RulesPal
Chat
Rulebook
De Bull Run à Appomatox thumbnail

De Bull Run à Appomatox

De Bull Run à Appomatox Rulebook

Table of Contents

Table of Contents

  • 1. GENERALITIES
    • Terrain
    • Game scale
    • Game terms
  • 2. UNITS AND ORGANIZATION
    • 2.1 Units
    • 2.2 Unit reduction
    • 2.3 Headquarters units (HQs)
    • 2.4 HQ elimination
    • 2.5 Using HQs
    • 2.6 Combat experience
    • 2.7 Risk taken by HQs
    • 2.8 HQ activation
  • 3. MARKERS
  • 4. SEQUENCE OF PLAY
  • 5. ZOC AND STACKING
    • 5.1 Stacking
    • 5.2 Zones of control (ZOCs)
  • 6. MOVEMENT
    • 6.1 Movement
    • 6.2 Movement limitations
    • 6.3 Rail movement
    • 6.4 Reconnaissance of enemy HQs
  • 7. COMBAT
    • 7.1 Unit table and terrain effects
    • 7.2 Terrain effects on combat (see Table 7.2)
    • 7.3 Major strategic cities
    • 7.4 Combat in difficult terrain
    • 7.5 Winter campaigns
      • 7.5.1
    • 7.6 Results of land combat
    • 7.7 Example of land combat
      • 7.7.1 Example of attack on a fort followed by a siege
    • 7.8 Winning a combat
    • 7.9 Cavalry advantage
  • 8. RANDOM EVENTS
    • 8.2 Death of officer from illness
    • 8.3 Public dissatisfaction
    • 8.4 Blockade runners successful
    • 8.5 Increased volunteers
    • 8.6 Desertions
    • 8.7 Advanced Northern technology
    • 8.8 Fixed events (noted by a red dot on the turn track)
    • 8.9 Jefferson Davis elected President of the Confederation
    • 8.10 Slavery abolished
    • 8.11 Lincoln reelected
  • 9. REVENUE COLLECTION AND UNIT MAINTENANCE
    • 9.2 Unit maintenance
    • 9.3 Naval blockades
  • 10. PURCHASING NEW UNITS
  • 11. RAIDERS
    • 11.1 Destruction of railroad bridges
    • 11.2 Destruction of rail sections
    • 11.3 Pillaging strategic cities
  • 12. FORTS AND FORTIFICATIONS
    • 12.1 Forts
    • 12.2 Besieging a fort or major strategic city
    • 12.3 Fortifications
  • 13. RIVER EFFECTS
    • 13.1 Using Northern gunboats
    • 13.2 Potomac gunboats
  • 14. GOAL OF THE GAME
  • 15. PASSING COMMAND
  • 16. CAMPAIGN SCENARIO
  • 17. INTRODUCTORY SCENARIO
  • 18. HISTORICAL BATTLE SITES

1. GENERALITIES

Terrain

The map represents the east coast of the United States and is divided into zones. Each zone is adjacent to several other zones, and movement is allowed between adjacent zones. For control purposes, cities with "city" terrain in several zones (e.g. Saint Louis, Baton Rouge) are considered to be located in the zone (or subzone for zones divided by a river) in which the city name is actually printed.

Game scale

The game is divided into 26 turns of two months each.

Game terms

CSA = Southern units (Confederate States Army) USA = Northern units (United States Army) EM = Headquarters or HQ (noted officers) PA = Action Point or AP ZA = Active Zone or AZ PC = Combat strength PM = Movement allowance

2. UNITS AND ORGANIZATION

The counters represent the combat units of the two sides as well as markers needed for play.

2.1 Units

Each Northern or Southern piece may represent:

  • an officer and his headquarters (HQ) as a command unit;
  • an infantry unit;
  • a cavalry unit;
  • an artillery unit;
  • a fleet of ships as a naval unit;
  • a fort and its garrison as a fort unit.

Each land unit possesses a combat strength and a movement allowance. 1 infantry combat point equals 10,000 men and 1 cavalry combat point equals 2,000 men (a raider equals 1,000 men). 1 artillery point equals 30 guns.

2.2 Unit reduction

Naval units and forts possess two strength levels (or 2 steps):

  • Front: Full-strength naval or fort counter

  • Back: Reduced unit

  • Infantry, cavalry (or raiders), and artillery possess a combat value showing their strength.

  • Each time a land unit suffers a point loss, replace it with a unit with one less point of strength.

  • If the last strength point of a land unit is eliminated, remove it from the game.

  • HQs possess two levels:

    • Front: Inexperienced HQ
    • Back: Experienced HQ

2.3 Headquarters units (HQs)

Each side has a pool of 12 HQ units that control the armies on the map and give benefits to unit placed under their command. At the start of the game, each player controls 4 HQs; the others may be received during the course of the game. If a player is called upon to select an HQ from the reserve and there are none available, he receives nothing.

2.4 HQ elimination

An HQ may be eliminated in several ways:

  • if the army it commands is eliminated or surrenders (an HQ may be eliminated or removed through a random event, see 12);
  • if the HQ is killed or captured during combat.

Notes

  • An eliminated HQ may not return to the game.
  • A recalled HQ is replaced by drawing randomly from the HQ reserve (the recalled HQ is placed back in the reserve).
  • An HQ eliminated in combat is replaced at the beginning of the following turn with an HQ from the reserve. If there are no remaining HQs, the units that no longer have an HQ may not move or attack, and remain in place in their zone in a defensive posture. If the player moves an HQ into the zone, they may be attached; if the enemy moves into the zone, the defending units with no commander suffer a –1 to cohesion and organization.

2.5 Using HQs

An HQ may never engage in combat alone; the units under its command attack enemy units (the HQ mat be killed or captured). An HQ provides a bonus (or a disadvantage) to the units under its command based on the experience that it has acquired in the course of combat.

