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Dixie: The Second War Between the States, 1937

Dixie: The Second War Between the States, 1937 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 General Course of Play
  • 3.0 Game Equipment
    • 3.1 The Map
    • 3.2 Game Charts and Tables
    • 3.3 The Playing Pieces
      • 3.3.1 In General
      • 3.3.2 Sample Unit
      • 3.3.3 Definitions
      • 3.3.4 Summary of Unit Types
      • 3.3.5 Summary of Markers
    • 3.4 Parts Inventory
    • 3.5 Game Scale
    • 3.6 Abbreviations
  • 4.0 Sequence of Play
    • 4.1 The Game-Turn
    • 4.2 Sequence Outline
      • 4.2.1 Initiative Determination Interphase
      • 4.2.2 The First Player-Turn
        • 4.2.2.1 Administrative Point Level Determination Phase
        • 4.2.2.2 Replacement and Reinforcement Phase
        • 4.2.2.3 Unit Breakdown Phase
        • 4.2.2.4 Movement Phase
        • 4.2.2.5 Rail Movement Phase
        • 4.2.2.6 Unit Formation Phase
        • 4.2.2.7 Disruption Recovery Phase
  • 5.0 Administrative Points
    • 5.1 How APs Are Expended
      • 5.1.1 AP Levels
      • 5.1.2 Expending APs
      • 5.1.3 AP Costs
    • 5.2 Example of AP Expenditure
    • 5.3 How AP Levels Can Be Affected During the Game
    • 5.4 City Capture Effect on AP Level
      • 5.4.1 Recapture
      • 5.4.2 Effect of Capture of Enemy Cities
  • 6.0 Replacements and Reinforcements
    • 6.1 How to Receive Reinforcements and Replacements
    • 6.2 Total Establishment Limit on Units in Play
  • 7.0 Infantry Unit Breakdown and Formation
    • 7.1 Breaking Down Corps Into Divisions
    • 7.2 Forming Divisions Into Corps
      • 7.2.1 Effect of One Disrupted Division
      • 7.2.2 Effect of Two Disrupted Divisions
      • 7.2.3 Effect of Insufficient APs
    • 7.3 Armored Brigades and Formations
  • 8.0 Movement
    • 8.1 How to Move Units
      • 8.1.1 Eligible Units
      • 8.1.2 AP Requirement
      • 8.1.3 Movement Point Expenditure
    • 8.2 Movement Inhibitions and Prohibitions
      • 8.2.1 Enemy-Occupied Hexes
      • 8.2.2 Friendly and Uncontrolled Hexes
      • 8.2.3 Infantry Entering Enemy-Controlled Hexes
      • 8.2.4 Armor Entering Enemy-Controlled Hexes
      • 8.2.5 Other Restrictions
      • 8.2.6 Movement During Other Phases
  • 9.0 Rail Movement
    • 9.1 Rail Movement Limited to Home Country
    • 9.2 Great Rivers
    • 9.3 Effect of Enemy Units on Rail Movement
    • 9.4 Status of Enemy Units, Cities, and Fortresses
  • 10.0 Stacking
    • 10.1 Effects of Stacking
    • 10.2 Stacking to Form Into Corps
    • 10.3 Stacking to Create a ZOC
    • 10.4 Friendly Cities and Fortifications and Stacking
    • 10.5 Examples of Illegal Stacking
  • 11.0 Zones of Control
    • 11.1 Which Units Exert a ZOC
    • 11.2 Which Units Do Not Exert a ZOC
    • 11.3 Terrain Effects on ZOCs
    • 11.4 Effects of ZOCs Upon Movement
      • 11.4.1 Effects on Infantry
      • 11.4.2 Effects on Armor
    • 11.5 Effects of ZOCs on Combat
    • 11.6 Duration and Interrelationships of ZOCs
      • 11.6.1 Duration
      • 11.6.2 Multiple ZOCs
  • 12.0 Disruption Recovery
  • 13.0 Combat
    • 13.1 Which Units May Attack
      • 13.1.1 Adjacency Requirement
      • 13.1.2 Attacking Is Voluntary
      • 13.1.3 Limit on Attacking Hexes
      • 13.1.4 Limit per Combat Phase
      • 13.1.5 Reducing Differential or Using a Different Line
    • 13.2 Multiple Unit and Multi-Hex Combat
      • 13.2.1 Defender's Hex
      • 13.2.2 Multiple Attackers in Same Hex
      • 13.2.3 Unitary Combat Strength
      • 13.2.4 Multi-Hex Defenders Prohibited
  • 14.0 Initiative
    • 14.1 Determining Initiative
    • 14.2 Resetting the IRT
    • 14.3 Turn 1 Initiative
    • 14.4 IRT at Zero During Initiative Determination
  • 15.0 Rivers and Bridges
    • 15.1 Ordinary Rivers
      • 15.1.1 Movement Cost in Home Country
      • 15.1.2 Movement Cost in Enemy Territory
      • 15.1.3 Border Rivers
    • 15.2 Great Rivers
      • 15.2.1 Crossing Great Rivers
      • 15.2.2 Bridged Hexsides in Enemy Territory
      • 15.2.3 Bridge Capture
      • 15.2.4 Effects of Capture
      • 15.2.5 Movement Effects of Bridges
      • 15.2.6 Duration of Capture
  • 16.0 How to Use the Scenarios
    • 16.1 How Forces Are Listed
    • 16.2 Deploying Fortifications
    • 16.3 Deploying Infantry and Armored Units
    • 16.4 How Play Starts
    • 16.5 How Play Ends
  • 17.0 The Scenarios
    • 17.1 Alternate World I: The War for Hemisphere Security, 1936
      • 17.1.1 USA Forces
      • 17.1.2 CSA Forces
      • 17.1.3 Victory Conditions
    • 17.2 Alternate World II: The Property War, 1937
      • 17.2.1 USA Forces
      • 17.2.2 CSA Forces
      • 17.2.3 Victory Conditions
    • 17.3 Alternate World III: The War for Access and Free Labor
      • 17.3.1 USA Forces
      • 17.3.2 CSA Forces
  • 18.0 Players' Notes
    • The History
    • The Game
  • 20.0 Variants
      • 3.3.4 Summary of Unit Types (additions)
    • 4.2 Sequence Outline (modification)
        • 4.2.2.2a Airstrike Availability Phase
        • 4.2.2.9 City Bombing Phase
        • 4.2.2.10 Interdiction Phase
    • 13A Airpower (Addition)
      • 13A.1 Characteristics
      • 13A.2 Administrative Points
      • 13A.3 Range
      • 13A.4 Missions

1.0 Introduction

A. Dixie is a brigade/division/corps level simulation of an alternate-history conflict. Dixie posits that the Confederate States of America had successfully waged the first American Civil War (1860-1863) and survived as an independent political/economic entity. The game further posits that these two independent countries wage a modern war during the late 1930s. The game is played in scenarios, each scenario sets forth a rationale for the alternate history leading up to the conflict.

B. Simply because the situation is posited, the gamer should not construe this to mean that a Confederate victory and subsequent evolution into true nationhood is considered to have been a likely possible outcome of the actual Civil War. In truth, such an outcome was very unlikely. Nevertheless, this should not inhibit us from simulating a Second War Between the States (or Americas) stemming from a Southern victory in the first war. Such a simulation is useful as an historical exercise and as a means of examining a modern full-scale, conventional war taking place in the territory of the United States. The problems posed by such a broadfront war are very different from most of those encountered in the more typical European campaigns. The distances more closely resemble the east front of World War Two, without the same scale of forces.

2.0 General Course of Play

Dixie is basically a two-player game: One assumes the role of the United States of America (the North), and the other assumes the role of the Confederate States of America (the South). Each receives Administrative Points (APs), moves its units and executes attacks on enemy units, in turn, attempting to fulfill the victory conditions. To move from one hex to another, a unit expends a portion of its Movement Allowance (MA) and APs. Combat is resolved by comparing the total Strength Points (SPs) of adjacent, opposing units and expressing the comparison as a Differential (attacker's strength minus defender's strength). APs are allocated, a die is rolled (or chit drawn), and the outcome indicated on the Combat Results Table (CRT) is applied to the units involved.

