy combat unit other than artillery. (Exception: Bridge/Ford [9.23].) If it starts the Shock sub-phase adjacent to an enemy combat unit, it may Shock Attack if otherwise eligible.
- If firing as a phasing unit, it may gain Prepared Fire bonus.
- May use Prepared Fire when undertaking Non-Phasing Fire.
- May undertake Construction.
- Must obey the Stacking Limits for Advance Orders.
- May Retreat Before Shock.
- May Refuse [7.3].
6.16 Attack Orders. An activated combat unit under Attack Orders:
- Uses Attack Movement restrictions [9.24].
- May Move and/or Fire.
- If Firing, gains the Prepared Fire Bonus if phasing (but not moving) or when using Non-Phasing Fire [10.4].
- May be eligible for the Infantry Charge bonus if moving and not firing [11.21].
- If mounted, cavalry may Charge.
- May Refuse [7.3].
- May not undertake Construction.
- May not Retreat Before Shock.
- Must obey the Stacking Limits for Attack Orders.
6.17 Assigned Orders. Initial Deployment instructions in the Battle Books often assign Orders to commands that start the game on the map. Similarly, the Battle Book may assign orders to Reinforcements for their turn of entry. Where orders are not assigned, the player assigns them.
6.18 Artillery and Orders. Artillery is never under Attack Orders. See 9.52, 10.61 and 11.33 for exceptions when Artillery is under Advance Orders.
6.19 Leaders and Orders. Leaders/commanders are never under Orders. Only combat units are under Orders. However, leaders whose commands are under March Orders activate when the March AM is drawn for that side.
6.2 Brigade Orders Change
6.21 When an AM is drawn that activates an on-map brigade (whether it be a division AM or March AM), each brigade so activated may attempt to change its Orders [3.0 III/C/1], provided its leader is also on map. This is done before any units of any brigade or any leaders activating under this AM undertake any actions. To attempt to change the Orders of an Activated brigade, the player rolls the die, adjusts it by the Brigadier's Orders Rating DRM, and consults the Orders Change Table [6.23].
Brigade Orders Change applies only to units of the brigade within the brigadier's Command Range at the start of the activation [4.23]. In the rules that follow, such units are referred to as "in command units".
PLAY NOTE: Orders may be changed automatically only in the Division Orders Phase [6.12].
6.22 If the brigadier is stacked with his division leader there is a +1 DRM. If his corps and/or Overall Commander is stacked with the brigadier there is a +2 DRM. Both DRMs may apply.
6.23 The Orders Change Table
| Die Roll | Result |
|---|---|
| 1 or Less | Retain and Stand |
| 2 or 3 | Retain |
| 4 | Loose Cannon |
| 5 | Change and Stand |
| 6 or More | Change |
Key:
Retain: Brigade keeps the Orders it has.
Change: Brigade may change to Attack or Advance Orders.
Stand: In Command units of the brigade may not move (i.e., expend MPs) this Action Phase. A Stand result does not prohibit Leader Movement or a unit from firing, changing facing to fire, engaging in shock, rallying, resupplying, or engaging in construction. However, if any unit performs an action other than Rally, Resupply, or a Facing change costing no MPs, the Activation counts toward Fatigue.
Note: Cavalry units may not Mount or Dismount [14.22].
Loose Cannon: See 6.24 below.
EXAMPLE: A 2nd Division AM has been selected. General Hackenbush, in command of the division's 1st Brigade, wants to change his Orders from Advance to Attack. His division leader was too far away to do this in the Division Orders Phase, so Hack must now roll a die to effect the change. His Orders Rating DRM, though, is a –1. He rolls the die, getting a 4, which his rating lowers to 3. Hack's Brigade retains its Orders for that Activation.
6.24 Loose Cannon. If the result is Loose Cannon, the player who was trying to change Orders now consults the Action Profile of the brigadier in question [Aggressive (A), Normal (N), Cautious (C), or Unreliable (U)] and follows the instructions below.
If Aggressive, the phasing player does one of the following:
- If any In Command unit in the brigade is within 3 MPs (5 MPs if mounted cavalry) of a hex adjacent to an enemy combat unit, the player places that brigade under Attack Orders and launches a Charge [11.21] (or shocks without firing if mounted cavalry) with as many of the In Command units in that brigade as possible. Choice of targets is otherwise up to the player. Green units are still required to pass their Green Attacker Commitment Check [11.36]. Any In Command unit (including a Disordered unit) unable to move adjacent to the enemy must move as far as it can toward the nearest enemy unit and may not fire. Units that start adjacent to enemy units shock those units without a Charge bonus, but may not fire prior to shock. Exception: see 6.25.
- If no In Command unit in the brigade is within 3 MPs (5 MPs if mounted cavalry) of a hex adjacent to an enemy unit, place the brigade under Advance Orders and move all its In Command units as far as possible towards the nearest enemy units.
If Normal, the brigade retains its Orders.
If Cautious, the player retreats each In Command non-artillery unit in the brigade one hex, after which he places the brigade under Advance Orders. The In Command units may perform no other actions during that Activation.
If Unreliable, roll the die, consult the following table, and treat the brigadier in the appropriate manner listed above:
| Die Roll | Result |
|---|---|
| 0-2 | Aggressive |
| 3-6 | Normal |
| 7-9 | Cautious |
6.25 A brigade under March Orders may attempt to Change Orders, as per III/C/1, to any other Orders when the March AM is drawn. If successful, the brigade remains in place and its March Orders are replaced by Advance or Attack Orders. Brigades that change Orders use their division AMs for the rest of the turn, if any remain to be drawn. Regiments not currently In Command [see 4.23] retain their March Orders and may move without penalty, but cannot activate under any remaining division AMs [5.35]. A Change and Stand result applies to the first Division AM drawn. If none remain to be drawn, a Change and Stand has no effect on the next turn. A Retain and Stand applies to the current March AM. Exception: Treat a Loose Cannon rolled by an Aggressive brigadier as a Retain.
6.26 A brigade that is under March Orders that is either Shock attacked or undergoes any fire except artillery Shot/Shell is, at the end of that enemy brigade Activation, immediately placed under Advance Orders. Unless the March AM has already been drawn, the brigade activates for the rest of the turn when its Division AMs are drawn. Combat does not affect other Orders.
6.3 Reserve
6.31 Any command (brigade, division, or corps) may be placed In Reserve, regardless of its Orders, if it qualifies, as below:
- All units must be out of LOS of any enemy unit and at least five hexes from the nearest enemy combat unit; or
- All units are at least ten hexes away from the nearest enemy combat unit (there are no LOS requirements for this qualification).
- If it is a Night Turn, the minimum distance is reduced to five hexes.
6.32 Commands are placed In Reserve in the Reserve Placement Phase at the beginning of the turn. Commands In Reserve pay no attention to drawn AMs. They may not undertake any actions available to non-Reserve units.
6.33 If all (remaining) units in a command have been Routed [12.5], the command may be put In Reserve by having the brigade leader follow 6.31. The leader loses his In Reserve status if alone in a hex and an enemy unit moves adjacent [see also 12.73].
6.34 Reserve status is removed:
- VOLUNTARILY: At the end of the turn, in the Recovery Phase.
- INVOLUNTARILY: If any unit in the brigade is designated as a target of Shock or of Fire at a range of four hexes or less, all units of the brigade immediately Disorder (unless already Disordered) and adopt Advance Orders. The shock or fire is then conducted normally. The brigade may activate when its division AMs are drawn (if any remain).
6.35 During the Replacement/Recovery Phase, units from a command in Reserve may do the following, in the order listed:
- Reduce Fatigue [17.0] by two levels.
- Flip all Disordered [12.3] units to their normal side unless Collapsed.
- Attempt Straggler Recovery [16.2].
- Attempt to recover routed units [13.5].
- Fully resupply ammo (including small arms units if using 10.9).
- Change Orders to Attack or Advance Orders (no die roll needed; applies to all units regardless of command status).
7.0 Facing and Refusal
7.1 Facing
7.11 At the end of Movement, Advance, and Reaction Facing [9.61] each combat unit under Attack or Advance Orders must be faced towards a vertex (joint) of the hex it is in—not a hexside—as depicted in the rulebook diagrams. All combat units under March Orders must be faced towards a hexside. The first unit to stop movement in a hex determines the facing for units that stack with it.
7.12 Facing determines a unit's front, flank, and rear.
7.13 A unit may Move, Fire and/or Shock only into its Front hexes.
7.2 Changing Facing
7.21 A unit may change facing without leaving the hex. A moving unit under Advance or Attack orders may change facing one vertex for each hex it starts in or enters at no cost in MPs. Any change of more than one vertex (per hex) costs 1 MP. Units under March Orders pay 1 MP for a change of more than one hexside (per hex). Exceptions: see 7.22 and 9.53. If changing 180° when stacked, invert the stacking order for all non-artillery units not exiting the hex during the current Activation, as the top unit is now the bottom unit, etc. When inverting, non-artillery units may choose to stack above or beneath artillery [see 8.44 for Extended Lines].
7.22 In addition to the above, units under Attack Orders, because of their very linear state, pay 1 MP per vertex when changing facing in a Woods hex. As an alternative to paying 3 MPs for changing three vertices, they may pay only 1 MP to change 180° [7.21].
7.23 Under certain circumstances a unit pays no MP cost to change facing:
- When changing to/from March Orders. Adjust facing at the time the new order takes effect, either during the Division Orders Phase or the Change Orders Phase [7.13].
- Pike/Road/Trail movement [9.45].
- Advance after combat [12.6].
- As a Reaction to enemy Movement or Fire [9.62].
- Changing one vertex to fire [10.32]. Exception: see 7.22.
- After Rally [13.41].
- An Extended Column may become an Extended Line when the unit's orders change from March to Advance or Attack, as long as the requirements for Extended Line are met. Vice versa is also true. There is no cost for changing facing in either case.
7.24 A phasing unit that starts movement adjacent to an enemy unit may change facing by (only) one vertex in that hex before exiting [9.53].
7.25 Units suffering certain combat results, or rallying from such results, have the following abilities and restrictions concerning changing facing:
- RETREAT: Unit maintains original facing; no change allowed.
- RALLY: A rallied unit may change facing one vertex upon being rallied [but see 13.41].
7.3 Refused Flanks
7.31 A unit may Refuse if it is either:
- At the end of a line, or
- In the center of a line with a friendly unit in one flank hex and another friendly unit in the opposite rear hex, or
- Not adjacent to any friendly unit.
This means that the end of the unit (or stack of units) bends backward, away from the line. Place a Refuse Right, or Refuse Left, as appropriate, on the unit so doing.
7.32 Only units under Attack or Advance Orders may Refuse. Exception: Units in Extended Column may not Refuse. In addition:
- It costs each unit in a stack 1 MP to Refuse. Units subsequently stacking with a Refused unit must spend an additional MP to enter the hex.
- A unit alone in a hex must have at least 2 SPs to refuse. If a refused unit alone in a hex falls below 2 SPs, immediately remove the marker at no MP cost.
- A unit may not Refuse in both directions. Exception: see 8.44.
- A unit may not Refuse if it is adjacent to an enemy unit. Exception: Reaction Refuse [9.61]. Treat parts of Extended Lines separately for purposes of this rule.
- A unit may not Refuse if it is in between (adjacent to) two, friendly-occupied (flank) hexes. If a friendly unit ends Movement, Retreat, Advance or Reaction Move in a unit's Refused flank, immediately remove the marker. If phasing and it has not yet moved, the stationary unit has 1 less MP than it otherwise would.
- A moving unit may not Refuse when stacking with a unit that is not Refused, unless the stationary unit exits the hex during the same Activation.
7.33 Each unit in a phasing stack pays 1 MP to leave Refused status. A unit must leave Refused Status to move or change facing. Any Reaction Movement, Withdrawal Movement, Advance, or Retreat similarly ends Refused status, but at no MP cost.
7.34 A Refused unit or stack has three Frontal hexes: the usual two Frontal hexes plus the third, Refused Frontal hex. The hexside adjacent to the Refused Front is now a Flank hexside. Refused units may fire into/through any or all of these frontal hexes, splitting their fire to do so. However, no more than half a stack's Fire Strength may fire into/through a Refused frontal hex, and, if Refused, no more than half may fire into/through its normal Frontal hexes. If the unit's/stack's SP is "odd," round down for the Refused Frontal hex; round up for the normal Frontal hexes.
When the top unit in a refused stack has fewer SPs than the total eligible to fire into/through its normal Frontal hexes, the next unit(s) in the stack may also fire into/through the normal frontals up to the maximum SPs defined in the above paragraph. If the top unit cannot fire all its SPs into/through its normal Frontal hexes, it may fire the remainder into/through the Refused Frontal hex up to the maximum. If it cannot fire the maximum, the next unit(s) stacked below it may also fire into/through the Refused Frontal up to the maximum. Artillery consisting of multiple sections follows the above provisions, as if the sections were separate units.
Exception: A unit under Attack orders that stacks with one or more Refused units after any of the latter fire may not itself fire during that Activation.
Refused units/stacks may not shock defenders in the Refused Frontal hex.
EXAMPLES:
- A 7-SP unit on top could fire 4 SPs through its normal frontal hexes and 3 SPs through its Refused Frontal hex. Units stacked beneath it could not fire.
- A 5-SP unit stacked above a 3-SP unit could fire 4 SPs through its normal frontal hexes and 1 SP through its Refused Frontal hex. The 3-SP unit beneath it could fire 2 SPs only through its Refused Frontal hex.
- A 3-SP unit stacked on top with a 2-SP unit below it and an 8 SP on bottom could fire its 3 SPs through its normal frontal hexes. The 2-SP unit could fire 1 SP through its normal frontal hexes and the other through its Refused Frontal hex. The 8-SP unit could fire 2 SPs only through its Refused Frontal hex.
- A 2-SP unit under Attack Orders stacks with a refused 4-SP that has already fired. The 2-SP unit may not fire during this Activation. During its next Activation it would fire both its SPs through its Refused Frontal hex.
- A battery with four TBs and two H12s is stacked above infantry. The TBs are stacked above the H12s. The four TBs may fire into/through the frontal hexes. The two H12s plus 1 SP of infantry may fire into/through the refused frontal. If the H12s had been stacked above the TBs, they plus two TBs could fire into/through the frontal hexes, while the other two TBs and 1 SP of infantry could fire into/through the refused frontal.
- A stack of two six-gun batteries refuses. The top battery may fire into/through the frontal hexes. The bottom battery fires into/through the refused frontal.
8.0 Stacking and Extension
Stacking refers to having more than one combat unit in a hex, a function more of tactical usage than how many men can be crammed into a space. Extension is just the opposite, in that it is concerned with the ability of a unit to increase its frontage.
8.1 Stacking Limits
8.11 Stacking limits apply at all times during the turn. Exceptions:
- Moving/retreating through units [8.22, 12.46]
- Cavalry mounting/dismounting prior to movement [14.22].
- Prior to movement for on-map units assigned March Orders [see 8.25].
There are no stacking limits for leaders or informational markers.
8.12 The stacking limits depend on the Orders applicable to the unit. Stacking also may vary according to the scale of the battle.
March Orders
- INFANTRY: May stack up to 7 SPs of infantry (as long as they are all from the same brigade). If an individual unit contains more than 7 SPs, the player must use Extended Column.
- CAVALRY: May stack up to four mounted cavalry SPs in a hex, as long as they are all from the same brigade. If an individual unit contains more than 4 SPs, the player must use Extended Column.
- ARTILLERY: Two batteries, regardless of the number of guns, or 12 guns from any number of batteries may occupy a hex.
There is no intermingling of unit types when in March Order; artillery may not stack with infantry, etc. Units under March Orders may not stack with units under other orders. Dismounted cavalry may not be assigned March Orders.
Advance or Attack Orders
- INFANTRY: May stack any units from the same brigade, up to a maximum of 15 SPs per hex, or any one unit regardless of strength. (Exception: Units in Extended Line/Column; see 8.44 and 8.5.) In addition, one battery or 6 guns from any number of batteries may stack with infantry. The artillery need not be part of the infantry's brigade.
- CAVALRY: 7 mounted SPs from the same brigade or one mounted unit regardless of strength. In addition, one battery or 6 guns from any number of batteries may stack with cavalry. The artillery need not be part of the cavalry's brigade.
- ARTILLERY: If not stacked with infantry or cavalry, up to two artillery batteries per hex, regardless of strength, or 12 guns from any number of batteries. If stacked with infantry or cavalry, artillery is limited to one battery per hex, or 6 guns from any number of batteries.
8.13 Units under Advance Orders that wish to make use of the movement costs for Pikes, Roads and Trails [9.43] must use March Orders stacking to do so [8.5].
EXAMPLE: An infantry regiment with 8 SPs would require one extension between itself and a following unit; a 15-SP unit would need two.
8.2 Stacking and Movement
8.21 During an Action Phase, each unit must be moved one at a time. See 9.31 for Leaders moving with units.
Exception 1: Stacks under March or Advance Orders and adhering to March Order stacking limits may move as stacks.
Exception 2: Cavalry moving along a Charge Path may move as a stack [8.52].
8.22 A combat unit may move through another unit at a cost of 2 MPs (in addition to the terrain). In addition, the moving unit undertakes a UDD [2.6] immediately after exiting the stationary unit's hex. It adds to that roll the normal cost for entering the stationary unit's hex, if that cost is two or greater. There is no DRM if the hex is Clear terrain. The stationary unit does not undertake a UDD. If the moving unit fails the UDD it is Disordered. The unit may continue moving if any MA remains. If incurring a 2nd Disorder, the unit returns to the hex from which it entered the stationary unit's hex without changing facing, its Activation finished.
Note: A combat unit that starts its Activation stacked with another combat unit is never considered to be moving/retreating/advancing through the other combat unit when it leaves its starting hex.
PLAY NOTE: Given the terrain costs for Woods, it will be extremely difficult for units to pass through units in that type of hex.
Exceptions:
- THE ARTILLERY Exception: Infantry or cavalry units may move through artillery units, but not vice versa. The non-artillery do not UDD or pay the 2 MPs in addition to the terrain in this case.
- THE ROAD MOVEMENT Exception: Units (including artillery) moving along Pikes and Roads (but not Trails) may move through friendly units in such a hex, paying the movement cost for the Pike or Road, unless the latter are under March orders. The moving unit must enter and exit the stationary unit's hex from/to a connected Pike or Road hex. If the friendly units are under March orders, the moving unit pays the cost of the actual terrain in the hex plus any hexside cost to enter it; in essence, moving around the units blocking the Road.
- THE BRIDGE/FORD Exception: If a unit under March Orders occupies either side of a Bridge or Ford, a moving unit may not use that Bridge or Ford.
8.23 A unit may move or retreat [12.44] into a hex with another unit within stacking restrictions [8.12], and end its movement therein. If the moving unit entered the stationary unit's hex through a Frontal hexside, it is placed on top of the stack. If it entered through a Flank or Rear hexside, it is stacked beneath the non-moving unit(s). Exception: Infantry or cavalry that moves or voluntarily retreats [12.43] into a hex that contains only artillery may freely choose to stack under or on top of artillery. If non-artillery is already stacked under the artillery, and the moving unit enters the hex through one of the stationary stack's front hexsides, it may stack directly under or above the artillery (if stacking restrictions allow).
8.24 A phasing unit may change its stacking order within a hex instead of moving and/or changing facing. Exception: A phasing multi-section battery may change the stacking order of its sections after movement or before firing (this stacking change is not considered Movement).
If under Advance Orders, an infantry or cavalry unit changing stacking order cannot fire [see 10.61 for artillery]. Stacking order may not be changed if the stack is adjacent to an enemy unit. Exception: see 7.21.
8.25 Units assigned March Orders may begin the turn using Attack/Advance stacking limits. They must follow March Order stacking limits when they move.
8.26 When stacked small arms and artillery units activate using different AMs or with different brigades activated by the same AM, any facing change by one unit in the stack determines the new facing for the entire stack, unless the phasing unit moves after the facing change. Similarly, if one unit in the stack Refuses, the entire stack is then Refused, except for phasing units that exit the hex during the same Activation. If using the optional Fatigue rules, non-activated infantry or cavalry does not incur Fatigue if stacked with phasing artillery that changes facing or Refuses.
8.3 Stacking and Combat
8.31 Maximum Fire Strength Per Hex.
- If not stacked below artillery, 7 SPs of infantry or dismounted cavalry or 4 SPs of mounted cavalry can fire from a hex. Example: A 10-SP infantry unit may fire with only 7 SPs.
- If not stacked with infantry or cavalry, 12 artillery SPs can fire from a hex.
- If artillery is stacked above infantry or dismounted cavalry, any combination of 7 total SPs or one battery (which, on occasion, can exceed 7 SPs) can fire from a hex [8.33].
- If stacked above mounted cavalry, any combination of 7 total SPs or one battery can fire from a hex with the cavalry firing no more than 4 SPs.
These limits apply each brigade activation to the units currently in the hex. Reset the limits if all those units exit the hex after firing (for any reason), and others subsequently move into it.
8.32 If an infantry and an artillery unit are stacked together and both are eligible to fire [see 8.33], each may fire at separate targets or the same target. However, they may not combine their fire upon the same target.
8.33 The Fire Frontage Rule. The top-most units up to the limits of 8.31 do the firing (in any order). If the topmost unit(s) cannot or choose not to fire for any reason, units stacked with it are limited to firing the number of SPs they could have fired had the top unit(s) also fired.
Exception: Artillery stacked with infantry or cavalry can only fire if it is stacked above all non-artillery at the time of the fire.
EXAMPLES:
- When a 5-SP infantry unit is stacked on top of a 9-SP unit, 7 SPs of infantry (the top unit plus 2 SPs of the lower unit) can fire out of the hex.
- When a 6-SP battery is stacked on top of a 7-SP unit, the battery and 1 SP of infantry can fire out of the hex.
- When a 5-SP unit at the top of a stack performs a rally action, units beneath it can fire a maximum of 2 SPs.
8.34 Massed and Dispersed Targets. For artillery firing at Shot/Shell range, if 8 SPs or more of any (non-artillery) type are in a hex, that hex is subject to a Massed Target penalty. The shot gets a +1 DRM on the Fire Table. Conversely, where there are 2 SPs or fewer (again, excluding artillery SPs), then apply a Dispersed Target adjustment of –1 to the roll. Hexes occupied solely by artillery receive neither of the above DRMs; they do not apply to artillery alone.
8.35 Stacking and Fire Table Results. The top unit suffers Fire Table results. However, if it is eliminated or suffers a Disorder, the player must undertake a UDD [2.6] for all other units in the hex, ignoring any +/– from the Fire Table result.
Exceptions:
- If step losses eliminate a unit, excess step losses are applied to the next unit in the stack. Non-step loss results are ignored, the other units in the stack conduct UDDs because the top unit was eliminated.
- This rule does not apply to the results of Shot/Shell artillery fire, because all the units in the hex are individually affected by such fire [10.67].
EXAMPLE: Artillery fire at a range of five hexes results in a UDD for a stacked hex. Each unit will UDD individually. The top unit fails its UDD, but the bottom unit passes. Because this was artillery fire at a range greater than three hexes, the bottom unit does not suffer another UDD because the top unit failed.
- Pre-Shock Fire [10.43] targets the top shocking unit. Apply excess step losses to the new top shocking unit or, if there is no such unit, to the top unit in the hex. All units in the hex undertake a UDD if the top shocking unit is eliminated or Disorders.
- For multi-section batteries, randomly determine the section losing the SP.
8.36 Stacking and Shock.
- Stacked units, whether attacking or defending, combine their strengths during Shock resolution [see also 11.32].
- The top unit takes all step losses [see also 12.35e]. Exceptions: For Bloody Standoff results, the participating unit with the highest cohesion takes the step loss, unless artillery is the top unit in the defending stack, in which case it takes the loss. If step losses eliminate a unit, excess step losses are applied to the next unit in the stack.
- Retreats apply to all units. Exception: Abandoned guns [12.36]. See 11.46 for Advances.
- Shock Resolution Table Disorder results apply to all units in affected stacks; previously Disordered units thus incur a 2nd Disorder.
- The top defending unit is used for the Pre-Shock Cohesion Check [11.37]. A Disorder result applies to all units in the stack, as above.
- Defending units conduct Pre-Shock Reaction Fire separately [10.43, 11.38].
- Each Green unit checks Attacker Commitment separately [11.36].
- If attacking units Disorder due to Shock results, any non-participating units stacked with them also Disorder and, if necessary, retreat.
8.37 Artillery. A battery is always a single unit. If a battery consists of two or more sections all sections must stack together and move together and conduct UDDs as a single unit. If a multi-section battery suffers a loss, randomly assign the loss to a section.
8.4 Extended Lines
8.41 Individual infantry units (but not dismounted cavalry) with 8 SPs or more may extend their presence into an adjacent Flank hex by placing an Extended Line marker in that adjacent hex.
- It must be placed either to the direct left or right Flank of that unit.
- The extending unit may not be stacked with another non-artillery unit, nor can the Extension hex be occupied by another non-artillery unit.
- The hex into which the line is extending must not be adjacent to an enemy unit. However, an extension, even if Disordered, may retract into the parent unit or vice versa, despite the stationary part of the unit being adjacent to the enemy. The unit must then stop movement and cannot change facing [9.53]. A retracting part that starts adjacent to an enemy unit may be subject to Withdrawal Fire [10.44].
- The MP cost to extend or retract must not be greater than 2 MPs.
8.42 The MP cost to Extend or Retract is the same as moving into the hex. No Facing Change is involved. Thus, a unit in a Woods hex and extending or retracting into another Woods hex pays 2 MPs in most games of the series, whether under Attack Orders or not. Withdrawal Fire versus a retracting part earns the +1 DRM for Flank Fire only if the non-phasing unit is in the retracting part's flank hex [Exception to 10.44]. If an Extended Line is reduced in strength by combat below 8 SPs, remove the Extended Line marker at the end of the brigade activation in which the reduction occurs, and place the parent unit in either hex, without spending any MPs.
8.43 Units with 15 SPs or more may Extend to both sides (if they drop below 15 SPs, remove the extension of the player's choice as in 8.42). As long as both extensions are placed simultaneously, the MP cost to extend to both sides is the same as Extending to one side. If the terrain costs on both sides are different, the larger is used.
8.44 An Extended Line occupies two hexes, or, if desired, three in the case of units exceeding 14 SPs. No part of an Extended Line may end movement stacked with a non-artillery unit. The base unit and any extensions must all have the same facing. The Extended Line has the following properties:
- For Movement it is treated as one, solid unit. The unit may only move into a frontal hex, unless using Withdrawal Movement [9.54]. MPs are paid for the most costly hex entered by any portion of the Extended Line. As units may move only frontally, an Extended Line must either pivot to change its direction (and facing), paying the cost of the hex into which it pivoted, or may change facing 180° paying 1 MP [7.22]. If under Attack Orders, it pays an additional 1 MP when pivoting into a Woods hex. If stacked with artillery and not exiting the hex, the artillery must also change its facing. An Extended Line changing facing 180° and remaining in the hex may stack above or below the artillery [8.23]. If the artillery is activating with the brigade, its Facing change costs 1 MP, and it would thus suffer a –2 DRM for any fire conducted either before or after the Facing Change [10.61].
- A unit with two line extensions in place "pivots" on either the left or right extension when changing direction (and facing). This means the line extension on the circumference of such a "pivot" must move two hexes.
- An Extended Line cannot use Reaction Facing [9.61]. Extended Lines may use Refusal and may Refuse in both directions, if otherwise eligible [7.3]. If half the Extended Line is adjacent to the enemy, the other half may move adjacent only to enemy artillery, unless the Extended Line is under Attack Orders and in good order [but see also 8.48]. If under Advance Orders and not adjacent to an enemy unit, an Extended Line may form Extended Column [8.5, 8.52], paying 1 MP if changing facing by more than one vertex.
- For purposes of Fire and Massed Target determination, an Extended Line has its strength divided among the hexes it occupies as equally as possible (with any left-over points assigned to the actual unit counter, or, in the case of a unit with two extensions, to the actual unit counter and one of the extensions).
EXAMPLES: An extended 9-SP unit would have 5 SPs in the counter's hex, and 4 SPs in the Extension hex. A 17-SP unit extended to both sides would have 6 SPs in the counter's hex, 6 SPs in one Extension hex, and 5 SPs in the other.
8.45 Extended Lines and Fire Combat
- Each part of a unit in Extended Line may fire separately, or combine fire with one or both the other parts versus a single target hex. When a phasing Extended Line fires its parts separately, announce all its fires before rolling for any. All Return Fire is simultaneous [10.42], unless the latter is preceded by a Reaction Refusal/Facing Change. When firing at the same enemy hex with more than one part, an Extended Line must combine the fire of those parts. Parts that split their fire [see 10.15] may not combine that fire with other parts.
- If combined fire crosses hexsides providing different terrain DRM, the defender receives the most favorable DRM benefit.
- Return Fire [10.42] versus an Extended Line that combined its fire may target any of that Extended Line's hexes in the non-phasing unit's fire arc.
- For fire versus part of an Extended Line, the part targeted benefits only from the terrain of the hex it occupies.
- Any Disorder result against any part of an Extended Line Disorders the entire unit. Artillery stacked in any hex of an Extended Line must UDD if the Extended Line Disorders.
- If using optional rule 10.9, apply ammo depletion to the entire unit.
8.46 Extended Lines and Shock. An Extended Line must attack all enemy units in its frontal hexes as one shock attack in accordance with 11.31. An Extended Line is treated as one solid unit, attacking or defending. Calculate the Shock Ratio [11.43] using the Extended Line's full strength. Units attacking an Extended Line are not required to be adjacent to all the defender's hexes, but see 11.32 for combining attacking units' strength.
8.47 Extended Lines Advance or Retreat as follows:
- If the Extended Line advances, it must do so Extended, unless it cannot do so, in which case the Extended Line marker must be removed before advancing. Extended markers may not be removed voluntarily in an advance. An advance by pivoting the Extended Line is allowable as if using Wrap-Around [8.48].
- If an Extended Line retreats, it must retreat Extended, unless it cannot do so or would be forced to change facing for any reason. If it does not retreat Extended, the Extended Line marker is removed and the unit retreated. The owning player then conducts a UDD [2.6]. If it fails, the unit suffers a Disorder result. If already Disordered, there is no further penalty.
EXAMPLE: A 9-SP infantry unit is in 2222, Extended into 2223. It Shock Assaults an enemy infantry unit in 2323, causing it to retreat. The unit may advance after combat by moving directly ahead, into, say, 2323-2324, or it may pivot into the abandoned 2323, leaving the Extender in 2223. The Extender, of course, has its facing adjusted to reflect its flank extension.
8.48 Wrap-Around. When a two-hex Extended Line unit in Good Order and under Advance or Attack orders shock attacks a single-hex enemy unit, and part of the Extended Line is not adjacent to the enemy (but, if it could move forward, it would be), that half of the Extended Line may move forward following Shock Step 3 (causing the unit to pivot and at no cost in MP) into the empty hex if:
- The moving part of the extension does not begin its attack in an enemy frontal hex, and
- It would place the defending hex in one of its Frontal hexes without the pivot placing any additional enemy units in any of the Extended Line's other frontal hexes, and
- The empty hex is not in the Frontal hex of another enemy unit, and
- The Extended Line is not Refused.
PLAY NOTE: This will probably result in a +4 DRM for attacking through the Front and Flank or Rear and Flank.
EXAMPLE OF WRAP-AROUND: Defender in 3412 facing west; attacker in 3210-3211, Extended, facing east. Attacker moves into 3311-3312 to Shock. The extension in 3311 is not in contact with the defending unit but it may become so by moving the half that is in 3311 into 3411.
8.49 Before any Advance, Retreat, or Continued Shock, an attacker using Wrap-Around immediately retracts, removing the Extended Line marker.
8.5 Extended Columns
Individual infantry units of 8 SPs or more (but not dismounted cavalry), and individual cavalry units of 5 SPs or more, under March Orders or under Advance Orders but using March Order stacking for Pike/Road/Trail Movement, must Extend one hex to the Rear to represent the length of that column. An infantry unit with 15 SPs or more, or a cavalry unit with 9 SPs or more, must Extend two hexes to the Rear when at full strength. A unit in Extended Column has its strength divided as equally as possible among the hexes it occupies, with any left-over points assigned to the actual unit counter, or, in the case of a unit with two extensions, to the actual unit counter and one of the extensions.
EXAMPLES: An 8-SP infantry regiment or a 5-SP cavalry regiment would require one marker between itself and a following unit; a 15-SP infantry unit or a 9-SP cavalry unit would need two markers.
- If not adjacent to the enemy, an Extended Line under Advance Orders may form Extended Column [8.44] by changing facing. Switch the parent unit with its rearmost extension if the direction of movement requires.
- For units larger than 7 SPs and not in Extended Line, place the Extended Column marker(s) in the starting hex of the parent unit after it moves out of that hex. It follows behind the parent unit as it moves.
- For units under Advance Orders, subtract 1 MP from the extension's MA for the Activation in which it is created. For a second extension, subtract 2 MP. These subtractions apply only to this Activation.
- At the end of Movement, a unit in Extended Column cannot be stacked with another unit. Count MP expenditure for extensions as if they were separate units. The extensions must follow the hex path of the parent and must end movement adjacent to the parent (or to the first extension), unless they retract.
- Treat each part of a unit in Extended Column as a separate unit when targeted by enemy fire. Exception: Any Disorder result against any part of an Extended Column disorders the entire unit.
PLAY NOTE: Use of Extended Column markers is often unnecessary, as long as players remember which units are extended, as this status may matter for command and combat. Extended Columns fulfill the "chain of units" requirement in 4.22's Exception.
- If shocked, an Extended Column is treated as one "solid" unit. Calculate the Shock Ratio [11.43] using the unit's full strength. Attacking units are not required to be adjacent to all the Extended Unit's hexes. See 11.32 for combining attackers' strength.
- Extended columns follow 8.47 if retreating. See 6.13 and 8.52 for Advance after combat.
- If combat reduces an Extended Unit's strength below that which requires an Extended Column, remove the extension at the end of the brigade activation in which the reduction occurs, and place the parent unit in either hex, without spending any MPs.
8.51 March Orders. Units under March Orders moving along a Pike/Road/Trail extend to the Rear in conformance with the Road. With two-hex extensions or several consecutive Extended Columns moving by Road, this can result in a serpentine column that follows the Road.
In all cases, the column has only one Front and Rear hex (at the beginning and end of the column); all other hexes are flank hexes. This also applies to non-Road/Pike/Trail column Movement. A unit in Extended Column may change facing 180 degrees. Switch the parent unit with its rearmost extension. If not moving along a Pike/Road/Trail, the facing change costs 1 MP [7.21].