2.6 Combat experience

At the start of the game, each HQ is rated N (for novice or inexperienced). Only the Lee HQ begins with experience (E).

If an 'N' HQ wins 1 victory without a defeat during a turn, it becomes experienced. Flip it to its 'E' side.

If an 'E' HQ suffers 1 defeat without a victory during a turn, it returns to inexperienced level (this reflects the irreplaceable loss of experienced troops).

Note

Combat experience represents charisma acquired from leading an army, leadership, as well as experience acquired by the troops, improving from conscripts to veterans. The efficiency level of an HQ is represented by its bonus.

2.7 Risk taken by HQs

For each combat, the Southern player rolls 2d6:

  • on a result of 2, the Southern leader must make a survival check.
  • on a result of 12, the Northern leader must make a survival check.

Survival check

The player rolls 1d6 and applies the following results:

  • 1 to 4: the general is wounded; remove the unit from the game and place it in the HQ reserve.
  • 5 or 6: the general is killed or captured; remove it from the game permanently.

Note

If a general is wounded, it is replaced at the beginning of the following turn by randomly drawing from the HQ reserve (the new HQ may be the same as the one that was wounded).

2.8 HQ activation

At the start of the game turn, the two players each roll 1d6+1 (with an additional +1 for the Southern player for all of 1861 and 1862, and an additional +1 for the Northern player for all of 1864 and 1865).

The final result (2 to 8) gives the number of Action Points (APs) that each player receives for the turn.

Using APs

  • 1 AP to activate an HQ (2 APs to activate Banks or Burnside).
  • 1 AP to activate a fleet (of any size).
  • 1 AP to activate a raider unit.

Note

  • Only fleets that begin the turn in the same zone may move together for the 1 AP cost. They must remain together for their entire movement. Otherwise, the player must expend 1 AP for each separate group or single fleet.

3. MARKERS

Turn initiative marker

This piece is placed on the turn track, with the initiative side face up.

Raiders

This piece represents cavalry units infiltrating behind enemy lines. The unit represents an independent cavalry regiment whose role is to cause as much damage as possible and to sow panic and confusion by destroying bridges and railroads. There never be more than 1 raider unit in the game for each side at any one time (see 8).

Destroyed bridge/railroad

These pieces indicate bridges and railroads that have been destroyed by raider units passing through the zone (see 8.1/8.2).

Revenue

These pieces indicate a player's revenue level (see 9).

Forts

These pieces indicate zones that are protected by a fort (see 12).

Fortifications

These pieces indicate a zone that has been fortified by an HQ and its army (see 12).

Stars and Bars

These pieces indicate strategic Northern cities captured by the Southern player.

Stars and Stripes

These pieces indicate strategic Southern cities captured by the Northern player.

Pillaged city

These pieces indicate a strategic city that has been sacked by a raider unit. The owning player may not receive any revenue from that city at the end of the turn (see 11.3). The marker is removed at the very end of the turn.

Battle

This piece is placed in a zone where combat is taking place. The units involved are placed on the battle display located in the lower right corner of the map. Once the battle is resolved, surviving units are placed back in the zone and the marker is removed.

Active

This piece is placed on an HQ/fleet that has taken an action during the current turn.

4. SEQUENCE OF PLAY

The game lasts 26 turns. At the beginning of each turn, the players each roll 1d6+1 (with an additional +1 for the Southern player in 1861 and 1862, and an additional +1 for the Northern player in 1864 and 1865). The player with the highest final total gains the initiative (indicated by flipping the turn marker) and begins the HQ/fleet activation phase. In case of ties, the Northern player gains initiative. The final results also indicate the number of APs between 2 and 8 available to each player for the turn. The two players then follow the sequence of play below.

In the HQ/fleet activation phase, the initiative player activates an HQ or a fleet. Once the movement and combat of the HQ or fleet is finished, an Active marker is placed on the HQ or fleet to indicate that is finished for the turn. The other player then activates an HQ or fleet in the same manner. The first player then activates another HQ/fleet and so on until both players have used all of their available APs.

Notes

  • If a player has more APs than his opponent, he continues to expend any remaining APs after the other player has used his last one.
  • A player is not required to use all of his available APs, but any unused APs may not be carried over to the next turn.
  • It is possible that a player will not have enough APs to move all of his HQs/fleets. If so, they will have to wait until the following turn when more APs become available.

For each HQ/fleet activated, the player may perform only one of the following actions (unless free *):

  • Reconnaissance of enemy HQs located in an adjacent zone (free action *),
  • Land movement of an HQ or a fleet within movement range,
  • Fortify a zone if an HQ does not move (see 12),
  • Move an HQ by sea or river if located in a port zone using a fleet located in the same zone for invasion or movement,
  • Move an HQ by train if located in a zone with a railroad to connected zones containing railroads,
  • Move a raider unit (11).

Notes

  • An HQ that moves must attack any enemy HQs it encounters that turn.
  • A fleet that moves must attack any enemy fleets it encounters that turn.
  • A fleet may perform a naval attack against coastal or river zones that contain one or more forts.

The turn is played in the following phases:

  1. Preparation phase (simultaneous)
  • Each player rolls 1d6+1 to determine initiative.
  • The Northern player checks for random events (see 8). Not rolled on the first turn.
  • Maintenance of units already in play (9.2).
  • Each player may draw 1 HQ from the reserve if any are left (2).
  • Purchase new units (infantry, cavalry, artillery, fleets, raiders) if any revenues remain after unit maintenance (10 and 12).
  • Replacement of eliminated or wounded HQs from the previous turn. Draw a piece from the reserve and place it in the zone containing the units that lost their HQ (see 2.4).
  1. HQ/fleet/raider activation phase (alternating)
  • The initiative player may activate an HQ, fleet, or raider. Once its activation is complete, place an Active marker on the unit.
  • The second player may activate an HQ, fleet, or raider. Once its activation is complete, place an Active marker on the unit.
  • The players continue to alternate activations until they have no remaining APs.
  1. Promotion phase
  • Each inexperienced HQ (N) that has won in combat is flipped to its experienced side (E).
  • Each experienced HQ (E) that has lost in combat is flipped to its inexperienced side (N).
  1. New unit placement phase (simultaneous)
  • Players place new HQs/raiders from Phase 1 in zones containing strategic cities.
  • Land units are placed:
    • with an HQ that is returning to the game (place them on the corresponding box of the leader organization chart),
    • with an HQ already in the game (on the organizational chart), or
    • on a strategic city without an HQ. If an HQ enters the city, the units are immediately placed under that HQ's command.
  • Fleets are placed on strategic city ports.
  1. Revenue collection phase
  • Players determine the revenue value of all strategic cities in their possession and adjust their markers on the revenue track.

