Gettysburg: The Wheatfield
Gettysburg: The Wheatfield Rulebook
Table of Contents
Table of Contents
- [0.0] USING THESE RULES
- [1.0] INTRODUCTION
- [2.0] GAME EQUIPMENT
- [3.0] SET UP
- [4.0] SEQUENCE OF PLAY
- [5.0] INITIATIVE
- [6.0] BATTLE CARDS
- [7.0] ORDERS & COMMAND
- [8.0] UNIT ACTIONS
- [9.0] UNIT FORMATIONS
- [10.0] MOVEMENT
- [11.0] FORMATION & FACING CHANGES
- [12.0] REORGANIZATION
- [13.0] FIRE COMBAT
- [14.0] BAYONET COMBAT
- [15.0] MORALE TESTS
- [16.0] RALLY
- [17.0] EXTENDED EXAMPLE
- Points to Remember / Gameplay Hints
- [18.0] SCENARIOS
- [19.0] DESIGNER'S NOTES
- Transcriber Notes
[0.0] USING THESE RULES
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game's components, procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a Rule's general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in how they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in blue text and/or this font.
Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[1.0] INTRODUCTION
Tattered Flags is a series of Kriegspiel-style historical miniatures/board games depicting battles of the American Civil War (1861-1865). In this first game in the series, each player controls a Union or Confederate force at the Battle of Gettysburg, struggling for The Wheatfield on July 2nd, 1863. Future games in this series will expand the detail and accuracy of this system.
Important: Der Spielgeist. There is a "spirit of the game" in Tattered Flags that must be maintained during play. Because of the inexact regulation of the movement and positioning of pieces on the map, players should not vigorously debate every fraction of an inch during play. Be reasonable, have fun, and let a friendly roll of a die solve any dispute that is at an impasse.
[2.0] GAME EQUIPMENT
Parts Inventory
- 1 11" x 17" map
- 65 1" x 1/2" combat ("Stands")
- 5 1" x 1/2" leader units ("Stands")
- 60 1/2" square information markers
- 20 Battle cards
- 2 Player Aid sheets
- 2 Measuring "Rulers"
- 1 Game Turn Track
- 1 Scenario booklet
- 1 Rules booklet
Required but not included are two 6-sided dice.
[2.1] The Game Map
The game map depicts the area around the Rose Farm wheatfield at the Battle of Gettysburg with north being the top edge, west to the left, etc. The scale is approximately 50 yards to the inch (so the entire map is about a half-mile wide by a third-mile deep) and each contour line is a 10 foot change in elevation (the numbers being x10 feet above sea-level; e.g., 52 = 520 feet above sea level). Tattered Flags is a miniatures-style game without a grid on the map; units are moved, and firing ranges are determined, by measuring inches, not by counting hexes or squares.
The terrain features are as they existed at The Wheatfield battle and affect movement and combat. Each contour line's relative height is given on the map, with the ground between contours considered to be at the height of the lower of those two contours.
[2.2] Units
The rectangular pieces, called "Stands" from the small bases that miniature figures are glued to, represent the troops that actually fought at this battle. Each Stand represents approximately 150 men (for Infantry type units) or 3 to 4 guns (for Artillery type units). The front of each Stand is its "full-strength" side, and the reverse is its "reduced-strength" side (with its Name and Type in red) showing it has suffered significant casualties and/or disorganization.
Armament: "R" is for Rifled and "S" for Smoothbores (Muskets for Infantry and Cavalry, or Cannons for Artillery). The number before this letter on Artillery units is the actual number of guns in that Stand.
Nationality: Union and Confederate.
Experience: As shown by military rank insignias below:
- Crack: Silver Captain's bars
- Veteran: Silver Lieutenant's bar
- Seasoned: Sergeant's stripes
- Green: Corporal's stripes
- Raw: Private's stripe
Number of Stands in Unit: Some units consist of multiple Stands, such as the 15th South Carolina Regiment, which consists of three Stands. This is indicated by the number in the top-left corner of the Stand.
Brigades: Units (of one or more Stands each) are grouped together into Brigades under a named Leader. Note that each Artillery unit is an Independent Battery temporarily attached (assigned) to a Brigade each Turn and functions under that Brigade's Leader.
For Example: De Trobriand's Brigade consists of the 17th Maine (two Stands), 40th New York (three Stands), 3rd Michigan (one Stand), 110th Pennsylvania (one Stand) and 5th Michigan (one Stand) Infantry Regiments.
[2.3] Leaders
Each large rectangular piece represents a Brigade ("Brigadier") General and his staff. Leaders each command a group of units as per the Order of Battle listed in each scenario of the game. Note that Leader Stands have two halves ("Ready" and "Activated") to indicate their current game status (see Rule 4.0 3-B).
Command Rating: This is indicated by the number of stars near the center of that Leader's Stand, which is printed as one of three ratings (the star symbols are shown on the Stand itself):
- Inferior
- Average
- Superior
Brigade Commander's Name: Each Leader's Stand shows the Brigade Commander's name and Command Rating. The Stand has a "Ready" half (showing) and an "Activated" half (showing).
[2.4] Markers
The 1/2" square pieces are the game's various information markers and are explained in detail in their appropriate Rules sections.
[2.5] Battle Cards
These cards simulate the types of unusual events and special combat circumstances that occurred on the Civil War battlefields. Each card details when and how the card can be played, and what its specific effects are. These effects supplement, bend or even break certain Rules. When there is a conflict between the Rules and cards, the cards take precedence.
[2.6] Player Aids
The Turn Record Track and two-sided Player Aid sheet display all the tables and charts needed to play.
[2.7] Rulers
Although Tattered Flags comes with a pair of Rulers (one for Movement and one for Fire Attacks) that must be cut apart, you may want to find a ruler and/or yardstick to help measure longer distances during play.
[3.0] SET UP
Players must select a scenario from the Scenario booklet. Gather and deploy your forces, noting any Special Rules and that Scenario's Victory Conditions (17.0).
Next, shuffle the deck of Battle Cards, dealing two cards, face-down, to each player. Players may freely examine their own cards. The remaining cards are placed, face-down, in a Draw Pile nearby.
If either player received the Fog of War card, that player replaces it with a newly drawn card and shuffles the Fog of War card back into the Draw Pile before commencing play.
Put the Game Turn Track in a visible location near the map where both players can easily read it, and place the Game Turn marker in the "1" box showing the side with the Initiative face-up.
Finally, place the remaining markers, dice and Player Aid sheets within easy reach.
[4.0] SEQUENCE OF PLAY
A Game Turn consists of the following activities that must be conducted in order:
-
Initiative Phase: Players each roll one die for Initiative. The high die roll wins and that player decides who will be the First Player and Second Player that turn (5.0).
-
Battle Card Phase: The First Player draws a new Battle Card into his hand. He may then discard one unwanted card and replace it with another newly-drawn card. The Second Player then does the same (see 6.0).
-
First Player Turn: Each Player Turn consists of two Phases that are conducted in order:
- A. Orders Phase: The player whose turn it is (only):
- Must select one of his unactivated Leaders (Brigades) this turn to become Active; this formation is known as the Active Brigade (see 7.4).
- May attempt to change that Brigade's current Order (see 7.2);
- Determines which units in that Brigade are within Command Control (see 7.3);
- Then he assigns any one Artillery unit to the Active Brigade (see 7.4).
- B. Action Phase: Some, none or all of the units of the Active Brigade (only), in any order desired, may each conduct up to its limit of eligible Actions to conclusion (see 8.0). When all of the units in the Active Brigade are finished, slide that Leader's Orders marker to the left revealing that Leader's "Activated" side.
- A. Orders Phase: The player whose turn it is (only):
-
Second Player Turn: The Second Player then performs his Orders and Action Phases for one of his Leaders (Brigades) of his choice.
A complete game of Tattered Flags continues in this manner, repeating this Sequence of Play turn after turn until the end of the final Game Turn of the Scenario (17.0).
Each Game Turn represents a variable amount of time (perhaps 15 to 20 minutes). The Tattered Flags system gives the proper effect simulating the ebb and flow of the action and reaction on a battlefield, with the lulls and surges of activity smoothly conforming to a fixed number of Game Turns.
[5.0] INITIATIVE
Initiative represents each force's higher (Division) level command's ability to issue their orders to each of their Brigades. These higher-echelon Generals are located elsewhere on the larger battlefield beyond the edge of the map and are handled abstractly.
[5.1] Procedure: During this Phase, both players roll one die and the Confederate Player (only) adds one (+1) to his die roll for superior leadership at the Division level at this battle. The player with the higher roll gains the Initiative and flips the Game Turn / Initiative marker to his side (Union blue or Confederate butternut background) as a reminder that he has the Initiative this turn. Tied rolls are won by the player who did not have the Initiative last turn.
Example: The Confederates had the Initiative last turn. During this turn's Initiative Phase, both players roll one die. The Union Player rolls a 4 while the Confederate Player rolls a 3, which is automatically increased by +1 for a total of "4." With the rolls tied, the Union Player gets the Initiative since the Confederate Player had it last turn. The Union Player ends this Phase by declaring that he will be the First Player this turn.
[5.2] Effect of Initiative: The player with the Initiative decides who will be the First Player during that Game Turn.
[6.0] BATTLE CARDS
Battle Cards are self-explanatory player-controlled random events. Each card details when and how it can be played, and what its specific effects are. These effects supplement, bend or even break certain Rules. When there is a conflict between the Rules and cards, the cards take precedence.
Procedure
During the Battle Card Phase, each player, beginning with the First Player, draws one card and may then discard one unwanted card from his hand and immediately draw another card to replace it. There is no limit to a player's card hand size.
Battle Cards are played at various times, as stated on each card. There is no limit to the number of eligible cards that can be played in any turn or even at one time. Cards are resolved in the order in which they are played. If players simultaneously commit their cards, the First Player decides in what order they are resolved.
After resolving a card's effects, that card is placed into a Discard Pile, face-up next to the Draw Pile. The Discard Pile can be reshuffled to make a new Draw Pile when necessary.
Cases
[6.1] Card Colors: If the card shows two events, the Union Player can only use the one in the blue box and the Confederate Player can only use the one in the gray box.
[6.2] Leader Casualties: If a card's effect results in the wounding or killing of a Leader, that Leader Stand is immediately flipped over to its Replacement Leader side. In addition, a newly placed Replacement Leader's Order (7.1) is set to Confusion.
- [6.2.1] A Wounded Leader is removed from play for a certain number of turns. Place any unused markers that many turns ahead on the Turn Track as a reminder. He returns to play when the Game Turn marker advances into that box. A returning Wounded Leader's Stand is flipped back over to its normal Leader side, keeping its current Order marker.
- [6.2.2] Killed Leaders are permanently removed from play and do not return.
- [6.2.3] Replacement Leaders: A Replacement Leader who is himself wounded or killed simply "replaces himself." The only game effect is that his Order is immediately changed to Confusion.
Example: The Union Player wants a regiment (unit) to charge a badly shot-up Confederate unit, but that Union Brigade is under a Defend Order and thus can't make Charge moves. But the Union Player holds a Unit Initiative card, and cunningly plays it at the beginning of that unit's Action Phase activity. From his hand, he plays the card, face-up, onto the table, and rolls a die. The result is a 3 ("Steady!"), allowing the unit one extra Action plus that unit is considered to be under any Order the player desires. The Union Player declares that unit is now operating under a temporary Attack Order and immediately conducts the desired Charge move!