If the target of Small Arms Fire or Shock, apply Advance Orders to the attacked brigade at the end of that enemy brigade Activation [6.26], and change its units' facing immediately [7.23]. Unless their March Order AM has already been drawn for that turn, such brigades may activate when any remaining divisional AMs are drawn.
8.52 Advance Orders. Units under Advance Orders and using March Orders Stacking adhere to the following:
- They use Advance Orders facing [7.11].
- Unless forming Extended Line, an extension must face at least one of its parent unit's rear hexsides after movement and after a change from March Orders. The parent unit's facing must allow this. In the case of a unit with two extensions, the second extension must similarly face at least one of the first extension's rear hexsides. Exception: If the course of a Pike/Road/Trail makes this impossible, the affected extension(s) must face the next contiguous Pike/Road/Trail hex(es). Within these provisions, a phasing unit in Extended Column may change facing as desired. Switch the parent unit with its rearmost extension if the new direction of movement requires. If not moving along a Pike/Road/Trail, the facing change costs 1 MP [7.21].
- Provided it has sufficient remaining MPs, a unit in Extended Column may retract into any of the hexes it occupies, even if adjacent to the enemy. The movement cost is that for the hexside and the other terrain in the hex, rather than the Pike/Road/Trail cost. Units with two extensions pay the cost of the second extension's retraction unless retracting into the middle hex of the unit.
- Unless ineligible due to the course of a Pike/Road/Trail, Extended Columns may form Extended Line during movement by changing facing, paying 1 MP for any change of 2 or more vertices.
Note: Forming Extended Line is not Pike/Road/Trail movement; hence the exemption in 7.23 does not apply.
- If retracting into a hex adjacent to an enemy, a unit may not form Extended Line or change facing after retracting [9.53].
- Only the parent hex may fire. It is never eligible for Prepared Fire.
PLAY NOTE: Extended Columns may not conduct Reaction Facing Change [9.61], which may significantly affect their ability to fire.
- Units in Extended Column cannot shock without first retracting or forming Extended Line. They defend against shock normally, and, if otherwise eligible, may Advance after Fire or Shock, automatically retracting their Extended Column marker(s) prior to advancing [11.46].
8.53 Extended Column and Attack Orders. When first activated under Attack Orders, units in Extended Column must Retract or form Extended Line [8.52] before undertaking any other action. If retracting into a hex adjacent to an enemy unit, apply the restrictions in 9.42, Exception 2, and those of 9.53. If expending MP it is ineligible for Prepared Fire. If unable to retract due to a Change and Stand result, it may remain in Extended Column until able to Move, applying the restrictions of 8.52. If unable to retract due to Movement restrictions on units under Attack Orders [see 9.24], it retracts but automatically Disorders and is finished for the Activation.
9.0 Movement
9.1 Movement Allowance
9.11 Each combat unit has a MA printed on its counter. Leaders do not have a printed MA—it is 10 for brigadiers and division leaders, and 40 for corps and army commanders.
9.12 The MA represents the total number of MPs the unit may use in a phase, which may vary according to the Orders under which a unit is operating.
9.13 Units expend MPs to enter hexes and cross hexsides, moving into adjacent, contiguous hexes. These MPs may not be saved or transferred in any way. A unit need not use its entire MA. The player may choose to expend fewer; he may never expend more.
Note: No unit may leave the map voluntarily (some battles have exceptions to this).
9.14 Dismounted cavalry uses infantry movement costs and horse artillery uses artillery movement costs.
9.2 Movement Modes
9.21 There are three different modes of Movement, corresponding to the Orders under which a unit is operating. The entire brigade must use the type of Movement corresponding to its Orders. Exception: Units Out of Command at the time the brigade changed orders continue to use the type of Movement corresponding to the brigade's previous order, until the start of their next Activation after reentering Command Range [4.23].
9.22 March Movement. An activated combat unit under March Orders uses March Movement, as follows:
- It may move into a hex with any type of terrain.
- It may not move adjacent to an enemy unit.
- It may not move into any hex that is within four hexes and within LOS [10.2] of an enemy combat unit at any time. A March Orders unit starting its move within four hexes and LOS of an enemy unit must change orders in order to move.
- The MP cost for Pikes and Roads (but not Trails) is halved (to ½ MP per hex).
- It may be activated only by the March AM; the division AM does not affect it [5.35].
9.23 Advance Movement. An activated combat unit under Advance Orders uses Advance Movement, as follows:
- It may not voluntarily move adjacent to an enemy combat unit other than artillery. (Exception: A unit under Advance Orders may cross a Bridge or Ford to move adjacent to an enemy combat unit. It cannot shock attack, however, until its next Activation.)
- It may use Roads, Trails, Pikes, Bridges, and/or Fords (which will speed movement [9.43]).
9.24 Attack Movement. An activated combat unit under Attack Orders uses Attack Movement, as follows:
- Its MA is halved, rounding up.
- It may not use Road, Trails, or Pike movement costs; instead it uses the MP cost of the terrain in the hex.
- It may not use Bridges or Fords as part of movement [9.44].
- If artillery is attached to a brigade under Attack Orders, it moves as if under Advance Orders [6.18].
9.3 Leader Movement
9.31 A brigade, division, or Artillery leader may move when his command is activated. Unless moving with a unit with which he was stacked at the start of the Activation, he moves as if he were a separate unit. A leader may also move to and stack with a unit of the activated command and continue moving with that unit, as if he had started the Activation with it, provided he does not exceed his movement allowance. These leaders do not have their MA printed on the counter; it is ten (10) MPs. A brigade, division, or Artillery leader may move only once per Phase; i.e., he must undertake all of his movement at one time and may not break up his movement into sections. The MA of a leader/commander is unaffected by the Orders of its Commands. Leaders always use the best available movement rate for movement and command. A Division leader moves during the Action Phase of any one brigade in his division. If a subordinate brigadier under March Orders is within his Command Range, he can instead move when the March Orders AM is drawn.
9.32 Corps and Overall Commanders may move only in the Commander Movement Phase [3.0 IV/A]. However:
- If a corps commander uses more than ten of his allowed 40 MPs, his Command Range is reduced to 0 during the following turn (only division leaders stacked with the corps commander would be In Command).
- If an OC uses more than ten of his allowed 40 MPs, he may not use his Initiative Rating for any purpose during the following turn.
9.33 A Leader may move adjacent to an enemy unit only if the hex is occupied by friendly units, or if moving with a unit of his command.
9.4 Terrain and Movement
As a general rule, this section applies to all games within the system. Specific terrain rules can be found in the respective Battle Book.
9.41 The type of terrain in a hex dictates the cost to enter (such as Woods) or to cross (such as Stream or Slope hexsides), depending on the unit type moving. For example, it may cost an infantry unit 2 MPs to enter a Woods hex, whereas it will cost an artillery unit 4 MPs to do the same. Most terrain types are self-explanatory; those that require elaboration are discussed below or in the Battle Book.
9.42 If a unit does not have the necessary MPs to enter a hex—for whatever reason—it may not enter that hex.
Exception 1: A unit may always move one hex (including any and all facing changes) as long as it would have been able to enter that hex using its full, Good Order MA and does not move adjacent to an enemy unit.
Exception 2: A unit under Attack Orders may always move one hex (including any and all facing changes) into a hex adjacent to an enemy unit provided it neither Shocks nor Fires during that Activation and it would have been able to enter that hex using its full (unhalved), Good Order MA.
Prohibited hexes or hexsides may never be entered or crossed despite these exceptions.
PLAY NOTE: Extension/Retraction counts as a 1-hex move.
9.43 Pikes, Roads, Trails, Fords, and Bridges can speed movement.
- For units in March Order, the cost to enter a Road or Pike hex is ½ MP [9.45]. All other costs are as listed for the terrain on the Terrain Effects Chart.
- Units under Advance Orders use printed Pike, Road, Trail, Ford and/or Bridge movement costs if complying with March Order stacking limits [8.13]. A unit must pay the cost of the hexside and the other terrain in the hex to end its move stacked with another unit, if the resulting stack will exceed March Order stacking limits.
- Units under Attack Orders may not use Roads, Pikes, Trails, Fords, and/or Bridges. They must use the cost of the terrain in that hex.
- Artillery is always under Advance or March Orders and therefore may use the movement cost benefits of Road, Pikes, Trails, Fords, and Bridges.
9.44 When being used:
PIKES AND ROADS: Pike and Road movement rates apply regardless of the terrain, including elevation changes. Units are not subject to Disorder from terrain [9.47].
TRAILS: Trail movement rates are one-half the non-Trail rate for the terrain in the hex. Units are not subject to Disorder from terrain [9.47]:
- Round down, to a minimum of 1 MP, if under March, and for Leaders;
- Round up, if under Advance (and obeying stacking limits [8.13]).
EXAMPLE: If Woods terrain would normally cost 5 MPs for an artillery unit under Advance Orders, using a Trail costs 3 MPs.
Note: Trail movement costs vary by game, particularly on whether trails negate the cost of hexside terrain. See the Battle Book and TEC.
BRIDGES: Units may not move (as part of Movement) across a Bridge if under Attack Orders. However, they may Shock Attack across the Bridge under those Orders, and, if the result allows, advance across that Bridge [see also 6.15 and 9.23].
FORDS: They may be used under March or Advance Orders; units under Attack Orders may not move using Fords, but they may attack and advance across the Stream or River through the Ford hexside. The cost to use Fords is often appropriate to the specific battle. See the Battle Book and the game's Terrain Effects Chart.
9.45 Units gain the benefit of Roads, Pikes, Trails, Fords, and Bridges, when available, only if they enter such a hex from a connecting Pike/Road/Trail hex. In addition, units using these paths, do not pay any MPs to change facing during movement as long as they are moving from one Pike/Road/Trail hex directly into another, connected Pike/Road/Trail hex.
9.46 The GBACW system uses a graduated Elevation system to represent changes in terrain height. Some changes in elevation are gradual, others are not. As the representation varies from game to game, depending on the elevation scale adopted, see the Battle Book for specifics.
9.47 Certain terrain, as shown in the Terrain Effects Chart, carries with it Disorder possibilities:
- If a unit enters or crosses terrain with a "D," that unit is automatically Disordered the instant it enters/crosses that hex/hexside (and remember the reduced MA of a Disordered unit [12.33]).
- If a unit enters or crosses terrain with a "d" or "dr," that unit undergoes a UDD [2.6] the instant it enters/crosses that hex/hexside. If the roll is higher than its Cohesion Rating, the unit is Disordered.
Notes:
- No D or d/dr applies to a unit using a Pike/Road/Trail, unless Battle Book rules specify otherwise.
- TECs vary. The most recent use a note rather than "d" or "dr".
9.5 Enemy Units and Movement
9.51 A friendly unit may never enter a hex containing an enemy combat unit.
9.52 Only units under Attack Orders may move adjacent to an enemy infantry or cavalry combat unit, unless crossing a Bridge or Ford hexside to do so [9.23]. Units under Advance Orders may move adjacent to artillery, but artillery may never move adjacent to an enemy unit.
Exception: If the hexside between the non-phasing and phasing unit is un-crossable (e.g., a river), the prohibition on moving adjacent to enemy infantry and cavalry does not apply for infantry and cavalry units under Advance Orders.
9.53 A combat unit must cease movement for the Phase when it moves adjacent to an enemy combat unit, even if separated by what would be impassable terrain. It may not change facing after moving adjacent.
Exception: If in moving adjacent to the enemy the moving unit stacks with another unit and must adjust its facing to match that of the stationary unit, it can neither fire nor shock during that Activation.
A unit that starts movement adjacent to an enemy unit may change facing by only one vertex before moving. If not moving, it may change facing any number of vertices. If its orders permit, a unit starting movement adjacent to an enemy unit may move directly to another hex that is adjacent to the same (or another) enemy unit, whereupon it ceases movement.
9.54 Withdrawal Movement. Units under either Advance or Attack Orders may use Withdrawal Movement as their movement for that Activation. When using Withdrawal Movement, a unit moves backwards (rear hexes only) a maximum of two hexes. It may not extend, and may not change facing unless stacking requires it [7.11]. If any hex the unit enters costs more than 1 MP, the unit undergoes a UDD [2.6] as it enters each such hex, earning a +1 DRM for each MP in excess of one required to enter.
- If the unit fails it is Disordered.
- If a Disordered unit fails, it may not enter the second hex; it remains Disordered in the first Withdrawal Movement hex.
If under Advance Orders and adhering to March Order Stacking limits, units may use Pike/Road/Trail movement costs to modify or avoid a required UDD. Except along a Road or Pike, artillery using Withdrawal Movement may not move through a friendly unit, and non-artillery may not move through a non-artillery unit. Extended Columns may not use Withdrawal Movement; Extended Line may not use thoroughfares. If an Extended Line cannot withdraw extended, it may Disorder, retract into any of its hexes, and then follow normal Withdrawal Movement rules. If already Disordered there is no additional effect.
Units under Advance Orders must comply with 6.15, third bullet. Units under Attack Orders must comply with 9.53.
Units using Withdrawal Movement may not fire or shock. If Refused, they remove their Refused marker after any Withdrawal Fire [10.44].
EXAMPLE: An infantry unit withdraws two hexes, both Woods. Woods has a normal cost of 2 MPs. The player rolls the die for each hex, adding +1 for each Woods hex to get the UDD result. If the infantry unit started the move Disordered and fails the UDD for the first hex, it may not enter the second Woods hex. If it is Disordered in the first hex and fails the UDD for the second hex, it must return to the first hex.
9.55 Artillery and Enemy Units.
DESIGN NOTE: While Civil War artillery manuals cautioned against artillery deploying within effective small arms range of the enemy, at least one conceded that it might sometimes be justified. Attempts to do so occurred throughout the war, with varying results. Thus, we offer players two mutually exclusive options. The first reflects the prudent streak in Civil War gunnery. The second allows for the actual practice of "running the guns in close".
Option 1: Artillery units may move no closer than four hexes away from enemy combat units, unless the enemy has no LOS to the closer hex. Friendly units do not block LOS for purposes of this rule. If otherwise eligible [see 6.15, 9.53, and 10.44], artillery starting an Activation within three hexes of enemy combat units may move into or through a hex equally close or further away from the enemy regardless of LOS, but may not fire during that same Activation unless it ends its move at least four hexes from the nearest enemy with LOS to its hex.
Option 2: Unless stacking with or adjacent to friendly infantry or cavalry, artillery cannot move within three hexes of enemy mounted cavalry. Provided it conforms to this restriction, the following rules apply:
- Artillery moving into a hex within three of any enemy unit having LOS to it must, after resolving any Approach Fire targeting it, immediately undertake a UDD with a +DRM equal to the number of enemy units within three hexes and LOS. Count all extensions as separate units. Disregard enemy range limitations or ammo depletion when calculating the DRM. Enemy units block LOS [10.26], but units friendly to the moving artillery do not block LOS for this purpose. Failing the UDD results in Disorder and retreat to a hex not within three of enemy units or out of their LOS. If the artillery fails the UDD by more than two, it loses a number of guns equal to half the margin of failure, rounding down. Restrictions on artillery retreat apply [12.45].
EXAMPLE: Artillery with cohesion "7" rolls a ten for its UDD. Its margin of failure is three. The artillery loses one gun.
- Artillery moving within two hexes and LOS of enemy units adds two to the DRM for its UDD in addition to the DRM for the qualifying enemy units described above.
- Already Disordered artillery failing this UDD retreats as above and loses a gun in addition to any others lost.
- Artillery starting its own or an enemy brigade activation within three hexes and LOS of the enemy is not subject to the provisions of this option if it retreats, conducts a Reaction Move, or enters only hexes further from enemy units within LOS and does not fire.
PLAY NOTE: Artillery typically had a healthy respect for enemy capabilities. When it ventured close, it did so on the assumption the enemy was too weak or disorganized to threaten it. That assumption often proved wrong.
EXAMPLE OF MOVEMENT AND REACTION: All phasing units are under Attack Orders. Unit A is an artillery unit that cannot move closer to enemy units, unless the latter have no LOS to it [9.55 Option 1]. Unit E uses Withdrawal Movement to back up two hexes without changing facing [9.54]. Unit F moves into the rear of the enemy. Enemy Unit C may conduct Reaction Facing Change [9.61] and rotates one vertex then must conduct a UDD. Enemy Unit D cannot change facing because it is in the Frontal hex of another enemy unit. Unit B moves directly across the frontal hex of an enemy unit, which is allowed [9.53]; however, it must stop after that first hex. The movement by Unit B triggers possible Artillery Reaction Movement from Artillery A [9.63]. Unit G moves toward the enemy cavalry and artillery units, which triggers Moving In Reaction [9.63]. The enemy cavalry and artillery units may move one or two hexes and then undergo a UDD. Unit G may continue moving. Unit I cannot use the Road rate through the Woods because Roads may not be used by units with Attack Orders.
9.6 Reaction Movement
A non-phasing unit may move during an opponent's phase in Reaction to what is happening, if not under March Orders [6.13] or in Extended Column [8.5]. Phasing units and units friendly to them may not react.
9.61 Reaction Refusal/Facing Change. A non-phasing combat unit may Refuse or change facing in reaction to movement by, or fire from, an enemy unit.
- Any enemy movement or advance into a hex adjacent to the non-phasing unit may trigger a Refusal or Facing Change.
- Enemy fire targeting a non-phasing combat unit from a hex outside its front may trigger a Refusal or Facing Change by the targeted unit, unless the non-phasing unit must retreat as a result of the fire. The reaction occurs after the results of the Phasing Fire are applied, including both shots from rapid firing artillery [10.68] or Spencer Repeaters [14.3]. A unit may Return Fire after a Refusal or facing change [10.42], unless it suffers a 2nd Disorder due to failing its UDD [9.62]. For firing after Reaction Refusal, follow the restrictions of 7.34.
- To use Reaction Refuse, a unit must be eligible to Refuse [7.31, 7.32].
- Units in Extended Line may Refuse, but cannot change facing using this rule.
9.62 Restrictions on the use of Reaction Refusal or Facing Change.
- A unit may do so only once per enemy brigade Activation.
- The unit undergoes a UDD [2.6] when it does so (infantry and cavalry only, not artillery). If it fails, it suffers a Disorder result. Stacked units conduct separate UDDs.
- There is no MP cost (as it is not a phasing unit).
- A unit may not use these Reactions if already in the Frontal hex of another enemy unit. Apply this restriction to each part of a unit in Extended Line separately, as if the part were an independent unit.
Additional restrictions on the use of Reaction Facing Change:
- May change facing by only one vertex.
- May not do so if it is Refused or stacked with a unit that cannot Reaction Face.
- If artillery, it is subject to a –2 DRM for the first non-phasing fire following the Reaction Facing during that enemy brigade Activation. Rapid Fire is not allowed for that fire.
9.63 Moving in Reaction. Mounted cavalry and artillery have the additional capability of moving in reaction to enemy Movement within three hexes of their present position. They may not react to enemy Advance or Retreat.
- Mounted cavalry and artillery may move in reaction one or two hexes, using the Retreat rules [12.44]. Because it is a non-phasing unit, there is no MP cost to do so.
- A mounted cavalry or artillery unit under March Orders or already in the Frontal hex of another enemy unit may not reaction move.
- Artillery may not reaction move into a hex that would normally cost it more than 2 MPs to enter. Artillery may use the Road/Pike/Trail movement cost if eligible.
- Units must perform a UDD after a reaction move. A failed UDD results in Disorder, a 2nd Disorder results in the loss of 1 SP or one gun. For cavalry, add to the roll the MP cost of any hexside crossed plus that of each non-clear hex entered. If the cavalry unit's strength is 4 SPs or less, and it is under Advance Orders, it may use the Pike/Road/Trail cost to calculate the UDD modifier [8.13].
- The decision to move in reaction is announced and implemented before the phasing unit moves to a hex in triggering range but use the triggering hex to determine the retreat path.
- If mounted cavalry or artillery chooses to move in reaction, the phasing unit must move into the triggering hex, but may keep moving, if it has MPs remaining.
- An artillery unit may move in reaction once per enemy brigade Activation.
- An artillery unit can either move in reaction or use Approach Fire [10.45] during a given enemy brigade Activation, but may not do both.
- Each hex artillery enters during Reaction Movement may not be closer to any enemy unit that is within four hexes of the artillery and has LOS to it.
- If possible, the phasing unit may fire at artillery before the reaction move. Any failed UDD, D, or step loss limits the reaction move to one hex.
PLAY NOTE: Theoretically, cavalry can keep retreating if the phasing unit keeps moving toward it. This could happen even when the phasing unit is mounted. However, each time the non-phasing unit so retreats, it could incur Disorder.
9.7 Reinforcements
9.71 In most games in the GBACW system, reinforcements enter through the map edge hexes listed in the scenario, paying the appropriate movement cost to enter the edge hex. Arriving units are given specific Orders—in the Reinforcement Orders Phase [3.0 II/D]—prior to their arrival, and use that Movement mode to enter. All reinforcements are considered to be In Command for Activation purposes during the turn of entry. Entering leaders and commanders apply their ratings to reinforcements that are under their command and entering via the same hex or area during the same turn, unless the Battle Book specifies the number of AMs the reinforcements receive. Off-map leaders do not affect commands already on the map. A unit entering without its brigadier retains its orders until starting an activation within Command Range of its brigadier. It then immediately assumes the orders of that brigade. If it already moved under March Orders, it is finished for the turn.
9.72 If more than one stack enters through the same hex during the same Action Phase, the first stack pays the cost of the entrance hex, the second its cost plus that of the first, and so on. Unless under March Orders, reinforcements may move into an Entrance Hex despite an enemy unit being adjacent to that hex. If under Advance Orders, however, they may not shock until their next Activation. No unit may enter an enemy Entrance hex until all reinforcements scheduled to enter through that hex have done so, or could have done so.
9.73 Arriving units that are unable to enter due to units entering ahead of them may enter the map during the next Action Phase for that command. Reinforcements may also delay their entry at the player's discretion, but must enter before the next group scheduled to enter via the same entry hex(es). Unless stated otherwise in the Battle Book, reinforcements within a particular group do not have to enter in the order listed.
9.74 Some reinforcements are restricted as to the number of Activation Phases they may undertake in the turn in which they enter. This applies even to entering reinforcements using March Orders.
EXAMPLE: A unit arriving under March Orders stated to have only one AM allowable for its turn of entry may move only the equivalent of one Activation.
10.0 Fire Combat
10.1 Basic Fire Concepts
Fire combat is of two types: small arms and artillery.
10.11 Units may fire at the enemy when:
- Activated and under Attack Orders (in addition to Movement).
- Activated and under Advance Orders (instead of Movement).
- In reaction to certain enemy actions (but not while under March Orders).
10.12 A unit may fire at any enemy unit within the Range of its Weapon Type and within its LOS [10.2]. The Range is the number of hexes from the firing unit to the target, counting the target unit's hex but not the firing unit's hex.
10.13 No unit is ever required to fire; fire is always voluntary. However, each phasing unit must complete its Movement/Fire before any other phasing unit starts. Exception: see optional rule 10.82.
10.14 Each unit fires separately; two units may not combine fire. See 8.31 for the maximum fire allowed from a single hex.
Exceptions:
- An infantry unit in Extended Line may combine fire from its constituent hexes as it is a single unit. [8.45]
- Artillery fire may be combined [10.63].
- See optional rule 10.82, Combined Small Arms Fire.
10.15 When a phasing unit fires—and this includes a unit in Extended Line—it may split its fire between all possible adjacent targets in its Frontal hexes. Such splitting must be done as evenly as possible. A unit may not split its fire against the same target. Roll separately for each fire. Split fire and all Return Fire is simultaneous [10.42], unless the latter is preceded by a Reaction Refusal/Facing Change. See 10.65 for artillery exceptions to the above.
Non-phasing units split Return, Withdrawal, and Approach fire by reserving part of their firepower for use in a possible later fire opportunity. They split Pre-Shock Fire the same way a Phasing unit splits its fire. Non-phasing units split their fire as evenly as possible and are limited to firing twice (treat a refused frontal hex separately). They are not limited to firing at units in their two frontal hexes, but cannot fire at the same hex twice. Non-phasing units that split Return Fire but suffer SP losses from the first fire combat may still fire with the SPs originally allotted for the second fire, unless their remaining SPs are less than allotted, in which case they fire with their remaining SPs.
EXAMPLE #1: A 5-SP phasing unit with an enemy unit in each Frontal hex may fire all 5 SPs at either unit. Or, it can split fire, directing 3 SPs at one hex and 2 SPs at the other. No other combinations are possible.
EXAMPLE #2: A 3-SP non-phasing unit may Return Fire with 1 or 2 SPs, reserving the rest for a later opportunity to return fire. If the result of the first fire combat leaves it with fewer SPs than the number reserved for the later fire, it may use only its remaining SPs for that fire.
10.16 Each Weapon Type has a Maximum and Prepared Fire Range, listed on the Range Effects Chart. Maximum and Prepared Fire Range can vary from game to game. No unit may fire at a target that is outside its maximum range. All fire must be through a unit's Frontal hexsides.
EXAMPLE: Units with "R" weaponry (rifled-muskets) have a maximum range of five, and a Prepared Fire Range of one; and those with "M" (muskets) have a maximum range of two and, for Prepared Fire, one.
10.17 To resolve fire, the player determines the number of SPs and rolls one die, cross-referencing the roll with the Fire Strength on the Fire Table. The roll may be modified by several DRMs, all listed in 10.8 and on the Fire Table. The results are applied immediately [12.0].
Note: If there is Return Fire [10.42] non-artillery units and artillery able to Return Fire at Canister range will fire before the effects of the fire are applied; artillery units firing at Shot/Shell range will apply the results before they return fire [10.45].
10.2 Line of Sight
10.21 Units firing at a target two or more hexes distant may fire only at targets to which they can trace a LOS; they must be able to see the target. LOS is traced from the center of the firing hex, through the Front of the unit [7.11] to the center of the target hex. Line of Fire is the LOS extended indefinitely past both the firing and target units, regardless of terrain. For all purposes other than fire combat, LOS is traced from the center of the sighting unit's hex, through any of its hexsides, to the center of the enemy unit's hex (i.e., 360 degrees).
10.22 Certain terrain hexes block LOS [see Terrain Effects Chart]. If the LOS is blocked, fire is not possible. Blocking terrain hexes can always be fired into, but never through. Fire at an adjacent hex may be prohibited across certain hexsides [10.67; see individual Battle Books for specific cases].
10.23 The following may block LOS, depending on their location:
- WOODS: Woods are treated as being one full level higher than the base elevation. However, Orchards do not block LOS.
- TOWNS: Towns are treated as being one full level higher than the base elevation.
- ELEVATIONS: A hex may block LOS due to its elevation and the type of slope hexside it has (if any). An elevation change from one hex to an adjacent hex determines the type of slope hexside between them. For LOS purposes there are two types of elevation changes:
Gradual: One elevation change to an adjacent hex without any slope hex sides.
Non-Gradual: One or more elevation changes to an adjacent hex with a Minor, Steep, or Sheer slope hexside between them.
Notes:
- Combat units are always considered to be at their hex's base elevation.
- Treat the hexsides of Woods and Town hexes like Steep Slopes for determining LOS, i.e., as if they were steeply-sloped hills one level higher than the actual ground level.
10.24 Intervening Blocking Terrain:
- Higher Elevations. If both firing and target hex are on the same or different level, any intervening hex with an elevation higher than both units blocks LOS.
- Canopy of Trees. LOS may not be traced through a lower Woods hex adjacent to a wooded target hex or a wooded firing hex (due to the canopy of the trees), unless: (a) the adjacent Woods hex is lower than both the firing and target hexes, and (b) the base elevation change between the two Woods hexes is non-gradual.
- Slopes. If the firing and target hexes are on different levels, LOS is blocked by any intervening hex or hexside higher than the average level between them and closer to the lower unit. Halfway or equidistant is closer if: (a) the potential blocking hex has a non-gradual slope hexside closer to the lower unit, or (b) the potential blocking hexside has a non-gradual slope.
Notes:
- The average level is the sum of the higher and lower units' base elevations, divided by 2 [Average Level = (H+L)/2].
- The halfway or equidistant point can either be a hex or hexside depending on the number of hexes between the firing and target hex.
- A potential blocking hexside can exist only midway between the firing and target hexes, and only when the adjusted heights of its two adjacent hexes differ. In such cases, the height of a potential blocking hexside is the average of the two adjacent hexes' adjusted height. Woods and Towns adjust the height of their hex's base elevation by one level for this determination [10.23].
- If the higher hex adjacent to the non-gradual hexside is only one elevation higher than the lower unit, treat the hexside as gradual. Exceptions: Woods and Town hexes.
SLOPE LOS EXAMPLE: (The illustration shows a line of hexes D, C, B, A, W, X, Y, Z; D and C are on Level 6, B and A on Level 5, W on Level 3, X on Level 2, and Y and Z on Level 1.) In the illustration above, LOS is clear between A and W-Z. A is on Level 5, while X is on Level 2, thus the average level between them is 3.5, and W is lower than the average. Y/Z are on Level 1; the average level between them and A is 3. No hex higher than that level is closer to Y/Z than to A. Although the elevation of the non-gradual slope between A and W (4) is higher than any of the average levels for X-Z, it is not equidistant or closer to the lower hex.
LOS is blocked between B and W because A (5) is higher than the average level (4.5) and has a non-gradual slope hexside closer to the lower unit (and also due to the Shadow Exception, see below). The LOS is clear between B and X: A (5) is higher than the average elevation (4), but is not closer, while the height of the non-gradual slope (4) halfway between is not higher than the average level. The LOS is clear from B to Y-Z because there is no higher average level or non-gradual slope closer to the target hex.
LOS is blocked between C and W: A is higher than the average level (5 vs. 4.5) and is closer to the lower hex. LOS is blocked between C and X: the average level (4) is lower than A (5), and A counts as closer to X as it has a non-gradual slope hexside closer to X. LOS is blocked between C and Y because the non-gradual slope that is halfway between has a height (4) that is higher than the average level (3.5). LOS between C and Z is clear because the potential blocking hexside is not halfway or closer to the target hex.
LOS is blocked from D to W and X because A (5) is higher than the average level of both hexes (4.5 and 4) and closer to the lower hexes. LOS is blocked between D and Y because A (5) is higher than the average level (3.5) and has a non-gradual slope hexside closer to the lower hex. LOS is blocked between D and Z because the potential blocking hexside has a height (4) higher than the average level (3.5) and is halfway to the target hex.
Additional Restrictions on LOS.
- The Intervening Hill Exception. An intervening hex or ridge at the same base elevation as the higher unit blocks LOS if separated from the higher unit along the Line of Fire by a hex of lower base elevation.
- The Shadow Exception. For firing and target units on different levels: (a) an intervening Woods or Town hex always blocks LOS if higher than and adjacent to the firing or target unit; (b) a steep or sheer slope hexside blocks LOS if higher than, and adjacent to, the lower unit, unless all other hexsides along the LOF to the higher unit are equally steep or steeper.
- Crests [Optional, but Recommended]. If the firing and target units are at different elevations, LOS is blocked if: (a) the base elevation of hexes along the LOF and behind the higher unit descends sooner than it does between the higher and lower units (count the same level hexes in both directions from the higher unit's hex, exclusive), and (b) the LOF beyond the higher unit does not cross any hexes of higher base elevation before entering hexes of lower base elevation.
For purposes of this rule do not count Woods or Towns when determining elevation of hexes beyond the higher unit.
EXAMPLE of LOS and Geographic Crests: In the illustration above, LOS is blocked between A and Y, because elevation descends sooner beyond A than it does between A and Y, and the LOF beyond A crosses lower elevations before entering any higher hexes. This implies a geographic crest on the hexside between 4406 and 4505. LOS is clear between A and Z. The number of hexes at the same elevation along the LOF beyond A is the same as the number between A and Z, so the geographic crest does not block.
10.25 Reciprocal Nature of LOS. LOS is always reciprocal—if the Firing unit can see the target, then the target can see the firing unit. Exception: see 10.26.
10.26 Combat Units.
DESIGN NOTE: LOS is not the only consideration when determining whether combat units "block" fire. The danger of "friendly fire" incidents was such that small arms/canister fire over the heads of friendly troops only occurred when the latter were well below the LOS. Even then it was at least unnerving and sometimes damaging for the intervening unit. Firing over the heads of enemy troops held no such risks, but typically the closest enemy unit was the most exposed and the only one that mattered to the firing unit.
Given no blocking terrain, intervening combat units block small arms fire at all ranges and artillery fire at canister ranges [10.67], with the following Exceptions:
- The intervening unit's hex has a base elevation lower than that of both the firing and target units.
- No intervening units are friendly to the firing unit, and terrain blocks the firing unit's LOS to all intervening enemy units.
- An intervening unit in a hex adjacent to a hex two or more levels higher will not block fire for artillery in that higher hex [10.67].
- The Firing and target units' base elevations differ by two levels or more, the intervening unit is on the same base elevation as the lower unit and is not closer to the lower unit.
Whenever fire is permitted over the heads of friendly combat units adjacent to the target, and the unadjusted Fire Roll is 2 or less, those friendly units must conduct a UDD, Disordering if they fail.
Given no intervening, blocking terrain, friendly combat units block artillery fire at a range of four or more hexes regardless of their elevation, if such units are on the LOF and within two hexes of the target, including the two hexes past the target. This applies even if the firing unit's range is sufficient only to reach the target. Where the LOF runs along a hexside, friendly units adjacent to that hexside and within two hexes of the target block as well. Enemy units do not block artillery fire at ranges of four or more hexes.
Combat units do not block LOS to units under March Orders for the purposes of rule 6.13, or for purposes of rule 6.31 (Reserve), or to targets of Cavalry Charge [11.52].
10.27 If LOS runs along the hexside of a hex that blocks LOS, the LOS is blocked. (Accurate? No sir. But it stops arguments.)
10.3 Phasing Fire
Phasing Fire applies to activated units (i.e., it is their turn).
10.31 A phasing unit may fire only once per Activation, although it may split its fire at the time [10.15].
Exceptions: Artillery Rapid Fire [10.68] and, in certain battles in the series, Spencer Repeaters [14.3].
10.32 A phasing non-artillery unit may fire when Activated under the following Orders:
- ATTACK ORDERS: It may fire once during its Activation, at any time before, during, or after Movement.
- ADVANCE ORDERS: It may fire once, instead of Movement. It may change facing one vertex before firing, but not afterward. See 10.61 for Artillery.
10.33 The following units may not use Phasing Fire:
- Units under March Orders.
- Units under Advance Orders that expend MPs. Exception: Artillery [10.6].