5. ZOC AND STACKING

5.1 Stacking

An HQ may command a maximum of 20 combat points (CPs) of all combined types. Each player may have a maximum of 2 HQs (40 CP maximum) in any zone. An HQ that is moving or retreating may not stop in a zone containing 2 friendly HQs. If 2 HQs are located in the same zone, the combat bonus comes from the weakest leader. In case of ties, only one bonus is applied.

5.2 Zones of control (ZOCs)

All zones on the map are under one of four types of status during the course of the game:

Unoccupied zones

These zones are not controlled by either of the two players. These zones have no influence on unit movement.

Zones under Northern control

Zones occupied solely by Northern HQs/fleets. If Southern HQs/fleets (or raiders) enter such a zone, they must immediately cease their movement and engage in combat. If the enemy HQs/fleets remain in the zone, it becomes a Besieged zone.

Translator's note

Several zones are subdivided because of rivers crossing through the zone. My interpretation is that if there is an existing bridge, the zone is treated as a single area and any defender would get the river benefit. If there is no bridge, or it is destroyed, enemy forces may coexist on separate sides of the river if they entered the zone from opposite sides of the river.

Zones under Southern control

Similar to zones under Northern control.

Besieged zones

Zones occupied by an HQ of one side and a fort of the other side (with or with an HQ inside). The besieging player may move another HQ into the zone to reinforce the already present HQ without being required to attack.

If the besieged player moves a new HQ into the zone, it must attack, with the possibility of adding any besieged HQs into the combat.

Note

Only zones containing forts or strategic cities may be besieged.

6. MOVEMENT

6.1 Movement

All HQs/fleets have a specific movement allowance:

  • HQ alone = 6 zones per turn, regardless of season.
  • HQ moving by rail = 6 zones per turn.
  • HQ transported by fleet = based on type of fleet.
  • HQ including cavalry, with or without artillery = 5 zones per turn.
  • HQ including mixed infantry, cavalry, artillery = 3 zones per turn.
  • HQ including infantry, with or without artillery = 3 zones per turn.
  • Raiders = 5 zones per turn.
  • Sail fleet = 4 sea zones per turn.
  • Steam fleet = 6 sea zones per turn.
  • Battle fleets = 5 sea zones per turn.

An HQ/fleet/raider expends 1 movement point for each zone entered. Any unused MPs are lost. All units that begin a turn with an HQ must end the turn with the same HQ, except by passing command (see 15).

Notes

  • HQs may not enter mountains zone that do not contain railroads.
  • HQs/fleets/raiders that enter a zone controlled by the enemy or under siege must immediately cease movement.
  • Retreating HQs may not enter zones under enemy control or under siege.
  • If an HQ cannot retreat, its troops are eliminated and it surrenders.
  • If a fleet cannot retreat, it is eliminated.
  • An HQ may not use rail movement if it would cross the North/South border.
  • An HQ may not use rail movement and normal movement in the same turn.

6.2 Movement limitations

HQs may not enter sea zones unless being transported by a fleet.

Fleets may not enter land zones unless moving along a river.

HQs may only cross rivers at intact bridges. Raiders may cross without a bridge.

Any units under an HQ's control must begin and end their movement with that HQ. Units may not be dropped off along the way.

6.3 Rail movement

To use rail movement, an HQ must begin the turn in a zone containing a railroad. An HQ using rail movement may cease movement at any point along the railroad.

If a rail zone is occupied by an enemy unit (or contains a bridge/rail destroyed marker), the HQ must cease movement in that zone.

HQs may not move by rail across the North/South border. That is, Northern units may only move by rail through states printed in blue, and Southern units through states printed in gray. Jefferson City, MO and Munfordville, KY are considered Northern for rail movement.

Only the Southern player may use the rail junction between Cairo and Memphis.

Only the Northern player may use the rail junction between Nashville-Forts Henry and Donelson and Munfordville.

The Northern player may use the stretch of line between Baltimore and Cincinnati that crosses the Potomac at Harper's Ferry.

Units may use railroads to move by foot through otherwise prohibited terrain. For example, the Southern player may cross the bridges at Harper's Ferry and move by foot along the rail to Cincinnati.

6.4 Reconnaissance of enemy HQs

Before movement, an HQ may make a free reconnaissance of all adjacent zones containing enemy HQs. Cavalry need not be present in the searching force, and a lone HQ (without units) may also perform reconnaissance. This reconnaissance allows an approximate determination of the number and type of PCs commanded by adjacent HQs. If several enemy HQs are present in an adjacent zone, they are rolled for separately.

The player performing reconnaissance rolls 1d6 and applies the modifiers listed below. The result is then compared to the table below.

Translator's/transcriber's note: the die-roll numbers are not printed in the translated text. They are supplied here from the order of the table's rows and its "Same as 3" references.

