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Field Commander: Robert E. Lee

Field Commander: Robert E. Lee Rulebook

Table of Contents

Table of Contents

  • PART ONE: BASIC RULES
    • 1.0 Introduction
      • 1.0.1 The Basics
      • 1.1 Robert E. Lee
    • 2.0 Campaigns
      • 2.1 Holding an Area
      • 2.2 Objective Areas
      • 2.3 Battle Areas
    • 3.0 End of a Campaign
      • 3.1 Victory
      • 3.2 Defeat
      • 3.3 Campaign Victory Points
    • 4.0 Components
      • 4.1 Maps (5)
      • 4.2 Battlefield Sheet (1)
      • 4.3 Player Help Sheets (3)
      • 4.4 Player Log (1)
      • 4.5 Die (1)
      • 4.6 Counters (9 Sheets)
      • 4.7 Robert E. Lee Counter and Command Rating
      • 4.8 Force Counters
      • 4.9 Command Points
      • 4.10 Scouts
      • 4.11 Campaign Turn
      • 4.12 Battle Turn
    • 5.0 Force Counters
      • 5.1 Skill Level
      • 5.2 Loyalty
      • 5.3 Campaign Name
      • 5.4 Force Type Graphic
      • 5.5 Commander's Name and Corps Identifier
      • 5.6 Activation Number & Activation Checks
      • 5.7 Combat Value and Buy Cost
      • 5.8 Command Rating
      • 5.9 Front and Back of Counter
        • 5.9.1 Capturing Artillery
        • 5.9.2 Captured Artillery Pile
    • 6.0 Force Types
      • 6.1 Mobile Forces
      • 6.2 Static Forces
        • 6.2.1 Static Forces Pile
    • 7.0 Campaign Set-Up
      • 7.1 Campaign Special Rules and Special Counters
      • 7.2 Campaign Turn
      • 7.3 Scale
      • 7.4 Campaign Command Points
      • 7.5 Battle Plans
      • 7.6 Cities and Forts
      • 7.7 Forces
      • 7.8 Starting Forces and Placement
      • 7.9 Late Arrivals
      • 7.10 Confederate Regiments, Brigades, Batteries and Static Forces
      • 7.11 Union Regiments, Brigades and Batteries
    • 8.0 Sequence of Play
    • 9.0 Confederate Turn
      • 9.1 Advance Turn Counter
      • 9.2 Moves
      • 9.3 Resolve Battles
    • 10.0 Battle
      • 10.1 Battle Turn Sequence
      • 10.2 Pre-Battle
        • 10.2.1 Roll for Fog of War
        • 10.2.2 Scout Counters and Fog of War
        • 10.2.3 Fog of War d10 Die Roll
        • 10.2.4 Battle Turns
        • 10.2.5 Fog of War Event
        • 10.2.6 Regular Fog of War Event Table
        • 10.2.7 Hard Fog of War Event Table
        • 10.2.8 Veteran Fog of War Event Table
        • 10.2.9 Envelopment Check
        • 10.2.10 Determine Battle Plan Quantities
    • 11.0 Battle Overview
      • 11.1 Battle Plan Assignment
        • 11.1.1 Confederate Artillery
        • 11.1.2 Union Artillery
      • 11.2 Battle Plan Activation
        • 11.2.1 Clear Orders
      • 11.3 Advance and Retreat
      • 11.4 Shock Attacks
        • 11.4.1 Defensive Fire
        • 11.4.2 Shock Check
        • 11.4.3 Shock Check Modifiers Table
        • 11.4.4 Artillery and Shock Checks
    • 12.0 Battle Turns
      • 12.1 Insight Activation
        • 12.1.1 Scout Counters and Insight Activation
      • 12.2 Select and Place Confederate Battle Plans
      • 12.3 Confederate Battle Plan Counters
        • 12.3.1 Aimed Volley
        • 12.3.2 Canister
        • 12.3.3 Cover
        • 12.3.4 Engage
        • 12.3.5 Fighting Retreat
        • 12.3.6 Flank
        • 12.3.7 Formation
        • 12.3.8 Prepare
    • 13.0 Determine Union Tactics and Pool of Union Special Battle Plans
      • 13.1 Aggressive Union Tactics and Default Battle Plans
      • 13.2 Aggressive Union Special Battle Plans
      • 13.3 Defensive Union Tactics and Default Battle Plans
      • 13.4 Defensive Union Special Battle Plans
    • 14.0 Draw and Assign Union Special Battle Plans
      • 14.0.1 Scout Counters and Union Special Battle Plans
      • 14.1 Union Special Battle Plan Counters
        • 14.1.1 Close Ranks
        • 14.1.2 Hard Cover (Defensive)
        • 14.1.3 Charge! (Aggressive)
        • 14.1.4 Well-Struck (Aggressive)
        • 14.1.5 Smoke
        • 14.1.6 Mixed Orders
        • 14.1.7 Flanking Fire
        • 14.1.8 Screened March
        • 14.1.9 Broken
        • 14.1.10 Heavy Fire
    • 15.0 Post Battle
      • 15.1 Forced March
        • 15.1.1 Jackson's Special Rule
      • 15.2 Resolve Battles
      • 15.3 Confederate Resupply
        • 15.3.1 Add Scout Counters
      • 15.4 Refit Forces
      • 15.5 Purchase New Forces
      • 15.6 Purchase Scouts
    • 16.0 Union Turn
      • 16.1 Union Orders
        • 16.1.1 Union Campaign Map Orders
        • 16.1.2 Union Battle Area Orders
      • 16.2 Restrictions on Union Orders Movement
      • 16.3 Union Force Groups
        • 16.3.1 Scout Counters and Union Orders
        • 16.3.2 Union Corps Groups
        • 16.3.3 Brigade, Regiment and Battery Groups
      • 16.4 Union Moves
    • 17.0 Resolve Battles
    • 18.0 Union Resupply
      • 18.1 Using Union Command Points
      • 18.2 Roll on the Union Resupply Table
      • 18.3 Follow Up Rolls
      • 18.4 Command Points from Battles
    • 19.0 Next Turn
    • 20.0 Solitaire Decisions
    • 21.0 Victory Points and Linked Campaigns
      • 21.1 Casualties
    • 22.0 Bonus Material
  • PART TWO: ADVANCED, VERY QUICK & QUICK BATTLE RULES
    • Introduction (Advanced Rules Book)
      • Rules References
    • Very Quick Battle Rules
      • Scouts (4.10) and Very Quick Battle Rules
      • Sequence of Play (Very Quick)
        • 10.1 Pre-Battle Sequence
      • Fog of War and Battle Turns (Very Quick)
      • 11.0 Battle Overview (Very Quick)
      • 12.0 Battle Turns (Very Quick)
        • Determine Attacker
        • Resolving Very Quick Combat

PART ONE: BASIC RULES

1.0 Introduction

1.0.1 The Basics

Don't be intimidated by the length of the rulebook! The rulebook uses extensive examples and clarifications which accounts for the space, but the basic points to understand are as follows:

Each Force counter has an Activation number and a Combat Value. To take different actions – such as moving and attacking – the player must roll d10 (a ten-sided die) and compare the result to the Activation number or Combat Value. If the result is equal to or lower than the target score, the player can take the action.

Each Force also has a Skill Level. Most effects impact the Forces with lower Skill Levels before those with higher Skill Levels.

Each Force can usually move from one Area to an adjacent Area on the Campaign map. Each Force can usually move from one Region to an adjacent Region on the Battlefield Sheet. Similarly, most Forces can attack an enemy Force in the same or an adjacent Region on the Battlefield Sheet.

When there are opposing Forces in the same Area of the Campaign map, a Battle – conducted on the Battlefield Sheet – occurs.

Each Force is assigned a Battle Plan every turn of Battle. Each Battle Plan offers different actions (which are resolved by rolling a d10). The Confederates use Default Battle Plans and Battle Plan Counters; the Union uses Default Battle Plans and Special Battle Plans. Force counters suffer Hits that flip the counter from its full-strength side to its reduced-strength side, then a subsequent Hit destroys the counter and it is removed from the battle.

At the end of both the Confederate and Union phases, both armies will have the opportunity to replace Forces destroyed in Battle – and purchase additional Forces – using Command Points.

If you want to start playing as soon as possible, you can use the Quick or Very Quick Battle Rules. Just read up to 10.2.10 (Determine Battle Plan Quantities), review 11.9, 11.10 and 11.11 then resume again at 14.5 (Rout Check) for the Quick Rules or 14.7 (End of the Battle) for the Very Quick Rules.

1.1 Robert E. Lee

(See the biography under Table of Contents above.)

2.0 Campaigns

You take on the role of Robert E. Lee and command the Confederate Forces in each Campaign. The Union is the Enemy Force. Game mechanics control the Union Forces.

The details of your Objectives for each Campaign are presented in the Victory and Defeat Conditions section of the specific Campaign Information Sheet. Objectives normally involve moving your Forces to hold key historical locations on the map, controlling the Battle Area, and inflicting casualties on the Union Forces.

2.1 Holding an Area

There are multiple Areas on each Campaign map. Each Area has a unique name derived from a town, a notable natural or man-made feature, or an important battle.

You Hold an Area if you have Confederate Forces in the Area and there are no Union Forces in that Area.

The Union Holds an Area if he (the game system you are playing against) has Forces in the Area and there are no Confederate Forces in that Area.

Forces must remain present in an Area to Hold it. In some Campaigns you may only need to enter an Area (but not Hold it). Such exceptions will be described on the Campaign Information Sheet.

If an Area does not have any Forces present, it is not Held by either side and is uncontrolled.

Forces may only move into named Areas. Forces cannot move into water. Special rules may also deem certain Areas inaccessible. In such cases, the names are provided for flavor and to convey a sense of historical accuracy.

Example: Longstreet occupies the Seven Pines Area. There are no Union Forces in Seven Pines, therefore Longstreet Holds Seven Pines.

2.2 Objective Areas

During the Set-Up phase, the Campaign Information Sheet will direct you to place Objective counters on specific Areas of the map. These Areas represent important locations specific to the Campaign. The Confederate Objective counter has a grey border. The Union Objective counters – with blue borders – are used in Battle Pack scenarios and are not required in the Basic rules.

Many of the Campaign Victory Conditions involve Holding Objective Areas. That is, there are Confederate Forces in an Objective Area and no Union Forces. If there are Union Forces present in an Objective Area, that Area is not Held and the Objective has not been reached. A Campaign Information Sheet may also stipulate Special Rules that require the player to Hold an Area with a minimum number of Forces that have a combined Combat Value (to be explained later) that meets or exceeds the value determined in the Special Rule.

Example: In the Seven Days Battles Campaign you are instructed to place an Objective Marker in Richmond (North), Richmond (Center) and Richmond (South). You must Hold each Area throughout the Campaign, as indicated in the Victory Conditions stipulated.

Some Campaign Information Sheets may also stipulate that you must Hold an Area with one or more Forces that have a minimum combined Combat Value. If the Area is Held, but with an insufficient combined Combat Value of all Confederate Forces, that counts as a failure.

Example: The Antietam Campaign Information Sheet stipulates that the player must Hold Sharpsburg, Hagerstown Turnpike and Harpers Ferry Road at the end of the campaign with Forces that have a combined Combat Value of 3 or more. If, at the end of the game, one or more of those Areas is Held by one or more Confederate Forces that have a combined Combat Value of less than 3, the Objective has not been achieved and the result is a Union Victory.

At other times you may be required to reach a certain Area by a certain Turn, but do not need to Hold it, meaning that your Forces will be free to move away from that Area on subsequent turns. The conditions that need to be met to secure an Objective will be described in the Campaign rules.

Example: In the Second Manassas Campaign you are instructed to place an Objective Marker on Manassas Gap Rail Road. At least one of Jackson's Forces must reach this Area by the end of Turn 7, but you are not required to Hold the Area.

2.3 Battle Areas

The Battle Area is highlighted by the red dotted line border around a collection of Areas. The Battle Area indicates the location of the heaviest fighting and is more geographically detailed. It is usually important for determining Victory (see 3.1). Union Forces in the Battle Area will shift from using Campaign Map Orders to Battle Area Orders (16.1.1 & 16.1.2).

Georgetown – bordered by a black dotted line – is not part of the Battle Area, while Thoroughfare Gap – bordered by a red dotted line – is part of the Battle Area.

Note that the Battle Area (the Areas delineated with a dashed red line on the Campaign map) is different to the Battle Location Area (the Area in which a Battle is taking place. See 4.16).

3.0 End of a Campaign

The Campaign ends when you 1. Satisfy the Victory conditions specified on the Campaign Information Sheet, 2. When you fulfil a Confederate Defeat condition, or 3. When the Campaign Turn counter advances past the last box on the Campaign's Turn Track and you run out of time.

3.1 Victory

Unless a Campaign states otherwise, you win the Campaign when your Confederate Forces have achieved all the Victory Conditions listed for the chosen Campaign.

A Campaign may have a Victory Condition specified on the Campaign Information Sheet that does not involve Holding Areas. To successfully complete the Campaign, you must achieve this Condition.

If you meet the Victory Conditions at the end of any step of a Campaign Turn, you win. There is no need to complete all the steps in the Campaign Turn.

In most cases however, the Campaign will require you to Hold key Areas until the final turn of the game.

Example: In the Seven Days Battles Campaign you must clear the Beaver Dam Creek Area of all Union Forces by the end of the Confederate Phase of Turn 2. One of your Force counters must reach Glendale by the end of Turn 5 and one Force must have entered Malvern Hill by the end of Turn 9. In addition, you must have at least one Force counter in Crew House, West House and Western Run at the end of Turn 9. Finally, you must Hold Richmond. If you fail to achieve one or more of these Objectives, the result is a Union Victory.

3.2 Defeat

Some Campaigns have a Defeat Condition. If the Defeat Condition is met at the end of any step during a Campaign Turn, you immediately lose the Campaign.

If Robert E. Lee is ever on the Battlefield Sheet without Confederate Forces, you lose the Campaign.

If Robert E. Lee is ever in a Campaign map Area without Confederate Forces, you lose the Campaign.

Unless the Campaign instructs otherwise, you lose the Campaign when you move the Campaign Turn counter past the last box on the map's Turn Track having not met the Victory conditions.

Example: The Seven Days Battles Campaign ends in failure when you move the Turn counter to the right of the Turn 9 box and you have not achieved the Victory Conditions stipulated on the Campaign Information Sheet.

Example: In the Second Manassas Campaign, if one of Jackson's Forces does not reach the Manassas Gap Rail Road by the end of Turn 7, you immediately lose the Campaign. Do not complete the Campaign.

3.3 Campaign Victory Points

Each Campaign Information Sheet details the Campaign Victory Points you receive for achieving your Objectives.

You can total the Campaign Victory Points and compare your final result to Robert E. Lee's.

  • Superior Command - This means you did better than Robert E. Lee.
  • Historical Command - You did as well as Robert E. Lee.
  • Inferior Command - You did not do as well as Robert E. Lee.

You can also link the Campaigns together into a Grand Campaign, recording your Campaign Victory Points from one Campaign to the next. For more information on linking Campaigns, see section 21.0.

4.0 Components

4.1 Maps (5)

Campaign maps show the Areas Forces will move in and out of. The Areas comprising the Battle Area are outlined in red dotted lines.

4.2 Battlefield Sheet (1)

Use the Battlefield Sheet to resolve Battles. Move all the Forces from the Campaign map Area where a Battle is taking place to this Sheet to resolve the Battle. Place a Battle Location marker (4.16) on the Campaign map in the Area where the Battle is being resolved as a reminder. The Battle Location marker is double-sided. Display the side of the Army that moved into the Area to initiate the Battle.

Note that the Battlefield Sheet is double-sided. The Basic rules use the side that is divided into horizontal Regions. The Advanced rules use the side that is divided into Squares.

4.3 Player Help Sheets (3)

The Player Help Sheet displays helpful game information. There are three variations depending on the difficulty of the Union AI chosen (Regular, Hard or Veteran. See 7.14). The Fog of War table on the Player Help Sheet is level dependent, so be careful to select the appropriate sheet. Other information tracks Confederate and Union Command Points, Confederate Scout counters, and the Union Special Battle Plan quantity. There is also a box to place the Union Tactics counter to quickly identify if the Union AI is using Aggressive or Defensive Tactics. You can also track the number of Battle Turns and follow the Pre-Battle and Battle sequences.

4.4 Player Log (1)

Photocopy your Player Log and use it to record your Campaign information if you are playing all five campaigns together in a Grand Campaign (see 21.0).

4.5 Die (1)

Roll a single ten-sided die when a roll is required (1d10 or d10). The die generates results from 1 to 10 with a result of '0' indicating a 10. A natural '1' will always be a success; a natural '10' ('0') will always be a failure. Therefore, if you are needed to distinguish between odd and even numbers, a roll of '0', counting as '10', would be an even number.

4.6 Counters (9 Sheets)

The game uses counters to represent military forces on the map and various record keeping game functions.

4.7 Robert E. Lee Counter and Command Rating

If the Robert E. Lee counter is present for a Battle the Confederate player receives a number of Battle Plan Counters equal to Robert E. Lee's Command rating (4.14). Lee's Command Rating is indicated on the Robert E. Lee counter specific to each campaign and is also identified on the Campaign Information Sheet. The example counter indicates Lee has a Command Rating of '3'. If Lee is not present for a Battle the Confederate player may select a number of Battle Plan Counters stipulated in the Campaign rules and also affected by the Difficulty Level (10.2.10 and 7.14). This counter represents Robert E. Lee's location on the Campaign map and his presence on the Battlefield. Never treat a Robert E. Lee counter as a Force counter.

4.8 Force Counters

Force counters represent large formations of men, horses, artillery, and structures in the game. Most of the counters represent Confederate and Union Divisions. Each Division is named after the commanding general at the beginning of the campaign. These are Named Force counters. Brigades, Regiments and Batteries are also available. These counters are generic and do not carry the name of the commanding officer. These latter counters are referred to as Additional Force counters.

4.9 Command Points

Find all the Command Point counters and place them together. The numbers on the Command Point counters indicate their worth in Command Points. Use these counters to record Confederate and Union Command Points on the Player Help Sheet. The counters are not specific to either army. Command Points represent, among other things, the availability of men and materiel, the quality of subordinate commanders, and the morale of the army. In these Basic Rules, Command Points are used by the player to purchase Scout counters (4.10 & 15.6), perform Forced Marches (15.1), and in the Confederate Resupply phase (15.3 to 15.6). Special Rules specific to a Campaign may describe other uses for Command Points. The Union AI will use available Command Points to Refit Forces, and to purchase Reinforcements and Additional Forces during the Union Resupply phase (18.0 & 18.1).

4.10 Scouts

Scouts are a potent weapon available to the player and their use will need to be mastered to gain the greatest victories. Use Scout counters to track the number of Scouts you have purchased.

Scouts represent independent cavalry units. Scout counters are used to force Fog of War rerolls (10.2.2), to issue Clear Orders and negate the need for Force Activation rolls (11.2.1), to allow Insight activation rerolls (12.1.1), to force rerolls or modify the result by +/- 1 of Union Orders (16.3.1), or to remove a Union Special Battle Plan from play for the duration of a single battle (14.0.1). Scouts may also have specialized uses in different Campaigns as described on the Campaign Information Sheet.

The player will receive a stipulated number of Scout counters each turn as indicated on the Campaign Information Sheet. Additional Scout counters can be purchased during the Confederate Resupply phase (15.6) at the cost of 1 Command Point per Scout counter. The total number of Scout counters available in the game represents a hard limit.

4.11 Campaign Turn

This counter shows the Campaign game Turn you are resolving. There is a grey side (Confederate) and blue side (Union) to help you keep track of which phase of the Campaign Turn you are resolving. Campaign Turns are of no defined length, but as the campaign progresses and Forces move into the Battle Area, a turn can be understood to represent a shorter period of time than in the early stages of movement on the Campaign map.

4.12 Battle Turn

This counter shows the Battle Turn you are resolving. There is a grey side (Confederate) and blue side (Union) to help you keep track of which step of the Battle Turn you are resolving if required. Multiple Battles (resolved one at a time) may potentially take place within a single Campaign Turn.

4.13 Battle Plans

Battle Plan Counters (capital "C") are specific Orders issued to Confederate Forces in battle (12.2 and 12.3). The Union AI uses Special Battle Plans (13.0). Both the Confederates and the Union also use Default Battle Plans (see 12.4 for Confederate Default Battle Plans and 14.2 for Union Default Battle Plans). There are no counters to represent Default Battle Plans for either side. The names of the Default Battle Plans are printed on the Battlefield Sheet (4.2). Refer to the Player Aid for a brief overview of each Battle Plan.

4.14 Battle Plan Quantity

Use these counters to record the number of Battle Plan Counters your Confederate Forces can use each Turn of a Battle, and the number of Special Battle Plan counters the Union draws each turn of a Battle. Both of these totals are determined by the Difficulty Level chosen (7.14) and the Campaign (refer to the Campaign Information Sheet. See 7.0). If Robert E. Lee is present for a Battle, the Confederate player receives a number of Battle Plan Counters every turn of the Battle equal to Robert E. Lee's Command Rating specific to that Campaign (indicated on the Robert E. Lee counter and on the Campaign Information Sheet).

There is no limit to the number of Default Battle Plans that either side can use (though one Force can never use more than one Default Battle Plan per Turn), and the same Default Battle Plan can be assigned to multiple Forces.

4.15 Insights

These are special Battlefield options only Robert E. Lee can use. If Robert E. Lee is not present at a battle (indicated by the Robert E. Lee counter being placed on the Battlefield Sheet) then the Confederate player cannot use Insights. (Exception: Certain Fog of War results. See 10.2.5). Campaign specific Special Rules may also affect the availability of Insights. See 10.2.12 for details on the Insights.

4.16 Battle Location

Use this counter on the Campaign map to mark the map location where the Battle is taking place when you move Force counters to the Battlefield sheet (referred to as the Battle Location Area). There is a grey side (Confederate) and blue side (Union) to help you keep track of which half of the Campaign Turn you are resolving. Note that the Battle Location Area (the Area in which a Battle is taking place) and the Battle Area (the Areas delineated with a dashed red line on the Campaign map. See 2.3) are different.

4.17 Objectives

The Confederate Objective counter has a grey border. Use Confederate Objective counters to mark the location of Campaign Objective Areas on the Campaign map. Campaign Objectives are stipulated on the Campaign Information Sheet.

The Union Objective counter has a blue border. Union Objective counters are used in Battle Pack scenarios with the Advanced Rules. Union Objective counters are not used with the Basic Rules.

4.18 Reinforcement Cup

Place an opaque cup to the side where Named Union Force counters are placed when Destroyed in battle. Forces with a General's name (Named Forces) go into the Reinforcement cup. These Forces may be repurchased during the Union Resupply phase (18.0).

4.19 Additional Forces Cup

Prepare a second opaque cup to keep Union Additional Forces in (Brigades, Regiments and Batteries). These are Force counters without a Commanding Officer's name (non-Named Forces). Put all the available Brigade, Regiment and Battery counters in the Additional Forces cup at the start of the campaign. Through the game, place all Brigade, Regiment and Battery Forces that are Destroyed back into the Additional Forces cup. The Additional Forces cup will be used to randomly select Additional Forces during the Union Resupply phase (18.0). Static Forces – Garrisons and Fortifications – are placed in the Static Forces Pile (6.2.1). Confederate Additional Forces do not need to be placed in a cup.

4.20 Campaign Information Sheet

Each campaign uses a unique Campaign Information Sheet, as found in the Campaign Book. This details which Forces to use and where to place them, Victory and Defeat conditions, Union Orders, the number of Battle Plans available each turn, the Withdrawal table, Objectives, any Special Counters needed, Resupply and the Campaign Victory Points. There are also Special Rules unique to that campaign and a Sequence of Play for handy reference.

4.21 Campaign Turn Tracker Sheet

Use this sheet to keep track of each turn of the Campaign. Different Campaigns have a different number of turns. The Campaign Turn Tracker Sheet also identifies which turns certain actions are necessary, such as checking for Late Arrivals.

4.22 Player's Aid

The Player's Aid provides summaries of the key rules required to play the game.

4.23 Other Counters

Remaining counters not described above are for use in the Battle Pack scenarios. Refer to the Scenario-specific Information Sheets for details of which counters are used in which scenarios.

5.0 Force Counters

5.1 Skill Level

The letter in the medallion on each Force counter shows the Skill Level. From weakest to strongest the Skill Levels are:

  • Conscript (C)
  • Poor Line (P)
  • Line (L)
  • Veteran (V)
  • Elite (E)

The Skill Level of a Force is relevant when determining Hits. A Force with a lower Skill Level in the same Region of the Battlefield Sheet as a Force with a higher Skill Level will suffer a Hit first (11.9). A Force with a lower Skill Level will suffer a Shock attack before a Force with a higher Skill Level (11.4). Some Union Special Battle Plans will also differentiate between Forces with different Skill Levels, such as Hard Cover (14.1.2). Skill Level may also be affected by Campaign-specific Special Rules.

Design note: The Confederacy introduced conscription in 1862 and the Union in 1863. We have used the same term throughout the game for consistency and rules clarity.

5.2 Loyalty

The color of each counter identifies the loyalty of the Force (Confederate or Union). Each of your Confederate Force counters are identified by two shades of gray and each of the Union Force counters are identified by two shades of blue.

5.3 Campaign Name

The name of the Campaign on a Force counter identifies the Campaign the counter is used in. Note that Brigade, Regiment, Battery, Garrison and Fortification counters are generic and can be used in any Campaign. They have no Campaign name.

5.4 Force Type Graphic

The graphic on a Force indicates the Force's Type. Infantry, Cavalry, Artillery, Garrison, or Fortification.

5.5 Commander's Name and Corps Identifier

The Commander's name on the counter shows the Commander who historically commanded the Force at the beginning of the Campaign (in certain cases, the historical Commander may have been captured, wounded or even killed during the course of the Campaign). Different Commanders may have different abilities specific to a Campaign. Check the Special Rules for each Campaign for details. The Corps Identifier is placed below the Commander's name. Union Forces are issued Orders and move on the Campaign map in groupings determined by their Corps (16.3). Confederate Forces are identified according to the initial of the Corps commander in the earlier Campaigns.

Named Force counters without a Corps identifier are Independent and will not join a Corps group (16.3). For example, in the Gettysburg campaign Buford is a Named Force counter but is Independent and is not attached to a Corps.

5.6 Activation Number & Activation Checks

Forces may use this number when attempting an Activation check to Activate a Battle Plan. To make an Activation check, roll d10 and compare the result to the Activation number. If the result is equal to or less than the Activation number the Force is able to Activate. A natural roll of '1' when making an Activation check always succeeds; a natural roll of '10' when making an Activation check always fails. Note that certain additional Rules (such as Shock attacks. See 11.4), Campaign Special Rules and Optional Rules may require the player to make Activation checks to produce different effects.

5.7 Combat Value and Buy Cost

Forces use their Combat Value when performing attacks. Some Forces have a Superior Combat Value, noted with a superscript on their Combat Value. You will need to roll a Force's Combat Value or less to perform a successful attack and score a Hit against your target using 1d10. If you roll the Superior Combat Value or less (on the same roll), you will score two Hits. A natural roll of '1' when attacking always succeeds; a natural roll of '10' when attacking always fails. If a Force has a Superior Combat Value but that Combat Value has been modified to a zero or negative number, natural rolls of '1' do not score two Hits.

You must pay the Buy Cost (the Combat Value of a Force) when purchasing a Force using Command Points (15.5).

Example: The 'L' medallion indicates a Line Skill Level. The two shades of grey indicate this is a Confederate counter. The Campaign name is Antietam. It is a Cavalry counter. The Commanding Officer is Stuart. There is no parent Corps indicator, so this is an Independent Force. The Force has an Activation number of '6' and a Combat Value / Buy Cost of '4'.

Example: The 'V' medallion indicates a Veteran Skill Level. The two shades of blue indicate this is a Union counter. The Campaign name is Gettysburg. It is an Infantry counter. The Commanding Officer is Gibbon. The division belongs to II Corps. The Force has an Activation number of '8' and a Combat Value / Buy Cost of '5/2'. The '2' is the superscripted Combat Value that allows the Force to potentially inflict an additional Hit.

5.8 Command Rating

Only Robert E. Lee counters have this number. Use this number to Activate some Insight counters (Demolitions and Screen. See 10.2.12) and to adjust Battle Plan Quantities (10.2.10). In the example, Robert E. Lee has a Command Rating of 3. Note that some Campaigns may make reference to Lee's Command Rating.

5.9 Front and Back of Counter

Force counters have a full-strength side and a reduced strength side. The reduced side has a red slash through the counter.

At the beginning of the Campaign, place Forces on the map with their full-strength side face up.

When a Force suffers a Hit, flip it to its reduced side.

If a reduced Force suffers a Hit, it is Destroyed. Remove it from the map and, if it is a Union Force, place it in the Reinforcement cup (4.1.8), Additional Forces cup (4.1.9) or Static Forces pile (6.2.1). If it is a Confederate Force, place it next to the Campaign map. It may be repurchased during the Purchase New Forces phase (15.5). Forces that have been flipped to their reduced side (but not Destroyed) can be flipped back to their full-strength side during the Refit Forces phase (15.4). Artillery Forces follow special rules (see Capturing Artillery 5.9.1). The Union will have similar opportunities during the Union Resupply step (18.0).

If a Force does not have an Activation number or a Combat Value on its reduced side, Destroy it when it suffers its first Hit. For example, if an Artillery Force does not have a reduced side, it will be Destroyed after suffering the first Hit from a Ranged Attack against it (but may otherwise be captured. See below).

5.9.1 Capturing Artillery

Any time an opposing Artillery Force (Confederate or Union) is defeated in a Shock attack (11.4) or Melee combat (11.5), or is Routed (14.5) that enemy Artillery Force is immediately removed from the Battlefield sheet and placed in the Captured Artillery pile (5.9.2). It cannot be repurchased in the Resupply phases (15.3 & 18.0). Then, place an Artillery counter with an opposing Loyalty (from the Union Additional Forces cup – see 4.19 – or from the available Confederate Forces next to the Campaign map), and with the same Combat Value in the same Region of the Battlefield Sheet. If an opposing-Loyalty Artillery counter with the same Combat Value is unavailable, place an opposing-Loyalty Artillery counter with a lower Combat Value. That Artillery Force can be assigned a Battle Plan the following turn. Once captured, those Artillery Forces may be used by the opposing army for the remainder of the campaign unless Destroyed or recaptured.

Note that if, for example, the Union were to capture Confederate Artillery, placing it in the Captured Artillery pile (5.9.2), and the Confederates were to capture a Union Artillery Force with the same Combat Value in a later Battle, then the original Confederate counter can be returned to the game (from the Captured Artillery pile).

5.9.2 Captured Artillery Pile

This is a pile of both captured Confederate and Union Artillery Forces. Anytime an Artillery Force is captured, remove it from the game and place it in the Captured Artillery Pile. Replace that captured opposing Artillery Force with a friendly Artillery Force of equal or lower Combat Value as normal.

5.9.2.1 For the Confederate player that friendly Artillery Force can be selected from the Captured Artillery Pile (representing the recapture of an Artillery Force) or from the stock of available Artillery Forces in the Confederate Additional Forces pile (4.19).

5.9.2.2 For the Union AI that friendly Artillery Force will be selected from the Captured Artillery Pile as a priority (representing the recapture of an Artillery Force). If no Artillery Forces are available, the Union AI will select a friendly Artillery Force from the stock of available Forces in the Union Additional Forces cup (4.19).

For both the Confederate player and the Union AI, if no friendly Artillery Force is available in either the Captured Artillery Pile or in the stock as a substitute for the captured enemy Artillery Force, then gain 2 Command Points but otherwise take no further action. Remove the opposing Artillery Force from the Battlefield Sheet to the Captured Artillery pile as normal but do not replace it with a friendly Force.

Both Confederate and Union Artillery Forces in the Captured Artillery pile are not available for repurchase and cannot reenter play as a result of a roll on the Union Resupply Table (18.2).

Example: You previously captured a Union Artillery Force with Combat Value 4. You replaced this Force with one of your own Confederate Artillery Forces (Combat Value 4) and placed the captured Union Artillery Force in the Captured Artillery pile. In this turn one of your Artillery Forces (Combat Value 5) is captured by the Union and placed in the Captured Artillery pile. The Union does not have a similar Combat Value 5 Artillery Force available and so it returns the Union Combat Value 4 Artillery Force that was previously captured from the Captured Artillery pile to the Campaign map.

6.0 Force Types

There are two types of Forces: Mobile and Static.

6.1 Mobile Forces

There are three types of Mobile Forces in the game: Infantry, Cavalry, and Artillery. You can move all these Forces on the Campaign map and move Infantry, Cavalry and some lighter Artillery on the Battlefield Sheet. Heavier Artillery cannot move on the Battlefield Sheet (11.1).

  • Infantry - Infantry counters have a soldier graphic.
  • Cavalry - Cavalry counters have a soldier mounted on a horse graphic. Cavalry do not have a reduced side. Destroy them when they suffer one Hit.
  • Artillery - Artillery counters have a wheeled cannon graphic. Artillery do not have a reduced side. Destroy them when they suffer one Hit.
  • Additional Forces: Regiments, Brigades and Batteries – Regiments, Brigades and Batteries are sub-types of Infantry, Cavalry and Artillery and are referred to as Additional Forces. Treat Regiments, Brigades and Batteries as Infantry, Cavalry or Artillery based on the graphic appearing on their counter. Regiments, Brigades and Batteries do not have a reduced side. Destroy them when they suffer one Hit.

6.2 Static Forces

There are two types of static Forces: Garrisons and Fortifications. Static Forces do not move on the Campaign map or the Battlefield Sheet.

  • Garrisons - Garrisons have a graphic of a soldier.
  • Fortifications - Fortifications have a graphic of a cannon.

6.2.1 Static Forces Pile

Static Forces are kept together in their respective Static Forces Pile (distinct from the Reinforcements Cup and the Additional Forces Cup. See 4.18 and 4.19). Select Static Forces from the Static Forces Pile whenever necessary during a campaign.

7.0 Campaign Set-Up

To begin, select the Campaign you want to play and place the Campaign map, the Campaign Information Sheets, the relevant Player Help Sheet (dependent on Difficulty Level) and the Campaign Turn Tracker Sheet in front of you. You will also find the Player Aid helpful.

Collect the counters you will need as indicated on the Campaign Information Sheet (Starting Forces and Late Arrivals).

We recommend you start with the Seven Days Battles Campaign. All Campaigns use the same Set-Up procedures.

7.1 Campaign Special Rules and Special Counters

Some Campaigns have Special Rules. Special Rules take precedence over standard rules. There may be cases when Special Rules require Special Counters unique to that Campaign. Collect any required Special Counters as indicated on the Campaign Information Sheet. The required Robert E. Lee counter is also identified in this section.

7.2 Campaign Turn

Place the Campaign Turn counter (4.11) next to the Campaign Turn Tracker with its grey (Confederate) side face up.

7.3 Scale

In each Campaign every Force with a named Commander represents a division. This does not affect game play. The size of units varied, but in general a Confederate Division contained more Brigades and more men compared to a Union Division. The actual number of fighting men in a unit declined significantly as the war continued however as casualties, disease and desertion accumulated. The Confederates had no way to replace losses, while the Union did. On the other hand, the Union held the advantage with artillery thanks to its stronger industrial base, allowing for greater numbers of superior quality guns and ammunition to be attached to its divisions. In the early campaigns in the Eastern theater (that is, east of the Appalachian Mountains) the Confederates held the advantage in cavalry, led by JEB Stuart. Confederate cavalry was concentrated while the Union cavalry tended to be dispersed. General Hooker, prior to Chancellorsville, introduced many changes to the Union army, including the reorganization of the cavalry; thereafter the opposing sides were more or less equal. Union soldiers in most cases were also better supplied and as the war continued their morale grew. Note that, when necessary, these differences are reflected in the Force stats (Activation Number, Combat Value and Superior Combat Value).

7.4 Campaign Command Points

The Resupply section of the Campaign Information Sheet specifies the number of Command Points (4.9) the Confederate and Union gain each turn. The Confederate player will also gain Scout counters each turn. The Union will gain additional forces as determined by the Union Resupply Table. Place the Confederate Command Point counters in the Confederate Command Points box on the Help Sheet, along with any Scout counters. Place the Union Command Point counters in the Union Command Points box, also on the Help Sheet.

Use the Command Point counters to track the Command Points available to the Confederates and Union throughout the Campaign.

7.5 Battle Plans

There are two types of Battle Plans available to the Union: Special Battle Plans (14.1) and Default Battle Plans (14.2). There are no physical Default Battle Plan counters. The Default Battle Plan names are printed on the Battlefield sheet. Place the Union Special Battle Plan counters in an opaque cup for later drawing.

The Special Battle Plans available to the Union will depend on the ratio of Combat Values possessed by the participants engaged in the battle (13.0). In general, the Union AI will be more aggressive if the Union Forces enjoy a higher combined Combat Value compared to the Confederate Forces. Conversely, if the Union Forces are at a disadvantage the AI will become more defensive.

Place the Confederate Battle Plan Counters (12.3) next to the Battlefield Sheet to choose from later. The selection of Confederate Battle Plan Counters remains consistent regardless of the combined Combat Values of the engaged Forces. The Confederate player can also use Default Battle Plans (12.4), also printed on the Battlefield sheet.