10.4 Non-Phasing Fire
Non-Phasing Fire refers to opportunities for non-phasing units to fire at activated enemy units that are threatening them in some way. There are four different types of Non-Phasing Fire: Return Fire, Pre-Shock Fire, Withdrawal Fire (for infantry/cavalry only), and Approach Fire (for artillery only). Phasing units (and units friendly to them) may never use Non-Phasing Fire in any form. Exception: If otherwise eligible [10.43], phasing units and units friendly to them may use Pre-Shock Fire versus non-phasing units that Continue Shock [11.47].
10.41 Non-Phasing Fire is available to units under Advance and Attack Orders; it may not be used by those under March Orders. An eligible unit may use all its SPs for each type of Non-Phasing Fire once per enemy brigade Activation. The limits in 10.14 apply. For each triggering action, the owning player must declare which units will use Non-Phasing Fire.
- If multiple non-phasing units fire in response to the same trigger, apply each result in the order that it is rolled.
- For each result, apply step losses before applying any non-step loss result [12.21].
- If step losses eliminate the top unit in a targeted stack, apply excess step losses to the next unit in the stack, but ignore any unapplied non-step loss result (d+2 or D). Other units in the stack conduct a UDD if the top unit Disorders or is eliminated [8.35].
- If the target hex is vacated before all fire has been conducted, non-phasing units that declared fire are still considered to have fired. No actual die roll is needed unless using optional rule 10.9, in which case the firing unit ammo depletes on an unadjusted roll of 5.
- A non-phasing unit may choose to split its fire, provided it fires at two different stacks. In all cases except Pre-Shock Fire, splitting Non-Phasing Fire involves reserving part of it for a possible later opportunity, provided the fire targets two different stacks. Apply the restrictions of 10.15 and, for artillery, 10.65.
10.42 Return Fire. If fired upon by phasing enemy units, non-phasing units may fire back at the hex from which the Phasing Fire originated, if eligible (frontal hexes, range, and LOS all being taken into consideration). If facing permits, non-phasing units or eligible parts of Extended Units not targeted by Phasing Fire but adjacent to either the target unit, the firing enemy unit, or both may also Return Fire, unless already in the frontal hex of an enemy unit in another hex. Return Fire is simultaneous with the fire that triggered it: both sides fire before results are applied (see Exceptions below).
EXAMPLE #1: The phasing player announces a unit will fire. The non-phasing player then decides whether he will declare any return fire. The fire attack and associated Return Fire are then resolved. Note that multiple units may return fire, up to the 7 SPs per hex limit [8.31]. The phasing player then declares his next fire attack, and the non-phasing player declares any return fire to this next attack. Note that non-phasing units may be fired on by two or more enemy units in succession during an enemy brigade Activation. A non-phasing unit can hold back firepower in anticipation of a second Return Fire opportunity.
EXAMPLE #2: A phasing brigade has two 3-SP infantry units stacked above a 5-SP unit and a 4-SP unit. The top 3-SP unit announces its fire, which is then resolved, including any Return Fire it triggers. The 3-SP unit below the top unit (if still in the hex) now fires at the same or a different target. Such fire and any Return Fire is resolved. 1 SP from the 5-SP unit (if still in the hex) fires, either at one of the same targets or at a different target, and such fire is resolved as above. The 4-SP unit on the bottom cannot fire at all.
EXAMPLE #3: A phasing 1-SP unit stacked above a Disordered unit announces its fire versus a stack of two enemy units. The non-phasing player declares he will Return Fire with both units. The phasing unit and the two non-phasing units all fire before the results are applied. The top non-phasing unit's fire results in a "1d+2"; the bottom non-phasing unit's fire results in a "d". The "1d+2" is applied [10.41]. It eliminates the 1-SP phasing unit. The "d+2" part of the result is disregarded, but the Disordered phasing unit remaining in the hex must undertake a UDD, as the top unit was eliminated [8.35]. It fails its UDD. Following the 2nd Disorder Table, it loses an SP, and must retreat one or two hexes. As it is a phasing unit suffering a 2nd Disorder, it cannot use Phasing Fire, as it is done for the Activation [12.35]. No phasing units remain in the hex, so the second non-phasing unit's "d" result cannot be applied (although it may result in ammo depletion if using optional rule 10.9). If the bottom phasing unit had passed its required UDD and remained in the hex, it would now have had to again conduct a UDD due to the second non-phasing fire result.
Exceptions:
- If Reaction/Refusal Facing [9.61] occurs prior to Return Fire, the attacker's fire is resolved before the defender fires. This only applies if the Phasing fire that triggered the Return Fire also triggered the Reaction Refusal/Facing Change.
- Artillery's Return Fire is resolved after resolving the enemy fire at ranges of four hexes or more.
10.43 Pre-Shock Fire.
- A unit may fire at its attackers' hex(es) during Shock Resolution [11.38]. In the case of attacking units stacked beneath units not participating in the shock, the top shocking unit is the target.
- If an enemy unit shocks a friendly unit while in the frontal hex of one or more other friendly units, or parts of Extended Units that are not in the frontal hex of another enemy unit, the nontargeted friendly unit(s) or eligible parts may also use Pre-Shock Fire, whether or not the targeted unit retreats or routs prior to shock resolution.
- Pre-Shock Fire is available to both phasing and non-phasing defenders against Continued Shock [11.47], unless they used it previously during that brigade Activation or are in the Frontal hex of another enemy unit.
10.44 Withdrawal Fire. Whenever an enemy unit during Movement attempts to leave a non-phasing infantry or cavalry unit's adjacent Frontal hexes, the latter may fire before the enemy unit leaves. This fire is possible only during voluntary Movement, not during Advances or Retreats. All eligible units fire before the phasing unit moves, but after any facing changes. Any failed UDD, D, or step loss limits the withdrawal to one hex. For a 2nd Disorder, the unit applies the result listed in the 2nd Disorder Table, instead of moving.
Exception: If any enemy units remain in the hex, then the fire targets the top remaining unit after the moving unit has finished its move.
10.45 Approach Fire: Artillery may fire at an enemy unit (LOS/facing permitting) that, when using Movement [9.0], enters a hex anywhere within three hexes of the guns. It may do this only once per enemy brigade Activation. Artillery that uses Reaction Facing may fire at the enemy unit that moved adjacent, but with a –2 DRM [9.62]. Advancing [12.6] and retreating [12.4] units are not eligible targets for Approach Fire.
10.5 Prepared Fire
10.51 Each small arms (i.e., non-artillery) weapon type has a (reduced) range within which it may gain the DRM benefit of Prepared Fire (see the Range Effects Chart). Units may not gain the Prepared Fire DRM outside that Range.
10.52 Prepared Fire may be used (only) by:
- Phasing infantry units (but not dismounted cavalry) in Good Order and under Advance or Attack Orders, instead of moving.
- Non-phasing infantry and dismounted cavalry under Advance or Attack Orders and in Good Order [10.4].
- Units that have not changed stacking order, advanced, retreated, or are in Extended Column during that activation [8.24, 8.52, 12.6, 12.4].
Note: Units that change facing by one vertex either before or after firing, remain eligible for Prepared Fire. Exception: Units in Woods hexes while under Attack Orders [see 7.22].
10.53 Units that are eligible for Prepared Fire have a +1 DRM when resolving fire.
10.6 Artillery Fire
For the most part, the mechanics for artillery fire and small arms fire are the same: roll the die, adjust the die roll for range, etc., and find the result. There are, though, some rules specific to artillery.
10.61 Artillery may move (once) and fire (once) in the same Activation. However, the following penalties/restrictions apply:
- Guns that fire have their MA halved for that Activation.
- Guns that move (or will move) suffer a –2 DRM when they do fire. Guns that change facing by one vertex either before or after firing do not suffer the –2 DRM.
- Moving batteries that exceed half their MA may not fire.
- Disordered artillery may not fire; it may move.
- Phasing or non-phasing artillery that starts a brigade Activation stacked under non-artillery but for any reason becomes the top unit may fire if otherwise eligible, but incurs a –2 DRM for that fire and cannot Rapid Fire.
10.62 Artillery batteries may use Phasing Fire either when activated as part of a brigade or a division or when their Artillery leader is activated.
10.63 Combined Fire. Batteries or sections stacked in the same hex may combine their fire at ranges of four hexes or greater. Different batteries, even those in the same hex, that are firing at ranges of one to three hexes (canister/grape), may not combine fire, although gun sections from the same battery may combine.
10.64 If there is more than one type of gun combining fire, and the DRM for the range is different for each, use the worst DRM for all.
10.65 Split Fire. Unlike phasing Small Arms units that split fire, artillery may target enemy units at any range. [Exception: see 10.66]. A single battery may split fire in one of three ways, targeting a maximum of two hexes.
- Batteries consisting of multiple gun types (sections) split fire by section, combining them as desired if consisting of three or more sections. Apply the restrictions of 10.15 when a battery of one gun type splits its fire.
- A battery may split fire against the same hex [Exception to 10.15], but runs an increased risk of ammo depletion. a. A battery consisting of one gun type may fire twice, splitting its fire as evenly as possible [10.15]. If eligible, it may use Rapid Fire [10.68], for either or both parts of the Split Fire, but any ammo depletion result leaves the whole battery in No Ammo status following the fire. If not using Rapid fire, apply one level of ammo depletion [10.69] to the whole battery, if either or both rolls are 5s. b. A battery consisting of multiple gun types may fire each section at the same hex. If one or more sections uses Rapid Fire, any ammo depletion result leaves all Rapid firing sections in No Ammo status following their fires. Sections not using Rapid Fire deplete by one level, maximum, if any of the battery's rolls results in any level of depletion.
- A multi-section battery targeting two hexes and assigning more than one section to fire at either or both may fire those sections separately, following the rules for ammo depletion listed in 2b, above.
Additionally,
- A battery's Split Fire is declared prior to any fire die rolls. All Return Fire is declared prior to any fire die rolls, unless the Return Fire is not simultaneous with the Phasing Fire [10.42].
- If splitting fire by section but combining two or more sections, see 10.64.
- Two or more stacked batteries or sections combining fire may not split that fire [10.63].
- A section may not split its fire.
10.66 A phasing battery choosing to fire when alone in a hex and in the Frontal hex of an enemy unit must, if it can, fire at that enemy unit. It may split its fire against that hex [10.65]. If enemy units are in both its adjacent frontal hexes, it may instead split fire between those two hexes, but may not target another hex unless unable to fire into either adjacent frontal hex.
10.67 Artillery Range Issues
- Canister/Grapeshot vs. Shot/Shell. Artillery used different types of ammunition, depending on the range to the target:
- Artillery fire at one, two or three hexes (canister and grapeshot) is resolved as small arms fire.
- Artillery fire at a range of four hexes or greater uses the Artillery Fire Table. It affects all units individually and equally in the target hex [Exception to 8.35].
- Artillery And High Ground. If an artillery unit is firing downhill—the target is at a level lower than the firing guns—at ranges of four hexes or greater, add one to the roll. This DRM is not cumulative with +1 DRMs for downhill fire listed in the TECs.
- Artillery may not fire into an adjacent hex if it is two or more levels higher or lower than the firing hex. Exception: Artillery may use Pre-Shock Fire in such a case, but with a –2 DRM and may not Rapid Fire.
Note: Battle Book rules on terrain take precedence.
10.68 Rapid Fire. Smoothbore cannon-artillery types noted with an (RF) on the Range Chart; e.g., "N"—may use Rapid Fire to increase their firepower at ranges of one, two or three hexes. However, guns that have expended or will expend MPs may not use Rapid Fire. Procedure:
- Cannon using Rapid Fire may fire twice (whether it is Phasing or Non-Phasing Fire).
- When using Rapid Fire, if an unadjusted 0 or 5 is rolled on either shot, the guns are Out of Ammo after firing both shots (this represents overheating, overuse of available ammo, etc.) [10.69].
- For both Phasing Fire and Return Fire, the artillery's first and second shots are simultaneous with enemy fire. Apply the results of both shots in the order rolled. Exception: If the Phasing Fire is from outside its fire arc, a non-phasing unit applies both results prior to any Reaction Refusal/Facing Change.
- If combining fire with rifled artillery types, all guns fire the first shot. Only the Rapid Firing smoothbore types fire the second shot.
Rapid Fire is declared before any die roll and applies even if there is no remaining eligible target for the second shot. Both the first and the second shots must target the same hex.
10.69 Whenever a battery or section fires, either separately or in combination, and rolls an unadjusted 5, it incurs a Low Ammo –2 DRM. If it is already at –2, then it is Out of Ammo (with no firing allowed). If the firing unit is a section, then the penalty applies to the section. The new ammo depleted DRM does not apply to the fire that triggered it. For guns using Rapid Fire, anytime a player rolls an unadjusted 0 or 5, those guns are Out of Ammo [10.68]. Apply it after the second shot is resolved. Use the procedure in optional rules 10.92 and 10.93 for Ammo Resupply.
10.7 Small Arms Fire vs. Artillery
SP losses from small arms/grapeshot fire are treated as the loss of one gun per SP loss.
DESIGN NOTE: In reality, it is the crew loss that makes operation of that gun impossible, the gun being abandoned.
10.8 Fire Die Roll Modifiers
10.81 The die roll to resolve artillery or small arms fire may be modified by various conditions. All DRMs are cumulative.
| DRM | Condition |
|---|---|
| +/– | Range effects [see the Range Effects Chart]. |
| – | Terrain effects [see the Terrain Effects Chart]. |
| +1 | Small arms fire from directly "behind" Breastworks (not for arty firing as small arms at one to three hexes). |
| –1 | Infantry/dismounted cavalry defending against small arms/canister fire through a Breastwork hexside. There is no defensive benefit for artillery fire at Shot/Shell range [15.23]. |
| +/–1 | Massed or Dispersed Target [8.34], applies only to Shot/Shell artillery fire. |
| +1 | If target is non-phasing (only) mounted cavalry. |
| –1 | Mounted cavalry firing. |
| +1 | Prepared Fire [10.5]. |
| –1 | Disordered unit firing. |
| +1 | Flanking Fire. If a target incurs fire through a Flank hexside, including flank fire from any part of an Extended Line using combined fire. This does not apply when: the target is under March Orders, or the fire is artillery (shell) at four hexes or greater. |
General Terrain Notes:
- When a LOF follows a hexside and then enters the target unit's hex at a vertex between a hexside that benefits the target unit and one that does not, the target unit receives the benefit.
- The +1 benefit does not apply to a firing unit behind breastworks but whose LOF passes through the vertex between Breastwork and non-Breastwork hexsides.
- Most Terrain Effects Charts in the series include the following note, which applies even when omitted.
Combat Effects are all an adjustment to the Die Roll. They apply if the defender is in the named hex, or being shocked or fired at across that hexside directly into the target hex.
For slope hexsides that provide DRM for fire, compare the firing unit's elevation to the target's elevation whenever the range is greater than one hex. Use that elevation difference to determine which Slope DRM applies.
10.82 Combined Small Arms (Non-Artillery) Fire [Optional]. Non-artillery units stacked in the same hex must combine fire when targeting a single hex, applying all other rules governing fire. Apply the least favorable DRMs for range, Prepared Fire, unit status, and ammo depletion. Phasing units may postpone fire after moving, until all units that will combine fire have stacked together. If splitting fire, follow 10.15, treating the stack as a single firing unit [Exception to 10.13 and 10.14].
10.9 Ammo Depletion and Resupply [Optional]
DESIGN NOTE: This is an optional rule because it means putting another layer of markers on the counters, which many of you do not like to do. We recommend it to players who like an added level of realism and enjoy the challenge of getting an army to do what you want it to do. Ammo Depletion DRM markers are not supplied with River of Death and Three Days of Gettysburg, 2nd Edition.
10.91 Whenever an infantry or dismounted cavalry unit fires and rolls an unadjusted 5, it incurs a –2 DRM Low Ammo. If it is already at –2, then it is Out of Ammo (with no firing allowed). The new ammo depleted DRM applies after the unit has finished its fire, including Split Fire and Rapid Fire. This rule does not apply to mounted cavalry.
10.92 A unit may reduce its ammo DRM by undergoing a Resupply and Rally Action [3.0 III/C/3]. An Out of Ammo can be reduced to a Low Ammo (–2 DRM), or a Low Ammo can be removed. A battery of multiple sections may Resupply one or more while firing with the others during the same Activation. Ammo Resupply is automatic—no UDD is required. Ammo Resupply is not a Fatigue action. A unit that Resupplies may change facing by one vertex, but only after resupplying and not if it already changed facing after rallying, or fails a rally attempt.
10.93 Units adjacent to an enemy unit are not eligible for Ammo Resupply.
10.94 Dismounted cavalry units that mount automatically and fully resupply ammo.
11.0 Shock Assault
The term "shock" simulates hand-to-hand, charge-and-assault. Although there is some firing going on, most of what is happening is an initial, short charge, followed by a rather disorganized melee intended to get the other guy to abandon his position. Shock was intended to take advantage of the casualties and Disorder caused by fire. In itself, it caused few losses; but when effective, it could throw an enemy unit, teetering on the edge of indecision, into a widespread loss of cohesion (if not headlong flight), rendering it ineffective for a long time.
11.1 Basic Shock Concepts
11.11 General Shock Procedure:
- Designate all attacking units and targets of Shock and Charges [11.31].
- Perform Retreat Before Shock [11.33].
- Green Attacker Commitment Check [11.36].
- Defender's Pre-Shock Cohesion Check [11.37].
- Pre-Shock Reaction Fire [11.38].
- Resolve Shock and Apply Disorder [11.4].
Each of the above steps must be undertaken in the order listed, and each step must be completed for all units before the next is undertaken. Other than that, players may choose whichever units they wish to go first, second, etc.
Exception: Step 6 is resolved left-to-right or right-to-left down the line.
11.12 Shock is resolved after all Movement, Fire, Rally, and Resupply is completed by units of that brigade for that phase. A unit is eligible to Shock Attack if:
- It is under Attack or Advance Orders, and
- It is from the brigade that was active in that phase, and
- It did not undertake Rally or Construction, and
- There is an enemy unit in a Frontal hex, and
- It did not enter the hex using a 9.42 Exception, and
- It did not change facing after moving into the hex, and
- There is no hexside terrain feature prohibiting movement between the attacker and defender hexes.
PLAY NOTE: Yes, units under Advance Orders may not move adjacent to non-artillery enemy units. But they may find themselves adjacent and, in those circumstances, may elect to Shock.
11.2 Requirements for Shock
Whether a unit "must" or "may" shock varies, as follows:
11.21 The units in the following circumstances must Shock Attack:
- INFANTRY CHARGE: Infantry or dismounted cavalry under Attack Orders in that Action Phase that moved adjacent to an enemy unit, did not fire, and are not stacked under any non-charging units. An infantry Charge carries with it a +1 DRM in favor of the attacker (the +1 DRM does not carry over to Continued Shock [11.47]).
- MOUNTED CAVALRY SHOCK: Mounted cavalry that moved adjacent to an enemy unit and did not fire, whether possessing fire capabilities or not.
- MOUNTED CAVALRY CHARGE: Charging mounted cavalry [11.5].
Note: All stacked units participating in a shock must be eligible to Charge in order to gain the Charge DRM.
11.22 Any unit eligible under 11.12 and not listed in 11.21 may Shock Attack. This includes Disordered units, which are eligible to Shock (with a penalty for being Disordered).
11.3 Pre-Shock Resolution
The sections below refer to the steps of the General Shock Procedure [11.11].
11.31 Step 1: Target Designation. The phasing player designates his attacking units and the enemy units they will attack. He must designate all enemy units in the Frontal hexes of an attacking unit as the target of shock by at least one attacker. As long as this requirement is met, the phasing player is free to withhold eligible, non-charging units from participation in the shock. All declared shock attacks must be designated such that there is either only one attacking hex or one defending hex.
Exception: Multiple hexes can attack multiple hexes when a single Extended Line unit, possibly stacked with artillery, is either defending or attacking, or both.
Note: A designated shock that fails to reach Step 6 due to failed Green Commitment Checks [11.36] or retreats resulting from Pre-Shock Fire [11.38] has no effect on other designated shocks.
11.32 Combining Strength. Apply the following principles to determine when attacking units may combine their strengths against a single defending hex or Extended Unit. Combined attacks are declared during Shock Step 1 and apply even if the attacking units are no longer adjacent for any reason at the time they shock (e.g., results of Pre-Shock Reaction Fire versus the middle hex of three attacking hexes).
- Adjacent infantry and/or dismounted cavalry must combine. If attacking units are not adjacent to each other (or to one other) they may not combine.
- Infantry and/or dismounted cavalry may not combine with mounted cavalry.
- Adjacent mounted cavalry must combine when charging—and adjacent mounted cavalry must combine when shocking—but charging cavalry may never combine with shocking cavalry.
- Conversely, one attacking hex with defenders in both frontal hexes must shock both those hexes, combining the strength of the defenders, unless one of the defending hexes is the target of another shock.
- A shocking unit may not split strength; that includes an Extended Unit.
- A defending unit may end up being shock attacked more than once (e.g., by two attacking units not adjacent to each other). One attack is resolved, then, if the defender is still in place, the latter is resolved. The defender conducts only one Pre-Shock Cohesion Check in such instances, applying the worst case DRM from the Defender's Pre-Shock DRMs table.
- As long as all defending units in the frontal hexes of attacking units are designated for shock, there is no other requirement. Use the Shock markers to indicate attackers and targets, removing them as the combat proceeds.
EXAMPLE 1: In the diagram above, the following principles apply to Attacker "A": A1, A2 and A3 may not combine to attack D1 and D2 because each shock must designate only one attacking or one defending hex unless Extended Units are involved. A2 may attack both D1 and D2, with A1 and A3 not attacking anyone. If A2 (with or without A3) attacks D2, then A1 must attack D1. If A1 attacks D1, and A2 attacks D2, then A3 need not attack, as all defenders are covered.
EXAMPLE 2: If A and B are attacking Extended Line C, they cannot combine their strength, as they are not adjacent. The Shock Ratio will be calculated for each shock using the Extended Line's full 12 SPs. If Extended Line C is attacking, it must attack both A and B, and the Shock Ratio will be C's 12 SPs versus A and B's 12.
EXAMPLE 3: If Extended Line A is attacking B, the Shock Ratio will be calculated using the Extended Line's full 12 SPs, despite B not being adjacent to both hexes of A.
EXAMPLE 4: If the three-hex Extended Line A is attacking, it must attack both C and B, and the Shock Ratio will be A's 18 SPs versus B and C's 12. If B and C are attacking A, they cannot combine their strength, as they are not adjacent.
11.33 Step 2: Retreat Before Shock. Non-phasing infantry and cavalry about to be shock attacked by infantry may Retreat Before Shock:
- Infantry or dismounted cavalry move one hex away from the attacker, maintaining facing.
- Mounted cavalry move up to two hexes, maintaining facing.
- A disordered unit immediately conducts a UDD [2.6] after retreating. If the unit fails, consult the 2nd Disorder Table.
The following may not Retreat Before Shock:
- Units under Attack or March Orders,
- Artillery units, and
- Any unit being shocked or charged by mounted cavalry.
11.34 A retreating unit may not stop in a friendly-occupied hex in violation of stacking restrictions. Instead, it must retreat through those units [12.46] until it reaches a hex in which it can stack. A retreating unit may not enter an enemy Frontal hex occupied by a friendly unit if that hex is designated for a shock that is not yet resolved.
11.35 If all defenders retreat, only the following Shock steps may be performed:
- Step 5, for units eligible to use Pre-Shock Fire [10.43]. Retreating units are not eligible.
- Step 6c [11.46].
See 11.11 for the sequence in which these steps are performed.
11.36 Step 3: Green Attacker Commitment Check. If an attacking unit is Green [14.1], it must pass a UDD [2.6] before shock attacking. If it fails, it will not shock, but the failed check counts as a shock attempt for Target Designation purposes [11.31]. Failing this UDD does not produce Disorder.
11.37 Step 4: Defender's Pre-Shock Cohesion Check. Prior to resolving Shock Assaults, each designated defending stack undergoes a Pre-Shock Cohesion Check. The top unit in each stack conducts a UDD [2.6]. If a defending Extended Line is stacked with artillery and more than one unit could be regarded as the "top" unit, the defending player has his choice of which one to use.
- If the unit passes, the stack defends normally.
- If the unit fails, all units in the defending stack immediately disorder. Non-artillery units already disordered prior to the failed roll then conduct a 2nd Disorder UDD [12.35] (already Disordered artillery is Abandoned).
MARCH ORDER DEFENDER'S PRE-SHOCK COHESION CHECK: If a defending unit is under March Orders, it undergoes the same check as above. However, the results are different:
- If the unit passes, it Disorders.
- If the unit fails, it Routs (non-artillery) or is Abandoned (artillery).
Exceptions:
- Units attacked in Continued Shock do not perform a Pre-Shock Check.
- If defending cavalry countercharges, the stack does not conduct a pre-shock cohesion check [11.56].
DRMs: Certain DRMs apply to the defending unit (only) in Pre-Shock Check. These are listed in the Defender Pre-Shock DRM section of the charts. The DRM for defenders attacked from the flank or rear applies regardless of whether the attacker would be eligible for a Position Modifier during Shock Resolution [11.42]. The DRM for Breastworks applies if the shock will cross a protected hexside. Extended Units qualify for the DRM if any one of their attacked parts qualify.
11.38 Step 5: Pre-Shock Reaction Fire. Units with shock attackers in their Frontal hexes may fire at those attackers only, within the restrictions for Non-Phasing Fire [10.4, 10.41, 10.43]. All results are applied immediately.
11.4 Step 6: Shock Resolution
11.41 Resolution Procedure. Each separate shock attack is resolved (conducting all of the steps listed below) before proceeding to the next. Resolve all attacks either left-to-right, or right-to-left.
a. Determine Shock DRMs b. Resolve Shock c. Conduct Advance d. Perform Shock Continuation e. Apply Post-Shock Automatic Disorder
11.42 Step 6a: Determine Shock DRMs. The Shock Adjustments chart lists adjustments favorable to the Attacker as additions and favorable to the Defender as subtractions from the die roll. In addition to the Shock Ratio DRM [11.43], and positional advantage [11.44], check the chart for other applicable DRMs. All such DRMs are cumulative.
Multi-hex attacks use the following guidelines:
- When the cumulative terrain DRMs between each attacking and defending hex are different, the best case cumulative terrain DRM for the defender applies as the terrain DRM for the attack.
- The Charge DRM applies only if all participating units in all attacking hexes are charging, but charging units must Continue Shock if eligible [11.47].
- When units from different, but coordinated brigades, are attacking and would have different brigadier DRMs, the best case DRM for the defender applies.
- When the position DRMs for each defending hex are different, the best case position DRM for the defender applies.
- When there are multiple attacking units with different Fatigue Level shock DRMs, use the Fatigue Level shock DRM that is least beneficial to the attacker.
- When there are multiple defending units with different Fatigue Level shock DRMs, use the Fatigue Level shock DRM that is most beneficial to the defender.
11.43 Attacker and defender compare their combat strengths to obtain the Shock Ratio. The concepts regarding combining strength [11.32] apply. In addition, mounted cavalry charging into a defender's Flank or Rear has its strength doubled, while mounted cavalry shocking or charging into Woods or Cedar hexes, or defending in such hexes, has its strength halved. The Attacker compares his SPs to those of the Defender and reduces that comparison to a simple odds ratio—one of the ratios given on the Shock Ratio Chart. Odds are always expressed attacker to defender. The Shock Ratio is used as a DRM.
Rounding. When reducing to a simpler ratio, round off as follows:
- Round off in favor of the Attacker if all Attackers moved during the Action Phase and the Defender is not getting any DRM benefit from terrain or Breastworks. Exception: Odds round in favor of the Defender during Continued Shock [11.47].
- Round off in favor of the Defender in all other instances.
EXAMPLE: 5 SPs shock attacking 3 would be at a 2-to-1 ratio if the attacker moved, but the ratio would be 1½-to-1 if the attacker started adjacent or the defender is in the Woods.
An odds ratio less than 1-4 is treated as 1-4; a ratio more than 5-1 is treated as 5-1.
11.44 Position. Position benefits only the Attacker and refers to whether the attacker is shock attacking through the defender's Flank or Rear hexes, or a combination of Front, Flank, and/or Rear. Green units failing their Pre-Shock Commitment Check do not count for determining Position DRM.
If attacking stacks have designated the same defender(s) but are ineligible to combine, apply any positional modifier to each of those shocks. Exception: Calculate positional modifiers separately for attackers using Continued Shock.
"Surrounded" means that all hexes adjacent to the defender are either occupied by units shocking that defender or are Frontal hexes of those shocking units. Apply the +5 DRM to all shocks, regardless of whether the shocking units can combine.
If the attacker will benefit from a DRM for Position, subtract one from the shock resolution die roll for each attacking hex in the frontal hex of an enemy unit not targeted for shock.
11.45 Step 6b: Resolve the Shock. Shock is resolved by rolling the die, adjusting according to the DRMs determined in 6a, and referring to the Shock Resolution Table.
Results from the Shock Resolution Table are applied immediately and in the order listed. For units incurring a 2nd Disorder, see the 2nd Disorder Table.
Note: This is where Fatigue is incurred if using that option.
11.46 Step 6c: Undertake Advances. If all defenders vacate the hex(es) or only Abandoned guns remain, all attacking units within stacking limits, must now advance into at least one vacated hex. Charging units have first priority, followed by non-charging units at the top of stacks. (Exception: Advance is voluntary when the defender Retreats Before Shock [11.35].) The advancing unit(s) may change facing by one vertex after the advance. If extended, see 8.47. Defending units eligible for Continued Shock may Advance [11.47]. If attacked from the Flank or Rear, but eligible to Continue Shock, the original defender may change facing as needed to advance into the attacker's vacated hex. If choosing not to Advance, the defender(s) may nevertheless freely change facing.
PLAY NOTE: Due to the Shock Resolution Procedure's sequence of steps [11.41], Shock or Continued Shock [11.47] may result in a defender vacating a hex designated as the target of a still unresolved shock. In such a case the attacker now without a target must advance into the hex (stacking limits permitting). It then ends its shock sequence, suffering no Post-Shock Disorder [11.48]. If the defender remains in its hex, resolve the designated shock. Similarly, a victorious defender may target a phasing unit that declared a shock but has not yet resolved it. Resolve the phasing unit's shock according to 11.41 if it does not vacate its hex as a result of the Continued Shock.
11.47 Step 6d: Continued Shock. A possible result of Shock (in addition to losses and Disorders) is the ability of the attacker to Continue Shock by attacking again or, in the case of the defender, counter-attacking.
Eligibility. In the following cases, Continued Shock is mandatory for units that Charged [11.21] and voluntary for units that did not Charge.
- Failed Pre-Shock Cohesion Checks lead to all non-artillery defenders routing and all defending artillery being Abandoned.
- The adjusted Shock Resolution die roll is 8 or higher (see the Shock Resolution Table).
In the following cases Continued Shock is always voluntary:
- Adjusted Shock Resolution rolls of 8 or higher for any Continued Shock after the first.
- For the Defender after an adjusted Shock Resolution roll of 1 or lower. In this case, the Defender in the original Shock becomes the Attacker for the Continued Shock [see also 11.48].
Exception: Units unable to advance in Shock Step 6c due to stacking restrictions are ineligible to Continue Shock. If the defender could not retreat, conduct Continued Shock against the same defending hex(es) with all charging units and any others chosen from the non-charging units that participated in the shock.
If Continued Shock eligibility is due to Routs and/or Abandoned guns following failed Pre-Shock Cohesion Checks, and the attacking brigade has designated multiple shocks, place a Continued Shock marker on the eligible attacker(s). During their Shock Step 6 they advance into the vacated hex [11.46]. If then declining a voluntary Continued Shock, remove the marker.
Procedures. Unit(s) able to advance in Shock Step 6c and conducting Continued Shock must, if possible, place at least one enemy unit in their frontal hexes, either in that initial advance, or by advancing one or two additional hexes. The attackers:
- May change facing one vertex for each hex they Advance, and, if necessary, must do so to comply with the above rule.
- May still advance one or two additional hexes, if unable to place an enemy unit in a frontal hex using the above rules.
- Must declare a voluntary Continued Shock before the defender decides on Reaction Facing/Refuse, if the initial advance places an enemy unit in a frontal hex.
Exceptions: The attackers:
- Must stop after advancing adjacent to an enemy combat unit or suffering a 2nd Disorder due to terrain.
- May not enter or cross impassable terrain during any stage of the advance.
- If advancing the one or two additional hexes, may not do so into any hex that would cost more than 2 MPs during Movement.
Upon finishing their advance, the attackers must then shock all enemy units in their Frontal hexes, using standard rules for Steps 1 through 6d, with the following Exceptions:
- If the defender was designated as the target of a different, still unresolved shock, the Continued Shock cannot combine with that other shock. However, the defender may not now Retreat Before Shock.
- There is no die roll for Green attacker commitment or defender Pre-Shock Cohesion Check.
- Continued Shock never gets a Charge bonus DRM, whether infantry or cavalry.
- Odds ratios round in favor of the defender.
- If the -1 DRM for "No Brigadier" did not apply to the first shock, it does not apply to Continued Shock.
- For each Continued Shock a unit undertakes, subtract one (–1) from the Shock DR. Thus, the second Continued Shock (in succession) would be –2, etc.
- Apply Shock Step 6e, Automatic Disorder [11.48], after all successive Continued Shocks have concluded.
- Extended Lines that Continue Shock may not use Wrap-Around [8.48].
PLAY NOTE: It is possible that one Continued Shock attack will result in another. Successful attackers can roll up an enemy line in this fashion.
11.48 Step 6e: Apply Post-Shock Automatic Disorder. At the conclusion of each Shock attack (including any Continued Shocks, if applicable) the additional results below are applied unless the affected units routed. The term attacker, for this subsection, applies to the player who is rolling the die to resolve the Shock or Continued Shock. Both sides may have attacked during the phase. This Automatic Disorder applies only to units that have actually engaged in Shock Step 6b. (Exception: see March Order Defending Units, below.) It does not apply to an attacker when the defending unit voluntarily Retreats Before Shock or vacates the hex because of a Defender Pre-Shock Cohesion Check. Step losses from Post-Shock Automatic Disorder cannot cause leader casualties [12.7].
AFFECTING ONLY ATTACKING UNITS:
- All attacking infantry and dismounted cavalry in Good Order are now automatically Disordered.
- Each stack of attacking units (except Mounted Cavalry) with at least one already Disordered unit suffers a 1 SP loss.
AFFECTING ATTACKING AND DEFENDING CAVALRY (whether charging [11.5] or not):
- All mounted cavalry in Good Order is Disordered.