DierollResult
1Nothing discovered
2Nothing discovered
3Target must reveal number of CPs plus or minus 10 CPs
4Same as 3 plus number of infantry CPs plus or minus 4 CPs
5Same as 3 and 4 plus number of cavalry CPs plus or minus 2 CPs
6Target must reveal combined number of CPs plus or minus 2 CPs for each type
7+Target must reveal exact composition of enemy force

Modifiers

  • +1 for each cavalry PC with reconnoitering HQ if declared by that HQ
  • -1 for each cavalry PC with target HQ if declared by that HQ
  • +2 for the Northern player if he possesses balloons (may be negated by Southern cavalry)

Once an HQ has made all possible reconnaissance attempts, it may then move.

7. COMBAT

An HQ attacks in a zone it enters if occupied by an enemy HQ. Combat is mandatory whenever an HQ enters a zone occupied by an enemy HQ.

A fleet attacks in a zone it enters if occupied by an enemy fleet or ports/forts. Combat is mandatory against enemy fleets but not if against a fort or port (unless the fleet is in a river, in which case combat is mandatory against a fort).

To resolve combat, each player rolls a number of dice equal to the number of friendly CPs engaged in that combat. Each roll is modified according to the Modifier table.

Combat is simultaneous.

7.1 Unit table and terrain effects

Once the CP values of each side are known, the players refer to the Combat Table to determine the number of dice and the rolls necessary to score a hit for each type of unit involved. (see Combat Tables 7.1.1 and 7.1.2).

Notes

  • Cavalry may only move 3 zones if accompanied by infantry.
  • Artillery may move 5 zones if accompanied by cavalry and not infantry.
  • HQs move at the speed of the slowest unit type in its army.

7.2 Terrain effects on combat (see Table 7.2)

  • A major strategic city or a fort may not receive an additional fortification marker.
  • Difficult terrain zones may not receive a fortification marker.

7.3 Major strategic cities

Washington, DC (North), New York (North), Richmond (South), Vicksburg (South), New Orleans (South), Atlanta (South), and Charleston (South).

All units defending in these cities, with or without an HQ, may only be hit on a die roll of 6.

7.4 Combat in difficult terrain

If combat occurs in a difficult terrain zone, the attacking player may only achieve a hit on a die roll of 6 on 1d6, regardless of the type of unit attacking. All combat modifiers are applied to the die roll. An unmodified roll of 6 is always a hit.

Note

  • Units defending in a fort, fortified zone, difficult terrain, behind a river, or in a major strategic city resolve combats against attacking units normally.

7.5 Winter campaigns

During winter turns (indicated in blue on the turn record track), land unit movement is reduced to 2 zones, including rail (except for HQs traveling alone, HQs and their armies moving by sea, and raiders). If combat occurs, both sides suffer a –1 penalty to the die (except in naval combat). The –1 also applies to forts in land combat.

Note

  • If the attacker would normally be required to roll a 6 to hit because of difficult terrain or defensive positions occupied by the defender, no combat may occur. This limitation also prohibits HQs from entering a zone occupied by an enemy HQ during winter turns.

7.5.1

At the end of each winter turn, each player rolls 1d6-1. The result is the number of CPs that are eliminated from winter attrition. Only infantry and cavalry units suffer winter effects. The players may take these losses as they desire, from one or several HQs.

7.6 Results of land combat

Each die roll is read individually, not cumulatively. Roll for infantry/cavalry first, and then artillery (Exception: If the necessary hit roll is 6, the order is unimportant).

Priority order for losses is as follows:

  • Losses always come from the majority target type of unit controlled by the affected HQ.
  • In case of equal number of PCs, apply one loss to infantry, then cavalry, then artillery.
  • In an attack on a fort, it may not be the target of the attack if there is more than one land unit in the fort.

Notes

  • Once a battle is over, the defender decides if he will remain or withdraw.
  • If the defender remains, the attacker decides if he will remain or withdraw.
  • If the attacker remains, perform a second round of combat.
  • If one side withdraws, the combat ends and the side remaining is considered to have won the combat.

7.7 Example of land combat

Combat in difficult terrain, North attacking

The Northern player has an inexperienced HQ with 4 infantry CPs, 2 artillery CPs, and 1 cavalry CP.

  • Total dice for the Northern attack = 5d6 for a 5 or 6 (Inf + Cav) + 2d6 for a 4, 5, or 6 (Art)
  • Roll to hit = 6 for difficult terrain rolled with 7d6
  • Northern results (+1 each for the cavalry bonus) = 7, 6, 5, 4, 3, 2, 2

Distribution of losses

The Southern player loses 1 infantry CP (out of 3 CP) for the 7 roll.

For the second loss (the 6), the player loses 1 infantry CP due to equal amounts of CPs (he now had 2 infantry and 2 artillery; priority goes to infantry).

Remaining Southern force: 1 infantry CP, 2 artillery CP.

The Southern player has an experienced HQ at +1 and 3 infantry CPs and 2 artillery CPs.

  • Total dice for the Southern attack = 3d6 for a 5 or 6 (Inf) + 2d6 for a 4, 5, or 6 (Art)
  • Roll to hit is normal for the defender and he rolls 3d6 for the infantry and then 2d6 for the artillery
  • Southern results (+1 each for the HQ) = 7, 6, 3 and 6, 4

Distribution of losses

The Northern player loses 2 infantry CPs (from his 4 total infantry CPs) on the first three die rolls (the third roll has no effect).

For the 2 following losses (artillery needs a 4 or more), the Northern player loses 1 infantry CP and 1 artillery CP.

Remaining Northern force: 1 infantry CP, 1 artillery CP, 1 cavalry CP.

7.7.1 Example of attack on a fort followed by a siege

The Northern player is attacking. He has an experienced HQ at +1 with 6 infantry CPs and 3 artillery CPs.

The Southern player is defending. He has a fort and an inexperienced HQ with 2 infantry CPs and 2 artillery CPs.

  • Total dice for the Northern attack = 6d6 for a 5 or 6 (Inf) and 3d6 for a 4, 5, or 6 (Art)
  • Roll to hit = 6 for an attack on a fort, rolling 9d6
  • Northern results (+1 for the HQ) = 7, 6, 6, 5, 4, 4, 3, 2, 2

Distribution of losses

The Southern player loses 1 infantry CP followed by 1 artillery CP (because of equal numbers), followed by 1 more infantry CP for the third hit.