7.6 Cities and Forts

If only Confederate Forces begin the Campaign in an Area with a City or Fort symbol, also automatically place 1 Confederate Garrison and 1 Confederate Fortification counter in that Area.

Example: In the Seven Days Battles Campaign Richmond is held by the Confederates. Place 1 Confederate Garrison and 1 Confederate Fortification in the Richmond Areas.

During Set-Up, if only Union Forces are assigned to an Area with a City or Fort symbol, place 1 Union Garrison and 1 Union Fortification counter in the Area.

7.7 Forces

Use only named Force counters with the same Campaign name as the Campaign you are playing. Regiments, Brigades and Batteries are non-Campaign specific and can be used in all Campaigns.

7.8 Starting Forces and Placement

Find the Robert E. Lee counter and other Force counters listed in the Confederate Starting Forces and Union Starting Forces sections of the Campaign Information Sheet. Place the corresponding Force counters on the indicated Areas of the map.

Example: In the Seven Days Battles place the Robert E. Lee counter, along with the Longstreet, A.P. Hill, D.H. Hill, Stuart and Pendleton counters in Richmond.

7.9 Late Arrivals

Some Campaigns list the Turns, or Conditions, in which to place specific Forces. Place those Forces off to the side and add them to the game when you advance the Turn counter into the specified Campaign Turn Track box, or when the appropriate Campaign Conditions have occurred based on the details on the Campaign Information Sheet. Note that it is possible that Late Arrivals may arrive in enemy-Held Areas. In such cases place the Forces as normal unless Special Rules indicate otherwise.

Example: In the Seven Days Battles Campaign all Jackson's Forces start off the Campaign map. As determined by Special Rule #2, starting on Turn 3, the player must roll d10 against a target number. If successful, all Jackson's Forces enter an Area Held by Confederate Forces chosen by the player.

7.10 Confederate Regiments, Brigades, Batteries and Static Forces

Place all Confederate Regiments, Brigades, Batteries and extra Static Forces to the side for later purchase (15.5).

7.11 Union Regiments, Brigades and Batteries

Set aside all Union Regiments, Brigades and Batteries for later use. The Union AI may receive additional Regiments, Brigades and/or Batteries during the Resupply phase as indicated on the Campaign Information Sheet (18.0).

7.12 Union Static Forces

Place all extra Union Static Forces to the side for later use. The Union AI may receive additional Garrison and/or Fortifications during the Resupply phase as indicated in the Campaign Information Sheet (18.0).

7.13 Objective Counters

Place Objective counters (4.17) in the map Area(s) designated by the Objectives section of the Campaign Information Sheet.

7.14 Difficulty Level

Choose the Campaign Difficulty Levels for the player and the Union AI.

For the player there are three levels: Easy, Regular and Hard. The difficulty level determines how many Battle Plan Counters are available in each Battle (12.3) as indicated on the Campaign Information Sheet. The game was designed to be played at the Regular difficulty level for the Confederate player.

For the Union AI there are also three levels: Regular, Hard and Veteran. The Union AI difficulty level determines the number of Special Battle Plans available in each turn of a battle (10.2.10), the Fog of War table used, some Victory Conditions, the Campaign Map and Battle Area Orders (the default on each Campaign Information Sheet is Regular), along with Resupply (18.0). We recommend you start with the Regular Difficulty Level and work your way up as your skill and understanding of the game increases. The player may choose to mix and match different Difficulty Levels for different aspects of the game. For example, the player could choose to use the Regular number of Union Special Battle Plans, along with the Hard Campaign Map and Veteran Battle Area Orders and the Hard Resupply rules.

Note that the Difficulty Level may affect the Campaign Special Rules as indicated on the Campaign Information Sheet.

7.15 Choose Advanced Optional Rules

More experienced players may also like to include one, some or all of the advanced optional rules. See the Optional Rules section in the Advanced Rulebook for more details.

8.0 Sequence of Play

During each Campaign Turn, play the game using the following steps detailed below.

Confederate Turn

  • Advance Turn Counter
  • Confederate Moves
  • Resolve Battles
  • Confederate Forced March
  • Resolve Battles
  • Confederate Resupply

Union Turn

  • Union Orders
  • Resolve Battles
  • Union Resupply

You may not go back to a step once it has been completed. Perform all steps in the order they are shown. Note that in certain Campaigns the Sequence of Play may be modified. In such cases, follow the Campaign-specific sequence.

Each Campaign game Turn has two major phases, your (first) half of the Campaign Turn, and the Union (second) half of the Campaign Turn. During your half of the game Turn, you will move your Forces, initiate Battles, and Resupply your Forces. During the Union half of the Turn, the AI will perform Union Orders, initiate Battles, and Resupply his Forces.

9.0 Confederate Turn

This is the time during the Campaign Turn when you carry the battle to the Union.

9.1 Advance Turn Counter

If this is the first Turn of the Campaign, place the Campaign Turn counter on Turn 1 on the Campaign Turn Tracker. Otherwise, move the Campaign Turn counter one space to the right along the Campaign Turn Tracker. Display the grey (Confederate) side during the Confederate Phase.

If you move the counter off the end of the Campaign Track Tracker without achieving your objectives, the Campaign ends in failure (3.2).

Example: The Seven Days Battles Campaign ends in failure when you move the Turn counter to the right of the Turn 9 box on the Campaign Turn Tracker and you have not achieved the Victory Conditions stipulated on the Campaign Information Sheet.

9.2 Moves

You may now move each of your Mobile Forces to an Area adjacent to its current Area. There is no cost to do this.

Example: Longstreet moves from Glendale to Frayser's Farm.

If you have Confederate Forces in the same Campaign map Area as Union Forces at the start of your turn (most likely as the result of an Encamp result on the Withdrawal table. See 14.8), you can move them to an adjacent Area. Otherwise, if both Confederate and Union Forces end the Move step in the same Area, go to the Resolve Battles section below (9.3). Note that the Union AI will keep its Forces in the same Area as Confederate Forces and fight a Battle.

You can move the Robert E. Lee counter to an Area adjacent to his current Area. There is no cost to do this. If at any time you move Robert E. Lee to an Area that does not contain Confederate Force counters, you lose the Campaign (3.2). The Robert E. Lee counter can move simultaneously with Confederate Forces to avoid being alone in an Area. You may move the Robert E. Lee counter even if he is in the same Campaign map Area as Union Forces (assuming there are also Confederate Forces present; if not, you lose the Campaign).

Design Note: Why would you move the Robert E. Lee counter to an Area that does not contain Confederate Force counters if doing so would mean you lose the Campaign? Clearly, you would not voluntarily move the Robert E. Lee counter in such a fashion, but it is possible that owing to the result of a battle, at which Robert E. Lee is present, all your Confederate Forces are Destroyed. In this case you would have no Confederate Forces to Move to the Campaign map, but you would have to Move the Robert E. Lee counter to the Campaign map, along with the victorious Union Forces. Robert E. Lee would therefore be isolated in an Area containing Union Forces. In this instance, you would lose the Campaign.

9.3 Resolve Battles

After you have completed all movements, you must resolve a Battle when Confederate and Union Forces are present in the same Area. The exception to this is if, after resolving a Battle, two opposing Forces Encamp (14.8.4).

Example: After moving into Frayser's Farm, Longstreet and Slocum now occupy the same Area. Frayser's Farm becomes the Battle Location Area. Resolve the Battle between Longstreet and Slocum. Note that in almost all cases, Battles will involve more than one Force counter per army.

In the case of multiple Battles, choose a Battle you would like to resolve. You can resolve the Battles in any order.

Place the Battle Location counter on the map to mark the location of the Battle. Place the counter with the grey side face up as a reminder that the Battle is taking place during your half of the Turn.

10.0 Battle

10.1 Battle Turn Sequence

Use the Battle Turn Sequence listed below, also on the Player Help sheet, to resolve each battle. Modify for any campaign-specific Special Rules that may affect the Battle Turn Sequence.

PRE-BATTLE

  • Roll for Fog of War (The result may impact the respective Combat Values of the two armies)
  • Envelopment Check (Check for gains in Command Points)
  • Determine Battle Plan Quantities
  • Buy Additional Confederate Battle Plans
  • Select Insights
  • Place Confederate Forces
  • Place Union Forces

BATTLE TURNS

  • Insight Activation
  • Select and Place Confederate Battle Plans
  • Determine Union Tactics and Special Battle Plans
  • Draw and Assign Union Special Battle Plans (Some may resolve immediately)
  • Resolve Union Battle Plans (Check for gains in Command Points on the Battlefield sheet)
  • Resolve Confederate Battle Plans (Check for gains in Command Points on the Battlefield sheet)
  • Rout Check (Check for gains in Command Points)
  • Advance Battle Turn Counter

10.2 Pre-Battle

Perform the following steps to prepare for each Battle.

10.2.1 Roll for Fog of War

Roll a d10 die and consult the Fog of War chart below or on the Player Help Sheet. Note that there are three Fog of War tables: Regular (10.2.6), Hard (10.2.7) and Veteran (10.2.8). The player can choose which table to use according to the Difficulty Level selected.

10.2.2 Scout Counters and Fog of War

If you have any available Scout counters, you can discard 1 Scout counter to re-roll the Fog of War die roll. You can accept a roll or continue to re-roll and discard Scout counters until you have discarded all your Scout counters. You can repurchase discarded Scout counters during your Resupply steps (15.6). You must accept a subsequent re-roll result if you are unable to discard further Scout counters. You cannot go back and accept the result of a previous roll, even if that result was more favorable.

10.2.3 Fog of War d10 Die Roll

Roll d10. The Roll column on the Fog of War chart shows the die roll results from 1 to 10.

10.2.4 Battle Turns

The Battle Turns column on the Fog of War table specifies the number of Battle Turns the Battle will last. Place the Battle Turn counter on the appropriate box of the Battle Turn Track on the Player Help Sheet. The number of Battle Turns may be affected by the Duration Insight (10.2.12).

Example: At the start of a Battle, you roll a Fog of War die and get an 8. You do not like the result, so you expend one of your Scout counters to re-roll the die. The new roll is a 2. Consulting the Regular Fog of War chart on the Player Help Sheet (10.2.6), you note that the Battle will last 4 Turns and you get 2 Command Points. You place the Battle Turn counter on Turn 4 of the Battle Turn Track.

10.2.5 Fog of War Event

Each Fog of War result benefits either the Confederate or the Union Forces. Roll d10, then consult the relevant table below. The Fog of War tables (determined by Difficulty) can also be found on the Player Help Sheets.

Any Forces that are added due to a Fog of War event remain in play after the Battle if they survive.

If you are unable to resolve the result of the Fog of War event, ignore the result.

Important: Note that it is possible that owing to the addition of Forces to the Battle due to Fog of War events that expected pre-Battle Envelop results (10.2.9) are no longer relevant.

10.2.6 Regular Fog of War Event Table

RollBattle TurnsEvent
13Select 1 Insight at random. Robert E. Lee does not need to be present.
24You gain 2 Command Points.
35You gain 1 Scout.
44Pay 2 Command Points to add 1 Confederate Brigade to 1 Confederate Held Area. You may not add that Force to the Area this Battle is being fought in as it is not Confederate Held.
53Roll d10. 1-5: Add 1 Union Regiment to the Battle. 6-10: Transfer 2 of your Command Points to the Union. If unable, add 1 Union Regiment to the Battle. If no Regiments available then ignore.
65Disease. Inflict 1 Hit on 1 random Confederate Infantry Force in 1 random Confederate Held Area.
76Add 1 random Union Reinforcement to the Battle.

1 / 3 – Select 1 Insight at random. Robert E. Lee does not need to be present. Select 1 random Insight counter to use during the Battle. This Insight does not reduce your Battle Plan Quantity. If the Insight requires an Activation roll, use the Command rating on Robert E. Lee's Campaign counter. Robert E. Lee does not need to be present in the Battle to gain this random Insight. If Robert E. Lee is present you can select additional Insights as normal (10.2.12). Note that some Special Rules may prohibit certain Insights. In such cases, reselect.

2 / 4 – You gain 2 Command Points. Immediately add 2 Command Points to your Confederate Command Point box.

3 / 5 – You gain 1 Scout. Immediately add 1 Scout counter to the Scout box on the Help sheet.

4 / 4 – Pay 2 Command Points to add 1 Confederate Brigade to 1 Confederate Held Area. If you pay 2 Command Points, add 1 of your currently unpurchased Brigades to any Area on the Campaign map Held by Confederate Forces. You may not add that Force to the Battle Location Area as it is not Confederate Held. If you cannot add a Force, or do not pay the 2 Command Points then disregard this Event. Proceed to the Envelopment Check (10.2.9).

5 / 3 – Roll d10. 1-5: Add 1 Union Regiment to the Battle. 6-10: Transfer 2 of your Command Points to the Union. Otherwise, add 1 Union Regiment to the Battle. Roll d10. On a result of 1-5 add 1 Union Regiment (Infantry or Cavalry) to the Battle. On a result of 6-10 transfer 2 of your Command Points to the Union. If you do not have 2 Command Points, add 1 Union Regiment (Infantry or Cavalry). If you are unable to add a Union Regiment to the Battle, proceed to the Envelopment Check.

6 / 5 – Disease. Inflict 1 Hit on 1 random Confederate Infantry Force in 1 random Confederate Held Area. Randomly select an Area Held by Confederate Forces. Inflict 1 Hit on 1 random Infantry Force in that Area. If you do not Hold any Areas inflict 1 Hit on 1 random Infantry Force in the Area the battle is taking place in.

7 / 6 – Add 1 random Union Reinforcement to the Battle. Immediately select 1 random Union Reinforcement from the Reinforcement cup and add it to the Battle. If the cup is empty, add a Union Brigade (Infantry or Cavalry) to the Battle. If no Brigades are available, add a Regiment (Infantry or Cavalry). If no Regiments are available, add a Battery. If no Batteries are available, give the Union 4 Command Points instead.

8 / 4 – Roll d10. 1-2: Add 1 Union Fortification to the Battle. 3-10: Add 1 Union Garrison to the Battle. Immediately roll d10. On a result of 1-2, add 1 Union Fortification to the Battle. Place it in the Union Reserve Region of the Battlefield Sheet. On a result of 3-10, add 1 Union Garrison to the Battle. Place it in the Union Approach Region of the Battlefield Sheet. Otherwise, immediately give the Union 2 Command Points. If the Fortification or Garrison survives the Battle, place it on the Campaign map in the Area the Battle took place.

9 / 3 – Union gains +1 Special Battle Plan each Turn of the Battle. Increase the Union Special Battle Plan Quantity counter's value by 1. Combine Union Special Battle Plan Quantity counters to represent higher quantities if necessary.

10 / 4 – Union gains +2 Special Battle Plans each Turn of the Battle. Increase the Union Special Battle Plan Quantity counter's value by 2. Combine Union Special Battle Plan Quantity counters to represent higher quantities if necessary.

10.2.7 Hard Fog of War Event Table

RollBattle TurnsEvent
13You gain 1 Scout
24Pay 2 Command Points to add 1 Confederate Brigade to 1 Confederate Held Area. You may not add that Force to the Area this Battle is being fought in as it is not Confederate Held.
35Roll d10. 1-5 Add 1 Union Regiment to the Battle. 6-10 Transfer 2 of your Command Points to the Union. If unable, add 1 Union Regiment to the Battle. If no Regiments available then ignore.
44Disease. Inflict 1 Hit on 1 random Confederate Infantry Force in 1 random Confederate Held Area
53Add 1 random Union Reinforcement to the Battle
66Roll d10. 1-2 Add 1 Union Fortification to the Battle. 3-10 Add 1 Union Garrison to the Battle.
7-85Union gains +1 Special Battle Plan.

10 / 4 – Virulent Disease. Randomly select any Area Held by Confederate Forces. Inflict 1 Hit on all Confederate Forces in that Area.

10.2.8 Veteran Fog of War Event Table

RollBattle TurnsEvent
13Roll d10. 1-5 Add 1 Union Regiment to the Battle. 6-10 Transfer 2 of your Command Points to the Union. If unable, add 1 Union Regiment to the Battle. If no Regiments available then ignore.
24Disease. Inflict 1 Hit on 1 random Confederate Infantry Force in 1 random Confederate Held Area
35Add 1 random Union Reinforcement to the Battle
43Roll d10. 1-2 Add 1 Union Fortification to the Battle. 3-10 Add 1 Union Garrison to the Battle
5-65Union gains +1 Special Battle Plan
7-84Union gains +2 Special Battle Plans
93Virulent Disease. Inflict 1 Hit on all Confederate Forces in 1 random Confederate Held Area.

10 / 4 – Desertion. Randomly select 1 Confederate Force in one Confederate Held Area. That Force must make an Activation check (5.6). If successful, that Force suffers 1 Hit. If this should cause that Force to be removed from play it cannot be repurchased during the Resupply phase. Remove the Force counter from the game. If the roll is unsuccessful immediately remove that Force from the game. Any Force removed in this way cannot be purchased during the Resupply phase. This applies to Named Force counters, as well as Brigades, Regiments, Batteries, Garrisons and Fortifications.

10.2.9 Envelopment Check

After rolling for Fog of War, next make an Envelopment Check. Total the Combat Values for all the Union Forces participating in the Battle and compare that number to the total Combat Values for all the Confederate Forces participating in the Battle. This combined total should include any additional Forces added to the battle due to the Fog of War roll. If one side's combined Combat Value is 3 times, or more than 3 times, the opponent's combined Combat Value, the weaker Forces are Enveloped. Do not fight the Battle. Destroy all the weaker Forces. Artillery is not captured, it is destroyed. If Robert E. Lee is present in the Area and your Forces are Destroyed, your Campaign ends in Defeat (3.2).

Example: In the Battle shown, the Union Forces have a total Combat Value of 6. The Confederate Forces have a total Combat Value of 16. As the Confederate Forces do not have at least 3 times the combined Combat Value of the Union, there is no Envelopment. If the Confederate Forces had a combined Combat Value of 18 or more, the Union Forces would be Enveloped and Destroyed.

Note that it is possible that prior to the Fog of War roll, one side may have been able to Envelop the other, but following the Fog of War roll, because of the addition of Forces, that Envelopment is no longer possible. Similarly, it is possible that additional forces create an Envelopment opportunity.

If there is no Envelopment, move all the Forces from the Campaign map's Battle Location Area to the Battlefield Sheet. Mark the Battle Location Area on the Campaign map with the Battle Location counter. There is a grey side (Confederate) and blue side (Union) to help you keep track of which half of the Campaign Turn you are resolving.

Both the Confederates and the Union will gain bonus Command Points for Enveloping the enemy (15.3 and 18.0).

Ready to play?

Reminder: If you are using the Quick or Very Quick Battle Rules then at this point you almost know everything you need to know to start playing! For the Quick Battle Rules, you can skip from 10.2.10 (Determine Battle Plan Quantities) to 14.4 (Resolve Confederate Battle Plans) and resume at 14.5 (Rout Check). For the Very Quick Battle Rules, you can skip from 10.2.10 (Determine Battle Plan Quantities) to 14.6 (Advance Battle Turn Counter) and resume at 14.7 (End of the Battle). Just read Allocating Hits (11.9), Suffering Hits (11.10) and Destroyed Forces (11.11).

10.2.10 Determine Battle Plan Quantities

The Battle Plans section on the Campaign Information Sheet shows the number of Battle Plan Counters the Confederate player will receive in each Battle and the number of Special Battle Plans the Union will receive in each Battle depending on the Difficulty Level selected (7.14).

If Robert E. Lee is in the same Area as the Battle, you gain the number of Battle Plan Counters equal to his Command rating each turn of the Battle. Place the Robert E. Lee counter in the designated place on the Battlefield Sheet to indicate his presence in the Battle. Note that this is not in addition to the normal number of Battle Plan Counters as determined by the Difficulty Level.

After determining the number of Battle Plan Counters and Special Battle Plans to be used, place a Battle Plan Quantity counter (4.14) with that number on the Help Sheet in the Confederate Battle Plan Counter and Union Special Battle Plan Quantity box. Adjust the counter if directed to do so by the Fog of War event. Use multiple Battle Plan Quantity counters if necessary (for example, to represent 5 Special Battle Plans use a 1 and 4 Special Battle Plan Quantity counter).

Example: In the Seven Days Battles Campaign, the Union receives 2 Special Battle Plans each Turn of Battle at the Regular Difficulty Level. A roll of 10 on the Regular Fog of War table would, for example, increase the Union Battle Plan Quantity to 4 for each Turn of that Battle. The number of available Special Battle Plans will return to 2 for subsequent Battles.

Example: In the Seven Days Battles Campaign, as indicated on the Campaign Information Sheet, if Robert E. Lee is not present in the Battle Location Area, you receive 1 Battle Plan Counter each Battle Turn at the Regular Difficulty Level. If Robert E. Lee is present in the Battle Location Area, you receive 2 Battle Plan Counters each Battle Turn. The Union receives 2 Special Battle Plans each Battle Turn at the Regular Difficulty Level whether Robert E. Lee is present or not.

While you do not have to use the maximum number of available Battle Plan Counters and/or Insights, the Battle Plan Quantity resets every turn and cannot be exceeded. You cannot 'save' Battle Plans for future turns.

10.2.11 Buy Additional Confederate Battle Plans

You may spend Command Points to increase your Battle Plans. If you spend 2 Command Points, increase your Battle Plan Quantity counter by 1. If you spend 5 Command Points, increase your Battle Plan Quantity counter by 2.

10.2.12 Select Insight Counters

If Robert E. Lee is present at the Battle, you may choose Insight counters. There may be exceptions to this stipulated in the Special Rules of a Campaign. For example, in Seven Days Battles the Confederate player gains the Entrench Insight for free in the Oak Grove Battle even though Robert E. Lee is not present.

Every Insight counter you select reduces the number of your Battle Plans available each turn by one. Adjust your Battle Plan Quantity counter as needed. Unlike Battle Plan Counters, generally Insights are selected and used once only during a Battle. You cannot select a new, different Insight every Battle Turn even if you use the Insight you selected. Exceptions are detailed in the rules section for each Insight.

Example: In the Seven Days Battles Campaign, Robert E. Lee is present at a battle. He has a Command rating of 2. This gives you 2 Battle Plan Counters. You decide to pay 2 Command Points to get 1 extra Battle Plan, for a total of 3. To indicate this, you place a Battle Plan Quantity counter '3' on the Help Sheet. You now decide you want 1 Insight counter. Reduce the Battle Plan Quantity counter from a 3 to a 2. You will get to select 1 Insight counter for the entirety of the Battle, plus 2 Battle Plan Counters every Turn of the Battle.

Place any chosen Insight counters next to the Battlefield Sheet until you are ready to use them.

Some Insights require an Activation roll. If so, you may attempt to Activate more than 1 Insight each Battle Turn if more than one is available. You may choose not to Activate an Insight on a particular turn. Note that, if required, you will always use Robert E. Lee's Command Rating (5.8) when necessary to Activate some Insights whether he is present in the Battle or not.

Each Insight counter has its own rules as follows.

10.2.12.1 Duration

This Insight automatically Activates during the Insight Activation step of the first Battle Turn. Increase or decrease the duration of the Battle by 1 Turn to a maximum of 6 Battle Turns or a minimum of 1 Battle Turn.

10.2.12.2 Demolitions

This Insight requires an Activation roll (+0 modifier). In addition, you must have at least one Force in the same or an adjacent Region of the Battlefield Sheet to the Union Garrison or Fortification you wish to target at the time the Insight is Activated. During the Insight Activation step of any Battle Turn, you may attempt to roll Robert E. Lee's Command rating or less to use this Insight. If successful, Destroy the target Union Garrison or Fortification. You may retain this Insight after a successful Activation and reuse it in a subsequent turn. If unsuccessful, retain the Insight and continue to attempt 1 Insight Activation roll each Turn until successful, or until the Battle ends.

10.2.12.3 Entrench

This Insight automatically Activates during the Insight Activation step of the first Battle Turn. Place this Insight counter next to any non-Melee Confederate Mobile or Static Force. Any Union Force attacking that Confederate Force suffers a -2/-2 penalty to its Combat Value when making a Shock attack (11.4), a Melee attack (11.5), or a Ranged attack (11.6). In addition, if the Confederate Force that Entrenched is attached to is defending against a Shock attack, that Force gains a +2/+2 bonus to its Combat Value when making its own Shock check (11.4.2). Unlike the Battle Plan Counter Cover, Entrench remains in play even if the Force counter it is attached to is in a Region with one or more enemy Forces (and is therefore in Melee combat).

If the Force Entrench is attached to moves, retreats or is Destroyed, remove Entrench. The Insight cannot be attached to the same Force or a different Force for the remainder of the Battle.

Example: A Confederate Force with the Entrench Insight attached is attacked by a Union Force with a Combat Value of 9/3. With a -2/-2 penalty, that Union Force attacks at 7/1. You roll a 1. The Union Force inflicts 2 Hits on the Confederate Force and destroys it. The Force is removed from the Battlefield Sheet, as is the Entrench Insight.

10.2.12.4 Front

This Insight automatically Activates during the Place Confederate Forces step. Place up to 3 of your Mobile Forces in the Confederate Front Region.

10.2.12.5 Morale

This Insight automatically Activates during the Insight Activation step of the first Battle Turn. Treat all your Forces as having +2/+0 Combat Value during the Battle when making Shock checks.

Example: Your Force has a Combat Value of 5 and must make a Shock check. Instead of needing to roll a 5 or less to succeed, that Force must roll a 7 or less to succeed.

10.2.12.6 Officers

This Insight automatically Activates during the Insight Activation step of the first Battle Turn. All Confederate Forces get a +1 bonus to their Activation number for the duration of the Battle.

10.2.12.7 Screen

This Insight requires an Activation roll (+2). You must have at least 3 Forces in the Area the Battle will be fought in on the Campaign map. Before the Battle commences, remove 1 Confederate Cavalry Force and 1 Confederate Infantry Force from that Battle Location Area. Do not place these Forces on the Battlefield Sheet. The remaining Confederate Forces are placed on the Battlefield Sheet as normal. During the Insight Activation step of any Battle Turn, you may attempt to roll Robert E. Lee's Command Rating +2 or less to use this Insight. If successful, roll 3 Attacks for the Infantry Force. For each attack, roll d10. For each result that is equal to or less than the Combat Value of the attacking Infantry Force, you inflict one Hit. The attacks inflict Hits on the Union Forces from the Union's rearmost Region forward. Apply the Hits in the standard order of lowest Skill Level to highest. If all the Forces in the rearmost Region are Destroyed, apply any remaining Hits to Forces in the adjacent closer Region. Upon completion return the Cavalry Force and Infantry Force back to the Campaign map's Battle Location Area. These Forces do not take any further part in the battle. For more details on Making an Attack and Hits refer to sections 11.4, 11.9, 11.10 and 11.11.

Example: You have 1 Cavalry Force and 2 Infantry Forces. Before the battle you remove 1 Cavalry Force and 1 Infantry Force from play. The second Infantry Force is placed on the Battlefield Sheet as normal and will participate in the Battle as normal. Robert E. Lee has a Command Rating of 2, meaning you must roll 4 or less to Activate this Insight. You roll a 3 and successfully Activate this Insight during the Insight Activation step. Roll 3 unmodified Attacks using the Combat Value (5) of the Infantry Force. You roll a '10', a '4' and a '2'. You inflict two Hits. There is a Union Artillery Force in the Union Reserve Region and this is Destroyed. There are no remaining Union Forces in the Union Reserve Region, so you check the Union Approach Region. There are two Infantry Forces here; one with a Poor Line Skill Level and the other with a Line Skill Level. You apply the remaining Hit to the Force with the Poor Line Skill Level. You then place the Infantry Force and Cavalry Force back on the Campaign Map in the appropriate Area. Do not place those Forces on the Battlefield sheet. They do not participate in the Battle.

10.2.12.8 Terrain

This Insight automatically Activates during the Place Union Forces step. Place all the Union Forces, including Artillery, Garrisons, and Fortifications in either the Union Approach Region or the Union Reserve Region. Ignore the Approach Region's 4 Force placement limitation.

10.2.13 Place Confederate Forces

After you have selected your Insight counters, move the Forces from the Battle Location Area on the Campaign map to the Battlefield Sheet at the start of each Battle. Check any Special Rules and the details of any Insights selected for any Forces that should not be placed on the Battlefield Sheet at this time.

10.2.14 The Battlefield Sheet

The Battlefield Sheet has 6 Regions: Union Reserve, Union Approach, Union Front, Confederate Front, Confederate Approach, and Confederate Reserve.

Union Reserve - Union Infantry and Cavalry cannot attack when they are in their own Reserve Region. Union Artillery and Fortifications are placed in the Union Reserve Region and can attack when they are in their own Reserve Region. There is no limit to the number of Forces in this Region.

Union Approach - Up to 4 Mobile Union Forces may start a Battle in the Union Approach Region. During the Battle, up to 4 Mobile Union Forces and 4 Mobile Confederate Forces can occupy the Region at any given time. Union Garrisons are placed in this Region. A Garrison Force does not count towards the total number of Forces that can occupy this Region.

Union Front - During the Battle, up to 6 Mobile Union and 6 Mobile Confederate Forces can occupy the Union Front Region at any given time. Union Forces cannot start a Battle in the Union Front Region.

Confederate Front - During the Battle, up to 6 Mobile Confederate and 6 Mobile Union Forces can occupy the Confederate Front Region at any given time. Confederate Forces cannot start a Battle in the Confederate Front Region unless the Front Insight is used.

Confederate Approach - You can select up to 4 of your Mobile Forces to start in your Approach Region. During the Battle, up to 4 Mobile Confederate Forces and 4 Mobile Union Forces can occupy this Region at any given time. Confederate Garrisons are placed in this Region. A Garrison Force does not count towards the total number of Forces that can occupy this Region.

Confederate Reserve - Your Infantry and Cavalry Forces cannot attack when they are in your Reserve Area. Your Artillery and Fortifications are placed in the Confederate Reserve Region and can attack when they are in their own Reserve Region. There is no limit to the number of Forces in this Region.

10.2.15 Place Confederate Static Forces

The Confederate player sets up first. Move the Confederate Garrisons from the battle location on the Campaign map to the Confederate Approach Region on the Battlefield Sheet. Move Confederate Fortifications from the battle location on the Campaign map to the Confederate Reserve Region on the Battlefield Sheet. Check any Special Rules for any Forces that should not be placed on the Battlefield Sheet at this time. Confederate Static Forces do not count against a Region's Force maximum.

10.2.16 Place Confederate Mobile Forces

Move the Mobile Confederate Forces from the Campaign map's Battle Location Area to the Battlefield Sheet in the Confederate Approach Region and the Confederate Reserve Region. You can place up to 4 Mobile Confederate Forces in your Approach Region. Check any Special Rules and the details of any Insights selected for any Forces that should not be placed on the Battlefield Sheet at this time.

10.2.17 Place Robert E. Lee

If Robert E. Lee is in the Campaign map's Battle Location Area, move the Robert E. Lee counter to the Robert E. Lee box on the Battlefield Sheet. Robert E. Lee does not move or fight, but his presence gives you Battle Plans equal to his Command rating and allows you the option of selecting Insight counters.

10.2.18 Place Union Static Forces

Move the Union Garrisons from the Campaign map's Battle Location Area to the Union Approach Region. Move Union Fortifications in the Campaign map's Battle Location Area to the Union Reserve Region. Check any Special Rules for any Forces that should not be placed on the Battlefield Sheet at this time.

Union Static Forces do not count against a Region's Force Maximum.

10.2.19 Place Union Mobile Forces

Randomly place the first 4 Union Infantry and Cavalry Forces (not Artillery) in the Union Approach Region and place all other Union Mobile Forces in their Reserve Region. Check any Special Rules for any Forces that should not be placed on the Battlefield Sheet at this time.

10.2.20 Screened Approach

There must be at least one Confederate Cavalry Force in the Battle Location Area to use Screened Approach. Instead of Placing Confederate Forces and Robert E. Lee (10.2.15 – 10.2.17) then Placing Union Forces (10.2.18 & 10.2.19), reverse the order. That is, Place Union Static and Mobile Forces first. During this step, the player may resolve the Terrain Insight. It does not matter if the Robert E. Lee counter is present or not. Terrain activates automatically as normal. After placing all Union Forces on the Battlefield sheet, move on to the Place Confederate Static and Mobile Forces and the Robert E. Lee counter steps. The player may resolve the Front Insight. Again, it does not matter if the Robert E. Lee counter is present or not. Front activates automatically as normal. Place all your Confederate Forces on the Battlefield sheet except the selected Confederate Cavalry Force that is using the Screened Approach ability. Place that Cavalry Force back on the Campaign map in the Battle Location Area. Finally, the player may resolve the Duration Insight during the Insight Activation step of the first Battle Turn. Once again, it does not matter if the Robert E. Lee counter is present or not. Duration activates automatically as normal.

10.3 Formations – Column and Line

The game uses two Formations: Column and Line. Position a Force counter horizontally to show it is in Line Formation. Position the counter vertically to show it is in Column Formation. In the example, Jackson is in Line Formation and Longstreet is in Column Formation.

Place all Artillery, Garrisons, and Fortifications in Line Formation.

You can set up each of your Mobile Confederate Forces in either Line or Column Formation.

If the Union Forces are using Aggressive Tactics (13.0, 13.1 and 13.2), place Union Infantry and Cavalry Forces in Column Formation. If the Union Forces are using Defensive Tactics (13.0, 13.3 and 13.4), place Union Infantry and Cavalry Forces in Line Formation.

11.0 Battle Overview

Every Force receives a Battle Plan (4.13) every Turn of the Battle. The Confederates have two types of Battle Plans: Battle Plan Counters and Default Battle Plans. The Union uses Default Battle Plans specific to each Force and Special Battle Plans which, in general, have turn-long effects on multiple Forces (Union or Confederate), though there are exceptions. You will choose your Battle Plans while the AI will select both Default and Special Battle Plans for the Union Forces depending on whether Aggressive or Defensive Tactics are being used (13.0).

Battle Plan Counters are more powerful than Default Battle Plans and allow the Force you place them on to do more actions. Default Battle Plans are printed on the Battlefield Sheet. Any Confederate Force that does not receive a Battle Plan Counter uses a Default Battle Plan.

Battle Plans use key words to designate the actions the Force is to perform.

  • Roll to Activate – Roll d10 to make an Activation check (5.6).
  • Do not roll to Activate - The Force does not need to make an Activation check to Activate this Battle Plan. The Force automatically performs the Order on the Battle Plan.
  • Only Infantry / Only Cavalry / Only Artillery - Only Infantry / Cavalry / Artillery can Activate the Battle Plan.
  • Advance - Advance the Force 1 Region. A Force cannot Advance if it is in Melee combat.
  • Retreat - Retreat the Force 1 Region.
  • Routed - Can only be selected and Activated if the Forces are Routed.
  • Attack - Perform an Attack against the closest opposing Forces. This may be a Ranged attack (if an opposing Force is in an adjacent Region) or a Melee attack (if an opposing Force is in the same Region).
  • Non-Melee – The target must be an enemy Force that is not in Melee combat.
  • 2+, 0-1, 0+ - Designates the number of Regions you must be from the closest opposing Force to Activate the Battle Plan. Note that the number of Regions between your Force and the closest Union Force may change from when the Battle Plan was assigned to when it is Activated and this change may nullify the Battle Plan. In that case the Force should revert to a Default Battle Plan.
  • Change to Line - Change the Force's Formation to Line.
  • Change to Column - Change the Force's Formation to Column.

11.1 Battle Plan Assignment

Unless a Battle Plan Counter states otherwise in its description, you can only assign Battle Plan Counters to Infantry and Cavalry Forces.

Garrisons, Fortifications, and Artillery have special limitations on the Battle Plans they are able to use. For more details on the Fire and Combat Default Battle Plans mentioned below, refer to section 12.4.2 (Fire) and section 14.2.2 (Combat).

Garrison - A Garrison always performs a Fire (Confederate) or Combat (Union) Default Battle Plan if there are opposing Forces in its same or adjacent Region. A Garrison is Static; it does not act if there are no opposing Forces in its same or adjacent Regions.

Fortifications - A Fortification always performs a Fire (Confederate) or Combat (Union) Default Battle Plan if there are non-Melee combat opposing Forces at range 1 or greater from the Fortification. If all the opposing Forces are in Melee combat, or there are opposing Forces in the Fortification's Region, the Fortification does not act. The Fortification is Static. Refer to 11.7 for more details on how Fortifications Attack.

11.1.1 Confederate Artillery

Confederate Artillery can perform a Fire Default Battle Plan if there are non-Melee Union Forces at range 1 or more.

Confederate Artillery with an Activation number:

  • Can perform March Default Battle Plans (12.4.1) into Regions that are empty of opposing Forces.
  • Cannot Retreat.

Confederate Artillery without an Activation number:

  • Cannot perform March Default Battle Plans
  • Cannot Retreat.

11.1.2 Union Artillery

Union Artillery always perform a Combat Default Battle Plan if there are non-Melee combat Confederate Forces at range 1 or more. If all the Confederate Forces are in Melee combat, or there are Confederate Forces at range 0, the Artillery does not act. Union Artillery cannot perform Advance Default Battle Plans (14.2.1), even to Retreat.