3.0 Game Equipment

3.1 The Map

A. The 22" by 17" map sheet portrays most of the United and Confederate States of America where the crucial action in a conflict would take place. The West American Republic is not shown. A hexagonal grid is superimposed on the terrain features on the map in order to regulate the movement and positioning of the playing pieces. To make the map lie flat, fold it against the direction of the creases. Small pieces of masking tape may be used at the corners of the map to keep it taut.

B. Explanations of the terrain features (see Terrain Key on map) are found on the Terrain Effects Chart (TEC).

3.2 Game Charts and Tables

Various visual aids are provided to simplify and illustrate certain game functions. These are the Combat Results Table (CRT), the Terrain Effects Chart (TEC), the Administrative Point Schedule, the Initiative Record Track (IRT), and the Turn Record Track (TRT). These are explained where presented, or in the appropriate rules sections.

3.3 The Playing Pieces

3.3.1 In General

The playing pieces represent the hypothetical military units involved in the conflict. The numbers on the playing pieces represent their strength and movement ability, and type of unit represented by the particular playing piece. The playing pieces shall be referred to as units.

3.3.2 Sample Unit

[Diagram of a sample unit counter, not reproduced.]

3.3.3 Definitions

Combat Strength: The relative strength of a unit when participating in combat with other units; expressed in SPs.

Movement Allowance: The basic movement ability of a unit expressed in Movement Points (MPs). Usually, a unit expends 1 MP of its total MA for each hex entered.

3.3.4 Summary of Unit Types

[Unit type diagrams, not reproduced: Infantry Corps, Infantry Division, Armored Brigade, Fortification.]

3.3.5 Summary of Markers

[Marker diagrams, not reproduced: Administrative Point Marker, Turn Record Marker, Initiative Marker.]

3.4 Parts Inventory

A. A complete game includes these parts:

  1. One map
  2. One rules folder
  3. One sheet of 100 die-cut counters
  4. One folio (Folio Edition only)
  5. One sheet of randomizer chits (Folio Edition only)

B. If any parts are missing or damaged, write: Customer Service, Simulations Publications, Inc., 44 East 23rd St, New York, NY 10010.

C. Questions regarding the rules of the game will be answered if accompanied by a stamped, self-addressed envelope. Send rules questions to the above address and mark the envelope Rules Questions: Dixie. Only questions phrased in a yes/no or multiple-choice format can be answered. Questions on design theory and/or essay-type questions cannot be answered due to staff time limitations.

3.5 Game Scale

A. Each hex on the map represents 70 kilometers from side to side.

B. Each turn is fifteen days.

C. The units represent the military forces that might have been available to the countries involved.

3.6 Abbreviations

AbbrMeaningAbbrMeaning
APAdministrative PointMAMovement Allowance
CRTCombat Results TableMPMovement Point
DRMDie Roll ModifierSPStrength Point
EZOCEnemy ZOCTECTerrain Effects Chart
IRTInitiative Record TrackTRTTurn Record Track
LPLoss PointZOCZone of Control

4.0 Sequence of Play

4.1 The Game-Turn

A. The game is played in Game-Turns (hereafter referred to as turns). Each turn is composed of two player-turns. The player (or side) whose player-turn is in progress is called the phasing player (or side). The other player (or side) is the non-phasing player (or side).

B. Each turn proceeds strictly as follows:

4.2 Sequence Outline

4.2.1 Initiative Determination Interphase

The side that suffered the lowest overall net loss in the previous turn as shown on the IRT has the initiative and determines who will be the First Player in the current turn.

4.2.2 The First Player-Turn

4.2.2.1 Administrative Point Level Determination Phase

The phasing side sets up its AP Marker to the level on the AP Track per the scenario being played.

4.2.2.2 Replacement and Reinforcement Phase

The phasing side receives Replacement and Reinforcement units as outlined per 6.0.

4.2.2.3 Unit Breakdown Phase

The phasing side may now convert friendly undisrupted corps-sized units into two division-sized units.

4.2.2.4 Movement Phase

The phasing side may now move any or all of its undisrupted units in any direction (subject to the Movement Rules) up to the limit of the units' MAs.

4.2.2.5 Rail Movement Phase

The phasing side may now move by rail any friendly, undisrupted division or brigade-sized units that were not moved in the normal Movement Phase.

4.2.2.6 Unit Formation Phase

The phasing side must combine into corps any division-sized infantry units in the same hex.

4.2.2.7 Disruption Recovery Phase

Units which suffered disruption in the previous Combat Phase may now be returned to normal by the expenditure of an appropriate number of APs.

4.2.2.8 Combat Phase

The phasing side may now attack any adjacent enemy units; these attacks are resolved one-by-one according to the rules governing combat. During the Combat Phase, the net difference in Loss Points is recorded on the IRT.

4.2.3 The Second Player-Turn

The second player now becomes the phasing side and repeats 4.2.2.1 through 4.2.2.8.

4.2.4 Game-Turn Indication Phase

After both sides have completed their respective player-turns, the turn is complete. Advance the Game-Turn Marker one space on the TRT to signal the start of a new turn. This sequence is repeated until the number of turns indicated by the scenario have been completed.

4.3 Mandatory Nature of Sequence

All actions must be performed strictly in accordance to the Sequence of Play. Any action performed out of sequence is a violation of the rules.

5.0 Administrative Points

A. APs are an abstract representation of the limitations on command effectiveness and logistics that are crucial factors in any 20th Century war. Each side receives a certain amount of APs in each player-turn, expending them to perform functions with units in the game.

B. APs are necessary to carry out any given action in the game. APs are expended in every phase and are vital to virtually every task. Although the unit counters available to the opposing sides are identical (apparently), their actual effectiveness will be strongly affected by the number of APs available to the specific player.

5.1 How APs Are Expended

5.1.1 AP Levels

The scenario instructions list each side's AP Level, the amount of APs per turn each side receives. At the beginning of the player-turn, the phasing side sets its AP Marker at the level called for in the scenario.

5.1.2 Expending APs

A. During each phase of the player-turn, the phasing side expends APs to move, have combat, organize reinforcements, etc. The APs are expended at the instant they are used to perform a certain task. The expenditure of APs is recorded by moving the AP Marker the appropriate number of spaces on the AP Track.

B. Unused APs may not be accumulated from turn to turn.

5.1.3 AP Costs

The amount of APs necessarily expended to perform any given activity is summarized on the AP Cost Chart and Phase Summary, and in the specific rules section dealing with that activity.

5.2 Example of AP Expenditure

A. At the beginning of the CSA (Southern) player-turn, the AP Track is set for 40 APs. During the Reinforcement/Replacement Phase, the CSA wishes to organize (receive) one infantry division as a replacement. It immediately reduces its AP Level to 38 APs (40 APs minus the unit's cost of 2 APs). The CSA is not forced to organize the replacement division, but once electing to do so, it must expend the 2 AP cost for that action.

5.3 How AP Levels Can Be Affected During the Game

Each scenario indicates the per turn AP Level for each side. The level remains constant unless modified by special scenario rules or unless reduced by the loss of cities to the opponent (5.4).

5.4 City Capture Effect on AP Level

A. If at the beginning of a player-turn, at least three of the phasing side's cities (or its capital) are in enemy hands (i.e., actually occupied by an enemy unit, whether disrupted or not), the phasing side's AP Level is reduced by three.

B. For each captured city in excess of three (or in addition to the capital), reduce the AP Level by one.

C. Capture of either side's capital city is equivalent to the capture of three non-capital cities. Washington and Richmond are the USA and CSA capitals, respectively.

5.4.1 Recapture

The original owner may relieve the effect of city capture by recapturing its cities. Cities revert to their original owner whenever left unoccupied by enemy forces (for whatever reason).

5.4.2 Effect of Capture of Enemy Cities

The capture of enemy cities does not relieve any of the effects of the phasing side's city loss; it simply affects the opponent's AP Level in the manner described.

6.0 Replacements and Reinforcements

A. During the game, both sides may expend APs to organize and receive reinforcements and replacements. These units are received by each side during the Replacement Phase of its own player-turn.

B. Replacements are units that were previously eliminated in combat or occupy the Replacement Box at the beginning of the game.

C. Reinforcements are units that are freshly organized and committed to the field from the Reinforcement Box.

D. The scenario instructions contain the number and types of units available at the start, as reinforcements, and as replacements for each side. Place the units in the appropriate box for the appropriate force before play begins.