Remaining Southern force: 1 artillery CP and the fort.

  • Total dice for the Southern attack = 2d6 for a 5 or 6 (Inf) + 2d6 for a 4, 5, or 6 (Art) + 4d6 for a 3, 4, 5, or 6 (Fort)
  • Roll to hit is normal for the defender and he rolls 2d6 for the infantry followed by 2d6 for the artillery and finally 4d6 for the Fort
  • Southern results = 4, 1 and 6, 4 and 5, 4, 4, 3

Distribution of losses

The Northern player loses 2 infantry CPs from the first 4 rolls (the infantry fire had no effect).

He then loses 1 infantry CP, 1 infantry CP and 1 artillery CP, and then 1 infantry CP from the fort rolls.

Remaining Northern force: 1 infantry CP and 2 artillery CPs.

Beginning of the siege

The Northern player, even though suffering more losses than inflicted, may remain in the zone without withdrawing or attacking again.

The defender is not required to attack, but he may if he wishes, in his own turn. If so, the Southern player would not benefit from the fort for any HQs or troops that attack.

Notes

  • If the Northern player had not inflicted any losses, he would have had to retreat without starting the siege.
  • The fort garrison surrenders if the fort is reduced and it does not inflict any losses on the enemy.
  • A besieged fort and the troops it contains surrender at the beginning of the next attacker's turn if the defender does not counterattack or reinforce the besieged units.

7.8 Winning a combat

The HQ that suffers the greater number of CP losses is considered the loser. Once combat is ended, the defender has the choice of whether to remain or retreat, followed by the attacker's choice. If the two sides remain, a second round of combat is performed; otherwise the loser must retreat from the combat zone. The winner occupies the combat zone.

Note

  • In the case of a fort being attacked, the defender at the end of combat may choose to retreat. If he does not, the fort is besieged. If he retreats, the fort is still besieged, but only the fort.

7.9 Cavalry advantage

The player that possesses the greater number of cavalry CPs in a combat receives a +1 bonus to all dice rolls, even in defensive terrain, but not during winter turns. This bonus is cumulative with any HQ bonus.

If an HQ only commands cavalry (with or without artillery), it may refuse combat and retreat 1 zone in any direction, except for the zone from which the enemy HQ just moved. This option to retreat is a free but must be made before any dice are rolled.

Note

  • If the enemy has HQ has at least 1 cavalry CP, the retreat is not allowed and combat must occur.

7.10 Naval combat results

As with land combat, dice results are individual not cumulative.

Players choose how to distribute losses among their fleets.

If an ironclad or a fort participate in combat, the player that attacks them must indicate which dice rolls are specifically directed at them.

7.11 Example of naval combat

The Northern player has 1 sail fleet and 2 steam fleets.

The Southern player has 1 steam fleet and 1 ironclad fleet.

  • Total dice for the Northern player = 6d6 for a 5 or 6 (before rolling he indicates which rolls go against the ironclad)
  • Northern die rolls = 4d6 against the steam fleet of 5, 5, 2, 1 + 2d6 against the ironclad of 2, 2
  • Total dice for the Southern player = 2d6 for 5 or 6 + 4d6 for a 4, 5, or 6
  • Southern dice rolls = 3, 2 + 5, 4, 1, 1

Distribution of losses

  • The Northern player is hit twice by the ironclad and chooses to lose 2 steps from the sail fleet.
  • The Southern player's steam fleet is hit twice and the ironclad is intact, no shots hit.

7.12 Winning a combat

Once the first round of combat ends, the defender has the option of withdrawing or remaining, followed by the attacker's choice.

If one of the two sides withdraws, it is defeated and must retreat to the zone from which it came.

If both sides choose to remain, proceed to a second round of combat.

Notes

  • If the second round is not decisive, the combat ends and the side that attacked must retreat to the zone from which it arrived.
  • If a fleet is transporting troops or HQs sinks, the troops and HQs are also lost.

7.13 Special combat

7.13.1 Combat against a raider unit

A raider unit may always retreat before combat if it attacked by an HQ with no cavalry. Otherwise, it must always fight, and then retreat, if attacked by an enemy HQ with cavalry. The HQ will automatically gain any benefits for winning a victory during the turn.

If a raider is attacked by an HQ with cavalry, combat proceeds as follows:

  • Reduce the raider to 1 CP if it is currently 2 CP.
  • Remove the raider from the map if it is only 1 CP.

If it is not eliminated, the raider must then retreat to any adjacent zone of the raider's choice. After the retreat, the player rolls 1d6 or 2d6 (based on number of raider CPs at the start of combat) with any 5 or 6 causing a loss to the attacker. Losses must be taken by cavalry and then infantry, if necessary.

For raider vs. raider combat, simply roll the 1d6 or 2d6 appropriate for each side. The loser must retreat to an adjacent zone.

7.13.2 Combat between warships and forts

If a fleet attacks a fort, perform combat normally. No land units or HQs may participate. If the attacking fleets obtain more than one hit, only the first hit counts. Flip the fort to its reduced side or remove it if already reduced.

In effect, a fort may not be eliminated by a single naval attack. It may be eliminated, but only from two separate attacks on two separate turns. The turns need not be consecutive.

Attacking fleets must withdraw to their previous zone at the end of combat, unless the fort is destroyed in the attack.

Damaged/reduced forts may not be repaired.

If a fleet defends in naval combat in the same zone as a friendly fort, the fort may only participate if the fleets are placed within the fort. The fleets would then gain the defensive benefits of the fort. Forts may defend in naval combat but they may never attack.

If a fleet enters a zone containing an enemy fort, the fleet must either: attack the fort and then withdraw if the fort is not destroyed; or remain in the zone in order to blockade it (North only), in which case there is no combat between the fort and the fleet.