If he had rolled a 1, the unit would have had to Withdraw away from the nearest visible enemy unit. If he had rolled a 6, it would have had to Charge the nearest visible enemy unit without conducting any other Actions.
[7.0] ORDERS & COMMAND
Orders represent battle directives issued by a Brigade's General that provides its units their operating parameters. Each type of Order grants certain advantages and disadvantages to those affected units. Players must carefully consider the ramifications of each type of Order when employing their forces.
Cases
[7.1] Types of Orders: Brigades always operate under one of four Orders. The appropriate Order marker is placed on top of the corresponding Brigade Leader's Stand. Each unit of the Brigade that is in Command Range of that Leader (7.3) is considered to be operating under that Order at all times.
- Attack: Units are ordered to act aggressively towards the enemy and be mentally and physically prepared for offensive combat.
- Defend: Units are ordered to hold their ground, consolidate and be ready to receive enemy attacks.
- Maneuver: Units are ordered to move quickly and continuously to new positions.
- Confusion: Units are extremely wary, panicky and/or indecisive. This Order is imposed upon a Brigade.
[7.2] Changing Orders: During Step A.2 of a player's turn, he may attempt to change the current Order of the new Active Brigade. He rolls one die on the Change Orders Table (see the Player Aid sheet) and applies the result.
If the roll is high enough, the Brigade's Order is changed to any other desired by replacing the current Order marker on that Brigade's Leader. A "No Effect" result means the Order remains unchanged. If a 1 is rolled, the Brigade receives a Confusion Order instead (and can try again to change it next turn).
Example: The Confederate Player assigns a Brigade a Maneuver Order as it enters play along the map edge. The Brigade's units march onto the map in Column formations, with each using its last Action that turn to deploy into Battle Line in preparation for an assault the following turn. During his next turn, the Confederate Player activates that Brigade again (Step A.1) and, during his Step A.2, announces that he wishes to change its Order. He rolls one die and the result is a 5, which is successful ("Changed"). He replaces the Maneuver Order marker with an Attack marker on that Brigade's Leader Stand. Now the in-command units of that Brigade operate with the advantages and disadvantages of the Attack Order.
If he had rolled a 2, the Brigade would remain under its Maneuver Order. If a 1 was rolled, the Order would be changed to Confusion, representing a SNAFU caused by the "friction of war."
[7.3] Brigade Command Control: During his Step A.3, a player determines whether the Active Brigade's Leader has tactical control over his units.
Procedure: Consult the Command Range Table on the Player Aid sheet and compare it to the active Leader's Command Rating (in stars). The Command Range given is measured from any part of the Active Brigade Leader's Stand to any part (Stand) of each unit under his command. If, when tracing this range, the path touches any Woods or Rocky Woods terrain, the entire distance that can be traced is halved. In addition, the Command Range cannot be traced through an enemy unit.
If any Stand of a unit is within Command Range, that unit functions normally under its Leader's current Order.
Units outside their Leader's Command Range receive an Out of Command marker at this time and function with one less Action that turn. In addition, if the Brigade's Order was just changed this turn, Out of Command units keep the previous turn's Order (and are still subject to that Order's parameters). Give each such Out of Command unit its own Order marker (with the Brigade's previous Order), placing it next to its Out of Command marker. That unit remains under that old Order until a future Step A.3 in which it is within the Brigade Leader's Command Range, at which time that unit reverts to the Brigade's current Order automatically.
Example: The Union Player has just successfully changed his Brigade's Order from Confusion to Attack. He checks to see which units are in Command Range of his Inferior-rated Brigade Leader (Command Range = 2"). The first unit is about 1" from the Leader Stand and is thus in command. Another unit is 2" away but inside a copse of Woods and so is out of command, as would be a third unit that is 6" from that Leader. These latter two units both receive Out of Command markers (meaning that they operate with one less Action this turn) and are also each given a Confusion Order marker representing the Brigade's previous Order because they did not "receive word" of the Order Change.
[7.4] Artillery Units: Artillery units are independent formations, not permanently assigned to any Brigade (hence they have no Brigade commander's name on their Stands).
To conduct Actions, an Artillery unit must be assigned to an Active Brigade. This can occur, once per Game Turn, during that player's Step A.1 when activating a Brigade by simply declaring that the Artillery unit is attached to it that turn. That Artillery unit then conducts its Actions as part of its assigned Brigade. They can be reassigned to different Brigades each Game Turn in this manner. A maximum of one Artillery unit can be assigned to each Brigade each turn.
Because Artillery units are Independent, they are never affected by Command Control (7.3) or the Brigade's current Order (7.2; think of them as having a permanent status of "No Order"). Thus, they can use all of their basic allotment of Actions (8.1) and receive no Fire Combat dice modifiers for being under a specific type of Order.
[8.0] UNIT ACTIONS
Each unit in the Active Brigade may conduct some, none or all of its Actions allowed by its Experience and modified by its current Order (see the Player Aids). During a Player Turn, each unit must complete all of its desired/possible Actions before the next unit begins conducting any of its Actions.
[8.1] Action Procedure: Each unbroken unit has a number of Actions available to it each Game Turn as per its Experience Rating:
- Crack & Veteran = 4 Actions
- Seasoned = 3 Actions
- Green & Raw = 2 Actions
- Broken = 0 Actions
The player commanding the Activated Brigade activates its individual units (i.e., all of that unit's Stands) that are not Broken (i.e., do not have a red Broken marker) in any order he desires. When a unit is activated, each Action it conducts must be performed to conclusion before its next Action is started. If you take care of one unit at a time, one Action at a time, until all of that unit's Actions are completed, management of forces is easy.
[8.2] Types of Actions: When a unit performs one Action, it may do one of the following:
[8.2.1] Move: Each Move Action a unit performs allows it to move up to the distance listed on the Movement Distance Table based upon that unit's Formation. Note that there are detrimental effects for moving through some terrain types as per the Terrain Effects on the Movement Table.
Move Limit: The maximum number of Move Actions a unit can take during any single Game Turn is limited by its Order (see 10.4).
[8.2.2] Fire Combat: Each unit can only initiate a maximum of one Offensive Fire attack per Game Turn, but multiple Fire Combat Actions may be "pumped into" that one Offensive Fire attack for added effect.
The first Fire Combat Action used allows that unit to conduct its Offensive Fire attack that Game Turn against up to two eligible enemy target units. Before that attack is resolved, for each additional Fire Combat Action that unit uses, an extra Fire Die is rolled for that Offensive Fire attack.
Example: A unit spends all three of its Actions that Game Turn conducting Fire Combat. Its Offensive Fire attack (initiated with the first Fire Combat Action) would therefore throw two additional Fire Dice (gained by adding in the second and third Fire Combat Actions).
[8.2.3] Change Formation: Each Change Formation Action allows that unit to make one adjustment of its Formation or Facing (as per 9.0, below).
[8.2.4] Reorganize: Each Reorganize Action allows that unit to do one of the following:
- A) Reduce its Disorder Level by one;
- B) Remove a Gone to Ground marker;
- C) Roll once on the Recovery Table in order to attempt to recover losses.
[9.0] UNIT FORMATIONS
Every unit must be deployed on the map in a particular Formation: Battle Line or Column for Infantry and Cavalry units; Unlimbered and Limbered for Artillery units.
The important General Rule is that every Stand in a unit must remain in contact with another Stand of that same unit. That is, a unit consists of all of its Stands; they are a single body of troops (a Regiment or Battery). A unit's Stands are never "detached" and cannot operate independently of each other!
[9.1] Battle Line: An Infantry or Cavalry unit can deploy in this Formation by placing its Stands in contact with each other along their sides in a single straight line. A Battle Line can be "bent" by using a Change Formation Action (11.0), but it may not move while bent.
[9.2] Column: An Infantry or Cavalry unit can deploy in this Formation by placing its Stands in contact one behind the other in contact front-to-back.
[9.3] Unlimbered: An Artillery unit is deployed in this Formation to fire its guns. Its Battery's two Stands are deployed in this Formation by placing its Stands in contact with each other along their sides in a single straight (or bent) line (like a Battle Line; see 9.1).
[9.4] Limbered: An Artillery unit is deployed in this Formation to move about the map. That Battery's two Stands are placed in contact one behind the other in contact front-to-back (like a Column; see 9.2).
[9.5] Single Stand Units: A unit with only one Stand is assumed to be in Battle Line (Infantry or Cavalry) or Unlimbered (Artillery) Formation. If it is not, place a Column / Limbered marker next to it to identify that the unit is in this alternate Formation.
[10.0] MOVEMENT
Units move voluntarily when activated by using Move Actions and measuring takes place with the green Ruler.
Important: Normal movement for a unit is always directly forward, maintaining its current facing. If a unit wishes to turn or otherwise adjust, it must first use a Change Formation Action to rearrange itself as desired, then use a Move Action to go straight ahead. Thus, complex battlefield maneuvers will require multiple Actions.
[10.1] Normal Movement: The owning player refers to the Movement Distances Table and finds the moving unit's current Formation (9.0) on it. This lists the maximum distance that unit can move for that Action.
Example: The Union Regiment in Battle Line Formation uses Normal Movement to advance 2" (measured by the green Ruler) straight ahead through the Wheatfield.
[10.2] Sidle and Fallback Movement: Both of these special types of movement can only be conducted at one half (1/2) the maximum distance that unit can move for that Action. Also, the unit conducting one of these Special Moves must maintain its current facing direction (no turning or "angling" allowed)!
- A unit can Sidle ("side step") by moving directly sideways (left or right).
- A unit can Fallback by moving directly backwards.
[10.3] Charge Move: A unit can conduct a Charge move only if it is not Broken, Gone to Ground or under a Maneuver, Defend or Confusion Order, and can make contact with an enemy unit by moving up to 3" directly forward.
- Hindrances: A unit conducting a Charge move still suffers normal movement Disorder penalties for terrain advanced through, and that unit must stop upon contact with an enemy unit.
- Limit: A unit can only conduct one Charge move per Game Turn (unless otherwise instructed by a Battle Card).
Example Continued: The Union Regiment in the previous illustration is in Command (9.0), has an Experience Rating of Seasoned (giving it 3 Actions this turn), and its Brigade has an Attack Order. With its first Action, as pictured, it advances toward the Southern Regiment defending the Stone Wall. With its second Action, the Union Player wants to make a Charge move and initiate Bayonet Combat (14.0). After seeing the results of that, the Union Player might use the third Action to help recover his own devastated unit, or pour Point Blank fire on the Confederates and try to finish them off.
[10.4] Order Limits: Units under Defend and Confusion Orders are limited to only one Move Action each turn when activated. Units under Attack Orders may perform up to two Move Actions each turn when activated, and these may be the same or different types of movement (e.g., a unit with an Attack Order could Sidle and make a Normal move in the same turn by using two Actions, one for each move). Units with a Maneuver Order are not limited in the number of Move Actions they can make each turn when activated.