E. When a unit is eliminated in combat, place it in the Replacement Box on the map for that force. All units (or the units which form a corps) go into the Replacement Box of the appropriate nationality when eliminated. No additional units are ever placed in the Reinforcement Box during the course of play.

F. APs are expended to receive reinforcements as follows:

APsAction
4Receive a division-sized infantry unit as a reinforcement.*
2Receive a division-sized infantry unit from the Replacement Box.**
4Receive a brigade-sized armored unit from the Replacement Box.**

* A division-sized infantry unit is the only type of unit that may be received as a reinforcement.

** These are the only units which may be received as replacements and are the only units which go into the Replacement Box when eliminated.

6.1 How to Receive Reinforcements and Replacements

A. During the Reinforcement/Replacement Phase of any player-turn the phasing player may expend the appropriate amount of APs to receive reinforcements and/or replacements.

B. Players may only receive reinforcements and replacements if there are units in the appropriate box and sufficient APs are expended.

C. Replacements and reinforcements appear at any city hex in the phasing side's home country free of enemy units and their ZOCs.

D. If all of the phasing side's home country cities are occupied or controlled by enemy units, the phasing side may receive reinforcements and replacements in any home country hex that is not enemy-occupied or controlled.

E. Only one reinforcement or replacement may appear in a hex per phase. Any number may appear during the phase as long as each appears on a different hex.

F. Placing an incoming unit in a hex expends no MPs from the unit's MA and no additional APs over the reinforcement/replacement cost of the unit.

G. Any unit(s) of the phasing side's choice in the Replacement Box may be returned to play as a replacement.

H. Units received as reinforcements or replacements may move in the same turn in which they appear on the map, but only if appropriate APs are expended to move that unit.

6.2 Total Establishment Limit on Units in Play

The number of divisions and brigades with which a side starts the game (both on the map proper and in the Reinforcement and Replacement Boxes) represents the maximum force that side can field at any time in the game. Extra counters may not be brought into the game by the Reinforcement/Replacement procedure.

7.0 Infantry Unit Breakdown and Formation

A. During the Breakdown and Formation Phases, the phasing side expends APs to change the status of infantry units.

B. During the Breakdown Phase (which is voluntary), friendly undisrupted, corps-sized infantry units may be broken down into two division-sized infantry units each.

C. During the Formation Phase (which is mandatory), friendly division-sized infantry units occupying the same hex may be formed into corps-sized infantry units. Designations may be ignored.

D. Before the start of play, each side counts the total of available infantry divisions (both on the map proper and in the Reinforcement and Replacement Boxes). Divide that number by two, placing the resulting number of infantry corps in the Corps Organization Box. All extra corps units in the counter mix are put aside (they may not be used in the game). Once all units have been placed on the map and in the boxes, no additional units may be introduced into the game.

E. During the Breakdown Phase, the phasing side may expend APs and separate any undisrupted corps into two infantry divisions each. Remove each such corps from the map, substituting two infantry divisions for it. Removed corps must be placed in the Corps Organization Box just as the infantry divisions taking the place of that corps must be divisions that were previously combined into corps and come from only the Corps Organization Box.

F. During the Formation Phase, the phasing side must form into corps any two infantry divisions stacked together in the same hex. Remove the infantry divisions, placing them in the Corps Organization Box, and substitute a single corps for them. The corps must be taken only from the Corps Organization Box.

G. For each corps broken into divisions or for each two-division stack formed into a corps, the phasing side must expend 3 APs as the action takes place.

7.1 Breaking Down Corps Into Divisions

A. This action may only occur during the owner's Breakdown Phase.

B. The corps to be broken down into divisions may not be in a disrupted state.

C. The corps may be in any type of terrain or in an enemy ZOC (EZOC).

D. The divisions substituted for the corps must come from the Corps Organization Box. The corps must be placed in that box.

7.2 Forming Divisions Into Corps

A. This action may only take place during the owner's Formation Phase.

B. At least one of the infantry divisions must be in an undisrupted state.

C. The corps substituted for the divisions must come from the Corps Organization Box and the infantry divisions must be placed in that box.

D. Units may form into corps in any terrain or in EZOCs.

7.2.1 Effect of One Disrupted Division

If one of the divisions forming into the corps is in a disrupted state, then the corps is in a disrupted state when formed.

7.2.2 Effect of Two Disrupted Divisions

A. If both infantry divisions in a hex are in a disrupted state, a corps may not be formed. Instead, retreat one of the divisions one hex. If no retreat route is open, eliminate one of the divisions instead.

B. This condition arises only as a result of units having retreated and been disrupted in the previous Combat Phase.

7.2.3 Effect of Insufficient APs

If units are stacked without having sufficient APs to form them into a corps, one of the divisions is eliminated.

7.3 Armored Brigades and Formations

A. Armored brigades may not be formed into corps or be used to form part of corps.

B. Armored brigades may not result from the breaking down of a corps.

C. An armored brigade may be present in a hex in which breakdown or formation of infantry units takes place.

8.0 Movement

A. During the Movement Phase, the phasing side may expend APs to move units. The phasing side may move as many or as few of its units as desired, as long as APs are expended to move each unit. Each unit may be moved as many or as few hexes as desired, as long as its MA is not exceeded in a single Movement Phase. Unused MPs may not be accumulated from phase to phase or transferred from unit to unit. Units may be moved in any direction or combination of directions.

B. Once the APs needed to move a given unit have been expended, that unit may be moved. Expend APs for (and move) each unit individually, tracing the path of movement through the hex grid. Once a unit has been moved and the player's hand is withdrawn, the unit may not be moved again, nor the APs reallocated, nor the path be retraced and/or changed during that Movement Phase.

C. APs are expended to move units as follows:

APsUnit Size
1division or brigade
3corps

8.1 How to Move Units

8.1.1 Eligible Units

During a Movement Phase only the units controlled by the side whose player-turn is currently in progress may be moved; all, some or none of these units may be moved. No other units may be moved, and no combat may occur during that phase.

8.1.2 AP Requirement

Only those units for which APs are expended may be moved. The AP expenditure is summarized on the AP Cost Chart.

8.1.3 Movement Point Expenditure

A. Movement is calculated in terms of MPs. Basically, each unit expends 1 MP of its total MA for each hex it enters. Some terrain costs more than 1 MP to enter.

B. The costs to enter various types of terrain, and to cross river hexsides, are summarized on the TEC.

8.2 Movement Inhibitions and Prohibitions

8.2.1 Enemy-Occupied Hexes

A friendly unit may never enter (or pass through) a hex containing enemy SPs during the Movement Phase.

8.2.2 Friendly and Uncontrolled Hexes

Any number of friendly units may pass through a hex during the Movement Phase. Any number of friendly units may pass through a friendly-occupied hex.

8.2.3 Infantry Entering Enemy-Controlled Hexes

A. All infantry units must stop upon entering an enemy-controlled hex and move no further that phase.

B. An infantry unit may never move directly from one EZOC to another (11.4).

8.2.4 Armor Entering Enemy-Controlled Hexes

A. All armored units must stop upon entering the second of two enemy controlled hexes. An armored unit may ignore the first enemy controlled hex it enters in the Movement Phase, and treat it as if it were a normal hex for all purposes.

B. Upon entering the second enemy controlled hex, the armored unit must stop for the rest of phase. (11.4.2.)

8.2.5 Other Restrictions

A. Units may never move during a Movement Phase without the proper expenditure of APs.

B. A unit may not expend more MPs than its MA in a turn.

C. A unit may use all, some or none of its MPs in a turn.

D. If a unit does not expend all of its MA in a Movement Phase, it may not save MPs for another turn, or loan or transfer them to another unit.

8.2.6 Movement During Other Phases

A. Units may move only during their own Movement Phase, not during any other phase, although movement may occur during the Combat Phase as a result of combat. Such combat-connected movement is considered an advance or retreat and does not expend any MPs.

9.0 Rail Movement

(The source prints no paragraph A under 9.0; the lettering begins at B as printed.)

B. During the Rail Movement Phase, the phasing side may expend APs to move units by rail in its home country. Only undisrupted divisions or brigades not moved during the Movement Phase may be moved by rail.