7.13.3 Amphibious invasions

Only the Northern player may conduct invasions. He must possess an HQ in a friendly port occupied by at least one fleet. He transports the HQ by fleet to an enemy port (which may or may not be occupied by an HQ or fort). One fleet may transport up to 10 CPs of all arms combined.

The transported units suffer the fate of the fleet if it is engaged in combat. In the case of naval combat, the transported units play no part.

In order to debark, there may not be any enemy fleets in the port zone. If there are, no debarkation may take place.

If the port is not defended, it is automatically captured (place a control marker).

If a Southern HQ or fort are present, perform land combat normally, but the Northern player may include his naval units for purposes of determining the number of dice rolled (their cannons provide support to the invasion). Only the debarking units suffer losses, not the naval units.

If the Northern player scores any hits, the fort is besieged. If there are no more enemy HQs/ports in the zone, the port is captured (place a control marker).

If he loses the combat, he may retreat back onto the fleet. On the following turn, the fleet must transport the losing HQ and its army back to the nearest friendly port.

8. RANDOM EVENTS

At the beginning of each turn, the Northern player rolls 2d6 on the Random Events Table below (Table 8.1) to determine if an event has an effect on that turn. (RAS = No effect)

Transcriber's note: the Random Events Table itself (Table 8.1) is not reproduced in the translated text, so the 2d6 result-to-event mapping is not given here. The events below are transcribed as printed.

8.2 Death of officer from illness

Roll 1d6: 1-3-5 = Southern Officer/2-4-6 = Northern officer.

Randomly select an officer from among all of the affected side's HQs on the map. The HQ is permanently removed from the game and is replaced by an HQ from the reserve. If there are none available, the troops under the command of the eliminated officer may neither move nor attack until they are put under the control of a different HQ. They may defend, but with a penalty of –1.

8.3 Public dissatisfaction

Roll 1d6: 1-3-5 = Southern officer/2-4-6 = Northern officer.

The war has bogged down and the people are tired of hesitant officers! Randomly select an officer from among all of the affected side's inexperienced HQs on the map. This officer is replaced by the President because of inaction. The HQ is placed back in the reserve and a new one is placed at the head of that army. If there are no HQs in the reserve, ignore this result.

8.4 Blockade runners successful

The Southern player is immediately awarded 1d6 x 5 revenue points.

8.5 Increased volunteers

Roll 1d6: 1-3-5 = South/2-4-6 = North.

The affected player receives 1d6 + 6 infantry CPs for free which may be placed on the map at the end of the turn.

8.6 Desertions

Roll 1d6: 1-3-5 = South/2-4-6 = North.

Each HQ of the affected side loses 1 infantry CP (or 1 cavalry CP if no infantry are available).

8.7 Advanced Northern technology

The Northern player rolls 1d6:

  • 1: Observation balloons, +2 to the die roll for reconnaissance of enemy HQs.
  • 2: Massive war effort, the player immediately receives 1d6 x 5 revenue points.
  • 3: False rumor, the technology advance is delayed.
  • 4: Industrial modernization, all CP costs are reduced by one.
  • 5: Construction industry modernization, all fleet costs are reduced by two.
  • 6: Repeating rifles, all Northern cavalry units are so equipped. They receive a +1 bonus to their to hit number (roll to hit for US cavalry = 4, 5, or 6; 5 or 6 in difficult terrain). May be combined with the cavalry bonus, if any.

Notes

  • If a technology advance has already been rolled, the result is #2 instead.
  • The Northern player automatically makes a roll during the January turn of each year.

8.8 Fixed events (noted by a red dot on the turn track)

The following events that alter the course of the war are fixed. They take effect immediately on the turn indicated. The Northern player does not roll for random events on any of these turns:

  • February 1862: Jefferson Davis is elected President of the Confederate States (8.9).
  • June 1862: The Union government abolishes slavery (8.10).
  • November 1864: Lincoln is reelected President (8.11).

8.9 Jefferson Davis elected President of the Confederation

The Southern player immediately receives 1d6 x 5 revenue points.

He also receives 1d6 + 6 infantry CPs for free which may be placed on the map at the end of the turn.

8.10 Slavery abolished

The Northern player receives 1d6 + 6 infantry CPs for free which may be placed on the map at the end of the turn. The Northern player may also buy infantry CPs for 1 point less than normal.

The Southern player receives a +1 bonus to all die rolls for that turn (the Confederate soldiers are galvanized).

8.11 Lincoln reelected

Volunteers increase and the Northern player receives 1d6 +6 infantry CPs for free which may be placed on the map at the end of the turn. All Northern die rolls receive a +1 bonus (the troops are galvanized).

Volunteers increase for the Southern player and he receives 1d6 + 6 infantry CPs for free which may be placed on the map at the end of the turn (the South is enraged).

9. REVENUE COLLECTION AND UNIT MAINTENANCE

At the end of each turn, the players determine their total revenue based on major and minor strategic cities controlled and records the increase on the revenue track.

At the beginning of each turn, the players determine the amount needed to maintain their land and naval units in a combat-ready state.

  • On the first turn, the Southern player has 40 + (1d6 x 5) revenue points on the track.
  • On the first turn, the Northern player has 50 + (1d6 x 5) revenue points on the track.

Note

  • Strategic cities also serve as recruitment centers for land units and construction sites for naval units.

9.2 Unit maintenance

During Phase 1, each player expends 1 revenue point per CP or fleet that he possesses in order to maintain the troops. This maintenance reflects unit pay and supply to maintain or raise new troops.

Notes

  • Raider units and forts do not require maintenance expenditures.
  • HQs do not require maintenance expenditures; they are free.
  • Units that cannot be maintained (or that the player wishes not to maintain) suffer losses. After maintenance is completed, the player loses 1 CP of each unit type with any HQ that did not supply all of its units. These losses represent desertions and deterioration of equipment.
  • Any revenues not spent on maintenance or new units are carried over to the next turn.

