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Civil War in the Far West: The New Mexico Campaign, 1862 thumbnail

Civil War in the Far West: The New Mexico Campaign, 1862

Civil War in the Far West: The New Mexico Campaign, 1862 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
  • 3.0 Set Up & Hex Control
  • 4.0 How to Win
  • 5.0 The Turn Sequence
  • 6.0 Stacks, Forces & Captures
  • 7.0 Reinforcements & Withdrawals
  • 8.0 March & Forced March
  • 9.0 Combat
  • 10.0 Supply & Attrition

1.0 Introduction

1.1 The Civil War in the Far West: The New Mexico Campaign, 1862 (NMC for short), is a two-player, low-to-intermediate complexity, simulation of the Confederate invasion of the US southwest. It's primarily a strategic-level design, but it also contains operational undertones. The Confederate player is generally on the offensive, but the situation also calls for the Union player to make counterattacks.

1.2 Scale

Each hexagon on the map represents approximately nine miles (14.6 kilometers) from side to opposite side. The units of maneuver for both sides are represented using a "strength point" system in which each point equals approximately 100 troops. Each artillery unit represents about six guns. Each game turn represents half a month.

1.3 Counter Icons & Unit Types

The Confederate combat units are illustrated with cavalry icons; those of the Union are shown as infantry. That was a broad compromise adopted due to the historic fact both "armies" engaged here, which, in reality, amounted to roughly a reinforced brigade on each side, are probably best described as combined-arms dragoon-and-foot combinations. Their unit compositions varied, as did their combat tactics, with the day-to-day availability of remounts and other supplies. Since the main sub-component of the Confederate force was known as Sibley's Cavalry Brigade, while the Union roster was primarily made up of infantry companies, we went with the icon presentation you see on the counters. Note the system is such there is no distinction between "infantry units" or "cavalry units." The only unit-type distinction among non-artillery formations that matters systemically is the one between Union "regular" and "militia" units, and even that is jettisoned after the end of Game Turn 2.

1.4 D-10

Note that all die rolls in this game call for the use of a 10-sided die. Also note that, on normally denominated 10-sided dice, the numbers presented are "0" (zero) through "9." So, always treat a "0" (zero) as a "0" (zero). The range of possible (unmodified) outcomes thereby run from "0" (low) to "9" (high).

Old Hands Note. No replacements; no fog of war; no ZOC.

2.0 Components

2.1 The components to a complete game of NMC include these rules, the mapsheet, and 135 die-cut counters, which are also referred to as "units" and "unit counters." Players may wish to provide themselves with a 10-sided die to resolve combat and other probabilistic game events; see 1.4 above. The other 41 unit counters on the sheet are for variant-extensions to two previously published S&T games, Back to Iraq and No Prisoners!. The rules for the use of those counters are available for free download on the Strategy & Tactics Press website: <www.StrategyAndTacticsPress.com>.

2.2 The Map illustrates the militarily significant terrain found in and around the Rio Grande River Valley in 1862 when viewed at these time and space scales. A hexagonal ("hex") grid is printed over the map to regulate the placement and movement of units across it, much as in Chess and Checkers. A unit is considered to be in only one hex at any one time.

Each hex contains natural and/or manmade terrain and/or water features that can affect the movement of units and combat between units. The various terrains and water features on the map have had their exact real-world configurations altered slightly in order to make them coincide with the hex-grid, but the relationships among the terrains and water bodies from hex to hex are accurate to the degree necessary to present players with the same space/time dilemmas faced by their historic counterparts in the real war.

Also note every hex on the map has a unique four-digit identification number printed within it. They're provided to help find exact locations more quickly and to allow for the recording of unit positions if a match has to be taken down before it can be completed. For example, Fort Union is in hex 4617; while the town of Mesilla is in hex 1406.

2.3 Counters

There are 135 unit-counters in the game, most of which represent combat formations. Others are provided as informational markers and memory aids. After reading these rules at least once, carefully punch out the counters. Trimming off the "dog ears" from their corners with a fingernail clipper will facilitate easier handling and stacking during play and also enhances their appearance.

2.4 Sample Unit

Each unit-counter displays several pieces of information: nationality (the "side" each unit is on), combat strength, and general type.

2.5 Nationality & Sides

Each unit's nationality, and therefore the side for which it fights, is shown by its background color. Confederate units are all shown with a gray background. Union "regular" units are all shown with a blue background. New Mexico Territorial militia units, which are part of the Union player's overall force, are shown with a yellow background.

2.6 Unit Types

The following unit types appear within the counter-mix.

  • Union Regular Infantry (actually combined-arms)
  • New Mexico Territory Militia Infantry (actually combined-arms)
  • Confederate Cavalry (actually combined-arms)
  • Field Artillery
  • Supply Depots
  • Supply Wagons
  • Army (supreme) Commanders
  • Subordinate Commanders

2.7 Combat Factors are the measure of a unit's ability to conduct offensive and defensive combat operations. That's explained in section 9.0.

2.8 Units as "Change"

Unlike most designs published by this corporation, the combat unit-counters in NMC don't represent individually identified historic formations of their armies. Instead, each strength point (single combat factor) is equal to roughly 100 combatants from the overall force. During play, and within limits described below, both players are generally free to use the counters, with their different printed strengths, in any combinations they see fit in order to display the actual combat strength in a given force within a hex. For example, if, in the set up instructions, a hex is said to contain "10 militia strength points," the player owning that force would be able to deploy a single 10-strength-point militia counter there, or two five-point counters, or 10 one-pointers, etc., as long as the overall 10 strength point amount isn't exceeded. In general, substitutions can be made at any time during play, at the owning player's discretion. Note, though, the counter-mix is intended to present an absolute limit on all unit-strengths. That is, you can only "make change", which also includes the idea of combining several lower-strength units to form one or fewer stronger ones, within the limits of the counter-mix.