C. Expend the amount of APs needed to move a unit by rail and move each unit individually, tracing the path of its movement through the hex grid. Each unit moving by rail may move an unlimited number of hexes in the phasing side's home country.

D. Actual rail lines are not included on the map. Any path of homeland hexes which would be legally traversable by normal movement is considered to be connected by rail.

E. Move a division or brigade by rail requires 2 APs.

9.1 Rail Movement Limited to Home Country

A. Units must start and end rail movement inside their home country.

B. Units may never use rail movement to enter or leave the enemy's home country.

9.2 Great Rivers

Rail movement across the great rivers must always be made through a bridge hexside. If there are no unblocked routes across great rivers, then the unit may not be moved across these rivers.

9.3 Effect of Enemy Units on Rail Movement

A. Units moving by rail may never begin, spend any portion of, or end their movement in a hex adjacent to an enemy infantry or armored unit.

B. Units beginning the Rail Movement Phase in a hex adjacent to such an enemy unit may not move by rail.

9.4 Status of Enemy Units, Cities, and Fortresses

A. The disruption condition or strength of an enemy armored or infantry unit(s) does not affect its inhibiting influence on friendly Rail Movement. Even though an enemy unit may not be exerting a ZOC in a given adjacent hex, no friendly rail movement may occur in that hex.

B. Enemy cities or fortifications do not, by themselves, inhibit friendly rail movement in adjacent hexes.

10.0 Stacking

A. Stacking is the placement of more than one unit in a hex.

B. At the end of the friendly Unit Formation Phase, the phasing side may never have more than the following number and combinations of units in the same hex:

  1. One infantry corps plus one armored brigade, or
  2. One infantry division plus one armored brigade, or
  3. Two armored brigades.

C. If a player inadvertently overstacks, the opponent chooses how to adjust the situation to conform to the limit.

D. Fortifications and cities have no effect upon the stacking limitations of infantry and armored units.

10.1 Effects of Stacking

Legally stacked units may perform any action that they could perform while unstacked.

Exceptions: Units may not be moved as a stack; an armored unit may not be stacked with any other unit (including other armored units) in rough or swamp terrain; and units may not move by rail as a stack.

10.2 Stacking to Form Into Corps

A. Infantry divisions must be stacked to form into corps (7.2).

B. Infantry divisions stacked together at the beginning of the Formation Phase must be formed into corps.

10.3 Stacking to Create a ZOC

An undisrupted unit stacked with another armored unit or an infantry division or corps has a ZOC (11.0).

10.4 Friendly Cities and Fortifications and Stacking

A. Friendly cities and fortifications have no effect upon the stacking of infantry and armored units.

B. Fortifications may not be placed in a hex with another fortification or a city.

C. Fortifications may not be placed in rough or swamp hexes.

10.5 Examples of Illegal Stacking

A. The following are some of the more common varieties of illegal stacks:

  1. Two armored units and any infantry unit,
  2. Two infantry corps,
  3. Two infantry divisions not formed into corps,
  4. An infantry corps and an infantry division.

B. All of the above stacks are violations. The above list is not exhaustive.

11.0 Zones of Control

A. Certain units and stacks of units exert a Zone of Control (ZOC). A ZOC extends into the six hexes directly adjacent to such a unit or stack.

B. Hexes upon which a unit or stack is exerting a ZOC are sometimes referred to as controlled hexes. These hexes inhibit the movement of enemy units.

11.1 Which Units Exert a ZOC

A unit or stack which totals two or more undisrupted SPs (excluding cities and fortifications) exerts a ZOC. Examples: An undisrupted infantry corps exerts a ZOC. An armored unit stacked with an infantry division exerts a ZOC. Two armored units stacked together also exert a ZOC.

11.2 Which Units Do Not Exert a ZOC

A. Disrupted units never exert a ZOC, and their combat strength does not contribute to a stack for purposes of ZOC determination.

B. Cities and fortifications negate the ZOCs of friendly units stacked in them. EZOCs do not extend into friendly cities and fortifications.

C. A 1 SP armored brigade or infantry division by itself has no ZOC.

11.3 Terrain Effects on ZOCs

A. ZOCs do not extend through river hexsides (of any type, including those that are bridged).

B. ZOCs never extend through blocked hexsides nor through sea or lake hexsides (i.e., those hexsides totally covered by the blue of a sea or lake).

11.4 Effects of ZOCs Upon Movement

11.4.1 Effects on Infantry

A. When an infantry unit enters a hex with an effective EZOC, that unit must stop in that hex and move no further that Movement Phase.

B. An infantry unit which begins its Movement Phase in an EZOC may leave that hex (with no movement penalty) as long as the first hex that it enters is not also an enemy-controlled hex (i.e., an infantry unit may never move directly from EZOC to another).

11.4.2 Effects on Armor

A. When an armored unit enters a second enemy-controlled hex during the Movement Phase, it must stop in that hex and move no further in that phase.

B. If an armored unit begins its Movement Phase in an EZOC, it may (just as an infantry unit) leave that hex without any movement penalty. If it enters a hex that is not in an EZOC, it may enter up to two EZOCs afterward.

C. If the first hex it enters in such a move is also in an EZOC, the armored unit must stop in that hex and move no further in that phase. In other words, an armored unit may move directly from one EZOC to another once per Movement Phase.

11.5 Effects of ZOCs on Combat

A. ZOCs do not have a primary effect upon combat; i.e., a unit is not required to attack simply because it is in an EZOC.

B. However, ZOCs do block retreat routes. If a unit has no other option than to retreat into an EZOC, it is eliminated instead, even if that hex contains another, uninvolved friendly unit. Friendly units do not negate the blocking effects of EZOCs.

11.6 Duration and Interrelationships of ZOCs

11.6.1 Duration

If a unit or stack of units fulfills the requirements for exerting a ZOC, that ZOC is in effect at all times and in all Phases for as long as the requirements are met.

11.6.2 Multiple ZOCs

A. When two or more ZOCs (friendly or enemy) overlap into the same hex, they have no additional effect upon that hex different from the effect each ZOC would have if treated as a separate case.

B. Opposing units may exert their ZOCs upon the same hex.

C. Friendly ZOCs have no effect upon friendly units.

12.0 Disruption Recovery

A. During the Disruption Recovery Phase, the phasing side may expend APs to relieve the disruption of friendly units. APs are expended hex-by-hex at the phasing side's option.

B. Units may recover from disruption in any terrain and without regard to EZOCs.

C. The phasing side indicates it is relieving the disruption of a given friendly unit, expends the appropriate amount of APs and flips the unit over to its undisrupted state.

D. A unit may undergo this recovery procedure any number of times during the game.

E. The AP cost for relieving the disruption of any unit (or units) in a hex is 1 AP per friendly SP being undisrupted.

13.0 Combat

A. Combat occurs between adjacent opposing units at the phasing side's discretion. The phasing side is the attacker and the non-phasing side is the defender, regardless of the overall strategic situation.

B. Total the combat strengths of all attacking units and compare it to the total combat strengths of all defending units. Subtract the defending units' strength from the attacking units' strength. The result is the Combat Differential, expressed in points. It may be either a positive or a negative number.

C. Consult the CRT under the appropriate Combat Differential Column (accounting for terrain). The phasing side allocates APs to the attack for one or both of two purposes.

  1. In the case of a multi-hex attack (where attacking units occupy more than one hex), the phasing side must allocate 1 AP per additional attacking hex.

  2. In all attacks, the phasing side may expend APs to modify the ensuing die roll. These APs are expended as follows: If the attack in question is being made from only one hex, the phasing side may allocate from 1-6 APs as a die roll modifier (DRM). If the attack in question is being made from more than one hex, the phasing side multiplies the desired DRM (from 1-6) by the number of hexes from which the attack is being made.

Example: The phasing side is attacking from three hexes and wishes to modify the die roll by four; the expenditure of 12 APs is needed to accomplish this modification: 3 (the number of hexes from which the attack is being made) times 4 (the number by which the die roll will be modified) equals 12. 2 APs beyond this are required to make the three-hex attack.

D. The die is now rolled, and its number added to the DRM. The appropriate combat result is read and applied immediately before resolving any other attacks which are being made in the same Combat Phase. In the Folio edition, chits are supplied instead of a plastic die. Place chits numbered 1-6 in an opaque container, drawing them one at a time (replacing after every draw) to obtain a random number.

