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Fredericksburg: The Union Repulsed, Dec. 13, 1862

Fredericksburg: The Union Repulsed, Dec. 13, 1862 Rulebook

Table of Contents

Table of Contents

  • System Rules
    • 1.0 Introduction
    • 2.0 Game Equipment
      • 2.1 The Game Map
      • 2.2 Visual Aids
      • 2.3 The Playing Pieces
      • 2.4 How to Read the Units
      • 2.5 Game Scale
    • 3.0 Setting Up the Game
    • 4.0 Sequence of Play
      • 4.1 Sequence Outline
    • 5.0 Movement
      • 5.1 Prohibitions
      • 5.2 Effects of Terrain
      • 5.3 Effects of Friendly Units
    • 6.0 Zones of Control
    • 7.0 Combat
      • 7.1 Which Units Attack
      • 7.2 Multiple Unit & Multi-Hex Combat
      • 7.3 Combat Strength Unity
      • 7.4 Effects of Terrain
      • 7.5 Diversionary Attacks
      • 7.6 Explanation of Combat Results
      • 7.7 Retreating & Advancing as a Result of Combat
      • 7.8 Displacement
      • 7.9 Voluntary Reduction of Combat Odds
    • 8.0 Artillery
      • 8.1 Bombardment Attacks
      • 8.2 Combined Attacks
      • 8.3 Line of Sight
      • 8.4 Adjacent Attacks
      • 8.5 Defense
    • 9.0 Terrain Effects Chart
    • 10.0 Night Game Turns
      • 10.1 Effect on Combat
      • 10.2 Effect on Movement
    • 11.0 Optional Rule: Attack Effectiveness
      • 11.1 How Effectiveness is Lost
      • 11.2 Results of Loss
      • 11.3 Enemy Zone of Control (EZOC)
      • 11.4 Recovery of Attack Effectiveness
    • 12.0 Designer's Notes
  • Fredericksburg Scenario Rules
    • 15.0 Fredericksburg
      • 15.1 Initial Deployment
        • 15.1.1 Player Sequence
      • 15.2 Reinforcements
        • 15.2.1 Restrictions
        • 15.2.2 Reinforcement Charts
      • 15.3 Terrain Features
        • 15.3.1 Pontoons
        • 15.3.2 Redoubts
        • 15.3.3 (Clarification)
      • 15.4 Victory Conditions

System Rules

The following Blue & Gray System Rules (1.0–12.0) are common to all games in the Blue & Gray game system.

1.0 Introduction

This Blue & Gray Deluxe edition offers players the opportunity to revisit the original SPI American Civil War QuadriGames with updated map graphics, mounted maps, enlarged counters, optional rules, and several variants with additional counters and markers.

The eight original SPI QuadriGames, first published in 1975, included in this edition are: (Blue & Gray I) Antietam, Cemetery Hill, Chickamauga, Shiloh, and (Blue & Gray II) Battle of the Wilderness, Chattanooga, Fredericksburg, Hooker & Lee.

Later editions of Blue & Gray were published by TSR in 1984 and by Decision Games in 1995.

These rules are based the original SPI Blue & Gray rules, reformatted and including official errata and clarifications. Our intent is to provide players with the original experience of playing those first eight SPI American Civil War games. Many of the optional rules and variants come from Moves magazine, Strategy & Tactics magazine, and later editions of the game system. Enjoy!

The Blue & Gray game system is a simulation of warfare during the American Civil War era. Each game in the system represents one of the great battles in the period. The playing pieces represent the actual units which participated in the battles, and the Map represents the terrain over which those units fought.

The rules are divided into four parts. The first part consists of the Standard Rules (1.0–12.0), common to all the games in the Blue & Gray game system. The second part consists of Exclusive Rules (13.0–20.0) for each specific game, which include Initial Deployment, Reinforcements, and special rules, along with player and designer notes. The third and fourth parts consist of Optional Rules (21.0) and Variants Rules (22.0).

These games were originally designed to ensure maximum playability and maximum reality (in that order). To achieve these goals, the physical components, as well as the game rules, were designed to make the game easier to understand and play. The components include smaller, more compact playing maps, never more than a hundred playing pieces per game, and the standardized rules.

The standardization makes it easier for the Players to go from one game to another within the series. It also enabled the games' designers to concentrate on the realism aspect of the games. (The standardization generally takes care of any playability problems.)

Note: These rules use the following color system: Red for important notes such as exceptions or errata, Blue for examples of play, Italic with gray background for designer notes. Check for e-rules updates to this game at decisiongames.com.

2.0 Game Equipment

This Deluxe edition has four double-sided mounted map boards, each side providing a map for one of the eight games included in this package.

2.1 The Game Map

Each mounted game map is 17×22-inch and includes all the significant terrain in the given battle. Maps also display a variety of visual aids which assist play (see below).

A hexagonal grid is superimposed over the terrain features printed on the map sheet to regularize movement and positioning of the playing pieces. Each hex is assigned a unique 4-digit identification number, the first 2 digits defining the column and the second two the row (Example: 0102 means the second hex in the first row). The numbering allows rapid placement of units, and enables players to record their games.

2.2 Visual Aids

Various visual aids are provided for the players to simplify and illustrate certain game functions. Some are contained on the maps while others are on a Player Aid Card (PAC). These include the following:

Game Charts & Tables

  • Combat Results Table (CRT) (on PAC #1 & some Maps)
  • Deployment & Reinforcement Charts (on PACs #2–5)
  • Eliminated & Exited Units Displays (on PACs #6–7)
  • Grand Chancellorsville Turn Record Track (on PAC #8)
  • Terrain Effects Chart (on PAC #1 and on the Shiloh Map)
  • Terrain Key (on Maps)
  • Turn Record Track (on Maps)
  • Victory Point Tracks (on PACs #6–7)

Map symbols

  • Union Reinforcement Entry
  • Confederate Reinforcement Entry
  • Special Rule Hexes (see scenario rules): Marked with thicker outline.
  • Historical Landmarks: No effect on play.

The map time-of-day color bands are Day, Fog, and Night. Spaces on the turn record tracks are color-coded as shown above when non-day turns are present.