Design note: Lower caliber Confederate artillery (along with the problem of poorer quality ammunition which threatened to explode early over the heads of Confederate soldiers), often had to be moved forward closer to the fighting to be effective. In game terms these Forces have Activation numbers and can select the March Default Battle Plan. Union Artillery Forces with a similar Combat Value represent smaller numbers of larger caliber artillery, which cannot be moved. The Union has Artillery Forces with higher Combat Values than what is available to the Confederates to provide balance and reflect the superiority of the Union weapons.

11.2 Battle Plan Activation

When necessary, for a Force to perform a Battle Plan, you must roll equal to the Force's Activation number or less on d10 (5.6). If you are successful, that Force performs the Orders listed on the Battle Plan.

A natural roll of 1 is always successful. A natural roll of 10 is always a failure.

If the Activation check is unsuccessful, the Force does not perform any action this Turn. If attempting to use a Battle Plan Counter, it cannot switch to using a Default Battle Plan.

When performing a Battle Plan, the Force follows the Battle Plan's list of instructions, in order from first to last, performing all the Orders it is able to perform.

Example: Your Infantry Force has an Activation number of 7 and a Combat Value of 8. To Activate a Battle Plan, you must roll a 7 or less on d10.

If there is an Order the Force cannot perform, skip it, and move on to the next Order. Do not return to the skipped Orders.

Example: Longstreet is using the Engage Battle Plan Counter (see 12.3.4). He is in Line Formation, so you must roll his Activation number of 7 or less on d10 to Activate the Battle Plan Counter. If he were in Column Formation, you would not need to roll to Activate the Battle Plan. You roll a 4, and are successful. Longstreet Advances into a Region with no Union Forces and the Battle Plan Counter changes Longstreet to Line Formation. He is already in Line Formation, so you ignore the Order. He is now adjacent to a Region with Union Forces and performs an Attack with a +1/+1 modifier. His unmodified Combat Value is 8 with no superscript value so, after adding +1/+1, you would need to roll a 9 or less to inflict a Hit. If you were to roll a 1 you would inflict 2 Hits (see 11.6 for details on Performing an Attack).

If a Force that is not in Melee combat has a Battle Plan Counter on it at the time it is to act, you must perform the Battle Plan. A Force must perform all the Orders on a Battle Plan that it is able to perform. Note that in some cases a Force must be a specific number of Regions away from an opposing Force to execute the Battle Plan. If no such Force is present then the Battle Plan is not executed (11.0) and the Force will Hold (12.4.6) instead.

11.2.1 Clear Orders

You may redeem a Scout counter to issue Clear Orders to your Forces. For every Scout counter redeemed up to three Forces may resolve their Default Battle Plans (12.4) without making an Activation check. Or, you may choose one Force to resolve a Battle Plan Counter (12.3) without rolling to Activate. All Battle Plans have to be resolved in the same turn the Scout counter is redeemed.

11.3 Advance and Retreat

Advance means to move a Force one Region closer to the opposing side's edge of the Battlefield Sheet (behind its Reserve Region).

Example: Longstreet, in the Confederate Approach Region, is given the March Default Battle Plan. This requires the Force to Advance one Region with the option of changing Formation before or after the move. Longstreet, in Column Formation, Moves into the Confederate Front Region and changes to Line Formation.

Note that there are restrictions on the number of Forces that can enter different Regions (10.2.14).

Ignore Advance Orders for Forces that are in the opposing side's Reserve Region.

Example: A Confederate Force is in the Union Reserve Region and its Battle Plan specifies an Advance and Attack. Ignore the Advance (because it would take the Force off the Battlefield Sheet) and perform the Attack (which would have to be a Melee attack as there would be no Union Force in an adjacent Region. See 11.5 for Melee Combat).

Retreat means to move a Force one Region closer to its own edge of the Battlefield Sheet (behind its own Reserve Region). Forces can Retreat off the Battlefield Sheet and are returned to the Campaign map.

Example: A Confederate Force in the Confederate Approach Region receives a Retreat Order. Move the Force to the Confederate Reserve Region. If that Force Retreats again it will leave the Battlefield Sheet.

11.4 Shock Attacks

If you wish to move a Confederate Mobile Force into a Region containing one or more opposing Forces, that Force must first make an Activation check (5.6). This is in addition to the Activation check needed if a Force uses the March Default Battle Plan in Line Formation (12.4.1). As described in Section 12.4.1, a Confederate Force can change Formation from Line to Column or Column to Line before using the March default Battle Plan and, therefore, before making the Shock attack. The only exceptions to this are the Confederate Engage (12.3.4) and Flank (12.3.6) Battle Plan Counters, which do not require an additional Activation check for the Shock attack (but will require an Activation check if in Line Formation), and the Union Charge! Special Battle Plan (14.1.3), which uses the Activation check to determine if a Union Force will use the Combat or Advance Default Battle Plan to make a Ranged attack or a Shock attack respectively. A Union Force using Advance as a result of the Charge! Special Battle Plan is not required to make any additional Activation check.

Roll d10 and compare the result to the Activation number of the Force making a Shock attack. If that result is equal to or lower than the Activation number select one opposing Force with the lowest Skill Level (5.1) as the target of the Shock attack. If there are several Forces of the same Skill Level, choose the defending Force to make the Shock check. That target will first have an opportunity to use Defensive Fire (11.4.1) and may then be required to make a Shock check. If the attacking Force fails the Activation check, the Shock attack fails immediately and that Force must use the Hold Default Battle Plan instead (12.4.6).

Example: Longstreet, in Column Formation and with an Activation number of 3, attempts to make a Shock attack using the March Default Battle Plan. Although the Force would usually be able to March without making an Activation check (because it is in Column Formation), as the Force is attempting a Shock attack, you must make an Activation check. You roll d10 and get a '2'. That is below the Activation number of the attacking Force. There are two Union Infantry Forces in the adjacent Region; Slocum has a Conscript Skill Level and the Brigade has a Line Skill Level. You must select the Union Force with the lowest Skill Level; that is, Slocum, as the target of the Shock attack. Slocum will next try to use Defensive Fire.

In the example, if the Confederate Force had failed the Activation check that Force would not have been able to use the March Default Battle Plan, the Shock attack would have failed, and that Force would have remained in the original Region and used the Hold Default Battle Plan instead. If the Confederate Force had been in Line Formation, it would have needed to make an Activation check to use the March Default Battle Plan and an additional Activation check to make the Shock attack. Note again that the player would have the option to shift the Formation from Line to Column before using the March Default Battle Plan (12.4.1).

11.4.1 Defensive Fire

The targeted defending Force next makes an Activation check (5.6). If the result is higher than the defending Force's Activation number it is unable to use Defensive Fire. In this case, resolve the Shock check (11.4.2).

If the result is equal to or lower than the defending Force's Activation number it is able to use Defensive Fire. In this case roll d10 again. If the result is equal to the defending Force's Combat Value or lower, Defensive Fire is successful. Inflict one Hit on the attacking Force. In this case, the Shock attack fails. If the Force is not Destroyed, return the attacking Force to its original Region and remove any attached Battle Plan Counter. If a Union Force is Hit by Defensive Fire, the Charge! Special Battle Plan remains in effect as it is not attached to any single Union counter. That attacking Force that is Hit (Confederate or Union) must use the Hold Default Battle Plan (12.4.6 and 14.2.4). Note that Defensive Fire is used by Union Forces defending against both the Engage and Flank Battle Plan Counters, and by Confederate Forces defending against the Charge! Special Battle Plan.

If the Defensive Fire fails, proceed to the Shock check step (11.4.2).

Note that if the Defensive Fire is successful (the attacking Force is returned to its original Region) do not remove any attached Battle Plan Counter or Special Battle Plan from the defending Force. That Battle Plan Counter or Special Battle Plan remains in play and can be used in the appropriate step as normal.

Ignore any superscripted number for the purposes of Defensive Fire. Note that Artillery and Fortifications do receive the normal +2/+2 bonus when using Defensive Fire (11.7.1 and 11.7.2) for Range Attenuation, but in effect that is only a +2 bonus to Combat Value as the superscripted number is ignored.

Heavy Fire (14.1.10) – If the Heavy Fire Special Battle Plan is in effect and a Confederate Force suffers a Hit from Defensive Fire when making a Shock attack, that Force Retreats one Region only as described above in section 11.4.1 (not two Regions – do NOT Retreat the attacking Force to the original Region and an additional Region for the Heavy Fire Special Battle Plan).

Close Ranks (14.1.1) – If a Union Force suffers a Hit as a result of suffering Defensive Fire, the Close Ranks Special Battle Plan cancels that Hit and is returned to the Special Battle Plans cup.

Example: Longstreet, in the Confederate Front, is making a Shock attack against Slocum, in the Union Front. Slocum has an Activation number of 3. To use Defensive Fire, Slocum must first Activate. The AI must roll 3 or less to Activate. You roll d10 and get a '3' and Slocum Activates. The Union Force has a Combat Value of 3/-. You roll d10 again and get a '1'. The Defensive Fire is successful and Longstreet suffers a Hit. The Shock attack fails. Flip Longstreet to its reduced side and return it to the Confederate Front Region. If Longstreet had an attached Battle Plan Counter, that Battle Plan Counter would now be removed. Longstreet cannot use any Default Battle Plan other than Hold.

Design Note - Owing to the greater range and accuracy of the firearms employed in the Civil War Infantry charges and the use of Cavalry as shock troops had become risky endeavors.

11.4.2 Shock Check

If the Defensive Fire fails, the Defending Force must perform a Shock check (with the exception of Artillery, which automatically fail Shock checks. See 11.4.4 below). First consult the table below to determine the modifier to the defender's and attacker's Combat Values, depending on the Formations used by the attacker and defender respectively.

11.4.3 Shock Check Modifiers Table

Attacker's FormationDefender's FormationDefender's Combat Value ModifierAttacker's Combat Value Modifier
ColumnLine-2+2
ColumnColumn--
LineColumn+2-2
LineLine--

Next, roll d10. If the result is equal to the defending Force's modified Combat Value or less it passes the Shock check. Note that in Melee Combat (11.5) and when performing a Ranged Attack (11.6) you will use the attacker's Combat Value to determine success. (Hence the reason the modifier to the Defender's Combat Value is listed first in the table, because I know some of you are wondering…). If relevant, include modifiers for Cover, Hard Cover and the Entrench Insight.

If the defending Force fails its Shock check (the d10 result is higher than the modified Combat Value), the defending Force suffers one Hit and Retreats one Region on the Battlefield Sheet. Static Forces do not retreat and are Destroyed. If the defending Force has a Battle Plan Counter or Special Battle Plan attached to it, remove that Battle Plan. If the Retreating Force exceeds the number of Forces allowed in the Region it is Retreating into, Destroy the Force. If a Mobile Force is in its Reserve Area and must Retreat due to a failed Shock check, Destroy the Force.

In this case, the attacking Force does not need to roll against its modified Combat Value. It is unaffected. If that attacking Force has a Battle Plan Counter attached to it and there are no enemy Forces in the same Region, continue to follow the actions indicated on that Battle Plan.

If an attacking Force enters a Region containing one or more enemy Forces after the defending Force has failed its Shock check and Retreated one Region, the attacking Force must remove any attached Battle Plan Counter. An attacking Force cannot have a Battle Plan Counter attached to it if it occupies the same Region as an enemy Force. Note that the Union AI will only perform a Shock check as a result of the Charge! Special Battle Plan, which is not attached to any single Union Force and cannot therefore be removed.

If the defending Force passes its Shock check (the d10 result is equal to or lower than the modified Combat Value), it suffers no ill effects. The two Forces will now occupy the same Region. In this case, if either the attacking Force or the defending Force has a Battle Plan Counter attached to it, remove that Battle Plan Counter. That Force cannot take any further action stipulated on that Battle Plan Counter this turn (note the special rules for Cover, Hard Cover and the Entrench Insight below). Next, the attacking Force must now roll d10 against its modified Combat Value using the table above (11.4.3). If the roll is higher than the modified Combat Value that attacking Force suffers 1 Hit. Only make this roll if the defending Force passed its Shock check. The attacking Forces does not Retreat and the two Forces – which will be in Melee Combat the following turn – will continue to occupy the same Region.

If the result is equal to or lower than the modified Combat Value that attacking Force does not suffer a Hit. Place the attacking Force in the same Region as the defending Force. Remove any attached Battle Plan Counter. Forces in the same Region will be in Melee combat the following turn.

When making Shock checks, a natural roll of 1 is always successful. A natural roll of 10 is always a failure.

The following sections detail specific rules regarding Battle Plan Counters, Special Battle Plans and the Entrench Insight following Shock checks.

Engage (12.3.4) - If, after resolving Defensive Fire, the Union Shock check and the Confederate Shock check, the Confederate Force using the Engage Battle Plan counter is now in a Region containing one or more Union Forces, discard the Engage Battle Plan. Otherwise, do not discard the Battle Plan and resolve the additional orders as detailed in section 12.3.4.

Flank (12.3.6) – If, after resolving Defensive Fire, the Union Shock check and the Confederate Shock check, the Confederate Force using the Flank Battle Plan counter is now in a Region containing one or more Union Forces, discard the Flank Battle Plan. Otherwise, do not discard the Battle Plan and resolve the additional orders as detailed in section 12.3.6.

Charge! (14.1.3) - In the case of the Union, the Charge! Special Battle Plan will still remain in play until all Union Forces have resolved the effects regardless of the results of any Defensive Fire.

Cover (12.3.3) – A defending Confederate Force gains a +1 bonus to its Combat Value when making a Shock check in response to the Union Charge! Special Battle Plan. Whether that Shock check is successful or not, immediately remove the Cover Battle Plan counter after making the roll.

Entrench (10.2.12.3) - The defending Confederate Force gains a +2 bonus to its Combat Value when making a Shock check. If successful the attacking Union Force then suffers a -2 penalty to its Combat Value when making a Shock check. If both the Confederate and Union Forces pass their Shock checks and the two Forces are in the same Region, Entrench remains attached to the Confederate Force (as it is an Insight, not a Battle Plan Counter). If the Force that Entrenched is attached to is subsequently attacked in Melee combat, the attacking Union Force suffers a -2/-2 penalty to its Combat Value.

Hard Cover (14.1.2) – A defending Union Force gains a +2 bonus to its Combat Value when making a Shock check. Whether that Shock check is successful or not, immediately remove the Hard Cover Special Battle Plan after making the roll and return it to the Special Battle Plan cup.

Close Ranks (14.1.1) – If a Union Force suffers a Hit as a result of a failed Shock check (whether attacking or defending), the Close Ranks Special Battle Plan cancels that Hit and is returned to the Special Battle Plans cup.

Heavy Fire (14.1.10) – If the Heavy Fire Special Battle Plan is in effect and an attacking Confederate Force suffers a Hit from a Shock attack (the defending Union Force passes its Shock check), that attacking Confederate Force DOES NOT RETREAT and will occupy the same Region as the defending Union Force as described above.

Example: In this example we assume Slocum failed to Activate to use Defensive Fire. Longstreet, in Column Formation, has moved into the Union Front. Both Union Forces are in Line Formation. Slocum has the lower Skill Level, so that Force is the target. To resolve the Shock check, the player consults the Shock Check Modifiers Table (11.4.3). As the attacker is in Column Formation and the defender is in Line Formation, Longstreet gains a +2 bonus and Slocum suffers a -2 penalty to the respective Combat Values. You roll a Shock check for Slocum (the target defending Union Force) first. Slocum has a Combat Value of 3, modified by the -2 penalty to 1. You roll a 9, so Slocum fails its Shock check. Inflict 1 Hit on Slocum and Retreat the Union Force 1 Region. If the new Region already contains its maximum number of Forces, Destroy the Retreating Force. If Slocum had had the Hard Cover Special Battle Plan attached to it, that Special Battle Plan would have been removed after making the Shock check. Longstreet and the remaining Union Brigade Force now occupy the same Region. If Longstreet had a Battle Plan Counter attached, you would remove it as the Force now occupies a Region with an Enemy Force. If those two Forces remain in the same Region the following Battle Turn (10.1) they will be in Melee Combat (11.5).

Example: Longstreet is in Line Formation and moves into the Union Front Region, containing Slocum in Column Formation. After resolving Defensive Fire, the player consults the Shock Check Modifiers Table. The defending Union Force – Slocum – will gain a +2 modifier to its Combat Value. Slocum has a printed Combat Value of 3 and a modified Combat Value of 5. You roll a '2' and the Force passes its Shock check. The Force does not suffer a Hit, nor does it Retreat to a rear Region. Instead, as Longstreet has the Engage Battle Plan Counter attached to it, that Battle Plan Counter is removed. That Force cannot take any further action stipulated on that Battle Plan Counter this turn. Next, consulting the Shock Check Modifiers Table again we see that Longstreet now suffers a -2 penalty to its Combat Value (because it is in Line making a Shock attack against a Force in Column). It has a printed Combat Value of 6 and a modified Combat Value of 4. You roll and get a '10'. Longstreet has failed its roll. Longstreet suffers 1 Hit and is flipped to its reduced side. Longstreet does not Retreat. Longstreet and Slocum now occupy the same Region of the Battlefield Sheet. If those two Forces remain in the same Region the following Battle Turn (10.1) they will be in Melee Combat (11.5).

11.4.4 Artillery and Shock Checks

Artillery automatically fail Shock checks when targeted. In this case an opposing Artillery Force will be captured (5.9.1). Place the opposing Artillery Force in the Captured Artillery pile (5.9.2) and replace it with a friendly Artillery Force (Confederate see 5.9.2.1, Union see 5.9.2.2).

11.5 Melee Combat

All opposing Forces that are in the same Region on the Battlefield Sheet after a Shock check (11.4) are all in Melee combat. A Confederate attack in Melee combat will be directed against the Union Force in that Region with the lowest Skill Level. A Union attack in Melee combat will be directed against the Confederate Force in that Region with the highest Skill Level.

Example: Longstreet, Jackson, Slocum and Smith are all in the Union Front Region. All those Forces are in Melee combat. A.P. Hill remains in the Confederate Front and is not in Melee combat. If A.P. Hill moves into the Union Front (and performs a Shock attack), that counter will also be in Melee combat in subsequent turns if at least one Union Force remains in the Union Front.

Always perform the Combat Default Battle Plan when a Union Force in Melee acts.

A Confederate Force in Melee combat can perform any one of the following Default Battle Plans (12.4): Fire, Pivot, Hold, Retreat (if Routed), or March (Retreat move only). A Confederate Force in the same Region as one or more Union Forces after the Shock check immediately removes any attached Battle Plan Counter. That Force cannot have a Battle Plan Counter attached to it and can only use one of the Default Battle Plans for as long as it remains in the same Region as at least one Union Force.

A Confederate or Union Force in Melee combat can never perform a March or an Advance Order from a Battle Plan. This means that a Force will never move behind an opposing Force on the Battlefield Sheet.

Example: A Confederate Infantry Force performs an Engage Battle Plan (12.3.4). First, it Advances into a Region containing a Union Force. The Union Force passes its Shock check (the Force does not Retreat and does not suffer a Hit). The Confederate Force discards the Engage Battle Plan immediately (so it ignores the Change Formation to Line and Attack actions stipulated on the Battle Plan) because it is in the same Region as an opposing Force. The Confederate Force also passes its Shock check (the Force does not suffer a Hit). The two Forces occupy the same Region and are locked in Melee combat. If the Confederate Infantry Force is still in Melee combat the following turn you cannot attach a Battle Plan Counter to it and must instead choose one of the Default Battle Plans noted above. The Union Force will use the Combat Default Battle Plan in Melee combat.

If the Union Force had failed its Shock check it would have Retreated one Region and suffered one Hit. That Retreat would mean that the Confederate Force is now alone in the Region. In this instance, do not remove the attached Engage Battle Plan Counter. That Force would then change to Line Formation and Attack. That Attack would be Fire (as there is at least one Union Force in the adjacent Region) and that Attack may target the same Union Force that just failed its Shock check and Retreated.

A Mobile Force in Melee combat can Retreat if Routed. Static Forces cannot Retreat if Routed and are immediately Destroyed. Artillery Forces in Melee combat will be captured if destroyed or Routed (5.9.1). Place the opposing Artillery Force in the Captured Artillery pile (5.9.2) and replace it with a friendly Artillery Force (Confederate player see 5.9.2.1, Union AI see 5.9.2.2).

Example: A Union Force moves into a Region containing a Confederate Artillery Force and a Fortification. The Artillery Force cannot attack and is captured if it is defeated. The Fortification cannot Attack until it is no longer in Melee combat.

Treat a Force in Melee combat as having a Combat value of +3/+3 when Attacking, using the Fire (Confederate) or Combat (Union) Default Battle Plans. See 11.6 for Performing an Attack. If applicable, apply the second Hit on an opposing Force in an adjacent Region if there are no more opposing Forces in the Melee combat Region. A Confederate Force in Column Formation must still make an Activation check (5.6) to use Fire in Melee combat as normal.

Example: A Union Infantry Force has a Combat Value of 6. While in Melee combat using the Combat Default Battle Plan, treat it as having a Combat Value of 9/3.

Example: A Confederate Cavalry Force in Melee combat has a Combat Value of 2/1. While in Melee combat using the Fire Default Battle Plan treat it as having a Combat Value of 5/4.

A natural roll of 1 is always successful. A natural roll of 10 is always a failure.

Artillery and Fortifications cannot Attack when in Melee combat.

Do not change the Formation of a Force in Melee Combat (Exception: Confederate Pivot Default Battle Plan).

11.6 Performing an Attack

Infantry, Cavalry and Garrison Forces can Attack opposing Forces in the same Region (Melee) or an adjacent Region (Ranged). Artillery and Fortifications can only Attack Forces 1 Region or more away. Exception: Union Cavalry can, in effect, Attack an opposing Force exactly 2 Regions away using the Combat Default Battle Plan (14.2.2.1).

Example: Longstreet and Jackson can Attack Slocum or Smith in Melee combat.

Example: A.P. Hill can Attack Slocum or Smith in Ranged combat.

If an Infantry, Cavalry or Garrison Force is supposed to conduct an attack, and there are no opposing Forces in the same Region or adjacent Region, do not perform an attack.

Infantry and Cavalry cannot attack when in their own Reserve Region. Artillery and Fortifications can Attack from any Region as long as they are not in Melee combat. However, unless a Campaign-specific Special Rule says otherwise, or the Confederate player uses the Front Insight (10.2.12) to place his Artillery in a forward Region, Artillery and Fortifications will be placed in their Reserve Region. Exception: Lower caliber Confederate Artillery Forces are able to Advance using the March Default Battle Plan.

When a Force is attacking, roll equal to its Combat Value or lower on d10. If the roll is successful, inflict one Hit on an opposing Force.

If the attacking Force has a superscripted number, and the same roll is equal to or lower than its superscripted value, the attack scores 2 Hits.

Example: A Force has a Combat Value of 6/3. It inflicts 1 Hit on a die roll of 4 through 6 on d10, or 2 Hits on a die roll of 1 through 3. A roll of 7 or more indicates a failure.

A natural roll of 1 is always successful. A natural roll of 10 is always a failure.

11.7 Artillery and Fortifications

Artillery and Fortifications in Melee combat cannot attack. Artillery and Fortifications cannot make Ranged attacks against opposing Forces engaged in Melee combat.

Artillery and Fortifications make Ranged attacks against opposing Forces in the closest non-Melee combat Region of the Battlefield.

Example: A Confederate Artillery Force is located in the Confederate Reserve Region. The Confederate Approach Region contains only Confederate Forces. The Confederate Front Region contains Confederate and Union Forces. These Forces are in Melee combat and the Union Forces present cannot be targeted by the Confederate Artillery. The Union Front Region contains no Forces. The Union Approach Region contains Union Forces only. As the Confederate and Union Forces in the Confederate Front Region are in Melee, the Confederate Artillery would make a Ranged attack against the Union Forces in the Union Approach Region.

11.7.1 Artillery and Fortifications Ranged Attack Modifier

When an Artillery or Fortification Force is attacking, roll its Combat Value or lower. This is modified by the range to the target according to Table 11.7.2. Determine the number of Regions from the Artillery or Fortification making the Ranged Attack to the target Force. Do not count the Region the Artillery or Fortification Force is in; do count the Region that the target Force is in.

11.7.2 Artillery and Fortifications Ranged Attack Modifier Table

Range12345
Combat Value Modifier+2/+20/0-1/-1-2/-2-3/-3

Example: A Confederate Artillery Force with a Combat Value of 3 is in the Confederate Reserve Region. If it attacks a Union Force in the Confederate Approach the Range is 1 and it will accrue a +2/+2 modifier to its Combat Value giving a final total of 5/2. If the player rolled '5' or less he would inflict one Hit on the Union Force. If the result were '1' or '2' he would inflict two Hits on the Union Force. The following turn, the Artillery Force attacks a Union Force in the Union Reserve. The Range is 5 so the Artillery Force suffers a -3/-3 penalty to its Combat Value, bringing the modified Combat Value to 0. The Artillery Force can still attack, but it must roll a natural '1' to score a Hit.

These range modifiers stack with any other effects.

As usual, a natural '1' is always successful; a natural '10' is always a failure. Note that this means that it is always possible for an Artillery Force to score a Hit regardless of any range penalty (by rolling a natural '1').

Inflict Artillery and Fortification Hits starting with the lowest Skill Level Force in the Region (5.1). If all the opposing Forces in the Region are Destroyed, apply remaining Hits against the next farthest Region containing opposing Forces in Skill Level order from lowest to highest.

11.8 Attack Bonuses

When a roll is modified by a Battle Plan, Insight or Special Rule, treat the Force's Combat Value and superscript Combat Value as being higher (or lower) by the amounts indicated. If the Force has no superscript value, assume the superscript value is zero. If there is no superscript value a natural roll of 1 does not indicate a successful 2 Hit attack, only a successful 1 Hit attack. Note that the modifier is applied directly to the Combat Value; it is not applied to the die roll.

Example: A Confederate Infantry Force has a Combat Value of 6 with no superscript value. If you roll a natural '1' you will inflict one Hit against an opposing Force. When the Force uses the Aimed Volley Battle Plan Counter (giving +3/+1 to the attached Force's Combat Value), treat the Force's Combat value as being 9/1. If you roll a natural '1' you will now inflict two Hits against an opposing Force.

11.9 Allocating Hits

When a Hit is inflicted on an opposing Force, apply the Hit on the lowest Skill Level (5.1) Force in the Region you are attacking.

If an Attack inflicts 2 Hits, the Hits can be allocated to the same or different opposing Forces.

If the attacking Force is in Melee combat, an opposing Force in Melee combat must absorb the Hit. If there are no opposing forces remaining in Melee combat (because the opposing Force was destroyed by the first Hit), allocate a second Hit to an opposing Force in an adjacent Region. If there are no opposing Forces in an adjacent Region the extra Hit does not inflict any damage.

11.10 Suffering Hits

A Force must absorb each Hit scored. One Hit flips a full-strength Force to its reduced side, or Destroys a reduced strength Force and removes it from play. If a Force has no reduced side and suffers a Hit, that Hit immediately destroys it.

Example: A.P. Hill makes a Ranged attack against Slocum and inflicts 1 Hit. Flip Slocum from its full-strength side to its reduced side. If A.P. Hill inflicts another Hit on Slocum, that Force will be Destroyed and placed in the Reinforcements cup.

11.11 Destroyed Forces

Move Destroyed named Mobile Union Forces to the Reinforcement cup (that is, Force counters that have a commanding officer's name on them. See 4.18). Move Destroyed non-named Union Brigades, Regiments, Batteries, Garrisons and Fortifications to the Additional Forces cup (4.19). Move Destroyed Garrisons and Fortifications to the Static Forces Pile (6.2.1). Destroyed Confederate Forces can be placed next to the Campaign Map. All these Forces will be available for later purchase in the Confederate Resupply phase (15.3) and the Union Resupply phase (18.0).

12.0 Battle Turns

Perform the following steps each turn.

12.1 Insight Activation

If required, roll Robert E. Lee's Command rating or less to activate an Insight counter. You may attempt to Activate one or more Insights. Roll a die for each. Some Insights do not require a Command roll and automatically activate, while others offer modifiers. Refer to section 10.2.12 for details.

12.1.1 Scout Counters and Insight Activation

If you have any available Scout counters, you can discard 1 Scout counter to re-roll an Insight Activation die roll. You can accept a roll or continue to re-roll and discard Scout counters until you have discarded all your Scout counters. Note that you cannot revert back to a roll once you have decided to re-roll. You must either accept the result of the new roll or expend another Scout counter to re-roll again. You can repurchase discarded Scout counters during your Resupply steps (15.6).

12.2 Select and Place Confederate Battle Plans

You get to choose your Battle Plans during each Turn of Battle. You get to choose a number of Battle Plan Counters up to your Battle Plan Quantity number (10.2.10). Do not place more than one Battle Plan Counter on each Confederate Force.

You may only place Battle Plan Counters on Infantry and Cavalry Forces unless a Battle Plan Counter states otherwise.

If you are able to select more Battle Plan Counters than you have Forces that can receive Battle Plan Counters, do not assign the additional Battle Plan Counters. Those Battle Plan Counters cannot be 'saved' for future turns.

Select and place your Battle Plan Counters at this time. After placing a Battle Plan Counter, that counter cannot be voluntarily removed. You cannot choose to have the Force revert to a Default Battle Plan. The Force must follow the orders stipulated on the Battle Plan Counter to the extent it is able.

Confederate Forces in Melee combat cannot have Battle Plan Counters attached to them. A Confederate Force cannot have a Battle Plan Counter attached to it if it occupies the same Region as a Union Force.

12.3 Confederate Battle Plan Counters

This section details the Orders on each Confederate Battle Plan. You do NOT need to memorize the following rules. Refer to the Player Aid sheets for key point summaries of each Battle Plan Counter.

12.3.1 Aimed Volley

Infantry only. Line only. Roll to Activate. Perform an Attack for the Force with a +3/+1 modifier (11.8) if there are Union Forces at range 1.

12.3.2 Canister

This Battle Plan is an exception: You can place this Battle Plan on Artillery and Fortifications. You cannot place this Battle Plan on Infantry, Cavalry, or Garrisons.

This Battle Plan can only be Activated if the Force is exactly 1 Region away from the nearest opposing Force. The Artillery Force or Fortification must target an opposing Force 1 Region away that is not in Melee Combat. Do not roll for Activation, this Battle Plan automatically Activates. Perform an Attack for the Force with a +2/+2 modifier (11.8). This stacks with other range modifiers (11.7.2).

12.3.3 Cover

Roll for Activation. The Force must remain in position and cannot Move or Retreat. If the Force Moves or Retreats remove the Battle Plan Counter. Any Attacking Union Force suffers a -1/-1 penalty to its Combat Value (11.8). The Confederate Force gains a +1 bonus to its Combat Value if making a Shock check (11.4) in response to the Charge! Special Battle Plan before Cover is removed from the Force it is attached to as a result of the Shock attack. Note that this Battle Plan cannot be placed on a Force occupying the same Region as an opposing Force.

Example: You assign the Cover Battle Plan to an Infantry Force in the Confederate Approach Region. The Force has an Activation number of 5. You roll a '2'. The Force remains in position. First, it is Attacked by a Union Force firing from the Confederate Front Region. The Union Force has a Combat Value of 4, which is modified to 3 after incurring the -1/-1 penalty. You roll for the Union AI and get a '7'. A miss. If the Union Force had advanced (because of the Charge! Special Battle Plan) the Confederate Force would make a Shock check with a +1 bonus to its Combat Value (after resolving Defensive Fire). If the Force failed its Shock check, it would Retreat and the Battle Plan Counter would be removed. If the Force passed its Shock check, it would remain in the same Region, along with the opposing Force. In this case, you would also remove the Battle Plan Counter.

12.3.4 Engage

If the Force is in Column Formation, do not roll for Activation, this Battle Plan automatically Activates. (i) Advance the Force. If the Force enters a Region containing a Union Force, the Union Force must make a Shock check (11.4). In this case, you do not need to roll against the Confederate Force's Activation number to initiate the Shock attack. If the Confederate Force survives the Defensive Fire and both Forces pass their Shock checks they are in Melee combat (11.5) so discard the Engage Battle Plan. If the Union Force fails the Shock check and is driven back, but other Union Forces are in the same Region the Confederate Force those Forces are in Melee combat so discard the Engage Battle Plan. If the Union Force passes its Shock check but the Confederate Force fails its Shock check (and suffers a Hit), discard the Engage Battle Plan. Otherwise, (ii) change the Confederate Force to Line Formation. (iii) Perform an Attack for the Force with a +1/+1 modifier if there is a Union Force at Range 1 (11.8).

Example: Longstreet, using the Engage Battle Plan Counter, Advances into the Union Front, which contains Slocum. If there were multiple Union Forces, you would roll a Shock check for the Union Force with the lowest Skill Level (5.1). In this example, there is only one Union Force, so Slocum has to make the Shock check. The Confederate Force does not suffer a Hit from Defensive Fire and Slocum fails the subsequent Shock check roll, so you inflict a Hit on Slocum and flip it to its reduced side. In addition, Slocum must Retreat one Region into the Union Approach. Longstreet is not in Melee combat as it is now the only Force in the Union Front Region, so change Longstreet to Line Formation. If at least one other Union Force were in the Region, you would discard the Engage Battle Plan. Slocum – after Retreating from the failed Shock check – is now at Range 1, so perform an Attack for Longstreet with a +1/+1 modifier due to the Engage Battle Plan Counter.

12.3.5 Fighting Retreat

Infantry and Cavalry only. Roll to Activate if the Force is in Column Formation. Roll to Activate with a -2 penalty to the Activation number if the Force is in Line. This Battle Plan can only be Activated if the Force is exactly 1 Region away from the nearest Union Force. (i) Perform an Attack for the Force with a -2/-2 modifier (11.8) if the Force is in Column and there are Union Forces at range 1. Perform an Attack for the Force with a -1/-1 modifier if the Force is in Line and there are Union Forces at range 1. (ii) Retreat 2 Regions.

Example: Longstreet is in the Confederate Front Region in Line Formation, facing three Union Infantry Forces (Slocum, Smith and Richardson, all Conscript) in the Union Front Region. You have assigned the Fighting Retreat Battle Plan to Longstreet. All the Union Forces are exactly 1 Region away. As the Confederate Force is in Line Formation, it must Activate with a -2 penalty. The Force has an Activation number of 3, which is modified to 1. You roll a '1' and Longstreet Activates successfully. As all the Union Forces have an equal Skill Level, you determine the target of Longstreet's attack randomly, and find that Smith will be the unlucky one. Longstreet has a Combat Value of 6, which is modified by a -1/-1 penalty to the Attack for being in Line Formation (it would be -2/-2 if in Column Formation). You roll and get a '6'. Normally, this would be a Hit, but this result is higher than the modified target Combat Value of 5, so the Attack fails. Next, Longstreet Retreats two Regions to the Confederate Reserve Region.

12.3.6 Flank

This Battle Plan Counter can only be Activated if the Confederate Force is exactly 2 Regions away from the nearest Union Force at the time of Activation (not at the time the Battle Plan Counter is placed). If the Force is in Column Formation, do not roll for Activation, this Battle Plan automatically Activates. (i) Advance the Force. (ii) Advance the Force again. (iii) When the Force enters the Region containing a Union Force, the Union Force must make a Shock check. In this case, you do not need to roll against the Confederate Force's Activation number to initiate the Shock attack. Resolve Defensive Fire as normal, then the defending Union Force suffers a -3 penalty to its Combat Value when making the Shock check. Apply other modifiers for Column or Line Formation (11.4.3). If the Union Force passes its Shock check the two Forces are in Melee combat so discard the Flank Battle Plan. If the Union Force fails the Shock check and is driven back, but other Union Forces are in the same Region they are in Melee combat so discard the Battle Plan. (iv) Otherwise, perform an Attack if there is a Union Forces at range 1. If in Column suffer a -2/-2 penalty to the Combat Value of the Force when you make this Attack.

Example: Longstreet is in the Confederate Approach Region in Column Formation, and Slocum and Smith, both in Line Formation, are in the Union Front Region, both with a Conscript Skill Level. Those Union Forces are exactly two Regions away at the time the Flank Battle Plan Counter is Activated. As Longstreet is in Column, it does not roll to Activate the Flank Battle Plan. Longstreet Advances into the Confederate Front Region, and Advances again into the Union Front Region. The player selects Slocum as the target of the Shock attack randomly (as Slocum and Smith both have the same Skill Level). After resolving Defensive Fire (which is ineffective), Slocum suffers a cumulative Shock check at -3 (because of the Flank Battle Plan) and a further -2 (because Longstreet is in Column against the defending Union Force in Line. See 11.4.3). Slocum fails the Shock check, suffers a Hit, and is driven back into the Union Approach Region. The Confederate Force and the remaining Union Force (Smith) are now in the same Union Front Region and are in Melee combat. Discard the Battle Plan Counter and take no further action.

12.3.7 Formation

Do not roll to Activate this Battle Plan Counter. Do not assign this Battle Plan to a Force. Place it off to the side of the Battlefield sheet. Once, at any time, during the Union or Confederate Resolve Battle Plans step you can change the Formation of up to 3 of your Forces, including Forces in Melee Combat.