2.9 Units Switch Sides

Artillery, supply wagons and depots are printed in Union blue on one side and in Confederate gray on their other. That's because those units may be captured during play and pressed into service in the army of the capturing side. For details see 6.3, 9.22 & 9.23.

2.10 Other Counters

The uses of the following counters are explained at appropriate points throughout the rest of the rules.

  • Control Markers, first row (see section 4.0)
  • Game Turn Marker (see section 5.0)
  • Supply Declaration Marker (see 10.6)

3.0 Set Up & Hex Control

3.1 Set Up

The situation in this game doesn't require either player to start or complete his set up prior to his opponent; both players may set up at the same time. Set up both sides' units in the hexes listed below. Note that in only one case, that of the Confederates in and around Fort Thorn, does either player have any leeway in terms of exactly which hexes will have units set up in them. Temporarily set aside, off to the side of the mapsheet but within easy reach, all the units not listed as being part of either side's initial set up.

3.2 Union Set Up

  • Fort Craig (2605): 28 regular infantry strength points, 10 militia strength points, one artillery unit, one supply depot and leaders Canby, Carson, Duncan, Lewis, Roberts and Wingate.
  • Fort Wingate (3900): one regular infantry strength point, one militia strength point, one supply wagon.
  • Albuquerque (3907): one regular infantry strength point, one supply wagon.
  • Santa Fe (4411): one regular infantry strength point, one supply wagon.
  • Fort Union (4617): eight regular infantry strength points, one artillery unit, one supply depot, the leader Paul.
  • Socorro (3005): two regular infantry strength points.

3.3 Confederate Set Up

  • In and/or Adjacent to Fort Thorn (1704): 26 cavalry strength points, two artillery units, two supply wagons, all seven Confederate leaders.
  • Fort Bliss (1008): one cavalry strength point, one supply depot.
  • Fort Fillmore (1407): one cavalry strength point.

3.4 Hex Control

A hex is said to be under the "control" of the side that presently has units in it or, if it's a hex entirely empty of units, by the side that last had units in it, or that was last described within these rules as having control of it. The control status of a hex changes (switches to the other side) when a unit from the opposing side enters it, and that process may occur and reoccur any number of times during play. Note that hex control status only need be paid attention to for those few hexes described below in section 4.0.

3.5 Control Marker Set Up

At the start of play the Confederate side controls all town/village and fort hexes in and south of hex row 17xx. The Union player controls all such locales in and north of hex row 18xx. Place control markers, with the controlling side's flag showing upward, in each such locale hex on the map, and see 4.3ff for details on the significance of that.

4.0 How to Win

4.1 Sudden Death Confederate Victory

Play stops, and the Confederate player is declared to have won the game, the instant Fort Union (4617) comes under his control (see 3.4).

4.2 Zero-Out Sudden Death Victory

The instant either player's victory point total drops to zero, play stops and the other player is declared the winner.

4.3 Winning on Points

Barring either of the two occurrences described above in 4.1 and 4.2, most games of NMC will be decided at the end of Game Turn 10. The victor then will be based on which player has the most "victory points" (VP) at that time along with certain other considerations described below.

4.4 Locale Victory Points

Towns/villages and forts are, when considered together, called "victory point locales," or simply "locales." All the locales on the map, other than Fort Union, have VP values of between "1" and "10" points. The player who controls each locale thereby also has that place's VP in his total of VP. At the start of play, based on the locale-control status given in 3.4, the Union player has 44 VP and the Confederate player 22. Each time any given locale changes its control status (see 3.3), the losing player should debit his VP total by that amount while the gaining player increases his total by that same amount. Both players should keep an open record, on a piece of scrap paper, of their own VP total throughout the game.

4.5 Combat Factor VP

Each time the Union player loses one or more regular infantry or militia combat factor strength points, either in combat or due to attrition, he should debit himself that number of VP while the Confederate player awards himself that same number of VP. Each time the Confederate player loses one or more cavalry combat factor strength points, either in combat or due to attrition, he should debit himself that number of VP while the Union player awards himself that same number of VP. Note that, for record keeping purposes, there's no distinction between locale VP and combat factor VP. Both players should keep one open and combined record of their total VP. (By "open," we mean both players should always know their own and their opponent's VP total.)

Note that no VP are ever lost or gained due to the elimination, withdrawal or consumption of any of the following types of units: leaders, artillery, supply wagons and depots. Also note that, when the Union player makes his militia withdrawal at the end of Game Turn 2, he doesn't lose any VP for doing so, nor does the Confederate player gain any VP for that withdrawal. Militia strength points eliminated in combat or lost to attrition prior to that time do, however, generate VP as described above in the first paragraph of this rule.

4.6 Confederate Victory on Points

At the end of Game Turn 10, the Confederate player is declared to have won the game provided both the following are true: 1) he controls Fort Bliss and Fort Craig [1008 & 2605]; and 2) he has more VP than the Union player.

4.7 Union Victory on Points

At the end of Game Turn 10, the Union player is declared to have won the game provided both the following are true: 1) he controls Fort Bliss [1008] or Fort Craig [2605]; and 2) he has more VP than the Confederate player.

4.8 Concession

If either player concludes his position has become hopeless prior to the end of Game Turn 10, he may concede defeat to his opponent and thereby end play at that time.

4.9 Draws

Any results other than those described above are drawn games. Also note there is no sudden death victory condition available exclusively to the Union player.

4.10 Confederate High Morale

The morale of all Confederate forces deployed on the map is said to be "high" whenever that player has more VP than his opponent. High morale may come and go for the Confederates, judged on an instant by instant basis, any number of times per game, turn and phase. Note that, in game terms, there's no corresponding Confederate low morale state, nor are there any Union high or low morale states. For details on the effects of Confederate high morale, see 8.25 and 9.14.