Example: In a given attack, the attacker is called upon to satisfy three Loss Points (LPs). The attacking units are one infantry corps, one infantry division, and one armored brigade. The attacking Player elects to satisfy the LPs by first disrupting all attacking units, and then satisfying the remaining 2 LPs by the elimination of the infantry corps.

E. In the Combat Phase, APs are expended in attacks where the phasing side's units occupy more than one hex, at the rate of 1 AP per additional hex occupied by the phasing side's units. APs may also be expended per attacking hex to modify the die roll in any given combat, as explained in the Combat Procedure.

13.1 Which Units May Attack

13.1.1 Adjacency Requirement

During the Combat Phase, all of the phasing side's units may attack any and all adjacent enemy-occupied hexes. Only those units directly adjacent to a given enemy-occupied hex may participate in an attack upon that hex.

13.1.2 Attacking Is Voluntary

A. Attacking is completely voluntary; units are never compelled to attack, and not every unit adjacent to an enemy-occupied hex need participate in any attack.

B. A friendly unit in a hex which is not participating in a given attack is not affected by the results of the attack.

13.1.3 Limit on Attacking Hexes

An enemy-occupied hex may be attacked by as many of the phasing side's units as can be brought to bear in the six adjacent hexes.

13.1.4 Limit per Combat Phase

No unit may attack more than once per Combat Phase and no enemy-occupied hex may be attacked more than once per Combat Phase.

13.1.5 Reducing Differential or Using a Different Line

The phasing side may never voluntarily reduce the differential of a given attack, nor use the wrong Differential Line when resolving an attack.

13.2 Multiple Unit and Multi-Hex Combat

13.2.1 Defender's Hex

All units in a given hex must be attacked as a single combat strength. The defender may not withhold a unit in a hex under attack. Different units in a hex may not be attacked separately, nor may any unit be attacked without involving the other unit in the same combat.

13.2.2 Multiple Attackers in Same Hex

When one unit in a stack is attacking, the other unit in the stack may attack a different hex, or not attack at all.

13.2.3 Unitary Combat Strength

Each unit's combat strength is always unitary. That is, a unit's strength may not be divided among different combats for attack or defense.

13.2.4 Multi-Hex Defenders Prohibited

Only one enemy-occupied hex may be the object of a given attack. Even though other enemy-occupied hexes may be adjacent to the attacking units, they may not be included in the attack.

Example: Two attacking units in different hexes could attack the same enemy-occupied hex, but one attacking unit could not attack two adjacent enemy-occupied hexes in the same Combat Phase.

13.3 Terrain Effects on Combat

13.3.1 Defender's Terrain Determinative

Defending units, only, benefit from the terrain in the hex they occupy and/or that hex's perimeter hexsides. Terrain in hexes occupied by attacking units has no effect on combat.

13.3.2 Differential Lines in CRT

A. The effect of terrain (on combat) has been integrated into the CRT.

B. There are two lines of Combat Differential headings across the top of the CRT. One is the Normal Differential Line (when the defender is not in rough or swamp terrain, nor being attacked through river hexsides exclusively); the other is the Defender's Advantage Differential Line (to be used when the defender is in one of the above situations).

13.3.3 Multiple Terrain Types

Terrain benefits for combat are not further increased if the defender benefits from more than one terrain type.

Example: A unit in rough terrain behind a river hexside would still be attacked using the Defender's Advantage Differential Line.

13.4 Forts and Cities

13.4.1 Defense Strength

A. Fortifications have a defense strength of 2 SPs.

B. Cities have a defense strength of 1 SP.

C. This strength may never be used to attack, or aid in attacks. It is only used to defend against attacks made by enemy units on that hex which the fort or city occupies.

13.4.2 Losses When Attacking a Fort or City

Units attacking a hex containing a fortification or city always suffer losses first (13.6.4).

13.4.3 Intrinsic Defense

A. When a hex containing a fort or city is attacked, the fort or city adds its SP(s) to any friendly units occupying the same hex. Exception: Captured cities (13.4.4).

B. If there are no friendly units in the hex, the fort or city defends with its intrinsic strength.

13.4.4 Captured Cities

A. When a city is captured (occupied) by an enemy force, it does not add its intrinsic strength to the defensive strength of that occupying force.

B. Homeland cities have an intrinsic strength only when in the possession of their homeland side. If an enemy force captures a city and later vacates it, the city reverts to the control of the homeland side at the end of that phase, regaining its intrinsic strength.

13.4.5 Attacking a Formerly Held City

When the homeland side attacks a hex containing one of its homeland cities (captured by the enemy), it must still suffer LPs first (13.6.4).

13.4.6 Attacking Unoccupied City or Fort

A. Whenever an unoccupied city or fort is attacked, the attacker must fulfill two conditions in order to occupy the city or destroy the fort.

  1. It must inflict at least 1 LP on the city or fort. (Forts by themselves are worth only 1 LP, even though they have a defensive strength of two).

  2. It must have at least one surviving, undisrupted unit available to advance into the city and occupy it (or advance into the fort and destroy it).

B. If the attacker does not fulfill both of the above conditions, the fort or city remains intact.

13.4.7 Destruction of a Fort; Occupying a City

A. A fort (occupied or not) can only be destroyed by advancing into it. This is true regardless of the number of LPs inflicted upon it.

B. An enemy city can only be occupied as a result of advance after combat. This is true regardless of the number of LPs inflicted upon it.

13.4.8 Capture/Destruction of an Enemy City or Fort

Whenever an occupied city or fort is attacked and the occupying units are driven off or eliminated, the city is captured or the fort is destroyed if the attacker can advance a unit into it.

13.5 Explanation of Combat Results

A. For each specific attack, total the combat strength in the defending hex and subtract it from the total combat strength of the attacking forces. The resulting number is the Combat Differential.

B. If the defending hex is a rough or swamp hex and/or if it is being attacked solely through great or ordinary river hexsides, use the Combat Differential on the Defender's Advantage line; if the defending hex is any other sort of terrain, use the differential on the Normal Differential Line.

C. If the differential is greater than the greatest shown on the appropriate line, treat it as the greatest.

D. If the differential is lower than the lowest differential shown on the appropriate line, that attack cannot be made.

E. Roll the die, adjust the die roll number by the number of APs expended to do so, and cross-index the adjusted die roll number with the Combat Differential as read from the proper line.

F. In reading the result, attacker's LPs are expressed first, then the defender's.

Example: A result of 1/2 means the attacker suffers 1 LP and the defender suffers 2 LPs.

13.5.1 AP Expenditure Reminder

A. For each attack, the attacker must expend 1 AP per hex in excess of one from which the attack is taking place.

Example: If attacking from three hexes, the attacker would expend 2 APs.

B. This expenditure has no effect on the die roll, it simply coordinates the attack and makes it possible.

C. To affect the die roll, the attacker must expend 1 AP per attacking hex for each addition to the die.

Example: If attacking from three hexes, the attacker would expend 12 APs to get a +4 DRM.

D. The die roll can never be increased over twelve.

13.5.2 Attack Example

A. A CSA infantry corps (3 SPs) in rough terrain is attacked by a USA infantry corps (3 SPs) in one hex, and two USA armored brigades in another adjacent hex (1+1). The total attacking strength is 5, from which the total defending strength of 3 is subtracted to yield a Combat Differential of 2.

B. The differential is read on the Defender's Advantage Line.

C. The USA expends 1 AP to attack from the two hexes, plus 10 APs for a +5 DRM.

D. The USA rolls the die for a 2, modified to 7.

E. Cross-indexing the result with the +2 Combat Differential yields a Combat Result of 0/1. The attacker suffers no loss and the defender suffers 1 LP. The CSA satisfies the loss by destroying one of the divisions constituting its corps.

13.5.3 Randomizer Chits

When using the Randomizer Chits supplied with the Folio edition of this game, take those numbered 1-6 and place them in an opaque container (coffee can). Instead of a die roll, draw a chit at random and read the number. Always replace a chit before drawing another.

13.6 Satisfying Loss Points

LPs may be satisfied by a variety of means in a set sequence depending on the role of the units in a given combat and their position in relation to forts and cities.

13.6.1 Loss Sequence

A. If the attacker's LPs, as shown by the CRT, are greater than the defender's LPs, or if the attacking units are attacking a hex containing a fort or enemy city, then the attacker suffers losses first.