Example: Union Forces are in Retreat! Three Confederate Forces are in Line Formation in the Confederate Front Region. You Activate this Battle Plan and change the Formations of all three Confederate Forces from Line to Column. In the next Turn you plan to use the Engage, Flank and Rapid Advance Battle Plan Counters, which will be easier to Activate in Column Formation.

12.3.8 Prepare

Do not roll for Activation, this Battle Plan Counter automatically Activates. This Battle Plan is an exception; you can place it on any of your Forces.

Add this Battle Plan Counter to a Force that already has been assigned a Battle Plan Counter or will receive a Default Battle Plan. This is the only Battle Plan that can be attached to a Force that has been, or will be, assigned another Battle Plan. Resolve the original Battle Plan Counter or Default Battle Plan before you resolve the Union Battle Plans (see 10.1 for the Battle Turn Sequence). Note that if your Force uses the Prepare Battle Plan to act first when in Melee combat, you cannot attach another Battle Plan Counter as normal. In this instance, you have to use a Default Battle Plan.

Example: One of your Forces begins the Battle Turn in Melee combat with a Union Cavalry Force. You assign the Prepare Battle Plan. As your Force is in Melee combat you do not assign a Battle Plan Counter. Your Force acts before the Union Cavalry and uses the Fire Default Battle Plan to make a Melee attack with a +3/+3 modifier. The attack is successful, the Union Cavalry suffers a Hit and is destroyed. Next, the Union AI resolves its Battle Plans as normal and you continue to follow the regular sequence of play (10.1).

12.3.9 Rapid Advance

Infantry only. This Battle Plan Counter can only be Activated if the Force is exactly 3 Regions away from the nearest Union Force at the time of Activation (not when the Battle Plan Counter is placed). Roll to Activate if the Force is in Column Formation. Roll to Activate with a -2 penalty to the Activation number if the Force is in Line. (i) Advance 1 Region. (ii) Advance 1 Region. (iii) Perform an Attack for the Force with a -1/-1 modifier to the Combat value of the Force if the Force is in Line and there are Union Forces at range 1. You cannot Attack if the Force is in Column (but you may use this Battle Plan Counter to Advance).

Example: There is a Confederate Force in the Confederate Approach Region. The nearest Union Force is in the Union Approach Region, exactly 3 Regions away. The Confederate Force is in Column and has an Activation number of 6. You roll a '2' and move the Force forward into the Confederate Front Region. You move the Force forward again into the Union Front Region. The Union Force is now at range 1, but as the Confederate Force is in Column, it cannot attack. If the Confederate Force were in Line, it would now have an opportunity to Attack with a -1/-1 penalty to its Combat Value.

12.3.10 Rapid Fire

Infantry only. If the Force is in Line Formation, do not roll for Activation, this Battle Plan automatically Activates. (i) Perform an Attack for the Force with a -1/-1 Combat Value modifier if there is one or more a Union Forces at range 1. Assign any Hit as normal. (ii) Then perform a second Attack for the Force with a -2/-2 Combat Value modifier against the same Union Force. If that Union Force has been destroyed, Attack a second Union Forces at range 1 if present. Assign any Hit as normal.

Example: You assign the Rapid Fire Battle Plan Counter to an Infantry Force in Line Formation. There are two Union Forces at range 1, an Artillery Force (Skill Level: Line) and an Infantry Force (Skill Level: Poor Line). As the Confederate Infantry Force is in Line Formation, you do not need to roll for Activation. Your Force has a Combat Value of 7/2, which is reduced to 6/1 after modifying for the -1/-1 penalty. You roll and get a '1'. You inflict two Hits against the least skilled Union Force (because of the superscript Combat value). In this case, that is the Infantry Force (Skill Level: Poor Line), which is destroyed. As the only remaining Union Force is the Artillery, that Force becomes the target of the second Attack. This time the Confederate Infantry has a modified Combat Value of 5/0 after applying the -2/-2 penalty. You roll a '9' and fail to hit.

12.3.11 Volley

Infantry only. If the Force is in Line Formation, do not roll for Activation, this Battle Plan automatically Activates. Perform an Attack for the Force with a +2/+0 modifier if there are Union Forces at range 1.

12.4 Confederate Default Battle Plans

The Default Plans are printed on the Battlefield Sheet, and are available to Confederate Forces without an attached Battle Plan Counter.

Any Confederate Force that does not receive a Battle Plan Counter may use a Default Battle Plan. Select the Default Battle Plan for a Confederate Force when it is about to act. The same Default Battle Plan can be used by multiple Forces in a single Turn.

Confederate Forces in Melee Combat must use Default Battle Plans (11.5).

You may also choose for a Force to Hold during the Turn. In this case the Force will do nothing.

In all instances that a Force fails its Activation roll (whether using Battle Plan Counters or Default Battle Plans), that Force will Hold instead.

This section details each Confederate Default Battle Plan. You do NOT need to memorize the following rules. Refer to the Player Aid sheets for key point summaries of each Default Battle Plan.

12.4.1 March

Move the Confederate Force to an adjacent Region (towards the Union Reserve). Before or after (but not before and after) moving to an adjacent Region you may change the Formation of the Force from Line to Column or from Column to Line. If the Force is in Column Formation, whether from a previous turn or because you chose to change the Formation from Line to Column before moving, do not roll for Activation; this Battle Plan automatically Activates. If the Force is in Line Formation, make an Activation check (5.6). If the Activation check fails, that Force must Hold instead (12.4.6). If the Force tries to enter a Region containing a Union Force, the Confederate Force must make an additional Activation check to initiate a Shock attack (11.4). You may use this Battle Plan to have a non-Melee Mobile Force immediately exit the Battlefield Sheet and return to the Campaign map in an adjacent Area (14.5.1).

If the Force is Cavalry, you may use the March Default Battle Plan to Advance 2 Regions. Before the first move, or after the final move (but not before and after) to an adjacent Region you may change the Formation of the Force from Line to Column or from Column to Line. If the Force is in Column Formation, whether from a previous turn or because you chose to change the Formation from Line to Column before moving, do not roll for Activation; this Battle Plan automatically Activates. (i) Advance the Force to an adjacent Region. If the Force tries to enter a Region containing a Union Force, the Confederate Force must make an additional Activation check to initiate a Shock attack (11.4). (ii) If able, you may then Advance the Force again (if the Force is not in Melee combat) or Retreat the Force. If this second Advance means the Cavalry tries to enter a Region containing a Union Force, the Confederate Force must make an additional Activation check to initiate a Shock attack (11.4). Note that this means it is possible for the same Confederate Cavalry Force to impose two successive Shock checks on the same (or different) Union Force in the same Turn. Follow the same procedure detailed in 11.4.

You are not required to Advance the Cavalry Force into a second Region.

Some Artillery Forces have an Activation number. These Artillery Forces may March to an adjacent Region following the rules outlined above. An Artillery Force must remain in Line Formation. An Artillery Force cannot March into a Region occupied by an opposing Force and cannot therefore make a Shock attack.

Example: Longstreet (Activation number = 3) is in Line Formation in the Confederate Front Region. You assign the March Default Battle Plan. Before moving, you change the Formation of Longstreet from Line to Column. You do not need to make an Activation check and so the Force moves into the Union Front Region. As the Force already changed its Formation once, it cannot change Formation again and must remain in Column. Had the Force chosen to March in Line Formation you would have been required to roll 3 or less on d10 to Activate the Force. If you were successful the Force would have moved into the Union Front Region and you could then have changed the Formation of the Force from Line to Column. If the Force had failed to Activate it would have remained in the Confederate Front Region in Line Formation.

12.4.2 Fire

This Battle Plan is an exception: All your Forces may use this Battle Plan. If the Force is in Line Formation, do not roll for Activation; this Battle Plan automatically Activates. Perform an Attack for the Force if there are Union Forces at range 0 (Melee combat, so a +3/+3 bonus to a Force's Combat Value. See 11.5) or range 1 (Ranged combat, no modifier. See 11.6). Note that Artillery using this Battle Plan will be able to target Forces beyond range 1 but will accrue modifications to their Combat Value (see 11.7.1). Artillery at range 0 are in Melee combat and cannot Fire.

Example: Longstreet is in the Confederate Front Region. Slocum, in the Union Front, is at Range 1. Longstreet can use the Fire Default Battle Plan to make a Ranged attack against Slocum.

Example: Longstreet and Slocum are both in the Confederate Front and are in Melee combat. Longstreet can use the Fire Default Battle Plan to attack Slocum with a +3/+3 Combat Value bonus, giving a modified Combat Value of 9/3.

12.4.3 Disrupt

Non-melee Cavalry only. Roll to Activate in any Formation. If successful, immediately place the Cavalry Force performing Disrupt in the Confederate Reserve Region. Choose one of: 1) Examine and select one Union Special Battle Plan and remove it from the Special Battle Plan cup or 2) Randomly select three Union Special Battle Plans and remove them from the Special Battle Plan cup. You may look at them after they have been drawn. Union Special Battle Plans cannot be selected for play until they are returned to the Special Battle Plans cup. Return any Special Battle Plans removed from the cup using the Disrupt Default Battle Plan back to the Special Battle Plans cup at the end of the following Draw and Assign Union Special Battle Plans step (10.1). The player cannot select Special Battle Plans that have already been drawn from the cup in the Draw and Assign Union Special Battle Plans step. Note that the available selection of Union Special Battle Plans may change from when Disrupt was performed to the following Turn depending on the Tactics being used by the Union AI (13.0). Multiple Cavalry Forces can use Disrupt in the same Battle Turn.

Example: Here is an excerpt of the Battle Turn sequence (10.1). (i) Determine Union Tactics and Special Battle Plans. (ii) Draw and Assign Union Special Battle Plans. (iii) Resolve Union Battle Plans. (iv) Resolve Confederate Battle Plans. In the Resolve Confederate Battle Plans step the player decides to use Disrupt and the Activation roll is successful. He moves his non-Melee Cavalry Force from the Confederate Front to the Confederate Reserve Region. The player decides to select three random Special Battle Plans from the remaining pool in the cup (some Special Battle Plans will already have been drawn and assigned in the Draw and Assign Union Special Battle Plans step. These Special Battle Plans cannot be targeted with Disrupt). Without looking at them, those randomly selected Special Battle Plans are put to the side. The player then resolves other Confederate Battle Plans as normal. In the following Turn the Union Draw and Assign Union Special Battle Plans step is resolved minus the Special Battle Plans removed by Disrupt in the previous Battle Turn. At the end of the Draw and Assign Union Special Battle Plans step, the previously removed Union Special Battle Plans are returned to the cup and may be selected in the following Battle Turn. Finally, the new Union Special Battle Plans that have already been drawn and assigned are resolved in the Resolve Union Battle Plans step as normal.

12.4.4 Pivot

This Battle Plan automatically activates. Change the Force from Line to Column or from Column to Line.

12.4.5 Retreat

If your Confederate Forces Rout (14.5), all Mobile Confederate Forces must select this Battle Plan. This Battle Plan automatically Activates. Change the Force to Column Formation. Retreat the Force one Region. Artillery cannot Retreat and will be captured (11.1).

12.4.6 Hold

This Battle Plan is an exception: All your Forces may use this Battle Plan. This Battle Plan automatically activates. The selected Force Holds its position and formation and does nothing this turn. Use this Default Battle Plan if a Force fails its Activation check for both Battle Plan Counters and other Default Battle Plans.

13.0 Determine Union Tactics and Pool of Union Special Battle Plans

The Union AI will use different Tactics, Special Battle Plans and Default Battle Plans depending on the combined Combat Values of all Union Forces on the Battlefield Sheet compared to the combined Combat Values of all Confederate Forces on the Battlefield Sheet.

Total the Combat Values of all Union Forces, then total the Combat Values of all Confederate Forces. Do not count superscript Combat Values.

If the Union Forces enjoy a superiority greater than 1:1 the Union AI will use Aggressive Tactics and Aggressive Battle Plans (13.1 and 13.2).

If the Confederate Forces enjoy a superiority greater than 1:1 the Union AI will use Defensive Tactics and Defensive Battle Plans (13.3 and 13.4).

If the Union and Confederate Forces are equal in strength (1:1) roll a die to determine whether the Union will use Aggressive Tactics and Aggressive Battle Plans or Defensive Tactics and Defensive Battle Plans (even numbers for Aggressive; odd numbers for Defensive).

Place the double-sided Union Tactics counter on the Battlefield Sheet in the Union Tactics box to display whether the Union is using Aggressive or Defensive tactics. Note that as Forces are removed and the combined totals of Confederate and Union Combat Values change from Battle Turn to Battle Turn, it may be necessary to flip the Union Tactics counter if the Union Tactics also change. Check during the Determine Union Tactics and Special Battle Plans step.

Whether using Aggressive or Defensive tactics, the Union AI will use a combination of Default Battle Plans and randomly selected Special Battle Plans.

Place all the required Special Battle Plans in an opaque container.

If Union Forces are ever Routed, there is no need to continue to determine Union tactics or the pool of Union Special Battle Plans as all Union Forces will automatically select the Retreat Default Battle Plan.

13.1 Aggressive Union Tactics and Default Battle Plans

If the Union Forces enjoy a superiority greater than 1:1 the Union AI will use the following Aggressive tactics and Default Battle Plans. The use of Special Battle Plans is described in 13.2 below. Place the Union Tactics counter as indicated in the example to the left in the Union Tactics box on the Battlefield Sheet. The Union Default Battle Plans are printed on the Battlefield Sheet. The Default Battle Plans for Aggressive tactics are:

  • Advance
  • Combat
  • Retreat (if Routed)
  • Hold

Union Forces using Aggressive tactics start the battle in Column Formation.

Each Union Force will use a Default Battle Plan in the following order or preference.

A Union Mobile Force will use Advance if able as a priority. Artillery and Fortifications will use Combat. Garrisons will remain in place and use Combat when able.

If a Confederate Force is in the same or an adjacent Region a Union Force will use Combat. Note that Artillery and Fortifications cannot use Combat if they occupy the same Region as an opposing Force. Those Forces are in Melee combat.

If a Union Force cannot use Combat against an adjacent Confederate Force, it will Advance until a Confederate Force is in an adjacent Region and then use Combat. A Union Force will not use Advance to make a Shock attack unless the Charge! Special Battle Plan is drawn. Union Forces will always use Combat to make a Ranged attack (preferred) or in Melee combat (after the use of the Charge! Special Battle Plan or as a result of a Confederate Force making a Shock attack).

If a Union Force cannot use any of these Default Battle Plans, it will Hold.

If Routed (14.5) all Union Mobile Forces, with the exception of Artillery (11.1.2), will Retreat.

13.2 Aggressive Union Special Battle Plans

Place the following Union Special Battle Plans into an opaque container. Note that Charge! and Well-Struck are exclusive to the Aggressive Special Battle Plans pool. If the Union AI is using Aggressive Tactics and Special Battle Plans, then each turn the AI will draw and use a number of these counters equal to the Battle Plan quantity (10.2.10) for the battle being fought. Descriptions of these Special Battle Plans can be found in 14.1 below.

  • Charge!
  • Well-Struck
  • Close Ranks (x2)
  • Smoke
  • Flanking Fire
  • Mixed Orders
  • Hidden March (as printed in 13.2; section 14.1 describes Screened March and no Hidden March)
  • Broken
  • Heavy Fire
  • Fog of War (x4)

13.3 Defensive Union Tactics and Default Battle Plans

If the Confederate Forces enjoy a superiority greater than 1:1 the Union AI will use the following Defensive tactics and Default Battle Plans. Place the Union Tactics counter as indicated in the example to the left in the Union Tactics box on the Battlefield Sheet. The Union Default Battle Plans are printed on the Battlefield Sheet. Those Default Battle Plans are:

  • Hold
  • Combat
  • Retreat (if Routed).

Advance is not used when the Union AI is using Defensive tactics.

Union Forces using Defensive tactics start the battle in Line Formation.

Each Union Force will use a Default Battle Plan in the following order or preference.

If a Confederate Force is in the same or an adjacent Region a Union Force will use Combat as a priority. Union Cavalry can attack an opposing force that is 2 Regions away using Combat. Artillery and Fortifications will always use the Combat Default Battle Plan if there are Confederate Forces at range 1 or greater. Note that Artillery and Fortifications cannot use Combat if they occupy the same Region as an opposing Force. Those Forces are in Melee combat.

If a Union Mobile Force is unable to use Combat, it will use Hold.

If Routed (14.5) all Union Mobile Forces, with the exception of Artillery (11.1.2), will Retreat.

13.4 Defensive Union Special Battle Plans

Place the following Union Special Battle Plans into an opaque container. Note that Hard Cover is exclusive to the Defensive Special Battle Plans pool. If the Union AI is using Defensive Tactics and Special Battle Plans, then each turn the AI will draw and use a number of these counters equal to the Battle Plan quantity (10.2.10) for the battle being fought. Descriptions of these Special Battle Plans can be found in 14.1 below.

  • Hard Cover (x2)
  • Close Ranks (x2)
  • Smoke
  • Flanking Fire
  • Mixed Orders
  • Screened March
  • Broken
  • Heavy Fire
  • Fog of War (x4)

14.0 Draw and Assign Union Special Battle Plans

Some Union Special Battle Plans affect all the eligible Union Forces (Infantry, Cavalry, Garrisons, Fortifications, and Artillery) until the following Determine Union Tactics and Pool of Union Special Battle Plans phase. These Special Battle Plans are Close Ranks and Well-Struck. When you draw one of these Special Battle Plans, place it on the Battlefield Sheet for easy reference. The effects of Special Battle Plans are cumulative and stack with one another.

The Union Special Battle Plan Hard Cover affects only one Union Force. When you draw this Special Battle Plan assign it to the Force with the highest Skill Level. It remains in play until the Force it is attached to moves or is destroyed.

Other Union Special Battle Plans affect all the Confederate Forces until the following Determine Union Tactics and Pool of Union Special Battle Plans phase. Place these Special Battle Plans on the Battlefield Sheet for easy reference. These Special Battle Plans are Smoke, Mixed Orders and Heavy Fire.

Other Union Special Battle Plans have one-time effects that are resolved immediately when the Special Battle Plan is drawn (that is, during the Draw and Assign Union Special Battle Plans phase, rather than the Resolve Union Battle Plans phase). These Special Battle Plans are Flanking Fire, Screened March and Broken. After resolving one of these Special Battle Plans, put it to one side until any additional Union Special Battle Plans have been drawn.

Charge! is an exception. If you draw this Special Battle Plan you should resolve it immediately. It affects a limited number of Union Mobile Forces. After resolving Charge!, put it to one side until any additional Union Special Battle Plans have been drawn.

Draw from the cup a number of Union Special Battle Plans equal to the Union Battle Plan Quantity (10.2.10).

Multiple Special Battle Plans will often be in effect. Use all of the effects combined to make final calculations.

When necessary, choose the Union Force to receive each Special Battle Plan before drawing the next Special Battle Plan. In Field Commander: Robert E. Lee, this is restricted to Hard Cover only. Future expansions may introduce other Special Battle Plans that should also be placed on specific Union Forces.

With future expansions, the Union may be able to draw more Special Battle Plans than he has Forces that can individually receive Special Battle Plans. In this case, discard that Special Battle Plan and continue to draw until you find a different Special Battle Plan and you have drawn a number of Special Battle Plans equal to the Union Battle Plan Quantity. Note that in Field Commander: Robert E. Lee, this ruling only applies to Hard Cover as this is the only available Special Battle Plan that can be attached to an individual Force. Note further that as there are two Hard Cover Special Battle Plans available, it is possible that you draw both of these Special Battle Plans with only one Force on the Battlefield Sheet able to utilize the Hard Cover Special Battle Plan. In this case, discard the second Hard Cover Special Battle Plan and continue to draw as noted above.

Some Special Battle Plans are only available if the Union is using Aggressive or Defensive tactics (13.2 and 13.4). Charge! and Well-Struck are only available if the Union is using Aggressive tactics. Hard Cover is only available if the Union is using Defensive tactics. It is recommended that to save time, keep all the Special Battle Plans in an opaque cup but if you draw an irrelevant Special Battle Plan, place it to the side and redraw. Refill the cup if the Union AI changes tactics (13.0).

14.0.1 Scout Counters and Union Special Battle Plans

At the beginning of a battle, you may discard one Scout counter (4.10) to remove a selected Union Special Battle Plan from the cup. That Special Battle Plan is unavailable to the Union for the duration of the battle. Return that Special Battle Plan to the cup for any future battles. You may discard more than one Scout counter per battle. In each case, remove one selected Union Special Battle Plan.

14.1 Union Special Battle Plan Counters

This section details each Union Special Battle Plan. You do NOT need to memorize the following rules. Refer to the Player Aid sheets for key point summaries of each Special Battle Plan.

14.1.1 Close Ranks

Cancel the first Hit (from any source including Hits from Shock attacks and Defensive Fire) inflicted on the Union Forces during the Turn, then return this counter to the cup. If you draw two Close Ranks Special Battle Plans in the same Turn, you ignore the first and the second Hits inflicted on the Union Forces during the Turn.

14.1.2 Hard Cover (Defensive)

This Special Battle Plan can only be used when the Union is using Defensive tactics. If the Union is using Aggressive tactics, disregard this Special Battle Plan. This Special Battle Plan is an exception. It does not affect all Union Forces. Place this Special Battle Plan counter next to the Union Infantry or Artillery Force with the highest Skill Level. It cannot be attached to a Union Infantry or Artillery Force already in Melee combat. It cannot be attached to a Cavalry, Garrison or Fortification Force. When Hard Cover is first attached to a Force, automatically change the Formation of that Force to Line, if it is not in Line Formation already. Any Confederate Force attacking that Union Force suffers a -2/-2 penalty to its Combat Value. If the Force Hard Cover is attached to suffers a Shock check that Force gets a +2 bonus to its Combat Value (though it may still be penalized for being in Line Formation. See 11.4.3). After resolving the Shock check, remove the Hard Cover Special Battle Plan and return it to the Special Battle Plan cup. As this is a Defensive Special Battle Plan, the Union Force will use the Combat or Hold Default Battle Plans unless the tactics change to Aggressive (13.0). In that case, if the Force moves (using the Advance Default Battle Plan), return the Hard Cover counter to the Special Battle Plans cup. If the Force that Hard Cover is attached to is Destroyed, Retreats or is Routed, return the Hard Cover counter to the Special Battle Plans cup. Otherwise, this Special Battle Plan remains in play – and attached to the same Force – for the duration of the battle (even if that Force occupies the same Region as enemy Forces). While in play, it does not count against the Battle Plan Quantity (10.2.10) when drawing additional Special Battle Plans in subsequent turns. The Force can use the Hold or Combat Default Battle Plans as normal.

Example: The Union is using Defensive tactics and the Battle Plan Quantity is 2. You draw Close Ranks first. You place Close Ranks to the side of the Battlefield Sheet. It will affect all Union Forces. Next, you draw Hard Cover. There are three Union Forces on the Battlefield Sheet. All have a Conscript Skill Level. Slocum is in Melee combat, so Hard Cover cannot be attached. Instead, you determine which Force to attach the Hard Cover Special Battle Plan to, and the result is Smith. Only Smith is affected by the Hard Cover Special Battle Plan. That Force can no longer move for the rest of the battle (unless the Union AI switches to Aggressive tactics or the Union Forces are Routed) and it will only use Hold or Combat Default Battle Plans.

Later in the battle, Longstreet uses Rapid Fire (12.3.10) against Smith. The attacking Infantry Force has a Combat Value of 6/0. This is modified to 3/-3 because any Confederate Force attacking a Union Force with the Hard Cover Special Battle Plan attached suffers a -2/-2 penalty and the Rapid Fire Battle Plan Counter adds a further -1/-1 penalty. You roll and get a natural '1'. A natural '1' is an automatic success, so Longstreet Hits Smith. However, the Close Ranks Special Battle Plan affects all Union Forces, and as this is the first Hit of the Turn, that Hit is ignored. Smith is unaffected. Return the Close Ranks Special Battle Plan to the cup. Hard Cover remains in play and attached to Smith. If Smith, or any other Union Force, were to be Hit a second time this Turn, that Hit would count.

14.1.3 Charge! (Aggressive)

This Special Battle Plan resolves immediately when it is drawn. This Special Battle Plan can only be Activated by the foremost Union Forces that are exactly 1 Region away from the nearest Confederate Force. (The Union Forces cannot be in Melee combat). Roll to Activate each Union Force separately. If a Force fails its Activation check change its Formation to Line (if necessary) and perform the Default Battle Plan Combat as normal (14.2). Perform attacks for all Forces that fail to Activate. If Confederate Forces still remain in the adjacent Region, change the Formation for all those Union Forces that passed their Activation check to Column (if necessary). One at a time, starting with the Union Force with the highest Skill Level and working down to that Force with the lowest Skill Level, Advance each of those Forces into the next Region and perform a Shock attack for each Force as it advances (11.4) first against the Confederate Force with the lowest Skill Level up to the Confederate Force with the highest Skill Level. Each Force does not need to Activate to make the Shock attack, but each Force will suffer Defensive Fire as normal. Resolve each Shock check. If at any time there are no remaining Confederate Forces at Range 1, any remaining Union Forces that have not yet advanced forward will Hold.

Each subsequent Union Force that advances will target the next Confederate Force with the next higher Skill Level. That is, the Confederate Force with the next highest Skill Level that has not performed Defensive Fire. This means that while higher Skill Level Union Forces will target lower Skill Level Confederate Forces, as the fighting continues lower Skill Level Union Forces will be attacking higher Skill Level Confederate Forces.

Forces affected by Charge! cannot be assigned additional Default Battle Plans or Special Battle Plans in that turn.

If, at the time this Special Battle Plan is drawn, there are no Confederate Forces at Range 1 put this Special Battle Plan counter to the side. If the Union has not yet exhausted its Battle Plan Quantity, then continue to draw Special Battle Plans. In this case, this Special Battle Plan does count against the total number of Special Battle Plans available to the Union this turn even if it is not used. Return this counter to the cup at the end of the Turn. This Special Battle Plan can only be used when the Union is using Aggressive tactics. If the Union is using Defensive tactics, disregard this Special Battle Plan.

14.1.4 Well-Struck (Aggressive)

All Union Infantry and Cavalry Forces get a +2/+0 bonus to their Combat Value during the Turn when making Ranged (range 1) attacks. This bonus does not apply to Union Cavalry using the Combat Default Battle Plan to make a range 2 attack. This bonus does not apply to Artillery, Garrisons or Fortifications. This bonus does not apply to Forces in Melee combat. This bonus does not apply to Defensive Fire. Return this Special Battle Plan to the cup at the end of the turn. This Special Battle Plan can only be used when the Union is using Aggressive tactics. If the Union is using Defensive tactics, disregard this Special Battle Plan.

Example: The Union Forces enjoy an advantage over the Confederate Forces and are using Aggressive tactics. Slocum, Smith and Richardson are in the Union Front facing three Confederate Infantry Forces in the Confederate Front. You draw a Union Special Battle Plan and get Well-Struck, followed by Charge! As there are Confederate Forces 1 Region away from the foremost Union Forces, Charge! is resolved first before any other Special Battle Plan or Default Battle Plan is resolved or placed.

You roll to Activate all three Union Forces. Smith and Richardson fail to Activate. These Forces are already in Line Formation, so they do not change Formation, and Attack. Both Forces receive a +2/+0 because of the Well-Struck Special Battle Plan. Smith Hits, but Richardson misses. You determine the target of the Hit randomly. Jackson suffers the Hit and is flipped. Note that if you had drawn Charge! first, that Special Battle Plan would have been resolved immediately before Well-Struck had been drawn. In that case, the +2/+0 bonus would not apply.

Next, Slocum (the Force that Activated) changes to Column Formation and advances 1 Region into the Confederate Front and performs a Shock attack (11.4) against the Confederate Force with the lowest Skill Level. As all Confederate Forces have the same Skill Level (Conscript), you determine the target randomly. Longstreet will be the target of the Shock attack. Longstreet will now have the chance to use Defensive Fire. If Slocum then occupies the same Region as the Confederate Forces, those Forces will be in Melee combat thereafter (11.5). You would now place the Well-Struck Special Battle Plan next to the Battlefield Sheet (though in this case, all Forces that are able to attack have already done so).

14.1.5 Smoke

All Confederate Forces suffer a -1/-1 penalty to their Combat Value during the Turn. Return this counter to the cup at the end of the Turn.

14.1.6 Mixed Orders

All Confederate Forces suffer a -1 penalty to their Activation number during the Turn. Return this counter to the cup at the end of the Turn.

Example: You have drawn the Special Battle Plans Smoke and Mixed Orders. A Confederate Infantry Force in Column wishes to use the Fire Default Battle Plan to attack a Union Infantry Force. As the Confederate Force is in Column it must first Activate. The Force has an Activation number of 6. This is modified by -1 because of the Mixed Orders Special Battle Plan to 5. You roll and get a '2'. The Force successfully Activates. Next you make the Ranged attack. The Infantry Force has a Combat Value of 6/1, which is modified to 5/0 because of the -1/-1 penalty caused by the Special Battle Plan Smoke. You roll a '7'. The attack is unsuccessful.

14.1.7 Flanking Fire

This Special Battle Plan resolves immediately when it is drawn. Total the number of Union Force counters on the Battlefield sheet. Roll that number or less on d10 to Activate this Special Battle Plan. If successful, select one Confederate Force at random (not based on Skill Level) that is not in Melee combat. That Force suffers one Hit. If all Confederate Forces are in Melee combat, then draw another Special Battle Plan. In this case, this Special Battle Plan does not count against the total number of Special Battle Plans available to the Union this turn even if it is not used. The effect is resolved immediately when this Special Battle Plan is drawn. It is not attached to any Union Force. Its effect is from an 'off-board' Force. All Union Forces on the Battlefield sheet are free to act in this turn. Return this counter to the cup at the end of the Turn.

14.1.8 Screened March

This Special Battle Plan resolves immediately when it is drawn. Total the number of Union Forces on the Battlefield sheet. Roll that number or less on d10 to Activate this Special Battle Plan. If successful, select one Confederate Force with the lowest Skill Level in the rearmost Region of the Battlefield sheet. That Force may be in Melee combat. That Force suffers one Hit. If there are multiple Forces with the same Skill Level, choose which Force suffers the Hit randomly. The effect is resolved immediately when this Special Battle Plan is drawn. It is not attached to any Union Force. Its effect is from an 'off-board' Force. All Union Forces on the Battlefield sheet are free to act in this turn. Return this counter to the cup at the end of the Turn.

Example: The Battle Plan Quantity for the Union AI is 3. You draw Flanking Fire and resolve it immediately. There are 5 Union Forces present on the Battlefield Sheet. You roll a '4' and the Special Battle Plan is activated. You have 5 Confederate Forces in play: 3 Infantry Forces in the Confederate Approach and 2 Regiments in the Confederate Reserve. Flanking Fire can target any of these Forces and so you select one at random. The target is one of the Confederate Regiments in the Confederate Reserve. That Force suffers 1 Hit, which is enough to Destroy it. Next you draw Well-Struck. For the remainder of this turn all Union Forces will gain a +2/+0 bonus when attacking. You draw the third counter and get Screened March. This is resolved immediately. Again, you need to roll a 5 or less. This time you get a '5'. Just enough! The Special Battle Plan is Activated. The Union inflicts an additional Hit on the rearmost Force with the lowest Skill Level (in this case the remaining Regiment Force in the Confederate Reserve). The bonus of +2/+0 for Well-Struck does not apply as the Force making the attack is 'off board'. You go on to resolve Default Battle Plans for the Union Forces, which now accrue the +2/+0 bonus for attacks from the Well-Struck Special Battle Plan.

14.1.9 Broken

This Special Battle Plan resolves immediately. Select one Mobile Confederate Force with the lowest Skill Level from the foremost Region back to the Confederate Reserve. This includes Forces in Melee combat. That Force must make an Activation check (5.6), including any modifiers (such as Mixed Orders). If the roll is equal to or lower than the Activation number this Special Battle Plan is ineffective. If the roll is higher than the Activation number that Force immediately Retreats one Region. If doing so causes the number of Forces in that Region to exceed the maximum limit then select an additional, different Force with the lowest Skill Level already present in that Region to retreat one Region. Repeat this process as required, always choosing the Force with the lowest Skill Level. In cases where there are multiple Forces with the same Skill Level that may Retreat, choose randomly. No Forces are destroyed but it is possible that a Force can retreat off the Battlefield Sheet if it leaves the Confederate Reserve Region. In this case, return that Force counter to the Campaign map. The effect is resolved immediately when this Special Battle Plan is drawn. Return this counter to the cup at the end of the Turn.

14.1.10 Heavy Fire

Anytime a mobile Confederate Force suffers a Hit this turn, that Force makes an Activation check (5.6), including any modifiers (such as Mixed Orders). If the roll fails, that Force must immediately Retreat one Region. If doing so causes the number of Forces in that Region to exceed the maximum limit then randomly select an additional, different Force with the lowest Skill Level already present in that Region to retreat one Region. Repeat this process as required, always choosing the Force with the lowest Skill Level. In cases where there are multiple Forces with the same Skill Level that may Retreat, choose randomly. No Forces are destroyed but it is possible that a Force can retreat off the Battlefield Sheet if it leaves the Confederate Reserve Region. In this case, return that Force counter to the Campaign map. This Special Battle Plan remains in effect for the duration of the turn. Return this counter to the cup at the end of the Turn.

The Heavy Fire Special Battle Plan has no effect when resolving Hits from Shock attacks or Defensive Fire (11.4).

Example: The Union AI draws Broken. The effect is resolved immediately. The two foremost Confederate Forces are in the Union Front Region. One Force is Poor Line, the other is Line. You select the Force with the lowest Skill Level (in this case, the Poor Line Force). That Force has an Activation number of 5. You roll and get a '10'. This is an automatic failure. That Force Retreats to the Confederate Front Region. Five Confederate Forces already occupy this Region, so no other Force must Retreat (as the maximum number of Confederate Forces allowed in the Confederate Front Region is 6). Next, you draw Heavy Fire. Later in the turn the Confederate Force remaining in the Union Front Region suffers a Hit. That Force has an Activation number of 6. You roll a '7', indicating a failure. That Force Retreats back to the Confederate Front. The Confederate Front now contains 7 Forces. Usually, one of those Forces would be Destroyed, but in this instance one of those 6 Forces with the lowest Skill Level is selected and Retreats back to the Confederate Approach Region.

14.1.11 Fog of War

There are four Fog of War Special Battle Plans. A Fog of War Special Battle Plan has no effect on the Battle but it does count against the total number of Special Battle Plans that can be drawn during a turn.

14.2 Union Default Battle Plans

In addition to Special Battle Plans, each individual Union Force also receives a Default Battle Plan for each Turn. (Exception: Forces affected by Charge!). The pool of available Default Battle Plans will be determined by the tactics being used by the Union: Aggressive or Defensive (13.0), and will then be further determined based on the range to the closest Confederate Force.

These Default Battle Plans are listed on the Battlefield Sheet. There are no counters for Default Battle Plans.

This section details each Union Default Battle Plan. You do NOT need to memorize the following rules. Refer to the Player Aid sheets for key point summaries of each Default Battle Plan.

14.2.1 Advance (Aggressive)

Assign this Default Battle Plan to every Infantry and Cavalry Union Force that is 2 or more Regions away from the nearest Confederate Force if you are selecting Default Battle Plans from the Aggressive pool (13.1). If the Force is in Column Formation, do not roll for Activation, this Battle Plan automatically Activates. If the Force is in Line Formation, change the Force to Column Formation and Advance the Force one Region. Do not roll for Activation.

14.2.2 Combat (Aggressive and Defensive)

Assign this Default Battle Plan to every Union Force that is 1 Region or less away from the nearest Confederate Force. Roll against the Force's Activation number. If the result is equal to or less than the Activation number change the Force to Line Formation if necessary. Perform an Attack for the Force if there are Confederate Forces at range 0 or 1 (11.6). Artillery and Fortifications always use Combat if there are non-Melee Confederate Forces 1 Region or more away (11.7).

14.2.2.1 Combat and Union Cavalry

In addition, assign the Combat Default Battle Plan to any Union Cavalry Force that is exactly 2 Regions away from the nearest Confederate Force. In this case, roll for Activation. Do not change Formation. Do not move the Cavalry Force. Perform an Attack with a -2/-2 penalty to the Cavalry Force's Combat Value against the Confederate Force with the lowest Skill Level that is at range 2 exactly (11.6). If the Activation roll fails, the Force will Hold. Note that this does not represent a long-range attack; rather, it represents the Union Cavalry using their carbines and 'shoot-and-scoot' tactics. The Force does not move from the Region it occupies because it is assumed to have moved forward 1 Region, fired at the Confederate Force it is targeting, and then moved back to the original Region.

Union Cavalry use Combat as normal if the closest Confederate Force is at Range 1 or less.

Example: Cooke is in the Union Front and uses the Combat Default Battle Plan to attack Longstreet, in the Confederate Approach Region (exactly 2 Regions away). Cooke has an Activation number of 5. You roll d10 and get a '3'. Cooke activates. Cooke has a Combat Value of 3/0, and this is modified to 1/-2. You roll d10 and get a '7'. The attack fails.

14.2.3 Retreat (Routed only)

Once the Union Forces Rout (14.5), all Mobile Union Forces must select this Battle Plan. This Battle Plan automatically Activates. Change the Force to Column Formation. Retreat the Force 1 Region. Union Artillery cannot Retreat and will be captured (11.1.2).