Example

An HQ has 4 infantry CPs, 2 cavalry CPs, and 3 artillery CPs. The player decides to maintain the 3 artillery CPs, the 2 cavalry CPs, but only 1 infantry CP. At the end of the maintenance phase, that HQ loses 1 CP of each type of unit even though he paid for all of some types.

9.3 Naval blockades

If any US fleet units occupy sea zones marked on the map with a B, the Southern player suffers a 1 revenue point loss per zone occupied when computing revenues at the end of the turn (maximum of 7 points). Southern forts have no effect on losses. Union naval units in Zone B do not count for blockade if they are defending inside Fort Monroe.

10. PURCHASING NEW UNITS

During the Purchase phase, each player may buy new units that are placed at the end of the turn.

Land units are placed:

  • Without an HQ: in strategic villages.
  • With an HQ: in the HQ's box on the organizational chart. Arriving HQs are placed in strategic cities.

Fleets are placed in strategic city ports.

Northern gunboats are placed in the following cities: Saint Louis, Cairo, Louisville, or Washington DC.

Notes

  • Artillery may only be purchased at a rate of 1 artillery CP for 1 infantry or cavalry CP also purchased.
  • HQs may only control a maximum of 4 artillery CPs.
  • The counter mix limits what may be purchased by the two players. If a unit type is not available in the pool, none may purchased unless losses replenish the pool.

11. RAIDERS

During the Recruitment phase, a player may purchase a raider unit (neither player may have more than one raider in play at any time).

The raider unit is placed in a strategic city upon purchase. Each raider unit is under independent command and may move without an HQ and behind enemy lines.

A raider unit may move 6 zones per turn (the counter is correct) and may refuse combat if attacked by troops other than cavalry.

At the end of its movement, a raider may perform one of the following actions:

  • Destruction of a railroad bridge
  • Destruction of a rail section
  • Pillage a strategic city

11.1 Destruction of railroad bridges

If the zone occupied by a raider contains a railroad bridge and no enemy HQs, the owning player may place a Bridge Destroyed marker at the end of its movement. Rail movement is then prohibited in that zone. Non-rail bridges may be destroyed in the same manner.

If an enemy HQ remains in the zone for a complete turn, the bridge is repaired; remove the marker. The repairing HQ may not move or engage in combat during the entire turn.

11.2 Destruction of rail sections

If the zone occupied by the raider contains a rail node/junction and no enemy HQs, the owning player may place a Railroad Destroyed marker in the zone. Rail movement is then prohibited in that zone.

An HQ may repair the railroad in the same manner as rail bridges above.

11.3 Pillaging strategic cities

If a raider stops in an unguarded minor strategic city, the player may immediately add those revenue points to his revenue total. The player controlling the city will not receive those points in the Revenue phase at the end of the turn. Place a Pillaged City marker on the city to indicate that the controlling player will not receive the points. The marker is removed at the end of the turn.

Notes

  • A raider may never control a city by itself.
  • A city may only be pillaged once every 12 turns.
  • Raiders may not pillage major strategic cities.

12. FORTS AND FORTIFICATIONS

Forts and fortifications benefit the units defending in them by increasing to 6 the required hit number for attacking enemy units.

A major strategic city is considered to have intrinsic fortifications that protect like a fortification and that must be besieged like forts.

12.1 Forts

Forts protect ports and river cities. They are placed on the map at the beginning of the game and may not be repaired once they are damaged or destroyed by enemy attack.

They are fixed and may not attack. They may defend, and as long as they are in a zone, that zone cannot be controlled by the enemy player.

Forts are destroyed by suffering two step losses.

A fort is comprised of a garrison and fixed guns. A fort may also contain one or two HQs and their armies, which may then be protected (must roll a 6 to hit them). Forts may never retreat.

12.2 Besieging a fort or major strategic city

A siege may be conducted if the attacking player inflicts at least 2 CP losses on the defenders (if an HQ with an army are defending in the fort or city) or if the fort loses half its garrison (becomes damaged), regardless of the number of CPs the attacker suffers during the assault.

Once a siege is begun, the attacker no longer needs to assault; it is sufficient to simply remain in the zone in the turn immediately following the initial assault in which case the fort will surrender at the beginning of the next following turn.

Example

  • Turn 1: the attacker launches an assault and inflicts at least 2 CPs in losses on the defender. He remains in the zone and begins the siege.
  • Turn 2: the attacker does not move and does not need to attack (he may, however, defend if the defender sorties or sends in another army to lift the siege).
  • Turn 3: if the attacker is still in the zone, the fort and any defenders surrender; remove the units from the game.

If the besieged units sortie or another friendly HQ enters the zone to attack the besiegers, the besieged player does not receive the defensive protection of the fort. He may use the attack capabilities of the fort itself during an attack by units from within the fort (the fort suffers no damage in the attack). The besieging player will receive any benefits due to difficult terrain in the zone.

12.3 Fortifications

An HQ may construct fortifications to entrench his army in a zone that is not difficult terrain. It takes 1 complete turn to fortify a zone. The fortifications do not cost anything, and they provide a defensive benefit similar to difficult terrain. The constructing HQ must begin and end its turn in the same zone. The player must expend 1 AP (or 2, depending on the HQ) for activation and construction. Friendly HQs that enter the zone will also receive the defensive benefit. Lone units may construct fortifications in clear terrain only if their HQ has been eliminated and there will be no direct replacement for him.

If the player that constructed the fortifications must withdraw from the zone, the fortifications are destroyed.

13. RIVER EFFECTS

An HQ may only cross a river using an intact bridge. That is to say, when an HQ comes to a river, it must stop its movement unless there is a bridge that crosses it and the bridge is controlled by the player who wishes to cross it.