[10.5] Terrain Effects: A unit's move is always strictly affected by crossing terrain features on the map.
If any portion of any Stand in that unit touches a terrain feature that affects movement at any point during a move, that terrain's effect is applied to that unit at the conclusion of that Move Action.
Terrain effects penalties must be strictly enforced. Any contact a unit has with affecting terrain equals a possible Disorder for it. Disorder measures a unit's physical disorganization, psychological trepidation and reflects casualties (i.e., troops falling out). Think of it as the state of a unit's cohesion.
Units moving through affecting terrain at their full Movement Rate increase their Disorder Level by one (+1) for Light Obstacles or by two (+2) for Heavy Obstacles. This Disorder penalty is applied at the end of each Move Action in which that unit moves through affecting terrain.
If multiple types of terrain are moved through, only the single worst Disorder penalty is charged.
If a unit is at Disorder Level 4 and receives a Disorder result, one of its Stands must take one Casualty per unsatisfied Disorder result exceeding Disorder Level 4.
Note that units moving in Battle Line tend to "catch" more terrain than units moving in Column do; this is an intentional feature.
Example: A Confederate unit's Move Action takes it through Rocky Woods, over a Fence and across two Steep Hill contour lines. It is only charged two (+2) Disorders for the single most difficult terrain affecting that one Move Action (Rocky Woods; ignoring the Fence), plus two additional (+2) Disorders, one each for moving up slope across the two Steep Hill (hatched) contour lines. For this single Move Action, this unit is charged a total of four (4) Disorders. Since it began that Move Action at Disorder Level 2, it is raised to Disorder Level 4 and two Stands suffer Casualties (i.e., are flipped to their reduced-strength sides).
[10.5.1] Steep Hills: A unit conducts Steep Uphill movement when the front edge of any Stand in that unit moves from a lower elevation to a higher elevation through a "hatched" contour line. Steep Uphill movement adds one additional (+1) Disorder per hatched contour line crossed to the normal Disorder penalty charged by other terrain moved through.
[10.5.2] Re-Ordering the Line: If a unit moves half (1/2) or less (for units that Sidle or Fall Back, this means moving 1/4 or less) of its maximum movement for that Action, the Disorder penalty for that Move Action is reduced by one Disorder (-1) as shown on that column of the Terrain Effects on the Movement Table.
[10.6] Passage of Lines: One friendly unit can move through another if either is in Battle Line or Unlimbered Formation. Units cannot "stack," meaning one unit's Stand(s) cannot remain on top of another's at the end of a unit's activation (i.e., at the completion of all of its Actions). If stacking is unavoidable (e.g., during a Retreat or Withdraw move), move the active unit further along in the same direction until it is no longer stacked. If this forces the unit off the game map, the unit is kept off map until it can be moved back on from the same spot.
[10.7] Movement Prohibitions: The following movement situations are prohibited to friendly units:
- [10.7.1] Moving Unit's Status: Units that are in a bent Battle Line or have Gone to Ground cannot be moved voluntarily. They can be forced to move (e.g., from a Morale Test result or Battle Card effect). An Unlimbered Artillery unit can only perform one Move Action (of up to 1") per Turn. A unit in Column or Limbered Formation cannot move through another friendly unit that is also in Column or Limbered Formation except while Withdrawing or Retreating.
- [10.7.2] Enemy Units: Enemy units cannot be moved through. They can only be contacted with a Charge move (10.3). An enemy Leader that is contacted by a friendly unit is instantly picked up and placed directly behind the nearest enemy unit (i.e., so that Leader is touching the back of one of that unit's Stands).
- [10.7.3] Off-Map Movement: A unit may temporarily "spill over" the edge of the map while moving but may not end its turn with Stands off the map. Entire units may temporarily leave the map as a result of a Withdraw/Retreat (see 10.6), but suffer the normal penalty (see 15.3). While off map, units cannot do anything except Rally and/or Reorganize and cannot be attacked in any way until moved back onto the map (as a Reinforcing Unit). They may also permanently leave the map to meet the scenario Victory Conditions.
[10.8] Leader Movement: Leaders move at any time while their Brigade is activated. Leaders are not "units," therefore:
- They do not have a Formation or Facing.
- They ignore all terrain penalties.
- They can stack with friendly units, and do not block or otherwise affect those units.
[11.0] FORMATION & FACING CHANGES
A unit uses the Change Formation Action (which is not considered "movement" per se and is never affected by terrain disruptions) to adjust its Formation and/or reorient its facing.
Important: All of the Stands in a unit must remain in contact with each other at all times along their edges or, when their Formation is "bent" (11.3) at their corners. Think of them snapped together like magnets.
Each time a unit uses a Change Formation Action, it can make one of the adjustments listed below (11.1 to 11.4):
[11.1] Line, Column and Limber: Infantry and Cavalry units alternate between Battle Line (9.1) and Column (9.2), while Artillery units can switch between Unlimbered (9.3) and Limbered (9.4) Formations. To alternate between its allowed Formations, that unit uses one (1) Change Formation Action, its Stands are repositioned into the new Formation (and, if desired, that unit's facing may be freely changed, see 11.2).
Procedure: When changing Formation from Column (Limbered) to Battle Line (Unlimbered), a unit's Stands are lined up horizontally on either side of the Stand at the front of that Column in equal numbers on both sides. When a unit has an even number of Stands, the extra Stand can go on either side (see the figure, "AFTER (Battle Line)": this Regiment's fourth Stand could be deployed on either flank of its new Battle Line).
When changing from Battle Line (Unlimbered) to Column (Limbered), determine the Stand at the center of that unit's line (it is the owning player's choice between the two center Stands if that unit has an even number of Stands in its line) and place the other Stands in that unit behind that center Stand in Column (Limbered) formation.
[11.2] Change Facing (Rotate/Spin): To alter a unit's facing, "spin" an unbent (11.3) unit (i.e., all of its Stands) on that unit's geometric center point to the desired new direction while maintaining its Formation (e.g., Battle Line).
Important: When spinning a unit in place to change its facing, the geometric center of the entire unit (i.e., the sum of all its Stands) must be maintained before and after the change. Think of that point as being nailed down.
Example: A Battle Line of four Stands changes facing by "spinning" on its geometric center. Note its Stands stay "snapped" together like magnets.
Historical Note: We are aware that units did not "pinwheel" on a battlefield, but "wheeled" instead. Quite simply, a pinwheel is much easier to explain to new players and functions satisfactorily during gameplay.
Example: The 17th Maine consists of two Stands, shown here deployed in Battle Line Formation. Its geometric center, halfway horizontally and vertically amid the sum of all its Stands, is shown with a thick "X."
[11.3] Bend or Straighten the Line: A multi-Stand unit in Battle Line / Unlimbered Formation uses this Action to "bend" the End Stands (any single or group of Stands that are entirely to one side of the Stand at the center of that unit's line; the owning player's choice between the two center Stands if that unit has an even number of Stands in its line) and thus extend its facing to more than one direction.
"Bent" units cannot move voluntarily! A player wishing to move a bent unit must first use an Action to restore it to a Formation that can move. Note that a bent unit forced to Charge, Withdraw or Retreat, automatically "unbends" and snaps back into a straight Column or Battle Line before conducting that forced move.
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[11.3.1] Refusing a Flank is achieved by simply bending the End Stands forward or backward, making sure that the Stands stay in touch with each other at some point.
Example: The threat of the advancing Confederate unit in Battle Line Formation from the west convinces the Union Player to use an Action to Change Formation and bend the End Stand of his unit's Battle Line as shown ("refusing" its right flank). This is important when conducting Fire Combat (13.0). Notice that the refusing Stand stays connected to its unit by touching the corner of the adjacent Stand.
Restoring the Line is accomplished by spending an Action to return ("snap") the original Battle Line / Unlimbered Formation back to its original position. Alternately, a unit with a refused flank can be changed directly into a Column (or Limbered; 11.1) Formation by using the requisite Action(s).
Refusing a flank as shown above protects a unit from being "outflanked" in combat. Pushing a flank forward (instead of "refusing" it) sets up a "killing zone" where Stands and Guns can concentrate more fire to their center.
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[11.3.2] Irregular Formation is used to bend up to every Stand in that unit so that they conform to the natural contours of one or more terrain features at that unit's location.
Example: The Union unit wants to hold the peak of The Stony Hill and defend it against all comers. An Irregular Formation allows it to bend and wrap its Stands to conform to the contours of the summit. Note that even in an Irregular Formation, the Stands must remain in contact with one another.
Returning to Formation happens when an Irregular Formation is changed into a Column (or Limbered; 11.1) Formation by using the requisite Action(s). Note that an Irregular Formation cannot return directly back into a Battle Line! "Control" of the unit must be re-established first by organizing it into a Column (or Limbered) Formation, and then spending another Action to re-establish a Battle Line.
An Irregular Formation is great for defending a certain piece of key terrain (e.g., a hilltop, buildings or river), but reforming afterwards to maneuver or counterattack takes some effort.
[11.4] Voluntarily Go to Ground: To make a unit with a Defend Order (only) less vulnerable to enemy fire, it can be commanded to Go to Ground. Simply place a Gone to Ground marker with that unit. A unit must be under a Defend Order to perform this Action.
[11.5] Orders: A unit under a Maneuver Order may conduct one free Formation Change Action (11.1 to 11.4) at any point during its activation.
Example: The Confederate Player activates a Veteran Infantry Regiment [4 Actions] in Column Formation and under a Maneuver Order since he wishes to move to occupy a fence line as a defensive position.
- Action 1: Advance. The unit moves forward 3" straight ahead (10.1) for the first of its four allowed Actions (8.1).
- Free Turn, Action 2. It then turns towards the fence line for free (11.5) and moves just over 2" straight forward into contact with the fence for its second Action.
- Action 3: Battle Line. Now in position against the fence, it changes into Battle Line Formation (11.1) for its third Action.
- Action 4: Refuse Flank. For its fourth Action, it bends its right-most end Stand back, thus "refusing" its flank to meet a Union threat to the north. But it runs out of Actions before the unit could conduct Fire Combat (13.0) with its refusing Stand against the enemy unit!
- No Action 5, so no Fire Combat.
[12.0] REORGANIZATION
When a unit performs a Reorganize Action, it is gathering stragglers and the lightly wounded, putting them back into action, restoring order, and otherwise getting that unit in a state of better control during the tumult of battle.
Example: A Seasoned unit [Disorder Level 2 and 1 Eliminated Stand] is under a Defend Order while holding a piece of vital ground in Irregular Formation. It is being pounded at Extreme Range by enemy Artillery fire as enemy Infantry closes in for an assault. In preparation, the unit steels itself by using three Reorganize Actions in a row.
Its first two are used to Restore Order and thus remove both Disorder Levels (12.2), completely restoring the unit's cohesion and removing its Disorder marker. "Rally 'round the flag, boys!" With its third Action, its owner attempts to Recover Casualties (12.3), rolling one die on the Recovery Table. Since this unit is not within enemy Battle or Point Blank Fire Range, and has a Defend Order, there is a plus one (+1) Die Roll Modifier (DRM). The player rolls a 4, which is increased to a "5," allowing that unit to recover its one Eliminated Stand. The player returns the previously Eliminated Stand to play by placing it on either flank of that unit's Formation on the map (12.3, last sentence) on its reduced-strength side.