14.2.4 Hold (Defensive)

Assign this Default Battle Plan to every Infantry and Cavalry Union Force that is 2 or more Regions away from the nearest Confederate Force if you are selecting Default Battle Plans from the Defensive pool (13.3). Do not roll for Activation. The selected Force Holds its position and Formation and does nothing this turn.

14.3 Resolve Union Battle Plans

Resolve Union Default Battle Plans in order from the frontmost to rearmost Battlefield Region (from Confederate Reserve to Union Reserve). Remember to include any effects from Special Battle Plans, and that those effects are cumulative. Note that some Special Battle Plans will be resolved immediately when they are first drawn and not in this phase.

If an Activation roll is necessary, make that roll (see Combat and Union Cavalry in the Basic Rules and check any Campaign-specific Special Rules). Resolve the Default Battle Plan for each Union Force, one at a time.

Return any Special Battle Plan counter that no longer has any effect on the battle to the Battle Plan cup at the end of the turn.

As each Battle Plan is resolved check if the Union gains any Command Points (18.0).

14.4 Resolve Confederate Battle Plans

Roll to Activate (5.6) and resolve the Battle Plans for your Confederate Forces in any order.

If the Confederate Force has a Battle Plan Counter, you must resolve its Battle Plan. You cannot assign a different Battle Plan Counter or a Default Battle Plan. If the Force does not have a Battle Plan Counter, select a Confederate Default Battle Plan for it to use when it acts.

As you resolve each Battle Plan Counter, return it to the stock for future use. No Confederate Forces should still have Battle Plan Counters attached to them at the end of the turn (an exception is Entrench, which is in any case an Insight counter). If a Force is in Melee combat, discard its Battle Plan Counter. Select a Default Battle Plan for the Force.

As each Battle Plan is resolved check if the Confederates gain any Command Points (15.3).

14.5 Rout Check

Recheck the Combat Values of each side to determine if one army has Routed the other.

Total the Combat Values for the Union Forces on the Battlefield Sheet and compare that number to the total Combat Values for the Confederate Forces on the Battlefield Sheet. If one side's combined Combat Value is 3 times, or more than, the opponent's combined Combat Value, the weaker Forces have been Routed.

Example: Your Confederate Forces have a total Combat Value of 15. The Union Forces have a total Combat Value of 52. Your Forces Rout.

When a side's Forces Rout, immediately Destroy all of its Battlefield Garrisons and Fortifications. All its Mobile Forces must choose the Retreat Battle Plan until they all exit the Battlefield Sheet by moving behind their Reserve Region. Artillery cannot Retreat. The cannons are abandoned and will be captured (5.9.1). Place the opposing Artillery Force in the Captured Artillery pile (5.9.2) and replace it with a friendly Artillery Force (Confederate see 5.9.2.1, Union see 5.9.2.2).

If a Retreating Force exceeds the number of Forces allowed in the Region, Destroy the Retreating Force. In cases where multiple Forces of different Skill Levels retreat into a Region causing an excess number of Forces to be in that Region then Destroy the Force with the lowest Skill Level (5.1). If Forces have the same Skill Level, choose which Force is Destroyed.

If a Retreating Union Force moves behind its Reserve Region it exits the Battle. As each Force exits the Battle, return the Mobile Union Forces to one randomly selected Union Held (as a first choice) or non-Confederate Held Area (as a second choice) adjacent to the Battle Location Area. If no adjacent Areas are Union Held or non-Confederate Held, Destroy the Union Force.

If a Retreating Confederate Force moves behind its Reserve Region it exits the Battle. As each Force exits the Battle, return the Mobile Confederate Forces to an adjacent Area of the player's choice on the Campaign map that does not contain one or more Union Forces. If no adjacent Areas are free of Union Forces, Destroy the Confederate Force.

If your Confederate Forces are Routed and Robert E. Lee is present for the Battle, move the Robert E. Lee counter to the same Campaign map area your first Force moves to when it exits the Battlefield. If no Confederate Forces remain then Robert E. Lee will be isolated when you move him to the Campaign map and you lose the campaign (3.2).

Once one side has Routed, ignore the Battle Turn Track and discontinue drawing and selecting Battle Plans for the Routed side. The victorious army may continue to draw and select Battle Plans as normal. Continue resolving Battle Turns until all of the Routed Forces are Destroyed, or have exited the Battlefield using the Retreat Default Battle Plan.

Both the Confederates and the Union will gain bonus Command Points for Routing the enemy (15.3 and 18.0).

14.5.1 Voluntary Retreats

If you voluntarily Retreat a Force behind your Confederate Reserve Region, follow the above procedure for placing your Forces on the Campaign map.

14.6 Advance Battle Turn Counter

Advance the Battle Turn counter on the Help Sheet and begin a new Turn of Battle starting with the Insight Activation step.

14.7 End of the Battle

The Battle ends when any one of the following three conditions is met:

  • The Battle ends if the Battlefield contains only Confederate or only Union Forces.
  • The Battle ends when one side is Routed and the last Routed Mobile Force exits the Battlefield Sheet. Artillery Forces will remain in position and can be captured (11.1.1 and 11.1.2). If the Battle ends with only one side's Forces present on the Battlefield, return that side's remaining Forces, and Robert E. Lee if present, to the Campaign map's Battle Location Area. Note that if Robert E. Lee is isolated on the Campaign map, you lose the Campaign (3.2).
  • The Battle ends when you move the Battle Turn counter into the Withdrawal box of the Turn Tracker. Roll and consult the Withdrawal chart (see example below) to determine what to do next. Note that each Campaign has a specific Withdrawal table detailed on the Campaign Information Sheet. For example, in the Seven Days Battles Campaign Union Forces will tend to Retreat following a battle, regardless of its outcome, to reflect historical events.

14.8 Withdrawal

Example:

RollPost-Battle
1-2Rejoin
3-5Union Retreat
6-8Confederate Retreat
9-10Encamp

If you move the Battle Turn counter into the Withdrawal box, immediately end the Battle. Total and compare the Combat Values of both the Confederate and Union Forces remaining on the Battlefield sheet. If one army enjoys a less than 2:1 advantage roll d10 on the Withdrawal Table to determine the fate of the Forces remaining on the Battlefield. If one army is at a 2:1 or greater disadvantage the Forces of that army automatically Retreat (14.8.2 and 14.8.3 below).

Example: At the conclusion of a battle, you calculate that the combined Combat Value for all Confederate Forces is 15, compared to 8 for all Union Forces. Although the Confederates enjoy a clear advantage, it is slightly less than 2:1. In this case, you would roll on the Withdrawal table to determine the outcome. If the combined Combat Value for all Confederate Forces was 16, compared to 8 for all Union Forces, then the Union Forces would be at a 2:1 disadvantage and would Retreat automatically. Consult 14.8.2 below.

14.8.1 Rejoin

Return the Robert E. Lee counter (if present) and all the remaining Forces (Confederate and Union) to the Campaign map's Battle Location Area and immediately start a new Battle with those Forces, starting with the Fog of War roll (10.2.1).

14.8.2 Union Retreat

Return the Robert E. Lee counter (if present) and the Confederate Forces to the Campaign map's Battle Location Area. Destroy all Union Static Forces. Capture all Union Artillery and substitute Confederate Artillery counters with equal or lesser Combat Values (11.1.2). If no Confederate Artillery counters are available the Confederates gain 2 Command Points for every Union Artillery Force captured. Union Artillery Force counters are placed in the Captured Artillery Pile (5.9.2) and cannot be repurchased in the Resupply phase unless they are subsequently recaptured. Return all the Union Mobile Forces to one randomly selected Union-Held Area (as a first choice) or non-Confederate Held Area (as a second choice) adjacent to the Battle Location Area. If there is no adjacent Area to move into, Destroy the Union Mobile Forces.

14.8.3 Confederate Retreat

Return the Union Forces to the Campaign map's Battle Location Area. Destroy all Confederate Static Forces. The Union will capture all Confederate Artillery and substitute Union Artillery counters with equal or lesser Combat values (11.1.1). If no Union counters are available the Union gains 2 Command Points for every Confederate Artillery Force captured. Confederate Artillery Force counters are placed in the Captured Artillery Pile (5.9.2) and cannot be repurchased in the Resupply phase unless they are subsequently recaptured. Return the Robert E. Lee counter (if present) and all the Mobile Confederate Forces to one randomly selected Confederate Held Area (as a first choice) or non-Union Held Area (as a second choice) adjacent to the Battle Location Area. If there is no adjacent Area to move into, Destroy the Robert E. Lee counter (if present) and the Mobile Confederate Forces. Note that if the Robert E. Lee counter is Destroyed the campaign ends in Defeat.

14.8.4 Encamp

Return the Robert E. Lee counter (if present) and all the remaining Forces (Confederate and Union) to the Campaign map's Battle Location Area. Do not start a new Battle for the Area during this Campaign step. If those Forces (and any additional Forces) still occupy the same Area at the end of the Forced March step (15.1), resolve a new Battle after the Forced March step. If those Forces (and any additional Forces) still remain in the same Area at the end of the Union Orders phase (16.1) resolve a new Battle in the Union phase (17.0).

15.0 Post Battle

After all Battles have concluded for the Turn follow these Post Battle steps.

15.1 Forced March

You may now move each of your Mobile Forces to an Area adjacent to its current Area.

You can move your Forces that are in the same Campaign map Area as Union Forces (as a result of Encamp).

Pay 1 Command Point for each Force you move.

Example: You have 4 Forces in an Area. You decide to Force March two of them to adjacent Areas. You must pay 2 Command Points.

A Force can move during the Forced March step whether it moved during the Move step or not.

You can Force March the Robert E. Lee counter to an Area adjacent to its current Area. There is no cost to do this. If you move Robert E. Lee to an Area that does not contain Confederate Force counters you lose the Campaign (3.2). You may move the Robert E. Lee counter even if he is in the same Campaign map Area as Union Forces (along with other Confederate Forces).

15.1.1 Jackson's Special Rule

Forces commanded by Jackson (indicated by a 'J' on the Force counter) that have not suffered a Hit can move up to two Areas for 1 Command Point per Force in the Forced March phase as long as the Force does not pass through an Area containing a Union Force. If it does cease all movement and commence battle in that Area once all other Forced Marches are complete (15.2 below). Jackson's Forces cannot Force March one Area, fight a battle, and then resume a Forced March after a battle. You can only choose to move one Force two Areas for one Command Point. You cannot use this Special Rule to move two of Jackson's Forces one Area each for 1 Command Point.

15.2 Resolve Battles

Resolve any Battles for Campaign map Areas that contain both Confederate and Union Forces. This includes Areas that contain both Confederate and Union Forces as a result of a previous Encamp Withdrawal result (14.8.4). Return to Resolve Battles (9.3) and follow the stipulated procedure. Do not start a new Battle for the Area during this Campaign step following a new Encamp Withdrawal result obtained during this step.

15.3 Confederate Resupply

Find the number of Command Points (4.9) you earn each Turn by referencing the Confederate Resupply section of the Campaign Information Sheet. In addition to accruing automatic Command Points each Turn, you will also gain the following Command Points depending on the performance of your Forces.

  • +1 Command Point when one of your Force's first enters the Union Reserve Region of the Battlefield sheet. Immediately add +1 Command point to your total.
  • +1 Command Point every time you Rout the Union. Immediately add +1 Command Point to your total for every Rout.
  • +1 Command Point every time you Envelop the Union. Immediately add +1 Command Point to your total for every Envelopment.

15.3.1 Add Scout Counters

Check the Campaign Information Sheet for the number of Scout counters you receive for free every Confederate Resupply step. Place each counter in the 'Scout' box on the Player Help Sheet.

15.4 Refit Forces

You may spend 2 Command Points to flip each of your reduced Forces to their full-strength sides (5.9).

Example: 3 of your Forces have been reduced. You can choose to pay 2 Command Points for each Force you would like to flip back to full strength. If you do so, reduce the number of Command Points by 6.

15.5 Purchase New Forces

You may spend Command Points to purchase Confederate Brigades, Regiments, Batteries, Static Forces, or previously Destroyed Confederate Forces. The cost to purchase each Force is equal to its Combat Value (ignore the superscript). Select these Forces from the counters placed next to the Campaign map, including non-Named Forces, Garrisons and Fortifications not currently used in the game.

You can buy a reduced Force if it has reduced values. Pay the number of Command Points equal to that Force's reduced Combat Value. That Force can only be Refitted during a future Resupply step, but not during the same step you purchased it.

Example: A Confederate Force has a Combat Value of 8 with a reduced Combat Value of 5. It is destroyed in battle and removed from play. You may choose to purchase the Force. The cost is 8 Command Points to purchase the full-strength counter. In this case the Force will enter the Campaign map with a Combat Value of 8 and 2 Hits. Or, you may purchase it as a reduced strength counter and pay only 5 Command Points (equal to the reduced Combat Value). In this case the Force will enter the Campaign map with a Combat Value of 5 and 1 Hit. Then, in the Resupply phase of the following turn you may spend an additional 2 Command Points and flip it to its full-strength side (Combat Value 8, 2 Hits).

Once purchased, place your new Forces on the Campaign map. You may only place the new Forces in Areas containing Confederate Forces. Those Areas may also contain Union Forces.

When you place a Static Force on the Campaign map, it must remain there for the duration of the Campaign.

Unless a Campaign's Special Rules state otherwise, you may repurchase your previously Destroyed Forces.

Artillery Forces that have been captured and removed from the game cannot be repurchased, though Artillery can be recaptured (11.1.1)

15.6 Purchase Scouts

You may spend Command Points to purchase Scout counters (4.10). Pay 1 Command Point for each Scout counter you purchase. Note that purchased Scouts are in addition to the number of Scout counters you receive for free each turn (15.3.1). You can only purchase as many Scouts as there are counters available.

Place each Scout counter you purchase in the 'Scout' box on the Player Help Sheet.

16.0 Union Turn

The Union now gets a chance to go on the offensive. Flip the Campaign Turn counter to the Union side.

16.1 Union Orders

Each Campaign Information Sheet has two Union Orders charts; one for Union Forces on the Campaign map (4.1) and one for Union Forces in the Battle Area (2.3). Each chart is based on the historical plans and actions taken by the commanding General. Roll d10 for each Group of Union Forces (16.3 below) and follow the instructions on the relevant chart. The player may force a reroll or modify the result of the d10 roll using Scout counters (16.3.1). Campaign Information Sheets may also offer Hard and Veteran Difficulty Level Campaign Map and Battle Area Orders charts. We recommend you start with the Regular Difficulty Level – the default Orders listed on each Campaign Information Sheet – and work your way up.

16.1.1 Union Campaign Map Orders

For Union Forces moving on the Campaign map outside the Battle Area, refer to the Campaign Map Union Orders chart. These Areas are delineated with dotted black lines.

Example: Below is the Campaign Map Union Orders chart for the Seven Days Battles campaign. You have a group of three Forces all belonging to the III Corps. You roll d10 and get a '4'. You move the group (all three Forces comprising III Corps) together one Area towards Malvern Hill.

RollAction (16.4)
1Move toward Malvern Hill.
2Hold.
3Move to a random adjacent Area.
4Move toward Malvern Hill.
5Advance to the closest Union Held Area.
6Move to a random adjacent Area.
7Move toward Malvern Hill.
8Hold.
9Advance to the closest Union Held Area.
10Move 2 spaces toward Malvern Hill.

16.1.2 Union Battle Area Orders

Once a Union Force enters the Battle Area (delineated by the red dashed line border around a collection of Areas) that Union Force starts to use the Battle Area Orders specific to the Campaign. These Battle Area Orders work in the same way as regular Union Orders, but they are specific to the Battle Area and give more detailed instructions. Once a Union Force has entered the Battle Area it will continue to follow the Battle Area Orders until it is removed from play, moves outside the Battle Area, or it Retreats (14.8 and 14.8.2) into an adjacent Area that is not within the Battle Area. Upon moving or Retreating outside the Battle Area, revert to the regular Union Campaign Map Orders.

Example: The same group of three Forces belonging to III Corps have arrived in the Crew House Area. Crew House is within the Battle Area and so, for the same group of three Forces, you now consult the Battle Area Union Orders chart (see below). You roll d10 and get a '2'. As the group is already in Crew House it does not move. Instead, it Holds and remains in position in Crew House.

RollAction (16.4)
1Hold.
2Move to Crew House. Otherwise, Hold.
3Move to the closest Confederate Force.* Otherwise, Hold.
4Hold.
5Move to West House. Otherwise, Hold.
6Move to the closest Confederate Force.* Otherwise, Hold.
7Hold.
8Move to Western Run. Otherwise, Hold.
9Move to Malvern Hill. Otherwise, Hold.
10Hold.

* This Order only applies if there is a Confederate Force within the Battle Area. If not, Hold.

16.2 Restrictions on Union Orders Movement

If Union Forces are in the same Campaign map Area as Confederate Forces during the Union Orders phase, do not move them. Rather, a Battle will be fought (9.3) in the next Resolve Battles step. Union and Confederate Forces may occupy the same Campaign map Area as a result of Encamp (14.8.4) of the current Union phase; that is after the Union Orders step. Note that a Late Arrival may be placed in a Confederate-Held Area. In such cases, do not move that Late Arrival. A battle will be fought in the next Resolve Battles step as normal.

Some campaigns may have Special Rules that affect Union Orders. Like other Special Rules, these overrule the Basic Rules. For example, in the Second Manassas campaign, Union Forces will never cross the Rappahannock River. If any Order would result in a Union Force crossing the Rappahannock, the Special Rules indicate that you should instead move that Force towards Brawner's Farm.

16.3 Union Force Groups

In each Campaign map Area containing Union Mobile Forces, break apart the Forces into the groupings as specified below (Corps or Independent) unless a Special Rule is in effect. There is a limit to the total number of Forces that may join a group. This is stated on the Campaign Information sheet.

Example: On the Gettysburg Campaign Information Sheet, it states that the Union Group Maximum is 6 Forces. (The sheet's Union Campaign Map Orders chart reads: "Union Group Maximum: 6 Forces. Roll for each group separately." followed by the Roll / Action table, whose first entry is "1 – Move toward Gettysburg (Center).")

Then, roll d10 once on the relevant chart (Union Campaign Map Orders or Union Battle Area Orders) for each group's action. Roll for each group of Union Forces and consult the Union Orders chart to determine its action. You get to choose the order in which you roll for the Union groups. Move each group before rolling for the next.

Treat all rolls as if they are conducted simultaneously.

16.3.1 Scout Counters and Union Orders

If you have any available Scout counters, you have two options. You can discard 1 Scout counter to re-roll a Union Orders die roll. You can accept a roll or continue to re-roll and discard Scout counters until you have discarded all your Scout counters. You must accept a subsequent re-roll result if you are unable to discard further Scout counters. You cannot go back and accept the result of a previous roll, even if that result was more favorable.

Alternatively, you can discard 1 Scout counter to modify the result of a Union Orders die roll by plus or minus one.

You may discard 1 Scout counter to force a re-roll and then discard a second Scout counter to modify that second result by plus or minus one.

You can repurchase discarded Scout counters during your Resupply steps (15.6).

Example: You roll for a group of Union Forces moving in the Battle Area of the Seven Days Battles Campaign map. You roll a '2' and decide that rather than have that group move to Crew House, you would prefer to modify the result to a '1'. You discard a Scout counter and the group of Union Forces Holds instead.

(The Union Battle Area Orders chart shown with this example is captioned: "Discard a Scout counter to reroll or modify the result by +/-1 (16.3.1)"; its visible rows are 1 – Hold; 2 – Move to Crew House. Otherwise, Hold; 3 – Move to the closest Confederate Force.* Otherwise, Hold.)

16.3.2 Union Corps Groups

Union Groups are usually determined by a shared parent Corps. For example, all Forces of I Corps will form a group. Assign Orders to the group and move the group accordingly. Do not mix Forces from different Corps together into the same Group.

Some Force counters are Independent. These Forces are also Named, but have no Corps identifier and form separate groups and roll separately on the Union Campaign Map Orders table and the Union Battle Area Orders table. These Forces will NOT join Corps groups and will remain independent throughout the campaign unless a Special Rule determines otherwise. You may add additional (non-Named) Brigades, Regiments, or Batteries to a Corps group or to an Independent Force counter to make a larger group to the maximum number of Forces stipulated per group on the Campaign Information Sheet. These named and non-named Forces will combine to form distinct groups.

16.3.3 Brigade, Regiment and Battery Groups

As the campaign progresses the Union Army will be bolstered by the addition of Brigades, Regiments and Batteries (18.0). These Additional Forces may be added to existing Union Corps groups or groups made up of an Independent Force up to a maximum number of Forces (in one group) as indicated on the Campaign Information Sheet. If the maximum number of Forces in a group is reached, thereafter, Brigades, Regiments and Batteries form separate groups of their own up to a maximum number of Forces (in one group) as indicated on the Campaign Information Sheet to create a second group and so on.

Example: In the Gettysburg campaign Buford is an Independent Named Force. Wadsworth (I), Robinson (I), Doubleday (I), and Wainwright (I) are all Named Forces belonging to I Corps. Buford and Forces from I Corps (or any other Corps) will never form a group together. Buford will never form a group with another Independent Force.

The Gettysburg Campaign Information Sheet indicates that a group may contain a maximum of 6 Forces. It would be possible during game play for Buford plus any combination of up to 5 Brigades, Regiments or Batteries, to form a group. This group of up to 6 Forces would roll d10 together on the Union Campaign Map Orders and Battle Area Orders tables. Alternatively, it would be possible for the I Corps group containing Wadsworth, Robinson, Doubleday and Wainwright to add up to 2 Brigades, Regiments or Batteries to form a group of up to 6 Forces. Similarly, this group would roll d10 together on the Union Campaign Map Orders and Battle Area Orders tables. Any Additional Force that would take the total number of Forces in a group beyond 6 will instead form an independent group and will roll d10 separately on the Orders tables.

Exception: If a Corps group contains the maximum number of Forces permissible and a previously Destroyed Reinforcement from the same Corps (only) would be added during the Union Resupply phase (18.0) it is acceptable for that Reinforcement to be added to the group even though this brings the total number of Forces in the group to a higher number than permissible. Using the example from Gettysburg, the I Corps group contains Wadsworth, Robinson, Doubleday and Wainwright along with a Brigade and a Regiment. Wadsworth is Destroyed and placed in the Reinforcement cup. Subsequently another Brigade is added to the group, bringing the total to the (usual) maximum of 6 Forces. Later Wadsworth is drawn from the Reinforcement cup. In this case, even though the I Corps group contains 6 Forces, Wadsworth is added to that group, increasing the total number of Forces to seven. No Additional Forces can be added to the group during the Union Resupply phase.

Example: There are two Union groups on the Seven Days Battles Campaign map. One is comprised of four III Corps Forces, along with a Brigade and a Regiment, and is located in the Battle Area. This group uses the Battle Area Union Orders chart (16.1.2). A second group is comprised of a 2 Brigades, 2 Regiments and a Battery and is located outside the Battle Area. This group uses the Campaign Map Union Orders chart (16.1.1). During the Union Resupply phase (18.0), you add a Cavalry Regiment. This Regiment cannot be added to the group comprised of III Corps Forces as it contains the maximum of six Forces. Instead, this Cavalry Regiment is added to the separate group of 2 Brigades, 2 Regiments and 1 Battery. This brings the total number of Forces in that group to 6 (the maximum number of Forces in a single group for this Campaign). During the same Union Resupply phase, you also add an Infantry Brigade in the same Area. As the existing Additional Forces group has reached the maximum of 6 Forces, the new Infantry Brigade forms a second group and will receive independent orders. Future Force additions of Brigades, Regiments and Batteries entering the same Area will be added to this second group unless the first group has one or more Forces destroyed (reducing the number of Forces below the maximum of 6). In such a case, determine which group subsequent Forces will join randomly.

Example: There are 8 Union Forces in a single Area, 3 from I Corps (the first group), 2 from V Corps (the second group) and 1 from IX Corps (the third group), along with 2 Infantry Regiments (the fourth group). You would separate the Union Forces into four groups and assign Orders independently to each group.

16.4 Union Moves

Union AI Strategy: If in doubt when making the Union moves, consider the Victory conditions the Confederates are trying to achieve. The Union AI should make the best decision available to prevent a Confederate Victory.

Example: In the Seven Days Battles Campaign the Confederates are trying to protect Richmond and pursue the Union Army back to Malvern Hill. The Union army is trying to retreat to the safety of Malvern Hill without suffering unnecessary casualties. If/when the Union AI needs to make a decision not clearly indicated by the rules here written, it will choose, if a good opportunity presents itself, to capture Richmond or, more likely, to retreat its Forces back to Malvern Hill without undue loss.

The Union Orders charts for each Campaign will contain some or all of the following instructions.

Advance – Move the group one Area toward the closest Confederate Force.

Example: Slocum advances one Area towards the closest Confederate Force (Longstreet), from Seven Pines to Oak Grove.

Hold – Do not move the group.

Random – Move the group to a randomly chosen adjacent Area. This can be understood as a result of Fog of War.

Union-Held Objective – Move the group one Area toward the closest Objective that is Held by the Union. If the Union does not Hold any Objectives, move the group to a random adjacent Area that, in order of preference 1) contains Union Forces or 2) contains no Forces. If there are no adjacent Union Forces or empty Areas, the group Holds.

Union-Held Area, City or Fort – Use the same rules as for a Union-Held Objective, except in regard to Areas, Cities or Forts instead of Objectives.

Confederate-Held Objective – Move the group one Area toward the closest Objective that is Held by Confederate Forces. If the Confederates do not Hold any Objectives, treat as an Advance. Move the group toward the Confederate occupied Objective Area that has the lowest combined total Combat Value of Confederate Forces present in that Area. If this move would put the Union group in an Area adjacent to Confederate Forces with a combined Combat Value superiority greater than 1:1, Hold the original position instead.

Confederate-Held Area, City or Fort – Use the same rules as for a Confederate-Held Objective, except in regard to Areas, Cities or Forts instead of Objectives.

Advance x2 or x3 – Move the group 2 (or 3) Areas toward the closest Confederate Force. If the group cannot reach any Confederate Forces, move it toward the Confederate occupied Area with the lowest combined total Combat Value of Confederate Forces present in the vicinity. If this would put the Union group in an Area adjacent to Confederate Forces with a combined Combat Value superiority greater than 1:1, Hold the original position instead.

Confederate-Held Objective x2 or x3 – Move the group 2 (or 3) Areas toward the closest Objective that is Held by the Confederates with the lowest combined total Combat Value of Confederate Forces if two or more options exist. Those Confederate Forces should not have a combined Combat Value of greater than 1:1. If that is the case, the Union group will Hold. Furthermore, if in moving to a Confederate group with a lower combined Combat Value would put the Union group in an Area adjacent to Confederate Forces with a Combat value superiority greater than 1:1, Hold the original position instead. If the Confederates do not Hold any objectives, treat as an Advance x2 (or x3).

Confederate-Held City or Fort x2 – Use the same rules as for a Confederate-Held Objective, except in regard to Cities or Forts, instead of Objectives.

Move Toward… – Most of the Union orders are 'Move toward…' orders. Move the group one Campaign map Area closer to the named Campaign map Area, or the Campaign map Area containing Robert E. Lee, whichever is specified by the Union Orders instructions. Some orders specify moving more than one Area toward the specified Area.

Otherwise… – Some Orders stipulate two instructions. If a Force counter is unable to fulfil the first instruction, or if the first instruction has already been fulfilled, perform the second instruction instead.

17.0 Resolve Battles

After you complete all Union movement, resolve a Battle for each Area containing opposing Forces (Confederate and Union Forces in the same Area).

As you move the Forces to the Battlefield Sheet, mark each Battle Location Area on the Campaign map by placing the Battle Location counter with the blue side face up. Refer to 10.0 for full details.

There is no Union Forced March phase. Continue to the Union Resupply step after you have resolved all Battles.

18.0 Union Resupply

The Union Resupply section of each Campaign Information Sheet details the number of Command Points (4.9) the Union AI will receive at the beginning of the Union Resupply phase (varying according to the difficulty level you have chosen for the campaign). Each Campaign Information Sheet also has a Union Resupply Table used to determine how many new Forces and additional Command Points the Union receives.

Resolve Union Resupply using available Command Points first (18.1) before any additional Forces are added according to the Union Resupply Table (18.2). Therefore, any additional Command Points accrued by rolling on the Union Resupply Table cannot be spent until the following Union Resupply phase. Note that in the example of the Seven Days Battles the Union Resupply Table does not grant additional Command Points. In contrast, the Second Manassas Union Resupply Table grants extra Command Points on a d10 roll of 9-10.

18.1 Using Union Command Points

As a priority, the Union will Refit any reduced Forces (5.9) on the map using Command Points. If any Union Forces are flipped to their reduced side, spend 2 Union Command Points to flip each of them back to their full-strength side in order from highest to lowest Skill Level. Following this, any remaining Command Points will be spent repurchasing Forces from the Reinforcement cup (4.18 & 11.11). Select a Force at random, subtract the number of Command Points from the current total (that number of Command Points being determined by the Combat Value of the randomly selected Union Force), and place that Reinforcement with other Forces of the same Corps (16.3.2) or otherwise in a randomly selected Area on the Campaign map that is Held by Union Forces (16.3.3). Repeat this process until all the available Reinforcements or Command Points are used. If you should draw a Reinforcement that the Union does not have enough Command Points to repurchase cease drawing from the Reinforcement cup, even if there are still cheaper Reinforcements available in the cup. Place the Force you drew (but did not have enough Command Points to purchase) back into the Reinforcement cup.

If there are remaining Union Command Points, use those Command Points to purchase Brigades, Regiments and Batteries. Select a Brigade, Regiment or Battery counter at random from the Additional Forces cup (4.19 & 11.11), subtract the number of Command Points from the current total (that number of Command Points being determined by the Combat Value of the randomly selected Union Brigade, Regiment or Battery Force), and place that Force in a randomly selected Area on the Campaign map that is Held by Union Forces. Note that Brigades, Regiments and Batteries will form their own separate groups (16.3.3). Repeat this process until all the available Brigades, Regiments, Batteries or Command Points are used. If you should draw a Brigade, Regiment or Battery that the Union does not have enough Command Points to purchase cease the Resupply phase and roll on the Union Resupply Table (18.2), even if there is still a Brigade, Regiment or Battery that you could theoretically buy if you drew it. Place the Force you drew, but could not pay for, back into the cup.

Any remaining Union Command Points are held until the following turn.

Unless stipulated in the Campaign Special Rules, the Union will not use Command Points to purchase Static Forces.

Example: The Union has 9 Command Points. On the Campaign map there is one reduced Line Force. Spend 2 of the Command Points to Refit the Line Force, leaving the Union with 7 Command Points. Next, you draw a random Force from the Reinforcement cup. This is an Infantry Force from V Corps. It has a Combat Value of 4. The Union repurchases it (at a cost of 4 Command Points), leaving the AI with 3 Command Points, and you place this Reinforcement in the Area containing the other divisions from V Corps. You draw a second Reinforcement from the cup. This Force has a Combat Value of 5. This exceeds the number of Command Points available for the Union, so you stop drawing for Reinforcements. Place the Force back in the Reinforcement cup. As the Union still has Command Points available, next, you draw a random Additional Forces counter from the remaining selection of 1 Brigade and 1 Battery. You draw the Brigade, with a Combat Value of 2. It is independent so you place it in a randomly selected Union-Held Area on the Campaign map. The Union has 1 remaining Command Point, which is not enough to purchase the Battery (with a Combat Value of 3), so you will next roll on the Union Resupply Table (18.2). In the next turn the Union will have the remaining 1 Command Point to use. If the remaining counter had been a Regiment (Combat Value 1) the Union could have purchased it, in which case the Union would have 0 Command Points moving into the next turn. If there were two remaining counters, a Regiment and a Battery, the Union would have drawn again after purchasing the Brigade. If the Union had then drawn the Regiment, it would have purchased it, then rolled on the Union Resupply Table (as there would no longer be enough remaining Command Points to purchase the Battery). If, after drawing the initial Brigade, the Union had then drawn the Battery, it would not have been able to purchase it as the Union has 1 remaining Command Point (after purchasing the Brigade) and the Battery has a Combat Value of 3. In this case roll on the Union Resupply Table, even though the Regiment still remains and even though the Union could theoretically purchase it if it drew it (the Union has 1 remaining Command Point and the Combat Value of the Regiment is 1).

18.2 Roll on the Union Resupply Table

After you have spent all, or as many as possible of, the Union Resupply Command Points this turn, roll on the Union Resupply Table a number of times as indicated on the Campaign Information Sheet for the appropriate Difficulty Level.

If the Union would gain a Force (Brigade, Regiment, Battery) from the Additional Forces cup (4.19), place that Force in a randomly selected Union-Held Area. Roll for the Area of each Force separately. If a Force counter is not available, ignore the result. Do not reroll. The availability of counters provides a hard limit. Exception: If a Battery of a specific Combat Value is unavailable, select a Battery with the next lower Combat Value and so on.

If the Union would gain a Reinforcement from the Reinforcement cup (4.18), place that Force in the Area with the other divisions in their Corps when possible. If not, place the Force in a random Union-Held Area as normal. Thereafter additional Reinforcements of the same Corps will rejoin that Force.

Note that each Campaign Information Sheet will stipulate the maximum number of Union Forces (of any type) that can combine into a Group (16.3, 16.3.2 and 16.3.3). Once that maximum number is reached, any Additional Forces added to the same Area must form a new Group.

Example: In the Seven Days Battles Campaign at the Regular Difficulty Level, the Union will always gain 3 Command Points at the beginning of the Union Resupply phase. At the Hard Difficulty Level, the Union will gain 4 Command Points and at the Veteran Difficulty Level the Union will gain 5 Command Points. In addition, you should roll and consult the Union Resupply Table twice at the Regular Difficulty Level to see which additional Forces or extra Command Points become available to the Union. For example, if you roll a '1' the Union will gain 1 Brigade. If you roll a '7' the Union will gain 1 Garrison. In this case, you will need to make a follow up roll to determine which Area the Garrison is placed in (18.3). This is detailed on the Campaign Information Sheet so please refer to that for specific details on the follow up roll. At the Hard Difficulty Level roll three times and at the Veteran Difficulty Level roll four times. Note that each table is Campaign specific.

18.3 Follow Up Rolls

Depending on the initial result, the Union Resupply Table may require you to make a second roll to determine the Force added. Roll d10 a second time and check your result against the table.

Alternatively, if you get a result on the Resupply Table placing a Union Force in a Confederate Held Area or an Area containing Confederate Forces, select a Union-Held Area from those available at random. If there is no Area the Force can be placed in, ignore the result. Do not reroll.

Example: It is the Union Resupply phase. You roll d10 and get a '3'. Consulting the Union Resupply Table, you find that the Union will gain an Artillery Battery. To determine the Combat Value of that Battery, roll d10 again. You get a '10'! According to the table a result of '9' or '10' adds an Artillery Battery with a Combat Value of 4 to the Union Army. If available, add this Battery to a randomly selected Union Held Area on the Campaign map. If unavailable, select a Battery with a lower Combat Value. If no Batteries are available, do not reroll on the Union Resupply Table. Instead, ignore the result. On the second roll you get a '4', indicating the Union will gain 1 Fortification. Making the follow up roll, you get a '3'. The Fortification should go in the Crew House Area, but that is currently Held by Confederate Forces. West House, Western Run and Malvern Hill are all Held by Union Forces, so you roll again to randomly determine the Area the Fortification will be placed in.

18.4 Command Points from Battles

In addition to accruing the Command Points detailed on the Campaign Information Sheet, the Union may also gain the following Command Points each turn. These Command Points are all immediately added to the Union Command Point total and can be spent during the Union Resupply phase of the same turn they are gained.

  • +1 Command Point when a Union Force first enters the Confederate Front Region of the Battlefield sheet.
  • +1 Command Point when a Union Force first enters the Confederate Approach Region of the Battlefield sheet.
  • +1 Command Point when a Union Force first enters the Confederate Reserve Region of the Battlefield sheet.
  • +2 Command Points every time the Union Routs the Confederates.
  • +2 Command Points every time the Union Envelops the Confederates.

Note that the Union AI has more opportunities to accrue extra Command Points. This is intended to make the Campaigns more challenging and encourage the player to be more aggressive in playing against the AI.

19.0 Next Turn

This concludes one Campaign Turn. Return to the start of the Sequence of Play (8.0) and resolve the next Turn. Flip the Campaign Turn counter to the Confederate side. Continue to follow these steps until the end of the Campaign.

20.0 Solitaire Decisions

There will be times during the game when you need to make game decisions for the Union Forces. The rules provide you with procedures to guide your decision making. If the rules leave you with more than one equally valid option, you are free to choose from the available options (or make a random determination). It is perfectly acceptable to 'role play' as the Union Commander and make selections based on your historical knowledge of the battle and the general involved.

Example: A group of Union Forces on the Campaign map receives an Advance Order. The group has a combined Combat Value of 15. There are Confederate Forces in two equally close Areas. Both Areas contain a combined total of 12 Combat Value points of Confederate Forces. You get to choose which Area the Union Forces move closer to. Alternatively, you could assign a die roll result of 1-5 means Force X and 6-10 means Force Y. If one group of Confederate Forces had a combined Combat Value of 12, and the other a combined Combat Value of 10, the AI would move towards the weaker Confederate Force.