- All Disordered mounted cavalry are now Blown.
AFFECTING ONLY DEFENDING UNITS UNDER MARCH ORDERS:
- The brigade automatically changes to Advance Orders.
- Units in that brigade that were not involved in Shock that phase must then undergo a UDD [2.6], which, if they fail, Disorders them. If already Disordered they lose 1 SP. Unbrigaded units that activate as a brigade are treated as a brigade for purposes of this rule.
Note: These two effects occur even if the defending March Orders unit routed before shock (Step 4).
PLAY NOTE: Essentially, units attacked while under March Orders suffer several (bad) effects: they cannot Reaction Fire, their Pre-Shock Cohesion Check can cause them to rout, and, when it is all finished, the rest of the brigade undergoes a UDD.
11.5 Cavalry Charge
11.51 Mounted cavalry units that Shock are Charging if they meet the requirements of 11.52 to 11.54. Cavalry units that did not move in the Action Phase, or that moved but are otherwise ineligible to Charge, use the normal Shock rules above.
11.52 Eligibility. For cavalry to Charge it must:
- be under Attack Orders,
- have an enemy unit within its LOS,
- be able to move adjacent to that unit using no more than 5 MPs,
- have started the Activation within Command Range of its brigade leader (if it has a brigade leader).
Cavalry that Disorders during the Charge attempt must complete the Charge (Exception: see 11.57), unless it retreats due to suffering a 2nd Disorder [12.34].
Charging cavalry may not fire during any portion of a Charge.
11.53 Procedure. A player wishing to Charge announces his intention and, before moving, makes a UDD for the top eligible unit in the stack [2.6]:
- If the unit passes, it and any eligible units with which it is stacked must Charge.
- If the unit fails, there is no Charge, and the unit/stack remains in place, its Activation finished.
Cavalry that passes its UDD then conducts its Movement. Stacked units that charge may move as a stack. (Exception to 8.21.) Upon moving adjacent to the enemy, mark the charging units with a Cavalry Charge marker. When the Shock sub-phase begins, conduct the applicable steps of the Shock Sequence, starting with Step 1 [11.11].
11.54 The Charge Path. The last three hexes (or less depending on how far it moved) of Movement is called the Charge Path. While in the Charge Path, the charging unit or stack may not change facing (it may, of course, have moved more than three hexes, but it may not change facing in the last three). The Charge Path does not include the target hex and may not include any hex occupied by a friendly unit or which costs more than 1 MP to enter, though crossing Streams is allowed.
11.55 Benefits of Charging. If charging a defender that does not receive a favorable terrain DRM, the Charging unit or stack earns the following benefits:
- A +1 DRM for Charging.
- Defending units except mounted cavalry add one (+1) to Pre-Shock Cohesion Checks.
Regardless of terrain, Charging mounted cavalry doubles its strength if charging into a defender's Rear or Flank, but halves it (cumulative with the doubling) if the defender is in a Woods or Town hex.
As in the case of an Infantry Charge [11.21], the benefits of Cavalry Charge do not carry over to Continued Shock, nor does the defender's option to Countercharge [11.56].
11.56 Countercharge. Defending cavalry may opt to Countercharge charging infantry or cavalry, provided it is not being attacked through Flank or Rear and has not used Return or Withdrawal Fire during the current enemy brigade Activation. A Countercharge does not include any actual movement by the non-phasing unit. Because Countercharges thus have no Charge Path, apply the terrain restrictions of cavalry Charges to the Attacker's hex. For example, a defender cannot countercharge infantry units in Woods hexes. It may Continue Shock after an Attacker Retreats result.
- If the non-phasing unit or stack is under Attack Orders, the ability to Countercharge is automatic. If it chooses to countercharge, the unit or stack does not roll a Pre-Shock Cohesion Check.
- If the non-phasing unit or stack is under Advance Orders, it must pass a UDD [2.6] to Countercharge. The top cavalry unit in a stack rolls for the stack. If it fails, the stack must then undergo a Pre-Shock Cohesion Check [11.37], and the provisions of 11.55 will apply to the remainder of the Shock sequence.
The effects of successful Countercharges are:
- The defender may not use Pre-Shock Fire [14.24].
- AGAINST PHASING MOUNTED CAVALRY: ignore the provisions of 11.55.
- AGAINST PHASING INFANTRY: Instead of the infantry receiving a +1 shock DRM for charging, it suffers a -1 shock DRM (representing the Countercharge).
PLAY NOTE: A cavalry unit being shocked through a Flank hexside may first use Reaction Facing Change [9.61] to negate the Position approach of the enemy and then opt to Countercharge.
11.57 Cavalry Charge and Reaction Move. If the defending units Reaction Move [9.63], the charging cavalry has a choice:
- It may continue its move up to the limit of its MA, but cannot violate the Charge Path restrictions. If it ends its move with an enemy unit/stack in its frontal hex(es), it must complete its Charge, even if that enemy unit/stack was not within LOS of the cavalry prior to moving.
- It may attempt to break off the charge. To do so, roll a UDD for the top unit in the charging stack. If it passes, the stack stops in place, its activation finished. If it fails, the stack must proceed as in no. 1, above.
11.58 Blown Cavalry. Blown cavalry is a Disordered unit with the following additional restrictions:
- Its Disordered printed MA is halved (rounded up) for all purposes.
- A Blown unit that suffers any Disorder or Step Loss combat result automatically loses an additional 1 SP to that result and then must make a UDD [2.6] to check for possible Rout. If it fails, it routs. Blown stacks lose a maximum of 2 additional SPs, one from the top unit and the other applied randomly. Blown units that lose an SP after Collapse [12.23] check for Rout only once.
- Blown cavalry may not Dismount.
- Blown cavalry is considered under Advance Orders.
A Blown marker is automatically removed at the end of the next Activation for that unit's command unless the unit has again been involved in a completed Shock Step 6b. After the Blown marker is removed, the unit remains Disordered, but assumes the orders of its brigade. (Battle Book rules may permit individual cavalry units to roll to change orders.)
EXAMPLE: Hampton's Legion Cavalry is Blown in its first Activation of the 1600 turn. At the end of its next Activation, Hampton's Blown marker is removed; the unit starts its succeeding Activation Disordered.
11.6 Artillery Shock Capability
11.61 Artillery may never Shock attack. Artillery may not Retreat Before Shock.
11.62 If a Disordered artillery unit fails a Pre-Shock Cohesion Check [11.37, Shock Step 4], then the crew has abandoned the guns. Place an Abandoned 1 marker on the artillery unit.
11.63 Artillery does not use its printed strength to Determine Shock DRMs [11.42, Step 6a].
- If artillery is the top unit in a stack with infantry or cavalry or if there is only artillery in the hex (unsupported artillery), then add 1 SP for every four guns in the hex, rounded down (with a minimum strength of 1 SP) to the strength of any non-artillery stacked beneath it when determining Shock DRMs.
- Artillery units that are stacked with infantry or cavalry but are not the top unit, as well as Abandoned guns, do not contribute to the odds determination for shock.
11.64 To Resolve the Shock [11.45, Step 6b], refer to the Shock Resolution Table with the following Exceptions:
- For an Attacker Retreat result, artillery cannot Continue Shock.
- For a Bloody Standoff, if the artillery is the top unit or unsupported then it loses one gun.
- For a die roll result of 10+, all defending artillery is abandoned. Place an Abandoned 1 marker(s) on the artillery unit(s) without retreating the artillery [12.36].
11.65 Any artillery that suffers a 2nd Disorder due to shock is abandoned. Ignore any Retreat result. Place an Abandoned 1 marker on the unit.
11.7 Leadership and Combat
11.71 Fire. Leaders/commanders have no effect on Fire.
11.72 Shock.
- When a brigade designates shocks [11.31], and none of its shocking units are stacked with their brigadier, the player subtracts one from the roll for all attacks by regiments in that brigade. This does not apply to defending units, even those that Continue Shock.
- If during Step 6 a unit is stacked with its "Aggressive" brigadier when attacking (not defending), add one to the Shock Resolution die roll.
11.73 UDD/Rally. A leader/commander stacked with units from his command will provide a negative DRM, equal to his rank (represented by the number of stars on the counter) for each unit in that stack, for any die roll that requires using the unit's Cohesion Rating. Multiple leaders/commanders may combine their ranks/stars.
EXAMPLE: A corps commander (three stars) would provide a –3 DRM to a Rally die roll.
Notes:
- A leader/commander stacked with an Extended Unit benefits all parts of that unit.
- A leader that must stack with the nearest friendly unit/stack [see 12.73] may not assist its UDDs during that brigade activation.
12.0 Combat Results
12.1 Combat Unit Strengths
12.11 All combat units have combat SPs, i.e., incremental steps representing their manpower (for infantry/cavalry) or guns (for artillery) at the start of the battle. Thus, an infantry unit with 6 SPs starts with six such "steps," while one with 11 SPs starts with eleven steps.
12.12 The SP value on the counter is the maximum strength that unit may ever have.
12.13 To indicate lost steps (SPs), place a numbered Step Loss marker beneath the counter to keep track of its present strength. When a unit has taken step losses equal to its original strength it is eliminated.
PLAY NOTE: Some players like the marker to indicate steps lost; others, present strength. It matters little which method you use, as long as both of you agree what method is being used.
12.2 Strength Point Losses
12.21 Units take SP losses from enemy fire (as indicated by the numbered results on the Fire Table), from Shock (where indicated by the Shock Resolution Table), from Additional Disorder [12.35], and from Recovery from Rout [13.5]. All step losses are taken before applying any other results.
12.22 All step losses apply to the top unit. If the top unit is eliminated before absorbing all the required step losses, the next unit in the stack takes the remaining losses. If all units are eliminated, ignore leftover losses. Exceptions: Bloody Standoff [8.36]; Artillery fire at Shot/Shell Range [12.35e].
12.23 Collapse. A non-artillery unit that has taken step losses that reduce it to less than half of its original strength is automatically and immediately Disordered the instant such loss takes effect. (There is no effect if already Disordered.) It is also considered Collapsed; place a Collapsed marker on this unit. Extended Units are considered one unit for the purposes of Collapse.
Note: If the combat result causing Collapse also includes Disorder this Disorder will be a 2nd Disorder.
A Collapsed unit has these characteristics, in addition to those for being Disordered:
- It may never be rallied to normal status while at less than half strength [16.2].
- Each time a Collapsed unit takes additional SP losses, the player must make a UDD [2.6] after any required retreat and/or other UDD for 2nd Disorder. If it fails this final UDD, it Routs. This does not apply to the step loss involved in Recovery from Rout [13.5]. Collapsed defenders suffering a shock result of an adjusted 10 or higher check for rout only once.
- A unit recovers from Collapse only by recovering stragglers [16.2].
EXAMPLE #1: An 8-SP unit that has lost 4 SPs is still normal. The instant it loses its 5th SP it is Disordered and Collapsed. If the Collapse is due to a numbered step loss result, then apply the D or d+2 result.
EXAMPLE #2: The unit from the above example suffers an additional result of "1D" from enemy fire. The player reduces it to 3 SPs, flips the unit to its Disordered side and places a "Collapsed" marker on it. The unit is then reduced to 2 SPs, from the (now 2nd) Disorder result (and retreated). Lastly, as it has taken additional SP losses while Collapsed, it must roll to see if it Routs.
12.3 Disorder
Disorder represents a wide range of reactions to combat, other than being killed. As such, it often (but not always) represents disintegration of a unit's cohesion.
12.31 The reverse side of a combat unit is its Disordered side. When a unit in Good Order suffers a Disordered result it is flipped to its Disordered side (retaining its facing). A unit's Cohesion Rating and MA are reduced when Disordered; not the Strength.
Exception: Disordered status for artillery does not affect Movement. This is a design change beginning with Battles with the Gringos! and may be applied to all previous games.
12.32 Disorder from the Fire or Shock Tables:
- A "d" means that all affected units must make a UDD [2.6]. Roll one die for each unit. The UDD is modified by any DRM listed with the combat result (e.g., "d+2"), and/or the presence of a leader [11.73]. If a unit fails, it is Disordered.
- A "D" means that the Disorder result is automatic to all affected units.
12.33 Disorder from Terrain (as shown in the Terrain Effects Chart) is the same as in 12.32 (without any of the DRMs). In addition, a moving unit Disordered by terrain immediately uses the MA on its Disordered side, subtracting what it has already expended.
12.34 The effects of being Disordered are:
- Units may not voluntarily move adjacent to an enemy. However, if a Disordered unit is already adjacent to an enemy it may shock attack. Also, cavalry that is Disordered during a Charge is still eligible to move adjacent and must attack unless suffering a 2nd Disorder. [11.55]
- Disordered units may Retreat Before Shock, but must undergo a UDD [2.6] upon doing so. If the unit fails, consult the 2nd Disorder Table and/or see 12.35b.
- Disorder also causes DRMs for the Pre-Shock Cohesion Check and for Shock (see the Shock Resolution Table).
- A firing Disordered unit has a –1 DRM and may not use Prepared Fire [10.52].
- Disordered Artillery may not fire, but it may move.
- A unit Disordered while it is moving assumes the MA of its Disordered status.
12.35 Additional Disorder to Infantry or Cavalry [see also the 2nd Disorder Table]. Infantry and cavalry units that are already Disordered and that incur another Disorder suffer effects that depend upon the cause of the Disorder ("a" through "d", below), and upon whether a unit is stacked with other units ("e", below).
a. FROM FIRE (including UDDs due to Fire Table results Disordering or eliminating the top unit). A Disordered infantry/cavalry unit (including Blown cavalry) that takes an additional Disorder remains Disordered and:
- Takes one step loss, and
- Retreats one or two hexes, player's choice.
b. FROM SHOCK (including Pre-Shock Cohesion Checks and Retreat Before Infantry Shock), FROM REACTION FACING/REFUSAL, ADJACENT UNIT ROUT, FRIENDLY FIRE, OR FROM RETREAT THROUGH FRIENDLY UNITS: The unit undergoes a UDD [2.6]:
- If it fails, it Routs.
- If it passes, it loses 1 SP and retreats one or two hexes (player's choice).
Non-phasing units incurring a 2nd Disorder due to a failed UDD for Reaction Facing Change/Refusal may not return fire versus the triggering unit.
c. FROM TERRAIN: If a Disordered unit is Disordered a second time by terrain (e.g., in Dead of Winter, Disordered artillery crosses a Stream hexside and fails the UDD) it ceases movement in the hex that caused it. There is no other penalty. Exception: see 12.46.
d. FROM AUTOMATIC POST-SHOCK DISORDER:
- Disordered mounted cavalry is Blown.
- Disordered infantry or dismounted cavalry loses 1 SP.
e. When two or more stacked non-artillery units suffer a 1 SP loss from additional Disorder as a result of the same Fire or Shock, or as a result of failing UDDs for any reason, the stack loses a total of 1 SP. Treat each Shock Step separately (it is possible to lose SPs during Shock Steps 2, 4, 5, 6b and 6e). Apply the loss to the unit that was at the top of the stack prior to any retreats required by the fire combat or Shock Step in question, or after any required advances. Exceptions:
- In case of additional Disorders caused by artillery fire at Shot/Shell range, apply the loss randomly.
- Blown Cavalry [11.58].
- A stack momentarily formed by a stationary unit and a retreating unit which must continue its retreat after a 2nd Disorder UDD does not count as a stack for purposes of this rule.
f. If a phasing unit incurs a 2nd Disorder from any of the causes listed in 12.35a or 12.35b, it may not undertake further phasing actions of any kind during that Activation. Exception: see 12.47.
12.36 Additional Disorder to Artillery. If a Disordered artillery unit suffers an additional Disorder:
- From Friendly Fire, Pre-Shock Cohesion Checks or shock results, it is abandoned, ignoring any Retreat specified on the Shock Resolution Table.
- From Fire, it loses 1 SP [10.7]. It does not retreat.
12.4 Retreat
12.41 Units retreat due to a variety of circumstances. The owning player always has the choice of retreat path, when choices are available. If under Advance Orders and adhering to March Order Stacking limits, a retreating unit may "use" Pikes/Roads/Trails to enter a hex it could otherwise not enter, or to avoid a UDD or Auto-D that might otherwise limit its retreat to one hex.
12.42 Involuntary Retreats.
- ONE HEX: As a result of a Shock Resolution die roll of 1 or lower (attacker) or 5-9 (defender), or by a Loose Cannon result for a Cautious Leader [6.24].
- TWO HEXES: As a result of a Shock Resolution die roll of 10+.
- ONE OR TWO HEXES: Additional Disorder from Fire, Reaction Facing Change, Retreat Before Infantry Shock, Pre-Shock Cohesion Check, Adjacent Unit Routs, Friendly Fire, and Retreat Through Friendly Units.
12.43 Voluntary Retreats. These are retreats the player chooses to conduct.
- ONE HEX: Infantry Retreat Before Shock.
- ONE OR TWO HEXES: Mounted cavalry Retreat Before Shock and Cavalry or Artillery Reaction Movement.
12.44 A retreating unit is subject to the following restrictions:
- It cannot retreat off the map, enter an enemy-occupied hex, or cross a hexside or enter a hex that in movement it would not be able to enter or cross. Exception: Units under March Orders may retreat involuntarily even if within four hexes and LOS of the enemy.
- It may stop in a friendly-occupied hex only within stacking restrictions. The retreating unit automatically assumes the facing of the non-retreating unit.
Note: A retreating unit that stacks with a non-retreating unit, but which must then keep retreating due to a 2nd Disorder, retreats through the non-retreating unit [12.46].
- If possible, the retreating unit must end its retreat further from the closest enemy units and not adjacent to any other enemy unit. If only a two-hex retreat will allow the retreating unit to comply with these requirements, and the required retreat is one or two hexes, it must retreat two hexes.
Note: Possible retreats include retreat Through Friendly Units [12.46].
- It cannot enter an enemy frontal hex or any hex adjacent to either the unit(s) causing the retreat or to any unit(s) that designated it for a separate but unresolved shock, unless that hex is occupied by a friendly unit not currently designated for shock.
- If a unit retreats into a hex that carries a "d" or "D" terrain cost, the retreating unit must either conduct a UDD (d) or take the Auto Disorder (D) as part of the retreat. A failed UDD or a D halts the retreat if the unit is already Disordered.
- Stacked units retreating as a result of shock do so as a stack, and retain their stacking order, unless retreating to different hexes.
If any of the above restrictions prevent a non-artillery stack from retreating, then the stack loses 1 SP for each hex it should retreat but cannot [see 12.45 regarding artillery]. The top unit suffers the loss. Resolve Shocks and Continued Shocks declared against a unit unable to retreat after subtracting the appropriate number of Strength Points.
PLAY NOTE: See 8.47 and 8.5 for treatment of Extended Units.
12.45 Artillery and Retreat
- Artillery may not retreat into a hex that would normally cost it more than 2 MPs to enter. Artillery may use the Road/Pike/Trail movement cost if eligible.
- If an Artillery unit cannot complete a retreat, it is abandoned.
12.46 Retreat Through Friendly Units. A unit or stack that retreats but finds its path blocked by friendly units with which it cannot stack, or which must retreat through friendly units due to 2nd Disorder Table results, continues its retreat until it reaches a hex in which it can stop, regardless of any "D" or "d" listed in the TEC for the terrain in the hex(es) of the stationary unit(s). Once the retreating unit or stack has concluded its retreat and conducted any 2nd Disorder UDD or Rout check to which it might be liable, all stationary units through which the unit or stack retreated must conduct a UDD, with failure causing Disorder. If already Disordered, consult the 2nd Disorder Table or 12.35b. A stationary Extended Unit conducts only one UDD, even if a unit retreats through more than one of its hexes. Successive retreats caused by the same Fire Table or Shock Table result do not require additional UDDs for the stationary unit; retreats caused by a new Fire Table or shock result do.
Exceptions:
- A retreating unit cannot retreat through friendly units in a hex designated for a shock yet to be resolved.
- A unit required to retreat 1-2 hexes must stop after one hex if a retreat of two hexes would force it to retreat through a friendly unit.
Note: As stationary units suffering a 2nd Disorder may also be forced to retreat, a chain reaction of retreats may result. However, for any given chain reaction there is no double jeopardy; neither units that have already conducted a UDD for retreat through nor the originally retreating unit(s) undertake a UDD if other units subsequently retreat through their hexes as a result of 2nd Disorders.
12.47 If a phasing unit is forced to retreat for any reason then it may not undertake further phasing actions of any kind during that Activation. Exception: If targeted by a defending unit's Continued Shock, it may if otherwise eligible use Pre-Shock Reaction Fire and may Continue Shock on a Shock Resolution DR of 1 or less [10.43, 11.47].
12.48 If Both Sides Would Retreat. If both sides must retreat, and the order in which retreats are conducted matters, the side with the unit having the highest Cohesion Rating retreats last. If there is a tie, the defending unit(s) retreat first. If using the Fatigue rules, subtract half the unit's Fatigue, rounded up, from its cohesion rating when determining the unit with the highest cohesion.
12.5 Rout
12.51 A Rout may occur when:
- A Disordered unit suffers an additional Disorder. See 12.35b or the 2nd Disorder Table for specific cases.
- An adjusted shock resolution roll is 10 or more.
- A Collapsed or Blown unit loses a SP and fails its required UDD.
12.52 If Both Sides Would Rout. If both sides involved in shock end up routing, the single (one) unit with the highest Cohesion Rating does not rout; it ignores the Rout result. All other units rout. If there is a tie, the defending unit(s) will rout; one attacking unit will not. If using the Fatigue rules, subtract half the unit's Fatigue, rounded up, from its cohesion rating when determining the unit with the highest cohesion.
Note: For purposes of this rule consider an Abandoned guns result as a Rout [11.6]. Do not count them when determining which unit does not rout.
12.53 An infantry or cavalry unit that Routs is removed from the map and placed in the appropriate box for its Command on the Activation Tracking sheet.
12.54 Friendly infantry or cavalry units (but not artillery) that are adjacent to, or stacked with, a unit that routs (including one that routs from this rule) must undergo an immediate UDD [2.6] each time a unit so routs. If it fails the UDD, the unit incurs a Disorder result. The rout of one unit could end up having a chain reaction effect. However, there is no "double jeopardy" due to this rule; if a routing unit causes two adjacent units to UDD and one of those also routs, the remaining non-routed unit does not undergo another UDD. For example, unit A is adjacent to units B, C and D, while B and D are adjacent to C. If C routs due to A's routing, B and D only check for A's initial rout and not for C's subsequent rout. The same applies if B and C happened to be stacked.
12.6 Advance
If all non-phasing units vacate a hex as a result of combat, or only Abandoned guns remain, the phasing unit(s) causing that result may (and sometimes must) advance into the vacated hex. Advancing units may change facing one vertex, unless that would prevent another unit from conducting a mandatory advance. Advance is subject to the following:
- If the hex is vacated or only Abandoned guns remain in it during Shock (including Pre-Shock Cohesion Check, Adjacent Unit Routs, and failed Reaction Facing during Continued Shock), the phasing player must advance all of the attacking units, within stacking restrictions. Charging units have first priority, followed by non-charging units at the top of stacks. If the defender Retreats Before Shock, the attacker may advance [11.35]. Defenders may Advance after shock [11.46] and must advance to Continue Shock [11.47]. For Extended Units, see 8.47 and 8.52. Abandoned guns remain in the hex after an Advance [12.8]. Shock-related advances occur during Shock Step 6c.
- If the hex is vacated due to the results of Fire, including failed UDDs, the phasing player may advance the firing unit (the decision must be made immediately). Such an advance may be made only if the firing unit started adjacent to the target. Again, see 8.47 and 8.52 for Extended Units. Units under Attack Orders may not move following an advance.
- A unit may never advance across a hexside or into a hex where movement is prohibited. Exception: see 9.44.
- If a unit advances into a hex that carries a "d" or "D" terrain cost, the advancing unit must either conduct a UDD (d) or take the Auto Disorder (D) as part of the advance. A failed UDD or a D halts the advance if the unit is already Disordered.
- Artillery may never advance.
- Advancing units are not eligible targets for Withdrawal Fire [10.44] or Approach Fire [10.45].
12.7 Leader Casualties
12.71 If a leader is stacked with combat units that suffer one or more step losses as a direct result of either Fire or Shock Steps 2, 4, 5, or 6b (including a step loss as a result of a 2nd Disorder), roll again for each such Fire Combat/Shock Step:
- If the roll is a 0, that leader has been killed and is removed from play.
Note: For a "1d+2" Fire Table result, roll first for the Leader(s), then for the unit's UDD. For step losses incurred only due to 2nd Disorders, roll after all units have conducted their UDDs.
- If the roll is a 1-9, nothing has happened (to the leader).
If all units in his command are eliminated, the leader is automatically Killed.
A leader is not removed if all of his units are routed. He can bring them back by being placed In Reserve [6.33].
For an Extended Unit suffering a step loss, conduct casualty checks for any Leaders stacked in any of its hexes.
12.72 Leaders stacked with units which Advance or Retreat may stay with that unit for some or all of the advance or retreat. Leaders, themselves, are never routed nor are they required to advance or retreat.
12.73 If under any circumstances a leader not stacked with friendly units finds himself adjacent to an enemy unit, the leader is immediately placed with the nearest friendly combat unit he can reach, regardless of MP. Measure the path in leader MPs to determine the closest unit. A moving enemy unit continues moving as if the leader had not been there. If there is no path to any friendly combat unit free of enemy units, adjacent enemy units, or impassable terrain, the leader is Killed.
12.74 To replace a leader, in the Leader Replacement Phase flip the fallen counter over to the replacement leader side and place the new leader with any unit in that command.
- If the leader is a brigadier and the counter is already on its Replacement side, simply bring that Replacement back in the Replacement Phase.
- If all units in the leader's brigade are routed, the Replacement is stacked with his immediate superior.
PLAY NOTE: The depiction of leader replacements varies from game to game. In addition, some leaders have no replacements and are not replaced if they become casualties. In such cases, all Chain of Command rules remain in effect, unless the Battle Book specifies otherwise.
12.75 If a Replacement leader happens to be the same person as a lower-level leader, flip over the latter's counter, too, in the Replacement Phase.
12.76 If a Replacement leader is one who is already out of the game, flip the surviving original leader of the highest numbered immediately subordinate command. Thus, 1/III would be chosen before 2/III, etc., to replace the III Corps commander. Where subordinate commands are not numbered, use the immediate subordinate with the best ratings. It is the player's choice in case of ties.
12.8 Abandoned Guns
When combat results call for artillery to be Abandoned, mark it with an "Abandoned 1" marker, retaining any strength marker. During that same turn's Recovery Phase, flip the marker to its "Abandoned 2" side if not yet recrewed. Exception: If a friendly unit in the artillery's hex and in Good Order passes its UDD for Friendly Fire or Retreat-Through, disregard Abandoned result(s).
Abandoned guns do not count as units. They neither block LOS nor count toward the 7-SP limit on fire from a hex [8.31]. All units, friendly or enemy, may move without penalty through a hex containing only Abandoned guns.
12.81 Abandoned artillery may be recrewed. The owning player removes the Abandoned marker at the end of a Brigade Activation during which:
- A friendly unit in Good Order moved into or through the hex (even if it subsequently Disordered), or
- A friendly unit Advanced into the hex as a result of combat (even if Disordered), or
- A friendly unit already in the hex rallied.
Friendly units may stack above or below the artillery. The Recrewed artillery returns to play in Disordered status. It may move or rally the next time its AM is drawn. When recrewed, the artillery assumes the facing of any friendly units in the hex. If no friendly units are in the hex, the artillery may choose its facing. Batteries may not be recrewed in excess of stacking limits.
12.82 If not recrewed before the Recovery Phase at the end of the second turn, any artillery with an "Abandoned 2" marker is eliminated.
13.0 Combat Effectiveness and Rally
13.1 Unit Combat Effectiveness
Individual units can have the following combat effectiveness states (which are not mutually exclusive):
- GOOD ORDER: The unit is on its front side.
- DISORDERED: The unit is on its Disordered side.
- COLLAPSED: The unit is on its Disordered side, and it is at less than half strength.
- ROUTED: The unit has disintegrated and is off the map.
The last three states may be improved by Rally [13.4], Straggler Recovery [16.2], and Recovery From Rout [13.5], respectively.
13.2 Brigade Combat Effectiveness
The effectiveness of a command is dependent on how much of a beating its component units have taken.
13.21 Brigades become Combat Ineffective (CI) when one or both of the following situations exist:
- All regiments (excluding those yet to enter as reinforcements) are either Eliminated, Collapsed, Disordered, or Routed.
- More than one-half of the brigade's regiments are Eliminated, Collapsed, or Routed.
13.22 The Combat Effectiveness of a brigade is determined in the Combat Effectiveness Phase [3.0 IV/C]. If either of the above apply, place a "Combat Ineffective: Brigade" marker atop the brigadier. The CI marker may be removed at the conclusion of any Combat Effectiveness Phase in which enough of the units return to normal status.
13.23 A CI brigade may activate a maximum of twice in a turn. When its parent division will activate more often, the player may choose which Activation(s) the CI brigade skips.
13.24 This rule does not apply to artillery battalions/brigades. Artillery that is part of the brigade or attached to it does not count for the determination of Combat Effectiveness for infantry and cavalry brigades.
13.3 Division Combat Effectiveness
13.31 A division is rendered CI when more than half of its brigades are Combat Ineffective in Phase IV/C. Place a "Combat Ineffective: Division" marker atop the division leader. Artillery battalions/brigades do not count as brigades for purposes of this rule.
13.32 If a division is Combat Ineffective, it (and its brigades) may not have more than two Activations in a turn. Moreover, its brigades may not be coordinated [5.34] in any Activation.
13.33 A "Combat Ineffective: Division" marker may be removed at the end of any Combat Effectiveness Phase in which a majority of its brigades are no longer CI.
13.4 Rally
Disordered units may be rallied as part of an Ammo Resupply and Rally action [3.0 III/C/3]. Units wishing to Rally may perform no other voluntary actions except Resupply Ammo in the phase in which Rally is attempted.
13.41 To Rally a Disordered unit, roll the die, adjusting as described below in 13.42. If the adjusted roll is:
- The same as or lower than its Disordered Cohesion Rating, the unit is no longer Disordered. Flip the unit to its normal side. Unless the unit is Refused, Extended, or has already changed facing after Resupplying in the same Activation, the player may adjust facing by one vertex. Two or more stacked units attempting Rally may change facing only if all succeed, and if all other units in the stack are still eligible to change facing.
- Higher than its Disordered Cohesion Rating, it remains Disordered. However, see below.
- At least two times higher than its Disordered Cohesion Rating or an adjusted 9 or higher, it remains Disordered and loses 1 SP.
EXAMPLE #1: A unit with a Disordered Cohesion Rating of 5: A Rally roll of 4 would flip the unit to its normal side. A Rally roll of 8 would keep the unit Disordered. A Rally roll of 9 would keep the unit Disordered and cause the loss of 1 SP.
EXAMPLE #2: A unit with a Disordered Cohesion Rating of 4: A Rally die roll of 4 would flip unit to normal side. A Rally die roll of 5 would keep unit Disordered. A Rally die roll of 8 or higher would keep unit Disordered but minus 1 SP.
13.42 The following DRMs, all cumulative, apply to any Rally roll:
- If the unit is adjacent to an enemy combat unit there is a +1 DRM.
- If the unit is mounted cavalry there is a –1 DRM.
- If the unit is stacked with a leader, subtract one (–1) for each rank (star) on the leader counter [11.73].
13.43 A leader may affect a Rally attempt only at the end of his movement. The leader may not participate in Shock during the same brigade activation in which he affected a Rally attempt.
13.44 Rally is Voluntary. Players may choose to not attempt Rally for a unit. Such units retain their present status.
13.45 Automatic Rally/Fatigue Reduction. Any on-map brigade that is not in Reserve but whose non-artillery units do not move, reaction move, use Phasing Fire, construct Breastworks, declare a shock, or are designated as a shock target for one full turn may, during the Replacement/Recovery Phase [3.0 IV/B] of that turn either:
- Automatically rally all Disordered units within Command Range of their brigadier, or
- Reduce Fatigue by one level [17.42].
Neither facing changes that do not expend Movement points, mounting/dismounting, nor Reaction Refusal/Facing Changes are considered Movement for purposes of this rule.
Notes:
- Disordered batteries of artillery battalions/brigades may rally if the battalion/brigade meets the above requirements.
- Unbrigaded units may rally or reduce Fatigue by one level if they meet the above requirements and are within Command Range of their immediate superior.
13.5 Recovery From Rout
13.51 Routed units in an off-map Division Box are eligible to be returned to play at the conclusion of any turn [3.0 IV/B] in which that brigade has been In Reserve [6.3] for the entire Activation segment [3.0 III].
13.52 To have a routed unit recover, the player undertakes a UDD for the unit using its Disordered side Cohesion Rating (cavalry uses its mounted rating):
- If the roll is the same as or lower than the Cohesion Rating, it passes. Place the unit on the map within one hex of its brigadier. However, reduce the unit by 1 SP, and the unit is Disordered.
- If the roll is higher than the Cohesion Rating, it fails. The unit loses 1 SP and remains routed.
- Regardless, if a 9 is rolled the unit is permanently eliminated instead.
13.53 Recovered cavalry is always replaced on the map in mounted status.
14.0 Special Units
Individual battles usually have additional Special Units, other than those discussed below.
14.1 Green Units
Regiments that had not been in any action before are Green; they are indicated with a "G" next to their Cohesion Rating. Green units remain green the entire course of the game. Green units must make a special, Pre-Shock Commitment Check when shock attacking and have a –1 DRM when firing. Other than that, they are treated normally.
14.2 Cavalry
14.21 Cavalry can exist in one of two states: mounted or dismounted. Therefore, each cavalry unit has two counters, each one representing one of these states. See individual Battle Books for exceptions.
14.22 Units may Mount or Dismount only at the beginning of their Activation, before Movement. The unit must not be adjacent to an enemy unit. To indicate its status, simply change counters. Its MA for that Activation (only) is one-half (rounded up) of the printed MA of its new status. If under Attack Orders, halve its printed MA again (round up). If under Advance Orders, units that Mount or Dismount may not Fire.
Exception: Mounted cavalry that is Blown may not dismount.
14.23 Mounted cavalry is treated as cavalry; dismounted cavalry is treated as infantry.
14.24 Mounted cavalry may fire, but they may never do so during an Activation in which they are Charging or Countercharging. Moreover, phasing mounted cavalry may not fire at a distance in excess of two hexes. The latter restriction does not apply to non-phasing mounted cavalry using Return Fire. Fire from Mounted cavalry has a –1 DRM.