[12.1] Stand Up!: A unit voluntarily removes its Gone to Ground marker by using one Reorganize Action to do so. Note that a Gone to Ground marker is automatically (involuntarily) removed if that unit is forced to move due to a Battle Card, Morale Test, or being Charged.
[12.2] Restore Order: A unit removes one level of Disorder (e.g., from 3 down to 2) by using one Reorganize Action to restore order. Adjust (or remove) its Disorder marker to reflect this improvement. You may also freely rearrange that unit's reduced- and full-strength Stands within its current Formation, if desired, when restoring order (2.2).
[12.3] Recover Casualties: A unit that has more than one reduced-strength Stand, or has any Eliminated Stands, can attempt to recover those casualties by using one Reorganize Action per attempt to recover casualties. For each Reorganize/Casualties Action, the owning player rolls one die and consults the Recovery Table. On a Recover result, that player may either flip a reduced-strength Stand back over to its full-strength side – OR – bring an Eliminated Stand back into play on its reduced-strength side. In the latter case, place the regained Stand at the back of that unit's Column (Limbered) or on the flank of its Battle Line (Unlimbered) whether or not it is bent in some way.
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[12.3.1] Recovery Limit: A unit can never regain its "full health" by using Recover Casualties Actions during play. At least one reduced-strength Stand must remain in that unit (which cannot be recovered).
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[12.3.2] Eliminated Units: Non-Artillery units (only) whose last Stand is Eliminated can still be reorganized by using Recover/Casualties Actions. (In fact, while wiped off the map, this is the only type of Action they can perform.) No Die Roll Modifiers apply to a Recovery roll in this case.
Upon elimination, the owning player places that unit on the Turn Record Track two turns ahead of the current turn. When that turn is reached, the player may begin to roll to Recover Casualties for that unit. Artillery units cannot Recover Casualties once completely eliminated!
The first successfully recovered Stand is placed by the owning player anywhere off map in a friendly Deployment Zone or, if that scenario has none, off of a friendly map edge (North edge for the Union, South edge for the Confederates). That unit immediately receives any Order, is placed in any Formation and receives a Disorder Level 4 marker. It functions normally in all respects from then on as a Reinforcing Unit.
[13.0] FIRE COMBAT
Units can shoot at each other on the battlefield, representing the disciplined discharge of their weaponry (e.g., muskets or cannons).
General Rules
A unit uses one Fire Combat Action to "shoot" at enemy units with a Fire Attack and additional Fire Combat Actions may be used to increase the deadliness of that attack.
An activated unit can only conduct one Fire Attack during its Player Turn. (This excludes Defensive Fire or Return Fire conducted during the opponent's Player Turn.)
An active unit (only) can fire at up to two separate enemy target units during its single Fire Attack on that turn.
Example: A unit could not conduct a Fire Attack, move forward, and conduct a second Fire Attack during that same turn. It could move, conduct a Fire Attack against one or two enemy units from that position, and then perform other non-Fire Combat Actions to complete its turn.
Fire Combat Sequence
All Fire Attacks (including Return Fire and Defensive Fire) use the following procedure:
- Check each Firing Stand for its Fire Zone, Range to, and the Visibility of, the Target Unit(s; up to 2 different targets).
- Determine number of Fire Dice to use; the Firing player rolls them against each target.
- Determine and apply Hits.
- Target unit's possible Morale Test.
- Target unit's possible Return Fire, repeating Steps 1-4, above.
Cases
[13.1] Fire Eligibility: When a unit fires, each Stand in it is checked individually and is allowed to participate (i.e., becomes a Firing Stand) only if it has a Fire Zone (13.2), is within range of (13.3) and can trace visibility (13.4) to at least one enemy Stand (called the "Target Stand," see below).
Each Firing Stand's designated Target Stand must be the nearest eligible (i.e., meets the Fire Zone, range and visibility requirement) Stand of the Target unit.
[13.2] The Fire Zone: To be an eligible Target Stand, it must fall into the Firing Stand's Fire Zone. A Fire Zone is a 1" wide corridor (i.e., the same width as this game's Rulers) extending out from the unit's front facing edge, which can be tilted outward at up to a 45-degree angle to form the Fire Arc of that Stand (see the "Maximum Fire Arc" diagram).
One way to check a Stand's Fire Arc is to line up a straight edge with the triangle at the bottom-center of the Stand and extend it over either top-corner of that unit.
Another way to check a Stand's Fire Zone is to simply line up the cut, bottom edge of the Combat Ruler with front edge of the Stand as shown above.
[13.3] Range: The range of a Fire Attack is determined by measuring the shortest distance between the Firing and Target Stands.
A Fire Attack is conducted at one of three ranges: Point Blank, Battle and Extreme. The Firing unit uses the longest range measured from among the Firing Stands used to conduct that particular Fire Attack. Fire Combat is prohibited beyond Extreme range for the Firing Stand's weapon type.
These ranges, as per the Fire Combat Table and the Combat Ruler, are the maximum distance for each range category.
Example: The Confederate Firing Stand is at the edge of its Extreme range to the designated Union Target Stand located in the angle of the Orchard.
[13.4] Visibility: Finally, to be an eligible Target Stand, some portion of it must be "visible" to the Firing Stand targeting it.
Visibility is measured by tracing a Line of Sight (LOS) from any part of the Firing Stand to any part of the Target Stand, regardless of the distance traced through unblocked terrain.
Restrictions on Visibility
[13.4.1] Terrain (Key Concept): Where there is no terrain blocking visibility, the distance that a Stand can "see" is unlimited.
When tracing through certain types of terrain within its Fire Zone, how far a Stand can see may be limited. Where the LOS from the Firing Stand to the Target Stand touches one of these terrain types (as listed on the Player Aid sheet; e.g., Woods), its ability to see can be no further than the cumulative maximum distance listed.
If the total distance traced through restricting terrain exceeds the distance shown on the Terrain Visibility Table, that LOS is considered blocked and the target unit is not visible.
Example: The Confederate unit is shooting across Rocky terrain (unlimited visibility) through a 1/4" patch of Rocky Woods (1" max visibility) in front of it. The Target Stand is at Extreme Range (between 3" and 5"), and is itself behind 1/2" of Rocky Woods. The target Stand is visible, as the cumulative amount of Rocky Woods being "seen through" is 1" or less.
When more than one type of restricting terrain is being looked through to see the target unit (e.g., both Orchard and Rocky Woods), all measurement is based upon the worst terrain for visibility.
Example: A Firing Stand peering through 1" of Woods and 1/2" of Rocky Woods is considered to be looking through 1 1/2" of Rocky Woods, and thus the target unit would not be visible.
[13.4.2] Elevation: The elevation contours of the map are marked with numbers representing the relative height of the contours (e.g., elevation contour "53" is two lower than contour "55").
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A Stand's elevation is determined by the location of its front edge. If that should straddle one or more contour lines, it is to be considered at the elevation where the majority of that Stand resides. When that is evenly split, it is to be considered at the lower of those elevations.
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For terrain to restrict visibility (i.e., for Case 13.4.1 to apply), that terrain's elevation must be at or between the elevations of the Firing and Target Stand.
Example: If the Firing Stand is at elevation contour "52" and the Target Stand is at contour "56," only intervening terrain located at contours "52," "53," "54," "55" and "56" could hinder the LOS. Restricting terrain at elevation "51" would be too low to block LOS.
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An LOS may never be traced through a contour line (regardless of terrain) that is at a higher elevation than both the Firing and Target Stands (i.e., a "rise" in the ground between the two Stands blocks their Line of Sight to each other).
Example Continued: Restricting terrain at contour "57" would automatically block LOS as it is higher than both units.
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A Firing Stand's cumulative maximum LOS distance through restricting terrain is increased by one inch (+1") if that Firing Stand is at least two (2) contours higher than the Target Stand.
Examples: A Firing Stand is at contour "55" and its Target Stand is at contour "51." There is an intervening 1 1/2" strip of Rocky Woods at elevation "52." The maximum LOS through the Rocky Woods is 2" (the 1" base amount + 1" due to the contour difference); therefore the Firing Stand sees its target.
If, instead, the Firing Stand unit were at contour "52," the maximum LOS would be 1" through that terrain and it could not see the Target Stand.
If both the Firing and Target Stands were at contour "54," the intervening restricting terrain at contour "52" would not affect LOS at all.
[13.4.3] Other Units: An LOS cannot be traced through other Stands (friendly or enemy) at the same contour level as the Firing Stand. A Firing Stand's Fire Zone is blocked if an intervening Stand at the same contour level as the Firing Stand occupies 1/2" or more of the 1" width of the Firing Stand's Fire Zone.
A Firing Stand can always shoot over intervening Stands if both the Firing and Target Stands are at higher elevations than the intervening Stand.
Important: Units at a higher elevation firing over friendly units (only) at a lower elevation that are in the Firing Stand's Fire Zone can conduct Overhead Fire.
- To conduct Overhead Fire, a Stand must be at least two contours higher than the intervening friendly Stand.
- Overhead Fire is prohibited if the Target Stand is within 1" of the intervening friendly unit.
- Overhead Fire is always allowed if the intervening friendly unit has a Gone to Ground marker (regardless of contours or the Target Stand's relative distance).
Resolving a Fire Attack
[13.5] Fire Resolution: Unlike determining Fire Eligibility (13.1), Fire Attacks are resolved by unit, not by Stand. All of a unit's eligible (13.1) Firing Stands fire (i.e., roll their dice) together as a single "fistful" at the designated Target Unit.
Procedure: The Firing player rolls a number of Fire Dice (each symbolized with a 3-D die symbol: z) as shown on the Fire Combat Table on the Player Aid sheet (an odd 1/2 die is rounded up). The number of Fire Dice thrown is adjusted for all applicable firing and target unit conditions listed on the Player Aid sheet.
All Hits rolled are then applied to the Target Unit by its owning player.
[13.5.1] Conditions Affecting Fire Dice: Various conditions affect the number of Fire Dice rolled:
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Additional Fire Combat Actions: A unit using multiple Fire Combat Actions for its single Fire Attack that turn gains one additional Fire Die (+1 z) per additional Fire Combat Action used to "pour it on."
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Terrain Cover: The Target Unit benefits from terrain cover (i.e., reduces the number of the attacker's Fire Dice) if:
- Half or more of the Target Stands in that attack have their front edges occupying the qualifying terrain, OR
- Half or more of the Fire Zones traced from Firing Stands to their respective Target Stands in that attack passed through any amount of such terrain and that terrain is located at the same contour or within one contour (higher or lower) of either Stand's elevation (even if the Target Unit itself does not qualify as occupying such terrain, see above).
In order to derive cover from a linear obstacle (e.g., a wall), half or more of the Targeted Stands must be in direct contact with that feature and it must be between the Firing and Target Stand – being on top of the feature is no good.
Cover is not cumulative! Use only the single most beneficial cover modifier.
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If the final total of Fire Dice in a Fire Attack is less than one (<1), one Fire Die is rolled. The To Hit number is always a 6 (regardless of range) and the Target Unit does not take a Morale Test.