2.3 The Playing Pieces

The cardboard pieces represent the actual military units that took part in the original battle. The blue colored pieces represent Union forces; the gray colored pieces represent Confederate forces. The numbers and symbols on the pieces represent the strength, movement capability, and type of unit represented by that piece. These playing pieces will hereafter be referred to as "units."

2.4 How to Read the Units

  • Front: Size Symbol (top), Designation (left), Type Symbol (right), Combat Strength (bottom).
  • Back: Game Code (top), Ineffective Combat Strength (bottom, in parentheses).

Unit Designations

Confederate units are identified by their commander's name. Union units are identified by numerals in this sequence: brigade/division/corps (roman numeral). Example: "2/1/IV" is the 2nd Brigade of the 1st Division, 4th Corps.

Unit Types: Infantry, Cavalry, Artillery.

Unit Sizes: III: Regiment; X: Brigade; XX: Division; XXX: Corps.

Combat Strength: The relative strength of a unit when attacking and defending, expressed in terms of Combat Strength Points (CSP). Ineffective Combat Strength is shown in parentheses to reflect a unit's loss of Attack Effectiveness and inability to attack (see Optional Rule 11.0). Attack Ineffective units still defend normally.

Movement Allowance (not shown on units): The maximum number of Clear terrain hexes which a unit may be moved in a single Movement Phase.

  • The Movement Allowance for all units is six Movement Points (MP).
  • More than one MP may be expended for each hex entered with certain terrain.

Game Code Designations: Each counter has a lettered Game Code on its back side, designating the game for which that counter is used. These game codes also mark the scenario rules and PACs.

  • A: Antietam
  • C: Cemetery Hill
  • F: Fredericksburg
  • H: Hooker & Lee
  • K: Chickamauga
  • S: Shiloh
  • T: Chattanooga
  • W: Battle of the Wilderness
  • V: Variant Counters

Game Markers: The following additional markers are included to enhance game play: Game Turn (GT) markers, Victory Point (VP) markers (x1 and x10), and Control markers (Union and Confederate flags).

Other Markers: The following markers are for variants (22.0). Some are printed on the front of the markers and others on the backs. The markers are Limbered, Scattered, Pinned, Defensive Fire, Entrenchment, Entrenching, Shattered, and Out of Command.

2.5 Game Scale

  • Each hexagon on the map represents 400 meters of real terrain from side to side.
  • Each Strength Point represents between 250 and 350 men.

3.0 Setting Up the Game

Determine which game is to be played. The map board should be selected and unfolded. Players should determine who will be the Confederate Player and who will be the Union Player.

The Players then consult their respective Deployment & Reinforcement Charts (PACs). These charts show the hex number, strength, and Designation of each unit which is in play (on the map) during the first Game Turn. Players should simultaneously place each of these units in its proper position on the map. All remaining units should be placed aside and brought into play according to the Reinforcement Charts (PAC). In setting up units, Players may disregard historical designations, so long as the unit type and strength are correct. Once the units are set up, Players are ready to commence Game Turn One. Place the Game Turn Marker in the first position on the Turn Record Track.

4.0 Sequence of Play

The game is played in successive Game Turns (GT) composed of alternate Player Turns. During each Player Turn, the Player maneuvers his units and resolves combat in sequence, according to the rules which follow. At the conclusion of the final Game Turn, the Victory Conditions are consulted, and the winner is determined according to the victory conditions specified for each game.

4.1 Sequence Outline

The Game Turn is divided into a First Player Turn and a Second Player Turn. The Player whose Player Turn is currently in progress is termed the Phasing Player. The activity which may take place during each Phase is outlined below:

  1. First Player Turn
    • A. Movement Phase: The Phasing Player may move all, some, or none of his units as he desires within the limits and restrictions of the rules of Movement (5.0) and Zones of Control (6.0), and the Exclusive Rules of the game being played (13.0–20.0). The Phasing Player may bring reinforcements onto the map as allowed by his Reinforcement schedule and the Reinforcement rules (13.0–20.0). The non-Phasing Player's units may not move.
    • B. Combat Phase: The Phasing Player uses his units to attack the non-Phasing Player's units according to the rules of Combat (7.0) and Artillery (8.0). During this Phase neither Player may move his units except when required to by the Combat Resolution procedure.
  2. Second Player Turn: The Second Player now becomes the Phasing Player and conducts movement and combat in the manner described above.
  3. Game Turn Record Interphase: The Game Turn marker should be advanced one space on the Game Turn Record Track to mark the passage of one Game Turn and signal the start of another.

5.0 Movement

During the Movement Phase, the Phasing Player may move as many or as few of his units as he desires. They may be moved in any direction or combination of directions.

Important: All units have a Movement Allowance of 6 MP.

Units are moved one at a time tracing a path of contiguous hexes through the hex grid. As a unit enters each hex, it must pay one or more Movement Points (MP) from its Movement Allowance. Thus, a unit can move through six Clear terrain hexes in a single Movement Phase.

5.1 Prohibitions

Movement may never take place out of sequence. A Player's units are moved during his own Movement Phase. During the Combat Phase, a unit which is either attacking or defending may be called upon to advance or retreat after its combat is resolved. Friendly units must not be moved during the Enemy Player's Movement Phase or during either Player's Combat Phase, except when advancing or retreating as a result of combat.

  • A unit may never enter a hex containing an enemy unit.

  • A unit may never exit an Enemy-Controlled hex during any Movement Phase (see 6.0). An Enemy-Controlled hex may be exited only during a retreat or advance as a result of combat (see 7.7).

  • No combat takes place during the Movement Phase. Once a Player has begun to resolve combat, and has thrown the die, he has irreversibly initiated the Combat Phase.

  • The number of MP expended by a unit during a single Movement Phase may not exceed the unit's Movement Allowance. A unit may expend any portion of the Movement Allowance, but unused MP may not be accumulated for another Movement Phase nor transferred to another unit.

  • Movement from hex to hex must be consecutive; that is to say, a unit may not skip hexes.

  • Once a unit has been moved, and the Player's hand is taken from the piece, it may not be moved any further during that Movement Phase, nor may it change its move without the consent of the opposing Player.

5.2 Effects of Terrain

A unit must expend 1 MP to enter a Clear terrain hex. To enter other types of terrain, a unit must often expend up to 6 MP. And some hexes are prohibited to movement entirely.