B. If the defender's LPs, as shown by the CRT, are greater than or equal to the attacker's LPs, then the defender suffers losses first.

13.6.2 Attacker

The attacker has two ways to satisfy LPs.

  1. Any or all LPs may be satisfied by eliminating divisions or brigades equal to the result.

  2. At the attacker's option, the first LP may be satisfied by the disruption of all attacking units; the remainder, if any, must be satisfied by the elimination of divisions or brigades equivalent to the balance of the result.

13.6.3 Defender Outside Fort or City

The defender has three ways to satisfy LPs.

  1. Any and/or all LPs may be satisfied by eliminating divisions or brigades equal to the result.

  2. At the defender's option, the first LP may be satisfied by retreating all defending units one hex, with the balance [of the result] satisfied by eliminating divisions or brigades equal to the remainder of the result.

  3. The defender may also retreat all defending units one hex as above and then disrupt all of them to satisfy the first two LPs; the balance, if any, must be satisfied by eliminating divisions or brigades equal to that balance.

13.6.4 Defender in Fort or City

A. Units occupying a hex containing a fort or city must suffer losses in terms of elimination of divisions or brigades equal to the result.

B. If a hex containing a fort or city is vacated by all units due to combat losses while defending, and there are undisrupted attacking units, then one attacking unit may advance into the fort or city hex. This is the only case in which units may enter an enemy city hex not already occupied by friendly units.

C. When attacking units advance into a hex containing an enemy fort, immediately remove the fortification counter from the map. Forts may not be rebuilt.

13.7 Elimination of Units and Disruption of Units

13.7.1 Elimination

A. To satisfy LPs by eliminating units, eliminate one division or brigade per LP. Place eliminated divisions and brigades in their Replacement Box.

B. Each infantry corps is worth 2 LPs. If part or all of a corps is to be eliminated, the owner first breaks it down into its component divisions (placing the corps unit in the Corps Organization Box).

C. If the corps is satisfying a loss of 2 LPs, place both of its divisions in the Replacement Box. If it is satisfying a loss of 1 LP, place one of its divisions in the Replacement Box and leave the remaining division in place on the map, disrupting it (flip facedown).

13.7.2 Disruption

To satisfy losses by disruption, flip all of the involved units facedown to signal their disruption. This satisfies 1 LP, regardless of how many units are involved.

13.7.3 Effects of Disruption

A. Disrupted units may not move, attack, or contribute their combat strength to the creation of a ZOC.

B. Disrupted corps may not voluntarily break down into divisions during the owner's Breakdown Phase.

C. Two disrupted divisions may not form into a corps during the owner's Formation Phase.

D. When a disrupted unit (or stack containing a disrupted unit) is attacked, the attacker applies a +2 DRM, in addition to any DRM due to AP expenditure.

E. Disrupted units may not retreat nor may they advance.

F. If a disrupted unit is attacked, any LPs incurred must be satisfied by eliminating divisions and brigades.

13.7.4 Disruption Recovery

Units may be disrupted and recover (12.0) from disruption any number of times during the game.

13.8 Retreat and Advance as a Result of Combat

13.8.1 Retreats

Only the defender may retreat to satisfy LPs. When the defender retreats, the unit (or stack) is moved one hex away from its original position. A retreat satisfies 1 LP, regardless of the number of units involved.

13.8.2 Limitations on Retreat

A. Retreating units may not retreat:

  1. Into or through prohibited terrain;
  2. Into an enemy-controlled or enemy-occupied hex;
  3. In violation of the stacking limits.

B. If the only path of retreat is one of those described above, the units must remain in place and satisfy their losses by the elimination of divisions and brigades.

C. Units must retreat into a vacant hex if at all possible. If not possible, they must retreat into a hex with the fewest number of friendly units not adjacent to enemy units.

D. If units are forced to retreat into hex containing friendly units which are about to be attacked by enemy units (which are not exerting a ZOC into that hex), the retreating units are totally ignored in that subsequent attack. If the attacker advances into that hex, the retreated units are eliminated.

E. If two disrupted infantry divisions are in the same hex as a result of combat, follow the procedure in 7.2.2.

13.8.3 Advance as a Result of Combat

A. If the attacker has any participating, undisrupted units available after satisfying its losses and the defender's hex is vacated, one attacking unit may advance into the now vacant hex (at the attacker's option).

B. If the hex attacked is an unoccupied city, the attacker must inflict 1 LP on the city to advance into the city and occupy it.

C. If the hex attacked is an unoccupied fort, the attacker must inflict 1 LP on the fort to advance into the fort and destroy it.

D. If the hex is an occupied city, and any occupying units retreat, the attacker may automatically advance one undisrupted unit into the hex and occupy the city. If the attacker fails to do so, the city remains in enemy hands.

E. If the hex is an occupied fort, and any occupying units retreat, the attacker may automatically advance one undisrupted unit into the hex and destroy the fort. If the attacker fails to do so, the fort remains intact.

14.0 Initiative

A. During the Combat Phase, both sides keep track of the LPs suffered in each combat on the IRT.

B. The side suffering the larger number of LPs in combat moves the Initiative Marker the number of spaces equal to the difference in LPs toward the opponent's side of the IRT.

C. Do not move the Initiative Marker in combats where LPs are equal.

Example: The final result of a combat is 3/2 (three losses for the attacker, two losses for the defender), the attacker moves the Initiative Marker one space toward the defender's side of the IRT.

D. Initiative is recorded strictly by using the result shown on the CRT, not the number of units lost.

14.1 Determining Initiative

The side with the lowest overall net loss as shown by the IRT has the initiative. During the Initiative Determination Phase of the following turn, the side with the Initiative may determine who is the First Player in the turn.

14.2 Resetting the IRT

As soon as Initiative is determined, set the IRT to zero. New combat losses are recorded during the ensuing Combat Phase.

Example: It is the Confederate player-turn of Turn 3; the IRT shows 2 LPs in favor of the Union. The Confederacy makes two attacks, resulting in 2/3 and 0/2 for an overall gain of 3 LPs. The IRT now reads 1 LP in favor of the Confederacy. On Turn 4, the Confederacy has the initiative and may decide who will have the first player-turn in that turn. The Confederacy elects to take the first player-turn. The IRT Track is set to zero and play proceeds.

14.3 Turn 1 Initiative

The USA always has the initiative on Turn 1.

14.4 IRT at Zero During Initiative Determination

If the IRT is at zero, use the turn sequence from the previous turn.

15.0 Rivers and Bridges

There are two types of rivers: ordinary rivers and great rivers. Special rules apply to each type.

15.1 Ordinary Rivers

15.1.1 Movement Cost in Home Country

Ordinary rivers in the phasing side's home country may always be crossed at no additional MPs.

15.1.2 Movement Cost in Enemy Territory

Ordinary rivers in the enemy's home country may be crossed at the expenditure of an additional 2 MPs.

15.1.3 Border Rivers

Rivers on the border between the two countries are considered to be controlled by the USA for the entire game.

15.2 Great Rivers

15.2.1 Crossing Great Rivers

Great rivers may only be crossed at bridged hexsides, or during advance after combat if they control or have captured the bridge.

15.2.2 Bridged Hexsides in Enemy Territory

A. To cross bridged hexsides in the enemy's home country, the bridge must first be captured.

B. Only armored units may capture bridges.

15.2.3 Bridge Capture

A. A phasing side's armored unit may enter a hex with a bridge hexside to attempt to capture a bridge.

B. After entering the hex, the unit must cease movement and expend an additional 3 MPs.

C. Roll a die.

  1. On a 1-2, the bridge is captured.
  2. On a 3-6, the bridge is destroyed.
  3. Record the change to the bridge's status.

D. Only armored units may capture bridges.

15.2.4 Effects of Capture

Bridges may be used to allow units to cross great rivers during the Movement Phase in which they are captured and all subsequent Movement Phases in which they remain captured.

15.2.5 Movement Effects of Bridges

Units pay no additional MPs to cross great rivers at bridged hexsides (either captured or in their home country).

15.2.6 Duration of Capture

Once a bridge is captured, it is considered to be under the control of the capturing side. The opponent may only use the bridge if it is recaptured using the above procedure.