Example: A Veteran Confederate Infantry unit with three full-strength Stands and a Disorder 3 marker is under a Confusion Order. It is Rifle-armed and decides to stay in place and blast away at a Union defensive (fence line) position that is 2" away (i.e., at Battle range). It uses four Fire Combat Actions for its Fire Attack, meaning the Confederates roll six Fire Dice (2 z each for the three Stands, -2 z for the Firing Unit's Disorder, -1 z for the Confusion Order, and +3 z for the three extra Fire Combat Actions).
The dice roll is: 2, 5, 6, 4, 2 and 6, resulting in two Hits to the targeted Union unit. The Union Player decides to take both of these Hits as Disorder results (13.5.3) and places a Disorder 2 marker on the unit. Since the Union unit took one or more Hits (13.6), it must take an immediate Morale Test (15.0).
Assuming that the Union unit passes its Morale Test, it may Return Fire (13.7). The Union unit, which is under a Defend Order, has three Stands, two of which are on their reduced-strength sides. The Union Return Fire rolls three Fire Dice (2 z for the full-strength Stand, +1 z each for the two reduced-strength Stands, and -1 z for the unit's own Disorder Level). The Union Player rolls 3, 1 and 5, which all miss. The Confederate unit suffers no Hits, does not have to take a Morale Test, and its turn then ends.
[13.5.2] The "To Hit" Numbers: The Fire Combat Table on the Play Aid sheet lists the To Hit number(s) needed to score "Hits" on the target unit (e.g., at Point Blank Range, the To Hit numbers are 5 and 6; at Battle or Extreme Range, only a 6 inflicts a Hit). After the Fire Dice are thrown for a Fire Attack, those results that are To Hit numbers are "Hits." All other results are "misses" and have no effect.
[13.5.3] Applying Hits: The owning player applies all of the Hits inflicted to the entire Target Unit, regardless of how many Stands were actually targeted. Each Hit is applied separately in one of the following ways:
- Disorder: The Target Unit's level of Disorder is increased by one (+1), up to a maximum of Disorder Level 4. A unit currently at Disorder Level 4 must take all further Hits as Casualties (see below).
- Casualties: Reduce one Stand in the Target Unit. If there are any full-strength Stands in that unit, one of them is reduced by flipping it over to its reduced-strength (red print) side, starting with the Stand closest to the firing enemy unit. If there are no full-strength Stands in that unit, one reduced-strength Stand (again starting with the one closest to the firing enemy unit) is eliminated (removed from the map and set aside). It can be recovered later as per Case 12.3.
Example: The Confederate 3rd South Carolina Battalion is at Disorder Level 2 and is pummeled by a strong Union attack that inflicts 3 Hits. The Confederate Player applies the first 2 Hits as Disorder, increasing the Disorder marker to reflect its new status of Disorder Level 4. With the 1 Hit remaining, he has no choice but to flip one of the unit's full-strength Stands to its reduced-strength side.
[13.5.4] Point Blank Smoothbore Fire: For each Hit inflicted by a Smoothbore-armed unit (Cannon or Rifle) at Point Blank range (only), the firing player first rolls one die. On a roll of 5 or 6, that Hit must be applied as a casualty. After this roll is made, the remaining Hits that do not result in mandatory casualties are applied normally.
This procedure is to simulate the devastating morale and physical effects of the "Napoleon" smoothbore cannon and the shotgun-like "Buck n' Ball" ammo of smoothbore rifles.
[13.6] Morale Tests: The targeted unit must immediately take a Morale Test (15.0) if one of the following conditions applies:
- It was an Infantry Fire Attack at Extreme range and inflicted at least two Hits;
- It was an Infantry Fire Attack at Battle or Point Blank range, or an Artillery attack at Extreme range, and inflicted at least one Hit;
- It was an Artillery Fire Attack at Battle or Point Blank range (always);
- It was a Defensive Fire Attack (always, see 14.2).
[13.7] Return Fire: Once per Action Phase (unless under a Defend Order) an Inactive unit that did not receive a "Broken" result from a Fire Combat Morale Test (15.0) can immediately interrupt the Active Player and conduct a free "Return Fire" Combat Action back at the Active unit.
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[13.7.1] Resolution: A Return Fire Attack is conducted like a normal one-Action Fire Attack (i.e., as per Rules 13.5 and 13.6) except that the Return Firing unit does not need visibility to the Active enemy unit.
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[13.7.2] Opportunity Fire: Should an Active unit end any Move or Formation Change Action within eligible Point Blank range of an Inactive unit, that Inactive unit can immediately interrupt the Active Player and conduct Opportunity Fire (before being shot at) in lieu of Return Fire (after being shot at).
Note that Opportunity Fire is normally not allowed by the target of a Charge; it will issue Defensive Fire instead, as per 14.2. However, if the charging enemy unit does not close, the target of the charge may still issue eligible Opportunity Fire.
Opportunity Fire counts as that unit's one allowed Return Fire for that Action Phase and is resolved like Return Fire. Opportunity Fire is the price the Active unit pays for "putting on a parade" in front of an Inactive enemy unit. Note that Opportunity Fire is less effective (-1 z) than Return Fire but has the advantage of pre-emption.
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[13.7.3] Defense Orders: Inactive units and Artillery batteries can only conduct one Return/Opportunity Fire Attack per Action Phase with the exception of units under a Defend Order. Units under a Defend Order may perform an unlimited number of Return/Opportunity Fire Attacks (but they can't issue both Opportunity Fire and Return Fire at the same enemy unit).
[13.8] Multiple Targets: A Firing Unit may divide its Firing Stands between up to two eligible enemy units per Fire Attack. Each Firing Stand can still only fire at one enemy Target Stand per Fire Attack and determines its Fire Attack separately against its designated Target Unit/Stand. Bonuses and penalties for the Attacking unit apply to both Fire Attacks. The conditions for each Targeted Unit are determined separately.
Example: A Seasoned Confederate Infantry unit with four full-strength Stands and a Disorder 2 marker is under an Attack Order and it uses all three of its Actions for Fire Combat against two nearby 1-Stand Union units. The two left-side Confederate Stands are eligible to fire at only the first Union unit, and declare to do so. All of the Confederate Stands are eligible to fire at the second Union unit (which is in Rocky Woods terrain), but only the two right-side Stands remain to be fired, and those two are declared to do so at the second Union unit.
The left-side Fire Attack receives six Fire Dice (2 z each for the two Stands, -1 z for the Firing Unit's Disorder, +1 z for the Attack Order, and +2 z for the two extra Fire Combat Actions). The right-side Fire Attack starts with the same six Fire Dice, but loses -2 z due to the Target Unit's terrain for a net total of four z.
[14.0] BAYONET COMBAT
A unit conducting a Charge Movement Action (10.3, a.k.a. "the charging unit") begins the Bayonet Combat sequence by attempting to contact the targeted unit and engage it in Close Quarters Combat.
Bayonet Combat Sequence
- Defender Morale Test to Hold. If the defending unit is Broken or Shaken + Withdraw, the charging unit is declared the winner; if it holds, proceed to Step 2 (below).
- Defensive Fire at Point Blank range.
- Attacker Morale Test to Close. If the charging unit is Broken or receives any of the three Shaken results, the defending unit is declared the winner; if it closes, proceed to Step 4.
- Close Quarters ("CQ") Combat Rounds:
- A. To Hit Rolls are made for both sides and applied (14.4) simultaneously.
- B. The unit suffering the most Hits takes a Morale Test first (if both suffer equal Hits, then both take Morale Tests and apply the results simultaneously).
- C. If the unit suffering the most Hits passes, then the other unit takes a Morale Test.
- D. If either unit fails, it is declared the "loser" and the other unit is the "winner."
- E. If both units pass, another Round of Close Quarters combat is fought (Step A).
Cases
[14.1] Morale Test to Hold: A unit contacted by a charging enemy must take a Morale Test to Hold. If it gets a Broken or Shaken + Withdraw Morale Test result, it is moved per the normal Morale Test procedure (15.3) and the charging unit wins (see 14.4.3). If the contacted unit does not suffer a Broken or Shaken + Withdraw result, it automatically performs Defensive Fire (14.2).
[14.2] Defensive Fire: This is a "free shot" (a unit makes one free Defensive Fire Attack every time it is charged) resolved by that unit performing one Fire Combat Action at Point Blank range against the charging unit.
[14.3] Morale Test to Close: The charging unit must take a Morale Test to Close after it receives Defensive Fire (even if no Hits were scored). If it suffers a Broken, Shaken, Shaken + Go to Ground or Shaken + Withdraw result (these latter two are collectively referred to as "Shaken +" results), it is moved per the normal Morale Test procedure (15.3); no actual Close Quarters Combat ensues and the defending unit wins (see 14.4.3).
If the charging unit does not receive a Broken, Shaken or Shaken + result, Close Quarters Combat ensues (14.4).
[14.4] Close Quarters (CQ) Combat: CQ Combat (fought with very close range fire, bayonets, etc.) is conducted in "Rounds." Each Round is conducted according to Steps 4.A-E of the Bayonet Combat Sequence. Immediately remove any Gone to Ground marker (at no cost) from units engaging in CQ Combat.
Players begin by consulting the CQ Combat Table to determine how many dice each side rolls to inflict Hits on the other.
Important: All Stands of a unit participate in CQ Combat, even if they are not physically in contact with the enemy unit.
The results of both players' rolls are applied simultaneously with each 6 scoring a Hit. Note that there is no minimum number of CQ Combat dice thrown!
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[14.4.1] Bloody Fight: At least half (i.e., rounding up to the next whole number) of the Hits inflicted by CQ Combat must be taken as casualties (13.5.3, #2).
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[14.4.2] Morale Tests to Stand: The unit that received more Hits in a Round of CQ Combat must take a Morale Test to Stand. If that unit does not receive a Broken or Shaken + result, then the other unit must similarly take a Morale Test to Stand.
If both sides receive an equal number of Hits (even zero), then both units must take Morale Tests to Stand with the results applied simultaneously.
If there is no loser declared that Round (i.e., neither side's Morale Test to Stand resulted in a Broken or Shaken + result), then another Round of CQ Combat ensues (Steps 4.A-E), and this is repeated until either a winner or no winner is declared.
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[14.4.3] Ending CQ Combat: A unit that is completely eliminated loses that combat. If a unit receives a Broken or a Shaken + Morale Test result, it is moved per the normal Morale Test procedures (15.3) and loses that combat.
If both units lose (i.e., both fail a required simultaneous Morale Test to Stand), both are moved per the normal Morale Test procedures (15.3) and there is no winner.
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[14.4.4] Winning and Losing CQ Combat: The winning unit receives a Confident marker (overriding any previously placed morale marker on the unit).
If the winning unit Charged or fought a Round of CQ Combat, its level of Disorder is increased by two (+2) to a maximum Disorder Level of 4. Do not inflict any additional casualties.
If the losing unit is an Infantry type and fought a Round of CQ Combat, its level of Disorder is increased by two (+2) to a maximum Disorder Level 4 (unless Broken, of course). Do not inflict any additional casualties.
If the losing unit is an Artillery type and fought a Round of CQ Combat, it is completely eliminated.