5.0 The Turn Sequence

5.1 Each game turn of NMC is divided into two player turns of sequenced steps called "phases." Every action taken by a player must be carried out in the appropriate phase as described below. Once a player has finished a particular phase he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it.

5.2 The Turn Sequence Outline is given below. Note the Confederate player turn is the first player turn during each game turn.

I. Confederate Player Turn

  • A. Confederate March Phase
  • B. Union Forced March Phase
  • C. Confederate Combat Phase
  • D. Confederate Supply Phase
    1. Confederate Attrition Sub-Phase
    2. Confederate Supply Wagon & Artillery Destruction Sub-Phase
    3. Confederate Depot Creation Sub-Phase

II. Union Player Turn

  • A. Union March Phase
  • B. Confederate Forced March Phase
  • C. Union Combat Phase
  • D. Union Withdrawal Phase (Only Turns 2 & 5)
  • E. Union Supply Phase
    1. Union Attrition Sub-Phase
    2. Union Supply Wagon & Artillery Destruction Sub-Phase
    3. Union Depot Creation Sub-Phase

5.3 Forced March

In the outline above, note the Union player's Forced March Phase occurs as an interlude in the Confederate Player Turn (step I.B.), while the Confederate player's Forced March Phase occurs as an interlude in the Union Player Turn (step II.B.).

5.4 Union Withdrawal Phases only occur during Game Turns 2 and 5 (II Feb & I Apr). That phase is skipped during all other game turns. See 7.3 and 7.4 for more details.

5.5 Game Turn 1 Special Rule

During his side's March Phase of Game Turn 1, the Confederate player may declare any one of his march rolls to automatically be a nine. All regular die roll modifiers still also apply to that artificially generated nine. The procedure is, without actually rolling the die, the Confederate player simply indicates the force for which he's "rolling" and declares that "roll" to be his one-time-only auto-nine. See section 8.0 for more details on marches.

5.6 Ending a Game

Barring a sudden death victory (see 4.1 & 4.2), or the early capitulation of one of the players, the game ends and the winner is determined at the end of Game Turn 10 (II Jun).

6.0 Stacks, Forces & Captures

6.1 Stacking is the word used to describe the piling of more than one friendly unit into a single hex at the same time. The general rule is each player may stack any number of units in any hex(es) at all times. Note, however, that due to the nature of their use, there may never be more than one depot in any one hex at the same time.

6.2 Stacking Order

Both players are always free to arrange and rearrange their stacked units in any top-to-bottom order.

6.3 Captures

In general, your units may never stack in the same hex as those of the enemy. An exception occurs during a victorious attacking force's "advance after combat." At those times all enemy leader and/or artillery and/or depot and/or supply wagon units that may happen to be left in the hex being advanced into are captured by the advancing attackers.

The same is true if a friendly moving force moves into a hex containing only capture-eligible enemy units. In such cases, rather than having to stop, or go around, as is normally the case (see 8.6), the moving force may simply take possession of those enemy units and, if the moving player wants to do so, continue moving, even while incorporating the newly captured units within his moving force.

The procedure in both types of captures is to immediately flip over all such captured units, thereby revealing the friendly colored units on their other sides. Captured enemy artillery units, when flipped, convert into friendly artillery units. Captured enemy supply wagons, when flipped, convert into friendly supply wagons. Captured enemy depots, when flipped, also convert into friendly supply wagons, not friendly depots. Captured enemy leaders don't convert; they're simply and permanently removed from play.

Also note a hex containing only capture-eligible enemy units doesn't make defensive fire during your combat phases. As long as you had at least one attack-eligible unit launching an attack into such a hex, those unescorted capture-eligible enemy units are simply taken during your automatic advance after combat as described above and in 9.22 and 9.23.

6.4 No Fog of War

Both players are always free to examine the composition of their own and enemy stacks anywhere on the map.

Design Note. The nature of the terrain across this theater of operations tended to funnel both sides' movement along easily observable routes. Further, many in the local populace equally disliked the combatants involved on both sides, and therefore felt no compulsion against telling all they knew and observed to anyone who cared to ask. Those factors further combined with the low population density of these territories such that, again, any military movement tended to stand out. All that means, when factored into a simulation at these time and space scales, normal "fog of war" considerations don't apply.

6.5 Force & Stack Movement

A lone unit or a stack of units in a single hex is called a "force." During your march and forced march phases, you move your army one friendly force at a time. Often you will want to keep together as a single force all the units that began a march or forced march phase in the same hex. In those situations the units in such stacks should simply be moved together as one force. At other times, however, you will want to move some of the units in a force to one hex, while moving others from that force to another hex, while perhaps keep still other units from that force in the original hex. In those situations, before moving any units out of the original hex, you must divide that "parent force" into specific new sub-forces before you begin to move any of them. Arrange each new sub-force into its own stack and then begin moving each of those sub-forces one at a time according to the procedures given in section 8.0.

Note that it isn't necessary to divide all your forces, in all friendly occupied hexes all across the map, prior to starting your moves. Simply divide one hex of your units into sub-forces, complete the movement of all those units, then repeat the process in the next friendly occupied hex of your choice, etc., until you've moved all the units you want to move.

7.0 Reinforcements & Withdrawals

7.1 Reinforcements are units that enter the game only after play has already begun. Withdrawals involve the permanent removal from play of otherwise functional units. Only the Union player receives reinforcements and makes withdrawals; there are no Confederate reinforcements or withdrawals.

7.2 Reinforcement Procedure

As the first step in his march phase during Game Turn 4 (II Mar), the Union player should place the following new arrivals in the Fort Union hex (4617): 10 regular infantry strength points, one supply wagon, and the leaders Chivington and Slough. As soon as they're placed, those new units become fully and normally eligible to participate in the remainder of that Union Player Turn, including both movement and combat. Once in play, there's no further distinction, nor are there any special rules, etc., concerning reinforcements. They simply become part of the overall Union army and are subject to all regular rules.