15.2.7 Combat Effects of Bridges

A. Attacks across great rivers made at intact bridged hexsides are treated as an attack across an ordinary river.

B. Control of a bridged hexside is not required to attack across it.

15.3 Rivers and Retreats

A. No unit may retreat across any unbridged river hexside. If forced to do so, it is eliminated instead.

B. Units may retreat across bridged hexsides if they are controlled.

15.4 Amphibious Assaults

A. Attacks made across great rivers at unbridged hexsides are known as amphibious assaults.

B. They may be made across intact enemy-controlled bridge hexsides, but not friendly controlled bridge hexsides.

C. They may be made against empty hexes.

D. Amphibious assaults cost an additional 6 APs per hexside.

E. Armored units may not participate in amphibious assaults.

16.0 How to Use the Scenarios

A. Each of the scenarios is a separate and distinct game situation, listing the forces available to each side, with its own victory conditions that one side must achieve to win and the other to win by preventing them.

B. All scenarios last for ten turns, at the end of which the winner is determined.

C. Each scenario lists the per turn AP Level for each side.

16.1 How Forces Are Listed

A. Forces are listed by nationality, place of deployment, and type.

B. Units are indicated as initial forces (on the map in that side's homeland), as Reinf (in that side's Reinforcement Box) or as Repl (in that side's Replacement Box).

C. Each scenario also lists the total corps equivalent of that side's infantry divisions.

16.2 Deploying Fortifications

A. The CSA deploys one of its forts first, then the USA deploys one. They continue alternating until all forts have been deployed. If one side has a greater number of forts to deploy, it deploys the balance after the other side has deployed all of its forts.

B. Forts may only be deployed in homeland clear terrain hexes (one fort per hex). They may not be deployed in city hexes.

16.3 Deploying Infantry and Armored Units

A. After all forts are deployed, the CSA deploys all of its infantry divisions and armored brigades listed as initial forces. These units may be deployed in any homeland hexes within the limits of the terrain and stacking rules.

B. Units may not be deployed in corps form nor may two infantry divisions be deployed in the same hex at start.

C. After the CSA completes its deployment, the USA deploys its initial forces under the same restrictions.

16.4 How Play Starts

A. After all initial forces have been deployed on the map, and in the Replacement, Reinforcement, and Corps Boxes, set aside any excess units. Such units may never enter the game.

B. Set each side's AP Marker at the level for that scenario.

C. The USA decides who will be the First Player in Turn 1. Place the Initiative Marker in the USA #1 box on the IRT).

D. The First Player begins the sequence of play starting with the AP Level Determination Phase (4.2.2.1).

16.5 How Play Ends

All play stops at the end of Turn 10 and the winner is determined. Either side may concede defeat before then.

17.0 The Scenarios

17.1 Alternate World I: The War for Hemisphere Security, 1936

The USA, fearful of the growing economic ties between the South and Imperial Germany and Japan, launches a punitive strike into Greater Texas and Arkansas. Promised support by the West American Republic fails to appear due to a show of force by the Japanese fleet.

17.1.1 USA Forces

TypeFortsInfantryArmor
Initial3418
Reinf060
Repl002

Corps Equivalent: 12

AP Level: 35.

17.1.2 CSA Forces

TypeFortsInfantryArmor
Initial5512
Reinf000
Repl082

Corps Equivalent: 10

AP Level: 45

17.1.3 Victory Conditions

At the end of Turn 10, the USA must occupy at least five CSA Resource Centers or three CSA cities (one of which must be Shreveport, Montgomery, or Atlanta).

17.2 Alternate World II: The Property War, 1937

The USA, having nationalized Southern holdings in the North as part of its People's Corporation program, hastily mobilizes upon learning that the CSA is about to cross the border in force.

17.2.1 USA Forces

TypeFortsInfantryArmor
Initial5200
Reinf000
Repl000

Corps Equivalent: 10

AP Level: 25

17.2.2 CSA Forces

TypeFortsInfantryArmor
Initial5714
Reinf040
Repl060

Corps Equivalent: 12

AP Level: 50

17.2.3 Victory Conditions

At the end of Turn 10, the CSA must occupy at least six USA cities (one of which must be New York, Detroit, Chicago, or Omaha).

17.3 Alternate World III: The War for Access and Free Labor

The USA uses the Southern imposition of extraordinary high river traffic tariffs as a pretext to strike deep into the CSA and cut it in two, hoping thereby to force reunification. Simultaneously, underground cadres of Bound Workers (i.e., slaves) rise up and create diversions in CSA rear areas.

17.3.1 USA Forces

TypeFortsInfantryArmor
Initial3716
Reinf020
Repl000

Corps Equivalent: 9

AP Level: 40

17.3.2 CSA Forces

TypeFortsInfantryArmor
Initial5160
Reinf000
Repl000

Corps Equivalent: 8

AP Level: 20

All CSA forts must be deployed within three hexes of the USA/CSA border.

Example: Hex 0116 is three hexes from the border.

17.3.3 Victory Conditions

Upon the completion of Turn 10, the USA must:

  1. Occupy New Orleans or
  2. Clear all territory west of the Mississippi of CSA units and occupy all the CSA cities west of the Mississippi.

18.0 Players' Notes

The History

In 1863, the South achieves in battle what is has been looking for: a decisive defeat of the North, resulting in diplomatic recognition and the breaking of the strangling naval blockade. Two years later, both the USA and the CSA are morally and economically exhausted; the populations of the war-ravaged nations call for a truce, and in 1865 the war is over; with the South as a separate nation. Astute Southern leaders recognize immediately that if their nation is to survive they must industrialize and become a self-sufficient nation, and, although agriculture remains a major source of income, industry springs up throughout the Confederacy. Over the years each country establishes a degree of dependence on the other, trade between the neighboring nations flows with relative ease, and only minor disputes, which are worked out without bloodshed, mar the coexistence of these nations. Both remain neutral throughout WWI; as a result, Germany triumphs, becoming the dominant world power. When the disastrous Great Depression of 1931 strikes, tension develops between the two American nations, both struggling hard to survive. Each nation needs markets for manufactured goods, and the South has its oil deposits with which it makes good headway with Germany and Japan. The North eyes this economic boon with envy. And in this tension-filled atmosphere, war is inevitable.

The Game

A. As a game, Dixie is a conscious attempt to take a new tack on operational/strategic level wargames. It is an attempt to examine a period of warfare in which infantry is a dominant arm, supported by small groups of armor. The armor division as a concept did not manifest itself until the late 1930's, and until then armor was deployed in much smaller, less homogeneous groups. When playing the game, keep three things in mind:

  1. Any decision that you make in the early parts of any given player-turn will have large implications for what you are able to accomplish later.
  2. To make an attack successful requires the expenditure of enough APs to raise the die roll by at least three; thus, attacks made from one hex are more economical.
  3. Dixie contains many unique rules, among which the most important are those concerning ZOCs and Initiative.

B. A player who masters these rules and their implications for play will succeed where an equally able opponent will fail.

C. It's important to realize that the physical distances being dealt with here are enormous; the distance from Chicago to Memphis is greater than the distance from Berlin to Moscow, while the number of units utilized will never cover the entire frontage between the two nations. Concentrate deployment around major goals in the Scenarios. Dixie is a game with many fine points which can only be discovered during play. It demands a great deal of thought; each decision must be carefully weighed.

Section 19.0 (design, production and copyright credits) is omitted.

20.0 Variants

The variant byline is omitted. The sections below are the variant additions and modifications as printed in the revised document.

Dixie had a fascinating premise: the Confederacy won the American Civil War. North and South become separate nations and in the 1930s refight another civil war.

3.3.4 Summary of Unit Types (additions)

A. Shock Corps (5-7 units) are formed by combining one tank brigade and two infantry divisions. That costs five administrative points.

B. Marine Divisions (1-6 units) may be received if the player chooses the amphibious warfare doctrine (see below).

C. Airborne Brigades (1-4 units) may be received if the player chooses the airborne warfare doctrine (see below).

4.2 Sequence Outline (modification)

4.2.2.2a Airstrike Availability Phase

Insert following the Replacement and Reinforcement Phase (for both sides). All friendly airstrike markers assigned by the scenario are available again.

4.2.2.9 City Bombing Phase

Place all airstrikes for city bombing missions, then resolves those attacks one by one.