Important: See the Terrain Effects Chart (see PAC).

  • A unit which moves from one Road hex directly into an adjacent Road hex through a Road hexside expends only 1 MP, regardless of other terrain in the hex.
  • A unit which moves from one Trail hex directly into an adjacent Trail hex through a Trail hexside expends 2 MP if the hex being entered contains Forest and/or Rough terrain. If the hex being entered contains Clear terrain, the unit expends 1 MP.
  • Units may never enter River hexes. They may cross Rivers only by moving through River Ferry hexes.
  • Units may never end their movement in a River Ferry hex. They may enter a River Ferry hex only if they retain sufficient MP to enter the River Ferry hex and the hex on the opposite bank in the same Movement Phase and may only enter and exit through the hexsides to which the arrow indicators point.
  • Units may never cross Creek hexsides. They may cross Creeks only by moving through Bridge or Ford hexsides. There is no additional cost for moving through a Bridge hexside.
  • Movement through a Ford hexside costs one additional MP.
  • Units may move across Stream hexsides at an additional cost of 1 MP.
  • Terrain effects on movement are cumulative. If a unit does not have sufficient MP to enter a hex, then that unit may not enter the hex (e.g., a unit may not enter a Forest-Rough hex by crossing a Stream hexside as this would require more than 6 MP).

Example: If a unit moves through a Ford hexside (+1 MP) into a Forest hex (3 MP), the total cost is 4 MP.

5.3 Effects of Friendly Units

A Friendly unit may move through hexes occupied by other Friendly units. There is no additional cost for entering a Friendly-occupied hex.

  • A Friendly unit may end any Phase stacked in the same hex with one other Friendly unit. Important: A maximum of two units (regardless of strength or unit type) may be stacked in a single hex.
  • There is no limit to the number of Friendly units which may pass through a single hex in one Movement Phase.
  • Friendly-Controlled hexes never inhibit the movement of Friendly units.

6.0 Zones of Control

The six hexagons immediately surrounding a hex constitute the Zone of Control (ZOC) of any units in that hex. Hexes upon which a unit exerts a ZOC are called Enemy-Controlled hexes and inhibit the movement of Enemy units.

Important: All units must cease movement when they enter an Enemy-Controlled hex.

  • All units exert a ZOC throughout the Game Turn, regardless of the Phase or Player Turn. The presence of ZOCs is never negated by units, Enemy or Friendly.
  • Units do not pay any additional MP to enter an Enemy-Controlled hex.
  • There are only two ways to exit a hex in an Enemy ZOC (EZOC)—either by retreat or advance as a result of combat, or by removal of the Enemy unit exerting the EZOC as a result of combat.
  • If a Friendly unit is in an Enemy-Controlled hex, the Enemy unit is also in that Friendly unit's controlled hex. The two units are equally and mutually affected.
  • If there is an Enemy and Friendly ZOC exerted over the same hex, both ZOCs co-exist, and that hex is mutually controlled by both Players. There is no additional effect from having more than one unit exerting a ZOC onto a single hex.
  • ZOCs usually extend into all six hexes adjacent to the controlling unit's hex.

Exception: ZOCs never extend through non-Bridge and non-Ford Creek hexsides or into River Ferry hexes. ZOCs do extend across Stream hexsides. See the example below and the Terrain Effects Chart (PAC).

[Figure: map example of a unit's Zone of Control, with hexes marked "No ZOC" across a Creek hexside.]

7.0 Combat

Combat between adjacent opposing units is mandatory. The Phasing Player is termed the Attacker; the other Player is the Defender, regardless of the overall situation.

Important: Artillery units (8.0) are the only units which may attack units to which they are not adjacent.

The Attacker totals the Combat Strengths of all the units attacking a given hex and compares the total to the total Combat Strengths of the defending units in the hex under attack. The comparison is expressed as a ratio between attacking and defending Strength Points (attacking Strength Points divided by defending Strength Points) and is simplified by rounding down to one of the odds ratios on the Combat Results Table.

Example: If thirteen CSPs were attacking four, the combat odds ratio would be 3.25 to 1, rounded off (always in favor of the defender) to 3-1. Having determined the actual combat odds, the attacker rolls the die. The result indicates a line on the Combat Results Table (PAC), which is cross indexed with the column representing the combat odds. The intersection of line and column yields a combat result (see 7.6). This should be immediately applied to the involved units, prior to resolving any other combat. Separate combats may be resolved in any order that the Attacker wishes, so long as all combats are resolved during that Combat Phase.

7.1 Which Units Attack

All Enemy units that have Friendly units in their ZOCs must be attacked by the Friendly (Phasing) Player's units in the Combat Phase. He may resolve these attacks in any fashion desired, as long as all adjacent units are attacked, within the requirements of 7.2 below.

  • All of the Phasing Player's units which end the Movement Phase in an Enemy-Controlled hex must attack some Enemy unit during the ensuing Combat Phase. The Phasing Player may choose which attacking units will attack each defending unit, as long as all Friendly units adjacent to an enemy unit participate in an attack.
  • An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes, and by as many artillery units as are within range (see 8.0).
  • No unit may attack more than once per Combat Phase, and no Enemy unit may be attacked more than once per Combat Phase.
  • Units may only attack when adjacent to the defending unit (Exception: Artillery, see 8.0).

7.2 Multiple Unit & Multi-Hex Combat

All units defending in a given hex must be attacked as a single strength. The Defender may not withhold a unit in a hex under attack. The Attacker must attack all the units in a stack together. The Combat Strengths of all the units in the defending hex are totaled, and this total Combat Strength is attacked.

  • Different defending units in the same hex may not be attacked separately.
  • Attacking units in the same hex must be used as a combined and unified Combat Strength. They may not be used in separate attacks.
  • If a Phasing Player's unit is in the ZOC of more than one Enemy unit, it must attack all those adjacent Enemy units which are not attacked by some other attacking unit.
  • Units in two or more different hexes may combine their Combat Strengths and attack a single hex, if all the attacking units are adjacent to (or are Artillery units within range of) the Enemy occupied hex.
  • Attacks may involve any number of attacking or defending units in different hexes. For the attacks to be resolved as a single combat, however, all the attacking units must be adjacent to all the defending units, except Bombarding Artillery units, which need not be adjacent.