7.3 Militia Withdrawal

During his withdrawal phase in Game Turn 2 (II Feb), the Union player should permanently remove from play all militia units. Those units aren't moved anywhere; they're simply picked up from the map and set aside. Note this militia withdrawal doesn't directly cause either player to lose or gain VP. Also note, though, during the portion of the game they're in play, the elimination or attrition of militia strength points does cause shifts in VP (see 4.5).

7.4 Slough's Withdrawal

During his withdrawal phase in Game Turn 5 (I Apr), the Union player should permanently remove from play the "Slough" leader unit. The unit isn't moved anywhere; its simply picked up from the map and set aside. If Slough was previously eliminated for any reason, a leader withdrawal must still be made during Game Turn 5. In such situations the Union player is free to pick any other leader to withdraw.

8.0 March & Forced March

8.1 Every unit in the game has a variable "movement factor" that may be used to move it across the map's hex grid during each of its own side's march and forced march phases. Movement factors aren't printed on the counters. That's due to the fact they vary greatly from phase to phase and are determined anew at the start of each move. By custom, movement factors are also referred to as "movement points," and both terms are often abbreviated, respectively, as "MP" and "MF."

8.2 Units and stacks ("forces") move from hex to adjacent hex (no "skipping" of hexes is allowed), paying varied costs to do so depending on the terrain in the hex and any water along the hexsides being entered and crossed. The movement of each player's forces takes place only during his own march and forced march phases; no enemy movement takes place during your march and forced march phases.

8.3 Limits

MP may not be accumulated from turn to turn or phase to phase, nor may they be loaned or given from one force to another. A player may, within the strictures presented in these rules, potentially choose to move all, some, or none of his units in each of his march and forced march phases throughout the game. Units that move are not required to expend all their MP before stopping. The movement of each force must be completed before that of another is begun. A player may only change the position of an already moved force if his opponent agrees to allow it.

8.4 No Minimum Movement

To move, forces must have the MP available to pay all the costs involved. If sufficient MP aren't available to cross a given hexside and enter a given hex, that move may not be made.

8.5 Depots never move. That is, once placed on the map, there is no way for a depot unit to move from that hex while it remains a depot unit. For more details and possibilities, see 6.3, 9.22 and 9.23. Depots are the only "static" units in the game.

8.6 Enemy Units

In general, your units may not enter hexes containing enemy units. Certain enemy units are, however, designated as eligible for capture. Such enemy units, when encountered by themselves in a hex by your moving units, may simply be moved on and captured at no extra cost; see 6.3 for details. Also note, however, that a friendly moving force consisting of only capture-eligible units couldn't, by itself, move on and capture an enemy force similarly consisting of capture-eligible units.

8.7 Stack & Force Movement

Units are not required to move together simply because they started a march or forced march phase in the same hex; such units might be moved together, individually, or in smaller sub-forces. See 6.5 for more details. When moving an entire stack, or a sub-force stack as designated in 6.5, you may not halt its movement in order to allow a unit or sub-sub-force to split off and move away on a separate course. Each force and/or sub-force, as designated in the hex-by-hex procedures given in 6.5, should have all its movement conducted before the movement of another force is begun. Note, however, you need not designate all your forces and sub-forces all across the map before starting your first actual move. Such designations are made one hex at a time. After the movement of all the units you want to move from one hex is resolved, designate a new hex, separate your stacked units there into as many forces as you want, and then resolve all that hex's movement.

8.8 No Pick Ups

Except as described above in 6.3 and 8.6, no moving force may pick up (add) any friendly units to it as it makes its move. It is allowed, though, after a given force has reached its destination hex for that phase, for other of your moving forces to move into that same hex on their own.

8.9 No Differing MF

All the units within a given moving force have the same movement factor and pay the same movement costs.

8.10 Terrain & Movement

All terrain features on the map are classified into two broad categories: natural and manmade. Both of those categories are further divided into different types. There is never more than one type of natural terrain in any one hex, but one or more types of manmade terrain may exist in one hex along with the natural stuff.

The natural terrain types on the map are: clear, Rio Grande Valley, mountains, mountain passes, impassable hexsides, and river hexsides.

The manmade terrain types are: towns/villages (that's one combined designation), the Santa Fe Trail, and forts.

Moving units and stacks pay different movement costs to enter a hex based on the terrain in the hex and around its sides. A summary of all these effects is given on the Terrain Effects Chart (TEC), which is printed on the map for quick reference during play.

8.11 Clear terrain is the most common terrain type in the game. It costs all units two MP to enter a clear hex.

8.12 Rio Grande Valley hexes cost all units one MP to enter each such hex.

8.13 Mountain hexes cost all units three MP to enter each such hex.

8.14 Mountain Passes, both Glorietta (4312) and those lying within the San Andres range (1907, 2112, 2409 & 2413), generally cost all units three MP to enter. The exception for the Andres Range passes is, if a moving force enters such a hex via a hexside to which the arrow points, that force pays two MP to make that move. If a moving force enters an Andres Range pass hex via any hexside other than one with an arrow pointing to it, that force must pay the normal mountain entry cost of three MP.

The exception for the Glorietta Pass is, if a moving force enters that hex via a hexside through which runs the Santa Fe Trail, that force pays only one MP to make that move. If a moving force enters the Glorietta Pass hex via any hexside other than one with the Santa Fe Trail running across it, that force must pay the normal mountain entry cost of three MP.

8.15 Impassable hexsides, which occur only in mountains, may not be moved or fired across in any way. Nor may supply lines be traced across such hexsides.

8.16 River hexsides cost moving forces one extra MP to cross. "Extra" means one MP must be expended in addition to the cost involved in moving into the hex on the other side of the river. For example, a force moving across a river hexside into a clear hex would expend a total of three MP to do so (but also see 8.17 below).