4.2.2.10 Interdiction Phase

Place any airstrikes for tactical support missions. They remain on the map until the end of the other side's turn.

13A Airpower (Addition)

Both sides receive airstrike markers according to scenario instructions. Airstrikes may be used for one of four missions: tactical support, city bombing, interdiction, and interception.

13A.1 Characteristics

Airstrike Markers are not units, they represent where "x" number of sorties have been conducted. Hold them off map and utilize them only in the appropriate points in the sequence of play.

A single Airstrike Marker may be used for only one mission per turn. As soon as it completes a mission, remove it from the map and are not available again until the following Airstrike Availability Phase. Within that restriction, airstrikes may be reused every turn.

Airstrike Markers may coexist in the same hex with enemy land and air units; they do not affect land units other than as indicated below; nor are they ever affected by the outcomes of ground combat.

13A.2 Administrative Points

APs are expended based on the selected mission.

13A.3 Range

Each marker may be used up a certain number of hexes away from a friendly occupied city (including captured enemy cities), depending on the mission.

13A.4 Missions

There is no limit to the number of airstrikes that may be employed on a particular mission other than those imposed by AP costs. Those missions include the following.

13A.4.1 Tactical Support

A. This is conducted during the friendly Combat Phase.

B. Place airstrikes in hexes being attacked by friendly ground forces.

C. All tactical support missions must be placed prior to any land attacks being made. Tactical support may be flown only for offensive support, not defensive.

D. If a land attack is canceled for any reason, any supporting air for it is removed without being executed, and it may not be converted to other mission.

E. For each airstrike committed to a single tactical support mission, apply a +2 DRM.

13A.4.2 City Bombing

A. This is conducted during the friendly City Bombing Phase.

B. Bombing attacks may be conducted only against enemy controlled city hexes that are not being attacked by ground units.

C. Total the number of city bombing airstrikes (after interception), then resolve the raid on the City Bombing Table.

D. Following the mission, remove the Airstrike Markers from the map.

13A.4.3 Interdiction

A. This is conducted during the friendly Interdiction Phase.

B. The airstrike remains on the map until the end of the other side's player-turn.

C. While on the map, interdiction missions have the following effects:

  1. Each airstrike committed to interdiction creates an Interdiction Zone that includes the hex of placement and all adjacent hexes.
  2. Whenever a land unit enters an interdiction zone using normal land movement, it must expend an extra MP. It may not enter the hex if it does not have the extra MP.
  3. Whenever a land unit enters an interdiction zone using rail or amphibious movement, it must expend an extra AP. If the owning side does not have the extra AP, the unit may not enter the hex.
  4. Interdiction does not affect combat, retreat or any other game functions.
13A.4.4 Interception

A. Interception missions are placed by the non-phasing side after the phasing side has finished placing all airstrikes in the phase.

B. Interceptors may be placed only in hexes containing enemy air units.

C. For each two intercepting airstrikes, remove one phasing airstrike from the map. The removed airstrike may be reused in a future turn.

D. Remove all interceptors at the end of the phase in which they are placed.

E. Interceptors themselves may not be intercepted by enemy air units.

16.6 Special Doctrines (Addition)

16.6.1 General Rule

Prior to the start of the game, each side secretly chooses any, all, or none of the following special doctrines. The doctrines provide special capabilities, but cause a permanent reduction in APs (representing the investment in ground breaking tactics and new organizations).

16.6.1.1 Amphibious Warfare

A. Add one Marine brigade to initial forces.

B. Marine brigades function in the same manner as infantry, except they may conduct one amphibious invasion per turn.

C. To conduct an amphibious invasion, the unit must begin the Movement Phase in a coastal city. Expend 9 APs and move the unit to any other coastal hex on the map. The landing hex may not be enemy occupied, but may be in an EZOC.

D. The unit must end the movement in a coastal hex; it may not attack from an all-sea hex.

E. Amphibious movement expends all of a unit's MPs for the turn.

16.6.1.2 Airborne Moves

A. Add one airborne brigade to initial forces.

B. Airborne brigades function in the same manner as infantry, except they may conduct one airborne move per turn.

C. To conduct an airborne move, the unit must begin the Movement Phase in a city. Expend 9 APs and move the unit to any other land hex on the map within 10 hexes. The landing hex may not be enemy occupied, but may be in an EZOC.

D. Airborne movement expends all of a unit's movement factors for the turn.

E. Airborne missions may not be intercepted.

16.6.1.3 Mechanized Exploitation

A. Tank and shock units may advance after combat up to two hexes. The first hex must be into the hex the defender vacated; the second hex may be in any direction.

B. An advance may be through EZOCs, but not into enemy-occupied hexes or prohibited terrain.

C. Rule 13.83 (as printed; the reference is to 13.8.3, Advance as a Result of Combat) is modified to allow two units to advance after combat, as long as both are tank and/or shock units.

D. The units need not advance into the same hexes, though they may do so.

E. This kind of advance does not cost extra APs.

16.7 Intervention Forces (Addition)

16.7.1 General Rule

A. There are two sets of intervention forces, the Internationals (IV) and the Legion (LV). Players are free to use those units as they wish; however, the Internationals and the Legion are always hostile to each other and may never be on the same side.

B. Intervention units are treated the same as USA/CSA for all game purposes, with the following exceptions: they may not be used to build corps, and they may never be replaced.

ForcesInfArmAir
IV111
LV111

Infantry divisions are 1-6, and armored brigades are 1-8.

17.4 Scenario Modifications (Addition)

17.4.1 Administrative Points

Increase the AP Level by 10 in each scenario.

17.4.2 Additional Units

A. Any amphibious or airborne units gained via the doctrine rule are placed at start of play at no extra cost.

B. Neither side may initially deploy shock corps, but may form them in the course of play.

17.4.3 Air Markers

ScenarioUSACSA
17.132
17.223
17.333
4.2.2.8 Combat Phase
  • 4.2.3 The Second Player-Turn
  • 4.2.4 Game-Turn Indication Phase
  • 4.3 Mandatory Nature of Sequence
  • 13.3 Terrain Effects on Combat
    • 13.3.1 Defender's Terrain Determinative
    • 13.3.2 Differential Lines in CRT
    • 13.3.3 Multiple Terrain Types
  • 13.4 Forts and Cities
    • 13.4.1 Defense Strength
    • 13.4.2 Losses When Attacking a Fort or City
    • 13.4.3 Intrinsic Defense
    • 13.4.4 Captured Cities
    • 13.4.5 Attacking a Formerly Held City
    • 13.4.6 Attacking Unoccupied City or Fort
    • 13.4.7 Destruction of a Fort; Occupying a City
    • 13.4.8 Capture/Destruction of an Enemy City or Fort
  • 13.5 Explanation of Combat Results
    • 13.5.1 AP Expenditure Reminder
    • 13.5.2 Attack Example
    • 13.5.3 Randomizer Chits
  • 13.6 Satisfying Loss Points
    • 13.6.1 Loss Sequence
    • 13.6.2 Attacker
    • 13.6.3 Defender Outside Fort or City
    • 13.6.4 Defender in Fort or City
  • 13.7 Elimination of Units and Disruption of Units
    • 13.7.1 Elimination
    • 13.7.2 Disruption
    • 13.7.3 Effects of Disruption
    • 13.7.4 Disruption Recovery
  • 13.8 Retreat and Advance as a Result of Combat
    • 13.8.1 Retreats
    • 13.8.2 Limitations on Retreat
    • 13.8.3 Advance as a Result of Combat
  • 15.2.7 Combat Effects of Bridges
  • 15.3 Rivers and Retreats
  • 15.4 Amphibious Assaults
  • 17.3.3 Victory Conditions
    • 13A.4.1 Tactical Support
    • 13A.4.2 City Bombing
    • 13A.4.3 Interdiction
    • 13A.4.4 Interception
  • 16.6 Special Doctrines (Addition)
    • 16.6.1 General Rule
      • 16.6.1.1 Amphibious Warfare
      • 16.6.1.2 Airborne Moves
      • 16.6.1.3 Mechanized Exploitation
  • 16.7 Intervention Forces (Addition)
    • 16.7.1 General Rule
  • 17.4 Scenario Modifications (Addition)
    • 17.4.1 Administrative Points
    • 17.4.2 Additional Units
    • 17.4.3 Air Markers