Fire at a non-phasing, mounted cavalry benefits from a fire DRM of +1.
14.25 Horse-holders. For purposes of fire and shock strength all dismounted cavalry units subtract one from every 4 SPs the unit currently has, to account for the fellows holding the horses.
EXAMPLES: Both a 4- and a 7-SP unit would subtract 1 SP; an 8-SP unit would subtract 2 SPs.
PLAY NOTE: The advantages to being mounted are Movement (including Reaction Movement) and Charge (and Countercharge). The advantage to being dismounted (where available), is better fire ability.
14.3 Spencer Repeaters
The Spencer Repeating rifle (and its brethren) was a major step forward in small arms firepower. This increase is reflected in several rules that apply to units armed with Spencer Rifles (SR) and Spencer Carbines (SC). These rules do not apply to mounted cavalry or to Disordered units.
Note: A Disordered Spencer Repeater unit or a mounted cavalry unit using Spencers undertakes phasing and/or non-phasing fire as if it were any other type of small arms.
Units armed with Spencer Repeaters fire twice if they are in Good Order prior to their first shot and do not suffer a 2nd Disorder [12.35] before their second shot. If they fire twice, both shots must target the same hex, even if there is no enemy unit in the hex after the first shot.
14.31 If a phasing unit in Good Order is firing with Spencer Repeaters, it gets an extra round of fire, as shown in the following play sequence:
- Phasing unit fires; apply results.
- Any Return Fire is not simultaneous but follows the Phasing Fire; apply results.
- Unless it suffers a 2nd Disorder, the phasing unit fires again, whether or not the target used Return Fire.
14.32 If a non-phasing unit in Good Order is returning fire with Spencer Repeaters, it gets an extra round of fire, as follows:
- Phasing unit announces fire.
- Phasing unit fires, and non-phasing SR unit(s) Return Fire simultaneously; apply results. Exception: If it conducts a Reaction Facing Change triggered by the Phasing Fire, a non-phasing SR unit's Return Fire is not simultaneous with the Phasing Fire.
- SR units that have not suffered a 2nd Disorder fire a second round of Return Fire.
14.33 The "*" on the Fire Table means that if a player rolls an unadjusted 5 for a Spencer Repeater unit when it is firing in any of these "second rounds," the unit is Out of Ammo (a representation of jammed weapons—a problem with many Spencers—and/or overuse of ammunition). Use the procedure in optional rule 10.92 for Ammo Resupply. If using 10.91 and rolling an unadjusted 5 on the first shot only, ammo depletion applies after the second shot.
14.34 Return Fire by non-target units versus phasing units armed with Spencers follows Series Rule 14.31—the Spencers fire first.
14.35 When using Withdrawal Fire, a unit armed with Spencers fires twice before the withdrawing unit leaves the hex, or against the top unit remaining in the hex.
14.36 Units armed with Spencers fire twice for Pre-Shock Reaction Fire.
14.37 When a unit in Good Order, armed with Spencers returns fire against phasing, rapid-firing artillery, both the first shots and the second shots are simultaneous. The result of each shot is applied after all of the rolls are complete.
14.38 When a unit in Good Order, armed with Spencers, fires at non-phasing, rapid-firing artillery, the Spencer fire alternates with the artillery fire, with the Spencers firing first. Artillery suffering a Disorder as a result of the first or second shot from the Spencers cannot fire after that result is applied. Any non-artillery unit stacked with the artillery and eligible to fire does so after the Spencers' first shot.
15.0 Engineering
Engineering, in the base rules, involves constructing Breastworks. Individual battles may have rules for Bridge construction and so on. Breastworks represent temporary fortifications that provide a benefit against both Fire and Shock. However, they do take some time to construct, because the only available materials for such construction are trees (which are hard to cut and take time to saw) and wooden farm fences.
15.1 Constructing Breastworks
15.11 Breastworks may be built by any infantry or dismounted cavalry unit under Advance Orders if it is In Command and its brigade leader is eligible to change orders during Step II/C of the Sequence of Play [3.0]. Units under March or Attack Orders may not build Breastworks. If using the Fatigue rules [17.0], units at Fatigue Level 2 or higher may not build Breastworks.
15.12 With the exception of Town and Marsh hexes, Breastworks may be constructed in any hex that is within three hexes of a Woods, Orchard, or Town hex or a hex with a Building/House. The hex of construction, the Woods, Orchard, Town, or Building/house hex, and the two hex path between them cannot be adjacent to an enemy unit when construction is started.
Note: No hex can contain more than two Breastworks. Two Breastworks markers in a hex only serve the purpose of protecting additional hexsides.
15.13 Breastworks require two complete Game Turns for construction, except at Night, when they require only one turn. A building unit cannot do anything else for those turn(s). For construction starting in a non-night turn, place the build marker during the Engineering Phase [3.0 II/F] of the first turn, re-facing the building unit toward the hexsides the Breastwork will cover. Flip the marker in the Replacement/Recovery Phase of the second turn (or the same Night turn) so that the Breastwork design matches the hex configuration. Once placed, Breastworks can never be reoriented.
15.14 If a constructing unit changes to Attack Orders, retreats out of the construction hex for any reason, conducts any action other than construction (including Non-Phasing Fire), or if its hex is the subject of enemy shock assault or its brigade's Fatigue level increases to 2 or more, construction is discontinued. Remove the Construction marker. Construction may continue despite the constructing unit being Out of Command or its brigadier unable to change orders at the start of the second turn of construction. Non-phasing units that use Return Fire benefit from Prepared Fire if otherwise eligible.
15.15 Construction started by one unit must be completed by that unit. Additional units in the hex do not speed up construction. Each part of a unit in Extended Line may build Breastworks.
15.16 Units building Breastworks retain all defensive capabilities.
15.17 Breastworks may be removed by any combat unit that moves across a Breastworks hexside by expending one additional MP to do so. Once a unit has moved through the protective hexside of a Breastwork and expended the extra MP, remove the Breastworks marker.
15.2 Effects of Breastworks
15.21 Breastworks have a two-hexside facing, as indicated on the Breastworks counter. The Breastworks must be placed to conform to those hexsides, and they affect Fire/Shock/Movement only through those hexsides.
15.22 The cost to move through a Breastworks hexside is listed in the Terrain Effects Chart. This cost applies regardless of Pikes, Roads, Trails, and Railroads.
15.23 Breastworks provide the following beneficial DRMs:
- +1 Firing small arms fire from within Breastworks (through a Breastworks hexside). This does not apply to artillery firing at canister range.
- –1 Infantry/dismounted cavalry defending against small arms/canister fire through a Breastworks hexside (there is no defensive benefit when targeted by artillery at Shot/Shell range).
- –1 Defender's Pre-Shock Cohesion Check [11.37].
- –1 Defending against shock within Breastworks.
16.0 Night
16.1 From Dusk 'til Dawn
16.11 For a Dawn or Dusk Game Turn, all daylight rules are in effect, with the following changes/additions:
- All Command Ranges are halved, rounding up.
- There is a –2 DRM for any fire over one hex range.
16.12 For a Night Game Turn, all daylight rules are in effect, with the following changes and additions:
- All Command Ranges are halved, rounding up.
- There is a negative adjustment for distance that is cumulative. For one hex, it is –1; for two hexes, it would be –3 (–1 + –2). For a range of four hexes it would be –10 (or prohibitive).
- Artillery batteries each fire separately, regardless of the command situation or stacking.
- There is no Prepared Fire or Cavalry Charge.
- All Activations while under Attack Orders incur Fatigue, unless the brigade's only actions are Leader Movement, mounting/dismounting, Rally, Resupply, Retreats caused by Cautious Loose Cannon results, facing changes that cost no MPs, or no action at all. When part of a brigade is under Attack Orders, the brigade incurs Fatigue only if the units under Attack Orders conduct a Fatigue action.
- Cavalry and artillery may Reaction Move only when the enemy is about to move adjacent.
16.2 Straggler Recovery
16.21 To undergo Straggler Recovery, a brigade must be In Reserve during a Dusk or Night turn. It undertakes the actual Recovery at the conclusion of each such turn.
16.22 For eligible brigades [16.21], each non-artillery unit within its brigadier's Command Range conducts a UDD.
- If it passes, increase its SP by one.
- If it fails, there is No Effect.
16.23 A unit's strength may never be increased to its original face value (nor higher). The best it can do is to return to one short of its original strength.
16.24 Units may Recover Stragglers and Fatigue; they are not mutually exclusive.
HISTORICAL NOTE: Not all combat losses were casualties. A not-insignificant number of losses were from soldiers who simply drifted off, fell by the road during marches, or opted for discretion, etc. Some of these could be recovered during extended lulls in the battle, which here means at Dusk/Night.
17.0 Fatigue [Optional]
DESIGN NOTE: This is optional because it adds another layer of complexity to the game. However, we highly recommend its use. It adds a level of realism.
17.1 Who Gets Fatigued?
Fatigue applies to all combat units, except artillery. Fatigue is applied at the brigade level, and a brigade can incur a new level of Fatigue if even one unit in that brigade does any of the actions that would incur Fatigue.
17.2 How Fatigue is Incurred
17.21 Brigades start with no Fatigue Level. This is indicated by the absence of any Fatigue Indicator with the brigadier. Fatigue is incurred as it happens, but the effects—placement of the Fatigue marker—take place when the affected brigade has done all that it will for that Activation.
PLAY NOTE: In certain battles, on-map commands may start and reinforcements may enter at a specific Fatigue Level.
17.22 There are two ways in which Fatigue is incurred:
CAUSE 1: Any turn in which a brigade undertakes more than two Activations, its Fatigue Level increases by one for each Activation above two [17.24]. Thus, a brigade that undertakes four Activations in one turn will increase its Fatigue Level by two. Activations by Out of Command units also count towards Fatigue, but Activations that are solely undertaken by attached artillery, alone, do not count.
Exceptions:
- A brigade Activation during which its units undertake no actions at all, or undertake only mounting/dismounting, Rally, Resupply, Retreats caused by Cautious Loose Cannon results, facing changes that cost no MPs, and/or engineering, does not count toward Fatigue.
- A unit using March Movement solely on Roads/Pikes (including Bridges and Fords) does not incur Fatigue for its brigade for the first three Activation-equivalents in a turn; it does for a fourth. If it enters any terrain other than Roads or Pikes, both a third and fourth Activation-equivalent earn Fatigue.
- The retreat caused by a "Cautious" Loose Cannon result does not incur Fatigue.
- Leader Movement does not incur Fatigue, because Leaders are not units.
EXAMPLE: An infantry regiment under March Orders can move up to 24 MPs (or 4 AM worth) in one turn (for that March AM), incurring Fatigue for any movement above 18 MPs. Note that in most games, Road movement would be at ½ MP per hex, so the maximum distance would be 48 hexes, with Fatigue being incurred starting with hex 37.
CAUSE 2: If any brigade has been engaged in Shock (either attacking or defending) in more than one friendly or enemy Action Phase [3.0 III/C/3] in a turn, all such phases after the first earn Fatigue. A brigade engages in Shock by one or more of its non-artillery units participating in Shock Step 6b [11.45]. Only one level of Fatigue is incurred per Action Phase per participating brigade, no matter how many times it participated in Shock Step 6b during that phase.
COMPREHENSIVE EXAMPLE OF FATIGUE: A unit moves for its first AM, shock attacks for second AM, and shock attacks for its third AM. It also had to defend against shock during two different enemy Action Phases (AMs). The brigade has incurred four levels of Fatigue as follows: its first AM movement did not incur Fatigue as Fatigue is not incurred for the first two Activations; its second AM shock attack did not incur Fatigue as Fatigue is neither incurred for the first two Activations nor does the first shock incur Fatigue; it incurred one Fatigue Level for its third AM Activation and one Fatigue Level for its second shock attack (for a total of two Fatigue Levels); add one Fatigue Level each for the two shock defenses.
17.23 Each turn a brigade may incur a maximum of two Fatigue Level increases due to Activations. (Exception: see 16.12.) There is no limit to how many Fatigue Levels may be incurred due to shock attacks/defenses. However, an Activation in which a brigade shock attacks and subsequently defends against a shock (due to rolling a 1) only counts once toward Fatigue, not twice (and the same is true for the initial defender-turned-attacker).
HISTORICAL NOTE: It is estimated that the average unit/brigade could undergo about one and one-half hours of combat before becoming so fatigued as to be relatively worthless.
17.24 Other than having no Fatigue marker, the following are the levels of Fatigue incurred, in ascending order. Place an appropriate marker with the brigadier to so indicate:
- Fatigue OK
- Fatigue 0
- Fatigue 1
- Fatigue 2
- Fatigue 3
- Fatigue 4 (the highest)
17.25 Once a unit reaches Fatigue Level 4, it goes no higher, nor is there any further effect of undertaking an action that would earn Fatigue.
17.26 Artillery neither incurs nor generates Fatigue for an infantry or cavalry brigade to which it is attached. However, if under March Orders and using a fourth AM-equivalent [17.23], an artillery unit must check for broken wheels. Roll the die; if it is 6-9, the unit loses 1 SP.
PLAY NOTE: If artillery MA is 8 or higher, it usually only need move the equivalent of three AMs to keep up with the foot-sloggers.
17.3 Effects of Fatigue
17.31 All units in a brigade use the number on the Fatigue Level marker as a modifier to a variety of actions.
Subtract half the Fatigue Level (rounding up) from:
- MA (after halving for Attack Orders and/or cavalry that mounts or dismounts) but see also 9.42.
- All Shock Resolution rolls when attacking.
- All Fire rolls.
Add half the Fatigue Level (rounding up) to:
- All UDDs.
- All Shock Resolution rolls when defending.
- All Pre-Shock Check rolls (including Green).
- All Rally Attempts.
17.32 Brigades at Fatigue Level 4 automatically and immediately revert to Advance Orders. They may not be given March or Attack Orders until they lower their Fatigue Level.
17.33 Fatigue OK and Fatigue Level 0 have no effect, other than that they are a level closer to one that does.
17.34 Units at Fatigue Level 2 or higher may not build Breastworks.
17.4 Reducing Fatigue
17.41 To reduce a brigade's Fatigue Level, the player may place that brigade In Reserve for that entire turn [6.31]. At the end of the turn, if the brigade is still In Reserve, its Fatigue Level is reduced by two levels.
17.42 Any on-map brigade that is not in Reserve but whose non-artillery units do not move, reaction move, use Phasing Fire, construct Breastworks, declare a shock or are designated as a shock target for one full turn may, during the Replacement/Recovery Phase [3.0 IV/B] of that turn either:
- Automatically rally all Disordered units within Command Range of their brigadier [13.45], or
- Reduce Fatigue by one level.
Neither facing changes that do not expend movement points, mounting/dismounting, nor Reaction Refusal/Facing Changes are considered movement for purposes of this rule.
Notes:
- Disordered batteries of artillery battalions/brigades may rally if the battalion/brigade meets the above requirements.
- Unbrigaded units may rally or reduce Fatigue by one level if they meet the above requirements and are within Command Range of their immediate superior.
Battle Book: By Swords and Bayonets
The rules below are specific to By Swords and Bayonets (the battles of Big Bethel, Mill Springs, New Bern and the Second Battle of Rappahannock Station) and amend or add to the Series Rules above. Battle Book rules take precedence over Series Rules. Translated from the Italian edition; see the source note in the Table of Contents.
1.0 Introduction
Four small-scale battles of the American Civil War.
By Swords and Bayonets is a collection of four small-scale battles fought during the American Civil War (1861-1865). The four battles are not linked by a common campaign, nor by a common theater. The only thing they have in common is that they are American Civil War battles and that they are smaller in scope than the larger, army- and corps-level battles more familiar to many students of the period. The aim of this project is that, by limiting the size of the forces involved, By Swords and Bayonets can serve as a manageable introduction to the rules and mechanics of the Great Battles of the American Civil War (GBACW) game system. Players new to the system can become familiar with its detailed and complex rules without being overwhelmed by the sheer size of the battles themselves. In addition, experienced players who wish to help newcomers learn the game system will have a set of interesting tactical situations with which to illustrate the mechanics and strategies of the system.
2.0 Components
A complete copy of By Swords and Bayonets should contain the following components:
- Two double-sided maps, 56 cm x 43 cm
- Two counter sheets of 280 counters each
- This Battle Book (BB)
- One GBACW Series Rulebook (2024 Ed.)
- One Game Examples booklet
- Four Turn/Efficiency/Activation Charts printed on both sides
- Four Terrain Effects Charts printed on both sides, each with the 2nd Disorder Table on the reverse
- Two folded Player Aid Cards, 28 cm x 43 cm
- Two ten-sided dice
- One Counter Tray
2.42 Game Scale
The map scale is approximately 140 yards per hex, with contour lines ranging from 10 feet to 25 feet. The specific contour scale for each battle will be given in the Special Rules of that battle.
2.7 Terminology
- AM: Activation Marker
- AoO: Army of the Ohio [River] (Mill Springs)
- BB: Battle Book
- Bn: Battalion
- Bty: Battery (or section thereof)
- CD/NC: Coast Division, Department of North Carolina (New Bern)
- CI: Combat Ineffective
- Det: Detachments
- DET: Department of East Tennessee (Mill Springs)
- DoVA: Department of Virginia [Union] (Big Bethel)
- DR: Die Roll
- DRM: Die Roll Modifier
- EM: Efficiency Marker
- LOS: Line of Sight
- MP: Movement Point
- OOC: Out of Command
- SK: Skirmishers
- SP: Strength Point
- SR: Series Rules
- UDD: Universal Disorder Die Roll (used as a noun and a verb)
- VP: Victory Point
4.0 The Command System
4.1 Commanders and Leaders
4.11 Overall Commanders. There are no Overall Commanders on the battlefield. Nor are there Corps commanders for these small battles.
4.3 Artillery Command
4.33 For both players, artillery is immune to the usual restrictions on artillery batteries; they may freely separate the sections of their batteries without any penalty. Players are free to assign batteries to any brigade they wish. If they are not assigned to a specific brigade, they activate as a separate brigade of the division. This is an exception to SR 4.32.
5.0 The Activation System
5.2 Efficiency
5.21 Overall Commanders & Corps Commanders. There are no Overall Commanders or Corps Commanders in the small battles of this title. The Special Rules for each battle will outline the size of the formations that will be affected by Efficiency.
5.32A If a player has two consecutive AM activations (including the first AM for the player who won the Initiative for the turn), the next activation must be for the opposing player, unless the latter has no more AMs in the Draw Pool.
5.32B When it is determined that a player is drawing a third consecutive activation (for example, a player won the Initiative, drew an Efficiency of 2 and then began a game turn by playing the first AM and immediately afterwards drawing the last AM from the Draw Pool, leaving the opponent to end the turn with 3 or more consecutive activations), the player with the Efficiency of 2 must declare that he has no more AMs in the Draw Pool. The opposing player may use the third AM, but in the rare case that he also has a fourth AM in the Draw Pool, that AM must be lost.
5.32C If in a game turn either of the events 5.32A or 5.32B occurs, the player who has the series of consecutive AMs to end the current turn (2 or more AMs) automatically loses the initiative to the opponent to begin the next turn. Thus, an artificially long series of AMs for the same formation cannot be created by the break between two turns.
BB5.32: (Clarification) The Random Event AM is not an "activation", thus it does not count for purposes of determining if a side draws two consecutive AMs. [Errata applied: this clarification, BB p. 2, is already present in the Italian text.]
8.0 Stacking and Extension
8.3 Stacking and Combat
8.37 The artillery batteries of both sides are not required to stack their component sections in a single hex. Sections conduct all UDDs as if they were separate units.
9.0 Movement
9.4 Terrain and Movement
The terrain type and contour level of a hex are those found at the center point of the hex and covering the majority or plurality of the hex's area.
Ridges and Ravines: A Ridge is a hexside at a higher elevation than the two adjacent hexes, while a Ravine is a hexside at a lower elevation than the two adjacent hexes. A Ridge may block LOS [BB 10.24], while a Ravine does not affect it. A Ridge does not block LOS for two adjacent units (that is, two units on opposite sides of the same ridge hexside). However, their LOS does not extend beyond that hexside. See the terrain chart for the movement cost to cross a Ridge or a Ravine; however, if a Ridge or Ravine has more than two contour lines, consider each side of the hexside as of the appropriate slope.
EXAMPLE: A cavalry unit crossing a ridge with three lines, two uphill on the nearer side and one downhill on the farther side, would pay +2 MP for climbing a lesser slope and no additional MP for descending a gradual slope.
Artillery crossing a Ravine or a Ridge with three lines automatically becomes Disordered (unless on a road or trail). If already Disordered, the artillery loses 1 SP. If the total number of contour lines exceeds three, artillery movement is prohibited. There is a penalty for Shock Assault across a Ravine or a Ridge. The penalty for Shock across a Ridge is always -1 DRM. The penalty for a Ravine is equal to the number of contour lines the attacker would cross if entering the defender's hex from the bottom of the Ravine, to a maximum of -3 DRM. Ravines and Ridges are never found in the hex, but only on hexsides. If the Ravine or Ridge graphic does not cover the entire hexside, the hexside is not considered a Ridge or a Ravine.
Breastworks: Crossing a breastwork hexside carries an additional movement cost. The defensive benefits of breastworks are available only to units immediately behind the thick line of the breastwork graphic. Infantry, dismounted cavalry and artillery units immediately behind breastworks receive a +1 DRM when firing across a breastwork hexside and a -1 DRM to Pre-Shock Cohesion Checks when Shock attacked across that hexside. Note: the first two points of the General Terrain Note (SR 10.81 and SR 15.23) also apply to breastworks.
10.0 Fire Combat
10.9 Ammo Depletion and Resupply
Ammo Depletion and Resupply are not optional.
14.0 Special Units
14.5 Large Regiments
14.51 Many of the infantry regiments in these battles are composed of 8 SPs or more. Breakdown counters have been provided for most of these units.
Large regiments may be replaced with their component battalions during initial setup. One of the component battalions must be deployed in the assigned hex, while the others must be deployed in adjacent hexes.
At the start of a brigade Activation, a large regiment may be replaced with its component battalions. Once split, at least one of the battalions must leave the hex. For game purposes, each individual battalion counter is treated as a regiment-sized "unit".
14.52 If the two or three battalions of a large regiment are adjacent and are attacking the same enemy hex, or are defending against Shock by the same attacking units, only one die roll is made for each Green Commitment Check or Pre-Shock Cohesion Check made during the Shock procedure, using the highest cohesion value among all the units involved. The results apply to all the units.
14.53 In the case of a regiment with two battalions, the twin battalions that end movement, retreat or Shock in the same hex must immediately recombine into the parent regiment. If they recombine after movement or retreat, the position of the stationary battalion in the stack becomes the position of the recombined regiment [exception to SR 8.23]. If advancing after Shock, the first battalion to advance determines the position of the recombined regiment in the stack. In the case of a three-battalion unit, two battalions may stack after a movement, retreat or advance; when three battalions end movement, retreat or Shock in the same hex, the regiment must immediately recombine.
When recombining battalions:
- Replace the battalion counters with the regiment counter and adjust the strength of the regiment counter to reflect any losses.
- If a battalion is Disordered, the combined regiment is Disordered.
- If at least one battalion, but not all of them, is Out of Command, the combined regiment is In Command.
- The combined regiment adopts the ammo depletion status of the battalion with the highest ammo penalty.
- Once recombined, a regiment ceases fire and movement for the Activation. The recombined regiment may not begin Shock; however, if the battalions recombine because of an advance into the same hex after Shock (and if otherwise possible), the regiment may Continue the Shock.
14.54 A regiment with fewer than 8 SPs remaining may not be split into component battalions. Two component battalions are not required to recombine as a regiment if the total strength of the battalions is less than 8 SPs. Three component battalions are not required to recombine if the total strength of the battalions is less than 15 SPs.
14.55 If all but one of the battalion components are eliminated, replace the remaining battalion with the regiment counter and adjust the strength accordingly with a Strength Point marker.
14.56 A regiment with SP losses that is still eligible to be split into component battalions may distribute those losses among one or all of the split battalions, according to the player's preference.
14.57 Treat all battalions as "regiments" for the purposes of determining Brigade Combat Effectiveness [SR 13.21].
15.0 Engineering
15.1 Constructing Breastworks
15.12 Breastworks may not be constructed in any hex. At New Bern, the "permanent" breastworks are printed on the map.
17.0 Fatigue
In all battles of this title, Fatigue is not optional.
20.0 Scenarios
20.1 Initial Deployments
Unless otherwise indicated in a battle or scenario, all units begin with the facing chosen by the owning player, and brigades begin with the (permitted) Orders desired by the owning player. All units are considered In Command for the first turn or for their first turn of entry.
21.0 Big Bethel, VA - June 10, 1861
21.1 Introduction to Big Bethel
Shortly after the outbreak of hostilities at Fort Sumter, the Union sought to quickly quell the rebellion. Major General Benjamin Butler was sent to Fort Monroe, at the tip of the Virginia Peninsula, with a force composed mostly of inexperienced volunteers, with the aim of capturing Yorktown. Standing in his way was an equally heterogeneous, but highly motivated, army under the command of "Prince" John B. Magruder. Butler devised an overly elaborate and complicated plan to assault a hastily built stronghold on the banks of the swollen Wythe Creek, and did not even deign to take the field. After a pre-dawn friendly-fire incident undermined the strength of his most veteran infantry unit, the two Union brigades pressed on and hurled themselves against the entrenched Confederate forces at Big Bethel. They were repulsed and driven south, toward their camps at Hampton Roads and Newport News.
21.2 Big Bethel Specific Rules
B2.42 Game Scale
The map scale is approximately 140 yards (128 meters) per hex with 20-foot (6 meter) elevation contours.
B4.0 The Command System
B4.11 Overall Commanders. In this very early phase of the war, both sides were still defining their command structures. This would continue until the Battle of First Bull Run, on July 21, 1861, and beyond. So, to simulate this battle, we must take some liberties with the command rules that govern most GBACW battles.
For the Confederates, the "Commander" of the Hampton Division is J.B. Magruder. He holds the post of Division Commander, although he commands only a single brigade (that of D.H. Hill). Despite a strained relationship between the two, they cooperated rather well at Big Bethel. For game purposes, treat Magruder as the overall commander; in this way, he will not be penalized [the Italian text reads "all'1 di notte" here, apparently garbled] for not having a Corps-level commander present.
The Union chain of command was rather casual and shows the inexperience of the "overall commander" Benjamin F. Butler. The men depicted as "Brigadiers" at Big Bethel were, for the most part, colonels commanding some of the regiments that took part in the battle. One of these "brigadiers", Ebenezer B. Peirce, notoriously fell ill shortly before the start of the battle and commanded from a horse-drawn carriage a mile south of the battle site.
B4.21 Chain of Command. Both Union brigadiers operate independently. They do not suffer a penalty of 1 AM per turn for being out of command. However, they may never use the "Division Orders" change in Phase II.D of the Sequence of Play, and must always attempt a roll on the Brigade Orders Change Table [6.2] when activating with the Union Divisional AM.
In the absence of a division commander, or even a well-developed plan, the two brigades cannot coordinate using the Brigade Coordination Table [5.34]. See, however, the optional "Butler's Influence" rule, which adds a Division Commander to the Union side.
B6.0 The Orders System
B6.13 March Orders. March Orders may not be used.
B9.0 Movement
B9.44 Other Terrain. The cultivated hexes of the Mitchell farm are included as historical detail and as a landmark. The cultivated field hex terrain has no effect on combat, line of sight or movement.
Tree lines along the wooded creek. There is a stream, surrounded by a dense line of trees made up of both trees and undergrowth, that flows from Wythe Creek in the south, from the hexside separating BB1011 and BB1111, to the line of hexes separating BB0619 and BB0718. These hexsides are considered Woods for purposes of LOS and for crossing the stream from either the east or the west (crossing the stream would cost 4 MP: +2 for the woods, +1 for the stream, and 1 MP to enter the clear hex on the other side). For movement across non-treed hexsides along the stream, into the hexes bordering this stream, the hexes are considered Clear. LOS is likewise clear, provided it does not cross or run along any of the wooded hexsides.
EXAMPLE: If a Union unit under Attack Orders in hex BB0912 wishes to cross the wooded creek to end in hex BB1012 and then Shock BB1112, the cost to cross the wooded creek would exceed the 3 MP it can spend under Attack Orders. It may still move one hex, per Rule 9.42, Exception 2, but it may not open fire as part of its activation. Moreover, it would have to wait for its next activation to conduct the Shock.
Wythe Creek. The main terrain obstacle is Wythe Creek. Crossing at non-ford hexsides costs +1 MP and causes an automatic Disorder result for infantry, +2 MP and automatic Disorder for cavalry. Artillery may cross the creek only at the County Bridge or the ford.
The County Bridge. [Text per the official English errata, BB p. 5, Big Bethel clarification:] The County Bridge in hex BB 1212/1311 serves to allow a unit under Advance Orders to move along the road uncontested paying road movement costs (and avoiding the automatic Disorder that results from crossing Wythe Creek at any other point besides the Ford). In effect, it nullifies the effects of the creek for movement. Players may shock across County Bridge, with a -2 modifier. See also SR [9.44].
For (easy) reference: [9.44] / BRIDGES: Units may not move (as part of Movement) across a Bridge if under Attack Orders. However, they may Shock Attack across the Bridge under those Orders, and, if the result allows, advance across that Bridge [see also 6.15 and 9.23].
Swamp. Wythe Creek was surrounded by a marshy plain common in the lower Virginia Peninsula. For infantry, swamp hexes cost 3 MP and cause a UDD at the end of movement; there are no additional penalties for entering multiple swamp hexes during a single activation. For mounted cavalry, swamp costs 4 MP and causes automatic Disorder at the end of movement. Artillery is prohibited in swamp hexes. Note: commanders (and their command ranges!) are also severely hampered by swamp hexes.
B9.7 Reinforcements. Union Reinforcements. B9.72 If Confederate units are adjacent to the Union entry hex (BB1226), Union reinforcements may enter the hex closest to the map edge, without this counting as a move adjacent to the enemy. [Errata applied, BB p. 5: the hex is BB1226, not BB1526; the Italian text already reads BB1226.]
B13.0 Morale and Recovery
B13.6 Division Combat Effectiveness. A player automatically wins if the enemy is Combat Ineffective at the end of any game turn. This happens if the 1/Hampton brigade is Combat Ineffective, or if both "brigades" of the Union force are Combat Ineffective.
B21.3 Big Bethel, June 10, 1861
Map. Hex numbers beginning with BB refer to the Big Bethel map.
Game Length. The game begins with the 0900 turn and ends after the completion of the 1400 turn. Exception: see Victory below.
Initiative. The Union has the initiative on the first turn.
Victory. Victory is determined by the number of Victory Points (VPs) each player earns over the course of the game. VPs are awarded for enemy losses and for control of objectives. To determine victory, calculate each side's VP total according to the criteria below, then subtract the Union total from the Confederate total. Compare this number, positive or negative, with the Levels of Victory table below to determine who has won and the exact level of the victory. The battle, for the most part, revolves around control of the earthworks at the Big Bethel position. Control is defined as "occupying, or having been the last to occupy, a hex". The Confederates control all the earthworks at the Big Bethel position at the start of the game. The Confederates accumulate 1/2 VP for each of the 22 breastwork hexes they control at the end of each game turn, rounded down (so, for each turn in which the Union controls none of the breastwork hexes, the CSA gains 11 VPs from control of the breastworks alone). The Union gains 3 VPs for each breastwork hex it controls at the end of each game turn.
- For each enemy gun eliminated or abandoned at the end of the game, a player receives 2 VPs.
- For each enemy infantry unit eliminated, collapsed or routed, a player receives 2 VPs.
- For each Confederate cavalry unit eliminated or routed, the Union player receives 3 VPs.
HISTORICAL NOTE: The Peninsula Cavalry and the Mecklenburg Dragoons were held in reserve for the entire battle, venturing out only to hinder the chaotic Union retreat toward Hampton after the battle.
If the sole CSA brigade, or both Union brigades, are rendered Brigade Combat Ineffective at the end of a game turn, the result is an automatic victory for the opposing side. If this condition occurs simultaneously for both sides at the end of a turn, the game may continue.
For the purposes of calculating BCI by "more than half the units routed/eliminated or collapsed", the Union Peirce brigade counts the reinforcements 1 NY and 2 NY, even though they have not yet entered. However, BCI may be triggered if the Union has all Peirce units currently on the map in a Disordered state at the Combat Effectiveness Phase [3.0 IV/C] of a game turn. For the purposes of determining this, broken-down battalions are considered separate units [the Italian text reads "battaglioni di disfatta"; sense rendered as broken-down battalions]. Consider the battalion of each broken-down regiment as a separate unit to determine when it collapses. The battalions of a broken-down regiment will not automatically collapse if the on-map strength of the combined regiment falls below half of its original total strength.
Likewise, for both sides, consider each large regiment as the number of its broken-down units for the purposes of calculating BCI (for example, 1 NC is composed of 3 "regiments", the Union 3 NY is composed of 2 "regiments", etc.). Thus, the number of units in each brigade and their threshold for BCI in terms of "more than half of the strength eliminated/routed or collapsed" is:
Union:
- Peirce Brigade: 9 units / BCI threshold 5
- Washburn Brigade: 3 units / BCI threshold 2
CSA:
- D.H. Hill Brigade: 8 units / BCI threshold 5
Artillery batteries are not included in the BCI calculation.
Levels of Victory [per the official English errata, BB p. 6, which replaces the Italian level names]:
- Draw: 0 VPs or less to 10 VPs
- Marginal: 11 - 20 VPs
- Major Victory: 21 - 30 VPs
- Total Victory: 31+ VPs
Efficiency
- The Union Efficiency Pool is 3 x 2E and 2 x 3E.
- The Confederate Efficiency Pool is 2 x 2E and 2 x 3E.
Union Setup. There is no Union setup.
Union Reinforcements. Union units enter in the brigade order specified during the 0900 turn, following Hampton Road.
| Turn | Hex | Units |
|---|---|---|
| 0900 | BB1226 | Peirce (1/1/DoVA), 5 NY, 3 NY, 2/US sections a, b, c |
| 0900 | BB1226 | Washburn (2/1/DoVA), 7 NY, 4 MA, 1 VT |
Variable Union Reinforcements. Among the many things that went wrong in Butler's (too) ambitious Big Bethel plan, the 1st and 2nd NY regiments of Peirce's brigade arrived too late to contribute to the Union attack, and instead formed a rear guard to repel any Rebel pursuit. Historically, these two large regiments appeared on the 1200 turn. Starting with the 1100 turn, the Union player rolls 1d10 during the Command Phase to determine when the two late-arriving regiments appear on the field.