8.17 Towns, Villages & Forts are hubs within the overall transport and communication net, such as it was, which stretched across this area in 1862. As such, any hex containing a town, village or fort may be entered at the cost of one MP, no matter the natural terrain that may be present in and/or around that hex. Note further that river hexside crossing costs are negated traveling in either direction in and out of such places. That is, a force leaving or entering a town, village or fort hex across a river hexside doesn't pay the usual +1 "extra" cost for crossing such hexsides. Note that the combat effect of rivers on offensive fires is never negated; see 9.17.

8.18 Santa Fe Trail hexes cost forces moving along it just one MP to enter each such trail hex, no matter the other terrain present in those hexes. That reduced cost is only available, though, for units moving from one trail hex to another, across hexsides traversed by the trail symbol as drawn on the map.

Historical Note. West of the town of Santa Fe, the trail should actually be referred to as the Calle Real.

8.19 Cumulative Costs

The total movement cost for entering any hex is always the sum of all the applicable hex and hexside costs. For example, a unit crossing a river hexside into a mountain hex would pay a total of four MP to do so. That is, three MP to enter the mountain hex and an "extra" MP to cross the river hexside.

8.20 No Off-Map Moves

No unit once in play on the map may be voluntarily moved off it except as described in 7.3 and 7.4.

8.21 Border Hexsides have no effect on movement or combat.

8.22 March Procedure

Having designated all the forces within a given hex, the marching or forced marching player makes a separate die roll for each such force, adds in the cumulative effect of all applicable die roll modifiers (DRM) listed on the March & Forced March DRM List printed below (as well as on the mapsheet for quick reference during play), and then completes the movement of that rolled-for force based on that modified die roll.

8.23 Forced March Procedure

The procedure for moving units during your forced march phases are the same as those for regular marches, with one crucial exception. That is, in order to be able to make a forced march die roll, a force must have within it at least one leader unit.

Design Note. The terms "force" and "forced march" are somewhat similar and may be confusing to new players. The thing to keep in mind is they're two different things. A "force," as defined in 6.3, is essentially a stacking term, while "forced march" takes in all the movement that occurs during phases with that name. Any given "force," provided there's at least one leader in it, may make a "forced march," and may also make a move during its side's regular march phases. Moving in one march or forced march phase doesn't disqualify an otherwise eligible force from moving in its own side's following march or forced march phase. Otherwise eligible units may move in both such friendly phases during each game turn.

8.24 Zeroed Out Marches & Force Marches

It's possible for a moving force to roll a zero, either "straight up" or modified to that amount. In such cases all the units in that force are stuck in place for that phase. Such outcomes don't, though, affect the die rolls of other, not yet rolled for, forces in the same hex. Also note that zeroing out in movement wouldn't prevent a stuck force from attacking, and possibly advancing after combat, during the subsequent friendly combat phase. Likewise, if one or more of your forces zeroed out during a forced march phase, that wouldn't affect their ability to make defensive fires during the ensuing enemy combat phase.

8.25 March & Forced March DRM

Before rolling for the movement of a designated force, add all the applicable positive and negative die roll modifiers in the list below. Combine their total effect into one final DRM, which may be zero but will otherwise be positive or negative. Add final positive DRM to the rolled result. Subtract final negative DRM to the rolled result.

  • -1 if no leader is involved in a regular march.
  • -1 if any militia are part of the moving force.
  • -1 if a regular march is begun unsupplied.
  • -2 if a forced march is begun unsupplied.
  • +1 if the army (supreme) commander is involved in a march or forced march.
  • +1 if the moving force is Confederate with high morale.

8.26 No force may roll for more than one march per friendly march phase, and no eligible force may roll for more than one forced march per friendly forced march phase.

9.0 Combat

9.1 Combat may take place between immediately adjacent enemy forces, but attacking is always voluntary in NMC. No force is ever forced to attack simply due to enemy adjacency. Combat takes place only during the combat phases in both sides' player turns. It's never possible to launch an attack, or make defensive fires, across impassable hexsides (see the TEC), but no other terrains or water bodies work to prohibit combat. Old Hands Note. All combat in the game is termed "fire combat." That is, there's no follow-on "melee combat phase." Battle is handled in one combined combat process that, for convenience, we've simply termed "firing."

9.2 One Hex vs. One Hex

Each individual battle during a combat phase takes the form of one force of attacking units in one hex firing at one force of defending units in one adjacent hex. During the Union side's combat phase, all the forces of that side are considered "attackers," while all the involved forces of the Confederate side are considered "defenders," no matter the overall strategic situation across the map. During your side's combat phases only your own units may attack, and only your opponent's forces make defensive return fires. During your opponent's combat phases only his forces may attack, and only your forces may make defensive return fires.

Old Hands Note. There are no multi-hex attacks or defenses.

9.3 Single Attacks

No force may take part in more than one attack during each of its own side's combat phases. It's allowed, though, for one and the same defending force to be attacked more than once during each enemy combat phase. The only requirement is each attack must be delivered by a different force that hasn't yet attacked during that phase.

9.4 Multiple Defensive Fires

A given defending force will make a new defensive fire die roll every time it's attacked during an enemy combat phase. The fire strength, as well as any applicable die roll modifiers (DRM), are figured anew for each defensive fire.

9.5 Defensive Fire Limits

The defending player may never withhold from combat any units in a hex being attacked. Further, the defending player may never direct a given defensive fire against any enemy force other than the one that actually fired on the defending force that's about to make defensive fire.