Example: There are 3 Union Forces on the Battlefield Sheet with Line Skill Level, but there are only two Hard Cover Special Battle Plans to allocate to them. You get to choose which two Forces receive the Hard Cover Special Battle Plans, or you can determine the result randomly.

Example: When rolling for Union Orders, you get to choose the order in which to roll for the Areas containing Union Forces.

As noted previously the Union AI Strategy should be considered when making decisions or determining the parameters of random events for the Union. The Union AI is also trying to win, which, in most cases means preventing a Confederate victory.

21.0 Victory Points and Linked Campaigns

The Campaign Information sheet gives you a chance to match your result with the historical performance of Robert E. Lee. For every Objective achieved, you score 1 Victory Point. At the end of the campaign (whether it results in Victory or Defeat), add up all your points and compare the total to General Lee's historical result to determine your Command performance. If your total is greater, your result is Superior Command. If your total is equal, your result is Historical Command. If your total is lower, your result is Inferior Command.

21.1 Casualties

In some campaigns, to gain a Superior Command performance, the player must minimize the number of casualties suffered. This is determined by calculating the combined Combat Value of all named Force counters (4.8) that end the campaign. Those Force counters may also be required to be in specific Areas. The target 'End of Campaign' combined Combat Value is displayed on the Campaign Information Sheet. At the end of the game, determine the combined Combat Value of all named Force counters that remain and compare the result to the minimum target Combat Value figure. If the remaining total Combat Value of all named Forces is equal to or higher than the target figure, you gain an additional Victory Point and a Superior Command rating. If not, you do not gain an additional Victory Point. Alternatively, the player may be required to compare the Combat Value of all surviving Confederate Forces to the combined Combat Value of all surviving Union Forces.

Note that this rule only comes into effect if you have also achieved the minimum number of Victory Points to qualify for an Historical Command rating.

You can also play a Grand Campaign. Instead of playing each Campaign as a stand-alone game, you can link them into a series of Campaigns stretching from Robert E. Lee's first battle to his last.

Begin with the Seven Days Battles Campaign, and play each Campaign in chronological order. That is, Seven Days Battles, Second Manassas, Antietam, Chancellorsville and Gettysburg. If you ever suffer a Campaign Defeat, do not continue, your quest for victory and southern independence has come to an end.

At the end of each Campaign, note on the player log the number of Victory Points you scored, along with any other notes.

Once you have completed all five Campaigns, record your total Victory Points. In future grand campaigns, you can try to better your score!

There are LOTS of expansions planned for Field Commander: Robert E. Lee and you will have the opportunity to fight extensive campaigns in the near future!

Historical note: If a commander survived a battle, but lost most of his men, he would be given new recruits. Conversely, if his men survived a battle, they became better soldiers. In the game, a Commander's Combat Value and Activation number changes between Campaigns because the skills of his officers and men change. As such, in the Campaigns provided in this Core game, the Skill Levels, Activation numbers and Combat Values all improve as the time line progresses from the Seven Days Battles to Gettysburg.

22.0 Bonus Material

We believe new material is the best way to keep games fresh and new. We will be providing free additional material for this game on the DVG website.

If you have any ideas for optional rules, scenarios of add-ons, please email us. Our plan is to make available our new materials as well as that sent in by players. Check out www.dvg.com or find the Field Commander Robert E. Lee group on Facebook.

PART TWO: ADVANCED, VERY QUICK & QUICK BATTLE RULES

Introduction (Advanced Rules Book)

Detailed below are three options to vary how you resolve combat. In order of difficulty and detail, the easiest, quickest and simplest method is to use the Very Quick Battle rules, then the Quick Battle rules, the rules presented in the Basic Rulebook, and finally the Advanced Battle rules. For a player new to Field Commander Robert E. Lee, we recommend the Very Quick Battle rules. Once you are familiar with the Very Quick Battle rules, try the Quick Battle rules. For a player familiar with Field Commander Napoleon, we recommend the Basic Rules found in the main rulebook. We do not recommend the Advanced Battle rules until you are familiar with the Battle rules detailed in the main rulebook.

In addition, there are rules governing the use of Union Objectives, which are sometimes used in Battle Pack scenarios, and Optional Rules to add further variety into games.

Rules References

Different rules sections are identified by the suffix 'A' (Advanced) to distinguish them from those found in the main rulebook. For example, A11.4 refers to the Advanced Battle Shock rules, while 11.4 would refer to the Shock rules in the Basic rulebook.

Contents of the Advanced Rules Book: Very Quick Battle Rules; Quick Battle Rules; Advanced Battle Rules; Union Objective Markers; Field Commander Robert E. Lee Optional Rules.

Very Quick Battle Rules

The Very Quick Battle rules offer the player a faster way to resolve Battles on the Campaign map without the need to set up and fight on the Battlefield sheet. If you are using the Very Quick Battle rules do not move Forces from the Campaign map to the Battlefield sheet. The Battlefield sheet is not used. Do not resolve steps 10.2.10 (Determine Battle Plan Quantities) to 14.4 (Resolve Confederate Battle Plans) as found in the Basic Rulebook. The Very Quick Battle rules do NOT allow the player to resolve and monitor the progress of a Battle on a turn-by-turn basis and do NOT offer the opportunity to make a Voluntary Retreat at the end of a Battle Turn if things are going badly. The Very Simple Battle rules resolve a Battle with a single d10 die roll.

Scouts (4.10) and Very Quick Battle Rules

The options to use Scout counters to force Fog of War rerolls (10.2.2) and to force rerolls or modify the result by +/- 1 of Union Orders (16.3.1) remain.

The options to use Scout counters to issue Clear Orders and negate the need for Force Activation rolls (11.2.1), to allow Insight activation rerolls (12.1.1), and to remove Union Special Battle Plans from play for the duration of a single Battle (14.0.1) do not exist when using the Quick Battle rules. (Text as printed in the Very Quick Battle Rules section.)

As the total number of Scout counters made available to the player each turn does not change from the amount stipulated on the Campaign Information Sheet, this will mean that the player has potentially more Scout counters available per turn to force Fog of War rerolls or to modify Union Order results. This impact on gameplay is by design and is intended to add a variation to the strategy employed by the player. Note that Special Rules concerning Scouts that are specific to a Campaign may also be affected.

Sequence of Play (Very Quick)

The Very Quick Battle Rules use a modified Pre-Battle Sequence and Battle Turn Sequence as follows:

10.1 Pre-Battle Sequence

Follow these steps as indicated in the main rulebook.

  • 10.2.1 Roll for Fog of War (May change Combat Values of armies)
  • 10.2.2 Scout Counters and Fog of War
  • 10.2.3 Roll d10. Consult the Fog of War Table. Apply d10 result.
  • 10.2.4 Determine number of Battle Turns
  • 10.2.5 Resolve Fog of War Event
  • 10.2.6 Regular Fog of War Event Table
  • 10.2.7 Hard Fog of War Event Table
  • 10.2.8 Veteran Fog of War Event Table
  • 10.2.9 Envelopment Check

Do NOT perform steps 10.2.10 to 10.3.

Fog of War and Battle Turns (Very Quick)

Roll d10 for the Fog of War table as per the Basic Rules and apply the result. Note the number of Battle Turns on the Fog of War sheet and subtract two from this total to give you the number of Battle Turns (to a minimum of one turn). As a reminder when resolving the Determine Hits to Attacker and Defender step (see below), place the Battle Turn counter on the appropriate Battle Turn box on the Player Help Sheet, even though the Very Quick Battle Rules do not resolve Battles on a turn-by-turn basis. Instead, the number of Battle Turns will act as a multiplier when calculating the total number of Hits sustained by the Confederate and Union Forces in a Battle.

Modify the following Fog of War results as indicated.

  • Fog of War Result: Select 1 Insight at random. Robert E. Lee does not need to be present. Changes to: Gain a shift to the right or left of the Combat Resolution Table. Use the Confederate BRT +/-1 counter as a reminder.
  • Fog of War Result: Roll d10. 1-2: Add 1 Union Fortification to the Battle. 3-10: Add 1 Union Garrison to the Battle. Changes to: Roll d10. 1-2: Add 1 Union Fortification to the Battle Location Area. 3-10: Add 1 Union Garrison to the Battle Location Area.
  • Fog of War Result: Union gains +1 Special Battle Plan each Turn of the Battle. Changes to: Union Forces gain a single column shift to the right or left of the Combat Resolution Table. If the Union is the Attacker, that single column shift will be to the right. If the Union is the Defender, that single column shift will be to the left. Use the Union BRT +/-1 counter as a reminder.
  • Fog of War Result: Union gains +2 Special Battle Plans each Turn of the Battle. Changes to: Union Forces gain two column shifts to the right or left of the Combat Resolution Table. If the Union is the Attacker, those column shifts will be to the right. If the Union is the Defender, those column shifts will be to the left. Use the Union BRT +/-2 counter as a reminder.

Example: You roll d10 and get a '10'. Consulting the Player Help Sheet (Regular Difficulty) you first note that the number of Battle Turns is six. You subtract two from this result, giving you four. You place the Battle Turn counter on Box 4 of the Battle Turn tracker on the Player Help Sheet. This will help you to remember the number of Battle Turns (which acts as the multiplier used) when calculating the number of Hits in the Determine Hits to Attacker and Defender step. Next, you check the Fog of War result. If you were using the Basic or Advanced Battle rules, you would apply the result of 'Union gains +2 Special Battle Plans each Turn of the Battle' as per the Basic Rules. However, as the Very Quick (and Quick) Battle rules do not use Insights, this Fog of War result is changed to 'Union Forces gain two column shifts to the right or left of the Combat Resolution Table. If the Union is the Attacker, those column shifts will be to the right. If the Union is the Defender, those column shifts will be to the left. Use the Union BRT +/-2 counter as a reminder.' You place the Union BRT +/-2 counter in the Battle Location Area of the Campaign map.

11.0 Battle Overview (Very Quick)

As Battles using the Very Quick Battle Rules are resolved on the Campaign map, skip steps 11.1 to 11.8. However, the player should be familiar with Allocating Hits (11.9), Suffering Hits (11.10) and Destroyed Forces (11.11), which are detailed below (yes, after 12.0…it will make sense soon!!!).

12.0 Battle Turns (Very Quick)

Perform the following steps each turn. Skips steps 12.1 (Insight Activation) to 14.4 (Resolve Confederate Battle Plans) in the Basic Rulebook. Also note again that the Advance Battle Turn Counter step (14.6) is also skipped.

  • Determine Attacker.
  • Determine Very Quick Battle Differential.
  • Consult Battle Resolution Table.
  • Check Robert E. Lee Counter.
  • Determine Hits to Attacker and Defender.
  • Allocate Hits.
  • Rout.
  • Retreat.
  • Withdrawal.

Determine Attacker

The Attacker is the army that first enters an enemy-occupied Area on the Campaign map.

Note that as the Very Quick Battle rules do not use multiple Battle Turns, the Attacker and Defender cannot change between Battle Turns depending on changes in the cumulative Combat Values of the opposing armies (unlike with the Quick Battle rules).

Example: A group of Union counters with a combined Combat Value of 20 move into a Confederate-Held Area. The Confederate Forces have a combined Combat Value of 22. Although the Confederate Forces have a greater combined Combat Value, in the Battle, as the Union Forces moved into the Area, the Union is deemed the Attacker.

After resolving the Battle, the Union Forces now have a combined Combat Value of 15, while the Confederate Forces have a combined Combat Value of 16. Although the Confederate Forces continue to enjoy a greater combined Combat Value, the Confederate Forces do not become the Attacker as the Very Quick Battle rules do not allow for multiple Battle Turns to be resolved and the Battle has ended with a single die roll.

Resolving Very Quick Combat

In the examples that follow we will use the Seven Days Battles Battle Resolution Table. Each Campaign has a unique Battle Resolution Table. Refer to the separate Battle Resolution Table sheets.

SEVEN DAYS BATTLES BATTLE RESOLUTION TABLE (A = Attacker Hits, D = Defender Hits; columns are the Battle Differential)

Roll-10 or less-7 to -9-4 to -6-3 to -10+1 to +3+4 to +6+7 to +9+10
1A: 3 D: 1A: 3 D: 1A: 3 D: 1A: 3 D: 1A: 2 D: 1A: 2 D: 1A: 2 D: 1A: 1 D: 1A: - D: 1
2A: 3 D: 1A: 3 D: 1A: 3 D: 1A: 2 D: 1A: 2 D: 1A: 2 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1

Determine Very Quick Battle Differential

Very Quick Battle is resolved with a single d10 die roll. Total the combined Combat Value of all the Attacking Forces and compare that result to the combined Combat Value of all Defending Forces to give you a plus, minus or equal Very Quick Battle Differential value.

Example: The attacking Union Forces have a combined Combat Value of 18, while the defending Confederate Forces have a combined Combat Value of 23. This gives a Very Quick Battle Differential value of -5 to the attacking (Union) Forces.

Consult Battle Resolution Table

After determining the Very Quick Battle Differential, check which column of the Battle Resolution Table the Quick Battle Differential falls under. Note that each campaign uses a unique Battle Resolution Table.

Example: Using the Quick Battle Resolution Table for the Seven Days Battles campaign, the -5 Very Quick Battle Differential calculated above means that you will use the -4 to -6 column of the Battle Resolution Table. If the Very Quick Battle Differential were -7, you would use the -7 to -9 column.

Check Robert E. Lee Counter

As with the Quick Battle rules, if the Confederate player is Attacking and if Lee is NOT present for the Battle, shift one column to the left of the Battle Resolution Table. If the Confederate player is Defending and Lee is NOT present for the Battle, shift one column to the right of the Battle Resolution Table.

Example: Lee is not present for the Battle, and as the Confederate player is defending, the player shifts one column to the right of the Battle Resolution Table. Therefore, to continue our example, the player shifts from the -4 to -6 column to the -3 to -1 column of the Battle Resolution Table. If Lee were present, the player would continue to use the -4 to -6 column.

Due to the Fog of War result detailed above ('Union Forces gains two column shifts to the right or left of the Battle Resolution Table'), the player will now shift two columns to the right, as the Union is the Attacker. So, the player shifts from -3 to -1 to 0 (one column shift to the right) and then from 0 to +1 to +3 (the second column shift to the right). If the Union had been the Defender, the player would have shifted from the -3 to -1 column to the -4 to -6 column (one column shift to the left) and then from the -4 to -6 column to the -7 to -9 column (the second column shift to the left).

Determine Hits to Attacker and Defender

Roll d10 and consult the relevant column on the Battle Resolution Table unique to each campaign.

The result indicates the number of Hits suffered by the Attacker ('A') and the Defender ('D') per (assumed) turn of Battle.

Example: The player rolls d10 and gets a '9'. Checking under the +1 to +3 column of the Battle Resolution Table, this indicates that the Union Attacker suffers 1 Hit and the Confederate Defender suffers 2 Hits. That result will then be modified by the number of Battle Turns (see below). If the player had rolled a '1', the Attacker would have suffered 2 Hits and the Defender would have suffered 1 Hit. If the player had rolled a '10' in, say, the +4 to +6 column instead, the Attacker would have suffered a Hit and the Defender would have suffered 3 Hits. Note again that these results will depend on the campaign-specific Battle Resolution Table you are using.

Next, multiply the number of Hits per turn suffered by the Attacker and the Defender by the number of Battle Turns (as determined previously in the Fog of War and Battle Turns step). This will give you the final total numbers of Hits suffered by the Attacker and the Defender.

Example: There are four Battle Turns. The Union Attacker will suffer one Hit per turn, multiplied by four Battle Turns, to give a final total of 4 Hits. The Confederate Defender will suffer two Hits per turn, multiplied by four Battle Turns, to give a final total of 8 Hits.

11.9 Allocating Hits (Very Quick)

For both Attack and Defender, after determining the number of Hits the Armies suffer apply those Hits in this order:

  1. Apply Hits to Mobile Forces starting with the lowest Skill Level first.
  2. If there are no remaining Mobile Forces, apply Hits to Garrison Forces with the lowest Skill Level first.
  3. If there are no remaining Garrison Forces, apply Hits to Artillery Forces with the lowest Skill Level first.
  4. If there are no remaining Artillery Forces, apply Hits to Fortification Forces with the lowest Skill Level first.

Apply the calculated number of Hits to the Confederate and Union Forces taking part in the Battle on the Campaign map. If there are multiple Union Forces with the same Skill Level the player may choose which Union Forces suffer those Hits and in which combination. If there are multiple Confederate Forces with the same Skill Level, determine which Confederate Forces suffer those Hits randomly.

11.10 Suffering Hits (Very Quick)

A Force must absorb each Hit scored. One Hit flips a full-strength Force to its reduced side, or Destroys a reduced strength Force and removes it from play. If a Force has no reduced side and suffers a Hit, that Hit immediately destroys it.

Note that as the Battle result is calculated using a single die roll, the player using the Very Quick Battle rules (unlike the Quick Battle rules) can disregard any changes in the respective combined Combat Values at the end of each Battle Turn.

Important: All the Hits are applied simultaneously. Even if all the Forces of one army are Destroyed while calculating the total number of Hits, still apply all the calculated Hits on the Forces of the other army. However, any 'left over' Hits if an army in the Battle Location Area is Destroyed are not applied to any other Force(s) in adjacent Areas, and are discounted.

Example: The Union Army will suffer 4 Hits. The Union Army comprises of a named Infantry Force (Skill Level Poor Line), which is already on its reduced side from a previous Battle, an unnamed Artillery Force and a Fortification. The first Hit is applied to the Mobile Infantry Force. As that Force is already on its reduced side, it is Destroyed and placed in the Reinforcement cup. There are no Garrison Forces, so the second Hit is applied to the Artillery Force. That single Hit Destroys that Artillery Force (it has no reduced side) and it is placed in the Additional Forces cup. The third Hit is applied to the Fortification, which is also Destroyed and placed in the Static Forces Pile. No Union Forces remain in the Battle Location Area, so the fourth Hit is discounted. Next, you will calculate the 8 Hits against the Confederate Army.

11.11 Destroyed Forces (Very Quick)

Destroyed Forces are removed from the Campaign map as if they had been Destroyed in Battle (11.11). Place named Union Force counters in the Reinforcements cup (4.18) and non-named Forces in the Additional Forces cup (4.19). Artillery Force counters are Destroyed and cannot be Captured. If a Destroyed Union Artillery Force is named, place it in the Reinforcements cup; if a Destroyed Artillery Force is not named, place it in the Additional Forces cup. Move Destroyed Garrisons and Fortifications to the Static Forces Pile (6.2.1). Confederate Forces that are Destroyed can be placed next to the Campaign map. All these Forces will be available for later purchase in the Confederate Resupply phase (15.3) and the Union Resupply phase (18.0).

Unresolved Steps

Do not resolve steps 12.1 to 14.4 as found in the Basic Rulebook.

14.5 Rout Check (Very Quick)

As Battles using the Very Quick Battle rules resolve all Battles with a single die roll, there is no chance for an army to Rout during a Battle. Do NOT determine if a Rout has occurred (14.5).

14.5.1 Voluntary Retreats (Very Quick)

As Battles using the Very Quick Battle rules resolve all Battles with a single die roll, there is no chance for the player to choose to Retreat his Forces from a Battle.

14.6 Advance the Turn Counter (Very Quick)

Do NOT Advance the Battle Turn Counter. As Battles using the Very Quick Battle rules resolve all Battles with a single die roll, there are no Battle Turns and there is no need to advance the Battle Turn counter.

14.7 End of the Battle (Very Quick)

Using the Very Quick Battle Rules, the Battle ends after the single die roll to determine Hits and after those Hits have been applied.

14.8 Withdrawal (Very Quick)

After applying all Hits, if one army enjoys a less than 2:1 advantage roll on the Withdrawal Table as detailed on the Campaign Information Sheet and resolve as per the Basic Rules. If one army is at a 2:1 or greater disadvantage the Forces of that army automatically Retreats (14.8.2 and 14.8.3 in the Basic Rulebook). Follow the rules for Rejoin (14.8.1) as detailed below and the rules for Encamp as per the Basic Rules (14.8.4).

14.8.1 Rejoin (Very Quick)

When using the Very Quick Combat rules, if the result is Rejoin, the player may choose instead to Retreat his Confederate Forces on the Campaign map. See 14.8.3 in the Basic Rulebook and follow the steps as normal. Note that this option may be crucial if Robert E. Lee is present for a Battle and you roll multiple Rejoin results on the Withdrawal table, which could lead to all your Forces being Destroyed without a chance to Retreat after a Battle Turn is complete (as you can when using the Quick Battle Rules), thereby leaving Lee alone, in which case you would automatically lose the Campaign.

If the result is Rejoin, and the player chooses not to Retreat, then the Attacker is determined by the army with the greater combined Combat Value of all Forces. Start a new Battle at the Pre-Battle Sequence (10.1) step.

Example: After concluding a Battle using the Very Quick Battle Rules your Confederate Forces (an Infantry Force and an Artillery Force) have a combined Combat Value of 5, compared to the Union combined Combat Value of 9. You roll on the Withdrawal table and the result is Rejoin. As Robert E. Lee is present in the Battle Location Area, and as your Forces are at a distinct disadvantage, you decide to Retreat (14.8.3) rather than Rejoin. If you had decided not to Retreat you would start a new Battle with the Union as the Attackers as they enjoy a greater combined Combat Value as compared to the Confederates.

14.8.2 Union Retreat (Very Quick)

Resolve as noted in the Basic Rulebook.

14.8.3 Confederate Retreat (Very Quick)

Resolve as noted in the Basic Rulebook.

14.8.4 Encamp (Very Quick)

Resolve as noted in the Basic Rulebook. Note that if a new Battle is resolved between Armies in the same Area of the Campaign map, the Attacker is determined by which Army phase the Battle occurs in.

Example: Your Confederate Forces move into Beaver Dam Creek in the Seven Days Campaign in the Moves step of the Confederate phase. You resolve the battle and as neither army is Routed you roll d10 and check the Withdrawal table, getting an Encamp result. All the Forces remain in the same Area. You complete the Forced March step and move onto the second Resolve Battles step. As it remains the Confederate phase of the Campaign Turn, the Confederate Forces in Beaver Dam Creek are the Attackers. Resolve the battle as normal from the Pre-Battle Sequence step (10.1). If you were to roll an Encamp result on the Withdrawal table again, then in the following Resolve Battles step of the Union phase, the Union Forces would be the Attackers.

15.0 Post Battle (Very Quick)

The Post Battle (15.0), Forced March (15.1), and Confederate Resupply (15.3) steps are all resolved as per the Basic Rules, as are the Union Orders (16.1) and Union Resupply (18.0) steps.

The Resolve Battles steps (15.2 and 17.0) should be resolved using these Very Quick Battle Rules.

Upon conclusion of all steps the turn is complete. Move on to the Next Turn step (19.0) and return to the Sequence of Play step (8.0).

Quick Battle Rules

The Quick Battle rules offer the player a way to resolve Battles on the Campaign map without the need to set up and fight on the Battlefield sheet. If you are using the Quick Battle rules do not move Forces from the Campaign map to the Battlefield sheet. The Battlefield sheet is not used. Do not resolve steps 10.2.10 (Determine Battle Plan Quantities) to 14.4 (Resolve Confederate Battle Plans) as found in the Basic Rulebook. The Quick Battle rules use a modified Sequence of Play and allow the player to resolve and monitor the progress of a Battle on a Battle Turn by Battle Turn basis while offering the opportunity to Retreat if things are going badly (the Very Quick Combat Rules do not).

Scouts (4.10) and Quick Battle Rules

The options to use Scout counters to force Fog of War rerolls (10.2.2) and to force rerolls or modify the result by +/- 1 of Union Orders (16.3.1) remain.

The options to use Scout counters to issue Clear Orders and negate the need for Force Activation rolls (11.2.1), to allow Insight activation rerolls (12.1.1), and to remove Union Special Battle Plans from play for the duration of a single Battle (14.0.1) do not exist when using the Quick Battle rules.

As the total number of Scout counters made available to the player each turn does not change from the amount stipulated on the Campaign Information Sheet, this will mean that the player has potentially more Scout counters available per turn to force Fog of War rerolls or to modify Union Order results. This impact on gameplay is by design and is intended to add a variation to the strategy employed by the player. Note that Special Rules concerning Scouts that are specific to a Campaign may also be affected.

Sequence of Play (Quick)

The Quick Battle Rules use a modified Pre-Battle Sequence and Battle Turn Sequence as follows:

10.1 Pre-Battle Sequence (Quick)

Follow these steps as indicated in the main rulebook.

  • 10.2.1 Roll for Fog of War (May change Combat Values of armies)
  • 10.2.2 Scout Counters and Fog of War
  • 10.2.3 Roll d10. Consult the Fog of War Table. Apply d10 result.
  • 10.2.4 Determine number of Battle Turns
  • 10.2.5 Resolve Fog of War Event
  • 10.2.6 Regular Fog of War Event Table
  • 10.2.7 Hard Fog of War Event Table
  • 10.2.8 Veteran Fog of War Event Table
  • 10.2.9 Envelopment Check

Do NOT perform steps 10.2.10 to 10.3.

Fog of War and Battle Turns (Quick)

Roll d10 for the Fog of War table as per the Basic Rules and apply the result. Note the number of Battle Turns on the Fog of War sheet and subtract two from this total to give you the number of Battle Turns (to a minimum of one Battle Turn). Place the Battle Turn counter on the appropriate box on the Player Help Sheet.

Modify the following Fog of War results as indicated.

  • Fog of War Result: Select 1 Insight at random. Robert E. Lee does not need to be present. Changes to: During the Battle, gain a one-time shift to the right or left of the Combat Resolution Table. Use the Confederate CRT +/-1 counter as a reminder. You must choose to use the BRT +/-1 counter before resolving combat in the turn it is to be used.
  • Fog of War Result: Roll d10. 1-2: Add 1 Union Fortification to the Battle. 3-10: Add 1 Union Garrison to the Battle. Changes to: Roll d10. 1-2: Add 1 Union Fortification to the Battle Location Area. 3-10: Add 1 Union Garrison to the Battle Location Area.
  • Fog of War Result: Union gains +1 Special Battle Plan each Turn of the Battle. Changes to: Union Forces gain a single column shift to the right or left of the Combat Resolution Table each Battle Turn. If the Union is the Attacker, that single column shift will be to the right. If the Union is the Defender, that single column shift will be to the left. Use the Union BRT +/-1 counter as a reminder.
  • Fog of War Result: Union gains +2 Special Battle Plans each Turn of the Battle. Changes to: Union Forces gain two column shifts to the right or left of the Combat Resolution Table each Battle Turn. If the Union is the Attacker, those column shifts will be to the right. If the Union is the Defender, those column shifts will be to the left. Use the Union BRT +/-2 counter as a reminder.

Example: You roll d10 and get a '1'. Consulting the Player Help Sheet (Regular Difficulty) you first note that the number of Battle Turns is three. You subtract two from this result, giving you one Battle Turn. You place the Battle Turn counter on Box 1 of the Battle Turn tracker. Next, you check the Fog of War result. If you were using the Basic or Advanced Battle rules, you would apply the result of 'Select 1 Insight at random. Robert E. Lee does not need to be present' as per the Basic Rules. However, as the Quick (and Very Quick) Battle Rules do not use Insights, this Fog of War result is changed to 'During the Battle, gain a one-time shift to the right or left of the Combat Resolution Table. Use the Confederate BRT +/-1 counter as a reminder. You must choose to use the BRT +/-1 counter before resolving combat in the turn that it is to be used'.

11.0 Battle Overview (Quick)

As Battles using the Quick Battles Rules are resolved on the Campaign map, skip steps 11.1 to 11.8. However, the player should be familiar with Allocating Hits (11.9), Suffering Hits (11.10) and Destroyed Forces (11.11), which are detailed below (yes, after 12.0…it will make sense soon!!!).

12.0 Battle Turns (Quick)

Perform the following steps each turn. Skips steps 12.1 to 14.4 in the Basic Rulebook.

  • Determine Attacker.
  • Determine Quick Battle Differential.
  • Consult Battle Resolution Table.
  • Check Robert E. Lee Counter.
  • Determine Hits to Attacker and Defender.
  • Allocate Hits.
  • Rout.
  • Retreat.
  • Advance Battle Turn Counter.
  • Withdrawal.

Determine Attacker (Quick)

In the first turn of battle, the Attacker is the army that first enters an enemy-occupied Area on the Campaign map. In subsequent Battle Turns, total the combined Combat Value of all the Confederate Forces in the Battle, and compare that result to the combined Combat Value of all Union Forces in the Battle to determine if the Union is the Attacker (has a greater or equal combined Combat Value) or the Defender (has a lower combined Combat Value) after the first Battle Turn. Note that as Forces are Destroyed, the respective combined Combat Values of both armies will change and it is therefore possible for the Union AI to shift between being the Attacker or Defender in the same Battle.

Example: A group of Confederate counters with a combined Combat Value of 12 move into a Union-Held Area. The Union Forces have a combined Combat Value of 14. Although the Union Forces have a greater combined Combat Value, in the first Battle Turn, as the Confederate Forces moved into the Area, the Confederates are deemed the Attacker. In the second Battle Turn, after calculating Hits, the Confederate Forces now have a combined Combat Value of 10 and the Union Forces have a combined Combat Value of 12. As the Union Forces now have a greater combined Combat Value, the Union is deemed the Attacker. Moving into the third Battle Turn, the Confederate Forces now have a combined Combat Value of 10 (no change), while the Union Forces have a combined Combat Value of 9. As the Confederates now have a greater combined Combat Value, the Confederates are deemed the Attacker.

Resolving Quick Battles

In the examples that follow we will use the Seven Days Battles Battle Resolution Table. Each Campaign has a unique Battle Resolution Table. Refer to the separate Battle Resolution Table sheets.

(The Seven Days Battles Battle Resolution Table is the same table printed under Very Quick Battle Rules above.)

Determine Quick Battle Differential

Quick Battles are resolved on a turn-by-turn basis. Each Battle Turn, compare the combined Combat Value of all Attacking Forces to the combined Combat Value of all Defending Forces. You will generate a Quick Battle Differential, which will be plus, zero, or minus.

Example: Confederate Forces are attacking and have a combined Combat Value of 12. The defending Union Forces have a combined Combat Value of 9. This generates a Quick Battle Differential of +3 for the attackers.

Consult Battle Resolution Table (Quick)

After determining the Quick Battle Differential, check which column of the Battle Resolution Table the Quick Battle Differential falls under. Note that each campaign uses a unique Battle Resolution Table.

Example: Using the Quick Battle Resolution Table for the Seven Days Battles campaign, the +3 Quick Combat Differential calculated above means that you will use the +1 to +3 column of the Battle Resolution Table. If the Quick Battle Differential were +5, you would use the +4 to +6 column. If the Quick Battle Differential were -8, you would use the -7 to -9 column.

Check Robert E. Lee Counter (Quick)

If the Confederate player is Attacking and if Lee is NOT present for the Battle, shift one column to the left of the Battle Resolution Table. If the Confederate player is Defending and Lee is NOT present for the Battle, shift one column to the right of the Battle Resolution Table. Note again that these column shifts may change from turn to turn as Hits are applied, the Attacker and Defender changes, and the Quick Battle Differential changes.

Example: The player is using the +1 to +3 column of the Seven Days Battles Battle Resolution Table. The Confederate player is attacking, but Lee is not present for the battle. Therefore, the player shifts one column to the left of the Battle Resolution Table, which is the 0 column. If Lee were present for the Battle, the player would continue to use the +1 to +3 column. If the Confederate player were defending and Lee were not present, assuming the same +3 Quick Battle Differential in our current example, the player would shift one column to the right and use the +4 to +6 column instead.

Determine Hits to Attacker and Defender (Quick)

Roll d10 and consult the relevant column on the Battle Resolution Table unique to each campaign.

The result indicates the number of Hits suffered by the Attacker ('A') and the Defender ('D').

Example: The player rolls d10 and gets a '5'. Checking under the 0 column of the Battle Resolution Table, this indicates that the Attacker suffers 1 Hit and the Defender suffers 1 Hit. If the player had rolled a '1', the Attacker would have suffered 2 Hits and the Defender would have suffered 1 Hit. If the player had rolled a '1' in the -3 to -1 column instead, the Attacker would have suffered 3 Hits and the Defender would have suffered 1 Hit. Note again that these results will depend on the campaign-specific Battle Resolution Table you are using.

11.9 Allocating Hits (Quick)

For both Attack and Defender, after determining the number of Hits the Armies suffer apply those Hits in this order:

  1. Apply Hits to Mobile Forces starting with the lowest Skill Level first.
  2. If there are no remaining Mobile Forces, apply Hits to Garrison Forces with the lowest Skill Level first.
  3. If there are no remaining Garrison Forces, apply Hits to Artillery Forces with the lowest Skill Level first.
  4. If there are no remaining Artillery Forces, apply Hits to Fortification Forces with the lowest Skill Level first.

Apply the calculated number of Hits to the Confederate and Union Forces taking part in the Battle on the Campaign map. If there are multiple Union Forces with the same Skill Level the player may choose which Union Forces suffer those Hits and in which combination. If there are multiple Confederate Forces with the same Skill Level, determine which Confederate Forces suffer those Hits randomly.

11.10 Suffering Hits (Quick)

A Force must absorb each Hit scored. One Hit flips a full-strength Force to its reduced side, or Destroys a reduced strength Force and removes it from play. If a Force has no reduced side and suffers a Hit, that Hit immediately destroys it.

Important: All the Hits are applied simultaneously. Even if all the Forces of one army are Destroyed while calculating the total number of Hits, still apply all the calculated Hits on the Forces of the other army. However, any 'left over' Hits if an army in the Battle Location Area is Destroyed are not applied to any other Force(s) in adjacent Areas, and are discounted.

11.11 Destroyed Forces (Quick)

Destroyed Forces are removed from the Campaign map as if they had been Destroyed in Battle (11.11). Place named Union Force counters in the Reinforcements cup (4.18) and non-named Forces in the Additional Forces cup (4.19). Artillery Force counters are Destroyed and cannot be Captured. If a Destroyed Union Artillery Force is named, place it in the Reinforcements cup; if a Destroyed Artillery Force is not named, place it in the Additional Forces cup. Move Destroyed Garrisons and Fortifications to the Static Forces Pile (6.2.1). Confederate Forces that are Destroyed can be placed next to the Campaign map. All these Forces will be available for later purchase in the Confederate Resupply phase (15.3) and the Union Resupply phase (18.0).

At the end of a Battle Turn the respective combined Combat Values of Confederate and Union Forces will have changed as indicated by the surviving Forces on the Campaign map.

Example: Returning to the previous example, you select a Confederate Regiment Force counter to suffer the Hit and remove it from the Campaign map. The Regiment has a Combat Value of 2, so this reduces the combined Combat Value of all Confederate Forces from 12 to 10. Next, you apply the Hit to the Union Forces. There are two Force counters with a Conscript Skill Level. You choose one of these and apply the Hit. That Force counter (Combat Value 3) is flipped to its reduced side (Combat Value 1) but remains on the Campaign map. This reduces the combined Combat Value of all Union Forces from 9 to 7.

Unresolved Steps (Quick)

Do not resolve steps 12.1 to 14.4 as found in the Basic Rulebook.

14.5 Rout Check (Quick)

At the end of each Battle Turn, determine if a Rout has occurred in the normal manner (14.5). If so, follow the normal procedure and have the Routed army move to an adjacent Area on the Campaign map.

Example: At the end of the first Battle Turn, you again check the combined Combat Values of all Confederate Forces (total of 10) against all Union Forces (total of 7). As the difference between the two combined Combat Values is 3 neither army will Rout. If one army had gained a difference of three times that of the opposing army, then that army would have Routed as per the Basic Rules.

14.5.1 Voluntary Retreats (Quick)

If the Battle is to continue, and if there are Battle Turns remaining, the Quick Battle rules allow the player to now choose if he wishes his Forces to Voluntarily Retreat from the battle. If he so chooses, the Retreat is done automatically and Confederate Forces will Retreat as normal (guidelines in section 14.5 of the Basic Rulebook). Otherwise, move onto the next step.

14.6 Advance Battle Turn Counter (Quick)

If the player wishes to continue with another Battle Turn then advance the Battle Turn counter on the Player Help Sheet. If the Battle Turn counter enters the Withdrawal box go to section 14.8. Note that each Campaign Information Sheet has specific rules for Withdrawal. Otherwise, return to the Battle Turns (12.0) step above and continue to repeat the steps until the end of the Battle.

Note that it is possible that in the next Battle Turn, due to changes in the combined Combat Values of all participating Forces, the designated Attacking army and the designated Defending army may have changed.

Example: The Confederate player has the advantage and decides to fight another Battle Turn. The player moves the Battle Turn counter one space along the track and returns to the Battle Turns (12.0) step. Note that the next Battle Turn will be resolved with the Confederates having a combined Combat Value of 10 and the Union having a combined Combat Value of 7. That means the Confederate player is the Attacker and that gives a +3 Quick Battle Differential advantage to the Confederate player. Using the Seven Days Battles Battle Resolution Table, this would normally mean the next turn of Battle is resolved using the +1 to +3 column, but as Lee is not present, the Confederate player will suffer a shift to the left, meaning that the result of the next Battle Turn will be resolved using the 0 column.