7.3 Combat Strength Unity

A given unit's Combat Strength is always unitary; it may not be divided among different combats either in attacking or defending.

7.4 Effects of Terrain

Units defending in certain types of terrain may have their Combat Strength increased. This increase is always a multiple of the original Combat Strength.

Example: A unit with a Combat Strength of 5 would defend in a Rough terrain hex to an effective Combat Strength of 10.

Important: Terrain effects on combat are not cumulative. If a defending unit might possibly benefit from two different types of terrain, only the effect most beneficial to the defender would be used.

Example: A unit in Rough terrain being attacked across Stream hexsides would be doubled for defense, not quadrupled.

Important: See the Terrain Effects Chart (PAC) for a complete summary of terrain effects on combat.

7.5 Diversionary Attacks

A unit may make attacks at poor odds in order that adjacent attacks against other defenders may be made at higher odds (by allotting most of the attacking force to the major objective). These attacks are known as "Diversionary" or "Holding Attacks".

7.6 Explanation of Combat Results

Important: See the Combat Result Table (PAC).

Ae (Attacker Eliminated): All Attacking units are eliminated (remove from the map).

De (Defender Eliminated): All Defending units are eliminated.

Ex (Exchange): All Defending units are eliminated. The Attacking Player must eliminate Attacking units with a total printed (face value) Combat Strength at least equal to the total printed Combat Strengths of the eliminated Defending units. Only units which participated in a particular attack may be so eliminated.

Ar (Attacker Retreats): All Attacking units must retreat one hex (see 7.7).

Dr (Defender Retreats): All Defending units must retreat one hex (see 7.7).

7.7 Retreating & Advancing as a Result of Combat

When the Combat Result requires that a Player's units be retreated, the owning Player must immediately move those units one hex so that they are no longer in an Enemy-Controlled hex. The owning Player may decide the direction that each of his retreating units must move. Two units in the same hex may retreat in two different directions.

  • A retreating unit may not retreat into a prohibited hex, cross a prohibited hexside, or enter an Enemy-Controlled hex. If no hex is open to retreat into, the unit is eliminated.
  • A retreating unit may enter a vacant hex (within the restrictions noted in this section) or it may stack with some other Friendly unit (see 5.3) so long as the unit it stacks with is not in an Enemy-Controlled hex. If there is no other alternative, it may displace an adjacent Friendly unit (see 7.8).
  • If a unit is retreated into a Friendly hex which is subsequently attacked by Artillery Bombardment in the same Combat Phase, the already retreated unit does not contribute its Combat Strength to the defense (see 7.1), but it does suffer the result of the attack.

Whenever a hex is vacated as a result of Combat, one victorious unit which participated in that combat may advance into the vacated hex. This advance may be made regardless of any EZOC present.

  • The option to advance must be exercised immediately, before any other combat resolution. A unit is never forced to advance.
  • A unit may never advance more than one hex as a result of combat.
  • After advancing, units may neither attack nor be attacked that Phase (see 7.1), even if their advance places them next to Enemy units whose battles are yet to be resolved, or who were not involved in the attack.

Note: Advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.

Important: Only one victorious unit may advance into a vacated hex. If two hexes are vacated as a result of a single combat, the victorious Player may still advance only one unit.

7.8 Displacement

If the only hex available to the retreating unit is one which the unit could not normally move into because of stacking restrictions (5.3), then one of the units in the hex must be displaced. The displaced unit is moved back by the owning Player (as if it were retreating as a result of combat) and its position is taken by the retreating unit. The displaced unit itself may not be forced into Enemy-Controlled hexes or other prohibited hexes. One retreating unit displaces only one unit in a stack; two retreating units displace two.

  • If the displacement would cause any of the displaced units to be eliminated, the retreating unit is eliminated instead.
  • Displaced units can themselves displace other Friendly units in a sort of chain reaction of displacement, if that is the only permitted path of displacement open to them.
  • A unit may be displaced more than once per Combat Phase, if that is the only alternative.
  • Displaced Artillery units which have not yet engaged in combat, may not fire during that Combat Phase.
  • Units may not displace other Friendly units if they have other paths of retreat open to them.

7.9 Voluntary Reduction of Combat Odds

Prior to the resolution of any attack, the attacking Player may announce that he wishes to reduce the combat odds of that attack. He incurs no responsibility or penalty by doing this, but he may not change his mind after the die roll.

Example: Attack is computed to be a 5-1 attack. The attacking Player announces that he desires a 3-1 attack and resolves it using that column. Players may wish to do this to avoid excess casualties through exchanges, or to attempt to retreat Friendly units.

8.0 Artillery

Unlike infantry and cavalry units, artillery units may participate in two types of attack depending on whether they are adjacent to enemy units or not. Besides attacking adjacent enemy units using normal combat rules (7.0), artillery units may alternatively "bombard" non-adjacent defending enemy units if the artillery is located two or three hexes distant from the enemy unit being attacked.

  • Artillery units must participate in combat when adjacent to opposing units.
  • Unlike other units, artillery units are never destroyed or forced to retreat when bombarding a non-adjacent unit, although they are affected by all combat results when they are adjacent to the unit they are attacking.

Determine the odds of the attack in the same fashion as any other attack. All results are applied in the same fashion, except that bombarding artillery units (units firing from a non-adjacent hex) are not affected by combat results.

Example: If an "Exchange" were the result in an attack solely by bombarding artillery, the defending unit would be eliminated, but the bombarding units would not be affected.

Other units cooperating with the bombarding artillery units from an adjacent position (including adjacent artillery units) would be affected by combat results, and they would suffer the effects of an "Exchange" result.

8.1 Bombardment Attacks

Artillery units may attack non-adjacent Enemy units, up to three hexes distant, but they are never forced to attack an Enemy unit merely because it is in range.

  • Range from the bombarding artillery unit to the target hex is counted by including the target hex, but not the bombarding unit's hex.
  • Artillery units may only attack a single Enemy-occupied hex when bombarding, except when making a combined attack with infantry or cavalry (see 8.2).
  • If two artillery units in the same hex are bombarding, they must both bombard the same hex.
  • Artillery attacking from a non-adjacent hex (that is, bombarding) suffer no Combat Results effects. They are never required to be destroyed or retreated as a result of their own bombardment attacks.