9.6 Forces in Combat

A lone unit or a stack of units in a single hex is called a "force." During their own side's combat phases, players attack with their armies one friendly force at a time. Often you will want to keep together as a single attacking force all the units in the same hex. In those situations the units in such stacks should simply be fired together as one force in one and the same attack. At other times, however, you will want to fire some of the units in a force into one adjacent enemy occupied hex, while firing other units from that force into a different adjacent enemy occupied hex, while perhaps not even firing other units from that force into any hex. In those situations, before firing any units within a given hex, you must divide that force into specific new sub-forces before beginning to fire any of them. Arrange each new sub-force into its own stack and then begin firing each of those sub-forces one at a time according to the procedures given below.

As with movement, it's not necessary to divide all your forces, all across the map, prior to starting your attacks. Simply divide your forces in one hex into sub-forces; then resolve all the attacks coming from that hex one at a time. Then move to another friendly occupied hex and repeat the same divide-and-resolve process there.

9.7 Simultaneous Fires

By custom, the attacker in each battle should always fire (roll his fire resolution die) first. It's important to note, though, the defender makes his return fire prior to extracting any losses he is to suffer due to that attack fire. That is, for clarity's sake, the process of firing (combat die rolling) is carried out sequentially, attacker first; however, losses for both sides are extracted simultaneously and only after both sides have fired.

9.8 Non-Firing Units

The following units don't directly contribute any fire strength to combat, either defensively or offensively: leaders, artillery, supply wagons and depots. If a defending force consisting only of such units is fired on by fire-eligible enemy units, that non-firing defending force would simply be captured (see 6.3). An attacking force consisting only of such units can't initiate combat. Note, though, despite being unable to fire directly at an enemy force, the presence of non-firing units, within both attacking and defending forces that do contain other, fire-eligible, units, can have powerful effects on combat outcomes.

9.9 Combat Procedure

To begin a battle the attacker designates any one of his forces or sub-forces within any one hex and indicates the adjacent enemy occupied hex into which that force will direct its fire. He then adds up the number of strength points of regular infantry and/or militia if Union, or cavalry strength points if Confederate, and finds the corresponding column heading by looking across the top row of the Fire Table (FT) printed on the mapsheet. For example, if the Confederate player were firing with a force containing 17 cavalry strength points, he would do so by rolling a die and cross-indexing that result beneath the "16-20" column heading on the table.

9.10 Die Roll Modifiers

The combat die roll described above may be affected (modified up or down from the number actually rolled on the die) by a host of variables. Those variables are explained below and are listed below the Fire Table for quick reference during play. All applicable DRM are cumulative in their effect. Positive DRM enhance firepower, while negative DRM degrade firepower.

When both positive and negative DRM apply to one side's fire, combine them into one total. That is, for example, if a given firing force had one positive DRM of +2 that applied to its fire, but also had a total of three negative (-3) DRM that applied, the final DRM actually used to modify the die roll would be minus-one (-1). Note both players always figure their own modifiers independently of each other. That is, the fact a certain DRM applies to one side in no way works to take that same variable out of the calculation of the other side's DRM.

9.11 Militia units only belong to the Union side. If, therefore, a Union force firing defensively or offensively contains one or more militia factors, that force must apply a minus-one (-1) DRM to its fire roll. From the other side, a Confederate force firing at any Union force containing one or more militia strength points thereby gets to add a plus-one (+1) DRM to its fire roll.

9.12 Artillery. (Revised 27 September 2008; this rule is flagged in bold/blue in the eRules file.) If a supplied force (see 10.6) firing offensively or defensively contains one or more artillery units, that force adds plus-one (+1) to its fire die roll for every artillery unit within it. Note, though, artillery in unsupplied forces doesn't generate any effect offensively or defensively. Also, subtract one (-1) when firing offensively for each artillery unit present within a targeted supplied force.

9.13 Leadership Advantage

The side with the "leadership advantage" adds plus-one (+1) to its fire die roll. The side with the "leadership disadvantage" subtracts one (-1) from its fire die roll. To determine which side has the advantage, count up the number of leader units present on each side. Count each subordinate leader present as one, and count the army commander, if present, as two. The side with the greater number of such leader points has the advantage. If both sides have no or equal leader points involved, this DRM is not available to either side in that fight. Note that the DRM for this is never greater than plus-one or minus-one, no matter how many leaders are actually present to gain the advantage.

9.14 Confederate High Morale

If a Confederate force firing offensively or defensively has high morale (see 4.10), that force adds plus-one (+1) to its fire die roll. Similarly, any Union force firing at a high morale Confederate force must subtract one (-1) from its fire die roll.

9.15 Towns/Villages

If a force of either side fires offensively or defensively into a town/village hex, that force must subtract one (-1) from its fire die roll. Note there is no corresponding plus-one DRM advantage for firing out of such a hex.

9.16 Supply

If a force of either side is firing offensively or defensively at an enemy force that's come unsupplied into that battle, then that firing force adds a plus-two (+2) DRM to its fire die roll. At the same time, however, if a force of either side is firing offensively or defensively at an enemy force, and that firing force itself has come into the battle unsupplied, it must subtract two (-2) from its fire die roll. Thus both the positive and negative supply DRM may simultaneously apply to the same firing force, in which case their combined DRM effects are mutually canceling. See 10.6 for more details on supply in combat.

9.17 Rivers

If a force of either side is firing offensively across a river hexside, that force must subtract one (-1) from its fire die roll. If a force of either side is firing defensively across a river hexside, that force adds a plus-one (+1) to its fire die roll. Note the presence of a town/village or fort in a hex across a river hexside doesn't work to prevent the application of these DRM.

9.18 Mountains & Passes

If a force of either side is firing offensively into a mountain or mountain pass hex, that force must subtract two (-2) from its fire die roll. Note there is no corresponding positive DRM for being in a mountain or pass hex and firing out of it. Also note, in regard to pass hexes (both San Andres and Glorietta), the directionality of the offensive fire in no way works to prevent the application of the minus-two DRM.