Example: If the Confederates had a combined Combat Value of 10 and the Union had a combined Combat Value of, say, 14, that would give the Union a +4 advantage. This would mean that in the next Battle Turn, the Union becomes the Attacker with a +4 Quick Battle Differential advantage. Using the Seven Days Battles Battle Resolution Table, this would normally mean that the next turn of Battle is resolved using the +4 to +6 column, but as the Union is the Attacker and as Lee is not present, the Defending Confederate player will suffer one column shift to the right, meaning that the result of the next Battle Turn will be resolved using the +7 to +9 column.

14.7 End of the Battle (Quick)

The Battle ends when one of these conditions is met: (i) The Confederate player chooses a Voluntary Retreat (ii) One army is Routed (iii) All Forces of one army are Destroyed (iv) The Battle Turn counter enters the Withdrawal box.

14.8 Withdrawal (Quick)

If you move the Battle Turn counter into the Withdrawal box, immediately end the Battle. Total and compare the Combat Values of both the Confederate and Union Forces remaining in the Battle Location Area. If one army enjoys a less than 2:1 advantage roll on the Withdrawal Table to determine the fate of the Forces remaining on the Battlefield. If one army is at a 2:1 or greater disadvantage the Forces of that army automatically Retreats (14.8.2 and 14.8.3 below). Follow the rules for Encamp as per the Basic Rules (14.8.4).

14.8.1 Rejoin (Quick)

If the result is Rejoin, then the Attacker is determined by the army with the greater combined Combat Value of all Forces. Start at the Pre-Battle Sequence (10.1) step.

14.8.2 Union Retreat (Quick)

Resolve as noted in the Basic Rulebook.

14.8.3 Confederate Retreat (Quick)

Resolve as noted in the Basic Rulebook.

14.8.4 Encamp (Quick)

Resolve as noted in the Basic Rulebook. Note that if a new Battle is resolved between Armies in the same Area of the Campaign map, the Attacker in the first turn is determined by which Army phase the Battle occurs in.

Example: Your Confederate Forces move into Beaver Dam Creek in the Seven Days Campaign in the Moves step of the Confederate phase. You resolve the battle and as neither army is Routed you roll d10 and check the Withdrawal table, getting an Encamp result. All the Forces remain in the same Area. You complete the Forced March step and move onto the second Resolve Battles step. As it remains the Confederate phase of the Campaign Turn, the Confederate Forces in Beaver Dam Creek are the Attackers. Resolve the battle as normal. If you were to roll an Encamp result on the Withdrawal table again, then in the following Resolve Battles step of the Union phase, the Union Forces would be the Attackers.

15.0 Post Battle (Quick)

The Post Battle (15.0), Forced March (15.1), and Confederate Resupply (15.3) steps are all resolved as per the Basic Rules, as are the Union Orders (16.1) and Union Resupply (18.0) steps.

The Resolve Battles steps (15.2 and 17.0) should be resolved using these Quick Battle Rules.

Upon conclusion of all steps the turn is complete. Move on to the Next Turn step (19.0) and return to the Sequence of Play step (8.0).

Advanced Battle Rules

Introduction

The Advanced Battle Rules resolve Battles on a grid of Squares as found on the Advanced Battlefield Sheet (the reverse of the Battlefield Sheet used in the Basic Rules) or, in the case of scenarios found in Battle Packs, on the separate modified Advanced Battlefield Sheet. Regions are not used in the Advanced Battle Rules and Forces do not automatically match up as dictated by the Basic rulebook when Moving to make a Shock attack or Attacking from one Region to another. Instead, all Forces occupy Squares and can only Move into – or Attack Enemy Forces in – adjacent Squares (with the exception of Artillery and Fortifications which can attack enemy Forces several Squares away). This allows for greater tactical control and – in particular – Flank and Rear attacks. The Advanced Battle Rules highlight the importance of maintaining an unbroken firing line to prevent gaps opening and being exploited.

Advanced Rules Section References

References to Advanced rules are indicated by the prefix 'A'. For example, (A10.2) refers to the Advanced Rule 10.2, while (10.2) – without the prefix 'A' – refers to rule 10.2 as found in the Basic rulebook.

What Is Different?

First of all, what isn't different? Follow all the rules in the Basic Rulebook from 1.0 to 9.3 as per the Basic Rules, then make the changes from the Battle (10.0) to Voluntary Retreats (14.5.1) steps as described below, then resume following the rules in the Basic rulebook from Advance Battle Turn Counter (14.5) on. Make a note of the Advanced Battlefield Sheet and Artillery and Fortification Line of Sight rule below.

Note that it is strongly recommended that you are familiar with the Battle Rules found in the Basic rulebook (10.0 to 14.5) before trying the Advanced Battle Rules.

Advanced Battlefield Sheet

The Advanced Battlefield Sheet is divided into Squares. There are five or six columns and six rows. The modified Battlefield Sheet (used with Battle Pack scenarios) uses eleven to twelve columns and 6 rows. For more details see The Battlefield Sheet (A10.2.14).

Artillery and Fortification Line of Sight

Neither Enemy nor Friendly Forces block the Line of Sight for Artillery. A Union artillery Force uses the Combat Default Battle Plan to attack the closest Confederate Force. In cases where there are two or more Confederate Forces an equal distance away, select the Force with the highest Skill Level. If two or more Confederate Forces have the same Skill Level, determine the target randomly.

The Confederate player may select which enemy Force he is targeting with Artillery and Fortifications.

A10.0 Battle

A10.1 Battle Turn Sequence

Use the Pre-Battle Sequence and Battle Turn Sequence indicated on the Player Help Sheet as per the Basic Rules.

A10.2 Pre-Battle

Determine Fog of War (10.2.1) and the number of Battle Turns as per the Basic Rules (10.2.4). You may use Scout counters to reroll results (10.2.2).

After applying the Fog of War result (10.2.5 to 10.2.8), check for Envelopment as per the Basic Rules (10.2.9).

Union Bonus Special Battle Plan

When using the Advanced Combat Rules for Campaigns (but not Battle Packs) the Union gains an additional Special Battle Plan each turn. This is to provide balance for the greater tactical choice available to the player (10.2.10). Check the number of Special Battle Plans the Union will receive on the Campaign Information Sheet and increase that number by one.

The Confederate player receives the usual number of Battle Plans as stipulated on the Campaign Information Sheet. You may buy additional Confederate Battle Plans as per the Basic Rules (10.2.11) and select Insight counters as per the Basic Rules (10.2.12) with the following rules changes.

A10.2.12 Insights

Note the following points when using Insights.

  • Duration: No change.
  • Demolitions: You must have at least one Force in an adjacent Square of the Advanced Battlefield Sheet to the Union Garrison or Fortification you wish to target at the time the Demolitions Insight is Activated.
  • Entrench: No change.
  • Officers: No change.
  • Front: Place up to 3 of your Mobile Forces in the Confederate Front.
  • Morale: No change.
  • Screen: Resolve as per the Basic Rules, but apply Hits on the Union Forces from the Union Reserve (Row A) to the Union Approach (Row B), then forward to the Union Front (Row C).
  • Terrain: No change, but cannot be used if the number of Union Force counters exceeds the number of Squares available in the chosen Row (A or B).

A10.2.14 The Battlefield Sheet

The Advanced Battlefield Sheet – on the flip side of the Basic Battlefield Sheet – has 6 Rows from the Union Reserve (Row A) to the Confederate Reserve (Row F) that are similar to the Regions on the regular Battlefield Sheet. However, there are five or six Columns per Row, to create Squares. Flip the Battlefield Sheet used with the Basic Rules and substitute with the Advanced Battlefield Sheet.

Alternatively, if you are playing a Battle Pack scenario use the Modified Advanced Battlefield Sheet in conjunction with the Advanced Battle Rules. The Modified Advanced Battlefield Sheet also uses Squares, but measures rows A to F and columns 1 to 11, or 1 to 12. Note that all the Battle Pack Scenarios are designed to be used with the Advanced Rules.

Each Square is identified by its row (A to F) and its column (1 to 6). One Square may contain one Confederate Force, one Union Force or one Confederate Force and one Union Force (indicating that those Forces are in Melee Combat. See A11.5). Forces move from one Square to an adjacent Square, unless a Battle Plan indicates otherwise. A Friendly Force may move through a Square containing another Friendly Force, but may not move through a Square containing an Enemy Force. Range is also calculated by the number of Squares from the attacking Force to the defending Force. Do not count the Square the attacking Force is in, but do count the Square the defending Force is in.

Before the Battle commences, place any Confederate Static Forces (10.2.15) in Row F. You may place Confederate Mobile Forces (10.2.16) in Row E or F. If all the Squares in Rows E and F are occupied, any remaining Confederate Forces may be placed in Row D.

Place the Robert E. Lee counter (if present for the Battle) in the separate Robert E. Lee box on the Advanced Battlefield Sheet. As per the Basic Rules, Robert E. Lee will not take part in the Battle, but his presence affects the availability of Insights and grants extra Battle Plan Counters (10.2.17). Use the Union Tactics box and counter as per the Basic Rules.

Place any Union Static Forces in Row A (10.2.18), then place any Union Mobile Forces in Row B (10.2.19). If the number of available Union Forces exceeds the number of Squares available in Row B, place any remaining Union Forces in Row A. Any remaining Union Forces may be placed in Row C.

A10.3 Formations – Column and Line

The Advanced Battle Rules use the standard formations of Column and Line. As with the Basic Battle Rules, a Force is determined to be in Column if it is aligned vertically to the top and bottom of the Advanced Battlefield sheet. A Force is determined to be in Line if it is aligned horizontally to the top and bottom of the Advanced Battlefield sheet.

Example: Longstreet is in Line Formation, Jackson is in Column Formation.

The Formation of a Force in relation to an enemy Force is determined by the Formations of the two Forces relative to the top and bottom of the Advanced Battlefield Sheet.

The Formation of a Force in relation to an adjacent Square is also determined by the Formation of the Force relative to the top and bottom of the Advanced Battlefield Sheet.

Example: Longstreet, in D5 is in Line Formation. Smith, in D4, is in Column Formation, and Slocum, in C4 is in Line Formation (determined in all cases by their alignment to the top and bottom of the Advanced Battlefield sheet).

  1. The Confederate Force in D5 is considered to be in Line Formation in relation to the Union Force in C4.
  2. The Confederate Force in D5 is considered to be in Column Formation in relation to the Union Force in D4.
  3. The Confederate Force in D5 is considered to be in Line Formation in relation to Square C5.
  4. The Confederate Force in D5 is considered to be in Column Formation in relation to Square D6.

If the Confederate Force in D5 were to use the March Default Battle Plan (A12.4) to perform a Shock attack against the Union Force in D4, that would be considered Column Formation (Longstreet) vs. Line Formation (Smith). Similarly, if the Confederate Force in D5 were to use the Volley Battle Plan Counter against the Union Force in D4, Longstreet would be considered to be in Column Formation and would need to make an Activation check.

If the Confederate Force in D5 were to use the Volley Battle Plan Counter against the Union Force in C4 it would be considered to be in Line Formation and would not need to make an Activation check. If the Confederate Force in D5 were to use the March Default Battle Plan (A12.4) to perform a Shock attack against the Union Force in C4, that would be considered Line Formation (Longstreet) vs. Line Formation (Slocum).

During set up, place Confederate and Union Forces in Column and Line as per the Basic Rules (10.3).

A11.0 Battle Overview

Every Confederate Force receives either a Battle Plan Counter (12.2 & 12.3) or a Default Battle Plan (12.4) every Turn of the Battle as per the Basic Rules. Every Union Force receives either a Special Battle Plan (14.1) or a Default Battle Plan (14.2) every Turn of the Battle as per the Basic Rules, and as determined by the use of Aggressive (13.1 & 13.2) or Defensive Tactics (13.3 & 13.4). Follow the instructions on each Battle Plan as per the Basic Rules with the following modifications.

March (Confederate), Advance (Union) and Retreat – Instead of Marching, Advancing or Retreating the Force one Region, instead March, Advance or Retreat that Force one Square. Forces must March, Advance or Retreat into Squares vacant of friendly Forces. If unable to do so, that Force cannot March or Advance. If a Force Marches or Advances into a Square occupied by an enemy Force resolve a Shock Attack (A11.4). If a Force would be required to Retreat into a Square containing a friendly or an enemy Force, that Retreating Force is Destroyed instead.

Refer to A10.3 above to determine the Formation of the Force using March or Advance and if an Activation check is necessary.

Union Forces will Advance to the closest Confederate Force in this order of priority:

  1. To the rear of the closest Confederate Force.
  2. To the flank of the closest Confederate Force.
  3. To the closest Confederate Force.

If there are multiple paths to the closest Confederate Force, determine the path randomly (or, you can make what you regard as being the best tactical choice for the Union). If there are multiple Confederate Forces equal distance away the Union Force will Advance to the Force with the lowest Skill Level. If there are multiple Confederate Forces equal distance away with the same Skill Levels, the Union Force will Advance to the Force with the lowest current Combat Value. Otherwise, determine which Confederate Force the Union Force will move to randomly. Union Forces will Retreat to Row A of the Advanced Battlefield Sheet, and then off the Battlefield sheet.

Example: Slocum, in C4, could advance to D4 or D5. You roll d10 and assign a result of 1-5 to determine an Advance into D4 and a result of 6-10 to determine an Advance into D5.

Fire (Confederate) and Combat (Union) – A Force can perform a Ranged Attack against an enemy Force that is in an adjacent Square. A Force can perform a Melee Attack against an enemy Force if those Forces are in the same Square. Note that the Formations of two opposing Forces in relation to one another may affect the resolution of a Default Battle Plan, Battle Plan Counter or Special Battle Plan (A10.3). Artillery and Fortifications may attack non-Melee enemy Forces that are one Square or more away (A11.7).

A11.0.1 Calculating Range

Range is calculated by counting the number of Squares from the attacking Force to the defending Force. Do not count the Square that the attacking Force is in, but do count the Square that the defending Force is in.

2+, 0-1, 0+ - Designates the number of Squares you must be from the closest enemy Force to Activate the Battle Plan.

A11.1 Battle Plan Assignment

Unless a Battle Plan Counter states otherwise in its description, you can only assign Battle Plan Counters to Infantry or Cavalry Forces. Garrisons, Fortifications, and Artillery follow the normal special limitations on the Battle Plans they are able to use (11.1).

Garrison - A Garrison always performs a Fire (Confederate) or Combat (Union) Default Battle Plan if there are opposing Forces in its same or an adjacent Square. A Garrison is Static; it does not act if there are no opposing Forces in the same or an adjacent Square.

Fortifications – Range is calculated in Squares. A Fortification always performs a Fire (Confederate) or Combat (Union) Default Battle Plan if there are non-Melee combat opposing Forces at range 1 or greater from the Fortification. If all the opposing Forces are in Melee combat, or there are opposing Forces in the Fortification's Square, the Fortification does not act. A Union Fortification will use Combat against the closest non-Melee Confederate Force with the highest Skill Level. If there are two or more potential targets, determine the target randomly. The Fortification is Static. Refer to A11.7 for more details on how Fortifications Attack.

A11.1.1 Confederate Artillery

Range is calculated in Squares. Confederate Artillery can perform a Fire Default Battle Plan if there are non-Melee Union Forces at range 1 or more. Confederate Artillery with and without Activation numbers follow the normal rules. If Confederate Forces Rout, then all Confederate Artillery Forces stay in position but can no longer take part in the Battle. Follow the rules as normal (11.1.1 in the Basic Rulebook).

A11.1.2 Union Artillery

Range is calculated in Squares. Union Artillery always perform a Combat Default Battle Plan if there are non-Melee combat Confederate Forces at range 1 or more. Union Artillery will always attack the closest Confederate Force. If there are two or more possible targets, select the Force with the highest Skill Level; otherwise determine the target randomly. If all the Confederate Forces are in Melee combat, or there are Confederate Forces at range 0, the Artillery does not act. Union Artillery cannot perform March Default Battle Plans, even to Retreat. Follow the rules as normal (11.1.2 in the Basic Rulebook).

Refer to the Artillery and Fortification Line of Sight section above if needed.

A11.2 Battle Plan Activation

When necessary, for a Force to perform a Battle Plan, you must roll the Force's Activation number or less as per the Basic Rules on d10 (11.2 in the Basic Rulebook). If you are successful, that Force performs the Orders listed on the Battle Plan.

A11.3 Advance and Retreat

Using the Advanced Combat Rules, Advance means to move a Force to the closest enemy Force and/or one Square closer to the opposing army's edge of the Battlefield Sheet (that is towards and behind Row A for the Confederate player and towards and behind Row F for the Union AI). Only one friendly Force can occupy a Square. If a friendly Force occupies the same square as an enemy Force, those Forces are in Melee combat (A11.5). Retreat means to move a Force one Square closer to the friendly edge of the Battlefield Sheet (that is, towards and behind Row F for the Confederate player and towards and behind Row A for the Union AI).

Follow all other rules as normal.

A11.4 Shock

To make a Shock attack, a Force must declare the target enemy Force of the Shock attack. That target enemy Force must be in an adjacent Square.

Follow all the rules found in the Basic Rulebook. Briefly: Before attempting to make a Shock attack, the attacking Confederate Force must roll against its Activation number (11.4 in the Basic Rulebook) as normal. This is in addition to an Activation check if the Force is in Line Formation attempting the March Default Battle Plan.

Engage (12.3.4) and Flank (12.3.6) Battle Plan Counters do not require an additional Activation check for the Shock attack (but will require an initial Activation check if in Line Formation). The Union Charge! Special Battle Plan (14.1.3) uses the Activation check to determine if a Union Force will use the Combat or Advance Default Battle Plan to make a Ranged Attack or a Shock attack respectively. A Union Force using Advance as a result of the Charge! Special Battle Plan is not required to make any additional Activation checks as per the Basic Rules.

The target of the Shock attack is the enemy Force located in the Square the attacking Force will move into, regardless of Skill Level.

If the Activation check is successful, the target enemy Force resolves Defensive Fire as per the Basic Rules (11.4.1 and A11.4.1 below).

If the Activation check to initiate the Shock attack is unsuccessful, the attacking Confederate Force uses the Hold Default Battle Plan for the remainder of the turn.

A11.4.1 Defensive Fire

Resolve Defensive Fire as per the Basic Rules. After resolving Defensive Fire, if the Mobile Force enters the Square (not the Region) containing the opposing Force, that enemy Force is the target of the Shock attack. Proceed to the Shock check step (A11.4.2).

If Defensive Fire is successful, the attacking Force remains in the original Square. Remove any attached Battle Plan Counter. That Force (Confederate or Union) must use the Hold Default Battle Plan for that turn (12.4.6 and 14.2.4). As with the Basic Rules, if a Union Force is Hit by Defensive Fire, the Charge! Special Battle Plan remains in effect as it is not attached to any single Union counter.

Heavy Fire (14.1.10) – If the Heavy Fire Special Battle Plan is in effect and a Confederate Force suffers a Hit from Defensive Fire when making a Shock attack, that Force Retreats one Square only as described above in section 11.4.1 (not two Squares – do NOT Retreat the attacking Force to the original Square and an additional Square for the Heavy Fire Special Battle Plan).

Close Ranks (14.1.1) – If a Union Force suffers a Hit as a result of suffering Defensive Fire, the Close Ranks Special Battle Plan cancels that Hit and is returned to the Special Battle Plans cup.

A11.4.2 Shock Check

Resolve the Shock check as per the Basic Rules. Refer to the Shock Check Modifiers Table (11.4.3 in the Basic Rulebook).

Note that the Formation of the attacking Force is determined by the relative position of that Force to the defending Force when entering the Square the defending Force occupies (A10.3).

A11.4.2.1 Additional Combat Value Modifiers

In addition to the Combat Value modifiers determined by the Formations of the Forces, there are additional Combat Value modifiers in the Advanced Battle Rules if the attacking Force is making a Shock attack from the Flank or Rear.

A11.4.2.2 Flank Attack

A Force is considered to be attacking from the Flank if it is moving from a Square to the left or right of the target Force. That is, from a column to the left of the target Force or from a column to the right of the target Force. Note that this is irrespective of the Formations of the two opposing Forces.

A defending Force making a Shock check after being attacked in its Flank suffers a -3/-3 penalty to its Combat Value. An attacking Force making a Shock attack against the opposing Force's flank receives a +3/+3 bonus to its Combat Value that is applied if the defending Force passes the Shock check (see If the Defending Force Passes Its Shock Check section below).

A11.4.2.3 Rear Attack

A Force is considered to be attacking from the Rear if it is moving from a Square behind the target Force. That is, for a Confederate Force to be attacking a Union Force from Row A to Row B, or from Row B to Row A and so on. Conversely, that is for a Union Force to be attack a Confederate Force from Row F to Row E, or from Row E to Row D and so on.

A defending Force making a Shock check after being attacked in its rear suffers a -6/-6 penalty to its Combat Value. An attacking Force making a Shock attack against the opposing Force's rear receives a +6/+6 bonus to its Combat Value that is applied if the defending Force passes the Shock check (see If the Defending Force Passes Its Shock Check below).

Note that in cases of Flank or Rear Attacks, a natural '1' is always a success and a natural '10' is always a failure.

Example: A Confederate Force attacking Slocum from E3 or E4 is making a Frontal Attack. A Confederate Force attacking Slocum from D3 or D5 is making a Flank Attack. A Confederate Force attacking Slocum from C3 or C4 is making a Rear Attack.

If the Defending Force fails its Shock check (the d10 result is higher than the modified Combat Value), the defending Force suffers one Hit and Retreats one Square (not Region) on the Battlefield Sheet towards Row F (Confederate) or Row A (Union). Determine the Square the Force will Retreat to randomly if necessary. Static Forces do not retreat and are Destroyed. If the defending Force has a Battle Plan Counter or Special Battle Plan attached to it, remove that Battle Plan. If the Retreating Force is unable to Retreat, Destroy the Force.

In this case, the attacking Force does not need to roll against its modified Combat Value. It is unaffected. If that attacking Force has a Battle Plan Counter attached to it, continue to follow the actions indicated on that Battle Plan (as there will be no enemy Force in the same Square).

If the Defending Force passes its Shock check (the d10 result is equal to or lower than the modified Combat Value), it suffers no ill effects. The two Forces will now occupy the same Square. Remove any Battle Plan Counter attached to the attacking Force and resolve a counter-attack against it as per the Basic Rules using the Shock Check Modifiers Table (11.4.3) and any additional modifiers for a Flank or Rear attack (A11.4.2.1). The attacking Force must roll against its modified Combat Value. If the roll is higher than the modified Combat Value that attacking Force suffers 1 Hit. If the attacking Force is still in play, both Forces will occupy the same Square and will be in Melee combat. If the result is equal to or lower than the modified Combat Value that attacking Force does not suffer a Hit. Place the attacking Force in the same Square as the defending Force. Remove any attached Battle Plan Counter. Forces in the same Square will be in Melee combat the following turn.

As always, when making Shock checks, a natural roll of 1 is always successful. A natural roll of 10 is always a failure.

Engage (12.3.4) - If, after resolving Defensive Fire, the Union Shock check and the Confederate Shock check, the Confederate Force using the Engage Battle Plan counter is now in a Square containing a Union Force, discard the Engage Battle Plan Counter. Otherwise, do not discard the Battle Plan Counter and resolve the additional orders as detailed in section 12.3.4 of the Basic Rulebook.

Flank (12.3.6) – If, after resolving Defensive Fire, the Union Shock check and the Confederate Shock check, the Confederate Force using the Flank Battle Plan counter is now in a Square containing a Union Force, discard the Flank Battle Plan Counter. Otherwise, do not discard the Battle Plan Counter and resolve the additional orders as detailed in section 12.3.6 of the Basic Rulebook.

Charge! (14.1.3) - In the case of the Union, the Charge! Special Battle Plan will still remain in play until all Union Forces have resolved the effects (Advance or Combat) regardless of the results of any Defensive Fire.

Cover (12.3.3) – A defending Confederate Force gains a +1 bonus to its Combat Value when making a Shock check in response to the Union Charge! Special Battle Plan. Whether that Shock check is successful or not, immediately remove the Cover Battle Plan Counter after making the roll.

Entrench (10.2.12.3) – The defending Confederate Force gains a +2 bonus to its Combat Value when making a Shock check. If successful the attacking Union Force then suffers a -2 penalty to its Combat Value when making a Shock check. If both the Confederate and Union Forces pass their Shock checks and the two Forces are in the same Square, Entrench remains attached to the Confederate Force (as it is an Insight, not a Battle Plan Counter). If the Force that Entrenched is attached to is subsequently attacked in Melee combat, the attacking Union Force suffers a -2/-2 penalty to its Combat Value.

Hard Cover (14.1.2) – A defending Union Force gains a +2 bonus to its Combat Value when making a Shock check. Whether that Shock check is successful or not, immediately remove the Hard Cover Special Battle Plan after making the roll and return it to the Special Battle Plan cup.

Close Ranks (14.1.1) – If a Union Force suffers a Hit as a result of a failed Shock check (whether attacking or defending), the Close Ranks Special Battle Plan cancels that Hit and is returned to the Special Battle Plans cup.

Heavy Fire (14.1.10) – If the Heavy Fire Special Battle Plan is in effect and an attacking Confederate Force suffers a Hit from a Shock attack (the defending Union Force passes its Shock check), that attacking Confederate Force DOES NOT RETREAT and will occupy the same Square as the defending Union Force as described above.

If the Heavy Fire Special Battle Plan is in effect and a defending Confederate Force suffers a Hit from a Shock attack (the defending Confederate Force failed its Shock check), that defending Confederate Force Retreats one Square only on the Battlefield Sheet (not two Squares – do NOT Retreat the attacking Force to the original Square and an additional Square for the Heavy Fire Special Battle Plan).

A11.4.4 Artillery and Shock Checks

Artillery automatically fail Shock checks when targeted. In this case Artillery Forces stay in position but can no longer take part in the Battle. Flip the counter to indicate this. That Artillery Force is captured as normal (5.9.1 and 11.4.4 in the Basic Rulebook).

A11.5 Melee Combat

Opposing Forces that are in the same Square (not Region) on the Advanced Battlefield Sheet after a Shock check (A11.4) are in Melee combat.

Resolve Melee Combat as per the Basic Rules (11.5). An attacking Force (using the Confederate Fire or Union Combat Default Battle Plans) gets a +3/+3 bonus to its Combat value.

Opposing Forces in the same Square engaged in Melee Combat ignore any modifiers for Formation, Flank Attacks (A11.4.2.2) or Rear Attacks (A11.4.2.3) that are applied to the initial Shock Attack.

Union Default Battle Plans in Melee Combat

Always perform the Combat Default Battle Plan when a Union Force in Melee combat acts, unless Routed in which case the Union Force will Retreat. Union Forces Retreat towards Row A.

Union Special Battle Plans in Melee Combat

A Union Force with the Hard Cover Special Battle Plan removes that Special Battle Plan after accruing the +2 bonus to its Combat Value when making the Shock check. Thereafter, A Union Force in Melee combat cannot have the Hard Cover Special Battle Plan attached to it.

All other Union Special Battle Plans are resolved as per the Basic Rules.

Confederate Default Battle Plans in Melee Combat

A Confederate Force in Melee combat can perform any one of the following Default Battle Plans (12.4): Fire, Pivot, Hold, Retreat (if Routed), or March (Retreat move only). Confederate Forces Retreat towards Row F. A Confederate Force in the same Square as a Union Force after the Shock check immediately removes any attached Battle Plan Counter. That Force cannot have a Battle Plan Counter attached to it and can only use one of the stipulated Default Battle Plans as long as it remains in the same Square as a Union Force. Note that Entrenched is an Insight and does remain attached to a Confederate Force until that Force moves, retreats or is Destroyed.

Other Melee Rules

Note that when using the Advanced Battle Rules, it is possible for a Force to move into a Square that is next to or behind an opposing Force on the Advanced Battlefield Sheet. This includes instances when a Force may Retreat from Melee Combat.

A Force in Melee combat can Retreat if Routed. If that Force is unable to Retreat to an empty Square, it is Destroyed instead. Determine the Square a Union Force will Retreat to randomly if necessary.

After Destroying an opposing Force in Melee combat, any second Hit (resulting from a superscript Combat Value) is NOT applied to an opposing Force in an adjacent Square.

A11.6 Performing an Attack

Infantry, Cavalry and Garrison Forces can Attack opposing Forces in the same Square (Melee) or an adjacent Square (Ranged). Artillery and Fortifications can only Attack Forces 1 Square or more away. Artillery and Fortifications cannot attack if they are in Melee combat. Exception: Union Cavalry can, in effect, make a Ranged Attack against an opposing Force exactly 2 Squares away using the Combat Default Battle Plan.

If an Infantry, Cavalry or Garrison Force is supposed to conduct an attack, and there are no opposing Forces in the same Square or adjacent Square, do not perform an attack. Hold instead.

All Forces can attack from any Square they occupy and into any Square in any Row or Column of the Advanced Battlefield Sheet.

When a Force is attacking, roll d10 and compare the result to the Force's Combat Value. If the result is equal to or lower than the Combat Value the attack is successful. Inflict one Hit on the target opposing Force. Note that modifiers may apply to the Force's Combat Value.

If the attacking Force has a superscripted number, and the same d10 result is equal to or lower than the superscripted value, the attack scores 2 Hits. However, if the first Hit destroys the target Force, any additional Hit is not applied to a second opposing Force even if that Force occupies a different adjacent Square.

A11.7 Artillery and Fortifications

Artillery and Fortifications in Melee combat cannot attack and follow all other rules as normal.

Artillery and Fortifications cannot make Ranged attacks against opposing Forces engaged in Melee combat.

Union Artillery and Union Fortifications make Ranged attacks against opposing Forces in the closest non-Melee Square of the Battlefield. If there are two or more viable targets, select the Force with the highest Skill Level. Otherwise, determine the target randomly. The Confederate player may choose the target of all Confederate Artillery and/or Fortification Ranged attacks.

A11.7.1 Artillery and Fortifications Ranged Attack Modifier

When an Artillery or Fortification Force is attacking, first check the Artillery and Fortification Ranged Attack Modifier Table (11.7.2) to determine the Combat Value modifier. Determine the number of Squares from the Artillery or Fortification making the Ranged Attack to the target Force. Do not count the Square the Artillery or Fortification Force is in; do count the Square that the target Force is in. Then, roll d10 and compare the result to the modified Combat Value. If the result is equal to or lower than the modified Combat Value, the attack succeeds.

A11.7.2 Artillery and Fortifications Ranged Attack Modifier Table

Range12345
Combat Value Modifier+2/+20/0-1/-1-2/-2-3/-3

Inflict Artillery and Fortification Hits on the target Force. If that Force is Destroyed do NOT apply any remaining Hits against any other additional Force.

A natural '1' is always a Hit, so Artillery and Fortifications always have a chance to Hit regardless of range.

A11.8 Attack Bonuses

Apply modifiers from a Battle Plan, Insight or Special Rule as per the Basic Rules.

A11.9 Allocating Hits

When a Hit is inflicted on an opposing Force, apply the Hit to the targeted enemy Force only. If a Ranged or Melee Attack inflicts 2 Hits, the Hits cannot be allocated to different opposing Forces. Those Hits must be allocated to the same Force in the same Square. Excess Hits cannot be reallocated.

A11.10 Suffering Hits

A Force must absorb each Hit scored as per the Basic Rules.

A11.11 Destroyed Forces

Remove Destroyed Forces as per the Basic Rules. Place named mobile Union Force counters in the Reinforcements cup (4.18) and place additional (non-Named) Union Forces in the Additional Forces cup (4.19). Destroyed Union Garrisons and Fortifications go to the Static Forces pile (6.2.1). Confederate Forces can be placed next to the Campaign map. These Forces will be available for later purchase as per the Basic Rules (15.3 and 18.0).

A12.0 Battle Turns

Perform each step of the Battle Turn as per the Basic Rules.

A12.1 Insight Activation

Activate Insights as modified by the rules in A10.2.13. (Reference as printed.)

A12.1.1 Scout Counters and Insight Activation

Scout counters can be used to re-roll an Insight Activation die roll as per the Basic Rules.

A12.2 Select and Place Confederate Battle Plans

Select and place Confederate Battle Plan Counters as per the Basic Rules. Confederate Forces in Melee combat (in the same Square as a Union Force counter) cannot have Battle Plan Counters attached to them. Forces without a Battle Plan Counter will use Default Battle Plans as per the Basic Rules.

A12.3 Confederate Battle Plan Counters

Resolve Confederate Battle Plan counters as per the Basic Rules. Remember that both movement and range are measured in Squares rather than Regions.

Aimed Volley – As per the Basic Rules. Range 1 Square (in an adjacent Square).

Canister – As per the Basic Rules. This Battle Plan Counter can only be Activated if the Force is exactly 1 Square away from the nearest opposing Force and that Force cannot be in Melee combat. The +2/+2 modifier stacks with a Range 1 Combat Value Modifier (A11.7.2).

Cover – As per the Basic Rules. Note that this Battle Plan cannot be placed on a Force already occupying the same Square as an opposing Force. Refer to Section 11.4 for details of Cover in Shock attacks.

Engage – As per the Basic Rules. Treat 'Region' as 'Square'. Advance the Force 1 Square. Resolve the Shock check as per the Basic Rules, including Defensive Fire (A11.4). If the Union Force fails the Shock check and Retreats, the Confederate Force will solely occupy the Square. Do not discard the Battle Plan Counter. (Note that in the Basic Rules, if the Union Force that is the target of the Shock attack Retreats to a different Region, but there are additional Union Forces in the same Region the Confederate Force now occupies, those Forces are in Melee Combat and the attached Battle Plan would be removed). Change the Confederate Force to Line Formation and continue with step (iii) as per the Basic Rules if there is a Union Force at Range 1. If the Union Force passes its Shock check, but the Confederate Force fails its Shock check (and suffers a Hit), discard the Battle Plan Counter. Those Forces will now occupy the same Square and will be in Melee combat.

Fighting Retreat – As per the Basic Rules. Can only be Activated if the Force is exactly 1 Square away from the nearest Union Force. In step (ii) the Confederate Force will Retreat 2 Squares.

Flank - This Battle Plan Counter can only be Activated if the Confederate Force is exactly 2 Squares away from the target (not nearest) Union Force at the time of Activation. That target Force must be declared when the Flank Battle Plan Counter is placed. If the Force is in Column Formation, do not roll for Activation, this Battle Plan automatically Activates. Advance the Force 1 Square, then advance the Force 1 Square again. Resolve the Shock attack as per the Basic Rules, including Defensive Fire (A11.4) and along with the Flank -3 penalty to the Combat Value of the Union Force. If the Union Force fails the Shock check and Retreats, the Confederate Force will solely occupy the Square. Do not discard the Battle Plan Counter. (Note that in the Basic Rules, if the Union Force that is the target of the Shock attack Retreats to a different Region, but there are additional Union Forces in the same Region the Confederate Force now occupies, those Forces are in Melee Combat and the attached Battle Plan would be removed). Perform an Attack if there is a Union Force at Range 1 (in an adjacent Square). Apply the -2/-2 penalty if the Confederate Force is in Column as per the Basic Rules (though this will be determined by the Formation of the Confederate Force relative to the Union Force).

Formation – As per the Basic Rules.

Prepare – As per the Basic Rules.

Rapid Advance – As per the Basic Rules except this Battle Plan Counter can only be Activated if the Force is exactly 3 Squares away from the target (not nearest) Union Force. That target Force must be declared when the Rapid Advance Battle Plan Counter is placed. (i) Advance 1 Square. (ii) Advance 1 Square. Apply the -1/-1 modifier as per the Basic Rules if the Force is in Line (though this will be determined by the relative Formations of the Confederate and Union Forces. See A10.3), and there is a Union Force at Range 1 (in an adjacent Square). You cannot Attack if the Confederate Force is in Column as per the Basic Rules (though again, this will be determined by the Formation of the Confederate Force relative to the Union Force).

Rapid Fire – As per the Basic Rules if there is a Union Force at Range 1 (in an adjacent Square). If the originally targeted Union Force has been Destroyed, you may Attack a second Union Force at Range 1 (also in an adjacent Square) if present.

Volley – As per the Basic Rules if there are Union Forces at Range 1 (in an adjacent Square).

A12.4 Confederate Default Battle Plans

Assign and resolve all Default Battle Plans as per the Basic Rules, but replace all references to a Region with 'a Square'. In all instances that a Force fails its Activation roll (whether using Battle Plan Counters or Default Battle Plans), that Force will use Hold instead.

March – Move the Force to an adjacent Square in any direction. Whether the Force counter is considered to be in Line or Column Formation is determined by the position of the counter relative to the Square it will move into. A Force can change its Formation before or after using the March Default Battle Plan as per the Basic Rules, but not before and after. If a Confederate Force tries to enter a Square containing an enemy Force that Force will have to make an Activation check to initiate the Shock attack (A11.4) as per the Basic Rules.

Cavalry Forces may move 2 Squares. If a Cavalry Force tries enters to enter a Square containing an enemy Force that Force will have to make an Activation check to initiate the Shock attack (A11.4) as per the Basic Rules.

A Cavalry Force may move 1 Square and then change Formation and Hold. This change of Formation does not require an Activation check. In this case, a Cavalry Force can change its Formation, use the March Default Battle Plan to move to an adjacent Square and change Formation again (but cannot then move to a second Square).