[14.5] Charging Multiple Units: If the charging unit contacts more than one enemy unit simultaneously, all charged defending units are treated as one large unit for Bayonet Combat resolution purposes, with the exception that each takes its own individual Morale Tests to Hold and to Stand. Hit results applied to the defending units from CQ Combat are distributed as evenly as possible between these units (with any odd result assigned by the owning player). A charging unit must defeat all defending units to be declared the winner (14.4).
Note: Actual hand-to-hand combat in the American Civil War was uncommon. Usually, one side or the other would give way before coming that close.
Bayonet Combat Example: A Seasoned Union Infantry unit with four full-strength Stands in Battle Line Formation under an Attack Order announces a Charge Move against a Seasoned Confederate Infantry unit with two full-strength Stands in Battle Line Formation under a Maneuver Order behind a Stone Wall.
The distance between them is 2", so the charging Union unit moves straight ahead and closes to contact with the Stone Wall. Since this Charge move (of 3") was greater than half a move (>1.5"), the charging unit suffers a Disorder 1 (for hitting the Stone Wall "tired" after a long Charge; see Terrain Effects on the Movement Table).
The Bayonet Combat Sequence begins with the Confederate unit taking a Morale Test to Hold (14.1). Rolling two dice, their sum is "6," which is modified by -1 for being under a Maneuver Order and +2 for the assurance of the Stone Wall, for a net result of "7." It Passed, so play progresses to the next Step in the Bayonet Combat Sequence.
The Confederates unleash their Defensive Fire Attack (14.2) at Point Blank range, rolling three Fire Dice (2 z each for the two Stands and -1 z for their Maneuver Order). The dice roll is: 2, 5 and 4, resulting in one Hit to the charging Union unit. The Union Player flips the Disorder 1 marker over to its Disorder 2 side then grimly takes the next Step, a Morale Test to Close (14.3).
The Union Player rolls two dice and the result is a "12," which is modified by -1 for its state of Disorder, for a net result of "11." A Confident marker is added to the Union unit as the Union Player whistles the first bar of The Battle Hymn of the Republic while proceeding to the next Step.
CQ Combat ensues (14.4) and, while any Hits are applied simultaneously, the players take turns rolling them out. The Union Player tosses nine dice (2 z each for the four Stands and +1 z for being Confident) to the Confederate Player's four dice (2 z each for the two Stands). The end result is that the Union scored only 1 Hit while the Confederates rolled no Hits.
The South takes this loss as a casualty (14.4.1; at least half of CQ Combat Hits must be casualties), and so one Confederate Stand is flipped to its reduced-strength side. And since the Union inflicted more Hits during this Round of CQ Combat, the Confederates are obliged to take their Morale Test to Stand (14.4.2) first.
The Confederate Player throws two dice for a miserable result of "3," which is modified by -1 for the Maneuver Order and +2 for the security of the Stone Wall for a net result of "4." The unit is Shaken + Gone to Ground (15.3) which, because this is CQ Combat, becomes a Shaken + Withdraw result instead. The unit receives a Shaken marker and performs a Withdraw move 2" directly backwards away from the victorious Union unit. It also receives a Disorder 3 marker (two for the fighting and one for the Withdraw move).
The charging Union unit has won and so needs not take a Morale Test to Stand. Its Disorder 2 marker is replaced with a Disorder 4 marker from the fighting (14.4.4) as it moves across the Stone Wall (14.4.5), and keeps its Confident marker.
[15.0] MORALE TESTS
Morale Tests measure a unit's intestinal fortitude under combat duress. Units must check their courage by taking a Morale Test on various fight-or-flight occasions during a battle.
[15.1] When Morale Tests Occur: A unit takes a Morale Test as indicated when:
- It is required to per the Fire Combat and Defensive Fire procedures;
- It is entering Bayonet Combat (testing to Hold or Close);
- It is involved in CQ Combat (testing to Stand);
- It is contacted by a Retreating or Withdrawing unit (i.e., trying to avoid panic);
- It is attempting to Rally.
[15.2] Morale Test Procedure: The owning player rolls two dice. Their sum is modified and compared to the Morale Test Table with the indicated result applied to the testing unit.
Die Roll Modifiers
- Terrain Cover: A unit gains the Morale Table Die Roll Modifier (DRM) benefit from "cover" if the front edges of half or more of its total Stands occupy that terrain; for linear obstacles (e.g., a fence or wall), that Stand must be in direct contact with that terrain feature and the feature must be between the Stand and the enemy causing the test (or the closest enemy). Terrain Cover Morale Test modifiers are cumulative (as opposed to Fire Combat Terrain Cover modifiers which are not)!
- "Flank" or "Rear": is defined as any attack that contacts the side or rear of the unit's closest End Stand at a 90-degree or greater angle and at least half of the attacking unit's Stands are located entirely behind the Target Unit's Front Line (an imaginary line drawn across the front of the targeted unit's closest End Stand).
Example: Is the Union unit outflanked? Yes, by the Confederate unit on the Union's left flank, since "at least half of the attacking unit's Stands are located entirely behind" the target Union unit. Two out of three Stands in the enemy Column are behind the Union unit's imaginary Front Line. No, by the Confederate Battle Line on the Union's right. The Union Player has bent his line, refusing that flank to make it harder to be thus outflanked.
[15.3] Morale Test Results are applied to the testing unit as follows:
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Passed: The unit passes the Morale Test and its morale is stable. Remove any Confident, Shaken or Broken marker from that unit.
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Confident: The unit passes the Morale Test with flying colors. Remove any Shaken or Broken marker from that unit and place a Confident marker on it.
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Shaken: The unit passes the Morale Test, but barely. Remove any Confident or Broken marker from that unit and place a Shaken marker on it.
If this unit received Defensive Fire (14.2) or Opportunity Fire (13.7.2) during a Charge move, it backs up 1/2" from contact with the unit it was charging.
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Shaken + Gone to Ground: The unit is right on the edge of failing the Morale Test. Remove any Confident or Broken marker from that unit and place a Shaken and a Gone to Ground marker on it.
If this unit received Defensive Fire (14.2), it backs up 1" from contact with the unit it was charging and then goes to ground. The act of going to ground represents the troops "hitting the dirt" to find cover.
In CQ Combat when testing to Stand (14.4.2), the testing unit does not go to ground, instead it fails the Morale Test; in that case, this result is treated as a Shaken + Withdraw result instead (below).
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Shaken + Withdraw: The unit fails the Morale Test. Remove any Confident, Gone to Ground and/or Broken marker from that unit, place a Shaken marker on it, and it conducts a Withdraw move by performing these Steps:
- If the unit is in a "bent" Formation, straighten it out for free. If it is in Irregular Formation, reform it into a Column (11.3.2) for free. If it is an Artillery unit, place it in Limbered Formation for free.
- Spin the unit to face the enemy unit that caused the Morale Test (or the nearest visible enemy threat in the case of withdrawing due to a failed Rally attempt; see 16.0). This spin can temporarily contact an enemy unit, but it has no effect. (Artillery units are faced away from the nearest, visible enemy unit.)
[16.0] RALLY
Broken units cannot voluntarily perform any Actions, they can only attempt to Rally. During the Mutual Rally Phase, both players must attempt to Rally their Broken units.
Procedure
Players alternate Rally attempts, one unit at a time, starting with the First Player, until all Broken units have attempted to Rally. A unit "Rallies" by taking a Morale Test to Rally. If the unit is off map when testing, do not apply any terrain modifiers to the Rally test.
Rally Results
- If the rallying unit receives a Broken result, apply it normally. If currently off map, the unit is eliminated instead.
- If the rallying unit receives any other result, apply it normally. Afterwards, place a Disorder Level 4 marker on that unit (replacing any previous Disorder marker).
- The owning player may then give the unit any Order. From that point on, the usual Brigade Command Control Rule (7.0) applies normally. If the unit is off map at the time of Rallying, it is treated as a Reinforcing Unit.
[17.0] EXTENDED EXAMPLE
The rulebook's contents list places Rule 17.0 (Extended Example) "inside cover." That panel is not part of the PDF this transcription was made from, so the example is not reproduced here. Scenario victory conditions are printed in Rule 18.4 of the scenario booklet below.
Points to Remember / Gameplay Hints
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Remember to reference the size of each unit. Units can consist of more than one Stand and all such Stands must act together as one unit. So an Infantry unit of three Stands is one large unit, not three separate small ones.
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Don't be intimidated by the terrain details on the map. The terrain breaks down into only three simple categories:
- Clear: Open and Wheatfield;
- Heavy: Rocky Woods;
- Light: all the other terrain in the game.
Just keep those three categories in mind and all the beautiful details on the map will not be confusing at all.
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Study all the subtle effects – pro and con – of each of the Orders. They may seem irrelevant, but having the right Order at the right time (or vice-versa) has a very tangible effect on the battle!
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Remember, there is always a minimum Fire Attack die roll of one die, hitting on a 6 (but not causing a Morale Test). And yes, these "cheap shots" happen a lot (especially with the small, 1-Stand Union regiments) when fighting around Rose's Woods and on Stony Hill.
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Don't forget your Battle Cards and read them carefully! These subtle events can be game-changing, so use them wisely.
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Manage your unit's Disorder Level based on what you are trying to accomplish that turn. For example, if you're looking to maximize firepower against a target, don't waste an Action reducing Disorder from "2" to "1" or from "4" to "3" – it won't change the number of your Fire Dice. On the other hand, if you're defending a position and need to hold it, reducing Disorder is helpful as it staves off those costly Casualty Hits and elevates morale.
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Your Leaders will likely get wounded or even killed – it was a reality of the American Civil War that officer casualties were high. So use them to their fullest extent before that stray bullet or sniper fire gets them.
[18.0] SCENARIOS
From the separate "Gettysburg: The Wheatfield Scenarios v1.0" booklet, which accompanies the rules.
Be sure to read Rule 3.0, Set Up, first!
There are three scenarios included in Gettysburg: The Wheatfield, each with its own Order of Battle (OOB), Special Rules, Turn Length and Victory Conditions. These scenarios are listed in order of their difficulty. The first scenario is introductory in complexity and is used when someone is first learning and playing the game. The second scenario is the historical scenario depicting the actual fighting that occurred during the afternoon of July 2nd. The final scenario is a dramatic, "what-if" meeting engagement battle.
[18.1] Orders of Battle (OOB): The units in a scenario's Orders of Battle are listed by their Brigade Leader's name while Independent units are listed separately. The parenthesized number after each unit's name is the number of Stands in that unit.
[18.2] Deployment: Units that begin the game on the map have their Deployment locations described in that scenario. Leader Stands can be deployed anywhere on the game map and Brigades are set up (or enter play) with any Order desired unless otherwise stated in that scenario's Deployment notes.
Who Sets Up First: When Stands set up on the map, Union forces always deploy first.
[18.3] Reinforcing Units: Units that enter the game during play are "Reinforcing Units." They enter play in one of two ways:
- A. Automatic Arrival: The unit automatically arrives during a given turn as per the scenario instructions. The owning player simply announces that he selects it as the Active unit and moves the unit into the game as prescribed below; or
- B. Random Arrival: The player must randomly determine when the unit arrives, beginning with the turn given with the scenario instructions. If entering in this way, the owning player announces that he wishes to select this as the Active unit and then rolls a die. On the first eligible turn, he must roll a 1 for the unit to enter the game. If he does not successfully bring the unit on, he can roll the following turn and increase his success die roll by one (i.e., 1 or 2). The next turn would be successful on a 1, 2 or 3 and so on. If the unit is not successfully brought into the game after the fifth attempt, it will automatically succeed with its sixth attempt next turn.