9.19 Forts (Revised 27 September 2008; this rule is flagged in bold/blue in the eRules file.)

If a force of either side is firing offensively into an enemy occupied fort hex, that force must subtract one (-1) or two (-2) from its fire die roll (see the list of modifiers next to the Fire Table on the mapsheet). Note there is no corresponding positive DRM for being in a fort hex and firing out of it. Also note that forts work defensively for both sides. That is, if you capture a fort that initially belonged to the other side, that fort then gives its advantage to your forces just as if it had belonged to your side all during the game. That ownership switching process may go on any number of times during a game: forts are, in effect, indestructible in play.

9.20 Combat Results are always first absorbed in terms of strength point losses to involved fire-eligible units. For example, let's say there's a battle being resolved in which the attacker had 17 involved strength points with a final DRM of +1. He rolls a seven, thereby modifying his fire die roll to a final eight. Looking below the "16-20" column heading on the Fire Table until we cross-index with the "8" result, we find the number "4" printed in that box. That means the attacker 'scored' four strength point 'hits' against the targeted defending force. Those losses, though, would not be extracted from the defending force until after that defending force made its defensive fire; so its fire would not be diminished in any way due to those yet-to-be-absorbed losses.

9.21 Extracting Losses

Once both players have taken note of the losses their involved force in a battle must suffer, they must, defender first, extract those losses from their own involved forces. On the Union side such losses may only be taken from among involved regular infantry and/or militia strength points. On the Confederate side, such losses may only be taken from among involved cavalry units. Each point of losses works to remove to the dead pile one strength point of such units.

9.22 Capture By Victorious Attackers

If a defending force, in absorbing its combat result, thereby loses all the regular infantry, militia, or cavalry strength points within it, while the force that attacked it still has one or more of such strength points left in it after absorbing its losses, then any and all leader, artillery, supply wagon and depot units in that defeated defending force's hex are captured by the enemy force that attacked it.

Captured leaders are simply and permanently removed from play. Captured artillery and supply wagons are flipped over in place, which will reveal the same unit printed in the other side's background color. Similarly, captured depots are also flipped over to become the property of the capturing side, but in doing so they convert from depots into supply wagons. Captured artillery and supply wagons (no matter if converted from enemy wagons or depots), immediately and in all ways begin functioning for the capturing side.

Captured units may potentially be recaptured, etc., any number of times during a game. Note, though, a unit that began its career as a depot on one side and then is converted into a supply wagon upon being captured by the other side, would not, if retaken by its original side, reconvert into a depot. In such cases the original depot unit is permanently removed from play, and the recapturing player is allowed to substitute in place any one previously unused supply wagon that he might have in his pile of available and previously unused counters. If no such unit is available, no substitute may take place and that capture opportunity is forfeit.

9.23 Attacker Advance After Combat

In order to enable and initiate the capture process described above, at least one strength point of regular infantry, militia, or cavalry from a victorious attacking force must "advance-after-combat" into the defender's hex in order to take possession of the capture-eligible units as described above. More may go, but at least one strength point must go or the capture opportunity is lost. Leader, artillery and supply wagon units from the victorious attacking force may also be part of such advances (only depots may never advance after combat), as long as at least one strength point of regular infantry, militia, or cavalry also go.

Within those strictures, such advances don't use up march or forced march MP, and they require no die rolls. Note that advancing after combat isn't mandatory; it's always a decision that's made by a victorious attacking player. Also note, the resolution of a new battle may not be begun until the resolution of the previous battle, including any advance after combat, is finished.

9.24 No Defender Advances

If a defending force's fire wipes out all the regular infantry and militia or cavalry in the force that attacked it, leaving behind one or more enemy leader, artillery, supply wagon and/or depot units in the defeated attacking force's hex, there's no defender advance after combat or automatic capture of those units. The fate of such units would be resolved during subsequent phases according to rule 6.3.

9.25 Leaders, artillery units, supply wagons and depots may never be given up to satisfy combat strength point loss requirements. Such survivors in an otherwise massacred force are either captured as described above, or may finally have their fates resolved in certain processes described below in section 10.0.

Old Hands Note. There are no multi-round battles.

9.26 Attack Momentum (Optional Rule) (Added after the original print version; this rule is flagged in bold/red in the eRules file.)

At the end of his March Phase, the phasing player may declare in advance some or all of his attacks. No details as to supply consumption, or any other details, need be given at that time; simple declarations of where attacks will take place are sufficient. The effect of such declarations is, if the opposing player makes use of his Forced March Phase to vacate any hex designated to be attacked, that allows the attacking player to advance-after-combat into those vacated hexes during his Combat Phase even though there was no actual battle there. Also note, though, an attack declaration once made must be honored. That is, there's no bluffing allowed in terms of such declarations. Some attack, no matter its size or how well supported or unsupported it is, must go into to any declared hex that then still ends up being defended. Similarly, the attacking player may not decline to take his advance after combat into declared hexes that are abandoned by the defender.

10.0 Supply & Attrition

10.1 Much of the movement and combat in the historic campaign being modeled was conducted under conditions that would qualify as being "out of supply" in most wargames. In this design, then, operating fully supplied is more a luxury than it is the norm. (Admittedly, that's more true for the Confederates than it is for the Union.) In NMC, players use supply to maximize the performance possibilities of their units in movement and combat and as the only way to escape the ravages of attrition.

10.2 Supply Sources

There are two sources of supply in the game: supply wagons and supply depots. Both sides are able to capture enemy supply sources and use them as their own. Those two kinds of supply units are themselves always "in supply," and never need to be checked in that regard.

10.3 When to Check Supply

Check the supply status of all your non-supply units on the map at the start of each of your own side's supply phases throughout the game (see 5.2). Units found to be out of supply at that time must be checked for attrition losses (see 10.9 below). Each of your forces, as it begins its move during your march and forced march phases, should be checked for supply (see 10.5 below). And finally, at the start of each battle, the involved forces of both sides should again be checked as to their supply status (see 10.6 below).