Important: Bombarding artillery may voluntarily elect to suffer an "Attacker Retreats" if Ar is the Combat Result.

8.2 Combined Attacks

Artillery units may attack alone, in concert with other bombarding artillery units, or in concert with any Friendly units which are adjacent to Enemy units within range, adding their bombarding Combat Strength to the attack.

  • If, in a combined attack, Friendly units are attacking Enemy units in more than one hex, the artillery units need only be within range of one of the defending hexes to add their Combat Strength to the attack.
  • When making a combined attack with bombarding artillery units, infantry and cavalry units always suffer all Combat Results, though bombarding artillery units do not.

8.3 Line of Sight

To determine if an artillery unit may bombard a given hex, lay a straight edge from the center of the hex of the bombarding artillery unit to the center of the target hex. This straight line is the Line of Sight. If any of the hexes intervening between the bombarding hex and the target hex is blocking terrain, the target hex may not be bombarded by that artillery unit.

  • If the Line of Sight is congruent to a hexside (that is, falling exactly between two hexes) it is blocked only if both hexes adjacent to that hexside are blocking terrain.
  • Hexes containing Forest (with or without Rough) and Town terrain are the only blocking hexes. Rough terrain by itself does not block Line of Sight.
  • The terrain in the target hex and in the hex of the bombarding artillery do not block the Line of Sight.
  • Artillery units may fire over other units, Enemy and/or Friendly.

8.4 Adjacent Attacks

When in the ZOC of an Enemy unit, artillery units must participate in an attack against adjacent Enemy unit(s). When an Artillery unit is in an Enemy-Controlled hex, it is treated like an infantry or cavalry unit, and may not bombard.

  • When attacking from an Enemy-Controlled hex, artillery units may attack as many units as they are adjacent to but may not attack non-adjacent units.

  • Artillery units attacking from an Enemy-Controlled hex must suffer all the Combat Results of their attacks.

  • Terrain does not prohibit artillery attacks into adjacent hexes.

  • An artillery unit may make a bombardment attack when across a Creek hexside from the only adjacent Enemy unit (since ZOCs do not extend across Creek hexsides). Any Enemy unit within range could be bombarded, even the adjacent unit across the Creek hexside.

8.5 Defense

Artillery units may never add their Combat Strength to another unit's Defensive value by bombardment. They may only bombard during their own Combat Phase.

When artillery units are themselves attacked, they suffer all Combat Results in the same manner as other units, even when bombarded by Enemy artillery units.

9.0 Terrain Effects Chart

See the Terrain Effects Chart (PAC) for all the effects of terrain on movement and combat.

Clarification:

  • A unit is doubled on defense as long as all adjacent attacking units attack across Ford, Bridge, or Stream hexsides. Similarly, units behind Redoubts are tripled. The participation of non-adjacent units has no effect on this.
  • A unit being attacked solely by artillery is doubled as long as the line of sight of the artillery fire crosses a Ford, Bridge, or Stream hexside, a Creek hexside, or an impassible hex (units behind Redoubts are tripled).

Note: The above SPI clarifications may surprise some people regarding bombarding artillery. Players can choose to use Optional Rule 21.4 in its place.

10.0 Night Game Turns

The shaded Game Turns on the Turn Record Track are Night GTs and have a different Sequence of Play than Day GTs. During Night GTs the Combat Phase is omitted.

10.1 Effect on Combat

There is no Combat Phase during a Night GT, and no combat is allowed. Opposing adjacent units do not engage in combat; they simply remain in place. Artillery units may not bombard during Night GTs.

10.2 Effect on Movement

Movement restrictions during Night GTs are identical to Day GT Movement restrictions, with one addition. Units may not enter Enemy-Controlled hexes during a Night GT, nor may units already in Enemy-Controlled hexes exit them.

11.0 Optional Rule: Attack Effectiveness

Whenever a unit receives an Attacker Retreat (Ar) result due to combat, its unit counter is inverted (turned face-down), and it becomes Ineffective.

  • It remains Ineffective until a Night Game Turn ensues, until the end of the game.
  • When units are face-down on the map, such units have lost Attack Effectiveness and may only defend.
  • The backs of combat units show the unit's combat factor in parentheses, reflecting a unit's Ineffective status and inability to attack.

11.1 How Effectiveness is Lost

Attack Effectiveness is lost by attacking units only when they suffer a Combat Result of Attacker Retreat. Units only lose Attack Effectiveness when they attack from an Enemy-Controlled hex. They lose it regardless of whether they moved into the adjacent position, or the Enemy did.

11.2 Results of Loss

Ineffective units may not attack, nor may they enter an Enemy-Controlled hex, until they have recovered their Attack Effectiveness. They may continue to move and defend in a normal manner and retain a ZOC.

11.3 Enemy Zone of Control (EZOC)

If, at the beginning of any Friendly Combat Phase, a Friendly Ineffective unit is in an Enemy-Controlled hex, either all the Enemy units must be retreated in combat so that no EZOC is in the Ineffective unit's hex, or the Friendly Ineffective unit must retreat according to the rules of Retreat After Combat (see 7.7).

  • This does not allow an Optional Advance by an opposing unit.
  • An Ineffective unit which does not begin the Combat Phase in an Enemy-Controlled hex is not required to retreat as outlined above, even if (due to advance of Enemy units after combat) the unit is in an Enemy-Controlled hex at the end of the Combat Phase.

11.4 Recovery of Attack Effectiveness

The loss of Attack Effectiveness continues for a given unit until the end of any Night Game Turn. At the end of any Night Game Turn, all units are immediately flipped face-up and resume, in the following Game Turn, at full Attack Effectiveness.

12.0 Designer's Notes

In designing the Blue & Gray game series, we started with the premise that the Civil War battles were similar in scale and intensity to the Napoleonic battles of 50 years before and that we could thus lift intact most of the design structure from the already existing Napoleon at Waterloo generation of games. We felt that the Napoleon at Waterloo game system as it stood combined the elements of playability and realism we were seeking in this game series. Thus, the scale of the Napoleonic games (400 meters per hex, 1–2 hours per Game Turn) and certain salient play features, such as rigid ZOCs, retreat and advance after combat, and sequential Player Turns, were retained in the present games.