Arrival of Union Reinforcements
| Turn | Hex | Die roll to trigger arrival |
|---|---|---|
| 1100 | Variable | 0-2 |
| 1200 | Variable | 0-5 |
| 1300 | Variable | 0-9 (automatic) |
Unit and entry hex: BB1226. Units: 1 NY, 2 NY (Advance Orders, 3 AMs, regardless of the Peirce brigade's efficiency for the turn of entry). The units enter with the current Fatigue level of the rest of Peirce's brigade.
The Union player should place 3 AMs in the draw pool in the potential entry turns for these reinforcements, but only 1 NY and 2 NY can use all three if Peirce's efficiency for that turn is two. If one or both of these reinforcing regiments used all three activations, all units in the brigade would suffer one level of Fatigue.
Confederate Setup
| Location | Units |
|---|---|
| BB1408 | Magruder (Hampton), D.H. Hill (1/Hampton) |
| BB1703 | Mkl Dr, Peninsula |
| Within 2 hexes of BB1113 | 3 VA, Wythe, Richmond Btty c |
| Anywhere in the hexes bordering the breastwork north of Wythe Creek | 1 NC, Montague Bn, Richmond Btty a, Richmond Btty b |
Notes: The breastworks trace a distinctive polygonal perimeter and CSA units may deploy in the redoubt hexes, in any non-redoubt hex that nonetheless marks the perimeter, or in any hex inside the perimeter. Considering the opening formed by hexes BB1108 and BB1408, BB1208 and BB1308 are valid starting hexes; BB1209 is not. Considering the northern opening of the perimeter, hexes BB1202, BB1302 and BB1403 are valid deployment hexes.
Confederate Reinforcements. There are no Confederate reinforcements.
B21.4 Optional Variants for Big Bethel
B21.41 Free Confederate Setup. Optionally, the Confederate player may be allowed to deploy his units anywhere within the Big Bethel redoubt north of Wythe Creek and in the area south of Wythe Creek bounded by Hampton Road to the east, Wooded Creek to the west and row BBXX15 to the south.
B21.42 Butler's Influence (Optional). Major General Benjamin F. Butler, commander of the Department of Virginia, was heavily criticized after the Union fiasco at Big Bethel. He was reproached for adopting an overly elaborate plan and for expecting too much from his inexperienced, battle-untested troops. But above all he was pilloried for having remained at Hampton for the entire battle, venturing only as far as the nearby Hampton Creek, across which much of his routed assault force was ferried on flat-bottomed boats.
In real fact, even Brigadier General Peirce, the apparent commander of the entire operation, had no significant influence at the front. He "fell ill" about an hour before the first contact with the Big Bethel position and confined himself to a comfortable carriage about half a mile south of hex BB1321, the Newport News fork known locally as Buzzard's Roost. For this reason, there is no division commander in the historical scenario. However, we have provided an optional "Division Commander Butler" counter for players who wish to explore what might have happened if Butler had chosen to lead from the front. The Butler counter may be used or not by agreement between the players.
If the Butler counter is used, both Union brigadiers (Peirce and Washburn) must trace a route to Butler during the Command Phase (II), otherwise they suffer a penalty of one fewer activation per turn (to a minimum of one). On the other hand, Butler provides the Union force with the stabilizing influence of two "stars" to support UDDs and rally attempts, and the ability to coordinate the two brigades.
Game Balance. The burden of taking the fortified position falls on the Union, which has neither enough troops nor an adequate command structure for the task. If players have unequal experience with GBACW, or if one player is teaching another, the teacher/more skilled player should play the Union.
DESIGN NOTE: We considered leaving 1/1/DVA without a brigadier, to simulate Peirce's alleged cowardice during the battle, but, given the already low cohesion levels and the Green Union forces, further command control problems for the Union seemed too heavy a burden to place on the Yankees. As it stands, these brigadiers operate above their weight, in command terms, so we gave Peirce the benefit of the doubt: he can "escape" from his carriage and move and operate with the units under his command. More history-minded players might consider using the Townsend (replacement) side or evaluating Peirce's rating as C, for Cautious.
Big Bethel Terrain Effects Chart (TEC)
MP cost to enter or cross; combat effects on Fire and Shock (a); possible blocking terrain.
| Terrain | Foot | Mounted Cavalry | Artillery | Commander | Fire (a) | Shock (a) | Possible Blocking Terrain? |
|---|---|---|---|---|---|---|---|
| Open | 1 | 1 | 2 | 1 | NE | NE | No |
| Farm and Fields | 1 | 1 | 2 | 1 | NE | NE | No |
| Woods | 2 | 3 | 4 | 2 | -1 | -1 |
NE = No Effect; AT = Other Terrain in the Hex; P = Prohibited; D = Automatic Disorder at the end of Movement (lower-case d = UDD at the end of Movement, per B9.44 Swamp).
(a) Combat effects are all die roll modifiers. They apply if the defender is in the hex in question, or is Shock attacked or fired on across that hexside, directly into the target hex. (b) Units with Advance Orders pay 1 MP. Units with March Orders pay 1/2 MP. (c) See Breastworks in the Battle Book [9.44]. (d) See the Battle Book for the specific rules for the County Bridge. [Errata applied, Terrain Effects Charts: the Big Bethel TEC should have a County Bridge line under the Road entry with these values (1, 1, 1, 1/2, NE, -2, No); footnote: "See Battle Book, pg. 5 for rules specific to The County Bridge". The Italian chart already includes this line.]
Big Bethel Record Tracks
The Battle Book includes a Confederate and a Union record sheet, each with a Turn Track, Drawn Efficiency Markers area, AMs in Play area, played-AM area, Casualties box, Rout/Rally box, Eliminated box and a Victory Point Track. The Union sheet's turn track shows the Union variable reinforcement thresholds: Union Reinf. 0-2, Union Reinf. 0-5, Union Reinf. Auto (see Variable Union Reinforcements).
22.0 Mill Springs, KY - January 19, 1862
22.1 Introduction to Mill Springs
In one of the decisive battles for control of Kentucky and eastern Tennessee, George Bibb Crittenden ignored the advice of the Confederate high command not to make a winter bivouac for his Confederate division with its back to the Cumberland River. Crittenden and Kentucky native Felix Zollicoffer instead attempted to go on the offensive and strike the Union forces in the Somerset, Kentucky area while the two Union divisions were separated by a swollen local creek. The battle took place on a dreary, rainy January morning, but the Rebel surprise attack ended in a resounding Federal victory that would help keep Kentucky in the Union.
22.2 Mill Springs Specific Rules
M2.42 Game Scale
The map scale is approximately 140 yards (128 meters) per hex with 20-foot (7.5 meter) elevation contours.
M4.0 The Command System
M4.11 Overall Commanders. The senior officers on the field are division commanders and are represented by a division commander counter rather than a corps or army commander counter. There are no command initiative modifiers for these commanders, and they do not suffer the usual 1 AM penalty for not having their corps commander on the field.
M4.21 The Chain of Command. For the Confederates, Major General George Bibb Crittenden is the commander in charge (active) on the field [BB 4.11]; both Confederate brigade commanders are considered In Command for the purposes of determining the number of activations if they can trace a line of command to Crittenden. [Errata applied, BB p. 8: the reference to the rule about the ranking commander is [BB4.11]; the Italian text already reads "[BB 4.11]".]
PLAY NOTE: On turn 2 (0700), Crittenden is about to enter the map, so if Zollicoffer can trace a line of command of 6 MP or less to road hex MS3810, he is considered In Command for that turn.
Any Union brigadier is considered In Command for the purposes of Division Orders and determining the number of activations if he can trace a line of command to Thomas. Since all units (exception: Union skirmishers) are considered In Command at the start of a game, the Union brigadiers are In Command for turn 1 (0600). However, for Turn 2 (0700), General Thomas is not activated, and so the Union brigadiers will suffer the -1 penalty to potential activations for that turn. Thomas "activates" at the start of Turn 3 (0800). For the Union, there is no replacement if Thomas is killed; General Schoepf is the next commander and, at the time of the battle, is converging on the area from Somerset to the east. The Union brigadiers would simply receive one fewer activation per turn following the premature demise of Thomas.
M4.33 Artillery. The Union artillery batteries are assigned to one of the brigades of Thomas's division and so activate with that brigade. Likewise, the Confederate artillery batteries are assigned to brigades and activate with their respective brigades within the division's activation.
M5.0 The Activation System
M5.21 Determining Confederate Efficiency. Efficiency is determined separately for the two Confederate brigades under Crittenden's command (that is, Zollicoffer and Carroll). During the Efficiency Phase (II B), the Confederate player draws an Efficiency Marker (EM) for each brigade.
M5.22 Crittenden moves with the brigades chosen by the Confederate player (Zollicoffer or Carroll) during a given turn, but does not move during the activation of both brigades. During the Division Orders Phase, it is determined which brigade Crittenden joins.
M5.34 Only the Union may attempt Brigade Coordination. The Confederates draw separate AMs for Crittenden's two brigades and so can never coordinate.
Clarification and exception: Mill Springs and rule BB 5.32. Mill Springs is unique in that, for the Confederates, Efficiency is determined for each of the brigades of Crittenden's Division and AMs are placed in the Draw Pool for each brigade. For the Confederates to trigger rule BB5.32, they would need to draw consecutive Carroll or consecutive Zollicoffer AMs; NOT Carroll followed by Zollicoffer (or vice versa). The Union, of course, has but one type of AM (1/AoO) in the Draw Pool. [Errata applied, BB p. 8; the Italian text already contains this clarification.]
M6.0 The Orders System
M6.12 Only Carroll's brigade (0700 CSA Reinforcements) may enter play with, or use, March Orders. No unit that starts on the map may assume March Orders. This also applies to the units of Zollicoffer's brigade that start off-map as part of Zollicoffer's road column.
M9.0 Movement
Tree lines. There are several hexes that have tree lines on their sides: one borders the western edge of the Wheat Field and a smaller one borders hexes MS1017-1118. Treat tree lines as Woods hexes for purposes of movement, or for providing woods cover to the occupants of the hex if fire crosses the hexside; otherwise it is a Clear hex. Tree lines do NOT block line of sight.
In addition, hexes that contain tree lines are exempt from the "Tree Canopy" rule [SR 10.24, Point 2]. For this purpose, the hexes bounded by tree lines are not considered "wooded hexes" and thus cast no "canopy".
Fences/Field Boundaries. There are several farms on the Mill Springs map that serve as objectives for one or both sides. These are indicated by fence boundary graphics in the hexes, which are not hexside terrain, but terrain within the hex. Artillery and cavalry pay extra MPs when entering these hexes. For the purposes of determining field control, it is possible for a single fence/boundary hex to comprise part of multiple fields. If a given hex contains the fence/boundary graphic of multiple fields, then it counts as one hex for all the fields. See the Victory Conditions below for more details on how a farm is controlled or contested by both sides.
EXAMPLE: The Logan farm is composed of hexes (colored yellow) MS0816, MS0817, MS0917, MS0918 and MS1017, because the field boundary graphics of that farm appear in all those hexes. Hexes MS0817 and MS0918 are also part of the larger farm to the west, across the road. The hexes of that farm are indicated here by hexes with diagonal red lines. So, for the purposes of controlling either of the two farms, MS0817 and MS0918 each count toward the control of both farms. [Errata applied, BB p. 9, line 7 of the first column of the Mill Springs example: "MS0187 should read MS0817". The Italian text already reads MS0817.]
M9.7 Encamped Union Brigades. The Union brigades begin the game encamped (not alerted). They sound the Long Roll as soon as they are alerted and can then leave camp. Their starting positions are printed on the map. While still encamped, they are flipped to their Disordered side. Unalerted units can do nothing that a phasing unit can do, except Rally, but they defend normally when non-phasing.
M9.71 On the turn in which these "encamped" units must "activate" and break camp, at the first activation of their brigade for that turn, they must make "recovery" attempts to return to their Good Order side. In the activation during which a unit is successfully "recovered" from the encamped state, it is flipped to its Good Order side and, like any other phasing unit, may not perform other recovery operations for that activation. If an encamped unit is attacked before being activated, it is considered Disordered for all purposes, such as determining Return Fire DRMs, resolving UDDs, etc.).
M9.72 "Recovery": Union units that fail so badly as to cause losses do not lose Strength Points [the Italian reads "Punti Ferita", literally hit points] when recovering to begin the battle. See also [13.25] below.
M9.73 Union commanders (for example, Division Commander Thomas) who are not yet activated but start on the map do not lend their "stars" of influence to the rally attempts of the units with which they are stacked (they start the day together with their subordinate units).
M13.0 Morale and Recovery
M13.2 Brigade Combat Effectiveness
13.25 Until the Union has alerted and "recovered"/cleared all the units of a brigade, the brigade is exempt from SR 13.21, first bullet; that is, if a brigade fails to break camp with none of its units, the brigade may not be considered Combat Ineffective for this reason in Phase IVC of a turn.
M13.3 Division Combat Effectiveness
M13.61 A player automatically wins if the enemy division is rendered Combat Ineffective in any Phase IV C during the game. For the Confederates, with only two brigades, both would have to be rendered BCI for the entire Crittenden Division to be DCI; again, a relative rarity.
M14.0 Special Units
M14.4 Skirmishers. Skirmishers are a dispersed, company-level formation used to delay approaching enemy formations.
M14.41 Regular infantry units may detach up to half of their strength as Skirmishers (SK). Each detached SP provides one SK unit. They may be formed on activation by any unit that is not Disordered and is under Advance Orders. Players are limited to the number of skirmisher units provided in the counter mix, unless they agree to allow unlimited use of skirmishers and use other markers to represent additional skirmisher units. Although a parent unit is marked with an SP marker to indicate its reduced strength, deployed Skirmishers do not count as "losses" for the parent unit (for the purposes of determining collapse); eliminated Skirmishers do.
M14.42 To form Skirmishers, simply remove the required SPs from the parent unit (as Step Losses) and place the resulting SK units in the same hex. These or the parent unit (or both) must move to unstack.
M14.43 Skirmishers may not stack with other units, including other SKs from the same unit.
M14.44 When stacked with their parent unit at the end of an activation, skirmishers are immediately reabsorbed into the unit. Remove the SK marker and increase the parent unit's SPs.
M14.45 Skirmishers have the advantage of greater ease of movement and suffer fewer losses from enemy fire.
- For movement they use the Commanders column on the Terrain Effects Chart, but cannot take advantage of pikes, roads or trails.
- Skirmishers move in Reaction in a manner similar to mounted cavalry [see SR 9.63], but may do so only when an enemy infantry unit commits to moving adjacent [not within 3 hexes, as is the case with mounted cavalry]; however, there is no DRM to the resulting UDD for entering non-clear hexes or crossing hexsides that would otherwise cost extra MPs.
- When firing, subtract one (-1) from the DR of the Skirmishers' Fire Results. Skirmishers may not use Prepared Fire.
- When targeted by enemy fire (of any kind), subtract two (-2) when resolving the fire, in addition to any other applicable DRMs.
- Skirmishers may not voluntarily move adjacent to an enemy combat unit.
- Skirmishers may not make Shock attacks, regardless of the situation.
- If skirmishers are Shock attacked and are the only unit defending, the attacker gets +1 to his DR for Shock results [but see SR 11.42].
- Shock attacks against skirmishers do not count, nor do they inflict Fatigue, either on the attacker or on the targeted skirmishers.
- Skirmishers do not accumulate Fatigue from activations, movement, combat or any other activity.
- Skirmishers that suffer a second Disorder are automatically eliminated.
M14.46 If a Skirmisher unit is the target of a Shock Attack, it may, instead of defending, disperse during the Retreat Before Shock step [SR 11.33]. This includes attacks by enemy cavalry. They cannot disperse if they are Disordered. When a Skirmisher unit Disperses:
- It retreats 2 or 3 hexes from where it was, away from the enemy unit threatening an attack, and toward friendly lines.
- It may retreat through friendly units (without the penalty indicated in SR 12.46) and any terrain through which it can move.
- The retreat path may not be traced through a hex adjacent to an enemy unit, unless it is occupied by a friendly unit.
- After the retreat, the unit is automatically Disordered.
- It may not fire before Dispersing and SR 11.35 applies.
M14.47 Skirmishers are always under Advance Orders.
M14.48 Skirmisher units that start at a distance greater than that permitted from their parent unit are Out of Command [see SR 5.36]. Movement capacity is calculated according to the current weather conditions (see Rain, 16.3).
M14.49 If the parent unit is removed from the game for any reason (for example, routed), also remove its Skirmisher units.
M16.3 Rain
The battle of Mill Springs was fought on a particularly raw, cold and rainy winter day in January 1862. Crittenden's Confederates had marched for half of the previous night to begin the attack, while some units of Thomas's troops tried (and mostly failed) to dry out, having just crossed the swollen Fisher's Creek the day before. The condition of the roads and the creek prevented the arrival of further Union reinforcements at Logan's Crossroads until late in the day. The constant, at times heavy, rain aggravated the general discomfort of both sides, in addition to having serious repercussions on visibility. Many accounts by combatants on the field that day speak of a driving rain that kept musket smoke close to the ground (rather than dissipating it entirely). Several Confederate units, in particular the 15th MS and the 20th TN, complained bitterly that the wet conditions rendered their old flintlock muskets completely unusable (this is discussed in one of the possible random events).
M16.31 Turn 1 (0600) is always a Rain turn.
M16.32 The persistence of the rain is determined as follows: roll a d10 at the start of the game. Its number is halved, rounding up. The resulting number is the Initial Rain Number. Each player places a Strength Point marker with the corresponding number in the Weather box of his Turn Track/Activation Chart. Note: this halving of the die roll applies only to the initial Rain Number. Subsequent rolls to determine further rain numbers are considered "natural" die rolls.
M16.33 If the initial Rain Number die roll is 0 or 1 (before halving), the rain persists for the entire game. Otherwise, one player or the other makes a Rain Determination Roll during all IIC phases of subsequent turns. These subsequent die rolls are not halved. For the rain to stop, the Rain Determination Roll must be lower than the Initial Rain Number.
M16.34 If the rain stops, it does so at the start of the Activation Segment (III) of that turn, and that turn's Rain Determination Roll becomes the new (current) Rain Number.
M16.35 In subsequent IIC Orders phases, if the Rain Determination Roll is more than double the current Rain Number [or automatically if the number rolled to stop the rain was zero [0]], the rain and its effects begin again. In that case, establish a new Rain Number, which will remain in effect until replaced by a Rain Determination Roll of a later turn lower than the current Rain Number. Important note: if the die roll to establish a new Rain Number after it restarts is zero [0], the rain will persist for the rest of the game. In that case, do not roll again for Rain Determination.
M16.36 Effects of Rain
- Movement allowances for units under Advance and March Orders are halved, rounding up (Note: an infantry or cavalry unit can always move one hex into a hex that is not otherwise inaccessible, even if entering that hex costs more than the unit's rain-reduced movement allowance. The two exceptions of SR 9.42 apply). Commanders' movement allowances are not affected.
- Subtract one (-1) from all Fire Table rolls, for both Small Arms and Artillery Bombardment.
- Add one (+1) to all Recovery die rolls (including Union activation rolls).
- Fatigue recovery is not permitted during a rain turn (even for units that take no actions or enter Reserve).
M17.0 Fatigue
The CSA suffers no Fatigue for Turn 1 (during which Zollicoffer's brigade has 3 AMs to use).
M18.0 Random Events (Optional)
Put the Random Event AM in the Draw Cup together with the AMs of both sides at the start of each turn. The "drawing player" is considered to be the player with the Initiative at the start of the turn, or the last player to draw an AM from the Draw Cup. When the Random Event AM is drawn, roll a die. On a result of 7 or less no Random Event occurs. On a result of 8 or 9, roll again and consult the Random Events Table. If the Random Event is the first marker to be drawn at the start of a turn, no Random Event occurs.
[Errata applied, BB pp. 11-12, M18.0: "The drawing player" in the Random Events is the previous or last player to draw an AM from the Draw Cup. At the beginning of the turn, the player who has the Initiative is "the drawing player". Should neither player have the Initiative to start a turn, the last player to have drawn an AM from the Draw Cup is the drawing player. The Italian text already reflects this.]
Random Events Table
| Die | Result |
|---|---|
| 0-1 | Loss of a Commander |
| 2 | Manson's Madness |
| 3 | Gun Barrel Explosion Kills Crew |
| 4 | Felix Zollicoffer Killed |
| 5 | Uniform Confusion |
| 6 | Free Rout Recovery |
| 7 | Useless Flintlocks |
| 8 | Terrible Roads |
| 9 | Drunkenness |
Explanation of Results: MOMTO = May Occur More Than Once. Any event not designated "MOMTO" may occur only once, with repeated occurrences resulting in no random event for the turn.
0 or 1. Loss of a Commander: The player who draws the marker may designate any enemy commander within four hexes and LOS of any of his infantry units or brigadiers as the target of enemy fire. Roll the die. If the final result is odd, that commander is killed. MOMTO
2. Manson's Madness: Mahlon Manson, commander of the Union 2nd Brigade, was the subject of controversy for his actions in the battle. After being warned of the approach of Rebel forces, Manson "took flight" along the Columbia Road to personally alert Division Commander Thomas, instead of sending an aide, and lead his brigade into battle. This caused a delay in the response of his regiments. When this event is drawn, the units of Manson's brigade may not move, change formation, change orders, detach skirmishers or begin a Shock attack, but may conduct fire and/or Reaction fire and may attempt to rally/disembark [sic] and resupply ammunition, if applicable. This condition remains in effect until Manson stacks with Thomas at the end of an activation, and then stacks again with any unit of his brigade in a later activation. The restrictions are then lifted at the moment Manson stacks with a unit of his brigade. Note: if Thomas is activated, he may also move to stack with Manson, to help restore the brigade to fighting order. If either Manson or Thomas have been rendered as casualties, treat as no event. [Errata applied, BB p. 11: the parenthetical "(or the acting Division Commander)" is removed and the last line reads "If either Manson or Thomas have been rendered as casualties, treat as no event." The Italian text already reflects this.]
3. Gun Barrel Explosion Kills Crew: The next time the drawing player fires one of his batteries, the opposing player rolls the die. If the DR is even:
- Subtract two (-2) from the fire resolution DR; and
- Eliminate one gun. It has exploded.
MOMTO
4. Felix Zollicoffer in Danger: Roll an additional 1d10.
| Die | Result |
|---|---|
| 0-5 | No effect / no event |
| 6-9 | Zollicoffer becomes a casualty* |
* Zollicoffer meets his end, from enemy fire, a friendly-fire accident or some circumstance as strange as what really happened to him. All units of his brigade suffer a +1 modifier to any UDD for the rest of the turn.
HISTORICAL NOTE: Nearsighted, Zollicoffer stumbled into a close-range pistol duel with Colonel Speed Fry of the Union 4th KY Regiment, who, together with nearby troops, killed him with gunfire.
5. Uniform Confusion: Units of both sides wore uniforms that could be mistaken for those of the enemy, and the incessant rain and low mist of the day certainly did not help. The last player to activate is the victim of a friendly-fire incident. His opponent may select any infantry unit that is within 2 hexes and LOS of a friendly infantry regiment of a different brigade and have that unit fire at the target unit, regardless of the firing unit's facing (that is, the unit may be considered to momentarily change facing in response to the perceived threat). MOMTO
6. Free Rout Recovery: The player who draws this event may immediately and automatically bring back into play any one Routed unit, placing it per SR 13.52. Assuming the Cohesion check is passed, reduce the unit by 1 SP and place it within one hex of its brigadier, in a Disordered state [d]. Ignore (or select another recovery candidate) if the player cannot place the unit in a hex not adjacent to an enemy unit. The player who activated last (or who won the initiative to start a turn) is the player who draws "the next AM", and hence the Random Event chit. MOMTO [Errata applied, BB p. 11: this clarification is already in the Italian text.]
7. Useless Flintlocks: There was much talk of reports that some Rebel infantry, equipped with obsolete flintlock rifles and "squirrel guns", suffered a high number of cases of rifles that, with wet powder, refused to fire. When this event occurs, each time a Rebel infantry unit with M armament begins to fire for the rest of the current game turn, roll a die. On an odd result, the unit is immediately and irrevocably considered Out of Ammo. They cannot "recover ammunition" for the rest of the game. After one of these units suffers this result, the event ends for the current game turn. MOMTO
8. Terrible Roads: The last artillery battery to move loses a gun in the knee-deep mud. Treat it as an "eliminated" gun.
9. Drunkenness: The player who drew the AM before the Random Event randomly determines one of his commanders (either Division or Brigade); this commander is considered drunk. Use the Drunk marker, stacked with or near the affected commander. For the rest of the battle, a drunk brigade commander has: Orders Rating of -2, Command Range of 2 and Movement Allowance of 3. A drunk Division commander has a Command Range of 2, a Movement Allowance of 3 and an Activation Rating of -1. If the drunk commander is a brigade commander and begins an activation adjacent to or stacked with the Division Commander, the player may get rid of the drunk and immediately flip the brigade commander to his replacement side, as if he had been killed for game purposes. The replacement of the said commander need not wait for the Replacement/Recovery phase of the turn.
M18.0 Random Events: Many of the events refer to the "drawing player" in the description of the Random Event. The "drawing player" is considered to be the previous or last player to draw an AM from the Draw Cup. At the beginning of the turn, the player who has the Initiative is the "drawing player". If neither player has the Initiative to begin a turn, the last player to have drawn an AM from the Draw Cup is the drawing player.
M22.3 Mill Springs, January 19, 1862
Map. Hex numbers beginning with MS refer to the Mill Springs map.
Game Length. The game begins with the dawn turn at 0600 and ends after the completion of the 1200 turn. The game therefore lasts seven turns.
Initiative. The Confederates have the initiative on the first turn.
Victory. Victory may be determined by two cases of automatic victory:
- CSA control of hex MS0616. If the CSA controls this hex in Phase IVD (End of Turn Segment), it automatically achieves a Substantial Victory [Italian: "Vittoria Sostanziale"; this level name does not appear in the Levels of Victory list below, which names Draw, Marginal, Tactical and Strategic].
- If a player manages to render two enemy infantry brigades Combat Ineffective at the end of any game turn, he achieves a Substantial Victory [same note].
PLAY NOTE: The Union has three brigades in total; the Confederates two.
In the unlikely event that the CSA player controls hex MS0616 in the End of Turn Segment, and both of his brigades have been rendered Combat Ineffective, the CSA Substantial Victory takes precedence. Excluding one of the automatic victory events, the game is decided by the number of Victory Points (VPs) each player earns over the course of the game. VPs are awarded for enemy losses and for control of objectives at the end of the battle. To determine victory, calculate each side's VP total according to the criteria below, then subtract the Union total from the Confederate total. For the Union player, reduce the total by -1 for every two turns in which it rained, rounding down if it rained for an odd number of turns (up to a reduction of -3). Rain turns need not be consecutive or in series; only the number of turns in which it rained matters. Compare the result, positive or negative, with the Levels of Victory table in the scenario rules to determine which side wins and the exact level of victory. If the number is positive (4 or more), the Confederate player wins; if the number is -4 or less, the Union player wins. Between -3 and +3 (inclusive) a draw occurs.
Most of the fenced fields, the Blacksmith Shop hex (MS2112) and the three "Basin" hexes (MS2415, MS2416 and MS2516) confer an award of Victory Points for the force that "controls" each area at the end of the game. The award is shown on the map as two separate values separated by a slash. The Union Victory Point award is to the left of the slash, in blue text, while the Confederate Victory Point award is to the right of the slash, in red text. Control is defined as the last player to have moved an infantry or artillery unit (not a skirmisher or cavalry unit) into any hex of the field, with the enemy having no units within the boundaries of the field. Fence hexes are considered field hexes for the purposes of determining control or entry into a field. A given hex may be part of several fields; therefore, being the last player to enter such a hex may result in control of several fields. Likewise, control of such a hex may mean that control of several fields is contested. It is also possible that neither player is awarded Victory Points for some fields (these fields are contested or were never entered by the forces of either side). See the example in M9.0 Movement.
Use the Objective Hex markers provided to keep track of which side last controlled the fields.
- For each enemy infantry brigade rendered Combat Ineffective at the end of the game, a player receives 5 VPs.
- For each enemy artillery section (unit) eliminated or abandoned at the end of the game, a player receives 1 VP.
- For each enemy artillery battery (not cumulative with sections) eliminated or abandoned at the end of the game, a player receives 2 VPs.
- For each non-skirmisher enemy infantry or cavalry unit that is eliminated, collapsed or routed, a player receives 2 VPs. [Errata applied, BB p. 12: "For each non-skirmisher enemy infantry or cavalry unit that is eliminated ...". The Italian text already reads this way.]
- For each of the three Union SK units that begin the game on the map (e.g., SK1, SK2 and SK3) that reunite with their parent units (10 IN and 1 KY cav), the Union player is awarded 1 VP. [Errata applied, BB p. 12, right column, last bullet; already in the Italian text.]
Levels of Victory
- Draw: 0-3 VPs
- Marginal: 4-8 VPs
- Tactical: 9-12 VPs
- Strategic: 13+ VPs
Efficiency
- The Union Efficiency Pool is 2 x 2E, 2 x 3E and 1 x 4E.
- The Confederate Efficiency Pool is 1 x 2E, 3 x 3E and 1 x 4E.
Union Setup
| Hex | Units |
|---|---|
| MS3011 | SK 3 (detached from 10 IN)* |
| MS3111 | SK 2 (detached from 10 IN)* |
| MS3211 | SK 1 (detached from 1 KY cav)* |
* These skirmisher units served as pickets and begin the game Out of Command (thus activating one fewer time than the division Efficiency determined in Phase IIA of Turn 1); this is an exception to the rule that units are always considered In Command for the first turn of a battle. These picket units are considered in Good Order and already alerted at the start of the battle.
The rest of the Union forces start unalerted (that is, Disordered) (facing as the Union player wishes). They may begin attempts to reorganize into Good Order only when their brigade is alerted (see Union Reinforcements/Alerts below). Brigades may also be limited to the maximum number of activations (and thus of reorganization attempts) they can make in their first turn of activation by the activation limits listed below.
PLAY NOTE: All the Union units listed below begin the game Disordered, to indicate their being in camp.
| Hex | Units |
|---|---|
| MS0123 | 12 KY |
| MS0126 | Thomas (1/AoO), McCook (3/1/AoO), 9 OH |
| MS0224 | 2 MN |
| MS0319 | 4 KY |
| MS0320 | S. Carter (13/AoO); 1 ET |
| MS0422 | 2 ET |
| MS0714 | B, 1 OH Bty, C, Batt 1 OH |
| MS0819 | Batt 9 OH a |
| MS1115 | Batt 9 OH b |
| MS1116 | Manson (2/1/AoO), 10 IN (-2 SP for the skirmisher detachment) |
| MS1218 | 1 KY cav (dismounted) (-1 SP for the skirmisher detachment) |
Union Alerts
| Time | Result |
|---|---|
| 0600 | Manson (2/1/AoO): is alerted and may attempt to recover units from the Encamped state (M9.7). McCook (3/1/AoO) (2 AMs): is alerted and may attempt to recover units from the Encamped state. |
| 0700 | S. Carter (13/AoO) (with 1 AM): is alerted and may attempt to recover units from the Encamped state. |
| 0800 | Thomas (1/AoO) [the Italian text prints "1/AoA"] |
Union Reinforcements. There are no Union reinforcements.
Confederate Setup
| Hex | Units |
|---|---|
| MS3410 | Bledsoe, Sanders (MTD) |
| MS3510 | Zollicoffer (1/DET), 15 MS (in Extended Column in MS3610) |
| MS3710 | 19 TN (in Extended Column in MS3810) |
Confederate Reinforcements
| Time | Hex | Units |
|---|---|---|
| 0600 | MS3810 | Enter with the first or second Activation: 20 TN and 25 TN (both in Extended Column); then Rutledge Batt (a and b). Each of these units may send skirmishers ahead of their units if it enters with Advance or Attack Orders. Zollicoffer has 3 AMs and does not accumulate Fatigue on Turn 1. |
| 0700 | MS3810 | Crittenden (DET), Carroll (2/DET), 17 TN, 28 TN, 29 TN, 16 AL, Caswell TN Bty, 4 TN cav, 5 TN cav (1 AM). These are the only units that may enter with March Orders, if the CSA player so wishes. |
Mill Springs Record Tracks
The Battle Book includes a Confederate and a Union record sheet, each with a Turn Track, Drawn Efficiency Markers area, AMs in Play area, played-AM area, Casualties box, Rout/Rally box, Eliminated box and a Victory Point Track. The Union sheet's turn track also has a "Rain Number" box for each turn.
Mill Springs Terrain Effects Chart (TEC)
MP cost to enter or cross; combat effects on Fire and Shock (a); possible blocking terrain. Where two values are shown (Up / Down), the first applies to units moving up the slope and the second to units moving down it.
| Terrain | Foot | Mounted Cavalry | Artillery | Commander | Fire (a) | Shock (a) | Possible Blocking Terrain? |
|---|---|---|---|---|---|---|---|
| Open | 1 | 1 | 2 | 1 | NE | NE | No |
| Cultivated Fields | 1 | 1 | 3 | 1 | NE | NE | No |
| Field Boundary / Fence | 0 | +1 | +2 | 0 | NE | NE |
NE = No Effect; AT = Other Terrain in the Hex; P = Prohibited; D = Automatic Disorder at the end of Movement (lower-case d = UDD).
(a) Combat effects are all die roll modifiers. They apply if the defender is in the hex in question, or is Shock attacked or fired on across that hexside, directly into the target hex. (b) See Tree Line hexsides in the Mill Springs Special Rules section of the Battle Book. (c) Units with Advance Orders pay 1 MP. Units with March Orders pay 1/2 MP.
[ERRATA] Clarification (applied; BB errata, Mill Springs TEC): Movement costs for Field Boundaries/Fences only apply to the hexes encompassing VP hexes (e.g., the serrated edge lines). The fainter lines demarcating areas such as the Confederate Field Hospital and the area around Logan's Crossroad are considered clear hexes. Hexes that contain both terrain graphics (e.g., MS2910, but NOT neighboring MS2809) would be considered Field Boundary Hexes.
23.0 New Bern, NC - March 14, 1862
23.1 Introduction to New Bern
During Ambrose Burnside's expedition to control parts of the Atlantic coast and enforce the naval blockade known as the Anaconda Plan, the Confederates rose up and opposed a reinforced line of trenches and forts along the coast of the Neuse River in the Tarheel State. Burnside's forces, with a substantial advantage in numbers and quality, managed to exploit the weaknesses of the defense of Lawrence O'Brien Branch [sic; historically Lawrence O'Bryan Branch] and scatter the Rebels toward Kinston and the interior of North Carolina.