An HQ defending in a river zone may only have its units hit on a roll of 6 if the enemy HQ attacks from the other side of the river and across a bridge.

An HQ may attack an enemy HQ on the other side of a river in the same turn it enters the river zone.

Note

  • A raider may cross a river without a bridge.

13.1 Using Northern gunboats

Only the Northern player has gunboats. One gunboat fleet may transport an HQ and its army along navigable rivers.

A gunboat fleet may support an HQ in defensive combat in a zone adjacent to a river or in offensive combat with units it has transported.

13.2 Potomac gunboats

The Potomac River in front of Washington DC possesses an inherent gunboat fleet that may neither move nor attack. Any co-located gunboat counters are also prohibited from participating in combat. The only effect of this fleet is to prevent the Southern player from crossing the Potomac directly into the Washington zone.

14. GOAL OF THE GAME

In order to win, the Northern player must occupy all Southern major strategic cities with a value of 3 or more. The cities are: Richmond, Charleston, Atlanta, New Orleans, and Vicksburg. During the turn in which the last city is occupied, the game ends and the Northern player wins unconditionally.

The Southern player wins if he avoids the Northern victory conditions by the end of the game. He may also win by capturing Washington DC and New York. In this case, the game ends immediately (the capture of the Union capital and a major city would provide international status and cause France and Great Britain to intervene on their side).

If neither side attains victory by the end of the game, count up the victory points scored by each side. The side with most points is the winner. In case of ties, the game is a draw. Victory points for victories at historical sites may be awarded any number of times.

15. PASSING COMMAND

Whenever two friendly HQs begin the Activation Phase in the same zone, the player may transfer units from one commander to the other, to give the higher grade HQ more units.

The HQ that transfers the units must be activated for 1 AP (or 2 APs for Burnside or Banks) and is then finished.

The HQ that receives the transferred units may not have already been activated that turn.

After the transfer, the HQ that has not yet been activated may activate normally and move with the new units.

Example

An inexperienced HQ with 5 infantry CPs is located in a zone with an experienced HQ with 3 infantry CPs and 3 artillery CPs. The player transfers the 5 infantry CPs from the novice HQ to the experienced HQ and it then commands 8 infantry CPs and 3 artillery CPs.

If an HQ does not command any units, it may still move alone in order to pick up new units recruited in a strategic city. If an HQ with no units is intercepted by an HQ or raider at the end of the turn, it may be freely placed in an adjacent zone. Solo HQs may never engage in combat.

16. CAMPAIGN SCENARIO

For the campaign scenario (26 turns), each side has 4 HQs on the first turn, as well as infantry, cavalry, and artillery CPs, forts and fleets. The rest of the HQs are placed in a container for each side for random selection during the course of the game. HQs are placed directly on the map. Setup as listed in the magazine.

Transcriber's note: the setup lists themselves are in the printed magazine (Vae Victis #36), not in the translated text. The setup notes below are transcribed as printed.

Notes

  • Harper's Ferry is Area A
  • Fort Monroe is Area B
  • For Beauregard setup purposes, Manassas Junction is in Area C
  • Fredericksburg is Area D
  • Forts Henry and Donelson are in the area marked Historical Site #11

17. INTRODUCTORY SCENARIO

The object of this scenario, which lasts 2 turns, is to inflict the maximum number of casualties on the enemy. The players do not accrue revenue points or recruit new units during this scenario. Setup as listed in the magazine. Also see setup notes above.

18. HISTORICAL BATTLE SITES

All battles won on an historic site are worth 5 victory points. The numbers below are listed on the map:

  • Gettysburg
  • Bull Run (Manassas Junction)
  • Chancellorsville (incorrectly listed as Historical Site #2 adjacent to Washington)
  • Appomattox
  • Fredericksburg
  • Cold Harbor
  • Petersburg
  • Williamsburg
  • Yorktown
  • Perryville
  • Forts Henry and Donelson
  • Chickamauga
  • Chattanooga
  • Atlanta
  • Savannah
  • Vicksburg
  • New Orleans
  • Shiloh (located in the Memphis zone)
  • Antietam (located in the "Maryland" zone)

MAP ERRATA

  • There is a separate zone at Historical Site #3 (printed as #2 on the map) next to Washington. The railroad leading in to Washington is the boundary of this zone and is contained within it (not Zone D).
  • There should be rail bridges between Zone A and the "Maryland" zone.

Community errata for VV #36 (unofficial, Dec 2000)

The following is a forum post by Louis Capdeboscq (BGG forum, 26 December 2000), written as a partial and provisional correction to the setup and map. It is not an official errata sheet and is transcribed as posted.

  • Area A = Harpers Ferry, set up McClellan HQ.
  • Area B = Fort Monroe, set up US fort and fleets.
  • Area C = Manassas Junction, set up Beauregard HQ.
  • Area D = Fredericksburg, set up E. Johnston HQ.
  • Deployment zone of forts Henry and Donelson = historical site #11 (the unit deployment list omitted what zones A, B, C and D correspond to).
  • Historical site #2 (Bull Run) does not correspond to area C, deliberately, so that troops of both sides do not start in the same zone.
  • Historical site #13 is Chattanooga, not Chickamauga, which is #12.
  • Site #18 Shiloh is in the Memphis area, and site #19 Antietam is in the area where Maryland is printed.
  • There are also bridges between Area A and the area where Maryland is printed.
  • One area was forgotten on the map, in area D between historical sites #3 (noted #2) and #5. The boundary follows the rail line and is immediately below it, so the railway is in the #3 site area and area D is in the #5 site area.
  • Atlanta and New Orleans are major strategic cities for the Confederates, but they are in the city list to copy from paragraph 14.
  • 7.10 Naval combat results
  • 7.11 Example of naval combat
  • 7.12 Winning a combat
  • 7.13 Special combat
    • 7.13.1 Combat against a raider unit
    • 7.13.2 Combat between warships and forts
    • 7.13.3 Amphibious invasions