How Reinforcements Enter Play: When made Active and eligible to enter play, Reinforcing Units may arrive at any eligible point, in any Formation and are automatically In Command on their turn of entry. Before moving units onto the map, the owning player must first place all of the arriving units off-map along the map edge from which they will enter. Some portion of each unit's front edge (not necessarily the entire unit) must touch a part of the designated Entry Zone.
To arrive, units move onto the map one at a time with each completing all its Actions before the next unit enters. Units that cannot be placed along the map edge due to lack of deployment space must be delayed. Note that not all (or even any) of an arriving Brigade's units must enter on their first turn of opportunity. They can be delayed to a future turn by their owning player, if desired, but then they must be committed to a particular entry point upon Activation (i.e., lined up just off-map at the exact point where they will enter).
[18.4] How to Win: Each scenario describes how to win it. Scenario 1 has simple Victory Conditions, while the other scenarios award Victory Points (VPs) that are totaled at the game's end and compared. The side with the most VPs wins. A Minor Victory is awarded unless the winner's total is at least double the loser's, in which case a Major Victory has been won.
- [18.4.1] Control of Terrain: Some VPs are awarded for control of terrain features, meaning physical occupation or being the last to physically occupy it by one or more of a player's units at the exact Key Area of that terrain feature, as indicated on the map by an asterisked () terrain icon. Note the asterisk () on the rock atop The Stony Hill.
- [18.4.2] Exiting Units: When exiting a unit for VPs, simply move it to the eligible map edge and pay 1" of movement to exit all of that unit's surviving Stands (regardless of their quantity or condition) off the map. Units cannot re-enter the map and return to play after exiting.
Scenario 1: The Down Easters' Wall
This Introductory Scenario depicts Confederate General Anderson's Brigade emerging from Rose's Woods and its immediate effort to seize the imposing Stone Wall (along the southern perimeter of The Wheatfield) and nearby Stony Hill. General De Trobriand's men, of course, had something to say about it.
Union Order of Battle
- De Trobriand (Leader Stand): 17th Maine (2), 115th Pennsylvania* (1), 8th New Jersey* (1), 5th Michigan (1), 110th Pennsylvania (1).
- * These two regiments from Burling's Brigade are assigned to De Trobriand for this scenario.
- Artillery: New York Light Battery D (2).
Deployment
- [A] The 17th Maine is deployed in Battle Line Formation anywhere along, and in contact with, the north side of the Stone Wall located on the south edge of The Wheatfield.
- [B] The other four Infantry units are deployed in an area south of the Stony Hill Rocky Woods, west of The Wheatfield, east of the John Rose Farm fence line and north of the road. These units can be in any Formation.
- [C] Deployed Unlimbered anywhere within 1" of the north map edge and entirely within the Wheatfield.
Confederate Order of Battle
- Anderson (Leader Stand): 9th Georgia (2), 8th Georgia (2), 11th Georgia (2), and 59th Georgia (3).
Deployment: This entire Brigade enters on the first turn (like a Reinforcing Unit) from anywhere east of the John Rose Farm along the south map edge.
Special Rule: On the first turn, the Confederates automatically have the Initiative.
Scenario Length: This scenario is 6 Game Turns long.
Victory Conditions: At the end of the 6th Game Turn, if either side controls (18.4.1) The Wheatfield Stone Wall, that player is awarded a Minor Victory. If that side also controls The Stony Hill, it is a Major Victory.
Scenario 2: The Whirlpool
Late in the afternoon of July 2nd, after much wrangling and delay, General Longstreet's grand flanking maneuver around Meade's Union army has finally started. The fighting has been raging around Devil's Den and the Round Tops for a while when General Anderson's Georgian Brigade begins its supporting advance through the Rose's Woods, aiming for the southern perimeter of the Rose Farm Wheatfield.
Defending this area were hastily assembled and sloppily deployed troops of three Union Brigades. Their goal was to prevent a Confederate sweep down the Union army's left flank on Cemetery Hill. The battle for the Wheatfield has begun, and this tiny area will soon yield some of the bloodiest and most vicious fighting of the entire American Civil War!
Union Order of Battle
- De Trobriand (Leader Stand): 17th Maine (2), 115th Pennsylvania* (1), 8th New Jersey* (1), 5th Michigan (1), 110th Pennsylvania (1).
- * These two regiments from Burling's Brigade are assigned to De Trobriand for this scenario.
- Artillery: New York Light Battery D (2).
Deployment
- [A] The 17th Maine is deployed in Battle Line Formation anywhere along, and in contact with, the north side of the Stone Wall located on the south edge of The Wheatfield.
- [B] The other four Infantry units are deployed in an area south of the Stony Hill Rocky Woods, west of The Wheatfield, east of the John Rose Farm fence line and north of the road. These units can be in any Formation.
- [C] Deployed, Unlimbered, anywhere within 1" of the north map edge and entirely within the Wheatfield.
Ward's Brigade: 20th Indiana (1 full-strength and 2 reduced-strength Stands), 86th New York (1 full-strength and 1 reduced-strength Stand).
- [D] Both units deploy in contact with one another (side by side) and in Battle Line Formation along the east map edge with either unit's left flank touching the southeast corner of the map.
Ward Special Rules: These two units do not have their own Leader and activate as part of De Trobriand's Brigade. They also apply the following special rules:
- a) They start the game with Defend orders and can never have any other order assigned to them (except temporarily by Battle Card);
- b) They are always Out of Command;
- c) If totally eliminated, neither unit can be Reorganized back into the game.
These units represent the right flank of Ward's Brigade fighting at Devil's Den, hence the restrictions on their use at the Wheatfield. Both units engaged in serious fighting before Anderson's attack and thus start the game with reduced Stands.
Tilton (Leader Stand): 22nd Massachusetts (1), 18th Massachusetts (1), 1st Michigan (1), and 118th Pennsylvania (2).
- [E] Draw an imaginary line running north/south through the Key Area on Stony Hill. The geometric center point of each unit must be west of this line and touching any Rocky Woods terrain on Stony Hill. Units can be in any Formation.
Sweitzer (Leader Stand): 32nd Massachusetts (2), 4th Michigan (2), and 62nd Pennsylvania (3).
- [F] Draw an imaginary line running north/south through the Key Area on Stony Hill. The center point of each unit must be east of this line and touching any Rocky Woods terrain on Stony Hill. Units can be in any Formation.
Union Reinforcing Units
Peach Orchard Batteries: 1st NY Light Batt. G (2), Penn. Lt. Batteries C&F (2).
- Arrival: Roll for Random Arrival of each battery (separately) beginning with Game Turn 1.
- [G] Each battery arrives along the north map edge anywhere up to 4" from the northwest corner of the map.
Peach Orchard Regiment: 3rd Michigan (1).
- Arrival: This regiment Automatically Arrives three turns after the second Peach Orchard battery arrives.
- [H] The regiment arrives anywhere on the north map edge, entirely within the Orchard.
Confederate Order of Battle
- Anderson (Leader Stand): 9th Georgia (2), 8th Georgia (2), 11th Georgia (2), 59th Georgia (3) and 3rd Arkansas* (1 full-strength and 2 reduced-strength Stands).
- * This regiment from Robertson's Brigade is assigned to Anderson for this scenario. It suffered casualties earlier in the day attacking Ward's Brigade.
Deployment: This entire Brigade Automatically Arrives on Game Turn 1 (like a Reinforcing Unit) from anywhere east of the John Rose Farm along the south map edge.
Confederate Reinforcing Units
Kershaw (Leader Stand): 8th S. Carolina (2), 3rd S. Carolina Battalion (1), 2nd S. Carolina (3), 3rd S. Carolina (3), and 7th S. Carolina (3).
- Arrival: Roll for Random Arrival for the entire Brigade (less the 15th South Carolina, see below) starting on Game Turn 3.
- Deployment: These units enter along the west or south map edges anywhere up to 6" from the southwest corner of the map.
Reinforcing Regiments: 15th S. Carolina (3), 50th Georgia* (2).
- * This regiment is actually from Semmes' Brigade assigned to Anderson's Brigade for this scenario.
- Arrival: The 15th S. Carolina automatically arrives two turns after Kershaw's Brigade arrives. The 50th Georgia automatically arrives two turns after the 15th S. Carolina arrives.
- Deployment: Each regiment arrives in the same Deployment Area as Anderson's Brigade (not Kershaw's!).
Special Rules
- On the first turn, the Confederates automatically have the Initiative.
- Union Artillery Bombardment: Immediately before each of Anderson's and Kershaw's Brigades enter the map (but not the 3rd Arkansas, 15th S. Carolina or 50th Georgia), the Union Player bombards those units. He rolls four dice against each of the two left-most deployed units (from the Confederate player's perspective) and two dice against each of the other units. Hits are scored with each roll of 5 or 6 against each unit. These dice rolls apply no modifiers and no Morale Tests are conducted by the targeted units. Hits are otherwise applied normally by the Confederate Player. If the Confederate Player delays any units, then this bombardment is conducted again against those later deployed units.
- The other Union batteries arrayed at the Peach Orchard fired at the Rebels as they advanced from Seminary Ridge. To simulate this, the Union Player conducts this free preliminary bombardment.
Scenario Length: This scenario is 10 Game Turns long.
Victory Conditions: At the end of the 10th Game Turn, Victory Points are awarded as follows:
- Either Player: 5 VPs: Control of The Wheatfield Stone Wall; 15 VPs: Control of Stony Hill.
- Confederate Player: 3 VPs: For each Confederate unit exiting through either the north or east map edges.
Scenario 3: Wheat and Stone
This scenario represents an alternate-history ("what if?") battle where Sickles' infamous forward deployment to the Peach Orchard is significantly delayed and Longstreet's I Corps does not perform its equally infamous counter-march. Instead, Union troops advance from the Little Round Top area while the Confederates move steadily forward from Seminary Ridge. Thus, both forces concurrently arrive in the Rose Farm area, resulting in a head-on meeting engagement in the surrounding fields.
Union Order of Battle
- De Trobriand (Leader Stand): 17th Maine (2), 40th New York (3), 3rd Michigan (1), 5th Michigan (1), and 110th Pennsylvania (1).
- Burling's Brigade*: 115th Pennsylvania (1), 6th New Jersey (1), 8th New Jersey (1).
- * These units arrive in this scenario as a separate Brigade, but use De Trobriand as their Leader Stand for all purposes.
- Tilton (Leader Stand): 22nd Massachusetts (1), 18th Massachusetts (1), 1st Michigan (1), and 118th Pennsylvania (2).
- Sweitzer (Leader Stand): 32nd Massachusetts (2), 4th Michigan (2), and 62nd Pennsylvania (3).
- Artillery Reserve: New York Lt. Battery D (2), Pennsylvania Lt. Battery C&F (2), 1st NY Light Battery G (2).