Yet the Civil War games could not be an exact copy of the Napoleonic designs. The Civil War battles did differ from Napoleonic battles in several important respects. First, and foremost, they were not decisive battles in the sense that Waterloo was.

The fact that a decisive Battle of the Waterloo ilk did not happen was a tactical consequence of the general usage of the muzzle-loading, percussion capped rifle, which had been invented and refined in the decades prior to the war. This weapon was much more effective than the Napoleonic flintlock musket, extending the firepower of the infantry in range and reliability. The first consequence was that cavalry or, rather, the traditional massed cavalry charge, was reduced to a battlefield relic. Whereas before a cavalry charge could usually break a deployed infantry line, now anything except the most tenuous skirmish line was proof against cavalry. This meant that infantry could deploy in lines and mixed columns and lines, ignoring the presence of cavalry as a mounted threat. The second consequence of the rifle was to reduce the effectiveness of artillery as an offensive weapon. Napoleon had used artillery aggressively, massing it just beyond musket range of the enemy's infantry and using cannister to literally blow holes in enemy positions which could then be exploited by cavalry and reserves.

We incorporated one major innovation in the combat mechanics. That is Attack Effectiveness, which is presented as an optional rule. It was originally an organic part of the game but was moved to an optional rule in the pursuit of simplicity. Players who use it will find that they have to deal with a new and very realistic element in their battle management: That of proper and timely employment of reserves. in the regular games, a Player can afford to commit his forces to broad frontal assaults, putting pressure all along the line in hopes that he will get lucky with a series of 1-1 and 2-1 attacks, which could yield him a geographical advantage to exploit. Attack Effectiveness reduces the utility of this tactic. A Player who fails to keep an uncommitted fresh reserve available will find himself, toward the end of a day of battle, with most of his army intact, but unable to attack and at the mercy of an opponent who has fresh troops.

At the same time, we changed the bombardment rules so that a Player could no longer use bombardment to allow his artillery to escape the consequences of being adjacent to an enemy unit.

We considered, for a while, switching artillery from bombarding on attack to bombarding in defensive support (adding its strength to some friendly defending unit) but decided not to, since we felt the defending player should rely not on the passive defense strength of his units, but on well conducted counterattacks to preserve a given line or position (for which bombarding artillery is invaluable).

Fredericksburg Scenario Rules

Fredericksburg is a tactical level simulation of the battle between Ambrose E. Burnside's Army of the Potomac and Robert E. Lee's Army of Northern Virginia. During the bloody battle 114,873 Union soldiers took the field and were hurled against 73,867 well-fortified Confederates. The result was predictable: an easy victory for the Confederacy.

15.0 Fredericksburg

Important: All half-hexes along the western edge of the map are considered in play.

15.1 Initial Deployment

Union Army: See PAC #4.

Confederate Army: See PAC #2.

15.1.1 Player Sequence
  • The Confederate Player is the First Player. His Player Turn is first in each GT.
  • The game consists of 11 GTs. GT 1 and 7 are Fog Turns. GT 6 is a Night Turn.

15.2 Reinforcements

  • Both Players receive reinforcements according to their Reinforcement Charts.
  • These reinforcements are placed on the edge of the map in the hex indicated on the chart.
  • Reinforcements arrive during the Player's Movement Phase of the GT indicated, or during the Player's Movement Phase of a future GT, at the Player's choice.
  • If a reinforcement entry hex is blocked by an Enemy unit, the arriving units may not enter until the route becomes unblocked. Reinforcements may enter into Enemy-Controlled hexes.
15.2.1 Restrictions
  • The owning Player may enter his reinforcements on the map at any point during his Movement Phase.
  • Once a unit has entered the map, it may move and attack freely, just as any other unit already present.
  • Each reinforcement expends 1 MP to be placed on the entry hex.
  • Units may exceed the stacking restrictions when entering the map on the same hex, as long as they conform to the stacking restrictions by the end of the Movement Phase.
15.2.2 Reinforcement Charts

Union Army: See PAC #4.

Confederate Army: See PAC #2.

15.3 Terrain Features

15.3.1 Pontoons

Pontoons are identical in their use to Ferry hexes except for the entry cost (see the Terrain Effects Chart).

15.3.2 Redoubts

The "enemy" side of a Redoubt hexside is the side which contains the barbed Redoubt terrain symbol (see the Terrain Key). A defending unit only receives the benefit of the Redoubt hexside when attacked exclusively across Redoubt hexsides from the enemy side (see the Terrain Effects Chart). ZOCs do extend across Redoubt hexsides. Both Confederate and Union units are eligible to gain the defensive bonus for any Redoubt hexside.

15.3.3 (Clarification)

The hexside 0713/0714 is treated as a Creek hexside for all purposes (the break in the line indicates the extent of the Canal).

Important: The distinction of the Creek from the Canal is important when playing the 3 May 1863, Optional Scenario (15.7), where all Creek hexsides are treated as Stream hexsides, except for the Canal (15.7.1).

15.4 Victory Conditions

The Union Player starts the game with zero Victory Points (VP)—The Confederate Player starts with 4 VP (see 15.4.3). Each Player keeps track of the VP that he has scored on his respective Victory Point Track (see PAC). These VP are awarded for a variety of actions detailed on the Victory Point Schedule.

At the end of GT 5, each side totals its VP. If the Confederate Player has a ratio in VP of 3-1 or greater than the Union Player (counting VP for elimination of Enemy units only), and if the Union Player does not occupy hex 1113, 1711, or 2401, the Confederate Player automatically wins the game.

If, however, these conditions are not met, Players continue the game through GT 11. VP are then totaled for each Player (including those for occupation of terrain and exiting units). The Player with the higher number of VP wins the game. Players should track eliminated Enemy units and exited Friendly units to double-check their totals at the end of the game.

15.4.1 Victory Point Schedule

Points Awarded During Play: 1 VP for every Enemy combat Strength Point (CSP) eliminated.