10.4 Tracing Supply

To be in supply, units must be in the same hex as a supply wagon or no more than six hexes away from a friendly supply depot. In the latter case, check supply status by counting a path of contiguous hexes, which may be no longer than six hexes, from the force tracing the "supply line" back to the depot. Don't count the hex the tracing force is in; do count the hex in which the depot is located. The supply line may not enter any hex containing any enemy units, nor may it cross impassable hexsides. Other than those strictures there are no restrictions. Count each hex in a supply line path as "1" hex, no matter the terrains involved. Also, don't count river hexside crossing costs.

10.5 March & Forced March Supply

A force or sub-force that begins its move in supply in a march or forced march phase is considered to be in supply for that entire move. If drawing that supply from a supply wagon, that wagon need not accompany the moving force along any portion of its move. See 8.23 for more on march and forced march supply.

10.6 Combat Supply

The supply situation of both forces involved in a battle should always be the first item determined in every fight.

If one force (or both opposing forces) is within six hexes of a depot friendly to it, and at the same time has no supply wagon with it, that force will always and automatically draw its combat supply from the nearby depot.

If one player has a supply wagon within his involved force, and the other player either has depot supply or no supply at all, the player with the supply wagon should immediately announce if he will consume his supply wagon for combat supply.

If both players are out of range of friendly depots, but both also have supply wagons within their involved forces, use the "Supply Declaration Markers" (see 2.10) provided in the counter-mix to make secret and simultaneously revealed declarations as to their intent in regard to committing or holding back those supply wagons. See 9.16 for more on combat supply.

If a defending force once consumes a supply wagon for combat supply, that supply wagon provides supply to that force all during that combat phase no matter how many times it's attacked. Similarly, if a player owning a defending force has a supply wagon with it, and at first declines to consume it, he is allowed to change his mind and consume it if subsequent attacks that same phase make him feel it's the right thing to do.

10.7 Supply Wagon Consumption & Removal

Providing supply during attrition checks, or for a march or forced march, never causes the consumption (removal) of a supply wagon. Providing supply for combat does cause a supply wagon to be removed from the map. Once a supply wagon counter has been consumed and removed from the map, it may generally not be brought back into play in any way for either side, but see 9.22. Note that simply having one or more supply wagons present within a force involved in combat doesn't require you to expend one of them. You may deliberately go into combat unsupplied in the hope of saving that precious commodity for later, and perhaps more decisive, use. (See 6.3, 8.5, 9.22 & 9.23 for more details on all of this.)

Old Hands Note. There is no advantage in consuming more than one available supply wagon in given battle.

10.8 No Depot Consumption

Providing supply of any kind never causes depots to be removed from the map. Depots are only consumed if captured by the opposing side, in which case they're flipped over to reveal a supply wagon printed in the color of the capturing side. (See 6.3, 8.5, 9.22 & 9.23 for more details on all of this.)

10.9 Attrition

During the attrition sub-phases of each of your own side's player turns throughout the game, check all your forces on the map to see if they have supply at that time as described above in 10.4. For such checks, all the units in a given hex are always considered to be one force; no division into sub-forces may take place. To make a check for each out of supply force, total the number of regular infantry, militia or cavalry strength points within it. (Don't count any other kinds of units.) Then find that corresponding column heading on the Attrition Table printed on the mapsheet. For example, an unsupplied force containing 13 strength points would be rolled for beneath the "11-14" column heading.

Before rolling the die, look beneath the table to find all the die roll modifiers that apply to that force. Use the same general cumulative-total procedures as described for combat die roll modifiers in 9.10; however, the maximum DRM for having present an army commander and one or more subordinate leaders is plus-three (+3). Roll the die and cross-index the final modified result with the numbers printed down the sides of the table.

To continue the example above, if a force with 13 attrition-eligible strength points and no applicable DRM rolled a "6," that force would lose a total of four strength points, chosen by the owning player from among his attrition-eligible units in that force. Note that leaders, supply wagons, depots and artillery units may never be given up to satisfy attrition loss requirements.

10.10 Supply Wagon & Artillery Destruction

During each of your own player turns' supply wagon and artillery destruction sub-phases, you may choose to remove permanently from play any of your supply wagons and/or artillery units anywhere on the map. The only requirement is there must also be one or more strength points of friendly militia, regular infantry or cavalry in the hex containing those units in order to carry out the destruction. Enemy supply wagons you've captured, as well as enemy depots you've captured and converted into supply wagons, are eligible for this kind of destruction and removal. You may not, though, ever choose to destroy a friendly depot counter.

Design Note. Though depots do, to a certain extent, represent actual stockpiles of supplies, they also represent the overall agricultural and handicraft manufacturing capacities centered on certain locales. Hence they can't be thoroughly done away with as is the case with supply wagons.

10.11 Depot Creation

You may choose to create new depots using the following procedure during any of your own side's depot creation sub-phases throughout the game. The first requirement is a friendly depot unit-counter, which has never yet been deployed onto the map in any way, must be among your available off-map units. That being the case, if you bring together two supply wagons in any town/village or fort hex that contains no depot at that time, and then consume (remove) those two units, you may immediately replace them in that hex with the available depot counter. Depots built after the start of play function in all ways as those that began play already on the map. Supply wagons used to create a depot are permanently removed from play.

Friendly constructed depots may not be deconstructed in order to return to play their component friendly supply wagons. Constructed depots are eligible for normal capture by the enemy, but such captures would still only yield one supply wagon to the capturing players.

Editorial note on the variant section: the eRules file appends rules for the "No Prisoners!" and "Back to Iraq" counters, which are variant-extensions for two other Strategy & Tactics games and are not part of the NMC rules. They are not reproduced in this file.