23.2 New Bern Specific Rules
N2.42 Game Scale
The contour lines at New Bern are only 3 meters high, so there are no "slopes" for the purposes of LOS or movement. Contour lines do not block LOS and there is no +1 "plunging fire" modifier for artillery firing at lower targets at bombardment range.
N4.0 The Command System
N4.21 The Chain of Command. For the Confederates, the area commander Lawrence O'Brien Branch acts as "Division" commander, although he commands the equivalent of an oversized brigade. All the "brigadiers" under Branch refer to Branch's command, except the garrison of Fort Thompson, which is always considered In Command. There is no penalty for the lack of a Corps commander on the field for the Confederates. The Union chain of command is rather more linear. Division commander Burnside is the highest-ranking officer on the field, and is therefore always considered In Command. There is no penalty for the lack of a Corps commander on the map for the Union. The three Union brigade commanders refer to Burnside for purposes of command.
N4.3 Artillery Command
Union Artillery Restrictions. The Union artillery batteries are division assets (mostly boat howitzers from the river flotilla, hauled onto the battlefield by the troops). They may be assigned to specific Union brigades (see SR 4.32) or may operate exclusively as division assets, receiving command directly from Division Commander Burnside and being able to fire and/or move during any Union brigade activation for each AM, together with the actions of that brigade. There is no Union artillery AM.
Confederate Artillery Restrictions. The Confederate artillery at Fort Thompson (hex NB2203) consists of guns mounted on fixed platforms. The ten that face the river are represented abstractly. They cannot change facing. The Fort Thompson artillery unit counter represents the three guns able to aim at land targets. The battery cannot move, but may change facing, to any facing desired per activation, without any facing-change penalty. When non-phasing, it may make a Reaction Facing Change of more than one vertex, incurring the -2 DRM only for a Reaction Facing Change of 2 or more vertices. See also the Fort Thompson rules [N9.4]. [Errata applied, BB p. 14: the reference "N9.44" is corrected to "N9.4"; the Italian text already reads [9.4].]
N9.4 Terrain and Movement
Refer to the New Bern TEC and the rules of section 9.44 below to determine the effects of River hexes, Ravine/Creek hexsides, Coast hexsides and Shore hexsides.
Fort Thompson. Fort Thompson represents the river anchor of the Confederate position at New Bern.
- Infantry units inside Fort Thompson have a six-vertex facing. They may, if they wish, split fire over any combination of hexes desired.
- The Fort may be entered without the higher movement costs shown on the TEC by entering along the road from hex NB2204, at a cost of 1 MP. Note that this is the only way in which an artillery unit can enter the Fort.
- Consider the fort walls to be half a level higher than the base elevation and to block LOS to the hexes on the other side.
- When checking Pre-Shock Cohesion, there is a DRM of -2 for units defending behind the walls of a fort and a DRM of +1 for units firing from inside forts.
- Units occupying the fort cannot be surrounded for purposes of Shock or fire.
- If a non-artillery unit in a fort is forced to retreat, it may opt to take a loss of Strength Points instead (the fort's artillery cannot retreat, but any mobile battery in the fort may do so under the Series Rules).
- Units occupying Fort Thompson do not run out of ammunition [Exception: Rapid Fire Artillery [SR 10.68]].
- The fort and its occupants are always considered In Command for the purposes of determining the number of activations in a game turn. The land-facing guns and the river battery in the fort use the AM of Lee's brigade (printed "C.C. AM" in the Italian text) and activate with that brigade during Confederate activations, even if they are Out of Command with respect to Lee.
Abatis. The abatis in hexes NB2309 and NB2409 negates the road bonus. Units moving along the Old Beaufort Road must pay the abatis cost to enter that hex. Artillery and cavalry cannot cross the abatis in any way.
Mill Ponds. The mill pond in hex NB2318 and the ponds in NB3509 and NB3610 are impassable. Units may not enter these hexes from any direction.
Railroad Embankments. When moving along a railroad embankment, the railroad is considered a "Road" for movement purposes, as well as for tracing Commanders' command range. Units under Advance or March Orders that observe the stacking limits of March Orders pay 1 MP per hex. When entering a railroad hex from a non-railroad hex, the unit must pay the cost of any other terrain present in the hex (including making UDDs for swamp hexes), plus one additional MP for the embankment. Units under Attack Orders cannot benefit from movement along the railroad, but do not continue to pay +1 MP to climb the embankment if they "move along" the railroad using contiguous hexes.
Swamp. Bullen's Branch was bordered by a marshy plain common along the North Carolina coast. For infantry, swamp hexes cost 3 MP and cause a UDD at the end of movement; there are no additional penalties for entering multiple swamp hexes during a single activation. Cavalry and artillery are prohibited from entering or retreating into the swamp, nor may cavalry Shock or charge into the swamp. Note: commanders (and their command ranges!) are also severely hampered by swamp hexes.
Note also that the railroad offsets the costs and penalties for swamps if a unit under Advance or March Orders and observing March Order stacking moves along the railroad (NB2316 and NB2416). Units moving into those hexes from a non-railroad hex pay 3 MP and must make a UDD at the end of movement for the activation. Units under Attack Orders must pay the full cost of these hexes and make the UDD at the end of movement.
N10.0 Fire Combat
N10.2 Line of Sight. Note that, because of the 3-meter elevation gradations, ridges, slopes and Shore hexsides do not block LOS. Only Woods hexes and LOS crossing the Fort Thompson hex (NB2203) block LOS.
N10.81 Artillery. Artillery does not receive a +1 DRM when firing at a target at a lower elevation at bombardment range.
N10.9 Ammo Depletion and Resupply
N10.96 Union units armed with Rifles (R) suffer "Out of Ammo" status instead of "Low Ammo" when they roll a natural (read: unmodified) "5" in Fire Combat during the 0700 and 0800 turns.
N13.0 Morale and Recovery
N13.6 Division Combat Effectiveness. For both the division-sized Union and Confederate forces, Division Combat Ineffectiveness occurs when two brigades are rendered Combat Ineffective. If only one is rendered Ineffective, a Victory Point (VP) award is given for that condition.
N14.5 Large Regiments (Union)
14.57 For Union infantry units composed of two or three battalions, if a unit is not adjacent to its twin battalion (or to one of the two twin battalions for 3-battalion units) when it must make a UDD, a Recovery attempt, a Green Commitment Check or a Pre-Shock Commitment Check [sic], add one (+1) to the die roll. Clarification: the Confederate player is exempt from this rule for this battle.
N15.0 Engineering
15.13 The defensive positions in hexes NB1616, NB1617, NB1518, NB1519 and NB1520 are considered completed trench hexsides. However, for game purposes, the entrenchments cannot be removed.
Special Rules
The Union Gunboats. Place the Rowan Flotilla marker in any hex of the Neuse River (any point will do, since range and LOS are not determining factors for its use).
For each activation by the Union Division, the player may choose to direct the naval fire of the flotilla on any hex of his choice that is east of Old Beaufort Road and within two hexes of Fort Thompson or of the (colored) line of fortifications that ends in hex NB2208. Any hex within two hexes of the line of fortifications may be targeted. LOS or range from the Neuse River are not determining factors. After selecting a target hex, the Union player first rolls 1d10 to determine the accuracy of the fire.
Gunboat/Fort Accuracy Table
| Die roll | Effect |
|---|---|
| 0-3 | Inaccurate (no effect) |
| 4-7 | On target; consult the Bombardment Table |
| 8-9 | Possible Union friendly fire |
If the Union player rolls 0-3, the fire is inaccurate and has no effect on the battle.
If the Union player rolls 4-7, the river bombardment hits the target and he then rolls on the Bombardment Table (see below). Do not apply the terrain modifiers of the Artillery Fire Table (for example, -2 for a target in a Fort).
If the Union player rolls an 8 or a 9 and there are Union units within 2 hexes of the target hex in any direction (including those west of Old Beaufort Road), apply the effects of the Bombardment Table to one of those hexes of the Confederate player's choice. Otherwise, treat the fire as Inaccurate. Gunboat fire is resolved separately against the occupants of Fort Thompson:
- The land-facing battery is represented by an artillery battery counter and suffers the effects of fire normally.
- The river-facing guns roll separately as a single battery with a Cohesion Value of 7. Any failed UDD or D result awards 1 VP to the Union. Disordered guns may not fire at the river flotilla on the next Rebel activation. Disordering the river-facing guns does not give enemy units a +1 DRM if the Fort is Shock attacked before the guns recover.
- The Fort's river-facing guns do not need to rally from Disorder; this is assumed to be automatic. The land-facing battery must recover separately (under the normal Recovery rules).
- The Union gunboats may continue to fire at the fort (for example, in a consecutive Union activation) and earn 1 additional VP for Disorder results.
- Any other unit in Fort Thompson makes its UDD separately. [The Italian sentence is garbled; rendered by sense.]
- Only gunboat bombardment awards VPs to the Union for Disorder results.
Fort Thompson Counterbattery. For each Confederate activation during which the Confederate river-facing guns are in good order, they may fire at the flotilla, first rolling on the Gunboat Accuracy Table. If the result is between 4 and 7 (inclusive), roll again for the effects on the Rowan Flotilla, which is assumed to have a Cohesion Value of 7 in good order and 6 when Disordered. If the result is 0-3 or 8-9, the fire is ineffective.
HISTORICAL NOTE: Confederate Fort Thompson had a complement of 10 heavy guns facing the Neuse River, in anticipation of a Union expedition from the north. These guns were relatively immobile and, consequently, impossible to aim at the battle raging to the west. However, they were aimed to cover the water areas unobstructed by river obstacles.
If the Union Flotilla is Disordered by fire from the shore, it cannot fire in turn during subsequent Union activations until it rallies. If the Flotilla suffers a second Disorder result, it is counted as a hit, each of which awards the Confederate player 2 VPs. If the Flotilla rolls a "9" for a rally attempt, it fails the attempt, but suffers no other effects (that is, no "loss of dispersed units").
Bombardment Table
| Modified die roll | Result |
|---|---|
| 0-3 | No effect |
| 4 | d-2 |
| 5 | d-1 |
| 6 | d |
| 7 | d+1 |
| 8 | d+2 |
| 9+ | D |
Consult the Fire Table for the explanation of the results.
Die Roll Modifiers:
- +1 For each combat unit in the hex in excess of "1" (for example, a hex with an infantry unit, an artillery battery and a commander would get a +1 DRM for having 2 combat units in the target hex. The commander would not be counted, and the river-facing guns do not count as "combat units").
- +1 If the target hex is Fort Thompson NB2203.
HISTORICAL NOTE: Burnside's Coast Division was transported to the area by a flotilla of gunboats, barges and support vessels under the able command of Commodore Rowan. The flotilla remained on the Neuse River in support of Burnside's attack and bombarded Fort Thompson in an attempt to overcome the challenge of the buried river obstacles. Due to their relative lack of impact on the battle itself, the effects of both Rowan's flotilla and the Fort Thompson counterbattery are largely abstracted.
Fort Thompson Garrison. Fort Thompson (NB2203) was manned by artillery crews for the river-facing and land-facing batteries. Of the 13 total guns present in the fort, only the three land-facing guns are represented by a combat unit counter. The following rules apply.
- Fort Thompson's river-facing artillery counts as crews for 10 guns in the calculation of Shock odds (that is, 2 Strength Points). Fort Thompson's land-facing battery has 3 guns, which adds a third Strength Point to the Shock odds calculation (not counting infantry that may also be defending the fort).
- The cohesion value of the 3-gun counter, equal to 7, is used for all Pre-Shock Cohesion Checks, unless a non-artillery unit is stacked on top. In that case, refer to the cohesion value of the unit on top for Pre-Shock Cohesion Checks.
- The presence of non-artillery units stacked on top of the artillery in the fort does not prevent the artillery from firing, regardless of the number of non-artillery SPs firing from the hex.
- When defending against gunboat bombardment, the river-facing guns make a UDD separately from the land-facing guns, per normal artillery fire [SR 10.67]. If the fort's river-facing guns are Disordered by the river flotilla, the "Fort Disordered" marker may be used to indicate this condition on the map.
- The river-facing guns can only be affected by fire from the Union gunboats and by bombardment from artillery batteries. They are immune to small arms fire from land units, but must make a UDD if small arms fire eliminates or Disorders a unit stacked with them in the fort [SR 8.35].
- The garrison cannot Retreat Before Shock.
- If there are no non-artillery units in the fort and Shock results require a Defender Retreat, all the fort's artillery is Abandoned.
- If non-artillery units are stacked in the fort, either that unit or the 3-gun battery may choose to take a step loss in place of retreat results from Shock. In that case, the artillery is not Abandoned (although it is Disordered by the Shock result).
- The Fort Thompson artillery guns facing the river do not count for stacking. The guns of the battery facing land do.
- The Strength Points of the garrison represented by the river-gun crews do not count for Victory Points, but the Fort Thompson land-facing battery does.
The Weathersby Road Position.
HISTORICAL NOTE: New Bern was fought on a foggy morning, after a night thunderstorm. The Union had difficulty determining what it thought was the right flank of the Rebel line. They completely overlooked the Weathersby Road position (the fortifications and garrison in NB1423).
No Union unit may move into any hex west of the row of hexes NBxx20, unless:
- A unit of Reno's or Parke's brigade, within command range of its brigadier, has LOS to the fortifications in NB1423 at the start of a Union activation.
- The brigadier in question passes a special "Brigade Orders Change" roll (applying the brigadier's Orders rating). The brigadier need not be with the spotting unit, nor must he have LOS.
- For all results other than "Change", the sighting by the unit is unsuccessful and no Union unit may move west of the row of hexes NBxx20.
- This special Brigade Orders Change roll excludes any normal attempt to change orders when activated.
Abandoning the Fort Thompson Line. At the start of any Confederate activation following:
- Union control† of Fort Thompson (hex NB2203), or
- Union control† of any of the 23 hexes of embankment or trenches of the Fort Thompson line, including The Brickyard (hex NB2214) and the Weathersby Road position (NB1423),
...the Rebel player may, at his discretion, declare that he is abandoning the Fort Thompson line. In addition, if the Union controls, in any of the three following sectors:
- three of the five line hexes east of the Old Beaufort Road, including hex NB2208; or
- five of the ten line hexes west of the Old Beaufort Road but east of the railroad, including NB2015; or
- four of the seven line hexes west of the railroad, excluding the Weathersby Road position (NB1423),
...the Rebel player must abandon the Fort Thompson line. This forced abandonment occurs in the first Confederate activation following the activation of the mandatory retreat. Or, if the Union imposes the abandonment in the final activation of a game turn, the Line is considered abandoned during that game turn.
† "Control" is defined as the last side to enter or move through the hex.
This declaration or forced abandonment changes the tactical calculus of the battle. For the CSA player, Abandonment allows him to gain Victory Points for units exiting the map. Place the Abandonment marker on the appropriate turn on the Confederate Turn Track for future reference. Once the Fort Thompson line is declared Abandoned, the CSA player receives Victory Points (VPs) for each non-Disordered infantry or cavalry regiment (including all relief units of that regiment that have not been eliminated, collapsed or routed) or artillery battery section that exits [the Italian text says "è abbandonata (tramite movimento di fase, movimento di ritirata, movimento di reazione [per la cavalleria e l'artiglieria a cavallo], o Ritirata Prima dell'Assalto)", i.e. is abandoned/leaves, by phasing movement, retreat movement, reaction movement [for cavalry and horse artillery], or Retreat Before Shock] from hexes NB0105, NB0110 and NB0114 (respectively the Weathersby Road, the Atlantic/North Carolina railroad line, or the Old Beaufort Road). The cost to exit from these hexes is 1 MP. The Victory Point award is variable, depending on the turn in which the Fort Thompson line is abandoned.
Fort Thompson Line Abandonment Table: CSA VPs per unit* that exits off-map at NB0105, NB0110 and NB0114 (by turn the line is abandoned):
- 0800: 1
- 0900: 2
- 1000: 3
- 1100: 5
- 1200: 6
- 1300: 7
* Large infantry regiments divided into battalions are considered composed of the number of battalions of the full regiment, regardless of whether the unit exits the map as one regiment or as two/three battalions.
The Union player can gain VPs for the abandonment of the Fort Thompson line. Or, if he is not timely in forcing the withdrawal, he may suffer a penalty:
Fort Thompson Line Abandonment Award
| Turn | VP award |
|---|---|
| 0800 | 30 |
| 0900 | 20 |
| 1000 | 10 |
| 1100 | 0 |
| 1200 | -10 (deduction from the total Union score) |
| 1300 | -20 (deduction from the total Union score) |
CSA Unit Restrictions on the Fort Thompson Line. Until the Fort Thompson Line is abandoned, Confederate units that start the game in hexes of the Line may not enter a hex not adjacent to the Line, unless they move south, southeast or southwest. Three units that begin the game north of the Fort Thompson Line (2 NC Cavalry a and b and the 33rd NC regiment/battalion) may move only toward a hex of the Line, if they move. The Macon Guards unit is exempt from any restriction.
PLAY NOTE: For the purposes of these restrictions, "movement" means voluntary, phasing movement. It does not exclude Retreats, Retreats Before Shock, Reaction Movement or Advances due to Shock or Continued Shock.
Even if the Fort Thompson line is abandoned, Fort Thompson itself (NB2203) must be taken by Shock by the Union forces to obtain the Victory Points for that hex. See the Fort Thompson Capture Award Table below.
Fort Thompson Capture Table
| Turn | VP award to the Union for Fort Thompson |
|---|---|
| 0800 | 7 |
| 0900 | 6 |
| 1000 | 5 |
| 1100 | 3 |
| 1200 | 2 |
| 1300 | 0 |
N18.0 Random Events (Optional)
Place the Random Events AM in the Draw Cup together with the AMs of both sides at the start of each turn. The "drawing player" is considered to be the player with the Initiative at the start of the turn, or the last player to draw an AM from the Draw Cup. When the Random Events AM is drawn, roll a die. On a result of 7 or less, no Random Event occurs. On a result of 8 or 9, roll again and consult the Random Events Table. If the Random Event is the first marker to be drawn at the start of a turn, no Random Event occurs. [Errata applied, BB pp. 11-12 definition of "the drawing player": see M18.0 above; the same definition applies here and appears in the Italian text.]
| Die roll | Result |
|---|---|
| 0-1 | Loss of Commander |
| 2-3 | Gun Barrel Explosion Kills Crew |
| 4 | Rowan Hindered by Neuse River Defenses |
| 5 | Uniform Confusion |
| 6 | Free Rout Recovery |
| 7 | Join Us! |
| 8-9 | Terrible Roads |
0 or 1. Loss of Commander: The player who draws the marker may designate any enemy commander within four hexes and LOS of any of his combat units as the target of enemy fire. Roll the die. If the final result is odd, that commander is killed. MOMTO
2 or 3. Gun Barrel Explosion Kills Crew: (MOMTO) The next time the drawing player fires one of his batteries, the opponent rolls the die. If his DR is even:
- Subtract two (-2) from the fire resolution DR; and
- Eliminate one gun. It has exploded.
4. Rowan Hindered by Neuse River Defenses: The guns of Fort Thompson and/or the sunken obstacles in the Neuse River interrupt Federal naval operations. For the rest of the game, the Union may not use its river bombardment capabilities against Fort Thompson or the battlefield. The Confederate player receives 5 VPs.
5. Uniform Confusion: Units of both sides wore uniforms that could be mistaken for those of the enemy, and the low mist of the day did not help matters. The last player to activate is the victim of a friendly-fire incident. His opponent may choose any enemy infantry unit that is within two hexes and LOS of another enemy infantry regiment of a different brigade, and have that unit fire at the target unit, regardless of the firing unit's facing (for example, the unit may be considered to momentarily change facing in response to the perceived threat). Ignore if neither unit meets the criteria. MOMTO
6. Free Rout Recovery: The player who draws this event may immediately and automatically put back into play a Routed unit, placing it per SR [13.52]. Assuming the Cohesion check is passed, reduce the unit by 1 SP and place it within one hex of its brigadier, in a Disordered state [d]. Ignore (or select another recovery candidate) if the player cannot place the unit in a hex not adjacent to an enemy unit. MOMTO [The Mill Springs errata clarification for this event (BB p. 11) concerns which player draws "the next AM"; see M18.0 above.]
7. Join Us! The player who draws this event may add 1 SP to two different infantry units of his choice. No unit may be increased beyond its printed strength. A unit could, however, recover from collapse with the newly acquired SP.
8 or 9. Terrible Roads: The last artillery battery to move in the current turn loses a gun in the knee-deep mud. Treat this as an "eliminated" gun. If no artillery has moved in the current turn, treat as No Random Event.
23.3 New Bern, NC, March 14, 1862
Initial Deployment. All units begin with Advance Orders, except Burnside's 3rd Brigade, under Parke, which may be deployed with any Orders as a Variable Union Reinforcement.
Map. Hex numbers beginning with NB refer to the New Bern map.
Game Length. The game begins with the 0700 turn and ends after the completion of the 1300 turn, or after any activation in which there are no more Confederate units on the map.
Initiative. The Union has the initiative on the first turn.
Victory. A player automatically wins if the enemy force is rendered Combat Ineffective at the end of any game turn [BB N13.6]. Otherwise, Victory is determined by the number of Victory Points each player earns over the course of the game. Victory Points are awarded for enemy losses and for control of objectives. To determine victory, calculate each side's VP total according to the criteria below, then subtract the Confederate total from the Union total. Compare this number, positive or negative, with the Level of Victory table in the scenario rules to determine who won and the exact level of the victory.
Treat the battalion components of each split regiment as separate "regiment-sized" units for the purposes of awarding Victory Points. The battalion components of a split regiment will not automatically collapse if the on-map strength of the combined regiment falls below half of its original total strength. Likewise, for both sides, consider each large regiment as the number of its split units for the purposes of calculating BCI (for example, the 33 NC is composed of 3 "regiments", the Union 25 MA is composed of 2 "regiments", etc.). Thus, the number of units in each brigade and their threshold for BCI, calculated as "more than half eliminated/routed or collapsed", is:
Union:
- Foster Brigade: 13 units / BCI threshold 7
- Reno Brigade: 10 units / BCI threshold 6
- Parke Brigade: 11 infantry units / BCI threshold 6
CSA:
- Campbell's Right Wing Brigade: 14 units / BCI threshold 8
- C.C. Lee's Left Wing Brigade: 6 units / BCI threshold 4
Artillery batteries and sections are not included in the BCI calculation.
Victory Point Awards for Both Players
- Each player earns 5 Victory Points for each enemy brigade rendered BCI.
- Each player earns 5 Victory Points for each enemy division commander lost.
- Each player earns 2 Victory Points for each enemy brigade commander lost.
Victory Point Awards for the Union
- The Union earns 2 Victory Points for each Confederate unit (each large regiment is composed of two [or three in the case of the 33 NC] split battalion-sized units) eliminated or routed. Similarly, the Union player earns 2 Victory Points for each artillery unit (section or full battery) eliminated or abandoned at the end of the game, except for the Fort Thompson river-facing guns.
- The Union player earns 1 Victory Point each time the Fort Thompson river-facing guns are Disordered by river gunboat bombardment.
- The Union player earns 5 VPs if he controls hex NB1423 (the Weathersby Road redoubt) by the end of the game.
- The Union player earns a variable number of VPs for control of Fort Thompson at the end of the game, based on the turn in which it is first controlled in Phase IVB of that turn.
Victory Point Awards for the Confederates
- The Confederate player earns a variable number of Victory Points for each non-Disordered unit that exits the map after the abandonment of the Fort Thompson line, according to the Fort Thompson Line Abandonment Table above.
- The Confederate player earns 2 Victory Points for each gun eliminated by an enemy artillery unit.
- The Confederate player earns 3 Victory Points for each Union unit (including a split "battalion") that is Collapsed or Routed.
- The Confederate earns 5 Victory Points for Random Event no. 4 (Rowan Flotilla Blocked).
- The Confederate earns 2 Victory Points each time Fort Thompson counterbattery fire causes a "second disorder" in the Union river flotilla.
- The Confederate player receives VPs if Parke's 3rd Brigade is committed to battle, in accordance with the Parke Brigade employment VP penalty table (below, under Union Reinforcements).
Levels of Victory
- Confederate Victory: -1 VP or less
- Draw: 0 to +5 VPs in favor of the Union
- Union Marginal Victory: +6 to +10 VPs in favor of the Union
- Union Substantial Victory: +11 to +15 VPs in favor of the Union
- Union Significant Victory: +16 or more VPs in favor of the Union
Efficiency
- The Union Efficiency Pool is 1 x 2E and 3 x 3E.
- The Confederate Efficiency Pool is 2 x 2E and 2 x 3E.
Union Setup
HISTORICAL NOTE [as printed]: If the Union player wishes, he may deploy his regiments as consolidated regiments (instead of the split battalions listed below), occupying any of the hexes of that regiment in the deployment. Units may also use Extended Lines.
| Hex | Units |
|---|---|
| NB3403 | 25 MA c |
| NB3404 | 25 MA b |
| NB3405 | 25 MA a |
| NB3406 | 24 MA c |
| NB3407 | 24 MA b |
| NB3408 | 24 MA a |
| NB3409 | 27 MA c |
| NB3410 | 27 MA b |
| NB3411 | 27 MA a |
| NB3412 | Burnside (Coast DNC), Foster (1/Coast), McCook Batt, Bennett Batt |
| NB3413 | 23 MA c |
| NB3414 | 23 MA b |
Union Reinforcements
| Time | Hex | Units |
|---|---|---|
| 0700 | NB3319 | Reno Brigade: Reno (2/Coast), 21 MA, 51 NY, 51 PA, 9 NJ. The units may enter split into "battalions" and using the movement costs "along the railroad". |
Variable/Optional Union Reinforcements
| Time | Hex | Units |
|---|---|---|
| On the turn of Union order assignment in Orders Segment II D | NB3914-NB3919 (inclusive), or NB3319 | Parke (3/Coast), 8 CT, 11 CT, 4 RI, 5 RI Bn |
Parke's brigade is a variable Union Reinforcement. When (or if) the Union player decides to assign orders to the brigade (during the IID Reinforcement Orders segment of any game turn), the Confederate receives VPs corresponding to the game turn in which Parke is activated:
Parke Brigade Employment VP Penalty
| Turn | VP award to the CSA |
|---|---|
| 0700* | 15 |
| 0800 | 10 |
| 0900 | 8 |
| 1000 | 6 |
| 1100 | 2 |
| 1200 | 2 |
| 1300 | 1 |
* If the Union player chooses to bring Parke's Brigade onto the map on the 0700 turn using hex NB3319, it must be brought onto the map behind/after Reno's brigade. This limitation also applies if Parke's brigade enters with March Orders. The Union player may assign any orders to Parke's brigade, which enters in hex NB3319 or in the hexes from NB3914 to NB3919 inclusive (entry hexes of the Union player's choice, respecting the stacking limits and/or road stacking for units using the same hex to enter the map).
Confederate Setup
PLAY NOTE: Although large regiments are usually split to create the fewest possible supporting battalions of 7 SPs or less, the Confederate 33rd NC is split into three smaller units of 3 SPs each (rather than one battalion of 5 SPs and one of 4 SPs) to model the historical use of smaller groups of companies in this specific battle to try to cover a mile-long line that Branch did not have enough men to defend adequately.
| Hex | Units |
|---|---|
| NB1311 | 2 NC b, MTD |
| NB1317 | 2 NC a, MTD |
| NB1323 | Macon Gds, MTD |
| NB1423 | Brem Batt c, McRae |
| NB1518 | 26 NC b |
| Within 1 hex of NB1612 | 33 NC (may be deployed in Extended Line if desired) |
| NB1616 | 26 NC a |
| NB1617 | Harding Batt |
| NB1913 | Branch (Pamlico) |
| NB2203 | Ft Thompson Batt |
| NB2204 | 27 NC b |
| NB2205 | 27 NC a |
Confederate Deployment Notes
HISTORICAL NOTE: The NC Hvy battery was a detachment of guns from the defenses of Fort Thompson. During the previous night, they had been dragged into position near the railroad by the men of Campbell's right wing brigade. However, when the battle was joined on the morning of March 14, the guns had not yet been placed on their carriages.
The NC Hvy battery begins the battle Disordered and must be rallied to place it on its carriages and make it able to move (and also to aim it for fire). To reflect the difficulty in preparing this battery for battle, the battery cannot attempt to rally until the first Rebel activation of the 0800 turn. The guns require a modified die roll of 0-3 to be successfully mounted. Subtract 1 from the roll (cumulatively) for each previous attempt to mount them. Commanders do not modify the rally attempt (no conversation or order will help lift those guns!). As long as the Disordered battery has not been rallied, it cannot move, react or retreat. If, after its initial Recovery, it is Disordered again, it may move. The mobility limitation applies to the battery only at the start of the battle.
Confederate Reinforcements. There are no Confederate Reinforcements.
Optional Confederate Reinforcements. If the players wish to tilt the game in favor of the Confederate forces, counters representing the 28th NC regiment, composed of 400 men, of C.C. Lee's brigade, are available as an optional unit, to be used if both players agree. The unit can both be brought onto the map and be exited again to earn Victory Points for the Rebel player, in accordance with the Abandonment of the Fort Thompson Line rules. However, it must be the last unit to exit.
| Time | Hex | Units |
|---|---|---|
| 1200 | NB0105 | 28 NC (This unit may enter with any orders desired by the CSA player, including March Orders.) |
HISTORICAL NOTE: Although some sources mention this regiment with up to 1,200 men, it was only partially equipped with adequate muskets. The strength value associated with the unit in the game reflects the effective "rifles" available for action. Despite its lack of impact on the battle of New Bern, General Branch later authorized the 28th NC regiment to bear on its regimental colors the name of New Bern, in recognition that it had fought there.
New Bern Record Tracks
The Battle Book includes a Confederate record sheet (with an additional "Confederate Units Exited" box) and a Union record sheet, each with a Turn Track, Drawn Efficiency Markers area, AMs in Play area, played-AM area, Casualties box, Rout/Rally box, Eliminated box and a Victory Point Track.
New Bern Terrain Effects Chart (TEC)
MP cost to enter or cross; combat effects on Fire and Shock (a); possible blocking terrain.
| Terrain | Foot | Mounted Cavalry | Artillery | Commander | Fire (a) | Shock (a) | Possible Blocking Terrain? |
|---|---|---|---|---|---|---|---|
| Open | 1 | 1 | 2 | 1 | NE | NE | No |
| Woods | 2 | 3 | 4 | 2 | -1 | -1 | Yes |
| Brickyard/Buildings, Ft. Thompson Line | AT | AT | AT | AT | NE | NE |
NE = No Effect; AT = Other Terrain in the Hex; P = Prohibited; D = Automatic Disorder at the end of Movement (lower-case d = UDD at the end of Movement).
(a) Combat effects are all die roll modifiers. They apply if the defender is in the hex in question, or is Shock attacked or fired on across that hexside, directly into the target hex. (b) The first value is for fire into a Swamp hex; the second value is for fire out of a Swamp hex. (c) Note that this differs from the normal Series Rules for this terrain type, specific only to New Bern. (d) Units with Advance Orders pay 1 MP. Units with March Orders pay 1/2 MP. (e) Apply the first value when moving along from one railroad embankment hex to another; otherwise, apply the second value. Infantry moving "along" a railroad is treated as on a Road. (f) Roads do not negate the cost for the Abatis. (g) Units behind both sides of Fortifications and Provisional Fortifications, or in the Fort Thompson hex, receive the defensive DRM indicated and a +1 DRM to fire. Exception: units behind Provisional Fortifications do not receive the defensive benefit against artillery fire at a range of 4+. Defenders receive the DRM indicated in Shock and a -1 DRM to Pre-Shock Cohesion Checks.
24.0 Second Rappahannock Station, VA - November 7, 1863
24.1 Introduction to Second Rappahannock Station
After the month-long retreat from Gettysburg, Robert E. Lee undertook a masterly series of cat-and-mouse maneuvers, often wresting the initiative from a hesitant pursuer, George Meade. In an attempt to hold the line of the Rappahannock River before both armies settled into winter quarters, Lee tried to withstand an assault by 3 corps at three possible crossing points. The site of the Rappahannock Station railroad bridge became an entrenched hilltop bulwark. The Union division of Horatio Wright's VI Corps, that day under the command of David A. Russell, maneuvered methodically on the position, culminating in a twilight assault on the fortifications that trapped most of two Rebel brigades under Jubal Early.
24.2 Second Rappahannock Station Specific Rules
R2.42 Game Scale
The map scale is approximately 140 yards (128 meters) per hex with 20-foot (6 meter) elevation contours.
R4.0 The Command System
R4.21 The Chain of Command. For the Confederates, General Jubal Early is the commander in charge (active) on the field [BB 4.11]. The Confederate brigade commanders are considered In Command for the purposes of Division Orders and determining the number of Activations if they can trace a chain of command to Jubal Early. Any Union brigadier is considered In Command for the purposes of Division Orders and determining the number of Activations if he can trace a chain of command to Russell. Tompkins is considered a brigadier only for the purpose of commanding the Union corps artillery and cannot be promoted to division command if command casualties mount. [Errata applied, BB p. 22, R4.21 second line: the rule reference for the ranking commander is [BB4.11]; the Italian text already reads [BB 4.11].]
HISTORICAL NOTE: In reality, Robert E. Lee was with Jubal Early on the field, but strangely did not influence the battle in any way.
R4.33 Artillery. The Union artillery is assigned to the Union VI Corps and is commanded by a corps artillery commander (Tompkins). It activates as a separate brigade of the 1/VI Corps when In Command, with one fewer AM if not In Command. Likewise, the Confederate artillery, a corps command asset under Carrington, activates with the AMs of the Early/II Division. The artillery displays a different-colored divisional band, indicating that, for game purposes, it is considered a separate "brigade" of the Early/II Division.
A CSA artillery battery has two weapon types and these are represented as separate sections.
R6.13 March Orders
March Orders may not be used.
R8.3 Stacking and Combat
R8.37 LA Guard Artillery Battery. The Louisiana Guard Battery was composed of two sections, but in the battle they fought at two different points of the Rebel redoubt. So, for game purposes, they may be considered two different batteries, not two sections of the same battery. The two batteries that make up the Louisiana Guard Artillery may combine fire at one-gun range if stacked, at the player's discretion.