A Cavalry Force in Column Formation (relative to the Square that Force will enter) does not need to make an Activation check when using the March Default Battle Plan. However, if the same Force tries to enter a second Square (the second of two moves) and is in Line Formation relative to that second Square, that Cavalry Force must make an Activation check. Similarly, if the Cavalry Force starts in Line Formation relative to the first Square it tries to enter, it must make an Activation check. If it fails it must Hold for the duration of the turn. If the Activation check is successful the Cavalry Force enters that Square. If it tries to enter a second Square and is in Column Formation relative to that Square, that Force does not need to make an Activation check. If the Cavalry Force is in Line Formation relative to the second Square, it must make an Activation check as per the Basic Rules.

Artillery Forces with an activation number can move into any adjacent Square as long as that Square is not occupied by a Union Force. An Artillery Force must remain in Line Formation (determined by the position of the counter relative to the top and bottom of the Advanced Battlefield Sheet). An Artillery Force must always make an Activation check to use the March Default Battle Plan, even if the Artillery Force is in Column Formation relative to the Square it is moving into (for example, when it is 'shifting' to the right or left).

You may use the March Battle Plan to have a non-Melee Mobile Force immediately exit the Battlefield Sheet and return to the Campaign map in an adjacent Area (14.5.1 in the Basic Rulebook).

Fire – You must make an Activation check as normal (5.6 in the Basic Rulebook) if the Force is in Column Formation. Line or Column Formation references are determined by the position of the Confederate Force relative to the Union Force it is attacking (see A10.3 Formations – Column and Line). Perform a Melee attack if there is a Union Force in the same Square or a Ranged attack if there is a Union Force in an adjacent Square. A Force in Melee gets a +3/+3 modifier to its Combat Value as per the Basic Rules. Artillery can use this Default Battle Plan to attack enemy Forces at ranges of 1 or greater Squares but will accrue range attenuation modifications to their Combat Value as per the Basic Rules (A11.7.2). An Artillery Force in the same Square as a Union Force is in Melee combat and cannot Fire.

Disrupt – Non-melee Cavalry only. Roll to Activate. Disrupt can only be used by a Confederate Cavalry Force already in a Square in Row F at the time of activation. That Force does not change position and cannot use any other Default Battle Plan. Thereafter resolve as per the Basic Rules.

Pivot – Resolve as per the Basic Rules. This Battle Plan automatically activates. Change the Force from Line to Column or from Column to Line. Refer to A10.3 for details on how Column and Line Formations are determined.

Retreat – Change the Force to Column Formation. Retreat the Force one Square towards Row F. Otherwise, resolve as per the Basic Rules.

Hold – Resolve as per the Basic Rules.

A13.0 Determine Union Tactics and Pool of Union Special Battle Plans

Union Tactics and the pool of Union Special Battle Plans are determined as per the Basic Rules.

Note that when using the Advanced Combat rules the Union AI receives an additional Special Battle Plan to the number stipulated on the Campaign Information sheet.

A13.1 Aggressive Union Tactics and Default Battle Plans

The selection of Union Default Battle Plans when using Aggressive tactics is determined as per the Basic Rules. Resolve selected Default Battle Plans as modified below. Union Forces using Aggressive tactics start the battle in Column Formation. Union Forces use Default Battle Plans in the same order of priority as per the Basic Rules, but modify conditions stipulating Regions to Squares.

A13.2 Aggressive Union Special Battle Plans

The selection of Union Special Battle Plans when using Aggressive tactics is determined as per the Basic Rules. Resolve selected Special Battle Plans as modified below.

A13.3 Defensive Union Tactics and Default Battle Plans

The selection of Union Default Battle Plans when using Defensive tactics is determined as per the Basic Rules. Resolve selected Default Battle Plans as modified below. Union Forces using Defensive tactics start the battle in Line Formation. Union Forces use Default Battle Plans in the same order of priority as per the Basic Rules, but modify conditions stipulating Regions to Squares.

A13.4 Defensive Union Special Battle Plans

The selection of Union Special Battle Plans when using Defensive tactics is determined as per the Basic Rules. Resolve Special Battle Plans as modified below.

A14.0 Draw and Assign Union Special Battle Plans

Draw and assign Union Special Battle Plans as per the Basic Rules. Draw from the cup a number of Union Special Battle Plans equal to the Union Battle Plan Quantity (10.2.10) detailed on the Campaign Information sheet plus one (A10.2). When necessary, choose the Union Force to receive each Special Battle Plan before drawing the next Special Battle Plan. In the Advanced Battle Rules, this remains restricted to Hard Cover only. As per the Basic Rules, multiple Special Battle Plans will often be in effect. Use all of the effects combined to make final calculations.

A14.0.1 Scout Counters and Union Special Battle Plans

As per the Basic Rules.

A14.1 Union Special Battle Plan Counters

Follow the rules as per the Basic Rules noting any changes below.

Close Ranks – No change. Resolve as per the Basic Rules.

Hard Cover (Defensive) – No change. Resolve as per the Basic Rules.

Charge! (Aggressive) – If you draw this Special Battle Plan, immediately check the position of Union and Confederate Forces. If two or more Union Forces are in a Square adjacent to two or more Confederate Forces, resolve this Special Battle Plan immediately. If those conditions on the Advanced Battlefield Sheet are not met, ignore this Special Battle Plan. It still counts against the total number of Special Battle Plans the Union AI will draw this turn.

The priority for a Union Force counter to select a Confederate Force counter to make a Shock attack against is determined as indicated below. As at all other times when using the Advanced Battle Rules, Formation is determined by the alignment of the Union Force compared to the alignment of the Confederate Force.

PriorityAlignment of Union Force to Confederate Force
1Rear Attack (A11.4.2.2)
2Flank Attack (A11.4.2.3)
3Union Column vs Confederate Line
4Union Column vs Confederate Column

(Section references as printed in the Advanced Rules Book.)

A Union Force in Line Formation will not make a Shock attack against a Confederate Force in Column Formation. Use Combat instead, even if that Force passes its Activation check (see below).

Roll to Activate each Union Force separately (5.6). If a Force fails its Activation check change its Formation to Line (if necessary) and perform the Default Battle Plan Combat as per the Basic Rules (14.2). Perform Combat attacks for all Forces that fail to Activate. If Confederate Forces still remain in the adjacent Square(s), then, one at a time, for each Union Force that passed its Activation check, and starting with the Force with the highest Skill Level and working down to that Force with the lowest Skill Level, change Formation to Column and advance each Union Force into the Confederate-occupied Square and perform a Shock attack for each Force as it advances (A11.4). Note that when using Charge! Union Forces are not required to make an additional Activation check to initiate the Shock attack. Each Force will suffer Defensive Fire as per the Basic Rules. Resolve each Shock check one by one. If at any time there are no remaining Confederate Forces at Range 1, any remaining Union Forces that have not yet advanced forward will Hold.

Forces affected by Charge! cannot be assigned additional Battle Plans in that turn.

Well-Struck (Aggressive) – Applies to Ranged attacks only against enemy Forces in an adjacent Square. Otherwise, resolve as per the Basic Rules.

Smoke – Resolve as per the Basic Rules.

Mixed Orders – Resolve as per the Basic Rules.

Flanking Fire – Resolve as per the Basic Rules.

Screened March – Resolve as per the Basic Rules, but if successful select one Confederate Force with the lowest Skill Level in one Square in the rearmost row of the Battlefield sheet (from Row F to Row E to Row D and so on up to Row A).

Broken – Select one Mobile Confederate Force with the lowest Skill Level in one Square from the foremost row back (therefore choosing from Row A, to Row B, back to Row F). Resolve as per the Basic Rules, but if the Force Retreats it moves 1 Square towards the Confederate Row F, and into an empty Square. If the Force is unable to Retreat into an empty Square, it is Destroyed. A Force may be required to Retreat off the Battlefield sheet. In this case, return the Force to the Campaign map as per the Basic Rules.

Heavy Fire – Resolve as per the Basic Rules, but any Confederate Force required to Retreat does so into an empty Square towards the Confederate Row F. If a Force is unable to Retreat into an empty Square it is Destroyed. A Force may be required to Retreat off the Battlefield sheet. In this case, return the Force to the Campaign map as per the Basic Rules.

A14.2 Union Default Battle Plans

Each individual Union Force receives a Default Battle Plan for each Turn as per the Basic Rules. Replace all references to a Region with a Square. Resolve all Default Battle Plans as per the Basic Rules unless stated otherwise in the descriptions below.

A14.2.1 Advance (Aggressive)

Resolve as per the Basic Rules but Advance the Force one Square to the closest Confederate Force. If there is one or more Confederate Forces equal distance away select the Force to move toward randomly (for example, roll d10 and assign 1-5 to one Confederate Force and 6-10 to another Confederate Force). If the Force is in Column Formation, do not roll for Activation, this Battle Plan automatically Activates. If the Force is in Line Formation, change the Force to Column Formation and Advance the Force one Region. Do not roll for Activation.

A14.2.2 Combat (Aggressive and Defensive)

Resolve as per the Basic Rules but assign this Default Battle Plan to every Union Force that is 1 Square or less away from the nearest Confederate Force. Roll against the Force's Activation number. If the result is equal to or less than the Activation number change the Force to Line Formation (relative to the Confederate Force it is attacking). If in Melee combat, do not change the Formation. Perform an Attack for the Force if there are Confederate Forces at range 0 or 1 (11.6). If there is more than one Confederate Force in an adjacent Square, target the Force with the highest Skill Level, otherwise determine the target randomly. Artillery and Fortifications always use Combat if there are non-Melee Confederate Forces 1 Square or more away. Refer to 11.7.2 for the Artillery and Fortifications Ranged Attack Modifier Table.

A14.2.2.1 Union Cavalry

Resolve as per the Basic Rules but assign the Combat Default Battle Plan to any Union Cavalry that is exactly 2 Squares away from the nearest Confederate Force. If there is more than one Confederate Force 2 Squares away, target the Force with the highest Skill Level, otherwise determine the target randomly. In this case, roll for Activation. If the Activation check is successful, do not change Formation and do not move the Cavalry Force. Perform an Attack with a -2/-2 penalty to the Cavalry Force's Combat Value (a natural '1' is always a Hit). If the Activation check fails, the Force will Hold. Union Cavalry use Combat as per the Basic Rules if the closest Confederate Force is 1 Square (Ranged) or less (Melee) away.

Retreat (Routed only) – This Battle Plan automatically Activates. Change the Force to Column Formation. Retreat the Force one Square toward Row A. Otherwise, resolve as per the Basic Rules.

Hold (Defensive) – Resolve as per the Basic Rules.

A14.3 Resolve Union Battle Plans

Resolve Union Default Battle Plans in order from the frontmost to rearmost Battlefield Row (from Confederate Row F to Union Row A). Where multiple Union Forces occupy the same Row resolve Default Battle Plans in order from the highest Skill Level to the lowest Skill Level. For multiple Forces with the same Skill Level resolve Default Battle Plans randomly. Make an Activation check (5.6) if necessary. Remember to include any effects from Special Battle Plans, and that those effects are cumulative. Check for gains in Command Points.

A14.4 Resolve Confederate Battle Plans

Make Activation checks (5.6) and resolve the Default Battle Plans and Battle Plan Counters for your Confederate Forces in any order. Note that if a Force has a Battle Plan Counter attached, that Battle Plan Counter must be resolved. Check for gains in Command Points.

A14.5 Rout Check

After resolving all Battle Plans, recheck the Combat Values of each side to determine if one army has Routed the other as per the Basic Rules. Forces must Retreat one Square into an empty Square if Routed. If a Force is unable to do so, that Force is Destroyed. Artillery is Captured as per the Basic Rules (see 5.9.1, 5.9.2, 5.9.2.1, and 5.9.2.2). Forces exit the Battle as per the Basic Rules. Both the Confederate and Union will gain bonus Command Points for Routing the enemy as per the Basic Rules. Resolve all else as per the Basic Rules.

A14.5.1 Voluntary Retreats

If you voluntarily Retreat a Force behind Row F, resolve as per the Basic Rules.

A14.6 Advance Battle Turn Counter

Advance the Battle Turn counter as per the Basic Rules.

A14.7 End of the Battle

The Battle ends when the first of three conditions is met as per the Basic Rules.

A14.8 Withdrawal

If you move the Battle Turn counter into the Withdrawal box, immediately end the Battle. If one army has a less than 2:1 advantage in combined Combat Values, roll on the Withdrawal Table as per the Basic Rules. Refer to the Campaign Information Sheet and resolve any result from the Withdrawal Table as per the Basic Rules. If one army is at a 2:1 or greater disadvantage the Forces of that army automatically Retreat (A14.8.2 and A14.8.3 below).

A14.8.1 Rejoin

Resolve as per the Basic Rules.

A14.8.2 Union Retreat

Resolve as per the Basic Rules.

A14.8.3 Confederate Retreat

Resolve as per the Basic Rules.

A14.8.4 Encamp

Resolve as per the Basic Rules. If those Forces (and any additional Forces) still occupy the same Area at the end of the Forced March step (15.1), resolve the Battle after the Forced March step. If those Forces (and any additional Forces) still remain in the same Area at the end of the Union Orders phase (16.1) then resolve a new Battle in the Union phase (17.0).

A15.0 Post Battle

The Post Battle (15.0), Forced March (15.1), and Confederate Resupply (15.3) steps are all resolved as per the Basic Rules, as are the Union Orders (16.1) and Union Resupply (18.0) steps.

The Resolve Battles steps (15.2 and 17.0) should be resolved using these Advanced Battle Rules.

Upon conclusion of all steps the turn is complete. Move on to the Next Turn step (19.0) and return to the Sequence of Play step (8.0).

Union Objective Markers

Some Battle Pack scenarios will require you to use and place Union Objective Marker counters.

While placing Confederate and Union Force counters on the modified Advanced Battlefield Sheet, place a Union Objective counter in the specified Squares (detailed in the Union Objectives section of the Scenario Information Sheet). Union Objective counters are used in Battle Pack scenarios in which the Union is using Aggressive tactics to reach specified Squares on the Advanced Battlefield Sheet. Note that in some scenarios the Union may be using Aggressive tactics but Victory is achieved by the army that inflicts the highest number of casualties. In these scenarios do not place any Union Objective counters (this will be noted on the Scenario Information Sheet).

Union Objective counters are used during a scenario to determine whether a Union counter will move towards the closest Confederate Force counter (as is normal) or the closest Union Objective counter, as outlined below.

Union Objective Markers and the Advance Default Battle Plan

During the Resolve Union Battle Plans step, each time a Union Force uses the Advance Default Battle Plan, roll d10. If the roll is an even number (2, 4, 6, 8 or 10) that Union Force will advance to the closest Confederate Force. If the d10 roll is an odd number (1, 3, 5, 7 or 9) that Union Force will advance to the closest Union Objective. After making that roll, in cases where there are two or more Confederate Forces or two or more Union Objectives an equal distance away, roll d10 again to randomly determine which Confederate Force or Union Objective the Union Force will move towards.

Example: Slocum, in C6, could use the Advance Default Battle Plan to move towards Longstreet in D4 (the closest Confederate Force counter) or the Union Objective counter in E5, or the one in E7 (as both Union Objective counters are equal distance away from Slocum). You roll d10 and get a '5'. As that is an odd number, Slocum will move towards the closest Union Objective. As there are two Union Objective counters equal distance away you roll d10 again to determine which Union Objective the Infantry Force will move towards. For example, you could assign 1-5 to the Union Objective in E5 and a result of 6-10 to the Union Objective in E7. After determining which Union Objective counter Slocum will move towards, resolve the Advance Default Battle Plan as normal.

Had you rolled an even number, the Union Infantry Force would have moved towards Longstreet as that is the nearest Force, even though the two Union Objective counters are closer to the Union Infantry Force.

If a Union Force counter currently occupies a Square with a Union Objective counter, that Force will Hold. Do not move the counter.

If a Union Force counter currently occupies a Square with a Union Objective counter, a second Union Force counter will move to the next closest Union Objective in an unoccupied Square.

Charge! and Union Objective Markers

When playing a scenario that uses Union Objective Markers, anytime one or more Union Force counters are in a Square adjacent to one or more Confederate Force counters at the beginning of the Draw and Assign Union Special Battle Plans step, immediately draw and resolve the Charge! Special Battle Plan. If the scenario specifies a limited number of Special Battle Plans per turn, then drawing Charge! DOES count against that total. If the scenario does not specify the use of any Special Battle Plans (Default Battle Plans only) then consider the drawing and use of Charge! a Special Rule. It does not count against the total number of Default Battle Plans available to the Union in that turn. Union Forces affected by Charge! – whether to use Advance or Combat – however cannot be assigned a Default Battle Plan in the same turn. Refer to section A14.1 in the Advanced Battle Rules for details on how to resolve the Charge! Special Battle Plan.

Field Commander Robert E. Lee Optional Rules

The following Optional Rules are exactly that: Optional!

You can use one, some or all of the Optional rules in the same game. These Optional Rules can be combined with the Basic Rules and/or the Advanced Rules, as well as, in some cases the Very Quick Battle Rules and Quick Battle Rules.

Optional Rules are distinguished with the prefix 'O'. O16.3.1 for example refers to Optional Rule 16.3.1 in contrast with 16.3.1 which refers to the rule in the Basic Rulebook.

It is strongly recommended that you are familiar with and experienced with the Basic Rulebook before playing with any Optional Rules.

In all cases, any Campaign-specific Special Rules take precedence over any Optional Rules in use.

O16.3.1 Scout Counters and Union Order

If you have any available Scout counters, you have three (not two) options.

  1. You can discard 1 Scout counter to re-roll a Union Orders die roll as per the Basic Rules.
  2. You can discard 1 Scout counter to modify the result of a Union Orders die roll by plus or minus one as per the Basic Rules.
  3. You can discard multiple Scout counters to modify the result of a Union Orders die roll by the cumulative number, plus or minus.

Example: You roll a '7' on d10 and discard two Scout counters to modify the Orders result to a '5' (you could alternatively alter it to a '9').

Used with: Basic, Advanced, Very Quick and Quick Rules.

O15.3 & 18.0 Confederate and Union Resupply

To add a degree of uncertainty over the availability of Reinforcements and Additional Forces, at the beginning of each Resupply step, roll d10 and consult the relevant table below.

Availability of Confederate Command Points / Optional Confederate and Union Resupply Availability

Difficulty LevelD10 Result
Regular10
Hard9+
Veteran8+

If the d10 result is equal to or higher than the indicated target number, the Confederate player and/or the Union AI is NOT able to use any Command Points in that Resupply phase for that turn. The player/Union AI does not lose those Command Points and they may be used in Resupply steps in future turns.

Used with: Basic, Advanced, Very Quick and Quick Battle Rules.

O11.4 Shock Attacks

In the Basic Rules, all Union Forces are required to make a single Activation check before making a Shock attack (unless using the Engage or Flank Battle Plan Counters). (Text as printed.)

This Optional Rule requires Force counters with a lower Skill Level to make multiple Activation checks to initiate a Shock attack. This reflects the bravery and discipline required to make a charge into the enemy guns.

Confederate Shock Attacks

Usually, a Force must make a single Activation check to initiate a Shock attack. This Optional Rule increases the number of Activation checks necessary for a Confederate Force to initiate a Shock Attack, depending on the Skill Level of that Force as indicated on the table below. This makes it harder for Force counters with a lower Skill Level to initiate a Shock Attack (which gives greater historical accuracy).

Force Skill Level# Activation Checks to Make
Conscript3
Poor Line3
Line2
Veteran2
Elite1

If at any time the Force fails an Activation check, the Shock Attack fails. That Force must Hold instead.

Union Shock Attacks

It is recommended that a Union Force using the Charge! Special Battle Plan also be required to follow the same rules. After making the initial Activation check to determine whether the Union Force will use the Combat or Advance Default Battle Plan, every Union Force that will use Advance should also be required to make a number of Activation checks as determined below and dependent on the Skill Level of the Force.

Force Skill Level# Activation Checks to Make
Conscript3
Poor Line3
Line2
Veteran2
Elite1

If at any time a Force fails to make an Activation check, that Force should use the Hold Default Battle Plan instead.

If a Force successfully makes the required number of Activation checks, resolve Defensive Fire (11.4.1) as per the Basic Rules and continue to resolve the Shock attack.

Used with: Basic and Advanced Rules

The Battle Continues

To add a degree of uncertainty at the end of the last turn of the campaign, roll d10. If the result is equal to or greater than the target score, as determined by Difficulty Level, add an extra turn to the game. Play that extra turn as per the Basic Rules and repeat the d10 roll at the end of that extra turn.

Difficulty LevelTarget Score
Regular10
Hard9+
Veteran8+

Used with: Basic, Advanced and Quick Battle Rules.

Officers Confused

To reflect the confusion experienced in Battle, each Battle Turn randomly remove the following number of Confederate Battle Plan Counters and/or Union Special Battle Plan counters. This will limit the tactical choices available each Battle Turn.

Difficulty Level# Confederate Battle Plan Counters# Union Special Battle Plans
Regular26
Hard44
Veteran62

Note that you can select different Difficulty Levels for the Confederates and the Union. For example, you can play at the Hard Difficulty Level for the Confederates (remove 4 Battle Plan Counters per Battle Turn) and at the Veteran Difficulty Level for the Union (remove 2 Special Battle Plans per Battle Turn).

Used with: Basic and Advanced Battle Rules.

Union Cavalry Corps

While it is generally acknowledged that the Union cavalry in the early years of the Civil War was inferior to the Confederate horse, as the Civil War continued, the Union cavalry operating in the Eastern theater became more adept at thwarting J.E.B. Stuart. In the early fighting Union cavalry units operated with infantry, rather than enjoying more independence as the Rebel horsemen did. Major General Joseph Hooker introduced massive changes early in 1863 to create a Cavalry Corps under the command of George Stoneman. Although ultimately ineffective in the Battle of Chancellorsville, the Union held their own at the Battle of Brandy Station and matched Stuart at Gettysburg.

To reflect this, any time the Confederate player attempts to use a Scout counter, the Union AI gets a Saving Throw to negate the effect. If the Saving Throw is successful, Union cavalry are assumed to have countered the Confederate horsemen, and the intended effect of the Scout counter is automatically negated. The player may choose to discard a second (or third, etc.) Scout counter to try and produce the same effect, but each time the Union AI gets a Saving Throw.

CampaignSaving Throw (d10)
Seven Days Battles10
Second Manassas10
Antietam10
Chancellorsville9+
Gettysburg9+

For future Campaigns to be released, consider February 1863 to represent the watershed. Any future Campaigns that take place before that date, use a '10' Saving Throw. For any future Campaigns that take place after that date, use a '9+' Saving Throw.

Used with: Basic, Advanced, Very Quick and Quick Battle Rules.

Counter-Battery Fire

If one or more Confederate Artillery Forces and one or more Union Artillery Forces will participate in a Battle, those Artillery Forces will engage in pre-Battle Counter-Battery Fire, attempting to Destroy one another before the Mobile Forces act. Note that if only one army has Artillery Forces present in the Battle, there is no Counter-Battery Fire phase.

Before placing the Forces on the Battlefield sheet, consult the table below to determine the target roll to Hit for each Artillery Force (Confederate and Union). For each Artillery Force (Confederate and Union) that will take part in the Battle, roll d10 once. For each Hit, Destroy an enemy Artillery Force with the lowest Skill Level. That Force cannot take part in the Battle and, for Union Forces, is placed in the Reinforcement (if named) or Additional Forces (if not named) cup. Place any Destroyed Confederate Artillery Forces to the side. All those Forces may be repurchased in the respective Resupply phases as normal. Counter-Battery Fire is considered to be taking place simultaneously so roll all total dice before resolving all total Hits. Place any remaining Artillery Forces (Confederate and / or Union) on the Battlefield sheet as per the Basic Rules.

Artillery Combat ValueTarget roll to Hit (roll this number or less on d10)
11
21
31
41
51
62
73
84
95
106

Used with: Basic, Advanced, Very Quick and Quick Battle Rules.

O13.0 Determine Union Tactics and Pool of Union Special Battle Plans

After calculating and comparing the total Combat Value of all Union Forces to the total Combat Value of all Confederate Forces in the normal manner, roll d10 to determine if the Union will use the Optional Union Tactics Table #1 or #2 (even numbers on d10 for #1, odd numbers on d10 for #2). Then, roll d10 again and consult the relevant Optional Union Tactics Table below to determine the Tactics (and therefore the Battle Plans and Special Battle Plans) the Union will use. This rule is designed to add a touch of unpredictability to each Battle.

  • Union Superiority: The combined Combat Value of all Union Forces exceeds the combined Combat Value of all Confederate Forces.
  • Union Forces Equal: The combined Combat Value of all Union Forces is equal to the combined Combat Value of all Confederate Forces.
  • Union Outnumbered: The combined Combat Value of all Union Forces is less than the combined Combat Value of all Confederate Forces.

Optional Union Tactics Table #1

1D10 Die RollUnion SuperiorityUnion Forces EqualUnion Outnumbered
1DefensiveDefensiveDefensive
2DefensiveDefensiveDefensive
3DefensiveDefensiveDefensive
4AggressiveDefensiveDefensive
5AggressiveDefensiveDefensive
6AggressiveAggressiveDefensive
7

Optional Union Tactics Table #2

1D10 Die RollUnion SuperiorityUnion Forces EqualUnion Outnumbered
1AggressiveAggressiveAggressive
2AggressiveAggressiveAggressive
3AggressiveAggressiveAggressive
4DefensiveAggressiveAggressive
5DefensiveAggressiveAggressive
6DefensiveDefensiveAggressive

Used with: Basic and Advanced Battle Rules.

Number of Scout Counters

The skillful use of Scout counters is a key aspect to gaining victory in Field Commander Robert E. Lee. To make things easier – or harder – you can vary the number of Scout counters made available to the Confederate player in the 15.3.1 Add Scout Counters (15.3.1) step by +/-1. Note that there is still a hard limit to the number of Scout counters as determined by the number of physical Scout counters available.

Difficulty Level# Scout Counters in Confederate Resupply Phase
Easy+1
RegularNo change
Hard-1

Used with: Basic, Advanced, Very Quick and Quick Battle Rules.

Confederate Groups and Area Group Limit

Confederate groups of Forces can only contain Named Force counters from the same Corps and/or Additional Forces (Brigades, Regiments and Batteries). The total number of Confederate Forces in each group is the same as the maximum size of a Union group, as indicated on the Campaign Information Sheet. Static Forces do not count as being part of a group.

Example: In the Gettysburg Campaign, the Union group size limit is 6 Force counters. This limitation applies to groups of Confederate Forces too.

In conjunction with the limitation to Confederate group sizes detailed above, each Area of the Campaign map can only contain a maximum of one Confederate group of Forces and one Union group of Forces.

Used with: Basic, Advanced, Very Quick and Quick Battle Rules.

  • 4.13 Battle Plans
  • 4.14 Battle Plan Quantity
  • 4.15 Insights
  • 4.16 Battle Location
  • 4.17 Objectives
  • 4.18 Reinforcement Cup
  • 4.19 Additional Forces Cup
  • 4.20 Campaign Information Sheet
  • 4.21 Campaign Turn Tracker Sheet
  • 4.22 Player's Aid
  • 4.23 Other Counters
  • 7.12 Union Static Forces
  • 7.13 Objective Counters
  • 7.14 Difficulty Level
  • 7.15 Choose Advanced Optional Rules
  • 10.2.11 Buy Additional Confederate Battle Plans
  • 10.2.12 Select Insight Counters
    • 10.2.12.1 Duration
    • 10.2.12.2 Demolitions
    • 10.2.12.3 Entrench
    • 10.2.12.4 Front
    • 10.2.12.5 Morale
    • 10.2.12.6 Officers
    • 10.2.12.7 Screen
    • 10.2.12.8 Terrain
  • 10.2.13 Place Confederate Forces
  • 10.2.14 The Battlefield Sheet
  • 10.2.15 Place Confederate Static Forces
  • 10.2.16 Place Confederate Mobile Forces
  • 10.2.17 Place Robert E. Lee
  • 10.2.18 Place Union Static Forces
  • 10.2.19 Place Union Mobile Forces
  • 10.2.20 Screened Approach
  • 10.3 Formations – Column and Line
  • 11.5 Melee Combat
  • 11.6 Performing an Attack
  • 11.7 Artillery and Fortifications
    • 11.7.1 Artillery and Fortifications Ranged Attack Modifier
    • 11.7.2 Artillery and Fortifications Ranged Attack Modifier Table
  • 11.8 Attack Bonuses
  • 11.9 Allocating Hits
  • 11.10 Suffering Hits
  • 11.11 Destroyed Forces
  • 12.3.9 Rapid Advance
  • 12.3.10 Rapid Fire
  • 12.3.11 Volley
  • 12.4 Confederate Default Battle Plans
    • 12.4.1 March
    • 12.4.2 Fire
    • 12.4.3 Disrupt
    • 12.4.4 Pivot
    • 12.4.5 Retreat
    • 12.4.6 Hold
  • 14.1.11 Fog of War
  • 14.2 Union Default Battle Plans
    • 14.2.1 Advance (Aggressive)
    • 14.2.2 Combat (Aggressive and Defensive)
      • 14.2.2.1 Combat and Union Cavalry
    • 14.2.3 Retreat (Routed only)
    • 14.2.4 Hold (Defensive)
  • 14.3 Resolve Union Battle Plans
  • 14.4 Resolve Confederate Battle Plans
  • 14.5 Rout Check
    • 14.5.1 Voluntary Retreats
  • 14.6 Advance Battle Turn Counter
  • 14.7 End of the Battle
  • 14.8 Withdrawal
    • 14.8.1 Rejoin
    • 14.8.2 Union Retreat
    • 14.8.3 Confederate Retreat
    • 14.8.4 Encamp
  • Determine Very Quick Battle Differential
  • Consult Battle Resolution Table
  • Check Robert E. Lee Counter
  • Determine Hits to Attacker and Defender
  • 11.9 Allocating Hits (Very Quick)
  • 11.10 Suffering Hits (Very Quick)
  • 11.11 Destroyed Forces (Very Quick)
  • Unresolved Steps
  • 14.5 Rout Check (Very Quick)
  • 14.5.1 Voluntary Retreats (Very Quick)
  • 14.6 Advance the Turn Counter (Very Quick)
  • 14.7 End of the Battle (Very Quick)
  • 14.8 Withdrawal (Very Quick)
    • 14.8.1 Rejoin (Very Quick)
    • 14.8.2 Union Retreat (Very Quick)
    • 14.8.3 Confederate Retreat (Very Quick)
    • 14.8.4 Encamp (Very Quick)
  • 15.0 Post Battle (Very Quick)
  • Quick Battle Rules
    • Scouts (4.10) and Quick Battle Rules
    • Sequence of Play (Quick)
      • 10.1 Pre-Battle Sequence (Quick)
    • Fog of War and Battle Turns (Quick)
    • 11.0 Battle Overview (Quick)
    • 12.0 Battle Turns (Quick)
      • Determine Attacker (Quick)
      • Resolving Quick Battles
      • Determine Quick Battle Differential
      • Consult Battle Resolution Table (Quick)
      • Check Robert E. Lee Counter (Quick)
      • Determine Hits to Attacker and Defender (Quick)
      • 11.9 Allocating Hits (Quick)
      • 11.10 Suffering Hits (Quick)
      • 11.11 Destroyed Forces (Quick)
      • Unresolved Steps (Quick)
      • 14.5 Rout Check (Quick)
      • 14.5.1 Voluntary Retreats (Quick)
      • 14.6 Advance Battle Turn Counter (Quick)
      • 14.7 End of the Battle (Quick)
      • 14.8 Withdrawal (Quick)
        • 14.8.1 Rejoin (Quick)
        • 14.8.2 Union Retreat (Quick)
        • 14.8.3 Confederate Retreat (Quick)
        • 14.8.4 Encamp (Quick)
    • 15.0 Post Battle (Quick)
  • Advanced Battle Rules
    • Introduction
    • Advanced Rules Section References
    • What Is Different?
    • Advanced Battlefield Sheet
    • Artillery and Fortification Line of Sight
  • A10.0 Battle
    • A10.1 Battle Turn Sequence
    • A10.2 Pre-Battle
      • Union Bonus Special Battle Plan
      • A10.2.12 Insights
      • A10.2.14 The Battlefield Sheet
    • A10.3 Formations – Column and Line
  • A11.0 Battle Overview
    • A11.0.1 Calculating Range
    • A11.1 Battle Plan Assignment
      • A11.1.1 Confederate Artillery
      • A11.1.2 Union Artillery
    • A11.2 Battle Plan Activation
    • A11.3 Advance and Retreat
    • A11.4 Shock
      • A11.4.1 Defensive Fire
      • A11.4.2 Shock Check
        • A11.4.2.1 Additional Combat Value Modifiers
        • A11.4.2.2 Flank Attack
        • A11.4.2.3 Rear Attack
      • A11.4.4 Artillery and Shock Checks
    • A11.5 Melee Combat
      • Union Default Battle Plans in Melee Combat
      • Union Special Battle Plans in Melee Combat
      • Confederate Default Battle Plans in Melee Combat
      • Other Melee Rules
    • A11.6 Performing an Attack
    • A11.7 Artillery and Fortifications
      • A11.7.1 Artillery and Fortifications Ranged Attack Modifier
      • A11.7.2 Artillery and Fortifications Ranged Attack Modifier Table
    • A11.8 Attack Bonuses
    • A11.9 Allocating Hits
    • A11.10 Suffering Hits
    • A11.11 Destroyed Forces
  • A12.0 Battle Turns
    • A12.1 Insight Activation
      • A12.1.1 Scout Counters and Insight Activation
    • A12.2 Select and Place Confederate Battle Plans
    • A12.3 Confederate Battle Plan Counters
    • A12.4 Confederate Default Battle Plans
  • A13.0 Determine Union Tactics and Pool of Union Special Battle Plans
    • A13.1 Aggressive Union Tactics and Default Battle Plans
    • A13.2 Aggressive Union Special Battle Plans
    • A13.3 Defensive Union Tactics and Default Battle Plans
    • A13.4 Defensive Union Special Battle Plans
  • A14.0 Draw and Assign Union Special Battle Plans
    • A14.0.1 Scout Counters and Union Special Battle Plans
    • A14.1 Union Special Battle Plan Counters
    • A14.2 Union Default Battle Plans
      • A14.2.1 Advance (Aggressive)
      • A14.2.2 Combat (Aggressive and Defensive)
        • A14.2.2.1 Union Cavalry
    • A14.3 Resolve Union Battle Plans
    • A14.4 Resolve Confederate Battle Plans
    • A14.5 Rout Check
      • A14.5.1 Voluntary Retreats
    • A14.6 Advance Battle Turn Counter
    • A14.7 End of the Battle
    • A14.8 Withdrawal
      • A14.8.1 Rejoin
      • A14.8.2 Union Retreat
      • A14.8.3 Confederate Retreat
      • A14.8.4 Encamp
  • A15.0 Post Battle
  • Union Objective Markers
    • Union Objective Markers and the Advance Default Battle Plan
    • Charge! and Union Objective Markers
  • Field Commander Robert E. Lee Optional Rules
    • O16.3.1 Scout Counters and Union Order
    • O15.3 & 18.0 Confederate and Union Resupply
    • O11.4 Shock Attacks
      • Confederate Shock Attacks
      • Union Shock Attacks
    • The Battle Continues
    • Officers Confused
    • Union Cavalry Corps
    • Counter-Battery Fire
    • O13.0 Determine Union Tactics and Pool of Union Special Battle Plans
    • Number of Scout Counters
    • Confederate Groups and Area Group Limit
  • 84Roll d10. 1-2: Add 1 Union Fortification to the Battle. 3-10: Add 1 Union Garrison to the Battle.
    93Union gains +1 Special Battle Plan each Turn of the Battle.
    104Union gains +2 Special Battle Plans each Turn of the Battle.
    93Union gains +2 Special Battle Plans.
    104Virulent Disease. Inflict 1 Hit on all Confederate Forces in 1 random Confederate Held Area.
    104Desertion. Remove 1 random Confederate Force from one Confederate Held Area.
    3A: 3 D: 1A: 3 D: 1A: 2 D: 1A: 2 D: 1A: 2 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1
    4A: 3 D: 1A: 2 D: 1A: 2 D: 1A: 2 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1
    5A: 2 D: 1A: 2 D: 1A: 2 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 2
    6A: 2 D: 1A: 2 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 2A: 1 D: 2
    7A: 2 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 2A: 1 D: 2A: 1 D: 2
    8A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 2A: 1 D: 2A: 1 D: 2A: 1 D: 3
    9A: 1 D: -A: 1 D: 1A: 1 D: 1A: 1 D: 1A: 1 D: 2A: 1 D: 2A: 1 D: 2A: 1 D: 3A: 1 D: 3
    10A: 1 D: -A: 1 D: -A: 1 D: 1A: 1 D: 2A: 1 D: 2A: 1 D: 2A: 1 D: 3A: 1 D: 3A: 1 D: 3
    Aggressive
    Aggressive
    Defensive
    8AggressiveAggressiveAggressive
    9AggressiveAggressiveAggressive
    10AggressiveAggressiveAggressive
    7
    Defensive
    Defensive
    Aggressive
    8DefensiveDefensiveDefensive
    9DefensiveDefensiveDefensive
    10DefensiveDefensiveDefensive