The 20th Indiana (3) and 86th New York (2) do not appear in this scenario!
Union Arrival Area: All Union forces enter the map anywhere along the north and east map edges within 6" of the northeast corner of the map.
Confederate Order of Battle
- Anderson (Leader Stand): 9th Georgia (2), 8th Georgia (2), 11th Georgia (2), and 59th Georgia (3).
The 3rd Arkansas (3) and 50th Georgia (2) do not appear in this scenario!
- Kershaw (Leader Stand): 3rd S. Carolina Battalion (1), 2nd S. Carolina (3), 3rd S. Carolina (3), 7th S. Carolina (3), 8th S. Carolina (2), and 15th S. Carolina (3).
- Artillery Reserve: Pulaski (Ga.) Artillery (1), Ellis Light Artillery (1).
Confederate Arrival Area: All Rebel forces enter the map anywhere along the south and west map edges within 6" of the southwest corner of the map.
Special Rules
- On the first turn, the Union automatically has the Initiative.
- Deployment of Forces: All forces start the scenario off the game map. Each player selects any one entire Brigade plus any one Artillery Battery which will Automatically Arrive on Game Turn 1 (like a Reinforcing Unit).
- Arrival of Reinforcements: Beginning with Game Turn 2, the player may select a force of up to one entire Brigade (or any designated portion thereof in whole units) OR one Artillery Battery that has not yet deployed on the map. The player may then treat this force as a Randomly Arriving Reinforcing Unit (see 18.3, B). During each Game Turn thereafter, each player may select a new force (either an entire Brigade or an Artillery Battery) to be designated as a Randomly Arriving Reinforcing Unit.
- Players should place an unused die on top of one of the units of a force that did not arrive successfully on their first turn of eligibility to keep track of the number of failed attempts.
- Units of both sides enter the map from their assigned Arrival Areas.
Example: Before the scenario begins, the Confederate Player chooses to bring on Kershaw and the Pulaski Artillery unit while the Union Player decides on De Trobriand and NY Light Battery D. Both players enter these units onto the game map during Game Turn 1.
During Game Turn 2, the Rebel player wants to bring on Anderson. He rolls a die and gets a 3 – Anderson does not make it on this turn. The Union Player chooses Burling's Brigade during the turn and rolls a 1, which allows the brigade to enter on Game Turn 2 as a Reinforcing Unit.
On Game Turn 3, the Confederate Player elects to try and bring on the Ellis Light Artillery unit. He first rolls for Anderson and rolls a 2 – Anderson may now enter during Game Turn 3. He then rolls for Ellis and rolls a 6 – the artillery unit will have to try again next turn. The Union Player elects to try to bring on Sweitzer this turn and rolls a 5 – he also will have to try again next turn.
Scenario Length: This scenario is 12 Game Turns long (use the "1" box for Turn "11" and the "2" box for Turn "12" on the Game Turn Track).
Victory Conditions: At the end of the 12th Game Turn, Victory Points are awarded as follows:
- Either Player: 10 VPs: Control of Stony Hill.
- Union Player: 2 VPs: For each Union unit exiting from either the south or west map edges within 6" of the southwest corner.
- Confederate Player: 5 VPs: For each Confederate unit exiting from either the north or east map edges within 6" of the northeast corner.
[19.0] DESIGNER'S NOTES
From the scenario booklet.
During an e-mail exchange with Victory Point Games' Alan Emrich, miniatures gaming entered our conversation and we discovered our mutual admiration for the old Game Designers Workshop cardboard-miniatures game System 7 Napoleonics. Alan's creative wheels started turning and he soon challenged me to design a game emulating that wonderful and unique system for VPG. I leaped at the opportunity.
Alan envisioned a hybrid miniatures/board wargame that would elicit the visceral immersion and flexibility of a miniatures game while also providing the playability and convenience of a boardgame. Alan and I then agreed upon the American Civil War as the game's epoch.
First Decisions
This was admittedly a very unusual project for any game designer to take on, more so for a newbie designer like myself, so I wondered what I had gotten myself into. As soon as we said, "goodbye," my first move was to pull out my trusty old battle-tested, home-grown ACW miniatures rules, Tattered Flags, and use them as my guide. I began jamming that forty-page tome into the VPG-prescribed twelve pages of rules by utilizing some Bobby Flay-like slicing and dicing skills. To this end, the Battle Card mechanism was invaluable. With this design device, I was able to transplant rules directly onto the cards. This not only facilitated the feel of a Civil War battlefield, but also provided a great gameplay mechanic. These Battle Cards simultaneously allow the players to get directly involved in the action and added a narrative game mechanic to enhance its realism.
While these game design considerations were percolating away, I needed a suitable battle to act as the canvas for this first game in what would, hopefully, blossom into a series of games. After much consideration, I focused on Gettysburg and General Sickles' adventure into his infamous salient. The Wheatfield sector, in particular, fit the game requirements perfectly since the small battlefield worked with the map's dimensions very nicely. Additionally, the Wheatfield battle was one of constant ebb and flow, with both Union and Confederate forces attacking and defending. This engagement produced some of the hardest-fought combat of the entire war and was thus the perfect place to begin this series.
Thus was born the first game in the Tattered Flags series: Gettysburg: The Wheatfield.
Fish and Fowl
My next task was making a miniatures game function properly in a board game format, and present it so that both miniaturists and board gamers would embrace the final product. The use of the 1" x 1/2" unit Stands mirrored the look of Systems 7, and their top-down figure graphics capture the visual spirit of a miniatures game. The unit scale of 150 men per Stand yields very manageable sized units of one to four Stands each. A unique element that makes the Tattered Flags system different from a pure miniatures game is its use of a pre-printed battlefield map. This "board" gives the game a distinctive Kriegspiel look and feel. I kept the original ground scale of 50 yards per inch, as it works perfectly within the map's limited dimensions.
With the units and map in hand, I needed a clean, simple and realistic movement system that harmonized the game's board-and-miniatures components. So, in Tattered Flags, units may always conduct their maximum move, regardless of terrain (clean and simple). However, units suffer corresponding Disorder resulting from crossing rugged terrain (realistic). Players may, however, move a unit at half-speed to decrease this Disorder. Physically moving a unit is simple once you decide how much Disorder to absorb.
Turning a unit is also easily handled. Instead of trying to explain to players how to properly "wheel" a unit (a miniatures design-for-cause approach), units spin like a pinwheel (a far more intuitive design-for-effect approach). Here, the trade-off between realism and playability is very insignificant. The available Formations in this first Tattered Flags rules set were kept deliberately simple: infantry units in Battle Line (the basic fighting Formation) or Column (a catch-all category for any Formation more compact and faster moving than a line) and artillery units in Unlimbered (deployed to fire) or Limbered (hooked up to the horses to move). Units are additionally rated by their Experience level, with better units having more actions available to them each turn. For example, a Green unit can march one move and issue a desultory fire; a Veteran unit could move likewise but issue a far more intensive fire.
A unit's multiple layers of Disorder and casualties reflects the cumulative effects of soldiers who are not only killed, but also wounded, straggling, hiding, etc. A unit's granularity is thereby emphasized, giving some depth to their battle experience. For a historical example, the 17th Maine (the focal point of the Union defense) suffered 38% casualties at The Wheatfield. Of those losses, only 18 men were actually killed! 115 men were either badly wounded or MIA. So, if the 17th Maine ends a scenario with two reduced-strength Stands, the game has fairly modeled its historical net losses. The regiment's cohesion, however, can fluctuate quite a bit during the game as it goes through multiple levels of Disorder, Stand reduction and recovery.
Command and Combat
The challenge to control the chaos of battle makes for a more interesting and realistic game than having chess-like gameplay. In Tattered Flags, Orders are assigned to Brigades and establish the parameters of operation, utilizing a kind of merit system. Units that follow the operational intent of their Order are rewarded in their capabilities; those that don't are penalized. Here, the Battle Cards are again invaluable as some are designed specifically to cause "friction of war" command headaches for the opponent.
The combat system was kept intentionally manageable. In most cases, the number of combat dice thrown is modified rather than altering their To Hit numbers, thus allowing players to simply add and remove actual dice from their hands. There is no adjustment of columns or number-fudging to remember – just throw the dice you end up with! The Bayonet Combat Sequence represents the dynamic of an attacker attempting to intimidate a defending opponent from his position by closing distance and threatening physical contact. If the units actually do come to grips, the Close Quarters Combat procedure emphasizes Morale Tests and critical casualties – decisive and bloody affairs.
Close Quarters Combat is especially fun as both players roll directly against one another. If both units pass their Morale Tests, another combat round is rolled, and this can go on for many rounds with each unit's condition fluctuating up and down as the melee continues. This yields a very tense and exciting gaming experience!
The Morale Test system recreates various group mental states simulating degrees of angst and bravado. When put through the stress of battle, units often will act on their own emotional level, well beyond the player's control. In each case, the unit's morale state is only temporary – lasting only until the unit is again tested. If the men's last will-to-fight experience was shaky, they will carry that mindset until again forced to fight or flee. The same applies to their being confident from a newly-won victory – it only lasts as long as they keep winning. Units can also be forced to "Go to Ground" (hit the dirt) or do a controlled "Withdraw" move. These results create a fluid battlefield that waxes and wanes while challenging a player to maintain control of his forces amid the chaos.
Gettysburg: The Continuation
What is the future of the Tattered Flags system? The first planned expansion to The Wheatfield should simulate Caldwell's counterattack into this area. After that, we're looking to mate the Wheatfield map with Devil's Den and the Peach Orchard to make a grand mini-campaign recreating the fight for the salient that Sickles carved out for himself. Far into the future, we envision other battlefields, including Western Theater battles and cavalry actions.
As the series progresses, new Formations shall be introduced (such as Open Order, Road March and others), new rules added (Skirmishers, Hasty Works, etc.), new Orders (Support, Assault) and all sorts of other goodies. We've even discussed Mexican-American War and Franco-Prussian War variants of the core system. The future of Tattered Flags is basically limitless, left not only to my imagination, but also to yours if you wish to grab the baton and run with it and design new titles using it for VPG.
This has been a tremendously fun project, and I hope that Tattered Flags succeeds in giving players the unique experience of combining an accurate simulation with a fun game. Thanks and good gaming, everyone!
Transcriber Notes
- Rule 17.0 (Extended Example) is listed in the contents as "inside cover" and was not in the PDF supplied, so it is not reproduced.
- The Player Aid tables (Change Orders, Command Range, Movement Distances, Terrain Effects, Terrain Visibility, Fire Combat, CQ Combat, Morale Test, Recovery) are printed on the separate Player Aid sheets and are not in the rulebook PDF. The rules text above refers to them as printed.
- Rules 3.0 and 4.0 cite "Scenario ... Victory Conditions (17.0)"; the victory conditions themselves are in the scenario booklet at Rule 18.4 and in each scenario. The cross-reference is reproduced as printed.
- Rule 13.7.2 prints the Opportunity Fire modifier as "-1 w"; it is read here as the Fire Die modifier "-1 z" used throughout the rules.
- The Stand-star Command Ratings (Inferior, Average, Superior) are shown on the physical Leader Stands as stars; the star symbols are not reproduced.