R9.47 Other Types of Terrain
The Pontoon Bridge [the Italian text calls it "Ponte di Barche", literally "boat bridge"]. The Pontoon Bridge over the Rappahannock River (hex RS1420) plays a key role in the final outcome of this battle. It is the only means of crossing the river from the north bank to the south, or vice versa. Note that the Pontoon Bridge occupies a hex, not a hexside, like most bridge-type terrain. In addition, it is not a "road hex" (it requires March Orders stacking and Extended Columns for units with 8 Strength Points or more). This has the following effects on movement and Shock:
- For movement and Shock, see the effects of the Pontoon Bridge on the Terrain Effects Chart for this battle. In other words, to Shock an enemy unit from the Pontoon Bridge hex, the unit occupying that hex suffers a -2 DRM for terrain and position on the Shock Resolution Table.
- Note also that units under Attack Orders cannot enter the Pontoon Bridge hex, although they may Advance into it and cross it following Shock. However, if an enemy unit occupies hex RS1419 or RS1320 or RS1421/RS1521 on either side of the Pontoon Bridge hex, a phasing unit with Advance Orders may move into the Pontoon Bridge hex (for example, adjacent to an enemy unit in any of those hexes), end all movement, and declare a Shock attack against RS1419 or RS1521 in a subsequent activation. Note that, because of the impassable Rappahannock River hexsides, the exception to Rule 9.52 makes movement adjacent to an enemy-occupied unit in RS1320 or RS1421 legal, via the Pontoon Bridge hex.
- Similarly, in the case of a unit under Advance Orders on the Pontoon Bridge, the unit may enter hex RS1419 or RS1521 to move adjacent to an enemy unit in preparation for Shock, during the same activation (exception to SR 6.15).
EXAMPLE: In this example, 9 LA are under Advance Orders on the Pontoon Bridge (RS1420). They cannot Shock SK B in RS1320, since they share an impassable River hexside. Under the special rules for the Pontoon Bridge, 9 LA may move into hex RS1419, adjacent to SK A, and make a Shock Attack in the same activation. Note that during such movement, 9 LA would be subject to Withdrawal fire from SK B. The river is impassable for movement, but does not affect Fire Combat.
Note: A player may not use Brigade Orders Change to change the orders of units on the Pontoon Bridge to Attack in preparation for Shock (because a unit with Attack Orders cannot initially move into the hex, but could advance into it if the Shock succeeds, or if it vacates it via Fire Combat). The unit may not open fire during the activation in which it makes the Shock (the men are queued in column along the bridge and cannot deliver a volley). Being under Advance Orders, the unit will also suffer a -1 DRM to the Shock resolution.
- For fire purposes, a unit occupying the Pontoon Bridge hex suffers a +1 flank fire penalty for small arms fire directed against it. This penalty is not added to that given by the relative positions of the firing units and the target. Rather, consider all units receiving small arms fire in the Pontoon Bridge hex automatically subject to the flank fire bonus.
- No combat unit may open fire from the Pontoon Bridge hex under any circumstances.
- Units may move or trace retreat paths from RS1419 or RS1521 to RS1420 (the floating bridge); after paying the MP cost to cross the bridge, a unit may take the road (RS1522) or the trail (RS1621) out of hex RS1521.
Waterways. Waterways can affect movement when crossing a hexside (see the Terrain Effects Chart). The Rappahannock River cannot be crossed and Shock attacks cannot be attempted, except by using the Pontoon Bridge.
Rappahannock Station. The village of Rappahannock Station (RS2013) is not a town, with all the obstacles to movement, combat and LOS that this entails. Most of the buildings were burned the previous month and the remaining ones are considered of sufficiently low average density and height not to block the LOS of the Rappahannock Station village hexes, nor to "cast" shadows on the LOS of steep/sheer slopes and town hexes.
The Orange & Alexandria Railroad. The O&A railroad, control of which was one of the main strategic considerations of the entire Union fall campaign in that area, ran on a raised embankment, which affected line of sight during the battle. Therefore, for LOS purposes, embankments add one to the level of the hex they cross. The embankment negates the crossing costs of any waterway that coincides with it (EX: hex RS1911-RS1912). If LOS is traced over or across (rather than along) the railroad, the higher-elevation hex is considered. Artillery units entering an RR Embankment hex "along" or following the railroad line pay 1 extra MP (for example, 3 MP). To enter a railroad hex from a non-railroad hex, or to cross the railroad, artillery units pay 4 MP to enter the hex. Because of the presence of the raised O&A railroad embankment next to a ridge at the junction of hex RS1807/RS1907 and on the right edge of the Confederate redoubt position, moving from RS1820 to RS1720, or from RS1819 to RS1720, is equivalent to traversing a gully [Italian: burrone] (leading to a gradual slope if moving west). In the case of a move from RS1907 to RS1807, this would be equivalent to traversing both a gully and a ridge.
HISTORICAL NOTE: The railroad in reality formed a Division and Corps boundary for the Union forces, although in the confusion of the moment neighboring Union formations briefly encroached on Russell's VI Corps area. The Union player is NOT bound by this restriction, and the forces of both sides may move east of the railroad if they wish.
R14.6 Special Units
R14.61 V Corps Skirmisher Detachments. The two V Corps skirmisher "regiments" represent a large collective detachment of "skirmishers" composed of units from neighboring V Corps regiments. They played a key role in driving the Confederate infantry from the village and in the night attack against the Rebel bulwark. Because of their deployment on the extreme Union left and the fact that they took part in the hand-to-hand fighting for the fortifications, they are treated as normal infantry regiments instead of the small skirmishers with limited offensive capabilities used in some GBACW games.
During the Division Orders Phase (II.C) of each turn, the Union player must assign each of his skirmisher regiments to a brigade (they may be assigned to the same brigade). The assigned brigade may change from turn to turn.
The skirmisher detachments assume the same Fatigue level as their assigned brigade, but if a change in assignment would result in a lowering of Fatigue levels, then the skirmishers would retain their (higher) Fatigue level. Use Fatigue markers with each SK unit to denote this. [Errata applied, BB p. 23: this addition to the final sentence of R14.61 is already in the Italian text.]
Optional Confederate Units (Hoke's Brigade). Players who wish to add a balancing factor for the Confederate player in this battle may include the following as part of the 1600 reinforcements.
Hoke as "Replacement" Brigadier. Historically, Godwin himself was a "replacement" brigadier, in that he was substituting for the regular brigadier Hoke. We have put Hoke's name on the back of the counter and it may be used for the entire game, if the Confederate player so wishes (Hoke has a better Orders Change rating, so he might be somewhat useful to the Rebel player).
21st NC Regiment and 1st NC Battalion. The 21st NC Regiment was historically part of Hoke's brigade in Early's Division. However, on the day of the battle of Rappahannock Station, the regiment, along with Brigadier General Hoke, was in North Carolina rounding up stragglers and deserters after the long retreat from Gettysburg. The unit is marked in the reinforcements table with an asterisk and a note referring to this rule. The 1st North Carolina Battalion, also an optional reinforcement, had originally been selected from the 21st North Carolina Regiment.
24.3 Second Rappahannock Station Scenarios
Introduction to the Rappahannock Station Scenarios. Depending on how one defines "battle", the second battle of Rappahannock Station lasted the entire afternoon of November 7, 1863 or began at 1700 and ended in a little over an hour. In the early afternoon, Major General John Sedgwick approached very cautiously the bridgehead of the Army of Northern Virginia on the north bank of the Rappahannock. His first order to the V and VI Corps (deployed respectively east and west of the Orange & Alexandria railroad) was to chase the enemy skirmishers from the height about half a mile in front of them. Once taken, the height would become an artillery platform, while the Union skirmishers advanced toward the bridgehead, which lay another half mile to the south. The artillery bombardment, however, failed to dislodge Jubal Early's defenders. Sedgwick and the acting VI Corps commander, Horatio Wright, did not know the strength of the bridgehead garrison, but the earthworks that extended for a mile along the bend of the river seemed too strong to be assaulted without risking heavy losses. On the other hand, refraining from attacking would have allowed Robert E. Lee to concentrate on countering a similar river-crossing operation downstream, at Kelly's Ford. A successful attack would instead have allowed Sedgwick's wing to join the forces crossing the river downstream.
So, when Brigadier General David Russell, in the late afternoon, proposed to attack, Wright listened. Russell had helped take the fortifications at Fredericksburg six months before and suspected he was facing a weak enemy garrison. With the sun about to set, an attack could count on confusion among the defenders. Finally, the bridgehead was so shallow that any breakthrough would have exposed its garrison to the prospect of being cut off from the pontoon bridge, the only reliable line of retreat to the south bank. Wright approved the attack, which began around 1715. The historical scenario lasts two hours, since all sorts of game mechanics could preclude the rapid outcome of that November evening. We also offer a five-turn "what if" scenario, with Russell's two attacking brigades entering the map less than two miles from the bridgehead and free to attack at will. The scenario places Hays's brigade (commanded by Davidson Penn until Hays arrives) in the approximate positions of the Confederate skirmishers before their withdrawal to the bridgehead. Early, Hays and Godwin's brigade enter as they did historically.
Map. Hex numbers beginning with RS refer to the Rappahannock Station map.
24.4 Second Rappahannock Station - Historical Scenario
Game Length. The game begins with the 1700 turn and ends after the end of the 1800 turn.
Initiative. The Union has the Initiative on the first turn.
Special Rules for the Union
- Each Union brigade may change orders without rolling a die at the start of a Russell activation of its choice. Brigades are not required to use the "free" order change during the same activation.
- 5 WI, 119 PA and 49 PA may not move until the 2nd Russell AM is drawn during the 1700 turn.
- Upton's units and the V Corps Skirmishers may not move until the 3rd Russell AM is drawn during the 1700 turn.
- All Union commanders may move during each activation.
- During the 1700 turn, Ellmaker's brigade accumulates Fatigue under SR 17.22, Point 1, only for a fourth activation.
Special Rules for the Confederates
- Only Confederate commanders may move during the 1st and 2nd early AMs drawn during 1700. Confederate units may do anything except move. They may change facing by one vertex to fire and may advance after combat.
- Whenever a Confederate unit must make a UDD because of Fire Table results and rolls a natural 9, it must roll again. If it fails this second UDD, non-artillery units rout and artillery is abandoned.
HISTORICAL NOTE: The Confederates feared they were facing two Union army corps.
Victory. Victory is determined by the number of VPs each player earns over the course of the game. VPs are awarded for enemy losses and for control of objectives. To determine victory, calculate each side's VP total according to the criteria below, then subtract the Union total from the Confederate total. Compare this number, positive or negative, with the Level of Victory table in the scenario rules to determine who won and the exact level of the victory.
- The CSA player receives 2 VPs for each Redoubt hex (RS1518, RS1519, RS1618, RS1619 and RS1720) controlled at the end of the game. If he controls all five at the end of the game, the CSA obtains a tactical victory regardless of the Victory Point total or any other calculation. Control is defined as occupying or being the last to cross the hex.
- For each enemy infantry brigade rendered Combat Ineffective at the end of the game, a player receives 5 VPs. Note: if a player manages to render both enemy infantry brigades Combat Ineffective at the end of a game turn, he obtains a Tactical Victory. This can only be superseded at the end of the 1800 turn by the automatic victory the CSA can obtain by controlling all five Redoubt hexes.
- If, at the end of the 1800 turn, a CSA unit still north of the Rappahannock cannot trace a movement path to the Pontoon Bridge, it is considered Routed or, if artillery, Abandoned (captured during the following night). The movement path may not be traced through Union units or their frontal hexes unless they are occupied by friendly units.
- For each enemy gun eliminated or abandoned at the end of the game, a player receives 2 VPs.
- For each enemy infantry unit eliminated, collapsed or routed, a player receives 2 VPs.
- For each non-collapsed CSA infantry unit that reaches the south bank of the Rappahannock River (excluding the pontoon bridge hex) during the 1800 turn, the CSA player receives 2 VPs. This award does not apply to units that end the game on the north bank.
Levels of Victory
- Draw: 0-3 VPs
- Marginal: 4-8 VPs
- Substantial: 9-12 VPs
- Strategic: 13+ VPs
Efficiency. Each side has Efficiency 4 during both turns.
Union Setup (superscript notes 1 and 2 as printed)
| Hex | Units |
|---|---|
| RS1115 | Upton (2/1/VI), 5 ME (note 1) |
| RS1315 | 121 NY (note 1) |
| RS1514 | 6 ME |
| RS1412 | 119 PA (note 2) |
| RS1513 | Russell (1/VI), Ellmaker (3/1/VI), 5 WI (note 2) |
| RS1612 | 49 PA (note 2) |
| RS1714 | V Corps Skirmishers A (note 1) |
| RS1814 | V Corps Skirmishers B (note 1) |
| RS1211 | Tompkins (Art), C Batt 1 RI, 5 NY |
| RS1112 | F 5 US |
Notes:
- Upton's brigade and the V/VI Corps Skirmishers may not move until the third Russell AM is drawn in the 1700 turn.
- 5 WI, 119 PA and 49 PA may not move until the second Russell AM is drawn during the 1700 turn.
Confederate Setup
| Hex | Units |
|---|---|
| RS1518 | Batt b LA Guard, 5 LA |
| RS1618 | Hays (1/Ea/II), 9 LA, Batt a LA Guard |
| RS0921 | 7 LA |
| RS1020 | 8 LA |
| RS1921 | 6 LA |
| RS1523 | Early (2/II), Carrington (Art ANV), Rockbridge Batt, Powhattan Batt |
| RS1120 | 54 NC |
| RS1219 | Godwin (2/Ea/II) [R], 6 NC |
| RH1319 [sic] | 57 NC |
24.5 Second Rappahannock Station - Afternoon Scenario
Game Length. The game begins with the 1400 turn and ends after the end of the 1800 turn. Exception: see Victory, below.
Initiative. The Union has the Initiative on the first turn.
Victory. Victory is determined by the number of VPs each player earns over the course of the game. VPs are awarded for enemy losses and for control of objectives. To determine victory, calculate each side's VP total according to the criteria below, then subtract the Union total from the Confederate total. Compare this number, positive or negative, with the Level of Victory table in the scenario rules to determine who won and the exact level of the victory.
- The CSA player receives 1 VP for each Redoubt hex (RS1518, RS1519, RS1618, RS1619 and RS1720) controlled (defined as occupying or having been the last to move through it). The CSA player is considered to control all five at the start of the game. If he still controls 4 or 5 at the end of the 1800 turn, the CSA obtains a Strategic victory, regardless of the Victory Point total or any other calculation.
- The Union earns 2 VPs for each elevated redoubt hex it controls at the end of each turn from 1400 to 1600. It earns 1 VP for each hex it controls in the 1700 and 1800 turns.
- For each enemy infantry brigade that is Combat Ineffective, a player receives 5 VPs at the end of the game.
- A player immediately obtains a Tactical Victory if both enemy infantry brigades are Combat Ineffective at the end of any game turn. Exception: if the Union player renders both CSA brigades Combat Ineffective only at the end of the 1800 turn, the CSA still obtains a Strategic Victory if it controls at least four of the five fortification hexes (see above).
- If, at the end of the 1800 turn, a CSA unit still north of the Rappahannock cannot trace a movement path to the Pontoon Bridge, these units are considered "routed/abandoned" (captured during the following night). The movement path may not be traced through Union units or their frontal hexes, unless they are occupied by friendly units.
- For each enemy gun eliminated or abandoned at the end of the game, a player receives 2 VPs.
- For each enemy infantry unit eliminated, collapsed or routed, a player receives 2 VPs.
Levels of Victory
- Draw: 0-3 VPs
- Marginal: 4-8 VPs
- Substantial: 9-12 VPs
- Strategic: 13+ VPs
Efficiency
- The Union Efficiency Pool is 1 x 2E and 3 x 3E.
- The Confederate Efficiency Pool is 3 x 2E and 1 x 3E.
Union Setup. There is no Union setup.
Union Reinforcements. Union units enter from any hex in the two Union entry areas at the north end of the map: RS0501-RS0801 (inclusive); or RS1301-RS1601 (inclusive). Units must respect stacking limits if they use the same entry hex. (EX.: if more than 15 SPs of infantry wish to use the same entry hex, one group will enter first, then a second group will pay 2 MP to enter the same hex, "behind" the preceding group.)
| Time | Location | Units |
|---|---|---|
| 1400 | any Union entry area | Russell (1/VI), Upton (2/1/VI), 5 ME, 121 NY; Ellmaker (3/1/VI), 6 ME, 49 PA, 119 PA, 5 WI, SK A, SK B |
[ERRATA, applied] Union Reinforcements: At 1400, the entire Union force enters, including the three (omitted) artillery batteries: F, 5US, 5NY (misprinted as 5US) and C, 1RI. As Division assets, they may enter at any point in the unit listing, and be assigned to either brigade at start.
Confederate Setup
| Hex | Units |
|---|---|
| RS1126 | Rockbridge Batt |
| RS1325 | Carrington (Art) |
| Within 1 hex of RS1512 | 7 LA |
| RS1515 | Hays (1/Ea/II) [R]*, 9 LA |
| RS1518 | Batt a LA Guard, 5 LA |
| RS1523 | Powhattan Batt |
| Within 1 hex of RS1612 | 8 LA |
| RS1619 | Batt b Guard, 6 LA |
* Colonel Penn was in command of the brigade until Hays arrived at about 1600 to relieve him. If players wish to maximize the realism of the narrative, they may arrange a "reverse replacement" of this brigadier with the original commander in the IV B Replacement/Recovery phase of the 1600 turn.
Confederate Reinforcements
| Time | Location | Units |
|---|---|---|
| 1500 | RS1226 | Early |
| 1600 | RS1226 | Godwin (2/Ea/II) (or Hoke (2/Ea/II) [R]), 6 NC, 54 NC, 57 NC, 21 NC, 1 NC Bn SS* |
* Optional Confederate units; see Optional Confederate Units in the Rappahannock Station Special Rules.
Rappahannock Station Terrain Effects Chart (TEC)
MP cost to enter or cross; combat effects on Fire and Shock (a); possible blocking terrain. Where two values are shown (Up / Down), the first applies to units moving up the slope and the second to units moving down it.
| Terrain | Foot | Mounted Cavalry | Artillery | Commander | Fire (a) | Shock (a) | Possible Blocking Terrain? |
|---|---|---|---|---|---|---|---|
| Open | 1 | 1 | 2 | 1 | NE | NE | No |
| Woods (b) | 2 | 3 | 4 | 2 | -1 | -1 | Yes |
| Buildings | AT | AT | AT | AT | NE | NE |
NE = No Effect; AT = Other Terrain in the Hex; P = Prohibited; D = Automatic Disorder at the end of Movement.
(a) Combat effects are all die roll modifiers. They apply if the defender is in the hex in question, or is Shock attacked or fired on across that hexside, directly into the target hex. (b) See SR 7.22 for units under Attack Orders. (c) See Ridges and Gullies in the Battle Book [9.46]. (d) Units receiving small arms fire while occupying the Pontoon Bridge are considered flanked (+1 DRM). (e) Units making a Shock attack from the Pontoon Bridge hex suffer this DRM. (f) Road movement applies to units with Advance Orders that move along the road and respect the Road stacking limits; otherwise, and for units with Attack Orders, AT. (g) Apply the first value when moving from one embankment hex to another ("along" the railroad). Otherwise apply the second value. (h) See Redoubts & Fortifications in the Rappahannock Station Special Rules. [The Italian text refers to such a section, but no "Redoubts & Fortifications" section is present in the Italian Battle Book as supplied.]
Rappahannock Station Record Tracks
The Battle Book includes a Union and a Confederate record sheet, each with a Turn Track, Drawn Efficiency Markers area, AMs in Play area, played-AM area, Casualties box, Rout/Rally box, Eliminated box and a Victory Point Track.
Designer's Note on Rule 5.32
Special note on Rule 5.32: this rule is valid for all BS&B battles because of the small number of activation markers and the greater likelihood that both sides could have a series of consecutive activations that would allow unlikely tactical and exploitation opportunities. In larger GBACW battles, AM assignments, even if there is a long series for one side, will probably be distributed among several divisions and corps, and will not be localized in a single formation, thus distorting the game. (The remainder of the Designer's Notes, covering the origin of the project, is omitted here.)
In addition: Division Commanders are the highest-ranking commanders on the maps (some of whom are even "promoted" for game purposes from mere brigadiers or even colonels!), so the dynamic of "losing a potential Activation" per turn due to the absence of the Corps Commander on the map is lost. Players who move on from this collection to larger battles can add that aspect of the GBACW system later.
Player Aid Charts (Battle Book pages 49-53)
Fire Table
Type and number of SPs firing. Columns for Small Arms: 1, 2, 3, 4-5, 6-8, 9-14, 15+. Columns for Artillery: 1, 2, 3, 4-5, 6-8, 9-12, 13-17, 18+. "Adjusted DR" is the modified die roll. A dash means No Effect.
| Adj. DR | SA 1 | SA 2 | SA 3 | SA 4-5 | SA 6-8 | SA 9-14 | SA 15+ | Art 1 | Art 2 | Art 3 | Art 4-5 | Art 6-8 | Art 9-12 | Art 13-17 | Art 18+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -2 | - | - | - | - | - | - | d-2 | - | - | - | - | - | - | - |
* For artillery see 10.69. For infantry see 10.91. † For artillery using Rapid Fire the unit is Out of Ammo [10.68].
Explanation of Results [10.17]: - = No Effect; d = Disorder Check; d-# = Disorder Check subtracting the number from the die roll; D = Automatic Disorder; d+# = Disorder Check adding the number to the die roll; # (a leading number, e.g. 1D, 2D, 3D, 1d+2) = lose that number of Strength Points (SPs), in addition to the Disorder result shown.
Fire Die Roll Modifiers
All modifiers are cumulative. [10.81, and as cited for more details]
| Mod. | Reason |
|---|---|
| +/- ? | Range, see the Range Effects Table |
| -? | Terrain, see the Terrain Effects Chart |
| +1 | Artillery fire against a target at a lower level [10.67] |
| +1 | Fire from Breastworks [15.23] |
| +1 | Massed Target [8.34] |
| +1 | Prepared Fire [10.5] |
| +1 | Target is non-phasing mounted cavalry [14.24] |
| +1 | Target is hit by Flanking Fire [12.34] |
| -1 | Fire from Disordered units [12.34] |
| -1 | Dispersed Target [8.34] |
| -1 | Fire against units behind Breastworks [15.34] |
Range Effects Table
Small arms. Range in hexes; Max/Prep = maximum range / prepared fire range. "-" means the unit cannot fire at that range. Entries are die roll modifiers.
| Code | Weapon | Max/Prep | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|---|---|
| P | Pistol* | 1/P | +1 | - | - | - | - | - |
| M | Musket | 2/1 | +2 | -2 | - | - | - | - |
| C | Carbine | 3/1 | 0 | -1 |
Field artillery. Max = maximum range. Ranges marked "sa" (1, 2, 3) are fired as small arms for result distribution. Entries are die roll modifiers.
| Code | Weapon | Max | 1 (sa) | 2 (sa) | 3 (sa) | 4 | 5-7 | 8-12 | 13-16 | 17-20 | 21+ |
|---|---|---|---|---|---|---|---|---|---|---|---|
| H12 | 12 lb Howitzer [RF] | 7 | +4 | +3 | +1 | 0 | -1 | - | - | - | - |
| H24 | 24 lb Howitzer [RF] | 12 | +4 | +3 | +1 | 0 |
Key: "-" = cannot fire at that range; +#, -# = die roll modifiers; [RF] = may use Rapid Fire [10.68]; [a] Pistols and Short-barrel rifles may never be used for Prepared Fire; Max/Prep: the first number is the maximum fire range; the second is the range at which the unit may use Prepared Fire [10.5]; [sa] when firing with artillery at these ranges, treat it as small arms for the distribution of the result.
Shock Resolution Table
| Die roll | Result |
|---|---|
| 1 or less | Attacker Retreats: The Attacker retreats one hex and then becomes Disordered. The Defender may use Continued Shock [11.47]. |
| 2-3 | Stall: Both sides become Disordered. |
| 4 | Bloody Stall: Each side loses 1 SP (in total, not per unit) and becomes Disordered. If more than one unit is involved on a side, assign the loss to the unit with the highest Cohesion Value (exception to 8.36). If artillery is alone in the hex or is the top unit in the hex, it loses 1 gun. |
| 5-7 | Defender Retreats: The defending unit retreats one hex and then becomes Disordered. |
| 8-9 | Defender Retreats: The defending unit retreats one hex and then becomes Disordered; plus the Attacker may/must make Continued Shock [11.47]. |
| 10 or more | Defender Retreats: The defending unit retreats two hexes, then becomes Disordered and then makes a UDD; if it fails, it routs; plus the Attacker may/must make Continued Shock [11.47]. All Artillery is Abandoned [11.64]. |
Shock Modifiers
All modifiers are cumulative (there is no maximum DRM).
Strength modifiers: Mounted Cavalry Charging through a Flank or Rear: Double (2X) the strength printed on the counter. Mounted Cavalry Charging or Shocking into Woods, or defending in Woods: Halve (1/2 X) the strength printed on the counter.
Shock Die Roll Modifiers - Pro-Attacker:
- +? Strength Ratio Benefit
- +1 Any Defender Disordered
- +1 Charge Benefit (a)
- +1 Stacked with an Aggressive Commander
- +1 Shock against Skirmishers
Pro-Defender:
- -? Strength Ratio Benefit
- -1 Any Attacker Disordered
- -1 The Attacker has no Brigadier [11.72]
- -1 The Attacker has Advance Orders
- -1 Defender behind Breastworks
- -1 Each successive Continued Shock
- -? According to the Terrain Effects Chart
Attacker and/or Defender: -?/+? Fatigue of Attacker/Defender.
Position modifiers (b): +2 Attack from the Rear; +3 Flank Attack; +4 Front and Flank; +4 Front and Rear; +4 Flank and Rear; +5 Surrounded.
(a) Applies to both Infantry and Cavalry units that move before the Shock and do not Fire during Movement. See 11.21 and 11.51 for the non-charge exception. (b) For any Position Attack Modifier, subtract 1 from the die roll for each attacking unit hex that is in the frontal hex of an enemy unit not attacked by the Shock.
Strength Ratio Benefits - DRM:
| Ratio | DRM |
|---|---|
| 1-4 | -4 |
| 1-3 | -3 |
| 1-2 | -2 |
| 1-1 1/2 | -1 |
| 1-1 | 0 |
| 1 1/2-1 | +1 |
| 2-1 | +2 |
| 3-1 | +3 |
| 4-1 | +4 |
| 5-1 or more | +5 |
Shock Resolution Procedure
- Designate all Shock and Charge targets [11.31].
- Make Retreat Before Shock [11.33].
- Green unit Commitment Check [11.36].
- Defender Pre-Shock Cohesion Check [11.37].
- Pre-Shock Reaction Fire [11.38].
- Shock Resolution [11.4]: a. Determine Shock DRMs; b. Resolve the Shock; c. Make all Advances; d. Continued Shock?; e. Implement Post-Shock Automatic Disorder.
Defender Pre-Shock DRMs (all cumulative):
| DRM | Reason |
|---|---|
| -1 | Per Leader Rank |
| +? | Fatigue |
| -1 | Unit behind Breastworks or Fortifications |
| -1 | Unit occupies a Fort |
| +2 | Unit with March Orders |
| +1 | Unit Disordered |
| +1 | Defender attacked from Flank or Rear |
| +1 | Cavalry charging any unit except Mounted Cavalry [11.55] |
Rally Table [13.4]
| Die roll | Result |
|---|---|
| Cohesion Value or less | The unit is no longer Disordered; flip it to its normal side. The player may change facing by one vertex. |
| Greater than Cohesion Value | The unit remains Disordered. Check whether the following case applies. |
| Cohesion Value x 2 or more | The unit remains Disordered and loses 1 SP. |
| An unmodified 9 or more | The unit remains Disordered and loses 1 SP. |
DRMs: +1 The unit is adjacent to an enemy combat unit; -1 The unit is Mounted Cavalry; -? If the unit is stacked with a Leader or Commander, subtract the Leader's/Commander's rank (number of stars) from the die roll; +? Fatigue [17.31].
Brigade Orders Change Table [6.2]
| Die roll | Result |
|---|---|
| 1 or less | Retain and Stand |
| 2-3 | Retain |
| 4 | Loose Cannon |
| 5 | Change and Stand |
| 6 or more | Change |
DRMs: +1 The Brigadier is stacked with his Division Leader; +2 The Brigadier is stacked with his Corps or Overall Commander; +/-? Brigadier's Orders Rating.
Explanation of results: Retain: the brigade keeps the Orders it has. Change: the brigade may change to Attack or Advance Orders. Stand: regardless of the result, the units of the brigade may not move in this Phase. Loose Cannon: see 6.24.
Loose Cannon [6.24]
If the result of the Brigade Orders Change Table is Loose Cannon, the player who was attempting to change the Orders consults the Action Profile of the brigadier in question [Aggressive (A), Normal (N), Cautious (C) or Unreliable (U)] and follows the instructions below.
Aggressive:
- If any unit of the brigade is within 3 MP (5 MP if mounted cavalry) of any enemy combat unit, the player places that Brigade under Attack Orders and launches a Charge [11.21] (or Shocks without firing if mounted cavalry) with as many units of that brigade as possible. The choice of targets is up to the player. Disordered units and units that begin the Activation more than 3 MP (5 MP if mounted cavalry) from the enemy must move as far as possible toward the nearest enemy units, and may not fire. Units that begin adjacent to enemy units Shock them without the Charge bonus, but may fire before Shocking. Exception: see 6.25.
- If no unit of the brigade is within 3 MP (5 MP if mounted cavalry) of any enemy unit, place the brigade under Advance Orders and move it as far as possible toward the nearest enemy units.
Normal: The brigade keeps its Orders.
Cautious: The player withdraws every non-artillery unit of the brigade one hex, then places the brigade under Advance Orders. The brigade may take no other action during that Activation.
Unreliable: Roll a die, consult the table below, and treat the brigadier in the appropriate manner as indicated by the table:
| Die roll | Result |
|---|---|
| 0-2 | Aggressive |
| 3-6 | Normal |
| 7-9 | Cautious |
Brigade Coordination Table [5.34]
| Modified die roll | Result |
|---|---|
| 2 or less | Confusion |
| 3-6 | Failure |
| 7-9 | May Coordinate 2 Brigades |
| 10-11 | May Coordinate 3 Brigades |
| 12 or more | All |
DRM: +/-? Coordination Value of the Division Leader.
Explanation of results:
- ALL: All available Brigades may take actions as if they were a single Brigade.
- MAY COORDINATE #BRIGADES: The player may take actions with that number of In Command brigades of that division as if they were a single brigade.
- FAILURE: No penalty, the brigades move individually. No coordination is possible.
- CONFUSION: No In Command brigade of that division may take any movement or combat action with that AM. Leader movement, Rally, Ammunition Resupply and one-vertex facing changes are allowed.
Stacking Limits Table
March Orders
- Infantry: 7 SPs of Infantry or Dismounted Cavalry of the same brigade.
- Cavalry: 4 Mounted SPs.
- Artillery: 2 batteries (regardless of the number of guns), or 12 guns from any number of batteries, may occupy a hex. This includes all the sections of those batteries. They may not stack with other units.
Advance and Attack Orders
- Infantry: 15 SPs of the same brigade, or 1 unit, regardless of strength, plus 1 battery or 6 guns from any number of batteries.
- Cavalry: 7 Mounted SPs of the same brigade, or 1 mounted unit regardless of strength, plus 1 battery or 6 guns from any number of batteries.
- Artillery: If not stacked with infantry or cavalry, up to 2 artillery batteries per hex, regardless of strength, or 12 guns from any number of batteries. If stacked with infantry or cavalry, artillery is limited to 1 battery per hex, or 6 guns from any number of batteries.
Non-Phasing Fire Availability
Infantry/Cavalry
- Return Fire: When fired upon or adjacent to the target of the firing enemy unit; only once per enemy brigade activation. Simultaneous with phasing fire.
- Pre-Shock Fire: Fire against one's own Shock attacker, after the Pre-Shock check. Units that are not Shock attacked may fire if adjacent to the flank or rear of the attacker.
- Withdrawal Fire: Enemy units leaving a Frontal hex; only during the Phasing Player's Movement; once per enemy brigade activation.
Artillery
- Return Fire: When fired upon or adjacent to the target of the firing enemy unit; only once per enemy brigade activation. Simultaneous with phasing fire at a range of 3 or less.
- Pre-Shock Fire: As for infantry.
- Approach Fire: Against any unit moving within 3 hexes; only once per enemy brigade activation.
Errata Applied (Official English Errata v1.1, May 2025)
The Italian Battle Book states that it includes the errata updated to May 2025. Each item of the official English errata was checked against the Italian text; the following were applied (or confirmed as already present) at the points indicated in the text above:
- Counters: the Union 5NY battery (Rappahannock Station) is incorrectly labeled as 5US (reflected in the Rappahannock Station Afternoon Scenario Union Reinforcements note). The March AM chits for both sides were inadvertently left off the counter sheet. As March orders are only possible for the Union at New Bern and the Confederates at Mill Springs, under restricted circumstances, they will likely never be needed. In such cases, use any marker or the blank blue counter to fill in for the March AM, or "borrow" a March AM from any other GBACW game.
- Big Bethel TEC: a County Bridge line (under the Road entry) with the values 1, 1, 1, 1/2, NE, -2, No, and a footnote "See Battle Book, pg. 5 for rules specific to The County Bridge" (applied to the Big Bethel TEC).
- Mill Springs TEC clarification regarding Field Boundaries/Fences (applied after the Mill Springs TEC).
- BB5.32 clarification: the Random Event AM is not an "activation" (applied at BB5.32).
- Big Bethel clarification on the County Bridge (applied at B9.44).
- B9.72: hex BB1526 should be BB1226 (applied).
- Big Bethel Levels of Victory: Draw <= 0 - 10 VPs; Marginal 11 - 20; Major Victory 21 - 30; Total Victory 31+ (applied).
- M4.21: the reference to the rule about the ranking commander should be [BB4.11] (applied).
- Mill Springs and rule BB 5.32: the Confederates need consecutive Carroll or consecutive Zollicoffer AMs (applied at M5.34).
- Mill Springs Example, bottom of first column, line 7: MS0187 should read MS0817 (applied).
- Random Event 2, Manson Madness: remove the reference to (or the acting Division Commander); the last line reads "If either Manson or Thomas have been rendered as casualties, treat as no event." (applied).
- Random Event 6, Free Rout Recovery: the player who activated last (or who won initiative to start a turn) is the player who draws "the next AM", and hence the Random Event chit (applied).
- M18.0 Random Events: definition of "the drawing player" (applied).
- M22.3, 4th bullet: "For each non-skirmisher enemy infantry or cavalry unit that is eliminated ..." (applied).