Points Awarded for Exited Units:

  • 1 VP to either Player for each Friendly artillery or infantry brigade exited from hex 2027.
  • 2 VP to either Player for each Friendly infantry division, or cavalry brigade exited from hex 2027.
  • 1 VP for each Union artillery or infantry CSP exited from hex 2501 (cavalry counts double).
  • 1 VP for each Union artillery or infantry brigade exited from hex 0113 (cavalry brigades or infantry divisions count 2 VP).
  • 1 VP for each Confederate artillery or infantry CSP exited from hex 0113 (cavalry counts double).
  • 1 VP for each Confederate artillery or infantry brigade exited from hex 2501 (cavalry brigades or infantry divisions count 2 VP).

Points Awarded at the Game's End for Occupation of Hexes:

  • 15 VP to either Player for occupation of hex 1115.
  • 25 VP to either Player for occupation of hex 2401.
  • 8 VP to the Confederate Player for occupation of hex 0206.
  • 8 VP to the Union Player for occupation of hex 1711.
  • 5 VP to the Confederate Player for occupation of hex 1504.
  • 5 VP to the Confederate Player for occupation of hex 0511.
15.4.2 Occupation

Occupation is defined as having a Friendly unit physically on the hex or having been the last to have moved a Friendly unit onto the hex in question.

  • The occupation definition can be met by moving a Friendly unit through the hex in question.
  • The Confederate Player is considered to occupy hexes 1113, 1711 and 2401 at the beginning of the game.
  • The Union Player is considered to occupy hexes 0206, 0511 and 1504 at the beginning of the game.
15.4.3 Exiting the Map
  • Units exit the map by expending 1 MP from the map edge hexes they are on.
  • Units may only exit the map from hexes 0113, 2027, or 2501.
  • Units may only exit the map during the movement portion of their Turn. Exited units are not considered destroyed. Units forced to retreat off the map are eliminated instead and treated as such for VP considerations.
  • Once a unit exits the map, it may not return.

Important: The Confederate Player starts the game with four VP as a result of a previous exit.

15.5 Fog

GTs 1 and 7 represent Turns when fog was present on the battlefield. To reflect this situation, artillery may not bombard during these GTs and all Movement Allowances are reduced from 6 to 3 MP.

15.6 Union Movement Restrictions

Due to ambiguous orders from Army Headquarters, much of the Union Army did not move in the Battle of Fredericksburg. In the game, only 15 Union units may move per Turn. This restriction is lifted as soon as the Confederates move a unit into or through Burnside's headquarters (hex 0206), either due to movement, or retreat or advance after combat. Furthermore, all Union artillery and cavalry units on the eastern side of the Rappahannock River are immobile (may not move) until released by a variety of Confederate movements.

15.6.1 Immobility
  • All Union cavalry and artillery units are released from immobility as soon as any Union unit exits the map from hexes 2501 or 2027.
  • All Union cavalry and artillery units are released from immobility as soon as a Confederate unit enters a pontoon Bridge or Ferry hex (Bank's Ford or Scott's Ford). This movement can occur at any time during the Confederate Player's Movement Phase or as a result of advance or retreat after combat.
  • Each individual cavalry and artillery unit can be released from immobility if a Confederate unit comes within three hexes of the immobile unit. This movement, as in the cases above, can result from movement, or advance or retreat due to combat.

15.7 3 May 1863, Optional Scenario

Listed below is a Scenario recreating the Marye's Heights attack by General John Sedgewick during the Battle of Chancellorsville. A few rule modifications must also be made to recreate the 3 May 1863, situation.

15.7.1 Rules Modifications
  • All Creek hexsides on the map board (except the Canal) are treated as Stream hexsides.
  • VP are not awarded for hexes 1711, 0206, 0511, or 1504.
15.7.2 Initial Deployments

Union Initial Deployment: See PAC.

Confederate Initial Deployment: See PAC.

Confederate Reinforcements (Only): See PAC.

15.8 Player's Notes

15.8.1 Union Player

The Federal Army had three advantages over the Confederates at Fredericksburg: superior artillery, overall numerical superiority, and on average, numerically superior brigades. Unfortunately, these advantages were abused by General Burnside at Fredericksburg. He stationed the Union artillery on the eastern bank of the Rappahannock during the entire battle. He wasted his numerical superiority by ordering only a small portion of the army to attack. And he wasted away his numerically superior brigades by wave after wave of useless frontal assaults against the Confederate Redoubts.

Strategy: The Union Army is scattered and must consolidate before it can be used effectively, preferably in packs containing strong units. The best place to begin concentrating is adjacent to the woods surrounding Telegraph Hill. Here the strongest divisions (15 and 13) and brigades (8s) can threaten Marye's Heights, Telegraph Hill, and Deep Run. Another strong pack must consolidate near the Sunken Railroad where the Confederate line is weak. Smaller groups should threaten the Confederate line near Taylor's Hill, the Stonewall, and Scott's Ford. The Union Player is burdened with the fact that he must take ground to win. Once his packs start to attack, they must continue to do so until a Union unit can exit the map and release the immobile Union artillery. Even if it means picking at the Confederate line with 1 to 1 attacks, the Union Army must attack.

Tactics: If at all possible, attack Confederate units that are adjacent so that advancing in one battle will surround the unit in the other battle. In this case, one should take the higher odds attack first because there is less of a risk of the Confederate units advancing as a result of an "Attacker Retreat" result. In the case of the attack of non-adjacent units, however, the lower odds attack should be rolled first to see whether you will be "sticking your nose out" if you advance in the higher odds attack.

Another technique the Union Player can use is maneuver. By threatening to surround Confederate units, parts of the Confederate line may be forced to fall back or counterattack. This indirect approach is more powerful than one would suspect. Whenever possible, the Union Player should advance his units after combat. This is one less unit that he will have to move into the attack. And with only 15 units able to move per Turn, advancing after combat can be critical. Finally, the Union Player should avoid 1 to 2 or lower odds attacks and gobble up any 3 to 1 attacks he can. Even if there is only one chance in six of eliminating a unit, that's one less defending unit on the line next Turn.

15.8.2 Confederate Player

The Confederacy had four major advantages at Fredericksburg: interior lines, well-prepared defensive positions, initial occupation of the key terrain, and unity of command. These same advantages should be used by the Confederate Player when playing Fredericksburg.

From Prospect Hill to Taylor's Hill, the Confederate Player commands a road net of unquestionable value. The Union Player is faced with many streams, which can channel his attacks. Previous to the actual battle, General Lee created these interior lines. He built the Military Road, increasing the mobility of his right flank and burned the Bridges over Deep Run and the water ditch to deny Union troops room for maneuver. General Lee also created a formidable defensive position. Breastworks, redoubts, and rifle pits line the terrain from Hamilton's Crossing to Taylor's Hill. Only a fool would defend in front of these redoubts.

The Confederates already block the road to Richmond (Hamilton's Crossing) and occupy the highest points on the battlefield (Marye's Heights and Telegraph Hill). It is up to the Union Player to take them away from you. If you do not give away your army by letting it get surrounded or attacked at 3 to 1, this can be very difficult.

In the actual battle, General Lee positioned his headquarters on Telegraph Hill, giving him a view of the entire battlefield, where he personally supervised the defensive and offensive operations of all his units. In the game, the Confederate Player can move all his units in any one Turn. Thus, he can weaken a calm area to counterattack a threatened area, restoring his hold on valuable defensive terrain.

Strategy: The Confederate Player has the advantage of a defensive strategy. Unless the Union Player gets lucky, he can play a relatively passive game holding a line until a breach occurs and fall back to the next line if his counterattacks fail. Under no circumstances should the Confederate Player attack the Union Army on the First Turn. He must consolidate his defenses and should only attack when he is assured of killing Enemy units or to strengthen his line by advancing into Enemy-Controlled Redoubts.

Looking at the map, the Confederate Player must contend with five avenues of attack: Scott's and Banks' Fords, Taylor's Hill and the Canal, the Stonewall, the woods around Telegraph Hill, and the Redoubts from Deep Run to Hamilton's Crossing. The Fords are remote areas, easier to reach by Confederate units than Union units. Taylor's Hill and the Canal are very strong defensive positions. With proper defensive dispositions, they should hold the Union Army for the entire game. The Stonewall is almost as strong and can be held by a good Player. Telegraph Hill and the Redoubts on the Confederate right contain strong positions but can be breached. The strongest Confederate units are needed here.

Hamilton's Crossing must be protected by the strongest Confederate units. Since the Confederates are normally on the defensive, they need a few pointers. By placing units on alternating hexes, you can avoid their becoming surrounded. Furthermore, by defending with the grain (hexes 2008, 2006, 2004, and 2002, for example), you will have a better defensive line than if you defend against it (1806, 1905, 2003, and 2102, for example).

Tactics: As far as tactics are concerned, the optimal defensive line will stop 1-1 attacks and you, as the Confederate Player, will probably be able to prevent even 1-1s for the first few Turns. As the game progresses, however, preventing 1-1s becomes more and more difficult. The next best defensive line prevents 3-1s everywhere with a reserve for counterattack purposes.

15.9 Designer's Notes

Since the designer is not an SPI staff member, and unfamiliar with SPI procedures, Fredericksburg presented many problems in design. The number of units was the first problem that had to be solved. There were more than 100 brigades on the battlefield and only 99 unit counters available. Then there was a problem during research due to contradictions in source maps of the area, and a limit on the types of terrain that could be used in the game. How were the Combat Strengths to be determined and how could the impregnable Marye's Heights defense be recreated in the game? The Union Player has to be able to win too, or what's the use of playing?

The Combat Strengths were determined by an in-depth study of the official records and army target practice reports adjusted for combat situations. Three hundred and fifty men with Springfield rifles have the same firepower as 466 cavalrymen with carbines, 21 Napoleons, 28 three-inch rifles, 18 three and one half inch rifles, or 9 four and one-half inch rifles, for the ranges used in this game. However, since rifled guns are more effective at distant ranges than Napoleons, they should have half the number of Combat Strength Points, when bombarding at four hexes, as they would when bombarding at three hexes. This rule was not consistent with the Blue & Gray Standard Rules and was scrapped. Instead, the Combat Strengths of the immobile Union reserve artillery units were ignored, since almost all of the batteries were rifled.

To solve the problem of too many brigades, some were combined into divisions instead. This idea helped the game, giving each side three "monster" units with which to pounce on the Enemy line. The divisions with the best generals, highest morale, and best subordinates were given the distinction of becoming "monsters." On the Confederate side, these were Ransom's Division, Early's Division, and the famous "'Stonewall" Division. On the Union side, they were Hancock's, Humphrey's and Meade's Divisions.

If the map board had come from source maps in the popular Civil War books, the game would have distorted the actual situation. Not only were the official records consulted, but I also made a personal visit to Fredericksburg to study the battlefield. All of the bridges across the Rappahannock had been burned by the Confederates, as had those across Deep Run and the water ditch above Fredericksburg. Due to heavy rains, Deep Run and Hazel Run were swollen and almost everywhere impassible. Furthermore, the water was icy cold that December day. One of my most interesting finds was a Ford on hex 0412 that only the Confederates knew about and was only usable at low tide (as it was in the Chancellorsville Campaign).

By superimposing on a hexagon grid and turning them in various directions, I was able to come up with a map where the historically strong defensive lines matched up with strong defensive positions in the game. Using a broad interpretation, I determined that rough terrain should not double the defender on all sides.

Finally, the game length was extended beyond one day, because Burnside would have continued his attack if there were no objections from his subordinates. If the army had taken and held key terrain on the battlefield during the first day, there would have been no objections. Starting the game early in the day also gives the Players more opportunity, and a reinforcement schedule which adds the effect of the cavalry coming to the rescue.

  • 15.4.1 Victory Point Schedule
  • 15.4.2 Occupation
  • 15.4.3 Exiting the Map
  • 15.5 Fog
  • 15.6 Union Movement Restrictions
    • 15.6.1 Immobility
  • 15.7 3 May 1863, Optional Scenario
    • 15.7.1 Rules Modifications
    • 15.7.2 Initial Deployments
  • 15.8 Player's Notes
    • 15.8.1 Union Player
    • 15.8.2 Confederate Player
  • 15.9 Designer's Notes